Warning: This guide is now outdated! Check out the new moonkin guide at the top of the page!!

It has been a long time since I decided that I wanted to write a moonkin guide, but I finally sat down and just bashed the hell out of my keyboard. I think this covers most of what you need to know to get going. Chances are, you don’t need it, but it would seem weird not to share this on my blog after all this work.

I will also add this guide to the menu at the top, split up in niffy little bullets. Please feel free to share this if you deem it worthy. I cannot stress how much my fingers hurt!


Disclaimer – What is a moonkin?

“If I wanted to be a caster, I could just have rolled a mage!”. There are many reasons why we spec into moonkins. Some are resto druids looking for a damage spec they can easely transition to. Some are feral druids who want to explore different types of gameplay without having to level a whole new character. Others relish in the sheer awesomeness of being a giant chicken who can command the entire universe to shift around, with a mere thought.

Why would you roll a moonkin? Moonkins have a variety of very different spells and abilities in their arsenal, and cover a great deal of raid buffs. With two dots, two main nukes and some potentially devistating cooldowns, moonkins can adapt to many situations. A single moonkin in the raid brings a number of raid buffs that you would need to cover on several other classes: 3% spell haste, 3% hit, 5% crit, 13% more spell damage, minor armor reduction, rebirth and more. To cover all of these buffs, you would need 5 other different classes.

We are hybrids. But while we are not dominating the damage meters, we are in a very comfortable position, with great potential to secure our spot in a raid. A well played moonkin would and should do just as much DPS as the core of your raid group, while offering your raid the support needed to succeed.

Stats n’ caps

To best equip your moonkin for whats ahead, you must have a basic knowledge of how each stat affects it. Here is a rundown of the stats and their caps:

Hit: The most important stat for any moonkin is hit. Each ~26,32 hit rating gives you 1% chance to hit. It is possible to get 100% chance to hit, ensuring that you never miss with a spell. This is the most important stat you can get, and should be your first priority. For alliance, you need 9% hit* (237 hit rating) to be capped, and for horde you will need 10% hit (263 hit rating). This is assuming you have both Balance of Power and Improved Faerie Fire.

*Alliance players require 9% hit rating only if they have a draenei in their party. Be mindful that this racial has a limited range, and you may find yourself out of range in encounters with a lot of room to move. Because of that, it doesn’t hurt to hover around 9-10% hit, or even just aim for 10%.

Spell power: Spell power is the greatest stat after hit rating, unless you are not soft haste capped, but it is difficult to really “stack” spell power. It sort of just comes along as you upgrade your gear, and you can only affect this by gemming and enchanting. Point for point, it adds more damage than crit, haste and spirit.

Haste rating: Haste rating is a very nice stat, often worth more than crit. Assuming that you have full raid buffs, your soft haste cap is 401 haste rating. At this point, your wraths will have a 1 second cast with Nature’s Grace up. Haste is still beneficial after 401, as it is a great damage increase to your starfire, and your Nature’s Grace does not have a 100% uptime. Everytime you move, your Nature’s Grace might probably fall off, and even while standing still casting, you might inevitably feel some non-crit streaks. You should aim on getting your haste to 401 after you have reached your soft hit cap. More on haste a little bit below.

Crit: Crit serves three purposes: More damage through bigger spell hits, to proc eclipse, and to regen mana. The mana regen from Moonkin Form is usually over 70% of your total mana regen, and once you get a comfortable amount of crit, you will never run out of mana. Crit as damage works towards – well, giving us more damage, and it aids several of our tier bonuses, most noticably our 4-piece tier 10 bonus. Crit is your direct route to faster eclipse procs, and eclipse is our main damage increase.

Once you are hard hit capped and soft haste capped, crit becomes more valuable than haste, until you reach your soft crit cap. After this point, haste and crit are worth more or less the same, with a slight favor to haste. To calculate your soft crit cap, use the following formula: 1575.5 – Int/3

Int is the value of your intellect as you view it in the armory, assuming you do not have Focus Magic, but does have all talents and raid buffs. Another way to determine if you are crit capped, is to look at your character sheet in midfight, with everything rolling. If your character sheet reads 42% chance to crit, and you have all buffs and debuffs as well as the correct talents, you will be soft crit capped, meaning every starfire during lunar eclipse will be a crit.

