An In-depth Guide to Feral PvP (5.4 Updated)

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Hello you! Yes you! You beautiful druid you! Welcome to the Feral Druid 5.4 PvP Guide.

My name is Kals and I'll be your host. A little about me: I've played World of Warcraft since mid-TBC and started playing Feral seriously starting at the beginning of Cataclysm. I play a feral druid as a main, and alt a few other classes such as Enh Sham, WW Monk and SPriest. I was a hardcore PvE'r, belonging to some US top 50 guilds over the years but as of late have lost interest and haven't the time to keep doing that so I've entirely shifted to PvP. I've reached 2k on both feral and priest in seasons 10, 11 and 12 with my highest being season 13 ~2150 MMR running FMS.

Please note if you have to access the restrooms we have multiple kitty-litters available at the top of the stairs at your right, with both scented and unscented litter choices.

This guide will assume you understand the basics of feral gameplay and mechanics to a certain degree. Advanced feral knowledge is not required, though familiarity with the benefits of our stats and abilities is recommended.

What you can expect to find in this guide:
-Talent and Gear Choices
-Ability descriptions and attack priorities
-Symbiosis Breakdown
-Helpful Macros and Addons
-References and External Links
-Easiest ways to kill Cyous (ok, not really but this guide should help!)

Now that formalities are out of the way let's get into the meat of things! I've created a table of contents for your convenience listed below as well as an easy Ctrl-F locater for each:

    1.1 - Talents and Glyphs
    1.2 - Gearing and Gemming
    1.3 – Professions and Enchants
    1.4 - Symbiosis
    1.05 - Ability Breakdown
    1.6 - Damage and Survival
    1.7 - Macros and Add-ons
    1.8 - External Resources
    1.9 - Recently Asked Questions
    1.10 - Upcoming Changes to Feral
    1.11 - Changelog

-------------------------------------------------1.1 Talents and Glyphs--------------------------------------------------------

    So with the dawn of Mists of Pandaria Blizzard has once again rehauled the talent system, now allowing for each spec to choose from SIX unique talent abilities. In this section we'll cover what's great, what's good and what's simply garbage. Note if no cooldown is listed you can assume there is no cooldown on the ability.

    Note that none of the recommended talents are mandatory for every situation, simply the most commonly helpful. Situations will arise where one talent choice may become obviously more helpful than what is recommended.

    Please scroll to the end of the section if you simply want a recommended cookie cutter build.

Tier 1
  • Feline Swiftness - Hands down worst choice this tier. Since patch 5.2 it no longer stacks with the movement bonus granted by our 2 piece bonus, making it effectively pointless.
  • Displacer Beast - A decent escape mechanism as well as a gap closer. No longer tosses you into prowl but intsead grants 4s of 50% increased run speed. 30s CD
  • Wild Charge - The best bang for your buck. This talent serves as both a much needed gap closer in both Cat Form as well as an undispellable root in Bear Form. Also very good for eating traps while in caster form. 15s CD
  • Recommended: Wild Charge - It's just too good to pass up for most of your needs.

    Tier 2
  • Ysera's Gift - Heals for 5% of your max HP every 5 seconds. If you're at full HP it will heal a nearby ally instead. Passive
  • Renewal - Restores 30% of maximum HP. Best used after using Might of Ursoc to gain an HP boost to affect the heal. 2 min CD
  • Cenarian Ward - Tosses a buff on a friendly player which heals them for every 2 seconds for 6 seconds after they take damage. 30s CD
  • Recommended: Cenarian Ward - Due to the removal of Nature's Swiftness, this is easily the best choice in the tier, with a low CD and a decent healing output. While Ysera's Gift may look good on paper, it will continue to heal you even if you're at 99% HP and your teammate is at 30%. Renewal's long cooldown still makes it viable for a few situations but is limited to yourself, making it lackluster for team gameplay.

    Tier 3
  • Faerie Swarm - Attaches a snare component to your Faerie Fire ability. Good for when you need ranged slows, but should be avoided if using Glyph of Fae Silence.
  • Mass Entanglement - Roots your primary target and all targets around the target. 30s CD
  • Typhoon - Frontal Cone knockback that also applies a daze slow to the targets affected for 6s. A staple if used correctly on Z-Axis areas in both arena and battlegrounds. 30s CD
  • Recommended: Typhoon - Even with the recent change to grant DR on knockbacks, it's still the best choice in this tier for most situations. The ability to knock back an opponent to a lower part of a map or simply to stop a spell cast that needs to be stopped (Auramastery Heals) it excels.

    Tier 4
  • Soul of the Forest - Returns 2 energy per CP used on a finisher, making it a great source of consistent energy gain.
  • Incarnation - Allows the use Ravage and Pounce without being stealthed for 30 seconds. Typically used in conjunction with Berserk for high amounts of burst damage. Also allows use of Prowl in combat for the duration of the buff. 3 min CD
  • Force of Nature - Summons a single Treant which roots and casts rake on your current target, as well as dealing light melee damage. 3 charges, 20s/charge, No GCD.
  • Recommended: Incarnation - Incarnation is your standard DPS cooldown used in conjunction with Berserk (see 1.6 "Incarnation Use"). With the nerf to Force of Nature, while it can still be useful for peeling some melee the damage output isn't great. Throughout PvE testing I found the rakes to only deal ~6k damage every 3 seconds, reduced to about 2.5k in PvP.

