FEEDBACK: Druid Class Changes

Bloodtalons feels a tad clunky because when I have brutal slash I don’t use shred often much less within 3 seconds of a ferocious bite. I often want to set up my opener with an empowered rip and I don’t like that I have to go through a combo to hit ferocious bite and them build up to spend for my empowered rip.
To me that feels like a really long ramp up time - worse of a ramp up than in bfa.


Additional Feedback for Bloodtalons:

As others have said, Bloodtalons in its current Shadowlands iteration is far too clunky:

You are forced to use a 1-4 CP FeroBite to activate it, which is just goofy - especially since gambling for a 20-80% chance at Predatory Swiftness really does nothing for altering the DPS rotation in any meaningful way (Pred-Swift doesn’t synergize with BT anymore). On the other hand, if you have 5 CP after finishing a trash pack and moving to a new trash pack, the optimal opener to move toward a BT + Primal Wrath combo without wasting CP, would be to use a 5 CP FeroBite on the first mob you attack. This is suicide, as it will pull threat off of tanks - especially now without Survival Instincts (ugh, imagine having to use SI just to optimize a multi-mob pull for Primal Wrath bleeds - gross).

Sadly I don’t have any ideas for BT because I’m not really sure what direction Blizz wants to move with Bloodtalons.

And unpopular opinion - I don’t actually really enjoy current BT on Legion/BFA, but it is usable (and I do use it), and far better than this current SL iteration. I’m not sure what other ideas Blizzard has for this talent row, but this one’s too clunky. If the Night Fae covenant actually fired off a non-threat-generating FeroBite and a Shred, Bloodtalons in its current Shadowlands iteration might be feasible. But the covenant does not do this as far as I know.

Edit: I was thinking up some standard rotation situations for the current (SL) iteration of Bloodtalons:

Scenario 1A - A typical boss fight - Starting pull on single-target dungeon or raid boss that has high-priority adds summoned throughout the fight. Let’s assume you have Berserk/Incarn ready so energy isn’t an issue on pull, and you took Sabertooth talent to reapply Rip duration:

Open with Berserk/Incarn and Tiger Fury as the pull countdown ends. Stealth Rake followed by Shred (using Rip now would be a DPS loss). You now have 1 second remaining to use FeroBite or lose the new Bloodtalons window, so you use a 2-4 CP [sub-optimal] FeroBite (depending on crits with primal fury passive). You now have a good 20+ seconds to apply a buffed Rip - plenty of time. You Shred once for at least 1 CP, and apply a buffed Rip with 1 or 2 CP (depends if Shred crit). You’re back to 0 CP with precious few seconds ticking away to prolong your buffed Rip. Getting back to 5 CP is not an issue before a 1-2 CP buffed Rip falls this time, because you still have Berserk running. So you build to a 5 CP FeroBite and finish the combo, pumping your buffed Rip’s duration sky high. You’re all set. This talent no longer has any use the rest of the fight so long as you keep your FeroBites rolling on the primary target. This makes the talent VERY uninteresting at best (certainly less interesting and engaging than Legion/BFA BT) and incredibly punishing at worst (especially if adds show up and/or your cooldowns are exhausted).

Now adds show up and they are a major priority. Your buffed Rip falls off the boss while you clean up adds. You get back on the boss. You need to reapply your buffed Rip ASAP. Let’s say you helped finish the last add with a 5 CP FeroBite so you’re starting from 0 CP. What do you do first? Do you build to 5 CP with Shreds only (which may take longer this time if cooldowns are not ready) and do an optimal FeroBite (may have to pool energy first), then follow with a Rake + Shred to reopen the BT window for the buffed Rip, or do you apply the Rake immediately when getting back on the boss, follow with a Shred, and a gimped FeroBite to open the BT window? You’re either using a sub-optimal FeroBite to open the BT window (DPS loss) or you’re delaying application of your bleeds until after a 5 CP FeroBite is finished (DPS loss). This goes against the standard of applying DoTs first, and is just shaking up the rotation for no real satisfying reason, other than to change Feral’s rotation from previous expansions.

