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Utolsó módosítás programmer, ekkor: 2014.06.23.
In this article, we list your Feral Druid (WoW 4.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Feral Druid will face you with. The other articles of our Feral Druid guide can be accessed from the table of contents on the left.
1. Basic Single Target Rotation↑top
The Feral Druid DPS rotation revolves around keeping up various buffs and debuffs, while generating Combo Points and using them on Finishing Moves.
While this rotation is correct and, for the most part, complete, it is hard to understand how to put it in practice. For this, we strongly suggest that you read our detailed section.
2. Multiple Target Rotation↑top
3. Faerie Fire↑top
If no one else is providing the armor debuff granted by Faerie Fire, then you should keep this debuff up yourself.
You have two DPS cooldown:
Proper timing and usage of these cooldowns is very important to Feral DPS. You can read more details about this in a subsequent section.
5. Optional Read: Mastering Your Feral Druid↑top
The above information tells you everything you need to know in order to have highly competitive DPS as a Feral Druid. However, in order for you to truly master the spec, there are more things that you need to understand in detail.
5.1. Combo Points and Energy
As a DPS Feral Druid, most of your abilities need Energy to be used. Your Energy bar has a capacity of 100 Energy and refills at a rate of 10 Energy per second. Your energy regeneration is increased by your melee haste (Haste Rating + haste-enhancing buffs).
Some abilities add one or several Combo Points on your target, up to a maximum of 5 Combo Points. Other abilities, called Finishing Moves, consume the Combo Points on your target. The more Combo Points a Finishing Move consumes, the more powerful its effect is. Your Combo Point generation is increased by Primal Fury, which causes your Combo Point generating abilities to generate two Combo Points any time they are critical strikes.
5.2. Single Target Rotation in Detail
The DPS Feral Druid rotation is a balance of keeping up several debuffs and bleeds on the target as well as keeping up Savage Roar on yourself, while continuously generating Combo Points.
5.2.1. Debuffs and Bleeds
The first two debuffs you must keep up on the target are Faerie Fire and Mangle. Note that these debuffs have equivalents from other classes, so if they are already being provided, you do not need to worry about them.
An equivalent of Faerie Fire is provided by any other Druids, Warriors, Rogues and Hunters. Note that Feral Druids' Faerie Fire is slightly better than other classes' because it is instantly applied at full strength (normally, it needs to stack up to 3 times), but this benefit is very minor and hardly worth considering.
An equivalent of Mangle is provided by Tank Feral Druids, Arms Warriors, Subtlety Rogues and Hunters.
Rake only costs Energy to apply, making it quite simple to manage.
Rip costs Energy but its strength is also dependant on how many Combo Points it is applied with. You must always make sure that you are applying Rip with 5 Combo Points.
5.2.2. Savage Roar
Savage Roar is a self-buff that greatly increases the damage done by your auto attacks. It costs Energy to apply, and its duration (but not its strength) depends on how many Combo Points it is applied with. Essentially, it makes no difference how many Combo Points you use it with, but if you can apply it with a high number of Combo Points, it will ease the pressure on maintaining your rotation.
You must always have this buff active on yourself.
5.2.3. What to do the Rest of the Time
When your debuffs, bleeds and self-buff are all up and do not need to be refreshed, you will essentially be filling the time with casts of Shred, generating Combo Points.
5.2.4. Stampede and Ravage
There are two ways to utilise this mechanic:
For players still familiarising themselves with the Feral Druid rotation, we do not advise making use of the second tactic, since it will complicate your playstyle greatly.
If you have the 4-part Tier 13 set bonus, each time you use Tiger's Fury, you will receive an Energy-free Ravage that has no stealth or positional requirement, just as if you had used Feral Charge. When this happens, make sure to use your free Ravage before the buff runs out. Before using Feral Charge, make sure that the free Ravage from a recent Tiger's Fury has been consumed.
5.2.5. When to Refresh DoTs and Savage Roar
You should try to refresh Rip when there are 2 or fewer seconds remaining on the current Rip. When the existing Rip is stronger than the Rip you are trying to apply (for example, it had been cast while under the effects of Tiger's Fury), you will get an error message and you will not be allowed to refresh it. In this case, simply wait until it expires fully before reapplying it.
The timing for refreshing Savage Roar is not very strict, but you should still try to refresh it right as it is about to expire.
5.2.6. Ferocious Bite and 2-Part Tier 13 Set Bonus
Ferocious Bite is a finishing move that costs 25 Energy and deals damage based on how many Combo Points you use it with. Its damage is increased, by up to 100%, at the cost of extra Energy, up to 35. That is to say, if you use Ferocious Bite with 25 Energy, it will deal its base damage (based on how many Combo Points you have). If you use it with 60 Energy, then its damage will be increased by 100%.
Thanks to the Blood in the Water talent, whenever you use Ferocious Bite on a target that is below 25% health, your Rip on the target will be refreshed. This makes it a much more efficient way of maintaining Rip on the target, since you are dealing damage while also refreshing Rip, for the same amount of Combo Points. A Rip that is refreshed in this manner will have the same power as its original application (determined by how many Combo Points you applied it with).
The 2-part Tier 13 set bonus allows Ferocious Bite to refresh Rip when the target is below 60% health. Therefore, if the target is below 60% health and you have the set bonus, you should always use Ferocious Bite to refresh Rip.
You should use Ferocious Bite with 5 Combo Points, unless Rip will expire before you have time to reach 5. In this case, you should just use it with however many Combo Points you have, in order to refresh Rip.
It will prove to be a DPS gain to pool Energy to 60 before using Ferocious Bite (provided that it does not cause your Rip to fall off), boosting its damage.
5.2.7. Bosses That Cannot Be Attacked From Behind
5.3. Detailed Cooldown Usage
How you use your two DPS cooldowns is very important to your performance as a Feral Druid.
5.3.1. Tiger's Fury
There are several things to consider when using Tiger's Fury:
Keep in mind that Tiger's Fury cannot be used while Berserk is active, but Berserk can be used while Tiger's Fury is active. In most cases, you will want to use Berserk immediately after using Tiger's Fury.
Berserk reduces the Energy cost of all your abilities by 50% while it is active. It is a very strong DPS cooldown, allowing you to cast your abilities more often.
You will want to use Berserk as many times as possible during the fight. Ideally, you should have relatively low Energy before using Berserk, so that you do not end up capping your Energy.
Whenever possible, you should use Berserk immediately after using Tiger's Fury.
5.3.3. Canceling Primal Madness
When the temporary increase to your Energy pool from Primal Madness runs out, not only will your Energy pool return to 100, but you will also lose 20 Energy.
To avoid losing Energy this way, it is essential that you use a macro to cancel the Primal Madness buff when you are low on Energy (ideally at 0, but this is hard to achieve so anywhere under 20 is fine).
The following macro works well: