Moonfarespam: The Moonkin PvE Guide 4.1

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Highly Rated
LEVEL 85 Raiding Guide
Last updated 4/26/11

This is guide is in the process of being destickied. You can find the NEW GUIDE for 4.2 here:
Please like it and report it for sticky. Thanks!

-> Guide for 5man heroics!
-> Moonkin Spotlight!

General notes
As World of Warcraft is an ever evolving world, all the information in this guide is subject to change. As gear, encounters and game mechanics change, so will numbers and assessments of talents, items, etc. I will be updating this as much as possible when new information comes out, but if you find anything that is inaccurate, incomplete or simply missing, please let me know in a reasonably polite way. I am not attempting to misinform anyone on purpose, but it's very possible I missed something, or even that I just mistyped it, or that the scary real-life-monster has delayed my updating of the guide. Feedback is always welcome, but trolling is not.

To Do:

Table o'Contents
I - Moonkin Spotlight and Recent Patch Changes

II - Spec, Talents, and Glyphs

III - Stats, Reforging and Gearing

IV - Gems, Enchants, and Consumables

V - Professions and Reputations

VI - Rotation

VII - Guide for Heroic 5 Player Instances

VIII - Advanced Rotation Tips

IX - Frequently Asked Questions

Change log:
4/26 - rep items, 4.1
4/24 - new moonkin spotlight
4/18 - moonkin spotlight, heroic guide, AE rotation, clean up
4/16 - add FAQ about spirit -> hit reforges, 2 new advanced rotation tips
3/31 - moved some things around, fix some old links/typos
2/14 - Glyph and talent notes, links, some other stuff I don't remember
2/8 - 4.0.6 updates
1/31 - Mouseover glyphs!
12/31 - Added cheap version enchants for ones that require maelstrom crystals.
12/24 - Added links to tools, mods and other sites in the FAQ, a how-to hit cap section, updated meta gem stuff.
12/19 - Updated rotation video and other random changes
12/12 - Added item links where possible
11/30 - updated for level 85
11/21 - intro note about 4.0.3a
11/16 - Sunfire finally fixed, updated accordingly
10/18 - added to the FAQ, finished the glyph list
10/16 - added the updated rotation video
10/14 - updated rotation to reflect recent hotfix changes
10/13 - updated spec section, added some new gem info, started the FAQ, made things prettier, updated rotation, added haste milestones.

Moonkin Spotlight
So, I thought it would be kind of neat to spotlight some neat or informative moonkin blog or site every so often (depending on how often I remember to change it).

Permanent spotlight:
I'm eternally grateful to Calculated for his advice, his math, and his incredible moonkin video tutorials (and for allowing me to make free use of them in this guide). So please, check out his guide at:
And his youtube channel at:

Current spotlight: 4/24/11
Ask Smo! It's like an advice column... but for moonkins!

Randomsmo (of Cho'Gall) is a well established moonkin theorycrafter and long-time community member. While he doesn't grace us with his presence on these boards as frequently as he used to, he remains a helpful and contributing owlkin and has recently started a questions and answers tumblr.

To ask Smo a question about anything moonkin related (from specific advice about your character, to general strategies to clarifications about abilities/talents) simply go to the website linked above, and click "Ask me a moonkin question" on the right.

My favorite question so far?

Recent Changes
Current patch: 4.1
Complete patch notes:

Important changes that affect Balance druids:
>Starsurge damage has been reduced by 20% (this is approx a 3% single target DPS loss)
>Solar Beam is off the GCD and the AE part of the beam is a bit more responsive.
>Tranquility is immune to pushback from damage (so if you ever need to use it, you don't need to save barkskin for it, now)
>Knockbacks (like typhoon) break people out of being converted in the Cho'Gall fight
>Dark Intent's stacking bonus damage on the recipient has been reduced to 3 stacks of 1% each for a total of 3% extra DoT damage (old was 3 stacks of 3% each). The static haste is the same.
>Moonkin mastery breakpoints are gone.

