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Balance Druid Talents and Racials for Arena PvP - Shadowlands 9.2(已归档)
来自 Ribsx
[Last Updated]:
2022/03/02
变更日志
补丁:9.2.0
目录
评分:
Welcome to Wowhead's Balance Druid guide for Arena PvP (Player vs Player), up to date for 9.2! This section outlines the specific talents and honor talents that you will be taking with you into combat in both the Arena and Rated Battlegrounds, as well as a detailed breakdown of the use-cases and benefits of each talent available to Balance Druid in 9.2.
About the Author
Ribs has been playing Balance Druid since the days of The Burning Crusade. A completionist in PvE, PvP and everything in-between! Multiple Gladiator/Hero achievements and a raider in the guild <Might> on Zul'jin.
You can reach out to Ribs on Discord: Ribs#1685
Overview 9.2
Talents & Racials 9.2
Rotations & Strategy 9.2
Gear 9.2
Covenants 9.2
Macros & Addons 9.2
Recommended Talent Build for Balance Druid in PvP
自然平衡
- Nature's Balance is your default choice for all forms of content as a Balance Druid. This allows us to generate Astral Power passively, this means while you're controlling the enemy team with
旋风
, or you're sitting in
熊形态
trying not to die, you're going to be constantly building towards your next
星涌术
burst go. Over longer arena matches the Astral Power generated from this talent is unbeatable.
艾露恩的战士
- Warrior of Elune is really only useable in fast matches where you're not expecting the game to go long enough to get meaningful Astral Power generation from . Warrior of Elune can also be nice into double melee compositions for decent cleave, however
自然平衡
is the strongest option on this row.
自然之力
- In its current iteration Force of Nature is only used when base sitting in RBGs as treants can melee your target and will spin/interrupt enemies from capping a flag.
猛虎冲刺
- Tiger's Dash is only worth taking in RBGs on a map like Temple of Kotmogu where you may be holding an orb and need extra speed to kite, however
野性冲锋
is likely going to be a more versatile option. Because Tiger's Dash replaces
急奔
, you lose another means to kite.
甘霖
- Renewal gives us access to a nice burst heal and will typically used while in Bear Form to give your enemy cumulatively 'more' health to get through to land a kill, and to synergize with
超凡守护
. Renewal is a solid option into every composition, just be careful to not cast renewal into an amplified Mortal Strike effect like
打磨利刃
. Ideal use of Renewal would be when your healer is sitting in CC, saving your healers' trinket or cooldowns as a result.
野性冲锋
- Wild Charge is versatile and can be used in all of your forms. This is going to be your default pick against double melee comps, as you are able to use a 'cancelaura' macro with Wild Charge to leap to your healer and kite melee effectively every 15s. Additionally, Wild Charge can be used in Cat or Bear Form as a gap closer and allow for easy crossing of the map for an easy
夺魂咆哮
>
旋风
combo on the enemy healer.
野性亲和
- There are almost no situations in which you will be playing Feral Affinity because you will need Guardian/Restoration Affinity for survivability, and Balance Druid has enough CC without needing to rely on
割碎
.
守护亲和
- Guardian Affinity will be your go-to talent on this row for almost every single game you play. Taking reduced damage through Thick Hide, increased healing through
超凡守护
and
狂暴回复
provide so much survivability and help Balance Druid stay alive when pressured.
夺魂咆哮
also helps with peeling against double melee, and can also be used as a combo with
旋风
for guaranteed crowd-control.
恢复亲和
- Restoration Affinity is not typically taken, however if you are positive that you are not going to be the kill target on your team, you can choose to take Restoration Affinity for more off-healing capability.
乌索尔旋风
is nice against melee with multiple gap-closers or for keeping an enemy in place during a setup.
蛮力猛击
- Mighty Bash is taken against a few compositions, featuring classes that have a form of root removal, such as Monk with
迅如猛虎
, Hunter with
主人的召唤
, Retribution Paladin with
自由祝福
, or Restoration Druids. If you cross-CC with
旋风
or fake out freedom effects enough you can still use
群体缠绕
, against non-Restoration Druids.