    Tier 5
  • Disorienting Roar - Disorients all enemies within 10 yds for 3 seconds; breaks on damage. Great AoE CC, however does DR with the polymorph CC school. 30s CD
  • Ursol's Vortex - Places a vortex on the ground which slows enemies inside it and sucks them back to it's middle the first time they try to leave. 1 Min CD
  • Mighty Bash - Stuns your target for 5 seconds. Pretty much the old bear bash but now usable in any form. 50s CD
  • Recommended: Mighty Bash/Disorienting Roar - Both Bash and Roar have great team utility for both peels and offensive pressure. Ursol's is simply not great for feral; though could have uses in RBG settings.

    Tier 6
  • Heart of the Wild - Passively grants 5% increased stats as well as providign an on use which makes you better at what other specs accel at; Increased healing and no mana cost, increased damage from damaging spells and increased armor and reduced crit chance while in Bear Form. 6 min CD
  • Dream of Cenarius - Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 30%. Makes for great healing from PS procs and can provide a damage increase if used correctly.
  • Nature's Vigil - Increases damage and healing done by 12% for 30 seconds. All damage and healing will heal nearby friendlies (and yourself) for 25% of the amount done and all healing will damage nearby enemies for 25% of the healing done. Great when used in conjunction with Berserk/Incarnation as well as a mini-CD with Tiger's Fury and on-use Trinkets. 1.5 min CD
  • Recommended: Nature's Vigil/Heart of the Wild - Vigil can heal for a serious amount as well as increasing your damage output with mini burst cycles every 1.5 min as well as macro'd into your 'zerk macro. HotW can help to save your team when playing for long games, or simply when you know your healer is going to be useless for a while and you'll need it.

    With Mists of Pandaria glyphs now come in two types, Major and Minor.
    Major Glyphs affect abilities or have actual consequence, while Minor Glyphs are usually fun or cosmetic and purely optional. (mostly)

      Major Glyphs:
      Glyph of Cat Form. Do not PvP without this Glyph. It makes both your life and your healers' lives much easier and is a staple to feral PvP.

      Glyph of Barkskin - Great for use in PvP, since crit is generally not as easy to push to insane percentages anymore. Great for use vs Recklessness or inside of a mage's Deep Freeze to prevent extra damage.
      Glyph of Cyclone - Increases range of cyclone by 5 yards, which is pretty useful now that we have to cast it all the time.
      Glyph of Pounce - A great glyph with the buff in 5.4. Now allows pounce from 8 yards away, which is great in conjunction with Incarnation.
      Glyph of Prowl - Good for getting an opener as well as catching up with mounted targets.
      Glyph of Fae Silence - Great vs casters that are just out of range of your interrupts, or for preventing that instant cast spell from going off. Interrupts if the target is immune to silence effects.
      Glyph of Savagery - Lets you use Savage Roar with no combo points for a 12s duration. Great for high damage openers or target swaps and keeps your damage consistent if the buff is to fall before you can gain combo points.

      Honorable Mentions:
      Glyph of Dash - Reduced CD on Dash. Decent for kiting classes or to keep up with your target if your normal runspeed isn't enough.
      Glyph of Skull Bash - I only recommend using this Glyph if you're extremely confident with interrupting targets.
      Glyph of Survival Instincts - Reduced CD and duration for your shield wall defensive. Great vs hard hitting teams with short cooldowns but small burst windows.
      Glyph of Shred - Ok for learning but would recommend leaving this out later on. You generally don't want your shreds getting parried, especially under Berserk or Tiger's Fury.

      Minor Glyphs
      All minor glyphs are optional, however there are 2 which have use in arena/RBG:

      Glyph of Aquatic Form - Swim faster on maps such as Twin Peaks or Arathi Basin, can make for insane speed with Wild Charge.
      Glyph of Grace - Lets you reduce fall damage taken in any form rather than just cat form.
    -------------------------------------------------1.2 Gearing and Gemming----------------------------------------------------

    Refer to the below for tips on how you should be gemming your PvP gear. If you feel you need more defense, refer to the optional section below each recommendation.

    Special gems are allowed for Jewelcrafters, these are:
    Delicate Serpent's Eye
    Lucent Serpent's Eye
    Assassin's Serpent's Eye
    Make sure you have 2 socketed if you're a Jewelcrafter!


    While the Tyrannical Primal Diamond is an option, the stats it give don't quite outbalance the AGI/Critdmg that the Agile meta give. I'd suggest picking 1 or 2 up after you're done gearing in case the Power/Resil changes are reverted.
    -----------------------------------------------1.3 Professions and Enchants-------------------------------------------------

      So which professions are the "best" for PvP, and what are their benefits?

