Archive for the “Druiding” Category

Early on in Vash’jir, if you happen to be on your Druid, there’s something I’d like for you to try if you haven’t already.

If you’re out there, I’m sure you already went into your Swimming form and found out you’re a torpedo-fast manatee of death and destruction.

All the wonders of being able to harvest Herbs in the instant-cast Flight form carry over in our being able to blast through the zone doing gathering in our instant-cast Swimming form.

It continues to be a grand thing, being a Druid.

But there is one thing you might not have done while focusing on questing that I’d really like for you to take a moment to try.

Head down to the sandy ocean floor, switch to Bear form, and then do the equivalent of running along the bottom.

Your Bear still ‘bear paddles’ while swimming through the water, but when you get down to the bottom, instead of the normal “I’m running on land” waddle animation, we bound… we bound in glee, clouds of sand rising behind us as we propel ourselves like graceful, furry astronauts of win.

It’s glorious, it sings, it’s my new most awesomest small touch in the game.

It’s these little things that mean so much to me.

I am, at heart, a hopper when I’m in Bear form and travel from place to place. I don’t just run in a straight line EVER, I bounce, bounce, bounce, bounce, first a bounce to the left, then a bounce to the right, sometimes even bounces in place or a 360° spin, just because I can. It’s the Tigger in me. Now, instead of the same old bounce, I get a bound to add to it!

The wonderful thing about Druids,
is Druids are wonderful things.
Our butts are made out of awesome
and our pounce is full of pure win!
And it’s bouncy bouncy bouncy bouncy,
fun fun fun fun FUN!
But the most wonderful thing about Druids is,
that I’m not the only one.
I’mmmmm NOOOOOT… the only one!
Woo hoo hoo hoo!

Comments 23 Comments »

I have a few announcements for you, my friends.

First, I want to thank all of you who have read my writing here on the blog, whether it be just once or for months and even years. I may not have been the most consistent writer in terms of topic or mood, but I have always tried to be honest with myself and with you. Even in the most grumpy of my posts, I’ve always tried to be entertaining. Failing that, I’ve gone for distracting. Failing even that much, I’ll settle for irritating.

I’d especially like to thank everyone who has ever commented on the blog, or who has taken the time to email me with questions, or just to say hi. You may not understand how it feels unless you’re a blogger, but when someone takes the time to go out of their way to say “hi !”to you, it really does lift up your spirits and help you feel connected to the people on the other side of your writing. Talking into a vacuum becomes akin to talking to yourself… and I’m crazy enough already, thank you very much.

Verily, if your commenting here has helped me maintain what passes for stability, you’ve performed a valuable public service. Thank you.

Second, I want to let you know that the Big Bear Butt blog, written by me, the BBB, will continue. It’ll be right here. I ain’t going anywhere. I like you folks, and I love writing. I’ll keep writing posts, and they’ll go up here. Sometimes, if I pester her enough, Cassie will hopefully post as well. I don’t foresee there being many changes in the tempo, OR the length of my bearwalls. Just so you know.

Third… what KIND of posts I will write ARE changing. This is my big announcement.

If you come here to read the randomness that goes up, well and good, nothing will be really changing for you.

Storytime, trucking stuff, WoW stuff and life in general, RPG stuff, my Converging Forces story, whatever happens to be my enthusiasm that particular day, basically exactly what I’ve been doing here for the last year. That’s going to continue.

Here’s the deal. If you only have me in your feedreader because every once in a blue moon I put up something about World of Warcraft Druid Bear Tanking, if that is all you are interested in, if you’ve been getting tired of all these “offtopic” posts… now is the perfect time to take me off your feedreader.

Keeping me on your feedreader is just like trying to teach a bear to rappel down a mountain without tempting him with bacon first. All it does is irritate you, and if you get angry and demonstrative, piss off the bear. Nobody wins.

So if that’s what you’re here for, theorycrafting posts and the latest news about WoW Feral Druid Tanks, it’s been a wonderful run, but it’s time we said our farewells, and our courses began to diverge.

Thank you for taking the time to visit my blog, and I hope that you have, at least once or twice in the past, found my site useful for preparing to tank in general and as a Bear Druid in particular.

God bless.

Why the sudden change. It’s pretty much a change that’s been coming for a long time.

I originally started writing guides and tips on Feral Druids in the beginning, years ago, because there was nothing whatsoever out there for Bears. I loved my Bear, everyone said you COULDN’T be an effective Bear, and I knew that was hooey. I loved it, and I felt that with some encouragement and a few tips, others would discover it was super fun awesome time too.

Sure, it was presumptive of me to assume that the advice I felt I had to offer would be either helpful or welcome, but what the heck. I didn’t really expect any audience except for my small circle of friends. So, no worries. I figured maybe 7 to 10 folks would see what i was writing, and we could chew the fat over this or that.

The biggest thing really was I wanted to have fun writing and I really did feel that I could fill that need, and help folks wanting to get started if someone somewhere had actually Googled “How the heck do I bear tank?”

It’s been a long time since those days.

Heck, it’s been a VERY long time since I was the lone Feral Druid voice in the blogosphere. A VERY long time. It’s been so long, that entire new MMOs have gone through beta, went live, and then hit the bug zapper since anything I wrote was fresh or relevant.