群体缠绕
- Mass Entanglement is great for enabling your Root/Beam combination with
日光术
. You can use Mass Entanglement to root melee for some breathing room, and directly cast
纠缠根须
on the enemy healer, however you need to be careful or pre-Freedom effects. A big heads up play is to use Mass Entanglement against Windwalker Monks'
风火雷电
as their damage will be significantly reduced if the clones can't get attacks off.
野性之心
- You will likely never take Heart of the Wild, the cooldown is too long and the benefits are not strong enough to give up a form of crowd-control.
丛林之魂
- Soul of the Forest is really only good if you're pressing
星辰坠落
a lot, the astral power generation is nice however it doesn't compare to the offensive benefits of either
星辰领主
or
化身:艾露恩之眷
. Even in RBGs you're rearely going to be pressing
星辰坠落
as it can fairly meaningless pad, primarily when running a
星辰迸发
based build.
星辰领主
- Starlord is a very strong talent for constant damage output as the Haste bonus has been buffed since Battle for Azeroth. The Haste bonus you will be stacking up allows you to generate Astral Power faster after a go, allowing for follow-up
星涌术
, as well as giving you more frequent goes in-between your Root/Beam.
化身:艾露恩之眷
- Incarnation is strong, especially if you're playing the Night Fae covenant, however it is a very 'all-in' talent, as you are losing the consistent pressure boost from
星辰领主
. Incarnation is longer than the baseline
超凡之盟
, however you can utilize
精准天象
to remedy the reduced duration from
超凡之盟
.
星辰漂流
- Stellar Drift will almost never be taken in Arenas. If you're playing a very "rot" style RBG composition with a combination of 3-5+ Affliction Warlocks, Balance Druids, and Shadow Priests you could potentially look at running a Starfall build where you aim to kill a team with spread pressure over direct damage; but I wouldn't recommend it unless you know what you're doing. There are some niche cases where you will want to press Starfall, when you are running
星辰漂流
,
丛林之魂
and
星辰迸发
where you can create a lot of spread damage and pressure.
双月
- Twin Moons isn't a very interesting spell but it does save you a lot of time in applying DoTs during an arena or in a team-fight, with the added benefit of a bit more DoT damage. You'll notice the difference of Twin Moons when you face a dispel-happy healer and need to spend your entire time reapplying DoTs.
星辰耀斑
- Stellar Flare will never be taken in PvP. This is because it is an Astral School spell; meaning when you're interrupted you get locked out of all of your abilities (Nature and Arcane spell schools). It does negligible damage and isn't worth the global cooldown to press.
至日
- Solstice is great for spread pressure and increases your Astral Power generation whenever you activate an Eclipse, something to note is that when you press
超凡之盟
or
化身:艾露恩之眷
you will activate solstice for each Eclipse, doubling your Astral Power generation and damage from Shooting Stars.
至日
synergizes well with
万物平衡
for spread pressure, also. With the nerf in 9.1 this is less of a guaranteed lock-in compared to
艾露恩之怒
, however it can still have some benefit in larger teamfight maps in Rated Battlegrounds where you don't want to risk breaking CC with
艾露恩之怒
.
艾露恩之怒
- Fury of Elune is seeing a considerable amount of play now when used with the
古朴缚梦者
legendary effect, which allows for 5
星涌术
s to be used when your burst is started at 100 Astral Power. Fury of Elune is also powerful as it syncs up with your other 1 minute cooldowns:
增效羁绊
,
日光术
, and
宇宙角斗士的凶猛徽章
. If you are playing Night Fae instead of Kyrian you can still use
艾露恩之怒
if you want more single target burst.
