Shifting Perspectives: If moonkin could fly

Cataclysm is coming out soon, The Shattering is just around the corner, and the entire world is in chaos. Life certainly is grand, isn't it? During these troubling times, players have many questions about the changes that are occurring and that have already occurred -- questions about rotations, specs, glyphs, questing, leveling, dungeoning, and raiding. I like questions, and I like answering them even more; however, there is nothing so pure as a question. Questions are a beautiful thing, and that is what I would like to focus on in this article.
People (myself included) seem to have a love of asking questions, but the sad thing is that their sole focus also seems to be on the answers, never the question itself. That's a vital flaw; it is never about the answer, but it is always about the question. Asking the right questions can sometimes be far more important than getting the answers -- which is why I want to know your questions.
What is is about balance druids -- anything about balance druids -- that you would like to know? What are your dreams for balance druids? If your balance druid could do anything, anything at all, what would you like it to be? As for myself, I have plenty of questions.
Why moonkin?
There has been something about balance druids that has bothered me since the druid pass all the way back in vanilla WoW: Why do we shape-shift into moonkin? Moonkin are the magical guardians of Elune, the protectors of her sacred sites. For night elves, it makes a touch of sense of them to transform into the mystical moonkin, but where's the connection for tauren? They do not worship Elune; they have no real following of her; she isn't a paragon of the druid faith. Elune is merely a goddess for the night elves. Why then, do balance druids as a whole transform into her protectors?
What's more, moonkin themselves don't even cast any spells. It wasn't until very recently that we saw any of the owlkin species that are able to use Moonfire; until then, all of them have been melee-only creatures. They were never really known to be advanced casters, so why were they chosen to be the central model for balance druids? To go even further, why did balance druids need a specialized shape-shift at all? Our shape-shifting abilities have always been there to alter our abilities to an entirely different set that what we have. Cat Form turns us into a melee DPS form, Bear Form turns us into a tank form, and Travel Form allows us to, well, travel faster. Moonkin Form has never done any of these things; it has never really changed our ability set, nor has it even really allowed us to cast better at all. So what was the point of creating Moonkin Form to begin with?
The question then becomes what is the point of having Moonkin Form? Should Moonkin Form play a vital role in our DPS, or should it merely be there for utility purposes? Moonkin Form has also been one of our primary defensive tools against melee classes in PvP; is that how it should be? Should Moonkin Form be our first line of defense against melee attacks, or should we have something else?
You can go either way on many of these questions. For myself, I tend to think that Moonkin Form should be nothing more than an ability that we use situationally. The druid class overall is about shape-shifting; however, I simply disagree with the premise that this facet of our class should be defined to mean that we are always shifted into one form or another. For feral druids, it makes more sense that they remain in Cat and Bear Form, as those forms change the basic functionality of the class; however, Moonkin Form does not do this.
Druids are casters by nature. We cast spells perfectly fine without the need for changing our form; given that, it really just doesn't make sense to me that we should shift in the same way that feral does. Compound this with Moonkin Form's never really having a place in the balance tool set -- its mere existence seems to be for the sheer sake of giving balance druids something to shape-shift into.
I'm of the opinion that this is a design flaw; things shouldn't exist simply for the sake of their existence. Moonkin Form either needs to be a shape-shift that actually does something, actually changes the way that our spells or casting functions, or it needs to be scrapped completely. Perhaps I am biased by the fact that I would much rather sit in caster form where I can see my armor, anyway -- and I'm often told that I picked the wrong class if that is what I want -- but there just doesn't seem to be a point to Moonkin Form. The damage increase was tacked on merely to give us a reason to be there. I simply believe that instead of slapping on such a basic reason to be in Moonkin Form, Blizzard should have questioned why Moonkin Form exists in the first place. What is the point of having the ability?
Nature and arcane?
