7.3.2 SR/MoC Opener

It’s that time of the patch cycle again where I’m looking at openers. This is a good read as it also has some explanation of general feral mechanics.

Edit 14 Dec 2017: Break the opener below if you get Apex Predator and cast Rake as your last Incarn GCD if you don’t want to use Jungle Stalker. You can choose to manually execute or use a /castsequence up to you.

The TL:DR is that you probably want to use a combination of the following for your opener:

  • TF after AF for extra globals inside TF during Incarn
  • Jungle Stalker for an extra stealth ability after Incarn for a total of 31 abilities
  • Consider using a cast-sequence macro for MoC Builds since there is no RNG in the opener.
  • Intra-GCD delays are required for maximising openers and can be inserted consistently using bag items (Bloodtotem War Harness, Lightforged Augment Rune, Mana Divining Stone) or off GCD spells (Equipped Trinket, Dash, Survival Instincts, Skull Bash)

I spent quite a bit of time (2 days for initial build then another day and a half for Jungle Stalker). Initially I went down the route of 3 Rakes, but after considering Jungle Stalker (a non-used buff in PvE) I settled on 4 Rakes with Jungle Stalker Rake to close.

A video was posted (perhaps prematurely) and it is linked further below. I think I am close enough to perfect with this opener, plus it introduces multiple quirks, that I am no longer working on openers.

I have finally settled with the following (use a 1023 character macro addon, I used Macro Toolkit):

/castsequence reset=10 Rake, Savage Roar, Ashamane’s Frenzy(Artifact), Mana Divining Stone, Tiger’s Fury, Horn of Valor, Skull Bash, Incarnation: King of the Jungle, Shred, Rip, Rake, Shred, Shred, Ferocious Bite, Shred, Shred, Shred, Savage Roar, Shred, Shred, Shred, Ferocious Bite, Shred, Rake, Shred, Rip, Shred, Shred, Shred, Ferocious Bite, Shred, Shred, Shred, Ferocious Bite, Shred, Shred, Shred, Tiger’s Fury, Ferocious Bite, Prowl

An in-depth explanation of my 2 November 2017 BS/Inc/SR/MoC + Behemoth/SotA opener is as follows. Note: A disadvantage of this opener is that a parry OR slight delay will require you to readjust your finishers. Also AoE damage taken while stealthed for Jungle Stalker will break your 200% Rake.

The following image is an Excel Map I used to construct the opener. Robosaurus Jungle Stalker Opener

Finisher 1 – Potion, Stealth Rake into Savage Roar

  • Getting up a quick Savage Roar is probably a good idea, and we want it before the large ticks of AF. We always want 5CP Rip (1 CP Rip followed by 5CP Rip extend was explored but it doesn’t work out very well), but any CP Savage Roar is passable in the opener.

Finisher 2 – Ashamane’s Frenzy, Mana Divining Stone, Tiger’s Fury, Horn of Valor, Skull Bash, Incarnation: King of the Jungle, Shred, Rip

  • This looks quite full. The Mana Divining Stone is to insert a delay between Ashamane’s Frenzy GCD start and Tiger’s Fury, and the Horn of Valor (Augment Rune alternatively) and Skull Bash are to insert a delay after Tiger’s Fury for Incarnation. This delay is required for you to cast Jungle Stalker after using your 30th Ability in Incarnation (Finisher 9)
  • Why did I use Tiger’s Fury after Ashamane’s Frenzy?
    • Ashamane’s Frenzy is a 15 hit channel with 4 Ticks. The way this particular spell works is that it snapshots in a peculiar manner which allows you to cast Tiger’s Fury slightly after. This image explains it.
    • Casting Tiger’s Fury after a Off-GCD after Ashamane’s Frenzy allows you to have an extra ability within the Tiger’s Fury buff. Because Behemoth’s Headdress is used, an extra 0.6s is sufficient. This extra 0.6s PLUS Behemoth’s Headdress extends actually snuggly fits in another finisher, hence an additional THREE abilities are buffed. Without this delay, you cannot give Tiger’s Fury to Finisher 6 (Rip), which would have to be moved back to Finisher 5 without this trick.

