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 Post subject: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Tue Mar 02, 2010 11:16 pm 
II. Feral Tanking
Druid Tanking is performed in Bear Form, which provides 370% bonus armor, but this does not include items on slots like cloaks, necks, rings, trinkets or weapons. Additionally, Survival of the Fittest grants armor equal to 33% of the Druid’s armour in Bear form. With all of these bonuses active, a Druid should have about 27 000 – 30 000 armor. Also, Bear Form grants 25% extra health. As with other Druid forms, Bears are immune to any polymorph effects, which makes them useful in fights where bosses use such spells, but they are vulnerable to hibernate-like abilities, as Bears are classified as beasts.
It is important to know that Feral is currently the only Tanking class that does not require Defense Rating from gear, being immune to critical strikes from talents, which allows the stacking of other stats. Also, since Druids can neither use their weapon when Tanking, nor wear a shield, the only way to avoid damage is Dodge. Currently, Druids gain the highest amount of Dodge Chance from Agility, making this a more desirable stat than Dodge Rating, as Agility provides both Critical Strike Chance and Dodge Chance.

1. Talent Builds
The following section will provide several examples of Feral Tanking Builds. All Talents required by Bear Form have been explained in the first section, so this part will only cover those Talents that may raise question marks to some players.
There are mainly two Talent builds for Feral Tanking, both of them focusing on damage mitigation, avoidance, stamina bonuses and increased damage and Critical Strike Chance, which are vital stats for building Threat. Although Master Shapeshifter increases Bear Form damage by 4%, neither of these builds use it, because it requires a total of five points, 3 on Natural Shapeshifter and 2 on Master Shapeshifter. The reason for this is that there are more important bonuses on the Feral Combat Talent Tree, which cannot be ignored. Most commonly, players who choose to follow a 5-point Natural Shapeshifter and Master Shapesfihter build drop 2 points in Furor and especially Infected Wounds. While the 2-point loss on Furor is not always a big issue, Infected Wounds is a must-have talent, as the 20% attack speed reduction on boss fights is an absolute requirement, reducing overall damage taken. A Druid should never rely on the fact that they will have a Paladin or other classes that provide similar debuffs on the boss, because in most of the situations, they will be tanking one boss alone, except for the situations when it is required to regularly Taunt off each other.
A well-geared Druid can build up to 7000-9000 TPS, which is the equivalent of other Tanking classes. For this reason, Improved Leader of the Pack is helpful in fights as it heals every raid member by a small but not totally insignificant amount. Furthermore, in fights like Faction Champions in Trial of the Crusader or Trial of the Grand Crusader, where the Druid is supposed to change shape a lot, you regenerate mana every time this ability is triggered. This eliminates the need of Ferals having to use Innervate on themselves so they can keep it for healers.

Examples of Talent Builds:
http://eu.wowarmory.com/talent-calc.xml ... 0000000000 – This Talent Build uses 5/5 points in Furor, but no point in Brutal Impact. This advantage of this build is that it always provides 10 Rage whenever shapeshifting to Bear Form. The main disadvantage is that Bash, Bear Form’s only ability that can interrupt has a cooldown of 1-minute, making it useless in fights where regular interrupts are required.
http://eu.wowarmory.com/talent-calc.xml ... 0000000000 – This Talent Build uses only 3/5 points in Furor, which means you will have a 60% chance of gaining gaining 10 rage whenever shapeshiting to Bear Form. As a result, several attempts may be required before doing a pull in order to get the 6 Rage bonus. This can often be annoying, especially when Enrage is on cooldown, and a Druid without Rage will find it extremely difficult to build initial Threat. However, the advantage provided by this build is that Bash has a cooldown of only 30 seconds, which is half as much as the cooldown without having Brutal Impact. As a result, Druids can be more useful on fights with many interrupts required, such as Faction Champions and Twin Val’kyrs in Trial of the Crusader. This is particularly useful when fighting the Val’kyrs in Trial of the Grand Crusader, especially in the 25-man version, where the time to destroy the shield is very tight and DPS needs to be focused on maximum damage output. The responsability for interrupting Twins’ Pact, therefore, falls on the Tanks.
http://eu.wowarmory.com/talent-calc.xml ... 0000000000 - This build is designed to generate overall higher Threat, due to Master Shapeshifter bonus. It doesen’t go very well with multi-target situations, as it doese not have the 1.50 second cooldown reduction on Mangle. It’s best used on boss fights, particularly if you are also using Glyph of Mangle.

