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Feral Druid Best In Slot Pve

Feral druid best in slot pve classic

Welcome to the Feral Druid tank guide for World of Warcraft the Burning Crusade 2.4.3. In this guide, you will learn about playing a Feral Druid in dungeons and raids. The guide includes Talents, Gems, Enchantments, Gameplay & Skill rotation tips. Talents Below we have a standard spec for tanking, which has all of the. In this guide, we will detail the best stat priority for your Feral Druid, as well as provide explanations covering how to determine Feral Druid stat priorities personalized for your character in, as well as how to check if a piece of gear is BiS, upgrade or just bad for you. Welcome to Wowhead's Best in Slot Gear list from pre-raid content for Feral Druid DPS in WoW Classic. This guide will list the recommended gear for Druids to acquire before raiding in Classic WoW as a melee DPS, and contains gear sourced from dungeons, early PvP grinding, professions, BoE World Drops, and reputations.

Feral Druid Pve Best In Slot

Hello there all new and old feral druid players. IÔÇÖve been on Warmane for around a year now and been playing a feral druid for 4-5 years now.
Little introduction from myself. I'm Tempesty and i'm playing on Lordearon. I've been playing in Not so hordie, Immersion, Inebriation and now i'm chilling in Phoenix Risin. My dps varried from 20-25k before the new patch, since the new patch i didn't realy have time for testing since I got to combine gameing with working wich is harder then i thought.
Talents:
As a feral druid IÔÇÖve been using several specs. from combining pvp and pve to feral tank and dps.
Pure pve dps
http://rpgworld.altervista.org/335/d...00000000000000]
PvP/PvE
http://rpgworld.altervista.org/335/d...00000000000000
2 points left in this build. it's a personal choose of where to put it in.
Tank/dps
http://rpgworld.altervista.org/335/d...00000000000000
Glyphs
I'm only gone put the major glyphs cause the Minor glyphs is a personal preference.
feral druid pve dps spec
Glyph of Rip
Glyph of Savage roar
Glyph of Shred
Pure PvE
Glyph of Rip
Glyph of Savage Roar
Glyph of Shred
PvP/PvE
Glyph of Rip
Glyph of Berserk/glyph of savage roar
Glyph of mangle/glyph of shred
Tank/dps
Glyph of Survival Instincts
Glyph of Shred
Glyph of Rip
Stats, Gems, Enchants and Professions
Stats
Strength
Gives the most attack power. For the rest there isnÔÇÖt really a use for feral. Feral druids shouldnÔÇÖt stack strength. Except if they are over capped in agility (when the crit cap is reached you stop stacking agility cause then it's just a waste of gems), armor penetration, crit, hit, expertise.
Agility
As a Feral druid agility increases your dodge, Attack power, Critical hit and armor. So if you go as dps always try to get gear that gives agility cause your Dps will increase with it cause you got more chance to critical hit and you do more damage.
Attack power
This stat increases by agility, Strength or by items that give a attack power bonus. Also enchants can increase it. Attack power also increases the Bleed damage you do.
Crit
A very important thing for feral cause our combo points increase by +2 in place of +1 if we crit. Our talents increase our Critical chance. In a boss fight our critical chance is reduced with 4.8% so you got to watch for that.
76% - White crit cap (+ 24% Glancing Blows = 100%)
79.8% - Ferocious Bite Crit Cap (+ 25% Crit from Talent - 4.8% Crit Suppression = 100%)
104.8% - Yellow Crit Cap (- 4.8% Crit Suppression = 100%)
A feral should have 60-70% crit unbuffed once there decent geared (in cat form). I personaly would start gemming strenght once i get around 80% crit fully buffed and when i'm capped with other stats.
Hit
Hit is a very important stat to be capped with or almost capped with.
Hit Cap vs lvl 80 targets: 5% Hit = 163.95 HitRating
Hit Cap vs lvl 83 targets: 8% Hit = 262.32 HitRating
Expertise
Expertise also a important stat to get capped. The soft cap on expertise is 26 the hard cap is 56. Cause you are a dps you will always be dpsing from behind so you should get soft capped. The hard cap is for tanks.
