Hey there looking for pvp feral macros, pst anything u have ty just hit 80 :)
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Hey there looking for pvp feral macros, pst anything u have ty just hit 80 :)
Haven't really finalized macros yet (slowly leveling other teams to 75th for Cataclysm Alchemy).
But this is what I've got so far.
A basic choice will be whether you want to bother with getting/staying behind your opponent.
With a single toon, you can probably joust and jump through them and spin for backstabs.
Not sure if you'll be able to keep multiple ferals behind your target, even with IWT spam.
Shred based macros will be more damage then Mangle based, if you can stay behind the target.
But if you hit Shred, when you're not behind the target, nothing happens.
And unfortunately, we cannot go with:
#show
/cast Mangle
/cast Shred
If you could write a castsequence macro, with two lines similar to the click replacement... and have /cast Shred as the second line, with a castsequence as the main line, that would be ideal. Shred whenever it is available, but Mangle most of the time.
So far, I've decided since I'm playing 5x the same (Feral Cats), to go with individual buttons. I could probably replicate a click castsequence with creative usage of Steps, but don't want to duplicate (via boxing software) a feature Blizzard has chosen to remove.
So, I want to be able to spam a move like Rake, without it recasting for a druid who has successfully Raked.
This format should work fine:
#show Rake
/castsequence reset=3 Rake,Null
I have a Feral Charge (Cat) > Ravage macro. Looking at PvE openers, many suggest Charge > Mangle > Rake > Ravage, but I'd think a straight Charge > Ravage will be better for PvP, as we're not guaranteed the targets back for any prolonged time.
We basically follow a priority system (not sure the relative order) for DPS.
a) keep Savage Roar up.
b) keep the Mangle bleed up.
c) keep the Rake dot up.
d) keep the Rip dot up.
e) Shred/Mangle for combo points.
f) Ferocious Bite, when we won't clip Rake/Rip/Roar/Mangle.
We have Tiger's Fury, for extra energy/burst.
Berserk has a similar use, unless you want to save it for immunity to CC some effects, in addition to the trinket.
The group/raid Dash like skill, on round-robin, will be excellent for running/intercepting flags in the middle of the field.
I'm leaning towards glyphing:
Prime - Berserk, Mangle, Savage Roar.
Major - Entangling Roots, Rebirth, Thorns.
Minor - Aquatic Form, Dash, Unburdened Rebirth.
Berserk is not the optimal choice for DPS, but it gives 5 extra seconds of fear immunity -- which is one of the largest weaknesses of a boxed team; 20 seconds instead of 15.
Rebirth seems to be on a shared cooldown in a raid/party, if that's the case for battlegrounds as well... then it will not be an optimal choice for all of the toons, although it will be a strong choice for at least one toon -- having an ally back at full health is fairly strong. I had envisioned five Battle Rez's, on round-robin, brining my toons back at 100% health.
I really like Entangling Roots, as an instant cast. Roots and Cyclone are both useful control options.
From what I've seen, thorns is really nasty against Melee. Glyphed, we can have it up most of the time. Only thing that sucks, is it drops us out of Cat Form to apply it.
Nature spells with cast times under 10 seconds become instant cast, with 5 point finishing moves. Tracking the CP's on other toons will be fairly important. Battle Rez, Cyclone and our Healing spells are all eligible for this. Thorns and Entangling Roots (glyphed) are already instant cast.
Ya def need to utilize all that action bar space and your keybinds lol.
Worst class to micro manage, But I like my druids still... Pve is even worse. Trying to toss in all the timed abilties and bleeds properly is a boxers nightmare.
Toned has a few macros here:
http://www.dual-boxing.com/showpost....5&postcount=13
so how would i write that mangle/shred macro?
I don't think we can put and/or variables in the macro.
We can use the variable [stealth], but there isn't one for [behind].
If you attempt a macro like this:
#show
/cast Shred
/cast Mangle
If you are able to Shred, the macro fires off.
If you are unable to Shred, then the macro ends.
It does not default to Mangle, when Shred fails.
If you were to have Shred and Mangle on two separate keys.
And spam both, but with the Shred slightly ahead of the Mangle.
That might fire off.
The click command does execute top-down, but have not experimented with this.
Possibly something like:
Click Macro A
Click Macro B
Macro A
/Cast Shred
Macro B
/Cast Mangle
I tend to think, this would stick like the one macro, with both Shred and Mangle as cast commands.
