[top]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 5.2 changes and will likely not be completed for several days, as more information solidifies.
[top]Stats & Values
[top]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.
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.
[top]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.
[top]Reforging Quick Reference
Here is a summary of stat values of various specs with little to no detail.
| 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 | |
* 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.
[top]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.
| #1 | Mastery | |
| #2 | Crit | |
| #2 | Hit | |
| #2 | Expertise | |
| #3 | Haste | |
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
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.
| #1 | Mastery | |
| #2 | Crit | |
| #2 | Hit | |
| #2 | Expertise | |
| #3 | Haste | |
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
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.
| #1 | Mastery | |
| #2 | Crit | |
| #2 | Hit | |
| #2 | Expertise | |
| #3 | Haste | |
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
[top]Heart of the Wild
Soul of the Forest & Heart of the Wild
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
Incarnation & Heart of the Wild
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
Force of Nature & Heart of the Wild
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
[top]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.
| #1 | Mastery | |
| #2 | Crit | |
| #3 | Hit | |
| #3 | Expertise | |
| #3 | Haste | |
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
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.
| #1 | Mastery | |
| #2 | Crit | |
| #3 | Haste | |
| #4 | Expertise | |
| #4 | Hit | |
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
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.
| #1 | Mastery | |
| #2 | Crit | |
| #3 | Hit | |
| #3 | Expertise | |
| #3 | Haste | |
Approximate stat values in T14 Heroic gear W/ 4pc: (ilvl 509)
| 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 | |
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.
[top]Pre-Raid, Dungeon, and past tier gear
Obviously, the heroic version of each is better and more desirable.
[top]Current Raid Level Gear (5.2)
[top]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.
If you have the appropriate weapons and quest completion, an obvious choice would be
[Crystallized Dread] 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
[Adept Sardonyx] and a
[Glinting Zyanite] 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.
Here are your BiS enchantments. If you have a specific profession enchantment that is better it, of course, overrides anything on this list.
| 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 | |
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:
[Glyph of Moonfire] - This is the only glyph that is crucial; Helps uptime tremendously in tight situations
[Glyph of Cat Form] - Amazing for fights with lots of raid damage. Help your healers!
Situational Glyphs:
[Glyph of Berserk] - Excellent for high bursts of incoming damage.
[Glyph of Dash] - This can be very useful. Dash can help avoid fire. More dash is less burning.
[Glyph of Savage Roar] - Less burning for the whole family!
[Glyph of Might of Ursoc] - Guardian glyph, this can still be useful for surviving burst damage.
[Glyph of Shred] - If you have to be in front of the boss, this is crucial. If you don’t, it’s useless.
[top]Professions
| 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. | |
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.
[top]Talents, Abilities, & Priority List
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.
| 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. | |
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.
| 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. | |
| | | |
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:
| 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 | |
Here is a list of the abilities you will grant your target:
| 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 | | | |
[top]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
[top]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.
[top]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.
[top]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.
[top]Mogu'shan Vaults

←
Click Here
- The Stone Guard
 ← Click Here
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- Bleed Cleave! There are going to be boss adds stacked! If this doesn't scream at you to bleed cleave, I don't know what does. Alternate from boss to boss, keeping your bleeds up. That said, don't waste CP and energy putting bleeds up on a boss who will shortly be swapped for another boss. If boss A gets all your bleeds up on him, then gets dragged out, your bleeds do 90% less damage. Make sure to keep an eye on how things are progressing to avoid this.
Symbiosis Suggestion:
Warlock or Rogue.
Reason: The ability to transfer your combo points or dots to a new target when swaps occur is extremely useful on this fight.
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- Feng the Accursed
 ← Click Here
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- During Epicenter you can still dps the boss with Heart of the Wild and Wrath spam. HotW gives you +% spell hit chance in addition to the 5 - 10% you likely already have on gear. Epicenter only reduces chance to hit by 75%. I have missed a Wrath on occasion, but for the most part, you can dps through the epicenter.
- On heroic difficulty, use Heart of the Wild and Hurricane on the grouped adds during shield phase to do huge dps and clear the adds asap.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Gara'jal the Spiritbinder
 ← Click Here
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- If you go into the spirit world, generally adds are not clumped up enough to make Thrash and Swipe worthwhile. In general, it's best to keep up SR and move from mob to mob raking. You will be able to get much more damage in during the 30 seconds you have doing this, and will continue to damage mobs after exiting the spirit world.
- Make sure to use healing procs on yourself and to use NS+HT on yourself for added dps bonus, if you will not need it to stay alive later.
- If possible, try to get a Rip on the boss at low % with all your damage cooldowns (potion, tiger's fury, etc) combined with the spirit world buff that you can refresh until the boss dies, for vastly increased dps.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- The Spirit Kings
 ← Click Here
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- Stampeding Roar counters Flanking Order. With 3+ Druids and Symbiosis'd Warriors in your group nobody should ever get hit by this. (Not that they should anyways.)
