What makes you say that, out of curiousity? I suspect you mean I'm wasting a GCD on a Barkskin every minute, but please correct me if I'm wrong. As far as the trinket, I wouldnt say I was "bad" at utilizing it but rather that I more often than not kept out-coaching myself trying to save it for Eclipse procs, etc. and typically ended up under-using it. By macro'ing it into Wrath and Starfire, I'd like to think I'm getting damn near maximum useful uptime.
Barkskin is no longer on GCD, as of the last patch. So the DPS loss would be theoretical, that somehow you weren't maximizing Barkskin's effectiveness in reducing Casting Time Lost.
Popping trinkets whenever they are up can be useful if you are bad at watching their cooldowns to do it manually during an eclipse. Popping barkskin every time it's up sounds like a dps loss for most raid situations, you might want to consider removing that part of the macro. I personally have barkskin in my health stone -> health pot "oh shit" macro.
I'm not sure if you are referring to wasting a GCD, but even if you aren't; using barkskin whenever it's up will almost always be better than waiting to time it perfectly with Eclipse. 25% uptime is better than 15% uptime, only during eclipses.
Speaking to the concept of binding trinkets to spells though: I did this with my trinkets this time around, and bound activation to Typhoon & Wrath, and I couldn't be happier. Now if only I could get rid of the annoying error messages and sounds...
I did this with my trinkets this time around, and bound activation to Typhoon & Wrath, and I couldn't be happier. Now if only I could get rid of the annoying error messages and sounds...
I'm not sure if you are referring to wasting a GCD, but even if you aren't; using barkskin whenever it's up will almost always be better than waiting to time it perfectly with Eclipse. 25% uptime is better than 15% uptime, only during eclipses.
Eclipse is on a 30 second timer, and the majority of the time while raiding the time between procs should be <35 seconds. That gives one barkskin every 1'10'' rather than every minute, during a period where you have:
- Better damage;
- Higher number of spells cast (due to cast time gain from greater crit rate) which impacts on the 2x maximum interrupt extension rule; and
- More gain from cast time because generally you try not to re-cast dots during eclipse.
I think we need some kind of maths on this to draw any conclusion as to which is better rather than generalisations.
Barkskin is no longer on GCD, as of the last patch. So the DPS loss would be theoretical, that somehow you weren't maximizing Barkskin's effectiveness in reducing Casting Time Lost.
Ah somehow I read that change thinking of it's usefulness for feral and forgot about it, I was thinking of the wasted global cooldown. So I guess it comes down to if you want it up for hairy situations to use with your health stone health pot.....I'm thinking of something like Sarth 3d where you might get some hits from an elemental or when the vesp acolyte is up and you take damage when you do damage.
I can't really recall where this was posted. But if my memory is correct i read that Asheara said it would be wise to place dots while running on the Thaddius fight.
you sure of this? Because i think that my dots will still tick for my normal dmg after i get the buff from the charges. Might be that even though our dots tick for normal dmg it still is wise to cast while running.
Can someone confirm this?
thanx for that!
No clue why it looked different for me last raid though. Maybe because we where doing immortal and i was more paying attention to the charges than my rotation or dmg.
Since this is a basic guide for Boomkin maybe adding a hit rating section with a gear suggestion to get the hit rating. Here my proposition
Pre WotLK, it's true you needed 16% hit to be hit caped, and they were a 1% that was impossible to remove. But since WotLK release we can get rid of that last 1% so out new hit cap is 17%.
Balance of Power : 4%
Misery/IFF : 3%
Drainei (allaince only): 1%
Hit cap rating for HORDE: 262
Hit cap for the ALLIANCE: 236
Gear for Horde: 260 hit rating (2 points under the cap)
Legging of the wanton Spellcaster (82 hit rating) Malygos25
Valorous Dreamwalker Cover (42 hit rating) Kel Thuzad 25
Valorous Dreamwalker Mantle (35 hit rating) Loatheb 25
Surplus limb (32 hit rating) Patchwerk 25
Signet of the Malevolent (49 hit rating) Gothik the harvester 10
Boot enchant - Icewalker (12 hit rating)
+9Sp/+8hit rating gem and you'll be 2 points under the cap. IMO +9SP is stronger then 2 hit rating (since you could change this gem for a +16 hit rating gem, to get over the cap by 6 points)
For an alliance I suggest to remove the Signet of Malevolent and you can replace it by a none hit rating ring (like the valor emblem ring) then add 25 hit rating with gems by trying to get your socket bonus (+16 hit (yellow) +9sp/+8hit (orange) or remove the +9SP/+8hit fromt he horde gear and use a second +16 hit gem (yellow) so you only use 2 gem with hit rating and free your slots for other stuff
Don't worry too much about those 2 points, Ulduar is coming out soon, so you'll get new gear and probably it will be easier to found those 2 point in those. Personnaly I prefer to be a little bit under the hit cap (260/262) and spend those itemazation point on spell power (+9SP/+8hit orange gem) rather then "wasting" 6 points to go over the hit rating and loosing 9 Spell power (by using a 16 hit ratig yellow gem instead of the +9SP/+8hit orange one)
*Hit Cap - You need 10% from gear (9% for alliance grouped with a Draenei), getting hit capped is always the right answer.
