Moonfarespam: The Moonkin PVE Guide (5.4)

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LEVEL 90: Raiding/PvE Guide
Last updated: 10/04/2013

Please "Like" ALL the pages of the main guide!
(So they stand out and come up in searches. Thank you!)

How to get advice/help:
1. Read the entire guide, and make sure that your armory reflects that you have done so (have generally correct gems, enchants, reforges, spec, 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.

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 - Talents, Glyphs and Symbiosis

II - Stats

III - Gems, Enchants and Reforging

IV - Professions and Consumables

V - Gearing and Rep Gear

VI - Spells and Rotation

VII - Advanced Rotation Tips

VIII - Macros and UI

IX - Current Tier Tips, Videos & Streams

X - Frequently Asked Questions

XI - Mists of Pandaria Leveling Guide

XII - Balance Druid "Handholder"

Some spec-specific abbreviations:
MF - Moonfire
SnF - Sunfire
SF - Starfire
SS - Starsurge/Shooting Stars*
NG - Nature's Grace
CA - Celestial Alignment
AC - Astral Communion

Recent Changes:
    Current patch: 5.4 (PTR)
    Complete patch notes:
    Important changes that affect Balance druids:
  • Soul of the Forest has been changed to be more attractive to non-Feral specs.
  • Dream of Cenarius has been changed to be more attractive to non-Feral specs and has been reduced in complexity.
  • Nature's Swiftness in now baseline for Restoration and Balance specs.
  • Moonkin Form no longer reduces all damage taken by 15% and now provides 60% additional armor.

Change log:
10/05 - Updated some points on Patch 5.4 information.
7/05 - "Under new Management," countless updates, omissions, and additions -- I removed a lot of the "cute" left from Eluial. NO FUN ALLOWED.
12/14 - VP gear upgrades, new rep items, crit v haste discussion
12/3 - added more boss strats, mouseover dot macro, moonkin spotlight
11/30 - 5.1 updates & new tank symbiosis spells
11/2 - finished up the MoP leveling guide, started on HoF tips, other misc fixes
10/10 - reworked gem section (again!), started raid boss tips, updated HotW/mooncat stuff
10/3 - updated for symbiosis tank spell changes
10/2 - typos, rotation tips, spell usage, other misc updates
9/26 - some random updates and moonkin spotlight
9/19 - became a sticky!
9/12 - started updates for level 90

In this section I'm going to be evaluating the talents and making recommendations. For more in depth explanations of how to use the DPS related talents, see the Spells and Rotation section, here:

Tier 1 - Mobility
  • Feline Swiftness - Stacks with boot enchant, but this talent + boot enchant. Typically the default choice.
  • Displacer Beast - Burst of mobility when needed. Great for leveling and kiting. Situation uses in raids.
  • Wild Charge - Useful in some encounters, but if you use Symbiosis on a Warrior, you get intervene, which can be used in a similar fashion to this talent.

Tier 2 - Healing
  • Ysera's Gift - Passive healing based on your total health. Great if you don't care for the other talents
  • Renewal - Only usable on yourself, long cooldown, and the healing isn't much at first. Due to scaling factors, it's not very useful. Best to macro with Might of Ursoc and Healthstone.
  • Cenarion Ward - Could be useful for certain encounters where periodic healing would be more useful than a single big burst heal. Very high potential output.

Tier 3 - Crowd Control
This tier either has no bearing or will be very encounter specific in PvE. Take whatever you think makes the most sense for your setup.
  • Faerie Swarm - Great for single-target kiting and a little trickier to manage as the number of targets increases.
  • Mass Entanglement - Roots all enemies near the initial target. Not very useful in raids.
  • Typhoon - Our defaulted choice, great in many situations in dungeons and raids. Typically, you shouldn't actively try to use this spell as it gets annoying quickly.

Tier 4 - Damage Dealing
  • Soul of the Forest - Great for leveling and 5-player heroics. This is a fairly strong talent overall, but it's not the best choice in many situations.
  • Incarnation - All around strong talent. It's great because it has synergy with Celestial Alignment and just generally gives really powerful burst damage. Incarnation really comes out ahead on most multi-target and is great for a sustained burn.
  • Force of Nature - There are a few AI issues when you start adding in multiple targets. Scales dynamically with Spell Power and other stats (Crit and Haste), but does not scale with Mastery/Eclipse. FON is very strong in raids if played correctly ~ you must wait for trinket procs, but never have 3 charges banked.

Tier 5 - Crowd Control
This tier either has no bearing or will be very encounter specific in PvE. Take whatever you think makes the most sense for your setup.
  • Disorienting Roar - Makes for a good AOE interrupt if enemies can be disoriented, otherwise a useless PVE talent.
  • Ursol's Vortex - Our default choice. Great for proactively keeping enemies in a group for any reason.
  • Mighty Bash - Situational in PVE. Can be used as an interrupt and a good soloing tool.

Tier 6 - Damage Dealing
  • Heart of the Wild - Very strong talent for any environment. Due to scaling factors, it's gets considerably stronger with more gear. Great for making Tranquility become a monster healing cooldown when activated in unison.
  • Dream of Cenarius - Strong for sustained Multi-DOT or AOE. It's a very unique playstyle, but not overly-complex as it used to be.
  • Nature's Vigil - Very good synergy with Incarnation, Celestial Alignment and any on-use trinkets (or things like Synapse Springs). Because of this synergy, NV also really shines any time burst DPS is important to a fight. Stacking CDs allows you to get more out of them than you otherwise could get out of each one if used individually. NV's stacking potential is its strength. Great for dungeons.

Glyphs and Their Uses:

Glyph of Guided Stars - Situational. If you want to maximize damage on specific targets, or if there are "Immune" targets during an encounter,
Glyph of Stampede - Saves you a GCD.
Glyph of Stampeding Roar - Situational, but simply a big QoL upgrade not worth skipping for most encounters.
Glyph of Healing Touch - Great if paired with the DOC talent. It's a unnoticeable DPS increase, though (by design).
Glyph of Omens - Useful in PvP, but not so much PvE. You will almost never utilize this glyph.
Glyph of Rebirth - Take if nothing else is useful (from this list).

Symbiosis -
Casttime: 2 sec.
Restrictions: 1 Symbiosis per target, cannot be swapped during combat, may be cast in combat if no Symbiosis was active prior to combat starting.
Usage: Situational Utility - none of these abilities directly increase your DPS, though it may be indirectly increasing your DPS through smart play.

Creates a symbiotic link which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization.

Also grants the target one Druid ability based on their class and combat role.

Lasts 1 hour and persists through death. Cannot be cast on other Druids. Effect cancelled if Druid and target become too far apart.

Your Symbiosis button will turn into the spell you get from your partner, so no need for 2 separate slots on your action bars. Your partner will have a spell in their spell book called symbiosis that turns into the ability they receive when Symbiosis is active on them.

As a general warning, a lot of these abilities are different from their parent ability. The wowhead link below provides spell tooltips for all the abilities we both gain and give, so I recommend reading them before making a decision on what you want to take. I've provided a brief summary below the table of the abilities that we get, though.

For a prettier table, go here:

Class What you get What they get
Death Knight Anti-Magic Shell DPS: Wild Mushroom: Plague
Tank: Might of Ursoc

Hunter Misdirection Dash

Mage Mirror Image Healing Touch

Monk Grapple Weapon DPS: Bear Hug
Healer: Entangling Roots
Tank: Survival Instincts

Paladin Hammer of Justice DPS: Wrath
Healer: Rebirth
Tank: Barkskin

Priest Mass Dispel DPS: Tranquility
Healer: Cyclone

Rogue Cloak of Shadows Growl

Shaman Purge DPS: Solar Beam
Healer: Prowl

Warlock Unending Resolve Rejuvenation

Warrior Intervene DPS: Stampeding Shout
Tank: Savage Defense

Damage Reduction
Anti-Magic Shield - 5s, 45s CD, 30% magic damage reduction, prevents application of magic effects
Cloak of Shadows - 5s, 2m CD, magic immunity, prevents the application of magic effects
Unending Resolve - 12s, 3m CD, 40% damage reduction and interrupt immunity (Works for Thok the Bloodthirsty favorably!)

