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World of Warcraft Classes Druid «Balance»

Balance Druid PvE Guide (WoW Legion 7.3.5)

A Druid specializing in Balance uses Moonkin Form to maintain balance in utilizing Nature and Arcane magic. The use of solar and lunar energy makes a Balance Druid a powerful enemy from afar.



Let’s take a closer look at the weakest and the strongest aspects of this specialization:


  • Very potent damage dealing to an area;
  • Nice multi-DoT;
  • The presence of Innervate.


  • Average damage on a single target.

Basic information on the spec:

A Balance Druid, like any other Druid, has the capacity to adopt various forms, although their main one is Moonkin Form. Many abilities are tied to the image the Druid is in. As a Moonkin, you get once key resource – Astral Power which you spend on all your key DPS abilities; and one secondary resource – Mana which you use to power various auxiliary spells. With no form on, or in their Travel Form, a Druid has Mana, and for the main resource, as a Bear there’s Rage, as a Cat, there’s Energy, and with Feral Affinity on, you also get Combo Points.

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Main abilities

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General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 15.

  • Force of Nature. Summons 3 treants that provoke the enemies within the selected area and attack hem for 10 secs. CD 1 min.
  • Warrior of Elune. Allows you to cast one of the following 3 Lunar Strikes instantly. CD 45 secs, starts only once you’ve spent all 3 charges.
  • Starlord. Your Lunar and Solar Empowerments reduce the cast for the corresponding spells.

* Your default pick would be Starlord which happens to be the most powerful on the Tier.
Force of Nature might come in handy on hi-profile Mythic+ together with the affix Necrotic.
Warrior of Elune is a choise for AoE and Cleave. Value of this talent grows with number of targets.

Tier 2. Lvl 30.

  • Renewal. Instantly restores 30% fof your max HP stock. Can be cast from any form. CD 1.5 min.
  • Displacer Beast. Moves you 20 m forward, increases your moving speed by 50% for 2 secs and triggers Cat Form. CD 30 secs.
  • Wild Charge. Depending on the form, triggers one of the abilities with a 15-sec CD:
    In your regular form, it flies you to an ally’s position.
    Moonkin Form – a leap backwards.
    Bear Form – a surge towards your enemy that immobilizes them for 4 secs.
    Cat Form – a leap behind your enemy’s back dazing them for 3 secs
    Travel Form – a leap 20 m forward.
    In your Aquatic Form, your swimming speed grows by 150% for 5 secs.

* The choice is up to you, but usually it’s either Wild Charge or Displacer Beast.
Displacer Beast allows you to get through various barriers but has a longer CD.
Renewal is better left alone. If you need extra healing, getting Restoration Affinity would prove more efficient.

Tier 3. Lvl 45.

  • Feral Affinity. Passively grants you a 15% running speed boost. Increases your Energy restoring speed, grants access to Combo Points and the following abilities in this form:
    Shred is only available in the Cat Form, demands 40 Energy; deals physical damage to a target. If the latter tagged with your bleedings, the spell deals 20% more damage. When cast from Stealth, deals 50% more damage, and doubles Crit. Generates 1 CP.
    Rake costs 35 Energy, deals physical damage and leaves a 15-sec long DoT. It also slows your target down by 50% for 12 secs. When cast from Stealth, the spell deals 100% more damage and stuns the target for 4 secs. Generates 1 CP.
    Rip – only from Cat Form – for 30 Energy, spends 1 to 5 CP and applies a bleeding effect on the target for 24 secs. The more CP spent, the heavier the damage.
    Ferocious Bite – only in Cat Form – initially costs 25 Energy and spends 1 to 5 CP; deals physical damage (the more CP spent, the heavier the damage). Spending additional 25 Energy, increases the damage by no more than 100%. If the target is left with under 25% Health, Ferocious Bite renews Rip instantly.
    Swipe, for 40 Energy, deals physical damage to all the enemies within the range of 8 m. The targets tagged with your bleeding effects receive 20%more damage.
    Generates 1 CP.
  • Guardian Affinity. Passively reduces the incoming damage by 6%. It also grants you several abilities:
    Mangle deals physical damage to the target, generates 5 Rage. CD 6 secs.
    Ironfur costs 45 Rage, increases your Armor by 65% for 6 secs.
    Frenzied Regeneration costs 10 Rage, CD 24 secs. Within 3 secs, restores Health equal to 50% of the damage received over the last 5 secs. Min 5% of max HP. Has 2 charges.
  • Restoration Affinity. Passively grants you Ysera’s Gift which restores 3% of your max HP count once every 5 secs. If your Health is at 100%, the spell restores the same portion of HP to the nearest injured ally.
    Rejuvenation instantly applies an HoT on the selected ally healing them for 15 secs.
    Healing Touch is a long-cast spell restoring a medium portion of Health to an ally.
    Swiftmend instantly restores a major portion of HP to an ally. CD 30 secs.

