Shifting Perspectives: Leveling and Talent specs
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, continues the new Druid leveling guide with leveling Talent specs from 10 to 70.
Welcome back to tips on leveling your new Druid!
In previous articles, we've talked about getting your UI and Addons set up the way you'd like, the basics of casting tactics and timing your abilities, and leveling up to 10.
We finished the last article by getting your bear form, unlocking your Talent trees and getting your very first Talent point.
In this section, we're going to explore Leveling Talent specs in more detail, and not just levels 11-20, but leveling all the way to 70.
So let's get started!
Talent Points
At level 10, you got your first talent point. You'll get another one every level, you can spend them any way you'd like, and you have three Talent trees that they can be distributed among; Balance, Feral and Restoration.
Each Talent tree focuses on one particular aspect of Druid game play; Balance is designed mostly for those who want to optimize ranged casting, Feral is for those that want to claw faces in melee, and Restoration is for those that want to specialize in healing themselves and others.
If you choose one path to specialize in, you will be selecting talents that improve how well you perform that role. You will still have access to all of your normal abilities; you'll just be better at some than others.
You can choose to spread your Talent points amongst all three trees, if you'd like, but what are considered the most beneficial talents are pretty far down each tree, requiring you to spend quite a few points to reach them. Spreading your points around won't make you a jack-of-all-trades; it'll just prevent you from getting any of the real goodies that make the Druid class shine.
Some talents in a tree benefit more than one role; you can't just put all your points in one talent tree and call it good.
What each talent does, and how useful it may be for you is a massive topic; instead of covering it in detail here, I'm going to send you to the official WoW Forums Druid Talent thread to learn more.
Now, I'm a tried and true Feral advocate. So it should come as no surprise to anyone that my bias for the Feral Druid lifestyle is going to come into play here. For leveling, I'm going to recommend placing your points into, and focusing your playstyle on, talents that benefit Feral melee in-your-face combat.
But before I talk about what talents I recommend at each level of progression, I'd like to show you the base Feral talent spec at Level 70, and discuss a couple of variations in finishing it out. I feel it is always a good idea to know what it is you're working towards.
No matter whether your end-game aspirations are for tanking or for melee cat DPS, the basic spec for Feral starts the same;
Feral Combat (42 points)
- 5/5 Ferocity
- 3/3 Feral Instinct
- 3/3 Thick Hide
- 2/2 Feral Swiftness
- 1/1 Feral Charge
- 3/3 Sharpened Claws
- 3/3 Predatory Strikes
- 2/2 Primal Fury
- 1/1 Faerie Fire (Feral)
- 2/2 Savage Fury
- 5/5 Heart of the Wild
- 3/3 Survival of the Fittest
- 1/1 Leader of the Pack
- 2/2 Improved Leader of the Pack
- 5/5 Predatory Instincts
- 1/1 Mangle
Restoration (11 points)
- 5/5 Furor
- 5/5 Naturalist
- 1/1 Omen of Clarity
No matter how I work with the talents available, I keep coming back to this as the foundation.
You can reach this spec at level 62, leaving 8 points to play with as you continue to level to 70.
Additional talents that you will have to choose from that will help a Feral druid in some way, in no particular order, include;
- Shredding Attacks (2 points)
- Feral Aggression (5 points)
- Natures' Grasp/Improved Natures' Grasp (5 points)
- Control Of Nature (3 points)
- Brutal Impact (2 points)
- Nurturing Instinct (2 points)
- Primal Tenacity (3 points)
- Natural Shapeshifter (3 points)
- Intensity (3 points)
So from level 62 to level 70, you'll earn an additional 8 points to spend, and you'll have 28 points worth of useful Talents to choose from. Time for some decisions based on playstyle.
Raiding additions
The way to finish your spec off for raiding, is to add;
- 2/2 Shredding Attacks
- 3/3 Primal Tenacity
- 3/3 Intensity
Shredding Attacks will benefit your most-often used cat and bear attacks when raiding. Shred is the premier cat attack move in raids, but it requires you to be behind your opponent, something that doesn't happen in the solo game unless you've stunned your prey. Lacerate is, likewise, the most-spammed bear tanking threat generator. Anything that reduces the Rage or Energy cost on these attacks is highly beneficial to raiding.
