TLDR version: The Balance specialization has strayed too far from the "core fantasy" of the druid class. In the following is a proposal to redesign the spec and its identity. Key points include:
-Abandon the astrological theme
-Refocus spec abilities around manipulation of plant-based life (both sentient and not), harnessing the wind, and drawing power from the Emerald Dream
-Keep the flavor of maintaining "balance", but now seek balance between the "waking" (physical) and "dreaming" (spiritual) worlds
*For those who have fallen in love with the huggable Moonkin form, it can be preserved through talents and/or cosmetic glyphs
Since I will be rambling for awhile, I've broken it up into smaller, more easily digestible sections. If your interest has been piqued, continue onwards for a discussion of flavor/fantasy of druids in the Warcraft universe.
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When Blizzard announced revamps for classes/specs to better fit their core fantasy, I was hopeful that balance druids would “return to their roots” (pun intended), with a more nature-focused rather than astrological flavor. Although I think the preview represents a large improvement over the current eclipse bar gameplay, I was disappointed to see that they are sticking to a heavy emphasis on moon/sun/stars.
I was introduced to the Warcraft universe through WC3, and none of the druid units had any abilities that suggested any particular connection to the moon or stars. In fact, it was quite explicit that “celestial empowerment” (through Elune’s blessing) was exclusive to the Sentinels (female warrior caste of the night elves). The druids on the other hand (male-only back then) drew their powers from the Emerald Dream and Nature itself.
I realize that things have changed in the modern/“revisionist” age (i.e. male night elven priests/warriors; female/non-elven druids), but I don’t see how druids have suddenly co-opted abilities previously reserved for the Priesthood of Elune. It seems absurd that a troll druid (at least based on his/her spellbook) possesses a stronger connection to Elune than a night elven priest. Similarly, it is bizarre that druids have lately gained solar powers (somehow manifesting as the Nature element, rather than Fire or Holy); feels like druids are usurping the powers of the Light that Tauren priests and paladins (Sunwalkers) gain through worship of An’she.
Other druid specs have a much better fit to their spec identity/flavor: feral/guardian embody wild, animal aspects of nature, channeling them into raw physical prowess, whereas resto is more in tune with plant-based (and fungal) life forms, with emphasis on their healing and nurturing properties. The balance specialization alone seems to have strayed far from its “core fantasy.”
In my mind, the toolkit of an offensively-oriented druidic spellcaster would revolve around the following motifs:
-manipulating plants offensively (roots, thorns, etc)
-calling upon the wind (as Druids of the Talon, taking the aspect of the raven/storm crow)
-channeling raw “spiritual” energy from the Emerald Dream
-calling upon the aid of treants and other allies from the forest/Dream (temporary guardians)
If you haven't gotten bored yet, continue onward for overarching concepts for the spec.
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-In keeping with the idea of “balance”, change the spec identity to balancing the druid’s presence between the physical world and the Emerald Dream (yes, I’m plagiarizing from the Avatar universe; balance between material/spirit worlds). Dreamstate would be added to the shapeshift bar, which partially “shifts” the druid from the physical or “waking” world into the Emerald Dream (“dreamshifting”). The normal caster form would be referred to as the Awakened state.
*The baseline Dreamshift would have a glowing/translucent visual effect (similar to current Astral form, minus the sparkly stars), but a cosmetic glyph could be added to make it appear as moonkin form for diehard fans (Glyph of the Dreaming Owl).
Mechanically, here’s an overview of how it might play out:
-Mana is the primary resource (don’t see a need to invent a new resource), and regenerates rapidly while in Dreamstate. You can manually dreamshift, but it automatically activates if you run out of mana
-While in Dreamstate, your spirit/energy-based spells are empowered. However, you cannot cast spells involving manipulation of physical matter, either living (plants) or inorganic (wind). Attempting to cast these spells will automatically cause you to shift out of Dreamstate.
-While in the Awakened state, you have access to larger arsenal of spells - forces of nature awaken with the druid! These spells will generally be more powerful but also quite mana intensive.
-You gain Ysera’s Boon upon awakening (temporary empowerment buff such as crit and/or haste) upon Awakening, with effectiveness based on total damage and healing done while in Dreamstate
-Mastery could be something that increases Dreamstate bonuses as well as the effectiveness/duration of Ysera’s Boon
Still here and awake? Continue onward for proposed abilities in the core rotation
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CORE ROTATION ABILITIES (potential talent modifiers indicated by *)
DREAMSTATE
Nature’s Wrath Basic filler nuke, animation would be a green energy ball. Increased damage and reduced cast time while in Dreamstate
Dreamfire Functionally similar to Moonfire, but with an emerald/jade visual effect. When in Dreamstate, both direct damage and DoT component cleave to nearby enemies (similar to current Sunfire).
*Faerie Fire Druid can see targets affected by Dreamfire even when stealthed/invisible, and gains increased critical strike chance against those targets.
Dreamweaver (passive) While in Dreamstate, your critical strikes (both damage and healing) have a chance to restore mana
Faerie Beacon (passive) While in Dreamstate, your Dreamfire DoT ticks have a chance to summon a Faerie Dragon to aid you in battle (basically the t18 4-set). Faerie Dragons fire magic volleys at your target, and periodically buff a nearby ally with Pixie Dust (prioritizing the summoner)
Pixie Dust: Increases critical strike by 30%, buff is consumed upon direct damage/heal crit
AWAKENED STATE
Thorns When cast on yourself, you have a chance to gain a Thorn charge (up to some cap) each time you take or deal direct damage.
