1. [PvE Guide] A comprehensive guidebook to WotLK for the wandering feral cat

    This guide is based on the original script from Retail WotLK and is supported by Rawr, formulas from evowow, and personal playtesting on warmane (+ the Classic feral simcraft for some sections). Everything I've said here has or could have behaved the same way as in the original 3.3.5 patch. If Classic WotLK has a different script for certain interactions - now or in the future - those won't be documented here. If you have difficulties navigating here, just use "CTRL" + "F" and type your preferred keyword. kthx



    Table of contents

    1. Honourable mentions
    2. Brief introduction
    3. List of abbreviations
    4. General analysis of playing as a cat
    5. Add-ons
    6. Macros
    7. Recommended talent build and glyphs
    8. Omen of Clarity, aka the MVP for a feral cat
    9. BiS lists, stats, and simcrafts
    10. Professions
    11. Consumables
    12. Positioning as a feral cat
    13. Feral cat's piority list 101
    14. How to open as a cat?
    15. What's the value of a CP?
    16. FB. Energy investment and proper timing
    17. Different playstyles for a feral cat
    18. Pre-pull Savage Roar
    19. Swapping idols during combat
    20. Tips for all 25-man instances
    21. Miscellaneous
    22. Music suggestions
    23. Used formulas for my calculations
    24. Sources
    25. Changelog


    1. HONOURABLE MENTIONS
    Spoiler: Show
    Before I begin, I’d like to make a quick shout-out to some community members, who have helped me become a better cat player and a better raider over the years. This guide was made possible thanks to them and their feedback:

    • a nameless Bulgarian in the former XxxxxxXxxxBG private server, who introduced feral’s priority list to the 15 y.o. braindead me back in 2011. I may have forgotten your name, but certainly not your help. You have my sincerest gratitude, whoever you were and wherever you are now;
    • Cancerina - my former Icecrown guild master, who helped me get better in ICC and RS (on NM and on HC);
    • Mastija and Drudoto - two other Bulgarians on Icecrown, who gave me a lot of helpful tips for playing as a cat in those instances;
    • Nap, DarkenedHue, wtfzomglol, Blunta, Sand1dark, adios113, and Beanlord - forum users, who gave me their feedback regarding my GotVV-shift theorycraft in the warmane druid forums;
    • Aldtharios, Nobuemon, and BlueAo - warmane staff members, who answered my technical questions regarding the GotVV-shift;
    • Spreang - improving the previous macro for the "GotVV-shift with idol swapping" and coming up with an entirely new one, which allows the players to mash the keybind w/o getting punished by the game;
    • Nap and Chatonchaton - sharing their thoughts on bearweaving with me. Special thanks to Nap for providing me with a lot of stuff to read and for expressing his opinion on many topics concerning feral cat;
    • Owlbama and Chatonchaton - informing me that idol swapping should be done the moment a person casts an ability in order to overlap the GCDs;
    • mep2481 - informing me about the "recent" discovery of http://wotlk.cavernoftime.com/item=11565 in Classic Wrath on discord;
    • Zaytex and dominokid - giving me food for thought regarding Swipe;
    • Baluo, Ashclaw, Dindro, Mesculid, and Sami - Classic players that gave me food for thought regarding some trending topics;
    • Nap, Spreang, Garddon, Ivpal, Yavor, Soanok and countless other players from both Lordearon and Icecrown - helping me test various in-game mechanics;
    • Palutena, Repost, Mercy, and Arbiterone - warmane moderators, who resolved some technical issues concerning this guide and my other thread;
    • Morganrose and Zdendajede - two guildmates of my former Frostmourne guild, who gave me their feedback on what to add or remove in this very guide. Morgan came up with the emote name "SadgeRoar", which I now use whenever possible.

    Screw it - shout-out to <Storm> (Icecrown), <The Fallen Legion> (Frostmourne), <Blood and Glory> and <Order of the Horde> (Lordearon), so far the only guilds I raided seriously with and enjoyed WotLK to its fullest. I feel lucky that I was able to join them, and I hope I have the same success in finding like-minded players in the future as I have had in the past. Now, enough with the slushy Hollywood opening. Let the Kater* begin.


    *Kater, m (German) - 1) male cat, 2) hangover.


    2. BRIEF INTRODUCTION
    Spoiler: Show
    This guide is not written by a hardcore min-maxer, a speedrunner, or an achiever in general, but rather by a huge feral fan and an explorer. Here, I’ve poured all of my knowledge concerning feral cat's gameplay in a pve setting. There are bits of information that are based on my personal experience, but the majority of them stem from calculations I’ve done over the years whenever I was curious to find out the answers to questions like “What to do if X/Y/Z is at hand?”. You might find some parts to differ from what’s written in other guides, but I did my best to explain the discrepancies and why I’m promoting the new information. If despite this people consider that I've made mistakes and provide me with constructive criticism, I would gladly acknowledge the false information and correct it.

    Speaking of other guides, here's a list which I recommend:
    - Elitist Jerks: Source
    - wowwiki: Source
    - wowhead: Source /contains a lot of info concerning bearweaving/
    - warmane: Tempesty's guide, Ayizan's guide

    By writing this guide, I don't mean to invalidate the information in the other guides. Quite honestly, I respect their authors as they have given me a lot of food for thought in the past. After all, the more literature we read, the deeper our understanding becomes of a specific topic especially when that knowledge comes from people who specialise in different disciplines. That said, I wanted to have my own small project as well, where I would gather all of the esoteric topics I have stumbled upon over the past six years in one place, so that other feral enthusiasts wouldn't have to struggle to find them scattered around the internet. Lastly, I also wanted to give my own take on the cat spec and express my thought process whenever I play it.


    3. LIST OF ABBREVIATIONS
    Spoiler: Show
    • AA = Auto Attack
    • AFK = Away From Keyboard
    • AH = Auction House
    • AKA = Also Known As
    • AoE = Area of Effect
    • AP = Attack Power
    • Arp = Armour Penetration
    • ASAP = As Soon As Possible
    • BDK = Blood Death Knight
    • BiS = Best in Slot
    • BL = Bloodlust
    • BoE = Bind on Equip
    • BoK = Blessing of Kings
    • BoM = Blessing of Might
    • BPC = Blood Prince Council
    • BQL = Blood-Queen Lana'thel
    • Bress/Cress = Battle/Combat Ress (aka Rebirth)
    • BS = Blacksmithing
    • CC = Clearcasting
    • CD = Cooldown
    • CP = Combo Point
    • DBW = Deathbringer’s Will
    • Demo = Demonstration
    • DoT = Damage Over Time (aka our bleeds, aka Rake & Rip)
    • DPE = Damage Per Energy
    • DPS = Damage Per Second
    • DR = Diminishing Returns
    • EoC = Emblem(s) of Conquest
    • EoE = Eye of Eternity
    • EoF = Emblem(s) of Frost
    • EoT = Emblem(s) of Triumph
    • EoV = Emblem(s) of Valour
    • FB = Ferocious Bite
    • FC = Feral Charge
    • FF/FFF = Faerie Fire (Feral)
    • GCD = Global Cooldown
    • GotW = Gift of the Wild
    • GotVV-shift = a playstyle revolving around “Gift of the Wild”
    • IC = Iron Council
    • ICC = Icecrown Citadel
    • ICD = Internal Cooldown
    • ILotP = Improved Leader of the Pack
    • ILVL = Item Level
    • IMHO = In my honest opinion
    • IMotW = Improved Mark of the Wild
    • JC = Jewelcrafting
    • HC = Heroic (Mode)
    • HM = Hard Mode
    • HoF = Hand of Freedom
    • HoP = Hand of Protection
    • HoS = Hand of Salvation
    • HotW = Heart of the Wild
    • HP = Health Points
    • LDW = Lady Deathwhisper
    • LK = (the) Lich King
    • LoD = Light of Dawn (aka LK HC)
    • MC = Mind Control
    • MD = Misdirection
    • LoS = Line of Sight (i.e. when you’re hiding from something)
    • LotP = Leader of the Pack
    • LW = Leatherworking
    • Naxx = Naxxramas
    • N.B. = Nota Bene (An abbreviation for the Latin phrase nota bene, meaning “note well” It is used to emphasize an important point.)
    • NE = Night Elf
    • NG = Nature’s Grasp
    • NGL = Not gonna lie
    • NM = Normal Mode
    • NPC = Non-Playable Character
    • OoC = Omen of Clarity
    • OoM = Out of Mana
    • OS = Off-Spec
    • OS2d/OS3d = Obsidian Sanctum with 2 or 3 drakes
    • PoV = Point of View
    • PP = Professor Putricide
    • PPH = Procs Per Hit
    • PPM = Procs Per Minute
    • PS = Predatory Swiftness
    • PvE = Player vs Environment
    • PvP = Player vs Player
    • R&T = Rend and Tear
    • RDF = Random Dungeon Finder
    • RL = Raid Leader
    • RNG = Random Number Generator (aka the algorithm, which causes randomness in any game)
    • RP = Role-Play (not to be confused with ERP which stands for Erotic Role-Play)
    • RS = Ruby Sanctum
    • SI = Survival Instincts
    • SJW = Social Justice Warrior
    • SotF = Survival of the Fittest
    • Spec = Specialisation
    • SR = Savage Roar
    • Strat = Strategy
    • STS = Sharpened Twilight Scale
    • TBH = To be honest
    • ToC = Trial of the Crusader
    • ToGC = Trial of the Grand Crusader
    • ToT = Tricks of the Trade
    • VoA = Vault of Archavon
    • 2pt7 = Two pieces of tier 7, aka the first set bonus from the Naxxramas set
    • 2pt8 = Two pieces of tier 8, aka the first set bonus from the Ulduar set
    • 4pt8 = Four pieces of tier 8, aka the second set bonus from the Ulduar set
    • 2pt9 = Two pieces of tier 9, aka the first set bonus from the ToC set
    • 4pt9 = Four pieces of tier 9, aka the second set bonus from the ToC set
    • 2pt10 = Two pieces of tier 10, aka the first set bonus from the ICC set
    • 4pt10 = Four pieces of tier 10, aka the second set bonus from the ICC set


    4. GENERAL ANALYSIS OF PLAYING AS A CAT
    Spoiler: Show
    Basic overview:
    - energy-based, CP-generating assassin (= we specialise in single-target);
    - our damage requires time to ramp up (= putting our strongest attacks into play doesn't happen immediately);
    - constant awareness is required for:
    * our energy,
    * our CPs,
    * the duration of our buffs on us (SR, trinket procs, potions etc),
    * the duration of our debuffs on our target/s (Mangle, bleeds),
    * the downtime of our abilities (Berserk, TF),
    * the presence of OoC procs,
    * dead or OoM teammates,
    - good energy management is required as we constantly starve for it;
    - quick decision making is required when getting CC procs;
    - this is the spec with the most combat-related abilities, and it's really dynamic.


    Buffs and helpful spells:
    - http://wotlk.cavernoftime.com/spell=48469 (+51 boost to everyone’s Strength, Agility, Stamina, Intellect, and Spirit);
    - http://wotlk.cavernoftime.com/spell=17007;
    - http://wotlk.cavernoftime.com/spell=34297;
    - http://wotlk.cavernoftime.com/spell=66068 (minor threat increasing buff for tanks);
    - http://wotlk.cavernoftime.com/spell=29166 (7866 mana for a healer every 3 minutes);
    - http://wotlk.cavernoftime.com/spell=48477 (you can revive a Pepega during combat once every 10 minutes; it’s an instant cast when combined with http://wotlk.cavernoftime.com/spell=69369);
    - http://wotlk.cavernoftime.com/spell=33786 (makes an MCd player immune to all attacks for 6/3/1.5 seconds with the 1st/2nd/3rd cast due to DR; mostly used on Kel'Thuzazd in Naxx and on Lady Deathwhisper in ICC);
    - http://wotlk.cavernoftime.com/spell=67976 (party-wide channeled healing spell with an ICD of 8 minutes; it’s mostly used on XT HM in Ulduar and on Blood-Queen Lana'thel in ICC and should be combined with http://wotlk.cavernoftime.com/spell=22812 for an uninterrupted effect);
    - http://wotlk.cavernoftime.com/spell=2782 (mostly used on yourself during the Halion fight in RS).


    Debuffs:
    - http://wotlk.cavernoftime.com/spell=16857;
    - http://wotlk.cavernoftime.com/spell=48566.

    Pros:

    Cons:
    • almost no utility with the exception of a lonely http://wotlk.cavernoftime.com/spell=48566 for rogues, warriors, and hunters => a cat is not optimal for 10-man progression raids, especially in Ulduar and in ToC/ToGC, where Crowd Control and target switching matter a lot;
    • no passive cleave and huge energy and CPs sanctions when switching targets;
    • no threat dump (and before you ask - no, http://wotlk.cavernoftime.com/spell=48575 doesn’t count. It’s garbage since it removes a small flat amount from the threat table);
    • if our target rotates for whatever reason, we cannot use our main damaging ability optimally (http://wotlk.cavernoftime.com/spell=48572 requires us to stand in the rear 180 arc of our target);
    • the CCs are very inconsistent (this is bad because they greatly impact our dps, and they have a 6% chance to be procced by an AA);
    • since there's usually one spot for a feral in raids, the competition for guilds and pug events is high. We fight tooth and claw for them.

    Commentary:
    Although I've mentioned a lot of useful buffs and abilities in the "raid utility" list, in actuality cats lack raid utility in comparison to the other druid specs. That’s because in every self-respecting raid out there you’d have at least one boomie, which not only offers almost the same benefits as we do, but some of them are even superior. For example, Boomie’s FF provides extra 3% spell hit on top of the armour reduction, and they also offer 5% crit to all healers and caster rdps, 3% haste to everyone, and http://wotlk.cavernoftime.com/spell=61384, which acts as a Crowd Control and makes fights like Deathbringer Saurfang substantially easier. If a RL has to choose between a feral cat and a boomie for their raid, they are not going to favour us, I can tell you that much. Yes, this also regards melee-heavy groups - the balance spec is just that overtuned.

    Moreover, the 5% crit from LotP can be provided by fury warriors (via http://wotlk.cavernoftime.com/spell=29801), and that spec is quite popular post ToC. The healing from the improved feral talent is such a joke that I'm sorry for even mentioning it.

    This leaves us with http://wotlk.cavernoftime.com/spell=48566, http://wotlk.cavernoftime.com/spell=29166, and http://wotlk.cavernoftime.com/spell=48477. Here I’d like to note that under normal circumstances bress is not worth mentioning as well, as good players generally avoid dying to stupid ****. Healers might love you for the mana replenishment if you constantly use it in fights, but the buff itself is not game-changing since it affects only one person. As I’ve said before, in reality a feral cat mostly brings http://wotlk.cavernoftime.com/spell=48566 to raids, which could also be provided by arms warriors. Fortunately for us, you won’t see any in most endgame raids as they’re outshined by their fury brethren. So, yeah - one spec, one unique raid buff. Do you feel important now?

    But, Kova, what about bear druids?

    I’m saving the worst for last. Usually, people want only one feral druid in their 25-man raids because two don’t really stack that well. But the most devastating fact is that feral tanks provide the same utility as we do, and they are more valuable to the raid simply because they play as tanks (and we all know how underrepresented this role is). In other words, should you compete alongside a bear for a raid spot, well… I have some grim news for you.


    N.B.: I’m aware that this analysis sounds a bit gloomy, and it’s not something you’d find in a normal guide, but I wanted to be objective here and warn newcomers that a raid or a guild spot is not always guaranteed. Regardless how much effort someone puts in playing this spec, it remains niche no matter what. In HM or HC boss encounters, its presence alone doesn't tip the scales in favour of the raid group (unlike a shadow priest on Algalon or a boomkin on Deathbringer Saurfang). Only by seeing the full picture surrounding the feral cat spec and comparing it to the rest, can you truly realise the vital importance of impressing the RL with good dps and giving them a reason to invite you in their raids in the first place.


    5. ADD-ONS
    Spoiler: Show
    Addons for raid instances:
    - DBM link
    - WeakAuras link

    Tracking damage meters:
    - Kader’s modified version of Skada link
    - Details link

    Tracking our threat:
    - Omen link

    Tracking cooldowns of our abilities:
    - Nap’s modified WeakAuras link
    - DroodFocus link
    - badkitty link

    Raid frames:
    - Grid2 link
    - ElvUI link

    Displaying the time of all CDs (incl. items):
    - OmniCC link

    Changing the appearance of your action bar:
    - Bartender4 link
    - ElvUI link

    Tracking the AA swing:
    - Quartz link
    - Nap’s modified WeakAuras link

    Tracking the time needed for a mob to die:
    - TimeToDie link


    6. MACROS
    Spoiler: Show
    If you’re playing your cat traditionally, and we’re not taking any specific scenarios into consideration, then I’m glad to say that you don’t need any macros at all. Still, I’d like to suggest some:

    #showtooltip Rebirth (Rank 7)
    /stopmacro [nohelp,nodead]
    /run c="Resurrecting %t"if UnitInRaid("player")then SendChatMessage(c, "RAID")elseif GetNumPartyMembers()>0 then SendChatMessage(c, "PARTY")end
    /cast [combat] Rebirth ; Revive
    (This script combines the druid's resurrection spells, and it announces in /p or /raid chat whenever you bring someone back to life. Depending on whether you are in combat or not, it uses either the normal revival spell or the bress.)

    #showtooltip Innervate
    /cast [help] Innervate
    /script SendChatMessage("innervated.", "WHISPER", nil, UnitName("target"))
    (When you innervate a person, you let them know.)

    #showtooltip Innervate
    /cast [@>>>name of your healer<<<] Innervate
    (When you innervate a specific person often, and you don’t want to search their name in the raid frames.)

    #showtooltip Berserk
    /cast Berserk
    /w >>>Your blood DK tank<<< Give me Hysteria, please.
    (This helps me coordinate http://wotlk.cavernoftime.com/spell=50334 with http://wotlk.cavernoftime.com/spell=49016.)

    #showtooltip >>>Name of your boots<<<
    /use 8
    (This is my macro for the http://wotlk.cavernoftime.com/spell=55004.)

    /cast >>>name of the feral ability<<<
    /use 10
    (This is how I’ve combined https://wotlk.cavernoftime.com/spell=54758 with my feral cat attacks like Mangle, Shred etc)

    #showtooltip >>>Your current cloak<<<
    /use 15
    (This triggers your parachute. I find it mostly useful in the Sindragosa encounter in ICC.)

    #showtooltip Gnomish Battle Chicken
    /use Gnomish Battle Chicken
    /equip >>>name of your usual trinket<<<
    (This is how summon the http://wotlk.cavernoftime.com/item=10725 and re-equip my other trinket. I put the chicken item on myself and use the macro during the DBM pull timer.)

    /castsequence Crystal Yield, Saronite Bomb
    (This macro is useful for players who use http://wotlk.cavernoftime.com/item=11565 on bosses. The first cast will use the crystal, whereas the second - http://wotlk.cavernoftime.com/item=41119)


    7. RECOMMENDED TALENT BUILD AND GLYPHS
    Spoiler: Show
    I. Cookie-cutter build


    Disclaimer: Let’s be honest for a bit - different builds perform better depending on the encounter. On some boss fights, we tend to swipe a lot, and on others we only resort to single-target only. I don't want some people here to be left with the wrong impression that the proposed talent build outperforms all others. However, I recommend it because it’s generally useful regardless of circumstances. It's applicable to traditional cats and GotVV-shifters, but not for bearweavers. That playstyle needs 5/5 http://wotlk.cavernoftime.com/spell=17061 and 3/3 http://wotlk.cavernoftime.com/spell=57877.
    II. Short commentary

    I won't describe each and every single talent in the screenshot above because most of them fall in one of the following categories: 1) stat boost, 2) damage increase, and 3) energy reduction. Of course, I still encourage you to open your in-game talent tree or the one in the link above and to acquaint yourself with their effects, though FYI I've already dedicated separate sections in this guide to the most noteworthy ones (like OoC). Same goes to the glyphs. The greyed out talents in the feral tree, on the other hand, are more suitable for tanking or for pvp, i.e. topics that are not covered by the guide.

    Here, I’d like to talk about the marked talents for a bit (from most to least important):

    - http://wotlk.cavernoftime.com/spell=16949 - increases the damage of our Swipes => helps us clear trash faster, useful in fights with adds like Lord Marrowgar (spikes), Lady Deathwhisper, Valithria Dreamwalker, Halion 25HC. Obviously, this isn’t useful in every single boss encounter, but personally I wouldn’t create an OS just for single-target.

    - http://wotlk.cavernoftime.com/spell=61336 - despite being a defensive CD (associated with tanking and pvp-ing), I actually consider it to be excellent for a pure dps build. Why? That’s because we can use our defensive CDs aggressively and ignore incoming damage in order to inflict more onto the boss. One quick example is Sindy when you have a bunch of http://wotlk.cavernoftime.com/spell=70106 stacks. Instead of waiting for the debuff to expire, you can just use this ability and continue dps-ing her. Not to mention, alive kitty >>> dead kitty. We don't have 9 lives in a fight, so anything that keeps us alive and kicking is welcome.

    - http://wotlk.cavernoftime.com/spell=34300 - Look, under normal circumstances I wouldn’t have recommended it. It heals us and other melees (incl. hunters) for 2%/4% of our total health with an ICD of 6 seconds. The healing is **** [let’s assume I have around 40k health in ICC (with all of my buffs); 4% would be 1600 HP or 2080 HP with the 30% buff, and it will most likely end up being an overheal]. However, the reason why I use this talent is because it returns mana, which goes extremely well with my aggressive GotVV-shifting strategy. If you aren’t interested in this technique, then please ignore this as http://wotlk.cavernoftime.com/spell=48938 would cover all of your mana needs.

    - 4/5 http://wotlk.cavernoftime.com/spell=17060 - Some people might wonder why I am even mentioning it here. Well, tbh puting one extra point in that talent isn’t bad. I consider it more beneficial than investing talent points into Improved Mangle because it has the potential to grant us more energy. Let me explain: feral cats regenerate 10 energy per second regardless of stats and form, but Furor determines the maximum cap when we're outside of cat form. Having 4/5 Furor minimises the penalty when you shapeshift out of cat form, in order to Innervate or Bress someone (*cough* or to use *cough* the GotVV-shift *cough*). If you have 4/5, you’d “gain” 20 energy as opposed to 3/5 because your main resource has more room to regenerate. Don't put 2 talent points in this! If you have 5/5, upon shapeshifting your energy could cap at 100, but due to the GCD caused by the shapeshift you won't be able to utilise it immediately, resulting in you overflowing that resource. 5/5 Furor only makes sense in the context of bearweaving.

    - http://wotlk.cavernoftime.com/spell=48491 - it can decrease the energy cost of our Mangle ability by 2/4/6. I don’t recommend it, unless you want to have another spec just for bosses without adds, and you don't Bress or Innervate your guildmates that often. Don’t forget that the first usage is usually free thanks to a CC from a GotW prior to the pull timer. Most fights last ~3 minutes, some ~4, so throughout the course of a fight we’d spend actual energy on Mangle three or four times, which would save us 6/12/18 or 8/16/24 energy. Compare it to Furor, which can "grant us" 20 energy just by investing one talent point in it, and you can see my point.
    III. Off-spec

    In order to increase your odds of getting a raid spot, I recommend an OS different from pve cat. Here you can find guides for the other druid specs:

    - Boomie by Arawethion: (EJ guide);
    - Boomie by Lastcares: (wowhead guide);
    - Boomie by Clovis: (warmane guide);
    - Resto dudu: (wowhead guide);
    - Resto dudu by Funkymusic: (warmane guide and youtube channel);
    - Feral tank by NerdEgghead: (wowhead guide);
    - Feral tank by Raenel: (warmane guide);
    - Feral pvp by Meow: (irrelevant for raids, but still an amazing guide).


    8. OMEN OF CLARITY, AKA THE MVP FOR A FERAL CAT
    Spoiler: Show
    I. General overview

    Talent


    Proc

    The CCs are our Most Valuable Procs. Since we regenerate only 10 energy per second, and TF is on a 30-second timer, we can easily become energy-starved after 2-3 abilities. In situations like this, receiving the blue proc feels like actual Manna, i.e. a blessing from RNGeesus. The main purpose of this section is to shed light on the backbone of feral cat's dps and to defend the mindset of shaping your playstyle around generating as many CCs as possible at any given situation.
    II. The CCs not having an ICD is not a warmane-specific bug or feature

    Indeed it has happened on retail WotLK, and I'm listing my sources here just so people, who are unaware, would finally realise it:


    With no cooldown and a 3.5 procs per minute, what this really means is that your melee attacks have a 5.83% (3.5/60) chance of proccing omen of clarity. Capping hit and having expertise makes sure you don't fail to land attacks that might have been hits that proc omen of clarity, and haste means you land more attacks per minute.

    PPM isn't a mechanic where its only possible to have it proc 3.5 times a minute, it means it'll do that on average.
    Source: http://wowthinktank.blogspot.com/200...-302wotlk.html

    Excerpt from a log clearly showing this shouldn't have an ICD:

    [12:18:13.213] Julzz gains Clearcasting from Julzz
    [12:18:13.822] Julzz's Clearcasting fades from Julzz
    [12:18:17.062] Julzz gains Clearcasting from Julzz
    [12:18:17.264] Julzz's Clearcasting fades from Julzz
    [12:18:18.310] Julzz gains Clearcasting from Julzz
    [12:18:18.395] Julzz's Clearcasting fades from Julzz

    Notice how there's 2 Omen of Clarity procs about a second apart.

    http://www.worldoflogs.com/reports/i...3D+%22Julzz%22
    Source: https://www.warmane.com/bugtracker/report/39642

    In the next data push, you will find Omen of Clarity has been changed a bit. The 10 second cooldown has been removed, the procs per minute has been raised from 2 to 3.5, and melee abilities no longer trigger it.

    What this means is that more auto-attacks landing on the target will increase the benefit from Omen of Clarity. Haste, increased hit chance, and expertise will all make Omen of Clarity better.
    Source: https://www.mmo-champion.com/threads...arity-in-WOTLK
    III. The CCs have a 6% chance to be procced by AAs and 8.75% from instant-cast spells

    The 6% comes from the estimated 3.5 PPM for the talent. The abbreviation stands for "Procs per Minute", and the number shows how many procs a player could obtain on average within the span of one minute by using a specific ability. This determines the probability for a proc from a weapon swing or a spell (aka PPH or "Proc per Hit"), which is further affected by the original weapon speed or by the duration of the spellcast respectively.

    PPH = unmodified weapon attack speed*3.5/60
    For other melee classes, this is important to know because slow weapons have a higher chance to generate the desired effect, whereas fast weapons - a smaller one. For ferals, the 3.5 PPH is consistent (= can neither be increased nor decreased) because our weapons are our bare paws, and their original attack speed is one AA per second. This means that on average we'd see a CC proc after every 17th white attack. However, the more Haste we have, the more AAs we can inflict during a fight, which means that the overall probability for a CC proc within a specific time frame increases.

    3.5 PPM is written as 3.5/60, which is 0.05833 or 5.833%. This is where the common 6% stems from, and I use that number in many sections of this guide only for simplicity's sake. Though, you might encounter this formula:


    x amount of AAs*Shred damage*3.5/60
    (This is how I calculate the damage gain or loss from CCs in case we gain or sacrifice AAs.)

    Spells also have a high proc chance to trigger CCs due to their original casting speed. Since instant-cast spells don't have a casting speed of their own, their PPH is determined by the 1.5-second GCD like so:

    1-(1-3.5/(60/1.5)) = 0.0875 or 8.75%
    The reason why I'm bothering you with this is because the probability for a CC proc from AoE spells is calculated ON EVERY SINGLE TARGET. This is why GotW is so valuable especially when it's cast in a 25-man group. Btw, PS with a Nature instant-cast also has an increased proc % (58.33%), and this is not a bug as well.

    Source 1: https://web.archive.org/web/20101110..._rotation/p54/
    Source 2: https://www.warmane.com/bugtracker/report/70641
    Source 3: https://www.warmane.com/bugtracker/report/112354
    Source 4 and 5: https://i.imgur.com/L8mVQpW.png and https://i.imgur.com/bVqnI2s.png

    IV. If you cast an ability with CC, which ends up being a "miss" or a "dodge", the proc is consumed


    (0:04 Mangle with a CC proc -> miss -> no damage was inflicted, no CPs were gained, and I lost the proc)

    This should be clear enough, and I think that most feral cats realise this during leveling. This is the reason why we don't go below the estimated hit and expertise caps. Moreover, since we don't go over 26 expertise, standing in front of the boss and getting parried also consumes the CC, which is another reason why we should always be behind the boss's back.


    9. BIS LISTS, STATS, AND SIMCRAFTS
    Spoiler: Show
    Useful cat resources:
    Spoiler: Show
    If you want to use a damage calculator or a simcraft, here are four useful links:
    - Rawr (download version)
    - Classic Feral Simcraft feat. bearweaving and GotVV-shift (download version)
    - Classic Feral Simcraft (newest) (browser version and download version)

    Disclaimer: Keep in mind that neither of those is perfect for warmane.

    1) Rawr is an old program, and it doesn't acknowledge trending playstyles like bearweaving and the GotVV-shift.
    2) The simcraft acknowledges the environment in Classic, and some "features" there don't apply here at all. For example, on warmane Ulduar items keep their original (i.e. 219, 226, and 232 ilvl) stats, and there's no such thing as "Glyph of Omen of Clarity" or "Snek Weave".

    Stat caps:
    Spoiler: Show
    - Hit rating: 263 cap (if you’re Horde); 230 cap with https://wotlk.cavernoftime.com/spell=6562 (if you’re Alliance);
    - Expertise rating: 132 cap cuz we get the rest from https://wotlk.cavernoftime.com/spell=48410;
    - Crit % for white attacks (76% or 80.8% if we acknowledge the 4.8% crit suppression; can only be achieved with ICC and RS gear and with raid buffs);
    - Rough thresholds:
    * x < 450-500 Arp* ................................................. Agility is the best stat, gem for it
    * 450-500 Arp* < x <1400 Arp................................. Arp is the best stat, gem for it
    * 1400 Arp < x.................................................. .... Agility is the best stat, gem for it
    * having 76% crit with raid buffs....................... Haste/Strength** is the best stat, gem for it
    - Haste (25.21 rating for 1%): this grants you more AAs in a fight, and there's no haste cap for white attacks.
    Note*: ElitistJerks suggest that the threshold for Arp is 400, but the penalty of sacrificing Agility and thus crit% (=additional CP generation from http://wotlk.cavernoftime.com/spell=37117) is not worth it. My personal tip is to switch to Arp when you acquire a couple of ToC gear pieces first. The reason why I set a vague 450-500 threshold for Arp is in case you replace some of your current items with upgrades w/o that stat. Like, if you have 420 Arp, and after equiping a better item you lower it below 400, then you'd be better off gemming Agility again. Knowing this, it would be pointless to rush stacking Arp early on - the difference in dps is very small anyway. Once you reach the aforementioned threshold, you can be absolutely certain that stacking Arp would be the safer gemming option.
    Note**: Gem Haste if you play your kitty the traditional way or Strength if you're an aggressive GotVV-shifter. Even though the cap is increased to 104.8% due to the 4.8% crit suppression when fighting 83-lvl mobs (aka raid bosses), it’s hard coded that our AAs have a 24% to end up being glancing blows, and we cannot push the latter out of the dps table. FB also has an increased chance to be a critical strike thanks to our R&T talent that gives it an extra 25% in the presence of bleeds. Those two examples only benefit from Agility's AP buff, which is half of what Strength offers for the same amount of rating. Agility still enhances the crit % for the remaining special abilities (Mangle, Shred, Rake, and Rip) a bit, but the dps increase from them alongside the AP buff for AAs and FB doesn't compensate the additional AA damage from Haste/Strength. In case you’re wondering about the extra CPs from Agility in BiS gear, please check this thread. Agility’s crit value becomes less impactful after a certain %.

    Disclaimer: Agility is indeed the bread and butter for most cats except bearweavers. They benefit from Strength a lot more regardless of their current crit% due to the fact that they don't get any AP from Agility in bear form. If you're a bearshifter, ignore the Agility gems (or in some cases items like http://wotlk.cavernoftime.com/item=44253) in the proposed builds and use their Strength equivalents instead.

    BiS gear, enchants, gems, and food depending on the content patch:
    Spoiler: Show
    3.0 patch (aka Naxx + OS2d + EoE)
    Spoiler: Show

    (with all raid buffs)

    Gear:
    - Head: http://wotlk.cavernoftime.com/item=40473 (Vanq item from Kel'Thuzad 25)
    - Neck: http://wotlk.cavernoftime.com/item=44664 (quest item from Sapphiron 25)
    - Shoulders: http://wotlk.cavernoftime.com/item=40494 (Vanq item from Loatheb/Gluth 25 or EoV vendor)
    - Back: http://wotlk.cavernoftime.com/item=40403 (Kel’Thuzad 25)
    - Chest: http://wotlk.cavernoftime.com/item=40539 (Malygos 25)
    - Wrist: http://wotlk.cavernoftime.com/item=39765 (Maexxna 25)
    - Hands: http://wotlk.cavernoftime.com/item=40541 (Malygos 25)
    - Waist: http://wotlk.cavernoftime.com/item=40205 (Gluth/Heigan 25)
    - Legs: http://wotlk.cavernoftime.com/item=44011 (OS2d 25)
    - Feet: http://wotlk.cavernoftime.com/item=40243 (Loatheb 25)
    - Ring 1: http://wotlk.cavernoftime.com/item=40474 (Malygos 10)
    - Ring 2: http://wotlk.cavernoftime.com/item=40717 (EoV Vendor)
    - Trinket 1: http://wotlk.cavernoftime.com/item=40256 (Gothik/Grobbulus/Heigan/Maexxna 25)
    - Trinket 2: http://wotlk.cavernoftime.com/item=44253 (http://wotlk.cavernoftime.com/item=44326 from Inscription)
    - Weapon: http://wotlk.cavernoftime.com/item=40388 (Kel'Thuzad 25)
    - Relic: http://wotlk.cavernoftime.com/item=39757 (Widow or EoV vendor)

    Enchants:
    - Head: http://wotlk.cavernoftime.com/item=44879 (revered with Knights of the Ebon Blade)
    - Shoulder: http://wotlk.cavernoftime.com/item=44871 (exalted with Sons of Hodir)
    - Back: http://wotlk.cavernoftime.com/spell=55002 (Engineering)
    - Chest: http://wotlk.cavernoftime.com/item=44489 (Enchanting)
    - Wrist: http://wotlk.cavernoftime.com/item=44484 (Enchanting)
    - Hands: http://wotlk.cavernoftime.com/spell=54999 (Engineering)
    - Waist: http://wotlk.cavernoftime.com/item=41611 (BS)
    - Legs: http://wotlk.cavernoftime.com/item=38374 (LW)
    - Feet: http://wotlk.cavernoftime.com/spell=55016 (Engineering)
    - Weapon: http://wotlk.cavernoftime.com/item=44493 (Enchanting)

    Gems for a Horde player:
    - Red: 3xhttp://wotlk.cavernoftime.com/item=42143, 3xhttp://wotlk.cavernoftime.com/item=39997, 1xhttp://wotlk.cavernoftime.com/item=40003
    - Yellow: 1xhttp://wotlk.cavernoftime.com/item=40014 (put it in the boots)
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=42702
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player:
    - Red: 3xhttp://wotlk.cavernoftime.com/item=42143, 3xhttp://wotlk.cavernoftime.com/item=39997, 1xhttp://wotlk.cavernoftime.com/item=40003
    - Orange: 1xhttp://wotlk.cavernoftime.com/item=40043 (put it in the boots)
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=42702
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Food:
    - BiS: http://wotlk.cavernoftime.com/item=42999

    Commentary:
    This is as far as BiS anything goes.

    Regarding the gemming options - despite what Rawr suggests and what you'll stumble upon on the internet, I recommend using one http://wotlk.cavernoftime.com/item=40003 in place of yet another http://wotlk.cavernoftime.com/item=39997. The numbers slightly favour the undercapped approach, but the 0.77706% avoidance is way too close to the "danger zone", and in some games you'd see OoC procs getting wasted for nothing. This is a horrible outcome for everyone, but especially a catastrophe for a dedicated GotVV-shifter. With the aforementioned gem suggestions, the avoidance wouldn't be removed entirely, but in terms of dps the "safer" build would just be around 5 dps behind the "BiS". This is a fair trade, considering what could happen in the worst case scenario.


    For cheapskates: If you’re not a dedicated min-maxer and instead someone like me, who keeps no more cats than catch mice, I’d honestly like to say that you don’t need to invest gold to obtain the expensive blue-rarity gems, the “+10 Stats” chest enchant and the "400 AP" weapon enchant from Enchanting, the epic leg enchant from LW, or the BoE ring from Malygos for that matter. With JC, you can complete the “Gem Perfection” quest and use the uncommon gems (http://wotlk.cavernoftime.com/item=36917, http://wotlk.cavernoftime.com/item=36920, http://wotlk.cavernoftime.com/item=36929) to craft perfect ones, which are only 2 damn stat points behind their rare counterparts. Also, http://wotlk.cavernoftime.com/item=42701 (+4 stats) instead of http://wotlk.cavernoftime.com/item=42702. For the enchants, you can get http://wotlk.cavernoftime.com/item=38989 (+8) for the chest, https://wotlk.cavernoftime.com/item=38992 (85 AP) for the weapon and http://wotlk.cavernoftime.com/item=38372 (55 AP, 15 crit) for the legs.

    I’m suggesting this so that you can save your gold for the things that actually matter - two frost resistance items, two primary pve professions, and the http://wotlk.cavernoftime.com/item=44326. Speaking of which, I highly recommend getting your paws on http://wotlk.cavernoftime.com/item=44253 ASAP since it’s such an amazing long-term investment. The trinket would not only remain a solid option in Ulduar, but it could also be used in early ToC if your luck with the drops in phase 2 is particularly bad. The BoE ring from Malygos offers a laughably small upgrade for the huge price on the ah, and you’d replace it in Ulduar sooner or later.

    3.1 patch (aka Ulduar)
    Spoiler: Show

    (with all raid buffs and no Stormjewel gems)

    Gear:
    - Head: http://wotlk.cavernoftime.com/item=46161 (Vanq item from Thorim 25 or EoC vendor)
    - Neck: http://wotlk.cavernoftime.com/item=45517 (General Vezax 25 HM)
    - Shoulders: http://wotlk.cavernoftime.com/item=45245 (IC 25 HM)
    - Back: <Alliance> http://wotlk.cavernoftime.com/item=46032 (Vezax 10 HM)
    - Back: <Horde> http://wotlk.cavernoftime.com/item=46032 (Vezax 10 HM) / https://wotlk.cavernoftime.com/item=45461 (Hodir 25 HM)
    - Chest: http://wotlk.cavernoftime.com/item=45473 (Thorim 25 HM)
    - Wrist: http://wotlk.cavernoftime.com/item=45869 (XT 10 HM)
    - Hands: http://wotlk.cavernoftime.com/item=46158 (Vanq item from Mimiron or Emalon 25)
    - Waist: http://wotlk.cavernoftime.com/item=46095 (Yogg 10 HM)
    - Legs: http://wotlk.cavernoftime.com/item=45536 (Yogg 25 HM)
    - Feet: http://wotlk.cavernoftime.com/item=45564 (LW BoE)
    - Ring 1: http://wotlk.cavernoftime.com/item=45608 (quest item from Algalon 25)
    - Ring 2: http://wotlk.cavernoftime.com/item=46048 (Algalon 10)
    - Trinket 1: http://wotlk.cavernoftime.com/item=45609 (Algalon 25)
    - Trinket 2: http://wotlk.cavernoftime.com/item=45931 (Thorim 10 HM)
    - Weapon: http://wotlk.cavernoftime.com/item=45613 (Freya 25 HM or Algalon)
    - Relic: http://wotlk.cavernoftime.com/item=40713 (EoH vendor)

    Enchants:
    - Head: http://wotlk.cavernoftime.com/item=44879 (revered with Knights of the Ebon Blade)
    - Shoulder: http://wotlk.cavernoftime.com/item=44871 (exalted with Sons of Hodir)
    - Back: http://wotlk.cavernoftime.com/spell=55002 (Engineering)
    - Chest: http://wotlk.cavernoftime.com/item=44489 (Enchanting)
    - Wrist: http://wotlk.cavernoftime.com/item=44484 (Enchanting)
    - Hands: http://wotlk.cavernoftime.com/spell=54999 (Engineering)
    - Waist: http://wotlk.cavernoftime.com/item=41611 (BS)
    - Legs: http://wotlk.cavernoftime.com/item=38374 (LW)
    - Feet: http://wotlk.cavernoftime.com/spell=55016 (Engineering)
    - Weapon: http://wotlk.cavernoftime.com/item=44493 (Enchanting)

    Gems for a Horde player (with https://wotlk.cavernoftime.com/item=45461):
    - Red: 15xhttps://wotlk.cavernoftime.com/item=40002, 3xhttps://wotlk.cavernoftime.com/item=42153
    - Orange: 3xhttp://wotlk.cavernoftime.com/item=40058 (put them in the weapon, in the bracers, and in the cloak)
    - Prismatic: 1xhttp://wotlk.cavernoftime.com/item=42702
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for a Horde player (with http://wotlk.cavernoftime.com/item=46032):
    - Red: 14xhttps://wotlk.cavernoftime.com/item=40002, 3xhttps://wotlk.cavernoftime.com/item=42153, 1xhttps://wotlk.cavernoftime.com/item=40003
    - Yellow: 3xhttp://wotlk.cavernoftime.com/item=45987 (put them in the weapon, in the bracers, and in the cloak)
    - Orange: 1xhttp://wotlk.cavernoftime.com/item=40058 (put it in the gloves)
    - Prismatic: 1xhttp://wotlk.cavernoftime.com/item=42702
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (missing 1xhttp://wotlk.cavernoftime.com/item=45987):
    - Red: 14xhttps://wotlk.cavernoftime.com/item=40002, 3xhttps://wotlk.cavernoftime.com/item=42153, 1xhttps://wotlk.cavernoftime.com/item=39997 (replace it with https://wotlk.cavernoftime.com/item=45879)
    - Orange: 3xhttp://wotlk.cavernoftime.com/item=40058, 1xhttps://wotlk.cavernoftime.com/item=40044 (put them in the weapon, in the wrist, in the cloak, and in the gloves)
    - Prismatic: 1xhttp://wotlk.cavernoftime.com/item=42702
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (having 1xhttp://wotlk.cavernoftime.com/item=45987):
    - Red: 14xhttps://wotlk.cavernoftime.com/item=40002, 3xhttps://wotlk.cavernoftime.com/item=42153, 1xhttps://wotlk.cavernoftime.com/item=40003, 1xhttps://wotlk.cavernoftime.com/item=39997 (replace it with https://wotlk.cavernoftime.com/item=45879)
    - Yellow: 1xhttp://wotlk.cavernoftime.com/item=45987 (put it in the weapon)
    - Orange: 1xhttp://wotlk.cavernoftime.com/item=40058, 1xhttp://wotlk.cavernoftime.com/item=40043 (replace it with https://wotlk.cavernoftime.com/item=45879) (put them in the cloak and in the wrist respectively)
    - Prismatic: 1xhttp://wotlk.cavernoftime.com/item=42702
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Food:
    - BiS: https://wotlk.cavernoftime.com/item=42995

    Commentary:
    This is as far as BiS anything goes. There's a lot to cover, so let's begin with the obvious:

    In warmane, the Ulduar items retain their original (i.e. non-buffed) stats - the same amount as it was back in retail Wrath (2008-2010). This makes it harder for us to reach certain thresholds - e.g. for Expertise, Hit, and even Arp. As a result, some discrepancies between the proposed BiS build here and the one in the more popular Classic guides should be expected.

    Speaking of which, I want to thank the people behind the detailed analysis of the Ulduar items in the wowhead guide. This gave me an insight into the best standalone items associated with this patch. For example, I added http://wotlk.cavernoftime.com/item=45245 and http://wotlk.cavernoftime.com/item=45473 in place of their t8 counterparts. Initially, I had the impression that they were necessary for the 4pt8 effect, but after viewing the proposed Ulduar Classic build, I created another list in Rawr and compared it to my first idea. As you can see, having 4pt8 led to ~34 less dps. However, if you cannot obtain those two items, then the remaining set pieces would still be a nice inclusion. The chest can easily be obtained from Hodir 25 or from an EoC vendor, whereas the shoulders - from Yogg 25.

    Another thing I'd like to talk about are the different cloak options for Horde and Alliance cats. In the blue faction, feral cats have access to https://wotlk.cavernoftime.com/spell=28878, thanks to which they're only 35 points shy from reaching the hard Hit cap. Should a NE player equip https://wotlk.cavernoftime.com/item=45461, their Hit rating would exceed the necessary threshold, thus making the extra hit points absolutely useless. This is why http://wotlk.cavernoftime.com/item=46032 is best for them. Horde players, on the other hand, don't have access to the aforementioned aura, and thus they need 68 Hit rating to reach the hard cap. This is where https://wotlk.cavernoftime.com/item=45461 comes in. If you compare the damage gain from the Icy Intent cloak with the one from the Faceless General, you'll see that the latter falls behind on dps. To further prove my point, I created two different builds in the feral simcraft - one with the Faceless cloak and another with Icy Intent - with lowered stats in order to acknowledge the situation in warmane. I then compared their damage output, and the build with the Icy Cloak prevailed. However, this didn't take into account the inclusion of yellow Stormjewel gems. In reality, it takes three http://wotlk.cavernoftime.com/item=45987s in order for http://wotlk.cavernoftime.com/item=46032 to surpass https://wotlk.cavernoftime.com/item=45461, though not by a lot (around 10 dps).

    Now, I know what you're thinking - three Stormjewel gems? Aren't they unique-equipped? Yes and no. While it's true that the Stormjewel gems did have that restriction during the Ulduar phase in both retail WotLK and Wrath Classic, in warmane's Frostmourne people were able to stack them. This was due to the fact that the entirety of Frostmourne was based on the 3.3.5 patch (with the small catch that raids and content-specific items were released with the appropriate phase), while the aforementioned gems had lost their "unique" tag with patch 3.2.0. Of course, whether the warmane devs decide to release the Stormjewels in their original state when Onyxia hits the Ulduar phase, remains to be seen.

    Speaking of Stormjewel gems, there aren't any orange ones, so the only available option for "Expertise & Hit" remains http://wotlk.cavernoftime.com/item=40058. As before, I recommend reaching the Hit and Expertise caps as much as possible because otherwise you'd risk losing Clearcasting procs for nothing. Even if you're not a GotVV-shifter, having 2pt8 would bring you more CCs during a boss encounter (the proc rate from the set bonus is 2% with a 15-sec ICD).

    Now it's time to address the final elephant in the room - the topic of Agility vs Arp, and why I changed the gemming options in favour of the latter stat. Even though in the past I created various builds based around them, which initially led me to believe that Arp at this stage was simply not good enough (e.g. full agility vs full arp), after the recent guide update (April, 2025) I realised that the duration of the fight mattered. The builds in the previous sentence showcased the dps outcome in a 300-second fight. If the encounter lasts 3 mins or less, Rawr considers Arp to be the superior gemming option (compare 180-sec fight pure Agility vs 180-sec fight pure Arp), and in any other case - Agility. Nonetheless, the damage difference between both gemming options isn't that high according to Rawr, so if we stick to its assessment, we can conclude that going all in either with https://wotlk.cavernoftime.com/item=40002 or with https://wotlk.cavernoftime.com/item=39997 would be a matter of personal choice. However, what ultimately forced me to promote Arp was the feral simcraft. Even with lowered stats, it still showed higher numbers. Since switching from Arp to Agility would require a lot of resources, I advise you to do the switch when you have obtained most (if not all) of the Arp items in the suggested list above.

    As an honourable mention, if Stormjewel gems remain stackable in Onyxia, both programs consider Agility to be the best gearing option (Rawr arp vs Rawr Agility & simcraft). The explanation for this is simple - there are no "Fractured Stormjewel" gems in the game, and the only available red gems are "+20 Agility" and "+20 Strength", which not only offer more stats than their "+16" counterparts but the extra stats are further increased by our talents (https://wotlk.cavernoftime.com/spell=33856 and https://wotlk.cavernoftime.com/spell=17051) + https://wotlk.cavernoftime.com/spell=25898 from paladins.

    For a more detailed explanation, I welcome you to read this comment.


    For cheapskates: You probably expect me to say it, but the Stormjewel gems are not worth buying. They are usually sold for around 3k-5k on the ah (at the start of Ulduar, their prices are even higher). You can use that gold to buy the LW BoE boots or even the http://wotlk.cavernoftime.com/item=45141 (BoE from Razorscale). When ToC starts, you will finally be able to buy all kinds of epic gems at an affordable price.

    3.2 patch (aka ToGC)
    Spoiler: Show

    (with all raid buffs)

    <Horde> Gear:
    - Head: http://wotlk.cavernoftime.com/item=48201 (Vanq item from Anub 25 HC)
    - Neck: http://wotlk.cavernoftime.com/item=47433 (Lord Jaraxxus 25 HC)
    - Shoulders: http://wotlk.cavernoftime.com/item=48198 (Vanq item from Anub 25 HC)
    - Back: http://wotlk.cavernoftime.com/item=47546 (50/50 25 HC)
    - Chest: http://wotlk.cavernoftime.com/item=48199 (Vanq item from Anub 25 HC)
    - Wrist: https://wotlk.cavernoftime.com/item=47474 (Anub 25 HC)
    - Hands: http://wotlk.cavernoftime.com/item=48017 (Faction Champions 10 HC)
    - Waist: http://wotlk.cavernoftime.com/item=47460 (Twin Valkyrs 25 HC)
    - Legs: http://wotlk.cavernoftime.com/item=48200 (Vanq item from Anub 25 HC)
    - Feet: http://wotlk.cavernoftime.com/item=47445 (Faction Champions 25 HC)
    - Ring 1: http://wotlk.cavernoftime.com/item=47443 (Faction Champions 25 HC)
    - Ring 2: https://wotlk.cavernoftime.com/item=47730 (EoT Vendor)
    - Trinket 1: http://wotlk.cavernoftime.com/item=47464 (Twin Valkyrs 25 HC)
    - Trinket 2: http://wotlk.cavernoftime.com/item=45931 (Thorim 10 HM)
    - Weapon: http://wotlk.cavernoftime.com/item=47463 (Twin Valkyrs 25 HC)
    - Relic: http://wotlk.cavernoftime.com/item=47668 (EoT vendor)


    <Alliance> Gear:
    - Head: https://wotlk.cavernoftime.com/item=48204 (Vanq item from Anub 25 HC)
    - Neck: https://wotlk.cavernoftime.com/item=47060 (Lord Jaraxxus 25 HC)
    - Shoulders: https://wotlk.cavernoftime.com/item=48207 (Vanq item from Anub 25 HC)
    - Back: https://wotlk.cavernoftime.com/item=47545 (Anub 25 HC 50/50)
    - Chest: https://wotlk.cavernoftime.com/item=48206 (Vanq item from Anub 25 HC)
    - Wrist: http://wotlk.cavernoftime.com/item=47582 (LW BoE)
    - Hands: https://wotlk.cavernoftime.com/item=47945 (Faction Champions 10 HC)
    - Waist: https://wotlk.cavernoftime.com/item=47112 (Twin Valkyrs 25 HC)
    - Legs: https://wotlk.cavernoftime.com/item=48205 (Vanq item from Anub 25 HC)
    - Feet: https://wotlk.cavernoftime.com/item=47077 (Faction Champions 25 HC)
    - Ring 1: https://wotlk.cavernoftime.com/item=47075 (Faction Champions 25 HC)
    - Ring 2: https://wotlk.cavernoftime.com/item=47730 (EoT Vendor)
    - Trinket 1: https://wotlk.cavernoftime.com/item=47131 (Twin Valkyrs 25 HC)
    - Trinket 2: http://wotlk.cavernoftime.com/item=45931 (Thorim 10 HM)
    - Weapon: https://wotlk.cavernoftime.com/item=47130 (Twin Valkyrs 25 HC)
    - Relic: http://wotlk.cavernoftime.com/item=47668 (EoT vendor)

    Enchants:
    - Head: http://wotlk.cavernoftime.com/item=44879 (revered with Knights of the Ebon Blade)
    - Shoulder: http://wotlk.cavernoftime.com/item=44871 (exalted with Sons of Hodir)
    - Back: http://wotlk.cavernoftime.com/spell=55002 (Engineering)
    - Chest: http://wotlk.cavernoftime.com/item=44489 (Enchanting)
    - Wrist: http://wotlk.cavernoftime.com/item=44484 (Enchanting)
    - Hands: http://wotlk.cavernoftime.com/spell=54999 (Engineering)
    - Waist: http://wotlk.cavernoftime.com/item=41611 (BS)
    - Legs: http://wotlk.cavernoftime.com/item=38374 (LW)
    - Feet: http://wotlk.cavernoftime.com/spell=55016 (Engineering)
    - Weapon: http://wotlk.cavernoftime.com/item=44493 (Enchanting)

    Gems for a Horde player:
    - Red: 11xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42153, 1xhttps://wotlk.cavernoftime.com/item=42154
    - Orange: 5xhttp://wotlk.cavernoftime.com/item=40150
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110 (put it in the legguards)
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player:
    - Red: 9xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42153, 1xhttps://wotlk.cavernoftime.com/item=42154, 1xhttps://wotlk.cavernoftime.com/item=40112
    - Orange: 5xhttp://wotlk.cavernoftime.com/item=40150
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110 (put it in the legguards)
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Food:
    - BiS: http://wotlk.cavernoftime.com/item=42995

    Commentary:
    This is as far as BiS anything goes.

    After seeing the suggested build for ToGC in wowhead, I got inspired to revisit my old list. Before I comment on the situation in warmane, I would like to praise the Classic druid theorycrafting community for solving the "excess hit rating" issue. I admit that resorting to items from an earlier patch was quite ingenious because even though people did something similar in Vanilla and TBC, it's a novelty for WotLK.

    That said, my current list vastly differs from what's suggested in the Classic guide. This is because the items from Ulduar (namely https://wotlk.cavernoftime.com/item=45536, https://wotlk.cavernoftime.com/item=45608, and https://wotlk.cavernoftime.com/item=45611) cannot compete for BiS status due to their original, unbuffed stats. As a result, our pool of gearing options narrows down to what's available in ToGC. Just to prove that, here are the suggested BiS lists for Horde and Alliance. Compare them to Classic Horde (t9 gloves, Yogg trousers, and Brann ring) and Alliance Classic (Algalon wristband and Longstaff), and you can see what I mean.

    The problem with the ToC gear is, obviously, the overwhelming amount of Hit rating on many 258 ilvl items. Like, just from https://wotlk.cavernoftime.com/item=47460, https://wotlk.cavernoftime.com/item=48200, and https://wotlk.cavernoftime.com/item=47445 we get 230 which is 7%. Horde players need 33 points to reach the hard Hit cap, whereas Alliance players are already sitting at it due to https://wotlk.cavernoftime.com/spell=6562. Because of this, the rest of the items need to exclude this stat in order to make the cut. Since the Ulduar items are out of the picture, it should be no surprise why my proposed BiS lists feature https://wotlk.cavernoftime.com/item=47730 for both factions, https://wotlk.cavernoftime.com/item=47581 for NEs, and https://wotlk.cavernoftime.com/item=48017 for Taurens. Interestingly enough, https://wotlk.cavernoftime.com/item=47474 is BiS for Horde cats despite the fact that the Hit rating on those bracers exceeds the hard cap (pls compare Rawr Determination with Rawr Death).

    The other deviation from the Classic BiS list is the inclusion of https://wotlk.cavernoftime.com/item=47130. Simply put, both Rawr and the feral simcraft preferred it over https://wotlk.cavernoftime.com/item=47239 - please check Rawr archon vs Rawr longstaff and simcraft archon vs simcraft longstaff.

    Lastly, I'd like to talk about the gemming options and why the hell I'm promoting https://wotlk.cavernoftime.com/item=42154. Without any gems, both builds require 46 Expertise rating to reach the hard cap. You could use a single https://wotlk.cavernoftime.com/item=40118, which would lead to 0.77% avoidance, but it would increase the likelihood of losing precious CCs due to bad RNG. On the other hand, socketing 2xhttps://wotlk.cavernoftime.com/item=40118 would force you to change all red gems to Fractured, and as a result you would exceed the soft Arp cap a bit. Tbh, this isn't too bad, but the current build acts as a middle ground and is the reason I promote it - please compare 1x Precise Cardinal vs the current build vs 2x Precise Cardinals.

    In case someone is eager to read gear-related articles from retail WotLK, here's a link you might find interesting.


    For cheapskates: All of the BiS gems and enchants should be affordable for a reasonable price at this stage, so go get ‘em, tiger.

    3.3 patch (aka ICC)
    Spoiler: Show

    (with all raid buffs)

    Gear:
    - Head: http://wotlk.cavernoftime.com/item=51296 (Vanq HC mark from ICC 25 HC)
    - Neck: http://wotlk.cavernoftime.com/item=50633 (Sindragosa 25 HC)
    - Shoulders: http://wotlk.cavernoftime.com/item=51299 (Vanq HC mark from ICC 25 HC)
    - Back: https://wotlk.cavernoftime.com/item=50653 (Funship 25 HC) / https://wotlk.cavernoftime.com/item=47546 (Anub 25 HC 50/50)
    - Chest: http://wotlk.cavernoftime.com/item=51298 (Vanq HC mark from ICC 25 HC)
    - Wrist: https://wotlk.cavernoftime.com/item=50670 (Deathbringer Saurfang 25 HC)
    - Hands: http://wotlk.cavernoftime.com/item=50675 (Rotface 25 HC)
    - Waist: http://wotlk.cavernoftime.com/item=50707 (Professor Putricide 25 HC)
    - Legs: http://wotlk.cavernoftime.com/item=51297 (Vanq HC mark from ICC 25 HC)
    - Feet: http://wotlk.cavernoftime.com/item=50607 (Lord Marrowgar 25 HC)
    - Ring 1: https://wotlk.cavernoftime.com/item=50402 (Exalted rep ring)
    - Ring 2: http://wotlk.cavernoftime.com/item=50604 (Lord Marrowgar 25 HC)
    - Trinket 1: https://wotlk.cavernoftime.com/item=50343 (Lady Deathwhisper 10 HC)
    - Trinket 2: http://wotlk.cavernoftime.com/item=50363 (Deathbringer Saurfang 25 HC)
    - Weapon: http://wotlk.cavernoftime.com/item=50735 (Lich King 25 HC)
    - Relic: http://wotlk.cavernoftime.com/item=50456 (EoF vendor)

    Enchants:
    - Head: http://wotlk.cavernoftime.com/item=44879 (revered with Knights of the Ebon Blade)
    - Shoulder: http://wotlk.cavernoftime.com/item=44871 (exalted with Sons of Hodir)
    - Back: http://wotlk.cavernoftime.com/item=44472 (Enchanting)
    - Chest: http://wotlk.cavernoftime.com/item=44489 (Enchanting)
    - Wrist: http://wotlk.cavernoftime.com/item=44484 (Enchanting)
    - Hands: http://wotlk.cavernoftime.com/spell=54999 (Engineering)
    - Waist: http://wotlk.cavernoftime.com/item=41611 (BS)
    - Legs: http://wotlk.cavernoftime.com/item=38374 (LW)
    - Feet: http://wotlk.cavernoftime.com/spell=55016 (Engineering)
    - Weapon: http://wotlk.cavernoftime.com/item=44493 (Enchanting)

    Gems for a Horde player:
    - Red: 9xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153 (put two in the boots)
    - Yellow: 6xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 2xhttps://wotlk.cavernoftime.com/item=40162
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player:
    - Red: 9xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153 (put two in the boots)
    - Yellow: 4xhttp://wotlk.cavernoftime.com/item=40125, 1xhttps://wotlk.cavernoftime.com/item=40128
    - Orange: 2xhttps://wotlk.cavernoftime.com/item=40162, 1xhttps://wotlk.cavernoftime.com/item=40143
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Food:
    - BiS: http://wotlk.cavernoftime.com/item=42995

    Commentary:
    This is as far as BiS anything goes.