But normaly every feral druid uses Primal precision. This talant gives 10 expertise . So this leaves 16 Expertise or 131.16 Expertise Rating left to go.
Haste
While good on a feral druid it ain't worth stacking or gemming to it. the gear that we use should provide us with enough haste.
Armor penetration
Armor penetration lowers the armor your opponent has. The higher the stat the more you ignore of your opponents armor with melee attacks or moves. The armor penetration cap is 1400. Any point above this is a waste.
Agility vs Armor penetration
A very annoying subject but it needs to be explained. A feral druid both benefits from his agility as his armor penetration. Agility increases the damage of the bleeds. While armor penetration lets our physical moves do more damage. Most feral druids are with the question is it better to stack armor penetration over agility or just the other way around.
When to stack what
If your armor penetration rating is beneath 400 you have to stack agility. Cause this is the most useful stat for you then.
If your armor penetration rating is 400-1400 you stack armor penetration. Cause this is the best stat to increase your dps with then.
If your armor penetration rating is 1400 or higher you stack agility. 1400 = armor penetration cap, all points above this is a waste.
Armor penetration trinkets
The trinkets are one of our most favorite tools to get to the cap faster.
As a starting feral druid there are 3 obtainable trinkets in Warmane that we can use: Needle-Encrusted Scorpion, Mjolnir Runestone and Banner of Victory.
Needle-Encrusted Scorpion and Mjolnir Runestone both give Crit rateing and have a chance to give armor penetration for a certain amount of time. While Banner of Victory is more the early Sharpend twilight scale.
armor pen cap with trinkets:
ArP Soft-Cap: 722 ArPen, if wearing Needle-Encrusted Scorpion
ArP Soft-Cap: 735 ArPen, if wearing Mjolnir Runestone
Of course there are also trinkets that don't need a proc to give armor penetration. The most popular are: Deathbringers Will and Sharpend Twilight Scale. There is also a smaller trinket that some people seem to forget called Banner of Victory.
Deathbringers will and Sharpend Twilight scale really are late game trinkets. once you obtain one of them you could replace Needle-Encrusted Scorpion or Mjolnir Runestone.
But as a starter you could perfectly combine Needle-Encrusted Scorpion or Mjolnir Runestone with Banner of Victory.
Once your armor penetration rating gets around 900 you should try to look for a replacement for Needle-Encrusted Scorpion/Mjolnir Runestone. cause there proc will be more and more useless and other trinkets will benefit you more.
Banner of Victory can still be used once you obtained Deathbringers will or Sharpend Twilight Scale. It is a trinket that is perfect to use until you got both Deathbringers will and Sharpend Twilight Scale.
Gems
Meta: Relentless Earthsiege Diamond (+21 agility, +3% critical hit damage), Chaotic Skyflare Diamond (+21 crit rating, +3% critical hit damage)
Red: Fractured Cardinal Ruby (+20 armor penetration rating), Delicate Cardinal Ruby.(+20 agility)
Blue: Nightmare Tear (+10 to all stats, matches all sockets)
Yellow: Rigid Kings Amber (+20 hit rateing), Accurate Ametrine (+10 expertise rating, +10 hit rating), Glinting Ametrine (+10 agility, +10 hit rating).
On my gear build at the moment i'm useing both Rigid Kings Amber as Accurate ember. I'm not useing glinting ametrine since that would let me lose or hit cap or expertise cap and would also need more gem slots then what i currently have.
In general you stack Armor penetration rating or agility in every slot. the socket bonus isn't that great for a feral druid. although you got to get 1 yellow and 1 blue gem to activate your meta gem.
Enchants
Head - Arcanum of Torment (Ebon Blade)
Shoulder - Master's Inscription of the Axe(inscription) > Greater Inscription of the Axe (Sons of Hodir)
Back - Swordguard Embroidery (Tailoring) > +23 Agi (Engineering) > +22 Agi
Chest - +10 Stats
Wrist - Fur Lining - Attack Power (Leatherworking) > Greater Assault
Hands - Hyperspeed Accelerators (engineering) > +20 Agi
Legs - Icescale Leg Armor or Nerubian Leg Reinforcements
Feet - Icewalker (when below Hit Cap) > 16 Agi
Finger - +40 AP
Weapon - Berserking > Mongoose > Massacre > Executioner
So you gem/enchant untill you reached the caps or are around the caps.
