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[Feral-Cat] Mists of Pandaria 5.2


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#1 Jazdia

Jazdia

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Posted 26 September 2012 - 05:33 PM

=Introduction=
This reference guide is intended to help both beginners, new to the Feral spec, and veteran Feral druids looking for an update. Inside you will find a listing of all the stats that are important to you, and how important and, by extension, which gems, gear, professions, and enchants are best for you. I will also go into both talents and the feral “rotation” to help you learn what you need to know to do competitive Feral dps in a raid environment.
Additionally, this thread serves as a home for Feral Druid discussion and theorycrafting for 5.0.5 and beyond.

This thread is being updated to reflect 5.4 changes and will likely not be completed for several weeks, as more information solidifies.


=Stats & Values=

Leather Specialization

Leather Specialization grants you 5% bonus agility when you are wearing all leather items. There is no reason to ever not have this bonus. At no point will cloth ever be better in any slot than leather. Even if you have a level 20 leather item and a level 90 cloth item and want the stamina, it’s not worth it from a dps standpoint. Find a leather green.


Stats


Agility:
This is your primary stat. It grants you AP and Crit rating. There is essentially no situation in which this is a bad thing to have more of. The higher ilvl the gear you get, the more Agility it will generally have on it. Given that secondary stats are somewhat comparable in power to each-other; this makes higher ilvl gear generally better regardless of itemization.

Hit:
This stat helps you hit things. Specifically, it helps you to not miss them. Hit, like Expertise, is a cap-able stat, in that once you reach a specific amount; you gain absolutely no benefit from having more. You gain 1% of hit chance, or lower your chance to miss by 1%, for each 340 hit you gain. You have an 7.5% miss chance against raid bosses, thus in order to get hit capped, and you will need 2,550 hit rating to be hit capped. In general, try to avoid going over this, as you are wasting stat potential.

Note that, while bleed applications can miss or be dodged and parried, your bleed ticks cannot be avoided. Once you have them applied, they will always tick, and will crit using a hit table with 0% miss.

Expertise:
As previously mentioned, Expertise is also cap-able. Unlike Hit, however, expertise has two caps. One is the dodge cap while the other is the parry cap. Bosses, unlike players, are able to dodge attacks from behind. They remain unable to parry attacks from behind. As a melee dps, you will generally be attacking the boss from behind, thus negating the need to worry about the boss parrying you. You gain 1% of dodge reduction per 340 Expertise rating, thus requiring 2,550 Expertise rating to hit the dodge cap.


Mastery:
As a feral druid, your mastery is Razor Claws. This increases your bleed damage by 25%, plus 1% per 192 mastery rating. This effects your Rake, Rip, and Thrash. Note that this does NOT effect your Shred or Swipe despite their tooltip stating that effects that increase bleed damage also increase the damage of those moves. In general, this stat will see an increased value in situations where you will be bleed cleaving, but maintains a high value on single target engagements.

Crit:
Critical strike is useful, not just for the increased damage on critical hits, but because you gain two combo points on a critical hit as opposed to one. This allows for higher bleed and Savage Roar uptime, resulting in higher DPS. While crit will initially be very low at the beginning of the expansion, until better gear is attained, once it gets above 50%, there is a negligible waste of crit on ravage, as it goes over the 100% crit cap on high health targets. Bleeds can crit, as can the direct application damage of Rake.

Haste:
Haste not only increases how fast you hit with your auto attacks, but it also increases your energy regeneration. Thus if you have 50% haste, you would generate 15 energy per second instead of 10. This results in having more combo points available, thus resulting in more uptime on bleeds and savage roar. Your bleeds, unlike some other DoTs, do NOT scale with haste, thus haste shifts more focus on direct damage abilities.

Weapon DPS:
The higher the ilvl the weapon, the more weapon dps it has. This is always normalized to a 1 second swing timer in cat form, so weapon speed is irrelevant to you. It goes without saying, the higher ilvl the weapon, the better it is for you regardless of itemization, assuming it’s a two-handed agility weapon.


Stat Values

Stat values are not static. While some stats, like Agility, have such a commanding lead in value that they will never be surpassed, other stats, such as Mastery or Crit, change in value based on the amount of stats you currently have. For example, if you have 0 Hit rating, but 1,500 Crit and Mastery rating, the value of Hit is higher than if you had 0 hit rating and 0 Crit and Mastery.

For values specific to your gear, I recommend using simcraft for your specific gear level and playing around with the priority list until you find the highest (or near the highest) priority list for yourself, then simulate the stat values with at least 10,000 iterations. This should be a fairly accurate approximation.

[SIMCRAFT - USE IT]

Please note that these stat values are subject to change due to your gear, talent changes, encounter mechanics, nerfs, buffs, and unknown information. While they are unlikely to change by a wide margin, they will still likely change a little and as such should not be taken as a constant in the WoW universe.
Reforging Quick Reference


Here is a summary of stat values of various specs with little to no detail.

[TABLE]Talents | #1 Stat | > | #2 Stat | > | #3 Stat | > | #4 Stat | > | #5 Stat |
DoC & SotF | Mastery | > | Hit | = | Expertise | = | Crit | > | Haste |
DoC & Incarnation | Mastery | > | Crit | = | Hit | = | Expertise | > | Haste |
DoC & FoN | Mastery | > | Crit | = | Expertise | = | Hit | > | Haste |
HotW* & SotF | Haste | > | Crit | = | Hit | > | Expertise | > | Mastery |
HotW* & Incarnation | Haste | > | Crit | = | Hit | > | Expertise | > | Mastery |
HotW* & FoN | Haste | > | Crit | = | Hit | > | Expertise | > | Mastery |
HotW & SotF | Mastery | > | Crit | = | Haste | = | Expertise | > | Hit |
HotW & Incarnation | Mastery | > | Crit | = | Haste | = | Expertise | > | Hit |
HotW & FoN | Mastery | > | Crit | = | Haste | = | Expertise | > | Hit |
NV & SotF | Mastery | > | Crit | > | Expertise | = | Hit | = | Haste |
NV & Incarnation | Mastery | > | Crit | > | Haste | > | Hit | = | Expertise |
NV & FoN | Mastery | > | Crit | > | Hit | = | Expertise | = | Haste |[/TABLE]

* Assumes you will be using HotW as a dps cooldown to wrath spam during heroism or hurricane cleave spam during AoE Phase. This is the stat value during the casting phase.

Dream of Cenarius


Soul of the Forest & Dream of Cenarius

The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last.

Note: This is based on your talents including Soul of the Forest and Dream of Cenarius. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.


[TABLE]#1 | Mastery |
#2 | Crit |
#2 | Hit |
#2 | Expertise |
#3 | Haste |[/TABLE]

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 5.08 | 1.00 |
Weapon Dps | 4.59 | 0.90 |
Mastery | 1.96 | 0.38 |
Crit | 1.63 | 0.32 |
Hit | 1.55 | 0.31 |
Expertise | 1.55 | 0.31 |
Haste | 1.50 | 0.29 |[/TABLE]


Incarnation & Dream of Cenarius
The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last.

Note: This is based on your talents including Incarnation and Dream of Cenarius. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.


[TABLE]#1 | Mastery |
#2 | Crit |
#2 | Hit |
#2 | Expertise |
#3 | Haste |[/TABLE]

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.99 | 1.00 |
Weapon Dps | 4.82 | 0.96 |
Mastery | 2.04 | 0.41 |
Crit | 1.60 | 0.32 |
Hit | 1.54 | 0.31 |
Expertise | 1.54 | 0.31 |
Haste | 1.45 | 0.29 |[/TABLE]


Force of Nature & Dream of Cenarius
The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last.

Note: This is based on your talents including Force of Nature and Dream of Cenarius. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.


