Druid Travel Form Survey

(note: for the typing boxes, you should be able to drag the bottom right corner of the box to increase the typing space. I can’t change the below formatting).

Druid Travel form WOD Survey

To better help address the concerns of the druid community, I am collecting feedback about the new druid travel form changes. These changes collapsed ground, swim, and flight into one travel button. If you have a druid character you have actively played since the 6.0 patch day, please complete the following survey about your experiences with the new combined travel form shapeshift.
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Beginner Moonkin Eclipse Strategies

The new Eclipse mechanic is confusing a lot of druids. While Lore made a great intro video, some of the timing and advice is above what brand new moonkin druids can do. So, we’ll cover the general new player strategy below. If you are an advanced player, you should move directly to the guides written by Cyous.

Once upon a time, I was falling in love (with moonkin), but now I’m only falling apart. There’s nothing I can do. A Total Eclipse of the Heart.

What is Eclipse?

Illustration of the Eclipse power bar

Eclipse is the most difficult mechanic to learn as a moonkin. Eclipse puts a bar under your name-plate (if you are using the default User Interface, without any addons). You get Eclipse at level 10, so you can start learning the mechanic early. Do not ignore Eclipse! There is a new Eclipse version again this expansion.

When you start combat, the new version of Eclipse makes the bar automatically swing back and forth, even if you aren’t casting anything. It starts out heading towards the moon (Lunar Eclipse) side. The closer you are to the moon (Lunar Eclipse), the more damage your Arcane spells (e.g., Starfire and Moonfire) do.

When Eclipse crosses into the yellow Sun side (Solar Eclipse) at the zero balance power mid-point, your moonfire turns into Sunfire. Sunfire does nature damage (instead of arcane damage). The closer you are to the sun (Solar Eclipse), the more damage your nature spells (e.g., wrath and sunfire) do.

Are there addons to make playing moonkin easier?

Yes! The most recent patch broke every previous addon tool everyone used to manage their Eclipse rotation. At this point, Cyous has made a tool using Weak Auras 2 for managing the new Eclipse rotation. This helps you with timing Eclipse for more optimal play. If you plan to raid at end-game with your druid, you want to get the Weak Auras 2 build that Cyous put together.

What do you cast in Lunar Phase as a new druid?

  • Moonfire: This is a Damage over Time spell. You want this DOT on your target to tick over time. In the most simple rotation, you can always just cast this once every time you enter a new Lunar Eclipse phase (or refresh it at any point during the lunar phase). NOTE: While you get double-damage to the instant damage from moonfire/sunfire in the ‘peak’ Eclipse, the DOT isn’t impacted by this extra buff. Instead, the DOT dynamically updates every tick. Thus, maintaining high DOT up-time is the first step in learning the rotation (e.g., more ticks is more damage; regardless of when you cast moonfire).
  • Starsurge: This is spell has three charges. The simplest time to cast this is at the start of a new Lunar phase. When you cast starsurge, it buffs the damage of your next two Starfire spells. Avoid casting starsurge when you are about to leave the Lunar Phase (otherwise, you can usually fit in one or two starsurges per cycle).
  • Starfire is the main ‘filler’ spell you cast during Lunar Phase.
  • Beginner Lunar rotation Summary: Moonfire -> Starsurge -> Cast a bunch of starfires -> Swap to Solar phase at the zero midpoint.

What do you cast in Solar Phase as a new druid?

  • Sunfire: This is another DOT. You want this DOT on your target to tick over time. In the most simple rotation, you can always just cast this once every time you enter a new Solar Eclipse phase (or refresh it at any point in the solar phase). This shares the same mechanics as moonfire.
  • Starsurge: The simplest time to cast this is at the start of a new Solar phase. When you cast starsurge, it now buffs your next three wrath spells in this phase. Avoid casting starsurge when you are about to leave the Solar Phase.
  • Wrath is your main ‘filler’ spell you cast during Solar Phase.
  • Beginner Solar rotation Summary: Sunfire -> Starsurge -> Cast a bunch of wraths-> Swap to Solar Phase at the zero midpoint.

Can I just spam moonfire all the time?

No, learning at least the very basic lunar vs solar distinction is helpful for building the foundation for learning the rotation. Also, now that moonfire turns into sunfire, you only have access to moonfire half the time, anyway. So, everyone who just spammed moonfire should learn the basic rotation described above for alternating lunar and solar phases. However, moonfire spam can be useful for movement. Keep in mind that the DOT updates dynamically with spell power buffs and such, so that the timing is more forgiving.

