Tag Archives: Moonglow

Moonglow vs. Furor

Moonglow or Furor? The age-old question: Is it better to save mana or gain mana?

This question has been answered many times before, but the answer tends to fall under one of two extremes: it either references a complex formula which goes right over my head, or it gives an absolute X is better than Y without much explanation. I’m going to try to answer the question in a way that falls in between those two extremes. I’ll answer the question in layman’s terms with concrete examples of how the two talents affect your mana pool.

First, let’s look at exactly what the talents do:

Moonglow – Reduces the cost of your damage and healing spells by 9%.

This is a very basic bonus. The benefit you’ll see from Moonglow depends entirely on how many spells you cast and how much mana they cost. The more mana you spend, the more benefit you will see from Moonglow.

Furor – Increases your maximum mana by 15%.

Furor is a little more complex. Besides the flat mana increase you get, you will also see a bonus to any mana regeneration that is based on your mana pool, such as Revitalize, Replenishment and Innervate. Furor is a talent that scales with gear – as your mana pool increases, so does the benefit you gain from Furor.

So how do you tell which talent will create a more positive effect on your mana? With math!


Let’s look at Moonglow first. To figure out how much mana you can save with Moonglow, you need to have an idea of how much mana you spend on any given fight. To do this, I looked at random 30 second snippets of boss encounters and broke down how many spells I cast and how much mana they cost. Here’s one example:

Sample 5 Cost w/o MG Cost with 3 MG  Mana Saved
Rejuv x7 26089 23740.99
SM x2 3727 3391.57
WG x3 15094.35 13735.86
N x4 7454 6783.14
LB x2 2608.9 2374.099
54973.25 50025.66 4947.59

I also cast 2 Regrowths during that time, but left out their mana cost to account for Omen of Clarity procs (I assumed a rate of 2 OoC procs per 30 seconds).

After looking at 5 random samples, I found that 3 points in Moonglow would give me an average mana savings of 4823.5 every 30 seconds.

Looking at different fight lengths, Moonglow saves:

Mana Saved in:
3 minutes 28941
4 minutes 38588
5 minutes 48235
6 minutes 57882
7 minutes 67529
8 minutes 77176
9 minutes 86823
10 minutes 96470


Now let’s look at Furor. I looked at the impact Furor would have on a mana pool of 100,000. First, there would be a flat bonus of 15,000 mana. Second, there would be an increase in mana regeneration effects.

  • Replenishment returns 1% of total mana over 10 seconds. An extra 15,000 mana would mean an extra 150 mana from Replenishment every 10 seconds.
  • Revitalize returns 2% of your mana whenever it procs. It has a 12 second internal cooldown, but from examinations of my own logs I found an average proc rate of once every 13.5 seconds. An extra 15,000 mana would mean an extra 300 mana from Revitalize every 13.5 seconds.
  • Innervate returns 20% of your mana and has a 3 minute cooldown. An extra 15,000 mana would mean an extra 3,000 mana from each Innervate.

I looked at how much extra mana would be regenerated with a base mana pool of 100,000 over a 3 minute fight:

Mana with 3 Furor Difference
100,000 115,000 15,000
Mana return over a
3 minute fight
Replenishment (18 occurrences) 18000 20700 2,700
Revitalize (13.33 occurrences) 26660 30659 3,999
Innervate (1) 20000 23000 3,000
Extra mana regenerated from Furor 9,699

Add that 9,699 to the flat 15,000 mana increase and 3 points in Furor would gain you 24,699 extra mana over a 3-minute fight. I then expanded these figures to account for larger mana pools and longer boss fights.

My full calculations are available in this spreadsheet.


When all the math was done, I compared the numbers for Moonglow and Furor and put them in a pretty graph.

Moonglow vs. Furor graph

Things we learn from this:

  • Furor gets better with larger mana pools.
  • Moonglow gets better with the amount of spells you cast. It gets better in relation to Furor as the fights get longer.
  • At current mana levels Moonglow will provide more of a benefit than Furor on any fight longer than 3 minutes.
  • Furor will not become competitive with Moonglow until our mana pools start hitting 150,ooo (at least) and even then, only on the shorter fights.

