General Information
On this page, we list your Feral Druid core
abilities and how they should be used together (rotation) in World of Warcraft
MoP 5.4. We also explain when
to use your various cooldowns. Then, we go deeper and present all the subtleties
that you will need to know if you want to excel at playing a Feral
Druid.
The other pages of our Feral Druid guide can be accessed
from the table of contents on the right.
1. Single Target Rotation↑top
The Feral Druid DPS rotation revolves around keeping up various buffs and
debuffs, while generating Combo Points and using them on Finishing Moves.
- Combo Point builders (by order of priority)
- Use
Mangle as your default Combo Point builder.
- If you are worried about reaching maximum Energy, if you have
a
Clearcasting proc, or if
Berserk is active, use
Shred
instead.
- Use
Rake
- to keep 100% uptime on the bleed effect that it applies (every 15
seconds);
- when you have a very powerful Mastery or Agility proc, making sure not
to overwrite a strong Rake with a weaker one.
- Finishing Moves (by order of priority)
- Apply and maintain
Savage Roar (preferably with 5 Combo
Points).
- Apply and maintain
Rip (with 5 Combo Points).
- When the target is below 25% health use
Ferocious Bite to
refresh
Rip. Use Ferocious Bite with 5 Combo Points preferably,
unless Rip is about to wear off.
- Use
Ferocious Bite (even when the target is above 25% health) if you
have maximum Energy and Combo Points, and if Rip and Savage Roar do not need to
be refreshed too soon.
Finally, we would like to mention that the bleed from
Thrash
should be kept up against a single target whenever possible, as long as casting
it does not prevent you from using Savage Roar, Rip, or Rake. You should
expect to have an uptime of roughly 40-50% on Thrash.
While this rotation is correct and, for the most part, complete, putting it
into practice takes a slightly deeper understanding. For this, we strongly
suggest that you read our detailed section.
2. Multiple Target Rotation↑top
When you are facing 2-3 targets, keep
Rip up on one of them and
Rake on all of them (although you will not really be able to maintain
100% uptimes). If you have a lot of Energy (such as from
Berserk or
Heroism/
Bloodlust), you should keep Rip up on all targets.
Once you get past 5-6 targets, it becomes more efficient to use
Swipe exclusively.
In all cases, you should keep up your
Savage Roar buff, and you should
also keep up the bleed effect from
Thrash on all targets. It is also
possible to switch into
Bear Form and use
Thrash, since the two
versions of Thrash are different and they can both be up at the same time.
Keep in mind that your threat generation will be very high in Bear Form,
though, so always give the tanks a few seconds to pick up the adds properly.
All of this assumes that the enemies will be alive for long enough that the
the bleed effects can run their course. If the enemies will only live for a
short amount of time, you are better off using
Swipe.
Finally, if you are using the
Heart of the Wild talent, you can use
Hurricane while Heart of the Wild is active.
3. Faerie Fire↑top
If no one else is providing the armor
Weakened Armor debuff granted
by
Faerie Fire, then you should keep this debuff up yourself. Weakened
Armor lasts 30 seconds.
4. Cooldowns↑top
You have two DPS cooldown.
Tiger's Fury increases your physical damage done by 15% for 6
seconds, on a 30-second cooldown. Additionally, it instantly restores 60
energy. It should be used on cooldown.
Berserk reduces the cost of your abilities by 50% for 15
seconds, on a 3-minute cooldown. It should be used as many times as possible
during the encounter.
Additionally, your talents have the potential to provide you with an
additional two active DPS cooldowns. We discuss this, as well as the proper
timing and usage of your default cooldowns in a
subsequent section.
4.1. Abilities Granted by Symbiosis
Symbiosis is a buff that you can place on one party or raid member.
The buff lasts for 1 hour, and grants you an ability belonging to the target's
class, depending on what your specialisation is. At the same time, the target
receives one of your spells. Both of these spells come in a slightly modified
version (less powerful than the original). You can see the full list of spells
here, but the spells useful to you as a Feral Druid are:
Soul Swap allows you to move your two main
bleed effects (
Rip and
Rake) to a new target. This
is very useful for maintaining your DPS when switching targets. It is gained
from Warlocks.