      • Blacksmithing: Provides an extra socket in both your gloves and bracers, allowing a maximum gain of 640 Resilience (or Power).
      • Jewelcrafting: Allows you to craft 2 Jewelcrafting specific gems; Delicate Serpent's Eye, Lucent Serpent's Eye or Assassin's Serpent's Eye, offering a maximum gain of either 640 Agility or 320 Resilience (or Power) as well as 320 Agility.
      • Engineering: Allows you to apply a Synapse Spring to your gloves, allowing you to increase your agility by 1920 for 10 seconds with a 1 minute cooldown. Can not be used at the same time as on-use PvP trinkets.
      • Inscription: +320 agility via a better (and cheaper) BoP Shoulder Inscription; Secret Tiger Claw Inscription.
      • Alchemy:+320 Agility via a craftable flask; (Item not found) that is usable in rated PvP. Also applies a 320 Agility bonus to normal flasks when used outside of rated PvP.
      • Enchanting: +320 Agility by allowing your rings to each be enchanted with a Enchanter's only enchant applying 160 agility.
      • Leatherworking: Provides a special 500 agility wrist enchant giving you an extra 320 agility. You also get much cheaper leg enchants.

      • Tailoring: Provides an AP proc from the cloak however AP isn't nearly as strong as Power/Resil and nowhere near as strong as AGI.
      • Mining: +Stamina passive. While stamina is a decent defensive stat it has little place in PvP when compared to the other choices.
      • Skinning: +Crit passive. As with the others in this category, it simply doesn't stack up.
      • Herbalism: Provides a spell which increases your haste rating and gives you a small heal-over-time effect. As with the others in this category, it simply doesn't stack up.

    ---------------------------------------------------------1.4 Symbiosis--------------------------------------------------------------

    At level 87 we gain a new ability; Symbiosis. This ability is a buff that grants us one ability of the recieving class, as well as giving the class one ability of the Druid class.
    Now the big question that remains is: Who should get my Symbiosis?

    This section will be broken down into sections in decreasing areas of effectiveness for both you and your Symbiosis partner.

      The Best:
      • Priest - Dispersion. 3 minute Cooldown reducing all damage taken by 90% for 6 seconds. Able to be used while stunned. Discipline and Holy specced priests gain Cyclone as an added bonus while Shadow Priests gain a watered down Tranquility.

      • Paladin - Divine Shield. 5 minute cooldown, making you immune to all damage for 12 seconds. Able to be used while CC'd and dispellable with Shattering Throw and Mass Dispel. Holy Paladins gain Rebirth (unusable in rated play) while Retribution gains Wrath. Protection gains Barkskin.

      The Good:

      • Warrior - Shattering Blow. 5 minute cooldown, reducing the target's armor by 20% for 12 seconds or removing immunities such as Ice Block and Divine Shield. As of 5.2 has a 1.5 second cast time. Both Arms and Fury Warriors get Stampeding Shout (Stampeding Roar). Protection gains Savage Defense

      • Shaman - Feral Spirit. 2 minute cooldown, summoning 2 wolves to fight alongside you meleeing for light melee damage and healing you for a percent of their damage done. Elemental and Enhance shamans gain Solar Beam while Restos gain Prowl for use with Ghost Wolf.

      • Rogue - Redirect. 1 minute cooldown, transferring all current combo points to your currently selected target. Rogues gain Growl, increasing their armor and stamina and reducing their chance to be critcally hit.

      • Monk - Clash. 35s cooldown, brings you and your target together and stuns all enemies within 6 yards. Windwalker monks gain Bear Hug while Mistweavers gain Entangling Roots. Brewmasters gain Survival Instincts.

      • Warlock - Soul Swap. 30s cooldown, transfers your existing Rip and Rake effects from one enemy to your current target. Warlocks gain Rejuvenation.

      The Bad:
      • Mage - Frost Nova. 25s cooldown, freezes all enemies near you in place. Mage gains Healing Touch.

      • Death Knight - Death Coil. No cooldown, 40 energy cost. Damages enemies with unholy damage and heals undead allies. Unholy and Frost Death Knights gain Wild Mushroom: Plague, creating a mushroom that routinely pulses applying diseases to nearby enemies. Blood gains Might of Ursoc.

    In summary:

    • If possible Discipline priests should be your first choice for Symbiosis in arena, both for the amazing defensive cooldown granted to you as well as a free Cyclone for them.

    • Symbiosis is a team ability and as such even those listed in the Bad can be very useful in RBGs, especially if giving your flag carrier another defensive to live with.

      For more information and a comprehensive table of Symbiosis abilities you can visit it's page on WoWHead here:
    ---------------------------------------------------1.05 Ability Breakdown----------------------------------------------------

    So you've chosen your talents, picked your glyphs and got the gear; but now what? How do you kill people, and what can you do to survive? Before we can get to that we have to narrow down the following:

      Buffs and Debuffs:
      • Mark of the Wild: Increases your Agility, Strength and Intellect 5%, as well as anyone in your party or raid. 60m duration. Dispellable.

