Showing posts with label Moonkin Basics. Show all posts
Showing posts with label Moonkin Basics. Show all posts

Saturday, January 30, 2010

Moonfire, Scaling, and ICC Raiding

In the Moonkin Basics post I did last week I said "there is some discussion that Moonfire does not scale well at the very top levels of gear." In this post I want to take a closer look at that statement, and see if there is a need to change the Moonkin rotation when you complete your

The Hypothesis:

The Hypothesis is this. Moonfire does not scale as well as Starfire or Wrath, and that the DPET (Damage per Execute Time) of an unextended Moonfire is less then that of an Eclipsed Starfire or Wrath. Therefore, Moonfire should not be cast while Eclipse is active if you cannot guarantee Moonfire will be extended. In short, you should cast Moonfire during Solar Eclipse.

Important Note: This hypothesis only applies to people with the 4T10 tier set. If you have the 2T9 set bonus or a lower level of gear, this discussion does not currently apply to your situation.

The Assumptions:
  • Once again I am using myself as an example. My calculations will use 4263 Spell Power, 33.13% Haste without NG, 60.5% SF crit chance, 57.5% Wrath crit chance, and 63.5% MF crit chance. The only exception to this rule is that I assume I have the 4T10 set bonus.
  • I am also assume the use of Glyph of Moonfire and the Glyph of Starfire.

  • I am also using my talent spec for the calculations, and I assume full raid buffs.

  • In the SimulationCraft, I use myself again. The only change I make is to upgrade my Helm and my Legs to the 264 tier 10 pieces.
The Math:

First lets calculate the execute times of Wrath and Moonfire. This isn't hugely necessary for the calculations because they are the same number, but I like to be as accurate as possible. As I said above, I have 33.13% haste without Nature's Grace. To calculate the uptime of Nature's Grace I will use Wrath's crit chance of 57.5%
NG Uptime = (1-(1-0.575)^3) = 92.32%

Execute time with NG = 1.5/(1.3313*1.2) = 0.9389, therefore 1 second
Execute time without NG = 1.5/1.3313 = 1.1267 seconds

Avg Execute Time = (1*0.9232)+(1.1267*(1-0.9232)) = 1.0097 seconds


Now lets calculate the damage of the average Wrath cast with Eclipse. I will calculate this number with and without the 4T10 set bonus.
Avg Non Crit Wrath = (592+(0.6714*4263))*(1.53*1.13*1.04*1.03*1.03) = 6589 Damage

Avg Wrath with 4T10 = 6589 + (1.2363*6589*0.575) = 11273 Damage

Wrath DPET with 4T10 = 11273 / 1.0097 = 11165 DPET

Finally lets look at the average damage of a Moonfire for all levels of extension. These calculations do not include the 2T9 set bonus.
Avg Non Crit MF DD = (441+(0.1495*4263))*(0.3*1.13*1.04*1.03*1.03) = 403 Damage

Avg MF DD with 4T10 = 403 + (1.2363*403*0.635) = 719 Damage

Avg MF DoT Tick = (200 + (0.1302*4263))*(1.95*1.13*1.04*1.03*1.03) = 1836 Damage

Avg DPET 5 tick MF = (719+(1836*5))/1.0097 = 9804 DPET
Avg DPET 6 tick MF = (719+(1836*6))/1.0097 = 11622 DPET
Avg DPET 7 tick MF = (719+(1836*7))/1.0097 = 13441 DPET
Avg DPET 8 tick MF = (719+(1836*8))/1.0097 = 15259 DPET

As you can see the DPET of an unextended Moonfire is just 9804 DPET. That is less then an Eclipsed Wrath with an average DPET of 11165. However, extending Moonfire by just one tick increases the DPET of Moonfire to 11622 DPET. Therefore, it is possible to increase your DPS by skipping Moonfire during Solar Eclipse if you don't think you will be casting Starfire in the next 15 seconds.

SimulationCraft Results:

I decided to ask this question to SimulationCraft as well. In this test I ran the simulation two different ways. I first ran it with the default rotation where Moonfire is refreshed when it drops off of the mob. In the second simulation, Moonfire is only refreshed if it is not ticking on the boss and Solar Eclipse is not up.