Shattering Blow reduces the target's armor by 20% for
10 seconds. This is a very useful raid cooldown. It is gained from
Warriors.
Redirect allows you to move your existing
Combo Points to a new target. This is very useful for maintaining
your DPS when switching targets. It is gained from Rogues.
Feral Spirit summons two Spirit Wolves that deal (a very
small amount of) damage to the target, for 30 seconds. It is gained from
Shamans.
Play Dead,
Divine Shield, and
Dispersion all help you survive in various ways. These are
gained from Hunters, Paladins, and Priests, respectively.
5. Optional Read: Mastering Your Feral Druid↑top
The above information tells you everything you need to know in order to have
highly competitive DPS as a Feral Druid. However, in order for you to truly
master the spec, there are more things that you need to understand in
detail.
5.1. Combo Points and Energy
As a DPS Feral Druid, most of your abilities need Energy to be used. Your
Energy bar has a capacity of 100 Energy and refills at a rate of 10 Energy per
second. Your energy regeneration is increased by your melee haste (Haste
Rating + haste-enhancing buffs).
Some abilities add one or several Combo Points on your target, up to a
maximum of 5 Combo Points. Other abilities, called Finishing Moves, consume
the Combo Points on your target. The more Combo Points a Finishing Move
consumes, the more powerful its effect is. Your Combo Point generation is
increased by
Primal Fury, which causes your Combo Point generating
abilities to generate two Combo Points any time they are critical strikes.
5.2. Single Target Rotation in Detail
The DPS Feral Druid rotation is a balance of keeping up several debuffs and
bleeds on the target as well as keeping up
Savage Roar on yourself,
while continuously generating Combo Points.
5.2.1. Debuffs and Bleeds
The first debuff you must keep up on the target is
Faerie Fire.
Note that this debuff has equivalents from other classes, so if it is already
being provided, you do not need to worry about it.
An equivalent of Faerie Fire is provided by any other Druids, Warriors,
Rogues and Hunters. Note that Feral Druids' Faerie Fire is slightly better
than other classes' because it is instantly applied at full strength
(normally, it needs to stack up to 3 times), but this benefit is very minor
and hardly worth considering.
Once this debuff is taken care of, you have two other bleed effects
that you must try to have 100% uptime on the target with. They are
Rake
and
Rip, and to a lesser extent
Thrash.
Rake only costs Energy to apply, making it quite simple to
manage.
Rip costs Energy but its potency is also dependant on how many
Combo Points it is applied with. You must always make sure that you are
applying Rip with 5 Combo Points.
Thrash only costs Energy, and this has a pretty low priority, so
you can expect to have a low uptime on it.
5.2.2. Savage Roar
Savage Roar is a self-buff that increases your physical damage done
by 40%. It costs Energy to apply, and its duration (but not its potency) depends
on how many Combo Points it is applied with. Essentially, it makes no
difference how many Combo Points you use it with, but if you can apply it with
a high number of Combo Points, it will ease the pressure on maintaining your
rotation.
You must always have this buff active on yourself.
Note that, if you are using
Glyph of Savagery, you can apply Savage
Roar (with a 12-second duration) without having any Combo Points. This is very
useful in case you make a mistake in your rotation and your Savage Roar expires
or if you are finding it difficult to generate Combo Points steadily for some
reason. Also, it is ideal for the start of the encounter, allowing you to use
your first Combo Points on setting up
Rip.
5.2.3. What to do the Rest of the Time
When your debuff, bleeds and self-buff are all up and do not need to be
refreshed, you will essentially be filling the time with casts of
Mangle, generating Combo Points, or dumping resources with
Ferocious Bite.
In addition to Mangle, some Combo Points will also be generated by your casts
of
Rake, although this number is much smaller.
