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Feral DPS: What Was Your Favorite WotLK Tier Bonus?Follow

#1 May 04 2010 at 11:10 AM Rating: Decent
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So anyway, title says it all. I enjoyed tier 7 and 8 a fair bit (though 7 more than 8), found myself underwhelmed by the tier 9 bonuses and so far I'm finding the tier 10 bonuses to be holding their own. I finally got my 4 piece on that too and haven't had a chance to test Rake crits in a raid yet but so far dummy tests have me predicting a reasonable jump in DPS since on all dummy tests Rake tics crit for more than Rip tics. Though I do miss increased duration to Savage Roar, reduced cooldown of Tiger's Fury and bleeds proccing clearcasting.

So what was your favorite tier bonuses from this current expansion?
#2 May 04 2010 at 12:24 PM Rating: Good
Tier 8, no question. 2p and 4p were both awesome.
#3 May 04 2010 at 2:16 PM Rating: Good
Back before Mangle was buffed to a minute I found the T9 rip duration invaluable just because I was juggling so many short cooldown abilities.
#4 May 04 2010 at 5:19 PM Rating: Good
While I loved the ones that made our rotation easier, I love the results of 4pcT10. I really can't argue with such a big DPS increase :)

#5 May 06 2010 at 6:32 AM Rating: Decent
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I agree wholeheartedly, Rarebeast. I got a chance to test out the 4pc bonus last night in a ToC25 and all I can say is WOW. While my actual DPS output didn't move too much, Rake went from an average of 2k non-crit to around 5.5k crit. While on a duration nearly half that of Rip the amount per tic was nearly double that of Rip on every fight which basically makes it a second Rip.

SOLD!
#6 May 25 2010 at 9:15 PM Rating: Good
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2pT10 makes it easier to squeeze in the Rip during those crucial moments where SR and Rip seem to expire almost at the same time. On the other hand, 2pT9 and the increase in Rake duration made juggling the short duration abilities easier.

I wish they'd implement some more passive buffs, though. The Mangle change was nice, but still only a small step. You still need to apply Mangle up to four times during a boss fight, unless there's a Warrior in the raid with you.

Some suggestions I've come up with:

#1 When talented, every critical strike causes the Mangle debuff. This type of talent exists for Arms Warriors (Trauma).

or

#2 Critical strikes cause a bleed DoT worth %x of damage done by the crit. This type of talent exists for Retribution Paladins (Righteous Vengeance), Arms Warriors (Deep Wounds), Fire Mages (Ignite) and Marksmanship Hunters (Piercing Shots).

or

#3 When talented, Shred/Mangle resets the duration on Rip. This type of talent exists for Affliction Warlocks (Unending Affliction), Shadow Priests (Pain and Suffering) and Marksmanship Hunters (Chimera Shot).

Some issues, though:

#1 This would make Mangle redundant for raiding as Shred would be our go-to ability. Basically we would be juggling Shred, Rake, Rip and Savage Roar and Mangle would be reduced to a PvP/solo attack.

#2 This would probably not end well, considering the nuclear bomb surgery GC and his crew tends to do. It would probably either get buffed too much and our high crit rate would make it overpowered, or it would not get buffed enough and would turn out to be a DPS loss compared to the old Rake.

#3 This is actually the one I could see happen the most. Once a Rip is applied, Shred/Mangle (whether or not they want to keep Mangle as a somewhat used ability) would reset the duration. Each reset would have to copy your current AP settings, to avoid rolling high-AP Rips. It would also give us a reason to hit Mangle once in a while, if they decide that only Mangle would reset the duration.

Finally, the one problem all those suggestions have in common though: It would make Feral DPS easier. I know a lot of Druids out there don't want their class to be reduced to a facerolling class like Ret Paladins. I understand that concern, but at the same time I would very much like to avoid getting arthritis at the tender age of 25 due to excessive John F***ing Madden during raid nights.

I also think it's wrong that I need 2-3 addons monitoring my buffs/debuffs just so I can do DPS somewhat comparable to Arcane Mages who literally just spam two buttons and win.

I'd also like to see the ramp-up time get reduced somehow. I know 5-mans are lol and all, but I've seen Hunters and Mages unleash 8k DPS from the start while my DPS stays in the bottom zone until 15 seconds into the fight - at which point the target is usually dead or dying.

Mangle - Savage Roar - Rake - Shred - Shred - Rip... oh, the boss is almost dead, gotta use Ferocious Bi.. oh, too late.

Edit: Oh (mindless rant incoming), and either remove channeled AOE spells or give us something equivalent (and every other melee out there). Nothing like spamming Swipe while keeping Savage Roar up and Berserk running for maximum profit, only to have a spell caster jump into the fight, hit one 10-second channeled spell and out-DPS you by 10k.

Impossible? Try the trash packs in ICC with a Boomkin in the group. I was doing 17k with SR and Berserk running, spamming Swipe. He popped Hurricane and did 24k. Not that I'm bitter... after all, my gear wasn't far superior to his. Smiley: bah

Edited, May 26th 2010 5:26am by Mazra
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#7 May 26 2010 at 5:51 AM Rating: Good
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Mazra wrote:
#1 When talented, every critical strike causes the Mangle debuff. This type of talent exists for Arms Warriors (Trauma).
and
#3 When talented, Shred/Mangle resets the duration on Rip. This type of talent exists for Affliction Warlocks (Unending Affliction), Shadow Priests (Pain and Suffering) and Marksmanship Hunters (Chimera Shot).
Then up the mangle cooldown to 10 seconds, halve the damage and make it an interrupt, like kick.
Then add Shred for bears (I'm confident a bear can shred with it's claws) as a replacement for mangle, also remove the necessity to be behind the target for shred, cats and bears can shred faces too not just asses.
Imp. mangle 2 point talent that reduces the cost and adds a 50/100% chance to silence for 2 seconds. Tadaaa, feral tanks can do something about casters!

This removes mangle and rip from the feral rotation. Making it Rake + shred for combo points, SR and FB for finishers after an initial 5cp Rip.
Because 4 different abilities is really enough for a rotation, the difficulty in playing a class shouldn't be the rotation but more how you make optimal use out of your buffs and debuffs and in the encounters.

Edited, May 26th 2010 1:57pm by Aethien
#8 May 27 2010 at 12:56 PM Rating: Good
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Quote:
Tier 8, no question. 2p and 4p were both awesome.


Agreed. It was fun. OOC procs flying out left and right and lots of room for FB because of the increased SR duration.
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