Moonfarespam: The Moonkin Guide (7.3.x)

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Level 110: Raiding/PVE Guide

Guide Difficulty: Beginner; LFR – Normal

Advanced Section: Heroic – Mythic

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:: Stat Priority & Stat Weights ::

* Updated: 17th of December, 2017.

    Mastery > Haste > Critical Strike > Versatility > Intellect (iLvl 900+)

    Pawn String.
    ( Pawn: v1: "Balance Druid": Intellect=1.00, CritRating=1.15, HasteRating=1.4, MasteryRating=1.5, Versatility=1.1 )

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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).

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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.

I - Table of Contents

II – Talents

III – Artifact & Legendary Items

IV – How Astral Power Works

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 – Fury of Elune (Advanced)

Change Log:
2017, March 31 – Guide updated to 7.2.x changes.
2017, February 24 – Spotlight updated.
2016, August 26 – Guide updated to reflect changes.
2016, July 15 – Guide officially complete.
2016, July 15 – 'Section XII' completed.
2016, July 08 – 'Section III' completed.
2016, July 08 – 'Section X' added more streamers.
2016, July 07 – Guide uploaded to US forums
2016, July 07 – ‘Section III’ is now based on Artifacts and Legendary Items
2016, June 26 – Guide Started.
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 is posted below in an “extremely specific” situation, this guide is not aimed at the hardcore-elite.

Talents are not based on “themed” rows, for the most part. It’s best to experiment with various talents. A flexible player is a good player!

Level 15 Talents
Default Choice: Starlord

  • Force of Nature – Treants are very sturdy and deal good damage. Definitely your best leveling talent, as well as a strong contender for best talent in dungeons and raids.

  • Warrior of Elune – While not a huge DPS increase, this talent offers strong direct and AOE damage. Best used where you get waves of low-health enemies. Worth noting that this spell is off the global cooldown (GCD).

  • Starlord – A passive casting speed bonus to your empowered Lunar Strikes and Solar Wraths. Basically, it’s slightly faster casting overall, which allows you to fit even more casts throughout the duration of a fight.

Level 30 Talents
Default Choice: Displacer Beast :: (Wild Charge is better if you need more frequent movement.)

  • Renewal – A large burst of healing based on your maximum health. Best combined with Bear Form for even more healing.

  • Displacer Beast – Best used in situations where you need to quickly escape from danger. Especially useful in PVP, but also great for quickly repositioning your character.

  • Wild Charge – Limited use in raid and dungeon encounters. In most cases, Displacer Beast will be a better option. This talent is mostly used for advanced tactics and gameplay, especially in a PVP setting.

Level 45 – Druid Affinity
Default Choice: Restoration Affinity :: (Guardian is better for raiding, but Restoration is safer in more content.)

  • Feral Affinity – Passively increases movement speed by 15%. As a Balance Druid, we try to deal damage. Feral Affinity is an inferior damage-dealing form. To keep it simple: This is a dead talent to us. Look at the other two instead.

  • Guardian Affinity – Passively reduces all damage taken by 10%. Probably your best option for raiding. While in Bear Form you are very hard to kill, such is this affinity’s tanking theme. This talent allows you to tank bosses, including Mythic Raids. (You still need a healer!) Don’t expect to tank.

  • Restoration Affinity – Passively heals for 3% of your maximum health every 5sec. Best use for on-demand healing. You cannot realistically heal because the mana costs are extremely high. However, you with prefer this talent for leveling and dungeons for passive healing.

Level 60 Talents – Crowd Control
Default Choice: Typhoon :: (Situational. Mighty Bash also a great choice.)

  • Mighty Bash – Great for single-target, of course. Should be used an interrupt against casting enemies when possible. Especially good for PVP and rare-hunting.

  • Mass Entanglement – Honestly, this talent serves almost no applicable purpose. The effect breaks on damage, and the threshold is quite low. Best used as a single-target root. This talent may be useful when combined with Solar Beam and the afflicted targets are ignored while they sit in Solar Beam, but this situation is extremely rare.

  • 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. Should be used for kiting or interrupts. Try not use this too much in dungeons.

Level 75 Talents – Damage Dealing
Default Choice: Soul of the Forest :: (Incarnation is the default choice for raiding.)

  • Soul of the Forest – Passive. Very easy to use properly, you literally cannot use this talent incorrectly. Benefits include: Burst and Sustained single-target damage; sustained AOE. This talent excels on encounter where you will cast Starfall very often. Given no “burn phases,” this talent also is great for single-target encounters.

  • Incarnation: Chosen of Elune – Active. A good talent for every siutation. This talent gets increasingly stronger when more adds are present, especially when any enemy "need to die right now." Best used when you combine it with Bloodlust/Heroism.

