Balance - PvE
The ‘ugly step-child’ of the Druid class. A lot of stigma associated with the balance tree is unfounded especially after the improvements over the years, but some issues still persist.
Mana issues: Shadow Priest reliance
A raiding balance Druid is completely reliant on a shadow Priest unless they gimp their DPS via a more mana efficient spell rotation. Insect Swarm/Starfire x4 is sustainable with mana potions and no shadow Priest, but Insect Swarm/Moonfire/Starfire x3 is better DPS, however it requires a shadow Priest and potions.
Due to the Moonkin being a hybrid, they must constantly push for the absolute maximum DPS in order to place reasonably on the meters and thus become accepted; this is not possible, especially during early raiding, thanks to these mana issues. If Moonkins had fewer mana issues and actually were free to use anything but their most mana efficient DPS cycle, a lot of the stigma surrounding them would start to dissipate.
Talents: A greater reliance on restoration than feral
Simply put, a raiding (or PvP) feral Druid can get everything they need out of restoration without wasting a single point. Every single point goes into a feral bias talent. The same cannot be said for a balance Druid.
The raiding balance Druid must ‘waste’ 5 points on either Improved Mark or Furor, then another 5 points on something in the next tier before finally getting to the target of Subtlety and Intensity. For a PvPer the Druid might make some use of Furor; but it is not a balance focused talents, merely a small boost to the off-spec side of balance.
Itemisation: Hopefully to be addressed
Personally, I have never had too much of an issue with itemisation for a balance Druid. There are good leather pieces for every slot in PvP, and the armour class is largely ignored for PvE. I have no problems using cloth in PvE and there is ample leather itemisation support for PvP.
That said, it would be nice to have gear specifically tailored towards Moonkins and after the comments made at Blizzcon I hope we will see improved itemisation for Moonkins.
Your job: A lack of a role
In PvE a balance Druid unfortunately follows the pattern of the holy trinity: Tank/DPS/Healer. A balance Druid is nothing more than a DPSer with no added utility for groups or raids, there is no reliable CC (except in outside instances) and they bring no utility such as the mana regeneration of a shadow Priest. The crit aura only increases the groups DPS and doesn’t provide any increased utility.
A balance Druid is not sought after for grouping or raiding the way that the shadow Priest (another hybrid) is, and although there are still issues to solve with regards to Shamans and Paladins, Druids should also be sought after for a particular spell, ability or utility.
Force of Nature (part one): Control and survivability
Force of Nature in a raiding setting is practically worthless. Being melee the trees are susceptible to all the damage Rogues and other melee classes face whilst having a fraction of the HP and absolutely no control in order to pull them back or otherwise.
When used on a boss they last a few seconds before taking some AoE damage and dying, never lasting anything like their full duration; all in all a useless talent for raiding.
Force of Nature is also sketchy to use in a group setting, they are very unpredictable and sometimes will run off on their own or hit mobs out of CC. In general they are a liability thanks to no control.
Balance - PvP
Balance in PvP is a relatively unknown spec although it is becoming more popular recently as people seem to give up on feral. However, numbers are still down with only 2 out of the 58 Druids in 2v2, 4/49 in 3v3 and 8/41 in 5v5 making it into the top 20 teams across the US (07/08/07 Caster).
Force of Nature (part two): Control in PvP
Force of Nature’s control issues plague its PvP utility as well, I have already created a long post about this (
http://forums.wow-europe.com/thread.html?topicId=304153023&sid=1) but I will summarise here.
The treants are a 41 point talent that is completely uncontrollable in PvP. For a 3 minute cooldown with the purpose of DPS they should be direct-able onto a target for the purpose of burst damage or similar. It is useless trying to burst down a target in PvP only to see your treants running off to the healer that is healing your target thus wasting DPS time whilst they run (since they’re melee) and taking damage away from your chosen target.
Balance Druids should have complete control over their 41 point talent.