[TABLE]#1 | Mastery |
#2 | Crit |
#2 | Hit |
#2 | Expertise |
#3 | Haste |[/TABLE]

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.83 | 1.00 |
Weapon Dps | 4.55 | 0.94 |
Mastery | 1.97 | 0.41 |
Crit | 1.49 | 0.31 |
Hit | 1.47 | 0.31 |
Expertise | 1.47 | 0.31 |
Haste | 1.27 | 0.26 |[/TABLE]


Heart of the Wild

Soul of the Forest & Heart of the Wild

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.81 | 1.00 |
Weapon Dps | 4.71 | 0.98 |
Mastery | 1.33 | 0.28 |
Crit | 1.76 | 0.37 |
Hit | 1.08 | 0.22 |
Expertise | 1.08 | 0.22 |
Haste | 1.91 | 0.40 |[/TABLE]


Incarnation & Heart of the Wild

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.62 | 1.00 |
Weapon Dps | 4.49 | 0.97 |
Mastery | 1.28 | 0.28 |
Crit | 1.64 | 0.35 |
Hit | 1.08 | 0.23 |
Expertise | 1.08 | 0.23 |
Haste | 1.92 | 0.42 |[/TABLE]


Force of Nature & Heart of the Wild

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.60 | 1.00 |
Weapon Dps | 4.34 | 0.94 |
Mastery | 1.30 | 0.28 |
Crit | 1.64 | 0.36 |
Hit | 0.93 | 0.20 |
Expertise | 0.93 | 0.20 |
Haste | 1.92 | 0.42 |[/TABLE]


Nature's Vigil

Soul of the Forest & Nature's Vigil
The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste generally coming out last.

Note: This is based on your talents including Soul of the Forest and Nature's Vigil. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.


[TABLE]#1 | Mastery |
#2 | Crit |
#3 | Hit |
#3 | Expertise |
#3 | Haste |[/TABLE]

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.62 | 1.00 |
Weapon Dps | 5.14 | 1.11 |
Mastery | 1.66 | 0.36 |
Crit | 1.50 | 0.33 |
Hit | 1.33 | 0.29 |
Expertise | 1.33 | 0.29 |
Haste | 1.27 | 0.28 |[/TABLE]


Incarnation & Nature's Vigil
The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Hit/Expertise generally coming out last.

Note: This is based on your talents including Incarnation and Nature's Vigil. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.


[TABLE]#1 | Mastery |
#2 | Crit |
#3 | Haste |
#4 | Expertise |
#4 | Hit |[/TABLE]

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.51 | 1.00 |
Weapon Dps | 5.30 | 1.17 |
Mastery | 1.76 | 0.39 |
Crit | 1.48 | 0.33 |
Haste | 1.38 | 0.31 |
Expertise | 1.22 | 0.27 |
Hit | 1.22 | 0.27 |[/TABLE]


Force of Nature & Nature's Vigil

The current stat value rankings for reforgable secondary stats tend to be as follows, with Mastery generally coming out ahead and Haste, exp, & hit. generally coming out last.

Note: This is based on your talents including Force of Nature & Nature's Vigil. If you choose other talents the value of stats is substantially shifted. This section will be expanded shortly to reflect that. Please reforge accordingly and, of course, make sure to sim your specific stats for your personal gear level to get the most accuracy.


[TABLE]#1 | Mastery |
#2 | Crit |
#3 | Hit |
#3 | Expertise |
#3 | Haste |[/TABLE]

Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)

[TABLE]Stat |Value |Scaled Value |
Agility | 4.61 | 1.00 |
Weapon Dps | 4.88 | 1.06 |
Mastery | 1.63 | 0.35 |
Crit | 1.45 | 0.31 |
Hit | 1.33 | 0.29 |
Expertise | 1.33 | 0.29 |
Haste | 1.32 | 0.29 |[/TABLE]


=Gear=

Here you will find a list of the gear available to you split into raiding and pre-raid categories. There is some overlap, but you will not see an item in both categories.

Pre-Raid, Dungeon, and past tier gear


Obviously, the heroic version of each is better and more desirable.

[TABLE]ITEM NAME| ITEM LOCATION |
HEAD ARMOR | HEAD ARMOR
|
List of 5.0 and 5.1 Head Armor
---- | ---- |
NECKLACES | NECKLACES |
List of 5.0 and 5.1 Necklaces
---- | ---- |
SHOULDERS | SHOULDERS |
List of 5.0 and 5.1 Shoulder Armor
---- | ---- |
CLOAKS | CLOAKS |
List of 5.0 and 5.1 Cloaks
---- | ---- |
CHEST ARMOR | CHEST ARMOR |
List of 5.0 and 5.1 Chest Armor
---- | ---- |
WRIST ARMOR | WRIST ARMOR |
List of 5.0 and 5.1 Wrist Armor
---- | ---- |
GLOVES | GLOVES |
List of 5.0 and 5.0 Gloves
---- | ---- |
BELTS/WAIST | BELTS/WAIST |
List of 5.0 and 5.1 Belts
---- | ---- |
LEG ARMOR | LEG ARMOR |
List of 5.0 and 5.1 Leg Armor
---- | ---- |
BOOTS/FOOT ARMOR | BOOTS/FOOT ARMOR |
List of 5.0 and 5.1 Foot Armor
---- | ---- |
RINGS/FINGER | RINGS/FINGER |
List of 5.0 and 5.1 Rings
---- | ---- |
TRINKETS | TRINKETS |
| High-Inquisitor Whitemane
| Lorewalker Stonestep
| Darkmaster Gandling
| Lei Shi|
| TBA|
| TBA|
| Darkmoon Tiger Deck|
| Elegon|
| Brewfest Event|
---- | ---- |
WEAPONS | WEAPONS |
List of 5.0 and 5.1 Weapons
[/TABLE]


Current Raid Level Gear (5.2)



[TABLE]ITEM NAME| ITEM LOCATION |
HEAD ARMOR | HEAD ARMOR
|
List of 5.2 Head Armor
---- | ---- |
NECKLACES | NECKLACES |
List of 5.2 Necklaces
---- | ---- |
SHOULDERS | SHOULDERS |
List of 5.2 Shoulder Armor
---- | ---- |
CLOAKS | CLOAKS |
List of 5.2 Cloaks
---- | ---- |
CHEST ARMOR | CHEST ARMOR |
List of 5.2 Chest armor
---- | ---- |
WRIST ARMOR | WRIST ARMOR |
List of 5.2 Bracers/Wrist Armor
---- | ---- |
GLOVES | GLOVES |
List of 5.2 Gloves
---- | ---- |
BELTS/WAIST | BELTS/WAIST |
List of 5.2 Belts/Waist Armor
---- | ---- |
LEG ARMOR | LEG ARMOR |
List of 5.2 Leg Armor
---- | ---- |
BOOTS/FOOT ARMOR | BOOTS/FOOT ARMOR |
List of 5.2 boots/foot armor
---- | ---- |
RINGS/FINGER | RINGS/FINGER |
List of 5.2 Rings
---- | ---- |
TRINKETS | TRINKETS |
Coming Soon | Coming Soon |
Coming Soon | Coming Soon |
---- | ---- |
WEAPONS | WEAPONS |
List of 5.2 Weapons
[/TABLE]

=Gems, Enchants, Glyphs, & Professions=

In this section I will go over the optimal options for your gems, enchants, and glyphs. While some options, such as enchants, will be extremely straightforward and unlikely to change others, such as Glyphs, may change significantly with patches or encounter mechanics.

Gems


If you have the appropriate weapons and quest completion, an obvious choice would be
for the +500 agility which is truly, outrageous.

Agility is still the clear winner in terms of stat value in a one-for-one comparison, however, because secondary stats now receive double the stats for the same amount of ilvl budget, it’s now a very good idea in many cases to gem for socket bonuses with Agility/Secondary Stat gems.

Here is a good list of gems appropriate to socket color. In the first column is the gem color. In general, you will only use a purple gem in a blue socket or an orange gem in a yellow socket. Never use, for example, an orange gem in a red socket.
The second column houses the name of the gem, for easy lookup, and the two following columns contain the stats the gem provides.

The normalized value tells you how much raw agility, on average, a gem is worth; while the final column shows you how much agility a socket bonus will need to provide before socketing that gem will be worthwhile.
Note that if you were to place an and a into a piece of gear, you would need the combined agility bonus from the socket bonus to make it worthwhile over two flat Agility gems. Thus you would need 23 + 40 or 66 Agility socket bonus. Thus if there was a piece of gear with 1 yellow socket and one blue socket, with a socket bonus of 80 Agility, it would be optimal to socket for the bonus. However, if it only had a 40 agility socket bonus, it would not be. This is based on heroic level T14 gear. At lower gear levels, the amount needed will vary slightly. See the stat values section.
Additionally, as Blizzard makes tuning changes to the game, stat weights can vary slightly, which in turn can slightly change the amount of socket bonus Agility needed to make a bonus gem worthwhile.


