Warlords of Dreanor brings a lot of changes to Feral and to Druids in general (especially Resto and Balance.) To see all of the changes just check out our WoD Druids post.
- The Stats
- Feral Talents, notes, and glyphs
- The Gems and Enchants
- Rotations and “How to”
- Gearing Up
- The Video
- The Leveling
Feral Stats For PvP
PvP stats might differ from PvE stats due to a greater need for burst: putting down a lot of damage very quickly.
In Warlords your Hit, Expertise, PvP Power, and Resilience stats are dead. Reforging is dead. You have two new stats, Versatility and Multistrike. You also have an attuned stat, via your level 90 Sharpened Claws ability, which gives you +5% Crit from all sources.
- Primary Stats: Weapon DPS > Agility > Crit > versatility >= mastery > multistrike > haste
Agility is way better than any other stat, regardless of gear and talent pick.
Critical hits do 150% damage (200% in PvE.) You have a base 15% as a baby feral and another 5% at level 90 from your Sharpened Claws ability. After Ag., Crit is clearly your best stat, even with the PvP nerf, party because it also procs additional Combo Points from your Rake and Shred abilities (Primal Fury) and also party because melee crits heal you for 3% (Leader of the Pack.) Your Crit chance, with your Ferocious Bite, is doubled Vs bleeding targets. Shred’s Crit chance is doubled if stealthed.
Versatility gives you a % bonus to your damage and heals and half that for your damage reduction.
Mastery is a nice improvement to our bleeds, but are bleeds are a bit weak in Warlords, making this a less important stat. Your 4 piece set bonus increases your bleed damage somewhat, making Mastery a bit more important. Any other buff or effect that improves your bleeds will also increase the value of your Mastery.
Haste speeds up everything you do, including cooldowns, spell casting, how fast your bleeds tick, and so on.
Multistrike gives you a chance at one additional strike/heal at 30% effect. It’s effective in PvP as in PvE (one chance for an extra hit, Vs two chances in PvE.)
Feral Druid PvP Build
Talents can be changed, one at a time, on the fly, just like glyphs. All you need is one Tome of the Clear Mind, from your reagents or Inscription Supplies vendor. Naturally your trainer can clear the whole list. See below for explanations.
The above picks are checkmarked .
Tier 1 Talents
- Feline Swiftness – This is an all-purpose movement increase, but doesn’t add any form of charge or burst. It’s a passive ability and about it’s only value is that you have one less button on your bars.
- Displacer Beast – Much like the mage spell Blink, this just moves you forward, shifts you to cat form, and speeds you up for a few seconds. you. It might have its uses, especially as an escape, but Wild Charge is superior if you’re planning to attack. DB is not Vanish and it doesn’t remove effects or aggro. Nice for travelling, escaping, and flag carrying, though.
- Wild Charge – In Cat Form, WC works while prowling, puts you behind a target up to 25 yards away, dazes it, but does not activate any of your attacks, does not break prowl, and does not add any special buffs. Unlike the Rogue’s Shadowstep. WC can only be used on hostile targets. It does set you up nicely for your opener and makes it easier to stick to your target. Switch to Bear and your Wild Charge will immobilize (root) your opponent, which is a nice peel. In caster form you can blip over to an ally who needs your help or just your company.
Tier 2 Talents
- Ysera’s Gift – a pretty decent passive heal. If you’re 100% then the heal will hit an ally. Almost as good as Cenarian Ward and it’s passive. Nice for long lasting fights.
- Renewal – Insta-heal usable in any form. Nice for those situations, but not as versatile as Nature’s Swiftness and a long cooldown.
- Cenarion Ward – Protect someone else? What? Who would ever do that??? Gives you (or an ally) a nice heal when you need one. Much faster cooldown than Renewal and a better heal. Doesn’t seem to scale well with better gear.
Tier 3 Talents
- Faerie Swarm – Slows and prevents restealth for the duration. Great for fighting stealthies, though the other two have definite use in crowd situations, eg: Battlegrounds or World PvP.
- Mass Entanglement – The good ol’ entanglement spell, now usable on the masses. Also usable in any form. Great for those time when you’re dealing with runners, but has a 2 min cooldown. Only lasts a few seconds in PvP, not 20.