Nowadays, if you’d like some theorycrafting tips or advice on playing a Feral Druid, there are many people out there not only writing useful blogs, but who really want to be the person you can rely on for your Feral Druid knowledge. Sure, some of them are craving attention, desperate to be noticed and admired for their big brains, but others are genuinely nice people that are coming into their own voice and have new, fresh ideas and experiences to share. There are a lot of really valuable, wonderful writers out there that would love to help you.

All of them are out there, both the arrogant asshats and the super-considerate helpful writers, and more are beginning their blogging journies every day. I am now far from alone, and you no longer need my ancient experiences to guide you. As if you ever did.

You need a fresh perspective and a new vision. 

If I’m going to be totally honest, I was never really cut out to be the “mentor” website person in the first place. I tried my best, but in time I did discover that a lot of people that read theorycrafting sites, and write theorycrafting sites, and comment on theorycrafting sites are driven by a desperate need. A need for what, I genuinely don’t know, but there is a lot of competitiveness in the theorycrafting arena, a lot of arguing for the sake of trying to score points, or be “right”, or whatever. A lot of ego on naked display.

It’s out there among bloggers, too. I’ve seen bloggers that never say anything unless it’s to comment about how someone else is wrong and start arguments and link back to themselves, and I’ve seen bloggers that comment in other’s blogs that if you want to read a “real” theorycrafting blog, go back and see them instead of this crap you’re looking at. No lie.

I’ve seen enough in dedicated theorycrafting sites to know I’ve seen too much. I have nothing personally to prove to anyone, no desire to be the big bear on campus, just a delight in writing and having fun.

Back when I saw the ever increasing rise of nastyness in the comments here and in the blogospere in general, I decided to let the theorycrafters and elitists go jerk themselves off and stopped writing those kinds of posts. I’ve never regretted it, not one single day. Many of the most offensive I simply blacklisted. The tone around here improved overnight. If you feel you have the right to piss in other people’s pools, don’t be surprised when they don’t invite you back for the next party.

I’ve never really thought of myself as being smarter or more knowledgeable than anyone else. I never considered myself a “theorycrafter”. I’ve always figured, if I could do it, anyone could, and wouldn’t it be nice if someone was there to offer some help and suggestions so they didn’t make the same stupid mistakes I did?

With that in mind, I always tried to write guides and tips and suggestions and lists aimed to help encourage people to be confident, to learn the fundamentals, to be brave enough to get out there and find their own path, and to understand how everything works together well enough on their own to make informed decisions, relying on no one, and certainly not on any website to tell them what to do.

I’ve never wanted to be the guy that does a guide that says “You must do what I say, follow this checklist, and come back here so I can tell you what to do next.” I’ve wanted to be the guy that says, “Here, these are the tools that will help you get started. Go, learn how to use them, and become a greater Bear Tank than I ever was. Discover your true potential, and be the best you can be. Now go forth, and rock the joint. And if you think of me… bounce.”

I’m looking around the blogosphere now, I’m reading Elitist Jerks, I check out the Druid column on WoW Insider (love you, Allison Robert!), I see the new posts going up daily on the Inconspicuous Bear and The Bear Flank and others too numerous to mention, and I can see that the function I was once covering is taken care of very well these days. I am an archaic heirloom of times gone past, and there are now plenty of non-asshat Feral Druid bloggers that write for normal people, not just to impress other elitists with how mathy and special they can be.

For me, the final decision to stop writing guides and Feral Druid rules posts came when I knew that I will not be raiding or even running instances come Cataclysm.

I do think that a person that is going to be assuming the mantle of authority for writing tips and strategies about performing your role in group events should actually be performing that role in a group in the latest content. The writer should speak from personal experience about what works, and what doesn’t work.

That ain’t me right now. And it won’t be me.

And so, to the wonderful people that have come here for Feral Druid guidance in the past, to you I truly do breathe a sigh of farewell. It’s been a wonderful journey together, but you have many more miles to go yet ahead of you, and many more adventures to share. Here by the fire is where my bones wish to lie, sleeping warm and snug while the cold of winter rages on outside, but you hear the wind howl, and feel not the cold, but a delicious excitement at the prospect of a new dawn, and a clear horizon.

Go you on your journeys, discover the adventures that yet lie in wait, and know that I begrudge you nothing, and I wish for you only the best in all that life and WoW has to offer. There is nothing more that I will have to give you, no guidance, no teachings, no wisdom. All that I have to offer you now are my well wishes and prayers that your journey will be a prosperous one, and as you do head out into the Cataclysm of tomorrow, know in your heart the truth that your journeys are yours and yours alone.

Thank you all, so VERY much for allowing me to feel that I have been of help to you in the past. My own journey with you has been fun, but there is bacon on the fire, and I’m so very tired…

When you find yourself in the front of the pack, charing into the enemy, if you happen to think of me, I only ask…

Do it on the Bounce!

Comments 60 Comments »

So, we were chatting for a second in guild, and someone asked about our impressions of the Troll Druid colors. I think we now have our new controversy of choice. Oh goodies, a new polarizing issue to debate. Some folks don’t like ‘em, others do.

For my two cents, can I just say, I’ll take something that makes a bold statement over something that inspires a whole lot of ‘meh’. At least, so long as there are a bunch that like it as WELL as people that don’t.

