Moonfarespam: The Moonkin Guide (6.2.x)

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-- Alame's Overview --

:: At lvl100, in dungeon gear, the best stats are as follows ::
Intellect > Haste > Mastery > Crit > Multistrike > Versatility

:: Raiding Stat Priorities (no weights) ::
Intellect > Mastery > Crit > Haste = Multistrike > Versatility

:: Raid Stats weights (Multi-target [2-3 targets]) ::
Intellect (2.00)
Mastery (0.96)
Crit (0.92)
Haste (0.88)
Multistrike (0.84)
Versatility (0.78)

Level 100: Raiding/PVE Guide

Please “Like” ALL the pages of the main guide! (Helps the guide stand out in searches.)

How to get advice/help:
1. Read the entire guide! Make sure that your armory reflects that you have done so (have generally correct gems, enchants, talents and glyphs).

2. Make a post on your druid (or provide an armory link) while logged out in your Balance gear and spec!

3. Give information that is relevant to your problem. Descriptions of your rotation, raid make ups, combat logs, extenuating circumstances... the more you tell us, the better our advice will be. Be sure to provide specific examples.

4. Be polite to the people helping you. Even if you disagree with them, they took time out of their lives to help. Being rude or defensive will make it less likely that people will want to help you.

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.

Table of Contents:
I - Table of Contents

II – Talents

III – Glyphs

IV – How Eclipse Works (Sine-wave)

V – Stats & Stat Priorities

VI – Gear, Enchants & Consumables

VII – Spells & Rotation

VIII – Advanced Rotation Tips

IX – Macros and UI

X – Current Tier Tips, Videos & Streams

XI – Frequently Asked Questions

XII – Boticha's Raid Guide

Change Log:
February 16, 2015 -- Section XII added to guide - Boticha's Raid Guide
January 25, 2015 -- Glyphs section fixed.
October 10, 2014 -- Sec IX, X, XI added. Leveling Guide (XII) cancelled.
October 6, 2014 -- Sec VI, VII, VIII added.
October 4, 2014 -- Sec IV and V added.
October 3, 2014 -- guide started (3/12 pages complete)
II – Talents
When I review talents, I never consider simulations as my only source of information. Using a combination of experience, encounter design and, yes, simulations, we (the Moonkin theorycrafting community) argue and discuss the individual strengths and weaknesses of various combinations of abilities. While you may not agree with what it posted below in an “extremely specific” situation, this guide is not aimed at the hardcore-elite.

T15 -- Mobility
Default Choice: Feline Swiftness :: (Situational to playstyle and encounter.)
  • Feline Swiftness - A generous, and noticeable, speed increase. Great for “dance” mechanics. Stacks with other permanent bonuses.

  • Displacer Beast - Burst of mobility when needed. Great for leveling and kiting. Situational uses in raids. Replaces Feline Swiftness if you need to escape danger immediately.
  • Wild Charge – Limited use in raid and dungeon encounters. Will replace Displacer Beast if you need more frequent “burst movement.”

T30 – Healing
Default Choice: Ysera’s Gift :: (Simply for the passive nature of this spell.)
  • Ysera’s Gift – Passive healing based on your maximum health. Solid choice for a caster spec.
  • Renewal - Burst of healing based on your maximum health. With a 2-minute cooldown, it provides far less healing per second than Ysera’s Gift or Cenarion Ward. This talent is largely considered useless due to Cenarion Ward.
  • Cenarion Ward – Limited use in raid and dungeon encounters. Will replace Ysera’s Gift if you need more frequent “burst healing.” This spell may be cast while Silenced because it is classified as a “Physical” spell.

T45 – Crowd Control
Default Choice: Typhoon :: (These talents are largely irrelevant and extremely limited roles at best.)
  • Faerie Swarm – Great for single-target kiting. Difficult to use when multiple targets are in play.
  • Mass Entanglement – Honestly, this talent serves almost no applicable purpose. The effect breaks on damage, and the threshold is quite low. Extremely situational at best. Typhoon is not as strong as it used to be, so this talent may be useful when combined with Solar Beam and the afflicted targets are ignored while they sit in Solar Beam.
  • Typhoon – Limited use in raid and dungeon encounters since range is quite small (15 yards). Great for leveling as you may have many mobs close enough to make this talent useful.

T60 – Damage Dealing
Default Choice: Incarnation :: (Though, the encounter in question may change this choice.)
  • Soul of the Forest – Passive. Very easy to use properly, you literally cannot use this talent incorrectly. Benefits include: Burst and Sustained. This talent excels on encounter where you need frequent burst damage due to a "short-lived add." An example of this is Ra-den's Orbs (Throne of Thunder).
  • Incarnation: Chosen of Elune – Active. Benefits include: Burst, Sustained-Burn (Bloodlust/Heroism), Multi-Target (AOE and “Council”). This talent gets increasingly stronger when more adds are present, especially when these adds "need to die."
  • Force of Nature – Active. Suffers from AI targeting issues (extremely slow response to switching targets, such as you original target dying.) Benefits include: Crowd Control (Instant), Burst, Sustained, Movement-friendly. Due to the nature of encounters, we can expect lots of forced movement. This is where this talent begins to shine.

T75 – Crowd Control
Default Choice: Ursol’s Vortex (Extremely useful for flexibility and multi-target control.)
  • Disorienting Roar – Instantly disorients nearby enemies. This interrupts spellcasting. Instantly breaks on any damage and thus is extremely poor for a DOT-based spec, such as Balance druid.
  • Ursol’s Vortex – Exceptionally useful for a ranged-oriented spec. Very powerful and has great synergy with Solar Beam and the Death Knight talent “Gorefiend’s Grasp.”
  • Mighty Bash – Limited use in raid and dungeon encounters. Will replace Ursol’s Vortex if you need an interrupt or crowd control that completely locks down the enemy. Not ideal for raids because typically casters "stand 40 yards back." Due to the fact it is a melee ability, you would have to go through a long run to stun the enemy. In addition, Stuns are typically left to Rogues specifically for their talent "Nerve Strike" (which increases enemy damage taken while under the effects of certain Rogue abilities, such as Kidney Shot.)

T90 – Hybrid: Healing & Tanking
Default Choice: Nature’s Vigil (The additional healing to assist your raid’s healers is very useful. Other talents fill niche roles.)
  • Heart of the Wild – Activate to increase your ability to Heal or Tank. Strongly recommended to never attempt to tank a raid boss. Works far better as an impromptu healer. Using this ability to game “Cat Form damage” will not work if you leave Cat Form. (If you stay in Cat Form, they work normally.)
  • Dream of Cenarius – Consuming the “Peak Eclipse” buff heals a nearby target for a fair amount. This talent has good synergy with Euphoria, but does not occur frequently otherwise.
  • Nature’s Vigil – Activate to provide additional healing to the group. While it’s not “burst healing” like Tranquility or Healing Tide Totem, the healing provided helps the healers get through high-damage periods. The amount healed is largely dependent on your gear or the number of targets involved. While active, you really don’t need to keep Rejuvenation on yourself because you heal quite a lot over the duration of this ability.