2. Glyphs
The following major Glyphs should be used while Tanking:
Trash and 5-man Heroics Tanking:
- Glyph of Frenzied Regeneration
- Glyph of Maul
- Glyph of Survival Instincts

Boss and single Target Tanking:
- Glyph of Frenzied Regeneration
- Glyph of Mangle
- Glyph of Survival Instincts

While some players may argue that a Druid should have Glyph of Growl, it is important to know that with high hit rating, Taunts will rarely miss or they won’t miss at all. Furthermore, the above-listed Glyphs provide higher survival chance in many fights and better AOE-Tanking capabilities.
Glyph of Survival Instincts and Glyph of Frenzied Regeneration become particularly important in hard-mode fights in Ulduar and many Trial of the Grand Crusader fights. Glyph of Maul is required when AOE-Tanking, as Swipe does not build enough Threat to keep aggro on all mobs, requiring Maul to be used in a combination with Mangle.

3. Abilities and Rotation
a) Abilities
The following abilities are used while Tanking:
- Berserk: When activated, this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. You cannot use Tiger's Fury while Berserk is active. This ability is great for AOE-Tanking in both 5-man heroics and raids. It helps generate a high amount of Threat from Mangling three targets at the same time, and provides 30% extra bleed damage bonus on all mobs affected by Mangle. When Tanking boss, it should be used with Heroism or Bloodlust or when you are struggling with Threat.
- Demoralizing Roar: The druid roars, decreasing nearby enemies' melee attack power by 408. Lasts 30 sec. This debuff is useful, as it reduces overall damage taken from all nearby mobs and it should be replenished when it vanishes. May be used when pulling mobs or bosses.
- Challenging Roar: Forces all nearby enemies within 10 yards to focus attacks on you for 6 sec. This is Druid’s AOE-Taunt ability and it should be used when you are having aggro trouble on all mobs in order to save the group.
- Enrage: Generates 20 rage, and then generates an additional 10 rage over 10 sec, but reduces base armor by 27% in Bear Form and 16% in Dire Bear Form. This ability should be used at the start of the fight and very carefully while tanking a boss, because it reduces armor by 16% in Dire Bear Form. Tier 10 Set Bonus cancels the 16% armor reduction debuff and will turn it into a powerful short-cooldown survival ability, reducing damage taken by 12%. With Tier 10 Set Bonus, this ability should be used at any time during a boss fight, if there are no special moment during the encounter when he deal particularly high damage.
- Faerie Fire (Feral): Decrease the armor of the target by 5% for 5 min. While affected, the target cannot stealth or turn invisible. Deals [AP * 0.15 + 1] damage and additional threat when used in Bear Form or Dire Bear Form. This debuff should be applied on the boss or mob at the very start of the fight as it reduces armor by 5% for 5 minutes and it also grants about 3000 instant threat.
- Feral Charge (Bear): Causes you to charge an enemy, immobilizing and interrupting any spell being cast for 4 sec. This ability helps with positioning on many bosses and it also grants some Threat, making it useful for initial aggro. It is also of great help if the mobs do any pushback effects.
- Frenzied Regeneration: Converts up to 10 rage per second into health for 10 sec. Each point of rage is converted into 0.3% of max health. This is another survival ability and should, therefore, be used to aid healers when the boss is doing particularly high damage, or if situation is desperate.
- Growl: Taunts the target to attack you, but has no effect if the target is already attacking you. This ability, like other Taunts, brings your Threat to the same level as the first person on Threat list and increases Threat per second by a large amount of time for a few seconds. Should be used to gain Threat back or if Tanks need to switch regularly.
- Lacerate: Lacerates the enemy target, dealing 88 damage and making them bleed for 320 damage over 15 sec and causing a high amount of threat. Damage increased by attack power. This effect stacks up to 5 times on the same target. This ability is key to Threat building, because it keeps TPS at high levels. It is considered a bleed damage which means it benefits from Mangle. Moreover, due to Rend and Tear Talent, this ability makes Maul deal 20% more damage and the stack should always be kept at five. Lacerate’s periodic damage increases agility by 44 if you are using Idol of the Crying Moon, which means that this ability should be used even when AOE-Tanking, if not on all mobs, at least on one of them.
- Mangle (Bear): Mangle the target for 115% normal damage plus 299 and causes the target to take 30% additional damage from bleed effects for 1 min. This ability, as stated above, helps Lacerate, providing 30% extra damage from bleed effects. It should be used whenever it’s off cooldown, because it provides a large amount of instant Threat. Additionally, it is best used with Berserk when Heroism or Bloodlust is being popped or when AOE-Tanking, if you are struggling with Threat at some point.
- Maul: A strong attack that increases melee damage by 578 and causes a high amount of threat. Effects which increase Bleed damage also increase Maul damage. This is one of the main Threat building abilities, both on single-target and multi-target Tanking situations. It benefits from Lacerate, due to Rend and Tear Talent, as Lacerate is a bleed effect and from Mangle or Trauma which are abilities that increase bleed damage. On single-target Tanking it should be spammed along with Lacerate and on multi-target Tanking it should be spammed along with Swipe and targets need to be switched regularly in order to build enough Threat on all mobs. This ability requires Glyph of Maul, in order to help on multi-target Tanking.
- Savage Defense: Each time you deal a critical strike while in Bear Form or Dire Bear Form, you gain Savage Defense, reducing the damage taken from the next physical attack that strikes you by 25% of your attack power. This passive ability acts as a shield, absobing damage per hit based on the amount of Attack Power. After getting hit, the shield disappears and will be triggered again by the next Critical Strike. This makes Critical Strike Chance and Attack Power, especially from weapon, crucial.
- Survival Instincts: When activated, this ability temporarily grants you 30% of your current maximum health for 20 sec. Only useable while in Bear Form, Cat Form, or Dire Bear Form. After the effect expires, the health is lost. This is the strongest survival ability Druid Tanks have, providing health increase of 45%, if glyphed. It should be saved for emergency situations or for moments when bosses deal particularly high damage. However, it should not be used in the third phase of Anub’Arak Fight in Trial of the Crusader, because it will give the boss, more health pool to leech from, therefore increasing the healing he gets per second. In this case it should only be used if the Tank is really on the verge of dying.
- Swipe (Bear): Swipe nearby enemies, inflicting 108 damage. Damage increased by attack power. This ability is great for gaining Threat on multiple targets and it provides a decent amount of Threat, although if used alone, it will not build enough Threat, therefore it has to be used in a combination with Maul and Mangle. Swipe also benefits from Tier 10 2-piece Set Bonus which gives makes Swipe deal 20% more damage.

