feral-druid

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  • Fan of Knives CD probably gone, Feral AoE coming

    by 
    Eliah Hecht
    Eliah Hecht
    11.19.2008

    I'm currently working on leveling my priest right now (78 at the moment), so I haven't played with this ability first-hand, but Rogues get a fun tool to look forward to at level 80: Fan of Knives. This significantly helps address one of Rogues' long-time weakness: AoE damage. Sure, we're great on a single target, but it's very difficult to build up CP and use them effectively on poly-mob pulls, and Blade Flurry only goes so far. Hence FoK, which is well-timed given how much AoE there seems to be in Wrath. It also gives you something to do when you need to be at range, which happens from time to time. But FoK has a ten-second cooldown, which certainly limits how much you can use it - for now. Ghostcrawler recently popped his crabby head into the Rogue forums to announce that "We think we are going to remove the cooldown of Fan of Knives altogether." Yay! I would assume this is going to be coming in the next patch, which they keep saying is coming before 3.1, the Ulduar patch. Patch 3.0.4 Rogues, now with ten times the knife-fanning action! And as if that wasn't enough nice news from GC, he also said "in case it gets asked, Feral druids we haven't forgotten about your AE either." Hmmm, I say. I have also faced this issue on my druid in cat form - I don't really want to go Bear to Swipe, because then I run a high risk of pulling off the tank, but cat form has literally nothing that hits more than one target. I wonder what they're going to give us. Any predictions?

  • Wrath of the Lich King: Druid round-up

    by 
    Allison Robert
    Allison Robert
    11.13.2008

    Welcome to Wrath of the Lich King, my fellow Druids -- and welcome, I hope, to another expansion full of great things for the class. In general I believe the future is very bright for each spec, and with dual specs coming to the game, it's going to be a lot easier to enjoy the Druid's versatility without having to finance your class trainer's boat payments.THE DRUID CLASS IN WRATH Balance: We took a thorough look at the balance spec's current state and likely future here. Our laserchicken contingent probably received the most substantive overhaul of all three specs heading into the expansion, and most of the news is very good indeed. Feral: Our assessment of the feral is here and includes a look at Blizzard's effort to split the tree into bear-centric and cat-centric talents. Bears on the outside seemed hardest hit with an average loss of 10K+ armor post-patch 3.0.2, but don't let it depress you; bear tanking is better than it's ever been. Cat DPS is poised to gain a massive boost at level 75 with Savage Roar, but until then it's same ol', same ol'. Restoration: Resto, covered here, has probably taken the biggest blow in terms of both PvE and PvP viability in the form of a Lifebloom nerf and the disappearance of now-classic PvP specs, but we still got a lot of big buffs. Tree of Life has been vastly improved and we've gained both a flash heal (at 80) and an AoE HoT. Unfortunately, Wild Growth may be facing a nerf in the form of a cooldown soon, but nothing's certain yet. I don't want to sound too down here. You will notice the Lifebloom nerf in the post-3.0.2 world, but resto's gained a tremendous amount of raw healing output coupled with its customary mana efficiency. Stay tuned; healing is likely to undergo some major changes soon.

  • Shifting Perspectives: Let my kitties go!

    by 
    Allison Robert
    Allison Robert
    11.12.2008

    Every Tuesday/Wednesday/some sort of day occurring midweek, Shifting Perspectives explores issues affecting Druids and those who group with them. This week Allison Robert yanks John Patricelli's column again, hoping to make good on a threat previously made concerning her "dissatisfaction" with Tauren cat form. And by dissatisfaction she might mean something else.I'll level with you; we have a huge Druid post in the pipeline that's going to round up the changes to the class in Wrath, new talents, new skills, new everything, and frankly I'm sick to death about reading or writing anything having to do with the expansion. So, just to buck the overwhelming trend that threatens to drive us all to the nuthouse, I'm going to turn to a topic that's plagued Druids for a while.By this I mean the perennial form issue, something that my Druid colleagues on the blog have previously termed the Same Old Animal Posterior, or SOAP. But it's one that we've been given reason to believe will change in...Wrath. Well, that didn't last long. You'll note that David's article was written in October 2007, more than a year ago, but the same thing could have been posted in 2006 as well. Druid forms haven't changed since launch*, and while they were never really at the cutting edge of Blizzard's art direction as a result**, they look more and more shabby in relation to the higher-polygon models and landscapes. As everything around you gets better and better -- more evocative lighting, more intricate details, fantastic animation -- it's hard not to feel a strange sense of displacement as you shift into a 2004 form within a 2008 game.But at long last we may see Druid form customization, an overhaul to the default forms themselves, or possibly (hopefully?) both.

