Inscrit le: 11 Mar 2011
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|Posté le: Mar 19 Juil - 12:42 (2011) Sujet du message: druide feral pvp
|Hey, After writing a 3.3 feral guide on the European forums, I’ve had quite a few requests for a new guide – so here it is. If you where playing feral already, playing a feral is still pretty much the same – exept easier. The things written here are based on arena, but work in most other scenarios as well. If you’re an experienced feral already, this guide will probably not help you, but I would like you to read it because more input is always great.
1. Acronyms and pvp terms
2. Reasons to play feral
6. Stats, trinkets, gems and enchants
7. Viable arena setups
8. Feral playstyle
10. Random general stuff
1. Acronyms and pvp terms
Before I get started on the actual guide, you should know what certain things actually are in pvp, such as “Crowd Control” next to that, you can also find acronyms that I’ll use later in the guide here. The pvp terms im quickly explaining here are very basic, so for a more experienced pvp’er it’s best to skip these.
CC – Crowd control: This is the term that players use that describes everything that makes you loose (partial) control of your character. For example: Cyclone, Sheep, Entangling roots, Fear and Kidney Shot are all forms of CC’s.
DR – Dimishing Returns: After you CC a player, he will suffer from DR so you cant control him endlessly. DR means that the second CC you land will have a shorter duration then the first one. The first CC will have 100% duration, the second wil have 50% duration, and the third 25%. After this, the player will be immune to that type of crowd control. The effect of DR ends 15seconds after your CC ends.
For example: You sheep player A and he is sheeped for 8seconds. 2 seconds after that you sheep him again, and it’s now a 4 second duration.
Or: You sheep player A and he is sheeped for 8seconds. 25seconds later (15seconds after he leaves the sheep) you sheep him again, and he is sheeped for 8 seconds once again
Next to this, some spells share DR with eachother, even though they’re different spells. Fear and blind have this for example. If you blind a person directly after a fear, the DR effect will cause it to be only 50% of it’s duration. A full list of CC’s that share DR with eachother can be found here: http://www.wowwiki.c...nishing_returns
LoS – Line of sight: If the direct sight of you on another player is blocked by a pillar, or something similar – you are out of LoS and won’t be able to cast on that player, and his casts wont land on you either. LoS is often used to prevent from getting CC’d. If you see a player cast a CC on you, you can quickly step behind a pillar and the cast will not land on you.
Peel/peeling – Peeling using abilities, like maim or cyclone, to control or slow an opponent. This is mostly used to prevent them from doing damage – so your team can recover from damage taken.
GCD – Global cooldown: The GCD is the time it takes for you to be able to use your next ability after using an instant cast. The GCD is 1.5seconds for everyone exept: Rogues, Ferals in catform and Death knights in unholy presence.
FML - Fuck my life - commenly used by ferals that are stuck in a frost nova
Then some feral acronyms that are often used ingame and on forums:
FB – Ferocious bite
SI – Survival instincts
SR – Savage roar
BS – Barkskin
FR – Frenzied regeneration
2. Reasons to play Feral
Feral has always provided a unique playstyle, combining the attacks from a rogue with the utility from a frostmage. Ferals are, and have always been, an amazing support class. Now, in Season 9, ferals have also gotten tools so they can play very aggressive, and drop healers on their own. However, after the shapeshift change, we're now also a spec that needs support to deal a lot of damage.
If this isn’t enough reason, feral druids also have one of the most awesome communities of all specs. If you plan to play a feral, don’t forget that oldschool ferals don’t play a feral, but ARE a feral. This is mostly because of ferals being dogshit for a very long time. Unfortunatly, the spec is good now and was pretty good in Wotlk as wel, so this is slowly changing.
There’s not a big difference between Proffessions anymore, but these are the ones you do NOT take.
1. Herbalism: Haste isn’t very good for feral, so you don’t want to take this!
2. Mining: Stamina is nice, but it’s defiantly not great.
3. Skinning: Crit is a great secondary stat, but it’s just not good enough with other professions giving agility.
Engineering is still ahead of the other professions though, you can either use your rocketgloves to take down grounding totems/spell reflect so you can get cyclone in faster, or use the 480agility on use glove enchant for more on demand agility - and damage.