Scenario 1B - A typical boss fight - Starting pull on single-target dungeon or raid boss that has high-priority adds summoned throughout the fight. Let’s assume you have Berserk/Incarn ready so energy isn’t an issue on pull, and you took Sabertooth talent to reapply Rip duration:

Open with Berserk/Incarn and Tiger Fury as countdown ends. Open with Stealth Shred(???) followed by more Shreds until 5 CP? Optimal 5-CP FeroBite is used, followed by regular Rake (whether Incarn-re-stealthed/Shadowmelded or not), to open the new BT Window. Apply buffed Rip with 1-2 CP (depending on Crits), build back up to a 5-CP FeroBite and use it to prolong the buffed Rip. Proceed the same as Scenario 1A the rest of the fight…

Is Feral’s new playstyle going to require we delay our opening bleeds on fresh targets to make new BT work, or are we supposed to use sub-optimal, low-CP FeroBites to chase this DPS increase?

Rake is not a skill we can reapply often without clipping DoTs and losing DPS. New BT is going to revolve around the timing of the first Rake. Rake early, and you’ll have to follow shortly with a gimped FeroBite. Rake late, and you’ve lost DPS because you Raked late.

I don’t get how we’re supposed to use this new BT at all with a smooth, high-damage rotation. By chasing the DPS increase we lose DPS elsewhere. Am I missing something?

If the new BT’s window was bumped up to 10+ seconds it’s still hard to say if the rotation won’t suffer - I don’t know what Feral energy generation looks like at optimal gear at level 60 (energy at 50-53 is slow as dirt with standard gear in Bastion if that means anything), but if the window for new BT was too long the talent would become pointless. It looks like they’re trying to free up Regrowth, but still pressuring Ferals to do a certain, unlikely combination of skills within a tiny period of time as an exchange.

[Hopefully Final Edit]: The Feral rotations above might not be exact - for example you can Rake > FeroBite then do Shred to open the BT window, but the end result is similar - Incomplete FeroBites or delayed bleeds will be required to use the new BT. I fail to see the point of such a change in Feral’s rotation. It makes BFA’s Bloodtalons look elegant by comparison.


I have played my Balance druid for a good few hours in the field and in the dungeon once, and much of what I will be listing here have been said before, but I feel it’s just as good to get another tick on the board here and there.

How I currently feel about Balance Druid:

Eclipses: I was initially thinking that we were going back to the moving bar and was excited, but then found out that it was just a buff you got maybe every 30 secs or so. Now much like it was in the past, each spell powering up the other has been kinda standard, but in this current iteration it just feels off. Being in a fight that has 2+ mobs I would wanna spam Lunar, but then the Wrath proc hits and now I feel obligated to cast Wrath to not waste the buff, or when I’m in a solo mob and have to cast the much slower Lunar. And that’s not counting, if I am seeing this right, Starsurge says that it is suppose to increase the timer on the current Eclipse by 3 secs but from what I saw it was only giving me 1 second or so. My solution to this would just bring back the bar because at least I knew what I would be casting when. I would also maybe change up what the Eclipse gives the moves, for example Wrath doesn’t need that much of a cast speed increase, so how about adding bonus Crit to it? and I would say for Lunar can stay about the same.

Talents: It’s hard to call this one quite yet, mainly looking at the level 40 and then the level 50, without meters on what is better, otherwise I’m fine with them.

Starsurge: It just feels… less useful to me since its main goal now is to increase Eclipse by a bit and deal a small chunk of damage. I almost don’t want to spend it until I am near max because of if an eclipse procs and I wanna burn 3 in a row.

UI: I feel like the UI for the Eclipse buff should remain on the screen, to me, instead of being there for 1 sec because I have been in a situation where I’ve been in the buff and didn’t realize it until a few secs into it. Sure I’m likely to use an add-on on Live to make it more visible to me, but to have those sun and moon icons on the screen for longer wouldn’t hurt.

Kindred Spirits: … I don’t know if it’s bugged or if i’m using it wrong but for sure I can’t complete the one quest where we have to use our new ability on the one “boss” and even if I target someone, use the spell I can’t seem to get the effect to work. Most, if not all, other classes get something that doesn’t rely on having someone else as their ability. At this point just give us back Symbiosis and change the Bastion ability to something else. If we wanna talk thematically give us something like an empowered (replaces) Solarbeam that adds on increased damage or something.

Stats: I am not super hardcore into number crunching and what stats are the best, but right now it’s looking like Crit is pretty much worthless to us because NOTHING is bonus to us besides crit damage. If I were to guess Haste to get in as many spells in an Eclipse time and then Mastery to just straight up increase our damage. I wouldn’t know much for Vers since as I know we have never needed it as much as other things.

Most of Balance life had always had Crit do something for us, either giving us procs of Starsurge, or empowerment’s, or whatever so it is strange for us to not use crit for anything besides damage.

