So, we talked about the amazing, here, let me emphasize that, *amazing* new talents we are theoretically *theoretically* (isn’t that just more fun?) getting in WotLK, and I gave you my oh-so-humble opinion regarding each new talent’s usefulness. But what, you ask, should you do with all of these new talents? Well, I answer, try them out! In this post I’m going to give a couple different possible specs assuming the Alpha talents and level 80. I won’t go over each talent but instead the highlights, similarities and differences between all the builds.
Full Balance: http://wotlk.wowhead.com/?talent=0tcrziIsAdhAuRtZ
This spec essentially takes advantage of all the good Balance talents and takes only marginal Restoration talents. In fact, the only non-Balance talents taken in my specific build were Improved MotW (buffed in Wrath) and Nature’s Focus. This has a lot of flexibility, however. If you follow that link, you will see that I have 1 point in Nature’s Grasp (which will be more useful now that it and Entangling Roots are castable indoors) and Control of Nature maxed out (also more useful now). Those points are somewhat optional and could be put into Brambles instead, if you wanted or you could increase the effect of Nature’s Grasp.
The real highlight of this build is that it takes each and every new Balance talent as well as the current staples, like Dreamstate, Balance of Power, Moonglow, Lunar Guidance and Wrath of Cenarius. Because some of the new talents are focused around specific styles of gameplay (PvP, PvE, solo, etc.) this is a flexible build which, while not min/maxing for one kind of gameplay allows a smooth transition between different play styles, from leveling to instancing to raiding or Arena and Battlegrounds. Some of the talents will necessarily go unused or be weakened in certain situations. Owlkin Frenzy won’t do you much good in a raid (or shouldn’t–if it does, have a polite but firm chat with either your local tank or threat meter and explain your, ahem, grievances). Nature’s Fury might not work the best in Arena’s where you are switching targets often and multi-tasking. I currently prefer this build, but I also do not do any single activity. I mostly run instances and solo. So if this isn’t your cup of tea, keep reading.
The Raiding Build: http://wotlk.wowhead.com/?talent=0xzrdicsAdIVz0tZfMchb
This build assumes that your primary focus is raiding and that you have somewhere between “little” and “no” interest in PvP and only deign to solo to farm your mats for raiding. Thus, the talents taken try to optimize for high end PvE and assume you will always be there to not only provide DPS but also boost the raid. It differs from the previous, all-encompassing build in several ways.
- Control of Nature only has 1 point in it to get to the third tier, where the other extra points are put into Brambles. This is largely for the extra damage to Thorns, which can boost a Tank’s threat more than you might think (and the more mobs hitting the tank, the better). Plus, Control of Nature is next-to-useless in raids. You might be able to cast Roots indoors now, but you shouldn’t be getting hit. The daze effect is useless, especially since….
- Force of Nature ditched. From what I know, many raiding Moonkins love them, many hate them. There is no denying they are mana efficient. The problem is they have no pet bar, and thus are unsafe during CC and may just sit there not attacking, thus wasting an important global cooldown. But we arrive at the first flexible point. Feel free to ditch Typhoon or 1 point anywhere else to grab these. 1 point out of Nature’s Fury would probably be the best, because even at 80%, the debuff is almost guaranteed not to fall off.
- Owlkin Frenzy gone. This is less-than-useless in a raid environment. The 10% increased damage is great, but not worth being hit by Arthas. A Frostmourne to the feathers can’t feel good. 400% armor or not, it ain’t worth it.
- Improved Faerie Fire taken. If you are guaranteed to be in each raid, this means a good 3% less hit that each member needs now. Because it will affect spells as well, it definitely means you need 3% less hit. A big raid boost.
- Celestial Focus removed. Another PvP/solo talent. Bosses will be immune to the stun, and you, yet again, shouldn’t be getting hit (if you still are, threaten to go into Bear Form and taunt the boss if your Tank doesn’t do it first)
- Eclipse gone. Unless something drastic happens, Wrath just isn’t efficient enough to use on boss fights, so those 3 talents will be useless.
- Gale Winds gone too.
- Starfall and Typhoon still taken for the odd AoE pull where you don’t want to be a sitting duck. They are only 2 talents after all.
- Nature’s Fury kept. I just wanted to mention this, because, like Improved Faerie Fire, this is not only there for you, but for the entire raid. Because the debuff is applied to the target itself, 6% more damage will come from all Arcane Mages, and Elemental Shamans, as well as from Enhancement Shamans with Earth Shock. This is potentially huge. With the recent patch updating Curse of Elements, that’s a possible 17% increased Arcane damage taken on the target (assuming an Affliction-specced Warlock) if I’m not mistaken. Your Starfire will love you.
- Lots of points in high-end Balance ditched in order to get more flexibility out of Resto. The main purpose being….
- Nature’s Swiftness. Now, in order to get this, Starfall must be dropped, but it can provide a ton of flexibility.
- Subtlety is taken to provide your instant HoTs some protection and Intensity for some staying power in those long matches and the ability to get an instant Bash off.
- I like Natural Shapeshifter and Master Shapeshifter because you might be switching forms a lot and it will help you no matter what form you are in.
- Back in Balance Owlkin Frenzy remains because that will be immensely helpful. Unlike many similar talents from other classes, this doesn’t rely on getting crit, only hit. So even at high-resilience levels it is useful and doesn’t mean making a pact with the devil, errr, the Rogue trying to stunlock you.
- Typhoon kept for it’s potential. It could be a bust, but, as I discussed earlier, could be your anti-melee spell.
- And Treants because they are an instant source of damage. You could also move points into Brambles to get them to daze your opponents. Spotty, at best, but potentially a great boon.