Spirit: Spirit is not a stat we would want to go for, but it is a perfectly fine substitute if we happen to get some. Most items have upwards of 80-100 spirit, and 30% of this gets converted into spell power.

Crit versus haste: It is important that you realize what happens with your crit and haste once they reach their soft caps. Additional haste will largely only benefit starfire, and additional crit will largely only benefit wrath. But haste does still benefit wrath after the soft haste cap, as your Nature’s Grace does not have a 100% uptime. At the same time, haste helps you proc eclipse faster. Likewise, crit does benefit your starfire outside of lunar eclipse, and also helps you proc eclipse faster. For the most part, the rule of thumb is that haste is equal to crit after both soft caps, but there is a slight favor towards haste. You would want to increase both stats as you go along.

TL;DR: Your stat focus should follow the following priority:

- Hit cap, 237 for alliance, 263 for horde.
- Soft haste cap (401 haste rating)
- Soft crit cap (42% in-fight crit rating on your character sheet)
- After soft caps, Haste = Crit, but a slight favor to haste
- Spirit
- Intellect, stamina.

In other words: Hit rating (to cap) >> Haste rating (below GCD cap) = Spellpower > Crit rating (below Lunar cap) > Haste rating (above GCD cap) >= Crit rating (above Lunar cap) >> Intellect > Spirit.

Gems

Gemming is fairly straight forward for moonkins. Gems are usually dictated by your current stats and the color of the gem socket.

Meta: Always use the Chaotic Skyflare Diamond.
Blue: You will want to only use two blue gems to activate your meta. You should be using SP/spirit gems, and preferably in blue slots only.
Red: Red slots should always, always, always be pure spell power gems.
Yellow slots: Yellows change a bit depending on your caps. If you are not hit capped, a SP/hit, or even a pure hit gem, will be the best to equip. If you are not haste capped, then haste is what you should focus on. After your soft haste cap, which is very easy to reach these days, you should gem yellow slots with SP/crit, if the socket bonus gives you +5 spell power or more. Once you have covered your soft crit cap, because of the slight favor to haste, SP/haste gems becomes the better choice in yellow slots.

Talents

The very basic moonkin spec is as follows: http://talent.mmo-champion.com/?druid#P9NEYfIHoaPPg,FU8OH,11723. This spec will give you the most damage, and leaves two talent points to use where you feel they might give you the most benefit. In this section, we will cover some of the talents – and ignore the obvious ones like Starlight Wrath – hopefully giving you the knowledge to make an educated decision when choosing talents.

Genesis: While Genesis might seem like a good talent to get, it is in fact a very small DPS increase. At late to endgame raiding, our DOTs will be around 10% of our total damage. Increasing this damage by 5% to 10,5 (not 15%) is a very small increase; 0,1% more damage per talent point. Genesis should therefore only be seen as a filler point, and should not be maxed out in a serious PvE build.

Moonglow, Dreamstate, and Intensity (restoration): Mana talents are, for the most part, a thing of the past. As your gear becomes better, you find yourself lying awake at night less, as you get more nonchelant about your mana regen. It is simply not a concern anymore. But if you find, as you are gearing up your moonkin, that you are struggling to keep your mana up with innervates, you can put points into mana regeneration talents.

Nature’s Reach: This is an important talent, as it provides mobility and survivability. Moonkins have no threat reduction, other than this very talent, so a 30% reduction for two talent points is welcomed. But also the range component will aid you a lot, as it allows you to be further away from your target, and offers you more mobility.

Imp. Insect Swarm: Do not disregard this talent too fast. This talent does two things: It makes our DOTs viable, and it lowers your soft crit cap. Without this, your soft crit cap would be 3% higher, and IS and the damage bonus it gives to wrath, would not be enough to warrant casting them. But you have to cast your DOTs anyways, in order to stack up your trinket, so best make the most use out of the talent. In any case, there is hardly anything else you can put points into. Imp. IS gives you roughly a 3% damage increase, 1% per point.

Balance of Power: An important talent for all raiding moonkins, making it easier to become hit capped. Missing a spell is much more devistating to our DPS than having 20 less spell power, as it not only reduces damage done, but might cripple your rotation. Should you find yourself with excess hit, you can remove a point from Balance of Power for every 53 hit rating you have over the cap, but it aids you better to reduce this hit to a more comfortable level, and increase other stats. Balance of Power is a very powerful talent, and you should aim to get the most out of it.

