Showing posts with label druid. Show all posts
Showing posts with label druid. Show all posts

Druid epic Flight form guide

With all the posts on the 2.1 patch, I had yet to see one with a linked mention of the Druid Epic Flight form. Being the curious sort, and armed with a dangerous case of spring fever, I took a few minutes to google the topic. I didn’t spend a lot of time going through the results, I was really just looking for a simple walkthrough to get an idea of what will be involved in this.

Here’s a link that has a pretty good walkthrough. Actually, it doesn’t sound that bad, except for two steps in the process: 5000G for epic mount flying skill and a Heroic run of Sethekk Halls (=grinding rep with Lower City). Other than that, it appears the majority of this quest series can be soloed.

Druid Addons

Hey, do you guys read or subscribe to WoW Insider? I do, although since I check it at work there’s a lot of fluff I delete through. Don’t get me wrong - they do a great job with lots of content to appeal to the varied readership I’m sure they have. I just tend to be attracted more to the in-depth article vs. the short breakfast topics and shots around Azeroth.

So it dawned on me yesterday when I was reading the latest Shifting Perspectives, that I had yet to give a shout-out to this little corner of WoWI that focuses on Druids. Two bloggers, Dan O’Halloran and David Bowers contribute to the column, which is completely about us, the most versatile, fun to play class in all of WoW. I’m adding the Shifting Perspectives feel link to my blogroll with this post.

The latest column discusses some Druid-specific add ons you may want to consider. In fact, after reading the article, I’m tagging this post with “Must have addons”.

The first set of addons addresses the issue of how to keep track of your mana bar when you are in a feral form. Personally, I’ve never had a big problem with this. I’m not sure if that makes me a crappy Druid since I rarely shift out to heal, or a great tank since I rarely need to. No matter - it’s an issue. David offers a couple solutions. There doesn’t seem to be a clear winner on this one and your “best” solution may be more dependent on your current addon configuration.

The second class of addons he tackles though, is something I’ve really been struggling with especially in Outland. Comparing gear is just getting out of hand for me. Not only are we all carrying around multiple sets of gear, but with the item specialization in Outland and the great greenies available here and there - what to keep and what to DE isn’t that simple anymore. David lays out a number of addons here, and ends up recommending two in particular:

  1. EquipCompare, which lets you see your equipped items’ tooltips right next to the tooltip of whatever you’re looking at, just like in the Auction House or on the Armory.
  2. DruidStats gives you a more direct look at what stats each item will give you after the various druid talents have been applied, so that you can judge its usefulness for yourself.

David gives a good overview of other tools along with their strengths and weaknesses for Druids. This is the kind of honest, helpful information that keeps me coming back to WoW Insider.

Check out the article, and if you haven’t subscribed or bookmarked the Shifting Perspectives column, take a second to do it now.

Know your finishing moves

Big Butt Bear Blogger recently posted an overview of basic approach strategies, I think mostly for cat. I can’t seem to find the exact post (if anyone can send me the link, I’ll update here), but it got a lot of good comments. Nothing ground-breaking in the post, just good common sense advice and explanations, which is always welcome.

Well that post reminded me of one I did a while back on our three cat finishing moves. I tried to make it a basic overview of each and some suggestions on when to use them. Inspired by B4, I’m updating and reposting that original article below.

Forms Bar

Druids in cat form now have three finishing moves to choose from: Maim, Ferocious Bite, and Rip. While all three are similar in they scale with combo points, energy, and attack power and they do significantly more damage than a normal attack, they are all very distinct. The wise druid will understand the differences and have a strategy for when to employ each.

Maim
We get Maim at level 62:

“Finishing move that causes damage and incapacitates the target. Any directly damaging attack will revive the target. Causes more damage and lasts longer per combo point.”

Additional damage and stun duration is as follows:
1 point : 193-216 damage, 2 sec
2 points: 277-300 damage, 3 sec
3 points: 361-384 damage, 4 sec
4 points: 445-468 damage, 5 sec
5 points: 529-552 damage, 6 sec

This is a great new ability for us Druids and one that took me a while to get into my rotation. Once I started using it frequently, I’ve found I couldn’t live without it. It’s definitely one of my emergency buttons, especially in PvE. Here’s some thoughts/ideas:

  1. Bleed effects and Damage over Time (DoT) effects continue throughout the stun. Prowl to your target, Pounce, Mangle, Rake, then Maim will continue to do significant damage while your target is stunned. If you want the maximum DoT, then rotate Mangle and Rake until you have 5 combo points.
  2. If you’re in a particularly tough fight, then save your 5 combo points and hit Maim if you need to pop out and heal. Don’t forget to turn off your auto-attack as that will break the stun.
  3. As cat’s this is really our only way to interrupt spell casting.
  4. If you don’t need to heal, use the 6 seconds to regain energy. Depending on where your ticker is when you maim, you can regain up to 80 energy, while continuing to do DoT damage.
  5. If you’re really getting beat on, then Maim and hit Dash for a quick getaway.

