Astral storm during MoP was Hurricane during Lunar Eclipse (deals arcane damage instead of nature to benefit from Eclipse), and then in WoD they changed it so you can glyph Starfall to deal nature damage and Hurricane to deal Arcane damage (swapping around your AoE abilities)
My ideas for balance (a tree I designed a few weeks ago, based on MoP eclipse) is to empower eclipse for 15 sec (eclipse lasts 15 sec, however you have a lot of talents interacting with Eclipse to make both it and Celestial Alignment better.
about AoE, Hurricane/Astral Storm should be the main “spaming ability” during Eclipse.
Astral Tempest
Call down a violent storm in the target area, causing Astral damage to enemies every 1 sec for 10 sec. The Druid must channel to maintain the spell.
Generates 10 Lunar or Solar energy, whichever is more beneficial to you, every 1sec.
(Channeled spell. Lasts 10sec)
improving talent: Targeted Storm: Increase the damage of Astral Tempest by 25%. Astral tempest no longer needs to be channeled but has a 10 sec cooldown.
Starfall becomes a CD with a choice between Starfall and Sunfall, both function similar to old versions of Starfall but have a slight difference.
Starfall/Sunfall
Calls down waves of falling stars/solar bolts upon enemies within 40 yds, dealing Arcane /Nature damage over 8 sec.
Triggering a Lunar/Solar Eclipse activates this spell, regardless of its cooldown
(1min cd)
I thought about making it so both deal Astral damage and just turn the eclipse trigger into the choice node but wasn’t sure.
- Lunar Shrapnel brought back as well
- Stellar’s Drift changed, Starfall and Sunfall deal 20% (40% rank 2) additional damage and allows you to cast while moving for 7sec (15 sec rank 2) Stellar’s Drift is always active during Celestial Alignment.
Mushrooms added back similar to their MoP form, taking Wild mushrooms grant you 3 spells:
Wild Mushroom:
Grow magical mushrooms with 5 health at the target location for 2 minutes. After 4 sec, the mushrooms will become invisible.
Only 3 mushrooms can be placed at one time.
Wild Mushroom: Detonate:
Detonates all of your Wild Mushrooms, dealing Nature damage to all nearby targets within 10 yards, and creating a Fungal Growth in each mushroom’s wake covering an area within 8 yards, slowing all enemy targets by 50%, and lasting 15 sec.
Wild Mushroom: Bloom:
Causes your Wild Mushroom to bloom, healing all allies within 10 yards.
Your Wild Mushroom: Detonate and Wild Mushroom: Bloom spells share a 10sec cooldown
Wild mushrooms will be the more focused. less spamy AoE spell, with some talents to improve it
- Enemies entering your fungal growth are poisoned for 6 sec (12sec rank 2), reducing their movement speed by 30% and causing them to take additional nature damage over that duration
- Your mushrooms form a fungal growth around them but reduce the duration of Wild Mushrooms by 1.5 minutes. In addition, detonating a shroom deal 40% increased damage or healing.
Starsurge (in my opinion at least) should reward casting while standing still, so Power of Goldrinn has 20% increased chance for each 0.5 sec channeled (an empowered spell, with up to 2sec cast time.)
there’s a talent that makes it so each 1sec spent casting will cause you to deal 5% increased damage to the target for 15 sec OR hit an additional target.
there are a lot of other changes, like a proc that makes Starsurge act as if it was fully empowered and stuff.
that’s part of my take on Balance druid, idk if people will like it or not but these are some changes that can be done to make balance different (and at least in my opinion, better)