F2P Feral Guide - Tactics + Strategy

AlbinoCow

Vaco Del Blanco
F2P Feral Guide - Tactics + Strategy (in progress)

WORK IN PROGRESS
This guide will cover all the basics of f2p feral druid pvp. However, it will go more in-depth into the techniques and more complicated questions that pop up after one has already become accustomed to how ferals work.

Table of Contents
  1. Intro
  2. General
  3. Talents + Races
  4. Styles

1. Intro

Glossary:

ToT - Top of Tunnel, the area above each faction's tunnel in Warsong Gulch
CD - Cooldown, a spell that has a required time before you are able to use it once again or can be used to describe the period of time it takes until the the spell is able to be used again
GCD - Global Cooldown, the period of time implemented before you are able to use another spell / ability which is also affected by Global Cooldown
EFC - Enemy Flag Carrier, the enemy player who is holding your flag in Warsong Gultch
LoS - Line of Sight, term used when you are out of range (usually from material objects rather than distance) of a player's spells / moves
PET- Poison Extraction Totem
CP - Combo Point, the resource for finishers


2. General

Spells and Abilities:

Moonfire - Should be used solely to keep classes who can stealth from stealthing. In rare occasions it may be used to kill off an enemy who is not in your melee range or to stay in combat but have nothing to keep you in combat in your melee range. Rather than using a GCD to get into bear form, then taunt, you can moonfire directly out of cat form to make sure you stay in combat quickly

Rejuvenation - Your only healing ability as a feral. Since feral's mana regen in combat is quite poor, using this spell to heal allies (unless necessary) is not advisable if you are in combat. Once you are out of combat, with a long relief from any incoming enemies, this spell should be used to top off any near allies. This spell can also be used to stay in combat but since it uses nearly double the mana of moonfire, it isn't as efficient. Also, to stay in combat using this spell the target you heal must be in combat, which may not always be available. An intresting note to keep in mind is that you are able to cast rejuvenation on an ally in combat and, if you are out of combat yourself, stealth before entering combat because you healed him/her. This will allow you to be in combat and stealthed (no rogues can sap you for a limited time), and allow for you to get off a rejuvenation on an ally but still be stealthed. Obviously this isn't a gamechanging tactic, but its something to keep in mind and you don't lose much if anything since stealth is off GCD

Ferocious Bite - Pretty flat forward ability, use this as a finisher to kill an enemy. If you suspect you will not kill the target with this ability, or with additional teammates in a matter for ~6 seconds, then use rip instead. Many people will tell you wait till you have 50 energy to use this ability, even if you need to do that damage immediately to kill your target. Well that isn't really the case at all. If you still want the max bonus damage given by the additional 25 energy consumed upon use, you can use ferocious bite at ~45 energy. This is because the initial 25 energy base cost of the ability is used immediately, however the bonus consumed energy is taken around .5 seconds after using the ability. If used at ~45 energy, the first 25 energy will be consumed, then as time passes your energy will renew and by the time it consumed all your additional energy you will have had 25 energy. THIS ABILITY SHOULD NOT BE USED ON TARGETS THAT DO NOT NEED YOUR ADDITIONAL BURST DAMAGE TO KILL. Keep all combo points on targets as often as you can, instead of using ferocious bite you can shred or mangle and still get the kill in

Mangle - One of your 3 ways to gain CPs, should be used on targets you don't need to burst at the time and need CPs on. There is also a bear form version of mangle, which has a cooldown but no required energy use. Rarely one could use that when your energy in cat form is low / zero and you need to finish off an enemy. The bear form version actually his decently and shouldn't be ignored.

Prowl - Your stealth ability, keep in mind that feral has a passive that gives them increased stealth. Although this doesn't make it impossible for most players to see you, it helps. Some pretty obvious ways to avoid being caught in stealth is to stay behind where a target is facing. You don't have to be directly behind him/her but as long as they aren't facing you at any time, they will not be able to see you

Rake - Another ability used to gain CPs, this ability is not affected by armor and should be kept on your main target as much as possible. Some times that you could let rake fall off without renewing it, is if your target is low HP or whenever you feel dealing more direct burst damage is more important (like when you have a few allies who are also using some direct damage abilities). An important note to understand is that on any Guardian Druid / Prot War rake will do more damage than mangle at the same cost of energy and against geared players of those specs, rake will do more damage than even shred

