I can haz Nom Nom Nom?

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?

41 thoughts on “I can haz Nom Nom Nom?

  1. With Maul on the GCD and (proposed) burning up to 45 rage a pop it’ll get used a lot less; on the other hand, it’ll almost certainly hit much harder than it does now. I’d be looking at sharpened claws for the Mangle buff anyways, though.

    Speaking of Mangle and the GCD, for bears (who I expect to remain GCD locked) I can’t see a whole lot of use for an improved Mangle that doesn’t reduce its cooldown to the next GCD; currently it’s an all or nothing talent as I see it, and that doesn’t look to change.

    Fury Swipes looks lackluster all around; as described it triggers only on auto attacks, and with the cooldown when it does occur your next two (or three if you’re sporting 25% or more haste) attacks don’t have any chance to proc it. If it instead triggered on any melee strike, the way Sword Specialization does, it’d be more worthwhile since you could trigger it more-or-less every six seconds swiping the mob pile. On the other hand, if it triggers a true auto attack (ie, one which generates rage, unlike Sword Specialization) it could be kinda nice in a world where you can drop half your rage bar in one global.

    Pulverize appears to be Blizzard’s answer to keeping Swipe completely out of the bear single-target rotation. Swipe was only ever used when Lacerate was at five stacks and didn’t need refreshing; now you’ll have Maul burning some of those Swipe GCDs, and Pulverize resetting everything right around the time you rebuild your five-stack. This leads me to think there won’t be a glyph to keep the Lacerates ticking.


  2. I’m a kitty, haven’t tanked in ages, besides the occasional respec to solo BC dungeons. But I agree that the new trees look promising. Fury Swipes will be nice for cats because OOC procs make it easier to build combo points and keep everything running smoothly. And I’m one of the druids who will be quite sad if Nom Nom Nom is not the final name for a pretty neat talent.

    Pulverize also sounds pretty great. I like abilities that play off of other abilities. It’s really satisfying to set everything up and then get a nice payoff. And who doesn’t like more crits?


  3. You have made it so i now look forward to the cataclysm changes. Usually I cant stand it cause my other main, Disc Priest, usually gets screwed or one of them gets screwed. But reading your opinion on the talents yeah I look forward to pulverize! I still think Disc Priests are getting screwed because Blizzard doesnt want us using shield as much… but I say “pfft! Shield is part of my healing rotation”.

    I would have like an extra aggro effect from being in bear form, similar to the pallies Righteous Fury. Im finding that single target I can do well to hold aggro but sometimes I feel that everyone else can rip aggro away from me sooo easily…


  4. B3 – I respect that you’re not a raider, but the reason I pointed out about Infected Wounds really does stem from your previous post:

    * Keep all aggro from mobs on me instead of the team.
    * Regain lost aggro as quickly as possible to keep mobs from interfering with other members of the team.
    * Be as difficult to hurt as possible to ease the strain on the Healer to keep me alive through a fight.
    * Be as difficult to hurt as possible to ease the strain on the DPS to kill all mobs before I and the Healer are overwhelmed.

    Those last 2 points, Infected Wounds directly plays into.

    Even in 5-mans or soloing. 🙂


  5. This is one of my pet peeves. Some comments never get approved, simply because of the way things are phrased as being some kind of “either/or” situation.

    I don’t tank raids. I run Heroics and normals. I’ve never written for serious raiders, and I never will. I have yet to meet main tank raiders that don’t eventually get into a “this is what *you* must do” mentality, based on the assumption that the only thing worth discussing is raiding. As if that was the only level of content of any importance, and everyone should just understand that.

    I don’t write that way, because I am well aware that there is a lot more to the game than raiding progression, and there is a lot more to tank gear and talent choices than what is “best” for raiding.

    If raiding is where you’re at, then Elitist Jerks is your one stop shop for all Bear tank raiding discussion.

    I invite and welcome people to comment here, I always have. But there is a big difference to me between comments based on the format of “This is what I do, because this is what my goals are when I am tanking, and if your goals are the same, this may work well for you for these specific reasons”, and what I actually get a lot of, which is a binary solution set presented as “You posted your thing, and I don’t agree with you/I think you’re wrong, this is what is right.”

