Blog Archives

Starsurge Recharge – How do I Use These Things Anyway?

Hi everyone! We have a new guest writer today, Alame. He will be covering moonkin topics on the blog to help new and experienced moonkin. I am happy to have him join the team! Since I’m busy writing mage and resto things, I haven’t had as much time to dedicate to moonkin. I hope that Alame can help answer some of your pressing moonkin questions! – Lissanna

Hi Restokin readers!  I am Alame.  I am a Balance Druid for Last Word on US-Ner’zhul Horde.  I have been playing World of Warcraft since the release of Cataclysm, as a Resto druid until Siege of Orgrimmar where Balance became my main spec.  I am very much into progression raiding and theorycrafting.  Outside of Azeroth I study Immunology & Infection, and can be found in the Gym or the local bar.

Starsurge management

Starsurge charge management is one of my favorite aspects of the new Balance Druid that Warlords of Draenor has brought us.  This is mostly due to the duality of the mechanic; you can manage your Starsurge charges very simply by using them and do quite well.  You can also go several steps further in analyzing and predicting recharge rates to pool and dump charges to push your DPS that little bit higher.

We’ll get to usage in a moment, but first let’s look at Starsurge Recharging.

You have two sources of Starsurge charges – the base recharge and Shooting Stars procs.  The base recharge is nice and predictable at a steady 1 charge every 30s.  Shooting Stars on the other hand can be unpredictable and in my experience very streaky.  Some fights I am swimming in procs and charges, and other fights I am struggling to keep up.

Shooting Stars has two levels of inherent RNG attached to it, which greatly contributes to how unpredictable it can be.  The first level of RNG is the proc chance itself, a 5% chance whenever your most recent DoT deals damage.  The second level is the critical strike bonus, where your 5% chance is doubled whenever the DoT deals a crit.  The important thing to take away from the mechanics of Shooting Stars is that you can increase your chances of receiving procs.  You do this through your Haste (more ticks!) and Crit (higher chance!) ratings.

The chart below shows the number of charges acquired per source over a ten-minute interval.  The graph operates under 2 assumptions which we will address up front:

  1. Haste and Crit levels are equal at either 1,100 or 1,500.  The 1,100 line represents around 680 ilevel, and the 1,500 line is approximately 710ilevel and used to demonstrate the scaling.  Haste and Crit are used in equal values as they are weighted very closely, and you should strive to balance the two wherever possible.
  2. The proc rate for Shooting Stars is calculated as a statistical average! In no way should you take away a message that you will always get 21 SS procs in 10 minutes. That’s not how RNG works.

Charges gained per source over 10 minutes

For those of you not quite in 680 gear yet (It’s a little high I know.  I hit that landmark recently so I’m a little excited about it!) you can extrapolate your gear from the given values.  Around 660 the Shooting Stars generation will be very close to the base recharge rate, and around 20 ilevels corresponds to an extra charge every 10 minutes assuming your stats are distributed evenly.

The key thing to remember looking at the graph is that you benefit from both the base recharge and Shooting Stars simultaneously.  At 680 ilevel you will on average, generate 41 (20 base, 21 SS) additional Starsurge charges over ten minutes for a rate of 4 per minute, or 1 charge every 14.5 seconds.  At our theoretical 710 ilevel, you’re looking at 1 charge every 14 seconds flat.

Now that we understand where the charges are coming from, lets move onto Starsurge Charge Usage.

There are four rules we try to follow when consuming our Starsurge charges, but it’s important to note that each of these rules has exceptions to them.  Rules are made to be broken you know.

Rule #1:  At no point should your available Starsurge Charges reach 3.