b) Tanking Rotations
There are two main rotations that need to be used while Tanking. One of them is for single-target Tanking, the other is for multi-target Tanking.

Single-target Tanking rotation:
- Start with Faerie Fire (Feral), for the 3000 Threat it gives and for the 5% Armor reduction. It should be always used whenever off cooldown, as it provides a good amount of instant Threat.
- Continue with Mangle (Bear) because it provides high initial Threat and the following abilities, Maul and Lacerate, both benefit from it. Should be replenished whenever it is off cooldown.
- Keep spamming Maul as it provides most instant Threat, except for Mangle, having no cooldown. However, once you click the ability, it isn’t instantly used like most abilities, instead, you need to wait until the next attack comes. However, this ability does not obey to global cooldown rules, for this reason, you can spam Maul and Lacerate at the same time. The same works when using Berserk and spamming Mangle and Maul at the same time, providing high Threat output. The use of this ability can be eased by using Maul macros which will be presented later on.
- Spam Lacerate until you get a stack of 5. After that, only use Lacerate to keep it up so you don’t lose the stack.
Additionally, pulls can be performed with Feral Charge in many situations. The above presented rotation should be followed at all times, and, if needed, Berserk ought to be used. The best moment is when Heroism or Bloodlust is being used, or when you are struggling with Threat and you need to get it back to normal levels. The use of Berserk also depends on the nature of the encounter.
- When all abilities are active or on cooldown, spam Swipe (as with Mangle and Lacerate, it would be a good idea to use it with a Maul macro). Normally, Swipe is a multi-target Tanking ability, but it has been proven to be of great use on single target situations as well.