新月
- The Moon talent has received a small buff in 9.1, reducing the cooldown of each individual moon down to 20 seconds, from 25 seconds. While this is a step in the right direction, having the cooldown of each moon scaling with haste would be perfect. Regardless, Moons are a solid talent when you want to try and 'global' an enemy, dropping them from 100% HP to 0% before they can react. Full Moon has a long cast time and can hit for 20k+ on a critical hit, with the 'landing' time of the moon, you can get off two
星涌术
and have all of the damage hit at effectively the same time. Because of the long cast times and less reliable damage compared to
艾露恩之怒
, we are still unlikely to take Moons for consistency reasons during burst.
Recommended PvP Talents for Balance Druid
Slot 1:
枭兽光环
Moonkin Aura is a very nice PvP talent to have, providing spell Critical Strike chance for both yourself and your team. This may not seem very powerful on the surface, but it's important to remember that your healer gains valuable throughput from this talent, and that most classes have some form of spell damage.
Slot 2: Flexible
Slot 3: Flexible
超凡守护
: Celestial Guardian gives you some survivability against most compositions, as most classes deal magic damage. Unfortunately 9.1 spelled the demise of this talent, resulting in the loss of the increased healing intake, leaving it as a minorly improved
熊形态
. This is still an option to take against caster cleaves and into melee where you can spam
月火术
to keep enemies in combat and generate astral power, however there are likely to be better options.
高天狂风
: High Winds was added in Shadowlands as a new PvP talent, and is very likely going to be your default lock-in option. The damage reduction component of the ability is dispellable, however baiting a healer's dispel with High Winds should be considered a 'win' in your book. High Winds is great for locking down the enemy team and reducing income damage, especially against enemy setups where your initial cyclone may be trinketed, this is a great fall-back option for saving your team during crucial moments. With 9.1 High Winds now also has a 'mortal-strike' effect, where healing done after sitting a
旋风
, this can be extremely beneficial for setting up kill pressure when using
旋风
on enemy healers or dps that have strong off-healing potential during a setup.
荆棘术
: Thorns is great for a range of reasons, most of which will be to motivate enemy DPS to swap off the target they're hitting, and provide a much needed slow to the Balance Druid's toolkit. Into double melee Thorns does put out a respectable amount of damage, so if you're able to drag a melee away from their healer and slowly whittle down their health with thorns and DoTs, you can look for a swap and kill.
林地保护者
: Protector of the Grove can be a nice PvP talent to take against teams where you know you won't be the kill target, and into double caster teams such as Shadowplay (Affliction Warlock + Shadow Priest where there is considerable rot pressure and off-healing can help keep yourself and your partner alive. You can activate Protector of the Grove on your ally and then cast on yourself with the reduced cast time, so keep this in mind! In the current meta with high damage, I think that
林地保护者
is almost a sure-fire lock-in against most teams, just for the amount of healing throughput and burst-healing you can provide your team during dangerous situations.
精灵虫群
: Faerie Swarm is a very interesting spell. It's a disarm that is both dispellable by a healer and can also be removed by Freedom-style effects, because the disarm is tied into the slowing effect. With this drawback in mind, Faerie Swarm can be used against Rogue to help alleviate pressure during setups. However relying on it is ill-advised, as there are so many ways to remove the effect. If you cross-CC the enemy healer well you can definitely use Faerie Swarm as a means to peel a Rogue during their
肾击
or
偷袭
goes.
垂暮之星
: Dying Stars can be a nice pickup in both Arena and RBGs when your team doesn't have the dispel protection of an Affliction Warlock, as your DoTs will be regularly dispelled on cooldown. Dying Stars provides a small amount of Astral Power and helps you build towards your next damage window.
根深蒂固
: Deep Roots is your healer killer talent. This increases the amount of damage that can be taken by the target before your roots will break. This means that you can use
群体缠绕
and
日光术
on an enemy healer and do a considerable amount of damage to the healer before the roots break. This can potentially land you a kill if used properly!
明月繁星
: Moon and Stars does have some potential use in Rated Battlegrounds, providing you a decent amount of kick reduction throughout a team fight. As you will be consistently be in an eclipse, you will be able to cast
旋风
and peel for your team extremely effectively. Locking down a team with
旋风
is extremely underrated, negating enemy cooldowns such as
燃烧
or
复仇之怒
drastically increase your ability to survive a team fight. With this being said, I do not think it is stronger than some of the new options we have received in 9.1.