  • Stellar Flare – Active. This does not replace Starsurge in the rotation, but it will compete for Astral Power with Starsurge. Excels on encounters with 1-3 targets, prefers 2 targets. This talent is mostly for players who prefer more micromanagement or complexity. If you take this talent, Haste will be extremely important for your damage output (even better than Intellect).

Level 90 Talents – Astral Power Generation
Default Choice: None :: (Talent based on the type of environment.)

  • Shooting Stars – Your Moonfire and Sunfire have a small chance to generate Astral Power. Best used in dungeons or raids where multiple enemies are alive for most of the encounter. This talent becomes exceptionally powerful when there are 3 or more targets available. Keep in mind, this does not include adds that die almost instantly (less than 10sec to live).

  • Astral Communion – Activate to gain a large amount of Astral Power. This talent is likely your best leveling talent as well as your best Arena (PVP) talent. While in dungeons, this is best used when New Moon spells are not available. This allows you to always start a pull with a healthy amount of Astral Power.

  • Blessing of the Ancients – Comes in two flavors: Elune and An’she. In most cases, you will be using Elune. An’she is rarely ever better than Elune. Elune is best used for single-target encounters where you will be casting Lunar Strike and Solar Wrath constantly. An’she is good when you cannot cast Lunar Strike or Solar Wrath for at least 10sec. It’s worth noting this talent is off the global cooldown (GCD).

Level 100 Talents – Damage Dealing
Default: Stellar Drift :: (Most content focuses around large groups of enemies.)

  • Fury of Elune –This talent changes up the playstyle considerably. Rather than casting Starfall and Starsurge, you will use your Astral Power on Fury of Elune when available. Always try to have 100 Astral Power and at least Full Moon available. The trick to this spell is using it as a way to burn a group of enemies. While usable in single-target, this talent is extremely powerful when 2 or more enemies are able to be hit at the same time. The radius is very small, and it is difficult to position properly. It is wise to wait for enemies to stop moving before casting this spell. Maximizing uptime is important, but focus on important targets, because this spell is extremely powerful.

  • Stellar Drift – This talent does a few interesting effects. The increased radius on Starfall is awesome and very noticeable. Casting While Moving, while a nice perk, isn’t too great. In most cases you won’t be able to make use of this effect.

  • Nature’s Balance – Passive. This talent effectively removes Moonfire and Sunfire from the rotation after initial application. The MF/SnF damage and removal of refreshing these spell makes this a great single-target talent, though it may be quite boring. Solar Wrath will extend all Sunfires by the given amount. Lunar Strike will extends all Moonfires against targets hit by Lunar Strike and the Lunar Strike splash/AOE damage.

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III – Artifact and Legendary Items

In this section I will provide the best Artifact traits and the best route for our Artifact. Please refer to the links that will be provided, but I will not list all the Artifact traits.

I will rank each legendary item by overall strength. A simple description, along with a comment on how to use it, should be more than enough.

Artifact Relics

I am rating these bonuses by overall usefulness. You should always use the item with the highest bonus to your weapon’s item level. (Use the best Relic even if the bonus will not directly increase your damage output. The item level upgrade is going to be more valuable overall.)

Best: Scythe of the Stars >= Sunfire Burns > Twilight Glow
Good: Solar Stabbing > Dark Side of the Moon
Meh: Empowerment > Falling Star > Bladed Feathers > Touch of the Moon

For more advanced readers: To replace a Relic, if the Relic does not have one of the good traits (listed above), then you need the Relic to provide at least +3 ilvls (880 -> 885).

Artifact Route

This route is considered to be the best path for raiding Moonkins.

    1. Falling Star - Power of Goldrinn

    2. Power of Goldrinn - Moon and Stars

    3. Scythe of the Stars - Echoing Stars

    4. Complete Route

    7.2 Traits Route:

Legendary Items

These items are in order of best to worst. Keep in mind that a legendary item will likely be your best item available to that particular slot.
  • As per General Casting notes - VII, you do not want to overlap Starfall nor waste Empowerment stacks. These "free of cost" spells can still trigger the other effect. While rare, it's pretty cool to launch a chain of Starfalls and Starsurges back-to-back.
  • By far the most powerful legendary available to Balance Druids. This item makes Incarnation almost mandatory. Because Incarnation is a more powerful version of Celestial Alignment, Incarnation will get a huge increase in effective gains due to its duration. You'll be generating more Astral Power with Incarnation, which feeds into this ring's effect. This Means Incarnation will be up sooner, creating a feedback loop.
  • Incredibly powerful for burst. Like, really strong. The issue is that you will waste Empowerment stacks trying to play this way. Typically, you should get to 90-100 Astral Power, then dump all of it into Starsurge and cast normally. (95-100 is best.)