Bear Form - While it seems like a simple ability that has obvious benefits, there are a lot of underlying effects bear form can really have because of its mechanics. To start with the obvious, going into this form will increase your stamina and armor by a noticeable amount, allowing you to take a lot more damage. But a side effect that many people don't think about is that when swapping forms your hp is increased through %. Too show how this % conversion is so useful for any non-guardian spec druid is simple. Well take 2k out of bear form druid, and say in bear form he has 2.5k hp (simple numbers for sake of understanding). So he goes bear form and takes 1k damage, leaving him at 1.5k hp or 60%% hp. If he goes back out of bear form he then will have 60% of 2k, which is 1200 hp, meaning he effectively took 800 damage from start to finish. So not even counting the damage mitigation bear form placed on the incoming damage, there was a 20% reduction of the incoming damage compared to if you were staying in non bear form the whole time. Now the % is based on the difference in hp by your bear form and non bear form. To find out how much damage reduction % you personally would have, go into bear form and divide it by your non bear form hp. However a side effect is that heals on you will be that % lower once you go back to non bear form. So, staying in bear form outside of times where incoming heals > incoming damage is actually pointless (of course you have to consider the physical damage mitigation difference). Generally I stay in bear form to mitigate the initial burst of incoming damage, as most healers in this bracket do not pre-heal (healing a target because you see he / she is about to take some damage), but if i judge that the incoming heals are equal or greater than the incoming damage ill just go cat form to continue doing dps. Important times not to stay bear form is after any incoming damage has ended and your healers are trying to top you. Unless you are going to take more damage immediately or soon after, your gimping your healers and making them work harder to top you off

Growl - This spell can be used to stay in combat and keep an enemy in combat, however it requires to be in bear form which would take a gcd and isn't always the best thing to do for kiting. Also used to taunt hunter pets off targets like your rogues, healers or someone who is about to die from that hunter pet. However, a taunt on a hunter pet only works for as long as the hunter doesn't "tell" it to attack the target again, or a different target. Also if you taunt it and the target it was orginially attacking stealths or dies, the pet AI ( artificial intelligence) will automatically attack you next. This could be overridden if the hunter "tells" the pet to attack a different target meanwhile or if you stealth / die or gain enough distance compared to where the pet is located. That is just something to keep in mind, sometimes you will taunt a hunter pet and it'll come back to bite you in the butt and annoy you for a few seconds even after it has left from the initial taunt. Growl cannot miss, so while you should already have spell hit cap, you don't have to worry about growl missing if you don't

Entangling Roots - An essential spell for any feral, especially if you are not using wild charge. This spell can be used offensively as well as defensively. To use it offensively you would use it to root targets fleeing quickly (like a paladin who used Speed of Light, or a mounted target). It has a 35 yard range and because it is casted, there is certain margin past the maximum distance a target can pass within the last milliseconds of the cast and it will still go off instead of being "out of range". Getting used to this margin and using it can really give you an edge on catching mounted / fast moving targets, that many other people do not have. If timed correctly this spell can be used to stop a charging target. For example, a warrior's charge range is 5-25 yards, which means you can start casting roots before he /she is even in range to charge you. If timed right, you can root him / her mid-charge, you will get stunned immediately but he / she will be rooted and not in melee range of you. This tactic could also be done with any spell that makes the person "lose control" of their movement for a certain time (examples would be a goblin's Rocket Jump, a monk's Roll or Flying Serpent Kick, a hunter's Disengage, a lock's Demonic Leap). With an addon that tracks how far your target is from you could make doing this a lot easier. To use roots defensively, it would be used on a melee on you / your teammates, or to stop a priest from getting in range for fear if he/she is running in.

Tiger's Fury - The go-to ability for bursting. It restores 60 energy so a common use is to use it once you get 5 CPs to immediately FB after. While that may be necessary some times, most cases you should actually wait till you hit ~35 energy before using Tiger's Fury. This way you can fit in exactly 2 mangles / shreds and still have 50 energy for a bite after. So waiting nearly 3-4 more seconds will give your burst damage a significant increase in overall damage. This is important so you are not relying on FB to crit in order to do major burst. As I've mentioned before, FB should only be used if it's necessary to kill that target. Many encounters I will save my CPs and kill off the target using shred or mangle. Since it is only on a 30sec CD, generally i will use it at the start of a game just to land 5 CPs on a target, by the time i will actually need to use it again i will have 5 CPs ready and it will be off CD. Do not be afraid to use this spell on your CP builders like shred. Rip burst is similar to how FB, i like to have some starting energy so after i use rip i can mangle or shred afterwards with the 15% damage increase. All your abilities damages are increased by 15%, so re-applying rake is beneficial if you think your target will outlast the tiger's fury uptime. It is off GCD, so you can use any ability at the exact same time as it and it will gain the benefit.

