[top] Introduction
This post contains information about dpsing as a feral druid in a high end raid setting. It should be enough for beginners to gain a solid grasp on the fundamentals of the spec, and should also be a reference for players who have specific questions about our mechanics.
We'll go into more detail later, but if you have specific gearing questions you can use Rawr -
Rawr or Mew -
[Feral] Mew Simulator
I will do my best to keep this post up to date, but if you find something that is old or just plain wrong please send me a PM so that I can fix it quickly. Thank you.
As a dps it is your job to do as much damage as possible while taking as little as possible and using your utility abilities intelligently. Be ready to use Rebirth, Tranquility, or Innervate if needed, and use CC if called for. You should also be ready to act in a hybrid dps/tanking role, since you can easily grab every important talent and glyph for both tanking and dps and operate at 95% efficiency or more in both roles at the same time.
[top] Talents and Glyphs
For choosing Feral as your spec you get Aggression (increases your AP by 25%) and the ability Mangle. We also get a 2 part mastery, one for cats and one for bears. The cat portion of our mastery is called Razor Claws and increases the damage of bleed abilities by 3.1% per point of mastery.
For dps you absolutely want to pick up Feral Swiftness, Fury Swipes, Primal Fury, King of the Jungle, Feral Charge, Leader of the Pack, Endless Carnage, Blood in the Water, Rend and Tear, Berserk, Heart of the Wild, and Master Shapeshifter. Other talents that I would recommend are Furor, Feral Aggression, Nurturing Instinct, and Survival Instincts. Even grabbing all of those still leaves you with points to pick up situational talents such as Brutal Impact, Perseverance, or Stampede. Or you can also pick up Thick Hide and Natural Reaction so you're ready to be an emergency tank if your main tank dies.
A basic spec might look like this:
Talent Calculator - World of Warcraft. Here are my personal feelings on when and where the various optional talents are useful:
Perseverance - Reducing damage taken is always a good thing, however I generally find other talents more useful. I kind of consider this the default option - if you're building a perfect talent spec for one specific fight and none of the other optional talents apply to the fight, then this talent is perfect for sinking those last few points.
Stampede/Predatory Strikes - Really nice for add fights. You can also use these talents to run out of melee range and Feral Charge back in for a free Ravage every time your Feral Charge cooldown is up for a nice dps increase. This does add some complexity to your rotation; if you're unable to use this tactic while also dodging fires or whatever mechanics the encounter throws at you, focus on staying alive first. Dead dps do 0 dps.
Feral Aggression - Pretty handy by allowing you to apply 3 stacks of Faerie Fire at once, and more importantly buffs Ferocious Bite. The effect on overall dps is pretty minor but usually worth the points.
Brutal Impact - Necessary if you are on interrupt or stun duty, useless otherwise. No middle ground here.
Nurturing Instinct - Not a strictly necessary talent, but this is probably the last "optional" talent I would consider giving up. Not only does it help you stay alive by increasing heals done on you, but it greatly buffs your Tranquility. If you've never used Tranquility during periods of high raid damage, well, you should. Even from a feral, a Tranquility buffed by Nurturing Instinct does a massive amount of healing.
Primal Madness - Very weak, I would almost never consider taking this. If you do want to use this talent you can and should make a macro to cancel the Primal Madness buff when you are at or near 0 energy to get the most out of it.
Thick Hide/Natural Reaction - Obviously necessary if you're going to be a hybrid dps/tank. But even for a "pure" dps role these are my standard choices. Tank deaths happen, and if you have these talents and pop a couple cooldowns you can easily tank any raid boss long enough for your raid to battle rez the main tank and get him buffed and ready to take back over.
Infected Wounds/Pulverize - Necessary if you're going for a hybrid dps/tank role, not worth it otherwise. Even for the emergency tank situation described above these talents are too weak to spend the points on unless your strat specifically requires you to tank.