In the first simulation where Moonfire is refreshed whenever it falls off of the mob the total DPS for the simulation was 9497 DPS. In the second simulation where Moonfire was not refreshed during Solar Eclipse the total DPS was 9512.

As you can see, not casting Moonfire did increase the DPS, but it was just a 0.16% increase. I did run several other simulations were moonfire was only skipped if there was a lot of time left on Solar Eclipse, but none of them increased the DPS of the rotation.

TL-DR:

If you have the 4T10 set bonus, it is possible for a moonkin to increase their DPS by skipping Moonfire during Solar Eclipse. However, the increase is very small, hard to judge, and may not be worth the effort. Moonfire should always be refreshed if Lunar Eclipse is up or neither Eclipse is up.

Saturday, January 23, 2010

Moonkin Basics: Spells and Rotations

The notion of a spell rotation is a bit out dated. Back in TBC a lot of classes had very standard rotations where you cast this spell then that spell, followed by another spell, then you start over. Moonkins had the tried and true MF, SF*4 or MF, IS, SF*4.

Those days are long gone. Now spell rotations are better described as spell priority lists where you have to make quick choices based upon the buffs and cooldowns currently available. Therefore, it is very important to understand how each of your spells work so that you can make the correct choices.

ABC: Always Be Casting

This is a modification from a phrase in the Glenn Gary Glenross, but I think it applies very well to caster DPS. There is one simple rule that every caster should know. Casting the wrong spell is better then not casting a spell at all. If you’re casting Wrath and Lunar Eclipse procs, do not cancel your current spell to cast Starfire. If your not sure what to cast next, cast a nuke. Which one you choose doesn’t really matter.

The main point here is that down time is a real DPS killer. Therefore, Always Be Casting.

Core Spells:

Starfire: This is one of the two main moonkin nukes, and is critical for the Glyph of Starfire. It scales very well with all the DPS stats but scales bets with Haste Rating and other Haste effects.

Wrath: The second of the two main moonkin nukes. Wrath scales very well with Spell Power and Crit Rating, but does not scale well with Haste Rating after the soft cap has been reached. Wrath is a good default spell because of it's shorter cast time

Moonfire: Since you should always be using the Glyph of Moonfire, this spell really behaves like a typical DoT. It does have a small direct damage portion, but it is insignificant when compared to the DoT. It scales mostly with Spell Power, but Crit Rating will have some impact if you have the 2T9 set bonus. It does scale with Haste a tiny amount but not enough to worry about.

Most raiding Moonkin will want to try and have 100% uptime with their Moonfire. However, there is some discussion that it does not scale well at the very top levels of gear. In the Simulations, I've run lately Moonfire still increases my DPS, but that may change as I gear up. his may alter how we apply our DoTs, but I am waiting on more information before I say anything conclusive. To be clear, this only matters to you if you are raiding ICC hard mode content.

Insect Swarm: This is our other DoT, and is very typical of that type of spell when glyphed. It scales very little with Haste, and doesn't scale with Crit at all. Unglyphed the spell does not perform as well in terms of DPS but debuffs the mob by giving him a 3% chance to miss. This is obviously not necessary for all fights, but may become necessary in hard modes with hard hitting bosses.

Other Spells:

Faerie Fire: This spell debuffs the boss in multiple ways. It reduces the targets armor value, increased the targets chance to be hit by spells, and increases you personal chance to crit with spells.

Starfall: This is a fire and forget spell. Oddly enough that is it's best and worst quality. What the spell targets is out of your control. This is nice because you just have to hit the button ever 90 seconds, but that also makes it a liability in some fights. For example, I never use this spell on Algalon or the Blood Princes. Both fights have targets that you don't want incidental damage on. Since I can't control who Starfall targets, I just don't cast it during those bosses. In general, you will want to use this spell as often as possible, but it may be a DPS increase to wait if multiple mobs are not currently available. However, do not wait more then 15 or 20 seconds.