*EDIT*
My original post was taken from the wrong point of view.
I think it would be worth noting in the original post the 10% assumes IFF or Misery on the target since Feral FF will not give the boost and depending on raid comp, this may be vital information.
Last edited by calderstrake : 03/12/09 at 2:21 AM.
Reason: correction noted below
After some research on my off-spec gear, I thought it would be worth mentioning a change to this. Since all Moonkin will be taking IFF, it would be better to recommend gearing for 7% hit in my opinion. This allows for a much wider range of gear selection to increase dps much earlier in gear progression.
Especially with the change to FF in 3.1 we will not need to worry about working it into a rotation as it will be fire-and-forget.
Afaik iff's hit component doesn't stack with spriest misery. Therefor still need 10% from gear.
*EDIT* I think it would be worth noting in the original post the 10% assumes IFF or Misery on the target since Feral FF will not give the boost and depending on raid comp, this may be vital information.
The guide is written under the assumption that people capeable of finding it has a minimum understanding of the game.
--------
On another matter I will not be updating the original post to 3.1 or future patches - The boredom of this dumbed down game finally caught up with me & I decided to focus on other stuff.
On another matter I will not be updating the original post to 3.1 or future patches - The boredom of this dumbed down game finally caught up with me & I decided to focus on other stuff.
I've been thinking of doing a TTT article when I have some time (maybe spring break coming up), but at this point will probably wait until 3.1 mechanics are better nailed down.
Well this thread is to keep a track of moonkins all over the place in WoW.
Id like to thanks everyone for the insights and posts, cus i used to be resto and now respec to moonkin cus of raid needs. However the thread helped me to obtain a higher dps and understand better my class.
For now I would like to know everyones opinion in the impacts that will generate the new patch coming. Ulduar with the new tier set bonus.
Tier 8 Bonus Changes - Druid
Druid T8 Balance 2P Bonus (Class: Druid) -- Increases the bonus granted by Eclipse for Starfire and Wrath by 15%. (Up from 6%)
As is:
Would this generates an impact in the spell rotation?
Would wrath now becomes a more than 35% use spell in boss encounters?
Is my opinion that spell rotation shouldnt be changed, in the other hand I support to remain the same and just maximize the dps on the spells.
Well this thread is to keep a track of moonkins all over the place in WoW.
Id like to thanks everyone for the insights and posts, cus i used to be resto and now respec to moonkin cus of raid needs. However the thread helped me to obtain a higher dps and understand better my class.
For now I would like to know everyones opinion in the impacts that will generate the new patch coming. Ulduar with the new tier set bonus.
Tier 8 Bonus Changes - Druid
Druid T8 Balance 2P Bonus (Class: Druid) -- Increases the bonus granted by Eclipse for Starfire and Wrath by 15%. (Up from 6%)
As is:
Would this generates an impact in the spell rotation?
Would wrath now becomes a more than 35% use spell in boss encounters?
Is my opinion that spell rotation shouldnt be changed, in the other hand I support to remain the same and just maximize the dps on the spells.
Is the Crit chance of Starfire calculated on cast or on hit?
Or in other word: When MF and IS are down because I have to spam SF during eclipse and I have 2 seconds left of eclipse duration, shall I cast one more Starfire or renew the dots?
Is the Crit chance of Starfire calculated on cast or on hit?
Or in other word: When MF and IS are down because I have to spam SF during eclipse and I have 2 seconds left of eclipse duration, shall I cast one more Starfire or renew the dots?
You have three relevant times - start casting, end casting, and when the spell hits. Starfire hits as soon as you finish casting, while wrath hits later due to travel time.
Cast time is determined when you start casting. Cast roll (miss/hit/crit) is made when you finish casting. Eclipse procs when the spell hits.
I was thinking about refresinh MF and IS during the normal rotation. But what if, either one if the 2 has about 1 seccond time before it ends. When replying a new dot than would mean it starts counting 3 new seconds again?
what i am trying to ask is, wouldn't it be better to cast a wrath instead of reapplying your dot?
It is always better to let your DoT's run their full course before re-applying. It is also not a huge DPS loss if you lose a few particles of a second every few cycles before re-applying, but don't let 3-4 seconds go by without DoT's ticking.
