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World of Warcraft Profession Guides: Feral Druid Stat Calculations

Contributed by Jackyra - Stormrage Server

Brackets are raid buffed values while the normal ones are unbuffed. All values are assuming HoTW and SoTF.

All values are per 1 point of stat.

Strength = 2.266 (2.49) AP

Agility = 1.133 (1.25) AP, 0.041% (0.045%) crit. ((25 agility = 1% crit, 22 agility on items = 1% crit when raid buffed.))

Critical Strike Rating = 0.045% crit ((22.1 critical strike rating = 1% crit at all times).
Hit Rating = 0.063% hit ((15.8 hit rating = 1% hit)) [[You need ~9% hit to become hit capped, so ~142 hit rating total]]

Feral Combat Skill = 4 rating per skill. Generally accepted as 20 rating (shapeshifters signet or similar) = 0.5% crit, ~2% hit, ~1% less dodge.
Attack Power = 1.1 AP

Expertise = Expertise gives 0.25% less dodge and parry per point. This makes it a lot less desirable in comparison to the old form of weapon skill for a player that isn't hit capped, and marginally less desirable than the old form of weapon skill for a player that is hit capped. [Source - 2.3 patch notes]

Currently Agility is accepted as the best stat to stack lots of, with good reason (decent AP per point, very good amount of crit% per point). The value of Agility in comparison to Strength varies. There's a chart that shows that if you have minimal raid buffs, that you will always have Agility as more worthwhile than Strength. even without raid buffs, the majority of the time Agility will be better than Strength.

Bear Threat Generation
In a general sense, threat generation for bear tanks is very good in comparison to other tanks. Mangle is exceptional as a threat generator, and white hits give a lot of rage, along with the talent Primal Fury which gives 5 rage on a crit (works on every individual crit, so a triple-crit swipe gives 15 rage back).

In rage starved situations a good tip is to NOT use maul. Maul is good for threat generation, but severely gimps rage generation by reducing the rage you gain from white hits. A crit in good tanking gear can be upwards of 1000 damage, generating a significant chunk of rage (30+) along with the extra 5 from Primal Fury. By converting this attack into a maul, you "lose" the rage you would have gained from the white hit, but it also costs you the rage cost of Maul (10). This means that maul costs you can effective 40 rage or more, which could be used for other special attacks if you're rage-starved (especially useful to note when you're offtanking something like Gruul). Maul is very useful for getting "snap" agro on mobs though, as it will activate as soon as you are in range.

In no particular order, the threat moves you should be using:

  • Mangle: You should always be using this if it is off cooldown.

  • Swipe: You should be using this if tanking more than 1 mob, as long as it doesn't screw up crowd control (sheep/etc).

  • Lacerate: This is for tanking one mob in a low damage/high armour situation (i.e. the mob has high armour or you're doing low damage to it because of lack of buffs or similar). The bleed part of lacerate is of almost no impact on threat. Lacerating just to keep up 5 stacks is not worth it.

  • Maul: As above, use when you have a lot of rage and don't use if you're rage starved a lot.

Generally the point where swipe overtakes lacerate in terms of threat output is when it's doing ~225 damage to the target normally - this value varies dependant on bleed immunity and whether you're keeping 5 stacks up as well as crit chance.







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