Damien

Feral Druid 6.2

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In 4.2.1 you say that Moonfire is applied with energy.  This is only true if you take the Lunar Inspiration talent.  Also, for pure single target, you don't want to take LI.

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In 4.2.1 you say that Moonfire is applied with energy.  This is only true if you take the Lunar Inspiration talent.  Also, for pure single target, you don't want to take LI.

That should not be in there, it must be a left-over from when I had the level 100 content included. Removing! Thanks.

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1. Single Target Rotation

 

Thrash is not of benefit to use, even with Omen of Clarity.

 

2. Multiple Target Rotation

 

Only use Thrash is the targets will live long enough for the bleed to expire.

 

4.1

No ability gives more then 1 combo point.  This is only affected by Primal Fury in which direct damage crits add an additional combo point.

 

4.2.1

Thrash should not be used for single target.

 

4.2.7

Please split this into two sections that are Boss HP>25% and BossHP<25%

>25%

Only use FB when at 5 cp and 50 energy

<25%

Strive to use FB at 5 cp and 50 energy but if Rip will fall, any cp or energy combo works.

 

4.3.1/2

TF can be used during Berserk now.  It is not always optimal to use TF before Berserk.  There is no need to wait to use Berserk so long as TF will come off cooldown within half of Berserks duration.

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So the guide says bleeds snapshot and then they don't. Update the snapshot section if you would. Please and thank you.

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Hello,

 

I think it's mistake in gems. Red and yellow gems are switched :-)

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1. Single Target Rotation

 

Thrash is not of benefit to use, even with Omen of Clarity.

 

2. Multiple Target Rotation

 

Only use Thrash is the targets will live long enough for the bleed to expire.

 

4.1

No ability gives more then 1 combo point.  This is only affected by Primal Fury in which direct damage crits add an additional combo point.

 

4.2.1

Thrash should not be used for single target.

 

4.2.7

Please split this into two sections that are Boss HP>25% and BossHP<25%

>25%

Only use FB when at 5 cp and 50 energy

<25%

Strive to use FB at 5 cp and 50 energy but if Rip will fall, any cp or energy combo works.

 

4.3.1/2

TF can be used during Berserk now.  It is not always optimal to use TF before Berserk.  There is no need to wait to use Berserk so long as TF will come off cooldown within half of Berserks duration.

Thank you. I've implemented (most of) your suggestions.

 

So the guide says bleeds snapshot and then they don't. Update the snapshot section if you would. Please and thank you.

The guide still talks about bleeds snapshotting because they still do snapshot. They just don't snapshot your stats (like they used to), they do still snapshot your buffs such as Tiger's Fury and Savage Roar, and come level 100 they'll also snapshot Bloodtalons and Improved Rake.

 

I admit that the way the section was worded was a bit mislead, and it could have caused the impression that stats still affect it. I've amended that.

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Droodfocus is out of date, i got it to work but expiriencing many things not working that worked pre 6.0.2 patch. It would be very nice if someone would take it over and keep it updated.

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Droodfocus is out of date, i got it to work but expiriencing many things not working that worked pre 6.0.2 patch. It would be very nice if someone would take it over and keep it updated.

Many ferals are now using a GUI developed in weak auras that gives you very similar information to Droodfocus.

 

It can be found here http://fluiddruid.net/forum/viewtopic.php?f=11&t=5034

 

*Credit to Pawkets for doing it

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Droofocus isnt working at all. Ive made it very simple with using only Weak Auras 2, and really like the result. Have a look if interrested:

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I use class timers. You can set custom triggers and etc as well as adjust size. very easy to setup and you can have it track trinket procs too.

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I use class timers. You can set custom triggers and etc as well as adjust size. very easy to setup and you can have it track trinket procs too as long as you know the name of the buff.

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Prismatic gem slot should be filled using the blue (rigid) or yellow (smooth) as both give +20 to crit, and not the hybrid haste / crit.

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Prismatic gem slot should be filled using the blue (rigid) or yellow (smooth) as both give +20 to crit, and not the hybrid haste / crit.

Thank you for spotting this. I'm fixing it now!

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Hi.

