fls guide rev2 (uncomplete)
TRANSCRIPT
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FLS GuideWarlords of Draenor Season 18
WOD S18FLS
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Contents
Abstract: ............................................................................................................................................................................. 2
FLS guide: ........................................................................................................................................................................... 3
Feral: ................................................................................................................................................................................... 5
Talents: ........................................................................................................................................................................... 5
Glyphs: ............................................................................................................................................................................. 6
Rotation: ......................................................................................................................................................................... 7
Positioning: .................................................................................................................................................................. 9
Comp setup: .................................................................................................................................................................. 10
Macros: ........................................................................................................................................................................... 16
Glossary: ........................................................................................................................................................................... 17
Melee Comps: ................................................................................................................................................................ 17
Caster Comps: .............................................................................................................................................................. 17
Hybrid Comps ................................................................................................................................................................ 18
Terms: ............................................................................................................................................................................. 18
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Abstract:
There are is a lot of information in this guide, and to ensure I do not repeat/bloat
information, it might be common to see paragraphs becoming shorter as some situations
might apply to previous examples. Predominantly in the Comp set up section. Furthermore
experiment with the information I have to offer, however do not take it as the onlystrategy available. Some techniques/approaches will work better against some teams, while
you’ll have to figure out what to do against others. It is also vital to switch up your
game plan in higher rated combat as players diversify their angle of attack.
Another point of advice, even if you have high experience 2600+ within the last few
seasons (15, 16, 17, 18) although not a lot of practice with a certain comp, you most
likely will notice a relatively large drop in your MMR when learning to play a new comp
effectively. Do not expect that just that a player is X rating, they can shift their
skill into various other comps unless they have practice with that particular comp. It
takes time dedication and practice to learn a comp, unless its turbo.
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FLS guide:
In this guide I will provide in-depth explanation of each classes, rotation, positioning,
macros, talents, glyphs and other various gameplay features. For details on comp
specifications view the glossary:
However before I go into the details I want to mention this:
Play to have fun, the only way to push rating is to practice, and learn with an open
mindset. Critique your team-mates but also compliment them. Improve your game every match
and learn your foes well.
If you understand your team-mates abilities, and strategy this comp can be played to rank
one without using voice communication.
Mechanical Capability:
Mechanical capability is the ability of the player to remember all the keybinds they
have, without ever having to look at their action bars, unless they’re tracking a big
cooldown.
Before you even start trying to push rating, I highly recommend you learn all your
abilities off by heart, Know what resource they use, what passives they provide (check
the back of the spell book). What they do exactly with certain talents ect. Learn your
keybinds off by heart. Also ensure that they’re all placed in comfortable and quick reach
binds for you to have a fast reaction. I would go as far as saying don’t even attempt to
push rating until you know exactly where each keybind is without having to look. Not only
that but learning your rotation so you can maintain focus on other aspects such as
cooldown and positioning of foes and friendlies.
Furthermore, mechanical capability is also about reaction times and your ability and
speed of processing what is going on in a game. Play such games as OSU, CSGO/source, and
humanbenchmark.com to see reactions.
Positioning:
Positioning is key no matter what comp you play or your role in a team. It is one of the
most fundamental features in this game. It can be said that positioning is your strongest
defensive in this game. Also, with correct positioning you can force the enemy team into
situations that will only benefit you. Make sure you communicate what your strategy is
and know when your healer has trinkets and what defensives he has left (or track them
yourself).
Awareness:
Awareness is a general skill players learn over time, it is you knowledge of the game as
a whole. A good way to increase your awareness is to play multiple classes and learn what
abilities they have whether it be offensive, defensive or utility. You can also:
1)
Watch streamers, or friends that know their class
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2)
Duel multiple players. (duel not to win but to learn)
3) Create your own characters and learn all the abilities yourself.
4)
Play each class on the PTR (if you don’t want to level new toons)
Awareness will give you the ability to anticipate set ups, allowing you to minimise the
amount of defensives, or reduce the size of the defensive you have to use in order to
become victorious. This game is all about cooldown management, and if you force morecooldowns then they do to you, you usually end up winning a game.
