Balance Druids fill a unique spot in TBC Classic raids and dungeons. You're not purely chasing damage meters like a Mage or Warlock would. Instead, you bring powerful support abilities that boost the entire raid while still putting out respectable numbers yourself.
Two abilities define your value: Improved Faerie Fire and Innervate. Balance is the only spec that provides Improved Faerie Fire, which makes keeping this debuff on boss targets one of your top priorities. The debuff shreds target armor and bumps hit chance for melee and ranged attacks by 3%. Your physical DPS players will love you for it.
Moonkin Form hands out a 5% spell crit buff to everyone in your party. This makes you a natural fit for the Warlock group in raids. The setup works both ways since these groups usually have an Elemental Shaman dropping Totem of Wrath, and everyone benefits from the stacked caster buffs.
Pre-Combat Buffs
Before pulling anything, make sure your raid or party has these buffs running:
Core Offensive Abilities
Knowing what each spell does and when to cast it is the foundation of playing Balance well.
Primary Damage Spells
Starfire is your bread and butter. It has a long cast time but hits hard with Arcane damage. You'll spend most of your time in any fight casting this between debuff refreshes.
Wrath casts faster and deals Nature damage, but the numbers are lower than Starfire. It's quicker but weaker overall.
Moonfire is instant cast, dealing upfront Arcane damage plus a DoT that ticks over 12 seconds. The initial hit has a solid crit chance, which matters for Nature's Grace procs. When you're spreading Moonfire across multiple targets, always use any Nature's Grace proc before casting the next Moonfire.
DoTs and Debuffs
Insect Swarm requires 11 points in Balance. It deals about 792 damage over 12 seconds while reducing the target's hit chance by 2%. The hit reduction is useful in both PvE and PvP. Mana cost is low, so you can keep using this even when you're running dry.
Faerie Fire cuts target armor. The improved version from your talent tree also increases melee and ranged hit chance against the target by 3%. Melee DPS, hunters, and tanks all benefit from this.
AoE Spells
Hurricane channels for 10 seconds on a 1-minute cooldown. It blasts all enemies in the area with Nature damage and slows their attack speed by 25%. Pop Barkskin before channeling if you expect to take hits that might interrupt you.
Force of Nature is the 41-point Balance talent that summons treants. They deal decent damage but come with a catch: once they're out, you can't control them at all. They'll attack whatever they want, which can cause problems if you're not careful about when and where you summon them.
Single Target DPS Rotation
Your single target rotation is about keeping debuffs up while squeezing in as many Starfire casts as possible. Usually you can fit about three Starfires between debuff refreshes.
Priority Order
Keep Faerie Fire on the target when you're raiding or grouped with melee, hunters, or tanks. If you're solo farming or in a small group without these roles, you can skip it or use it sparingly.
Keep Moonfire running if your mana allows. Let the DoT expire completely before refreshing. Finishing your current Starfire cast and letting that last Moonfire tick happen is a DPS gain over clipping early. This holds true even with the Tier 5 four-piece bonus.
Use Force of Nature if you've talented into it. Drop your treants when they'll survive for most of their 30-second duration and when your target will live long enough to make them worthwhile.
Cast Starfire as your filler. This is what you'll be casting most of the time.
Apply Insect Swarm while moving to keep some damage going during repositioning. You can't cast Starfire on the move, so this instant DoT fills the gap.
AoE DPS Rotation
AoE situations call for different spell priorities depending on target count and what your group needs.
| Priority | Ability | Usage Notes |
|---|---|---|
| 1 | Faerie Fire | Apply on priority kill targets if your group benefits from the debuff |
| 2 | Insect Swarm | Use on up to two targets when the 2% hit reduction helps survival |
| 3 | Moonfire | Spread to up to three targets maximum to avoid mana drain |
| 4 | Hurricane | Channel when hitting 3+ targets for full duration. Use Barkskin first. |
| 5 | Force of Nature | Watch for unpredictable targeting in chaotic AoE pulls |
| 6 | Starfire | Cast on priority targets between cooldowns |
Cooldown Management
Using your cooldowns well separates good Balance Druids from great ones.
Force of Nature
Your main DPS cooldown takes some planning:
- Deploy treants when targets will live through the full 30 seconds
- Don't summon them right before boss AoE attacks or phase transitions that will kill them
- Always be mindful of positioning because you can't redirect them once they're out
Hurricane
With a 1-minute cooldown, Hurricane fits into AoE situations where you'll hit three or more targets, those targets will stay put for the full channel, and you can cast safely (or have Barkskin ready).
Innervate
Innervate supercharges mana regeneration and lets regen continue while you're casting for 20 seconds. You can use it on yourself during mana-heavy phases, give it to Arcane Mages who benefit enormously from mana restoration, or hand it to healers during intense damage phases.
Tranquility
This party-wide heal channels for 8 seconds, healing every 2 seconds, but the 10-minute cooldown means you only get one shot per encounter. Coordinate with your raid leader on when to use it. Pop Barkskin while channeling to avoid pushback from incoming damage.
Utility and Emergency Abilities
Balance Druids bring a lot more than just damage.
Combat Resurrection
Rebirth brings a dead ally back to life and works during combat. The 20-minute cooldown makes it precious. Druids are the only class with a true combat res (Warlocks have to pre-cast Soulstone before someone dies). Talk to your raid about who gets priority.
