Feral Druid DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.2)
In this article, we list your Feral Druid (WoW MoP 5.2) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Feral Druid will face you with.
The other articles of our Feral Druid guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Ravage, one of the best Feral Druids in the world, who raids in Apex. You can watch his stream on Twitch.
1. Single Target Rotation↑top
The Feral Druid DPS rotation revolves around keeping up various buffs and debuffs, while generating Combo Points and using them on Finishing Moves.
- Combo Point builders (by order of priority)
- Finishing Moves (by order of priority)
- Apply and maintain
Savage Roar (preferably with 5 Combo
Points). - Apply and maintain
Rip (with 5 Combo Points).- When the target is below 25% health use
Ferocious Bite to
refresh
Rip. Use Ferocious Bite with 5 Combo Points preferably,
unless Rip is about to wear off.
- When the target is below 25% health use
- Apply and maintain
While this rotation is correct and, for the most part, complete, putting it into practice takes a slightly deeper understanding. For this, we strongly suggest that you read our detailed section.
2. Multiple Target Rotation↑top
When you are facing 2 targets, simply perform a single-target rotation on
one of them. You can try to maintain
Rake up on both of them.
If you are facing 3 or more targets, keep up your
Savage Roar buff
at all times, keep up the bleed effect from
Thrash, and use use
Swipe on cooldown. Use your remaining Combo Points to weave in
Rip on the main target, if there is one.
It is also possible to switch into
Bear Form and use
Thrash
if you are Energy-starved. Keep in mind that your threat generation will be
very high in Bear Form, though, so always give the tanks a few seconds to pick
up the adds properly.
3. Faerie Fire↑top
If no one else is providing the armor
Weakened Armor debuff granted
by
Faerie Fire, then you should keep this debuff up yourself. Weakened
Armor lasts 30 seconds.
4. Cooldowns↑top
You have two DPS cooldown.
Tiger's Fury increases your physical damage done by 15% for 6
seconds, on a 30-second cooldown. Additionally, it instantly restores 60
energy. It should be used on cooldown.
Berserk reduces the cost of your abilities by 50% for 15
seconds, on a 3-minute cooldown. It should be used as many times as possible
during the encounter.
Additionally, your talents have the potential to provide you with an additional two active DPS cooldowns. We discuss this, as well as the proper timing and usage of your default cooldowns in a subsequent section.
4.1. Abilities Granted by Symbiosis
Symbiosis is a buff that you can place on one party or raid member.
The buff lasts for 1 hour, and grants you an ability belonging to the target's
class, depending on what your specialisation is. At the same time, the target
receives one of your spells. Both of these spells come in a slightly modified
version (less powerful than the original). You can see the full list of spells
here, but the spells useful to you as a Feral Druid are:
Soul Swap allows you to move your two main
bleed effects (
Rip and
Rake) to a new target. This
is very useful for maintaining your DPS when switching targets. It is gained
from Warlocks.
Shattering Blow reduces the target's armor by 20% for
10 seconds. This is a very useful raid cooldown. It is gained from
Warriors.
Redirect allows you to move your existing
Combo Points to a new target. This is very useful for maintaining
your DPS when switching targets. It is gained from Rogues.
Feral Spirit summons two Spirit Wolves that deal (a very
small amount of) damage to the target, for 30 seconds. It is gained from
Shamans.
Play Dead,
Divine Shield, and
Dispersion all help you survive in various ways. These are
gained from Hunters, Paladins, and Priests, respectively.
5. Optional Read: Mastering Your Feral Druid↑top
The above information tells you everything you need to know in order to have highly competitive DPS as a Feral Druid. However, in order for you to truly master the spec, there are more things that you need to understand in detail.
5.1. Combo Points and Energy
As a DPS Feral Druid, most of your abilities need Energy to be used. Your Energy bar has a capacity of 100 Energy and refills at a rate of 10 Energy per second. Your energy regeneration is increased by your melee haste (Haste Rating + haste-enhancing buffs).
