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.
So young kitten, you’re interested in the most challenging 5-man content that Warlords of Draenor has to offer? Well, you’ve come to the right place; I’m Cantor, guild leader of Omen on Emerald Dream EU, Mythic raider and 10 year veteran of World of Warcraft, and I’m here to guide you toward your dreams of those shiny, shiny Gold timed medals. I managed to take Cantor, my Feral Druid, through 9/9 Mists of Pandaria Challenge Modes in late 2013, and 8/8 Warlords Challenge Modes in April 2015.
What should I know?
Challenge Modes are intense, difficult, timed dungeons that reward a little gear, but mostly bragging rights.
Gear is scaled down to item level 630 (heroic dungeon blues). Gem sockets, tertiary stats and set bonuses don’t work in here, and the best way to gear up is just to chain-run heroics until you find pieces with the stat combo that you want; for Feral, this is crit and mastery. Crafting 3 pieces of WoD gear and using the re-roll items until you get the correct item suffix (Of The Peerless) is also a good way to do things.
The dungeons are basically the same as in Heroic, but either with mechanics added or the damage ramped up to insane levels.
Feral is one of the weakest DPS specs thanks to our abysmal AoE damage; Shadow Priests and Balance Druids also suffer, and Guardian Druids are one of the weaker tanks thanks to their total lack of utility abilities like Anti-Magic Zone, Army of the Dead, Heroic Leap, Roll, Breath of Fire and more; if you want an easy time, go Resto, as they are the strongest healers by a country mile thanks to their run-and-gun healing ability. But hey, we didn’t pick Feral for an easy ride did we?
My raid team as been steadily progressing through normal Blackrock Foundry and I thought it’s about time to take a look at it from a Feral Druids point of view. One of the advantages of BRF is it’s winged design, allowing for each team to clear bosses in multiple orders. In this post, bosses will be listed in the order we defeated them.
This boss is a good single-target dps encounter, perfect for Bloodtalons. There is very little movement and no adds or AOE required. From a DPS perspective, there are only two things you need to worry about. The first is the Cave In ability. This places a void zone on the ground you need to avoid. This is only moderately annoying. It may cause your group to have to move or may block you exit if you get targeted by his next ability Shatter. If you get targeted by this ability, you need to run out of the raid and make sure you are at least 8 yards away from any player. Gruul has quite a large hit box and I’ve found it possible on several occasions to far enough away to avoid Shatter damage, but still be able to dps the boss. This is a good thing to try to increase your dps uptime. However it’s really susceptible to RNG e.g. two people running the same direction, or the tank moves the boss etc… Good introductory fight. Practice your single target rotation.
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.
“The guys stopped deleting their Druids for long enough to realize that maybe Druids do have some awesome to bring to the table. In this episode Rob and Hend are joined by long time friend of the show and Feral Druid rockstar, Elamari! We get into the nitty gritty of Feral kitty talents, dps, and glyphs and even clear the air about DoT snap-shotting. We also learn that Mike Preach was wrong about Feral kittys and the level 100 talents are kind of awesome!”