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10.2.7
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10.2.6
Beta
Feral Kitty Cata Tree
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Post by
615276
This post was from a user who has deleted their account.
Post by
615276
This post was from a user who has deleted their account.
Post by
Badguy
What's the feral priority rotation at 85?
Don't know yet?
Save your complaining.
Post by
615276
This post was from a user who has deleted their account.
Post by
Badguy
Mangle and survival instincts are the best choices.
Being able to continue doing dps when you would otherwise be dead is why SI is pretty decent.
Blizzard said they wanted the last few talent points to be about personal preference rather than feeling mandatory.
At least we can ferocious bite quite a bit more now in the execute phase without worrying about rip falling off.
That seems like a pretty good boost alone.
Post by
129046
This post was from a user who has deleted their account.
Post by
Aadramelekh
3) It can only be used 6 seconds after (if 2/2) a Improved Feral Charge, if you DO have the chance to use this (which seems like only 1 time per/boss encounter)
Once? Ever heard of bad stuff happening and you have to move? Phase switch? Any other stuff I forgot. Ya you won't use it often, but more than once in most bosses.
But truth is that it's really costly move. I have no idea how it does DPE-vise versus shred. And at the start of your rotation you usually have more important stuff to do than ravage, since you want all the good stuff rolling and using 60 energy attack is on the bottom of my priority.
Correct, Ravage will still be the last thing to think about regarding PvE DPS cycle. It is mostly a PvP ability. Notice the new talent tree improves its functionality in ways that obviously promote its usage in PvP (like not requiring stealth after Feral Charge or having +50% crit chance when the druid is at 90% or more HP).
Also, Shred buffed by talents (+20% from Rend and Tear and +4% from Blessing of the Grove) probably does about the same or even more damage than Ravage under the right conditions, and for less energy.
The DPS cycle will remain the same. The way the new talent tree looks right now, I see absolutely nothing that is subject to change regarding the priority list. You still have to keep up Mangle, Savage Roar, Rake and Rip. Having a talent like 'Endless Carnage' (which increases Rake and Savage Roar by 6 seconds for Cat Form) will serve very well the purpose of alleviating the pain of maintaining all the buffs, debuffs and bleed effects while performing as many Shreds and Ferocious Bites as possible.
With Rake upgraded to 15 seconds and a 3CP Savage Roar lasting 30 seconds instead of 24 and Mangle lasting one full minute, talents like Feral Aggression (which is now taken only in extreme Cat DPS configurations that have no utility / survivability talents whatsoever) become much more attractive, since the new mechanics will allow heavier usage of powerful finishers such as Ferocious Bite. The only drawback will come (as far as I can predict at the moment) from the fact that armor penetration will become a mastery of some sort and frankly I don't know if there will be anymore gear that will provide it as rating. However I remember I saw some official Blizzard information about gear in Cataclysm providing 'mastery rating' - which will be 'general' on gear, but have different effects when worn by different classes, according to each class' own specific mastery.
Hoping that the mastery mechanic will still allow feral druids to get as close to complete armor penetration (100%) as possible, the usage of more and improved Ferocious Bites seems like a very exciting perspective for pussy cat DPS.
Post by
curlymon
Hoping that the mastery mechanic will still allow feral druids to get as close to complete armor penetration (100%) as possible, the usage of more and improved Ferocious Bites seems like a very exciting perspective for pussy cat DPS.
The mastery stat on gear will, iirc, boost the the masteries of your tree.
Role: Melee Damage
Stat: Melee Critical Damage
Unique effect: Bleed Damage – Increases damage done by bleed effects.
It effects only that last one, but mastery does increase the effect it has.
Some class/specs will have ArPen in their trees, as it stands now, but no one will be stacking it in any considerable amounts anymore.
Post by
pelf
Yeah we get nada WRT ArP in Cataclysm.
Post by
144872
This post was from a user who has deleted their account.
Post by
Aadramelekh
Hoping that the mastery mechanic will still allow feral druids to get as close to complete armor penetration (100%) as possible, the usage of more and improved Ferocious Bites seems like a very exciting perspective for pussy cat DPS.
The mastery stat on gear will, iirc, boost the the masteries of your tree.