      -Buff mark of the wild before a match and as often as you can when it gets dispelled (when you're resetting, coming back from a fear, ect) without sacrificing damage or CC.

      • Predatory Swiftness: Gained from combo-finishing abilities. 20% chance to gain this buff per combo point, with 100% chance at 5 CPs used. Makes your next Entangling Root, Healing Touch, Hibernate or Rebirth instant cast and castable in any form. 8s duration. Dispellable.

      -Predatory Swiftness has a chance to be gained on our finishers. It will be used both offensively and defensively for both CC and heals. As of 5.4 Cyclone is no longer able to be used in conjunction with Predator's Swiftness.

      • Faerie Fire: Applies a 20s magic debuff to the target preventing them from stealthing. Also applies 3 stacks of Weakened Armor, reducing the enemy's armor by 12%.

      -Should be kept up on other druids and rogues as close to 100% of the time as possible to prevent restealths as well as on your primary target for the 12% reduction to armor.

      • Dash: Increases your movement speed in Cat Form by 70% for 15 seconds and breaks all snare and root effects.

      -Increases your run speed to allow you to either get away from or keep up with an opponent.

      • Stampeding Roar:Grants 60% increased movement speed to yourself and all friendlies within 8 yards for 10s, as well as breaking roots and snares on those affected.

      -Great for getting your friends out of roots and slows or for getting them somewhere fast.

      Combo-Generating Abilities:
      All of these abilities grant 2 combo points per-crit due to our Primal Fury passive.

      • Shred: Deals moderate to high damage. Builds 1 combo point. Must be used from behind the target.

      -Our main combo-builder. Can only be used from behind, but as such guarantees it is neither dodged nor parried. Deals more damage than Mangle. Affected by Glyph of Shred for use from any direction on the target under Tiger's Fury or Berserk.

      • Mangle: Deals moderate damage. Builds 1 combo point.

      -For use when you can't Shred and you need to keep building combo points (or are about to energy cap).

      • Rake: Deals medium damage and causes bleed damage over 15 seconds. Builds 1 combo point.

      -This bleed should be up as often as possible. The initial and bleed damage scale with our mastery.

      • Ravage: Deals very high damage. Builds 1 combo point. Can only be used while stealthed.

      -This ability is tied to our 4 set PvP bonus, allowing us a free Ravage every 30 seconds. It is also available to those who chose the Incarnation talent, under which the use of this ability is un-restricted for 30 seconds.

      • Swipe: Deals low to medium Area of Effect damage. Builds 1 combo point. Does not require a target.

      -Mostly for use to keep flags from being capped in Battlegrounds like Arathi Basin or Battle for Gilneas but also good for trying to knock out a stealthed target.

      • Pounce: Applies a very low damaging bleed and stuns the target for 4 seconds. Awards one combo point. Can only be used while stealthed.

      -Should only be used on openers where a partner cannot provide a stun or when you absolutely need a stun. The energy cost is too high to justify use otherwise. Can be used under the effects of Incarnation or Shadowmeld as well as Prowl.

      Combo-Finishing Abilities:

      • Savage Roar: Increases all damage you do by 40%, lasts longer per combo point. Usable while stealthed.

      -Savage Roar should be up as close to 100% of the time as possible. Affected by Glyph of Savagery to allow a 12s buff with no combo points. Without Savage Roar up we're effectively only doing 71.4% of our potential damage (100%/140%, credit to Autumni), as it's a 40% buff to ALL of our damage. Except under rare conditions (which will be outlined later) this will be your top priority for combo-finishing if it's not currently up or about to fall off.

      • Rip: Applies a 16s bleed effect to your target. Increases in damage per combo point used.

      -Our highest DPE (damage per execution) finisher in PvP. Should be used on targets that will not be dying or getting CC'd in the next 6-8 seconds. Always use this ability with 5 combo points.

      • Ferocious Bite: Deals moderate to high damage, consuming up to 25 additional energy to increase damage by up to 100%. Increases in damage per combo point used. Chance to crit increased by 25% on bleeding targets, and refreshes your Rip on targets below 25% HP.

      -Should only be used when Rip and Savage Roar are already up or when the target will die/get CC'd before Rip can deal most of its damage. Can deal very high damage if used with 25 extra energy, good for pushing a kill.

      • Maim: Deals low to medium damage and stuns the target. Damage and stun duration increase per combo point used. 10s CD.

      -Should only be used situationally where you need a stun and no other options are available. The high energy cost and combo-consumption make this our worst choice for a stun. Damage increased by 100% with PvP glove bonus.

      Defensive Cooldowns:

      • Barkskin: Reduces all damage taken by 20% for 12 seconds. Usable in most CC's. 1 minute CD.

      -Standard damage reduction cooldown. The low cooldown and use while stunned makes it great, as well as it's interaction with Glyph of Barkskin reducing the chance you're crit at the same time.

      • Survival Instincts: Reduces all damage taken by 50% for 12 seconds. Requires Cat or Bear Form. 3 minute CD.

      -Our shield wall cooldown. Automatically puts you in Bear Form if used outside a form. Cooldown can be reduced with the Glyph however it also reduces the duration to 6 seconds.

