Академический Документы
Профессиональный Документы
Культура Документы
COM
Zephis guide to
Feral/Disc
For 3.3.5a
A comprehensive and in-depth guide on how to play a feral druid, more specifically its role in the 2v2
setup Feral Druid / Discipline Priest
Content
Introduction............................................................................................................................................. 3
Spells........................................................................................................................................................ 4
No cooldown spells ............................................................................................................................. 4
Feral ................................................................................................................................................. 4
Resto ................................................................................................................................................ 4
Balance ............................................................................................................................................ 4
Short cooldown spells (max 1 minute) ................................................................................................ 5
Feral ................................................................................................................................................. 5
Resto ................................................................................................................................................ 5
Balance ............................................................................................................................................ 5
Long cooldown spells (minimum 1 minute) ........................................................................................ 5
Feral ................................................................................................................................................. 5
Resto ................................................................................................................................................ 5
Balance ............................................................................................................................................ 5
Talents, glyphs and gear .......................................................................................................................... 6
Crizps setup (high resi with disc priest) .............................................................................................. 6
Choes high arp low resi setup (with resto shaman) ........................................................................... 7
Variations in resilience ........................................................................................................................ 8
But I like Deathbringers Will ............................................................................................................... 8
What about mangle spec?................................................................................................................... 8
What it all comes down to .................................................................................................................. 9
How to deal damage ............................................................................................................................. 10
How to use crowd control effectively ................................................................................................... 11
Example 1: Holy paladin/warrior....................................................................................................... 11
Example 2: Shadow Priest / Sub Rogue ............................................................................................. 12
Feral / Disc ............................................................................................................................................. 13
The general game plan of feral / disc ................................................................................................ 13
Holy Paladin / Warrior ....................................................................................................................... 14
Other healer/warrior comps ............................................................................................................. 16
Disc / warrior ................................................................................................................................. 16
Resto shaman / warrior ................................................................................................................. 16
Resto druid / warrior ..................................................................................................................... 16
Holy paladin / DK ............................................................................................................................... 17
Other DK / healer comps ................................................................................................................... 18
2
Disc / DK ........................................................................................................................................ 18
Resto shaman / DK ........................................................................................................................ 18
Resto druid / DK ............................................................................................................................ 18
Disc / Rogue ....................................................................................................................................... 18
Disc / Mutilate Rogue .................................................................................................................... 18
Disc / sub rogue ............................................................................................................................. 19
Disc / mage ........................................................................................................................................ 19
Disc / hunter ...................................................................................................................................... 20
Disc / Feral ......................................................................................................................................... 20
Healer / UA lock................................................................................................................................. 20
Healer / destro lock ........................................................................................................................... 21
Resto shaman / ret paladin ............................................................................................................... 21
Resto shaman / prot paladin ............................................................................................................. 21
Disc / ret paladin ............................................................................................................................... 21
Disc / ele ............................................................................................................................................ 22
Shadow Priest / Mutilate Rogue........................................................................................................ 22
Shadow priest / sub rogue ................................................................................................................ 23
Shadow priest / Mage ....................................................................................................................... 23
Shadow Priest / DK ............................................................................................................................ 24
Ret / MM Hunter ............................................................................................................................... 24
Feral / MM hunter ............................................................................................................................. 25
Enha / BM hunter .............................................................................................................................. 25
Enha / Combat rogue ........................................................................................................................ 25
Lock / Rogue ...................................................................................................................................... 25
Ele / destro ........................................................................................................................................ 25
Ele / Mage.......................................................................................................................................... 26
Destro / Mage.................................................................................................................................... 26
Ret / Rogue ........................................................................................................................................ 26
Priest gear, talents and glyphs .............................................................................................................. 27
Useful macros ........................................................................................................................................ 28
Focus macros ..................................................................................................................................... 28
Stealth / NoStealth Macros ............................................................................................................... 28
Abolishing / Decursing Partner.......................................................................................................... 29
Attitude in the arena ............................................................................................................................. 29
Spells
Lets take a look at what spells are available to us:
Note: Only relevant spells are included, starfall will not be mentioned for example.
Direct Damage Bleed Finishing move Healing Special- CROWD CONTROL
No cooldown spells
Feral
Mangle: Increases bleed damage and shred damage
Shred: Only useable while behind the target, increased damage on bleeding targets
Rake
Rip
POUNCE: Stuns the target for 4 seconds, only useable in stealth
Ravage: Only useable in stealth, must be behind the target
Ferocious Bite: 25% increased critical strike chance on bleeding targets
Savage Roar: Increases physical damage done by 30%
Swipe: AoE in front of you
Faerie Fire (Feral): Reduces armor and makes it impossible to stealth or go invisible. (Magic)
Demoralizing Roar: AoE around you that breaks stealth and reduces attack power of anyone hit.