I still think Worgen Bear Guantlets are butch.

And really… color or no color, where the hell are the FEMALE Druid forms? Huh? Sleek and sinister? Fangs a bit… oh, I dunno… delicate, rather than overcompensatingly prominent? What about jeweled fangs as a facial feature that transfer to forms?

And where are my flying cars! I was promised flying cars by 2010 in Popular Mechanics magazine. Well?

Got that worked out? Good!

As we were chatting, Chawa totally broke out with “Troll Druids can’t stealth”.

Perfect timing.

So that brought to mind a t-shirt with the following scene…

Three Druids of the other three races, standing around in normal form around a vibrant Troll Kitty with light green fur and the bright orange mane. Picture it JUST as if it were three guys holding beers standing around a sports car, looking down at it and debating it’s various merits. Each has a word balloon over his head.

  • First Druid; “I bet those tusks add a good bit o’ DPS”
  • Second Druid; “That nice red color sure does make ‘er look mighty fast”
  • Third Druid; “Gonna need all that speed, ’cause she sure ain’t gonna stealth fer shit”

Comments 9 Comments »

Thanks to MMO Champion, I finally got to see what we might have to look forward to in terms of Druid forms in Cataclysm.

I’d like to preface this by saying that I do not KNOW that these are final Troll and Worgen Druid form designs. They have been posted in MMO Champion as NPC images, not as final form images. I certainly think that it’s a lot of work to do all these color variations if they didn’t intend going in this direction, though. Make decisions based on these pics at your own risk.

With the NDA lift, MMO Champion updated their Cataclysm NPC Model page, and included on that page are links to collages they created of the various Troll and Worgen Duid forms.

No, I did not see Tree of Life or Moonkin variations there. All I saw were Bear and Cat. Does this mean Tree of Life and Moonkin, if present, are models that continue to be shared amongst all Druids in general terms? Possibly, or maybe it’s still early days. No pictures of a Giant Tree yet, either.

Still, while other folks may have seen these forms before, I certainly hadn’t. I hereby repost the pictures MMO Champion created for your own personal enjoyment. Let me know what you think of those Troll Bears, man, and pass the ganja.

You might like them or not, but I’m lovin’ the Troll colors. They just pop.

Comments 41 Comments »

Blizzard has released some of the new Cataclysm Talent Trees, in a “we’re still working on it” condition.

Druids are one of the fortunate few to get to see a preliminary glimpse at their tree!

Can I just say as a prelude, I anticipate people rerolling Druid JUST to have a Nom Nom Nom ability?

I know *I* would.

Sadly, there is some idea that Blizzard might not keep the name of the proposed Talent “Nom Nom Nom”. I’m almost tempted to start a petition drive to beg them to keep it. Would making the Talent icon a small picture of a cheeseburger be going too far? I think not.

Reposted from MMO Champion’s website for those without connection to them from work, here is the text version of the Druid Talent Tree. My rambled musing starts after the info.

Balance Tree

Tier 1 (Left to Right)
Starlight Wrath (5 points) – Reduces the cast time of your Wrath and Starfire spells by 0.1/0.2/0.3/0.4/0.5 seconds.
Genesis (5 points) – Increases the damage and healing done by your periodic spell damage, healing effects and Swiftmend by 1/2/3/4/5%.

Tier 2 (Left to Right)
Moonglow (3 points) – Reduces the Mana cost of your Moonfire, Starfire, Starfall, Starsurge, Wrath, Healing Touch, Nourish, Regrowth and Rejuvenation spells by 3/6/9%.
Nature’s Majesty(2 points) – Increases the critical strike chance of your Wrath, Starfire, Starfall, Nourish and Healing Touch spells by 2/4%.
Improved Moonfire (2 points) – Increases the direct damage of your Moonfire spell by 5/10%.

Tier 3 (Left to Right)
Nature’s Grace (3 points) – All non-periodic spell criticals have a 33/66/100% chance to grace you with a Blessing of Nature, increasing your spell casting speed by 20% for 3 seconds.
Solar Beam (1 point) – You summon a beam of solar light over the enemy target’s location, interrupting the enemy target and silencing all enemy targets under the beam within 10 yards while it is active. Solar Beam lasts for 12 seconds.
Celestial Focus (3 points) – Reduces the pushback suffered from damaging attacks while casting Starfire, Starsurge, Hibernate and Hurricane by 23/46/70%.
Nature’s Reach (2 points) – Increases the range of your Balance spells and Faerie Fire (Feral) ability by 10/20%, and reduces the threat generated by your Balance spells by 15/30%.

Tier 4 (Left to Right)
Nature’s Splendor (1 point) – Increases the duration of your Moonfire and Rejuvenation spells by 3 seconds, your Regrowth spell by 6 seconds, and your Insect Swarm and Lifebloom spells by 2 seconds.
Lunar Justice (3 points) – When you kill a target that yields experience or honor, a ray of moonlight will shine underneath the fallen enemy instantly restoring 2/4/6% of your base mana to you or the first ally who stands underneath it. Lunar Justice lasts for 15 seconds.

