I figured it would be tuned to work like Shooting Stars and Orbital Strike, where it only scales up to a certain number of targets, maybe around 3, before it effectively plateaus and caps out on how often it procs.
Also, you could put a duration cap on it to keep the uptime in check, something along the lines of:
Late suggestion but i think lunar calling would be better for balance if it was reworked to make solar eclipse give wrath something arcane instead of trying to remove it from the rotation in favor of starfire for single target.
Something like theyre replaced with little stars that do astral or wrath has bonus damage thats arcane(not converting it to astral) so it can still trigger lunar amplification, or calls down starfires on the target.
Giving up wrath entirely outside of being the eclipse trigger because of 1 choice node feels weird. Especially since grove guardian doesnt give solar eclipse and wrath any specific boosts for if you wanted a heavy solar playstyle, its pretty neutral.
Thats why i recommend they give wrath some arcane interactions instead of trying to remove it entirely.
Weither solar eclipse exsists or not youll be taking lunar amplification and weaving in wraths so making wrath also have arcane interactions would be better then just leaving it weak but still necessary anti-synergizing with the talent directly beneath it.
I get that, but they would have to turn wrath into an arcane spell (still a question for bears whether Thrash will be the arcane spell that cools down our Lunar Beam or just deal arcane damage).
Either way, they need an option to allow you to āmostlyā exclusively cast arcane spells.
They should just fully invest in the Arcane/Lunar theme. Get rid of the need to use Nature spells just to buff Arcane spells and enter Lunar Eclipse.
Even if we opt to take Stellar Command instead of Lunar Calling (regardless of if it were changed) it is NOT going to feel good being in Solar Eclipse since all these talents are buffing Arcane damage.
They could do something like this:
Lunar Calling
Balance
You now permanently remain in Lunar Eclipse, and your spells that deal Nature damage now deal Arcane damage instead.
Note:
Only the Balance effect is shown above, as the Guardian effect remains unchanged.
This affects Wrath, Sunfire and Shrooms.
These converted āNatureā spells now benefit from the Moonfire/Arcane portion of our Mastery.
Astral spells still benefit from both parts of the Mastery as long as Moonfire and Sunfire are active (Sunfire still increases Nature damage on the target, even if it deals Arcane damage).
You still gain both Eclipses during Incarnation: Chosen of Elune since it grants the benefits of Celestial Alignment, which states āmaintain both eclipsesā in the tooltip.
Note:
There are a few spec talents that function off entering an Eclipse. This will need to be reviewed.
And they could change Lunar Amplification to this:
Lunar Amplification
Each active Moonfire increases the damage of your Arcane damaging abilities by 3%, stacking up to 3 times
This resolves the problematic implications of using Nature abilities in an Arcane spec (especially if Lunar Calling is taken in that choice node) while still functioning similar to the original concept.
Both Balance and Guardian still benefit from this new concept, even more so with how heavily Moonfire is supported.
Either way, your solution is better because no balance druid will take a long cast like Starfire as the main nuke when balance druids already lack mobile damage tools compared to all casters but destro warlocks.
The spec is immobile enough as is, you can bank 2-3 starsurges for movement and thatās about it. Nothing like Ice Floes, Blink, Presence of Mind, Hover, Spiritwalkerās Grace, Arcane Missiles on the move, etc.
I like Lunar Calling, as the whole Solar / Eclipse thing has always annoyed me since they decided that would be what Balance does. Itās not a huge onus to cast Wrath twice to refresh but it seems kind of superfluous to throw that in the mix when picking this. Should just make Lunar Eclipse always active.
Lunar calling ā as many have said ā is a great idea.
But instead, first, get rid of the current eclipse system for something else (empowerments like SOD or BFA or any pre-BFA iteration as everyone has said).
Then do lunar calling where it no longer interacts with the nature side of things like you already have here, then enhances and allows starfire to be used in more scenarios and, thus, to synergize with more in the balance spec and hero talent trees ā which seems to be the goal.
However, also give starfire a 25% faster cast speed. It would be more fun to cast if it was a bit faster.
THEN PLEASE PLEASE PLEASE do something similarly dynamic and fresh on the nature side of things for Keeper (we have given you so many good ideas ā use them).
Iām opposed to this suggestion, for the simple fact that balance druidās rotation is already barren with barely any rotational spells of any difference. Applying moonfire and chain casting starfire would be such ridiculously boring gameplay.
The spec for balance is named as such, balancing the nature and arcane sides. If anything, we need to have more procs and interacting spells, not less.
The spec already has a very simple if not empty gameplay loop, it really needs expansion in its kit, not compression.
I donāt want to be a caster version of an even worse demonhunter or frost DK with barely any buttons to press besides a single builder and a single spender.
