6.2 Feral Discussion

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Stenhaldi
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Re: 6.2 Feral Discussion

Post by Stenhaldi » Wed Jul 01, 2015 4:43 pm

I'm almost certain it's splitting with corpses. Killed a trash pack with ~10 targets (didn't count exactly), then pulled a single trash creature on top of their corpses and had

- a 527.4k spirit shift explode for 60.8k on that one target (corresponding to an 11 split);

- a 302.9k spirit shift explode for 38.4k on that one target (corresponding to a 10 split).

Terias
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Re: 6.2 Feral Discussion

Post by Terias » Wed Jul 01, 2015 6:47 pm

Noticed the exact same thing as sten when I was fighting that rare in tanann with all the oozes before him, swiped them all down, trinket proc'd on the boss and had a 30k spirit eruption.

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Re: 6.2 Feral Discussion

Post by peki » Thu Jul 02, 2015 2:32 am

I like the idea of it, but I'd be lying if I said it hasn't screwed me over multiple times, someone posted on these forums something along the lines of "I bet it doesnt happen nearly as much as everyone says", well it does.

Also on the topic of Vanq (before I do the sims myself) are we really that low on priority? Do moonkins, mages and DKs get more than us from 4pc? In my guild we're giving it to DKs and moonkins first, mages next and I believe feral/rogue haven't been considered yet.

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Re: 6.2 Feral Discussion

Post by Zstriker » Thu Jul 02, 2015 7:19 am

mages and ferals have most gain out of sets, but dk and moonkins have it easier and are more valaible to play on all encounters
so it's really up to what your players team capable of

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Re: 6.2 Feral Discussion

Post by Kojiyama » Thu Jul 02, 2015 12:03 pm

Moonkin gain a ton from their 2pc, which makes them higher priority if you are doing something like that. Moonkin will basically be dead last to get their 4pc because it is essentially neutral for them vs. 2pc2pc.

Ferals are the opposite where 2pc2pc is nothing special but our 4pc is very good.

Mages get similar overall value from their total set as Feral (maybe a little higher, but not much) but gain decent benefit from both their 2pc and their 4pc, unlike Ferals.

Therefore it does probably make sense to approach it as: Balance 2pc -> Mage 2pc -> Mage 4pc. After that, DKs, Rogues, and Ferals are all in a pretty similar boat. Ferals are slightly unlucky to share a token with a lot of very powerful bonuses for Frost/Unholy, Assassination, and Arcane, even if our 4pc is pretty strong as well.

Balance gets the largest immediate 2pc benefit of any class other than VE Shadow.
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aggixx
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Re: 6.2 Feral Discussion

Post by aggixx » Thu Jul 02, 2015 1:06 pm

According to my spreadsheet:
Balance 2p > Assassination 2p > Mages > DKs > Sub > Feral > Combat > Balance 4p > Assassination 4p

You could say Rogue = Feral but its a pretty big stretch to say that DK is comparable to either of them.
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Kraineth
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Re: 6.2 Feral Discussion

Post by Kraineth » Thu Jul 02, 2015 1:16 pm

Yea I am the last DPS in Vanq to get tier aside from Boomkin 4pc, not a huge deal at the end of the day.

Interesting that your guild is ignoring rogues tho, getting our rogue 2pc was priority #1 since we split up our rogue and boomkin between split groups.

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Tinderhoof
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Re: 6.2 Feral Discussion

Post by Tinderhoof » Thu Jul 02, 2015 1:23 pm

DK's fell down a bit in the rankings with their nerfs. Still beefy, but not as high as it used to be. I'm sitting at the bottom myself but am not really worried about it right now.

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Re: 6.2 Feral Discussion

Post by Kojiyama » Thu Jul 02, 2015 1:50 pm

I was basing my opinion of DK due to the nerfs and a lot of them going back to Unholy. The Frost bonus was crazy initially and Unholy 4pc is very strong, but the 2pc2pc combo is actually a downgrade over their 4pc which is why I put them in the same boat as Feral.

Last I simmed, the Unholy 4pc was about a 9% increase for ST, which is actually pretty close to what the Feral 4pc is simming for me right now. 1H Frost was about 12-13% the first time I ran sims for it, but dropped to around 10% with the nerfs AFAIK.

Either way, they are similar to Feral in that their 2pc has no immediate impact on performance, so it makes sense to prioritize the classes that gain something from their 2pc--especially if your guild is not multi-clearing, since pieces will be a lot more limited. Balance, Arcane, and Rogues have some of the best 2pc upgrades, so that just ends up with Ferals being at the bottom even though we have good overall gains from the 4pc.

Think this is kinda a blessing in disguise in some ways, since I'm more likely to land the higher ilevel pieces eventually to get my 4pc if others are grabbing all the initial stuff to finish up the set. :)
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Re: 6.2 Feral Discussion

Post by Zstriker » Thu Jul 02, 2015 4:17 pm

are t17 2 set not working with Soul capicator, getting starved during trinket proc...