  • Big Feral changes coming post-Wrath

    by 
    Eliah Hecht
    Eliah Hecht
    11.04.2008

    We've been hearing rumblings about Feral stuff from Ghostcrawler, but wow. These are some big shake-ups. I'd better get it out on the table before I start raving about it: Bonus armor on items (rings, necklaces, trinkets, and cloaks) will no longer be multiplied by bear forms. So while leather leg armor with 253 armor will still give us about 1190, a ring with 100 bonus armor will only give us 100 (not about 470, as now). Feral staves will no longer have armor. However, armor modifiers will be adjusted as necessary so our net mitigation does not go down. An as-yet undecided deep Feral talent (such as Primal Tenacity) will gain the added effect of reducing the cost of shifting to Cat and Bear by 50%, stacking with Natural Shapeshifter for a total cost reduction of 80%. This will help PvP druids shift cheaper if they want to. Protector of the Pack's group requirement has been dropped. It now simply increases attack power by 2/4/6% and reduces damage taken by 4/8/12%, whenever you're in bear form. These changes will not be going live with Wrath of the Lich King; instead, they will come in a patch before the 3.1 content patch that introduces Ulduar. Call it 3.0.4 for now.

  • Druid changes in patch 3.0.3

    by 
    Eliah Hecht
    Eliah Hecht
    11.04.2008

    Patch 3.0.3 is here, and it's almost certainly the last patch before Wrath is released next Thursday. Unlike the other eight classes, we've gotten all our talent points refunded, which makes this a good opportunity to switch up your spec if you want to, maybe to whatever you'll be leveling with in Wrath. This isn't really because we got huge changes so much as it is because two of our talents were reduced in the number of ranks [edited for correctness]: Earth and Moon is now 3 ranks for 4/9/13% increased spell damage taken, and increases your spell damage by 1/2/3% (old: 5 ranks for 3/5/8/10/13% increased damage taken from Arcane, Fire, Frost, Nature and Shadow, and increases your spell damage by 1/2/3/4/5%) Moonfury is now 3 ranks for 3/6/10% benefit (was 5 ranks for 2/4/6/8/10%) Hard to make a change like that without refunding talent points. Further Balance changes: Eclipse's buff duration was raised to 15 seconds and its bonuses doubled, but the cooldown raised from 30 to 40 seconds. Overall a buff to what I still think is an inspired talent. (Although some of this seems to have already been live in 3.0.2? Boomkin, help me out.) Apparently Moonkin were getting way too much mana back from Hurricane, so Moonkin form now only gives mana back from single-target spells.

  • Ghostcrawler and the bears

    by 
    Eliah Hecht
    Eliah Hecht
    11.02.2008

    The developers have been communicative to an unprecedented extent (for them) during the final phases of Wrath of the Lich King's development, but several classes and specs still have concerns. One of those is Feral Druids. We've been set up to tank as well as anyone, and DPS as well as most (not with the same spec, but dual specs should make this easy to handle). However, we still have some obvious weak points. For instance, take mana in PvP. Our class's defining feature is our ability to shift between forms, but if we have a puny mana pool (as most Ferals do), we can't do this very often.Ghostcrawler has a "Feral Q&A" thread up where he answers several questions that he's noticed people asking around the boards. Unfortunately, we're not necessarily going to like a lot of the answers, which (in this blogger's opinion) tend towards "working as intended" and "it's fine, learn to play." To be fair, he gives much more nuanced explanations, but that's the bottom line in most cases. That may be because Feral actually is fine, but I definitely think there are some valid concerns. Protector of the Pack is just goofy the way it is, as well as taking away the fun of being super-durable while out soloing. Swipe should really be 360°; every single other tank class has a 360° AoE, and we don't really have anything to compensate. And don't get me started about feral form customization (which GC says is coming eventually, but they've been saying that for years).