Shred - Use on target's with bleeds on that you want to burst or kill.

Savage Roar -

Rip -
 
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3. Talents + Races

Talents:


Feline Swiftness - This talent is a very under-played, misunderstood talent for ferals. I'll start by listing the speeds you will move with it:
Caster Form - 115%
Bear Form - 115%
Cat Form - 144%
Cat Form (stealth) - 101% or 106% if you are Night Elf
Travel Form - 161%​

- Once you play feral for a while you can understand that if you and your target are moving at the same speed, it can be hard to get abilities like mangle or rake off sometimes because of internet speed differences or because the target is slightly ahead of you. Going into travel form for a second or two to re-position yourself on top of a target moving at 125% speed plus (the default speed of cat form), not only gives the enemy team that much more time to assist the target you are trying to attack, but gives the target time to heal him/herself, get his/her CD's back, react to your initial attack. Moving at 144% speed in cat form is also very useful for attacking targets that are mounted or moving significantly faster than you. Where a default speed cat could get 1-2 combo points, a feline swiftness druid can get 3 to even 4 depending on the angle the target is taking compared to yours.

- Another huge advantage a feral druid with feline swiftness can use is that his/her stealth speed is 106%. This means, while you are stealthed, you can stay ahead of targets moving at 100%. You can remain invisible to the enemy team and still hold good positioning for when you want to open / attack. Without feline swiftness you will be moving at a low 88% speed while stealthed. This causes many problems when trying to avoid groups of enemies and the lowered mobility will cause you to really dread going stealth any time other than before you plan on attacking (unless you are holding a stationary post, ex: flagroom)

- Since Travel Form is 161% you can stay ahead / on top of targets that are mounted. This is useful for re-picking flags or cutting off mounted healers / tanks to separate them from their group or kill them.

- This talent does have a few downfalls though. Any class that can cover more distance than you in a shorter time, whether through using a CD or not, can prove to be very annoying to try to catch. Classes like Hunters, Mages or spells like Displacer Beast, Speed of Light will cause you to follow the target around like a lost puppy, unable to hit them and just waiting out till you can catch them. Of course some tactics one could use would be to root your target right as he/she uses the spell. This can be used on bad players to stop them easily, however a better player may use their spells more effectively where getting a root on them still leaves them 3-4 seconds of gaining distance from you and damaging you while you cast. For example, if you decide to try to dps a hunter. You can try to cast Entangling Roots on him/her right before you think he/she will disengage, so you can stop them mid-flight. A bad hunter may still use disengage, just as you planned, but any decent hunter will wait till after u casted roots to use disengage. Even if you double cast it and catch him/her in a DR'd roots, they will be far enough away that by the time you catch them the roots will have ended. Doing this type of counter to situations is only advisable if you have an additional dps on your target or a healer.

- A more likely counter, which still isn't too high of a success rate either, is to cast roots on the hunter and once the hunter disengages you go into travel form and run towards the nearest LoS or teammate.



Displacer Beast http://wowhead.com/spell=102280 - A rarely used talent for ferals, and for good reason. There aren't many, if any, things that this talent can do, that the other two cannot. Using this talent is not advisable at best.



Wild Charge - The top pick for the average feral in the bracket. The low CD and the the utility of it make for some amazing plays, as well as being able to be used defensively just as well as it can be used offensively. The problems that feline swiftness had are cured by this talent, they have a much easier time catching targets that are faster than them. Most of the time you will want to not use this spell to enter combat if possible. You want to keep it off CD just in case any situation pops up that you may need it. Stealthing in, or just plain running to your target should be done whenever you can. Don't be afraid to use Entangling Roots first. if possible, to keep your wild charge off CD.

(Bear Form) - Using wild charge in bear form will root the target for 4 seconds (it also doesn't DR any other immobility or slow), use this on any target that needs to either be stopped from moving ASAP, or a target that has a lasting speed increase on them. You should not use this charge every time possible because it does require you to consume a GCD to go into cat form and it does not position you behind the target like cat form wild charge would have done.