Iād still like to have the eclipse gone or changed to some empowerments (like SOD or even BFA) or some more procs like Elemental gets. Its current iteration is terrible. I made a active thread about it.
But having nature and arcane ābalanceā is for sure the OG spec fantasy. Hopefully they can rework our spec itself and then add meaningful flavor on the Keeper and Eluneās hero talents.
Unfortunately, the concept of ābalanceā was thrown out the window with the introduction of these new trees. One focuses on nature, the other focuses on arcane (although Keeper of the Grove probably has the best ābalanceā of the two).
Itās almost like each spec should have had their own unique choice of āheroā or gameplay enhancing talent trees (simplified, maybe 4-5 talents in total per tree) that you enable via toggle button, instead of trying to create this convoluted system of shared talents.
Option 1: nature-oriented (eliminates lunar, enhances solar)
Option 2: arcane-oriented (eliminates solar, enhances lunar)
Option 3: balance-oriented (keeps lunar and solar, enhances the current gameplay)
And this system would apply to all classes and specs, not just Balance Druid. Eluneās Chosen is well done, ironically enough, but the same canāt be said for many of the others.
Eluneās Chosen works for bear. It is just as bad as Keeper of the Grove for balance.
I said the same thing in both threads. You look at pure dps class trees like mageās Frostfire, warlocl Diabolist, or even Scalecommander, and the gap in quality becomes humongous.
The balance druid hero trees donāt add any new actives or proc spells, just copied over minor moons, and are chock full of meaningless, bland passives like 10% more damage to moonfire.
They are among the worst dps hero trees because they have to share functionality with healer and tank roles, so we donāt get elaborate DPS centric spells and mechanics.
This is Shadowlands all over again where hybrids get stuck with ādoes x damage and y healingā recolor spells while pure DPS get actual distinct mechanics and utility.
Gonna have to disagree with Eluneās Chosen doing nothing for Balance.
Weāre going to have very clear and frequent burst windows with each use of Moons and Fury of Elune considering the damage amp, extra AP, and CDR. Unless they significantly decrease baseline AP generation, our rotation is going to speed up.
The big question is exactly how Lunar Amplification/Lunar Calling will be implemented. Their initial iterations arenāt good, but I expect them to be revised.
That still leaves some flat % damage talents. A couple of these are fineānot every talent needs some special, convoluted effectābut I do hope at least one of these are changed (looking at Lunar Insight).
Ramp up time will most likely still be an issue, especially early on, but at least weāll have better burst.
I donāt care about percentage increases or slightly pressing starsurge more often. The rotation and priority will still be the same.
It may be enough for you, but that is not gonna hold my interest for 3 years of an expansionās life cycle.
Visually weāre not even getting anything of note. Meanwhile a warlock is getting a pit lord, a chaos mother, etc, a shadowbolt or incinerate barrage new spell visuals. Frostfire mages are getting frostfire bolt back with more visual splash through the combination of storm spells they have, or the arcane splinters. Evokers are getting a cleaved disintegrate, steering their deep breath to greater effect, a new engulfing flames spell. Death knights call horsemen, warlocks get new spell graphics in wither,etc. Frost DKās are getting a reaping scythe new spell with cleaved souls.
We just get a recycled minor moon asset with yet more boring āgenerates APā bland throughput traits and they call it a day.
I pay xpac price for new systems and animations and spell kit expansion, not to play the same crap Iāve been playing for over 3 years but with more spenders and thatās it. The last xpac to give something truly new was Legion, and if they are going to continue the BFA/SL/DF model of nothing new for balance, itās not worth the xpac price for me. Iām done putting up with boring filler xpacs that donāt innovate.
Sounds like your biggest concern is with visuals, which is understandable if you arenāt happy with what we have now, however Blizzard did say they intend on enhancing the visuals of certain spells affected by a hero tree. We have no idea what this will look like for us, so it seems too soon to judge on that front.
As far as ānewā visuals are concerned, some specs definitely hit the jackpot like Frost Mage passively getting Fire Bomb and Meteor in the Frostfire tree.
And from what I recall reading through the other trees, only a handful of specs are getting rotation altering/defining abilities or effects. The others, seemingly the majority, are just one big % buff. I think Eluneās Chosen falls in between, as it actually addresses some of our issues even if it doesnāt change the gameplay much.
After seeing Druid of the Claw - Eluneās Chosen is looking extra spicy!
I really like,
Lunar Calling:Starfire deals 40% increased damage to its primary target, but no longer triggers Solar Eclipse. Thrash now deals Arcane damage, and its damage is increased by 12%.
Making Thrash do arcane damage is very nice and shifts up the ārightside onlyā talent builds. Flashing Claws should ve especially nice assuming Thrash will reduce Lunar Beams CD too.
Will probably start as Eluneās Chosen if Druid of the Claw doesnt get updated before TTW arrives