That is about all I can think of at this very moment, but be sure that I will be continuing on the Boomkin life to make sure that we get the love that we deserve.


I have a tracker on it, I haven’t noticed any bugs on it. Are you able to replicate?

Recount works, in case you wanted a more formal test. :slight_smile:

Bugged at the moment

Haste is good. Mastery for burst. Crit is good for burst too. I’m running as Mastery+Crit build, playing around a 1min window via FOE.

Awesome feedback. It was very insightful. :smiley:


(let me reply on my actual Live toon, don’t know why when I logged in it defaulted to my WoW classic toon)
All I can really reply to right now if the Starsurge one, which my only evidence on the timer is me watching the actual buff on the top right of my screen. Let’s say that Solar Eclipse is active and has 5 secs left. If Starsurge says it is suppose to increase the timer by 3 secs then I should see that 5 go to an 8 or at least a 7, but I have only seen it jump up by a second at best per Surge.

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If you’re not a boomkin at the time the screen that lets you change specs shows starsurge tooltip and says it increases the eclipse by 2 seconds not 3, but after you change to boomkin that tooltip also changes. So I wonder which is accurate 2 or 3?

Not sure where to put this as a suggestion:
Could there be a way for druids to learn new forms for their specializations? For example: Do a quest or perform a ‘ritual’ to learn a turtle form to take the place of bear? Or wolf to take the place of cat?
Just a thought.


Feral Feedback - New Bloodtalons and Multi-target

For Single Target, assuming the +50% Rip buff outweighs the throw-away of an early low-CP FeroBite in the longterm, it’s viable as a Single Target skill, albeit way simpler to maintain than old BT. But there’s still an issue with the combination of skills requiring 3 seconds when it comes to adds or secondary targets - travel time between targets.

As a random example, let’s say you need to change targets to adds while you’re on a primary target/boss. In theory, if you are able to successfully time the use of a 5-CP FeroBite on the primary target/boss and switch to a new target, you can open on the new target with Rake and Shred to start a new BT window and apply some powerful new Rips in short order. The problem is, the target needs to be right next to you. If the target is any distance away at all - even with using Wild Charge or Skull Bash - it’s going to be too late, and the BT window will be lost. Right now the only solution is to ignore your raid leader telling you to go kill adds ,wait until Rake needs to be reapplied so you can do a FB/Rake/Shred combo on the target in front of you, then move to the new adds late when you have more time to use BT. Feels bad.

If the new iteration of Bloodtalons is to be more useful in situations where adds enter the battle periodically and need to be defeated quickly, the new BT will need to give more than 3 seconds for completing the 3-skill combo of Rake+Shred+FB. Try giving it 6-12 seconds instead of 3, and see if Feral players can make it work. Ferals will need to remember what skills they last used while moving between targets, of course, which is part of the learning curve. This will, in theory, also give Ferals time after finishing one trash pack (in M+/Torghast) to move to the next trash pack pulled and open/finish a BT combo, setting up a powerful Rip window. Still a little clunky having to use Shred on a new pack of multiple enemies, but if a massive Primal Wrath is worth it (in theory), BT needs to give Ferals more time to set it up on a fresh pack of enemies. This would potentially be a satisfying way of maintaining a rhythm for moving through M+/Torghast packs, assuming your group was performing well.

I would also argue that this new iteration of Bloodtalons is more of what I’d call a “Momentum” talent and not a traditional snapshot one - reminds me of early iterations of Blood of the Dragon or Greased Lightning in FFXIV where DRG/MNK would be internally screaming if the tank took too long to pull between packs because they’d lose the buff window - except in WoW’s case it would be an optional talent to take instead of a must-use core mechanic.

With that in mind, maybe this mechanic shouldn’t even be the new Bloodtalons. Maybe it should be an all-new talent that replaces what is currently Feral Frenzy, and call it “Bloody Momentum” or something. ((Move Feral Frenzy to baseline?)). “Bloody Momentum” would be useful in situations where you are running with a trusted, fast-moving tank (preferably a guildmate or friend), or in 2-target raid fights where maintaining two extremely powerful Rips (via Sabertooth synergy) would be feasible.

TL;DR - I believe the new Bloodtalons needs to allow more than 3 seconds to finish the combo, and that maybe this should be its own new talent instead of BT’s replacement?

Sorry again if these ideas sound like crap, I’m not a theorycrafter or a skilled player I’m just throwing out ideas. I just want Feral to not suck in Shadowlands (which I am coming back for), that’s all.


