Feral Druid
PvE guide, updated for Patch 12.1.5
DPS Rotation & Cooldowns
How to play Feral Druid in each rotation style: the full rotation SimulationCraft sims play by default, and the game’s Assisted Highlight and One Button rotations beside it.
Rotation style comparison
How Feral Druid’s DPS compares when using the game’s assisted modes instead of the full rotation, based on Single Target simulations.
- Full rotationBaseline
- Assisted Highlight-9.5%
- One Button-16.3%
The full rotation is the one SimulationCraft’s sims play by default. Its priority list is SimC’s own for the spec, read here for one build and one kind of fight.
Rotation
BetaFeral Druid’s list reads best as SimC writes it
With this build, 9 of its 23 rows would show an expression as SimC writes it, which is too many to follow as steps. The abilities it uses are below in the order the list first uses them, and the list itself under them.
Abilities the list uses
16 abilities- 1Prowl
- 2Cat Form
- 3Tiger's Fury
- 4Rake
- 5Chomp
- 6Racial ability
- 7Berserk
- 8Feral Frenzy
- 9Frantic Frenzy
- 10Convoke the Spirits
- 11Ferocious Bite
- 12Rip
- 13Pool resources
- 14Shadowmeld
- 15Shred
- 16Moonfire Cat
Before the pull
Things to do before entering combat.
Cooldowns
When each cooldown was used across the sample fight, so you can see how often each comes back and which ones line up.
Sample opener
One simulated fight from the start, played by this list on the profile in the Gear section with the guide’s Single target build, whichever build the list above is read for. Procs and timing change the order from fight to fight, so use it to get a feel for the start rather than as a script.
The full priority list
simc@ff0d07fEverything above is read from this SimulationCraft list, including the steps the page hides (the potion and on-use items) and the branches your build and fight leave out.
# This default action priority list is automatically created based on your character. # It is a attempt to provide you with a action list that is both simple and practicable, # while resulting in a meaningful and good simulation. It may not result in the absolutely highest possible dps. # Feel free to edit, adapt and improve it to your own needs. # SimulationCraft is always looking for updates and improvements to the default action lists. # Feral APL can be found at https://github.com/dreamgrove/dreamgrove/blob/master/sims/cat/feral.txt # Executed before combat begins. Accepts non-harmful actions only. # Snapshot raid buffed stats before combat begins and pre-potting is done. actions.precombat=snapshot_stats # optional variable that sends regrowth casts. Turned off by default actions.precombat+=/variable,name=regrowth,op=reset # see the 2nd rake line in aoe_builders. This determines when that line can return true actions.precombat+=/variable,name=dotc_rake_threshold,op=set,value=99 actions.precombat+=/variable,name=dotc_rake_threshold,op=set,if=talent.wild_slashes&talent.merciless_claws,value=5 actions.precombat+=/variable,name=dotc_rake_threshold,op=set,if=talent.wild_slashes&!talent.merciless_claws,value=8 actions.precombat+=/potion,pre_pot_time=12,if=potion.liquid_luster # for practicism, we give a 1s leeway (at 0% haste) from cast end until start of the fight. actions.precombat+=/variable,name=algethar_puzzle_box_precombat_cast,value=3,if=trinket.1.is.algethar_puzzle_box|!trinket.1.has_use_buff actions.precombat+=/use_item,name=algethar_puzzle_box,if=trinket.1.is.algethar_puzzle_box|!trinket.1.has_use_buff actions.precombat+=/cat_form,if=buff.cat_form.down actions.precombat+=/prowl # Executed every time the actor is available. actions=prowl,if=buff.bs_inc.down&!buff.prowl.up&!buff.shadowmeld.up