      • Might of Ursoc: Increase current and maximum health by 30% for 20 seconds. Requires Bear Form. 3 minute CD.

      -Our last stand cooldown. If used outside of Bear Form it will put you in Bear Form. If you're below 30% health when it's used it will increase your health to 30% and increase your maximum health by 30%. Health percentages stay the same when swapping back to Cat Form, meaning you can use this to "heal" to 30% and then go back to Cat Form, though the maximum health increase will be lost.

      Offensive Cooldowns:

      • Tiger's Fury: Increases all physical damage done by 15% for 6 seconds and restores 60 energy instantly.

      Try to use this at or below 20-30 energy so the energy you gain isn't wasted. Line this up with bigger cooldowns such as Berserk or Nature's Vigil for some serious damage. Note Tiger's Fury must be used before Berserk in order to be used with it.

      • Berserk: Reduces the energy cost of all Cat Form abilities by 50%.

      Our big cooldown. Usually used in conjunction with all other damaging talent choices, such as Incarnation and Nature's Vigil, as well as on-use trinkets and Tiger's Fury.

      Crowd Control
      • Cyclone: Prevents the enemy from all actions but also makes them immune to damage and healing. 1.7s cast.

      Our staple crowd control. No longer instant cast in any way as of 5.4, however has no cooldown again. Great for standard CC or to stop heals on your current target.

      • Entangling Roots: Roots the target in place for 8 seconds. 1.5s cast. Dispellable.

      Usable with Predatory Swiftness and Nature's Swiftness. Can also be used in the form of Nature's Grasp (1 min CD), applying a dispellable buff to ourselves which causes the next attacker to deal melee damage to be rooted.

      • Hibernate: Puts the target to sleep for 8s. 1.5 sec cast. Breaks on damage. Dispellable.

      Great vs other druids, shamans in ghost wolf or hunter pets. Note it does break on any damage, including bleeds.

      • Skull Bash: Interrupts spellcasting and prevents any spell in that school from being cast for 4s and increasing the cost of all spells by 25% for 10s. 15s CD.

      This ability also has a charge component to it, making it great for catching up to some classes, or interrupting when your target isn't in melee range.
    ---------------------------------------------------1.6 Damage and Survival-----------------------------------------------------

    Note: For simplicity's sake all "partner" scenarios in the following section will be analyzed in a 2v2 format.

    So you know the basics, what everthing does, it's time to get to what this is all about: outplaying, outdamaging and taking out the other players. We'll start by analyzing openers:

    Your Opener:
    Ah yes, the all important opening damage. Lining up the correct opening sequence can make for some great damage right away, as well as allowing yourself to set up extra damage just a few seconds later.

    Assuming a fully geared player that doesn't trinket the first stun, the standard feral opener (with no partner) will look something like this:

    • 1. Prowl. Use Savage Roar if you have the glyph, and pool close to 100 energy before opening.
    • 2. Open with Pounce.
    • 3. Rake (Shred if Savage Roar isn't Glyphed).
    • 4. Savage Roar if you don't have the glyph. Else skip this step.
    • 5. Shred. (Or Rake if Savage Roar isn't Glyphed)
    • At this point your enemy is unstunned. If you have 5 combo points, continue to 6. Else Shred (Or Mangle if they've now turned to face you).
    • 6. Tiger's Fury, Rip.
    • 7. Gain Predatory Swiftness proc.

    At this point, you've set up your opener. If done correctly, all of your bleeds should be present, you should have about 3-4 seconds left on Savage Roar and you've set up your damage on your enemy, and have a Predatory Swiftness proc for use as CC or a heal.

    Your opener with a partner will look similarly, however if (s)he has a Stun you will be opening with either a Shred or a melee swing so as not to DR the stun and waste energy.

    Dealing Damage:
    So your opener went well, and you and your partner are off to a great start, so what do you do to keep the damage going?

    • Make sure Savage Roar doesn't fall. Think of it as playing with a permanent 30% damage nerf whenever it's not up. That's like playing without some of your armor!
    • Keep bleeds up as often as possible. This allows sustained damage on the target, and lets you use higher burst options when the time arises.
    • Pool your energy outside of burst phases. Try to keep your energy between 70 and 100 at all times. This way if you or your partner can set up a window to burst the target you have the energy to do so.
    • Make proper use of cooldowns. Don't go popping Tiger's Fury or Berserk and your on-use when they've got a Power Word: Shield and Ironbark on them, or when your partner is CC'd, it's wasted damage. Instead, keep it for burst windows or when you want to force cooldowns for your burst window.
    • Know when to go for the kill. You'll eventually start to notice situations where your target's partner is either in CC or far way while he's very low health. This is a great time to go for a kill. Swap out use of Rip for use of Ferocious Bite for extra burst damage, and use your cooldowns.

    So the enemy decided that you're a good target to kill; what can you do to ruin their plans?

