May 192010

This post incorporates publicly available leaked material from the Cataclysm Alpha. If that bothers you, please stop reading now.

A new version of the Alpha was pushed on 17 May with an updated feral tree, and information about the changes has already leaked. Allison’s latest Shifting Perspectives has covered some of the changes already, but here’s my take.

Tier 1:

Sharpened Claws: Increases the damage caused by your Claw, Rake, Mangle (Cat), Mangle (Bear), and Maul abilities by 10%/20%. (Previously Tier 3: increases your critical strike chance by 2%/4%/6%.) Renamed version of Savage Fury, a Tier 2 talent with the same description.

Ferocity: Unchanged.

Feral Aggression: Unchanged.

Tier 2:

Savage Fury: Removed. (Moved to Tier 1, renamed Sharpened Claws.)

Thick Hide: Removed. (Previously increased your Armor contribution from cloth and leather items by 4%/7%/10%.)

Feral Instinct: Unchanged.

Shredding Attacks: Reduces the energy cost of your Shred ability by 5/10 and the cost of your Lacerate by 1/2. (Previously Tier 4: Reduces the energy cost of your Shred ability by 9/18 and the rage cost of your Lacerate ability by 1/2.)

Endless Carnage[NYI]: Increases the duration of your Rake by 3/6 sec and your Savage Roar by 4/8 sec. (New talent.)

Tier 3:

Feral Swiftness: Unchanged.

Predatory Instincts: Moved here from Tier 8, unchanged otherwise.

Feral Charge: Moved here from Tier 5, unchanged otherwise.

Improved Feral Charge[NYI]: Increases the damage done by your next 3 attacks by 5/10% in Bear Form after you use Feral Charge (Bear), and Ravage will temporarily not require stealth for 3/6 sec after you use Feral Charge (Cat). (New talent.)

Tier 4:

Nurturing Instinct: Moved here from Tier 5, unchanged otherwise.

Predatory Strikes: Attack power boost removed. Finishing moves retain their 7%/13%/20% chance per combo point to proc an instant Nature spell. (Previously: Increases your melee attack power in Cat, Bear and Dire Bear Forms by 50%/100%/150% of your level and 7%/13%/20% of any attack power on your equipped weapon.)

Primal Fury: Unchanged.

Primal Precision: Removed. (Previously: Increases your expertise by 5/10, and you are refunded 40%/80% of the energy cost of a finishing move if it fails to land.)

Tier 5:

Brutal Impact: Unchanged.

Heart of the Wild: Moved here from Tier 6, unchanged otherwise.

Survival Instincts: Moved here from Tier 3, unchanged otherwise.

Tier 6:

Survival of the Fittest: Unchanged.

Natural Reaction: Removed.

Tier 7:

King of the Jungle: Moved here from Tier 9, unchanged otherwise.

Leader of the Pack: Unchanged.

Improved Leader of the Pack: Unchanged.

Primal Tenacity: 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. (Previously reduced damage taken while stunned by 10%/20%/30%.)

Tier 8:

Protector of the Pack: Unchanged.

Infected Wounds: Your Shred, Maul, 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 sec. (Previously reduced movement speed by 16%/34%/50% and attack speed by 7%/14%/20%.)

Tier 9:

Primal Madness[NYI]: Tiger’s Fury and Beserk also increases your maximum energy by 10/20 during its duration, and your Enrage and Berserk abilities instantly generates 6/12 rage. (New talent.)

Mangle: Unchanged.

Improved Mangle: Unchanged.

Tier 10:

Nom Nom Nom[NYI]: When you Ferocious Bite a target at or below 25%, you have a 50/100% chance to instantly refresh the duration of your Rip on the target. (New talent.)

Rend and Tear: Unchanged.

Pulverize: 15 rage. Instant. Melee Range. Requires Dire Bear Form.  Deals 252 bleed damage for each of your Lacerate applications on the target, and increases your total attack power by 2% for each Lacerate stack consumed. Lasts 10 sec.

Tier 11:

Berserk: Unchanged.

Misc info: Shred base energycost is now 50 (talented 40.) Maul base rage cost is 10 (talented 5), consumes an extra 5 rage for each 20 rage you have. (So, 1-20 rage, Maul costs 5, 21-40, Maul costs 10, etc.)