Finisher 3 – Rake, Shred, Shred, Ferocious Bite

  • This is the last finisher that is affected by Ashamane Frenzy’s 30% Damage Buff. Given the AF Buff, direct damage is the ideal choice for this finisher rather than SR or Rip (which is already up). Since SR lasts a minimum of 12 seconds with a 1 CP opener, and it takes 4s for a 5CP SR, I utilised Ferocious Bite here.
  • Why the Rake refresh (Over-rake)?
    • The Over-rake decision with Tiger’s Fury decision was not made lightly, as the alternative is 3 Rakes rather than 4. There are very complex partial-tick implications if you refresh prior to pandemic (4.5s). Hench it is a good idea to refresh at pandemic where you can.
    • The decision to go for the over-rake was heavily influenced by the Jungle Stalker ability allowing a TF-Stealth-Rake inside pandemic for the fourth rake. Given that a Jungle Stalker Rake was in the cards (which was decided so that overall CP was not wasted), it was decided that an overrake would be forced as early as possible with TF. Since a guaranteed 2 combo points was required from the Shred, Rake is the second generator after TF.
    • Additionally the time until the next tick (9s rake) was minimised to minimise the partial-tick mechanic, with Rake refresh occurring at Rake=9.99s (casting the following global is below 9s and hence the maximum partial-tick penalty)

Finisher 4 – Shred, Shred, Shred, Savage Roar

  • The next three generators are within the Ashamane’s Frenzy 30% damage taken debuff. As the fourth finisher comes up, Ashamane’s Frenzy falls off. Savage Roar, if cast with one CP from the 2nd GCD, will have 1 second remaining, so this is the latest it can be refreshed. Hence Savage Roar is selected.

Finisher 5 – Shred, Shred, Shred, Ferocious Bite

  • Given the forced decisions in Finisher 3 and 4, the decision at Finisher 5 is whether to early Rip or to Ferocious Bite. At this point in time the Feral Instinct (+20% damage for 15 seconds when Berserk is Active) is still up, hence the direct damage finisher is selected. The decision rests between AR double dip on TF or 20% extra damage on Ferocious Bite. In this case there is a chance the double dip would get overwritten anyway, so 20% extra damage on Ferocious Bite was selected. Discussions with Baeren were had.
  • Ashamane’s Rip double dip on TF is a mechanic where, the base damage of Ashamane’s Rip is determined by the damage dealt by the Rip it procs off, and can then be buffed by Tiger’s Fury again. As such there is a trade-off between casting Rip at the end of a Tiger’s Fury (TF Buffed Rip until next TF) vs casting Rip at the start (Ashamane’s Rip has a chance to tick harder).

Finisher 6 – Shred, Rake, Shred, Rip

  • Why is rake cast in the centre GCD and not the first or last geneator? This is to ensure that a pandemic Rake occurs using the Jungle Stalker stealth so that there is no penalty for that Rake.
  • The time until the next tick (6s rake) was also coincidentally minimised to minimise the partial-tick mechanic, with Rake refresh occurring at when Rake is between 6 and 7 seconds (casting below 6s is the the maximum partial-tick penalty).
  • This is the last finisher that is buffed by Tiger’s Fury. As such a Rip refresh is highly recommended. The alternative was to let Rip drop for a second (discussion with Baeren). Given the Jungle Stalker selection, this was possible – however it would lead to a similar question of whether to drop 2s off each Rip per Tiger’s Fury for the remainder of the fight. As such a pre-pandemic Rip is cast and approximately 12-8.4 = 3.6s seconds are lost, however it will provide substantial TF Rip up-time going further into the fight. Also there are still 11 seconds left on Incarnation at this point which is significant time to proc a nice Ashamane’s Rip.

Finisher 7 and 8 – Shred, Shred, Shred, FB

  • There is nothing to refresh (SR/Rip/Rake are sufficiently long), hence I defaulted to 5CP FB. 5CP FB does indeed do more damage per cast than Incarnation Shred, so this isn’t like HFC where you shred over 5CP.