Nature spells make sense for balance druids -- we are the masters of nature, after all -- but how does arcane factor into the equation? Balance druids have control over the natural forces of Azeroth, but why do we also have power over the moon and stars? How is it that balance druids come to possess such power, and why doesn't it extend to any of our other abilities? Healing spells for all classes are restricted to a specific school -- shaman use nature, paladins and priest use holy. Why don't druids who specialize in the duality of forces use arcane healing abilities as well as nature-based spells? Is it purely a balancing reason, to prevent healers from being able to heal from two different schools should they be locked out?
Is the druid version of arcane power at all connected to the mage version? Mage arcane magic is purely that, magic; it is the raw, unaltered face of magical ability. So what does that make the druid version of arcane magic? Is our arcane magic actually just nature magic in a different form? Is this too merely in place for balancing reasons? And why is that balance druids took to their name so literally? Eclipse, that fickle mechanic we have loved and hated since its conception, has been stated to be a tool for balancing balance druids between our two schools of magic, to have us work in an equilibrium between nature and arcane. Does this then imply that our arcane magic isn't nature-based at all but comes from the same source as mage magic?
The balancing of forces that we do, the shifting between nature and arcane -- has it actually proved to be an improvement over our old standard of Starfire spam? Is it a better system than what other classes have developed? Balance druids are unique in that we are the only caster class that uses two different nuke spells that don't have cooldowns attached to them. Wrath and Starfire can be spammed whenever we choose; thus, we require a mechanic such as Eclipse in order for us to switch between to two. It has worked thus far -- but the question isn't whether or not the mechanic can work but rather should it even exist to begin with? Should we switch between nature and arcane damage? Or perhaps we should try a different method; maybe we should change more towards the fire mage system, in which they can stack crit for Fireball or stack mastery for Frostfire Bolt. Maybe we should follow the same example; maybe we should be able to choose between stacking crit and mastery for Wrath or stacking haste for Starfire -- or a different mixture of stats for our spells.
Do not misunderstand me; the new Eclipse is a fantastic, unique mechanic that I do enjoy, but that doesn't make it the right or the only choice. Eclipse has been problematic since its conception. Blizzard has tried everything in its power to make it work, and it is still trying to make it work. Mastery is a terrible stat for balance druids, which may end up causing scaling issues for balance druids, depending on how the scaling for other classes pans out and gear is designed. We are already in a position in which we're pretty much going to reforge any mastery form our gear into haste when we can -- is that not a flaw in the design? Is the flaw in the scaling or the mechanic itself? Perhaps it is time to try something different besides Eclipse at this point.
It is obviously far too late in beta to make this type of sweeping change, and I wouldn't want to, anyway. Eclipse is a good mechanic at heart; it's merely a matter of scaling and balancing that may need to be done in order for balance druids to work out in the end. The simple fact remains, haste is far too good for us while crit and mastery are far too weak. What might we do to change this in the future? Will it even become an issue?
For want of a unique utility
Homogenization is one of the large buzzwords of Wrath and Cataclysm for every class and spec out there. Buffs and debuffs are all being equalized between those classes that bring them in an effort to make raid stacking easier; however, whether players admit to it or not, every class or spec still brings its own unique abilities that can assist the raid in ways that are often undervalued. Mages have Blink and Mage Ward, which can be extremely useful in a variety of situations; warlocks have Demonic Teleport, Health Stones, and a variety of pet abilities that can assist the raid in ways that often aren't quite as tangible as a straight buff. Druids, particularly balance druids, have always had Innervate and Rebirth as our own unique little niche that we bring to a raid; however, both of these have been significantly hurt for the coming expansion.
Innervate took a strong hit in power for feral druids. Balance druids still have a relatively strong Innervate; however, balance druids are now required to use Innervate on themselves in order to sustain our mana. This isn't very problematic in the grand scheme of things. The issue that I take with it is that Innervate has always been our little buff to bring to the raid. Innervate is our Blink, our Health Stone; it has been that one thing that we have had that no one else can bring.
