Thursday, July 26, 2007
So, I figured today I'd talk about synergy: in other words, how you fit in well with other classes as a Balance Druid. Now, we all know what we bring to the party - Crit aura, awesome buff, innervate, off-heals. Let's see what we can take advantage of based on who we group with.
1) Other Druids
Ironically, there's not a whole lot of synergy going on here. Sure, healing druids can benefit from your moonkin aura, and having more innervates to shuffle around is always nice, but there's not much more going on. If there's another balance druid in your group, it's usually best if one of you goes moonkin and the other one stays out just in case off-heals are needed: moonkin aura doesn't stack, so one of you in it works just fine.
Again, not a whole lot going on. Your faerie fire/insect swarm can help a Rogue out, but no more so than any other melee class. Similarly, there's not a lot a rogue can do that directly helps you other than helping to down the mobs quicker.
Apart from the warrior holding aggro if he's tanking, there's not a lot going on here either.
Now we get into some interesting stuff. Discipline and Holy priests (or rather, the discipline/holy hybrid that passes for a holy priest with the sucky talents they gave late holy) often have Improved Divine spirit. Each rank of this 2pt talent adds 5% of your spirit to spell damage and healing. Given the multiple boosts balance druids get to spell damage, this is great. Plus, the spell drops an extra 50 spirit on you as well, which helps for both mana regen and yet more spell damage. If you end up with a pure Discipline priest, they may have mana infusion too, which adds 20% to spell damage and healing for 15 seconds. On a side note, priests are normally your best target for an innervate, as they will get the most benefit.
Shadow priests have the lovely, wonderful ability to give their party back mana. If you are lucky enough to be in a party with one, love them, hug them, and call them George. Over a long fight, this can mean the difference between going OOM and plowing through the enemy.
Not a whole lot here, but there's a BM Hunter ability that increases party damage of all types by 10% after a pet critical hit. The name escapes me right now, unfortunately.
First off, Blessings rule. My personal preference for blessings is Salvation > Kings > Wisdom. Salvation first, because at least with me, it often means the difference between riding the edge with my aggro and just being able to full-out unleash everything I've got. Kings, because it translates into additional mana, hp, spell damage, and combat mana regen. Wisdom is just the mana regen, but it's still quite nice. Auras, while nice, don't particularly benefit us more than any other class.
If your pally friend is healing, your extra crit % = more Illumination procs for him = greater mana efficiency. Yay!
Depending on the spec of the Shammy, you've got a couple different things going on.
First off, regardless of spec, Heroism/Bloodlust is great. Make sure that when you get the 30% speed increase, you start using your higher-cast time Starfire, as Wrath cannot benefit from it completely due to the global cooldown, especially if your nature's grace starts proccing too. Wrath of Air totem adds about 100 spell damage, which is great once again because of our added bonuses to received spell damage.
Elemental Shamans can provide the quite nice Totem of Wrath - +3% Spell Hit & Crit. Never something to sneeze at.
Enhancement Shamans have an interesting ability - Stormstrike. This increases the next 2 sources of nature damage dealt to the target by 20%. If there's a shaman thwacking the enemy with this, take advantage of it and start using Wrath more than Starfire if possible.
Resto shamans are great. The best thing about them is Mana tide. This totem is on a 5 minute cooldown and regenerates 24% of the affected party members' mana over 12 seconds. A great save, and in long boss fights it's sometimes possible to pull it out twice, if it is used early and then saved for the very end.
Mages have probably the single best buff for us - Arcane Brilliance. There isn't a whole lot of synergy otherwise, but that more than makes up for it.
Not a whole lot here, but watch for Curse of Shadow. This increases Shadow and Arcane damage dealt to the target by 10%, so start using Starfire/Moonfire more.
I'm sure I've probably missed a couple things. Anyone have anything to add?