[TABLE]Gem Color | Name | Stat 1 | Stat 2 | Normalized Value | DoC Agi Bonus: | HotW Agi Bonus | NV Agi Bonus |
Sha | | 500 Agi | N/A | 500 | N/A | NYI | NYI |
Meta | | 324 Crit | Capacitance | ??? | N/A | NYI | NYI |
Meta | | 216 Agi | 3% crit dmg | >216 | N/A | NYI | NYI |
Red | [Epic Red Gem] | 200 Agi | N/A | 200 | N/A | NYI | NYI |
Red | | 160 Agi | N/A | 160 | N/A | NYI | NYI |
Purple | | 100 Agi | 200 Hit | 160 | 40 | NYI | NYI |
Purple | | 200 Exp | 200 Hit | 120 | 80 | NYI | NYI |
Purple | | 80 Agi | 200 Hit | 128 | 32 | NYI | NYI |
Purple | | 160 Exp | 160 Hit | 96 | 64 | NYI | NYI |
Orange | | 200 Exp | 200 Mastery | 138 | 63 | NYI | NYI |
Orange | | 100 Agi | 200 Mastery | 178 | 23 | NYI | NYI |
Orange | | 100 Agi | 200 Haste | 156 | 44 | NYI | NYI |
Orange | | 200 Exp | 200 Crit | 124 | 76 | NYI | NYI |
Orange | | 100 Agi | 200 Crit | 164 | 36 | NYI | NYI |
Orange | | 160 Exp | 160 Mastery | 110 | 50 | NYI | NYI |
Orange | | 80 Agi | 160 Mastery | 142 | 18 | NYI | NYI |
Orange | | 80 Agi | 160 Haste | 125 | 35 | NYI | NYI |
Orange | | 160 Exp | 160 Crit | 99 | 61 | NYI | NYI |
Orange | | 80 Agi | 160 Crit | 131 | 29 | NYI | NYI |[/TABLE]





Enchants

Here are your BiS enchantments. If you have a specific profession enchantment that is better it, of course, overrides anything on this list.

[TABLE]Enchantment Slot | Enchantment Name | Enchantment Effect |
Head | Head Enchants no longer exist. | |
Shoulders | Greater Tiger Claw Inscription | 200 Agility, 100 crit rating |
Back | Superior Critical Strike | 180 Crit Rating |
Chest | Glorious Stats | +80 all stats |
Wrists | Greater Agility | 170 Agility |
Hands | Super Mastery/Expertise/Strength | +170 Mastery/Expertise/AP |
Legs | Primal Leg Reinforcements | +285 Agility, +165 Crit |
Feet | Blurred Speed | 140 Agility, 8% Movespeed |
Weapon| Dancing Steel | +1,650 Agi on hit, 12s, 1 PPM |[/TABLE]

Glyphs


Glyphs have taken a large step down in importance with the launch of Mists of Pandaria. While before they could make a huge impact in gameplay, now they tend to cause somewhat smaller changes. Certain glyphs may be more or less useful by encounter, so here are some of the glyphs that have a potential impact in a raid environment:

NOTE: Ignore broken glyph links for the time being and use the tooltip by hovering your mouse over the tooltip. If I give the correct glyph name, it resolves as a charred glyph (placeholder item for removed glyph) and if I give the correct, updated, item ID, it will resolve the correct tooltip for the glyph but give the wrong item name. Use the tooltips.

BiS Glyphs:

- This is the only glyph that is crucial; Helps uptime tremendously in tight situations
- Amazing for fights with lots of raid damage. Help your healers!


Situational Glyphs:

- Excellent for high bursts of incoming damage.
- This can be very useful. Dash can help avoid fire. More dash is less burning.
- Less burning for the whole family!
- Guardian glyph, this can still be useful for surviving burst damage.
- If you have to be in front of the boss, this is crucial. If you don’t, it’s useless.


Professions


[TABLE]Profession | Bonus | Bonus Method | Notes |
Alchemy | 320 Agi | Flask | Flat Agility Bonus |
Engineering | 1920 Agi, 10s every 60s | Glove Enchant | 320 Avg Agility bonus. Best when macro'd into Tiger's Fury for bonus effect. |
Enchanting | 320 Agi | Ring Enchants | Flat Agility Bonus |
Jewelcrafting | 320 Agi | Jewelcrafter Gems | Flat Agility Bonus |
Blacksmithing | 320 Agi | Bonus gem sockets | Flat Agility Bonus |
Leatherworking | 330 Agi | Wrist Enchant | Flat Agility Bonus |
Inscription | 320 Agi | Shoulder Enchant | Flat Agility Bonus |
Tailoring| 4000AP for 15s every 60s| Cloak Enchant| 1000 avg AP bonus or ~340 - 400 Agility. |[/TABLE]

Technically, Tailoring and Engineering are BiS because, due to the nature of the bonuses they provide, namely a much larger stat boost for a shorter period of time, it allows one to amplify the effective value of the enchant above that of it's average value by lining the effect up with cooldowns.

A common scenario might be a fight with a bonus damage phase. If you pop Tiger's Fury, then Berserk, Incarnation, and Nature's Vigil, you will be spamming Ravage nonstop for 15 seconds, and putting up a fresh Rip and Rake.

Thus if you also throw in an engineering enchant that is popped at the same time, you are getting 1920 agility during a phase where you are dealing +20% damage from Nature's Vigil, +15% damage from Tiger's Fury, have -50% energy costs from Berserk, and are likely under the effect of a potion or Heroism/Bloodlust. For those seconds while the buff is up, you're actually magnifying it's effect by a large margin.

Herbalism, Mining, & Skinning: The ~480 haste, crit, and stamina are not worth it. If you have another way to get money and want to maximize your dps, you shouldn’t have a gathering profession on a raiding character. Given our DoTs don't scale with haste, the haste is very weak for us.


=Talents, Abilities, & Priority List=

Talents

Talents have been simplified greatly which counter-intuitively leads to much greater diversity of options. No longer is there a short list of one or more, cookie-cutter, builds that are essential to raiding. Now you get to choose one talent from three per tier, in six talent tiers. Each tier has a theme such as utility or healing and all talents from that tier will have a specific implementation of that theme.


There is no “best” talent setup, so instead I will list the talents as well as their potential applications in a raid environment.


[TABLE] Tier | Name | Viability | Description |
1 | Feline Swiftness | Situational | Good for high mobility fights, not terribly useful otherwise as you are already the fastest class. |
1 | Displacer Beast | Situational | Remade in 5.2. Now is a blink with a 4s sprint on a low cooldown. This can be useful, situationally. |
1 | Wild Charge | Situational | Versatile escape mechanism and gap closer. High utility in raid setting. |
2 | Nature’s Swiftness | Recommended | Synergizes very well with Dream of Cenarius allowing for an in-form proc. |
2 | Renewal | Low | Long cooldown, inferior to NS+Healing Touch. |
2 | Cenarion Ward | Low | Short cooldown, reasonable healing, but does not proc Dream of Cenarius. |
3 | Faerie Swarm | Situational | Long range slow with 6s cooldown. Could have use for kiting deadly, slowable, mobs. As of 5.2 can snare multiple targets. |
3 | Mass Entanglement | Situational | Instant cast that roots multiple targets, can be very handy for group cc. |
3 | Typhoon | Situational | Knocks back dangerous adds, pushes opposing faction off Naxxramus. |
4 | Soul of the Forest | Situational | 10% - 15% haste worth of energy regen on average, but must be using finishers |
4 | Incarnation | Situational | Massive burst potential when lined up with other cooldowns, longer cooldown |
4 | Force of Nature | Situational | Short cooldown, small burst cooldown. Good for frequent, small, burns. |
5 | Disorienting Roar | Situational | Use this if you have need to hard CC mobs in place. |
5 | Ursol’s Vortex | Situational | Use this if you have need to contain multiple slowable mobs. |
5 | Mighty Bash | Situational | Use this if you need to stun a single mob. |
6 | Heart of the Wild | Situational | 6% Agility is nothing to sneer at, Utility provided can make the difference between a wipe and a kill. |
6 | Dream of Cenarius | Situational | Technically optimal dps, weaving in HTs at low energy, harder to pull off in actual raid, less utility. |
6 | Nature’s Vigil | Low| Changed in 5.2 Now 90 second cooldown, half effectiveness. Lowers burst potential and is less viable. |[/TABLE]


Abilities

As a Feral you have a huge variety of abilities at your disposal. Not all of them are used as frequently as others, and each has its own tricks and nuances.


