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Feral Druid: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

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This article is no longer being updated. Please check our Feral Druid guide, which is fully compatible with Mists of Pandaria, and is being constantly updated. Thank you.

In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.

Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Feral Druid rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Feral Druid Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.

Finally, we will give you some information about the most useful talents and glyphs you should choose.

New abilities

  • spell_druid_thrash.jpgThrash is an ability that was previously only available when in ability_racial_bearform.jpgBear Form. It deals damage to enemies in a cone in front of you, placing a 15 second bleed on them.
  • spell_druid_mightofursoc.jpgMight of Ursoc is a cooldown that increases your current and maximum health by 30% for 20 seconds. Using it will shift you into ability_racial_bearform.jpgBear Form, and leaving Bear Form cancels the effect.
  • Tier 4 talents offer a choice between ability_druid_manatree.jpgSoul of the Forest, spell_druid_incarnation.jpgIncarnation: King of the Jungle, and ability_druid_forceofnature.jpgForce of Nature. We discuss these talents in greater depth in the Talents section.
  • Tier 6 talents offer a choice between spell_holy_blessingofagility.jpgHeart of the Wild, ability_druid_dreamstate.jpgDream of Cenarius, and achievement_zone_feralas.jpgNature's Vigil. We discuss these talents in greater depth in the Talents section.
  • spell_druid_symbiosis.jpgSymbiosis 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. A full list of all the buffs granted by Symbiosis can be found here. Note that these spells are still likely to change.

Changes to Existing Mechanics

  • ability_mount_jungletiger.jpgTiger's Fury no longer increases your energy pool.
  • ability_druid_berserk.jpgBerserk now lasts 15 seconds, down from 25.
  • ability_druid_mangle2.jpgMangle no longer applies a bleed damage increase debuff, and now simply deals damage, adds a combo point, and applies ability_druid_infectedwound.jpgInfected Wounds on the target.

Removed Abilities

Rotation and Spell Usage

The rotation has changed very little from the Cataclysm version (covered in our guide). We will outline it below.
  • spell_shadow_vampiricaura.jpgShred is your primary combo point builder. ability_druid_mangle2.jpgMangle will only be used to build combo points when you cannot attack the target from behind, and ability_druid_ravage.jpgRavage will only be useful when you are in stealth and behind the target (at the start of the encounter).
  • Keep up ability_druid_disembowel.jpgRake on the target (use it once every 15 seconds).
  • Keep up ability_ghoulfrenzy.jpgRip on the target, with 5 combo points.
  • Keep up ability_druid_skinteeth.jpgSavage Roar on yourself, ideally with 5 combo points (to make your rotation easier).
It is important to note that, thanks to inv_glyph_majordruid.jpgGlyph of Savagery (which we deem mandatory, as we explain in the glyphs section), you can apply a 12 second Savage Roar without any combo points. This is useful at the start of the fight, if Savage Roar has dropped off, or if you are going through a period of low combo point generation.

If you have combo points to spare and neither Savage Roar nor Rip need to be refreshed, you should use them on ability_druid_ferociousbite.jpgFerocious Bite.

Cooldowns

You have the same two DPS cooldowns that you had in Cataclysm: ability_mount_jungletiger.jpgTiger's Fury and ability_druid_berserk.jpgBerserk. Additionally, depending on your talent choices, you may also gain additional DPS cooldowns.These new cooldowns are very straightforward and we anticipate that their usage will be based around the "on cooldown" and "as many times as possible during the fight" concepts. The only exception is that you may want to use Incarnation: King of the Jungle when you are unable to attack the target from the front for a short period of time.

Multiple Target Rotation

When facing multiple targets, you will want to keep up the spell_druid_thrash.jpgThrash bleed on the targets, and use inv_misc_monsterclaw_03.jpgSwipe the rest of the time. The combo points you generate in this way will be used to maintain ability_druid_skinteeth.jpgSavage Roar.

