ORIGINAL CONTENTS [21/07/2013] : Joël '' Xinh '' S.CONTRIBUTIONS : Rockoj, Zephi, Nearz, Umadz, Izily How-To-Feral Buddy Guide Patch 3.3.5 – TLK ARENA TOURNAMENT – Europe www.arena-tournament.com June – July 2013 -1- TABLE OF CONTENTS I. INTRODUCTION 3-4 II. GETTING STARTED 5-11 III. BESTIARY 12-21 IV. FINAL SETTINGS 22-23 V. IN THE BATTLEGROUND 24-40 VI. ENTERING IN ARENA 41-66 -2- DISCLAIMER This guide DOES NOT presents neither any correction nor modification of « Zephi's Feral/Disc guide for 3.3.5a » published on AT forum in March 2013, which deals mainly about his setup (2500+ EXP as Feral/disc). However, I recommend you to read it as it's well-written and contains relevant information about his comp/gameplay and it deserves some credit. I neither pretend being more experienced than him as we're usually not playing the same comp and have a different gameplay, nor say that my guide is better or ''the BEST FERAL GUIDE'', as well i'm not that kind of guy who does rivalry with others. The following pages will show you my way to play this class and spec, and should be considered as an alternative or a « buddy » for your gameplay and a 2nd guide regardless of Zephi's contents, to improve on certain points. I. INTRODUCTION A- ABOUT THE WRITER My name is Joël S., most commonly known as Xinh or Badgerzz. I play feral since 2009 and on AT since late 2011 and I've reached around 2,4+ as feral/hunter, 2,3+ as feral/srogue and 2,000+ in 3s. (Max ratings achieved : March 04, 2013) I never played retail because I don't want to pay a per-month subscription in a game and during this time my friends were playing on AT so i decided to come and enjoy playing with them which i find it more interesting. I'm basically a 2xDPS player, especially MM/Feral, which is more dynamic and fun than healer/DPS comps. I ran this comp each season, reached at least 2,2 with several experienced hunters and 2,0+ without 264 pieces and won some top rated players. Even though I've learned to play feral at beginning by this way, I'm less experienced (2,150+ with disc and rsham), and also not a fan of healer/feral setups as i find it a bit limited, linear and less funny to play than a 2x DPS comp. Before writing this guide, I was sharing as most as possible my knowledge of this class to some friends who wanted to start playing feral, especially one of them which I follow since January 2012 and I would like to give him a huge respect for his gameplay improvements. -3- Izily. this guide might contain incomplete parts due to lack of tactics. for reading this guide ! -4- . in order to make it better. Thanks in advance. Also for great moments while queueing as feral/hunt/fire. Xinh C. information and media about feral druids. everyone can have divergent opinions but remember that this guide shows MY way to play a feral druid. All contributors listed at first page. Zephi. never in retail. Brojet This guide is also available on this website: www. a nice fire mage. 2.SPECIAL THANKS TO – – – – – – – – Nearz. I made it only by myself. I'm french).ABOUT THE GUIDE This guide contains in-depth information and explanations about feral druid spells. another good hunter I played with.you must know that there are better ferals and there will always be at least one.300 reached with him. who makes my days better and funnier. 2. And many others who I played with. 2. Widjet. it would take too much time to write the entire list. Please note that I've written this guide to share my knowledge about this class-spec and my main comp.B. it's normal and I respect it. no one has neither taught me how to play this class in general. and my gameplay in the battlefield isn't really inspired from other ferals. a decent feral. especially in arena as my main comp – MM/Feral (part VI of this guide) As I mentionned at the previous page.300 with him. and have reached my best ratings with a real positive attitude and humility.3+ EXP – who I « coach » since January 2012 and still continues to improve everyday. it must help to improve on certain points. any feedback about this guide would be really appreciated. Rockoj.theferalnetwork. or constructive criticisms. gearing system and my way (and not « THE BEST WAY ») to play it. also an excellent IRL friend and always motivated me to play better even though in bad moments. To conclude. Also for his contributions to this guide.4+ hunter which i still play with since December 2012. Also for his positive attitude and for the funniest moments passed in wow. author of his Feral/disc guide. dont take this guide as an absolute truth : game and players are constantly evolving over time (including me) and you will probably face some situations which are not mentionned. and good reading ! Best regards. since I started to play feral 4 years ago. otherwise I would not do it. Furthermore. feel free to contact me with the following ways: – – PM @ Badgerz in AT forum /w ingame : Teemomiddle (main). Heyclonjk. like Popochh. but also you. Acelol. So if you find something that seems wrong to you. if you have any suggestions. Finally. Diagonalx.net funded by Zephi. I consider myself being sufficiently experienced to write this guide. an excellent Srogue which I've enjoyed queueing as feral/srogue. including me to his project and publishing my guide in his website. specs/glyphs. the main contributor to the guide for his English corrections . but writting that guide does not mean that I'm the best feral . nor helped me to play against several counters. Popochh. In addition. without him I could not have played this setup and improve myself. you're not obliged to follow word by word this guide – feel free to follow your own gameplay. It regroups our guides. Badgerxx. etc. and 2K in 3s. and english mistakes (as it's not my native language. reached 2. it is also an effective healer during critical situations. In human form. When 20 seconds are passed. Mangle(bear) has no CD and it hits up to 3 closest targets. All values are at level 80. GETTING STARTED A. Breaks stealth Faerie Fire/ Faerie Fire (feral): (30yd range. based on DrDamage's calculations. 6 sec internal CD) Increases melee & ranged crit chance. you will return at 1 HP. 6 sec CD) Rogues. B – DRUID SPELLS & ABILITIES Here are a little description of druid spells. Leader of the Pack: (Passive ability. heals you and your group for 4% of max HP when they crit every 6sec and also regen a portion of your mana when you get healed by this spell.II. Even if this spec is based on melee damage as you spend majority of time in cat form. bear and human) are meant to be used. Always use it when opening rogues or ferals and keep it active all times on them. this spell has no CD.other druids and Night elves will hate you. Survival Instincts : (3 min CD) An equivalent of Last Stand (warrior). In cat form. I also add some information about how damage of feral/healing spells are calculated with AP/HB ratio (like in League of Legends). This ability prevents stealthing for 40 seconds and should be constantly kept up on these targets. 100yd radius. and also a set of balance spells to trick your enemies in order to get comfortable situations while damaging your targets. you will lose all of these HP and if your health is below the amount gained. Does not activate GCD. 1 – Feral Combat Abilities Common to Bear and Cat forms Berserk: (3 min CD) Simply an absolute nightmare for all preys you encounter.QUICK SUM-UP The first thing to know about feral druid is his versatility. increases your current and maximum HP by 30% for 20 seconds. Does not break stealth. a tank with multiple bruiser capabilities. That means your 3 forms (cat. reduces all energy costs by 50% but makes you unable to use Tiger's Fury while berserk is active. Frees your character from Fear effects and makes you immune to it for 20 seconds (not including Death coil and SP's psychic horror – this can be confusing) In bear form. Also ignores a small amount of armor and deal magic damage when used in bear. ( KEY: AP – Attack power / HB – Healing bonus / EP – Energy points / MP – Mana points / CD – Cooldown ) You will also notice that some spells are an equivalent to Rogue or Warrior abilities and can have exactly the same effect. -5- . 35 EP base cost – 20 EP with PvP hand set – 7.1% * AP.Cat form – STEALTH MODE Pounce : (50 EP – 18% * AP) Your main and 4 sec stunning opener. Deals huge damage to a target affected by Mangle debuff and bleeds that means. which does instant damage. Deals incredible damage with all combo points & energy. except the only difference is that adds a long bleed dealing damage. -6- . 34 in mangle spec – 7. Ravage : (60 EP . but it can be used as a burst damage when you're playing feral/rogue and able to restealth & if you've already used Pounce's DR. Rip: (35 EP – 30% * AP) Finishing move that bleeds hard your target for a long duration. for example. these 2 debuffs must always be up to your target to keep its effectiveness. 1 CP) Your main damage ability equivalent to Backstab. Cat form – NON-STEALTH MODE Damaging abilities Mangle (cat) : (45 EP base cost . 40 EP with Ferocity talent. You won't often use it as you will mostly use pounce and its damage is quite low without buffs /procs up. and also have an additional 25% crit chance when used on bleeding targets. Rake : (35 EP base cost . Must be behind your target.1% * AP. Shred : (60 EP base cost . used mostly to kill image mirrors.1% * AP. Also slows it with the talent Infected Wounds. 42 EP with shred spec – 7. Must be behind your target to use it. Ferocious bite: (35 EP base cost + up to 30 additional EP – 35% * AP) Your ''eviscerate''. Should be always refreshed on your target.1% * AP) Second opener equivalent to Rogue's Ambush spell. deals small damage and stuns your target for up to 5 seconds depending on combo points. Swipe: (45 EP) AoE damage ability in front of you. Shares same DR with Bash (bear form). Also slows targets with the talent Infected Wounds. 1 CP) A damage ability which applies a debuff that increase damage done by bleeds and Shred ability by 30% and slows your target (with talent). Each tick have a chance to crit. before your other abilities when opening. It will always be your first damage gcd to use after pounce. Controlling abilities Maim: (10 sec.7. 30 with Ferocity talent – 7. improvable with the right glyphs.1% * AP) A kidney shot equivalent for ferals. like Rogue's cheap shot. CD . 1 CP) Bleeding ability which deals decent damage over time. biggest damage ability and mostly used as a finisher to score frags. Note that this ability does not bring you in combat. 5 sec stun. Used to land a small burst when Berserk is under CD. 8-25yd range. physically immobilizing him (undispellable) for a small duration and kicks him for 4 seconds. Does not activate GCD. Slows also your target with Infected Wounds talent Lacerate : (15 base rage – 13 with Shredding attacks talent – 6% * AP) A minor but long bleeding stackable up to 5 times. No GCD activation. Bear form Damaging abilities Mangle (bear) : (20 base rage – 15 with ferocity talent – 6 sec CD . shares same CD with Cat charge) You charge an enemy. 2 min 24 with glyph) A rogue's sprint equivalent for ferals. Can be used when your target out of LoS. Savage Roar : (25 EP) Finishing move that increases all physical damage done by 30%.3 * AP) Same effect as Swipe (cat) but lesser damage. decreases your movement speed by 30%. 8-25yd range. Does not break your stealth. While stealthed. Dash: (10 EP. Feral Charge (bear): (5 rage. without this you could not be called as a ' feral '.9% * AP) Deals additional damage on your next attack. with same possible bonuses like Shred : 30% under mangle effect and 20% if a bleed is applied. 30 sec CD. increases damage done by 80 (without multipliers) and instantly restores 60 energy. 15 sec CD.9% * AP) See above (Mangle – cat) Maul : (15 base rage – 10 with ferocity talent – 17. Shares same DR with Entangling roots. Cannot be used while Berserk is active. No GCD activation. Does not activate GCD. and affects all targets on a small area around you. dazing him for a small duration. No GCD activation.17. Does not break itself when shapeshifting (but no effect) and does not break stealth. and also does not brings you in combat. Lasts 15 seconds. Useable while tanking rogues when you want to keep a bleed effect on them for example. Does not break stealth. but breaks your stealth Tiger's Fury: (30 sec CD) When used. 3 min base CD. shares same CD with Bear charge) You jump behind an enemy. Swipe (bear) : (20 base rage – 15 with ferocity talent – 6. Must be permanently activated. 30 sec with talent) Same effect as Maim (shares same DR). -7- .Utility abilities Prowl : (10 sec CD after de-stealthing) Your stealthing spell. Feral Charge (cat): (10 EP. Controlling abilities Bash : (10 rage – 1min base CD. 40yd range – 1. 4 ticks max. Nourish : (629 MP. Savage Defense : (Passive ability.2447 MP. ~8 yd radius) Same effect than warrior's demoralizing shout. Each tick has a chance to crit. max. 40yd range – 1.5 sec with Naturalist talent. No GCD activation. 10 sec internal CD) A passive ability in Bear form. but with high mana cost. Regrowth : (2 sec base cast . Bypasses all pillars and walls. Demoralizing roar : (15 rage. which allows you to absorb physical damage equal to 25% of your AP in bear form when you land a crit. Most commonly used as instant cast with Predator's Swiftness' proc. When this effect ends or gets dispelled. Rejuvenation : (629 MP.8 * HB) HoT spell. instant cast and reasonable mana cost. Useful after a bear form switch.3% * HB) Shorter cast than Regrowth. and need a HoT applied to the target to increase it's effectiveness.1% of HB) Long-casting healing ability with high mana costs that restores you a large amount of health. heals you directly for a certain amount depending on number of stacks applied and gives you back half of mana cost. and sacrifies a portion of your armor (16%). healing you and your group for a great amount of HP every 2 sec. 2. bash or use your frenzied regeneration. reasonable mana costs. base 8 sec channeling cast . 2 – Restoration Spells & Abilities Healing abilities Healing touch : (3 sec base cast.18 * HB) HoT spell with instant cast.Utility abilities Enrage : (1 min CD) Restores a portion of your rage instantly+ over time and increases your damage within bear form while buff is active with related talent. 40yd range – 161.25-30yd radius – 2. Lifebloom : (978 MP. stacks up to 3 times. -8- . 1013 MP. reduces an amount of AP to close targets. 40yd range – 67. Same effect than warrior equivalent. Frenzied regeneration : (3 min CD) Another defensive ability which regen a portion of your health over time by converting your rage every second. Used also to de-stealth rogues/druids/NEs close to you. applicable to the next hit you take within 10 seconds.85 * HB) Medium-casting healing ability with additional HoT. Tranquility : (8 min CD . to instantly charge.152 * HB) HoT & AoE spell with channeling cast. 40yd range –1. 1153 MP. Mark of the Wild : (419 MP with glyph. Controlling abilities Cyclone : (279 MP. 20yd range) This is why everyone hates druids. 3 – Balance Spells & Abilities Damaging abilities Wrath : (2 sec cast. Curse of Elements. -9- . 30 yd range) Almost no damage and NOT used at all as it does not belong to your main spec. be careful) AND incoming heals & buffs (incoming penances won't heal him. Curse of tongues (lock) – Hex (shaman) Abolish Poison : (454 MP. but can be used with instant cast to make some fun :) Moonfire : (734 MP. which mean that secondary dispells won't trigger. Instead of spamming Abolish poison to remove multiple poisons on you. Also leave a magic DoT. Also negates the healing of ALL hots on your target (but your dots too. 40yd range) Removes 1 poison to your target. 30 yd range) No damage and used mainly to counter grounding totems. such as : – Curse of Agony. you should spam Cure Poison to remove faster your poisons while Abolish poison is active. and innervate or divine plea ticks won't have any effect).Utility abilities Remove Curse : (454 MP. Ice block and divine shield cannot be used while cycloned. 30 yd range) No damage and huge mana costs. 40yd radius) Druid main AOE buff. 40yd range) Removes 1 poison to your target plus 1 every 3sec for 12 seconds. increases armor.5 sec base cast. spell reflections and limit rogues restealthing. Cyclone totally suppresses your target for 6 secs as the only way to remove it is trinketting. Note that over-time effects does not guarantee a dispell and spamming it makes timer resetting. 