    There are more ways than one to gear and spec, based on your gear availability, the content you intend to run, and your goals while running that content. If you run with all random strangers, your choices could be drastically different than if you play with reliable friends that don’t have their heads up their butts.

    Maybe the core problem here is, I offered my own opinion on what I was intending to do, for me, based on my content goals for Cataclysm, assuming things stayed the same basic shape. But I didn’t specify in the first place WHAT those goals of mine were, what considerations I had when making my choices. I just went through the descriptions blind, musing on what I thought might work for me and why. I didn’t provide a frame of reference.

    Regardless, if you’re first thought when wanting to post a comment is to correct me and put me in my place, hows about you take a step back, and rephrase things so that what you’re doing is presenting your opinions based on your own goals in the game, so that other readers can match up what you intend to do with what THEY intend to do, and pay attention to your advice for those reasons.


  6. I see infected wounds as a core tanking talent and not optional. Each tanking class has a melee slow and bosses damage is balanced with the idea that the debuff is there.

    You seem to value threat over survivability. You might have a strong reason for that, but I disagree. As tanks, our first job is survival. If you are light on threat, dos can back off. If you are light on survival, the bosses will show you no such courtesy. I think you are doing a disservice to the raid by skipping IF.


  7. One thing that stands out to me is that the new feral ability stampeding roar is not mentioned in the feral talent tree at all.

    I wonder if that means all druids will have access to it (by shifting into a feral form)?

    Feral looks like its getting a nice dose of polish. Though cat and bear talents seem to be diverging, with stat simplification perhaps it will be very easy to build a shared bear/cat set. What I plan is, make the bear the “main” and if I get a nice upgrade to a piece, change enchants and gems on the old piece to make it a cat piece.

    Must level a troll owl too, 100% conversion of spirit to hit means great gear synergy.


  8. Ah, good point – I forgot about the internal cooldown on the ability (and rereading the main post, I see you did make it clear that this talent has potential as a decent raiding talent where the longer boss fights would give it a chance to shine).

    The cumulative effect over a long fight is gonna be fairly complicated to figure out though. Ah well, I’m sure EJ will have it covered once the talent trees stabilise towards the end of the beta.

    Although you do raise another issue – calling the talent “Fury Swipes” when it has currently nothing to do with our “Swipe” ability is needlessly confusing 🙂


  9. I hadn’t looked into the new druid talents yet, but you manage to give a nice talent-by-talent analysis. I have a lowbie bear tank now, but I’m thinking of getting her up to 80 before Cataclysm. Sounds like loads of fun to me!

    On a side not, my wife plays a Resto/Feral druid and I play a Holy/Retribution paladin. Awesome combination to duo almost any 5 man dungeon with. No healing required thanks to both Improved LotP and Divine Storm/Judgement of Light. Gotta love bears! My paladin feels so squishy next to her 🙂


  10. Something to note is that the trees aren’t fully finalized, just finished to the point they felt like they could show them. I don’t know why they didn’t make a sticky about that, though.

    Like stated above, Demoralizing Roar was said that it was going to be changed to a damage reduction, rather than AP reduction, so Feral Aggression could merit another run through after they finalize the trees.

    The only other thing I really saw was that you mentioned possibly taking a point out of King of the Jungle. However, it looks like it might be tied to Primal Madness, so… yeah.

    These previews are like delicious odors wafting from the kitchen, and we’re salivating out at the table trying not to eat too much bread. So good, and yet just shy of being filling.


  11. Besides our AOE threat being a bit buffed (wich we will prob not need as much as we used to on wotlk as more cc is coming) i dont see much change besides the normal tinkering around. me one happy bear. *puts on shades, leans back in the sun and starts tanning again*


  12. very nice changes and some are deff going to be fun to experiment with! seeing all this makes we wanne go feral as main, although i’m not sure yet if that would be me taking a tanking role or a dps role.