Ferals only have a few floater points at the moment, but we all start of with the same basic talent spec:
There’s dozens of small variations possible though. Some people prefer not to take “Primal Madness” and get some extra survivability or rng damage from fury swipes instead. I’m personally running with the following spec: http://www.wowhead.c...ZfrMcRdrdrczMcz
If you are facing a lot of wizard cleaves on your battlegroup, and you are dying against them, I would recommend the following spec: http://www.wowhead.c...ZfrMckdrzrczMcu
In the end it really comes down to what talent you prefer though! If you die against wizards - 6% magic reduction. If you die against melee, armor/reduced crit (keep in mind a lot of meleedamage bypasses armor though) If you play with bear a lot to mitigate damage - 12% bear damage reduction. If you want more damage, fury swipes - etc.
For the glyphs, it’s quite straightforward as well, but there are always options to be made!
Glyph of Berserk: Increases the duration of Berserk by 5 sec.
Glyph of Mangle: Increases the damage done by Mangle by 10%.
Glyph of Rip: Increases the periodic damage of your Rip by 15%.
Glyph of Savage Roar: Your Savage Roar ability grants an additional 5% bonus damage done.
Glyph of Shred: Each time you Shred, the duration of your Rip on the target is extended by 2 sec, up to a maximum of 6 sec.
Glyph of Tiger’s Fury: Reduces the cooldown of your Tiger's Fury ability by 3 sec.
Again it’s a bit dependent on your personal preferences which ones you take here. Two of them are really standard though. Almost every feral you see will be using Glyph of Berserk and Glyph of Rip. Glyph of rip speaks for itself, extra damage on our top damage ability. Glyph of berserk is something that you’ll only see in PvP though. In PvE this glyph isn’t considered great, because you run out of energy after 15seconds uptime on a boss, even with berserk. However, in PvP it’s very unlikely you’ll be able to get the full 15seconds uptime on your target, meaning you’ll usually have energy left after those 15seconds, that you can use on cheaper attacks thanks to this glyph. And 5seconds extra fear immunity isn’t bad either of course!
For the third pick, I would choose between Mangle or Tiger’s Fury. The savage roar and shred glyph are both great as well, but only if you get a lot of uptime on targets, and can do a nice rotation into them, like the PvE’ers do! If you end up mangling a lot in games, use the mangle glyph – otherwise go for tiger’s fury.
Glyph of entangling roots: Reduces your root cast time by 0.1 second
Glyph of feral charge: Reduces the cooldown of your Feral Charge (Cat) ability by 2 sec and the cooldown of your Feral Charge (Bear) ability by 1 second.
Glyph of Thorns: Reduces the cooldown of your Thorns spell by 20 sec.
Glyph of Frenzied Regeneration: While Frenzied Regeneration is active, healing effects on you are 30% more powerful but causes your Frenzied Regeneration to no longer regenerate HP
Glyph of Ferocious Bite: Your Ferocious Bite ability no longer converts extra energy into additional damage.
Glyph of Barkskin: Reduces the chance you'll be critically hit by melee attacks by 25% while Barkskin is active.
Glyph of Faerie Fire: Increases the range of your Faerie Fire and Feral Faerie Fire abilities by 10 yds.
The glyphs you want are: Glyph of feral charge, and Glyph of barkskin. They both give great benefits (although glyph of barkskin is useles against wizard teams)
After patch 4.1, glyph of rake (prevents target from fleeing) will change to Glyph of pounce - inreasing pounce range by 3 yars - wich will then be your third glyphchoice
The third glyph is not great at the moment though, Thorns does great damage – but has very limited use against most teams. But if you happen to face a feral/rogue/x team it’s really insanely awesome.
Frenzied regeneration glyph used to be horrible, but after the nerf on the healing it does, it’s something I’ll have to check. The problem with this glyph is that you usually need to use cooldowns because your healer is CC’d, and if he’s CC’d he doesn’t heal, so you don’t gain anything out of it unless you live long enough to receive heals again.
Glyph of Ferocious Bite is something that depends on the situation again. In some situations an opponent is low on HP and you want a big fat ferocious bite to finish him off. In other situations you rather save that energy to build up new combo points with. I’m planning to try it out a bit more, but at the moment it doesn’t seem to great.
