Balance Druid DPS Battle of Dazar'alor Raid Guide — Battle for Azeroth (BfA) 8.2.5
On this page, you will find tips, tricks, and strategies tailored to your Balance Druid for each boss of the following raid: Battle of Dazar'alor. All our content is updated for World of Warcraft — Battle for Azeroth (BfA) 8.2.5.
Balance Druid in Battle of Dazar'alor
Battle of Dazar'alor is an instance packed full of multi-target fights where Balance Druid DoTs can help skyrocket the class into a top tier DPS position. The fights in conjunction with recent Balance single target buffs, leads veteran players to believe this will be a strong Balance Druid tier.
Champion of the Light
A stationary fight made up of 2 distinct phases, an add DPS phase and a single-target boss phase. We recommend taking talents that can push both boss damage and add damage. Due to the damage pattern on this fight being limited to small random hits and very few large hits over the fight, Guardian Affinity can grant extra survivability and Renewal adds a little bonus safety if you are ever low.
If you are extra comfortable with the rotation, this can be a fight where Starlord can be a minor increase in your DPS.
In Mythic mode, Balance Druids can make use of their extended range to cast Solar Beam on the adds casting Angelic Renewal.
A single-target boss with strong add focus, we recommend taking full single target talents with the exception of Force of Nature and Fury of Elune, if there is an issue with killing the adds in time.
Due to the immense damage dealt by Grong to both the raid and the tanks, we suggest using both Swiftmend and Wild Growth when needed and if the damage is too high, also take Renewal.
There are two adds that spawn on Mythic mode. Make use of Solar Beam to kick the adds that are far away from the melee. If you are holding the debuff the add leaves behind, find a partner and stand away from the large majority of your raid to reduce potentially lethal extra damage.
Jadefire Masters is a two-target fight with periodic add spawns. The Spirits of Xuens that spawn and fixate targets are stunable, thus we recommend talenting Mighty Bash.
There is a moderate amount of movement required, as well as the knock-up effect from the Magma Traps that spawn throughout the fight. If you were to soak one, use Wild Charge to mitigate the fall damage.
On Mythic, all players must perform the Multi-Sided Strike. The order is generally Blue > Green > Red > Green > Blue. Make sure to talent Twin Moons to maximize damage dealt on the wall spawned during team attack two.
Phase 1 splits the raid into two groups to fight two mini bosses. We recommend asking for the lightning add as he is more caster friendly than the flame add. If you are on the add that casts Flames of Punishment, be sure to stack on the hand opposite of his cast direction and run clockwise.
The bosses progress through rooms at certain health thresholds and each room has its own additional mechanic or special effect. The order for both sides goes as follows: No abilities > Flame Jets > Laser Line > Stacking debuff > Laser Line > Flame Jets > Gems > Empowered abilities. Save defensive cooldowns for the fourth room and burn the boss out of that phase as quickly as possible.
The second phase is a DPS check with add spawns roughly one minute apart. Add spawns are top priority so that players can return to the boss quickly. You only get one set of cooldowns in this phase, so plan accordingly.
For gem choices, Opal of Unleashed Rage is strongest if you get two add waves. Emerald of Earthen Roots is good if you can stay still and only get one add wave. Topaz of Brilliant Sunlight is the utility option, which can be strong on Balance Druids due to their tankiness, while not needing to be in the raid heals. This will increase the Critical Strike of your raid when fully stacked. Attempt to have a fully stacked Topaz that lines up with add waves.
Phase 1 receives an additional trap mechanic which swaps your position with someone on the opposing add. This means you will very likely have to perform both side's mechanics. Generally, most deaths happen when being swapped to the fire side. After being swapped, you have 10-seconds of immunity, as long as you remain still.
In Phase 2, place all Liquid Golds in the hallways leading to the boss and save the center room for later in the fight. Beware of dropping liquid gold while the boss is casting Surging Gold, which may leave you trapped.
For Mythic, we would suggest using Opal of Unleashed Rage for maximum damage or Topaz of Brilliant Sunlight for raid utility.
Conclave of the Chosen
Conclave of the Chosen is primarily a single target focused fights with intermittent add spawns and short periods of heavy movement and damage. Be sure to be positioned to fully DoT up all adds that spawn in opposite sections of the room and use either Mighty Bash or Typhoon to slow their movement towards their target. Be careful knocking them too close to each other as it will buff the adds.
Damage intake patterns show up during every Pa'ku special, every boss death (heroic), and occasionally a targeted bleed or Akunda special. These abilities alone will not kill you, but when combined, be sure to help heal yourself or others.
On Mythic, add focus is a higher priority and you will have to help the raid by dispelling players with Bwonsamdi's Wrath during raid damage mechanics or when they are low. The spell has a long travel time after being dispelled and can normally be dispelled partway through a Pa'ku special or boss death, and they will not reapply until afterwards.
This four phase fight is part add cleave and part single target with an occasional high priority target. Talent choice is dependent on what you believe your raid group lacks the most.
Totem spawns are the highest threat mob that spawns. Be sure to monitor the spawn timers and pool Astral Power for each totem.
If assigned to position close to Bwonswamdi in phase three, you will be sucked into his realm. Maintain your distance to minimize movement and ration your defensive cooldowns and healing well to spread out the raid damage caused by exiting his realm. The longer you remain in his realm without clearing, the more damage you will take.