T100 – Damage Dealing
Default: Euphoria
  • Euphoria – Passive. With this talent selected, our entire Eclipse Cycle is 20 sec long (down from 40 sec). While the bonus Casting Speed provided helps with burst, the actual speed of the rotation does not matter. It synergizes well with Dream of Cenarius, but we really won’t take DOC because it is lackluster. It may excel on encounters with frequently spawning enemies in small/large packs. This talent requires proper Starsurge usage to maximize output. You will need to adjust your playstyle according to the encounter, making this talent fairly difficult to use for newer players.
  • Stellar Flare – Active. Adds an additional spell to our damage toolkit. The damage this spell generates really has no difference when you cast it at “0 energy” or “100 energy.” This is because all of our spells do not “snapshot” our Eclipse bonus. The initial damage from impact is noticeable, when you compare it between 0 and 100 energy, but the overall damage is practically the same.
  • Balance of Power – Passive. The additional Moonfire and Sunfire damage is very strong for AOE and Multi-target. It doesn’t quite have the burst of Stellar Flare nor Euphoria, but it has incredible sustained output. This talent effectively removes Moonfire and Sunfire from the rotation after initial application (during Celestial Alignment or the opener). The MF/SnF damage and removal of refreshing these spell makes BoP a great single-target talent, though it may be quite boring spamming two (2) spells.

Back to TOC:
III – Glyphs
In this section I will briefly go through each glyph available to Balance druids. As with everything else, sometimes a glyph may not be as strong, or as weak, in a particular situation. Glyphs largely do not impact the modified spells too much, however, there are some exceptions. While reviewing these glyphs, think about the gameplay you’ll be doing. Please keep in mind, many of these glyphs are PvP-oriented. In addition, glyphs are not supposed to be DPS gains (in any, very tiny for a specific situation).

My Choices:
Glyph of Stampeding Roar
Glyph of Moonwarding (*)
Glyph of Astral Communion (*)

Glyph of Untamed Stars

* Swapped with [Glyph of Rebirth] (100% HP on Rebirth) as needed.

Major Glyphs

Glyph of Astral Communion – Extremely useful for dungeons and leveling, this glyph allows you channel Astral Communion to quickly gain Solar Eclipse to apply Sunfire to a group of enemies. While you should rarely use AC, this glyph makes an important spell usable more freely – and yes, casting while moving is very, very helpful.

Glyph of Barkskin – As a Moonkin, you typically do not tank. This is a PvP-oriented glyph.

Glyph of Celestial Alignment – Extremely useful for PvP, you’re not limited to the normal 15 sec duration – of which you may be sitting through a Stun or Silence, thus missing out on the full effect. Oh, this doesn’t really have a use for PVE purposes.

Glyph of Cyclone – Most enemies are immune to Cyclone due to the griefing/trolling capability of the spell. Another PvP glyph, though; and, it’s quite helpful for PvP!

[Glyph of Dash"Reduces the cooldown of your Dash ability by 60 sec." :: Don’t use this glyph. It’s really, really pointless. Take the talent Displacer Beast if you need a more-frequent sprint.

[Glyph of Entangling Energy]"When you kill an enemy that yields experience or honor, your next Starfire or Wrath also applies Entangling Roots to your target." :: This is really nice for leveling. You basically get a free Entangling Roots on your target by casting Starfire or Wrath. However, if you take the talent Force of Nature, you don’t need another source of Roots. This glyph has no relevance in raiding or dungeons (since Roots will break very quickly).

[Glyph of Entangling Roots]"Reduces the cast time of your Entangling Roots by 0.5 sec."This glyph will be very helpful in PvP. Casting faster is never a bad thing. When it comes to PVE, however, you have the talent Force of Nature available, as well as Mass Entanglement. It’s hard to find a situation, other than PvP, when this is helpful. (I guess “spamming” Entangling Roots to essentially perma-Root an enemy works in some extreme situation.)

Glyph of Imbued Bark – This glyph lessens the spell lockout of interrupts made against you. If you get kicked, you still got kicked. There are not many reasons to take this glyph. We will never see an encounter with interrupts like Thok the Bloodthirsty, so I don’t recommend this glyph for anything.

Glyph of Moonwarding – This glyph may be quite helpful when encounters do not have a lot of Physical damage being dealt to the raid. Armor does not reduce incoming Magic damage, so an additional 10% Health is quite useful. In addition, for PVP, you may elect to use this glyph against a Wizard-cleave team (Caster+Caster, no physical damage) because your Armor is useless against them.

[Glyph of Rebirth]"Players resurrected by Rebirth are returned to life with 100% health." :: In regards to the healing model in Warlords of Draenor, this glyph has more use. You can elect to take this glyph on a raid encounter with heavy damage to the raid. This makes the revived player less likely to get in danger again, barring unforeseen circumstances (like being resurrected above a Tiger Pit).

Glyph of Stampeding Roar – I’m going to announce this glyph as the only “Mandatory” glyph. Increasing the range is an exceptional buff in its own right, and the added bonus of not being forced into Cat Form or Bear Form allows you to use Stampeding Roar without needing to worry about accidentally cancelling Starfall (when you shapeshift). There is never a situation where this glyph is not useful – it is always worth a glyph slot.

[Gylph of the Master Shapeshifter]"Reduces the mana cost of all shapeshifts by 100%." :: We don’t run out of mana. No need for this glyph.

Glyph of the Shapemender – For PVE purposes, this glyph as potential with Ysera’s Gift. While this caters to PVP far more, this is a good solo-leveling glyph. When using talents like Displacer Beast you would typically get the healing effect. Perhaps the most useful reason, for PvP, you can easy game a nice chunk of health every 5sec if you track the internal cooldown (ICD).

Minor Glyphs

Glyph of Aquatic Form – With Travel Form being the merger of Aquatic, Travel and Flight forms, this is a nice glyph to help traverse the waters of the world. Or if you have anReins of the Azure Water Strider, then oh well! Good for swimming underwater!

Glyph of Charm Woodland Creature – Pure flavor. No relevance to gameplay.

Glyph of Grace – There are many times where this glyph is helpful. You can survive decent falls with this glyph active. Great for high-efficiency farming/questing/leveling (kiting enemies up and down terrain, and abusing NPC-pathing and in-game gravity to escape danger).