Level 85 spec with the minimum required talents:

Although shown in the spec (in order to advance down the tree), the following talents are NOT mandatory:
Gale Winds
Solar Beam

About regen talents:
Euphoria, Moonglow, Dreamstate and Furor (in the feral tree) are the 4 'regen' talents. Euphoria also has a throughput component, with the extra eclipse energy proc, and is therefore a mandatory talent; in essence, we get the mana return for free.

Moonglow can be a nice talent in spammy situations (multiple target switches, dotting up several mobs, etc) but generally is weaker than Dreamstate or Furor. Dreamstate and Furor also have nice synergy with each other, and both scale with gear, where as Moonglow doesn't.

Regen talents are all technically 'optional' but most players will find them necessary at early gear levels. As your mana pool grows and you feel more comfortable, you can begin dropping points out of regen talents. Keep Dreamstate longer if you tend to innervate yourself, and keep Furor longer if you tend to innervate others.

Optional talents:
Blessing of the Grove - It's good in fights that require MF/SnF spam, mediocre otherwise.
Owlkin Frenzy - Shows a roughly 3-8% uptime on certain fights. It is a decent DPS increasing filler.
Gale Winds - It is really nice for AE fights.
Solar Beam - Usually there will be others to cover boss/mob interrupts. But this talent point really shines in Cho'gall (even if it is just once a min).
Typhoon - I'd say this is borderline mandatory for certain fights. It's way too useful on any fight with adds.
Fungal Growth - It's very useful for slowing adds that need to be kited while being killed.

Mana: See above for a more detailed discussion of mana talents
Dreamstate - Increases Innervate's effect when used on yourself
Moonglow - Decreases mana cost of damage and healing spells
Furor - Increases max mana

Survivability: Depending on the fight, you might want to consider picking this up.
Preserverance - Reduces spell damage taken. Great for heroic modes or any fight with massive spell damage (Al'Akir, for example).

Mandatory Talents:
Heart of the Wild, Starlight Wrath, Nature's Majesty, Balance of Power, Genesis, Moonkin Form, Earth and Moon, Master Shapeshifter, Force of Nature, Starfall, Nature's Grace, Euphoria, Shooting Stars

Glyph of Insect Swarm and Glyph of Moonfire

The following two can be swapped out depending on the nature of the fight:
Glyph of Starsurge or Glyph of Wrath
Wrath tends to be superior on single target fights or any time you are delaying the use of starfall. Starsurge will shine in fights where you make frequent use of starfall, or if you're able to get it to line up with lunar eclipse every time without delaying using it for very long.

With 4pcT11 Glyph of Starfire becomes the superior choice for single target fights (SS is still good for AE fights). See the advanced rotation tips section for more details.

Glyph of Starfall

Glyph of Focus - Adds extra DPS at the cost of movement restrictions. Is appropriate for certain fights (e.g. Omnitron Defense).
Glyph of Thorns - Not bad for frequent add phases that a tank picks up.
Glyph of Rebirth - Adds very nice raid utility.
Glyph of Monsoon - Useful in any fight where adds spawn that needs to be kept away from people (eg Cho'gall, Magmaw)
Glyph of Innervate - Useful if you innervate others frequently.
Glyph of Entangling Roots - fairly useless now
Glyph of Solar Beam - Has pretty limited PvE use.
Glyph of Hurricane - with the changes to mushrooms, if you ever need an AE slow it's probably better to spec into fungal growth. But if there's no other slow in your raid and you can't spare those points for whatever reason, then this can be viable. Just remember that hurricane is a big mana drain.

Nothing here is really mandatory. My recommendations are:
Glyph of Unburdened Rebirth and Glyph of Mark of the Wild

The other options:
Glyph of Dash - Can provide some utility in a raid, if you need to escape from things frequently.
Glyph of Typhoon - Do not use this on fights that have adds that need to be kept away from you. It can be useful though in a fight like Maloriak.
Glyph of Aquatic Form - No raid utility, but makes non-druids cry in Vashj'ir

All stat values assume Mark of the Wild, Leather Specialization, Heart of the Wild and Balance of Power.

