Build Shop: Druid 43/0/18

Welcome back Build Shop fans! It's been awhile since this column examined a Druid build, so this week I'm examining a fun (if unconventional) build -- Moonkin! Ever since Moonkin form was introduced way back when, it's gone by many names: Boomkin, OOMkin... well, you get the point. While you certainly see many more Feral and Restoration druids these days, there are a couple of nice things that a Moonkin brings to a party or raid.
Itemization is still far from perfect for Balance druids (the proper name for a build which incorporates Moonkin form), as leather armor with caster stats is still pretty rare, but it's much better than it used to be. As such, more and more druids these days seem to be giving Balance a try! Let's take a look at an average PvE build, and see what advantages your group will get from bringing a Moonkin along.
Itemization is still far from perfect for Balance druids (the proper name for a build which incorporates Moonkin form), as leather armor with caster stats is still pretty rare, but it's much better than it used to be. As such, more and more druids these days seem to be giving Balance a try! Let's take a look at an average PvE build, and see what advantages your group will get from bringing a Moonkin along.
Due to the lack of itemization for caster-centric leather armor, many balance druids must look to cloth armor for the stats they need. Balance druids tend to need lots of spell crit and int, both for the increased mana pool and additional mana/5. The recent change to the Intensity talent in the Resto tree has definitely made extended fights easier, and hopefully helping druids to kick their mana potion habits (or at least, cut back).
There are 3 good reasons to take along a Moonkin. One is that the aura they generate gives all party members within 30 yards an additional 5% spell crit. The second reason is for their Insect Swarm spell (a talent in the Balance tree), which gives your tank another 2% of pure damage avoidance. The final reason is for their Improved Faerie Fire, which increases the chance melee and ranged attacks will hit the target by 3% (at max rank). Put your Moonkin in a caster group for the 5% crit, and let them work Insect Swarm and Faerie Fire into their spell rotation to help your tank and physical damage dealers.
The build I'm examining is 43/0/18, which picks up Intensity and Subtlety from the Resto tree, and snags most of the goodies from Balance. I wouldn't use this as a grinding build, or for PvP -- this is a PvE-centric build, which is why I skip talents like Celestial Focus.
Balance (43 points)
- Starlight Wrath (5/5) - Wrath and Starfire are 2 spells you'll be using a lot, so this is a no brainer.
- Focused Starlight (2/2) - More buffs to Wrath and Starfire -- this one increases their chance to crit by 4%.
- Improved Moonfire (2/2) - Increases Moonfire's damage and chance to crit by 10%.
- Control of Nature (3/3) - For when you need to get that Cyclone off under pressure.
- Insect Swarm (1/1) - One of your tickets in to parties and raids. Pick this one up.
- Nature's Reach (2/2) - Increases the casting range of your Balance spells and Faerie Fire by 20%
- Vengeance (5/5) - Increases the critical strike damage of Wrath, Moonfire and Starfire by 100%.
- Lunar Guidance (3/3) - Adds additional spelldamage / healing based on your Intellect.
- Nature's Grace (1/1) - A fantastic talent. Each time you crit a spell, it reduces the casting time of your next spell by half a second.
- Moonfury (5/5) - More buffs to your primary spells -- Wrath, Moonfire and Starfire.
- Moonkin Form (1/1) - Another reason to bring you along when raiding, but let's face it -- it also makes you look cool. And that dance? Awesome.
- Dreamstate (3/3) - Helps extend your mana pool by giving you additional mana regen based on Intellect.
- Improved Faerie Fire (3/3) - Yet another reason to bring you to a raid. Rogues, Hunters, DPS Warriors and Retribution Paladins will love you for this.
- Wrath of Cenarius (5/5) - Even more buffs to Starfire and Wrath. This talent adds another 20% and 10% of your spelldamage to two of your primary spells.
- Force of Nature (1/1) - Not the most useful of talents, but if your trees last the full 30 seconds they do a respectable amount of additional damage.
Restoration (18 points)
- Improved Mark of the Wild (5/5) - Increases the effect of your MotW and GotW spells by 35%.