 

Something I've just catch up on Live servers. Minor Glyph of Travel recommended on the builds-talents-glyphs page is unattainable at this point. It is learned by a discovery recipe using the new WoD ink, so noone will be able to craft it before WOD launches.

 

Given that most of the guide seems targeted to current live lvl 90 capped game, its a bit odd recommending an unnatainable glyph. Under the minor glyph section, I would withdraw the Glyph of Travel (or weite a note stating that it is indeed very nice, but unnatainable until WOD ). And also I would add glyph of Aquatic Form. Pretty situational, but a nice improvement for some very aquatic environments.

 

Kris

 

P.S. The same applies to the Druid Guardian Bear tanking guide.

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Hi.

 

Something I've just catch up on Live servers. Minor Glyph of Travel recommended on the builds-talents-glyphs page is unattainable at this point. It is learned by a discovery recipe using the new WoD ink, so noone will be able to craft it before WOD launches.

 

Given that most of the guide seems targeted to current live lvl 90 capped game, its a bit odd recommending an unnatainable glyph. Under the minor glyph section, I would withdraw the Glyph of Travel (or weite a note stating that it is indeed very nice, but unnatainable until WOD ). And also I would add glyph of Aquatic Form. Pretty situational, but a nice improvement for some very aquatic environments.

 

Kris

 

P.S. The same applies to the Druid Guardian Bear tanking guide.

Thank you! That was indeed our intention, to exclude any WoD-only content. I'll fix it now.

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The stat priorities are confusing as there are no weights, but I think Enchant Gloves - Major Agility (+10) or Enchant Gloves - Greater / Superior Haste (+11) would be better than strength and mastery.

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The stat priorities are confusing as there are no weights, but I think Enchant Gloves - Major Agility (+10) or Enchant Gloves - Greater / Superior Haste (+11) would be better than strength and mastery.

 

Stat weights vary per individual and gear set.  Therefore, they cannot be expressed and taken as gospel by everyone.

 

Enchant Gloves - Major Agility is a level 100 enchant.  For now, the best would be mastery, then haste.

 

 

what about glyph of savagery¿

What about it?

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What about it?

 

"Glyph of Savage Roar causes you to gain a wow_icon_ability_druid_skinteeth.jpg Savage Roar (as though cast with 5 Combo Points) each time you use wow_icon_ability_druid_disembowel.jpg Rake or wow_icon_spell_shadow_vampiricaura.jpg Shred while wow_icon_ability_druid_prowl.jpg Prowling. If you are using wow_icon_spell_druid_incarnation.jpg Incarnation: King of the Jungle, then this glyph is essentially mandatory, but otherwise you can skip it. "

 

If we can skip Glyph of savage roar because nowadays we all pick Soul of the forest as level 60 talent, Glyph of Savagery could be a nice alternative isn't it? Or is the 10% penalty too big?

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The stat priorities are confusing as there are no weights, but I think Enchant Gloves - Major Agility (+10) or Enchant Gloves - Greater / Superior Haste (+11) would be better than strength and mastery.

 

I've removed the Strength Enchant suggestion, but the Mastery one remains ideal.

 

what about glyph of savagery¿

 

Glyph of Savagery requires WoD.

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Ok, I am totally confused with the stats priority on Ferals, and quite frankly I have been for years. When I follow exactly was it recommended, I have virtually no energy regen what so ever, so I spend long periods waiting to use my attacks because I don't have enough energy for any of them to be used. This blows my DPS through the floor, bleeds or no.

 

I have taken to checking out the Armories of some of the top end Feral in the world and running in the high end guilds. In each and EVERY case they all have haste in their gems or gear. Prior to 6.0.2 most had nearly 25% haste on average. I remember several expac's ago being informed that Ferals take more swings per attack than most other melee dps. As I recall, it was three swings to every one swing for other melee. This may no longer be the case, I do not know.

 

What I do know, is that if I follow exactly what is recommended, I cannot get any real DPS... In fact, prior to this patch, I managed to build my haste up to approximately 20%, and my DPS skyrocketed. It was still not the best, but a lot of that was a matter of gear, and trying to get some kind of base rotation to work from, but I was making progress.