    I used to be feral in BC and a little bit in Wrath but then i dropped it for Resto cuz of my guild being short on healers. right now my old feral spirit kicks in again

    Fury Swipes sounds awesome for Cat due to the high ‘swing’ speed thus more chance to proc it within the 6sec window, dunno how it will affect bear tho, the extra threat is good but bears hit slower so less chance you’ll get a proc ea 6secs

    Nom nom nom is a good reason to go Cat, and not only cuz the name owns 🙂


  13. Hi Bear! First time posting, long time skulking in the shadows.

    Great work, exactly what im thinking. Might test a few things, then again, things always change a bit before it goes live, so not going to count my eggs in the basket yet but overall im relieved.

    I have only one concern and wanted to see what you think. With them talking about bringing heavy CC back into the mix, which im quite custom to on my prior toons, but sadly I have to admit I’ve been a swipe happy bear for the last year. Do you think this will take some huge considerations before even thinking of hitting swipe, moving the button far away so I dont hit it during the excitement if two of the mobs are CC’d and currently now we even swipe from our rears.
    Having to make sure you pull the non cc’d mob far away from the other crowd, will take some great care and planning. Not wanting to spout words of Doom™ but what do you think? Imo this is probably why we didnt get more AOE abilites, but I’m probably off target.


  14. I generally agree with what your saying about talents with the exception of primal madness. From what im seeing on the talent calculator at wowhead (mmo-champion is down atm for me) you need 3 points in KotJ and then 2 more in primal madness. the way i figure it is that unless they change enrage to no lower armour then this is essentially the master shapeshifter of the feral tree…good for cats but not for bears. If they have changed enrage or are planning to i would like to know but i havent seen anything so far.

    and with some really simple napkin math im showing fury Swipes to be on average 8-12% more auto attacks over the course of a fight ( excluding bad rng and whatnot ) which isnt too bad imo

    I welcome your thoughts and criticism.


  15. Keep in mind for Feral Instinct (10% Swipe damage) that it’s flagged to be redesigned or removed… so I’m tentatively making builds without it, but with points open.

    Also, for Infected Wounds, remember that this works on bosses – and thereby makes the healer’s life a lot easier. 20% reduced attack speed on melee-centric bosses can be a lot. It’s a talent I always, always take as a bear unless I’m positive someone else in raid will be applying some melee attack speed debuff. And with Glyph of Maul or popping Berserk, you can spread that slow around to multiple targets.

    I personally don’t like King of the Jungle unless you have 4pc Tier 10 – because you’re seriously hurting your armor for the duration… but that really is a personal preference thing and very much depends on content and the specific encounter.

    I’m hoping that Feral Instinct keeps the Swipe aspect and they change the whole prowling aspect, at which point it becomes almost a core talent… but we’ll have to wait and see.


  16. Good comments, but make sure when talking about Fury Swipe you don’t lose sight of the fact that the tooltip says cannot happen more than once in 6 seconds. A 12% chance does not means 12% more frequent white hits. Not at all. You are throttled by the 1 in 6 threshold, and the number of mobs you are facing. A lower precentage chance of proccing while Swiping 10 mobs will likely still mean a 100% up time on the proc, just because of the 6 second threshold.

    The question will be, what number of mobs do you regularly face, and how many total hits are you generating within a 6 second window?


  17. Interesting point made on Wowhead in relation to Fury Swipes in bear: it’s not just a 12% buff to auto-attack damage, it’s also a 12% buff to offensive rage flow (more white attacks to provide rage, as well as additional chances to crit). Still not gonna help with initial threat, but potentially significant over a long fight. You could even make an argument for surrendering some points in Naturalist in order to pick it up (losing 6% overall physical damage to gain the additional attacks).

    Yep, I think the last 5-10 points for bear specs are going to involve some rather tough choices based on how you prefer to tank 🙂


  18. @Kyanr: Wowhead’s own write-up also says 15/30% melee haste for Improved Feral Charge in bear, so I suspect the damage buff is just a transcription error in moving it to the calculators (easy enough to do if they copied King of the Jungle when making the new entry for IFC). I like your draft build – if Feral Aggression ends up being rubbish for tanks, I’d probably end up with a build like yours (moving the 5 points from FA into 2/2 Shredding Attacks and 3/3 Predatory Instincts).