  • Maelstrom Weapon, Predatory Instincts tooltips incorrect

    by 
    Eliah Hecht
    Eliah Hecht
    10.16.2008

    I was browsing through Blizzard's updated patch notes for 3.0.2 today, and noticed that apparently two talents that have been patched in don't do what they say. Under "Known Issues," the notes list that the tooltips for the Enhancement Shaman talent Maelstrom Weapon and the Feral Druid talent Predatory Instincts are incorrect. I'll talk about them one at a time. As far as Predatory Instincts goes, the patch notes say "The tooltip for Predatory Instincts is currently incorrect. This no longer works on Bear Form or Dire Bear Form and now reduces damage by 10/20/30%." I'm going to assume that it still just works on AoE, instead of reducing all damage taken by 10/20/30%, because that would be insanely OP, as much as I'd enjoy my cat form having plate-level mitigation. And I'm not actually surprised they took bear form off of it, because I'm told bear tanking was simply too good in the beta. It does mean there's no use taking it for tanking, though. More points for Infected Wounds or something, I suppose. On to Maelstrom Weapon. This is actually something that was changed in the beta a while back, and the tooltip just took some time to get updated: Lava Burst is no longer affected by Maelstrom charges (this won't affect us for now, since the first rank of Lava Burst is at level 75). So it looks like you'll be limited to Lightning Bolt or Chain Lightning for your instant-cast damage spells, clearly a PvE nerf. Chase actually sees this as a buff for PvP, though - now you can Flame Shock, crit Lava Burst, and instant Lightning Bolt for some serious burst damage.

  • 3.0.2 for Feral Druids

    by 
    Eliah Hecht
    Eliah Hecht
    10.14.2008

    In a few hours, when the servers come back up, patch 3.0.2 is going to hit, and WoW will change drastically. Every tree is get revamped to a greater or lesser extent, and extended up to 51-point talents. The Feral tree changes, in my opinion, fall somewhere in the middle in terms of how radical of a shake-up they are. The big change, philosophy-wise, is that we're going to be able to be main tanks or top-tier DPS, on par with the best warriors or rogues. The catch is that we won't be able to do it with the same spec; we can spec to be DPS or tank, and do as well as anyone at those rolls. We can still try to spec somewhere in the middle, but then we'll get back to our old "master of none" status. In my opinion, this is good news, especially considering we'll be getting dual-spec capabilities in 3.1 (the first post-Wrath content patch).

  • Breakfast Topic: How hybrid DPS could still get screwed in Wrath

    by 
    Allison Robert
    Allison Robert
    10.08.2008

    Recently a bunch of the writers here were talking about all the changes we're seeing to various hybrid DPS specs. Retribution in the beta is known to bring some serious pain, cat DPS has been given some pretty sweet buffs, and Shamans...well, Shamans seem to be in a state of flux, but when is that not true? With tank AoE threat buffed, the need for crowd control may also be a thing of the past, thus eliminating one of the more annoying roadblocks to hybrid desirability in 5-man groups. For 5-mans, at least, hybrid DPS should encounter significantly less difficulty (we hope) getting a slot.However, it was my contention that, for the purpose of raiding, it doesn't ultimately matter how much these specs get buffed. They could do amazing DPS, bring incredible buffs, have any number of raid-saving abilities, and fart gold on every crit -- but you're still not going to see a lot of hybrid DPS running around Wrath raids for one very simple reason: someone has to tank and heal, and neither job is sufficiently attractive to allow most hybrid players to come as DPS. When it's a choice between respeccing resto or the raid never getting off the ground, most players will respec resto -- and decisions like that tend to be fairly hard to escape. The next night rolls around and -- um, do you mind coming as resto again?

