kommt aus verschiedenen Quellen.
http://web.archive.org/web/20090116113654/http://elitistjerks.com/f73/t16902-feral_megathread/
http://web.archive.org/web/20130511092502/http://elitistjerks.com/f73/t25842-feral_powershifting_macros_thresholds_mana_management/
http://www.naxxramas.eu/forum/index.php?page=Thread&threadID=46361
http://elitistjerks.com/f31/t17794-feral_druid_preraid_tank_gear_guide/
http://druid.wikispaces.com/armorvsdodge
Bitte entschuldigt den Deutsch/Englisch Mix.
Der Guide teilt sich in Bär (tank) und Katze (dd). Beachtet das ihr einige Makro´s "übersetzen" müsst damit sie funktionieren.
Seite als PDF
Random Info
One of the standard abbreviations/shortenings I use is: 2t4 = Two pieces of Tier 4 (Malorne). Similar numbering for other sets (2t6, 4t6, etc)
This post here will be referenced quite a few times, as it has all the rating conversions for level 70 players explained. It is important to note that (as of patch 2.3) both Melee and Spell haste rating conversion is now 15.7 rating per 1% of haste, not the values stated in the link. Other values are subject to change in future patch notes, and I will try and make sure this stays up to date.
If you're wondering where I pulled some random numbers from while talking about how stats are affected by things, chances are that this thread or the talent tree will be the best places to look.
Talking of talent trees, if you're looking for a good feral spec this should be your base spec. It includes all the important things you need for being a feral druid. The spare points can be put into many different things. The talents I recommend to put the rest of the points into are:
Brutal Impact
Savage Fury
Primal Tenacity
Natures Grasp (and possibly Control of Nature for a PvP oriented build, although other points may shift around for that. I'm not good at PvP so I won't even try and tell you how to do it).
Natural Shapeshifter
Intensity
All are good talents with usefulness dependant on what you like to do.
Useful Mods
Some form of energy tick mod is very useful whilst DPSing, as is a timer bar for Mangle/DOT's. Personally I use Pitbull and Quartz (from wowace.com) but there's a lot of other options out there.
Wichtig ist auch ein Addon was euch Mana in Gestalt anzeigt, sodass ihr zB als Katze beim shiften dies immer im Blick habt.
The Cat post.
Explains about being a cat in a DPS role. I don't know what other role you could do as a cat, but whatever. Contains stuff like stats to go for, what enchants, items, gems, set bonuses and professions are good, what powershifting is, and some other stuff.
All gear suggestions in this post are summaries which are true for the majority of gear setups. If you're in doubt, use the spreadsheets/DPS calcs at the bottom of this post to put in your own gear and work it out for your own setup!
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The Basics - Stats
Stats and what they give you. Brackets are raid buffed values while the normal ones are unbuffed. All values are assuming HoTW and SoTF. All values are per 1 point of stat. Also see Athinira's Stat/DPS Analysis on the druid wiki, linked at the end of this post.
Strength = 2.266 (2.49) AP
Agility = 1.133 (1.25) AP, 1% crit per ~25 agility (1% crit per ~22 agility).
Critical Strike Rating = ~1% crit per 22.1 critical strike rating.
Hit Rating = 1% hit per ~15.8 hit rating [[You need ~9% hit to
become hit capped, so ~142 hit rating total]]
Attack Power = 1.1 AP
Expertise = Expertise gives 0.25% less dodge and parry per point.
This makes expertise a lot less desirable in comparison to the
old form of weapon skill for a player that isn't hit capped, and
marginally less desirable than the old form of weapon skill for a
player that is hit capped.
Currently Agility is accepted as the best stat to stack lots of, with good reason (decent AP per point, very good amount of crit% per point). The value of Agility in comparison to Strength varies. There's a chart that shows that if you have minimal raid buffs, that you will always have Agility as more worthwhile than Strength. even without raid buffs, the majority of the time Agility will be better than Strength.
