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Feral Druid 7.3

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On 10/17/2016 at 7:42 PM, Guest DeadlyElixir said:

I use Icy Veins to know the stats to focus on but I use ask mr robot to weigh upgrades, I'm having a big issue right now. AMR recently changed their stat priority and it's very different from icy now.  Icy veins does not provide a weight break down (like saying crit is .63 and etc) so I can fix it to match. AMR also affects the pawn addon so now that is saying different stats too. Since icy hasnt updated im very confused and not sure what to do. If AMR is right that really sucks cause it is a huge change in stat priority. 

Can I get some help here.

Unfortunately, I can't really tell you why AMR have changed their priorities. Weights can be found here:

https://www.icy-veins.com/wow/feral-druid-pve-dps-gear-legendaries-best-in-slot

These are general weights, so to get ones that fit your character properly, you need to use simcraft.

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On 10/19/2016 at 2:09 PM, Guest stat weighting wrong said:

Sim craft does not agree with the listed stat weighting for my 850 gear level using mostly crit/mastery on gear (by a significant amount). Quite annoying that I assumed crit mastery was still by deign since thats what drops, thats what this guide says.

That's because the listed stat priority and weights are general lists. They will not be perfect for your character, they are simply a guideline to follow if you do not know how to properly sim your own character. It's not possible to have a perfect priority and weight for every gear setup. That's essentially what Simcraft is for.

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On 10/21/2016 at 2:56 PM, Razorclaw said:

This guide has not been updated for one month.

There have been numerous updates that can be seen in the changelog on the front page:

https://www.icy-veins.com/wow/feral-druid-pve-dps-guide

As for the balanced stat priority, please feel free to read the section under the priority:

Quote

When considering these stat priorities, be aware that Feral has a good amount of synergy between each of them, so going too far into one direction can in some cases have negative effects. Try to generally aim for Mastery and Critical Strike, and have a small amount of Haste to smooth out the rotation, or to help when using Brutal Slash Icon Brutal Slashbuilds.

This should tie in with what you are saying.

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On 10/21/2016 at 8:12 PM, Guest Pheno said:

In the racial sims, it shows shadowmeld upping dps by 7k. Can one use shadowmeld-->prowl in raids?

As stated above, it's just that shadowmeld enables the stealth modifier on abilities. 

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On 10/28/2016 at 11:10 PM, Guest Twofangs said:

When is the bis list for feral being updated?

What do you feel needs updating?

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Guest Twofangs
On 10/31/2016 at 0:10 AM, Blainie said:

What do you feel needs updating?

Well the new kara trinkets are really good.

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I'd like to ask something. When you refresh / reapply the duration of rake and/or rip...does it refresh their respective dot based on the damage increase factors you had when you first applied them? or based on your current base damage increase factors? (if any available of course!)

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4 minutes ago, Vaizard said:

I'd like to ask something. When you refresh / reapply the duration of rake and/or rip...does it refresh their respective dot based on the damage increase factors you had when you first applied them? or based on your current base damage increase factors? (if any available of course!)

I'm not 100% sure how FB refreshed rips work as far as snapshotting, but for rake and normal refreshed rip it works as such: refreshing works to re-snapshot the damage bonuses to rake/rip, aka, if you refresh them without a buff up that they had the last time you applied/refreshed them, they lose that buff and vice versa.

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16 minutes ago, Orthios said:

I'm not 100% sure how FB refreshed rips work as far as snapshotting, but for rake and normal refreshed rip it works as such: refreshing works to re-snapshot the damage bonuses to rake/rip, aka, if you refresh them without a buff up that they had the last time you applied/refreshed them, they lose that buff and vice versa.

Thanks a lot mate... If anyone knows ,with certainty, about how refreshing/reapplying rip with FB works... let us know please! Thanks again...

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Curious about the target dummy/sim craft approach to the guide rotation.  With the recommended talent tree you basically have to keep 4 timed events/bleeds up and runny at all times (moonfire, rake, rip and although not a bleed/dot still a timed event savage roar).

My times are:

Rake 12 sec, Moonfire is 14, Rip is 16 and Savage Roar is 24.  These will line up and end up dropping off at exactly the same time, specifically Rip and Savage Roar as shown in the rotation will line up at the second rotation of Savage Roar meaning you must choose Rip and then Savage Roar is down until you get 5 more points.  While managing energy consumption, movement, aoe and other raid/dungeon random damage, how is it possible top keep a consistent rotation?

If you let even one bleed/dot/savage roar drop for any time you see a HUGE dps drop because of it.  Now for the really strange, you also would need to keep these ups on potentially 2-3 targets at the same time??  I only have 2 eyes and 8 fingers and frankly after beating on the dummy and seeing only 15k dps difference between three variants described in the guide, why is the optimum the most complex and least likely to actually keep going for an entire boss fight the recommended???

I would doubt that even a minority of players can keep all of whats required rotating.  I am sure their are a few but is the guide written for those few or am I seriously missing something here?

Edited by Twiddles

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@Twiddles The way I try and play around the issue you mention is by timing the SR downtime with those small periods that your bleeds won't need refreshing yet. When I see SR is about to run out and Rip needs refreshing too then I'll try to refresh all of Rip, Rake & Moonfire before that SR ends so you'll have another 12 sec to get SR up before the next Rake refresh, minimizing the DPS loss of that SR downtime.

Having a look at my logs from last week (LFR though), there's not that much downtime: In a 3min nythendra fight all 3 bleeds had around 96% upkeep with SR at 90% so it's really not all that problematic either.

Edited by PaasHaaS

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Guest Untaimed

I have a small dilemma, assuming the relic section of the guide, when it talks about relics being 10 item levels higher than other ones, is referring to the top "Item Level" label (outlined in red in attached picture), and not the lower "Item Levels" label.