Finisher 9 – Shred, Shred, Shred, Tiger’s Fury, Ferocious Bite, Prowl

  • Without Jungle Stalker, the correct option would be to change the last Shred (6.5s on Rake) to a Rake (minimise partial-tick penalty) so that you can maintain a double damage Rake, or alternatively change the FB into a Rake (CP overflow)
  • Because this build was built contemplating Jungle Stalker, we can actually utilise a TF -> FB combo to immediately benefit from Behemoth’s Headdress.
  • After this, an off GCD Jungle Stalker Prowl is utilised to perfectly cast a 200% Rake with the TF buff. This leads into the second TF phase where Rip, SR require a refresh

Leaving the Opener – Force finishers, Shadowmeld Rake

With a little luck, some Omen of Clarity procs will necessitate the necessary finishers to extend the second Tiger’s Fury such that a pandemic Shadowmeld Rake can be executed. If this is not the case, then Shadowmeld Rake should be used as the last GCD of Tiger’s Fury. Putting Shadowmeld on cooldown is a good idea – if Convergence of Fates is not used then this allows another Shadowmeld directly before the second Incarnation.

Here are some short but relevant videos:

Executing my SR/MoC Jungle Stalker opener (7.3.2 Final)

 

 

 

Opener No RNG explanation (31 October 2017) – This was premature before considering Jungle Stalker. Now defunct but probably a more usable version since it has less caveats and less timing pressures.

 

7.3.2 Tier 21 Testing

It is interesting to note that the chance of 2t21 Rip dealing damage again has been reduced to 10% from 20% (not reflected in tool tip on PTR)

This image explains the current iteration of 2t21:

Log evidencing this interaction is here:

https://www.warcraftlogs.com/reports/vKfMpP6XC2R4J9jg/

Timestamp comparison for 2t21: 

This image explains the current iteration of 4t21

Given the free extra finisher, this increases the value of Soul of the Archdruid and Behemoth’s Headdress in single target situations, and also increases the value of Bloodtalons if you do choose to use the Apex Predator proc at 5 combo points.

Currently my thinking is that you should use regrowth at 4 combo points with the Apex Predator proc to chain:

Regrowth (4CP/2BT) -> Builder (5CP, 1BT) -> Ferocious Bite (5CP, 0BT, PS) -> Regrowth -> (5CP, 2BT) -> Finisher (5CP, 1BT*, PS)

*2BT if you use Savage Roar of course.

I currently do not know if Ashamane’s Rip or Bloody Gash(2t21) can proc Apex Predator. Would need a larger sample size to test this.

7.3 PTR Testing [BS/Incarnation]

Just playing around on PTR. Using BS/Incarnation Builds as they seem to be the go.

Running Behemoth’s Headdress + Soul of the Archdruid. Gearset is Crit heavy (crit is wasted due to Incarnation Soft Crit cap), 4t20 and stat stick trinkets. Approx 940 ilevel.

Few intentional changes to rotation incl. using AF 90s (lines up with strong Incarn). Not perfect play. Results subject to RNG. I feelycrafted the RNG afterwards. Also I intentionally did not use shadow meld. As you can see they are reasonably close. Now some comments on how I played each of these builds.

BS/Incarnation/SR/BT – 1377k DPS (Really Good RNG)

BS/Incarnation/BrS/BT – 1315k DPS (Average RNG)

BS/Incarnation/SbT/BT – 1291k DPS (Good RNG)

BS/Incarn/SR/MoC – 1339k DPS (Good RNG)

BS/Incarn/BrS/MoC – 1262k DPS (Bad RNG)

BS/Incarn/SbT/MoC – 1318k DPS (Average RNG)

Savage Roar/BT

  • I opened with Rake, Shred to 5, SR, Shred to 2, RG, AF, Rip
  • Tried to get 1 Rip Refresh per TF Cycle (28s vs 30s).
  • Refresh Rake under 3s if it was a TF Rake, otherwise under 4.5s – didn’t go too crazy with overrake.
  • Play was similar to 7.2.5 WSC + SotA in terms of FB usage.
  • Damage Breakdown: Shred > Rip (excl. AR) = Rake = FB

