feral-attack-power

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  • Shifting Perspectives: A history of feral weapons

    by 
    Allison Robert
    Allison Robert
    04.05.2011

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This week, we visit a now-vanished world. Once upon a time, feral druids had their own specialized set of weapons. This was very good, because it meant that you weren't rolling against half the raid when an upgrade dropped. This was also very bad, because it meant that 98% of the game's weapons were completely useless for us. This was before the dark times. Before gear consolidation. Before every two-bit jackass with a hard-on for agility thought himself entitled to the armory of the game's noblest class. They were elegant weapons for a more civilized age.

  • Breakfast Topic: What you miss most

    by 
    Allison Robert
    Allison Robert
    05.08.2010

    I miss feral staves. I know that nobody else liked or wanted them, but I loved that my spec had its own weapons. They didn't drop frequently (and, in the case of Pillar of Ferocity, sometimes not at all) and you invariably waited months for an upgrade, but when you finally got one, it was always beautiful and it was always yours. I made a point of saving every single feral staff I got in Burning Crusade, and they're still in my bank today. When the developers finally eighty-sixed feral weapons, we were sad but understood why they weren't a sustainable solution for the spec. Since then we've been competing for mostly hunter-themed polearms, and between that and all the hideous rogue leather we have to wear, it feels like feral's trapped in a permanent case of Outland Clown Syndrome. A lot of things have disappeared from WoW over the years, and more are set to go the way of the dinosaur as the game evolves into Cataclysm. More than five years into WoW, what do you miss most from now-defunct abilities, items or practices?

  • Phat Loot Phriday: Fang of Oblivion

    by 
    Mike Schramm
    Mike Schramm
    06.12.2009

    We haven't done a dagger in a while, if my memory serves. Plus, this one is made of stars.Name: Fang of Oblivion (Wowhead, Thottbot, WoWDB)Type: Epic Unique One-hand DaggerDamage/Speed: 271-407 / 1.80 (188.3 DPS)Attributes: +47 Agility, +54 Stamina, and a Yellow Socket, which will probably let you add to crit, hit or haste, depending on what you need more of, with a +4 Agility socket bonus. +1869 Feral attack power, so you can do more damage in your new kitty form. %Gallery-33600%

  • Phat Loot Phriday: Demise

    by 
    Mike Schramm
    Mike Schramm
    03.27.2009

    Name: Demise (Wowhead, Thottbot, WoWDigger)Type: Epic Two-hand MaceDamage/Speed: 522 - 784 / 3.50 (186.6 DPS)Attributes: +90 Strength, +103 Stamina Improves hit rating by 49, which is excellent -- melee can almost always benefit from more hit And improves haste rating by 89 %Gallery-33600%

  • Phat Loot Phriday: Staff of Trickery

    by 
    Mike Schramm
    Mike Schramm
    02.20.2009

    Yes, I'm pretty sure this is the second Feral Druid piece we've done in a row (even though last week was technically a combination of PvP gear). We'll do a Warlock piece next week -- or if there's something you're specifically wondering about, speak up in the comments. But look at that staff -- how could we pass this up?Name: Staff of Trickery (Wowhead, Thottbot, Wowdigger)Type: Epic StaffDamage/Speed: 358-537 / 2.40 (186.5 DPS)Abilities: +89 Agility, +133 Stamina Adds 1843 Feral Attack Power Increases attack power by 180

