For pvp, feral pretty much loses to everything except hunters, and maybe mages who are having a bad day. Unless you’re talking about ganking. In which case any druid spec can do. Feral is a PVE spec, not a PVP one.
I didn’t feel the need to elaborate, seeing as how foolish your post was. But since you asked:
Druids will do average to slightly above average damage with good gear, farming MCPs, potions, and cheesing with power shift until they OOM themselves. That’s alot of effort to still be C tier damage at best. I’m honestly sure a rogue only wearing half his gear would still out damage a druid. There is no comparison, and even trying to compare druid damage to one of the top damage dealing classes in the game is just plain wrong.
As for the Intercept argument? There’s not much comparison there either. You say in BGs there will be an abundance of stuns and stun DRs…from who? There’s maybe 4 classes with a stun and one of those classes is exclusively Alliance. That’s less than half of the classes.
Now let’s break down why Intercept and Feral Charge are almost nothing alike. Intercept is purely a gap closer, with a stun thrown in as a bonus. The stun itself, whether or not DR’d, can act as an interrupt. Warriors do not need it to interrupt a spell however, because they have Pummel. Druids’ Feral Charge is their only interrupt, and should strictly be used so, because if you’re using it as a gap closer you obviously have no clue what you’re doing as a druid anyway.
Intercept is only a 15 second longer cooldown than Feral Charge, not 20, and can be talented down to only 5 seconds longer than Feral Charge. It also has a 5 yard range advantage on Feral Charge.
Altogether, Feral Charge and Intercept are not the same. Intercept has a 3 second stun attached to it, 30 yard range, and is primarily a gap closer. Feral Charge is a 25 yard range, has a 4 second interrupt tied to it (assuming you interrupt something and don’t get faked), and is druid’s only interrupt, therefore is how it should primarily be used. Warriors don’t need the interrupt effect, because they have Pummel. So technically warriors could interrupt spell casting twice, one being a stun, while druids can only do it once. And trust me, the extra 5 yards on Intercept is alot bigger than you think.
No warrior would rather have Feral Charge, believe me.
My posts have all been about pvp, so who in their right mind would actually waste buffs in a bg?
I was wrong about the 30 second cooldown of intercept, but you are also wrong about the range which is still 25 yards maximum. Druids have Bash as a stun so your one uppance is off there.
Hunters, priests, warriors, rogues, paladins, druids, and mages all have the capability to stun the target in some form.
Druids are designed for stealth openers and are better equipped to make escapes than a rogue. As for hunters, how do you let them get away to kill you?
Which is a big contributing factor as to why cat is so weak, though not the only reason. Going toe to toe with a melee class as cat for more than 5 seconds you’ll get destroyed. They do more damage than you and you have no control/defensives in cat form.
In PvP, druids weren’t notorious for their damage. What made them good in PvP was being able to engage and disengage almost at will against melee because they were the best kiting class in the game. They fell flat on their face against ranged.
Also you are correct about the Intercept range, my apologies, however I feel the range might be an oversight in classic by Blizzard because I’m sure I remember it had a 30 yard range in vanilla.
You’re also correct about druid’s bash, but that has a 1 minute cooldown, compared to warrior’s 30 second (20 if talented) gap closer/stun, as well as Feral Charge being a 15 second cooldown interrupt compared to warrior’s Pummel being a 10 second cooldown.
As for the stuns, I wouldn’t consider them a major concern as half the classes you mentioned as having a stun are talent and RNG dependent.
You don’t. Hunters were one of the few classes feral could reliably beat.
If the thottbot comments are right, the druid stealth talent provides 10 more stealth to their stealth talent and they get more detection thanks to the pvp gloves. That helps you open on a rogue. As for melee being a problem, why are you thinking in terms of a warrior and a rogue? You are not a warrior or rogue. You have ranged capabilities, healing, get out of jail free cards.
Nelves get a bonus to stealth not druids, and they do have more detection allowing them to get the opener. Thing is tho when you open on a rogue you pounce/ravage if orc, faerie fire, maybe use 1 more global to rake or rip and then get out of their melee range, go to caster, abolish poison, moonfire/insect swarm kite, when they catch up nature’s grasp to get some more space, or go bear and then bash to get some more space. Thing is: every druid spec will fight a rogue near the same way. Feral or not, a rogue in melee range will turn you into swiss cheese if you can’t get them off you to heal up. If you get caught in a stun outside of bear form its very bad news.
Warrior is easier to fight against because they can’t get out of cc as easily as a rogue and they have less cc.
Feral Instinct gives a bonus to stealth.
True, but rogues have an equivalent in MoD so its a wash.
Edit: Tho the likelyhood of a druid having more ranks in Feral Instinct is probably higher than a rogue having ranks in MoD. Case by case basis ofc.
Try fighting a Gnome warrior as a Tauren druid. Its a very very different matchup than Nelf druid vs Horde warrior. It’s much more high pressure, with a very high chance the warrior is going to Win if the druid doesn’t just outright withdraw completely.
It’s like trying to fight forsaken as an Alliance Warlock/Priest.
Well leeway gave up to 2.77 extra yards depending on your connection.
So did rogues and warriors in the same situations. They have stealth though so getting the drop on them is easy and they have a large constant move speed bonus that lets them close gaps a lot easier.
It’s the rng that screws people over in pvp. Get a 1.2k ravage, .7k shred, and a 1.6k ferocious bite and that warrior is more than half dead and all the druid has to do is shift to do more of any thing.
I don’t doubt. Warriors are easier than rogues as a druid because they can only trinket cc and have nothing else. Gnome significantly complicates that.
On the other side having your bash resisted ~40% of the time sucks.
It does suck, but not as much as having your root removed every time XD.
I’m not speaking specifically druid vs warrior in PvP, I was just saying druids did not do comparable damage to rogues, and Feral Charge wasn’t equivalent to Intercept.
Druids did have their strength in PvP though, it wasn’t damage, but more being able to come and go as they please…hit and run, if you will. They never really stacked up well toe to toe with any other melee classes except ret.
High end ret Pally will trounce an equivalent Feral if druid stays and fights. If they kite, it just turns into a duel until the server restarts because neither one is ever going to die. Druid doesn’t have enough on target time to bring down a Paladin. And Paladin likely doesn’t have it either unless they get super RNG lucky and catch druid in caster.
That’s what I was saying. The old comments were saying that feral instinct gives a 5 point bonus per rank while MoD gives 3 per rank. That’s a 2 level difference at minimum.
That’s any class, even warriors. The thing is druids can get them off which is their advantage. Not to mention that entangling roots let’s you open on them again and again. Blind is removed with abolish poison and they can’t vanish with faerie fire. Evasion only works if you attack from the front.
Depends. If you’re caught with a two hander in zerk stance, sure. If you know there’s a rogue about and you go sword and board d stance, you can soak their entire combo till diminishing returns finally frees you and still have close to half health left. Plenty to drop a rogue who’s already blown his load.
That’s where prep comes into play along with the setup talent. A rogue won’t ever lose to a warrior one on one unless that warrior managed with luck to take advantage of that 15% chance to hit the rogue, obliterating them