    • Heal!
    • You're a hybrid class, and better yet you're a druid! Use your PS procs and/or your talents to keep yourself (and your teammates!) at a reasonable health level whenever you can. If you can get a Rejuvenation/Tranq off every so often it's fine as long as you're not giving up offensive pressure to do so.

    • Stagger Defensives.
    • The worst thing you can do is to pop all of your defensives at once before much has even happened, leaving you nothing when the opponent decides to pop their offensive cooldowns. Sometimes one cooldown is all you need to get by, especially with a partner backing you up.

    • Communicate!
    • You have a partner, make sure they know what's going on. Communicate to them you might need their help, or that you're using defensives. Once everyone knows what's going on, mounting a counter is much easier.

    • Let Your Partner Peel You.
    • "Peeling" is the act of using crowd-control effects and slows to keep enemies off of an ally long enough for them to regain control of the situation. If you're in a bad situation, communicate to your partner to CC them off of you, this can stop a lot of damage from the enemy team and give you time to set up a counter.

    • Crowd Control.
    • Ferals have a lot of options for crowd-control between Cyclone, Entangling Roots, Hibernate, stun-effects and even interrupts you can keep the enemy from doing something for quite a while.

    • Kite!
    • Kiting is the act of outrunning your oponent before they can make contact with you, and much more effective if done around Line of Sight objects such as Pillars or buildings. Use of abilities such as Entangling Roots (or Nature's Grasp) and Typhoon can also help in this regard by rooting, knocking back, or slowing your attacker.

    • Push them Defensive.
    • Meet the target head on and push them into playing defensively before they can do the same to you, use your offensive cooldowns if needed. This gives you the upper hand in the fight.

    • Counter Cooldowns.
    • Sitting through full enemy cooldowns isn't something you can afford to do. Make use of the above tips in order to counter their cooldowns without letting them force too many of yours.

    In Summary:
    • Keep bleeds up.
    • Keep Savage Roar up.
    • Pool energy outside of burst windows.
    • Identify when to go for a kill.
    • Use offensive and defensive cooldowns wisely.
    • Communicate with your partner(s).
    • Use crowd-control and kiting techniques and proper use of line-of-sight to survive until you can regain control.

    Incarnation use:
      So you've chosen Incarnation as your talent choice and you need to know how to use it. These guidelines can help you use the most of your 30s of armored kitty:
    • Make sure you use it with Berserk.
    • Both have the same cooldown and work great with each other. It may be your choice in which to stagger Berserk after popping Incarnation, if you feel the team is going to CC you right away this may be a good idea.
    • Moar Ravage!
    • Your damage in this form is entirely from Ravage. It will replace Shred as your main combo point generator for the duration, just remember not to ignore Rip and Roar!
    • Pounce ALL THE THINGS!
    • Incarnation allows the use of Pounce and Prowl, making it great for peeling a team by simply pouncing them all. Be wary of over use of Pounce however, as the energy cost is very steep. Prowl can be used ~3 times during the duration of your Incarnation to drop your enemies' target/focus.
    --------------------------------------------------1.7 Macros and Add-ons----------------------------------------------

    Below I've compiled a list of useful macros and addons and what they do for us in feral PvP.


        /cast [stance:1] !Bear Form
        /cast [stance:2] !Aquatic Form
        /cast [stance:3] !Cat Form
        /cast [stance:4] !Travel Form

        An all-in-one powershift macro that allows us to clear roots and slows by effectively dropping the current form and being put back in it instantly. This is the one macro I would say that no druid should PvP without.

        Burst Macro:
        #showtooltip Berserk
        /cast Tiger's Fury
        /use 13
        /cast Incarnation
        /cast Nature's Vigil
        /cast Berserk

        Our so-called "Swifty macro". Pops all of our offensive cooldowns at once. Make sure your on use trinket (if you have one) is in your first trinket slot.

        Nature's Vigil + On Use
        /cast Nature's Vigil
        /use 13

        Since Nature's Vigil is a 1.5 minute cooldown we can use it inbetween Berserks for a mini-cooldown. Make sure your on use trinket (if you have one) is in your first trinket slot.

        Ursoc Super-Heal:
        #showtooltip Might of Ursoc
        /cast Might of Ursoc
        /cast Healthstone
        /cast Renewal

        Both healthstones and Renewal are % health based heals, so increasing your maximum health by 30% make this for a super-heal.

        #showtooltip Wild Charge
        /cast [@<insert party member name here>] Wild Charge

        Trap eating macro for use with Wild Charge. Cancels your form and life grips yourself to the person designated in the macro, usually my healer.

        Focus Skull Bash:
        /cast [@focus] Skull Bash

        Skull bashes your focus target.

        Focus Cyclone:
        /cast [@focus] Cyclone

        Cyclones your focus target.

        Pounce/Ferocious Bite:
        /cast [stealth]Pounce; Ferocious Bite

        If you're in stealth you cast Pounce, otherwise you cast Ferocious Bite. Highly recommend a separate bind for Pounce itself if you selected the Incarnation talent.

        Force of Nature Focus Root/Rake:
        /cast [@focus] Force of Nature

        Simple macro to root/rake your focus target with your Force of Nature treant.