- Nature’s Grasp could also be added, but I prefer my Control of Nature.

Taken from wowwiki: “Force of Nature. This spell grants you 3 treants that will fight for you for 30 seconds, and they spawn at a location you choose just like an AoE spell. As of Patch 2.4, they no longer attack C C’d targets, so there’s no need to worry about them attacking the wrong targets. They will run to you once all enemies within 10-20 yards are dead or not attackable for any reason and continue to protect you through the spells duration. The treants may split up and attack multiple enemies, but will usually focus on one target at the time. ”
I love Force of Nature and have used them in a raid environment with success. They are great for soloing, and farming. They also add to my dps, and with new changes to the Brambles talent will add more dps. I will continue speccing into this talent with WOTLK.
As will I, Nightyngale. I mean no disrespect towards our Treant friends. As you might garner from some other posts, I’m not a high end raider and only took what I have heard from those who are. Variations exist. Actually, their DPM and DPS is great. I think the biggest problem is not actually the CC I listed but instead the survivability. If it’s a raid encounter or PvP, they can get kited and/or killed very easily. But I will be taking them all the time. Unfortunately the cooldown was 2 minute in Alpha and now back to the live version of 3 minutes in Beta.
They should still give us a pet bar I think, it’s silly not too, really. We must spend many talent points in Balance to get them, and Priests all get Shadowfiend. But Shadowfiend has a pet bar and mana regen, and our 41 pt talent does not. That seems imbalanced. But I still love them.
And they are great camouflage for our Resto brethren.
-Sylv
/wave
On your PVE Build suggestions:
Owlkin Frenzy – must have. You´re not going to get hit by Arthas (at least not more than once before you die) but in almost every Bossfight you´re getting blasted with massive AOE or splash damage effects. Imho this talent is an absolute must for raiding moonkins. Just look at how often Nether Protection is active on Destro warlocks in PVE encounters or try to get throuth the Hexlord´s AE with Barkskin on CD.
Force of Nature = currently a 12k fire and forget damage cast. It´s situational but it´s 12k damage we´re talking about.
Starfall and Typhoon – I can´t imagine a pve situation where a Moonkin neets to AOE pull something unless you are a tanking Moonkin. From the description Typhoon seems to be very similar if not identical to the Typhoons in Zul Jin phase 3. If that´s the case it´s a talent to interrupt casts or to get away from melees and counter melee attacks. Sounds more useful in pvp than pve to me.
Just my two cents
Picapau
Yes, I have recently read a lot of raiders suggesting taking Owlkin Frenzy for the raid damage, which is something I obviously didn’t consider when I first wrote this. There’s a tad of speculation about whether AoE’s will trigger the effect, but I bet it will, in which case it would indeed be very useful. And I guess I underestimated our trees big time. I mean, I love them, I just have also had encounters where they are nigh-useless because of how fragile they are.
Although it makes it difficult, Starfall can actually add a lot of DPS to a single target or two. It certainly can’t be used with CC around, but because of its mechanics, it’s something that if you could get close enough could boost your DPS significantly on a boss fight. Much like the treants, it’s a set-and-forget spell, which in a raid encounter might be more useful than Typhoon which won’t exactly help a tank recover aggro. I might not be the most knowledgeable about high end raiding, but Starfall I think would be more useful than Typhoon. But if you are trying to get Owlkin Frenzy, you start to make hard decisions, I guess.
Here’s to hoping the talents get slimmed down a bit!
-Sylv
/wave
With the current state of talents I would go for something similar to this for raiding:
http://www.mmo-champion.com/talent/?druid=000000000000000000000000000230203212000000000000000005001222125031305213335001051
No dreamstate but 2 points in Intensity and including Omen of Clarity. I assume I will still have a Shadow Priest in my goup most of the time. No Typhoon but Force of Nature and Starfall for AOE situations. No Eclipse (i´m not quite sure how good this is going to be and to be hones I hate the idea of adjusting my rotation to it).
Earth an Moon is fully skilled. This is too strong to risk it dropping off the mob in encounters with a lot of movement.
If Eclipse turns out to be really worth it I might sacrifice Force of Nature and Starfall for it. Depending on wotlk gear Balance of Power might not be a must. At least not 2 points.
Regards from Germany
Pica
There are a few forum-goers and theorycrafters (see the Forum Spotlight post I put up) who argue for dropping 1 point into Eclipse and using it when it does come up. The buff to Wrath is well worth it, but the DPS gain apparently drops exponentially after the first point.
Likewise, I have seen some arguments (and I think math, I will update if I find that again later, but I’m on a short time frame at the moment) suggesting dropping either 3 or 4 points in Earth and Moon. Yes, the buff is very important, but I’m pretty sure, if you’re hit capped, the math is heavily, heavily in your favor. The more resists you have though, the more points you need to be reliable. Here’s the thread I think the math might be in, I’ll have to do a more thorough search later.
http://forums.worldofwarcraft.com/thread.html?topicId=8202611360&postId=82015834929&sid=1#10
-Sylv
Thanks a lot for the builds. I have a nearly full balance build now, with just enough to get to Intensity in the resto tree, but when I tried out a full balance build in the beta calc I ran out of points quickly and ended with the same build you had for full balance.
In reading the forum thread above I see mana regen won’t be as much of a problem in WotLK so Intensity shouldn’t be needed.
I think I am spoiled on my elemental shaman with his endless mana while my boomkin is drinking mana pots left and right.
Kerac, how can you get Intensity but not get Omen of Clarity. Right now that’s looking really nice for a raiding boomkin.
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