  • Tips for new Death Knights from a fellow tank, part 2

    by 
    Allison Robert
    Allison Robert
    10.07.2008

    Dear corpsified bundles of beautifully-armored joy (but more particularly those who tank Azjol Nerub while wearing Expedition Bracers of the Bandit),We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.

  • Skill Mastery: Berserk

    by 
    Allison Robert
    Allison Robert
    10.02.2008

    Berserk, the new 51-point talent in the Druid's Feral tree is...what day is it? Thursday? They change it a lot. Anyway, the talent originally combined elements of The Beast Within with Last Stand, but they've disengaged the +health component and made it a separate talent entitled Survival Instinct. The talent that remains affects both Bear and Cat form and does the following: Mangle (Bear) will automatically hit up to 3 targets and is spammable (i.e. no cooldown) Cat form abilities cost 50% less energy Breaks Fear and makes you immune for the duration of Berserk Berserk lasts for 15 seconds and Tiger's Fury is unusable while it's active, at least in the talent's current form. But odds are pretty good you'll be too busy rolling your face across the keyboard and shouting, "Faster, pussycat! Kill! Kill!!" to notice this.

  • Berserk (bear) buffed

    by 
    Eliah Hecht
    Eliah Hecht
    09.19.2008

    Yesterday, we were promised that more news was coming on Berserk (for bears), and now we have not only that, but some bonus changes for extra fun. I really appreciate how communicative the devs have been during this beta process. What's in store? Faerie Fire (Feral) is going to be a core ability. This doesn't make much of a difference for feral druids, since we tended to pick it up anyway and we'll probably pick up the talent that's replacing it (more on that in a moment), but it will be nice for other specs, I suppose. FFF is getting replaced with a talent that gives the Last Stand component of Berserk (temporarily grants 30% of your maximum health), but usable in both cat and bear form. Berserk for bears is getting reworked as follows: last stand component split off as detailed above; Mangle goes back to hitting three targets; Maul doesn't, but it doesn't matter, because for the duration of Berserk, Mangle has no cooldown (aside from the GCD). Fear immunity is still there as well. Cat Berserk does not change. Brutal Impact is trading places with Savage Fury to make it harder for non-Ferals to get to; and remember, from yesterday, it now lowers the cooldown of Bash as well as raising its duration. Oh, and to clarify yesterday's change to Bash (adding a three-second silence): this means it will now interrupt spellcasting even against a stun-immune boss. Unfortunately, it's not all flowers and happy time in Feral land. Ghostcrawler also had to give us the bad news that barber-shop type customization of druid form skins will not be done in time for Wrath, saying "it's a high priority after Lich King" (which I read as "content patch"). This is pretty disappointing. We still might be able to use glyphs to change the appearance of our forms, but I was really looking forward to a more developed system, and one that didn't cost me a glyph slot.

  • Skill Mastery: Savage Roar

    by 
    Eliah Hecht
    Eliah Hecht
    09.17.2008

    In Wrath of the Lich King, Blizzard is clearly committed to ditching the "master of none" part of Druids' "Jack of all trades" for good. In particular, regarding the topic at hand, they're trying to ensure that Feral druids can be either first-rate DPS or first-rate tanks (though not with the exact same spec). And Savage Roar, I suspect, will be a big part of bringing that first-rate DPS for kitty form: Savage Roar (Rank 1) 25 Energy, 100 yd range Instant Requires Cat Form Finishing move that increases attack power by 40%. Lasts longer per combo point: 1 point : 14 seconds 2 points: 19 seconds 3 points: 24 seconds 4 points: 29 seconds 5 points: 34 seconds

  • Tank Talk: should the main tank position still exist?

