General
Attributes
Melee and ranged
Spells
Sum of the equipped pieces only: no character base stats, buffs, enchants or talents.
Alternatives per slot
The best pieces for every slot at this spec and level; the first one is the equipped pick. Click a slot in the gear card to jump here.Head6
Neck6
Shoulders6
Back6
Chest6
Wrists6
Hands6
Waist6
Legs6
Feet6
Ring 16
Ring 26
Trinket 16
Trinket 26
Main hand6
Off hand6
Two-handed weapon: the off hand stays empty If you prefer one-hand + off hand, these are the best off-hand pieces:
Relic
Relic: not scored
Summary: Balance at level 60
This is the site’s suggestion for Balance Druid at level 60, not an official list: we use our Balance stat weights to score every item a Druid can use with a required level of 60 or lower, and pick the best one for each slot. Level 60 is the WoW Forever level cap.
Stat priority of the list, per point: Mana per 5 sec > Spell Power > Arcane Damage = Nature Damage.
The highest-scoring pieces: Main hand: Brimstone Staff Classic data (not in the game client); Legs: Leggings of Polarity Classic data (not in the game client); Head: Mish'undare, Circlet of the Mind Flayer Classic data (not in the game client); Trinket 1: Neltharion's Tear.
Methodology
Balance casts Wrath and Starfire: spell power first (specific arcane and nature are worth less since each only covers half the rotation), then intellect, which also gives crit. Mana is the tree's big problem, hence the weight on mana per 5 s and spirit. No ranged slot: idols are not scored.
Each item's score is the sum of its stats multiplied by these weights. Percent stats (crit, hit, dodge, parry, block) are weighted per 1%. Weapons add their DPS (per point) and speed ((speed − 2) × weight: positive favours slow weapons). Armour pieces are multiplied by the factor of their type (cloth, leather, mail, plate). Items without a required level (quest rewards) are placed at item level − 5, the rule almost every green and blue in the game follows. On equal score the item with a known source wins. Items the client does not include yet, whose data only the beta server sent, are listed when they have a known source; without one they are left out, since nobody knows how to get them.
Heads up: the weights are indicative, tuned for level 60 with no simulations behind them. Sources come from the Classic 1.12 database (CMaNGOS Classic-DB, marked "Classic data": they may change in Forever) and, for recipes, from the game client; an item without a source may not be obtainable yet. Set bonuses and procs are not scored. Anything may change with each build.
Treat these lists as a starting point: your talents, enchants and play style may make another piece the better pick.
Stat weights
| Stat | Weight |
|---|---|
| Per point | |
| Mana per 5 sec | 1.5 |
| Spell Power | 1 |
| Arcane Damage | 0.7 |
| Nature Damage | 0.7 |
| Intellect | 0.4 |
| Spirit | 0.25 |
| Stamina | 0.25 |
| Per 1% | |
| Hit | 12 |
| Spell Hit | 12 |
| Critical Strike | 9 |
| Spell Critical Strike | 9 |
Damage in Cat Form: in Forever the form's auto attack uses the equipped weapon's DPS and its enchants and procs work (Blizzard's class deep dive, September 30), but this list still scores weapons only for their stats (and feral attack power, which only works in forms): check the weapon's DPS too. 1 agility = 1 AP + crit + dodge; 1 strength = 2 AP, so it is worth almost as much as agility. Crit and hit as for any melee.
Each item's score is the sum of its stats multiplied by these weights. Percent stats (crit, hit, dodge, parry, block) are weighted per 1%. Weapons add their DPS (per point) and speed ((speed − 2) × weight: positive favours slow weapons). Armour pieces are multiplied by the factor of their type (cloth, leather, mail, plate). Items without a required level (quest rewards) are placed at item level − 5, the rule almost every green and blue in the game follows. On equal score the item with a known source wins. Items the client does not include yet, whose data only the beta server sent, are listed when they have a known source; without one they are left out, since nobody knows how to get them.
Heads up: the weights are indicative, tuned for level 60 with no simulations behind them. Sources come from the Classic 1.12 database (CMaNGOS Classic-DB, marked "Classic data": they may change in Forever) and, for recipes, from the game client; an item without a source may not be obtainable yet. Set bonuses and procs are not scored. Anything may change with each build.