Brutal Slash/BT

  • I opened with Rake, AF (Shred) Rip.
  • During Incarnation, use Shred, Shred, RG, X, FB, where X is either Rake or Brutal Slash.
  • Outside of Incarnation, pretend that Brutal Slash is a 5CP FB. So at 0CP, if you use BT1 on Rake then BT2 on BrS that’s fine. Or if you go to 4CP then use RG and BrS -> Finisher that’s fine too. Highest damage seems to be Rip > Rake > FB >= BrS >>> Shred.
  • There’s some finessing around Omen of Clarity as well, since you want to get a free 40 energy Shred instead of only 20 energy BrS but I haven’t spent long enough
  • Damage Breakdown: Shred = Rip (excl. AR) = FB = Rake = BrS

Sabertooth/BT

  • I opened with Rake, AF (Shred) Rip into a second BT/TF Rip.
  • During Incarnation, Shred, Shred, RG, X, FB, where X was either Rake or Shred. Did an overrake at the end of Incarnation.
  • Outside of Incarnation, used a bit of pooling shenanigans to get 4CP RG, Rake, FB or 5CP RG,FB,Rake to minimise overrake.
  • Not much else to say about this build. A lot of BT used on Shred.
  • Damage Breakdown: FB > Shred > Rip (excl. AR) = Rake

 

Savage Roar/MoC

  • I opened with Rake, Shred to 5, SR, Shred to 2, AF, Rip.
  • Refreshed SR on Pandemic, Rip on Pandemic (8-10s ish)
  • Couldn’t manage to line up the permanent TF Rake, which was possible with SbT (see below).
  • Damage Breakdown: Shred > FB > Rake > Rip (excl. AR)

Brutal Slash/MoC

  • I opened with Rake (BrS) AF Rip.
  • Inside Incarnation, I tried to use MoC on BrS.
  • Outside Incarnation, I ignored MoC when deciding ability usage. Because for my particular gear, using Shred saves 20 more energy so the implied DPS gain was 0.5 shreds + 0.2 shreds = 0.7 x Shred which was about 200k damage. The implied gain for BrS was 0.2 x 1mill which was about 200k damage. Hmm.
  • Outside Incarnation, I tried to use BrS inside Tiger’s Fury for the 15% damage and maybe a yolo MoC Proc (but let’s be serious I just yolo’ed).
  • Damage Breakdown: Shred > FB >  Rake = BrS > Rip (excl. AR)

Sabertooth/MoC

  • I opened with Rake, AF (Shred) Rip. No BT so first Rip is best Rip.
  • Outside of Incarnation, due to the open GCDs and extra CP generation from MoC, I aimed to get TF on all Rakes (yes, I made TF last 15seconds :O). This was achievable.
  • Damage Breakdown: Shred > FB > Rake > Rip (excl. AR)

Conclusion- What build should I play? YOLO!

 

Mythic Kiljaeden Guide (Feral)

Hi all, welcome to my guide for Mythic Kiljaeden. This is for 7.2.5, so if you are doing the fight in a future patch expect many mechanics to be removed so you can shit-talk that your dps with 80 traits is higher than mine. Nice one.
Talents
Blood Scent
Wild Charge
Balance/Guardian Affinity
Mighty Bash
Savage Roar
Jagged Wounds
Bloodtalons

Legendaries
1. The Wildshaper’s Clutch
2. Soul of the Archdruid
3. Chatoyant’s Signet
WSC/Chat help with downtime but WSC mandatory for add DPS, and SotA is too strong for P3.

Trinkets and Stats
Prioritise High Crit for WSC and versatility for soaks. Mastery is a good throughput stat but crit outshines in P3 and for multirip in general. Haste not required as all multidot points you have Lust or Berserk.

Statstick like trinkets are favourable here (Cinders for WSC, Engine). Cradle bad. Specter is OK if high ilevel.

Other notes: You probably want at least 1 avoidance piece

Viability
Strength: P3 execute, tank Clone DPS, Tank Soaks, Soaks with movement immunity, finding Illidan with track humanoids (not required), healer clone adds, 1st transition healing
Average: DPS Clones, 2nd Transition Adds overall
Weakness: 2nd Transition Add Burst

(N.B. You will always have two orbs in 2nd transition, so your weakness is irrelevant here)

Armageddon Soaks
Feral currently brings multiple tank soak immunes (2mins, 2 charges) beating mage (4mins), hunter (3mins) and rogue (6mins).

