As many are blind to the gloriousness that is gladiator stance, I decided to create a guide to save my fellow warriors from certain frustration. Here's to those who charge blamelessly into arena with their futile specializations that result in their imminent demise; may they soon respec at the graveyard.
Gladiator stance is our new level 100 talent introduced in WoD. It allows us to play prot, but in a more DPS focused roll. By taking the talent, we give up the stamina bonus from prot as well as the ability to use defensive stance. Luckily, all our spells don’t have stance requirements. We retain the simple spell rotation that once resembled MoP arms, and gain even more defensive cool downs. The only downside is no MS, but MS has been irrelevent for a very long time now.
Fun fact: Blizzard made all tanks take 50% more damage in PvP, however, this doesn’t apply to protection when in gladiator stance.
Rotation and abilities
Fortunately our abilities are very straight forward. They all just do damage, with very little actual thinking involved. Some abilities will reset the CD of others, but that's as deep as it goes.
If above 60 rage then roll some heroic strikes. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen, and attempt to control your shield charges so you will at minimum get a shield bash and revenge off during its duration.
Fun Fact: Shield Charge has two charges, and they add to the duration instead of replacing it. There’s no need to be worried about overlapping this ability.
Ah, talents. So many choices, how shall I ever choose!?!
I wish. Warriors have some of the worse talent choices in the game at the moment, especially as arms and fury. Prot is nearly as bad, except our talent choices are actually useful sometimes.
Juggernaut for consistent charges, or Double Time for those moments where you really need to chase down that Hunter or Druid. I personally have been running Double Time for a while now, and I much rather prefer it over Juggernaut. However, it is pure preference as to which talent you take.
With the removal of charge stun, it may seem smart to pick up Warbringer in order to bring back interrupting casts, among other things. Unfortunately, our mobility has been gutted so much that a 20 second charge isn’t really an option.
As such, the MoP style of preference will be the way to go until they inevitably give us charge stun back along with the warrior overhaul in 6.1
With the nerf to second wind, the only option has become enraged regeneration. Luckily it no longer requires to be enraged for the full effect, and with battle fatigue gone it’s pretty damn reliable.
Fun fact: Enraged Regen and Last Stand scale directly with health. If you’re using battle shout, swap over to command before using these two abilities in order to maximize their effects.
Fun fact #2: Last stand is different from rallying cry in that unlike cry, you do not lose the health once the effect ends. It’s essentially a free 100k+/- heal.
Heavy Repercussions. It’s a significant burst damage increase that US and SD can’t hope to compete with.
One of the significant changes from MoP is now Storm Bolt and Shockwave are on the same tier. This choice will really be up to which comp you play. Storm Bolt may seem better as it’s a ranged, 30 sec stun, but the skill cap for it is much lower. Getting a triple Shockwave is huge in a game, and it will also reduce the CD to 20 seconds, which is obviously shorter then Storm Bolt.
If you’re playing with a Hunter and you need some help landing those ranged traps, then take bolt. However, if you’re playing double time you can charge someone, drop a shockwave, then charge back as well. This would leave you with shockwave in case a big opportunity presented itself for some big plays.
I prefer shockwave as it is has a much bigger play pool to pick from, giving it much more utility.
With the nerf to Safeguard it is no longer our go-to talent. What you will take will be dependent on which comp you are up against.
MSR is great for those dirty wizards spamming CC, or that sense of mind that you can reflect that CC regardless of who the enemy is targeting. MSR now replaces spell reflect, and with the CD at 30 seconds you really need to understand when to use it.
Safeguard is good for those who like to train the blue all game. It’s a consistent 20% damage reduction every 30 seconds.
Vigilance is good when you’re up against something like ret/priest/hunt where their entire kill window comes in short windows every couple of minutes.
Avatar or Bloodbath. Totally up to your preference and to what kind of comp you’re running. Bloodbath sync’s really well with the on use trinket. Avatar breaks roots on use, which actually means something now that our mobility is so weak.
Gladiator’s Resolve. That’s why we’re prot in the first place.
Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!
Death From Above: Reduces the CD of your leap by 15 seconds, but reduces its range to 25 yards.
Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.
With slippery Hunters and Druids I honestly cannot see the CD trade off being worth the
severely reduced range. If you don’t mind it, then go for it. I much prefer the sprint.
Blitz: For triple rooting action.
Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast.
Long Charge: More chasing potential for those slippery classes.
Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.
WoD did a significant number of racial tweaks this time around. I firmly believe the following can be applied to every class.
All DPS - > Human; Rogues -> Gnome; If Druid - > Night Elf
All Healers - > Dwarf; if unable - > Night Elf.
Horde racials were nerfed into oblivion. The entire faction is unviable from a competitive standpoint. Here’s to hoping the NA community picks up on the EU way of life and everyone goes to the significantly superior Alliance.
If you become frustrated from sitting in roots all day, and you’re not playing with a Paladin, then just go Gnome. You’ll lose a significant damage bonus, but the 1minute escape artist is just so much fun.
I’m still working out the actual best stats to go and I’m sure Veev will be around eventually to set everything straight when he does.
Strength > Crit > Haste/Mastery > Multistrike
Our mastery increases critical block chance (useless) and gives us a % attack power increase. Even small amounts is noticeable with the stat squish being so prominent with main stats. Haste now reduces the CD on many of our abilities, as well as reduces our GCD. I’m going to go with a healthy balance between the two. As reforging is gone, this is rather easy to do with the new gearing system. It’s really up to preference between these two stats.
PvP gear does not have any gem sockets. I’m not happy about it either, but it is what it is.
Intervene healer/DPS. Have one of these for each of them.
Charge and intervene in one macro. It’s convenient when some random pet is following the enemy if you don’t have anything else over there to charge/intervene, and using the fast intervene macro would be unwise.
Macroing taunt into your main abilities will piss a lot of pet classes off. Really brainless but has led to plenty of pet kills in my time.
#showtooltip shield slam
/cast shield slam
/cast [@arenapet1] taunt
/cast [@arenapet2] taunt
/cast [@arenapet3] taunt
Prot is insanely strong. Border-line overpowered. I’ve been toying around with in for the last five months on beta, and it will be the go-to spec once WoD launches. You do twice the damage, twice the utility, and die twice as slow.
You will run kitty cleave, WLD, TSG, ATC, or any other melee cleave and enjoy it. The enemy team will become truculent the second you connect. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, and resigning to simply do what they wanted and become god incarnate while having fun.
1) Remove Parry. It's so fucking stupid that it's unreal. Seriously, NO MORE parrying in PvP. Balance around it accordingly.
( might as well remove dodge as well, outside of stuff like evasion )
2) Melees were balanced around having infinite resources. Casters were balanced around having finite ( or infinite, but with proper management and gameplay ) resources. The solution isn't to add infinite mana to casters and make melees do better sustained, the solution is to KEEP the previous solution going strong.
That is all. ( also, well done making ability prune so hurtful for casters as opposed to melees )
Step #2 : Launch the game with the addon enabled and type : "/wa".
Step #3 : Create a new text aura :
Step #4 : Go to the display tab and put "%c" as a display text (%c means custom function) :
Step #5 : Expand the text editor and copy-paste this custom function that'll return your character hp in an abbreviate value :
local health = UnitHealth("player")
-- Replace player by target, partyX, arenaX if you want to display the life value of those units
local abbr = ""
if health >= 1000 then
health = health / 1000
abbr = "k"
if health >= 1000 then
health = health / 1000
abbr = "m"
return ("%.0f%s"):format(health, abbr)
Step #6 : Now go to the trigger tab, select custom trigger and use these trigger and untrigger :
Step #7 : Go to the load and select paladin :
Step #8 : And voilà it works now, you can move the text aura close to the frame of the corresponding unit
Step #9 : If you like fancy stuff, you can change the color and font in the display tab, for example I like to see health numbers in green, you can also make a custom color function to change the color of the text according to the life percentage of the target :
I am yipz! I started to play feral back at the very end of Wotlk in which expansion I played a holy paladin. When I made the transition,although my original plan was to play resto, I fell in love with feral. I was already a serious pvp and high rating contender on hpaladin in wotlk and once cata came I went full on feral achieving gladiator and r1 ranks very quickly and improving a huge amount in short windows of time.