- Be careful on Meng the Demented. If you put bleeds up when he's at medium to low insanity during the cowardice phase, you may find they are still ticking for 60k - 70k when he's reflecting almost all your damage.
- There is a spot you can stand on the initial pull, at around the boss's 7 - 8 o'clock point behind and to the left of the boss where you can shred and will still be hit by the cleave, splitting the damage.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Elegon
 ← Click Here
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- If you are using HotW, make sure you open in Phase 1 with your bleeds, then run out to reset your stacks before hanging out right at the edge during HotW to avoid getting stacks too high while still not losing much casting time.
- In phase 2, between orb spawns, make sure you're at least keeping rake up on the boss, if not rake and rip. Make sure not to energy starve yourself to the point where you are unable to kill your orb.
Symbiosis Suggestion:
Shadow Priest or Warrior
Reason: If you have dispersion you can easily be part of a soak group to absorb the large add's explosion. Shattering Throw for that crazy dps boost on Elegon during the burn.
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- Will of the Emperor
 ← Click Here
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- Displacer Beast or Feral Swiftness are recommended here, especially if you're doing the dance. This fight has extremely high mobility bias.
- If you're doing the dance, stay as close to the center of the boss's hitbox as possible. This allows you to move as little as possible and still easily avoid the combo. Displacer Beast or Feral Swiftness should allow you to easily make it out of the stomp if you're paying attention.
Symbiosis Suggestion:
Shadow Priest, Paladin, Warrior, or Hunter.
Reason: Survivability or greater raid dps. Feign Death allows you to drop aggro if you get focused by a little add. Wait until it gets closer to you, of course, to allow the raid as much time to kill it as possible.
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[top]Heart of Fear

←
Click Here
- Imperial Vizier Zor'lok
 ← Click Here
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Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Blade Lord Ta'yak
 ← Click Here
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- With Dispersion you can easily eat an Unseen Strike by yourself without having to have the raid get hit. Simply dash out of the raid, Pop your Survival Instincts, Barkskin, and Dispersion. You can pop Might of Ursoc, too, if you need, which will automatically put you in Bear Form. Careful of the GCD with this though. This gives you a cool 96% damage reduction. The Heroic 25 man version of Unseen Strike hits for 11,250,000 damage. 96% damage reduction lowers that to 450k. With decent hp, and a Shield, you can easily survive. In anything but 25 Heroic, you can easily survive even without an external shield. Note that Paladin's bubble does not work to save you, you must use dispersion and other cooldowns as unseen strike bypasses immunities like Bubble and Iceblock, bypasses Guardian Spirit and Cauterize, and cannot miss.
- In Heroic mode, make sure to have a Stampeding Roar rotation going, with someone popping it every time the spin sucks everyone in. You should only need two druids for this.
- In Phase 2, when the boss is transitioning from one side of the corridor to the next, you can run down the edge of the corridor early, gaining a dramatic speed buff from the wind, and reach the other side as the boss does, avoiding having to dodge the tornadoes as well as keeping your bleeds up and increasing your dps. Make sure you will be able to survive the constant damage until your healers get there with a combination of self healing and cooldowns.
Symbiosis Suggestion:
Shadow Priest or Warrior
Reason: Survivability or greater raid dps.
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- Wind Lord Mel'jarak
 ← Click Here
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- During the boss's high damage phase, the boss takes 750% increased dps. The highest dps you can get is through a combination of Nature's Vigil and Incarnation to Ravage spam with Heroism up as well as the damage buffs. Make sure to maintain your bleeds.
- If you are using Heart of the Wild, depending on your raid comp, it may be much better to use your HotW to hurricane spam during the non damage boost phase, then use Berserk during the damage phase. You will get essentially the same damage as you would Wrath Spamming with Heroism up (potentially significantly better depending on Clearcasting procs) by just using berserk with the passive 6% bonus, and will get significantly more add damage in, which leads to faster boss damage phases and a bigger chance that you will get a kill.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Garalon
 ← Click Here
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- Bleed cleave the legs and the boss. This is particularly potent if more than one leg is up.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Amber-Shaper Un'sok
 ← Click Here
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Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Grand Empress Shek'zeer
 ← Click Here
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Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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[top]Terrace of the Endless Spring

←
Click Here
- Protectors of the Endless
 ← Click Here
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- Bleed cleaving may make your meters huge and impressive, but it doesn't actually help at all, as the bosses are healed to full after each Protector's death. When the boss is on farm, sure, go ahead and bleed cleave to get your #1 world parse, but on progression you're wasting your time by doing it.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Tsulong
 ← Click Here
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- Pop Heart of the Wild during the Day Phase and heal the boss, assuming your other dps can handle the adds. You can help out with Wrath as needed, but make sure to heal the boss when you have Sun Breath. Be sure to put up a Rejuvination during Sun Breath to keep that huge healing going for a while. Using Nature's Swiftness procs even without HotW can result in huge healing when you have Sun Breath.