[TABLE]Spell/Ability/Buff Name| Description |
---------------| PRIMARY ABILITIES |
Mangle | This is primarily used to generate combo points if you cannot generate them any other way. Mangle debuff no longer exists. |
Shred | This is your Bread and Butter CP generator. Does more damage if you have bleeds up and you must be behind boss. |
Ravage | This is a positional CP generator that generally requires stealth, except during Incarnation. Use if possible. |
Rake | This ability does initial bleed damage and places a bleed on the target. Initial damage generates CP and can crit to generate two. |
Rip | This is your primary damage finisher, especially at low gear levels. Always use at 5 CP |
Ferocious Bite | Your primary finisher when boss is below 25% hp, as it refreshes Rip. At low gear levels you won’t use this much. |
Thrash | This is an expensive, but useful, AoE Bleed. Use this on AoE pulls for good damage as well as to buff swipe. Does not generate CPs.|
Swipe | This is a direct damage AoE ability. It does 20% more damage on bleeding targets, so make sure thrash is up. Generates 1CP on current target if that target is hit.|
---------------| BUFFS AND DEBUFFS |
Savage Roar | Reverted to flat 30% damage increase. Keep this up 100% of the time. |
Omen of Clarity| This essentially makes your next damaging melee ability cost no energy. This does not prevent Ferocious Bite's additional 25 energy consumption.|
Faerie Fire | A ranged armor de-buff with an anti-invisibility side effect. Keep this up 100% of the time if nobody else is. You often have free GCDs to burn.|
---------------| OFFENSIVE COOLDOWNS |
Tiger’s Fury | A short, 30 second, cooldown granting bonus % damage as well as a boost of energy. Should be used on cooldown unless you will cap energy or are saving for a critical moment. |
Berserk | Long cooldown very useful for huge burst damage. Use this during high damage phases and/or conjunction with other offensive cooldowns. |
Heart of the Wild | Swap to caster weapon, pop this, spam Wrath for huge dps. Very handy. Can also use to channel a huge Tranquility. at a critical moment. |
Nature's Vigil| A flat %damage increase rolled in with a nice splash healing effect. Use this during high damage phases and/or conjunction with other offensive cooldowns.|
Incarnation| This allows you to stealth in combat and to use Ravage, which hits for much more than Shred for only 5% more energy. Use this during high damage phases and/or in conjunction with other offensive cooldowns.|
---------------| DEFENSIVE COOLDOWNS|
Survival Instincts| This is your typical heavy % damage mitigation tool. Use it when you will be taking a large or potentially fatal amount of damage. |
Might of Ursok | This boosts your maximum hp by 30% as well as healing you up to 30% of the increased total if you are under 30%. Use when you're going to take a massive hit.|
Barkskin| This ability mitigates 20% of incoming damage, is on a fairly short cooldown, and is off the GCD. Use this whenever your'e about to take damage and it's off cooldown. |
Tranquility| You may be a kitty, but your spellpower is still boosted by your Agility. Additionally, if you have Heart of the Wild, your Tranquility will be buffed by it. This can save the raid if used correctly. |
---------------| UTILITY SPELLS |
Skull Bash | This is your primary interrupt. Have this bound to an easily reachable key. You will use this. |
Wild Charge| This is an incredibly diverse spell. You can use it in cat or bear form to close the gab on a hostile target, you can use it in travel form to leap, and you can use it in Caster form to jump to an ally's position.|
Predatory Swiftness| This essentially gives you a free spellcast guaranteed for each 5CP finisher. This synergizes very well with Dream of Cenarius as you can throw out an instant Healing Touch when at low energy to gain the proc.|
Stampeding Roar| This makes you and everyone else in near you run 60% faster. This can be invaluable for handling raid mechanics.|
Rebirth| Good old druid battle rez can pull a key raid player back from death, potentially saving a fight. Try not to waste it on somebody who isn't important if you don't have to.|
---------------| CROWD CONTROL SPELLS|
Maim | Stun with CP based duration. This could be useful in an emergency situation or in specific circumstances, so it’s good to have bound if you can. |
Cyclone| This can be useful for hard CCing a dangerous mob, but only last 6 seconds and the mob is completely immune during the duration.|
Entangling Roots| Useful for keeping a melee add in place, but does not stop them from attacking nearby targets.|
Hibernate| This will work on beasts and dragonkin and will keep them from moving or taking any action for 60 seconds, but will break on any damage|
Ursol's Vortex| This handy spell will create a large, AoE, slow field slowing any vulnerable creatures. Additionally, when the creature attempts to leave the field, they are yanked back to the center. Useful for controlling entire packs of melee adds.|
Mighty Bash| A 5 seconds hard stun castable in any form can be incredibly useful for temporarily CCing a very dangerous, stunnable, creature.|
Disorienting Roar|This can be useful for mass CCing groups of mobs, including casters, but only lasts a few seconds and will break on damage.|
Mass Entanglement| Just like entangling roots, but will work on several targets. Not useful for ranged packs, very useful for melee packs.|
Typhoon| Can knock back packs of mobs and slow them with a daze for a few seconds, but can also enrage other dps trying to AoE.|
||[/TABLE]

Symbiosis

Symbiosis is a new baseline Druid ability that allows us to cast Symbiosis on a friendly player and each player will gain a new ability as long as they stay near each-other. Each encounter can put different stresses on the raid, so there is no Symbiosis that is best in all situations.

Here is a list of all the Symbiosis effects you can gain as a Feral Druid:

[TABLE]Target Class|Gained Ability|
Death Knight | Death Coil |
Hunter | Play Dead |
Monk | Clash |
Mage | Frost Nova |
Paladin | Divine Shield |
Priest | Dispersion |
Shaman | Feral Spirit |
Rogue | Redirect |
Warlock | Soul Swap |
Warrior | Shattering Blow |[/TABLE]

Here is a list of the abilities you will grant your target:


[TABLE]Class|Spec 1|Spec 2|Spec 3 |
Death Knight| All Specs: Wild Mushroom: Plague | | |
Hunter| All Specs: Dash | | |
Monk | Brewmaster: Bear Hug | Windwalker: Bear Hug | Mistweaver: Entangling Roots |
Mage | All Specs: Healing Touch | | |
Paladin | Holy: Rebirth | Protection: Wrath | Retribution: Wrath |
Priest | Discipline: Cyclone | Holy: Cyclone | Shadow: Tranquility |
Shaman | Elemental: Solar Beam | Enhancement: Solar Beam | Restoration: Prowl |
Rogue | All Specs: Growl | | |
Warlock | All Specs: Rejuvenation | | |
Warrior | All Specs: Stampeding Shout | | |[/TABLE]



Priority Lists


Feral dps does not work on a Rotation in the general sense. Feral dps instead works on a priority system, where spells and abilities are ranked according to value and the highest ranking available spell is the one you cast.

While set bonuses, cooldowns, and trinkets can make the rotation somewhat tricky, it has been somewhat simplified in practice in Mists of Panderia.

In general, your ability priority will fall something similar to this. If you want absolute maximum dps, you should use simcraft to try variations on your rotation for your specific gear but, in general, it should be very close.