Rebirth, too, falls into the same category. Bringing dead raid members up again is a huge deal -- so big, in fact, that Blizzard is very scared that raids are going to stack druids of all varieties for this specific ability. Not that I share that fear; however, there have been encounter mechanics in the past that have supported the stacking of druids for Rebirth. To deter this, Blizzard has restricted the use of combat resurrections to one in a 10-man and three in a 25-man. While I can agree with this change, it only further chips away at the unique flavor that balance druids bring to a raid.
What then, do we have now? What unique abilities to balance druids bring to the table? What abilities should they bring to the table? Utility is not always as cut and dry as people may think, yet what little extra things can a balance druid do that no one else is capable of? What small, perhaps unnoticed ability do we possess that sets us apart from everyone else? What abilities might we have that could be changed to give us this utility?
I have discussed before that I believe turning Thorns away from an offensive ability into a more defensive ability that can be used to reduce threat would be a great change for balance druids overall. It would also give us additional utility that would be stellar to have in any raid setting. It wouldn't be as unique to us, given that paladins also have this ability; however, it would still be a great start, and there is so much more that could be done. Force of Nature is a prime target for granting additional utility that perhaps only a balance druid can bring. There is also Faerie Fire, which is great for feral druids and the Feral Aggression talent, but for balance druids, it's a spell that has little to no value to us. Perhaps we could get a talent to allow Faerie Fire to do something more for us, to give it that little extra power that we're missing.
Remember though, utility doesn't have to always be about increasing damage -- it can be methods that help you survive or deal with encounter mechanics in a different way. Again, look at mages with Blink. Blink is great for Defiles on Lich King, and warlocks have Demonic Teleport to deal with Valks on the encounter as well. Neither of these increase DPS in a literal sense, but both of these abilities are amazing to have for that encounter. Balance druids need that. We need to have a little piece of our tool set which helps us shine in odd situations where others don't.
What do you think?
Questioning the design intent of abilities and general game concepts is the very foundation of making a better game. WoW is always changing, and despite what some players may feel, the playerbase is the driving force behind those changes. Blizzard questions every change that it makes; it constantly questions every ounce of its design. The players should be no different. By questioning abilities or the direction that a spec is taking, we can cause Blizzard to also look into these issues on its own. We may or may not get the changes that we are looking for, but that should never be the point.
We question things because we care about our class, about our spec, and we want it to be the best that it can be; we want to fix any flaws that we may feel are within the system. Beta may be ending soon, Cataclysm might be just around the river bend, but that doesn't mean we should ever stop questioning things. On the forums, in your personal blogs, and here on WoW Insider, always ask what could be changed to improve balance druids. Blizzard does listen to the community; the developers do read its forums and other websites, and they pay attention.
I have asked my questions of Blizzard, and now I would like for you to do the same. What do you feel could be done to make balance druids a better, more enjoyable spec to play -- be it for PvE or PvP. If you could change anything at all about balance druids, what would it be? Do you like the new Eclipse mechanic? Do you like Moonkin Form? What raid utility do you think balance druids should bring? How should they bring it? Blizzard is always listening, and there is never a bad time to give feedback, so now is still the perfect time to ask your questions.
Every week, Shifting Perspectives treks across Azeroth in pursuit of druidic truth, beauty and insight. Whether you're a bear, cat, moonkin, tree or stuck in caster form, we've got the skinny, from a look at the disappearance of the bear tank to thoughts on why you should be playing the class (or why not).Filed under: Druid, (Druid) Shifting Perspectives
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Reader Comments (Page 2 of 4)
Kylenne Nov 19th 2010 10:45PM
Those were some really good points you brought up about Moonkin Form, and I give you props for having the guts to state that kind of opinion even as we're still in the aftermath of Arborgate (in before the Weeping Willows come flouncing back and wanking again in the comments here). Needless to say, I agree with you wholeheartedly, and it's one of the reasons I never played a druid in WoW despite loving them in WC3. I've always felt Moonkin Form should never have been added to the game. It really is one of the few things that is LOL lore in my eyes, and felt like a lazy sort of afterthought, like Blizzard was just putting in a form for the sake of a form and then came up with the Elune stuff to justify it.