* Feral Affinity is your default choice here, provided you’re sure of your survival capacity.
Otherwise, choose Guardian Affinity.
If you need to heal yourself rather than reduce the incoming damage, Restoration Affinity would be a great choice.

Tier 4. Lvl 60.

  • Mighty Bash. Can be cast from any form; stuns your enemy for 5 secs. CD 50 secs.
  • Mass Entanglement. Allows you to immobilize the selected target and all the enemies within the 15-m range of it for 30 secs. Any damage dealt to the entangled enemies cancels the effect.
  • Typhoon. In any form, throws back all the enemies within the 15-m range in front of you and dazes them for 6 secs.

* The Tier offers you control options which means the decision is completely up to you.
Mighty Bash and Typhoon are used the most.

Tier 5. Lvl 75.

* Incarnation: Chosen of Elune is your best pick for any situation except for those where you need max AoE.
Soul of the Forest is your best buddy in dealing AoE damage. Can be activated with Soul of Archdruid.
Stellar Flare is a not bad choise for pure multidoting. Usually never used.

Tier 6. Lvl 90.

* For a single target arrangement, your best choice would be Blessing of the Ancients with a continuously active Blessing of Elune.
For 2+ targets, pick Shooting Stars.
Astral Communion is never used.

Tier 7. Lvl 100.

  • Fury of Elune. Summon a beam to a selected destination. The beam deals major Astral damage per sec. The casting itself costs 6 Astral Power + 12 AP once a sec. Acts until you’re out of Astral Power. During active Fury of Elune, you can trigger it for the second time which allows you to move the beam over to a different spot.
  • Starsurge. The area of Starfall grows by 30%, and the dealt damage – by 50%. As long as you’re within your Starfall‘s active range, you can cast spells while moving.
  • Nature’s Balance. Lunar Strike prolongs your Moonfire by 6 secs, and your Solar Wrath prolongs your Sunfire by 4 secs. Increasing Haste decreases the figures.

* Nature’s Balance is your best option on a single target.
Starsurge is perfect for AoE and is also a great single target choice when your target moves along a lot. Particularly good with the Legendary bracers.
Fury of Elune loses to both talents in both situations which is why it’s not used.

So, we can boil it all down to the following builds:

Single target:

  1. Starlord
  2. Feral Affinity
  3. Typhoon
  4. Incarnation: Chosen of Elune
  5. Blessing of the Ancients
  6. Nature’s Balance / Starsurge with Legendary bracers


  1. Warrior of Elune
  2. Feral Affinity
  3. Typhoon
  4. Soul of the Forest
  5. Shooting Stars
  6. Starsurge


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Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.


A Balance Druid uses 2 Arcane and 1 Life relics.

The values for tha traits are provided below in the priority list. In that list, numbers stand for the equivalent to your artifact’s ilvl:

  1. Scythe of the Stars 4.9
  2. Dark Side of the Moon 2
  3. Solar Stabbing 1.8
  4. Empowerment 1.3
  5. Twilight Glow 1.2
  6. Sunfire Burns ~1.2 (3.5 on AoE)
  7. Falling Star 1.2

If you face situations where you’re not sure, we recommend you use the raidbots.com web-site which has a convenient interface for figuring out if it’s worth replacing Relic A with Relic B.

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Netherlight Crucible

Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.

Tier 2. Here you face your first crucial choice between Light and Shadow. This Tier’s choice is basically

  1. Torment the Weak 3.4
  2. Infusion of Light, Secure in the Light 3.3
  3. Shadowbind 3.2
  4. Shocklight 3.1
  5. Master of ShadowsLight Speed 3
  6. Chaotic Darkness 2.9
  7. Murderous Intent 2.6
  8. Dark Sorrows 1.4

Tier 3. Like it said before, in Tier 2 the traits may be equal in their value to those of Tier 3.

  1. Scythe of the Stars 4.9
  2. Dark Side of the Moon 2
  3. Solar Stabbing 1.8
  4. Empowerment 1.3
  5. Twilight Glow 1.2
  6. Sunfire Burns ~1.2 (3.5 on AoE)
  7. Falling Star 1.2

Other traits are defensive and provide no dps that’s why they are not accounted for here. Hence their value is considered equal to 0.