Single Target

Precombat:
-Cast Healing Touch to generate DoC procs if you have DoC
-Cast Savage Roar

1. Keep Faerie Fire up (if no other armor debuff).
2. Keep Savage Roar up
3. Use Tiger’s Fury/Nature's Vigil/Incarnation/Berserking/Force of Nature*
4. Use Nature’s Swiftness/Healing touch to generate Wrath of Cenarius procs when GCD will not cause energy cap*
5. Use Predatory Swiftness to generate Dream of Cenarius procs when GCD will not cause energy cap, preferably at 4CP.**
6. Ferocious Bite if the boss has less than 25% hp remaining and Rip is near expiring.
7. Ferocious Bite if you have 5 CP and at least 6 - 10 seconds on Savage Roar and Rip
8. Keep 5 combo point Rip up.
9. Keep Rake up
10. Spend Omen of Clarity procs on Thrash if Thrash has less than 6 seconds remaining.
11. Ravage to generate combo points if Ravage is available (Incarnation)
12. Shred to generate combo points if Shred is available (Behind boss, berserk w/glyph, etc)
13. Use Mangle to generate combo points.
14. Maintain Thrash bleed if it will not interfere with Rake, Rip, or SR uptimes.

*If there is a high-dps burn phase or a bonus damage phase, it may be prudent to save your cooldowns until then. It is also best to sync Engineering Glove Enchants/trinkets/etc if possible.


Bleed Cleaving:
When there are two or more targets up you will generally find you do more overall dps by bleeding multiple mobs. Generally you want to keep your Rake, Rip, and Thrash up on both targets at all times. This may not always be possible, but you should be able to manage at least 100% uptime on Rake, and keep Rip up most of the time. Savage Roar is still 100% critical. It helps to use mangle as a CP Generator rather than shred as you can get more CP per energy and it's fairly comparable dps.

AoE:
In an AoE phase, your priority system will be something like:

2 Targets:
1. Keep Savage Roar up
2. Keep Rake up on both targets
3. Keep Rip up on both targets
4. Keep Thrash up on both targets if possible

3 - 4 Targets:
1. Keep Savage Roar up
2. Keep Thrash up
3. Keep Rake up on as many targets as possible
4. Keep Rip up on at least 1 target if possible

5+ Targets:
1. Keep Savage Roar up
2. Keep Thrash up on as many targets as possible
3. Swipe to generate Combo Points on main target
4. Typhoon to enrage other melee

OR

1. Cast Heart of the Wild
2. Cast Hurricane
3. Cast Hurricane
4. Cast Hurricane

Clipping & Capping

In general, you want to avoid “clipping” your bleeds. Clipping is when you reapply a bleed before the previous bleed falls off. If you cast Rake on a boss, and then cast it again 3 seconds later, your previous Rake only had a chance to tick once, severely curtailing it’s damage per energy, and thus lowering your dps by causing you to spend energy to gain very little damage. You don’t, however, want to wait too long and let the bleed drop off completely. The ideal time to refresh a bleed is when it has only one tick remaining. When you do this, the duration of the new bleed will be the normal duration, plus the time to that last tick, allowing you to keep a smooth dot flowing at optimal energy usage with no downtime.
Similarly, avoid refreshing Savage Roar needlessly. If Savage Roar has 20 seconds remaining and you cast it again, you have essentially lost almost 50% of the energy it cost to cast. With the Glyph of Savagery you should no longer have to worry about Savage Roar uptime and should be able to keep it up at all times, regardless of the situation. If both Rip and Savage Roar are going to expire at the same time, refresh the bleed a second or two early, then use a 0 – 1 combo point Savage Roar to keep the Savage Roar buff up.

Capping your energy (I.E. allowing your energy to hit the maximum) is bad and lowers your dps. The reason for this is that while your energy is capped, you are unable to generate energy and your dps is constrained by your energy regen more than your GCDs. If you go 4 seconds at energy cap, you've just lost 40 energy that you could have converted into a shred. Don't do this if at all possible. The only time you may run into this is when using Tiger's Fury at too high of an energy level or when Berserking during Bloodlust/Heroism and using finishers like Savage Roar with Soul of the Forest. If try to avoid this happening including foreseeing when it might and dumping as much energy as possible before gaining more for optimal dps.

=User Interface=
Whether you’re a proud visage of Mufasa, leader of the Pride, or a brand new level 90 kitten, you probably have already figured out that there is a lot to keep track of with Feral druids.

You have to keep track of energy, combo points, Tiger’s Fury, Berserk, Nature’s Swiftness, Incarnation, Nature’s Vigil, Rip, Rake, Savage Roar, Faerie Fire, boss positioning, your positioning, availability of combo point generation abilities, fire on the ground, boss debuffs, phase of the moon, Blizzard stock price, and your Mother-in-Law’s favorite rhubarb pie recipe. When all of these things are displayed separately, as the default UI does, it’s going to be difficult to keep track of everything.

In general you should have your major bleeds, buffs, debuffs, and cooldowns, all displayed in a location where you can easily see them, while still being able to watch what's happening around you.

I highly recommend a few choice mods to help keep track of what’s going on.

Power Auras or Weak Auras will do anything a druid-specific add-on can do and much more. Using Auras you can recreate Bad Kitty almost perfectly, or you can tailor it to suit your individual tastes or fit into any UI theme or space. Between its ability for sound cues for major cooldowns, versatility between classes, specs, or encounters, and its ability to handle boss mechanics, and you have an incredibly powerful UI tool. This addon alone has probably done more for me as a raider than any other addon. Simply the ability to have a gigantic red skull appear on my screen, along with an audible alarm, when a critical spell or boss ability happens has saved me from wiping many times. You have a ton of things to keep track of. Make your UI work for you, and keep track of things when you’re not. This will prevent your brain from eventually getting overwhelmed and you will either lose dps or stand in the fire.

Ovale Spell Priority combined with Leafkiller's script in Nerien's Ovale Scripts is an incredibly helpful addon that will help you get the most out of your feral, as well as helping you manage the complexity inherent in the SotF/DoC talent combination.

Combo Points Redux (or a similar addon) is a tidy little mod that keeps track of your combo points, if you dislike how your unitframes handle them, and allows you to place them wherever you like in several different formats. You can have icons, color changes based on amount of combo points, or a numerical combo point system. This will fit nicely into any UI and can be used well if your unit-frames mod handles combo points in a way you dislike.

Energy Watch or comparable addons can help you greatly in tracking energy if your unit-frame addon doesn’t help you much in that area or if you just to adjust the position or format more freely.

There are a couple mods specifically designed for Feral Druids such as Bad Kitty, Droodfocus, etc. On the plus side, they can be specifically tailored to Feral Druids and an extremely compact way to track most of what you need to. The downside is in their common lack of customizability outside the bounds of what the addon author intends, which may not always be what you need. Regardless, they are very useful addons and may work for you.

One of these may be all you need, so try one or two and decide if you like them. Ultimately, your user interface is a reflection of your own personal style, skills, preferences, and tastes. Ultimately there isn’t anything I can say here that will represent everyone’s individuality.

=Tips, Tricks, and Tactics=
-THIS SECTION IS UNDER CONSTRUCTION for 5.2, INFORMATION WILL BE ADDED AS IT BECOMES AVAILABLE-

Here I will cover tricks, tactics, and other intricacies of feral DPS as it applies to specific bosses.
Click to expand a specific raid, then expand a specific boss encounter.

Mogu'shan Vaults


Spoiler


Heart of Fear


Spoiler


Terrace of the Endless Spring


Spoiler


Throne of the Thunder King

Spoiler


=Final Thoughts=

That concludes this incarnation of the feral guide.
If you have questions regarding Feral druids or Feral dps, that falls outside the purview of what is allowed on EJ, I am usually open to hearing it via PM. This is especially if it's something that could be useful but you just don't want to post it (due to English being a second language or other similar concerns) you can feel free to send me a PM and I will do my best to respond. If it's inane or you're just being lazy and not putting in the work to find out yourself I probably won't answer.

Special thanks to Titus Pullo over on the DK forums and Earen who made the Resto druid thread. I consulted the quote text of their guides a great deal when learning how to format posts on EJ and it was quite helpful.
Thanks, as well, to Leafkiller, who pointed out some outdated information and pointed me to more up-to-date information.

Finally, If I've forgotten anything, made any mistakes, or have poor grammar or spelling feel free to send me a pm and let me know what I've mangled. I'm only human, I make mistakes. The sooner you point them out, the faster I will notice them and fix them.