Additionally, you beat rogues because your DPS loss is marginal while running out and your SI covers the after-dot for Tank Soak  (10s SI vs rogues raging about Feint)

The following macro is recommended to prevent you from double tapping Bear Form and dying:
#showtooltip
/cast Survival Instincts
/cast [nostance] Bear Form;[stance:2] Bear Form;

You will also need a tracker for Protection of Ashamane which gives you 100% armor for 5 seconds.

Current kill time indicates there are 13 sets of armageddon, 3 in P1, 2 in first transition and 8 in P2. The spacing in P2 is approximately 35s apart.

The 3rd and 6th soak require a movement immunity (3s Orb), and therefore a hunter/mage/feral.

The 4th requires a corner to corner mobility (7s Orb). This is not a recommended orb soak due to the overlapping aoe citcle mechanic, and tanks can generally get the transition (4/5) soaks.

You should not take a small soak 1minute before tank soaks, so you are full hp.

Therefore recommended feral soaks (normal in brackets) are:
2,3,(4),6,(7), 10,(11),13 or
1,3,(4),6,(7),9,(10),12
Given you have balance affinity, normal soaks with no boss downtime is possible.

You will need to consider benefits of moving long tank soaks (mage) earlier to make sure they are up, and “wasting” a SI

Phase 1
Open with Rake,SR AF+Berserk+TF, shred x2 hardcast Rip followed by SR the Rip then SR.

If your first SR procs PS, instead of hard cast use the proc and squeeze in an FB prior to Rip refresh.

You should have ~25s SR, ~15s Rip and 5cp and 2BT for first DPS add spawns. Pool clearcasting if you get it for Thrash

First DPS adds
First add: Rip, Rake, Thrash all 4 adds,(Swipe if low CP), Regrowth
Second add: Rip, Rake, TF, Rake KJ, Swipe, Regrowth
Third add: Rip, Rake, Thrash
Now keep bleeds up on KJ+Third Add, when you refresh Thrash ensure you hit 2nd/3rd and KJ. You will have 13s of lust when adds spawn so you can fully dot everything with WSC.

If you are an add spawner it is critical you do not leave cat form to reduce movespeed for orbs as you require protection of ashamane to do tank soaks. Ignore your meme raid leader they are clueless. Learn how to walk into the gap of your orbs rather than running straight like a mongoloid, its fairly easy.

Before the orb hits you want high SR/Rip on KJ with 5cp + 2BT. Do not go to the orb, follow the tank. Rip, Rake the tank add that spawns then wild charge or Skull Bash it to immune the knockback. This will ensure you are central in the room to soak the 2nd Armaggedon

Run out for soaks if you are soaking, then Refresh SR/Rip on KJ and double dot.

If you are soaking a bad position for 3rd Armageddon then use Travel Form + Wild Charge to immune the knockback.

Dot Up KJ for combo points you retain for P2.

You should finish P1 above middle of the pack.

Transition 1
Use travel form to manoeuvre the platform and offheal where required. Usually you can get 1 regrowth per Orb knockback. Immune unfavourable knockbacks using Travel Form Charge or Human Form Reverse Life Grip:

#showtooltip
/cancelform
/cast [@mouseover] Wild Charge

Just before the last orb hits in the transition, hard cast Regrowth for BT.  Activate Berserk 1-2s after Orb lands. 3 minute CDs must be used early to be up for the DPS adds.

Phase 2

Phase 2 is single target with tank add cleave and is quite favourable for feral.

You should start Phase 2 with a full CP, 2BT and all CDs minus activated Berserk. SR followed by your standard opener. Suggestion: SR Rake AF Shred RG Rip or similar.

If you are soaking the 6th tank soak ensure you use Travel Charge/skull bash boss to immune the knockback.

When healer adds spawn, focus one and use a regrowth bind to heal it with PS
/cast [@focus] Regrowth

Tank add is similar to P1, double dot both KJ and Boss. First tank add is a DPS check, second one is lenient and you don’t want to overkill. Ensure you have full dots full CP BTx2 for a quick Rip Rake Thrash whenever Tank Adds Spawn.

2nd set of DPS adds is dealt with in the same manner as the first set of adds, make sure you have fresh SR/Rip on boss and 5cp BTx2 before adds spawn. Instead of Lust, you have Berserk so you need to cast tight GCDs.

