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[Feral-Cat] Cataclysm 4.3 (Dragon Soul)


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#1 Melthu

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Posted 29 November 2011 - 11:30 PM

= Introduction=

This post contains information about dpsing as a feral druid in a high end raid setting. It should be enough for beginners to gain a solid grasp on the fundamentals of the spec, and should also be a reference for players who have specific questions about our mechanics.

We'll go into more detail later, but if you have specific gearing questions you can use Rawr - Rawr or Mew - http://elitistjerks...._mew_simulator/

I will do my best to keep this post up to date, but if you find something that is old or just plain wrong please send me a PM so that I can fix it quickly. Thank you.

= Overview=

As a dps it is your job to do as much damage as possible while taking as little as possible and using your utility abilities intelligently. Be ready to use Rebirth, Tranquility, or Innervate if needed, and use CC if called for. You should also be ready to act in a hybrid dps/tanking role, since you can easily grab every important talent and glyph for both tanking and dps and operate at 95% efficiency or more in both roles at the same time.

= Talents and Glyphs=

Spec


For choosing Feral as your spec you get Aggression (increases your AP by 25%) and the ability Mangle. We also get a 2 part mastery, one for cats and one for bears. The cat portion of our mastery is called Razor Claws and increases the damage of bleed abilities by 3.1% per point of mastery.

For dps you absolutely want to pick up Feral Swiftness, Fury Swipes, Primal Fury, King of the Jungle, Feral Charge, Leader of the Pack, Endless Carnage, Blood in the Water, Rend and Tear, Berserk, Heart of the Wild, and Master Shapeshifter. Other talents that I would recommend are Furor, Feral Aggression, Nurturing Instinct, and Survival Instincts. Even grabbing all of those still leaves you with points to pick up situational talents such as Brutal Impact, Perseverance, or Stampede. Or you can also pick up Thick Hide and Natural Reaction so you're ready to be an emergency tank if your main tank dies.

A basic spec might look like this: Talent Calculator - World of Warcraft. Here are my personal feelings on when and where the various optional talents are useful:

Perseverance - Reducing damage taken is always a good thing, however I generally find other talents more useful. I kind of consider this the default option - if you're building a perfect talent spec for one specific fight and none of the other optional talents apply to the fight, then this talent is perfect for sinking those last few points.

Stampede/Predatory Strikes - Really nice for add fights. You can also use these talents to run out of melee range and Feral Charge back in for a free Ravage every time your Feral Charge cooldown is up for a nice dps increase. This does add some complexity to your rotation; if you're unable to use this tactic while also dodging fires or whatever mechanics the encounter throws at you, focus on staying alive first. Dead dps do 0 dps. But if you can handle the added complexity you should.

Feral Aggression - Pretty handy by allowing you to apply 3 stacks of Faerie Fire at once, and more importantly buffs Ferocious Bite. The effect on overall dps is pretty minor but usually worth the points.

Brutal Impact - Necessary if you are on interrupt or stun duty, useless otherwise. No middle ground here.

Nurturing Instinct - Not a strictly necessary talent, but this is probably the last "optional" talent I would consider giving up. Not only does it help you stay alive by increasing heals done on you, but it greatly buffs your Tranquility. If you've never used Tranquility during periods of high raid damage, well, you should. Even from a feral, a Tranquility buffed by Nurturing Instinct does a massive amount of healing.

Primal Madness - Very weak, I would almost never consider taking this. If you do want to use this talent you can and should make a macro to cancel the Primal Madness buff when you are at or near 0 energy to get the most out of it.

Thick Hide/Natural Reaction - Obviously necessary if you're going to be a hybrid dps/tank. But even for a "pure" dps role these are my standard choices. Tank deaths happen, and if you have these talents and pop a couple cooldowns you can easily tank any raid boss long enough for your raid to battle rez the main tank and get him buffed and ready to take back over.

Infected Wounds/Pulverize - Necessary if you're going for a hybrid dps/tank role, not worth it otherwise. Even for the emergency tank situation described above these talents are too weak to spend the points on unless your strat specifically requires you to tank.