Glyph of One with Nature – Like a mage portal, but not. No impact on gameplay.

Glyph of Stars – Watch as all the mages try to Polymorph the Balance druid! Seriously. Sometimes they stop running and try again. And again. And again.

Glyph of the Chameleon – Randomize your Cat Form after using Displacer Beast! No impact on gameplay.

Glyph of the Cheetah – Uses the 10-year-old Travel Form model (which was a placeholder model for 8 years or so.)

Glyph of the Flapping Owl – YESSSSSSsssss. That is all. (Like Slow Fall, but more hysterical.)

Glyph of the Orca – Replaces the “seal form” with that of an orca with massive eyebrow-spikes.

Glyph of the Predator – Ehh…you really won’t use it much…Cat Form, I mean. So this glyph is largely useless.

Glyph of the Stag – Players in your group may ride you like a mount, albeit a slow mount. Travel Form no longer includes Flight Form, which means if you go into deep enough water, you will use Aquatic Form instead of “Stag Form.”

Glyph of Travel – Essentially turns your land-Travel Form into that of a mount. Works in Ashran, but not instanced battleground (Warsong Gulch, Eye of the Storm, etc.)

Glyph of the Treant – Like a Resto Druid, but not. Stand on a campfire and you’ll catch on fire, literally.

Glyph of the Solstice – I recommend you take this glyph for a single reason: Sunfire is applied to nearby enemies when you cast it. A single Sunfire may hit all the enemies you want to DPS (in this example, let’s say 5 enemies), you may press Moonfire a staggering 5 times to cover all the enemies, or press Sunfire 1 time and be able to use Sunfall immediately. Sunfire and Sunfall synergize greatly; plain and simple.

Glyph of Untamed Stars – This glyph is situationally-important beyond that of “typical importance.” Starfall and Sunfall hit everything in a 40 yard range of the caster. This is tremendously important for dungeons because you want do not want to pull the entire room. . If you are running low-level dungeons, you basically kill everything on your screen. It’s quite hilarious. I strongly recommend you run this glyph for raiding. (Mandatory status in raids and PvP.)

Back to TOC:
IV – How Eclipse Works (Sine-wave)

What is Eclipse?
Balance druids use a unique resource called “Eclipse.” It has existed since The Burning Crusade and has been steadily changing every expansion. In Warlords of Draenor, Eclipse is getting overhauled again. The design change is very different from the previous iteration (Cata & MOP). This section may get a little “mathy,” but I promise you I’ll keep it as simple as possible.

What does Eclipse do?
Eclipse increases the power of our damage-dealing spells. Eclipse provides a ratio of your Mastery bonus based solely on your current “Eclipse Energy.” Eclipse Energy ranges from -100 to 100. To keep it simple, you get bonus damage based on this value. (Please note, you are shown “absolute” values.)

How does the bonus damage work?
Firstly, the bonus damage is recalculated each time our spells do damage. Direct Damage spells (like Starfire and Wrath) will gain their bonus when the spell finishes casting. Damage-over-time effects (Moonfire and Stellar Flare) are dynamic, meaning they will recalculate their damage each tick.

Eclipse has two values: (1) Lunar Eclipse and (2) Solar Eclipse. Lunar Eclipse improves the damage of your Arcane spells. Solar Eclipse improves the damage of your Nature spells. Both of these values are constantly active. Both values range from -100 to 100, where 0 is the median. While you are at the “peak” of one side, let’s say Lunar (-100), you are fully benefiting from Mastery for Lunar Eclipse; however, you are not benefiting at all from Solar Eclipse for the same reason – your Eclipse Energy is at -100. The actual bonus is quite simple to understand: Both values (Lunar and Solar Eclipses) will add up to your maximum Mastery bonus.

Let’s assume we have Mastery bonus of 100% (which is a very high amount). Take your current Eclipse Energy (use the absolute value for now… so -100 = 100, -50 = 50, etc.), add 100 to the number, then divide it by 200. You could use “20” as the denominator as well (dividing by 10 first).
Here are some examples (again, using 100% Mastery as our bonus):

  • You have 0 Eclipse. Lunar: 50% :: Solar: 50%
  • You have 50 Solar Eclipse. Lunar: 25% :: Solar: 75%
  • You have 50 Lunar Eclipse. Lunar: 75% :: Solar 25%
  • You have 100 Solar Eclipse. Lunar: 0% :: Solar: 100%
  • You have 100 Lunar Eclipse. Lunar: 100% :: Solar: 0%
  • You have 90 Solar Eclipse. Lunar: 5% :: Solar: 95%
  • You have 90 Lunar Eclipse. Lunar: 95% :: Solar: 5%
  • You have 10 Solar Eclipse. Lunar: 45% :: Solar: 55%
  • You have 10 Lunar Eclipse. Lunar: 55% :: Solar: 45%

What is a sine-wave?
A sine-wave is a mathematical curve that describes a smooth repetitive oscillation (imagine a slinky or another spring). This wave moves slower near the peaks (-100; 100) and moves faster if it is closer to the median (0; zero).

Here is a picture that demonstrates Sine-wave Eclipse:

How does Sine-Wave Eclipse work?
During gameplay, you’ll notice that your Eclipse Bar stops moving at the peaks. Sine-Wave Eclipse actually ranges between the values -105 and 105 instead of the expected values -100 and 100. While we see a brief pause, sine-wave is still working behind the scenes. This is because our Eclipse Energy still caps at -100 and 100. (You cannot benefit from more Mastery than you actually have.) The result of this interaction is a “Peak Timer.” This timer technically lasts half as long as what is shown. You are going down -100 to -105 (2 sec), then back up from -105 to -100 (2 sec). We get approximately 4 sec of “Peak Eclipse” (2 sec with the T100 talent: Euphoria).

What are the timers of Eclipse?
We know that the Eclipse Bar moves back and forward at different speeds relative to how close you are to the “Peak Eclipse” values. We know there is a “Peak Timer” which holds that bar at maximum Eclipse for a short period. Knowing this, there are a few constants.
  • A full cycle is 40 sec. (This value is 20 sec if you selected the talent Euphoria. Simply reduce the value listed below in half.)
  • There are 5 total Eclipse phases.
    • Excluding Celestial Alignment, each Eclipse phase lasts 10 sec. (5 sec if you selected the talent Euphoria.)
    • 1.) Lunar: Up-cycle – going towards peak Lunar Eclipse. (8 sec, plus 2 sec of “peak”)
    • 2.) Lunar: Down-cycle – going towards Solar Eclipse. (2 sec of “peak, plus 8 sec.)
    • 3.) Solar: Up-cycle – going towards peak Solar Eclipse.
    • 4.) Solar: Down-cycle – going towards Lunar Eclipse
    • 5.) Celestial Alignment – Grants full benefit of Mastery to both Eclipse states. (15 sec, unglyphed)
  • Excluding Celestial Alignment, each Eclipse phase lasts 10 sec. (5 sec if you selected the talent Euphoria.)