Mass Dispel - 1m CD, defensive and offensive AoE dispel
Purge - offensive single target dispel

Threat Management
Mirror Images - 30s, 3m CD, threat freeze while active (and they do minimal damage)
Misdirection - 4s, 30s CD, threat transfer while active

Grapple Weapon - 10s, 1m CD, disarms the target (40 yd range)
Hammer of Justice - 6s, 1m CD, stuns the target (10 yd range)
Intervene - 30s CD, 25yd range, runs you to a friendly player and also makes you take the next melee/ranged attack aimed at them

In PvE these are all going to be extremely situational. Which one you use will depend first on what classes you have available in your group, and second, on the needs of your group for that particular fight. In my opinion though, the two that have the most DPS-related advantages are Anti-Magic Shield and Cloak of Shadows. These abilities allow you to someone completely negate or ignore mechanics.

Mirror Images have a 3m CD, which lines up perfectly with our CDs. Once every 3m you're going to be putting out insane burst damage, and ideally the first time you do that will be at the very start of the fight. So having a threat freeze when you do that can be incredibly helpful, and at the start of the fight allows you to go all out without frustrating your tank and causing wipes.

Intervene is a mobility perk. The talent Wild Charge allows us to have an intervene of sorts by shifting to caster form, but it takes 2 GCDs to make that work. Intervene lets you charge to the location of another player to get to group-up spots or out of the fire faster. And the faster you get to where you need to be, the longer you can spend DPSing. However, I do think if you take Wild Charge, this ability becomes redundant, because you can get a similar effect by just using moonkin charge and positioning your character properly.

Table of Contents:

Secondary Stat Priority:
Hit (5100) > Crit > Haste > Mastery

Current Tier Stat Priority (T16):
Intellect > Hit (5100) > Haste (10289) > Crit > Mastery > Haste

Why the sudden change? Read more here (in the crit v. haste section):

You should always check WrathCalcs for your own personal stat priority!

Intellect and Spellpower
Intellect gives us spell Power and spell crit. Spell power as a stat is found only on caster weapons and some trinkets now. Its function is unchanged (increases the damage of our spells). Intellect converts to Spell Power at a 1 to 1 rate. However, Intellect is affected by stat-multiplying buffs like Mark of the Wild and Leather Specialization, so that 1 point of Intellect is actually worth slightly more than 1 point of Spell Power.

Spirit Rating and Hit Rating
Hit Rating allows your spells to actually land on your target. For all intents and purposes, Spirit and Hit are pretty much the same thing now (for hybrid casters). The only differences are that Spirit actually will contribute to out of combat mana regen, while hit gives you melee hit in addition to spell hit. Expertise also gives spell hit for casters, now. As a moonkin there shouldn't really ever be a reason to reforge to expertise, but it is an excellent option for getting hit while still matching red gem sockets.

You want to try to get as close as possible to the hit cap without going over it (this wastes stats) or being under it (makes you have a chance to miss your targets).

340 hit rating = 340 spirit = 340 expertise rating = 1% hit
Raid Hit Cap = 15% = 5100 hit rating

Critical Strike Rating
Spells that critically hit do extra damage. With Burning Primal Diamond, our critical strikes do 2.06x (or 206%) normal spell damage. Moonfire and Sunfire periodic damage critical strikes have a 30% chance to proc Shooting Stars. Starfire, Wrath and Starsurge criticals increase the duration of our DOTs (spell school dependent) by tacking an an additional 2 sec (or 1 tick) to the current application. You want to reforge excess stats into Critical Strike when possible (Unless impossible, your gear should always have Crit or be reforged into Crit).

600 crit rating = 1% crit

Haste Rating
Haste decreases cast and channel times of our spells, and gives us extra DoT ticks without changing the overall duration of the DoT*. We get 5% haste from our moonkin aura and 15% haste while Nature's Grace is active.

425 haste rating = 1% spell haste

Haste breakpoints where we gain extra DoT ticks (assumes Moonkin Aura and Nature's Grace):
Base # ticks = 7
8th tick - automatic
9th tick - 228
10th tick - 5273
11th tick - 10289

The ratings you see are what you need to have on your character sheet when you mouse over the spell haste stat. DO NOT WORRY ABOUT PERCENTAGES! Nature's Grace and Moonkin aura are already accounted for.

Break point spreadsheet (courtesy of Tagartou of Blackrock)

*The duration does actually change a very small amount depending on your haste, but will always be close enough to the standard 14s duration that you don't have to worry about it.

Mastery Rating
Moonkin mastery is Total Eclipse, which increases the bonus damage you get from being in an Eclipsed state (including Celestial Alignment). Mastery is, for the time being, our dump stat. This means it's the stat you'll use to reforge into other stats to meet various caps.

600 mastery rating = 1.875% eclipse bonus damage

Table of Contents:

I'm only listing the blue quality gems here, which is what you should be using for raiding. If you think your gear doesn't justify that and you want to use green gems, just follow the same pattern. Also, all the green quality gems have "perfect" versions that are blue quality and have the same stats as the other blue quality gems (just FYI since that's a new thing). The double stat budget for secondary stats makes a wider range of gems acceptable for us. In general (and especially at non-heroic BiS gear levels), 2x secondary stat is better than 1x Intellect as far as gems are concerned. As always, if you're unsure whether you should be using a certain gem, you can check with WrathCalcs!

Blue slots:
Misty Wild Jade past the haste break point
Energized Wild Jade need haste

Red slots:
Potent Vermilion Onyx hit capped and past the haste break point
Reckless Vermilion Onyx hit capped but need more haste to reach the break point
Crafty Vermilion Onyx need hit but not haste
Wicked Vermilion Onyx need hit and haste
Brilliant Serpent's Eye JC only

Yellow slots:
Smooth Sun's Radiance hit capped and past the haste break point
Quick Sun's Radiance hit capped but need more haste to reach the break point
Crafty Vermilion Onyx need hit but not haste
Wicked Vermilion Onyx need hit and haste

Prismatic slots (belt buckles and Blacksmithing sockets):
Smooth Sun's Radiance past the haste break point
Quick Sun's Radiance need haste
Brilliant Serpent's Eye JC only

Burning Primal Diamond
Sinister Primal Diamond * You should always be using this legendary gem if possible.

About Jewelcrafting gems - since the secondary stat JC gems only have 1.5x the stat budget of the primary stat gems, as a JC it's still optimal to use the Brilliant cut for your JC-only gems. All your other gems should follow the normal gemming strategy, though.

Basic strategy:
In general, you can just match the socket colors using the guidelines written next to the gems above and do just fine. Use your blue gem slots to get hit capped as much as possible, since all the ideal gems for that slot have hit on them.

A little more in-depth strategy on matching socket bonuses:
Intellect bonuses - Match if:
Basically, the raid gear bonuses are high enough that it's always a fair trade to do so.

Spirit/hit bonuses - Match if:
Not doing so prevents you from reaching a haste break point (because of haste -> spirit reforges).
You would have to gem additional hit to meet the hit cap.
You are still reforging crit -> spirit and the bonus hit you get is enough to undo one of those reforges.

Crit bonuses - Match if:
The socket is yellow and you need to use a haste gem for a haste break point.
The socket is blue and you need to use a spirit gem for hit cap.
>>If neither of the above are true, see the "really in-depth strategy" explanation below.

Haste Bonuses - Match if:
You need it to reach a haste break point.
>>If the above is not true, see the "really in-depth strategy" explanation below.

Mastery Bonuses - Match if:
>>See the "really in-depth strategy" explanation below.

Really in-depth strategy:
We have rather complicated stat priorities right now. For crit, haste and mastery bonuses, what you really want to do is find your relative stat values for your current gear set. You can do this using WrathCalcs or another modeling program (Rawr and Simulation Craft are other options).

So say I was trying to determine whether it was worth matching a 60 crit bonus for a yellow socket with a Potent Vermilion Onyx.

RSV = relative stat value
160*intRSV = the value of putting Brilliant Primordial Ruby in the socket
80*intRSV + 160*critRSV + 60*critRSV = the value of putting Potent Vermilion Onyx in the socket

The bigger number is the one you want to go with!


Head: No more head enchants!
Shoulder: Greater Crane Wing Inscription
Cloak: Enchant Cloak - Superior Intellect
Chest: Enchant Chest - Glorious Stats
Bracers: Enchant Bracer - Super Intellect
Gloves: Enchant Gloves - Superior Mastery or Enchant Gloves - Greater Haste
Belt: Living Steel Belt Buckle + a yellow gem (see above)
Legs: Greater Cerulean Spellthread or Greater Pearlescent Spellthread
Boots: Enchant Boots - Pandaren's Step or Enchant Boots - Greater Haste
Weapon: Enchant Weapon - Jade Spirit
Off-hand Enchant Off-Hand - Major Intellect

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

Reforging made easy:
  • Go to and type in your character name and server. Once you load up your character, make sure all your gear is up to date with the proper gems/enchants (sometimes armory can take a while to update).
  • In the bottom left hand corner of the page you'll see some drop down menus where it says Cap#1, Cap#2 and Cap#3. Set
    • Cap#1 [Hit] [Exactly] [5100] over cap weight: [0]
    • Cap#2 [Haste] [At Least] [rating of the break point you want to reach (if any)] over cap weight: [1.91]
  • Where it lists the stat weights, you have to change crit to 2 and haste to 1.91 (basically swap them).
  • Hit the Optimize button.
  • You can change gems, enchants and even your gear itself right in wowreforge to try to get closer to caps or get a more optimal set up.