- Berserk and day/night phases line up well. If you pop Berserk on the pull, it will be back up when you come back into the night phase from the first day phase.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Lei Shi
 ← Click Here
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- Watch the boss's Health percentage. Every 20% the boss will go immune while adds spawn. Applying a Rip at 20.5% is a waste. Ferocious Bite or Savage Roar instead.
- Watch your timers! The boss's special can cause the boss to go into Hide mode right as you pop Berserk which can cause you to waste it entirely.
- If you have Feral Swiftness, you can end up running through the boss during Get Away if you're not paying attention. Lateral movement can be your friend.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Sha of Fear
 ← Click Here
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- Try to avoid using cooldowns shortly before Cackle. You never know when you might be chosen and end up wasting uptime on cooldowns.
- If you get cackled, do not use cooldowns (other than short ones like Tiger's Fury) on the platform add. Save them for the boss for when you get back to the main platform with the damage buff.
- In Heroic mode Phase 2, focus on Single Target dps on the boss until there are 3+ adds up. As Thrash is worth using in single target, make sure to keep it up on the boss, but cleave as many of the adds with it as possible. Once there are 3+ adds up, switch to a rotation of maintaining thrash on the the adds and boss, Maintaining Rake on the boss, using Swipe while targeting the boss to generate combo points to keep Rip and Savage Roar up. Some downtime is to be expected but between Omen procs and Tiger's Fury, you should be able to keep thrash up on everything as well as SR up and Rip up on the boss ~90% of the time.
- Use Berserk on cooldown, but save Heart of the Wild for late Add Phases at ~15 - 10%. You will only have enough time to use HotW twice in Phase 2. Once early on and another time late in the fight. If you use it as soon as it comes off cooldown, there may only be 5 adds up which are easily handled without it. You'll get much more out of it and it's a very valuable cooldown to be wasting early. Consider using Tranquility at that point as well, if the raid gets low, as there will be many adds out casting spines on people.
- Be aware of Submerge timers. If you cast your bleed on the boss and he submerges, the bleed will continue to count down and lose duration, but will not damage the boss. If possible, wait until he reemerges to apply bleeds, unless you will lose Savage Roar before applying a Rip or are going to thrash the boss + many adds.
Additionally, if you hit the boss directly as he vanishes and submerges, you will lose the energy but not gain any combo points or, in some cases, damage.
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps. Dispersion allows you to easily survive if you mess up and get hit by the fear breath or dread spray on Heroic Sha, or save you if you get huddled and the healers are unable to respond right away.
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[top]Throne of the Thunder King

←
Click Here
- Jin'rokh the Breaker
 ← Click Here
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- Save your cooldowns for the bonus damage puddles phase and make sure to refresh your bleeds preemptively before your ionization debuff gets too low, forcing you to run out.
Make use of your self healing during the transition phases, to help survive the huge AoE damage stressing the healers.
Symbiosis Suggestion:
Priest or Paladin.
Reason: With Dispersion, rotated with your Survival Instincts, you will have a cooldown for every single ionization thus helping you avoid dying if you're not topped up. With a Paladin bubble you can drop Ionization early, but the 5 minute cooldown will leave you without a Major cooldown for one of the Ionizations.
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- Horridon
 ← Click Here
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- If you are not assigned to be on the boss full time, as not every guild assigns melee to the boss, your optimal strategy is to Rake as many mobs as possible, while keeping Thrash up on the pack. This assumes there will be 3 - 7 adds up, but not always grouped perfectly. This will be the case most of the time.
Make sure to refresh at least your Rake on the boss 100% of the time, as the damage can really add up over time.
Displacer Beast is amazingly good for this encounter both for dealing with Horridon's Charge and bypassing the large amounts of damaging puddles/poison/sandtraps/etc on the ground.
#showtooltip
/target Direhorn Spirit
/cast Faerie Fire
/targetlasttarget
This macro, or something similar, will help you immensely when you are dealing with the direhorn spirit in the last phase. This won't be enough, by itself, but it should be about 80% of what you need when combined with Ursol's Vortex.
Ursol's Vortex is amazing for dealing with both Errant Adds during the first phases, but it is a very strong shield against the Direhorn Spirit. The vortex will tick on the Direhorn Spirit and knock it back every second or two for the duration of the effect, effectively blocking it and keeping it a long way away.
Symbiosis Suggestion:
Warlock. Rogue, or Priest
Reason: Warlocks or Rogues will allow you to transfer combo points or bleeds to the boss, from low adds, which is a significant dps increase. Dispersion will increase your survivability.
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- Council of Elders
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Tortos
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Megaera
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Ji-kun
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Durumu
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Primordius
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Dark Animus
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Iron Qon
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Twin Consorts
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Lei Shen
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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- Ra-den
 ← Click Here
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- COMING SOON!
Symbiosis Suggestion:
Shadow Priest, Paladin, or Warrior
Reason: Survivability or greater raid dps.
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[top]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.