Force of Nature (trents): Another good fire and forget spell. The trents do quite a bit of damage, and benefit from standard raid buffs. If possible try to cast Force of Nature right before Bloodlust or Heroism is used. That will significantly increase their DPS. Other then that, use them as often as possible.

Hurricane: This is a very basic AoE spell. It does quite a bit of DPS with two points in Gale Winds and can crit. However, it does not benefit from Vengeance so it Scales with Haste best.

Typhoon: This is primarily a PvP spell but does have some situational uses in PvE. The only good times to use typhoon in a raid is if you need the knockback affect, or if you need to buff Hurricane. Other then that, do not use it in PvE. Typhoon is fairly expensive mana wise, hard to target, and does not have the damage output that our other spells have.

Entangling Roots: A very situational spell. It's not a good spell for CCing DPS targets, but it is good for slowing targets down. What I mean by that is that Roots doesn't prevent the target from DPSing. It just prevents the target from moving. If the target has any kind of ranged ability then roots will do little to it. The main times I've used it in raid are when we need to prevent something from getting to the raid like the bomb bots in the Mimiron fight.

Cyclone: Primarily a PvP, spell but may be useful as a temporary CC on fights like Faction Champions.

The Spell Rotation:

As I said before, Moonkin spell choice is more of a priority list then a Rotation. Here are the general rules you want to follow when in a raid situation.

  1. Debuff the boss first. This means casting Faerie Fire and possibly throwing a Wrath at the boss as your first two spells. The reason is you want to get the armor debuff, hit buff, and Earth and Moon up on the target as soon as possible.

  2. Use Long Cooldowns as often as possible. In some situations you will want to wait to use your long cooldowns, but generally the loss of DPS from not using them on cooldown is greater then the buff they get from being used at a specific time.

  3. Try Maximize DoT uptime, but don't clip the last tick. Always refresh your DoTs on the boss, but do not refresh them early.

  4. Always Be Casting. As I said above, if you don't know what to cast next cast a nuke. Casting the wrong thing is better then not casting anything at all.


Here is how I start most fights. First I put up Faerie Fire and throw a Wrath at the target if we don't have an Unholy DK. Then I DoT the boss up and use my long cooldowns if the situation calls for it. Then I cast Wrath until Eclipse procs and switch to Starfire. Cast Starfire until you get a Solar Eclipse or until the Lunar Eclipse cooldown has worn off. Finally I refresh DoTs and debuffs when the fall off, and use my long cooldowns when are available.

Monday, November 16, 2009

Moonkin Basics: Stats

This is my second post in my Moonkin Basics series. In this series I hope to address a lot of the basic questions asked by people that are new to raiding as a balance druid. For additional reading, please refer to the Moonkin Think Tank and the Moonkin Sticky.

If you're anything like me you don't pay a whole lot of attention to stats as you level. Sure, we make some basic choices like favoring Spell Power over the other stats, but you don't really worry about the Hit cap or if Haste is better then Crit. When you're leveling getting into the details on stats doesn't really matter because your gear improves so quickly and your talent tree isn't fully developed.

Once you get to level 80 all that changes. You can no longer improve yourself by getting a new level and a new spell. The only way you can improve your toon is by improving his gear. On top of that, if you want to get into raiding, you have to pay attention to things like the Hit cap or you will have a hard time even getting into a raid. Therefore, it is very important for you to understand how each of the stats affect your toon, and generally how you should equip each stat.
In this post I will go over some of the general concepts when evaluating stats, and then I will go into more detail on each stat to hopefully answer some of the more specific questions.

Stat Interaction and Valuation

If you're a long time reader of my blog then you know that I've provided specific numerical valuations of each of the stats in the past. To be honest, I don't like providing those values because a lot of people take those values to literally and don't understand the assumptions that were made to develop them.

When I provide specific numerical valuations of stats it's like a point in time snapshot of a Moonkin. My valuations are true for that snapshot, but it doesn't take into account player variation and evolution. For example, when I built my last gear list I used myself as the basis for the stat valuation. Since then my gear has improved, and I guarantee that those valuations would be at least a different now then when the were a couple of months a go. This leads me to my first point.