If you're old school and prefer to do your reforging manually, you want to do your best to convert mastery into haste or hit before you start dipping in to crit to meet your various caps. Keep in mind the best reforge setup might require you to reforge out of one stat only to reforge back into it on another piece of gear.

Note: As of 12/14/12 wowreforge is not recognizing VP upgrades (this is because WoW official tooltips don't recognize them either). Hopefully this will be fixed soon, but in the mean time you can manually adjust the hit cap down to accommodate for your actual extra stats.

Table of Contents:

These are simply the stat bonus perks that the different professions give. All professions give extra benefits that can be fun or make life easier, but those perks are not listed here.

Mining – Toughness Rank 8 - Increases stamina by 480
Skinning – Master of Anatomy Rank 8 - Increases crit rating by 480 (.8% crit @lvl 90)
Herbalism – Lifeblood Rank 9 (2m cool down) - Increases haste by 2880 (6.7%) for 20s (Avg of 480 rating, 1.13%)

Static Gains:
Alchemy – Mixology - Flask of the Warm Sun gives 1320 Intellect (increase of 320 Intellect). Elixirs all give +240 more of their stat.
Leatherworking – Fur Lining: Intellect (Rank 3) gives 500 Intellect to bracers (increase of 320 Intellect)
Enchanting – Enchant Ring - Greater Intellect gives 160 Intellect (Increase of 320 Intellect)
Jewel CraftingBrilliant Serpent's Eye (increase of 320 Intellect by using 2 JC gems over Brilliant Primordial Ruby)
InscriptionSecret Crane Wing Inscription (Increase of 320 Intellect)
Blacksmithing – Socket Bracers and Socket Gloves let you socket 2 more Brilliant Primordial Ruby (Increase of 320 Intellect)

Proc Gains:
Tailoring – Lightweave Embroidery (rank 3) has a chance to give 2000 Intellect for 15s. 20% proc rate, 60s ICD, averages to about 500 Intellect. Comes out to an average on-paper gain of 320 Intellect compared to the normal cloak enchant.
Engineering – Synapse Springs: Glove tinker that increases Intellect by 1920 for 10s, 1m CD. Averages to 320 Intellect on paper.
Goggles: Camouflage Retinal Armor and 2 Tinker's Gears. Smooth Tinker's Gear and Fractured Tinker's Gear or Sparkling Tinker's Gear depending on your gear. Total stats from the helm would be 1035 Intellect, 600 Crit and 600 Mastery or Hit, plus meta gem benefits.

Profession assessment:
The leather working bracer enchant discrepancy has been fixed, so all the static gain professions give the same amount of Intellect. One probably insignificant, but still worth mentioning, advantage that BS and JC have is that you can choose to increase secondary stats with them as well. With secondary stats having a higher stat budget on gems, that makes BS especially powerful. JC lags a little behind BS in this department due to the decreased secondary stat budget on JC-only gems as compared to normal gems.

The engineering and tailoring bonuses average out to +320 Intellect, but both can see effectively higher numbers depending on the timing of the proc and the nature/length of the fight.

Timing Synapse Springs with our other cooldowns makes it worth much more than the on-paper number of 320 Intellect. Synapse Springs will put any on-use trinkets on a 10s CD, meaning they cannot be macro'd together (or, you can just hit the macro again 10s later). The engineering goggles are very good pre-raid, but they are a worse option than our regular tier helm.

The Lightweave Embroidery should generally line up with our CDs as well, since it's on a 1m ICD. But since you have less control over it you're more likely to lose some of its effectiveness due to an early or late proc, movement, or delaying CD use slightly to line it up with a more important phase of the fight. However, tailoring is a very strong profession and is on par with or slightly better than the static Intellect gain professions.

For high-end raiding, engi is the clear winner, and if I had to pick a second place I'd pick tailoring. However, all the crafting professions provide fairly similar bonuses, and which one you choose is more a matter of preference for most people. The gathering professions are fairly worthless in a raiding environment. Skinning and herbalism give very minor DPS increases, while mining gives a survivability increase.

Flask: Flask of the Warm Sun
Elixirs: Mad Hozen Elixir is fine for instances, but in raids you should be using flasks. Plus there's no good guardian elixir for us.
Potion: Potion of the Jade Serpent Time this with heroism/lust and our personal CDs. For an extra DPS boost, you can double pot by using one just before combat starts.
Food: Mogu Fish Stew or one of the Banquets. However, banquets only give 250 Intellect (275 if you have maxed out the specialization of that banquet), while Mogu Fish Stew gives 300.

Table of Contents:

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

When choosing gear:
>You want to be sure you are using all leather pieces to get Leather Specialization, which gives +5% Intellect for moonkin. Generally speaking, there is not going to be a single cloth piece that is worth breaking Leather Specialization.
>Remember that you can always reforge a less desirable item into a more desirable one.

Crit V Haste
At all gear levels you should actively be gemming and reforging to crit. For a pure single target fight, a crit set up is going to come in slightly below but very close to a haste break point setup. But when you throw in multiple targets, movement or both crit is going to come out ahead (and this is something sims have trouble modeling). Given how close the two setups are at BiS levels (and below) for single target, and crit's superiority everywhere else, AND then throw in the fact that there are no patchwerk type fights, crit becomes the obvious choice. With at said, Haste breakpoints are very important to consider. In T15 and T16, you should be actively gaining Haste Rating for the 10289 Haste breakpoint, then you go Crit again (and Mastery over Haste as well). This is due to being GCD-capped with a legendary meta gem.

Some sources cited:

Valor Gear Upgrading
As of 5.1 you can spend Valor Points (or Justice, Honor or Conquest) to upgrade your gear. VP upgrades are done in 2 steps, costing 750 VP each. Each upgrade gives you 4 ilevels on the item (for a max of 8).

There are a lot of factors that go in to deciding which slot to upgrade first (ilvl, likelihood to replace soon, is it BiS or not, etc). However, assuming all else is equal...
1. Weapon because it has spell power in large quantities and it has one of the bigger stat budgets.
2. Trinkets. Their procs are affected, too.
3. High stat budget items (Chest, Pants, Helm).
4. Medium stat budget items (Cloak, Shoulders, Hands, Wrist).
5. Low stat budget items (Neck, Rings).

When you acquire your legendary cloak, you should upgrade it immediately, as the stat budget is much higher than most T16 normal-mode gear (except weapons).

Valor point items now have reputations attached to them as well. The four (4) main reputations all have good items for Moonkin.

I've included the Justice Point items here as well, even though they no longer require rep to buy.

Golden Lotus
Necklace of Jade Pearls
Wandering Friar's Gloves
Mistfall Robes
Whitepetal Shouldergarb
Leven's Circle of Hope

August Celestials
Cloak of Ancient Curses or Pressed Flower Cloak (same thing)
Vestment of the Ascendant Tribe
Boots of the High Adept
Clever Ashyo's Armbands
Ogo's Elder Gloves

The Klaxxi
Sudden Insight Bracers
Wire of the Wakener
Klaxxi Lash of the Harbinger
Wind-Reaver Greaves
Amber Spine of Klaxxi'vess
Amber Scythe of Klaxxi'vess

Brambleguard Leggings
Etched Golden Loop
Cloak of Snow Blossoms
Snowdrift Helm
Blossom of Pure Snow

Operation Shieldwall/Dominance Offensive
Band of the Shieldwall / Dominator's Band
Loop of the Shieldwall / Dominator's Loop
Soothing Straps / Bambrick's Striking Strap
Statue Summoner's Treads / Treads of Rejuvenating Mists
Shock-Charger Medallion / Static-Caster's Medallion

Individual food gives 50 more Intellect than the group banquets (or 25 if you've also maxed out the specialty of that banquet type), so it will be important to always have a stack of Mogu Fish Stew on you. If you want to cook these yourself instead of buying them, you want to finish the Way of the Pot cooking sub-specialty, with Mei Mei Ironpaw.