Definitely some interesting new talents  here. As Blizzard has previously stated, they like testing new talents via set bonuses, and apparently all our good ones made it in. :) Endless Carnage is a mashup of our Tier 8 4P and our Tier 9 2P, but better. I wouldn’t be surprised to see either the talent or Rake nerfed…upping a 9s DoT to 15s is pretty strong for a Tier 2 talent. Imp. Feral Charge is pretty interesting, but I see it as mostly a leveling/burst talent more than anything else. Ravage will hit harder than Shred, certainly, but not by enough to warrant major rotational changes.  I’d have to look to figure out its DPE…I haven’t used it in ages.

Primal Madness is pretty meh. Good ferals never energy cap to begin with, so having a higher top-end isn’t a big deal (though it makes using TF/Berserk easier, sure). Finally, Nom Nom Nom (best name ever) is huge. Rolling Rips and constant FBs! Sweet! (Of course, this means our regular damage will get a nerf to compensate. Bleh.)

Have some Balance/Resto info as well, but I’ll leave that for now. One tidbit: Innervate is now based on the caster’s max mana pool, not base. Goodbye feral Innervates. :(

 Posted by at 12:58 pm

  13 Responses to “New feral talents, 17 May [Alpha]”

  1. I have a hard time believing a talent name of Nom Nom Nom will make it live. I will laugh my tail off if it does, because it’s too awesome. But it would be so hard to take us seriously. Can you imagine that conversation?

    “Are you specced 2/2 in Nom Nom Nom?”

    Also…Primal Precision going away? Now I feel compelled to change the name of my blog. (Maybe to Nom Nom Nom…)

  2. Hmmm interesting… and agreed, Saniel, NomNomNom just sounds win as an ability name, in a “too great to be true in live” way :)

    Pulverize sounds like an excellent ability to make single-target tanking more interesting.

    Re: Innervate… considering my innervate now barely touches my resto mana pool, I’m happy to hear it will be based on the caster’s real pool size rather than limited to the poorly-scaling (really, unscaling) base mana pool. So, feral innervates will be about the same as they are now in WotLK, but caster innervates will be back to TBC relative size. I don’t really see it as a “nerf” to feral innervates, since a feral’s total mana pool won’t be less than base.

    • Doh, wrote up Pulverize and forgot to comment on it. :P I agree and really like it…it feels “cat-like,” a finishing move, etc.
      I can see bears charging to trigger Imp. FC, stacking their Lacerates, popping Enrage/Berserk to max their rage, then hitting Pulverize and blowing all that Rage on upgraded Mauls (which supposedly still hits like a truck).

      Innervate- I didn’t finish my thought, my apologies. Instead of being the fixed amount it is now(8500ish for lvl 80s), it’s 35% of the caster druid’s max mana pool. That means resto druids should stay about the same in current gear, and it fixes the scaling issue (good). It makes feral innervates…bleh.

  3. The increase in max energy is useful when you’re lagging a bit and you risk energy overcapping because your next ability arrives too late. It also allows you not to get stuck at max energy in case of a series of clearcast procs just after you fired TF or Berserk.
    But overall I agree that there are other talents which are a lot more interesting :) NomNomNom is awesome.

  4. I’m guessing they’re not including the ability to make Rake crit anymore in Rend and Tear, Alaron?

  5. Everything looks really interesting! Can’t wait to see what else they have coming down the pipeline.

    As far as Nom Nom Nom is concerned – am I reading the first part incorrectly? It says “When you Ferocious Bite a target at or below 25%”, so you will only refresh your RIPs once the target is at 25%? Lame..=[

    • BearChat – It’s an execute phase for Cats. Basically while keeping Rake/SR up, you can use FB for your finisher, refreshing the duration of Rip. Allows more bites to be done during the last 25% of a Boss’s life.

      As long as they keep the rotation the same with a few Bites here and there and really getting into the Biting for Execute phases, I’m VERY excited for this talent!

      • Yeah that’s a good point – I don’t want them to simplify the rotation in Cataclysm.

        Nom nom nom!

      • My initial impression is that the rotation will be less punishing but still as complex. For example, right now, one of the biggest struggles for new ferals is learning how to manage Rip and SR expiring at the same time…with longer DOT timers, you’ll still have that problem, but less frequently.

  6. But new feral talents are still crap compared to the new balance tree

    • Balance needed quite a bit more work, so they get more stuff. :) FWIW, it sounds like the Mushroom thing isn’t balance-only…

  7. What about “Thick hide” now ?

    Is it still removed ? or is it back as I can see in many talents calculator ?

    (the job you do here is very nice)

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