    I would like to begin this section by commenting on the recent change to the BiS list, namely the inclusion of https://wotlk.cavernoftime.com/item=50653. Even though it doesn't offer any armour penetration, both Rawr and the feral simcraft consider it superior to https://wotlk.cavernoftime.com/item=47546 if the player has access to either JC or BS (please check Rawr ToGC cloak with JC, Rawr ToGC cloak with BS vs Rawr ICC cloak with JC, Rawr ICC cloak with BS and also this clip). Imho, the reason for that is the amount of stats we get from the Gunship cloak - the higher the ilvl, the greater their quantity after all. In order to compensate the Arp loss, we need to use more Fractured gems as usual. This also requires us to put two in the https://wotlk.cavernoftime.com/item=50607, and as a result we miss out on its socket bonus.

    Now, I intentionally mentioned the necessity of having either JC or BS. The reason for that is of course the additional gem value we get from them. If a player doesn't have either of those professions, then the ToGC cloak is still superior (please check Rawr ToGC cloak with Tailoring vs Rawr ICC cloak with Tailoring). It should be noted that the Gunship hc fight is substantially easier than clearing ToGC with 50/50 attempts. This coupled with the fact that the Shadowvault cloak remains BiS in the next patch, makes it all the more appealing.

    While I'm on the topic of stats, after reaching the Arp, Hit, and Expertise caps, our next task is to stack Haste. Interestingly enough, both Rawr and the simcraft support this decision. Compare "stacking Haste" (Rawr build and simcraft build) to "stacking Strength" (Rawr build and simcraft build). Yes, I agree that the dps difference is really small, but this is due to the fact that https://wotlk.cavernoftime.com/item=50653 forces us to use more Fractured gems which makes it impossible for us to find room for something different than Arp, Hit, and Expertise. Whatever the case, just make sure that you don't use https://wotlk.cavernoftime.com/spell=55002 if you already have https://wotlk.cavernoftime.com/item=50343 because you would be above the crit cap with that trinket.

    Btw, Rawr doesn't show the correct proc rate of https://wotlk.cavernoftime.com/item=50402 by default. According to this program, the proc rate of the Ashen band ring is allegedly 10%, however in reality it's ~1.67% or 1 PPM. This information doesn't change the fact that the aforementioned ring still remains BiS during this phase, but I thought I should let you know. If you want to compare different builds in Rawr, I advise you to right click on the Ashen band ring there and to "edit" its proc rate for more accurate results.

    3.3.5 patch (aka ICC + RS)
    Spoiler: Show
    Imho, there can be three different builds in this patch:
    - Agility & Haste for traditional cats (i.e. AA-ers);
    - pure Strength for bearweavers;
    - Agility & Strength for GotVV-shifers.

    If you're a bearweaver, check the second post for the proposed BiS list. If you're a GotVV-shifter - the third. Here, however, I want to concentrate on the BiS gear for traditional cats. This is what I propose:



    (with all raid buffs)

    Gear:
    - Head: http://wotlk.cavernoftime.com/item=51296 (Vanq HC mark from ICC 25 HC)
    - Neck: http://wotlk.cavernoftime.com/item=50633 (Sindragosa 25 HC)
    - Shoulders: http://wotlk.cavernoftime.com/item=51299 (Vanq HC mark from ICC 25 HC)
    - Back: http://wotlk.cavernoftime.com/item=50653 (Funship 25 HC)
    - Chest: http://wotlk.cavernoftime.com/item=51298 (Vanq HC mark from ICC 25 HC)
    - Wrist: http://wotlk.cavernoftime.com/item=54580 (Halion 25 HC)
    - Hands: http://wotlk.cavernoftime.com/item=50675 (Rotface 25 HC)
    - Waist: http://wotlk.cavernoftime.com/item=50707 (Professor Putricide 25 HC)
    - Legs: http://wotlk.cavernoftime.com/item=51297 (Vanq HC mark from ICC 25 HC)
    - Feet: http://wotlk.cavernoftime.com/item=50607 (Lord Marrowgar 25 HC)
    - Ring 1: http://wotlk.cavernoftime.com/item=54576 (Halion 25 HC)
    - Ring 2: http://wotlk.cavernoftime.com/item=50604 (Lord Marrowgar 25 HC)
    - Trinket 1: http://wotlk.cavernoftime.com/item=54590 (Halion 25 HC)
    - Trinket 2: http://wotlk.cavernoftime.com/item=50363 (Deathbringer Saurfang 25 HC)
    - Weapon: http://wotlk.cavernoftime.com/item=50735 (Lich King 25 HC)
    - Relic: http://wotlk.cavernoftime.com/item=50456 (EoF vendor)

    Enchants:
    - Head: http://wotlk.cavernoftime.com/item=44879 (revered with Knights of the Ebon Blade)
    - Shoulder: http://wotlk.cavernoftime.com/item=44871 (exalted with Sons of Hodir)
    - Back (Simcraft): http://wotlk.cavernoftime.com/item=44472 (Enchanting)
    - Back (Rawr): https://wotlk.cavernoftime.com/spell=55002 (Engineering)
    - Chest: http://wotlk.cavernoftime.com/item=44489 (Enchanting)
    - Wrist: http://wotlk.cavernoftime.com/item=44484 (Enchanting)
    - Hands: http://wotlk.cavernoftime.com/spell=54999 (Engineering)
    - Waist: http://wotlk.cavernoftime.com/item=41611 (BS)
    - Legs: http://wotlk.cavernoftime.com/item=38374 (LW)
    - Feet: http://wotlk.cavernoftime.com/spell=55016 (Engineering)
    - Weapon: http://wotlk.cavernoftime.com/item=44493 (Enchanting)

    Gems for a Horde player (hit and exp are undercapped):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40112, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 7xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=40128
    - Orange: 1xhttp://wotlk.cavernoftime.com/item=40150
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for a Horde player (only exp is undercapped):
    - Red: 8xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42143, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 4xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=40128, 1xhttp://wotlk.cavernoftime.com/item=42156
    - Orange: 3xhttp://wotlk.cavernoftime.com/item=40148
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for a Horde player (safe build):
    - Red: 8xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42143, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 4xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=42156
    - Orange: 2xhttp://wotlk.cavernoftime.com/item=40148, 1xhttp://wotlk.cavernoftime.com/item=40150, 1xhttp://wotlk.cavernoftime.com/item=40162
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (undercapped build):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40112, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 3xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=40128
    - Orange: 5xhttp://wotlk.cavernoftime.com/item=40148
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (safe build):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40112, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 2xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 6xhttp://wotlk.cavernoftime.com/item=40148, 1xhttp://wotlk.cavernoftime.com/item=40162
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Food:
    - BiS for Horde ("hit and exp are undercapped" build): http://wotlk.cavernoftime.com/item=42999
    - BiS for Horde (the other two): http://wotlk.cavernoftime.com/item=42995
    - BiS for Alliance: http://wotlk.cavernoftime.com/item=34769

    Commentary:
    This is as far as BiS anything goes.

    I know that some people would be surprised to see more Agility in this alleged "haste" build. The truth is, Haste does become the stat to gem for, but this is the case once you come close to the white crit cap. The reason why the majority of warmane players worshiped this stat in the past was because of the blind faith in RNG. It was well-known that with more Haste players would get more OoC procs, but it wasn't clear just how often we would get them. As stated in an earlier part of the guide, the proc chance for the CCs is 3.5 ppm which means a single proc from every 17th AA on average. I say on average because the CCs don't have an ICD, and it's not impossible for a player to get two or even more in a row. But that's just it - that's how RNG works, and it's not always reliable. In truth, going all-in on Haste earns you just a couple of AAs. However, this comes with a penalty - you get less Agility and thus less AP and crit for ALL offensive abilities.

    Both Rawr and the feral simcraft agree on the proposed gemming options as opposed to stacking more Haste. Interestingly enough, the only "dispute" between both programs revolves around the back enchant. While Rawr shows slightly higher numbers for http://wotlk.cavernoftime.com/spell=55002, the simcraft greatly favours http://wotlk.cavernoftime.com/item=44472. Initially, I went by the simcraft's results, but after a while it became apparent to me that this program always preferred the "23 haste" enchant over the Agility one regardless how I made the builds. This was a bit strange considering the fact that both enchants offer the same type of effect - passive stat boost - not too different from the one we get from the gems and the food. To put this into perspective, Rawr displays more nuanced results. After careful consideration, I decided to promote both enchants and let players decide which option they would prefer for themselves.

    The idea of reaching the crit cap first and then switching to Haste was also proposed in EJ - here and here. People even praised http://wotlk.cavernoftime.com/item=43987, and Rawr also seems to favour it when the druid has 75% crit or more. That said, http://wotlk.cavernoftime.com/spell=59620 has the potential to proc relatively often (current proc chance is 1 PPM or 1.66%) and can even overwrite itself (unlike BM, which has a strict 35-sec ICD), and that's why I still keep and recommend this enchant. Moreover, the value from BM is reduced when its uptime is synced with a boss mechanic that incapacitates you or forces you to stop dps-ing for a bit. This coupled with the fact that the simcraft shows lower numbers even when crit capped is the reason why I don't promote this enchant anymore.


    10. PROFESSIONS
    Spoiler: Show
    I. General overview

    All non-gathering professions provide us with exceptional stat boosts and/or with battle-related goodies:


    II. Recommended primary professions

    JC and Engineering are considered the best for cats. JC is amazing not only because it provides us with the highest amount of stats, but it also helps us reach certain thresholds easier (e.g. hit rating, expertise, and arp). Engineering gives us a lot of goodies (from plain stat enchants to a new mobility tool, which is extremely useful in endgame boss encounters).

    When it comes to Engineering specialisations, my personal tip is to go Gnomish and acquire the http://wotlk.cavernoftime.com/item=10725. It’s a trinket with an on-use effect, which you need to activate 45 seconds prior to engaging the boss. Afterwards, you swap it with your usual one (don’t use it on DBW as it has a longer ICD!). If the chicken uses its http://wotlk.cavernoftime.com/spell=23060, ALL party members get a 5% melee haste buff for 4 minutes. The trinket has a 20-min CD, but only one person in the respective party group needs to use it at a time - you can talk to the RL in order to rotate people with chickens. Keep in mind that the proc is based on RNG (1% per hit), so you're not actually guaranteed to get it. You could increase your chances by having multiple people use it at the same time, but it could be seen as wasteful as on Icecrown/Lordearon the Battle Squawk doesn't stack with itself (proof). In this train of thought, I’d like to briefly mention a wowhead article that clarified how we can trigger http://wotlk.cavernoftime.com/spell=23060 on a more consistent basis. I’ve tested the author’s suggestions, and they don’t work here, unfortunately.

    One last thing regarding Engineering - while it's true that you need Gnomish Engineering to obtain the recipe for the chicken and to craft it, you don't actually need that spec to use it. This means that after you obtain the trinket, you can go to Steamwheedle Port in Northern Tanaris and switch to Goblin Engineering in order to use http://wotlk.cavernoftime.com/item=42641. Keep in mind that you have to pay 150g for the service, and you'll lose all Gnomish-specific recipes as a result.

    I'd like to finish this section by mentioning BS as a worthy alternative to JC in the last patch. Even though we get less stats from it in comparison to JC, the damage difference between both professions is practically non-existent. I would dare say that BS is even better than JC in the sense that the 2 less stat points are compensated by the 264 ilvl recipes we get from ICC because they're a fantastic money-maker. Just keep in mind that where money flows, there's also competition.
    III. Recommended secondary professions

    While I’m still on the topic of professions, I highly, highly recommend you get Cooking and Fishing as well, so that you’re independent of other people when preparing your food. You can still consume stat-specific meals without leveling those professions, but your guild might only prepare http://wotlk.cavernoftime.com/item=43015s, and outsiders might put said meals for a huge price on the ah.

    With Fishing, you can also do the daily quests (starting from pacth 3.1) and potentially obtain Stormjewel gems. In terms of stats, they are comparable to the epic gems from ToC which makes them very valuable during the Ulduar content phase.


    11. CONSUMABLES
    Spoiler: Show
    I. Non-event specific

    - prepull trinket swapping: http://wotlk.cavernoftime.com/item=10725 - activate its effect 45 seconds before the pull (requires Gnomish Engineering to craft it but plain Engineering to use it). Admittedly, the trinket isn't a consumable per se, but due to the fact that it's always used off CD, I consider it as such;

    - bombs: http://wotlk.cavernoftime.com/item=41119 (no spec needed) and http://wotlk.cavernoftime.com/item=42641 (if you go for Goblin Engineering);

    - crystal: http://wotlk.cavernoftime.com/item=11565 - it shares the same CD as your bombs, but it increases the damage output of all melees and hunters in your raid. In this link, you can see my usual farming routine. Please note that the actual respawn rate of the quest items in my preferred spot is around 5 mins and not 2-3 like I said in the video. If you don't want to bother farming the crystals yourself, you can buy them off the ah;

    - flask: https://wotlk.cavernoftime.com/item=46377;

    - potions: http://wotlk.cavernoftime.com/item=40211 - regardless if you perform the GotVV-shift or not, it’s still the best potion for cats. Drink it < 1 second before engaging the boss and when both of your trinkets have procced their effects;

    - reagent: http://wotlk.cavernoftime.com/item=44605 - regardless if you perform the GotVV-shift or not, casting GotW during the boss’s downtime and before the pull is a must. You can get a minor discount from some reagent merchants if you have high enough reputation with their faction (N.B. you don't get a discount in Dalaran). Get in motion, cat;

    - unique AP consumables: https://wotlk.cavernoftime.com/item=22779 and https://wotlk.cavernoftime.com/item=23989 - they stack with https://wotlk.cavernoftime.com/item=46377, and you can get both if you change factions (it's cheaper to do it on Icecrown because you can pay with daily points for that service). If you're not willing to farm the quest items for the draught and/or for the crystal, you can buy them off the ah. It should be pointed out that the damage gain is so small that you can easily ignore these items;

    - food: Stat-specific food depending on your needs > anything else:
    *stacking Hit: http://wotlk.cavernoftime.com/item=44953 or http://wotlk.cavernoftime.com/item=42996 (if you're massively Hit undercapped, and you can't get it from gems),
    *stacking Expertise: http://wotlk.cavernoftime.com/item=42994 (if you're massively Expertise undercapped, and you can't get it from gems),
    *stacking Arp: http://wotlk.cavernoftime.com/item=42995 (when below the Arp cap in ToC and in ICC),
    *stacking Agility: http://wotlk.cavernoftime.com/item=42999 (BiS for many builds),
    *stacking Strength: http://wotlk.cavernoftime.com/item=43000 (BiS for a GotVV-shifting Alliance cat and for all bearweavers),
    *stacking Haste: http://wotlk.cavernoftime.com/item=34769 or http://wotlk.cavernoftime.com/item=34757 (BiS for traditional Alliance cats),
    *pleb food: http://wotlk.cavernoftime.com/item=43015 (a generous bro drops it in pug raids, casual gruns, and rdf hc).
    II. Event specific

    - Hallow's end: https://wotlk.cavernoftime.com/item=37585;

    - Love is in the air:
    *stacking AP: https://wotlk.cavernoftime.com/item=49859 - it stacks with https://wotlk.cavernoftime.com/item=46377;
    *stacking Agility: https://wotlk.cavernoftime.com/item=49939.

    - Midsummer fire festival:
    *stacking Haste: https://wotlk.cavernoftime.com/item=23326 - it stacks with your "well fed" buff,
    *stacking Hit: https://wotlk.cavernoftime.com/item=23327 - it stacks with your "well fed" buff and with https://wotlk.cavernoftime.com/item=23326 (if you're already hit capped, you can remove 1x https://wotlk.cavernoftime.com/item=40125 in favour of 1x https://wotlk.cavernoftime.com/item=40128/1x red gem OR 2x https://wotlk.cavernoftime.com/item=40125 in favour of 2x orange gems (e.g. 2x https://wotlk.cavernoftime.com/item=40148 or 2x https://wotlk.cavernoftime.com/item=40143)).


    12. POSITIONING AS A FERAL CAT
    Spoiler: Show
    I. General overview

    Generally speaking, the basic principle of finding the correct spot to stand on is maximising performance and minimising (un)foreseeable downtime. I worded it like so because this doesn't concern only us, feral cats, but also other dps players, healers, and tanks. Going back to the main topic, it's common knowledge that melees need to attack mobs from behind in order to prevent their abilities from getting parried. However, if those creatures turn around, players can still use their abilities normally, albeit with a risk of getting punished by RNG. Feral cats, on the other hand, are an exception. Our http://wotlk.cavernoftime.com/spell=48572 gets completely shut down if we don't stand on the correct spot. That doesn’t mean that we need to stick our heads in the asses of our foes - we just need to be behind their frontal 180 arc. Check the following diagram for a better understanding:


    If the big gray circle depicts the targeted mob/boss and the black dot shows its center, we can draw a line through it in our heads and distinguish the frontal 180 arc from the rear one. As long as we are standing behind that imaginary line, we're able to shred. As I've stated above, in some cases we won’t be able to stand precisely at the boss’s back and will be forced to reposition ourselves and attack from the side. Example?


    This fellow right here, and he’s not the only one. Most dragons* fall into this category too because their tails have a knock-back or a stun effect. But dragons aren’t the only case where we have to attack from a rear angle. Here are a few honourable mentions: Blood Prince Council (small vortexes are nearby and force us to reposition), Blood-Queen Lana'thel (standing on her legs, in order to decrease the damage from her abilities), Festergut HC (switching legs in order to dodge the malleable goo and to stack for spores) etc.

    Standing at max melee range, i.e. 5 yards away from the hitbox, is also utterly important as this allows us to minimise unnecessary movement and thus to shorten an unavoidable idle time when dealing with certain mechanics. Using Halion as an example again, if we get the fire/shadow debuff, then we need to run far away from others and dispel ourselves. By standing at max melee range, we shorten the distance between the boss's hitbox and the edge of the platform, and doing so we resume dps sooner.

    Note*: Cyanigosa in Violet Hold, Malygos in Eye of Eternity, the three mini-drakes in Obsidian Sanctum, and Saviana Ragefire in Ruby Sanctum are the only exceptions.
    II. Mobility

    As mentioned in the first paragraph, finding the optimal spot to stand on increases our performance. However, when certain boss mechanics take place, we're forced to leave it, and as a result we stop dps for a while. This is where our superior mobility comes in - it allows us to minimise the forced downtime and to quickly recover our ground. Simply put, knowing the distance we need to travel, how much time we have at our disposal, and how fast we run can help us stay a bit longer on the boss before we move out. Here's how our velocity changes depending on the abilities we use:


    • Normal running speed (as a Tauren/Night Elf) = 7 yards per second;
    • Cat form (30% speed increase) = 9.1 yards per second;
    • Dash (70% speed increase) = 11.9 yards per second;
    • Nitro Boots (150% speed increase) = 17.5 yards per second.

    Most movement speed modifiers DON'T STACK. Rather, the superior one overwrites all others. For example, it doesn't matter if I play as a feral cat or shapeshift to cat as a boomie, i.e. I lack http://wotlk.cavernoftime.com/spell=24866 - I'd travel with the same speed if I use http://wotlk.cavernoftime.com/spell=33357 in both of these cases. In other words, it's pointless to use Dash and Nitro Boots at the same time. With this in mind, here are some examples of boss AoEs and how much time we can afford to dps before moving out (just so you get an idea how you can use this knowledge in practice):

    • XT nm/hm [Dark bomb - 12 yards, 9 seconds till explosion] -> dps for 7 seconds or for 8 with Nitro
    • IC nm/hm [dwarf boss's AoE - 20 yards, 6-sec casting time] -> dps for 3 seconds or for 4 with Dash/Nitro
    • Mimi nm/hm [Shock Blast - 15 yards, 5-sec casting time] -> dps for 3 seconds or for 4 with Nitro
    • BPC [Empowered Shock Vortex - 12 yards, 4.5-sec casting time] -> dps for 2 seconds or for 3 with Dash
    • Sindragosa [Blistering Cold - 25 yards, 5-sec casting time] -> dps for 2 seconds or for 3 with Nitro

    This doesn't consider the possibility of standing at max melee range, which would further extend the dps window, or human error, which would decrease it a bit. Let this give you an idea how you can implement this knowledge in your raids.

    Last, but certainly not least, it's time to talk about https://wotlk.cavernoftime.com/spell=49376 as it's our best mobility tool. If velocity is concerned, this ability allows us to close the gap between us and our target even faster than the Engineering enchant. It also puts us behind the targeted mob which means that we can immediately start shredding it. As an added bonus, the cat charge works mid-air, which opens up a lot of opportunities to attack flying enemies and to do fancy https://wotlk.cavernoftime.com/spell=72762 shenanigans in the LK encounter. As you can see, this leap ability acknowledges all points I've made concerning the topic of "optimal positioning". Now, unlike the other mobility tools, this one costs 10 energy. However, if you're forced to use it, it would mean that you have already left the optimal dps zone and thus stopped doing damage, in which case you should definitely use https://wotlk.cavernoftime.com/spell=48470 for a CC proc. The feral charge won't consume it, so you can take advantage of the downtime to gain resources.


    13. FERAL CAT'S PRIORITY LIST 101
    Spoiler: Show
    I. General overview

    In this subsection, you can find a whole list containing the various offensive abilities we use during combat with a short description, just so you can get a quick overview of them. I've purposely included some spells that trigger OoC, so that you can see the bigger picture, as they too help us gain damage in fights.

    A) Finishers (aka CP-consumers):
    - http://wotlk.cavernoftime.com/spell=62071 (our biggest damage buff and therefore the finisher with the highest priority in general)
    - https://wotlk.cavernoftime.com/spell=49800 (our strongest bleed and attack overall and therefore the finisher with the highest priority after SR)
    - http://wotlk.cavernoftime.com/spell=48577 (situational filler; only used when it doesn't hinder the maintenance of the other two finishers)

    B) Builders (aka CP-generators):
    - http://wotlk.cavernoftime.com/spell=48566 (debuff that makes bleeds & Shreds stronger and therefore the builder with the highest priority in general)
    - https://wotlk.cavernoftime.com/spell=48574 (small bleed but stronger and cheaper than Shred and therefore the builder with the highest priority after Mangle)
    - http://wotlk.cavernoftime.com/spell=48572 (spammable filler; only used when it doesn't hinder the maintenance of the other two builders)

    C) Offensive CDs:
    - http://wotlk.cavernoftime.com/spell=50334 (aka our big CD; halves the cost of our cat abilities for 14 active seconds (14 and not 15 cuz of the GCD upon usage); used during burst phases with a lot of energy beforehand)
    - http://wotlk.cavernoftime.com/spell=50213 (aka our small CD; grants us 60 energy thanks to http://wotlk.cavernoftime.com/spell=48495 and a small buff to our next AAs, Shreds, Swipes, and Mangle for 6 seconds; used off cooldown and with low energy)

    D) AoE:
    - http://wotlk.cavernoftime.com/spell=62078 (amazing synergy with http://wotlk.cavernoftime.com/spell=62071)

    E) Frequently spammed spells that proc CCs:
    - http://wotlk.cavernoftime.com/spell=48470 (8.75% chance to proc the CC per affected friendly target, incl. pets)
    - http://wotlk.cavernoftime.com/spell=53312 (6-8.75% chance to proc the CC)
    - http://wotlk.cavernoftime.com/spell=22812 (6-8.75% chance to proc the CC; however, since it reduces damage taken by 20%, sometimes the ability itself is more valuable than the CC, so it shouldn’t be spammed in every fight carelessly)
    - http://wotlk.cavernoftime.com/spell=69369 (58.33% chance to proc the CC if used alongside http://wotlk.cavernoftime.com/spell=48461/http://wotlk.cavernoftime.com/spell=67969/http://wotlk.cavernoftime.com/spell=27527/http://wotlk.cavernoftime.com/spell=48477/http://wotlk.cavernoftime.com/spell=33786. If you're in a raid, PS should only be used alongside Bress or Cyclone and nothing else as it’s very risky to leave cat form midfight only for the CC to whiff. If you're doing RDF or solo content, you can use whatever and whenever)

    II. Learning the priority list step by step

    In the previous subsection, I briefly went over each ability that is part of the rotation. Here, I'll go into further detail.

    Owing to the fact that we use a lot of abilities during combat, whose priority changes depending on the circumstances, if I were to explain feral cat's rotation in the form of a list with a descending priority order, I would only confuse new players. This is imho the wrong approach when introducing the cat's gameplay to beginners because a) there is a lot of information to remember, b) there are many timers to keep track of, and c) people don't know where and how to begin. This is why I prefer to break it down into smaller cycles, just so newcomers can understand the logic behind them and slowly but surely build on their knowledge as they read further. After all, there is only one way to eat an elephant - one bite at a time.

    A) Single-target

    You start with the following abilities on the nearest target dummy:
    1) Mangle
    2) SR
    3) Rake
    4) 2-3 Shreds till 4/5 CPs -> SR again
    5) Continue dps-ing whilst maintaining SR, Mangle, and Rake all the time
    6) Repeat


    practice video

    Commentary:
    The point of this exercise is to get used to the CP-generators and to the first finisher.

    Since SR impacts our dps the most, it needs to be cast ASAP, i.e. right after the first builder (in most cases, after the first Mangle). Afterwards, you should try refreshing it with 4/5 CPs before it runs out for maximum efficiency and should always keep it active. If you've already gathered enough CPs, but the buff doesn't expire any time soon, then you need to pool (= preserve) your energy as much as possible while not going over 100 (example). In case there's a risk of overflowing your energy, then you need to use a builder and prevent this from happening. Even though some CPs will be wasted this way, this exercise also aims to teach you to hold onto your current CPs for an important finisher later on. This will become more apparent when you start using FB in your rotation, but I'm getting ahead of myself.

    When it comes to the CP-generators, they fall into the following hierarchical order:

    Mangle (inactive) > Rake (inactive) > Shred
    Just like SR, Mangle should always be kept up no matter what and therefore you have to refresh it a few moments before it expires, whereas Rake needs to run out completely before you recast it. If either of those abilities is about to expire, make sure that you have enough energy for when that happens. If both are about to run out at the same time, and you're wondering which to prioritise first, depending on the circumstances here's what you need to do:

    • There's more than 1 second difference between the remaining durations of Rake and Mangle -> refresh the ability which expires first (example);
    • There's less than 1 second difference between the remaining durations of Rake and Mangle -> refresh Mangle one second before Rake expires (example).

    Since Shred acts as a filler, it needs to be used only when a) Mangle and Rake are active, and b) you want to build more CPs for an upcoming finisher or there's a risk of overflowing your energy if you don't do anything.

    In summary:

    - cast SR ASAP and always keep it up;
    - Mangle (inactive) > Rake (inactive) > Shred;
    - always keep Mangle up;
    - let Rake expire before you refresh it;
    - make sure that you have enough energy for Mangle and Rake - avoid using Shred if need be;
    - don't overcap your energy - use Shred or another builder if necessary.
    Once you do that a couple of times, do this:
    1) Mangle
    2) SR
    3) Rake
    4) TF + 2-3 Shreds till 4/5 CPs -> SR again
    5) Continue dps-ing whilst maintaining SR, Mangle, and Rake all the time
    6) Repeat


    practice video

    Commentary:
    Yes, it's pretty much the same exercise, but now you add TF to the mix. Since it grants us additional 60 energy, it will help you cast some abilities sooner. Use it when that resource is no more than 30 in order to prevent overcapping it in case of a sudden OoC proc (more on that later). Lastly, knowing that the ability triggers a 30-sec CD, it's usually a good idea to use TF ASAP in order to potentially obtain one extra in the long run during a boss encounter.

    In summary:

    - use TF below 30 energy;
    - try to use TF off CD.
    Once you do that a couple of times, do this:
    1) Mangle
    2) SR
    3) Rake
    4) TF + 2-3 Shreds till 5 CPs -> Rip
    5) acquire 4/5 CPs -> SR
    6) Continue dps-ing whilst maintaining SR, Rip, Mangle, and Rake all the time
    7) Repeat


    practice video

    Commentary:
    I would like to start by saying that Rip is our strongest offensive ability, and as such it should be your top priority once SR is online. Afterwards, maintaining both finishers alongside Mangle and Rake will be the key to your success.

    Since Rip is a bleed, you need to refresh it after it expires. Unlike SR, casting Rip with less than 5 CPs is a misplay. There are exceptions to this rule, of course, however those are so far and between that it would be easier for you to accept the mantra that this finisher requires the maximum amount all the time. Where am I going with this?

    You might fall in a situation where both SR and Rip are about to expire soon, and you are limited in time and resources (i.e. remaining energy, TF, OoC procs) to refresh both of them efficiently. So, what do you do? As stated above, SR is the most impactful ability in our arsenal, so letting it drop is out of the question. Instead, you can refresh it with 3, 2, or even with 1 CP, so that you have enough building blocks for Rip. Moreover, you might not always have the opportunity to use the full duration of SR in which case refreshing it prematurely is not only NOT A MISPLAY, but the only correct play in those situations. If both finishers are about to expire soon, and you're wondering which to prioritise first, depending on the circumstances here's what you need to do:

    • If both finishers are desyncronised and the difference is at least 5-6 seconds, refresh the finisher that expires first (example1, example2).
    • If both SR and Rip are going to run out at the same time, you should refresh SR 5-6 seconds prior to Rip (example1, example2).

    Last, but certainly not least I want to talk about the synergy between Shred and Rip. Apart from the fact that Shred helps us obtain CPs for Rip, this builder also extends its duration by 2 seconds thanks to https://wotlk.cavernoftime.com/spell=54815. Most of the time, you won't have to worry about it as you will have plenty of opportunities to cast Shred during the fight, especially when CC procs are at hand (more on that later). However, as stated above, there will be situations where you will be limited in time and resources to maintain both finishers properly. If 1) both SR and Rip are running low, 2) SR has a longer duration than Rip, 3) and you try to extend Rip's duration with Shred just for the sake of it, you will limit your options even further. This is especially true if you're already sitting at 5 CPs, because you stop generating more at that point (example). What I'm trying to say is that sometimes it's better to let Rip expire prematurely - even if you lose a bit of trinket proc value - in order to have an easier time maintaining both finishers (example).

    In summary:

    - SR (inactive) > Rip (inactive);
    - let Rip expire before you refresh it;
    - always refresh Rip with 5 CPs;
    - if you're struggling to refresh Rip on time, refresh SR sooner and/or with fewer CPs than usual;
    - extending Rip's duration with Shred is not always a good thing when you're limited in CP-generation.
    Once you do that a couple of times, do this:
    1) Mangle
    2) SR
    3) Rake
    4) TF + 2-3 Shreds till 5 CPs -> Rip
    5) acquire 4/5 CPs -> SR
    6) You prioritise maintaining SR and Rip all the time. If they have like 12+ seconds on their timers, go for a 4/5-CP FB.
    7) Repeat


    practice video

    Commentary:
    Do you remember when I said that among all CP-generators Shred was the filler ability? - yeah, same thing goes to FB. It's really the least impactful finisher in our arsenal in terms of dps, as it deals slightly more damage than an average Shred. Just so you get a better understanding of what I mean, here are a few examples: With typical Naxx gear and with 5/5 https://wotlk.cavernoftime.com/spell=16862 FB deals around 14k damage, whereas Shred - 7.6k. With 3.3.5 endgame gear, FB becomes more rewarding in terms of raw numbers (29k vs 16k from Shred) but not in ratio (1.8:1). Unlike Shred, however, having the "finisher" tag makes FB quite risky as it consumes all remaining CPs stored on the main target in order to deal damage in the first place. That wouldn't be a bad thing per se if it weren't for the fact that it has the potential to backfire greatly if the player is unable to regain those building blocks for the next SR and/or Rip cycle on time. This doesn't mean that FB shouldn't be considered at all, as it does help the player convert any excess CPs past 3 into useful damage, but it should be used with caution between Rip and SR cycles. Now, this is closely related to the subject of timing FB correctly, and while the player could guesstimate if the situation is optimal for that sort of play, at the end of the day RNG has the final word. After biting the boss, you could get multiple CC procs in a row and feel like you're on top of the world, or you could get none of those and instead be cursed to cast non-critical abilities, which only generate a single CP. As you can see, there’s no strict rule that can be applied to any given situation or to any cat player whatsoever. There are many factors which influence the player's decision when to bite the boss, and luck doesn't play a small role there either. For more information, please read "FB. Energy investment and proper timing".

    For now, you could consider biting the dummy when SR and Rip last 12+ seconds, your energy amounts to 35-52, and you have a TF at your disposal. Speaking of TF, here's a pro tip - if that ability is active when you're about to cast FB, save it for later so that you have a way to regain the sacrificed CPs (example1, example2). Should you throw TF right into FB, you'd need to pray to Bastet to bless you with multiple OoC procs in a row. This is why if you have less than 35 energy, you should just wait patiently until it reaches the aforementioned threshold. If it's more - use Shred and lower it. If TF is not available, then FB should be cast 17-18 seconds before Rip expires. Alternatively, you can play it safe and resort to shredding the boss, so that you'd be able to keep your building blocks for SR and Rip.

    In summary:

    - use FB when the other finishers have a healthy duration (12+ sec with TF or 17+ sec w/o it);
    - avoid using TF prior to FB;
    - if you're struggling to gather enough CPs for SR and/or Rip, skip FB and use Shred instead;
    - hope for good RNG.
    Once you do that a couple of times, do this:
    1) The things I wrote above.
    2) Use Mark of the Wild on yourself until you get a CC proc before attacking the dummy.
    3) Use NG and Barkskin off CD while pooling energy in order to force CC procs.


    practice video

    Commentary:
    As you already know, the OoC talent plays a key role in the feral rotation, as it helps us deal with energy starvation at any given moment. This is why it's essential that we force those procs by all means necessary. In the section titled "Omen of Clarity, the MVP for a feral cat" I've explained the mechanics surrounding this talent, but here I'll explain on which abilities you should use the CCs (their priority changes depending on the situation):

    1) Most of the time, you will want to use them on Shred as it’s the most expensive yellow ability in single-target encounters. However, the same way Shred acts as a filler under normal circumstances, so too it is the case here, and you'll understand what I mean when you continue reading the next paragraphs.

    2) Untalented Mangle is the next candidate. The CC should be used on this ability only if it has expired, or there's less than one second remaining of its duration. Preserving 2 energy points doesn't justify delaying the 30% bleed buff, in which case you would not only f*ck yourself, but your fellow teammates as well (here's an example of what NOT TO DO and why using CCs on Shreds blindly is not always the correct play).

    3) Rake is not your typical CC consumer, but there are two somewhat common scenarios when this should be the case: {1} the Mangle debuff is already active, but the boss is still not bleeding (neither from you, nor from your teammates), {2} you're trying to generate the last 1-2 CPs for a finisher, and you need to pick between Shred or Rake. In the second example, the correct sequence is always "Rake -> finisher -> Shred" with 4pt10, whereas without it - only if there's a risk for Rake to be inactive for 3+ seconds (i.e. prior to casting FB). Going "Shred -> Rake -> finisher" would be a misplay in those cases because you'd waste CPs unnecessarily. That scenario is only good when you suspect that you won't be able to reach 4-5 CPs for SR/FB or 5 for Rip just by casting one ability. For example, if you have 0-2 CPs, it's impossible to obtain the maximum amount just from one special attack, so you'd naturally cast Shred first and follow it up with Rake. On the other hand, should you have 3 CPs, then casting Rake with 4pt10 would be the optimal play even if you end up getting a 4CP SR or FB. If, however, you're planning on refreshing Rip, then Rake might not always grant you 2 CPs consistently. As you can see, in situations like these going for the "optimal play" would involve taking risks, and it would be up to the player to decide to what extent they would be willing to rely on RNG.

    4) Using a CC on Rip is oftentimes a misplay due to its cheap cost. However, just like above there are two exceptions when this needs to be the case: {1} you don’t have 2pt10 (sacrificing CP-value doesn’t compensate the energy difference between Rip and Shred); {2} http://wotlk.cavernoftime.com/item=54590/http://wotlk.cavernoftime.com/item=50363/http://wotlk.cavernoftime.com/spell=49016 has less than one second remaining of its duration, and you would lose the snapshot if you don’t refresh this DoT.

    5) FB and CC is a misplay in 99.999% of the cases. This is because only the initial cost (35 en) is discounted, but the ability's second effect bypasses the proc and continues to drain your energy up to 30. Even though you get "compensated" for it, in reality you're better off spending that wasted energy on Shred which is why the proc should be used on it instead. The only niche exception I can think of is when the boss is one GCD away from dying, and your choices are either Shred or a 3/4/5-CP FB.

    N.B.: SR doesn’t consume CC procs, but if you wait too long so that you get maximum value out of it, your OoC proc might get overwritten by an unfortunate AA. This is caused by RNG, and people react to it differently. Personally, if SR has less than 5-6 seconds duration, I refresh SR and immediately make use of that CC proc. If the timer on our buff is longer than that, then I respect the aforementioned priority list. This is because the likelihood of getting a CC proc within the next 2 or 3 AAs is smaller in comparison to having 10+ AAs before refreshing SR.

    In summary:

    - most of the time (but not always), the best application for a CC proc is in conjunction with Shred;
    - use the CC proc on Mangle, if you need to refresh it ASAP and you're low on energy;
    - use the CC proc on Rake, if you need to refresh it ASAP and you follow it up with a finisher like FB;
    - avoid using the CCs on Rip and on FB (unless your case is mentioned above);
    - SR doesn't consume CCs, but don't be greedy with the proc as it might get overwritten.
    Once you do that a couple of times, do this:
    1) Pick an opener and use Berserk accordingly.
    2) Use all aforementioned abilities while respecting the priority list.


    The topic of feral's openers is discussed more thoroughly in "How to open as a cat?".

    B) AoE

    In boss fights:
    1) Make sure that your SR has a healthy duration before the AoE phase begins
    2) Cast GotW 1-2 seconds before the AoE phase begins
    3) Spam Swipe


    Commentary:
    Swipe is our only tool to deal with large packs. Since it costs a lot of energy but doesn't generate any CPs, it makes it harder for us to maintain our single-target rotation. This is why you need to use this ability only if you have 3+ important targets to attack at the same time, and the adds die relatively fast. You can afford to lose some bleed ticks if this is the case. Keep in mind that just because you see a lot of red nameplates in a boss encounter, that doesn't mean that you should swipe everything down. There are cases, where we need to ignore the adds and concentrate on our single-target rotation. This is just a general overview. For more specific info, please refer to "Tips for all 25-man instances".

    In order to ensure that you have a smooth AoE phase, your SR needs to last long enough, so that you don't waste a GCD to refresh it while swiping down the adds. If it's going to expire during that time, try gathering 4-5 CPs for it and refresh it a few seconds beforehand. In addition, consider keeping TF for that phase as well, as not only will it give you the much needed energy boost to continue swiping, but it will also increase the damage of this attack which will be multiplied the more targets are affected by it. In this train of thought, you need to position yourself in the middle of the pack so that all mobs can be in range of your AoE. Lastly, if you're running low on energy, you are encouraged to cast GotW mid-fight for a CC proc. It doesn't matter if you're a dedicated GotVV-shifter or not, the loss of 1-2 AAs will be greatly compensated by the damage you'd get from swiping multiple enemies. Here, you can find two examples how to use Swipe (with Berserk and without it).

    In summary:

    - use Swipe if you have 3+ targets to attack simultaneously;
    - don't worry about losing some bleed ticks;
    - stay in the middle of the pack so that the mobs can be in range;
    - make sure that your SR doesn't expire during the AoE phase;
    - use TF and GotW whenever you're low on energy.
    Trash mobs (incl. RDF):
    1) Cast GotW before the pull
    2) Mangle (in case you have http://wotlk.cavernoftime.com/item=47668) or Rake
    3) If you suspect that the trash mobs won't die within 20 seconds, cast another CP-generator
    4) SR
    5) Spam Swipe


    Commentary:
    Same as before, honestly. With minor exceptions, most of the trash packs can be swiped down.

    If the trash pack lasts 20+ seconds, then make sure you have a lot of CPs for SR from the get go. It's fine that you use unbuffed CP-generators for a longer SR duration - this is better than going 1-2 CPs -> 1-2 CPs and wasting 25 energy, which could have let you cast another Swipe. If the trash pack doesn't last long, then use only one CP-generator per pack. My favourite starter is Mangle in combination with http://wotlk.cavernoftime.com/item=47668 because the proc is consistent. Rake alongside http://wotlk.cavernoftime.com/item=50456 is better damage-wise, but I am rarely able to maintain the buff due to two main reasons: 1) either tanks take short breaks while waiting for their defensive abilities to come off CD or 2) there's a big distance between the trash packs, and by the time I get to cast Rake again, the buff has already expired.

    In raids, I use Berserk for clearing trash mobs only when I'm certain that it will come off CD by the time I engage the next boss. In RDF, it depends on my mood and on the instance of course, but I usually use it on huge trash packs.


    In summary:

    - the rules for swiping down trash packs are the same as swiping down adds in boss fights;
    - generate enough CPs for SR in advance so that you don't refresh it a second time;
    - (personal preference) consider using the ToC idol alongside Mangle for a consistent buff.


    14. HOW TO OPEN AS A CAT?
    Spoiler: Show
    I. Introduction

    Although the topic of feral cat's openers has been discussed with a lot of detail since the release of retail WotLK, there is a lot of contradicting information on the internet regarding which opener is the best, and people don't seem to agree upon one being generally good. Regardless if it's a guide from warmane, from another private server, or even from an official source like gamefaqs, mmochampion, wowhead (original Wrath, not Classic*) etc, you'll find different suggestions on how to start a fight as a cat. This can be quite frustrating as a newcomer, as you don't know which source to trust. For that reason, I tried to have my own take on this topic by analysing different opener types.

    In this section, you are about to encounter some calculations around the formulas of our abilities. Even though this is prolly a mistake, taking into consideration the fact that newcomers might read it, hoping to get a quick glimpse of feral's openers and start practising them immediately, only to be left confused and overwhelmed with information, I'm only doing it so that you can understand the logic. If I just write a few sentences, reminiscent of a TL;DR without any further clarification, can that truly be convincing? No, at least in my book it cannot. It would just contribute to the pile of contradicting information concerning cat's openers. So, I'll keep this section as it is. That said, if you're not in the mood to go through any of that, you can find a short summary at the end.

    I'll start with the simplest conundrums and cover the more complex bits as I go along:
    II. The basic principle of Berserk

    As mentioned in the previous section, this ability halves the energy cost of our abilities for 15 seconds, but only 14 of which can be used effectively, and lasts 3 minutes. This makes it our big CD, and as such it's vitally important to make the most out of it. In order to achieve this, one should stick to the following rule of thumb:

    Quantity > Quality
    Q: What does this mean?
    A: The following:

    - Quantity: How often do we use Berserk and how many attacks do we inflict during its uptime?
    - Quality: How efficiently do we use Berserk? Do we combine it with trinket procs and with raid buffs?

    Q: Why does "quantity" play a bigger role than "quality"?
    A: Being able to inflict more abilities brings more damage than buffing existing ones.

    I'll give you a small example: Imagine having the proc from https://wotlk.cavernoftime.com/item=54590. With our talents and with raid buffs, we can increase the damage of our Shreds by around 1.6k. If, hypothetically speaking, we deprive ourselves of an additional Berserk before the fight ends due to our desire to sync that ability with STS's uptime at all cost, then we'd suffer a tremendous loss as every potential Shred even w/o the trinket proc would have inflicted 15k on average.

    The same is also true when we take into account the energy amount during Berserk. You see, in addition to halving our energy this ability also prevents us from using TF. This means that any energy we have prior to using our big CD coupled with the one we regenerate during its uptime (+ any extra we get from a resto druid's https://wotlk.cavernoftime.com/spell=48539 and a disco priest's https://wotlk.cavernoftime.com/spell=47537) is the only energy we can spare with until that ability ends. Having more of that resource allows us to inflict more abilities, which as described above is more significant than missing out on trinket uptime. In order words, if your trinket procs are already ticking, but your energy is low, then you need to pool more and be passive for a bit before popping Berserk.

    Of course, that's not to say that we should never try to satisfy both aspects at the same time if we have the opportunity to do so. For example, using Berserk early on addresses them quite well:
    - Quantity - you give yourself the possibility to get an extra Berserk in the long run;
    - Quality - you synchronise your first Berserk with your trinkets' uptime, thus increasing the damage of your attacks.

    Q: What if the boss fight doesn't last long enough for me to get a second or a third Berserk?
    A: In that case, your main concern would be to use your existing Berserk(s) as efficiently as possible.

    Again, most of the time this can be achieved when you pop that ability at start, so that you benefit from your trinkets. In certain situations, however, you might need to delay it in case you're forced to deal with annoying boss mechanics that stop you from attacking. In other cases, you can strategically postpone Berserk so that you get more value from it later (e.g. the game gives you a stronger buff or a bunch of enemies for you to AoE down).

    As you can see, there're a lot of nuances surrounding the timing of our big CD, and those are covered in the section "Tips for all 25-man instances". I just wanted to explain the logic behind the proper usage of Berserk because everything I said here also concerns https://wotlk.cavernoftime.com/spell=49016 (provided by BDKs) which should always be coupled with our big CD.

    In the following subsections, I'll concentrate only on the most common scenario surrounding Berserk, i.e. popping it at the beginning of single-target boss encounters.
    III. Berserk immediately at start

    Pros:
    - STS is perfectly synchronised with Berserk.

    Cons:
    - You don’t utilise your energy efficiently during Berserk.
    - You risk overwriting your initial CC proc by using Berserk instead of Mangle.
    - In case you obtain only one CP for your first SR, it will also be perfectly synchronised with Berserk.

    Commentary:
    Of all possible ways one can open as a cat, using Berserk as the very first GCD is the least productive approach. Some people prefer it due to the perfect sync between STS and Berserk, but that’s irrelevant when we take into account the suboptimal energy management that comes with it. In order to express myself better, I'd like to analyse the two different ways to perform this opener - you either pre-cast Berserk one second before the fight begins, or you cast it at the very beginning. Let's start with the latter scenario as it's easier to understand:

    A) Berserk is not pre-cast

    This opener starts off like this:

    <fight starts> -> Berserk -> Mangle -> SR -> Rake -> Shred -> Shred -> Rip -> ....
    /demonstration/
    Every self-respecting feral druid casts GotW prior to the pull timer for a free CC proc, thus reducing the cost of the first ability down to 0 energy. If the player starts with Mangle w/o Berserk, he overcaps 10 energy but gains 40 extra, making the overall net gain 30 energy. Should the cat player use Berserk as the very first ability, he would also trigger a 1-second GCD and overcap 10 energy. The difference there is that Berserk is already ticking, and since energy has double value, the player loses de-facto 20 energy (i.e. 10 more in comparison to the first hypothetical scenario). Then the cat player uses Mangle for 0 energy, another GCD is triggered, and he misses out on 10 additional energy points (or 20 under the effect of Berserk), effectively nullifying the benefit of the pre-cast GotW. All of this for what? Just a few seconds of STS?

    Let me explain once again what Berserk does - it reduces the energy cost of our cat attacks by 50%. It doesn't increase damage dealt by X%, it doesn't amplify trinket procs or reduce the duration of the GCD for that matter. In other words, when we pop our big CD, the only thing we need to keep in mind is "proper energy management". Just to illustrate what I mean, here's a clip of my preferred opener (which I'll talk about more thoroughly later):


    Do you see how I utilised almost every single second of that trinket proc even without casting Berserk at start? Even though I only managed to inflict 11 offensive abilities before the trinket ended, it's important to point out how productive I was with my energy and with my CPs. Remember what I said earlier about the "quantity > quality" rule? - it's better to have more abilities during a fight than fewer, slightly buffed ones.

    Now I’m going to show you why proper energy management matters more than having a few extra seconds of STS. The only things the "Berserk-first" opener might enhance more consistently are some Shreds and a FB. I’ll do the math and show you the damage increase from the STS proc:


    Shred (hit) = [(paw damage determined by AP + 54.8)*2.25 + 666]*glyphed SR*http://wotlk.cavernoftime.com/spell=48566*R&T*http://wotlk.cavernoftime.com/spell=17073

    Shred (crit) = [(paw damage determined by AP + 54.8)*2.25 + 666]*glyphed SR*http://wotlk.cavernoftime.com/spell=48566*R&T*http://wotlk.cavernoftime.com/spell=17073*2(critical strike)*http://wotlk.cavernoftime.com/spell=33867*Meta gem

    Shred (hit) = [{(AP/14)+54.8}*2.25+666]*1.33*1.3*1.2*1.1
    Shred (crit) = [{(AP/14)+54.8}*2.25+666]*1.33*1.3*1.2*1.1*2*1.1*1.03
    FB 5CPs (R&T increases the crit chance by 25, so I’ll might as well concentrate on the critical strike):
    FB = (190+290*5+0.35*AP)*FA*glyphed http://wotlk.cavernoftime.com/spell=62071*http://wotlk.cavernoftime.com/spell=17073*2(critical strike)*http://wotlk.cavernoftime.com/spell=33867*Meta gem

    FB = (0.35*AP+1640)*1.15*1.33*1.1*2*1.1*1.03
    AP from STS hc = 1781 with our HotW talent and with http://wotlk.cavernoftime.com/spell=31519
    In the video above, I didn't utilise 4 seconds of STS - I received the proc effect after Mangle, and I cast two SRs and Berserk during its uptime. However, had I used Berserk as the very first GCD, I would have also cast SR at least once during the trinket's uptime. Therefore, I consider the actual loss only 3 seconds which is the equivalent of one buffed FB and two buffed Shreds. With BiS ICC and RS gear, feral cats have 76% crit (I'm also considering the 4.8% crit suppression), and thus in that scenario the numbers would look like so:

    2*Shreds (average damage) = 2*(1781*2.25*1.33*1.3*1.2*1.1*0.24/14) + 2*(1781*2.25*1.33*1.3*1.2*1.1*2*1.1*1.03*0.76/14) = 2564
    1*FB (critical) = 0.35*1781*1.15*1.33*1.1*2*1.1*1.03 = 2376

    If you want, I can add http://wotlk.cavernoftime.com/spell=49016, https://wotlk.cavernoftime.com/spell=58413, and https://wotlk.cavernoftime.com/spell=31869 just for good measure:
    (2376+2564)*1.2*1.04*1.03 = 6,350
    Now, let's compare that number to the Shred damage we have deprived ourselves of as a result of the the wasted energy. I am going to use a typical haste build with raid buffs and remove the trinkets just so I exclude their AP procs. According to Rawr, a Shred would inflict 15,346 damage on average without Hysteria which is more than the calculated 6.3k above.

    This concerns the scenario when the initial SR is cast with 2 CPs and is therefore able to outlast STS's proc effect. If a person acquires only a single CP for that finisher, then its duration would be 14 seconds, and the Halion trinket wouldn't be the only thing "perfectly synchronised with Berserk". In that situation, SR would inevitably be cast a second time during STS's uptime which would minimise the benefits of this opener even further and effectively eliminate its initial purpose. Before someone asks - no, using two CP-generators prior to the first SR is not a solution. It's an even bigger misplay, as not only would the second ability be weaker, but Rip would be delayed unnecessarily.

    This doesn't even consider the possibility of getting a CC proc during Berserk's GCD and overwriting your existing one. The probability of that is small, but on average this is an additional "shred*3.5/60" damage WITH the non-haste procs from DBW. If that cat player gets the haste buff, then the probability to overwrite the CC within the first few seconds increases.

    As you can see, using Berserk as the very first GCD hinders you from utilising your energy and CC procs properly which is more devastating than losing a few seconds of STS. By playing energy inefficiently during Berserk, you only play yourself.


    B) Berserk is pre-cast one second prior to the pull timer

    This opener starts off like this:

    Berserk is used 1 sec prior to the pull timer -> <fight starts> -> Mangle -> SR -> Rake -> Shred -> Shred -> Rip -> ....
    /demonstration/
    In terms of penalties, this is better than the previous version, but it still has a lot of flaws. Let's observe the energy management more closely:


    0) GotW + Berserk 1-second pre-pull - you have 100 energy
    <fight starts>
    1) Mangle - you have 100 energy (with the GCD you overcap 10 due to the CC proc)
    2) SR - you have 87 energy (with the GCD you reach 97)
    3) Rake - you have 79 energy (with the GCD you reach 89)
    4) Shred - you have 68 energy (with the GCD you reach 78)
    In comparison to the previous variation, this doesn't overcap energy with the second ability, and the druid immediately utilises the CC from the pre-cast GotW. For now, the energy penalty is only 10. However, please check the energy amount of the first three abilities after the pull timer. Since the player uses SR and Rake with their costs halved, the player's energy is very close to 100. This still opens a potential risk of overcapping energy in case of 1) latency/slow reaction time, 2) sudden CC procs from AAs, 3) sudden energy from http://wotlk.cavernoftime.com/spell=48545. It only takes 4 additional energy points to be sacrificed (= 8 under the effect of Berserk) in order for this play to lead to a loss:

    one FB and two Shreds buffed with Hysteria and STS = 6,350
    Shred (average) = 15,346
    18 wasted energy points = 15,346*18/42 = 6,577

    6,577 > 6,350
    Once again, this only concerns the case if SR is cast with 2 CPs, i.e. its duration is 19 seconds. If it's 14, you would still need to refresh it during STS's uptime, in which case the 10 overcapped energy points I mentioned earlier would be more than enough to nullify the benefits of this opener.

    Unfortunately for it, the penalties don't end there. The core concept of this opener revolves around pre-casting Berserk one second prior to the pull timer. On paper and in some scripted fights like DBS and the LK, this could probably be achieved. However, in other encounters the tank aggro-s the boss when that person comes near him. If the boss moves or needs to be repositioned, the cat player won't always cast Berserk exactly one second prior to the boss fight. Should Berserk be cast with a small delay (i.e. <= 0.9 seconds prior to the boss fight ), then overcapping energy would be inevitable. If the delay is greater than one second, then this would waste precious seconds of Berserk unnecessarily. Normally, a person can utilise 13-14 yellow abilities under the effect of this CD depending on their latency, their reaction time, and the energy amount:



    Failing to squeeze in a GCD during Berserk would reduce the value of your energy by half (e.g. if Berserk ends, and you're left with 21 energy due to a missed Shred, then you need to gather 21 additional energy to cast it).

    In conclusion, starting a fight with Berserk bears many risks and downsides. It's not worth it just to get a few seconds of STS.

    IV. Using the CC proc from the pre-cast GotW on Shred/Mangle/Rake

    Honestly, I wouldn't have written this section had I not stumbled upon a video from Wrath Classic where the commentator advised players to use Shred as the very first GCD with the CC proc from the pre-cast druid buff. Not going to lie, I was speechless after hearing that because I thought that it was obvious why this is a misplay. To the commentator's credit, he did correct himself in the comment section, but recently I also read some misguided Reddit posts claiming that "starting with Shred is BIS", so I'm just going to write a few lines why this is bad. I'm also going to address the topic of Rake vs Mangle.

    A) Starting with Shred

    Although I've already written the formula for Shred above, I'm going to mention it here once again:


    Shred (hit) = [(paw damage determined by AP + 54.8)*2.25 + 666]*glyphed SR*http://wotlk.cavernoftime.com/spell=48566*R&T*http://wotlk.cavernoftime.com/spell=17073
    Shred (crit) = [(paw damage determined by AP + 54.8)*2.25 + 666]*glyphed SR*http://wotlk.cavernoftime.com/spell=48566*R&T*http://wotlk.cavernoftime.com/spell=17073*2(critical strike)*http://wotlk.cavernoftime.com/spell=33867*Meta gem
    Shred (hit) = [{(AP/14)+54.8}*2.25+666]*1.33*1.3*1.2*1.1
    Shred (crit) = [{(AP/14)+54.8}*2.25+666]*1.33*1.3*1.2*1.1*2*1.1*1.03
    Now, I'd like to draw your attention to three specific points: 1) http://wotlk.cavernoftime.com/spell=51269, 2) http://wotlk.cavernoftime.com/spell=52610, and 3) http://wotlk.cavernoftime.com/spell=48572's tooltip itself. In order to get those multipliers for Shred, we need to have SR on us, and the boss needs to have either http://wotlk.cavernoftime.com/spell=48566 or http://wotlk.cavernoftime.com/spell=46857 and some kind of a bleed debuff. At the start of a boss fight, we usually have neither, so the first Shred is 2.0748 times weaker. Let me show you its damage and the one for Mangle and Rake by using the same BiS list from above:

    Shred (with all buffs, average according to Rawr) = 15346
    Shred (w/o Mangle, SR, and a bleed) = 7396

    Mangle (w/ SR, average according to Rawr) = 10397
    Mangle (w/o SR) = 7817

    Rake (w/ SR, average according to Rawr) = 19483
    Rake (w/o SR) = 14649
    So, what happens when we start with Shred instead of Mangle? Well...

    1) Shred -> SR -> Mangle -> Rake
    7396 + 10397 + 19483 = 37276

    2) Mangle -> SR -> Rake -> Shred
    7817 + 19483 + 15346 = 42646

    42646 > 37276
    Q: But, Kova, Shred costs more than Mangle, doesn't it?
    A: Yeah, just by 2 energy.

    If we consider that every gained energy is a potential Shred, then the first hypothethical scenario would get an additional 2*15346/42 = 731 damage, which is not enough to beat the Mangle approach. Btw, I could mention that Rake is delayed by one second, which translates as 1/3 missed Rake ticks, and you cannot snapshot the first Shred with either DBW or STS - they go to Mangle, which has less multipliers than Shred. So, here's some food for thought for you.

    B) Starting with Rake

    Starting with Rake was also suggested in the past (e.g. in EJ), where it was specified that the cat player should do it if either Mangle or Trauma are present. Although the player doesn't cast Rake with SR, he trades a Mangle for a Shred, which makes up for it:

    1) Rake -> SR -> Shred -> Shred
    14649 + 15346 + 15346 = 45341

    2) Mangle -> SR -> Rake -> Shred
    7817 + 19483 + 15346 = 42646

    45341 > 42646
    However, in that Wrath Classic video Rake was also recommended to be used as the very first ability even if Mangle isn't active. The person suggested going "Rake -> SR -> Mangle", and his argument was that Rake's delayed tick would still be enhanced by the prior debuff. While this statement was and still remains true, it's not some kind of a revelation that suddenly invalidates all arguments in favour of Mangle. After all, one shouldn't ignore the fact that using the CC proc on Mangle nets us more energy and that a delayed Mangle negatively impacts the dps of fury warriors especially in the later content phases where you might have 2-3 representatives of that class in your raid group (FYI, https://wotlk.cavernoftime.com/spell=12849 ticks every second). I'm not going to do any math here in order to keep things simple, though I will say that the damage difference between "Mangle->SR->Rake" and "Rake->SR->Mangle" is miniscule, but the more fury warriors you have in your group, the better Mangle becomes as the very first ability.

    N.B.: The feral simcraft also starts with Shred if I enable both "Assume Bleed Always Active" and "30% Bleed Damage" options. Ye, under those circumstances beginning with Shred would be logical, but in an actual real-life scenario you would have to wait for other people to apply those debuffs first. If you delay attacking the boss because of this, you might deprive yourself of an AA, which would make this opener pointless. If only the "30% Bleed Damage" option is selected, the simcraft suggests beginning with Rake which is my tip for you regarding the prior situation as well. If someone can apply this debuff on the boss as their first or second GCD, cast Rake at start and don't think about the 7 energy difference between this ability and Shred. If neither debuff is present, the simcraft also advises cat players to begin with Mangle.
    V. Timing TF

    Q: Should I cast TF prior to Berserk or afterwards?
    A: Depends.

    Indeed it does. Before I bring up the conditions, I'd like to explain the logic behind timing TF differently - what you gain and what you lose.

    A) The "TF-Berserk" approach

    This opener starts off like this:

    <fight starts> -> Mangle -> SR -> Rake -> Shred -> TF -> Berserk -> ....
    /demonstration/
    Pros:
    - TF is used early on, and therefore you might cast it an additional time throughout the boss encounter.
    - it goes really well with the GotVV-shift.

    Cons:
    - you lose the buff from TF.
    - if you bite the boss right before Berserk ends, you'll have difficulties generating 5 CPs for Rip before it expires.