Tier 5 (Left to Right)
Brambles (3 points) – Damage from your Thorns and Entangling Roots increased by 25/50/75% and damage done by your treants increased by 5/10/15%. In addition, damage from your Treants and attacks done to you while you have Barkskin active have a 5/10/15% chance to daze the target for 3 seconds.
Starsurge (1 point) – Requires 1 point in Solar Beam – You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 622 to 691 Spellstorm damage to the target and knocking them down.
Vengeance (5 points) – Increases the critical strike damage bonus of your Starfire, Starfall, Moonfire, and Wrath spells by 20/40/60/80/100%.
Dreamstate (3 points) – Regenerate mana equal to 4/7/10% of your intellect every 5 seconds, even while casting.

Tier 6 (Left to Right)
Gale Winds (2 points) – Increases damage done by your Hurricane and Typhoon spells by 15/30%, and increases the range of your Cyclone spells by 2/4 yards.
Lunar Guidance (3 points) – Requires 1 point in Starsurge – Increases the radius of your Solar Beam by 2/4/6 yards, and your Starsurge also instantly generates 5/10/15 Lunar or Solar energy, depending on which is greater.
Balance of Power (2 points) – Increases your chance to hit with spells by 2/4% and increases your spell hit rating by an additional amount equal to 50/100% of your Spirit.

Tier 7 (Left to Right)
Moonkin Form (1 point) – Shapeshift into Moonkin Form. While in this form the armor contribution from items is increased by 120%, and increases the spell critical strike chance of all nearby friendly and raid targets within 100 yards by 5%. The moonkin cannot cast healing or resurrection spells while shapeshifted. The act of shapeshifting frees the caster of Polymorph and movement impairing effects.
Improved Moonkin Form (3 points) – Requires 1 point in Moonkin Form. You also grant 2/3/5% spell haste to all nearby friendly party and raid targets within 100 yards while in Moonkin Form.
Euphoria (2 points) – When you critically hit with Wrath or Starfire, you instantly gain an additional 2/4 Lunar or 4/8 Solar Energy. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.

Tier 8 (Left to Right)
Owlkin Frenzy (3 points) – Requires 1 point in Moonkin Form – Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your damage by 10% and making you immune to pushback while casting Balance spells. Lasts 10 seconds.
Wrath of Cenarius (3 points) – While moving, the direct damage of your Moonfire spell is increased by 5% and its mana cost is reduced by 10% for 3 seconds. This effect can stack up to 3 times and lasts 3 seconds, but is refreshed as long as you are in movement. Your starfire spell gains an additional 8/12% and your Wrath gains an additional 4/6% of your bonus damage effects.

Tier 9 (Left to Right)
Improved Eclipse (3 points) – Increases the amount of Lunar or Solar energy generated from your Starfire and Wrath by 12%, and when critically hit by a melee or ranged attack, you will instantly generate Lunar or Solar Energy. When you critically hit with Starfire, you have a 101% chance of increasing damage done by Wrath by 0%. When you critically hit with Wrath, you have a 61% chance of increasing your critical strike chance with Starfire by 0%. Each effect lasts 15 seconds and each has a separate 30-second cooldown. Both effects cannot occur simultaneously.
Typhoon (1 point) – Requires 1 point in Moonkin Form – You summon a violent Typhoon that does 400 Nature damage when in contact with hostile targets, knocking them back and dazing them for 6 seconds.
Force of Nature (1 point) – Summons 3 treants to attack enemy targets for 30 seconds.

Tier 10 (Left to Right)
Earth and Moon (3 points) – Your Wrath and Starfire spells have a 100% chance to apply the Earth and Moon effect, which increases spell damage taken by 2/5/8% for 12 seconds. Also increases your spell damage by 2/4/6%.
Fungal Growth (2 points) – When your Treants die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards, slowing all enemy targets by 35/70%. Lasts 10 seconds.

Tier 11 (Left to Right)
Starfall (1 point) – Requires 1 point in Typhoon – You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each dealing 303 to 348 Arcane damage. Maximum 20 stars. Lasts 10 seconds. Shapeshifting into animal form or mounting cancels the effect. Any effect which causes you to lose control of your character will suppress the starfall effect.

Feral Combat Tree

Tier 1 (Left to Right)
Sharpened Claws (2 points) – Increases the damage caused by your Claw, Rake, Mangle (Cat), Mangle (Bear), and Maul abilities by 10/20%.
Ferocity (5 points) – Reduces the cost of your Maul, Swipe, Claw, Rake and Mangle abilities by 1/2/3/4/5 Rage or Energy.
Feral Aggression (5 points) – Increases the attack power reduction of your Demoralizing Roar by 8/16/24/32/40% and the damage caused by your Ferocious Bite by 3/6/9/12/15%.

Tier 2 (Left to Right)
Shredding Attacks (2 points) – Reduces the energy cost of your Shred ability by 5/10 and the rage cost of your Lacerate ability by 1/2.
Feral Instinct (3 points) – Increases the damage done by your Swipe ability by 10/20/30% and reduces the chance enemies have to detect you while Prowling.
Thick Hide (3 points) – Increases your Armor contribution from cloth and leather items by 4/7/10%.

