Moonkin Form



Moonkin Form enables a Druid to specialize in DPS spellcasting.

Tips and tactics
Invest in as many talents that increase the DPS of your spells, both those that reduce casting time (Starlight Wrath) and increase damage (Moonfury). If you are going for a group PvE build, don't invest in talents that require physical contact (like Brambles). However, if you are going for a solo PvE build, then do invest in these talents, and make sure to have Barkskin active, as you will need it if you're taking damage, even with the 370% armor increase.

Tanking
Moonkin tanks ("Panzerkins") can be a strong alternative to non-tank specs through decent damage mitigation and high DPS (versus main tank specs). Moonkin tanking is rare for many reasons, but Moonkin have successfully tanked Karazhan, Gruul's Lair and most 5-man heroics. Gearing is problematic; PvE rewards do not generally support Moonkin tanking, but the Arena Rewards for druids provide some of the balance necessary. Keep in mind that moonkin armor is equivalent to plate, but will still be lower than most warriors, feral druids, and paladins because of the lack of armor-increasing talents (e.g. Toughness). Lithanial's guide to Moonkin Tanking and Thunja's guide to WOTLK Panzerkin Tanking are currently the largest sets of information about Moonkin tanking.

PvE
Moonkin have three primary abilities that are key to surviving in PvE - Cyclone, Entangling Roots, and Barkskin. Cyclone is obtained at level 70 and allows the druid to temporarily encase a target in a cyclone which makes the target incapacitated and immune to all forms of attack (lasts 6 seconds). Entangling Roots snares a target in place for up to 27 seconds and does damage every 3 seconds, however external damage to the snared target can remove the effect. Both of these abilities give the Moonkin CC abilities which are essential for those "whoops, I pulled one too many" moments.

Barkskin reduces all damage taken by 20% and prevents pushback on your spells for 12 seconds. Obviously Barkskin is useful for mitigating damage but it also allows the druid to shift back to caster form and cast some HoTs. Lifebloom and Rejuvenation, along with the bonus healing from Lunar Guidance, increases a Moonkin's survivability considerably. Now one might ask, "both those HoTs are instant so why should I wait until I cast Barkskin to shift out and use them?" The answer to that is simple, when you shift out, you lose the 370% bonus to your armor, so you take significantly more damage, Barkskin helps to reduce that loss of armor.



Cyclone has diminishing returns in PvE and is therefore not an effective way of CC'ing a particular mob for an extended period of time. After three casts of Cyclone on a particular mob, the mob is immune to the spell.

In Wrath of the Lich King, Balance druids have learned a new powerful spell known as Starfall, which is capable of AOE damage to enemies in a very wide area dealing high damage.

A second new ability called Typhoon shoots a wave of nature power in a forward-facing cone, knocking back any enemies it hits and damaging them which has usefulness in both PVE and PVP. This has lead to the dismay of some players, as now that players have knockbacks, it is possible to take falling damage in PVP combat and take dura hits, as well as being able to push them into areas that may be difficult to find their way out of.

PvP
Moonkins do have some issues in PvP. The most noticeable disadvantage is their survivability. While they can push out heavy damage if left alone, once they are focused on they quickly become less of a threat. They also lack some important parts of utility. They don't have any way of silencing an enemy caster and if they are silenced them selves while casting a nature based spell, such as Wrath, Nourish, regrowth etc, all their healing is completely cut out for the duration of the effect making them very vulnerable. This have led many to practice "Fake casting", in an attempt to make the enemy waste their silencing ability. This is simply done by casting and quickly cancelling the cast. An attempt to work around the lacking survivability is stacking stamina. Having a 30k+ health pool can help a great deal to stay alive longer. This of course differs depending on what kind of PvP one plays. Some combos in the Arenas make stacking stamina very effective, while others work better if one stacks spell power. It simply comes down to how one plays.

Starfall can be a very useful tool in PvP, because the moonkin doesnt have to channel the spell and it will auto hit any enemy player who threads to close to the moonkin. Typhoon can also be a very useful spell if a melee class such as a rogue gets up close to the moonkin they can knock the enemy player and away and change to cat form to get out of range and continue the attack.



Insect Swarm does decent damage per point of mana and its marginal reduction in hit chance isn't too shabby. Entangling Roots, unfortunately, is becoming less useful as time passes because more and more classes are being given ways to escape snare effects. If anything, it still delays a player from reaching you, which usually will give you the time to cast a Starfire/Moonfire combo. Use Starfire from range and Wrath in melee.

Most players will suggest beginning fights in Cat Form. If you are a Night Elf (and patient), simply shadowmeld and wait for your target to come in range then surprise them. Starting from Cat Form has its advantages though. If you are a competent "stance dancer" (you should be if you wish to be a Moonkin) you can Pounce and then Rip your target, then switch to Bear Form before they recover from the stun. From Bear Form, melee your target once (possibly twice if you are unlucky) to get enough rage to Bash your target. This gives you enough time to switch to Caster Form and place a Rejuvenation on yourself and switch back into Moonkin. Once back into Moonkin Form, Moonfire your target. At this point the stun should be wearing off. The rest is up to you.