actions+=/cat_form,if=!buff.cat_form.up&!talent.fluid_form # Line up <a href='https://www.wowhead.com/spell=10060/power-infusion'>Power Infusion</a> with <a href='https://www.wowhead.com/spell=106951/berserk'>Berserk</a> every 2 minutes. actions+=/invoke_external_buff,name=power_infusion,if=buff.bs_inc.up|!talent.berserk_heart_of_the_lion actions+=/auto_attack,if=!buff.prowl.up&!buff.shadowmeld.up # tigers fury on cooldown, in aoe patchwerk we can hold ~2s for frantic frenzy as needed. Like frantic frenzy, holding can sometimes be a gain in dr/ds, but the conditions are unclear. Addendum: Seems't've been related to holding Berserk, attempt to check holding tigers fury at your own risk. actions+=/tigers_fury,if=(cooldown.bs_inc.remains<=1|cooldown.bs_inc.remains>10|variable.holdBerserk)&(cooldown.frantic_frenzy.remains<buff.tigers_fury.duration-1.5|cooldown.frantic_frenzy.remains>22|!talent.frantic_frenzy|spell_targets=1|fight_style.dungeonroute|fight_style.dungeonslice) # rake out of stealth actions+=/rake,if=buff.prowl.up|buff.shadowmeld.up # chomp if its possible. Check this in aoe actions+=/chomp,if=buff.chomp_enabler.up actions+=/call_action_list,name=cooldown # cast bite with apex procs asap actions+=/ferocious_bite,if=buff.apex_predators_craving.up actions+=/call_action_list,name=finisher,if=spell_targets=1 actions+=/call_action_list,name=aoe_finisher,if=spell_targets>=2 actions+=/call_action_list,name=builder,if=spell_targets=1&combo_points<=4 actions+=/call_action_list,name=aoe_builder,if=spell_targets>1&combo_points<=4 actions+=/regrowth,if=buff.predatory_swiftness.up&variable.regrowth actions.aoe_builder=prowl,target_if=dot.rake.refreshable,if=!buff.shadowmeld.up actions.aoe_builder+=/shadowmeld,target_if=dot.rake.refreshable,if=!buff.prowl.up # ensure at last 2(pg)/3(nopg) rake at all times if wildstalker, rake highest prio with dcr. on 4t raking all 4 first (no pg) is 0.3% gain. DCR PG LI rakes up to 6 then moonfire actions.aoe_builder+=/rake,target_if=refreshable,if=(talent.doubleclawed_rake&(!talent.lunar_inspiration|!talent.panthers_guile|active_dot.rake<5))|hero_tree.wildstalker&(active_dot.rake<2+!talent.panthers_guile+talent.lunar_inspiration) # there are scenarios where this is -0.1/-0.2% vs being under cc swipe line, but im willing to scrap that complexity actions.aoe_builder+=/moonfire_cat,target_if=refreshable # panthers guile, spend clearcast on shred actions.aoe_builder+=/shred,if=spell_targets=2&talent.panthers_guile&buff.clearcasting.react # with dotc, nodcr/nowildslashes, swipe spam in berserk at 2t. Wildstalker begins ignoring cc again if you have the energy to rake at 7t actions.aoe_builder+=/swipe_cat,if=hero_tree.druid_of_the_claw&buff.bs_inc.up|buff.clearcasting.react&(hero_tree.druid_of_the_claw|spell_targets<7) # sa swipe takes precedence over single-rake at 5t for dotc 7t for wildstalker (0.1% at 7t for wildstalker, 0.2% for dotc at 5t) actions.aoe_builder+=/swipe_cat,if=buff.sudden_ambush.up&spell_targets.swipe_cat>=5+(2*hero_tree.wildstalker) # no dcr, spread rakes up to 3t(ws+noiw)->5t(nows+noiw/wild slashes+iw)->8t(no ws+iw) actions.aoe_builder+=/rake,target_if=refreshable,if=hero_tree.wildstalker|spell_targets.swipe_cat<=variable.dotc_rake_threshold # on 2t replace weaker rakes with stronger ones. (its a tiny gain for 3t too, @0.2% but keeping track of 3 snapshots is a bit much I think) actions.aoe_builder+=/rake,target_if=min:pmultiplier,if=persistent_multiplier>pmultiplier&spell_targets=2 # with panther's guile, its worth using shred on 2t actions.aoe_builder+=/shred,if=spell_targets=2&talent.panthers_guile actions.aoe_builder+=/swipe_cat,if=spell_targets>2|!talent.panthers_guile # primal wrath in pandemic during berserk, else with