Lacerate: Also direct damage
Maul
Resto
Rejuvenation
Regrowth
Lifebloom
Healing Touch
Abolish Poison
Remove Curse
Mark/Gift of the Wild: Buff, adds 750 armor, 37 of all attributes and 54 of all resistances
Balance
CYCLONE
Moonfire: Also leaves a magic DoT.
HIBERNATE: Only useable on beasts (Any druid form except for Tree Of Life, ghost wolf (shamans)
and hunter pets.
Faerie Fire
ENTANGLING ROOTS
Hurricane
Wrath
Thorns: Magic Buff that damages opponents who attack you with melee (low damage)
This talent build is a well-balanced shred build that focuses on doing high damage in the long run. It
takes 3/3 in natural shapeshifter in order to not oom while spam shifting.
Glyphs: Berserk, rip, shred, the wild, dash, thorns
Lets take a look at his gear: Enchant - Gem
Wrathful helmet 50 AP 20 resi 18 stam 15% stun red 20 agi
Wrathful shoulders 40 AP 15 resi 10 agi 10 resi
Wrathful chest 10 stats 20 agi 10 agi 10 resi
Wrathful gloves 20 agi 25 spell pen
Wrathful legs 75 AP 22 crit 20 agi 10 hit 13 spell pen
Victory necklace
Victory cloak 35 spell pen
7
Triumph bracers 50 AP
Wrathful Mace Mongoose 20 agi 10 stats
Idol of the crying moon
Triumph belt 10 hit 13 spell pen 20 agi
Triumph boots 16 agility 10 agi 10 resi
Triumph ring
Band of the bone colossus 10 agi 10 resi
HC Deaths verdict
Pvp trinket
This build focuses more on burst damage (ferocious bite talent) and less on longevity. Choe uses an
extremely low amount of resilience with this (892) with a rather surprising trinket use. This build is
entirely based on maximizing armor penetration.
Wrathful helmet 50 AP 20 resi 42 AP 10% stun red 20 ArP
Sundering necklace
Wrathfhul shoulders 40 AP 15 Resi 20 ArP
Recovered Scarlet Onslaught Cape 35 spell pen 20 ArP
8
Sanctified Lasherweave Raiment 20 resi 20 arp 20 resi
Toskks Maximized Wristguards 50 AP 20 ArP
Wrathful Mace Berserking 20 agi 10 stats
Idol of the crying moon
Wrathful gloves 20 hit 20 arp
Astrylians Sutured Cinch 10 crit 13 spell pen 20 arp 20 arp
Wrathful pants 75 AP 22 crit 20 arp 10 hit 13 spell pen
Taldarams Soft Slippers 15 stam and minor speed increase 20 Arp 20 arp
Saurfangs cold forged band 20 arp
Frostbrood sapphire ring 20 arp
Mark of supremacy
Pvp trinket
Variations in resilience
If you feel more comfortable with less or more resilience when using crizps or choes gear setup,
consider the following options:
Replacing the chestpiece on choes gear setup by the wrathful chest with 20 resilience enchant, 20
arp and 20 resi gems will bring your resilience up to about 1k. Replacing the belt, boots and bracers
by wrathful ones will lift you even higher to above 1200 resilience. Of course this means you will lose
ArP. The higher your resilience is, the lower the effectiveness of your ArP is going to be. Thats why
its better to switch to agility when you reach a certain level of resilience. Above 1250 resilience I
would not recommend playing ArP, as agility will net you better results.
This spec obviously specs into improved mangle and drops shredding attacks.
Replace the shred glyph by the mangle glyph and youre all set!
You can choose whether youre going to use the ArP setup or the Agi setup, but Id go with agility
with 1.2+ resilience and HCDV as the entirely point of ArP is to burst and you have already made the
choice not to play a bursty game style by choosing mangle over shred.
10
Example given:
Prowl Pounce Mangle Rake Shred to 5 CP Pool energy to 100 Savage roar Shred to 5 CPs
(reapply rake if necessary) Tigers Fury Rip Pool Energy to 100 Shred to 5 CPs (reapply rake)
Pool energy to 100 Berserk Maim Shred to 5 CPs Pool to energy to 65 Ferocious Bite
This example is good for an early berserk.
The feral way of doing damage requires practice!