30yd range) Druid main buff. This spell does not share any DR with any other spells except itself and can be instant cast with Predatory's Swiftness proc. MP cost can be reduced with right glyph. 394 MP. 1. Hurricane : (2831 MP. Cure Poison : (454 MP. 40yd range) Removes curses on your target. Gift of the Wild : (1118 MP with glyph . stats and resistances. bypasses pillars and walls. used to spot stealthed targets like the mage spell « Blizzard » would. 30 yd range) Roots your target for 10 seconds which is also very. Thorns : (544 MP. Innervate : (3 min CD. .5 sec base cast. 30 yd range) Reflects 73 damage from melee attacks. No GCD activation. Shaman's ghost wolf form. 1. Be careful to not get it dispelled or spellstolen.10 - . Shares same DR with Feral charge(bear) effect.Hibernate : (244 MP. Has a 2 sec internal CD on a same target. very long. 1. 30 yd range) Restores 225% of your base mana over 10 seconds.5 sec base cast. enhshaman's wolves. moonkin and tree forms). meaning more damage. useable on other druids (except human. Entangling roots : (244 MP. Use it when you're under pressure or if you want to stay longer in cat form. hunters' pets. or try a hard cast. very long. Nature's grasp : (1 min CD) Applies Entangling roots to the next 3 melee attackers on you. Deals only a poor 35 damage every 3 seconds. Reduces all damage taken by 20% (and physical crit chance when glyph is active) with a medium CD. 30yd range) Hibernates your target for 10 seconds which is very. Utility abilities Barkskin : (No cost – 1 min CD) One of your defensive cooldowns. Also ignores pushbacks while casting. You can also use it to avoid incoming spells & abilities.. Night Elves have an interesting racial which has the same effect as Vanish (rogues) – this allows you to do some incredible combos with a reopener (Pounce) and even more – as it puts you out of combat (You must use shmeld. max. However. 5 enemies. or stunning a rogue under Evasion followed by a cyclone. No GCD activation 2 second AoE stun. But you will net better results as a Night Elf with their racial. even if your target have an overcapped hit rating you WILL ALWAYS have this 2% chance to get missed). But remember – Follow your choices ! . This racial has a better usage with the 2 other specs.) but it shares same DR with Bash and Maim.11 - . switch to cat then Prowl. using 1 total gcd) and another passive racial that reduces chance being hit by any physical attacks & abilities. 0. such as covering your partner and even more. Being a Tauren also offers a negligible health bonus (5% of your base health meaning value without ANY gear / buffs and specs equals to around 8000 health. Taurens have an AoE stun that can be useful in various situations (covering your mate in arena when he's going to die. (NOTE: This is NOT affected by hit rating. 8yd radius. . which allows you to make incredible CC combinations – meaning more damage and an higher chance to score a kill. which means a 400 bonus health).C – RACIALS NIGHT ELF TAUREN / Shadowmeld War Stomp Allows you to become invisible and get out of combat. it can also be used defensively. What race to choose as a feral druid? Follow your preferences! You should play YOUR favourite race where you can play comfortably. Taurens have also an interesting racial but it's worthless compared to Shadowmeld as you already have 2 stuns in the same DR..5 sec cast 2 min cooldown 2 min cooldown Quickness Endurance Passive Passive -2% chance being hit by melee/ranged attacks +5% base health Druids have unfortunately only 2 available races in TLK : Tauren & Night Elf. Most commonly used spec. A – TALENTS & GLYPHS 1. Can be used in duels and 3v3. covering all feral aspects (shapeshifting. direct damage). BESTIARY Talents & specs inspired from top ferals on AT. Mangle . bleeds.Main spec (0/57/14) Balanced spec.12 - . Glyph of Berserk Glyph of Dash Glyph of Shred Glyph of the Wild Glyph of Rip Glyph of - Third minor glyph does not matter (only 2 useful glyphs in arena). Alt glyphs:Barkskin.III. Ferocious bite + full shapeshift (0/57/14) – Personal choice (2v2) Focuses on bursts and high pressure with improved Ferocious bite.13 - . Glyph of Berserk Glyph of Dash Glyph of Shred Glyph of the Wild Glyph of Savage Roar1 Glyph of - Alt glyphs: Rip (replace from SR).2. low shapeshit costs but higher energy costs for Mangle & Rake. 1 See page 16 for more information .Shred. Barkskin (replace from shred or SR if you play 2x DPS and/or if you have troubles to survive against physical damage) Third minor glyph does not matter (only 2 useful glyphs in arena). 1 See page 16 for more information . full +%damage related talents. Barkskin (replace from shred or SR if you play 2x DPS and/or have troubles to survive physical damage) Third minor glyph does not matter (only 2 useful glyphs in arena). Glyph of Berserk Glyph of Dash Glyph of Shred Glyph of the Wild Glyph of Savage Roar1 Glyph of - Alt glyphs: Rip (replace from SR).Shred. Full damaging talents + 1/3 Shapeshift (0/59/12) Mix to the 2 previous specs with improved Ferocious bite or Ferocity (choose one but preferably imp Ferocious bite to maximize bursts). but higher mana costs on Shapeshifting. or when mana isn't a problem.3. Used for shorter games.14 - . Mangle spec 59/12 (extract from Zephi's guide) Mangle spec is commonly used when you have troubles shredding. Evasion. Note that spec is considerably less bursty than Shred specs. and also passive % dodge/parry/block chance).15 - . Allows you to spam it a bit more often than Shred due to lower energy cost (34) of Mangle (42 for shred) leading to a constant direct damage and faster combo points generation (and faster procs).4. This spec is based on improving Mangle spell by removing 2 points on shredding attacks and replacing Shred glyph by Mangle glyph. and can be totally uneffective against certain defensive spells while Shred would be better (Shield block. Glyph of Berserk Glyph of Dash Glyph of Mangle Glyph of the Wild Glyph of Rip Glyph of - Third minor glyph does not matter (only 2 useful glyphs in arena). Deterrence (shred ignores this). . 16 - . in addition of your autohits.Extra note (1) about Savage Roar glyph Glyph of Savage Roar (Major Glyph) Increases bonus damage given from Savage Roar by 3% Savage Roar Increases all physical damage done by 30% -> 33% This glyph grants 3% bonus damage to your Savage roar ability. This means another 3% bonus overall damage (+ eventually multipliers) on your physical attacks when Savage roar is activated. However. this is definitely the case when you take 1 hit. ArP doesn't). Note that this glyph is the only one which increases your overall damage as you will almost always have this buff activated. MM/feral). I recommend you to take this glyph when you play a comp which relies on early bursts (Sub/feral. . I'd rather playing with this glyph over Rip glyph when playing these comps because you can score a kill very fast without using Rip or before its full duration against several comps. when you burst under berserk with full energy you will spam a lot your shreds and put eventually some bleeds and a ferocious bite on your opponent. Glyph of Rip is used for sustained damage and so are therefore better used as playing agility (increasing bleed damage. 3% can seem a very small increase. this is the glyph for you. then you are playing with armor penetration and you want to set up an huge burst at start with high crit shreds. The total damage bonus in this case can make the difference ! It's almost you have another tiger's fury effect. shreds and white damage will have their damage increased. This glyph is mainly used in PvE but if you choose the specs (2) and (3). that mean ALL bleeds. See Chapter V for more information about dealing damage and spell orders. B – GEARING AND OPTIMIZATION Here are some gearing possibilities which I use. If you're playing with agility build. in 3v3 or duels. For Agi builds. values will not be in bold) NOTE ABOUT GEARING: As a feral. ArP build is recommended if you're getting accustomed to the feral gameplay as it's harder to play. You can tweak your stuff as well as you want depending on your gameplay. if you're playing ArP it's completely different as there are no 264 pieces which offers hit + ArP (If you play with an agi spec you have multiple pieces which offers agi + hit at same time). involving in lower resilience ratings ( <1200 ). Agility build offers you more sustained damage with improved bleeds. you must know that you need to reach a sufficient cap to be effective with (>40%). better healings with Nurturing instincts' talent. I highly recommend you to play with an agility build if you're beginner. your worst enemies are hit rating & spell pen caps. consider better playing agility. These 2 stats must be respectively at 164 and 75 (to prevent misses from your autohits and physical abilities and prevent resists on your spells) and at the same time. However. Agility or ArP ? These 2 specs have their own characteristics. but as you need PvE offparts you will become a lot squishier. If you want to play with armor penetration. more procs and more resilience as every piece of gear have both resilience and agility (except back and rings). Feel free to make your choice but you must take a build that fits well in your gameplay. This build is made for you if you're fan of short games and double DPS combos. . agility builds & high resilience are recommended. commonly used with talents listed above. you obviously want the best equipment to maximize your damage. Here I'll show you my ArP builds which I play as a double DPS comp in 2v2 especially MM/feral. refer to the Zephi's Feral guide.17 - . Above this cap. [ Enchant ] ( Meta gem / Red gem / Green Gem / Orange Gem / Yellow Gem / Blue Gem / Prismatic gem ) (If a gem does not match a socket. It offers you more bursty and higher damage against armored teams. hit cap won't be a problem for you. You can adjust them to get better ArP rates or resilience. more crit chance. However. 18 - .164 ] Total AP (with Mark of the Wild) Head : Wrathful Gladiator (WF) Helm [ 50AP + 20 resi ] (21 agi + 3% crit dmg / 20 arp) Neck : WF Pendant of Sundering Shoulders : S7/WF Shoulders [ 40AP + 15 resi ] ( 10 agi + 10 hit ) Back : WF Cape of Victory [ 22 Agility ] Chest : Sanctified Lasherwave Raiment (T10) [ 10 All stats ] ( 20 Arp / 10 agi + 10 hit) Wrist : Toskk Maximized Wristguards [ 50 AP ] ( 10 agi + 10 hit ) Hand : WF hand [ 44 AP ] ( 25 Spell Pen ) Waist: Astrylian Sutured Cinch ( 25 Spell Pen / 20 Arp / 20 Arp ) Legs : WF Legguards [ 75 AP + 12 Crit ] ( 20 Arp / 25 Spell Pen) Feet : Taldaram Soft's Slippers [ 12 Hit + 12 Crit ] ( 20 Arp / 20 Arp ) Ring 1 : Planestalker's Band/Signet HC (245 ring) ( 20 Hit ) Ring 2 : Frostbrood Sapphire Ring ( 20 Arp ) Trinket 1 : Deathbringer's Will Trinket 2 : Medaillon of Alliance Weapon : Wrathful 2H Mace [ Executionner or Berserking ] ( 20 Arp / 10 all Stats ) Idol : Idol of Mutilation (WF : Wrathful) .19% ] Total Crit Chance [ 10.1 – Low resi. [ 912 ] Total resilience [ 56.80% ] Total ARP [ 55. high ARP rate Build focussing on maximizing ARP rate but low amount of resilience. 19 - .010 ] Total AP (with Mark of the Wild) Head : Wrathful Gladiator (WF) Helm [ 50AP + 20 resi ] (21 agi + 3% crit dmg / 20 arp) Neck : WF Pendant of Sundering Shoulders : Titan's Forged Spaulders [ 40AP + 15 resi ] ( 10 agi + 10 hit ) Back : WF Cape of Victory [ 35 Spell penetration ] Chest : WF Chest [ 20 resilience ] ( 20 Arp / 10 agi + 10 resi ) Wrist : Toskk Maximized Wristguards [ 50 AP ] ( 10 agi + 10 resi ) Hand : WF hand [ 44 AP ] ( 10 Hit + 13 Spell Pen ) Waist: Astrylian Sutured Cinch ( 10 Hit + 13 Spell Pen / 20 Arp / 20 Arp ) Legs : WF Legguards [ 75 AP + 12 Crit ] ( 20 Arp / 10 Hit + 13 Spell pen ) Feet : Taldaram Soft's Slippers [ 32 AP] ( 20 Arp / 20 Arp ) Ring 1 : WF Band of Triumph Ring 2 : Frostbrood Sapphire Ring ( 20 Arp ) Trinket 1 : Deathbringer's Will Trinket 2 : Medaillon of Alliance Weapon : Wrathful 2H Halberd [ Executionner or Berserking ] ( 20 Arp / 10 Hit + 13 Spell pen ) Idol : Idol of Mutilation .58% ] Total Crit Chance [ 10. [ 1.2 – Mid Resilience. Mid ARP rate Build with balanced stats.112 ] Total resilience [ 47. average resilience & armor penetration.09% ] Total ARP [ 52. [ 1.278 ] Total resilience [ 33.94% ] Total ARP [ 52.20 - .3 – High resilience with minimal ARP caps Build with the lowest ARP score that fits with this high resilience rating.54% ] Total Crit Chance [ 9. Note that Executionner is a must to stay at minimal ARP cap (40%) with that proc.950 ] Total AP (with Mark of the Wild) Head : Wrathful Gladiator (WF) Helm [ 50AP + 20 resi ] (21 agi + 3% crit dmg / 20 arp) Neck : WF Pendant of Sundering Shoulders : Titan's Forged Spaulders [ 40AP + 15 resi ] ( 10 agi + 10 hit ) Back : WF Cape of Victory [ 35 Spell penetration ] Chest : WF Chest [ 20 resilience ] ( 20 Arp / 10 agi + 10 resi ) Wrist : WF Armwraps of Triumph [ 50 AP ] Hand : WF hand [ 44 AP ] ( 10 Hit + 13 Spell Pen ) Waist: WF Belt of Triumph ( 10 Hit + 13 Spell pen / 20 Arp) Legs : WF Legguards [ 75 AP + 12 Crit ] ( 20 Arp / 10 Hit + 13 Spell pen ) Feet : WF Boots of Triumph [ 32 AP ] ( 20 Arp ) Ring 1 : Saurfang Cold-forged band ( 10 agi + 10 resi ) Ring 2 : Frostbrood Sapphire Ring ( 20 Arp ) Trinket 1 : Deathbringer's Will Trinket 2 : Medaillon of Alliance Weapon : Wrathful 2H Halberd [ Executionner ] ( 20 Arp / 10 Hit + 13 Spell pen ) Idol : Idol of Mutilation . savage roar and also mangle / bleed debuff. It will allow you to replace some hit rating gems by other ones. * Note that you can switch idol during arenas. Note that every proc mechanism starts at your first hits at each arena and have an internal CD. You can adjust them depending in your needs. . I'd rather using Idol of Mutilation when I'm gonna burst when the game starts. There are also some alternatives. buffs. as it grant me directly the 200 agility bonus upon Mangle. not classified as a « must have » but can help you make your choices. 1 – Equipment Idol of Ravenous Beast* : Increases damage dealt by Shred by 203. Give it a try. Compared to the Idol of Mutilation. talents. If you do not plan to burst at start and wants to do it whenever you want. however not at all situations. Lasts 15 secs. Cloak enchant : 10 Agility / Improved stealth : Take it if you're getting pissed of being caught while stealthed. it will be a lot more than 203. I recommend you to buy these 3 idols so you can choose it for every game. This won't guarantee you to not get sap at every arena. or simply if you're just tired and pissed off about hit rating calculations. Idol of The Crying Moon* : 44 agility per Rake tick. fitting with your gameplay. 