Moonkin in Rated Battlegrounds


My favorite thing to do in WoW at the moment? Rated battlegrounds!

After clearing Highmaul normal and some bosses on heroic I didn’t feel like raiding anymore, because that’s what I’ve been doing for years now and I’ve always wanted to get more into PvP and rated battlegrounds. Luckily I’m not a raider anymore so I can do whatever I want. Last time I did rated battlegrounds was in Cataclysm when rated battlegrounds were introduced to the game but back then the queues were so long and it was hard to find a team unless you had high rating from arena which I didn’t have. I’m actually not a fan of arena, it might be because I suck at it and I don’t like being focused so battlegrounds are more my thing cause I can usually hide and blast down my enemies one after one without anyone noticing.

I had already geared my druid with the Primal Combatant PvP gear you purchase for honor. Gearing up for PvP are very easy these days because you have a chance to get PvP gear in the boxes you get from winning events in Ashran and from winning Ashran by defeating the opposite faction’s leader. Plus you get honor and conquest points from completing objectives and events. So I did Ashran until I had enough conquest points to buy the Primal Gladiator weapon and I spent the honor on the Primal Combatant honor gear parts I missed.


I find rated battleground teams to join in the looking for group tool in-game. Most groups expect you to have the Primal Gladiator weapon and at least full Primal Combatant PvP gear, some might want you to have experience or rating. But there are groups for everyone. I always do at least 3 wins every week. The reason for that is that you have a chance to get a piece of Primal Gladiator gear from the 3 first wins every week.

At the moment I’m looking for groups to increase my rating which is around 1600 right now, but my highest is 1700 and I would like to find a group of good players who want to see how far we can get. I met many different kinds of players and groups. Most are very friendly, well-behaved and good players, but some are directly the opposite. When I find a group I expect them all to know their class and how the battlegrounds work. A good leader who can explain tactics like who should go where and a target caller is also needed. Besides that I expect people to stay a while and not give up just because we lose one game.

Most rated battleground teams seem to love balance druids these days. I’m not sure why, but it might be because we do pretty good damage, we can run fast and crowd control. I’m not the best PvP player but I’m not bad either because I think I’ve done well in most games I’ve played. I always try to damage the right target, CC a target that I think needs to be CCed like a healer, slow and root enemy flag carrier, knock enemies down from Lumber Mill in Arathi Basin, sneak around and try to capture bases.


I don’t have a lot of experience from moonkin PvP so I’m always looking for advice and feedback, and I check other player’s talents and glyphs on Armory. I might not know everything about why this or that talent is the best but I chose the talents I think are the best and those I feel fit my play style the best. Which talents I decide to choose also depends on which battleground we get, but most talents stay the same for all battlegrounds.

Talents I use in all battlegrounds:

  • Displacer Beast: I’ve finally gotten used to this after being a fan of Wild Charge (which I used in all forms) for a long time.
  • Ysera’s Gift: Most players I’ve seen uses this one right now so I chose to go for it as well but I might swap it if I feel it’s needed.
  • Ursol’s Vortex: This is my favorite because it’s ranged and I can use it with Solar Beam to interrupt healers or to slow players down. But I think you can choose whichever you feel works the best for you.
  • Nature’s Vigil: Most players go for this one because it makes your damaging spells heal injured team members.
  • Euphoria: This shortens your balance/eclipse cycle and reduces cast time on Wrath and Starfire.

Those I swap between are:

