Best In Slot Feral Druid Tbc?

Best In Slot Feral Druid Tbc
Phase 5 / Sunwell Plateau Best in Slot Table

Slot Item
Neck Choker of Endless Nightmares Hard Khorium Choker Clutch of Demise Braided Eternium Chain
Shoulders Thunderheart Pauldrons Demontooth Shoulderpads ( Sunmote swap)
Back Cloak of Unforgivable Sin
Chest Bladed Chaos Tunic ( Sunmote swap)

ё 10
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Are feral druids good in TBC?

TBC Feral Druid DPS Guide – Best Races, Professions, Builds – Burning Crusade Classic 2.5.1 Welcome to Wowhead’s Feral Druid DPS TBC Class Guide, updated for of Burning Crusade Classic! This guide will help you to improve as a DPS Feral Druid in all aspects of the game, improving your knowledge to face the hardest Dungeons and Raids from The Burning Crusade Classic.Throughout this guide, we will cover many different aspects to increase your Feral Druid expertise, including concepts like Feral Druid talents and talents builds, Feral Druid BiS gear choices, Feral Druid stat priorities, Feral Druid consumables, Feral Druid gems, Feral Druid enchants, among many other aspects of your class and specialization.

  • Make sure to navigate to other pages of the guide to find more in-depth information, as each works as a knowledge hub for their subject.
  • Our Feral Druid guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.

If you are interested in more in-depth Feral Druid guides for Phase 4, make sure to browse the Navigation Bar below, and our list of Guide Navigation just beneath the Table of Contents, OverviewLeveling (1-70)Starter GuideTalents & BuildsBiS GearRotation & AbilitiesStatsGems & EnchantsBuffs & ConsumablesAddonsMacrosPre-Patch BuildsPvPAbout the Author I am an avid Classic WoW fan and theorycrafter with roots back in retail TBC.

I mained a warlock during TBC and Wrath, and frequented the Elitist Jerks theorycrafting forums back then as a lurker. One of my favorite aspects of the game was the offline effort to model and understand each spec in order to optimize performance. I currently main a feral druid in Classic, and have taken a more active role in theorycrafting the spec.

I create sim tools and stat weight calculators for tanking and cat DPS, and am a moderator on the druid class Discord where we collaborate on these tools and help out players of all skill levels (ranging from casual players to competitive speedrunners) with gearing and playstyle decisions.

Feral druids are in an exciting spot in Classic for tanking especially, as the predominant meta around gearing has been reshaped by the Classic community compared to vanilla and private server expectations. I am excited to continue furthering our understanding of feral druids in TBC Classic, and we already have sim tools we’re working on to that end.

Come join the druid Discord if you’d like to participate! If you wish to learn more about this class, including the PvE viability of other specializations, basic classic mechanics, strengths, weaknesses, tier sets, and class trainer locations, please read our Druid Class Overview linked below:Druid Class Overview Changes to existing abilities & talents

Cat Form —The mana cost of shapeshifting has been reduced to 35% of base mana, compared to 55% in vanilla. Improved Shred —Renamed to Shredding Attacks, and now reduces the energy of Shred by 18 rather than 12. Blood Frenzy —This talent has been merged into Primal Fury, allowing feral druids to max out both the bear and cat crit talent in a single build. Savage Fury —No longer boosts Maul or Swipe but now boosts Mangle (Cat), changing it from primarily a bear talent in vanilla to exclusively a cat talent in TBC. Heart of the Wild —In cat form, this talent changes from boosting Strength by 20% to boosting Attack Power by 10%. This is a significant buff to cat DPS, as the talent now boosts all sources of Attack Power, including Agility and raw AP on gear. Leader of the Pack —The party aura provided by feral druids is increased from 3% to 5% crit. Natural Weapons —Merged with Improved Healing Touch and moved to the Restoration tree as the new Naturalist talent. Natural Shapeshifter —Moved from Balance to Restoration tree. Omen of Clarity —Moved from Balance to Restoration tree, and duration increased from 10 minutes to 30 minutes.

As evidenced by the above changes, the druid talent tree has been significantly pruned down in TBC, with many talents merged together and moved closer in proximity to one another. As a result, feral druids have to make essentially zero compromises to achieve both optimal cat DPS performance and optimal bear tanking performance in a single build. New abilities & talents

Mangle (Cat) —Powerful new debuff which buffs both Shred (the primary combo point generator) and Rip (the primary finishing move) by 30%. Maim —New PvP finishing move that can be used in conjunction with other crowd control abilities to stunlock a target, and also allows the druid to interrupt spell casting from Cat Form, Survival of the Fittest —Straight 3% buff to all primary stats. Improved Leader of the Pack —Provides periodic healing to the feral druid’s physical DPS group. Adds more utility to the hybrid spec but not amazing. Predatory Instincts —Increases crit damage multiplier from 2 x to 2.2 x, providing a substantial DPS boost. Intensity —Allows mana regeneration to take place while powershifting, which significantly increases the duration over which a powershifting rotation can be sustained before going oom.

All of the new TBC talents provide a straight buff to the damage output and utility of feral druids in a raid environment, making cat DPS more competitive with other melee classes. Feral druids are in an excellent place for tanking in TBC, but as a DPS spec feral is unfortunately still quite lackluster.

On the plus side, feral DPS is significantly buffed relative to other melee classes in TBC compared to vanilla, and the gap in performance between a warrior or rogue and a feral druid drops from more than 30% in vanilla to less than 10% in TBC. However, feral DPS remains quite mediocre relative to the top DPS specs such as hunters and warlocks.

This is not necessarily a bad thing, as several hybrid specs in TBC are expected to perform much worse than ferals: shadow priests, balance druids, and retribution paladins for example. However, these specs all bring valuable raid and group utility which justifies their inclusion in competitive raid comps: Shadow Weaving and Vampiric Touch from shadow priests, Improved Faerie Fire from moonkins, Improved Seal of the Crusader and Improved Sanctity Aura and Blessings from ret paladins, etc.

  • By comparison, Leader of the Pack from feral druids is a much weaker buff as it benefits only a single party, and the Mangle debuff primarily benefits the feral with only a minor impact on rogue and warrior DPS.
  • As a result, the absence of strong raid utility makes it difficult to justify bringing a pure DPS feral in a competitive raid comp given its middle-of-the-pack DPS output.

In a speedrun setting, the difference between a feral and a DPS warrior is further amplified since cats lack any form of cleave whatsoever, crippling their multi-target output on trash (which constitutes the large majority of time in a speedrun). It should be noted, however, that despite being a mediocre pure DPS spec, when used primarily as a tank, ferals have by far the highest DPS output of all tank specs when not actively tanking, as cat DPS massively outclasses protection warriors/paladins.

More competitive personal DPS TBC buffs feral cats in a number of ways to make their DPS output more competitive with rogues and warriors. First, TBC adds Mangle (Cat) to the cat rotation, which provides a 30% buff to almost all yellow damage, including both Shred (the primary combo point generator) and Rip (the primary finishing move).

Second, the change to Heart of the Wild and the addition of Survival of the Fittest means that cats scale a lot better with gear and raid buffs than they did in vanilla. Specifically, the majority of physical DPS gear in TBC is loaded with high amounts of Agility and raw Attack Power, so cats scale better from these pieces than other classes.

  1. Third, the quality of feral gear in TBC is vastly improved compared to vanilla, as Blizzard finally figured out how to properly itemize feral druids.
  2. There are finally feral tier sets from each raid, and the offset pieces are also much stronger and more plentiful compared to Classic, where feral druids in Phase 6 are still wearing primarily AQ40 gear.

Most importantly, TBC massively buffed feral attack power (FAP) weapons so that the FAP values more closely tracked weapon DPS for melee classes. As a reference point, the best non-legendary FAP weapon in Classic is Blessed Qiraji War Hammer with only 280 FAP, while the entry level TBC pre-raid staff Staff of Natural Fury has a whopping 712 FAP.

  • More sustainable powershifting TBC more or less completely solves the mana issues which cats suffered from on longer fights in vanilla.
  • Powershifting was one of the most mana intensive DPS/healing rotations in all of Classic, costing 479 mana every 4 seconds in vanilla with 3/3 Natural Shapeshifter,

Thankfully, in TBC, the greatly expanded debuff limit allows for regular use of Judgement of Wisdom in raids, which cats benefit from more than any other DPS spec due to their extremely fast 1.0 second swing timer. JoW provides an equivalent of 185 mp5 for cats, expanding their effective mana pool by 6660 on a 3 minute fight.

In addition, the new Intensity talent enables spirit-based mana regeneration to continue while powershifting. Finally, the introduction of Fel Mana Potion adds a much stronger consumable which makes mana a non-issue even on longer fights. Unlike traditional mana pots, Fel Mana Potion can be popped almost immediately at the start of an encounter for maximum uptime, and it is perfectly suited for ferals since the damage/healing debuff is irrelevant.

In an optimized raid, feral druids are best placed in a group with an Enhancement shaman, 2-3 hunters, and optionally a Fury warrior. These classes all synergize extremely well with one another: the enhancement shaman and fury warrior boost the group’s attack power with Unleashed Rage and Commanding Presence, the feral druid boosts the group’s critical strike chance with Leader of the Pack, and each Beast Mastery hunter provides a 3% overall damage boost from Ferocious Inspiration,

These three types of buffs scale wonderfully with one another: AP boosts the value of crit and vice versa, multiplicative damage boosts scale both AP and crit, and Leader of the Pack also buffs the hunters’ pets to improve the uptime of Ferocious Inspiration, This highly optimized group is also likely to be funneled multiple Bloodlust s, so DPS classes will be clamoring to get into the feral druid’s group if one is brought to the raid.

Limited uptime from raid mechanics Uptime on boss fights is a serious issue for all melee DPS classes in TBC, and is a big reason why melee takes a back seat to ranged DPS for the majority of the expansion. Many raid bosses have mechanics which force DPS to move out of melee range for a period of time, during which no damage can be done.

For example, the Enfeeble mechanic on the Prince Malchezaar encounter forces melee to run far out of melee range to avoid getting one-shot from a subsequent Shadow Nova, Similarly, melee are significantly disadvantaged on the Gruul the Dragonkiller encounter, as Cave In s often spawn on top of Gruul and melee may need to run out repeatedly in preparation for Ground Slam,

The ubiquity of these mechanics across all TBC raids means that only a fraction of the maximum DPS potential of a feral druid can be realized in practice. Feral druids suffer from reduced uptime even more than rogues on a relative basis. Both classes fully lose their auto-attack (white) damage when out of range, but rogues are able to recover some of the lost DPS from special (yellow) abilities by pooling energy when moving and then dumping it when back in range.

  1. This works because rogue DPS is energy limited, meaning that the standard DPS cycle involves waiting for energy ticks prior to using abilities, and therefore the energy can be saved up to recover lost DPS.
  2. In contrast, feral DPS is GCD limited, since powershifting allows cats to expend energy at a uniform constant rate and regenerate it instantaneously.

As a result, cats benefit very little from pooling energy and lose almost all of their potential yellow damage when out of range. Rogues and warriors possess a number of offensive and defense cooldowns which can be used to mitigate raid mechanics, capitalize on periods of high uptime, or amplify temporary buffs such as Bloodlust or on-use trinkets.

  • For example, rogues can make use of Vanish and Cloak of Shadows to trivialize certain raid mechanics, as can warriors with Berserker Rage,
  • Likewise, these classes can leverage offensive cooldowns like Recklessness, Death Wish, and Adrenaline Rush to compensate for reduced fight uptime by concentrating damage output in periods of high uptime.

In contrast, feral druids possess zero offensive or defensive cooldowns, and their DPS rotation is completely static with the exception of on-use trinkets. While this does mean that feral DPS is much more consistent across the entirety of a Patchwerk-style fight than other classes, it creates a significant disadvantage relative to other melee DPS classes in a dynamic raid environment.

  1. While the single target DPS of feral druids is significantly improved in TBC (see above), their multi-target output remains as abysmal as it was in vanilla.
  2. Feral cats lack any AOE or cleave abilities in their toolkit, so their multi-target rotation is exactly the same as the single-target rotation, with targets focused down one at a time.

Even bears were given a significantly buffed Swipe to use in cleave tanking situations, but cats unfortunately received no love from Blizzard on this front. This deficiency does not matter very much in guilds that are raiding casually or focusing on boss parses, as it primarily impacts DPS output on trash mobs.

  1. In a competitive speedrun setting, however, trash constitutes the majority of time spent clearing the instance and is usually pulled in sizable packs, so a lack of cleave damage cripples the value of a feral cat in that context.
  2. As a result, even when bringing a feral druid who will primarily DPS on boss fights, it is best to leverage the feral as a tank rather than as a DPS for trash.

Energy is the primary resource used by feral druids when DPSing. Unlike mana, which is both consumed and regenerated very slowly on the timescale of a full encounter, energy is regenerated and dumped extremely quickly similar to rage. Unlike rage, however, the base rate of energy generation is constant and not tied to outgoing or incoming damage.

Just as in vanilla, energy in TBC Classic is regenerated on a fixed 2 second tick, with 20 energy gained each tick up to a maximum of 100. This tick operates independently from player casts / GCDs, but in practice, the DPS rotation syncs up with the tick cycle since the player will often need to wait for a tick prior to casting their next ability.

The energy regeneration mechanic places a hard limit on the frequency with which special abilities can be cast by rogues or cats, unless the regeneration rate can be manipulated somehow (see below). Powershifting is the mechanic which makes feral DPS competitive with other classes, and is the most important technique to master when playing a feral druid for the first time.

The idea behind powershifting is to circumvent the standard limitation on cast frequency for energy users by enhancing the energy regeneration rate beyond the standard tick of 20 energy every 2 seconds. Feral druids leverage two unique and powerful tools which synergize to make this possible: (1) the Furor talent, which instantly generates 40 energy when shifting into cat form, and (2) the quirky level 40 item Wolfshead Helm, which boosts this from 40 to 60 energy each shift.

This means that when a feral druid has expended all of their energy, rather than waiting for 4 seconds (2 energy ticks) to regenerate enough energy for another cast, the druid can instead shift out of cat form and then back into cat form to end up with 60 energy right away.

In vanilla and TBC, canceling a shapeshift form does not incur a global cooldown, but shifting into a form does incur a 1.5 second GCD. Therefore, a powershift effectively generates energy at a rate of 40 energy per second, which is 4 times higher than a standard energy tick! Moreover, since the shift can be performed instantaneously with the help of a powershift macro, the server never “sees” you out of form and the cat swing timer just proceeds as usual.

A typical powershift cycle is illustrated below using the example of two Shred casts, each costing 42 energy:

Time in seconds Action/Event Final Energy
Powershift 60
1 Energy Tick 80
1.5 GCD ends, cast Shred 38
2.5 GCD ends, wait 38
3 Energy Tick 58
3 Cast Shred 16
4 GCD ends, powershift 60

This cycle allows 2 Shreds to be cast every 4 seconds, with only 16 energy wasted each cycle. In contrast, if we wanted to cast two Shreds the conventional way without powershifting, the DPS cycle starting at the end of the above would look like this:

Time in seconds Action/Event Final Energy
GCD ends, wait 16
1 Energy Tick 36
3 Energy Tick 56
3 Cast Shred 14
4 GCD ends, wait 14
5 Energy Tick 34
7 Energy Tick 54
7 Cast Shred 12
8 GCD ends, wait 12

Notice that without powershifting, it takes 8 seconds to cast the same 2 Shreds! This is why powershifting is such a critical tool for feral DPS: it effectively doubles the rate at which special abilities can be cast. Powershifting is the key tool which enables the feral DPS rotation, but it also costs a lot of mana.

At level 70, each powershift costs 581 mana when fully talented with 3/3 Natural Shapeshifter, Since shifts can occur as often as once every 4 seconds, this can very quickly deplete a feral druid’s small mana pool, since ferals wear pure melee DPS gear with very little Intellect on it. Therefore, the key to sustaining a powershift rotation is efficient usage of mana consumables and cooldowns.

Mana users can take advantage of both the potion cooldown and the Healthstone cooldown for mana regeneration. The optimal potion to use in mana-constrained fights is Fel Mana Potion, with Super Mana Potion as a budget option. The Healthstone cooldown does not have any new mana consumables in TBC, so Dark Rune and Demonic Rune are still the best options.

  • For maximum uptime, the Dark/Demonic Rune should be popped as soon as 1500 mana has been spent so as to start the cooldown ticking quickly without wasting any mana, and likewise for mana potions.
  • Note that these consumables cannot be used in cat form, but can be integrated into powershift macros so that no unnecessary GCDs are wasted.