Int is better than everything, always. As far as secondary stats go:
Spirit/Hit til cap > Haste > Mastery > crit
However, you should check wrathcalcs for your own personal stat priority

Intellect and Spellpower
Gives us spell power, crit, mana and contributes to our mana regen through Replenishment, Euphoria, and Innervate. It will take the place of spell power as our primary stat. Spell power as a stat is found only on caster weapons and some trinkets now. Its function is unchanged (increases the damage of our spells).
1 int = 1.1687 SP
1 int = 17.53 max mana
555 int = 1% crit

Spirit and Hit
For all intents and purposes, these two are pretty much the same thing now. The only differences are that Spirit actually will contribute to out of combat mana regen, while hit gives you melee hit in addition to spell hit.
1 spirit = 1 hit rating (does not count base spirit, only spirit on gear and gems)
102.45 hit rating = 1% hit
Hit cap = 17% = 1742 rating

This is our best secondary stat for the time being. All other secondary stats should be reforged into haste when possible.
128.05 haste rating = 1% spell haste

Haste breakpoints where we gain extra DoT ticks (3/3 Genesis and Moonkin Form):
11th tick - 11.11% - 1423
12th tick - 21.7% - 2778 - 746 w/NG
13th tick - 32.28% - 4134 - 1929 w/NG

Numbers from Hamlet's EJ guide

Mastery is now decent for us, but still well below haste most of the time. It is still reforge fodder, though you should choose to reforge crit over mastery if the situation allows it.
179.3 mastery rating = 1 point of mastery, which gives a 2% bonus to eclipse

Since 4.1 our mastery scales linearly, and no longer has the breakpoints it used to. That means that every point of mastery you gain will proportionally increase your mastery output.

With Moonfury and Burning Shadowspirit Diamond, our critical strikes do 2.09x (or 209%) normal spell damage. As far as I know, Hurricane is the only spell that doesn’t use this crit damage coefficient.
179.3 crit rating = 1% crit

You can now turn 40% of a certain stat on your gear into another stat, with the following exceptions:
>Primary stats (Stam, Agi, Str, Int) cannot be reforged, nor can resilience be reforged.
>You cannot reforge a stat into something that’s already on the gear (but you can have both spirit and hit on the same piece).

Reforging priorities:
1. On items that don't have haste, reforge the highest secondary stat into haste (if you're below the hit cap, avoid reforging hit or spirit at this point, though. More on this later).
2. On all other pieces, reforge mastery and crit into spirit or hit until you're capped. (See the gearing section below for a more specific breakdown on the best way to do this)
3. Excess hit or spirit that could not be converted to haste is converted to mastery > crit.

To check whether a certain item is an upgrade for you, use Wrathcalcs, the moonkin spreadsheet, which can be found here:

When choosing gear:
>You want to be sure you are using all leather pieces to get Leather Specialization (so, yes, spend all your justice points making sure your gear is full leather, as 5% Int is not something to be scoffed at).
>Idols are simply stat sticks now. Treat them as you would any other piece of gear.
>Remember that you can always reforge a less desirable item into a more desirable one.