    However, the aforementioned "OP burst" would come into play now. Rather than use Empowerment stacks by casting, you can use Astral Communion at this point (assuming we started with 95 Astral Power). Casting those 3 Starsurges leaves us with 5 Astral Power (95 - 40 - 30 - 20 = 5). Astral Communion bumps us back up to 80 Astral Power (5 + 75 = 80). From here, you can cast another 4 Starsurges because they only cost 20 Astral Power. As I said, it's a huge amount of wasted Empowerment stacks, but hot damn that is some seriously high burst.

    For more advanced players, I strongly recommend you learn how to use the "Dreamweaver" / "Surge-Weave" playstyle, athuroed by Gebuz (EU):
  • In raiding, enemies are rarely able to be controlled, thus this ring's effect is hard to even trigger. While the Haste bonus is nice, this is more of a Mythic+ and World Questing item. I suggest you take Mass Entanglement with this item for easy procs.
  • This item serves a hybrid-caster purpose. It won't increase your DPS by too much, but reaching maximum stacks turns our Regrowth into a huge single-target heal. It can save lives, especially your own. This may translate to a 2mil+ heal. Instant (minus the ramp-up time).

  • Pretty amazing for sustained AOE. Sometimes pulls enemies you didn't want to hit, but good nonetheless.
  • Pretty amazing for burst AOE, like Mythic+ dungeon. Not great for raiding.
  • This item is ranked this low because it provides no favorable DPS benefit beyond a stat stick. This item is actually strong. but other items are simply better for our role. This item effectively increases your health by 25% while active, but we don't take damage all that often. When we do take unavoidable damage, it's good, but usually those mechanics are not fatal when handled properly.
  • I have this item ranked here because you're able to out-range a lot of mechanics with an extra 3.5 yards on our casted spells. We get a 48.5 yard casting range as well as a decent boost for Restoration or Guardian Affinity passives. (Feral Affinity is a dead talent to us, but the speed bonus gets good.)
  • Nothing fancy. It's a nice DPS increase in the opener and to new adds joining the encounter.

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IV – How Astral Power Works

What is Astral Power?
Balance druids use a resource named “Astral Power.” This resource is similar to Rage, Runic Power, Insanity, and Maelstrom. The core relationship is that all of these resources are a “Build/Spender” design. Simply put, you use abilities to gain resources (builder), then use a different set of spells to consume your resources (spenders).

What is the major difference between Astral Power and Eclipse?
There isn’t much of a difference between Astral Power and Eclipse. Balance druids have used 3 different Eclipse models. In WOD, we had Sine-Wave Eclipse (auto-sliding bar). In WOTLK, we had temporary buffs. In CATA and MOP, we used a builder/spender model. With Legion, we are using a builder/spender model, though it doesn’t directly resemble CATA and MOP’s version. Rest assured Astral Power is basically CATA and MOP’s Eclipse model, though it is difficult to see the relation.

What Astral Power builders do we have?
Solar Wrath, Lunar Strike, Moonfire, Sunfire, T90 talents, and “MoonMoon” (New Moon, Half Moon, Full Moon)

Each of these spells or (talents) will directly generate Astral Power. Celestial Alignment and Incarnation also effect the generation of specifics spells: Solar Wrath and Lunar Strike.

What Astral Power spenders do we have?
Starsurge, Starfall, Stellar Flare, Fury of Elune

Each of these spells will directly consume Astral Power. Bear in mind, Astral Power will decay over time if you are not in combat.

Rethinking Astral Power (Theorycrafting)
It’s best to look at Astral Power as “spell charges” for your spenders. Consider this: If we have 80 Astral Power, this is effectively two charges of Starsurge (80 / 40 = 2 charges). We can pool Astral Power; it is best to look for moments where you can get more damage per point of Astral Power spent. In addition, it’s also important to note that Starsurge and Starfall are actually stronger than face-value. This is because they provide bonuses to other spells.
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.

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. Critical Strike does not have any special interactions with our spells; it’s just a chance for more damage. While not incredibly strong, Critical Strike does favor situations where “burst damage” is important.

  • Mastery –
      Increases the bonus damage of Starsurge, Starfall, and all three Empowerment bonuses (Solar, Lunar, Stellar). Effects are entirely passive. Mastery is very useful for AOE damage through Starfall. However, Fury of Elune does not benefit from Mastery, which leaves Mastery a bit weaker than expected. We gain 2.25% per 375 Mastery Rating at level 110.

