1. [Guide] Feral Druid PvP

    The owner of this guide who goes by the name "Krayzee" is no longer active, but guide is being preserved due to the quality of it.


    Feral Druid PvP Guide for 4.0.6

    by Krayzee


    Contents

    1) Choosing Your Race
    2) Creating Your Spec
    3) What Glyphs Do I Use?
    4) WTF Weapon Choice is Confusing!
    5) Rest of your Gear Load-Out
    6) Reforging Your Gear
    7) Enchanting Your Gear
    8) Gemming Your Gear
    9) Doing Damage / Abilities
    10) Crowd Control Basics
    11) Macros

    ___________________


    1 - Choosing Your Race

    The race that you choose as a feral druid can greatly affect the amount of things you can do within a PvP battle. We'll be going over all four available races for the druid and telling you the pros and cons of each one and give a general overview as to which one you should pick.

    1.1 - Alliance

    • Night Elf
    • Worgen


    Night Elf racials give you an additional 2% dodge chance and the ability 'Shadowmeld' which allows you to drop combat and go into stealth. There are two downsides to Shadowmeld and they are:

    1) You are unable to move or it will cancel the Shadowmeld effect
    2) Any DoTs on you will cause you to come out of the Shadowmeld effect

    As for Worgen, you get one ability that effects how strong or weak you are in combat and that is the 1% increased crit chance. Darkflight (the Worgen sprint racial) hasn't been put into the game so it makes Worgen significantly weaker in terms of Alliance races. If you like aesthetics though you get two other cool abilities as a Worgen and they are 'Two Forms' and 'Running Wild'.

    Two Forms allows you to transform between human and Worgen forms outside of combat. If you enter combat you are automatically taken back to the Worgen form. Running Wild is a free mount which makes you drop down onto all fours and run as if you are a wild animal - it moves at the same speed as other ground mounts.

    1.2 - Horde

    • Tauren
    • Troll


    Tauren are the original Horde race able to be a druid. They have two racials that effect their combat viability as a feral druid and they are War Stomp and Endurance. War Stomp is a 0.5 second casted AoE stun that stuns up to five enemies within eight yards for two seconds. This is great for getting a cyclone off without the use of a Predator's Swiftness proc. Endurance increases your base health by 5% which in Cataclysm makes it barely noticable.

    As for Trolls they have 'Regeneration', 'Berserking', and 'Da Voodoo Shuffle'. All of these abilities are strong towards making a feral druid a longer and more ferocious fighter. Regeneration allows 10% additional health to regenerate in combat which means that if a Tauren and Troll are in combat the troll will regenerate 10% more health than the Tauren. Berserking is a second damage / DPS ability on a three minute cooldown that increases melee and ranged attack speed by 20% for ten seconds. Finally, Da Voodoo Shuffle reduces the duration of all movement impairing effects by 15%. An example is if you are a fighting a mage and they frost nova you, you'll be sat it in for 6.8 seconds instead of the full 8 seconds that any other race would be.

    1.3 - Choices

    Ultimately, the faction that it makes a difference to is Alliance. If you are Alliance definitely go Night Elf because the 2% increased dodge chance and Shadowmeld are more than enough to choose it over a 1% increased critical strike chance and two novelty abilities.

    As for Horde, it depends on if you plan on doing anything else other than feral with your druid. Tauren is by far stronger just because of War Stomp and how it will let you get off effective CC on anyone within the area of it without having to worry about being interrupted. Troll does have strong racials though so it is just a matter of personal choice.

    2 - Creating Your Spec

    2.1 - Floater Points

    There are a variety of places you can put the four floater points available depending on the comps you face frequently. The two places you will never spend them for PvP within the Feral Combat tree are in Blood in the Water and Pulverize as these are both PvE talents and don't have enough use in comparison to other talents available that you can put the points in.

    The places that you can put the floater points in are:

    Primal Madness - Tiger's Fury and Berserk also increase your current and maximum Energy by 20 during their durations, and your Enrage and Berserk abilities instantly generate 12 Rage.