    As far as Blessing of the Grove not being good for tanks goes, I think the trade-off there is that Perseverance on Tier 2 isn’t all that great for non-tanks in PvE. So to unlock Omen of Clarity, bears can pick up Perseverance while the other specs can pick up BotG + Natural Shapeshifter (or perhaps whatever they end up replacing Subtlety with, as GC recently said the passive threat reduction talents are all going away).

    @Kyre: Yeah, I noticed that change to Brutal Impact as well. I’m hopeful that it means the base CD is coming down to 30 seconds, but we probably won’t know for sure until the beta starts.


  19. Kaethir, no worries to you, just a general trend I noticed most strongly back in the old theorycrafting days. I think it might be related to the “first” virus, but a vaccine has yet to be found….

    You know, this is the kind of stuff i like, when folks put their own spin on what excites them most, and what combinations they think they’ll like best.

    Also, when folks have their own preferences to put forward, and WHY (most important part), so we can see that there really ARE more options than one boring cookie cutter.

    Which would be why, when I mentioned my breakdown, there are only a few that actually say “core bear talent”.


  20. Nice Bear, I was waiting to see your thoughts as soon as the talent tree previews went up and I’m not disappointed 🙂

    Very good points regarding Fury Swipes, and potentially dropping a point from Ferocity. I’m not so sure about skipping Infected Wounds though. If Blizz actually do manage to put pressure on healer mana pools in Cataclysm, then not taking the full 20% attack speed reduction may end up being irresponsible on the tank’s part. That will really depend on how the healing game plays out in practice, but I think it is definitely worth thinking of IW as a “preserve my healer’s mana” talent.

    For my own draft builds, I’ve actually been assuming Feral Aggression will be something worth taking for bears – we know the first half of its effect has to change, because GC has said they’re changing Demo Roar and Shout to apply a physical damage dealt debuff rather than keeping them as an AP reduction. A highly unofficial (and hence somewhat unreliable) source suggests that the new version will offer a 1/2/3/4/5 second CD reduction on Faerie Fire (Bear), but with the baseline Faerie Fire (Feral) being split into Faerie Fire (Cat) (still free and does no damage) and Faerie Fire (Bear) (costing 15 rage, but still hitting like a truck).

    Also, with Pulverise coming in and Maul moving on to the GCD, I’m currently assuming Improved Mangle will be of questionable value. Consider that to use Pulverise to full effect based on this preview, we’ll need to Lacerate 5 times every 16 seconds (to start a new full strength Pulverise before the previous one drops off). That uses 5 of 10-11 GCDs in that time frame. An unmodified Mangle will use 3 more of those GCDs, we’ll use one to reapply Pulverise, leaving only 2-3 for Maul and Faerie Fire. On the tentative numbers, the CD reduction from IMM would basically let us replace one of those Mauls with a Mangle instead, which seems like a pretty lousy return for 3 talent points – especially if the rumoured changes to FF (Bear) and Feral Aggression turn out to be true.

    Finwe’s point regarding the changes to Predatory Instincts is also excellent – it’s a pure threat talent in its current form, and we don’t know how valuable it will be even for that until we see how typical bear crit rates shape up at level 85.

    I’m currently anticipating putting together a build along these lines: http://cata.wowhead.com/talent#0ZixIbR0btcfubGd0to0E0t
    All the survivability and healer mana preservation talents, plus all the rage management talents.

    Regarding improved AoE threat: don’t forget the promise of Thrash (AoE bleed application) as a new baseline class ability.

    @Minos: for the hybrid classes (and even the pures to some degree), Blizzard have said we can expect to still see passive buffs to subsets of class abilities. Naturalist fits in with that, since it is a Resto (for the cast time reduction)/Feral (for the damage) talent that is of no interest to Balance focused druids.

    (P.S. I found this handy write-up on Wowhead with the diffs from the live game highlighted: http://www.wowhead.com/blog=159360. They have similar write-ups for the other three previewed classes up as well. There also appear to have been some transcription errors in moving the preview to their talent calculator – the new abilities in their write-up match those from MMO-Champion, while their talent calculator is different in a couple of places).