What are the more advanced rotation decisions?

Happy 6.0 Warlords of Draenor patch day!

The 6.0 pre-patch with all the class and systems changes goes live today! Here are some resources for surviving patch day! Returning to the game after a break, or haven’t been following all the dozens of changes? No problem! Below are some helpful links for druids (with a couple bonus mage guides!). I’ll add more resources as they become available – many people are working on finishing & publishing their guides today. For example, wowhead is still working on finishing up their class guides today.

General Druid Changes:

Restoration druids:

Balance Druids:

 Guardian Druids:

Feral Druids:

Frost Mages:

Blizzard’s Beginner Balance Druid video:

Resto druid WOD level 90 survival guide 6.0

Below is a summary of relevant Warlords of Draenor changes for restoration druids. This information is relevant to level 90 after the 6.0 patch. The patch is still at least a week away, but I wanted to get this posted for people to start preparing early! The below information is (to the best of my knowledge) accurate at the time of posting. Future updates will be done as needed. I will be updating the full healing guide at a later date to be relevant for level 100 closer to the expansion launch. Keep in mind that my advice for level 100 will vary greatly from what is posted below, as many level 100 decisions are not relevant for the month we are 90 or the time we spend leveling from 90 to 99. As usual, everything is still subject to change between now and when the patch goes live. Hamlet already has a level 100 druid guide up on WOWhead. In addition, my level 100 druid guide is now updated!

Major Stat Changes

Stat Squish: All the stats have been squished! All player and NPC health, damage, heals, stats, and other values have been reduced. This means that the time to kill something remains relatively constant, but the numbers shown on the screen are smaller.
• There is no reforging – what stats you have on your gear is what you get (and all previous reforging was reversed).
Spirit is now only found on accessories and not your primary gear (hit for DPS casters was removed entirely). Thus, healers and DPS casters now largely share all gear, with the exception of a few accessories with spirit. This means all your gear, gems, and such were changed to remove spirit.
• They made major HOT mechanic changes. Thus, there are no Haste HOT Breakpoints anymore (so, don’t ask for one). In addition, you can recast HOTs any time in the last 30% of the duration and not suffer any loss of ticks, so you get a little more wiggle room for refreshing HOTs without penalty. Instead of snapshotting stats, most HOTs and DOTs now update dynamically each tick.
Major stats at level 90. Most of your gear will have crit, mastery, and haste on it. Resto druids generally prefer mastery and haste over crit, but most of your gear resto tier gear will have crit on it. For the month we are all level 90, these stats aren’t terribly important for most of what you want to do, so most gear will be fine.
The other new stats (versatility, multistrike, etc) will be introduced to gear in the expansion once we start leveling and replacing gear in Draenor, and will be talked about in the level 100 guide coming “soon”.

Gearing at 90 (Summary): Accessories (e.g., neck, ring) with spirit will be better than accessories without. On your main gear (e.g., chest, pants, boots, etc), mastery and haste are prioritized higher than crit. You can’t reforge, however, so gearing optimally isn’t important for the month we wait for the next expansion. Wowhead has a gearing up guide if you need more gearing up advice (or more advice about the stat changes). Note that tiny differences in things like “optimal” enchants and consumables won’t have any real measurable effect on your performance for the month you are 90 (and are subject to change over the course of that month).

Major Changes to Abilities

Lifebloom is now limited to a single stack, instead of having 3 total stacks. The base healing was increased to compensate. This frees up more time in the fight, and means that sometimes you might want to let lifeboom actually bloom for the direct heal.
Wild Mushroom no longer has a bloom direct heal effect. Instead, it just provides a short Efflorescence ground-targeted HOT and then goes away after the 30 second duration ends. While it has no cooldown, only one can be on the ground at a time. So, as this is mana-expensive to move around, only move it if you have to.
• Swiftmend can no longer have efflo attached to it, so it only provides the instant single-target direct heal.
• Wild Growth has a cast time, but resto druids still maintain a fair amount of movement ability while healing overall.

Minor Changes to Abilities

• Omen of Clarity only benefits regrowth, and no longer gains additional procs from the Tree of Life form cooldown.
• Tranquility’s mechanic has been simplified, but it otherwise works the same in practice. It’s a powerful channeled spell that heals all nearby party/raid members over 8 seconds, with a 3 minute cooldown (no more additional HOT component or strange scaling).
Level 90 talents no longer provide a strong main-role bonus, but Nature’s Vigil seems to be the best one for resto druids.
• They changed the combat res mechanic for raids. In a raid, your combat res ability will show the number of the shared pool of charges remaining for the boss encounter across all raid/party members. In a 20-person raid, we get 1 charge every (90/20 =) 4.5 minutes, or one charge every (90/10 =) 9 minutes in a 10-person raid.

