Why moonkin pvp failed at level 80 (part 1 of 2)

counterspell1Okay, so one of the reasons why I hated the children’s week achievements so much was that I went into each battleground as a moonkin wearing PvE gear. My focus really isn’t PvP, but with all the nerf resto druid posts on the WoW forums (half of which are misplaced in the damage dealing forum just to add to confusion), I really feel the need to speak for the moonkin so that we can try to avoid any collatoral damage to moonkin’s struggling spec in the process. I pretty much hate PvP and I hate arenas even more. I did PvP back in the days of the pre-BC ranks, so I did like PvP at some point. It’s just not really fun to heal in both PvP and PvE, and resto has really been the strongest PvP spec for druids since… way back in the day.

I’ve heard about a hundred different possible solutions, so it’s hard to not just repeat and sound like a broken record. I really want to take a closer look at things here, in a way that’s hard to do on the regular forum posts. This post also got to be really long, so I’m going to break this up into 2 chunks, the first of which I’ll post today.

Problems with the spells available to moonkin:

  1. Roots (nature)
  2. cyclone (nature)
  3. Wrath (nature)
  4. Insect Swarm (nature)
  5. Typhoon (nature)
  6. Force of Nature (nature)
  7. Barkskin (nature)
  8. All our healing spells (nature)
  9. Moonfire (arcane)
  10. Starfire (arcane)
  11. Starfall (arcane)

If we get locked out of the nature school, we can’t cast anything but moonfire spam (lawl). This is probably why so many moonkin are focused on making starfall a better PvP spell – because it’s one of the 3 arcane spells available to moonkin. This is also why the moonkin are asking for roots to be instant-cast (so that casting roots won’t risk locking moonkin out of 90% of their spells). You could say “but nature’s grasp is instant!” However, nature’s grasp requires them to hit you for it to proc, wheras regular roots can be cast from a distance to prevent your target from closing the gap.

To make moonkin PvP better, some of these existing abilities need to be arcane, OR moonkin need better/new arcane PvP spells. While it mostly goes against fuzzy feelings- changing treants, cyclone, roots, and/or Typhoon to something other than nature (to arcane or even a third school of magic that could be added) would actually go a long way towards making moonkin playable in PvP.

The developers may actually want to think about turning starfall into a PvP spell. I have been the champion of “but starfall is a PvE spell” on the forums for months, trying to support Ghostcrawler’s decisions regarding starfall. However, as one of the 3 arcane spells we have access to, if they aren’t going to change the school of magic of any of our spells, they need to make our arcane spells better for PvP. We need to have something we can do when we get locked out of the nature tree, besides just moonfire spam or pray that we can get off a starfire.

Spell lockouts isn’t just a moonkin problem

Either our spells need to change, or it needs to not be so easy to lock classes out of casting. If you think about why melee dominates, it probably comes down to this question.

  • How do you lock out a melee from attacking? A. You either prevent them from getting into melee range (which they have ways to counter), or you crowdcontrol them (which they have ways to counter).
  • How do you lock out a moonkin from casting? A. Counterspell, interrupts, any form of spell lockout, and any form of crowd control.
  • How can casters counter spell lockout? A. We can’t.

My bet is that moonkin would become a lot more popular for PvP if we were given a PvP disarm ability that allowed us to disarm the melee that is killing us. We don’t even currently have a counterspell to counter the other casters, and disarm abilities in the hands of casters are either rare or non-existant. In the game of rock-paper-scissors, moonkin needs to be the counter to something else – and right now, we can counter nothing.

At the very least, casters are suffering because they aren’t able to cast. This isn’t just a moonkin problem, but it’s amplified by the lack of PvP tools that moonkin have, and the fact that most moonkin damage & crowd control tools are on the same school of magic as our heal spells (and thus all our survivability is easily locked out from us with a lockout of our nature school). With our nerfed armor values in WotLK, and lack of PvP survivability talents, moonkin are pretty much turkey dinners without access to our nature spells.

Posted in Moonkin Balance DPS, Player Versus Player

One comment on “Why moonkin pvp failed at level 80 (part 1 of 2)
  1. furble says:

    omg a magic card!


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