How to reach (and stay at) the hit cap:
Proceed to the next step if you're not hit capped from the previous step
1. You should have already reforged your gear according to the reforging guidelines above.
2. You should already have Purified Demonseye in all blue sockets with > 20 Int bonuses
----If this wasn't enough to get you capped, continue to the next steps----
3. Start undoing some of the crit/mastery -> haste reforgings and turn those into hit or spirit, instead.
4. Start reforging haste into spirit or hit.
5. Use hit food.
6. Start replacing your Purified Demonseye with Sparkling Ocean Sapphire.
7. Start replacing your Brilliant Inferno Ruby with Purified Demonseye.
8. If you're not capped by this point, get better gear :P

Red: Brilliant Inferno Ruby
Orange (for yellow slots): Reckless Ember Topaz
Purple (for blue slots): Purified Demonseye or Veiled Demonseye
Blue (only for when you really need the hit): Sparkling Ocean Sapphire

Meta - Burning Shadowspirit Diamond (requires at least 3 red gems) - cheap: Chaotic Shadowspirit Diamond

>>>>Never gem pure anything but Intellect.<<<<
Every single gem you put in your gear should have Int on it (using pure blue gems to reach the hit cap is the only reasonable exception to this rule).

Normal gemming strategy (using this basic strategy will generally yield good results):
>Red and prismatic sockets get Brilliant Inferno Ruby
>Yellow sockets that have > 20 Int bonuses get Reckless Ember Topaz
>Blue sockets with > 20 Int bonuses get Purified Demonseye
>Fill remaining slots (blue or yellow where the bonus is < 20 int) with Brilliant Inferno Ruby

>>See the Gearing section (above) for more info on how to deal with the hit cap.

Any enchant that requires Maelstrom Crystal has a cheap version next to it that you can use for the time being until availability increases.

Head: Arcanum of Hyjal
Shoulder: Greater Inscription of Charged Lodestone
Cloak: Enchant Cloak - Greater Intellect
Chest: Enchant Chest - Peerless Stats -- cheap: Enchant Chest - Mighty Stats
Bracers: Formula: Enchant Bracer - Mighty Intellect -- cheap: Enchant Bracer - Speed
Gloves: Enchant Gloves - Haste
Belt: Ebonsteel Belt Buckle + Brilliant Inferno Ruby
Legs: Powerful Ghostly Spellthread
Boots: Enchant Boots - Lavawalker -- cheap: Enchant Boots - Earthen Vitality
Weapon: Enchant Weapon - Power Torrent -- cheap: Enchant Weapon - Hurricane
Off-hand Enchant Off-Hand - Superior Intellect

Total stat gains from enchants:
Int: 405 + chance to proc 500
Haste: 140
Spirit (hit): 75
Crit: 35 + ~134 from int bonuses
Mastery: 35

Flask: Flask of the Draconic Mind
Elixirs: Nothing. They suck. Just use the flask.
Potion: Volcanic Potion Time this with heroism/lust. For an extra DPS boost, you can double pot by using one just before combat starts.
Food: Seafood Magnifique Feast (Gives Int for Moonkin) or Severed Sagefish Head. Or, if not hit capped: Delicious Sagefish Tail or Grilled Dragon

Mining – Toughness Rank 7 - Increases stamina by 120
Skinning – Master of Anatomy Rank 7 - Increases crit rating by 80 (.45% crit)
Herbalism – Lifeblood Rank 8 (2m cool down) - Increases haste by 480 (3.75%) for 20s (Avg of 80 rating, .62%)

Alchemy – Mixology - Flask of the Draconic Mind gives 380 Int and lasts 2hrs (increase of 80 Int)
Leatherworking – Draconic Embossment - Intellect gives 130 Int to bracers (increase of 80 Int)
Enchanting – Enchant Ring - Intellect gives 40 Int (Increase of 80 Int)
Jewel CraftingBrilliant Chimera's Eye gems give 67 Int (increase of 81 Int over 3 Brilliant Inferno Ruby)
Inscription – Felfire Inscription gives 130 Int/25 Haste (Increase of 80 Int)
Blacksmithing – Socket Bracers and Socket Gloves let you socket 2 more Brilliant Inferno Ruby. (Increase of 80 int)

Tailoring – Lightweave Embroidery (rank 2) has a chance to give 580 Int for 15s (20% proc rate, 45s ICD, averages to 180 Int. Comes out to an average gain of 130 Int after the normal cloak enchant.)

