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07/05/11, 6:20 AM
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#31
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Von Kaiser
Worgen Druid
The Maelstrom (EU)
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On Majordomo it's possible to stand right in the middle of the scorpion, so you can both Shred and still get hit by the Flame Scythe.
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It's a very narrow band, but it is possible.
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During Cat Phase you should use swipe as a finisher for adds when Majordomo is in range.
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What?
I think this is a typo. Either way, im managing to keep rake/rip up on the boss while taking down adds with mangle/shred and using combo points on FB. It's quite a tough fight to heal actually
Edit: Received a warning for spelling. Updated.
Last edited by Chainfire : 07/05/11 at 8:29 AM.
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07/05/11, 2:12 PM
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#32
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Piston Honda
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On Majordomo, it's also possible to stand at the claw, and shred, and still be hit by the cleave. It's a bit easier to get to than fiddling around in the middle.
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07/07/11, 5:55 AM
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#33
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Von Kaiser
Worgen Druid
The Maelstrom (EU)
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Beth'tilac
I am currently solo'ing beth'tilac's small spiders using a warlocks aoe stun ability and im doing stupidly high amounts of damage while completely trivializing a large part of the encounter.
I'm not sure if this has been thought through by blizz but TF + glyph means i can use 2xSwipe, TF, 3xSwipe and hold 30k dps doing this every 30s ie: every tiny spider spawn. If you happen to be running as feral for Beth'tilac definitely request that your RL let you try it out. Check up Puffin on Worldoflogs for a parse.
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07/10/11, 3:34 AM
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#34
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Von Kaiser
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Quick summary of PvP Gear
Using Mew, I found Agi ~ 3.6, secondary stats = 1.20~1.22. (Depends on gear setup. When you drop 2t11, mastery comes in line with all the other secondary stats) Agility is approximately 3x the value of secondary stats.
The 4set bonus (+movement speed) is active in Firelands since it is an outdoors instance!
Using some quick napkin math,(shoulder offset) 4x384 PvP >> 4x359 PvE (691.2dps) Subtract ~300dps for 4t11
4x371 PvP > 4x359 PVE by 174DPS with no bonus. 371 PvP gear is worse than PvE gear with a 4 piece.
384 PvP is worse than 372PvE (4piece) gear
The recommended strategy if you cannot get a 4piece is to pick up a 2x384 PvP bonus. Having a quick look at general guild progression, I doubt that many players will be unable to obtain tier pieces.
Have a look at PvP gear for filler slots if you are in a less-progressed guild. PvE bonuses are quite strong going into t12, and quite easy to obtain (VP cap).
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DoC for life. Because Wrath spam is too hard.
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07/11/11, 4:01 PM
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#35
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Von Kaiser
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This board tends to focus on 25, but for Shannox 10 (non-optimal configurations) stampede can be very useful for popping rageface off of someone being face raged. Glyphed feral charge is almost always off cooldown for face rage and you can close the distance and ravage in a single GCD. This is also very nice because then you are the one he focuses, and bark skin, NI, and SI can help a stressed raid healer quite a bit. It might be more of a statement on the other players in my guild, but I was breaking 95% percent of the face rages during our kill because of how quickly I could get that 30k hit onto him.
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07/12/11, 6:21 AM
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#36
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Glass Joe
Night Elf Druid
Undermine
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Berserk Rotation
I haven't seen any posts on the cat berserk rotation in awhile and curious what others are doing. With the glyphed Berserk now, I can't seem to find a good balance where I can keep enough energy to last through it. By only spamming shred and keeping SR up, I find myself running out of energy at ~10 seconds left. Pooling ~15 energy after each shred seems to be wasted time. Doing a normal rotation (SR, 5cp rip, rake, etc.) during berserk might be the way to go, but I just do not have any logs to look at due to my work schedule.
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07/12/11, 6:52 AM
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#37
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Mr. Sandman
Night Elf Druid
Argent Dawn (EU)
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On Shannox (I assume heroic) we tried a bit with me breaking them but it was too much effort, especially given the large distances between Shannox and the Riplimb tank. We settled on having an Arcane Mage stay on Rageface the whole fight. If you're on normal you're probably burning him down first anyway so your normal shreds should break it without issue.
As for the above Berserk question. I don't see why you think running out of energy is a bad thing. If you're coming out of Berserk with energy then you're doing it wrong. When you say "By only spamming shred and keeping SR up" does that mean you're letting bleeds drop during Berserk?
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07/12/11, 7:38 AM
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#38
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Confused
Troll Druid
Alterac Mountains
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There's no reason to change your rotation during Berserk aside from exercising a bit more freedom to Ferocious Bite. But you absolutely need to be keeping up Rip, SR, and Rake, and like Vaccine said you definitely want to drain your energy. Unlike Adrenaline Rush, where unspent energy at the end stays, the "energy gain" from Berserk only applies when you use your abilities, so ideally you want to get your energy as low as possible before it wears off.
