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Post  Ozmademos Mon May 10, 2010 7:40 pm

This post is intended to help those not familiar with Feral Druid mechanics to get a simple overview

Spec
0/55/16 is the spec

Here's the link: http://www.wowhead.com/talent#0ZEMzcfrz0eo0IuAkbAczb:Vmpz
Just cut and paste it. It doesnt so much leave points open for you to choose something extra, but there are a couple places where points can be traded...

***Note: The Link has Glyphs Already in there for You***

In order to get lower into the Feral tree for DPS abilities, you need to put at least one point near the top.

Feral Instincts
Also, a good choice if you see yourself doing more AoE damage. This is the kitty druid's equivalent of Fan Of Knives (Rogue), and just as freakin' expensive!

Survival Instincts
This talent can be nice in an "Oh sh*t!!!" situation or if you want to pvp some. It wont increase your dps any, but can be helpful if the tank drops in those last few precious percentages of a boss fight.

Feral Swiftness
Wont up your dps much, just lets you move around faster or dodge more if you happen to go Bear form suddenly.

Protector of the Pack
Only effects Bear form, otherwise it'd be there.

Infected Wounds
This is a nice utility talent for the raid, not because it cuts down on the tanks incoming damage, but also because it aids your mages with their Torment the Weak talent. Also saves your Warrior the use of their Thunderclap (unless they just want to use it for the dmg)

Glyphs

Glyph of Mangle
This will only benefit the one ability, whereas the other glyphs are an increase in all abilities over a lengthy period of time.

Glyph of Berserk
The reduction in energy cost is nice, but it wont directly increase your damage done.

Glyph of Claw
A reduction in 5 energy isnt really worth the damage gain from the other glyphs.

Minor Glyphs
Mostly Glyph of Unburdened Rebirth is chosen for its utility. The other minor glyphs arent super important for damage.

Stats

Hit: you'll need 8%, or 263 hit rating

Agility: gives you Attack Power and Crit. generally, the most important stat.

Expertise: you'll need 6.5% to cap it, or 214 expertise rating (131 expertise rating with Primal Precision)

Armor Pen: this becomes important after you get about 400 total ArPen from gear and trinket procs, but less important after your total ArPenn from gear and trinket procs is above 1400.

Crit: it's helpful to you, but nothing you want to go out of your way to stack.

Haste: least important stat overall.

Attack Power: you'll get it from gear and Agil

Armor: wear leather Attack Power gear

Gems

Meta: Relentless (+21 Agil and +3% crit dmg)
Red: Delicate (+20 Agil) if you're less than 400 or greater than 1400 total ArPenn with trinket procs, or Fractured (+20 ArPen).
Yellow: Glinting (+10 Agi and +10 Hit) if you're not hit capped, or Accurate (+10 Exp and +10 Crit) if the socket bonus nets more than 4 Agil. Generally, just use all Red gems regardless of socket bonus.
Blue: Nightmare Tear (obviously you can only get just one, so put it in a good slot!)

Priority (not a rotation)

1 ) Savage Roar
2 ) Mangle
3 ) Rake
4 ) Shred
5 ) Rip (only at 5 combo points)
6 ) Tiger's Fury (if you're below 30 Energy)
7 ) Berserk (only if you're below 85 Energy, and not right after Tiger's Fury)
Ozmademos
Ozmademos

Posts : 124
Join date : 2008-10-20
Age : 41

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