Table of Contents:

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

The moonkin rotation is driven by our eclipse bar. The "goal" is to bounce the arrow back and forth, switching between solar eclipse and lunar eclipse. Solar eclipse buffs all nature spells (sunfire, wrath, hurricane, mushrooms) while lunar eclipse buffs all arcane spells (moonfire, starfire, astral storm, starfall); both eclipses buff starsurge's damage.

Our "nukes" (starfire, wrath and starsurge) move the eclipse bar. Starfire always moves the arrow to the right (20 energy), wrath always to the left (15 energy). Starsurge will move the arrow in whichever direction you're going (20 energy). All nukes generate double their normal eclipse energy when you're NOT in an eclipsed state.

Damage over time spells (DoTs): Moonfire (arcane) and Sunfire (nature)
Nukes: Starfire (arcane), Wrath (nature), Starsurge (spellstorm)
multi-target/AoE: Hurricane (nature)/Astral Storm (arcane), Starfall (arcane), Wild Mushroom (nature)

Starfall (spell): Drops up to 20 damage-dealing stars total on all in-combat targets in range (single-target, only 10 stars). This will break any CC it hits. Its 90sec CD is reset every time you enter Lunar Eclipse or use CA.

Lunar Shower (passive): Increase the direct damage of MF and SnF for 3s after you cast either DoT, and stacks up to 3 times. This is one of the tools we've been given to deal with movement DPS.

Wild Mushroom Detonate (spell): Detonates any active mushrooms, dealing nature damage. Also leaves fungal growth, which slows targets that walk through it. Mushrooms are not very strong right now, and should typically only be placed either before combat, during a pause in combat, or on the move. You pretty much always want to use them in Solar eclipse (or during CA) only.

Astral Communion (spell): A channeled ability that will generate 25 eclipse energy per second for 4s, or until you reach an eclipse.

Nature's Grace (passive proc): A 15% haste buff that lasts for 15sec. It is triggered by reaching an eclipse or using Celestial Alignment.

Euphoria (passive): Doubles the eclipse energy our nukes generate while outside of eclipse, so Starfire = 40 energy, Starsurge = 40 energy, Wrath = 30 energy. It also returns 50% of our total mana.

Eclipse bar mechanics
Whenever you die, zone in/out of an instance or log into the game your eclipse bar will be at full neutral. The arrow will be in the middle of the bar, and will point both ways, like this: <>. This means that you can move the bar in either direction, depending on which spell you cast. Until you hit an eclipse it is possible to backtrack when the arrow looks this way.

If you change talents or glyphs, the arrows will be able to move in either direction, but will keep their current position on your bar (so they'll be <> but will not move to the middle of the bar). If you are at "100 Solar or Lunar Eclipse" (full bar of Eclipse energy) and change a talent or glyph, you will cause your Eclipse bar to bug. You must change specs to fix this.

At full neutral, both SS and AC will always move you toward solar eclipse by default, unless you successfully cast Wrath first.

When the eclipse bar direction is locked (the arrow points only one way), you can only go one way. Casting the "wrong" nuke will not move the eclipse bar. (So, if you are in solar eclipse and you cast starfire, the arrow will stay put).

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 -
  • What the tooltip doesn't say: Activates NG and resets the CD on starfall. Moves your eclipse arrows to the middle of the bar, but keeps your direction for when CA expires. The bonus damage from CA is the same as that of our normal eclipses.
  • Usage: Because of the way this makes our eclipse bar jump to the middle, you always want to use it when you're already at the middle (that is, right after an eclipse). The best "standard" way to use CA is during Incarnation (if you have it), right after lunar eclipse expires. You want to spam Starfire, but always use SS as a proc or a hard cast as soon as it is up. If you have any haste on-use effects (trinkets or Berserking), using them during CA is best, since it is basically a timed eclipse.

Nature's Swiftness - spell lvl 30 -
  • What the tooltip doesn't say: The main thing to know about this spell is that if you have it in a macro with, say, healing touch, and you try to cast it while moving you will have to hit the macro twice. This isn't really a bug, it's just a technological limitation on instant casts and server/client communication. If you're standing still it will just take one button push, however.
  • Usage: You can always cast NS before a fight starts and have the buff active. It will stay active until you cast a spell that triggers it. Using NS to cast rebirth saves you several seconds if you're required to rez a bad party member. Less time wasted getting them up = more time DPSing. Also, if you decide to take the Dream of Cenarius talent, NS becomes mandatory. Once a minute (should be roughly every other eclipse cycle), you will want to use a NS/HT macro (see macro section) instead of hard casting healing touch.

Incarnation - talent lvl 60 -
  • 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.
  • Usage: You want to use this at the start of lunar eclipse, along with any on-use trinkets (except for haste ones - save those for CA), and Nature's Vigil (if you have it).

Force of Nature - talent lvl 60 -
  • What the tooltip doesn't say: For moonkin, these guys auto-cast Wrath and Entangling Roots. They scale with our total haste, hit and crit, and a portion of our spell power, but do not benefit from Eclipse (and therefore, they do not scale with Mastery).
  • Usage: You want to make sure you always use them while NG (and any other haste procs) are already 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.

Nature's Vigil - talent lvl 90 -
  • What the tooltip doesn't say: ??
  • Usage: You want this macro'd to Incarnation (if you have it) and damage on-use items (see macro section). This is a straightforward damage boosting CD with a nice healing perk attached to it.

Dream of Cenarius - talent lvl 90 -
  • What the tooltip doesn't say: ??
  • Usage: You want to cast a healing touch before you enter Eclipse. Use Nature's Swiftness every time you can to make that healing touch instant (once a minute).

Heart of the Wild - talent lvl 90 -
  • What the tooltip doesn't say: ??
  • 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 still being discussed, but the basic idea is that you shift to cat form when HotW is active, and your goal is to keep Rake up, Mangle for combo points, and use Ferocious Bite when you have 5 combo points and >50 energy. For more discussion about how to mooncat, see the advanced rotation tips section.


Before Combat Starts
  • Use Astral Communion to move your eclipse bar to be one wrath away from lunar (wrath generates 30 eclipse energy when outside of eclipse).
  • Place 3 mushrooms under where the boss or other relevant mobs will be tanked (this might not be possible for every fight).
  • If you have the talent Dream of Cenarius, cast Healing Touch no more than 20s before combat.
  • Use an intellect potion 1-3s before combat starts (ask your tank for a countdown).

Opening Rotation
Things like ((this)) mean changing state.
X > Y means prioritize X over Y when possible.
For the macros, see the Macros and UI section here:

((Lunar Eclipse))
Incarnation ("30s CD" macro)
Starfall when the previous one expires
((Eclipse ends)) or 15sec on Incarnation (try to push Solar Eclipse if you can, for a 4 starfall opener)
Celestial Alignment ("Celestial Alignment" macro)
SnF or MF
Starfall when the previous one expires
SnF or MF before CA and heroism/lust (if applicable) ends
((CA ends))
((Solar Eclipse))
MF when old MF has <2s remaining
SnF when old SnF has <2s remaining OR you're about to exit Solar with 6sec.
SS > Wrath

General Rotation notes
Continue on as above, cycling through eclipses, refreshing dots 2s before they expire or before you exit eclipse (for the eclipsed dot only). Your dots may get out of sync with one another - that's OK.

Dream of Cenarius - Generally speaking, you'll want to cast Healing Touch right before entering Eclipse. I really doesn't matter when you refresh, so long as you have the buff going into the next Eclipse.

We have 3 ways to deal with movement DPS, and they're all pretty weak.

First, if you get lucky, for short movement you can use a shooting stars proc. Also, if the movement is predictable and you know it's coming, you can save a proc to use during the movement (don't want to do this for more than a few seconds, though..and never when you have at least 4 DOTs actively rolling on targets).

If the movement is longer, you can place shrooms while on the run to detonate when you next get to Solar or CA. This requires knowing where the boss or relevant mobs will be for an extended period of time, though, so it may not work very well for all fights.

Finally, you can use the tool we've actually be given to deal with movement DPS, which is Lunar Shower-buffed DoT spam. Which DoT you spam will depend on your eclipse state; if you're eclipsed, you want to use the eclipsed DoT. If you're not eclipsed, you want to use the DoT that is not eclipse-buffed on your target. So, for example, if I just left Solar and I need to DoT spam, I would want to use MF, so I don't overwrite an eclipsed SnF with an uneclipsed one.

Just an FYI: when you spam a DoT, only the direct damage portion gets buffed. You also still get the period damage ticks as you normally would.

AOE situations
In many situations, Multi-DOT'ing is actually better than simply spamming Astral Storm or Hurricane. Many factors are considered, such as "Time to Death" and "Number of Targets." While some other factors exist, these are the key pieces of information needed.