Some abilities add one or several Combo Points on your target, up to a
maximum of 5 Combo Points. Other abilities, called Finishing Moves, consume
the Combo Points on your target. The more Combo Points a Finishing Move
consumes, the more powerful its effect is. Your Combo Point generation is
increased by
Primal Fury, which causes your Combo Point generating
abilities to generate two Combo Points any time they are critical strikes.
5.2. Single Target Rotation in Detail
The DPS Feral Druid rotation is a balance of keeping up several debuffs and
bleeds on the target as well as keeping up
Savage Roar on yourself,
while continuously generating Combo Points.
5.2.1. Debuffs and Bleeds
The first debuff you must keep up on the target is
Faerie Fire.
Note that this debuff has equivalents from other classes, so if it is already
being provided, you do not need to worry about it.
An equivalent of Faerie Fire is provided by any other Druids, Warriors, Rogues and Hunters. Note that Feral Druids' Faerie Fire is slightly better than other classes' because it is instantly applied at full strength (normally, it needs to stack up to 3 times), but this benefit is very minor and hardly worth considering.
Once this debuff is taken care of, you have two other bleed effects
that you must try to have 100% uptime on the target with. They are
Rake
and
Rip.
Rake only costs Energy to apply, making it quite simple to
manage.
Rip costs Energy but its potency is also dependant on how many
Combo Points it is applied with. You must always make sure that you are
applying Rip with 5 Combo Points.
5.2.2. Savage Roar
Savage Roar is a self-buff that increases your physical damage done
by 30%. It costs Energy to apply, and its duration (but not its potency) depends
on how many Combo Points it is applied with. Essentially, it makes no
difference how many Combo Points you use it with, but if you can apply it with
a high number of Combo Points, it will ease the pressure on maintaining your
rotation.
You must always have this buff active on yourself.
Note that, if you are using
Glyph of Savagery, you can apply Savage
Roar (with a 12-second duration) without having any Combo Points. This is very
useful in case you make a mistake in your rotation and your Savage Roar expires
or if you are finding it difficult to generate Combo Points steadily for some
reason. Also, it is ideal for the start of the encounter, allowing you to use
your first Combo Points on setting up
Rip.
5.2.3. What to do the Rest of the Time
When your debuff, bleeds and self-buff are all up and do not need to be
refreshed, you will essentially be filling the time with casts of
Shred, generating Combo Points.
In addition to Shred, some Combo Points will also be generated by your casts
of
Rake, although this number is much smaller.
5.2.4. When to Refresh DoTs and Savage Roar
You should try to refresh
Rip when there are 2 or fewer seconds
remaining on the current Rip. When the existing Rip is stronger (it was
applied at a time when your attack power was higher than it currently is), you
will get an error message and you will not be allowed to refresh it. In this
case, simply wait until it expires fully before reapplying it.
In a similar fashion, you should try to refresh
Rake when there
are 3 or fewer seconds remaining on the current Rake. The exception to this is
mentioned in the Tiger's Fury section.
The timing for refreshing
Savage Roar is not very strict, but you
should still try to refresh it right as it is about to expire.
5.2.5. Ferocious Bite
Ferocious Bite is a finishing move that costs 25 Energy and deals
damage based on how many Combo Points you use it with. Its damage is
increased, by up to 100%, at the cost of extra Energy, up to 25. That is
to say, if you use Ferocious Bite with 25 Energy, it will deal its base
damage (based on how many Combo Points you have). If you use it with 50
Energy, then its damage will be increased by 100%.
Whenever you use Ferocious Bite on a target that is below 25% health, your
Rip on the target will be refreshed. This makes it a much more
efficient way of maintaining Rip on the target, since you are dealing damage
while also refreshing Rip, for the same amount of Combo Points. A Rip that is
refreshed in this manner will have the same power as its original application
(determined by how many Combo Points you applied it with).
You should use Ferocious Bite with 5 Combo Points, unless
Rip will
expire before you have time to reach 5. In this case, you should just use it
with however many Combo Points you have, in order to refresh Rip.
It will prove to be a DPS gain to pool Energy to 50 before using Ferocious Bite (provided that it does not cause your Rip to fall off), boosting its damage.