Once mop hit I reached my peak in pvp and I am playing at my top level. Through the years I have learned many things about feral druid and feel like I have a good grasp on how the game works.
pt 1 - current feral in MoP
Currently in MoP we are in the last season, prideful, and feral is very strong...... somewhat. Feral is strong vs players that arent at the tip top of their gameplay. The high consistant dmg and playing with a class such as a hunter allows weaker players to be punished easily by the fast gameplay! Which is good.... but leaves the problem about what to do vs those top players!
Top players will abuse feral druids.we have no way of avoiding cc like other melee
warriors- spell reflect, charge, stormbolt
shamans(enh)- grounding, windshear, instant hex
rogues- cloak of shadows(not to mention rogues getting cc'ed doesnt amtter their damage comes in short burst windows 3-5 seconds not the case for other melee)
dks- dark sim, ams, deathgrip, asphixiate
ret paladins- range HoJ, bubble(one of the weaker melees
WW monks - incap, abilitiy to port cc, many different stuns
ferals, typhoon..... and thats it. It makes feral druids very easily cc'ed thus causing the issue that top players can take advantage of them
Thus feral is just a damage bot class currently. As we have no way to disrupt the flow of the game we are helpless in many situations and rely on our partners to do everything for us. Which is most definitely not an enjoyable way to play the game.
A warrior can tripple shockwave an enemy team or stormbolt a different player to open up space for their team
A shaman can assist with tremors and dispels and instant hexes and groundings
A monk can incap from range and keep the dps their on stunlocked
A rogue can stun the entire enemy team or silence them with the push of one cd
ferals have nothing to prevent things. Yes we have a tool called disorient roar but its not reliable or valid enough to be called something that can make or break the flow of the game. casted cyclone on a melee class when you need to be keeping up consistant damage in your rotations is fairly hard to do against competent teams.
Its enjoyable to feel like your contributing to your teams arena match. But currently as feral... doing dmg... doesnt really feel like Im contributing very much at all.
Obviously its too late into the expansion to change anything so Ill go to the pt2 in looking into WoD and changes I would like to see happen and how they could make feral a more enjoyable class for all
Pt 2 WoD and feral druids and the current outlook
In WoD it looks like they want to turn ferals into hybrid healers, with little to no CC. While this seems like a great prospect for 1v1's as the healing power will make ferals very tanking it yet again lacks the control and feel like your adding to an arena match and a setup to kill.
Healing is fine, and having healing utensils is great as a hybrid class. I believe they should. But I also feel to have a fluid feeling melee class is important to success in the fun department aswell as seeing results in pvp arena.
What they did right!
They made it so savage roar is now passive and combo points are no longer target based but you can switch them from player to player. This allows great potential for a high skill cap on feral as you will have more options to maim(a stun) and be able to swap easily with bleeds to score a kill! I LOVE IT its so much fun being able to off maim a healer and cast a cyclone out of it with a root on the dps is so enjoyable. Actually being able to do things is sooo much fun. Being able to cc with a stun and feel like your peeling effectively without losing dmg(more combo points) is really enjoyable.
what is still going wrong
I fear even with these changes the problem will remain the same. Feral is easily cc'ed aswell as the team mates on their team because their lack of descriptiveness. I could copy and paste exactly what I had up top but feral still has no real ranged way of stopping or preventing any cc or changing the flow of the game.
I also dislike the removal of hibernate and roots... only using pred procs on healing is boring and doesnt give you a choice which is a powerful thing... while they are trying to remove keybinds I believe removing a staple of druids (hibernate) is silly and unnecessary
make feral immune to all cc sure... but it wont change the fact we cant stop our healer or dps from getting cc'ed.(obviously dont do that) but Im just trying to make a point.