Engineering – Engineering tinkers no longer overwrite the other enchant in the slot, meaning for any given item slot you can have a normal enchant plus whatever you can use from engineering.
>Goggles: Camouflage Bio-Optic Killshades give 301 int, a meta socket and 2 cogwheel sockets. Cogwheels are goggle-only gems that give 208 of a secondary stat. As a moonkin you'd want to use 1 Quick Cogwheel and 1 Sparkling Cogwheel, since they are unique-equipped. So, your helm gives 321 int plus 208 haste, 208 hit (spirit), plus your meta and normal head enchant.
>Synapse Springs: Glove tinker that increases Int by 480 for 10s, 1m CD. Averages to 80 Int, again, in addition to normal glove enchants.

Profession assessment:
Currently, tailoring gives the strongest Int bonus, with an average gain of 130 Int. Be aware though that in practice, that number can go down, depending on when the procs occur relative to your movement.

Engineering has been brought down to have an average gain of 80 Int. Since the tinker is an on-use and not a proc, you have a better control of when you can use it relative to certain events in the fight, but it's still possible to experience some loss of usefulness of the buff.

For the remaining professions, you have JC with a very slight lead (at 81 Int), and leather working, inscription, alchemy, enchanting and BS all tied at 80 Int.

The gathering professions are fairly worthless in a raiding environment. Skinning and herbalism give very minor DPS increases, while mining gives a survivability increase.

These are the moonkin-friendly items that are available from reputation vendors. You want to get Therazane and Wildhammer to exalted, and Hyjal to revered, as soon as you can. The rest of the reps will depend on what other gear is available to you from heroics, crafting and the AH.

Therazane: Diamant's Ring of Temperance Greater Inscription of Charged Lodestone
Wildhammer/Dragonmaw Clan: Mantle of Wild Feathers Band of Singing Grass Belt of the Untamed Lightning Flash Pendant
Guardians of Hyjal: Arcanum of Hyjal Aessina-Blessed Gloves

Baradin's Wardens/Hellscream's Reach: Insidious Staff Shimmering Morningstar Stump of Time
Earthen Ring: Pendant of Elemental Balance Leggings of Clutching Roots
Ramkahen: Ammunae's Blessing

Eclipse bar mechanics:
Eclipse is no longer a timed buff. Instead, our nukes (starfire, wrath and starsurge) generate eclipse energy, which moves a slider across our eclipse bar, a new UI feature. When the slider reaches one end or the other, you proc an eclipse. Each buffed nuke reduces your eclipse energy until your slider is back in the middle of the bar, at which point your eclipse fades.

Starfire generates/spends 20 solar energy.
Wrath generates/spends 13 lunar energy.
Starsurge generates/spends 15 lunar or solar energy, depending on which way your eclipse bar is currently moving.

It takes 100 energy to proc an eclipse, and spending 100 energy will cancel your eclipse. No other spell gives or costs energy but our other spells benefit from eclipse (according to their damage school), so you could proc a lunar eclipse and spam eclipsed moonfire all day long if you wanted to.

Both DoTs need as close to 100% up time as you can manage - they got a MAJOR boost, they are basically THE best use of a GCD currently. Clipping your DoTs, while not as big a sin as before, is still not ideal. Because of how DoT refreshing now works, the best time to reapply is when there is only 1 tick remaing on the old DoT.

Do not clip a DoT just because you reached eclipse, but do make sure to refresh your DoTs *before* eclipse runs out, so that you have eclipse and NG-buffed DoT(s). Generally, if the DoTs still haven't fallen off when you have <20 energy left in lunar, or <13 left in solar, go ahead and clip them.

Apply IS before MF/SnF so that the fire can take advantage of NG buff, as they are both stronger than IS in their respective eclipses.

Nature's Grace
Gives 15% spell haste after casting MF or IS, and has a 1min CD. However, that CD is reset every time you reach an eclipse.