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07/13/11, 9:37 AM
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#39
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Glass Joe
Night Elf Druid
Undermine
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Originally Posted by Vaccine
As for the above Berserk question. I don't see why you think running out of energy is a bad thing. If you're coming out of Berserk with energy then you're doing it wrong. When you say "By only spamming shred and keeping SR up" does that mean you're letting bleeds drop during Berserk?
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I'm not saying running out of energy is a bad thing and I'm not talking about coming out of berserk with energy. I'm trying to determine the best use of berserk while it is active. Here are a couple quick dummy tests I did only for the duration of berserk:
Non-glyphed Berserk Tests
Test 1. Mangle->Rake->SR->TF->Berserk, Shred spam and refreshed rake once
21,442 dps
Test 2. Mangle->Rake->SR->TF->Berserk (non-glyphed), Keep 5cp Rip and Rake. Shred for combo
18,826 dps
Glyphed Berserk Tests
Test 1 through 5. Mangle->Rake->SR->TF->Berserk, Shred spam and refreshed rake once
18,631, 20,545, 15,797, 13,911, 19694 dps
Test 6-8. Test 2. Mangle->Rake->SR->TF->Berserk (non-glyphed), Keep 5cp Rip and Rake. Shred for combo
18,376, 18,836 and 18,301
What exactly are you seeing that says the Berserk glyph it the way to go now? I don't really see a difference in the dps between glyphed and non-glyphed berserk here. I understand from the 4.1 forums that Glyph of Tiger's Fury and Glyph of Berserk were close. I was using Tiger's Fury prior to 4.2. If we should be using Berserk now, but I'm running out of energy at ~10 seconds, it's basically just like the non-glyphed berserk. From the glyphed tests, it does seem that the shred spam is too unpredictable as well.
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07/13/11, 12:55 PM
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#40
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Confused
Troll Druid
Alterac Mountains
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For a variety of reasons, a very small sample of tests on a target dummy with no raid buffs or debuffs cannot give you accurate feedback. Look at your results: in just 5 runs your dps swung by nearly 50% between the high and the low parse. Testing things like glyphs or slight rotation tweeks requires many thousands of run in a simulator to even think of using the results as a guide.
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07/14/11, 7:00 AM
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#41
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Mr. Sandman
Night Elf Druid
Argent Dawn (EU)
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Originally Posted by Sabrelord
I'm not saying running out of energy is a bad thing and I'm not talking about coming out of berserk with energy. I'm trying to determine the best use of berserk while it is active. Here are a couple quick dummy tests I did only for the duration of berserk:
What exactly are you seeing that says the Berserk glyph it the way to go now? I don't really see a difference in the dps between glyphed and non-glyphed berserk here. I understand from the 4.1 forums that Glyph of Tiger's Fury and Glyph of Berserk were close. I was using Tiger's Fury prior to 4.2. If we should be using Berserk now, but I'm running out of energy at ~10 seconds, it's basically just like the non-glyphed berserk. From the glyphed tests, it does seem that the shred spam is too unpredictable as well.
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As Melthu points out, your 10 minutes of target dummy testing mean nothing. We're lucky as cats to have a very good simulator, Mew, available to us to test just this sort of thing, I'd suggest you grab it and throw in your stats and test swapping Berserk and TF glyphs till you're satisfied.
Even if you run out of energy 10 seconds before Berserk ends, its not 'basically like non-glyphed berserk'. You still get 50% ability costs for that duration. You're still able to do double the attacks during that period you'd do if you didn't glyph Berserk. I don't understand your comment about 'spamming shred is too unpredictable' either. The best use of Berserk as you ask, is just keep up your normal rotation. Keep your bleeds ticking along, the difference is you get to spam more filler, and as a result generate a lot more CP that lets you easily throw in FBs without risking SR/Rip downtime.
I think most switched to Berserk after 4.1 hit. TF glyph desyncs it with Rake/Synapse Springs which can cause some issues and make it a lot more fiddly to use, having to judge if its a gain when TF comes up to overwrite your existing Rake. 4.2 buffed it even more with the addition of an extra 5 seconds on the end (which is still a few extra Shreds) not to mention the impending 4 piece T12 which some may even have already if they lucked out in BH.
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07/15/11, 8:00 PM
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#42
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Banned
Night Elf Druid
Kil'Jaeden
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Response to Berserk Q + Trinket inquiry
Originally Posted by Sabrelord
Non-glyphed Berserk Tests
Test 1. Mangle->Rake->SR->TF->Berserk, Shred spam and refreshed rake once
21,442 dps
Test 2. Mangle->Rake->SR->TF->Berserk (non-glyphed), Keep 5cp Rip and Rake. Shred for combo
18,826 dps
Glyphed Berserk Tests
Test 1 through 5. Mangle->Rake->SR->TF->Berserk, Shred spam and refreshed rake once
18,631, 20,545, 15,797, 13,911, 19694 dps
Test 6-8. Test 2. Mangle->Rake->SR->TF->Berserk (non-glyphed), Keep 5cp Rip and Rake. Shred for combo
18,376, 18,836 and 18,301
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I think that open is lacking ravage. My ideal open is as follows:
Faerie Fire-->Feral Charge-->Mangle-->Rake-->Savage Roar-->Tiger's Fury-->Shred-->Ravage-->Berserk+Shred-->Rip-->Shred spam maintaining timers.