2 – Gems / Enchants Meta gem : +42 AP / Stun duration -10% : Requires 2 Take it if you're getting pissed of being KS'd (and sap after) everytime. you'll see the difference and especially if you're playing with ArP and/or against clothes. Feet enchant : 15 stamina / Minor speed increase : Take it if you do not feel running fast enough. Use : Gives you 1024 AP for 20 seconds. uncommonly used in AT due to the lowest ILVL (200).21 - . Be aware that switching idol while in combat costs you 1 GCD. stackable 5 times. The best feral idol of the game (264 ilvl). that mean without multipliers. This idol. However it can be better than Mutilation in longer matches as it brings you more total agility (220). Mark of Supremacy : 128 hit rating. while with this idol you must wait 3x5 ticks = 15sec to get the entire effect. can be very interesting as you will shred (your main dmg) if you plan to play a bursty comp. however rogues must be closer to you to do it. take it. procs. You can choose your idol after the doors open.Extra : Alternative build options Builds listed above are considered as a « core » for each category. it will be less interesting for your other spells but the displayed value on the help box is a gross value. depending on your strategy and the opponent's setup. I might not get as much information as the other addons offer (procs. when you stealth it will automatically switch your bar. The only problem is you don't see your mana bar while in cat or bear form (RT does not have this function before Cata) but i'm used to play without this. feel free to set your own user interface.. FINAL SETTINGS A. As a druid. By the way. If you're tired of « stance macros ». You can use some useful addons that shows your current procs. as I have much game space. trinket uses. You can also use Xperl (my old unit frame) or MoveAnything!. Bartender4 allows you to make bar pages. you can use it there. and it's also bad for your eyes! You need to clear enough your screen to allow you to read the game correctly and see what's happening in arena. .IV. Feel free to set it yourself. enemy cooldowns etc. Here's my user interface now: Unit frames : Rupture Tourney Arena Frames : Gladius Action Bars : Bartender4 Miscellanous : Fontifier As you can see I'm using 3 (4 with fontifier) addons. opponent's cooldowns) but it's enough for me to read and analyze the game.22 - . it's pointless and you might suffocate and get some headhaches when watching these irrelevant informations displayed on your screen during an arena match. you don't have a specific bar for stealthing mode like rogues have.USER INTERFACE There is not any specific UI which you need to play a feral (and the other classes). but don't overload your screen with multiple addons. Disable adjust camera style. and also target of target.B – GAME OPTIONS Once again. This will allow you when turning your camera to keep angle when moving (useful to see what's happening behind you while kiting) . there is no specific game options that you must set while playing feral but you should enable or disable these options to make it easier: Combat settings: Enable nameplates (V) and Class colors in nameplates to have a better visibility on your enemies while LoSing them for example and also distinct them from totems or pets. Check also if Cast bars are both enabled. (Never adjust camera).23 - . Camera settings: Put Max Camera distance at maximum to have a larger view of your game. V. IN THE BATTLEGROUND TABLE OF CONTENTS A – GENERAL GAMEPLAY In-depth explanations about spell usage and overall feral gameplay. B – TIPS AND TRICKS Some feral tricks and advices to « create » and improve your gameplay. C - MACROS A set of macros which you should have to make your life easier. - 24 - A – GENERAL GAMEPLAY The following information will deal about feral gameplay, in other words : – How to open – How to deal damage – How to use your CCs correctly – How to heal yourself Before reading this part, if you need to see again how our spells work, take a look at the section « Druid Spells and Abilities », pages 4 to 9. These following sections will concern mainly Feral/MM setup. Opener sequences There are different ways to open a target for a feral. But your opener sequence can however vary. Some examples would be: – – – – – Your target : Opening a rogue isn't the same as opening a warrior Your comp : If you play with a rogue, the opener might differ than if you play with a MM. But we'll deal about MM/feral composition now. Opponent's comp : If you face cloth team, you can set an opener with immediate bursts to score a fast kill. If you face a hpal/warrior team, as your hunter need to scatter, you'll need a fast stun but you don't want to set a burst yet. The momentum : Against rogue/priest, if your mate is sapped, it's obvious that you will get a fast stun to prevent the priest dispelling your mate. Positions in arena A – NORMAL OPENING SEQUENCES This list isn't exhaustive, theres a lot of different situations which you need to consider. Let's take a look about some good ways to open a target in a beginning of a game. Pooling phases (wait energy stacking) are marked by a green arrow pointing upwards. Sequence A1 : Fast stun opening Pounce -> Mangle -> Rake -> Tiger Fury (no gcd) -> Shred -> Maim This sequence consists in fast stunning your target. Good to use when: – You need to disable your target very quickly (rushing warrior)while your partner is controlling the second – You're facing double dps comps in a map with good pillars and need to stop your target's incoming damage – You're facing a comb which need to get stunned fast, then damaged by your mate to force first cds and maybe a trinket (i.e. hunters) – You're facing a rogue + a dispeller and you need to prevent him dispelling your partener while sapped - 25 - Sequence A2 : Fast stun openings with faerie fire If you open a rogue: Pounce -> Faerie fire (feral) ->Mangle -> Rake -> Tiger Fury ->Maim -> Shred This sequence consists in a fast and secure stun against stealthing targets. Can be used when: – You open a rogue and wants to stun him quickly and safely to prevent him vanishing or doing eventual damage If you open a druid : Apply the sequence (A1), then Faerie fire. Can be used when: – You open a feral and want to stun him quickly and safely to prevent him stealthing, doing damage (or vanishing a cyclone if he's Night Elf) – You're facing and focusing the resto druid and want to stun him quickly and safely to prevent him stealthing while your mate is controlling another guy and getting closer to the druid before bursting Sequence A3 : Normal opener with full savage roar Credit to Zephi Pounce ->Mangle -> Rake -> Shred to 5CP -> Pool 80-100 EP -> Savage roar This sequence consists in getting off a full savage roar and follow by a DPS sequence. Rarely used as it's better for feral/healers combs. Can be used when: – You're facing a warrior/healer, and your mate is getting in a comfortable position to control the second one, allowing you to do some DPS and a miniburst without using cooldowns at the following sequence. If you're opening a healer/caster, your hunter must definitely silence during this sequence. Sequence A4 : Normal opener with fast savage roar A4-1: Pounce ->Mangle (2CP) : Rake -> Savage Roar -> Tiger Fury -> Pool A4- 2: Pounce ->Mangle (3CP) : Savage roar -> Tiger Fury -> Rake -> Pool This sequence consists in getting off a fast savage roar and follow by a DPS sequence. Apply sequence A4-1 if you get 2 cp after mangle, apply A4-2 if you get 3 cp after mangle. This can be used in the same circumstances as A3. If you're opening a healer/caster, your hunter must definitely silence during this sequence. - 26 - With this option you can set a burst at start to score a kill if timed correctly.27 - . Sequence B1 : Berserk fast stun opening Berserk -> Pounce ->Mangle -> Rake -> Shred to 5CP if necessary -> Maim -> Pool for following sequence This sequence consists in fast stunning and prebursting your target. if you berserk at the beginning of the game. here's a list of ways that your opponent team can counter you in order to make your starter berserk useless. and plan to kill him. be sure that you will burst your target in a comfortable situation.B. If you start with zerk. Can be used when: – You open a rogue and wants to stun him quickly and safely to prevent him vanishing or doing eventual damage. upper level at blade's edge) and need to stop quickly their damage and at the same time get them under pressure Sequence B2 : Berserk fast stun opening with faerie fire Berserk -> Pounce ->Faerie fire(feral) -> Mangle -> Rake -> Maim This sequence consists of a fast and secured stun against stealthing targets followed by a burst. but it's a bit risky.BERSERK OPENING SEQUENCES Berserk opening sequences are different from normal sequences as all energy costs are reduced and it grants you faster combo points generation (but unable to use tiger's fury). They can: – Use their defensive cds – Chain control you to temp your zerk (eventually force your trinket) – Chain control your mate to force you to cover him and eventually dps you – Outburst you to force you to play defensively – Burst your partener and force you to cover him As you understand. Can be used when: – You need to disable your target very quickly except warriors while your mate is controlling the second opponent before a burst – You're facing hard double dps comps ( especially a shadowpriest / lock ) with limited or no pillars available (ruins of lordaeron. . 28 - . your hunter must definitely silence him during this sequence. after 1st part. . your hunter must definitely silence him during this sequence. burst opening (6 first GCDs) 1st part: Berserk -> Pounce ->Mangle If . to increase your chances you need to have a bleed and a savage roar to maximize damage into berserk – You just want a fast kill! If opening a healer/caster.. Can be used when: – You face squishy teams (priests) and you and your mate are both in comfortable situation to knock your target down (involving controlling the second opponent) and ensure that you can kill him during your Berserk. If .. you have 2 combo points: Rake -> Savage roar -> Pool 80-100 EP -> Shreds . This sequence consists of an early attempt to kill your target. – You just want a fast kill! If opening a healer/caster. with a 80 bonus damage. Delaying Berserk just after TF allows you to wait your mate getting in a favorable position to DPS and also.. you have 3 combo points (mangle critted): Savage Roar -> Rake -> Pool 80-100 EP -> Shreds . Sequence B4 : Burst... delayed berserk opening (6 first GCDs) Berserk -> Pounce ->Mangle -> Rake -> Savage Roar -> Pool 35EP -> Tiger Fury -> Berserk ! This very consists in a early attempt to kill your target.Sequence B3 : Berserk. Can be used when: – You face squishy teams (priests) and easy ccable comps and you and your mate are both in comfortable situation to knock your target down (involving controlling the second opponent) and ensure that you can kill him during your berserk. – You face a resto shaman or druid and plan to kill him... after 1st part. This list isn't exhaustive.What about Ravage? Ravage can be an alternative option but I personally don't use it at my principal openers as the damage is quite low without procs and buffs and a 4 sec opening stun is way better. you'll probably face some teams (mostly double dps comps) who will do everything to waste your sequence (trinket pounce for example). At higher ratings. It's a CC spell. take advantage of it! As you can see. However. ferals have a lot of possible ways to open a target.29 - . Try to be creative. Feel free to imagine what you will do against them. feel free to use/modify them depending on your needs but I referenced the ideal openers against multiple and recurrent situations. reflect about these situations outside these options above and you'll get also some good and surprising results. Sequences listed above are used in a normal run. . if you can restealth you can use it while you're buffed to do some surprising damage (at high energy cost) but I'd recommend to use pounce over ravage at every possible opener. you can try different openers. Your rotation will also vary depending on what situation you are in. and restart from 1This is the base « algorithm » which can be applied to maximize your damage. but a good feral does it at every moment. refresh your mangle. you can redo 2-3 shreds (rerake him if necessary and dont spam shred too fast. Dealing damage and bursting is a bit hard seeing as your abilities have quite high energy costs. . You can also get some insane bursts without it. However. your aim is to do as much damage as possible in as little time as possible(bursting) to force opponents' cds and also set a kill.Then. put it at 5 cps to maximize your constant damage. During pool phases you can use some CCs. he explained how to open and deal damage as a feral. As a feral. it's different on certain points. An ideal way is to apply this algorithm: Starting from zero: (0. go for a rip. then apply Rip to your target or Maim if needed (pool before doing it) 4.If he is very low.First.Dealing damage Now we have examined the ways to open at all sides.Pool your energy to 40 at least then use tiger fury. It's uneffective to shred every 42EP to keep a constant DPS as 1) your dots are already doing it. spam shreds! 6. If you've read Zephi's guide (feral/disc). Both terms are tied but have different senses. with agi specs and a disc. use pillars to los incoming spellcasts and eventually heal yourself and your partner. 2) if you land a full CC on the second opponent you won't have enough energy to burst on your main target! /!\ Don't confuse « to burst » and « to damage ». As you're playing with ARP and it does not increase your bleeds. reapply rake if necessary.After now you have 70-100 energy. With a MM. let's take a look about dealing damage after an opening sequence. ferocious bite! 7. next combo points : shreds. you prepare a fast savage roar with the 3-5 first combo points (A4) 2. you will have to pool your energy sometimes before bursting. you can use rip at 4CP minimum but if possible. Consider this algorithm as a « core » to your damage. This means. To burst means dealing a lot of damage in a short period of time. To do damage means dealing continuous damage but with no « intention » to land a kill yet. varying in certain situations. 3. The Berserk spell is THE reference for real bursts.for the next CPs) 1. maim if it's not on DR . If you get clearcasting. start from 1. You deal continuous damage just to weaken your target and create a situation where you can burst. see below) – And eventually. By playing feral/hunter setup.Pool your energy. see next step) 5.30 - . dealing damage isn't only shred spamming throughout the entire game. you must keep in mind these 4 keys : – Savage roar must be up (+30% damage) – Rake must be up on your target – Rip must be up on your target (not in all cases.Otherwise. spend it to a shred.If you start by an A1/A2 opener. Your miniburst « starts » after step 4. There are several ways to do damage as a feral but there's no unique rotation that you « must do » . you can use it in a opener (see opening section) or during your sequence between steps 3 to 5 if used later. then shreds and eventually ferocious bite! Again. As mentioned before. Before using berserk. In cat form. refresh your mangle if this debuff is removed. if rip is not up. Berserk can be used at start or during the game depending on your opponent's comp and your strategy. In the above sequence. applying this algorithm does not mean you should use it and play strategically like you do in PvE! This sequence might change depending on situation. and savage roar is at end of effect. rogue will open you if you do so. Now. And also: IMPORTANT RULE 1: Do NOT use Berserk when you're low energy. if you're going to score a kill on your target. Does not break stealth. It's another standard beginner mistake. reduces all energy costs by 50% but makes you unable to use Tiger's Fury while berserk is active. go for a maim (check savage roar & rake at least). IMPORTANT RULE 2: Do NOT use Berserk when you don't have your trinket up (few exceptions for this). IMPORTANT RULE 3: Make sure you are in a comfortable situation before using berserk. you must be ready for every situation. IMPORTANT RULE 4: Do not use Ferocious Bite when you've just landed Berserk. you can also refresh it with 2 combo points (after sufficient pooling) and do some shreds / ferocious bite.31 - . berserking is THE reference for real bursts as you will spam a lot your abilities.However. instead of refreshing it. Frees your character from Fear effects and makes you immune to it for 20 seconds (not including Death coil and SP's psychic horror – this can be confusing) In bear form. check these 4 points: – Savage roar must be up (+30% damage) – Rake must be up on your target – Rip should be up on your target for maximum burst effect – And eventually. ex: using it while a rogue is stealthed isn't really a good idea. and it will be totally wasted. Make sure that you're full energy before using it. . Use it ONLY when you're sure to kill your target with this or when your mate is sure to kill him afterwards and of course with 5CP. you will be most likely cced for a big part of your Berserk. Mangle(bear) has no CD and it hits up to 3 closest targets. If you do so. Your opponent might not act the way you think he will! If during this sequence one opponent is cced and you're going to set a kill. It's a standard beginner mistake. let's deal about Berserk spell: BERSERK MODE Quick reminder about this spell (page 4) Berserk: (3 min CD) Simply an absolute nightmare for all preys you encounter. otherwise a poolphase is required. Be dynamic. 