  • Typhoon: I see Typhoon as a must have in Arathi Basin and Eye of the Storm even though they put up walls around the middle in Eye of the Storm it’s still possible to knock someone down if they stand in the right spot. In Arathi Basin Lumber Mill is exactly the same as in a normal battleground so you can knock people off the edge and it might help your team win that base. This talent can also be useful in Silvershard Mines to knock enemies away from the cart you’re controlling.
  • Faerie Swarm: I choose Faerie Swarms in battleground where I need to be able to slow down targets, like enemy flag carrier in Warsong Gulch and Twin Peaks. It’s also great for preventing targets from using stealth or invisibility. But I choose it for the slowing effect. This can also be useful to slow down players in other battlegrounds.
  • Incarnation: Chosen of Elune: I think this talent is the best choice for increasing your damage so I use this one in most battlegrounds.
  • Force of Nature: I find this talent very useful in capture-the-flag battlegrounds like Warsong Gulch and Twin Peaks because it instantly roots your target, it has 40 yards range, 3 charges with a short cooldown. The damage is a bonus. This and Faerie Swarm has been very useful in many battlegrounds I’ve played but it might not be needed if you got other players in your team which are very good at slowing targets, and you still got your normal Entangling Roots, Cyclone and Incapacitating Roar/Ursol’s Vortex/Mighty Bash.

My glyphs are usually the same in all battlegrounds. These are the ones I find most useful but I like to try new ones every now and then.

Major glyphs:

  • Cyclone: 5 extra yards on Cyclone is a must.
  • Barkskin: Gives you extra survivability by reducing the chance you’ll be critically hit by 25% while Barkskin is active.
  • Shapemender: Heals you for 5% of your max health every time you activate a form. Not sure how good this glyph is but I’m testing it out.

Minor glyphs:

  • Grace: Good to reduce fall damage in all forms.
  • Stag: I like the stag, otherwise no good reason to use it, people rarely use me as a mount.
  • Stars: I love being a moonkin but sadly in PvP being a big owl makes you the target everyone wants to kill. You might also fool some mages and shamans thinking they can Polymorph and Hex you when it looks like you aren’t in any form.

So my talents and glyphs will look something like this.

The first picture shows my talents for a battlegrounds like Eye of the Storm and Arathi Basin where I want Typhoon to knock players down. The second picture shows my talents for Warsong Gulch and Twin Peaks where I want Faerie Swarm and Force of Nature for maximum slow on the enemy flag carrier.

In Battle for Gilneas and Deepwind Gorge both Faerie Swarm and Typhoon can be useful because Faerie Swarm can slow players down and Typhoon can be used to knock people away from the flag on a base when you’re trying to capture it. I think Typhoon also works to interrupt players trying to capture the base and other casts/heals. Force of Nature can also be used to slow and to interrupt other players trying to capture a base.

These talents can also be very useful to slow players down when trying to get your hands on the orbs in Temple of Kotmogu, my least favorite battleground, and in Silvershard Mines to knock players away or slowing them to prevent them from getting close to the cart you’re controlling. But Incarnation: Chosen of Elune is also a good choice if you don’t need Force of Nature to root players.

I’m always trying to become better at playing moonkin in PvP, but I don’t like practicing in normal battlegrounds because most players there don’t even know the tactics, their class or they don’t care enough to do their best and it’s hard to do good when the rest of your team don’t do their part. So I think the best way to get better is to just do more rated battlegrounds and that’s what I’ll continue to do.

Do you play rated battlegrounds?

Flapping Owl


I finally got my hands on Glyph of the Flapping Owl on the beta! This video was uploaded to YouTube a few weeks ago and I sent the uploader a message to ask where I could get the glyph and I got the name of a player who could craft the glyph. I sent an in-game mail to the player and got a glyph in return the next day. Thank you!

I’ve been wanting to try out this glyph since I first heard about it. The ability “fly” in moonkin form, either as a slowfall or fly a short distance (more of a leap), is something I’ve been wanting for years now so I can’t wait for it to go live in Warlords of Draenor!


It’s a minor glyph which teaches you the ability Flap. “You flap your wings, slowing your falling speed”. It’s channeled, and you can press it over and over again as it’s about to run out and you can flap around forever. It even works on the ground and it looks like you’re flying.

This glyph is exclusive with Glyph of the Stars, so you can’t use both of them at the same time. You need inscription and at least 600 skill to learn the glyph through Research: Warbinder’s Ink but a scribe who discovered the recipe can sell it to other scribes who can learn to craft it with 295 skill.

A must have for all balance druids, right?

