arena94260 Posted May 8, 2016 Posted May 8, 2016 (edited) Hi i'm Rawcraft aka Akal/manatee/Mikethelord i'm 2.1xp feral in mop and 2.5 in tlk private server, Not the best feral but i do my best to be the best lel I would have liked to write this guide being 2Kcr but arrived in 1995 I loose vs BM / X repeatedly so fuck it I write now. What you can expect to find in this guide: -Talent and Gear Choices -Ability descriptions and attack priorities -Helpful Macros and Addons -References and External Links Gear and Talent Choices Weap DPS > 3% melee hit (1020 rating)/6% Spell Hit > Agility > Mastery >Crit > Expertise >= Haste [ATTACH=CONFIG]110408[/ATTACH] [ATTACH=CONFIG][ATTACH=CONFIG]110419[/ATTACH][/ATTACH] [ATTACH=CONFIG][ATTACH=CONFIG]110420[/ATTACH][/ATTACH] [ATTACH=CONFIG][ATTACH=CONFIG]110421[/ATTACH][/ATTACH] Gearing and Gemming yellow Recommended: Adept Vermilion Onyx +80agis+160mastery Red Recommended: Delicate Primordial Ruby +160agis Blue Recommended: Assassin's Imperial Amethyst 80 agis + 80 pvp power Pvp Off Set You wanna take the Neckless of Prowess, Cape of Prowess, Wrist Alacrity, waist Cruelty, Boot Cruetly. Professions Engineering: Allows you to apply a Synapse Spring to your gloves, allowing you to increase your agility by 1920 for 10 seconds with a 1 minute cooldown. Can not be used at the same time as on-use PvP trinkets. Alchemy:+320 Agility via a craftable flask; that is usable in rated PvP. Also applies a 320 Agility bonus to normal flasks when used outside of rated PvP. Enchanting: +320 Agility by allowing your rings to each be enchanted with a Enchanter's only enchant applying 160 agility. Leatherworking: Provides a special 500 agility wrist enchant giving you an extra 320 agility. You also get much cheaper leg enchants. Not-So-Good: Tailoring: Provides an AP proc from the cloak however AP isn't near as strong as AGI. Mining: +Stamina passive. While stamina is a decent defensive stat it has little place in PvP when compared to the other choices. Skinning: +Crit passive. As with the others in this category, it simply doesn't stack up. Herbalism: Provides a spell which increases your haste rating and gives you a small heal-over-time effect. As with the others in this category, it simply doesn't stack up. Enchants: Shoulder: Greater Tiger Claw Inscription or Secret Tiger Claw Inscription (Scribes Only) Cloak: Enchant Cloak - Superior Critical Strike or Enchant Cloak - Accuracy (If you need hit) Chest: Enchant Chest - Glorious Stats or Enchant Chest - Super Resilience (if you want the resil) Wrist: Enchant Bracer - Greater Agility or Enchant Bracer - Mastery (If you're low on cash) Gloves: Enchant Gloves - Superior Mastery or Enchant Gloves - Super Strength (Preference, both are DPS increases) Belt: Living Steel Belt Buckle Legs: Shadowleather Leg Armor or Sha-Touched Leg Armor (If you're low on cash) Boots: Enchant Boots - Blurred Speed Rings: [Enchant Ring - Greater Agility] (Enchanting Only) Weapon: Enchant Weapon - Dancing Steel Enchant Weapon - Windsong (If you're low on cash) Abilities Breakdown Buffs and Debuffs: Mark of the Wild: Increases your Agility, Strength and Intellect 5%, as well as anyone in your party or raid. 60m duration. Dispellable. -Buff mark of the wild before a match and as often as you can when it gets dispelled (when you're resetting, coming back from a fear, ect) without sacrificing damage or CC. Predatory Swiftness: Gained from combo-finishing abilities. 20% chance to gain this buff per combo point, with 100% chance at 5 CPs used. Makes your next Entangling Root, Healing Touch, Hibernate or Rebirth instant cast and castable in any form. 8s duration. Dispellable. -Predatory Swiftness has a chance to be gained on our finishers. It will be used both offensively and defensively for both CC and heals. As of 5.4 Cyclone is no longer able to be used in conjunction with Predator's Swiftness. Faerie Fire: Applies a 20s magic debuff to the target preventing them from stealthing. Also applies 3 stacks of Weakened Armor, reducing the enemy's armor by 12%. -Should be kept up on other druids and rogues as close to 100% of the time as possible to prevent restealths as well as on your primary target for the 12% reduction to armor. Dash: Increases your movement speed in Cat Form by 70% for 15 seconds and breaks all snare and root effects. -Increases your run speed to allow you to either get away from or keep up with an opponent. Stampeding Roar:Grants 60% increased movement speed to yourself and all friendlies within 8 yards for 10s, as well as breaking roots and snares on those affected. -Great for getting your friends out of roots and slows or for getting them somewhere fast. Combo-Generating Abilities: All of these abilities grant 2 combo