Improved Moonkin form: No matter how much you like or dislike it, you are going to get some spirit. Converting this spirit into spell power, to get the most out of it, is very desirable, and adding the 3% haste to your raid is a great buff.

Imp. Faerie Fire: An all too classic argument for not taking Imp. Faerie Fire is that “I always raid with a shadow priest anyways, so we have the hit buff”. This is a mistake. Our faerie fire lasts a full five minutes, and is up all the time. Furthermore, this talent gives you 3% crit, even if it is not your own faerie fire on the target. If you have both a shadow priest in your group, and another druid casting faerie fire, you don’t have to cast your own faerie fire to benefit from the bonus.

Owlkin Frenzy: At first glance, Owlkin Frenzy seem like an awesome talent. Unfortunately, its procs are very sporatic, and much lower than one would expect. On average, you can expect around a 0,5% DPS increase per point, making Owlkin Frenzy nothing more than a filler. There are other things you might want to use this on.

Typhoon: Typhoon is, largely, a PvP talent, but it does have some uses in endgame raiding. You wont use it for most fights, but there are some fighs where it absolutely shines. If you feel that you have a use for it, and have the talent point to spare, grab it just in case.

Gale Winds: Gale Winds is a bit of a wild card. It does increase the damage of your typhoon, but typhoon doesn’t do all that much damage to begin with. And while it is a very strong buff to hurricane, we only really use hurricane on trash. There are some fights where hurricane is very strong – such as heroic Anub’Arak – but for the most part, Gale Winds will just be another filler.

Omen of Clarity: In early raiding, OOC is a great mana restoring talent – in the sense that you don’t spend the mana when it procs. As you get your hands on some tier 10, your OOC becomes a central part of your DPS as it is required to proc your 2-piece tier 10 bonus.

Glyphs

We have a number of glyphs to choose from. To give you the TL;DR version ahead of time, you will want to use Glyph of Starfire, Moonfire and Starfall.

Glyph of Moonfire: This glyphs turns your moonfire into more of a DOT ability. While it decreases the intial hit of moonfire, the damage increase to the DOT component makes the spell stronger overall.

Glyph of Starfire: GoStarfire increases the length of your moonfire by up to 9 seconds, or three ticks. Coupled with GoMoonfire, this glyph is quite powerful.

Glyph of Starfall: Starfall is, by far, the strongest spell spell in our arsenal. Reducing the cooldown to 60 seconds rather than 90 seconds is a massive damage increase.

Glyph of Insect Swarm: With GoIS, your IS becomes very powerful. Unfortunately, this glyph does not really hold its water after 3.3.3, and is not desirable to use. Glyph of Insect Swarm also removes the 3% hit debuff on enemies with IS.

Glyph of Focus: While it seems like a good idea to increase your strongest spell by 10%, it does cut the range of your starfall down quite a lot, meaning you have to move closer to your target to benefit from starfall. It is a bigger damage increase, but only slightly, and it is generally accepted that the less mobility is more of a hinderence than a help.

Glyph of Hurricane: Generally not a glyph you would want. Hurricane is usually only used on trash mobs, and it costs a lot of mana. If mobs need to be slowed, other raid members can do this much more efficiently.

Glyph of Innervate: Since you should never really have any man problems, GoInnervate should not be nessecary.

Glyph of Monsoon: Typhoon is such a small part of our raiding abilities, and using a major glyph on this is a great waste of potential damage.

Glyph of Wrath: Pushback is never fun, but GoWrath is generally considered a PvP glyph, if any, and as such it is not desirable to use this glyph.

Enchants

Enchants are usually pretty straight forward. Here is what you should generally go for:

Head: 30 spellpower/20 crit – obtained from Kirin Tor at revered reputation
Shoulders: 24 spellpower/15 crit obtained from Sons of Hodir at exalted reputation
Back: 23 haste
Chest: 10 stats
Wrists: 30 spellpower
Gloves: 28 spellpower
Leggings – 50 spellpower/20 spirit
Boots: Tuskaar’s Vitality (for the speed increase)
Weapon: 63 spell power for 1-handed weapons, 82 spell power for 2-handed weapons.