5.2.6. Bosses That Cannot Be Attacked From Behind
In case the target you are fighting cannot be attacked from behind and,
thus, you cannot use
Shred to generate Combo Points, you should use
Mangle instead.
5.3. Detailed Cooldown Usage
How you use your two DPS cooldowns is very important to your performance as a Feral Druid.
5.3.1. Tiger's Fury
There are several things to consider when using
Tiger's Fury:
- It should always be used on cooldown.
- Before using Tiger's Fury, make sure you have 35 or less Energy (to avoid becoming capped thanks to the 60 Energy it provides you with).
- Use any other damage-increasing spells or abilities at the same time as
Tiger's Fury (Potion of the Tol'vir,
Synapse Springs, on-use trinkets,
etc.). - Bleed effects cast while Tiger's Fury is active will benefit from the
damage increase for their entire duration (even if Tiger's Fury runs out in
the meanwhile). As a result, you should refresh
Rake while Tiger's Fury
is active, unless the current Rake has more than 9 seconds left on its
duration. It is a DPS increase to refresh
Rip while Tiger's Fury is
active, but do not go out of your way to do this and simply refresh it
before it is about to expire.
Keep in mind that Tiger's Fury cannot be used while
Berserk is active, but Berserk can be used while Tiger's Fury is
active. In most cases, you will want to use Berserk immediately after using
Tiger's Fury.
5.3.2. Berserk
Berserk reduces the Energy cost of all your abilities by 50% while
it is active. It is a very strong DPS cooldown, allowing you to cast your
abilities more often.
You will want to use
Berserk as many times as possible during the
fight. Ideally, you should pool Energy before using Berserk, so that you can
use more abilities throughout its duration, thus "saving" more Energy. Of
course, you must take the reduced Energy cost into account when making sure
that you do not cap your Energy. Therefore, it is acceptable to delay
Berserk so that it does not line up with
Heroism/
Bloodlust/
Time Warp, which would cause you to cap
your Energy (this is especially true when Heroism/Bloodlust/Time Warp is used
at the pull).
Whenever possible, you should use Berserk immediately after using
Tiger's Fury.
5.3.3. Tier 4 Talents
Your Tier 4 talent of choice should be used as follows:
Incarnation: King of the Jungle should be used when you require the
burst offered by being able to use
Ravage as a Combo Point
builder (especially when the target is above 80% health) or when you wish to
be able to enter stealth in combat.
Force of Nature should be used on cooldown.
5.3.4. Tier 6 Talents
If you pick
Dream of Cenarius as a talent, then you will have to
weave in as many
Healing Touches as possible into your rotation. You
should do this in the following ways:
- Use
Nature's Swiftness on cooldown, if you have chosen it as a
talent. - Use every
Predatory Swiftness proc on a Healing Touch.
In case you pick
Nature's Vigil as your Tier 6 talent, then you
should make sure to use this cooldown as many times as possible during the
fight. Ideally, you should stack it with other cooldowns and times when the
boss takes increased damage.
6. Opening Sequence↑top
Below, we list the ideal way to start the fight.
- 5 seconds before the pull, make sure to be in a good position for charging, or close to the boss if the fight allows it.
- 4 seconds before the pull, begin casting a
Healing Touch. This will
proc your
Dream of Cenarius talent. - 1.5 seconds before the pull, your Healing Touch cast should be done,
and you should now
- Go into
Cat Form. - Use your
Virmen's Bite potion. - Activate
Prowl. - Cast
Savage Roar.
- Go into
- Once the boss is pulled, charge if the boss is far away, or simply begin attacking otherwise.
- Cast
Ravage. - Cast
Rake. - Cast
Shred until you have 4 or 5 combo points (this will depend on
whether or not you score a critical strike), then use
Nature's Swiftness
for an instant-cast
Healing Touch. - If you have 4 combo points, use
Rake. If you have 5 combo points,
use
Rip.
You have to make sure that someone else is applying
Faerie Fire to the
target. If no one else is doing so, then you should apply it after casting
Ravage.