11
12
get a proc and cyclone the warrior for 6 seconds. My priest has no problems getting in range of the
paladin and lands the fear. Eventually we get the kill on the warrior.
This example illustrates how we should use CC to both go offensive and to go defensive. Try to be
creative with your CC and be smart. If you bash the paladin you can use your proc to root the warrior
without him getting dispelled. Hard cast a cyclone into the paladin to follow up the bash and you
effectively CCd the entire enemy team for 10 seconds!
13
Feral / Disc
This is by far my favorite 2v2 comp. It is a very, very strong comp you can go very high with if played
right.
Currently I play Feral / Disc with Crizps gear setup. I absolutely love being able to casually take out
shadow priest / rogue and ret / mm teams without too much hassle. If you face these teams in 900
resilience you are about to experience absolute nightmare. The advantage of playing with high
resilience is that you are able to stay in cat much longer than if you play with low resilience. Being in
cat means pressure, staying in bear makes you a target dummy. Staying in cat means youll get
instant cyclone procs that can be used to CC the incoming damage, sitting in bear means no cyclones,
unless you go for an extremely risky hard-casted cyclone.
14
Feral/rogue
Enha/ (combat) rogue
Good shadow priest / rogues
Feral/mm hunter
Enha/bm hunter
Ret/rogue
Warrior/ret
Sometimes ret/hunter (usually in a series when they have gone on me as the feral and lost 5 times in
a row they try to change strategy).
The following comps tend to target the feral:
Shadow priest / mage
Shadow priest / rogue
Ret / hunter
Lock / rogue
Mage / Rogue
Shadow priest / DK
As a rule of thumb to defeat double dps:
If it contains a ret paladin; kill his partner and cc the paladin. Why? Because we can fear the ret. If we
fear his partner he will just get dispelled.
If it contains a shadow priest: kill the shadow priest. Only switch when you know you cannot get on
him without exposing your partner (like an SP/Mage dragging you out).
Against hunter teams: always kill the hunter, bleeds absolutely destroy hunters.
A note about innervate: Innervate is an incredible tool you have at your disposal. Obviously you use it
on your priest in 99% of the cases. Use it as early as possible! Meaning that you use it when your
priest is at about 50% mana. Its important to protect the innervate from being dispelled or cycloned.
It can be very tricky to innervate against teams like disc/ele or disc/mage because of the double
purge. It can be worth it to CC the entire enemy team before innervating. In desperate cases (my
priest is completely oom and we have no way to stop the purges from coming in) my priest will PS
himself to avoid getting innervate dispelled.
Lets now take a look at specific strategies.
15
Try to avoid cycloning the paladin when hes really far away from your priest. The 6 seconds wont be
enough to force cooldowns and your priest will never get to the paladin in time to fear. If your priest
is almost at the paladin but not quite yet, it is often a good idea to follow up cyclone with feral
charge (bear) and bash. Try to feral charge on cast to lock him out for 4 seconds. Most warriors will
try to stop the priest fear by taking distance from your priest and charging or intercepting him when
he wants to fear. This can be avoided by maiming the warrior before he can charge.
If you can see that your priest wont get a fear in time no matter what you do, its critical that he
returns to the pillar. If not, the warrior will be able to pressure your priest as he can just tank your
damage while the paladin healbots him from max range. As I said before, dragging the warrior LoS
will either create pressure on them, or reduce pressure on you.
Dont necessarily use your cyclone immediately when you get your instant cast proc. Its pointless
to cyclone the paladin when his warrior is still out of LoS. Sometimes you will be able to get in
another 6-8k damage without the warrior getting any kind of healing before the paladin gets in line
of sight. Cyclone the paladin when he is able to heal. If at all possible, try to have max energy when
you get back on the warrior after cycloning the paladin. Make sure your priest keeps the warrior
dispelled during CC. Getting Sacred Shield dispelled is critical to killing the warrior.
If you cycloned correctly, your priest should be able to get in range of the paladin to fear him. As I
said before, try to stop the warrior from charging/intercepting onto your priest to avoid the fear.
Chaining cyclone and fear is the best way to force their cooldowns. Lets take a look at the cooldowns
we want to force:
Paladin trinket
Warrior trinket
Bubble
Shield wall
Shield block
BoP
If you are able to create a lot of pressure you can often force many cooldowns at the same time. If
you manage to stun the warrior out of LoS he will trinket 9 out of 10 times. Often warriors will shield
wall at the same time as their paladin bubbles. Shield block is a rather annoying little ability as it is
usually coupled with the warrior spamming piercing howl while turning his back away from you,
making it impossible to shred. I often just wait for shield block to be over to continue dps-ing him.
