Monday, March 29, 2010

Nature's Reach: Yes, It is Important.

Is it just me, or are lot more people questioning the importance of Nature's Reach in raids. Lately it seems like every other question about the moonkin spec is about dropping Nature's Reach so that they can pick up some other talent.

To some extent I can see why people would question its importance. At first glance it doesn't provide any obvious DPS benefits. I can see how someone could quickly come to the conclusion that they don't need it because they don't have threat issues and they can stand in range. However, that conclusion ignores the realities of the raiding environment and the talents available to Moonkin. In this post, I will show why Nature's Reach is part of the core Moonkin talent build and why you don't want to spec out of it.

Threat Reduction:

This is probably the hardest sell. I admit that I am rarely threat capped, and I strongly believe that few of us are as long as we have good tanks. I can see how some players could come to the conclusion that they don't need the threat reduction, but I think it is the wrong conclusion.

As I said, I rarely have threat issues, but rarely is not never. If you're like me, you always try to push out the most damage possible. To do that you have to start casting as soon as possible, and threat is always most important at the beginning of a fight or right after a threat drop. Having the threat reduction, allows you to start a little earlier or push a little harder at the start.

You can also look at it as an insurance policy. I know some people will say "I would never pull agro because I watch my threat. Learn to play noob." To these people I say BS. The fact of the matter is we all make mistakes. There may also be a situation beyond our control that could cause us to pick up aggro like a tank death. I'm not saying that these are common occurrences, but they could mean the difference between you living or dying.

Increased Range:

If every fight was like Patchwerk then, the additional range would be useless. However, we know that this is not the case. Anytime a fight includes I large amount of movement and/or a positioning limitation then range can and likely will be an issue. In a fight with a lot of movement it is quite easy for a mob to get out of range. Having an extra 6 yards may mean you don't have to move or at the very least don't have to move as much. In a fight were you have to spread out, having Nature's Reach gives your entire raid more room to spread out in, because they don't necessarily have to adjust for you.

I think these points are best illustrated when you look at some examples. Lets take a look at the bosses in ICC to see how important the additional range could be.


  • Lord Marrowgar - During the whirlwind phase he moves in and out of range constantly as it is. Without nature's reach it would be even worse. Plus, if you are working on hard mode then the extra 6 yards might mean the difference between reaching a Bone Spike and not reaching one during the whirlwind.


  • Lady Deathwhisper - Switching between the adds and LDW can cause range issues depending on how the adds are positioned or kited. Also, the Death and Decay and Ghosts can easily push you out of range.


  • Gunship - No range issues. (and I must say this is the most disappointing fight ever.)


  • Saurfang - Not a lot of movement in this fight, but the Blood Beasts make Nature's Reach a very necessary talent. Standing at max range means you are less likely to get hit by them and it also lets you DPS them if they are going after another raid member.


  • Rotface - Range should rarely be an issue on this fight.


  • Festergut - Some would argue that range is not important on Festergut if you stand at melee range, but I don't think most of us can. Plus, the hard mode of this fight requires a lot more movement and spreading out. Therefore, range is more important on the hard mode.


  • Professor Putricide- There is so much movement in this fight that it is the poster boy of why Nature's Reach is important. It is very easy for Gas Clouds and the professor to get out of range in this fight having a few extra yards will increase your DPS, and this is without mentioning phase 3.


  • Blood Princes- In the normal mode of this fight there is a lot of movement that makes the extra range helpful, for for the heroic mode it is absolutely critical.


  • Blood Queen Lana'thel- Not incredibly important, but makes life a little easier on your raid leader when assigning positions and such.


  • Valithria - All about the adds. When you don't know where your next target will be, having extra range is very helpful.


  • Sindragosa - Could probably do without the extra range, but I'm not sure.


  • Lich King - I've found the key to this fight is getting the Val'kyr down as quickly as possible. Therefore, having extra range to hit them without moving is very important. When you combine this with Defile and not knowing exactly where you will be positioned at times the extra 6 yards is very important.


So there you have it. Eight out of the twelve fights in ICC have a component that makes Nature's Reach at the very least useful. I completely agree that the benefit is hard to quantify, but if you look at he examples I provided I think it is indisputable that it does help your DPS.

Lack of Better Options:

I think the most compelling argument for Nature's Reach. Lets assume for a second that Nature's Reach isn't very useful. What are you going to put those two talent points in?

I could understand possibly dropping Nature's Reach for another strong DPS talent. In fact, I know a lot of Warlocks that don't spec into their range talents, because it requires 4 points and they have some very good DPS talents that they can spec into otherwise. This is not the case for Moonkin.

There are no strong DPS talents for Moonkin to pick up from any of the Druid trees. Moonkin already have 2 talent points that are considered to be freebies, so picking up something for fun or Utility is not difficult now. Dropping Nature's Reach to put additional points into talents like Brambles, Owlkin Frenzy or Genesis that are only minimally useful doesn't necessarily help you.

TL-DR:

I'm going to take a quote from a comment I made on the Moonkin Repository.

Most people say "I don't need Nature's Reach because I'm not threat capped and can stand in range." This argument is a lot like saying I don't need a seat belt in my car because I'm a good driver. Nature's Reach is valuable because of the things you can't control, not the things you can. You may not need the threat reduction 95% of the time, but that last 5% can be critical. The addition range not only will help you to hit the target it allows for you and your raid to have greater flexibility in positioning for critical phases in many boss fights. Finally, there just aren't any better options. If any of the other talents available provided a significant DPS increase it might be a different story, but none of them do.

Quick Note:

This isn't big enough for it's own post, but the live Starfall does a little less damage then the PTR version that we did all of our analysis on. Starfall felt a little weaker then I expected but i had not had a chance to test it, but Erdluf did and found the spell coefficent for the the main stars to be 0.30 rather then 0.37 as Ghostcrawler posted several months ago.

When someone suggested that Starfall had been nerfed since the patch Ghostcrawler desided to respond. He said:

At some point I posted some numbers for Starfall since there hadn't been a PTR build in some time and druids were chomping at the bit to figure out just how much damage it was going to do. The numbers we went with for 3.3.3 were slightly lower than that if I recall correctly, but we
haven't made any changes to Starfall since the patch went live. The live Starfall numbers are still much higher than they were in 3.3.

So, basically Starfall was nerfed a little between the PTR and Live version of he spell. This does alter the math I did before, but I doubt it alters any of the conclusions.

Saturday, March 27, 2010

General News: Owlkin Frenzy, BQL, and the Crab

So, 3.3.3 is finally here with our new world melting Starfall. Reading some of the comments on the various forums it seems like most people are happy with it. Personally it feels a little odd to have it be such a big part of our DPS now. On our last 25man Lich King kill it accounted for almost 17.4% of my damage, and I'm wondering what it will do on Heroic Anub this Monday.