32 - . then bursting him can be ingenious – When you have all buffs and procs up and are able to do a switch. You might force them defensive cds and also trinkets. . – When you get a full stun and you have all your buffs/debuffs active – When you're going to land a kill (low health and no defensive cds left) – When the healer is too far away from your target.How do you know when to burst: – When your /focus target is fully cc'd. below here are listed all druid CC by DR type.Magic . Physical/Undispellable .Crowd control To maximize your potential in PvP. (*) No diminishing return .Disease Opener stun: 4 Controlled stuns: 1-5 5 Roots: 10 10 4 Kick: 4 Disorient/Sleep: 10 Slow/Daze: 4 12* 6 40*1 Uncategorized (shares DR only with itself) 1 Faerie fire disables stealth and can be therefore considered as a CC. damage isn't quite enough.33 - . You also need to master the Crowd Control (CC). Crowd control is used in many different situations. A druid have quite a few spells to CC your opponents. which cannot be hibernated. totems will be your worst nightmare! With infected wounds talent. mangle and maul like Crippling poison (rogues). Faerie fire is a nightmare for rogues. and Hibernate have a 1. try to be creative and perhaps you can do some sick. Enhancement Shaman's wolves. you can hibernate 1 of their 2 wolves (and root the 2nd). It's not really a CC spell in itself as it disables nothing. other druids and night elves. Don't forget to use and refresh it. You can prevent them use their master's call (3 secs freedom). it can be used only against a small amount of targets: – Druids in cat/bear/travel from – Shaman in Spirit wolf form. surprising and endless CC combinations! . But again. Hibernate is a little tricky to land. Against hunter's pets. nor BoP into this nor Ice block! That mean. However if timed correctly and used well you can root for the full duration and force them into a bad positioning.5 sec cast but they also can be instant with Predator's Swiftness talent. you or your mate can be hard opened and it might throw a game! To summarize. The only way to hibernate them is by making them go into Ghost wolf Form and then. Can be used as a 4 sec kick. hibernate them. intervene! Against druids. reflected and countered by grounding totems. very effective against melee classes since it allows you to kite them out if they're getting into frenzy against you and/or your partner! Moreover. try to do different combinations with your spells and with your mate's spells. it can be very useful to hibernate them as their pets can save them getting bursted. and for healer too. so it can be dispelled. First. You can't bubulle out. Analyze and reflect about the opportunities to make them doing so and once you manage to get them into Travel form it is easy to hibernate them.. Cyclone is the most powerful spell as the only way to remove it is trinketting.). However their only way to kite in their specs is using travel form.. roots and if they use a crab.. The only drawback is that it's a magic cc. – Hunter's pets. Recycloning him 3sec just after first clone can be useful. you have a perma slow when you hit with shreds. possibly allowing you to set a kill! It's also effective against casters if you want to los their casts. since Shaman's grounding and tremor totem can counter your hibernate. If you face an enhsham. shorter but undispellable (yet removable with freedom and shapeshifts for druids) Feral Charge(bear) can pass over some defensive cds (Anti Magic Shield. Entangling roots.34 - . it's a bit difficult. if you let them restealth. as you can make them los or outdistance between them and maybe force their cds! You have another root. The same goes against Shamans. Entangling roots is a long root. their crit immunity and their eventual ministuns. if your target (or your /focus) has no trinket you're guaranteeing a 6sec CC on him without risks being dispelled. you need to watch out. But with your talent Predator's Swiftness it won't be a problem! Hibernating a feral is easy as they spend a lot of time in cat or bear form. if you play feral/hunter. you have a lot of CC options. It can be dispelled as it's a disease. except stealthing for these classes. resisted. However. However. Don't rely only on your cyclone. against resto and balance druids. it can be a lot more tricky as they will stay in human/tree form or moonkin form. You won't hibernate him by hardcasting it unless if he is idiot and/or you have 5000 haste rating. the hunter can do some damage while the opponent is rooted before breaking it. Cloak of Shadows.General analysis of crowd control spells: Cyclone. playing feral (and 2Xdps comps) does not always mean only DPS and cc the /focus. You will probably face some comps which can make your life suck. Third LB stack is optional (refreshing LB delays the timer for final healing blow). . However. if possible. You can use it when you want a big instant heal but at a high mana cost. 4% every 6sec (assuming that you crit every 6sec) When you and your partener have a MS effect (-50% healing taken).Healing and mana management As a feral and double dps comp. add an instant regrowth. kite and don't have time to cast. you have globally less survivability : – Your mana pool is low – Your healing spells are less effective than other specs which can make games very short.35 - . Here some examples on how to do it effectively: How to heal effectively H1 Standard combo : Using healing touch after instant proc. To limit these damage you must take some time to heal yourself and your mate to get in a better situation. Fast healings with reasonable mana costs (preferably use lifebloom as hot due to the lesser mana costs : 479 with the 50% refund) H3 Full hot combos: Use only hots when you have to reposition. (if you play agility. (cyclone/los your target to temp his MS) Use Tranquility if you need to heal both immediately you and your partener when he's los without risks of being Cc'd (high mana costs) Don't forget to dispell Wound poison if you face rogues. Note that remaining HoTs on yourself while in cat form are 20% more effective with Nurturing Instincts talent. Other situations: You have a passive heal. try to wait the end of this effect before starting your heals. If you have an instant proc and enough mana. Improved leader of the pack. healing touch can crit up to +10K!) H2 Fast nourish combo : Apply a hot then spam Nourish before hot finishes. You must save your mana as most as possible. – When your opponents are using their defensive cds making you and your partner harder/impossible to burst. . take advantage from this and drink! When to heal? Here are a list of key moments where you should heal: – When you and/or your mate are going low health and your target is still full (below 50% is considered as a critical situation and you should start to cc/ heal before they're bursting you) – When nothing is happening (both los/retreat). that means exactly 476 mana. You also have Improved Leader of the Pack talent which restores you 8% of your base mana when you're healed by this effect. which is a lot! This means that in a healing sequence you can't spam your heals. You have a very limited pool (~6000) and your spells have high mana costs. you must use it occasionally and absolutely avoid any overhealing. Try to do some CCs to make the situation more comfortable. and heal if necessary. Take this moment to clone your target. one healing spell costs you between 10 and 20% of your mana. So. don't go too far away from your mate as he will get switched on. if you have a « timeout » and nothing is happening in arena.Mana management: As feral/hunter. you will regain 8% of your mana. If you're low and want to heal yourself. Take this moment to heal. Moreover. and maybe reset = drink! – When you have cycloned your main target (stopping his incoming damage or heals) Take this moment to heal if you're not full. every 6sec. assuming you're critting a lot.36 - . your worst enemy to your heals is your mana. and in most cases you will use it for yourself. Fortunately you have your innervate. if a paladin uses his sacrifice. Felhunter will probably dispell one of these debuffs instead of your trap. and get a full trap on your /focus.B – TIPS AND TRICKS Here's a nonexhaustive list of some (un)common tips and tricks. that mean 20% damage more for you and your mate. if you face a druid lock. use barskin now! You will take -20% on the shatter. You can also imagine your gameplay from these tips like I did over the time and « create » your own one! 1 – Protecting Innervate (The fat cow) : Protect your innervate by spamming your hots and refreshing your buffs to avoid it getting dispelled. he will cast his frostbolt. 1 remorph. try to los the dispeller when you get this proc. If you want ensure it. and just after selfdispell it! During the last second of deep he will try to steal it. try a hibernate on him and protect it with your debuffs! 7 – Cancelling Soul Link : If you plan to focus the lock. cyclone the pet! 6 – Protecting Hibernate : Again with traps. some are inspired from videos and other high rated ferals. and also disabling it! (it will cost you 2 gcd : 1 cyclone. Don't use your barkskin now! While deeped. you will have 4 seconds to benefit from it). 2 – Protecting Predator's Swiftness : When your instant cast procs and if you're near a pillar. then after 1-2sec break while the priest/shaman is casting. after 1 or 2 innervate ticks. At the same time you're free and you will restart to dps him without his barskin.37 - . you will probably take some burst damage with his shatter combo. just after the trap effect use your faerie fire (not in bear form!) and your Hunter's mark on him. remove it yourself (cancelaura or rightclick on buff) to prevent the mage spellstealing it 4 – Selfdispelling Barkskin : When facing a mage. like SL and will negate some CC effects. if you get deeped. with hunter) If you face a lock with felhunter (dispell every 8sec). then when the bolt goes to you. shaman lock and for somewhat reason druid go into bear/cat/travel form. you can cyclone his pet (especially if it's a succubus) to cancel the SL effect. go ahead and launch your cyclone! 3 – Selfdispelling Innervate (The fat cow) : When facing a mage. which is better! 5 – Protecting traps : (Zoh/Kho. his mate will take less damage as it shares between them. Save your cyclone for that! The 20% damage reduction on your target will be cancelled while his paladin is cycloned and you might make the paladin trinket just for this! . Use it very occasionnally because you may not have time to do this! 8 – Cancelling Sacrifices : Standard against hpal/x. When healing your mate during combat. and cast your clone or another disabling CC just after! He will be cced in human form. ferals have a talent which reduces his damage taken by 30% while stunned. you might get a full hibernate if he times incorrectly his morphs! 11 – Fake hibernates II : Again. it's pointless and counterproductive. use this spell to prevent incoming sap. Then if you get out of combat. Don't switch weapon everytime you have an instant proc. put some hots. Maul will be launched at your first white attack in cat just after shapeshift. You will gain 1 gcd if timed correctly. Prepare 5 combo points without rake on feral. Also. but in case of a switch and hard to do. which is enormous! To do it.38 - . make sure to have a CC available on your /focus. The druid won't get healed by the HoT ticks but also by the final blow of his lifebloom. switch cat form). time your cyclone on him as the lifeblooms end during this cyclone. he will probably spam his hots and try to kite you. It will stop his dps for 1 gcd duration. 14 – Cat Maul : When switching bear to cat. Like 9-. at the end of cyclone. try to fake your hibernate to force him to switch in human form. almost at the same time. Repeat this if possible. But the most important is his lifebloom. you will probably kill him! Note that it can work with bash instead of maim but it will cost you 2 additional gcds (bash . it will cost you 2 GCDs for just 1000 additionnal healing on your healing touch! 16 – Gift of the wild : If you're going to be sapped. cast a very short hibernate. don't forget to activate your maul ability before switching to cat. bypasses pillars and it will automatically get you in combat as you're buffing your partener who is also in combat. make sure to follow by an opener/stun/silence available and eventually aimed shot (feral/hunt) and his mate is being cced at the same time. you can switch your weapons before casting to get some additional healing bonus. that's 1 gcd loss). 13 – Cyclone pooling : It can be a good idea to cyclone your main target in some situations if you're running low energy as your target will recieve no healing during cyclone. That mean another free 1800ish damage and a slow with no GCD! 15 – Switch healing weapon : When going in healing phase. change weapon and spam your nourishes. Be aware that it will cost you 1 GCD if you're in combat so use it carefully! Don't forget to change feral weapon again before engaging combat! Tip: To use tip 15 effectively: When you're low hp. then cast! You must switch your weapon just AFTER using a spell (and not before.9 – Cancelling lifeblooms : A bit risky. 10 – Fake hibernates : If you face other ferals. . you will take the game into your advantage! If you plan to focus a druid. switch to heal weapon. maim and burst! As you know. If you do this correctly. against warriors for their spell reflects and more. start healing with some hots or cast some heals if you're ok. This spellhas a 40yd radius. GCD timer resets when switching weapons. that means -10K healing! You might make him trinket for that! But this trick is effective if you weaken him enough (40-50%) and if you have CCs available on his mate. 12 – Fake cyclones/roots : Fake your cyclones or roots before using your instant cast against rogues to maybe make them use their cos or some other cds. then with your 5cps. but if did correctly. which heals him for up to 9-10K without MS if the effect ends with 3 stacks. alt+A for arena2.C – MACROS Credit to Zephi Focus macros #showtooltip Cyclone /cast [target=focus] Cyclone #showtooltip Entangling Roots /cast [target=focus] Entangling Roots #showtooltip Hibernate /cast [target=focus] Hibernate #showtooltip Faerie Fire (Feral) /cast [target=focus] Faerie Fire (Feral) #showtooltip Faerie Fire /cast [target=focus] Faerie Fire #showtooltip Feral Charge (Bear) /cast [target=focus] Feral Charge (Bear) #showtooltip Bash /cast [target=focus] Bash Party text warning : If you cyclone your main target. you will need some modifiers to set it on a unique bind (ctrl+A for arena1. You can use it for the other spells. add the line /p >> CYCLONE %t << after your base macro. If you cyclone the /focus target. add the line /p >> CYCLONE %f << after your base macro. Arena macros (Replace the X by the opponent's number on arena frames). #showtooltip Cyclone /cast [target=arenaX] Cyclone #showtooltip Entangling Roots /cast [target=arenaX] Entangling Roots #showtooltip Hibernate /cast [target=arenaX] Hibernate #showtooltip Faerie Fire (Feral) /cast [target=arenaX] Faerie Fire (Feral) #showtooltip Feral Charge (Bear) /cast [target=arenaX] Feral Charge (Bear) #showtooltip Bash /cast [target=arenaX] Bash . As you will use this macro for every team member.39 - . shift+A for arena3) for example (will add it soon). Stealth / NoStealth Macros (Not necessary if you use Bartender4) This macro will cast Pounce when stealthed. [Nostealth] Rake This macro will cast Ravage when stealthed. This saves a keybind. having insufficient energy or this spell in gcd means losing some white damage when switching unless you right click on him or use a special bind for autoattack. Must be used when GCD isn't active #showtooltip Shadowmeld /cancelattack /cast Shadowmeld /cast [nostance:3] !Cat Form(Shapeshift) /cast [form:3] !Prowl Start attack/mangle If you were not attacking a specific target. Buff mates' macros Replace the « XXXXX » by your partner name or party1/party2 Abolish poison on partner #showtooltip Abolish Poison /cast [target=XXXXXX] Abolish Poison Remove curse on partner #showtooltip Remove Curse /cast [target=XXXXXX] Remove Curse Innervate on partner #showtooltip Innervate /cast [target=XXXXXX] Innervate Other macros All-in-one shadowmeld/prowl macro (spam it) – Night elf required Costs you 1 total GCD. This saves a keybind. and Rake while not stealthed. auto attack starts only when you mangle a target (or another ability). #showtooltip /cast [stealth] Pounce. and Shred while not stealthed. [Nostealth] Shred And many other combinations with other stances. #showtooltip /cast [stealth] Ravage. This macro starts to attack even if you've not enough energy to mangle or still in GCD. #showtooltip Mangle(cat) /startattack /cast Mangle(cat) (Rank 5) .40 - . .VI.41 - . ENTERING IN ARENA . B – SPECIFIC COMP TACTICS Different tactics against each common setups in AT.FERAL/MM TABLE OF CONTENTS A – SETUP GENERAL GAMEPLAY Brief explanations about Feral/MM general gameplay. kiting. then you're totally wrong. and it can