PvP huh, ok then. I used to play balance alot back in scape, and I recently started up again, I'm by no means an expert but I'll try to cover the basics.
Basic stat "Caps":
When PvPing, as I hope you know, there are two main caps you have to worry about. The first is the hit cap. Generally you want anything from 4-5% hit, however balance has some nice talents for hit, so you should not find yourself gearing for hit at all really, except for the odd offpiece.
The second is the spell penetration cap. You should aim for about 120 to negate most resitances (Mages take alot more at around 140-150). I myself like to hit about 100 spell pen, though that is generally frowned on, I like that number because it eliminates mark of the wild, and most of any paladins aura.
So to sum up so far:
- Dont worry to much about hit as balance.
- Get anything from 100-140 Spell penetration. (Gemming and cloak enchant).
Depending on how you want to play, how you gear for stats will change. If you want to play defensively, stack as much stamina and resilience as you can. Balance really has very little in the way of peels (Getting the enemy away from you), and mitigation. I would suggest going full PvP gear in every slot, seeing as balance really needs the defense.
If you want to play more offensively (and don't mind dying alot more), Gear towards haste or crit. This is personal preference, though I like haste myself.
Enchants should be obvious really, most casters gear the same in this respect.
So, so far we have:
- I advise gearing defensively, stack stam and resilience.
- Offensive stats would be haste, or crit.
This is largely up for debate, and changes depending on what you want to do. I dislike arena, so I use the following glyphs for BGs and world PvP.
- Glyph of Starfall
- Glyph of Innervate
- Glyph of Focus / Insect Swarm
Glyph of Barkskin is also a nice defensive glyph. The above glyphs are more damage oriented, with glyph of focus and insect swarm both adding damage, I personally like them, but other peoples playstyle differs conciderably.
Obviously PvP is dynamic and I cant really say "Do this then do that, followed by this". But I can give you some pointers.
- Your main offensive abilities are Wrath, Starfire, Moonfire and Insect swarm. Generally, get both moonfire and insect swarm up quickly. One thing to remember is moonfire is a very distinct spell. Many people, when they see the big beam of light, will immediately beeline for you, it may be advantagous to simply use wrath at times.
- Wrath is a quick spell, use it when you get a chance. Try rooting / typhooning and immediately getting off a quick wrath. (Don't always do this, root / typhoon is valuable for gaining space between you and the attacker).
- Dont be afraid to use all of the forms you have avaliable. Cat has a nice stun, not to mention dash for a quick getaway (or chase), and prowl, which is useful for obvious reaons.
- Opening in cat CAN be useful (the stun). But be careful, pouncing a mele will often just give them the advantage.
- Do not forget about the extra armour and HP Bear form can offer. Not to mention the stun (Bash).
- Shifting removes any snares / slows. Do not forget this.
- Remember, you can remove poisions and curses.
- Starfire immediately followed by moonfire is an excelent combo.
- Bear forms frenzied regeneration is extremely useful at times, use it if you find yourself surrounded.
- Typhoon is your a lifesaver, use it liberally. Also, dont forget to pause for a moment before you use it (Dont use it while turning basically). This will ensure it goes where you want, and does not get effected by lag.
- Entangling roots, use this to slow down mele. Paladins will generally cleanse themselves out of it immediately, and warriors, if given a chance will charge out of it. But don't underestimate it's usefulness.
- Barkskin, -20% damage is a lifesaver, try and predict when you will need this, rather than popping it on 5%. Remember, this can be used while stunned.
- Cyclone is your main CC here. Use it to immobalise any attackers, giving you chance to get off some heals. One common tactics is to switch into bear form, bash, then cyclone.
- Don't forget about Starfall and Treants. Starfall should be used when 2 or more people around. Treants are good at dazing mele.
- This is an important one. Moonkin form. DO NOT stay in this exclusively. The ability to heal yourself, and keep HoT's up is invaluable. Often, the mana used to shift into this form is not worth it. For casters for example, it would be much wiser to stay in your default form, rather than shifting. After all, armour has no use against spells, so all you are really getting is some extra crit. Use Moonkin wisely, use it for a damage boost when not under pressure, or for the armour (Being attacked by mele). Also, remember you cannot get polymorphed in moonkin form, you may want to use it to block poly against mages.
You should be aware of where balance falls down.
- Balance has very few interupts and silence. If used well, typhoon can be an effective interrupt, so to can war stomp. Otherwise, balance finds it extremely hard to interupt casts.
- You will likly find it hard to get space between you and your attackers. Here is where having team mates with a brain would be extremely useful.
Well thats everything I can think off of the top of my head. Do you need any PvE advice?