    Commentary:
    This is how I usually start boss fights. Some people don’t like it because they are afraid to sacrifice the 80 damage from TF. Here I’ll stop for a bit and point out once again the importance of knowing how the damage of feral cat's abilities is calculated. In reality, the damage gain from TF is really, really small, and here’s why:

    TF provides 80 flat weapon damage, and only four attacks are based around it - AAs, Mangle, Shred, and Swipe. Since I’m discussing single-target rotation, Swipe is not going to be considered. Mangle will also be excluded because we don’t use TF at start. This leaves us with AAs and Shred. Here are their respective formulas:


    AA (hit) = (paw damage determined by AP + 54.8)*glyphed SR*http://wotlk.cavernoftime.com/spell=17073

    AA (crit) = (paw damage determined by AP + 54.8)*glyphed SR*http://wotlk.cavernoftime.com/spell=17073*2(critical strike)*http://wotlk.cavernoftime.com/spell=33867*Meta gem

    AA (glancing) = (paw damage determined by AP + 54.8)*glyphed SR*http://wotlk.cavernoftime.com/spell=17073*0.75(glancing blows penalty)

    AA (hit) = {(AP/14)+54.8}*1.33*1.1
    AA (crit) = {(AP/14)+54.8}*1.33*1.1*2*1.1*1.03
    AA (glancing) = {(AP/14)+54.8}*1.33*1.1*0.75
    Shred (hit) = [(paw damage determined by AP + 54.8)*2.25 + 666]*glyphed SR*http://wotlk.cavernoftime.com/spell=48566*R&T*http://wotlk.cavernoftime.com/spell=17073

    Shred (crit) = [(paw damage determined by AP + 54.8)*2.25 + 666]*glyphed SR*http://wotlk.cavernoftime.com/spell=48566*R&T*http://wotlk.cavernoftime.com/spell=17073*2(critical strike)*http://wotlk.cavernoftime.com/spell=33867*Meta gem

    Shred (hit) = [{(AP/14)+54.8}*2.25+666]*1.33*1.3*1.2*1.1
    Shred (crit) = [{(AP/14)+54.8}*2.25+666]*1.33*1.3*1.2*1.1*2*1.1*1.03
    The 80 weapon damage from TF isn’t affected by AP, and it doesn’t affect it either. It’s simply extra flat paw damage:

    AA (hit) = {(AP/14)+54.8+80}*1.33*1.1
    AA (crit) = {(AP/14)+54.8+80}*1.33*1.1*2*1.1*1.03
    AA (glancing) = {(AP/14)+54.8+80}*1.33*1.1*0.75
    Shred (hit) = [{(AP/14)+54.8+80}*2.25+666]*1.33*1.3*1.2*1.1
    Shred (crit) = [{(AP/14)+54.8+80}*2.25+666]*1.33*1.3*1.2*1.1*2*1.1*1.03
    In other words, if we want to consider the damage loss from the sacrificed TF buff, the numbers would look like so:

    AA (hit) = 80*1.33*1.1
    AA (crit) = 80*1.33*1.1*2*1.1*1.03
    AA (glancing) = 80*1.33*1.1*0.75
    Shred (hit) = 80*2.25*1.33*1.3*1.2*1.1
    Shred (crit) = 80*2.25*1.33*1.3*1.2*1.1*2*1.1*1.03
    It looks absurdly simple and small, but this is how the buff is scripted. If we assume that we lose the opportunity to buff 12 critical AAs and 4 critical Shreds with the 80 paw damage (I just want to make a point here), we would lose:

    12 AAs (crit) = 12*(265.2) = 3,182.4
    4 Shreds (crit) = 4*(930.896) = 3723.585

    Let’s add http://wotlk.cavernoftime.com/spell=49016, https://wotlk.cavernoftime.com/spell=58413, and https://wotlk.cavernoftime.com/spell=31869 for good measure:
    (3,182.4 + 3723.585)*1.2*1.04*1.03 = 8877

    15346 (average Shred damage) > 8877 (missed critical damage from TF's buff)
    This lost damage is compensated as long as you get an extra TF in the long run and utilise its energy on a Shred.

    N.B.: Should you cast FB at the end of Berserk, you might have difficulties generating 5 CPs for Rip. This opener requires the player to get a CC proc after Berserk either from a lucky AA or from the GotVV-shift. Since the latter technique is a staple in my gameplay, I never have difficulties refreshing the second Rip when it expires. However, if you don't want to use it or take any risks with AA-RNG, then the "Berserk-TF" opener might be better for you.

    B) The "Berserk-TF" approach

    This opener starts off like this:

    <fight starts> -> Mangle -> SR -> Berserk -> ... -> Berserk ends + TF
    /demonstration/
    Pros:
    - you get full value from TF.
    - generating 5 CPs for Rip after Berserk is guaranteed.

    Cons:
    - TF is delayed the most, and with this so is the energy-replenishment CD.
    - if the player gets CCs after Berserk, he would sacrifice CPs in order to keep 5 for Rip.

    Commentary:
    I mean, read my commentary on the previous approach, but now with the opposite arguments. However, this doesn’t mean that I’m dismissing the "Berserk-TF" opener. Quite the opposite. I consider it as relevant as the other one, and here I’d like to explain why.

    If you use TF at around the 6th second mark (sometimes it’s 5th or 7th depending on whether you get a CC proc at start), you would use it as early as every 30 seconds from that moment onwards:
    6 sec -> 36 sec -> 1min 6 sec -> 1min 36 sec -> 2min 6 sec -> 2min 36 sec -> 3min 6 sec -> 3min 36 sec, etc

    Let’s observe the case with the "Berserk-TF" opener:
    17 sec -> 47 sec -> 1min 17 sec -> 1min 47 sec -> 2min 17 sec -> 2min 47 sec -> 3min 17 sec -> 3min 47 sec, etc

    If we imagine that a fight lasts EXACTLY 3 minutes, then "Berserk-TF" will undoubtedly be superior simply because the amount of TFs will be the same in both cases, but this opener will benefit from TF's weapon damage buff. Conversely, if the encounter lasts 20 seconds shorter, or if TF is consistently used with a small delay, then the numbers will shift in favour of the "TF-Berserk" approach. Tbh, this isn't something impossible. Nothing prevents players from killing bosses in unequal time intervals, not to mention sudden CC procs can discourage us from using TF off CD if there's a risk of overflowing our energy.

    For a better visualisation, I recommend watching these two clips - 3-min fight and 2:40-min fight. As you can see, the "quantity > quality" rule I mentioned at the very beginning applies to the timing of TF as well. The more TFs you cast in a boss fight the better, but if "more" is not an option, then aim for "better". Btw, the simcraft doesn't show "Berserk-TF" the same way I described it above. In its stead, we only get to see the variation with the pre-cast Berserk which I even criticised. Despite this, the simcraft does an amazing job depicting the trend in the performance of both "TF-Berserk" and "Berserk-TF" openers at different fight durations. This should help you get a clear picture of what to expect when you time TF differently.

    N.B.: Should you cast FB before Berserk ends, you'll be left with 0 energy and 0 CPs afterwards. By going with "Berserk-TF", you can follow up that play with TF in order to regain the missing CPs for the next Rip cycle. The problem is that Rip expires 11-12 seconds after Berserk with this approach, and a lot can happen in the meantime. Any sudden CC proc will bring you one step closer to reaching 5 CPs. You can decide to play it safe and keep them for Rip, but you'll be forced to sacrifice some in order not to overcap your energy.

    C) CC procs and energy overcapping

    It should be noted that neither "TF-Berserk", nor "Berserk-TF" are exempt from minor energy overcapping in case of a sudden CC proc during Berserk's GCD:

    TF-Berserk

    0) GotW pre-pull - you have 100 energy
    <fight starts>
    1) Mangle - you have 100 energy (with the GCD you overcap 10 due to the CC proc)
    2) SR - you have 75 energy (with the GCD you reach 85)
    3) Rake - you have 50 energy (with the GCD you reach 60)
    4) Shred - you have 18 energy (with the GCD you reach 28)
    5) TF + Berserk - you have 88 energy (with the GCD you reach 98)

    In case you get a CC proc, you overcap 8 energy.
    Berserk-TF

    0) GotW pre-pull - you have 100 energy
    <fight starts>
    1) Mangle - you have 100 energy (with the GCD you overcap 10 due to the CC proc)
    2) SR - you have 75 energy (with the GCD you reach 85)
    3) Berserk - you have 85 energy (with the GCD you reach 95)

    In case you get a CC proc, you overcap 5 energy.
    In contrast to the "Berserk-first" opener, where energy overcapping caused by the pre-pull CC proc is inevitable, these two try to avoid it whenever possible. If someone gets a sudden CC proc while popping Berserk, that would just be bad RNG. If, however, a CC proc takes place prior to Berserk, these two openers can react to it accordingly, as they aren't confined to a fixed ability order. The player can use the proc on an ability, follow it up with another and then pop Berserk:

    TF-Berserk

    0) GotW pre-pull - you have 100 energy
    <fight starts>
    1) Mangle - you have 100 energy (with the GCD you overcap 10 due to the CC proc)
    2) SR - you have 75 energy (with the GCD you reach 85)
    <CC proc>
    3) Shred (assuming the boss is bleeding from https://wotlk.cavernoftime.com/spell=12867) - you have 85 energy (with the GCD you reach 95)
    4) Rake - you have 60 energy (with the GCD you reach 70)
    5) Shred - you have 28 energy (with the GCD you reach 38)

    The energy can either be used on Shred (after a bit of pooling) or on Rip (assuming 5 CPs). With TF + Berserk, it will become 80 and 98 respectively.
    Berserk-TF

    0) GotW pre-pull - you have 100 energy
    <fight starts>
    1) Mangle - you have 100 energy (with the GCD you overcap 10 due to the CC proc)
    2) SR - you have 75 energy (with the GCD you reach 85)
    <CC proc>
    3) Shred (assuming the boss is bleeding from https://wotlk.cavernoftime.com/spell=12867) - you have 85 energy (with the GCD you reach 95)
    4) Rake - you have 60 energy (with the GCD you reach 70)

    If Berserk is used immediately afterwards, the energy will become 80.
    This is another reason why I respect these two openers - they give us more control in case of bad RNG.

    D) Factors affecting the timing of TF

    As stated earlier, there are certain factors that can affect our choice of when to time that ability, those being:
    - fight duration (based on raid dps with or without any deaths);
    - boss mechanics (synchronising the downtime of this CD with them);
    - RNG (sudden CCs that change our playstyle and deny us from using TF exactly off CD).


    In other words, if you don’t care about small numbers like me, then pick either opener and stick with it. If you want to min-max, then you need to get accustomed to using both in raids as each shines in its own way depending on the circumstances.
    VI. Energy management during Berserk

    As I've clarified in the third subsection (i.e. regarding the "Berserk at start" opener), this CD should be used with the thought that you need to utilise your energy efficiently as you only have s few seconds to spare with. Although the tooltip mentions a 15-second duration, in reality it's 14 because upon casting Berserk you trigger a GCD. In my other thread, I've analysed the following openers:

    - FB-less Berserk (demo): SR -> Berserk -> Rip near the beginning -> only Shred -> SR near the end -> Berserk expires;
    - FB-last Berserk (demo): SR -> Berserk -> Rip near the beginning -> SR -> FB near the end -> Berserk expires;
    - FB mid-Berserk (demo): SR -> Berserk -> Rip near the beginning -> FB -> SR near the end -> Berserk expires.
    Now, I'm not going to copy/paste the whole post, but I've come to the following conclusions:

    TF-Berserk:
    - 0-1 CCs during Berserk -> the "FB-less Berserk" opener is the best, if CP generation is an issue
    - 0-1 CCs during Berserk -> the "FB-last Berserk" opener is the best, if CP generation is not an issue
    - 2+ CCs during Berserk -> the "FB mid-Berserk" opener is the best


    Berserk-TF:
    - 0-2 CCs during Berserk -> the "FB-less Berserk" opener is the worst
    - 0-2 CCs during Berserk -> the "FB-last Berserk" opener is the best
    - 3+ CCs during Berserk -> the "FB mid-Berserk" opener is the best
    Commentary:
    In a nutshell, what you do in Berserk depends on:
    - how many abilities you can inflict during its uptime;
    - how fast you can generate CPs afterwards.

    A) The "FB-less Berserk" approach

    I would like to begin with the "FB-less Berserk" method, as it's the absolute safest way to utilise the big CD. This is due to the fact that this opener spends the CPs only on Rip and SR, i.e. the two most valuable finishers in our arsenal, and skips FB. This allows users to have 5 CPs even after Berserk, so that they have an easier time refreshing Rip when it expires (example). While this could be seen as something positive, in reality the aforementioned opener underperforms exactly because it skips FB, and as a result it deprives itself of additional damage.

    I've described the value of the CP in a separate section, but I'd like to mention briefly that these building blocks act as stored damage which requires finishers to materialise. If someone finishes Berserk with 5 CPs and decides to keep them for Rip, that person will inevitably waste some due to the following factors: 1) Rake expires after Berserk and needs to be refreshed, 2) the player has a lot of energy and might reach the cap if they don't use Shred or any other builder, 3) the player obtains sudden OoC procs which of course need to be utilised ASAP. The last part is especially true, as CCs don't have an ICD, and a person can get multiple within a short time period. The point I'm trying to make here is that in situations where we use a lot of builders, we can profit more if we actually gain CPs from them unlike what this opener is doing.

    Therefore, I don't recommend it at all, or rather I only recommend it to those of you who have difficulties generating CPs after Berserk, i.e. people with low crit, who also don't have TF at their disposal and only rely on AAs to obtain CCs. In other words, this opener would mostly satisfy the needs of players who don't have access to end-game items, who use "TF-Berserk" and follow the "monocat" playstyle. So, basically new players.

    Off-topic: In boss fights with a lot of AoE, this opener is actually preferable due to how Swipe works. This ability is neither a builder, nor a finisher - it neither generates, nor consumes CPs. If someone has 0 and starts swiping, that person will not advance in terms of CP-generation and will have difficulties refreshing SR and/or Rip on time. This coupled with the fact that Swipe deals more damage than FB is the reason why the latter needs to be skipped, and therefore the "FB-less Berserk" approach should be the go-to opener for everyone (unless CC procs are involved, but more on that later). This was a small deviation from the main topic; I want this section to be entirely dedicated to single-target boss encounters, so now I'll continue with the next opener w/o addressing AoE-heavy fights:

    B) The "FB-last Berserk" approach

    "FB-last Berserk" is what I'd like to describe as the golden mean. Just like the "FB-less Berserk", this opener also shreds a lot and it also utilises the first couple of CPs on Rip and SR. What sets it apart is the inclusion of FB as a way to spend the excess CPs, so that it can start generating them anew. The thing I want to point out here is the fact that this opener is still able to leave Berserk with some CPs left (example). In other words, it benefits from the additional burst while also allowing the player to regain some of the spent CPs for the next Rip cycle. This is why I consider it as the golden mean, and it's the reason why I recommend it to everyone.

    Now, the thing about FB is that it needs to be cast with as low amount of energy as possible, 18-24 to be precise. This is because FB's second effect is not affected by Berserk's energy reduction aura, and therefore any additional drained energy is equal to twice that amount outside Berserk. You can imagine how devastating it would be to cast that ability whilst having a lot of energy. Now, I know what you're thinking:

    Q: If FB has the potential to drain me dry, why do you recommend "FB mid-Berserk"?
    A: Because it's the best opener when you obtain a lot of CC procs during Berserk. Let me explain:

    C) The "FB mid-Berserk" approach

    Ok, so imagine for a moment that you have infinite energy during a boss encounter. How would you utilise it? Would you save it and for what? If you have an unlimited amount of energy, can we say that this resource stops being a factor worth considering? What would be your main concern then? Damage, right? Exactly, you would use it only on the abilities that bring you the most damage regardless how much they cost. Well, something similar occurs with the last opener, but it's highly dependent on your luck. You see, if you have at least 2 CC procs during Berserk with "TF-Berserk" or 3 with "Berserk-TF", you cannot utilise your energy fully within that 14-second time span. CCs give you extra on top, so you need to find a way to spend it because once Berserk ends, the resource will lose half of its value. "FB mid-Berserk" is that way.

    Now, I need to clarify something. If you get a lot of CC procs during Berserk, you can still inflict a ton of damage by sticking to the "FB-last Berserk" method; you will simply cast FB with a bit more energy than usual before Berserk ends (example). The reason why "FB mid-Berserk" fares better is due to the fact that you will have leftover CPs when Berserk ends (example). They will make it easier for you to refresh Rip once it expires. Since acquiring enough CPs for that finisher will no longer be a necessity, you don't have to use any CP-generators at that point anymore, meaning you can save your energy for later. However, this assumes that you don't get any CC procs after Berserk, in which case the leftover CPs will be wasted. If you suspect this outcome, you can go for another FB (example). This would put you in the same situation as in "FB-last Berserk", if you were to cast FB in the last moment, but here you will do more damage because you will inflict two FBs instead of one.

    Once again, this is only possible when you have a lot of CC procs during Berserk which can justify such an aggressive playstyle. Without them, you will be energy starved faster than you can say "Thistle Tea for cats".


    Q: Doesn't this require foreknowledge of my luck? How can I possibly know how many CC procs I will get during Berserk?
    A: You can't know this for sure, but you can increase the odds in your favour by stacking Haste.

    I've already explained Haste's synergy with the OoC talent in another section ("Omen of Clarity, aka the MVP for a feral cat"), but here I would like to show you how you can calculate the number of presumed CC procs during Berserk. For this purpose, I will once again refer to the BiS list from the last patch, but you can do the same with your current gear (simply add up the haste rating of your items, incl. your gems & enchants, and adjust the numbers in the corresponding equations):

    - http://wotlk.cavernoftime.com/item=50653 - 68 haste rating
    - http://wotlk.cavernoftime.com/item=54580 - 73 haste rating
    - http://wotlk.cavernoftime.com/item=50633 - 60 haste rating
    - http://wotlk.cavernoftime.com/item=50675 - 74 haste rating
    - http://wotlk.cavernoftime.com/item=50604 - 65 haste rating
    - http://wotlk.cavernoftime.com/item=40211 - 500 haste rating
    - http://wotlk.cavernoftime.com/spell=54999 - 340 haste rating
    - http://wotlk.cavernoftime.com/spell=2825 - 30% melee haste
    - http://wotlk.cavernoftime.com/spell=48396 - 3% melee haste
    - http://wotlk.cavernoftime.com/spell=55610 - 20% melee haste

    25.21 haste rating equals 1% for us.

    => 1/ ((1+(1180/2521))*1.03*1.2*1.3) = 0.424 attack speed

    if Berserk lasts 15 seconds with the GCD, then:
    15/0.424 = 35.38 AAs during its duration
    35.38*3.5/60 = 2.06 CCs on average during Berserk
    adjust these numbers
    In other words, the odds are already in favour of this approach. I am aware that the speed potion and the haste enchant expire before Berserk ends, but this doesn't change my conclusions that much. Also, I purposely didn't include http://wotlk.cavernoftime.com/spell=71560 (700 haste rating from DBW) and http://wotlk.cavernoftime.com/spell=23060 (from the http://wotlk.cavernoftime.com/item=10725) because they don't always proc, but they still deserve to be mentioned. Also, we can use Barkskin during Berserk to increase those odds even further.

    That said, we can't predict with 100% certainty whether our next AA would trigger OoC. So, my personal advice is to go with the "FB-last Berserk" opener. If you obtain a lot of CCs in the meantime, you can always transition to "FB mid-Berserk".
    Warning: I've already covered all important aspects of Berserk. Before I continue with the summary and finish the topic entirely, I would like to say a few things about STS and how we can actually improve its uptime during Berserk. Please bear in mind that the information in the next subsection isn't all that important as the damage gain from the proposed ideas is really miniscule. Therefore, the contents there are not intended for practical use, but rather for informational purposes only.
    VII. Solving the syncing issue with STS

    I would like to start this subsection with some general information about STS hc. This trinket provides feral cats with 1,781 AP (assuming https://wotlk.cavernoftime.com/spell=24894 and https://wotlk.cavernoftime.com/spell=19506) for 15 seconds with a 45-sec ICD, and this proc effect has a 35% chance to be triggered from any source of damage.

    A) The syncing problem

    The "problem" stems from the fact that not all abilities make use of the AP proc, namely SR and Berserk, because they don't inflict any damage on their own. Obviously, I'm not talking about their respective "buffs", but rather the GCDs we are forced to sit through after casting them. These GCDs last one second and prevent us from using offensive abilities that do benefit from STS's proc effect.

    Then there's Mangle or, rather, the first CP-generator necessary for us to have SR in the first place:

    <fight starts> -> Mangle -> SR

    Since any source of damage triggers STS, this includes the initial Mangle as well. The thing to keep in mind is that its damage takes place before the proc, which means that this ability doesn't benefit from the AP buff, but it still starts a GCD that wastes STS's uptime. For a better visualisation, I recommend watching this clip and paying attention to the combat log.

    In other words, we always miss out on a couple of seconds of STS due to how our opening works.

    B) The solution

    Understanding that the first two yellow abilities don't utilise STS's AP buff at all, we can try to postpone the proc effect so that it can "bypass" them. We do this by unequipping STS and equipping it 44 seconds prior to the boss fight. For a better explanation, please watch this video. As you can see, the damage gain is very small and not worth doing, but if someone wants to benefit more from STS, this is the proper way to do it. The same tip applies to DBW, but that ability has a much longer ICD (1:45), and most RLs won't bother setting up 2-min pull timers.

    Btw, the suggestion of swapping out trinkets was present in Blunta's guide. Unfortunately, he took it down some time ago, so now I'm honouring his contribution. I believe that this topic deserves to be mentioned.

    VIII. Summary

    A) General overview

    There is no one way to open as a feral cat that is best for everyone in every given situation. In fact, there are various approaches to do it depending on the following factors:

    - Who needs to put Mangle on the boss? Is it you or someone else?
    - How long does the boss fight last on average? Can you get an additional TF if you use it early?
    - How many abilities can you inflict during Berserk? Would that number decrease if you use FB mid-Berserk?
    - How fast can you reach 5CPs if you have none? How many CPs do you get on average per builder?
    - How important it is to refresh Rip when it expires after Berserk? What will you lose if you don't refresh it on time?

    For a better understanding, picture the feral opener as a puzzle that consists of many small pieces. These small pieces are the answers to the questions you see above, and how you answer them will determine what kind of opener would be most suitable for you.

    B) Assembling the pieces

    Generally speaking, the feral opener can be broken down into three major phases:
    1) the phase prior to Berserk;
    2) the phase during to Berserk;
    3) the phase after to Berserk.

    In the next paragraphs, I will explain my personal interpretation of how the feral opener is usually structured. For that purpose, I'll use terminology from theory of literature. In this train of thought, I don't expect you to memorise the names of each of the phases, instead try to understand the logic behind them and what you need to do there. Of course, if you don't agree with my structure or if you think it's too complicated, you're more than welcome to come up with your own by acknowledging the three major phases I mentioned above. With all that said, I'll continue.

    I like to view the feral opener as a Freytag pyramid:


    Where:
    1) the prologue marks the preparation phase prior to the boss fight (i.e. casting GotW for a CC proc);
    2) the exposition marks the active period prior to Berserk (i.e. casting Mangle + SR);
    3) the inciting incident is the moment you pop Berserk;
    4) the rising action marks the early stage of Berserk (i.e. casting Rip + SR again);
    5) the climax is the pure burst before Berserk ends (i.e. spamming Shred and casting FB);
    6) the falling action marks the time when Berserk ends (i.e. gathering CPs for Rip);
    7) the resolution is the moment when the opening ends (i.e. refreshing Rip);
    8) the epilogue marks the remaining duration of the boss fight (i.e. following the priority list).

    I'll now explain each of these elements in further detail. Whilst reading, think about your current situation. Afterwards, what kind of exciting story you tell, or rather experience for yourself, is up to you (and up to RNG, of course).

    Prologue
    Aka the preparation phase prior to the boss encounter. Now, I won't tackle the topic of consumables, as there's already a dedicated section for that, but in terms of abilities what you need to do here mostly boils down to casting GotW for a CC proc.

    Technically speaking, you could get a pre-pull SR as well, but this trick isn't covered here for the sake of simplicity. If you're interested in that topic, I advise you to read the section titled "Pre-pull Savage Roar".

    Exposition
    What you do prior to Berserk needs to answer the following questions: 1) Who needs to put Mangle on the boss? Is it you or someone else? and 2) How long does the boss fight last on average? Can you get an additional TF if you use it early?

    Beginning a fight with either Mangle or Rake depends on whether or not someone else can apply the "30% bleed damage" debuff. If that's the case, using Rake at start is vastly superior. If the cat player needs to do it, then Mangle is better raid-wise. Regardless which ability you use, it's mandatory that you follow it up with SR (assuming that it's not active).

    As far as TF is concerned, using it prior to Berserk could potentially net you one extra in the long run, but you miss out on the opportunity to buff a couple of AAs and Shreds. Conversely, using it after Berserk would bring you a guaranteed, albeit rather small buff to those abilities, but you might deprive yourself of casting an additional TF before the fight ends. If I ignore CP-generation post Berserk for a bit, I would like to inform you that the damage difference between "TF-Berserk" and "Berserk-TF" is somewhat small, so if you don't care about small numbers, you can pick either of these approaches and stick with it. Otherwise, you need to get accustomed to timing TF differently in raids.

    That said, using TF after Berserk can help you generate CPs for Rip faster, but more on that later.

    Inciting incident
    As stated above, this is the moment when you use Berserk. There isn't much to be said here, except that you need to make sure that your energy doesn't overcap when Berserk's GCD ends. This includes the presence of CC procs. If you get one prior to Berserk, try to use it and to lower your energy (in case you overcap it).

    Rising action
    Also a fairly simple phase to explain. Once you are in Berserk, you need to start gathering CPs for Rip and for SR after that. You use either Shred or Rake (if the latter has expired).

    Climax
    This is where the opener will differ for most of you. What you do here needs to answer the following questions: 1) How many abilities can you inflict during Berserk? Would that number decrease if you use FB mid-Berserk? and 2) How fast can you reach 5CPs if you have none? How many CPs do you get on average per builder? As you can understand, this phase is not just some mindless burst, but also a preparation for when Berserk ends and you need to acquire CPs for Rip.

    If you're undergeared or playing on Frostmourne/Onyxia, you won't have access to ICC and RS items, in which case your crit might be low and you might have difficulties generating 5CPs fast enough. If this describes you, then you ought to skip FB unless 1) you either get a lot of CC procs post Berserk (e.g. with the GotVV-shift), or 2) you follow up Berserk with TF. Your burst is only Shred and you save your CPs for Rip.

    For the rest of you, FB shouldn't be neglected. Usually, the best energy threshold for that ability is 18-24 because it costs almost as much as Shred (21). This concerns the case when you have few CC procs (0-1). If you have more, you ought to cast FB sooner because otherwise you won't utilise your energy fully during Berserk. If you have leftover CPs because of this, you either keep them for Rip or, preferably, use them on another FB before Berserk ends.

    The things I mentioned in the previous two paragraphs concern single-target boss encounters. In AoE-heavy boss fights, you should definitely skip FB in favour of Swipe unless you get a lot of CC procs during Berserk, in which case you can afford to cast a single FB in the middle of Berserk.

    Falling action
    This is the point at which Berserk ends, and you have limited time to gather 5 CPs for Rip. What you do here needs to answer these questions: How fast can you reach 5CPs if you have none? How many CPs do you get on average per builder? How fast you generate them depends on your gear (more precisely, on your crit), the presence/absence of TF, and CC procs. The latter, in turn, depends on whether or not you're a GotVV-shifter or you just rely on AAs to obtain them.

    For more information about the GotVV-shift, please read "Different playstyles for a feral cat" and the third post in this guide.

    Resolution
    I'm saving the best for last. Here comes the plot twist: How important it is to refresh Rip when it expires after Berserk? What will you lose if you don't refresh it on time?

    I mean, obviously we should always try to cast Rip the moment it fades so that we don't lose its uptime. However, it's not like we instantly become bottom dps if we delay refreshing it by one or two seconds. Rip and its bleed ticks in particular are quantifiable damage. What else can we describe in the same way? Everything, really, but CPs is what I have in mind. If you remember, I labeled as "stored damage" which is materialised in the presence of finishers (like FB). That damage is wasted when the cat player reaches 5 CPs and continues to use builders like Shred and Rake.

    Let me ask you a question - would you waste 5 CPs only to preserve a single Rip tick? What about two Rip ticks? Now, the answer to this conundrum is a bit more complicated as various factors tip the scales in favour of either ability:

    - gear (our current Arp, Idol of Worship);
    - talents (the number of talent points we have invested in Feral Aggression);
    - snapshots (trinket procs, Hysteria).

    I want to keep this section as clean as possible, so I will just describe the situation with bis ICC and RS gear. When Rip fades after Berserk, we usually have 1-2 seconds to refresh it before DBW and Hysteria run out. If we don't do it on time, not only do we miss out on a couple of bleed ticks but also on the snapshot. Assuming we get "700 Str", snapshotting Rip with those two buffs would net us 16k damage or 21k with the 30% ICC buff. This is the equivalent of an average Shred, so it's not something miniscule. I'm not even counting the lost tick damage, in which case those numbers would increase by 5k per each Rip tick we miss out on (a single tick registers once every 2 seconds).

    Therefore, I advise you to try refreshing Rip the moment it expires right after Berserk. For the rest of the "Rip vs FB" debacle, please read "FB. Energy investment and proper timing".

    Epilogue
    Once you refresh Rip, you continue dps-ing whilst respecting the single-target priority list.

    C) Actual showcase

    Now that you understand how to build your opener, here are my suggestions:

    "TF-Berserk" + "FB-less Berserk"
    Spoiler: Show
    1) Characteristics

    - About TF:
    *this ability is used prior to Berserk, causing it to lose its weapon damage buff, but allowing players to cast it an additional time before the fight ends (assuming the boss encounter lasts long enough).

    - About FB:
    *this ability isn't used at the end of Berserk, which allows players to preserve their CPs for Rip;
    *this makes it vulnerable to sudden CC procs post Berserk, as every additional builder at 5CPs translates as wasted CPs.

    => Therefore, this opener is mostly suitable for players that have difficulties refreshing Rip on time when it expires shortly after Berserk (i.e. due to low crit, due to bad RNG, due to spamming Swipe a lot etc).

    2) Suggested ability order

    1. GotW prior to the pull timer;
    2. Mangle;
    3. SR;
    4. Rake;
    5. Shred;
    6. TF+Berserk;
    7. Shred spam till 5 CPs;
    8. Rip;
    9. Shred spam till 5 CPs;
    10. SR;
    11. Shred spam + refresh on Rake;
    12. Berserk ends, and you acknowledge the priority list.

    Note 1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Shred.
    Note 2: If by chance you get a CC proc before popping Berserk, cast Shred again and then follow it up with Rip into TF+Berserk. You can increase these odds by casting Barkskin. If instead of a CC proc, you just have over 30 energy, cast Shred into "TF+Berserk".
    Note 3: You don't need to refresh the second SR the moment you get 5 CPs. You can delay it a bit, in order to get more value from the first one.

    3) Demonstration

    Spoiler: Show
    Commentary:
    - 0:07 overcapped 1 energy, which is negligible.
    - 0:17 since this opener skips FB, I could have delayed the second SR a bit more in order to get more value from the first.
    - 0:31 refreshing Rip with the CC was the correct play. Had I used the CC proc on Shred and then followed it up with Rip, I would have wasted some CPs and missed out on the snapshot with DBW.
    - 0:45 I triggered that OoC proc with my "NG + Barkskin" macro. Refreshing SR was correct here because had I cast Shred, I would have had difficulties generating enough CPs for Rip when it expired. I could have delayed the macro in order to get more value from SR.
    - 1:04 refreshing SR wouldn't have been correct here because a) I had a lot of energy, b) Rip's duration wasn't extended, and c) I had TF at my disposal. This is why I decided to use Shred with that CC and get more value from my SR.
    - 1:39 got punished for the FB at 1:27, but I anticipated at least one CC proc before Rip faded.
    - 1:48 no luck with the "NG + Barkskin" macro.
    - 2:19 kinda risky to invest two builders into SR. Thankfully, the CCs at 2:22 and 2:26 justified this play.
    - 3:01 no luck with the "NG + Barkskin" macro.

    "TF-Berserk" + "FB-last Berserk"
    Spoiler: Show
    1) Characteristics

    - About TF:
    *this ability is used prior to Berserk, causing it to lose its weapon damage buff, but allowing players to cast it an additional time before the fight ends (assuming the boss encounter lasts long enough).

    - About FB:
    *FB is used at the end of Berserk (more precisely, as soon as the player reaches 18-24 energy);
    *as a result, the player is limited in time and resources to generate 5CPs before Rip expires shortly after Berserk.

    => Therefore, this opener is mostly suitable for players that don't have any difficulties generating CPs fast enough (i.e. players with a good gear or GotVV-shifters in general).

    2) Suggested ability order

    1. GotW prior to the pull timer;
    2. Mangle;
    3. SR;
    4. Rake;
    5. Shred;
    6. TF+Berserk;
    7. Shred spam till 5 CPs;
    8. Rip;
    9. Shred spam till 5 CPs;
    10. SR;
    11. Shred spam + refresh on Rake;
    12. FB @18-24 energy;
    13. Shred (in case you have enough energy);
    14. Berserk ends, and you acknowledge the priority list.

    Note 1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Shred.
    Note 2: If by chance you get a CC proc before popping TF, cast Shred again and then follow it up with Rip into TF+Berserk. You can increase these odds by casting Barkskin. If instead of a CC proc, you just have over 30 energy, cast Shred into "TF+Berserk".
    Note 3: You don't need to refresh the second SR the moment you get 5 CPs. You can delay it a bit, in order to get more value from the first one.

    3) Demonstration

    Spoiler: Show
    Commentary:
    In this video you'll see me spamming FFF a lot. I want to clarify that the spell is still nerfed - it doesn't proc OoC at all. Spamming this spell is just an old habit of mine.
    - 0:05 I used Barkskin in order to trigger a CC proc and potentially follow it up with 2 Shreds and a Rip before casting "TF+Berserk". I didn't get it in this video, but this is my current way of playing if I don't get a CC proc the first few AAs.
    - 0:07 overcapped 2 energy, which is a bit unfortunate, but a small price to pay.
    - 0:22 no luck with NG.
    - 0:31 ye, this is why I said that we need a CC proc after Berserk in order to refresh Rip on time.
    - 0:39 I could admit that the FB might have been a bit risky, but I counted on getting at least one CC, and I got two at 0:45-0:46.
    - 0:46 I don't recommend doing what I did here, i.e. casting Shred and refreshing SR with 5CPs instead of 4 because I limited my options to generate 5CPs for Rip. Fortunately for me, I got another CC proc a bit later (0:54) which allowed me to refresh bleed on time, but w/o it I would have cast Rip with a delay and quite possibly struggled to refresh Mangle and Rake as well.
    - 1:08 no luck with Barkskin.
    - 1:21 In hindsight, that Rake was perfectly timed with that CC. Under normal circumstances, this would have been a mistake, but right after casting Rake, I got another CC which I used on Shred. So, by casting Rake early, I managed to preserve its uptime.
    - 1:38 no luck with NG.
    - 1:52 I dropped SR for a bit. Normally, this would have been a misplay, but not in this particular scenario because I already auto-attacked a few milliseconds prior to SR expiring, so nothing was lost.
    - 2:13 no luck with Barkskin.
    - 2:17 in this particular case, I should have refreshed SR with 2 CPs, followed it up with Rake and gathered CPs for Rip.
    - 2:26 I shouldn't have cast Shred. Rake would have been better because it would have benefited more from the trinket proc.
    - 2:41 in hindsight, the FB was timed poorly. What I should have done was to cast SR with 4CPs and with a small delay. That way, I would have started generating CPs again for a potential 4CP FB prior to Rip. Moreover, had I refreshed SR with 4CPs, I wouldn't have cast it for a second time at 2:58. Instead, I would have started generating CPs for one last bite.
    - 3:03 no luck with NG.
    Spoiler: Show
    Commentary:
    - 0:06 I used Barkskin in order to trigger a CC proc and follow it up with 2 Shreds and a Rip before casting "TF+Berserk". I got it in this video. :P
    - 0:10-0:11 I had to lower my energy a bit before popping Berserk. This is why I said that neither "TF-Berserk" nor "Berserk-TF" are confined to a fixed ability order. If the player sees something like this happening prior to Berserk, they can react accordingly. Since I wasn't doing anything productive, I decided to cast NG for a potential CC proc (which I didn't get).
    - 0:23-0:28 I acquired 5CPs for Rip before Berserk ended. This is why we should cast FB with as little energy as possible during Berserk (like what I did at 0:22) and not necessarily at the last moment.
    - 1:06 I contemplated on the possibility to cast Shred, in order to generate enough CPs for SR. During the practice run, I decided to play it safe, but in hindsight I should have gone for it as you're about to see why.
    - 1:08-1:16 even though I managed to refresh Rip on time, I didn't get the full duration. I didn't want to cast Shred because I would have wasted CPs, but this is why I should have cast it on that SR.
    - 1:10 no luck with Barkskin.
    - 1:17 no luck with NG.
    - 1:29 I wanted to do the very same thing I should have done with the previous SR (at 1:06). I had a lot of energy, and I counted on getting a CC proc before Rip expired, but as you're about to find out things didn't go as planned.
    - 1:38 I couldn't refresh Rip on time. Tbf, had I refreshed SR with 3 CPs instead of 4, this wouldn't have changed anything because the Shred at 1:35 was also a non-critical, so I would have had 4CPs with that Shred at 1:29. In an actual raid scenario, refreshing SR with 3 CPs would have been the safer approach.
    - 1:54 I contemplated on the possibility to refresh SR in order to have an easier time generating CPs with that CC proc. Honestly, I don't think that what I did here was a misplay because I had plenty of energy. I was unlucky that both Rake and Mangle ended up as non-criticals.
    - 2:21 my "NG + Barkskin" macro triggered OoC.
    - 2:22 this time around my energy bar was half full, so refreshing SR immediately was the correct play.
    - 2:44 I cast Shred only because I got a CC proc. Had I not received it, I would have refreshed SR sooner.
    - 2:53 both SR and Rip were perfectly synchronised with the "kill timer", aka Berserk's CD in my case.

    "TF-Berserk" + "FB mid-Berserk"
    Spoiler: Show
    1) Characteristics

    - About TF:
    *this ability is used prior to Berserk, causing it to lose its weapon damage buff, but allowing players to cast it an additional time before the fight ends (assuming the boss encounter lasts long enough).

    - About FB:
    *one FB is used in the middle of Berserk (more precisely, after the player casts Rip and acquires 5 CPs);
    *as a result, a lot of energy is wasted which can severely reduce the player's performance if they don't have at least 2 CC procs.

    - Additional notes:
    *the good thing about this opener is that the player can delay refreshing SR in order to get more value from it;
    *another noteworthy advantage is that the player will most likely leave Berserk with 5CPs, which they can either keep for Rip or use them on a second FB depending on how fast they can generate those CPs.

    => Therefore, this opener should only then be considered when the player is unable to utilise all of their energy before Berserk ends (i.e. in the presence of at least 2 CC procs as mentioned above). Afterwards, how exactly the leftover CPs will be spent, will depend on the player's ability or lack thereof to generate 5CPs for Rip on time.

    2) Suggested ability order

    1. GotW prior to the pull timer;
    2. Mangle;
    3. SR;
    4. Rake;
    5. Shred;
    6. TF+Berserk;
    7. Shred spam till 5 CPs;
    8. Rip;
    9. Shred spam till 5 CPs;
    10. FB;
    11. Shred spam + refresh on Rake till 4-5 CPs;
    12. SR;
    13. Shred spam;
    14. Berserk ends, and you acknowledge the priority list.

    Note 1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Shred.
    Note 2: If by chance you get a CC proc before popping TF, cast Shred again and then follow it up with Rip into TF+Berserk. If instead of a CC proc, you just have over 30 energy, cast Shred into "TF+Berserk".
    Note 3: You can increase the odds of getting 2+ CCs during Berserk by casting Barkskin.
    Note 4: In the ideal scenario, you will have 4-5 CPs by the end of Berserk. If you typically don't have any problems generating CPs, you can go for a second FB, otherwise save the accumulated CPs for Rip.

    3) Demonstration

    Spoiler: Show
    Commentary:
    - 0:07 I got a CC proc prior to Berserk and because of it I decided to lower my energy before popping the big CD. This is why I said that neither "TF-Berserk" nor "Berserk-TF" are confined to a fixed ability order. If the player sees something like this happening prior to Berserk, they can react accordingly.
    - 0:10 The CC took place at the end of Berserk's GCD, so I couldn't use Shred and lower my energy. This was bad RNG.
    - 0:13 no luck with Barkskin.
    - 0:14 casting FB was intentional here because I needed proper video footage of "FB mid-Berserk", however what I did at that timestamp would have been unnecessarily risky under normal circumstances. As mentioned above, this opener is only good with 2+ CC procs. In other words, don't do what I do here if you don't meet this requirement. Until you see 2 CC procs, you only cast FB with 18-24 energy.
    - 0:19 got a 2nd CC proc, which saved the opener.
    - 0:24 since I expected to have difficulties with CP-generation, I decided to keep the CPs for Rip. This proved to be the correct decision during the practice run.
    - 0:32 no luck with NG, but fishing for a CC proc AFTER Rip was the correct play because otherwise I would have wasted CPs for nothing.
    - 0:34 I shouldn't have used the CC on Rake.
    - 0:58-1:00 I hesitated between Mangle and Shred, and I decided to play it safe. In hindsight, I should have cast Shred because my energy would have been enough to refresh both Rake and Mangle.
    - 1:13 I cast Shred because I didn't want to overcap my energy whilst waiting for Rip to expire.
    - 1:23 no luck with Barkskin.
    - 1:43 no luck with NG.
    - 1:50 since I didn't have TF at my disposal, and both SR and Rip had relatively short durations, I decided to skip FB.
    - 1:56 refreshing SR was correct because I wanted to gather CPs for Rip ASAP (+ both Mangle and Rake were about to expire). In hindsight, I'm glad I did it considering the bad RNG (i.e. two non-criticals).
    - 2:11 I think that I contemplated on going for a 4CP FB back then, but since both SR and Rip were synced, I scrapped that idea and decided to play it safe. In hindsight, I should have gone for the bite in order to utilise my CPs better (+ I got a CC proc a few seconds later). If this happened to me in a raid, I would have definitely cast FB and then quickly generated the CPs with TF and the GotVV-shift.
    - 2:31 no luck with Barkskin.
    - 2:37 the FB was intentional because I planned to gather 5 CPs for Rip with that TF and then 1-2 for SR before the practice session ended. Unfortunately for me, that Rake at 2:46 kinda screwed me, but the CC at 2:52 made up for it.
    - 2:47 no luck with NG.

    "Berserk-TF" + "FB-last Berserk"
    Spoiler: Show
    1) Characteristics

    - About TF:
    *this ability is used after Berserk, allowing players to benefit from its weapon damage buff and to have an easier time generating 5CPs for Rip when it expires shortly afterwards;
    *however, due to the abundance of energy the player will inevitably waste some CPs before they get the chance to refresh Rip which becomes even more apparent when CC procs are present;
    *furthermore, TF is delayed the most, and as a result the player might miss out on the opportunity to cast it an additional time before the fight ends.

    - About FB:
    *this ability is used at the end of Berserk (more precisely, as soon as the player reaches 18-24 energy).

    => Therefore, this opener is mostly suitable for players who have difficulties generating CPs fast enough, but they still want to cast FB by the end of Berserk.

    2) Suggested ability order

    1. GotW prior to the pull timer;
    2. Mangle;
    3. SR;
    4. Berserk;
    5. Rake;
    6. Shred spam till 5 CPs;
    7. Rip;
    8. Shred spam till 5 CPs;
    9. SR;
    10. Shred spam + refresh on Rake;
    11. FB @18-24 energy;
    12. Shred (in case you have enough energy);
    13. Berserk ends, you cast TF and acknowledge the priority list.

    Note 1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Berserk.
    Note 2: You don't need to refresh the second SR the moment you get 5 CPs. You can delay it a bit, in order to get more value from the first one.

    3) Demonstration

    Spoiler: Show
    Commentary:
    - 0:05 no luck with Barkskin.
    - 0:12-0:14 I'm aware that I instructed you to cast SR right after Rip, however if your initial SR lasts 19s and you don't get any CCs during Berserk like in my case, you can easily lower your energy until it reaches 18-24 at which point you cast FB. Afterwards, you refresh SR. This way, you get more value from it.
    - 0:23 no luck with NG.
    - 0:50 under normal circumstances, seeing that Rake was about to expire whilst I had almost 5 CPs, I would have waited a bit and refreshed it with the CC proc. However, had I done that back then, the CC proc would have been overwritten before Rake expired, so casting Shred at that timestamp was the correct decision in that particular situation.
    - 0:52 casting Rake with the CC proc was intentional because I didn't want to go Shred -> Rake -> Rip and waste CPs and bleed ticks.
    - 1:04 that FB was kinda risky w/o TF, ngl, but the CC proc at 1:06 justified that play.
    - 1:06 the CC proc was triggered by an AA, not by Barkskin.
    - 1:25 since both SR and Rip had long durations, I decided to go for a 4CP FB.
    - 1:26 no luck with NG, but fishing for CC proc after FB was the correct play.
    - 1:37 the CC proc helped me reach 5 CPs faster, but I would have still managed w/o it.
    - 1:52 that CC proc took place the moment FB was cast, and therefore I don't consider it a misplay.
    - 2:20 no luck with Barkskin.
    - 2:28 no luck with NG.
    - 2:32 since both SR and Rip had long durations, I decided to go for a 5CP FB.
    - 2:53 both SR and Rip were synchronised with the "kill timer", aka Berserk's CD in my case.
    Spoiler: Show
    Commentary:
    In this video you'll see me spamming FFF a lot. I want to clarify that the spell is still nerfed - it doesn't proc OoC at all. Spamming this spell is just an old habit of mine.
    - 0:06 casting Barkskin here (i.e. with full energy) was a misplay because it could have procced OoC, and I would have overcapped some energy.
    - 0:21 minor misplay. I should have cast TF before casting Shred alongside the CC proc in order to buff that ability.
    - 0:23 no luck with NG.
    - 0:38 in this particular scenario, going for a 4-CP FB wasn't the best play because I was forced to refresh SR with 1 CP. Here, I should have cast Rake, in order to reach 5 CPs and have a healthy duration on my SR. In an actual raid, I would have fished for OoC procs with GotW after the FB, so I always like to make use of my CPs before refreshing either SR or Rip. FYI
    - 1:09 no luck with Barkskin.
    - 1:13 casting Rake here was necessary because I would have missed out on too two ticks had I gone Rip -> Rake.
    - 1:34 NG procced OoC.
    - 1:52 I should have waited a bit more before refreshing SR in order to get more value from it.
    - 1:57 Casting Shred was a misplay because I didn't have enough energy for Rake. I should have cast Mangle -> Rake -> 5CP Rip.
    - 2:15 since I had TF at my disposal, casting Shred and refreshing SR with 5 CPs was the correct play here.
    - 2:17 no luck with Barkskin.
    - 2:22-2:23 kinda bad luck that both Shred and Rake ended up as non-criticals, but this doesn't diminish the fact that refreshing SR with 5CPs was the correct play.
    - 2:36 no luck with NG.
    - 2:43-2:46 In hindsight, I shouldn't have cast two Shreds in order extend Rip's duration because I was going to end combat in 23 seconds anyway. Had I allowed Rip to expire, I would have immediately reapplied it with its full duration. I just wasted CPs for no reason.
    - 2:58 Since the fight was going to end anyway, I consider this 4-CP FB to be a misplay. I could have reached 5 and used FB at the last moment. FYI

    "Berserk-TF" + "FB mid-Berserk"
    Spoiler: Show
    1) Characteristics

    - About TF:
    *this ability is used after Berserk, allowing players to benefit from its weapon damage buff and to have an easier time generating 5CPs for Rip when it expires shortly afterwards;
    *however, TF is delayed the most, and as a result the player might miss out on the opportunity to cast it an additional time before the fight ends.

    - About FB:
    - one FB is used in the middle of Berserk (more precisely, after the player casts Rip and acquires 5 CPs);
    - as a result, a lot of energy is wasted which can severely reduce the player's performance if they don't have at least 3 CC procs.

    - Additional notes:
    *the good thing about this opener is that the player can delay refreshing SR in order to get more value from it;
    *another noteworthy advantage is that the player will most likely leave Berserk with 5CPs, which they can use on a second FB.

    => Therefore, this opener should only then be considered when the player is unable to utilise all of their energy before Berserk ends (i.e. in the presence of at least 3 CC procs as mentioned above). It's mostly suitable for players who have difficulties generating CPs fast enough, but still want to cast a second FB shortly after Berserk.

    2) Suggested ability order

    1. GotW prior to the pull timer;
    2. Mangle;
    3. SR;
    4. Berserk;
    5. Rake;
    6. Shred spam till 5 CPs;
    7. Rip;
    8. Shred spam till 5 CPs;
    9. FB;
    10. Shred spam + refresh on Rake till 4-5 CPs;
    11. SR;
    12. Shred spam;
    13. Berserk ends, you cast TF and acknowledge the priority list.

    Note 1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Berserk.
    Note 2: In order to increase the odds of obtaining 3 CC procs during Berserk, use Barkskin.
    Note 3: Ideally, you should have 5 CPs by the end of Berserk in which case you can cast another FB.

    3) Demonstration

    Spoiler: Show
    Commentary:
    - 0:05 I got a CC proc when Berserk's GCD ended, and I couldn't lower my energy. Kinda bad RNG, but this was the first CC necessary for the "FB-Berserk" opener.
    - 0:09 Barkskin triggered the 2nd CC. I intentionally timed it after Rip in order to start generating CPs from scratch.
    - 0:13 casting FB was intentional here because I needed proper video footage of "FB mid-Berserk", however what I did at that timestamp would have been unnecessarily risky under normal circumstances. As mentioned above, this opener is only good with 3+ CC procs. In other words, don't do what I do here if you don't meet this requirement. Until you see 3 CC procs, you only cast FB with 18-24 energy.
    - 0:16 3rd and final CC, which made the opener possible.
    - 0:22 no luck with NG.
    - 0:38 even though I knew I was about to cast Rake a few seconds later, I wanted to lower my energy.
    - 0:53 casting Rake with the CC proc was intentional because I didn't want to go Shred -> Rake -> Rip and waste CPs and bleed ticks.
    - 1:03 that FB could be considered risky, seeing that I didn't have TF for Rip, but I anticipated a CC proc which I got at 1:11.
    - 1:17 no luck with Barkskin.
    - 1:33 since Rip was running low, and I already used TF, I decided to keep the CPs for Rip.
    - 1:37 I cast that Shred because I didn't want to overcap my energy. After rewatching the clip, I noticed that my energy would have reached exactly 100 before Rip expired. Imho, what I did was necessary because I might have got a sudden CC proc which would have prevented me from utilising my energy and which would have resulted in me overcapping some.
    - 1:42 no luck with NG.
    - 1:58 that FB was really risky, ngl. I think the reason why I went for it was because I got a CC proc at 1:55. As you can see, the CC at 2:01 saved me.
    - 2:21 this is a good example why extending Rip's duration is not always a good idea. Had I cast Shred, I would have had less energy for SR, and on top of that I would have made the situation awkward for me by syncing these two abilities.
    - 2:25 no luck with Barkskin.
    - 2:29 I usually end my practice runs when the CD of Berserk ends. At this timestamp, I simply tried to sync SR's duration with the "kill time".
    - 3:03 one last FB before SR expired.


    15. WHAT'S THE VALUE OF A CP?
    Spoiler: Show
    Attention: In this section, I've explained the value of our CPs and their impact on our finishers. My goal is to visualise the potential damage loss when we utilise them poorly, so that it becomes clearer what's going on.

    Be warned, this section contains more personal calculations than practical tips, so if you don't want to be overwhelmed with too much information, you can close this spoiler. Having said that, understanding the logic behind the utilisation of the CPs would imho help you get a better view of the nuances of the feral cat spec, so I recommend giving it a read.

    I. General overview

    Before I clarify the nuances of using FB in combat, I must tackle the ever so important topic of its building blocks - the CPs, aka our second primary resource. This deserves its own separate section as it's not something minor or simple that can be explained briefly in one or two words. In reality, a lot of our in-game decisions revolve around managing this resource properly, especially when we try to maintain both SR and Rip.

    Unlike our energy, we don't passively generate CPs. We need to use builders to obtain them in the first place, we can gather up to 5 at a time, and we can only use them on finishers. This is where the main challenge surrounding our CPs comes from - they are not as easy to obtain and use as our energy. In order to express myself better, I'd like to give you a quick example:

    Let's say that our energy is close to reaching the maximum cap (100), after which point we stop regenerating it. In order for us to continue doing so, we cast Shred and lower it. The energy is not lost, as we still gain damage from that play, but the same cannot be said for our CPs. The problem here is threefold: {1} None of our finishing moves can be spammed like Shred (FB comes close, but is more situationally applicable due to its second effect). {2} Once we spend all of our CPs, we need to cast builders to generate them anew. For this we need a lot of energy and therefore time to accumulate it. In other words, we can't go FB -> Rip in one GCD like we can with Shred -> Rake. {3} If we continue casting builders while we are already sitting at 5CPs just so we keep them for Rip and SR, we're wasting this resource.

    By wasting CPs, we deal with heavy repercussions in the long run, so we need to have a clear idea of what we are actually missing out on. Obviously, I don't mean us knowing that we deprive ourselves of X amount of CPs, as this doesn't tell us much. We need to convert that resource into a measurement for comparison, i.e. a number, referencing potential damage.

    II. My hypothesis

    In order to give you a better idea how much CPs are actually worth, I need to explain the value of our energy first. For this purpose, let's observe a hypothetical 2-min boss fight with a simple "tank and spank" strategy. Under such circumstances, we'd normally have on average:

    - 2 Mangles;
    - 13 Rakes;
    - 5 Rips;
    - 5 SRs;
    - X amount of Shreds;
    - Y amount of FBs.

    Now let's imagine two different players, one of whom has 100 energy more than the other throughout the entire encounter. Should that person decide to utilise it on either Mangle, Rake, Rip, or SR, he wouldn't achieve a "double dip" - he would just clip their effects. The only remaining abilities he can use the extra energy on are Shred and FB. If we ignore FB for a bit, we can say that every extra point of energy would mean potential Shred damage. Because of this, Shred is my main reference point when it comes to managing energy in boss fights. If I ignore trinket procs affecting its damage, then in the context of my Icecrown cat this is how much damage Shred would inflict on average with raid buffs according to Rawr:


    Shred (average damage with 14724 AP, 1397 Arp, and almost 74% crit) = 15095
    1 extra point of energy = 15095/42 or 359.4
    Overcapping X amount of energy points due to one reason or another would result in me depriving myself of X*359.4 potential damage. Conversely, gaining 8 energy from http://wotlk.cavernoftime.com/spell=48545 or 60 from http://wotlk.cavernoftime.com/spell=48495 would result in me getting 8*359.4 and 60*359.4 respectively.

    In addition to the aforementioned damage gain, we also get some CPs from that ability. As I've already clarified, we cannot use them on Rip and SR and double their effects. If we want to utilise that resource, then the only remaining finisher would be FB. For the sake of simplicity, I will only observe its 5-CP version w/o addressing its second effect (i.e. the part that drains up to 30 extra energy). According to Rawr, this is how the damage would look like if I were to cast it in a boss fight:


    FB (average damage with 14724 AP, 1397 Arp, and almost 74% crit) = 27554

    => 35 energy + 5CPs = 27554 damage
    Now I just need to isolate the variable. Since I have already declared the value of energy by using Shred as a reference point, I can substitute the "35 energy" part with the DPE for Shred and see how much damage those 5 CPs would net me:

    35 energy + 5CPs = 27554 damage
    (35*359.4) + 5CPs = 27554
    5CPs = 27554 - 12579
    5 CPs = 14975

    => 1CP = 2995
    => 2 CPs = 5990
    However, with my current gear I have almost 74% crit in boss encounters. This means that in 26% of the cases my builders provide me with one CP, whereas in the remaining 74% - with two. In other words, I get 1.74 CPs on average per Mangle, Rake, and Shred. If I want to convert that amount into actual damage, I need to multiply 2995 by 1.74 which equals 5211. Everything I said thus far can be expressed with the following formulas:

    one CP = (FB-(35*Shred/42))/5
    two CPs = 2*(FB-(35*Shred/42))/5
    CP-value (average per builder) = 1.CurrentCritProbability*(FB-(35*Shred/42))/5
    These formulas can help you find out how much your CPs are worth with your current gear.
    III. Elitist Jerks's stance on this topic

    An EJ user shared a similar opinion in the past:

    Originally Posted by Melthu
    You must be placing very little value on combo points for the break-even point to be so low. I made a very rough estimate of the value of a combo point by subtracting the DPE of Shred from the DPE of a 5 CP Ferocious Bite and dividing by 5.
    Source: https://web.archive.org/web/20101110..._rotation/p52/

    Reading this was quite exciting as it showed that I wasn't the only one with that conclusion. Now, Melthu's formula revolved around the DPE values of FB and Shred, but regardless how you view it - it's the same logic. I'll keep my approach just because it shows actual stored damage during a fight.

    IV. The fluidity of CP's value

    Even though FB can give us a very consistent reference point for the value of our CPs, this approach doesn't fully describe how much they are worth when either Rip or SR are involved. Or, does it? Although I also support the idea that the value of our CPs changes depending on the type of finisher we're casting, my previous approach also acknowledges this conundrum quite well as you're about to understand why.

    As I explained in the second subsection, if two players have different amounts of CPs, the one that has more will use the bonus CPs for FB, but both will use the same amount for SR and Rip when they expire. Since these two impact our dps the most, they have priority over FB. This means that the CPs intended for FB are expendable and can be sacrificed (to some extent) in favour of the other two finishers. With this in mind, I would like to observe different situations concerning the maintenance of SR and Rip, where players lose some of those expendable CPs in the process.


    A) Using the CP-value to analyse the 4-CP and 5-CP Rip

    14724 AP, almost 74% crit
    5-CP Rip (average) = 53679
    4-CP Rip (average) = 43274
    Let's imagine a scenario, where we decide to refresh Rip with 4 CPs instead of 5 just so we don't lose one in case our next builder ends up being a critical strike. If I once again refer to the values of my Icecrown cat, using any CP-generator would provide me with 2 CPs 74% of the time which is the equivalent of 5211 stored damage with my current gear. In that hypothetical example, I can add that number to the damage of a 4-CP Rip and compare it to a 5-CP Rip:

    43274 (4-CP Rip) + 5211 (stored CPs for later) vs 53679 (5-CP Rip)
    48485 < 53679
    By using FB to determine the rough value of a CP, we can still observe how going for a 5-CP Rip and wasting a bit of CPs yields higher numbers than prioritising its inferior counterpart. If so happens that we miss out on a single 5-CP Rip tick in case we have difficulties building the CPs, then that finisher still remains superior:

    53679 - (53679/11) = 48799
    48485 < 48799
    A 4-CP Rip would only then outperform its 5-CP equivalent if we miss out on two or more bleed ticks. Now, I would like to open a parenthesis and clarify that such a scenario should generally be avoided, as it's oftentimes the result of poor CP-management when the other two finishers are involved. So, if anything, this is the exception that proves the rule.

    B) Using the CP-value to analyse the 4-CP and 5-CP SR

    Unlike Rip, SR doesn't do any damage on its own so I can't proceed with the same analysis I used in the previous subsection. Instead, I need to take a different approach.

    As you already know, this ability increases our physical damage in cat form for a short period of time. We don't get this effect for free, rather we spend or, better said, invest energy and CPs in it. Key word here is "invest", and what is the common desire when we deal with investments? We want our investments to be as small as possible and our profits - as high as possible. This is exactly how I want to view SR - a mandatory investment of resources.

    This ability costs 25 energy, and it grants us 5 seconds for each CP we invest in it. If we use SR too often in fights, then we would have less energy for Shred. Therefore, spending 25 energy on this finisher would "cost" me 8985 damage on average. In addition to that, we also invest CPs, which under normal circumstances could be used for a 5CP-FB. In my case, this would mean 2995 per CP or 5211 on average per builder (with 74% crit). With all that said, here's the full picture:


    • 14 seconds: 8985+(1*2995) = 11980 (an investment of 855.7 dps)
    • 19 seconds: 8985+(2*2995) = 14975 (an investment of 788.1 dps)
    • 24 seconds: 8985+(3*2995) = 17970 (an investment of 748.8 dps)
    • 29 seconds: 8985+(4*2995) = 20965 (an investment of 722.9 dps)
    • 34 seconds: 8985+(5*2995) = 23960 (an investment of 704.7 dps)
    So, the more CPs we spend on SR, the smaller the dps investment for it becomes. This shows why we should aim to refresh this finisher with 4/5 CPs whenever possible. What about going from 4-CP to 5-CP SR?

