Professions for restaurant druid in pve


PVE build for druid

Now let's move on to, perhaps, the most difficult question, which concerns the location of all talents by branch. Like any other class, the druid has three branches: balance, beast strength and healing. True, a striking feature immediately appears, showing that almost all talent points during development are invested in the selected branch and only a certain number of them should be placed in another.

Balance tree build

Let's start in order, namely with the ratio of talents if you want to get an excellent balancer druid. The balance branch allows you to get an excellent caster, using the magic of nature, the resistance of which has a small number of characters. It combines many interesting features, because it can not only cause serious damage, but also slow down the character or immobilize. If you look at the damage inflicted by a developed balancer, then it can be compared, perhaps, only with a fire mage. It has excellent stats, which often remain for a while, which causes more damage. My talent point arrangement is 57/0/14, which is shown according to each branch. Some will say that more points are needed for the balancer line to increase attack, but let me show you what talents I considered in the healing line. First, we invest 5 points in the ferocity talent, he will add 10 percent of his intelligence to the moonkin appearance. Then we put 3 points in Stealth, which will give us 30 percent resistance to dispelling your spells, because the subsequent damage will become a serious danger for the enemy. Also, at this level, you need to invest 2 talent points to go to the next level. I suggest putting them in the Born Werewolf talent, which means that the shape change will be 20 percent less mana. These 5 points can also be invested in the Naturalist talent, which will allow you to use the Healing Touch spell faster, but I expected to get a powerful caster in the first place, and healing spells are not so important to me. The next level will give us the opportunity to put 3 points in Voltage, which will allow you to continue thirty percent mana recovery even at the moment of casting the spell. Finally, we will put 1 point of the talent in the Omen of Clarity, this talent is interesting, because it will give a chance to fall into a state in which the cost of the next spell will become zero. By the way, Lich King provided us with the ability to passively use the Sign of Clarity, which reduces the complexity with constant shape change. As a result, we will get excellent opportunities while casting spells and a large increase in intelligence, which affects the amount of mana and the power of the spells being cast.

Beast branch builds

The next branch of the beast's power, which is designed for a melee fighter or a tank. To be honest, this is my favorite branch, so I want to say a lot about it. Based on my personal experience, I will try to tell you all the main qualities so that you can appreciate the strength of the bear. First, I'll show you the principle of distributing talent - 0/58/13. Again, it is calculated by long experience at the expense of harsh necessity. Of course, I would like to invest more talent points in the branch of the beast's strength, but without the healing branch, your attacks will be greatly complicated. In fact, this talent distribution has become almost classic in the Burning Crusade, 11 talent points in the healing tree are needed. First, we throw 2 points into the talent Improved Sign of the Wild, due to this, the indicators of "paws" become 40 percent higher, which is simply necessary for the combat forms of a druid. Each of them boosts the base stats, so the addition will become quite tangible. Now 3 points in Concentration of Nature, this talent applies exclusively to healing spells, but you will need them, because you often have to change shape for your own healing. Some players at the first level instead have 5 points in Ferocity, gaining additional rage (bear and dire bear form) or energy (cat form). In the future, it is easy to understand that this is not required, because you will restore your own rage through critical hits, the chance of which is increased by the feral's aura. The next level of the healing branch will require five points from us, which are better placed in the Born Werewolf (3 points) and Stealth (2 points). Stealth can easily be replaced with a Naturalist, but a Born Werewolf is necessary, because the amount of mana from the druid of the beast's power branch is small. The last point in this thread we are adding in the Omen of Clarity, because it is this state that will give an excellent economy of your own rage. In fact, you will often be in such a state that it will become a tangible help in battle.

Druid in the role of a tank or how to properly dress a bear

There are different opinions about the Beast Power branch, because in Burning Crusader bears were almost the best tanks, because they could boast of a high level of armor and vitality, but the Lich King slightly reduced defense and added offensive functions. Now I will mark you a couple of talents in this thread, proving that in the new addition there is the possibility of getting an excellent tank. First of all, the talent Guardian of the Pack, which requires three points, and after that gives the bear an attack power in an increase of 6 percent, as well as a decrease in damage taken by 3 percent from each member of the group. This means that in the maximum group, the bear receives 12 percent less damage, which hides less armor. Plus, all the previously existing talents have not disappeared, which means that the druid in the form of a bear remains a tank. People who say that a feral druid should only be an offensive class are simply misusing their base stats. You can get the maximum effect only by increasing dodge, because the druid has no parry and block. You can increase this indicator with the help of a large amount of dexterity, which will give an excellent indicator. So the bear will not need a high level of armor, because opponents will not hit it.

Healing tree build

The last branch of the druid is healing. Everyone knows that druids are excellent healers, so their presence is always appreciated in the group. On the other hand, Burning Crusader severely limited the ability of the tree of life form due to the reduced movement speed, but now this obstacle is gone. However, in my opinion, the druid-restor should place his talent points in a special way (14/0/57) in order to get the maximum increase in healing abilities. in the balance tree, we invest 5 points in Cast, increasing the effectiveness of spells by 5 percent. In the previous add-on, there are many disadvantages to the restaurant, which primarily concerned the impossibility of frequently animating the characters. Each time it took 20 minutes to recover this ability. Lich King helped in this matter too, there was a new ability Revive, learned at level 69, which makes it possible to revive the character without any delay. Truth, and here the general limitation is affected, expressed in the fact that the druid should not participate in the battle. In general, we can say that the new addition made this branch as much a healer as the priests, who have always been considered the best option.

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Feral is a druid who has chosen the role of a melee fighter. It uses two equivalent resources and deals damage using damage over time effects, incl. bleeding. Feral Druid is extremely powerful in terms of single target damage. In terms of damage to multiple targets, it is not bad, but there are specializations that do much better at this.

List of changes in the guide from 01/29/2018:

  • Artifact: Updated relic rating.
  • Specifications: Section updated for Moment of Clarity and Shred builds.
  • Netherlight Crucible: Section updated to focus on the Moment of Clarity build.
  • Equipment: Updated to reflect the release of a new raid.

Feral Druid Guide is current for World of Warcraft Legion 7.3. Below you will find everything you need to know to effectively progress through raids and dungeons in Advanced Mythic difficulty.

This guide was written by the Wordup player, an avid theoricrafter and expert on most classes. He has been active in raiding since the release of the Sunwell Plateau and is currently a member of the Echoes guild. It can be found in Twitter.

Changes in 7.3

  • In patch 7.3, the Feral specialization has changed significantly. The mechanics have been simplified so that new players do not feel disadvantaged.
  • All outgoing damage has been increased by 33%.
  • All changes in talents are described in the corresponding section.
  • Raptor Swiftness is no longer required to read Rebirth.
  • Rebirth is applied instantly and in any form.
  • Swipe and Thrash cost decreased by 5. energy. Thrash now restores one combo point.

