Last updated on Apr 04, 2024 at 02:00by Seksixeny7 comments
On this page, you will find out the optimal PvE stat priority for yourBalance Druid in WoW Classic - Season of Discovery. We first present thestat priority, before delving into more complex explanations.
1.
Stat Priority for Balance Druid DPS
Before we begin, it should be said that gear in Season of Discovery, such as Extraplanar Spidersilk Boots, tends to be very unique. Thus, youwill often be chasing very specific items, rather than simply following a statpriority list. Still, a more detailed explanation on each of a Balance Druid'srelevant stats will help you understand why those pieces are so sought after.
1.1.
Damage Stat Priority
- Spell Hit Rating (5% is needed to cap hit against Sunken Temple bosses, see below for details);
- Spell / Nature / Arcane Damage (some spells scale better with it than others,but for the most part you will be casting spells that benefit greatly from it);
- Spell Critical Strike (200% damage for a spell crit with maxed Vengeance);
- Intellect (grants spell critical strike and increases your maximum Mana);
- Spirit (minor Mana regeneration with Reflection).
1.2.
Priority of Other Stats
- Mana every 5 seconds (for Mana regeneration while you are casting);
- Resistance (strongly reduces Magic damage taken of a specific element);
- Stamina (more health per point);
- Agility (dodge);
- Armor (less physical damage taken).
2.
Stats Further Explained
2.1.
Spell Hit
Spell Hit allows your spells to land more often, which is a huge DPS increase.Keep in mind that you will always have at least a 1% chance to miss with spells.Depending on the level of your enemy, you might need more or less Spell Hit toreach this 1% cap:
- For an enemy of the same level as you, 3% Spell Hit is needed to cap.
- For an enemy 1 level higher than you, 4% Spell Hit is needed to cap.
- (Sunken Temple Bosses) For an enemy 2 levels higher than you, 5% Spell Hit is needed to cap.
- For an enemy 3 levels higher than you, which is the case of raid bosses, 16%Spell Hit is needed to cap.
Unfortunately, Balance has no talents that increase Hit and, as such, needs thefull 16% Hit to max out against bosses, which diminishes its damage potential greatly.
2.2.
Spell Damage
Spell Damage is applied to each spell based on its casting time.
The coefficient is calculated by dividing the cast time of a spell by 3.5.This is because a 3.5 second cast benefits from 100% of your gear's Spell Damage.For example, if you have 20 additional Spell Damage from gear, then this will simplyaffect your spells as follows:
- Damage Increase per spell cast = n * 20
- n = spell's coefficient
Instant single target spells typically only get around 43% of the benefit, witharea of effect spells having an even greater penalty, while a short cast time spelllike Wrath gets roughly 57%. Meanwhile, a longer cast spell such as Starfire gets 100% of the Spell Damage in your gear as added damage.
This means that 100 Spell Damage on your gear would cause Wrath todeal 57 extra damage per cast, but Starfire would only deal 100 extradamage, using the same gear. A table with the exact coefficients for all spellsin WoW Classic can be found in thisreddit thread,by u/RobertVests.
2.3.
Spell Critical Strike
Spell Critical Strike allows your spells to occasionally deal extra damage.Balance has Vengeance to increase the damage from critical strikesfrom the regular 150% up to 200%, but also relies on the damage over time of Sunfire, making critical strike a good, but not excellent, stat.
2.4.
Intellect
Intellect is a fine stat for Balance Druids, as it increases total Mana pool andspell critical strike. Due to Fury of Stormrage removing the cost of Wraththe value of Intellect is lower than it used to be in vanilla, and you can probablyget away with not stacking it in your gear, as you will get plenty by default oncaster gear.
2.5.
Spirit
For Druids, Spirit provides Mana regeneration, mostly when outside of combat,and up to 15% inside combat with Reflection talented. Overall, not thatuseful due the same reasons explained above for Intellect, but it can be usefulwhen combined with Innervate, for example in the form of swapping to aweapon with high Spirit when receiving Innervate.
2.6.
Resistance
Resistance, while inherently niche due to different bosses dealing differentmagical damage types, can be very useful while progressing specific bosses. Wearingresistance gear of a type makes you take less damage or even completely avoiddamage when hit by that type of magical damage.
2.7.
Stamina
Stamina is the only stat that will help you survive all types of attacks, andas such, should always be valued.
3.
Changelog
- 04 Apr. 2024: Updated stats for Phase 3 with Sunken Temple in mind.
- 11 Feb. 2024: Updated for Phase 2 with Gnomeregan in mind.
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