    4CP SR + 1.74 CPs = 5CP SR with extra spending
    20965 + 5211 = 26176 (an investment of 769.88 dps)
    The numbers show that under normal circumstances it's not a good idea to go from a 4-CP to 5-CP SR. We need to wait for our current SR to expire first before we refresh it with 4 CPs, and only then can we start generating them anew. As you can tell, this conclusion is not always applicable as there are situations where we cannot afford to wait for SR to expire first before we cast another CP-generator. Here are some examples:

    • Berserk is active;
    • our energy is close to the maximum cap (100);
    • we have a CC proc.

    These three common scenarios have three things in common: {1} we lose energy or energy-like resources if we wait for SR to expire first before we cast another ability; {2} in order to prevent that from happening, we use Shred or any other builder whilst {3} disregarding the current amount of our CPs. Since CPs are lost in the process either way, it's better to go from a 4-CP to a 5-CP SR in order to still benefit from them. Of course, this is only true if Rip is not a factor worth considering. In the next subsection, I will examine that scenario.


    C) Using the CP-value to analyse refreshing SR to the detriment of Rip

    Once, I received constructive criticism on discord that basing the value of CPs on FB wouldn't give the player a clear picture when both Rip and SR expire simultaneously. As I've pointed out in "Learning the priority list step by step", it's better to cast SR even with 1 CP if it means that Rip would be refreshed with 5 CPs on time. Here, you'll see why this is still the case.

    Let's assume that a person has 3CPs, and they decide to cast another builder, so that their SR would last longer. They get a lucky critical strike and obtain 5CPs. However, the player struggles to refresh Rip on time and loses a whole tick as a result. If I use the damage values of my Icecrown cat in order to analyse this situation, here's how the outcome would look like:


    - 5CP SR = 23960 dmg investment
    - sacrificed Rip tick = 4880 lost damage

    => 23960 + 4880 = 28840 (an investment of 848.23 dps)
    This is worse than what he would have had, had he refreshed SR with 3CPs. This goes to show that while we should aim to refresh SR with as many CPs as possible, we should do so by respecting Rip's uptime. In other words, the amount of CPs we can afford to invest in SR shouldn't hinder us from refreshing Rip with 5CPs on time.

    D) Using the CP-value to analyse casting FB to the detriment of Rip

    Let's forget about SR for a bit and imagine the following scenario - we have 5CPs, and Rip is going to expire relatively soon (like, in 10+ seconds). When do we cast FB?

    There are two ways to approach this conundrum:

    1) We keep the CPs for Rip and once it's refreshed, we go for the FB.
    2) We go for the FB first, and then we try to gather 5CPs ASAP for Rip.

    Now, I intentionally mentioned 10+ seconds in order to imply that our energy would reach the maximum cap if we only pool it. Therefore, in the first example we would be forced to use Shred at least once in order to lower our energy, but we would miss out on some CPs as a result. In the second example, we won't have that issue, but there might be a risk that we cast Rip with a delay and miss out on some bleed ticks. For a better understanding, let me illustrate those examples for you:


    (5 CPs) -> Shred -> Rip -> 3x Shreds -> FB + bleed ticks {223 energy}

    (5 CPs) -> FB -> 3x Shreds -> Rip -> Shred + 1-2 CPs {223 energy}
    As you can see, the energy is the same and so are the abilities. Therefore, I will only focus on the differences:

    In the first example, we have more bleed ticks. With my current gear, each Rip tick would inflict 4880 damage on average. In the second example, we have more CPs. Since I have 74% crit on my character, I expect to get 1.74 CPs on average per Shred which constitute 5211 damage. Prioritising FB over Rip would be worth it in that scenario, but only if I miss out on 0-1 Rip ticks. Anything more, and FB would be a misplay. However, if I were to cast two Shreds prior to Rip in the first example, I would sacrifice more CPs, and the scales would tip once again in favour of FB.

    This example right here explains the main logic behind usage of FB prior to Rip - how many (expendable) CPs we utilise and how many bleed ticks we sacrifice determines how beneficial or detrimental FB is prior to Rip.

    It should be noted that the "CPs : Rip ticks" ratio depends on a person's gear. This is due to the fact that a boss's armour reduces FB's damage, and we need a lot Arp to negate that damage reduction effect, whereas Rip remains unaffected because it ignores armour by design. As a result, the number of Rip ticks we can afford to sacrifice in favour of FB is different in each content phase. For more information on the matter, please read "FB. Energy investment and proper timing".


    E) Using the CP-value to analyse the 4-CP and 5-CP FB

    5-CP FB = 27554
    4-CP FB = 22323
    Now comes the final scenario. Let's imagine that neither Rip nor SR are a major concern, and we intend to cast FB, but we only have 4 CPs currently. Is it better to cast FB with 4CPs or should we go for a 5-CP FB?

    If I go Shred -> FB, my finisher will inflict more damage, but I might waste a CP in case that Shred ends up being a critical strike. If I decide to cast FB with 4CPs and follow it up with Shred, I keep 1.74 CPs for later which constitute 5211 stored damage. I can add that number to the damage of a 4-CP FB and compare it to its 5-CP equivalent:


    22323+5211= 27534
    27534 (4-CP FB with extra CP value) < 27554 (5-CP FB with wasted CP value)
    Even though the numbers still go in favour of the 5-CP bite, I cannot help but point out how small the difference is. I also want to point out that by sacrificing CPs, we make it harder for ourselves to maintain Rip and SR. If we go Shred -> FB, we would have 42 less energy for the next cycle, which could result in us losing a couple of Rip ticks or having less CPs for SR. Not to mention, the more we prolong the bite, the higher the chances of getting a CC proc in the meantime. If we get a CC proc while at 5CPs, we cannot use it on FB due to its second effect, so we'd be forced to respond with a 0-CP Shred. Due to the GCD caused by Shred, we'd pool some energy. If we still aim to bite the boss, we'd invest more resources in that ability than what we have initially planned, and we'd really go behind our cycles. A 4-CP FB might not inflict as much damage as its 5-CP counterpart, but it makes us flexible in unfortunate situations which is the reason why I promote it.

    Just like the 4-CP SR, there are exceptions here:

    • Berserk is active;
    • we have a CC proc while at 4CPs;
    • our energy is beyond the optimal threshold for FB;
    • Mangle and/or Rake are about to expire soon.

    In situations like these, we waste CPs either way so it's better to invest them in FB in order to still benefit from them.


    16. FB. ENERGY INVESTMENT AND PROPER TIMING
    Spoiler: Show
    I. Energy investment for FB

    A) General overview

    Feral druid’s FB is quite reminiscent of rogue’s Eviscerate in the sense that both abilities are finishers, they cost 35 energy, and they inflict burst damage which increases the more CPs we invest in them.



    However, FB’s biggest drawback stems from its second effect. It consumes extra energy (up to 30) and is unaffected by energy-reduction effects such as Berserk and OoC procs. While it's true that we get some damage from it, in reality it's quite miniscule and not worth the trouble (for reference, the DPE value of FB's second effect is half that of Shred). The problem is not just the practically non-existent damage but also the fact that the sacrificed resource could've been used on a future ability (Shred) that might have granted us CPs, which we could have then used either for another FB or for another finisher.

    All of this begs the question - what is the energy threshold when biting our targets is still considered beneficial?


    B) Energy threshold for FB in the context of its second effect

    Before I present my conclusions, I would like to explain briefly how I came to them. If you want to see the whole math, you can check this post. Obviously, the closer you are to 35 energy when casting FB, the better.

    5-CP FB
    The way I calculated the thresholds was by analysing the following two scenarios with different amounts of energy:


    (5CPs) + X energy -> Shred -> pooling Y energy -> FB

    (5CPs) + X energy -> FB -> pooling Y energy
    My reasoning behind the usage of Shred was based on the necessity to lower our energy as a way to counter FB's second effect. For example, if I have 60 and use Shred (42), I'd have 28 after the GCD, at which point I'd just need to pool 7 before I cast FB. I compared that to simply using FB right from the get-go, and the leftover energy was converted to Shred damage with CP-value (the latter is described in the section titled "What's the value of a CP?").

    The reason why the first scenario includes a single Shred stems from my assumption that we aren't forced to cast more while we have 5CPs. If so happens that we do end up casting more, then delaying FB would be a misplay simply because we'd deprive ourselves of CPs. This is possible when CC procs are involved, and we have too much energy to spare already.

    This is the cornerstone of my logic - that CC procs should not be a factor worth considering. After all, they only have a 6% chance to proc from AAs, which makes them unpredictable and thus very unlikely in small time windows. Going back to my previous example, if I were to cast FB whilst having 60 energy, and I don't get any CCs immediately afterwards, then I'd only shoot myself in the foot. This is the reason why I preferred to treat "casting a single Shred at 5CPs" as the most common/probable scenario, which is what I based my calculations on. Having clarified that, here are my conclusions:


    5CPs. FB vs Shred
    Out of Berserk
    - The boss isn't dying any time soon - do you have a CC proc?
    • Yes. Shred > FB
    • No. Is your energy 53 or more?
      1. Yes. Shred > FB
      2. No. FB > Shred.
    - The boss is going to die soon - can you squeeze in two FBs within the last remaining seconds?
    • Yes. Read the previous algorithm.
    • No. Shred > FB and cast FB at the last second.

    In Berserk
    - Berserk has just begun - do you have a CC proc?
    • Yes. Shred > FB
    • No. Is your energy 25 or more?
      1. Yes. Shred > FB
      2. No. FB > Shred.
    - Berserk is about to expire soon - can you utilise all of your energy?
    • Yes. Read the previous algorithm.
    • No. FB > Shred and you blow your energy as much as possible (aka the "FB mid-Berserk" opener).
    4-CP FB
    I already explained the logic behind the usage of the 4-CP FB in "What's the value of a CP?", but here's a quick recap - it saves us 1-2 CPs which we use for an upcoming finisher. It doesn't matter that it deals less damage than its 5-CP counterpart, what matters is that it allows us to be flexible in unfortunate situations. This is further proven by the fact that we use fewer abilities and thus less energy to reach 4CPs as opposed to 5. Ideally, we will reach 4CPs with just two builders, but to generate 5 we need no less than three.

    For a better understanding, imagine that you have 4CPs and you cast Shred, so that your FB would cause more damage. However, by doing so, you'd have 42 less energy for the next Rip or SR cycle. If you don't obtain 5CPs on time, you'd cast Rip with a delay or SR with less CPs than initially planned. At the end, that 5-CP FB would come with a trade-off.

    This is the logic behind the following two scenarios:


    (4CPs) + X energy -> Shred -> pooling Y energy -> FB

    (4CPs) + X energy -> FB -> pooling Y energy + Rip tick
    Of course, in an actual raid environment things are not always that simple, as RNG will determine which play is correct. If I grant a couple of CC procs to both examples after them casting FB, both will be able to refresh Rip on time, but the first will be superior due to the damage difference between the 4-CP and the 5-CP FB. At the same time, it's also possible that these CCs pop up when the first player is still sitting at 5 CPs. In that case, either the 5-CP FB would be delayed even more, further shortening the time window to obtain 5CPs for the next Rip cycle, or it would be skipped, meaning the CPs are wasted for nothing. Regardless of outcome, the 4-CP FB will be the only correct play under such circumstances.

    This is once again the reason why I decided to leave out the CC procs from my calculations. At the same time, I wanted to acknowledge the flexibility factor and the low energy investment surrounding the 4-CP FB which is why I gave it a single Rip tick in addition to the extra CPs from the leftover energy. Having said that, here are my conclusions:


    4CPs. FB vs Shred
    • Outside of Berserk: If you have 35-50 energy, FB > Shred. If you have more, Shred > FB.
    • Outside of Berserk: If you have 18-24 energy, FB > Shred. If you have more, Shred > FB.
    • Presence of CC procs: Shred > FB.
    Disclaimer: Those conclusions are true if biting the boss wouldn't negatively impact maintaining your other finishers. The latter concerns the correct timing of FB, which is discussed in the next subsection. FYI, the aforementioned energy thresholds are also affected by http://wotlk.cavernoftime.com/spell=16862. Having less points in that talent lowers the aforementioned caps.
    II. Timing FB alongside your other finishers

    A) General overview

    Timing FB is not simply saying "SR and Rip need to last X seconds in order for FB to be safe". No, such statements are horribly oversimplified. 15 seconds of Rip duration could be more than enough for person A to squeeze in a FB before his next cycle, but too short for person B. In actuality, there are various factors that influence your decision of timing FB properly, those being:

    • duration of SR and Rip
      1. Rip expires prior to SR
      2. SR expires prior to Rip
      3. both expire at the same time
    • presence of TF
    • number of CCs you might potentially get
      1. procs from lucky AAs, Barkskin, and NG
      2. procs from the GotVV-shift (discussed in the third post)
    • your current crit%
    • remaining time before the boss dies

    Depending on these factors everyone defines their own "deadline" when to bite the boss, which they wouldn't feel comfortable crossing. Is that the time when Rip has 15, 12, 10, 8, or even 6 seconds? How often do you get critical strikes? To what extent do you trust RNG to give you CC procs? If you want a more definite answer about when you can afford to bite your target, here are some equations. These can give you an idea how much time it would take you to refresh Rip under certain circumstances. You can either refresh Rip when it expires or sacrifice a tick or two (check the table below). If during combat the timer of your Rip is below the calculated one here, you ought to save your energy for refreshing that finisher. If it's higher, you can safely cast FB.


    B) FB vs Rip in the climax of a boss fight

    Sacrificing Rip ticks in favour of a 5CP-FB
    Patch phase Maximum sacrificable Rip ticks with 0/5 http://wotlk.cavernoftime.com/spell=16858 Maximum sacrificable Rip ticks with 5/5 http://wotlk.cavernoftime.com/spell=16862
    Naxx 0 (0) 1 (0)
    Ulduar 1 (0) 1 (0)
    ToGC 1 (0) 1 (0)
    ICC & RS 1 (0) 2 (1)

    Disclaimer: The numbers can give you a rough idea how many ticks you can afford to sacrifice and still see positive results. Keep in mind that this is just a general estimation, and in reality the amount of wasted CPs when you cast Mangle/Rake/Shred at 5CPs, determines how many Rip ticks you could possibly sacrifice.

    It should be obvious that the more Rip ticks you miss out on, the smaller the gain is (like 2-digit in some cases). Keep in mind that sometimes delaying your Rip in favour of FB could potentially desynchronise it with your trinkets, which would lead to a missed opportunity to snapshot your entire bleed with AP procs. The numbers in the brackets show how many ticks you can sacrifice if you do end up losing the snapshot. If https://wotlk.cavernoftime.com/spell=49016 is involved, treat everything as 0.

    As I've said, the table should only give you a general idea how aggressive you can or cannot be with FB.
    Both SR & Rip are about to expire soon
    Time needed to refresh Rip = 5 GCDs {1 second each} + remaining time for pooling energy - 6 seconds {if TF is present} - (4.2seconds*number of CC procs from AAs)

    Note 1: Replace 5 GCDs with 6, if the critical strike is less than 67% or around that number, or you want to generate more CPs for SR.
    Note 2: You could consider NG and Barkskin proccing CCs during the pooling time, in which case you should increase the number of GCDs.
    Only Rip is about to expire soon
    Time needed to refresh Rip = 3 GCDs {1 second each} + remaining time for pooling energy - 6 seconds {if TF is present} - (4.2seconds*number of CC procs from AAs)

    Note 1: Replace 3 GCDs with 4, if the critical strike is less than 67% or around that number.
    Note 2: You could consider NG and Barkskin proccing CCs during the pooling time, in which case you should increase the number of GCDs.
    Explanation and examples:
    If you're contemplating on whether you have enough time for FB, you first need to determine how much energy it would cost you to obtain enough CPs for the other two finishers. Note that we passively regenerate only 10 energy per second.

    Let's say that {1} Rip and SR are synced, {2} you don't mind refreshing SR with one CP-generator, {3} and you can obtain 5 CPs from 3 yellow abilities on a regular basis. Rip costs 20 energy with 2pt10, SR -- 25, Rake - 35, and Shred - 42. All of this would require 42+25+(35+2x42)+20 = 206 energy or roughly 21 seconds. From here onwards, you need to ask yourself how many CCs you anticipate to obtain from AAs. Let's say that we get one CC. So, we remove 42 energy and get 164 or around 16 seconds of pooling time. Add the presence of TF, and the pooling time is brought down to ~10 seconds. This means that if Rip's duration is shorter than that, FB would be ill-advised. However, the story doesn't end there. If you decide to sacrifice a tick, you can bite the boss ~8 seconds before our DoT expires. Alternatively, you decide to cast an additional Shred and generate more CPs for SR. We add 4.2 seconds to the aforementioned, and the “deadline” becomes ~14 seconds (in case you don't want to miss out on a Rip tick) or ~12 (if you don't care about the small sacrifice).

    Do you see how many different thresholds I was able to determine just by observing one very specific scenario?

    Of course, such precise calculations will never be done in the heat of the battle, but you can do it prior to your raids so that you memorise the most optimal timing for you. Before I end this subsection, I should mention that every yellow ability triggers a 1-sec GCD, which cannot be minimised any further. This is somewhat important to note because if Rip has a relatively short duration, and you anticipate to use TF alongside many lucky CC procs, the GCDs might prevent you from refreshing Rip on time. This concerns the GotVV-shift a lot more, but it's still worth mentioning here.

    TL;DR: By using the aforementioned formulas, you can determine your personal timing for FB.

    C) FB vs Rip in the denouement of a boss fight

    If a boss encounter reaches its end, and X seconds remain from it, then refreshing Rip might not grant you enough damage to justify the CP-investment. In the following table, you can see how much time a boss needs to stay alive in order for the bleed to beat FB.

    Patch phase The boss dies in exactly X seconds (you have 0/5 http://wotlk.cavernoftime.com/spell=16858) The boss dies in exactly X seconds (you have 5/5 http://wotlk.cavernoftime.com/spell=16862)
    Naxx 8 (6) 8 (8)
    Ulduar 8 (8) 8 (8)
    ToGC 10 (8) 10 (10)
    ICC & RS 10 (8) 12 (10)

    Disclaimer: Pay attention to the kill timers from TimeToDie or WA and decide from there. Keep in mind that they're not perfect because they calculate the time based on the current flow of raid damage. Some classes do additional burst when the boss is below a certain HP%, which would speed up the kill time. Because of this, my personal advice is add like 3-4 seconds to the numbers shown above. If the time on your addon is shorter than the calculated here, you should prioritise FB over Rip. The numbers in the brackets show the time if you consider the energy difference between Rip and FB, though the spared energy might not always allow you to squeeze in an extra Shred and it might be part of FB's second effect. Yes, you would still get damage from it, but it wouldn't justify Rip.
    D) FB vs Rip when we kill adds

    Imagine a boss fight, where you'd need to hard switch to adds (oozes on Professor Putricide, raging spirits in LoD etc). Some mobs don't last long, and Rip might be ill-advised there. In the next table, you can find the information about how long a mob needs to last, in order for Rip to be worth it.

    Patch phase The add dies in exactly X seconds (you have 0/5 http://wotlk.cavernoftime.com/spell=16858) The add dies in exactly X seconds (you have 5/5 http://wotlk.cavernoftime.com/spell=16862)
    Naxx 6 8
    Ulduar 8 8
    ToGC 8 10
    ICC & RS 8 10

    Disclaimer: Yes, it contains almost the same values as the previous table, but this time around I've acknowledged the energy difference between Rip and FB. This is because after you kill the add, you'd immediately switch to the boss, i.e. you'd immediately make use of that saved energy. Once again, pay attention to the kill timers from TimeToDie or WA and proceed from there.


    17. DIFFERENT PLAYSTYLES FOR A FERAL CAT
    Spoiler: Show
    I. General description
    By different playstyles for feral cats, I'm of course referring to the traditional one (aka monocat), bearweaving, and the GotVV-shift (aka flowershifting). The contents of the first post are mainly focused on the monocat, though I have dedicated the second and the third to bearweaving and to the GotVV-shift respectively in order to keep things clean. Having said that, I consider it a good idea to briefly introduce those playstyles and to compare their damage output here, so that the dear readers could get a better understanding of the reason behind that variety.

    The most common and popular type of feral cats are the monocats. As the name suggests, these players stay primarily in cat form and dps as one would normally do, stacking Haste and expecting to get a lot of CCs from AAs. In the early days of retail WotLK, when http://wotlk.cavernoftime.com/spell=16864 used to have a 10-second ICD, a hybrid cat emerged, where the player would go in bear form and use either http://wotlk.cavernoftime.com/spell=48564 or http://wotlk.cavernoftime.com/spell=48568 while pooling energy between SR and Rip cycles. This playstyle was rediscovered in Wrath Classic and became known as bearweaving in Naxx and in early Ulduar before the Classic devs decided to buff feral cats by giving them a new glyph. There's a third type of feral cat players, who cast GotW mid-fight at the cost of AAs in order to obtain CC procs more consistently. They're known as GotVV-shifters or flowershifters according to Classic terminology.

    II. Comparing the playstyles



    3.0 patch (aka Naxx + OS2d + EoE)
    Spoiler: Show
    Monocat


    GotVV-shift with /stopattack


    Mangleweaving


    Lacerateweaving


    3.1 patch (aka Ulduar) {the simcraft uses Classic values for the Ulduar items!!!}
    Spoiler: Show
    Monocat


    GotVV-shift with /stopattack


    Mangleweaving


    Lacerateweaving


    3.2 patch (aka ToGC)
    Spoiler: Show
    Monocat


    GotVV-shift with /stopattack


    Mangleweaving


    Lacerateweaving


    3.3.5 patch (ICC + RS)
    Spoiler: Show
    Monocat


    GotVV-shift with /stopattack


    Mangleweaving


    Lacerateweaving

    A) General overview

    As you can see in the screenshots above, the monocat deals the least amount of damage in comparison to all other playstyles. This is because when your energy is depleted, and neither TF nor Berserk are active, the most you can do is to autoattack the boss while waiting for your energy to refill. As clarified in the section "Omen of Clarity procs, aka the MVP for a feral cat", cat AAs have 6% chance to trigger this talent. This means that on average one would get a CC proc every 17th attack or so. The reason why both bearweavers and GotVV-shifters are stronger than this is because they can fill that passive time with other offensive abilities while still pooling energy.

    Having said that, I should also address the luck factor. Even though OoC having 3.5 ppm translates as a CC proc every 17th AA, this is just an average estimation. In truth, nothing prevents the game from granting the player a CC proc every third or fourth AA (after all, this talent doesn't have an ICD anymore), in which case going bear or casting GotW would be meaningless. Though, let me ask you this - how many people win lotteries and how many "failed" attempts did the winners have prior to hitting the jackpot? This is why I'm stressing on the luck factor - it's not impossible for this to occur, but it's not likely, and it doesn't happen often. If someone wants to go really high in the leaderboards, he would find the traditional playstyle to suit his needs, but he would need godlike luck for that. For a consistent damage increase, bearweaving and the GotVV-shift are better alternatives.

    If you're wondering which playstyle you should adopt in your gameplay, ask yourself first and foremost what you want to achieve. If you just want to give feral cat a try, then playing as a monocat would be the best option, as it's the least difficult to understand, and it will help you learn the basics. If you want to take risks with AA-RNG, then this playstyle would still be the one for you. For other cases, you could consider either bearweaving or flowershifting.

    B) Bearweaving vs flowershifting

    It's true that going bear was more popular than casting GotW in Classic Naxx. The reason why I consider the latter technique to be superior is due to difficulty, threat-, and CP-generation. In the next paragraphs, I'd like to elaborate on that.

    Regarding difficulty: The GotVV-shift is your traditional cat playstyle featuring more GotW casts, meaning the priority list remains the same. In addition, the bonus CCs help us generate CPs faster, which in turn help us maintain SR and Rip easier. Bearweaving, on the other hand, adds more abilities to the list -- https://wotlk.cavernoftime.com/spell=5229, https://wotlk.cavernoftime.com/spell=48564, https://wotlk.cavernoftime.com/spell=48480, and https://wotlk.cavernoftime.com/spell=48568 - and thus more timers to keep track of. This is especially true for Lacerate, as this ability needs to be kept at 5 stacks at all times regardless of circumstances. Managing it along with the cat bleeds (Rake and Rip) while having to deal with boss mechanics can lead to information overload. The difficulty factor should not be underestimated, as convoluted playstyles lead to personal mistakes which negatively impact one's own performance.

    Regarding threat generation: If there's a risk that we pull aggro, obviously we ask for https://wotlk.cavernoftime.com/spell=1038 from paladins. However, other classes might also need it, and playing as a bear kinda grieves them unnecessarily because this playstyle generates 1.5 times more threat than normal. If we still struggle with aggro, then we will be asked to stop dps, which reduces the effectiveness of this playstyle. This, and the previous argument that the GotVV-shift is way easier to implement while simultaneously producing almost the same amount of damage, is why I personally rate it higher than bearweaving.

    Regarding CP-generation: As described in the section titled "What's the value of a CP?", CPs act stored damage. If a person just casts GotW for Shred, but he doesn't utilise the building blocks on FB, then bearweaving is definitely better than this. However, if one does manage to utilise the extra CPs on FB, then the GotVV-shift becomes stronger. Yes, in the early stages of WotLK we have low amount of crit, we struggle to generate CPs fast enough for Rip and SR, and therefore we have difficulties finding optimal conditions for FB. This, coupled with the fact that FB becomes better the more Arp we have, is the reason why I personally recommend bearweaving in Naxx and Ulduar, and flowershifting - in the remaining patches.

    Q: But, Kova, what about Wrathweaving?
    A: You mean the technique that acts in the same way as GotVV-shift but is objectively weaker?

    Casting the druid buff in a 25-man raid would give you a 90% probability for a CC proc, and that number increases with each pet from warlocks, hunters, and death knights. In comparison, http://wotlk.cavernoftime.com/spell=69369 only has a 58.33% chance for a CC proc when coupled with http://wotlk.cavernoftime.com/spell=48461 (or other nature spells) and that number cannot be increased by any means. Before you ask - no, the damage from that spell doesn't compensate the extra 30%+ chance of success for a proc from GotW. This is further supported by the fact that Wrath's damage remains the same regardless of patch since we don't gather any Spell Power on our gear, and the spell can miss since it's based on Spell Hit.

    If you really want to Wrathweave, then you can do it in dungeons or on a dummy while practising the GotVV-shift. Even then, it's not the same as the latter technique because if the spell fails to trigger OoC, http://wotlk.cavernoftime.com/spell=69369 will be consumed, and you'll need to cast another finisher to get the buff again.


    18. PRE-PULL SAVAGE ROAR
    Spoiler: Show
    Warning: This subsection contains rather niche stuff which would mostly be of interest to dedicated min-maxers. If you're (relatively) new to this spec, and/or you want to play it rather casually, you can do yourself a favour and close this spoiler.
    I. General overview

    A) SR as the first finisher

    As pointed out already, SR is the most impactful finisher in our arsenal, and for that reason it should be used ASAP. However, since CPs are required to enable it in the first place, the player is forced to cast a builder like Mangle or Rake in order to meet that requirement. As a result, the first yellow ability and the first two AAs inevitably end up being unbuffed. However, the story doesn't end there. Since casting SR triggers a 1-second GCD, and it doesn't inflict any damage on its own, not only does it waste valuable seconds of our trinket procs but also of Berserk. Lastly, knowing that Rip is our strongest bleed which needs to be cast right after SR, going "builder -> SR -> builder -> builder -> builder -> 5CP Rip" delays that finisher by two seconds. All of those negative consequences describe the ACTUAL price of the first SR in addition to its 25 energy cost, and yet all of them can be addressed by the presence of a pre-pull SR.

    In order to start a boss encounter with SR already enabled, we obviously need to possess CPs in the first place. We can generate and store them on enemy mobs, which from now on I'll refer to as "punching bags", prior to pulling the boss. Before I get to the practical examples, I want to explain some mechanics surrounding the setup. Those are important to note in order for the dear readers to get a better understanding of why I've promoted only a handful in the next subsections.

    B) Mechanics surrounding the setup

    The first and most influential mechanic is the so-called "leashing", or rather the lack thereof as you're about to learn why. Under normal circumstances, should a player attack a creature in the open world and run away from it, after a while it stops chasing the player and returns to its original state. As a result, the player's threat resets, and the mob becomes immune to damage and fully regenerates its HP. However, in a raid instance leashing doesn't work. It doesn't matter if the player attacks an enemy near the entrance, immobilises it and heads towards the final boss - the combat state lasts indefinitely until either the player or the mob dies (example). This doesn't narrow down only to the natural inhabitants of those instances - any artificially summoned attackable creature also follows this rule. However, while it's impossible to "outrun" the combat state, there are various ways to cancel it.

    The absolute easiest, fastest, and safest way to clear your threat is to play as a night elf and use https://wotlk.cavernoftime.com/spell=58984 (example). Even though there's a neutral equivalent for Engineers in the form of an item (https://wotlk.cavernoftime.com/item=4397), it cannot compete with Shadowmeld, because that racial has a 2-min CD, whereas the trinket - 1h. Since not everyone has access to said ability, I'll continue describing the other mechanics.

    The simplest, non-race specific approach is to simply leave the instance and re-enter it. The most optimal environment for such manoeuvre is to have both the boss and the trash mobs located near the entrance but not too close to one another. That way, the player can keep his potential punching bag at hand and cast SR at a safe distance before engaging the main baddie. All of this perfectly describes the current situation in Ruby Sanctum (example).

    The other approach which, I guess, also revolves around exiting and re-entering raid instances, is the usage of warlock summons. They play a key role in helping the player travel long distances, greater than SR's 100 yard range, in order for that person to benefit from the 33% buff. Although this leads to a more demanding setup, as a warlock is required to assist us, this is the simplest solution for when a boss is located far away from the main entrance... which is exactly the case in Icecrown Citadel (example). In order for someone to summon another player or to accept a summon themselves, they need to be out of combat in the first place which is made possible thanks to the aforementioned entrance-strat. Interestingly enough, mage portals, the Dalaran portal in ICC, Wormhole Generator: Northrend from Engineering, and hearthstones can help us in this regard as well, as there's no requirement to be out of combat to use them. In this train of thought, I want to mention that gathering CPs OUTSIDE the instance, casting SR and accepting the summon DOESN'T work, as the buff fades when we change the zone. This is why SR should be cast WITHIN the instance if we want to benefit from the summon. The portals, the engineering wormholes and the hearthstones only help us reset our threat and nothing else.

    The third approach revolves around strategically despawning bosses. While it's true that trash mobs follow us everywhere, bosses are limited to their designated places. If they cross those limits, their position resets, but we still keep our CPs on them. Although this may sound simple from our PoV, we need assistance from tanks to soak the upcoming damage (example).

    The fourth approach requires the usage of https://wotlk.cavernoftime.com/spell=19752 from paladins (example). However, given the fact that the paladin player dies in the process, this trick only makes sense during unsuccessful pull attempts where the entire raid group is wiping to the boss (example). That way, no one dies unnecessarily.

    Lastly, there is always the option to kill the mob that caused the combat in the first place. Most of the enemies in the instance (if not everyone) are elite and stay in groups, so it is unreasonable to think that a lonely cat can kill them all by himself. This is where the "special" summons come into play. There are a few mobs that can be artificially summoned and won't pose any danger to the cat player. The ones I'm currently aware of are: https://wotlk.cavernoftime.com/item=46780, Doomguard from https://wotlk.cavernoftime.com/spell=47867, and https://wotlk.cavernoftime.com/item=27388. Of the three options, the pinata is the easiest to use, but it cannot be obtained in-game through conventional means - it can only be purchased on the Lordearon store for 15 coins, making it quite exclusive.

    Regardless which approach you take, keep in mind that you'll need a long pull timer prior to the boss encounter. This is because trinkets have an ICD, and while it depends on the particular item how long that cooldown will last, for STS it's 45 seconds, whereas for DBW - 1:45. The other thing to keep in mind is that once you obtain 5 CPs, you must stay logged in. If you relog, you will lose the accumulated resources, and you will also reset the ICD of your trinkets.

    C) Other members interfering with the setup

    The following is well-known information, but I'll say it nonetheless. Entering the enemy's threat table is not limited to just attacking it - healing and/or buffing the person in combat also puts his "assistant" in that state. If the cat player leaves the instance or uses Shadowmeld, the trash mob won't evade - it will head towards its new target. If that person is standing next to the rest of the raid members, you can kiss your punching bag goodbye. This is why having good communication with your teammates is vitally important. You need to inform them what you're doing so that they don't buff/heal you before you clear your threat. If others want to assist you in this endeavour, they need to leave the instance when you're done.

    Having clarified all of that, it's high time I jump right into the practical tips and tricks.
    II. Having a longer pre-pull SR

    Here's the duration of SR depending on how many CPs you acquire:


    Let's assume that you manage to store 5 CPs on your punching bag. Knowing that SR triggers a 1-second GCD, the best timing for that ability would undoubtedly be 1-2 seconds prior to the boss encounter which would net you a healthy 33-32 seconds-long duration. If you were to cast Rip as the fourth GCD in those conditions, it would expire 7-6 seconds prior to the pre-pull SR. Depending on the energy amount and the player's luck with OoC procs, this small time gap might only allow the usage of a single CP-generator. However, there's a way to extend the duration of SR and thus to increase that gap.

    With the presence of 4pt8, i.e. the Ulduar tier set, the player can make SR last 8 seconds longer. The trick is 1) to create two equipment sets with the ingame "Equipment Manager" - the first containing your current gear, whereas the second - 4pt8 - 2) to equip your Ulduar set, 3) to refresh SR, 4) and at the end to swap back to your main items (example). It doesn't matter if the items you use are 219 or 226 ilvl, however if you're an Engineer, then you are limited to the following item slots:


    This is due to the fact that swapping out your gloves would reset the ICD of https://wotlk.cavernoftime.com/spell=54999 as shown in this clip. You can buy the chest and the head tokens from the EoC quartermaster in your respective faction, but to get the rest you need to participate in killing some bosses in Ulduar 10 (Thorim for the shoulders, Hodir for the legs), Ulduar 25 (Yogg for the shoulders, Freya for the legs), or VoA 10/25 (Emalon for the legs).

    For Icecrowners, I have some good news: You don't need to clear any bosses in Ulduar or spend any emblems in obtaining 4pt8 if you don't want to - you can use the point shop for that purpose and save yourselves some time (pic1, pic2).
    III. Ruby Sanctum

    A) Picking a suitable target

    Of all trash mobs in RS, two can be used as a punching bag - the Charscale Elite & the Charscale Invoker. Which one you use is up to you, but they both satisfy different needs, and so I suspect that there may be a difference in choice depending on your faction.

    1. Charscale Elite

    There are four Charscale Elites in the instance, two on each path leading to General Zarithrian (map). By design, one pair is meant to be cleared, so that players can get to the miniboss. However, an alternative way was discovered that skips this requirement. What we do now is despawn General Zarithrian and then simply climb the hill, where he stands. As a result, the Charscale Elites are ignored and left alive which is perfect for us. Here's why:

    Even though there's a duo guarding each pathway, attacking one of the Elites doesn't aggro the other. This means that killing one of them is not necessary, which saves time and effort for the entire raid group. As great as it sounds, using this mob as a punching bag comes with a small challenge - its location.

    You see, General Zarithrian and his minions in particular are stationed on the opposite side of the instance, i.e. far from the main entrance. As a result, executing the entrance-strat requires more (travel) time than usual. Tbh, it doesn't take that long to reach the entrance from the Charscale Elite's location (about 30s in travel form), but no doubt this mob is best for Shadowmeld-users, because they skip this requirement.

    2. Charscale Invoker

    In contrast to the Charscale Elites, the Invokers are much closer to the entrance, making them ideal for players who rely on this strat. However, the challenge there is separating one from the rest of the group. You see, the issue with these spellcasters is that if you aggro one of them, the other(s) will follow suit (example). There are various ways to solve this conundrum, but all require assistance from your teammates.

    The best Invokers are the ones closest to the main entrance, but they stay in groups of three and are therefore the hardest to separate (map). If you intend to use them as punching bags, you must fulfil the following setup: Use https://wotlk.cavernoftime.com/spell=66070 on one of the Invokers, so that the other trash mobs start chasing you. You can either bring them to your tank, or they can be MD'd/ToT'd. Once the tank picks them up, you need to leave the instance, so that you clear your threat. If you're the only person in the threat table of the rooted Invoker, it will return to its original position.

    There's a way for your teammates to kill the unwanted trash mobs one by one. This approach also requires you to root an enemy and leave the instance. The difference is that you wait for the non-rooted dragonspawn to come close to you before you clear your threat. That way, you desynchronise their evasion phases. This will allow you to bring the rooted mob to the tank without worrying about the rest (example). Rinse and repeat for the second enemy.

    Alternatively, you can engage one of the groups shown on the map. The way you can separate the Invokers from each other is by aggro-ing a patrolling Assaulter when he's near one of the spellcasters (example). Then you and your teammates just need to kill them. This is easier to implement because one Invoker will remain passive by default.

    As you can imagine, implementing each of these setups will take time and participation from your fellow teammates. The only reason I'm suggesting them in the guide is due to the fact that this preparation phase can be done prior to the official start of the raid, i.e. while the group is still assembling. In other words, it won't waste any precious time during the raid. Despite this, NE players might not be interested in fulfilling the setup, as they don't benefit from it all that much, which is why imho the Invokers are mostly suitable for non-Shadowmeld users, i.e. for Horde players.

    Ok, so you have successfully isolated your punching bag from the other enemy mobs. What now?

    B) Obtaining CPs

    Regardless whether you end up attacking a Charscale Invoker or an Elite, both hit like a truck and both can kill you within seconds in melee range. Your personal survival is your main priority, and therefore your task is to prevent them from hitting you in the first place. For this purpose, you execute the following "stun and run" strategy:



    Actions in a chronological order
    1. Go in stealth with https://wotlk.cavernoftime.com/spell=9913.
    2. Go behind the enemy mob.
    3. Use https://wotlk.cavernoftime.com/spell=49803.
    4. Use 2 CP-generators.
    5. Go in bear form.
    6. Use https://wotlk.cavernoftime.com/spell=8983.
    7. Go in cat form.
    8. Gather more CPs if need be.
    9. Use https://wotlk.cavernoftime.com/spell=33357 and run away.
    I recommend doing this trick right after killing the General. That's the most optimal time to gather CPs, as you can do it while the RL explains the tactics for Halion (hc). This completely removes the need of a long pull timer and fits naturally into the raid progression of every group out there (unless yours wipes on Halion and needs to attempt it again).

    C) Clearing your threat

    As an Alliance player, you ought to follow this path so that you can engage the Charscale Elite from behind. If you attack the one facing you, you'd risk being spotted and killed (example). Afterwards, you use https://wotlk.cavernoftime.com/spell=58984.

    As a Horde player, you can follow the same path. To clear your threat the fastest way possible, either you need to place down a wormhole near the targeted dragonkin, or a mage needs to do it with one of their portals. You obtain CPs the way I described above and you click on the big ball of wibbly wobbly... time-y wimey... stuff. Afterwards, you accept a summon.

    If that's not the case, you need to make your way to the entrance. I highly recommend that you use speed boosts (like https://wotlk.cavernoftime.com/spell=33357 or https://wotlk.cavernoftime.com/spell=55016) in order to escape the deadly grasp of the elite enemy mob. When heading for the entrance, you will see a slope in the middle of the hill. Don't be tempted to climb it because you might get stuck. Instead, you should follow this path.

    D) Casting SR

    Since you're in the vicinity of the boss and the punching bag, you can cast SR 1-2 seconds prior to the pull for maximum efficiency. By design, SR doesn't consume the OoC proc, so there's no need to rebuff the raid again (example).
    IV. Icecrown Citadel

    A) Picking a suitable target

    In comparison to RS, ICC offers a greater variety of trash mobs, however only two can be used as a punching bag - the most accessible being Servant of the Throne, followed by the situational Vengeful Fleshreaper. There's no difference in choice this time around, as the skeleton spellcaster is the only "universal" option available from the very beginning, but the skulking geist can be used as an alternative in the Plagueworks by anyone who can afford it.

    Disclaimer: Trash mobs aren't the only storage for free CPs. As mentioned before, we can despawn some bosses in order to preserve our building blocks for later. However, this requires active participation of the main tank in our setup, which not everyone is willing to do. This is why, in this subsection, I will focus only on the usage of trash mobs as storage for free CPs.

    1. Servant of the Throne

    This trash mob can be found virtually in any room on the first floor of ICC, however the most suitable candidates for a punching bag are located right after "Light's Hammer", aka the merchant area (map). Since these skeletons stay near the corner, they don't attack anyone walking down the middle path towards Lord Marrowgar, unless that person enters their aggro range. As a result, they are ignored and left alive, thus becoming free real estate for us.

    This is great news for us because these trash mobs are the best candidates for a punching bag. Here's why:

    • their melee damage is negligible;
    • their magic damage is not fatal for us;
    • their cast is slow and can be LoS'd;
    • they are relatively close to a teleporter;
    • they are relatively close to a portal;
    • they are not that far from the entrance.

    In other words, they pose no real danger to us and thus our survival is no longer an issue. Furthermore, we can always take the nearest teleporter to "Light's Hammer" when we intend to obtain free CPs, and then clear our threat in seconds. As perfect as it sounds, this punching bag is not without flaws, and in the next paragraphs I'd like to elaborate on that.

    I'll start with the minor inconveniences and address the more serious issues as I go along.

    If we attack either Servant and we allow them to chase us in "Light's Hammer", they will be killed by the friendly NPCs occupying that area (example). The answer to that is really simple - we just need to use https://wotlk.cavernoftime.com/spell=66070 on them (example).

    Because the spellcasters are located on the first floor, they are far from most bosses. We can engage LM without receiving any summons, but for the other bosses the assistance of a warlock is necessary.

    Before we actually store CPs on either skeleton, we need to clear the trash on the doorway and in the corridor. The good news are that we can use the friendly NPCs in "Light's Hammer" to help us in that regard (example). In addition, we can do this prior to the raid so that we don't waste valuable time. In so doing, we also help the rest of the raid members because the group can engage LM right from the get-go. However, the bad news are that {1} the trash respawns every two hours, meaning we need to clear it a second time during the raid if we still want to obtain CPs.

    Now comes the biggest drawback surrounding this punching bag - the absence of convenient teleporters in ICC. Although the Servants themselves are in close proximity to a teleporter, the same cannot be said for most bosses. After defeating DBS, players enter the Upper Reaches where there's only one available in the entire area (map). While it's neither mentally nor physically difficult to travel from your current boss's location to that teleporter, {2} this wastes a lot of precious time and is therefore not something every RL would allow.

    => Bearing {1} and {2} in mind, the only boss encounters where obtaining CPs from the skeletons can be considered practical, are LM and DBS. We can do this trick prior to the raid (LM) and during DBS's role-play, so that we don't waste anyone's time. LDW (hc) and Sindy (hc) could also be considered due to their proximity to a teleporter.

    Note: Currently, the "Servants of the Throne" are bugged. While it's normal for them to inflict very low amount of damage, apparently they're supposed to call the nearby Damned for help. This can be observed on the following clip from retail WotLK. Now, this doesn't mean that the whole trick would have been impossible w/o that bug, rather it would have required a bit more time to clear the additional trash (example). This would have been in line with my third argument.

    2. Vengeful Fleshreaper

    There are many geists in the Plagueworks, but the only suitable candidates for a punching bag are the two running on the pipes (map). Unless someone uses some kind of AoE (*cough* https://wotlk.cavernoftime.com/spell=53195 *cough*), they remain passive, players ignore them, and as a result we are free to do whatever we want with them.

    What makes them appealing is their proximity to Rotface, Festergut, and PP. Having said that, players usually engage those bosses without delay, and it's unlikely that they would be keen to spend time waiting for the cat player to obtain free CPs. This is why I said earlier that the geists are only for the people who can afford them. This, and the ability to clear one's own threat without relying on the entrance-strat (i.e. Shadowmeld).

    B) Obtaining CPs

    In contrast to RS, none of the suggested punching bags can one-shot us in melee range. Because of this, we're no longer required to stun anything anymore which greatly simplifies the CP-generation process:

    At the same time, we face a new challenge related to the setup, which is time itself and time cannot be stopped.

    As mentioned before, players usually engage bosses without delay, which means we don't have that many opportunities to obtain free CPs as far as the rest of the team is concerned. If we still want to do it, we need to accommodate the setup with the natural progression of the raid group. In other words, we can only perform the setup as long as it doesn't grieve others. How do we do that?

    - by obtaining CPs prior to the raid;
    - by obtaining CPs during the pull timer.

    1. Prior to the raid

    The fist example only concerns LM because he's the first boss in the instance. If we obtain CPs prior to the raid, we have all the time in the world, and the setup can be as simple as I described it above (you can refer to this clip).

    2. During the pull timer

    The second example concerns all other bosses. Regardless if said boss features a fixed roleplay event (like DBS or LK) or nothing of this sort, there's always some kind of timer after which players start the encounter. If you want to obtain CPs for a pre-pull SR, you need to acknowledge that pull timer and you need to fulfil your setup within that small time window. Unfortunately, this doesn't just mean you have to do it quickly. You also need to make sure that all of your abilities will be ready to use when your team starts the fight, which involves your trinket procs as well.

    By attacking the punching bag, you trigger the effects of your trinkets. If they don't come off CD by the time you start the encounter, you will miss out on valuable snapshots. To prevent this, you need to reset their ICDs and overlap them with the pull timer, which you achieve by unequipping and re-equipping them beforehand. This downtime varies from trinket to trinket, but since I'm discussing ICC, I'll assume that you have DBW whose ICD lasts 1:45 minutes. Bearing this in mind, here's what you need to do when you're on a tight schedule:



    Actions in a chronological order
    Admittedly, having a near 2-min pull timer won't be approved by every RL out there, but that's not necessary. The RL can start the pull timer in advance, i.e. when everyone is heading to the boss, so that no time is wasted unnecessarily. Better yet, they can overlap it with the boss's roleplay event. The best example for this is DBS as a Horde player because the RP lasts 1:40 minutes, and a mere 5-sec pre-warning is needed. For Alliance players, the RP lasts 50 seconds, and thus a longer pull timer is required, but the RL can start it when everyone is still on the Gunship. At least, on theory.

    C) Clearing your threat

    As an Alliance player, you only use https://wotlk.cavernoftime.com/spell=62199. As a Horde player, it really depends on what you're attacking:

    - If you are generating CPs on a Servant, you can either exit the instance through the main entrance or use the portal near the merchants (refer to the video above). Keep in mind that by choosing the prior option, you expose yourself to ganking because the ICC hallway is a popular pvp zone. The safer approach is taking the portal to Dalaran, but then you need two summons: 1) you go to Dalaran -> you return to ICC, 2) you go to Light's Hammer and cast SR -> you rejoin the group (clip).

    - If you are generating CPs on a Fleshreaper, then your only options are mage portals, engineering wormholes, and hearthstones. This also requires the usage of two summons.

    D) Casting SR

    I would like to break this subsection into two smaller parts:

    1. Prior to LM

    LM is an interesting case because we have the opportunity to use SR at the last possible moment. Just like in RS, we can position ourselves between the punching bag and the boss, and in so doing we can be in range of everyone and everything (for a better visualisation, refer to this clip). This allows us to cast GotW near our group, obtain a CC proc, and cast SR a few seconds before the fight begins (example w/o a summon, example with a summon but also a misplay).

    2. Prior to other bosses

    The problem with casting SR prior to the other bosses is that we are far from them, and in this train of thought we are also far from our fellow team members. As a result, we cannot expect to get a guaranteed CC proc from GotW when we are all alone. On theory, we could try to force it by casting https://wotlk.cavernoftime.com/spell=48469 on ourselves, but that's not reliable (remember that CC procs have 8.75% proc chance from instant-cast spells per affected target). Instead, we need to cast SR sooner, so that we can rejoin our group and still have time to cast GotW before the fight (Servant & Fleshreaper).
    V. Old WotLK content (honourable mention)

    Here, I'll briefly describe the situation on Frostmourne/Onyxia:

    EoE and ToC/ToGC don't provide us with any options for a punching bag because those instances lack trash mobs in general. I'd argue that OS falls into the same category because if players attempt 2 or 3 drakes and don't clear the trash, then upon engaging Sartharion everything gets pulled. Should the raid group fight the trash mobs, the three mini bosses, and the main one simultaneously, then the raid would inevitably end with a wipe.

    The problem with Naxx is that the enemies near the entrance are jam-packed, and we can't really separate them. This coupled with the fact that this instance can be cleared in less than two hours, means that most groups would rather breeze through it rather than spend unnecessary amount of time waiting for a cat to acquire CPs for SR and not even be top dps.

    This leaves us only with Ulduar, but fortunately for us there's a way to earn CPs there - we can use the Steelforged Defenders to achieve this goal (map). By design, they are NOT elite mobs, and as a result they don't have a lot of HP and don't do fatal damage. For that reason, you can easily separate 1-2 from the rest by rooting them and swiping down the extras without any worries. Keep in mind that the trash mobs don't respawn in that instance, so try leaving 1-2 Defenders alive. Since they have 12k HP, I recommend attacking them only with https://wotlk.cavernoftime.com/spell=52472 because it's the weakest CP-generator (example).
    VI. Ogre Pinata

    A) General overview

    As mentioned before, this item can only be purchased on the Lordearon store for 15 coins and cannot be obtained through conventional means. It has very low HP and a 30-min CD upon usage, and it despawns 3 minutes after being summoned. The only reason I'm promoting it is because it can be used EVERYWHERE WITHOUT ANY RESTRICTIONS.

    B) Obtaining CPs

    To explain how exactly we are supposed to store CPs on the https://wotlk.cavernoftime.com/item=46780, I need to address its in-game characteristics, i.e. stats and mechanics.

    Starting off with its low HP. Owing to the fact that the structure is quite fragile, we need to lower our damage as much as possible. Unfortunately, just casting https://wotlk.cavernoftime.com/spell=52472 is not good enough - we need to go the extra mile by unequipping our items beforehand. I should clarify that it's necessary to keep the trinkets on ourselves, so that we can reset their ICDs prior to the CP-generation process. Before you ask - yes, this requires the usage of the in-game Equipment Manager.

    Speaking of trinkets and ICD resets, time is once again our greatest enemy (Death to Chronos). Just like the case in ICC, we need to make sure that all of our abilities and items are ready to use when the pull timer ends. Unfortunately, the pinata leaves no room for error - not only on our part, but also on the part of the other players. You see, unlike the other punching bags, this item has an expiration date which is 3 minutes after being summoned. If we don't utilise the CPs during that time, we lose them and we can try again after 30 minutes. This means that you can only use the pinata during the pull timer and you need to hope that the latter doesn't get cancelled and postponed when the pinata is already placed down.

    Speaking of pinata placement, let's address this final factor. As mentioned above, this structure can be placed everywhere without any restrictions - ideally, near the boss / the raid, so that we get more value from SR. While this sounds as something positive, we must not forget one important detail - how threat affects us and others. Once we're in combat, we shouldn't receive any buffs or heals otherwise the responsible player(s) will also enter the pinata's threat table. If so happens, then it's unlikely that they will respect our setup. What will transpire in that situation will most likely be the early destruction of the pinata before we get the chance to utilise our CPs. In other words, should you place the pinata near your fellow team members, you must warn them in advance that you're in combat and they should remain passive until you clear your aggro.

    Whew! That's a lot of information to swallow, so here's a short summary:



    Actions in a chronological order
    1. Before the pull timer is announced, go naked.
    2. Warn others what you're doing.
    3. 1:45 minutes before the fight, swap your trinkets.
    4. Summon the https://wotlk.cavernoftime.com/item=46780.
    5. Spam https://wotlk.cavernoftime.com/spell=52472.
    6. Run away.
    C) Clearing your threat

    Even though breaking the pinata is a possible solution to the threat problem, the best approach remains the standard "hit and run" strat. Interestingly enough, neither https://wotlk.cavernoftime.com/spell=62199 nor the https://wotlk.cavernoftime.com/item=4397 work here. Thus, your only options are mage portals, engineering wormholes, and hearthstones. Afterwards, you accept a warlock summon.

    D) Casting SR

    Since you can place the pinata near your group, you should cast SR 1-2 prior to the boss fight.
    VII. Impact on our openers

    A) General overview

    As one can imagine, being able to start a boss encounter with SR already ticking influences the way we burst. However, this doesn't narrow down to us skipping a buff, going straight for Rip, and having one extra offensive ability during Berserk. In reality, our feral openers vary greatly depending on how long the pre-pull SR lasts, and the reason for that is the (de)sync with the big bleed.

    You see, if the first finisher we cast in a boss encounter is Rip (with 5 CPs obviously), then it would be cast no sooner than 3-4 seconds into the boss encounter. With https://wotlk.cavernoftime.com/item=40902 and https://wotlk.cavernoftime.com/item=40901, it would last 22 seconds, meaning that it would expire around the 26th second mark. If the duration of the pre-pull SR is shorter than it or almost the same, then we would need to refresh our buff prior to Rip. As a result, we would be discouraged to utilise our CPs on FB and keep them only for those finishers. Conversely, if SR expires long after Rip, then we only need to worry about refreshing our big bleed on time, meaning that we can be greedier with our building blocks before that time comes.

    Why can't we have the same duration of a pre-pull SR on every boss encounter? As I've said earlier, the most optimal timing for that buff is to cast it 1-2 seconds before the fight officially begins. However, in instances like ICC this is not really possible as the cat player needs time to accept a warlock summon, to cast the druid buff until a CC procs, to regenerate the missing energy due to having 3/5 https://wotlk.cavernoftime.com/spell=17059, and finally to pre-pot in peace. Of course, in an ideal situation SR would be cast as late as possible so that the player can get the most out of it when the fight begins. Realistically speaking, that would be around 8-10 seconds. Let's stick with this example for a bit. If the player casts SR with 5 CPs 10 seconds prior to the pull, his buff would last 24 seconds and would expire 2 seconds before Rip. Since it's impossible to obtain 5 CPs within that small time frame, SR should be refreshed sooner. With the presence of 4pt8, that person would extend the 33% buff's duration by 8 seconds and would create a slightly bigger gap between the expiration of both finishers, allowing him to be more efficient with his resources.

    In the next subsections, I'll describe how TF-Berserk and Berserk-TF would look like in the context of a shorter and a longer pre-pull SR.

    B) "TF-Berserk"

    The pre-pull SR lasts 30 seconds or less
    Spoiler: Show
    1. GotW and SR prior to the pull timer;
    2. Mangle;
    3. Rake;
    4. Shred spam till 5 CPs;
    5. Rip;
    6. TF + pool energy until you reach 80
    7. Berserk;
    8. Shred spam + refresh on Rake till 5 CPs;
    9. SR 4-5 seconds before Berserk ends;
    10. Shred spam;
    11. Berserk ends, and you try to refresh Rip.

    Note1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Shred.
    Note 2: If by chance you get a CC proc prior to popping TF, cast Shred twice and then follow it up with TF+Berserk. If instead of a CC proc, you just have over 30 energy, cast Shred into "TF+Berserk". If you're lucky with the CC procs, you can go for a 4/5-CP FB between Rip and Berserk. You can increase the chances of having that outcome by casting https://wotlk.cavernoftime.com/spell=22812 prior to Shred.
    Note 3: As you've probably noticed already, "FB @18-24 energy" is not mentioned here. If you want to cast FB during Berserk, it needs to be BEFORE SR and Rip, which is only possible with 2+ CCs.
    Spoiler: Show
    Commentary:
    In this video you'll see me spamming FFF a lot. I want to clarify that the spell is still nerfed - it doesn't proc OoC at all. Spamming this spell is just an old habit of mine. Also, this clip was recorded back when the pre-pull SR was in its infancy stage, and I thought that killing the https://wotlk.cavernoftime.com/item=46780 was mandatory. In other words, I advise you to not to pay too much attention to what I did pre-pull. kthx

    Setup
    - 0:00 I used the in-game stopwatch in order to track the ICDs of my trinkets. Knowing that DBW's ICD lasts 105 seconds, whereas STS's - 45, I decided to trigger their ICDs when the stopwatch showed 00:00 and 01:00 and engaged the dummy at around 01:45.
    - 1:04 simulated a player using the Gnomish Battle Chicken and equipping STS in its stead. Although I have the actual chicken in my bags, I preferred to use http://wotlk.cavernoftime.com/item=37254 because the chicken would have kept attacking the dummy until it despawned, keeping me longer in combat.
    - 1:13 I attacked the dummy for CPs. In a real fight, I would have only used Claw.
    - 1:25 Lacerate for 5/5 Agile.
    - 1:30 I equipped my items again. In an actual boss encounter, I'd be able to do that only after killing the pinata. Since target dummies cannot be killed, I decided to equip my items after leaving combat.
    - 1:45 SR. I followed it up with Regrowth because this gave me 58.33% chance for a CC proc. In a real encounter, I would have used GotW instead, but since I was the only target for the druid buff, the probability for a CC proc from that spell would have been 8.75%.

    Gameplay
    - 2:06 Although my energy was low enough for a FB, I decided to refresh SR instead. This is because both SR and Rip were synced and they would have expired shortly after Berserk. Casting FB wouldn't have allowed me to generate enough CPs on time especially considering the fact that TF was on CD.
    - 2:52 I decided to skip FB because SR's and Rip's durations were synced yet again.
    - 3:32 If you look closely, you can see that Shred registered prior to SR expiring, which allowed me to gain 4 CPs in the last moment. :P
    - 3:39 the game decided to punish me for the FB by not giving me any CCs prior to Rip's expiration.
    - 4:23 The FB was risky, but I got rewarded at the end. This also goes to show just how good 4CP FB is - not necessarily due to its damage but rather due to the flexibility it offers in comparison to 5CP FB.
    - 4:27 Rake alongside the CC was the correct play because it helped me reach 5 CPs.
    - 4:36 Rake alongside the CC wasn't the correct play here BECAUSE I had to follow it up with a Shred anyway, else my energy was going to overflow. If the latter hadn't been the case, Rake would have still remained the best play.
    - 4:58 I was spamming FB in case of a lucky CC. 3CP FB is usually better than a Shred because it's more likely to end up being a critical strike.


    The pre-pull SR lasts 31 seconds or more
    Spoiler: Show
    1. GotW and SR prior to the pull timer;
    2. Mangle;
    3. Rake;
    4. Shred spam till 5 CPs;
    5. Rip;
    6. TF + pool energy until you reach 80
    7. Berserk;
    8. Shred spam + refresh on Rake till 5 CPs;
    9. FB @ 18-24 energy;
    10. Shred spam;
    11. Berserk ends, and you try to refresh Rip.

    Note1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Shred.
    Note 2: If by chance you get a CC proc prior to popping TF, cast Shred twice and then follow it up with TF+Berserk. If instead of a CC proc, you just have over 30 energy, cast Shred into "TF+Berserk". If you're lucky with the CC procs, you can go for a 4/5-CP FB between Rip and Berserk. You can increase the chances of having that outcome by casting https://wotlk.cavernoftime.com/spell=22812 prior to Shred.
    Note 3: In this situation, you can safely go for FB mid-Berserk even with a single CC proc. If you have enough time (and lucky CCs), you can follow it up with yet another FB @ 18-24 energy before preserving your CPs for Rip. If you suspect that you might not have enough time to squeeze in a second FB, then just keep the CPs for the bleed.
    Spoiler: Show
    Commentary:
    - 0:33-0:34 since my energy was low, and I already had 4 CPs, I decided to go for yet another FB. This was the right call because I had plenty of time to generate 5CPs for Rip.
    - 0:40 I managed to squeeze a Shred right before Berserk expired.
    - 0:54 had this occurred in an actual boss fight, casting Shred and following it up with TF, SR, and Rake would have been better, as it would have allowed me to use TF on CD and thus get an extra in the long run. Here, this didn't matter.
    - 1:31 casting TF at 38 energy was unnecessarily risky. Had I received a CC proc at that point, I would have overcapped 10 energy.
    - 2:30 I decided to go for a FB because I had TF at my disposal.
    - 2:46 casting Rake with CC was a misplay.