Which one would people go for in this scenario? My other 2 relics are both Rake increases as well (so I have 3 in total).

 

 dilemna.png

dilemna.png

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Alright, I have a few questions... First of all, is there a "sweet" CP amount you should use in order to refresh SR, or should you just do it at 1 or at max CP at all times?

2ndly, if you snapshot your dots with damage increase buffs, shouldn't you normally try and let them tick out or closest to ticking out before refreshing each one of them accordingly? for maximum dmg / dps that is?

3rdly, let's say you screw up and mistakenly use Rip on a target but with less than 5 CPs....is it worth and/or recommended even, to immediately try to refresh the duration as soon as possible with maximum CPs?

Edited by Vaizard

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Guest CmwCaelen1

In the 4.3.3 section it gives the Resto Druid Omen of Clarity tooltip instead of the Feral Druid one. Just a little heads up.

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On 3.11.2016 at 5:12 PM, Vaizard said:

Thanks a lot mate... If anyone knows ,with certainty, about how refreshing/reapplying rip with FB works... let us know please! Thanks again...

It applies to Rip as Orthios described it.

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On 4.11.2016 at 6:34 AM, Twiddles said:

I would doubt that even a minority of players can keep all of whats required rotating.  I am sure their are a few but is the guide written for those few or am I seriously missing something here?

The guides are written to basically show the maximum output setup that a spec can achieve in a raiding environment. If we were to post one of the easier, but worse setups, we would get plenty of comments telling us that we are wrong. Feral Druid is known for being extremely difficult to play currently; it's definitely not a spec to play if you're not ready to play something very complex right now.

One of the reasons why it is so difficult is because of what you have described. You have to constantly be thinking much further ahead than most other specs, because you will have so many conflicts in renewing buffs and debuffs. You need to think ahead, sometimes even refreshing early to ensure you maintain some of the buffs. Choosing which ones to refresh early and those not is often dictated by our priority rotation list. Remembering which debuffs have snapshotted is also a big part of DPS as a feral.

I don't want to come off as sounding elitist or whatever, but Feral is just one of the harder specs to perform well as right now. To get the same output, you need to do a lot more than some of the other specs out there currently.

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On 6.11.2016 at 8:10 AM, Guest Untaimed said:

I have a small dilemma, assuming the relic section of the guide, when it talks about relics being 10 item levels higher than other ones, is referring to the top "Item Level" label (outlined in red in attached picture), and not the lower "Item Levels" label.

Which one would people go for in this scenario? My other 2 relics are both Rake increases as well (so I have 3 in total).

When the guide describes it as "item levels of stats", it is referring to the item level of the weapon it is placed in. I'd keep your current RF one, for example.

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On 6.11.2016 at 7:22 PM, Vaizard said:

Alright, I have a few questions...

  1. Depends on the current point in the rotation and fight. Ideally, you'll want those big SRs of 5 CP. If you are about to see multiple debuffs drop and you need a fast SR to snapshot, then you SR on whatever you can, pop your debuffs and then continue. It's all about deciding in the moment what has to happen over the next 10 seconds.
  2. As before, it depends. If you NEED to reapply due to the next portion of your rotation, and you have the sufficient buffs currently to snapshot once more, you can override it. It all depends on what buffs you have currently and what is happening next.
  3. Yes, assuming nothing else needs doing (another debuff/buff is about to fall off). Having a 2-CP Rip ticking and refreshing Rake is better than letting Rake fall off, having a 2-CP Rip ticking and then trying to rush to a 5-CP Rip rather than refreshing Rake is worse.

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11 hours ago, Guest CmwCaelen1 said:

In the 4.3.3 section it gives the Resto Druid Omen of Clarity tooltip instead of the Feral Druid one. Just a little heads up.

Will note it down, thanks!

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Guest Fuzzypaws

The stat wight on feral says haste is the worst one, although, on trinket simulations WQ haste trinket is listed as a better choice than the versatility and mastery ones, why is that?

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On 22.11.2016 at 5:14 PM, Guest Fuzzypaws said:

The stat wight on feral says haste is the worst one, although, on trinket simulations WQ haste trinket is listed as a better choice than the versatility and mastery ones, why is that?

There should be a newly updated simulation chart being posted very soon since Wordup has done some re-testing. It looks like Haste is much lower than it currently is, so check back for the new chart and you'll hopefully see a slightly more up-to-date version!

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On 22/11/2016 at 4:14 PM, Guest Fuzzypaws said:

The stat wight on feral says haste is the worst one, although, on trinket simulations WQ haste trinket is listed as a better choice than the versatility and mastery ones, why is that?

This was a mis-step on my part, the original trinket sims I did leading into the Karazhan patch there was a bug in SimulationCraft that was breaking the Feral module (which I had noted but from my own mistake didn't keep up with to re-iterate on it). I've since updated it and the front page should be pushed asap, for reference the image in question containing updated trinkets is linked below:

 

 

Feral Trinkets Sim.png

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Guest Opener with Leg Ring

does the opener change if you have Chatoyant Signet ?

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Guest NewToFeral

What does it mean when the guide says that moonfire can be "safely refreshed" with 4.2 secs remaining (same with the other feral dots)?

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3 hours ago, Guest NewToFeral said:

What does it mean when the guide says that moonfire can be "safely refreshed" with 4.2 secs remaining (same with the other feral dots)?

DoTs have a pandemic effect to them.  That is, you can refresh them and the new duration will be up to 30% higher than the baseline is (if you refresh above 30% of the baseline duration, then you effectively waste the difference between whatever the time remaining was and 30% of the baseline, whereas refreshing below 30% you don't waste anything, but you don't gain as much additional duration).

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      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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