No update to the Moonkin Form

It started in Wrath of the Lich King and patch 3.2 when Blizzard announced the new Cat and Bear Form. I assumed Moonkin Form would be up next together with Travel Form and Aquatic Form. Cataclysm was announced and we were told that trolls could be druids and I immediately thought of Moonkin Form update again, but Cataclysm was released and we only got a new Flight Form for worgen and troll druids. Again I assumed Moonkin Form would be next.

Time went on and Mists of Pandaria was released together with new Travel Form and Aquatic Form. But what about Moonkin Form? We got a glyph. A glyph which makes us able to look like we’re out of form when we actually are in Moonkin Form. Do they think that the glyph is what they gave to us and that we’re happy with it? I wonder if they really think that it’s right to update everything except the Moonkin Form, why not complete all the druid forms and be done with it? I’ve been a Moonkin since the day my first druid hit level 40 and was able to put a talent point in Moonkin Form. Back then it was adorable and funny, and it kind of still is, but I wish it looked less pixelated now when everything else looks so smooth and beautiful.

Now they’re updating all the original race models, which is also about time. Even the Draenei and Blood Elf. But what’s left after that? Moonkin Form.

This weekend at BlizzCon I hoped someone would ask about it in the Q & A, but none did, so I tweeted my question to Kat Hunter Metzen and I was happy to get an answer even if it wasn’t the answer I had hoped for.

Oh, man, we have given a lot of love to druids over time
with their different forms, so the moonkin will have to wait
a little bit longer

I guess they will update it some time in the future, if not in Warlords of Draenor, then maybe the next one, or the one after that, I won’t hold my breath.

MoP: Balance druid pre-raid gear

Pre-raid gear in Mists of Pandaria 

This is an updated version of this list of pre-raid gear for level 90 balance druids. First is a list with the best items sorted by slot, next is a list of factions and items, then a list with gear from dungeons and last professions. These lists are made for balance druids but might also work well for restoration druids and mistweaver monks as they use the same gear.

It’s still work in progress, so I will update it if anything changes or if there is more to add.

Best in Slot (BiS) – pre-raid

I’m not 100% sure these items are absolutely BiS pre-raid, but they’re good choices and what I’ll be going for unless something changes.

Snowdrift Helm (2250 VP Shado-Pan revered)
Hood of Viridian Residue (Vizier Jin’bak – Siege of the Niuzao Temple heroic)

Burning Necklace of the Golden Lotus (quest: The Final Power, Valeof Eternal Blossoms)
Pendant of Precise Timing (Saboteur Kip’tilak – Gate of the Setting Sun heroic)

Whitepetal Shouldergarb (1750 VP Golden Lotus revered)
Incarnadine Scarlet Spaulders (High Inquisitor Whitemane – Scarlet Monastery heroic)

Cloak of Snow Blossoms (1250 VP Shado-Pan revered)
Sagewhisper’s Wrap (1250 VP Shado-Pan revered)
Cloak of Overwhelming Corruption (Preotectors of the Endless (Elite) – Terrace of Endless Spring)
Scorched Earth CLoak (Brother Korloff – Scarlet Monastery heroic)

Nightfire Robe – LW
Wildblood Vest – LW
Mistfall Robes (2250 VP – Golden Lotus revered)
Chestguard of Despair (Sha of Doubt – Temple of the Jade Serpent heroic)

Clever Ashyo’s Armbands (1250 VP – The August Celestials revered)
Star Summoner Bracers (Gu Cloudstrike – Shado-Pan Monastery heroic)

Liferuned Leather Gloves – LW
Wildblood Gloves – LW
Ogo’s Elder Gloves (1750 VP The August Celestials revered)
Rattling Gloves (Rattlegore – Scholomance heroic)

Klaxxi Lash of the Harbringer (1750 VP Klaxxi revered)
Hurricane Belt (Trial of the King – Mogu’shan Palace heroic)

Wind-Reaver Greaves (2250 VP Klaxxi revered)
Darkbinder Leggings (Taran Zhu – Shado-Pan Monastery heroic)

Asani’s Uncleansed Sandals (Protectors of the Endless (elite) – Terrace of Endless Spring)
Treads of Corrupted Water (Wise Mari – Temple of the Jade Serpent heroic)

