Elune’s Chosen Built on Full Moon and Fury of Elune
Elune’s Chosen’s original Balance design enhanced existing lunar abilities and added Astral Power interactions. Blizzard’s February 27, 2024 preview shared the tree between Balance and Guardian; the effects explained here are the Balance version.
Tettles’s March 14 review on Wowhead welcomed the theme and potential burst windows while questioning several interactions. This page records that early design, before alpha testing could establish its final tuning.
Three Nodes Describe the Original Offensive Framework
- Boundless Moonlight: Fury of Elune ended with an Astral-damage flash; Full Moon called down two Minor Moons that dealt damage and generated Astral Power.
- Atmospheric Exposure: enemies damaged by Full Moon, Fury of Elune or Lunar Beam took 4% more damage from you for six seconds.
- Lunation: Arcane abilities reduced Fury of Elune’s cooldown by two seconds and the Moon abilities’ cooldowns by one second.
These were different kinds of benefit: additional damage, a target debuff and more frequent ability availability. Combining them could create a window, but an ability becoming available sooner did not itself make the target attackable at the right time.
Lunar Calling Changed Solar Eclipse Access
The original preview paired Lunar Calling with Stellar Command. Their Balance effects were:
| Original choice | Balance effect |
|---|---|
| Stellar Command | Full Moon and Fury of Elune each dealt 15% more damage. |
| Lunar Calling | Starfire dealt 40% more damage to its primary target, but no longer triggered Solar Eclipse. |
Preventing Starfire from triggering Solar Eclipse was not the same as removing Wrath from the spellbook. That distinction matters when explaining what the choice actually changed.
Tettles strongly criticized Lunar Calling in the context of the existing Balance rotation and its interaction with Lunar Amplification. His judgment concerned the proposed design and numbers; it should not be turned into a permanent statement that a later version of the talent can never be useful.
Lunar Amplification Raised a Rotation Question
The preview made a non-Arcane damaging ability increase the damage of the next Arcane damaging ability by 3%, stacking three times. That rewarded a particular sequence rather than every damaging cast contributing in the same way.
There are two questions to keep separate: how much a qualifying spell gains, and which preceding actions qualify to build the effect. Treating a percentage bonus as if it applied after every action skips the second question.
Astral’s Damage Schools and Talent Triggers Needed Careful Wording
Astral combines Arcane and Nature damage. Tettles’s discussion raised implementation questions about how Astral abilities would interact with particular Arcane-related nodes.
Identifying a damage school and confirming that a specific talent trigger fires are different tests. The preview text alone did not establish every interaction with existing talents such as Sundered Firmament and Orbit Breaker. Those synergies were expectations in the review, rather than results from a released build.
More Astral Power Was a Resource-Handling Question
Tettles also questioned whether the available Astral Power pool would comfortably accommodate the added generation. That concern was about handling resources during a busy damage sequence, not proof that more generation automatically produced a particular DPS increase.
Resource capacity, available spending opportunities and target uptime all affect whether extra generation is converted into useful damage. The original preview helps explain those design questions without supplying a current rotation or a final ranking against Keeper of the Grove.