- Typhoon – Great for a boomkin, not so bad for you either and it has situational brilliance. Nice for getting out of (or breaking up) crowds or the flag point in Eye of the Storm or on cliffs. It’s even be fun when cast on a boat. it can also be used to knock opponents away from you or your partners and interrupt casting. Knock people down for kiting purposes, knock people away from their allies, etc. Someone’s pressuring you too much? Knock him/them back.
Tier 4 Talents
- Soul of the Forest – Faster energy return is always nice. Passive. Better in PvE than PvP.
- Incarnation – Very nice burst talent. 30 seconds of Prowl and Rake goodness.
- Force of Nature – Summons a treent to fight for you. Incarnation is more useful and has the potential for much greater burst.
Tier 5 Talents
- Incapacitating Roar – Nice for 3v3 and such, but Bash is better for most of the rest.
- Ursol’s Vortex – Basically a group Slow that keeps people from escaping the area. Nice for BGs, fairly useless for arena.
- Mighty Bash – Stuns are sweet. ’nuff said. Longish cooldown, though. Shares Diminishing Returns with all the other stuns. If you team has plenty of stuns then go Incapacitating roar.
Tier 6 Talents
- Heart of the Wild – Awesome for those times when you’ll be dropping out of cat form to perform other roles, such as healing. Works with your Cenarian ward talent.
- Dream of Cenarius – Boosts your Healing Touch and Rejuvenation by 20%. Casting those spells on an ally results in the same spell being cast on you, which is a nice 2 for 1. With Nature’s Vigil you can be doing damage, instead of using your heals.
- Nature’s Vigil – All of your damage abilities also heal you or an ally for 40% of the damage (or 30% of any heals you’re throwing.) 90 second cooldown.
Tier 7 Talents
- Lunar Inspiration: Moonfire is now usable while in Cat form, adds 1 combo point, and costs 30 energy.
- Bloodtalons: Casting Healing Touch causes your next two melee abilities to deal 30% additional damage. I can see this being of some interest… Heal yourself or someone else, then execute your burst on the enemy.
- Claws of Shirvallah: shapeshift into a creature half man and half cat. This alternate Cat Form allows the use of all non-damaging Druid spells while shapeshifted, and increases Versatility by 5% (which is a decent damage/defense add.) You don’t have to shift forms to cast things like Cyclone.
Feral PvP Glyphs
In Warlords you will learn certain glyphs automatically, just as you do with your abilities. Theese glyphs will appear in your glyph list, but you will have to manually install them. Other glyphs can be had from the Auction House or a scribe, as always.
- Glyphs learned at level 25: Glyph of Entangling Roots, Glyph of Fae Silence, Glyph of Ferocious Bite, Glyph of Maul, Glyph of Cat Form
- Learned at level 50: Glyph of Rebirth, Glyph of Rejuvenation, Glyph of Savage Roar
- Learned at level 75: Glyph of Dash, Glyph of Faerie Fire, Glyph of Healing Touch, Glyph of Master Shapeshifter
Exclusive glyphs cannot be used with each other. As an example, the glyphs of Savagery and Savage roar, or Cat form and Ninth Life. Pick only one or each pair.
Like talents, your glyphs can be swapped on the fly. One glyph swap costs one Tome of the Clear Mind and some situations might demand different glyphs. So carry a stack of Tomes at all times.
More or less in order of interest:
- Highly recommended: Glyph of Savage Roar – When you Rake or Shred while Prowling, you are granted Savage Roar as if it were used with 5 combo points
- Highly recommended: Glyph of Cat Form – All healing done to you, while in Cat form, is increased by 20%. This one is very important. Useless in 1 on 1, pretty sweet in any group that has a healer. Use this one or…
- Highly recommended: Glyph of the Ninth Life – 10% damage reduction in Cat form, exclusive with Glyph of Cat Form.
- Glyph of Savagery – Savage Roar is now passive, but is 10% less effective. Still is a pretty serious damage increase.
- Glyph of Maim – Do you Maim? If so then you might be interested in the +100% damage from the glyph.