Tier 3 (Left to Right)
Feral Swiftness (2 points) – Increases your movement speed by 15/30% in Cat Form and increases your chance to dodge while in Cat Form, Bear Form and Dire Bear Form by 2/4%.
Predatory Instincts (3 points) – Increases the damage done by your melee critical strikes by 3/7/10%.
Feral Charge (1 point) – Teaches Feral Charge (Bear) and Feral Charge (Cat). Feral Charge (Bear) – Causes you to charge an enemy, immobilizing and interrupting any spell being cast for 4 seconds. This ability can be used in Bear Form and Dire Bear Form. 15-second cooldown. Feral Charge (Cat) – Causes you to leap behind an enemy, dazing them for 3 seconds. 30-second cooldown.
Improved Feral Charge (2 points) – Increases your melee haste by 15/30% after you use Feral Charge (Bear) for 8 seconds, and Ravage will temporarly not require stealth for 3/6 seconds after you use Feral Charge (Cat).

Tier 4 (Left to Right)
Nurturing Instinct (2 points) – Increases your healing spells by up to 35/70% of your agility, and increases healing done to you by 10/20% while in Cat Form.
Fury Swipes (3 points) – When you auto-attack while in Cat Form or Bear Form, you have a 4/8/12% chance to gain an extra auto-attack on the same target. This effect cannot occur more than once every 6 seconds.
Primal Fury (2 points) – Gives you a 50/100% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear and Dire Bear Form, and your critical strikes from Cat Form abilities that add combo points have a 50/100% chance to add an additional combo point.

Tier 5 (Left to Right)
Brutal Impact (2 points) – Increases the stun duration of your Bash and Pounce abilities by 0.5/1 seconds, and decreases the cooldown of Bash by 5/10 seconds.
Heart of the Wild (5 points) – Increases your intellect by 4/8/12/16/20%. In addition, while in Bear or Dire Bear Form your stamina is increased by 2/4/6/8/10%, and while in Cat Form your attack power is increased by 2/4/6/8/10%.
Survival Instincts (1 point) – When activated, this ability temporarily grants you 30% of your maximum health for 20 seconds while in Bear Form, Cat Form, or Dire Bear Form. After the effect expires, the health is lost.
Predatory Strikes (2 points) – Increases the critical strike chance of your Ravage by 50/25% at or above 90% health, and your finishing moves have a 10/20% chance per combo point to make your next Nature spell with a base casting time less than 10 seconds become an instant cast spell.

Tier 6 (Left to Right)
Natural Reaction (3 points) – Increases your dodge while in Bear Form or Dire Bear Form by 2/4%, and you regenerate 1/2 rage every time you dodge while in Bear Form or Dire Bear Form.
Endless Carnage (2 points) – Increases the duration of your Rake by 3/6 seconds and your Savage Roar and Pulverize by 3/6 seconds.
Survival of the Fittest (3 points) – Reduces the chance you’ll be critically hit by melee attacks by 2/4/6%, and increases the contribution from cloth and leather items in Bear Form and Dire Bear Form by 11/22/33%.

Tier 7 (Left to Right)
King of the Jungle (3 ranks) – While using your Enrage ability in Bear Form or Dire Bear Form, your damage is increased by 5/10/15%, and your Tiger’s Fury ability also instantly restores 20/40/60 energy.
Leader of the Pack (1 point) – Requires 1 point in Heart of the Wild – While in Cat, Bear, or Dire Bear Form, Leader of the Pack increases ranged and melee critical chance of all party and raid members within 100 yards by 5%.
Improved Leader of the Pack (2 points) – Requires 1 point in Leader of the Pack – Your Leader of the Pack ability also causes affected targets to heal themselves for 2/4% of their total health when they critically hit with melee or ranged attacks. The healing effect cannot occur more than once every 6 seconds. In addition, you gain 4/8% of your maximum mana when you benefit from this heal.
Primal Tenacity (3 points) – Reduces the duration of fear effects by 10/20/30% and reduces all damage taken while stunned by 5/10/15% while in Cat Form.

Tier 8 (Left to Right)
Protector of the Pack (3 points) – Increases your attack power by 2/4/6% and reduces the damage you take by 4/8/12%, while in Bear or Dire Bear Form.
Infected Wounds (2 points) – Your Shred, Maul, Ravage and Mangle attacks cause an Infected Wound in the target. The infected Wound reduces the movement speed of the target by 25/50% and the attack speed by 10/20%. Lasts 12 seconds.

Tier 9 (Left to Right)
Primal Madness (2 points) – Tiger’s Fury and Berserk also increases your maximum energy by 6/12 during its duration, and your Enrage and Berserk abilities instantly generates 0/12 Rage.
Mangle (1 point) – Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 1 minute. This ability can be used in Cat Form or Dire Bear form.
Improved Mangle (3 points) – Reduces the cooldown of your Mangle (Bear) ability by 0.5/1.0 seconds and reduces the energy cost of your Mangle (Cat) ability by 2/4.

Tier 10 (Left to Right)
Nom Nom Nom (2 points) – When you Ferocious Bite a target at or below 25% health, you have a 50/100% chance to instantly refresh the duration of your Rip on the target.
Rend and Tear (5 points) – Increases damage done by your Maul and Shred attacks on bleeding targets by 4/8/12/16/20%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 5/10%.
Pulverize (1 point) – Requires 5 points in Rend and Tear – Requires Dire Bear Form – Deals 100% weapon damage plus additional 786 damage for each of your Lacerate applications on the target, and increases your melee critical strike chance by 2% for each Lacerate application consumed for 10seconds.

