Spell Rotations

The Eclipse Rotation

You will generally operate in a four-step cycle.

   1.

      Pre-Lunar. Cast Wrath until the Eclipse buff appears (have some mod that will make it very obvious when you gain the buff).
   2.

      Lunar Eclipse. When you see the buff, finish casting your current Wrath and then cast Starfire for the duration of Eclipse.
   3.

      Pre-Solar. When Eclipse fades, continue casting Starfire. Note that a Starfire only gains the benefit if it is fully completed while the Eclipse buff is up, so if you only have time for a partial cast, your Eclipse is effectively over. Cast Starfire until the Eclipse buff appears.
   4.

      Solar Eclipse. Cast Wrath for the duration. Continue casting when it ends to loop back around into step 1.

Basically, you cast Wrath until Lunar procs and cast Starfire until Solar procs. But once DoTs and other instants are involved, thinking in terms of the four-step cycle helps you plan your casts well.

Lunar is slightly stronger than Solar (slightly faster to proc and slightly more damage per proc, in addition to extending Moonfire and benefiting from 4T8 if you have it). So in a situation where you can proc either (the beginning of the fight, or if you've failed to proc Solar for a few seconds and Lunar is coming off of ICD), cast Wrath for Lunar.

Subtleties of Transitions

Solar->Lunar: Wrath procs Nature's Grace when the cast completes, but procs Eclipse when it actually hits the target. This allows a sort of clairvoyance regarding Lunar Eclipses: if you see Nature's Grace refresh when you cast a Wrath, you know that that cast is a crit, and therefore that it has a 60% chance of proccing an Eclipse when it reaches the target (but be careful to remember that this doesn't work if Starfall is up, or if you've just refreshed Moonfire in Pre-Lunar phase).
If you switch to Starfire as soon as you see this happen (not interrupting a cast, merely swapping after the next Wrath), you have a 60% chance of effectively lengthening a Lunar Eclipse by starting to cast Starfire before it even procs. This is not in the spreadsheet yet, but some brief math indicates that it's worth trying to do, even though you waste a Starfire cast the other 40% of the time.

Lunar->Solar: As of 3.3, there doesn't seem to be a way to use latency to get your final Lunar Starfire to proc a Solar Eclipse. So nothing fancy in this direction.

DoTs

Against a single target, reapply MF and IS whenever they drop. MF should have higher priority for reapplication, but the difference is tiny. During a Wrath-heavy part of the cycle, it may be best to reapply MF last (after IS or other instants) to minimize the chance that it will drop before you cast SF again.

There's currently a slight open question about whether it's worth waiting until Eclipse ends if a DoT expires in the final few seconds Eclipse. This is hard to model and the DPS difference is very small, so consider it a matter of personal taste for the moment.
Other spells

    *

      Starfall: use this on cooldown against a single target (if there are others mobs in range, remember to make sure it's safe to cast). The best time to use it is theoretically during the pre-Solar phase, as this is when you benefit most from the added Nature's Grace uptime, but this effect is so minor that it's probably best to simply use it when convenience dictates. In AoE situations, try to use it as often as possible on multiple clustered targets.
    *

      Force of Nature: use this as many times as possible in a given fight. If you know when Bloodlust/Heroism is coming, try to cast this immediately beforehand (but not if this requires waiting so long that you can't use it as many times during the encounter). As you learn each fight, pay attention to things that kill the Treants and time your cast to avoid them if possible.
    *

      Typhoon: This spell has two potential uses:
      1) The knockback. Occasionally it's useful in a raid encounter to spend a GCD pushing something away. For this it must be unglyphed.
      2) AoE DPS. Typhoon on multiple targets has a high chance of proccing both Clearcasting and Nature's Grace. This can make it worth using in between Hurricane casts. For this it must be Glyphed.
    *

      Faerie Fire: Unless your raid has both a Shadow Priest and a Feral Druid, keep this on every mob. Even if it does have both, it doesn't particularly hurt to cast this at the pull if you think there's a chance either of the other classes' buffs will ever drop.
    *

      Rebirth: Remember that this drops Moonkin Form, so be ready to reshift as your next cast after Rebirth.
    *

      Innervate: Unglyphed, this returns 2.25 * 3496 = 7866 mana to the target. If you want to be able to cast it on yourself without detargeting your DPS target, use:

       
    *

      Gift of the Wild: casting this virtually guarantees a Clearcast proc.
      1) If you're very short on mana and want to cast an expensive spell such as Hurricane, you might consider spending a GCD for this.
      2) If you're using the 2T10 bonus, the Clearcast gives a damage buff. If forced to move during a fight, you can cast this for the buff.

Bloodlust/Heroism

Under the effect of Bloodlust, Wrath will gain very little DPS since it's usually so close to the 1s GCD minimum in the first place. The goal during Bloodlust is to use Lunar Eclipse as much as possible. As of 3.3, we can no longer cancel Solar during Bloodlust to make it possible to proc Lunar more quickly, so the spell rotation is largely unchanged. If you know when Bloodlust is coming, remember to cast Force of Nature immediately beforehand.

Overall, our benefit from Bloodlust is much smaller than most classes' (roughly 10-12% more DPS for the duration), since only Starfire is significantly affected by the buff.
Multiple Targets

In multi-target situations, you'll mostly be selecting spells by your own judgment rather than any kind of formula. It's important to be familiar with the damage done by each of your spells. Overall, you'll be trying to maintain your usual Eclipse behavior as much as possible. Some things to keep in mind:

    *

      Insect Swarm, if Glyphed, is your highest DPET spell. It's often a good idea to put it on any target which is going to live for 14 seconds.
    *

      Moonfire, if not extended by Starfire, does not have great DPET unless you have 2T9. You want to have it on one target to keep Idol of Lunar Fury procced, however.
    *

      If the targets don't have Ebon Plague on them, then DoT's on secondary targets are weaker than normal, and not necessarily worth bothering with.
    *

      If the raid is DPSing multiple targets simultaneously, and you're responsible for keeping Earth and Moon up, just use your standard Eclipse rotation while frequently rotating through the targets. Your main nukes shouldn't lose damage, and you can gain a little DPS by keeping DoT's on everything as you go.
    *

      Against four or more targets, it's more effective to Hurricane. Against three (or four without Ebon Plague), it's quite close--use your judgement based on the situation.

AoE

Aside from aforementioned Starfall usage, you'll basically AoE by chaining Hurricane. One little nuance is that you can start Hurricanes under the effect of Nature's Grace (procced by Starfall, for example), for significantly higher AoE DPS. Typhoon adds little damage but is another way of "forcing" Nature's Grace (but if you don't have it Glyphed, typically inconveniences everyone else in your group). With Idol of Lunar Fury, keeping one Moonfire ticking will slightly improve the DPS of Hurricane.

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