Just return to the pillar until shield block is over.
Keep rotating crowd controls on the paladin while dispelling and nuking the warrior until all
cooldowns are used. Now is a good time to berserk and finish off the warrior. You can also use an
early berserk to force many cooldowns quickly. By the time all cooldowns are used you will have
berserk again.
Note: Cyclone the warrior when you cannot control the paladin any further to stop heals on the
warrior. Be alert when cycloning warriors, as many of them look out for your proc to spell reflect.
Just moonfire the reflect down before cycloning.
Dont forget to take really good care of your priest. Warriors can create a lot of pressure on priests
very easily. Use your cc to help your priest manage the damage on him. Always cc the warrior if your
priest gets pummeled and always cc the warrior straight after bladestorm. A feral charge -> bash ->
cyclone is cheaper than having to use PS or desperate prayer.
16
17
clone on you. Your priest has to fear the druid to stop the clone. If the druid chooses to not pounce
you but hardcast a clone from a distance straight out of stealth you have to react quickly by switching
to bear and charging the clone. Shadowmeld also works. Bash the druid out of it and let your priest
fear him (or hardcast a clone if your priest is out of range). Look out for opportunities to hibernate
the resto druid, getting a hibernate forces a fuckton of cooldowns. Letting your priest chase the
druid for fears can lead him to go into travel form, being vulnerable to a hibernate. Dont forget that
hibernate is instant when used with your predatory instincts proc. Another great way to get a
hibernate on the resto druid is by burning the druid, forcing him to switch into bear. (Credit to sonny,
sonny 5). If you get a hibernate you can essentially CC the druid for 10 seconds (hibernate) + 8
seconds (fear) + 6 seconds cyclone + 5 seconds bash for a wopping 29 seconds of CC. Needless to say
you will force at least a trinket by doing this massive chain.
Eventually you should be able to kill the warrior.
The second strategy is harder to do. The end goal is to kill the resto druid here by switching onto him
when he has no hots. There are two obstacles that you will need to get out of the way before doing
this: trinket and barkskin. The problem with barkskin is that its cd is only one minute. I often start on
warrior and try strategy one, as it is easier and more straightforward. If we force the trinket on the
druid and I find that I cannot get pressure on the warrior anymore, and the druid is managing to kite
my priest really well, its a good idea to try strategy 2. So first of all you force the trinket by going
warrior and ccing druid. Now listen carefully: dont switch on the druid without having full energy
AND tigers fury. Without sufficient energy you wont force anything. Get full energy and a full SR on
the warrior. Root him. Quickly switch on the druid, dont get rip up, just rake, shred to 5 CPs (with
mangle ofc) and stun him. Use tigers fury to nuke him in the maim. He will barkskin the maim. Great.
Switch back on warrior. Wait for your tigers fury to go back up, barkskin will still be on cooldown.
When you have tigers fury again you switch on the druid again. This time he has trinket nor barkskin.
Use tigers fury then berserk to maim him and nuke him down with shred and ferocious bite. Your
priest can fiend here and PI nuke the druid. He will not get out of that alive. Obviously this strategy
works better when playing ArP than when playing agility, although its still a viable strategy as agility.
End note about playing against warrior / healer: Keep an eye out for your priest at all times. Priests
WILL die to warriors if you dont peel.
Holy paladin / DK
This comp is fairly easy to beat. The most important part is not to not allow your priest to get gibbed
by the DK. If you face an unholy DK it is very important to cc the gargoyle. Most DKs will AMS when
nuking to avoid getting cycloned. Use your instant cyclone on the gargoyle and use feral charge to
stop the DK. If he gets freedomd out of it use bash. Dont forget to look out for Icebound Fortitude
(IBF) before stunning. IBF makes DKs immune to bash. If you cannot stop the DK in any way (freedom
+ AMS + IBF) I often pop berserk, cyclone the paladin and try to blow up the DK while the priest runs
LoS of the paladin. This will cause the DK to either get off your priest or forced to use runes to heal
himself instead of doing damage. Outside gargoyle duration UHDKs arent that scary to feral / disc.
Make sure to peel the DK in case your priest gets strangulated / mind frozen. In general the strategy
is quite similar to hpala / warrior. Kill the DK while ccing the holy paladin. In stead of charging your
priest to stop him from fearing DKs will try to grip him before he can fear. Similar to holy paladin /
warrior you should try to maim him before he grips. Use maim to go for a kill as he cannot death
strike or pet sac while stunned.