> Hit rating, until capped.
> Expertise rating, till capped.
> Agility if you are on low gear, otherwise, read the part about 'Agility vs Armor penetration rating' to decide what stat is better for you: Agility or Armor Penetration rating.
I myself am not hit capped. I'm at the 5% cap in my pve gear. But once your gear gets better its more and more important to get it close to 8%.
Professions
Each profession has his own benefits. I didn't test out which combination is the best for pve dps. Cause I prefer to let people let their personal choose go first.
Alchemy: +80 Attack power through mixology, when using Flask of endless rage
Blacksmithing: 2 more sockets. Assuming epic ArPen gems, the bonus is 40 ArP.
Enchanting: 2x +40 AP ring enchant. Bonus: +80 Attack Power
Engineering: On use 340 Haste Rating for 12 seconds, 1 min CD. Averages out to 68 Haste Rating. Otherwise you would enchant +20 Agi. On the Cloak you get 1 additional Agi. Total Bonus: +68 Haste Rating, -19 Agi
Herbalism: 3600 self-heal for 5 seconds, 3 min CD
Inscription: +80 Attack power because of the enhanced shoulder enchant
Jewelcrafting: 3x +34 ArPen gems instead of +20 ArPen. 3*14 = 42 ArP.
Leatherworking: + 80 Attack power because of the enhanced wrist enchant
Mining: + 60 Stamina
Skinning: +40 Crit Rating
Tailoring: Swordguard Embroidery grants 400 AP for 15 seconds, roughly once a minute. This averages out to approx 100 AP. You miss out the +22 Agi for this. Total Bonus: +100 AP, -22 Agi.
Gear
This are the BiS list that i'm curently focusing on
BiS list icc normal mode
Head: Sanctified Lasherweave Headguard
Neck: Sindragosa's Cruel Claw
Shoulders: Sanctified Lasherweave Shoulderpads
Back: Sylvanas Cunning (hc),Vereesa's Dexterity (hc)/Recovered Scarlet onslaught cape
Chest: Sanctified Lasherweave Raiment
Wrist: Toskk's Maximized Wristguards
Hands: Aldriana's Gloves of Secrecy/Cat Burglar's grips
Waist: Astrylian's Sutured Cinch/Vengeful Noose
Legs: Sanctified Lasherweave Legguards
Feet: Frostbitten Fur Boots
Ring 1: Frostbrood Sapphire Ring
Ring 2: Ashen Band of Endless Vengeance
Trinket: Deathbringer's Will]
Trinket 2: Sharpend Twilight Scale
Weapon: Oathbinder, Charge of the Ranger-General
Relic Idol of the Crying Moon
BiS list with icc hc mode
Head: Sanctified Lasherweave Headguard
Neck: Sindragosa's Cruel Claw
Shoulders: Sanctified Lasherweave Shoulderpads
Back: Shadowvault Slayer's Cloak/Sylvanas Cunning (hc),Vereesa's Dexterity (hc)
Chest: Sanctified Lasherweave Raiment
Wrist: Toskk's Maximized Wristguards/ Umbrage Armbands
Hands: Aldriana's Gloves of Secrecy
Waist: Astrylian's Sutured Cinch
Legs: Sanctified Lasherweave Legguards
Feet: Frostbitten Fur Boots
Ring 1: Frostbrood Sapphire Ring/Signet of Twilight
Ring 2: Ashen Band of Endless Vengeance
Trinket 1: Deathbringer's Will
Trinket 2: Sharpend Twilight Scale
Weapon: Oathbinder, Charge of the Ranger-General
Relic Idol of the Crying Moon
Just remember that BiS lists aren't perfect. You can always find gear combinations that fit you better.