On longer fights where the two mana consumables alone are insufficient to sustain the DPS rotation in conjunction with the available raid buffs/debuffs, then Innervate can be precast right before engaging the boss to further increase the effective mana available for shifting.

Finally, make sure to ask for Judgement of Wisdom to be applied on the boss when you are DPSing, as it makes a night and day difference for a feral druid’s sustainability on long fights. AllianceThe only race option for Alliance druids is Night Elf.HordeThe only race option for Horde druids is Tauren.

Night Elf

Nature Resistance : Nature Resistance increased by 10. Wisp Spirit : Transform into a wisp upon death, increasing movement speed by 50%. Quickness : Dodge chance increased by 1%. Shadowmeld : Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Night Elf Rogues and Druids with Shadowmeld are more difficult to detect while stealthed or prowling.

Unfortunately, none of the Night Elf racial abilities are relevant for feral DPS in a PvE environment. There are no nature resistance fights in TBC raids so Nature Resistance doesn’t add any value, Shadowmeld is a PvP / open world ability, and although Quickness is great for bear tanking, it does not add any value in a DPS setting.

  1. Tauren Horde feral cats have it slightly better than the Alliance, as Endurance is beneficial even in a DPS role due to the large amount of raid damage present in later TBC raids.
  2. None of the Tauren racials are directly beneficial to a feral’s DPS output, however.
  3. Feral druids specialize deep into the feral tree, with only a limited number of talent points spent elsewhere.

This section will describe the overall benefits of each tree in the context of feral DPS. The optimal PvE talent build for feral druids does not take any points in the Balance tree. This contrasts with vanilla, where a typical hybrid feral DPS spec was 14/32/5, with 14 points taken in Balance for Natural Weapons, Natural Shapeshifter, and Omen of Clarity,

In TBC, all three of these powerful talents were moved to the Restoration tree, making Balance effectively useless for an optimized feral PvE build. For a PvP focused feral druid, just a single point in Balance is taken for Nature’s Grasp, The overwhelming majority of useful talents for feral druid DPS and tanking are found in the Feral tree.

The TBC Feral tree is tightly optimized with lots of overlapping cat and bear talents, so the exact same build can be used for both roles without making any compromises. For DPS specifically, the most important “existential” Feral talents are Ferocity, Shredding Attacks, and Mangle, as the DPS rotation cannot even be executed without these.

The next set of highly valuable DPS talents are: Sharpened Claws, Predatory Strikes, Heart of the Wild, Survival of the Fittest, Leader of the Pack, and Predatory Instincts, The presence of so many highly impactful talents deep into the Feral tree constrains any feral talent build to invest heavily in this tree rather than hybridizing.

Two lower impact DPS talents are Savage Fury, since Mangle is cast infrequently, and Primal Fury, since the TBC rotation typically spends more time than needed at 5 combo points while waiting for Rip to expire. For a PvP focused feral druid, Feral Instinct, Brutal Impact, Nurturing Instinct, and Primal Tenacity are important talents to take which aren’t relevant for PvE DPS.

Note that even a PvP feral build needs to heavily invest in the Feral tree in order to pick up Mangle, As a result, the popular Heart of the Wild + Nature’s Swiftness hybrid feral build from vanilla is not used in TBC due to the importance of Mangle. The Restoration tree contains a number of critical talents for feral DPS: Furor is the backbone of the powershifting rotation and is non-negotiable, and the straight 10% total damage boost from Naturalist is worth many other talents combined.

In addition to these essential talents, Natural Shapeshifter and Intensity do not directly impact DPS on a short timeframe but are highly impactful for sustaining the powershifting rotation on longer fights. Finally, Omen of Clarity is also a great DPS talent, as Omen procs can allow for an additional ability to fit into the powershift cycle, but is less critical than the others.

The best PvE talent build for feral druids is 0/44/17, and is optimized for both tanking and DPS simultaneously without compromising on either front. This build takes every single Feral talent except for Feral Aggression, which is not needed since Rip is used instead of Ferocious Bite as a finishing move in TBC, as well as Brutal Impact, Nurturing Instinct, and Primal Tenacity, which are not relevant for PvE DPS.

Every other talent in the Feral tree provides either DPS or tanking value and should be taken for PvE, since one of the primary benefits of feral druids in TBC raids is the ability to perform either role equally well. The most important talents for DPS specifically are listed in the “Feral” section above.

  • However, there really isn’t much of a choice between these talents regardless, since 41 points are required to pick up Mangle and the ideal build contains only 3 additional points beyond that.
  • In the Restoration tree, this build takes Furor, Naturalist, Natural Shapeshifter, Intensity, and Omen of Clarity,

These talents encompass everything in the Restoration tree that would be beneficial for feral DPS, and can be acquired without wasting points on any “pure” Restoration talents. This build lacks a single talent that doesn’t directly benefit the PvE performance of a feral druid, which is a testament to how tightly optimized the druid talent trees are in TBC compared to vanilla.

Additionally, almost all of the key cat talents are also key bear talents: Ferocity, Mangle, Sharpened Claws, Predatory Strikes, Heart of the Wild, Survival of the Fittest, Leader of the Pack, Predatory Instincts, and Primal Fury, In this section, recommended professions are divided into two categories: (1) professions which are valuable for the entirety of TBC, and (2) professions which become valuable in later phases.

It is important to stress that in TBC, none of the personal profession benefits for feral druids are so overpowered that you can’t compete successfully without them. So don’t stress out about picking the absolute optimal profession choice, as all of the options listed below are perfectly fine even at a high level of play.

Pending additional changes to how Drums of Battle are implemented, feral druids will be exempt from taking Leatherworking during the initial phases of TBC. The planned addition of a Tinnitus debuff to TBC Classic means that each party can only benefit from a single Leatherworker, since the maximum achievable drum uptime will be 25% with the debuff in place.

Feral druids are the worst choice of drummer in a physical DPS group, as the early version of the drums have a cast time and cannot be used while shapeshifted, making them very inefficient to use for ferals. As such, the best possible use of that available cooldown in a raid environment would be Super Sapper Charge from Engineering.

  • Especially in a speedrun environment, sappers are a strong DPS cooldown on AOE trash packs, and partially compensate the lack of cleave damage in the feral toolkit.
  • In addition, Gnomish Battle Chicken scales to level 70, and the expanded buff cap in TBC makes stacking of Battle Squawk buffs even more desirable than it is in Classic currently.

TBC also adds the Gnomish Flame Turret consumable to the Engineering toolkit, which is reported to add an extra 40 single target DPS while active, and much more than that in cleave scenarios. The combination of sappers, flame turrets, and the battle chicken make Engineering easily the highest overall raid value profession early on.

For personal gearing, however, Engineering does not offer much to feral DPS druids, as the crafted helm Deathblow X11 Goggles cannot be used due to Wolfshead Helm and the Stamina trinkets are only useful for tanking. Enchanting is required for the exclusive ring enchants Enchant Ring – Striking and Enchant Ring – Stats,

These enchants are the highest overall value add from a profession in TBC, as they are relevant across all content phases and effectively turn a Phase 1 quality ring into a Phase 2 quality ring. In retail TBC, these enchants remained active after dropping the profession, so the optimal strategy was to relevel and drop Enchanting each time you got a ring upgrade.

  • For TBC Classic, however, Blizzard has implemented a change which requires the Enchanting profession to be permanently maintained in order for the ring enchants to work.
  • Pending additional changes to how Drums of Battle are implemented, Phase 4 of TBC Classic marks the introduction of Greater Drums of Battle, which can be used while shapeshifted without a cast time.

Therefore, feral druids can use these new drums efficiently, and are thus viable candidates for the single Leatherworker that is required in each party (due to the Tinnitus debuff). In their final form, drums are by far the highest raid DPS consumable in TBC, so one member in each party should absolutely take Leatherworking to use them at their maximum uptime of 25%.

Feral druids should coordinate with their raid team to determine whether they should swap to Leatherworking in Phase 4 to be their group’s designated drummer. For ferals looking to parse, it should be noted that drumming for a raid group makes it significantly more likely that the feral druid will stay in the group when shamans are swapped in for Bloodlust chaining, which scales multiplicatively with the haste from drums.

Unfortunately, Leatherworking does not offer any personal DPS benefits to feral druids other than the drums themselves. Early on in TBC, Jewelcrafting is a fairly mediocre profession from a min-max point of view, as it offers only a handful of unique gems (which are not outstanding for feral DPS) and a few on-use trinkets which do not compete with Phase 1 alternatives.
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Which Druid spec is best for DPS TBC?

Introduction – Druids are the only class in the game capable of fulling all four roles:,,, and melee DPS. While only tank is considered a top tier spec, Balance brings powerful buffs and debuffs to a raid, Restoration is the most mana-efficient healer and excellent in PvP and small groups, while melee DPS is the only spec in the game that can tank and DPS at maximum efficiency with the same talents. Leader of the Pack, and can instantly swap into one of the best tanks while in combat by just going Dire Bear Form, They also bring multiple support spells which can be used during tanking downtime, such as Innervate and Rebirth, both of which are vital in most raid encounters. In PvP, Feral Druids are strongest in world PvP, thanks to stealth, high burst and high mobility which prevents their targets from escaping. Barkskin, Travel Form and Dire Bear Form also make them exceptionally tough against gankers. Once they get a lot of Resilience, they are among the best flag carrier options in Warsong Gulch, and can dish out a lot of pain in Arenas as well! If you would like to see where Feral Druids fall in the overall rankings among DPS specs for both PvE and PvP in TBC Classic, we have created pages dedicated to explaining what classes and specializations are the best of the best through multiple factors.
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Is haste good for feral druid TBC?

TBC Feral Druid DPS Stat Priority and Attributes Guide – Burning Crusade Classic 2.5.1 Welcome to Wowhead’s Feral Druid DPS Attributes and Stats TBC Guide, updated for of Burning Crusade Classic. In this guide, we will explain what Attributes do for their character, what Secondary Stats are, as well as what things to prioritize for your character when comparing Gear, either while leveling or during The Burning Crusade Classic end game content.

  1. In this guide, we focus purely on Burning Crusade endgame stats.
  2. If you’re looking into what stats to focus on while leveling your Feral Druid, check out our Feral Druid TBC Leveling Guide for more information.
  3. Our Feral Druid guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.

If you are interested in more in-depth Feral Druid guides for Phase 4, make sure to browse the Navigation Bar below, and our list of Guide Navigation just beneath the Table of Contents, OverviewLeveling (1-70)Starter GuideTalents & BuildsBiS GearRotation & AbilitiesStatsGems & EnchantsBuffs & ConsumablesAddonsMacrosPre-Patch BuildsPvP

  1. Agility
  2. Hit Rating and Expertise Rating
  3. Strength
  4. Critical Strike Rating
  5. Haste Rating
  6. Attack Power and Feral Attack Power
  7. Armor Penetration

The above list ranks each stat by the value that an increase of 1 on gear provides to your DPS. So for example, 1 Agility provides more DPS than 1 Hit Rating, and 1 Attack Power provides more DPS than 1 Armor Penetration. When optimizing your gear, however, you have to consider not only the ranking of stats, but how much of an improvement each stat provides relative to others.

For example, 1 Agility provides only 3% more DPS than 1 Hit Rating so the two stats are pretty comparable, whereas 1 Critical Strike Rating provides 66% more DPS than 1 Haste Rating and is therefore quite a bit better. The way that these tradeoffs can be quantified is through the use of stat weights, which measure the DPS increase provided by each stat relative to 1 AP.

These weights are calculated using simulations of cat DPS in a raid environment at various stages of gear progression. Stat weights for cat DPS at the end of Phase 1 of TBC Classic are listed below:

Stat Normalized Weight
Attack Power 1
Feral Attack Power 1
Strength 2.266
Agility 3.0
Hit Rating 2.9
Expertise Rating 2.9
Critical Strike Rating 1.9
Haste Rating 1.1
Armor Penetration 0.43

These weights assume that the Survival of the Fittest talent is taken, which should be the case for all feral druids, and that the Blessing of Kings raid buff is used, which should be a standard assumption in any 25-man raid. This is why the weight for Strength is 2.266 even though 1 Strength generates only 2 AP for druids: each 1 Strength on gear actually provides 1 x 1.03 x 1.1 = 1.133 Strength after talents and buffs.

Strength is a strong attribute for feral druids since it provides 2 Attack Power (AP) per point, compared to only 1 AP for several other classes. In addition, the Heart of the Wild talent provides a 10% increase to the total AP of a feral druid in cat form, which further amplifies the value of Strength.

For a Level 70 Druid :

1 Strength = 2 Attack Power

Agility is the strongest stat for cat druids, as it provides both AP and crit simultaneously and scales with Survival of the Fittest and Blessing of Kings, Feral druids will exclusively gem pure Agility on all DPS gear, except for cases with very strong socket bonuses. For a Level 70 Druid in Cat Form :

  • 1 Agility = 2 Armor
  • 1 Agility = 1 Attack Power
  • 14.7059 Agility = 1% Dodge
  • 25 Agility = 1% Critical Strike Chance

Stamina does not directly impact DPS, so it is not an attribute that is actively considered when optimizing DPS gear. However, raid encounters in TBC involve substantially more raid damage than in vanilla, especially for melee DPS which have less mobility to avoid mechanics.

As a result, personal survivability becomes much more important in TBC, so DPS pieces packing Stamina are helpful for maintaining a healthy HP buffer in raids. For a Level 70 Druid : Similar to Stamina, Intellect does not directly impact DPS for feral druids, so it is not an attribute that is optimized when selecting gear.

Intellect is a more important attribute than Stamina, however, because feral druids expend a lot of Mana when powershifting, and the DPS output of a cat plummets when you are out of Mana and unable to powershift. In practice, this does not impact gearing for feral druids, since melee DPS leather rarely comes with Intellect outside of Tier pieces, and ferals can usually sustain a powershifting rotation over typical fight lengths without any Intellect on gear via a combination of consumables and raid buffs.In the 2.4.3 patch state of TBC, Intellect also impacts Spirit-based Mana regeneration according to the formula: regen per tick = 0.0187 x Int1/2 x Spi For a Level 70 Druid with 246 Intellect and 264 Spirit (typical raid buffed values for feral druids):

  • 1 Intellect = 15 Mana
  • 80 Intellect = 1% Spell Critical Strike Chance
  • 1 Intellect = 0.39 mp5 when not casting
  • 1 Intellect = 0.12 mp5 when casting
  • 1 Intellect = 1.96 mp5 when Innervated

Spirit is similar to Intellect in that it provides value to the sustainability of a powershifting rotation, but does not directly increase DPS and is not optimized when gearing. Specifically, ferals benefit from 30% of their Spirit-based Mana regeneration while powershifting due to the Intensity talent, and also leverage Spirit-based regeneration when using Innervate on longer encounters.

  • 1 Spirit = 0.73 mp5 when not casting
  • 1 Spirit = 0.22 mp5 when casting
  • 1 Spirit = 3.66 mp5 when Innervated

Hit Rating reduces the chance that your attacks miss. The value of Hit Rating scales with your gear, as missed attacks are more detrimental when your attacks do more damage. Unlike other DPS stats like AP and crit, however, hit has a hard cap on its value and provides no DPS increase above the cap.

A level 70 feral druid has a 9% chance to miss melee attacks against a level 73 boss, resulting in a hit cap of 9% or 142 Hit Rating. For raid comps running Improved Faerie Fire or Heroic Presence, the cap is further reduced by 3% or 1%, respectively. The full combination of relevant hit caps for feral druids is shown below: It should be emphasized that hit cap should not be thought of as a goal to hit, but rather as a limitation on the value of the stat.

It is entirely possible that the highest DPS gear set for a given content phase is not hit capped, if the other stats on the gear provide more DPS than what is lost by a few % chance to miss. For example, if you were given the choice between a 1% chance to miss with your successful attacks generating 1250 DPS, versus a 0% chance to miss with your successful attacks generating 1000 DPS, the first case is substantially better even though it is not hit capped.

The stat weight for hit rating, which is 2.9 AP equivalent for a Tier 4 geared cat, determines which of these tradeoffs is worth making. In fact, given two pieces of gear with the same AP equivalent, the one with less hit on it as actually preferred, as it frees up available “hit budget” for you to use in other gear slots without exceeding the cap.

For a Level 70 Feral DPS Druid :

  • 15.77 Hit Rating = 1% reduced chance to miss
  • 1 Hit Rating = 2.9 AP in value
  • Hard cap = 142 Hit Rating

Expertise Rating operates exactly like Hit Rating, except that it reduces the chance that your attacks are dodged or parried rather than the chance that they miss. A level 70 feral druid has a 6.5% chance for their attacks to be dodged by a level 73 boss, and has a 0% chance to be parried when attacking from behind.