I've just decided to ignore Shred, as part of my DPS.
Mangle any time and from any direction, is easier than Shred but only from behind.
I'll have a macro for attacks from behind:
/cast [stealth] Ravage; Shred
But those won't be part of my default spam castsequence.
If I'm in melee range, Mangle will fire off.
5x Mangle (one per Druid) will be decent damage.
If it is an opener in PvP, it will likely be 5x Ravage, instead of 5x Mangle.
Which then allows for Feral Charge > Ravage, without waiting for the cooldown on Feral Charge.
I'd like a castsequence, with a single button to spam.
It will be easier then actively managing a rotation on several toons.
We can Mangle, Rake, Rip, Savage Roar, Ferocious Bite, Feral Faerie Fire, etc.. regardless of whether the target is facing us or facing away from us. Which means the castsequence won't get stuck on a Shred/Ravage, if we don't have the target facing away.
Priority:
a) Savage Roar
b) Rake
c) Rip
d) Mangle (Bleed Boost)
e) Faerie Fire
Endless Carnage adds: Rake +6 seconds, and Savage Roar +8 seconds.
Our durations are:
a) Savage Roar (1CP: 22 // 2CP: 27 // 3CP: 32 // 4CP: 37 // 5CP 42)
b) Rake, 15 seconds.
c) Rip, 12 seconds.
d) Faerie Fire, 60 seconds.
For ease, I'll manually cast Faerie Fire and take it out of the rotation.
OPTION A (One Looping Macro)
The Pieces:
a) Mangle,Savage Roar
- Initial mangle, for extra bleed damage.
- One (or two) CP Savage Roar, 22+ second duration (approximately 14 abilities)
- Ends up refreshing SR too early, on each subsequent loops through; might not be a bad thing.
b) Rake,Mangle,Mangle,Mangle
- Initial rake, reapply in 15 seconds (approximately 10 abilities)
- Four chances to crit at least once, for 5 CP's.
- Rake timer is near perfect, with this macro.
c) Rip,Mangle,Mangle,Ferocious Bite
- Five CP rip, lasts 12 seconds (approximately 8 abilities)
- If the target is under 25%, FB resets the duration of Rip, meaning we reapply after 7 abilities (slightly early).
- If FB does not reset the Rip duration, then we reapply after using 9 abilities (slightly late).
/Castsequence reset=target Mangle,Savage Roar,Rake,Mangle,Mangle,Mangle,Rip,Mangle,Mangle,F erocious Bite
OPTION B (Two Macros, utilizing Null)
The Pieces:
a) Mangle,Savage Roar,Null
- Initial mangle, for extra bleed damage.
- One (or two) CP Savage Roar, 22+ second duration (approximately 14 abilities)
- Could go Mangle,Rake,Savage Roar (27/32/37 second Savage Roar), and allow for a different b/c/d rotation.
- Piece A is only used as an opener, and is not repeated.
b) Rake,Mangle,Mangle,Mangle,
- Initial rake, reapply in 15 seconds (approximately 10 abilities)
- Four chances to crit at least once, for 5 CP's.
c) Rip,Mangle,Mangle,Ferocious Bite,
- Five CP rip, lasts 12 seconds (approximately 8 abilities)
- If the target is under 25%, FB resets the duration of Rip, meaning we reapply after 7 abilities.
- If FP does not reset the Rip duration, then we reapply after using 9 abilities.
d) AAA,BBB,
- 2 abilities, then loop back to "b"; ideally 5-6 abilities then Savage Roar.
- Could create a larger loop with "d", "e", "f", etc...
/Castsequence reset=combat Mangle,Savage Roar,Null
/Castsequence reset=target ....
I have played a feral for a year or so and absolutely loved it. But i knew that i would never be able to effectively box them due to combopoints.
So if any of you manage to do well, a vid with some raw material would be nice.
On a critical hit, we get two combo points.
But on a regular hit, we only get one combo point.
So with multiple toons, it is safe to assume they'll have a varying amount of combo points.
After five moves, they will all have five combo points.
But some of them could have had a full count of points after the third move.
And five is important, because the next nature spell (under 10 seconds casting time) becomes instant.
Which can be a Cyclone or a big heal.
I'm assuming a crit will occur at least once, for every toon, over four moves.