        Flight Form/Travel Form:
        /cast [flyable, nocombat] Swift Flight Form; Travel Form

        Puts you in flightform if you're in an area you can fly and not in combat. Otherwise puts you in Travel Form.


    While no addons are mandatory here are a few I find helpful:

    DroodFocus (Suggested by Chikatree, Thanks!)
    An add-on made by ferals for ferals tracking all of your important buffs and debuffs as well as giving a heads up display of energy and combo points.

    Simplistic addon to track your buffs and debuffs, including trinkets and enchant procs.

    Bar replacement mod. We have a lot of abilities we don't even need to see on our bars but need to keep keybound, so this makes for a much cleaner interface.

    A well-known arena add-on which displays relevenet enemy information such as health, trinket use, dispels, resurrections, ect. .

    Casting bar, account for latency.

    Displays cooldowns remaining on your abilities in a more visual way.

    Tidy Plates
    Cleans up the blizzard name plates to better display information. Numerous additions to it such as Threat Plates (my favorite).

    Displays time remaining on enemy cooldowns on their nameplates.

    Plate Buffs
    Shows buffs and debuffs on enemy nameplates. (Note some of the functions of this add-on, namely for debuffs, may interfere with TidyPlates).

    Mik Scrolling Battle Text
    Customizable scrolling combat text.
    -----------------------------------------------1.8 External Links and References----------------------------------------
    A great arena and PvP community (if you know where to look) for information regarding WoW PvP. ..or the drama, which is why most people go there. <3
    MMO-Champion PvP forums. Generally decent information if you can wade through a lot of the complaints.
    MMO-Champion Druid forums. Not even close to as awesome as our forums but there's some decent people on there.
    Hi Alaron, I didn't forget you! Your #1 resource for feral information on the web. Multiple feral druid theorycrafters post here (though usually for PvE).
    Our feral druid PvE sticky. Great for if you're still learning the class and want to solidify your familiarity with the class in a more controlled environment before stepping into PvP.
    Yipz' Video PvP Guide.
    I'm serious. Watching better players (whether feral or not) can help improve your own gameplay by quite a bit.
    ------------------------------------------------1.9 Recently Asked Questions----------------------------------------------

    Q: Why is expertise so low on the stat priority list? Most melee dps I've played have hit and expertise caps as first priority. What makes ferals different? Thanks!

    A: Our main combo-building attack (Shred) requires us to be behind the target, where they can't dodge or parry. We also re-gain a percentage of the energy lost on attacks that failed to hit the target.
    From my understanding most melees go for expertise vs casters (the only classes they can cap against) to make sure they can't dodge their stuns/big attacks, something feral usually doesn't have to worry about since with our mobility it's no problem to get behind someone.

    Q: Why should Thrash be on my bars, let alone bound?

    A: Thrash provides a 10% physical damage reduction debuff when applied. This debuff should be kept up on melee hitting classes (and it's amazing when you can get it on all of a hunter's zoo) as often as possible without risking your normal "rotation". It can be ignored on casters, clearcast procs are better used on Shreds.

    Q: I'm using SR glyph and use it for my opener. After my opener rip, should I then used glyphed Sr again or should I be building for a 5 point SR?

    A: Short answer: Try to get a 5pt roar, if you're going for a burst approach on the opener just use as many as possible to justify the energy cost before your partner sets up the window.

    Q: 2's partners?

    A: For double DPS I'd suggest Mage, Spriest or Hunter. Melee/Ranged is just a better combo for 2s than melee/melee. I've ran Feral/War with some success to around 1800 or so but it's a lot of babysitting your warrior's health after your initial kill attempt since they lack the defensives against things we can't stop (mostly high instant cast damage); though I will say the comp is pretty fun mongoing down most teams by just tunneling to about 1700.
    For healer/DPS disc/feral is probably your best bet. I've had decent luck with Rsham and Hpal as well but (the word gets thrown around a lot but whatever) the synergy seems best between disc and feral.

    Q: Best 3's partners?

    A: If I had to list the top 3 feral 3s comps (imo):
    -FPS (Feral/Spriest/Rsham)
    -FMP (Feral/Mage/Disc)
    -Junglecleave (Feral/Hunter/Disc)

    Q: How much Power and Resilience should I be pushing for?

    A: Whatever is given on your gear and what's provided to satisfy socket bonuses is usually enough. It will however be personal preference; if you think you're too squishy feel free to socket some Resilience.

    Q: How do disarms effect feral druids?

    A: [i]Disarms reduce our direct damage, such as Ravage, Shred, and Mangle. It does not effect our ability to use attacks. It should be noted that although it reduces our damage it is not worth trinketing.
    ---------------------------------------1.10 Upcoming and Recent Changes to Feral------------------------------------------

    Changes in 5.4:

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

    • Faerie Fire now has a duration of 20 seconds while in PvP combat (down from 40 seconds).