Glyph of faerie fire can be great if rogues are running away. 40yards (45 in caster) to keep someone in combat and prevent them from restealthing is great. In most arena's a rogue can duck out of LoS when he reaches that range though, so i wouldn't use it for that (especially not if you're an engi with rocketgloves). In BG's / World pvp however this seems like a really solid pick to make rogues mad.
And last, Glyph of Barkskin. In my opinion the best pick at the moment, purely because of the damage warriors and other ferals can put out. When warrior’s get toned down I think I’ll swap it out again, because melee is something ferals can deal with very well!
I myself am currently using Glyph of Rake - wich does absolutly nothing - but i just like the debuff it gives. (it would actually be a nice glyph if it was a magic debuf ;( )
Really easy! You’ll want to use Dash, Mark of the Wild and Aquatic form. If you’re tanking in the same spec, swap out MotW or Aquatic form for Challenging roar.
Out of all specs, ferals have the biggest need for keybinds. If you’re clicking it becomes even harder to get behind your target, and shred. If you are still clicking, swap to keybinds as soon as you can! I used to click myself as well, and swapping to keybinds really makes a huge difference. There’s a great guide to keybinding here: http://www.locksucks...vp-keybindings/
6. Stats, trinkets and Gems
As a feral druid there really are 2 main stats that you want to have: Agility and Resilience. Next to these the other stats relevant for feral pvp are (in order of importance):
Your goal with gearing up is to get pieces with agility on them, strength is good as well – but agility is better. (an epic strength ring is usually better then a rare agility ring). Next to this you want to avoid haste and expertise as much as you can. If you happen to get it anyway, that’s what you want to reforge into something else.
There is caps for hit and spell penetration you want to hit, so you don’t miss, or get spells resisted. For hit this is 5% - 600hit , and you’ll also need 97 spell penetration. This amount of Spell penetration will cap you in most situations, but once you see a lot of shamans use their resistance totem, you'll want to go up to 195 spellpen to prevent resists. On the bright side - this will help you to activate our best metagem!. Once you have hit these caps, you can completely ignore these stats, because they’re now your worst. As a feral, there is no spellpenetration on gear – so to hit the spell penetration cap, you’ll need to use 2x 50spellpenetration gems. Conveniently, these go into blue sockets and can be used to activate socket bonuses.
The following amount of spellpen will cap you resistance wise:
97 for mark/kings
145 for mark/kings + mage armor
195 for shaman totem
240 for shaman totem + mage armor
To get to the hitcap, you’ll want to reforge stats to hit. You can also gem hit – but one point of agility is twice as good as one point of mastery – so if you gem hit you’ll be wasting damage! I generally go with the following setup:
Red: 40agility or 20agility/20resi
Yellow: 20agility/20resi, or 40resi
Blue: 50spellpen, 20agi/20hit or 20resi/20hit if spellpen capped, and 20agi/30stam or 20resi/30stam if hit and spellpen capped.
After the buff to shred/mangle - and the nerf to our bleeds, every druid seems to agree that agility a lot better then mastery. Mastery remains our second best stat though (assuming you have the spellpen you want, and are hitcapped)
The metagem is an obvious pick, you'll want the 52agi/3% increased crit damage gem! it's a big damage increase and heavily outweighs anything else you can get.
About the movementspeed meta (or speed on boots), It stacks with the 4set bonus, but not with feline swiftness / sprint buffs (assuming this: http://www.forgoodno...ruid/speed.html is still correct) - making it useles in catform, but great to have in bear / casterform.
Knowing this makes picking most gearslots very easy. Trinkets however, are always hard to pick. You won't be playing human obviously - so your first trinketslot will be the PvP trinket. You can choose between a crit and a resilience version. Get the resilience version first, but make sure to pick up the crit version later as well. It's a great piece of gear to swap if you're not facing any teams able to preasure you (especially without acces to PvE gear). For all other times, the resilience outweighs the crit trinket by a lot. Agility is worth about 2.5times what crit is worth, and i value resilience just as much as agility - making it an easy pick.
The second trinket slot is harder though, without pve trinkets your options are:
1: Tol barad rep trinket - 312mastery/1605 agi on use (20sec 2min CD) - bad!
2: Conquest agility on use trinket - 340resi/1605 agi on use (20sec 2min CD) - good!