For the druids who always yell "we're a shapeshifting class", I would urge them to look at what that actually means. Hitting a button once and staring at the same changed form for four hours isn't actually shapeshifting. Hell, demo warlocks do more actual shapeshifting than druids in the average raid fight. Cats and bears sticking to one form makes sense from a lore and common sense standpoint. Even Tree of Life you could make an argument for in the lore, but moonkin is just weird and sticks out like a sore thumb. If they absolutely have to have a semi-perma form for balance druids, why not Keepers? Granted, that could be a bit problematic for the other races the same way Elune-related moonkin are, but at the very least it would feel less shoehorned in.
Senju Nov 20th 2010 1:34PM
Dryad / Keeper would be a beautiful form to change into I was thinking that it would be a great form to change into cause the Moonkin form which just seems to big and to put is mildly "a eye sore" and of course of all the other reasons that have been stated. I have seen and fought more Dryad / Keepers that used balance spells on me then Moonkin which makes me believe that Blizzard really did just add these in for the sake of adding them in.
kymali Nov 19th 2010 10:48PM
So many questions , such a small comment box :)
So I'll pick one, why do balance druids use arcane magic? I've always held its because elves are arcane users.
While the Kaldorei banned it's use because of it's potential to corrupt and act as a beacon for the burning legion they never lost the abilty to use it. The Cenarion Circle grew from the Moon Guard (Kaldorei mages) so with the careful *balancing* of druid nature magic they could mask the fact they were using arcane from the Legion (the original story behind the Runestones of Silvermoon were they were created by druids who went the Highborne to hide the arcane magic from discovery).
The owlkin form (a better term for the druids of the talon than moonkin ) assists in minimising any corruption & masking any detection. They hide this use of the arcane from the general populace by referring to it as lunar/star magic.
Druids who don't want to chance the corruption focus on the feral aspect or the healing aspect.
Of course that's just my theory there are bound to be plenty of others. :)
Dendaris Nov 19th 2010 10:49PM
Awesome article with great questions! Sometimes it's easy to nitpick the little things, and we forget about the huge questions. Thanks for bringing them to light.
I don't have any suitable answers for your questions, but with regards to the moonkin form, let us take a moment to remember what has happened to our tree form. Druids of all shapes and sizes and forms have the ability to heal. When playing as any spec other than restoration, this is a very useful ability. Restoration druids have always been better at healing, but Tree of Life made/makes them even better. In the past, it has provided additional healing abilities, but the form was there largely to provide a boost to overall healing effectiveness. This parallels nicely with your comments about the moonkin. Perhaps the tree form being forced into a cooldown is a sign of things to come for the balance spec.
Patrick Nov 19th 2010 10:52PM
I completely agree with this on every level. It's just that the moonkin looks odd - it doesn't work very well flavor-wise and it just isn't an interesting concept. There's no reason not to use, and no decicion making on using it. You are just required to use Moonkin and block off your healing spells, making it one of the most least interesting and restrictive aura/state effects in the game.
I would like to see Moonkin turned into a more dangerous form - making the caster into something like a humanoid terror bird, maybe even adding some abilities a la the Warlock transformation. But I do generally think transformations should be more cyclical and optional for druids - you want to use it, and constantly shape-shift to get an *advantage*, not because it's a basic requirement for action. I think PvP comes a little closer to this ideal at times.