If you are using CrucibleWeight you can import this string into the game:

Legendary bracers + Impeccable Fel Essence + Nature’s Balance:

cruweight^128858^ilvl^1^202445^1.24 6:1.08 7:1.2^202433^4.89 6:5.0 7:4.91^252799^3.09^252922^1.49^252875^3.19^202384^2.04 6:1.85 7:2.02^202386^1.15 6:1.28 7:1.15^253070^3.33^202426^1.82 6:1.8 7:1.83^202466^1.08 6:1.35 7:1.28^202464^1.17 6:1.64 7:1.61^238047^0.36 6:0.18 7:0.24^252088^3.05^253093^3.26^252888^2.97^252091^3.09^252191^2.76^252906^3.55^end


Legendary bracers + Impeccable Fel Essence + Stellar Drift:

cruweight^128858^ilvl^1^202445^1.18 6:1.03 7:1.14^202433^4.52 6:4.43 7:4.42^252799^3.03^252922^1.53^252875^3.29^202384^1.9 6:1.7 7:1.75^202386^1.29 6:1.25 7:1.19^253070^3.29^202426^1.64 6:1.63 7:1.52^202466^1.44 6:1.23 7:1.02^202464^1.05 6:1.5 7:1.45^238047^0.52 6:0.46 7:0.34^252088^2.94^253093^3.4^252888^2.95^252091^2.78^252191^2.74^252906^3.54^end


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A Balance Druid has access to the total of 14 Legendaries.

Let’s single out the best and the good Legendaries:

Oneth’s Intuition is an amazing Legendary allowing you to get free Starfalls and Starsurges which, in its turn, provides you with free cleave, or, during AoE, grants you the opportunity to deal damage to the prioritized target.

Impeccable Fel Essence allows you to utilize your burst more often. A great Legendary on a single target.

Lady and the Child is a great one against several targets as it allows you to save your GCD for Moonfire, and empowers it, too.

Soul of the Archdruid grants you the talent Soul of the Forest for free which is perfect for AoE and cleave combat environment – it allows you to keep Incarnation: Chosen of Elune and stay effective for destroying the prioritized targets.

The Emerald Dreamcatcher is a powerful single target Legendary, but it does complicate the gameplay a little.

Radiant Moonlight is an acid to the 4T21 at AoE encounters. In general, a rather weak Legendary for any combat type without 4T21.


Ekowraith, Creator of Worlds empowers the bonuses on Tier 3 by 75% and has a huge number of stats. A rather average Legendary.

Promise of Elune, the Moon Goddess is a mediocre Legendary on a single target, but it does give you a very potent heal option. A rather average Legendary.

Prydaz, Xavaric’s Magnum Opus, like Ekowraith, Creator of Worlds, has a great number of stats and ups survival. This one’s a nice medium choice.

If you’ve got different Legendaries that are not on the list, and you want to figure out which one of them would be better for you, we recommend you use Simcraft.

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The basic priority rating for the characteristics is as follows:

Mastery >= Haste > Crit = Versatility > Intellect

The current specialization’s Mastery increases damage dealt by Starfall and Starsurge; it also enhances the effect of Lunar and Solar Empowerments.

Haste reduces the cast for spells and GCD.

All characteristics are pretty close to each other in terms of their value. That’s why is recommended, once you receive new equipment, you use Simcraft or Raidbots.com. There is no way to get a more precise answer to which stat to focus on first, but through a simulation.

Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.

  1. Gems:
  1. Chants:
  1. Food:
  1. Flasks and Potions:

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Set bonuses


  • 2 pieces: Lunar and Solar Empowerments also increase the probability of critical strike being delivered by the corresponding spells by 15%.
  • 4 pieces: Starsurge deals 15% more damage to the targets that are under the influence of your Sunfire and Moonfire simultaneously.


  • 2 pieces: Increases your max Astral Power stock by 30. Increases the damage dealt by your Starsurge‘s critical strikes by 30%.
  • 4 pieces: Starsurge and Starfall increase your Haste by 2% for 20 secs. The effect stack up no more than 4 times, but collecting charges does not renew the active time.


For single target recomended to use 4T20 + 2T21 or 2T20 + 4T21.

T20 pieces can be replaced if ilvl of T21 pieces are higher by 15-20 ilvl.

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Rebirth  at cursor’s position:

/cast [target=mouseover] Rebirth


A similar macro for Innervate:

/cast [target=mouseover] Innervate


A macro for your Solar Beam

/cast Solar Beam