Multi-target Tanking rotation:
- Start with Faerie Fire (Feral) in order to pull groups, as this is the only ranged abilities that can be used while in Bear Form.
- Use Mangle (Bear) first because it provided high initial Threat and the following abilities, Maul and Lacerate, both benefit from it. Should be replenished whenever it is off cooldown. For multi-target Tanking, swap targets regularly and apply Mangle on as many mobs as possible, as it helps Maul. Furthermore, if you are struggling with Threat on a particular mob, Mangle can always help restore it to normal levels.
- Keep spamming Maul as it provides most instant Threat, except for Mangle, having no cooldown. However, once you click the ability, it isn’t instantly used as with most abilities, instead, you need to wait until the next attack comes, for this reason, you can spam Maul and Lacerate at the same time. For multi-target Tanking, Glyph of Maul is required and regular target switching as well, as Swipe is not enough for building Threat.
- Swipe – While, as stated above, Swipe does not provide enough Threat if used alone, it is the only ability that hits all nearby mobs and it should be used in a combination with Maul and Mangle, in order to keep Threat on all mobs.
- Lacerate is rather slow when multi-target Tanking, but if you have to deal with only two or three mobs, it is of great use when keeping Threat. This happens because, usually, when having to deal with only two or three targets, damage dealers tend to use single target DPS rotations, which build more single-target Threat than a Tank can cope with, when using multi-target Tanking abilities only. Furthermore, if you are using Idol of the Crying Moon, Lacerate should be kept up on at least one of the mobs, to get the Agility benefit.
While abilities here have been ranked in order of importance, this is not always very strict, it depends also on the playing style and the nature of the pulls. Also, these can be performed with Feral Charge, as you get Threat benefits. Furthermore, Berserk is of great use when Tanking three mobs or more and it can also be used with Maul. It’s important to note that if you have more than three mobs to deal with, you need to switch targets while using Berserk, because Mangle only hits three targets and there is a slight chance some mobs may not get hit at all.

Notices:
- In both single-target and multi-target Tanking, if you are low on health or taking high amounts of damage, Survival Instincts, Barkskin, Frenzied Regeneration and Enrage (only if you have Tier 10 4-piece Set Bonus) should be used. There is no strict rule regarding their usage, survival abilities rotation depends on the nature of the fight and the abilities’ cooldown and should, therefore, be used accordingly.
- It is also a good idea to shapeshift immediately before pull and then Enrage, in order to gain maximum initial Rage possible. However, if you do not have the Tier 10 4-piece Set Bonus and the boss is dealing high damage, it is advisable to wait until the Armour reduction wears off, to avoid taking unnecessary extra damage.

Useful Tanking Macros:
Mangle Macro:
#showtooltip
/cast Mangle(Bear)(Rank5)
/cast !Maul

Lacerate Macro:
#showtooltip
/cast Lacerate()
/cast !Maul

Swipe Macro:
#showtooltip
/cast Swipe(Bear)(Rank8)
/cast!Maul

Additonally, you can macro your Feral Charge and Growl abilities. Though this is not mandatory, it may prove useful:
Feral Charge - Bear Macro:
#showtooltip
/cast Feral Charge - Bear
/cast !Maul

Growl Macro:
#showtooltip
/cast Mangle(Bear)(Rank5)
/cast !Maul

These macros are very helpful, because they remove the need of manually spamming Maul. By macro-ing all Tanking attacks, Maul will be automatically used every time you have Rage and facing correctly. This is possible because, as stated above, Maul does not obey to global cooldown rules. As a result, you can use Maul and other Bear Form abilities at the same time.

4. Required gear, stats, socketing and enchanting
a) Required Gear
As stated in the first section, Druids use leather, which is mostly identical to the armour rogues use, with one exception: usually Feral Tanking gear has a higher Stamina:Agility ratio than Feral DPS or rogue gear, though this isn’t always the case, but never use items with much lower Stamina than Agility.
The rings, necklaces, cloak and trinkets are the same as the ones used by other Tanking classes. The stats that are required from these pieces are dodge rating, hit rating and expertise rating. Never choose items with parry or block items, as they will be a waste, because, as with other items in the game, they don’t provide more than 3 on-equip bonuses. As a result, using parry and block items for the sake of Stamina found on these gear pieces means wasted stats.