The issue with both Armor Penetration and Haste are that they scale a lot in comparison to what gear you have and what values you have of them. Armor penetration gets better as you get more, for example. You're best off just using something like Rawr to model how much you have/planning to have and see if the items it's on are worth it - remember you can't ever really take a particular stat as a set value, you have to evaluate the piece of gear you may want to get with it on and compare the whole stat set it has to your current/other planned item.
On hit rating: White hits will miss for full damage, as will finishing moves and OoC procs. Standard yellow hits will not be affected as heavily due to the energy use being lower on missed specials. It's more personal preference to get more hit because in a "perfect" world of simulators, agility is still worth more point-for-point than hit, and you will still have a reasonable chance to miss even with hit capped due to dodge (unless you stack a lot of expertise as well).
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Gems
From the stat analysis it can easily be seen that purely +agility gems are the best things to socket with ([Delicate Crimson Spinel], [Delicate Living Ruby]. However, you need to have 2 yellow and 2 blue gems for the [Relentless Earthstorm Diamond] (generally accepted as the best meta for druids), which are best made up with either [Inscribed Pyrestone] ([Inscribed Noble Topaz]) or [Glinting Pyrestone]([Glinting Noble Topaz]) for the yellow slots, along with grabbing 2x [Shifting Shadowsong Amethyst] ([Shifting Nightseye]) for the blue slots, or (if you can get it) a [Shifting Tanzanite].
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Enchants
Enchants are generally pretty easy to work out. Cenarion Glyph for the helm (16hit/34AP) or the Lower City (17str/16int) if you're hit capped, Aldor/Scryer AP/crit enchant for shoulders, +6 stats for chest, +12 strength for bracers (possible to use +4 all stats if you prefer), +15 agility for gloves, +50ap/12crit for legs, +12 agi for boots, +35 agi for weapon. Some of these are interchangable with more tanking oriented ones dependant on your exact role in the raid/what piece it is on.
For Ring Enchants, +2 weapon damage is very marginally better in terms of pure DPS to +4 stats when fully raid buffed, however +4 stats will also give you extra stamina, int and spirit so is probably more worthwhile when taking everything into account.
Runspeed enchants can sometimes be the best option for boots, especially Cats Swiftness and Boar's Speed (6agi+runspeed and 9stam+runspeed respectively).
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Set Bonuses
Two pieces of tier 4 is good. Very good. So damned good you probably won't believe it. The only thing that comes close to it is four pieces of tier 6, and even then that's personal preference really. I personally prefer 4t6 to 2t4.
The upshot of 2t4 being so good is that 4t5 is practically worthless. 2t5 is nice to have, but 4t5 means you give up 2t4. 4t4 is also rather good, but it depends on what you're upgrading to as to whether it's worth upgrading and needs to be taken on an individual basis. Using the stat "weights" above you should be able to work out whether it's an upgrade or not.
For the 2t4 bonus, it depends on what you're using in other slots as to which pieces of t4 are best. Using the 2t4 bonus should still be considered as best regardless of what pieces you're giving up - it's only T6 set pieces with the 4 piece bonus or the new Sunwell loot that is better than keeping the 2 piece bonus. The best way to work out which pieces of t4 are best to use is to use one of the DPS spreadsheets/calculators linked at the bottom of this post to see which parts are best for your own situation. In general, the shoulders and helm are the best pieces to keep for the bonus.
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Idols
The main idols for comparison are [Everbloom Idol], the [Idol of the Raven Goddess] and the [Idol of Terror]. All other idols are pretty sub-par, mainly because of switching an idol in combat causing the loss of a white attack (reset of the swing timer) which is a lot more damage than an idol swap will gain within a short period of time.