    Natural Reaction - Reduces damage taken while in Bear Form by 18%, increases your dodge while in bear Form by 6%, and you generate 3 Rage every time you dodge while in Bear Form.

    Fury Swipes - When you autoattack while in Cat Form or Bear Form, you have a 15% chance to cause a Fury Swipe dealing 310% weapon damage. This effect cannot occur more than once every 3 seconds.

    Thick Hide - Increases your armor contribution from cloth and leather items by 10%, increases armor while in Bear Form by an additional 78% and reduces the chance you'll be critically hit by melee attacks by 6%.

    Perseverance - Reduces all spell damage taken by 6%.

    A link to the build I use is: http://wowtal.com/#k=-bKWjQJp.bqj.druid.

    Ultimately though, once you have your base spec sorted the final four points are just a matter of personal preference and won't effect your gameplay that much.

    3 - What Glyphs Do I Use?

    3.1 - Prime Glyphs

    Glyph of Berserk - Increases the duration of Berserk by 5 seconds.
    Glyph of Rip - Increases the periodic damage of Rip by 15%.
    Glyph of Shred - Each time you Shred, the duration of your Rip on the target is increased by 2 seconds up to a maximum of 6 seconds.
    Glyph of Mangle - Increases the damage of Mangle by 10%.

    Berserk and Rip are mandatory glyphs to take and you can either use Shred or Mangle depending on how easy you find it to get behind your target. If you can reliably get behind your target use Shred. If not, use Mangle.

    3.2 - Major Glyphs

    Glyph of Barkskin - Reduces the chance you'll be critically hit by melee attacks by 25% while Barkskin is active.
    Glyph of Feral Charge - Reduces the cooldown of your Feral Charge (Cat Form) ability by 2 seconds and your Feral Charge (Bear Form) by 1 second.
    Glyph of Faerie Fire - Increases the range of your Faerie Fire and Feral Faerie Fire ability by 10 yards.

    No other glyphs to take here because Glyph of Pounce wasn't added until they swapped out Glyph of Focus for it.

    3.3 - Minor Glyphs

    Glyph of Dash - Reduces the cooldown of your Dash by 20% (3 minutes down to 2.4)
    Glyph of Aquatic Form - Increases your swim speed by 50% while in Aquatic Form
    Glyph of Mark of the Wild - Reduces the Mana Cost of your Mark of the Wild ability by 50%

    4 - WTF Weapon Choice is Confusing!

    4.1 - Attack Speed

    You will notice that weapons for ferals have different Attack Speeds on them. Most polearms are 3.60 and most Staves are 2.40. The only time that Attack Speed on your weapon comes in to play is when you are out of Cat Form and are using the weapon itself it melee something.

    Whilst you are in Cat Form, your attack speed is normalized down to 1.00 which makes the Attack Speed on weapons a useless value to look at.

    4.2 - Damage

    The damage portion on a weapon doesn't directly effect what weapon you choose to use either. The bottom and top end weapon damage (for example: Elementium Poleaxe is 1352 - 2513 damage) don't make a difference to the amount of damage that your weapon does unless you are out of Cat / Bear Form.

    4.3 - Weapon DPS

    This is the only stat that should effect your judgement as to what weapon you should use for your feral druid. You will notice that the staff and polearm both have equal DPS (623.3 and 623.4). The 0.1 difference doesn't exist and it is just a displaying error within WoW itself. So for weapons, simply choose the one that you think looks best - which is obviously the Pike.