Frost DKs are usually easier to kill than UHDKs but are burstier than UHDKs. Make sure to
communicate peels well with your priest and make him call out how the healing is going. Make sure
you dont both trinket hungering cold at the same time.
18
Disc / Rogue
Keep faerie fire (feral) up on the rogue at all times.
Disc / Mutilate Rogue
Open on the priest as early as possible. Try to keep a maximum range between your priest and the
enemy priest. Your priest will get sapped, thats unavoidable. The key is to avoid getting him sapped
and dispelled. If your priest gets opened on without any buffs, it will take a tremendous effort to
save his life. If you open on the priest and the rogue opens on you, just use barkskin. Your priest
should be too far away to get feared straight after sap and he will be able to top you off quite easily.
If you get feared by the priest and the rogue opens on your priest, use berserk. You cannot leave
your priest alone when the priest and the rogue connect on him. If the rogue is going on your priest,
go on the rogue. Mutilate rogues die easily as they run with little resilience, their evasion is useless
against shred, and they have no cheat death to save their asses. Make your priest LoS the other
priest to make the rogue stop pressuring your priest. Try to cyclone the rogue during kidney shot. It
reduces pressure on your priest tremendously. If the rogue decides to go on you, just switch priest.
Trying to hit a rogue who is on you with evasion is unproductive and very frustrating. Just go priest
while your priest burns and dispels him.
Try to avoid double fears on you. Getting double feared will lead to you getting sapped and them
getting another deadly opener on your priest. 9 out of 10 losses against disc / rogue are because
you got double feared. Dont use your trinket for anything but blind. The only exception is when you
are 100% sure you will get the kill and you get kidney shot with deadly poison on you (making you
19
immune to blind long enough to get the kill without getting blinded). Trinketing kidney can easily
lead to a loss by getting blinded and sapped later in the game.
Depending on the opposing rogues target, you can either kill the rogue, kill the priest or oom the
priest (leading to a kill on either target).
Disc / sub rogue
Sub rogues have lower sustained damage but can burst extremely hard during dance. They are
harder to kill because they can gouge kidney very often as they dont have deadly poison breaking
their gouges. It can be extremely frustrating to kill a sub rogue for this reason. Usually they will peel
all game and only burst during dance (usually after a double fear on you). The same rule as against
the mutilate version applies. Go priest when the rogue goes on you and go rogue when the rogue
goes on your priest. Cyclone kidney shot (on your priest). Avoid double fears at all cost. If you can,
cyclone every dance. If he cloaks it, feral charge and bash him. Dont trinket anything but blind, even
when close to the kill. As there are no dots on you (no deadly poison), sub rogues can blind you
instantly after you trinket, usually into a full sap. Be patient, try to play the mana game with burns
and a well-timed innervate and fiend. Eventually you should be able to burst either the rogue or the
disc down, depending on the rogues target. If they go on you and your priest gets feared, do
anything you can to stop the follow-up sap on your priest. CC the rogue or try to demoralizing roar
him out after vanish. The hardest part of playing against this is not getting seduced into trinketing a
kidney. Most of my losses against this comp were because I got impatient and trinketed a kidney
leading to me getting blinded and then sapped while my priest gets destroyed in a dance or burned
to 0 mana.
Disc / mage
Feral / disc has the advantage in this match-up. However, you can still lose quite easily if the mage /
priest plays well and you fuck up. You have to stop their cc-chain on your priest at all cost. Your
priest needs to avoid getting polied. If he is deeped or csd while novad its your responsibility to
stop the poly. You can do this by cycloning the mage (if you have a proc), charging the cast or
bashing the mage. If you do not have access to any of these, it is still worthwile to hardcast a clone
on the mage, as you will stop a lot of potential damage on you. Likewise, if your priest gets feared,
clone the mage near the end of the fear to stop the polymorph from going out.
How to win: Tunnel the mage. Make sure your priest dispels the mage clean and keeps you out of
deep. You can sometimes one-shot a mage with ferocious bite before he can even block. Kill water
elementals and mirror images (with swipe if necessary). Water elementals are deadly. They allow
easy deeps on your priest which lead to polymorphs and fears. Killing a water elemental quickly
increases your chance to win by a large margin. Mirror images make it impossible to get on the mage
as they slow you faster than you can remove slows by spam shifting. 2 or 3 swipes are enough to kill
them. After both pets are dead it becomes a lot easier to avoid polymorph and to do damage to the
mage. You can burn either the priest or the mage. Try to stop evocation. If you manage to oom the
mage after evocation its pretty much over.