5.2.4. When to Refresh DoTs
The damage of your bleeds is determined by your stats at the time when the
bleeds were applied, and the bleeds will continue to use these stat values
throughout their durations, even if the values themselves change in the
meantime. In other words, your bleeds take a snapshot of your stats
each time they are applied or refreshed, and base their damage on this
snapshot. The result of this is that bleed effects applied when you are under
he effects of stat-increasing buffs are more damaging than bleeds applied
when you are not under any such effects.
In practice, this means that you should try to always make the most out of
applying or refreshing DoTs at the right time (explained below), as
this can make a tremendous difference to your DPS.
There are no clear rules or guidelines for refreshing your DoTs, but we will
do our best to provide you with the best guidance possible.
First of all, you will need an add-on to help you with this.
We recommend two options for this on our add-on page.
Second of all, there are a few tips we can give you.
- Immediately refresh
Rake when the new Rake is at all stronger than
the current one, since Rake's opportunity cost is low enough to make this
viable.
- Sometimes, it is even worth it to replace your current Rake with a weaker
Rake, if the new Rake would be stronger than the Rake you would need to apply
once your current Rake expires. This only applies if your current Rake does not
still have a full duration to run.
- Refresh
Rip whenever you have a strong trinket proc.
- For the
Thrash bleed, only refresh it for trinket procs in
AoE situations, since for single target it makes a very small difference,
unless the stat increase from which you are benefiting is huge.
Note that if you have trinkets with 10-second procs (on the RPPM system),
you will have to plan ahead in order to ensure that you can cast Rip in the
10-second window. This means you should keep Energy or Combo Points in reserve
in anticipation for the procs. It is also worth noting that if you have two
trinkets on the RPPM system, when one of them procs its effect, you should wait
until the effect has almost run out before refreshing Rip, so that you increase
your chances that the other trinket will be up by then too, thus giving you
an even more powerful Rip.
Finally, it is very important to get a very strong application of Rip when
the boss is almost at 25% health (or below it), since you can then carry this
Rip on through
Ferocious Bite until the end of the fight (or until an even
better Rip comes along).
5.2.5. When to Refresh Savage Roar
The timing for refreshing
Savage Roar is not very strict, but you
should still try to refresh it right as it is about to expire.
5.2.6. Ferocious Bite
Ferocious Bite is a finishing move that costs 25 Energy and deals
damage based on how many Combo Points you use it with. Its damage is
increased, by up to 100%, at the cost of extra Energy, up to 25. That is
to say, if you use Ferocious Bite with 25 Energy, it will deal its base
damage (based on how many Combo Points you have). If you use it with 50
Energy, then its damage will be increased by 100%.
Whenever you use Ferocious Bite on a target that is below 25% health, your
Rip on the target will be refreshed. This makes it a much more
efficient way of maintaining Rip on the target, since you are dealing damage
while also refreshing Rip, for the same amount of Combo Points. A Rip that is
refreshed in this manner will have the same power as its original application
(determined by how many Combo Points you applied it with).
You should use Ferocious Bite with 5 Combo Points, unless
Rip will
expire before you have time to reach 5. In this case, you should just use it
with however many Combo Points you have, in order to refresh Rip.
It will prove to be a DPS gain to pool Energy to 50 before using
Ferocious Bite (provided that it does not cause your Rip to fall off), boosting
its damage.
As we have mentioned, if your Energy and Combo Points are at maximum
capacity, and
Rip and
Rake do not need to be immediately refreshed,
you should use Ferocious Bite even if the target is above 25% health.
5.3. Detailed Cooldown Usage
How you use your two DPS cooldowns is very important to your performance
as a Feral Druid.
5.3.1. Tiger's Fury
There are several things to consider when using
Tiger's Fury:
- It should always be used on cooldown.
- Before using Tiger's Fury, make sure you have 35 or less Energy (to avoid
becoming capped thanks to the 60 Energy it provides you with).
- Use any other damage-increasing spells or abilities at the same time as
Tiger's Fury (Potion of the Tol'vir,
Synapse Springs, on-use trinkets,
etc.).
Keep in mind that Tiger's Fury cannot be used while
Berserk is active, but Berserk can be used while Tiger's Fury is
active. In most cases, you will want to use Berserk immediately after using
Tiger's Fury.