 

Checking the profile of Stenhadli, who runs with Midwinter and has contributed to info on Icy-Veins, I notice that nearly all of the orange gems that he has socketed are either Haste or Haste/Crit, even though the info at the bottom of the page shows that he does not have any Haste.

 

I am tired of taking one or two swings and then not being able to do anything because the energy is so slow to regen, and the only way, to my understanding to resolve this is to give Haste some consideration in the priorities besides being at the bottom of the list. Will someone PLEASE explain this too me...How are you keeping your regen up if you have NO haste, and if you do have Haste, how much do you have? As it is, I am leaning towards stacking my Orange gems with either pure haste or haste/crit, because I see no other means to generate the energy at a reasonable level for me to get any DPS worth anything.

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Ok, I am totally confused with the stats priority on Ferals, and quite frankly I have been for years. When I follow exactly was it recommended, I have virtually no energy regen what so ever, so I spend long periods waiting to use my attacks because I don't have enough energy for any of them to be used. This blows my DPS through the floor, bleeds or no.

 

I have taken to checking out the Armories of some of the top end Feral in the world and running in the high end guilds. In each and EVERY case they all have haste in their gems or gear. Prior to 6.0.2 most had nearly 25% haste on average. I remember several expac's ago being informed that Ferals take more swings per attack than most other melee dps. As I recall, it was three swings to every one swing for other melee. This may no longer be the case, I do not know.

 

What I do know, is that if I follow exactly what is recommended, I cannot get any real DPS... In fact, prior to this patch, I managed to build my haste up to approximately 20%, and my DPS skyrocketed. It was still not the best, but a lot of that was a matter of gear, and trying to get some kind of base rotation to work from, but I was making progress.

 

Checking the profile of Stenhadli, who runs with Midwinter and has contributed to info on Icy-Veins, I notice that nearly all of the orange gems that he has socketed are either Haste or Haste/Crit, even though the info at the bottom of the page shows that he does not have any Haste.

 

I am tired of taking one or two swings and then not being able to do anything because the energy is so slow to regen, and the only way, to my understanding to resolve this is to give Haste some consideration in the priorities besides being at the bottom of the list. Will someone PLEASE explain this too me...How are you keeping your regen up if you have NO haste, and if you do have Haste, how much do you have? As it is, I am leaning towards stacking my Orange gems with either pure haste or haste/crit, because I see no other means to generate the energy at a reasonable level for me to get any DPS worth anything.

First, I would like to recommend posting in the Druid section of the forum so you can get some more personalized results.  That can be found here.

 

Feral has never had very good energy regen and through its existence has only focused on haste twice (for a brief time in ICC when Armor Penetration capping was relevant and with RoR...however aiming for a mastery proc).  It is a spec that is about planning and using a secondary resource (combo points).  You need to be patient and properly pool your energy.

 

The stat priority laid out in the guide can be a bit confusing.  While each player/gear set will be different, you generally want:

agi>crit>haste=mastery

 

This is because bleeds are no longer the majority of our damage.  The best way to recover energy is to use the Soul of the Forest talent and have optimal usage of Tiger's Fury.

 

-I hope this helped.  If you have further questions, feel free to post them or pm me.

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Hi there ppl!i am a little bit confused about Heart of the Wild Talent!it is bugged?why on Feral spec says improves Tanking and on Guardian Spec improves dmg while in cat form???isn't that confusing?is that some kind of bug or it is that way?if it is is soooooooooo wrong imo...help out and really new druid guy here!thank you

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Hi there ppl!i am a little bit confused about Heart of the Wild Talent!it is bugged?why on Feral spec says improves Tanking and on Guardian Spec improves dmg while in cat form???isn't that confusing?is that some kind of bug or it is that way?if it is is soooooooooo wrong imo...help out and really new druid guy here!thank you

Because your tier 6 talents (gained at level 90) do not help boost your performance in your primary role. They are there to help you perform other roles, to support your theme of being a hybrid. So, in the case of Heart of the Wild, they allow you to perform other roles better (such as tanking, healing, or doing ranged DPS).