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Re: 6.2 Feral Discussion

Post by Kojiyama » Thu Jul 02, 2015 4:50 pm

I have 55 Clearcasting procs during boss attempts yesterday while the Spirit Shift buff is active, so I wouldn't think there is any issue there.
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Re: 6.2 Feral Discussion

Post by Tinderhoof » Thu Jul 02, 2015 5:04 pm

Zstriker asked about T17's energy return. Bleed ticks may very well not be proccing the bonus while under the trinket effect. Will need to be looked at.

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Re: 6.2 Feral Discussion

Post by Kojiyama » Thu Jul 02, 2015 5:12 pm

Whoops, sorry. I read that as T18 for some reason!

I'm still seeing Scent of Blood gains when Spirit Shift is active, so I don't believe there is any issue there either.

00:00:02.977 Kojiyama gains Spirit Shift from Kojiyama
00:00:03.847 Kojiyama gains 1 Energy from Kojiyama's Scent of Blood
00:00:06.098 Kojiyama gains 60 Energy from Kojiyama's Tiger's Fury
00:00:06.864 Kojiyama gains 1 Energy from Kojiyama's Scent of Blood
00:00:07.050 Kojiyama gains 1 Energy from Kojiyama's Scent of Blood
00:00:08.938 Kojiyama gains 1 Energy from Kojiyama's Scent of Blood
...
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Tinderhoof
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Re: 6.2 Feral Discussion

Post by Tinderhoof » Thu Jul 02, 2015 5:14 pm

Awesome. Can you check on a bleed applied after the proc starts?

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Re: 6.2 Feral Discussion

Post by Kojiyama » Thu Jul 02, 2015 5:55 pm

Don't have a log to C&P since I just tested it in-game, but looks fine. Waited for a proc then applied Rake and was still getting returns.

Also, for what it's worth, it appears like periodic multistrikes aren't reported correctly when they are absorbed. Yay for the massive amount of combat log inaccuracy that the trinket provides! :D
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Re: 6.2 Feral Discussion

Post by Zstriker » Thu Jul 02, 2015 5:59 pm

good, then looks like it's me trying to sneak more into proc, by smashing buttons then

Nayni
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Re: 6.2 Feral Discussion

Post by Nayni » Wed Jul 08, 2015 5:14 am

I don't know if many people know this and I'm not even sure if it's been like this for long yet but you can actualy pop Incarnation in stealth and it'll keep u in stealth, as far as I remember it used to take u out of it instantly.
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Dysheki
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Re: 6.2 Feral Discussion

Post by Dysheki » Wed Jul 08, 2015 9:17 am

I think it's been that way for most of the expansion iirc. Honestly haven't tried it and could easily be wrong but I thought that was how it worked.

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Tinderhoof
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Re: 6.2 Feral Discussion

Post by Tinderhoof » Wed Jul 08, 2015 10:25 am

Nayni wrote:I don't know if many people know this and I'm not even sure if it's been like this for long yet but you can actualy pop Incarnation in stealth and it'll keep u in stealth, as far as I remember it used to take u out of it instantly.
http://fluiddruid.net/forum/viewtopic.p ... 200#p30303 :^ )

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Re: 6.2 Feral Discussion

Post by Dysheki » Wed Jul 08, 2015 12:29 pm

Or maybe just last patch, lol.

Itharius
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Re: 6.2 Feral Discussion

Post by Itharius » Wed Jul 08, 2015 12:52 pm

I've been binding incarnation to my prepot while in stealth. Because the t17 mechanic no longer matters with 4 pc t18, it's better on most fights to just pop your cooldowns 1 second before pull so that you aren't wasting any globals on incarnation. There's also a certain equipset trick you can use to get a little extra dps where you're not supposed to, but I'm going to leave it cryptic because I don't know Pawket's stance on exploits. Let's just say a lot of t18 4pc ferals have gushing wounds on their parses.

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Re: 6.2 Feral Discussion

Post by Kojiyama » Wed Jul 08, 2015 2:22 pm

I would think that if the Gushing Wounds proc on Berserk is still firing even after swapping gear, they will likely fix it pretty quickly.
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Tinderhoof
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Re: 6.2 Feral Discussion

Post by Tinderhoof » Wed Jul 08, 2015 3:32 pm

The issue involving Seed T17 has been reported. No idea if they are going to fix it or not, but I wouldn't get to dependent on it either.

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Re: 6.2 Feral Discussion

Post by Ogreson » Wed Jul 08, 2015 4:01 pm

Is Gushing Wounds working for the full duration of berserk with seed instead of just the first 15 seconds?

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Tinderhoof
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Re: 6.2 Feral Discussion

Post by Tinderhoof » Wed Jul 08, 2015 4:24 pm

Just the first 15 seconds.

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