(Cat Form) - This will slow the target for 3 seconds and position you behind the target (at the time of use). A great way to make feral effective in a mid-battle would be to get 2-3 combo points, if you are being focused by then, retreat to your teammates. Then use savage roar once you are back in combat, gain 3-5 CPs on a target ,preferably a healer or their major dps. By then you should be taking some dmg, as when you are a melee you get focused all the time if you try to actually dps the enemy players. You can retreat to your team again to receive heals, and then wild charge back onto your target, use shred / mangle or even rake (depending on the armor of your target) twice, Tiger's Fury, and Ferocious Bite afterwards. During that time the target will be slowed for most of it, and his/her healers won't expect you to burst him down like that out of nowhere.

- Many ferals live by the motto that right after you get 5 CPs you must use them up, but that causes for inappropriate burst and ineffective use of your energy, If you have the uptime on your Savage Roar, you should be patient and plan out your kills more accordingly.

- One of the more unique features that this talent brings is it's ability to transverse boundaries and elevations. There are too many spots to list them all, but some notable ones include :
- Horde ToT
. Can be used to get to lower shelf of horde ToT, to the ground around ToT or the peak of the horde ToT​
- Horde Roof
. If your target is on the edge and its only applicable to certain areas of the edge​
- Horde Second Floor
. If your target is on the edge, your position on the ground or in the air is also a factor​
- Horde Fence
. Useful, however in most cases you can just do the fence jump and catch your target nearly as easily​
- Alliance ToT
. Can only be used on targets that are on alliance ToT or the ground around it, you cannot use wild charge to get onto alliance ToT shelf (LoS and where the target is plays a big factor on whether wild charge will work or not)​
- Alliance Roof
. Same as horde roof​
- Alliance Second Floor
.Same as horde second floor​
- Alliance Fence
. More useful than horde fence because you cannot do a jump to reach the other side, you must run around which will eat 2-13 seconds depending on where you are and where your target is at the time​
Note: Cat Form wild charge is required for most of these, however bear form may work on the ground around alliance and horde ToT depending on where your target is.

- Some other uses for wild charge could be to neutralize the effect of many spells that could be cast on you. You can wild charge a target who is about to charge you, whether it be a warrior or another druid, at the same time (or roughly the same time). This will effectively trade you and your targets positions. Doing this is great to cause a warrior to use either his sole charge or, if he's/she's talented into it, to use his/her double time charge on you. If he/she doesn't have or use their second charge you can now kite them giving you a major advantage. Using wild charge can be used to prevent elemental shamans from gaining distance on you, through thunderstorm, as well.

- Using wild charge, in any form other than aquatic, can be used to prevent taking falling damage completely. Since you can go into cat form and mitigate falling damage, most of the time using your wild charge for this isn't necessary. Some places that it may be necessary is in Arathi Basin. Whether it's assaulting / defending Gold Mine, or jumping off Lumber Mill. In those cases, even in cat form you would end up taking substantial damage, so if possible wild charging an ally or enemy would be advisable.

*Horde only* - Through the quest Never Trust a Big Barb and a Smile , a Poison Extraction Totem is obtained. The item is counted as an ally and can be targeted for wild charge (caster form). For feral the uses of the item may be limited, but it should be used. Some scenerios every horde feral (with wild charge) should make use of this item would be:

- EFC is on alliance cap, you are either on their roof or second floor. You place a PET on the edge of the floor you are at, stealth and drop down to the EFC. Get 2-3 combo points, by then you will be sitting at low energy, and wild charge the PET so you can heal / restore energy and now you have 2-3 combo points to start off your assault. Also many players will use their CDs on first sight of an enemy, so they may have wasted some of their CDs when all you did was get 2-3 combo points and retreat.

- If your target is sitting on horde or alliance ToT shelf, especially alliance, you can come from above them, place a PET, jump down to them and dps them. If you want to retreat to heal / regain energy safely, you can wild charge the PET and be safely out of their LoS.

- If your target is sitting on horde or alliance ToT, or the ground around it, and you are coming from inside the base / ramp to reach them. Instead of using your wild charge (making it go on CD) you can place a totem behind the fence and then run up to your target and start damaging them. You now have ~10 secs that you can wild charge your PET in case you need to range a melee or retreat.​


- However, this is not a perfect talent. It can fall short in many scenarios. If your wild charge is on CD, then you are at risk of being outran or kited until you are able to use wild charge once again. If you mis-use wild charge or use it prematurely, you will find yourself being not only out of position but being kited as well.


