Jin’rokh & Horridon – Guardian POV

Since I have been back raiding with my guild, I have taken up a tanking role instead of a DPS role like I was last expansion. I would like to share my experiences as a Guardian from the first two encounters in Throne of Thunder.

Jin’rokh the Breaker
Talents – Wild Charge, Heart of the Wild (progression) or Nature’s Vigil
Glyphs – Glyph of Survival Instincts
Symbiosis – Bone Shield (Death Knight)

This boss didn’t pose much of an issue for our raid, mainly because we have 5 really geared DPS, allowing for some leeway. The debuff placed on tanks (Static Wound) won’t drop off before the tank swap from Thundering Throw. It is important to bank rage while the boss is casting Thundering Throw on the other tank in order to have 1-2 Savage Defense charges ready after the tank swap. I would recommend saving a rage cool down for this as well, either Berserk or Incarnation. With their 3 minute cool downs, one will be available each phase. There is little movement for tanks during the fight, making Feline Swiftness less appealing. I found Wild Charge was good to get back to the boss after being targeted by Thundering Throw.

The Lightning Storm phase requires a number of raid cool downs to cope with the high damage. As a Guardian you have two options depending on which tier 6 talent you have chosen.

Heart of the Wild gives chargers your Tranquility. However you will only be able to use it once and most guilds will encounter at least 3 of these phases. It is best to use it in conjunction with another raid CD. The timing of the spell is an important factor. The phase lasts 15 secs and Tranquility is an 8 second channeled spell. You want to be finished your channel at or before the phase ends, especially if you are tanking the boss first. Being caught out of Bear Form is a recipe for a wipe.
The 5.1 changes to Nature’s Vigil, the cool down being reduced to 1.5 minutes, means that the spell will be off cool down for EACH of these phases. Nature’s Vigil on its own isn’t overly powerful but still noticeable and best used with other raid cool downs. Choosing Nature’s Vigil gives you an extra option in addition to Tranquility (don’t forget about it). Remember that the healing generated by Nature’s Vigil is based of your damage output.

There is only magic damage during this phase so don’t be afraid to push out some Mauls as there should be raid cool downs going on. However, if you see your health dropping too low, switch to Frenzied Regeneration. Glyphing Survival Instincts will reduce the cool down from 3 minutess to 1.5 minutes allowing it to be used for each phase like Nature’s Vigil. Finally I would also recommend applying a Tooth and Claw to the boss at the beginning of phases to reduce damage e.g. coming out of a Lightning Storm phase. The debuff that’s applied to the boss lasts for 15 secs. If you apply it early enough you will generate enough rage to have a Savage Defense ready as well.

Jin rock is the 1st boss in the Throne of Thunder.

Jin’rokh is the 1st boss in the Throne of Thunder. A much better first boss than Stone Guardians in my opinion.

Horridon
Talents – Feline Swiftness, Typhoon, Ursol’s Vortex
Glyphs – Glyph of Maul, Glyph of Stampeding Roar
Symbiosis – Consecration (Paladin) or Bone Shield (Death Knight)

Reducing spikey damage intake is important and is what separates a good tank from a bad tank. This is achieved by using cool downs to “smooth out” damage. On Horridon there are several ways to do this. Horridon will always do a Triple Puncture attack after the Double Swipe attack from a charge. Use this time to place a Tooth and Claw on Horridon to reduce the Triple Puncture damage. When your stacks start getting around 3-5 the damage is quite high. Bone Shield from a Symbiosis Death Knight is good for reducing Triple Puncture damage. With its 1 minute cool down, it means you will usually either have it or Barkskin up to deal with it. You can also generate and bank rage by still attacking from the side during Double Swipe to have Savage Defense charges ready.

When tanking the adds don’t forget your utility. As a Guardian you have a 15 sec interrupt. There are adds on every door that can be interrupted. Druids Remove Corruption spell can remove Poison and Curse effects, found on the second and forth doors. You are able cleanse yourself and others if you are not tanking the boss, however timing your cleanse very important as you don’t want to be caught taking damage out of Bear Form. I’ve found the best time to cleanse is between doors or waves of adds. Using Typhoon and/or Ursol’s Vortex are good ways to get adds off you. Ultimately it depends on the DPS of your raid. If you are having trouble with the adds you can Symbiosis a Paladin for Consecration for some extra area of effect damage / threat as well as glyphing Maul, allowing you to cleave an extra target. The small adds from the third door have no aggro table, creating havoc for your raid. Using Ursol’s Vortex can help keeping them under control. This may be difficult if you are the Horridon tank at the time, but as long as you avoid Double Swipe you should be fine.

My final piece of advice is not to forget to use Stampeding Roar. It is really great for moving between doors. Be mindful that you may need to glyph it as some of the doors require your raid to be spread out. Every GCD counts and you want to make the spell worth while.

Horridon

This encounter is quite complex on paper with the four different add phases. However it ends up being simple to understand but troublesome to master. Blizzard have said that they felt Horridon was too difficult for a second boss encounter for this reason.

