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 single target rotation for a Feral Druid Tank is based on this very
simple priority system:
- Use
Mangle on cooldown.
- Keep up at least 1 stack of
Lacerate.
- Use
Thrash on cooldown.
- Use
Pulverize (roughly once every 18 seconds) to maintain 100% uptime on the self-buff it applies, ideally with 3 stacks of Lacerate.
- Keep up 3 stacks of
Lacerate.
- Spam
Lacerate as a filler.
- Use
Maul to avoid reaching maximum rage.
2. Basic Multiple Target Rotation↑top
- Use
Thrash on cooldown.
- Use
Swipe on cooldown.
- Use
Mangle on cooldown.
- Apply
Lacerate on as many enemies as possible.
- Use
Maul.
For
Mangle and
Maul, you will want to alternate using them on
various enemies, preferring those on who your threat is lowest.
3. Debuffs to Maintain↑top
There are two debuffs that you should maintain on your target(s) at all
times, if no one else is providing them:
Demoralizing Roar, which reduces the enemies' physical damage
done by 10% for 30 seconds. Equivalents of this debuff are provided by all
other tanking classes and Warlocks.
Faerie Fire, which reduces the target's armor by 12%. Equivalents of
this debuff are provided by Warriors, Rogues and Hunters.
4. Taunting↑top
Growl is your main taunting ability. It only works on a single
target and has an 8-second cooldown.
Challenging Roar is an AoE taunting ability. It forces every
tauntable enemy within 10 yards of you to attack you for 6 seconds. It has a
3 minute cooldown (2 minutes and 30 seconds with Glyph of Challenging Roar).
Note that this taunt has no effect on the aggro of these mobs, and when the 6
seconds wear off, they will simply return to their previous target
(unless you have generated enough threat to keep aggro on them).
5. Cooldowns↑top
As a Feral Druid Tank, you have three important defensive cooldowns:
Survival Instincts, which reduces all damage taken by 50% for 12
seconds, with a 3 minute cooldown. It is best used pre-emptively, before you
are about to take a large amount of damage.
Frenzied Regeneration, which increases your maximum health by 30% for
20 seconds, with a 3 minute cooldown. Additionally, it puts you at 30% of your
maximum health (if you are below that value when you cast it). Finally, if you
are not using Glyph of Frenzied Regeneration, it also converts 10 rage per
second into health, healing you for 0.3% of your maximum health for each point
of rage.
Barkskin, which is a simple 20% damage reduction, lasting 12 seconds,
with a 1 minute cooldown.
You also have one offensive cooldown,
Berserk. This has a 3 minute
cooldown, and causes your
Mangle to hit 3 targets instead of 1 and to be
free of cost for 15 seconds.
More details about how to best use your cooldowns can be found in our
detailed cooldown section.
6. Optional Read: Mastering Your Feral Druid↑top
Tanking as a Feral Druid is very simple, and the information provided above
should be more than sufficient to allow you to perform your role at an
excellent level. There are, however, a few details you should also understand
in order to fully master your character.
6.1. Rage Generation
Feral Druid tanks use a resource called Rage (Warriors are the only other
class in the game to use it). For you to properly master your Druid, you
must understand how Rage works.
The Rage bar has a maximum capacity of 100, and is empty by default. Rage
decays at a rate of 1 per second when out of combat. In combat, Rage does not
decay.
Rage is generated through three sources: taking damage (all sources, except
for fall damage), dealing damage (only white attacks) and through the use of
certain talents and abilities.
Taking damage generates rage, depending on the amount of health
you have and the damage you receive. "Taking damage" includes every possible
source of damage (including magic damage), except for fall damage. While the
formula itself is not public, and not very relevant, all you need to know is
that if you are taking a lot of damage from boss hits, then you will have
ample rage. Otherwise, your rage generation will suffer.
This does not mean that you should ever increase the amount of damage
you take (through unequipping gear, for example) to generate more rage.
Dealing damage generates rage, depending on your base weapon
speed. Rage is only generated from white attacks, so not from special
abilities (yellow attacks). The formula for this is simple: 6.5 * the base
weapon speed.
The only factors which affect offensive rage generation, outside of
base weapon speed, are attack speed and chance to hit (only up to the point
where you are guaranteed to hit, so 8% chance to hit). This is because
the more you attack, the more times you will generate rage. For more details
on white (normal) and yellow (special) attacks, and how they are influenced
by Hit and Expertise Rating, you can check our guide on the mechanics of melee attacks.
6.2. Vengeance
Vengeance is a passive ability which you receive for choosing
the Feral specialisation. Essentially, it increases your attack power
for 5% of the damage you receive, up to a maximum of 10% of your maximum
health. It is an essential mechanic in allowing you to maintain aggro of
mobs.