b) Required Stats
Here is a list of the stats required when Tanking, ranked by their importance and their presence in Tanking Gear:
- Stamina – This is the most important Tanking Stat in general, as bosses, especially in Icecrown Citadel and Trial of the Grand Crusader deal a huge amount of damage and, regardless of the Dodge percentage you have, there is always a high chance of getting hit twice in a row and low Health means getting easily killed in two shots. At least 60% of the sockets should be gemmed with Stamina.
- Agility – This stat is of great importance for Druids in several ways. Firstly, Druids are the class that get most Dodge percentage from Agility, making it a far better choice than Dodge Rating when gemming. Actually, most of Dodge Chance comes from Agility, and not Dodge Rating. Secondly, Agility provides Critical Strike Chance, which, in turn, bring two major benefits: Threat and Savage Defense trigger chance. Gemming Agility depends on preference, some Tanks prefer pure Stamina, as it appears to be more viable in Icecrown Citadel and Trial of the Grand Crusader.
- Armor – This stat is mostly provided by gear and Dire Bear Form bonuses, but in Icecrown Citadel it has become more important than ever to have Armor and Stamina trinkets, as it is impossible to avoid so much damage and it is more important to resist and mitigate it.
- Expertise Rating – This is extremely important for Threat and any Tank has to be soft capped, at least. This means getting 6.50% reduced chance to get dodge or parried, meaning 26 expertise. Tanks should gem for it until getting capped, or until having 7.00%, because even when you are not getting dodged anymore, parries tend to affect Threat a lot. At higher levels though, Expertise gems should be dropped for Stamina.
- Hit Rating – As with Expertise, this stat is important for maintaining Threat high, preventing TPS spikes. A Tank needs to be hit capped, but this should be from gear, since it’s undesirable having to gem for Hit Rating.
- Attack Power – This Stat bring two benefits. The first one is Threat and the second one is Savage Defense, which absorbs an amount of damage based on total Attack Power. However, it should never be socketed or enchanted on any gear piece, except for the weapon, where +110 Attack Power enchant may prove useful, though the usefulness of this enchant is questionable.
- Critical Strike Rating – This stat is of great importance because of Threat and Savage Defense, which is triggered based on Critical Strike Chance. It should always be chosen over Haste Rating or Armor Penetration Rating, when you need to choose between gear pieces that award either haste or Critical Strike Rating, but never gem for it.
- Armor Penetration Rating – This can be helpful for Threat, although it should never be chosen over Critical Strike Rating/Expertise Rating/Hit Rating. Armor Penetration Rating can be considered a luxury stat, because, except for more damage and Threat, it doesen’t bring any bonuses, though it’s more helpful than Haste is and, therefore, should not be gemmed for at all.
- Haste Rating – This is the least important Threat stat, because it doesen’t bring any great benefits. It may sometimes help with Threat by increasing the attack speed and, as a result, damage done, but too much haste affects other stats, such as Critical Strike Rating, Expertise Rating or Hit Rating.
- Dodge Rating – Dodge Chance itself is crucial for all Tanks and especially for Druids, as there is no way to avoid incoming damage. However, the reason why this stat is not so beneficial, is because it only brings Dodge Chance, compared to Agility, which brings both Critical Strike Chance and Dodge Chance. As a result, no Feral Tank should gem Dodge Rating. Actually, 90-100% of all Dodge Chance comes from Agility and not from Dodge Rating.

c) Socketing
The most important gems for Tanking are Stamina and Agility ones, though their proportion depends on preference. However, in order to have viable Health for Icecrown Citadel, at least 60-70% of all sockets should be filled in with Stamina gems, provided that you have at least 40% Dodge Chance from gear, over 7% Expertise and 8% Hit Chance. If your Dodge Chance is low, you ought to put in some Agility gems, or Expertise Rating/Hit Rating gems if either of them or both are too low, though these situations are undesirable.
Critical Strike Chance and Attack Power, while they are of great importance, they come from gear and, therefore, should not be socketed at all.
The required meta gem is the same as the ones used by other Tanking classes, Austere Earthsiege Diamond, which provides 32 Stamina and 2% more Armour from items. Regardless of the gemming setup you are using, a red gem is always required, therefore, in order to activate the meta benefits, the best gem to use is 15 Stamina + 10 Agility one, or the blue-quality one, if you cannot afford epic gems.
There are generally two possible ways of gemming Stamina and Agility, provided that all Threat generating stats are at normal levels (Hit Rating, Expertise Rating, Critical Strike Rating – the lack of this stat is usually covered with Agility and not Critical Strike Gems). The first setup involves gemming for full Stamina, with one Agility + Stamina gem to enable the meta gem, while the second one involves gemming a combination of Stamina and Agility, their exact proportion depends mostly on player preference but also on raid and boss as well.