Watersoul Signet (Protectors of the Endless (elite) – Terrace of Endless Spring)
Simple Harmonius Ring (1250 VP Golden Lotus revered)
Seal of the Lucid (Quest: Shadow of the Empire Dread Wastes)

Relic of Yu’lon (Quest: Darkmoon Serpent Deck)
Flashfrozen Resin Globule (Vizier Jin’bal – Siege of the Niuzao Temple heroic)
Blossom of Pure Snow (1750 VP – Shado-Pan revered)
Vision of the Predator (Striker Ga’dok – Gate of the Setting Sun heroic)

Regail’s Crackling Dagger (Protectors of the Endless (elite) – Terrace of Endless Spring)
Inscribed Crane Staff – Inscription
Carapace Breaker (Raigonn – Gate of the Setting Sun heroic)
Gustwalker Staff (Wing Leader Ner’onok – Siege of the Niuzao Temple heroic)

Inscribed Jade Fan – Inscription
Record of Mysterious Deeds (Gai-Cho Earthtalker Townlong Steppes)
Bottle of Potent Potables (Hoptallus – Stormstout Brewery heroic)

Items sorted by faction/drop


The August Celestials






The Klaxxi




Golden Lotus




Gate of the Setting Sun

Mogu’shan Palace

Scarlet Halls

Scarlet Monastery


Shado-Pan Monastery

Siege of Niuzao Temple

Stormstout Brewery

Temple of the Jade Serpent




Quests for Darkmoon trinkets



Moonkin buff? No. Fix!

After Wednesday when patch 4.0.1 went live a lot of people have talked about the buff moonkin got and that they soon will get. I hope not.

The truth is: Moonkin didn’t get buffed, moonkin got fixed! What they fixed in this patch should have been fixed a long time ago, I didn’t see it then, but I do now. They finally made Insect Swarm and Moonfire benefit from haste and Eclipse, and by increasing the cast time on Wrath we can now stack a lot more haste without worrying about any haste cap.

Moonkin don’t need a nerf just because their spells finally scale properly and benefits from other mechanics, that’s how it should be. Finally do moonkin have a chance to compete about being the top dps class.

But they did “nerf” some spells, blue here, but I haven’t really noticed, so can’t be much.

I just hope moonkin can stay like this now.

Moonkin in 4.0.1

Patch 4.0.1 is going live on EU realms Wednesday 13th October. Many things will change is this patch so I thought I’d write a post about it to share what I have experienced on the beta and PTR. This post will cover the following:

  • New talents
  • Talent build
  • Glyphs
  • Stats and caps
  • Eclipse
  • Rotation
  • Reforging
  • Gems
  • Enchants
  • Consumables
  • Addons
  • Armor specialization

So this post turned out to be my first moonkin guide. You can also find it here or by clicking “moonkin guide 4.0.1” in the menu on top. If you have any comments, questions or feedback I’ll be happy to read it.

New talents:

  • Solar Beam – You summon a beam of solar light over the enemy target’s location, interrupting the enemy target and silencing all enemy targets under the beam within 5 yards while it is active. Solar beam lasts 10 sec.
  • Shooting Stars – You have a 2% chance per point when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec. (2 points)
  • Sunfire – While in Solar Eclipse, your Moonfire spell will morph into Sunfire. (1 point)
  • Starlight Wrath – Reduces the cast time of your Wrath and Starfire Spells by 0.2 sec per point. (3 points)
  • Euphoria – While not in an Eclipse state, you have a 12% chance per point to double the Solar or Lunar energy generated by your Wrath of Starfire when they deal Damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6%/12% of your total mana. (2 points)
  • Lunar Shower – When you cast Moonfire, you gain Lunar Shower. Lunar Shower increases the damage done by your Moonfire by 2% per point and reduces the mana cost by 10% per point. This effect is refreshed and amplified when you move, stacking up to 3 times. Effect lasts for 3 sec. (3 points)
  • Fungal Growth – When your Treants die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards, slowing all enemy targets by 35% per point. Lasts 10 sec. (2 points)
  • Starsurge – You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 1272 to 1756 Spellstorm damage to the target and generates 15 Lunar or Solar energy, whichever is more beneficial to you.