- Natural Shapeshifter (3/3) - In Moonkin form you can only cast Balance spells, so you'll find there are times you need to switch forms. This talent reduces the mana cost of all your shapeshifting by 30%.
- Intensity (3/3) - An essential talent for a raiding Moonkin, this gives you 30% of your normal mana regen at all times, even when casting.
- Subtlety (5/5) - Decreases the threat you generate by 20%. Considering how fast a Moonkin can start throwing spells (and how often they crit), this lets you DPS that much harder before you pull aggro. Very useful for raiding.
You can shift points around in this build (there are certainly a few filler talents in here) to suit your needs, but I feel it's a pretty viable build for raiding or instances. Sure, itemization is less than perfect and there may be the occasional heckler or mocking comment to deal with, but a properly played Moonkin can turn out a good amount of DPS and brings some nice buffs to the party... in addition to having another backup healer if things go bad (remember, you can switch out of Moonkin form if needed).
That wraps up this edition of Build Shop, but I'll be back again next week! What do you want to see on Build Shop? Send me an email with your questions or comments, and we'll talk shop.
[ Thanks to Daniel Martin for writing in with his Balance Druid suggestions! ]
Filed under: Druid, Build Shop






Reader Comments (Page 1 of 2)
Rahon Nov 27th 2007 9:13PM
I prefer (for Solo lvling) to have 14 in resto, with Omen of Clairity and the Mana Regain Bonus and the rest in Balance for Spell Superiority. That everyonce in a while Clear Casting helps alot.
Ray V Nov 27th 2007 9:18PM
Lazer owl!! I have loads of fun playing my druid as a moonkin, although my mana regen is terrible (which makes it difficult to do anything past the Curator in Karazhan). When I first ran Kara as a moonkin, I (by far) topped the damage meters... although I also ended up wiping the raid on Attumen. Oops. So, the moral is: gear up, watch your aggro, and pick up the Timelapse Shard to do a quicky aggro shed, and a moonkin can be fun!
Kiros Nov 27th 2007 9:22PM
I'm actually thinking of specc'ing Boomkin when I hit outlands...wonder how bad the itemization is lol
Davwhi Nov 27th 2007 9:38PM
Itemization isnt bad at all if you're willing to work in some cloth items. Mage and 'Lock gear has the stats that a Moonkin needs, and the moonkin's armor bonus makes up for the lack of armor on the cloth. Good luck convincing your guild's mages to let you roll on 'their' items tho....
draeth Nov 27th 2007 10:34PM
@1 pretty positive that omen of clarity is an absolutely worthless talent for any balance spec druid, you would never use your cat or bear forms enough to see that proc
Overall a pretty good raid spec, Id personally opt to put 2 more points in moonglow but to each his own
bonse Nov 28th 2007 7:31AM
pretty positive he said for solo levelling, in moonkin i presume, so nuking half down then meleeing your mana back to be full for the next target sounds like a pretty good situation to have omen of clarity
Jack Nov 27th 2007 10:42PM
For raiding, having full moonglow and balance of power is pretty important, but it's hard to say what to sacrifice for imp faerie fire, which I don't have in my moonkin build.
Moonkin can, apart from their various utility things (you forgot battle res and innervate in the article I think!) also do very respectable dps. I've gotten top 5 dps in a pug gruul's.
Chris Jahosky Nov 27th 2007 11:25PM
Well, I did forget to mention another battle res and Innervate, but this article was mostly about exploring the things a Moonkin brings that no other Druid does.
Which is not to say those skills aren't great, they just weren't the focus here. :)
Kraf Nov 27th 2007 11:28PM
I've been moonkin since months before TBC, and I raid alot and do PvP alot nowadays. My build however, is 55-0-6, everything in balance except imp faerie fire, and in resto tree, imp mark of the wild and decreased healing time. It works really really well for an all-out-dps spree. This is a DPS only spec, no real healing going into it. But I do really well on the charts =D
Lem Nov 28th 2007 12:20AM
I thought you said this was a PvE spec?