The reason for this is three-fold.  Firstly, reaching 3 charges will freeze the base recharge timer.  If this happens you are not actively generating an additional charge, and not maximizing the number of charges you will generate in the encounter.  Keep that timer working!  Secondly, any Shooting Stars procs received while charge-capped will have no effect.  Again in the interests of maximizing charges gained you want to make sure your Shooting Stars procs always have room to add another Charge.  Thirdly, reaching 3 charges via a Shooting Stars proc will reset the base charge timer.  If you are halfway through the timer (15s until next charge) and this occurs, you will now be 30s away from the next charge when you charge-dump.  The ideal place for your Starsurge timer to be, is 1 charge stored with 10-20s on the base timer until the next charge.

Rule #2: Lunar and Solar Empowerment should be consumed and not overwritten.

This is the most frequently-excepted rule, for reasons we will cover when we talk about charge-dumping.  The two (Lunar) or three (Solar) stacks of empowerment you receive when casting Starsurge in a given eclipse should all be used before casting Starsurge again in the same eclipse.  Overwriting these is a pretty straight up DPS loss.  Again there are exceptions to this rule that will be covered shortly.

Rule #3: Starsurge versus Starfall.

This is much more simple than it is made out to be.  When in Lunar eclipse, Starfall instead of Starsurge at 2 or more targets.  When in Solar eclipse, Starfall instead of Starsurge at 3 or more targets.  The exception to this rule is when you should NOT be AoEing (Hello Ko’ragh & Imperator Mar’gok) in which case you should use Starsurge regardless.  Seriously, Starfall is incredibly strong right now. Make the most of it before the nerf bat catches up to it.

Rule #4: When charged-starved, save charges for Empowered Starfires instead of Empowered Wraths.

Just simple math here.  Starfire does 234% of Spellpower, multiplied by 2 and empowered for 30% results in 608.4% Spellpower.  Wrath does 146.3% spellpower, multiplied by 3 and empowered for 30% spits out 570.57% Spellpower.  608.4% > 570.57%.  Good?  Good.

With those rules in mind the last concepts I have for you today are Charge Pooling & Dumping.

Charge pooling is super simple; it’s saving up charges past where you normally want to sit (1 available and halfway to the second) in anticipation of an event.  These events are usually Celestial Alignment coming off cooldown, add phases (hello Kargath, Tectus, Ko’ragh, Imperator) or the like.  Around 20-25s before whatever event I will stop casting Starsurge and being pooling.  With our 14.5s per charge recharge time we determined earlier, this will usually sit me very close to 3 charges when the event begins.  This is however, playing with fire in capping your charges and breaking Rule #1.  This is okay.  The DPS gain you will see from an additional Starsurge during Celestial Alignment, or an additional Starfall during an add phase will be much greater than the DPS loss from a small base-timer reset, or a wasted Shooting Stars proc.

Charge dumping is slightly more complicated.  The purpose behind charge dumping is to avoid breaking Rule #1.    It involves burning Starsurge charges where you normally wouldn’t in anticipation of your charges capping.  The three best ways to charge-dump are:

  1. Starsurge on the downswing of Eclipse, carrying the Empowerment buff through the next eclipse. (This does not mean casting Starfire in Solar!  Simply hold onto the buff until your eclipse changes again and you can consume them in the correct eclipse.)
  2. Starsurge while moving, regardless of Eclipse state / empowerment buffs.  Thanks to our WoD perk making Starsurge instant, we can cast it while on the move.  Whenever you are looking to charge dump (2 or more charges) and need to move, hit Starsurge with glee.  Not only does this charge dump for you, it also mitigates the huge impact movement has on our DPS.  You should never consume more than 1 charge at time like this, as you will quickly charge-starve yourself if you do so. You are breaking Rule #2 doing this, and that’s totally okay.  However, if you are overwriting 2 Lunar or 3 Solar buffs like this, do dump #3 instead.
  3. Starfall!  I love Starfall.  You should too.  If you can’t Starsurge while moving without overwriting too many empowerment buffs, hit Starfall.  Even on one target Starfall does excellent damage (in fact it does MORE single-target than Starsurge without empowerment buffs) and it’s an instant-cast you can use on the move.  However please do not Starfall where it will negatively impact your raid!  Ko’ragh and Imperator adds are the best example for this.

