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World of Warcraft Classes Druid «Feral»

Feral Druid PvE guide (WoW Legion 7.3.5)

In general, Druids are quite the peaceful people of Azeroth, but in this form of a giant carnivore cat, they are capable of letting out all the covert fury of the wildlife.

Contents

Introduction

Let’s take a closer look at the weakest and the strongest aspects of this specialization:

Advantages:

  • Nice stable single target damage.
  • High mobility.
  • Can adapt to various combat types through talents.
  • Can continuously boost damage dealing due to constantly dying enemies.

Disadvantages:

  • Neads some warm-up time to start dealing damage.
  • Quite the mediocre prolonged AoE.
  • Demands a lot of attention paid to the resources and their correct utilization.

Basic information on the spec:

A Feral Druid, like any other Druid, has the capacity of taking on various forms, although their key Form is the Cat Form. Many abilities are tied to the image the Druid is in. In their Cat Form, a Druid has 2 key resources – Energy and Combo Points (hereinafter referred to as CP). With no Form on, or in their Travel Form, the Druid has Mana for their main resource; as a Bear, it’s Rage.

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Glossary

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Main abilities

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Talents

General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use the Codex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.

Tier 1. Lvl 15.

* Blood Scent is your default choice for almost any situation. With higher gear value of this talent decreases because of Crit weight.
Lunar Inspiration becomes your new default choise after Blood Scent.
Predator is a nice option for a combat with targets dying out all the time. 3 restoring time cancellings per minute are enough for this ability to become a better option than Blood Scent.

Tier 2. Lvl 30.

  • Renewal. Instantly restores 30% of your max HP stock. Can be cast from any form. CD 1.5 min.
  • Displacer Beast. Moves you 20 m forward, increases your moving speed by 50% for 2 secs and triggers Cat Form. CD 30 secs.
  • Wild Charge. Depending on the form, triggers one of the abilities with a 15-sec CD:
    In your regular form, it flies you to an ally’s position.
    Bear Form – a surge towards your enemy that immobilizes them for 4 secs.
    Cat Form – a leap behind your enemy’s back dazing them for 3 secs
    Travel Form – a leap 20 m forward.
    In your Aquatic Form, your swimming speed grows by 150% for 5 secs.

* The whole Tier is pretty much comprised of situation-oriented talents.
Displacer Beast can help you get through dangerous areas since it basically teleports you.

Wild Charge entitles you to several options at a time, depending on which Form you are in; plus it has a shorter CD, but it does, though, demand a target to be cast.
Renewal is a bad option on this Tier since it deprives you of your mobility. If you need healing, it’s better if you use Restoration Affinity.

Tier 3. Lvl 45.

  • Balance Affinity. Passivele increases your abilities’ active range by 5 m, and gives you the following several abilities:
    Moonkin Form. CD 1.5 min; in this Form, your Armor rating is elevated by 200%, and you also get 4 abilities typical of this Form. You can utilize those abilities only while in Moonkin Form.
    Starsurge has a 10-sec CD, deals Astral damage and increases your next Lunar Strike and Solar Wrath inflicted damage by 20%.
    Lunar Strike deals Arcane damage to the main target, plus more damage to all the enemies within the range of 5 m.
    Solar Wrath deals your enemy Nature damage.
    Sunfire deals Nature damage to the main target, and some damage to all the enemies within the 5-m range of it. It also eaves a DoT that deals damage for 12 more secs.
  • Guardian Affinity. Passively reduces the incoming damage by 6%. It also grants you several abilities:
    Mangle deals physical damage to the target, generates 5 Rage. CD 6 secs.
    Ironfur costs 45 Rage, increases your Armor by 65% for 6 secs.
    Frenzied Regeneration costs 10 Rage, CD 24 secs. Within 3 secs, restores Health equal to 50% of the damage received over the last 5 secs. Min 5% of max HP. Has 2 charges.
  • Restoration Affinity. Passively grants you Ysera’s Gift which restores 3% of your max HP count once every 5 secs. If your Health is at 100%, the spell restores the same portion of HP to the nearest injured ally.
    Rejuvenation instantly applies an HoT on the selected ally healing them for 15 secs.
    Healing Touch is a long-cast spell restoring a medium portion of Health to an ally.
    Swiftmend instantly restores a major portion of HP to an ally. CD 30 secs.

