Originally Posted by Shroomism
The cons of a moonkin as I see it:
1. There are usually several (3-4) healing and tanking druids already in the average raid - bringing in an extra druid can sometimes disrupt class balance issues.
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This is a big one. If you have 4 druids and you regularly run with all 4, having one go moonkin can be a blessing (esp if you're healer heavy). However, if you're thinking about *adding* a druid slot, I would think long and hard before taking a moonkin in that slot.
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2. Moonkins are very gear dependent in order to maintain high DPS without running OOM. IMO, most of the time it is probably just better to bring a mage or warlock as pure DPS/AoE, or a shammy as support.. or am I dead wrong?
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Shaman > Moonkin. However, if you have 3 shamans already ... there's an option there. Some guilds (like mine) run with few druids -- if one of them, who already has a raid slots, goes Moonkin, there are benefits.
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3. They must be able to manage their aggro well as they have no aggro reduction abilities (that I know of?)
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It's fairly trivial to go 15 points in Restoration and gain a 20% threat reducer. It's not enough, but it does help (
Talent Calculator - World of Warcraft).
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Now with all of these things combined it seems to me a moonkin is probably not even worth the raid spot most of the time. As most moonkin I have personally witnessed, don't really know what the hell they are doing.. they will either pull aggro and die early on, or run OOM and be crap DPS, waste innervates on themselves, etc..
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It takes a truly skilled player to make a moonkin work well. And if you are pre-BT (like 99% of us), the only gear available for such a player is either cloth, or T4/T5. It's easy enough to hit 1000 nature damage : the question is then what to do with it. The theorycraft says that a moonkin should be able to perform approximately on the level of a fire mage, *assuming* the fire mage gets no synergistic buffs. Unfortunately, this will never be the case -- fire mages get CoE and Imp Scorch stacks; Moonkins get neither. It's a very similar build : one spams Fireball, the other spams Starfire (and Scorch/IS are similar in terms of mixing the cycles).
But done properly, it's much *much* easier to do high dps as a fire mage than a moonkin.
We have a moonkin in our guild. The 3% hit buff does help. But realistically, she's never topped 600 dps in a raid setting. On Dr. Boom she's able to hit about 850, but somehow in the stress of combat, it never works out that way. We're tolerating it for now, and hoping that with a bit more gear and practice, she'll push her numbers higher.
For SSC/TK, I'd be perfectly happy with 700 dps. If she could do that on every fight, I'd take her along. 5% crit as an aura is powerful for both paladins and the dps casters (mages, locks, ele shaman), and the 3% hit debuff is amazingly powerful. Even if you just consider it as bringing your tanks up to their hit cap, that's a LOT of threat headroom you just handed to your raid.