  21. Great write-up BBB! It actually makes me pretty happy the spec I came up with looks pretty much just like yours. That means I can’t be too far off base right?

    Also though, it looks like Brutal Impact is being decreased from a 30 second cooldown reduction to a 10 second cooldown reduction… does anyone know if this means Bash will be getting its cooldown reduced? Have they said anything about that?


  22. Didn’t read the comments about Maul but my 2c is that it will still be used as a rage dump, maybe especially right after pulverize to get that thing to crit for a ton. For main tanking a boss 16 seconds of an extra 10% crit is plenty of time to get another full stack of lacerate (should only take 5 seconds). That other 11 is going to be filled by something besides mangle and swipe. Personally using Demo roar is pointless in 25 man raids. I havent seen an instance where it has stayed on the boss longer than half a second. I do think that reducing the cost of lacerate is going to be useful when we’re going to want to get the most out of pulverize as quickly as possible.

    I am surprised that Pulverize has no cooldown, which means every 5 stacks of Lacerate we may want to pop it for continual up of the crit bonus. (notice we also have no idea what glyphs look like and I cant think of a better glyph than making it so that lacerate isnt consumed but Pulverize has a 5 or 6 second cooldown to match Mangle, kind of like how swiftmend works).


  23. I read through your analysis and tried to build my own spec and came up with 4 free points, not sure why exactly. There is a descrepancy between wowhead and mmochamption when it comes to improved feral charge. Wowhead says its 10% increased damage to the next three attacks in bear while MMO says its 30% haste, I really hope its the haste because 10% damage to your next melee attacks seems like nothing. I am also sad that Blessing of the grove does not benefit tanks in any way.

    http://cata.wowhead.com/talent#0ZiMIfR0btcfubGd0to0E0t is what I came up with, took infected wounds because it makes life easier on healers.


  24. Solar Beam? Fury Swipes? Is blizz really stealing pokemon attacks. Neways if that is the case the they should give us a “Leech Seed” attack which slowly takes health from the target and gives health to use as a Dot/Hot,

    Also I see pulverize as being the equivalent to Devastate from the warrior tree. Pretty once you get to top and get devastate its all you hit. We will probably be hitting our Pulverize often.

    I have noticed a blending of Bears and Warriors.


  25. My humble apologies! I did not mean to cause grief for the Bear!

    I really did come read the post on the site, and I always enjoy reading your thoughts on things!

    I happen to disagree with some of it. I don’t like King of the Jungle as a bear talent, I never have, and I don’t think it’s worth 5 talent points to get a damage bonus during enrage and some extra rage when you berserk for that and Primal Madness. That’s actually 5 points I’d rather put in Natural/Master Shapeshifter.


  26. That’s a great point, Zebb. A very, very great point. Hmmm. I can actually see some interesting permutations there… boy, I wish we were closer to Cata to have some real data to play with.


  27. Remember that Blizzard is removing “On next melee” attacks, so Maul may have a very different role in the Bear threat rotation. Between stacking and re-stacking Lacerates, Pulverizing, keeping up Demo Roar, Swiping add spawns, and Mangling, I don’t know if Maul will even have much use beyond level 50.


  28. 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.

    Too bad this is an 11 point talent in balance. I saw this and tried to figure a good way to get to it, but without just utterly wasting 10 points in balance randomly, there’s really no way it can work. Which is sad. Balance has no help for ferals at all.

    But how awesome would it be to throw that down for a pull, and all the mobs are silenced and run to you (or the edge of the beam), making it much safer to run in and not have a hunter pet agro the next pack.


  29. I really like your thinking on Fury Swipes for bears. I had automatically included it without thinking about it, but you’re right, bear auto-attack speed is so slow that it’s not going to proc much.

    Not a fan of KOTJ for bears if Enrage keeps its armor penalty; sadly, we have to max it to get Primal Madness, which does look good.

    Pulverize will be sweet. 😉


  30. BBB,

    Don’t be discouraged! Great post, as always.