Talents

Tier 1 talents offer a choice between 3 means of increasing your movement abilities.
  • spell_druid_tirelesspursuit.jpgFeline Swiftness is a passive ability that increases your movement speed by 15% at all times.
  • spell_druid_displacement.jpgDisplacer Beast is an active ability that teleports you 20 yards forward and activates ability_druid_catform.jpgCat Form and ability_druid_prowl.jpgProwl.
  • spell_druid_wildcharge.jpgWild Charge is an active ability that differs based on the shapeshift form you are in, as follows:

  • No shapeshift form: you fly to an ally's location.
  • ability_racial_bearform.jpgBear Form: you charge an enemy, immobilizing them for 4 seconds.
  • ability_druid_catform.jpgCat Form: you leap behind an enemy, dazing them for 3 seconds.
  • ability_druid_travelform.jpgTravel Form: you leap forwards 20 yards.
  • ability_druid_aquaticform.jpgAquatic Form: your swim speed is increased by 150% for 5 seconds.
We believe that Feline Swiftness will prove to be most useful in the vast majority of situations. This is because it will grant you its bonus even over very short distances, such as when side-stepping out of a void zone.

Tier 2 talents offer a choice between 3 healing spells.

  • spell_nature_ravenform.jpgNature's Swiftness is an active healing cooldown that makes your next spell_nature_healingtouch.jpgHealing Touch, ability_druid_nourish.jpgNourish, or spell_nature_resistnature.jpgRegrowth instant cast and free of mana cost. Moreover, it increases both the potency of the spell and the spell's duration (in the case of HoTs) by 50%. Nature's Swiftness also affects some utility spells, but this is less important.
  • spell_nature_natureblessing.jpgRenewal is a powerful self-heal with a 2 minute cooldown.
  • ability_druid_naturalperfection.jpgCenarion Ward is a buff that you can place on a friendly player, lasting up to 30 seconds. When the player takes damage, Cenarion Ward activates a powerful 6-second HoT on them, consuming the buff in the process (meaning that it will only trigger one HoT per Cenarion Ward).
In terms of your own survival, spell_nature_natureblessing.jpgRenewal is easily the best choice (it can be used in any form, so it will not interfere with your DPS). We believe this will become the default choice, essentially granting you an additional minor cooldown. Cenarion Ward may also provide a hefty amount of self-healing, but since it is healing over-time, it is less valuable. Nature's Swiftness could possibly be useful in some situations where you wish to help out your raid, though we cannot imagine them presently.

Tier 3 talents offer a choice between 3 crowd control spells.

  • spell_druid_swarm.jpgFaerie Swarm is a spell that replaces spell_nature_faeriefire.jpgFaerie Fire, upgrading the latter spell, causing it to also slow the target's movement speed by 50% for 15 seconds.
  • spell_druid_massentanglement.jpgMass Entanglement is an AoE root, that roots up to 5 targets in place.
  • ability_druid_typhoon.jpgTyphoon is a spell that affects targets in a cone in front of you, knocking them back and dazing them for 6 seconds.
None of these talents appear to have any real importance in terms of PvE raiding. You will most likely be able to choose which one of them you prefer for personal reasons (or for questing or doing achievements/dungeons). At best, they may be useful for clearing trash.

Tier 4 talents offer a choice between 3 talents that each significantly improve your DPS.

  • ability_druid_manatree.jpgSoul of the Forest passively causes your finishing moves to grant you 3 energy for each combo point used.
  • spell_druid_incarnation.jpgIncarnation: King of the Jungle lasts for 30 seconds and has a 3-minute cooldown. While active, it removes the stealth requirement from all your abilities, and it allows you to use ability_druid_ravage.jpgRavage without being behind the target. Lastly, it allows you to use ability_druid_prowl.jpgProwl while you are in combat.
  • ability_druid_forceofnature.jpgForce of Nature is an active ability that summons 3 treants for 15 seconds. The treants attack enemies and stun them.
Currently, ability_druid_forceofnature.jpgForce of Nature is very underwhelming. Out of the other two talents, your choice will probably be based on encounter requirements and the balancing of these spells. King of the Jungle provides excellent burst, while Soul of the Forest makes the rotation easier to maintain.

Tier 5 talents offer a choice between 3 crowd-control spells.