  • Shifting Perspectives: Patch 3.0.8 for Druids

    by 
    Allison Robert
    Allison Robert
    01.16.2009

    Every Tuesday, or sometimes Friday when the writer's internet has gone AWOL between Sunday evening and Thursday afternoon, Shifting Perspectives explores issues affecting Druids and those who group with them. This week we take a look at the upcoming patch 3.0.8. while penning an angry letter to our ISP.Greetings, folks. Patch 3.0.8 is coming, bringing a few significant changes for the Druid class. Feral attack power is disappearing from the game entirely alongside bonus armor contribution from non-leather items. Restoration is receiving a nerf in the form of a 6-second cooldown to Wild Growth but is otherwise getting some buffs. Balance is also getting a few buffs, including one that will make a big difference to PvP combat versus Rogues and Hunters. But I think, dear readers, we are overlooking the most important part of patch 3.0.8:Fixed a bug with a Wild Mustard plant that was under the ground in Dalaran. Oh, thank God. That drove me nuts.(Really).(I'd also love to see them do something about the underground Tiger Lily spawn in Sholazar).(It's just south of River's Heart).(Really annoying).(Anyone? Anyone? Bueller?).

  • Feral staves no more in patch 3.0.8

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    12.14.2008

    So back in another life, when I was a Druid, there was always something that got me a little hot and bothered: Seeing another class with a feral weapon. Sometimes it was a Night Elf Hunter running around Hellfire peninsula with an Ursol's Claw, sometimes it was a Gnome Warrior hanging in Shattrath with a Terestian's Stranglestaff. Whatever it was, it always bothered me a bit. I wondered if they had just taken it because there was no Druid in the group, or if there was some poor feral scrub out there wandering lost and lonely without a feral weapon because some guy who couldn't even use all that delicious feral attack power wanted it for the agility or whatever. I have to admit, though, many feral staves are some of the coolest looking items in game, so I wouldn't necessarily blame them for taking one. After Patch 3.0.8, they'll have even more reason to take them.

  • World of Warcraft PTR 3.0.8 Patch notes

    by 
    Alex Ziebart
    Alex Ziebart
    12.11.2008

    While the PTR isn't up and active yet, we're very likely to see it within the next couple of days given the information that Ghostcrawler has been handing out lately, or even later today. The full patch notes have seemingly already leaked, so we have them for you here as well. It seems that we're getting patch 3.0.8, not 3.0.4 like we've all been saying. Not a big deal in the end, but interesting nonetheless.Reading through these notes, keep in mind that they're probably not complete and we'll see updates to them when the PTR itself goes live. The test realm always has quite a few undocumented changes as well to keep an eye out for. Again, when we know more, we'll let you know.Edit: Updated to reflect the official patch notes.

  • Bear armor and FAP changes coming in 3.0.4

    by 
    Eliah Hecht
    Eliah Hecht
    11.20.2008

    Hi, Feral fans! When last we met to talk about a big Ghostcrawler post, he previewed that they were working on changing the bear armor bonus so it didn't work on jewelry, cloaks, and weapons any more, and on doing something about feral attack power (as seen on feral staves). He didn't have details at the time, but said he'd get back to us. As GC is a crab of his word, he's now come back to let us know exactly what's going to happen, and when. Only cloth and leather armor (excluding capes) will benefit from the armor multiplier on bear forms. This means armor from trinkets, rings, necks, and weapons will not be multiplied. However, Survival of the Fittest is gaining the additional effect of adding an additional 22/33/66% to your armor from cloth/leather. Net armor should stay the same. Feral attack power will be removed. Instead, attack power in feral forms will scale based on weapon DPS. As with the armor change, this should make no actual difference to your performance - the conversion will be such that your DPS remains the same. What it does do is make it so some staves might be useful to both hunters and druids (for instance), or some two-handed maces might be useful to feral druids. In Ghostcrawler's words: "This does not mean we are no longer going to create bear and cat weapons, just that those weapons will be slightly less niche than they are now." These changes will be coming sometime before 3.1 (Ulduar), which I've been referring to as 3.0.4 (though perhaps 3.0.x would be more accurate). Both great changes in my opinion; the armor change should give us more viable options for tanking jewelry and weapons, instead of being forced to hold on to whatever has armor. And the FAP change will just mean we don't always have to DE a feral piece if the one or two ferals in the raid already have it; and conversely, there won't necessarily be only one weapon in a given raid that's of use to ferals (I'm looking at you, Stranglestaff).