Races:


Alliance - I believe the choice on race is quintessential for any alliance feral druid, both worgen and night elf have extremely useful racials. To start ill go over each one separately, then compare them

Worgen:
Aberration - Reduces Nature and Shadow damage you take by 1%, its a bonus but its really not noticeable
Darkflight - Increases your speed by 40% for 10 seconds, can be used in any form. When activated your speed break down goes like this, Caster/ Bear - 140% (161% with Feline Swiftness) Cat - 175% (201%) Travel - 196% (225%). So when used, you are able to stay in cat form and damage a target that is mounted or moving even faster than that, this ability is great for keeping up with speed potting players or to catch up to a hunter/druid who just disengaged/displacered or wild charged. Can be used defensively to escape in travel form at high speeds, or offensively to cut off enemies if they get ahead of you.
Viciousness - Increase your Crit chance by 1%, again its a bonus but never noticeable​
Base stats (useful ones): Str 24 Agi 22 Stam 20

Night Elf:
Nature Resistance - Reduces nature damage taken by 1%, its a bonus but really not noticeable
Quickness - Useful bonus to your evasive stats
Shadowmeld - The most versatile and interesting racial. At its most basic use it removes the player from combat and "stealth's" the user. This will remove you from all focus' and target's as well as reset the aggro of any pet on you. The interesting part comes with the fact that once used any spell or ability used on you parallel to when you used Shadowmeld will become void and not take effect. It takes a while to get the timing right if it's your first time using it to void a spell/ability, but once mastered it can act as a second trinket almost. Also note that if the spell/ability used has a CD, and you void that spell/ability, it will go on CD. This spell can be used offensively to void a CC being applied to you so you can land a kill instead of being CC'd, or defensively to prevent incoming damage and escape. As it was mentioned earlier using Shadowmeld will put you out of combat, meaning you can prowl, use this to escape or by-pass mid. Something i like to do if i have a DOT on me is shadowmeld to avoid a CC or incoming damage, then go travel form and to run away, then when the enemy starts to cast another spell or target you, you can stealth then so they lose you as their target. There are tons of other combinations one could use with this spell, which is why it is so versatile. Enjoy exploring and creating your own uses with this spell
Elusiveness - Increases your prowl speed by 5%, useful for staying ahead of targets / catching up to targets while stealthed​
Base stats (useful ones): Str 17 Agi 24 Stam 20

Comparison - So both have a racial which can be truly gamechanging. I enjoy both of them, and depending on which race i am playing my playstyle and positioning changes. A fact which isn't noticed by many ferals is that due to base stats, worgens has more 3 more Attack Power than night elfs, their huge difference in str overcomes their small difference in agi. My advice is if possible play both and if you significantly like one more than the other, play that race more. Worgen is probably better for less-experienced players, because shadowmeld needs a certain amount of understanding and knowledge of the spell and what you plan to do with it.


Horde - A somewhat easier choice compared to alliance, again ill go through them separately then compare
 
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4. Styles

The styles Include :
1. Agility - General
2. Agility - Ferocious Bite
3. Agility - Shred (Alliance)
4. Crit - General
5. Crit - Shred (Alliance)

Note: "(Alliance)" is used to indicate that the style uses items solely accessible to ally side, without exception, If it is not labeled then both factions can play the style to its fullest.


1. Agility- General
This style is not too complicated, it holds no ideal rotation, it adapts to the situation very nicely and can use many different gear sets. Most ferals fall into this category and i often find myself using this setup more than the others.

Gear:
Alliance:
Helm - Rifle Commander's Eyepatch
Neck - Scout's Medallion
Shoulder - Stained Shadowcraft Spaulders / Exceptional Stormshroud Shoulders (for stamier build)
Cloak - Glowing Lizardscale Cloak
Chest - Armor of the Fang - Item - World of Warcraft / Stained Shadowcraft Tunic (for stamier build)
Bracers - Bands of Serra'kis
Gloves - Naga Battle Gloves
Belt - Vigorous Belt (of the monkey / of the wild / of the bandit are all viable) *This slot has a lot of room for debate and preference, overall the difference isn't noticeable*
Pants - Hogger's Trousers (for glasscannon) / Smelting Pants (for medium build) / Aluwyn's Legguards (for stamier build)
Boots - Feet of the Lynx
Ring 1 - Protector's Band (better than Ring of Precision for feral)
Ring 2 - Signet of Argas
Trinket 1 - Inherited Insignia of the Alliance
Trinket 2 - Swift Hand of Justice (for glass cannon) / Inherited Mark of Tyranny (for stamier build) / Arena Grand Master (alternative for stamier build)
Weapon - Repurposed Lava Dredger (actual BiS) / Burnished Warden Staff (in case you are willing to give up fire resist for a mog you like >>)

Note: If a "^^^" is shown instead of the gear piece, it means that it is the same gear linked above for that slot. This is to avoid repetition, this guide is not to show how to start your feral.