Idols
There are 2 good idols for a Feral druid.
Idol of Mutilation: your Mangle and Shred abilities grants 200 agility for 15 secs (Emblem of triumph)
Idol of the Crying Moon: Each time your periodic Rake bleed inflicts damage, you gain 44 agility for 15 secs. Stacks up to 5 times. (Emblem of Frost)
Buffs
Food/Pots
Flask: Flask of endless rage (preferred), Elixir of Armor Piercing (if you're not armor penetration capped and can't afford flask of endless rage)
Food: Hearty Rhino (if not armor penetration capped), Blackened Dragonfin, Fish.
It's again hard to tell you, how important each buff is as this depends on your gear. But the order should be roughly the same.
Class buffs
+20% Physical Haste -> Enhancement Shaman (imp. Windfury Totem) or Frost-DK (imp. Icy Talons)
+10% AP -> Blood-DK (Abomination's Might), MM-Hunter (Trueshot Aura) or Enhancement Shaman (Unleashed Rage)
+Agi / Str -> DK (Horn of winter provides 155 each) or Enhancement Shaman (imp. Strength of Earth Totem provides 178 each!)
-20% target armor -> Debuff applied by Prot-Warrior (Sunder armor) or every rogue (Expose Armor, Finishing move)
+AP -> Warriors (+548 AP when not skilled, +685 when skilled in Commanding Presence) or Paladins (+550 AP when not skilled, +687 when skilled in imp. Blessing of Might)
+4% physical damage -> Debuff applied by Combat Rogues (Savage Combat) or Arms Warrior (Blood Frenzy)
Since the update on Warmane you will have to choose to have or Blessing of Kings or Blessing of Sanctuary Personal i prefer the Blessing of Kings then.
+10% Stats -> Paladins (Blessing of Kings)
+10% Strength-> Paladins (Blessing of Sanctuary)
+3% Dmg -> BM Hunter (Ferocious Inspiration, their pet buffs this) or Retribution Paladin (Sanctified Retribution)
Traumabot -> Another Feraldruid or Arms warrior applying Mangle/Trauma for you so you can skip it from your DPS Cycle
+3% Crit -> Debuff applied Elemental Shaman (Totem of Wrath affects all targets within 40 yards of the totem), Retribution Paladin (Heart of the Crusader, the Paladin has to judge a single target) or Assassination Rogues (Master Poisoner affects all target that the rogue has poisoned; he can spread this with Fan of Knives)
+ Stats -> Every Druid (Yes, this includes yourself!) through imp. Mark of the Wild
-5% target armor -> Feral and Moonkin Druids (Fearie Fire and Feral Fearie Fire, you can apply this yourself without losing DPS), Hunter (if they have a wrasp as pet) and warlocks (Curse of Weakness would mean a DPS loss for them)
+3% Haste -> Balance Druid (imp. Moonkin Form) or Retribution (Swift Retribution)
Hysteria (Blood DK) +20% Physical Dammage
Now you are thinking why hysteria, almost all damage a feral druid does is physical. (mangle, Shred, normal attacks). all those moves benefit from this buff. Also feral druid is the best target for this.
Arms Warrior - Does not stack with Wrecking Crew. Besides, they don't have strong Cooldowns to blow while Hysteria is up.
Death Knights - A significant portion of their damage is elemental and not physical. Dancing Rune Weapon scales only half with Hysteria, summon Gargoyle doesn't at all
Enhancement Shamans - A good portion of their damage is elemental. Feral spirit, their Cooldown, is not affected by Hysteria
Fury Warrior - Same as feral druid pure physical dps. Since on Warmane hysteria stacks with Death Wish they are also a viable target.
Hunter - A good portion of their damage is elemental and their pet wouldn't benefit from Hysteria.
Retribution Paladins - A very big portion of their damage is elemental.
Rogues - A good portion of their damage is elemental.
Rotation
First (before other experienced feral druids start to shoot me) there is no rotation as a feral druid. Just a priority list. Only standard rotation each feral has is there opening rotation to get some important timers on. each feral decides this for them self.