So Maim is a great way to buy some time for healing or energy regeneration. It can be used to interrupt spells or as an escape mechanism. The important thing to remember before popping Maim is to turn off your attack so you don’t break the stun. If you’re in a group, you’ll probably want to create a macro that notifies your group that a Maim is coming.

Ferocious Bite
Ferocious Bite has 6 trainable ranks, the highest at level 63:

Finishing move that causes damage per combo point and converts each extra point of energy into 4.1 additional damage. Damage is increased by your attack power.”

Additional damage per combo point:
1 point : 259-292 damage
2 points: 428-461 damage
3 points: 597-630 damage
4 points: 766-799 damage
5 points: 935-968 damage

As if that damage isn’t enough, Ferocious Bite also generates even more damage based on your energy, converting each point of energy into 4.1 additional damage. So that’s a bonus of 410 damage at full energy. Plus, damage is increased by your attack power. For pure damage generation, nothing beats Ferocious Bite.

Ferocious Bite is “my closer”, especially against casters. Pounce, Mangle, Rake/Claw to 5 combo points. Usually, I’m up to 5 combo points with only 3 moves (via Primal Fury adding extra combo points on crits). At that point I’ll take a quick look at where the mobs life is at. For a caster, anything around 25% I stand a pretty good chance of killing off with a Ferocious Bite. If I’m doing okay, I may wait a little longer for a sure kill. If I’m getting beat on, then I’ll pop the Bite off and hit Tiger’s Fury to finish them off quickly. If I’m having really good luck against the mob, I may even Bite with only 4 combo points.

My thoughts/ideas on using Ferocious Bite:

  1. Use as your closer for a big one-time hit of damage on casters. For maximum damage, wait for 5 combo points and full energy, however if you must choose one, go for full combo points over energy.
  2. Investigate enhancing talents to take full advantage of Ferocious Bite - Primal Fury and Sharpened Claws together can get you to 5 combo points very quickly.
  3. Ferocious Bite is for one big pop of damage and is suited more for short encounters. For longer duration damage, see Rip below.

So, Ferocious Bite is our best way to generate a one-time hit of large damage, based on both combo points and energy. There are some supporting talents you should investigate. Save Ferocious Bite as your closer if you don’t need Maim or Rip.

Rip
Rip has 7 trainable ranks, the highest at level 67:

Finishing move that causes damage over time. Damage increases per combo point and by your attack power.”

The additional damage table for Rip looks like this:
1 point : 300 damage over 12 sec.
2 points: 498 damage over 12 sec.
3 points: 696 damage over 12 sec.
4 points: 894 damage over 12 sec.
5 points: 1092 damage over 12 sec.

So, if you do the math, you may think that Ferocious Bite is better than Rip at the highest level of each. 5 combo points of rip buys you 1092 extra damage, and 5 combo points of Ferocious Bite (with 100 energy) gets you 1345 - 1378 extra damage. They are, however, two completely different finishing moves, both with plusses and minuses. Ferocious Bite is good for a high burst of damage to finish off a mob. Rip is DoT for long boss fights. Also Rip is bleed damage and as such can be enhanced by Mangle, and you don’t have to wait for full energy to get the full damage effect.

I use Rip primarily in longer fights where I want to maintain DoT on a boss or elite. With the Mangle buff to bleed damage, and DoT not breaking stun effects, it’s a great way to put sustained damage on a target.

So use your preferred sequence of attacks to combo up to 5, Rip your target, then make sure to keep Mangle applied for maximum damage.

So our three finishing moves are all about damage, but each has their own special characteristics and situations where they are best used. If you find yourself using one or two of them exclusively, then I suggest you force yourself to experiment with all three. It will make you more versatile and a better damage dealer all around.