sub 6.5s remaining actions.aoe_finisher=primal_wrath,target_if=min:remains,if=combo_points>=5&spell_targets.primal_wrath>1&(dot.primal_wrath.remains<6.5&!buff.bs_inc.up|dot.primal_wrath.refreshable) # without pw, we prio ravage>rip at 2t with rampant ferocity, and 5t without TODO: check vines actions.aoe_finisher+=/ferocious_bite,if=buff.ravage.up&combo_points>=5&!talent.primal_wrath&spell_targets>=2+(3*!talent.rampant_ferocity) # if we dont have primal wrath, indefinitely apply manual 4cp rips (minmax note: without rampant, its ~0.3% better to do 5cp rip/5cp bite on 3/4t) actions.aoe_finisher+=/rip,target_if=min:remains,if=combo_points>=5&!talent.primal_wrath&refreshable # we can send bite with rampant or under 5t with vines, 8t with ravage. TODO: check these numbers actions.aoe_finisher+=/ferocious_bite,target_if=min:dot.rip.remains,if=combo_points>=5&(talent.rampant_ferocity|buff.ravage.up&spell_targets<8|dot.bloodseeker_vines.ticking&spell_targets<5) # fallback primal wrath actions.aoe_finisher+=/primal_wrath,if=combo_points>=5 # if we dont have primal wrath then bite here actions.aoe_finisher+=/ferocious_bite,target_if=min:dot.rip.remains,if=combo_points>=5 actions.builder=prowl,if=!buff.shadowmeld.up&(action.rake.pmultiplier<1.6|dot.rake.refreshable) actions.builder+=/shadowmeld,if=!buff.prowl.up&(action.rake.pmultiplier<1.6|dot.rake.refreshable) # 0.2% for dotc, like, do we even care? Like, the only reason I even put this in is to feel something actions.builder+=/shred,if=buff.sudden_ambush.up&hero_tree.druid_of_the_claw # freely upgrade rakes actions.builder+=/rake,if=(buff.tigers_fury.up|remains<cooldown.tigers_fury.remains)&(refreshable&persistent_multiplier>=pmultiplier|remains<2|persistent_multiplier>pmultiplier) # freely upgrade li, aggressive moonfire clipping can be a gain in some talent builds, look further into this. actions.builder+=/moonfire_cat,if=(buff.tigers_fury.up|remains<cooldown.tigers_fury.remains)&(refreshable&persistent_multiplier>=pmultiplier|remains<2|persistent_multiplier>pmultiplier) actions.builder+=/shred # these variables math out how many uses of each relevant cooldown remain, with a buffer (as a %of a cast) as we dont care if a cd comes up as the fight ends actions.cd_variable=variable,name=convokeCountRemaining,value=floor(cooldown.convoke_the_spirits.charges_fractional+fight_remains%cooldown.convoke_the_spirits.duration-0.05) actions.cd_variable+=/variable,name=zerkCountRemaining,value=floor(cooldown.bs_inc.charges_fractional+fight_remains%cooldown.bs_inc.duration-0.05) actions.cd_variable+=/variable,name=potCountRemaining,value=floor(cooldown.potion.charges_fractional+fight_remains%cooldown.potion.duration-0.06) actions.cd_variable+=/variable,name=slot1CountRemaining,value=floor(trinket.1.cooldown.charges_fractional+fight_remains%trinket.1.cooldown.duration-0.05) actions.cd_variable+=/variable,name=slot2CountRemaining,value=floor(trinket.2.cooldown.charges_fractional+fight_remains%trinket.2.cooldown.duration-0.05) # hold berserk for potion if able without losing a use actions.cd_variable+=/variable,name=holdBerserk,value=variable.zerkCountRemaining=1&variable.potCountRemaining=1&cooldown.potion.remains # hold potion for berserk if doing so does not lose you a cast (compares the thereotical potion casts remaining to what potCountRemaining will be once the berserk is ready). If they are same, this variable is true. Potion always gets used if berserk is already casted. actions.cd_variable+=/variable,name=holdPot,value=variable.potCountRemaining=floor((fight_remains-cooldown.bs_inc.remains-10)%cooldown.potion.duration+(fight_remains>cooldown.bs_inc.remains)) # tells us when our upcoming cooldown windows are for use