    5 - Rest of your Gear Load-Out

    Bloodthirsty Gladiator's Dragonhide Helm
    Bloodthirsty Gladiator's Necklace of Prowess
    Bloodthirsty Gladiator's Dragonhide Spaulders
    Bloodthirsty Gladiator's Cape of Prowess
    Bloodthirsty Gladiator's Dragonhide Robes
    Bloodthirsty Gladiator's Armwraps of Accuracy
    Bloodthirsty Gladiator's Dragonhide Gloves
    Bloodthirsty Gladiator's Waistband of Accuracy
    Bloodthirsty Gladiator's Dragonhide Legguards
    Bloodthirsty Gladiator's Boots of Cruelty
    Bloodthirsty Gladiator's Ring of Accuracy
    Bloodthirsty Gladiator's Ring of Cruelty
    Bloodthirsty Gladiator's Medallion of Tenacity
    Bloodthirsty Gladiator's Badge of Conquest
    Bloodthirsty Gladiator's Relic of Triumph

    Once you have enough Conquest Points (CP) you can buy the Vicious equivalent of each piece.

    6 - Reforging Your Gear

    The stat priority for feral druids is as follows:

    Agility > Resilience > Hit (5%) > Spell Pen (195) > Mastery > Crit > Haste

    Therefore you want to reforge everything in to hit to begin with to make sure you get your 5% hit cap. Once you have reached that cap you want to put everything else into Mastery. I also reforge Crit away to Mastery because it gives your bleeds that much more power. You can choose whether you want to reforge your Crit away or not.

    7 - Enchanting Your Gear

    Helm - Arcanum of Vicious Agility
    Shoulders - Greater Inscription of Vicious Agility / Swiftsteel Inscription
    Back - Enchant Cloak - Greater Critical Striike / Swordguard Embroidery / Spell Piercing (When Spell Pen is fixed)
    Chest - Enchant Chest - Mighty Resilience
    Bracers - Enchant Bracer - Agility / Draconic Embossment - Agility
    Gloves - Greater Mastery
    Belt - Ebonsteel Belt Buckle
    Legs - Charscale Leg Armor / Dragonscale Leg Armor
    Boots - Enchant Boots - Assassin's Step
    Rings (if Enchanter) - Enchant Ring - Agility
    Weapon - Enchant 2H Weapon - Mighty Agility

    8 - Gemming Your Gear

    Spell Penetration doesn't work on Molten WoW at the moment so it is pointless to use your blue gems on Spell Penetration gems.

    Meta Gem - Agile Shadowspirit Diamond (+54 Agility and 3% Increased Critical Damage)

    Red Socket - Delicate Inferno Ruby (40 Agility) / Perfect Delicate Carnelian (35 Agility)

    Yellow Socket - Adept Ember Topaz (20 Agility - 20 Mastery) / Perfect Adept Hessonite (18 Agility - 17 Mastery)

    Blue Socket - Shifting Demonseye (20 Agility - 30 Stamina) / Perfect Shifting Nightstone (18 Agility - 23 Stamina) / Glinting Demonseye (20 Agility - 20 Hit) / Perfect Glinting Nightstone (18 Agility - 17 Hit)

    Prismatic Socket - Delicate Inferno Ruby (40 Agility) / Perfect Delicate Carnelian (35 Agility)

    If you have Jewelcrafting use 3x Delicate Chimera's Eye (67 Agility) in place of 3 red gems.

    9 - Doing Damage / Abilities

    Opener -

    Pounce > Mangle > Rake > Ravage Proc (if you charged) > Mangle to 5 CP > Rip

    "Rotation" -

    1. Mantain Mangle debuff
    2. Maintain Rake / Rip
    3. Shred for CP (Use Mangle if Glyphed for it / Can't get behind target)
    4. Ferocious Bite when Rake and Rip above 10 seconds or you want to finish off a target
    5. Savage Roar for a PS proc against ranged classes / anybody kiting you

    Tiger's Fury (30 Second CD) -

    Increases physical damage done by 15% for 6 seconds
    You can use Tiger's Fury to enhance the damage that your bleeds do. You do this by popping Tiger's Fury and then using Rake and Rip (they have to be applied within the 6 second window or they will not get the benefit. You will more frequently use Tiger's Fury as an energy regenerating method though because unlike rogues, feral druids suffer with a lack of energy without proper management.