Changes in 7.2.5

  • Bonuses from T20 open up new opportunities for the selection of equipment.
  • Ferocious Bite deals more damage and can be used as a finishing move.
  • Soul of the Forest increases the damage of finishing moves by 5%, but generates less energy for each combo point spent.
  • New legendary items have appeared in the game - the Face of the Monster (helmet) and the Soul of the Arch Druid (ring).

Changes in 7.2

In Patch 7.2, the Feral Druid Artifact received new talents, including the golden talent Weakening Bleed. In addition, the specialization has been slightly strengthened (compared to patch 7.1.5, the total damage has increased by 4%).

Changes in 7.1.5

In Patch 7.1.5, the Feral Specialization has changed slightly. The main change has to do with the Omen of Clarity talent. Its effect now only applies to Shred, Swipe, and Thrash, rather than all abilities used in Cat Form. In addition, some talents were changed, but this did not affect the final choice.

1. Advantages and disadvantages

Advantages:

  • Good single target damage
  • Very high mobility and flexibility in raid conditions
  • Incredibly powerful explosive AoE from Brutal Claw Slash
  • High damage on several (few) targets, achieved due to the effects of periodic damage
  • Large selection of viable talents to adapt to different types of fights

Disadvantages:

  • Priority targets require overclocking to deal heavy damage
  • The style of play is based on judicious resource management, mistakes can be very costly
  • Highly cooldown dependent Incarnation: King of the Jungle.

2. Viability in the current patch

After the changes from patch 7.3, the Feral specialization gained additional damage options - Incarnation: King of the Jungle versus one target and Brutal Slash for AoE. The Predator effect works great in Mythic dungeons. All in all, due to the combination of the aforementioned advantages, mobility and raid-wide abilities, the Feral Specialization is great in Antorus (as opposed to Tomb of Sargeras).

3. Brief guide

This section is intended for those who are just starting to play as a druid, are not aiming at attending raids in Mythic difficulty, or are simply trying to simplify their playstyle as much as possible, not wanting to constantly remember the priorities and monitor various effects.

The basics

At first glance, the Feral specialization seems difficult, because the player has to manage two resources at once and maintain several positive and negative effects both on the target and on himself. However, these difficulties are offset by talent. In this section, we'll look at a build that removes the need for flawless resource management and allows newbies to make mistakes from time to time.

Most of the damage comes from bleeding effects, which need to be carefully monitored and updated based on the amount of energy and combo points available. In general, it is worth remembering that the Feral specialization is very sensitive to errors, and try to keep their number to a minimum.

Choosing talent

The talents below are easy to use and greatly reduce rotation. In most situations, this build is not optimal and does not maximize key mechanics. It is intended for beginners wishing to familiarize themselves with the specialization, more experienced players are advised to switch to the advanced build as soon as possible.

  • Level 15: Smell of Blood
  • Level 30: Astral Leap
  • Level 45: Balance Affinity
  • Level 60: Powerful Stun
  • Level 75: Soul of the Forest
  • Level 90: Brutal Slash
  • Level 100: Moment of Clarity

Specifications

When using this build, the stat priority for Feral Druid is as follows:

  1. Agility
  2. Critical hit
  3. Mastery
  4. Versatility
  5. Speed

Mastery and Critical Strike are roughly equal in value. Critical hit smoothes rotation, and Mastery increases the effectiveness of bleeds. Versatility and speed are significantly inferior to Mastery and Critical Strike, but they cannot be completely written off.

Basic rotation

  • Use Berserker if you plan to be near the target in the near future.
  • Use Tiger's Fury with 30 or less. energy to increase damage and energy generation, as well as during the action of Berserk.
  • Use Ashenhide Frenzy, pairing it with Tiger's Fury whenever possible.
  • Maintain Rake on the target, renewing the effect in 4 seconds or less. before scattering.
  • In a battle with 3 or more targets, maintain Thrash on them.
  • Use Rip with 5 Combo Points if the target does not have this effect.
  • Use Ferocious Bite with 5 Combo Points and Rip on the target to refresh it.
  • In a battle with 4 or more targets, use Swipe to gain combo points.
  • Use Shred to accumulate Combo Points.

Feral Druid's playstyle is very dynamic and relies on managing two resources, so there is no strict order of use of abilities. The chosen talents minimize the number of active effects and simplify rotation, as well as provide the ability to inflict AoE damage with Brutal Slash. Always keep Gore on the target as much as possible.

4. Abilities

The Feral specialization has remained largely unchanged since Warlords of Draenor. In this section, we'll take a look at the spells and abilities available to her. If you already have experience with this specialization and feel confident in combat, you can move on to reading the other sections. Otherwise, we do not recommend skipping important background information.

Feral Druids spend most of their time in Cat Form, which increases movement speed by 30%, grants immunity to transform effects, reduces fall damage, and grants melee abilities.

4.1. Key Resources

Feral Druids use two equal resources - Energy and Combo Points. Energy is consumed when using abilities that replenish combo points (for example, Shred) or spend them (for example, Rip). By default, the maximum energy reserve is 100 units. (changes by some talents and spells) and recovers at a rate of 10 units. in sec. The maximum supply of combo points is 5. When using finishing moves, combo points are consumed all at once, the amount of damage depends on the number of points spent.

4.2. Artifact ability

Ashenhide Frenzy, Tiger's Fury and Bloody Talons.

4.3. Basic Abilities

The following are the main abilities that every Feral druid possesses, regardless of the artifact or talent choice. They form the basis of the game.

4.3.1. Bleeding

Feral Druid relies heavily on damage over time effects - bleedings - that affect the target over a period of time. Bleeding on the target also enhances some of the druid's other abilities. To play successfully in the Feral Specialization, you must learn how to manage the effects of bleeding.

Tier 3 talents (level 45)

  • Balance Affinity grants the Astral Affinity passive ability, which increases the range of all abilities by 5m. In addition, you gain access to some of the Balance spells (Moonkin Form, Starsurge, Lunar Strike, Solar Wrath, and Sunfire).
  • Affinity with the Guardian gives you the opportunity to use the Thick Hide passive, which reduces damage taken by 6%. In addition, you gain some of the Guardian spells (Maim, Iron Fur, and Frenzied Regeneration).
  • Healing Affinity grants Ysera's Gift passive, which heals you (or a nearby ally if you are at full health) for 3% of your maximum health per second. within 5 sec. In addition, you gain some Healing spells - Rejuvenation, Healing Touch, and Flash Heal.

In terms of outgoing damage, Tier's only useful talent is Balance Affinity. it simplifies the process of applying damage over time effects. Of course, you can briefly use Moonkin Form if the target cannot be attacked otherwise, but it is unlikely to be as effective as Cat Form in terms of effectiveness.

