Heart of Fear
Heart of Fear
“The Sha of Fear has corrupted the grand empress of the mantid. Her increasingly erratic and paranoid commands have driven the Klaxxi–the keepers of mantid culture–to take aggressive action. Because they are few in number, the Klaxxi are reluctantly willing to accept outside help in destroying the empress and purging their race of the sha’s negative influence.”
Imperial Vizier Zor’lok
Voice of the Empress
Symbiosis: Priest > Paladin
Spec: Feline Swiftness > Wild Charge; line of sight will often be a problem when changing platforms so Wild Charge rarely works. Default to Feline Swiftness.
Glyphs: The usual. I like Glyph of Shred here as the boss often turns to cast exhale which may help before you adjust your position, or you still may be able to shred while dancing around attenuation.
Goal: Single target fight, with just a few interruptions when boss switches platforms. Boss has a large hitbox which also makes Wild Charge practically unusable. Stay at max melee distance at all times. Defensive cooldowns during high damage, barkskin if you’re the target of exhale and the tank is slow to get to you.
For the second platform, make sure your defensive abilities are on cooldown before the first Convert. MC’d without a doubt you’ll go might of ursoc, survival instincts and stun a healer/tank and in general cause havoc. I always find it very entertaining to be a massive cat charging people, but it’s not very entertaining as a bear.
Make sure you are at max distance for attenuation phase, and in the last phase where all 3 abilities can happen, stay at max melee distance, use defensive cds and disperse/bubble where necessary.
Blade Lord Ta’yak
Symbiosis: Priest > Paladin > Warrior (for Warrior to get Stampeding Roar)
Spec: Wild Charge > Feline Swiftness. My main reason for this is that Wild Charge is extremely useful for making that last stretch to the boss sub-20%. I find that the last set of cyclones are the most likely to mess up on and this lets you bypass the last ones. Feline Swiftness should work well in theory but I much prefer WC.
Dream of Cenarius > Heart of the Wild: Both have the same reasoning; healing. The damage when you get to the end in the second phase is high and DoC buffed Healing Touch is a lifesaver. You could reason similarly for HotW where you would be able to use tranquility or spot heal with rejuvenation.
Nature’s Swiftness > Renewal. I feel in this fight more frequent heals are better than a single large heal.
Glyphs: Once again I’m going to recommend Glyph of Shred as this boss often turns to throw cyclones at ranged, or teleport away and back again at an odd angle, and this will allow you to have less interruptions during Berserk. Otherwise you could choose Glyph of Survival Instincts to have it up more often for Unseen Strike.
Goal: First I’ll state this is one of the most irritating bosses for feral due to the boss frequently teleporting/disappearing and making you miss reapplying your moves in time. Don’t chase him; simply wait till he returns to the tank.
First phase you need to pump out as much damage as possible to make this phase go as fast as possible. Barkskin/survival instincts/dispersion for unseen strike (Barkskin should be up each time). You shouldn’t have any problems with cyclones here as melee. After the knock-back from unseen strike you can quickly feral charge back in to re-engage.
Second phase becomes much more difficult. If your raid does not choose to heal up before traversing the cyclones, use rejuv on yourself, and help the raid out with stampeding roar. Dispersion and barkskin and healthstones may be very useful here. If you have a warlock with their portal, you can use it if you have trouble getting to the other end but I prefer to let other people take it who have trouble getting to the end, as with speed boosts I have probably the easiest time of getting there. As the boss is below 25% for this phase, you’ll be using lots of ferocious bites, and it’s a really good idea to use healing touch on yourself or someone else to help out healers as the damage here is still high. Use dash on the change at 10% and wild charge to pass the last cyclones.
Apologies that this guide is incomplete. I will not have an opportunity to finish it before the next patch.