5.3.2. Berserk
Berserk reduces the Energy cost of all your abilities by 50% while
it is active. It is a very strong DPS cooldown, allowing you to cast your
abilities more often.
You will want to use
Berserk as many times as possible during the
fight. Ideally, you should pool Energy before using Berserk, so that you can
use more abilities throughout its duration, thus "saving" more Energy. Of
course, you must take the reduced Energy cost into account when making sure
that you do not cap your Energy.
Whenever possible, you should use Berserk immediately after using
Tiger's Fury.
Note also that Berserk will provide you with a higher DPS increase in AoE
situations than in single target situations, so you can delay it slightly for
such opportunities, or save it for them if they are very important to your
raid's strategy.
5.3.3. Tier 4 Talents
Incarnation: King of the Jungle should be used when you require the
burst offered by being able to use
Ravage as a Combo Point
builder (especially when the target is above 80% health) or when you wish to
be able to enter stealth in combat.
Force of Nature usage is a bit more complex. First of all, the
spell works on a charge system, and you have 3 charges, so your first priority
is to make sure the charges are not going to waste, so always use the spell
often enough that the third charge is cooling down. Second of all, it is ideal
to use all the charges of Force of Nature when you are under the effect of
powerful Attack power, Master or Critical Strike buffs, since the treants cast
Rake, and this Rake snapshots your stats.
5.3.4. Tier 6 Talents
If you pick
Dream of Cenarius as a talent, then you will have to
weave in
Healing Touches (using every
Predatory Swiftness proc)
in order to buff your most important abilities. Whenever you cast a Healing
Touch, your next two abilities are buffed, and you should always use this to
buff your
Rip,
Rake,
Thrash, and
Ferocious Bite
(in that order, although Thrash and Ferocious Bite are equal). This means that
you should not use your Predatory Swiftness buffs right away, but instead you
should use them right before you use the above-mentioned abilities, so that
they are not wasted on filler spells like
Mangle.
In case you pick
Nature's Vigil as your Tier 6 talent, then you
should make sure to use this cooldown as many times as possible during the
fight. Ideally, you should stack it with other cooldowns and times when the
boss takes increased damage.
6. Opening Sequence↑top
Below, we list the ideal way to start the fight.
- 5 seconds before the pull, make sure to be in a good position for
charging, or close to the boss if the fight allows it.
- 4 seconds before the pull, begin casting a
Healing Touch. This will
proc your
Dream of Cenarius talent.
- 1.5 seconds before the pull, your Healing Touch cast should be done,
and you should now
- Once the boss is pulled, charge if the boss is far away,
or simply begin attacking otherwise.
- Cast
Ravage.
- Cast
Rake.
- If you have 4 combo points, use
Rake. If you have 5 combo points,
use
Rip.
Going into Prowl and using Ravage only applies if you are using the
Wild Charge talent.
If you have strong trinkets (from Tier 15 or 16), then you should make
sure to apply (or refresh) your bleeds while the initial trinket procs are
active, together with
Tiger's Fury.
You have to make sure that someone else is applying
Faerie Fire to the
target. If no one else is doing so, then you should apply it after casting
Ravage.
7. Changelog↑top
- 26 Sep. 2013: Further Patch 5.4 updates.
- Revamped the single target and multiple target rotations.
- Vastly improved the section on when to refresh bleed effects.
- Improved the Tier 4 and Tier 6 talent sections.
- 12 Sep. 2013: Patch 5.4 update.
- Updated several areas of the guide to account for changes to talents and
abilities.
- Replaced mentions of
Nature's Swiftness (removed from Feral
Druids) with
Ysera's Gift.
- 20 May 2013: Patch 5.3 update: updated the physical damage increase
granted by
Savage Roar to 40% from 30%.
- 21 Apr. 2013: Added the option of going into
Bear Form and
using
Thrash when attacking more than 3 enemies. Also added mention
of the viability of delaying
Berserk to avoid capping Energy during
Heroism/
Bloodlust/
Time Warp. Added opening sequence
section.