Representatives of the Feral specialization need to develop the artifact so that the return on each point invested is maximum. As a result, they have to neglect new talent for the fourth tier of the most powerful old talent.

  1. Rank 4 Severed Flesh
  2. Rank 4 Razor Fangs
  3. Rank 4 Energy Ash Hide
  4. Fourth rank Animal instinct
  5. Rank 4 Wild Beast Strength
  6. Rank 4 Powerful Bite
  7. Rank 4 Sharpened Claws
  8. Harmony of Nature and Sharpened Instincts (in any order)

Artifact ability

Feral Druid Artifact ability is called Ashhide Frenzy. It deals heavy physical damage over 3 seconds. and leaves the effect of heavy bleeding, which lasts 6 seconds. The Frenzy of Ash Hide does not cost any resources, increases the number of combo points by 3. Cooldown is 75 seconds. Asheshide Frenzy allows you to deal heavy damage to a single target and works well with short-term buffs like Tiger's Fury and Bloody Claws.

Choice of relics

Unlike many other specs, Feral does not rely on relics with the highest item level. This is because the characteristics of the artifact for this specialization are poorly scaled from the item level, but the bonuses to the talents are quite noticeable. For example, a relic that empowers Torn Flesh can be superior to a relic higher in level by as much as 11. The best talents to enhance are listed below. The following talents were valued relative to options that do not affect outgoing damage.

Perfect relics

As the bleeding builds have lost their relevance, the number of relics suitable for the druid from Antorus has increased dramatically. You can still use the relics on Razor Fangs and Severed Flesh, but now additional options are being added in the form of Animal Instinct and Wild Beast Strength. These additional options are especially good with a build with Incarnation: King of the Jungle and Moment of Clarity, as they enhance Shred.

Other acceptable options

11.2. Combo points and energy

Most of the Feral Druid's offensive abilities require energy. The maximum energy reserve is 100 units, the replenishment rate is 10 units. per second. The replenishment speed increases as you gain equipment with speed.

Some abilities (for example, Shred, Rake, Swipe, and Thrash along with the artifact ability Ashkind Frenzy) are designed to accumulate combo points. Other abilities, called finishing blows, consume combo points. The more points are absorbed, the stronger (or longer) the effect will be applied. Combo point generation speed is increased by Primal Fury (two points instead of one on a critical hit).

11.3. Rotation for one purpose in detail

Feral Druid's rotation is affected by damage over time and Savage Roar effects, as well as the constant generation of combo points.

11.3.1. Bleeding and Damage Over Time Effects

Always keep Gore and Rip on target. These effects deal most of the damage, so you should make the most of them.

In addition, points can be collected using Rake (gives a little less than Shred).

11.3.3. Energy management

As of Patch 7.3, the Feral Druid Rotation has virtually no downtime, so the energy storage process is now receiving much less attention. However, in some game situations, the extra energy brings tangible benefits. Use energy rationally - so that the effects of bleeding are always present on the target, but at the same time you can deal as much damage as possible during Tiger's Fury.

Use the Omen of Clarity effects immediately so they don't overlap.

11.3.4. How to renew bleeding

Bleeding no longer depends on the static characteristics of the character. Instead, they receive a bonus from some short-term buffs. This means that the applied effects inflict fixed damage regardless of the changes in the character's characteristics after the occurrence of these effects. In addition, the damage does not change when the intensity of the effect changes. As a result, effects applied under buffs do more damage than effects applied without buffs.

This rule applies to:

  • Bloody Claws (Tier 7 Talent).

Thus, you will get more benefit if you update the bleed effects at the correct time (under the influence of the above buffs).

As for the duration, Rake and Thrash can be renewed in 4.5 seconds or less. until the effect ends, and Rip - for 7.2 seconds or less. until the end of the effect. In the case of Rip, if the target's health drops below 25% during the effect, it's a good idea to reapply it and extend it until the end of the fight with Ferocious Bite. If you have the Lunar Inspiration talent, Lunarfire must be refreshed in 4.2 seconds or less. until the end of the effect.

Keep in mind that with the talent Lacerated Wounds, the refresh timer is increased to 5.8 seconds. for Rip and 3.6 sec. for Gore and Thrash.

Both bonuses work well with Loofah-braided windings. In this case, it is recommended to constantly use Thrash (even if there is only one target).

T20:

Bonuses from 2T20 and 4T20 reinforce the main finishing move, Rip. We recommend getting them as soon as possible.

  • 2 items: gives 1 unit. energy each time Rip deals damage to the target.
  • 4 items: Rip lasts for 4 sec. longer and deals 10% more damage.

For the sake of these bonuses, you can get rid of any items from the T19 set. The 2T20 bonus works well with the 4T19 and we recommend using this combo before you get the 4 items from the T20 set.

The presence of 2T20 forces you to apply Rip to multiple targets (for additional energy). The 4T20 bonus allows you to use Rip less often, freeing up time and energy for Ferocious Bite.

T21:

  • 2 items: When Rip deals damage, the target has a 10% chance to be damaged twice.
  • 4 items: When Rip deals damage, your next Ferocious Bite has a 4% chance to be applied at no Combo Points and deals maximum damage.

The bonus from 2T21 with a 10% chance doubles the damage from Rip (without critical triggers), which additionally enhances the main effect of periodic damage of the Feral specialization.

The bonus from 4T21 on each trigger of Rip (including the bonus from 2T21 and Rending Ashhide) with a 4% probability allows you to use Ferocious Bite for free. This effect must be spent as soon as possible in order not to miss subsequent triggers.

Exchange existing items for items from T21 only if the replacement promises you an increase in the total level of items. Remember that in terms of damage, bonuses from T21 are roughly equal in strength to bonuses from T20.

13. Priority of characteristics

Incarnation / Moment of Clarity builds:

  1. Versatility
  2. Critical hit
  3. Speed
  4. Agility
  5. Mastery

In the presence of Incarnation, the main damage comes from the effects of Bleeding, so in such builds it is recommended to focus on the characteristics that enhance Shred. Also, in this case, you should not exceed the limit value for the critical strike rating (50%), since during the duration of Incarnation it is devalued.

The same goes for those with a very high total item level. When in doubt, run a simulation for your character.

Bleeding builds

If you are using a build focused on bleeding effects (with Lacerated Wounds and / or Bloody Claws), Mastery becomes a priority stat. However, Mastery should only be recruited for fights with 2-3 targets.

Priority was built using common sense, in-game tests, and simulations using Simulation Craft.

Agility- primary characteristic. When changing items of equipment, pay attention first of all to the indicators of dexterity. Agility grants attack power that increases damage dealt.

14. Stones

Incarnation builds

If you are using one of the Incarnation builds, you will need Versatility Labradorites.

