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Guide to Feral PvP (3.2.2)
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Post by
368348
This post was from a user who has deleted their account.
Post by
Kaitain
Probably the most difficult, but a very useful cyclone is to cyclone a resto druid when LB is about to pop. This removes the burst of healing, and eats the mana return, so, if he has a 3 stack of LB, and you cyclone him, he doesn't get the 10k bloom, and it cost him in the neighborhood of 4k mana.
I was semi-sure, but after testing absolutely sure... being in a cyclone does not eat the mana return.
Post by
Lightrain
My druid is very nearly leveled up now and I can't wait to start PvPing properly. But I'm not sure about one thing to do with glyphing.
I am hoping to partner up with a rogue friend in 2's and just try and burst people to get used to arena and try and geet some furious gear that I assume will have low requirments now relentless is out.
But in your profiles you have glyphs buffing savage roar, rip and beserk. I figured it would be best to ditch one of these glyphs for mangle so I wouldn't have to use it as frequently, so which one would be best to drop? It just seems like I'll be mangling all the time if I have to renew it every 12 seconds.
With the amount of burst in that team, I would ditch Rip. I keep the Berserk glyph because if you get cc'd, you might still have some Berserk left after, and since with feral rogue, you want all the burst you can get, it's probably your best bet. Rip is to help overload, so you will use it, but you should be killing something before it fully ticks out.
Probably the most difficult, but a very useful cyclone is to cyclone a resto druid when LB is about to pop. This removes the burst of healing, and eats the mana return, so, if he has a 3 stack of LB, and you cyclone him, he doesn't get the 10k bloom, and it cost him in the neighborhood of 4k mana.
I was semi-sure, but after testing absolutely sure... being in a cyclone does not eat the mana return.
Interesting. I think that's true for priest with shadow fiend out as well.... I'll have to check these as well.
Post by
Lightrain
I checked the mana returns just now. It doesn't eat the mana returns of lifebloom procs, but it does eat shadow fiend mana returns and innervate. Such a strange spell... I didn't get to test it with lifebloom on another toon, then cycloning the healer or cycloning the dps when it pops, but I think it will always return your mana...
Post by
pelf
I was about to say that's probably a bug, but since they did it to gimp LB rolling but not LB usage, it's probably intended as basically the spell is supposed to cost one thing when it's cast, but not refreshed past 3 stacks and another if you refresh it past 3 stacks.
I've always thought it was a kind of kludgy fix.
Post by
Lightrain
I was about to say that's probably a bug, but since they did it to gimp LB rolling but not LB usage, it's probably intended as basically the spell is supposed to cost one thing when it's cast, but not refreshed past 3 stacks and another if you refresh it past 3 stacks.
I've always thought it was a kind of kludgy fix.
I agree. Personally I would rather LB be rollable and keep their old armor values so they are actually burstable in PvP, but this was supposed to be a PvE nerf...
(Tuesday I'll have a new avatar! WOOT!)
Post by
Eleazer
Absolutely terrific pvp guide. I am a new druid, going to team up with a MS Warrior/Holy Pali/Feral druid 3v3 team, and will be in a pvp team with my brother. What do you think about a Feral/Feral team? My brother is trying to decide between pvping with his feral druid or his ret pali. This is perhaps the best pvp guide on this site. Thanks again.
Post by
Lightrain
Feral+feral is ok if you already have full X season's top gear. In other words, if you out gear everyone and can zerg down a healer in 5 seconds flat. But, it's not strong by any means. Only a gimick insta-gib comp trying to confuse the other team.
Ret+feral would be more viable, but you don't see it often(almost never actually).
I play arms/feral/prot pally. We played holy, and he went back to prot to make 2's easier to grind(he likes prot better). Having the extra silence is amazing for gibbing non paladin healed teams and gives him a chance to get some heals out with the really short stun cooldown. Playing a gib comp is pretty fun in 3's, expecially since the warrior has pretty crazy cleave with BS that pretty much puts off enemy dps from trying to control us. The comp is pretty vulnerable to CC on the paladin tho. Luckily landing the gib is what we do best.
Post by
Heckler
Lightrain, you mention needing a yellow and blue gem to activate the R.E.D. meta req's, but I was wondering if there was a specific reason not to use a single
Nightmare Tear
to do that?
Post by
Eleazer
I have found it to be extremely difficult at times to stay behind the guys I am fighting. Sometimes I can do it with easy, but other times it looks like I am behind them, but I am one step too far to one side and so can't shred and seem to be having a huge amount of trouble with locks. When were they able to cast fear when I was behind them? I am pvping my way to 80. Does it get any better at 80 with locks? Priests aren't much of a problem if I don't two shot them than they can be a bit difficult. I fought one in AB the other day for 3 minutes before help came and we killed the pain in the neck off. It was a holy priest which made it much tougher.
I know a majority of this is on arenas, but any tips that you have on how to blow up a lock before he eats me for lunch. I seem to have trouble finishing off resto/ele shamans too. Is it better to use FB to try and finish them off before they get a heal off?
Paladins don't give me a problem unless I am stupid and stand in their aoe, while I hit them with ret aura active. I might as well call it a night then and go home. From what I have seen so far, as long as I am not stupid I can shred/rip/rake my way right through a paladin especially with fairie fire going.
So in essence, in my very unknowledgeable opinion I have trouble with anything that deals shadow damage, while most everything else is pretty easy.
