PVE:
The simplest for PvE will likely be: Feral Bear, Boomkin x3, and Resto.
- Wild Growth on the ranged, and roll HOTs on the tank.
- Possibly Regrowth/Healing Touch vs spike damage.
If you run with: Feral Bear, Feral Cats x3, and a Resto...
- In this case, its a few HOTs on the healer, and then Wild Growth + HOTs on the tank.
- Ditto on the bigger heals on the tank, at times.
The Boomkin route, is less toons in melee.
It has your caster toons already in caster type gear, should your healer fall.
It's pretty easy to hit a mapped key (IS Boxer), to add a toon to your Healer Action Target Group, so when you click the Grid Healing Frame, that click is now also passed to the new toon.
The Cat DPS route gets a lot of innervates for the healer, who is the only mana user.
Everyone but the healer also has Berserk, to deal with fear type mechanics.
But Cat armor isn't much different from caster armor, and its more toons to deal with cleave effects.
I'd imagine, 3x Shred/Ravage from the rear arc, would be decent damage.
Cats can talent less damage from AoE.
I like the feral DPS route more, but the Boomkins is what interested me in 5x Druids to begin with.
Instant Flight Form, makes collections much less of a pain; you can fly 5 feet above the ground, looting crates or whatever without having to drop flight form or kill the guarding mobs.
Druids have a lot of toys, which are fun.
I'd probably try the Cat x3 dps first, and switch to the Owls if the Cat option wasn't working well.
But either way, I don't see much 5-man (PvE) content that 5x Druids cannot do, but other comps can.
PvP:
In WotLK, 5x Boomkin (or 4x and a Healer), didn't have enough controlled burst.
I really liked the idea of Boomkins...
Having played Feral, I like Cats just as much.
Berserk + Trinket, is pretty good fear protection.
I'm happy with their DPS, going mostly with Mangles, but keeping Rip and Savage Roar up... Almost everything is dead before I have 5 combo points.
Five combo points, gets you a 100% chance of an instant cast Nature Spell... Depending on hit point pools, 5 combo points might be more common, which will help with instant-Healing Touch, instant-BattleRez or possibly instant-Cyclones.
With 5 extra talent points, we can take Nature's Swiftness and still have Berserk + the desired Feral Talents; this gets us 5x instants every few minutes, independent of our 5x CP instants.
I'm leaning towards Berserk (20 seconds instead of 15), Battle Rez (100% health on a rez), and Mangle (ignore Shred/Ravage - rear positional attacks) for my major glyphs. Then go with three of B.Rez (no component), Aquatic Form (fast swim), Dash (shorter cooldown) and Thorns (one hour duration, instead of 10 mins).
Still upper 70's, not 80th yet on my Ferals. Messing around with leveling 5 teams, a little here and a little there. Ideally, have them all high enough for 525 trade skills, prior to Cataclysm.
I'm never on much over the summer - seasonal work (June-Sept) and all... so would like to have all seven teams to at least 75th by mid June... and the Druids to 80th, so they're set for Cataclysm on day 1.
Connect With Us