With everyone's attention focused on Starfall, some of you may have missed some of the other little nuggets of Moonkin related news that have come out since the patch. Here are a couple of topics that I want to comment on and make you aware of.

BQL and Owlkin Frenzy:

The BQL ability Shroud of Sorrow has been modified so that it no longer procs Owlkin Frenzy.
Before patch 3.3.3 I would easily have 15 or 16 Owkin Frenzy procs per kill attempt on BQL. In my latest attempt I had zero. It's not a huge surprise that the change was made. I think everyone realized it was a bug, but it was nice to have a little extra DPS on a fight that is so obviously DPS race. The question now is how to react to this change.

In reality, you don't have to change anything. Owlkin Frenzy was always a pretty minor PvE talent for all fights except BQL. The talent still has some uses. The change just makes it as minor of a talent for BQL as it has been for all the other fights. Assuming you had only your two extra talent points in there there is no reason to change your spec since the other options are very minor DPS upgrades as well. That said, there is no reason to keep it either if another talent appeals to you more.

Personally, I'm not sure what I will do, but I doubt I will keep OF for long. The big question is where will I move those points to. Gale Winds seems like a good option because serveral strats are recommending an AoE strategy for Heroic Lady Deathwhisper. Having an extra 30% damage to get down the adds is a big deal for a fight that is all about add management. The other option is to put one point in Typhoon and put the other point pretty much anywhere. I don't plan on using typhoon in most fights, but I hate having a second spec that I only use for Typhoon. It would be nice to free it up so I can play with feral some more. The final option is putting them in Brambles. If you are looking to maximize single target DPS this is probably your best option.

I've got to think about want I want most and make the change, but in the end it doesn't matter a whole lot.

Ghostcrawler Talks about Eclipse:

The purpose behind Eclipse was to encourage Balance druids to cast something besides their hardest hitting spell over and over again. From this thread it appears at least some of you were content with a "rotation" like that, but you'll have to believe me that it was a very common complaint we heard from druids as to what they disliked or why they didn't play Balance.

Now it's possible to base a rotation around a single spells. Mages are designed to do just that. However, they also have a lot of procs, cooldowns, secondary effects and other situational events that mean that even though you're getting most of your damage from one button, you're managing a lot.

We could have gone that way with Balance druids. We didn't largely because part of the kit of Balance is balance, and we thought that manifested itself nicely in switching between Arcane and Nature spells, or Starfire and Wrath, or Lunar and Solar.

The problem with Eclipse (as I've stated many times, so I find the comments that we won't address the issue to be a trifle unfair) is that it now accounts for so much of Balance's damage that the random element can be punishing. Having to shift positions right when you get a proc
should be a little bit of a bummer on the level of missing a few crits in a row, and not a devastating blow to your dps.

We're keeping Eclipse, but the Cataclysm version is a pretty radical overhaul that we hope to be able to reveal soon. It removes a lot of the random element. :)
GC's comment doesn't contain any information that is particularly earth shattering or new, but it is good to know that they are still thinking about the issues.

If there is an interesting part of the comment it is the last line where he talks about the Cataclysm version of Eclipse. I think like many of you I've been eagger to see what changes they have in store since mentioning they had some new ideas several months ago. Is it going to have charges? Are we going to have to build a stack of the buff kind of like combo points for rogues and cats? Is it something completely different that will blow my mind?

Who knows but I am looking forward to learning more. Hopefully when he says soon he means in the next couple of weeks rather then Cataclysm is coming out soon and you will know by then.

That said I do want to point out one thing. At the end of the comment he said that the new Eclipse removes a lot of the random element. The key words there are "a lot of." It doesn't sound like they are removing the random element of Eclipse but are trying to make it less important. In the past, GC has said that they don't have a problem with the ability being random.

I point this out, because I bet the talent will still be based off of critical strikes to some extent. I don't want to see a bunch of people flaming GC because he supposidly said that Eclipse wouldn't be random in Cataclysm.

Monday, March 22, 2010

Patch 3.3.3: What Now? A look at Glyphs and Rotations.

If you pay attention to the Moonkin related forum threads and websites you have probably noticed quite a bit of debate going on for the past couple of weeks. As you probably remember, with the release of patch 3.3.3, Starfall is getting a very significant buff. This change not only impacts our DPS, but it has also raised a lot of questions about which Glyphs to use, and which spells to cast. In this post I hope to answer some of the questions related to moonkin DPS in a post 3.3.3 world.

Glyphs:

Glyph of Starfall - It may sound strange to some of you, but Glyph of Starfall is the only glyph sure to be use by most Moonkin raiders after 3.3.3. The reason is fairly simple. Before the changes Starfall the Glyph of Starfall wasn't fair behind the Glyph of Insect Swarm. In fact, they were close enough that quite a few moonkin advocated using the Glyph of Starfall, so that Insect Swarm would still provide the hit debuff on the boss despite the small DPS loss.

Since Starfall is getting such a huge buff, being able to cast Starfall 50% more often is an obvious a significant bonus as well. There may be a few situations where the Starfall cooldown doesn't line up well with fight mechanics thus making another Glyph a bigger DPS increase, but those situations will be the exception.

Glyph of Focus - This glyph is actually getting a bit of a nerf in patch 3.3.3. The increased damage to Starfall is getting reduced to 10% from 20%, but given the new power of Starfall it will still be buff when compared to pre-patch moonkin DPS. The big question with the Glyph of Focus is how significant is the range nerf when it is used?

That a really hard question to answer because it is quite subjective, but the range reduction is not as big of a penalty as some of you may think. The Glyph of Focus does reduce the range of the base Starfall from 30 yards to 15 yards, but most moonkin have Nature's Reach fully talented, and this still increases the range of Starfall by 6 yards. Therefore, by using the Glyph of Focus you are reducing the range of your Starfall from 36 yards to 21 yards rather then 18 yards as I and some other people expected.

That said, losing 15 yards on your range may be a big deal, and can be seen as both a pro and a con. As ranged DPS most of us are used to trying to stay at max range to allow room for Melee and healers. Finding the new range will take some adjustment and will be difficult to determine. However, the smaller range can also help you focus your Starfall DPS on desired targets.

Glyph of Insect Swarm - Once considered a standard Raiding glyph, the Glyph of Insect Swarm had started to fall out of favor with high end raiding moonkin even before the buff to Starfall. The reason, is the 3% hit debuff Insect Swarm provides when it is not glyphed. I am not 100% confident in the math, from what I understand it actually translates to about 6% for the tanks, and that can be a big help for some of the very hard hitting heroic bosses in ICC. It is possible for Hunters to provide this debuff also, but it is at a much more significant DPS loss then it is for moonkin.