I agree Eclipse should probably go away or be totally changed. If you want people to balance (*snicker*) their rotations, then put something in the spells effects themselves to get them to do that, and turn Eclipse into a bonus for doing it properly. Make Nature spells weaken the enemy for Arcane, which sets up the next Nature stage, which makes Arcane your best DPS choice, and so on. It's fine to make it a passive, but make it an interesting passive. To me, that's what keeps frm ever wanting to play Balance: they have a painful legacy of being a Mage-lite.
Despite what the Druids of Elune claim, I don't entirely see how Mage Arcane and Druid Arcane differ. Sure, Mages are basically yanking down dimensional (or whatever) energy like it's going out of style, and Druids are a lot more... subtle in their use. But whether you call it raw magic or the substance of space or what, it's the same thing. This is a universe which is pretty much made of ludicrous magic, and there's no reason to really hide from that fact.
Owlbear Nov 19th 2010 10:58PM
Moonkin from served a very valuable roll when it was put in the the game....survivability. I leveled in Vanilla as a Balance before moonkin form and i had to spend a lot of time in bear as caster form simple could not take a hit. Add to that you had little to no spell power or healing and on average your gear was sub par for your lvl compared to today.
As for the question above about druids using Arcane they don't. Lunar inspired dmg is of the arcane type, however druids do not use Arcane magic (aka mage magic). Basically they use one word to describe a school of though and a type of dmg.
Ninerva Nov 19th 2010 10:58PM
Having a perma-form for every Druid spec can actually be a significant disadvantage in PvP. You see an enemy tree, you instantly know it's a healer without having to use whatever tools you have to determine the specs of other classes. Likewise with the other forms. If both caster shapeshifts (Moonkin and Tree) were cooldowns, it would actually make a lot of sense. DPS cooldowns tend to see more use than healing ones anyway, and caster/healer druids would be harder to pick out in PvP.
Colleen Nov 19th 2010 11:00PM
Now I understand why there haven't been any resto druid articles lately. You've been working on this!
80-85 guides, go!
Eddy Nov 20th 2010 9:34AM
Actually this author and Allison, the Resto author, are different people.
Lissanna Nov 20th 2010 11:31AM
The resto & feral writer posts on Tuesdays
Tim Nov 19th 2010 11:03PM
Meh, not really. Maximizing dps still lies in extensive research, target dummy tests, and gear alterations.
Wow's just made getting into the game easier, so that more people are likely to become interested enough in their toons to start researching in the first place.
Also, cata end game will be more difficult than wrath, so the slider is already going the other way.
chris crouse Nov 19th 2010 11:27PM
Thank you for the thought provoking article.
Tim Nov 19th 2010 11:36PM
I'd give up Moonkin form any day of the week to get Tree of Life form back.
Also, why do I always have to change in and out of form when mounting?
razion Nov 20th 2010 12:07AM
I was very curious as to why the choice was made to take away Tree of Life over Moonkin. For one thing, Tree of Life makes FAR more sense for Restoration druids than Moonkin does for balance druid, as the article points out so well. On another note, they essentially took away what was fun for a lot of HEALERS in the game--healers! And if the dungeon finder has taught me anything, it's that healers are few and far between as it is without us losing more of them by essentially gutting the form out the wa-zoo!
What it sounds like here is that Moonkin should have gotten the treatment Tree of Life got. Perhaps the reasoning for this was to prevent two 3-minute cool-downs from being used at the same time for crazy-big numbers? Possibly, but then again they could have tweaked things further. One or the other, or rather just gotten rid of one--Moonkin particularly.
Then again I am caster-form biased.
Chetti Nov 20th 2010 12:56AM
I should have read through before writing out my long-winded comment. I completely agree here. I would have much rather seen Moonkin go away or go to cooldown and kept tree of life. Its what made me spec my tauren resto, the chance to use a form for a reason. Don't get me wrong, my balance druid was grateful to have cat form when up against enemies that are immune to most magic (i'm looking at areas like netherstorm..).. but my tree loved being a tree.. and now I won't even spend the point to get the cooldown tree.