Why can't I control it?
You are basically along for the ride, in a sense. You cannot "hit the brakes" nor slow the bar movement. However, you may speed it up using Astral Communion. It's quite possible to line up "Peak Eclipse" or transition into the next Eclipse with encounter mechanics. It's not too easy to do, but it is definitely doable after experiencing the encounter multiple times.

Why does it go towards Lunar Eclipse first?
Because we tried to persaude Blizzard to do that for many years and, after many years, were successful. The main reason is that Lunar Eclipse tends to be stronger than Solar Eclipse in the opener. It still makes sense to start towards Lunar Eclipse, because Starfall is strong, and Starfire deals more damage than Wrath (when normalized).

Why does it only move in combat?
Ease of use mostly, it's silly to start a countdown timer based on a Moonkin's Ever-cycling Eclipse Bar. It takes some time to actually stop cycling after combat (8 sec I believe), but it will continue to cycle through until it reaches 0 energy.

Back to TOC:
V – Secondary Stats & Stat Priorities
In this section, I will go over Secondary Stats and their applications. Please keep in mind, I do not use simulations as my only source of information. Using a combination of discussion (theorycrafting), simulations, and most importantly, the actual nature of raid encounters; I have come to the conclusion as detailed in this section. If you disagree with me, feel free to provide an argument. This guide is not aimed at the hardcore-elite, nor will it ever intend to be for such players.

There are 5 secondary stats for Moonkins. I will list the others, and explain why you don’t bother with them. More information about spells and abilities, detailed below, may be found in Section VII – Spells & Rotation:

    Secondary Stats

  • Critical Strike –
      Increases the chance your spells and abilities deal extra damage or healing. Increases the effectiveness of Shooting Stars by increasing the likelihood of Moonfire and Sunfire rolling a critical strike (10% chance on critical Moonfire or Sunfire tick, instead of 5%). The benefit of more Shooting Stars charges is being able to use Starsurge more often, for higher single-target output; and, in addition, the ridiculous powerf of Starfall makes Crit very good when you have lots of sustained AOE.

      Shooting Stars has a fairly low proc-rate, though. Even though you can expect to maintain Starfall for well over 30 sec (3 consecutive uses if planned), the fact that “Crit is still Crit” (occasional bonus damage) makes Critical Strike a desirable stat.

  • Mastery –
      Increases the bonus damage from Eclipse. This improves your overall damage because a Balance druid’s damage toolkit is modelled around Mastery. Effects are entirely passive. Mastery is very useful for its interaction with the rest of the toolkit. Balance druids are primarily a “turret caster,” meaning that we need to stand still a lot.

      Mastery helps off-set the penalties of forced movement by shoving more damage into passive effects, like our DOTs (Moonfire and Sunfire). Starfall is exceptionally strong, and is not improved by Haste. Due to the nature of encounters, Mastery is one of our most desired stats.

  • Haste –
      Increases our casting speed and reduces time between ticks on our damage-over-time effects (DOTS) (Moonfire, Sunfire and Stellar Flare). A side effect of faster DOTs is increased Shooting Stars chances. Due to the interaction within the toolkit, Haste plays very well with Mastery and Multitrike.

      Both Mastery and Multistrike benefit from Haste because Haste improves the frequency of our spells (except Starfall). Additional damage from DOTs gives more Shooting Stars procs, with means more Starfalls, which means more chances for Multstrikes, which is constantly benefiting from Mastery and Critical Strike (to a lesser extent). Haste is another very desirable stat.

  • Versatility –
      Increases our damage and healing done and reduces damage taken. Effects are entirely passive. Versatility is practically Mastery. However, the damage bonus is lower, but not by a wide margin. The damage reduction is half as effective as the damage/healing portion (if you had 10% Versatility, you have 5% damage reduction). While Versatility is not a bad stat, it is not very desirable in a PVE setting at this time.

  • Multistrike –
      Increases the chance our spells will trigger additional instances of the spell (at 30% effectiveness). Multistrike does not provide Balance druids with an extra charges or procs; it only provides extra damage. (Realistically, this is more like Critical Strike rating to us – it just happens and we think nothing of it.) Multistrike is a very desirable stat, though. We have a lot of passive damaging effects and heavy-hitting spells, such as Starsurge and Starfire.

    Secondary Stats (Irrelevant)

  • Spirit –
      Unless you run a Restoration off-spec, Spirit does not truly help us. Spirit increases your mana regeneration rate, and since we should never be running out of mana, Spirit is useless.

  • Bonus Armor –
      I don’t advise getting anything with Bonus Armor simply because, well, you are not a tank. Even with the T90 talent: Heart of the Wild, there is no reason to acquire Bonus Armor.

    Stat Priorities

  • Reference Symbols –
      X > Y – ”X” is more valuable than “Y”
      X >= Y – ”X” is more valuable than “Y”, but “Y” is essentially as valuable as “X”
      X = Y – ”X” and “Y” are valued the same.

  • Raiding –
      Mastery >= Crit > Haste > Multistrike >= Versatility
    • Mastery is an exceptional stat, it’s provided by Moonkin Form and is our “Stat Attunement.” (We get an additional 5% Mastery because we are a Balance druid.). In addition, there are many encounters where multiple targets are present. Multiple targets allow Mastery to pull ahead because of it's interactions with Multistrike, Haste, and Crit. Crit is a close-second because of the ability to sustain damage in a raid. Crit will perform better when the encounter has more enemies in play.

      Haste is also very powerful because it synergizes well with Mastery and Multistrike, as well as Crit to some extent (Shooting Stars). Haste makes the rest of our stats perform slightly better. Crit is not bad by any stretch of the imagination. Multistrike is is more-or-less Crit without the Shooting Stars procs. Versatility will never be a truly desired stat because Mastery is better for damage. Versatility is far more useful in other playstyles (such as leveling).

  • Dungeons –
      Mastery > Crit >= Haste > Multistrike >= Versatility
    • Mastery is a great stat. Crit and Haste allow us to have more Shooting Stars charges throughout the length of the dungeon. In turn, the more Starfall uses we get, the better. Multistrike is not as strong as it needs to be because of the benefits of Crit. Multistrike and Crit are basically the same thing, Crit actually provides a tangible benefit through Shooting Stars. More Shooting Stars charges exceeds the upfront damage associated with Multistrike. Having an extra Starfall is much stronger than a few extra Multistrike hits.