If you don't need the hit debuff that Insect Swarm provides, then Glyph of Insect Swarm is still a very solid DPS buff and compares well to the other available options.

Glyph of Starfire & Glyph of Moonfire- These two glyphs are so closely tied together that I am going to handle them in the same comment. Both are standard moonkin raiding glyph from the early days of WotLK and center around high Moonfire uptime. The problem with that is that Moonfire has not scaled well with the higher levels of gear. So some moonkin are questioning if Moonfire should even be cast when you are not moving.

The fate of these two glyphs really depends on how often you cast Moonfire. If you are only casting Moonfire while on the move then these two glyphs obviously have significantly less value. Therefore, it is possible that one or both of them could be dropped from your rotation.

My Recommendation:

I've put several different glyph combinations through SimulationCraft. The glyph combination with the highest DPS was IS/Focus/Starfall, but there are several reasons why I am hesitant to use that combination. I have been sold on the value of the hit debuff provided by Insect Swarm therefore I am reluctant to glyph IS and lose the debuff. The Glyph of Focus is still solid glyph at 10%, but the range reduction bothers me a lot. Since most fights require some sort of "spread out" mechanic, reducing my range for a 10% buff on a spell use once a minute seems to be a bigger headache then it is worth.

Therefore, I am recommending a Starfire/Moonfire/Starfall glyph combination. It may not have the highest DPS potential, but it is not fair behind the other options. It has the added benefit of being very similar to our current glyph set up which means it has less of an impact our rotation.

The Rotation:

Along with the glyph debate, there has been a debate going on about which DoTs should be cast and when after patch 3.3.3. As I said before, the Moonkin DoTs do not scale well at the higher levels of gear since haste has very little impact on them and crit has almost none.

This has lead some moonkin to advocate a single DoT rotation when patch 3.3.3 is released. The common suggestion form this camp is that Moonfire should only be cast while moving, and that your casting time should be spent on Nukes or on IS if the hit debuff is needed.

I have tried to plugging in several different rotations into SimulationCraft where the amount you cast Moonfire is limited or dropped all together. The only time I found it was a DPS increase over the current standard was if you used a IS/Focus/Starfall glyph combination. Using the Moonfire/Starfire/Starfall glyph combination I suggested above, Moonfire was still a strong part of the rotation. Therefore, I don't recommend any big change to your rotation. However, if you do decide to drop or limit your DoT usage in the future, just remember that it is always important to cast DoTs while on the move if they are not already on the boss.

TL-DR:

Over the past few weeks there has been a lot of speculation on what the impact of the Starfall buff will be. The fact that Glyph of Starfall becomes a standard raiding glyph is a bit of a no brainer, but there were other serious questions raised about the value of our other glyphs and about he value of your DoTs.

In the end, it is my belief that Glyph of Moonfire and Glyph of Starfire are still the best options for our other two Glyph slots. There are other options that may increase your DPS but they come at a price. Also, since Insect Swarm is valuable for the hit debuff it places on the target, and Moonfire is critical for Glyph of Moonfire and Glyph of Starfall, I do not recommend that either DoT be dropped from the standard Moonkin DPS rotation. That said, I highly recommend that you test out the various options on SimulationCraft on your own.

Wednesday, March 17, 2010

Talisman of Resurgence and Skinning Cats

I want to apologize up front about the ranting nature of this post. My intent is not to offend anyone but I am sure that a few of my readers will see themselves in this post. I am making this post to get it off my chest as well as to educate, because I literally cannot take it anymore. The good news is that what I have to say is fairly simple.

The Talisman of Resurgence is NOT a DPS trinket!!!

If you you are a moonkin who uses this trinket as a part of your Moonkin set, then the next time you have some free time your first priority should be to replace this piece of junk. The good news is it is fairly easy to replace. Here is why you want to.

The Math:

I suspect that most people pick up the [Talisman of Resurgence] because it is purchasable with Emblems of Triumph. The funny thing is, you can pick up the [Sundial of the Exiled] with Emblems of Heroism and it is a better DPS trinket. Let me compare the two.

Proc vs Proc:

ToR: Use: Increases spell power by 599 for 20 sec. (2 minute Cooldown)

SotE: Equip: Your harmful spells have a chance to increase your spell power by 590 for 10 sec. (10% proc chance and 45 sec cooldown)
For the Talisman of Resurgence the math is fairly simple. If you assume that you pop the trinket on cooldown then then the proc is equivalent to 99.8 Spell power (599*(20/120) = 99.8). For the Sundial of the Exiled the math is a little more complicated. Since it is an on equip bonus we have to make some assumptions. With a 10% proc chance on average it will take about 10 casts to proc the buff. Also, most raiding moonkin should have a Wrath cast time of 1 second and a Starfall cast time of around 2 seconds, lets assume cast time for all spells of about 1.5 seconds. This means the sundial should proc about once a minute. Therefore, on average the sundial proc is worth 98.3 spell power (590*(10/60) = 98.3). If you want to assume that it procs once ever 70 seconds then the value drops to 84.3 spell power.

As you can see, in the proc department the Talisman of Resurgence has a slight advantage, and also has the benefit of being an on use and therefore less likely to be wasted. However, the advantage is slight. I wouldn't estimate it over 15 spell power.

Stat's vs Stats:

Most moonkin, have a pretty good idea of what 84 Crit rating is worth, but many get confused by the Int. We know it provides some crit and some spell power. It also has mana regen benefits but am going to ignore those because most people don't have mana issues.

The first thing to remember about Int is that it is modified by Blessing of Kings, Furor, and Improved Mark of the Wild. So, the 128 Int on the trinket is actually 158 Int in a raid situation (128 * 1.1*1.1*1.02 = 158). In terms of Crit Rating, 158 Int is worth 43.5 Crit Rating (158/166.66 = 43.5). In terms of Spell Power it is worth 19 spell power (158*0.12 = 19).

So, if you compare 43.5 Crit Rating and 19 Spell power to 84 Crit Rating it is clear that the 84 Crit Rating provided by the Sundial is clearly better then 128 Int. Since the two procs provided by the trinkets are fairly equal, then the Sundial of the Exile is clearly better because of the superior stats. Even if you value sundial with a lower uptime the two trinkets come out roughly equal.

Skinning Cats:

Some of you may be thinking, "What's the big deal? The difference between the two trinkets very small." As one forum poster put it, there is more then one way to skin a cat. I agree. The difference is small and there is more then one way to skin a cat, but just because there is more then one way doesn't mean all of those ways are equal. For example, would you rather skin the cat with a skinning knife or a machete?

The fact of the matter is there are always a bad options, good options, and the best option.

In the end I suspect that a lot of people use the Talisman because it has a high ilevel and increases gear score more then the other options. I can understand how that is tempting when dumb dumbs based pug spots purely on a number that they don't understand. That said, I would rather be excluded from a group because I geared correctly then make gearing mistakes to impress a random pug leader.