    When specced into King of the Jungle and Primal Madness your Tiger's Fury will also instantly restore 60 energy and give you an energy cap of 120 for its duration. Your maximum energy returns to 100 when the effect wears off therefore you should never have above 100 energy when Tiger's Fury is about to end otherwise you will have lost that energy.

    Berserk (3 Minute CD) -

    Your Lacerate periodic damage has a 50% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage.
    Berserk is the feral druids big damage cooldown that greatly increases how much damage you can do by halving the cost of all spells available in Cat Form. If you use Tiger's Fury before Berserk you can regain a lot of energy and only be spending half of it. It is ideal to use Tiger's Fury before you pop Berserk because of the fact that you regenerate more energy and you get a 15% damage increase for the first 5 seconds.

    Shred (40 Energy) -

    Shred the target, causing 343% damage plus 1153 to the target. Must be behind the target. Awards 1 combo point. Effects which increase Bleed damage also increase Shred damage.
    Shred is the main ability you want to be using for generating combo points for your finishers. The only time you want to use Mangle is when you either cannot get behind your target or you have glyphed for increased mangle damage.

    Mangle (35 Energy) -

    Mangle the target for 235% normal damage plus 743 and causes the target to take 30% additional damage from bleed effects for 1 min. Awards 1 combo point.
    Mangle is the second combo point generating ability you will be using in specific situations. When you cannot get behind your target because they are stood against a wall or when you have it glyphed.

    Rake (35 Energy) -

    Rake the target for (AP*0.147+56) 633 bleed damage and an additional (56 * 3 + AP * 0.441) 8245 bleed damage over 15 sec. Awards 1 combo point.
    Rake is your bleed ability that doesn't need combo points to use and generates 1 in the process. Make sure some form of Mangle debuff (Mangle / Trauma / Hemorrhage etc) is on the target before applying Rake so that it gets the benefit of the increased bleed damage.

    Rip (30 Energy) -

    Finishing move that causes Bleed damage over time. Damage increases per combo point and by your attack power:

    1 point: (56 + 161 * 1 + 0.0207 * AP * 8) 4696 damage over 16 sec.
    2 points: (56 + 161 * 2 + 0.0414 * AP * 8) 8864 damage over 16 sec.
    3 points: (56 + 161 * 3 + 0.0621 * AP * 8) 13032 damage over 16 sec.
    4 points: (56 + 161 * 4 + 0.0828 * AP * 8) 17200 damage over 16 sec.
    5 points: (56 + 161 * 5 + 0.1035 * AP * 8) 21368 damage over 16 sec.
    Rip is your finishing move that applies a bleed onto the target. You always want to apply Rip with 5 combo points because it is much more powerful with 5 combo points than it is with any other amount. The only time you want to apply it on a lower amount of combo points is when you are fighting a mage and don't have time to get a 5 CP Rip up - this is where a 2-3 CP Rip is acceptable because it is more than the amount of damage you'll do considering uptime.

    Maim (35 Energy) -

    Finishing move that causes damage and stuns the target. Causes more damage and lasts longer per combo point:

    1 point: (177*1+73+1.55*mw-177*1+73+1.55*MW damage) 1 sec
    2 points: (177*2+73+1.55*mw-177*2+73+1.55*MW damage) 2 sec
    3 points: (177*3+73+1.55*mw-177*3+73+1.55*MW damage) 3 sec
    4 points: (177*4+73+1.55*mw-177*4+73+1.55*MW damage) 4 sec
    5 points: (177*5+73+1.55*mw-177*5+73+1.55*MW damage) 5 sec
    The length of stun from Maim corresponds to the amount of CP you use it on. It is more effective to use Maim on a 5 CP target and then put them into a Cyclone than it is for any other amount.

    Ferocious Bite (35 Energy) -

    Finishing move that causes damage per combo points and consumes up to 35 additional energy to increase damage by up to 100%. Damage is increased by your attack power.