    Spoiler: Show
    Commentary:
    - 0:58 casting FB with the CC proc was a misplay. I should have waited a bit and cast Shred first.
    - 1:07 back then, I decided to save my CC for later and refresh SR with 3 CPs so that I would have enough resources to cast Rip on time. In hindsight, I should have gone for a 4/5-CP SR since I had TF at my disposal. In an actual boss fight, I would have done that as well because I usually spam the druid buff for CC procs.


    C) Berserk-TF

    The pre-pull SR lasts 30 seconds or less
    Spoiler: Show
    1. GotW and SR prior to the pull timer;
    2. Mangle;
    3. Rake;
    4. Berserk;
    5. Shred spam till 5 CPs;
    6. Rip;
    7. Shred spam + refresh on Rake till 5 CPs;
    8. FB @18-24 energy;
    9. Shred (in case you have enough energy);
    10. Berserk ends, you cast TF and acknowledge the priority list.

    Note 1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Berserk.
    Note 2: In case of 3+ CCs during Berserk, you can go for a FB mid-Berserk.
    Spoiler: Show
    Commentary:
    In this video you'll see me spamming FFF a lot. I want to clarify that the spell is still nerfed - it doesn't proc OoC at all. Spamming this spell is just an old habit of mine. Also, this clip was recorded back when the pre-pull SR was in its infancy stage, and I thought that killing the https://wotlk.cavernoftime.com/item=46780 was mandatory. In other words, I advise you to not to pay too much attention to what I did pre-pull. kthx

    Setup
    - 0:00 I used the in-game stopwatch in order to track the ICDs of my trinkets. Knowing that DBW's ICD lasts 105 seconds, whereas STS's - 45, I decided to trigger their ICDs when the stopwatch showed 00:00 and 01:00 and engaged the dummy at around 01:45.
    - 1:04 simulated a player using the Gnomish Battle Chicken and equipping STS in its stead. Although I have the actual chicken in my bags, I preferred to use http://wotlk.cavernoftime.com/item=37254 because the chicken would have kept attacking the dummy until it despawned, keeping me longer in combat.
    - 1:15 I attacked the dummy for CPs. In a real fight, I would have only used Claw.
    - 1:24 Lacerate for 5/5 Agile.
    - 1:34 I equipped my items again. In an actual boss encounter, I'd be able to do that only after killing the pinata. Since target dummies cannot be killed, I decided to equip my items after leaving combat.
    - 1:40 SR. I followed it up with Regrowth because this gave me 58.33% chance for a CC proc. In a real encounter, I would have used GotW instead, but since I was the only target for the druid buff, the probability for a CC proc from that spell would have been 8.75%.

    Gameplay
    - 2:07 Misplay. The correct sequence was Rake -> SR -> Shred.
    - 2:40 Normally, Rip shouldn't be cast alongside CC unless the player is about to lose the STS/DBW/Hysteria buff, but here I couldn't have afforded to delay Rip any longer since SR was about to expire as well. Imho, using Rip with the CC was the lesser evil. Btw, I'd like to point out how amazing it was to have TF available when this happened. This is another reason why I like Berserk-TF in the context of the pre-pull rotation.
    - 2:45 If you ask me, using the CC on Shred was a misplay here. It would have been better to use it on Mangle one second before Rake expired, so that I could be able to refresh that bleed off CD. Mangle is only 2 energy cheaper than Shred, so it wouldn't have mattered.
    - 2:54 Since Rip was about to expire in 8 seconds, I didn't feel like casting FB. The game punished me for not doing that by giving me free CCs, but in comparison to not getting any at all this outcome was the lesser evil.
    - 3:07 I admit that the FB here was a bit greedy, but I didn't want to delay TF unnecessarily. I got lucky that I was able to get two critical strikes in a row for 4CP SR.
    - 4:10 missed by DBW snapshot by a few milliseconds. SadgeRoar
    - 4:20 The FB wasn't a misplay imho, but it was unfortunate that I got three non-critical CP-generators in a row. RNG can be unforgiving sometimes. SadgeRoar


    The pre-pull SR lasts 31 seconds or more
    Spoiler: Show
    1. GotW and SR prior to the pull timer;
    2. Mangle;
    3. Rake;
    4. Berserk;
    5. Shred spam till 5 CPs;
    6. Rip;
    7. Shred spam + refresh on Rake till 5 CPs;
    8. FB @18-24 energy;
    9. Shred (in case you have enough energy);
    10. Berserk ends, you cast TF and acknowledge the priority list.

    Note 1: If someone else can apply the Mangle/Trauma debuff, go Rake -> SR -> Berserk.
    Note 2: In case of 2+ CCs during Berserk, you can go for a FB mid-Berserk.
    Note 3: If you have unused 4-5 CPs after Berserk, use them on FB first and then pop TF.
    Spoiler: Show
    Commentary:
    - 0:28-0:30 the game gave me two CC procs and punished me for not using FB 0:24-0:27, but I don't regret not casting it because under normal circumstances it would have been really risky. Getting 2 CCs in a row was extremely lucky.
    - 0:47 since I had TF at my disposal, I decided to go for a 5-CP FB.
    - 1:05 I got a CC proc. If SR's duration was less than 6-7 seconds, I would have waited a bit and cast that finisher, so that I would utilise my CPs and start generating them anew. However, this wasn't the case back then, so I decided to use the CC for a 0CP Shred. I didn't want to cast more so that I could preserve my CPs, but in hindsight I should have cast one more Shred because:
    - 1:11 I overcapped my energy.
    - 1:16-1:18 Once again, I wanted to preserve my CPs for later, but like before:
    - 1:19 I overcapped my energy.
    - 1:24 delaying TF was intentional because I didn't want to invest the energy in FB and not have a way to generate CPs for Rip and SR.
    - 1:33 using the CC on Rake was correct. Had I gone Shred -> Rake -> SR, I would have made it difficult for myself to generate enough CPs for Rip on time.
    - 2:41 the game punished me for using FB, but honestly I don't consider this to be a misplay. Usually I get at least one CC proc within 10 seconds.
    - 2:59 using the CC on Rake was correct. I wanted to use Rake as early as possible. If I had invested the CPs in SR, they would have been wasted (I stop attacking the dummy when Berserk's CD ends).

    Spoiler: Show
    Commentary:
    - 2:05-2:07 bad luck led to two non-critical CP-generators. Since Rip was going to expire soon, generating more CPs for SR would have been a misplay.
    - 2:53 I contemplated on whether or not I should refresh SR with the 3 CPs. Since this would have led to a new, 24 seconds-long buff, I realised that I either needed to wait or to cast another ability. Since my energy was going to overcap, and Rake was going to expire after that, I decided to cast Shred -> SR -> Rake.

    D) Comparing both openers

    In the section "How to open as a cat", I stated that TF-Berserk is usually better if the player is able to obtain an additional TF in the long term. While this opener still offers the same advantage in the presence of a pre-pull SR, I need to point out its major flaw. In the first demonstration video, I refreshed SR around 5 seconds before engaging the heroic dummy without the presence of 4pt8, and as a result not only did I shorten its duration, but I also synced it with Rip. The problem with that kind of situation is that both finishers expire shortly after Berserk, and we don't have TF at our disposal. This means that you could struggle to refresh Rip on time unless you have a lot of CCs from AAs. In order to ensure that you have enough CPs for both finishers, casting FB during Berserk even while having 18-24 energy should be avoided. Instead, you'd need to refresh SR sooner than you'd normally do. This is why Berserk-TF is better in those circumstances.

    Having said that, I want to repeat that this concerns the situation when the pre-pull SR lasts 30s or less. If it's longer than that, then TF-Berserk should still be considered due to the potential gain of an extra TF.

    Regardless if the player goes for TF-Berserk or Berserk-TF, if the duration of the pre-pull SR is not close to 40, I'd recommend considering performing the GotVV-shift after Berserk in order to ensure that you'd have enough CPs for the second SR.

    The math behind those conclusions can be found here and here.


    19. SWAPPING IDOLS DURING COMBAT
    Spoiler: Show
    Warning: This subsection contains rather niche stuff which would mostly be of interest to dedicated min-maxers. If you're (relatively) new to this spec, and/or you want to play it rather casually, you can do yourself a favour and close this spoiler.
    I. Definition

    Just like FB, this topic also deserves its own section since this manoeuvre is quite beloved by Frostmourne players and by some members of the already progressed realms. Idol swapping, as the name suggests, is when you replace your relic with another in order to benefit from the effects of both. Before I go in more detail, I've made a list of all idols which benefit us:


    II. Combining different effects

    Despite me mentioning 5 relics above, you can combine the effects only of three of them. Those are 1) increased Shred damage, 2) increased Rip damage, and 3) the agility proc (either from Corruptor, Mutilation, or Crying Moon) respectively. If you swap the representatives of the last category with each other, the buff will be replaced constantly.

    Proof that you only need to snapshot Rip with the rip idol in order to increase its damage:

    III. Price to pay

    All of this may sound really alluring, but as always there’s a catch. When you equip the new idol, you trigger a 1.5-second GCD, which delays your next cat ability for so long, and your attack swing is also reset. The good news are that this can be performed immediately after a cat ability, in order to overlap with its GCD to a certain extent. For a better visualisation, I’d like to show you the following video:


    (Loud music; be warned!)

    This clip is quite educational, as it shows the things which can **** you up during the swap:

    1) AA reset: Do you see how my AAs have a hiccup at 00:08 and 00:10? I admit, I haven't calculated the duration of that small delay, but since it exists, it means that throughout the course of a fight you would have less AAs and thus less opportunities to get CC procs. It's also explained in a forum thread in ElitistJerks. Even if you time the idol swap perfectly after the swing every single time, the miniscule delays would pile up and lead to sacrtificed AAs. In other words, the reward from your efforts becomes smaller and smaller.

    2) Presence of a GCD: I used a macro for the Shred and for the Rip idols. Whenever you combine an ability with the idol, the ability pops up first, followed by the idol swap (00:07). However, if you spam your ability or cast it before the cat GCD ends, you will replace your idol before sequencing the ability, and the latter would be delayed. Even though I thought I waited for the GCD to end, I got screwed at 00:09. Here's another example which illustrates this interaction more clearly. So, if you’re going to attempt idol swapping, you should wait a bit longer and make sure that no GCD is present.

    If you decide not to use any macros, you’d need to manually swap the idol immediately after casting an ability. If you don't do it fast enough, you’d suffer a longer lock-out from the GCD. This is particularly bad when it comes to CCs for two reasons: (1) During the lock-out period, your AA could proc a CC and replace your current one, (2) dealing with so much micromanagement could overburden you with information and lead to you screwing up the "CC priority list". Another GCD-related penalty concerns our Berserk. When we normally pop our big CD, we can use up to 13-14 abilities (depending on one's latency). Idol swapping would prevent us from using Berserk efficiently, resulting in us missing out on an ability or worse - overflowing our energy.


    (swapping out the idol at 0:12 prevented me from going Shred -> FB with 18 energy at 0:23-0:24)

    IV. Conclusions
    When can you actually afford to swap idols?
    • after the first Berserk and outside the next ones;
    • when you don't have a CC proc;
    • when a boss mechanic (AoE, fear etc) is not taking place any time soon;
    • when SR has >1.5-second duration;
    • when Rip has >1.5-second duration;
    • when you have less than 75-80 energy.

    Regardless how careful you are, you'd inevitably lose some AAs due to the swing reset.
    You can already guess that I’m not doing it - I hate small numbers, especially when the reward-effort ratio is very light on the actual gain. I also consider human error a factor for this manoeuvre, and making a single mistake (i.e. having one less ability in the fight or not utilising your CCs) nullifies all of your previous work. This is imho the biggest reason why you don’t want to be locked out or be overburdened with too much information - you want to have a clear mind and fast reflexes when you get a CC proc, because those bring more damage. At least, this is my opinion when it comes to idol swapping as a traditional cat. In the context of the GotVV-shift and bearweaving, this manoeuvre is a nice inclusion because 1) the "swing reset" mechanic is used to shorten the long swing timer from a bear AA or an AA in caster form, and 2) both playstyles trigger a 1.5-sec GCD after shapeshifting back to cat form, so the delays overlap almost completely. The topic of idol swapping continues in the next post (please read "Extras - super niche tips for dedicated minmaxers").


    20. TIPS FOR ALL 25-MAN INSTANCES
    Spoiler: Show
    Decision making during boss fights (general overview)

    The following diagram can give you a rough idea of what you should do during boss fights in case you 1) tunnel vision the boss 24/7, 2) stop dps-ing for a brief period of time due to a mechanic, 3) need to attack more than one target.


    Keep in mind that this is just a (simplified) general overview and doesn't cover any specifics which is why I'll explain each boss encounter more thoroughly in the following subsections:

    I. Classic Wotlk instances

    Spoiler: Show
    (1) Vault of Archavon

    Archavon:
    - standard single-target rotation;
    - whenever he jumps to a random player, cast GotW and use Nitro Boots/Dash + FC to catch up on him (obviously, avoid standing in the cloud);
    - the stun from the stomp lasts 2 seconds, so watch its DBM timer if you go for the GotVV-shift.

    (2) Naxxramas

    Patchwerk:
    - standard single-target rotation;
    - the healing from ILotP won’t endanger your melee comrades especially with Naxx gear. Just tell your foaming femboy RL to chill his tits if he makes a big fuss about it.


    Grobbulus:
    - standard single-target rotation for the most part;
    - in case of debuff: 1) continue dps-ing Grobbulus, 2) use Nitro Boots or Dash 2-3 seconds before the debuff expires while casting GotW, 3) move away and drop the puddle, 4) FC onto the boss;
    - swipe only if there are two oozes nearby, and both your SR and Rip have a healthy duration. If you have extra CCs and/or decide to utilise the GotVV-shift, you can be a bit more aggressive with the Swipes, but keeping Rip up is still a priority since ooze damage doesn't matter that much.


    Gluth:
    - standard single-target rotation for the most part;
    - in case of “Decimate”: 1) save a TF for that phase and try refreshing SR or getting CP(s) for it when heading towards the adds, 2) pop GotW and use either Nitro Boots or Dash, 3) use FC to jump back onto the boss;
    - N.B. you could save the second Berserk for an AoE phase, but’s risky. You might not reach all of the zombies, and there’s also the possibility of some headless chickens screwing you over with their Typhoon. For that reason, you should check how your raid handles that phase and decide from there.


    Thaddius:
    - standard single-target rotation;
    - save Berserk for the big boi;
    - if you’re told to stop dps when attacking either Feugen or Stalagg, you can cast GotW. Speaking of which, you should also cast it after jumping on the platform and when repositioning yourself during polarity shifts;
    - in case you’re forced to attack boss in his frontal 180 arc due to a bad polarity distribution, use Mangle instead of Shred. After the fight, you can SadgeRoar into a pillow and dispute the validity of the dps meters.


    Anub’Rekhan:
    - regarding the first two adds: 1) single-target them w/o using Rip, TF or Berserk, 2) 1-2 seconds before the first add dies, pop TF and instantly swipe the little ****s, 3) use Berserk before the second add dies, swipe the little ****s and continue dps-ing the boss;
    - in case you are flung in the air: either cast GotW and immediately go in cat form or use FC (e.g. you’re still in Berserk or you already have a CC).


    Grand Widow Faerlina:
    - Mangle + SR + Swipe till 30 energy + TF + Berserk + Swipe = gg;
    - afterwards, standard single-target rotation;
    - as a feral, it’s not your job to dispel people.


    Maexxna:
    - standard single-target rotation for the most part;
    - in case of spooderlings: swipe them ASAP with or w/o SR;
    - pay extra attention to “Web Spray”! Since the stun lasts 6 seconds, you should try inflicting as many abilities as possible and going below 40 energy, so you don’t overflow it afterwards (at best below 30 just in case you receive a sudden CC proc from an AA). Don’t risk going for a FB prior to "Web Spray" if it means not being able to refresh Rip on time;
    - if you get wrapped, well... SadgeRoar.


    Instructor Razuvious:
    - standard single-target rotation;
    - after the boss dies, make sure that you attack the adds at the end for some sweet parsing.


    Gothik:
    - before you engage the boss, wait for the raid members to enter the room, jump on the balcony with FC and ninja pull. What you do afterwards depends on whether your raid group uses discord. If it does, play the intro music from “Lion King” and enjoy the RP. If discord is not used, just go in bear form and type /dance. Now, you resemble a Buddy Bear just like one of those in the Berliner Tierpark;
    - 10 seconds before the phase ends, cast GotW and go near the boss’s teleport position (i.e. between the two skull doors). Check the following pic:
    - 2nd phase: since boss will stay on that spot for 20 seconds, I recommend using the TF-Berserk opener and getting as many abilities as possible. Whenever he teleports, use Nitro Boots or Dash + GotW + FC.


    Four Horsemen:
    - standard single-target rotation for the most part. My guild usually stacks the first two horsemen at start, so the best usage of Berserk is to go for SR -> Rip on the first horseman -> Rip on the 2nd horseman -> gather CPs for SR from the first horseman (that way you extend Rip's duration) -> switch to the 2nd and extend Rip's duration (inflict a single FB) -> refresh Rip on both horsemen again. If 3 horsemen are stacked, then follow the same pattern as above except don't cast FB on the second horseman, but rather go for Rip on the third. Afterwards, refresh Rip on the first two.
    - use Nitro Boots and Dash + GotW + FC to move between the last two bosses.


    Noth:
    - standard single-target rotation for the most part;
    - you can afford to AoE the adds alongside the boss if you have 3+ targets to swipe. Save TF and cast GotW before they come;
    - speaking of GotW, you should cast it whenever the boss teleports;
    - if you want to be an alpha male and to go up in the dps meters, you can save the second Berserk for AoE-ing the boss and the skellies;
    - as a feral, it’s not your job to decurse people.


    Heigan:
    - standard single-target rotation (TF-Berserk opener);
    - 1st phase: if the tank isn’t a Pepega, and he brings the boss in the middle of the safe areas, you can proceed with the usual gameplay. In case the tank is like that - you have the opportunity to stand behind his back for 7-8 seconds. Afterwards, you should go to the safe spot. Keep in mind that you don’t have to stand on the boss’s arse - just be a bit to the side. If you get a CC while you’re facing the boss’s 180 frontal arc, and your Mangle, Rake, and Rip have a long duration, you should wait for the flames to despawn and save the CC for a Shred. If SR expires during the dance, you should hold onto your CPs and refresh SR one second before the idle time ends;
    - 2nd phase: cast Moonfire on the boss to assert dominance. Use GotW 10 seconds before the dance ends and repeat the things from the previous phase.


    Loatheb:
    - before the fight starts, yell at the Pepega boomies on discord not to use Starfall at start;
    - standard single-target rotation;
    - save your Berserk for when you get the crit buff;
    - if by any chance the tank is low on HP, and the healers can’t keep up, you can use Healing Touch with PS on him during the small healing window for around 58% to get a CC. If the tank is not going to die, then don’t gamble with RNG.


    Sapphiron:
    - standard single-target rotation;
    - stand at max melee range in front of the back legs to avoid the tail swipe;
    - in case of tombs: if you’re told to use Tranquility, you can use it instead of GotW for a CC. Otherwise use the latter spell;
    - as a feral, it’s not your job to decurse people.


    Kel’Thuzad:
    - 1st phase: ResidentSleeper (you can help with the dps on the adds, and you can cast GotW after killing an abo, but it doesn’t matter). 45 seconds before the phase ends, attack something so that you trigger the ICD of your trinkets. At the 15-th second mark, get CPs and use them on SR. Cast GotW 8 seconds before the phase ends and save it for the boss;
    - 2nd phase: standard single-target rotation. In case someone gets MCd, us Cyclone with PS and get ~58% chance for a CC proc.

    (3) Eye of Eternity

    Malygos:
    - standard single-target rotation for the most part;
    - 1st phase - use your first Berserk when people stack 2-3 sparks;
    - 2nd phase - FC onto the boss and refresh Rip or cast FB if your bleed has a healthy duration. Once the tank holds aggro on the adds, swipe and take a disc ASAP. If the RL tells you not to, tell that femboy that the discs are for alpha males only. A cat in gloves catches no mice, after all;
    - 3rd phase [not cat-specific] - 1-CP on the drake is enough for the shield ability. You just need to cast it the moment when Malygos's castbar reaches the end.

    (4) Obsidian Sanctum (3 drakes; no zerg)

    Before you engage the 1st drake:
    - re-equip your trinkets during the 15th or 20th second mark of the DBM pull timer;
    - now, you can dps the main boss for some extra CPs and assert your alpha male status. If your femboy RL tells you to stop, tell him to l2p. Don’t waste your TF or Berserk; save them for the 1st drake;
    - 5 seconds before the 1st drake swoops down, cast GotW and go to his landing position. Refresh SR one second before you can attack it with the CPs you've gathered from Sartharion.


    1st drake:
    - standard single-target rotation;
    - watch out for the void zones. Remember that you can also dps a mob from the side;
    - you can save the last TF before the mini-boss dies for the 2nd drake.


    2nd drake:
    - if you don’t have a CC before the whelps spawn, you can cast GotW. Swipe them down;
    - afterwards, standard single-target rotation.


    3rd drake:
    - standard single-target rotation;
    - when the guardian spawns: go in the portal, shapeshift into a bear and tank it. Tell your RL that he cannot do anything w/o you.


    Sartharion:
    - standard single-target rotation;
    - stay a bit to the side of the back legs to avoid the tail swipe;
    - in case of flame walls: just move from one side of the boss to the other. You can cast GotW whenever you reposition yourself.

    II. Ulduar instances

    Spoiler: Show
    (1) Vault of Archavon

    Emalon:
    - be ready to switch targets if you're in a pug raid, otherwise treat the boss as a target dummy;
    - always stay at max melee range;
    - when the boss starts casting his AoE, you can dps for a bit and then use Nitro Boots/Dash to run away while casting GotW in the process. If you're not in a pug raid, you can jump back onto him and continue dps-ing normally;
    - If you're raiding with "room temperature" IQ players from global, switch to the add and save FC after the latter dies. If Rip is about to expire on the boss, and you have 5 CPs and a healthy duration on SR, try refreshing the bleed before going to the add. When you're attacking the add, gather CPs for SR (if the it's about to expire), Rip (if the add will stay alive for 8+ seconds), or FB (in the remaining cases). You can gtfo from the add after using one finisher and cast GotW in the process;
    - if Berserk is about to come off CD, and you want to use it for a second time, don't be a r****d like me who used it a bit before the Nova. Wait for the AoE to end and then pop your big CD.

    (2) Ulduar

    Flame Leviathan:
    - NM: no class-specific tactics here; just drive your vehicle correctly;
    - HM: you don’t do anything new if you aren’t ejected. However, if you do get ejected, treat the turret as a regular target dummy. Afterwards, you use Dash or Nitro Boots to find your chopper/demolisher.


    Razorscale:
    - cast GotW before each add and each landing phase;
    - AoE the adds, including the Sentinels. If the RL tells you to focus target the latter, call him a p***y and advise him to play Animal Crossing since obviously it's more suitable for his gender;
    - save Berserk for the boss’s ground phases and proceed with your standard single-target rotation;
    - when the dragon is about to fly in the air, don’t refresh DoTs as she becomes immune to all damage. Instead, just cast FB or Shred if you have only 0-2 CPs on the boss;
    - 2nd phase starts, and the boss flings you in the air - cast a quick GotW and jump onto her with FC. Afterwards, proceed with your standard single-target rotation.


    Ignis:
    - standard single-target rotation;
    - if you’re the target for Slag Pot, go in bear form and pop defensives. You can cast GotW before you exit it. After the fight, you can SadgeRoar into a pillow and dispute the validity of the dps meters.


    XT (NM=HM more or less):
    - standard single-target rotation;
    - save Berserk for the heart phase (try to pre-cast it one second before you're able to dps the heart);
    - cast GotW before every heart phase and when you have to chill on dps;
    - in case of white spark, go to the other leg (duh);
    - in case of dark bomb, dps the boss for 6 seconds and use Nitro Boots/Dash. While running away, try casting GotW and use FC on your way back;
    - save Barkskin for the Tantrums. You might have to use Tranquility once on HM, in order to keep the rest of the party members healthy;
    - HM: you shouldn’t touch the light spark. If your raid struggles to kill it, just attack it with plain AAs. Don’t waste your energy and CPs on it. Personally, I only attack it when a lot of mdps have died.


    Iron Council (NM=HM more or less):
    - standard single-target rotation;
    - save your first Berserk for the blue rune and your second for the last mini-boss. Keep track of your threat and ask for HoS if necessary;
    - the blue rune appears 20 seconds after the fight starts, so delaying the first Rip until then is not a good idea;
    - in case you’re attacking the dwarf, and he casts Overload, dps him for 3 seconds, use Nitro Boots/Dash + GotW + FC;
    - in case you’re spreading out for Rune of Death, and your Rip expires in the meantime, don’t refresh the bleed before stepping on a blue rune. You can, however, use an ability for a CP or cast GotW before the tank repositions the second mini-boss near the blue rune;
    - if you have to stop damage on the vrykul so you wait for the final blue rune to appear, you can damage the big giant for some free CPs (though, you should keep track of the ICD of your trinkets).


    Kologarn:
    - option 1: switch to your boomie OS;
    - option 2: continue with the standard single-target rotation and toggle off the dps meters for this fight to retain your mental health. You can use the Mangle idol, but it doesn't matter here;
    - option 3: after obtaining SR at start, swipe Kolo’s arms and body and assert dominance.


    Auriaya:
    - attack the cat lady for a CP -> SR -> 2 Swipes -> TF -> Berserk -> spam Swipe -> GG
    - afterwards, you continue with your standard single-target rotation;
    - you stand behind the boss and attack her as normal. Move in front of her the moment she casts Sonic Screech, afterwards resume your previous position;
    - save TF for when the adds are about to spawn. If you need a CC, you can even cast GotW before they appear;
    - don't waste any energy on the Feral Defender. At most, you should use plain AAs on it.


    Hodir (NM=HM):
    - use an ice tomb at start for CPs -> SR, cast GotW and use Dash + FC. Save Nitro Boots in case you need to spread the Storm Cloud buff among other people;
    - in this fight, you can easily pull aggro from the tank with Storm Cloud and Berserk. I want to say that you should ask for HoS, but casters usually do more damage than us due to the fire buff, and HoS might be given to them instead. Blizzard design at its finest;
    - use Berserk only when you have the Storm Cloud buff. It doesn’t matter if the shaman pops BL, if you don’t have the Storm Cloud, you shouldn’t pop Berserk! Also, don't use Rake if you have that buff since it doesn't benefit from it (assuming no 4pt10).
    - if 3+ tombs are positioned close to one another, you can safely swipe them. This is better than staying on the boss since you contribute to the raid, you increase your dps, and you don’t get ****ed by threat.


    Thorim (NM=HM):
    - 0th phase: SR + Berserk + Swipe = GG;
    - 1st phase (general): don’t use GotW in the presence of the Warbringer, cuz the add will resist the spriest’s MC upon becoming hostile again;
    - 1st phase (you're in the arena): Swipe the adds > focus target the Champions > focus target the Acolytes. If you get aggro, pop Barkskin and mby SI so you don’t die from the pressure;
    - 1st phase (you're in the gauntlet): Swipe the packs of 3 and single-target the rest (incl. the mini-bosses). When the door opens, you can pop Nitro Boots + FC onto Thorim and continue dps-ing for CPs and parsing. Word of advice - don't overdo it because otherwise he will aggro you when he jumps down;
    - 2nd phase: Standard single-target rotation. If you get frozen on HM, you can shapeshift out of it. Once again, GotW is prohibited here.


    Freya (NM=HM more or less):
    - if the RL makes a DBM pull timer 30, you can re-equip your trinkets and dps the boss at start for free CPs and proceed with casting GotW before the adds. The first wave spawns 10 seconds after you engage Freya. If the pull timer is shorter than that, then don’t bother;
    - save your first Berserk for the three lashers (be careful with the Snaplasher, as it can get aggro from nowhere; I always start with the Storm Lasher);
    - if your tank is a lazy f*ck, and he keeps the big solo add on the edge of the mushrooms hindering you from using Shred, yell on discord that you will stuff his *** with mushrooms if he doesn't position it properly;
    - after the first wave of adds, check your trinket ICDs. If they’re not going to proc soon, you can attack Freya for free CPs;
    - before each add phase, pop GotW;
    - HM: shapeshift out of cat form in case you get rooted.


    Mimi (NM=HM more or less):
    - standard single-target rotation;
    - 1st phase: look where the mines drop, find the safe spot and stand there on max melee range. In case of Shock Blast, dps the boss for 2 seconds, cast GotW when moving out and go back with FC.
    - all transition phases: cast GotW and stack with others for flames;
    - 2nd phase: always stand behind the body. In case you do the fight on HM, and people drop flames under the boss, wait for the flames to be extinguished before popping Berserk. It’s better to delay it a bit than to lose precious seconds due to bad flames;
    - 3rd phase: my personal tip is NOT to use Berserk here since we only have a small time frame to dps him after he lands. If your raid is doing HM, and you typically kill the boss right before he enrages, you could use it in this phase;
    - 4th phase: try applying Rip to both the tank and the middle body (though, the latter would prove to be difficult because it changes directions, and we cannot always use Shred). When the boss starts to spin around, switch to the body and then back to the tank again. If all body parts are equally low on HP (we're talking the last couple of seconds), swipe the body so that you do damage to all of them.


    General Vezax (NM=HM):
    - switch to your boomie OS and complain about Blizzard’s game design;
    - if you stay as a cat, DON’T use the GotVV-shift (or just use it 3-4 times). ILotP doesn’t regenerate mana. Hide the dps meters and retain your mental health.


    Yogg (NM=HM more or less):
    - 1st phase: when you stack in the centre under Sara, pay attention to the clouds around her. If there aren’t any on the back side of the adds, you can stand behind them and use Shred for a bit, otherwise stay under Sara and use Mangle with the Ulduar idol instead of Shred. Pop Barkskin in case you have the debuff on NM. On HM, it’s better to gtfo from the exploding adds;
    - 2nd phase: if you aggro a Corrupter Tentacle, it will always face you, hindering you from using Shreds. For that reason, you should attack them alongside other people (+your group also kills them faster that way) and ask for a dps to taunt the adds off you whenever you have the highest threat on them. After killing a tentacle (Corrupter/Constrictor), cast GotW before engaging the next one. Save Berserk for the brain and use Nitro Boots/Dash inside the room after killing all illusions. In case you have the Mangle idol, you can use it on the illusions so that you get the agility buff before switching to the boss (ofc, you should swap to your regular idol after killing the last tentacle in the room). While running towards the brain, you can squeeze in GotW for a CC proc. You may jump onto the brain with FC, but it won’t always position you behind it. Not to mention, you will be miles away from the portals if you stay there till the end. For that reason, if you want to start using Shreds the moment you reach Yogg’s brain, you should position yourself here:

    If your mini-map doesn’t rotate with you, it will always show the same location of the three illusion rooms.

    Find the closest portal and stay at max melee range and inflict as much damage as possible before moving out. Refreshing Rip, in case it's about to expire, is highly encouraged. In case you have CPs on the brain, and you’ve left the room - /tar Brain. You can then use them to refresh SR.
    - 3rd phase: tunnel vision the boss regardless what your wheelchair RL tells you. Cast GotW while waiting for "Lunatic Gaze" to end. In this train of thought, my advice is to treat the sanity stacks as yet another “secondary resource”, which you use to your heart’s content. It doesn’t matter if you have 100, 50, or 1 by the end of the fight - as long as you’re not MCd, all is fine. Why am I mentioning this? If you lose too many Rip ticks before Lunatic Gaze, you can afford to look at the skull for a bit in order to refresh your bleed, but don’t be too cocky - remember that you lose 4% every second you look at the boss. In case your group is getting overrun with adds, it’s better to attack them one by one. Cast GotW after every add.


    Algalon:
    - standard single-target rotation;
    - the optimal strategy for handling "Cosmic Smashes" as a melee is by stacking on one leg at max melee range and going to the other one whenever they spawn. If your RL doesn't acknowledge it, tell him that you're carrying the whole raid on your own;
    - in case of "Big Bang", you can dps the boss for 4-5 seconds. Pop Nitro Boots/Dash and go to the nearest black hole. Cast GotW while running towards it.

    III. ToC instances

    Spoiler: Show
    (1) Vault of Archavon

    Koralon:
    - standard single-target rotation.
    (2) Trial of the Crusader

    Northrend Beasts (NM=HC more or less):
    - Magnataur: tunnel vision the boss on both NM and HC. Never switch to the Kobolds despite what your “2 brain cells” RL might tell you - RDPS can use “crowd control” abilities to keep them at bay, or in case of adds in the melee group the passive cleave from the other melees would take care of them. Personally, I don't bother to AoE them because we're on a timer, and the boss needs to be killed ASAP, but you can swipe the adds only if they’re at least 2 within your melee range (+ the boss). After the boss dies, you can swipe the Kobolds or single-target one of them (in case there are only 2) for CPs. You ought to save some energy for the next encounter, though.
    - Worms: use GotW before the worms engage and during their short submerge periods. In case your worm is stationary in a poison pool, go to the other one. Keep track of the fire spit and prespread. It’s better to lose a few seconds of dps-ing than a whole minute and kill other people.
    - Yeti: hug the walls, in order to minimise the knock-back effect as much as possible. If your braindead tank doesn’t position the boss properly (the yeti’s back is facing the inner circle, or the tank isn’t moving him at all), tell that drooling Pepega to go to the inner door. Check the following pic:

    A few seconds before the boss does his "Massive Crash", pop Barkskin and consider whether you can afford to clip Rip. HOWEVER if SR expires in the meantime or has a rather short duration, then it's super important to hold onto your CPs for it - it's not in your interest to refresh it during the burn phase. Speaking of which, I want to clarify something. This phase is not very optimal for our Berserk. Even though the stun’s duration matches the full length of our big CD, there are some events that diminish its value:

    - If we get too close to the boss when he charges, in order to align Berserk with the stun, we’d die, the boss would enrage, and we’d **** the rest of the raid members. As a result, Berserk would inevitably be desynchronised;
    - After the boss’s daze, you’ll most likely be affected by Arctic Breath;
    - The yeti also does “Whirl” right after the stun, causing a knock-back.

    All of this wastes energy and precious seconds from your Berserk and limits you ability-wise. For that reason, I recommend the following:

    1) try getting 2+ CPs before the charge,
    2) cast GotW for a CC proc when the boss is in the centre circle,
    3) shapeshift in cat form ASAP, refresh SR and pop Nitro Boots,
    4) go within FC range or a bit closer, but outside of the danger zone,
    5) pop Berserk right before he bumps into the wall and jump onto the boss with FC,
    6) follow the priority list (pray that you get a couple of CC procs, in order to perform the "FB mid-Berserk" opener),
    7) at 18-24 energy or in the last second of the stun bite the boss,
    9) 2 seconds before the stun ends, go to the wall, in order to avoid or minimise the upcoming knock-back, and finally
    10) use TF after the Berserk and continue with the priority list.

    It may sound overly complicated, but the factors surrounding the burn phase **** us really hard, and we need to acknowledge them if we want to utilise every single second from the “increased damage taken” debuff on the boss. If you can’t get CPs before the 1st charge, then it’s better to postpone Berserk than to build CPs for SR during the very limited time window. In the meantime, stick to TF and CCs and follow the priority list. Talk on discord and coordinate Hysteria with your tank.


    Lord Jaraxxus:
    - NM: standard single-target rotation for the most part. Save a TF for the infernos and AoE them;
    - HC: If your guild is not overwhelmed by the adds in this fight, then you can AoE them and play as normal. In all of my previous Frostmourne guilds, everyone was expected to save their big CDs for the portals in order not to deal with two mistresses at the same time. Try using the first Berserk on the boss and check how fast your guild kills the portals. If you get only one misstress, ignore the next paragraph. If the damage is not enough, then read further:

    Use your first TF on the boss. Cry because you will be forced to use your Berserk on the first nether portal. Rip on the portal isn’t a good idea because the add might die rather quickly. Resorting to FBs would just deplete your energy unnecessarily, so my personal tip is to pay attention to TimeToDie and consider what the best course of action would be (if the add dies too quickly for Rip, just spam Shred). Regardless what you pick, after the portal you will be inevitably energy-, CP-, and CD-deprived, and to rub salt into the wound you’d be expected to switch to the Mistress(es) in order for your raid not to be overwhelmed by them in the long run. Honestly, feral feels like a handicapped in this fight, and the best way for me to describe it is by quoting Jotaro’s speech to Dio in episode 48 of Stardust Crusaders. Don’t worry, no spoilers are incoming:

    If I had to describe it, it is like when a guy who can hold his breath underwater for a minute finally comes up for air at the very last second… When suddenly, he feels someone grabbing him, and he’s dragged back down into the water.
    Yeah, exactly that… So, here’s my personal advice - hide the dps meters in this fight and retain your mental health. Save TF for the infernos and AoE them. Always cast Rip on mistresses. Before every portal and volcano, cast GotW for a CC proc.


    Faction Champs (NM=HM):
    - yet another bad fight for us as our targets can face us out of nowhere or teleport to a random place, or become immune and what not. Yeah, this fight might not be a dps race, but we don’t really help our teammates with crowd control either. Before someone mentions it - no, a feral cat constantly shapeshifting out of cat form in order to cast Cyclone with DR on mobs is not really impactful enough, it wastes our energy, and for that it doesn’t make sense at all. Sometimes the best defense is a tactical offense, and this is the only thing we’re good at;
    - use Berserk on the first mob and then off CD;
    - pop GotW after you kill a champion and before you switch to the next;
    - if you need to catch up with a target, you know the drill - Nitro Boots, Dash, and FC;
    - yell on discord at your drunk priests to stay awake and to use Mass Dispel whenever the enemy paladin casts divine shield.


    Twin Valks (NM=HC):
    - the most optimal strategy here is with the soakers because all other dps will have the same colour and be stacked on the same place, resulting in getting the empowered buff more frequently and being able to click on the portals immediately whenever the twins’ special abilities take place. If your RL makes your group follow the 50% black:50% white strategy, tell that boomer to close TankSpot and to stop living under a rock;
    - personally, I save Berserk for the first Empowered Darkness/Light because the fight lasts long enough to cast it for a second time later. If that's not the case in your guild, you can pop the first Berserk at start as normal and use the second with the Empowered buff;
    - in case you need to switch targets, and you already have CPs on one of the valks - you could cast one or two abilities and click on the portal. Refreshing SR is always the safest bet in that situation, but if you have 5 CPs and a healthy duration on you SR, you can either refresh Rip or bite the target before switching colours;
    - must resist the urge to make a racist joke. Must censor myself... must be wary of SJWs... must not get cancelled... **** it. This is one of my favourite boss fights. In no other encounter am I allowed to hit people of colour. The best part is that the game not only doesn't punish me, but also it encourages me for doing it like that. I must admit, it is a bit unfortunate that we cannot pick favourites and stay only on one boss, but I guess there needs to be equality for both colours. This is what I would want from a Blizzard game in 2023. Now Classic is too sensitive to even use the w-word. There are no women anymore - just body type 2s. Though, "men" is still an acceptible term because it directly addresses the male gender and thus it offends all male players, which is justified.


    Anub’arak (NM=HC more or less):
    - in case you have a block tank, just single-target the boss and AoE the adds during the submerge phases;
    - if that’s not the case, you can save your Berserk for AoE-ing the Burrowers and the boss. After the first wave, switch to the boss. You’ll be able to AoE them later, granted the boss isn’t chasing you;
    - if Anub plays the game of cat and mouse with you where he takes the role of the feline, and you - of the mus (wait, what?), run around without any speed boosts, until he catches up on you. Afterwards, use Dash -> Nitro Boots -> ask for a HoP from a paladin, stay close to a snow patch for a bit and jump on it 2 seconds before the buff expires. Be careful not get Dazed by the adds - just strife and look at them while kiting the boss;
    - spam GotW for CCs during the submerge phases;
    - don’t use SI during the last phase. Only Barkskin.

    (3) Onyxia’s lair

    Onyxia:
    - 1st phase: Standard single-target rotation (I don't save Berserk for the second phase). When she moves to the other side of the cave, she’ll remain within your reach. Reapply Rip;
    - 2nd phase: gather 4-5 CPs for SR, cast GotW and spam Swipe. Btw, this phase is an amazing test for your computer's graphics card. My laptop even recreates the temperature of the dragon's lair. Other players are getting high on parsing, while I become anxious whenever I hear the fans creak and my fps drop, expecting my toaster to explode at any moment;
    - 3rd phase: be very mindful of the fear so that your energy doesn’t go over 100, and you don’t lose Rip ticks unnecessarily in case you don't have a shaman in your party group.

    IV. ICC instances

    Spoiler: Show
    (1) Vault of Archavon

    Toravon:
    - on FM/Lorde: standard single-target rotation;
    - on Icecrown: you could probably AoE the orbs, assuming the boss isn’t buffed as on the other realms. You can save Berserk for the first wave of orbs, and before that you should apply Rip. Cast GotW during the “White Out” and swipe them with Berserk. Personal tip, pop Barkskin and/or SI if you suspect that you’d die.

    (2) Icecrown Citadel

    Lord Marrowgar (NM=HC):
    - pop Nitro Boots/Dash and FC onto the boss when the fight begins;
    - you can start the fight with a pre-pull SR (please read that section for more information). I recommend combining it with 4pt8 and accepting a warlock summon a few seconds before the fight begins, so that you refresh SR right after the second Bone Spike Graveyard. In this clip, I didn't time it correctly, but in the time frame 0:47-0:52 you can see that SR expired after the second spike wave. Had I asked my teammates for a warlock summon, I could have delayed the pre-pull SR by a couple of seconds. Doing so, I would have given myself more time to refresh the 33% buff when it expired;
    - standard single-target rotation for the most part + Berserk on CD;
    - from personal experience, FB does more harm than good in this fight. This is because, as you already know, it consumes energy and CPs which can be used for the other two finishers. What makes this ability "bad" in this particular fight in comparison to all others is that we need to swipe down bone spikes in short time intervals. The thing about Swipe is that it can deal more damage than FB (depending on the number of targets, ofc), and it doesn't consume any CPs, so naturally it goes on top of the priority list when the spikes are present. At the same time, it costs 45 energy, and it doesn't generate CPs, meaning that it drains our energy and thus limits our opportunities to generate enough CPs if either SR or Rip are going to run out. This means that casting FB before Bone Spike Graveyard is more often than not a potential misplay unless you get a lot of lucky CC procs and/or TF to back you up. Here's a very good example of what I mean - after casting FB, I had no energy for Swipe, and Rip was about to run out as well. It was only thanks to the presence of the two lucky CC procs that justified that play;
    - swipe the bone spikes only if you can damage 3+ targets at the same time (2 spiked players and boss, 3 spiked players, 3 spiked players and boss);
    - even if you're not a GotVV-shifter, I highly recommend casting the druid buff for a CC proc prior to each Bone Spike Graveyard, so that you can ensure that you have enough energy for Swipe. One thing I should mention is that by casting GotW and shapeshifting back in cat form, you trigger two 1.5-second GCDs, meaning that if you want to benefit from this trick, you need to do it around 3 seconds before the spikes appear. Here are two examples depending on how poorly/well I timed that buff - bad attempt & good attempt;
    - if you have a CC proc, and the spikes are about to spawn, you can keep it for them (though, admittedly, there's a risk of your AAs overwriting the proc);
    - stand at max melee range during "Bonestorm".


    Lady Deathwhisper:
    - stand behind the pillars while LoS-ing the boss before you engage;
    - don’t use GotW prior to the pull timer or at any time during the boss fight. It allows MCd players to resist Cyclone and other types of Crowd Control. Speaking of which, you can use Cyclone + PS for ~58% chance for a CC;
    - upon engaging LDW, use Mangle and Rake on her (CPs -> SR) and head towards the adds with Dash. Swipe them with TF. Afterwards, FC onto the boss;
    - on NM: save Berserk for the boss;
    - on HC, save the 1st Berserk for the 1st wave of adds.
    - use Barkskin if you’re standing in a green puddle, and you can’t reach the boss’s back outside of the circle.


    Gunship (NM=HC):
    - if you can keep up the agility buff from the Idol of the Crying Moon, use that relic. If that’s not the case, use Idol of Mutilation instead;
    - when the first add spawns on our ship, get 3-4 CPs and start swiping. If you have threat issues, use the Rocket Backpack to move elsewhere. You’ll lose aggro once you’re in the air, but FYI you’ll regain it after landing; 3 seconds before the frost mage appears, stop what you’re doing and prepare to jump;
    - in case of icicles: use the rockets + GotW in the air + FC onto the mage. From personal experience, FB is better than Rip since the add doesn’t stay alive for long. 2-3 seconds before it dies, jump back;
    - cast GotW midair and go deal with the adds on our ship again;
    - rinse and repeat.


    DBS (NM=HC):
    - standard single-target rotation;
    - since there's a long RP phase before the fight begins, you have the opportunity for a pre-pull SR (please read that section for more information). I recommend combining it with 4pt8 and accepting a warlock summon a few seconds before the fight begins, so that you refresh SR right after Rip expires. In this clip, I didn't have a warlock summon, so I decided to cast SR 20 seconds prior to the boss fight.


    Festergut (NM=HC):
    - standard single-target rotation;
    - you can start the fight with a pre-pull SR (please read that section for more information). I recommend combining it with 4pt8 and accepting a warlock summon a few seconds before the fight begins, so that you refresh SR right after Rip expires. In this clip, I didn't have a warlock summon, so I decided to cast SR 20 seconds prior to the boss fight;
    - stand at max melee range on the boss's legs;
    - in case two melees have a spore, and you’re one of them - with good coordination, you can stand on the boss for a bit and then move out with Nitro Boots/Dash. You stack on the RDPS group, pop GotW, and you use FC to leap back onto the boss;
    - on HC: in case melees need to stack for the spore, but you see a malleable goo on the ground, and the Balkan dogs don’t reposition, skip the spore and use Barkskin during “Pungent Blight”. You can afford to do it again with SI.


    Rotface (NM=HC):
    - standard single-target rotation;
    - you can start the fight with a pre-pull SR (please read that section for more information). I recommend combining it with 4pt8 and accepting a warlock summon a few seconds before the fight begins, so that you refresh SR right after Rip expires. In this clip, I didn't have a warlock summon, so I decided to cast SR 20 seconds prior to the boss fight. Yes, I'm aware that the clip depicts Festergut and not Rotface, but the preparation phase and the first few seconds of the burst phase remain the same;
    - NG is ill-advised here. If you get the debuff, just stand at max melee range and away from others. Though, depending on the guild you might be expected to merge the small ooze with the big one. If that's the case, go straight to the OT with Nitro Boots, pop GotW, and leap onto the boss;
    - some raid groups merge the oozes, and all melees (incl. the main tank) need to stand on one place before the explosion happens. This setup is kinda annoying to deal with as a cat because at one point the boss faces us, and we can't use Shred. If there's a risk of overcapping our energy, and neither Rake, nor Rip are going to expire, then the game forces us to use Mangle regardless if the debuff is going to expire or not. However, what I do is - I go to the back of the boss temporarily, dump my energy on Shred, and stack with the others (example). If the boss still faces us after the explosion message pops up, I try to position myself behind him so that I can Shred again. If by chance I'm standing in the blast zone, I move out or go elsewhere (example).


    Professor Putricide (NM=HC):
    - standard single-target rotation with occasional target switching;
    - just like on Fester and Rotface, you can start the fight with a pre-pull SR by using one of the Fleshreapers as a punching bag. I recommend combining it with 4pt8 and accepting a warlock summon a few seconds before the fight begins, so that you refresh SR right after Rip expires;
    - you use Berserk on cooldown despite what your malding mongoloid RL screeches on discord. I want to see him saving Berserk for the transition phases on HC and getting full value from the big CD when attacking the non-slowed exploding green ooze or when becoming a target for the orange ooze. TF and lucky CCs are more than enough for the adds. Period;
    - cast GotW before switching to the oozes and after killing them;
    - you can use the knock-back from the green oozes to swiftly jump onto the boss (example);
    - in case the boss is about to use Choking Gas - don't move out in advance, rather only when you see the DBM warning on your screen. The actual void zone appears one second after that. If the boss is somewhat close to it, stand at max melee range (example);
    - something, something Nitro Boots/Dash + FC something.


    Blood Prince Council (NM-HC):
    - standard single-target rotation. I am used to using Berserk on Valaran. If the fight lasts less than 3 mins, you can delay it and find a more optimal timing, but on Lordearon/Frostmourne or with weak gear you should definitely use it at start in order to get one extra later;
    - when Valanar starts casting "Empowered Vortex", you dps for a bit, pop Nitro Boots, gtfo to a corner, cast GotW, and run back (here's a video depicting what I said above, but I should have stood a bit longer on the boss and used two Shreds instead of FB {I kinda panicked there});
    - you can use up to two Rips per blood prince. Don’t refresh the bleed if it expires right before the target switch as you won’t get enough value out of it (5 5CP-Rip ticks outvalue a 5CP-FB, meaning that Rip needs to be active for at least 10 seconds to be better than FB);
    - cast GotW after every target switch and leap onto the next boss with FC;
    - for some scumbag dps, if Keleseth is the last boss, you can swipe the Nuclei 2 seconds before he dies. Assert your alpha male status and put the RL in his rightful place.


    Blood-Queen Lana’thel (NM=HC):
    - standard single-target rotation;
    - don’t use Berserk at start and steal someone else’s bite. Wait for the first person to get bitten and then pop your big CD;
    - if the RL for some reason wants YOU to be the first bitten player (tbh, you deserve it after all that alpha male RP you’ve done so far), ask for a ToT and pay attention to the threat meters. Once you get bitten, pop Berserk and ask for Hysteria;
    - when the boss ascends in the air with her wings of emancipation, you can consider using FC alongside a yellow ability in order to give her a taste of good ol' patriarchy. Consider delaying it a bit, in case you can refresh Rip with 5 CPs once it expires. Unleash your Wrath(s) onto her and buff up with GotW to assert dominance. She may have risen as a queen, but she surely falls down from grace as a subordinate miss. Poetic, isn't it?


    Valithria Dreamwalker:
    - I prefer using Idol of Mutilation. Adds die fast, so yeah;
    - cast GotW before mobs spawn;
    - swipe the Suppressors and the worms;
    - use speed boosts to engage the skellies quickly.


    Sindragosa (NM=HC; Icecrown ~ Frostmourne/Lordearon):
    - the fight plays out a bit differently on Lordearon/Frostmourne and on Icecrown due to the presence of the 30% buff;
    - stand a bit to the side of the back legs and dps from there;
    - on FM/Lorde, you use Berserk on CD. On Icecrown, you save the 2nd Berserk for the end (after the third flight phase);
    - at 8 stacks, you can pop Barkskin. At 10, pop SI and wait for the stacks to reset. On Icecrown, you can be a bit greedy with them;
    - when she pulls you to her abdomen and starts her AoE, you can inflict 2-3 more attacks before fleeing. Afterwards, move out with a speed boost and cast GotW. Don’t use FC. For example, here I could have stood a bit longer, refreshed Rake, gtfo'd with Nitro Boots and cast GotW;
    - if she flies in the air, you can follow her with FC. You have the opportunity to inflict one ability. If Rip expires shortly after the flight phase begins, and you have 5 CPs, you should refresh it preferably like so;
    - single target the tombs for free CPs during the boss’ downtime. Since Idol of the Crying Moon is only triggered by Rake, you have to cast the bleed on a tomb, in order to maintain the agility buff. PAY ATTENTION TO THE ICD OF YOUR TRINKETS! YOU SHOULDN'T WASTE THEIR PROCS DURING THE FLIGHT PHASES! Anyway, you can use everything on them except Rip. After the 4th and final bomb, refresh SR. If you get marked, go to the corresponding place, turn into a bear and pop Barkskin, Frenzied Regeneration, and Enrage (if you have 4pt10);
    - flight phase ends, and you can squeeze an ability with FC;
    - ice tombs on her last phase: on FM/Lorde, marked players go to her abdomen, and all melee players move out. If you want to continue dps-ing the boss, go to her tail and wait for the tomb to appear before going back to her abdomen. If you have a lot of stacks, wait behind the tomb for a bit so that your stacks drop. On Icecrown, you go agrogrogro and SadgeRoar if you get the tomb debuff.


    The Lich King (NM=/=HC, though there are some similarities):
    - TargetofTarget is really useful here. It's advisable to activate it in the in-game settings;
    - 1st phase: standard single-target rotation. In case of “Necrotic Plague”, jump onto the nearest shambling horror with FC and yell at your blind hamburger healers to dispel you. Save Nitro Boots for the 3rd defile; you may use Dash, though. The LK moves out at 70% - consider whether you can squeeze in a FB or refresh Rip before this happens.
    - Transition phases - if ghouls are still around, you may swipe them, but they don’t really matter. Killing the raging spirits has a bigger priority, and you can safely use Rip on them. If two raging spirits are present, but one is about to die soon (like within 6-7 seconds), switch to the other one after the last finisher;
    - 2nd Phase: hold onto your Berserk and TF for the AoE. 3 seconds before valks swoop down, you can cast GotW for a CC proc and just AA the LK. Whenever you spread for defile, use FC>Dash (in case the prior is on CD), but always save Nitro Boots for the 3rd defile;
    - 3rd phase: If you get inside the chamber on NM, dps the add and interrupt his cast with either Stomp (Tauren Racial) or Bash (as a Bear). If you get in the chamber on HC, shapeshift into a bear and use defensives (Barkskin, Frenzied Regeneration and Enrage if you have the t10 bonus). Use GoTW 8 seconds before going out for a CC proc so that you have time to react in case you get defile. On HC, it’s a good idea to have CPs on a target (Spirit/the boss), so that you can refresh SR after leaving the chamber;
    - 4th phase: pray that the servers don’t crash;
    - 5th phase: kill the boss before the servers crash. His back is always facing the inner circle.

    (3) Ruby Sanctum

    Baltharus:
    - standard single-target rotation;
    - he splits at 66% and 33% and loses all debuffs. For that reason, you shouldn’t refresh Rip when his health is close to those thresholds. Wait for the split and then continue with Rip. CPs remain on the original copy, though, so you can keep them before refreshing the big bleed;
    - after the knock-back, cast GotW for a CC and use speed boosts + FC.


    Saviana:
    - standard single-target rotation
    - cast GotW after every flight phase


    General:
    - standard single-target rotation;
    - try to utilise your energy before the fears, so that it doesn’t go over 100.


    Halion (HC is slightly different than NM, but they’re quite similar still):
    - you can start the fight with a pre-pull SR (please read that section for more information). I recommend combining it with 4pt8, so that you refresh SR right before both add waves (example). If you decide to use it in your raids, my advice is to refresh SR with 5CPs so that you don't worry about the buff expiring when you AoE;
    - stand at max melee range a bit to the side of the back legs and dps from there;
    - on NM: standard single-target rotation with Berserk on CD;
    - on HC: save Berserk and the second TF for the first wave of adds;
    - as a druid we should always dispel ourselves with “Remove Curse” whenever we get the debuff. Use speed boosts to run to the edge of the area. FC is ill-advised if you’re in the shadow realm, and the cutters are up. On NM, you don’t need to go ALL the way back - you just need to be away from others. On HC, however, you definitely need to be on the edge of the platform and near the other pool (in case there’s one near you);
    - speaking of debuffs in the shadow realm on hc - they slow us, but we don’t need a HoF from a paladin. Just shapeshift out of it;
    - don’t refresh Rip if the boss’s HP is near 75% - either cast FB or refresh SR if it's running low (example);
    - before entering the first portal and while waiting for the corporeality to normalise, you should cast GotW for CCs;
    - if you're inside during phase 3, and Berserk is about to come off CD, hold onto it until someone gets the debuff. That way, you prevent wasting valuable seconds of Berserk in case Halion gives you "Soul Consumption".


    21. MISCELLANEOUS
    Spoiler: Show
    Or as the phrase goes: “The more you know”. Here, I’m just going to describe some random stuff for those of you, who love learning something new.

    I. Killing elites in the open world (for solo-levelers)

    Whenever I level as a feral and need to kill elites on my own, I go bear, attack said elite for a bit, and then I use NG. Once the mob gets rooted, I heal myself and spam FFF. It doesn't remove the roots, and it also damages the mob. When the roots expire, I let the mob hit me once again, so that I refresh them and continue doing this. If the foe is a caster, I also try to use the environment to my advantage and LoS them.
    II. Soloing Anzu


    Commentary:
    You can solo the Raven Lord w/o much gear as an 80 (you need to have 280% flying speed to start the quest chain). I don't know what the lowest gear requirements are, but in the past I've managed to do it with 4k gs on Frostmourne with its buffed content. This video shows me killing him on Lordearon with much higher gear, but if you follow the tips in the next paragraph, you can down him easily even with weaker items:

    Kill the first two waves of trash to the right side of the room, then the one near the sarcophagus, and the mob in the centre. Summon the boss and heal yourself. Before the pull, make a focus target of the boss and put HoTs on yourself. Drag Anzu to the right side of the sarcophagus and attack him, until he starts casting his stun, and then you LoS him. You have a small time window to heal yourself and to put HoTs on yourself. When you get attacked by the small ravens, gather a CP for SR and swipe them down. Be mindful that the Raven Lord can stun you as well - this is why I told you to create a focus target of him. When he starts casting the stun, go in bear form and pop Barkskin. If you want, you can use your demo roar too. When the stun ends, go in cat form and finish off the adds. You have a small time frame to heal yourself. You get stunned, and you repeat everything you've done so far. During the last phase, you only stay in bear and kill the boss.

    Obviously, with icc gear you can solo him as a cat, but this video was made with the intention to guide people with Naxx and Ulduar items.
    III. Infiltrating the Dalaran bank vault

    Video footage can be found here.
    IV. Flying in Dalaran as a bear/cat

    In the Dalaran sewers, you can find bottles of https://wotlk.cavernoftime.com/item=44012 scattered around all over the place. After drinking it, you can get one of the following three different outcomes - 1) the outward appearance of all players and NPCs becomes that of mages, 2) you turn into a Tuskarr or 3) a wasp. The latter is the main subject of this subsection as there's a fun and innocent visual bug connected to it. After drinking the elixir, you can shapeshift in whatever form you want, and the game will allow you to fly in Dalaran with your new appearance (video 1, video 2). Yes, stuff like https://wotlk.cavernoftime.com/item=43499 and https://wotlk.cavernoftime.com/item=6657 also work.