  • Haste –
      Increases our casting speed and reduces time between ticks on our damage-over-time effects (DOTS) (Moonfire, Sunfire and Stellar Flare). With such a high emphasis on casting Solar Wrath and Lunar Strike, Haste will be our most desired secondary stat. Haste is great for everything. We gain 1% Haste per 375 Haste Rating.

  • Versatility –
      Increases our damage and healing done and reduces damage taken. Effects are entirely passive. The damage reduction is half as effective as the damage/healing portion (if you had 10% Versatility, you have 5% damage reduction). Versatility can be very good for Mythic dungeons. Some complex strategies may allow Balance Druids to favor reducing damage taken. We gain 1% damage per 475 Versatility Rating.

    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 >= Haste > Crit > Versatility
    • Haste is king. It provides the biggest damage increase for most forms of damage. Mastery is useful because it keeps your damage high and consistent. Mastery gets better when you need to press Starfall. Crit is Crit. Versatility is Versatility. Crit and Versatility don’t offer anything special, but there contribution is still close to Mastery in a general sense.

  • Dungeons –
      Mastery >= Haste > Crit > Versatility
    • Haste is king. Mastery gets bumped down a little because we’ll likely be using Fury of Elune, of which Mastery does not help. Enemies tend to live shorter, so Crit becomes better. Versatility is more dependent on complex strategies, but most players simply don’t need to worry about it.

  • Leveling –
      Mastery >= Haste > Crit = Versatility
    • Legion enemies are much more difficult than enemies of recent expansions. Our stats don’t shift around, though some values change. Fights tend to be short; Crit gets a nice boost, but Mastery becomes slightly weaker overall. Versatility is good for leveling, but the reduced damage taken isn't too bad either. Versatility’s damage contribution remains the same.

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VI – Gear, Enchants & Consumables

In this section I will briefly go over what type of gear we use, and enchants and consumables that improve Balance druids.. “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 equipment 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).


Enchants are enhancements you attached to your equipment, making your gear even more powerful. 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 Intellect and Haste in nearly all cases, it’s best to know which favored enchants are available.

  • – Increases Intellect by 200.
  • – Increases Intellect by 150. (Cheaper)

    Ring (2)
  • – Increases Haste by 200.
  • – Increases Haste by 150. (Cheaper)

  • – Increases Crit and Haste by 1000.


Consumables are temporary effects that improve the power of your character. As a Balance druid, we focus on Intellect and Haste. 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 listed. (You should coordinate with your raid leader on when to use Healthstones and Potions.)

    Food BuffOm nom nom.
  • – Increases Intellect by 500
  • – Increases Haste by 350. (Highest secondary stat.)

    DPS PotionUsed pre-pull and during encounter.
  • – Attacks have a chance unleash a bolt of energy at your target.
  • –Increases your all primary stats (Intellect) by 2500 for 60sec.

    FlasksMandatory for raiding guilds. Come prepared!
  • – Increases Intellect by 1300 for 1hr.
  • – Increases Intellect by 1300 for 1hr. Made by guild alchemists via cauldrons.

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VII – Spells and Rotation

Some of this is pretty basic, so feel free to jump down to the General Casting sub-sections if you feel comfortable with the basics.

I will not be going into detail about “openers” because they are overvalued. They may change a lot due to talents. As such, it’s better to get the core gameplay understood.

Talents will be detailed in the Advanced Rotation tips section. The reason for this is because talents change the general rotation. It’s better to learn the basics before you throw game-changing talents into the mix. As such, you can find more detailed gameplay in the Advanced section:

General Opener notes

  • Pre-cast Solar Wrath. (Before combat begins)
  • Apply both Moonfire and Sunfire.
  • Cast New Moon
  • Cast Celestial Alignment
  • Cast Half Moon and Full Moon
  • Follow the general rotation notes below. (Single-Target, Multi-Target, AOE)

General Rotation notes

It’s extremely simple. Try to keep your Moonfire and Sunfire active on all targets. Use Starsurge or Starfall to consume Astral Power. Use Starfall if you are fighting 3 or more enemies at the same time. Use your Artifact ability: “MoonMoon” (New Moon, Half Moon, Full Moon), and do not let it cap on charges (3 is maximum). Use Solar Wrath to generate Astral Power, or use Lunar Strike if it will hit two or more enemies.

We are very reliant on our ability to cast Solar Wrath and Lunar Strike. Try to keep movement to a minimum, only move as much as needed. Talents typically perform well in niche environments, yet suffer in other environments. Your talents heavily influence your gameplay and performance, and you should select your talents based on encounter mechanics. As always, experiment with difficult builds!

We have Astral Power generators and consumers.