- Glyph of Rake – adds 8 yards to the range on your Rake while prowling. Gives you enough range to hit a Hunter in his Flare. Makes Rake a lot easier to land vs dodgy opponents.
- Glyph of Dash – more Dashes, which is pretty nice.
- Glyph of Ferocious Bite for a small heal when biting.
- Glyph of Survival Instincts – more, but shorter, Survival Instincts. (now lasts 3 sec with 1.5 min cooldown.) Nice if you can time those big hits to the point where a 3 second SI works for you.
- Glyph of the Master Shapeshifter – Save on mana.
- Glyph of Cyclone – nice for the extra range to your Cyclone.
- Glyph of Faerie Fire – Nice for the extra range, especially if being kited by a Rogue or Feral.
Pick whichever ones you like, they’re all pretty much just cosmetic, though Predator has some good uses.
- Glyph of grace is handy if youi tend to jump off of, or get knocked off of, high places.
- Glyph of Aquatic Form – faster swim speed, might have some escape value here and there. Dreanor and the BGs have enough water to make this worthwhile.
- Glyph of Travel – Your travel form is now as fast as a ground mount.
- Glyph of the Predator – Allows you to track other ferals.
- Glyph of the Stag – Give a buddy a lift.
- Glyph of One with Nature – Teleport to some random natural location, so no cities.
- Glyph of the Chameleon – Random hair color changes, for the punkers in the group.
- Glyph of the Cheetah – A cheetah is now your travel form, rather than a stag. You won’t be able to give your buddy a ride, either.
Feral PvP Gems
There are no PvP gem sockets in Warlords at this time (going into patch 6.2.) If you’re level 90 or less or are using socketed PvE gear in your PvP, then read on, otherwise skip this section.
Gemming level 90 or lower
Agility or Ag/crit gems in all slots. (If you need the gold for your gems and enchants see our gold guide.)
In Mists of Pandaria the gems with secondary stats (ie: Crit) have twice the value of primary stats (eg: Agility.) However, Agility is definitely more than twice the value of Crit, etc., so your only real gem choices are Agility and more Agility.
Socket bonuses should be for Ag or Crit, otherwise ignore them.
- Red sockets: Delicate Primordial Ruby
- Yellow sockets: Deadly Vermilion Onyx
- Blue sockets: Assassin’s Imperial Amethyst
Gemming in Warlords PvP
Nothing to see here, move along. But if you want more complete info:
- Sockets have a (small) random chance to appear on Raid gear, so perhaps they’ll also appear on PvP gear someday. Also, there are no meta gems or sockets, there are no socket bonuses, and all sockets are “prismatic,” which means that they will take any available gem.
- The gems themselves are actually available. They are all prismatic, meaning they fit into any socket. None have Int/Ag/etc., they all have secondary stats (Mastery, etc.)
- Older (Mists of Pandaria) gems work until item level 600, but the item squish cut them down a bit. What used to be 160 Ag is now 10, for example. The new Prismatic gems are 50 points of Mastery or whatever.
- Older gems (Mists of Pandaria and lower) that used to code for Hit now do Crit, gems that had Expertise are now Haste.
If sockets appear, or if you’re using PvE gear, then gem for Crit.
|Gems for Warlords of Draenor|
|Mists of Pandaria Gems, for gear under ilevel 600.|
|Meta||Capacitive Primal Diamond: +20 Critical Strike, and chance on melee or ranged hit to gain Capacitance
Agile Primal Diamond: 14 Agil & 3% Increased Crit Effect
Powerful Primal Diamond: +20 Stamina and Stun Duration Reduced by 10%
|Red||Delicate Primordial Ruby: 10 Agility|
|Yellow||Smooth Sun’s Radiance: 20 Crit|
|Blue||Rigid River’s Heart: +20 Crit
Lightning Wild Jade: +10 Haste and +10 Crit
|Orange||Deadly Vermilion Onyx: 5 Agility, 10 Crit|
|Purple||Glinting Imperial Amethyst: 5 Ag, 10 Crit|
|Green||Sensei’s Wild Jade: +10 Crit and +10 Mastery|
|Cogwheel||Smooth Tinker’s Gear: 38 Crit – Requires an engie helm, such as this.
