Thursday, May 6, 2010

Cataclysm Feral Druid Talent Changes

Now that leaks from the Cataclysm Friends and Family Alpha are just pouring out into the internet, I have been able to get my hands on a copy of the test build's talent trees. Below, I will break down all the talent changes coming to Feral Druids in Cataclysm. For links to reviews of Balance and Restoration changes, check out the links at the bottom of the post.

I will keep these lists updated as new changes become available. Last Updated: 05/06/10

Cataclysm Feral Talents:

New Talents


Changed Talents

Primal Precision: No longer refunds energy when finishers fail to hit

Brutal Impact: Now only reduces the cooldown of Bash by five seconds per rank

Survival of the Fittest: No longer increases attributes

King of the Jungle: No longer reduces the mana cost of feral forms

Removed Talents


Moved Talents


Unlike the Balance Druid tree, the Feral Tree has not gotten much loving thus far in the Cataclysm Alpha. Do not worry though, I would imagine Blizzard just hasn't gotten around to working the Feral changes into the Alpha yet. I am certain there are plenty of changes to come, so stay tuned for updates.

Cataclysm Balance Druid Talent Changes
Cataclysm Restoration Druid Talent Changes


  1. Up to now... only nerfs =/

  2. Man, all the nerfs suck... But then again, they made it in BC so rogues couldn't continuously stunlock someone to death...

  3. jajajaja will not get Brutal Impact anymore :P

    I'll be thankful if the nerf palagods

  4. I can expect good and cool things for Feral, if they some kind follow the way they did to balance :)

  5. I wouldn't get to concerned yet my friends. It seems pretty clear that Blizzard hasn't really gotten into the meat and potatos of the new Feral tree yet. I can't imagine the developers will leave us without a single new talent or without talents that play with the new Feral abilities we have already been promised.

  6. Nothing new yet?

    sad =/

  7. Don't care, Feral tree will be cool, they will get their time to work on Feral tree, it's just not time to do yet, vecause there are much more trees to look for.

    Ferals will not be forgotten, it will be cool, I can sense this by looking to balance and resto tree, believe me.

  8. This is what I found at

    New talents
    Endless Carnage: A new 2nd tier talent increasing the duration of Rake by 6 seconds and Savage Roar by 8 seconds. Useless for bears, but a huge boon for cats that echoes a few of the Wrath tier set bonuses that made the "rotation" more forgiving.

    Improved Feral Charge: A new 3rd tier talent. 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). Hmmm. I can't say that this would be absolutely required for bears (although definitely helpful for all those times you Charge into the next 5-man pack), but the Ravage one for cats is interesting. Ravage has been a skill in search of a reason to exist, truth be told; it doesn't afford you the control you need for a PvP fight (Pounce is the default opener for obvious reasons), and using it as an opener on a boss is a waste of energy given the debuffs you need to get up. It'd probably still be a waste on fights where the boss has to "activate" like Saurfang, but on fights where it's not unusual to Charge the boss after the tank's grabbed him -- which is almost every fight in the game -- this could be useful. More info when the beta goes live and people who are not me are given beta keys because they didn't write an article on the Death Grip bug and I swear to God that watching those goblins NPCs go flying off the dock was one of the funniest things I've ever seen and yeah I know I'm going to hell and there are no beta keys in hell.

    Primal Madness: A new 9th tier talent yoked to King of the Jungle. Tiger's Fury and Berserk increase your maximum energy by 10/20 while active, and your Enrage and Berserk abilities instantly generate 6/12 Rage.

    Nom Nom Nom: No, seriously, that's what it's called. You know they'll never keep the name, which is a pity, but we can bask in its temporary awesomeness. Ferocious Bite on a target at or below 25% has a 50/100% chance to instantly refresh the duration of your Rip. A few commenters had consigned Ferocious Bite to the dustbin given the upcoming gear reset and stat consolidation; lower crit levels and lower armor penetration make it a much less attractive ability, and its status in the cat rotation was precarious enough given the difficulty of adding it without screwing over your energy. If this goes live, FB has a more firmly cemented place in the cat repertoire as a sort of Execute/Drain Soul mechanic.

    Pulverize: Primal Gore has disappeared -- the ability for DoTs to crit is now standard for everybody in Cataclysm -- and this is in its place. Interestingly, it's also the only bear-only talent that's been added. Lacerate now deals 252 bleed damage for each application on the target, and "increases your total attack power by 2% for each Lacerate stack consumed." I'm not sure what they mean by consumed there -- does it just mean a stacking buff of 2% attack power for each Lacerate on the target -- but this seems like an intriguing sustained threat boost.

    Additional changes that aren't talents:
    Shred's base energy cost is now 50. Talented via the new Shredding Attacks (Reduces the energy cost of your Shred ability by 5/10 and the cost of your Lacerate by 1/2), this drops to 40.
    Maul's base rage cost is now 10, dropping to 5 after an unchanged Ferocity, although I assume it will continue to cost more at higher rage levels as Blizzard's previously indicated.

  9. Lol, only shit talents, compared to the new Balance tree -.- Refresh Rip when FB a target with 25% or less health? No need, it will most likely to kill, it would be very usefull if refresh the Rip duration on targets below 50% health.