  • New Moon – Generates 10 Astral Power.
  • Half Moon – Generates 20 Astral Power.
  • Full Moon – Generates 40 Astral Power.

  • Solar Wrath – Generates 8 Astral Power. (Modified by: Celestial Alignment and Blessing of the Ancients: Elune)
  • Lunar Strike – Generates 12 Astral Power. (Modified by: Celestial Alignment and Blessing of the Ancients: Elune)

  • Moonfire – Generates 3 Astral Power. (Modified by: Shooting Stars. Proc.)
  • Sunfire – Generates 3 Astral Power. (Modified by: Shooting Stars. Proc.)

  • Astral Communion – Generates 75 Astral Power. (Talent.)

  • Starsurge – Costs 40 Astral Power.
  • Starfall – Costs 60 Astral Power.
  • Stellar Flare – Costs 10 Astral Power. (Talent.)
  • Fury of Elune – Costs 6, and a further + 6 per tick, Astral Power. (Talent.)

Movement DPS notes

The most basic way to handle movement is using Moonfire or Sunfire to fill the time. You can use any instant-cast spell for movement. Talents may impact this as well (for example, Warrior of Elune).

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, your patience is rewarded. Also, if the movement is predictable and you know it's coming, you can withhold refreshing a Moonfire or Sunfire to use during the movement. You should definitely try to reapply Moonfire and Sunfire to all enemies while you are forced to move.

Single-Target Casting

Keep both Moonfire and Sunfire on the target. Try to keep yourself around 80 Astral Power. This allows you to use more Starsurges during trinket procs and vulnerability effects. Never overflow on Astral Power (more than 100); it will be wasted and we don’t like wasting things. Do not waste Empowerment buffs either. Try to use Half Moon and Full strategically and hold for procs if possible. Use New Moon as you please.

Multi-Target Casting (aka: “Council”)

  • To define our terms, “Multi-Target” will mean 2-4 targets. As noted, this is basically “Council” mechanics, which means our targets will be alive for a fair amount of time. (Nothing precise, but figure our targets will be alive longer than 30sec.)

Maintain both Moonfire and Sunfire on all targets. You will use Starfall if there are 3 or more enemies, otherwise use Starsurge. Use Lunar Strike as your filler spell to make use of the splash damage. If no enemies are clumped together, use Solar Wrath instead. Astral Power generation will be fairly slow while you apply or refresh your Moonfires and Sunfires. However, generation will be far better as you start casting your filler spell (Lunar Strike or Solar Wrath). MoonMoon spells are quite simple; it’s best to use these spells after all targets are afflicted by your Moonfire and Sunfire.

You should always try to have as much Astral Power as possible before you start applying Moonfire and Sunfire to each target (60-80 is best). If you need to use MoonMoon spells for a quick burst of Astral Power, this is perfectly okay.

AOE Casting

  • To define our terms, “AOE” will mean 3 or more targets. This is basically Multi-Target, but focused more on Starfall.

Maintain both Moonfire and Sunfire on all targets. Lunar Strike will be your filler spell, use it on the largest cluster of enemies. Astral Power generation will be fairly slow while you apply or refresh your Moonfires and Sunfires. However, generation will be far better as you start casting Lunar Strike. MoonMoon spells are quite simple; it’s best to use these spells after all targets are afflicted by your Moonfire and Sunfire.

You should always try to have as much Astral Power as possible before you start applying Moonfire and Sunfire to each target (80-90 is best). If you need to use MoonMoon spells for a quick burst of Astral Power, this is perfectly okay.

If enemies are not alive for very long (10sec or less), do not cast Moonfire on any of these short-lived enemies. Sunfire, Starfall, and Lunar Strike are sufficient, but Moonfire would take too long to be useful. (We call this “ramp-up time.” In this context, we can only cast Moonfire on one target at a time, whereas Sunfire hits all enemies in a small radius around your target.)

As mentioned in other parts of this guide, we do not want to waste Astral Power. This includes poor usage of Starfall and other Astral Power consumers. Do not use Starfall if enemies will not be afflicted by Starfall for most of the effect (the duration changes with Haste). While not precise, if enemies will live for at least 6sec, it is okay to Starfall (or 75% of the duration).

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VIII – Advanced Rotation tips

A theme in Legion’s class design is a “pick your complexity” model. Talents greatly impact your gameplay and playstyle. While some builds are better or worse at different things, it’s important to be comfortable with the various talent builds. As always, experiment with your talents!

I am going to stress this once: I whole-heartedly could not care less if a different talent build is better overall. The entire purpose of this guide is to educate. If you want the best possible results, this will help guide you. There are no easy answers when it comes to actual progression because 99% of the time it is not a “lack of DPS” issue. To be frank, everyone can play better, whether it is target-swapping, not dying to mechanics, etc. These are far more important to the success of your group.