Idol of the Raven Goddess gives +0.9% crit to everyone in the party. Assuming an average person in your party does 1500 DPS with a direct 1%crit->1% damage ratio (which isn't far off), it's a gain of ~13.5DPS per member of your group, or 54 DPS + your own gain (more likely to be 12-13 or so). Remember that it's ~13.5DPS per physical DPS member of your group! Still, you only need 2 other physical DPS people in your group for the Idol of the Raven Goddess to come out as the best idol for RDPS.
Everbloom idol is 88 damage per shred. Assuming you shred once per 4 seconds (general average based on using some energy for mangles/rips, losing some through dodges/etc), that gives 25-30 DPS factoring in crits and armour reduction and everything else.
The Idol of Terror is another easily available idol from Heroic badges, and is almost as good for personal DPS as the Everbloom but is also useful for tanking. Personal preference again prevails, so some people use the Everbloom and some the Terror. The disadvantage of the Terror is that it is chance based, although it does have a very high % chance, so it's always possible to get very low uptime on a fight which may make it look bad in comparison to the Everbloom.
You should always use the Idol of the Raven Goddess if in a tank/melee/hunter group with more than 2 other physical DPS. If you aren't in a group with other physical DPSers, using the Idol of Terror or Everbloom Idol is more of a personal choice than a pure DPS choice.
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Trinkets
The main options for trinkets are (listed top to bottom in approximate order of goodness):
[Living Root of the Wildheart] - Bad. Very bad for where it is. Not even really worth it if you're going to be in bear form half the time really (which is very few fights anyway).
[Ashtongue Talisman of Equilibrium] - Quite good, but not quite as good as some of the other trinkets. There's been a lot of discussion in the past about it, because it depends on how much/when you mangle as to how effective it is. Because of the standard DPS cycle meaning that it's not possible to have it active when you're about to rip, it loses some of it's effectiveness. It's still alright trinket though, but probably not one of the best.
[Hourglass of the Unraveller] - A very good trinket for where you get it. ((proc = 45 second cooldown, 10% chance))
[Bloodlust Brooch] - Easy-ish to get and very effective. ((2 minute cooldown))
[Darkmoon Card: Crusade] - Quite hard to get, but also quite good once you get it. How good it is depends on fight more than anything (lots of movement = bad).
[Crystalforged Trinket] - One of the best trinkets to get, and very easy to get too. ((1 minute cooldown))
[Tsunami Talisman] - Upgraded version of the Hourglass. Not much more to say.
[Berserker's Call] - Upgraded version of the Bloodlust Brooch.
[Shard of Contempt] - Very nice for the Expertise available - proc is similar to Tsunami Talisman.
[Madness of the Betrayer] - Hard to get but very good, as long as you aren't hit capped. ((not sure on proc rate))
[Dragonspine Trophy] - Apparently still the best around, even after all the nerfs. Be warned that you may recieve some skepticism from other physical DPS classes if you express an interest in it.
The three main types of trinkets listed are Activate trinkets (which sometimes have a passive effect), Random-passive trinkets (which also sometimes have passive effects), and purely passive trinkets. The majority of trinkets in the Burning Crusade are of the first two types. Active trinkets are preferred by some because of the controllability of the effect, while random-passive are preferred by others because they don't have to worry about activating them. Random-passive effects generally have a "hidden" cooldown, and then a good chance to proc giving them approximately a 1 proc per minute total proc rate.
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Other Items
Due to the interest in Idols and Trinkets I've put them separately. In general for other item slots it's pretty clear what to go for, because there isn't much choice. There's a lot of rings that are very similar, and the tier pieces are very well itemised.
The best place to look for a good estimate of how gear will affect you is the DPS spreadsheets/charts/analysis section at the end of this post.
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Professions
The main professions in the game are Tailoring (craft), Leatherworking (craft), Blacksmithing (craft), Alchemy (craft), Jewelcrafting (craft), Engineering (craft), Enchanting (gather/craft), Herbalism (gather), Mining (gather), and Skinning (gather). The general rules are that gathering professions are good for making money, and crafting professions are good for making lumps of money if you can get rare items, or making nice stuff that you can use.