But what about…?

An alternative to Tuskars Vitality is to get 12 crit/12 hit on boots. However, it is generally accepted that the 8% run speed increase from Tuskaar’s Vitality is a bigger increase in damage, as it allows you to move from A to B faster, giving you more time to stand still and nuke.

Effects such as Black Magic, which adds a haste proc, is not very desirable for a moonkin, as it is hard to control. If it procs during solar eclipse, it will largely be wasted, whereas a pure spell power enchant will increase the damage on all of your spells.

Consumables

Flask of the Frost Wyrm is by far the best choice over elixirs. For food, grab a fish feast or a bite of Firecracker Salmon.

To boost your damage in an encounter, use Potion of Speed. Keep it ready for a lunar eclipse when you know that you can stand still for the full 15 seconds, and use it as soon as you are showered in blue moonlight.

Rotation

I am going to break our rotation down into three sectinos: General, DOTs and cooldowns.

General: Strap yourself in, this is very difficult to get your head around: Wrath until lunar eclipse. Starfire until solar eclipse. Repeat.

DOTs: Your DOTs does not do enough damage on their own to warrant having them up all the time. There are a few exceptions to this though: If you are using 2-piece tier 9, you would always want to have your moonfire up, and if your raid needs the 3% hit debuff on the boss, you could focus on keeping (unglyphed) Insect Swarm up all the time. It is a slight loss in damage, but it adds survivability to the tank.

While DOTs aren’t worth keeping up all the time, they are worth casting together with the direct damage spell they are tied to. Starfire and moonfire goes hand in hand, as does wrath and insect swarm. Insect Swarm is a weak spell, but with the extra damage it adds to wrath, it is worth having up during solar eclipse. Likewise, moonfire on its own is not worth having up constantly, but if it is extended by starfire, it becomes strong enough to be worth the cast.

To best get around this, cast your Insect Swarm as you are proccing solar eclipse, which will ensure that Insect Swarm is usually up for most of your solar eclipse. At the same time, cast Moonfire as you are trying to proc Lunar Eclipse, and as long as you get those extra 9 seconds on it, it has been worth the cast.

Cooldowns: Cooldowns are great for burst, and your benefit from them is increased depending on when you use them. We only have three spells with a noticable cooldowns, so there are just a few pointers to remember.

  • Starfall is the most powerful spell in our arsenal. Against single targets, you can get 10 stars off at your target. If you know that more targets will spawn soon, you can hold it off as long as you are not in danger of pulling aggro. Don’t hold back too much though, as you would want to cast starfall as much throughout a fight as you can.
  • Treants is a flat 25.000-30.000 damage in one global cooldown, if they can stay alive for the duration. Usually you can cast these as you run in, and then 3 minutes later when they are off cooldown. If you know that a bloodlust is coming, try to spawn them just before the bloodlust to give them the haste benefit as well.
  • Typhoon is generally not something we use. I just mention it here because people would point it out if I didn’t.

TL;DR: Wrath until lunar eclipse. Starfire until solar eclipse. Cast moonfire before lunar eclipse, and IS before solar eclipse. Use cooldowns when they are ready.

Eclipse

Eclipse is the central point of our damage. The better use we have of eclipse, the more damage we do. High movement fights or dry periods without eclipse will hurt your DPS. As your haste and crit increases, so does the uptime of eclipse, and you will usually find that eclipse procs rather quickly after the previous one ended. The best way to keep your rotation smooth and get the most out of your eclipse is by applying a bit of clairvoyance – and a bit of luck.

The most common way to handle going from one eclipse to the next is by landing one spell outside of eclipse, and immediately follow up with the next dot you are going to use. The one second you spend on casting the dot gives you time to see if eclipse procced. For example, if you are casting starfire during a lunar eclipse, make sure one starfire lands after eclipse has ended, cast an Insect Swarm and see if solar eclipse procced. If it did, you can start casting wrath immediately, and if it didn’t, well, too bad. If you did not do this, you would continue to cast starfire, notice solar eclipse proccing, follow up with an insect swarm and then begin casting wrath. You can save a few more seconds on eclipse by seeing if eclipse might proc on the first cast after the previous eclipse.