Moonglow and balance of power are must haves, reduce mana cost and more spell hit are far more important than mana regen. Every caster group should have a S.Priest, plus mana pots, you should never really go oom in any but the longest of fights.
3 fire or arcane mages, a Spriest and a Moonkin is one hell of sexy dps group.
Brasson Nov 28th 2007 1:16AM
Same as #9. I can't imagine raiding without Balance of Power. 4% spell hit is nothing to sneeze at. In the same vein, I don't know too many moonkin who pick up Improved Faerie Fire. It's one of those peculiar talents that does absolutely nothing for the person casting it.
Adam Nov 28th 2007 2:07AM
Without balance of power as a raiding moonkin, you'll need to really work hard at hitting your spell hit cap.
The other thing is most people say Imp Faerie fire is useful however, if you are raiding your melee and ranged probably have or are very close to hitting their hit cap. And if they're not and they need this talent/spell, then they really need to re-examine their gear. On the other hand, this talent is extremely useful for lesser geared raids.
I personally am a big fan of this slight modification of your build for raiding... http://www.wowhead.com/?talent=0xcrzicsguVZZxMIx
Treants if fun and all but the point is better spent elsewhere.
Justin Nov 28th 2007 3:22AM
You could argue against Imp Faerie Fire.
I know that the first stat I work to max out is hit, then I work on increasing my overall damage. So if a raider is doing what they are supposed to do they will have already reached their +hit cap. Therefore the extra +hit provided by Imp FF is unnecessary.
Humble_man Nov 28th 2007 5:25AM
You do realize that you can't achieve this build, right? I tried to make the build on wowhead. If you follow this build, you can't reach either moonfury, intensity or subtlety.
Will Nov 28th 2007 6:20AM
Your hunters and 2H weapon wielders will be generally be hit capped already - not so your duel-wielders and tanks.
Imp faerie fire is well worth taking, as it will improve your tanks' threat generation and your raid's dps by more than talents that only affect you. Not one for the damage meter obsessed though since it buffs others, making you look worse in comparison.
Mr. Moonkin Nov 28th 2007 6:41AM
Balance of power and 3/3 moonglow are a must for raiding and heroics. These are absolutely not optional! Take the three points out of control of nature to spend on moonglow to help mitigate mana inefficiency.
draeth Nov 28th 2007 8:14AM
@6 Or not a good situation at all, just drop the mob with spells and drink, cat and bear forms are absolute crap in the hands of a balance spec and if your gonna wait for your moonkin's staff 3 sec swing which will do absolutely no dmg at all then go for it. By just using that one point over in moonglow ud probably see better results than waiting for your moonkin to proc omen of clarity melee'n things
bonse Nov 28th 2007 12:03PM
moonkin grinding, grab a high str hammer to increase the mana regen a little and swing the last half, no drinking, quick HoT, no eating, no downtime, let swarm thorns and a melee do the work, with omen you get a free spell too. you may take slightly longer to kill each mob, but its nothing compared to never having to stop
Vestras Nov 28th 2007 9:03AM
http://www.wowhead.com/?talent=0xcrzifkguVZZxVcp
Try this build instead.
Balance of Nature is a no brainer
The point for Omen of Clarity is there only because there will be times when you do that awful silly melee-for-mana that bliz gave us, and procing a clearcast is nothing to sneeze at. Also, if for any reason you need to go into a feral form, having this will make that a hell of alot easier.
It's a tough call on which is more valuable: Celestial Focus of Moonglow. Mana efficiency is vital for a moonkin, but the stuns from starfire really do help when they proc as does the no-pushback if you are soloing and can't root for whatever reason.
I'm still trying to tweak a build that gives nature's swiftness too, but I'm not having much luck without losing a lot of other good talents.
Hoofio Nov 28th 2007 9:32AM
1. No balance of power != raid build
2. Screw imp FF why do i want to help rogues in dps?
Don't see any mage ailities that help melee or me for that matter
3. resto part doesnt add up.. also probably better to have naturalist and be able to off-heal more efficiently though not as bad a mistake as no BoP