The interesting ones in terms of feral druids are Leatherworking, Jewelcrafting, Engineering, and Enchanting. Gathering skills are good if you want to make money (generally herbalism and mining are better than skinning) or to support a main skill (skinning is good if you have leatherworking, generally). Alchemy is useful for making pots, but there's normally a lot of alchemists around so you can get pots made elsewhere anyway.
Leatherworking
Leatherworking provides a number of decent benefits some of which are useful all the way through the game as it currently stands.
Provides armour patch crafting ([Nethercobra Leg Armor][Nethercleft Leg Armor] are the two interesting ones). Also provides some items which are good for their slots - see [Boots of Natural Grace], [Belt of Natural Power] and [Belt of Deep Shadow]. Both the belts are BoE items with the plans being BoP, but leatherworking is generally not a common profession, so being a leatherworker may end up with you being the only one available to pick up the plans. The boots are a good investment at the point you get them (~SSC/TK level, can buy the plan off the AH/guilds before that). Leatherworking also allows you to create Drums, the best of which for a feral druid is the [Drums of Battle]. These are both instant, and usable in forms which makes them very useful.
All the items made from being a leatherworker (other than the armour kits, which are more of an enchant than an item) will get outdated once you start getting to t6 content (i.e. the boots). It's certainly still worth being a leatherworker for the benefit of both making armour patches and being able to use (and make) drums, even if the other items get outdated or can be made by other people.
Jewelcrafting
Jewelcrafting provides a few minor benefits, such as special gems and craftable trinkets.
The main useful thing for a feral druid is the 18 stamina, 12 crit rating and 24 attack power gems. Neither the AP or crit rating gems are better than 8 agility, but may be useful in a situation where you need a yellow socket for a bonus (insidious bands for the +2 agi bonus, for example). There is a possibility 12 agility and 12 strength gems will be introduced - they are in the databases (wowhead/etc) but the plans for crafting them are not. Be aware that all these gems are unique-equipped!
The trinkets that may be useful dependant on where you are in the game are the [Figurine - Dawnstone Crab], [Figurine - Nightseye Panther] and [Figurine - Felsteel Boar] although none are better than a lot of other fairly easily available trinkets at any level.
Engineering
Engineering is more of a PvP profession, but also has a couple of minor benefits for PvE.
Enchanting
Enchanting provides a couple of nice things such as ring enchants and never having to find an enchanter/pay an enchanter.
The ring enchants that are of worth are +4 to all stats and +2 weapon damage. These are approximately equal in DPS terms, although +4 stats is better in an overall sense (more mana/health on top of the dps stuff). +4 stats is becoming available from Honoured with Lower City in patch 2.3, instead of being a Scale of the Sands (Hyjal Summit) rep item.
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Consumables
[Warp Burger] is the best food choice, [Grilled Mudfish] is an equivalent for fishing. The bottom left of Terokkar is the best place I've found for farming Warped Flesh (80/hour or so), and Figluster's Mudfish can be easily found in Nagrand, where there are pools of them. Alternatives are [Roasted Clefthoof] and [Spicy Hot Talbuk].
[Elixir of Major Agility] is the best battle elixir choice, although [Elixir of Mastery] isn't bad.
There is no "best" guardian elixir choice, however [Elixir of Major Fortitude] is good.
[Flask of Relentless Assault] is the best Flask choice for DPS. It's approximately equal in terms of outright DPS to the Elixir of Major Agility, but cannot be used with a guardian elixir. It also provides no dodge, which may (or may not) be useful dependant on your role and what fight it is.
[Haste Potion] is the best potion for DPS (they provide ~25% haste). Using haste potions on cooldown will gain you approximately 25 DPS (4 extra hits at ~600 each over a 120 second period).
[Insane Strength Potion]'s are good for big numbers, but not as good as haste pots over time - averages to approximately 35AP over 2 minutes, which according to Toskk's DPS sheet gives around 5-10 DPS.