About the Blog: You may have noticed that frequency of my posts has dropped. I apologize for that. My life outside of WoW has gotten very busy over the past couple of months and unfortunately the blog has been the one to suffer. Please know that I am not planning on dropping the blog. My posts may be less frequent but I do plan to continue making them.

About My Guild: We are still recruiting. We are a serious progression guild with a relatively light schedule. We accomplish more in 9 hours a week then most guilds do in 15 or 20. For more information please send me an email or check out the website here.

Thursday, March 4, 2010

ICC Moonkin Raiding Gear: Now with Hard Modes

PLEASE NOTE: This list WILL NOT be updated for 4.0.1. That would require a lot of work and isn't really worth it for a 1 or 2 month period where most people don't care about raiding anyway. That said all the links should update when WoWhead converts only so It is a good source to see what is available. Just avoid the cloth.

Arthas and the Hard Modes have been available for a couple of weeks and I need to stop being slack. Here is the updated list that should take us to Cataclysm. Please read over the sections below before looking at the lists. The comments I make here should answer a lot of the questions you may have.

Special Thanks:
Once again Cowtarus on Stormscale-US helped me out in producing this list. He did all of the data entry for the new instances saving me a lot of time and sanity. So if you appreciate the existence of this list please send him thanks as well. I know I appreciate it.

Format Changes:
Once again, I’ve had to make some changes in how I build the list.

  1. Names: The list will only include the Alliance names for the ToC gear. I apologize if anyone has a huge problem with that, but you’re going to have to deal with it. I will not be producing a separate Horde list. At this point in time you should already know what gear you want out of ToC and ToGC. If you don’t, the old lists should be ok for helping you find the available gear.


  2. Purges: No one seemed to object to my purges last time, and no one gave me any reason to keep the Ulduar gear. Therefore, I am dropping it from this list as well as all 5man gear. ToC is easily pugable, therefore I doubt anyone is doing major progression in Ulduar. If you would like to see rankings from earlier instances please look at my earlier lists.

    There are a couple of exceptions that I still included despite falling into one of that categories above. I think all of the exceptions were trinkets.
A few comments:
  1. This list is a tool, not a blue print for how to gear. I’ve never intended these lists to be the definitive guide on how to gear a raiding moonkin. I don’t want to see any comments anywhere that say “item X is the best because it’s ranked number one on Graylo’s list.”


  2. The use of this list requires some thought. It is a general ranking intended to give you an idea on how items relate to each other.

    Please realize that these values are estimates based upon my gear level. Two items with a similar value, can be assumed to be relatively equal. Also, realize that if you are at a different gear level then me, you may value the stats differently. I highly suggest you look at this post to determine how you value stats and weigh your options accordingly.


  3. It is up to you to manage your Hit, Haste, and Crit caps. Do not take every number one item on the list.


  4. These rankings are purely based upon DPS. Yes, Stamina and mana regen have value, but there is no way to directly translate them into DPS. By the same token Intelligence and Spirit have both mana and DPS benefits, but only the DPS is considered.


  5. Procs are particularly hard to quantify. Trinkets and other items that have procs or on use abilities are estimated in the list. However, it is likely that some of them are wrong given that we know very little about some of the procs. I will update them if I can, but I make no guarentees.


Assumptions:
  1. To rank these items I used the following weights Hit Rating - 2.103, Spell Power - 1, Haste Rating - 0.6748, Crit Rating - 0.6014. To be completely honest, I struggled a little with what weights to use for this guide. In the end I went with what SimulationCraft spit out for me. It assumes you are over both the haste cap and the crit cap, and a gear level around a full set of 264 ilevel.


  2. I assume that all socket bonus will be met using Eqic quality gems. This is how I socket each gem: Meta = [Chaotic Skyflare Diamond], Red = [Runed Cardinal Ruby], Yellow = [Reckless Ametrine], Blue = [Purified Dreadstone]. Yes, ignoring socket bonus will improve some of the items. However, the shifts would be small and it's easier manage this way.
A Comment on Going Off Set:
We all know that the primary reason for using our Tier Sets in the past has been for the set bonuses. They have always been good enough for us to ignore poor itemization. However, you only need 4 peices to complete the set. So, in the past we have always been able to pick a slot that is poorly itemized and find a better itemized not tier piece to up grade our gear but still have the Tier bonuses.

I don't think this situation holds for ICC. It depended on some of our gear to be poorly itemized, but the entire T10 gear set is very well itemized. Finding an upgrade out side of the tier set is much more difficult this time around. Most people say that they want to drop one of the hit pieces for something without hit, but even then you're causing yourself to lose DPS stats some where else. In the end, I'm infavor of using all 5 tier pieces, because the gain for going off set in tier 10 is very small if it exists at all. That is just my opinion though.

Ranking Legend:
Black - DPS stat ranking
Red - DPS stat ranking minus Hit rating

Legs:






























Leather of Stitched Scourge Parts (H) Festergut - 25H407.3407.3
Kilt of Untreated Wounds (H) Festergut - 10H397.4397.4
Leggings of Woven Death Crafting394.9394.9
Plaguebringer's Stained Pants (H) Festergut - 25H597.1378.4
Leggings of the Refracted Mind (H) Valithria - 10H373.6373.6
Legwraps of the Awakening Anubarak 25 - H373.2373.2
Sanctified Lasherweave Trousers (H) 95 EoF + Conq Mark + H589366.1
Legwraps of Unleashed Nature Crafting360.5360.5
Lightweave Leggings Crafting358.3358.3
Leggings of Unrelenting Blood (H) Saurfang - 10H358.2358.2
Kilt of Untreated Wounds Festergut - 10355.1355.1
Leather of Stitched Scourge Parts Festergut - 25345.8345.8
Leggings of the Soothing Touch Jaraxxus 25 - H344.3344.3
Leggings of the Refracted Mind Valithria - 10335.4335.4
Plaguebringer's Stained Pants Festergut - 25534.6328.6
Sanctified Lasherweave Trousers 95 EoF + Conq Mark 521.5328.1
Legwraps of the Awakening Anubarak 25326.9326.9
Leggings of Unrelenting Blood Saurfang - 10319.1319.1
Leggings of the Deepening Void Anubarak 25 - H507.4309.7
Leggings of the Demonic Messenger Jaraxxus 10 - H297.8297.8
Leggings of the Soothing Touch Jaraxxus 25294.3294.3
Lasherweave Trousers 95 EoF462.1293.9
Malfurion's Trousers of Triumph - H 1 RotGV489.7275.2
Leggings of the Deepening Void Anubarak 25443.4271
Leggings of the Demonic Messenger Jaraxxus 10248.6248.6
Malfurion's Trousers of Triumph 75 EoT + 1 ToC435.9246.6
Malfurion's Trousers of Conquest 50 EoT389.6221.3

There will be some debate on what is best from this slot. As I said before I prefer the Tier pieces. If you are able to get the Heroic legs and are a Night Elf then this gives you a really easy way to get hit capped. Even if you can only get the 264 ilevel set, Night Elfs can easily hit cap with a couple of Vieled gems. Others will say that the Crafted legs are best, because they are very well itemized. However, they do not have a heroic equivalent, and it forces you to pick up the hit else where.