Increasing NG uptime is the driving force of our rotation. That said, it's not necessary to cast a DoT to proc it as soon as you hit eclipse. As long as NG (and your dots) goes up at some point during eclipse, it doesn't matter when. This is because there's no particular benefit to having hasted nukes during eclipse.

Starsurge (SS)
Cast it on CD. Right now there's really no reason to delay it. Make sure you have something alerting you when shooting stars procs so you can use it right away.

Starfall should be cast whenever there's an add phase in a fight if those phases are less than 2 mins apart. If you can't do that, or there isn't an add phase, then try and line it up with Lunar eclipse. If you can't do that, then go ahead and just hit it on CD.

Basically, your priority with starfall should be:
add/multiple target phase of fight > lunar eclipse > blindly on CD

Force of Nature should be used in a similar fashion as before, meaning just before Heroism/Bloodlust ideally. Their AP scales dynamically with your SP, their hit and exp is derived from your spell hit.

Wild Mushrooms, with their new and improved radius, are an excellent source of AE damage. They can be placed on the run (while maintaining a lunar shower stack) and detonated under packs while in solar eclipse.


Single Target
If you're starting at 0 eclipse energy and a neutral bar, to go towards solar, cast SS -> SF. To go toward lunar, cast wrath first -> SS. For an explanation of this, go to to the eclipse bar mechanics section.

When you need to move in a fight, you have 2 options: drop mushrooms or spam MF.
>Drop shrooms if: The boss is going to stay put (or there's an AE pack coming up soon), the run will take you at least 3 GCDs to complete, you have an eclipse-buffed MF/SnF on the boss with a lot of time left on it (so you don't want to clip it with a weaker MF).

>Spam MF (or SnF) if: The run is really short (1-2 GCDs) or really long (more than 3 GCDs and you've dropped shrooms already), the boss's location is unpredictable (so you can't be sure shrooms dropped now will hit him later).

Video of basic single-target rotation, including movement phases:

AE situations
This is mostly for boss fights that include AE phases, but it can be adapted to trash packs as well.

If you can manage it, you should be in solar eclipse whenever an AE phase is coming up. If the location of the AE pack is predictable, have 3 mushrooms pre-placed where they're going to be.

As the adds spawn, pop starfall, SnF spam and detonate once they get to your shrooms. Your general strategy will be to detonate shrooms, SnF spam all the targets while running around, and dropping more shrooms and detonating on CD.

Video of "solar cleave" AE strategy:
This help is exclusively for running heroics. It will not yield good results for raiding. Please make sure to read the rest of the guide when you want to transition to raiding.

Spec and glyphs:
Glyph of Moonfire
Glyph of Wrath
Glyph of Insect Swarm
Glyph of Starfall
Glyph of Focus
Glyph of Monsoon
Glyph of Typhoon
Glyph of Unburdened Rebirth

INTELLECT is your best stat. Always, no exceptions. After that comes
haste > mastery > crit

Spell power is good, too, but only comes on some trinkets and caster weapons. You can treat is as a little worse than int, a little better than haste.

At the heroic 5man level, you don't need to worry about hit/spirit. Your hit cap is 6% (615 rating), and is almost impossible not to get to.

Meta: Burning Shadowspirit Diamond or cheap version: Chaotic Shadowspirit Diamond
Red gems should be BRILLIANT (example: Brilliant Inferno Ruby)
Yellow gems should be RECKLESS (example Reckless Ember Topaz)
Blue gems should be PURIFIED or VEILED (example: Purified Demonseye or Veiled Demonseye)

>>If you want to use green quality gems instead of blue, that's fine for the time being.
>>Only match a socket bonus if the bonus gives INT. Otherwise, put a red gem in it.
>>All prismatic sockets get red gems in them.