20
Disc / hunter
This comp kind of counters us the same way we counter them. It is very well possible to beat them
but its an uphill battle. Go on the hunter. They will go on you. They will scatter trap fear your
priest and nuke you down. Good hunters can kite extremely well and it can be very challenging to get
on them. Try to stop traps at all cost. This can be achieved in a few ways: You can eat the trap (this
means standing on top of the trap to take it from your priest after he gets scattered). You can also cc
the hunter after the scatter has gone out but before the trap has been launched. If you have a
cyclone proc up this is easy to do. Just cyclone the hunter right when he scatters to stop the trap
from going out. You can also bash him if you are near him, or maim him if you have the chance. If
you cannot eat the trap, feral charge and bash the hunter into a hardcasted cyclone to avoid taking
damage during trap. In the meantime, try to stop the priest from following the trap up with a fear by
cycloning him.
How to win: Kill the hunter. If you get the chance, gib his pet while ccing the priest (have your priest
assist in damage). You can burn the priest to win on mana. After the pet dies its quite easy to stay on
the hunter, after that its just a matter of getting him down while ccing the priest. Dont forget that
you can shred through deterrence. Lastly, use your maim often to inflict a huge amount of burst
damage to the hunter.
Disc / Feral
In a mirror match the goal is usually to kill the other priest as fast as you can. Try to outplay them by
dispelling the other ferals proc and get ahead in mana. Burn the priest as much as you can. Use your
procs (if they dont get dispelled) to cyclone the other feral and cc him during berserk. You can use
hibernate together with maim on the priest or when the feral is out of LoS of his priest. Try to avoid
double fears while trying to land them on them. In the end the winner is sometimes decided on
whoever geared better. If you have just faced a lot of double dps teams and your priest went full resi,
while your opponent stacked mp5, you may lose on mana rather quickly. Protect your innervates and
time your fiend so it doesnt get feared or cycloned. If you see an opportunity to switch on the feral,
use it. You can drop ArP geared ferals in a maim (dispel barkskin) if you cyclone fear their priest.
Healer / UA lock
Personally I struggle a lot with healer / lock teams (both UA and destro). It is very hard to pressure a
warlock and the constant fears force your entire team in awful positions. Bad healer / lock teams are
easy to beat. Good healer / lock teams are incredibly hard to beat.
Because UA locks are very hard to kill I often go on the healer. Disc priests, resto shamans and holy
paladins are definitely killable if you pool energy and time your maims well. Try to LoS as many fears
as possible and cc the warlock when your priest gets feared out. Holy paladin / UA lock is probably
the easiest variant to beat because they lack offensive dispels. You can train a paladin pretty easily
and if you time fear and maim well you can force him to trinket or bubble rather easily. Disc / UA lock
is hard to beat. I played 2 games versus Marm playing this comp and lost both. I was unable to
pressure the priest enough to kill him as I had to leave him to get in LoS of my priest. They were
spam burning my priest until he was completely oom and we succumbed to the pressure of the dots.
Bad healer / lock teams can be defeated quite easily by killing the pet twice and then killing the lock
with berserk. Locks take a tremendous amount of damage without soul link and can be zerged down
21
quite easily. Felhunters are harder to kill than succubusses (which should be killed as soon as
possible).
Overall its an extremely frustrating match-up. You will get spam feared, covered by UA, youll have
to switch away from the healer youre trying to kill to get into LoS, and if you position yourself badly
youll get into double howls. Against resto shaman / lock you have to try to dispel hex asap.
Unfortunately good teams will fear / coil / cs you during hex so you are unable to dispel it. Stop drain
soul ASAP when it gets cast on anyone or you will lose.
To summarize you have two options: Either kill the healer or kill pets. As soon as I have a better
strat to beat this setup I will update the guide!
22
This comp is also very easy to beat. You can either burn and kill the paladin while ccing the priest, or
you can simply tunnel the priest with burns and dispels until he dies. The paladin has no real way of
peeling you off his priest which means youre free to do whatever you want. The only thing you have
to be mindful off is getting double feared without trinket while the paladin uses wings, the priests
uses fear and PI to nuke your priest while hes in a hoj. Situations like that you have to try to avoid at
all cost. Still, this comp is very easy to defeat, I have only lost to it once or twice because me or my
priest got distracted or made a big mistake. As long as you cyclone the paladin during HoJ your priest
will never die.
Disc / ele
This comp is quite easy to beat. It usually turns into a mana-fight as they dont have the necessary cc
to kill you. Just tunnel the priest and cyclone the shaman. Your priest has to burn the priest.