For low health, burst AOE situations (say things that last less than 10-15s or so), Starfall + Astral Storm is actually pretty strong. Even though Starfall is not technically an AOE spell, it still hits really hard and will hit multiple targets, and you can have it running while you use Astral Storm.

For longer-lived adds or just longer AOE phases, solar is still the place to be, though. If you can have mushrooms pre-placed without interrupting your DPS, then do so -- otherwise, don't worry about them. If you're waiting for adds to be gathered up you can DoT them up with SnF (as long as doing so won't make the tank lose threat), but once they're all grouped up just spam Hurricane, Hurricane and more Hurricane (sounds fun and engaging, no?).

You can always drop an Ursol's Vortex on the tank just to help keep them all together, too.

Table of Contents:

Dot clipping
When to clip both eclipsed and un-Eclipsed, as well as during CA

Eclipsed DOT: I clip just as I'm about to exit eclipse or before NG expires, whichever comes first. I then let it expire (<2s left) before reapplying once I leave eclipse. Depending on the trinket proc active, or external buffs, you may want to refresh your very strong DOT while you still can get the most benefit from them.

Uneclipsed dot: If I need to move I refresh it, or if it is about to expire when I'm refreshing the eclipsed dot. Depending on the trinket proc active, or external buffs, you may want to refresh your very strong DOT while you still can get the most benefit from them.

CA: I always clip the old dots and apply CA dots as soon as CA starts. Then I clip them before CA/NV+Inc run out, and they usually last half way through solar that way, but sometimes they last all the way to the next Eclipse (very gear dependent).

Starsurge Usage
Always keep Starsurge on cooldown. Always.

During lunar eclipse (and the transition between lunar to solar) it doesn't matter when you use starsurge, since it has the exact same amount of energy as starfire. It will always take you 8 casts (unless you have Soul of the Forest to go from start of lunar to start of solar.

On the solar side of things it gets a little wonkier. Wrath gives 15 energy during eclipse and 30 outside, while SS still gives 20/40. Because of this it's possible to exit eclipse with varying mounts of energy.

With SotF
If you have SotF, it gets a little more complex, but its usage is still simple. You want to skip a non-Eclipse phase.

Sometimes you can try to skip a post-Lunar Eclipse phase, and the gamble can pay off. But most of the time the tradeoff is not going to be favorable. However, for the sake of getting to Solar "now" for an AOE phase, it's very strong.

Cooldown Usage
Sometimes people are inclined to use their CDs separately, to stretch them out or something. In PvE this is a big mistake. Whatever can be lined up should be, because of the way damage-increasing cooldowns interact. Most cooldowns increase your damage by some multiple, and these things stack multiplicative, meaning that together they are stronger than they are alone (think Captain Planet...).

This is also the reason why the combination of Incarnation and Nature's Vigil can beat out something like Heart of the Wild (though with cooldowns, your total benefit is pretty fight-length dependent).

So things like trinkets, potions, profession abilities and CDs should be lined up as much as possible.

Mooncatting with HotW
HOTW is very good for encounters with a heavy movement phase, such as 'Durumu the Forgotten' in Throne of Thunder (T15). When doing movement DPS with HOTW, you want to dump all of your energy in Rake and Mangle and build 5 combo points. You then immediately go back into Moonkin Form and apply your DOTs, you can fire any Starsurge procs at this time as well (be sure to remain in Eclipse). Within 6sec of moving out of Cat Form, go back into Cat Form and use Ferocious Bite. Dump energy with Rake or Mangle, at this point, Rake should be used last. If your Moonkin DOTs are falling off After you Rake again, jump into Moon Form again, refresh your Moonfire and Sunfire and use any Starsurge procs regardless of Eclipse. Before HOTW expires (6sec left), you want to be Cat Form, and building combo points, your last two attacks in HOTW CAt Form will be Rake and Ferocious Bite. You will be maintaining 3 DOTs: Rake, Moonfire and Sunfire. It's not going to be a massive boost in DPS, but it's going to counter the damage output you would have lost due to movement.

Unerring Vision of Lei Shen (T15 trinket)
You will either love this trinket or hate this trinket. I don't like it, but some other players do. UVLS grants 100% Crit for the next 4sec. While it's certainly a powerful proc, the frequency is very low. In addition to a low proc rate, moonkins have had it nerfed even further.
Incarnation/FON opener: You want to start in Solar Eclipse. After Starfall (and Incarnation), you will want to activate Celestial Alignment the moment UVLS procs. At this point, refresh your DOTs so they have 100% Critical Strike chance and dump all of your Treants while spamming Starsurge or Starfire. Your Treants will snapshot the UVLS buff and will deal a very high amount of DPS in their own right.

For reacting to UVLS procs in combat, it's a simple "Refresh DOTs regardless of Eclipse state, DOTs on as many eligible targets, and spam Starsurge for the next 20-25sec." Be sure to always have 2 treants, and at minimum, 1 treant banked for UVLS procs.

If UVLS procs, with a single target, with a Starsurge proc banked...use Starsurge, push Eclipse, and apply DOTs immediately. After some logic and reasoning, it is my opinion that you slightly stagger the application of UVLS-buffed DOTs. You don't want them ticking on the same interval. Think of it this way: [0.00 - 0.99] : Your first DOT will always be 0.00. If you can place your second UVLS-buffed DOT on the target at 0.50 on the can effectively increase the viable procs of Shooting Stars. While CA, you get two chances for an SS at the same instant. But this way, you can get 1 chance for half the time in between ticks. The proc rate will remain the same (realistically), but you might be able to get more usable procs. -- Definitely some theorycrafting, don't stress over this.

Miscellaneous points
If you are applying both dots at the same time (which isn't always the case anymore), apply the uneclipsed dot first, so that the eclipsed dot gets a slight direct damage buff from lunar showers.

In the middle of the fight when your CDs come back up, hold off using your starfall on the cycle BEFORE you use your 3m CDs again, so that you can set it up the way you do that the start of the fight (starfall before hitting lunar, then again during lunar, then again during CA).

Table of Contents:


30s CDs
Cast Incarnation, Nature's Vigil, and activate trinkets. Trinkets used here should be int/SP, crit or mastery. Do not use on-use haste items here (save them for CA).
/cast Incarnation
/cast Nature's Vigil
/use 13
13 = your top trinket slot, 14 = lower slot
Engineers replace /use 13 with /use 10 for synapse springs.

Celestial Alignment
Cast Celestial Alignment and use any on-use haste items or trinkets.
/cast Celestial Alignment
/cast Berserking(Racial)
/use 14
13 = your top trinket slot, 14 = lower slot
Berserking is Troll only
Engineers: if you used synapse springs in the 30s CDs macro, you can use an on-use trinket here.

Cast Nature's Swiftness and Healing Touch in one button (you will need to hit it twice if you try to use it while moving). Just be aware that if you macro it to cast one someone else and they are not in range, HT will not go off and you will not get the bonus damage if you have DoC.
/cast Nature's Swiftness
/cast [@XXXX] Healing Touch
XXXX = your preferred target. Player = yourself, Focus = your current focus (must be friendly) or type in a specific player's name (e.g. your tank).

Focus Swap
Current target becomes your focus, and ex-focus becomes your target.
/stopmacro [@focus,noexists]
/target focus

Focus Modifier DoTs
Casts DoTs as normal, unless you have a modifier button held. Then it will cast DoTs on your focus.
/cast [nomod] Moonfire; [mod, target=focus] Moonfire
Replace "moonfire" with "sunfire" to do the same for SnF.

Mouseover DoTs
Will cast your dots on your mouseover target. If you don't have a mouseover target, it will cast them on your selected target. Really nice for multi-dot fights and works with unit frames, too (like boss frames).
/cast [target=mouseover,harm] [] Moonfire
Replace "moonfire" with "sunfire" to do the same for SnF.

Solar Beam
It's nice that SB is off the GCD now, but it's still hard to fit it in as a caster, because we should always be casting. This macro will interrupt your current cast and get your solar beam in when you need it (NOW!).
/cast Solar Beam

User Interface

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 gotta 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 procs 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.

Balance Power Tracker
BPT is a customizable eclipse bar mod that replaces the default one. The main features are predictive energy and a text warning on your screen when your next cast is going to trigger eclipse. I'd say this is probably the single best Moonkin addon out there, and I highly recommend it.

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
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.

I haven't personally used this addon, but I've seen several people recommend it and there seems to be a demand for something like it. It will tell you what you give/get from different classes, remind you to cast the spell, and also sends a whisper to the recipient telling them what they get.

Table of Contents:

This section will be updated when 5.4 - The Siege of Orgrimmar, is released and strategy has been discussed and experienced.