Primal Tenacity increases your Stun and Fear resistance by 15%. If you are tanking in bear form in a group without a Priest to provide Fear Ward, it can really save your party. And the less time you spend stunned, the more time you have to generate threat. Every little bit helps.
Intensity allows you to instantly gain 10 Rage when Enrage is activated. This can be a really useful Talent, when you have high armor gear for tanking. When Enrage is activated, you begin gaining 20 Rage over 10 seconds. With Intensity, you get an instant 10 Rage boost, for when you really need that Mangle to re-establish aggro right now.
The downside to Enrage, of course, is that your armor is reduced during the effect. In bear form your armor is reduced by 27%, in dire bear form its reduced by 16%.
By way of example, if you have 30,366 armor in dire bear form, and you trigger Enrage, your armor drops by 16%, or 4,859, to a final total of 25,507 armor for the entire 10 second duration of the spell.
So Enrage is most useful when tanking moderately weak trash mobs that just don't hit you hard enough to give you a lot of Rage, and not so much when tanking a real heavy-hitting boss like Prince Malchazeen that can keep you in a perma-Rage situation, but hits so hard in Phase Two that you'll want your armor at max for the entire duration of the fight.
Solo cat DPS
For a casual soloing cat, when you're leveling up or you don't anticipate being in an end-game raiding situation, you have a few other options.
When soloing, I like having a longer duration stun from Pounce or Bash to give myself more time for heals and drinking potions. I like having the Mana to be able to shift between forms frequently, and I like having a bit more damage from my Ferocious Bite finishing move.
So the solo spec I recommend is;
-
2/2 Brutal Impact
-
3/3 Natural Shapeshifter
-
3/5 Feral Aggression
The last 3 points that I put into Feral Aggression are really kind of fluid. An argument could be made for Natures' Grasp for PvP playing, Primal Tenacity for greater survivability or even Nurturing Instinct for a teeny bit more +healing when in DPS gear. The final choice you may make among these, and any end game talents, is ultimately up to you.
Now that we've covered the foundation of level 70 Feral spec and a few variations, let's break down the talents to choose when leveling.
Leveling Talent choices
When leveling as Feral, the goal is to push as hard down the Feral tree as you can to get Mangle at level 50. Mangle does outstanding damage in both cat and dire bear forms. Once you have Mangle, you can replace your regular Claw Attack with it in cat form, and use it as your default attack form in bear, relegating Maul to an honorable assist role.
But level 50 is a long way away when you're starting leveling. I'm going to recommend you spend your talent points in a way that benefits you now, and then re spec later on at 50 when it's time to get your Mangle.
Levels 10 - 49
-
5/5 Furor
-
5/5 Ferocity
-
5/5 Naturalist
-
1/1 Omen of Clarity
-
3/3 Feral Instinct
-
2/2 Brutal Impact
-
3/3 Sharpened Claws
-
2/2 Feral Swiftness
-
2/2 Primal Fury
-
3/3 Predatory Strikes
-
1/1 Feral Faerie Fire
-
2/2 Savage Fury
-
Either 1/1 Feral Charge / 1/5 Feral Aggression, OR
-
2/5 Feral Aggression
-
4/5 Heart of the Wild
Furor will increase your starting Rage, and then your starting Energy when you shift into your bear or cat forms.
Ferocity will reduce the Rage cost of your bear attacks, and when you reach level 20 and gain cat form, you'll have reduced Energy costs for your cat form. Cheaper Energy cost per Claw in cat form means more claw attacks in a shorter period of time.
Naturalist increases your base melee damage in all forms, highly useful this early in leveling.
Omen of Clarity is an excellent ability for Druids. It triggers fairly often, and when it does you get a 'free' attack that would have cost Energy, Rage or Mana. And the more special attacks you can cram into a small period of time, the better.
At this point, you have both cat and bear form. You can choose either Feral Instinct or Brutal Impact to take next. If you are spending a lot of time stealthing to your objective, then take Feral Instinct to help you sneak around without being seen. If you are spending a lot of time using bear form and Bashing your enemies to get off a quick heal, then take Brutal Impact first. You should be level 32, and in 4 more levels you'll get Pounce, so the Brutal Impact will aid both bear and cat.