The first thing that every DPSer should understand is that stats don't operate in a vacuum and there is a lot of interaction between the stats. If you get more of one stat, it will improve the marginal value of the other stats. For example, lets say you increase your spell power by 100 points. Lets look at how this will increase your DPS.
  1. The most obvious way it helps your DPS is by increasing the damage that a single spell cast is capable of doing. However, this decreases the marginal value of Spell Power.

  2. Since your normal spell hits for more, then your Critical Strikes will hit for more as well. Therefore addtional Crit rating will have more of an impact due to the addtional spell power. This increases the marginal value of Crit Rating.

  3. Cast time is also a big component of calculating DPS. If you increase the damage a spell does, decreasing the cast time will have a bigger impact. This increases the marginal value of Haste Rating.

  4. Increasing the damage of a spell per cast also increases the damage lost if a spell misses. This increases the marginal value of Hit Rating.

I could write out this example for any of the four primary DPS stats, but I think you get the basic picture. Increasing the quantity of one stat increases the Marginal value of the other 3 stats.

So, I think you can see how using specific numerical stat valueations can be problematic. Someone gearing up for Naxx will have different valuations then someone who has cleared Heroic ToGC.

The Stat Equation

That said it is important to understand how the Stats generally relate to each other. Here are two quick equations you can use to evaluate the stats on gear.

If you are below the Haste rating soft cap (400 Haste rating for most):


Hit Rating > Spell Power > Haste Rating > Crit Rating > Intellegence > Spirit
If you are above Haste rating soft cap:


Hit Rating > Spell Power > Haste Rating = Crit Rating > Intellegence > Spirit

Hit Rating:
  • Point for point, Hit rating will improve your DPS more then any other stat if you are below the hit cap.

  • In a raid situation all bosses are considered to be 3 levels above the player. This means our spells have a base 17% chance to miss the boss. We can Improve our chance to hit some with talents and raid buffs, but most of your chance to hit will come from Hit Rating.


  • You would need 26.23 points of Hit Rating to increase your chance to hit by 1%.


  • Balance of Power and Improved Faerie Fire are core talents and should not be excluded from any Moonkin Raid build. Therefore, determining your Hit Cap depends on if you have a Draenei in your Party or not. Without a Draenei the Moonkin Hit Cap is 263 Hit Rating. With a Daenei the Moonkin Hit Cap is 237 Hit Rating.


  • Being a point or two above or below the Hit cap is generally not a big deal. However, every additional point of Hit rating you have above the Hit cap has zero impact on your DPS and is wasted itemization.
Spell Power

  • Spell Power increases the damage that all of your spells do. It is the core stat of any Caster DPS build of any class.


  • Generally, Spell Power is the best stat to stack when choosing Gems, Enchants and Consumables. The only exceptions are if you're trying to reach the hit cap or receive a socket bonus.


Haste Rating:


  • Haste Rating reduces the cast time of your spells and reduces the Global Cooldown preventing you from casting another spell.


  • To improve your Haste by 1%, you would need 32.79 points of Haste Rating.


  • Different Haste sources stack Multiplicatively.


  • Haste CANNOT lower the Global Cooldown below 1 second.


  • Since Moonkin have quite a few available haste sources from talents and raid buffs, it is actually quite easy to reduce the Global Cooldown and Wrath's cast time to 1 second. This results in Haste having a "Soft Cap" for Moonkin.


  • A Soft Cap is a point at which a stat loses significant value, but still has some value beyond that point. For Moonkin with full raid buffs and standard talents the Haste Soft Cap is 401 Haste rating. If your raid is lacking a Wrath of Air totem, the Soft Cap increases to 585 Haste rating.


Crit Rating

  • A Critical Strike is a spell cast that does more then normal damage based upon random chance. Crit Rating increases your chance to inflict a Critical Strike.


  • To improve your Crit Chance by 1%, you would need 45.90 points of Crit Rating.