Glyphs


Prime Glyphs









Before you get 4T13 you should use Glyph of Rip, Glyph of Berserk, and Glyph of Bloodletting. Once you get 4T13 use Glyph of Tiger's Fury instead of Bloodletting unless you're using a trinket that benefits greatly from synching up with a 30 second cooldown on Tiger's Fury. If you can't use Shred go with Glyph of Mangle instead of Glyph of Tiger's Fury/Bloodletting. Note that if you are an engineer you should not use Glyph of Tiger's Fury as it will cause Tiger's Fury to desync with Synapse Springs.

Major Glyphs







The major glyph that I'd most strongly recommend is Rebirth, as there is a world of difference between resurrecting someone with 20% health and 100%. Glyph of Feral Charge is also useful to increase mobility and allow more usage of the Stampede talent. Glyph of Ferocious Bite isn't overly strong but is strictly beneficial now and certainly worth the slot. You may also consider if you plan on off-tanking.

Minor Glyphs


Glyph of Mark of the Wild



You can also consider if you plan on off-tanking.

= Gear=

Stats



General information on combat ratings can be found here: http://elitistjerks....l_85_cataclysm/

Weapon dps
Weapon dps is calculated by taking the average of the minimum and maximum damage of a weapon and dividing that by it's swing speed. All weapons with the same ilvl and type (1-hand vs. 2-hand) will have the same dps. This is our strongest stat. Note that unlike most/all other classes we don't need to consider swing speed since we always have a base 1.0 second swing speed in cat form and weapon damage is normalized to this speed.

Agility
Agility increases your attack power and crit chance. Each point gives you 2 AP and it takes 324.85 agility for 1% crit. It is by far the best stat for dps and should be stacked whenever possible, though usually that only means gems and enchants because you cannot reforge for agility.

Strength
Strength increases attack power, providing 1 AP per strength. It is technically about as strong as the secondary stats, but since it competes directly with agility you almost never want a strength item. The only realistic situation where you'd even consider using a strength item is if you have access to a higher ilvl strength weapon than your current agility weapon, and even in that case you'll definitely want to check Mew and Rawr to see if it's actually better overall.

Mastery
It takes 179.28 mastery rating to gain 1 point of mastery. Each point of mastery increases your bleed damage by 3.1%. This affects Rake and Rip, it does not affect Shred.

Crit
You need 179.28 crit rating to gain 1% crit chance. This now affects all damage including bleeds.

Haste
You need 128.05701 haste rating for 1% haste. Haste increases your auto-attack swing speed and energy regeneration.

Hit/Expertise
You need 120.109 hit/expertise rating for 1% hit/expertise. Note that interrupts can no longer miss, so there is never a specific need to cap hit.

Gems


There is 1 real choice for your meta gem: . All red slots should be filled with , or if you can't find/afford the epic version. Generally you'll want to skip blue or yellow socket bonuses and use delicates there as well. If a blue or yellow socket bonus is worth getting you should use or . This can occur if the socket bonus is around 13-14 agility per non-red gem.

Reforging/Secondary stat considerations


This latest patch has brought all of the secondary stats quite close to each other. To my knowledge gearing setups that focus on haste, mastery, hit/exp cap, and balanced distributions all appear in simulations to be very similar in overall dps. So until further investigations find a more meaningful hierarchy of secondary stats feel free to set these up however you like. Do note that hit and expertise are clear favorites in AoE situations now that Swipe is worth using again.

Set bonuses


The 2T13 bonus allows you to take advantage of the Blood in the Water talent starting at 60% enemy health rather than 25%. Aside from the obvious of using Ferocious Bite starting at 60%, this also raises the Feral Aggression talent from nearly required to definitely required.

The 4T13 bonus lets Tiger's Fury activate Stampede. This pushes Glyph of Tiger's Fury above Glyph of Bloodletting unless you're an engineer with Synapse Springs or using a trinket that benefits greatly from synching up with a 30 second cooldown on Tiger's Fury. It also, of course, requires you to Ravage a Stampede activated by Feral Charge before popping Tiger's Fury, otherwise you're throwing the bonus away.