Bologna's Twitch & Youtube Channel: - <Promethean> (25man: US # 7)

Ovyd's Twitch Stream: - <Midwinter> (25man: US #2, World #4)

Zoomkins' Twitch Stream: - <Blood Legion> (25man: US #1, World #2)

Hotted's Twitch Stream & Youtube Channel (PvP): - <Multi-Rank1 Gladiator> (Resto/Balance)

Cyous' Youtube Channel: - <Promethean> (25man: US # 7)

Table of Contents:

    Q: HALP! Where did my talents/idol/insect swarm/omen of clarity/whatever else go?!
    • There are a lot of new changes in the game. Please read the whole sticky before you panic about anything new or missing.

    Q: Why is Incarnation on the GCD? And why is its GCD so slow?
    • That's two questions, but I'll let it slide just this once. Incarnation is considered a shape shift, so even though it's a omgwowsupercoolbutton, it is on the global cooldown. Additionally, shapeshift GCDs are not affected by haste, which is why it seems a lot slower than your normal GCD (it seems that way because it IS that way!).

      Q: What are some good addons or other tools you use to help you moonkin better?
    • For a discussion about addons and what a good moonkin UI should have, see the UI section here:

      There are also a variety of out-of-game tools that can help you improve your DPS or get a better sense of what gear to get, etc.

    • Chardev -
    • An online dressing room. Import your character and play around with gems, enchants and different gear sets, or just build your dream character from scratch.
    • Wrathcalcs -
    • THE moonkin spreadsheet. You need to learn to use it and love it. It can answer almost any gearing question you have (is X item better than Y item) as well as help you refine your rotation, gemming, spec, etc, and also build a BiS set for yourself. For now, the most updated version of the sheet can be found in main body of that thread (closest to the end).
    • Wow Reforge: -
    • Is a fairly decent reforge optimizer. Just be aware that while it's good, it's not always perfect. So if you want the absolute optimal reforging, it's always best to double check what the program spits out.[/b]

      Q: Can you recommend any other moonkin websites, guides or blogs to read?
    • Of course!

    • Hamlet's Elitist Jerks Moonkin Guide/Thread:
    • The Moonkin Repository:
    • Graylo's Blog (includes gear rankings):

      Q: When do I refresh my DOTs?
    • In single-target, typically you will refresh your Eclipsed DOT prior to leaving Eclipse. You will refresh your un-Eclipsed DOT somewhere at the start or middle of the the next Eclipse state. As you gear gets better, you can start cycling Eclipses very quickly which leads to alterations to our DOT refreshing. Typically, you want to refresh your Eclipsed DOT if it won't last until the next Eclipse prior to leaving said Eclipse. (This turns out to be closer to 6-7sec left on the duration.) Given you have higher quality raiding gear, you will start to notice that you're leaving Eclipse without refreshing your Eclipsed DOT -- this is perfectly fine, just go with it. The faster you cycle Eclipse, the more Starfalls you get, and the more Starsurge procs you're actually acquiring (which in itself is a huge DPS increase).

    • Indeed.

Table of Contents:

This is to help Moonkin who are leveling from 85-90 in MoP zones. It is not a comprehensive leveling guide! For younger Moonkin looking for advice, please check out Lissanna's excellent Druid leveling guide here: (LINK BROKEN -- PRUNED DUE TO AGE -- SORRY)

OK, so the verdict is in. Moonkin leveling in Panda-land is drawn out and painful, right? Our nukes suck, we're squishy and the eclipse mechanic is just SO BROKEN, AMIRITE? Nope, not even close. Moonkin leveling can be fun, engaging and downright deadly to your foes. Here's how you do it!

Tier 1 - Feline Swiftness
Why? Wild Charge is versatile, and can be a decent option, but it requires at least 1 GCD to use, where as the bonus from Feline Swiftness is always there. Use a run speed enchant on your boots for an extra fast chicken.

Tier 2 - Cenarion Ward
Why? Faster CD than renewal, more versatility and healing than Ysera's Gift and Renewal. Usable in any forms, even while Silenced (it's considered a Physical spell).

Tier 3 - Typhoon
Why? Faerie Swarm is single target and Mass Entanglement, like roots, break on damage. Typhoon is the superior option for keeping a pack of slavering mobs who hunger for your chicken blood away from you.

Tier 4 - Incarnation OR Force of Nature
Why? I think the little tree dudes can be pretty good companions if used frequently, both for their roots and for their damage. Incarnation is a really good power CD to use if you find yourself in a sticky situation, however. SotF is nice, but the other options are going to help you out more.

Tier 5 - Disorienting Roar OR Ursol's Vortex
Why? Well, DR breaks on damage, but it has a really short CD to make up for that. It can be used to get you out of a really bad situation if you find yourself surrounded and low on health. UV, however, is a better pre-planning option. Typhoon + UV can keep a group of mobs off of you for a rather long time. Mighty Bash is just single target, and therefore pretty weak for leveling.

Glyph of Guided Stars - Mandatory
Glyph of Stampede

As before, you're focusing on leather Intellect gear and trinkets with Intellect, Critical Strike, Mastery or Haste on-use/procs. Avoid Spirit procs.

There's no need to do full reforges every time you upgrade an item. Do try to stay hit capped for mobs 1-2 levels above you, though (If you plan on doing instances, 2 levels is a good idea. Otherwise, for just questing, 1 level above is probably enough).

DPS strategy
1. Pre-pull: Use Astral Communion to position your eclipse bar to your advantage. There are several options here:
  • 1 cast away from solar. Advantages of this are more mushroom damage, more hurricane damage (hurricane?! wat?!'s ok, keep reading). Disadvantage is that your starfall might be on CD and solar won't reset it.
  • 1 cast away from lunar. Advantages of this are you'll get starfall (and if starfall is already up, you can double starfall). Disadvantages are weaker shrooms/AoE.
  • In general, I like the lunar approach better, but sometimes you might be in a hurry and don't have time to AC your bar all the way back to lunar. The reason you start 1 cast away from eclipse is because you don't want to trigger NG and have it be wasted while you're running over to the mobs.

    2. Tagging mobs: OK, now you want to find yourself a place where you can tag at least 3 mobs. In the beginning it's best to start off slow until you get the hang of things. 6-7 mobs (or more if they're weaker) at a time isn't an unrealistic amount to pull.
  • Plant 3 shrooms in a central location and don't stack them all on top of each other. You want the fungal growth area to be pretty wide.
  • Find your first mob, cast a nuke at it to get you to eclipse, and then dot it. Then start tagging other mobs with dots (as many as you feel you can handle at once). Make sure you have dots running on all of them all the time (using an addon like Tidyplates can help you keep track of this).
  • Once you have all the mobs you want, hit starfall.

  • 3. Killing: The goal here is to keep mobs off you while maintaining DPS on them.
  • Gather everything up, using barkskin if they start banging on you, and run them to your shrooms. Detonate and run away.
  • Once they run through the fungal growth, typhoon them back through it, making sure to keep up dots and use SS procs when they occur.
  • Drop an Ursol's Vortex on the far edge of your fungal growth so that when they get sucked back in they have to run through FG again.
  • Meanwhile, MOAR DOTS and SS procs. Nuke if you have the time to do so. Keep yourself healed with rejuv and NS + HT if things get dire.
  • If you've pulled enough that after the combined CC usage above, things still aren't dead, it's time to start kiting. Use Stampeding Roar as necessary, drop shrooms, detonate and kite the mobs through the Fungal Growth. Make sure you're keeping dots up at ALL TIMES!

    4. Oh crap, I pulled too much!
  • Save Celestial Alignment for when things go really bad. Say you accidentally pulled too many, or crazy respawn rates screw you over. Pop CA, Starfall, and dot everything up. If it's really bad, use Inc here too (or trees if you picked those guys).
  • Worst comes to worst, travel form, stampeding roar, or cat form + dash (and darkflight for worgen, shadowmeld for night elves) will save your big feathery butt.

  • Table of Contents:

    This section is dedicated to the most recent version of my "Handholder."