Taking Sharpened Claws will increase your critical chance rate, which improves your burst damage. Following that up with Feral Swiftness not only speeds up your speed in cat form outdoors, but improves your Dodge.
Primal Fury gives you more combo points to be spending on your Finishing Moves, like Ferocious Bite or Pounce.
Predatory Strikes increases your Attack power slightly, and is necessary to get Heart of the Wild later.
Feral Faerie Fire is absolutely wonderful. It gives you a ranged pull in cat or bear form that costs no Energy, Rage or Mana to cast, causes threat, decreases your targets' armor, and in PvP prevents stealthing for a short period of time. You will come to love this ability very rapidly.
Savage Fury increases the damage your cat form Claw attack does, and before too long it also boosts your Mangle damage.
We still need two more points to open up Heart of the Wild, our 31 point Feral Tree ability. Taking Feral Charge for 1 point will add an option to bear form that can be useful for interrupting a spell casting target or getting to a enemy fast, or you can place both points into Feral Aggression to add 6% damage to your Ferocious Bite finishing move.
Heart of the Wild is a fantastic Talent, and is really worthy of being a 41 point Talent all by itself. What you get for the point cost benefits all forms, and really makes this a must-have Talent. But we're only going 4 points into it, because at level 50, it's time to respec.
Level 50 - Respec into Mangle
When you reach level 50, you have enough points available to unlock Mangle. And yes, I do believe that mangle is good enough to warrant respeccing your Talents right now to get it.
Here is how to redistribute your points at level 50;
- 5/5 Ferocity
- 3/3 Feral Instinct
-
2/2 Brutal Impact
-
2/3 Thick Hide
-
3/3 Sharpened Claws
-
2/2 Feral Swiftness
-
2/2 Primal Fury
-
3/3 Predatory Strikes
-
1/1 Feral Faerie Fire
-
2/2 Savage Fury
-
2/5 Feral Aggression
-
5/5 Heart of the Wild
-
1/1 Leader of the Pack
-
2/2 Improved Leader of the Pack
-
3/3 Survival of the Fittest
-
4/5 Predatory Instincts
-
1/1 Mangle
Yes, we've had to skip some good stuff to get here... but we also just gained a very nice boost in more ways than one.
Leader of the Pack, and Improved Leader of the Pack not only provide you and any members of your party with a 5% bonus to crit chance for both ranged and melee attacks, which is a massive bonus, but it will also provide a steady stream of self-healing that really, REALLY helps when soloing. As your crit increases in cat form, this healing is almost always triggered every 6 seconds. Again, a great Talent well worth the point cost.
From here on out, it's time to fill in the gaps in our Feral spec.
Level 51-62
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5/5 Furor
-
5/5 Naturalist
-
1/1 Omen of Clarity
-
3/3 Thick Hide
-
5/5 Predatory Instincts
And there we are... at the foundation of the Feral Druid spec, all the basics covered, and ready to build upon. Only one respec was needed, and only a few levels were spent without the bonus Energy and Rage of Furor.
I heartily welcome any comments or suggestions you may have on talent specs.
I personally would love to see recommendations from you on your favorite Feral, Balance, Restoration or PvP spec, and why you like it.
I know that for fun, or to run around in Warsong Gulch for a weekend, I'll respec just enough to get Nature's Grasp/Improved Natures' Grasp and Control of Nature for the entangling roots on my pursuers, and the uninterrupted Cyclone.
But that is not the point of this article. I came here to talk about Talent point choices for leveling, and I hope that this guide will serve you well in the leveling to come.
Have fun, and I hope I see you in game!
Filed under: (Druid) Shifting Perspectives, Alts, Talents, Classes, Guides, Leveling, Features, How-tos, Tips, Analysis / Opinion, Druid, Tauren, Night Elves






Reader Comments (Page 1 of 1)
Halifaxx Jan 27th 2008 1:47PM
Been a feral kitty for a while now (70 for about six months now). After reading this and some info on Big Bear Butt Blogger, I've decided to tweak my spec. The biggest thing is that I'm dropping Feral Aggression after what I learned here (and a bit of research), and I'm wondering about Improved Mark of the Wild.