Head:



























Sanctified Lasherweave Cover (H) 95 EoF + Conq Mark + H553.5553.5
Corp'rethar Ceremonial Crown (H) Gunship - 25H511.3511.3
Sanctified Lasherweave Cover 95 EoF + Conq Mark 506506
Helm of the Elder Moon (H) Rotface - 25H505.3505.3
Cowl of Malefic Repose (H) Queen Lanathel - 10H499.6499.6
Thaumaturge's Crackling Cowl (H) Saurfang - 10H475.5475.5
Helm of the Elder Moon Rotface - 25468.5468.5
Sister Svalna's Spangenhelm (H) Valithria - 10H465.9465.9
Lasherweave Cover 95 EoF463.8463.8
Cowl of Malefic Repose Queen Lanathel - 10457.3457.3
Stormrage Crown Onyxia25455.9455.9
Corp'rethar Ceremonial Crown Gunship - 25438.3438.3
Thaumaturge's Crackling Cowl Saurfang - 10436.4436.4
Sister Svalna's Spangenhelm Valithria - 10432.5432.5
Stormrage Antlers Onyxia10420.3420.3
Helm of Abundant Growth 75 EoT419419
Malfurion's Cover of Triumph - H 1 RotGV615.5417.8
Stormrage Cover Onyxia25416.4416.4
Helm of the Snowy Grotto Twin Valkyrs 10 - H411.5411.5
Helm of Clouded Sight 75 EoT411.5411.5
Hood of Fiery Aftermath 75 EoT549.1393.5
Malfurion's Cover of Triumph 75 EoT + 1 ToC558.5386
Stormrage Hood Onyxia10385.3385.3
Helm of the Snowy Grotto Twin Valkyrs 10380.5380.5
Malfurion's Cover of Conquest 50 EoT509.5358.1

The tier helms are a clear choice again. I don't think anyone will debate that.

Shoulders:

























Sanctified Lasherweave Mantle (H) 60 EoF + Conq Mark + H323.8323.8
Shoulders of Frost-Tipped Thorns (H) Blood Princess - 25H305.3305.3
Sanctified Lasherweave Mantle 60 EoF + Conq Mark 289.1289.1
Shoulders of Mercy Killing (H) Deathwhisper - 25H438282.4
Shoulderpads of the Searing Kiss (H) Queen Lanathel - 10H267.3267.3
Stiffened Corpse Shoulderpads Trash - 25264.3264.3
Shoulders of Frost-Tipped Thorns Blood Princess - 25263.7263.7
Bloodstained Surgeon's Shoulderguards (H) Festergut - 10H257.8257.8
Lasherweave Mantle 60 EoF257.8257.8
Shoulders of Ruinous Senility (H) Putricide - 10H417.5249.3
Malfurion's Mantle of Triumph - H 1 RotGV244.5244.5
Shoulderpads of the Glacial Wilds Northrend Beasts 10 - H243.3243.3
Shoulders of Mercy Killing Deathwhisper - 25390.2238.8
Shoulderpads of the Searing Kiss Queen Lanathel - 10236.6236.6
Bloodstained Surgeon's Shoulderguards Festergut - 10229.8229.8
Shoulders of Ruinous Senility Putricide - 10342.6227
Pauldrons of Revered Mortality 45 EoT218.9218.9
Shoulders of the Fateful Accord 45 EoT217.9217.9
Malfurion's Mantle of Triumph 45 EoT + 1 ToC217.9217.9
Shoulderpads of the Glacial Wilds Northrend Beasts 10215.5215.5
Mantle of Catastrophic Emanation 45 EoT336.3195.4
Malfurion's Mantle of Conquest 30 EoT195.2195.2

Pretty much the same thing I said for the head slot.

Chest:


































Sanctified Lasherweave Vestment (H) 95 EoF + Conq Mark + H437.6437.6
Sanguine Silk Robes (H) Blood Princes - 25H408.3408.3
Robes of Azure Downfall (H) Sindragosa - 10H401.5401.5
Meteor Chaser's Raiment 95 EoF394.9394.9
Sanctified Lasherweave Vestment 95 EoF + Conq Mark 390.1390.1
Deathwhisper Chestpiece (H) Deathwhisper - 25H383.1383.1
Bloodsoul Raiment (H) Blood Princes - 10H378.2378.2
Robe of the Waking Nightmare (H) Valithria - 25H580.6374.5
Vestments of Spruce and Fir 95 EoF372.6372.6
Malfurion's Vestments of Triumph - H 1 RotGV366.8366.8
Ermine Coronation Robes 95 EoF364.7364.7
Chestguard of the Failed Experiment (H) Rotface - 10H360.5360.5
Sanguine Silk Robes Blood Princes - 25358.2358.2
Deathwhisper Chestpiece Deathwhisper - 25351.4351.4
Robes of Azure Downfall Sindragosa - 10350.2350.2
Flowing Vestments of Ascent Northrend Beasts 25 - H347.7347.7
Vestments of the Shattered Fellowship Faction Champs 25 - H345345
Robe of the Waking Nightmare Valithria - 25513.1336.4
Merlin's Robe Pattern from 25man333.8333.8
Lasherweave Vestment 95 EoF331.7331.7
Bloodsoul Raiment Blood Princes - 10330.2330.2
Malfurion's Vestments of Triumph 75 EoT + 1 ToC326.9326.9
Chestguard of the Failed Experiment Rotface - 10326.5326.5
Skyweaver Robes Twin Valkyrs 25 - H502.3321.4
Lunar Eclipse Chestguard Pattern from 25man305.5305.5
Flowing Vestments of Ascent Northrend Beasts 25305.3305.3
Royal Moonshroud Robe Pattern from 25man303.4303.4
Vestments of the Shattered Fellowship Faction Champs 25301.9301.9
Malfurion's Vestments of Conquest 50 EoT292.3292.3
Skyweaver Robes Twin Valkyrs 25445.2272.8
Vestments of the Sleepless Anubarak 10 - H463.4261.6
Vestments of the Sleepless Anubarak 10403.3222.5

The tier set’s itemization wins again.