    ** Installation Guide at the bottom of this post **

    Handholder v1.2.1
    - AI fixes (handles CA properly, finally)
    - fixed conflicting animations on FON

    What you will need:
    - Lvl 38 Balance druid (you need Euphoria [double Eclipse energy while not in Eclipse, just the logic within my logic])
    - TellMeWhen (addon)
    - Import String

    Download Link:


    Be sure to update TellMeWhen to at least v7.0.0+ (or latest revision):
    ^1^T^SPoint^T ^Sy^F7023560604052306 ^f-46^Sx ^F6178628024212310^f-45 ^t^SRows^N4 ^STree4^b ^STree2^b ^SColumns^N6 ^SGUID^STMW:group:1IkdLGx9oEC4 ^SIcons^T ^N1^T ^SType^Smeta ^SIcons^T ^N1^STMW:icon:1IkdLGxIkj4d ^N2^STMW:icon:1IkdLGxIqpP4 ^N3^STMW:icon:1IkdLGxIw5ho ^N4^STMW:icon:1IkdLGxJ0mSk ^N5^STMW:icon:1IkdLGxJ6D88 ^N6^STMW:icon:1IkdLGxJHmAe ^N7^STMW:icon:1IkdLGxJBfrE ^N8^STMW:icon:1IkdLGxJMu2Q ^N9^STMW:icon:1IkdLGxJT8nQ ^N10^STMW:icon:1IkdLGxJYBSU ^N11^STMW:icon:1IkdLGxJe7NP ^N12^STMW:icon:1IkdLGxJj=5y ^t^SEnabled^B ^t^N2^T ^SType^Scooldown ^SName^SStarsurge ^SGUID^STMW:icon:1IkdLGxJBfrE ^SEnabled^B ^SFakeHidden^B ^t^N4^T ^SType^Sconditionicon ^SName^SStarfall ^SConditions^T ^N1^T ^SType^SSPELLCD ^SName^SStarfall ^SPrtsBefore^N1 ^t^N2^T ^SType^SBUFFDUR ^SChecked^B ^SPrtsAfter^N1 ^SName^SStarfall ^t^N3^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SName^SCelestial~`Alignment ^SPrtsBefore^N1 ^t^N4^T ^SType^SBUFFSTACKS ^SChecked^B ^SPrtsAfter^N1 ^SOperator^S~|= ^SName^SEclipse~`(Lunar) ^SAndOr^SOR ^t^Sn^N4 ^t^SCustomTex^S48505 ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJYBSU ^SFakeHidden^B ^t^N5^T ^SType^Sconditionicon ^SConditions^T ^N1^T ^SType^SCOMBAT ^SLevel^N1 ^t^N2^T ^SType^SECLIPSE ^SOperator^S> ^SLevel^N-75 ^SPrtsBefore^N2 ^t^N3^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S>= ^t^N4^T ^SType^SECLIPSE ^SOperator^S< ^SLevel^N75 ^SPrtsBefore^N1 ^SAndOr^SOR ^t^N5^T ^SType^SECLIPSE ^SPrtsAfter^N2 ^SOperator^S<= ^t^Sn^N5 ^t^SCustomTex^S127663 ^SGUID^STMW:icon:1IkdLGxIqpP4 ^SFakeHidden^B ^SEnabled^B ^t^N6^T ^SType^Sbuff ^SConditions^T ^N1^T ^SType^STALENTLEARNED ^SName^SDream~`of~`Cenarius ^t^N2^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SName^SDream~`of~`Cenarius ^SLevel^N1 ^SPrtsBefore^N1 ^t^N3^T ^SType^SECLIPSE_DIRECTION ^SLevel^N1 ^SPrtsBefore^N1 ^t^N4^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S>= ^SLevel^N40 ^t^N5^T ^SType^SECLIPSE_DIRECTION ^SAndOr^SOR ^SPrtsBefore^N1 ^t^N6^T ^SType^SECLIPSE ^SPrtsAfter^N2 ^SOperator^S<= ^SLevel^N-40 ^t^Sn^N6 ^t^SName^Sdream~`of~`cenarius ^SShowTimerText^B ^SEvents^T ^N1^T ^SType^SSound ^SOnlyShown^B ^SSound^SSimon~`Chime ^SEvent^SOnShow ^t^N2^T ^SType^SAnimations ^SOnlyShown^B ^SAnimation^SACTVTNGLOW ^SEvent^SOnShow ^SInfinite^B ^t^Sn^N2 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^Sicon1 ^STexts^T ^N1^SDoC ^N2^S ^t^t^t^SShowWhen^N1 ^SCustomTex^S5185 ^SShowTimer^B ^SGUID^STMW:icon:1IkdLGxIkj4d ^SFakeHidden^B ^SEnabled^B ^SOnlyMine^B ^t^N7^T ^SType^Scooldown ^SName^SForce~`of~`Nature ^SEvents^T ^N1^T ^SType^SAnimations ^Sg_anim^F6711246503532504 ^f-53^SPeriod ^N0.2^SAnimation ^SICONFLASH^SEvent ^SOnCondition^SInfinite ^B^SOnConditionConditions ^T^N1^T ^SType^SSPELLCHARGES ^SName^SForce~`of~`Nature ^SLevel^N2 ^t^N2^T ^SType^SSPELLCHARGETIME ^SOperator^S<= ^SName^SForce~`of~`Nature ^SLevel^N4.5 ^t^N3^T ^SType^SCOMBAT ^t^Sn^N3 ^t^t^N2^T ^SType^SAnimations ^SPeriod^N0.1 ^SAnimation^SICONFLASH ^SEvent^SOnCondition ^SInfinite^B ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCHARGES ^SName^SForce~`of~`Nature ^SLevel^N3 ^t^N2^T ^SType^SCOMBAT ^t^Sn^N2 ^t^t^N3^T ^SType^SAnimations ^SAnimation^SACTVTNGLOW ^SEvent^SOnCondition ^SInfinite^B ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCHARGES ^SOperator^S>= ^SName^SForce~`of~`Nature ^SLevel^N1 ^t^N2^T ^SType^SICON ^SIcon^STMW:icon:1IkdLGxLO0cR ^t^Sn^N2 ^t^t^N4^T ^SType^SAnimations ^SAnimation^SICONCLEAR ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SCOMBAT ^SLevel^N1 ^t^N2^T ^SType^SICON ^SLevel^N1 ^SAndOr^SOR ^SIcon^STMW:icon:1IkdLGxLO0cR ^t^Sn^N2 ^t^t^N5^T ^SPassingCndt^B ^SType^SAnimations ^SOnlyShown^B ^SAnimation^SICONCLEAR ^SOperator^S== ^SEvent^SOnStack ^SCndtJustPassed^B ^t^N6^T ^SType^SAnimations ^SAnimation^SICONCLEAR ^SEvent^SOnCondition ^SOnConditionConditions^T ^N1^T ^SType^SSPELLCHARGES ^SName^SForce~`of~`Nature ^SLevel^N2 ^t^N2^T ^SType^SCOMBAT ^t^Sn^N2 ^t^t^Sn^N6 ^t^SSettingsPerView^T ^Sicon^T ^STextLayout^STMW:textlayout:1IjYF51CGh8J ^STexts^T ^N1^S[Stacks] ^N2^S[Duration:TMWFormatDuration] ^N3^S[Stacks:Hide(0)] ^t^t^t^SShowWhen^N3 ^SShowTimer^B ^SEnabled^B ^SConditions^T ^N1^T ^SType^STALENTLEARNED ^SName^SForce~`of~`Nature ^t^Sn^N1 ^t^t^N8^T ^SType^Sconditionicon ^SName^SStarfire ^SConditions^T ^N1^T ^SType^SECLIPSE_DIRECTION ^SLevel^N1 ^SPrtsBefore^N1 ^t^N2^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S<= ^SLevel^N61 ^t^N3^T ^SType^SBUFFSTACKS ^SChecked^B ^SPrtsAfter^N1 ^SOperator^S~|= ^SName^SCelestial~`Alignment ^SAndOr^SOR ^SPrtsBefore^N1 ^t^Sn^N3 ^t^SCustomTex^S2912 ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJe7NP ^SFakeHidden^B ^t^N9^T ^SType^Scast ^SName^SStarfire ^SConditions^T ^N1^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SName^SCelestial~`Alignment ^SAndOr^SOR ^SPrtsBefore^N1 ^t^N2^T ^SType^SECLIPSE_DIRECTION ^SLevel^N1 ^SPrtsBefore^N1 ^t^N3^T ^SType^SECLIPSE ^SPrtsAfter^N2 ^SOperator^S>= ^SLevel^N60 ^t^Sn^N3 ^t^SCustomTex^S93402 ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJT8nQ ^SFakeHidden^B ^t^N10^T ^SType^Sconditionicon ^SName^SMoonfire ^SConditions^T ^N1^T ^SType^SDEBUFFDUR ^SChecked^B ^SUnit^Starget ^SOperator^S<= ^SName^SMoonfire ^SLevel^N5 ^t^N2^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S~|= ^SName^SNature's~`Grace ^t^N3^T ^SType^SECLIPSE_DIRECTION ^SLevel^N1 ^SPrtsBefore^N1 ^t^N4^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S<= ^SLevel^N-1 ^t^N5^T ^SType^SBUFFSTACKS ^SChecked^B ^SOperator^S~|= ^SName^SCelestial~`Alignment ^SAndOr^SOR ^SPrtsBefore^N1 ^t^N6^T ^SType^SBUFFDUR ^SPrtsAfter^N1 ^SOperator^S<= ^SName^SCelestial~`Alignment ^SLevel^N2.5 ^t^Sn^N6 ^t^SCustomTex^SMoonfire ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxIw5ho ^SFakeHidden^B ^t^N11^T ^SType^Sconditionicon ^SName^SMoonfire ^SConditions^T ^N1^T ^SType^SDEBUFFDUR ^SChecked^B ^SUnit^Starget ^SOperator^S<= ^SName^SSunfire ^SLevel^N2 ^t^N2^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S~|= ^SName^SNature's~`Grace ^t^N3^T ^SType^SECLIPSE_DIRECTION ^SLevel^N1 ^SPrtsBefore^N1 ^t^N4^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S<= ^SLevel^N-1 ^t^Sn^N4 ^t^SCustomTex^S93402 ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJHmAe ^SFakeHidden^B ^t^N13^T ^SType^Sbuff ^SName^SExpanded~`Mind;~`Wrath~`of~`the~`Darkspear;~`Extravagant~`Visions;~`Toxic~`Power;~`Wushoolay's~`Lightning;~`Breath~`of~`Many~`Minds;~`Mastermind;~`Perfect~`Aim ^SGUID^STMW:icon:1IkdLGxLO0cR ^SEnabled^B ^SFakeHidden^B ^t^N14^T ^SType^Sconditionicon ^SName^SWrath ^SConditions^T ^N1^T ^SType^SECLIPSE_DIRECTION ^SPrtsBefore^N1 ^t^N2^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S>= ^SLevel^N-70 ^t^Sn^N2 ^t^SCustomTex^S5176 ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJj=5y ^SFakeHidden^B ^t^N15^T ^SType^Scast ^SName^SWrath ^SConditions^T ^N1^T ^SType^SECLIPSE_DIRECTION ^t^N2^T ^SType^SECLIPSE ^SOperator^S<= ^SLevel^N-70 ^t^Sn^N2 ^t^SCustomTex^S8921 ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJMu2Q ^SFakeHidden^B ^t^N16^T ^SType^Sconditionicon ^SName^SMoonfire ^SConditions^T ^N1^T ^SType^SDEBUFFDUR ^SChecked^B ^SUnit^Starget ^SOperator^S<= ^SName^SSunfire ^SLevel^N5 ^t^N2^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S~|= ^SName^SNature's~`Grace ^t^N3^T ^SType^SECLIPSE_DIRECTION ^SPrtsBefore^N1 ^t^N4^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S>= ^SLevel^N1 ^t^Sn^N4 ^t^SCustomTex^SSunfire ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJ0mSk ^SFakeHidden^B ^t^N17^T ^SType^Sconditionicon ^SName^SMoonfire ^SConditions^T ^N1^T ^SType^SDEBUFFDUR ^SChecked^B ^SUnit^Starget ^SOperator^S<= ^SName^SMoonfire ^SLevel^N2 ^t^N2^T ^SType^SBUFFDUR ^SChecked^B ^SOperator^S~|= ^SName^SNature's~`Grace ^t^N3^T ^SType^SECLIPSE_DIRECTION ^SPrtsBefore^N1 ^t^N4^T ^SType^SECLIPSE ^SPrtsAfter^N1 ^SOperator^S>= ^SLevel^N1 ^t^Sn^N4 ^t^SCustomTex^SMoonfire ^SEnabled^B ^SGUID^STMW:icon:1IkdLGxJ6D88 ^SFakeHidden^B ^t^t^SName^SHandholder~`-~`Balance ^STree3^b ^t^N70033^S~`~| ^Sgroup^N16 ^^