Guardian Druid

As many casters and alpha players have echoed, the bear needs something. The playstyle is okay, the power is okay, the survivability is okay. It’s a fine spec that does a serviceable job. So what does it need then? What is it in my opinion that all the youtubers keep pondering?

A Visual Overhaul

I worked so hard to get the Hulk Bear artifact appearance and love it, but even with that, the spec is just the dullest thing in the game. Every move is a round red swipe, sometimes with extra circles. Maybe throw in a moonfire or two.

For a gigantic pulverizing bear, the attacks should have more weight to them, more crushing power, more hulking visuals to sell the fantasy. Paladins dazzle with light, Monks breathe literal fire, Vengeance Demon Hunters leap and explode, Warriors crack the earth below them.

We draw red circles with slow paw swipes.


People above me make great points via mechanics and numbers. But for me, It’s time to make bears a force to be reckoned with in the visuals department, Blizz. It’ll go a very long way.


Bears that use mighty bash should knock everything they charge through to the left or right as they get to their target like the paladin pvp steed ability. That would be visually appealing! But yeah, I think it’s kind of hard to make them visually appealing because they’re bears, in most fantasy settings you wouldn’t even have the red circles, you’d just have the swipe motion and that’s it. If anything detracts from bears for me though it’s the sound effects, the constant grunting stuff is a bit too repetitive I guess.


Feral Feedback - New Bloodtalons (again)

I just wanted to wrap up some thoughts about new Bloodtalons (sorry!)

I’d be curious to know if Blizzard has other versions of new Bloodtalons coming for future testing. I’d like to compare this one to other new ideas they may have for the new BT. If I had to compare this new BT to old BT, old BT is “better” by far. Old BT is controversial, but it has so much more potential in so many different situations, there’s really no comparison as far as player-engagement. Old BT is usable on more than just Rip as well, which gives Ferals more flexibility on what to use it with - BrS splashing adds, Rake pandemics, finishers, etc.

New BT also has a weird crisis with its own identity - is it supposed to be a Single-Target talent or a Multi-target talent?

  • A strict activation combo is required within a tight window, yet when the window is opened, the player has an eternity to use it (30 seconds). This results in the BT buff constantly refreshing on its own, accidentally, just by the Feral going through their normal Single-Target rotation. If there’s nothing to use it on, it feels weird just sitting there not being able to engage with this buff as it constantly refreshes.

On the bright side, this shoots down my original concern that having it ready for add spawns could be difficult. All a Feral player has to do is pay a little bit of attention when Rake is coming up for re-application, either pandemic window or if you’re letting it drop. Opening the 30-second buff is always centered around Rake since that’s the least-used of the three skills needed to combo. This thing is super easy to keep up in ST, and probably easier once our energy regen picks up late-game.

  • In Single-Target, it’s dull, especially with Sabertooth talent. On Pull, Berserk > Tiger’s Fury > Stealth Rake > FeroBite > Shred > Rip > Shred to 5 CP > FeroBite > Roll Credits.

  • In multi-target, it’s a bit more interesting, but it was originally THE single-target talent, so I’m not sure what’s going on here. I have a feeling most feral players, if using this new BT in Torghast or M+, will have no problem activating the new 30-seconds buff constantly throughout trashpack fights, to keep the momentum going for dumping massive Primal Wrath finishers on each new pack. As a pack of enemies is dying, switching to single-target moves like Rake, Shred, and FeroBite could conceivably allow a feral to combo together a fresh 30-second buff before the next pull even starts.

For example - let’s assume Blizzard leaves the new Bloodtalons’s combo requirement at 3 seconds instead of bumping it higher. Here’s how it could be used:

  1. Talents: Predator, Primal Wrath, Bloodtalons. Destination: Some 5-man dungeon in SL.

  2. The first pull in the dungeon is 3 enemies. The Feral opens with Stealth-Rake, FeroBite, Shred (BT activates), tab-Rake, tab-Rake, Swipe, Tiger’s Fury + 5 CP Primal Wrath. That’s probably one of the theoretical ways you can get a 5 CP Primal Wrath up with maximum snapshot damage from starting fresh. Fight continues on. One of the enemies dies, the last two are low HP. The Feral drops a 5-CP Ferobite on one target, killing it, then does a Rake > Shred on the last enemy just as the enemy dies. BT is now ready for 30 seconds, and the tank moves toward the next pack. It doesn’t feel good using a Rake on a dying enemy, but let’s roll with it for now. Also wouldn’t be the first time we’ve done it just for an emergency Predator reset.

