WARNING
This post is really really long. Unless you're willing to read a lot, don't read half of it and make a smart comment.
Please check the comments before posting for stuff that has already / is already being discussed. Thanks
I've included notes throughout this post for handy tips or facts you might not know about Ferals.
Introduction
Just for arguments sake lets completely ignore BGs, duels and 2v2 for a bit. Blizzard has stated it doesn't balance around 1v1 or 2v2 anymore.
I'm also going to avoid comparison to other classes as much as possible, however obviously it is inevitable.
The reason for this 'Guide' is that after reading a lot of posts on official forums and MMO-Champion I believe the main reason for a lot of complaints is that players still don't quite understand how to counter Feral abilities. Would you ever treat Mages and Warlocks the same when you're playing against them?
Feral Druids require different tactics than other melee.
Please read this post with an open mind. I am not stating whether Ferals are overpowered or not, I am giving an explanation to the most complained about abilities and giving supportive arguments for each of these abilities..
Feral Druid complaints: Main Points
1. They have good mobility
2. They have good burst
3. They have good defensive cooldowns
4. They have good peels
5. They have good crowd control
1. Mobility
The main complaint about Feral mobility is due to a very early talent in the Feral tree:
Feral Swiftness
This gives Ferals a passive run increase and root break on Dash and Stampeding Roar.
The 2 other complaints are Skull Bash having a range, and Feral Charge.
Argument supporting Ferals
Feral Swiftness:
Both Dash and Stampeding Roar have extremely long cooldowns. Dash has a 2 minute cooldown (glyphed) and Stampeding Roar also has a 2 minute cooldown. This gives Ferals 2 root breaks per 2 minutes. Feral's root-breaking is hardly worth mentioning as in 3v3 roots are easily dispelled by a healer.
Another bad point worth making about Stampeding Roar is that it costs 30 energy. Nearly equal energy cost to that of a Shred (40 energy). However, unlike Dash, stampeding roar breaks roots for all party members within 10 yards. This can be helpful for helping team mates out of sticky situations.
Note: A Feral can't use Stampeding Roar while Dash is up, so in order to break 2 roots in simultaneously (this is needed fairly often) they have to remove the buff from Dash to cast Stampeding Roar.
Skull Bash & Feral Charge:
This ones quite simple; if Ferals decide to use Skull Bash as a gap closer (normally only ever against melee who are kiting or Hunters), it means that the Feral cannot interupt a cast or heal for 10s, allowing freecasting. Skull Bash also does not apply a slow or stun to the target, so aslong as the Feral is slowed the person skullbashed can quite easily make more distance before the Feral can mangle.
Feral Charge has a 30s CD. Feral Charge also places you behind the target and is not an instant travel. The buff from Feral Charge can also be dispelled, which stops a 15-30k Ravage! depending on resilience, gear etc.
Due to the fact Feral Charge has travel time (unlike shadowstep) and does not stun the target (unlike charge) it means that Ferals suffer slightly with the Cat gap-closer. Ferals do, however, have the option to go into Bear Form and use the 15s CD charge which immobilises the target for 4s. This charge is a lot better to use against Mages and Hunters who rely on kiting. However, this means the Feral has to:
1. Go Bear Form (+GCD)
2. Feral Charge travel time (<1s roughly)
3. Swap to Cat Form (+GCD)
2. Burst
Burst from Ferals is quite substantial, and I am completely willing to admit that. The best Feral burst occurs when:
- The Feral already has rip and rake on a target
--- The Feral may also have Savage Roar up
- The target has little-to-no defence or defensive CDs available
- The Feral has a full energy pool up
- The Feral has Tigers Fury off cooldown
- The Feral has Berserk off cooldown
This allows the Feral to, without losing any bleed damage, shred to 0 energy, pop tigers fury to get full energy again and use berserk. This gives the Feral nearly infinite energy if all they are doing is mangling / shredding. Which means it's going to be 10-15k every single GCD while bleeds are rolling.
The main point to note here is that for complete Feral burst there is A LOT of ramp-up time (like 1 minute on a standing still target).
The main complaints about Feral damage are when they pop Berserk on opener and use Ferocious Bite instead of Rip / Maim / Savage Roar. Ferocious Bite is a veryyyyyy risky spell. Personally i've seen it hit as low as 3-5k, and at the same time, I've had 40k crits against fully geared Mages. The stars really do have to align if a Feral uses Fero Bite for it to be even remotely worthwhile. Rip is a much better spell of choice outside of burst as if the target stays alive more than 5 seconds Rip will out-damage Fero Bite.
Argument supporting Ferals
Unlike many other melee classes, Ferals cannot get any immunity to CC while they are bursting (ex: AMS, Bladestorm, Cloak of Shadows). This means that in order to completely negate Feral Burst (or force a trinket) all you need to do is pop a CC on him when he has berserk up. Problem solved!
Feral damage comes in mini-bursts every 30 seconds or so from Tiger's Fury. Due to the talent King of the Jungle, Ferals get an extra bunch of Energy when they use it and that allows us to pop out a few more shreds than normal.
Only a bad Feral (no offence!) will use Berserk when he is on low energy. The idea is to get full energy and use it. (Get full energy, attack to 0 energy, pop TF for damage increase and energy reset and use Berserk+Trink). This means that Feral burst is kind of predictable. Damage will be slow until TF when 3-4 shreds will come in succession. Berserk is also on a long CD, at 3 minutes.
3. Defensive Cooldowns
If I'm completely honest, the main complaint about Feral defensives seem to come from people who don't understand them. So, lets break this subject down into 3 main categories.