星辰迸发
: Star Burst was added in 9.1 as a new PvP talent. This talent has some insane potential in Rated Battlegrounds as a form of both crowd-control and powerful area damage. The stars dropped by
星辰迸发
will land within your Starfall radius, and can hit for upwards of 25k on a critical strike. These are extremely powerful when utilized to their maximum effect, for example: A warrior can pick up the Stars dropped and dive the enemy backline for additional damage and disruption. As far as 3v3 applications go, Star Burst may be useable into double melee, where whoever is being trained can kit through your star's path and use them for damage and disruption, however this may not be the best talent to use in all situations when compared to
林地保护者
,
荆棘术
or
高天狂风
.
枭兽专家
: Owlkin Adept was added in 9.1 as a new PvP talent. This talent is very strong for both burst and securing crowd-control into double melee teams that focus you. You can choose to use the
枭兽狂怒
procs however you want, either pushing damage with two instant
星火术
, or by casting an instant
旋风
. It is more likely that you will be using the instant
旋风
as a way to relieve pressure or start a CC chain. This is a very solid talent choice into double melee, however has very little application against caster teams unless you are able to abuse taunting pets for free procs.
Optimal Racials for Balance Druids in PvP
Alliance:
Night Elf is the strongest Alliance race for Balance Druid.
Night Elf
Night Elf allows you to utilize the
影遁
ability to great effect. Shadowmeld can be used to avoid incoming crowd-control in a couple of ways: It can be used as a 'disjoint' effect on crowd-control that is already in the air, such as
风暴之锤
(causing the Storm Bolt to not land).
It can be used to go invisible, which will drop your enemies' target and their cast will not go off. This can be massive advantage to have, especially against other Druids, where you can Shadowmeld their
旋风
and cast your own
旋风
out of stealth.
Avoiding critical CC or potentially
影遁
'ing a lethal cast can be an absolute game changer, something that very few other races are able to bring to the table.
Because of the undeniable strength of Night Elf in PvP, it is honestly not worth mentioning Worgen or Kul Tiran. This is not to say that they are not playable, however if you are aiming to be 'optimal', Night Elf is the only decision. At the end of the day, your Race decision is not the be-all-end-all of your success in PvP, so if you like Worgen or Kul Tiran, go for it!
Horde:
Troll and Tauren are both strong race options for Balance Druid. The choice is entirely up to you as both will enable success within the Arena, with Troll being a more burst oriented race, and Tauren more well rounded with defensive and control based benefits.
Troll
Unfortunately the only racial ability that has any impact for Balance Druid is
狂暴
. With that being said, Berserking is a very powerful haste steroid that lines up perfectly with our
超凡之盟
/
化身:艾露恩之眷
major cooldown.
狂暴
allows you to pump more damage into your kill windows by assisting with reducing your filler spell cast times, as well as speeding up your
旋风
, which can be useful to get out quickly in a pinch!
Tauren
Tauren offers multiple beneficial racials, with the only major downside being that you're a big hulking cow. If you can get over that, you will be rewarded with
健硕
,
耐久
,
自然抗性
, and the iconic
战争践踏
. Passive increases to our damage and health pool while reducing some of our Elemental damage intake is already a very appetizing racial loadout, however when you take
战争践踏
into account, Tauren really comes into its own.
战争践踏
allows you to micro-CC healers (small crowd-control abilities/interrupts that are used to buy yourself another few seconds to secure a kill), as well as provide yourself coverage to secure a
旋风
whether against double melee, or on a pillar solo against a healer.
I personally believe that neither Highmountain Tauren or Zandalari Troll are worth mentioning for PvP when compared to the power of Troll or Tauren. As always, you are more than welcome to play whichever race you enjoy looking at. However Troll and Tauren are two great options if you are playing Horde!
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