  • Leveling –
      Mastery > Crit = Multistrike >= Haste >= Versatility
    • Our leveling is focused around making Starfall incredibly strong for faster, more efficient pulls. A newer player may opt for more Versatility than Multistrike. A more experienced player will opt for higher non-casting stats specifically due to the nature of efficient questing/leveling.

Back to TOC:
VI – Gear, Enchants & Consumables
In this section I will briefly go over what type of gear we use, enchants that help us the most, and consumables that improve Balance druids the most. “Gear” is the term used for our character’s equipment, such as Rings, Helms, or Leggings. “Enchants” are permanent bonuses you may attach to a particular item. “Consumables” are items that provide temporary bonuses. This is not intended to be a “mathy” section and your choices should reflect your playstyle (Raiding, Dungeons, Questing/Leveling).

Please refer to Section V – Secondary Stats & Stat Priorities for more information regarding the information presented in this section (VI):

Gear (Equipment)

Druids are class which uses Leather armor as the primary armor class (Cloth, Leather, Mail, Plate). As a Balance druid, we focus on acquiring Leather gear that provides the primary stat: Intellect. Intellect is extremely potent because it grants Spell Power. Spell Power is used to formulate the healing and damage output of all of our primary abilities). As a Balance druid, you want Leather armor that provides an Intellect bonus.


Enchants are enhancements you attached to your equipment, making your gear even better than before. The effects are permanent. You may replace enchants on your items. You should base your enchant selection on your playstyle. Please note that not all items may be enchanted. Section V – Secondary Stats & Stat Priorities:

For the most part, the enchant selection is very straightforward. Because we favor Mastery in nearly all cases, it’s best to know what mastery enchants are available.

    WeaponHaste will be better at low gear levels, but Mastery will overtake Haste when more factors come into play (such as number of targets, movement, etc.).
  • Enchant Weapon - Mark of Bleeding Hollow – Increases Mastery by 500 for 12 sec. (Approx. Uptime: 43.37%). Preferred for raiding and dungeons.
  • Enchant Weapon - Mark of Warsong – Increases Haste by 1000 and diminishes by 10% (100) every 2 sec. (Approx. Uptime: 38.20%). Preferred for questing or leveling.


Consumables are temporary effects that improve the power of your character. As a Balance druid, we focus on Intellect and Mastery. With this in mind we know which stats we want to acquire. Consumables are viewed as 4 categories of items: (1) Food Buff, (2) DPS Potions, (3) Flasks and, (4) Healthstones and Health Potions. Please note that Healthstones and Health Potions do not have direct impact on performance, and will not be discussed. (You should coordinate with your raid leader on when to use Healthstones and Potions.)

    Food Buff[/i]
  • Savage Feast – Increases Mastery by 100. (Highest secondary stat.)

    FlasksMandatory for raiding guilds. Come prepared!
  • Draenic Intellect Flask – Increases Intellect by 250 for 1hr. (Persists through death.)

Back to TOC:
VII – Spells and Rotation

Some of this is pretty basic, so feel free to jump down to the Cooldowns section if you feel comfortable with the basics.

General Rotation notes
It’s extremely simple. All you’re trying to do is keep your Moonfire and Sunfire actively rolling on all targets. If you are in Lunar Eclipse, you use Starfire. If you are in Solar Eclipse, you use Wrath. Use Starfall/Sunfall whenever enough targets are present (2+ is the general rule). Try to use Starsurge only on the way to Peak Eclipse (if you take the talent Euphoria, this may change to "on the downswing" ~ the idea being you simply will use those empowered casts the next time you go to that Eclipse state.). That’s all there is too it.

The Moonkin rotation is driven by our eclipse bar. The idea is to bounce the arrow back and forth, switching between Lunar Eclipse and Solar Eclipse. Solar Eclipse buffs all nature spells (Sunfire, Wrath, Hurricane,) while lunar eclipse buffs all arcane spells (Moonfire, Starfire, Astral Storm, Starfall); both Eclipse states buff the damage of Starsurge and Stellar Flare (talent).

Damage over time spells (DoTs): Moonfire (arcane) and Sunfire (nature)
Fillers/Nukes: Starfire (arcane), Wrath (nature), Starsurge (spellstorm)
Multi-Target/AOE: Hurricane (nature)/Astral Storm (arcane), Starfall (arcane)/Sunfall (nature)

Starfire (filler): Lunar Eclipse filler. Cast whenever you are in Lunar Eclipse.

Wrath (filler): Solar Eclipse filler. Cast whenever you are in Solar Eclipse.

Moonfire (DOT): Lasts 40 seconds. Morphs into Sunfire while in Solar Eclipse.

Sunfire (DOT): Lasts 24 seconds. When you cast Sunfire on a target, the damage-over-time portion is applied to all nearby enemies. Morphs into Moonfire while in Lunar Eclipse.

Starsurge (nuke): Empowers your next 2 Starfire casts or 3 Wrath casts (based on your current Eclipse. Shares “spell charges” with Starfall.

Starfall (AOE): Drops damage-dealing stars total on all targets in range (single-target, only 10 stars). Starfall will break any Crowd-Controlled it hits. It shares “spell charges” with Starsurge, meaning we have a limit to how many times we may press it.

Astral Showers (passive): Enhances your Moonfire and Sunfire spells. Moonfire gets a greatly increased duration, and Sunfire is spread to nearby enemies when Sunfire is applied.

Wild Mushroom (spell): Leaves fungal growth, which slows targets that walk through it.

Astral Communion (spell): A channeled ability that will greatly increase the speed of the Eclipse energy cycle. (300% faster.)

I will discuss our various DPS-related CDs and their usage here. If you're unfamiliar with the abilities, please visit the links posted so you can read the tooltip.

All these explanations are merely descriptive. If you want suggestions on which talents to take, check out the talents section here:

Celestial Alignment - baseline lvl 68 -
  • Proper Usage: You should ALWAYS use Celestial Alignment on the opener, barring extreme circumstances. This cooldown provides a massive damage boost and lines up nicely with other cooldowns in our arsenal of talents. Aside from the opener, the usage of this spell should be timed with encounter mechanics that allow you to stand still for 15 sec, or something that requires heavy burst.
  • What the tooltip doesn't say: Because your Eclipse Bar is paused for the duration of this ability, your Moonfire and Sunfire do not morph. Both spell effect should be applied nonetheless.