[top] Prime Glyphs
[Glyph of Rip]
[Glyph of Shred]
[Glyph of Tiger's Fury]
[Glyph of Berserk]
[Glyph of Savage Roar]
[Glyph of Mangle]
Glyph of Rip, Glyph of Berserk, and Glyph of Shred are your top glyphs at all times unless of course you're unable to use one, such as Shred on Kologarn. If you can't Shred go with Glyph of Mangle. Note that if you are an engineer you should not use Glyph of Tiger's Fury as it will cause Tiger's Fury to desync with Synapse Springs.
[top] Major Glyphs
[Glyph of Faerie Fire]
[Glyph of Feral Charge]
[Glyph of Ferocious Bite]
[Glyph of Rebirth]
The major glyph that I'd most strongly recommend is Rebirth, as there is a world of difference between resurrecting someone with 20% health and 100%. Glyph of Feral Charge is also useful to increase mobility and allow more usage of the Stampede talent. Glyph of Ferocious Bite isn't overly strong but is strictly beneficial now and certainly worth the slot. You may also consider
[Glyph of Maul] if you plan on off-tanking.
[top] Minor Glyphs
Glyph of Mark of the Wild
[Glyph of Unburdened Rebirth]
[Glyph of Dash]
You can also consider
[Glyph of Challenging Roar] if you plan on off-tanking.
General information on combat ratings can be found here:
Combat Ratings at level 85 (Cataclysm)
Weapon dps
Weapon dps is calculated by taking the average of the minimum and maximum damage of a weapon and dividing that by it's swing speed. All weapons with the same ilvl and type (1-hand vs. 2-hand) will have the same dps. This is our strongest stat. Note that unlike most/all other classes we don't need to consider swing speed since we always have a base 1.0 second swing speed in cat form and weapon damage is normalized to this speed.
Agility
Agility increases your attack power and crit chance. Each point gives you 2 AP and it takes 324.85 agility for 1% crit. It is by far the best stat for dps and should be stacked whenever possible, though usually that only means gems and enchants because you cannot reforge for agility.
Strength
Strength increases attack power, providing 1 AP per strength. It is technically about as strong as the secondary stats, but since it competes directly with agility you almost never want a strength item. The only realistic situation where you'd even consider using a strength item is if you have access to a higher ilvl strength weapon than your current agility weapon, and even in that case you'll definitely want to check Mew and Rawr to see if it's actually better overall.
Mastery
It takes 179.28 mastery rating to gain 1 point of mastery. Each point of mastery increases your bleed damage by 3.1%. This affects Rake and Rip, it does not affect Shred.
Crit
You need 179.28 crit rating to gain 1% crit chance. This now affects all damage including bleeds.
Haste
You need 128.05701 haste rating for 1% haste. Haste increases your auto-attack swing speed and energy regeneration.
Hit/Expertise
You need 120.109 hit/expertise rating for 1% hit/expertise. Note that interrupts can no longer miss, so there is never a specific need to cap hit.
There is 1 real choice for your meta gem:
[Agile Shadowspirit Diamond]. All red slots should be filled with
[Delicate Inferno Ruby]. Generally you'll want to skip blue or yellow socket bonuses and use delicates there as well. If a blue or yellow socket bonus is worth getting you should use
[Glinting Demonseye] or
[Deft Ember Topaz]. This can occur if the socket bonus is around 13-14 agility per non-red gem.
[top] Reforging/Secondary stat considerations
This latest patch has brought all of the secondary stats quite close to each other. To my knowledge gearing setups that focus on haste, mastery, hit/exp cap, and balanced distributions all appear in simulations to be very similar in overall dps. So until further investigations find a more meaningful hierarchy of secondary stats feel free to set these up however you like. Do note that hit and expertise are clear favorites in AoE situations now that Swipe is worth using again. Also be aware that set bonuses will have a noticeable effect - losing 2T11 will reduce the value of mastery and the T12 bonuses will increase the value of non-mastery stats.