Precise Tinker’s Gear: 38 Haste
Fractured Tinker’s Gear: 38 Mastery
Enchants for Feral Cats
There are no head enchants and all shoulder enchants are provided by the Inscription profession.
If you need more cash to be able to buy these things, gems, mounts, etc. then check our Tycoon review.
Warlords Notes: There are no head enchants, all shoulder enchants come from the Inscription profession and are only for items under items level 600. There are new enchants for Neck, Cloak, Weapons, and your Rings. Not for any other pieces. (Not yet, anyway.)
Main and off hands
Other enchants, for gear under item level 600.
Rotations. AKA: Tearing the Other Guy to Pieces
CP = Combo Point.
A Basic Feral “Rotation”
- Maintain Savage Roar buff
- Maintain bleeds (Rake & Rip)
- Shred for CPs
- Ferocious bite to spend CPs
- Instant cast heals, roots, etc.
Try to save your Wild Charge as a gap closer.
- Open with Rake
- Shred to 5 points
- Tiger’s Fury as needed
Attacking (and Bleeding) the Enemy
Some of your attacks will add a bleed to your opponent. This will make it harder for Rogues and enemy Ferals to get back into stealth and stay there long enough to attack you, in addition to the continuous damage they’re doing. These attacks will add a bleed:
- Rake – Bleeds for 15 seconds, stuns if used from stealth. The glyph adds 8 yards to the range, making Rake much easier to land. A perk doubles the damage if used from stealth.
- Rip – Finishing strike, more CPs = more damage. About the most efficient way to do damage, if the fast will last that long.
- Thrash – strike all within 8 yards and add a bleed to each. Only has occasional use in the BGs, rare use elsewhere.
These attacks will do extra damage to opponents already bleeding:
- Shred does 20% more to bleeders. If stealthed it does 35% more and also has a doubled crit chance. (Those two damage increases stack.) It also slows the enemy.
- Swipe – hits all nearby opponents, does 20% more if they’re bleeding. Only has occasional use in the BGs, rare use elsewhere.
- Ferocious Bite has higher crit chance vs bleeders. Burst damage, best for shorter fights.
You now have 5 CPs and enough energy, time to spend it…
- Savage Roar – keep this up at all times. You get an automatic 5 pt SR if you rake or shred from stealth. The glyph makes it passive, but drops the damage bonus to 30%, from 40.
- Rip – Bleed finisher. CPs increase the damage, not the duration.
- Ferocious Bite – big chomp. Best one shot damage ability that you have. Try to hit this with at least 50 energy pooled and all 5 CPs, for the most damage. Refreshes your rip if the target is 25% or less. Crit chance is doubled Vs bleeding targets. For low health targets you can use 1 CP, low energy Bites to refresh Rip. The glyph adds a small heal to the bite.
- Maim – each additional CP gives more damage and more duration to the stun. The damage isn’t really the important part, the stun is. . You can Maim your focus target or peel an attacker off your healer.
- Berserk – 15 seconds of mightiness. The perk adds 50 energy while Berserk.
- Tiger’s Fury – +60 energy and 15% damage buff. Nice energy management cooldown.
- Frenzied Regeneration – if you have to be in Bear form and you’re being trained hard.
Stuns, slows, and control
- Shred slows the enemy
- Entangling Roots wraps him up and roots him for a few seconds.
- Cyclone – one target is out of the fight for up to 6 seconds.
- Infected Wounds causes Shred and Mangle to slow the enemy.
- Skull Bash charges and whacks the opponent, interrupting his cast and locking out that school of spell (eg: nature) for 4 seconds. The glyph adds two seconds to the lockout.
- Maim for the stun.
- Stampeding Roar breaks the team from of roots and snares and increases speed.
- Survival Instincts reduces all damage taken for 6 seconds. Two charges greatly increases its utility.
- Bear Form is nice against melee cleaves.
- Prowl – Your stealth. The perk (Prowl) removes the movement speed penalty.
- Faerie Fire – Won’t allow the target to stealth.
- Hurricane for light area damage, but it’s best used if you suspect a stealthy is in the area.
- Mark of the Wild – this is a team buff and it can be dispelled, so make sure it’s actually up.