=>Hail of Thorns Consumes all stored Thorn charges, releasing the thorns over 3 seconds (channeled), striking your target and nearby enemies for physical damage, preferentially seeking your primary target. (sort of combining frost mage icicles with hunters’ Barrage).
*Poisoned Thorns Each thorn leaves a stacking poison DoT (up to some cap)
*Pinning Thorns Enemies struck by thorns are immobilized for 3 seconds
*Thornweaver Hail of Thorns is no longer channeled, and automatically activates when you reach maximum thorn charges
Force of Nature Stores up to 3 charges. Activating will consume all charges, summoning an equal number of Treants to attack your target. Each treant has an energy bar that depletes over time; they despawn when their energy reaches zero. You can have a maximum of 5 treants; if you would go above this limit, you instead restore energy (based on number of FoN charges) divided evenly among your existing treants
*A lot of fun possibilities here with talents that give Treants additional abilities or increase their interaction with your other spells
Grovekeeper (passive) Your critical strikes while Awakened have a chance to restore a charge of Force of Nature
Impaling Roots A line of roots burst from the ground from the caster to target, causing physical damage and knocking enemies upward (inspired by Anub’arak’s Impale). Critical strike chance doubled against the primary target.
Living Tornado Whips up a furious swirl of wind and leaves at target area, dealing moderate Nature damage to enemies within the radius. Living Tornado will slowly chase after the largest cluster of nearby enemies.
*Vortex Tornado no longer chases enemies, but slows enemy movement speed and pulls back enemies that escape the area of effect (same utility as current Ursol’s Vortex).
*Silencing Gale Interrupts spellcasting and silences enemies caught within for 3 seconds (same utility as current Solar Beam)
BURST COOLDOWNS
Lucid Dream Enter an improved Dreamstate for 15 seconds, retaining the ability to cast Awakened spells. Also activates/refreshes Ysera’s Boon and increases all damage and healing by 10% (a parallel to the current Celestial Alignment)
Horn of Cenarius Invoke echoes of the Horn of Cenarius. When activated, your next spell costs no mana and becomes empowered:
Force of Nature: Instead of treants, you summon an Ancient Protector (giant tree) with health and attack power proportional to the number of FoN charges consumed
Impaling Roots: After a short delay, all of your active treants mimic your spell
Living Tornado: the Living Tornado is empowered, affecting a larger radius and dealing more damage, and does not trigger the cooldown. (will be able to have an empowered and normal tornado simultaneously active)
Nature’s Wrath: Instead of a normal missile, send forth a Greater Wisp which travels at a moderate speed towards your target, damaging all enemies in its path. Detonates upon impact with the target, dealing massive to the target and moderate AoE damage.
I commend those who've made it this far. Next up: some potentially cool high-level talents or artifact traits, utility/hybrid-oriented spells, and cosmetic glyphs
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Some ideas for cool “ultimate” spells/talents:
Avianna’s Fury Blast the enemy with a furious gale of wind, dealing heavy Nature damage to the target and nearby enemies (basically Chaos Wave, R.I.P. demo lock metamorphosis). Damage further increased on enemies caught within a Living Tornado
Emerald Wind Release an expanding nova of mystical wind that damages and pushes enemies back, while healing allies (inspired by HotS Brightwing’s heroic)
Verdant Upheaval Impaling Roots is now accompanied by a secondary wave of erupting soil and plant matter (wider cone around the original line), dealing additional nature damage. Enemies within the wake of the eruption have their movement speed slowed by the tangle of roots and vines.
Utility and hybrid-oriented abilities:
Dream’s Grasp Drags target humanoid, giant, beast, or dragonkin into the Dream with the druid, forcing them to sleep. Druid also dreamshifts if they are not already in Dreamstate. Any damage besides the DoT component of Dreamfire will break the effect.
Phase Shift (passive) When below 50% health, activating Dreamstate causes the druid to momentarily phase completely out of the physical world into the Dream, gaining invisibility and invulnerability for 3 seconds; any actions while phase shifted will cancel the effect prematurely. Phase Shift can only trigger once every 2 minutes.
Symbiosis (passive) Your effective healing on others restores a proportional amount of mana to you
Circle of Life Passively, you are restored mana anytime one of your treants is killed prematurely. Activate to return all your treants to the earth (counts as premature death), creating a patch of fertile soil which heals allies standing within.
Enraged Wildkin Temporary shapeshift (make use of current Incarnation moonkin model) that grants additional maximum health, reduces all damage taken, and greatly increases threat generation. Attacks made against the druid in this form can trigger Wildkin Frenzy, making the next spell instant cast and deal increased damage. Moonkin tanking!!!
Some ideas for cosmetic glyphs:
Dreaming Owl your Dreamstate form appears as a moonkin (for diehard fans)
Divine Invocation Invokes your racial “divinity” to alter the visual appearance of Dreamfire
-Night-Elf and Worgen: Moonfire
-Tauren: Sunfire
-Troll: Spiritfire (loa spirits/voodoo…purple?)
Fungal Affinity Instead of treants/ancients, your Force of Nature summons fungal shamblers/giants
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What do you guys think? Am I completely off-base with the “mainstream” balance druids, or does this proposal resonate with some of you as well?