Ripped Wounds Builds

If you are using one of the Ragged Wounds builds you will need it.

In addition, buff runes will come in handy, which work in both raids and mythic dungeons. Corrupted Augment Rune is a one-time (cheap) option. The Lightforged Enhancement Rune is a reusable option, costs 50,000 gold, exalted with the Army of the Light is required.

17. Macros for Feral in the Legion

17.1. Common macros for druids

17.1.1. Revival

  • #showtooltip Rebirth
  • / cast [@ mouseover, help] Rebirth; Rebirth
  • #showtooltip Regrowth
  • / console autounshift 0
  • / cast [@mouseover] Regrowth
  • / console autounshift 1
  • / use 3

18. Addons for Druid Feral

18.2.5. Common addons for druids

18.2.5.1. ElvUI

We often use ElvUI for characters of all classes. It changes the interface, adding everything you need for a comfortable game: additional panels, cooldown timers, icons of triggered effects, etc.

18.2.5.2. Boss addons for Deadly Boss Mods or Bigwigs

Warns of bosses' abilities and gives helpful advice on mechanics. We strongly recommend downloading and installing them. Remember, it is more popular than.

18.2.5.3. GTFO

18.2.5.6. Weak Auras

WeakAuras is a very useful addon for visualizing buffs / debuffs and cooldowns. The addon has flexible settings and allows more efficient use of the features of a particular class. You can also use it for other purposes.

18.2.5.7. Recount / Skada

18.2.5.8. Grid and GridClickSets (optional)

ElvUI comes with some pretty good raid frames. Grid and GridClickSets are only used if you want to remove debuffs from raid or group members by right-clicking on the player's portrait in raid frames. If you supply a Grid, don't forget the GridStatusRaidDebuff.

18.2.5.9. TellMeWhen

19. BiS-list

Since the game contains items forged in battle and forged by titans, the list is not the only correct one. If you frequent Mythic dungeons and have the opportunity to collect rare items, priorities may change.

Slot Item A source
Helmet

Remember that one of the slots is reserved for the Pantheon accessory. The second must be chosen from what you have. Variants marked with (10) are also Pantheon accessories, and their value depends on whether there are other players in your raid with such accessories. Total value is determined relative to the Cradle of Suffering.

TBC Tank Druid Guide

Bear tanking in patch 2.4.3 can be rough, due to an overall lack of starting gear at 70 among other things. This guide will outline how to best be prepared as a Feral Druid, mainly focusing on the tanking role of the spec. As you play a Feral, you may notice that you are a very desired spec in a raid environment. I can’t show any videos or pictures of the days that I played a Feral Druid on retail. I retired when 3.0 went live, and before that I had been playing a Feral tank since approximately patch 1.9 (I remember Leader of the Pack and Moonkin Form being newly added, and Paladin talent trees being completely reorganized, which was the other class I played at the time), when Bears weren't thought of as a viable tank. I only hope that I can guide first-time Ferals that don’t have the retail experience to fall back on.

Table of Contents:

1: Talent Builds

2: Stat Priority

6: Useful Macros

7: Your Role in a Raid

Now before I kick things off, it should be noted that Feral is a spec that can be fallen in love with. If you are a Feral Druid at heart, stick a good “ RAWR”In your post. Don’t be ashamed, it’s just the beast within you coming out!

1: Talent Builds

A few talents that should be pointed out that have a huge impact on a Feral, besides the obvious core talents, are Nurturing Instinct and Natural Shapeshifter. These 2 talents are vital for different purposes, Nurturing Instinct being a great talent for extra threat from self-healing at the beginning of a pull. And Natural Shapeshifter (in combination with Furor, which every Feral should have) is needed for powershifting to maximize dps. I will discuss more on powershifting later in the “Playstyle” section. These are a few sample builds (with descriptions) designed to fit the different playstyles of each individual Feral out there:

The Average Bear: http://db.excalibur.la/?talent#0ZehGsfroezioVxhz

This build is very well balanced, allowing for high-end brutal Bear tanking plus the devastating claws of the Cat for maximum dps. It sacrifices an incredibly small amount of survivability by having only 3/5 in Feral Aggression in order to obtain Natural Shapeshifter maxed on the Restoration talent tree. It lacks Nurturing Instinct, as this talent isn’t absolutely necessary for tanking anyways.

The Momma Bear: http://db.excalibur.la/?talent#0ZEhGsfrkezioVx0z

This build in almost entirely based around Bear Form, and has little room for talents that improve the Kitty within a Druid. However, even though Natural Shapeshifter isn’t included, it doesn’t mean that the Druid’s Cat Form isn’t useless with this spec. Nurturing Instinct 1/2 is included to help with initial threat at the beginning of a pull.

The Bear Cub: http://db.excalibur.la/?talent#0ZxhGsfrRezioVxuz

This build is mostly designed for 5-man dungeons, however it can be used for raiding. The Kitty Form with this spec is extremely powerful, but lacks a hard hitting burst finisher due to 0/5 points in Feral Aggression. This is something that can be worked around, especially when Cat Form will hardly be used when doing 5-mans.

The Curious Kitty: http://db.excalibur.la/?talent#0ZE0MsfrRedioVxhz

This build is completely focused around that precious Kitty Form that most Ferals wish they could use more often in PvE. No tanking with this build, since that Bear becomes very soft without Thick Hide. If you are in a raid core that doesn’t have the need for a dps that can shove tank gear on and become a meat shield, then this is a great spec.

The Beast: http://db.excalibur.la/?talent#0zoZxGMsfrRxuioVxhz

This build is obvious, PvP your heart out and rip your enemies to tiny shreds! Feral Druids lack a slowing effect in TBC, but it doesn’t stop them from having an incredible amount of control and mobility to make up for it. Pounce, Maim, Dash, Feral Charge, Bash, Nature's Grasp, and Cyclone all have high potential when a Feral dominates their opponent by making use of quick shapeshifts with superior mobility while dealing large amounts of damage.

2: Stat Priority

I will only list the stat priority list for the fellow Bears out there, since this topic is designed to help Feral tanks eager to learn the spec. Some things that everyone should know about a Feral Druid's mechanics are that they only need 415 defense to be immune to criticals (200% damage) due to Survival of the Fittest. Agility gives more dodge chance per point than Dodge Rating, in addition to also giving crit chance and a small amount of extra Armor. Also, Druids are capable of achieving the armor cap for players once they are in T6. The Armor soft cap is 31,672 against trash mobs (level 70) and the hard cap is 35,880 against bosses (level 73). The soft cap should be aimed for immediately, but until you reach the hard cap, Armor increasing buffs such as Inspiration and Ancestral Healing will help fill the gap. Armor is a high priority since druids aren’t capable of being immune to crushing blows (150% damage). Expertise is good for every tank, since it increases threat and reduces the amount of parry-hasted attacks you receive from a boss. The expertise soft cap is 26, which negates all dodges but leaves parry on the table still yet. Don’t worry about trying to reach the expertise hard cap (eliminating parried attacks), it’s impossible to reach in TBC. Though you won’t be aiming for hit cap, I figured it would be good to state that the hit cap for druids, along with all other melee classes and hunters, is 9%. Classes that dual-wield can go over the hit cap without wasting stat points since it’s only their soft cap, however anything that doesn’t dual-wield will waste stats if they go over the cap. Here is the stat priority list:

1: Defense Rating - Stack this until you reach the cap.