  3. Next trash pack - 5 enemies. Feral follows tank, goes Stealth. Opens with Rake from Stealth, tab-Rakes to 5 CP, Tiger’s Fury (Thanks Predator) + 5 CP Primal Wrath (BT still had ~10-20 seconds left on it). Much quicker to drop a mega-buffed PW on the enemy group this time in theory, thanks to preparation at the last trash pack. As long as the Feral player opens the 30-second BT buff as a trash pack winds down, this could potentially be an interesting multi-target dungeon skill.

But, this is weird for Bloodtalons, an originally mainly-single-target skill (although very versatile in cleave as well) being used as a momentum mechanic for dungeon slice/trash pulls in M+/TG. Hence why it could be cool as its own new talent instead of scrapping the idea entirely. It could be an interesting mechanic to work with and think about when running dungeons.

I’m not sure what late-game scaling and covenants/bonds look like yet, or how well Feral’s energy regen is with good gear. Would chasing BT+PW combos outperform simply Tab-Raking and Swipe-spamming a trash pack from start to finish? Would this outperform MoC in AoE? No idea.


This might be the weirdest part of it.

For single target, it makes me think of ye olde Simplified Feral DPS Chart meme. Only in place of Mangle, it would be “does boss have Rip? no? John Madden!1!” then Bite forever.

That the new BT+Sabertooth combo would be a bit easier on single target and more complicated for aoe/swaps than it is now could further reinforce the perception that kitties are bad for M+ or add fights in raids.


I know you have gotten a lot of negative feedback on the eclipse system, but I generally enjoy the pooling aspect of it. You can triple starsurge again as well which is super nice. Can be kind of awkward to use a few globals into SW early on on AOE, but it really does not feel bad overall.

Something I noticed while playing moonkin is that Eclipse is proccing whenever abilities hit targets. This gets kind of weird as Solar Wrath has a pretty long projectile speed depending on distance from target. This is kind of awkward as well if you already have a spell queued up as you really do not know when the proc is going to come.

Two solutions to this are moving the eclipse to 100% ICD so that you are in full control of how the cast sequence works or have a pre-eclipse proc in which case you would cast one more Wrath / Starfire to proc it.

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Responding to miscellanous questions/topics:
–Astral spells getting double benefit in CA is currently intended. We’ll have to see if the mastery double-dip is too much.
–AP costs and generation are generally slightly reduced to allow for better pooling (a few weren’t, such as New Moon, with the intention of buffing them). Starfall instead got a big damage increase, so you cast it less often but it’s more of a moment when you do. Stellar Drift’s utility may still be too good with the new Starfall.
–Bloodtalons: The goals of Bloodtalons were 1) to keep the things we think people saw as cool about it (adding some planning to the rotation, snapshot bleeds are a good payoff for a bit of complexity) while getting rid of the weirdness of using Regrowth as a trigger. Many people dislike the latter, and frankly we think it’s pretty weird too. We don’t have an exact further revision to report yet, but the feedback is making me think it still needs to somehow buff spells other than Rip.
–Stampeding Roar can still be used in Cat Form.
–The “30 sec ICD” on individual Eclipses sounds like it’s drawing more attention than intended. The goal is to make Eclipses alternate while in continuous combat, but allow restarting with either Eclipse after any break. Since Eclipses often last 16 sec, plus a short gap between them, the idea of an “ICD” that matters while you’re in combat shouldn’t be too relevant or need to be tracked. There might be a clearer way of doing this.
–Swiftmend will try to consume Regrowth, then Wild Growth, then Rejuvenation, so that its behavior is predictable.


Oh, one more thing I forgot on my post right above yours was Owlkins Frenzy also feels kinda awkward when it is just Starfire.

I don’t personally mind tracking and playing around the ICD, I think it would be enjoyable. But with Starsurge extending the duration of eclipses on single target while we will have very few extensions on multi target due to most of our astral power being spent on Starfall, I think it’s hard to avoid the ICD being important to track. With Soul of the Forest, a reasonable amount of haste and a bit of Astral Power pooling it should be possible to extend a solar eclipse long enough to the point where you would want to skip every other lunar eclipse ( solar > solar > lunar > repeat). If you don’t want the ICD to be as relevant, I think you need to make it so single target and multi target eclipses have roughly the same duration.


Given Starsurge extension is bugged (2sec, not 3sec with proper effect), we can easily maintain Solar Eclipse for 20sec (napkin math). But during high-haste (Bloodlust), we might be able to bump this up to 30sec.