  • As a result, the value of Expertise is hard capped at 6.5% reduction for feral cats, or 103 Expertise Rating.
  • Note that misses and dodges have exactly the same impact on DPS, and both Hit and Expertise convert at the rate of 15.77 rating per 1% reduction.
  • As a result, the value of Expertise Rating for DPS is identical to the value of Hit Rating, so the two stats can be treated identically when gearing.

However, a benefit of Expertise is that it is far harder to cap than Hit, so DPS pieces with Expertise Rating on them tend to be more useful in practice than equivalent Hit Rating pieces since their value is never capped. For a Level 70 Feral DPS Druid :

  • 15.77 Expertise Rating = 1% reduced chance to be dodged
  • 1 Expertise Rating = 2.9 AP in value
  • Hard cap = 103 Expertise Rating

Critical Strike Rating increases the chance that your auto-attacks and special abilities crit. Due to the Predatory Instincts talent, critical strikes in Cat Form deal 2.2 times more damage than normal hits. Additionally, due to the Primal Fury talent, Shred and Mangle (Cat) crits generate twice as many combo points.

  1. Point for point, Critical Strike Rating is a fair bit worse than Hit or Expertise Rating for two reasons: (1) The conversion of rating to % is less efficient for crits, with 22.1 rating required for 1% crit chance, compared to 15.77 for Hit and Expertise.
  2. 2) Special abilities such as Shred and Mangle (Cat) can only crit if they land successfully, so the value of 1% crit is suppressed for these abilities.
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For a Level 70 Feral DPS Druid :

  • 22.1 Critical Strike Rating = 1% increased chance to crit
  • 1 Critical Strike Rating = 1.9 AP in value

Haste Rating increases your melee attack speed, and therefore increases the number of auto-attacks which take place in a given encounter. When determining your character’s melee swing timer, the game adds together all of the Haste Rating from gear and consumables, converts it to a % haste value, and then multiplies this value by other fixed sources of haste such as Bloodlust and Battle Squawk,

  • 15.77 Haste Rating = 1% haste
  • 1 Haste Rating = 1.1 AP in value

Armor Penetration allows your melee attacks to ignore some of the boss’s armor, which reduces the boss’s damage mitigation against your attacks. Raid bosses in TBC typically have either 6200 or 7700 base armor, which translates to 37% or 42% damage mitigation against your attacks.

  • The raid debuffs Faerie Fire, Curse of Recklessness, and Improved Expose Armor collectively reduce boss armor by 4485, leaving 1715 or 3215 residual armor, respectively.
  • The Armor Penetration stat effectively reduces this residual armor value by the total amount of Armor Penetration on your gear plus any trinket procs, down to a minimum of 0 remaining armor.

Armor Penetration is an example of a stat that exhibits increasing returns, This means that Armor Penetration becomes more and more valuable as you accumulate more of it on your gear. The reason for this is because when the boss has very low residual armor, a loss of 1 additional armor is a much more significant reduction in the boss’s mitigation against your attacks than it is when the boss has a high amount of armor.

  • 1 Armor Penetration = 0.43 AP in value at Tier 4 gear levels
  • Armor Penetration hard cap = 1715 for bosses with 6200 base armor
  • Armor Penetration hard cap = 3215 for bosses with 7700 base armor

When planning out your character’s gear in TBC Classic, the first thing to note is that Wolfshead Helm is the best in slot helm for feral cats throughout the entirety of TBC, just as it was in vanilla. As discussed in the Class Overview guide, the combination of Wolfshead Helm and the Furor talent is what enables powershifting to work efficiently, since the extra 20 energy from Wolfshead bridges the gap needed for fitting two special abilities into a powershift cycle.

The DPS gain enabled by an efficient powershift cycle far surpasses the DPS value of even late game raid epics, so Wolfshead will never be replaced. As a result, feral cats also do not use metagems and are not constrained by their associated gemming requirements. For the remainder of your gear slots, the best way to approach optimizing your gear set is by incorporating the stat weights provided in the Stat Priority section of this guide into a gear planner such as The Burning Crusade Classic Wowhead Item Database or Seventy Upgrades,

The planner will then rank potential gear options in each slot based on the total DPS value of the item, obtained by adding up all of the item stats weighted by their relative value. You can also apply filters to the planner to include only pieces from specific sources, for example restricting yourself to only drops from dungeons.

As a first pass gear set, you can take the gear piece with the highest score in each slot according to the provided weights, and put them together into a set. The next step in planning out a gear set is itemizing around caps. As discussed above, the three DPS stats for feral druids that exhibit caps are Hit Rating, Expertise Rating, and Armor Penetration.

Of these, only Hit Rating is likely to be capped in a typical gear set, as Expertise Rating is not very common on gear pieces optimized for DPS, and Armor Penetration is uncommon on any feral gear until Sunwell. In contrast, early phase DPS gear in TBC is overloaded with Hit Rating, and it is extremely easy to exceed the cap when simply selecting the top item in each gear slot.

This problem is exacerbated if you expect Improved Faerie Fire or Heroic Presence buffs in your raid. Itemizing around an excess of Hit Rating requires a few steps and takes a fair bit of time, but is well worth the effort when trying to optimize your PvE performance. First, go down each item slot with Hit Rating on it, and find the next best option without any Hit Rating on it.

Write down the amount of Hit Rating that can be “dropped” by swapping the two pieces, as well as the score difference between the two, and divide these numbers to calculate the “efficiency” of dropping hit in that slot. Repeat this calculation for every item slot with a potential hit drop, as well as any gems or enchants with Hit Rating, and then rank the slots in order of most to least efficient.

  • Next, go down this list in order and replace the individual best choice in that slot with the best alternative that lacks Hit Rating.
  • Eep doing this until the total Hit Rating on the gear set is reduced to just below the relevant cap for your raid setting.
  • For our pre-raid and Phase 1 best in slot guides, we have gone through this process for you, and you’ll notice that in several gear slots, the optimal choice in a 9% or 6% hit gear set is different from the best individual piece in that slot.

Finally, when planning out your gear progression, it is useful to consider not only the true BiS pieces in each slot, but also how alternative options compare for feral druids relative to other classes. As an example, Dragonspine Trophy (DST) is a best in slot feral DPS trinket in Phase 1, but is hotly contested by all other physical DPS classes.

  1. However, looking ahead to later phases, Tsunami Talisman is substantially better for cats than DST, since cat DPS scales poorly with haste but excellently with AP.
  2. This is not the case for other physical DPS classes like rogues and warriors, for whom DST is the superior trinket due to their excellent haste scaling.

As a result, depending on how loot is distributed in your raid, it may be more efficient to pass on DST in exchange for elevated priority on Tsunami Talisman in Phase 2. An additional factor that is important to consider is whether gear pieces are useful both when tanking and when DPSing.

In Phase 1, for example, Mantle of Malorne and Breastplate of Malorne are best in slot for both bears and cats, so they are worth prioritizing over other slots. For more in-depth gearing advice, visit the Druid class Discord, We have an active community of knowledgable feral DPS players who are happy to help newer players with gear decisions.

For more advanced players. the Discord also has simulation tools that you can use to generate your own stat weights for different content phases. : TBC Feral Druid DPS Stat Priority and Attributes Guide – Burning Crusade Classic 2.5.1
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Does weapon DPS matter for feral druid TBC?

Attack Power – Attack Power is the base stat off which all of your damage is calculated. For Feral Druids, this is especially true since your auto attack damage is not based off your weapon DPS. In fact, weapon DPS has zero value to Feral Druids. Your auto attacks are normalized on a 1-second swing timer, and the damage is calculated based on your Attack Power.
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Why is feral druid hard?

The Basics of Feral Druid – Feral can be quite overwhelming to the new player due to the focus on dual resource management and maintaining numerous buffs/debuffs at once. Despite the quite complex base toolkit, however, talents offer several options that can simplify some of the management mechanics that are required of a Feral player.

This page will focus on a build that negates some of the more extreme management requirements that the advanced sections encourage, to make the playstyle more forgiving. If you are completely new to Feral as a spec and need more detailed information on each ability available to you, we have a Spell Summary page that covers each of them.

No matter the build you take as Feral, Bleeds remain omnipresent as part of gameplay. Due to that, you will need to be able to track them and your Energy/Combo Points effectively so you do not fall behind. This build will grant a lot more room for failure but will not compensate for more egregious mistakes, as Feral has a naturally unforgiving nature toward mismanagement.
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What is the strongest Druid build?

What Is the Best Druid Build? The Wind Druid build is widely recognised as one of the most powerful Druid builds due to its powerful area of effect damage output and versatile damage types.
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Which Druid specialization is best?

Shadowlands Druid Leveling Guide & Best Leveling Spec 1-60 Welcome to Wowhead’s WoW Shadowlands Druid leveling guide! This WoW Druid leveling guide is dedicated to teaching beginners how to operate the Druid, masters of shapeshifting. We will cover the best Druid talent builds, ability usage, basic concepts, and gear tips to ensure you reach level 60 quickly.Leveling has received many changes in Shadowlands, and we have prepared a series of comprehensive guides.

Whether you need the basics like experience and mounts, or advanced topics like speed leveling and addons, our detailed leveling guides have you covered! You can check them out in the links below:Shadowlands Leveling FAQShadowlands Leveling Changes & Level SquishChromie Time – How Shadowlands Leveling Works and Zone Expansion Level RangesOur class guides are always updated with the latest information based on theorycraft and in-game experience; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page to see the latest updates.

If Druid isn’t right for you, use our Guide Navigation menu to the right side of the page to find more class leveling guides for Shadowlands.The Shadowlands Covenant system is not being released in pre-patch, so will not be covered here. Players will not have the opportunity to choose a Covenant until their first character reaches level 60 in Shadowlands.

There is a new tab on your spellbook between General and your talent specialization, simply titled “Druid”. These are abilities that are now shared by all Druids, regardless of what specialization they are in.New Druids will not begin in a default spec (Feral). Until they are allowed to choose a spec at level 10, their abilities are drawn from the general Druid abilities available to all specializations.Experienced Druids will notice some talents have been reworked or rearranged, and may require re-acquiring some talents.AoE (Area of Effect) caps are being introduced in the Shadowlands pre-patch, which places a limit on how many targets the ability can hit at once. This affects a couple of Druid abilities. Swipe ( Feral Affinity ) – capped to 5 targets Swipe (Feral, Guardian) – capped to 5 targets Brutal Slash (Feral) – capped to 5 targetsAny AOE Abilities not listed above remain the same as they were cap-wise before the Shadowlands pre-patch.

For a total beginner to the class, although each specialization has strengths and weaknesses, we recommend Feral as the best Druid leveling spec. Feral has the tools to quickly deal devastating amounts of damage, and many bleed effects for long damage durations.

  • Feral also has increased movement speeds by default with Cat Form, which makes it a bit more flexible than other Druid specializations.
  • If you’re looking to play a ranged class, maybe Balance is a better specialization for you! Balance can be a bit more complicated to play than Feral at an optimal level for a total beginner due to the way Astral Power and the Eclipse system works, but it deals great amounts of damage from a range, and the innate benefits of Moonkin Form makes Balance Druids one of the more durable casters out there.

If you don’t want to level as a straight DPS specialization, why not try Guardian? Although Guardian is a Druid tanking spec, it is still able to deal good amounts of damage with abilities like Thrash and Maul and has the survivability to withstand punishment from multiple mobs at once.

Because Guardian is a tank specialization, it also means you can use it to quickly get into dungeons! The final specialization that Druids have, Restoration, is not recommended for leveling. Although Restoration Druids can deal decent damage with Wrath and Moonfire, Restoration will not be able to do more damage or survive as many mobs as the other three Druid specializations.

However, due to dungeon leveling being a popular option, Restoration Druids are able to benefit from that by using their quick healing queues to chain dungeons over and over. Before level 10 you are just a Druid with a smattering of Druid abilities. When you reach level 10 you get to pick a specialization – Balance, Feral, Guardian or Restoration.

Although all four Druid specializations can be leveled with, we do not recommend going Restoration unless you want to level only through healing dungeons.At level 10 you will select a specialization. You can swap between specializations by opening up the Specialization & Talents tab (or pressing N to open it quickly), choosing the specialization you like, and clicking the Activate button.

There is no cost to swapping!Choosing your race can be an arduous task, as it defines our character’s appearance and is an expensive trait to change. Unlike in the past, Racial Traits don’t give players many throughput benefits, most race perks are limited to utility or profession bonuses.Druids can choose many races to be, separated in Default Races and Allied Races:

Default Races are races that are immediately available to be played when you start your WoW account. Allied Races are races that are locked behind certain requirements that need to be met before you can create characters belonging to that race.

Each race has different racial abilities and spells, but no races offer an immediate advantage when compared to others, so you can create your Druid to be whatever race suits your aesthetic best! Druids can choose from the following races (click on the race names to learn more about them!): Alliance

Default Races: Night Elf Worgen

Allied Races: Horde

Default Races: Tauren Troll

Allied Races:

Highmountain Tauren Zandalari Troll

In this section of the guide, we recommend talent selections for leveling in Shadowlands as a Druid. Please keep in mind that the selections we list below are merely suggestions, and if you want, you can select different talents that can better suit your gameplay style.The talent selection below will focus on improving the Balance Druid’s offensive abilities while granting a fair amount of defense for soloing.

Level 15 Talents: Force of Nature is a great defensive talent option that allows you more survivability by having Treants tanking mobs for you. Nature’s Balance is also a great choice, but less recommended than Force of Nature if you have less gear or are having issues with mobs attacking you. Warrior of Elune is an ok talent choice, but provides less offensive benefits than Nature’s Balance.

Level 25 Talents:

Wild Charge is a great option that grants you some more movement speed by granting you a disengage in Moonkin Form or a leap forward in Travel Form, Tiger Dash is not a bad talent choice, but not that useful considering you already have access to a movement speed boost when needed via Dash, Renewal is a nice emergency heal, but not really that strong considering Druids have a lot of self healing already.

Level 30 Talents:

Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Feral Affinity is a rather weak talent for a Balance Druid, as you won’t be going into Cat Form often to gain the offensive benefits, so on a normal leveling situation you would only really benefit from Feline Swiftness, Guardian Affinity can be an interesting talent if you plan on doing dungeons, as you are able to take over for the tank more easily if things go south.

Level 35 Talents:

Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early. Heart of the Wild can be a good emergency button when paired with Restoration Affinity, but in most situations it is better to simply run away and engage again.

Level 40 Talents:

Incarnation: Chosen of Elune is a very strong cooldown that not only grants you the benefits of Celestial Alignment, but increased Critical Strike as well. Soul of the Forest can be a good option if you don’t want to rely on using cooldowns while leveling. Starlord is not that great of a talent choice, as constantly casting Starsurge and Starfall will not refresh the duration of the talent’s buff, which means you will be consistently having to rebuild stacks.

Level 45 Talents:

Twin Moons is a simple and strong talent that not only increases the damage of Moonfire, but also grants a cleave component to the spell, making it easier to spread around. Stellar Drift is a good talent if you plan on doing dungeons often, but outside of that, not a good talent usage as you won’t be using Starfall often. Stellar Flare is a rather weak talent, as it’s yet another periodic damage effect.

Level 50 Talents:

Fury of Elune is a strong talent with lots of AOE damage and good Astral Power generation and an easy pick. Solstice is an ok talent pick, but the damage of Shooting Stars is usually not that great to be worth the talent pick. New Moon is a bit complicated to use and generally not as strong as Fury of Elune.

The talent selection below will focus on improving the Feral Druid’s mobility and consistency when jumping from mob to mob.

Level 15 Talents: Predator is an incredibly strong talent pick, due to allowing a much higher uptime on Tiger’s Fury thanks to the constant cooldown resets. Sabertooth is an interesting talent pick due to the Ferocious Bite damage increase, but you will likely not see a lot of benefit with Rip on this talent. Lunar Inspiration has very limited usefulness for the cost of a talent point, as in most cases Moonfire would only be using to pull mobs, and using Prowl to get the jump is better in almost all cases.

Level 25 Talents:

Tiger Dash is an excellent talent pick as it allows you to more easily get close to mobs at a relatively low cooldown. Wild Charge is not that great of a pick for a Feral Druid, as the Cat Form of the talent makes you miss your opening damage by knocking you out of stealth. Renewal is a nice emergency heal, but not really that strong considering Druids have a lot of self healing already.