* Balance Affinity is the most convenient option in terms of damage dealing, as it allows you to interact with separated targets. It can also offer you Moonkin Form in case you lack enemies in your Melee for a long time.
Guardian Affinity ups your survival and even allows you to hit the Boss for a short while if necessary.
Restoration Affinity is more suitable for solo gaming in case you need to restore a lot of Health.

Tier 4. Lvl 60.

  • Mighty Bash. Can be cast from any form; stuns your enemy for 5 secs. CD 50 secs.
  • Mass Entanglement. Allows you to immobilize the selected target and all the enemies within the 15-m range of it for 30 secs. Any damage dealt to the entangled enemies cancels the effect.
  • Typhoon. In any form, throws back all the enemies within the 15-m range in front of you and dazes them for 6 secs.

* The Tier offers you control options which means the decision is completely up to you.
Mighty Bash and Typhoon are used most of all.

Tier 5. Lvl 75.

* Incarnation: King of the Jungle is the best talent on the Tier, particularly in a single-target arrangement.
Jagged Wounds is good for long multidot encounters. Unfortunatly, this talent is useless at Antorus the Burning Throne.
Soul of the Forest is a nice talent on its own, but it does lose to the other two.

Tier 6. Lvl 90.

  • Sabertooth. Ferocious Bite deals 20% more damage and always renews Rip on the target.
  • Brutal Slash. Replaces Swipe. Deals significantly more damage, but has a 12-sec CD and 3 charges. It also generates 1 CP for you.
  • Savage Roar. Costs 40 Energy, spends 1 to 5 CP and increases your damage dealing while in Cat Form by 15%. Basic duration is 12 secs per 1 CP. After that, each use adds 6 secs making it 36 secs for 5 CP.

* Savage Roar is your best single target damage dealing option.
Brutal Slash takes over the leadership starting with 2 targets, provided those are equal.
Sabertooth is the Tier’s worst, never used.

Tier 7. Lvl 100.

* Moment of Clarity is your default choise for any type of fight.
Bloodtalons and Elune’s Guidance are both useless at current state.

So, we can boil it all down to the following builds:

Single target:

  1. Blood ScentLunar Inspiration
  2. Incarnation: King of the Jungle
  3. Savage Roar
  4. Moment of Clarity

Cleave:

  1. Blood ScentLunar Inspiration / Predator (depends on lifetime of adds)
  2. Incarnation: King of the JungleJagged Wounds
  3. Brutal Slash
  4. Moment of Clarity

AoE:

  1. Predator
  2. Incarnation: King of the Jungle
  3. Brutal Slash
  4. Moment of Clarity

 

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Artifact

Unlike talents, in the weapons branch there is no choice of what you can and what you can’t take. With the current Artifact Knowledge, the order of artifact acquisition is insignificant as to open all the traits, you only need to earn 2.23 billion artifact power which is extremely easy to do just over the first few minutes after you’ve reached level 110.

Relics

A Feral Druid utilizes 1 Frost, 1 Blood and 1 Life relics.

Here is the relic ranking. For your convenience, the relics’ values are equaled to your artifact’s ilvl (i.e. 1 equals a DPS boost that would’ve granted your artifact a 1 ilvl increase):

  1. Feral Instinct 5.1
  2. Ashamane’s Energy 4.2
  3. Tear the Flesh 3.7
  4. Razor Fangs 3.6
  5. Feral Power 3.5
  6. Powerful Bite 2
  7. Sharpened Claws 0 (3.4 with the talent Brutal Slash) (8.4 for AoE)
  8. Thrashing Claws 0 (3 for AoE)

If you face situations where you’re not sure, we recommend you use the raidbots.com web-site which has a convenient interface for figuring out if it’s worth replacing Relic A with Relic B.

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Netherlight Crucible

Tier 1 of any relic allows you to increase your weapon’s ilvl by 5 points.

Tier 2. Here you face your first crucial choice between Light and Shadow. The choice made on this Tier makes one of the edge talents on Tier 3 unavailable for you. Your objective is to pick a way of the highest ilvl equivalent sum on both Tiers.

  1. Torment the Weak 10
  2. Infusion of Light 9.2
  3. Secure in the Light 9.1
  4. Shadowbind 9
  5. Chaotic Darkness 8.2
  6. Murderous Intent 6.2
  7. Shocklight 5.7
  8. Light Speed 5.5
  9. Dark Sorrows 4.2
  10. Master of Shadows 3.9

Tier 3. The value of traits coincides completely with the relic rating.