[top] Set bonuses
The short answer is both T12 set bonuses are good. 2T12 is pretty straightforward, barring any bugs it is basically a simple 10% buff to Shred and Mangle. It has the same mechanics as Ignite, so if you use a Shred while a previous one's bonus damage DoT is still ticking the damage will be rolled into a new DoT.
4T12 is more interesting, particularly now that Glyph of Berserk gives us a base 25 second Berserk. This is the one situation above 25% boss health where it's a definite advantage to use Ferocious Bite, though of course Rip and Savage Roar are still more important if they are about to fall off. As of my most recent knowledge it is not beneficial to cancel Berserk in order to use Tiger's Fury if it is extended long enough from the glyph and the 4T12 bonus.
Head:
[Arcanum of the Ramkahen]
Shoulders:
[Greater Inscription of Shattered Crystal]
Back: Major Agility (22 agility)
Chest: Peerless Stats (20 to all stats)
Wrists: Agility (50 agility)
Hands: Greater Mastery (65 mastery)
Legs:
[Dragonscale Leg Armor]
Feet: Major Agility (35 agility)
Weapon: Mighty Agility (130 agility)
[top] Professions
Jewelcrafting very slightly offers the most agility. If used on cooldown Synapse Springs from Engineering provide a minimum of 80 agility on average and usually somewhat more than that, and can also be lined up with other cooldowns for more effective benefit than a static buff. Jewelcrafting, Leatherworking, and Blacksmithing are all a bit more flexible than other professions, though this is not as useful as it was in WotLK.
Alchemy: 80 agility from
[Flask of the Winds].
Blacksmithing: 80 agility from 2 extra gem sockets.
Enchanting: 80 agility from ring enchants.
Engineering: Synapse Springs provide 480 agility for 10 seconds on a 60 second cooldown. This averages to 80 agility but in practice will be slightly stronger than that if used correctly.
Herbalism: Minor heal and 480 haste for 20 seconds on a 2 minute cooldown.
Inscription: 80 agility from shoulder enchant.
Jewelcrafting: 81 agility from Chimera's Eyes.
Leatherworking: 80 agility from bracer enchant. Can also use the level 80 resistance enchants if needed.
Mining: 120 stamina, no dps benefits.
Skinning: 80 crit, not as good as other professions.
Tailoring:
Swordguard Embroidery - Spell - World of Warcraft chance to proc 1000 AP for 15 seconds.
Depending on how exact you want your rotation to be it can become quite complicated. A simplified version would be
1. Keep up Feral Faerie Fire if there's no other armor debuff
2. Keep up Mangle
3. Use Tiger's Fury on cooldown
4. Use Berserk on cooldown
5. Keep up a 5CP Rip (including refreshing with Ferocious Bite below 25% boss health)
6. Keep up Rake
7. Keep up Savage Roar
8. Feral Charge -> Ravage if your FC cooldown is up
9. Shred for combo points
As of 4.1 Swipe has become worthwhile in AoE situations. Delaying Rip to line up with Tiger's Fury is not generally thought to be a dps increase, but overwriting Rake with a Tiger's Fury up is if the previous Rake has few ticks left. Perform your rotation as usual when getting OOC procs. Fitting in Ferocious Bite above 25% is also a dps increase if done right, meaning that you don't lose too much time on Rip and Savage Roar.
The default UI is pretty terrible for tracking everything you need to know to dps well as a feral. There are a number of addons out there that can more cleanly display information you need. BadKitty and FeralByNight are tailored towards feral dps, and Power Auras is also popular. Leafkiller keeps an updated Ovale script on his site Fluiddruid.net. My personal choice is RoguePowerBars. TidyPlates can be used to track your debuffs on multiple mobs on their health bars. There are a lot of choices out there, find one that fits your needs and use it.
If there's something else you'd like me to include please PM me.