make long CC combinations when timed correctly. you will take a huge amount of damage if your opponents are playing right. As you're playing with armor penetration. there are some drawbacks that you must manage: You have a limited survivability. General description This comp is mostly based on physical damage. This comp has a MS effect. and their cooldowns are long. If you fail your berserk or your CCs you will have much harder time to score kills. With this comp as you can burst an opponent very hard. Hunter and feral have few defensive cooldowns to survive. You can get high ratings if it's played right and you understand the goal of a double dps comp.A – SETUP GENERAL GAMEPLAY This is by far. however you must think about everything to do it in a comfortable situation. not only in order to burst. and also land some huge bursts. You also have some heals when you are in a critical situation. you have to: – Put the opponent team under pressure as fast as possible to get in a comfortable situation by damaging them AND using your CC – Use everything to limit their incoming damage and CC to keep dpsing them . Your survivability is based on : making pressure first. However. The same goes for your hunter if he's targeted. however it can be a bit hard to play. my favourite 2v2 comp. This comp is very reliant on its cooldowns. This means that if you're targeted. with a MS effect and multiple CC chains with hunter's traps and other abilities to kite and trick your opponents. fast crowd controlling and reaction speed. you will be a lot squishier than full agi/resil ferals as you have lower resilience. If you think that this comp is just about facerolling and uncontrolled tunnelling. this comp does burst hard cloth teams if you see the output damage. but also to survive as it has a limited survivability against certain comps compared to other classes. This means that you will be fucked up and will do almost no damage. That's why ARP is commonly used in this setup to improve your damage against plate teams. To summarize. You can therefore be easily countered if your opponents are playing well. Of course. therefore against plate teams it will be harder to land a kill.42 - . which allows you to make the opponent's team under pressure very early and constantly. This comp might be easy to understand. B – SETUP SPECIFIC TACTICS First. even if you play very well and you're following these tactics right you might not win. Here's a list of common comps which you can find in AT: Healer / DPS comps: – Disc / Sub . please note that these tactics are just only basics.Mutilate Rogue – Shadow Priest / Frost Mage – Shadow Priest / Unholy DK – Feral druid / MM Hunter – Feral druid / Rogue ( both specs ) – Retribution Paladin / MM Hunter – Retribution paladin / Rogue (both specs. please note that you might see incomplete tactics and not really « solid » for few of the comps: some of these comps are classified as « Very hard » or « almost impossible » .43 - . The game and the tactics are constantly evolving and obviously you can never predict for sure what your opponents are going to do. MM/Feral setup becomes more and more played nowadays. you can also contribute to this guide if you have a better strategy against a specific comp. Also.Destruction Lock – Rdruid / DK – Rdruid / MM hunter – Resto shaman / Lock (Affliction or Destruction) – Resto shaman / Feral druid – Resto shaman / Retribution – Protection Paladin – Resto shaman / Warrior – Resto shaman / DK Double DPS comps: – Shadow Priest / Sub . before reading this page. most commonly Sub) – Enhancement shaman / BM Hunter (beastcleave) – Elemental Shaman / Destru Lock – Elemental Shaman / Mage – Elemental Shaman / Rogue – Lock / Frost Mage – Lock / Rogue . Finally. resulting in a better knowledge of this comp and players are now better used to play against this. Regarding these comps.Feel free to contact anyone involved and we'll update it. as these guides are constantly improving. I will however explain some ideal situations thtat you must keep in mind to increase your chances to win against these comps.Assa Rogue – Disc / MM Hunter – Disc / Frost mage – Disc / Arms Warrior – Disc / Feral druid – Disc / Elemental Shaman – Disc / Unholy DK – Disc / Retribution – Disc / Lock – Hpala / Arms Warrior – Hpala / Affliction – Destruction Lock – Hpala / Unholy DK – Rdruid / AWarrior – Rdruid / Affliction . comps in the top ladder and the FoTMs. Medium : 50-70%. but people won't expect you to play feral. so they might play incorrectly after your opener. the comps above will be classified by frequency: Very High High Common Average Uncommon Rare This will however vary depending on your MMR. Removing this buff before game starts is recommended to create an effect of surprise.44 - . and vice versa. . gear and MMR) Percentage values are the potential winrate against a specific comp. Nearly Impossible : <10% First thing to do against EVERY SETUP Remove the debuff « Leader of the Pack » before the doors open.When explained. This might change their game plan as they are expecting to face a resto druid. You and your mate will crit 5% less at the first opener. If your opponents see your buff on the hunter. Hard : 25-49%. Each comp is also classified by difficulty level (may vary depending on map. This buff is refreshed at your next bear or cat shapeshift. Easy : > 70%. Over the seasons you might notice that some comps are more played than others. Very Hard : 10-24%. people playing against you for the first time will know that the hunter is playing with a feral. When you have your instant proc. While doing this tactic. try to charge/root the rogue under Evasion to prevent him from damaging you and your hunter. most priests will rush you and your hunter to land a fear. snake+freezing or frost trap. Then use your berserk and DPS the priest. disarm) and cyclone him if you get a proc. cyclone the rogue. position yourself behind a pillar or the grave. While DPS'ing . keep Faerie Fire on the rogue and Flare down at all times! If you forget to do these. Berserk on the priest. pounce and DPS him immediately! However. los the priest and repounce him. don't use Berserk while the rogue isn't visible. In this setup. After this. Your hunter should spam volleys in an attempt to find the rogue. He will most likely trinket that and use his defensive cds. Most of the time rogue will trinket your maim even your pounce. only trinket a KS when you have dots on you! If you randomly trinket a KS without dots and/or being LoS. Dispell poisons and heal if you have the opportunity. If he does.Part 1 : Healer / DPS Comps Disc Priest / Mutilate Rogue Difficulty : Medium Frequency : High Disc / Rogue is a common matchup. If you popped Berserk at start it will be wasted. while controlling the rogue with cyclones and traps. . In this case. If you get a full clone on rogue. you can either continue bursting priest or shadowmeld switch on rogue. rogue will re-open you or your partner and it might lead to a loss. at this time charge him immediately to prevent him from reopen you. dash. when you focus a rogue. there are 3 possibilities: 1 – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if possible. The rogue will probably trinket this because of the pressure. either you use your shadowmeld then reopen/burst down the rogue after getting your buffs up. avoid at all costs double fears and if you land a full CC on priest and Evasion has passed. You will face it at least once for each arena series. Also. trap. at this moment your hunter should try to scatter and trap the rogue and silence the priest. he will most likely open on you. he will instantly blind you. scatter. Put every possible CC on the rogue (roots. control the priest before he fears you. In all cases. Simply open the rogue (without berserk). Most ofthen when this scenario happens you can kill the rogue at the opener. pop barkskin and crit immunity. After this. land a trap before the rogue KS. It's better to spend some GCDs to refresh Faerie Fire on rogue even it's constantly dispelled and limit the rogue's damage rather than using your damage spells constantly and you / your partner to get bursted down at the same time. your hunter should keep aimed shot on the priest everytime and if you managed to control everything you will kill the priest before your berserk ends. If not. and move into it. and priest is still far away: Can happen often when the rogue tries to sap your hunter within flare. 2 – If the rogue opens on hunter: Open the priest.45 - . the hunter will set the flare. If the rogue pops. If he trinkets. either you burst down the priest with berserk while you CC the rogue as most as possible. If you get KS'd. Hunter must be far enough away from the priest to avoid being feared. First. 3 – If the rogue opens on nothing or get spotted by volleys: This can happen quite often when the rogue tries to open the hunter within flare. stun + burst him and it's a win. then resap. he will often use his Evasion and Cloak of shadows to prevent getting hit by the hunter. trinket if needed (you can do it here because of Deadly poison). snake+freezing/frost traps. spam your Gift of the wild (see tip 16) and pray to not get sapped.46 - . but don't trinket! You will get blinded then sapped if you do so. If you often encounter this situation. Burst down the priest with zerk. you will get blinded and resapped. Don't trinket it even the priest is low! After the KS is over. In this setup. and if the opponents los you. At the same time try to hard spam Faerie fire on anyone to get in combat. pop Berserk and immediately burst down the priest! 1B . while the hunter sets the flare. pop barkskin. take some time to gain control and make the rogue trinket. and go into it. deterrence has no effect while stunned. Again. he will most likely open on you. and/or cyclone the rogue. and your hunter will take all incoming damage. If you trinket it. If you get double feared you/your hunter will get reopened and take a ton of damage. there are 3 or 4 possible scenarios after this: 1A – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if possible.Disc Priest / Sub Rogue Difficulty : Medium Frequency : Very high In all cases. Again. then switch on him after he trinkets! Against this comp. pounce and DPS him immediately! However. for each spec. If you see the priest suddenly trying to approach the hunter. He will probably trinket or use his defensive cds to save his dance. While this. keep Faerie Fire on the rogue and Flare down at all times. If you get KS'd. If you popped Berserk at start it will be wasted. use it to cyclone the rogue (during his KS). this means that he is about to get feared! . either berserk on priest.Other variant if the rogue opens on you Good priest/rogues open and put 5 combo-KS on you. and even he deterrences. However most rogues start with dance up even if they get spotted by the flare or volleys. After this the rogue dances on your hunter and goes back to you in order to sap. backstabs and Ambush. Once again. They have low sustained damage but can burst and CC very hard with their Shadowstep/Shadowdances. If the rogue is visible. land a trap before the rogue KS. don't use Berserk while the rogue isn't visible. While getting KS'd. your hunter must keep Aimed shot and silence the priest's incoming casts. Then cyclone him after he trinkets. as the rogue can burst down your hunter in 1 dance. he's still vulnerable to cheap shots. Sub variant is a bit harder than Mutilate. If you land a full cyclone on rogue and you burst the priest enough it's a win 3 – If the rogue open nothing / get spotted by volleys: Does not happen as often as when facing mutilate rogues. control as most as possible the rogue to save your hunter. start off by positionning yourself behind a pillar or the grave. Moreover. hunter must try to snare as much as possible the rogue to prevent him going back resap you. Hunter should spam his volleys. If he does. be sure to avoid all double fears. open on the priest. while your hunter immediately scatter/trap the rogue. most priests will rush you and your hunter to land a fear. take the -10% stun duration metagem. 2 – If the rogue open on hunter: This is the worst case. and when you have your instant proc. Do not rush them or to their pillars ! If you do so. If you get a full clone on rogue. when you focus a rogue. stun + burst him and it's a win.47 - . and rogue will stick on him to prevent him from getting closer to the priest. If they did not appear. los the priest and repounce him. If not. Priest rushes us: I dash. If the rogue pops. avoid at all costs double fears and if you land a full CC on priest and Evasion has passed. my hunter puts his flare down at start. While doing this tactic. They will then also use their pillars to los your hunter. In this case. you will at least delay their opener for 2-3 seconds. he will often use his Evasion and Cloak of shadows to prevent getting hit by the hunter. This tactic does not work at 100% but you might unstealth some rogues with this tactic and you will at the same time pool some energy. I go back to the flare then come back dpsing the priest again. getting back to the flare will make him step it and then get destealthed. Simply open the rogue (without berserk). You might make the rogue pop in front of you opening nothing as he wanted to open you! T = 0 : Priest rushes you T = 1 : You pounce then mangle him T = 2 : You go back to the flare T = 3 : You go back to the priest Between T = 2 and T = 3. After a mangle. then open on the priest. control the priest before he fears you. making it harder to DPS them. and priest is still far away: Can happen often when the rogue tries to sap your hunter within flare. Most of the time rogue will trinket your maim even your pounce. at this time charge him immediately to prevent him from reopen you. See the illustration below: . TIP : How to trick (some) rogues with flare When facing this comp. try to charge/root the rogue under Evasion to prevent him from damaging you and your hunter. as the rogue wanted to cover his priest by opening you. Staying around your pillar at start allows you to use it and los / temporize your opponents if necessary. Your hunter will then also get opened on in middle of the map. Most ofthen when this scenario happens you can kill the rogue at the opener. there is a high chance that you'll get sapped. If your hunter takes a full sheep or a full fear. use some heals and if possible. However you must kill the priest very fast and land a full cyclone on the hunter. it's fairly easy to win. your goal is to spend as little shapeshifts GCDs as possible to use it on damage and not get globaled in a root (or you will take a deep just after). after this open on the priest with Berserk and burst him while the hunter tries to trap the mage.Disc Priest / MM Hunter Difficulty : Medium Frequency : Common Start berserking on priest. cyclone the mage and kick the incoming poly casts. as a feral. If you have the opportunity to kick the mage's poly. To prevent this. hibernate the pet. Hunters will probably use their deterrence after getting trapped to counter your incoming cyclone. Once you've understood these points.48 - . his deterrence and all other defensive cds available. during this time will have to CC the opponent hunter and DPS the priest. get the trap eaten by the hunter. first pop barkskin and Survival Instincts (and crit immunity) to tank some arrows. Eat the traps when your hunter get scattered. Try to expect when the mage is going to nova you. cyclone him. . even if you can shapeshift novas and snares. then finish the priest. Wait the hunter gets closer to you. you'll get really annoyed by the mage. Your hunter. If the mage trinkets. do it. play with pillars during dash effect when you have the opportunity (you might make him miss his AoEs) and cyclone him as early as possible. While LoSing. Your hunter must avoid EVERY incoming sheep and fear with pillars. However. your hunter must immediately trap the hunter. then if you're getting low use the pillar (priest often goes to the pillars) to LoS the hunter for a few seconds. Also. at the same time as you open on priest. Disc Priest / Frost Mage Difficulty : Easy Frequency : High Easy matchup. then clone him during his global! If the hunter goes on you : While dpsing the priest. it's a loss! Be aware of hunter's deterrences. If you get scattered. trinket incoming trap or if possible. even if it's easy to win this comp. a Rip or when your GCDs are active. To limit your DPS loss. and has no trinket. start