in trinket lines actions.cd_variable+=/variable,name=highestCDremaining,op=setif,condition=talent.convoke_the_spirits,value=cooldown.convoke_the_spirits.remains<?cooldown.bs_inc.remains<?cooldown.potion.remains,value_else=cooldown.bs_inc.remains<?cooldown.potion.remains actions.cd_variable+=/variable,name=lowestCDremaining,op=setif,condition=talent.convoke_the_spirits,value=cooldown.convoke_the_spirits.remains>?cooldown.bs_inc.remains>?cooldown.potion.remains,value_else=cooldown.bs_inc.remains>?cooldown.potion.remains actions.cd_variable+=/variable,name=secondLowestCDremaining,op=setif,condition=cooldown.convoke_the_spirits.remains>cooldown.bs_inc.remains,value=cooldown.convoke_the_spirits.remains>?cooldown.potion.remains,value_else=cooldown.bs_inc.remains>?cooldown.potion.remains # this line is here to reduce the amount of variable calls in the APL by only checking variables when they are potentially relevant. actions.cooldown=call_action_list,name=cd_variable,if=!cooldown.bs_inc.remains|!cooldown.potion.remains|!trinket.1.cooldown.remains|!trinket.2.cooldown.remains # non-stat on use trinkets get used on cooldown, so long as it wont interfere with a stat on-use trinket actions.cooldown+=/use_item,slot=trinket1,if=trinket.1.has_use_damage&(trinket.2.cooldown.remains>20|!trinket.2.has_use_buff|(cooldown.tigers_fury.remains<25&cooldown.tigers_fury.remains>20))&(!trinket.1.is.font_of_venomous_rage|!buff.bs_inc.up) actions.cooldown+=/use_item,slot=trinket2,if=trinket.2.has_use_damage&(trinket.1.cooldown.remains>20|!trinket.1.has_use_buff|(cooldown.tigers_fury.remains<25&cooldown.tigers_fury.remains>20))&(!trinket.2.is.font_of_venomous_rage|!buff.bs_inc.up) actions.cooldown+=/berserking # potion during berserk, fallback pot if the fight is going to end within its duration. Expedite use if you would lose a pot use by holding it. actions.cooldown+=/potion,if=buff.bs_inc.up|fight_remains<32|buff.tigers_fury.up&!variable.holdPot # non trinket gear-on-uses have variable rules on whether or not they trigger the trinket shared CD. For the cases they do we will need specific APL entries. For now just use on cooldown. actions.cooldown+=/use_items # stat on-use trinkets, essentially this compares the number of trinket uses to the number of other cooldown uses remaining in the fight to determine whether or not to send the trinket. actions.cooldown+=/use_item,slot=trinket1,use_off_gcd=1,if=trinket.1.has_use_buff&(cooldown.tigers_fury.remains>=25|trinket.1.is.algethar_puzzle_box&(!raid_event.adds.up|raid_event.adds.remains>13)&cooldown.tigers_fury.remains<2)&((cooldown.bs_inc.remains<5|buff.bs_inc.remains>=14)&!variable.holdBerserk|cooldown.convoke_the_spirits.remains<10&talent.ashamanes_guidance&talent.convoke_the_spirits|variable.lowestCDremaining>trinket.1.cooldown.duration|variable.zerkCountRemaining=1&(!talent.convoke_the_spirits|variable.convokeCountRemaining=1)&variable.potCountRemaining=1&(variable.highestCDremaining+3)>trinket.1.cooldown.duration|variable.zerkCountRemaining=variable.convokeCountRemaining&talent.convoke_the_spirits&variable.zerkCountRemaining!=variable.potCountRemaining&(cooldown.bs_inc.remains<?cooldown.convoke_the_spirits.remains)>trinket.1.cooldown.duration|variable.slot1CountRemaining=variable.potCountRemaining+1&buff.potion.up|trinket.2.has_use_buff&(variable.secondLowestCDremaining>trinket.1.cooldown.duration&variable.lowestCDremaining>trinket.2.cooldown.remains|variable.zerkCountRemaining=1&(!talent.convoke_the_spirits|variable.convokeCountRemaining=1)&variable.potCountRemaining=1&variable.highestCDremaining>trinket.2.cooldown.remains|variable.zerkCountRemaining=variable.convokeCountRemaining&talent.convoke_the_spirits&variable.zerkCountRemaining!