  • ability_druid_demoralizingroar.jpgDisorienting Roar is an AoE disorient that lasts for 3 seconds and affects all enemies in a 10 yard radius.
  • spell_druid_ursolsvortex.jpgUrsol's Vortex is a targeted AoE slow. When enemies first try to leave the slowing area, they are pulled back in.
  • ability_druid_bash.jpgMighty Bash is a single target 5 second stun.
As with the tier 3 talents, these talents do not have any impact on your gameplay and will most likely be only useful for trash or PvP encounters.

Tier 6 talents offer a choice between 3 talents that can affect your gameplay.

  • spell_holy_blessingofagility.jpgHeart of the Wild increases your Stamina, Agility, and Intellect by 6% at all times. Additionally, with a 6-minute cooldown, it allows you to viably perform roles outside of your Feral specialisation, for 45 seconds:

    • allows you to tank in ability_racial_bearform.jpgBear Form, by ensuring that you are not susceptible to critical hits, that you gain inv_shield_71.jpgVengeance from damage taken, and that your melee stats and your armor are increased;
    • allows you to DPS as a caster, by increasing your Spell Damage and Hit Chance, and reducing the mana cost of all your damaging spells by 100%;
    • allows you to heal efficiently, by increasing the healing of your spells by 100% and reducing the mana cost of your healing spells by 100%.
  • ability_druid_dreamstate.jpgDream of Cenarius is a passive ability that grants you a healing bonus each time you deal damage, and a damaging bonus each time you heal.

  • achievement_zone_feralas.jpgNature's Vigil is a 3-minute cooldown that increases all healing and damage done by 20% for 30 seconds. While Nature's Vigil is active, all single target healing spells also damage a nearby enemy for 25% of the healing done, and all single target damage spells also heal a nearby ally for 25% of the damage done.
All three talents are very powerful and interesting. spell_holy_blessingofagility.jpgHeart of the Wild increases your DPS greatly, thanks to the 6% Agility boost, but it may also turn the tide in a particularly difficult encounter where assuming another role for a short while can be crucial.

The exact usefulness of ability_druid_dreamstate.jpgDream of Cenarius remains to be determined.

achievement_zone_feralas.jpgNature's Vigil is a very straightforward and quite powerful cooldown. It grants you a 20% increase to damage done for 30 seconds, which will compete well with Heart of the Wild.

Glyphs

There are several Major Glyphs that are useful to you as a Feral Druid.
  • inv_glyph_majordruid.jpgGlyph of Savagery allows you to apply ability_druid_skinteeth.jpgSavage Roar with 0 combo points, granting you a 12 second duration. This glyph will undoubtedly be a DPS gain in PvE, at the very least in situations where you are unable to generate combo points. We consider it to be mandatory.
  • inv_glyph_majordruid.jpgGlyph of Shred removes the positional requirement of spell_shadow_vampiricaura.jpgShred while ability_mount_jungletiger.jpgTiger's Fury and ability_druid_berserk.jpgBerserk are active. It will only have a minor impact on your gameplay, at best.
  • inv_glyph_majordruid.jpgGlyph of Rebirth remains unchanged from Cataclysm. It resurrects players with full health. This is a useful glyph for raiders, but less so since players are now resurrected with 60% of their health. However, since it now shares a category (Major Glyphs) with other important glyphs, it may be best to only use it when absolutely necessary, namely on encounters where there is a lot of AoE damage that can kill a newly-resurrected player.
  • inv_glyph_majordruid.jpgGlyph of Stampeding Roar increases the radius of Stampeding Roar by 30 yards. This glyph may be useful in certain situations.
Minor Glyphs are purely cosmetic and play no part in your performance.

This concludes our Feral Druid preview for Mists of Pandaria. We hope you have enjoyed reading it and that it proved useful to you. As always, we are looking forward to reading your opinions on the matter!

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Tiger's Fury, Berserk, Mangle, and Feral Charge (Stampede) have all been nerf'd?

I sure hope the new talents are good for kitties, else Feral DPS is looking pretty bad for MOP.

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You're saying here that Wild Charge leaps to an enemy. This is wrong.

And Dream of Cenarius is reworked, this is true for all of the druid guides if I remember right.

And btw. the usefulness of Dream of Cenarius is clear: Do your meleehits, then throw a Regrowth somewhere and hit with two Ravages, that do double the dmg.

