Talents

The very basic moonkin spec is as follows: http://talent.mmo-champion.com/?druid#P9NEYfIHoaPPg,FU8OH,11723. This spec will give you the most damage, and leaves two talent points to use where you feel they might give you the most benefit. In this section, we will cover some of the talents – and ignore the obvious ones like Starlight Wrath – hopefully giving you the knowledge to make an educated decision when choosing talents.

Genesis: While Genesis might seem like a good talent to get, it is in fact a very small DPS increase. At late to endgame raiding, our DOTs will be around 10% of our total damage. Increasing this damage by 5% to 10,5 (not 15%) is a very small increase; 0,1% more damage per talent point. Genesis should therefore only be seen as a filler point, and should not be maxed out in a serious PvE build.

Moonglow, Dreamstate, and Intensity (restoration): Mana talents are, for the most part, a thing of the past. As your gear becomes better, you find yourself lying awake at night less, as you get more nonchelant about your mana regen. It is simply not a concern anymore. But if you find, as you are gearing up your moonkin, that you are struggling to keep your mana up with innervates, you can put points into mana regeneration talents.

Nature’s Reach: This is an important talent, as it provides mobility and survivability. Moonkins have no threat reduction, other than this very talent, so a 30% reduction for two talent points is welcomed. But also the range component will aid you a lot, as it allows you to be further away from your target, and offers you more mobility.

Imp. Insect Swarm: Do not disregard this talent too fast. This talent does two things: It makes our DOTs viable, and it lowers your soft crit cap. Without this, your soft crit cap would be 3% higher, and IS and the damage bonus it gives to wrath, would not be enough to warrant casting them. But you have to cast your DOTs anyways, in order to stack up your trinket, so best make the most use out of the talent. In any case, there is hardly anything else you can put points into. Imp. IS gives you roughly a 3% damage increase, 1% per point.

Balance of Power: An important talent for all raiding moonkins, making it easier to become hit capped. Missing a spell is much more devistating to our DPS than having 20 less spell power, as it not only reduces damage done, but might cripple your rotation. Should you find yourself with excess hit, you can remove a point from Balance of Power for every 53 hit rating you have over the cap, but it aids you better to reduce this hit to a more comfortable level, and increase other stats. Balance of Power is a very powerful talent, and you should aim to get the most out of it.

Improved Moonkin form: No matter how much you like or dislike it, you are going to get some spirit. Converting this spirit into spell power, to get the most out of it, is very desirable, and adding the 3% haste to your raid is a great buff.

Imp. Faerie Fire: An all too classic argument for not taking Imp. Faerie Fire is that “I always raid with a shadow priest anyways, so we have the hit buff”. This is a mistake. Our faerie fire lasts a full five minutes, and is up all the time. Furthermore, this talent gives you 3% crit, even if it is not your own faerie fire on the target. If you have both a shadow priest in your group, and another druid casting faerie fire, you don’t have to cast your own faerie fire to benefit from the bonus.

Owlkin Frenzy: At first glance, Owlkin Frenzy seem like an awesome talent. Unfortunately, its procs are very sporatic, and much lower than one would expect. On average, you can expect around a 0,5% DPS increase per point, making Owlkin Frenzy nothing more than a filler. There are other things you might want to use this on.

Typhoon: Typhoon is, largely, a PvP talent, but it does have some uses in endgame raiding. You wont use it for most fights, but there are some fighs where it absolutely shines. If you feel that you have a use for it, and have the talent point to spare, grab it just in case.

Gale Winds: Gale Winds is a bit of a wild card. It does increase the damage of your typhoon, but typhoon doesn’t do all that much damage to begin with. And while it is a very strong buff to hurricane, we only really use hurricane on trash. There are some fights where hurricane is very strong – such as heroic Anub’Arak – but for the most part, Gale Winds will just be another filler.

Omen of Clarity: In early raiding, OOC is a great mana restoring talent – in the sense that you don’t spend the mana when it procs. As you get your hands on some tier 10, your OOC becomes a central part of your DPS as it is required to proc your 2-piece tier 10 bonus.

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