6.3. Mastery: Savage Defense
As a Feral Druid tank, you have two major means of reducing the damage that
you take. The first is dodging attacks, which is based solely on your chance to
dodge and happens entirely passively. The second is through your Mastery.
Your Mastery is
Savage Defense. Each time you score a critical strike
while in
Bear Form through a direct attack (meaning not through periodic
damage), you have a 50% chance to gain a damage absorption shield equal to 35%
of your attack power, for 10 seconds. Additional Mastery Rating increases the
amount that the shield absorbs.
Therefore, the more you score critical strikes, and the higher your attack
power is, the more damage you will be mitigating.
As you can tell, mitigating damage through Savage Defense is, much like
dodging attacks, out of your control. There are a few things to know about the
shields, however:
- The shields do not stack at all. This means that if you get a proc of
Savage Defense while you already have a shield active, the new absorption
amount will not be added to the existing shield.
- New procs of Savage Defense will overwrite the existing shield, if their
absorption amount is higher than the remaining absorption amount of the
existing shield.
- The shields from Savage Defense absorb only physical damage.
As Savage Defense procs from critical strikes, it would appear that Critical
Strike Rating is very valuable to you. This is not true, and several other
statistics are more important, as they increase the benefit of Savage Defense
more than Critical Strike Rating, or simply offer better benefits.
6.3.1. Pulverize
Pulverize consumes the stacks of
Lacerate you have on the
target, dealing some damage to the target and granting you a buff in return.
The buff lasts 18 seconds and grants you 3% increased melee critical strike
chance for each stack of Lacerate that was on the target.
Obviously, the increased critical strike chance translates into more procs
of
Savage Defense and, therefore, higher survivability. As such, you
should make sure to always keep this buff up with 3 stacks of Lacerate.
This is a rather simple task, since Lacerate is a spell that you are using
very often and the buff from Pulverize lasts a long time.
6.4. Detailed Cooldown Usage
Playing a Feral Druid tank is a fairly passive experience. Aside from
performing the rotation, you only have a handful of cooldowns to manage. In
this section, we will explain how to best use each of them.
6.4.1. Survival Instincts
Survival Instincts is best used pre-emptively. This means that you
should use Survival Instincts before taking a large amount of damage (generally
due to a boss mechanic). Additionally, you can use it to prolong your survival
if your healers are dead or incapacitated.
It is not advised to wait until you are low on health to use Survival
Instincts, since you will probably die before it has had a chance to benefit
you fully.
Generally, it is best to make use of this cooldown as many times as possible
during the fight (it is better to have wasted it than to have died
with it available). Keep in mind, though, that you may be required to use it a
very specific time, so make sure you save it for that moment.
6.4.2. Frenzied Regeneration
Frenzied Regeneration provides with you a small heal and an increase to
your maximum health, as well as a more sizeable heal over time. If you are
using Glyph of Frenzied Regeneration, the heal over time is removed, but all
healing done to you is increased by 30%.
As you can tell, there are several situations where Frenzied Regeneration can
be used:
- when you are about to take damage from a particularly powerful boss
ability, for which you require more than your normal maximum health to
survive (best coupled with
Survival Instincts or
Barkskin);
- when you have dropped dangerously low on health and you have to save
yourself (best used unglyphed);
- when you want to drastically increase the healing you receive from your
healers for a period of time (best used glyphed).
6.4.3. Barkskin
Barkskin works like a weaker version of
Survival Instincts, so
the same usage guidelines apply. The only difference is that Barkskin's
cooldown is much smaller, meaning that you can use it more freely.
6.4.4. Berserk
Berserk is not a defensive cooldown. It it a powerful offensive,
threat-generating and DPS-increasing cooldown. It removes the cooldown from
your
Mangle and it causes Mangle to also hit two additional targets.
You should use this at the pull, in order to gain initial aggro. After that,
you should use it whenever there are multiple targets up or simply on cooldown,
in order to maximise your DPS.
6.5. Procs
There are two procs that you will encounter relatively often:
- Procs from
Omen of Clarity, which causes your next spell to have no
resource cost. These procs have a small chance of being triggered whenever
you deal damage. You should do your best to use these procs on
Maul,
since it is your most costly ability.
- Procs from
Berserk, which reset the cooldown of
Mangle
and remove its resource cost. These procs have a 50% chance of being triggered
each time your
Lacerate deals periodic damage (this is why keeping at
least one stack of Lacerate up is a high priority). You should try to use these
resource-free Mangles as quickly as possible.