    by 
    Allison Robert
    Allison Robert
    09.13.2008

    Tank Talk is WoW Insider's raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and myself (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish. Today, dear readers, we might make ourselves hated by the entire population of undisputed, royal-bloodlined, main tanks, but that's OK. We are used to staying at the top of someone's hate list.One of the accepted facts of raiding life used to be that the main tank was the guild's gearing priority. As Adam Holisky's observed, "Everything that happens in the raid eventually makes it back to the tank." Healers undergeared? You're screwed. DPS incompetent or just badly grouped? Buh-bye. Random number generator wreaking all manner of havoc on healer crits and boss parries? Thar be the graveyard. A truly cynical mind would opine that the tank should be as well-geared as possible if only because it makes it easier for the raid to forget that person existed as anything other than a rapidly-advancing line on the Omen screen that: a). always stayed above their own, and b). never died. There are enough random variables while the raid's learning a new boss that the tank needs to be eliminated as one, and in vanilla WoW that was certainly the goal. Raid and offtank damage on most encounters hadn't scaled to the point where you could make a compelling argument in favor of gear equilibrium across your tanking roster. What was the point of something like that when 95% of the damage in a fight was going to be absorbed by a single person?That changed.

  • Furor buffed for 3.0.2

    by 
    Eliah Hecht
    Eliah Hecht
    08.29.2008

    Do you guys remember yesterday, when I wrote about how the Druid talent Furor was altered to prevent powershifting? Well, if not, that's OK. Furor has just been rewritten again, and this time it has all I asked for and then some. The new Furor reads as follows (with 5/5 talent points in it): Gives you 100% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form, and you keep up to 100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect while in Moonkin form by 10%. Holy sweet monkeys, Druid fans. Not only is there now no penalty whatsoever for switching in and out of cat form, we get some added Moonkin utility for this already excellent talent. This is one of those days where I just want to hug the devs, all of them. In case anyone is unclear about how this latest iteration of Furor works, here's a quick rundown (as I understand it). The game will now track your energy regeneration even when not in cat form, like it tracks your mana regen in feral forms now. When you shift back into cat, you'll have whatever amount of energy you would have had if you had just stayed in cat in the first place. Shift out to heal at 80 energy? You'll have 100 when you pop back in, 2 seconds later. Arrive at your destination and switch from flight into cat form? 100 energy to go mangle some faces. Powershifting is still out, but this is way better for the soloing Druid, not to mention the Moonkin perks. There is some concern that this may be overpowered in PvP: what's to stop you from DPSing in cat till you're at 0 energy, then shifting to bear for 10 seconds to DPS that way, then back to cat? Well, nothing, as far as I know. However, keep in mind that this is still beta, and if ferals end up hideously overpowered in arenas, I'm sure they'll make changes as necessary.

  • Powershifting mostly killed in Wrath

    by 
    Eliah Hecht
    Eliah Hecht
    08.28.2008

    Anyone who's done much research on Feral druiding, especially cat form, has probably run across the concept of powershifting. Basically, powershifting plays off Furor (a talent that pretty much every Feral druid has) by shifting out of cat form and straight back into it to reset your energy to 40. If you do this at 80 energy, of course, you've just lost 40 energy, some mana, and a global cooldown, and there's no point to that. But if you do it at 0 energy, you've just traded a GCD and some mana for 40 energy, which is often worth it. Powershifting was made even easier in a recent patch with the door opened to macros like "/cast !Cat Form", which shifts you in and out with one button press instantaneously. This no longer works in the current LK beta build. Now, as explicated at length by blue poster Jimmythenumbers (who we here at WI have never heard of), Furor works by setting your energy to the amount you would have if your energy regen had been working while shifted out, up to a maximum of 40 energy [reworded for clarity]. For instance:

  • New bear animations for eating and fishing discovered

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.06.2008

    Everyone knows that bears are actually pretty good fishermen, but for some reason Ferals have to shift back out of form and use a pole like everyone else. That may be changing, however. Andrige, the same person who bought us the new data-mined Hairstyles, has discovered the animations showcased in the above video, which point to the possibility of more life injected into the old Druid Feral forms. One animation called EmoteEat shows the bear bracing a piece of food against the ground with his paw while tearing off a chunk with his teeth, while another is a fishing animation where the bear looks to be pawing at the water, waiting to slap out a fish. The other exciting thing in the video is the possibility of a closed mouth on my bear! Do you know how many flies he's caught with that constantly open mouth of his? I logged onto my Druid on the Beta servers to check on the status of the animations. While you can now eat, drink and use potions in Feral forms on Beta, there are still no animations associated with the act (You simply sit down while eating). In addition, you can't fish at all in Feral forms (Trying to cast my line put me back in Night Elf form). Unfortunately, the fact that these animations haven't been implemented yet does lead me to a bit of pessimistic thought: They simply be meant for bear mobs, and not for Feral bears at all. Blizzard's been adding a lot of cool little idle animations to mobs, such as mama beasts who flush out critters for their cubs to chase and eat, so this may simply be one more set. Still, since they exist, they could easily be added on to the Feral bear's animation list in a future patch even if they aren't originally meant for Ferals. Here's hoping we see them there!

  • Shifting Perspectives: A Feral Druid's Advice on Karazhan Part 1

    by 
    John Patricelli
    John Patricelli
    07.29.2008

    Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, the Big Bear Butt Blogger, tries to roll a bunch of feral druid advice together to help new druids get up to speed in Karazhan. "Hi, I'm Windshadow, and I'm a Feral Druid." This is a statement of pride, not of shame. I am absolutely, now and forever, a feral Druid, unable to be restrained or 'tamed'... although I'm aware some folks suffer from a case of wishful thinking. In the past, I've released a bunch of articles about gearing up for Karazhan. Breaking them up by spec like I did, I'm afraid some folks might get the wrong idea about how we play our class. The assumption may be that only one of those sets is important to you... if you are a feral Druid, you only need a bear tanking set, for example. Even some of those that play Druids may start to think, we have only one fixed role in a run. That's not the impression I wanted to give.

  • Wrath Beta patch notes: Feral and Restoration Druids

    by 
    Amanda Miller
    Amanda Miller
    07.19.2008

    Continuing on from the analysis of the changes to the Balance druid talent tree, as shown in the first patch notes for the official Wrath of the Lich King Beta, we'll now examine the Feral and Restoration trees. Feral treeThe Feral tree is seeing changes to limit the benefits that the other two trees, specifically Restoration, can gain from investing a few points into the first few tiers. We are also seeing changes to the ways in which bears will be generating aggro. The Faerie Fire (Feral) and Feral Charge swapFeral Charge is currently an 11-point talent into the Feral tree, which contributing to the advantages that Restoration druids currently have in arena. It allows Restoration druids the ability to charge, immobilizing their target and interrupting spells for four seconds. Instead, Faerie Fire (Feral), which is not something that a Restoration druid would likely spend 11 points to get, will take up the 11-point spot, with Feral Charge taking its place in the tree 21 points in. In addition, Feral Charge will be usable in cat form, dazing the target and moving the cat behind it. This will help address the concerns that cat form is not especially viable in PvP, although their crit dependency is still a weakness. It will also be useful in dungeons to catch runners and other out of place mobs.