=variable.potCountRemaining&(cooldown.convoke_the_spirits.remains<?cooldown.bs_inc.remains)>trinket.2.cooldown.remains|variable.convokeCountRemaining=0&variable.zerkCountRemaining=0&variable.potCountRemaining=0)) actions.cooldown+=/use_item,slot=trinket2,use_off_gcd=1,if=trinket.2.has_use_buff&(!trinket.1.has_use_buff|trinket.1.cooldown.remains>20)&(cooldown.tigers_fury.remains>=25|trinket.2.is.algethar_puzzle_box&(!raid_event.adds.up|raid_event.adds.remains>13)&(cooldown.tigers_fury.remains<2|buff.tigers_fury.up))&(buff.potion.up|variable.slot2CountRemaining!=variable.potCountRemaining)&((cooldown.bs_inc.remains<5|buff.bs_inc.remains>=14)&!variable.holdBerserk|cooldown.convoke_the_spirits.remains<10&talent.ashamanes_guidance&talent.convoke_the_spirits|variable.lowestCDremaining>trinket.2.cooldown.duration|variable.zerkCountRemaining=1&(!talent.convoke_the_spirits|variable.convokeCountRemaining=1)&variable.potCountRemaining=1&(variable.highestCDremaining+3)>trinket.2.cooldown.duration|variable.zerkCountRemaining=variable.convokeCountRemaining&talent.convoke_the_spirits&variable.zerkCountRemaining!=variable.potCountRemaining&(cooldown.bs_inc.remains<?cooldown.convoke_the_spirits.remains)>trinket.2.cooldown.duration|variable.slot1CountRemaining=variable.potCountRemaining-1&buff.potion.up|trinket.1.has_use_buff&(variable.secondLowestCDremaining>trinket.2.cooldown.duration&variable.lowestCDremaining>trinket.1.cooldown.remains|variable.zerkCountRemaining=1&(!talent.convoke_the_spirits|variable.convokeCountRemaining=1)&variable.potCountRemaining=1&variable.highestCDremaining>trinket.1.cooldown.remains|variable.zerkCountRemaining=variable.convokeCountRemaining&talent.convoke_the_spirits&variable.zerkCountRemaining!=variable.potCountRemaining&(cooldown.convoke_the_spirits.remains<?cooldown.bs_inc.remains)>trinket.1.cooldown.remains|variable.convokeCountRemaining=0&variable.zerkCountRemaining=0&variable.potCountRemaining=0)) # fallback use if fight is ending soon actions.cooldown+=/use_item,slot=trinket1,if=fight_remains<=(21<?trinket.1.proc.any_dps.duration) actions.cooldown+=/use_item,slot=trinket2,if=fight_remains<=(21<?trinket.2.proc.any_dps.duration) actions.cooldown+=/berserk,if=buff.tigers_fury.up&!variable.holdBerserk # 0-2 combo points outside zerk, 0-4 combo points inside zerk actions.cooldown+=/feral_frenzy,if=!talent.frantic_frenzy&combo_points<=2+(2*buff.bs_inc.up) # we can find some gains in dslice by holding frantic frenzy for larger target counts occasionally, but its not by a lot, whereas holding tends to devolve pretty quickly in droute. I suspect this is due to how reliant on single target droute ends up being. Further investigations should be looked into. actions.cooldown+=/frantic_frenzy,if=(!fight_style.dungeonroute&!fight_style.dungeonslice|raid_event.adds.remains>5)&(buff.tigers_fury.up&spell_targets>=2|combo_points<=2+(2*buff.bs_inc.up)) # line up convoke with berserk actions.cooldown+=/convoke_the_spirits,if=(buff.bs_inc.up|talent.ashamanes_guidance&(cooldown.bs_inc.remains>45|variable.holdBerserk))&buff.tigers_fury.up&(prev_gcd.1.rip|prev_gcd.1.ferocious_bite|prev_gcd.1.primal_wrath|buff.tigers_fury.remains<=1+action.convoke_the_spirits.execute_time)|fight_remains<5 # maintain rip in single-target. 4cp rips is a ~0.1-0.2% gain, omitted for simplicity actions.finisher=rip,if=combo_points>=5&refreshable&(buff.tigers_fury.up|remains<cooldown.tigers_fury.remains) actions.finisher+=/pool_resource,for_next=1 actions.finisher+=/ferocious_bite,max_energy=1,if=combo_points>=5
Is this rotation built for your talents?
The rotation follows your talent build. Sim your highest-DPS build on your own gear, for the mode and rotation style you play.