Strategy:
Strategy is about knowing what to do as a team, and how you manage cooldowns, what to do
at a certain time frame in a game, what your objective is in a game. Too many players,
play fls as a purely no brain rot comp, and lose on potential rating due to a bad mind
set. (Although it is a more forgiving comp, compared to RMD/MLS)
If the feral and the warlock sync damage you can overwhelm the enemy healer and single
target burst an enemy player. Both classes have more than enough counter measures andsingle target burst to absolutely surprise teams.
You can actually play this comp as a single target dps comp. Although it is rare. (There
are some comps, which I’ll mention throughout this guide which actually require some
single target damage to win).
Strategy goes together with Awareness hand in hand, most strategies will or will not work
due to the player understanding what a certain comp can or cannot do, and what cooldowns
they have left. Timing is crucial in this game, and leaving your burst either too late or
too early means the team could either have a cooldown available again or you push in and
give them the advantage.
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Feral:
Talents:Below I’ve listed the predominant talent choices you will be picking in ‘most games’
although they can change depending on which comp you will face. I categorize teams into
two types: High overall (HO) damage and high burst (HB) damage. [View Glossary]
Talent choices:
Tier 1 Wild charge will probably be your only choice
in this tier, in some circumstances you can
use Displacer Beast, particularly againstsomething like frozen chicken when you want to
blink towards your healer and hide from line
of sight against the enemy team while they
have their burst active.
Tier 2 Ysera’s gift will normally be the choice in
this tier due to its high passive healing, thefact you don’t have to do anything and just
get healed makes it an easy choice. I always
take this talent against HO teams. CenarionWard is a great talent if you can anticipate
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burst from HB teams. Macro’ing this together
with bear form or even Heart of the Wild
(HotW) will be a life saver against extremelyhigh burst teams such as assassination rogue
thug and assassination RMD/RMP.
Tier 3 I often alternate between Faerie Swarm and
Typhoon. Fearie swam is good against meleeteams slow them down and keep rogues from re-
stealth, although if you keep shred slow/shaman’s earthbind up it shouldn’t be a
problem. Typhoon is great if you just need
that extra interrupt on an important spell.
Also a preferable talent if you have maps with
a Z-axis (multiple levels: e.g. Blade’s Edge
Arena, Dalaran Sewers)
Tier 4 Incarnation. (Pretty much explains it self, I
tried the other two talents and I do not feel
they provide anywhere the capability to what
incarnation has).Tier 5 Incapacitating Roar, can be used if you stack
an enemy team and want to provide some great
peels. Otherwise Mighty bash is you otheroption.
Tier 6 This tier is really divided due to the
cooldown and uptime. Heart of the wild makes
you extremely tanky, however a 6minutecooldown is slightly too high for a comp that
usually tries to drain the enemy team over a
‘longer’ period. Furthermore the healing done
by natures vigil is rather incredible if you
have bleeds on all team members
Tier 7 Claw’s of Shirvallah, is pretty much the only
option in this tier as it gives 5% versatility
and promotes more utility, such as casting
cyclone without having to shift forms and
compromise yourself.
Glyphs:
As with talents there are two glyphs that you want to keep constant. The 3 rd glyph can be
alternated however it’s less comp dependent and more so play style.
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1) [Ninth Life], is a must 10% damage reduction, passive.
2) [Glyph of Savage Roar] is a great glyph, if you know how to use it effectively to
minimise the amount of combo points you spend on savage roar.
3) [Cyclone]: adds 5 yards onto your cyclone. (This glyph surprises the enemy team verymuch as they are not used to a feral being able to cyclone them from a certain range.
Having an Arena-123 cyclone macro will really push your team to new limits).
4) [Master Shapeshifter]: reduces the mana cost of all shapeshifts by 100%. (Great if you
have to power-shift many roots or if you need to switch to bear-form a lot to avoid
damage [Remember that sometimes [Shirvallah’s form] is better for damage reduction as you
have the 10% damage reduction in cat form and 5% versatility from the [Shirvallah’s
form])
5) Skull Bash: increases the duration of skull bash interrupt by 2 seconds, but increases
the cooldown by 5 seconds. (Only time you would use this glyph is if the enemy team has
the only caster being its healer, and if that healer is either a Holy Paladin orMistweaver, furthermore I suggest you would learn how to kick before choosing this
glyph).