Talent build:

This spec is the one I’ve tested on the beta and PTR and the one I’ll use when the patch hits. It’s a PvE spec with mana regen talents cause I’ve experienced we might need them for the longer boss fights.

A pure damage spec without mana regen talents could look like this, if we don’t need the mana regen or for soloing.

Here is another one with Moonglow for lower mana cost on spells but with Gale Winds, think I’ll try this one if I don’t need my Innervate.

I haven’t picked Solar Beam in any of my specs cause I rarely used it on the beta and PTR, but I see how it would be good for soloing or PvP, but I’m not much of a PvPer, but here is what I think would be good for PvP.


The glyph system will change and we will now have 9 glyphs instead of 6. Some glyphs are changed, some are new and some are removed. You will only need one of each glyph cause you can learn them once and then you will always be able to switch them out and back again as you like, but it requires Dust of Disappearance to remove them.

Here are some of the most useful glyphs for balance druid:


  • Glyph of Insect Swarm: Increases the damage of IS by 30%
  • Glyph of Wrath: Wrath does an extra 10% damage to targets with Insect Swarm
  • Glyph of Starfire: Starfire increases the duration of Moonfire by 3 seconds
  • Glyph of Starsurge: When your Starsurge deals damage, the cooldown remaining on your Starfall is reduced by 5 sec.
  • Glyph pf Moonfire: Increases the periodic damage of Moonfire by 20% (up from 10)


  • Glyph of Starfall: Reduces the CD on Starfall by 30 seconds.
  • Glyph of Innervate: When casting Innervate on another friendly target, the druid will receive 50% of Innervate’s effect.
  • Glyph of Rebirth: Target is ressurected with 100% health.


  • Glyph of Unburdened Rebirth: Rebirth no longer requires a reagent
  • Glyph of Mark of the Wild: Reduces the mana cost of MotW by 50%
  • Glyph of Aquatic Form: Increases swim speed by 50% in Aquatic Form
  • Glyph of Dash: Reduces Dash’s CD by 20 seconds

For a full list of glyphs, visit

Stats and caps:

Hit rating
Hit is still an important stat, and we need 17% which is 446 hit rating to be capped. We get hit from spirit, 1 Spirit is 1 Hit rating. We should be able to get most of our hit from gear. But as this patch goes live I only have about 270 hit which means I have to change some gear or gem hit to reach the cap.

Intellect is now the stat that will give us Spell Power, 1 Intellect is 1 Spell Power, it also gives us crit and mana.

Haste rating
Our spells have been changed to benefit from haste so now haste will reduce the global cooldown of our spells, increase the frequency of Moonfire, Sunfire, Insect Swarm and Hurricane ticks, and reduce the cast time of Starfire, Wrath and Starsurge. This means haste is now even more powerful than it was before.

Crit is no longer as important as before because we are no longer dependant on crit to proc Eclipse and Nature’s Grace. But we still want crit cause it will increase our damage.

Mastery is a new stat and it will increase the damage of our eclipse by 12%, and additional 1.5% per mastery point.


The eclipse bar is a new bar under your player frame on Blizzard standard UI. It takes 100 Solar/Lunar power to get from the middle to either side and you gain Solar power by casting Wrath and Lunar by casting Starfire. Starsurge gives both Solar and Lunar power depending on which side you’re closest to. When you reach Solar eclipse it buffs your nature spells until you hit 0 Eclipse power, and when you continue casting Solar spells you will reach Lunar eclipse which buffs your arcane spells until you hit 0 Eclipse power.

Lunar eclipse increases the damage of all your arcane spells which are Starfire, Moonfire, Starfall and Starsurge.

Solar eclipse increases the damage of all your nature spells which are Wrath, Insect Swarm, Sunfire, Typhoon, Starsurge and Hurricane.