These are all pretty cheap.
Head: Arcanum of Hyjal
Shoulder: Lesser Inscription of Charged Lodestone
Cloak: Enchant Cloak - Intellect
Chest: Enchant Chest - Mighty Stats
Bracers: Enchant Bracer - Speed
Gloves: Enchant Gloves - Haste
Belt: Ebonsteel Belt Buckle + Brilliant Inferno Ruby
Legs: Ghostly Spellthread
Boots: Enchant Boots - Earthen Vitality
Weapon: Enchant Weapon - Hurricane would be better, but Scroll of Enchant Staff - Greater Spellpower might be cheaper. depends on your server, I guess
Off-hand Enchant Off-Hand - Superior Intellect

If your item:
Does not have haste -> reforge spirit/hit, crit or mastery into haste (in that order of priority)
Does have haste -> reforge the other stat (the one that's not haste) into mastery.

How to pewpew:
Basic rotation:
IS -> MF -> SS -> whatever nuke you need to get you to eclipse

Trash (single target packs) - Once the tank has aggro, dot up everything that is not CCd, then follow the basic rotation on the primary kill target. Try your best to keep your dots running on everything, but be mindful of the tank's threat and DON'T BREAK CC.

Trash (AE packs) - throw down 3 mushrooms, detonate, typhoon, throw down 3 more mushrooms, spam MF (or sunfire) while running around, detonate again when the CD comes back up, use typhoon again when the CD comes back up. If you're not in range of anything else, go ahead and starfall as well.

Boss - Pop your trees as you're positioning yourself. Follow the basic rotation. If you're heading toward a lunar eclipse, save starfall for that. If you're heading toward a solar eclipse, go ahead and just pop starfall off the bat. Try to minimize your movement as much as possible while still avoiding the things that need to be avoided. If/when you have to move, spam MF on the run. Use starfall on CD, but make sure you're in range of the boss, since you should have focus glyphed (reduces starfall's range to 20yds).

How to deal with the Tier 11 4pc Bonus
Our tier bonus is very strong, but it does take a little adjusting of our rotation and possibly glyphs to get the most out of it.

What consumes the proc:
All nukes
DD of MF/SnF
Mushroom detonation
Starfall shards

What benefits, but does not consume the proc:
DoT ticks
Hurricane ticks

Delay casting MF/SnF and Starfall when eclipse procs, until your charges are used
It's ok to save SS procs for a few seconds to use them with the T11 proc
Glyph of Starfire should replace wrath glyph for single target fights, to extend your MF uptime.

You can see Calculated's video guide for detailed info and a visualization of the rotation:
and about using the starfire glyph:

In depth eclipse bar mechanics
Since 4.0.6a, the eclipse bar has been always resetting to full neutral - meaning it does not have a preferred direction - after zoning, logging in or dying. When it's at full neutral, casting starsurge at 0 energy will always move it toward a solar eclipse. If you want to start off the fight going toward lunar (which is preferable on the majority of fights) you need to cast 1 wrath before your first starsurge, so that the wrath picks the direction of the bar. Just be aware that until you hit your first eclipse, you will be able to backtrack in energy if you cast the wrong spell too soon.

Starsurge and Shooting Stars Procs
You've probably noticed that if you get a SS proc while you are already casting SS, you can't use that proc right away and have to cast another spell in between. This is because (for whatever reason) 2 starsurges can't be in the air at the same time. So if you get a proc during or just after you have already cast SS, go ahead and cast another spell before you use your instant proc.

Travel Time
2 of our main spells, wrath and SS, have a travel time. That is, you can see them fly through the air from your hands to your target. Without going into too much detail, the reason this is important is because procs happen when the spells LAND, not when they are cast. So, if you're casting the wrath that's going to put you in eclipse, your eclipse happens when that wrath hits, not when you cast it. And any instant spell you cast on the tail end of that wrath will NOT be eclipse buffed. The same way, though, any instant spell you cast on the tail end of a wrath coming out of eclipse WILL be eclipse buffed (including instant SS procs).