Tier 11 (Left to Right)
Berserk (1 point) – When activated, this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 seconds. You cannot use Tiger’s Fury while Berserk is active. Clears the effect of Fear and makes you immune to Fear for the duration.

Restoration Tree

Tier 1 (Left to Right)
Blessing of the Grove (2 points) – Increases the healing done by your Rejuvenation by 2/4%, the direct damage of your Moonfire by 3/6% and the damage done by your Claw and Shred by 2/4%.
Nature’s Focus (3 points) – Reduces the pushback suffered from damaging attacks while casting Healing Touch, Wrath, Entangling Roots, Cyclone, Nourish, Regrowth and Tranquility by 23/46/75%.
Furor (5 points) – Gives you a 20/40/60/80/100% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form, and you keep up to 20/40/60/80/100 of your energy when you shapeshift into Cat Form. In addition, your total intellect is increased while in Moonkin Form by 2/4/6/8/10%.

Tier 2 (Left to Right)
Perseverance (5 points) – Reduces all spell damage taken by 2/4/6/8/10%.
Subtlety (3 points) – Reduces the threat generated by your Restoration spells by 10/20/30%.
Natural Shapeshifter (3 points) – Reduces the mana cost of all shapeshifting by 10/20/30%.

Tier 3 (Left to Right)
Naturalist (5 points) – Reduces the cast time of your Healing Touch and Nourish spells by 0.1/0.2/0.3/0.4/0.5 seconds and increases the damage you deal with physical attacks in all forms by 2/4/6/8/10%.
Omen of Clarity (1 point) – Each of the druid’s damage, healing spells and auto-attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the mana, rage or energy cost of your next damage spell, healing spell or offensive ability by 100%.
Master Shapeshifter (2 points) – Requires 3 points in Natural Shapeshifter – Grants an effect which lasts while the druid is within the respective shapeshift form. Bear Form – Increases physical damage by 2/4%. Cat Form – Increases critical strike chance by 2/4%. Moonkin Form – Increases spell damage by 2/4%. Tree of Life Form – Increases healing by 2/4%.

Tier 4 (Left to Right)
Improved Rejuvenation (3 points) – Increases the effect of your Rejuvenation and Swiftmend spells by 5/10/15%.
Tranquil Spirit (5 points) – Reduces the mana cost of your Healing Touch, Nourish and Tranquility spells by 2/4/6/8/10%.

Tier 5 (Left to Right)
Nature’s Swiftness (1 point) – Requires 1 point in Naturalist – When activated, your next Nature spell with a base casting time less than 10 seconds becomes an instant cast spell.
Improved Tranquility (2 points) – Reduces threat caused by Tranquility by 50/100% and reduces the damage you take while channeling Tranquility by 25/50%.

Tier 6 (Left to Right)
Living Seed (3 points) – When you critically heal your target with Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 33/66/100% chance to plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 seconds.
Nature’s Bounty (5 points) – Requires 3 points in Improved Rejuvenation – Increases the critical effect chance of your Regrowth spell by 10% on targets at or below 25% health, and you have a 20% chance when you critically heal with Healing Touch and Nourish to reduce the remaining cooldown of your Swiftmend spell by 0.5 seconds. Increases the critical effect chance of your Regrowth and Nourish spells by 10/15/20/25%.
Fury of a Stormrage (3 points) – You have a 5/10/15% chance when you cast Nourish or Healing Touch to cause your next Wrath spell to be instant cast and cost no mana. Fury of Stormrage lasts for 8 seconds.

Tier 7 (Left to Right)
Swiftmend (1 point) – Requires 1 point in Nature’s Bounty [NYI] – Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 5306.
Empowered Touch (2 points) – Your Healing Touch heals for 5% more on targets at or below 25% health, and your Nourish spell has a 50% chance to refresh the duration of your Lifebloom on targets. Your Healing Touch spell gains an additional 32%, and your Nourish spell gains an additional 16% of your bonus healing effects.

Tier 8 (Left to Right)
Efflorescence (3 points) – Requires 1 point in Living Seed – When you critically heal with your Regrowth spell you also sprout a bed of healing flora underneath the target, healing all nearby friendly targets within 15 yards who stand on them for 10/20/30% of the amount healed by your Regrowth every 1 seconds for 7 seconds. Increases your total spirit by 10/15/20/25%.
Empowered Rejuvenation (5 points) – The bonus healing effects of your heal-over-time spells and Swiftmend is increased by 4/8/12/16/20%.
Natural Perfection (3 points) – Critical strikes against you give you the Natural Perfection effect, reducing all damage taken by 2/3/4%. Stacks up to 3 times. Lasts 8 seconds.

Tier 9 (Left to Right)
Revitalize (3 points) – When your Regrowth or Lifebloom heal-over-time periodic damage critically hits, you instantly regenerate 1/2/3% of your total mana. This effect cannot occur more than once every 6 seconds.
Tree of Life (1 point) – Requires 5 points in Empowered Rejuvenation – Shapeshift into the tree of Life, increasing healing done by 15% and increasing your armor by 240%, but reducing your movement speed by 50%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 45 seconds. 5-minute cooldown. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots, Thorns, Wrath
Improved Tree of Life (3 points) – Requires 1 point in Tree of Life – Reduces the cooldown of your Tree of Life by 30/60/90 seconds, and increases your damage done while in Tree of Life by 5/10/15%.