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      As we prepare for the opening of Mythic Nighthold, we're planning another round of balance tuning for a few specs. These will be applied with the next weekly maintenance.
      Druid
      Feral Increased the damage of most Feral spells and abilities by 8%. (Ashamane's Frenzy, Brutal Slash, Ferocious Bite, Maim, Moonfire, Rake, Shred, Swipe, Thrash, Rip) Designer Notes: Feral's playstyle feels good, but isn't putting up the numbers that it should be, so we're giving them an across-the-board damage buff.
      Hunter
      Combat Experience (Pet Passive) now increases the damage of primary pets by 60% (up from 50%). Designer Notes: This is primarily a damage buff to Beast Mastery, but will have a tiny benefit to Survival and occasionally Marksmanship as well. Marksmanship Arcane Shot now generates 8 Focus (up from 5). Multi-Shot now generates 3 Focus per target hit (up from 2). Sidewinders damage increased by 33%. Designer Notes: Marksmanship has given a lot of feedback that the rotation often winds up casting too many consecutive Focus generators. We are making two changes: first, helping avoid that problem by increasing the Focus generation of Arcane Shot and Multi-Shot. Second, making it more attractive to use Sidewinders in more situations, for players who prefer the pacing of the rotation with that talent.   Mage
      Arcane Increased the damage of most Arcane spells and abilities by 8%. (Arcane Barrage, Arcane Blast, Arcane Explosion, Arcane Missiles, Arcane Orb, Nether Tempest, Supernova) Overpowered now increases the damage and mana cost bonuses of Arcane Power to 60% (down from 70%). Amplification now increases Arcane Missiles damage by 12% (down from 15%). Designer Notes: Arcane has been doing well in 7.1.5, but its numbers are lacking a bit. We're giving them an across-the-board damage buff, but tempering that with small reductions to a couple new talents that are proving to be too strong. Fire Increased the damage of most Fire spells and abilities by 3%. (Blast Wave, Cinderstorm, Dragon's Breath, Fire Blast, Fireball, Flame Patch, Flamestrike, Living Bomb, Meteor, Phoenix Flames, Pyroblast, Scorch) Pyroblast mana cost reduced by 20%. Flamestrikemana cost reduced by 17%. Designer Notes: Under certain circumstances, it was possible for Fire to run out of mana. It's only intended that mana is a constraint on Fire's utility, not its damage. Frost Increased the damage of most Frost spells and abilities by 4%. (Ebonbolt, Blizzard, Cone of Cold, Flurry, Frost Bomb, Frostbolt, Frozen Orb, Ice Lance, Ice Nova, Waterbolt, Ray of Frost, Water Jet) Comet Storm damage increased by 30%. Flurry now fires its missiles faster. Designer Notes: Comet Storm is failing to live up to expectations, so we're buffing its damage. The Flurry change will help Flurry feel more responsive, while simultaneously solving a potential issue where Winter's Chill could apply to two Ice Lances (instead of just one, as intended) at extremely high Haste levels.
      Monk
      Brewmaster Keg Smash damage increased by 10%, and it no longer deals reduced damage to 6+ targets. Breath of Fire damage increased 11%. Designer Notes: Brewmasters could use a bit of help on damage, especially in AoE.
      Paladin
      Retribution Crusade now increases damage and Haste by 3% per stack (down from 3.5%). Blade of Justice damage increased by 20%, unchanged in PvP. Designer Notes: Retribution's total damage is looking quite strong in 7.1.5, which is fine on its own. However, how that damage is delivered matters quite a bit as well. We've been seeing more and more than Paladins find that the optimal way to maximize their performance is to focus everything they can on boosting their damage during Crusade. This creates a number of problems, including: Crusade feels mandatory, your damage feels very unrewarding outside of Crusade, trinkets and artifact traits are viewed as either amazing or terrible based on whether they synergize with Crusade, and others.

