2012-08-28

The Pre-Expansion patch arrives tomorrow with a lot of changes to adapt to quickly. Granted, this is traditionally a pretty lazy time for raiding and Min/Maxing your toon might not be 100% necessary. That said it is a good time to get a feel for some of the new mechanics and figure out your UI before it does matter in a months time.

When reading the information below, I would like you to keep a couple things in mind.

First, this is a level 85 guide based on the information I have available at the time it this was posted. A lot of this is likely to be relevant to level 90 raiding as well, but there are some differences and I wouldn't be surprised if there was a lot of design changes between now and Sept 25th as well.

Second, I've been doing a lot of analysis using Simulation Craft over the past couple of weeks. Without it significant portions of this post would not be possible, because maintaining my own excel based simulator was a pain in the butt. So I want to thank Starfox and everyone involved with Simulation Craft for maintaining such a great tool.

Important Changes To Remember

The DoT Revamp: Insect Swarm is out, but Sunfire becomes it's own button. Basically, we lost a DoT to put a slightly different one in it's place, but that's not the only change. The duration of Moonkin DoTs are also significantly shorter now at 14 seconds instead of 18, and the DoTs no longer proc Nature's Grace. Nature's Grace now occurs when you enter Eclipse.

Specialized Eclipses: The two Eclipse buffs have never really been equal, but for the first time they are now designed to be different. Lunar Eclipse now favors single target DPS with Starfire being a bit stronger then Wrath and the ability to cast Starfall as soon as you enter Lunar. Solar Eclipse favors AoE DPS as it always has but with a new design. Hurricane is a bit stronger then Astral Storm and Wild Mushroom is still buffed by Solar even though it should no longer be a regular AoE tool.

New Cooldowns: Moonkins will have the potential to have multiple cooldowns in MoP. The only standard cooldown is Celestial Alignment and it does requite some skill to use it correctly, since it consumes all energy when used. The other cooldowns are from talents or other spells which I will tlak about later.

Astral Communion: This is a major quality of life improvement for Moonkin and the critters of Azeroth. With the release of 5.0.4 you can set up your Eclipse prior to the pull of the boss, and if there is downtime in a fight you can skip the phase that you are out of Eclipse. For PvPers with the set bonus can cast AC while moving.

Higher Eclipse Uptime: Euphoria is no longer a random proc but a constant benefit that always doubles energy generation out side of Eclipse. This significantly increases Eclipse uptime

Talent and Glyph Changes

Tier 4 Talents: This is the DPS or Output tier of the talent tree and honestly it's the only significant choice a moonkin has to make before level 90 and Tier 6. I've run a lot of tests on these talents using Simulation Craft and have gotten fairly consistent results about which is the best. Here is the current ranking:

Incarnation > Force of Nature > Soul of the Forest

In every test I ran at level 85 Incarnation beat the other two choices by a significant margin. If you read Elitist Jerks you may have seen some comments that suggested SotF is best at some gear levels, but those tests were done at level 90 and I wasn't able to find any situation where that is the case at level 85. That said, I do think Soul of the Forest is probably best for leveling with quests.

The Other Talents Tiers: Most of the choices in the other talent tiers are fairly situational and not all that significant to be completely honest. I expect to use this build as a general rule, but what you choose depends on the situation and personal preference.

Another Glyph Revamp: I'm not sure if Glyphs can go through an expansion without getting revamped. In MoP the Prime Glyphs have been eliminated and with them most of the reasons why a Moonkin should care about glyphs at all. I honestly don't think I'm being overly dramatic in my assessment either. Any moonkin could pick their glyphs at random and it wouldn't significantly hurt them. However, there are five that I think are a bit better for raid PvE then other choices available.

I am picking Glyph of Rebirth, Glyph of the Moonbeast, and Glyph of Stampede. I'm sure that GoR will still be requited my many raid leaders since it reduces the risk that a battle rez is waisted, and there is really no reason for a Moonkin not to pick it up. GotM is great if you frequently heal yourself or pop Tranquility for the raid. GoS is nice because it gives me an those near me an extra speed buff without having to shift forms.

The other possibilities are Glyph of Stampeding Roar and Glyph of Innervate. Both could be useful in the right situation, but I think the others I've chosen are more universally useful. As far as Minor glyphs go, they don't matter at all. Pick which ever one makes you happiest.

New Rotations

Please keep in mind that I am speaking generally with regard to the rotations below. There are exceptions to all of them depending on the situation, but I am not going to go through all of the exceptions.

Starting Rotation: The main thing you are trying to do with your starting rotation is maximize your buffs and cooldowns.

Use Astral Communion until you are one Wrath away from Lunar Eclipse.

After the pull cast Starfall and then Wrath. This uses your Starfall cooldown and immediately resets it by entering Lunar Eclipse.