  • Brutal Gladiator's Sanctuary

    by 
    Zach Yonzon
    Zach Yonzon
    06.24.2008

    The Brutal Gladiator's Sanctuary is the armor set for Feral Druids. It is a dragonhide, or leather armor usable only by Druids and is usually matched with Guardian's Dragonhide armor pieces. The armor set can be purchased from Big Zokk Torquewrench in Netherstorm and Ontokk Shatterhorn in Shattrath City. The matching Guardian items may be purchased from Doris Volanthius in the Hall of Legends and Lieutenant Tristia in the Champion's Hall. Brutal Gladiator's Dragonhide Gloves The Brutal Gladiator armor piece for the hands are the cheapest and easiest Season 4 Arena gear to obtain. With no personal rating requirements, most players will be able to purchase this piece and is the Arena gear likely to be most widespread as soon as the season begins. The glove bonus to Maim is one of the best of all PvP gloves. The gloves have the following stats (number in parentheses are the improvements over its Season 3 equivalent): 368 Armor (+25)+35 Strength (+4)+36 Agility (+4)+48 Stamina (+4)+25 Intellect (+4)+13 Hit (+4) +22 Resilience (+0)Causes Maim to interrupt spellcasting and prevent any spell from that school from being cast for 3 secs.Classes: Druid WoW Insider says: Although Feral Druids have traditionally been underrepresented in Arenas, these gloves should be freebies. Incidentally, many Feral Druids also find these gloves excellent for tanking. The armor is higher than the Kodohide or Wyrmhide gloves, but relatively low compared to PvE gloves. Some Druids find that the Resilience and +Hit more than make up for it.Brutal Gladiator's Dragonhide LegguardsThe leg armor possesses a personal rating requirement of 1550, which isn't too difficult to obtain, even for Feral Druids. While not as accessible as the gloves, the leg armor is highly visible on a character and is also likely to be a popular purchase, even at 1875 Arena points. The legguards have the following stats (number in parentheses are the improvements over its Season 3 equivalent):478 Armor (+35)+40 Strength (+4)+41 Agility (+4)+61 Stamina (+6)+34 Intellect (+4)+17 Hit (+5)+18 Critical Strike (+5)+29 Resilience (+0)84 Armor Penetration (+0)Classes: DruidWoW Insider says: The lack of sockets mean that the only customization that can be done will be through Tailoring or Leatherworking enchants. Hit rating, armor penetration, and other good stats make this leg armor almost as good a purchase as the chest piece.Brutal Gladiator's Dragonhide TunicWith three sockets, the chestpiece is the most customizable Arena armor piece, and is the next best purchase after the gloves. In PvE, the chest armor is traditionally a drop from the final boss in a series (Magtheridon drops Tier 4 chest token, Kael'thas drops Tier 5 chest token, Illidan drops Tier 6 chest token, etc.). Arenas are different in this regard, but the item level of the chest is identical to PvE chest pieces. Sunwell Plateau breaks from tradition in that the final boss, Kil'jaeden, does not drop chest tokens or armor. However, the Brutal Gladiator chest armor is equivalent to the drops from Entropius and is the best combination of cost and restriction among all the armor pieces. The tunic has the following stats (number in parentheses are the improvements over its Season 3 equivalent):569 Armor (+40)+34 Strength (+4)+36 Agility (+5)+61 Stamina (+7)+26 Intellect (+4) +16 Hit (+4)+23 Critical Strike (4)+26 Resilience (+0)84 Armor Penetration (+0)Socket Bonus: +4 Resilience Rating Classes: DruidWoW Insider says: The best Brutal Gladiator purchase outside of the gloves, some Druids will use this to tank even in raids, as some Druids will take Resilience to compensate for the reduced armor. Because of its PvE equivalent, obtaining the Brutal Gladiator chest armor is almost like killing Entropius in Sunwell Plateau. Well, ok not really, but if you don't raid, that's about as close to a raid drop as you're going to get. Brutal Gladiator's Dragonhide HelmThe helm is very likely the last Brutal Gladiator armor piece that many players will obtain. With the shoulders at an extremely prohibitive 2200, most players will only manage 4/5 of Season 4. Feral Druids can conceivably achieve 1700 for this helm, which costs the same as the chest and leg armor pieces. With a personal rating attached to it, the Brutal Gladiator helm might be one helm graphic that players would like to leave on. It is also