As I get sims working, I’ll get you some real numbers. :slight_smile:

And a lot of it comes down to “is the Solar ICD 3sec, and should i just cast Starfire so I can get into Solar right now… or do I go Lunar Eclipse right away?”


Maybe make it buff the next rip, rake, or thrash? It is Blood Talons, after all. :stuck_out_tongue:


While Rake might seem redundant (since we’d have just used to trigger BT), it would be nice on a target swaps or after finishing off something else with bite.

Affecting Thrash would give us something to do with a BT buff if the other bleeds are already up and we’re about to combo Bite again.



The rotation is boring. The eclipse bar system had the same problem. You spam one ability until you spam the other then repeat, keep dots up, and sprinkle in starsurges. With no variation in the core rotation, spamming one then the other, and no control over which eclipse you get next it feels like you’re just going along for the ride.
The rotation is counter intuitive. In an aoe situation using Starfire only for it to buff your single target damage feels useless.
Cycling between a single target buff and a buff to aoe with no control over it, hoping you don’t need to aoe while you’re on the single target cycle isn’t fun.

Solar Eclipse changed back to its Empowerment effect. Causing Wrath to explode for splash damage and reduces its cast time.
Add a chance to proc an eclipse to Starsurge.
Bake Streaking Stars azerite trait into eclipse for when solar and lunar eclipse are active at the same time.

An additional thought for Eclipse would be for Solar to make Wrath do additional splash damage spread across nearby targets evenly, and for Lunar to make Starfire do additional damage to your main target plus an additional amount based on how many targets it hits.


Things I like:

  1. Astral spells double-dipping during Eclipse makes CA feel powerful.
  • But this might be horrific for gameplay… forcing us into a single playstyle centered around CA.
  1. Eclipse feels good. (CA/INC feels good too.)
  2. Hybrid-feel of the class/spec.

Things I want:

  1. Glyph of Falling Stars
  • Starfall indiscriminately hits all enemies 3+ levels lower than you. (Does not work against players.)
  1. Extend Eclipse during AOE/Starfall usage.
  • Starsurge feels great for single-target extensions, but Starfall is lagging.
  • Casting fillers should extend Eclipse while Starfall is up somehow.
  1. Exiting Eclipse doesn’t feel as bad.
  • Damage feels slow. I want something to push me into the next Eclipse faster.
  • “Dream of Cenarius” (MOP talent). Maybe make Regrowth trigger Eclipse while not in Eclipse? Each cast grants some sort of damage buff to specific spells. (PVP concern)
  1. Complex Gameplay Options (Ideas):
  • “Dreamweaver” playstyle (Legion Legendary). It can be made easier, but I want more complexity in my casting decisions.
  • Astral Power spent reduces the cooldown of Celestial Alignment/Incarnation. Goal would be to reduce it by ~1min in Single-target and AOE.

Top Concerns:

  1. Not being in Eclipse feels really bad.
  2. Too much damage dumped into Starsurge for single-target.
  3. No way to extend Eclipse during Starfall.
  • Casting Starfall causes your next Wrath or Starfire to extend Eclipse by 4-6 sec?
  1. Starfall does not have a pandemic effect.
  2. New Moon doesn’t feel powerful. (Not used enough, not enough “oomf” when used.)
  • I’d rather just have a Full Moon with 2 charges and a 45sec recharge.
  1. Incarnation/Eclipse duration not extended by Starsurge. (Intended?)
  2. Fishing for an Eclipse proc on pull feels very bad.

As I attempt to sleep, of course my brain is thinking of ways to just throw out ideas for Balance.

What is currently going on is that we are bringing back eclipses, but on a lesser scale than they were, but also keeping the newer astral power. Problem here is that the eclipse feel clunky and it’s hard to feel when to spend that astral power.

So here are some 1 am spitball ideas:
Return to the moving bar for eclipse, autoscroll mode one, at end of bar grant X sec of eclipse, move on. Change Starsurge by giving us empower (spell) bit what gets empowered is what is currently on the track for the bar.

Another idea if the bar doesn’t suit others fancy is to give us Arcane Pulsar baseline and after X charges gets us free X secs of Eclipse vs what we have now with giving us extra time, or even make it so that if we are not in an eclipse give charge, if in eclipse increase time. Just so we don’t just have to sit on Astral Power for who knows how long.

Tl;dr: try and find some way to combine old druid eclipse and new astral power druid “empowerments”