On Mythic, all ranged will normally be sent down to push Bwonswamdi to 50% when entering Phase 3. This means you will have to hold your second cooldown usage until then. Be sure to place Phase 2 Death's Doors on the markers by the door.
We suggest Incarnation: Chosen of Elune on Mythic to maximize the damage dealt during the downstairs phase. Incarnation will be stronger over the short duration than Starlord will be.
High Tinker Mekkatorque
Mekkatorque is a completely single target encounter with no damageable add spawns. There is plenty of movement required and Druids will also be using either Entangling Roots, Mass Entanglement, or both to keep the annoying damage immune stunning adds stationary.
If the movement is too intense, talent Tiger Dash for a short cooldown sprint which will allow you to take Gigavolt Charge out of the raid without leaving a chance for you to hit your raid.
The changes to this boss on Mythic do not affect the Balance playstyle. Be on top of your roots and make sure you have your Cooldowns for the 40% burn. While behind pillars, be sure to heal yourself as best as you can using Restoration Affinity.
Save Wild Charge for any time you get knocked into the air. Use it immediately if you can, or wait to fall a bit and then use it to mitigate fall damage. If you believe you are going to take too much fall damage, shift into Cat form or cast Flap to slow your descent.
Phase One begins after splitting the raid onto two boats with separate mini bosses. Sister Katherine is the dangerous boat, casting Voltaic Flash often. Electric orbs slide quickly across the boat in varying patterns and should be dodged by moving to the first safe spot and then back towards where the orbs just passed over. On the opposite boat, avoid swirls on the ground and pool for every Tempting Siren.
The second phase is a DPS race to defeat the boss before his energy reaches 100 and he wipes the raid. Focus the adds down before they reach the boss and help your party members soak Ire of the Deep. If you are soaking alone or with very few people, be sure to pop Barkskin and possibly even shift into Bear Form.
Be sure to keep all adds dotted during the fight, especially on the main platform. Pool Astral Power for Tempting Sirens and use Wild Charge to leap back onto the platform, if you are thrown off. If you lack space during Phase 1 and get targeted with Sea Storm, you can jump off the boat at the last second and Wild Charge back on to negate the mechanic. Just make sure not to mess up.
In Phase 1, use all defensives and healing items / spells to stay alive, as the bulk of the damage comes from this phase.
Lady Jaina Proudmoore
Another single target fight with add spawns in Phases 1 and 3. The adds should be cleaved down alongside Jaina and will die quickly.
Attempt to save your cooldown for the end of phase two where you will meet a DPS check while attempting to break down Jaina's Ice Wall.
Mythic Lady Jaina Proudmoore is the final boss in the Battle of Dazar'alor raid. It requires strong positioning, good DPS, and a strong class familiarity. We will take this boss phase by phase.
Phase 1 can be rather chaotic and unpredictable. The first mechanic you are introduced to is Freezing Blood. Any time you leave the group, you will be frozen within 6-seconds. When handling mechanics that force you away from your raid, do not use movement abilities to get out. Save Wild Charge and Dash to return to the group and save your portal use for the more sketchy overlaps. As in Heroic, shift out of roots or dip into fire at the last second to negate the effects. During this phase, you can only use your Cooldown once.
At 62%, start pooling Astral Power for the intermission. Remain with your group and equip your lantern if you can (be sure to swap back after this ends). As you pass adds, Starsurge and apply DoTs as you run past. Avoid casting Solar Beam if possible, as it interacts poorly with the reduced vision.
At the start of the second phase, you can use your Cooldown again. Use Barkskin when you have high stacks, Broadside, or Siegebreaker Blast. Druids are one of the few classes that can make it out to break far Unexploded Ordnances. Use Dash to run out and Wild Charge to return to the boss or call for a Leap of Faith. When baiting Glacial Ray, be sure to run opposite of the player carrying the Siegebreaker Blast or you can be knocked into the ray cast. At 35%, start to plan out your Arcanic Pulsar stacks and Astral Power to have both high stacks and a full reserve of resource for the intermission.
Hit whichever target you are assigned to during this phase. You should be able to dump all of your resource into that target and plan to build back up a pool for Nathanos. You will most likely only be able to cast 3 to 4 Starsurges on the target before you have to rebuild for the Ice Block damage.
You can use your Cooldown in the final phase whenever you are most comfortable. Save Barkskin for if you get the first Broadside or later in the fight, when the Siegebreaker Blast connects on the raid. If you get the Siegebreaker, you can taunt the water elemental to kill yourself and this will prevent the damage on the raid. When baiting the double Glacial Ray in this phase, be sure to move immediately. Have a Dash or Wild Charge ready in case you are further out with Heart of Frost.
- 24 Jun. 2019: This page has been reviewed for the release of Patch 8.2 and no changes are necessary.
- 23 Jun. 2019: This page has been reviewed and no changes are necessary for the release of Patch 8.2.
- 12 May 2019: Changed some talent recommendations.
- 16 Apr. 2019: This page has been reviewed and no changes are necessary for the release of the Crucible of Storms raid.
- 26 Mar. 2019: Updated Mythic Mekkatorque.
- 13 Mar. 2019: Finished the Mythic Mode sections.
- 07 Feb. 2019: Fixed some errors and added some Mythic Mode entries.
- 21 Jan. 2019: Page Added.
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