Comparisson between full-Stamina and hybrid Agility/Stamina Socketings
I tend to favor the Stamina setup for several reasons. Icecrown Citadel and Trial of the Grand Crusader bosses deal a very high amount of damage, most of it being instant, while some of it is damage-over-time, like Gormok the Impaler’s debuff on Tanks. In the latter case, avoidance is completely useless, as impale cannot be dodged/parried. Secondly, it’s worth mentioning that adding five epic gems of Agility provides only 1.50% dodge chance gems, which is insignificant, when a boss deals 20 000 or more damage per hit. A 30-Stamina Gem gives about 500-600 Health in Dire Bear Form, resulting in a total of 2500-3000 Health gained from five 30 Stamina epic Gems. Also, we should not forget that Dodge Chance remains what it is... a Chance. Even with 50% unbuffed Dodge Chance, you will still have a high Chance of getting hit twice in a row, and bosses like Festergut are a clear example where two hits in a row can kill the Tank. In order to get 4-5% extra Dodge Chance, a Druid would have to lose over 5000-6000 Health, which is too much, considering the relatively low amount of Dodge Chance gained. Furthermore, the Chill of the Throne Debuff means that a Tank will generally get hit twice or even three times in a row, no matter how high your Dodge Chance is. Even if you fully gem for Agility, which would mean losing at least 10 000 health in Bear Form, you would only gain about 5-7% Dodge Chance, but you survival chances would be really low, because the gained Dodge will not compensate for the debuff. Dodge Chance, overall, remain important, but it has lost terrain to Stamina and Armour, due to the debuff that does not make gemming for Agility viable anymore and a Druid should be ok with what he/she gains from gear. Furthermore, the Critical Strike Chance gained from Agility is also very low compared to Stamina benefits from gems, only a few percent. As a result of these benefits from Stamina Gear and Chill of the Throne debuff, Stamina and Armor have become the most important stats in Icecrown Citadel Tanking. The same principle applies in Trial of the Grand Crusader and even in some Ulduar hard mode encounters. In other words, a Tank needs to resist and mitigate incoming damage, rather than avoid it, because it’s not always possible and when a Tank gets hit several times in a row, with low Stamina, he might die. Gemming Agility means losing Health, making you more susceptible to getting downed in two consecutive shots, especially when bosses deal 20 000 – 30 000 damage per hit (Arthas deals 25 000-30 000 damage per hit on 10-man normal and 40 000 damage per hit on 25-man normal). In other words, low Stamina but high avoidance only delays your death, while high Stamina, Dodge Chance from gear and Armor make you able to survive through a boss fight like Festergut, provided that healers are doing their job perfectly.

d) Enchanting
Most Enchants required by Druid Tanks are Stamina and Agility. On headpiece, a Druid should use 37 Stamina and 20 Defense Enchant from Argent Crusade. On shoulders, the best Enchant to use is the one from PvP, 30 Stamina and 15 Resilience one, which provides more benefits than the one from Sons of Hodir, which provides Defense and Dodge. Defense is a wasted stat for Druid and Dodge Rating comes in small numbers on that enchant, therefore, making the PvP enchant more desirable. Agility Enchants should be used on cloak and gloves, chest should receive 10 Stats, while rest pieces, except for Weapon, should be enchanted with Stamina. For Weapon, there are two possible Enchants, the first one is Mongoose and the second one is 110 Attack Power. Mongoose is slightly better though, as the bonus is activated pretty often, Agility helps on Dodge and Critical Strike Chance, providing about 3% to each of the previously mentioned stats. Furthermore, it helps on Threat by providing a slight haste increase for the duration of the effect. Attack Power Enchant only provides benefits to Threat and very small upgrade to Savage Defense. Overall, Mongoose is the best Enchant for Tanking, as it provides Agility, needed for Dodge and Critical Strike Rating, which, in turn, provides Threat and Savage Defense bonuses. Also, Mongoose increases attack speed by a slight amount, further helping on Threat.


Last edited by Cenaryus on Wed Jun 09, 2010 3:05 pm, edited 6 times in total.

