1. #1501
    Stood in the Fire Paloro's Avatar
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    Quote Originally Posted by Kendeura View Post
    Isn't HOTW simming higher than 5.4 DoC anyway?
    No, but DoC isn't simming high enough to justify taking it during progression>HotW

  2. #1502
    Quote Originally Posted by Paloro View Post
    No, but DoC isn't simming high enough to justify taking it during progression>HotW
    Depends what kind of progression you're doing of course, but yeah.


    Druid / Demon Hunter SimulationCraft Maintainer

  3. #1503
    Deleted
    Quote Originally Posted by Paloro View Post
    No, but DoC isn't simming high enough to justify taking it during progression>HotW
    I used Hotw for progression anyway.

  4. #1504
    Any updates on what will be bis gear list for SoO?


    Always recruiting exceptional players! Visit http://www.klr-guild.eu/ for more info.

  5. #1505
    Deleted
    Quote Originally Posted by Shadowfury View Post
    Any updates on what will be bis gear list for SoO?
    raffy over on FluidDruid made a preliminary list for trinkets with a fairly reasonable 553 setup (http://fluiddruid.net/forum/viewtopi...4574&start=450) but it's not 580 gear or any specific BiS combination. I think it's still to early to tell. There's most likely going to be specific BiS 553 combinations of offset + weapon or trinket combinations probably another for reasonably acquirable heroic warforged gear and end-tier BiS for cosmetics (since there's no next raid tier), something like Ra-den BiS, practically 99% unattainable.

    But to be honest, since HC TF Renataki and RoRo are so high up on performance for next tier and since most people will have legendary cloaks there's a lot less options as far as item slots go. You'll pick up 4set, probably 1 of 2 belts and then fill in whatever items give you highest secondaries without overflowing hit/expertise (we even have alternate weapon choices this tier).

  6. #1506
    Are ferals looking competitive for next tier?

  7. #1507
    As competitive as any non rogue melee can be.

  8. #1508
    Deleted
    Quote Originally Posted by Skadovsk View Post
    As competitive as any non rogue melee can be.
    TL;DR 25man yes; if you're in a 10man already - good for you; if you're guildless, migrate to a high-pop server with recruiting 25man guilds.

  9. #1509
    The Lightbringer Elunedra's Avatar
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    Quote Originally Posted by Alpheus View Post
    TL;DR 25man yes; if you're in a 10man already - good for you; if you're guildless, migrate to a high-pop server with recruiting 25man guilds.
    lol , well yeh my 25 man guild has 1,5 ferals
    TREE DURID IS 4 PEE

  10. #1510
    If you know your class, and do well with it, I think there is a guild out there for you.

  11. #1511
    Deleted
    Quote Originally Posted by Alpheus View Post
    TL;DR 25man yes; if you're in a 10man already - good for you; if you're guildless, migrate to a high-pop server with recruiting 25man guilds.
    Or dont play like shit and blame it on the class, that works to

  12. #1512
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    Quote Originally Posted by baver View Post
    Or dont play like shit and blame it on the class, that works to
    If you play poorly then your options are far more limited anyway and is probably out of the scope of this discussion.

  13. #1513
    Deleted
    When people ask about our competitivity I'd like to say that, If you shall ask about it you'r probably at the point where it doesn't really matters what class you play the question is if the player is competitive, ofc there is class inbalance but Feral Druids is not really in a bad position (25man perspective)

  14. #1514
    Quote Originally Posted by Etapicx View Post
    When people ask about our competitivity I'd like to say that, If you shall ask about it you'r probably at the point where it doesn't really matters what class you play the question is if the player is competitive, ofc there is class inbalance but Feral Druids is not really in a bad position (25man perspective)
    The issue is that if a guild has a choice of an equally competent Rogue, Monk, Enhancement or Feral, they'll take the Rogue without batting an eyelash or the Shaman if they don't have one. If the choice is between an Elemental Shaman, a Balance Druid, or a Shadow Priest, then it's a toss-up and generally will favor the Druid.

  15. #1515
    Stood in the Fire Paloro's Avatar
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    This isn't the thread for asking/debating about the viability of feral dps. Take it elsewhere please

  16. #1516
    Quote Originally Posted by baver View Post
    Or dont play like shit and blame it on the class, that works to
    Name me the 3 competitive 10 mans that run with ferals on progression. in the entire world here
    http://www.mmo-champion.com/threads/...of-Feral/page6

  17. #1517
    Deleted
    Quote Originally Posted by Paloro View Post
    This isn't the thread for asking/debating about the viability of feral dps. Take it elsewhere please
    Yes. This is right, but i personally don't think there is not so much more to say in the discussion then whats already mentioned here.

    Anyways to the 5.4 launch I'd like to link all the "few" changes and posts regarding Feral druids so please poke me with any blue posts or relevant changes that I've missed.