points per-crit due to our Primal Fury passive. Shred: Deals moderate to high damage. Builds 1 combo point. Must be used from behind the target. -Our main combo-builder. Can only be used from behind, but as such guarantees it is neither dodged nor parried. Deals more damage than Mangle. Affected by Glyph of Shred for use from any direction on the target under Tiger's Fury or Berserk. Mangle: Deals moderate damage. Builds 1 combo point. -For use when you can't Shred and you need to keep building combo points (or are about to energy cap). Rake: Deals medium damage and causes bleed damage over 15 seconds. Builds 1 combo point. -This bleed should be up as often as possible. The initial and bleed damage scale with our mastery. Ravage: Deals very high damage. Builds 1 combo point. Can only be used while stealthed. -This ability is tied to our 4 set PvP bonus, allowing us a free Ravage every 30 seconds. It is also available to those who chose the Incarnation talent, under which the use of this ability is un-restricted for 30 seconds. Swipe: Deals low to medium Area of Effect damage. Builds 1 combo point. Does not require a target. -Mostly for use to keep flags from being capped in Battlegrounds like Arathi Basin or Battle for Gilneas but also good for trying to knock out a stealthed target. Pounce: Applies a very low damaging bleed and stuns the target for 4 seconds. Awards one combo point. Can only be used while stealthed. -Should only be used on openers where a partner cannot provide a stun or when you absolutely need a stun. The energy cost is too high to justify use otherwise. Can be used under the effects of Incarnation or Shadowmeld as well as Prowl. Combo-Finishing Abilities: Savage Roar: Increases all damage you do by 40%, lasts longer per combo point. Usable while stealthed. -Savage Roar should be up as close to 100% of the time as possible. Affected by Glyph of Savagery to allow a 12s buff with no combo points. Without Savage Roar up we're effectively only doing 71.4% of our potential damage (100%/140%, credit to Autumni), as it's a 40% buff to ALL of our damage. Except under rare conditions (which will be outlined later) this will be your top priority for combo-finishing if it's not currently up or about to fall off. Rip: Applies a 16s bleed effect to your target. Increases in damage per combo point used. -Our highest DPE (damage per execution) finisher in PvP. Should be used on targets that will not be dying or getting CC'd in the next 6-8 seconds. Always use this ability with 5 combo points. Ferocious Bite: Deals moderate to high damage, consuming up to 25 additional energy to increase damage by up to 100%. Increases in damage per combo point used. Chance to crit increased by 25% on bleeding targets, and refreshes your Rip on targets below 25% HP. -Should only be used when Rip and Savage Roar are already up or when the target will die/get CC'd before Rip can deal most of its damage. Can deal very high damage if used with 25 extra energy, good for pushing a kill. Maim: Deals low to medium damage and stuns the target. Damage and stun duration increase per combo point used. 10s CD. -Should only be used situationally where you need a stun and no other options are available. The high energy cost and combo-consumption make this our worst choice for a stun. Damage increased by 100% with PvP glove bonus. Defensive Cooldowns: Barkskin: Reduces all damage taken by 20% for 12 seconds. Usable in most CC's. 1 minute CD. -Standard damage reduction cooldown. The low cooldown and use while stunned makes it great, as well as it's interaction with Glyph of Barkskin reducing the chance you're crit at the same time. Survival Instincts: Reduces all damage taken by 50% for 12 seconds. Requires Cat or Bear Form. 3 minute CD. -Our shield wall cooldown. Automatically puts you in Bear Form if used outside a form. Cooldown can be reduced with the Glyph however it also reduces the duration to 6 seconds. Might of Ursoc: Increase current and maximum health by 30% for 20 seconds. Requires Bear Form. 3 minute CD. -Our last stand cooldown. If used outside of Bear Form it will put you in Bear Form. If you're below 30% health when it's used it will increase your health to 30% and increase your maximum health by 30%. Health percentages stay the same when swapping back to Cat Form, meaning you can use this to "heal" to 30% and then go back to Cat Form, though the maximum health increase will be lost. Offensive Cooldowns: Tiger's Fury: Increases all physical damage done by 15% for 6 seconds and restores 60 energy instantly. Try to use this at or below 20-30 energy so the energy you gain isn't wasted. Line this up with bigger cooldowns such as Berserk or Nature's Vigil for some serious damage. Note Tiger's Fury must be used before Berserk in order to be used with it. Berserk: Reduces the energy cost of all Cat Form abilities by 50%. Our big cooldown. Usually used in conjunction with all other damaging talent choices, such as Incarnation and Nature's Vigil, as well as on-use trinkets and Tiger's Fury. Crowd Control Cyclone: Prevents the enemy from all actions but also makes them immune to damage and healing. 