3: Conquest agility proc trinket - 340resi/960 agi proc (45sec internal CD) - good!, especially combined with engi gloves (gloves and trinket on use share a 30second cooldown)
4: Resilience battlemaster - 340resi/11550 hp increase on use (15sec 2min CD) - good!
5: Crit battlemaster - 340crit/1150 hp increase on use (15sec 2min CD) - bad!
6: Unheeded warning - 340 agility, increased weapondamage on proc - OMG!!!
Both aggresive and defensive options here already. Crit battlemaster is a no go - if you need the defensive HP increase from battlemaster you also need more resilience. Then there's tol'barad rep trinket VS conquest agility proc/use trinket's. It's the same story as with the PvP trinkets. If you're not getting focusses, swap in the tol barad trinket - if you are getting focussed, stick with resilience. If you're using one resilience trinket, and one aggresive trinket - use the Tol'barad trinket + Resi pvp trinket. Mastery > Crit so that would be a better setup. For the on use VS proc debate, it comes down to personal preference. But since the on use trinket also gives a lot more agility, i would say it's a lot better then the random proc trinket.
Unheeded warning is absolutly amazing, and is the offensive trinket you want to have. Available for 7-12k gold! The passive agility is great, and with the current gearlevel the proc increases our direct damage (no impact on bleeds at all) by 25%
If you Pve as well, and got acces to other trinkets, it adds a couple of other options.
1: Essence of the Cyclone - 363 agility / chance to increase crit by 2178 (10sec / 45sec internal cooldown)
2: Prestor's Talisman of Machination - 363 agility / chance to increase haste by 2178 (10 sec / 45sec internal cooldown)
3: Darkmoon card: Hurricane (Money can buy this!) 321agility / chance to deal 3200-6500damage (not sure about internal cooldown)
Any one of these is better then the tol'barad trinket if you want an offensive trinket. Mostly because agility is a lot better then mastery. Then it's between a bigger chance to crit, and more autoattacks/energy regeneration. I would go for the haste proc. A bigger chance to crit is nice, and should result in more damage - but it doesnt always do. A mini berserk will result in extra damage most of the time though, wich is why i think it is better. Crit is usually better then haste, but if it's on a proc it means you're already hitting a target - so the faster energy regen will help you quite a bit.
About DMC: Hurricane im not sure what to think. Including resi it will hit for 3-4k wich doesn't seem like a lot, but can definatly help you get a kill. If you don't PvE and do have gold, i suggest you pick it up to use as your aggresive trinket. It saves you a lot of farming rep, and it's better then the Tol Barad trinket. The actual PvE trinkets (with exception of Unheeded warning) seem to be better though.
Head: 660agility/35resi - 2k honor
Shoulder: 50agility-25resi - 1k Honor
Back: Enchant Cloak - Major agility - 22agility or Greater Critical Strike (if rich) (65crit)
Chest: Enchant chest - Peerless Stats20 all stats or 40resilience, very close call. I personally think 20stats is better - but if you're dying, get the resilience.
Bracers: Enchant Bracer - Agility -50agility, 50hit if you cant afford it
Gloves: Enchant Gloves - Mastery 65 mastery Or Enchant Gloves - Mighty Strength 50strength
Belt: Ebonsteel Belt Buckle extra gemslot
Legs: Charscale legarmor145stamina/55agility - 190ap/55crit if you don't value stamina at all. 55agility is worth 150 crit in terms of statpoints though - making stam/agil the better pick in general.
Boots: Enchant Boots - Assasin's step25agility/movement speed increase. Enchant boots - Major Agility 35agility if you don't want the movement speed increase (it's not great, but very helpfull in some situations.) Or enchant boots - mastery if you like mastery! (+50mastery)
Weapon - static 130agility or 1000ap on proc if you prefer the random proc. I consider 130agility to be better though. If you would "translate" agility value to AP value (PvE numbers, in PvP agility would be slightly better due to extra healing power) 130 agility would be worth around 390ap.
Personal preference if you want a "390ap" static or 1000ap proc.
7. Viable arena setups
This comp used to be played with a priest, but it will also work with a restoshaman. This is my old combo, and I personally think it’s the most fun feral setup by far! This setup gets its kills out of long CC chains on the opponents healer, meaning that you will need good coordination with your teammates, about who CCs what opponent and what time. It's doing alright in S9 as well, and you can definatly get high with it. Probably the hardest comp to succeed with though.