Barkskin
This is the CD that nearly all Ferals will use when they start taking damage. Most Ferals will save it for when they are deeped vs Mages or Kidney'd versus Rogues as it IS usable during stuns. Barkskin provides -20% damage reduction, which is fairly useful, especially while stunned. When glyphed Barkskin also provides -25% chance to be critically hit. (Which is extremely useful when Deeped).
Survival Instincts
This is the only 'main' Feral survivability cooldown. It reduces damage taken by 50%. It cannot be cast while stunned and does not effect Druids when they are in caster form. It's got a 3 minute cooldown.
Bear Form!!!!!1111
This is the main cooldown that people seem to get COMPLETELY confused about. Bear Form is NOT godmode. Bear Form reduces melee damage taken due to the increase in armor but that's about it. This is unless Druids are specced into Natural Reaction. This talent reduces the amount of damage taken while in Bear Form by 18% and increases the dodge by a further 3%. This seems to be a popular talent choice for Ferals this season.
Once inside Bear Form, Druids can pop Enrage and Frenzied Regeneration . This is the cooldown that keeps Ferals alive once in Bear Form. It increases Feral health by 30% and gives us a heal that converts our rage into health. It has a 3 minute cooldown.
Other defensive abilities to note:
Druids get a lot of passive dodge while in cat and bear forms, which means that attacking a druid from the front has a high chance of being dodged.
Druids have a spell called Natures Grasp which can be used in any form. This has 3 charges and casts entangling roots on any target when they melee attack the Druid. This root does DR and can be dispelled, however this root can be used extremely potently when pulling melee LoS and rooting them LoS of their healer for a full 8s CC.
Argument supporting Ferals
Barkskin is usable once a minute and is Ferals main go-to Defensive CD. Considering most DPS have stuns every 30s, Barkskin will not be usable every stun. This opens up Ferals to be in Cat Form (Maybe even Caster), without ANY damage reduction at all for a full stun. This is how I die on my Feral atleast 50% of the time, and I'm sure other Ferals will have similar experiences.
Survival Instincts reduces incoming damage by 50%. This means that it has to be used as a preventive Defensive CD rather than a saviour defensive CD (Spirit Link, Bubble, Desperate Prayer etc). A good tactic is to pummel a Druid until he uses SI and then swap off him for the duration of it. There's no point wasting damage when only half of it is actually doing something.
Note: Barkskin and SI are multiplicative, not additive. See this post.
Frenzied Regeneration is the only cooldown that I will put my hands up and admit could be considered overpowered. It transfers Druids rage into health and such a rate that if the Rage bar is full the Druid is pretty much invulnerable. The cooldown is easy to negate, however, by knowing when the Feral is likely to use it and simply CC'ing/slowing/rooting him so he can't get any rage. Another thing to note about this ability is that the Druid will do 0 damage while this buff is up as all the rage he receives Rage will be fed straight into his health pool.
Apart from Barkskin, both Ferals main defensive CDs have 3 minute cooldowns and can only be used in form. Killing a Feral in Cat or Caster in a stun without Barkskin is the way to go. At the very least it'll make the other healer panic and force a couple of cooldowns.
Note: Ferals can (and often will) use Barkskin and Survival Instincts offensively giving a large amount of passive damage reduction to keep on their target. They do this so they can keep 100% uptime on their target and to avoid going bear form when going for a kill. If you see this, then know that the only CD left for the Feral is bear form + frenzied regen.
Note: When forced into Bear Form, Druid damage suffers hugely. It also stops Ferals from getting any instant procs at all.
4. Peels
Nothing much to say on this front. Ferals have a passive slow from Infected Wounds, a talent very early on in the Feral tree which is applied on Mangle, Shred and Ravage (all part of Feral default rotation). This can be annoying for melee when they are trying to catch up to a target, however, most melee get slows equal to this so once they're on a target it doesn't really matter.
Other peels include:
Entangling Roots (8s), can be instant from Pred Swiftness. Can be dispelled
Hibernate (8s), can be instant from Pred Swiftness. Feral vs Feral only. Can be dispelled.
Cyclone (6s), can be instant from Pred Swiftness. Easily outranged.
Feral Charge - Bear (4s), requires Feral to go Bear Form.
Bash (4s), requires Feral to go Bear Form. Costs Rage (You get the Rage from Furor upon enterring Bear Form).
5. They have good crowd control
Along with Bear Form, this is the main one that gets on my nerves.
Most of Feral crowd control comes from Cyclone and Bash. Cyclone becomes instant for Ferals from a buff called Predator's Swiftness.
Argument supporting Ferals
A guide - how to avoid Predator's Swiftness:
1. Healers such as Shamans or Priests can offensively dispell Predators Swiftness.
2. Healers such as Shamans, Resto Druids, Priests or Paladins can stand 20 yards away from the Feral and out-range Cyclone.
3. Healers such as Shamans, Resto Druids, Priests or Paladins can stand Line of sight from the Feral when he gets a buff called 'Predator's Swiftness'.
For those of you who don't understand the buff: Ferals must have 5 Combo Points to get a guaranteed chance of their proc. Outside of Tigers Fury and with a lack of crits this can take aslong as 10-15s. Feral instant CC is anything BUT instant. If you kite a Feral well, he may never get a single instant CC out.
Note: If a Feral has 5 combo points on you and you kite / LoS it, the Feral can cast Savage Roar from ranged and get his Predators Swiftness buff still.
Regarding Bash, it requires the Feral to get to the Healer, go bear form, get Rage, Bash the Healer and go back to Cat Form. It's a very clunky CC.
TL;DR
Feral's may have some things that are broken with them, mainly Frenzied Regen, but I feel that some people don't fully understand what they are complaining about when posting on Forums. A lot of Feral abilities can easily be countered in the same way as other classes, they just need to be understood.
Please don't quote the entire post if you want to argue points. It makes it easier to read/address comments if you keep quotes small.