Enchants


Head:
Shoulders:
Back: Major Agility (22 agility) or Greater Critical Strike (65 crit rating)
Chest: Peerless Stats (20 to all stats)
Wrists: Agility (50 agility)
Hands: Greater Mastery (65 mastery)
Legs:
Feet: Major Agility (35 agility)
Weapon: Mighty Agility (130 agility)

Professions


Blacksmithing offers much more agility than any other profession once you can fill every socket with epic gems. Jewelcrafting very slightly offers more static agility than the rest of the professions until all of your sockets can be filled with epic gems, at which point it becomes substantially weaker. If used on cooldown Synapse Springs from Engineering provide a minimum of 80 agility on average and usually somewhat more than that, and can also be lined up with other cooldowns for more effective benefit than a static buff. Jewelcrafting, Leatherworking, and Blacksmithing are all a bit more flexible than other professions, though this is not as useful as it was in WotLK.

Alchemy: 80 agility from .
Blacksmithing: 100 agility from 2 extra gem sockets (80 agility before all sockets are filled with epic gems)
Enchanting: 80 agility from ring enchants.
Engineering: Synapse Springs provide 480 agility for 10 seconds on a 60 second cooldown. This averages to 80 agility but in practice will be slightly stronger than that if used correctly.
Herbalism: Minor heal and 480 haste for 20 seconds on a 2 minute cooldown.
Inscription: 80 agility from shoulder enchant.
Jewelcrafting: 51 agility from Chimera's Eyes (81 agility before all sockets are filled with epic gems)
Leatherworking: 80 agility from bracer enchant. Can also use the level 80 resistance enchants if needed.
Mining: 120 stamina, no dps benefits.
Skinning: 80 crit, not as good as other professions.
Tailoring: Swordguard Embroidery - Spell - World of Warcraft chance to proc 1000 AP for 15 seconds.

= Rotation=

Depending on how exact you want your rotation to be it can become quite complicated. A simplified version would be

1. Keep up Feral Faerie Fire if there's no other armor debuff
2. Keep up Mangle
3. Use Tiger's Fury on cooldown (do not overwrite an existing Stampede if you have 4T13 though)
4. Use Berserk on cooldown
5. Keep up a 5CP Rip (including refreshing with Ferocious Bite below 25% boss health, or 60% health with 2T13)
6. Keep up Rake
7. Keep up Savage Roar
8. Feral Charge -> Ravage if your FC cooldown is up
9. Shred for combo points

As of 4.1 Swipe has become worthwhile in AoE situations. Delaying Rip to line up with Tiger's Fury is not generally thought to be a dps increase, but overwriting Rake with a Tiger's Fury up is if the previous Rake has few ticks left. Perform your rotation as usual when getting OOC procs. Fitting in Ferocious Bite above 25% is also a dps increase if done right, meaning that you don't lose too much time on Rip and Savage Roar.

= Addons=

The default UI is pretty terrible for tracking everything you need to know to dps well as a feral. There are a number of addons out there that can more cleanly display information you need. BadKitty is tailored towards feral dps, and Power Auras is also popular. Leafkiller keeps an updated Ovale script on his site Fluiddruid.net. My personal choice is RoguePowerBars. NeedToKnow is also a widely used and popular buff/debuff tracker. TidyPlates can be used to track your debuffs on multiple mobs on their health bars. There are a lot of choices out there, find one that fits your needs and use it.

= Other=

If there's something else you'd like me to include please PM me.

#2 Melthu

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Posted 29 November 2011 - 11:34 PM

Out with the old, in with the new. As always feel free to PM me about any issues you have with the guide.

#3 Kreff

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Posted 30 November 2011 - 03:19 PM

I am wondering if it's worth swiping in AoE situations anymore considering the recent swipe nerf? Perhaps we should just try to put rake+rip on as many mobs as possible?

#4 ceelion22

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Posted 30 November 2011 - 03:36 PM

I am wondering if it's worth swiping in AoE situations anymore considering the recent swipe nerf? Perhaps we should just try to put rake+rip on as many mobs as possible?


With the additional 10% AP from BoM, etc. I think it equals out. My swipe numbers look the same from what I saw in raid last night.

#5 Forestlord

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Posted 30 November 2011 - 04:42 PM

I was readin aleron and he mentioned the tooltip for SR was 30% damage increase? Did I read/remember this wrong? That would change things up.
Although looks like an old tooltip...bummer.