Hands:



























Handguards of Winter's Respite (H) Marrowgar - 25H305.3305.3
San'layn Ritualist Gloves (H) Blood Princes - 25H303.1303.1
Gloves of False Gestures 60 EoF290.2290.2
Gunship Captain's Mittens (H) Gunship - 25H438282.4
Gloves of the Great Horned Owl 60 EoF281.5281.5
Gloves of the Lifeless Touch Anubarak 25 - H277.1277.1
Gloves of Broken Fingers (H) Rotface - 10H271271
Sanctified Lasherweave Gloves (H) 60 EoF + Conq Mark + H440.9268.4
San'layn Ritualist Gloves Blood Princes - 25266.4266.4
Gloves of Ambivalence 60 EoF264.3264.3
Handguards of Winter's Respite Marrowgar - 25263.7263.7
Icicle Shapers (H) Sindragosa - 10H260.7260.7
Malfurion's Gloves of Triumph - H 1 RotGV256.5256.5
Sister's Handshrouds (H) Deathwhisper - 10H410.4242.1
Sanctified Lasherweave Gloves 60 EoF + Conq Mark 392240.5
Gloves of Broken Fingers Rotface - 10239.7239.7
Gunship Captain's Mittens Gunship - 25390.2238.8
Gloves of the Lifeless Touch Anubarak 25237.2237.2
Icicle Shapers Sindragosa - 10236.7236.7
Malfurion's Gloves of Triumph 45 EoT + 1 ToC229.2229.2
Gloves of Looming Shadow Twin Valkyrs 10 - H331.6224.3
Sister's Handshrouds Deathwhisper - 10365.5216.2
Lasherweave Gloves 60 EoF347.7215.3
Malfurion's Gloves of Conquest 30 EoT206206
Gloves of Looming Shadow Twin Valkyrs 10296203.4

The gloves are the other tier 10 piece with Hit Rating. It may make it a little easier for horde to hit cap by going offset here, but I think most people will use the tier gloves.

Wrists:

























Bracers of Eternal Dreaming (H) Valithria - 25H216.8216.8
Death Surgeon's Sleeves (H) Rotface - 25H216.8216.8
The Lady's Brittle Bracers (H) Deathwhisper - 25H314.5205.1
Ether-Soaked Bracers (H) Rotface - 10H275.8195.9
Bracers of Eternal Dreaming Valithria - 25193.2193.2
Death Surgeon's Sleeves Rotface - 25193.2193.2
Wrists of Septic Shock (H) Festergut - 10H191.5191.5
Bracers of Dark Blessings (H) Deathwhisper - 10H189.4189.4
Bracers of the Autumn Willow Jaraxxus 25 - H189.2189.2
Armbands of the Ashen Saint Anubarak 25 - H186.5186.5
Bejeweled Wizard's Bracers Pattern from 25man179.8179.8
Bindings of Dark Essence Twin Valkyrs 25 - H262.4171.9
The Lady's Brittle Bracers Deathwhisper - 25280.9169.4
Bracers of Dark Blessings Deathwhisper - 10168.6168.6
Moonshadow Armguards Pattern from 25man166.3166.3
Wrists of Septic Shock Festergut - 10163.8163.8
Royal Moonshroud Bracers Pattern from 25man162.9162.9
Armbands of the Ashen Saint Anubarak 25160160
Bracers of the Autumn Willow Jaraxxus 25160160
Felspark Bindings Jaraxxus 10 - H228.8159.4
Ether-Soaked Bracers Rotface - 10240.8156.7
Bindings of Dark Essence Twin Valkyrs 25224.2144.3
Felspark Bindings Jaraxxus 10205.4129.7

There really aren't any good bracers in ICC, and that is one of the arguements for going offset at the leg slot. All of the caster bracers have either Spirit or Hit rating on them. I wasn't able to come up with a good set to get close to the hit cap with hit bracers and dropping the Tier legs, so I am sticking with spirit. The Bracers of Eternal Dreaming are your best bet if you go with spirit. The Death Surgeon's Sleeves have the exact same itemization but are cloth, therefore, I would pass them to any cloth who wants them before I would take them.

Belt:






























Crushing Coldwraith Belt (H) Marrowgar - 25H326.9326.9
Professor's Bloodied Smock (H) Putricide - 25H310.7310.7
Lingering Illness (H) Festergut - 25H299.9299.9
Belt of Petrified Ivy 60 EoF294.5294.5
Crushing Coldwraith Belt Marrowgar - 25292.3292.3
Cauterized Cord (H) Putricide - 10H291.3291.3
Circle of Ossus 60 EoF275.3275.3
Professor's Bloodied Smock Putricide - 25271.7271.7
Cord of the Patronizing Practitioner (H) Marrowgar - 10H269269
Lingering Illness Festergut - 25268.6268.6
Cauterized Cord Putricide - 10260260
Cord of Pale Thorns Twin Valkyrs 25 - H259.1259.1
Cord of Dark Suffering (H) Gunship - 10H256256
Cord of the Tenebrous Mist Northrend Beasts 25 - H255.8255.8
Belt of Omission 60 EoF382.5247.9
Cord of the Patronizing Practitioner Marrowgar - 10239.7239.7
Cord of Biting Cold Faction Champs 25 - H355.6233.6
Cord of Dark Suffering Gunship - 10232.6232.6
Cord of Pale Thorns Twin Valkyrs 25222.3222.3
Cord of the Tenebrous Mist Northrend Beasts 25218.9218.9
Belt of the Winter Solstice Jaraxxus 10 - H218.7218.7
Cinch of the Undying Anubarak 10 - H216.4216.4
Icehowl Cinch Northrend Beasts 10 - H341.9213.6
Cord of Biting Cold Faction Champs 25313.1205.8
Belt of the Winter Solstice Jaraxxus 10193.4193.4
Cinch of the Undying Anubarak 10193.3193.3
Icehowl Cinch Northrend Beasts 10300180.1

The Belt of Petrified Ivy is because you can buy it with Emblems. However, it does not have a heroic version, and the Crushing Coldwraith Belt drops off of Marrowgar. If you have access to Hard modes then the Marrowgar belt will be best in slot if you can roll on cloth.