Final Thoughts

  • Look for items that increase your attack power. This will add even more damage to Ferocious Bite and Rip.
  • When in a group, use an aggro add-on like KLH Threatmeter to make sure you don’t grab aggro from your tank with all your damage.
  • In general use Maim to interrupt, Ferocious Bite for final blows, and Rip for Damage over Time.
  • If you’re going for damage, then investigate talents that compliment these finishing moves.

Feral Druid PvE Talent Build

First 20 points


For all of you lower level Druids out there (if there still are any), I’m starting a 4 part series on building a feral druid from the ground up. My pre-BC post “How to Build a Druid” still gets quite a few hits and it really needs replaced. In fact, the talent build link in it doesn’t even work since BC came out and all the talent calculators got updated. That’s just embarassing.

So I guess it is time to tackle this one. Instead of just spew out my talent build and why I chose it, I thought I’d approach this in four chunks: first 2o talent points, second 20, third 21, and post-70. As I was thinking through what I wanted to say (and looking at my own build), I think there are some interesting decisions points throughout the 61 point spectrum that makes sense to discuss separately. Then once you hit 70 and start thinking about end-game, you look at your talent build again with a different set of criteria.

Starting out as a Druid can be pretty exciting. During your first 29 levels you learn Bear form (level 10), Cat form (level 20) and Aquatic form at level 16 (if you do the research and survive the dangerous trip to distant zones to recover some quest items). You also get some introductory skills to go along with Bear and Cat that introduce you to the flavor of both of these forms. And since the forms are new to you, you’re probably still fighting a lot with weapons and spells - levelling your weapons and getting used to your spells and forms. All in all, a very fun time as a Druid with something new every couple of levels.

At level 10 when you get your first talent point, if you were like me, you probably were so excited you just clicked the first thing that sounded good. However, that first point should be given some thought (along with the 10 or so that follow) as there are some real choices to be made even just starting out as a feral Druid.

What I would really advise you to do is to flip over to your favorite talent calculator (I currently like WoWHead’s) and check out the talents you can choose. And not just the first couple tiers - take a look well into the talent trees. There may be a talent down in there you really want to get to fast - if so, make sure to select the talents above it first.

Also, please keep in mind that my posts represent just one opinion. There is no “right” build - just choices and tradeoffs. So while this is a fun exercise to go through as I need to re-build Amanna’s talent points, use your own brain and make your own decisions.

Well, the first big decision comes right off the bat with your first talent point. There are a couple great talents in our first tier, and some real tradeoffs.

Things aren’t too bad in the Feral table - you just have a choice between Ferocity, which reduces the rage/energy cost of your feral form special attacks by up to 5, and Feral Agression, which not only reduces your enemies attack power, but increases the damage of your Ferocious Bite.

Over in the Resto tier, you have a choice between Improved Mark of the Wild and Furor. Improved Mark of the Wild, increases the effects of your Mark of the Wild and Gift of the Wild by a percentage, and Furor gives you a chance to gain rage or energy when shifting into Bear or Cat.

Here’s where looking at the next tier of talents and having somewhat of a plan can come into play. You’ll get your first twenty talent points on the way to level 29. I don’t know about you, but during that timeframe, I was still learning a lot about being a druid and trying to stay alive. I was also doing a lot of mixed form attacking: I’d root the enemy, hit them with a couple spells, let the root do some damage, then shift to bear or cat when the root gave way to finish them off.

So looking at the second tier of talents at this level, I’m looking for talents that either help me stay alive or finish off enemies more quickly. There are a couple talents in Tier 2 that can really help both of these goals.

Thick Hide in the Feral tree, gives you a percentage bonus to armor from you gear. The nice thing about this talent is it will scale with your gear, so the benefit will just keep getting bigger as you get better gear.

In the Resto tree, you’ll find Naturalist and Nature’s Focus. The Naturalist talent is one that gives you two benefits - it reduces the time it takes to cast Healing Touch, and it increases the damage you do with physical attacks in all forms. Nature’s Focus, in my mind, is an indespensible talent for all levels and is one of our panic buttons. It reduces the chance of interruption due to damage while casting our most popular healing spells. So when your in Bear or Cat form, and you’re getting the crap beat out of you, you can shift out and get a healing spell off a lot more quickly with this talent that without.

Feel free to research the other talents in Tier 1 and 2, but I think these are the best talents for you with your first 20 talent points.

Now, how to distribute them?