    Full Moon

  • This spell can be a 15sec or 45sec cooldown. Sitting on Full Moon allows you to drop huge damage on a target. The boost to Astral Power is important as well. Of the three MoonMoon spells, Full Moon is the only spell you should really save for important mechanics (such as a wave of adds spawning, or a burst or burn phase).

    Force of Nature

  • These little guys pack a big punch. Expect heavy damage dished out over 10sec. Best used to burn a single target or taunt a large group of enemies. Try to combine with effects providing boosts your Intellect, Critical Strike, Haste, or Versatility. These do not benefit from Mastery. This talent competes with Starlord for single-target, and Force of Nature has the advantage if you cannot reliably cast Solar Wrath and Lunar Strike. Where Starlord is better if you can already turret/cast freely, Force of Nature is still more damage in a smaller window. (Better for burst, basically.) In addition, Force of Nature allows you to cast against enemies freely, albeit temporarily.

    Force of Nature will not taunt bosses.

    Warrior of Elune

  • Not too hot for single-target. Effectively worth a free Lunar Strike in damage every 45sec. Best used for AOE damage against groups of short-lived adds. Can be used with Fury of Elune for a decent amount of Astral Power. A quick boost of Astral Power is good for back-to-back uses of Starsurge and Starfall.


  • Not too hot for dungeons because we need to be casting Starfall or Fury of Elune rather than Starsurge. With that said, Starlord is probably our best single-target talent for damage-dealing. I say "probably" because this only improves your casting where you can already cast. Force of Nature is still very good for single-target, but Starlord pulls ahead. In addition, Force of Nature allows you to cast against enemies freely, albeit temporarily, so Starlord simply improves your existing ability to turret-cast.

    Soul of the Forest

  • This talent is surprisingly good in single-target. This is due to the very high usage of Empowerment stacks. In addition, the reduced cost to Starfall is crazy good. It’s far easier to maintain Starfall because the cost is significantly lower. You effectively save 20 Astral Power each Starfall cost. More Starfalls means more uptime, which is a lot more damage overall. Best used for content and encounters where Starfall is used repeatedly, or if you want some simple gameplay.

    Incarnation: Chosen of Elune

  • Always try to use this ability with big buffs, such as Bloodlust. Best used for long burn phases and Multi-Target. Also good for AOE, but best for 1-3 targets. When you acquire the legendary ring for Celestial Alignment and Incarnation, this talent becomes extremely potent in AOE. This is because you’ll be spending huge amount of Astral Power. This leads to a very high uptime on Incarnation.

    Stellar Flare

  • Best used for single-target and multi-target. Not a god choice for AOE mechanics. Strong in 2-3 target encounters. While it does take a long time to get going, you must focus you effort into micromanaging 3 different DOTs (Moonfire, Sunfire, Stellar Flare). The lack of interaction with Shooting Stars is okay, but this talent does not have synergy with many talents. It does combo well with Nature's Balance and Blessing of the Ancients, or Shooting Stars and Stellar Drift. This talent is a huge playstyle change and is very difficult to play with 2 or more enemies in play.

    Astral Communion

  • Extremely potent for burst phases. Good for leveling because you can always start a fight with a high amount of Astral Power. Save for moments where you need to string together multiple Starsurge or Starfall casts. Best used with Fury of Elune for a huge burst of Astral Power.

    Shooting Stars

  • Do not use for single-target. Best used for AOE where enemies are alive for at least 10sec each (typically). Extremely powerful with 5+ targets, but usable even with 2+ targets. The bonus damage is tiny, but the Astral Power generated has huge potential because there’s almost no limit to the number of Sunfire and Moonfire we can have rolling. Cannot support Fury of Elune too well, but better than Astral Communion when 4+ targets are present.

    Blessing of the Ancients

  • Best single-target talent. Good for Fury of Elune when combined with Incarnation. Combos very well with anything that improves your Empowerment uptimes, such as Starlord, Soul of the Forest, Incarnation, and Nature’s Balance.

    Stellar Drift

  • Provides a solid boost to Starfall damage. Great for covering large areas with Starfall’s AOE effect. It works best against units that are spread far apart, but equally as good for clumps of enemies.

    Nature’s Balance

  • Probably the best single-target talent if Fury of Elune cannot be utilized too much. Solar Wrath extends all active Sunfires on all targets. Lunar Strike extends all Moonfire effects on targets hit by Lunar Strike or its splash damage. Very good for encounters that allow you to sit and cast as much as possible. Best used on single-target and multi-target encounters where enemies are not clumped together often.