But that is not a certainty.
Even given an 40% crit rate, there is a (0.6 x 0.6 x 0.6 x 0.6) 12.96% chance of not getting a single crit on one of the druids.
Then again, there will be 5CP's 87.04% of the time and 4CP's the remaining 12.96% of the time; and we have an 20% chance per CP of an instant cast... Which translates into a (87.04 x 100% = 87.04%) + (12.96 x 80% = 10.368%) 97.372% chance of an instant cast after four moves.
Given the same 40% crit rate, but only doing three moves before a finisher, we have a (0.6 x 0.6 x 0.6) 21.6% chance of not getting a single crit on one of the druids, ie 3 CP's.
Further, we have a (0.6 x 0.6 x 0.4) 14.4% chance of one crit only.
And the remaining chances should encompass both two and three crits.
Which gives us a (64.00 x 100% = 64.00%) + (14.4% x 80% = 11.52%) + (21.6 x 60% = 12.96%) 88.48% chance of an instant after three moves.
(Not as sure on the math, with this one, but looks right).
Might be an idea to micromanage the moves a bit more.
But a mindlessly mashed sequence, would be easier.
Not sure what our crit rate will be, at 85th in pvp gear and against full resilience opposition.
Thx for all your input :D
I am very temping to give the kitties a try (Now that warlock got hit with the nerfbat lol).
What is the frontal burst like ? Say you lock down a priest for 3 seconds (2 - 3 GCD). Could you kill him with 5 cat in that time ? And possibly NOT spend that 5 cp in the process ?
20 sec for immunity to fear is really nice. If can possibly drop at least 2 targets during that time, is a big big win already. (the 2 targets, you know who, wl, p)
Well, my druids aren't in the best gear.
Basically a mix of questing gear and some AH 200/219/232 pieces here and there.
Haven't really done much BG stuff with them.
I like my "A" rotation more then the "B" rotation, but am not totally happy with it yet.
It is very tempting to just use IS Boxer to create a click castsequence, but I really don't want to use a feature that Blizzard has removed.
So still messing around with a castsequence.
The "A" sequence posted, works as far as duration of abilities and the number of GCD's until a dot (rake/rip) expires.
Unfortunately, energy is a bit slower... allowing for some burst, but cannot just say... abilities are all instant cast (1.5 GCD), and an ability lasts 12 seconds, so recast it after 8 abilities.
Still need to tweak stuff.
Things I like about the team:
Battle Rez - The shared cooldown sucks... but (glyphed) we have a 100% battle rez. Will probably have two toons glyph this.
Berserk/Burst - 20 seconds (glyphed) every 3 minutes... breaks fear and makes us immune for the duration. Cat abilities cost half energy and bear (mangle) hits 3 targets with no cooldown. Tiger's Fury, is a second burst tool.
Dots ignore armor - Rake and Rip, bypass armor.
Entangling Roots - Glyphed, this is an instant cast. Cyclone and Entangling Roots, is decent control.
Flight Form - Flight Form trivializes ground-spawn quests; you don't have to land or clear nearby mobs.
Mobility - 30% increased movement in Cat Form (indoors/outdoors), plus Dash and round-robin the new +movement ability; and 40% increased movement from Travel Form (outdoors only). Switch between the two, to break snare/root effects.
Predatory Strikes - An instant cast Nature spell, from each druid, approximately every 20-30 seconds of combat: Battle Rez, Cyclone, Heals.
PvE and PvP - One team can fill both roles.
Skull Bash - Useful to round-robin against casters. Contemplating putting this into the rotation, for automatic use.
Stealth - Pick the battles we want to fight, and avoid many that we don't want. Stampede > Ravage (+50% crit chance), as our opener every 30 seconds. If you are a Night Elf, can take advantage of Shadowmeld to regain stealth or escape via Flight.
Thorns - Will probably glyph this, fairly painful for fast attacking melee classes. Bear Form, also mitigates a lot of melee damage.
Oh versatility and fun factors , druids are 2nd to none. They are OP at the moment. 4 specs fit into 3 talent trees (wooot). The OP thing is that all 4 specs work, and have a good place in the game (With restore being the most OP in pvp right now).
My traditional view on the cats have been that they die kind of fast. Felt like they were free kills in BG once out of stealth. And their damage has a long ramp up time. Once built up, I remember cats do crazy burst. But I think the arp removal hit the feral druids pretty hard. So I don't know anymore
If feral has good damage, then I am sold on this team.