Classes I have trouble beating
1. Locks - stupid chain fearing-siphon life-stuns-dot's I can't clear
2. Shadow priests - again fears-dots-mindflay
3. Smart Disc priest - stupid shield preventing my shreds from doing anything to them while they smite me to death.
4. Resto/Ele shamans - I can't kill them, I can't seem to stun them long enough to kill them.
Classes I found easy
1. Hunters - haha, I love it when they poison me. Feral charge/dash/root pet = ownage of that stupid kiter.
2. Mages - same as above except can 2 or 3 shot them
3. Warriors/dk's/paladins - as long as I ain't stupid enough to stand in their aoe, most don't move fast enough for me to not stand behind them.
I have found Rogues and druids to be toss ups. Sometimes I can and sometimes I can't generally it depends on if I got the jump on them or not.
Does this hold true at 80 as well? Any tips on how to kill a lock?
Post by
Lightrain
So in essence, in my very unknowledgeable opinion I have trouble with anything that deals shadow damage, while most everything else is pretty easy.
Classes I have trouble beating
1. Locks - stupid chain fearing-siphon life-stuns-dot's I can't clear
2. Shadow priests - again fears-dots-mindflay
3. Smart Disc priest - stupid shield preventing my shreds from doing anything to them while they smite me to death.
4. Resto/Ele shamans - I can't kill them, I can't seem to stun them long enough to kill them.
Classes I found easy
1. Hunters - haha, I love it when they poison me. Feral charge/dash/root pet = ownage of that stupid kiter.
2. Mages - same as above except can 2 or 3 shot them
3. Warriors/dk's/paladins - as long as I ain't stupid enough to stand in their aoe, most don't move fast enough for me to not stand behind them.
I have found Rogues and druids to be toss ups. Sometimes I can and sometimes I can't generally it depends on if I got the jump on them or not.
Does this hold true at 80 as well? Any tips on how to kill a lock?
The lack of resil should prove easy for you to beat up locks and ele shams. Restos might be easy, and might be hard. With full cooldowns, you should pretty much kill everything assuming you are high enough to talent berserk.
If you are below 75, you will have issues with dps because you lack Savage Roar, which is our #1 boost in dps.
Anyways, warlocks, you can either open with berserk up and have your finger on your trinket for death coil, or you can open, stunlock, then pop TF right before he fears you. This way, you can berserk out of fear and get the full benefit of him jumping around trying to run away from you without any chance of doing so. Warlocks are generally easy, but destro locks are stupidly OP if you don't have resil.
Ele shams, all they can do is pop you with their knock back, which you should FC back to them, and try to stay off their nova totem cause it will stun you. Otherwise, all they can do is try to kite you with flame shock+earth bind totem, but they shouldn't be able to kite you.
Post by
Lightrain
Lightrain, you mention needing a yellow and blue gem to activate the R.E.D. meta req's, but I was wondering if there was a specific reason not to use a single
Nightmare Tear
to do that?
I added it. Thanks. =)
Post by
129690
This post was from a user who has deleted their account.
Post by
Lightrain
ok, don't laugh. I haven't played my druid in a while but
If you stack agility, you basically have a 15-20% nerf to your damage
what caused that?
They buffed resil
•Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
Which is around 10-12% for most healers and as low as 7-8% on pve geared plate wearers.
Then they nerfed our base damage on feral abilities because feral was too powerful on the dps meters.
•Mangle: Ranks 4 and 5 base points reduced by about 11%. Scaling from attack power unchanged.
•Rake: Ranks 6 and 7 base points on initial and periodic damage reduced by about 7%. Scaling from attack power unchanged.
•Rip: Ranks 8 and 9 base points and points per combo point reduced by about 6%. Scaling from attack power unchanged.
•Shred: Ranks 8 and 9 base points reduced by about 10%. Scaling from attack power unchanged.
The damage nerf was only about 1.8-2% for PvE ferals, but it's quite a bit bigger for us PvPers due to the resil change and the fact that PvP gear is itemized differently and has less dps stats on it.
Post by
Lightrain
I think I'm going to have to rework my gear for agility/resil for 3's and 5's. I'll post new info once I get it all tweeked out.
Post by
CrazySnowGoon
Why is agi not good anymore? I am currently facing around 2.2k teams and it seems fine. Would I do better with armour pen? Comp is feral/rogue. TY
Post by
Lightrain
Why is agi not good anymore? I am currently facing around 2.2k teams and it seems fine. Would I do better with armour pen? Comp is feral/rogue. TY
If you have grim toll or the stone, you would probably do better with Arp, yes. Arp will buff your direct damage burst, which is amazing for Berserk burst which is where you should be making all your money with feral/rogue. You can do either, it's up to you.
I see 6.5-7.5k crit shreds regularly. I crit 9-11k FB's in arena all the time against non plate wearers during berserk.
If you don't have one of the 2 trinkets, I would stick with agility.
Post by
CrazySnowGoon
O and y spell pen?
Post by
Lightrain
O and y spell pen?
Cyclone resists are annoying. I've had a resto druid resist 2 cyclones in a row(his warrior was at 20% hp...). I was about ready to throw my keyboard across the room. =/ I put spell pen on my gear after that. Oh, that druid, for some reason, resisted 8 cyclones.... I've never had more than one cyclone resist before in any game. We won, but the cyclones not resisting would have been a much quicker win.
Post by
Kaitain
Glad you finally saw my point on that one :-)
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