Lack of options: Cooldowns and battle-turning abilities
The balance Druid has a distinct lack of cooldowned options for use in PvP. The treants as described above are worthless more than half the time and the only other cooldowns are feral oriented (eg. Bash/Maim) or restoration oriented (eg. Tranquillity). The only cooldown a balance Druid possesses is Barkskin which is defensive; a balance Druid has no usable offensive cooldowned abilities.
I will not list the other casters of WoW but every single one has at least one offensive cooldown and all of them are controllable. This lack of cooldowns makes the Druid play style very repetitive and things like “burst damage” are little more than chain casting Wrath twice with a Moonfire at the end hoping that something crits.
Itemisation (part one): MP/5
I have already covered this point in another post (
http://forums.wow-europe.com/thread.html?topicId=304151605&sid=1) but after my own experience, I believe the MP/5 on the balance arena sets should be removed and replaced with other stats, either crit or increased stamina and resilience; this leads onto part two.
Itemisation (part two): Low stamina and resilience
Again the balance Druid has the lowest stamina and resilience out of all the offensive caster sets and this is in part due to the budget being spent on (in my opinion) useless MP/5. Whilst survivability is not so much of an issue versus melee thanks to the armour bonuses, it is an issue versus casters thanks to no spell interrupts and reliance on Cyclone for control, which can itself be interrupted/silenced.
Itemisation (part three): Armour bonuses
The 4 piece set bonus for balance Druids on the PvP set is all but useless with nearly all balance Druids opting to take 2xS1 and 3xS2 for double resilience bonuses, mana is not an issue in the arena.
Finally, the glove bonus appears again. I am a balance Druid and I would loose no sleep if I lost the current glove bonus, the same cannot be said for a Rogue. Whilst a lot of the glove bonuses are poor for many classes, the Druid’s is not only useless but also weak.
Pre-emption on arguments
I would just like to pre-empt some arguments that I know will surface.
Feral is your PvE tree, it just sucks for PvP like a Warrior’s protection tree
I ask you to consider why there is a feral (and balance) arena set. If these specs were not supposed to be viable in the arena, would there be gear for them? The reason all Warriors (for example) must spec arms for PvP is because protection is not supported as displayed by the lack of a protection arena set.
Consider also that for a feral Druid to arena they must collect a completely different set of gear and effectively start from scratch. They will have no PvE gear to fill the gaps unlike Mages, Rogues, Warriors and so on.
Finally, whilst it is true enhancement Shamans, retribution Paladins and so on have the same problems in the arena; you don’t see me saying that those specs shouldn’t be viable, they should! All specs with gear from the arena should work in the arena.
Learn to play, L2P, and all variants in between
I refuse to believe that the only reason Druids are poor in the arena is due to a lack of skill. If there was a way for Druids to be competitive where they currently aren’t we would be seeing greater numbers than we currently are.
It is perfectly possible that since the Druid class is probably more technical and difficult to play than others then there will be fewer numbers in the high teams; but this fact alone cannot explain away the massive differences in numbers, for example: 243 holy Paladins versus 26 restoration Druids in 5v5.
Your arena rating sucks
My arena rating is definitely not the best (1657, 1716, 1651) in the world however I don’t believe that any of my observations have been made without evidence from the various movies floating around and thanks to my discussions with higher rated Druids. The other fact to consider is that the very nature of this thread is saying we don’t do well in arenas, if I posted all this whilst sitting on a 2500+ rating it would all be a bit hypocritical.
But Cyclone is over-powered
No it isn’t, if it was we would have Druid’s as #1 across the arena. I’m guessing you have 7000hp/10 resilience/sub-1500 arena rating; please get a clue, get some gear and watch some arena videos.
Summary
I hope I have covered all the major issues of the Druid class in an un-bias and clear fashion but if I have missed anything please let me know. I hope these words find their way onto the desk of whoever is in charge of Druid development and that he or she finds something useful in all this.
Thank you for reading, no flaming please.