Back to TOC:
IX – Macros and 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.”)


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

  • ”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 that spell RIGHT NOW to make sure that enemy doesn’t finish their own spell.

  • User Interface (UI)

    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, but many players feel it’s not positioned too well. 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!

    While addons are not required, there are some that are extremely valuable to players.

    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. Astral Power! Predictive Astral Power would be a great piece of information to have.

    3. Your cooldowns! When is Celestial Alignment back up? Can I use Force of Nature now? What about Barkskin? 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! MoonMoon 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: trinket procs) 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:

    Many addons seem cluttered until you reposition them. This is especially true for “Boss Mods,” such as DBM or BigWigs. 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 aren’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 want a good looking UI which doesn't require Lua knowledge and has a lot of features built in.

  • Back to TOC:
    X – Current Tier Tips, Videos & Streams

    • Players listed here are people I personally trust.
    • This is not an advertising platform.
    • PVE and PVP are both listed because this game is more than slaying mere dragons.

      Nagura :: <Serenity>
    • PVE

      Bologna :: <Midwinter>
    • PVE

      Xirips (EU) :: <Method>
    • PVE

      Lappe (EU) :: < ?? >
    • PVE

      Supatease :: < ?? >
    • PVP

      Thyraz (EU):: < ?? >
    • PVP

      Bawky :: < ?? >
    • PVP / PVE / Artwork

      Cyous :: < ?? >
    • PVE

      Nomm (EU):: < Nihilum >
    • PVE

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

    What buttons do I press?

    • General Rotation notes

        It’s extremely simple. Try to keep your Moonfire and Sunfire active on all targets. Use Starsurge or Starfall to consume Astral Power. Use Starfall if you are fighting 3 or more enemies at the same time. Use your Artifact ability: “MoonMoon” (New Moon, Half Moon, Full Moon), and do not let it cap on charges (3 is maximum). Use Solar Wrath to generate Astral Power, or use Lunar Strike if it will hit two or more enemies.


    Why don’t you trust SimulationCraft or AskMrRobot 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. It’s important to note that simulations are only as good as the “APL” they use.


    What addons do you use??

    • Just going off the top of my head….

        I use the following addons:

          Weak Auras 2

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

    What is our BiS gear?

    • I don't maintain BiS lists, but….

        Typically, you should use the gear with the highest item level. Set Bonuses are typically worth 2-4% DPS, and you should keep set bonuses until you get significantly better loot. Nothing precise, but figure you’ll use Set Pieces until you get a 20ilvl upgrade (current item vs. replacement item).

    Back to TOC:
    XII – Fury of Elune

    Guide Difficulty: Mythic

    This section has been written for players seeking to push Mythic Raid content. Inexperienced players may have trouble understanding concepts and information presented.

    Fury of Elune is a highly complex and versatile spell. It is an Astral Power consumer and deals heavy damage to all enemies in a small radius (5 yards). This spell is very hard to use for many reasons, but can be managed with proper coordination and player skill and experience.

      Setting up Fury of Elune

      • Fury of Elune has a 90sec cooldown. Many of our talents and MoonMoon spells line up perfectly with FOE’s cooldown. It’s extremely important to keep these timers synced.

      MoonMoon (Artifact Ability)
    • A full recharge may take 45sec. (15sec, 3 charges max.) This means you can fit an entire cycle between FOE casts. Ideally, you will be able to sit on Full Moon first, but it more likely you’ll be sitting on Half Moon. It doesn’t really matter if you start on New Moon, but it’s not worth that much Astral Power, so it’s okay to cast it before cast FOE. You want to start on Half Moon with at least 2 charges, or you want to sit on Full Moon with at least 2 charges. Keep in mind that Full Moon has a long cast time, you’ll need about 55-60 Astral Power to complete the cast.

      Astral Power Management
    • You should already be hovering around 60-80 Astral Power for most of the encounter. This makes setting up FOE a bit easier and quicker. It takes about 8-10sec to max out from 60 Astral Power. You might be capped out too early sometimes. Holding FOE for another 5sec normally won’t cause issues, so just make sure you have at least 90 Astral Power prior to casting FOE.

      Applying and Refreshing DOTs (Moonfire, Sunfire, Stellar Flare)
    • Immediately before casting FOE, you need to have a fresh set of DOTs rolling on enemies. Given you aren’t fighting a large group of adds (5+ targets), a couple Moonfires will suffice. Sunfire should be on all targets. Stellar Flare is weird because it consumes Astral Power. You should only have 1 Stellar Flare active, though having 2 is okay. In many cases, it would be okay to cast Sunfire twice for the increased duration due to the Pandemic effect.