Horde:
Helm - Lucky Fishing Hat
Neck - ^^^
Shoulder - ^^^
Cloak - ^^^
Chest - ^^^
Bracers - ^^^
Gloves - ^^^
Belt - ^^^
Pants - ^^^
Boots - ^^^
Ring 1 - Legionnaire's Band
Ring 2- ^^^
Trinket 1 - Inherited Insignia of the Horde
Trinket 2 - ^^^
Weapon - ^^^​
 
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This might make me want to try feral. I never knew how to play it so I thought I'd be terrible. Thank you for your dedication!

PS: You spelled Gulch "Gultch" in your definition of ToT.
 
Albinoo. Is eyepatch better than riot stick? That top end dps on riot stick seems like it could make it a better choice. I have two druids that have already taken the eyepatch and want to see if I should make another for riot stick
 
Hey albino, could you please explain the reasoning behind Protector's Band being BiS? Also, what 2 rings should I use, considering I have seal of argas rather than signet of argas?

Also, great guide so far man. I can't wait for the finished product!
 
Albinoo. Is eyepatch better than riot stick? That top end dps on riot stick seems like it could make it a better choice. I have two druids that have already taken the eyepatch and want to see if I should make another for riot stick

riot baby
 
Albinoo. Is eyepatch better than riot stick? That top end dps on riot stick seems like it could make it a better choice. I have two druids that have already taken the eyepatch and want to see if I should make another for riot stick
It will be explained thoroughly in the Styles section of Agility - Shred and Crit - Shred, but if you want a direct answer now you can PM me. I probably won't get to that section immediately.
 
Are crit builds based on your ability to get behind the target? I've never played feral and I've always recommended that people go crit when asked about it, but I really have no idea which is superior. Would a hybrid build of feral gear + resto spec for swiftmends /limited regrowth/rejuv spam have a better chance of doing more damage in a PuG situation? What would you say is the ideal point at which to use FB given "x" amount of focus - meaning (for example) on a rogue, you usually try to have enough energy for a double Mut on a healer for a kill because most decent healers can easily just heal through rogue damage unless you're a night elf. Do you wait for a FB + enough energy for the next mangle/shred?
 
Are crit builds based on your ability to get behind the target? I've never played feral and I've always recommended that people go crit when asked about it, but I really have no idea which is superior. Would a hybrid build of feral gear + resto spec for swiftmends /limited regrowth/rejuv spam have a better chance of doing more damage in a PuG situation? What would you say is the ideal point at which to use FB given "x" amount of focus - meaning (for example) on a rogue, you usually try to have enough energy for a double Mut on a healer for a kill because most decent healers can easily just heal through rogue damage unless you're a night elf. Do you wait for a FB + enough energy for the next mangle/shred?
Sorry for the late response lol, but I should be finishing or at least working towards finishing it now. To answer u simply before going into detail on the guide, You want to be behind your target wether your using a crit build or not, neither crit nor agi build is better in everything compared to the other ( i prefer agi build myself). A hybrid resto druid is kinda dull, especially for f2p. You could do more damage in a spellpower set spreading moonfires and wrathing. For bursting with FB idealy 100 energy is the part to aim for.The first cut off where you can actually get a mangle /shred off after you FB would be 65(70 for shred) energy.The second cut-off would be 85(95) to get off 2 mangles / shreds while still getting a full bonus to FB. I prefer to actually FB last. First off because it is more likely to kill the target if you use your lesser damage spells to weaken them then the "finisher", but also to not give the target time to react. If you hit a target with FB first and he / she is living after, they have time to pop cd's or get heals. Compared to damaging him / her then doing a ~1.5k crit to catch them off guard and not give them a chance to pop anything. While using FB last may not leave you with no available combo points to use savage roar, the only times i use FB is when im willing to give up all my combo points for that kill. Most kills i land are actually just from shreds / mangles.