A strong combo that simply does an awful lot of damage. It’s the least CC based combo a feral can play. I think it will work with any healer. The only problem you have is that both ferals and warriors are very easy to get stuck! Your healer will have to be fast on his dispels, but when he is - you can literally drop stuff in 1 stun.
I’ve always seen this as a “pop all cooldowns in the first minute and hope something dies” kind of combo, even though it also did a good job at outlasting teams back in wotlk. Not sure how this comp works in S9, but i've seen some people highrated with it.
By far the best combo available at the moment (judging by arena ladders). It's a very strong combo, in wich a feral can get freedom - without having to play with a gimped healer (paladin). You can also keep people of your hunter quit easily, allowing him to do great damage. Next to that you can set up big CC chains with Freezing trap, cyclone and hex.
Pretty much the same as feral/mage/healer - but with a warlock!
8. Feral playstyle
Ferals have a priority system. Our bleeds a do a lot more damage if you have mangle up, so you’ll want mangle up on a target when you’re hitting it. Shred does more damage on targets that are bleeding thanks to our talents(rend and tear) and mangle also increased shred damage. Don’t shred till rake or rip and mangle are on the target. Our finishing moves, rip and ferocious bite, are designed to be used on 5combo points. Using rip on anything less is a waste. If you need fast damage, a 3 or 4 point ferocious bite can be used instead of waiting on shred energy.
Those are the basics. After that the talents come into play. Tiger’s fury also increases our damage by 15% for 6 seconds, next to restoring 60(80) energy. Bleeds applied during this increased damage effect, will profit from it for their entire duration! Meaning, that if it’s possible – you should apply your bleeds during tigers fury – allowing you to create more preasure afterwarts. Don’t use Tiger’s fury for the extra damage though! It’s an energy generator, so use it on 25 or less energy. And, do not use it at all if you think it will be good to have 10seconds later.
Another important talent is Stampede, giving you a free ravage after you charge an enemy. There are several uses for this. If you charge someone before you open or when they’re running away, you can use it there for extra combopoints. Make sure to use something else first though. If you’re on 100energy and you use it, you’re wasting the energy that could have been regenerated if you used another global first. I generally hit rake first, then mangle and ravage after that. You can’t use it much later, because ravage also gets 50% increased crit chance against players above 80% hp.
Next to all this it is VERY important to not just mindlessly spam abilities. It’s a good idea to keep your energy high for when you can create preasure. And even if you are creating preasure, make sure to save energy so you’re able to kick at all times.
Next to saving energy for kick, there’s another thing you should do if you’re getting used to feral pvp. Our kick has 13yard range, and combined with our 145% movement speed, it’s a really good kick. Always keep an eye on the opponents healer position, so you can kick his heals – even if you’re not hitting him but his partner! You should always try to keep the enemies healer partners close to him, so you can kick the heals. If you know you won’t need your kick, you can also use it as a small gap closer.
One of the most important parts of playing aggressive, is your CC. Being a feral druid, your damage has a small ramp up time. The damage starts to come when your bleeds are up. That’s why, genrally, you wait with CC’ing their healer until their partner is bleeding. If you CC him before that, you wont do as much damage and the healer will be on DR, making you cause a lot less preasure. If you throw a cyclone after you get rip/rake up, those bleeds are ticking already while you’re cycloning and you regenerate energy even though you’re not in catform. Causing you to hardly loose any damage, exept 3 autoattacks.
And as last point for aggressive play, Savage roar. Savage roar gives quite a bit of extra damage, but not enough for you to have in a standard opener anymore. However, if you have spare combopoints on a target you’re not hitting anymore – use them for savage roar. If you got combopoints on a target and you’re trying to restealth; Use savageroar just before you restealth. This way you’ll get a fair bit of extra preasure out.
There are 2 categories of defensive play. The first one involves keeping yourself alive, the second one is keeping your partners alive.