#6 Reesi

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Posted 30 November 2011 - 06:51 PM

Live SR is still 80% auto attack damage. 30% physical damage increase for SR is currently the tooltip for the 5.0 stuff, which would again give SR priority over everything else (which I prefer, tbqh).

#7 Rainman5419

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Posted 01 December 2011 - 04:15 AM

Are there any calculators or SimCraft that's been updated for the patch? Specifically my question is about Glyph selection for Ultraxion. With the change to Glyph of Bloodletting it would seem that Glyph of Berserk is the best candidate for replacement.

How does this comparison look both WITH and WITHOUT the 4pc t12 bonus?

#8 Reesi

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Posted 01 December 2011 - 07:33 AM

Yawning has had Mew updated for 4.3 for some time.

Mihir and Yawning also did quite a bit of testing and determined Glyph of Mangle is usually better to use than Glyph of Bloodletting for Ultraxion, though it will depend a bit on gear. Found here.


Quick edit: Trying to find Mihir's work, atm. It's over on Mmo-champion's cat thread if you want to dig.

Double edit: Finally got the correct link.

#9 Rainman5419

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Posted 02 December 2011 - 02:25 AM

Thank you, I'll check on a few calculators and see if there's a universally agreed upon breakpoint for Glyph of Mangle over Glyph of Bloodletting that we can put in the OP.

#10 raffy

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Posted 05 December 2011 - 10:57 PM

Ultraxion w/Shred: World of Logs - Real Time Raid Analysis

Is this correct? What kind of positioning allows for this? I took the 'feral can't shred' on Ultraxion on faith and didn't even try to run around looking for a shred-able spot.

Edit: and 80% berserk uptime (3 casts)? Started the fight in bear?

#11 Odas

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Posted 05 December 2011 - 11:30 PM

Ultraxion was originally shreddable. Also, the tanking buff used to affect Berserk. Those were both changed before the fight went live. That is just an old ptr parse.

#12 Ptah

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Posted 11 December 2011 - 03:16 PM

Hi,
Ranseur of Hatred (391) vs. Kiril, Fury of Beasts (390) - which one is stronger?
I tried to compare them in Rawr, SimC and Mew.
Rawr and SimC calculated Ranseur as dps gain (about 1000 DPS), Mew calculated Kiril as stronger (about 300DPS). I'm not sure what did I do wrong.. Which one is correct?

Thanks.

#13 Leafkiller

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Posted 12 December 2011 - 02:11 AM

Hi,
Ranseur of Hatred (391) vs. Kiril, Fury of Beasts (390) - which one is stronger?
I tried to compare them in Rawr, SimC and Mew.
Rawr and SimC calculated Ranseur as dps gain (about 1000 DPS), Mew calculated Kiril as stronger (about 300DPS). I'm not sure what did I do wrong.. Which one is correct?

Thanks.


Mew is correct.

Here is a post from Yawning on the subject (linking this for others since Ptah already saw this post): The Fluid Druid - View topic - Draft 4.3 gear list

#14 Wathmon

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Posted 12 December 2011 - 02:11 AM

Hi all,

In professions says " Inscription: 80 agility from shoulder enchant " ; but actualy its 130 agility +35 mastery.
Dont this put Inscription on top of all professions ?

#15 Melthu

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Posted 12 December 2011 - 02:56 AM

No, the normal shoulder enchantment adds 50 agility and 25 mastery and the inscription shoulder enchantment adds 130 agility and 25 mastery. Since they are mutually exclusive the inscription bonus is just 80 agility over what is normally available.

#16 Harlsta

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Posted 14 December 2011 - 03:28 AM

How does this comparison look both WITH and WITHOUT the 4pc t12 bonus?


This is what I want to know.
Assuming that its only a dps increase if you can use Feral Charge to get 2 Ravages in as otherwise you really only get 1 Ravage every 27 (glyphed) 30 (un) seconds which would be the same as just using Feral Charge and not having the 4 set bonus.
With Dragon Soul it would seem on a few fights where dps counts, Tendon on Spine, Ultraxion and Id assume the Limb on Madness you cant use Feral Charge, So that leaves 5 bosses, 4 if your not quick enough to get back in melee range on Warlord.
As well as most tier pieces having expertise or hit. To me just looking at the tier, It doesn't look like its worth it.
I'm sure that if you had a chance to take heroic tier over non-heroic items, you'd take it as its a 40agi upgrade minimum.