    22. MUSIC SUGGESTIONS
    Spoiler: Show
    Everyone has their own personal taste, and I don’t want to force mine. However, I find (Touhou) Eurobeat particularly fitting when I play as a cat and perform the GotVV-shift or spam dungeons. You can feel the beat pumping in your veins and go with the rhythm. For that reason, here’s what I recommend (in no particular order):

    - Behind The Mask- Source
    - Little Flare Source
    - Night'n'NIGHT Source
    - Shanghai Fantasia Source
    - Think of You [Bad Apple!!] Source
    - Melo Melo Meltdown Source
    - Massive Super Girl Source
    - Endless, Sleepless Night Source
    - Tiger Dance Source
    - Secret Eyes Source
    - Time Will Tell Source
    - Right or Wrong Source
    - Leave Me In The Dark Source
    - Endless Seeker Source
    - No Guardian Angel Source
    - Anything For You Source
    - NJK Record - Crazy Hot Source
    - Final Breath Source
    - Purest Source
    - Beasts Shower Source
    - UFO Lover Source
    - Love the BEAT Source
    - Everyday Everynight Source
    - Precious Steps Source
    - Initial D - Don’t stop the music Source
    - Spiral Flection Source
    - God Bless You Source
    - Bamboo Dance Source
    - My Destiny Source
    - Wanna be my dream Source
    - Stardust Puzzle - Aki Source
    - Search for Butterfly Source
    - Break the Hierarchy Source
    - Fall into the Magic Source
    - Flowering Fantasia Source
    - Dancing in the Fire Source
    - Drive my Life Source
    - PERFECT CHERRY BLOSSOM Source
    - Dreamin’ Girl Source
    - The Fantasy Won’t Stop Ringing Source
    - Call of Truth Source
    - Deja Vu Source
    - Gas Gas Gas Source
    - Night of Fire Source
    - Wanna be my geisha? Source
    - Nana Takahashi - PRESERVED VAMPIRE Source
    - Rain Dance Source
    - Loud Faith Source
    - Gate Source
    - Tear you up Source
    - Machiazz - One Destiny Source
    - Hell's Sun Source
    - On the moon Source
    - No Life Queen Source
    - Too love to love Source
    - Spectre of Love Source
    - IT IS SO Source
    - Hotel Labyrinth Source
    - Eternal party Source
    - Love Revolution Source
    - Magical Girl (Marisa's Theme) - Odyssey Source
    - WARNING! - 3L MariaPolo Source
    - Chase Me, Catch Me! Source
    - Sarving Raven Source
    - Tiny Hero Source
    - Black Cat Lounge Source
    - Let it be Source
    - Princess of the Reich Source
    - Another card Source
    - bEAT GATHER Source
    - Break through the night Source
    - Virtual Dream Source
    - Dragon's Veil Source
    - Endless night Source
    - Romantic Children Source
    - EXTRA LOVE Source
    - Twinkle, Twinkle Source
    - To the Limit Source
    - Spring of Dreams Source

    There are, of course, more music videos to be heard. This was just a selected favourite. If you want to find more, then I recommend these channels:

    A-One Source
    Alexvgz Source
    Phoenix Kappashiro Source
    Tenshi Hinanawi Source


    23. USED FORMULAS FOR MY CALCULATIONS
    Spoiler: Show
    Bonus AP:
    -> AP (new) = AP (original)*1.1(Heart of the Wild)
    -> AP (from agil) = Agility (original)*1.02 (Improved Mark of the Wild)*1.06 (Survival of the Fittest)*1.1 (Heart)
    -> AP (from str) = Strength (original)*2*1.02 (IMotW)*1.06 (SotF)*1.1 (Heart)

    Crit cap for white attacks (behind the target): 100% - 24%(Glancing hits) - X(Dodge chance) - X(Miss chance) +4.8%CSUPP
    Crit cap for yellow attacks (behind the target): 100% - X(Dodge chance) - X(Miss chance) +4.8% CRIT SUPPRESSION

    White attack (mean value) = (0.24*glancing dmg) + [(0.X-0.048)*crititcal strike dmg] + [(1-0.24-0.X+0.048)*hit dmg]
    Yellow attack (mean value) = [(0.X-0.048)*crititcal strike dmg] + [(1-0.X+0.048)*hit dmg]
    where X is your current critical strike %

    cat AA = ((AP/14)+54.8)*Naturalist*SR
    cat AA (non-crit) = ((AP/14)+54.8)*1.463
    cat AA (glancing) = ((AP/14)+54.8)*1.09725
    cat AA (crit) = ((AP/14)+54.8)*3.315158


    Shred = (AA*2.25 + 666)*Naturalist*Mangle*SR*Rend and Tear
    Shred(non-crit)= (((AP/14)+54.8)*2.25+666)*2.28228
    Shred(crit)=(((AP/14)+54.8)*2.25+666)*5.17164648
    Shred (base damage with Shred Idol) = (((AP/14)+54.8)*2.25+869)


    Mangle cat = (Autoattack damage*2+566)*Naturalist*Savage Fury*Savage Roar
    Mangle cat (non-crit)= (((AP/14)+54.8)*2+566)*1.7556
    Mangle cat (crit)=(((AP/14)+54.8)*2+566)*3.9781896


    FB 5CPs (Rend and Tear increases the crit chance by 25, so I’ll might as well concentrate on the critical strike):
    FB = (190+290*5+0.35*AP)*Feral Aggression*SR*Naturalist*2*Predatory Instincts*Meta Gem
    FB = (0.35*AP+1640)*3.8124317

    Rake = (AP/100+176+3*358+AP*0.18)*Savage Fury*Mangle*SR*Naturalist
    ! For Frostmourners and people w/o 4pt10 - (AP/100+176) is the thing that crits. Everything else - doesn't. !
    Rake (non-crit, 4pt10 or no 4pt10) = (AP/100+AP.18+1250)*2.28228
    Rake (crit, 4pt10) = (AP/100+AP.18+1250)*5.17164648
    Rake (crit, no 4pt10) = ((AP/100+176)*5.17164648)+((AP*0.18+1074)*2.28228)


    Rip (no additional bonuses) = (36+93*5+0.05*AP)*11*SR*Mangle*Naturalist
    Rip (-//-) = (AP*0.05+501)*20.9209
    Rip (-//-, crit) = (AP*0.05+501)*47.4067594
    Rip (multiplier with 2pt7) = 24.7247 or 56.0261702 (in case of a critical strike)
    Rip (base damage with Rip Idol) = (AP*0.05+606)


    Swipe = Autoattack damage*2.5*Naturalist*Feral Instinct*Savage Roar*X (number of targets within the 5-yard 180 frontal arc)
    Swipe (non-crit) = ((AP/14)+54.8)*4.75475*X
    Swipe (crit) = ((AP/14)+54.8)*10.7742635*X


    CP value (1 CP) = [FB - (Shred*35/42)]/5
    CP value (2 CP) = 2*[FB - (Shred*35/42)]/5


    Sacrificing Rip ticks in favour of FB
    FB -- (Shred*35/42) = X
    X/(Rip/11) = maximum number of sacrificable ticks {divide it by 13 if you have t7}

    Rake + CC proc -> finisher -> Shred vs Shred + CC proc -> finisher -> delayed Rake
    2/3 or 3/3 Rake tick vs 7/42*(Shred + CP-value) {in case the finisher is SR or Rip}
    4.5*Rake tick vs 7/42*(Shred + CP-value) {in case the finisher is FB}

    Rip vs Shred with CCs at 5 CPs
    1/2*Rip tick + CP-value vs (Shred energy - Rip energy)*(Shred + CP-value)/42

    FB vs Rip in the denouement of a boss fight
    FB/Rip tick
    OR
    [FB - (FB energy - Rip energy)*(Shred + CP-value)/42]/Rip tick

    bear AA (non-crit) = ((AP/14)+54.8)*Naturalist*Master Shapeshifter*2.5 (unmodified weapon speed)
    bear AA (non-crit) = ((AP/14)+54.8)*2.86
    bear AA (glancing) = ((AP/14)+54.8)*2.145
    bear AA (crit) = ((AP/14)+54.8)*5.8916


    Maul (non-crit) = ((AP/14)+54.8+578)*Naturalist*Savage Fury*R&T*Master Shapeshifter*2.5 (unmodified weapon speed)
    Maul (non-crit) = ((AP/14)+632.8)*4.1184
    Maul (crit) = ((AP/14)+632.8)*8.483904


    Mangle bear (non-crit) = (((AP/14)+54.8)*1.15+119.6)*Naturalist*Savage Fury*Master Shapeshifter*2.5 (unmodified weapon speed)
    Mangle bear (non-crit) = (((AP/14)+54.8)*1.15+119.6)*3.432
    Mangle bear (crit) = (((AP/14)+54.8)*1.15+119.6)*7.06992


    Lacerate (initial burst, hit) = (88+AP*0.01)*1.04 (Master Shapeshifter)*1.1 (Naturalist)
    Lacerate (initial burst, crit) = (88+AP*0.01)*1.04 (Master Shapeshifter)*1.1 (Naturalist)*2*1.03 (Meta Gem)

    Lacerate (DoT, hit, 1-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)
    Lacerate (DoT, hit, 2-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*2(stack size)
    Lacerate (DoT, hit, 3-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*3(stack size)
    Lacerate (DoT, hit, 4-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*4(stack size)
    Lacerate (DoT, hit, 5-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*5(stack size)

    Lacerate (DoT, crit, 1-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*2*1.03 (Meta Gem)
    Lacerate (DoT, crit, 2-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*2(stack size)*2*1.03 (Meta Gem)
    Lacerate (DoT, crit, 3-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*3(stack size)*2*1.03 (Meta Gem)
    Lacerate (DoT, crit, 4-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*4(stack size)*2*1.03 (Meta Gem)
    Lacerate (DoT, crit, 5-stack) = (64 + AP*0.01)*1.04 (Master Shapeshifter)*1,1 (Naturalist)*1.3 (Mangle)*5(stack size)*2*1.03 (Meta Gem)

    Additional Lacerate (DoT) multipliers: 1.05 (2pt7, 2pt9) or 1.2 (2pt10)

    modified version of "a civilian"'s suggested formula in the EJ forum page
    0.923(shred damage) + 0.077*[0.9941(shred damage) - (number of missed AAs with the second GotVV cast)*(AA average damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(shred damage)] - 0.923*(number of missed AAs)*(AA damage) - 0.923*(number of AAs prior to Shred)*(3.5/60)*(shred damage)
    my version (incl. the CP values)
    0.923(shred damage) + 0.923*(average amount of CPs per ability)*(damage output of 1 CP) + 0.077*[0.9941(shred damage) + 0.9941*(average amount of CPs per ability)*(damage output of 1 CP) - (number of missed AAs with the second GotVV cast)*(AAaverage damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(shred damage) - (missed AAs with the second cast prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)] - 0.923*(number of missed AAs)*(AA damage) - 0.923(number of AAs prior to Shred)*(3.5/60)*(shred damage) - 0.923(number of AAs prior to Shred)*(3.5/60)*(average amount of CPs per ability)*(damage output of 1 CP)
    Attack speed = 1/ (("Percent increase or decrease" / 100) + 1) /((current haste rating/2521)+1)

    Arp affects our AAs, Shreds, FBs, and Mangles. This is what I use to determine the "damage applied" multiplier.
    Armour = 8088.68
    Arp cap = 7773.73

    EffectiveArmor = Armor – ArP rating / 1399.6 *Arp cap
    DR% = EffectiveArmor / (EffectiveArmor + 15232.5)
    DA% = 1 – DR%

    Additional information if you want to take into consideration the buffs in a 25-man raid environment:
    -> 10% AP increase (MM's aura)
    -> 10% Str/Agility increase (BoK)
    -> 687 AP (Improved BoM; I haven't included our talents or MM's aura)
    -> 155 Str + 155 Agil (DK horn; I haven't included our talents, BoK, or MM's aura)
    -> 55 Str + 55 Agil (our improved druid buff + talents; I haven't included BoK or MM's aura, though)
    -> 180 AP (flask; I haven't included our talents or MM's aura)
    -> 400 AP (Berserking; I haven't included our talents or MM's aura)
    -> 220 Agility (Idol; I haven't included our talents or other modifiers)
    -> 40 arp/40 agil/40 str (food; I haven't included our talents or MM's aura)
    -> 4% damage increase (CRogues) to our abilities
    -> 3% damage increase (Ret Paladins) to our abilities
    -> 40% damage increase for 30 seconds (Hysteria) to our abilities
    -> 20% melee haste (Blood DKs)
    -> 3% melee haste (Boomies)
    -> 30% melee haste for 40secs (Bloodlust)
    -> 500 haste rating (speed pot)


    24. SOURCES
    Spoiler: Show
    Bartle’s taxonomy:
    https://youtu.be/yxpW2ltDNow?t=147
    https://en.wikipedia.org/wiki/Bartle...f_player_types

    Add-ons:
    https://github.com/Zidras/DBM-Warmane
    https://github.com/Bunny67/WeakAuras-WotLK/
    https://github.com/bkader/Skada-WoTLK
    https://github.com/Bunny67/Details-WotLK/
    https://www.curseforge.com/wow/addon...020709689%3A82
    http://forum.warmane.com/showthread.php?t=433203
    https://www.curseforge.com/wow/addon...=2020709689:98
    https://www.curseforge.com/wow/addon...=2020709689:98
    https://www.curseforge.com/wow/addon...020709689%3A98
    https://www.curseforge.com/wow/addon...020709689%3A98
    https://github.com/ElvUI-WotLK
    https://www.curseforge.com/wow/addon...020709689%3A98
    https://www.curseforge.com/wow/addon...020709689%3A98
    https://www.curseforge.com/wow/addon...=2020709689:98
    https://www.wowace.com/projects/time...=2020709689:82

    Talents:
    https://wotlk.evowow.com/spell=24894
    https://wotlk.evowow.com/spell=17051
    https://wotlk.evowow.com/spell=33856
    https://wotlk.evowow.com/spell=17073
    https://wotlk.evowow.com/spell=16862
    https://wotlk.evowow.com/spell=16999
    https://wotlk.evowow.com/spell=33867
    https://wotlk.evowow.com/spell=51269
    https://wotlk.evowow.com/?spell=16864
    http://wotlk.cavernoftime.com/spell=48412

    Omen of Clarity:
    http://forum.warmane.com/showthread.php?t=349912 OoC being fixed in warmane
    https://www.warmane.com/changelog?expansion=2&id=78
    http://wowthinktank.blogspot.com/200...-302wotlk.html
    https://www.warmane.com/bugtracker/report/39642
    https://www.mmo-champion.com/threads...arity-in-WOTLK
    https://web.archive.org/web/20101110..._rotation/p54/
    https://wotlk-twinhead.twinstar.cz/?spell=16864
    https://wowwiki-archive.fandom.com/wiki/Omen_of_Clarity NO ICD for the CCs
    https://github.com/JamminL/wotlk-cla...nt-1182017571=
    https://www.warmane.com/bugtracker/report/112354
    https://www.mmo-champion.com/threads...-and-Range-Bug
    https://web.archive.org/web/20101110...4/#post1450726
    https://i.imgur.com/L8mVQpW.png
    https://i.imgur.com/bVqnI2s.png

    Calculating the value of feral cat's abilities:
    https://wotlk.evowow.com/spell=48574 Rake
    https://wotlk.evowow.com/?spell=49800 Rip
    https://wotlk.evowow.com/?spell=48577 FB
    https://wotlk.evowow.com/?spell=48566 Mangle
    https://wotlk.evowow.com/spell=48572 Shred
    https://wotlk.evowow.com/?spell=62078 Swipe
    https://wowwiki-archive.fandom.com/w...druid_ability)

    Calculating the value of feral bear's abilities:
    https://wotlk.evowow.com/?spell=48480 Maul
    https://wotlk.evowow.com/?spell=48564#see-also Mangle
    https://wotlk.evowow.com/?spell=48568 Lacerate

    How the "feral charge - cat" ability works:
    https://www.wowhead.com/wotlk/spell=...e-cat#comments

    Calculating the damage of the AAs:
    https://www.wowhead.com/forums/topic/142010
    https://wowpedia.fandom.com/wiki/Feral_attack_power

    Calculating the value from critical strike and the chance to score 5 CPs within 3 abilities:
    http://forum.warmane.com/showthread.php?t=433264

    Calculating the "damage applied" effect from our current arp:
    http://forum.warmane.com/showthread.php?t=298787

    Melthu's suggestion for evaluating CPs:
    https://web.archive.org/web/20101110..._rotation/p52/

    Why FB and CPs should not be disregarded by ferals:
    https://web.archive.org/web/20101109...5/#post1481185
    https://web.archive.org/web/20101108...4/#post1435799

    Haste rating/Attack speed/GCD and spell haste:
    https://wowwiki-archive.fandom.com/wiki/Attack_speed
    https://wowwiki-archive.fandom.com/wiki/Haste
    https://wowpedia.fandom.com/wiki/Haste
    https://www.youtube.com/watch?v=0Hx7ztgvfYQ

    Discussions concerning Black Magic:
    https://www.mmo-champion.com/threads...ic-feral-druid
    https://www.mmo-champion.com/threads...eful-to-Ferals
    https://web.archive.org/web/20100615...workitem/17803
    https://web.archive.org/web/20100728...iscussion/p35/

    Proc chance for the Ashen Verdict reputation ring:
    https://web.archive.org/web/20100810...5/#post1549386
    https://web.archive.org/web/20100810...6/#post1549785
    https://web.archive.org/web/20100808...7/#post1572915
    https://www.wowhead.com/wotlk/item=5...ents:id=920281

    How stats work:
    https://web.archive.org/web/20110101...ps_discussion/
    https://wowthinktank.blogspot.com/20...at-in-cap.html
    http://forum.warmane.com/showthread.php?t=332641

    Procs per minute:
    https://wowwiki-archive.fandom.com/w...ocs_per_minute

    Dealing with latency:
    https://www.youtube.com/watch?v=VgDjG_0ecTI (timestamp: 3:08)

    "A civilian"'s analysis of the GotVV-shift (w/o the /stopattack command):
    https://web.archive.org/web/20110101...8/#post1751922

    Posts related to idol swapping:
    https://web.archive.org/web/20090311...s_rotation/p30
    https://web.archive.org/web/20090209..._rotation/p19/
    https://web.archive.org/web/20100808...7/#post1568514
    https://web.archive.org/web/20100807...7/#post1702237
    https://wowwiki-archive.fandom.com/w...ch_3.2.2#Items

    Stormjewel gems no longer being unique:
    https://wowwiki-archive.fandom.com/wiki/Stormjewel

    Bearweaving:
    https://wowwiki-archive.fandom.com/wiki/Rage#Formulae

    Clearing one's threat after leaving the instance:
    https://wowpedia.fandom.com/wiki/Leash
    https://wowpedia.fandom.com/wiki/Por...ps_and_tactics
    https://wowpedia.fandom.com/wiki/Shadowmeld

    Links to the BiS lists:
    https://github.com/ariel-/rawr-2.3.23Rawr gear calculator
    https://wowsims.github.io/wotlk/feral_druid/#Classic Feral Sim
    https://docs.google.com/spreadsheets...ubhtml?lsrp=1# t7
    https://docs.google.com/spreadsheets...t#gid=83714625 t8
    https://docs.google.com/spreadsheets...gid=1019985955 t9
    http://wowthinktank.blogspot.com/200...t-ranking.html t9
    http://forum.warmane.com/showthread.php?t=438539 t10 with Haste
    http://forum.warmane.com/showthread....=1#post3154787 t10 with Agility and 3/4 Strength gems
    https://wrathsocial.com/BisList

    List of guides:
    https://web.archive.org/web/20110101...ps_discussion/
    https://wowwiki-archive.fandom.com/wiki/Feral_DPS_guide
    https://forum.warmane.com/showthread.php?t=171436
    http://forum.warmane.com/showthread.php?t=438539
    http://forum.warmane.com/showthread.php?t=431156
    http://forum.warmane.com/showthread.php?t=66055
    http://forum.warmane.com/showthread.php?t=267678
    http://forum.warmane.com/showthread.php?t=226506
    http://forum.warmane.com/showthread.php?t=309957
    https://web.archive.org/web/20100808...pdated_3_3_5_a
    https://www.wowhead.com/wotlk/guide/...s-overview-pve
    https://www.wowhead.com/wotlk/guide/...k-overview-pve
    https://www.wowhead.com/wotlk/guide/...s-overview-pve
    https://www.wowhead.com/wotlk/guide/...r-overview-pve

    Melee range and the range of some bosses' AoEs:
    https://wowwiki-archive.fandom.com/wiki/Melee
    https://wowwiki-archive.fandom.com/w...ctor#Abilities
    https://wowwiki-archive.fandom.com/w...caller_Brundir
    https://wowwiki-archive.fandom.com/w...Leviathan_MKII
    https://wowwiki-archive.fandom.com/w...Prince_Valanar
    https://wowwiki-archive.fandom.com/w...ics)#Phase_One

    Quests:
    https://wotlk-twinhead.twinstar.cz/?quest=13004
    https://wowwiki-archive.fandom.com/w...me_Engineering
    https://wowwiki-archive.fandom.com/w...in_Engineering
    https://wowwiki-archive.fandom.com/w...rm_quest_chain
    https://www.wowhead.com/wotlk/quest=4384/crystal-yield

    Link to other classes’ abilities:
    https://wotlk.evowow.com/?spell=48668 Eviscerate

    Triggering gnomish chicken’s effect on a consistent basis:
    https://tbc.wowhead.com/news/guarant...classic-324632


    Links to the pop-culture references:
    https://en.wikipedia.org/wiki/To_Chicago_and_Back
    https://www.ozone.bg/product/do-chik...oni-i-razkazi/ (I drew inspiration from the cover of the book)
    https://www.youtube.com/watch?v=GibiNy4d4gc
    https://en.wikipedia.org/wiki/Manna
    https://www.stygiansoftware.com/wiki...itle=In_Motion
    https://www.stygiansoftware.com/wiki...gio_the_Wizard (he sells Motion and says)
    https://www.youtube.com/watch?v=X0IPjZDoB9U
    https://www.buddy-baer.com/en/
    https://www.youtube.com/watch?v=QkF3VBqYRB8
    https://youtu.be/Wv6g7K2nHMc?list=PL...X8fyLsfm&t=100 (spoilers for the ending of Stardust Crusaders, btw)
    https://youtu.be/BoNbz3EsVUs?t=134
    https://www.youtube.com/watch?v=uPqIDvX_bJA
    https://www.youtube.com/watch?v=GD6qtc2_AQA
    https://www.youtube.com/watch?v=l-iHDj3EwdI
    https://www.youtube.com/watch?v=q2nNzNo_Xps
    https://jojo.fandom.com/wiki/Ripple
    https://www.youtube.com/watch?v=Tn92GhEJXgA
    https://www.youtube.com/watch?v=MC9fR49AyD4

    Links to the original pics:
    https://fineartamerica.com/featured/...t-designs.html
    http://forum.warmane.com/showthread.php?t=326629
    https://teppen.fandom.com/wiki/Felyn...E_008,_Secret)
    https://writers.com/freytags-pyramid
    https://heroes-of-camelot.fandom.com/wiki/Mathghamhain
    https://www.deviantart.com/mashkalor...sion-760201575
    https://www.reddit.com/r/StardustCru...rent_menacing/


    25. CHANGELOG
    Spoiler: Show
    15/06/2022
    - Removed the link that caused an auto-block by the site;
    - Corrected the BB codes for the intro picture and for the one in the talents section;
    - Deleted a BB code in the "Table of Contents" and increased the size of the words there;
    - Changed the title of the section "General description of playing as a feral cat" to "General analysis of playing as a feral cat";
    - Improved the first five sections visually by colouring the sentences and by adding cavernoftime links to some abilities. Also, I added a bit more information there for a better clarification;
    - Worked a bit on the section "Stats, BiS lists, enchants, gems, professions, consumables":
    *added spoilers;
    *coloured the disclaimer at start.

    16/06/2022
    - Added the section "Omen of Clarity, aka the MVP for feral cat";
    - Formatted "Stats, BiS lists, enchants, gems, professions, consumables";
    *added cavernoftime links;
    *added colouring;
    - Corrected some minor spelling mistakes and deleted unintended signs.

    17/06/2022
    - Changed the position of "Macros" and "Add-ons" in this guide for the sake of a better structure;
    - Updated "Stats, BiS lists, enchants, gems, professions, consumables", "Feral cat's piority list 101",
    "How to open as a cat?";
    *added a full list of crafting professions and their bonuses;
    *added a list of stat-specific food for each patch
    *added cavernoftime links;
    *added colouring;
    *copy/pasted the video descriptions in the guide.
    - Added minor BB codes in the "formulas" section;
    - Added links to the music videos in the respective section.

    18/06/2022
    - Updated "FB. Energy investment and proper timing", "Idol swapping during combat",
    "Miscellaneous":
    *added quotes;
    *added colouring;
    *structured them better;
    - Moved the section concerning the GotVV-shift to the second post and made it into its own thing. When I update something there, I will document it in the changelog there.

    21/06/2022
    - Added Bebechica's grammar corrections.
    - Swapped the places of "Brief introduction" and "List of abbreviations" for the sake of a better structure.
    - Added an ElitistJerks link in the "Omen of Clarity" section, which described that the spell could proc CCs on multiple targets.
    - Added the formula for calculating the CP values in the section "Used formulas".

    23/06/2022
    - Corrected the "TF-Berserk" opener in the respective section.

    26/06/2022
    - Removed the aforementioned "correction" and made a whole disclaimer for the feral openers.
    - Added a few more abbreviations in the respective list.
    - Did some minor stylistic corrections to the first three sections + talent one + stats one + priority list one.
    - Added a bit of text in the "Furor" talent break-down for the sake of better explanation.
    - Renamed "Omen of Clarity, the MVP for feral cat" to "Omen of Clarity procs, the MVP for feral cat".
    - Corrected the white crit cap (80.8% because 100%+4.8% crit suppression - 24% glancing).

    27/06/2022
    - Corrected a broken link, a wrong BB code, and a typo.

    02/07/2022
    - Updated the section "How to open as a cat?".

    03/07/2022
    - Updated the section "How to open as a cat?".
    - Added 2 more songs in the section "Music suggestions".
    - Corrected some minor spelling mistakes.
    - Removed the +40 Strength food from the list of consumables since it's not relevant anymore.

    07/07/2022
    - Added some stylistic changes (colouration, bullet-lists etc).
    - Added one more song in the section "Music suggestions".
    - Corrected some minor spelling mistakes.
    - Corrected a broken link in the "stats subsection" for the ToC patch.
    - Added a slightly better clarification for some abilities in the section "Feral cat's priority list 101". I've explained the part about SR a lot better.
    - Separated "What's the value of a CP?" from "TF. Energy management and proper timing".

    08/07/2022
    - Updated "What's the value of a CP?"

    09/07/2022
    - Updated the energy investment part for FB with the new information.
    - Corrected the part about sacrificed rip ticks when we're timing FB.
    - Deleted the "quick notes" in the section "Swapping idols during combat" because I deemed the information to be unnecessary.
    - Added colouration and changed the size of some texts for the sake of a better structure and better readability.

    11/07/2022
    - Corrected the energy threshold for FB in the section "Feral cat's priority list" (it was 48, and I changed it to 52).

    18/07/2022
    - Added a few more music suggestions.
    - Updated the tips concerning the Ulduar boss encounters.

    31/07/2022
    - Added a few more music suggestions.
    - Added links to more sources in "Omen of Clarity procs, aka the MVP for feral cat" and in "Sources".

    31/08/2022
    - Updated the "Omen of Clarity" section for spells (used the formula, which was approved by the warmane staff).
    - Updated the OoC proc % for some spells in "Feral priority list 101". Removed FFF as it's not working anymore on warmane and added a small clarification for the PS-Wrath combo.
    - Deleted 3 posts in the comment section because I don't deem the information to be relevant for this guide anymore. The contents can be found here.
    - Updated the formulas concerning the GotVV-shift in the respective section.
    - Added another video in the "Miscellaneous" section.
    - Added another music suggestion.

    01/09/2022
    - Removed FFF from some sections, where it was accounted as an OoC enabler, because this interaction is no longer present on warmane.

    03/09/2022
    - Halesk70 wanted me to refer to him as Nap (his discord avatar) from now on. I also changed his WAs links to the wago site.

    05/09/2022
    - Added my discord tag on the top of the guide.

    08/09/2022 (post-retirement update)
    - Updated the section "tips for 25-man raid instances".

    11/09/2022 (post-retirement update)
    - Added an EJ guide for boomies in the "talent build" section.
    - Replaced a broken link to an EJ page with a functioning one.
    - Minor stylistic edits.

    12/09/2022 (post-retirement update)
    - Added colouration and Rawr builds for Naxx. Ulduar, and ToC in the section "BiS list".
    - Changed the text for "Ulduar BiS list" a bit.
    - Added three more sentences in the "ToC BiS list" part.

    14/09/2022 (post-retirement update)
    - Updated the "feral's priority list" and "opening as a cat" subsections by acknowledging the 4-CP FB.
    - Minor edits (mostly correcting typos).

    15/09/2022 (post-retirement update)
    - Added more videos in "how to open as a cat", more specifically in the TL;DR part at the end.
    - Removed the old "Berserk-TF" video from that section, as it doesn't reflect on my current playstyle.
    - Explained the reason why we might miss out on 1-2 Shreds in the "TF-Berserk" opener in the same section.
    - Explained 4/5 Furor in the talent section a bit better.
    - Minor stylistic edits.
    - Added more text in favour of the 4-CP FB in the section "what's the value of a CP?".

    21/09/2022 (post-retirement update)
    - Added another video in the "Idol swapping" section and corrected a mistake there.

    22/09/2022 (post-retirement update)
    - Updated the white text at the beginning of the guide.
    - Updated "Honourable mentions".
    - Added a few links in "Sources".

    24/09/2022 (post-retirement update)
    - Added a few links in "Sources".
    - Removed the TBC idol in the "idol swapping" section.
    - Added a couple of links in "Sources", proving that the actual proc chance for the icc rep ring is 1.66%.

    26/09/2022 (post-retirement update)
    - Updated the BiS list for patch 3.3.5.
    - Added a few links for Black Magic in "Sources".
    - Updated "Honourable Mentions".
    - Modified the initial white text a bit.
    - Explained PPM a bit better.
    - Deleted an idol in "idol swapping" as it's not relevant anymore.
    - Updated the thresholds for the stats in the "stats, professions etc" section.
    - Minor edits.. again...
    - The symbol for degree is bugged, and I decided to remove it.

    27/09/2022 (post-retirement update)
    - Added a few more music suggestions.
    - Minor edits.

    21/11/2022 (post-retirement update)
    - Added a TLDR algorithm for the energy threshold in the context of FB.
    - Minor stylistic edits.

    16/12/2022 (post-retirement update)
    - Updated the Haste build for patch 3.3.5:
    *corrected the gemming options;
    *added more text to explain the changes.
    - minor edits.

    17/12/2022 (post-retirement update)
    - Updated the Naxx BiS list.
    - Updated the Ulduar BiS list.

    18/12/2022 (post-retirement update)
    - Added a second Horde BiS build for the ICC patch.
    - Finished the Naxx build.
    - Finished the Uld build.
    - Temporarily removed the ToC build.

    19/12/2022 (post-retirement update)
    - Finished the ToC build.

    20/12/2022 (post-retirement update)
    - Minor edits.

    21/12/2022 (post-retirement update)
    - Deleted redundant text from the section "FB. Energy management and proper timing".
    - Added a shorter explanation of the factors that affect the timing of FB.
    - Added a table in the subsection "Timing FB".
    - Added the formula for sacrificing Rip ticks in the respective section.
    - Added another music suggestion.

    22/12/2022 (post-retirement update)
    - Added a table for Rip in "Miscellaneous".
    - Minor edits.

    26/12/2022 (post-retirement update)
    - Minor edits:
    *changed the 60% critt to 67% in the section for timing FB.

    28/12/2022 (post-retirement update)
    - Added a disclaimer in the "stats" subsection.
    - Added a better clarification for the priority list of our abilities when CCs are involved.
    - Added the formulas for certain bear abilities in the "Formulas..." section.
    - Added the links to said formulas in "Sources".
    - Corrected a few grammar mistakes.

    29/12/2022 (post-retirement update)
    - Corrected the formula concerning the Mangle bear in the respective section.

    02/01/2023 (post-retirement update)
    - Added a wowpedia and a youtube link concerning haste in "Sources".

    09/01/2023 (post-retirement update)
    - Updated "Stats, bis list...":
    *corrected the Ulduar BiS list;
    *corrected a wrong gem in the Haste build;
    *added the subsection "Useful cat resources";
    *added stylistic changes;
    - Minor edits to the Ulduar subsection in "Tips for all bosses in 25-man raids".
    - Mentioned the energy thresholds for a 4-CP FB in the respective section.
    - Added several links in "Sources".
    - Added two additional sentences in the "Recommended talent build and glyphs" section.
    - Added another music suggestion.
    - Corrected several grammar mistakes.
    - Minor edits.

    10/01/2023 (post-retirement update)
    - Fixed the original undercapped gem list for Horde and added a second one {Haste build}.
    - Deleted redundant text from the same subsection.
    - Fixed the original undercapped gem list for Alliance and added a second one.
    - Added a bit of text concerning the changes to the food.

    11/01/2023 (post-retirement update)
    - Added a bit of text in the subsection dedicated to the Ulduar BiS list.
    - Added an extra sentence for Black Magic.
    - Minor edits.

    26/01/2023 (post-retirement update)
    - Updated the CC priority list in the section "Feral cat's priority list 101".

    31/01/2023 (post-retirement update)
    - Added "Feral's priority list in boss fights (general overview)" in the section "Feral cat's priority list 101".
    - Corrected false info in the commentary of my videos in "How to open as a cat?".
    - Added 2 more music suggestions.

    02/02/2023 (post-retirement update)
    - Replaced the old algorithm in "Feral's priority list in boss fights (general overview)" with a better one.

    05/02/2023 (post-retirement update)
    - Replaced the old algorithm in "Feral's priority list in boss fights (general overview)" with a better one.
    - Added more text in that subsection.

    10/02/2023 (post-retirement update)
    - Replaced the old algorithm in "Feral's priority list in boss fights (general overview)" with a better one.
    - Changed a sentence in that subsection.
    - Minor stylistic edits in the same subsection.

    11/02/2023 (post-retirement update)
    - Replaced the old algorithm in "Feral's priority list in boss fights (general overview)" with a better one.
    - Added a few sentences in that subsection.

    17/02/2023 (post-retirement update)
    - Added a few sentences in the subsection "Feral's priority list in boss fights (general overview)".
    - Minor edits.

    01/03/2023 (post-retirement update)
    - Updated the part about the feral openers.

    02/03/2023 (post-retirement update)
    - Updated the part about Rake with CCs in "Feral cat's priority list 101".

    04/03/2023 (post-retirement update)
    - Removed the information concerning feral cat's movement speed from "Miscellaneous" and put it in "Positioning as a feral cat".
    - Added some wowwiki links in "Sources" concerning the range of some boss AoEs.

    05/03/2023 (post-retirement update)
    - Added the section "Clipping DoTs".
    - Replaced the old algorithm in "Feral's priority list in boss fights (general overview)" with a simpler one.
    ... returned the previous algorithm

    06/03/2023 (post-retirement update)
    - Replaced the old algorithm in "Feral's priority list in boss fights (general overview)" with a simpler one.
    - Added more general information in "Learning the priority list step by step".
    - Added a few paragraphs for Swipe in that subsection.
    - Added a few sentences on why I consider 450-500 to be the threshold for Arp.
    - Added more players in "Honourable mentions".
    - Added a few abbreviations in the respective section.
    - Added a reference to another video game (somewhere (-;).
    - Corrected some grammar mistakes.
    - Minor edits.

    07/03/2023 (post-retirement update)
    - Added new values for "maximum sacrificable Rip ticks" in "Timing FB".
    - Added "FB vs Rip in the denounement of a fight" in the same section.
    - Removed that info from "Miscellaneous".

    08/03/2023 (post-retirement update)
    - Added another table and subsection in "Timing FB".
    - Updated "Clipping DoTs":
    *added more text for the sake of a better explanation;
    *added numbers in brackets, in order to account the energy difference between Rip and FB in some situations.
    - Updated "Tips for all 25-man instances" (mostly mentioned the section for clipping DoTs).
    - Updated the commentary under my videos in "How to open as a cat?".
    - Added a few formulas in "Used formulas".
    - Minor edits.

    10/03/2023 (post-retirement update)
    - Updated the text for Rake in "Feral's priority list 101".
    - Minor edits.

    13/03/2023 (post-retirement update)
    - Added the subsection "Both SR and Rip expire during the idle period" in "Clipping DoTs".

    15/03/2023 (post-retirement update)
    - Minor tweaks in "Learning the priority list step by step".
    - Deleted redundant text from "List of all abilities and procs, which ferals utilise during combat" (concerning PS with a Nature spell).
    - Added a few abbreviations in the respective section.

    17/03/2023 (post-retirement update)
    - Minor tweaks in "Clipping Rip".
    - Added two extra sentences in "Feral's priority list in boss fights (general overview)".
    - Edited some sentences regarding the BQL boss fight (obvious humour should be obvious).

    17/03/2023 (post-retirement update)
    - Edited some sentences regarding the BQL boss fight (obvious humour should be obvious).
    - Added a few sentences regarding the Twin Valk boss fight (obvious humour should be obvious).
    - Minor edits.

    25/04/2023 (post-retirement update)
    - Updated the white text at the beginning of the guide.

    21/06/2023 (post-retirement update)
    - Updated the BiS list for ToGC.

    10/09/2023
    - Updated the white text at the beginning of the guide;
    - Added "Spreang" in the section for credits;
    - Added a few more songs in the respective section.
    - Added a "mostly concerns bearweaving" tag near the link to the wowhead guide.

    16/09/2023
    - Added a video showcasing the "TF-Berserk & FB mid-Berserk" approach in "How to open as a feral cat?".

    24/09/2023
    - Updated the "clipping DoTs" section:
    *added a small paragraph explaining that a person cannot clip an already buffed Rip with a weaker one;
    *removed the part about 4-CP Rip;
    *deleted a reduntant and prolly very confusing commentary regarding the short idle time;
    *deleted a redundant text concerning the situation where both SR and Rip would expire (I just considered the tips too niche);
    *deleted redundant commentaries regarding the scenario where people can decide to clip Rip before switching to a diff. target;
    *deleted the section concerning clipping Rip at the very end with snapshots;
    *since clipping Rake at the end of a boss fight rarely offers positive numbers, I deleted everything except the part stating that this is a misplay;
    *minor stylistic changes.
    - Minor edits to the section concerning idol swapping + added a wowwiki link concerning idol swapping in "Sources".
    - Replaced the first video showing the feral opener in the respective section. Also removed another.
    - Minor edit to the subsection regarding Swipe in "feral rotation 101".
    - Added Crystal Yield in the list of consumables.
    - Deleted "Videos concerning the GotVV-shift" from Sources because rn I have newer ones, and I change them constantly.
    - Added the quest for Crystal Yield in "Sources".
    - Added another person's name in the "hall of fame".

    27/09/2023
    - Added a macro for Crystal Yield in "Macros".
    - Removed the link to Blunta's guide since he deleted its contents.
    - Updated "OMEN OF CLARITY PROCS, AKA THE MVP FOR FERAL CAT":
    *mentioned PPH in the subsection concerning PPM;
    *added stylistic changes;
    *added a better description for spell PPH;
    *corrected a grammatical error.
    - Added the "bugged" tag for Black Magic.
    - Updated "Tips for all instances".
    - Minor edits.

    29/09/2023
    - Minor edits to "Tips for all instances" (just added links to clips for better visualisation).
    - Added one extra sentence in "Idol swapping" + removed two videos (they were redundant).

    30/09/2023
    - Updated "How to open as a cat":
    *redid my calculations concerning the "Berserk at start" opener;
    *added another subsection, where I addressed the "pre-cast Berserk" opener;
    *added another subsection, where I addressed using "Shred" at start;
    *added another subsection, where I addressed using "Rake" at start;
    *added a yellow text in the subsection concerning "Timing TF";
    *changed the text in the "summary";
    *minor stylistic improvements.

    01/10/2023
    - Updated the "Opener" section:
    *removed the DBS video, where I perform the GotVV-shift, because the rotation there is outdated;
    *replaced the second video concerning the "Berserk-TF" opener with a newer one and updated its commentary.

    02/10/2023
    - Updated the "Opener" section:
    *added a second video concerning the "TF-Berserk" + "FB mid-Berserk" opener;
    *added another video concerning the "TF-Berserk" opener;
    *replaced the first video concerning the "TF-Berserk" opener with a newer one and updated its commentary.

    03/10/2023
    - Update the section concerning the CP-value:
    *added a more detailed clarification behind my hypothesis;
    *added an extra sentence in "The fluidity of CP's value", where I explained why using FB as a reference point to CPs is a good idea;
    *added a disclaimer in the last subsection;
    *changed the calculations in the subsection concerning SR.
    - Updated the "Opener" section:
    *removed the Hysteria buff from my calculations for the sake of consistency and just mentioned its influence on the openers in my conclusions;
    *mentioned the part about warriors and deep wounds;
    *minor stylistic improvements.

    04/10/2023
    - Added a video in the subsection concerning the "Berserk-TF"+"FB mid-Berserk" opener.
    - Added another pop-cultural reference.
    - Deleted a redundant sentence from "What's the value of a CP?" and removed the second video concerning the "TF-Berserk" + "FB mid-Berserk" opener.
    - Minor edits.

    06/10/2023
    - Added a bit better description concerning the situation when the player can afford to sacrifice Rip ticks in favour of FB in the section "FB. Energy management and proper timing".
    - Readded the case when the person can clip Rip with STS before the end of the fight (in "Clipping DoTs").
    - Added a subsection concerning all diff. playstyles in "Feral cat's priority list 101".

    08/10/2023 (post-retirement update)
    - Minor edit to the white text of the beginning of the guide.
    - Mentioned Wrathweaving in "Different playstyles for a feral cat".
    - Added another yellow text in "How to open as a feral cat" (in the subsection concerning starting with Rake/Mangle/Shred).
    - Added the source to the pic in "bearweaving".
    - Added another guild in the list for credits.
    - Minor edits.

    19/10/2023 (post-retirement update)
    - Updated the ICC BiS list:
    *removed Black Magic;
    *replaced Flexweave Underlay with Greater Speed;
    *concerning the Horde SAFE build - removed two glinting gems in favour of one rigid and one deft.

    20/10/2023 (post-retirement update)
    - Updated the ICC BiS list:
    *changed the commentary prior to the screenshot with the suggested build;
    *replaced the screenshot with the old enchants and gems with a newer one;
    *updated the imgur links to the screenshots featuring different gemming options;
    *updated the commentary concerning the ICC BiS list;
    *removed the second dish for the Alliance cat and the paragraph, where I commented on it, in order to make that section a bit cleaner and less confusing.

    28/10/2023 (post-retirement update)
    - Removed redundant (and prolly confusing) text concerning "Rake at start" from the opener section.
    - Added a music video at the beginning in order to set the mood.
    - Updated the "Different playstyles for a feral cat" subsection:
    *replaced the first screenshot under "damage output" with a more accurate one;
    *added screenshots for each content patch;
    *deleted the link to the theorycrafting thread (I mean, the screenshots proved my point).
    - Added the link to the simcraft with bearweaving and flowershifting in "Useful cat resources".

    29/10/2023 (post-retirement update)
    - Removed the false info that bearweavers benefit more from Haste than from Strength in ToC and in ICC.
    - Mentioned using the simcraft in the white text at start.

    01/12/2023 (post-retirement update)
    - Added a new section "Pre-pull preparation".
    - Updated the table of contens.

    02/12/2023 (post-retirement update)
    - Updated "Pre-pull preparation":
    *removed the "preface" and turned it into a disclaimer;
    *added more info in "general overview";
    *added commentaries under the "TF-Berserk" videos and added chapters in the videos themselves;
    *removed the chronological sequence of events from "general overview" and made it its own subsection;
    *added commentaries under the "Berserk-TF" videos and added chapters in the videos themselves;
    *corrected the information about Lacerate.

    04/12/2023 (post-retirement update)
    - Updated "Pre-pull preparation":
    *minor tweak to the disclaimer (I removed the links to the pinata and the mech and just referred to them as "punching bags");
    *removed the video with the vulgar music at start and added a better one;
    *explained how long DBS's and the LK's RP events last;
    *added a video showing the easiest way to benefit from the pre-pull rotation in RS;
    *renamed "Demonstration" to "Burst phase after the preparation";
    *replaced the second video in the "Berserk-TF" category with a better one w/o flowershifting for the sake of consistency.
    - Updated the white text at start.

    08/01/2024 (post-retirement update)
    - Removed the section "pre-pull preparation" from the guide since the 110G repair bot is no longer attackable.

    12/01/2024 (post-retirement update)
    - Removed the warmane discord link from the white text at the beginning.
    - Added the BiS gear for patch 3.3.
    - Added two more music suggestions.

    14/07/2024
    - Re-added the section "Pre-pull Preparation" with updated information.
    - Acknowledged its presence in the table of contents.
    - Since I already reached the 25 video limit, I had to remove two minor ones in favour of the new clips.
    - Added yet another music suggestion.
    - Added the wowpedia links concerning "leashing" and "mage portals" in "Sources".

    16/07/2024
    - Separated "Professions" from "BiS list..." and dedicated a separate section for this topic.
    - Added more information there.
    - Separated "Consumables" from "BiS list..." and dedicated a separate section for this topic.
    - Added more information there.
    - Changed the name of the section concerning the BiS lists.
    - Differentiated the links to the download versions and the browser versions of the simcrafts in the subsection "useful resources".
    - Added more players' names in the hall of fame.
    - Minor edits.

    18/07/2024
    - Added more information and videos in "Learning the priority list step by step". I also structured my thoughts better.
    - Minor edits.

    19/07/2024
    - Minor edits to "Learning the priority list step by step".

    20/07/2024
    - Added more info about the usage of FB in "Learning the priority list step by step".
    - Added a couple of videos links in "Learning the priority list step by step" for the sake of better visualisation of some described scenarios.
    - Changed the title of "Pre-pull preparation". Now it's "Pre-pull Savage Roar".
    - Added more info in "Pre-pull Savage Roar".
    - Minor edits.

    21/07/2024
    - Added a disclaimer and two subsections in "What's the value of a CP?".
    - Added a disclaimer in "Swapping idols...".
    - Minor edits.

    27/07/2024
    - Updated "Pre-pull Savage Roar":
    *added more information;
    *added an extra video in the subsection concerning RS.
    - Removed "Clipping DoTs" from the guide.
    - Removed all mentions of "Clipping DoTs" from the other sections.
    - Updated "How to open as a feral cat?":
    *added an extra paragraph in "Mangle vs Rake vs Shred";
    *changed the title of the fifth subsection (from "Importance of Berserk" to "Energy management in Berserk");
    *made the summary a lot more coherent;
    *minor tweaks to the commentaries below the videos.
    - Minor edits.

    28/07/2024
    - Removed "different playstyles for a feral cat" from "feral cat's priority list 101" and dedicated a separate section for it.
    - Minor edits.

    14/08/2024
    - Added another subsection in "Miscellaneous".
    - Updated "Pre-pull SR":
    *separated "General overview" in smaller points;
    *added a separate subsection concerning obtaining a longer pre-pull SR;
    *corrected the outdated information in ICC and added new videos;
    *added a separate subsection concerning obtaining a pre-pull SR in Ulduar.

    15/08/2024
    - Updated the subsection concerning the feral openers in "Pre-pull SR":
    *added a point called "General overview";
    *distinguished both openers based on the duration of the pre-pull SR;
    *added new videos for TF-Berserk and Berserk-TF;
    *updated the comparison commentary.

    16/08/2024
    - Updated "Pre-pull SR":
    *added a video, where I showcased what happens when someone buffs us when we're in combat;
    *corrected the number of CC procs needed for a FB mid-Berserk concerning Berserk-TF with SR lasting less than 31s;
    *added my commentary regarding the remaining three demonstration videos;
    *minor edits.
    - Added another video in "Miscellaneous" showcasing a visual bug with the wasp form from the Underbelly Elixir.

    17/08/2024
    - Updated "Pre-pull SR":
    *added a paragraph in "Ruby Sanctum" where I explain how to separate an Invoker from the squad;
    *added a paragraph and a picture which explain the correct path towards the exit;
    *minor edits.

    18/08/2024
    - Updated the tips and tricks concerning Halion in the section "Tips for all 25-man instances".
    - Added two more music suggestions in the respective section.
    - Minor edits.

    21/08/2024
    - Changed the name of the guide (with the help of a moderator).

    24/08/2024
    - Updated the info concerning the Battle Squawk.
    - Removed two redundant disclaimers in "Tips for all 25-man instances".
    - Added detailed information about the optimal usage of Berserk in the section "Feral cat priority list 101".
    - Minor edits.

    25/08/2024
    - Added "bdk" in the list of abbreviations.
    - Moved the general overview of Berserk from "Feral cat's priority list 101" to "How open as a cat?".
    - Added a better explanation in "How to open as a cat?".
    - Minor edits.

    27/08/2024
    - Added the fel taffy in "Consumables".

    13/09/2024
    - Minor edits to "Pre-pull Savage Roar".

    22/09/2024 (post-retirement update)
    - Updated "Tips for all 25-man instances":
    *LM boss fight - added more information and a couple of links to some clips;
    *LDW boss fight - "2nd wave of adds" -> "1st wave of adds";
    *DBS boss fight - added a paragraph concerning the pre-pull SR;
    *swapped the commentary of Festergut's and Rotface's boss fights;
    *Festergut boss fight - added a paragraph concerning the pre-pull SR;
    *Rotface boss fight - added more information and a couple of links to some clips;
    *PP boss fight - added more information and a couple of links to some clips;
    *BPC boss fight - added a better clarification about Rip vs FB;
    *Sindy boss fight - added a better clarification for the ice tombs on her last phase.

    02/04/2025
    - Added a disclaimer in the "Icecrown Citadel" subsection in "Pre-pull SR" where I briefly explain the opportunity of obtaining CPs from bosses by strategically respawning them.
    - Added a clip in the "Consumables" section where I showcase my farming routine for the Crystal Yield.

    09/04/2025
    - Minor edits to the starting white text.
    - Updated "Honourable mentions":
    *removed "Bebechica" from the main list, as the guide has massively changed since the original word document, and no one else (beside me) proofreads it;
    *removed "Frenzied Flame" from the list of guilds (even though I had fun playing w/ them, my time spent with them was relatively short);
    *added "Yavor" to the list of names who helped me playtest some mechanics;
    *changed the order of some mentions and made other minor stylistic changes.
    - Minor edits to "Brief introduction".
    - Minor edits to "List of abbreviations".
    - Minor edits to "General analysis of playing as a cat".
    - Removed "feralbynight" from the list of add-ons, as the page for it got taken down.
    - Minor edits to "Macros".
    - Removed invalid links from "Music suggestions".
    - Minor edits to "Miscellaneous".
    - Updated "Consumables":
    *added info about a discount for reagents based on the current rep with the respective faction;
    *mentioned the usage of the Orgrimmar card during "Love is in the air" event.
    - Minor edits to "Positioning as a feral cat".
    - Updated "Professions":
    *added a better description of the Stormjewel gems;
    *made some minor stylistic changes.

    10/04/2025
    - Removed "Rip clipping" formulas from "Used formulas for my calculations".
    - Removed broken links from "Sources" and from "Add-ons".
    - Updated the bis list concerning the Naxx patch:
    *removed the text concerning the OS 10 ring;
    *removed the orange "+8 hit, +8 exp" gem and replaced it with "+16 expertise";
    *added a new screenshot showcasing the enhanced stats.

    11/04/2025
    - Removed the links to the music videos in "Sources", as they were redundant (after all, ppl can also find them in the music section).

    13/04/2025
    - Updated the Ulduar BiS list:
    *removed one blue and one orange gem in favour of two delicates (this concerns the Horde build with 3 Stormjewels and the Alliance build with 0);
    *added a gemming build for the Alliance cat featuring a yellow Stormjewel gem.

    15/04/2025 - 18/04/2025
    - Added "NE" in the list of Abbreviations.
    - Updated the Ulduar BiS list:
    *removed all Agility gems and replaced them with Arp;
    *added Cloak of Icy Intent for the Horde build;
    *added a more thorough description, explaining the recent changes.

    19/04/2025

    - Updated the Ulduar BiS list:
    *added more links to Rawr and to the simcraft in the paragraphs concerning Arp vs Agility;
    *added a paragraph where I talk about reaching the Hit and Exp caps.

    22/04/2025
    - Added a link to my latest comment in the "Ulduar BiS list" section.
    - Updated the "ToC BiS list" section:
    *added faction-specific items for the Alliance build;
    *added a paragraph, where I explain the difference between my proposed BiS list and the Classic one;
    *updated the paragraph concerning the gemming options;
    *added more screenshots.

    28/04/2025
    - Updated the "3.3 BiS list" section:
    *deleted redundant text concerning WotLK Classic;
    *added the information that one yellow gem needs to be socketed in the neck.
    - Updated the "3.3.5 BiS list" section:
    *deleted redundant text concerning the feral simcraft;
    *added "Flexweave" in the list of enchants;
    *changed the paragraph where I talk about the discrepancy between Rawr and the feral simcraft.

    29/04/2025
    - Added general info about the feral talents in the "Recommended talent build and glyphs" section.
    - Added OoC in the list of abbreviations.
    - Updated the "3.3.5 BiS list" section:
    *added a better explanation as to why I now promote both back enchants.
    - Updated "Feral priority list 101":
    *added a "mobility" subcategory;
    *changed the clips for Mangle and Rake;
    *changed the clips for SR and Rip;
    *removed the tip "repeat" and replaced it with "practise maintaining..." in the subsection "learning the priority list 101";
    *removed the tip "TF + 2-3 Shreds + Rake" and replaced it with "acquire" in the subsection "learning the priority list 101";
    *changed the info about Mangle - it should always be kept up;
    *added the information that Rip needs to expire before it's refreshed;
    *minor stylistic changes.
    - Minor stylistic changes.

    30/04/2025
    - Updated "Feral priority list 101":
    *removed the engineering-specific perks;
    *deleted redundant text.

    01/05/2025
    - Updated the talent build section:
    *added a link to wowhead;
    *added categorisation;
    *added a sentence describing the greyed out talents in the feral tree.
    - Removed the word "procs" from "Omen of Clarity procs, the MVP..." for stylistic reasons.
    - Updated the part "general overview" in the section concerning OoC.
    - Removed the sentences concerning OoC in the "stats cap" subsection in "BiS lists, stats, and simcrafts", as the information was redundant. In its place, I added the info that there's no haste cap for AAs.
    - Added a link to the proc chance of Battle Squawk in "professions" and in "sources".
    - Updated "positioning as a feral cat":
    *added categorisation;
    *added few more sentences where I provide general information about the importance of optimal positioning;
    *added a whole paragraph describing the feral charge.
    - Added a link to wowhead concerning the "feral charge - cat" ability in "Sources".
    - Minor stylistic changes.

    03/05/2025
    - Updated the BiS list section concerning patch 3.3.0:
    *removed the ToGC cloak and added the Gunhip one;
    *changed the gemming options;
    *changed the screenshots in the paragraph where I compare Str builds to Haste ones;
    *added a paragraph where I commented on the change;
    *added a paragraph where I commented on the Ashen band's ring proc rate.

    04/05/2025
    - Updated the BiS list section concerning patch 3.3.0:
    *added the ToGC cloak again;
    *added more text explaining the requirement of having specific professions.
    - Updated "Professions":
    *added a paragraph where I mentioned BS as an alternative to JC;
    *added links to Alchemist Finklestein and to Marcia Chases's quest rewards.
    - Added a picture of the CC proc in "Omen of Clarity, the MPV of a feral cat".

    12/05/2025
    - Updated "Feral cat's priority list 101":
    *deleted redundant information in the first subsection;
    *updated the ability description in the first subsection;
    *added a paragraph in the first subsection, where I explain the purpose of it;
    *minor stylistic changes.

    13/05/2025
    - Added "ilvl" in the list of abbreviations.
    - Added "Order of the Horde" and "Soanok" in the "Honourable mentions" section.
    - Updated "Feral cat's priority list 101":
    *changed the name of the first subsection for the sake of consistency;
    *added a paragraph in the second subsection, where I explain the purpose of it.
    - Changed the colour of the commentary paragraphs in the "BiS list" sections to match the usual one for the sake of consistency and added a horizontal line for the sake of readability.
    - Minor stylistic changes.

    14/05/2025
    - Updated "Feral cat's priority list 101":
    *changed the colour of the explanation text in the second subsection to match the usual one for the sake of consistency;
    *changed the colour of the practice list to white for the sake of better readability;
    *added practice videos under each practice list;
    *added summaries after each phase;
    *added another sentence explaining the reason behind the usage of builders are 5 CPs;
    *updated some previous video links;
    *added a paragraph where I explain the synergy between Shred and Rip.

    15/05/2025 - 16/05/2025
    - Updated "Feral cat's priority list 101":
    *added a small paragraph under the point concerning "OoC procs" where I explained that we need to force the CCs by all means necessary;
    *changed the format of the priority list - no longer with BB codes, rather with separate paragraphs - for the sake of better readability;
    *split the information under the point concerning AoE in two paragraphs - one with general info, and the other with more specific and practical tips;
    *added videos in those paragraphs as well;
    *removed the third subsection (feat. the algorithm).

    17/05/2025
    - Updated "How to open as a cat?":
    *added videos under each opener;
    *changed the colour of some paragraphs;
    *added paragraphs in the subsection concerning "Berserk at start" where I explained the case with a 1CP SR at start;
    *added a paragraph in the subsection concerning "Timing TF" where I explained the possible penalty of overcapping energy with either TF-Berserk and Berserk-TF openers.

    18/05/2025
    - Updated "How to open as a cat?":
    *deleted redundant information;
    *added videos showcasing the damage difference between TF-Berserk and Berserk-TF;
    *minor tweaks.

    18/05/2025
    - Updated "How to open as a cat?":
    *added another paragraph in the subsection concerning "Berserk-TF";
    *minor tweaks to the previous paragraphs.

    21/05/2025
    - Updated "How to open as a cat?":
    *minor tweaks to the section concerning our energy management during Berserk.

    23/05/2025
    - Updated "How to open as a cat?":
    *added a subsection, where I discussed the solution to the syncing issue with STS.

    24/05/2025 -26/05/2025
    - Updated "How to open as a cat?":
    *added links to more videos;
    *added a paragraph in the subsection concerning the energy management during Berserk, where I talked about the advantage of "FB mid-Berserk";
    *changed the colour of the ability order in some subsections;
    *minor tweaks.

    27/05/2025
    - Updated "How to open as a cat?":
    *removed the paragraph, where I briefly mentioned "Shred spam", "SR mid-Berserk", and "FB mid-Berserk";
    *added two paragraphs dedicated to "Shred spam" and to "SR mid-Berserk" respectively;
    *added a paragraph, where I clarified the energy investment for FB during Berserk.

    29/05/2025
    - Updated "How to open as a cat?":
    *added colouration to the adjustable numbers in the quote window, where ppl can calculate the average CC proc amount during Berserk;
    *added categorisation in the subsection concerning "Shred spam", "SR mid-Berserk", and "FB mid-Berserk";
    *changed the names of "Shred spam" (to "FB-less Berserk") and "SR mid-Berserk" (to "FB-last Berserk");
    *changed the "warning" transition between this section and the one concerning STS;
    *minor tweaks to the subsection concerning STS;
    *complete overhaul to the summary (added categorisation, a picture depicting a modified Freytag pyramid, and separated the information in smaller subcategories)
    - Changed some "disclaimers" to "warnings".
    - Changed the colour in "Consumables".

    31/05/2025
    - Updated "How to open as a cat?":
    *updated the Freytag pyramid;
    *split "general overview" into two separate subsections;
    *added information for the "prologue" and the "epilogue" phases;
    *added a more thorough description for the "resolution" phase.

    01/06/2025
    - Updated "How to open as a cat?":
    *added two paragraphs where I described the necessity to skip FB in favour of Swipe (i.e. in AoE boss fights);
    *updated the demonstration videos in the summary.

    03/06/2025
    - Updated "How to open as a cat?":
    *updated the descriptions concerning the demonstration videos in the summary;
    *added categorisation for each suggested opener;
    *added a subsection where I described the characteristics of each suggested opener.

    04/06/2025
    - Updated "What's the value of a CP?":
    *updated the subsection concerning 4-CP SR (I added more information about the situations where we need to go from a 4-CP to a 5-CP SR);
    *minor tweaks to the other subsections.

    06/06/2025
    - Updated "What's the value of a CP?":
    *added more information in the "general overview" subsection;
    *added a second paragraph in the section titled "The fluidity of CP's value" where I explained that the CPs for FB are expendable;
    *added a paragraph in the subsection concerning SR, where I explain the logic behind investments;
    *minor tweaks to the other subsections.

    07/06/2025
    - Updated "What's the value of a CP?":
    *deleted the redundant information in the subsection concerning the 4-CP and 4-CP SR;
    *completely restructured the subsection where I compare FB with Rip;
    *minor tweaks to the last subsection.
    - Updated "FB. Energy investment and proper timing":
    *minor tweaks to the "general overview" subsection.

    08/06/2025
    - Updated "FB. Energy investment and proper timing":
    *added a few paragraphs where I explained the logic behind the optimal energy thresholds for the 5-CP and the 4-CP FBs.

    10/06/2025
    - Minor tweaks to "FB. Energy investment and proper timing".
    - Updated "Different playstyles for a feral cat":
    *added categorisation in the second subsection;
    *added a paragraph where I discussed threat generation;
    *added a paragraph where I discussed difficulty;
    *minor tweaks.

    11/06/2025
    - Updated "Different playstyles for a feral cat":
    *minor tweaks to the difficulty factor concerning bearweaving and flowershifting;
    *minor stylistic tweaks to the paragraph concerning Wrathweaving;
    - Updated "Pre-pull Savage Roar":
    *minor tweaks to the warning text at the beginning;
    *minor tweaks to the subsection where I explained the mechanics surrounding the setup for the pre--pull SR;
    *added a small paragraph in the same subsection, where I mentioned the trick with despawning bosses;
    *added a small paragraph in the same subsection, where I mentioned the trick with Shadowmeld;
    *updated the video link in the subsection concerning the longer pre-pull SR;
    *in the same subsection, I added a paragraph where I explained which items need to be obtained and from which boss;
    *in the same subsection, I added a paragraph where I explained the specifics surrounding the hands slot;
    *minor tweaks and stylistic changes in the other subsections.