to los him after a Maim. the hunter will trinket it and you should immediately cyclone him! You will then be able to kill the priest. If you get (double) feared after berserk or another trap. You will probably get scattered then trapped. If the trap successfully landed on hunter and the disc is silenced then stunned. Wait for the mage to get out of Invisible mode. game can be easily lost if you or your hunter take too much damage from the feral (bleeds hit very hard) and/or you get fully hibernated. Most warriors will rush your hunter. Watch out for incoming spell reflects. Disc Priest / Feral Druid Difficulty : Easy to Medium Frequency : Common Keep Faerie Fire on the Feral and Flare down at all times and avoid double fears. If it's taking too long. Feral druids / disc priest are easier to beat than rogue/discs. you or your hunter will take a lot of damage and get controlled. If the feral is successfully CC'd. You have to prevent these as soon as possible. Warriors can also use their Bladestorm to avoid incoming CCs and put your hunter under pressure. Once more. Though I would recommend you to stay behind the pillar for the same reasons as I mentionned above. forcing you to go into healing mode and play defensively. if you don't CC the feral quickly. Again. CC the feral as soon as possible. At this time. Securing your clone by a bear charge + Bash can be a good option if he's getting close to you. Once you've understood all these points. continue your DPS to the priest. before he gets an instant proc (otherwise you'll get hibernated then cycloned. the warrior will rush your hunter with mount. You can apply the trick with flares. However.Disc Priest / Arms Warrior Difficulty : Easy Frequency : High Very easy matchup and can be found at high MMRs. If the warrior is too far away. Again. against rogues. you can move wherever you want. hunter can take the eyes.49 - . In this case. open berserk the priest when he's coming towards you. leaving his priest behind. you have higher chances to spot ferals. However. As you do not have a risk to get sapped and ferals have a lower stealth detection than rogues. but try to not take his Demoralizing shout while going on priest. Flare/Frost trap. don't forget to silence the priest at this time. if you land successfully a full trap and silence/stun the priest at the same time. silence. it's very easy to beat. etc). « Ignore » the warrior. hunter must trap the warrior then get closer to the priest. . the priest will be very low despite his efforts. stun then finish the priest. you're able to burst comfortably the priest down. be aware of not taking too much damage from the warrior. Berserk the priest (or B4 sequence) trap at the same time the warrior. Like Hunter/Disc. like Priest/Mages. you will make the warrior trinket and he will try to avoid your following cyclone. When hibernating or trapping the feral. either way. Silence then stun the priest at the same time as you're trapping. scatter/trap should be almost up again. The priest should be dead by now. Open with berserk on the priest.50 - . The shaman should trinket. clone him! If it fails. use your instant cyclone after your second stun on priest (to avoid priest's dispells). At this time. It also has a lot of offensive dispells and anti-magic options with Grounding totem and Wind shear.. then cyclone him after and finish the priest (of course. If the priest gets too much healing from the Shaman. However the DK has various spells to annoy you while bursting the priest. It's still not finished! As the DK popped/will pop every defensive/offensive CD at the same time (gargoyles. then los him and get you and your hunter to full HP! After that. you and/or your hunter will take a lot of damage from diseases and gargoyle. los the shaman to avoid incoming purges and after.. ) and your Cds are in CD/DR.Disc Priest / Elemental Shaman Difficulty : Medium Frequency : Common This comp does a lot of damage during bloodlust. Kill the grounding if it's down then your hunter can trap the shaman. and also with very strong healing. Open on the priest with the B4 sequence. preventing your hunter from getting close to the priest. DK will rush the hunter and snare him. the priest should be really low health and therefore the Shaman will pop his Bloodlust/Heroism and spam his healing waves on the priest. During this time. making it hard to land a cyclone. To maximize your chances to land an instant cyclone without getting it dispelled. Be aware of the DK's Anti-Magic Shield to counter your clone and his Strangulate. CC the gargoyle and use some heals if necessary. CC the gargoyle to limit damage. Your main goal is to prevent the shaman from healing. Don't use your Feral Charge (cat) to get on him faster! Dash should be enough. During the small GCD after Maim. Trap the DK. While bursting the priest. . fake his kick and cyclone/root. don't forget to dispel Hex if necessary.. silence stuns etc). he will be uncontrollable and do a lot of damage despite he's alone. Avoid getting double bumped and double feared. kill grounding totems. Disc Priest / Unholy DK Difficulty : Easy to Medium Frequency : Common This setup is not hard to beat. He will also pop his cds afterwards. but. he'll most likely trinket. anti-stun. During the game. hard cast cyclone and normally. land a bash on him. it should be a win . An Ele Shaman heals as well as a Resto Shaman.. silence the DK. After this you must absolutely prevent him from healing by landing a CC to the shaman despite your Berserk (kill grounding totems to cyclone). it's almost definitely a loss. If it succeeds. Seeing as I still have some issues to win this comp. Interrupt priest's heals as much as possible with stuns. ret's retarded damage. Keep your trinket for HoJs. use your first cyclone on the succubus. Save your Feral charge (cat). . let's deal about a more serious comp. either the paladin trinkets. and finish him. Disc Priest / Warlock Difficulty : Easy to Medium Frequency : Uncommon Open / Berserk the lock. shields. you'll be likely able to kill the priest. red judgement but especially sacrifices and bubbles! And of course. Your hunter must avoid fear. They just have everything needed to counter you : Dispells. HoJ. During this. If your berserk ends. Also. Beating this comp seems easy on the paper. freedoms. and land your cyclones. hunter must try to dispell it first. When the lock is around at 40% health. use your defensive cooldowns and crit immunity. If the lock is playing with felhunter. trap the priest. You will deal drastically less damage on the priest and the ret will be untrappable. Silence / Stun the priest as your hunter traps. as you're running with low resilience. If the lock is destro. he will use his freedom himself to remove it if he didnt use it yet. instant heals. While the paladin hasn't BoPed his priest the game is still winnable but as you have used all cooldowns he will now hard dps you and you'll be obliged to play defensive. trap the paladin. Your hunter won't get seduced and you will have a 20% bonus damage as the Soul Link buff is negated during Cyclone.51 - . After this point. cyclone the priest and reset. Start on the priest and trap the ret. Paladins will most likely trinket your first cyclone but try to get a 2nd cyclone on the paladin to completely negate his sacrifice and so.Disc Priest / Retribution Difficulty : Hard Frequency : Uncommon Now. If it succeeds. kill the priest! If not. faerie fire & hunter's mark the priest immediately when the trap effect starts. try to avoid double shadowfury and do not trinket this but coil! Cyclone the priest afterwards. kicks and silences and avoid fears. you'll be in a desperate situation. If you are in Blade's Edge Arena AND the lock lands his gate at middle of the bridge : Focus on the priest and CC the lock. If he lands his sacrifice. the priest should trinket and the lock should be really low. As the priest will get under pressure very fast. Avoid fears. and Paladins are your worst enemies as Feral/MM. If the paladin BoPs his priest. If the lock is playing with succubus (for destro). it's really bad. Your main goal is to get a full cyclone the paladin before he BoPs the priest. Pain suppression and dispell his partener. however it is hard to do as there is a paladin. so the following strategy might be incomplete. Bash the paladin. Don't stay too long in Human form though. he will target you. Felhunter will most likely dispell one of these buffs! Kick or stun fear casts. hunter must silence him to prevent from teleporting back to his gate. or the priest will trinket your first stun. you must be at least 75-80% health after a CC sequence ends. Paladins most often won't trinket this trap. cyclone him full after a 5cp rip. Preferably CC the warrior when he's under freedom. Because scatter+trapping the paladin isn't guaranteed as the paladin can sacrifice between scatter and frost arrow unless you time it perfectly. don't follow. then after your hunter's trap. However. put as most pressure as possible on the warrior. cyclone the warrior (be aware of spell reflects when you have the instant proc. Start on the warrior without berserk. simply cyclone him. Be careful of spell reflecting. add to this a MS effect and your hunter will stay under pressure throughout the entire game. use it! Also. Warrior damage is unpredictable.Holy Paladin / Arms Warrior Difficulty : Very Hard Frequency : Very High This setup is incredibly hard to beat as Feral/MM and you'll face it a lot. the warrior will restart DPS. If BoP / Shield Wall is down and you get a full trap and berserk still up. stun/root the warrior before he intervenes. Bash or recyclone if he trinkets it. If the paladin bubbles. When the paladin is free. bash and silence him. If he follows by a 2nd sacrifice. If the warrior is trying to los you with his pala (overextending). everytime you land a trap. Also. it will « save » your current damage on the warrior and allow you to pool and get some heals. If your hunter takes too much damage. The key is to survive as much as possible while keeping a constant pressure on the warrior and correctly timing your CCs and cyclones on the paladin AND the warrior (cyclones) during their defensive CDs. Most games against this comp can last up to 5 minutes if you do well and you didn't take too much damage from the Warrior. cyclone then silence/bash him. Stop DPS'ing when he lands his Retaliation. While you and your hunter keeps damaging the warrior. Get a 3CP savage roar. Note that paladins are expecting incoming traps at these moments so your hunter might fail his first trap due to sacrifice. while your hunter goes to trap paladin. Instead of rushing them. It's frustating to have 5K damage absorbed every 6sec so. cyclone the warrior of course depending on DR available and/or go for some heals. sometimes cycloning the warrior when you have low energy and your trap in CD can be very useful. always without berserk. go away and heal. As said before. everytime he have his dispell up.52 - . If possible. you will limit considerably his incoming damage. or you cyclone the warrior. When you have DR up. you still have a chance to beat them. paladins have everything to counter you and it will be an absolute nightmare to face one. If you can't burst or CC the paladin. half cyclone. he will most often stick on your hunter with his charges and your partener will take a lot of damage as the warrior has 25% additionnal crit chance after a charge. It all comes down on how they use their cooldowns (sacrifices) as well as how long you can survive and how can you trap the paladin. The games me & my partner did and the tactics we tried against this comp were all different. therefore I'll give you some overall tips and situations which can happen and how we most often won. Also. it's mostly a win. use your trinket as late as possible. Also. During your CCs. If the paladin lands sacrifice. If the trap fails because of sacrifice. fast maim him (A1 sequence). Hunter should try to tranquilizing shot every Sacred shield proc throughout the game. warriors will stay defensive and try to los you and your hunter when the pala is controlled. use your berserk AFTER SW/BoP have passed. Triple cycloning the warrior (time them correctly) should be enough to get your scatter trap CD up. or root him if he doesn't have freedom. cyclone him as most as possible when he have Shield Wall / Frenzed Regeneration / BoP (try dispell first) up and go for some heals and prepare a next CC on the paladin. as they have a talent which reduces disorient duration effects. and with freedom. either you cyclone the paladin. even if the warrior is low health. Add to this a warrior with his retarded damage and his defense capabilities and you & your hunter worth almost nothing. get back and go for some heals. However. . even drink if you have the opportunity. if you keep them under pressure. moonfire it down before). unless you have a full trap on the paladin! Paladin will probably HoJ you and you/your hunter will get charged then pressured by the warrior. don't forget to heal full yourself and your hunter. otherwise it will be nearly impossible to win unless you do a perfect cyclone on warlock and a perfect CC on paladin and you get a full temp and heal like against warriors. kick / cyclone the succubus if the lock plays with it. If I have another solid tactic I'll update the guide. either you can play like against a Warrior but you'll have to heal and CC in right moments. or you can kill it if you have time and enough defensive cds. Again. Anti-stun. and hunter must silence the lock when he's low to prevent him from porting back. while hunter traps the paladin. DK's have more some really hard damage. .Holy Paladin / Warlock Difficulty : Very Hard Frequency : Uncommon to Average at high MMRs This comp.700+ damage each one). Here you have 2 possibilities: Either you burst the DK as fast as possible and pray for your crits and no BoPs and hope that the DK dies. Every game I have done against this comp lasted less than 2 minutes and we relied only on our burst. DK doesn't have MS. He'll also strangulate when you're about to cyclone. it will save you from 2-3 shots (2. the 5 next ones into a ferocious bite or rip. Then your 5 next CP will be used in a maim (expect the lock to trinket it). during or after Berserk. but on both! Here what we most do in this matchup: Start with berserk on DK before he switches presence (if not done yet). game can be easily lost if they use EVERY cooldowns at start. Lichborn. While doing this. Note that paladins are expecting incoming traps. and gargoyle. so spam your heals! Don't hesitate to land your cyclones on the gargoyle. However. You may have issues to shred the DK as you'll be perma snared and frost chained. these tactics are provisional and it shows only what we are doing atm vs this comp. and spam his chains. so your hunter might fail his first trap. is hard to beat. not only on a single target.53 - . as your berserk is off it will be harder to burst down the lock again. cyclone the paladin as much as possible and eventually when he sacrifices. paladins often expect incoming traps so your hunter might have a hard time to land it. Holy Paladin / UH Death Knight Difficulty : Very Hard Frequency : High Another hard comp. DK won't hesitate to pop every CD: AMS. Classic games against DK will go something like this : After your first open. Avoid as most as possible fears and shadowfuries (if destro). Your goal is to kill this lock BEFORE he gets BoP'd. If I have another solid tactic I'll update the guide. This tactic is provisional and it shows only what we are doing atm vs this comp. Keep a constant CC chain on the paladin while doing these tactics especially prevent him from BoPing the DK if you do the first tactic! Once more. However. Here is what we do in this matchup: Start with berserk on warlock while hunter traps the paladin. therefore don't hesitate to spam your mangles to get combo points faster. You still have a chance to win if the warlock isn't bop'd yet. At the same time faerie fire+ hunter mark on the paladin (to avoid the trap getting dispelled). like every paladin setup. reset. moderately decreasing your damage output. If the druid isn't stealthed at start: Start on druid with A4 sequence. Don't forget to Faerie fire out. Cyclone the warrior when you need to heal. Don't forget to faerie fire the resto druid (if he's Night Elf) and refresh it when it's necessary. During this the druid will destealth in order to hibernate or cyclone you. If you didn't