      As such, we're going to tone down Crusade, and compensate with a buff to Blade of Justice. For those that had maximized Crusade to an extreme degree, this may result in a small overall nerf – this is intended. This change also helps prevent Divine Hammer from being too dominant in single-target situations.
      Warlock
      Destruction Chaos Bolt damage increased by 9%. Rain of Fire damage increased by 30%. Cataclysm damage increased by 29%. Designer Notes: Destruction's damage isn't as high as it should be. In particular, some of its spells that should feel the most rewarding aren't hitting hard enough, especially in AoE situations. We're buffing the damage of those spells.
      As always, there may be additional PvP-only tuning applied along with these changes. We'll share details on any such changes once they've been determined.
       
      Lore (source)
      We've been following the discussion on the recent changes to the Convergence of Fates trinkets for Retribution Paladins, as well as the surrounding discussions about trinket balance in general, and wanted to give a quick update on what we're planning:
      The original value of Convergence for Ret was wildly out of line with other trinkets, largely due to its interaction with Crusade. After investigation, however, we believe that the change we made may have overshot the mark. We’ll be making some additional adjustments to Convergence of Fate, to make sure that it’s still a good trinket for Ret.
      We’re also investigating Convergence’s value to other classes, particularly those with talents that replace the cooldowns that Convergence effects (such as Dark Arbiter for Unholy Death Knights). Like Crusade, those talents are made significantly more powerful when combined with Convergence of Fate, so we’ll likely need to make some adjustments when those kinds of talents are selected as well.
      We are also planning to improve Nighthold trinkets which have effects that aren’t a stat buff, such as the slam on Might of Krosus. We will post more information about this as soon as we have settled on the appropriate values, and are planning to make the changes with raid resets next week.
       
    • By Stan
      New achievements in 7.2 are tied to flying in Legion, collecting armor sets, unlocking new Artifact traits and reputation paragon. Order Class quests continue and two new tiers were added to Order Hall Advancement that can be researched.
      Patch 7.2: Build 23436
      Achievements
      Most of the achievements are related to unlocking new Artifact traits, reputation paragon and flying in Legion.
      7.2.0 40 Work Orders Sent A Challenging Look  Breaching the Tomb Broken Isles Pathfinder, Part Two Defender of the Broken Isles Dressed for Battle - Primal Gladiators Dressed for Battle - Vindictive and Fearless Gladiators Dressed to Impress the Fel Horde Dressed to Impress the Nightborne  Explore Broken Shore Fighting with Style: Challenging Grand Master Artificer Legionfall Commander Legion's Bane Master Artificer Paragon of the Broken Isles The Reputable They See Me Rolling Order Hall Advancement
      In Patch 7.2 there are two new tiers you can research. 
      Tier 7
      Research takes 60 minutes and costs 20,000 Order Resources.
      Costs 
      Column A Column B

      Tier 8
      Research takes two weeks and costs 30,000 Order Resources.
      Column A
    • By Sappora
      Methodical is in search of dedicated players that are looking to push content in a semi-hardcore environment. All of our raiders try to be on a first-name basis with each other. Our raids are very fun when it comes to farm and carries, however, we do clean up when it's time for progression. When it comes to raiding we do provide benefits, paid for by selling carries. 
      All-in-all we are looking for players willing to: consistently improve their performance, take responsibility, and synergize with a group of players. If this interests you, all of our info is below.
      Information:
      Guild: Methodical
      Creation: 2013
      Server: Bleeding Hollow
      Faction: Horde
      VoIP: Discord
      Raids:
      Raid Progression: See Progression Above.
      Raid Dates: Monday, Tuesday, Thursday.
      Raid Times: 9:30P-12:30A EST (Be online by 9:15P)
      Benefits:
      Spirit Cauldrons
      Potion Program
      Extensive Raid Repairs
      Recruitment:
      Those that are low we are not in need of but will trial, those medium and high are in need!
       
      deathknight (dd) low demon (hunter) low druid (balance) high druid (feral-dd) low hunter medium mage medium monk (healer) medium monk (dd) low paladin (retribution) low priest (dd) high rogue medium shaman (restoration) high warlock high  
      If interested please contact one of the players listed below we can give information about: Bleeding Hollow, Methodical, and our raids. 
      Contact Info:
      Merkshow#1993 (GM)
      Sappora#1724 (Recruitment)
      Headbandit64#1668 (Raid Leader)
      Franny#1457 (Officer)
      Borlax#1380 (Officer)