Furthermore, Pounce and Maim don't share diminishing returns as Cheap shot and Kidney Shot do. The myth feral druids can't lock healers dates from the time when ferals didn't have a spell interrupt.
From my experience since 4.0.3 ferals are the most effective melee class against holy paladins and disc priests. Resto druid is a different story though - the hots neutralize the bleeds most of the time.
One addition: Pounce+Maim+Cyclone(x2) is an amazing lockout combo - maybe the longest in game, but to be sure it will work (the two cyclones will not be resisted) the druid must gem at least some basic spell penetration, which is a little counterintuitive for feral. Personally I find gemming 2 spell penetration blues acceptable. The new chaotic skyflare diamond socket bonus requires more blue than red anyway.
Last edited by mmoce3c4211b69; 2010-12-02 at 09:34 AM.
Pretty much good posts, you aren t saying omg go rogue omg go feral, don t listen to all that are saying spple vs orange. You listed a lot of facts comparing 2 similar classes. Helping decide what character use for pvp or for an arena comp to those that are undecided
lvl 85 troll druid - Balance pvp&pve, resto pvp&pve
lvl 85 troll mage - Frost/Fire
lvl 80 troll rogue - Ass/Sub
lvl 80 troll shaman - Ele/resto
lvl 85 orc hunter - Sv/MM
Live the good side of life, think optimistic, they aren't going to nerf you <xD
good subject but i think feral are the most UP pvpers
Thank you
I also consider rogues and feral druids to be similar enough (stealth+combo points+energy), but different enough too, so in my opinion it's not "apples vs oranges". The reason behind this post was that I had seen many starting players ask questions like "Feral can do all rogue can do but also heal, why play rogue" or "Feral is a bad version of a rogue, why play feral". Now I think both classes are finally equally useful and interesting to play, which is very good, because for the most part of wow feral was too constrained and got a bad reputation.
Didn't see it mentioned but ferals also have a talent within the feral tree increasing stealth further http://www.wowhead.com/spell=16949.
Now all ferals goto do is stack bleeds and interupt/stun a healer, u can put massive pressure on a healer while they just bleed to death, yes we can lockdown a healer just as good as a rog now. seen it, done it myself.
I think that feral dmg is better then rogues now in PVP, especially out of stealth, be it a light target or plate, once again just stack bleeds, generate CPs for stuns and interupt when needed.
if nobody mentioned this yet: At the moment its enough for my 2 dots to kill someone twice over, they will not survive unless they r healing class or a tank that can shieldwall.
this is how powerfull bleeds are atm and without mastery gems, but our direct dmg really sucks. it makes up for it
ALSO: i had no idea they removed all rogues talents that increased stealth
Last edited by Shifthappens; 2010-12-02 at 10:15 AM.
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With three blue gems you can get 75 spell penetration, which cancel out the nature resistance of most people, which is 65 and comes from motw or BoK. Night elves have an additional racial resistance to nature, with motw I'm at 80 resistance. So you still have a small chance they will resist cyclone.
It will be changed back in the next patch, a blue confirmed it.The new chaotic skyflare diamond socket bonus requires more blue than red anyway.
Prowl http://www.wowhead.com/spell=5215
Apply Aura: Stealth
Value: 50
Feral Instinct
Apply Aura: Mod Stealth Effectiveness
Value: 15
vs
Stealth http://www.wowhead.com/spell=1784
Apply Aura: Stealth
Value: 40
Seemed like baseline is already superior and FI is the icing on the cake. Guess they haven't updated the data on wowhead yet.
It increases with level and wowhead only shows the value at the lowest level you can get prowl and stealth. And rogues get stealth 5 levels before druids get prowl, which explain the difference. They should have the same value at the levels where they are both available.
From what I've read somewhere, supposedly rogues now have the same stealth bonus as feral instinct (the old master of deception talent) as a passive bonus for all specs. I guess it doesn't show in wowhead, though.and FI is the icing on the cake. Guess they haven't updated the data on wowhead yet.
Last edited by mmoc3b5baf071b; 2010-12-02 at 06:08 PM.
it should be noted you are comparing an entire class to a spec of another class.
not exactly apples and oranges.
ya well currently as of 4.0.3a
feral and their bleeds just trump most classes atm
but with the lv 85 and gear changes upcoming, things will definitely change
I would say Rogues have the advantage on this one. A Feral's 'healing debuff' costs resources to apply, can't be applied to more than one target at a time, must always be applied to the healer, and only has an equal effect as the Rogue's healing debuff if the healer's entire mana pool is used.
Infected Wounds is not a a physical effect but a Disease. So both slow effects are dispellable. But Rogues have talents to apply the slow effect much much better than ferals:
- Deadly Brew: While still is a poison it's almost impossible to no apply it on autoattack. So dispelling it to a target being attacked by an Assassination Rogue is just a waste of GCD and mana.
- Blade Twisting: Not sure how well this effect is as I haven't played this spec, but it's a physical effect, so I guess only trinket, Hand of Freedom and Hand of Protection protects against it.
- Waylay: This is probably the best of all three talents as it's physical, lasts longer and is accesible for all three specs. It's, of course, better for Subtlety.
In addition, the 3 talents lets the rogue not depend at all on Crippling Poison, so they can choose their favourite poison combo.
Feral on the other side applies it just by generating combo points or by tanking when needed with their more used attacks.
Last edited by Sylar Hao; 2010-12-03 at 07:30 AM.
Rejoice! This was fixed in a hotfix yesterday. Blue tracker link.
Originally Posted by 4.0.3a Hotfix Dec 2
It only specifically mentions Rake, however. I have yet to test it in game.
Ferals have Skull Bash
http://www.wowhead.com/spell=80965
You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.
Skull bash interrupts a spell and prevents any spells from that SCHOOL to be cast. So it only works if a spell is cast.
Garrote and Imp kick silence ALL spells whether or not they were casting anything.
FYI