    1 point: (230+576*1*1-498+576*1*1) 2864 - 3131 damage
    2 points: (230+576*2*1-498+576*2*1) 5501 - 5768 damage
    3 points: (230+576*3*1-498+576*3*1) 6600 - 8137 damage
    4 points: (230+576*4*1-498+576*4*1) 10773 - 11040 damage
    5 points: (230+576*5*1-498+576*5*1) 13409 - 13676 damage
    Ferocious Bite is your big damage finisher that will be used to finish off a target more often than not. When a target is hovering on low health and you have a good amount of CP on the target then you can use Ferocious Bite in an attempt to finish them off. You can also use Ferocious Bite on higher health targets (after applying bleeds) to create more pressure on the opposing team.

    Savage Roar (20 Energy) -

    Finishing move that consumes combo points on any nearby target to increase autoattack damage done by 50%. Only useable while in Cat Form. Lasts longer per combo point:

    1 point: 22 seconds
    2 points: 27 seconds
    3 points: 32 seconds
    4 points: 37 seconds
    5 points: 42 seconds
    In Cataclysm, Savage Roar lost all of its PvP usage. Instead of increasing all damage by 30% it now just increases damage done by your autoattacks (which isn't that much because we hit with special abilities more than our white hits).

    You can still get a lot of use out of Savage Roar though! You can use it when you have an someone kiting you and you have combopoints on them to get a Predator's Swiftness proc which you can use to root them / Cyclone them to close the gap.

    Demoralizing Roar (10 Rage) -

    The Druid roars, reducing the physical damage caused by all enemies within 10 yards by 10% for 30 sec.
    This ability is create for finding people in stealth when you aren't able to get into stealth. If a rogue vanishes and you aren't able to get a restealth you can use this ability on cooldown to pull them out of stealth. Even though you aren't able to see them the debuff still hits them and causes them to enter combat thus making them visible and unable to use any stealth abilities.

    You can use Demoralizing Roar over and over again by constantly powershifting into Bear Form after spending the 10 Rage you get from shapeshifting into Bear Form.

    Faerie Fire (Free) -

    Decreases the armor of the target by 12% for 5 min. While affected, the target cannot stealth or turn invisible. Stacks up to 3 times. Deals 2265 damage when used in Bear Form.
    Use this ability to stop a Rogue or Druid getting a restealth off (which can be deadly in arena!). If you are going against a team with a class able to stealth (or a Night Elf with Shadowmeld) put Faerie Fire on them to stop them being able to get into stealth. This ability can also be used to cover CC that breaks on damage. If a hunter traps someone you can cover the trap with Faerie Fire and Hunter's Mark to lower the chances of the trap being dispelled thus enhancing the CC.

    Nature's Grasp -

    While active, any time an enemy strikes the caster they have a 100% chance to become afflicted by Entangling Roots. 3 charges. Lasts 45 sec.
    This ability is used to get melee attackers off of you. This ability DRs with roots so if the same target gets hit 3 times it will be fulled DRed if you try to Entangling Roots them afterwards. However, if you have a large group chasing you, you can use this to root multiple foes without individually rooting each of them. Great tool for fleeing from a fight in BGs. You can also use this before you go into at the start of an arena game so that if you get found in stealth the attacker will be rooted (a rogue will be rooted if they sap you, etc).

    10 - Crowd Control Basics

    10.1 - Diminishing Returns

    Diminishing Returns is implemented into the game to make CC less effective when used repeatedly. If you Cyclone someone it will initially Cyclone them for 6 seconds. If used right after it will be halved (3 seconds), if used against it will be 1.5 seconds and if you try to use it a fourth time the target will be immune to it.

    The way to get around this is to wait for the Diminishing Returns time on the CC you want to use to end. It is important to note that some abilities share DR with each other.