End of Line.

#2 Nosajtpno

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Posted 27 September 2012 - 03:16 AM

Very nice, I've been looking forward to this post.

A couple of rotational questions though:
- Should we be aiming to use high-combo point Savage roars or low-combo point Savage roars? Right now I'm operating under the assumption that energy is more valuable than combo points and therefore sticking with high-combo point roars (when possible without losing uptime)
- It seems to me that you could squeeze more value out of Dream of Cenarius if you aim to make use of Predatory Swiftness or Nature's Swiftness right before you refresh Rip/Rake. Or does the talent not effect our DoTs?

#3 Jazdia

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Posted 27 September 2012 - 04:31 AM

Very nice, I've been looking forward to this post.

A couple of rotational questions though:
- Should we be aiming to use high-combo point Savage roars or low-combo point Savage roars? Right now I'm operating under the assumption that energy is more valuable than combo points and therefore sticking with high-combo point roars (when possible without losing uptime)
- It seems to me that you could squeeze more value out of Dream of Cenarius if you aim to make use of Predatory Swiftness or Nature's Swiftness right before you refresh Rip/Rake. Or does the talent not effect our DoTs?


If possible you should Savage Roar at 5 CP. This gives you a much longer duration per energy. Even if you have infinite energy you still would want a 5 CP SR as it has the longest duration per execute time. Sometimes you have to cast it at 0 - 4 CP to prevent it from expiring or to prevent another ability from being applied without it, but it's not ideal.


DoC effects your dots. I'm not certain why you would think it doesn't.

#4 Nosajtpno

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Posted 27 September 2012 - 05:57 AM

DoC effects your dots. I'm not certain why you would think it doesn't.


I was pretty sure it would, but I'm only 89 atm and wouldn't be able to test for myself till tomorrow. I was just mentioning it to suggest that instead of using Healing Touch just whenever you won't cap energy as the priority list currently says, it might give better dps to save it for before you refresh a DoT if possible since they give the most damage per ability.

If possible you should Savage Roar at 5 CP. This gives you a much longer duration per energy. Even if you have infinite energy you still would want a 5 CP SR as it has the longest duration per execute time. Sometimes you have to cast it at 0 - 4 CP to prevent it from expiring or to prevent another ability from being applied without it, but it's not ideal.


I'm not sure why execute time factors into it, I'm certainly not GCD capped, and generally have many breaks where I could refresh Savage Roar more often if it weren't for the energy expense. Maybe that'll change as I get more geared, but as it stands, execute time doesn't seem that important for this spec. That being said, refreshing it more often would make the rotation more complicated to execute, even if the combo points were somehow more valuable than the energy.

#5 Jazdia

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Posted 27 September 2012 - 12:38 PM

Execution time would be a factor if you had infinite energy. As you don't, it's much better to gain the longest duration possible for the 25 energy you invest into SR so you can invest energy elsewhere, doing damage. Additionally, if you don't use 5 CP you may not get a PS proc which means you may not get a DoC proc.

I will clarify my rotational section's Predatory Swiftness part once I get the sim results back from using Thrash as a third bleed. Currently it's optimal to heal at 4 combo points and refresh your bleeds, which allows you to refresh again immediately, but it's primarily based on your NS cooldown and your finishing abilities.

#6 laserdark

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Posted 28 September 2012 - 10:17 AM

How about tier 14 sets, do you forget it?I calculate it and get that4 sets may increase 1.7%DPS, and how about 2 sets?
PS:you can add the ag amount for crit: 1259.52ag=1% crit and I think you made a mistake that 190 mas rate=1%mas, not ~73.leatherworking gain 330ag than normal, not 320

#7 ceelion22

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Posted 28 September 2012 - 12:16 PM

Hands Super Agility +170 Agility


There is no +170 Agi enchant to gloves according to WoWHead... The best glove enchant we have is Strength... again.

#8 RareBeast

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Posted 28 September 2012 - 11:52 PM

I hope I am not missing something stupid, but why do the T14N & 5Man stat weight examples have different values for Hit and Expertise? I would have expected them to be identical as they are in the T14H stats (assuming attacking from behind).

#9 Aryja

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Posted 02 October 2012 - 09:45 AM

Other than most other classes/specs cats don't need to be hit/exp capped to use their styles. The only part of your damage that is directly affected by those stats are your auto attacks. This means the worth of hit/exp shifts with the worth of your auto attacks - which changes with gear.

#10 Jazdia

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Posted 02 October 2012 - 02:07 PM

I hope I am not missing something stupid, but why do the T14N & 5Man stat weight examples have different values for Hit and Expertise? I would have expected them to be identical as they are in the T14H stats (assuming attacking from behind).


That's a good question. I simulated it in a helter-skelter fight due to the nature of 5 mans being that one rarely gets to patchwerk it. Perhaps that particular simulation had us in front of the boss more than usual. I simmed this a couple times with somewhat similar results but I will re-simulate to confirm once I'm done getting stat weightings for other talent combinations. If anyone else wants to re-simulate it (as I have limited processing power at the moment) and share your findings it would be much appreciated.

EDIT: Due to the changed nature of how expertise works, they should always be essentially the same. That is very odd. I will look into this.

Other than most other classes/specs cats don't need to be hit/exp capped to use their styles. The only part of your damage that is directly affected by those stats are your auto attacks. This means the worth of hit/exp shifts with the worth of your auto attacks - which changes with gear.


Hit and Expertise effect more than just our AAs. It effects Shred, Mangle, Rake applications, Rip applications, Ferocious Bite, Ravage, and Thrash applications. I'm not certain why you would think it only applies to auto attacks.

#11 Aryja

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Posted 02 October 2012 - 03:36 PM

Hit and Expertise effect more than just our AAs. It effects Shred, Mangle, Rake applications, Rip applications, Ferocious Bite, Ravage, and Thrash applications. I'm not certain why you would think it only applies to auto attacks.


Missing with a style doesn't impact your dps if you are not energy-capped. You just repeat the style.

#12 Jazdia

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Posted 02 October 2012 - 04:09 PM

Missing with a style doesn't impact your dps if you are not energy-capped. You just repeat the style.


We do not get an energy refund from missing with thrash or swipe. Since thrash is a part of our rotation, that matters now.
Additionally, missing with a shred, ravage, FB, or mangle only refunds 80% of the energy cost associated with it thus costing us dps. Finally, missing with an application of Rake or Rip can cost us uptime on the ability, particularly if we are doing it at the last second before running out with Living Bomb. Missing with FB can cost us a refresh of a powerful Rip that had stacked agility, DoC, and TF buffs on it.

Hit and expertise absolutely have a value to us and missing an ability directly and negatively impacts our dps even if we are not close to energy cap.

#13 Aryja

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Posted 02 October 2012 - 04:49 PM

I didn't say hit/exp had no value. I just explained, why it's worth in relation to other stats changes with equip.

#14 Jazdia

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Posted 02 October 2012 - 05:39 PM

I think I understand what you are saying now. It was not very clear based on what you said before.

The only part of your damage that is directly affected by those stats are your auto attacks.


Might want to edit that to be more clear of a reflection of your actual meaning. It is incorrect and may lead people to believe something about hit and expertise that is not accurate. In fact, in many situations hit and expertise may be above or equal to haste or crit.

#15 Jazdia

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Posted 03 October 2012 - 08:10 PM

As the active portion of HotW is not working in simcraft, I've cobbled together a rough way to simulate the value of HotW, including its on use proc, not just the passive.

I have embedded into the neck additional spellpower equal to that of an appropriately high level staff as well as an on-use proc that essentially grants a static spellpower bonus roughly equal to the bonus % spelldamage you would be getting counting how much agility you will have with full raid buffs, counting in leather specialization and MotW % buff. I know of no way to make the amount non-static and give something like a (gear_spell_power*7)sp bonus instead of the flat spellpower.

I also granted infinite mana via the global variable at the top to mimic the 0 mana cost during the proc.