1.7s cast. Our staple crowd control. No longer instant cast in any way as of 5.4, however has no cooldown again. Great for standard CC or to stop heals on your current target. Entangling Roots: Roots the target in place for 8 seconds. 1.5s cast. Dispellable. Usable with Predatory Swiftness and Nature's Swiftness. Can also be used in the form of Nature's Grasp (1 min CD), applying a dispellable buff to ourselves which causes the next attacker to deal melee damage to be rooted. Hibernate: Puts the target to sleep for 8s. 1.5 sec cast. Breaks on damage. Dispellable. Great vs other druids, shamans in ghost wolf or hunter pets. Note it does break on any damage, including bleeds. Skull Bash: Interrupts spellcasting and prevents any spell in that school from being cast for 4s and increasing the cost of all spells by 25% for 10s. 15s CD. This ability also has a charge component to it, making it great for catching up to some classes, or interrupting when your target isn't in melee range. In Sumarry Keep bleeds up. Keep Savage Roar up. Pool energy outside of burst windows. Identify when to go for a kill. Use offensive and defensive cooldowns wisely. Communicate with your partner(s). Use crowd-control and kiting techniques and proper use of line-of-sight to survive until you can regain control. Best comp for Feral 2V2 with healer Feral - Priest (holy is the best but a good Disc is okay and is the best comp for feral/healer in 2's) Feral - Holy paladin Feral - Resto shaman Feral - Mistweaver monk with Dps Feral - Ret (kinda like it with a good Ret) Feral - Hunter Feral - Rogue (same DR so hard one) Feral - Destruction Warlock 3V3 Ebola Cleave = Feral - Unholy - Healer FLS = Feral - Warlock - Resto Shaman FMP = Feral - Mage - Disc Priest FPS = Feral - Shad. Priest - Resto Shaman Kitty Cleave = Feral - Warrior - Holy Paladin Thundercat Cleave = Feral - Ele. Shaman - Healer Turbocat Cleave = Feral - Enh. Shaman - Healer Zoo / Jungle Cleave = Feral - Hunter - Healer Addons Gladius A well-known arena add-on which displays relevenet enemy information such as health, trinket use, dispels, resurrections, ect. . Quartz Casting bar, account for latency. http://www.curse.com/addons/wow/quartzQuartz Omni-CC Displays cooldowns remaining on your abilities in a more visual way. http://www.curse.com/addons/wow/omni-cc Spellalerte Tips and Tricks not realy a tips but when you play with a healer who is not a Hpriest and you go on the dps take Disorienting roar because they all have a stun so no dr and often cc. When you play vs X/Rdruid and you get your Predatory Swiftness use Typhoon for knock back the druid, most of druid gonna Shift and you can use your Hibernate. Use Stempeding Roar when you saw your Teamate in Beam or nova. When you saw a mage use Alter time use Maim+clone stop burst most of time or force a Blink, same when mage Blink use Bear form+ wild charge roots. Dont Forget to SHIFT when you try to eat a trap because aparamently if you dont SHIFT you dont take the trap and your healer take it idk if it's a bug or it was like this on retail. I guess i told the basic i'm not gonna tell us all the Tips ahah because i'm 1850 atm loss 145 rating in one day(i only blame BM/x and Fury warrior burst otherwise it's my fault i guess ) so fuck you :) lel Almost forget Feral druid is a bugged class in Pwow your spell Rmove Corruption is bugged you cant Dispel Hex/Wyvern as feral, Savage roar who normaly give you 40% more physical damage done give you only 30% with no reasons, your Wild Charge on your Party1 is bugged so can't realy eat a Trap. Wanna thanks my healer Narra 2.2priest in wod and feral too you just disapear so hope you comeback, Jeadis, Shieldgod ( best priest i play with stop play 3's in retail and com here and carry me!), a Hpal with starter gear we win like 13-O at 1.7+ mmr and a Mw monk 22-4 1300-1700+ (WITH BM AND Camouflage bug all this shit and with ravage not fix and clearcasting bug asf it's okay i know i'm not 198126769182717861cr so i thanks my healer because we have some fun when we won games lel) It was my Feral pvp guide so hope it helps ya :dance: you can /W on Pwow fun or my Fdruid Rawcraft in warmane if you want ofc i'm Always here for learn some tips and tricks to all feral/Player cya Edited May 10, 2016 by arena94260 1
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