Well, in this thread: http://www.dual-boxing.com/showthread.php?t=32744
A feral is the 10th fastest (out of 22 specs), at killing a stationary Ret Pally in the starter blue level gear.
The time was 10 seconds, but that is taking advantage of Shred which is higher burst then Mangle.
Going with Mangle, means we don't have to worry about facing, so boxed that is probably the way to go.
With five toons, we should down opponents fairly quickly.
I've been trying out a 2 step like Mercurio detalied here. Seems to work pretty well
1st key
/castsequence reset=combat [nostance:3] Cat Form; [stance:3, nocombat] !Prowl; Mangle(Cat Form), Savage Roar, nil
/castsequence reset=target Rake, Rip, Savage Roar
2nd key
/cast Mangle(Cat Form)
/cast Tiger's Fury(Cat Form)
Just noticed, the thread I linked.. you were the author of.
I had not seen anything for a Feral, aside from the post by Toned, which I linked earlier in this thread.
Your macro doesn't really make sense to me.
Assuming I am reading it correctly.
With the 1st macro, we have:
a) Cat Form if not in Cat Form
b) if in Cat Form, Prowl outside of combat.
c) if in Cat Form and Prowling -or- in Cat Form and in Combat: Mangle > Savage Roar > Nill.
d) Once (C) gets stuck: Rake > Rip > Savage Roar
A couple of questions.
1) What's the point of Prowling, if we are going to open with Mangle?
2) Both Rip and Savage Roar are finishing moves, without Combo Points can the Savage Roar on line 2 ever fire off?
Second Macro, looks to spam Mangle, but cast Tiger's Fury at each cooldown.
Ok, here's what it does, and why I think it's working. Cat Form-Prowl. When I switch to stealth, a different action bar pops up and whichever spell or macro I have there is used for the opener. If yours doesn't then add this to the 2nd macro (you can replace ravage with pounce if you like). I'd rather have the action bar with only ravage so I don't waste Tiger's fury at the start.
/cast [stealth] ravage; Mangle(Cat Form)
/cast Tiger's Fury(Cat Form)
You're essentially pressing 2 keys at the same time, so first you get a Mangle, Savage Roar. You might get 2 mangles then a Savage Roar, but I didn't notice that happening. Next will be Rake, maybe a mangle and then rip.
It will then be stuck on the savage roar, until a Mangle spam goes through. Then back to rake, then stuck on rip until you have enough combo points to overwrite the current rip or it falls off.
It works because it sticks, you'll be spamming Mangle. Because Rip and Savage Roar both cost less energy than Mangle, they'll be activated when available.
My only issue with it was not applying a 5 cp rip to start with, but once it ramps up, it will only allow you to overwrite with 5 cp rips, and if you happened to have tiger's fury active during the last application of Rip, only after that one falls off.
Savage roar only affects auto attacks now, and it will fire off with only 1 or 2 combo points.
If you are getting too many combo points then try adding a Ferocious Bite after the rip.
I don't bother with savage roar when i'm solo playing my druid.
Due to it only affecting white damage, i'd much rather save my combo points to get a 5 point ferocious bite, or rip off.
Also for pvp openers I would suggest having one of the cats do pounce after the feral charge.
You still have plenty of time for the non stealthed ravage, but the 4 second stun would just mean more time (and less placement issues) for all the cats to get those bleeds on.
A full set of bleeds from one cat does a big chunk of damage - bleeds from 4 or 5 would just be amazing.
When you Feral Charge (Cat), doesn't that break your stealth?
Which would preclude the ability to Pounce... although you could still Ravage, because of 2/2 in Stampede.
The second action bar, which is switched to when you stealth, makes a lot more sense then the initial post I responded to.
Personally, I want:
a) keep Savage Roar up.
b) keep Rake up.
c) keep 5 point Rip up.
d) keep Faerie Fire up (will manually do this).
e) keep Mangle bleed debuff up (basically impossible to lose this now).
Also want a lot of 4-5 CP finishing moves, as often as possible.
Does not matter which finishing move is used... could even use 1x Maim, 4x Rip, or whatever.
The instant cast nature spell buff, is very huge and aside from Dispels/Purge, would like it up as near to constantly as possible.