    Originally Posted by DR List
    Disarms: Chimera Shot (pet), Disarm (Warrior), Dismantle (Rogue), Psychic Horror - disarm effect (Priest), Snatch (pet)

    Disorients: Dragon's Breath (Mage), Freezing Trap (Hunter), Gouge (Rogue), Hex (Shaman), Hibernate (Druid), Hungering Cold (DK), Polymorph (Mage), Repentance (Pally), Ring of Frost (Mage), Sap (Disorient), Shackle Undead (Priest), Wyvern Sting (Hunter)

    Fears: Blind (Rogue), Fear (Lock), Howl of Terror (Lock), Intimidating Shout (Warrior), Psychic Scream (Priest), Scare Beast (Hunter (./hiss)), Seduction (Lock Succubus), Turn Evil (Pally)

    Horror: Death Coil (Lock), Psychic Horror (Priest)

    Roots (Controlled): Entangling Roots (Druid), Freeze (mage pet), Pin (pet), Frost Nova (Mage), Storm Earth and Fire (Shaman)

    Roots (Random): Improved Cone of Cold (Mage), Improved Hamstring (Warrior), Shattered Barrier (Mage)

    Silences: Arcane Torrent (BE Racial), Gag Order (Warrior), Garrote (Rogue), Improved Counterspell (Mage), Improved Kick (Rogue), Shield of the Templar (Pally), Silence (Priest), Silencing Shot (Hunter), Spell Lock (Lock), Strangulate (DK)

    Stuns (Controlled): Bash (Druid), Bash (Enh pet), Cheap Shot (Rogue), Concussion Blow (Warrior), Deep Freeze (Mage), Demon Charge (Lock), Gnaw (pet), Hammer of Justice (Pally), Holy Wrath (Pally), Intercept (Lock Felguard), Intercept (Warrior), Intimidation (Hunter), Kidney Shot (Rogue), Maim (Druid), Pounce (Druid), Ravage (pet), Shadowfury (Lock), Shockwave (Warrior), Sonic Blast (pet), Warstomp (Tauren Racial)

    Stuns (Random): Impact (Mage), Seal of Justice (Pally), Stoneclaw Totem (Shaman)

    None (itself): Banish (Lock), Charge (Warrior), Cyclone (Druid), Entrapment (Hunter), Frost Shock (Shaman), Hamstring (Warrior), Mind Control (Priest), Scatter Shot (Hunter), Slow (Mage)
    10.2 - Druid CC

    Cyclone (1740 Mana) -

    Tosses the enemy target into the air, preventing all action but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time.
    Cyclone is the main CC used by druids. The only way to get out of Cyclone is to use your Medallion which is what makes it so strong. Most of your Predator's Swiftness procs will be used on Cyclone to effectively remove a person from the fight for 9 seconds (when used twice in succession). Be aware - The target will drop combat so classes like rogues and other feral druids will be able to restealth out of it!

    Hibernate (1522 Mana) -

    Forces the enemy target to sleep for up to 40 sec. Any damage will awaken the target. Only one target can be forced to hibernate at a time. Only works on Beasts and Dragonkin.
    When using Hibernate on another person it lasts for 8 seconds, then 4 then 2 and then they are immune. You can only Hibernate two classes in certain situations. A druid in Bear Form, Cat Form or Travel Form can be hibernated and a Shaman in Ghost Wolf can be hibernated. Hibernate breaks on damage and is dispelable so it is best used when the opposing healer is unable to dispel it because they are stunned or also in a CC.

    Entangling Roots (1522 Mana) -

    Roots the target in place for 30 sec. Damage caused may interrupt the effect.
    When used on a player it will root them for 8 seconds before DR. This can be dispelled by anyone with a magic dispel and most classes have a way of getting out of it. If you want to peel melee off of your healer you can use this to trap them in place whilst the healer gets distance.

    Soothe (1305 Mana) -

    Roots the target in place for 30 sec. Damage caused may interrupt the effect.
    This just makes druids laugh in the faces of blood DKs in arena (or any tank for that matter). Vengeance is considered an Enrage effect so if you cast it on a blood DK it will remove their stacks of Vengeance and make them do no damage at all.