After entering Eclipse cast Incarnation, followed by Moonfire and Sunfire to get both DoTs on the target.

At this point you want to start casting towards Solar Eclipse. Cast Starsurge on cooldown and fill the rotation with Starfire. Also make sure to recast Starfall when it falls off, and before you leave Eclipse.

Once you leave Eclipse Cast Celestial Alignment and recast Moonfire no matter how much remains to apply both Moonfire and Sunfire

Again cast Starsurge on cooldown and fill the rotation with Starfire. Also make sure to recast Starfall when it falls off. It's also a good idea to cast a Moonfire at the end if both DoTs don't have much time left.

With this rotation you are casting three Starfire's fairly quickly, getting two Nature's Grace Buffs and a whole lot of buffed nukes and DoTs.

Single Target Rotation: After the Starting rotation, the single target Moonkin rotation is fairly close to what you are used too, but with less guess work. Here are the main things you want to remember.

The buffed DoT should always be recast when you enter Eclipse no matter how much is remaining on the current uneclipsed DoT. For example, if you have 6 seconds left on MF and you enter Lunar Eclipse recast MF on the target.

In my testing I found very little benefit to clipping a DoT at the end of Eclipse. My Simulation Craft tests did indicate that you could improve your DPS by 0.20% by clipping a DoT with 3 or 4 seconds left at the end of Eclipse, but that benefit is so small and risky that it's not really worth it.

Recast DoTs when they fall off, however I would recommend that you delay the casting the DoT if you are one nuke away from entering the Eclipse relevent to the DoT's school. Simulation Craft didn't show that doing this made a significant difference but I have a feeling that has more to do with the gear level I tested then anything else.

Cast Starsurge and Starfall on cooldown and fill with Starfire and Wrath depending on the direction.

Incarnation should always be used at the start of an Eclipse and then cast normally until you leave that Eclipse. Then Celestial Alignment should be cast followed by Moonfire. Then cast Starsurge and Starfire until the end of CA ending with a Wrath or Moonfire depending on what you have time for. Incarnation and Celestial Alignment should aways be used in this way to maximize their benefit.

AoE Rotation: The Moonkin AoE spells are changing in two big ways in MoP.

First Hurricane now has a Lunar version called Astral Storm and both have been buffed compared to what we saw in Cata. Astral Storm is a little bit weaker then Hurricane, but is buffed by Lunar Eclipse. This means that you want to be in Solar for AoE if possible, but AoEing in Lunar Eclipse is a lot better then it was if you get stuck.

Second, Wild Mushroom is much easier to use, but was nerfed quite a bit. Wild Mushrooms should only be used for AoE if they can be placed ahead of time. Otherwise they don't keep up with the improved Hurricane. Also, it is important to remember that they are still buffed by Solar Eclipse despite there being some talk of them not being buffed by either version.

Movement Rotation: Movement DPS hasn't really improved for Moonkin in MoP but it is a little different then what we have on live currently. Lunar Shower still has problems, but it no longer generates energy in MoP. Therefore you can spam MF or SnF while moving, but be careful which one you spam because you don't want to overate and eclipsed DoT with the uneclipsed version. Wild Mushroom is also still available for movement DPS and as said before is now easier to use.

Stat Changes

Hit Cap Change: For casters the base chance to miss a Skull level boss is being reduced from 17% to 15% in patch 5.0.4. This means the hit cap is shrinking from 1743 to 1535.

Crit > Haste = Mastery: The stat equation is getting flipped in MoP. It's clear that Crit Rating should be the best secondary stat for most players at level 85.

How players will value Haste and Mastery is not clear at all, and really depends on the individual. Some of my tests slightly favored Haste. In other's Mastery was a little bit better. How you value these stats depends on what gear you have an you have reforged it. I had to run 3 or 4 simulations to figure out what was the best set up for reforges. If you are looking to maximize your gear you will have to do the same.

Other Changes

Balance Power Tracker: This is the addon I used to track Eclipse in Cata and there is a new version for MoP. You can find it here.

Fewer Heals: Many of the healing spells Moonkin are used to having are no longer standard for druids. If you have self healing macro please realize that you only have Rejuv and Healing Touch after the patch.

No More Stat Sticks: The Ranged weapon socket is being removed from the game which means no more relics for druids.

Things You Won't see

Tier 6 Talents: These talents require level 90 and obviously won't matter until MoP is released and we level up. Therefore there is no point in talking about Dream of Cenarius vs Nature's Vigil in this post.

Symbiosis: The Symbiosis spell is gained at level 87 and not available at this point. That said, I think it's a big disappointment for PvE.

Fae Empowerment: This was a failed experiment that was scrapped a little over a month ago. If you are Moonkin three is no reason to cast Faerie Fire unless your raid needs the debuff.



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