There was quite a bit of Moonkin PvP today in Dawn’s Blossom on beta, and I was able to get a feel for how PvP is shaping up. I’m a bit concerned.
First off, the loss of Insect Swarm as a DoT really makes hardcasting much more important, and it’s still very hard to do that considering how many classes have an interrupt/spell pool lockout. And to counter, Solar Beam still has a high cooldown and is not effective against a caster more than once.
So far it appears our snares and roots are right where they should be, although I’m not sure about reducing the charges on Nature’s Grasp from 3 to 1.
Right now, besides hardcasting, the only option we have is to spam moonfire and utilize Lunar Showers. Additionally, we will no longer get Nature’s Grace right out of the gate in arena, since it is solely tied to Eclipse now.
An ability that should be useful for druids is Celestial Alignment, but honestly, the usefulness is limited for a few reasons:
- The initial strike is not applied for both moonfire and sunfire, you only get the additional DoT ticks. This is pretty crippling.
- Since there’s only one initial strike it only stacks lunar shower once per application.
- Lunar/Solar energy resets to 0 when you’re done.
I think the issues with Celestial Alignment are easily fixable. Right now, it sets your energy to 0 at the start and finish of Celestial Alignment. I propose we no longer set the energy to 0 at the end. Starfire, Starsurge, and Wrath do not gain/consume energy under Celestial Alignment, so the only energy gains would be from our 4 piece PVP bonus. I’ve verified that we properly get energy when crit under Celestial Alignment.
Also, causing Moonfire to apply the Sunfire initial damage under Celestial Alignment would help out a lot for burst as well.
Fixing Celestial Alignment alone won’t fix our problems with hardcasting and interrupts, but it’s a start. Perhaps some sort of interrupt immunity (or even 50% change of immunity) while under Owlkin Frenzy would do the trick.