- Remove Corruption removes those annoying Rogue poisons, plus curses and hexes.
- Revive – for those times when you dont think your buddy should be lying around, doing nothing.
- Moonfire – useful for wasting that Warrior’s Spell Reflect.
- Leader of the Pack – increases party crit chance by 5% and your melee crits heal you for 3%.
- Dash – long cooldown
- Stampeding Roar – works on nearby party members and breaks roots and snares.
- Cat form increases base speed.
- Travel form
- Healing Touch is nice, but takes too long to cast, usually.
- Rejuvenation is a nice heal over 12 seconds. This will be your main heal. The perk allows you to rejuv while in cat form. With the perk you can cast it from Bear form.
- Predatory Swiftness gives you a chance for a free, instant Healing Touch (also Entangling Roots or Rebirth.)
Resource management: mana, energy, combo points.
Have Savage Roar and Rip up at all times. Tiger’s Fury for those times when you need a burst of energy (the Red Bull of abilities.)
- Mana isn’t going to be an issue unless you’re casting a lot of spells or shapeshifting a lot. The Master Shapeshifter glyph is handy if you shapeshift a lot.
- Combo Points built via rake & shred. Rake to start, then shred. A higher crit rating gets you more CPs from Rake and Shred (Primal Fury.)
- Energy is really your limiting resource. If it bottoms out then you can’t do much, if you cap it then you’re not using abilities enough. Slow down just a bit to keep the energy bar up with enough energy to do something. Your Tiger’s Fury (use every 30 sec, +60 Energy, +15% damage) can be a big help here.
The Enemy is Going to …
- Slow or Root you: Shapeshift. See macros below. You might want the glyph (Master Shapeshifter) if you do this often.
- Stun/cyclone you: PvP escape trinket.
- Stun you twice: Damn. Fortunately diminishing returns will cut the time in half.
- Bleed you: Heal through it.
- Curse, poison, or Hex you: Remove Corruption
- Crush you into jello (Massive Burst:) Survival Instincts
Feral PvP Video
This video covers talents, glyphs, macros, and more. There’s also a short rotation bit near the end.
Gearing Up for Feral PvP
PvP Vs PvE Gear
PvE gear in PvE? Just say no. Why? The PvP gear is generally much better. Any given piece of the gear has two ratings, one for PvE and one for PvP. The PvP part of that rating will be much better than the current raid gear. For example, Primal Combatant gear is 620/675. 620 is for PvE and 675 is for PvP.
Now, PvE gear IS uprated to a higher level in instanced PvP (BGs, Arena,) but the PvP gear will usually be better.
On the other hand high end PvE gear that matches the PvP rating of your PvP gear is, stats being equal, just as good. If it has a socket, or +speed or +avoidance or +leech then it’s better.
Honor & Conquest Gear, Stats
There are three tiers of PvP gear that can be earned. The first number shown is the PvE rating, the second is the PvP rating. Clearly if you want to do both you will need two sets of gear and swap them with the equipment manager.
- Primal Aspirant is 600/660. This gear will usually be found in strongboxes won in the BGs. Example: Primal Aspirant’s Dragonhide Tunic
- Primal Combatant is 620/675. This is your honor gear which you will buy with points. Sometimes pieces will be found in those strongboxes. It is 680/710 in Season two (patch 6.2.)
- Primal Gladiator is 660/690, This is the conquest gear. It is 705/735 in Season two (patch 6.2.)
With reforging dead you have to rely on correct gear selection. Every slot for both the honor and the conquest gear has two choices available, each with different secondary stats. Pick the one which is best for you. The Aspirant gear does not offer that choice.
Your set bonuses will be important here and are unchanged in patch 6.2. The bonuses are:
- 2 piece Set: Interrupting a spell with Skull Bash resets the cooldown of Tiger’s Fury.
- 4 piece Set Feral: Shred critical strikes causes the target to take 10% increased damage from your bleed effects for 6 sec.
Of the possible choices for “which option to pick” note that one of the pieces comes with set bonuses, the other does not. Examples:
If you get revered (or above) with your leader’s faction then you have a third option for the stats, for the Conquest gear. Again, only one of the options has a set bonus:
- With: Primal Gladiator’s Dragonhide Robes
- None: Primal Gladiator’s Tunic
- None: Primal Gladiator’s Chestguard
Putting it on
The Conquest weapons require 7250 Conquest points earned over the current season before you can buy them. The Honor weapons do not.