2: Armor - Your eventual goal is to be Armor capped, so aim high.

3: Stamina - This along with Armor are the only ways a druid can counteract crushing blows.

4: Agility - This stat should be second to Stamina when gemming (after reaching defense cap).

5: Expertise Rating - Reduces the chance that the enemy can dodge or parry you, increasing your threat and survivability.

6: Dodge Rating - Though not as valuable as Agility, it's good to have on non-leather gear.

7: Hit Rating - Not hitting an enemy can cause a load of problems, primarily loss of threat.

8: Crit Rating - Good for boosting threat and maintaining a healthier rage bar.

9: Strength - Threat increasing stat that scales with raid buffs, making it very attractive.

10: Armor Penetration - Great threat boost, this will be on many high-end pieces of leather gear.

11: Haste Rating - Should be generally avoided if you have a low amount of Expertise Rating.

12: Intellect - Increases the amount of times you can shapeshift during a fight, not as important for tanking as it is for dps.

3: Gearing Up

This is a short section that I will use to simply outline the type of gear that you will want to aim for as a Bear. One of the first things that you’ll want to do is obtain an entire set of leather gear that has bonus Armor (Armor text will be in green). A great set of pre-raid gear for a Bear is the Heavy Clefthoof set. Every tier set for Ferals has bonus Armor, along with many other leather and cloak raid drops. Another priority in gearing up is to obtain a “Feral Staff” or a “Feral Mace”. These are weapons that specifically give bonus attack power in your Feral forms. A good starter weapon to aim for is the Earthwarden, which is from exalted with Cenarion Expedition reputaion. Now then, one of the hardest parts about gearing a Feral Druid is obtaining necklace, cloak, rings, and trinkets which do not have Parry Rating, Block Rating, or Block Value on them. These stats do absolutely nothing for a Bear, so it should be common sense to avoid them at all costs. A good trinket to shoot for when first beginning the gearing process is the Badge of Tenacity, since Armor and Agility are such attractive stats. And finally, since a Druid is one of the 3 hybrid classes (other 2 being Paladin and Shaman), you will be needing a Relic. Druids use Idols in the Relic slot, and the best one possible to get as a Bear is the famed Idol of Terror. This is your easiest best-in-slot item to obtain as a Feral Druid, only costing 20 Badges of Justice. When socketing your gear with gems, the best meta gem to use is either Tenacious Earthstorm Diamond because of the Defense Rating or Powerful Earthstorm Diamond for the extra Stamina.

4: Enchants

Something that many people may not know about enchants for a Feral Druid is that anything that affects your weapon damage (+7 weapon damage for example) or chance on hit procs (Mongoose for example) will not work in Feral forms. So, that narrows down your weapon enchant selection to only one option. Also, I list Boar's Speed ​​as the best boots enchant because it’s only 3 Stamina less than Fortitude and makes up for the loss with a minor run speed increase. Here is the list of best available enchants for a Feral Druid:

Head: Glyph of the Defender - Revered with Keepers of Time.

Shoulder: Greater Inscription of Warding or Greater Inscription of the Knight - Exalted with either Aldor or Scryers respectively.

Cloak: Greater Agility - 310 Enchanting.

Chest: Exceptional Stats - 345 Enchanting.

Bracer: Fortitude - 350 Enchanting.

Gloves: Superior Agility - 300 Enchanting.

Leggings: Nethercleft Leg Armor - 365 Leatherworking.

Boots: Boar's Speed ​​- 360 Enchanting.

Ring: Stats - 375 Enchanting (self-enchant only).

Weapon: Major Agility - 360 Enchanting.

5: Playstyle

Not every Bear or Kitty plays the same. However, every one of them knows what their job is - ripping everything to shreds that gets in their way of epic loot! Bears operate much like a Warrior when tanking, having to prioritize debuffs on the enemy while maintaining a good amount of threat. So, without further ado I present to you the priority system:

Demoralizing Roar> Lacerate> Mangle> Faerie Fire

During tough situations, a Bear doesn’t have many options for survival. Depending on whether you are being directly attacked, you may be able to shift into caster (don’t worry, you won’t be out of Bear Form long enough for anyone to notice) and use Barkskin. Also, Barkskin can be used directly before a pull to reduce damage for a few seconds. Bears also have Frenzied Regeneration, which is a decent heal and the only survival cooldown available without shifting out of Bear Form. The downside to using this ability is it consumes rage, so you don’t want to use it unless you know that you can maintain threat for the few moments that it will cause you to be rage starved. Rage starvation is a very bad thing, so be kind and feed the Bear as many hits as he or she can eat.

As a Kitty, a very intriguing part of the playstyle is the art of powershifting. By shifting out of Cat Form and then back in when your energy supply hits rock bottom, a Feral Druid with the Furor talent is able to gain 40 energy for the cost of a little bit of mana. This should be done between energy ticks, so that you don’t lose 20 energy while in caster form.

6: Useful Macros

Ah, my favorite part of this game’s mechanics. Macros are very important, and depending on your playstyle, you may find yourself with a full list of macros on your Feral Druid before you know it. When making a macro that you wish to use trinkets in, you can simplify it by using numbers 13 and 14 since they are the corresponding numbers for your trinket slots. Here are some very good macros that I have used for a long time:


/ cancelaura Dire Bear Form
/ cast Dire Bear Form (Shapeshift)


/ cancelaura Cat Form
/ cast Cat Form (Shapeshift)

#showtooltip
/ cast Faerie Fire (Feral) (Rank 5); Faerie Fire

#showtooltip
/ startattack
/ cast Mangle (Bear) (Rank 3)
/ cast! Maul

#showtooltip
/ startattack
/ cast Lacerate

#showtooltip
/ cast Pounce; Maim

#showtooltip

#showtooltip
/ cast Tiger "s Fury
/ use 13
/ use 14

Also, you can use macros to instantly switch Idols for use with different abilities. Equipping an Idol of the Raven Goddess prior to shifting into an affected form allows the bonus to remain, even after equipping a different Idol while in that form. Here's the ones that are valuable for Ferals:

