September 23 2013
I wrote this guide since I read many times people are asking for it, especially season rerollers.
First : who am I?
For those who don't know me : I have been playing Feral since the start of wotlk and started playing seriously in arenas in s9, season I reached my max rating. Since this day, I have always been playing around this mmr, on my druid as well as on other classes.
I'm frequently posting on WoW forums (the french one most often), and am streaming since february.
Pour la version française / for french guide click here.
Edit (22/09/13) : Updated for 5.4 :
Edit (01/06/14) :
Feral is parented to rogue by its stealth aspect, and it's basic gameplay which contains stealthed attacks & other, normal attacks. Being on top of that an hybrid, the Feral druid benefits from a wide range of damage dealing spells, heals & tanking.
Summary of this guide :
SOtF : Soulf of the forest
Sr : Savage roar
NS : Nature's swiftness
NV : Nature's vigil
Doc : Dream of cenarius
Hotw : Heart of the wild
FB : Ferocious bite
Feral damage mainly come from bleeds & autoattacks (around 60%).
The dps "cycle", consists in having all the time SR, rip & rake up, shred should be used as a combo point builder, only when you can't reach the back should you use mangle instead.
When opening : most of the time you will use pounce, first because it will allow you to put dots up and force cds quicky : like blink or disengage, secondly ravage is free every 30 sec with the 4p bonus, so when opening with ravage, you'll lose this free attack, so in final energy and so dps.
My opening cycle gives : Pounce - SR - Rake - Shred - Ravage - Shred - Rip, then you'll refresh SR, Maim, and if there is nothing else to do, then FB.
Think of using faerie fire, every time the debuff is off : it's 12% armor reduction, which is a non negligible increase in shred, ravage & autoattacks damage.
It's also primordial to maintain this debuff on all classes with stealth : rogues, ferals but also priests, nothing more upsetting than letting one get away and miss a kill because of spectral guise.
Feral dps is based on priority as mentioned before :
| Shoulders | 200 agi / 100 crit | |
| Cloak | 180 Crit | |
| Chest | 80 stats | |
| Wrists | 180 agi / 500 agi (LW) | |
| Gloves | 180 Mastery | |
| Legs | 285 agi / 165 crit | |
| Feets | agi + run speed | |
| Rings | 160 agi (enchanters only) | |
| Weapon | Danse d'acier (Dancing Steel) |
We have a large panoply of cc as ferals, quick recap :
Different survival cds :
From symbiosis :
The feral is an hybrid class : you should not hesitate to assist heal, especially since 5.2, and the fact that heals again scale on pvp power (note : the scaling is improved again in 5.3).
Nv is a really good survival cd for yourself and the team since it's change in 5.2.
Feral's role is however to get damage out and kill enemies, and control the enemy healers.
To do so, you need to coordinate with your teammate(s) to chain cc and burst at the same time, there is no secret though it will require adptation (even for a short amount of time) when playing with news players. You'll need to practice, 2s help a lot with coordination. If you form a good combo by two, the third will only have to graft himself to you two.
You should remember to not automatically reject the fault on this thid if you play with a friend, it's sometimes hard to have an objective view & recognize his own mistakes.
Communication is key : if you don't talk, playing without a voice system would be more efficient.
Healer should signal the state of his cd's, his mana..., every dps should do the same in order to locate in the span of the game.
Don't peel or back every time except if your healer can't top your team, if the enemy team can push its advantage first, you'll use your cds first and finish to die.
You need to get the offensive pressure, succeeding in getting ccs is essential, on this point : against shaman teams, don't forget to destroy the grounding totem : a faerie fire can destroy it, with a 20 sec cd, missing a cyclone is really crippling.
Check on cast bars of all the enemy team, to kick at the right moment - i particularly like gladius for the big cast bars - the healer will be to kick in priority, but kicking a cc could save a game.
Against a hunter team, don't forget to eat traps by charging on your healer or sprinting on him. (See the macro in the macro section)
Do not hesitate to root either from bear charge or from the the casted spell, even on caster, you could force a mage's blink with a root behind a pillar, mage that could be stun after.
Since you now need to cast all clones, it requires you to be smart to land them, here are some things to keep in mind :
As feral you'll seek to play at the most with either a paladin or a priest for symbiosis purposes.
Not that either one are mandatory, but you will often be targeted as feral, even more without any of those.
Concerning the Feral Disc synergy : since 5.2 cyclone has a 20 sec cd. Druid gets dispersion and priest gets cyclone from symbiosis, compensating the cc loss of the druid.
In 2s :
In 3s :
I'll advise you to play with gladius or sArena which allow you to have better view of cc on the whole enemy team.
Interruptbar / Juked for interrupt cds (Always useful, even if we don't cast much).
Cooldowns or similar in order to show the numeric values of cds on bars.
Outside of this, if you're starting to pvp today, I'll advise you to keep the addon use to a minimum, even if it's my case, because it can be hard to get rid of the habit once you don't have the addon anymore, one way or another.
However, I'll quickly mention my UI :
You can find every addon with my configs here.