Level 30 Talents:

Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Balance Affinity is not a good pick for a talent, as you will almost never need to go into Moonkin Form and deal attacks from range. This is a niche talent pick at best. Guardian Affinity can be an interesting talent if you plan on doing dungeons, as you are able to take over for the tank more easily if things go south.

Level 35 Talents:

Heart of the Wild is a good emergency button when paired with Restoration Affinity. Mighty Bash is not that great of a talent pick for Feral Druids, as you already have Maim for a Stun crowd control. Mass Entanglement is a very niche talent pick for Feral Druids that will likely only be used to run away from unwanted encounters.

Level 40 Talents:

Soul of the Forest is a simple yet strong talent pick that increases the damage of all your finishing abilities and grants you some extra Energy when using them, so you’re able to more quickly build the next finisher. Savage Roar is not a terrible talent pick if you want a more active talent pick, but the Energy regeneration from this ability is low at best. Incarnation: Avatar of Ashamane is a strong cooldown talent, but one you probably won’t be used super often while leveling. Still a good pick, though!

Level 45 Talents:

Primal Wrath is a very strong talent that not only deals good AOE damage, but also applies Rip to all targets hit by this talent. Scent of Blood is not that bad for a talent pick, but it relies on you using Thrash to get any benefit from this talent, an ability that is not usually spammed on an AOE rotation. Brutal Slash is an improved version of Swipe, but not much of an improvement over the other talent options on this row.

Level 50 Talents:

Feral Frenzy is a strong cooldown that deals good damage and instantly allows you to do a fully powered finishing move at a low cooldown, overall a very strong talent pick. Moment of Clarity grants a lot of extra benefits to Omen of Clarity, including being able to accumulate extra stacks. The increased Energy is not too bad for bursting targets. Bloodtalons is a strong talent pick for more seasoned Feral Druids, but total beginners will have a hard time keeping this talent up often enough.

The talent selection below will focus on improving the Guardian Druid’s damage and survivability when dealing with multiple mobs at once.

Level 15 Talents: Brambles is a strong talent pick that adds passive damage for you simply for having mobs hit you. Blood Frenzy can be a strong talent if you’re doing big pulls and using Thrash on multiple targets often, but this talent loses benefit with smaller pulls. Bristling Fur is an interesting cooldown to use against big pulls, but once again, this talent loses benefit with smaller pulls.

Level 25 Talents:

Wild Charge is a great option that grants a great engage tool in the Bear Form version of the talent and added movement speed in Travel Form thanks to the leap. Tiger Dash is not a bad talent choice, but not that useful considering you already have access to a movement speed boost when needed via Dash, Renewal is a nice emergency heal that can be useful to spec into if you’re having issues tanking mobs, but Guardian Druids already have fairly decent self healing via Frenzied Regeneration,

Level 30 Talents:

Restoration Affinity is by far the strongest talent in this tier, as Ysera’s Gift alone grants you much more survivability, and having access to more emergency heals is always good. Just be careful of going out of Bear Form when needing extra heals. Balance Affinity is not a good pick for a talent, as you will almost never need to go into Moonkin Form and deal attacks from range. This is a niche talent pick at best. Feral Affinity is a rather weak talent for a Balance Druid, as you won’t be going into Cat Form often to gain the offensive benefits, so on a normal leveling situation you would only really benefit from Feline Swiftness,

Level 35 Talents:

Heart of the Wild is a good passive benefit to your Restoration Affinity, as it makes the passive effects of the talent even stronger. Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early.

Level 40 Talents:

Galactic Guardian is a good talent that grants you some more passive damage with free Moonfire and an active benefit that grants more Rage to fuel your abilities. Incarnation: Guardian of Ursoc is a very strong talent if you plan on doing a lot of dungeons, as this talent gains both offensive and defensive benefits thanks to Berserk active for the duration and Mangle hitting multiple targets when active. Soul of the Forest is not a weak talent, but the other talents in this row simply grant more benefit for leveling.

Level 45 Talents: Level 50 Talents:

Rend and Tear grants you a lot of benefits simply for using Thrash, Lunar Beam is not a bad talent pick, but it will deal less damage in the long run than Rend and Tear. Pulverize is an interesting dungeon talent, but won’t be as useful in a leveling setting.

The talent selection below will focus on improving the Restoration Druid’s healing abilities in dungeons, as in keeping constant healing in a main target and able to quickly heal targets taking additional damage.

Level 15 Talents: Cenarion Ward is a nice and quick way to give a target some quick healing, although this spell is quite mana intensive. Abundance is a good talent pick if you’re able to keep multiple Rejuvenation s up at once, but loses utility once you don’t need to heal that many targets. Nourish is a rather weak option that directly competes with Cenarion Ward.

Level 25 Talents:

Tiger Dash is a good talent choice that grants you even more movement speed in a pinch. Wild Charge can be a good option if you need to quickly get to allies, but with all movement speed increases Druids have access to normally, this talent is almost useless. Renewal is a nice emergency heal that can be useful to save yourself, but as a Restoration Druid, you won’t be using this often.

Level 30 Talents:

Feral Affinity is a great talent selection that allows you to quickly shift into Cat Form and help your group DPS when healing isn’t needed. Balance Affinity is not a bad pick, but as Balance takes a bit longer to start actively dealing damage due to the nature of its periodic damage, you likely won’t do as much damage in short bursts as Feral Affinity. Guardian Affinity is a very weak pick for dungeons, as having to go Bear Form usually means the tank did not stay alive.

Level 35 Talents:

Heart of the Wild is a good passive benefit to your Feral Affinity, as it grants you even more damage in Cat Form, Mighty Bash is a strong talent that grants you one extra crowd control. Mass Entanglement can be an interesting talent for dungeons of if you’re doing a lot of AOE pulls, just be mindful that the CC from Mass Entanglement can be easily broken early.

Level 40 Talents:

Cultivation is a simple but good talent pick that grants extra healing to Rejuvenation at no additional cost. Soul of the Forest seems like a good pick on paper, but as Swiftmend is used as an emergency heal button, you usually don’t need the extra healing after using it. Incarnation: Tree of Life is a very strong cooldown and worth picking if you feel like you need the extra burst in dungeons.

Level 45 Talents:

Spring Blossoms is a strong talent pick that rewards smart Efflorescence placement. Inner Peace only really gives you any benefit if you’re using Tranquility often, but as Tranquility is used as an emergency button, this talent is usually not a good pick. Overgrowth is a good talent if you need additional emergency healing on a single target, but with good periodic healing placement, this talent is mostly wasted.

Level 50 Talents:

Photosynthesis is a good strong talent that further empowers your Lifebloom, Germination is not that great of a talent, as Rejuvenation ‘s healing is quite weak by itself to be worth casting it twice on the same target. Flourish can be a strong option if you need constant and consistent healing on cooldown.

All three Druid specializations have really different playstyles due to the nature of serving different roles. In this section of the guide, we go over basic rotations for all three Druid specializations.Optimal Balance Druid Ability Use While Leveling You will want to start a fight by firing either two Wrath or Starfire to get your Eclipse chain going, and then applying Moonfire and Sunfire for the periodic damage.

  • Use Starsurge whenever you have the Astral Power but if you’re close to starting an Eclipse, save for it to empower the current active Eclipse.
  • Elite Mobs: For elite mobs, your rotation will continue as usual, although you will need to be careful – If the elite is rootable, use Entangling Roots s often to keep a distance, and don’t forget to use your DPS cooldowns if you have them, like Celestial Alignment,

If things go south, you can go Travel Form and run away to disengage from combat. Lots of small mobs: Early on, you won’t have a lot of AOE abilities besides spreading your DOTs to multiple targets, so until you learn Starfall, it isn’t recommended to engage with lots of small mobs at once.

  1. Once you do, continue using Moonfire and Sunfire to generate Astral Power and spend it on Starfall,
  2. Dungeons: Make sure to help your team by interrupting spellcasts with Solar Beam,
  3. You might need to help offheal sometimes or go into Bear Form to tank in case the main tank for your dungeon dies, but this shouldn’t be too much of an issue.

Optimal Feral Druid Ability Use While Leveling You will want to start fights in stealth with Prowl, as at higher levels deals more damage. You will then use Rake to apply some periodic damage, and continue generating Combo Points to use Rip to inflict more periodic damage or Ferocious Bite to deal direct damage.

The more Combo Points you accumulate, the more either abilities will hit for. Elite Mobs: For elite mobs, your rotation will continue as usual, although if the elite is stunnable, using Combo Points on Maim can be a good idea to buy some more time without taking damage. Use your offensive cooldowns like Berserk and Tiger’s Fury to deal even more damage to the elite.

If things go south, you can go Travel Form and run away to disengage from combat. Lots of small mobs: Early on, your best bet is to apply periodic damage effects on multiple mobs with Thrash and then individually damaging them down, so it isn’t recommended to engage with many small mobs at first.

Once you learn Swipe, things become a bit easier, and you can use Swipe as a Combo Point generator and use your finishers as normal. Dungeons: Make sure to help your team by interrupting as many mobs as you can with Skull Bash and stunning dangerous mobs with Maim, You might need to help offheal sometimes or go into Bear Form to tank in case the main tank for your dungeon dies, but this shouldn’t be too much of an issue.

Optimal Guardian Ability Use While Leveling You will want to use Moonfire to pull mobs to you, and then use Mangle on cooldown to generate Rage. Use Thrash to apply a bleed effect and deal more damage to mobs. Whenever you have enough Rage, you can use it on Maul to deal more damage, or Ironfur if you need active mitigation Elite Mobs: As a Guardian Druid you have multiple ways of lowering damage done to yourself – You can use your Rage defensively with Ironfur to reduce damage taken or Frenzied Regeneration to heal yourself, and use offensive cooldowns like Berserk to deal more damage.

  • If things get badly, you have big cooldowns you can use to turn the tide, like Barkskin or Survival Instincts,
  • If things go south, you can go Travel Form and run away to disengage from combat.
  • Lots of small mobs: Luckily, Guardian Druids get some good AOE early on with Thrash, so besides adding Thrash, your rotation won’t change much in this aspect.

Once you learn Swipe, your will want to also include it in your AOE rotation! As Guardian Druids are well equipped to deal with multiple mobs at once, you might want to level by doing big pulls often. Dungeons: In dungeons, your main function is to keep mobs from hitting your other party members, so do your best to prevent that from happening! Make sure you always have threat on mobs and use Growl to attract mobs do you.

If you cannot control certain mobs very quickly, Incapacitating Roar will buy you a few seconds with its disorient effect. Also be mindful of your healer’s mana – You, as the tank, will dictate the pacing of the run, so make sure you healer isn’t struggling too much to keep you and everyone else alive! Optimal Restoration Druid Ability Use While LevelingAs we do not recommend using a Restorarion Druid to level in Shadowlands unless you’re doing dungeon queues, we will only approach Restoration Druids in a dungeon setting.

Dungeons: Make sure to throw Rejuvenation on any target that needs light healing, and Regrowth if they need more immediate attention. Leaving Rejuvenations up on everyone is recommended, that way you can always have a periodic effect to remove if they need burst healing with Swiftmend,

Lifebloom is best kept on the tank at all times. Use Wild Growth and set Efflorescence if the entire group needs healing at once You can help DPS with Wrath, Moonfire and Sunfire, but you are not required to DPS as a healer – Do it while there’s no heavy damage going on, but quickly switch back to healing if your party’s health starts going down.

Currently, speed leveling through dungeon boosting is working on the Shadowlands pre-patch PTR. Dungeon boosting is having a max-level character pulling a low-level character through dungeons. This allows people to level a character from 10-50 in about 3 hours.

Guardian or Restoration are the specs to go with for dungeon leveling. Dungeon queues are perpetually short of tanks and healers, so you’ll find yourself getting a group nearly instantly, instead of having to wait 15 minutes (or longer) for a group as a DPS class. As a tank in a dungeon, your main job is to ensure mobs are hitting you and not your group, and because of this, you likely dictate the pace of the dungeon. Make sure you don’t pull too much to not strain yourself and watch your healer’s mana to ensure they don’t strain themselves!If you instead decide to heal a dungeon, your main job is to keep your group healthy. DPSing as a Healing Druid is nice but you are not expected to do it, DPS while your entire group is safe and not taking heavy amounts of damage, but quickly heal them back up if the need arises.Balance and Feral Druids an also be useful in a dungeon leveling setting, just be mindful that you will not be able to get into dungeons super fast due to being a DPS specialization. You will want to quest while waiting for dungeon queues to maximize your leveling time.

Heirloom gear is a special gear category that scales with your current level, can be created on the fly with the Heirloom menu, and offers set bonuses when multiple heirloom pieces are worn. The heirloom set bonuses are listed below:

2 Pieces: Rested experience consumed is reduced by 30%.3 Pieces : Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.5 Pieces : Gaining a level triggers Burst of Knowledge, dealing 6546 Holy damage to nearby enemies and granting you 40% $pri for 2 min. Defeating enemies extends this effect, up to an additional 2 min.6 Pieces : Rested experience consumed is reduced by 30%.

As of Shadowlands, Heirlooms no longer grant increased experience gains when worn, and the only benefit from wearing them now comes from the fact that they scale with you and the set bonuses, so they are no longer considered that strong or necessary to wear.For more information on the state of heirlooms in Shadowlands, check our heirloom changes guide.Heirloom Changes in ShadowlandsHere is a list of recommended heirlooms for Druid players to level with: Although Heirlooms themselves are not as valuable as they once were, the Heirloom mount, Chauffeured Chopper, is still very valuable, as it is the only mount you can use until you can actually learn to mount at level 10.

You can obtain this mount by completing the achievement Heirloom Hoarder, Relics of the past are a new profession reagent added in Shadowlands. When crafting profession items and adding them to the craft, these items will have their item level and required level changed. All crafting professions can craft Relics of the Past, and these are the Relics of the Past that can be crafted:These are not very useful for leveling, as you should be outleveling items fairly quickly through your leveling experience in Shadowlands, but it can be a fun experience to level using items from the past.Stat Weights are usually not that important while leveling, as considering the nature of quest rewards, you will almost never be able to gather enough for a specific stat or keep a piece of gear for long enough for looking for stats to a worthy endeavor.In the case of leveling, a piece with higher item level than the one you have equipped will almost always be better, as pieces with higher item levels will always have more Agility/Intellect and Stamina.

Although there are many professions to choose from, some can give a Druid a bit of an edge. A good profession combo as a Druid is Skinning and Leatherworking – Skinning allows you to extract skins and furs from dead Beast mobs, and Leatherworking allows you to craft these skins and furs into wearable pieces of Leather gear.

Leatherworking is especially important for Druids at maximum level, as you are able to craft the base pieces used for Level 60 Legendary Armor with the profession. Another interesting profession set for Druids is Herbalism and Alchemy, where you use the herbs collected from Herbalism and convert them into potions with Alchemy.

Potions are always useful, be it to extract that extra bit of damage or to heal yourself in a bad situation. If you’re looking just to make money, you can pair Skinning with one of the other gathering professions, Mining or Herbalism, Enchanting is also an interesting money making profession, as it allows you to disenchant unwanted pieces of gear into reagents used to create powerful armor and weapon enchants.

Levels 1-10: Your race’s Starting Area or Exile’s Reach Levels 10-50: Battle for Azeroth zones or other expansion zones via Chromie Time Levels 50-60: Shadowlands Storyline or Threads of Fate

Brand new characters are required to do Exile’s Reach for levels 1-10 and Battle for Azeroth for levels 1-50.There is no innate advantage to level in whatever zones you’d like at levels 1 through 50, the only advantage being you will leave Exile’s Reach with a close to full set of Uncommon-quality armor. There are innate advantages to leveling in each expansion – Vanilla is more friendly for those who can’t fly, Wrath of the Lich King is very linear, Warlords of Draenor has a lot of treasures and bonus objectives, Legion has access to powerful Artifact weapons, etc.For levels 50-60, for your first time going through Shadowlands, you are forced to follow the order Bastion > Maldraxxus > Ardenweald > Revendreth, but for subsequent characters, you will be able to choose what zone order you want to go through.For more information about the Shadowlands leveling changes and level squish, check our guide:Shadowlands Leveling Changes & Level SquishThreads of Fate is a new system added in the Shadowlands expansion. The Threads of Fate system allows you to level alts through completion of World Quests, Bonus Objectives, exploring the Shadowlands zones in a non-linear way. This system grants you an early start on Covenant progress and early access to bonuses such as Shadowlands reputations. For more information on the Threads of Fate system, check our guide!Threads of Fate – Alt Leveling in Shadowlands via Adventure ModeDruids are a Leather based, ranged or class that uses Intellect or Agility depending on their specialization, that uses the power of the wilds to shapeshift into many forms to strike down their enemies. Druids are masters of movement and can easily escape combat in many ways.Druids have access to a total of four resources, each changing depending on what specialization and shapeshift form you’re on. Each Druid specialization has a different main resource used, which you can find more about below, but all Druids use Mana as fuel for their shared abilities, like Regrowth and Revive,Balance Balance uses Astral Power as its main resource. You have spells that generate Astral Power, like Starfire and others that spend it, dealing higher amounts of damage, like Starfall, Guardian Guardian uses Rage as their main resource. Rage is generated in small amounts when attacking or when taking damage and used by strong offensive and defensive abilities, like Maul and Ironfur, Feral Feral uses a dual-resource system for DPS rotation, with the base being Energy, a resource that is generated passively over time. Energy is then consumed by abilities like Shred to generate Combo Points, which can be used to fuel strong finishers like Ferocious Bite, Restoration Restoration uses the same resource as all Healers in WoW, Mana, For Restoration, different spells have different Mana costs, some are more efficient Mana-wise than others. Knowing when to use each spell is an essential part of being a healer.