    ^1 ^T^N1^T ^SAnchors^T ^N1^T ^Sy^N-2 ^Sx^N-15 ^Spoint^STOPLEFT ^SrelativePoint^STOPLEFT ^t^N2^T ^Sy^N-2 ^Sx^N-2 ^Spoint^STOPRIGHT ^SrelativePoint^STOPRIGHT ^t^Sn^N2 ^t^SStringName^SStacks~`-~`Left ^SSkinAs^SHotKey ^SSize^N9 ^t^N2^T ^SAnchors^T ^N1^T ^Sy^N2 ^Sx^N-2 ^Spoint^SBOTTOMRIGHT ^SrelativePoint^SBOTTOMRIGHT ^t^t^SStringName^STimer~`-~`Right ^SSkinAs^SCount ^t^SName^STreant~`Map~`(From:~`Cyous~`-~`Malfurion) ^Sn^N2 ^SGUID^STMW:textlayout:1IjYF51CGh8J ^t^N70033^S~`~| ^Stextlayout^STMW:textlayout:1IjYF51CGh8J ^^

    What is a "Handholder?":

    Simply put, this neat little addon will help you learn the fundamentals of Balance druid.

    It's not designed to play for you. It's not designed to be a "min/max" feedback system. It is designed to offer you real-time feedback without making everything seem overwhelming. There is a lot to keep track of with Balance druids, so this handholder serves mostly as a way to help you through those moments of "what should press next?" Again, it doesn't play for you, but you will learn the fundamentals of Balance druids with incredible efficiency.

    What you should expect from this tool:

    The basics of the Eclipse system, DOT management (Eclipse is very weird to most players), and some Talent options.

    I have made a few handholders, and all of them have more-or-less become obsolete to me. That is the goal of this tool. It is supposed to become obsolete for players; meaning the players have learned what the tool is trying to teach them. Being able to see your DOT timers, your Eclipse Energy, Nature's Grace, Starfall, Trinket procs, and other cooldowns will be the task to quite a lot of new players. Since Balance is very strict, it helps to have a handholder, at least until you get the hang of it. (We don't need to be taught to walk if we already know how to walk, right? Likewise, once we learn to walk [handholder], we can start to try running and jumping [learning on our own terms.])

    I want you to learn the basics so you can start learning the ideas behind basic theorycrafting. If you understand why we press buttons a certain way, you'll be able to pick up on these very obscure details and become a valuable raid member without needing a guide every boss.

    How quickly should I expect to learn Balance druid?:

    Honestly, if you sit on the training dummy for an hour or two, you'll be very confident. The handholder will keep suggesting the "correct ability" until something else more important shows up. You'll learn the basics quickly. You'll get the rhythm of the spellcasting shortly after. After that, you just keep gearing up while learning the nuisances bit by bit.


    Installation Guide:

    What you do with these things:
    a.) Exit out of WoW
    b.) Download TellMeWhen
    c.) Install TellMeWhen into your AddOn folder
    i.) Enable TellMeWhen on character login screen
    ii.) Log onto your Balance druid

    1. Open TellMeWhen Options by typing "/tmw" or Right-click one of the 4 "boxes" to enter the options menu.
    2. Click "Group Settings" on the bottom-right of the new window.
    3. Click "Groups" on the Left side of the window (in the far-left column)
    4. Click "+ Add Another Group +" and select "Icon"
    5. Click the empty bar in the next window named "Import/Export/Restore" on the bottom of the page (it'll be in the middle of the window).
    6. Tab over to our Import String and COPY all of it.
    7. Tab back into WoW and PASTE the Import String in the empty bar. (the button on the right will begin to flash green)
    8. Click the flashing green button labeled "Import/Export/Restore" and select: "IMPORT" > "From String" -> "Copy Group - Overwrite Group #" (we made a new group to protect any existing TMW groups you might have from being deleted.)
    9. Locate the "Eye" icon in our copied group.
    10. Right-click and Drag the "Eye" icon to any place on your screen where you can easily view it. Release the right-click and select "Split into new group" (and fine-tune the positioning as you like using the "Group Settings" tab in the TMW options)
    11. Simply start casting and let the addon pick up on your rotation. It will correct itself once you reach an Eclipse state.
    <reserved for future use>
    <reserved for future use>
    Sticky requested
    Your mother was a hamster, your father smells of elderberries, this thread needs more moonkin dancing, and I threw a sticky request in your general direction.

    You've been busy :o

    Nice job, Cyous!
    I think it's harder to read an existing guide three times over, look for any mistakes or updates, then confirm said changes...than it is to simply write a new guide x.x
    Great guide. One correction where you're talking about the tier talents. Tier Two: Renewal - Oly should be Only

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