Boots:


























Plague Scientist's Boots (H) Festergut - 25H326.9326.9
Boots of Unnatural Growth (H) Gunship - 25H304.1304.1
Plague Scientist's Boots Festergut - 25292.3292.3
Boots of the Frozen Seed (H) Deathwhisper - 10H290.3290.3
Boots of Unnatural Growth Gunship - 25273.5273.5
Blessed Cenarion Boots Crafting271.7271.7
Boots of the Mourning Widow Faction Champs 25 - H271.2271.2
Sandals of Consecration Crafting264.3264.3
Pale Corpse Boots (H) Blood Princes - 10H260.2260.2
Boots of the Frozen Seed Deathwhisper - 10258.9258.9
Boots of the Unrelenting Storm Northrend Beasts 25 - H254.7254.7
Deathfrost Boots Crafting382.5247.9
Icecrown Spire Sandals (H) Saurfang - 10H360.8247.3
Footpads of the Icy Floe Anubarak 25 - H367.1241
Pale Corpse Boots Blood Princes - 10229.9229.9
Icecrown Spire Sandals Saurfang - 10318.1221.4
Boots of the Unrelenting Storm Northrend Beasts 25220220
Boots of the Mourning Widow Faction Champs 25218.9218.9
Sandals of the Silver Magus Faction Champs 10 - H316.2217.3
Boots of the Grieving Soul Twin Valkyrs 10 - H216.8216.8
Footpads of the Icy Floe Anubarak 25325.8201.7
Boots of the Grieving Soul Twin Valkyrs 10185185
Sandals of the Silver Magus Faction Champs 10268.1184

The Plague Scientist's Boots are the best boots available, but Boots of Unnatural Growth and Boots of the Frozen Seed are ver nice as well. You will ultimately want the cloth boots, but keep an eye out for the leather ones because they are likely easier to get.

Back:



















Frostbinder's Shredded Cape (H) Valithria - 25H242.6242.6
Jaina's Radiance Tribute Chest 25 - H236.6236.6
Greatcloak of the Turned Champion (H) Saurfang - 25H221.2221.2
Bolvar's Devotion Tribute Chest 25 - H219.4219.4
Frostbinder's Shredded Cape Valithria - 25216.2216.2
Lich Wrappings (H) Valithria - 10H213213
Drape of Bitter Incantation Tribute Chest 10 - H209.3209.3
Volde's Cloak of the Night Sky 50 EoF196.5196.5
Shawl of Fervent Crusader Tribute Chest 10 - H194.2194.2
Greatcloak of the Turned Champion Saurfang - 25191191
Shawl of the Refreshing Winds Northrend Beasts 25 - H189.9189.9
Cloak of Displacement Faction Champs 25 - H279.2176.1
Lich Wrappings Valithria - 10249.3163
Flowing Sapphiron Drape Onyxia25161.7161.7
Shawl of the Refreshing Winds Northrend Beasts 25160160
Cloak of Displacement Faction Champs 25248.3143.2
Fluttering Sapphiron Drape Onyxia10141.6141.6

Cloaks have been very hard to obtain in WotLK. ICC does provide some very nice options and the ToGC tribute cloaks are still very nice if you have one. My guess is that we will see a lot of people wearing Volde's Cloak of the Night Sky since it is purchasable with emblems.

Neck:
















Blood Queen's Crimson Choker (H) Queen Lanathel - 25H240.8240.8
Bone Sentinel's Amulet (H) Marrowgar - 25H221.2221.2
Soulcleave Pendant (H) Saurfang - 10H215.4215.4
Blood Queen's Crimson Choker Queen Lanathel - 25215.1215.1
Amulet of the Silent Eulogy (H) Gunship - 25H333.3207.1
Wail of the Val'kyr Twin Valkyrs 25 - H201201
Bone Sentinel's Amulet Marrowgar - 25197197
Soulcleave Pendant Saurfang - 10192.3192.3
Amulet of the Silent Eulogy Gunship - 25294.9185.6
Pendant of Split Veins (H) Putricide - 10H286.8177.4
Wail of the Val'kyr Twin Valkyrs 25170170
Pendant of Split Veins Putricide - 10248153.4
Darkbane Pendant Twin Valkyrs 10 - H236.8148.5
Darkbane Pendant Twin Valkyrs 10207.1131.4

Blood Queen's Crimson Choker is clearly the best option. Plus, it's even BoE so you may be able to find it on your Auction House but I wouldn't expect it. It is clearly the best in slot neck for a lot of classes, and there will be a fight for it. If you’re running the 10mans, the Soulcleave Pendant is very nice, or you may want to consider picking up one of the multiple spirit necks if you can do so cheaply.

Trinket:
































Phylactery of the Nameless Lich (H) Sindragosa - 25H357.4357.4
Dislodged Foreign Object (H) Rotface - 25H336.7336.7
Reign of the Unliving Anubarak 25 - H331331
Phylactery of the Nameless Lich Sindragosa - 25317.4317.4
Dislodged Foreign Object Rotface - 25297.6297.6
Reign of the Unliving Anubarak 25295295
Muradin's Spyglass (H) Gunship - 10H291.4291.4
Muradin's Spyglass Gunship - 10258.8258.8
Flare of the Heavens General Vezax25 H213.8213.8
Illustration of the Dragon Soul Sartharion25 200200
Sliver of Pure Ice (H) Marrowgar - 10H178178
Eye of the Broodmother Razorscale10 177.3177.3
Scales of Fates Thorim25 173.6173.6
Pandora's Plea Mimiron25 172.1172.1
Solace of the Defeated Jaraxxus 25 - H168168
Sundial of the Exiled 40 EoH 157.9157.9
Abyssal Rune Eadric's Cache156.7156.7
Shiny Shard of the Flame # Onyxia25150150
Shiny Shard of the Scale # Onyxia25150150
Solace of the Defeated Jaraxxus 25150150
Nevermelting Ice Crystal Tyrannus - H 5man147.1147.1
Talisman of Resurgence 50 EoT145.1145.1
Purified Shard of the Flame # Onyxia10134134
Purified Shard of the Scale # Onyxia10134134
Maghia's Misguided Quill 60 EoF439.7120
Talisman of Volatile Power Faction Champs 10 - H118.3118.3
Talisman of Volatile Power Faction Champs 10104.3104.3
Elemental Focus Stone Auriaya10 314.187
Living Flame Razorscale25 30984
Shard of the Crystal Heart 50 EoT325.256

To be completely honest, I don't really know what to tell you about trinkets. Up until a couple of weeks ago I was sure DFO was horrible for moonkin, and that the Reign Trinkets were remain the best trinkets available. The numbers above indicate that might be true, and I am not entirely confident in them. All that said, I have an idea for a post on trinkets that will likely change this ranking to some degree.

# The value of the Onyxia trinkets is the value of the set divided by 2. If you do not have the set, these trinkets are virtually worthless in terms of DPS. On top of that I don't have any hard numbers on the damage proc. I assumed the DoT has a 25% uptime.