In Tier 1, I would put 5 points into Feral Agression in the Feral tree to lower the attack power of my enemies as much as I can with Demoralizing Roar. The nice thing about Demoralizing Roar is it affects all nearby enemies, so if you’re getting attacked by multiple mobs, the attack power of all of them are lowered. I wouldn’t choose Ferocity this early as I feel you will still be learning your forms and probably fighting in caster form with spells and weapons a lot also. I just feel the other talents offer more benefit at this point.

Over in Resto, I’d put 5 points into Furor, to guarantee a decent amount of starting rage/energy when shifting into Bear or Cat. As I said above, during these levels I was rooting and casting a lot before directly attacking a mob, so without this talent I would have been starting with no rage or energy. Having a kickstart was great. I haven’t really done that math, but most feral discussions I’ve read about talents generally pan Improved Mark of the Wild as not offering enough payback for the talent points. At early levels I agree, although I plan on revisiting that argument now that I’m level 70 - I think the payback may be there.

Moving to Tier 2, the first priority at this level is to get 5 points into Nature’s Focus. This is the “save your butt” talent, so take all 5 points and take them early. After that, I’m going to split my last 5 points between Thick Hide and Naturalist - I’m going with 3 points into Naturalist for extra damage, and 2 points into Thick Hide for an armor bump. Your armor isn’t going to be that great at this point, but it’s all relative right? The mobs you’ll be fighting won’t have much better armor either. So this little bump will give you an edge on most mobs, and help draw you even for boss fights or higher level mobs.

Over in Feral, there’s no need at this point for Feral Instinct as you’re probably not looking to generate more threat yet, and it’s just too much to pay for increased prowling. Brutal Impact gives you a longer duration to your stun effect of Bash - but again, too little bang for the buck in my book. Over in Resto, the only other talent is Natural Shapeshifter, which reduces the mana cost for shapeshifting. You will probably being doing a lot of shapeshifting, so this may sound interesting, but again, I don’t think it is worth it at this point.

Here’s how I’d approach assigning those 20 talent points: 5 points in Feral Aggresion first to go along with getting your Bear form. After that, I’d pick up the 2 points in Thick Hide, then move on to 5 points in Furor. Reverse those two if you want the free rage earlier, but I’m going with the armor bump as soon as I can get it. After those two, I’m putting my 5 points in Nature’s Focus to be able to heal myself, then finish with the 3 points in Naturalist. If you don’t find yourself getting into trouble a lot, then feel free to take Naturalist for the extra damage first, or flip-flop points between the two.

Here’s the first 20 point build on the WoW Head Talent Calculator. Good luck.


Second 20 points

I gave you some thoughts on how to spend your first 20 talent points on a feral PvE build. I’ve received some positive feedback, especially on the increased survivability with Nature’s Focus. Let me just repeat some key points to keep in mind as you read this series:

  1. Remember this is a pre-BC, PvE, mainly solo build. We will be examining how to change this build for BC and more Instancing later.
  2. I am NOT the ultimate authority on Druid Ferals. Not by a long stretch. Actually, I don’t think anyone is. So, take my posts as one opinion, evaluate, mull over, do your research - then spend your points where you think they should go.
  3. Have fun! You’re playing, in my opinion, one of the most fun classes in the game. If you’re not having fun, then you’re either taking it too seriously or you should switch classes.

There - that’s out of the way.

You’ll receive your second 20 talent points levelling from 30 to 49. You’ve graduated to a certain extent. More instances are opening up for you, and the mobs and zones you are facing are increasing in difficulty. By now you should have experimented with your different forms and become comfortable with all of them, perhaps even settling on a favorite. With these 20 new talent points, we’re going to get you free rage/energy, a stun mechanism, more damage, more dodge and the pulling mechanism you will use when you become your guild’s elite tank in BC dungeons!

Sound good - let’s get to work.

We’ll be finishing up our work in the Resto tree this time around. First, Omen of Clarityis a talent to take as soon as you can get it. With this talent, each melee attack has a chance of proc’ing a special buff that makes your next damage or healing spell free. This applies to all forms, so that’s a freebie in bear, cat and caster. This is a fantastic talent, amazing even more so that it’s only one talent point. There are lots of articles around the web with studies on how often it procs. The ones that say it happens around 2-3 times a minute seem about right to me.

Lastly in the Resto tree, let’s finish out the last two points of Naturalist. We had three points in it last time for an extra 6% damage in all forms, these last two points will raise that to 10% damage. Not bad at all.