Tier 10 (Left to Right)
Improved Barkskin (2 points) – Grants 80/160% additional armor contribution from cloth and leather items while in Travel Form or while not shapeshifted. In addition, the damage reduction granted by your Barkskin spell is increased by 5/10%.
Gift of the Earthmother (5 points) – Increases the healing done by your Tranquility on targets at or below 25% health by 4%, increases the healing done by the bloom effect of your Lifebloom by 2%, and your Rejuvenation spell also instantly heals for 3% of the total periodic effect. Increases your total spell haste by 4/6/8/10% and reduces the base cooldown of your Lifebloom spell by 4/6/8/10%.

Tier 11 (Left to Right)
Wild Growth (1 point) – Requires 1 point in Tree of Life – Heals up to 5 friendly party or raid members within 15 yards of the target for 2905 over 6.99 seconds. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

Isn’t that just amazing?

Remember please, that the Talent Tree specifics including the picture is reposted directly from MMO Champion, and you can expect them to have continual upates and additional information as they discover it, so please check there yourself when you’re able. Thank you.

Now, for the, ahem, “value added” part of the blog post, yes?

The first impression is, Feral Bear Druids are going to walk into Cataclysm with very few changes to the core philosophy of the class.

We continue to have Feral as our main tree, with some points in Resto, and none in Balance.

We continue to use Survival of the Fittest, in Tier 6, as our “immune to critical strikes from opponents 3 levels higher than us” ability. By implication, max level raid mobs and bosses will continue to be set at 3 levels higher than us in terms of Hit.

In fact, we continue to have all of the abilities and Talents we’ve grown used to as Bears. Survival Instincts for an “oh shoot” button, Natural Reaction to increase Dodge and return Rage, Primal Fury to return Rage from critical strikes, Leader of the Pack and heals from Improved Leader of the Pack, Protector of the Pack for an overall damage reduction (including magic), Mangle and Berserk.

I think that, considering the changes in store for Plate wearers in terms of diverting attention away from Defense Rating, we can be reassured that we’re building on our foundation rather than ripping it up and starting over.

The first big change of note is the addition of Perseverance in Tier 2 of the Resto tree. This Talent will add an additional 10% spell damage reduction. That’s a pretty huge Bear Tank survival Talent change, and should be cause for some happiness.

Unsurprisingly, when we consider a new level 85 cap with 76 points available to spend, I’m not seeing a “perfect” build that gives me everything I want. Which is what we were told to expect.

What I’m seeing specifically in my build analysis is a solid 16 points in Restoration, with 5/5 Furor, 5/5 Perseverance, 5/5 Naturalist, and 1 in Omen of Clarity.

I originally posted this as 18 points in Resto, and 2/2 Master Shapeshifter. Unfortunately, as Kaethir pointed out (as someone always does within seconds of a post) there was an inaccuracy. Namely, you can’t take Master Shapeshifter without first taking 3/3 Natural Shapeshifter. In really looking at the options available, I can say that I am unwilling to lose 3 points elsewhere so I could take Natural Shapeshifter, just to keep +4% physical damage in Bear form. That’s a 5 point investment for +4% damage. We’ll keep in mind that we’d like to free up 5 points from the Feral tree in a perfect world, shall we?

Don’t hold your breath.

With 16 points in Resto, at level 85 we’re left with 60 points for the Feral tree. 

I’ll describe my initial thinking, including describing all Talents (not just new ones), just because you never know how knowledgeable someone is about what a Talent name actually corresponds to in end effect. I do try to be new tank friendly. 

What I’m looking at in the Feral tree is;

2/2 Sharpened Claws, for increased Maul damage. Maul is a huge part of Threat generation.

5/5 or 4/5 Ferocity for Rage cost reduction on many abilities. If you want a single point for something else, this is a possible choice. Otherwise, go 5/5. 

3/3 Feral Instinct for increased Swipe damage. More Swipe damage = more Swipe threat on AoE targets. Win.

3/3 Thick Hide… mandatory talent for Bears.

0/3 in Shredding Attacks for my build, because Lacerate is only one ability in the rotation, and the Rage savings doesn’t measure up to the value of a point to me. This attitude on my part may change with the new desirability of full Lacerate stacks to an Endless Carnage/Pulverize rotation. But I doubt it.

2/2 Feral Swiftness for the Dodge, another core Bear talent.

3/3 Predatory Instincts, increased melee critical strike chance. This is important as a foundation for the build, not only because crits increase damage based threat across the board, but also because a later talent, Primal Fury, feeds us Rage on a successful critical strike. More crits = more Rage, especially with Swipe on AoE.

1/1 Feral Charge. I use Feral Charge all the time when running from group to group. Heck, I even use it a TON during a single group pull, when caster mobs are spread out like they are in early Forge of Souls and on the ramp of Pit of Saron. The spell interruption is perfect since I use it to go from caster to caster.

2/2 Improved Feral Charge. My initial plans put this as a possible place to shave points. The reason I want to keep it is because 30% melee haste for 8 seconds, in the very first 8 seconds of an initial group pull, is pretty huge in terms of fast threat generation, SO LONG AS YOU HAVE ENOUGH RAGE. I see this dovetailing with Enrage and Primal Madness to form a new standard pull strategy of Enrage and Feral Charge in every time. Assuming, of course, you’re not doing that already.