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Balance Resources Health Bar in Green, Astral Power in Purple and Mana below in Blue. Guardian Resources Health Bar in Green and Rage in Red. Feral Resources Health Bar in Green, Energy in Yellow, Combo Points beneath it as one red circle per point. Restoration Resources Health Bar in Green and Mana in Blue.

Druids signature utility comes in the shape of Entangling Roots and Rebirth, the former granting Druids the ability to prevent an enemy from moving, and the second one granting the Druid the ability to resurrect a fallen ally, even during combat. Besides those two signature spells, all specs have access to Flight Form, allowing the Druid to shapeshift into a bird and fly without a mount.

  • All specs but Restoration have access to an interrupt, Solar Beam for Balance and Skull Bash for Feral and Guardian.
  • Every time Druids are mentioned in WoW, the first thing that comes to mind are their shapeshifting abilities.
  • Druids have many different forms they can assume and not all of them are directly connected to combat.

Some forms are also locked under certain specializations or certain cosmetic glyphs. it is important to note that the act of shapeshifting frees you from movement impairing effects, like slows or roots.

Bear Form – Available to all specializations, the main form of Guardian Druids. Shapeshift into Bear Form, increasing armor by 220% and Stamina by 25% (45% for Guardian Druids), granting protection from Polymorph effects, and increasing threat generation. Cat Form – Available to all specializations, the main form of Feral Druids. Shapeshift into Cat Form, increasing movement speed by 30%, granting protection from Polymorph effects, and reducing falling damage. Moonkin Form – Available to Balance Druids only or to Druids with Balance Affinity, Shapeshift into Moonkin Form, increasing your spell damage by 10% and your armor by 125%, and granting protection from Polymorph effects.

Travel Form – Available to all Druids. Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects.

Archdruid’s Lunarwing Form – Granted to Druids that unlock Broken Isles Pathfinder, Part Two, it is the Druid Class Mount. Mark of the Cheetah – Changes your Travel Form when in the ground to look like a Cheetah. Mark of the Orca – Changes your Travel Form when in the water to look like an Orca. Mark of the Sentinel – Changes your Travel Form when in the skies to look like a Sentinel Owl. Mark of the Doe – Changes your Travel Form when in the ground to look like a Doe. Glyph of Stars – Your Moonkin Form now appears as Astral Form, conferring all the same benefits, but appearing as an astrally enhanced version of your normal humanoid form. Glyph of the Ursol Chameleon – Each time you shapeshift into Bear Form, your shapeshifted form will have a random hair color. Glyph of the Aerial Chameleon – Each time you shapeshift into a Flight Form, your shapeshifted form will be randomly selected. Glyph of the Aquatic Chameleon – Each time you shapeshift into an Aquatic Form, your shapeshifted form will be randomly selected. Glyph of the Swift Chameleon – Each time you shapeshift into a Travel Form, your shapeshifted form will be randomly selected.It is worth noting that Incarnation ( Incarnation: Chosen of Elune, Incarnation: Avatar of Ashamane, Incarnation: Guardian of Ursoc, Incarnation: Tree of Life ) gives each specialization an enhanced armored version of their base shapeshift for the duration of the effect.

When you first start your Druid you will only have one ability, Wrath, This ability deals Nature damage to a target.

At level 2, you will learn Moonfire, a spell that deals Arcane damage to a target and leaves them with a periodic damage effect.At level 3, you will learn your first heal, Regrowth, Regrowth heals you at the end of the cast and leaves you with a periodic healing effect.At level 4 you will learn Entangling Roots, a spell that roots a target in place for a few seconds.At level 5, you will learn your first shapeshift, Cat Form, Cat Form grants you extra auto-attack damage, movement speed and reduces fall damage. In Cat Form, you will use Energy and Combo Points as secondary resources. You will also learn Shred for your Cat Form, an ability that deals Physical damage to a target and generates a Combo Point.

At level 6, you will learn Dash, an ability that instantly shifts you into your Cat Form and increases your movement speed for a few seconds. At level 7, you will learn Ferocious Bite for your Cat Form, an ability that uses Combo Points to deal devastating damage to a target.

You will also learn Mangle for your Bear Form, an ability that deals Physical damage to a target and generates Rage.

At level 9, you will learn the second rank of Moonfire, which increases the duration of your Moonfire for a few seconds.At level 10, you will have to choose a specialization. You can choose a specialization by pressing N, then selecting one specialization and click on Activate.

  • You will then start learning spells that define the specialization you chose.
  • If you created an Allied Race Druid, i.e.
  • Ul Tiran, Highmountain Tauren or Zandalari Troll, you will start as a level 10 Druid with all the above abilities learned.
  • You can choose a specialization immediately after logging on your Allied Race character for the first time.

These abilities can be used by all Druids, no matter their specializations:

Travel Form (level 10, Shapeshift): Shapeshift into a travel form appropriate to your current location, increasing movement speed on land, in water, or in the air, and granting protection from Polymorph effects. The act of shapeshifting frees you from movement impairing effects. Revive (level 13): Returns the spirit to the body, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat. Aquatic Form (level 13, Passive): Your Travel Form increases your swimspeed by 100% and allows you to breathe underwater. Growl (level 14, Bear Form): Taunts the target to attack you. Prowl (level 17): Shift into Cat Form and enter stealth. Ironfur (level 18, Bear Form): Increases armor by heavy amounts for 7 sec. Travel Form (level 20, Rank 2): You gain an additional 60% movement speed while in the land version of Travel Form. This movement speed bonus will not be granted if Travel Form is activated while in combat. This effect is disabled in battlegrounds and arenas. Teleport: Moonglade (level 22): Teleport to the Moonglade. Casting Teleport: Moonglade while in Moonglade will return you back to near your departure point. Barkskin (level 24): Your skin becomes as tough as bark, reducing all damage you take by 20% and preventing damage from delaying your spellcasts. Lasts 8 sec. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all shapeshift forms. Rebirth (level 29): Returns the spirit to the body, restoring a dead target to life with 60% health and at least 20% mana. Castable in combat. Flight Form (level 30, Passive): After training Master Riding, your Travel Form allows you to fly and increases your movement speed by 150%. Hibernate (level 38): 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. Soothe (level 41): Soothes the target, dispelling all enrage effects. Stampeding Roar (level 43): Shift into Bear Form and let loose a wild roar, increasing the movement speed of all friendly players within 15 yards by 60% for 8 sec. Improved Barkskin (level 44, Rank 2): Duration increased by 4 sec. (level 46, Rank 2): Rebirth returns the target to life with 100% health. Cyclone (level 48): Tosses the enemy target into the air, disorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time. Improved Regrowth (level 52, Rank 2): Regrowth’s initial heal has a 40% increased chance for a critical effect if the target is already affected by Regrowth. Entangling Roots (level 56, Rank 2): Entangling Roots can withstand 20% more damage before breaking.

These abilities can only be used by Druids in the Balance specialization:

Starfire (level 10): Call down a burst of energy, causing moderate Arcane damage to the target, and light Arcane damage to all other enemies within 8 yards. Generates 8 Astral Power. (level 10, Mastery): Solar Eclipse increases Nature spell damage by 11%, and Lunar Eclipse increases Arcane spell damage by 11%. Eclipse (level 11): Casting 2 Starfire empowers Wrath for 15 sec. Casting 2 Wrath empowers Starfire for 15 sec. These Eclipses occur in alternation. Eclipse (Solar) : Wrath cast time reduced 8% and damage increased 20%. Eclipse (Lunar) : Starfire cast time reduced 8% and area effect damage increased 100%.

Starsurge (level 12): Launch a surge of stellar energies at the target, dealing heavy Astral damage, and empowering the damage bonus of any active Eclipse for its duration. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects.

  • Moonkin Form (level 21, Shapeshift): Shapeshift into Moonkin Form, increasing the damage of your spells by 10% and your armor by 125%, and granting protection from Polymorph effects.
  • The act of shapeshifting frees you from movement impairing effects.
  • Sunfire (level 23): A quick beam of solar light burns the enemy for light Nature damage and then additional moderate Nature damage over 12 sec.

Solar Beam (level 26): Summons a beam of solar light over an enemy target’s location, interrupting the target and silencing all enemies within the beam. Lasts 8 sec. Astral Influence (level 27, Passive): Increases the range of all of your abilities by 5 yards.

Typhoon (level 28): Blasts targets within 15 yards in front of you with a violent Typhoon, knocking them back and dazing them for 6 sec. Usable in all shapeshift forms. Improved Sunfire (level 32, Rank 2): Sunfire now applies its damage over time effect to all enemies within 8 yards. Improved Moonfire (level 33, Rank 3): Moonfire and Sunfire duration increased by 6 sec.

Starfall (level 34): Calls down waves of falling stars upon enemies within 40 yds, dealing moderate Astral damage over 8 sec. Owlkin Frenzy (level 37, Rank 2): While in Moonkin Form, single-target attacks against you have a 15% chance make your next Starfire instant.

Celestial Alignment (level 39): Celestial bodies align, maintaining both Eclipses and granting 15% haste for 20 sec. Innervate (level 42): Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 12 sec. Improved Eclipse (level 47, Rank 2): Eclipse now reduces the cast time of affected spells by 15%.

Shooting Stars (level 49, Passive): Moonfire and Sunfire damage over time has a chance to call down a falling star, dealing light Astral damage and generating 2 Astral Power. Aetherial Kindling (level 54, Rank 2): Casting Starfall extends the duration of active Moonfires and Sunfires by 4 sec.

Rake (level 10): Rake the target for light Bleed damage and additional moderate Bleed damage over 15 sec. Awards 1 combo point. Mastery: Razor Claws (level 10, Mastery): Increases the damage done by your Cat Form bleed abilities and finishing moves by 16.0%. Thrash (level 11): Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Tiger’s Fury (level 12): Instantly restores 20 Energy, and increases the damage of all your attacks by 15% for their full duration. Lasts 10 sec. Feral Instinct (level 16, Passive): Reduces the chance enemies have to detect you while Prowl is active. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects. Feline Adept (level 19, Passive): Soothe and Remove Corruption are usable in Cat Form. Rip (level 21): Finishing move that causes Bleed damage over time. Lasts longer per combo point. Swipe (level 23): Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form. Skull Bash (level 26): You charge and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Feline Swiftness (level 27, Passive): Increases your movement speed by 15%. Maim (level 28): Finishing move that causes Physical damage and stuns the target. Damage and duration increased per combo point. Primal Fury (level 31, Passive): When you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect. Survival Instincts (level 32): Reduces all damage you take by 50% for 6 sec. Omen of Clarity (level 33, Passive): Your auto attacks have a chance to cause a Clearcasting state, making your next Shred, Thrash, or Swipe cost no Energy. Berserk (level 34): Go berserk for 20 sec, causing Rake and Shred to deal damage as though you were stealthed, and giving finishing moves a 20% chance per combo point spent to refund 1 combo point. (level 36, Rank 2): While stealthed, Shred deals 60% increased damage, and has double the chance to critically strike. Infected Wounds (level 37, Passive): Rake causes an Infected Wound in the target, reducing the target’s movement speed by 20% for 12 sec. Improved Prowl (level 39, Rank 2): While stealthed, Rake will also stun the target for 4 sec, and deal 60% increased damage. Merciless Claws (level 42, Rank 3): Shred deals 20% increased damage against bleeding targets. (level 42, Rank 2): Swipe deals 20% increased damage against bleeding targets. Tiger’s Fury (level 47, Rank 2): Tiger’s Fury generates an additional 30 energy. Predatory Swiftness (level 49, Passive): Your finishing moves have a 20% chance per combo point to make your next Regrowth or Entangling Roots instant, free, and castable in all forms. Improved Shred (level 54, Rank 4): While stealthed, Shred generates 1 additional combo point. Berserk (level 58, Rank 2): When Berserk grants combo points, it grants 1 additional combo point.

These abilities can only be used by Druids in the Guardian specialization:

Maul (level 10): Maul the target for moderate Physical damage. Nature’s Guardian (level 10, Mastery): When your health is brought below 35%, you instantly heal for 20% of your maximum health. Cannot occur more than once every 45 sec. Ursine Adept (level 10): Moonfire, Soothe, Remove Corruption, and Rebirth are usable in Bear Form. Thrash (level 11): Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Bear Form (level 12, Rank 2): Bear Form gives an additional 20% Stamina. Remove Corruption (level 19): Nullifies corrupting effects on the friendly target, removing all Curse and Poison effects. Frenzied Regeneration (level 21): Heals you for 18% health over 3 sec. Swipe (level 23): Swipe nearby enemies, inflicting Physical damage. Damage varies by shapeshift form. Skull Bash (level 26): You charge and bash the target’s skull, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec. Thick Hide (level 27, Passive): Reduces all damage taken by 6%. Incapacitating Roar (level 28): Shift into Bear Form and invoke the spirit of Ursol to let loose a deafening roar, incapacitating all enemies within 10 yards for 3 sec. Damage will cancel the effect. Survival Instincts (level 32): Reduces all damage you take by 50% for 6 sec. Ironfur (level 33, Rank 2): Multiple uses of Ironfur may overlap. Berserk (level 34): Go berserk for 15 sec, reducing the cooldowns of Mangle, Thrash, Growl, and Frenzied Regeneration by 50% and the cost of Ironfur by 50%. Gore (level 37, Passive): Thrash, Swipe, Moonfire, and Maul have a 15% chance to reset the cooldown on Mangle, and to cause it to generate an additional 4 Rage. Frenzied Regeneration (level 39, Rank 2): Frenzied Regeneration now has 2 charges. Mangle (level 42, Rank 2): Mangle deals 20% additional damage against bleeding targets. Lightning Reflexes (level 47, Passive): You gain Dodge equal to 100% of your Critical Strike from gear. Improved Survival Instincts (level 47, Rank 2): Survival Instincts now has 2 charges. Improved Stampeding Roar (level 49, Rank 2): Cooldown reduced by 60 sec. Verdant Heart (level 54, Rank 3): Frenzied Regeneration increases all healing received by 20%. Berserk: Ravage (level 58, Rank 2): Berserk reduces the cooldowns of Mangle, Thrash, Growl, and Frenzied Regeneration by an additional 25%.