Good Roar timings include after the grip orb and circle spread as 8yards will hit everyone, and also to save people after 6th armageddon soak. Also with ~35s between soaks, if you go Bear You Bear Shaman/Personals repeat, you can soak significantly easier. Yes I assume you have a bear LOL.

The rest of P2 is already explained above deal with it.

You should finish P2 above middle of the pack if your tank add DPS is on point.

Transition 2
This will test your multi dotting skill. If you are running WSC/SotA then maintain thrash and spread BT Rips. There are just enough adds to Rip spread 3-4.

Make sure you immune the knockback with cat charge or travel charge in conjunction with portal/skull bash.

You should finish Transition 2 below middle of the pack.

Phase 3
In terms of soaks you want to bear form the first darkness (save SI for later) and SI any sacrifices for portal.

Consider delaying Berserk until Execute if you won’t lose a use (phase is 4mins), a good time to use Berserk is just before Darkness 1 or 2.

Phase 3 post nerfs is very similar to heroic. If you are orb kiting you have the option of Dash/Roar/Travel Form. Unless you have a Magic BoP you should probably kite orb 1/2/4/5/7/8, leave the rogues/hunters to do 3/6/9.

If you are doing orb kites in P3 I recommend you consider Rip instead of FB during execute just before you kite, but ideally no kite lasts longer than 15s and the kite will give you at least 1cp for FB from WSC (another reason ferals are god for P3)

Use Skull Bash liberally including after Darkness. A good combo to have is reverse lifegrip macro followed by Cat Form Skull Bash.

You should finish the fight near the top (below warriors, but much higher than rogues haHAA) as your execute ramps you above the memekins (if you took sota/wsc as recommended your execute will be so strong).

With balance affinity and good energy dumping you will have almost no downtime on the boss in P3 and this is where you make up for P1 and P2.

If you don’t do well, you can always reroll to warrior fotm.

Other notes: Moonglaives for versatility damage reduction? You will want to use 3s before first add spawn, then just before 1st transition, then just before 1st transition ends similar to berserk (place in centre), on cd, then DPS Adds, then again before saving for Fog of War Adds. P3 use on CD. I don’t recommend Moonglaives as there is no burst AoE requirement (Fog of War you get two knockback orbs regardless).

Best of luck with KJ.

Bless.

 

7.2.5 Tomb of Sargeras Mythic Talent/Legendary Choice

Disclaimer: for killing the boss not maxing DPS. If you want to pad, its your $15USD equiv per month good luck in e-sports. Bless.
Goroth
Standard ST Build/Legendaries
Notes: Skull Bash back to the boss, use Sunfire or hardcast regrowth if you hide way too early.

Demonic Inquisition
Talents
Blood Scent, Savage Roar, Jagged Wounds, Bloodtalons/Brutal Slash
Legendaries
Luffas + Gloves/SotA
Notes: Predator resets don’t work on the adds, save BrS for multiple adds + boss. You can also play Bloodtalons, check your raid composition. Use raid timers to full dot bosses before angry phases (Gloves helps here)

Harjatan
Predator, Savage Roar, Jagged Wounds, Bloodtalons/Brutal Slash
Luffas + Chatoyant/X

Notes: Can go BT or BrS, check raid composition

Sisters of the Moon
Standard ST Build/Legendaries
Notes: Skull Bash back to the boss, use Sunfire or hardcast regrowth if you hide way too early. Renewal can get some use here (Displacer for debuff clear, check raid strat), Balance Affinity will help you continue DPS without ADADAD over the line.

The Desolate Host
Predator/Blood Scent, Savage Roar, Jagged Wounds, Bloodtalons

Gloves+Luffas/Chatoyant

Note: Controlled damage plus a little burst on adds depending on whether you are corporeal or spirit realm. Moonglaives/convergence great for blasting crawler adds on spirit realm (High Priority). Let dot classes slow kill non priority adds, while you use Thrash CP on the boss. Pool CP (thanks to wsc) for add bursting where required.

Ensure you double dot both bosses in last phase (again WSC helps)

You probably don’t want to try topping DPS here if you want the kill, other classes more efficient per GCD. Feral can definitely do well if you want to mongoloid your raid at a raid DPS loss.