    Originally Posted by Blizzard Entertainment
    Set Bonus

    • Item - Druid T16 Feral 2P Bonus Omen of Clarity now also increases damage of Swipe.
    • Item - Druid T16 Feral 4P Bonus now regenerates 3 combo points (instead of 5) after rip, ferocious bite, and unglyphed savage roar.


    Spells

    • Cyclone no longer has a 20-second cooldown for Feral Druids.
    • Predatory Swiftness no longer has a chance to make Cyclone instant, free, and castable in all forms.


    Talents

    • Force of Nature: Treant summoned by the Feral version of this talent will now cast Entangling Roots and Rake instead of Bash.
    • REMOVED! Nature's Swiftness is no longer a talent, and is now an ability learned by Restoration and Balance Druids at level 30.
    • NEW! Ysera's Gift, a new talent healing the Druid for 5% of their maximum health every 5 seconds. If the Druid is at full health, it will heal the most injured friendly target nearby instead. This talent fills the spot vacated by Nature's Swiftness.
    • Dream of Cenarius Melee attacks increases the amount healed by Healing Touch by 20% (down from 25%). Casting Healing Touch increases the damage for the Druid's next two melee abilities by 30% (up from 25%)
    • Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5
    • Nature's Vigil Now increases damage and healing by 12% (up from 10%)


    Glyphs

    • Glyph of Ferocious Bite now causes Ferocious Bite to heal the Druid for 2% of their maximum health for each 10 Energy used (up from 1%)
    • Glyph of Skull Bash now increases the duration of Skull Bash's interrupt by 2 seconds, and increasing the cooldown by 5 seconds (down from a 4 second interrupt and 10 second increase to cooldown).
    • Glyph of Pounce now increases the range of Pounce by 8 yards (up from 3 yards).
    • NEW! Glyph of One With Nature: Grants the Druid the ability to teleport to a random natural location.


    Items

    We’re going to make another change to how RPPM mechanics work on the pull. Starting a raid encounter will set every RPPM proc’s “time since last proc” to 120 seconds(up from 90 seconds). That means the more frequent procs will still be more or less guaranteed to go off, but the rarer (and more powerful) procs will just have a high chance. This should hopefully chill things out a little bit, without changing how you play too dramatically. More on this here

    Trinket changes

    • Amplification nerfed to 7% at 553 (in case anyone was considering using a non-agi trinket).
    • Renataki's Soul Charm duration reduced to 10 seconds (stacking every 1 second); proc rate raised to 1.21 PPM.
    • Bad Juju duration reduced to 10 seconds; proc rate raised to 1.10 PPM.
    • Rune of Re-Origination proc rate is 1.1/(1.15^((528-ItemLevel)/15)) PPM.
    • Ticking Ebon Detonator duration reduced to 10 seconds (decrementing every .5 seconds); proc rate raised to 1.01 PPM.
    • Assurance of Consequence ICD raised to 115 seconds (from 105).
    • Haromm's Talisman (multistrike) proc rate is now 14.0% (at 553); agility proc was changed to RPPM with 0.92 PPM and a 10-second duration.
    • Sigil of Rampage (cleave) proc rate is now 3.11% (at 553); agility proc now has 15-second duration with 85-second ICD.
    • Vicious Talisman of the Shado-Pan Assault ICD raised to 115 seconds (from 105).
    • Bottle of Infinite Stars ICD raised to 55 seconds (from 45).

    Blizzard posts/tweets

    @Ghostcrawler Ooooo goodie!! ... Wait... Does it include any Feral stuff? You know since we're totally confused about what's going on!
    No major new Feral changes in the blog. ATM we also think their damage in 5.4 is also fine. (link)
    Last edited by mmoc3782ac376e; 2013-08-29 at 03:42 PM.

  18. #1518
    RPPM trinkets were changed to 120sec after they announced the 90sec proc thingy

    http://blue.mmo-champion.com/topic/2...ppm-mechanics/

    As an update to this, as part of our continued balancing, we're going to increase the "time since last proc" reset on boss pulls to 120 seconds.


  19. #1519
    Deleted
    Thank you for that :-)

  20. #1520
    Deleted
    Quote Originally Posted by Etapicx View Post
    Originally Posted by Blizzard Entertainment

    Blizzard posts/tweets

    @Ghostcrawler Ooooo goodie!! ... Wait... Does it include any Feral stuff? You know since we're totally confused about what's going on!
    No major new Feral changes in the blog. ATM we also think their damage in 5.4 is also fine. (link)
    I didn't understand this at all. Assassination rogues beat ferals on pretty much every fight in ToT, and will most likely the same in SoO since Assass rogues got a buff, yet ferals are "fine"? They are just making it less of a choice, especially for 10 mans when picking the melee, if any for the groups.

    Sometimes feels like hybrid tax is still a thing...
    Last edited by mmoca8c3a8c487; 2013-08-27 at 12:02 PM.

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