The rotation we are used to is Faerie Fire, Insect Swarm, Moonfire, Wrath until Lunar Eclipse, Starfire until Solar Eclipse and always keep Insect Swarm up while in Solar Eclipse and Moonfire in Lunar Eclipse. Starfall on cooldown.

It hasn’t really changed much, so if you’ve been playing moonkin for a while this will be no problem for you to learn. If not you should just go practice at a training dummy and you will have it in no time.

  • Faerie Fire doesn’t give hit or crit anymore, it’s only an armor debuff, so it will no longer be part of our rotation.
  • You want to put up Moonfire before Insect Swarm because Moonfire procs Nature’s Grace and Insect Swarm benefits from it, so you get more ticks.
  • Keep up both DoTs and refresh them whenever they fall off, because they can proc Shooting Stars which gives instant Starsurge, even if it is on cooldown.
  • Starsurge should always be on cooldown and used whenever Shooting Stars proc.
  • Force of Nature (Treants) I always pop in the start of the fight as we engage the boss so I can use them twice and because we usually pop Bloodlust in the start so they get the haste buff.

So my rotation would look like this:

Force of Nature > Moonfire > Insect Swarm > Wrath > Starsurge > Wrath until Lunar Eclipse, Starsurge whenever Shooting Stars Procs or is off cooldown, refresh DoTs if needed.

Lunar Eclipse

Starfall > Moonfire > Insect Swarm > Starsurge > Starfire until Solar Eclipse Starsurge whenever Shooting Stars Procs or is off cooldown, refresh DoTs if needed.

Solar Eclipse

Sunfire > Insect Swarm > Starsurge > Wrath until Lunar Eclipse, Starsurge whenever Shooting Stars Procs or is off cooldown, refresh DoTs if needed.

This is the rotation I’ve tested on the beta and PTR and it works really good for me.


Reforging allows you to change 40% of a stat you don’t need for something more useful. But it’s only for secondary stats as crit, spirit, haste, hit and mastery, and you can only change into a stat that isn’t already on the item. It costs what the item is worth, what you can sell it for at a vendor.


  • Runed Cardinal Ruby +23 Spell Power gets removed and will convert to Brilliant Cardinal Ruby +20 Intellect, now a red gem. Intellect will give us spell power, mana and crit.
  • Potent Ametrine +12 Spell Power +10 Intellect changes  to  +10 Intellect +10 Crit Strike Rating.
  • Reckless Ametrine +12 Spell Power +10 Haste Rating changes to +10 Intellect + 10 Haste Rating.
  • Purified Dreadstone +12 Spell Power +10 Spirit changes to +10 Intellect +10 Spirit.

So those are the gems we will be using. +20 Intellect in red sockets, +12 Spell Power +10 Spirit x2 for the meta gem and +12 Spell Power +10 Haste Rating or +12 Spell Power +10 Crit Strike Rating  in yellow sockets, which give 5+ or higher Spell Power socket bonus, depending on what you need.

For a full list of the new gems, visit


There are no new enchants in this patch, profession changes won’t come until Cataclysm in December. So the enchants you should use are still the following:



As a moonkin you want an addon that keeps track of your DoTs, procs and Eclipse. There are many addons for that, you just have to pick the one you prefer. I prefer Forte Exorcist which I started to use because my Squawk and Awe was bugged one day. Forte Exocist has many configurations but is still very easy to manage. It works for all classes. I love it because I can customize almost everything and it keeps track of all my DoTs on all targets, my procs and cooldowns.

I would also recommend the new addon for your Eclipse power bar: Balance Power Tracker.

Other addons you always should use are some kind of boss mod like Deadly Boss Mods, DXE, Big Wigs etc, Omen Threat Meter, Skada or Recount, oRA2/3 and Grid or similar raid frames showing debuffs.

By the way: If you download Curse Client you can fast and easily download or update your addons automatically.

Armor specializations:

We will now get 5% Intellect by only wearing leather armor. This will give us extra Spell Power. So we might want to swap our cloth parts to leather to gain that bonus. I have all the BiS cloth parts on my druid and many of the BiS leather parts I’ve never even seen drop so I really doubt I’ll change them before Cataclysm. If they drop I will of course need on them.