Rotation:Rotation 1:
This rotation was from one of my good feral friends, I’ve never talked to him on VOIP,
however he knows his class and his meta extremely well. I have never seen a feral who has
done as much damage as he has. IMPORTANT NOTE: this rotation will only work if your whole
team completely understands the meta. For this, you will need each member of your team to
push and chase the enemy healer. Doing this will drag all enemy players towards one
location on the Arena floor which decreases the distance the feral has to move to
maintain uptime on his bleeds. If your healer decides to run away from the dps that are
attacking him, and ignore the strategy this rotation will fail ultimately and you will
end up doing less damage than a normal 2 player bleed strat.
Usocrazy-Illidan: “The more Globals you use per game, the more damage you can potentially
deal”
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1)
Keep rake up on all targets2)
Keep savage roar active, although don’t spend a 5 combo pointer, as you want to
save these for big rips. (it takes a while to build 5 combo points, hence you want
to use all the 5 combo points on rips, The only difference between different combo
point savage roars it the duration, it’s easy to just use a single or a double
combo point to refresh).
3)
Keep 5 combo point rips active on as many targets as possible.
4)
Tiger’s Fury when Energy is low and you’re not about to be CC’d, you can reapply a
rip here as it will have increased damage and is one of the only abilities in the
game that still uses snap-shotting.
5)
Trash if there are 3 targets in close proximity.
6)
If all targets are full of bleeds you have permission to use ferocious bite.7)
If target is >25% hp and has rip active, you can ferocious bite to renew the bleed.
8) Shred to slow enemy/build combo points if rake isn’t going to fall off soon.
9)
Ensure you are always between 0-99 energy, If you’re about to sit cc, trash the
target ect. (do not tigers fury right before you sit CC) Awareness will help in
this regard.
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Rotation 2:
1)
Keep [Rake] up on all targets
2)
Keep [Savage Roar] active, although don’t spend a 5 combo pointer, as you want
to save these for big rips.
3) Keep 5 combo point rip on main target, and 3 combo point rip on off targets
4)
[Tiger’s Fury] when Energy is low and you’re not about to be CC’d, you can
reapply a rip here as it will have increased damage and is one of the only
abilities in the game that still uses snap-shotting.
5)
Use [Shred] as a filler.
6) Once energy is low and no tiger’s fury Cyclone a target which is low hp, unless
you are bursting on that target.
7)
Use Ferocious bite if main target has rip active.
8)
If target is >25% hp and has rip active, you can ferocious bite to renew the
bleed.
Positioning:
Positioning with respect to rotation 1, is relatively simple but at the same time more
difficult to pull off, as it involves everyone in your team to move in sync as a ball
(Protoss death ball [if you get the reference]) although against some ‘cleave comps’ such
as turbo it is vital that there is enough distance between you that you will not take the
spread pressure from them (keep about 12 yards from one another). As feral you are the
You can see how low Shred
and Ferocious bite damage
is. And this was a ‘quick
game’.
Yeah, that’s sustained damage.
43k. and 36k. Both perfect DPS.
You can see the enemy team
would struggle versing this
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only melee player on the team, and if you push in too far you will become a target
against better players.
Positioning with respect to rotation 2, is about being in line of sight of both your
healer and warlock, although you do not have to move together as a team, Try keeping
bleeds up on most targets and move around so that you can give the appropriate player a
[predatory swiftness]: Healing Touch or a Entangling roots on enemy player which is oneither your shaman or warlock. It is important to track stuns such as HoJ/bash/Kidney
shot so that you don’t become an easy target behind a pillar.
(More positioning will be explained in the Comp setup section)
Comp setup:General tips:
For all comps: When you cyclone a target, try and ensure your warlock is not about to
haunt that target
If an enemy healer dispels your warlocks UA, it’s a good time to swap to them, as they
are going to sit a 4 second silence, out of that (check the DR first) Bash them. This can
normally (if all targets are dotted/bleeding) force him to use another defensive earlier
than expected.