What are you thoughts on the Throne of Thunder? Have there been any times where you have been asked to go Guardian to the help the raid? Have the bosses been kind to Ferals? You can let me know your thoughts by leaving a comment on the post, sending me an email at fileunderferal@gmail.com, following me on twitter @Elamari_ or you can like the File Under Feral Facebook page http://www.facebook.com/FileUnderFeral.

~Elamari
<Naenae> Proudmoore, US

Player suggested changes to Druids

The other day Jaymz (author of last weeks post) directed me to a post on the official forums titled “5.3 Druid Suggestions“. The post was discussing player changes players would make to Druids if they had the power. Jaymz suggested that I “take up the call”. So after some thought I posted some changes that I think would be great as well as replying to a few other people in the thread. Everyone should head over and have a read, there are some interesting ideas being tossed around. Since the thread was about all Druid specs, I threw in some thoughts on Guardians as well. Here is my reply. Quotes from other people are in italics.

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Tier 14 Review – Guest blog by Heroic raiding Feral Jaymz

Hello fellow Ferals!

Let’s start with the basics, shall we? Elamari has asked me to do a guest post, and I very happily agreed. So I should probably introduce, and give some background on myself.

My name is Jaymz (pronounced James), I am a former Veteran of Apotheosis on Eldre’thalas where we accomplished 8/16 H in T14, 8/8H in T13, 7/8H T12, and 7/13H T11. At the time of this writing I am 11/12 normal T15 (which is how far I had gotten before leaving Apotheosis).

Today I’m going to do a brief boss by boss recap of Tier 14. Giving some detail of my thoughts for the bosses I have Heroic experience with. I’ll discuss Talent, Glyph, and Symbiosis choices. As well as any Feral specific tips or issues I encountered. Here is a link to the talent and glyph setup I usually run. I’ll only make mention if these choices changed. So… on with the recap!

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Updates and notices

In the aim of bringing you the most up to date and reliable content I have some updates to some of my previous posts and notices which are still relevant and I would like to draw your attention to.

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Naenae is recruiting a tank. Can you help out?

I joined my current raid team in the guild Naenae during Patch 4.1 in Cataclysm. As long as I have been a member it has offered me what I want from raiding, given my current real life schedule. The team has successfully cleared normal modes with some heroic progression; 1/7 H Firelands and 3/8 H Dragonsoul. We were able to achieve 2 Dragonwrath’s and 1 set of legendary daggers. Unfortunately the release of Diablo 3 and the end of expansion doldrums hit the team hard. Two members decided that they wouldn’t be returning in Mists of Pandaria. That coupled with real life commitments from many members at the end of last year have caused the team to have a late start to raiding this expansions content.

Now the time is right. There has been some changes in team structure; several role changes (tanks switching to dps) and the previous raid leader stepping down. My desire to raid has lead to me taking up the raid leader position. Four weeks ago after a small recruitment drive we went into our first raid. Week 1 we went 4/6 Mogu’shan Vaults and 6/6 in week 2 (Ahead of the Curve). We have since ventured into Heart of Fear (2/6) and 3/4 in Terrace of Endless Spring (with elite protectors), thanks to a friends lock out. Our progress has come to a halt because of tank reliability. The previous tank I recruited has had difficulty making our raid times and this is seriously affecting our progression. So I am recruiting again.

The team is currently looking for a tank, preferably a Death Knight or Monk, but will consider other classes and a ranged dps, preferably a Warlock.

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4 Valuable Feral Druid Macros

Macros are a highly useful function within World of Warcraft. Wowpedia describes what they are nicely;

The purpose of a Macro is to allow you to create some very simple custom actions or tasks, based on the existing game actions. A macro is just a sequence of slash commands, which are executed in order when you execute the macro.

The use of macros will make your play more streamlined & efficient giving you an edge over players who doesn’t use macros. Macros grant you advantages by;

  • Performing multiple actions at once by activating a single action button (mouse clicking or key binding) e.g. combining a spell and an on use trinket.
  • Reducing the number of spells on your bars e.g. combining an offensive cool down with a spell or combining several spells into one button through modifiers.
  • Increasing your throughput by using spells in a more timely & efficient manner.

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5 Things your raid leader should know about Feral Druids

Feral Druids are a complex class on many levels; rotation, utility and play style. More often than not we are just lumped with the other melee damage dealers. Because of the Feral Druids complexity there are some things that often get overlooked or are unknown to raid leaders. This post aims to provide some insight by listing and discussing 5 things that raid leaders should know about Feral Druids.

1. Feral Druids should always attack from behind the target when possible.

It is important for all melee dps to be behind their target because mobs / bosses can’t parry from behind, they can only dodge; therefore your chances of landing a hit are increased. However it is more important for Feral Druids because our primary combo point generating ability, Shred, can only be used behind the target. Targets that can only be attacked from the front (e.g. Ultraxion, Major-Domo Staghelm, Magmaw, Kologarn etc…), put Feral Druids at a damage dealing disadvantage. When ever possible try to position yourself behind the target and discuss this quirk with you raid leader.

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