Consider buying the trinket pair first, for the 15% damage reduction from players.
- Honor: Buy the weapon first, then the larger pieces, due to those pieces having more stats.
- Conquest: Buy a big piece (head or chest or legs) and the gloves, then the weapon(s.)
- “On Use” DPS trinket
- Finish the big pieces (more stats)
- Rings, cloak, and neck items are next, since they can be enchanted.
- Boots & bracers
- Escape trinket (which also gives you a 10% damage reduction bonus as a set bonus.)
Before you’ve collected your PvP gear it might be worth getting the crafted gear. You are limited to three pieces. The armor is 640 and the weapons 630, and all can be upgraded by 45 points (75 in patch 6.2.) Hope you have a lot of gold or patience enough to gather the mats. If so, consider the legs and chest from leatherworking, and the staff from Inscription.
Get better, faster. Check out Skill Capped, now
Here’s an addon to help with all of your form management, mounts, and any pets that you might have: Livestock
In arena there are usually 2-5 enemy members, corresponding to arena1, arena2, … arena5. These macros will use an ability on arena1, 2, etc. without targeting them. Clearly you can make a lot of macros with these, if you’re playing 5s. Five macros for each appropriate ability…
#showtooltip faerie fire
/cast [target=arena1] faerie fire
/cast [target=arena1] cyclone
/cast [target=arena1] hibernate
You can do something similar to ‘target=arena1’ for your focus: ‘target=focus’
/cast [target=focus] cyclone
If you have a dedicated partner(s) you can use the name of the player in your macro. For example:
/cast [target=playername] healing touch
You can also do it with a mouseover. Just mouseover your target and fire. ‘@mouseover’ works the same as ‘target=mouseover.’
/cast [@mouseover] Innervate
You can also target yourself in the same way:
/cast [target=self] healing touch
That mage got you feeling sheepish? This will break it and pop you into Bear form. Usable every 8 seconds and is not on the Global Cooldown. (From AJ)
- /cast Growl
You can use the following macro for any of your forms, one macro for each form. Using it will pop you immediately into that form. If you’re already in the form then using it will instantly pop you out and then right back in, instantly breaking snares and roots.
/cast !Cat Form
A more interesting version of the previous macro is this one. It looks at which stance you’re in then pops you out and right back in, breaking snares and roots.
#showtooltip Cat Form
/cast [stance:1] !Bear Form
/cast [stance:2] !Cat Form
/cast [stance:3] !Travel Form
“One Shot” macro launches all of your buffs in one shot (one keypress.)
/cast Tiger’s Fury
/cast Incarnation: King of the Jungle
/cast Nature’s Vigil
/use Draenic Agility Potion
Kick Butt Druid Leveling Guide
Once you’ve created your new Druid, or dusted off the older one, you’re looking at thousands of quests and a million mobs to grind the trip to 100 and that can be a bit daunting. Not to mention wondering where to go and what to do, especially if you picked up a few levels in the dungeons or PvP. And Warlords has a lot of quests.
To solve that problem we recommend an in-game leveling guide. Start from any level, hit the dungeons for a few levels, work the battlegrounds for awhile and when you come back to questing the guide will detect where you are and advance appropriately. New to WoW or experienced, geared or not, heirlooms or not, even if you’re running Recruit a Friend the levels will just come boom, boom, boom and you’ll hit the level cap a lot faster than you ever did before.
Dugi’s in-game Leveling Guide takes care of all the “looking up stuff.” No more switching from game to quest log, no more asking questions in chat or guild, no more browsing some website for tips. No more doubts or questions about what to do next.
Dugi’s guide appears as an in-game window (very small and moveable) which tracks the quests you’re on, and the objectives (kill this, collect that.) It automatically updates as you complete tasks and quests and provides all of the “where to go and what to do” info that you will need to level quickly.
Always updated for the latest patches and expansions, even for Warlords and beyond, Dugi’s will never be obsolete. Grab your copy here and get leveled fast.
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