* Earth and Moon (Tier 10) changed so your Wrath and Starfire spells have a 100% chance to apply the Earth and Moon effect. It now also increases your spell damage by 1/2/3/4/5%. (Previously had a 20/40/60/80/100% chance to apply the Earth and Moon Effect) Buff Duration also decreased to 15 seconds.The Good:
* Eclipse (Tier 9) changed so when you critically hit with Starfire, you have a 33/66/100% chance of increasing damage done by Wrath by 10%. (Previously 20/40/60% chance)
* Improved Moonkin Aura (Tier 7) gives 3% spell haste for all ranks and now you gain 5/10/15% of your spirit as additional spell damage.
* Improved Faerie Fire (Tier 7) increases your critical strike chance against targets afflicted with Faerie Fire by 1/2/3%.
* Nature's Splendor (Tier 3) changed to - When you cast Moonfire, Insect Swarm, Rejuvenation, Regrowth or Lifebloom you have a 33/66/100% chance to increase it's duration by 3 sec.
This is definitely an improvement over the old build. Earth and Moon and Imp Moonkin Aura gained buffs that will increase Moonkin DPS.
The best change is to Imp Moonkin Aura for a couple of reason. This is a talent we were going to pick up in the old build, so this is a free buff. Also, anything that boosts our damage in relation to spirit is great because we are going to be seeing a lot of spirit on our gear. This makes up for the nerf to Lunar Guidance a little bit. A lot of people on the forums had been asking to get Crit rating, but I think most will be happy with this also.
Beyond that we have a definite reason to not only pick up Earth and Moon but put 5 points in it for a little additional scaling.
The biggest issue is still bloat. I have seen no indication that any talent costs have been reduced and these talent changes make just increase the number of desirable talents. In the last build I wouldn't have put only 3 points in E&M, and none in Eclipse or Imp Faerie Fire. So, Moonkin now have 8 more places to put talent points we don't have.
This is an issue Moonkin have been stressing since the first alpha build, and with each build it seems to just get worse. I know Blizzard has said they are going to take a look at it and probably shave off a couple of points here or there, but that was several weeks and several builds ago. Its time for them to do something about it. In my current mock raid build, I have 3 points left with 5 viable talents that have 12 possible talent points, And that excludes Imp FF. I'm not saying I should get all 5 talents, but forcing me to drop 3 or 4 of them isn't reasonable either.
Improved Faerie Fire was the least improved in this build. The increased crit is nice, but it does not address the core issue of the talent. The duration of the talent is to short and and it is much easier for another class to apply. Even with the additional crit, Imp Faerie Fire will still be a DPS loss for Moonkin. According to my quick math a rotation SF rotation that included Imp FF would have 1.1% less DPS then an SF rotation that did not include Imp FF. (This assumes the 3% hit is provided by Misery.)
The problem is the duration. Since it is only 40 seconds we cant get enough SF or Wrath casts off to let the Crit compensate for GCD loss let alone improve our DPS. Blizzard needs to increase Faerie Fires Duration or give us some way to refresh it without switching from our damage rotation. As is, no should moonkin will pick up this talent as long as there is an Shadow Priest in raid.
I think the Jury is still out on Eclipse. The reduction in cooldown and reduced randomness are definite improvements. However, the buff's duration was cut in half to 15 seconds. Also, the question of how Wrath and Starfire relate is still unanswered. Is there enough of a contrast to warrant switching spells?
My Mock Raid Build:
As I mentioned before I have created a new Mock level 80 raid build. Here is the link.
As you can see I still have 3 points that I am unsure how to spend. Here are the choices:
Dreamstate (3 pts) - A lot has been done to improve our mana situation, but with potion sickness I am unsure if this is an expendable talent. If I have mana issues I may be forced to put the points here.
Owlkin Frenzy (3 pts) - This is obviously a great PvP talent, but has some potential in PvE as well. If WotLK raids are designed like BT and SWP with a lot of raid wide damage, the the push back resistance and extra damage will be very helpful.
Eclipse (3 pts) - As I said before, I am very up in the air on this talent. I don't know if it has been improved or not. I need to sit down and do some math to figure it out.
Force of Nature (1 pts) - I love the trees, but the are hardly an ideal raid talent. In WotLK they will be a little more controllable, but they will still be weak and situationally useful. On top of that I have never gotten really proficient at casting the spell. I always seem to get a little out of range. The plus side is they can do significant damage that is both threat free and mana efficient if used correctly.
Gale Winds (2 pts) - I would love to pick up this talent. I hate getting killed by locks and mages on the damage meters during AoE pulls. In Hyjal, Holly Paladins can do similar damage to what I can do because the run in and Consecrate. The problem is we don't know how important AoE is going to be in WotLK. Right now I file this talent under nice but situational.
This is a nice start, because there are some very nice changes here. I think most moonkin though would agree with me and say that a few more changes are needed. Something needs to be done about bloat, and Imp Faerie Fire needs to be tweaked. Eclipse may need to be tweaked also, but I will wait until I have done the math to say for sure one way or the other.
Let me know what you think. How would you design a raid build with these changes? How does this change your outlook on the tree if at all?
Edit: I saw the change in Eclipse's duration and edited some of my comments.