    • Dream of Cenarius has been completely redesigned to reduce complexity and increase usability, but maintain the spirit of the effects. Benefits now vary by specialization.
    • Feral: Increases the amount healed by Healing Touch by 20%. Casting Healing Touch increases the damage for the Druid's next two melee abilities by 25%.
    • Force of Nature Treant summoned by the Feral version of this talent will now cast Entangling Roots and Rake instead of Bash.
    • Mass Entanglement no longer has a limit on the number of targets that could be affected, up from 5.
    • Nature's Swiftness is no longer a talent, and is now an ability learned by Restoration Druids at level 30.
    • 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.

    • 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 Fae Silence will now cause Faerie Fire to interrupt when used on targets that are immune to silence effects.
    • Glyph of the Master Shapeshifter now reduces the mana cost of all shapeshifts by 100% (up from 90%).
    • Glyph of Pounce now increases the range of Pounce by 8 yards (up from 3 yards).
    • 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).
    --------------------------------------------------------1.11 Change Log--------------------------------------------------

  • 4-5-2013: Added F.A.Q. section.
  • 4-37-2013: Cleaned up some formatting as well as general typos.
  • 5-20-2013: Updated stat priorities to reflect 5.3 changes, as well as updated information from the Savage Roar buff.
  • 5-28-2013: Added clarification on a few talent choices.
  • 6-30-2013: Added information on Incarnation use, new macros for force of nature, fixed cookie cutter builds/explanations, added an "upcoming changes" post.
  • 7-12-13: Removed and adjusted some macros.
  • 9-14-2013: Updated to reflect changes from 5.4.
  • THANK YOU! Great guide.
    May I suggest you note that PlateBuffs will cconflict with TidyPlates; to which PlateBuffs should only be configured to display CC's and TidyPlates left as default with a "Blacklist" on your CC abilities (Hibernate, Entangling Roots, Cyclone).
    I also recommend droodfocus in the addons list.

    It can keep track of your uptimes on your SR, rake, rip, as well as anything else you want like rejuvenation. It even counts down the time left on your ability and organizes them in order of when theyre going to fall off. also keeps track of combo points and your energy bar. I love it.
    May I suggest you note that PlateBuffs will cconflict with TidyPlates; to which PlateBuffs should only be configured to display CC's and TidyPlates left as default with a "Blacklist" on your CC abilities (Hibernate, Entangling Roots, Cyclone).

    Done. I never really noticed that I guess, I mostly use the add-on to more easily see enemy Trinket procs/on use and cooldowns that aren't innately obvious from a bit away.(Icy Veins for example)

    I also recommend droodfocus in the addons list.

    It can keep track of your uptimes on your SR, rake, rip, as well as anything else you want like rejuvenation. It even counts down the time left on your ability and organizes them in order of when theyre going to fall off. also keeps track of combo points and your energy bar. I love it.

    Knew I was forgetting something important, haha. Added and credit given, thanks!
    This will be very helpful once I hit 90 :D
    Your Pounce/FB macro has Pounce listed twice instead of FB when not in stealth. Very nice guide though.
    also things that should be noted: (tips and tricks section)

    - in a 1v1 scenario, a cyclone will allow you to restealth if not DR'd
    - a hunter's symbiosis gives you feign death, which allows restealth
    - when playing with a dk, you can bash and 5-pt maim, immuning them to stuns allowing their asphyxiate to automatically be a strangulate on a 30 second cooldown
    - if playing with a rogue, ursol's vortex can be a great trick to keep people inside of a smoke bomb or keep people out
    - agility > pvp power in any situation where you can't fit in more resillience
    - skull bash can close the gap on hunters if needed
    - you can be scare beasted or hibernated, shifting immediately does not stop the cast, so instead switch out near the end of the cast, it will waste their time thinking they will actually get it off, and render the move useless
    - typhoon can be used to unstealth rogues
    - in twin peaks, you can run the flag almost halfway across the whole map while underwater in aquatic form

    thats all for now im sure theres more
    - agility > pvp power in any situation where you can't fit in more resillience

    Actually PvP power is a bit better than agility in that it provides a direct increase in all damage for a cheaper cost (160 agi vs 320 pvp power), as it's treated as more of a secondary stat in this regard than a primary one. And there's actually very few times where you can't fit in more resilience as (even with the "nerf") it's still the best stat for our class in PvP.

    I'll look into rearranging posts when I get home from work in order to figure out a good spot for a tips and tricks section.
    I'd like to argue the matter, as far as the damage increase - it is so minimal that it's almost trivial. However, its not that pvp power isn't better for pure damage on a gem to gem basis, it's that actually you get more agi than pvp power that you're not seeing that makes it better; besides 100% of agi into healing, you get more crit, more dodge, benefits from kings, leather specialization. so while pvp power is actually better stat for stat, agi is better because it's really all the hidden benefits.

    just my $.02. I just disagree is all.

    edit: As this is kind of disagreeable, I'll just leave it: Agi is debatable for various reasons. I didn't want to force my opinion in your shiny new thread, I just don't think PvP power is the overall winner, I think they both have great benefits and it would be hard to pick one over the other indefinitely - and I wanted people who read this thread to stumble upon the argument for agility as well.

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