#showtooltip Dire Bear Form (Shapeshift)

/ cast Dire Bear Form (Shapeshift)

#showtooltip Cat Form (Shapeshift)
/ equip Idol of the Raven Goddess
/ cast Cat Form (Shapeshift)

#showtooltip Mangle (Bear) (Rank 3)
/ equip Idol of Terror
/ startattack
/ cast Mangle (Bear) (Rank 3)
/ cast! Maul

#showtooltip Mangle (Cat) (Rank 3)
/ equip Idol of the White Stag
/ cast Mangle (Cat) (Rank 3)

#showtooltip Lacerate
/ equip Idol of Ursoc
/ startattack
/ cast Lacerate

#showtooltip Rip
/ equip Idol of Feral Shadows
/ cast Rip

#showtooltip Rake
/ equip Idol of Savagery
/ cast Rake

#showtooltip Ravage; Shred
/ equip Everbloom Idol
/ cast Ravage; Shred

7: Your Role in the Raid

There are a few reasons why a Feral Druid is such a desired spec to have in a raid:

1: You are the most versatile spec in the game, capable of fulfilling 2 roles in a raid using the same spec.

2: Leader of the Pack, it’s what every melee and hunter dps will absolutely love you for.

3: Mangle applies a debuff that increases bleed damage by 30%, which rogues and warriors in the raid will enjoy mildly.

In addition to these perks, playing a Feral is very fun and rewarding. And of course, the number 1 rule of raiding as a Feral Druid: You must always remain in a Feral Form for fear that your clothes have disappeared somehow… Buffing, battle resurrection, using Barkskin, drinking a potion, or mounting up are the only excuses for breaking this rule!

Hello dear blog readers. Replenishment in our class guides. PVE Restaurant Druid Guide 4 3 written by the girl who passed the quarters of the abomination of Naxxramas, the scorching ice of the Icecrown Citadel, the flames of Ragnaros and saved the Dragon Soul Aspects, freeing Azeroth from Deathwing. Her role in the raid was one of the main - she healed. Her name - Taurvees.

Druids have been known for a long time, but little. All that people knew about druids was that they could transform into various living beings. But I will not write about all the druids. I have always been interested in the healing of the druids. Therefore my restaurant druids guide... They communicated with nature through unity with nature (which is why we have a special talent - Meditation), and that is why druids were great healers. And as you know - the healer always brings good to those around him.

My guide provides an overview of the characteristics that are needed specifically for "restor-druids", a description of our healing spells, and everything that can increase our healing abilities.

PVE Restor Druid Guide Patch 4.3

Who should a druid be? Definitely - worgen (alliance), troll (horde).

Priority of characteristics / stats for Restore Druid in patch 4.3:

1. Our inner world (what are we made of)?

Intelligence.

This is our everything. The more, the better. Intelligence affects LDS (although it is far in the past) and mana.

4582 3754 3272 4076 35.7773 10 4803 3965 3476 4290 37.5043 6 4805 3967 3478 4292 37.5201 6 5767 4883 4368 5226 45.0326 15 6508 5493 4960 5849 50.0375 11

At the moment (patch 4.3) there are 2 significant speed soft caps with a 5% raidbuff:

  • 916 hast for the 5th tick (and this is hardly relevant already);
  • 2005 hasts for the 9th tick;
  • 2215 hastas + trinka "Seal of Seven Signs" (XM-version) gives the 11th tick of exuberant growth / flowering period and the 6th tick of rejuvenation when proc. It is up to you to strive for this figure or not.

But I advise you to have a margin above the indicated numbers at 5-10 speeds.

Mastery

Our next characteristic is skill(or craftsman), which directly depends on ours.

  • Some numbers: 143.42 Mastery adds 1% to ours. The more mastery percent you have, the more your HPC at 75-80% Harmony uptime.

Our last characteristic is Crete. This stat affects the chances of our spells being critically hit, and the ticks of our hits. Due to changes patch 4.2 crit has become very tempting due to the 100% increase in heal in crete.

  • A few numbers: 179.28 crit rating gives 1% to the chance of double amplification of the spell.

I would aim for an equal amount of Mastery and Critical Strike.

Reforging a Druid's Restaurant

Now about Reforge (reforging) - this is the redistribution of secondary stats on things, weapons. Secondary stats are: spirit, speed, mastery, crit; Well, the rest of the characteristics, not interesting for the restaurant druid. Reforging allows you to change 40% of one secondary stat to another secondary stat if it isn't already a thing. For example, the item has 430 stamina, 270 int, 190 spirit and 110 speed. We can reforge the spirit or hast, for example, in Crete. We will change 190 spirits into 114 spirits and 76 crit, etc.

Cap hasta for GKD in 1s is considered unattainable today, then the priorities should be set as follows:

Intellect> Cap hasta (2005 - 9th tick of Wild Growth) >> Mastery> Crete >> Chast between caps

With a lack of mana - spirit after hasta cap.

Professions for restaurant druid in pve

Professions

Useful buns

(with yours) will give you 80 Inta. (Also, alchemy gives you access to an alchemy stone ", which will help you in collecting the soft cap of speed. Looking to the future - in Pandaria such a trinka buffet you well when the stats are completely different).

Leatherworking

on the wrists instead of the usual enchant for 50 int, it will give 80 intelligence.

Jewelcrafting

three super stones instead of 3, gives 81 Intelligence (51 when compared with new epic stones).
for each ring, gives 80 Intelligence.
on the shoulders instead of the Inchant Terazan, gives 80 Intelligence. (Again, let's look into the future Pandaria 5.0- the profession of a scribe will become very profitable, since they will make chants for their caps for themselves and others, plus the New Moon Card "Snake", over 900 intellect or spirit).

Engineering

A fun profession. gives an average of 80 intelligence, CD 1 minute

Tailoring

In general, a useful profession for druid gila, in comparison with other professions gives 580 int for 15 seconds, 20% chance of proc 1 minute CD. It turns out that on average it will give 140 ints instead of the usual enchant of 50 intelligence.
... 480 speeds for 20 seconds CD 2 minutes, which is an average of 80 speeds.

Skinning

gives a critical hit.

Mining

gives a useless profession for a druid healer.
Gives two socket slots for a total of 80 intelligence, (100 with new epic stones).

Potions, flasks, food for the Druid's restaurant

Our potions and pills:

  • On the flags - for us, druids, at the moment there is only one thing -.
  • The flask that will be from the boiler is equivalent, only hangs for 2 hours
  • Potions that are very useful - "" (2 seconds before the pool on and during the battle). We must try to fit the Iner.
  • The next potion is "". Only on Madness, the last phase.
  • Alchemists can use their "", immediately restoring health up to 50k and mana up to 20k.
  • The food that interests us, again on the intuition - "", or.