Priority List
Mangle: Bleed damage is increased with 30%
Rake: does damage on hit and extra damage over 9 seconds (damage that this move does increases when attack power increases)
Rip: Finishing move, Damage increases when used with more combo points, damage is done over 12 seconds (+4 if glyphed, further increased when using glyphed shred).
Savage Roar: damage increased by 30% (33% if glyphed) duration increased with more combo points.
Fairy fire: decrease enemy armor by 5% (do not apply if there is a feral tank or balance druid in raid)
Shred: does 225% weapon damage + 666, benefits from mangle debuff. must be behind target to use.(damage increases when attack power and/or armor penetration increases.)
Ferocious Bite: finishing move, Damage increases when used with more combo points. (damage that this move does increases when attack power/armor penetration increases).
Tiger fury: +80 damage for 6 seconds (if talented it gives 60 energy bonus)
Berserk: Energy cost of moves is reduced by 50% for 15 seconds (20 if glyphed)
When to use what
Now that you know what the moves are that your gone use as a feral you got to learn when to use it.
Mangle has a duration of 1 minute, so close before it expires you will refresh this.
Rake is a bleed move. so this means that it's a DoT (damage over time) move. You have to use rake right or close after it expires. always let it go off full before refreshing it. Cause refreshing it before it expires is a dps loss.
Rip is a bleed move. So this means that it is also a DoT (damage over time) move. unlike rake you may refresh this move whenever you want. but be careful only refresh it when you have 5 combo points. also watch out when to refresh it. if rip still has a long enough duration but savage roar is almost off refresh savage first. This is also your main source of Dps.
Savage roar also a very important move to keep up. This move increases all damage you do by 30%(33% if glyphed). Timing on this move is important. Somme use this at start with 1 combo point to get increased damage very fast but have to rebuff it to and mostly lose a bit of precious time. If you got 2 cp you can use it and hope on the best that you can get rip off before you have to refresh it. I mostly use savage roar at 3/4/5 combo points at start, and refresh it during Berserk. after berserk I refresh savage roar almost together with my tiger fury. try to use savage roar with 5 combo points after berserk has passed. once in a while a 4cp savage roar doesn't hurt you cause it's still almost on par with your tiger fury. just a bit more stress with timing.
Savage roar vs rip
Help my Savage roar and Rip are gone expire at almost the same time what do I do?
Simple use your savage roar a bit faster so the duration is longer again, then get 5 combo points as fast as possible and refresh rip.
You have to use fairy fire only if you are the only dps/tank druid. If there is a balance druid or a tank don't use it, cause tanks use it to get agro. and balance use it to give extra hit chance.
Shred is your main combo getting move. You use shred when Rake is up and you don't have enough CP. Also use all your clear castings for shred. if you have clear casting and you must choose between rake and shred do shred first and directly after rake. if you got 5 Combo points and a clear casting use it shred first and then a finishing move. Using the clear casting right for the shred is very hard. And look out that you aren't shred spamming after wards to.
ferocious bite the most annoying move from all feral druids. Can I use it are my timers high enough. will I get enough combo points in time? that are all questions that will pop up in your mind when you want to use it. The timing of this move is very important. If you use it at the wrong time your dps will suffer but use it correctly and your dps increases. Only use it when the timers of savage roar and rip are above 10 seconds. if you apply it beneath it, it will be allot of luck involved to get enough combo points again in time.
use tiger fury every time it comes of Cool down, as long as it doesn't get you above 100 energy.
Use berserk always when it is from cool down. at start you will prefer to put on rip and savage roar on the target before to use it.
As a feral druid your dps will always be lower in a fight where you have to run alot. or have to switch target. Cause you have to apply timers again and the timers aren't gone be on a flying boss dureing the full fly phase.
This was my Guide. Hope you learned something from it. If you got information that might be usefull for people you can always say it and I will check if it is usefull and can be put in the guide.
Have fun prowling around and surprising all those high dps classes with your dps and let them think is there something wrong with their rotation. cause not all classes are happy when a feral druid does more dps then them.
(sources elites jerk, Warmane guides, own experience)