I haven't counted in the loss of int from the lost conversion of agility from your mainhand by swapping it for a caster weapon that has int. (I.E. if you have a caster weapon with 100 int, you have 100 spellpower. If you have an agi staff with 100 agility, it gives you 105 agi due to leather specialization, which is 105 spellpower)

Additionally, this implementation assumes you will immediately use this cooldown at the start of battle, and wait on other cooldowns or bleeds until after the buff has expired which doesn't account for initial overlaping time of bleeds and wrath-spam.


Here are the results I'm getting, showing Haste violently crushing out other secondary stats.
I also have not taken into account reforging yet and the gear that this character has on makes them hitcapped by default.

[TABLE]Stat |Value |Scaled Value |
Agility | 3.65 | 1.00 |
Weapon Dps | 4.31 | 1.18 |
Mastery | 1.33 | 0.36 |
Crit | 1.68 | 0.46 |
Hit | 0.00 | 0.00 |
Expertise | 0.92 | 0.25 |
Haste | 1.96 | 0.54 |[/TABLE]




I'm sure this is an incredibly rough view of this and it is doubtless highly inaccurate compared to simulation of other talents, but here is the simcraft code I have so far. I am by no means comfortable with the results it's producing as being totally accurate and I know it will probably need some tweaking, but they are closer than what we have had previously.

Any improvements, suggestions, or pointing out of the doubtless numerous inefficiencies or errors is highly appreciated.
Big thanks to leafkiller for giving me the idea on how to get started simming it.

#!./simc 

druid="Druid_Feral_T14H"
origin="unknown"
level=90
race=troll
spec=feral
role=attack
position=back
professions=engineering=600/inscription=600
talents=http://us.battle.net/wow/en/game/mists-of-pandaria/feature/talent-specification#UZ!.0.0.0
glyphs=savagery
infinite_mana=1

actions.precombat=flask,type=spring_blossoms
actions.precombat+=/food,type=sea_mist_rice_noodles
actions.precombat+=/mark_of_the_wild,if=!aura.str_agi_int.up
actions.precombat+=/healing_touch,if=!buff.dream_of_cenarius_damage.up&talent.dream_of_cenarius.enabled
actions.precombat+=/symbiosis,class=shaman
actions.precombat+=/cat_form
actions.precombat+=/savage_roar
actions.precombat+=/snapshot_stats
actions.precombat+=/virmens_bite_potion

actions=virmens_bite_potion,if=buff.bloodlust.react|(target.health.pct<=25&buff.berserk.up)|target.time_to_die<=40
actions+=/auto_attack
actions+=/skull_bash_cat
actions+=/healing_touch,if=buff.predatory_swiftness.up&buff.predatory_swiftness.remains<=1&talent.dream_of_cenarius.enabled&(buff.dream_of_cenarius_damage.down|(buff.dream_of_cenarius_damage.stack=1&!buff.omen_of_clarity.up))
actions+=/healing_touch,if=prev.natures_swiftness
actions+=/use_item,name=eternal_blossom_grips,sync=tigers_fury
actions+=/use_item,name=choker_of_the_unleashed_storm
actions+=/wrath,if=buff.choker_of_the_unleashed_storm.up
actions+=/tigers_fury,if=energy<=35&!buff.omen_of_clarity.react
actions+=/berserk,if=buff.tigers_fury.up|(target.time_to_die<15&cooldown.tigers_fury.remains>6)
actions+=/natures_vigil,if=buff.berserk.up&talent.natures_vigil.enabled
actions+=/incarnation,if=buff.berserk.up&talent.incarnation.enabled
actions+=/berserking
actions+=/savage_roar,if=buff.savage_roar.remains<=1|(buff.savage_roar.remains<=3&combo_points>0&(buff.dream_of_cenarius_damage.down|combo_points<5))
actions+=/faerie_fire,if=debuff.weakened_armor.stack<3
actions+=/natures_swiftness,if=!buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&talent.natures_swiftness.enabled&(((combo_points>=5&target.Fluffy_Pillow.dot.rip.remains>action.healing_touch.gcd&target.Fluffy_Pillow.health.pct<=25)))
actions+=/healing_touch,if=buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(((combo_points>=5&target.Fluffy_Pillow.dot.rip.remains>action.healing_touch.gcd&target.Fluffy_Pillow.health.pct<=25)))
actions+=/ferocious_bite,if=combo_points>=5&dot.rip.ticking&target.health.pct<=25
actions+=/ferocious_bite,if=combo_points>=1&dot.rip.ticking&dot.rip.remains<=2&target.health.pct<=25
actions+=/ravage,extend_rip=1,if=dot.rip.ticking&dot.rip.remains<=4
actions+=/shred,extend_rip=1,if=dot.rip.ticking&dot.rip.remains<=4
actions+=/natures_swiftness,if=!buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&talent.natures_swiftness.enabled&target.Fluffy_Pillow.health.pct>25&(((combo_points>=5&target.Fluffy_Pillow.time_to_die>=(6+action.healing_touch.gcd)&target.Fluffy_Pillow.dot.rip.remains<(2+action.healing_touch.gcd)&(buff.berserk.up|target.Fluffy_Pillow.dot.rip.remains<=cooldown.tigers_fury.remains))))
actions+=/healing_touch,if=buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(((combo_points>=5&target.Fluffy_Pillow.time_to_die>=(6+action.healing_touch.gcd)&target.Fluffy_Pillow.dot.rip.remains<(2+action.healing_touch.gcd)&(buff.berserk.up|target.Fluffy_Pillow.dot.rip.remains<=cooldown.tigers_fury.remains))))
actions+=/rip,if=combo_points>=5&target.time_to_die>=6&dot.rip.remains<2.0&(buff.berserk.up|dot.rip.remains<=cooldown.tigers_fury.remains)
actions+=/healing_touch,if=buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(((combo_points>=5&target.Fluffy_Pillow.dot.rip.remains>(5+action.healing_touch.gcd)&buff.savage_roar.remains>=(1+action.healing_touch.gcd)&buff.berserk.remains>action.healing_touch.gcd)))
actions+=/ferocious_bite,if=combo_points>=5&dot.rip.remains>5.0&buff.savage_roar.remains>=1.0&buff.berserk.up
actions+=/savage_roar,if=combo_points>=5&target.time_to_die>=8.5&dot.rip.remains<=12&buff.savage_roar.remains<=(dot.rip.remains+4)
actions+=/natures_swiftness,if=!buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(target.health.pct<=25|(dot.rip.remains>4&set_bonus.tier14_4pc_melee))&(((target.Fluffy_Pillow.time_to_die>=(8.5+action.healing_touch.gcd)&buff.tigers_fury.up)))
actions+=/natures_swiftness,if=!buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(target.health.pct<=25|(dot.rip.remains>4&set_bonus.tier14_4pc_melee))&(((target.time_to_die>=(8.5+action.healing_touch.gcd)&dot.rake.remains<(3.0+action.healing_touch.gcd)&(buff.berserk.remains>action.healing_touch.gcd|(cooldown.tigers_fury.remains+0.8)>=dot.rake.remains))))
actions+=/healing_touch,if=buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(target.Fluffy_Pillow.health.pct<=25|target.Fluffy_Pillow.dot.rip.remains>4)&(((target.Fluffy_Pillow.time_to_die>=(8.5+action.healing_touch.gcd)&(buff.tigers_fury.remains>=action.healing_touch.gcd|(cooldown.tigers_fury.remains>21&target.Fluffy_Pillow.dot.rake.remains<(12.0+action.healing_touch.gcd))))))
actions+=/healing_touch,if=buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(target.Fluffy_Pillow.health.pct<=25|target.Fluffy_Pillow.dot.rip.remains>4)&(((target.Fluffy_Pillow.time_to_die>=(8.5+action.healing_touch.gcd)&target.Fluffy_Pillow.dot.rake.remains<(3.0+action.healing_touch.gcd)&(buff.berserk.remains>action.healing_touch.gcd|(cooldown.tigers_fury.remains+0.8)>=target.Fluffy_Pillow.dot.rake.remains))))
actions+=/rake,if=target.time_to_die>=8.5&buff.dream_of_cenarius_damage.up&(dot.rake.multiplier<=tick_multiplier)&!prev.rake
actions+=/rake,if=target.time_to_die>=8.5&dot.rake.remains<9.0&!talent.dream_of_cenarius.enabled&buff.tigers_fury.up&(dot.rake.multiplier<tick_multiplier)
actions+=/rake,if=target.time_to_die>=8.5&dot.rake.remains<3.0&(buff.berserk.up|(cooldown.tigers_fury.remains+0.8)>=dot.rake.remains)
actions+=/ravage,if=buff.omen_of_clarity.react
actions+=/shred,if=buff.omen_of_clarity.react
actions+=/ferocious_bite,if=(target.time_to_die<=4&combo_points>=5)|target.time_to_die<=1
actions+=/healing_touch,if=buff.predatory_swiftness.up&talent.dream_of_cenarius.enabled&buff.dream_of_cenarius_damage.down&(((combo_points>=5&target.Fluffy_Pillow.dot.rip.remains>=(8.0+action.healing_touch.gcd)&buff.savage_roar.remains>=(action.healing_touch.gcd))))
actions+=/ferocious_bite,if=combo_points>=5&dot.rip.remains>=8.0&buff.savage_roar.up
actions+=/ravage,if=(buff.tigers_fury.up|buff.berserk.up)
actions+=/ravage,if=((combo_points<5&dot.rip.remains<3.0)|(combo_points=0&buff.savage_roar.remains<2))
actions+=/ravage,if=cooldown.tigers_fury.remains<=3.0
actions+=/ravage,if=target.time_to_die<=8.5
actions+=/ravage,if=energy.time_to_max<=1.0
actions+=/shred,if=(buff.tigers_fury.up|buff.berserk.up)
actions+=/shred,if=((combo_points<5&dot.rip.remains<3.0)|(combo_points=0&buff.savage_roar.remains<2))
actions+=/shred,if=cooldown.tigers_fury.remains<=3.0
actions+=/shred,if=target.time_to_die<=8.5
actions+=/shred,if=energy.time_to_max<=1.0
actions+=/feral_spirit

