why do so many high end druids take glyph of faerie fire? i.e. the guide on Fluid Druid says that it is actually mandatory? What value in 10 yds am I missing? (maybe I should ask over there but this forums seems to have more people posting)
There really aren't many good Major glyphs. Other than Feral Charge and perhaps Rebirth and Barkskin, what else would you use?
Yea I know the choice is bleak so it would probably be taken regardless of importance (only other I've heard people consider is thorns on the tank) but my question was mainly aimed at what value this guide was emphasizing on the FF glyph
Rake is useless
Last edited by mmoc2e7b040398; 2010-11-16 at 10:09 PM.
is the break point 4 combo points?
I tend to rake mangle rip 2 valks before single targeting 3rd, occasional non crits put me ripping at 3.
From my calcs, if you are at 4CP, shredding for 5 is worth less dps than putting bleeds on the next target 1 second sooner.
lol sorry bavar
Woah, just noticed the nerfed the hell out of the 2 pc and 4 pc blue sets, it was 100 agi and 300 agi now its 70 agi and 100something agi =(
Not sure what I'm going to do now!
awesome.. being forced to pvp to get the best gear for pve sucks :P
---------- Post added 2010-11-19 at 07:27 PM ----------
FB has the same DPE regardless of if you use 35 or 70 energy on it. So if a simulator decides it's better DPE than shred while using exactly 35 energy on it, it will also be better DPE when you use more on it. So using energy on FB instead of on shred will increase your dps, therefore maximizing your energy spent on FB (without interrupting your bleeds) will be preferable.
If you have trouble getting enough CPs to keep Rip and SR up 100% of the time, you could consider glyphing it.
Last edited by mmoc2e7b040398; 2010-11-19 at 06:28 PM.
Basically, using the highest DPE ability is always best, as long as it doesn't hinder the use (or uptime) of a higher DPE ability. In Cataclysm, our combo point generation will be slower, and players will have to adapt to the new curve. My issue with the Glyph of Ferocious Bite is that it eliminates one's ability to ever maximize Ferocious Bite, when it has a higher DPE than any other non-bleed ability. The Feral playstyle will slow down as our crit percent falls, but the opportunity will still arise when you have enough time on Rip and SR, and a new 5 combo points. This will happen even more often when Blood in the Water applies.
Mihir doesn't say to always use Ferocious Bite at 70 Energy. But if the conditions are right - building the extra Energy won't hinder a Bleed uptime or much of a Savage Roar uptime - to do so is ideal.
By this logic, we should be using Mangle to build our combo points and we should forget about Shred, since Mangle costs less Energy. Conserving energy isn't as important as using it most efficiently, by procuring the most damage from a set amount of energy. The difficulty in this, and the point that you are trying to make, is that Cat DPS is complex (we can't always predict how our current decisions will impact our future situations) and, come Cataclysm, we will have less resources with which to maintain our greatest DPE ability: Rip.
As you say, the simulators can't choose to wait for 70 Energy in their computations. That's a judgement call that only we make. However, just because the simulator can't factor those variables doesn't mean that their method (always using Ferocious Bite at 35 Energy) is best. Glyph of Ferocious Bite would allow a player to more closely align his DPS with that of the simulators, but to do so is pointless if the simulator 'rotation' doesn't provide the greatest damage output. Mihir extrapolated on an aspect of Feral gameplay that the simulators can't incorporate and came to the conclusion that a 70-Energy Ferocious Bite is better than a 35-Energy Ferocious Bite + 1 Shred.
Fair enough. If you are having issues keeping Rip and Savage Roar up, then Glyph of Ferocious Bite may help. But if you can master Feral gameplay with the fewer combo points of Cataclysm, then this glyph will limit you from maximizing your overall damage.
Hello guys,i used to play enha shaman and i recently decided to reroll feral cat so i am kinda a newbie..Havent been in a raid so far but i keep practising on dummies and i have 2 questions about the "rotation".
1. Wouldnt it be better if you start with a quick 5-combo Rip instead of SR?For example:
i)Feral Charge/F.F
ii)Mangle
iii)Shred
iv)Tiger's Fury(for the extra dmg in Rake and Rip as Mihir said in his guide)
v)Rake
vi)Ravage
vii)Rip
I am asking this because white dmg is about 15% of the overall dmg and Rip is about 30% so i guess a fast Rip would be a better start..And the second question.
2.Its about SR and how to keep it up..I mean should i go for a 5-combo SR everytime?For example if i have more than 12 secs left on Rip, wouldnt it be better to use an 1-2 combo SR and then go for a 5-combo Ferocious Bite?Will i make it in time for a 5-combo Rip before it falls out, in that way?
Sorry if the questions are noobish but i am still learning the class so be gentle with me plz and btw nice guide Mihir..
It's kinda hard to judge if we will be short on combo points at 85 now. Having haste regen energy faster is going to be another factor in deciding if we should FB.
Assuming that we will have 50% crit when starting entry-level Cataclysm raids and assuming that we have 70% crit currently, our combo point generation will decrease by about 12%.
(0.5*1 + 0.5*2) / (0.3*1 + 0.7*2) = ~88%
Our percent Haste will also decrease in Cataclysm (unless, for some reason, the RSV's in Cataclysm change and we start stacking Haste), so our Energy regeneration is not going to improve, either. EDIT: Granted that Energy regeneration depends on percent Haste and not Haste Rating (which I believe to be true).
Last edited by Minotaure; 2010-11-20 at 11:09 PM.