Incarnation - talent lvl 60 -
  • Usage: You want to use this with any on-use trinkets (except for haste ones - save those for CA), and Nature's Vigil (if you have it).
  • What the tooltip doesn't say: This is a shapeshift, therefore it has a 1.5s GCD that is not lowered by haste. This can be discombobulating, so make sure you pay attention to whether your next spell actually started casting or not. Damage stacks multiplicatively with Eclipse (and CA) bonuses.

Force of Nature - talent lvl 60 -
  • Usage: You want to make sure you always use them while strong buffs are present -- otherwise, just use them as close to CD as you can manage. For raiding, you want to dump as many charges as possible with trinket procs.
  • What the tooltip doesn't say: For Moonkin, these guys auto-cast Wrath and Entangling Roots. They scale with our total Haste, Crit, Versatility, Multistrike and a portion of our Spell Power, but Treants do not benefit from Eclipse (and therefore, they do not scale with Mastery).

Nature's Vigil - talent lvl 90 -
  • Usage: You want this macro'd to Incarnation (if you have it) and damage on-use items (see macro section). This is a straightforward healing cooldown. Try to align with heavy raid damage to help your raid's healers.
  • What the tooltip doesn't say: Works for any single-target damage, which means Multi-DOTing gets a huge benefit from all of the single-target DOTs you can apply to enemies.

Heart of the Wild - talent lvl 90 -
  • Usage: This talent can either be used as a utility option (help the raid with extra healing or tanking for 45s) or as a DPS CD, where you go cat form for the duration of the spell (called “Mooncatting:). The best methods for Mooncatting are hard to explain, but the basic idea is that you shift to cat form when HotW is active whenever you cannot reliably cast. This is not recommended unless you’re unable to cast for an extended period of time (e.g.: target being immune to magic damage, or forced movement). Try to use this for healing purposes only.
  • What the tooltip doesn't say: “Dramatically improves healing” means 50% stronger. It neglects to tell you that raid bosses may still 2 or 3-shot you. Please don’t try to tank.


This is a priority list. If a spell is higher on the list, you do it first.
For the macros, see the Macros and UI section here:

-10 :: Pull Timer start.
-02 :: Incarnation activated
-01 :: Pre-pot (DPS Potion)
-00 :: PULL NOW! – Celestial Alignment macro.

CAST :: Starfall (if 2 or more targets)
CAST :: Starsurge (if in single-target, if you have max charges (3) or if no Empowerment)
CAST :: Moonfire (on all targets, if applicable, reapply if 2 sec left on CA.)
CAST :: Starfire

CAST :: Starfall (if 2 or more targets) | Sunfall (if 3+ targets)
CAST :: Moonfire (if less than 20 sec remains on Moonfire as you leave Lunar)
CAST :: Starsurge (if single-target and have 2+ charges, no Lunar Empowerment active)
CAST :: Starfire (filler)

CAST :: Starfall (if 3 or more targets) | (Sunfall if 2+ targets)
CAST :: Sunfire (less than 7 sec remain, or Peak Eclipse buff is about to expire.)
CAST :: Starsurge (if single-target and have 2+ charges, no Solar Empowerment active)
CAST :: Wrath (filler)

We have 2 ways to deal with movement DPS, and they are both pretty weak.

First, if you get lucky, for short movement you can use Starsurge, Starfall/Sunfall, Moonfire/Sunfire as you would normally use in a rotational sense. Since these spells are instant, waiting a smidge may be worth it. Also, if the movement is predictable and you know it's coming, you can withhold refreshing a Moonfire/Sunfire to use during the movement. You should definitely try to re-DOT all enemies when you are forced to move.

Finally, you can use the tool we've actually been given to deal with movement DPS, which is Moonfire and Sunfire spam. Since DOTs don’t snapshot Eclipse bonuses, you can fire away. This also extends the DOT’s duration.

Just an FYI: when you spam a DoT, you still get the periodic damage ticks as you normally would.

AOE Situations
This is not an exaggeration.

Just press Starfall/Sunfall. Seriously. Keep Starfall/Sunfall active and apply Sunfire/Moonfire to all the enemies you can. Keep in mind that Sunfire spreads the damage-over-time portion to nearby enemies when you cast it (in a radius around the target). It's not uncommon to miss a couple enemies when using Sunfire, so try to get them all.

All praise to Starfall.

Back to TOC:
VIII – Advanced Spell Rotation

It’s a recurring theme in Warlords of Draenor – Easy to Learn, Hard to Master. Well, it’s not exactly hard to master. There isn't much to improve once you get the basics. While I cannot provide any information on this topic, I can offer areas where you can actively improve.

Refreshing DOTs with the Peak Eclipse buff:

There was a debate on this topic a while back, and the resulting simulations showed that under ideal situations, it was practically irrelevant. (Less than 1% change.) To me, this doesn’t warrant an in-depth discussion. However, I should note what the theory was implying.
  • Refreshing your Moonfire and Sunfire with the Peak Eclipse buffs should be a significant increase in damage. Due to the nature of the buff, providing 100% damage to the impact of the spell, it should provide more DpET than Wrath or Starfire.

However, this failed to take into consideration that this occurs twice over 40 sec, and twice it is barely an increase in damage. It’s unnoticeable. We no longer recommend trying to perfect this playstyle. You’ll get same results if you simply do what it provided in the “General Casting” notes in the Section VII:

Astral Communion synchronization:

Astral Communion could play a large role in our skill-cap. However, it’s really not as straightforward as it seems. In order for me to explain this easily, you need to consider a raid encounter. In this raid encounter, imagine you have a group of adds that just spawned. They need to die immediately. You pop Starfall, but you’re not in Solar Eclipse to benefit from the Sunfire-spread (Moonfire doesn’t do that). So, you miss out on this damage opportunity.

Now let’s imagine the same scenario. This time you use Astral Communion and jump into Solar Eclipse right as the adds spawn. You pop Starfall, then Sunfire. All the adds have Sunfire rolling. They’re all being mauled by Starfall. You can channel Hurricane.

The main difference is you used Astral Communion to push into Solar Eclipse for an AOE phase. While this seems like an extreme circumstance, this is one of the ways Astral Communion usage affects the skill-cap of Balance druids. It’s hard to provide examples because they are all circumstantial. So long as you have the mindset to try and time Eclipse cycles with encounter mechanics, to the best of your ability, you’ll be playing Balance druid at a higher level than most.

Oh, press Starfall a lot too. Seriously, Starfall really strong.

Back to TOC:
IX – Macros & UI

What are macros and what is a “UI?” Simply put, macros enable you, the player, to optimize your button-clicks with greater speed and “smarter” play. While there are some heavy restrictions on macros, you can still make reasonably “smart” macros to increase your performance. The “UI” is what you see on the screen: User Interface. Every game has a UI to some extent. You don’t need to create UI’s from scratch, you can actually download a ready-made UI. (The most popular “pre-built” UI is “ElvUI.)