[Combat Mana Potion]'s can be very useful if you powershift a lot and still get called on to combat res/etc. They stack to 10 and can be bought for battleground tokens.
[Flask of Chromatic Wonder] is also a reasonable DPS flask if you're going to be tanking at some point during the time. It's a good mixed use flask and is worth it in a lot of situations.
[Adamantite Weightstone]'s are the best weapon buff for us.
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Powershifting
Many people ask what powershifting is. The basics: Furor gives the player 40 energy when they switch out of form and back in. This means you can shift out and in for a net gain of 40 energy, every time. This is essentially a conversion of Mana to Energy, as it will always cost you mana to shift. By timing the shift you can make it so you lose as little energy as possible (from the residual energy in your bar when you shift and the energy you lose while out of form), and this is essentially the skill of Powershifting. By doing it correctly you should be able to gain about 30-35 energy, and even doing it badly the gains should be in the region of 20 energy or so, although it is possible to gain no energy or even lose energy if you do it badly. By doing this you can gain a decent amount of DPS, a general analysis of the DPS gain you can expect follows:
Over the course of two minutes or so, you should easily get around 125 energy (5 shifts worth, minus a few per shift for "imperfect" shifts) if you pay attention. 125/42 = ~3 extra shreds (126). 3 shreds at around 1500 damage each = 4500 extra damage without crits, or ~10000 damage with (40-80 DPS or so), plus 3-6 combo points (probably another 20-30 dps on it's own). Total DPS gain of around 70-80 or so, which is pretty nice.
It's now possible to powershift instantly. The following macro will shift you out of form and back in to form with no "lag" as it's all client side:
/cast !Cat Form
(bzw auf deutsch /cast !Katzengestalt)
Feral Powershifting: macros, thresholds, mana management
I'm creating a new thread because of the development of the new macros. I'm doing this for several reasons:
Now, onto the quick summary:
Energy-checking shifting macro
Malthoreniel posted a few macros which have energy checking and optioning in them. The first, which simply checks energy before it powershifts, is here:
/run local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>XXX or not IsUsableSpell(f) or CancelPlayerBuff(f)
/stopmacro [form]
/cast Cat Form
Inline shifting with other attacks
He also posted a way to "inline" attacks, so that you'll shift if you're below a threshold, or otherwise attempt an attack:
#showtooltip
/run if pwx then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>pws or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/cast [form] YourAttackHere
/stopmacro [form]
/cast Cat Form
This macro also includes a way to toggle the macro so that you can turn off its shifting functionality:
/run local c=DEFAULT_CHAT_FRAME if pwx then pwx=false c:AddMessage("Powershift disabled",1,1,1) else pwx=true pws=8 c:AddMessage("Powershift enabled, 8 energy threshold",1,1,1)end
Replace "YourAttackHere" in the first macro and 8 in the second macro to whatever settings you'd like for that attack. You can customize these for different abilities by renaming "pwx" to another name for a different attack in a different macro. Or, simply replace "pws" in the first macro.
There are other macros posted with particular implementations, but these are the basics.
Abstracting:
Set threshold at 20-2x
Total ticks until cycle repeats: 1 + 2x
Total shreds until cycle repeats: 1 + x
Total ticks per shred: (1+2x)/(1+x)
Chart:
X 0 1 2 3 4 5 6 7 8 9
Threshold 20 18 16 14 12 10 8 6 4 2
Ticks to Repeat 1 3 5 7 9 11 13 15 17 19
Shreds to Repeat 1 2 3 4 5 6 7 8 9 10
Shreds/Tick 1 1.5 1.67 1.75 1.8 1.83 1.86 1.875 1.89 1.9
Mana./Shred 829 414.5 276.3 207.25 165.8 138.17 118.43 103.6 92.1 82.9
My current macros:
/run local c=DEFAULT_CHAT_FRAME if pws then pws=false c:AddMessage("Powershift disabled",1,1,1) else pws=true c:AddMessage("Powershift enabled",1,1,1)end
This will turn on/off the powershifing component of the following attacks. Turn on to improve raid DPS, turn off for long farming sessions, etc.