Predator helps in P1 (take Chat) Blood Scent for P2.

Mistress Sassz’ine
Predator, Savage Roar, Jagged Wounds, Bloodtalons/Brutal Slash
Chatoyant + X
Notes: Similar to Desolate Host this is controlled add damage. You really don’t want to try topping damage by hard cleaving adds here. Likely take bloodtalons unless you have a really bad aoe comp, then take BrS. Moonglaives again good here for the few sets you do want to burst, but BrS overkill.

Maiden of Vigilance
Standard ST Build
Legos: Try to use a set that gives you more burst in the damage phase (Gloves/SotA gives viable triple bite, Helm is good for perma TF, Chatoyant if you can’t execute DPS while soaking orbs)

Notes: Most strats involve melee stacking for phase 2, Warriors will outdamage you if they play good, so you should be soaker while they stand on the line and get double laned. Rogues are about on par with feral.
Use convergence, and use first berserk at ~3 stacks buff during P2 to ensure you get a Berserk for every P2.
When you get bombed, you can skull bash the boss on the way back up for an instant return to DPS.

Fallen Avatar
Standard ST Build
Legendaries: Almost everything viable here, build in some target swapping. Gloves/SotA will help you on target swap, Cinidaria relevant if you know you will die in P2.
Prydaz relevant depending on strat.
You can skull bash after blink out so you won’t hit max energy after running out unless you TF at a bad time.
Prydaz+Guardian Affinity+bear for Soaks is a thing, fake rogue. Find some avoidance gear!

Sylvan Amulet Bug Fixed

There are currently reports of the indoor use of the item being disabled in instanced raids and dungeons.

This is an excellent change that will enable Feral druids to once again contribute to raid healing. Perhaps in the future, an implemented version of this mechanic could be a set bonus (gaining or losing your regrowth gives you x% damage for y seconds) which could be re-enliven the cancelaura dreams.

There is presently no hotfix for any perceived damage loss, although the amount of damage loss is likely to be limited if you have access to a high ilevel neck. Hope this helps. Bless.

Sylvan Amulet Bug

Greetings, friends. This post is to document the current 7.2.5 bug which gives you an effective 955 neck indoors as a druid (985 outdoors).

Basically the effect should be disabled indoors, but certain buffs like regrowth trigger it on and provide 4% versatility. As such you can get 50-70% uptime through normal play.

You can get the weakaura here:

https://pastebin.com/ZnHvxCqw

Video with 65% uptime:

 

 

 

Feral Healing Trends for Nighthold

After the conclusion of Nighthold, I decided to gather some data to answer some age old questions: Should I Regrowth myself, or the raid? Do DPS top players do more healing? (Is there a correlation between HPS and DPS?)

These are interesting questions. Theoretically, many players consider that paying attention to raid frames (or even healing a tank) would result in a DPS loss due to making sub-optimal DPS actions.

I used the following methodology:

  1. Go through the top Feral DPS parses 25-27 fights for Mythic Nighthold for Trilliax, Spellblade, Krosus, Augur, Botanist and Elisande. Exclude Gul’dan (BT is not played) and Chronomatic Anomaly (Speed phase distorts results)
  2. Calculate the healing done by regrowth.
  3. Also determine what percentage of healing is done to players other than themselves.

Initially, the following graph was produced, indicating that players with higher DPS ranks are able to also put out higher HPS figures.

After a second look at the data, I identified that one player that was doing significantly more HPS than others. After removing this player, the graph looked like this:

As can be seen from the updated graph, HPS among the top 25 Feral Druids (excluding one player) are largely similar regardless of DPS.

By looking at the information gathered from Step 3, and excluding the outlier player, we can also make the following observations:

  • Out of 150 data points, 11 indicated healing to another player. All of these were to a tank.
  • the orange <5% to another player healing [6 occurrences] was always to a tank, and likely to be only ONE heal.
  • the yellow and light green player healing (5-25%) was always to tanks.

So what’s the takeaway? Of the Nighthold Mythic Top Feral DPS logs, excluding one outlier player, there was only one occurrence of material healing to a player other than themselves, and that was to a tank.

TL;DR You can heal yourself you selfish feral player.