      You will not refresh Moonfire until FOE expires. You will refresh Sunfire only if the enemies will be alive longer than 10sec after Sunfire expires. You will not refresh Stellar Flare until FOE expires.

      Talents (T90, T15)
        • T90 Talents
          • Blessing of the Ancients, no setup needed.
          • Shooting Stars, no further setup needed.
          • Astral Communion, try to use AC before casting Full Moon. This allows you to guarantee Full Moon finishing the cast on time. Use only while below 25 Astral Power.

        • T15 Talents
          • Force of Nature, use before casting FOE.
          • Starlord, no setup needed.
          • Warrior of Elune, similar to MoonMoon spells. You can fit another use of WOE between FOE casts. Odds are you won’t overflow on Astral Power, but hold it for movement if needed.

      Celestial Alignment / Incarnation Usage
    • Every other FOE will be buffed by our major cooldown. Astral Communion is an exceptionally powerful talent with FOE. Legendary Ring will shake things up, adjust accordingly.

      Maintaining Fury of Elune

    • Ideally, you'll start at 90-100 Astral Power. MoonMoon spells will be sitting on Half Moon or Full Moon as well. WOE and AC don't need to be readied (off cooldown), but they should have no more than 10sec. remaining. DOTs must be fresh, and a simple refresh does fine.

      Secondary Stats
    • Haste does not provide a damage boost to FOE. It will increase the overall DPS, but not the damage. This is because FOE ticks faster with more Haste, thus causing it to consume more Astral Power.
    • Critical Strike is great for FOE because FOE is all burst. It simply works well with FOE.

    • Mastery is not a good stat for FOE because FOE does not benefit from Mastery.
    • Versatility is an okay stat, it's a simple damage boost.

      Positioning Actors
    • It's best to give yourself 20-30sec of no movement, This gives you as much time as possible as for hardcasting Solar Wrath or Lunar Strike. Enemies should not be moving, or a little at worst. Players should aim for accuracy, maximum damage events. Players should focus on priority targets above all else, instead of maximizing damage output. Basically, you want don't want anything moving.

    • Burn AC very early, rather than MoonMoon. This way we can get big damage on the opener. The goal is to keep our timers in sync. FOE is finicky like that.
    • Cast Sequence:
      • Lunar Strike (pre-pull), Moonfire, Sunfire, [Stellar Flare], New Moon, AC, FOE, CA, MoonMoon accordingly, cast filler (LS or SW).

      Primary Casting
    • Standard filler: Solar Wrath if single-target, else Lunar Strike
    • WOE as soon as possible without wasting Astral Power. Save for upcoming movement if needed.
    • AC without wasting any Astral Power. (25 or less Astral Power.)
    • Refresh DOTs immediately after AC if below 7sec. (Or below the 30% Pandemic effect.)
    • Refresh DOTs immediately after Full Moon, which immediately followed AC, if you're using Incarnation
    • Never cast Starsurge or Starfall while FOE is active.
    • Relocating FOE does not cost a GCD.

      Exploiting Fury of Elune (Theorycrafting)

    • Fury of Elune is a spell balanced against Starsurge for single-target, but has full AOE capabilities. When Fury of Elune hits multiple targets, it's one of our strongest spells. Uptime isn't everything. Because Fury of Elune happens to be one of the best single-target DPS spells in the game, it's very important to use Fury of Elune is quickly burn down an enemy, or a tight cluster of enemies. Maximum DPS can be important, be beating each individual mechanic in more important to the success of the group.

      Never desync cooldown timers with Fury of Elune. This takes a lot of patience and practice to get right. You are going to mess up quite often, but give it time.

      Power of Goldrinn increases the power of Starsurge significantly. This actually hurts Fury of Elune's overall single-target benefit. However, Fury of Elune is still stronger regardless of this artifact talent. The actually difference is that Fury of Elune is ~25-30% stronger than Starsurge. But with Power of Goldrinn, this falls to 3-7% difference, still in favor of Fury of Elune.


    If you see an issues, please do not post in this thread.

    -- item links are not broken. i promise.

    Contact me on twitter: @cyouskin

    Provide the section (talents, artifcats, etc.), and the sub-section if possible.


    Feel free to post questions related to LEGION gameplay with or without the Artifact: Scythe of Elune.

    --- Seed of Creation will place a Starfall effect centered on the target. So don't ask.
    tagging this so I don't lose it again. :)
    So much goodness here!
    This thread requires more moonkin dancing.

    (And I will enjoy looking through this. Much appreciated, Cyous.)
    Excellent as always
    Didn't tidy plates stop being supported? I have been using KUI Nameplates since Tidyplates broke which imo have been tons better then Tidy Plates.

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