EBOLA CLEAVE:
Depending on their enemy healer, ensure you keep him at bay with cyclone. You can bursteither of the feral or DK depending on what cooldowns they’ve used. You should be
extremely quick to cyclone the enemy druid as soon as he pops incarnation. Alternate
cyclones during their burst, Also make sure that the enemy DK does NOT dark simulacrum
your cyclones. If you have the dark simulacrum debuff, use [soothe]
(I prefer to incarnation at the exact same time as the enemy feral, then rake the feral
and DK then cyclone the feral, sometimes you can force the feral to trinket the first
stun, to kick you, then rake stun him again.
During their burst, You can burst as well, pop incarnation and Natures vigil, stun their
whole team, rake arena 123, then re-rake them until each of them are completely stun
DR’d. During this time it is a good idea for your warlock to pop dark soul. Although itcompletely depends on his buffs.
Ebola cleave is usually played with a holy paladin healer, and they will be using
avenging wrath (wings) at the same time. If you can hold incarnation for after the wings,
you WILL force bubble.
As a feral druid versing this comp, it would be advised to sit on their Holy paladin for
as much as possible, but always be in peel range of your team. Their paladin WILL be
using Fist of Justice (FoJ/HoJ) on you so ensure you can be dispelled. I normally do not
like to escape trinket the fists, or using escape trinket to be offensive in general.
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Your shaman should play in line of sight with you, furthermore make it accessible for
your warlock to dot all targets with ease. The more your warlock is on the move, the less
damage he is capable of outputting.
Start on DK, stun him out of stealth, I prefer not to rake stun druid as He might
incarnation after and I can only then ½ stun DR him with a following rake, if he
incarnations early (which he probably will since they’re playing Ebola, against an R-sham team). This will normally force DK to use a certain escape trinket, could be
desecrate ground/icebound ect. If he doesn’t desecrate try to cyclone him, ensuring
your warlock is in range of dotting either the healer, or if the feral is already
out of stealth (there’s no point cycloning him in the opener otherwise) Remember
not cyclone randomly, your warlock is dotting targets, if you can communicate that
an agony is about to fall off prior to a cyclone it would help a lot). It is also
good to communicate if you’re going to cyclone a target so your healer can free
cast. Riptide-> Unleash life-> Healing surge is huge against a melee cleave if
they’re training your shaman (it will save spirit link/ascendance). Next full bleed
the Hpal. If he bops here, cyclone him. Normally my kill target is DK in this comp.
Switch between all three targets. And use your predatory swiftness: entanglingroots on DK where ever possible if he is not in-line of sight of his healer.
(Preferably use Healing touch on the Predatory swiftness proc, if your healer is
low). Communicate as soon as DK doesn’t have Icebound/AMS, and switch to him
regardless of stance. Also try forcing the DK into blood whenever you can, they
flop* harder than you think. Furthermore Hold your Skull Bash against the Hpal. I
like to kick relatively late against them, A few games I played against them, and
forced bubble by holding my kick as they thought they couldn’t juke.
Remember to also stay relatively close to your healer during the enemy team’s burst
phase, as he will be needing to spirit link, and him and the warlock inside are not
enough, They will NEED you to be there for the shared health pool.
When versing a Hpal team against a melee cleave such as Ebola, it is extremely
important for you and your warlock to be able to interrupt the paladin, If you’re
missing too many kicks, hold your kicks. There’s no point trying to kick at 30 -40%
if that’s his juking range. Remember Paladins have very little in terms of instant
heals outside their cooldowns. Holy shock and sacred shield are it… they will cast.
Moreover, a free-casting denouncing Hpal is never a good sign. Particularly when
your comp has the most interrupts in the game. If you’re given an ability use it.