A melee class should be disruptive and not simply there to do dmg.. just feels on early beta hope someone can understnad what Im talkin about
Hitting 2.2k 3 seasons in a row was pretty awesome for me. I ran god comp with friends for funzies, but didn't realize were doing so good for our first night of playing together at 2300 mmr and no they are not gladiators. So yeah thought I'd try this, in search of players for arena or rbgs. Over 2k-2.1k cr on 4 toons this season for both arena and rbg. Looking to play on my 2100 cr hpriest for both 3s/5s and 2040 cr dk for rbgs. 2k cr in arena as well, but prefer rbgs more on it. Maryjane#1856
No, it's gone for us.
Damagepush is only possible through AV, Glyhe "Word of Glory" and 4pc PvP-Set bonus. Goes up from 100% to >140% if everything is up.
Add Crøno ;D
I'll miss Guardian...
And if you look at the numbers I gave you, you'll see that our melee damage (auto attack, CS) is higher and our ranged damage (Exo, judge) is lower.
Our damage SHOULD be about the same, but most of us on beta agree it's REALLY LOW. We just can't kill someone and if we're not with EmpSeals, we get killed eventualy. I think our baseline survivabiltiy should go like 5% up, with EmpSeals Insight 5% down and overall damage about 10% up at least.
Interesting fact, Blizz is nerfing Ret ranged to buff melee...
Anyway, they keep saying Ret is only getting number tweeks and if done right, we'll be OK - except for RBGs of course.
MoP = Live 5.4, Full Conquest Gear, with Inq up and Might WoD = Beta 6.0, Full Conquest Gear, with Might The middle line, is how much it suposed to be if only the squish were applied. (MoP/100*43)
Life = Health Pool Dif% = The % difference between both servers (so the squish is should make all numbers be 43% of the original) Crit, Mast = Obvious, strait from character panel Exo CD = Obvious too, just so we know how much slower ou rotation will be (15%) ExoD = Damage of Exo Judge, Auto Attack, CS, Hand of Light, FoL, WoG, TV = the respective damage of each
Still, with EmpSeals we're near indestructible on duels because of insight healing + justice kite.
Overall, our damage is WEAK and healing STRONG. Must be fixed soon, and seriously.
- Can cast 4 to 5 FoL on sequence.
-Sacred Shield or Eternal Flame can multistrike, please describe the mechanism. SS cannot Multistrike, EF can.
-Youtube lots of duels Made a video, gonna take some time to upload/etc. So as soon as possible.
-In comparison to ret paladins current capability of healing, do we heal more or less? Without EmpSeals, just a little more than on live but with Insight EmpS, we’re indestructible.
-Do you think it is possible to outheal some dps as long as they don't have CD's up? Yeah, with EmpSeals.
-Do eternal flame or sacred shield look any good? Not enough. SS is absorving 10k of 250k healthpool and EF ticking for 1k.
-If you freedom yourself two times in a row while sitting any CC, will the duration be reduced by both freedoms or just by the first? It’s really, not a stackable but all CCs with it active are reduced.
They also doubled healthpools compared to how it is now; gotta keep that in mind. Unless the 12% is accounting for that.
Not accounting for that. But the reason I'm making this way is to measure the threat of our damage. Like, live a CS deals 5% of total healthpool damage and beta deals 7% kind of math. You think I should make it different? How excatcly?
and Crono i haven't been keeping up much on the updates but what potential is there in final verdict? empseals seem's quite good but i'd imagine final verdict would be interested vs some classes.
FV is great for damage as non physical and for burst. I'd say it's about 20% stronger TV - the feels like a finisher people have been asking for. But since it's just damage, it's hard to compare to the versatility we need for mobility and healing. Of course for just "get in and burst 'em all" gameplay is awesome, plus it's super simple. Most casuals will use it. And maybe the best option agains plate guys out there. But it's maybe too soon to know.
It was not directed towards him as a player, it was more of what blizzard said they would do. What he is doing is obviously good and benefits more then 1 player.
Yeah man, we could make a whole site just to list everything Blizz is doing wrong for no reason (my fingers hurt since 2011 QQing for Ret RBG viability) but until we're rich enough to buy Blizz and do what we want, we should just focus on sticking together and helping eachother put up the best feedback and knowledege for Ret PVP out there ;D
I know it sucks, Blizz give keys for sites that gives them however they want... people sell it, there everything happening. Here is how I got the info to get it.