"Other classes have had threads detailing optimal DPS strategies on a fight-by-fight basis in the past, and I've found them very useful without even playing those classes. I checked with Melthu and he was happy for us to have a similar thread here. I'll keep this updated regularly. Please contribute, as I'll only be able to update each fight as I get to them and I'm sure some of you have extensive beta raid testing experience!
Now, obviously we don't have such heavily abusable abilities as some other classes like Cloak of Shadows, Mirror Images or Anti-Magic Shell. Oh, hold on, yes we do! For all of the poor reception of Symbiosis in some quarters, it certainly opens up a large amount of opportunities & utility to us. Beyond that, our new talent options really give us a lot of customization options.
Apologies to the other specs, but I don't really play anything but Balance enough to curate a sensible list for you, so this will be limited to Balance only tips & tricks. This is bare bones for now, and will live or die by your participation. Please post your findings (and keep the conversation civil if you disagree with someone's opinion)! I've left the world bosses off this list for now as they are very simple encounters."
( - basic tip, quick and easy ways to optimize DPS that might not be obvious on the first pull.
(I) - strategies to take once you are more comfortable with a fight and familiar with the abilities.
(E) - expert level tips, either very difficult to achieve or requiring a high degree of setup.
Basic Tips and Tricks
( - Evaluate your Symbiosis target for every encounter, and familiarize yourself with who gets what from it. Here's a table to help with that. For nearly every fight, you'll be picking from Anti-Magic Shell (aka AMS, from DKs), Cloak of Shadows (from rogues), or Unending Resolve (warlock).
( - Using Symbiosis on a DPS DK is the only appreciable direct raid DPS increase, as it allows them to save on runes.
( If there's a period of time where you can't DPS anything and you don't need to move, line up a new Eclipse with Astral Communion.
( - Don't forget about Might of Ursoc! Combining this ability with a Healthstone provides a very large heal, especially if it's glyphed.
(I) Stampeding Roar should be glyphed wherever possible, and used any time there is a large amount of raid movement required. Coordinate this with other druids/warriors with Symbiosis.
(I) Displacer Beast's redesign makes it very useful for periods of long movement - if the time spent moving would be greater than the 2 GCDs it takes to use DB and shift back to Moonkin Form, taking this talent is something to consider.
Siege of Orgrimmar
( - Typhoon, Ursol's Vortex, Treant roots, Mighty Bash, Fungal Growth (from Mushroom Detonation), etc. all work to control Sha Puddles.
( - If no Puddles are available to DPS, heal the Contaminated Puddles using NS, HT, and Rejuv - Tranq will not work.
( - Cloak of Shadows will prevent damage/knockback from Swirl.
(I) - Heroic Cloak will reset/immune your stack of Sha Corruption, allowing you to continue to single target the boss.
(I) - You can immune several stacks of Mark of Anguish with Cloak of Shadows before passing it.
( -Treants are unaffected by Corruption and as such deal full damage to the boss, making them the optimal DPS talent for this fight by a wide margin.
Sha of Pride
( - Cloak will remove Mark of Arrogance without gaining Pride. Cloak will also immune the damage from Swelling Pride.
( - Incarnation + Dream of Cenarius is the obvious choice for DPS talents on this fight.
( - Wild Charge (moonkin) is perfect for getting out of Shattering Cleave and for getting to the back of your group in phase 2.
( - Cloak and AMS are good for mitigating damage and resetting your debuff stack in phase 2.
( - Both the tower grunts and the adds that Fracture can be stunned/vortexed/Typhooned, etc.
( - Cloak of Shadows will immune all damage in phase 2 as well as preventing you from being knocked back.
(E) - Timing Displacer Beast immediately after the Shock Pulse perfectly counteracts the knockback.
Kor'kron Dark Shaman
( - I use AMS for this fight, but Cloak and Unending Resolve are decent choices as well.
( - No matter when you get the Iron Prison debuff, you can use Barkskin for it; Barkskin will come off cooldown before the debuff expires even if you've just used it.
(I) - Liberal use of CC on adds is important for mitigating damage on your raid.
(I) - Treants can continue to DPS the boss in Defensive Stance without causing him to gain rage.
( - AMS is great damage reduction for soaking pools, but Cloak will immune the damage from the corruption balls on heroic. Depending on your comp, you'll pick between these.
( - Stampeding Roar will remove Displaced Energy's root effect on heroic.
( - Use Glyph of Guided Stars to ensure you don't pull aggro on the adds that spawn on heroic.
Spoils of Pandaria
( - Using Cloak of Shadows right before the Set to Blow debuff expires will immune the damage. You still need to be away from everyone, though.
Thok the Bloodthirsty
( - Unending Resolve provides excellent damage reduction as well as making you immune to the interrupt from Deafening Screech.
( - Druids can dispel poison, which is especially helpful when Fixated. Additionally, you can pick up Mass Dispel from a priest Symbiosis to further assist with dispels, though keep in mind that moonkin MD has a 1 minute cooldown now.
(E) - You can use Wild Charge (Moonkin) to bypass the belt debuff and kill the weapons on the belt every time. This takes incredibly precise positioning and moonkins aren't the best class for the belt, so this is probably a last resort.
Paragons of the Klaxxi
( - Faerie Swarm/Bash/Typhoon/HoJ/etc. are useful for controlling the Bloods.
( - Cloak will immune all damage on this fight, but you may have better results with Unending Resolve as far as mitigating Intermission damage and Iron Star Impact is concerned. ****Need confirmation on Unending Resolve/Cloak immuning the interrupt from phase 4 Iron Star Impacts - I'll test that this week.****
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