    12/06/2025
    - Updated "Pre-pull Savage Roar":
    *added a paragraph where I explained the usage of Divine Intervention;
    *added the information that relogging resets one's CPs and trinket ICDs;
    *added more videos;
    *updated the subsection regarding RS (added proper categorisation, deleted redundant information);
    *minor stylistic changes.

    13/06/2025
    - Updated "Pre-pull Savage Roar":
    *changed the information in the paragraph concerning the Ogre Pinata, the Doomguard, and Mr. Pinchy.

    14/06/2025
    - Updated "Pre-pull Savage Roar":
    *added categorisation in the subsection concerning RS;
    *added more information.

    16/06/2025
    - Updated "Pre-pull Savage Roar":
    *added categorisation in the subsection concerning ICC;
    *added more paragraphs where I described the flaws of the Servants of the Throne;
    *added two paragraphs, where I described the Fleshreapers;
    *changed the video in the subsection where I describe how we can obtain CPs (still work in progress).

    20/06/2025
    - Updated "Pre-pull Savage Roar":
    *added the part "Obtaining CPs" in the subsection concerning ICC;
    *minor tweaks to the previous subsections.

    21/06/2025
    - Updated "Pre-pull Savage Roar":
    *offered a better explanation concerning the scenario, where trinkets proc during the CP-generation process;
    *added two paragraphs in the subsection concerning ICC (one for clearing the threat, the other - casting SR);
    *deleted redundant information;
    *added a dedicated subsection to the ogre pinata;
    *minor tweaks to the other subsections.

    22/06/2025
    - Updated "Pre-pull Savage Roar":
    *added more video links;
    *added more information concerning the pinata.
    - Removed the Midsummer "3% crit" from "Consumables".

    24/06/2025
    - Updated "Pre-pull Savage Roar":
    *minor tweaks to the subsection concerning the feral openers.

    26/06/2025
    - Updated "Pre-pull Savage Roar":
    *changed one of the "Berserk-TF" videos and added new commentary;
    *added categorisation in the commentary of the videos with a shorter SR.

    02/07/2025
    - Updated "Tips for all 25-man instances":
    *added a subsection where I explain general decision making during boss encounters;
    *removed the disclaimers (due to aesthetics).

    03/07/2025
    - Updated "Pre-pull Savage Roar":
    *added links to my theorycrafting thread.
    Edited: 5 Days Ago Reason: Check the changelog. kthx

  2. BEARWEAVING
    (SUPPLEMENT)





    Table of Contents


    1. Definition
    2. Pros and Cons
    3. Requirements
    4. Talents
    5. Add-on
    6. BiS list for this manoeuvre
    7. Mangleweaving vs Lacerateweaving
    8. Utilising OoC procs in combat
    9. Changelog

    1. DEFINITION
    Spoiler: Show
    Bearweaving or bearshifting is a playstyle, where the cat player goes in bear form while waiting for his energy to refill, in order to fill passive (autoattacking) time with actual offensive abilities (like http://wotlk.cavernoftime.com/spell=48480, http://wotlk.cavernoftime.com/spell=48564, and http://wotlk.cavernoftime.com/spell=48568). This technique was first discovered in retail WotlK but gained more popularity in Classic Wrath.

    Props to the Classic druid community for reigniting the spark of bearweaving and for making it viable again!


    2. PROS AND CONS
    Spoiler: Show
    Pros:
    • After the first Mangle with the pre-cast GotW, the cat player doesn't need to use any energy on this ability ever again, making bearshifting a pseudo CC proc;
    • Due to how PPM and PPH work, bearweaving doesn't lower the probability of getting a CC proc from your bear swings. Each bear AA and Maul has 2.5*3.5/60 or 14.58% chance to proc OoC. If you get the CC proc on your last swing before going back to cat, you'd have the exact same number of procs as you would normally do had you stood in cat form.
    • With low amount of Arp, http://wotlk.cavernoftime.com/spell=48568 can help you boost your dps further as bleed effects ignore armour.

    Cons:
    • Using bear abilities greatly increases your threat generation;
    • This technique can create awkward scenarios where you get a CC proc from the first swing. Using it on Maul, Mangle, or Lacerate would consume the proc. This is bad because you don't generate CPs from this;
    • It requires more micromanagement than the GotVV-shift;
    • Since bearweaving locks the player in bear form for at least 3 seconds, a person could get more rage instead of energy from http://wotlk.cavernoftime.com/spell=48545.
    • This playstyle (especially Lacerateweaving) is more susceptible to boss mechanics which hinder the player from attacking for a brief period of time. If caught off-guard, the cat player faces heavy penalties in the form of overcapping energy or missing out on bleed ticks.


    3. REQUIREMENTS
    Spoiler: Show
    In order to reap positive numbers, you need to fulfil the following requirements:

    • TF and Berserk are on CD;
    • in case of a CC proc:
      -> if it's in cat form, stay a bit longer and utilise it on Shred before shapeshifting in bear form;
      -> if it's in bear form, go back in cat form and utilise it on Shred;
    • before you shapeshift in bear form, your energy needs to be no more than:
      -> 45 (in case you use one bear GCD like Mangle or Lacerate alongside bear and cat form);
      -> 30 (in case you use two bear GCDs like Mangle or Lacerate alongside bear and cat form);
      -> 15 (in case you use three bear GCDs like Mangle or Lacerate alongside bear and cat form);
    • Rip needs to expire before or after the bear cycle (depending on how many bear GCDs you plan on using alongside bear and cat form). E.g.:
      -> Rip's duration needs to be longer than 4.5 sec if you go: bear form -> GCD -> cat form;
      -> Rip's duration needs to be longer than 6 sec if you go: bear form -> GCD -> GCD -> cat form;
      -> Rip's duration needs to be longer than 7.5 sec if you go: bear form -> GCD -> GCD -> GCD -> cat form;
    • if energy or CC procs are not a factor worth considering, and your rage is:
      -> 15+, cast Mangle (assuming it's off CD);
      -> 10+ and/or Mangle is on CD, cast Maul;
      -> less than 10, shapeshift out of bear form and immediately back in it in order to get more rage from http://wotlk.cavernoftime.com/spell=17061. You can then follow it up with a quick Maul.

    Disclaimer: Keep in mind that those are the general requirements for bearweaving. If you want to integrate Lacerate into your rotation, then the list becomes a bit more complicated.

    After dumping your energy in cat form with http://wotlk.cavernoftime.com/spell=50334, your goal is to go in bear form and get 5 Lacerate stacks as fast as possible. If you get a CC proc while in bear form, and Lacerate isn't maxed out yet, you need to use it on the bear bleed. After exhausting your rage and/or reaching 75 energy in bear form, you need to go back in cat form and utilise the energy. From that moment on, you need to fulfil the following, additional requirements:
    • with 13+ rage and Lacerate expiring in 6 sec or less, refresh Lacerate. This is your number 1 priority in bear;
    • never let Lacerate fall off unless:
      -> the boss dies soon (try to get the 5th tick one or two seconds before that happens);
      -> the boss fight lasts longer than 3 mins, and you need to use Berserk. If possible, use the second Berserk in the last 15-20 seconds, so that you get more Lacerate ticks between both Berserks;
    • you don't have a CC proc in bear form, but there are two exceptions:
      -> Lacerate will expire in 6 seconds or less (I'm accounting human error);
      -> Lacerate is not at 5 stacks yet.


    4. TALENTS
    Spoiler: Show
    Build 1 (more damage):


    Build 2 (more utility/defence):

    As I've said in the first post, the presence of 5/5http://wotlk.cavernoftime.com/spell=17061 is essential for this playstyle.

    In the presence of a holy paladin (http://wotlk.cavernoftime.com/spell=48938), you won't need the extra mana regeneration from http://wotlk.cavernoftime.com/spell=34300. I've included http://wotlk.cavernoftime.com/spell=17106 in case you need more rage during http://wotlk.cavernoftime.com/spell=5229 or in case you go Bear-Enrage-Maul-Mangle-Maul-Cat. Honestly, you can put that talent point whenever, though the simcraft also shows higher numbers with Intensity (compare this with this; make sure to check this one out as well).


    5. ADD-ON
    Spoiler: Show
    Although everyone can create and customise their own add-ons for the GotVV-shift, Nap's WA combines many tracking features in one single place, which makes our job significantly easier. He has acknowledged the trending playstyles and has created a program specifically for those. Highly recommended, I just cannot stress it enough.


    6. BIS LIST FOR THIS MANOEUVRE
    Spoiler: Show
    Disclaimer: In this section, you'll find the suggested BiS list for a bearweaver with access to ICC and RS gear. I should point out once again that this playstyle generates around 1.5 times the threat of a traditional monocat, meaning that you would have a rough time playing it in the endgame. Nonetheless, I wanted to give my take on how the build would look like. When previous patches are concerned, Agility and Haste gems should be replaced by Strength and "Strength + Hit Rating" ones. In Naxx, the DMC trinket should be https://wotlk.cavernoftime.com/item=42987.

    (with all raid buffs)

    Gear:
    - Head: http://wotlk.cavernoftime.com/item=51296 (Vanq HC mark from ICC 25 HC)
    - Neck: http://wotlk.cavernoftime.com/item=50633 (Sindragosa 25 HC)
    - Shoulders: http://wotlk.cavernoftime.com/item=51299 (Vanq HC mark from ICC 25 HC)
    - Back: http://wotlk.cavernoftime.com/item=50653 (Funship 25 HC)
    - Chest: http://wotlk.cavernoftime.com/item=51298 (Vanq HC mark from ICC 25 HC)
    - Wrist: http://wotlk.cavernoftime.com/item=54580 (Halion 25 HC)
    - Hands: http://wotlk.cavernoftime.com/item=50675 (Rotface 25 HC)
    - Waist: http://wotlk.cavernoftime.com/item=50707 (Professor Putricide 25 HC)
    - Legs: http://wotlk.cavernoftime.com/item=51297 (Vanq HC mark from ICC 25 HC)
    - Feet: http://wotlk.cavernoftime.com/item=50607 (Lord Marrowgar 25 HC)
    - Ring 1: http://wotlk.cavernoftime.com/item=54576 (Halion 25 HC)
    - Ring 2: http://wotlk.cavernoftime.com/item=50604 (Lord Marrowgar 25 HC)
    - Trinket 1: http://wotlk.cavernoftime.com/item=54590 (Halion 25 HC)
    - Trinket 2: http://wotlk.cavernoftime.com/item=50363 (Deathbringer Saurfang 25 HC)
    - Weapon: http://wotlk.cavernoftime.com/item=50735 (Lich King 25 HC)
    - Relic: http://wotlk.cavernoftime.com/item=50456 (EoF vendor)

    Enchants:
    - Head: http://wotlk.cavernoftime.com/item=44879 (revered with Knights of the Ebon Blade)
    - Shoulder: http://wotlk.cavernoftime.com/item=44871 (exalted with Sons of Hodir)
    - Back: http://wotlk.cavernoftime.com/spell=55002 (Engineering)
    - Chest: http://wotlk.cavernoftime.com/item=44489 (Enchanting)
    - Wrist: http://wotlk.cavernoftime.com/item=44484 (Enchanting)
    - Hands: http://wotlk.cavernoftime.com/spell=54999 (Engineering)
    - Waist: http://wotlk.cavernoftime.com/item=41611 (BS)
    - Legs: http://wotlk.cavernoftime.com/item=38374 (LW)
    - Feet: http://wotlk.cavernoftime.com/spell=55016 (Engineering)
    - Weapon: http://wotlk.cavernoftime.com/item=44493 (Enchanting)

    Gems for a Horde player (hit and exp are undercapped):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40111, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 5xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 4xhttp://wotlk.cavernoftime.com/item=40143
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for a Horde player (only exp is undercapped):
    - Red: 8xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42142, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 3xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=42156
    - Orange: 5xhttp://wotlk.cavernoftime.com/item=40143
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for a Horde player (safe build):
    - Red: 8xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42142, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 3xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=42156
    - Orange: 4xhttp://wotlk.cavernoftime.com/item=40143, 1xhttp://wotlk.cavernoftime.com/item=40162
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (undercapped build):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40111, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 2xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 7xhttp://wotlk.cavernoftime.com/item=40143
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (safe build):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40111, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 2xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 6xhttp://wotlk.cavernoftime.com/item=40143, 1xhttp://wotlk.cavernoftime.com/item=40162
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Food:
    - BiS for Horde ("hit and exp are undercapped" build): http://wotlk.cavernoftime.com/item=43000
    - BiS for Horde (the other two): http://wotlk.cavernoftime.com/item=42995
    - BiS for Alliance: http://wotlk.cavernoftime.com/item=43000


    7. MANGLEWEAVING VS LACERATEWEAVING
    Spoiler: Show
    I. General overview

    Advantages of Lacerateweaving:
    • Lacerate inflicts more damage than Mangle due to the fact that:
      -> it can ignore armour which is really good for people with low amount of Arp;
      -> it has more multipliers and thus it benefits from AP/"% damage increase" snapshot effects a lot more.

    Disadvantages of Lacerateweaving:
    • Requires long ramp-up time to reach 5 stacks:
      -> failing to refresh the bleed on time would force the player to build it anew;
      -> getting a CC proc beforehand could force the player to spend it on Lacerate, effectively depriving him of a Shred with CPs;
      -> This playstyle is very susceptible to boss mechanics, from which the player loses control over his character.
    • There's a risk of cat bleeds being synced with Lacerate.
    • The additional micromanagement can overburden the player with information and lead to mistakes.

    Commentary:
    There are two variations of bearweaving: One is centered around Mangle, while the other - around Lacerate, and the latter has the potential to offer more damage. The explanation for why this is the case is simple - it beats Mangle in the long term. The longer the fight lasts, the more 5-stack ticks you'd reap from the bear bleed, and the damage would just snowball from there. Moreover, during Naxx and Ulduar Arp is not a stat worth gemming for, which makes Lacerate's ability to bypass armour even more alluring. All of this might sound quite amazing for Lacerateweaving, however I'd like to point out the potential "issues" surrounding this technique.

    First of all, it cannot be used in every single boss encounter. Unlike Rake and Rip, the bear bleed should never be dropped - doing so would force the player to build it from scratch. At most, you can only get four ticks from the bleed before you refresh it - the fifth should register when the boss is about to die. For reference, it takes four 3-stack ticks from Lacerate to do the same amount of damage as Mangle (bear). This means that in boss fights, where certain mechanics could disrupt this DoT, Lacerate would be illadvised. Here's how I'd categorise them:

    • fights with target switching - think of Professor Putricide (oozes), the Lich King (raging spirits, valks), and many encounters in ToC/ToGC. Since tunnel-visioning would lead to important adds not being killed on time and thus to wipes, you cannot afford to stay on the bosses and maintain Lacerate. Moreover, the adds themselves don't last that long, so your Lacerate on them would never gain any value over Mangle.
    • fights with temporary boss immunity/fleeing - think of Razorscale (air phase), Mimiron (transition phases), Sindragosa (air phase), and the Lich King (transition phases and the Frostmourne chamber). Again, you won't have the possibility to refresh Lacerate before it expires.
    • fights with Crowd Control - think of Maexxna, Lord Marrowgar (HC), Lady Deathwhisper (HC), Sindragosa (getting tombed in the last phase). This actually has two negative effects -- not only are you unable to use cat abilities for a specific amount of time, but your energy also continues to regenerate. Even if such temporary incapacitation phase doesn't last that long, and you desperately try to refresh Lacerate after regaining control of your character, you'd inevitably lose valuable energy by postponing your cat cycles.

    The story, however, doesn't end there. Since Lacerate is a bear ability and since each bearshifting cycle lasts at least 4.5 seconds, refreshing the cat bleeds would prove to be difficult if by chance they're synced with the bear DoT. Prior to obtaining 4pt10, loss of a Rake tick might not be something devastating (it's equal to one 5-stack Lacerate tick), however a Rip tick is equal to two 5-stack Lacerate ticks regardless of patch. With 4pt10 present, a loss of a single Rake tick also nullifies the damage gain from two 5-stack Lacerate ticks. Now, it's true that the cat player can refresh Lacerate after 2-3 ticks (6-11 seconds) and not necessarily after 4 (12-14) if the conditions aren't optimal, though this minimises the benefits of the current Lacerate iteration and doesn't prevent the same happening again later.

    I'd like to talk about the presence of CC procs for a bit. If a person obtains one from the first bear swing, he would be in an awkward situation. Using it on Lacerate, just so he keeps it going, would mean wasted energy and would defeat the purpose of the bear cycle. Like, the point of going bear is to fill passive, AA-ing time with bear abilities. If one uses a CC proc on Lacerate, then he trades potential energy for rage. This might not be an issue for low-geared people, who could get an extra Mangle or Maul from the newly acquired resource, but people with ICC gear wouldn't need it because their first bear AA would be a critial strike more often than not which would grant them all the rage they could ever need. Using the CC proc on Lacerate wouldn't encourage those players to stay longer in bear form because they would swap back to cat form in order to avoid overcapping their energy anyway. In this sense, a misused CC proc would mean wasted Shred damage with CPs. For reference, with ICC gear a Shred is equal to 15k, average CP-value - 5k (assuming those are used on FB in the long run), whereas four 5-stack Lacerate ticks - 12k. Though, I should mention that that even with ICC gear bearweavers are discouraged from biting the boss too often, so CPs lose their value anyway (compare using FB at 10 seconds of Rip and SR duration vs 6 seconds vs not using FB at all).

    My point is that Lacerate, despite offering more damage to the player than a plain Mangle (bear), makes him less flexible in case of:
    - boss mechanics;
    - synced duration of the cat bleeds with the bear DoT;
    - sudden CC procs and/or energy from TF.

    Now you're starting to see why I was never a fan of Lacerateweaving in the first place. It just goes against everything we're used to doing while playing as a cat. Unlike Mangleweaving, which stays true to its roots with occasional shifting in bear form, Lacerateweaving warps the entire cat playstyle around the bear bleed. Here comes the factor of personal preference once again - by knowing the advantages and disadvantages of this playstyle, you can decide for yourselves what you'd prefer - an ongoing bleed that should never be dropped or plain burst, which can be timed whenever you deem the conditions to be optimal. The good thing about Mangleweaving is that you can delay it by a few seconds, in order to preserve a Rip tick and the CC proc, whereas Lacerateweaving doesn't give you such flexibility.
    II. Actual tips

    Lacerateweaving w/ Enrage:
    1. go to 10-30 energy;
    2. turn bear and immediately cast Enrage + bear AA;
    3. Lacerate;
    4. Maul;
    5. Lacerate (or Mangle if your Lacerate is already at 5 stacks);
    6. Maul;
    7. go back in cat form.

    Lacerateweaving w/o Enrage:
    1. go to 10-45 energy;
    2. turn bear and swing with a normal bear AA;
    3. Lacerate;
    4. Maul;
    5. /if your rage and energy permit it/ queue a Lacerate+Maul or Mangle+Maul combo;
    6. go back in cat form.

    Note: If you're in bear form and get a CC proc, you can use it on Lacerate if it's not at 5 stacks already and/or it would expire in less than 6 seconds. This goes to people with Naxx and Ulduar gear; personally I don't recommend Lacerateweaving to players with better gear.

    Mangleweaving w/ Enrage (can only be achieved with 1/3http://wotlk.cavernoftime.com/spell=17106 if you have low amount of crit or w/o that talent but with ICC gear):
    1. go to 10-40 energy;
    2. turn bear and immediately cast Enrage + Maul so that you align it with the first bear swing;
    3. Mangle;
    4. Maul;
    5. go back in cat form.

    Note: The main reason why the bear cycle needs to be that short is to minimise the ordinary bear AAs as much as possible, since they resemble the weakest part of that rotation. Normally, ordinary bear swings are your only source of rage outside of Enrage, but with this manoeuvre you can bypass this requirement. Moreover, this cycle packs only the necessary abilities and is quite short. Because of this, you can go back in cat form, dump your energy and follow it up with another Mangleweave right afterwards. Lastly, this minimises the risk of unwanted CC procs midway through the bear cycle.

    Mangleweaving w/o Enrage (remaining cases):
    1. go to 10-40 energy;
    2. turn bear and swing with a normal bear AA;
    3. Mangle;
    4. Maul;
    5. go back in cat form.

    Note: If you have enough rage, you can follow it up with Lacerate. In the next bear cycles, you can repeat this and try to get your Lacerate to 5 stacks and play a Lacerate game from there, but the moment the conditions become suboptimal, continue with plain Mangleweaving.

    Enrage AoE (min. 3 targets):
    1. go to 10-40 energy;
    2. turn bear, cast Enrage, and inflict a bear AA;
    3. Swipe;
    4. Maul;
    5. Swipe;
    6. Maul;
    7. go back in cat form.

    Note: If there's a Fury Warrior or another Feral Druid in the raid, cast GotW instead. Save Enrage for single-target. Any CC procs should be used on the cat Swipe.


    8. UTILISING OOC PROCS IN COMBAT
    Spoiler: Show
    Nothing much to talk about, really. Since FB is typically discouraged when it comes to this playstyle, CPs lose their value and are mostly used for maintaining SR and Rip. Like, check the following screenshots:

    FB with bite time at 10 seconds
    Spoiler: Show


    FB with bite time at 8 seconds
    Spoiler: Show


    No FB
    Spoiler: Show
    Since FB is rarely a good idea, the CC priority list I wrote in the first post doesn't apply here. CP-value no longer remains an argument worth considering, so the only thing that matters is the energy, in which case Shred is the ONLY cat ability, on which you need to spend your CC procs. I say cat ability because if the player is a Lacerateweaver, then of course that bear bleed will have priority over Shred. For more information, please read "Requirements".


    9. CHANGELOG
    Spoiler: Show
    08/10/2023 (post-retirement edits)
    - Added a table of contents and spoilers;
    - Turned this post into a proper guide;
    - Swapped this post's position with the one for flowershifting for the sake of a better style.

    29/10/2023 (post-retirement edits)
    - Updated the "BiS list" section:
    *deleted the disclaimer;
    *replaced the "23 haste" enchant with Flexweave;
    *removed the old haste-centered builds and replaced them with strength;
    *removed the haste food and replaced it with Arp/Strength.
    - Added a music video at start to set the mood.
    - Updated the "Talents" section:
    *replaced the initial screenshot showcasing the talent build with two newer ones;
    *added another sentence with three imgur links.
    - Updated the "Requirements" section:
    -> added more info in the first list;
    -> added more info in the disclaimer.
    - Updated "Mangleweaving vs Lacerateweaving":
    *mentioned that CPs lose their value and that FB is generally ill-advised regardless of gear;
    *deleted false text stating that Mangleweaving could potentially deal more damage than Lacerateweaving.

    02/12/2023 (post-retirement edits)
    - Added the section "Utilising OoC procs in combat".

    28/07/2024
    - Added a disclaimer in the section concerning the BiS list.
    - Minor edits.
    Edited: July 28, 2024 Reason: Check the changelog. kthx

  3. GOTVV-SHIFT
    (SUPPLEMENT)



    How it feels:

    Stimulate your parses.


    Table of Contents


    1. Definition
    2. Pros and Cons
    3. Requirements
    4. Demonstration
    5. Talents
    6. Add-on
    7. Macros
    8. BiS list for this manoeuvre
    9. Practice makes better
    10. Utilising OoC procs in combat
    11. Attack speed modifiers
    12. Timing FB with the GotVV-shift
    13. Extras - super niche tips for dedicated minmaxers
    14. Not an exploit
    15. Final thoughts
    16. Changelog

    1. DEFINITION
    Spoiler: Show
    Similarly to powershifting in TBC, where people shapeshifted out of cat form and immediately back in it to replenish energy, the GotVV-shift strives to achieve the same goal but with notable twists and with more challenges. After autoattacking in cat form, our task is to /cast GotW as quickly as possible, in order to sync its GCD with the swing timer and to have a shorter downtime this way. The desired outcome is us getting a CC proc, which would often be used on a Shred. We use that ability to generate extra CPs, and those would make our job of maintaining the uptime of SR and Rip a lot easier and would allow us to squeeze in some FBs every now and then.

    The misspelling in the name is deliberate since my "W" key malfunctioned when I started developing this technique back in 2021. Even though I have a new keyboard now, I am keeping that error because it serves as a nice reminder of the author in case I stop posting here. Though, players in Classic WotLK refer to this playstyle as flowershifting/flowerweaving.


    2. PROS AND CONS
    Spoiler: Show
    Pros:
    • We gain a CP or two (in case of crit)
      -> in the long run, this can be used to squeeze in a FB;
      -> in the short run, this can help us refresh SR or Rip faster if either of those abilities are about to expire.
    • Shred is stronger than one AA, and on average it can even compensate 3 lost AAs.
    • The probability to proc a CC is higher with GotW than relying on AAs to do the job. Sometimes waiting for AAs to proc a CC would result in less damage if those end up whiffing.

    Cons:
    • Casting GotW doesn't guarantee a success 100% of the time. If this powershift ends up whiffing, we'd have to spend another GCD to do this again. As a result, more AAs would be sacrificed, and we might lose some energy if the latter reaches the caps declared by http://wotlk.cavernoftime.com/spell=17059 while we're in caster form.
    • Getting a CC proc before or after the powershift would result in us losing AA damage for nothing.
    • By exiting cat form, other members lose our 5% melee crit aura.


    Unsolved drawback in the old 3.3.5 client:
    Spoiler: Show
    After we shapeshift out of cat form, other party members lose the 5% melee crit. At first, I thought that this could be provided by fury warriors, but after looking at my raid buffs during combat, I was disappointed to see that the aura was delayed. This is spell batching, which is integrated in the old client. According to warmane’s staff, this interaction is not going to be "fixed" as it has been present in retail WotLK. Now, I want to stop here for a bit and share my opinion on the delay. I personally suspect that it’s nothing more than a plain visual bug. Why? This is because the delay is very inconsistent - sometimes the 5% melee aura pops up after 2 seconds, sometimes after 1, and in some cases it’s always present. This inconsistency let me to believe that there’s something happening, which is not present to the naked eye. This is why I still recommend doing it when there's a fury warrior or another feral in the raid. However, since I don’t have any proof for my claim - I haven’t monitored raid dps with and without the GotVV-shift, I haven't gathered any logs, and I haven't used a public test server to experiment there - I cannot really promote it. It’s just a speculation, and because of it I will stick to the already acquired knowledge, i.e. spell batching screwing GotVV-shift, which in turn screws other non-fury-warrior and non-feral melees. I wanted to be as transparent as possible with you. If you want to use this technique in your raids, you should know its downsides.

    The conclusions in this subsection are explained in full detail here (general pros and cons), here (displaying the chance for a CC from an AA via /rolling), and here (the post concerning the 5% melee crit aura + the following two posts afterwards).


    3. REQUIREMENTS
    Spoiler: Show
    In order to reap positive numbers, you need to fulfil the following requirements:


    Disclaimer*: Performing the GotVV-shift in favour of a Shred even while sitting at 5 CPs would still earn you positive numbers, but the reward would be greatly reduced. This is why I personally recommend doing it with as few CPs as possible. If by chance you're contemplating on squeezing free Shreds that are worth no CPs between cycles, consider biting the boss instead. A 4CP or a 5CP FB would be better in those cases because the finisher deals more damage, and you can start building your CPs anew. There is an exception, though. If SR is about to expire soon, you can flowershift regardless of CPs and then refresh it. Doing so would leave you with an unused CC proc and with 0 CPs, and you would find yourself in a very optimal position for your next cat cycle.


    4. DEMONSTRATION
    Spoiler: Show
    I. Variations in terms of difficulty

    Easy



    Quick description:
    • /cast Gift of the Wild
    • you don't need to worry about syncing the druid buff with the cat swing all that much;
    • once in neutral form, you autoattack with your current weapon (= you trade de-facto 2.4 cat AAs for a swing with a staff or 3.6 in case of Oathbinder)
    • the weakest variation.

    Medium




    Quick decription:
    • /cast Gift of the Wild /stopattack
    • timing the druid buff matters here because this determines how big the damage gain will be;
    • a small reaction window is necessary in case you get a lucky CC proc after the cat AA;
    • 2nd strongest variation.


    Hard


    Quick description:
    • /cast Gift of the Wild
    • timing the druid buff matters here because this determines how big the damage gain will be;
    • a small reaction window is necessary in case you get a lucky CC proc after the cat AA;
    • you need to swap your idols the moment you go back in cat form (read "Extras" for more info);
    • the strongest variation.

    Disclaimer: In terms of damage output, the hierarchical order remains "swing reset" > "/stopattack" > "uninterrupted swing" from Naxx all the way to ICC & RS. However, should you have a 2.4-speed weapon (e.g. http://wotlk.cavernoftime.com/item=40388, http://wotlk.cavernoftime.com/item=45613, http://wotlk.cavernoftime.com/item=47463 etc), the delay caused by human error cannot be longer than 0.4 seconds, otherwise both the "/stopattack" and the "swing reset" variations become worse than the "uninterrupted swing". For example, if you attack in cat form, /cast GotW 0.3 seconds later and immediatelly shapeshift back the moment the GCD ends, you can perform anything you desire, but the damage gain from the first two types wouldn't be that high. If you cast it with a bigger delay, then you'd be better off sitting through the long swing timer. With http://wotlk.cavernoftime.com/item=50735, on the other hand, the player is actually encouraged to interrupt the swing (timer). Doing so grants them a generous reward and offers them a lot of leeway for human error (0.7-0.8 seconds).

    The math behind those conclusions is posted here and here.
    II. Actual showcase

    Disclaimer: I want to make something perfectly clear. I don't consider myself the best pilot for this technique or for the cat spec in general. You are going to see some misplays, and I'm going to comment on them. However, just because you are about to see suboptimal execution from me, that doesn't mean that the GotVV-shift is bad. The entire criticism should be directed towards the pilot, not the technique! Having clarified that, I will continue:


    Background:
    Spoiler: Show
    Commentary of the events in a chronological order:
    Spoiler: Show
    • at around 0:35 I muted the clip because my guildies were discussing personal things.
    • 0:15-0:36 typical TF-Berserk, SR mid-Berserk opener. I decided to postpone my "TF-Berserk" combo at 0:18-0:22 because I feared overcapping energy (like, I had 0.4 attack speed, and there was a resto druid in the raid. This was the good call imho because a few moments later I got 2 CCs in a row (0:24-0:27).
    • 0:46 Under normal circumstances, this would have been a missed DBW snapshot. However, the buff was Haste, and as I've clarified above, I purposely waited for my energy to pool for a bit, in order to avoid overcapping it unnecessarily.
    • 0:59-1:00 using the CC on Rake, in order to get more value from the initial SR and to increase the next SR's duration, was correct.
    • 1:11 I wanted to utilise the CC sooner and not risk overwriting it with another CC proc from an AA, hence why letting Rake drop for 2 seconds was a conscious decision.
    • 1:20 I got punished for casting GotW. I should stood a bit longer in cat form and cat Shred with the CC proc -> Rake.
    • 1:30 Not the best timing for the second potion, but I wanted to pop it and forget about it later.
    • 1:34 Using the CC on Rake was the correct play. This was better than going Shred -> Rip -> Rake or Shred -> Rake -> Rip as I've explained in the first post.
    • 1:42 the boss needed to be repositioned. This wasn't my fault, but the circumstances were just unfortunate, and I overcapped a bit of energy. This could have allowed me gain the snapshot I lost at 2:02 and would have allowed me to gain the last Rake tick before the end of the fight (2:48).
    • 2:15 I wanted to keep the 220 Agility proc. After swapping the idol like that, I decided to pool some energy for Rake.
    • 2:20 I lost a Rip tick, but I made up for it by swapping to Worship.
    • 2:22 got punished for casting GotW, since an AA overwrote it after changing to cat form.
    • 2:30 SR was a misplay. I should have cast FB with those 4 CPs and refreshed SR with 2 afterwards.
    • 2:47-2:48 Had I played a bit better, I would have received the damage from the last Rake tick and would have been able to cast FB.



    Background:
    Spoiler: Show
    Commentary of the events in a chronological order:
    Spoiler: Show
    • FYI, I forgot to use the Saronite bombs in this fight. As you could imagine, I'm not a dedicated min-maxer.
    • 0:02 I started this fight with http://wotlk.cavernoftime.com/item=47668. The reason for that was that I wanted to get 200 agility early on and buff my first Rip with it. Prior to the nerf to http://wotlk.cavernoftime.com/item=50456, both cat bleeds were able to trigger its proc effect, so my idea was to use the 264 idol after casting Rip in order to reach 5/5 ASAP. With the recent change, we need to sit through 15 seconds of Rake uptime if we want to obtain 220 agility. If we begin the fight with Mutilation, we effectively trade some 220 Agility snapshots for 200 Agility ones.
    • 0:06 I lost 4 Berserk energy points, which are equivalent to 8 outside of our big CD. A bit unfortunate, but it was only a small penalty, so nothing too serious.
    • 0:02-0:21 typical TF-Berserk, SR mid-Berserk opener.
    • 0:22-0:23 A bit unfortunate that the Mutilation idol didn't proc again. Had it procced, I would have switched to Worship at 0:26.
    • 0:33 Should have used the CC on Shred.
    • 0:59-1:00 This Shred was completely unnecessary. I should have cast Mangle and Rake. With this unnecessary play, I lost a bit of CP-value, and I was idle for 3.5 seconds, which could have been a potential GotVV-shift in the long run.
    • 1:12 Despite obtaining a CC proc, refreshing Rake was the correct play.
    • 1:16 Admittedly, the Haste pot was not efficiently used here. It would have been more beneficial to save it for later when either STS' or DBW's buffs were present. However, I used it at this moment because I knew that I would forget later. Again, I'm not a dedicated min-maxer.
    • 1:19-1:20 I should have stayed a bit longer in cat form and utilise the CC proc from the AA. The GotVV-shift was completely unnecessary.
    • 1:39-1:40 Bad RNG led to me inflicting a non-critical Shred, resulting in me sitting at 4 CPs. Fortunately for me, I got a lucky CC proc from the next AA, which allowed me to reach 5CPs for Rip w/o spending additional energy, but the timing of that previous non-critical Shred was really bad. Had I critted at 1:40 (or at 1:35 for that matter), I would have refreshed both Rip and SR on time. Oh well.
    • 1:43-1:44 Mangle is the only ability I care the least about if I'm desperate for CPs and need to refresh SR ASAP. That, and the timer from TimeToDie suggested that this would be the last Mangle till the end of the boss fight, so refreshing it prematurely was the correct play here.
    • 2:05-2:06 Refreshing Rip with 4 CPs was intentional as well because I wanted to follow it up with a GotVV-shift. In hindsight, it turned out to be a misplay. This is because that same Rip turned out to be the last one in that fight, meaning it would have been a lot better to obtain the stronger version. I should have realised it back then, and I should have cast GotW + Worship idol for extra damage.
    • 2:13-2:15 Going for a 5-CP FB was correct here because otherwise I would have missed a whole Rake tick. Had my TF been available at this time, I would have cast FB with 4CPs and follow it up with TF + Rake. FYI
    • 2:17 TF was timed poorly. Back then, I thought I should use it ASAP because I wanted to ensure that I would get one more before the fight ended. That's because I didn't actually look at the timer on the right. Had I seen it, I would have known that this play wouldn't have achieved anything productive. As a result, I lost 12-15 energy for nothing.
    • 2:21 - 2:22 Speaking of not paying attention to the kill timer, I shouldn't have refreshed SR with more than 1 CP. I lost 4 CPs for nothing.
    • 2:28 Speaking of not paying attention to the kill timer AGAIN, I shouldn't have switched to the Rip idol. The moment my GM said 'Now just focus and finish the boss', I looked at the kill timer and realised my previous mistakes. Yeah... I could have gained a bit of Ravenous Beast value from the last Shreds.



    Background:
    Spoiler: Show

    Commentary of the events in a chronological order:
    Spoiler: Show
    • Why the lack of sound? Since I used to play on an old laptop, which lacked some kind of an audio hardware according to a technician, I couldn't use the mic of my headset. I loaded discord on my phone and muted my client. Another reason for that was that my game froze on random occasions whenever I ran it alongside other programs. By disabling the music on my laptop and by using my phone for discord, I slightly increased the performance of my toaster. If you find the lack of sound annoying, just load some music clips from the ones I suggested in the original post. kthx
    • 0:06 FailFish I should have waited a bit longer before using the bomb.
    • 0:09 In the past, I didn't know that having two enablers for SR at start would lead to less damage. Now that I am certain of it, I am pointing it out as a misplay so that people would learn from my mistake.
    • 0:14 Clearcasting at 85 energy led to me reaching the 100 energy cap. As a result, I lost 5 Berserk energy points, which are equivalent to 10 outside of our big CD. It was unfortunate, but only a small penalty, so nothing too serious.
    • 0:21 As I've clarified in the OP, FB here was correct because I received 2 CCs during Berserk, and had I proceeded to spam Shred, I wouldn't have utilised my energy well. I even got rewarded for that play a few seconds later with the third CC.
    • 0:42 Boomer reflexes. I should have cast Shred and then Rip.
    • 0:54-0:55 I wanted to squeeze in a GotVV-shift before SR expired because the conditions for that play were optimal. Since SR doesn't consume CCs, it's always a gamble with RNG to hold onto your CC and risk an AA overwriting it with another, but having stored "energy" after that finisher allowed me to refresh Rip with no delay.
    • 1:08 it was a bit too close. Had I done the GotVV-shift a few miliseconds too late, the Rip tick would have done 30% less damage.
    • 1:19 Bad timing led to an unnecessary Rake clip. I should have waited 0.2 more seconds before casting it. Also, I shouldn't have invested 5 CPs in SR because this prevented me from refreshing Rip on time. 3 CPs in SR would have sufficed.
    • 1:24 RNG punished me for the GotVV-shift. My previous CC got overwritten, and this means that the AA damage lost was for naught. Also, I lost a bit of energy due to having 3/5 Furor. If I forget the CC being overwritten, 4/5 Furor would have justified that play.
    • 1:28 Bad timing led to an unnecessary Rake clip. I should have waited 0.2 more seconds before casting it.
    • 1:29 I should gone for the GotVV-shift again. It would have allowed me to refresh Rip a bit earlier. 3 Rip ticks were sacrificed because of this.
    • 1:35 I innervated the healer. I didn't get a CC, so I decided to use GotW again.
    • 2:15 I should have cast SR with one enabler. Had I done it like so, refreshing Rip on time would have been 100% guaranteed, and I wouldn't have relied on a lucky CC proc to save my *** a few seconds later. Still, even with that luck, the safer play would have made my situation at 2:32 less awkward, as I would have refreshed SR with 4 CPs. Not only would I have utilised the buff more efficiently that way, I would have also preserved a CP at 2:32. Moreover, all of this would have allowed me to end up with more resources and to refresh Rip with no delay at 2:45. No, whenever I'm in a boss fight and have tight timers like in this case, I don't think about the possible outcomes, but this can show you what's better to do when you're in a hectic situation and you don't have the luxury to consider all possibilities in peace.
    • 2:59 tbh, I don't know what I was thinking back then to refresh Mangle too early. I think I have considered the possibility to squeeze in a FB, but then rejected the idea. [Update] 4-CP FB at 2:56 would have been the correct play. Mangle wouldn't have been refreshed prematurely, and I would have cast GotW for some CCs in peace.
    • 3:15 I consider this to be a misplay under normal circumstances. Using a Shred with the CC, then Shred again followed by Rake -> FB -> TF -> Berserk at 80 energy would have been a more energy-efficient approach because I would have overlapped TF's downtime with Berserk's uptime. In this particular scenario my "misplay" was actually the correct play (except for the unnecessary delay of my engineering gloves) because I wouldn't have been able to cast a third TF anyway; here you can see how I synchronised the big CD with the Banner trinket.
    • 3:21 Boomer reflexes. Used FB alongside a CC proc.
    • 3:39 Boomer reflexes. SR-less Rake.
    • 3:43 misplay. Dunno what happened with my brain, but it was kinda lucky that I got back into cat form because a few seconds later I received a CC. Still, a misplay is a misplay because it's not intentional.
    • 4:02 The timer of my TimeToDie addon was below 15, and I didn't get enough value from Rip. I should have continued with 4-CP FB -> Shred + Rake + TF + Shred -> 5 CP FB. Anyway, not refreshing SR was intentional because I wouldn't have profited from it that much. It was better to get the last finisher even with 4 FBs. I waited on the finisher, in order to spend all of my energy on it. Had I used with 35, I wouldn't have utilised the remaining energy on anything.
    • 4:27 No DBW dropped this game. SadgeRoar



    UWU logs link

    Background:
    Spoiler: Show

    Commentary of the events in a chronological order:
    Spoiler: Show
    • Why the lack of sound? I actually have footage w/ sound, but the problem is that an annoying static sound can be heard. If someone wants to hear the original audio, I can provide them with a link.
    • 0:13 A bit unfortunate that I got a CC proc the moment I popped TF and Berserk. Despite me having 5 CPs at 0:15, I decided to cast another Shred and lower my energy a bit in case of another CC proc. In retrospect, I should have cast Rip sooner. Despite getting a CC proc at 0:17, had I gone 5CPs -> Rip -> Shred, I would have still lowered my energy and prevented overcapping it.
    • 0:21 Since I got a bunch of CC procs during Berserk, it was only logical for me to cast FB mid-Berserk.
    • 0:27 Usually, I wouldn't advise people to go from 4CPs to 5CPs and cast SR, but here it was the correct play. This was because had I gone with a 4CP SR and preserved the CP for later, I wouldn't have had enough time and energy to follow it up with a FB before refreshing Rip. Had I taken that approach, I would have cast Rip with a delay.
    • 0:52 Same here. I had 4CPs, 60+ energy, and Rake expired. Had I cast FB, I would have had a difficult time of refreshing both SR and Rip on time + I would have caused a lot of Rake downtime. By going Rake -> 5CPs -> GotVV-shift -> SR, I made sure to utilise SR's duration more efficiently and to have a CC at my disposal for the upcoming Rip cycle. Yes, the game punished me for that flowershift by refreshing the proc at 0:57, but in most cases this would have been the correct play.
    • 1:08 Admittedly, I should have used the CC proc on Shred and not on Mangle because there wasn't any risk of losing the bleed debuff. Had Mangle expired in less than 1 second, using the CC proc on this ability would have been the correct play.
    • 1:21 I decided to lower my energy by going Shred (5CPs) -> Rake (5CPs) because I wanted to squeeze in another GotVV-shift before Rip expired. In retrospect, I shouldn't have done that because I cast Rip with a small delay. By itself, this wasn't a bad thing due to the fact that I compensated that 1-second downtime with additional Shred damage. However, in this scenario it wasn't a clever decision because SR was about to expire soon, and by delaying Rip I just shortened the time window, where I could generate CPs for the next finisher.
    • 1:27-1:31 I managed to snapshot Rake with SR in the last possible moment and obtain 4CPs. This was too close for comfort and extremely lucky on my part. Had I cast Rake a few milliseconds later, I would have lost the snapshot. This is why I don't recommend doing what I did here. Btw, this particular scenario was analysed in more detail in this post.
    • 1:43 Thanks to TF and the lucky CC proc at 1:46, I managed to generate enough CPs for Rip before it expired. Had TF been on CD, I wouldn't have gone for the bite at all. Had I not received a CC proc at 1:46, I would have cast the druid buff, so TF was the hero here.
    • 1:55 I did the same thing as in 0:54, but this time around the game didn't punish me.
    • 2:01 Boomer reflexes. I shouldn't have used the CC proc on Rake.
    • 2:03 Misplay. The correct play was to go for a FB into a GotVV-shift into Mangle. That way, I would have utilised Mangle's duration more efficiently and would have had more CPs later. By refreshing Mangle prematurely, I made it possible for it to expire BEFORE the boss died (check 3:53). According to my addon TimeToDie, the boss would have died in 14 seconds, whereas Mangle's duration only had 9 seconds left. Had I cast a FB at 2:03 instead of Mangle, I wouldn't have shortened its duration unnecessarily, and instead of casting Mangle at 3:53 I would have cast Shred instead. This goes to show how a misplay in the heat of the battle can influence the person's plays at the end.
    • 2:12 I couldn't refresh Rip on time due to the aforementioned misplay.
    • 2:27 Easy 5.833% CC proc from Innervate.
    • 2:33 The game punished me for casting the druid buff by refreshing the proc. Hadn't this been the case, performing the GotVV-shift would have been the correct play.
    • 2:48 Having TF and 4CPs at my disposal is what encouraged me to go for the bite.
    • 2:51 I did the same thing as in 0:54, but once again the game didn't punish me.
    • 3:09 Textbook FB (I had 4CPs, 35 energy, both Rip and SR had more than 12 seconds of duration, and Berserk was going to come off CD soon).
    • 3:30 Textbook FB (I had 4CPs, 18 energy in Berserk, both Rip and SR had more than 12 seconds of duration).
    • 3:32 I managed to squeeze in a Shred for 2CPs -> TF into Shred for 4 CPs -> another textbook FB.
    • 3:47 Overcapping 6 energy was intentional on my part because I didn't want to waste CPs. In retrospect, this wasn't a clever idea because the chances of getting a CC proc due to the high attack speed and thus the risk of overcapping more energy were high. Anyway, TimeToDie determined that the boss would die in 17 seconds. Because of this, I knew that I was going to get at least 5 ticks from this bleed, which would inflict more damage than FB, so this was why I refreshed this DoT.
    • 3:49 According to TimeToDie, the boss would have died in 18 seconds. Casting SR with 2 CPs would match that duration, so this is why I refreshed this buff.
    • 3:53 Casting Mangle here was the result of me refreshing it at 2:03.
    • 3:58 Refreshing Rake was a misplay. I thought that I would get at least 2 ticks from it but got only one. I should have cast FB instead and maybe follow it up with a GotVV-shift.
    • 4:02-4:03 Thanks to TF, I managed to squeeze in two Shreds before the boss died.



    UWU logs link

    Background:
    Spoiler: Show

    Commentary of the events in a chronological order:
    Spoiler: Show
    • 0:00-0:14 This was my "preparation" phase for the pre-pull SR. I lured one of the Vengeful Fleshreapers with FFF and used it as a punching bag for CPs. In order to get rid of my threat, I relied on https://wotlk.cavernoftime.com/item=4397's hidden effect. Once I left combat, I equipped my main trinket.
    • 0:20 Since the Fleshreapers run from one end to the other, had I stood close to the raid group before casting SR, the mob could have come out SR's 100 yard range. This is why I wanted to be as close to it as possible before popping that finisher. I should mention that my guild was not used to me min-maxing like that, hence why I had no intention to bother them for a warlock summon, though this would have made the pre-pull SR more profitable.
    • 0:37 Unfortunately, I failed to pre-pot with Potion of Speed even though I clicked on it.
    • 0:43 If it weren't for that CC proc, I would have used Shred -> TF -> Berserk. Thanks to the sudden OoC proc and the lucky crits, I decided to squeeze in a 4CP FB before popping Berserk.
    • 0:47-0:48 Waiting one second before popping Berserk was intentional on my part. I wanted to gather more energy for the big CD.
    • 0:59 Admittedly, the FB was risky there and the lucky CC proc "saved" me. I should mention that I would have used the GotVV-shift if my RNG wasn't that good.
    • 1:17 Since my SR and Rip were synced, and my energy was relatively low, I felt discouraged to go for another FB. Had I pooled my energy 'til 35 and used it on that finisher, I would have had less than 10 seconds to generate enough CPs for both SR and Rip. Even with a TF at my disposal and a trusty GotVV-shift, I would have had a hard time refreshing Rip on time under those circumstances. Having said that, I'd like to mention that had my energy been close to 35 the moment I reached 4 CPs or if SR and Rip had 2-3 extra seconds on their durations, I wouldn't have hesitated to bite Festergut.
    • 1:38 Since Mangle was offline, using the CC proc on it was correct. It was unfortunate that the bleed debuff was inactive for half a second, but I didn't have a good reason to cast it sooner. After all, the presence of a CC proc and 50+ energy at 1:32 and then 5 CPs at 1:34 incentivised me to utilise those resources on Shred and FB before going for a GotVV-shift into Mangle.
    • 1:45 Not casting FB was correct since Rip was going to expire soon, however I should have cast the druid buff and followed it up with a 0-CP Shred. The conditions were optimal for that play.
    • 2:38 Since I got a CC proc from an AA, casting the druid buff was a misplay.
    • 3:07 Since I didn't have TF at my disposal, I decided to play it safe and skip FB. In order to get more value from SR, I went for another GotVV-shift before refreshing it.
    • 3:34 Using the CC on Mangle was a misplay because I wasn't in a rush to refresh it. I could have gone with Shred w/ the CC -> Rake -> Mangle. By refreshing the latter ability a bit early, I also screwed myself in the long term, as I had to cast it an additional time instead of Shred at 4:28.
    • 3:45 I should have used the CC on Rake.
    • 3:58 In hindsight, I should have refreshed Rake before casting FB and disregarded the sacrificed CPs because I was going to sacrifice them during Berserk anyway.
    • 4:14 In hindsight, I should have refreshed SR with 3 CPs because the boss fight was going to end in 24-26 seconds, and it was pointless to extend its duration beyond that. Since SR doesn't consume CC procs, it would have benefited from Berserk's reduced energy cost.
    • 4:28 I cast Mangle because according to my "TimeToDie" addon the boss was going to die once the bleed debuff expired. However, if I hadn't refreshed Mangle at 3:34, I would have cast Shred at 4:28 instead.
    • 4:35 Someone moved the boss towards the raid, which was the reason I used yet another Mangle. Had the boss been positioned properly, I would have cast Shred instead.


    5. TALENTS
    Spoiler: Show
    You can stick to the talent build in the OP if you are not an aggressive spammer:


    This is generally useful regardless of the situation you're in - be it in RDF, 10-man, or 25-man raids. However, if you spam GotW every 5-6 seconds or so, then you might have mana issues during long boss fights. This is why I recommend removing http://wotlk.cavernoftime.com/spell=61336 in favour of 2/2 http://wotlk.cavernoftime.com/spell=34300:


    As much as I love http://wotlk.cavernoftime.com/spell=61336, I cannot deny that outside of the Sindy fight it doesn't have any offensive applications in ICC and in RS. If you want to minimise incoming damage, then I'd recommend saving http://wotlk.cavernoftime.com/spell=22812 for this exact moment.

    Another possible talent build for this technique is going 4/5 Furor:


    This allows your energy to cap at 80 while you're outside of cat form, which could improve your energy- and CP-utilisation in some cases. Keep in mind that iLotP has 1/2 points in it, so this particular talent build is only good if mana isn't an issue. Btw, if you're planning on removing one talent point from FA and adding it to iLotP or Furor, then this would lead to less damage (compare this with this aaaaand with this).


    6. ADD-ON
    Spoiler: Show
    Although everyone can create and customise their own add-ons for the GotVV-shift, Nap's WA combines many tracking features in one single place, which makes our job significantly easier. He has acknowledged the trending playstyles and has created a program specifically for those. Highly recommended, I just cannot stress it enough. WA allows us to keep track of the different idols when we swap them during flowershifting phases.


    7. MACROS
    Spoiler: Show
    "/stopattack" by wtfzomglol:
    #showtooltip Gift of the Wild
    /cast Gift of the Wild
    /stopattack
    #showtooltip Cat Form
    /cast [form:0/1/2/4/5] Cat Form
    /startattack [form:3]
    "/stopattack" by Nap:
    #showtooltip Gift of the Wild
    /stopattack [mod:alt]
    /cast [mod:alt]Gift of the Wild; !Cat Form
    /startattack [form:3]

    ^You hold "alt" while using the macro, in order to cast GotW and to stop autoattacking.
    /no ElvUI is needed/ "Idol swapping v.1" by Spreang:
    #showtooltip Cat Form
    /cast [form:0/1/2/4/5] Cat Form
    /equip Idol of the Crying Moon
    /equip Idol of Worship
    /startattack [form:3]

    ^You don't have a specific macro for GotW. After auto-attacking in cat form, you cast the druid buff as you would normally do and continue dps-ing. You use the macro above only when the GCD from GotW ends and not a millisecond sooner.
    /no ElvUI is needed/ "Idol swapping v.2" by Spreang:
    /cast [form:0/1/2/4/5] Cat Form
    /run local s=UnitAura("player", "Cat Form"); local a=GetSpellCooldown("Rip");if (s and a ~= 0) then if(GetInventoryItemID("player", 18) == 50456) then UseEquipmentSet("w") else UseEquipmentSet("m") end end;

    ^You need to enable the in-game equipment manager and create two equipment sets - one featuring http://wotlk.cavernoftime.com/item=50456 and called "m", and a second one with the name "w" (or you can name them however you want). The second set can include either http://wotlk.cavernoftime.com/item=39757 or http://wotlk.cavernoftime.com/item=40713, but Spreang's original macro features the Rip idol. Unlike v.1, you can freely mash the keybind during the GCD from GotW, and the game won't punish you. However, unlike v.1 you need to use the macro twice after the GCD from GotW ends. The first usage would shapeshift you back in cat form, whereas the second - swap your idols.
    /ElvUI is needed/ "Idol swapping v.3" by Spreang:
    #showtooltip Cat Form
    /cast [form:0/1/2/4/5] Cat Form
    /in 0.08 /run local s=UnitAura("player", "Cat Form");if (s) then if(GetInventoryItemID("player", 18) == 50456) then UseEquipmentSet("w") else UseEquipmentSet("m") end end;
    /startattack [form:3]

    ^You need ElvUI in order for this macro to work. You also need to enable the in-game equipment manager and create two equipment sets - one featuring http://wotlk.cavernoftime.com/item=50456 and called "m", and a second one with the name "w" (or you can name them however you want). The second set can include either http://wotlk.cavernoftime.com/item=39757 or http://wotlk.cavernoftime.com/item=40713, but Spreang's original macro features the Rip idol. Unlike v.1, you can freely mash the keybind during the GCD from GotW, and the game won't punish you. Unlike v.2, you don't always need to use the keybind twice after the GCD from GotW ends - the macro can shapeshift you back in cat form and change the idol almost immediately. It's not always consistent, but it does work like that.


    8. BIS LIST FOR THIS MANOEUVRE
    Spoiler: Show
    Disclaimer: If you cast GotW w/o interrupting the swing timer, then Haste still remains the stat to gem for. However, this is the weakest variation of the powershift, and you'd inflict more damage if you use /stopattack or idol swapping. Those cases have mild anti-synergies with Haste, and Strength profits from this. Moreover, human error (i.e. delaying the druid buff for too long) minimises the value from Haste as well. I've compared my ICC BiS build (feat. http://wotlk.cavernoftime.com/item=44493) from the first post with the one you're about to see, and the latter was superior after certain amount of GotVV-shifts. The Agility-Strength build prevailed on average at around 2.5 shifts per minute, but in some cases the Haste list had slightly higher damage output (like, by 2-digit numbers), hence why flowershifting 3-4 times per minute is the absolute safe requirement. If you do two or fewer GotVV-shifts per minute, a typical "Agility & Haste" build would be more suitable for your playstyle. If you tend to be really aggressive with the manoeuvre, then the proposed list here would be just for you.

    (with all raid buffs and ignoring the DBW procs)


    Gear:
    - Head: http://wotlk.cavernoftime.com/item=51296 (Vanq HC mark from ICC 25 HC)
    - Neck: http://wotlk.cavernoftime.com/item=50633 (Sindragosa 25 HC)
    - Shoulders: http://wotlk.cavernoftime.com/item=51299 (Vanq HC mark from ICC 25 HC)
    - Back: http://wotlk.cavernoftime.com/item=50653 (Funship 25 HC)
    - Chest: http://wotlk.cavernoftime.com/item=51298 (Vanq HC mark from ICC 25 HC)
    - Wrist: http://wotlk.cavernoftime.com/item=54580 (Halion 25 HC)
    - Hands: http://wotlk.cavernoftime.com/item=50675 (Rotface 25 HC)
    - Waist: http://wotlk.cavernoftime.com/item=50707 (Professor Putricide 25 HC)
    - Legs: http://wotlk.cavernoftime.com/item=51297 (Vanq HC mark from ICC 25 HC)
    - Feet: http://wotlk.cavernoftime.com/item=50607 (Lord Marrowgar 25 HC)
    - Ring 1: http://wotlk.cavernoftime.com/item=54576 (Halion 25 HC)
    - Ring 2: http://wotlk.cavernoftime.com/item=50604 (Lord Marrowgar 25 HC)
    - Trinket 1: http://wotlk.cavernoftime.com/item=54590 (Halion 25 HC)
    - Trinket 2: http://wotlk.cavernoftime.com/item=50363 (Deathbringer Saurfang 25 HC)
    - Weapon: http://wotlk.cavernoftime.com/item=50735 (Lich King 25 HC)
    - Relic: http://wotlk.cavernoftime.com/item=50456 (EoF vendor)

    Enchants:
    - Head: http://wotlk.cavernoftime.com/item=44879 (revered with Knights of the Ebon Blade)
    - Shoulder: http://wotlk.cavernoftime.com/item=44871 (exalted with Sons of Hodir)
    - Back: http://wotlk.cavernoftime.com/spell=55002 (Engineering)
    - Chest: http://wotlk.cavernoftime.com/item=44489 (Enchanting)
    - Wrist: http://wotlk.cavernoftime.com/item=44484 (Enchanting)
    - Hands: http://wotlk.cavernoftime.com/spell=54999 (Engineering)
    - Waist: http://wotlk.cavernoftime.com/item=41611 (BS)
    - Legs: http://wotlk.cavernoftime.com/item=38374 (LW)
    - Feet: http://wotlk.cavernoftime.com/spell=55016 (Engineering)
    - Weapon: http://wotlk.cavernoftime.com/item=44493 (Enchanting)

    Gems for a Horde player (hit and exp are undercappeed):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40112, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 5xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 3xhttp://wotlk.cavernoftime.com/item=40143, 1xhttp://wotlk.cavernoftime.com/item=40148
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for a Horde player (only exp is undercapped):
    - Red: 8xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42143, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 3xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=42156
    - Orange: 3xhttp://wotlk.cavernoftime.com/item=40148, 2xhttp://wotlk.cavernoftime.com/item=40143
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for a Horde player (safe build):
    - Red: 8xhttp://wotlk.cavernoftime.com/item=40117, 2xhttp://wotlk.cavernoftime.com/item=42143, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 3xhttp://wotlk.cavernoftime.com/item=40125, 1xhttp://wotlk.cavernoftime.com/item=42156
    - Orange: 4xhttp://wotlk.cavernoftime.com/item=40148, 1xhttp://wotlk.cavernoftime.com/item=40162
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (undercapped build):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40112, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 2xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 5xhttp://wotlk.cavernoftime.com/item=40148, 2xhttp://wotlk.cavernoftime.com/item=40143
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Gems for an Alliance player (safe build):
    - Red: 5xhttp://wotlk.cavernoftime.com/item=40117, 3xhttp://wotlk.cavernoftime.com/item=42153, 2xhttp://wotlk.cavernoftime.com/item=40112, 1xhttp://wotlk.cavernoftime.com/item=40118
    - Yellow: 2xhttp://wotlk.cavernoftime.com/item=40125
    - Orange: 6xhttp://wotlk.cavernoftime.com/item=40148, 1xhttp://wotlk.cavernoftime.com/item=40162
    - Blue = Prismatic: 1xhttp://wotlk.cavernoftime.com/item=49110
    - Meta: 1xhttp://wotlk.cavernoftime.com/item=41398

    Food:
    - BiS for Horde ("hit and exp are undercapped" build): http://wotlk.cavernoftime.com/item=42999
    - BiS for Horde (the other two): http://wotlk.cavernoftime.com/item=42995
    - BiS for Alliance: http://wotlk.cavernoftime.com/item=43000
    Question: What's with undercapping certain stats?
    Answer: Although I have seen it being proposed in the past - in warmane and EJ forums, in Rawr and when chatting with other people - I mostly got inspired from the Classic wowhead guide to acknowledge it here. I must say that I'm not a big fan of it because the damage gain is based on a risk. It's not a matter of going over the white crit cap (76%) in favour of yellow abilities and missing out on potential buffs for AAs and FBs, where the rotation plays out the same. By undercapping expertise and/or hit, there's a small probability that RNG disrupts your gameplay. The worst possible scenario is when you lose a CC proc, because this does not only translate as missed Shred damage but also as potential CPs. I've calculated that by replacing http://wotlk.cavernoftime.com/item=40162 with http://wotlk.cavernoftime.com/item=40143, a person can get around 3.7k damage gross gain in a 3-min fight, which would result in around 1.5k-1k damage net gain depending on how aggressive you're with flowershifting (the more shifts you do, the smaller the profit). Rawr agrees with that decision and shows an avoidance of 0.1573637%. This is where personal preference comes into play. Imho, the net gain is not attractive enough to justify us losing CCs in some very rare occasions just for 3-4k damage (in a 3-min fight, you can do around 2.5 million damage, and those 3-4k are like a drop in the ocean). However, someone else might think otherwise, hence why I decided to mention this gemming alternative.