Switching over to Feral, we need to take a few more points to get to tier 3. I’m not personally a big fan of Brutal Impact; an extra second of stun for 2 talent points just never sounded that great to me. No, I’m going to send you back to the top of the tree to take 5 points in Ferocity. The discount to Rage/Energy doesn’t sound like a lot, but it will add up over time. Remember you also have Omen of Clarity procc’ing a couple times a minute, so you are going to be able to use special moves a lot longer now than you could before.

Now we’re going to buy all of Tier 3: Feral Swiftness, Feral Charge, and Sharpened Claws. With Feral Swiftness, we’re not so interested in the increased movement speed as we are the 4% dodge for just two talent points. This is phenomenal payback and 4% dodge will only pay larger and larger dividends as you progress toward and into end-game. Feral Charge gets you a stun mechanism and a way to quickly re-engage a target that has moved away. Sharpened Claws is simple: more crits = more damage = more combo points = more damage. ‘Nuff said.

With our last 5 points, we’re going to take Predatory Strikes and Primal Fury. Predatory Strikes increases our attack power by 150% of our level, so it will scale nicely. Primal Fury generates free rage or combo points when you score a critical hit. Primal Fury along with the extra 6% to crit from Sharpened Claws is a great combination.

With the one talent point we’ve got left, we’re going to take Faerie Fire. This gives you the feral version of the ranged spell you may have been using in caster form. Having access to Faerie Fire in feral form is great: you don’t have to switch out to cast it, you get the same armor reduction as in caster form (with trainable ranks), and Faerie Fire lets us Bear perform as tanks as FF can be used as a pulling mechanism.

So, how to take your points?

I’d take Omen of Clarity right away - the proc is fairly frequent and this is just a great talent to have. (Don’t forget you have to cast this one every once in a while).

After Omen, I’d fill in Ferocity for the rage/energy discount, then start to fill in Tier 3 of the Feral tree, delaying Feral Charge if you want - I didn’t use it much soloing; it’s of more use in instances. Anytime you feel your damage needs a boost, jump over and complete Naturalist, but I don’t think there is any rush on that one.

From there, you’ll want to move right into Predatory Strikes and Primal Fury - they’re both great talents so just pick the one you want more when you get a level. Personally, I’d take Faerie Fire as soon as I could, but you can wait on this one if you like as you can still cast it and switch into form.

Here’s the final 40 point build. Have fun!



Last 20 points

I gave you some thoughts on how to spend your first 40 talent points on a feral PvE build. I’ve received some positive feedback, even given the basic nature of the overview. I frankly had let this last post slide thinking it was too basic for most of my readers. (Most of the commenters on the site seem like they are mostly upper-levels.) Then I received this E-Mail from Chris:

”I know your pretty busy but I was wondering if you had the 3rd 20 points of the feral build. I’m currently in the second part. Thanks for all the great info.”

Never too busy for a loyal reader, Chris. Before I get started, my lawyers have advised me to once again repeat some key points to keep in mind as you read this series:

  1. Remember this is a PvE, mainly solo build. We will be examining how to change this build for more focused Instancing and Raiding later.
  2. I am NOT the ultimate authority on Druid Ferals. Not by a long stretch. Actually, I don’t think anyone is. So, take my posts as one opinion, evaluate, mull over, do your research - then spend your points where you think they should go.
  3. Have fun! You’re playing, in my opinion, one of the most fun classes in the game. If you’re not having fun, then you’re either taking it too seriously or you should switch classes.

There - that’s out of the way.

You’ll receive your last 21 talent points leveling from 50 to 70. You’ll hit the previous milestone of level 60, and once you hit 58 you can venture into Outland and push on to level 70. More instances are opening up for you, and the mobs and zones you are confronting are the most difficult you will face. With these 21 new talent points, we’ll continue to select good, all-around PvE-centric abilities that tend to benefit you in both bear and cat forms. You’ll be getting some significant defensive abilities in addition to stats and damage plusses. The icing on the cake will be party buffs giving 5% boost to critical hit chance and some free healing to everyone in range in your party.

Sound good - let’s get to work.

Our work in the Restoration tree was completed last time so we’re sticking exclusively to the Feral tree this time around. There’s not a lot of subtlety to what I’m going to tell you here - basically we’re going to select everything under Predatory Strikes, starting with Heart of the Wild.