Eventually youll land a kill on the priest. Remember that you can root the shaman if the priest runs
out of his LoS. Just LoS or bear charge the lava burst if your priest gets feared and dont forget to
instantly dispel hex if your priest gets caught in it.
23
Most teams wont do this but if they happen to go on your priest you can just go all out on the priest
and destroy him within 10 seconds.
24
win.) Dont get greedy. Dont chase a shadow priest across the map only to get stuck in a deep while
your priest sits helplessly in the open getting spam polied while you eat 5k frostbolts back to back
with a full row of dots on you. Barkskin is absolutely useless against this double purge comp and
survival instincts is a poisoned gift as it destroys your hp after it has ended.
Be patient, play smart and youll land a kill eventually.
Dont forget to babysit your priest and keep him out of trouble.
Greedy SP/Mages can often be blown up.
Shadow Priest / DK
You pretty much cannot lose to this comp. It used to be more common than it is now but every now
and then I still queue into one. Its very easy to beat as they have almost no control over you. Just
open on the priest (dont charge on him in stealth because youll need charge for grip) and berserk
after disperse to finish him off quickly. Use focus cyclones and roots on the DK (watch out for AMS).
Usually this game is won within 30 seconds.
Ret / MM Hunter
This is the second comp that is very hard to beat in low resilience, but quite acceptable with high
resilience. The key to winning this is fear. Most ret/hunter teams will go on the feral while
trapping/HoJing and repentencing your priest. Try to eat every trap. We will go on the hunter and cc
the ret. Use barkskin during wings and try to get rip up on the hunter as quickly as possible. Your
priest needs to fear the ret on cooldown. If your priest runs with you as much as possible, it is quite
easy to fears on the paladin. A good fear-cyclone chain on the paladin can force the hunter defensive
easily. Be aware that the hunter might trap on HoJ. Use your SI as late as possible. Dont stack
barkskin with PS. If you are having problems getting on the hunter, and their offensive cds are down,
it might be a good idea to LoS the hunter and quickly kill his pet. A hunter without pet is much easier
to kill. Eventually they will run out of offensive cooldowns and youll be able to kill the hunter. My
priest usually fiends quite early to maximize our pressure on the hunter. If the pressure on you
becomes too much and the paladin is DR on cyclone, use it on the hunter. It will stop his damage and
give you a chance to get to his position without using feral charge. Bear charge can be more useful
than cat charge vs hunters because of the 4 second snare. I use focus bash on the ret paladin very
often because he will freedom himself, making it easier to get on the hunter as he cannot freedom
him.
The bottom line is: Rotate your defensive cds cleverly and fear the ret paladin on cooldown. The
hunter will die eventually and the damage on you should be healable.
It can be tricky if they go on your priest. However, you should be able to do a lot of damage on the
hunter as he cannot kite you while going on the priest. Your priest needs to play well and time his
cooldowns well. Most paladins will trinket the fear to get on the priest at which point you can fully
clone him.
25
Feral / MM hunter
This comp does a lot of damage. I often find that its much easier to win if they go on me than on my
priest. I usually kill the hunter and cyclone/fear/hibernate the feral. After berserk is over its quite
easy to win. The problem is when they go on your priest. A priest under pressure often doesnt have
the global to dispel you so if you get scattered, trapped, hibernated and cycloned it can be very hard
to do any damage or to peel for your priest at all. Good feral/hunter teams can finish your priest off
in seconds after PS is gone. Your priest needs to stay in LoS of you and dispel the trap immediately to
have a chance to win. At that point you can safely trinket cyclone and bash the feral into a clone.
Then you can dps the hunter and hibernate the feral for 10 seconds. If your priest manages to stay
alive until this point, the game is won. After berserk you can also fear the feral and then clone him
full again. It all comes down to getting dispelled quickly and generating combo points fast.
Enha / BM hunter
This setup is similar to feral/hunter in that its quite easy to beat if they go on the feral, and pretty
challenging when they go on your priest. I always try to rush down the hunter fast with berserk. The
advantage is that they have only on deterrence and that the cc on you is pretty much non-existant.
The problem is that they can destroy your priest even quicker than feral/mm can. Use roots/feral
charge/bash/cyclone to stop the shaman from zerging your priest and quickly finish off the BM
hunter. This setup isnt terribly hard to beat but if you are a bit unlucky with dodges and purges it can
be a quick loss.
Lock / Rogue
This comp isnt very hard to beat. Treat it like shadow priest / rogue but without disperse and
without healing. Use your barkskin on the dance (in case its a sub rogue) and trinket the second
kidney if you are sure you wont get blinded. Fear DRs with blind so the cc they have for your priest
is quite limited. When you trinket kidney and berserk theres not much that stops you from gibbing
the lock except for coil.