TURBO:
Against Turbo cleave: go the Restoration druid, although track his bash, so that you do
not chase him and end up sitting and cyclone spams you when your warlock cannot interrupt
it. If you become bashed, and have trinket, sit the full bash and let him clone,
instantly trinket the clone, this way you have sat a cyclone DR even though you only sat
the duration of the bash CC (make sure to also get ready to skull bash the healer,
because he is probably mid cyclone trying to cyclone your trinket). Go druid whenever you
can. If you notice your warlock is about to kill one of the targets or is making progress
on the enhance/warrior use a stun such as maim or bash on the healer and Cyclone him,
then run over and help him, furthermore, if you notice you won’t be able to kill the
target also cyclone the kill target. As soon as the druid runs to Heal that player he
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might accidentally use [Nature’s Swiftness] on the cyclone, which immunes the heal. If
you’re playing the cyclone glyph, cast cyclone on healer again, He will usually not
expect it, particularly if you are not facing him/ > distance than the normal cyclone
without glyph range. Furthermore, I try to cyclone as MUCH as I can, without influencing
my damage, this is helpful for a few reasons. When the healer pushes in to heal, it’s a
great opportunity to call to swap him, if your warlock can get a [Soul Swap] [Haunt] into
him while draining and you with full bleeds and a ferocious bite (remembering you cyclonethe either the warrior/enhance) you could end the game there.
1)
Healing over time spells against a druid team fall off inside the cyclone making
the druid have to completely reapply them all once they get out.
2)
Cyclone target at low health, if enemy healer has a method of getting them back to
a safe range (track enemy healer cds). Cyclone target, to force druid in and
cyclone druid.
3)
Cyclone healer when you can if he has used cds, e.g. Mistweaver monk cocoon, Priest
Pain Suppression, Paladin BOP, (if your shaman or warlock cannot purge it off).
4) Cyclone DPS targets for peels against your warlock/shaman
5)
Cyclone enemy dps if they are using offensive/defensive cooldowns.
You do not have to worry about just trying to cyclone a target in order for the
enemy team to use cooldowns such as interrupts, groundings/reflects. As this should
come naturally when you are trying to cyclone as in the steps above.
One thing I learned over a period of time, was to JUKE cyclone. From an affliction
warlock’s perspective, it seems fine for a feral to hard cast a cyclone, because it
should always be kicked, is it doesn’t matter if he gets it or not. [THIS IS WRONG]
Make sure you juke cyclone, don’t waste too much time on it. You will learn the
appropriate timing, and how much time to spend on casting it. (This is also
situational due to who you are versing and how aggressive they are with theirkicks). Also pay attention to your energy bar during this phase, if you’re sitting
at max energy just juking cyclone all day you’re not helping anyone.
Furthermore: If you notice the enemy team is instantly interrupting (botting): Cast
cyclone whenever they have a kick up. Gg, no more kicks go to your team-mates, and
you have a free casting affliction warlock.
Using [Soothe] on a resto druid in bear form can purge his Frenzied Regeneration (heal
over time effect). (Not enough ferals do this!!!!)
I prefer hitting warrior in turbo, if you feel you cannot kill the druid, for a number ofreasons.
a)
Enhance shaman’s defensives are fairly powerful against FLS, due to their short
cooldown and self-heals.
b)
It is more difficult for the shaman to heal/notice his warrior is lower hp, hence
he will require to use his maelstrom proc heals on the warrior. *It’s much easier
to use healing surge on yourself [as enhance], unless he has a macro for his team-
mates*
c)
You will force warrior in defensive stance
d)
You might be able to kill warrior without him remembering to stance switch.
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e)
You can drag him behind the boxes, sure you can do the same with an enhancement
Shaman, however warriors do not have freedom. Such as [Ghost wolf] or [freedom
totem]. Yes freedom totem can be used on team-mates, however a lot of players are
relatively single minded with their cooldowns, and use CDs such as freedom when
they’re slowed.
It’s also a good idea to keep faerie swarm/fire on the druid so he cannot shadow-meld(if he is a night elf [nelf])- actually good to do this on all targets so that your
warlock can effectively kite when required.