So I've started with the key "basic" feral spec:
5/5 Ferocity
3/3 Feral Instinct
3/3 Thick Hide
2/2 Feral Swiftness
1/1 Feral Charge
3/3 Sharpened Claws
3/3 Predatory Strikes
2/2 Primal Fury
1/1 Faerie Fire (Feral)
5/5 Heart of the Wild
3/3 Survival of the Fittest
1/1 Leader of the Pack
2/2 Improved Leader of the Pack
5/5 Predatory Instincts
1/1 Mangle
This is one point shy of what you need to hit Mangle, so I'm going right ahead and putting it in Shredding Attacks, to give me 42 points.
2/2 Shredding Attacks
So this leaves me with 19 more points. Obviously, Omen of Clarity is amazing. It seems that it procs on almost every fight, and sometimes twice - many mobs are dead before they break the stun lock. Free ability = dead mob faster.
So to get there, what choices do I have? I used to go 5/5 Furor and 5/5 IMotW; yet no one seems to think IMotW is worth it. When I read this post and Big Bear, I realized what I was missing out in Naturalist (duh - 10% more melee damage? Yes please!). And Furor is still worthwhile, even though I'm largely soloing as a kitty (it comes in handy when you get an add, need to go bear, and need rage RIGHT NOW);
So that gives me:
5/5 Furor
5/5 Naturalist
1/1 Omen of Clarity
Which means I have 8 points left.
At this point, it comes down to choosing feral abilities that seem to only benefit one form or the other, cat or bear. I spend more time in cat, but I do occasionally offtank in my guild, so I want that ability (plus the aforementioned times when a pull goes bad while soloing). For my playstyle, these seem to make the most sense:
2/2 Savage Fury
2/2 Brutal Impact
20% more kitty damage is simply huge; and having pounce or bash last longer means more kitty dps on an opening, or more time to get away, heal or take a potion as a bear.
Which means I've maxed this tree leaving out three abilities. Why?
1. Feral Aggression (theorycrafters say the AP reduction amounts to 2 DPS from your attackers, which isn't worth 5 points).
2. Nurturing Instinct (I can actually see the case for this if you're doing kitty dps - you have high strength gear, and need to heal yourself when things go bad - so why not have your gear add to your heal bonus? It's just too situational for me; I'd rather have the points used in an all the time ability, rather than an "in case of screwed, use this").
3. Primal Tenacity (resisting stun can be good, resisting fear is again really situational. And in a group situation, if you're not the MT, and now that Fear Ward if trainable, should you be resisting fear as your tank runs away? Probably not)
So that leaves one burning question.
Where do I put my other 4 points?
I'm just curious why no one seems to think Improved Mark of the Wild is worth the points... It seems I'm always reading that MotW is "the best buff in the game" - so why isn't it worth 5 points to make it better?
Basically, I'm leaning towards Nature's grasp (good for escapes), and Intensity (not only does this allow the mana to regen during healing, etc., which seems to make Natural Shapeshifter obsolete, but it also has the bonus of giving you more rage when you hit the "oh crap" button (Enrage).).
I'd love some opinions!
sh4d0wfury Jan 15th 2008 11:35AM
Enrage only reduces your base armor, not the items armor.
Aldrel Jan 15th 2008 11:37AM
I would much rather go straight for Feral Faerie Fire and Feral Swiftness. The less I have to shift means the less I rely on retaining energy between shifts. Additionally, I'd much rather go straight for Imp. Leader of the Pack.
Furor, Naturalist and Omen seem pretty weak compared with getting Feral Swiftness at 21, FFF at 30 and Imp. LotP at 42.
Go straight for what helps you level fastest. I'll go back and get those, but faster running, more DPS and passive healing while DPSing helps a lot more than retaining Energy when shifting primarily because I don't do a lot of shifting because I don't need to. FFF or Pounce and keep on DPSing. When I do need to heal, I pop out, heal and run to next target. By the time I get there, I have enough energy.