As a feral you’ve got a lot of ways to peel for your partners. Your options are:
2: Entangling roots
3: Mangle slow
4: Feral charge inmobilize
5: Cat or bear stun
You can’t use everything in the same situation though. If you’re partner is running away from a meleeclass, or trying to LoS a caster following him – root or charge is your best bet. But when your partner is stunned by a melee that is already hitting him, rooting won’t do a damn thing! Cyclone is by far the safest peel you can use. Always be prepared for an opponent trinketting though. It’s often a good idea to cast a second cyclone inmediatly after your first one if your partner is in a lot of trouble. 4/5 times they’ll trinket and get right into another cyclone. After that you got some times to run up there, and use Bash. This should give your partner plenty of time to get away, especially if you give them a quick movement speed increase with stampeding roar.
And, I wasn’t joking about taunt. You can taunt or challenging roar most pets, wich wil then attack you for the duration. It used to be like that at least, this might have been patched. Will try to find out about that as fast as I can!
Now that your partners are still alive, it’s time to look after yourself. Most of the peels described above will also work to peel of yourself. But, because you’re a feral – it gets a bit easier. The best thing to do to keep yourself alive, is to be close to a pillar at all times. This way you’ll only need a small window to pop behind a pillar on your own, and throw some quick heals to get decent HP again. If you’re far away from a pillar, a nice trick is to charge a hostile player, totem or pet that might be near a pillar, and run around the corner there. Make sure you keep your healer up to date about what’s going on if you’re doing this though!
If you can’t get away, and your healer is CCd It’s often smart to go bearform – especially against melee. You’ll take a bit les damage from your talents and higher armor, and you can use an extra defensive cooldown (FR) FR is best used under 30% hp, because it restores hp up to 30% hp instantly. Keep in mind that trying to save it very long can kill you as well though. If your healer is free to cast, it’s usually better to stay in catform. You’ll take 20% extra healing in catform, and you also get combopoints to use on instant casts. When im getting close to dying, I often just savage roar on low combopoints hoping to get a lifesaving instant proc.
Im using a couple of macros wich I find useful myself, mostly are focus target macro’s. If you use other macro’s just leave them in a post and I’ll ad them.
Uses the right kick for the form you’re in
#show Skull Bash(Cat Form)
/cast [stance:1] Skull Bash(Bear Form); [stance:1] Skull Bash(Bear Form);
/cast [stance:3] Skull Bash(Cat Form); [stance:3] Skull Bash(Cat Form);
One click snarebreaker:
/cast [stance:1] !Bear Form; [stance:4] !Travel form; [stance:3] !Cat Form; [stance:5]
This wil shapeshift you out and back in the form you where already in without delay, breaking snares.
/cast [nostance:1] !Bear Form; [stance:1] Enrage
/cast [stance:1] Bash
Goes to bear, uses enrage and bash
/cast [nostance:3] !Cat Form; /cast [nostealth, nocombat] !Prowl; [stealth] !Pounce
Spammable Cat Form into Prowl, Pounce Macro.
/cast [nostance][stance:2/4/5] Faerie Fire; [stance:1/3] Faerie Fire (Feral)()
- One button Faerie Fire and Feral Faerie Fire depending on Form.
/castsequence reset=12 Feral Charge(Cat Form), Ravage(Cat Form)!
One button Feral Charge and Ravage (Can still choose to when use the Ravage on second click)
/cast [stance:1, target=focus] Feral Charge(Bear Form); [stance:1] Feral Charge(Bear Form);
/cast [stance:3, target=focus] Feral Charge(Cat Form); [stance:3] Feral Charge(Cat Form)
Focuscharges your focustarget with the right charge for the form you're in. Remove the focus part for it to work normally.
/cast [target=focus] Cyclone
/cast [nomod:ctrl,@focus]Cyclone - casts cyclone on focus, but on normal target with control pressed
/cast [target=focus] Entangling Roots
/cast [target=focus] Hibernate (really helpful against restodruids)
/cast [target=focus] Faerie Fire (Feral) – nice against warlocks to prevent dispels from his felhunter on, for example, fear or sheep
/cast [target=hendiéqt] remove curse – change hendiéqt with whoever you want to be able to dispel fast, ive got one for him (he’s the priest in my 3v3) and my mage (shaanie)
/cast [target=hendiéqt] Innervate – Because hitting the wrong target and innervating myself is just so stupid…
/cast [stance:1, target=focus] Skull Bash(Bear Form); [stance:1] Skull Bash(Bear Form);
/cast [stance:3, target=focus] Skull Bash(Cat Form); [stance:3] Skull Bash(Cat Form);