    9. PRACTICE MAKES BETTER
    Spoiler: Show
    I. Quick thoughts

    I'm going to be honest with you here, the trick you saw in the videos won't be a brainless decision as a simple push of a button. The last statement regards using Barkskin and NG in fights, which require muscle memory for the most part. Using the GotVV-shift would require you to do extra work in the form of constant awareness and quick decision making, where you assess whether the conditions are optimal for the manoeuvre. You need to:

    - keep track of your energy;
    - keep track of your CPs;
    - keep track of TF;
    - keep track of your DoT timers;
    - keep track of the swing timer;
    - keep track of your attack speed;
    - keep track of the boss timers.

    On top of that, you'd also need to mash your shapeshifting spell/macro and Shred ability, in order to minimise the penalty form the idling time (Kripp explains it well here). Because of this, I expect that some of you would feel discouraged to try it out and uncomfortable with the idea of leaving cat form and taking risks. I can only say one thing regarding this - this is why the GotVV-shift is an optional playstyle and not a new meta. Everyone decides for themselves how often they would be willing to use it if at all. Is it going to be hard to get accustomed to it at start? - yes, it is. Is it going to push you out of your comfort zone? - yes, it is. Are you going to make mistakes during raids? - probably, but all of this is normal and you shouldn't feel scared of trying it out. I mean, if you already know how to play as a feral cat, then congratulations for learning the hardest spec in this expansion! The GotVV-shift is not going to be impossible for you to learn, since you are already aware of the basics, and in the following paragraphs I will give you some tips on how to start your training. Shall we begin?
    II. Out with the old, in with the new

    Just like every training out there, yours would continue on the dummy again. Before you ask, no, we are not going to get CCs consistently here. This is not our goal anyway! Our goal is to get accustomed to the things I've listed above and to get the feel of the manoeuvre as something natural. If you want to perform the GotVV-shift precisely, you need to integrate it slowly in your gameplay. So, pick a macro in the respective subsection (or create something of your own) and follow this programme:

    1) Learning the basic pattern:
    1. After autoattacking in cat form, cast Mark/Gift of the Wild immediately afterwards.
    2. While in neutral form, spam the shapeshift ability.
    3. Upon shapeshifting back in cat form, attack the dummy (in case of /stopattack) or swap your idols ASAP.
    4. Mash "Shred" during the GCD.

    After you repeat this a few times, it's time to go onto the next phase:

    2) Using the GotVV-shift in the context of your rotation:
    1. DPS the dummy as you would normally do.
    2. Try using the macro under the following circumstances:
      1. you have less than 40 (3/5 Furor) or 60 (4/5 Furor) energy, and TF is on CD;
      2. you have 0-3 CPs (or 0-4, your choice);
      3. your bleeds have >3 seconds of duration;
      4. Berserk is inactive (super important!)
      5. it's advisable to practise casting it twice in a row, so you prepare for that outcome in a raid.

    After you repeat this a few times, you can go onto the next step:

    3) More advanced tips:
    1. watch the swing timer on Quartz/WeakAuras and train your reflexes;
    2. give yourself a small window after the swing, in case you get a CC, so that you can react to it;
    3. be wary of your current attack speed! Watch out if you have "Speed of the Vrykul" (DBW haste proc);
    4. use NG and Barkskin when you're pooling energy and waiting for a bleed to expire or TF/Berserk to come online.

    But of course, training on a lifeless dummy is not the same as facing a real boss, whose mechanics you need to acknowledge. It's always a good idea to have a firsthand experience in a 25-man raid setting. If you don't want to train in ICC/RS at the expense of your raid companions, your personal guild rank and/or twitch reputation, I highly advise you to go either in VoA 25 (where you can use the GotVV-shift to Shred the boss or Swipe the orbs), or in any low-tier raid out there. The purpose is to get accustomed to the raid settings and to plan your moves in advance before certain mechanics take place.
    III. Personal preference

    Now that you have an idea how the technique feels like, you can decide for yourself how you'd use it in the future:
    1) Would you reject it completely?
    2) Would you use it only for Swipes on the trash or on certain bosses (Lord Marrowgar, Lady Deathwhisper, Halion HC)?
    3) Would you use it only on target dummy bosses?
    4) Would you use it only when NG and Barkskin are on CD?
    5) Would you use it only when SR and/or Rip are about to expire, and you're desperate for CPs?

    etc etc


    10. UTILISING OOC PROCS IN COMBAT
    Spoiler: Show
    Being able to trigger OoC more consistently thanks to GotW allows us to generate more CPs over the course of a boss fight. Since we cannot double dip on SR and Rip, those extra CPs can only be used on FB. As a result, this ability has a direct impact on the CP-value, and thus it determines how exactly we'd utilise our CC procs. The CC priority list is actually the same as in the first post. However, since I don't want you to scroll up and read it, I'm copy-pasting it here.

    • most of the time it will be Shred as it’s the most expensive yellow ability in single-target encounters;
    • untalented Mangle is the next candidate. The CC should be used on this ability only if it has expired, or there's less than one second remaining of its duration. Preserving 2 energy points doesn't justify delaying the 30% bleed buff, in which case you would not only f*ck yourself, but your fellow teammates as well (here's an example of what NOT TO DO and why using CCs on Shreds blindly is not always the correct play);
    • Rake is not your typical CC consumer, but there are two somewhat common scenarios when this should be the case: 1) the Mangle debuff is already active, but the boss is still not bleeding (neither from you, nor from your teammates), 2) you're trying to generate the last 1-2 CPs for a finisher, and you need to pick between Shred or Rake. In the second example, the correct sequence is always "Rake -> finisher -> Shred" with 4pt10, whereas without it - only if there's a risk for Rake to be inactive for 3+ seconds (i.e. prior to casting FB). Going "Shred -> Rake -> finisher" would be a misplay in those cases because you'd waste CPs unnecessarily. That scenario is only good when you suspect that you won't be able to reach 4-5 CPs for SR/FB or 5 for Rip just by casting one ability. For example, if you have 0-2 CPs, it's impossible to obtain the maximum amount just from one special attack, so you'd naturally cast Shred first and follow it up with Rake. On the other hand, should you have 3 CPs, then casting Rake with 4pt10 would be the optimal play even if you end up getting a 4CP SR or FB. If, however, you're planning on refreshing Rip, then Rake might not always grant you 2 CPs consistently. As you can see, in situations like these going for the "optimal play" would involve taking risks, and it would be up to the player to decide to what extent they would be willing to rely on RNG;
    • using a CC on Rip is oftentimes a misplay due to its cheap cost. However, just like above there are two exceptions when this needs to be the case: 1) you don’t have 2pt10 (sacrificing CP-value doesn’t compensate the energy difference between Rip and Shred); 2) http://wotlk.cavernoftime.com/item=54590/http://wotlk.cavernoftime.com/item=50363/http://wotlk.cavernoftime.com/spell=49016 has less than one second remaining of its duration, and you would lose the snapshot if you don’t refresh this DoT;
    • FB and CC is a misplay in 99.999% of the cases. The only niche exception I can think of is when the boss is about to die, and you can use only one ability where your choices are either Shred or a 3/4/5-CP FB.

    *SR doesn’t consume CC procs, but if you wait too long so that you get maximum value out of it, your OoC proc might get overwritten by an unfortunate AA. This is caused by RNG, and people react to it differently. Personally, if SR has less than 5-6 seconds duration, I refresh SR and immediately make use of that CC proc. If the timer on our buff is longer than that, then I respect the aforementioned priority list. This is because the likelihood of getting a CC proc within the next 2 or 3 AAs is smaller in comparison to having 10+ AAs before refreshing SR.


    11. ATTACK SPEED MODIFIERS
    Spoiler: Show

    Clarification:
    The values in the right column can give you a rough idea how long you can afford to be idle when you're empowered with a certain haste buff. The "delay" is based on the time it takes you to cast GotW after AA-ing in cat form and the time to shapeshift back and resume dps after the GCD from GotW ends. If you cast the dudu buff with a delay bigger than the one shown here, you'd be better off performing the "uninterrupted swing" variation of the GotVV-shift or, preferably, the "swing timer reset" instead. The latter is even more rewarding and lenient towards human error. This is only true for http://wotlk.cavernoftime.com/item=50735, though. If you have a 2.4-speed weapon and some kind of a haste buff, do yourself a favour and don't interrupt the first weapon swing. kthx

    The calculations for most of the conclusions here can be found in this post.


    12. TIMING FB WITH THE GOTVV-SHIFT
    Spoiler: Show
    If you want a more definite answer about when you can afford to bite your target, here are some equations. These can give you an idea how much time it would take you to refresh Rip under certain circumstances. You can either refresh it when it expires or sacrifice 1-2 ticks. If during combat the timer of your Rip is below the calculated one here, you ought to save your energy for refreshing that finisher. If it's higher, you can safely cast FB.

    Sacrificing Rip ticks in favour of a 5CP-FB
    Patch phase Maximum sacrificable Rip ticks with 0/5 http://wotlk.cavernoftime.com/spell=16858 Maximum sacrificable Rip ticks with 5/5 http://wotlk.cavernoftime.com/spell=16862
    Naxx 1 (0) 1 (0)
    Ulduar 1 (0 if you have http://wotlk.cavernoftime.com/item=44253) 2 (1 if you have http://wotlk.cavernoftime.com/item=44253)
    ToGC 2 (1) 2 (1)
    ICC & RS 2 (1) 3 (2)

    Disclaimer: As stated in the first post, the amount of CPs you'd potentially lose when casting Mangle/Rake/Shred at 5CPs, determines how many Rip ticks you could possibly sacrifice in favour of FB. Keep in mind that with the GotVV-shift, you can generate CPs at will, hence why I bumped the numbers in the table by a bit.

    I don't recommend sacrificing more than one Rip tick if you plan to bite the boss, but these numbers can at least give you a rough idea how many ticks you can afford to sacrifice and still see positive numbers. It should be obvious that the more ticks you miss out on, the smaller the gain is (like 2-digit in some cases). So, just because I've mentioned 2 in Ulduar and ToGC or 3 in ICC, that doesn't mean that you should always sacrifice that many DoTs. Keep in mind that sometimes delaying your Rip in favour of FB could potentially desynchronise it with your trinkets, which would lead to a missed opportunity to snapshot your entire bleed with AP procs. The numbers in the brackets show how many ticks you can sacrifice if you do end up losing the snapshot.

    As I've said, the table should only give you an idea how aggressive you can or cannot be with FB.
    Both SR & Rip are about to expire soon

    Time needed to refresh Rip = 5 cat GCDs {1 sec each} + 2 caster GCDs per GotVV-shift {2.8 secs in total} + time for pooling energy and other possible delays - 6 seconds (if Tiger's Fury is present) - (4.2seconds*number of CCs)

    Note 1: Switch 5 with 6, if the critical strike is less than 67% or around that number, or you want to generate more CPs for SR. You'd need to gather more energy, though.
    Note 2: TF can't remove the time spent on waiting for the GCDs - just the regular one for pooling energy.
    Note 3: If you want, you could consider AAs proccing CCs during the pooling time, in which case you calculate how much AAs your toon will do during that time. Then it's a matter of probability. You can also add Barkskin and NG there as well.
    Only Rip is about to expire soon

    Time needed to refresh Rip = 3 cat GCDs {1 sec each} + 2 caster GCDs per GotVV-shift {2.8 secs in total} + time for pooling energy and other possible delays - 6 seconds (if Tiger's Fury is present) - (4.2seconds*number of CCs)

    Note 1: Switch 3 with 4, if the critical strike is less than 67% or around that number. You'd need to gather more energy, though.
    Note 2: TF can't remove the time spent on waiting for the GCDs - just the regular one for pooling energy.
    Note 3: If you want, you could consider AAs proccing CCs during the pooling time, in which case you calculate how much AAs your toon will do during that time. Then it's a matter of probability. You can also add Barkskin and NG there as well.
    I mean, you can check "FB. Energy consumption and proper timing" in the first post for the majority of my calculations. The other parts are covered here (slightly more info concerning the GCDs for the GotVV-shift) and here (the part about the 1.274-second GCD).


    13. EXTRAS - SUPER NICHE TIPS FOR DEDICATED MINMAXERS
    Spoiler: Show
    I. Switching idols

    As I've clarified already, switching idols triggers a GCD, and you reset your current swing timer as well. However, this can be integrated in the GotVV-shift and even improve it. Instead of using /stopattack, you can freely attack the target with http://wotlk.cavernoftime.com/item=50735 as long as you swap your relic the moment you shapeshift into cat again. There's a reason why I mentioned the weapon from the LK encounter. This variation of the GotVV-shift is impressive mostly in the last content phase. In all previous raid tiers, the damage gain is really small in comparison to /stopattack (ignoring the extra damage from the idols, of course). For that reason, I'll only describe the case with BiS ICC gear. Here's a rough idea of how this should look like:

    Spreang's macros w/o ElvUI:




    Spreang's macro w/ ElvUI:

    Advantages in comparison to /stopattack:
    • A swing with the main weapon is stronger than a regular cat AA.
    • If the first GotW fails to trigger OoC, Oathbinder has a 21% chance to proc it, which could prevent a second cast of the dudu buff and thus the loss of additional AAs.
    • A swing with Oathbinder has a higher chance to proc Berserking (6%) than a regular cat AA (~1.7%).
    • Since this variation of the GotVV-shift benefits greatly from you resetting the swing timer after shapeshifting in cat form, idol swapping is thus the most profitable solution as it earns you even more damage than the aforementioned perks.

    Disadvantages in comparison to /stopattack:
    • Using Spreang's v.1 macro requires constant awareness of the duration of GotW's GCD and correct timing. Using it before the GCD ends, even if it's caused by a plain and simple misclick, would force you to stay longer in caster form. This would lead to less dps because you'd have less AAs, you might fail to refresh your bleeds on time, and you might lose a few points of energy due to the 60 energy cap from 3/5 Furor.
    • Using Spreang's v.2 macro is more forgiving in this regard, as it prevents idol swapping during the GCD from GotW. Keep in mind that you need to use the macro twice once the GCD from GotW ends. The negative effect from this is that the player sits through a longer GCD after shapeshifting back to cat form (+ delayed player input further increases that duration). Also worth nothing is that a double swap might occur due to human error (time frame 0:10-0:11).
    • Using Spreang's v.3 macro is also more forgiving in comparison to v.1, as it prevents idol swapping during the GCD from GotW. Keep it mind, that the macro doesn't always swap your idol after shapeshifting back in cat form (time frame 0:19-0:22). Sometimes, you might even perform a double swap by accident (time frame 0:11-0:13). In order to achieve the desired results more consistently, you need to use the macro once after the GCD from GotW ends and see if the idol changes. If it does, dps as normal. If it doesn't, then use the macro again in quick succession (time frame 1:16-1:19 but do it faster than me).
    • Swapping idols might put you in a bad situation where you lose the 220 agility buff from http://wotlk.cavernoftime.com/item=50456. This can happen if you switch to either http://wotlk.cavernoftime.com/item=39757 or http://wotlk.cavernoftime.com/item=40713, and you get a lot of CC procs, which you need to utilise as you would normally do. With the recent nerf to Crying Moon, you'd have to get 5 Rake ticks (i.e. minimum 15 seconds of Rake uptime) while holding this idol if you want to go back to 5/5.
    • Trying to make the most out of the idols - two (1) http://wotlk.cavernoftime.com/item=50456 + either 2) http://wotlk.cavernoftime.com/item=39757 or 3) http://wotlk.cavernoftime.com/item=40713) or three if you decide to juggle all of them - is harder to manage. This could confuse you in some situations and lead to mistakes.

    Commentary:
    Flowershifting combined with idol swapping is like a double-edged sword: On the one hand, it offers the highest damage potential in comparison to all other variations if done right. On the other hand, it can lead to very awkward situations where the player would be forced to stay longer w/o http://wotlk.cavernoftime.com/item=50456 and most likely lose the buff. This could happen in case of obtaining sudden CCs from AAs, getting burst energy from TF or just being incapacitated due to a boss mechanic while holding either Ravenous Beast or Worship.

    I'd like to mention that delaying TF too much, just so the player prioritises refreshing the 220 agility buff, might prevent him from getting an additional one in the long run, effectively nullifying his previous efforts. With the recent nerf to Crying Moon, maintaining the buff becomes even more challenging as only Rake ticks are able to proc the idol, and they register every 3 seconds. /stopattack offers more flexibility since it doesn't force the player to cast GotW if it can be delayed in favour of TF or something else. I also find it easier to use in boss fights with various mechanics. If you have to move around a lot and/or switch to different targets constantly, I would recommend sticking to /stopattack for those specific boss encounters.

    Anyway, a dedicated min-maxer would probably be interested in something like this:

    1st macro - switching between Crying Moon and Ravenous Beast
    #showtooltip Cat Form
    /cast [form:0/1/2/4/5] Cat Form
    /equip Idol of the Ravenous Beast
    /equip Idol of the Crying Moon
    /startattack [form:3]
    (or any other from Spreang's suggested macros)

    2nd macro - equipping Worship
    #showtooltip Cat Form
    /cast [form:0/1/2/4/5] Cat Form
    /equip Idol of Worship
    /startattack [form:3]
    (or any other from Spreang's suggested macros)

    Spoiler: Show
    Commentary:
    - 0:35 Since TF was going to expire soon, and I wanted to utilise the 4CPs on FB, I had no reason to cast the druid buff. However, staying in cat form w/o having the Crying Moon idol equipped would have led to the Agility buff expiring which is why I swapped my idol.
    - 1:04 Swapping to Crying Moon would have been more optimal prior to FB. TF made me stay longer in cat form, so it didn't matter in this situation, but I'd like to point out that we should try to free as many gaps as possible for potential GotVV-shifts in the long run. If we need to sit through idol swapping GCDs w/o combining those with flowershifting, then the most optimal timing would be when we pool energy cuz we want to dump our CPs ASAP.
    - 1:23 Let's ignore that CC for a bit. Had I cast the druid buff, Rake's tick would have ticked BEFORE I changed my idol. This would have caused the Agility buff to expire which is why I decided to swap my idol prematurely.
    - 1:39 I should have stopped investing CPs in SR after acquiring 1-2. It was my fault that Rip was cast with a delay.
    - 1:58-2:01 I don't recommend doing what I did here. I refreshed Rake at the last possible moment. Any millisecond longer, and I would have missed the 220 buff. The better play would have been to refresh bleed the moment it expired.
    - 2:40 Had I gone Worship -> Rip -> Crying Moon, I wouldn't have lost the 220 agility buff. I know that it looks like unnecessary micromanagement, but I'd like to point out that a person can swap to Crying Moon if the timer on Rake is like 0.1, 3.1, or 6.1. It would have led to a similar situation like at 1:22-1:23. Please check this clip as well.

    Spoiler: Show
    Commentary:
    - 1:15 Ye, casting the druid buff was unnecessary here. Not only did I overcap energy, but I also cast it while having a CC proc. I should have refreshed SR and then build CPs for Rip.
    - 1:25 This is the best time to swap to Crying Moon. I equipped this idol and sat through a bit of idle time, which overlapped with the downtime of pooling energy. I cast FB, and I followed it up with a GotVV-shift.
    - 2:14 I should have done the same here as well, but I didn't. Had I done what I wrote above, I would have been able to follow it up with a GotVV-shift.
    If you're like that, here are a few notes:
    - If there's risk of losing the 220 Agility buff, you should switch to Crying Moon w/o flowershifting beforehand.
    - If by chance the first GotW doesn't proc OoC, and you're forced to cast it for a second time, DO NOT RESET THE SWING TIMER AFTERWARDS UNLESS YOU ATTACK WITH OATHBINDER FOR A SECOND TIME;
    - Make sure that you have the Crying Moon equipped before entering Berserk, so that you don't lose the Agility buff. As I've explained in the first post, swapping idols during our big finisher wastes precious seconds, since the forced GCDs can possibly deny you from casting cat abilities, hence why this is out of the question.

    My personal tip is to be careful when micromanaging so many things simultaneously; you don't want to be overburdened with too much information. If you manage to integrate idol swapping into your gameplay w/o negatively impacting your performance, then honestly more power to you.

    You can find the calculations for those conclusions here, here, and here.
    II. Casting GotW prior to stopping dps (incl. killing the boss)

    Nothing much to say about it. If you know that the GCD from GotW lasts around 1.2-1.3 seconds whereas the one from "cat form" - 1.5 seconds, then you create a 2.7-2.8-sec time frame, during which you cannot use any yellow abilities. In order to benefit from performing the GotVV-shift prior to an idle period or the boss's demise, you have to gain at least one ability in addition to what you'd achieve without the manoeuvre. For example, if you cast GotW and follow it up with a Shred from the CC proc and another Shred from the preserved energy, then the shift would be justified. If, however, you are only able to cast a single Shred with the CC, and then you stop dps-ing due to a mechanic and overcap your energy, or you just kill the boss, the shift could easily be considered a misplay, since you could have cast Shred without sacrificing any AAs. The same goes to idol swapping, which also triggers a 1.5-sec GCD. Since the player would rarely overlap it perfectly with the GCD from "cat form", he would increase the duration of the delay by a bit. So, once again, pay attention to the timers and consider whether you'd have enough time to do those shenanigans.


    14. NOT AN EXPLOIT
    Spoiler: Show
    What's the definition of an exploit?

    This may take many forms, but all of them are obvious. If you are profiting of any in-game advantage that shouldn't be happening normally, its a bug exploit.
    My proposed macro is based on the behaviour of the "Omen of Clarity" talent. Since it has a proc rate of 6% (3.5 ppm) per target and no ICD, we utilise the latter effect. I'll repeat once again that this has been present on retail (check "Omen of Clarity procs, aka the MVP for feral cat" in the original post for a better clarification). So far, so good, but Palutena made yet another comment:

    Exploiting skills: If certain skills/spells can be used in an unusual way to exploit and create an unfair advantage over other players, avoid doing so.
    This is where I want to know where the line between an exploit and clever usage of ingame mechanics lies. How on earth is the player going to conclude which ingame advantage is strong, but not too strong to count as unintentional and worrisome? What is actually intended by the Blizzard devs anyway? They didn't foresee that http://wotlk.cavernoftime.com/item=5816 would be used for speedruns, but here we are. They didn't foresee that feral druids would wear http://wotlk.cavernoftime.com/item=8345 and benefit from https://tbc.cavernoftime.com/spell=17061 in Vanilla TBC, but they were gravely mistaken. Did they ban the players from using those items or talents? Nope.

    Using GotW during fights isn't something new. This whole thread just shows that it can be used a bit more frequently in fights. You're not going to do a gajilion amount of dps or dethrone fury warriors, fire mages, or combat rogues from their S+ category. Not to mention, you're taking risks while performing this trick, and you need to be in a specific group size and comp, which cannot be abused in pvp at all. If you're still not convinced, then please look at these videos:


    Even though I admire the clever usage of ingame mechanics in both clips, THESE ARE EXAMPLES OF GAME-BREAKING INTERACTIONS. The GotVV-powershift isn't. Even if this doesn't convince you, here's the Head GM's stance:



    15. FINAL THOUGHTS
    Spoiler: Show
    Quite honestly, when I started my other thread back in January of 2021, I never thought that it would lead to this. I imagined that I would just bring up the topic within a single post, and that some people would try out the GotVV-shift for themselves and share their thoughts in the comment section. Never in my wildest dreams did I anticipate to write such an in-depth dissertation and follow it up with a general guide on feral cats, and I'm glad that I did. Of course, just because you see numbers here, dear reader, that doesn't mean that you should trust me blindly. Quite the opposite - I DON'T WANT PEOPLE TO ACCEPT EVERYTHING I WRITE HERE AND REPEAT MY STATEMENTS LIKE PARROTS. There is a reason why I posted all of those calculations and why I still keep them - I want you to SEE WITH YOUR OWN EYES MY THOUGHT PROCESS and HOW I CAME TO CERTAIN CONCLUSIONS. By doing so, you can determine whether the things I wrote were correct or whether I've done some mistakes, which have led to me making false conclusions. In case you don't agree with the formulas, and you see obvious flaws, you would do the community a great favour by quoting the false part, explaining why you consider it like so and what needs to change. This is what I want to see - critical thinking.

    And so, dear reader, I leave you with my thoughts, my formulas, my work for the last couple of years. In case I stop responding here and move away from WoW, you can continue where I have stopped. One last tip before I end this essay:


    Learn the rules like a pro, so you can break them like an artist.

    Pablo Picasso


    16. CHANGELOG
    Spoiler: Show
    20/06/2022
    - Added a joke section.

    21/06/2022
    - Added the long overdue commentary for the second video.
    - Swapped "Macros" with "Archtype choices" and "Timing FB with the GotVV-shift" with "Sacrificing DoT ticks in favour of Shreds" for the sake of a better structure.
    - Temporarily removed "Metracritic score" until I find a better place for it.
    - Removed some "VV"s in this post with the exception for GotVV-shift just so I keep the reference to my old thread.
    - Updated the section "Not an exploit":
    *added some cavernoftime links;
    *deleted the redundant quotes since they're already covered in the "Omen of Clarity" section in the original post.

    26/06/2022
    - Removed the old "AA swing" videos and added new.
    - Added screenshots of Rawr for the different builds.
    - Made some small stylistic tweaks and corrected few grammar mistakes.
    - Added a video for idol swapping.
    - Deleted the part about swiping as it didn't provide any useful information for this section.
    - Added the section "Requirements".
    - Deleted the comment about "Furor" in Cons since I already explained that requirement in the newly created section.
    - Added Kars' theme as part of the introduction for the GotVV-shift and changed the name of this post.

    27/06/2022
    - Small edit to the intro text "Stimulate your senses" -> "Stimulate your parses".

    03/07/2022
    - Added the section "Final thoughts".
    - Mentioned that having 2 enablers for SR is a misplay In the commentaries for the showcases.

    04/07/2022
    - Updated the sections "Definition" and "Archtype choices".
    - Renamed the section "Archtype choices" to "BiS list for this manoeuvre" for the sake of a better clarification.

    09/07/2022
    - Corrected the part about sacrificed rip ticks when we're timing FB.
    - Corrected some typos.
    - Added colouration and changed the size of some sections for the sake of a clearer structure and better readability.
    *had to remove the links from the questions in the section "BiS list for this manoeuvre" because their colours didn't fit the ongoing orange one.

    11/07/2022
    - Corrected some grammar mistakes and some typos.

    17/07/2022
    - Deleted the part about the warmane nerf since it's fixed now.

    31/08/2022
    - Updated the tables for attack speed modifiers and sacrificing dot ticks.
    - Updated the PS paragraph in the "niche tricks" section.
    - Added an "Add-on" section.
    - Switched the place of "BiS list" and "macros" in the table of contents for consistency's sake.

    01/09/2022
    - Removed FFF from some sections, where it was accounted as an OoC enabler, because this interaction is no longer present on warmane.

    03/09/2022
    - Halesk70 wanted me to refer to him as Nap (his discord avatar) from now on. I also changed his WAs links to the wago site.

    10/09/2022 (post-retirement edits)
    - Changed the tables concerning "attack speed modifiers" and "sacrificing DoT ticks in favour of Shreds", in order to make it easier to understand.

    13/09/2022 (post-retirement edits)
    - Updated my commentary for the "DBS fight", "Festergut fight", and "Archavon fight" videos.
    - Explained the real culprit for the delay of the 5% melee crit - spell batching - in the "pros and cons" section.
    - Minor edit.

    21/09/2022 (post-retirement edits)
    - Added bearweaving in "Extras - super niche tips for dedicated minmaxers".
    - Added a video for bearweaving, showcasing rage regenration from the first bear AA.

    23/09/2022 (post-retirement edits)
    - Added the presence of 0-4 or 0-3 CPs in the "Requirements" section.
    - Deleted redunant information in the bearweaving subsection.
    - Minor edits.

    24/09/2022 (post-retirement edits)
    - Added a red text for the BiS list. I will redo my calculations and see what the numbers show me.

    26/09/2022 (post-retirement edits)
    - Updated the "BiS list" section... again...

    12/11/2022 (post-retirement edits)
    - Updated "Extras - super niche tricks for the dedicated min-maxers".
    - Added more text in the "Not an exploit" section.

    21/11/2022 (post-retirement edits)
    - Updated "Extras - super niche tricks for the dedicated min-maxers":
    *fixed a broken link;
    *structured "idol swapping" a bit better.
    - Deleted the section concerning PS because it was already explained in the first post.
    - Minor stylistic edits.

    23/11/2022 (post-retirement edits)
    - Updated the idol swapping part in "Extras - super niche tricks for the dedicated min-maxers".

    16/12/2022 (post-retirement edits)
    - Updated the gemming part in the "BiS list for this manoeuvre" section:
    *added the "10 str, 10 hit" gem alongside "10 exp, 10 hit";
    *removed the Pepega "10 agil, 10 crit" and "10 str, 10 crit" gems;
    *corrected the gemming options again and added "40 arp" for Horde;
    *added an explanation for undercapping exp and hit;
    *added an explanation for the different dishes;
    *deleted redundant text regarding "40 str" food.

    17/12/2022 (post-retirement edits)
    - Added a table in the section dedicated for the BiS list.
    - Slightly altered the gems for Alliance cats (THE STATS REMAIN THE SAME!!!!).
    - Added a bit of explanation for the Alliance food hierarchy.
    - Deleted the old text concerning the food for Alliance cats, as it became irrelevant.
    - Added another (obvious) tip in the section dedicated to idol swapping in the context of the GotVV-shift.
    - Created a second macro for the Rip idol since the suggested one didn't work as I expected.
    - Corrected a few grammar mistakes.

    18/12/2022 (post-retirement edits)
    - Added a second Horde build.

    19/12/2022 (post-retirement edits)
    - Minor edit.

    22/12/2022 (post-retirement edits)
    - Added a table for Rip in "Extras - super niche tricks for the dedicated minmaxers".
    - Minor edit.

    26/12/2022 (post-retirement edits)
    - Minor edits:
    *added a spoiler and another point in "Requirements";
    *changed the 60% critt to 67% in the section for timing FB.

    28/12/2022 (post-retirement edits)
    - Minor edits:
    *explained combining the GotVV-shift with bearweaving a bit better.

    02/01/2023 (post-retirement edits)
    - Corrected the part about 1.274 sec per GotVV-shift ("cat form" isn't affected by spell haste, only GotVV).

    04/01/2023 (post-retirement edits)
    - Removed the part about bearweaving and Maul-Mangle-Maul from "Extras - super niche tricks for the dedicated minmaxers".

    08/01/2023 (post-retirement edits)
    - Updated the first subsection in "Demonstration":
    *showed the different variations;
    *stylistic changes;
    *added a disclaimer.
    - Removed the table from "BiS list for this maneouvre" and mentioned 3 shifts per minute.
    - Added a better explanation in the following sections: "Requirements", "BiS list for this manoeuvre", and "Extras - super niche tips for the dedicated minmaxers".
    - Put "Pros and Cons" after "Definition".
    - Other minor edits.

    09/01/2023 (post-retirement edits)
    - Updated "Attack speed modifiers".
    - Updated "Sacrificing DoT ticks in favour of Shreds".
    - Minor edits.

    10/01/2023 (post-retirement edits)
    - Corrected a few orange gems for the Strength cat.
    - Clarified that we need to flowershift at least 4 times to benefit more from Strength than from Haste.

    26/01/2023 (post-retirement edits)
    - Minor edits.

    01/03/2023 (post-retirement edits)
    - Replaced one "10 agility, 10 hit rating" orange gem with "10 strength, 10 hit rating" in the undercapped build for Horde.

    03/03/2023 (post-retirement edits)
    - Corrected the values in the table in "Attack speed modifiers".

    04/03/2023 (post-retirement edits)
    - Minor edit.

    08/03/2023 (post-retirement edits)
    - Moved the FB vs Rip table from the first post here (will edit the colouring later).
    - Updated the commentary of my videos in "Demonstration".
    - Minor edit.

    09/03/2023 (post-retirement edits)
    - Removed the part about "timing FB" from "Extras". (let's be real, the information was redundant)
    - replaced 2.774 with 2.8 for simplicity's sake in "Timing FB with the GotVV-shift".

    10/03/2023 (post-retirement edits)
    - Updated the commentary regarding both Ulduar clips.
    - Added "Casting GotW prior to stopping dps (incl. killing the boss)" in "Extras".

    21/06/2023 (post-retirement edits)
    - Minor edit.

    10/09/2023
    - Added a "Talents" section;
    - Added Spreang's contributions in "Add-ons" and "Macros";
    - Replaced the video concerning "GotVV-shift with idol swapping" in "Demonstration";
    - Updated "Extras" with the recent information;
    - Corrected a minor typo.

    12/09/2023
    - Corrected the macro featuring Ravenous Beast and Crying Moon. I just swapped their positions after testing the interaction on a target dummy.

    13/09/2023
    - Added a video in "Extras" where I perform the GotVV-shift and switch between all three idols.

    17/09/2023
    - Added a video in "Demonstation" where I perform the GotVV-shift and switch between all three idols;
    - Added its "Background" description;
    - Moved the Fester and both VoA videos and their respective commentaries in my "brainstorming" thread.

    19/09/2023
    - Added my commentary under the video, where I perform the GotVV-shift alongside idol swapping in the DBS fight;
    - Updated the "disadvantages" part in "Extras";
    - Added another video in "Extras";
    - Updated the commentary in "Extras";
    - Renamed the videos that feature Spreang's macros for more clarity;
    - Added another macro in the respective section.

    22/09/2023
    - Updated "Extras":
    *orrected a typo;
    *replaced the previous video with idol swapping with two newer ones, which reflect the current state of Crying Moon;
    *added a few more sentences for better clarification and a bit of commentary under the videos;
    *added a link to my recent post in the theorycrafting thread.

    23/09/2023
    - Added a better description about the disadvantages of flowershifting in "Pros and cons".
    - Deleted redundant text from the section concerning the BiS list.
    - Added a few sentenced in my commentary in "Extras".
    - Removed the "Sendo" part from the title, in order to make it a bit cleaner.
    - Corrected a few typos.

    29/09/2023
    - Minor edit.

    01/10/2023
    - Corrected the false information about the absence of Hysteria in the commentary regarding the video, where I showcased flowershifting with idol swapping.
    - Added another video, where I GotVV-shift with idol swapping after the nerf to Crying Moon.

    06/10/2023
    - Updated the description under the table for the amount of sacrificed Rip ticks in "FB. Timing and energy management".

    08/10/2023 (post-retirement edits)
    - Swapped this post's position with the one for bearweaving for the sake of a better style.
    - Corrected a typo.
    - Minor edit.

    28/10/2023 (post-retirement edits)
    - Updated the "Requirements" section:
    *removed the part about the druid needing to have icc gear in order to perform the GotVV-shift in a 10-man raid group.
    - Updated the "Talents" section:
    *added another talent build;
    *added commentary and 3 imgur links.
    - Updated the "BiS list" section:
    *removed the alternatives for the BiS food for the sake of simplicity and aesthetic;
    *deleted the commentary below the BiS list because most of the text was redundant imho. Though, I decided to keep only the part about undercapping our stats.

    29/10/2023 (post-retirement edits)
    - Updated the "BiS list" section:
    *divided the "undercapped" build for Horde in two parts - "both hit and exp are undercapped" + "only exp is undercapped";
    *minor stylistic changes.

    02/12/2023 (post-retirement edits)
    - Added the section "Utilising OoC procs in combat".

    24/06/2024
    - Added a video showcasing the GotVV-shift with a non-interrupted swing.

    26/06/2024
    - Added a commentary concerning the sequence of events in that video.

    28/07/2024
    - Removed the section "sacrificing DoT ticks" as the information there was redundant.
    - Minor edits.

    21/09/2024 (post-retirement edits)
    - Added a video showcasing the GotVV-shift with a non-interrupted swing and with a pre-pull SR.
    - Added a commentary concerning the sequence of events in that video.



    Thank you all for reading! Have fun trying it out ... and never forget:

    Edited: September 21, 2024 Reason: Check the changelog. kthx

  4. Hello thanks a ton for the detailed post!

    I have a question about RS heroic and how to maximize my damage. Usually phase 3 I stay in fire realm in order to aoe the small adds. Do I just simply spam Swipe while I have SR up and thats it? Do I keep any dots on Halion? I use my TF always for swiping? At which point do I stop swipe and turn to Halion? What are the minimum targets that swipe has to hit before "it is not worth" to keep swiping?

    Sorry for the many questions!

  5. Hello thanks a ton for the detailed post!

    I have a question about RS heroic and how to maximize my damage. Usually phase 3 I stay in fire realm in order to aoe the small adds. Do I just simply spam Swipe while I have SR up and thats it? Do I keep any dots on Halion? I use my TF always for swiping? At which point do I stop swipe and turn to Halion? What are the minimum targets that swipe has to hit before "it is not worth" to keep swiping?

    Sorry for the many questions!
    Hey! You should never apologise for asking questions if you're curious to learn something new. I haven't asked myself the aforementioned questions, so I might not have the most adequate answer to them, but I'll at least try to give you a detailed reply:
    1) TF for Swiping

    This is the question, to which I have a confident answer. Yes, you want to use your minor CD with Swipe due to two reasons:

    - the CD generates energy;
    - your Swipe gets a small damage increase from the 80 flat paw damage, but if you have multiple targets and a Hysteria, that damage multiplies. Check the following pic:


    Swipe = Autoattack damage*2.5*Naturalist*Feral Instinct*Savage Roar*X (number of targets within the 5-yard 180° frontal arc)
    Swipe (non-crit) = ((AP/14)+54.8)*4.75475*X
    Swipe (crit) = ((AP/14)+54.8)*10.7742635*X
    With the extra weapon damage, the formula would look like this:

    Swipe (non-crit) = ((AP/14)+134.8)*4.75475*X
    Swipe (crit) = ((AP/14)+134.8)*10.7742635*X
    Though, FYI this doesn't include the armour damage reduction.

    Sources: Swipe and Feral Attack Power.
    2) What are the minimum targets that swipe has to hit before "it is not worth" to keep swiping?

    2, but it also depends on the circumstances. Here's why:


    this is the estimated "strength" build

    AP = 15985
    Swipe (1 target; hit; 23.566% chance to occur) = ((15985/14)+54.8)*4.75475 = 5689
    Swipe (1 target; crit; 76.434% chance to occur) = ((15985/14)+54.8)*10.7742635 = 12892
    Swipe (1 target; average) = (5689*0.23566)+(12892*0.76434) = 11194.5
    Swipe (2 targets; average) = 22389

    With 100% arp, FFF, and Sunder Armour, 3% and 4% from combat rogues and ret palas this would be 23503 or 522.3 damage per energy.
    Shred (average according to Rawr with 16 weapon damage from TF) = 16304
    CP value (average) = (29499 - (16304*35/42))*1.76434/5 = 5615
    Combined bonus = 21919 or 521.88 damage per energy.
    522.3 > 521.88

    Although the numbers go in favour of the 2-target Swipe, I wouldn't feel comfortable doing that in boss fights (Grobbulus, Prof. Putricide, Lich King, Halion etc) because the damage on the boss matters imho a lot more, and you would want to push the boss in the next phase. Also, even though I use FB as my reference point to evaluate CPs, they are more valuable than that because they're a flexible currency that can be used on other finishers.

    I use swipe with 2 targes only in RDF with icc gear (and SR ofc) because the trash dies fast, and I don't have enough time to buff my Shred to its fullest potential.
    3) Do I just simply spam Swipe while I have SR up and thats it?

    As you can see, the numbers go in favour of Swipe. However, your next questions are the most crucial ones:
    4) Do I keep any dots on Halion? At which point do I stop swipe and turn to Halion?

    Here I have to admit that I haven't done RS 25 HC for a loooooooooooong time (the last time I did it was back in 2020, ye...), and when it comes to very, very specific questions I don't really have an answer. Sorry. Though if you ask me, I'd say that it just depends on the circumstances:

    1) How many CPs do you have during the swiping phase?
    2) Is Rip going to expire anytime soon? What about SR?
    3) Would you miss out on a snapshot (trinket procs, Hysteria) if you don't refresh Rip on time?
    4) Do you utilise the GotVV-shift?

    If we ignore snapshots for a bit, the thing about our bleeds is that they tick on certain intervals, and missing out on a tick isn't fatal. For Rip, this means every 2 seconds. According to Rawr, Rip does 57336 damage with the strength build on average. Since It has 11 ticks, a single one would inflict 5212.37 damage. Knowing this, here's my idea on how to solve this puzzling case:

    No snapshots are considered

    AoE-phase lasts ... seconds
    {(average Swipe damage)*X(targets)} - {average Shred damage + average CP-value} < average Rip damage per tick*Y(sacrificed Rip ticks)
    Snapshots are considered

    AoE-phase lasts ... seconds
    {(average Swipe damage)*X(targets)} - {average Shred damage + average CP-value} < {average Rip damage per tick*Y(sacrificed Rip ticks)} + {11*(missed damage from the AP proc for one tick)}
    My apologies, but I will stop with the math here. If you want to have a more definite answer, you have to do some calculations on your own. Compare different lengths of AoE-phases with X amount of swiped targets and Y amount of sacrificed ticks. This is why I don't consider myself an achiever - I can't prepare for every single niche situation, and I don't really strive to do it either. Too much math gives me a headache. (>w<) This is why I kinda rely on the GotVV-shift to save my ***. This technique helps me in situations where had I played my cat traditionally, I wouldn't have generated the CPs fast enough.

    I hope I managed to asnwer your questions.
    Edited: June 19, 2022 Reason: added the second formula

  6. Thank you alot! I wasn't expecting a super detailed answer! I guess I will try swiping and when there are 3 or less adds alive, I will swap back on Halion. Afterall he is the one who has to die ^^

    A final question, please forgive me for not asking all in one post.

    There are occasions where my Rip ends and I have 1 CP up and only 10 energy:
    a) should I wait to get 5cp and then Rip? Even if that means downtime of 4 seconds on it?
    b) should I cast 1 more Shred and then do a 2/3cp Rip with a small downtime on it?
    c) should I do a simple 1cp Rip?

    I am aware of what the spell priority is. But sometimes I am in a rush. Take the following example:
    Rip duration 1 second, SR duration 6 seconds, Rake on 2 seconds and I am without TF and on 10 energy. So what do I do with the time I have until my SR needs refresh? In these 6 seconds I can do 2 Shreds and a 5cp Rip or 1 Shred 1 Rake and then a 2/3cp Rip. (I dont know if 2/3cp rip is good, hence my question above).

    What should I have in mind when my dots are trying to kill my mood?

    Thank you again for this wonderful journey !
    Edited: June 19, 2022

  7. Thank you alot! I wasn't expecting a super detailed answer! I guess I will try swiping and when there are 3 or less adds alive, I will swap back on Halion. Afterall he is the one who has to die ^^

    A final question, please forgive me for not asking all in one post.

    There are occasions where my Rip ends and I have 1 CP up and only 10 energy:
    a) should I wait to get 5cp and then Rip? Even if that means downtime of 4 seconds on it?
    b) should I cast 1 more Shred and then do a 2/3cp Rip with a small downtime on it?
    c) should I do a simple 1cp Rip?

    I am aware of what the spell priority is. But sometimes I am in a rush. Take the following example:
    Rip duration 1 second, SR duration 6 seconds, Rake on 2 seconds and I am without TF and on 10 energy. So what do I do with the time I have until my SR needs refresh? In these 6 seconds I can do 2 Shreds and a 5cp Rip or 1 Shred 1 Rake and then a 2/3cp Rip. (I dont know if 2/3cp rip is good, hence my question above).

    What should I have in mind when my dots are trying to kill my mood?

    Thank you again for this wonderful journey !
    Hey! Thanks for the kind words.
    Regarding your first question:

    I'm going to use the AP from the STR build (15985) in this formula:


    According to Rawr, the stronk kat would be able to inflict 57336 damage with a 5-CP Rip for the course of 22 seconds (1 tick = 5212.37). I'll do some calculations around the 4-CP Rip with the 3% and 4% raid damage increases from a crogue and a ret pala:

    Rip (no additional bonuses) = (36+93*4+0.04*AP)*11*SR*Mangle*Naturalist*1.03*1.0 4
    Rip (-//-) = ((15985*0.04)+408)*22.41046808 = 23473
    Rip (-//-, crit) = 53190
    Rip (average for 76.434%) = 46187
    If you remove 2 ticks from the 5CP-Rip, you'd get:

    57336-(5212.37*2)=46911
    46911>46187
    5-CP Rip with two sacrificed ticks > full 4-CP Rip
    I think this should answer your first three points.

    Source
    Regarding your example:

    Rip duration 1 second, SR duration 6 seconds, Rake on 2 seconds and I am without TF and on 10 energy. So what do I do with the time I have until my SR needs refresh? In these 6 seconds I can do 2 Shreds and a 5cp Rip or 1 Shred 1 Rake and then a 2/3cp Rip. (I dont know if 2/3cp rip is good, hence my question above).
    If you constantly have this issue, then it sounds to me like FB is not timed well, unless it's still connected with the Swipe example. If I'm correct about the FB assumption, then check my proposed formula in the original post. Determine for yourself when to time that finisher so you don't fall in that bad position. If you utilise the GotVV-shift, then you would have time to refresh Rip before SR expires. Even if you refresh SR with an unbuffed Shred, doing so over sacrificing an additional Rip tick would be beneficial.

    Shred (average according to Rawr) = 16304.5
    Shred (average w/o SR) = 16304.5/1.33 = 12259
    16304.5-12259 = 4045.5

    5212.37>4045.5
    => trying to prevent the loss of an additional Rip tick by sacrificing a bit of Shred damage > refreshing SR when it expires and sacrificing a Rip tick
    Once again, this is why I rely on the GotVV-shift. It just solves many of feral druid's problems.
    Btw, here's a friendly advice. You can use the formulas provided in the original post and do your own calculations so you see the truth with your own eyes. By saying this, I don't mean to say that I'm annoyed to do the calculations for other people, but if you understand how to the damage of the abilities is calculated, then you won't rely on other people to tell you what to do, and you won't panic when something doesn't go smoothly. You thanked me in the previous post for giving you a detailed reply - ofc because I wanted you to see how I came up with those conclusions. Imagine if another person just conjured something out of thin air. It could misled you, and this is my point. By understanding how the damage of the abilities is calculated and by using the formulas I've provided above, you can determine your own personal timings and see the truth with your own eyes.
    Edited: June 19, 2022

  8. Thanks for a great read! I'm gonna play cat on Frostmorne and most likely retail. Could you share some leveling talents and when do play cat/bear etc?

  9. Thanks for a great read! I'm gonna play cat on Frostmorne and most likely retail. Could you share some leveling talents and when do play cat/bear etc?
    Hey! Thanks for the kind words. I'm glad to hear that you've enjoyed my project. I'm sorry to say that I am not an expert when it comes to leveling as a feral druid. Personally, I just play as a cat until I reach lvl 80, however this is not optimal, and I've explained it here:

    You probably know this, but the most efficient way to level a character is either with the help of a lvl 80 or with other people, with whom you can quest and do dungeons together. If you don't have anyone particular to help you out, I'd recommend picking bear talents as you can tank in dungeons and get a nice chunk of XP. You can find the bear talents here:

    http://forum.warmane.com/showthread.php?t=267678

    Lv 1-10 -> you quest in the vanilla zones;
    Lv 10-70 -> you prioritise doing dungeons + you quest while waiting for the pop-up;
    Lv 70-80 -> you quest in Northrend, and you can also do some dungeons so you complete the quests there.

    I usually play as a cat, but if you want to level quickly, I don't recommend following this approach, as we don't have all of the good abilities at start. http://wotlk.cavernoftime.com/spell=33917 is obtained as early as level 50 and http://wotlk.cavernoftime.com/spell=50334 - 60 (granted, you only put talent points into the feral tree). While this affects both cats and bears, as a cat you'll starve for energy while having only weak abilities at your disposal (we can't use http://wotlk.cavernoftime.com/spell=48572 when we face mobs in the open world, and to add more salt into the wound we have this garbage http://wotlk.cavernoftime.com/spell=52472 before Mangle). Moreover, http://wotlk.cavernoftime.com/spell=62078 is learnt at lvl 71, whereas http://wotlk.cavernoftime.com/spell=52610 - 75. As you can see, feral cat's most damaging abilities are learnt almost near lvl 80, so my personal tip is to go bear for the most part.
    Miscellaneous (tips for solo-leveling):
    • Whenever I level as a feral and need to kill elites on my own, I go bear, attack the elite for a bit, and then I use http://wotlk.cavernoftime.com/spell=53312. Once the mob gets rooted, I heal myself and spam http://wotlk.cavernoftime.com/spell=60089. It doesn't remove the roots, and it also damages the mob. When the roots expire, I let the mob to hit me once again, so that I refresh them and continue doing this. If the mob is a caster, I also try to use the environment to my advantage and LoS them.
    • During leveling, if you attack a mob as a cat and get Predatory Swiftness (from http://wotlk.cavernoftime.com/spell=16975), you can cast Regrowth or Healing Touch on yourself. If by any chance you have the http://wotlk.cavernoftime.com/spell=16864 talent, you have like 58%-60% chance for a CC proc.
    • The minimum ilvl requirements for RDF HC are 180+ (check this thread). I'm mentioning this so that you get the idol in Grizzly Hills for 30 vendor coins.
    • If you reach level 60 in Outland, save your HS in Thrallmar or in the Alliance equivalent, teleport to Moonglade, obtain the cheap flight form and go back in Outland.
    • If you don't have money for Northrend flying, get the free mount from "Honest" Max in K3 (The Storm Peaks). I've always loved taking this approach, as it allowed me to save my gold for professions first.
    • You probably know this, but you shouldn't buy the 280% for 5k in Dala. Instead, use your Thrallmar or Warsong Offence reputation and acquire it with a discount in the respective areas.
    • Druids can remain in flight form while gathering herbs, but you need to be on the ground. In case there are mobs nearby, use Nature's Grasp beforehand so that you root them far away from the herbs.
    As for your second question, you get the bear quest at level 10. I think this is when you want to switch from caster to feral because you can always regenerate rage during combat, whereas if you're a caster, you can go oom and the mobs would just close the gap. Though, you can always use 1-2 spells before pulling a mob and switch to bear.

    This is my subjective opinion. As I've said, leveling with a group of people is always a good idea since you can tank, and others will do damage. This is the quickest way to farm XP (either this or getting boosted by another 80).
    Edited: June 27, 2022 Reason: added more information

  10. July 9, 2022  
    Dear cat boys and guys RP-ing as charming night elf cat girls,

    with this post I deem the guide to be finished - both contents-wise and design-wise. I've structured it the same way I've always wanted to read academic articles - free from the unnecessarily bloated, abstract bull**** some authors decide to fill their pages, which achieves nothing but wastes people's time and ruins the perfect train of thought. Having said that, I must admit that I don't really like adding actual calculations in some sections, as this can confuse new players. However, I'm going to keep them as they are just so I can explain the logic behind the conclusions. If someone considers them to be overwhelming, my personal tip to that person is to skip them - I've coloured the conclusions for the sake of a better readability.

    I'd like to say that I've considered adding more subsections thanks to people's questions (shout-out to dominokid and luum696 for giving me ideas) - one for Hysteria, another for Swipe, and a third for leveling as a druid - but ultimately I've scratched them just because I find the information to be redundant. Like, I don't need to tell you that Hysteria is the best external buff for cats - it should be obvoius by now, taking into consideration how often it was brought up in other guides. Swiping - I've already explained when it's good to go for it. If someone wants to ignore their raid responsibilities and concentrate on parsing, they don't need my permission to do it. As for leveling - unless someone's going to play on Lordearon or on Classic WotLK, the journey takes a few days on Frostmourne and on Icecrown.

    Another important thing, which I should mention, is that I haven't specialised in everything concerning feral cats so I can't give proper answers to some questions outside my area of expertise. As I've clarified before, questing is one of them. Another field, where I don't have a lot of knowledge, is gearing a toon before reaching BiS status. I'd like to share a few words concerning this topic:

    Whenever I create a new feral cat and try to gear it in raids, I don't create lists of second-best or third-best item options. I try to concentrate on following the tactics and executing the GotVV-shift correctly. The reason why I don't put too much value in clothing is because the desired items rarely drop for me. For example, back when I started playing WoW seriously in the middle of 2019, I raided almost every week icc 25. I used to play on Icecrown before Frostmourne launched in April of 2020. In that small time period, I saw DBW dropping twice, and I'm completely serious about it. Frostmourne's season 1 - Mjolnir didn't drop. Frostmourne's season 2 - Mjolnir only dropped once. In both seasons of Frostmourne, the wrist from XT didn't drop once. I don't think I need to continue explaining my bad luck concerning the loot table. My point is that I had to bear with what I had. If a new Agility item dropped, this was my thought process:

    1) Does it offer me a huge upgrade?
    2) How does it impact my hit rating? Would I be undercapped or overcapped if I were to equip it?
    3) How does it impact my expertise rating? Would I be undercapped or overcapped if I were to equip it?
    I asked myself those questions during my guild runs. If I knew that I had a lot of priority/dkp, I didn't ruin it on a small upgrade - I strived to get trinkets and weapons first unless another slot was really weak. I also acknowledged the stat distribution - if I'm currently gemming hit/expertise, I could use certain items to acquire those stats from them so that I gem the stat I need - Agility/Arp. I'm saying this because I've read another forum user asking something similar in another thread. I also got asked by my former guildie for pre-BiS lists in ICC. Everything can be your pre-BiS. Now, what kind of hierarchy they occupy shouldn't matter imho. Sooner or later, those will be replaced. What actually matters is how you play as a cat. By saying this, I don't want to give false impressions that I see myself as some sort of a professional, but I don't need to participate in high heroic guilds to tell you this. Gear shouldn't define you. You don't become good once you get a few stat upgrades. You become good when you gitgut. Once you reach level 80, you already have all of the tools at your disposal so learn to use them well. I still remember a random person, who told me: "Until you acquire STS and DBW, don't bother playing as a cat", which was the biggest bullcrap I've ever heard. I'm purposefully writing this wall of text just so I could point out how the gear-centered mindset is wrong. Just to prove this statement, I'd like to share an inspiring video with you:


    This was the LoD realm first kill in Frostmourne's season 1. As some of you already know, Frostmourne is designed to capture the raid difficulty of Lordearon (more HP on bosses, shorter enrage timer, no ICC buff). This kill happened on the second ID, so even if people managed to acquire a lot of ToGC items thanks to the double reset back in season 1, those were certainly missing some ICC HC and NM items. This shows that you don't need much to pull off high numbers - you just need to know your stuff. This is my advice to everyone, who is wondering what the next best item for a certain slot is - prioritise gameplay over stat advantage.

    Here's a funny story. A few months ago, I did an icc raid in Lordearon. There I've met a pug warlock, who according to my guild officer, had done 5k dps on Festergut* with decent gear. That person did less damage than someone from Frostmourne with Naxx gear. Let that give you food for thought.
    Edited: July 9, 2022 Reason: Wasn't Rotface. It was Fester.

  11. Just want to mention it here:

    1) FFF doesn't proc CCs anymore, and according to the staff this is not a bug


    2) "Fixed weapon enchant proc rate being based on the weapons attack speed rather than the ferals attackspeed while in feral form"
    from the 03/08/2022 Changelog
    As I'm writing this post, the information I know (or used to know, like concerning the weapon enchants) is written in this guide. If some changes happen, and I'm not aware of them while I'm absent from the game, you can contact me (Kovachut#1555), and I will gladly update the contents of this thread.
    Edited: September 22, 2022 Reason: removed the last paragraph

  12. PSA:

    The BiS build for the GotVV-shift has changed. In the past, I used Rawr's evaluation of its proc rate (10%), which is incorrect. It's 1.66% or 1 PPM. After realising this, I adjusted the proc % in Rawr and redid my calculations. I was able to confirm that the all beloved http://wotlk.cavernoftime.com/item=50604 was indeed the right choice. My apologies for the misleading information in the past! I should have done a more thorough research earlier.

    Thanks to Nap's suggestions and discussions regarding Black Magic, I read some old EJ articles and saw that people really praised this enchant for cats. Now, I created different builds, and Rawr also suggests it past 75% crit. In comparison to Berserking (also 1 PPM), it has 35% chance to proc off Shreds and Mangles. However, quick tests on the dummy showed that http://wotlk.cavernoftime.com/spell=59620 has the potential to proc very often, and it can overwrite itself. Black Magic, on the other hand, has a 35-sec ICD, and that's why I still recommend the prior enchant.

    [edit] I just corrected the gems for the GotVV-shift. I agree that the previous ones were a bit Pepega. This goes to show that updating a guide at 3-5 AM in the morning is a terrible idea. Sorry about that!
    Edited: September 26, 2022

  13. Not worth the necro, but I want to mention some things.
    I am still inactive when it comes to WoW, as I enjoy other games a lot more currently. However, yesterday youtube recommended me WillE's video:


    1) There I saw a peculiar interaction - a pet resetting the swing timer. I decided to test this here, and...


    This is a Classic-specific interaction. It doesn't work on warmane, so I don't recommend using it in fights.

    2) WillE also talked about flowershifting, and this is the reason why I wanted to make this post. First of all, I'm quite surprised to find out that people use the GotVV-shift without the /stopattack macro. I thought that I made it perfectly clear why this:


    is better than this:


    Then on the internet I've stumbled upon an "improvement" for the GotVV-shift. Instead of using /stopattack, some people combine GotW with a dagger and cat form with the regular weapon in order to minimise the delayed cat AAs.

    Testing the weapon swing with the GCD

    Testing the weapon swing with the GCD

    Testing weapon swap macros

    When we swap weapons/idols, we reset the swing timer. This means that when we attack with the dagger and shapeshift in cat form, we would inevitably suffer from a delay caused by the swing reset when re-equiping our main weapon. This is worse than using the plain and simple /stopattack.

    UPDATE 12/11/2022

    I decided to review GotVV-shift with idol swapping, and I wrote a new post in my other thread. Well, I got convinced that the GotVV-shift CAN indeed be improved when we reset the swing timer, but we should use the main weapon and no daggers. This is due to the fact that a swing with, say, Oathbinder deals more damage than a white cat AA for the same time frame, and now idol swapping makes sense for this technique. I've updated the guide and mentioned this in "extras - super niche tricks for the dedicated min-maxers". I am still keeping the /stopattack variant because it's easier to pull off, but those of you who want to squeeze in more damage, you can definitely combine idol juggling with the GotVV-shift.
    Edited: November 18, 2022

  14. Small bump. I've decided to consider undercapping exp/hit in some builds, so some gemming and gearing choices might change.

    I've corrected the gems for the BiS lists regarding GotVV-shift/flowershifting (there were some Pepega orange gems that I had to remove). In the following days I'll try to update the other builds from the previous patches. For now, you can treat the information there as slightly outdated, though admittedly it was already apparent to many ppl as various Classic guides have included http://wotlk.cavernoftime.com/item=40717 instead of http://wotlk.cavernoftime.com/item=43993 for months now. Though one thing I'm not going to change is Agility vs Strength because even though the latter stat is best for bearweaving, Agility is still the go-to option for both the traditional and the GotVV-shifting cat (except when you start gemming Arp or reach the 76% white crit cap), which is what this guide covers for the most part.

    Btw, I deleted the post concerning undercapping exp/hit in my other thread because I realised that writing a whole dissertation just for a 5 dps increase was absurd
    Edited: December 19, 2022


  15. Btw, I deleted the post concerning undercapping exp/hit in my other thread because I realised that writing a whole dissertation just for a 5 dps increase was absurd.
    Absolutely disagree. Your previous post highlighted the proper mentality a player should have when playing damage dealers. That mentality being min-maxing anything and everything that is possible (and not an exploit). It was high quality and should serve as an example to people on how tf they should actually be thinking about the game.

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