1/3 or 0/3 Fury Swipes, and I’ll tell you why. It’s based on auto-attack speed, it’s 12% max chance, it triggers only from auto-attacks, and it can’t happen more than once every 6 seconds. For a DPS rotation, yes I’m sure it could be good if used properly, but for Bears, with so many other Talents to choose from, it’s not going to improve our initial Threat generation in the first 6 seconds of a pull by nearly enough to justify three points. Over a long fight, yes it could be very significant, and may be a solid Talent for a main tank boss fight build. BUT, for most situations, Talents that improve initial threat generation and instant damage should take precedence over Talents that add damage at a steady, measured pace over time. So the longer the fight, the more significant Fury Swipes would be. My default is to leave a point in this one so it does trigger occasionally, and see if the 6 second choke on it helps it proc enough to overcome not having a higher chance of occurance.

2/2 Primal Fury is another core Bear talent, returning Rage from successful crits, including crits caused by each mob affected by Swipe.

5/5 Heart of the Wild – we get to keep this? Yay!

1/1 Survival Instincts, again I love this as an effective “oh shit” button, especially when triggered right before Frenzied Regeneration.

3/3 Natural Reaction, a core Bear talent increasing Dodge and returning Rage per successful Dodge.

2/2 Endless Carnage. This is a really interesting one, because for Bears it will increase the duration of Pulverize by 6 seconds. Pulverize is a talent on the Tier 10 range that I’ll go into a lot more later. Just keep in mind… plus 6 second duration of Pulverize.

3/3 Survival of the Fittest, our core Bear talent for being uncrittable by mobs 3 levels higher than ourselves, which are basically raid mobs and bosses. Oh yeah, and more armor for more damage reduction!

3/3 King of the Jungle – this is one of the other abilities I can see losing a point from. We could either lose 1 point in this, Ferocity, or Improved Mangle. Losing 1 point in this drops our boosted damage while Enraged to 10% instead of 15%.

1/1 Leader of the Pack, a great party/raid buff, but that’s not why I like it.

2/2 Improved Leader of the pack, a self heal per crit, and THIS is why I love LotP. It’s nice when in a party or raid, but when soloing, it’s divine, especially on lower level instances. And I’ll be honest… one of my favorite things to do is to run my friends/wife through lower level content. This almost completely removes the need for a healer when running through Ramparts.

3/3 Protector of the Pack, which does boost damage, but more importantly is one of the main ways we reduce magical damage. Our armor does not affect magic damage at all, so this, and the new Perseverance, are our two magic damage reduction abilities. Is it important not to instantly die in an AoE fire? Yes, I think so.

0/2 or 1/2 Infected Wounds, normally none. If you do feel particualrly squishy, especially on new boss fights in Catacylsm, the slower mob attack speed can help. If so, or if you’re annoyed by lots of runners, you can put a point in here from somewhere else. I’d recommend starting with Fury Swipes and Improved Mangle to draw from.

2/2 Primal Madness, I love having that instant Rage from Enrage, and this now also buffs Berserk Rage, so yes, I want to keep 2/2.

1/1 Mangle. Umm, yeah.

3/3 or 2/3 Improved Mangle. This one is the one I really think is the most likely to lose 1 point in my build. In my rotations, with the longer Bleed duration, I think it would be fine. The one wierd thing is, while it says 3 ranks, it shows 0.5/1.0 and 2/4, which indicates only two ranks. So, will we not even have the opportunity to have 3/3? We’ll see.

5/5 Rend and Tear, which not only buffs Maul damage by 20 bloody be damned percent, but ALSO unlocks Pulverize.

1/1 Pulverize. A new Talent, a new ability, and an interesting choice. Dire Bear Form only, so it’s a tanking thing. What does it do? Well, it looks like an instant cast that deals 100% weapon damage, PLUS 786 damage per Lacerate on your target. So, you stack Lacerate to max and then boom. But wait, there’s more! It also EATS those lacerate stacks, and in exchange it increases your melee crit strike chance by 2% per Lacerate. It’s 10 seconds default, plus 6 seconds if you have 2/2 Endless Carnage. There is nothing that says this is increased crit on that target only. So, what we’re saying is, you can stack up Lacerates on one target, blow Pulverize, and increase your max crit chance on all targets affected by everything, including Maul and Swipe, for the next 16 seconds.

Yes, please. Oh, hell yes. Remember that whole “regain Rage on successful crit” thing from Primal Fury? And let’s never forget, your successful crits BUBBLE YOU. Yum yum yum feaking yum.

And finally, 1/1 Berserk. I love Berserk anyway, and now Primal Madness makes it give me Rage, too.

So… interesting, interesting. I’m not seeing any problems here whatsoever. It’s all good, my friends.

Anyway… the future looks so bright, my Bear might have to wear shades!

And please… no whining about not getting more AoE talents, all right? I think 1 16 second buffed crit chance from Pulverize might help enhance the threat of our existing Swipe AoE.

Oh yeah, and as far as no ranged Silence to help pull… well, I LIKE using Feral Charge and ranged Feral Faerie Fire and Growl on distant mobs. It feels like I’m more active on the battlefield. Don’t ask me why.

So… what are your impressions?

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