These abilities can only be used by Druids in the Restoration specialization:

Rejuvenation (level 10): Heals the target for moderate amounts over 12 sec. Mastery: Harmony (level 10, Mastery): Your healing is increased by 4.0% for each of your Restoration heal over time effects on the target. Swiftmend (level 11): Consumes a Regrowth, Wild Growth, or Rejuvenation effect to instantly heal an ally for heavy amounts. Ironbark (level 12): The target’s skin becomes as tough as Ironwood, reducing damage taken by 20% for 12 sec. Nature’s Cure (level 19): Cures harmful effects on the friendly target, removing all Magic, Curse, and Poison effects. Lifebloom (level 21): Heals the target for moderate amounts over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for moderate amounts. May be active on one target at a time. Sunfire (level 23): A quick beam of solar light burns the enemy for light Nature damage and then additional moderate Nature damage over 12 sec. Improved Rejuvenation (level 26, Rank 2): Rejuvenation’s duration is increased by 3 sec. Ysera’s Gift (level 27, Passive): Heals you for 3% of your maximum health every 5 sec. If you are at full health, an injured party or raid member will be healed instead. Ursol’s Vortex (level 28): Conjures a vortex of wind for 10 sec at the destination, reducing the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Usable in all shapeshift forms. Improved Sunfire (level 32, Rank 2): Sunfire now applies its damage over time effect to all enemies within 8 yards. Omen of Clarity (level 33, Passive): Your healing over time from Lifebloom has a 4% chance to cause a Clearcasting state, making your next Regrowth cost no mana. Wild Growth (level 34): Heals up to 5 injured allies within 30 yards of the target for moderate amounts over 7 sec. Healing starts high and declines over the duration. Tranquility (level 37): Heals all allies within 40 yards for moderate amounts over 8 sec. Each heal heals the target for another light amount over 8 sec, stacking. Healing increased by 100% when not in a raid. Efflorescence (level 39): Grows a healing blossom at the target location, restoring light amounts of health to three injured allies within 10 yards every 2 sec for 30 sec. Limit 1. Innervate (level 42): Infuse a friendly healer with energy, allowing them to cast spells without spending mana for 12 sec. Revitalize (level 47): Returns all dead party members to life with 35% of maximum health and mana. Not castable in combat. Improved Wild Growth (level 49, Rank 2): Wild Growth heals 1 additional target. Natural Wisdom (level 52, Rank 2): If you cast Innervate on somebody else, you gain its effect at 50% effectiveness. Stonebark (level 56, Rank 2): Ironbark increases healing from your heal over time effects by 20%. Nature’s Swiftness (level 58): Your next Regrowth, Rebirth, or Entangling Roots is instant, free, castable in all forms, and heals for an additional 100%.

As you start getting closer to level 60, you may want to shift your focus from thinking about what is best for leveling your Druid to best max level options as far as best covenant options, best stats to pursue on your gear, talents, and so on. For that, we’ve prepared many different guides to guide you in your max level Druid journey! Balance Druid Shadowlands Guide Feral Druid Shadowlands Guide Guardian Druid Shadowlands Guide Restoration Druid Shadowlands Guide : Shadowlands Druid Leveling Guide & Best Leveling Spec 1-60
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Can Druids be Uncrushable TBC?

Calculating combined avoidance – In order to discover a tank’s total combined avoidance, one adds together the following values:

The base chance to be Missed (5%) The bonus chance to be Missed bestowed by Defense ( (Defense-350)*0.04%, shown in a tooltip when hovering over Defense on one’s character sheet) The Dodge chance The Parry chance The Block chance

Note that Druid tanks cannot block or parry at all; becoming Uncrushable is nearly impossible for a druid. There have been some sets made which push total avoidance (miss+dodge) over 102.4% for a druid, thereby making them uncrushable by pushing all attacks off the table.
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How much crit does a feral Druid need?

Crit Soft Cap – As a melee DPS, you have your auto attacks and your abilities. When you use an ability like Shred, there are four options: it will either be dodged, miss, crit, or hit. Your auto attacks have 5 options, adding in the possibility of a glancing blow where the attack deals 70% of its normal damage. For dodges and glancing blows, the chance of those happening does not change.

  • You can lower your chance to miss by reaching your hit cap, but the dodge and glancing blow chance is still there.
  • Specifically, this becomes an issue for glancing blows because of one key reason; glancing blows cannot crit.
  • Because of this, the actual chance that an auto attack has to crit cannot be 100% or anywhere close to it because if it is dodged or is a glancing blow it will never crit.

Your crit soft cap is equivalent to the chance that an auto attack will hit normally since those are the only attacks that have a chance to crit. As a Feral Druid, your crit soft cap is 54.4% minus your chance to miss. If you are at the 9% hit cap, then 54.4% is your crit soft cap, and you should not go for more crit above this amount.
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Does feral Druid benefit from windfury TBC?

Windfury for Feral? Does Windfury affect feral in Shadowlands? Yes Melee isn’t our biggest damage, but it does make us do more dps. Yes, and it helps proc clearcasting – there should be some sim charts laying around on the internet for 9.1 / what specs benefit the most from WF. I found it but can’t link, someone posted in on twitter for 9.1 so just do a quick google search. : Windfury for Feral?
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Is Aldor or Scryer better for feral Druid?

Healers – You may be in for some tough choices. While Aldor gives more Spirit overall, and more Intellect and spell power when combined with the robe and staff, Scryers have more crit. The trinket might also be good. The shoulder enchantments are the reverse, Aldor providing substantial Intellect or Spell Power and Scryers providing more Spirit,
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What weapon is best for feral druid?

Best weapons for Feral Druid Staff or Polearm, is what you want to use for Feral Cat or Guardian Bear, doesnt matter which of the two you use.

Specifically, any two handed weapon that you can equip which yields you any amount of Agility,Here is a list of weapons that are good for you.

While druids can even equip Fist Weapons, they can’t dualwield (equip two one-handed weapons) So a two-handed weapon with Agility is about your only choice. Most of these are staves or polearms, though especially in the lower-level section, there are some good two-handed maces as well, most notably the Heirloom,

  • Disclaimer: Of course, the DPS value trumps everything, so it could happen that when you don’t replace your two-handed weapon for a while, you encounter a higher-level one-handed weapon that’s better simply by having more DPS, e.g.
  • From a level 42 quest would get replaced by from a level 54 quest.
  • However, in the time until 54 you could have also gotten (46 quest) or (50) which are each better than anything I mentioned before them.

And that’s just normal quest rewards: from a level 44 quest (available at 39) is as good as Whelp Keeper’s. : Best weapons for Feral Druid
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Is Wolfshead helm still good in TBC?

The Wolfshead Helm can be a very powerful item when used right as a feral druid. And, when used in conjunction with the furor talent, can become even more useful. Although this item only requires level 40, many good feral druids keep it around into the 50’s and even to 60.
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What is Powershifting Druid TBC?

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Powershifting is the act of switching out and quickly or instantly (only a puff of smoke visible) back into Cat Form or Bear Form as a Druid with the Furor Talent to gain an instant boost of Rage or Energy, This was an advanced technique used by many skilled or knowledgeable feral dps players in The Burning Crusade while chain-drinking Mana Potions (!) in order to squeeze out as much energy and therefore dps as possible.

It was also sometimes used in conjunction with the infamous level 40 (!) Wolfshead Helm which caused the strange appearance of very highly-geared Feral Druids raiding in fully epic tier sets and the latest, best gear – but still using a Rare helm normally crafted using simple materials for characters not even level 60.

A furor combined with Wolfshead Helm powershift was worth 1 full shred and 1 ⁄ 3 the cost of another shred. Meaning each powershift granted an ability that caused 293% more damage and 527 bonus damage that would not have been available without the powershift.
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Is feral easier than rogue?

Feral druid or ourlaw rogue? I have both at 60 and I like them both but I am trying to focus in only one new melee. I would be playing outlaw or feral. Weird that I really dislike sub and sin. I feel sub rogue rotation is not fun and Sin rogue is an inmobile rogue. So between outlaw rogue and feral:

  1. Which is more fun (Engaging rotation)?
  2. Better lore?
  3. What would you choose and why?

Outlaw. Vanish is nice and I like the pirate theme. However both specs are pretty lame, liked em both better in Legion. Now they are energy starved.2 Likes Feral Druid is a lot easier IMO compared to Outlaw Rogue. I played both personally and my experience already forces me to go Feral Druid for several factors: Feral Druid has a simplified version of Assassination Rogue’s style of play which you can easily pull off.

  1. In addition, they have much GREATER self healing when compared to Rogues, whos stuck on a 30 second cooldown, has a resource cost, and doesn’t have potential crit.
  2. Feral Druid also can keep going for MUCH longer in that sense.
  3. Although its a bit hard to say how engaging it is overall but Feral Druid is a LOT more friendly and simple in comparison though.

Outlaw’s current build as of right now isn’t as friendly to do AOE to a point, and even then, its kind of hard to not get so badly hurt after a few rounds when Feral Druid is able to shrug that off with their procced regrowths, especially when it crits (Especially when it can potentially heal you back to 100% a lot of the times).

  • As for the lore, Feral Druids are simple in question but if compared to Outlaw, its about the same, if not a bit better.
  • Outlaw’s existence (And replacing Combat) is just because of BFA’s effect on giving a “Pirate” theme to Rogue.
  • Feral Druids existed for a lot longer, and if anyone remembered how you original obtained your shapeshift forms, it was quite fun to learn.

Overall, Feral Druid is my go-to choice if I were to be pitted between the two. Don’t get me wrong, Outlaw is actually fun in itself but Rogue as a whole has a problem and this is terribly apparent with Outlaw being the “Least favorite” of the Rogues due to their ability to not being able to survive as well.

And as a reminder, this is from a PvE standpoint, they however work VERY well in PvP if you know exactly what to do, which I do not Tackling PvE as a Rogue in general isn’t easy. With Feral Druid, you can really keep going or get back into fights quicker. My problem with Outlaw is that I hate the uptimes you need to look out for.

Baseline, Rogues have to keep Slice and Dice up all the time, and Outlaw also has Roll the Bones too. At least it isn’t terrible to manage but I prefer as LITTLE as possible, especially when your other uptime ability is Blade Flurry for AOE and that becomes a mess at times.

  • Rogues aren’t for everyone and it sure isn’t for me sometimes.
  • I have trouble enough keep up with Assassination and Subtly.
  • Feral Druids, not even for a second when all you need is keep every single bleed up, and when that isn’t needed, bite the hell out of them.
  • And of course, being a druid, you got choices to not be purely a “Rogue” all the time.

You can off heal, tank, or go ranged DPS too which becomes a personal preference in which how you want to go about it.3 Likes

  1. fun is subjective and so is “engaging”. Feral requires a graduate degree to maintain and play at pro levels, but the rewards are there in pvp at least. They also outplay Rogues in survivability and healing by 10 miles. Outlaw is engaging but has a big degree of RNG through bones. Feral is one of those “abandoned” specs that devs tend to not take care of for long periods of time. Outlaw is constantly top tier spec. Funny I started this by saying subjective because contrary to the top comment I find Outlaw to be much easier than Feral.
  2. Sneaky Pirates. Enough said.
  3. If you EXCLUSIVELY plan to play those specs, Outlaw. You get more for less effort. If you want to play the CLASS, then absolutely Feral because of the versatility of the other specs, and the weaving.
  • Hands down rogue.
  • Better damage
  • Better utility.
  • Better overall toolkit.
  • Vanish.
  • And cosmetics – it’s nice to be a rogue and transmog different weapons and looks – you lose a lot of that as a druid

And to clinche it, People will invite you to groups 10000000000 more often as a rogue than a feral Druid. It’s a no brainer.2 Likes

  1. Outlaw Rogue
  2. I have no idea, I didn’t think outlaw had any lore
  3. Outlaw Rogue
  1. am i wrong to say: Rogue if using addons/keybinds
  2. Druid if using WoW interface

1 Like Feral in ST is pretty damn easy. It’s in AoE where the spec just loses me completely. I used to like outlaw in legion/bfa, but I can’t stand it now. Idk why. I’d pick outlaw. It’s better than feral in keys and raid. Yeah tier is over but unless the next raid has 13 single target fights lmfao, I’d bet good money outlaw will still be better.

  • Feral.
  • You get to be a cat and cat trumps everything!
  • (In actuality I have no clue as I have never played outlaw but I had to point out the awesomeness of being able to play as a cat.)

If I only ran group content, rogue, but probably assassin. if I were running mostly solo content, druidbut resto or balance, personally. Starliight: I have both at 60 and I like them both but I am trying to focus in only one new melee. To do what exactly? Casual fun solo world? M+ prog? PvP?
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Is feral druid better than rogue?

Rogues will pretty much always have a top tier spec, but it won’t always be the easiest. (Right now all three are top tier including Assa which is one of the easiest specs in the game) When druids are top tier, they’re almost always easy. But if feral isn’t meta, you would need to learn to boomie, heal, or tank, depending on whats good.

  • Druids are usually OP in one of those specs.
  • If you’re talking for more casual stuff like epics or world pvp, feral is really good.
  • In fact, feral is probably the best wpvp spec in the entire game.
  • All the benefits of a rogue + 10x the survivability in the open world and an even better escape with flight form out of stealth.

For bgs though, Outlaw rogue is super fun because of how easy it is to build stacks while people ignore you, then just survive forever harassing the backline. Outlaw is definitely a completely unique class that you’d have to adapt to playing though, and it has probably the most APM of any spec, as well as the most buttons in general to keep track of.
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What is the strongest druid subclass?

Circle of the Moon PHB – Circle of the Moon allows the Druid to use Wild Shape as a combat form. Depending on the composition of your party, this may allow you to take the place of your party’s Fighter-equivalent, filling space as a Defender and Striker.

  • However, in most parties the Druid is taking the place of the Cleric-equivalent, so you may need to drop out of Wild Shape in order to cast spells from time to time.
  • You also may not have enough Wild Shape uses to be in Wild Shape in every encounter of a full adventuring day (the adventuring day guidelines recommend 6-8 encounters per day) if your hit points don’t hold up or if you need to drop out of Wild Shape to cast spels.

Fortunately, you can still use leveled spells in encounters where you’re not using Wild Shape. Because Wild Shape adds a second pool of hit points on top of your regular hit points, Circle of the Moon is arguably the most durable druid, and at level 2 the Circle of the Moon Druid is arguably the strongest character in the game.

  1. Combat Wild Shape : Moving into Wild Shape as a bonus action means that you can transform, move, and attack in the same turn. This makes it much easier to pick the right form for a combat since you don’t need to guess before the fight starts. It also means that when you get knocked out of Wild Shape you can quickly get back into Wild Shape, often without taking significant damage to your real hit points.
  2. Circle Forms : This allows you to take some decent combat forms. See our Practical Guide to Wild Shape for a compilation and analysis of possible forms.
  3. Primal Strike : You’re going to run into a lot of things which resist non-magical weapon damage types, so this is very important.
  4. Elemental Wild Shape : Fire Elemental is a flaming murder machine that you can use from now until you hit level 18 and can turn into a Mammoth. It does take both of your Wild Shape uses, but if you’re successful at setting everything on fire quickly, you may be able to avoid enough damage to stretch this through several fights.
  5. Thousand Forms : This is a 2nd-level spell, and the problems it solves can be solved better by Wild Shape.

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What is the highest CR a druid can Wild Shape into?

Elemental Forms – Moon Druids get the ability to Wild Shape into elementals. All of the Elementals in the Monster Manual are CR 5, making them the highest-CR options available to Druid until level 18. However, this option consumes both of your Wild Shapes uses, which can make it a risky choice if you’re not planning to rest soon.

Air : The Air Elemental’s biggest draw is its ability to fly. The damage is on par with other elementals, and Whirlwind is fun but not terribly powerful, so the primary appeal is the additional mobility, and while flight is excellent, it’s not exactly new for Circle of the Moon. Earth : Offensively underwhelming, but the highest AC and hit points of the four elemental forms. The Earth Elemental’s biggest draws are durability, tremorsense and a burrow speed. It won’t outshine other elementals in most situations, but it’s the best option if you just need to withstand a bunch of attacks. Fire : Want to murder everything? Fire elemental. You can spend your movement walking through enemies to ignite everything in the room, then Dash to ignite whatever you didn’t have enough movement to walk over or Slam something that’s already on fire. If you’e worried about Opportunity Attacks, Disengage instead and you can run around as much as you like. If your enemies don’t douse the fire, they take damage and you win. If they spend an Action to douse the fire, you used your movement to cost them an action, and you win. There’s not save to avoid the ability or anything. This is a mountain of flaming bullshit. Drop it on your foes. Oh, and if they attack you in melee (including by making Opportunity Attacks when you’re running around) they take fire damage (unless they have reach). Water : Not quite as murdery as the Fire Elemental, but the ability to grapple, restrain, and drown two creatures at the same time while still attacking makes the Water elemental a serious threat. The DC 15 save isn’t especially high, but it’s high enough that enemies not built around Strength will frequently struggle to pass the save.

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Does weapon speed matter for feral druid?

Feral Weapon DPS Very astute of you and also correct.

A weapon’s min/max/average damage and speed will never matter in cat or bear form.While FAP is derived from these, the presence of FAP means you still never look at the damage or speed of the weapon.So yes, damage and speed will remain absolutely useless to us.Thought I’d add some emphasis. =)

We’re basically one-armed hunters with a fear of sharp objects when it comes to our weapons, in the manner that they’re purely stat sticks to us only we can use melee procs. The answer exists but it lies buried in a few forgotten topics.To clear things up a bit for you, I’ll elaborate a little regarding how the concepts of ‘paw damage’ and ‘DPS’ apply to pussy cats.