And you know what makes less sense? The fact TREE got an updated form... and you can only see it for 30 seconds. Yet, I believe the moonkins are the same moonkins. (I could be wrong, I just don't recall seeing new images).
hneilriggs Nov 19th 2010 11:40PM
I can't agree more on the moonkin issue, although I can offer some insight on why balance druids have it.
Back in the early days of Vanilla, when Balance had absolutely no support at all (seriously, before AQ 40 there wasn't a set of raid quality leather armor with spellpower on it), the few balance druids that wandered the open world were incredibly squishy. It wasn't uncommon to be two shotted by warriors, hunters, or enhancement shaman.
Originally moonkin form was meant to help combat that. Spec design was more open ended back then; balance druids were supposed to be hybrids that used all aspects of the druid arsenal. We were the only spec that had omen of clarity, but it was tied to melee hits (hits with melee weapons, mind you, this was way before feral hits could proc anything). I believe the first incarnation of the moonkin form was supposed to increase your attack power too, to help get you to melee so you'd proc omen of clarity.
It wasn't well thought out. It was supposed to be something like shadowform; a buff a hybrid class could cast on itself to become a damage class without holding onto all the OP healing. It just never worked quite as well.
I miss some of that hybrid mentality, honestly. I rolled a druid looking for a caster that could damage enemies and heal herself in a pinch. I remember consciously not speccing for moonkin after the balance sweep because Nature's Swiftness + healing touch seemed much more useful. And I remember being disappointed as balance and moonkin became synonymous.
More than anything, I'd love to see a balance druid that isn't stuck as a moonkin. Caraway is absolutely right; it doesn't contribute to the spec.
Matthew Nov 20th 2010 2:46AM
I very much agree with you. We could do it all . . .but not as well. In Kara, I regularly off healed instead of full dps, and off tanked a couple of times.
Don't forget, back then, gear had a little bit of everything on it.
Great comment.
sean Nov 19th 2010 11:43PM
Tauren do worship Elune, they just don't call her elune.
"In tauren mythology, she is known as Mu'sha, and is the left eye of the Earthmother."
"The tauren and the earthen were also known to honor, if not outright worship Elune."
Source: WoWiki
I am a fairly new reader of Shifting Perspectives, but a long time Wow Insider reader. I've enjoyed the various "Why or Why Not To Play..." articles but this one was a bit disappointing to say the least. It would have been nice to see an article that actually answered the questions that it poses. This article really felt like an extended Breakfast Topic to me. Oh and inb4 downvote.
Dendaris Nov 20th 2010 12:13AM
(For the record, I threw in an upvote before I finished reading your post. I wouldn't have downvoted, but I think the ending cancelled out the upvote I was giving for the Mu'sha bit.)
Since you are a new reader of Shifting Perspectives, I think you're unfairly judging the column. This is an exceptionally informative series. Today's article was meant to be somewhat more philosophical, and this was stated explicitly from the start. Tyler did answer the questions very thoroughly--that's what the majority of the article was. The problem is that the questions don't have definite answers, at least not ones that Blizzard has publicly made clear. The whole purpose was to pose these questions to the players and perhaps to Blizzard as well in an attempt to shed some light on druids as a class.
It's unfortunate that you found the article lacking because it did not give you straightforward, black-and-white answers. I think most everyone else who read this found it to be extremely thought provoking and more than just a little informative as well.
Artificial Nov 20th 2010 3:14AM
"It would have been nice to see an article that actually answered the questions that it poses."
Any question that can be easily answered is trivia. It's nice to see articles that rise above the level of rehashing info you could easily find on Wowpedia or EJ. The questions most worth considering are those for which there are no easy answers, possibly no answered at all.
A really great question is far more meaningful and useful than any answer could be. But then we'd be discussing philosophy. :) In any case, tl;dr: more interesting questions plz kthxbai! :)