For a PvE target, Savage Roar is supposed to be the highest priority to keep up.
The glyph of Savage Roar, is a higher dps boost then any other glyph a Feral can take.
But PvP is not necessarily the same priority as PvE...
Only caring about Rake/Rip timers, and otherwise using Mangle will be a much easier rotation and frees up a Glyph (of Savage Roar).
Worth testing, anyway.
Feral Charge doesn't break your stealth. If you have a macro with startattack or something in it then you might break it, but Charge by itself doesn't do it, just dazes your target.
Savage Roar isn't as high a priority as it was prior to 4.0.1 since it only affects auto attacks and fury swipes if you have that talented. It should still be maintained since melee damage is the 2nd highest percentage of damage after rip damage.
Keep in mind that casting a cooldown whenever its up could/does cripple our play.Quote:
So far, I've decided since I'm playing 5x the same (Feral Cats), to go with individual buttons. I could probably replicate a click castsequence with creative usage of Steps, but don't want to duplicate (via boxing software) a feature Blizzard has chosen to remove.
For example in AV if I cast mirror image whenever its available if I am attacking one enemy its a waste and then not available for when its really needed (say against 4 or more enemy).
Same if a Prot Pal tank blows a defensive cooldown at the start of a fight instead of when 30percent of full health.
Sam:
Won't auto cast specials, other then Tiger's Fury.
Will definitely micro my: Berserk, Rebirth, Survival Instincts, etc.
Was referring more to DPS moves like: Rake, Rip and Savage Roar.
If Savage Roar is lower priority.
We might have:
a) 5 CP Rip - highest priority.
b) Rake - our other bleed.
c) Mangle - Bleed boost; fall-through equivalent, but will not drop off with a 60sec duration.
d) Savage Roar, as lowest priority; nice to have but not essential.
Would use Ferocious Bite over Rip, if the target is below 25%.
A chance for the burst to finish the target, and the Rip refreshed as well.
I'm curious if any Ferocious Bite (Blood in the Water 2/2) refreshes the current Rip, or if it is the equivalent of a same number of CP's Rip.
Will have to test this.
Going with individual buttons for: Mangle, Rake, Rip, Savage Roar, and Ferocious Bite might be an idea.
But playing with Toggles and Activate/Deactivate Mapped Keys, is an idea too.
Not sure if this is optimal yet, but I like it:
#show
/Castsequence Mangle, Rake, Mangle, Mangle, Rip // THEN - Mangle, Savage Roar ONCE // THEN repeat the sequence.
Possibly figure a way for IS Boxer to run Sequence A once, Sequence B once, then loop Sequence A.
By loop I mean endlessly interpret my keystrokes to be presses of the Sequence A mapped key, until I reset the entire sequence (with a new target).
A: Mangle, Rake, Mangle, Mangle, FINISHER
B: Mangle, Savage Roar.
Configure IS Boxer so, I only spam "1" for DPS.
Mapped Key - "DPS A"
(Hotkey: 1) [Initial State: On]
- Step 1 = Mangle
- Step 2 = Rake
- Step 3 = Mangle
- Step 4 = Mangle
- Step 5 = Finisher (Mapped Key) & Do Mapped Key = DPS Control.
Mapped Key 2 - "DPS B"
(Hotkey: 1) [Initial State: Off]
- Step 1 = Mangle
- Step 2 = Savage Roar & Do Mapped Key = DPS Control.
Mapped Key 3 - "DPS Control" (No Hotkey)
- Step 1 = Disable Mapped Key - DPS A & Enable Mapped Key - DPS B.
- Step 2 = Disable Mapped Key - DPS B & Enable Mapped Key - DPS A & Set Mapped Key "DPS Control" to Step 2.
- Reset entire Mapped Key to Step 1, after "x" seconds have passed since last press.
Set the Finisher Mapped Key, so it starts as Rip, but then becomes Ferocious Bite until reset.
- Step 1 = Rip
- Step 2 = Ferocious Bite, and set Mapped Key "Finisher" to Step 2.
- Reset entire Mapped Key to Step 1, after "x" seconds have passed since last press.
*Edit*
In addition to the "1" spam, have Mangle/Rake/Rip on their own keys.
Can double the number of Steps in DPS A and DPS B, to insert Melee IWT on every other step, using either Press and Release advancement or Release Only and Spamming 2x faster.