  1. Feral Instinct 5.1
  2. Ashamane’s Energy 4.2
  3. Tear the Flesh 3.7
  4. Razor Fangs 3.6
  5. Feral Power 3.5
  6. Powerful Bite 2
  7. Sharpened Claws 0 (3.4 with the talent Brutal Slash) (8.4 for AoE)
  8. Thrashing Claws 0 (3 for AoE)

Other traits are defensive and provide no dps that’s why they are not accounted for here. Hence their value is considered equal to 0.

If you are using CrucibleWeight you can import this string into the game:

cruweight^128860^ilvl^1^210571^3.82 6:4.54 7:3.59^252799^6.51^252922^4.29^252875^9.86^210570^3.55 6:3.59 7:4.12^210575^1.84 6:2.53 7:2.45^210579^4.15 6:3.76 7:4.35^210637^0.16 6:-0.25 7:-0.02^210593^4.47 6:3.78 7:3.41^253070^10.16^210631^6.0 6:4.57 7:5.82^252906^11.36^238048^-0.27 6:-0.1 7:0.09^252888^8.68^252091^3.71^252191^6.93^252088^5.95^253093^10.13^end

 

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Legendaries

A Feral Druid has access to the total of 14 Legendaries.

The best of them are:

Behemoth Headdress allows you to cut your current Tiger’s Fury‘s CD short by 0.5 secs per CP spent. The best single target Legendary.

Luffa Wrappings increases damage dealing by your Thrash and expands its active range by 75%. The best AoE Legendary. The more enemies, the stronger the item.

The Wildshaper’s Clutch increases the damage dealt to the prioritized target in AoE. The best Legendary for this purpose. With no additional targets, the Legendary downgrades to average.

Chatoyant Signet increases your max Energy by 100 and kicks up your Energy regeneration rate by 5%. Most beneficial when combined with the bracers.

Soul of the Archdruid grants you the talent Soul of the Forest for free. The best Legendary for almost any situation as it allows you to pull a lot less Energy. Definitely the best choice for single target; not bad for AoE, either.

Ekowraith, Creator of Worlds is worth mentioning here, too, because it has a bunch of stats and empowers Tier 3’s passive talents by 75%, which, if combined with the bracers, expands your AoE significantly.

Other Legendaries are bound to fall behind the aforementioned. If you’ve got different Legendaries that are not on the list, and you want to figure out which one of them would be better for you, we recommend you use Simcraft.

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Rotation

 

 

 

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Stats

The basic priority rating for the characteristics is as follows:

With Incarnation: King of the Jungle:

 Versatility > Crit > Haste > Agility > Mastery 

* With 312323 mastery has more value.

The current specialization’s Mastery increases the damage delivered by your bleedings in Cat Form.

Keep in mind that the charactreristics’ values might go up and down depending on the amount of a stat you have stocked. That’s why is recommended, once you receive new equipment, you use Simcraft or Raidbots.com. There is no way to get a more precise answer to which stat to focus on first, but through a simulation.

Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.

  1. Gems:
  1. Chants:
  1. Food:
  1. Flasks and Potions:

 

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Set bonuses

T19:

  • 2 pieces: Thrash deals 15% more damage.
  • 4 pieces: The abilities Shred and Swipe deal 8% more damage per each bleeding you apply on the target.

T20:

  • 2 pieces: Whenever Rip deals damage, you receive 1 Energy.
  • 4 pieces: Rip deals 10% more damage and acts 4 secs longer.

T21:

  • 2 pieces: When Rip deals damage, there is 10% probability of it delivering damage again.
  • 4 pieces: Whenever Rip deals damage, there is a 4% chance that your next Ferocious Bite can be cast with no Energy spent on it, and it would be considered cast with the max possible Energy spending.

 

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Macros

Kick with a modifier, with the Shift key held, the ability is applied on a remembered target, without – on the current one.

/cast [mod:shift,@focus][]Skull bash

 

Combat resurrection at cursor’s position:

/cast [target=mouseover] Rebirth

 

Dispell by mouseover:

/cast [target=mouseover,exists,help,nodead]Remove Corruption
/cast Remove Corruption

 

Special macro that will not allow you to cast Regrowth if there is no active Predatory Swiftness:

/console autoUnshift 0
/cast [@mouseover,exists,help]Regrowth
/cast [@player]Regrowth
/console autoUnshift 1