That’s all I have for you guys on Starsurge management.  If you need some clarification please leave a comment below, and if you’d like to see me cover a particular topic drop me a line on twitter @Starfeathers!

Posted in Moonkin Balance DPS, Patch 6.0, Warlords of Draenor

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?

Posted in Moonkin Balance DPS, Uncategorized, Written By Lissanna

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:

Posted in Moonkin Balance DPS, Patch 6.0, Restoration Healing Trees, Uncategorized, Warlords of Draenor, Written By Lissanna

Moonkin early alpha changes

What expansion would be complete without a complete re-design of Eclipse and moonkin’s toolset? With the start of Alpha for Warlords of Draenor, one of the biggest changes to druids has to be the brand-new Eclipse and Starsurge mechanics. While we don’t have a finalized set of changes in Alpha, we have enough of the bones of the rotation to have a good idea of how things feel overall.

A quick summary of major moonkin changes:

  • We have a new Eclipse. This is now a 40 second cycle, that cycles on a timer (no longer influenced by spell casts). This new cycle now is smoothed out, such that we no longer have rotating cycles of 0% benefit or 100% benefit from our mastery stat. Instead, at the zero point, we now gain partial benefit from mastery, that increases gradually to 100% as we go from 0 to 100 on a cycle.
  • Moonfire now changes to sunfire at the zero mid-point, but has a significantly increased duration, such that both DOTs can be up the majority of the time. Since our DOTs still snapshot Eclipse, you technically want to cast your DOTs at the 100% Eclipse point to benefit the most from your mastery.
  • We now want to use our cooldowns at the start of our rotation, especially celestial alignment, that allows us to start our DOTs together at the beginning of our rotation, to maximize DOT up-time.
  • Starsurge has been redesigned. It is no longer an instant cast in your rotation. Instead, the goal is to hard-cast starsurge, and starsurge now buffs either the next 2 starfires or the next 3 wraths (depending on when you cast starsurge in the Eclipse cycle phase). You get up to 3 starsurge charges, and shooting stars now gives you additional charges instead of making it instant-cast.
  • You cast wrath from the zero point when solar “procs”, and then cast starfire from the zero point when lunar procs (e.g., the mid-point).
  • When you end combat, Eclipse continues until you hit the zero mid-point, with Eclipse always going towards Lunar before Solar.
  • Starfall and Hurricane our are primary AOEs, and starfall was changed to reflect this (and you can’t use starfall in your single-target rotation as it shares charges with starsurge now). Starfall does arcane damage and hurricane does solar damage (with no more lunar damage equivalent of hurricane). Shrooms are no longer part of the AOE damage rotation, and are instead primarily used as a slow for pvp.
  • See the post by Cyous for more about how the Eclipse implementation will work.

Remaining problems:

