Activating Incarnation no longer triggers a global cooldown for any spec.
This is a quality of life change I’ve wanted for two expansions. It’s frustrating that it comes at a time when Incarnation is not the talent of choice. A welcomed change none the less.
It appears that the farm in Mists of Pandaria (Sunsong Ranch) has been fixed also. I have been working my farm to collect the mats to craft some Sky Golem mounts to sell. They have been going for 100-110k. Mostly due to the price of herbs being high, and the ability to pick herbs in this mount without being dismounted. At the farm, the master plough was bugged only ploughing 1 square instead of 4, and there were other bugs with some of the other mechanics, pulling weeds etc. With the Blood of Sargeras trader coming with this patch, the price of herbs will likely drop through the floor, which means the price of the Sky Golem will likely drop. Hopefully not by much, maybe around to 60-70k. I’m two thirds of the way through the mats, so I will finish these batch off and see what the price is.
With Patch 6.2.2 comes some new rares that drop some battle pets and toys, but they are only accessible by flying. Meaning you will need to have earned the Draenor Pathfinder achievement. They are found in two locations, Nagrand and Tanaan Jungle. These rares are soloable as a Feral Druid, but depending on gear, they may take a few attempts.
These rares have a short respawn time, but you can’t farm them as the loot lockout is daily. There is a macro script for each one to tell the status of your lock out. You can copy and paste it from here into your chat or you can make it into a macro. It’s a good idea to flask up, eat some well fed and use your Hyper Augmentation runes and if you have any to spare, pre-potting will speed up the process. So let’s start in Nagrand.
The macro script can be made in to a macro or copied into the text box.
If it returns ‘true’ then you have received your loot for the day. If it returns ‘false’ then you should head out.
Soul Capacitor is a trinket that drops from Socrethar in Hellfire Citadel. This is a unique trinket because of the way it works. When it procs, you are actually doing no damage because it is being temporarily ‘stored’ for the duration of the proc. When it ends, your built up damage comes out of storage and is dealt in one massive hit with a multiplier. It can be great for high burst, singlet target and AOE damage.
Soul Capacitor trinket.
However there are certain situations where you might not want it to go off (the proc to finish) e.g. running away from the boss due to an ability. Obviously while you are away from the boss you are not doing any damage – thus not putting any damage into ‘storage’, and if the proc ends when no enemies are around you will deal no damage. The best way to get around this is to use a /cancelaura macro. Activating this macro cancels the proc (called Spirit Shift) from the trinket causing it to deal how ever much damage was stored at the time. This will help you get the most out of your trinket.
/cancelaura Spirit Shift
Since I’ve earned my legendary ring, I’ve been having some threat issues, particularly on the pull with this trinket. Pre pot + Berserk & Incarnation + legendary ring + heroism, and then a trinket proc on top often leaves me dead from a boss one shot. Being able to cancel the proc early helps reduce some of these threat issues.
For some further reading about this trinket I’ll direct you to an article written by zoopercat from Ask Mr. Robot at Blizzard Watch. There is also a discussion threat for this trinket over at the Fluid Druid.
I thought I’d get on the ball nice and early and post the first part to Hellfire Citadel. There is a dedicated Raid Strategies forum over at the Fluid Druid where you can share your experiences and see what other Feral’s are doing. I recommend that you have a look.
Not a great first encounter for Feral’s given it’s an AOE fight with lots of short lived adds. What I’ve found is best is to tab Rake and Thrash, but mainly focus on the mobs with the larger health pools such as the Hulking Berserkers. You don’t want to be wasting energy on Shred’s. Using Swipe may yield some extra combo points so I use it when I see Savage Roar coming close to an end, usually around 10-15 secs to ensure I get to 5 combo points. It would be really interesting to hear what other Feral’s do on this encounter given how poor it is for us.
In this post I’m going to discuss movement speed bonus in Warlords of Draenor, which ones stack, which don’t and how they interact. Rather than me waffling on I think I’ll just quote the developers from the Patch 6.0 patch notes as they explain it far better than I could.
From the Developers
The logic of how various movement speed bonuses stack (or don’t) has generally been inconsistent and poorly explained. Under the old set-up, each movement speed bonus would become more powerful when combined with another, so we would limit what can stack with what, and prevent certain abilities from being used when another one is already in effect. We decided to change the movement speed system to make it more transparent, with rules about stacking that are easier to understand, and with fewer restrictions.
Previously, multiple movement speed modifiers on you were multiplicative, meaning that if you had two different +25% movement speed bonuses, they resulted in a total movement speed of 56% (1.25*1.25 = 1.56).
Movement speed bonuses have been changed to be additive. The previous example with two different +25% movement speed bonuses would result in a total movement speed of +50%. The logic governing which bonuses stack with others has been simplified as well.
Movement speed buffs that are temporary or could be applied to other players are considered exclusive, their effects do not stack, and only the highest bonus gets applied (in addition to non-exclusive movement speed buffs).
With the release of Blackrock Foundry less than a week away I thought it was time to get this post out. So let’s have a look at Highmaul from a Feral Druid’s point of view.
I really like this fight, it is a great introductory boss. For Feral Druid’s it’s basically a second Butcher (read Patchwerk) fight. Incarnation and Bloodtalons are your go to talents. Our poor AOE damage means that we wont be assigned to the Chain Hurl group allowing us to focus on our single target damage. I found that you can use Skull Bash to charge back into the boss after the knockback from Kargath channeling Chain Hurl. I did try using Feral Charge, but Skull Bash is just as good. More for the Heroic version of the fight, but watch out where the ranged are positioned when they are targeted for his Berserker Rush. If the target is behind you and the boss turns around you can get 2 shot very easily. The damage on normal allows you to take several seconds worth of damage. On Mythic I think it’s likely a one shot. The Glyph of Stampeding Roar may help some of your ranged with the Berserker Rush, but it depends on your raid comp, there may be enough other speed boosts so yours isn’t needed. Check with your raid leader. Feel free to roll some Rejuv’s on the Impaled tank too, every bit of utility contributes to the success of the team.
This is an update post of my current macros now that Warlords of Draenor is live. As with keybinding there is no one “correct” set up but you may find some of these useful. It’s common for players to use mouse over macros for healing spells and de-cursing, but I have a separate addon I used for those applications so unfortunately I wont be discussing mouse over macros.