I added some more spells tonight, like bear form growl and roots ( i really like the bear form one), I'll keep going in order unless a new question pops up, then ill try to push to answer that question in my guide. Like always, feel free to critic and give me any questions you may have
 
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Riot stick vs Eyepatch is a AP (attack power) vs stam+crit+DPS choice (AP vs DPS means a rip/rake/FB boost or mangle/shred/auto-attack boost, as rip/rake/FB only scales with AP, not DPS).

Numerically, here's the difference:
At level 20 (only difference between BoA staff and mace is mace has free fire resists. Besides that they're identical):
15 agi vs 4 stamina, 4 crit, and 3.7 DPS, or
30 AP vs 4 stam, 1.24% crit, and (1.56 DPS*)

In battlegrounds:
16 agi vs 5 stamina, 3 crit, and (29.03-23)=6.03 DPS], or
32 AP vs 5 stamina, .7% crit, and (3.75 DPS*)

*The DPS difference is from counting agility/AP in boosting DPS, which boosts DPS by 1 DPS per 14 AP.

Also, AlbinoCow, your PM inbox is full.
 
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Riot stick vs Eyepatch is a AP (attack power) vs stam+crit+DPS choice (AP vs DPS means a rip/rake/FB boost or mangle/shred/auto-attack boost, as rip/rake/FB only scales with AP, not DPS).

Numerically, here's the difference:
At level 20 (only difference between BoA staff and mace is mace has free fire resists. Besides that they're identical):
15 agi vs 4 stamina, 4 crit, and 3.7 DPS, or
30 AP vs 4 stam, 1.24% crit, and (1.56 DPS*)

In battlegrounds:
16 agi vs 5 stamina, 3 crit, and (29.03-23)=6.03 DPS], or
32 AP vs 5 stamina, .7% crit, and (3.75 DPS*)

*The DPS difference is from counting agility/AP in boosting DPS, which boosts DPS by 1 DPS per 14 AP.

Also, AlbinoCow, your PM inbox is full.

Don't forget its not AP, but agi, so there is a crit compartment. My comparisons in bgs go a little like this:

BOA weap + eyepatch - 32ap, 2.22% crit (due to agility + crit from mace) , 5 haste, 8 hit, weap damage 88-107 (359 ap)
Riot Stick - 0AP, 1.9% crit, weap damage 93-117 (327 ap)
Note: I only used offensive stats in there

All other gear remains the same and this is without any buffs, savage roar or tiger's fury. All those multipliers would exaggerate the difference in weap difference even more. So the diff in weap damage is noticeable but i dont believe its any significantly better. If you keep rake up on your target the increase in damage from the AP would probably equal the difference in the damage from your shreds, mangles and auto-attacks over a long period of time.
 
Detailed and splendid feral guide, the fact that rake with SV might do more damage than mangle or even shred against a tanky class is unnoticed by many ferals, so happy that you went over it in detail. Also an underestimsted gear set for feral is pure/full crit stack even though agi is lost e.g. taking bfd crit pants over smelting. Against a feral who purely crit stacks I've found it very hard to win in a 1v1 as they are almost guaranteed a 1.2k crit bite. I think the only thing that could improve this fantastic guide is to show various armoury links with gear that can be considered BiS.
 
Detailed and splendid feral guide, the fact that rake with SV might do more damage than mangle or even shred against a tanky class is unnoticed by many ferals, so happy that you went over it in detail. Also an underestimsted gear set for feral is pure/full crit stack even though agi is lost e.g. taking bfd crit pants over smelting. Against a feral who purely crit stacks I've found it very hard to win in a 1v1 as they are almost guaranteed a 1.2k crit bite. I think the only thing that could improve this fantastic guide is to show various armoury links with gear that can be considered BiS.

Yeah, crit shouldn't be overlooked. However, I probably won't have a 1v1 section and I think the niche that fully stacking crit holds isn't worth it in PuGs. I'm only about 1/2 done with the guide (atleast for the plan I have in my head) , the TI interface for editing is kinda annoying to use, I can only stare and click on the smallest lettering to make everything perfect for so long before I go insane lol.
 
Im intrested in making a video to showcase a feral's playsyle as i comment and explain each part. I have never edited a video or uploaded anything other than on my stream. So looking for someone to help me out, [MENTION=10670]spewfeel[/MENTION] or anyone who thinks they can be of assistance! I think more guides should have videos in addition as well
 

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