However, we need 25 points in Feral for HotW, so put one point into either Shredding Attacks or Savage Fury. Shredding Attacks is a rage cost reduction for abilities, and Savage Fury increases damage caused by some cat abilities. We’re only going to be putting 1 point into one of these abilities, so I’m looking for a good return on that investment. For my money, getting a 10% damage increase on three cat abilities is pretty good for one talent point, so I recommend putting your 25th point there. Of course, if Shredding Attacks appeals to you more, there is no good reason not to go there.

Now that we have our 25 feral points, we can move down the tree. Let’s look at the abilities you’ll be selecting and their benefits.

Heart of the Wild: Put 5 points here, no questions asked. This is the ability people say make you “more of a Druid”, as it benefits both feral forms, in addition to caster form. For 5 talent points, you get a 20% increase to Intellect, a 20% increase to Stamina while in bear form, and a 10% increase to Attack Power while in cat form. Note that in Patch 2.3, the increase to cat form was changed from Strength to Attack Power. Make sure to take this into account when evaluating new gear.

Survival of the Fittest: Put 3 points here for two increases. The 3% increase to all stats isn’t much to get excited about, but the real payoff is the 3% reduction in chance to be critically hit by melee attacks. This is a huge reduction to be crit and will pay off big time the closer you get to end game content and the more you instance/raid. With 3 points here, the additional defense you need from your gear to be effectively “crit-immune” in end game raids is significantly reduced.

Primal Tenacity: With 3 points here, you get a 15% bump to your resistance to Stun and Fear mechanics.

Leader of the Pack: With this ability, any party member within 45 yards of you gets a 5% bonus to their crit chance. This affects both melee and ranged. 5% is a pretty significant bonus and most party members I’ve grouped with that weren’t aware of this buff, were very pleasantly surprised. You won’t see this show up on your damage meters numbers, rather everyone’s overall numbers will be just that much higher. An outstanding buff for one talent point.

Improved Leader of the Pack: With Leader of the Pack, we raised our party member’s crit chance by 5%. With ILotP, party members will get free heal of 4% of total health whenever they critically hit an opponent. There are limitations here - the healing effect cannot occur more than once every 6 seconds, and the healing applied is 4% of your total health at the time you had the crit (not your total undamaged health). I struggled with this talent a bit as 4% healing didn’t sound like much. In the end, I have two points in this talent under the heading of “every little bit helps”.

Predatory Instincts: 5 points here will get you two nice bonuses; 10% increase to crit chance on melee and 15% increase to avoid area effects. Highly recommended.

Mangle: One talent point enables the Mangle ability for both bear and cat forms. Mangle is a melee attack that not only does increased damage (115% for bear and 160% for cat) and adds in additional damage (155 for bear and 264 for cat); it’s kicker is that it increases Bleed damage from Shred and other bleed effects. This means not only your Shred and Lacerate attacks will do more damage, but any other Bleed effect will also. I’m not an expert on all Bleed effects in the game, but I know there are several at your Rogue’s disposal. Mangle is a great ability not only for increased damage but also for threat generation in bear form. Mangle + Lacerate is the standard rotation for aggro-generation in bear form. NOTE: One point here gets you the Mangle talent, then there are three trainable levels for both bear and cat.

My Selection strategy recommendations
You need 25 points in Feral to move into Heart of the Wild and beyond, so your first point can go anywhere you like, although I recommend either Shredding Attacks or Savage Fury.

Once you’ve got your 25 points, fill out Heart of the Wild. You get bonuses to all forms, and I just can’t see moving past it until you have it maxed. With 5 points there, three talents open up: Survival of the Fittest, Primal Tenacity and Leader of the Pack. Use your own judgement as to which could benefit your more (or your party). If you’re grouping a lot, then your party might appreciate Leader of the Pack. However, if you’re getting crit, stunned or feared a lot it might make sense to pick the other two. Personally, I’d pick Leader of the Pack (again, assuming I’m grouping a fair amount). The increased damage should really help your instancing success. From there, I’d go with my three points in Survival of the Fittest.

After Survival of the Fittest, I’d hold off on Improved Leader of the Pack for a while as I don’t feel it’s a strong as some of the other talents. My next point goes into Primal Tenacity. Then again you have a choice. You can fill out Primal Tenacity or move into Predatory Instincts. The question is really whether you want additional resistance to stun and fear or want to increase your critical strike damage bonus. Make your decision, then fill out both on your own schedule until Mangle comes available.