Druid Heal Enchants

Now let's talk about chants:

Enchant slot

Enchanting

Head (Guardians of Hyjal, Revered)
Shoulders (Terazan, exalted)
Cloak
Body
Bracers or (for a set of burls, this is more profitable than replacing stones)
Perchi or (for a set of mouthpieces)
Belt
Pants
Feet or for a set of mouthpieces
Weapon flow"
Offhand

Stones / Sockets to be inserted by the restor druid

Now let's talk about the hardened resin, which turned into stones (or as they are also called "gems"):

The color palette of these stones abounds.

  • Stones for intelligence are red,
  • To the spirit - blue,
  • On hast, mastery and crit- yellow.

Everything is simple here. We are mainly interested only in red stones, so we insert red stones into all red sockets (or, depending on what kind of equipment you have). Only in a cloak and a relic can be immediately inserted. If you have collected the hasta cap (2005) and there are no problems with mana, then we also insert red stones into the blue and yellow sockets.

  • Red stones on trying to insert into the BiS-list of things.

#showtooltip Natural Swiftness
/ cast Natural Swiftness
/ cast Healing Touch

If you use this talent, be sure to put the glyph on Healing Touch, which lowers your CD.

  • Bonus from - On each tick of the periodic effect of your "" spell, you have a 40% chance to replenish mana in the amount of 1% of the base stock.
    In lifebloom form, it is considered a different spell, and the chance of proc is reduced for this spell. This set bonus is better, try to get it as soon as possible.
  • Bonus from - Ability "" heals one of the wounded allies within 15 meters as much health as the main target.
    Only effective healing is taken into account, if all Fast Recovery goes into overheal, you will lose the 4T12 proc. Try to use swift on targets with the lowest HP. Heals a person 15m away you, but not from the purpose of the original swift. Thus, if Fast Recovery healed the tank by 20k HP, then one person within a 15m radius from you will also receive 20k * HP (40k * with crit proca). Proc does not call.

Of the rings, we are only interested in skill and speed, it is better to take a relic with a hasta, we have no choice for a cloak, only for OD.

Now trini. You don't need to take trini for OD for spirit or speed, better farm normals and LFR DD, we are interested in 3 accessories -, and. Ideally, it's best to have all three and heroic versions. "" With the amount of your spirit, for example, 2.7k allows you to spam more often and. Especially on the HM Back, when you need to heal the debuff. But if you have "", that's pretty good too.

Weapon - BiS - undeniably 416 + 410.

Choose the build you are used to.

Here are a couple of examples of popular builds:

  1. build to reduce incoming damage to druid
  2. and the last build) for those who do not really need mana, and whose mastery is over 19%
  • the difference in the "Healing" branch can be distinguished by one talent "Natural Swiftness", this is the so-called NSka, which saved the lives of many in the raid)

Other Druid Talents Required by the Healer

(instant, 17% base mana). Removes 1 poison and 1 course (curse) from the target. With the talent "Natural Healer" there is also a magical effect. In addition, the sang costs a decent amount of mana, so you need to use it wisely. I advise you to take it, especially if you raid at 10

(Battleres) (2 sec cast, 10 min cd). Druids can resurrect a target with 100% HP by taking the Glyph of Rebirth glyph. Any druid, cat, owl should have this glyph (we don't touch the tank - he has no time). In addition, you cannot use a total of more than 3 lifts in 25-point and more than 1 lift in 10-points for 1 boss fight.

(Paw) (instant, 24% base mana). Can be cast immediately on everyone in the raid. Gives 5% to each stat and 65 to the resistance of each school.

(instant, 3 min CD, does not affect GCD). NS in common parlance. The next spell will be cast instantly and amplified by one and a half times.

(innervate) (instant, 2min cd). Iner regenerates 5% of the target's maximum mana. If used on yourself, it still regenerates 20%. Throwing at anyone but yourself is a useless waste of abilities (it touches trees), owl iner on others restores more mana.

(instant, CD 45sec, duration 20sec, 36% base mana). Nowadays, sang is almost never used. Can be thrown at a tank, but not the tank that kites blood on its back

Natural swiftness (addons :)), then the Spell is cast into it when you press a key or mouse button associated with this macro / cast [@player, mod: alt] [@ mouseover, help] [@ focus, help, exists] [ @ focus-target, help, exists] Remove corruption

For and, this macro will look like this:

Macro for clique

#showtooltip Rejuvenation
/ cast [@player, mod: alt] [@ target, help] [@ mouseover, help] [@ focus, help, exists] [@ focus-target, help, exists] Rejuvenation

If you do not want to steam with focus or you need it for other purposes, then:

#showtooltip Spell
/ cast [@ mouseover, noharm, exists] [@ target, noharm, exists] [@player] Spell

If the cursor is a player or his frame in the standard interface, Healbot, VuhDo, then the spell is cast into it when you press the key or mouse button associated with this macro. If there is nothing under the cursor, the Spell is cast to your current target.

Required addons for a druid

1. DBM. Set up sounds for danger,

2. Raid frames. It all depends on what you are used to. Someone uses Grid, and someone uses standard ones, and someone bothers, which turns frames, boss hp, bags, minimap into a masterpiece.

3. oRA3 - a useful addon, shows how much time is left to the next. iner, tranquil, and also shows (if other players have it) shamans, etc.

4. Addon for tracking procs, CD of your Harmony, Nature's Bounty, etc. These add-ons include the PowerAuras add-on that is universal for all classes.

To secure the material:

1) the buff regenerates us mana and other members of the raid. He's a must have for keeping life bloom within 70-80% of combat uptime on any raid member. And believe me, this is not so little.

2) enhances the hotts dynamically by at least 10%, that is, if your harmony has fallen asleep, then all your hotts have become weaker by at least 10%. Because she must hang at least 60% from the fight

3) hangs hot because immediately after the calm, you need to close up the USB flash drive !!! to renew the harmony and strengthen the hot from the calm!

6) heals by 20k. A puddle of fast recovery heals by 100k if the raid is in it. It must be thrown on CD through those who buff us the heal, even if the target is with full hp (100 to more than 20k):

  • feral cat ("Maternal instinct") + 20% to heal
  • muddy horns ("Activation") + 20%;
  • restor shaman, elem shaman ("Spark of life") + 15% to heal
  • Holy Priest ("Blessed Resilience", again PROCAL debuff) + 30% to heal;
  • prot or holi fell ("Divinity") + 6% to heal;
  • arm or prot var ("Field skills") + 6%.

So that is all! I think it will be useful to you PVE Restaurant Druid Guide 4.3 write comments with pleasure we will discuss the moments.

We are glad to present to your attention the Druid Tank PvE Guide for the WoW patch. This guide covers the main aspects of playing the Feral Druid branch in Cataclysm 4.3.4: talents, build, symbols, rotation, equipment selection and much more.