  • Right now, we only have a 30 second (instead of 40 second) cycle for Eclipse in alpha, meaning that most of the changes are difficult to evaluate, given that the entire rotation is squished into less time (and we can see the fact that the hectic feeling rotation doesn’t allow for effective starsurge use in the 30 sec cycle). Additionally, sunfire is  is only lasting about 15 seconds, instead of the 30 seconds that moonfire lasts for me, which ends up feeling really confusing in the rotation (the astral showers passive is unintuitive at best).
  • Moonkin has a movement DPS problem. Given that the instant damage of moonfire and sunfire comprise our only source of movement DPS, you now have to decide whether the initial damage is worth using it while moving, or if losing the mastery from your DOT is such a big penalty that we now have zero spells we can cast while moving. Right now, the direct damage portion from moonfire and sunfire may actually be a bigger bonus than allowing for high mastery bonuses for the DOT. Thus, moonfire and sunfire have a confusing (and conflicting) role in our rotation. While movement was supposed to have been reduced, random un-named quest mobs are still requiring me to move every 10 seconds or so and are already interrupting my rotation, leading me to believe that resorting to moonfire/sunfire spam may actually be an effective raid DPS strategy (especially given that the frequent and nearly constant interrupts on some quest mobs outside of instances have prompted some people to abandon their super slow cast-time rotation entirely).
  • We will still be tempted to use DOT-cleave as an AOE strategy if we are forced to frequently move, as channeling Hurricane has always been a risky endeavor. Our AOE will also interact awkwardly with Eclipse, given that Hurricane no longer morphs to the arcane version, and starfall is now on a shared charge system with starsurge.
  • We currently don’t have functional glyphs, as all our old glyps were designed to interact with the old Eclipse strategy.
  • Our User Interface was primarily designed for the old style of Eclipse. Thus, there are not good indicators to let us know when to re-cast our DOTs (e.g., when the 100% Eclipse marker is, now that the sound and graphic procs at 0%), or when to cast starsurge, as described in the next point:
  • We get two different Empowerment buffs from Starsurge: One we get that buffs starfire only in Lunar Eclipse, and one we get that buffs sunfire only in solar Eclipse. If you cast starsurge too close to the zero mid-point, you will lose the benefit of these procs when you swap to the opposite damage type. Also, if you cast two starsurges in a row, the same empowerment buff doesn’t stack from multiple starsurge casts. So, you want to cast 1 starsurge followed by your starfires/wraths, before you cast a second starsurge. Since shooting stars randomly gives you additional procs (and you can have up to 3 starsurge charges at any time), mastering how starsurge fits into your rotation will require addons for tracking. We don’t have a good indicator to let us know how Starsurge is interacting with our rotation (e.g., to utilize starsurge you have to watch 4 different UI places: Your Eclipse bar to see whether or not you should cast starsurge (e.g., is Eclipse going to pass the zero point soon, negating your Empowerment buffs?), the buffs on the top right of your screen to see if you have empowerment charges remaining, the actual charges remaining on starsurge itsself, and the graphic that comes up for shooting star procs to let you know you got an extra charge. Thus, while the original starsurge was something we just hit when it came off cooldown, casting all three of your charges in a row is detrimental to your DPS and starsurge now becomes a serious “noob trap”.
  • Having starsurge serve as essentially a resource means that we should have a default UI element under the Eclipse bar that tracks Starsurge/starfall charges, to allow us to more clearly manage Starsurge as a resource, similar to the way that we manage Eclipse. Having those charges identified as a resource means that new players are likely to figure out sooner that starsurge shouldn’t just be cast down to zero, and minimizes the number of places we have to look on our screen to track the interaction between starsurge and our eclipse rotation. Additionally (or alternatively), the lunar/solar empowerment buffs should be better identified in the default UI in some way.
  • They are playing with the idea of instant-cast starsurge, which would definitely help both movement (e.g., PVP), and helping starsurge feel like it fits in the rotation better.


Overall, I like the idea of the new Eclipse mechanic (the “ramp slowly up & down” version is close to something the community pitched earlier in the Eclipse development, when the periods of high and low damage became an obvious problem). It makes us less dependent on our gear for the Eclipse rotation, which was a contributing factor to my decision to stop playing moonkin in Mists of Pandaria.

I’m still not a huge fan of the starsurge changes at this point, as I feel it makes moonkin more difficult for new players to learn than the original Eclipse design (counter to the stated design goals). To experienced players, however, it still may not provide enough depth for mastery (e.g., I still feel quite strongly that moonkin are still difficult to learn, easy to master). However, this may be largely solved by the 40 sec Eclipse rotation coming “soon” (as opposed to the 30 sec version implemented in alpha now), and potentially with UI changes that make tracking starsurge more intuitive (e.g., playing with the default UI for moonkin feels like it works against your success). If my biggest complaints, however, are about an interface problem (which could be solved with addon support), then we’re starting off in an okay place.

Posted in Beta Feedback, Moonkin Balance DPS, Warlords of Draenor, Written By Lissanna


Featured Blogs