The spec that I am currently using is:
All very simple and clear over there.. Nothing much to describe why I used this and why I used that ..
- Glyph of Mangle: 10% damage increased is a must have.
- Glyph of Shred: U'll be using shred more then anything else and u'll want to keep the Rip debuff alive as it's crits insanely (6k crit for me)
- Glyph of Savage Roar: Increases the Damage done by 3%
Other option will be to get Glyph of Berserk but I think that these three glyphs are pretty much must have ..
"Rotation"??!!!?? What the hell is that when u play Feral? There are some "priorities" .. Like keeping rip, rake on the target and Savage roar buff on yourself..
What I usually do is go stealth, pounce on the target (even if its a boss) as it places a "Pounce Bleed" on the target and ur shred benefits from it.. Anyways, Pounce then mangle then savage roar, tiger fury to get some energy back .. Pop Berserk at this point .. Shred till 5 combo points .. Rip .. Rake the target if Pounce Bleed is off .. Now here comes the tricky part.. What u got to do now is to keep these debuffs(rip, rake and mangle) up on ur target and savage roar buff up on urself .. The reason I used "Glyph of Shred" is because you'll get some space in between to refresh the savage roar buff on you .. Use Ferocious Bite when u got 5 Combo points and everything is up on u and on ur target..
Usually using Ferocious Bite at the start after getting Savage roar buff and with 5 combo points is really a good boost in dps but that is only when u are gonna do a single-target DPS and not gonna flee from boss's attacks like in ICC, Lord ..
Btw, Rip doesn't increases the crit chance of Ferocious Bite by 25% and neither does it increases shred's damage so while dpsing u'll have to keep rake up on the target
Gemming and enchants:
While playing Feral u won't have any issue to worry with about "Hit chance" cause we don't need "hit chance" like some other fail classes ..
What u want to do is stack agility till ur crit capped.. Crit cap for Ferals is of two types .. One for special (yellow) hits and one for normal (white) hits. The one for special hits is 100%. You don't need to worry about it. The only exception is Ferocious Bite because it receives a bonus chance to crit with "Rend and Tear". The normal hit crit cap is simply 100% - 24% = 76%. The 24% comes from glancing blows which only affect normal hits.
During a raid situation, you will get buffs such as GBoK, Agility from Totems or DK Horn, Idol procs, trinket procs, etc. If during a raid you are above 76% during any of these procs, then any crit over 76% is not as useful as the crit before. For ideal DPS, you want to max out at 76% crit during boss encounter or as close as possible. If you have excess, consider dropping crit from somewhere. Crit Cap at this level of gear isn't much of an issue but it will be when you get the ICC gear. After this u will stack ArP till you get 1400 ArP.. I suggest u get the ArP trinket from ICC 5 HC (Forgot which instance, I think it's from Devourer of Souls, FoS). You will be able to do more DPS and your crit will drop a little, but that's ok because the next level of gear will bring with it much more Agility and Crit on your items bringing you up again.
As for meta, I use (+21 Agility 3% Increased Critical Damage) .. It's requirement is to have all three types of socket (red, yellow and blue) so for that u can go with any 1x yellow and blue gem u like just to activate meta ..
Well that's pretty much it I think .. If u guys have any issue, feel free to ask me ingame Smile
Last edited by spookshire on Sun Jul 24, 2011 12:36 am; edited 1 time in total