With Glyph of Berserk I often times find myself NOT at 0 energy at the conclusion of berserk, and if heroism is used off the pull in conjunction with this open I use Ferocious Bite during the berserk-ed shred spam constantly while still hovering above 30 energy.
To be honest I lack faith in the decision of Shred>Ferocious Bite during normal berserk; it seems that if Ferocious Bite has more DpE than shred it should be the better choice vs shredding past 5, even if it causes you to run shy on energy(so long as you can maintain other timers); unless the extra energy consumed by Ferocious bite isn't halved by berserk causing shred to have a higher DpE during berserk. Can anyone shed some light on this?
If shred has more damage per energy than ferocious bite during berserk, than shred spam would be the best dpE way to spend your berserk, and therefor the best choice supposing you are limited by energy during your berserk. However, if you are NOT limited on energy during your berserk(either due to clear-casting procs, heroism, on use haste, etc.) ferocious bite is more damage per second, and therefore the best choice supposing you are limited by time ie the berserk duration.
Has anyone done a breakdown of new trinkets compared to previous BiS?
Last edited by TheJinchuuriki : 07/15/11 at 8:32 PM.
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07/16/11, 6:55 AM
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#43
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Mr. Sandman
Night Elf Druid
Argent Dawn (EU)
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Your first 3 paragraphs could be answered from either reading the OP, the Feral Q+A thread, the discussion in this meaty 2 page thread or spending 10 seconds on a target dummy.
The trinket discussion, I don't think thats been brought up on EJ this time around so this is what I've simmed using Mew and assuming a regular 4xT11 Mastery stacking setup.
1) [Matrix Restabilizer]
2) [Hungerer]
3) [Matrix Restabilizer]
4) [Unheeded Warning]
5) [Hungerer]
6) [Ancient Petrified Seed]
7) [Prestor's Talisman of Machination]
8) [Essence of the Cyclone]
9) [Ricket's Magnetic Fireball] *
*Assuming the Equip effet of Rickets is just fluff and not a combat ability.
The proc on Unheeded is incredibly strong especially after the weapon % buffs we got on abilities in 4.2, which is why its still up there as a 359. I've read a lot of complaints about Ferals in arena recently and lots seem to hinge around this trinket so I wouldn't be suprised if it took a major hit shortly, but for now its above the 378 trinkets.
Now moving into a 4pt12, hit/exp capped, haste stacking setup I simmed as roughly BIS:
1) [Matrix Restabilizer]
2) [Hungerer]
3) [Matrix Restabilizer]
4) [Unheeded Warning]
5) [Hungerer]
6) [Essence of the Cyclone]
7) [Prestor's Talisman of Machination]
8) [Ricket's Magnetic Fireball] *
9) [Ancient Petrified Seed]
Reasonings for those changes in the bottom half, the rep one becomes more devalued due to losing the 2xT11 bonus. The other changes are all due to the profile I used where I probably had a slight bit too much haste compared to crit, so crit was better. Evening these out a little would likely see Prestors>EotC>Ricketts again but there was so little difference, about 50 dps between 8th and 6th in this profile, its going to make very little difference. Also if you're using 4xT12 you've probably got access to UW+ one of the others already.
Last edited by Vaccine : 07/16/11 at 5:47 PM.
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07/16/11, 1:21 PM
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#44
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Don Flamenco
Night Elf Druid
Proudmoore
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I have been playing with various simulators and have noticed that my haste values changes dramatically on various settings (from close to half of Agility value to less than 10%). However, there isn't any feral haste "Breakpoint" that I am aware of. Is there any mechanic that I am ignorant about?
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07/16/11, 1:23 PM
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#45
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Von Kaiser
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I just went over simulationcraft's (420-1 & 420-2) priority list for Feral Cat.
This line (K) seems to me that it does not belong:
K ferocious_bite,if=buff.combo_points.stack>=5&dot.rip.remains>5.0&buff.savage_roar.remains>=3.0
When the only conditions being checked are Rip's duration and Savage Roar's duration, I don't think there's ever a time you want to Ferocious Bite when Rip has 5secs and Roar has 3secs remaining.
There is another priority lower down (Q) that is pretty much the same thing except the duration numbers for Rip and Roar look a lot more accurate.
Q ferocious_bite,if=buff.combo_points.stack>=5&dot.rip.remains>=14.0&buff.savage_roar.remains>=10.0
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