Damien

Feral Druid 6.2

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This thread is for comments about our Feral Druid guide.

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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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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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      In order to improve the AoE performance of Shadow Priests in short duration multitarget situations, changes are planned for the class with next week's maintenance.
      Blizzard (Source)
      With the next weekly maintenance, we'll be shifting around some of Shadow Priests' damage sources with the goal of improving their AOE damage performance in short-duration multitarget situations - namely dungeon trash packs.

      The nature and lifetime of dungeon trash packs makes it hard for Shadow Priests to ramp up to their full damage potential as part of their rotation. These changes should improve that situation, with a mostly neutral effect for overall performance in longer-duration raid fights.  Void Eruption No longer deals a separate damage event for each of your Shadow Word: Pain or Vampiric Touch on each target. Instead, deals a single damage event to all targets that have EITHER your Shadow Word: Pain or Vampiric Touch. Void Eruption damage increased by 700% Shadow Crash Cooldown reduced to 20 sec. (down from 30 sec) Insanity generation increased to 20. (up from 15) Missile speed increased by 60%. Mind Sear (Passive) Damage increased by 50%. Heart of the Void (Legendary) Increases Void Eruption’s damage by 75% (down from 300%) and heals you for 25% (down from 40%) of the damage done. Developers Note: This is compensation for the Void Eruption buff. The overall effect is mostly neutral. Shadow Word: Pain/Vampiric Touch Damage reduced by 4%. Developers Note: This is compensation for the Void Eruption buff in extended fights.