  • Moonkin have several talents and buffs that proc off of Critical Strikes. This does increase the value of Crit Rating a little, but it is important to know that it isn't really significant. The value for Crit rating is almost entirely provided by the extra damage of a Critical Strike.


  • Due to the Mana on Crit mechanic, Crit Rating is actually a key mana regen stat for Moonkin.


  • Finally, Crit rating does have a Hard Cap of 100% crit chance. While it is impossible to reach this cap with gear alone, many moonkin have been able to reach this cap temporarily using a combination of Raid buffs, Lunar Eclipse, and the 2T8 set bonus. This does impact the value of the 2T8 set bonus some, but is not something moonkin should really worry about.


Other Stats:

Stamina - It is an essential stat for raiding, but not something that should be actively stacked. The Tuskarr's Vitality enchant is the only time I would ever gem or enchant for it. There are very few items in the game without it. Therefore, you will get plenty of stam just by picking up normal upgrades.

Intellegence - It does provide some DPS in the form of extra Spell Power and Crit Chance. It also has a big impact on our Mana regen since Mana on Crit and Replenishment are based upon based upon our mana pool. However like Stamina, Int should not be stacked in any way. You will get plenty by picking up normal gear up grades.

Spirit - Improved Moonkin Form converts 30% of our spirit to Spell Power and is the best mana regen stat if you take Intensity. That is really nice given the amount of Spirit we are forced to pick up on our gear, but as a DPS stat Spirit is the weakest we have. Spirit should not be stacked on it's own, but it is common to see people Gem for it and Enchant for it because those gems and enchants are the best available for the socket or armor peice.

Mp5 - Horrible stat, and I am glad they are getting rid of it in Cataclysm. It only provides mana and Mana is currently not a concern for most moonkin. If you are having issues with mana I suggest you try picking up some more of the mana regen talents. If your still having mana issues you need to look at how you play and the group you play with. Mana should not be an issue for any raid geared player.

Spell Penetration - This is not a raid stat. Hell, I'm not sure if they even like it in PvP. Do not stack it under any circumstances. It will not help you and people will laugh at you.

Monday, November 2, 2009

Moonkin Basics: Talents

I'm starting a new series called Moonkin Basics. The purposes of these posts will be to answer the basic questions a new raider or offspec raider would ask. My intention is to keep them up to date as things change in the game and have links to them on the right side of my blog. Obviously, most of what I say in these posts will be common knowledge to experienced Moonkin raiders. Please feel free to comment if you have a difference of opinion.

To some extent these posts are inspired by or stolen from Hamlet's Moonkin guide in the Elitist Jerk's Think Tank (link). It is the best "How-to-Moonkin" guide I have ever read. I think that anyone raiding a mookin should read it. You may also want to check out the Moonkin Sticky on the official forums that has been compiled by Wisprunner.

Some of you may be asking: "If Hamlet wrote such a good guide, and you could get similar information from the Moonkin Sticky, why do you need to post anything?"

Very good question. I'm doing for several reasons.

  • This will be something I control. In the history of WoW, many guides have come and gone, and many are dead before people realize it. I won't maintain it forever, but as long as I'm blogging and playing WoW I will try and keep it up to date. I can't make the same commitment for the other guides if I point people to them.


  • I regularly get asked basic questions about Moonkin DPS. I love it when people ask me questions, but to be honest, I am pretty bad about answering my mail. These posts should give the answers more exposure so that people can find them on their own. It will also give me a quick place to point to if I have already answered the question.


  • Finally, I don't always agree with the answers provided by other guides. The differences aren't huge generally, but they are common enough that I think it is helpful to the readers.


Now, on with the guide.

The Core Talent Build: (Link)

This is what I consider to be the core talent build of almost every raiding moonkin for a majority of encounters. I did leave two points unspent, because how you use those points really depends on your raiding situation. If you have mana issues you'll probably put them in Intensity. If you focus more on single target DPS Brambles is probably the better choice. Gale Winds is a good choice if you have to do significant amounts of AoE.

In addition, to the two points I left unspent, you may want to consider a couple of variations to the core spec I've provided.