Macros give the player the option to combine spells, abilities, item, and sorts of variables, and press them all together. There are restrictions in place so you can never make a “1-button spec” – this just means Blizzard won’t let you use certain types of spells together (it is more complicated than that, but that is all you need to know for now). The major advantage of using macros is to reduce the amount of “finger acrobatics” you may be inclined to perform. You may combine all spells, that are not on the global cooldown (GCD), in what is dubbed a “1-shot macro.” The concept is that your “1-shot macro” uses all your DPS cooldowns, On-Use trinkets, potions, etc., all at once. Moonkins don’t really have a “1-shot macro” in this conventional sense. (More on this later.)

What are some basic macros any player should know, or have?

Quite possibly the most basic question players ask, and with some very simple answers. It’s strongly recommended players learn how to create macros. You honestly will be overwhelmed at first, but this shouldn’t deter you from trying to understand the coding. The best way to learn to code macros is to know what other player’s macros are actually doing. You can deduce the coding this way.

Here are some macros I think every Moonkin should have.

  • Helpful Cast, smart-target macro

    • Check your “mouseover target” is friendly, and alive. – use spell: HELPFUL
    • Check your “current target” is friendly, and alive. – use spell: HELPFUL
    • Check yourself (player). – use spell: HELPFUL
    • #showtooltip
      /use [@mouseover,help,nodead][help,nodead][@player] HELPFUL

  • Harmful Cast, mouseover macro

    • Check your “mouseover target” is hostile. – use spell: HARMFUL
    • Check your “current target” is hostile. – use spell: HARMFUL
    • #showtooltip
      /use [@mouseover,harm][harm] HARMFUL

  • Celestial Alignment macro

    • use spell: Celestial Alignment
    • use spell: Nature’s Vigil
    • use spell: Berserking(Racial) – for Troll druids.
    • use spell: Moonfire (defaults to current target.)
    • #showtooltip
      #showtooltip Celestial Alignment
      /cast Celestial Alignment
      /cast Nature’s Vigil
      /cast Berserking(Racial)
      /cast Moonfire

      The reason why I can mash these spells together is because every single spell, with the exception of Moonfire, is not on the global cooldown. However, I can’t make this macro use Starsurge and Moonfire.

  • Wild Charge (No Form), mouseover else target mushroom…macro.

    • Clear your target.
    • Target your mouseover.
    • Cancel your current shapeshift form. (I want the no-form part of Wild Charge)
    • Use spell: Wild Charge (I would fly to my mouseover.)
    • Target a nearby Wild Mushroom (normally mine).
    • Use spell: Wild Charge (I would fly to a Wild Mushroom)
    • Clear your target (dropping my mouseover or Wild Mushroom)
    • Target my last enemy target. (I want to require the enemy target .)
    • #showtooltip Wild Charge
      /target [@mouseover]
      /use Wild Charge
      /target Wild Mushroom
      /use Wild Charge

      But wait! Wild Charge is on the global cooldown, yes? Great observation. The reason I can do this is because nothing will actually prevent the macro from executing the rest of the commands. Since all of these commands, except for Wild Charge, are off the GCD, or are part of the UI elements, I can spam this macro.

  • ”Smart Form”/Cat Form/Prowl macro

    • Check for no combat, and no stealth, if true -> Use: Prowl
    • Check for combat, no stealth and outdoors, if true -> Use: Travel Form
    • The “ ! “ is there for spam protection, so I don’t accidentally remove myself from Travel Form
    • Check for combat and no stealth, if true -> Use: Cat Form (Spam protected)
    • #showtooltip
      /use [nocombat, nostealth] Prowl
      /use [combat, nostealth, outdoors] !Travel Form
      /use [combat, nostealth] !Cat Form

      Okay, wait, those spells are clearly on the GCD, what gives? These spells actually do not conflict. It will try to Prowl. If it can’t prowl, it will try to use Travel Form, if it cannot use Travel Form, it will try to use Cat Form. When I say “it cannot use this spell” I mean purely from the macro conditions – the conditions restrict the usage so it behaves the way I need it to behave.

  • ”Solar Beam”-Stopcast macro

    • Stop casting.
    • Use spell: Solar Beam (defaults to current target).
    • #showtooltip Solar Beam
      /use Solar Beam

      Because sometimes you need to interrupt it that spell RIGHT NOW to make sure that enemy doesn’t finish their own spell.

  • User Interface

    The User Interface is everything displayed on your screen, as well as some things are that not displayed. For the most part, the game gives you a lot of information to get by. However, there’s the added issue of too little information. This is where addons come into play. WoW has a huge variety of addons to enhance your gameplay. Don’t go overboard, though!

    What does a Moonkin need to know?

    There are lots of different things that we could clutter our screens with very easily, as any addon addict will tell you. But there are 5 specific things that Moonkin need to be able to see in a concise and clear manner to be able to make better decisions.

    1. Your DoTs! You need know their duration on your target, and if applicable, your focus. Timer bars are usually the easiest way to visualize this, but some people prefer icons or counters.
    2. Eclipse energy! How far away from proc'ing or leaving eclipse you are, and which direction you're headed, are very important facts to keep track of and will definitely affect all sorts of decisions you need to make on the fly.
    3. Your cooldowns! When is starfall back up? Can I use my trees now? What about starsurge? Innervate? The default UI shows this pretty clearly, but if that's not enough for you, there are a variety of options for making your CDs much more obvious.
    4. Procs! Shooting Stars charges are really important to keep track of, but you might also want to keep track of things like owlkin frenzy and trinkets. You should definitely spend some time thinking about which procs you really care about (hint: shooting stars) and which ones you don't really need to see.
    5. Your health and mana! This may seem like a no brainer, but I figure it's worth mentioning.

    PS don't forget that you want to be able to actually see the game you're playing, too. ;)

    Recommended addons:

    If you have any questions about how to best set up any of these addons, feel free to ask.