That's just some facts that have been sitting in my head which has been turning me off the 4 piece and would just like to know what other people think about it?
ATM my Rawr is playing up just not starting so I have to fix that up but I dont think Rawr takes into account that fact that you can't run out every 28 seconds to use Feral Charge, It's just numbers on a tank and spank fight.

And that's not to take into account that if you have your 4 piece, Depending on your raid set up, You might have to go into Bear and use Survival Instincts which would be a minimum of 15 second dps lose.
(Highly doubt that would happen unless your raid group has very minimum raid cd)

#17 BOHIC

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Posted 14 December 2011 - 03:44 PM

This is what I want to know.
Assuming that its only a dps increase if you can use Feral Charge to get 2 Ravages in as otherwise you really only get 1 Ravage every 27 (glyphed) 30 (un) seconds which would be the same as just using Feral Charge and not having the 4 set bonus.
With Dragon Soul it would seem on a few fights where dps counts, Tendon on Spine, Ultraxion and Id assume the Limb on Madness you cant use Feral Charge, So that leaves 5 bosses, 4 if your not quick enough to get back in melee range on Warlord.
As well as most tier pieces having expertise or hit. To me just looking at the tier, It doesn't look like its worth it.
I'm sure that if you had a chance to take heroic tier over non-heroic items, you'd take it as its a 40agi upgrade minimum.

That's just some facts that have been sitting in my head which has been turning me off the 4 piece and would just like to know what other people think about it?
ATM my Rawr is playing up just not starting so I have to fix that up but I dont think Rawr takes into account that fact that you can't run out every 28 seconds to use Feral Charge, It's just numbers on a tank and spank fight.

And that's not to take into account that if you have your 4 piece, Depending on your raid set up, You might have to go into Bear and use Survival Instincts which would be a minimum of 15 second dps lose.
(Highly doubt that would happen unless your raid group has very minimum raid cd)


The first post is misleading in that, on fights where you wouldn't otherwise be able to Feral Charge a Ravage or for players who don't have the raid awareness to make FC->R a dps increase, the 4set is still a worthwhile bonus. The ability to shift to bear to provide a raid healing CD is a great benefit as well. I haven't seen mentioned yet whether Nurturing Instinct (the "Agility increases your healing spells" part of it) increases the Mass Regen effect. Has anyone tested that out?

#18 Xenoborg

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Posted 14 December 2011 - 05:19 PM

Looking at my logs from last night I can say that Nurturing Instinct has no effect (or an extremely small effect) on either the tics on yourself or the tics you give to the raid.

WOL search of mass regeneration during Ultraxion where I had Nurturing Instinct

[22:47:04.164] Xenoborg Frenzied Regeneration Xenoborg +10107
[22:47:04.295] Xenoborg Mass Regeneration Ruskó +2527

I had 256k (rounded) normal maximum health at the time, giving 332.8k during regen, with an expected healing tic of 9990. The actual value was 1.15% higher, but I believe this is due to a slight further increase in my health from a resto shaman. The mass regen tic was the expect 25% of the tick on me.

As an additional note, if you are using the 4pc raid cooldown as a cat, you should have it glyphed. The health and healing bonus will persist even if you immediately return to cat form. You also would likely not have the rage to power the unglyphed version anyway.

#19 Tars

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Posted 15 December 2011 - 11:49 AM

As an additional note, if you are using the 4pc raid cooldown as a cat, you should have it glyphed. The health and healing bonus will persist even if you immediately return to cat form. You also would likely not have the rage to power the unglyphed version anyway.

I don't see how rage can be an issue, as you have to spend 15 seconds in bear before you even cast Mass Regeneration on a raid.

#20 Cedrich

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Posted 15 December 2011 - 01:21 PM

I don't see how rage can be an issue, as you have to spend 15 seconds in bear before you even cast Mass Regeneration on a raid.


I'm sure he means rage to sustain the HoT effect. Without a tank level damage income I doubt you'd be able to sustain the huge rage cost for the entire duration of the effect.




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