identical in model to the pieces that drop off Kil'jaeden in Sunwell Plateau. The helm has the following stats (number in parentheses are the improvements over its Season 3 equivalent):461 Armor (+32)+36 Strength (+4)+35 Agility (+4)+64 Stamina (+7)+28 Intellect (+5) +17 Hit (+5)+31 Critical Strike (+4)+25 Resilience (+0)84 Armor Penetration (+0)Socket Bonus: +4 Resilience RatingClasses: DruidWoW Insider says: More than most PvP pieces, the Dragonhide set works very well for PvE, and many Druids can make use of the helm, particularly for DPS. It's one of the best cat DPS helmets in the game, so Feral Druids would do well to strive for the 1700 personal rating.Brutal Gladiator's Dragonhide Spaulders The 2200 personal ratings requirement for the shoulders are almost Gladiator-level for most Battlegroups, and will likely be a very rare sight in most realms. It's uncertain how many Feral Druids will be able to achieve that rating in Season 4. It is the cheapest item after the gloves, but it is also the most difficult to get. Blizzard's reasoning for this is that the shoulders are the most "visually impacting" armor piece, confirming Blizzard's opinion that PvP achievements should be on display. The spaulders have the following stats (number in parentheses are the improvements over its Season 3 equivalent):430 Armor (+30)+34 Strength (+4)+34 Agility (+4)+47 Stamina (+4) +20 Intellect (+4)+21 Critical Strike (+4)+21 Resilience (+0)Socket Bonus: +3 Resilience RatingClasses: DruidWoW Insider says: Brutal Gladiator Shoulders are peacock gear. Considering that most players who will obtain these items will be Restoration Druids who have Arena points to spare, it's not even worth considering. Guardian's Dragonhide Belt Because it is a visual match for the Brutal Gladiator's Sanctuary, and because it comes with no personal ratings requirement, the belt is most likely to be the most widely distributed Season 4 gear. It is purchasable with Honor points, so even players who do not participate in Arena PvP can obtain it. The belt has the following stats (number in parentheses are the improvements over its Season 3 equivalent):322 Armor (+22)+34 Strength (+4)+33 Agility (+3)+46 Stamina (+4)+24 Intellect (+4) +25 Critical Strike (+4)+26 Resilience (+0)Classes: Rogue, DruidWoW Insider says: With the low Honor cost and no personal ratings restriction, this belt should be among the most widespread Feral gear come Season 4. It's a no-brainer purchase once you have the Honor for it.Guardian's Dragonhide BracersThe only other Guardian piece with a socket is the amulet, which doesn't have a personal rating requirement. Coupled with the fact that bracers are visually insignificant, being hidden under gloves or robes, most players feel that there's little urgency to get them. A 1575 personal ratings requirement also requires decent performance in Arenas. The bracers have the following stats (number in parentheses are the improvements over its Season 3 equivalent):253 (+17)+25 Stength (+3)+25 Agility (+3)+33 Stamina (+4)+24 Critical Strike (+3)+18 Resilience (+0)Socket Bonus: +2 Resilience RatingClasses: Rogue, DruidWoW Insider says: The best bracers most Druids will get outside of Sunwell Plateau, it is also an excellent choice for Rogues. The higher armor, resilience, and crit coupled with a Red Socket make up for losses in attack power, agility, and stamina. Probably the best Guardian bracers available due to the versatility. Guardian's Dragonhide BootsThe most visually important match of all Guardian items -- although it won't be seen on Tauren feet, the boots are a big jump from a 1575 personal ratings requirement and is as demanding to get as the head piece at 1700 personal ratings. It is also as expensive to purchase as the belt, which has no ratings requirement. The slippers have the following stats (number in parentheses are the improvements over its Season 3 equivalent):385 Armor (+28)+34 Strength (+4)+33 Agility (+4)+46 Stamina (+4)+24 Intellect (+4)+25 Critical Strike (+4)+26 Resilience (+0)Classes: Rogue, DruidWoW Insider says: Although 1700 is the highest personal ratings requirement outside of the weapons and shoulders, these boots are also good for tanking, making its usefulness extend outside of Arenas. Definitely a good purchase if you can manage the ratings. %Gallery-25440% Looking for more Season 4 info? We've rounded up everything you need to know about the Brutal Gladiator season right here.