KITTYCLEAVE:
Understanding who to try and kill in kittycleave very much comes down to the healing
class on their team. If a Hpal/r-sham/mw, go healer (although don’t waste too much time
if you do not have mobility cooldowns chasing a MW monk), if disc, play the game in close
proximity to their healer, so you’re ready to interrupt whatever ability they cast. Do
not worry about trying to kick every heal, save some kicks for the feral’s cyclone if you
notice that they are casting often. Disc rely on shields, they basically pre-heal a
target, so kicking them is less effective unless they’re already low. For the most part
it’s a pretty good idea to hit the warrior, again same situation as turbo. Cyclone his
DBS (depending on situation)- if lock is going to kill with a drain haunt or if the
warrior is extremely low make a judgement call. It’s relatively, important to juke two
things here, Skull bash (as the two set resets the feral’s tigers fury which increases
his damage) and a spell reflect (SR) or Mass Spell Reflect (MSR) – Unless you are dr’d to
a psychic scream and they’re about to switch you.
Similar to Ebola, Start the warrior, do not rake stun first global on the feral for
the same reason as ebola, (unless you caught him out of stealth)- if that is the
case cyclone the feral.
Keep 5 combo point rips on the target you think your team believes is a viable kill
target (I cannot emphasize this enough, arguing with your team who you want to kill
then splitting DPS focus dps barely works against high burst and sustained melee
damage comps: training your r-sham). Unless your lock and you are maintaining 40k+
DPS and competent interrupters then try and focus one target. (I personally suggest
the warrior).
It is a great time to burst warriors if you can communicate with your shaman to
peal the warrior out of line of sight of their healer, when they do not have heroic
leap available, and either incarnation triple stun or bash/coil him, when your
warlock has full dot/drain on the target.
AFRICAN TURTLE/ ZOO/ JUNGLE/PHD/CUPID CLEAVE:
These comps have been listed together because they are relatively similar in their set
up. Melee-hunter-healer. Although it is important to note all the utility the melee
player has in these comps and how they cooperate with the hunter to line up relatively
large cc chains. Furthermore, it is vital to watch out for their burst damage which is
sync’d together with the Hunter’s [A Murder of Crows] (AmoC). For FLS the strategy for
beating these comps is relatively similar. While each of these comps might either go your
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warlock or your shaman it is very important to CC target with the lowest DR cyclone
category possible.
For each of the hunters cc-set ups:
a)
Wyvern -Trap
b)
Binding shot –Trap
c)
HoJ- Trapd)
Cyclone –Trap
e)
Root –Trap
f)
Bash –Trap
g)
Physic Scream- Trap
h) Others (you get the picture)
Awareness is key, Cyclone the hunter if you notice there is potential CC inbound onto
one of your friendlies. (Again, make a judgement call as to if the hunter is kill
target and about to die).
A good way of knowing when CC is about to hit your team-mate is by noticing the
initial cc chain on the target (listed above), followed either with a [Post-haste]
Disengage. If you can cyclone the hunter mid disengage, you can provide enough time
for your healer to react to the cooldowns used in the situations to either ground the
trap if he has grounding up or pop down a tide/healing stream ect.
Against all retribution teams, [Cyclone] the [Avenging Wrath] (Wings for short), It is
a good idea to immediately start casting cyclone, most of the time you will be able to
cyclone his trinket immediately. From my experience, the only real time PHD or any Ret
team has kill potential is during wings. Therefore controlling them through their
short burst window is vital.
Same deal with incarnation in Jungle/Zoo cleave. Cycloning feral is important.
Although remember to keep pressure up and not casting cyclone all day.
In each of these comps, keep a 5 combo-point rip on the hunter, at all times, In most
cases the game will end where your warlock will dot and drain him to death while you
are being a pest to their healer. Your bleeds go through deterrence, so as a hunter
besides Sac, they have nothing to stop your damage.