pressure enough the druid.Resto Druid / Arms Warrior Difficulty : Easy to Medium Frequency : Common to High depending on MMR This matchup is easier than hpals/warriors as they have no sacrifice. the druid can stealth at start to avoid getting bursted or CC'd at start. However. or you can either root him. hunter must trap him when he comes! While your hunter is doing his work. Avoid them as most as possible. he won't be CC for the first seconds and you'll not be able to focus him at start. pool your energy and los the druid if he's casting cyclones or hibernates (don't use your stuns yet). . Here trapping a druid is a lot easier than a hpal. Your goal is to take as little damage as possible and you know that Warrior's damage is retarded and eventually his snares/roots. as the druid does not have any dispells. When you and your hunter are grouped. If the druid is surviving despite your efforts. If you keep your berserk after his shield wall it's mostly a win. Your main target is warrior. especially if he's Night Elf. Silence him when he casts cyclone or hibernate. Warriors generally rush the hunter (like Disc/War). We'll divide this into 2 parts : non-stealthed / stealthed mode. However. avoid this by getting out of range from the druid / shadowmelding / or interrupting him with your various CCs. use berserk and burst the druid as most as possible! When you will land Berserk. druid will probably use his barkskin. You will have to stun and root the warrior when your hunter lands his scatter to prevent his intervene. Take advantage to this to trap and eventually use your entangling roots on the Warrior ! Be aware of spell reflects (moonfire it down) and use barkskin/deterrence when he's bladestorming! Be aware of incoming hibernates/cyclones. feel free to cyclone the warrior sometimes and reset and heal. then cast some CCs on you. and once his barkskin is almost off. land a full stun and follow him by a silence (expect him to trinket at this time) then spam your shreds! Don't forget to refresh rake of course.54 - . trap the druid and put some pressure to the warrior to make him trinket. They will use their defensive cds. If the druid is stealthed at start. If the druid is stealthed at start: Hardest case by far. your energy is full and Rip is up. Start on the warrior with fast stunning sequence (A1). As they have NO defensive dispells. Don't forget the warrior while bursting. After this. the druid should die after Berserk. he will take advantage to this to kite you with travel form. this means that the druid will not refresh his hots to the warrior unless the druid destealthes. spam EVERY available CC to the warrior! He must NOT play in this game. heal and CC again the warrior or switch on him (refer to the strategy below) but if you do well. bubbles nor dispells but druid have several controls which can make your life harder. The difference is that controlling a DK is a bit harder. After this. CC as most as possible the druid. don't forget to apply Hunter's mark on him and Faerie fire just after the trap effect applies itself.55 - . 2 different tactics : druid stealthed/non stealthed. your hunter will be instantly seduced. druid will probably hibernate/cyclone you after exiting stealth mode. As the druid will hold your damage a bit longer than a priest. silences and more. Again. Your goal is to prevent the druid from healing throughout the entire game and land a full CC chain without his trinket. it will be a guaranteed CC as the druid has no dispells. If the druid is stealthed. you'll have to CC the DK more often than a priest/DK. . Launch your berserk when the druid is fully trapped then cycloned. stop it immediately. due to their anti-magic shields. if the lock is playing with a felhunter. This tactic is harder to do because most DKs put their frost presence and all offensive/defensive cooldowns to get rid faster of you.Resto Druid / Lock (2 specs) Difficulty : Medium Frequency : Common (both specs) Start on warlock. Hunter will trap the druid. AMS and incoming damage. no matter if the druid is stealthed or not. keep Faerie Fire on druid at all times. If the druid is not stealthed. silences. follow the same tactic than against a warrior/Hpal. follow the same tactic than against rdruid/warriors. but controlling the healer is a lot easier as druid does not have sacrifices or other cooldowns like that. Be careful of his graps. Druid will cyclone or hibernate you. Save your Feral Charge (cat). Keep Faerie Fire on druid at all times. At start. avoid or interrupt it immediately. Resto Druid / Unholy DK Difficulty : Medium to Hard Frequency : Average Again. but if you succeed to land a trap or a root. If he's playing with a succubus. cyclone the DK if needed to heal and reset your CC/DR's. Stop as most as possible the druid's CCs. you can down the lock immediately. Interrupt all incoming seduces by charging and/or cycloning him (it will cancel Soul Link effect during this) and hunter must silence the lock when he's mid/low health to prevent him from teleporting back to his gate. Sometimes cycloning the gargoyle to manage their damage is a good option. interrupt it as soon as possible ! Avoid double fears if he's affliction and double stuns if he's destruction. Either start with B4 or with A4 sequence (recommended). expect him to double deterrence very early especially when the druid is fully cc'd. When he's under deterrence. you should go on shaman in this case. you'll be cycloned / hibernated if you trinket this. Follow the same tactic than Ele/lock. stun and silence the shaman when he's around 40% HP and you'll kill him if the lock is controlled enough or you don't take too much CCs. Once you start to control the warlock. check the warlock's current buffs: – If he has Fel armor (+ Earthshield) = probably destro. Your partener must rush them first and hit the hunter to get him away from his flare. be careful. preferably go on shaman – If he has Demon armor without Earthshield = go on warlock Demon armor offers warlocks a large amount of armor. you can shmeld + reopen on him if he's away from his flare and the druid didn't faerie fire you. Avoid double stuns/double fears. you'll be kited and snared throughout the entire game. If your hunter gets scattered. when doors open. Kill eventually grounding totems and trap the shaman. Focussing a warlock with these 2 buffs isn't really a good idea. killing a druid is harder than a priest and if you go to the hunter. When you focus the hunter. then cyclone him if he trinkets. Game can be already lost if you open incorrectly. . If he uses a felhunter. Your hunter must silence immediately after your pounce to prevent the shaman from refreshing his earthshield on himself. Faerie fire the druid then hunter will trap him. between 2 CCs.Recontrol immediately the shaman after that. Launch your berserk after your Rip. The only difference is that the lock will get instant healed. start on him with A4 or B4 sequence. go on warlock – If he has Demon armor (+ Earthshield) = it's probably an Affli. try to control the hunter and/or step into his incoming trap. don't forget that you can shred over this and better. If you get trapped at start its nearly lost. If you go on warlock. Put as most bleeds as possible. it's harder to kill it. You must open on the hunter without using your feral charge (cat) AND out of flare and traps. If the lock plays with succubus. protect your trap with faerie fire and hunter's mark.56 - . If you go on shaman. You'll most likely get damaged by the hunter. start on him with A4 sequence. which decreases signifcantly your damage output and it increases healing received. bleeds absolutely destroy hunters. and after this you can open without problem the hunter with the A1 or B1 sequence. Coupled with Earthshield buff.Resto Druid / MM Hunter Difficulty : Hard Frequency : Average This comp isn't common on AT but hard to play against. Resto Shaman / Warlock (2 specs) Difficulty : Medium Frequency : Common to High depending on MMR First. As you're playing with ARP. interrupt her seduces immediately. you will take ton of damage if you get focussed by the hunt (which happens most likely). don't forget it. then trap. Cyclone the shaman only when he's close to you. during this time go for some heals (cycloning shaman during divine shield is pointless. You can also hibernate the feral with your instant procs. You can start either on the shaman or on the ret. bash then hard cast cyclone the shaman. Remember if you get fully hibernated and you or your partner take too much damage it's most likely a loss. Resto Shaman / Retribution Paladin Difficulty : Very hard Frequency : Rare Haven't played this comp since a whole time. rets rushes your hunter. This comp is very hard to CC. After this you can stun the ret to prevent dispells. and the ret is CC'd (generally. but I prefer to start on the ret to take as less damage as possible. cyclone shaman. Start on the retribution without berserk (A4). then trap him while your berserk burst. Very hard comp. take a fast savage roar then stun him as soon as possible if he does it. If he does it. Similar tactic against Priest/rogues or Priest/Ferals. You'll have to force his bubble before your berserk. When the hunter wants to land a trap. After the bubble. If the shaman rushes you. If you focus the shaman. depending on who have earthshield. open B4 on him ( do the tip mentionned above ) and when feral pops. If the shaman trinkets. he'll get fully healed. it's unavoidable and it's a DR waste). stay behind pillar with flare and frost/freezing +snake traps. otherwise you'll have less chance to score a kill.Resto Shaman / Feral druid Difficulty : Medium Frequency : Rare Keep Faerie Fire on the Feral and Flare down at all times. Kill every grounding totems if the shaman lands it (try to land a stun when your hunter is going to trap it). if the ret is too far away from him and you go straight cyclone the shaman he will purge it instantly while you get close to him. control it as soon as possible with a trap and cyclones before he gets an instant proc. but you'll have to kill tremor totems. ensure that there's no grounding up. as they have multiple possibilities to prevent your traps / cyclones and stuns. . Once the feral is successfully controlled and you have ripped the shaman. you can pop your berserk and kill the shaman comfortably. Wait until the ret uses his freedom before trying a trap on the shaman. making him outrange his mate). You can force it by using your Feral Charge (bear). The following tactic might be incomplete. In some cases the paladin will freedom your first pounce. except if the ret uses his bubble at the same time.57 - . you can try to switch on the paladin when he pop his wings after an eventual cyclone on the shaman. kill eventually grounding totems and your hunter will trap the warrior. If you succeed. . but very rarely. Start on shaman (A4/B4). we can down the sham at around 20% HP before the paladin gets out of my first cyclone. and if you don't let the warrior play. which is nearly impossible. i've already won this comp. the only way to win is to kill the shaman while the paladin is cycloned before he gets BoP'd. armor and his auto-ressurect. you'll kill the shaman pretty easily. earthshields and your berserk is probably ended. But after this. The shaman will use his bauble and his instant heal. earthshield. it's nearly impossible to kill them. so you can follow by a cyclone. heals. Add a Bauble to the shaman (EVERY rshaman takes this). Resto Shaman / Warrior Difficulty : Medium Frequency : Rare Same approach against Rdruid/Warrior but in addition. some paladins pop their sacrifices and other shitty cooldowns at start so you won't guarantee any CC in the game. and you worth less than nothing. They both complete themselves perfectly and most of double DPS comps have troubles to kill them. nor a Protpaladin again with sacred.. but if you time your stuns (1st will be trinketed for sure) and your silences correctly. after your first sequence los them to heal then restart again but you won't kill the shaman in all cases as the paladin has ALWAYS a CD to protect his shaman unless you temporize for at least 3-4 minutes.. warrior will trinket. bubbles . as they have EVERYTHING needed to counter you. However. the shaman will most likely pop a grounding. with lucky traps & crits and they were also bad. cyclone him after! (care of spell reflects / purges / incoming grounding and bladestorm). However. you'll have to manage grounding totems to land successfully your CCs. You can neither kill a shaman with sacred shield. Moreover. When your hunter will scatter the warrior. earthshields and protpala's coverage. unless you silence him when he pops his Nature's Swiftness or he does not trinket your maim but in all cases he will pop his bauble.58 - . but after. Each time we face this comp. remove it as soon as possible or stun the shaman at the same time to prevent this. don't forget the protpaladin's retarded damage of course. If they don't do so much damage.Resto Shaman / Protection Paladin Difficulty : Nearly Impossible Frequency : High This is the WORST comp you'll face as hunter/feral. As a feral you can kill every restosham comps but if these classes & specs couple themselves each other. Trap the prot. it's over. You can use your half and quarter cyclones on the paladin after your first one but at this time the shaman will be almost full with his NS. Start on shaman (no choice). To summarize: Your only (and very small) chance to win is to max as most as possible your burst at your opener. you'll have to manage DK's anti-magic cooldowns (silence/AMS) to land successfully your CCs. trap or cyclone him and it should be okay. root with charge if he land his AMS and after this. Follow the same strategy than with a warrior. cyclone the gargoyle and heal yourself if needed. but don't forget the DK with his remaining cooldowns as he still can kill you. Don't use your Feral Charge (cat) to go on the shaman. . You can start berserk directly against the shaman when he's a DK but preferably start with B4 sequence. if you don't let the DK play you'll kill the shaman. Heal up. Again.59 - .Resto Shaman / DK Difficulty : Hard Frequency : Rare Same approach against Rsham/Warrior but in addition. Put every possible CC on the rogue (roots. When you have your instant proc. stun + burst him and it's a win. land a trap before the rogue KS. If you popped Berserk at start it will be wasted. He will most likely trinket that and use his defensive cds. If you get KS'd. The rogue will probably trinket this because of the pressure. If you get a full clone on rogue. the hunter will set the flare. Your hunter should spam volleys in an attempt to find the rogue. he will often use his Evasion and Cloak of shadows to prevent getting hit by the hunter. don't use Berserk while the rogue isn't visible. While DPS'ing . he will most likely open on you. If he trinkets. Overall strategies against a Shadow aren't that different from Disc/Rogues. most priests will rush you and your hunter to land a fear. scatter. either you burst down the priest with berserk while you CC the rogue as most as possible. 2 – If the rogue opens on hunter: Open the priest. prepare 5 CP while he's under dispersion and stun him afterwards. pounce and DPS him immediately! However. First. at this time charge him immediately to prevent him from reopen you. your hunter should keep aimed shot on the priest everytime and if you managed to control everything you will kill the priest before your berserk ends.60 - . and priest is still far away: Can happen often when the rogue tries to sap your hunter within flare. control the priest before he fears you. los the priest and repounce him. Berserk on the priest. while controlling the rogue with cyclones and traps. trap. So. . Most of the time rogue will trinket your maim even your pounce. dash. snake+freezing or frost trap. In this case. either you use your shadowmeld then reopen/burst down the rogue after getting your buffs up. Hunter must be far enough away from the priest to avoid being feared. If he does. position yourself behind a pillar or the grave. Shadow / rogues are also well known and it's the most played double dps comp in AT as rogue. it's even easier to down a shadow priest but if you or your hunter gets fully CC it's a guaranteed loss. Then use your berserk and DPS the priest. you'll face it very often. After this. Dispell poisons and heal if you have the opportunity. After this. While doing this tactic. cyclone the rogue. Simply open the rogue (with berserk this time). there are 3 possibilities: 1 – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if possible. when you focus a rogue. and move into it. If not. at this moment your hunter should try to scatter and trap the rogue and silence the priest. In this setup. try to charge/root the rogue under Evasion to prevent him from damaging you and your hunter. disarm) and cyclone him if you get a proc. If the rogue pops.Part 2 : Double DPS Comps Shadow Priest / Mutilate Rogue Difficulty : Medium Frequency : Common Like Disc / Rogues. If the priest uses Dispersion. 