Role: Melee Damage
Stat: Melee Critical Damage
Unique effect: Bleed Damage – Increases damage done by bleed effects.
It effects only that last one, but mastery does increase the effect it has.
Some class/specs will have ArPen in their trees, as it stands now, but no one will be stacking it in any considerable amounts anymore.
Hmm, thank you for pointing me to those topics. Well then, since haste will greatly boost the damage from bleed effects, having a mastery that further improves them can only seem logical, given the fact that pussy cats are probably the melee class with the highest percentage of damage from bleeds (especially with the DoT crit mechanic, which is already active for any feral that has Primal Gore and 4xT10 and thus can crit with all bleed effects - Rake, Rip and Lacerate).
That is to say that making the target bleed to death is the pussy cat's trademark among the melee damage dealing classes. As such it seems natural that the class mastery for feral druids will improve these DoT effects.
Post by
LookOut
I can't remember where I read it (MMO-Champ I think), but iirc you get both feral bonuses when spending points in those trees right? You don't get more for one or the other when spending points in specific talents (e.g. Protector of the Pack)?
... Hmm, probably too early to tell, nvm me.
(tanking deeps will be even more pro in Cata it seems :p)
Post by
109094
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Post by
skribs
Mastery will give you up to 51-points worth of bonus for the tree you spend the most points in, and nothing else. Feral will not have ArP, but a focus on mastery to boost your bleeds will focus your stats on attacks not mitigated by armor.
Haste will increase the number of ticks from bleeds by reducing the time for each tick by enough to add an extra tick in. So a 15 second dot with 10% haste would be reduced to 13.6 seconds, but once you get enough haste to reduce each tick to 2.5 seconds (or 12.5 sec for 5 ticks) it would jump back up to 15 seconds and add the 6th tick. So take the duration for (N-1) ticks and N ticks, and your dots will last pretty much in that range.
In addition, haste will increase the rate at which you increase your energy regeneration, allowing you to use stuff more. So more haste = more shreds and FBs.
I can imagine the priority list will be close to the same, but as has been said it will be more forgiving. You will still have to activate SR, Rip, Mangle, and Rake, and keep them active. However, SR will last 6 sec longer and Rip will be kept up by FB, making it so that it is much easier to manage finishers. Mangle already lasts longer, and looks like Rake will as well.
Post by
Aadramelekh
Mastery will give you up to 51-points worth of bonus for the tree you spend the most points in, and nothing else. Feral will not have ArP, but a focus on mastery to boost your bleeds will focus your stats on attacks not mitigated by armor.
Haste will increase the number of ticks from bleeds by reducing the time for each tick by enough to add an extra tick in. So a 15 second dot with 10% haste would be reduced to 13.6 seconds, but once you get enough haste to reduce each tick to 2.5 seconds (or 12.5 sec for 5 ticks) it would jump back up to 15 seconds and add the 6th tick. So take the duration for (N-1) ticks and N ticks, and your dots will last pretty much in that range.
In addition, haste will increase the rate at which you increase your energy regeneration, allowing you to use stuff more. So more haste = more shreds and FBs.
I can imagine the priority list will be close to the same, but as has been said it will be more forgiving. You will still have to activate SR, Rip, Mangle, and Rake, and keep them active. However, SR will last 6 sec longer and Rip will be kept up by FB, making it so that it is much easier to manage finishers. Mangle already lasts longer, and looks like Rake will as well.
I like how someone posts in a topic the exact same things that have been said a few posts before and then slaps that signature to put emphasis on his words.
How about posting something we
don't
know or hasn't been brought into discussion so far, Mr. Teacher?
Talk about
reading the damn thread before posting
...
Post by
LookOut
Talk about
reading the damn thread before posting
...
*ninjas that pic for his guild forum*
Post by
skribs
I added more detail to the topics that had been brought up. As I am not psychic, and don't know what you know outside of this thread (and keep in mind, many people may see this thread first when they're looking on this forum for druid changes, especially if they don't want to dig through pages of non-kitty-specific comments on the blog) I consider it new material for the thread.
Yes, the general ideas were the same as had been posted, but that's because I was building on what others had said.
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