  1. Moonglow vs Imp MF - Tier 2 of the balance tree doesn't have a lot of good options. Moonglow is the worst mana "regen" talent we have. Improved Moonfire has very little impact if you also use the Glyph of Moonfire. Unfortunately you have to spend three talent points in these two talents to move on to the 3rd tier of the tree.

    I chose Moonglow in the Core build because it is a simple way to get some Mana regen without really hurting your DPS. The one exception I would make to policy is if you have the 2T9 set bonus. If your Moonfire ticks can Crit then the talent improves significantly.


  2. Imp IS for Mana - The core build ignores almost all of the Mana Regen talents. Most Moonkin I've talked to don't have any problems with mana regen as long as they have replenishment. If they do have issues then Innervate fixes them easily. Therefore, I expect that most moonkin don't have mana issues.

    However, I'm sure this isn't true for everyone. If your looking to pick up more regen from your talent build, I suggest you skip Improved Insect Swarm. It is a decent DPS boost, but probably the smallest one we can reasonably get rid of.


  3. Resto Tier 1 - Currently, there isn't a lot of debate about this tier of the tree, but that may change at some point. Improved Mark of the Wild and Furor are currently favored because they provide a little extra DPS and regen. However, it is really pretty minor. In a heavy damage situation pushback resistance can be a big DPS boost. Since most guilds have Imp MotW covered by a Resto or Feral Druid, don't be surprised if you see many Moonkin taking points out of Imp MotW or Furor to put a few in Nature's Focus, if the situation calls for it.

Talents: A Quick Look

Starlight Wrath - A straight DPS boost. A must have talent.
Genesis - A horrible Moonkin talent. It is really a way for restos to start the balance tree.
Moonglow - Our worst "regen" talent, but relatively cheap. Many moonkin have 1 or 3 points here.
Nature's Majesty - Straight DPS boost for our two main spells. Also plays well with Eclipse.
Improved Moonfire - Very poor talent when combined with Glyph of Moonfire, but is revived with the 2T9 set bonus.
Brambles - Minor talent. Small single target DPS boost, but primarily for PVP.
Nature's Grace - Must have talent. One of the keys to moonkin DPS.
Nature's Splendor - Straight DPS boost.
Nature's Reach - Extra range and threat reduction are to very nice things to have as a raider.
Vengence - Boosts critical strike damage. It works very well with the Chaotic Skyflare Diamond.
Celestial Focus - Pushback resistance is an often overlooked asset. Combine that with haste and this a great talent.
Lunar Guidance - Spell Power for Int. It buffs an unavoidable stat.
Insect Swarm - A high DPET spell when glyphed.
Improved Insect Swarm - Buffs our two nukes but relies on high DoT uptime.
Dreamstate - Good regen stat for leveling, but last one picked for raiding.
Moonfury - Straight DPS Boost
Balance of Power - The extra Hit chance is critical, but don't over look the damage reduction.
Moonkin Form - The key to the whole tree.
Improved Moonkin Form - Raid wide haste + spell power from spirit = great talent
Improved Fairie Fire - Provides a static 3% crit chance to the moonkin and hit for the raid.
Owlkin Frenzy - A PvP talent, but may find a place in very high level raiding.

Wrath of Cenarius - Straight DPS Boost
Eclipse - Love it or hate it, it is the final key to moonkin DPS.
Typhoon - Primarily a PvP spell, but has limited uses in PvE
Force of Nature - Better known as trents. A great single target DPS Spell.
Gale Winds - Only useful for a AoE heavy fight or if you have no need for regen.
Earth and Moon - Straight DPS boost, and provides an essential raid buff.
Starfall - Provides a solid DPS boost in both AoE and single target situations.

Improved MotW - A minor boost to DPS and survivability
Nature's Focus - Provides push back resistance for Wrath and heals.
Furor - Minor DPS and regen boost.
Natural Shapeshifter - Needed for Master Shapeshifter, but would pass if possible.
Master Shapeshifter - Straight DPS boost
Omen of Clarity - Best Moonkin "regen" talent.
Intensity - Great regen talent when fully raid buffed.