Take Mangle as soon as you can. For one talent point, you get a pretty damage generator, a great threat generator, and an ability that compliments any bleed effect. Don’t forget to visit your friendly local Druid trainer for your three ranks in both bear and cat. After Mangle, fill in whatever is left of Primal Tenacity and Predatory Instincts, then Improved Leader of the Pack.

Here’s the final 61 point build. Have fun!

Emerald's Feral Druid gear updated

As reported by Of Teeth and Claws recently, Emmerald’s oft-quoted ranked list of feral druid gear has been updated for patch 2.3 gear.

Of Teeth and Claws, along with Big Bear Butt Blogger, have become my two favorite blogs as of late. Both have a great mix of technical analysis, insightful comments and a dash of humor. Just please Karthis, for the love of Elune and all that is holy, deliver us from the evil that is your current green on green color scheme.

Now back to our regularly scheduled show…

As I, and virtually every blogger I read linking to Emmerald’s list also does, please remember that deep red (yes, not grey) organ between your ears. It has many functions, including critical analysis. Emmerald’s list, while a wonderful, time-saving tool, is only a tool and should not dictate your gear choices to you.

Emmerald has updated his site, adding a front page to his lists. He himself takes the time to point out that the rankings are based on mathematical formula, not actual gameplay or even simulations, and therefore should be used a quick reference. Also to keep in mind is the rankings do not factor in playstyle or party members. Make sure to read his comments on this front page, they are really helpful in understand what the rankings are all about and which is most appropriate to you. For more information, he provides a link to a forum where the list is discussed.

Emmerald has also updated his approach to gems. For each socket, he decides whether the socket is best fit with the matching color for the socket bonus, or a “best available” gem of another color. If a gem of a color other than the socket is used, then the sockets and the socket bonus is overstricken, and the gems that are recommended are listed after the actual socket colors.

It took me a little bit to figure out how exactly this works. The key is the “info” page for each category of gear. On this page, Emmerald lists the gems, and their rankings, used for that gear category (e.g. Bear Mitigation). So if the gem sockets are overstricken, just look at the end of the overstrike and you should see the colors that were used in the ranking calculation.

For example, on the Bear Mitigation - Head page, you should see the Stag Horn of Malorne listed as the seventh best piece of gear. The sockets for this item are a yellow and a meta; although you see they are struck through, as is the socket bonus of 4 agility. After the strikethrough is listed [MB]. This means Emmerald is recommending bypassing the socket bonus and using a meta and a blue gem instead. The meta and the blue gem recommended, along with his other recommendations, are on the info page. In this case, for Bear Mitigation, he recommends a Powerful Earthstorm Diamond for the meta slot and a Solid Star of Elune for the blue slot.

Note that Emmerald only uses rare gems for his calculations. If you are lucky enough to have epic gems, then certainly use them if appropriate.

Druid Gems

With the release of The Burning Crusade, we began to see “socketed” items. Items may have one or more sockets, into which you can place different color gems. Each socket has a color, and while you can place any color gem into any socket, matching all the sockets with gems of the same color enables a “socket bonus”. There are also Meta gem sockets. Meta gems generally add a greater bonus, but have requirements; usually a certain combination of gem colors already socketed.

Different than Diablo II which this mechanic reminds me of, is that a new gem can be re-socketed over a gem already in place. Socketing a new gem does replace the old gem (which is lost forever), however this allows you to put whatever gem you can find at the moment into a socket for bonuses right away, then upgrade the socket when you find or buy a better gem.

There are all kinds of gems, with more and more showing up in each patch. In order to always give you the most up to date gem listings, I will not be providing simple lists of gems; rather I will provide links to wowhead with various filters so you can see all gems that match the socket and/or stat you are looking to fill.

I have my filters broken into three categories: simple lists for basic research, lists by playstyle, and lists by instance/raid. At the end of this page you’ll find some other gem research resources on the web.

These lists will return primarily gems that can be socketed, but may also return “simple gems” - gems that cannot be socketed (yet) and are used in crafting recipies.

Simple Gem Lists for basic research

Simple Gem list by color (highest level gems first)
All | Meta | Red | Yellow | Blue | Purple | Green | Orange | Simple | Prismatic | Non-Socketable gems
Crafted gems - You’ll need to ask your guild JC to make these for you.
All | Meta | Red | Yellow | Blue | Purple | Green | Orange
Gems by Rarity
Epic | Rare | Uncommon | Common
Dropped Gems - Wowhead doesn’t currently allow filtering on gems that are “drops” (except by particular instance), but here is a list of all gems that are BoP which should be close to the same.
BoP Gems

Gems by Playstyle

These links will help you narrow down particular gems by the type of build you want to augment.