Rings:

























Ring of Rapid Ascent (H) Gunship - 25H239.2239.2
Memory of Malygos (H) Sindragosa - 25H224.6224.6
Ashen Band of Endless Destruction Ashen Verdict Exalted330.9223.7
Ring of Maddening Whispers (H) Deathwhisper - 25H220.2220.2
Cerise Coiled Ring (H) Blood Princes - 10H217.6217.6
Ring of Rapid Ascent Gunship - 25212.9212.9
Valanar's Other Signet Ring (H) Blood princes - 25H303210.5
Loop of the Endless Labyrinth (H) Marrowgar - 25H311.1201.8
Ashen Band of Unmatched Destruction Ashen Verdict Revered306.3201.1
Memory of Malygos Sindragosa - 25200.4200.4
Cerise Coiled Ring Blood Princes - 10189189
Ring of Maddening Whispers Deathwhisper - 25186.6186.6
Band of Deplorable Violence Anubarak 25 - H186.4186.4
Runed Signet of the Kirin Tor 10,750 Gold181.3181.3
Loop of the Endless Labyrinth Marrowgar - 25275.4180.8
Valanar's Other Signet Ring Blood princes - 25273.6176.9
Ashen Band of Greater Destruction Ashen Verdict Honored271.3166.1
Band of the Invoker 35 EoT160160
Band of Deplorable Violence Anubarak 25156.7156.7
Ashen Band of Destruction Ashen Verdict Friendly252.8154
Polished Dragonslayer's Signet Onyxia Head152.7152.7
Firestorm Ring Jaraxxus 10 - H266.4148.6
Firestorm Ring Jaraxxus 10223.1118

I feel like half of this choice was made for us with the introduction of the Rep rings. It sucks to some extent because I hate having to pick up Hit or Mp5, but it is also clear that these rings are pretty awesome. They have a gem socket, an awesome proc, and they are relatively easy to get.

For the second ring it’s pretty clear that the Ring of Rapid Ascent is the best choice. It’s the only ring without Spirit or Hit rating on it.

Off Hand:
















Shadow Silk Spindle (H) Blood Princes - 25H233.3233.3
Sundial of Eternal Dusk (H) Sindragosa - 25H215.3215.3
Shadow Silk Spindle Blood Princes - 25206.9206.9
Sundial of Eternal Dusk Sindragosa - 25191191
Chalice of Searing Light Twin Valkyrs 25 - H176.4176.4
Scourgelord's Baton (H) Deathwhisper - 10H313.1176.4
Chalice of Benedictus Twin Valkyrs 10 - H248157.6
Symbol of Transgression Jaraxxus 25 - H277.1157.2
Chalice of Searing Light Twin Valkyrs 25156.3156.3
Scourgelord's Baton Deathwhisper - 10263.6143.8
Chalice of Benedictus Twin Valkyrs 10217.8140
Symbol of Transgression Jaraxxus 25244.7139.5
Antediluvian Cornerstone Grimoire Onyxia25113.7113.7
Antique Cornerstone Grimoire Onyxia1097.697.6

A MH/OH combo is clearly a better choice if you have access to Arthas weapons. Therefore, going after the Shadow Silk Spindle should be a priority. However, a case can be made for Nibelung, and you may be dening a great offhand to another raider without upgrading yourself much. Be careful how you make this choice.

Main Hand:


















Royal Scepter of Terenas II (H) Lich King - 25H1041.41041.4
Frozen Bonespike (H) Marrowgar -25935.1935.1
Tel'thas, Dagger of the Blood King (H) Lich King - 10H921.7921.7
Royal Scepter of Terenas II (H) Lich King - 25897.4897.4
Frozen Bonespike Marrowgar -25820820
Bleak Coldarra Carver (H) Sindragosa - 10H963.3818.2
Tel'thas, Dagger of the Blood King Lich King - 10798.4798.4
Misery's End Anubarak 25 - H795.3795.3
Blade of Terasque Northrend Beasts 25 - H881773.7
Hammer of Purified Flame 5man Quests750.1750.1
Heartcrusher Tribute Chest 10 - H727.5727.5
Blade of the Silver Disciple Faction Champs 10 - H725.1725.1
Bleak Coldarra Carver Sindragosa - 10835.1706.8
Misery's End Anubarak 25704704
Blade of Terasque Northrend Beasts 25775.2680.6
Blade of the Silver Disciple Faction Champs 10644.9644.9

The Arthas weapons are awesome, but that fight is not a push over. Expect a lot of competition. The Frozen Bonespike is the only good MH option that doesn't drop off of Arthas if you are ignoring the staff options.

Two Handed Weapon:





















Archus, Greatstaff of Antonidas (H) Lich King - 25H1187.51187.5
Nibelung (H) Deathwhisper - 25H1148.71148.7
Halion, Staff of Forgotten Love (H) Lich King - 10H1120.71120.7
Dying Light (H) Queen Lanathel - 25H1115.71115.7
Archus, Greatstaff of Antonidas (H) Lich King - 251073.61073.6
Nibelung Deathwhisper - 251010.11010.1
Mag'hari Chieftain's Staff (H) Saurfang - 10H1004.91004.9
Dying Light Queen Lanathel - 25978.5978.5
Halion, Staff of Forgotten Love Lich King - 10976.1976.1
Abracadaver (H) Festergut - 10H1204.8971.4
Sister Svalna's Aether Staff (H) Valithria - 10H1263.6948.2
Clemency Tribute Chest 25 - H922.6922.6
Enlightenment Twin Valkyrs 10 - H885.9885.9
Cold Convergence Anubarak 10 - H870.2870.2
Mag'hari Chieftain's Staff Saurfang - 10848.2848.2
Abracadaver Festergut - 101028.3815.9
Sister Svalna's Aether Staff Valithria - 101066.9780.9
Enlightenment Twin Valkyrs 10779.4779.4
Cold Convergence Anubarak 10759.8759.8

Obviously the Arthas staff is great, but it is difficult to get. We all know that most of the staff debate will center around Nibelung.

Let me put this up front. I am pro-Nibelung, but it is really hard to accurately model. The Val'kyr put out significant damage, but there will always be a little debate about their survivability. I haven't had a big problem with them dying. Their healing mechanic will even keep them up during BQL, but they are stupid. They will stand in fires and die. Therefore, eventhough the simulations say it is an upgrade for me, I have a hard time trusting them entirely.

That said, here is why I like Nibelung. Due to our scaling issues, Moonkin is just about the only spec that Nibelung is good for. Simulations say that it is it is at least equal to MH/OH combos of a similar item level. This means that we can get a decent weapon that no one else will want for very cheap. It's not ideal in the long run, but the other options will be significantly more difficult to obtain.

Relic/Idol:
At this point you should only be thinking about two idols. The [Idol of Lunar Eclipse] is the best and it is purchasable with Emblems of Frost. However, you may be saving your Emblems for your Tier Set or another item. In such a case you should at least have the [Idol of Lunar Fury]. It is purchase able with Emblems of Triumph. Since it is incredibly easy to farm EoTs at the moment, using anything less then the Idol of Lunar Fury is pretty stupid.

Notes:
Once again, as you can see there are a lot of links and values in this post. It is quite possible that some of them are incorrect. If you find an incorrect link or a valuation just doesn't look right, please let me know so that I can correct it.