Quick video guide to the druid tank 4.3.4:

A more recent version of the guide is available:

Changes in 4.3 and 4.3.4

Neither in patch 4.3, nor in subsequent patches 4.3.2 and 4.3.4, the feral druid (tank) received significant changes:

  1. (4.3) The Bear Form stamina bonus is now 20%, up from 10%.

PvE addons

Raid addons:

Other useful addons:

  • / / - tracking buffs and debuffs.

You can find more useful modifications on the page ““.

Talents / build

The basis of the PvE tank druid build is the 0/31/6 talent set.


Must-have tank talents:

- Animal speed
- Infected wounds
- Primal Fury
- Bestial Dash
- Thick Hide
- Leader of the Pack
- Survival instincts
- Endless massacre
- Unconditioned reflex
- Rip and torment
- Crumple
- Berserker
- Heart of the Wild

Optional talents:

  • Patience is a very useful talent for the bear, reducing all incoming magic damage by 6% (3/3). It is taken in most cases.
  • Skillful werewolf - increase the damage done by the druid by 4%, taken in most cases.
  • Furious blows - not really needed by the tank, but it gives good damage (increases the threat) and therefore is often taken.
  • Ferocity is a very weak talent, points are invested in it mainly in order to unlock the following talents. There is no alternative, since the talent Predator Strikes is not needed by the tank at all.
  • King of the Jungle - Enrage can now be used per CD, so this talent will give the Feral Druid additional damage. Like Furious Strikes, this talent is taken if the points cannot be invested in some more useful talent. King of the Jungle is a must-have in the hybrid spec.
  • Bestial aggression - convenient to hang up a full set of Magic Fire at once, but it is not at all necessary.
  • Take to flight - gives a slight increase in threat after using Beast Dash.
  • Wildlife Fury is a rather weak talent, given the fact that it takes 3/3 King of the Jungle. However, it can be useful if you need to generate more threat and have extra talent points.
  • Brutal blow - only needed if the tank must interrupt spells or stun enemies. In other cases, it is useless in PvE.
  • Maternal Instinct - gives a good heal from Tranquility, so the talent should only be taken if you often use this spell.

The choice of optional talents depends a lot on the combat mechanics and your playstyle.

Pve build variations:
0/32/9
0/32/9

Symbols

In our guide, the required symbols for the tank's pve are highlighted in green, and optional ones in orange.

Basic Symbols:

  • Berserker Glyph
  • Glyph of being torn apart
  • Glyph of mutilation

The tank does not get any benefit from all the other basic symbols in 4.3.4, so the above symbols are the only ones possible for the bear druid.

Large characters:

  • Glyph of Furious Recovery
  • Bashing symbol
  • Glyph of Sorcerous Fire
  • Glyph of Beast Dash
  • Rebirth symbol

The first two characters are suitable for many situations and are required in most cases. Sometimes, however, they should be replaced with others, depending on the situation.

Small characters:

  • Symbol of Unlimited Rebirth
  • Glyph of the Caller Roar

Priority of main characteristics

The priority of characteristics for a tank druid in PVE looks like this:

Agility> Stamina> Evasion> Mastery> Critical Strike> Accuracy / Mastery> Haste

Agility. One of the most important characteristics. Increases the tank's attack power, critical hit chance and dodge probability. You need to strive to have as much dexterity as possible on all items of equipment.

Endurance . The most important characteristic of tanks. Including the Heart of the Wild talent, 1 unit. Stamina gives the druid 18.7 health points, and under the Sign of the Wild - 19.6 health points. Endurance also increases the Vengeance cap by 1. attack strength for each unit. endurance.

Mastery. 179.28 Mastery rating is worth one point of Mastery. Each point of Mastery increases the amount of damage absorbed by Savage Defense by 4%. Mastery and Critical Strike are quite closely interconnected in Savage Defense, it is difficult to say which of these characteristics is more important.

Accuracy / Mastery. The best secondary characteristics for generating a threat. However, now you can no longer miss such abilities as Roar or Frontal Attack, and also you will not get an additional hit if the boss dodges / parries the attack. In view of all of the above, these characteristics are not desirable, even though they increase the chance of a Savage Defense being triggered. Starting with patch 4.1, these characteristics are needed to successfully interrupt spells.

Speed ​​. Increases the attack speed, and therefore the threat level, and also slightly increases the Wild Defense uptime. However, in both cases, speed is of relatively little benefit. The bear needs to avoid the set of this characteristic on the equipment.

Reforging

When reforging a tank druid in Cataclysm 4.3.4, you should focus on the dodge rating and reforge other characteristics into it. Ideally, every piece of equipment should have a dodge rating.

The next priority of reforging traits will tell you what to reforg to evade:

Haste> Mastery (up to 26)> Accuracy> Critical Strike> Mastery (up to 26)> Mastery

Stones

Special Socket: Uncut Shadowspirit Diamond.

Remaining nests: In all other sockets, you should insert stones for Agility (Brittle Royal Garnet) or Stamina (Solid Iolite of the Underdark). If in doubt about the choice, bet on dexterity, but make sure that the meta stone does not stop working from this.

Enchanting

Head: Arcanum of the Earthen Ring
Shoulders: Greater Inscription of the Broken Crystal
Greater Inscription of Unbreakable Quartz
Back: +250 armor
Breast: +20 to all stats
+75 stamina
Wrists: +50 dexterity
Hands: Reinforcement for gloves
Covers of brutal ferocity
Belt: Ebony steel belt buckle
Legs: by cd.

Be aware that rotation priorities change in some situations. For example, if survival is extremely important to you, using Crush may be more prioritized than usual, but this will require some damage / threat to be sacrificed.

Whenever a druid in bear form is attacked, its attack power is increased by 5% of the damage taken until it reaches 10% of its health. Contrary to the description, Vengeance cap is calculated using the formula Stamina + 0.1 * base health.

Vengeance decays over time, so you must take hits from time to time to keep it active. When you change form to a cat, Vengeance disappears.

Raid Set Bonuses

T12 (4.2):

  • 2 items: Beat and Maim for 4 seconds also deal 10% additional Fire Damage.
  • 4 items: Finishing strikes have a chance to extend the Berserk ability (with a 20% chance for each move in a combo). When Barkskin wears off, your chance to dodge attacks is increased by 10% for 12 seconds.

T13 (4.3 / 4.3.4):

  • 2 items: with an active "Crumple" effect from Maiming, Wild Protection is triggered with 100%.
  • 4 items: Druid's Frenzied Regeneration now affects all party / raid members.

We hope this 4.3.4 tank druid guide will help you understand the main aspects of playing with a bear in Cataclysm 4.3 and will make you feel confident in PvE raids.

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