3 – If the rogue opens on nothing or get spotted by volleys: This can happen quite often when the rogue tries to open the hunter within flare. you can either continue bursting priest or shadowmeld switch on rogue. Most ofthen when this scenario happens you can kill the rogue at the opener. trinket if needed (you can do it here because of Deadly poison). pop barkskin and crit immunity. avoid at all costs double fears and if you land a full CC on priest and Evasion has passed. don't use Berserk while the rogue isn't visible. Sub variant is a bit harder than Mutilate as they have low sustained damage but can hit and CC very hard with their Shadowstep/Shadowdances. . and if the opponents los you. If you land a full cyclone on rogue and you burst the priest enough it's a win. deterrence has no effect while stunned. rogues will open faster than with a disc priest. while your hunter immediately scatter/trap the rogue. open on the priest. If he does. Your hunter should spam volleys in an attempt to find the rogue. Then cyclone him after he trinkets.Shadow Priest / Sub Rogue Difficulty : Medium to Very Hard Frequency : Very high In all cases. However most rogues start with dance up even if they get spotted by the flare or volleys. Once again. 3 – If the rogue open nothing / get spotted by volleys: Does not happen as often as when facing mutilate rogues. If you get KS'd. it's even worse. While getting KS'd. With a Shadow Priest. take the -10% stun duration metagem. trinket the KS if needed AND if you have DoTs. backstabs and Ambush. keep Faerie Fire on the rogue and Flare down at all times. and when you have your instant proc. as the rogue can burst down your hunter in 1 dance. As the priest is shadow. pounce and DPS him immediately! However. use it to cyclone the rogue (during his KS). dash. you will get blinded and resapped. and/or cyclone the rogue.Other variant if the rogue opens on you Good priest/rogues open and put 5 combo-KS on you. He will probably trinket or use his defensive cds to save his dance. Very good shpriests/srogues are almost impossible to beat. don't forget to apply the « how to spot some rogues with flare ». the hunter will set the flare. Again. pop barkskin. then switch on him after he trinkets! For both rogue specs. and you can do nothing if they does well. and your hunter will take all incoming damage. While this. If you trinket it. snake+freezing or frost trap. most priests will rush you and your hunter to land a fear. At the same time try to hard spam Faerie fire on anyone to get in combat. he's still vulnerable to cheap shots. and move into it. position yourself behind a pillar or the grave. If you often encounter this situation. If the rogue is visible. and even he deterrences. It will increase your chances to spot rogues. hunter must try to snare as much as possible the rogue to prevent him going back resap you. your hunter must keep Aimed shot and silence the priest's incoming casts. Burst down the priest with zerk. there are 3 or 4 possible scenarios after this: 1A – If the rogue opens on you: Your hunter have to stop his incoming dps on you and if possible. as your hunter will die for sure if they do well. it's even worse as they can down one of you in a few seconds. Moreover. eithe berserk on priest. After the KS is over. 2 – If the rogue open on hunter: This is the worst case. take some time to gain control and make the rogue trinket. spam your Gift of the wild (see tip 16) and pray to not get sapped. pop Berserk and immediately burst down the priest! 1B . If you popped Berserk at start it will be wasted. After this the rogue dances on your hunter and goes back to you in order to sap. With SP.61 - . In this setup. Prepare 5 CP's and stun the priest after Dispersion fades. land a trap before the rogue KS. he will most likely open on you. control as most as possible the rogue to save your hunter. First. When the DK trinkets. cyclone him as fast as possible before he pops his AMS and/or Strangulate. . you'll most likely win this game unless you take too much damage from the hunter (as you play with arp). Feral Druid / MM Hunter Difficulty : Medium Frequency : Average Feral Druid / MM mirrors can be based on luck and on how you and the opponent's feral are geared. follow the same recommendations listed on disc/mage section: keep an eye to the mage. A 6 sec cyclone on mage is sufficient to down the priest While bursting the priest. Don't forget that you can shred/pounce over deterrence. CC the gargoyle if needed before killing the DK. heal up yourself and your hunter. your hunter must trap him immediately. Your hunter will scatter then trap the incoming DK while getting as close as possible to the priest. Your hunter must avoid sheeps and getting feared by the priest and also try to land a scatter/trap on the mage. skeleton). put as most bleeds as possible. However. open on priest and just kill him. otherwise. as the hunter will kite and snare you throughout the entire game. if he does it before. continue DPS'ing the priest. Of course. then you'll have to down the hunter as fast as possible. agi+full resillience geared ferals have more chance to win. Same tactic like against DP/Frost. But again: Game is not finished yet! CC as fast as possible the DK.Shadow Priest / Frost Mage Difficulty : Easy Frequency : High Easy comp. open on priest and just kill him. Expect some extra defensive trinkets (bauble. you'll open on hunter. Preferably open without using charge and out of flares and with B1 sequence. Shadow Priest / Unholy DK Difficulty : Easy to Medium Frequency : Average Same tactic like against DP/UHDk. with an instant proc cyclone him immediately. He will most likely trinket it. avoid as most novas as possible (to spend most possible GCDs on damage) by LoSing the mage during a GCD duration and prepare 5 CP's on the priest while he's under Dispersion to stun it after it fades. you'll be a bit disadvantaged in this matchup as you're playing with arp.62 - . as they have much more survivability and more crit chance meaning more procs. If you make him trinket then you land successfully a full hibernate on him. Stun him after his Dispersion and he should die. If the feral opens on you. trap as fast as possible the feral and follow by an hibernate or cyclone. if your hunter find someone with his volley. Here is the ideal situation: You must start on hunter WITHOUT using feral charge (cat) with A1 or B1 sequence. Expect your pounce or your maim to be trinketed. You can cyclone the hunter if your CC's are on DR on ret and again. los him (and also the ret) to heal up you and your hunter. the hunter will deterrence for sure. . it counters many double dps setups if played well and they have high sustain and burst capabilities. you'll have greater chances to win. Go behind a pillar or grave. If you open on the rogue. Rogue will pop every defensive CD's. If you open on the druid. especially when feral druids are playing with ARP gear in this setup. Don't forget to apply Faerie Fire on both. In all cases: If you get hibernated (then blinded afterwards if you trinket it). either you can reclone or trap him. you'll have to cyclone the rogue very fast to make him trinket but expect some fast cloak. start to los them to get a reopener (you can't really sit on the hunter permanently. If he trinkets. los them both to get a reopener. Don't wait to be too low health to start playing defensive. you'll have troubles to hit him. you can try to spam your shreds. While doing this the hunter must absolutely land his trap (expect sacrifices on this) and put as most damage as possible. which will allow you to dps the hunter pretty easily. and worth almost nothing if you kite/control them correctly as they will most often focus the hunter. he won't hesitate to use every cds and readiness to get double deterrence and disengage). Retribution Paladin / MM Hunter Difficulty : Very Hard Frequency : High This comp does more damage than Feral/MM or Feral/rogue and it's being more and more played over the seasons. Recyclone the ret again and kill the hunter before ret BoPs his hunter. it's almost a guaranteed loss. evasion or vanishes. you can now cyclone him. as if you fail your open you will lose for sure.Feral druid / Rogue (2 specs) Difficulty : Medium Frequency : Common This comp does a lot of damage. you can shmeld then repounce the rogue and in this case it's a guaranteed kill. open with a B2 sequence (fast stun).63 - . put flare + traps then spam volleys. Instead of trying to stick on him everytime. especially with bleeds. open with a B1 sequence. Open on the druid or the rogue. but have low sustain. or better. either you shmeld then switch on rogue if you don't have the faerie fire debuff. or better. At 50-60% or when they're both uncontrolled. After this point it's a bit RNG based. depending on who is popped first. Many hunters or rets have reached high ratings with that comp. If you succeed it the ret will probably trinket. shmeld then burst him. you can use cyclones/charges to disable him. Otherwise if you or your hunter get sapped and the other gets opened it's almost lost. poison dispells etc. just STOP them as soon as possible to cover your hunter. They can both down your hunter in a few seconds while you can do nothing. but as you will see hunter's health dropping. Save eventually your stuns when the rogue is getting freedom'd (force it with bear charge) or the hunter can eventually disarm him. recyclone him eventually). and stun him from behind (a bit difficult here as the rogue will turn around you). After this. faerie fire him. Control immediately the rogue. If. Cyclone him when he sticks on your hunter. you pounce him but he will trinket or get freedom'd on your incoming maim then he'll dance to you or your hunter and get bursted down – Rogue is sub. and controlling / damaging them is very hard as they have much defensive CD's (which i've already listed above for paladins). put as most bleeds as possible. Don't trinket anything but blind! If the rogue is getting low. When they burst. roots. game is running in a « normal » way out of these situations listed above or if you succeed to cover your partener: Go on the rogue. You will stay behind pillar with flare down.64 - . So your goal is to stop their burst with everything you have: Charges. take advantage to this to recyclone or land a re-cc just after your first one! Don't try to land your burst on them. try to save your berserk after his bubble or shmeld switch on rogue if he trinkets it. they both open on your hunter. either you get sap or not = dance+wings up = hunter down – Rogue is sub. you'll take cheap KS then sap blind. even average ones are like impossible to beat. Good rogue/rets. they will force you to open on the ret and so. they will most likely trinket your first incoming CC. . they open on hunter. sustain and also CC. Charge him when he uses Evasion/Cloak. You can try to go on ret when he rush you. you start on rogue but you'll get instantly cheaped then KS'd and you will take sap (and blind if you trinkets it) – Retri rushes the hunter and damages him. pray that the rogue isn't sub. make the ret trinket fast (with a trap or a stun with freedom in cd) and you'll land a cyclone on him. or when he shadowsteps (expect trinket.Retribution Paladin / Rogue Difficulty : Very Hard to Nearly Impossible Frequency : Uncommon Your worst double DPS comp in terms of damage. as you want to go on rogue you'll not open on him.. shmeld reopener. unless you have some luck there.. they sap your hunter and open on you = you'll get down in a few seconds – Rogue is sub. cyclones. he'll most likely get bop'd : to prevent this. Multiple scenarios can happen and might lead to a fast loss: – Rogue is sub. hunter has found & marked the rogue. especially Sub rogues. but don't expect to land a kill immediately as the ret will stay at « prot stance » with 1H weapon + shield and also his eventual bubbles. Ensure that rogue is fully bleeded to ensure a kill with Cheat Death proc. You will focus the Shaman on Blade's Edge Arena only if the lock's gate is on the bridge. like easily lost. You can also focus the shaman. trap the shaman (kill groundings) and cyclone him asap. Elemental Shaman / Destruction WL Difficulty : Medium Frequency : High You will focus the Warlock on Nagrand Arena & Ruins of Lordaeron. scatters and cyclones. without using Feral Charge if possible. so you will rely only on Frozen traps. depending on luck. This game can be easily won. as soon as possible. Shamans relies only on their wolves' damage. and can kill you in a few seconds with their multiple stuns. before he uses his Bestial Wrath. . They will most likely focus you as you have low resilience. Otherwise go on him. Elemental Shamans are very good offhealers. pop every defensive CD while bursting and put as most bleeds as possible. don't let the shaman heal his partener! Shadowmeld is very useful here as you can vanish a lavaburst or chaos bolt which can save you 6-8K HP.Enhancement Shaman / BM Hunter (beast cleave) Difficulty : Medium to Nearly Impossible Frequency : High Again another hard setup and almost impossible against some teams.65 - . When the bestial wrath ends. If you focus the warlock. stun it immediately. and he can be really tanky with their absorbs and their armor. silence the lock when he's low and he should die. Now. start on him without using feral charge with B1 sequence. stop seduces immediately. Trapping a shaman is almost impossible with their pets. reducing drastically your damage. The lock will most likely use a succubus. but only if he's not in prot stance (1H+shield). Tactic against this comp is the same against Resto Shaman/Warrior. you will die easily. Like against Disc/Elem. if you let them freecasting or you overextend. he's easier to stick on. Cyclone as most as possible the shaman to prevent his heals (time cast is drastically reduced with his cumulative buff). He will instantly trinket your pounce then use BW. the only thing you have to do is to kill as fast as possible the hunter. Again. their target and how long you can hold them in cat form if they focus you. start on hunter. The same goes for your hunter with his deterrences and his shadowmeld if he's NE. This comp isn't hard to beat but they have incredible bursts with Bloodlust. start on shaman with berserk while your hunter tries to trap the mage and avoids incoming sheeps. cyclone the rogue and/or trap it. Burst down the shaman. stay behind pillar/grave and wait the lock rushes you. Hunter must silence the lock when he iss mid-low health to prevent him from porting back. Elemental Shaman / Rogue Difficulty : Medium Frequency : Rare Same tactic as Disc/Rogues. Follow the same tactic as SP/Mage or Disc/Mage.Elemental Shaman / Frost Mage Difficulty : Easy Frequency : Rare Easy comp as they have no CC on you except Deep freeze (you'll trinket if he does it). burst down the lock while your hunter is trying to CC the mage and avoid incoming CC's. or you will die! While bursting down the lock. Stop seduces if he uses succubus (charge) and cyclone the mage as soon as possible.66 - . cyclone the mage as soon as possible then burst down the shaman. Avoid double fears (Affli)/double stuns (Destr). and follow by other CC afterwards. Warlock / Frost Mage Difficulty : Medium Frequency : Rare Same tactic as SP/Mages without dispersion. Stay as close as possible to the pillars in order to los them if you need. Kill eventually grounding totems. once more hunter must silence him when he's low health. and it should be an easy win. Control the rogue then burst down the lock. Don't overextend them. Don't trinket any other CC except blind! Warlock / Rogue Difficulty : Medium Frequency : Rare Same tactic as SP/Rogues without dispersion. Trinket the KS if you're sure to not get blinded afterwards. stay behind pillar/grave and wait the shaman rushes you. . Stop the succubus if he uses it. Don't let the shaman freecast or you will die.