Treat these lists as a starting point: your talents, enchants and play style may make another piece the better pick.
Stat weights
| Stat | Weight |
|---|---|
| Per point | |
| Agility | 1 |
| Strength | 0.85 |
| Attack Power | 0.5 |
| Stamina | 0.3 |
| Intellect | 0.1 |
| Per 1% | |
| Hit | 14 |
| Critical Strike | 12 |
| Weapons and armour | |
| Feral attack power | 0.5 |
| Armour (per point) | 0.003 |
Tank in Bear Form: Bear Form raises the armour from your items by 180%, that is, multiplies it by 2.8 (Dire Bear Form, at level 40, by 4.6, and Thick Hide adds more), which is why each point of armour weighs so much and a high-armour leather piece beats one with stats. Stamina also goes up in form (+20% with Heart of the Wild). Agility gives dodge and crit (Blood Frenzy), the bear's only avoidance since it cannot parry or block. Since October 1, every crit in Bear Form also generates 75% more rage.
Each item's score is the sum of its stats multiplied by these weights. Percent stats (crit, hit, dodge, parry, block) are weighted per 1%. Weapons add their DPS (per point) and speed ((speed − 2) × weight: positive favours slow weapons). Armour pieces are multiplied by the factor of their type (cloth, leather, mail, plate). Items without a required level (quest rewards) are placed at item level − 5, the rule almost every green and blue in the game follows. On equal score the item with a known source wins. Items the client does not include yet, whose data only the beta server sent, are listed when they have a known source; without one they are left out, since nobody knows how to get them.
Heads up: the weights are indicative, tuned for level 60 with no simulations behind them. Sources come from the Classic 1.12 database (CMaNGOS Classic-DB, marked "Classic data": they may change in Forever) and, for recipes, from the game client; an item without a source may not be obtainable yet. Set bonuses and procs are not scored. Anything may change with each build.
Treat these lists as a starting point: your talents, enchants and play style may make another piece the better pick.
Stat weights
| Stat | Weight |
|---|---|
| Per point | |
| Stamina | 1.1 |
| Defense | 1 |
| Agility | 0.9 |
| Strength | 0.55 |
| Attack Power | 0.35 |
| Intellect | 0.05 |
| Per 1% | |
| Dodge | 12 |
| Hit | 5 |
| Critical Strike | 4 |
| Weapons and armour | |
| Feral attack power | 0.35 |
| Armour (per point) | 0.05 |
Restoration heals with Rejuvenation, Regrowth and Wild Growth. In Forever Rejuvenation, Tranquility and Wild Growth can crit, so crit is worth somewhat more than in Classic, though still behind healing. Healing and spell power first, then mana per 5 s and spirit (Innervate scales with it), then intellect.
Each item's score is the sum of its stats multiplied by these weights. Percent stats (crit, hit, dodge, parry, block) are weighted per 1%. Weapons add their DPS (per point) and speed ((speed − 2) × weight: positive favours slow weapons). Armour pieces are multiplied by the factor of their type (cloth, leather, mail, plate). Items without a required level (quest rewards) are placed at item level − 5, the rule almost every green and blue in the game follows. On equal score the item with a known source wins. Items the client does not include yet, whose data only the beta server sent, are listed when they have a known source; without one they are left out, since nobody knows how to get them.
Heads up: the weights are indicative, tuned for level 60 with no simulations behind them. Sources come from the Classic 1.12 database (CMaNGOS Classic-DB, marked "Classic data": they may change in Forever) and, for recipes, from the game client; an item without a source may not be obtainable yet. Set bonuses and procs are not scored. Anything may change with each build.
Treat these lists as a starting point: your talents, enchants and play style may make another piece the better pick.
Stat weights
| Stat | Weight |
|---|---|
| Per point | |
| Mana per 5 sec | 3 |
| Healing | 1 |
| Spell Power | 1 |
| Spirit | 0.6 |
| Intellect | 0.5 |
| Stamina | 0.2 |
| Per 1% | |
| Critical Strike | 4 |
| Spell Critical Strike | 4 |