Removed Abilities

The following abilities were removed from resto druids’ toolset:

• Nourish
• Symbiosis
• Innervate
• Hybernate
• Nature’s Grasp
• Some hybrid bear/cat abilities were removed from resto druids, including: Faerie Fire, lacerate, maim, (mangle is now bear only – with shred no longer having a positional requirement for cat), maul, might of ursoc, rake, survival instincts, etc.

What are the primary healing tools?

Single target direct: Healing Touch (long cast time), Regrowth (high mana cost), Swiftmend (instant-cast, but has a cooldown and requires a HOT on the target), nature’s swiftness (paired with healing touch).
• Single target HOTS: Lifebloom (1 stack, still limited to 1 target), Rejuvenation (mana cost similar to healing touch)
AOE HOTs: Wild Growth (1.5 sec cast time, 8 sec cooldown, 7 sec duration), Wild Mushroom (instant-cast, 30 sec duration, ground-targeted), Tranquility (channeled for 8 sec, 3 min cooldown), Genesis (high mana cost, emergency heal, consumes all your rejuvs and applies that HOT healing faster).
• Important Passive Procs: Living seed (procs from Healing touch, regrowth, or swiftmend crits – got slightly better), omen of clarity (only impacts regrowth).
• Other: level 15 talents and level 60 talents provide new healing spells or augments.

What are the primary utility tools?

Crowd control: roots, cyclone, choice of level 45 talents, and choice of level 75 talents.
Movement: Dash, travel form, level 15 talents, stampeding roar
Survivability: Ironbark (yourself or others) and barkskin (yourself only)
• Other spells: rebirth, revive, nature’s cure, Mark of the Wild, Teleport: Moonglade

How am I supposed to heal raids (summary)?

The healing strategy stays largely the same. Keep Lifebloom on a single tank. Use rejuv on as many targets as possible. Use Wild Growth on cooldown. Cast Wild Mushroom once every 30 seconds, or when everyone has moved out of it. Use Swiftmend as an instant single-target heal. Use regrowth when omen of clarity procs. Use Healing Touch if you need a big direct heal. Use tranquility as needed for big burst damage phases. Use other utility (e.g., ironbark, nature’s cure, rebirth) as needed.

What talents changed? What talents should I take?

  • For level 90 (and leveling to 100), take the talents you are most comfortable with. I generally prefer passive talents over active talents for leveling.
  • The only major functionality changes are to Soul of the Forest (now provides HOTs and regrowth with a healing bonus instead of haste – still makes HT cast faster), Heart of the Wild (no longer provides strong intellect bonus), and Incarnation (they changed what spells are augmented, and so now you spam rejuv instead of lifebloom/regrowth).
  • Everything else is largely number tuning and reducing the main-role bonus from the other level 90 talents (DOC & NV) to be slightly weaker relative to the health pool changes.
  • So, a build for a player new to resto druids leveling in dungeons could be: Feline Swiftness, Ysera’s Gift, Typhoon, Soul of the Forest, Ursol’s Vortex, and Nature’s Vigil.
  • More experienced druids might take incarnation  instead of force of nature to have a cooldown that can be timed with end-game boss encounters.
  • Note that end-game raiding builds will end up with different talents that better suit the needs of the raid encounters or play-styles, especially given how the level 100 talents interact with the rest of the builds.

What’s up with my travel form button?

Travel form has merged the ground travel, water travel, and flight form all into one single button that is supposed to morph when you change environments. The Glyph of Stag will split Flight Form from this merged travel form (in addition to letting party members ride on your back). However, the “travel form” will still go into the swim/water form even when someone is on your back. So, if you are carrying someone on your back in stag form, don’t go in water or you will drop them!

“My new face is ugly!”

You can now have plastic surgery done to your character’s face by visiting the barber shop.

What race should I be?

The new racial trait info can be found here.

What glyphs should I use?

Note that the Efflorescence and innervate glyphs were removed. If this is still in your talent page, remove it – it does nothing. You can take any of the glyphs designed for resto druids that are helpful at 90 and leveling to 100. Generally keep the ones you were using before, and update any removed glyphs with new options that augment spells you are using. For more glyph advice, see the level 100 healing guides.