I hope I’ve helped to clarify the issue for those people (like me) who want to understand the reasons why one talent is better than the other without doing too much math.

*Disclaimer: I did not account for temporary Intellect increases in my Furor calculations. The temporary mana increases make only a few percent difference. For example, on a 3-minute fight with 100k mana, Power Torrent procs would increase Furor’s mana regen by about 4.9%. As mana pools increase, this number goes down.  Adding in the temporary Int boosts does not affect any of the numbers enough to make Furor better than Moonglow for any fight length or mana pool. And I’m all math-ed out.*

Thanks to Hamlet for reviewing my spreadsheet. For those looking for more druid theorycrafting, I suggest downloading Hamlet’s TreeCalcs. Thanks also to Zosima for making sure my math-to-English translation made sense. 🙂

Resto Druid Guide: Spec and Talents

Once you hit level 85 and are looking to start heroics or raiding you’ll probably want to make a few tweaks to your spec. The general spec for PVE healing is 8/2/31.

Here is the basic spec that includes everything I consider to be mandatory talents.

Basic resto druid spec

With this spec you get a reduction in spell cost from Moonglow in the balance tree and 10% extra mana from Furor in the Feral tree, which are very important right now. The mandatory resto talents are:
Natural Shapeshifter
Heart of the Wild
Master Shapeshifter
Improved Rejuvenation
Living Seed
Empowered Touch
Malfurion’s Gift
Wild Growth
Nature’s Cure
Gift of the Earthmother
Tree of Life

This  leaves you with 5 extra points to spend in the Resto tree.

My spec of choice places the extra points in Efflorescence (3 points) and Nature’s Bounty (2 points). My spec looks like this:

My restoration druid specLink

Here’s a closer look at all the possible talent choices for druid healers and how important they are:


Tier 1

NoBlessing of the Grove (2 points) – Two points increases the healing of your Rejuvenation by 4%. With the reduced reliance on Rejuvenation this is a fairly weak talent. There are better places to spend your points.

YesNatural Shapeshifter (2 points) – Reduces the cost of shapeshifting by 20% and increases the duration of Tree of Life by 10 seconds. This is a prerequisite for Master Shapeshifter in tier 2.

YesNaturalist (2 points) – Reduces the cast time of Nourish and Healing Touch by 0.5 seconds. Nourish is your most mana efficient spell and you will be using it often. These points are a must.

YesHeart of the Wild (3 points) – Increases your Intellect by 6%. Intellect gives you a bigger mana pool, more spell power and increases mana regeneration effects. Another must have.

Tier 2

NoPerseverance (3 points) – Decreases your magic damage taken by 6%. Damage reduction is always nice, but unfortunately there are too many other important talents to take, making it hard to squeeze any points in here.

YesMaster Shapeshifter (1 point) – Increases your healing by 4%. This applies to all healing spells. Take this.

YesImproved Rejuvenation (3 points) – Increases the healing of your Rejuvenation and Swiftmend by 15%. This is a much stronger talent than the 4% rejuv bonus from Blessing of the Grove. This will also increase the healing of Efflorescence (if you take it).

Tier 3

YesLiving Seed (3 points) – When you critically heal with Swiftmend, Healing Touch, Nourish or Regrowth you plant a Living Seed on the target that will heal for 30% of the amount healed the next time they are hit. With our increased dependence on direct heals, Living Seed now provides a much more healing than it did in Wrath. This is a prerequisite for Efflorescence.

YesRevitalize (2 points) – Rejuvenation and Lifebloom ticks have a 20% chance to regenerate 2% of your mana. Also Replenishment to your group when you cast or refresh Lifebloom. This is a necessity in order to regenerate mana, both for ourselves and our groups. Lifebloom should be stacked on the tank (generally) at all times, so this will proc all the time.

OptionalNature’s Swiftness (1 point) – Makes your next nature spell an instant cast. While this is a handy talent to combine with Healing Touch for a big emergency heal, talent points are rather tight. If this is something you use often, take it. If it’s something you find stays unused in a lot of dungeons and raids, skip it.