Q: HALP! Where did my spell power/idol/insect swarm/omen of clarity/bear form/whatever else go?!
A: There are a lot of new changes in the game. Please read the whole sticky before you panic about anything new or missing. Also, make sure you visit the druid trainer. A lot of spells have changed and need to be retrained.

Q: El! I just really want a complete level 85 raiding spec! Can you PLEASE just link one for me?
A: Sure.

Q: Uhh... is that a mislink?
A: Nope. Moonkin do not have a full level 85 cookie cutter spec. We have certain required talents, and certain other talents that you can pick up depending on your gear level, raid group and your specific duties in that group. I've listed the required points and provided some discussion on the options in the spec section. It's up to you to choose what best fits your situation.

Q: I read somewhere that I need to reforge spirit to hit so my treants don't miss. Is this true?
A: No! There was a bit of confusion early on this xpac about this, but it's been fairly conclusively shown that our treants use our spell hit, which includes hit received from spirit. If you are spell hit capped, your treants will be hit and expertise capped. Whatever percent below the hit cap you are, your treants will be that percent below their respective caps.

Q: What are some good addons or other tools you use to help you moonkin better?
A: For mods, you want to be able to see your DoT durations, your eclipse energy, CDs and procs and certain buffs like Nature's Grace and Lunar Showers. Some recommendations are:
>Balance Power Tracker customizable eclipse bar mod that replaces the default one. It will also warn you when your next cast is going to proc eclipse.
>Power Auras can be configured to show you procs, cooldowns, really whatever you want. It's a very customizable mod.
>Quartz Cast Bar highly modular cast bar that shows a cast latency bar, too.

There are also a variety of out-of-game tools that can help you improve your DPS or get a better sense of what gear to get, etc.
>Chardev An online dressing room. Import your character and play around with gems, enchants and different gear sets, or just build your dream character from scratch.
>Wrathcalcs THE moonkin spreadsheet. You need to learn to use it and love it. It can answer almost any gearing question you have (is X item better than Y item) as well as help you refine your rotation, gemming, spec, etc, and also build a BiS set for yourself.

Q: Can you recommend any other moonkin websites, guides or blogs to read?
A: Of course!
Hamlet's Elitist Jerks Moonkin Guide/Thread:

Shifting Perspectives (WoW Insider druid blog):

Graylo (sorry about the round-about-ness of the link):

The Moonkin Repository:

Calculated's Youtube Channel (video guides for various encounters with commentary):

Calculated's guide, including pre-raid, raid and heroic raid BiS gear lists:

A: Indeed.
its pretty enough as it is, and thanks again. if only i could figure out how to delete my first post i would :(

edit: im an awful person for that, i know
its pretty enough as it is, and thanks again. if only i could figure out how to delete my first post i would :(

edit: im an awful person for that, i know

lol don't worry about it. The new forums are a confusing place...
I honestly feel really bad for that and if i dont delete it soon i fear the druid community will all bearform teabag me in my sleep.
The new forums are indeed confusing, but the layout is definitely nicer than the old ones. The new armoury is really nice too.

I know I lost my formatting. I started getting a weird error after the first post copied over. I'll go through and make it pretty again this weekend.

I guess you're referring to the fact that apostrophes seems to have broken?
yayay eluial's post is heeer!
Woot! Good job El, maybe this one will be stickied!
Yay, you woke up and found your ctrl-c, ctrl-v keys. :) And now we can say Sticky.
Yay, you woke up and found your ctrl-c, ctrl-v keys. :) And now we can say Sticky.

:P No, just haven't been around much the past few days and I wasn't aware the new forums were up.

I guess you're referring to the fact that apostrophes seems to have broken?

That too, but I figure that's a forum-wide thing. I meant more when I tried to copy over my formatting like bolds, etc, and it didn't work. But I think Ri pinpointed the problem, so as soon as I can I'll go back and fix them (probably tomorrow).
likes this!
Yay Eluial! Now I get to check two places for all my Boomkin news!

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