Ele / destro
I pretty much hate to play against this comp. You have to play extremely defensive and stay close to
your pillar at all times. If they have a succubus I try to kill it twice and then kill the lock. At all times
make sure to interrupt seduce. During lust you have to LoS and wait for your priest to get it off.
Dispel hex asap. Dont go chasing the lock or the shaman across the map as you will get zerged down
very quickly. Lava burst and chaos bolt hit extremely hard and your barkskin gets dispelled instantly.
This is a comp I regurarly lose to, and the tiniest fuck up can lead to a loss. Save your charge for
seduction. Trinket coil if you have to do stop the seduce. Every second counts against this comp.
26
Another viable strategy is to zerg the shaman. Use charge on seduce and then dash back on the
shaman with berserk. Trinket coil and kill the shaman quickly with fiend and priest nukes. It is a risky
all-in method that can go wrong quite easily. If the shaman starts spamming lusted lesser healing
waves he can often outheal the damage you do in berserk. I havent yet decided on the best strategy
against this comp. The most important thing to remember is to not over-extend and to keep your
priest out of cc.
Ele / Mage
I found the easiest way to beat this was to go on the mage. Its far easier to do damage on an ele
shaman, but leaving a mage alone will cause problems. Hell get a free poly on your priest and the
shaman will kite you away from your priest. If you go mage he cannot easily do damage to you. If the
mage kites away from your priest you can just run back to your priest and reset. Your priest needs to
keep you out of deeps and try to get the ice barriers off. If you get the upper hand in pressure
(basically forcing the mage to run for his life) you will win rather quickly. The key is to not let them
get cc on your priest, because you can get zerged by this comp really quickly. LoS them during lust
while your priest dispels the lust. A lusted poly is almost impossible to avoid. Since their only cc
shares dr (except for deep) they arent that scary and you shouldnt really lose to them.
Just dont get baited into going after them in the open and get zerged down.
Destro / Mage
This comp can be very challenging to beat. Fear and poly not sharing DR means they can cc your
priest for an extremely long amount of time while bursting you down very quickly. Most destro/mage
teams play with a felhunter. If the mage stays in back in the open I would go on the lock. If however,
the mage comes in to the pillar of your priest to poly, open on him at once. A mage who is close to
your priest can be killed incredibly easily as your priest is free to dispel. This team has almost no
healing so any damage you can do on the mage is permanent. Dont be afraid to switch away if your
kill target runs out of range of your priests pillar. Both the lock and the mage can be killed quite
easily. Use your defensive cooldowns cleverly (i.e. dont use SI while your priest trinkets as well). The
key is to stop polymorphs going out. Get the upper hand early and keep it and you can win very
quickly. Luckily this comp isnt very popular right now.
Ret / Rogue
If the ret rogue decides to go on you its fairly easy to win. Just kill the ret while using cyclones on the
rogue. Your priest has to stand max range in order to death repentance and blind. Keep faerie fire on
the rogue and use natures grasp after cloak while stunning the ret to root the rogue. If you get the
bubble off quickly you can finish off the ret.
If the ret rogue goes on your priest its a lot more tricky. In this case I kill the rogue as dealing
damage to a rogue who isnt going on you is easy to do using shred. You have to peel early and use
PS during wings. Pounce the rogue when he opens and hardcast a cyclone on the ret. If he trinkets
you can fear him full. If you load up the rogue with bleeds early he can die within seconds. Get BoP
off as fast as you can and you can win quickly. Dont trinket anything but blind. Its not a very
common comp at the moment so I dont have a lot of experience against it. If you are getting hojd or
repentenced and your trinket is in KS in the mean time, he has to trinket KS to get you out of cc. Use
feral charge (bear) for peels and keep abolish poison on your priest. If youre out of cc on the ret,
27
cyclone the rogue instead. Try to avoid having them connect on your priest as ret/rogue does a lot of
damage.
28
Wrathful Mooncloth Pants 50 sp 30 stam 12 sp 10 resi 10 resi 5 mp5
Salvation Boots 15 stam run speed 10 resi 5 mp5
Valanars Other Signet Ring 10 hit 13 spell pen
Marrowgars Frigid Eye 20 resi
Bauble of True Blood
Heroic Solace of the defeated
Useful macros
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 Feral Charge (Bear)
/cast [target=focus] Feral Charge (Bear)
#showtooltip Bash
/cast [target=focus] Bash
29