  1. About the fact that weapon damage and speed don’t matter for druids attacking in feral forms (cat or bear) you are 100% correct, like hashmel also said.
  2. Weapon DPS matters only indirectly, as you’ll see the value of Feral Attack Power that’s derived from it anyway, so the weapon DPS number is also of no importance to you as a druid.
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You were also correct in this regard as well. The damage you see on your character sheet is, as you have said, a function of attack power. It is also a function of damage modifiers from talents / buffs. Let us work on a real example – The base paw damage and attack speed are 55 and, respectively, 1 second.55 is an average value, as the paw damage is actually a little influenced by a random factor, being something more like 53-57, for the sake of a little variability.

But the value that’s generally accepted is the average 55 because the variation is so small.Attack Power is converted into damage per second at a rate of 14:1, which means that the extra damage you gain from AP is calculated by the formulaD(AP) = AP * 0.0714Moving further from D(AP) to the actual weapon damage.

The weapon damage is calculated like this:Paw Damage = 55 + D(AP)On the screnshot I linked, we have (I’ll round numbers down a bit for clarity):Damage: 736-761 (I’ll work with the average value of ~748)Power: 87538753 AP = ~625 DPS. This value is added to the base 55 paw damage.

  1. So the base damage is 680.
  2. We add on top of this the Naturalist talent, which increases physical damage done by 10% in all forms.680 * 1.1 = ~748.
  3. This damage is what you do with each attack.
  4. The actual DPS (damage per second) that you do with auto attacks will be also influenced by your haste.
  5. In that screenshot we see 0.92s attack speed.

This means that you will actually do 813 DPS, calculated by the formulaDPS=Damage * (Base Attack Speed / Actual Attack Speed) You are welcome ^_^ However, about that And no “Haha, noob, l2p” Believe me we DO have moments when that reply is the best way to deal with some people that come around here.

  • The difference is made by the fact that, even questions like your are basically about basic game mechanics (weird wording, but meh O_o), there are no clear explanations about them in any official Blizzard-made game guides.
  • So either one takes the time to actually test and test (and then test some more) and do the math and crawl through all the trial & error process OR comes to a forum to simply ask.

To sum it up:1) Questions like your are pertinent.2) The WAY you asked, even if it would have been something more trivial and much more easily found, was polite enough to make any ‘L2P, n00b’ type of reply look really stupid. The n00bs that deserve those kind of answer are easily spotted.
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Are feral Druids good?

Will feral druids ever be good? I’m looking through my character roster and the only spec I’ve never played even for a little bit is feral druid. I think the reasons for this are mainly that druids get pretty close to zero options for customization, and of course feral is always at the bottom of the list for any dps category measurable.

  • I don’t want to try it out until I can at least be moderately helpful in group content.
  • Do you guys think feral druids will ever be good? Ambrosias: Do you guys think feral druids will ever be good? Again*.
  • Feral was pretty dope in Legion if memory serves.3 Likes Ambrosias: feral is always at the bottom of the list for any dps category measurable For most pugs and average raid groups this is not the case.

Feral can perform just fine, just not at a CE level. Heck you can even get CE as feral but don’t expect to be outdpsing the best of the best at other specs. I used to raid with a feral who was consistently the top 5 in DPS every, single, boss. And that guild was a CE top 100 Alliance guild at the time.5 Likes Feral druid is good if you know how to play it, and it is not always at the bottom of ‘any’ chart.

  1. Unfortunately, other classes/specs just win out for damage and utility.
  2. I personally hope that it will do better in the near future, but I wouldn’t say it is awful by any means.3 Likes Could be, I didn’t start playing until the tail end of Legion.
  3. Wulm: Feral was pretty dope in Legion if memory serves.

I remember having a lot of fun with Feral in Mists or WoD myself. I cannot remember which. I have mained it since I started playing in late Cata.4 Likes Feral is missing something unique. If they had cloak they would be more attractive option or a unique utility.

  1. Feral Druids have an up and down cycle.
  2. During the ups, they are often very good.
  3. However, people at large only remember the downs so it is still hard to get groups.
  4. Ambrosias: Do you guys think feral druids will ever be good? I feel like it depends on how well you play your class and such, but to be honest, I don’t think it will ever be good.

They’re often good in arena, albeit very difficult to play well and therefore somewhat unpopular. Feral druid is good right now at some very specific things that’s about it. So my worthless input, but at some point a while back people were crying about feral druids on the forums in pvp, calling for a nerf, I decided to try mine a bit at the time and they were right, I tore everyone to shreds.

It was something with the bleeds and procs? I know it’s not pve related just wanted to throw that out there You clearly never played feral at the end of wotlk or during cata at all when it was so op they made feral/gaurd 2 sep specs. Was also incredibly op in legion and the start of bfa. Was overshadowed by ironically shadow in legion as that was even more broken.

Its lookijg good for df start too with some of the trinkets. As feral is still the only class in game that can snapshot its dps it all comes down to whats available for us to abuse at the time. They really need to bring back Mancat for feral, most fun I’ve ever had playing that spec No but if it ever does happen if there isn’t an animated “Father is it over” meme of a blizzard employee holding a feral druid I’m gonna be disappointed Mournefall: Feral druid is good if you know how to play it, and it is not always at the bottom of ‘any’ chart.
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Whats better feral or balance Druid?

Best boss DPS (in realistic settings) Feral Druid achieved 4.3% more maximum boss DPS than Balance Druid when dealing with occasional movement, lag and crowd-control. Best AoE DPS (in perfect settings)Feral Druid achieved 51.93% more AoE DPS than Balance Druid when there was no movement or lag.
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Are feral Druids good in classic WoW?

Feral Druid DPS Guide – WoW Classic Season of Mastery Welcome to Wowhead’s DPS Feral Druid Class Guide, updated for ! This guide will help you to improve as a DPS Feral Druid in all aspects of the game, improving your knowledge to face the hardest Dungeons and Raids from WoW SoM.Throughout this guide, we will cover many different aspects to increase your Feral Druid expertise, including concepts like Feral Druid talents and talents builds, Feral Druid BiS gear choices, Feral Druid stat priorities, Feral Druid consumables and enchants, among many other aspects of your class and specialization.

  • Make sure to navigate to other pages of the guide to find more in-depth information, as each works as a knowledge hub for their subject.
  • Our Feral Druid guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.

If you are interested in more in-depth Feral Druid guides for, make sure to browse the Navigation Bar below, and our list of Related Guides just beneath the Table of Contents, OverviewLeveling (1-60)BeginnersTalents & BuildsBiS GearRotation & AbilitiesStatsEnchantsConsumablesAddonsMacrosPvPDuelingPvP BiS GearWarsong Gulch TipsAlterac Valley TipsArathi Basin TipsAbout the Author My name is NerdEgghead, and I am an avid Classic WoW fan and theorycrafter with roots back in retail TBC.

I mained a Warlock during TBC and Wrath, and frequented the Elitist Jerks theorycrafting forums back then as a lurker. One of my favorite aspects of the game was the offline effort to model and understand each spec in order to optimize performance. I currently main a Feral Druid in Classic, and have taken a more active role in theorycrafting the spec.

I create sim tools and stat weight calculators for tanking and cat DPS, and am a moderator on the Druid Class Discord where we collaborate on these tools and help out players of all skill levels (ranging from casual players to competitive speedrunners) with gearing and playstyle decisions.

Feral Druids are in an exciting spot in Classic for tanking especially, as the predominant meta around gearing has been reshaped by the Classic community compared to vanilla and private server expectations. I am excited to continue furthering our understanding of Feral Druids in TBC Classic and Season of Mastery, and we already have sim tools we’re working on to that end.

Come join the Druid Discord if you’d like to participate! Feral Druid s are a perfectly viable DPS spec across all vanilla content phases, but do not make the cut as a “meta spec” at the highest levels of competitive play. When powershifting effectively with Wolfshead Helm and utilizing full consumables (especially Manual Crowd Pummeler ), a Feral DPS player can expect to fall within the middle of the pack of vanilla DPS specs on single target encounters in Season of Mastery.

In the absence of world buffs, Ferals rank pretty much neck and neck with Warlock s, Hunter s, and Elemental Shaman s for DPS on raid bosses, and substantially outperform the remaining hybrid specs: Shadow Priest s, Enhancement Shaman s, Balance Druid s, and Retribution Paladin s. On the flip side, the DPS output of a Feral will be capped at around 70% of that of an equivalently geared and skilled Rogue or Fire Mage, and the gap relative to a Fury Warrior will be even larger.

When compared to the first iteration of WoW Classic, Feral DPS is substantially worse off in comparison to other classes due to the removal of world buffs, which disproportionately benefited melee DPS over others. In Phase 3 of original Classic, for example, Ferals were the third best DPS spec in the game after Fury Warriors and Rogues by a handy margin, as they scaled far better with world buffs than Mages, Warlocks, and Hunters on the “target dummy” style boss fights in Blackwing Lair,

  1. Without world buffs, Feral DPS in Season of Mastery is expected to be middle-of-the-pack even in BWL this time around, and you can no longer expect to dominate your ranged DPS friends on the meters in early raids.
  2. Based on the above rankings, it will never be worth bringing a pure DPS Feral (or “mono-cat”) to a vanilla raid comp on the basis of their raw throughput alone, if you have access to a Warrior or Rogue who can fill that slot instead.

However, it is important to emphasize that the real value of a Feral Druid in a vanilla raid team is their ability to flex between DPS and tanking as needed using the exact same talent build and gear. Given that bears are quite excellent tanks who can hold their own against Fury-Prot Warrior s in Threat generation while taking substantially less damage in the process, the fact that Feral DPS when not tanking is still quite respectable, despite not being top tier, makes the spec a great choice for filling any available off-tank slot in a raid team.

Feral off-tanks will especially shine in “semi-hardcore” raid environments where both the high TPS and high EHP of the Feral will be of value when tanking, and where the DPS loss incurred from using a cat rather than another Warrior will not be consequential when the Feral is DPSing, compared to a hardcore speedrunning environment where any raid slot not filled by a Warrior constitutes a loss in clear time.

Note that the above assessment applies only for Ferals who embrace their hybrid raid role and wear Wolfshead Helm in their tank set so that they can DPS effectively when their tank target is dead: a Feral who does not powershift in Cat Form when not actively tanking a mob is a complete waste of a raid slot! For information on other Druid specs and roles, check out our additional class guides: Dynamic and skill based DPS rotation The Classic cat DPS rotation is arguably the most complex of all vanilla specs, and is extremely engaging to execute when compared to the “one button” rotations of Warlocks, Mages, and Rogues.

  1. The combination of the Furor talent with the quirky level 40 item Wolfshead Helm unlocks a uniquely Classic playstyle called “powershifting”, which allows a cat Druid to convert their Mana pool into an instant Energy proc on demand simply by shifting out and back into Cat Form,
  2. This results in a dynamic DPS rotation that plays somewhat like a rhythm game, with the player alternating between dumping their Energy on special abilities, and then regenerating that Energy by powershifting at the optimal time.

While powershifting can sound daunting to new players, it is actually a pretty straightforward rotation to learn, but still offers a lot of room for personal growth over time: playing Feral cat well is an achievable goal for every single player with just a bit of practice, but playing it perfectly requires on-the-fly thinking and fast reaction times in order to optimally react to Clearcasting procs, Blood Frenzy procs, and partial Energy refunds from missed or dodged Shred casts.

Likewise, while the basics of powershifting have been well understood for years on vanilla private servers, there are still new nuances being worked out every month due to updated sim tools and a growing community of theorycrafters who are working on the spec. For example, it was just recently discovered that unlike the first iteration of WoW Classic, the optimal Feral rotation in Season of Mastery will actually use a combination of both Rip and Ferocious Bite as finishing moves for dumping Combo Points.

Due to the much lower crit levels in SoM from the lack of world buffs, keeping up Rip squeezes out slightly more damage than using just Ferocious Bite, which was previously thought to be the only viable finisher in vanilla until new sim tools came along.

If the idea of mastering a nuanced DPS rotation for a spec that is still being actively optimized sounds like your cup of tea, then you will find playing a Feral Druid to be highly rewarding and well worth the onerous consumable requirements for performing competitively (at least one Manual Crowd Pummeler and Demonic Rune per boss pull in a raid, for example).

On the flip side, if an engaging rotation is not a high priority for you, then you will be much better off playing a simpler class like a Rogue, which will let you save lots of weekly farming time and perform more competitively on the meters at the same time.

  • Strictly speaking, Feral Druids are the only truly hybrid spec in Classic WoW, as they can perform two distinct roles (tanking and DPS) near-optimally with the exact same talents without making significant compromises to either role.
  • No other class in Classic can do this, as talent trees for distinct roles are typically specialized enough that it is impossible to perform both roles optimally.

In contrast, the Feral talent tree in vanilla is quite tightly optimized, with most of the beneficial cat and bear PvE talents consolidated together such that players do not need to focus on just one or the other at level 60. This means that the exact same talent build can be used for main tanking, off-tanking, and cat DPS, providing Feral Druids with the flexibility to fill in any of these roles as needed for a given raid team.

Trash packs in vanilla raids typically require more tanks than boss encounters, so there are numerous single tank boss fights where off-tanks should DPS instead. Ferals excel in this role since cat DPS, although not competitive with top DPS classes like Fury Warriors and Rogues, is still very respectable and surpasses a number of other utility specs.

Playing a hybrid role in raids is especially efficient for Ferals because a lot of the best tanking leather is also best in slot or close for DPS. For example, the Phase 1 BiS gear sets for bear tanking and cat DPS in Season of Mastery are pretty much exactly the same, differing materially in only the helm, cloak, and trinket slots.

As such, a Feral off-tank simply needs to substitute Wolfshead Helm into their pure tank set in order to create a hybrid gear set with almost peak performance for both tanking and DPS simultaneously! This is especially useful on boss fights where the Druid is tanking only some of the time, such as when assigned to tank Flamewaker Protector and Flamewaker Elite adds in the Lucifron and Gehennas encounters, respectively, within Molten Core,

In these situations, a Feral wearing tank gear + Wolfshead Helm can seamlessly shift from Dire Bear Form into Cat Form once their add is dead in order to pump quite respectable DPS into the boss for the remainder of the fight. Unlike bear TPS, which scales exceedingly well with the primary and secondary stats found on melee DPS gear, cat DPS exhibits quite mediocre gear scaling in comparison, paling relative to that of Fury Warriors and Rogues.

The reason for this deficiency is threefold: (1) A Feral’s extremely fast 1.0 second auto-attack speed in Cat Form indirectly nerfs the scaling of the primary special ability Shred in the cat rotation: Shred scales 2.25 x with the damage done by each auto-attack, and a fast attack speed necessarily means that each auto-attack scales less strongly with Attack Power.

(2) Despite its forced fast attack speed, the cat “paw weapon” is treated as a single wielded main hand weapon internally rather than a pair of dual wielded weapons like those of Fury Warriors and Rogues. Dual wielding substantially inflates the DPS contribution of Attack Power, Hit, and Crit on gear.

The other three single wielding melee specs, Enhancement Shaman s, Retribution Paladin s, and Arms Warrior s, also exhibit abysmal gear scaling for this reason, with the first two scaling far worse than even cats due to their lack of an analogue to powershifting for artificially boosting their stat scaling from special abilities to compensate.

(3) Since the cat “paw weapon” is treated as its own weapon class, Ferals cannot benefit from Weapon Skill bonuses to Sword, Mace, Axe, and Dagger weapons from racials or items like Edgemaster’s Handguards and Aged Core Leather Gloves, Bonus weapon skill is easily the strongest melee DPS stat in vanilla WoW, as it is the only way to mitigate glancing blows on auto-attacks and also provides Hit Chance.

Since there is no analogue to +Daggers for the Feral paw weapon, cats are stuck dealing with the full 35% damage reduction on glances, which constitute 40% of their total melee attacks! Compounding the lackluster gear scaling of cat DPS in vanilla is the fact that there is hardly any PvE gear available for Feral Druids to scale with ! Just like every other hybrid spec in vanilla, Ferals lack any dedicated Tier sets and must instead rely on a small handful of off-piece upgrades from each raid for their PvE gear progression.

Moreover, early Blizzard developers did not at all understand how to properly itemize off-piece leather for Ferals, so many of the options that do exist spend their stat allocation very inefficiently. For example, compare the stat allocation on the Druid off-set from Blackwing Lair ( Taut Dragonhide Shoulderpads, Taut Dragonhide Belt, and Taut Dragonhide Gloves ) with that on the corresponding Rogue Tier 2 pieces ( Bloodfang Spaulders, Bloodfang Belt, and Bloodfang Gloves ).