GOD COMP (SHATTERPLAY)
This comp had to be mentioned as it, if played correctly is can be a strong counter to
FLS. And it is imperative that the feral druid knows the set ups and can anticipateincoming bursts. High rated god comp will usually have a setup such as the following:
Deep freeze Resto-Shaman, simultaneous Psychic Horror on feral druid & Silence on the
warlock to prevent fear spam/ or Spell lock if pet is sacrificed. Following the Deep
Freeze, a Full Sheep into the r-sham, followed by a possible re-sheep/frost-jaw/sheep
and psychic scream, While out of the Psychic horror on the feral a HoJ (if the shatter
is played with a hpal) or Bash (if resto druid). Good teams will ensure there are no
globals between the stuns to ensure the feral druid cannot Survival Instincts through
their burst. The feral druid will always be the target of choice. If you can pre-
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survival instincts their burst you will completely avoid having to use any big
cooldowns such as trinket. However, if you are not able to. In most cases, unless:
a) Warlock CC’s enemy pressure
b)
Resto Shaman Pre-tides burst
c) Resto shaman is not in CC
d)
Pre-survival instinctYou will need to trinket their burst set up. It is extremely important that you and
your shaman NEVER trinket simultaneously, as each of you need to save them for set ups
for the next burst. It is also recommended that the warlock does the same (saves
trinket for when he is CC’d using their defensive on your behalf (It’s actually for
the team’s behalf). Escape trinkets should be used as a defensive measure, using
escape trinket for offensive pressure is rarely rewarding. Moreover, depending on the
circumstance, it is more appropriate for you to use your trinket prior to your
healers.
As you are the kill target for the enemy team, you have the biggest impact with
regards to positioning. You determine where the game is played as their team will mostlikely follow you into locations that are less suitable for their team. Against god
comp, force them to play pillars, and keep your shaman close by. If your healer is
aggressive enough, and affluent with his Windshears/groundings/purges you should try
to play rotation 1 against godcomp.
RMD:
…
FLS/WLS/LSD1/2/3/4
…
WWDK (Walking Dead)
…
-Feral Game play and how to maintain high pressure on healers…
-Positioning to optimize damage for your warlock.
-Finsih drawing arena top view
-rsham guide
-afflic guide
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Macros:
….
Resto Shaman
Communication: If believe your team doesn’t have that great awareness it is good to call
each CC or potential CC you’re going to sit. (If you aren’t sure just mention it for good
measure). If you are together in voice communication, it is good practice to repeat
yourself 3 times. Project yourself when you talk, there is no need to be shy. If someone
was talking over you the first time you mentioned something, nobody in the call might
notice you’re about to sit a full kidney, killing-spree without a trinket. They might be
in the midst of killing another target.
Advanced Healing tactics:
As FLS you are a damping comp, and your team can deal extraordinary damage left alone.
There is a mental tactic that can provide your team with the highest uptime, however it
is relatively difficult to pull off.
Against certain comps: (specific comps):
You can, if you are the target not entirely top your health pool and sit between 25-40%,
this will sometimes trigger the enemy team to want to train you, and try and blow every
GCD to kill you, ignoring about what the feral and the warlock in your team are doing. If
you can track and understand what each of their CD’s are capable of you can sit in this
health range for a period, then try and top yourself off prior to their CC. It should be
noted that you should track all the Stun/silence DR’s on-yourself prior to trying this
tactic out. It’s relatively advanced and only really works effectively against teams that
don’t know when to peel back.