head=eternal_blossom_headpiece,id=86925,gems=agile_primal_80agi_160hit_180agi,reforge=exp_crit
neck=choker_of_the_unleashed_storm,ilevel=509,quality=epic,stats=1154sta_769agi_426mastery_564crit_7907sp,use=115630sp_360cd_45dur
shoulders=eternal_blossom_spaulders,id=86927,gems=80agi_160hit_60agi,enchant=520agi_100crit,reforge=haste_mastery
back=legbreaker_greatcloak,id=86963,enchant=180hit,reforge=crit_exp
chest=eternal_blossom_raiment,id=86923,gems=80agi_160mastery_80agi_160mastery_120mastery,enchant=80all
wrists=bracers_of_unseen_strikes,id=86954,enchant=180agi,reforge=haste_mastery
hands=eternal_blossom_grips,id=86924,enchant=170mastery,addon=synapse_springs_mark_ii,reforge=hit_mastery
waist=stalkers_cord_of_eternal_autumn,id=87180,gems=160agi_160agi,reforge=crit_mastery
legs=legguards_of_failing_purification,id=90504,gems=160agi_80agi_160hit_120agi,enchant=285agi_165crit,reforge=hit_exp
feet=boots_of_the_still_breath,id=86943,gems=160agi,enchant=140mastery,reforge=haste_mastery
finger1=regails_band_of_the_endless,id=90503,reforge=haste_mastery
finger2=painful_thorned_ring,id=86974,reforge=exp_crit
trinket1=terror_in_the_mists,id=87167
trinket2=relic_of_xuen,id=79328
main_hand=gaorei_staff_of_the_legendary_protector,id=87156,gems=500agi,enchant=dancing_steel,reforge=exp_hit

# Gear Summary
# gear_strength=80
# gear_agility=18252
# gear_stamina=20502
# gear_intellect=80
# gear_spirit=80
# gear_expertise_rating=2537
# gear_hit_rating=2545
# gear_crit_rating=5124
# gear_haste_rating=1351
# gear_mastery_rating=7188
# gear_armor=18644
# meta_gem=agile_primal
# tier14_2pc_melee=1
# tier14_4pc_melee=1
# hands=eternal_blossom_grips,heroic=1,addon=synapse_springs_mark_ii
# main_hand=gaorei_staff_of_the_legendary_protector,heroic=1,weapon=staff_3.30speed_13314min_19972max,enchant=dancing_steel


#16 Seles

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Posted 03 October 2012 - 10:48 PM

Those values don't make too much sense to me.

Hit is worth 0 only if HoTW is always active, due to the 15% spellhit it gives you, so those scaling coefficients seem to be only for HoTW active time. (Your char isn't hitcapped at 2545 rating.)

Yet, why then does expertise and mastery have a value? Neither affects wrath-spam.

A few additional things:
Are you modeling HoTW activation during heroism/potting?
Do you include in-combat gcds for weapon swapping?
Make sure you stop casting wrath when the buff has under [cast time] left.

#17 Jazdia

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Posted 03 October 2012 - 11:46 PM

Yeah, I noted the extra cast that resulted in a 20 something thousand wrath. Need to stop the cast. It does look like something is messing up the hit rating. I will try to get it resolved.

#18 Rainman5419

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Posted 04 October 2012 - 03:27 AM

Thanks for posting. Good info so far. Might want to update the OP with the Oct 2nd Symbiosis changes, which were targeted at weakening what other tank specs received from the druid.

Symbiosis has been changed, and now grants the following abilities:
Protection warriors - Stampeding Shout
Blood death knights - Wild Mushroom: Plague
Protection paladins - Wrath
Brewmaster monks - Bear Hug


Another thing, that you did note in the OP was the recent Thrash change. It was my understanding that this is targeted at Guardian spec, unless there is an unintended bug or the wording is poor.

The periodic damage of Thrash (Bear) now deals 60% more damage. Initial direct damage remains un-changed.



#19 Montecorex

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Posted 04 October 2012 - 08:41 AM

So, stat weights and gearing aside; I wanted to talk/ask about DoC, I have been using anything but in an attempt to avoid it, but after going through logs tonight I see that it is leaving me significantly behind at least for those who are using it completely optimally. I understand that the target is to use PS at 4 combo points to apply DoC to rake and rip, I am just having an issue with the logistics and I can't find a solid forum to give me any insight on the issue. I can get the first rake and the first rip using my NS CD and PRE-casting HT into a pull, however from there even if I pool to 80 energy before using shred I still end up applying it to 1 rake and 1 shred on average clipping the rake like I would if I were using TF to buff it (every other rake is usually a TF+DoC rake as a rough estimate.) First question would be is this a dps increase from say HotW or NV? Second does anyone have a rough priority list including DoC? Third I am looking for an addon to track things more effectively I am currently using NeedtoKnow, but have heard rumors that Ovale is supporting DoC... I just can't seem to find the download. Leafkiller said it was on curse, but the one on curse doesn't seem to support DoC at all with no options to do so. I have been spending the last few hours messing around with it on a target dummy and I am intrigued by it I want to get this rotation down I just have little to no information to go off of other than rumors here and there as well as simcraft.


P.S. Do you have simulated evidence that thrash is actually optimal? You mentioned that you don't get the energy back from using thrash which makes hit/expertise cap more reasonable, from first glance I would assume that thrash makes mastery worth a lot more considering it is a 3rd bleed so hit cap/expertise cap and mastery for the rest of it leaving us with significantly lower crit/haste. The main issue I have with this is I am already seeing issues with losing uptime because of my crit being so low, even while pooling. Thrash gives no combo points and some times in practice on a boss fight a OoC proc is the difference between rip falling off or not falling off. At that time I wasn't using SotF however and expect to see a noticeable difference there. Any way Thanks for you time. This post is awesome and has helped me a lot so far in the expac keep up the good work.

#20 Jagger911

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Posted 04 October 2012 - 08:47 AM

HotW seems to be stronger than DoC at the moment. At least it feels that way. I am halfway through a fight and popping HotW during bloodlust, using a potion and spamming wraths increases my dps by 10k easily. This was near the end of the fight too. That plus the 6% extra agility comes out on top from what i've experinced yesterday. Getting 200k wrath hits and 400k crits is just insane.




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