Considering that 1 Strength is equivalent to 2.4 AP in DPS value for cats (or 2.64 with Blessing of Kings ), and that 1 Agility is worth 2.51 AP equivalent (or 2.76 with Kings), it is quite apparent that the raw Attack Power found on the Taut Dragonhide pieces pales in comparison to the equivalent AP on the Bloodfang set.

As a result, until the release of AQ40 in Phase 5, PvP rewards are the only source of high quality DPS gear for Ferals during the first half of Season of Mastery. If you do not intend to grind out any PvP ranking or reputation rewards, then you will be stuck wearing pre-raid gear like the Devilsaur Armor set and Truestrike Shoulders all the way until Phase 4! In practice, this means that a sweaty cat DPS player may be able to give the Rogues in their raid team a run for their money on the meters in the first half of Season of Mastery, but will start falling further and further behind over time due to growing discrepancies in the quality of available gear plus the intrinsic differences in the scaling of the two specs.

While the single target DPS of Feral Druids in Classic WoW is respectable, their multi-target output is absolutely abysmal in both vanilla and TBC. Feral cats lack any AoE or cleave abilities in their toolkit, so their multi-target rotation is exactly the same as the single-target rotation, with targets focused down one at a time.

This deficiency does not matter very much in guilds that are raiding casually or focusing on boss parses, as it primarily impacts DPS output on trash mobs. In a competitive speedrun setting, however, trash constitutes the majority of time spent clearing the instance and is usually pulled in sizable packs, so a lack of cleave damage cripples the value of a Feral cat in that context.

As a result, even when bringing a Feral Druid who will primarily DPS on boss fights, it is best to leverage the Feral as a tank rather than as a pure DPS for trash. Energy is the primary resource used by Feral Druids when DPSing. Unlike Mana, which is both consumed and regenerated very slowly on the timescale of a full encounter, Energy is regenerated and dumped extremely quickly similar to Rage.

Unlike Rage, however, the base rate of Energy generation is constant and not tied to outgoing or incoming damage. In Classic WoW, Energy is regenerated on a fixed 2 second tick, with 20 Energy gained each tick up to a maximum of 100. This tick operates independently from player casts / GCDs, but in practice, the DPS rotation syncs up with the tick cycle since the player will often need to wait for a tick prior to casting their next ability.

The Energy regeneration mechanic places a hard limit on the frequency with which special abilities can be cast by Rogues or cats, unless the regeneration rate can be manipulated somehow (see below). Powershifting is the mechanic which makes Feral DPS competitive with other classes, and is the most important technique to master when playing a Feral Druid for the first time.

The idea behind powershifting is to circumvent the standard limitation on cast frequency for Energy users by enhancing the Energy regeneration rate beyond the standard tick of 20 Energy every 2 seconds. Feral Druids leverage two unique and powerful tools which synergize to make this possible: (1) the Furor talent, which instantly generates 40 Energy when shifting into cat form, and (2) the quirky level 40 item Wolfshead Helm, which boosts this from 40 to 60 Energy each shift.

This means that when a Feral Druid has expended all of their Energy, rather than waiting for 4 seconds (2 Energy ticks) to regenerate enough Energy for another cast, the Druid can instead shift out of Cat Form and then back into Cat Form to end up with 60 Energy right away. In vanilla and TBC, canceling a shapeshift form does not incur a global cooldown, but shifting into a form does incur a 1.5 second GCD.

Therefore, a powershift effectively generates Energy at a rate of 40 Energy per second, which is 4 times higher than a standard Energy tick! Moreover, since the shift can be performed instantaneously with the help of a powershift macro, the server never “sees” you out of form and the cat swing timer just proceeds as usual.

Time in seconds Action/Event Final Energy
Powershift 60
1 Energy Tick 80
1.5 GCD ends, cast Shred 32
2.5 GCD ends, wait 32
3 Energy Tick 52
3 Cast Shred 4
4 GCD ends, powershift 60

This cycle allows 2 Shreds to be cast every 4 seconds, with only 4 energy wasted each cycle. In contrast, if we wanted to cast two Shreds the conventional way without powershifting, the DPS cycle starting at the end of the above would look like this:

Time in seconds Action/Event Final Energy
GCD ends, wait 4
1 Energy Tick 24
3 Energy Tick 44
5 Energy Tick 64
5 Cast Shred 16
6 GCD ends, wait 16
7 Energy Tick 36
9 Energy Tick 56
9 Cast Shred 8
10 GCD ends, wait 8

Notice that without powershifting, it takes 10 seconds to cast the same 2 Shreds! This is why powershifting is such a critical tool for Feral DPS: it more than doubles the rate at which special abilities can be cast. Powershifting is the key tool which enables the Feral DPS rotation, but it also costs a lot of Mana.

At level 60, each powershift incurs a baseline cost of 684 Mana, and since shifts can occur as often as every 4 seconds, this can very quickly deplete a Feral Druid’s small Mana pool, since cats wear pure melee DPS gear with no Intellect on it aside from the small quantities found on the PvP ranking sets.

For this reason, taking all three points in the Natural Shapeshifter talent is non-negotiable for all Ferals, even those who primarily tank and DPS infrequently! Unfortunately, talenting 3/3 Natural Shapeshifter is not sufficient on its own for sustaining a powershift rotation over typical fight lengths, so Ferals must supplement the talent with efficient usage of Mana consumables and cooldowns.

  1. Mana users in Classic WoW can take advantage of both the potion cooldown and the Healthstone cooldown for Mana regeneration.
  2. For maximum uptime, a Dark Rune or Demonic Rune should be popped as soon as your Mana drops to 1500 below max, so as to start the cooldown ticking quickly without wasting any Mana.

Once your Rune is used, then continue to execute the powershifting rotation until you are 2250 Mana below your maximum Mana pool, at which point you should pop a Major Mana Potion, Note that these consumables cannot be used in Cat Form, but can be integrated into powershift macros so that no unnecessary GCDs are wasted.

Finally, use Innervate when you are close to running completely out of Mana. Note that unlike TBC, where Feral Druids can afford to “give away” their Innervate to other raid members (most commonly an Arcane Mage ), saving your own Innervate for personal use is absolutely essential to DPS sustainably in vanilla raids,

In Season of Mastery, Mana issues will become a much more serious issue for cat DPS than they were in the first iteration of Classic. Boss fights are expected to last substantially longer in SoM due to inflated HP values on most mobs and significantly reduced raid DPS due to the removal of world buffs in raids.

The removal of the Spirit of Zandalar buff in SoM also cuts down a cat’s available Mana pool quite significantly. For Alliance cats, these nerfs are counteracted by the availability of Judgement of Wisdom due to the greatly expanded boss debuff limit in SoM. Make sure to ask for Judgement of Wisdom to be applied and maintained on raid bosses if you are DPSing in an Alliance raid, as it makes a night and day difference for a Feral Druid’s sustainability on long fights.

For this reason, it is strongly recommended to choose the Alliance faction if you are planning on playing a Feral Druid in primarily a DPS rather than tanking role during Season of Mastery, as the lack of Judgement of Wisdom in Horde raids will make life very difficult for cats on longer fights.

Mana issues are expected to be so severe without Judgement of Wisdom that previously useless trinkets like Rune of Metamorphosis may actually end up being best in slot for Horde Ferals. Alliance The only race option for Alliance Druids is Night Elf. As mentioned in the Mana Management section above, Alliance is by far the superior faction for Feral DPS players, as Judgement of Wisdom on its own can be the difference between running out of Mana just a minute into a pull versus being able to powershift sustainably for the entirety of a 3-4 minute boss kill.

To add insult to injury, Alliance cats possess a higher Mana pool due to Blessing of Kings, and even more bonus Mana regen from Blessing of Wisdom, Horde The only race option for Horde Druids is Tauren. Due to the serious Mana issues faced by Horde cats, it is recommended for Horde Ferals to shy away from a pure cat DPS role and prioritize tanking in Dire Bear Form as much as possible over the course of a raid.

Nature Resistance : Nature Resistance increased by 10. Wisp Spirit : Transform into a wisp upon death, increasing movement speed by 50%. Quickness : Dodge chance increased by 1%. Shadowmeld : Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Night Elf Rogues and Druids with Shadowmeld are more difficult to detect while stealthed or prowling.

The only Night Elf racial ability that provides any value for Feral DPS in a raid environment is Nature Resistance, as the AQ40 raid in Phase 5 includes two encounters, Princess Huhuran and Viscidus, where NR is helpful on all DPS players to reduce overall damage intake on the raid.

Tauren In addition to Nature Resistance, which provides the same PvE value as it does for Night Elves, Endurance is an amazing PvE racial that scales multiplicatively with every other source of increased health from consumables and raid buffs, including flat health buffs like Flask of the Titans, The health boost is useful not only when tanking, where it amplifies the already high health pool of bears, but also when DPSing in Cat Form, since early Season of Mastery raids have been buffed with new raid-wide damage mechanics that are especially dangerous to cats due to the very low Stamina levels on pre-raid Feral DPS gear.

Feral Druids specialize deep into the Feral tree, with only a limited number of talent points spent elsewhere. This section will describe the overall benefits of each tree in the context of cat DPS. The Balance tree contains a number of valuable talents for Feral cats.

  1. Most importantly, the straight 10% total damage boost from Natural Weapons is mandatory and worth many other talents combined.
  2. In addition, Omen of Clarity is also a great DPS talent, as Omen procs translate directly into more special abilities that can be cast within each powershift cycle.
  3. Finally, taking Natural Shapeshifter is a requirement for all Ferals, as even main tanks should be spending a decent chunk of time throughout a raid DPSing in Cat Form when their tank target is dead, and the talent is necessary to powershift sustainably without running out of Mana prematurely.

The overwhelming majority of useful talents for Feral druid tanking and DPS are found in the Feral tree. The vanilla Feral tree is tightly optimized with lots of overlapping cat and bear talents, so the exact same build can be used for both roles without making significant compromises to either one.

  1. For DPS specifically, the most important mandatory talents are Improved Shred, Sharpened Claws, Predatory Strikes, Heart of the Wild, and Leader of the Pack,
  2. The presence of so many highly impactful talents deep into the Feral tree constrains any Feral talent build to invest heavily in this tree rather than hybridizing.

Lower impact DPS talents are Feral Aggression (since Ferocious Bite is cast infrequently in the DPS rotation) and Blood Frenzy (since the extra Combo Points do not always translate into added DPS). Technically, Faerie Fire (Feral) can be omitted if a Balance or Restoration druid is consistently present in the raid group, but it is recommended not to skip it.

  1. An optimized Feral talent build will take only 5 points in the Restoration tree for maxing out the Furor talent.
  2. The primary purpose of Furor is to unlock the Feral DPS powershifting rotation in Cat Form, so it is mandatory for all Ferals to talent it in order to be able to DPS effectively when not actively tanking a mob.

The Restoration tree also contains the Improved Enrage talent that is a nice quality of life boost for bear tanks, but it unfortunately cannot be taken in any competitively viable talent build due to a lack of available talent points after accounting for other mandatory tanking and DPS talents.

  • The best PvE talent build for Feral Druids is 14/32/5, and is optimized for both tanking and DPS simultaneously without compromising significantly on either front.
  • There are a few variants of the build that are covered in our Classic Feral Druid DPS Talents & Builds Guide, but these differ only in the choice of whether to max out the Ferocity talent or the Feral Aggression talent.

For tank focused players, two further variations are possible if you opt to forego 2/5 Feral Aggression in favor of 1-2 points in Thick Hide and/or Primal Fury, as covered in our Classic Feral Druid Tank Talents & Builds Guide, Besides these limited variations, the build takes every single Feral talent besides Feline Swiftness and Brutal Impact, both of which are PvP / open world talents that do not benefit your PvE performance in raids.

Every other talent in the Feral tree provides either DPS or tanking value and should be taken for PvE, since one of the primary benefits of Feral Druids in Classic raids is the ability to perform either role equally well. The most important talents for DPS specifically are listed in the “Feral” section above.

Outside of the Feral tree, this build takes Furor, Natural Weapons, Natural Shapeshifter, and Omen of Clarity, These talents encompass everything in the Restoration and Balance trees that is essential for Feral tanking and DPS, and require “wasting” only 5 talent points on Improved Wrath or Improved Nature’s Grasp for progressing through the Balance tree.

  • As such, besides these 5 filler points, this build lacks a single talent that doesn’t directly benefit the PvE performance of a Feral Druid, which is a testament to how tightly optimized the Feral talent tree is in Classic WoW.
  • Additionally, most of the key cat talents are also key bear talents: Sharpened Claws, Predatory Strikes, Faerie Fire (Feral), Heart of the Wild, Leader of the Pack, Natural Weapons, and Omen of Clarity,

Engineering is an absolute must-have if you are trying to go the extra mile in PvE or PvP. In PvE, one of the highest impact consumables available to Feral Druids (after Manual Crowd Pummeler and Mana consumables of course) is Goblin Sapper Charge, which requires Goblin Engineering to craft but can be used by Engineers of either specialization.

Sappers are especially useful in a speedrun environment as a strong DPS cooldown on AoE trash packs, and partially compensate for the lack of any viable AoE damage abilities in the vanilla Feral toolkit. Many boss encounters also include multiple adds that spawn alongside the boss, and the combined DPS added by a Sapper across all targets can even surpass the contribution of staple consumables like Elixir of the Mongoose ! Engineering is also the source of the absolute best DPS trinket in the entire game: Gnomish Battle Chicken, which requires the Gnomish specialization to craft.

The Battle Squawk buff provided by the Battle Chicken scales multiplicatively with the Haste from Manual Crowd Pummeler, and is worth close to 70 AP in value for personal DPS. But critically, the Haste buff applies to your entire party, making the total raid DPS impact of the chicken quite enormous.

  1. Furthermore, Battle Squawk buffs from multiple chickens can be stacked and scale multiplicatively with one another, so it is optimal for every party member to use their Gnomish Battle Chicken at the same time when progressing through raids.
  2. Recently, a reliable method has been discovered for securing guaranteed Battle Squawk procs, making the Engineering profession even more essential for competitive raiders.

Blacksmithing is required for crafting the very useful utility trinket Glimmering Mithril Insignia, and must be permanently trained in order to equip and use the trinket. Horde Ferals will get the most use out of this trinket due to the lack of Fear Ward for mitigating Fear mechanics in Horde raids.

Fears are especially detrimental when tanking raid bosses, as they cause the boss to temporarily swap targets to the next highest person on Threat until you regain control of your character, but also significantly reduce your personal DPS in Cat Form by reducing your active uptime on the boss. The following are examples of vanilla raid bosses with Fear mechanics that can be mitigated using a combination of Fear Ward / Tremor Totem and Glimmering Mithril Insignia in order to squeeze out more DPS and improve your parse: Onyxia, Magmadar, Nefarian, Princess Yauj, and Gluth,

Outside of its PvE value, the Blacksmithing trinket is also extremely useful in PvP, for example when carrying flags in Warsong Gulch. Blacksmithing also provides a big quality of life benefit for Ferals by allowing you to craft and apply your own Iron Counterweight s to your Pummelers.

  1. Counterweights are worth over 40 AP equivalent in value for cat DPS, making them easily worth the effort and gold to craft.
  2. Somewhat counterintuitively, the 3% Haste buff applies to your melee attacks while shapeshifted, and scales multiplicatively with the 50% Haste from MCP.
  3. Counterweights are also quite cheap to craft (especially when compared to the “true BiS” 25 Agility enchant), so it is actually practical to apply one to each of your Pummelers every week without breaking the bank.

Next Page: Beginner’s Guide Thanks for reading our class guides! If you have any feedback about the guides, feel free to leave a comment in the section below and we will reply as quickly as possible. If you’d like to talk with any of our writers directly you can do so by joining our Discord Server and finding them there! : Feral Druid DPS Guide – WoW Classic Season of Mastery
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Is feral Druid better than rogue?

Rogues will pretty much always have a top tier spec, but it won’t always be the easiest. (Right now all three are top tier including Assa which is one of the easiest specs in the game) When druids are top tier, they’re almost always easy. But if feral isn’t meta, you would need to learn to boomie, heal, or tank, depending on whats good.

Druids are usually OP in one of those specs. If you’re talking for more casual stuff like epics or world pvp, feral is really good. In fact, feral is probably the best wpvp spec in the entire game. All the benefits of a rogue + 10x the survivability in the open world and an even better escape with flight form out of stealth.

For bgs though, Outlaw rogue is super fun because of how easy it is to build stacks while people ignore you, then just survive forever harassing the backline. Outlaw is definitely a completely unique class that you’d have to adapt to playing though, and it has probably the most APM of any spec, as well as the most buttons in general to keep track of.
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