    Other classes and specs also have enrage effects. Some examples of other soothable effects are:

    • Berserker Rage - Warrior
    • Death Wish - Warrior
    • Wrecking Crew - Warrior
    • Enrage - Warrior
    • Unholy Frenzy - Death Knight
    • Owlkin Frenzy - Druid
    • Enrage - Druid
    • Savage Roar - Druid


    Faerie Fire (1740 Mana / Free in Bear or Cat Form) -

    Roots the target in place for 30 sec. Damage caused may interrupt the effect.
    Faerie Fire isn't a complete CC - it doesn't cause a player to lose control of their character or make them unable to move. Instead it doesn't allow stealth classes or Night Elves with Shadowmeld to go into stealth thus stopping most of their big damage abilities and openers. You can use Faerie Fire to cover CC that is dispellable by people with a magic dispel (all healers if specced for it). Entangling Roots, Hibernate, Freezing Trap, Polymorph, Physic Scream and much more are all coverable with Faerie Fire which may (if lucky enough) stop the CC being dispelled. Make sure you don't use it in Bear Form otherwise you will break the CC because of the damage it does in Bear Form.

    Charge Stun (5 Rage) -

    Causes you to charge an enemy, immobilizing them for 4 sec.
    When you Feral Charge a target in Bear Form it will root them for 4 seconds making them unable to move. You can use this to keep a healer from running into LoS of their partners to heal them. It can also be used to keep a DPS out of LoS of their healer to stop heals coming in to land a kill.

    Bash (10 Rage) -

    Stuns the target for 4 sec.
    Bash is a fantastic stun. You can use it to stun a rogue to get full bleeds up on them before they can do damage to you. You can also use it to peel a target off of your team mates and it can be used on healers to stop them from being able to heal. Using this in combination with Charge Stun is great and can cause a lot of pressure healing wise for the opposing team.

    Maim (35 Energy) -

    Finishing move that causes damage and stuns the target. Causes more damage and lasts longer per combo point:

    1 point: (177*1+73+1.55*mw-177*1+73+1.55*MW damage) 1 sec
    2 points: (177*2+73+1.55*mw-177*2+73+1.55*MW damage) 2 sec
    3 points: (177*3+73+1.55*mw-177*3+73+1.55*MW damage) 3 sec
    4 points: (177*4+73+1.55*mw-177*4+73+1.55*MW damage) 4 sec
    5 points: (177*5+73+1.55*mw-177*5+73+1.55*MW damage) 5 sec
    Maim causes damage but we don't use it for that, we use it for the stun it can give us. We can use it to stun lock someone on our opener. Pounce on them into a full 5 second Maim so you can get your bleeds up and then using the Predator's Swiftness proc to Cyclone the other enemy can create huge pressure on an opener without even popping any cooldowns.

    11 - Macros

    Dispel Macro -

    #showtooltip Remove Corruption
    /cast [nomod, @player] Remove Corruption
    /cast [mod: shift, @party1] Remove Corruption
    /cast [mod: ctrl, @party2] Remove Corruption
    /cast [mod: alt, @target] Remove Corruption
    This macro will dispel 1 curse and 1 poison effect on your target. This can be used to get team mates out of Hex or to remove Curses put up by Warlocks.

    Prowl -

    #showtooltip Prowl
    /cast [form:3] !Prowl; [form:0/1/2/4/5] !Cat Form
    This macro forces you into Cat Form (and keeps you there) if you are in any other form. When you are in Cat Form it will put you into Prowl without cancelling it. This macro is spammable to enter Cat and Prowl.

    Charge -

    #showtooltip [form:1] Feral Charge(Bear Form); [form:0/2/3/4/5] Feral Charge(Cat Form)
    /cast [form:1] Feral Charge(Bear Form); [form:3] Feral Charge(Cat form); [form:0/2/4/5] !Bear Form
    This macro will use the correct Feral Charge depending on what form you are in (Bear or Cat) and if you aren't in either of those forms it will force you into Bear Form.