My rotation: W till eclipse --> SF till 3 sec off internal CD --> W till eclipse... Rinse and Repeat.
Pull about 5.2 - 5.5k dps on 25 patch avg, with subpar gear (Still no pennant cloak, leggings of wanton spellcaster, signet of manifested pain OR footsteps of malygos)
Also use AutoHotKey to do all the spamming for me, so it's about as lazy as raiding dps gets.
My guild generally uses Bloodlust at start of fights so i pop treants/starfall to give tank a few secs to get threat and maximize treant dmg before i start my spam.
Key benefits: No loss in overlapping or dropping of dot's, and speccing purely to maximize W/SF dmg, also easy lol
Cons: Movement fights are an issue as u need to pretty much stand still and spam for most of the fight (so goodbye to ez life in Ulduar). Also any time ur stunned or incapacitated ur DPS literally stops for the duration of the stun (eg vortex in maly, deep breath in saph etc etc).
This spec is only possible in current content due to it being so uncomplicated and having a serious lack of movement in fights.
I am confused as to what your intent is with your post. Are you encouraging people to ignore DoTs in an effort to be lazy? Sure you did decent DPS without them, but you realize you are gimping yourself? Your DPS would be even greater even is you only used Moonfire and had proper glyphs associated with it.
For example, lets assume (for easy math) your starfire is 3 second cast, and your DoTs incur the entire 1.5 sec GCD.
Looking at your other fights where you cast a moonfire it did 1,202 initial damage and 741 damage on the DoT. With the MF GLyph this becomes 120 initial damage and a 1,296 DoT. If we now use the Starfire glyph and have your moonfire tick 7 times a single moonfire cast on patchwerk nets you ~9,192 damage for a 1.5 second cast.
For comparison your average SF was 6,031 damage and average crit was 11,780 on a 3 second cast. If we multiply the above moonfire to be equivalent to a 3 second cast it is worth ~18,384 damage. More than even your highest SF crit.
So do you have a nice lazy method of DPSing? Sure, but it is not MAX DPS which is supposed to be an end-game raiding goal. Not a lazy decent DPS spec/rotation, but the one that is going to ensure you are doing the most you possible can.
bad RNG, no bloodlust either from memory
WWS shows bloodlust was cast and you even used a speed pot.
I've been playing Moonkin for a few months, I still have a lot to learn and a long way to go. Reading through the post however, has helped my understanding greatly.
I still have questions about rotation. With SF/MF glyphs, is it better to use SF primarily to proc solar eclipse so that it keeps MF up longer, thus reducing re-cast time? I practice on target dummies, but I'm not sure that the rotation that's doing more DPS is accurate. I get more from SF/W/W... according to the dummies. Everything else I've read seems to point to W/SF/SF.
I saw where you said trees should be used during Heroism/Bloodlust... Do you use trees consistently w/o a shaman every time the cool down pops? Or are they just not a part of general rotation/play? I understand when to use Starfall, and Hurricane for the most part. My question is with Typhoon since it IS AE, but more tightly controlled, so in some ways more versatile. Do you use Typhoon as part of a rotation on its cool down? I guess I'm saying, do you randomly throw in your cool downs, in between your IFF/IS/MF/(Ecplise) rotations?
I read the posts above, but I'm still confused about the benefit of brambles. I do more 10 man grouping than 25 for right now. I have to spend my time doing a lot of AE so I currently spec for Gale Winds instead of brambles. Is it still better for me to use brambles and keep them up on whoever is tanking? Don't mean to sound nub, can't help it... I ams what I ams.
I saw where you said trees should be used during Heroism/Bloodlust... Do you use trees consistently w/o a shaman every time the cool down pops? Or are they just not a part of general rotation/play?
Tree's are situational and can't be a part of a static rotation, just using them whenever the cool-down pops is pointless if they are just going to die immediately, but with patch 3.1.0 "Treants have gained avoidance from area-of-effect damage similar to what warlock and hunter pets already have", so it will be interesting to see how much this helps their survivability.
Regardless, while not part of a static rotation, they should be used if available and if appropriate, even without a shamang in your group for Bloodlust.
Wait for bloodlust if you have one, otherwise time it for the most effect, such as when you know there survival chance is high and the fight has enough time remaining for your trees to be in combat for the full duration of their life.
Wait for bloodlust if you have one, otherwise time it for the most effect, such as when you know there survival chance is high and the fight has enough time remaining for your trees to be in combat for the full duration of their life.
If I understand the mechanics of trees correctly, in order for them to benefit from BloodLust they have to be out before BloodLust is cast, otherwise they do not get it, so the way to get them to benefit from it is to ask the shammie to announce it a couple seconds before he casts it.