    And if you’re still discouraged… just think about that pulverizing goodness. It’s making me grin ear to ear already, and it’s not even here yet. 😀



  31. Well, I can easily see that my 3 plate wearing tanks might get shuffled a bit by my up and coming leather wearing tank. I’ll keep my shaman love, but I might shift the tanks a bit.

    Great writeup and thanks for making it easy to understand for us newbie bears. My bear is only 46, but coming along quite nicely tanking thru randoms in a chain-like manner. I’m hoping to be at or very near 80 when Cataclysm releases, so this is good info for me and I look forward to anything else you post about it.


  32. I’m with you on the lack of a silence or buffed AOE threat. Tank homogenization is bad enough as is. It’s nice to play a little different.

    OOC is really quite unnecessary in the current game, since tanks usually have as much rage as they need. Unless something goes wrong (like the stupid Mage pulling every single mob with giant AOE right at the start of the pull so none of them are hitting me and now I can’t Swipe or Challenging Roar and oh, instant Invisibility is so cute, especially now that they all turn on the healer, no I’m not bitter) or I vastly overgear the content, I never have rage issues. If rage management becomes more important in Cata, I can see this talent making sense. Especially since Maul will be more powerful with a larger rage bar, will have a cooldown, and Fury Swipes synergizes beautifully with OOC.

    (As an aside: Fury Swipes? Solar Beam? And a Feral interrupt currently named Skull Bash? What, are we Pokemon now?)

    It certainly feels like there are a lot more points to mess around with. Depending on how good Vengeance turns out, we may not have to drop points into Naturalist at all, instead going for increased mitigation via Feral Aggression. I imagine mitigation will be much more important with the healing model advanced in Cata.

    At any rate, it looks like balancing mitigation and threat is a much bigger decision in speccing.

    Having Imp Mangle cap out at -1 sec really isn’t very helpful, thanks to 1.5 sec GCD’s. I imagine it’ll remain as it is now. Whether or not it will be worth taking will be dependent upon how the new Maul and Pulverize change our usual rotations.


  33. In fact, now that I’m looking at it I’d guess that the physical damage part of Naturalist may be removed completely as part of its move further down the resto tree. It looks like the intent is for bears to go 5/5 Furor, 5/5 Perseverance, 1/1 Omen of Clarity and cats to go 5/5 Furor, 2/2 Blessing of the Grove, 3/3 Natural Shapeshifter, 1/1 Omen of Clarity. Either one could then spend extra points to go further into Natural/Master Shapeshifter.


  34. Okay, so post has been edited to reflect the reality of Natural Shapeshifter. And, thanks to the wonders of feedreaders, nobody is going to actually READ the post on the website, and I’m going to continue to be besieged by people who want to correct me.

    And Minos, I don’t have any expectations of Blizzard at all. They can say whatever they want, and post whatever they want, and until it’s live, I do zero theorycrafting analysis. You won’t find “this is gonna suck” posts here. I just looked at what they posted, and spun out my take on a new build based on their stuff.

    There are no words for how discouraging it is to write a 3k word post, and inevitably have the first comment be “you got x wrong. the rest was ok.”


  35. I don’t expect Naturalist to remain a broad percentage-based bonus to damage. Unless they’ve changed the philosophy they announced for Cataclysm talent trees, they’re trying to eliminate “Increase everything by x%” talents in favor of things with more flavor (Nom Nom Nom?).


  36. point of note…

    “What I’m seeing specifically in my build analysis is a solid 18 points in Restoration, with 5/5 Furor, 5/5 Perseverance, 5/5 Naturalist, 1 in Omen of Clarity, and 2/2 Master Shapeshifter.”

    You can’t get 2/2 in Master Shapeshifter without 3/3 in Natural Shapeshifter….

    I mostly agree with your analysis tho…


  37. I do like 2/2 in Infected Wounds, but the problem I have is that it’s only really valuable if you’re squishy, or if you’re having a hard time dealing with runners. In those cases, I could see dropping all three of the optional points I listed in my breakdown to fit in 2/2 Infected Wounds. Just saying, forgot to mention it.


Comments are closed.