NoFury of Stormrage (2 points) – Makes your wrath spell free and gives you a chance to proc instant Starfires. Sounds like fun, but there is no room for this in a PVE healing spec.

Tier 4

OptionalNature’s Bounty (3 points) – Increases the critical strike chance of Regrowth and gives you a chance to reduce the cooldown on Swiftmend by 0.5 seconds when you critically heal with Nourish or Healing Touch. How useful this talent is really depends on your healing style. With the immense cost of Regrowth, it probably won’t see too much use. I’d suggest taking other important talents first and dropping any extra points needed to reach the last tier into this.

YesEmpowered Touch (2 points) – Increases the healing done by Healing Touch and Nourish by 10% and these spells now refresh Lifebloom. You will definitely want these spells to refresh your Lifebloom stacks in order to maintain a steady amount of healing on tanks. This is a must have.

YesMalfurion’s Gift (2 points) – Whenever you heal with Lifebloom you have a 4% chance to proc Omen of Clarity. Mana is in short supply so this is an excellent talent. Maintaining stacks of Lifebloom at all times means this procs often.

Tier 5

OptionalEfflorescence (3 points) – When you heal with Swiftmend, you sprout a bed of healing fauna beneath the target, healing everyone within 4 yards for 30% of the amount healed over 7 seconds. This is another talent that depends on how you play. In raids where people are grouped up a lot, it can provide a lot of healing. However, if you stick mostly to 5-man dungeons or don’t place the Efflorescence properly, it becomes much less useful.

YesWild Growth (1 point) – Heals 5 people within 15 yards of the target over 7 seconds. This is our most useful AoE heal. Must have.

YesNature’s Cure (1 point) – Allows your Remove Corruption spell to also remove 1 magic effect. To me, this is a must have. There are an endless number of nasty magic debuffs. Being able to get rid of them is a good thing.

NoNature’s Ward (2 points) – When you take an attack at or below 50% health you will automatically cast a free Rejuvenation on yourself. This is a PVP talent. There’s no room for this in a PVE spec.

Tier 6

YesGift of the Earthmother (3 points) – Increases the healing done when your Lifebloom expires by 15% and causes your Rejuvenation to instantly heal for 15% of the total effect. With this, the ‘bloom’ from your Lifebloom is very large and can restore a big chunk of health. The Rejuvenation bonus is very nice too.

OptionalSwift Rejuvenation (1 point) – Reduces the global cooldown of your Rejuvenation by 0.5 seconds. Since Rejuvenation is no longer blanketed on everyone, I find this spell is of limited use.

Tier 7

YesTree of Life (1 point) – Shapeshift into the tree of life, increasing healing done by 15% and increasing your armor by 120%. In addition, some of your spells are temporarily enhanced while shapeshifted. This is our one major cooldown spell that increases our healing output, reduces our physical damage taken (through armor) and allows us to multi-stack Lifebloom, Wild Growth more people and gives us an extra instant (though highly expensive) spell. It’s a bargain for 1 point. Plus, who doesn’t like Grampa tree? 😛


Tier 1

YesNature’s Grace (3 points) – Increases your haste by 15% for 15 seconds after casting Regrowth, Moonfire or Insect Swarm. Has a 1 minute cooldown. If you’re smart about how you use this,  it can be very useful. 15% haste will give you extra ticks on almost all of your HoTs. This can increase your output considerably during the proc.

YesNature’s Majesty (2 points) – Increases your critical strike chance for all spells by 4%. Fairly straightforward.

Tier 2

YesMoonglow (3 points) – Reduces the cost of your healing and damage spells by 9%. This talent is the reason we spend any points in Balance tree. The current mana situation makes this a very valuable talent.

NoGenesis (3 points) – Increases the healing done by your HoTs and Swiftmend. When we get to a point where mana is no longer such a big concern this will be a fantastic talent, but until then we need to take Moonglow instead.


Tier 1

YesFuror (3 points) – Increases your maximum mana. Unfortunately, putting 31 points in resto and 8 points in balance only leaves 2 points to put here, increasing your mana by 10%.

My full resto druid guide can be found here.