  • Raven:
    Raven is a (de)buff tracker add that is *highly* customizable. You can use it to track your main buffs and debuffs, as a dot timer, a proc timer, a cooldown timer -- pretty much anything that involves buffs or debuffs, you can see it with Raven. I highly recommend this addon as well.
  • Weak Auras 2:
    Weak Auras can be configured to show you procs, cooldowns, really whatever you want as a visual and/or audio display. It is incredibly customizable, but can be a little overwhelming to set up if you're not comfortable with addons (though it does come with a tutorial). In addition to your standard auras, you can make timer bars, use 3D textures from in game, and do other really, really cool things (including making an eclipse bar!).
  • Quartz Cast Bar:
    Quartz is a highly modular cast bar that shows a cast latency bar, too. It's a classic caster addon that can be used to show a variety of timers for things like cooldown durations, DoTs, debuffs, etc. But the best part of it is definitely the cast bar with the latency bar added in.
  • Shadowed UnitFrames:
    SUF focuses on a simple configuration while maintaining the flexibility that most users will care about, preventing unnecessary bloating of the addon that sacrifices performance. While you aren't going to be able to set the health bar to be exactly 3.14 pixels outside of the unit frames, you can change options you actually care about such as bar height, ordering, frame height and so on. To speed up configuration, you can configure multiple units at the same time through the global configuration. For example, if you want to set the height of the Player, Target, Focus and Party frames to 50 then the height of Target's Target, Target's Target of Target, Focus Target to 30 you can easily do this by changing two options instead of having to do it seven times. However, should you need a little bit of extra configuration do not despair! An advanced option is included that will unlock additional configuration giving finer control over the configuration.
  • ElvUI:
    ElvUI is designed to be more user friendly than Tukui by providing an elaborate and easy to use in-game GUI which allows you to customize just about everything without having to reload your UI between changes. Extra features which isn't included in the default UI comes built in with ElvUI. Install guide during initial login will setup your UI to match not only your screen resolution but also your role (Caster, Physical DPS, Tank, Healer). ElvUI is perfect for those who wants a good looking UI which doesn't require lua knowledge and has a lot of features built in.
  • Tidy Plates:
  • Tidy Plates: Threat Plates (Extension):
    Tidy Plates enhances World of Warcraft's floating health bars - commonly known as 'nameplates' - and provides a flexible theme system which can be used to create your own design. It offers a high amount of customization and tweaks to how your nameplates react and look. It also offers some unique features that are not available with any other nameplate addon.
  • Back to TOC:
    X – Current Tier Tips, Videos & Streams

    If you would like to be added, players may contact me through twitter @CyousKin. Whether PVP, PVE, or RP, if want to be included on the list, simply ask. My only requirement is that you actively play Moonkin (does not need to be exclusive).

      Lappee (EU) :: <DREAM Paragon>
    • PVE

      Zoomkins :: <Blood Legion>
    • PVE

      Cyous :: <Promethean>
    • PVE

      Happyhats :: <Angry>
    • PVE

      Jubzz :: <Pie Chart>
    • PVE, PVP

      Fountaiin :: <Huge in Japan>
    • PVE, PVP

      Supatease :: <Click>
    • PVP

      Hotted :: < ?? >
    • PVP

      Thyraz (EU):: <DISARMING MAGE>
    • PVP

      Impakt :: <Divinity>
    • PVE

      Treenutz:: <Might>
    • PVE

      Sonraloria :: <Casually Addicted>
    • PVE

      Rejuvenated :: <Paradise Lost>
    • PVE

      Judekin :: <TF>
    • PVE, PVP

      Divisive :: <Bear Retirement Home>
    • PVE

    Back to TOC:
    XI – Frequently Asked Questions (FAQ)

    What buttons do I press?

    • General Rotation notes

        It’s extremely simple. All you’re trying to do is keep your Moonfire and Sunfire actively rolling on all targets. If you are in Lunar Eclipse, you use Starfire. If you are in Solar Eclipse, you use Wrath. Use Starfall/Sunfall whenever enough targets are present (3+ is the general rule). Use Starsurge only on the way to Peak Eclipse. That’s all there is too it.


    Why don’t you trust SimulationCraft like most players?

    • Stats & Stat Priorities

        Please keep in mind, I do not use simulations as my only source of information. Using a combination of discussion (theorycrafting), simulations, and most importantly, the actual nature of raid encounters; I have come to the conclusion as detailed in this section. If you disagree with me, feel free to provide an argument. This guide is not aimed at the hardcore-elite, nor will it ever intend to be for such players.

        Expanding further, most simulation rankings player see are not the ones we actually give much concern. WoW has a very complex combat system. I can’t accommodate every single environment the encounters throw our way. So, it wouldn’t be fair to the community for me to base my information on nothing except simulations. Experience and encounter design are just as important. When simulations can emulate a real raid encounter, and our “action lists” can play the encounter properly, we’ll take simulations far more seriously.


    What addons do you use??

    • Just going off the top of my head….

        I use the following addons:

          Shadowed Unit Frames
          Weak Auras 2
          Tidy Plates & Threat Plates

      Why these in particular? Find something you like, and use it if you want. I like what they do.

    Back to TOC:
    XII – Boticha's Raid Guide

    Boticha is a hardcore progression raider. He has provided a "Basic Raiding Guide" meta-thread and is able to provide readers with more in-depth descriptions of the encounters (of which I cannot at this time). Boticha's guide is aimed more towards a more experienced player (players looking to do Heroic or Mythic), where as my guide is aimed to helping newer players learn the spec (impossible to write a guide for the hardcore-elite when you need to accommodate the vast majority of players).

    Please feel free to direct any questions you may have to either thread.
    [Moonkin:Basic Raid Guide] Encounters Specific


    Blackrock Foundry:

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    -- If you have any questions, you are free to ask. Even though this guide is a work-in-progress, we can still answer WOD-related questions. This is mostly for those whom did not get Beta access this time around.
    I have a rather dumb question you've probably been asked a million times already: how unwieldy/difficult is the new moving eclipse bar to manage in a raid setting where you have lots of stuff going on? Is it not too bad?
    10/04/2014 08:35 AMPosted by Focalor
    I have a rather dumb question you've probably been asked a million times already: how unwieldy/difficult is the new moving eclipse bar to manage in a raid setting where you have lots of stuff going on? Is it not too bad?

    Assuming you use the Blizzard Eclipse Bar, I find myself craving a better source of information. It's going to be extremely difficult to efficiently gather information from it. It displays a tiny number. The Bar itself is like 40 or 60pi wide. You need to tailor your UI to being able to know the current Eclipse, the Eclipse Energy, and associate this with boss timers and constantly shifting your feet due to fire.

    It's very difficult to use. The actual playstyle is not hard to learn nor hard to master.

    In the Macros & UI section I will be adding the WeakAuras2 Eclipse Bar Enhanced that Lappee and myself working on throughout the Beta.

    Link to this is here, includes an updated video for WOD (pictures are for the MOP version):
    Deciding whether to press wrath or starfire sounds too hard.

    Probably should update that flapping owl is required for optimal game-play. Core glyph.
    Cyous, I don't know how we'd manage without you, except to go off our own ideas, assumptions, and common sense. How horrifying. Please, don't ever leave.

    Edit: Reminder to everyone who reads this to upvote and request a sticky for his posts. Keep em on the front page.

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