Emergency Healing
You're not a healer, but you can save lives in a pinch:
Regrowth delivers upfront healing plus a HoT that ticks every 3 seconds for 21 seconds. Swiftmend works with this too.
Lifebloom heals every second for 7 seconds and stacks up to 3 times. When it expires, it delivers a bonus heal. Keeping 3 stacks rolling without letting the bloom go off produces more healing. Swiftmend doesn't work with Lifebloom.
Swiftmend (Restoration talent) instantly heals by consuming a Rejuvenation or Regrowth effect. It picks whichever HoT has less time remaining, no matter which Druid cast it. For fast emergency healing, drop a Rejuvenation and immediately consume it with Swiftmend.
Crowd Control
Cyclone locks an enemy out of combat for 6 seconds. They can't act, but they also can't take damage. Strong in PvP and useful in certain PvE situations.
Entangling Roots pins the target in place while dealing damage over time. Only works outdoors.
Nature's Grasp (Balance talent) buffs you to root attackers when they hit you. Only works outdoors and shines in PvP.
Hibernate puts Beasts or Dragonkin to sleep for up to 20 seconds. Great for controlling dungeon and raid trash.
Soothe Animal shrinks the aggro range of Beast enemies, letting you skip some packs.
Dispels
Remove Curse cleanses one curse from a friendly target. You can use this while in Moonkin Form.
Abolish Poison removes one poison and applies a buff that keeps cleansing poisons over time.
Defensive Abilities
Barkskin
Barkskin cuts incoming damage by 20% for 12 seconds and stops damage from causing spell pushback. The big deal is that you can activate it while stunned, frozen, incapacitated, feared, or asleep. This is a major upgrade from Classic.
Use it before channeling Hurricane or Tranquility in dangerous situations. Pop it when you expect heavy damage, or reactively when you're caught in crowd control.
Shapeshift Forms
Moonkin Form is where you'll spend your combat time, but knowing all your forms gives you flexibility.
Combat Forms
31 Balance points gives you and your party 5% spell crit, increases your armor, and limits you to Balance spells plus Remove Curse.
Plays like a Rogue with Energy and Combo Points. It boosts melee Attack Power and Agility and lets you stealth with Prowl.
For tanking, increasing Attack Power, Armor, and Health. Dire Bear provides better stats.
41 Restoration points slows your movement by 20% and limits your spells, but those spells cost 20% less mana and your party members receive more healing.
Travel Forms
- Travel Form boosts movement speed by 40% outdoors. You can pick herbs in this form.
- Aquatic Form gives 50% swim speed in water. No spellcasting allowed.
- Flight Form provides 60% flight speed in Outland with herb gathering enabled.
- Swift Flight Form is your epic flying mount equivalent at 280% flight speed.
Cat Form Abilities
For melee damage or stealth situations:
Prowl puts you in stealth with 40% reduced movement speed. Dash boosts movement by 70% for 15 seconds and works while Prowling.
Pounce (from stealth) stuns for 3 seconds with damage over 18 seconds. Ravage (from stealth) delivers burst damage.
Combo point builders include Rake (bleed over 9 seconds), Claw (moderate damage), Shred (requires being behind the target), and Mangle (41 Feral points, increases Shred and bleed damage by 30% for 12 seconds).
Finishers include Rip (bleed based on combo points) and Ferocious Bite (direct damage based on combo points).
Tiger's Fury increases damage for 6 seconds. Cower drops threat. Track Humanoids shows humanoids on your minimap.
Bear Form Abilities
For emergency tanking or survival:
Growl taunts a single target. Challenging Roar is an AoE taunt lasting 6 seconds.
Demoralizing Roar cuts nearby enemy attack power for 30 seconds. Frenzied Regeneration converts rage into healing over 10 seconds. Enrage generates rage but reduces armor.
Damage abilities include Lacerate (stacking bleed with high threat), Maul (powers up your next attack), Swipe (hits 3 nearby enemies), and Mangle (41 Feral points, same damage bonus as Cat version).
Bash stuns for 4 seconds (talents can extend this). Feral Charge (11 Feral points) immobilizes and interrupts for 4 seconds and is powerful in PvP.
Raid Positioning
Balance Druids belong in the caster group, usually with Warlocks. This setup gets the most value from your Moonkin Form's 5% spell crit aura. Groups often include an Elemental Shaman for Totem of Wrath, and the stacked buffs benefit everyone.
Putting It Together
Playing Balance Druid well in TBC Classic means balancing your personal damage against your support duties.
- Keep Improved Faerie Fire on raid targets—helps your whole raid more than extra Starfires
- Manage mana by adjusting DoT usage based on fight length
- Powerful raid utility with Innervate and Combat Resurrection
- 5% spell crit aura benefits entire caster group
- Cut Moonfire before Insect Swarm when conserving mana
- Treant positioning requires planning and awareness
- Must balance utility duties with personal DPS
- GCD management crucial for optimal damage
Use cooldowns thoughtfully. Drop Force of Nature when your treants will survive. Channel Hurricane when targets are grouped up. Give Innervate to whoever needs it most.
Stay aware of utility opportunities. A well-timed Rebirth, Cyclone, or emergency heal can turn a wipe into a kill.
Master these elements and you become more than just another damage dealer. You're a complete raid asset who brings out the best in the Balance Druid's hybrid design.