Patch 5.3 changed the existing structure of the Brawler’s Guild by removing the old rank 8 bosses to their own rank and adding two additional ranks. There is a comprehensive guide written by kaiadam on the Fluid Druid Forums for ranks one through to the old rank 8. However there isn’t a guide for the new rank 8 and rank 9. Today’s post I will aim to offer some insight, hints and tips into these ranks. WoW Head has a good summary of each bosses abilities that is worth reading. I won’t be explicitly explaining all boss mechanics here.
Something that I have noticed is that it is common for Ferals to take the Incarnation talent, despite the superior dps of the Soul of the Forest (SotF) talent in the same tier. It’s been well established since Mist of Pandaria went live that SofF provides the highest DPS of that talent tier. Popular sources where players can find information about how to gear their character (Official Forums, The Fluid Druid, Icy Veins, Elitist Jerks, Noxxic) all recommend SofF over Incarnation stating that it gives the highest dps. So why do players still take the talent? To give the research I’ve done some context, I’m going to do a compare and contrast of the SofF and Incarnation talents, weighing up the pros and cons of each one and then discuss reasons why players chose the talent.
Each talent operates in a different manner and have several factors can could influences a players decision. I’ve found four main factors that are defining of the each talent.
|Incarnation||Soul of the Forest
|On use ability||Passive ability|
|Change in appearance||No change in appearance|
|Emphasis on burst damage||Emphasis on finishing move|
|More management timing other burst spells||Less management – more consistent play|
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!
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.
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.
I was looking around the internet for some information on Symbiosis recommendations for Mogu’shan Vaults. To my surprise there was very little information particularly with recommendations for Feral Druids. This prompted me to do some more searching through forums and websites to create a simple guide with recommendations for each boss in Mogu’shan Vaults. These recommendations can be applied to 10 / 25 & LFR, however it mostly depends a lot on group composition as that is the nature of the spell.
Symbiosis has a lot of options available to you and can be difficult to remember. There are a number of tables / charts that show the spells you gain and the spells that your target gains and I have linked some of them below.
The Fluid Druid – http://fluiddruid.net/symbiosis-a-druid-primer/
Fat Boss Youtube – http://www.youtube.com/watch?v=LekZHvuN98s
DING level 90 @ 6:26am Thursday 27/09/12.
It was quite enjoyable I must say, however a little grindy in some parts; a bit repetitive but still a great play through. On the Alliance side it took more than 2 hours to get from Stormwind to Pandaria because there were so many people. The first quests were vehicle quests and there seemed to be some sort of internal queue players were placed in before your objectives could be completed which made for some interesting screen shots. I stuck it out finally arriving in Jade Forest around 7:30pm, from a 5pm release. Today for my first post of Mists, I want to talk about the differences I noticed between Beta and live and how that pertains to Feral Druids.