#showtooltip
/run if pws then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>14 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/cast [form] Mangle (Cat)()
/stopmacro [form]
/use [alt] item:22838
/cast Cat Form
This will powershift, if possible/enabled and your energy is less than 15, and use a Haste Potion (if Alt is held). Otherwise it will simply Mangle
#showtooltip
/run if pws then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>15 or not IsUsableSpell(f) or GetComboPoints()>3 or CancelPlayerBuff(f) end
/cast [form] Shred
/stopmacro [form]
/use [alt] item:22838
/cast Cat Form
This will powershift, if possible/enabled and your energy is less than 16, and have less than 4 combo points; and use a Haste Potion (if Alt is held). Otherwise it will simply Shred.
#showtooltip
/run if pws then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>9 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/use 13
/use 14
/cast [form] Rip
/stopmacro [form]
/cast Cat Form
This will powershift, if possible/enabled and your energy is less than 10. Otherwise it will simply Rip. In either case it will activate both of your trinkets.
aktuelle makro´s (misanthrope)
man legt die 3 spell´s auf 3 tasten in katzengestalt (bei mir 4,5,6) und legt in castergestalt auf die selben tasten (4,5,6) einfach katzengestalt, sodass man beim spammen direkt zurück in katze wechselt.
Die mana-werte ("UnitMana('player')>18") kann man anpassen, wobei drauf zu achten ist, das wenn man öfter shiftet man auch schnell oom geht. Prinzipell sollte man sich nen addon besorgen, dass einem auch in katze immer das aktuelle mana anzeigt und je nach situation das powershiften wieder ausstellen.
Powershift schreddern:
- Code: Alles auswählen
#showtooltip Schreddern
/run if pws then local f="Katzengestalt";f=GetSpellCooldown(f)>0 or UnitMana('player')>17 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/equip Immerblütengötze
/cast [form] Schreddern
/stopmacro
Powershift an/aus:
- Code: Alles auswählen
/run local c=DEFAULT_CHAT_FRAME if pws then pws=false c:AddMessage("Powershift disabled",1,1,1) else pws=true c:AddMessage("Powershift enabled",1,1,1)end
Powershift Zerfleischen:
- Code: Alles auswählen
#showtooltip Zerfleischen (Katze)(Rang 3)
/run if pws then local f="Katzengestalt";f=GetSpellCooldown(f)>0 or UnitMana('player')>19 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/equip Götze des Terrors
/cast [form] Zerfleischen (Katze)()
/stopmacro
Powershift Zerfetzen:
- Code: Alles auswählen
#showtooltip Zerfetzen
/run if pws then local f="Katzengestalt";f=GetSpellCooldown(f)>0 or UnitMana('player')>9 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/cast [form] Zerfetzen
/stopmacro [form]
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DPS Cycle
The standard cycle is:
Mangle -> Shred to 5 combo points -> Wait for 70+ energy (preferably 80+), Rip->Mangle, start again.
Due to the way Rip scales with combo points, a four combo point rip is almost as effective as a 5 combo point rip (there is a static gain, AP doesn't scale between 4 and 5). This makes it quite effective to use a 4 combo point rip if your mangle has already run out (as a non-mangled shred is pretty pathetic in comparison to a mangled one).
Extra Strength Rips
There is currently a bug with the Mangle debuff and Rip. If you apply Rip at the correct time then you can get a Rip that gains double the mangle benefit.
To do this apply Rip at the point that Mangle wears off. Think of it as trying to replace the Mangle debuff with the Rip debuff. Then apply Mangle as normal. This should give you double the Mangle benefit on that rip.
(noch nich getestet denke aber diesen Bug gibt es hier nicht)