Likewise, as you are coming out of solar eclipse, cast one or two more wraths and follow up with a moonfire. Because of the travel time on wrath, it doesn’t hurt to do more than one, and then use the moonfire to see if eclipse procced.

Should eclipse proc in the middle of a cast, don’t stop casting. Just follow through and alter your rotation accordingly. You don’t want to stop a spell cast halfway through.

Tips and tricks

Practice, practice, practice. Target Dummies are generally not that great for comparing damage, but spending some time there to get really comfortable with your rotation is golden. Focus on being able to cast your rotation perfectly. Then try to distract yourself by moving around, looking at something off screen or drop hot tea down into your lap.

The aim is to teach your rotation to your muscles. Thats right, this is a full-blown finger workout! Your hands needs to be able to click starfire without you really thinking of where the button is, and your brain must be used to adapt itself as you go through your eclipses.

The purpose of this is to prepare you for high paced raid encounters. Once you are so adapt to your rotation that you can follow it with little thought, it frees up your eyes to look away from your action bars. Instead, you can be staring at the damage meter, your character sheet or – if you are so inclined – look out for any hazardous events happening in the fight. Tunnel vision is not very good for your health, and if you are able to do the damage you have to do, while looking out for Malable Goo’s, you will increase your survival rate, and thus your contribution to the raid.

Know the fight and plan ahead. If you know that you must move soon, be ready for it. If spores are coming up on Festergut within a few seconds, don’t cast your starfall now – do it when you are on the run. If you have three seconds left on eclipse when the spores are spawned, stand still and nuke until you judge that you have to move to reach the spore. If you move with eclipse up, have it run out as you move, and stand still for five seconds waiting for the spore to pop, you will lose damage.

Above all, try to refresh your DOTs as you run, even if you don’t need that DOT for what is next in your rotation. Keep special focus on moonfire, and cast a moonfire – even if a new one was just up – just as you are about to stop running. Moonfire has a high chance to crit, which procs Nature’s Grace, giving you the 20% cast speed as soon as you stand still and cast again.

Useful addons

There are plenty of addons to choose from, and most is merely a question of preference. You don’t need all of these, but here is a list of common addons you could and should consider using:

Proc tracking:

  • Squawk and Awe: Useful for tracking eclipse, eclipse cooldowns, DOTs, trinkets and the like.
  • ClassTimer and ClassTimer Eclipse: Offers the same as Squawk and Awe, in a different layout.
  • Power Aura’s: My personal favorite, Power Aura’s allows you to add visual notifications to practically everything. Eclipse procs, DOTs with timers, debuffs on a specific fight and so on. It does take a bit of time to set up, but it is an awesome addon that allows for much customization. Big visual effects when eclipse procs allow you to notice an eclipse out of the corner of your eye, and helps you get an overview of your buffs.

General raid addons:

  • Omen Threat Meter: Nearly invaluable in a raid setting, allows you to avoid pulling aggro.
  • Deadly Boss Mods: Adds alerts and countdown bars to litteraly every encounter in the game, from 5 mans to raid bosses. This is such an old, stable addon, and is so useful in any raid setting. DBM has been around the block for a long, long time.
  • Recount or Skada: Damage meters. Recount is the most popular, but I prefer Skada as it requires a lot less system memory. It doesn’t have fancy graphs, but it does include a lot of interesting features, such as segment saving and looking up raid members damage to a specific target.
  • AVR and AVR Encounters: AVR is a fairly new addon. While I don’t like relying too much on addons (and admittedly, there are bugs with AVR), it does help you on a number of fights. AVR adds visual markers around the map from which area a Malable Goo will hit to how far away you have to be from an Ice Block on Sindragosa to not be trapped.

Miscellaneous:

  • Unit frames such as Grid, VuhDo and the like, gives a great overview of your raid allows for quick decurses, innervates, rebirths and so on.
  • Gearscore: lol
  • Quartz: A well used cast bar for tracking casts, cast times, DOTs and HOTs on various targets and so on.
  • ForteXorcist: A fun little addon that adds a bar showing you the time before your cooldowns are ready to use. This addon is very customizable and gives you a good overview of cooldowns, debuffs and so forth.

Resources

Moonkin guide on Elitist Jerks
WrathCalcs.xls version 100402.