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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Tue Mar 16, 2010 4:40 pm 
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Joined: Fri Nov 28, 2008 10:06 pm
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Main: Billÿ
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wow... Cen... nice ^^ I'll tell agu to check this out


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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Wed Apr 07, 2010 2:05 pm 
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Joined: Mon Jul 09, 2007 6:30 pm
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Main: Mirid
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Alt: Mirid
Alt Class: Druid
Alt Type: Ranged DPS
In patch 4 Maul is going to be an instance cast ability rather than something to use on your next attack.
Pity, just when I'd gotten used to spamming it as well...

Oh, and by the way, excellent guide ^_^;;


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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Fri May 28, 2010 12:42 am 
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Main: Crendoc
Class: Druid
Type: Ranged DPS
Alt: Greyon
Alt Class: Warrior
Alt Type: Tank
BTW Cen FF does more threat than lacerate on single target.. ofc u want to keep it up as 5stack but FF everytime when its off cd.

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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Fri May 28, 2010 1:36 pm 
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Main: Turkoise
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Alt: Turqoise
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Alt Type: Ranged DPS
Character (Second Alt): Turqpriest
Second Alt's Class: Priest
Second Alt's Type: Ranged DPS
Cen 3 points in furor gives a 60% chance to gain 10 rage.. not 6. Other than that very nice guide :-)

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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Fri May 28, 2010 3:02 pm 
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y agree with Turq otherwise really nice ^^

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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Fri May 28, 2010 5:42 pm 
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Main: Dolorus
Class: Druid
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Cen there is enough there to keep me going for a while, what I would say about the talent builds is that to take master shape shifter you should drop the 3 points in improved mangle and then take 2 points out of something else, a lot of druids put two points in king of the jungle. Moving these 5 points is a threat increase, it does mean a shift in your rotation as you have to wait another 1.5 seconds for mangle to come off cooldown.

Dolorous 0/55/16 Tank is what I use for tanking.

Off to read the rest of the guide.

Something I do disagree with you is hit rating, a druid can afford to be under the hit cap. Expertise is as valuable as hit after the soft cap (twice as valuable before the cap) so to take a look at what your threat is going to be like you need to look at a combination of both. My unbuffed hit is 5.15% I use hit food which is worth a further 1.21% hit, this takes me up to 6.36% with a spacegoat in the group this still leaves me 0.66% under the melee hit cap which is acceptable. Where this is not acceptable is for growl on bosses where you must get the taunt off.

With the hit food buff I sit at 7.97% spell hit, glyph of growl adds a further 8% and the racial pushes this up to 16.97% chance to land a taunt 0.03% chance to miss, I know tanking is about cutting rng to a minimum but I am prepared to run with that chance. I also have 46 expertise which reduces my chance to me dodged or parried by 11.5%, so my total chance not to connect with a boss by any means would be 3.16% which is pretty low for a tank.

One further thing is that I would enchant boots with Tuskar's Vitality which provides 15 stamina and a minor run speed increase, the run speed increase from my point of view is worth a lot more than the stamina gained by enchanting 22 stamina on boots.


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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Sun May 30, 2010 12:08 pm 
A few things are outdated here, regarding a few enchants and some mangle-related issues. This guide was 100% valid in previous patch but haven't updated it since mangle came.


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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Sun May 30, 2010 12:19 pm 
What i can tell you Dolorous is that it's fine to be at around 7% hit, draenei gives you 1% more percent. But it's best to be hit capped in raids for threat and for reducing number of missed taunts. While the glyph of growling is important to prevent or reduce the chance of reducing taunts, i believe it's more important that you get higher on hit rating to cover for most of what you need, so that you can put glyph of frenzied regeneration, which i believe is dozens of times better. Taunting is only an issue on Saurfang, but all other bosses require this glyph. You can always aoe taunt in case your normal taunt fails, the chance for both missing is extremely low. Not to mention i hate having to depend on food buff for certain stats, i would rather buff others than hit.

Furthermore hard modes bosses do require lot of healing and health, that glyph is excellent as it makes healers' life easier.


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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Sun May 30, 2010 1:01 pm 
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Joined: Tue May 25, 2010 7:56 pm
Posts: 34
Main: Dolorus
Class: Druid
Type: Tank
Growl requires 17% spell-hit, hard modes require growl not to miss.


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 Post subject: Re: Feral Combat PvE Guide - By Cenaryus (Part 2)
PostPosted: Tue Jun 08, 2010 7:02 pm 
Updated, along with other sections.


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