Now i will list into detail Moonkin PVE / PVP Issues, Talent Issues And Much More.
Starfall ~ No longer breaks stealth
Starfall ~ No longer can be used while mounted / animal forms
Celestial Focus ~ No longer applies to starfall
Celestial Focus ~ Soon to no longer apply to Starfire
Owlkin Frenzy ~ Now only procs when Physical damage is recieved ( Major nerf )
Earth and Moon ~ Reduced to 3 talents, Reduced from 1/2/3/4/5% damage increase to 1/2/3%
Starfall ~ No longer procs 2% mana regen on a crit ( Was 1/2 Decent for a 3 min cooldown )
Hurricane ~ No longer procs 2% Mana regen on a crit ( Nerf was definately needed )
Lunar Guidance - Changed to 4/8/12% (down from 8/16/24%)
Glyph of Starfire ~ Your Starfire increases the duration of your Moonfire DoT on the target by 3 sec, up to a max of 9 additional seconds. ( Was Unlimited )
Moonkin Form ~ Armor reduced from 400% to 370%
Abolish Poison ~ Now ticks every 3 sec, up from every 2. Now lasts 12 sec., up from 8.
Starfall ~ This spell is Supressed by and effects that cause loss of control of your character
Innervate ~ Spirit Co-Efficient has been nerfed Reducing the effectiveness of this by approximately 60% of a normal mana bar.
Faerie Fire ~ now decreases armor by 5%. (Previously decreased armor by a set amount) Nerfed unless Targets have over 25500 Armor,
Just a small amount of nerfs we have had, Now buffs you ask ?
Eclipse ~ Damage done by wrath up by 10% / Starfall Crit up by 15%
Abolish Poison ~ Now castable in moonkin form
Moonkin Form ~ Critical Spells now have a CHANCE to refund 2% of your base mana
Moonfire ~ New Animation
Improved Mark of the Wild ~ Now also increases all of your total attributes by 1/2%.
Predatory Strikes ~ Now includes Moonkin Form in its effect.
Survival Instincts ~ Now includes Moonkin Form in its effect.
And now we see Restoration druids getting one of the most usefull spells there could be as what, a Tier 10 Restoration talent.
Starfire our Main Nuke has the HIGHEST % Mitigated ( Partial Resist ) damage in the game, As i'm sure you've noticed.
Survival Instincts / Predatory Strikes is useless and currently the tooltip in game states it does NOT work in moonkin.
So i cannot confirm or could be bothered even trying such a horrible spec to confirm this as of 3.1
PvP Gear issues, You talent us towards spirit bonuses, yet still with all the awesome amounts of spirit we have on pvp gear ( This number Declines rather quickly after 100 ? Base spirit ? )
There is a Seemingly extremely low amount of Intellect aswell, which we also benefit highly from, hence a full s5 geared moonkin has about 14k mana, and therefore will be oom before you can say Peek-a-boo. That combined with the Co-Efficient nerf of innervate, we recieve about 4k mana in return from 1 innervate (This is including the glyph of innervate)
If Moonkin's spec 11 points into feral, As live on the PTR we have 120mp5 while not casting, 14 mp5 while casting. Innervate is a whopping 480mp5 for 20 seconds, which in total means over that entire period of time ( Assuming it is not dispelled Which needs to be fixed, this needs to be non-dispellable for high tier balance druids ) we will be able to cast 1 typhoon.
With Owlkin Frenzy, BEFORE NERF. I was hoping this would be buffed that whilst you were enraged, all stun / silence / fear effects are reduced by 10/20/30%
Try 1v1'ing a Warlock, or mage withouth having Owlkin Frenzy ever proc.
On Topic of Pets, ( That apply to talents only ) Shaman Wolves Literally Floor druid treants, in damage / HP / Duration / Abilities / Movement Speed.
Also with starfall, and the post below Shadowpriests were IMMEDIATELY COMPENSATED for losing blackout, with a huge buff, in PVE / PVP
Considerably there are only 0.12% Players that are Moonkin that are over 2000 Arena Rating in 2v2
Considerably there are only 0.03% Players that are Moonkin that are over 2200 Arena Rating in 2v2
To Summarize, Balance druids are extremely underpowered with very low survivability lacking in the ability to do damage whilst having any source of incoming damage that does not even have to be Crowd Control orientated.
5 yards on typhoon is completely useless, 10 yards minimum would be decent,
My personal Opinion of this talent is, the closer the target is to you the further the knockback will be up to a maximum of 25 yards. let's say the target is 30 yards away when he is hit ( Max range is 36 Yards) This then will only knock the target back the minimum of 5-6 yards.