Edited by Chiaki

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You're saying here that Wild Charge leaps to an enemy. This is wrong.

And Dream of Cenarius is reworked, this is true for all of the druid guides if I remember right.

And btw. the usefulness of Dream of Cenarius is clear: Do your meleehits, then throw a Regrowth somewhere and hit with two Ravages, that do double the dmg.

Updated the wild charge (although the leaping part was correct, but we added the other forms).

Also updated the Dream of Cenarius in all the druid guides. The reason that we say that the usefulness of is is not clear is because we highly doubt that it will remain Blizzard's intention to have Feral Druids constantly weave Regrowth into their rotation.

Thanks!

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      GENERAL CONCERNS (top)
       
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      THE BUTCHER (top)
       
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      Tier 1: I take Nature’s Guardian for accidental (or not accidental Sub-30%) Cleave damage.
       
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      Rushing Streams or Conductivity.
      I prefer Rushing Streams but if you are good in handling Conductivity full time on melee - why not?
      You can find the WeakAura for tracking HR with Conductivity talent in our WA thread.
       
      Tier 6:
      Elemental Blast: I would say that this is our talent of choice for the Butcher. The fight is very intense and we’ll need every possible bit of mana.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. If you are using spells wisely, CBT will nicely redistribute your healing to all the injured people.
      High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (for knockbacks)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a Resto Druid in the raid, it can be a possibility. If you can’t manage your High Tide CH targets without blanketing the raid, it’s a possibility too. But frankly, the amount of Riptides you'll have with the EotE talent should be enough to fully utilize High Tide.
       
       
      TECTUS (top)
       
      This is a fight with very intense movement for the entire raid, including healers.
      The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.
      We have the assignments for raid healing CDs during Tectonic Upheaval for every Healer too.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.
       
      Tier 2: Doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.
      Call of Elements can be a good choice too. One more HST in the moments when you have to run from Crystalline Barrage or around Earthen Pillar could definitely help.
       
      Tier 4:
      Elemental Mastery: You can take it if feeling like one more CD is needed but it will burn your mana really fast.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams is the only choice here really.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.
      If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
      High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.
       
       
      BRACKENSPORE (top)
       
      By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
      I have to say that a resto shaman with Cloudburst totem assigned to Mushrooms can do miracles ^^. I was able to pull 11% of total healing from CBT on this fight.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a choice too. One more HST on Infesting Spores - why not?
       
      Tier 4:
      Elemental Mastery: no need really and it burns your mana too quick.
      Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
      Echo of the Elements: I like it on this fight. More UL for mushrooms!
       
      Tier 5:
      Rushing Streams talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.
       
      Tier 7:
      Cloudburst totem: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
      High Tide: good talent if you are healing the raid.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.
       
       
      TWIN OGRON (top)
       
      This is the fight with intensive movement for all the raid, including healers.
      By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
      It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.
       
      TALENTS:
       
      Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of movement it demands.
      Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.
       
      Tier 4:
      Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.
       
      Tier 7:
      Cloudburst totem: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
      High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!
       
       
      KO’RAGH (top)
       
      This is the fight with a high damage from both the boss mechanics and not paying attention.
      One of the fights where you should use shaman utilities.
      Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.
       
      TALENTS:
       
      Tier 1:
      Nature’s Guardian, if you are not very good in moving out of things.
      Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.
       
      Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.
       
      Tier 4:
      Ancestral Swiftness: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.
       
      Tier 7:
      Cloudburst totem: chose it if you like it.
      High Tide: just the same.
      Both talents are valuable for this fight.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF PURIFY SPIRIT (Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)
      Other possibilities:
      GLYPH OF SPIRITWALKER’S FOCUS
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!
       
       
      IMPERATOR MAR’GOK (top)
       
      This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.
       
      TALENTS:
       
      Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
      You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.
       
      Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.
       
      Tier 4:
      Ancestral Swiftness or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      Tier 5:
      Rushing Streams talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Elemental Blast.
      The encounter is more than 10 min. long. You will definitely run out of mana without this talent.
       
      Tier 7:
      Cloudburst totem or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!
      (top)
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