Balance Enchantments - Plusses to Intellect, Spirit, Spell damage, Spell Crit, Spell Penetration, Spell Haste, or Mana Regen.
All | Epics | Meta | Red | Yellow | Blue | Purple | Green | Orange
Feral Enchantments (Tanking) - Armor, Defense, Dodge, Stamina or Agility.
All | Epics | Meta | Red | Yellow | Blue | Purple | Green | Orange
Feral Enchantments (DPS) - Agility, Strength, AP (feral), Crit, Haste or Hit.
All | Epics | Meta | Red | Yellow | Blue | Purple | Green | Orange
Resto Enchantments - Intellect, +Healing, +Spirit, Spell Crit, or Mana Regen.
All | Epics | Meta | Red | Yellow | Blue | Purple | Green | Orange

Gems by Heroic Instances and Raids
While maybe not as useful as the other lists above, these filters will let you see what gems are in each particular instance and raid. I’m only referencing Heroic instances to identify the better gems you are probably looking for. I’d love to provide a comprehensive list of gems with the instance/raid they are in, but wowhead does not current offer that feature. (Note: at the time I put this together, the only raid with any worthwhile gem drops was The Black Temple).

Heroic Instance Gems
Arcatraz | Auchenai Crypts | Black Morass | Blood Furnace | Botanica | Hellfire Ramparts | Mana-Tombs | Mechanar | Old Hillsbrad Foothills | Sethekk Halls | Shadow Labyrinth | Shattered Halls | Slave Pens | Steamvault | Underbog
Raid Gems
Black Temple | Gruul’s Lair | Hyjal Summit | Karazhan | Magtheridon’s Lair | Serpentshrine Cavern | The Eye |

Druid Enchants

Enchantments are probably the first thing we think of when we’re ready to start augmenting our effectiveness past pure gear. There are different types of enchantments though, offering benefits beyond those that your guild Enchanter can offer. While Enchanter enchantments tend to be the best you can get, don’t overlook the many other ways to “buff up”.

Also note that since I am using stats-based filters, in some instances an item or two may be returned in the results that might not be appropriate for us Druids.

You may also want to check the very nice WoWwiki page summarizing permanent enchantments.

It appears that WoWhead may have changed their search structure as I just noticed many of my links aren’t working now. I’ll get to fixing them, in the meantime use the WoWwiki link above for your research.

Enchantments by Slot

These links let you research various types of enchants by slot, with no filtering as to effect. You’ll find lots of “non-druid” stuff in these lists, but you might also find some surprises too! Also be sure to keep in mind that any new enchantment replaces any enchantment already on the item.

Enchanting Enchantments - Placed on your gear by an enchanter using the appropriate enchantment spell and materials.
All | Back | Chest | Feet | Finger | Hands | Main Hand | Off Hand | One Hand | Two Hand | Wrist
Permanent Enchantments - Different than enchanting “spells”, these permanent enchantments include such things as armor kits, glyphs, arcanums, and other miscellany.
All | Chest | Feet | Hands | Head | Legs | Main Hand | Off Hand | One Hand | Shoulder | Two Hand
Temporary Enchantments - Different than enchanting “spells”, these temporary enchantments include such things as poisons, oils, stones, and other miscellany. These temporary enchantments do not replace existing enchantments, so they’re great for a little extra boost.
All | Chest | Feet | Main Hand | Off Hand | One Hand | Two Hand

Enchantments by Playstyle

These links will help you narrow down particular enchantments by the type of build you want to augment. Unfortunately, wowhead does not currently allow filter by stats on Enchanting enchantments, so you’ll have to use the complete slot links above to search.

Balance Enchantments - Plusses to Intellect, Spirit, Spell damage, Spell Crit, Spell Penetration, Spell Haste, or Mana Regen.
Permanent | Temporary
Feral Enchantments (Tanking) - Armor, Defense, Dodge, Stamina or Agility.
Permanent | Temporary
Feral Enchantments (DPS) - Agility, Strength, AP, Crit, Haste or Hit.
Permanent | Temporary
Resto Enchantments - Intellect, +Healing, +Spirit, Spell Crit, or Mana Regen.
Permanent | Temporary