Redo hurricane so the hurricane is instantly cast where it was placed, silencing all people underneath it and if recast would remove the old hurricane to the new spot (Duration lasts 10seconds before haste modifications)
And for the love of god please fix the scaling issues with Natures Grace, If my normal cast time is 2.49 on starfire and i gain a crit, my cast time is not reduced to 1.99 it ends up at 2.08 This talent states the following: Reducing the Cast time of your next spell by 0.5 Seconds. Statistics of Wrath normal cast / After Nature's Grace Proc are shown Below.
Natures Grace also does not work with spells like Hurricane / Tranquility / Warstomp ( If Tauren ) Would be nice to have it work with warstomp for PvP Survivability.
Also in regards to the above with starfire, Our only other main spell for pve is Wrath, Which of course, has the same issues, and already does conflict with the global cooldown.
Examples of Problems:
1.25 sec cast ~~~ Wrath Crit
( No issues with GCD )
0.83 sec cast ~~~ Wrath Hit or crit ( Let's say Crit )
( GCD Is affected by Natures Grace after the first crit cliiping by about 0.2 - 0.3 seconds )
0.83 Sec cast ~~~ Wrath Crit
( No issues with GCD )
0.83 Sec cast ~~~ Wrath Crit
( No issues with GCD )
I have not tested this problem with Instant casts such as Moonfire Spam, With that same Forumula.
I would assume the same problem lies therein.
The issue here is the first Natures Grace proc has 0 effect on the global cooldown for the following spell, the crits after a crit will work as intended reducing the global cooldown slightly. I believe this is the same with starfire, although that is impossible to achieve cast times with that unless you have your 4 piece pvp set bonus proc, and gemmed for haste etc.
In regards to eclipse, we shouldn't have to base our DPS of such crazy RNG. as you know druids will try to proc an eclipse with Wrath, This spell has a flight time to hit the target, Yes we can know if we crit from this but we won't know if we will proc eclipse TILL the spell hits.
Basically the way you have set this up is 1. Cast wrath 2. if it's a crit, wait for the spell to land and do damage to proc eclipse if not, repeat step 1 & 2 untill you do proc eclipse, Step 3. Have your starfall begin casting asap when eclipse procs and then watch as once your FIRST starfire lands you only have about 11 seconds of eclipse left. Oh Crap ! we are doing heigan you just got your first eclipse time to start dancing.
Dance is now over, Repeat steps 1 & 2 until step 3 is applicable to you, and best of luck using that 11 Seconds of UPTIME to get a semi decent RNG factor in your favour.
Also with Faerie Fire / Improved Faerie Fire, This talent is yes, Completely useless for us, as we only take it now if there is a feral druid in the raid so we gain the PERSONAL BENEFIT from it, shadowpriests constantly have the 3% hit buff up, you need to rethink that talent completely, like if a warlock had +3% hit on curse of elements it would be worth them casting etc.
At it's current form, there should not be such an ability as Improved Faerie Fire, Please this has to be removed completely as a talent, and reinstated with something completely different.
As that being said, this is not the ONLY talent that needs to be removed and reinstated with something new i can personally name atleast 7 Talents that are SUB PAR to all other classes, in terms of beneficiaries provided.
It's almost in your best interest to remove all arcane / nature damaging spells, and all the balance tree together and RE-DESIGNING the entire Balance ( Moonkin ) forms / spells / talents. because with every change you are working with a pair of scissors to do your lawns, while all the other classes have Ride-On.
Basically what i'm saying is, there is only so much you can achieve by changing the way the pair of scissors work, but no matter what you do you'll always be sub-par to a Ride-On. Hence Throw away the scissors ( Balance tree / moonkin form ) And Return to us with a Ride-On so we can once again compete, and fine tuning will have a Real Effect on our class / spec the way it's played and it's capabilities.
I hope you can look into all these issues, and make some relevant changes to reflect these problems.
I could carry on all day long, I'm really disappointed that this Class, Spec, has fallen to these standards I've played moonkin since the days of AQ40, and right now i will be quitting before 3.1 goes live.
Best of all to the other moonkins out there and hopefully there will be some light at the end of the tunnel for the few of you that will stick around.
~~~~ Snowae ~~~~
Guild leader of Dispøsed
Dreadmaul
Link to my post on the Damage Dealing Forums,
http://forums.worldofwarcraft.com/th...163246&sid=1#1