This tactic helps a lot when your warlock is using dark-soul. As most of the time in high
ladder play, players will try to hide during the warlock’s dark soul, hence this method
is a good way of pulling them out. (Tip: never do this against WWDK) …
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Glossary:Melee Comps:
Ebola Cleave :: Feral - Unholy – Healer HOTurboCleave :: EnSham - Dk / Warr – Rdruid HOKittyCleave :: Feral - Warr – Hpal HO
African Turtle Cleave :: Protwarr - Hunter – Rdruid HOZoo / Jungle Cleave :: Feral - Hunter – Healer HOTSG :: Dk - Warr – Hpal HOPHD :: Dk - Hunter – Hpal BD-HOTreeSG :: Dk - Warr – Rdruid HOTreeHD :: Dk - Hunter – Rdruid HOVanguards Cleave :: Dk - Ret – Healer HOSmokebomb Cleave :: Dk - Rogue – Healer HOKFC :: Warr - Hunter – Healer HOLumberjack Cleave :: Warr - Warr – Pal HOMan Cleave :: Arms - Prot – Pal HOThug Cleave :: Rogue - Hunter – Healer BD
Kanye Cleave :: Rogue - Rogue/Dk – Shaman HOScooby Doo Cleave :: Ret - Rogue Rdruid/Sham HOBatman Cleave :: Rogue - Warr – Healer HOPHP :: Ret - Hunter – Priest BD-HOCupid :: Ret - Hunter - Healer (Non-Priest) BD-HOFreedom Cleave :: Ret - Dk – Hpal HOBeast Cleave :: Hunter - EnhSham – Healer HO--------- Cleave :: Dk(Unholy) - Dk(Unholy) – Healer HOStalin Cleave :: Dk(Frost) - Dk(Frost) – Healer HOUnholy Meditation :: WW - DK – Hpriest HOCheeky Narwahl Cleave :: EnhSham - Rogue – Rdruid HO
Caster Comps:
MLP / Hogwarts Cleave :: Lock - Mage – Priest BD
Harry Potter Cleave :: Mage - Mage – Healer BD
Frozen Chicken Cleave :: Mage(Frost) - Moonkin – Healer BD
Spicy Chicken Cleave :: Mage(Fire) - Moonkin – Healer BD-HO
El Diablo Cleave :: Mage(Fire) - Lock – Rsham BD-HO
Shattreeplay / God Comp:: Mage - Spriest – Rdruid BD
Shatterplay :: Mage(Frost) - Spriest – Sham BD
Fireplay :: Mage(Fire) - Spriest – Sham BD-HO
MLD :: Mage - Lock – Druid BD
MLS :: Mage - Lock – Sham BD
L.SD :: Rdruid - Lock(Des) – EleSham BD
L.SD2:: Rdruid - Lock(Aff) – EleSham HO
L.SD2 Variant :: Moonkin - Lock – Rsham HO
Owlplay :: Moonkin - Spriest – Sham BD-HO
Shadowplay :: Spriest - Lock – Healer HO
Volcano Cleave :: Ele - Mage – Healer BD
God Cleave :: Moonkin - EleSham – Healer BD
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Hybrid Comps
Liberty Cleave :: Mage - Dk - Priest
RMS :: Rogue - Mage - ShamRMD :: Rogue - Mage - Druid
RMP :: Rogue - Priest - Mage
FMP :: Mage - Feral - Disc
FPS :: Feral - Spriest - Rsham
WLD :: Warr - Lock - Druid
Unholyplay :: Druid - Spriest - Dk
Mongolian Earthworm Cleave :: EnSham - Moonkin - Priest
Mongolian Armadillo Cleave :: WW - Moonkin - Priest
Dancing with the Stars :: Rogue - Moonkin - Healer
Angel Cleave :: Ret - Spriest - Healer (Orig Dpriest)
RPD :: Druid - Spriest - RogueRPS :: Rogue - Spriest - Rsham
Zombie Chicken Cleave :: Dk - Moonkin - Healer
RLS :: Rogue - Lock - Sham
RLD :: Rogue - Lock - Druid
Shadowcleave :: Healer - Dk - Lock
WMD :: Warr - Mage - Druid
WMP :: Warr - Mage - Priest
WMPal :: Warr - Mage - Pal
WMChi / Lama Cleave :: Warr - Mage - MW
WLS :: Warr - Lock - Sham
RMD2 :: Rogue - Moonkin - MageCleaving with the Stars :: Warr - Moonkin - Rsham
Scatterplay :: Hunter - Spriest - Rsham
Dispel Cleave :: Warr - Disc - Resto
FLS :: Lock - Feral - Sham
Thundercat Cleave :: Feral - EnSham - Healer
Thunderfist Cleave :: WW - EleSham - Healer
Harvest Cleave :: WW - Lock - Healer
Thunder Cleave :: Arms Warrior - Ele Shaman - Resto Druid
Terms:
Flop
DR
Hpal
Rdruid
Rsham
CDs
DBS
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AMOC
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