    Shred / Pounce -

    #showtooltip
    /cast [stealth] Pounce
    /cast [nostealth] Shred
    This macro will use Shred if you aren't in stealth and will use Pounce if you are stealthed. This is great for if you don't use an action bar mod that hasn't got a stealth bar for feral druids.

    Mangle / Ravage -

    #showtooltip
    /cast [nostealth] Mangle
    /cast [stealth] Ravage
    I use this macro when I'm playing with a rogue. The rogue will use Cheap Shot and Kidney Shot on opener therefore making Pounce a silly choice of opener. This macro works like the Shred Pounce macro but instead uses Mangle if you aren't stealthed and Ravage if you are.

    All Forms Faerie Fire -

    #showtooltip
    /cast [form:1/3] Faerie Fire (Feral); [form:0/2/4/5] Faerie Fire
    /sw 30
    /sw play
    This macro will use the correct version of Faerie Fire depending on your form. The /sw 30 and /sw play sets the Stop Watch to countdown from 30 to 0 which will let you know when Faerie Fire will have fallen off (it won't stop if it is dispelled though, so be aware!)

    Survival Instincts -

    #showtooltip Survival Instincts
    /cast [form:1/3] Survival Instincts; [form:0/2/4/5] !Bear Form
    This macro uses Survival Instincts if you are in Cat or Bear Form and if you aren't in either of those forms it will put you into Bear Form and use it. Great macro to use, no reason not to.

    Powershift -

    #showtooltip
    /cast [form:1] !Bear Form
    /cast [form:2] !Aquatic Form
    /cast [form:3] !Cat Form
    /cast [form:4] !Travel Form
    This macro just takes you out of the form you are in and puts you back into it. Great for removing any slow effects on you. It doesn't work if you are in caster form.

    Frenzied Regeneration -

    #showtooltip Frenzied Regeneration
    /cast [form:1] Frenzied Regeneration; [form:0/2/3/4/5] !Bear Form
    Forces you into Bear Form if you are in any other form and uses Frenzied Regeneration if you are in Bear Form.

    Stampeding Roar -

    #showtooltip [form:1] Stampeding Roar(Bear Form); [form:0/2/3/4/5] Stampeding Roar(Cat Form)
    /cancelaura Dash
    /cast [form:1] Stampeding Roar(Bear Form); [form:3] Stampeding Roar(Cat Form); [form:0/2/4/5] !Cat Form
    Uses the right Stampeding Roar depending on the form you are in and puts you into Cat Form if you are in any other form. The '/cancelaura Dash' is to remove the Dash effect so that once they fix Feral Swiftness you will be able to instantly break another root. If you are a worgen, please remember to add a '/cancelaura Darkflight' line after the '/cancelaura Dash' line.

    Dash -

    #showtooltip Dash
    /cancelaura Stampeding Roar
    /cast [form:3] Dash; [form:0/1/2/4/5] !Cat Form
    Uses Dash if you are in Cat Form and puts you into Cat Form if you are in any other form. '/cancelaura Stampeding Roar' is used to stop the Stampeding Roar sprint for if you need to break another root (doable once Feral Swiftness is fixed). If you are a worgen, please remember to add a '/cancelaura Darkflight' line after the '/cancelaura Stampeding Roar' line.

    Darkflight (Worgen Only)-

    #showtooltip Darkflight
    /cancelaura Dash
    /cancelaura Stampeding Roar
    /cast [form:3] Darkflight; [form:0/1/2/4/5] !Cat Form
    This is the same macro as the other two sprints just it makes use of the Worgen racial, Darkflight. Allowing you to have a 3rd gap closing sprint ability.

    ---

    Changelog:

    [11/01/2013] - Touched up on format and adding missing information
    [10/01/2013] - Reposting to have editorial permission on main forum account

  2. May 3, 2016  
    Hello - question the charge macro doesn't seem to work for me... does it work for other peeps?

  3. Is this viable for 4.3.4? I can't find a pvp guide for 4.3.4 :/

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