Basic Jan 15th 2008 12:19PM
I did start out with Omen of Clarity, but I also found that it diminished in importance fairly quickly and am considering the route you suggest now that my druid is 30.
Shadowfury Jan 15th 2008 11:41AM
Enrage only reduces your base armor, not your total armor. So if you normally have 1000 armour from your leathers, it becomes 840, however you still get the additional 4500 armor from dire bear form, giving you a 5340 rather than 4620. (Normal bear form works the same way).
From Wowwiki
George M. Jan 15th 2008 11:51AM
Druid Tanks make Holy Paladins Happy.
BigBearButt Jan 15th 2008 11:53AM
Shadowfury, that was once the case. I absolutely agree with you.
But the example I used for Enrage, and the math I used to verify that the 16% came from total armor, is a real world example taken from my current armor rating, in dire bear form, tested last night.
I had believed that the Enrage mechanic continued to work the old way, until a Prince fight where I noticed a spike in my damage taken... and tracked it down to Enrage, being used when it wasn't strictly necessary.
I didn't believe it either, and I hope that it is a mistake that will be corrected. SOON.
But as of last night, the 16% armor reduction was taken from total armor.
Corrodias Jan 15th 2008 12:49PM
Really, Enrage is a wonderful way to prepare for a fight. Shift, Enrage, wait 10 seconds, and you have 40 rage, enough for a good head start on the dps for threat. I've never needed Enrage during a boss fight, as they tend to hit hard enough that i have plenty of rage without it.
But doesn't it make more sense that your total armor should be reduced by 16%? If you NEED rage, you must not be getting hit hard enough to generate all you need. Losing the armor will certainly help alleviate that if you use it during combat. If you're getting hit hard enough that the armor reduction will overwhelm the healers or your health, then surely the hits are generating lots of rage, so why are you hitting Enrage?
Matt Jan 15th 2008 12:35PM
While I certainly can't argue with Feral's value as a leveling spec, there's a consideration that I think is often overlooked... Resto druids become very viable 5-man healers very early in that tree - arguable before some other healing classes. That makes a midlevel Resto druid very attractive in both guild and PuG runs. So while Ferals are competing with every rogue and hunter who wants to run midlevel dungeons, Restos may get a better shot at those runs - and the better loot that drops inside.
I'm not disagreeing with John, just showing another perspective. My Level 66 druid main has specced Resto since day one, and while I'm sure it would've progressed faster with a Feral build, I hardly struggled to quest solo.
Ganesh Jan 15th 2008 12:24PM
Great post! My Druid is almost 56. I placed all my points to get mangle, and now that I have Mangle, I love it. I kill things quickly (even mobs 3 levels above me) and have almost no downtime.
I put points in Shredding Attacks, but with Mangle, I regret it. I mostly solo and never use Shred anymore, just Pounce-> FFF -> mangle (till 5 combo points) and then either bite or the cat DoT. Aside from raids, when would a cat ever use Shred?
Ekimus Jan 15th 2008 4:31PM
Shred isn't your friend yet...but it will be. You'll fall in love with it once you start DPSing in dungeons/raids.
This will probably be your dps cycle:
mangle -> shred, shred, shred, shred, etc....
Just be sure to reapply the mangle debuff once it runs out. This way you'll get the most out of your shreds, and rip.
Dan Jan 15th 2008 7:56PM
You would use shred because it gives Mangle gives you +30% damage to it.
So the ideal opening sequence, if you have Shredding Attacks, is: Pounce, Mangle, Shred (with another Shred if you get a Omen proc or a Feral Faerie Fire at the beginning if you have the time).
Mas Jan 16th 2008 3:18AM
A note on kitty soloing:
With Brutal Impact, Shred will be part of your solo grind: the longer stun will allow you to open with Pounce, Mangle, and then get two Shreds off (or even three if OOC procs)... and if either of those crit, the mob is usually dead without even getting out of the stun.
dAnixx Jan 15th 2008 1:57PM
Druids are the best tanks :P
Ikarus Jan 15th 2008 2:11PM
I leveled to 40 as feral, then respec'd balance for a change of pace. I'm loving it. yeah, there is a little more down time for mana regen, after all our nickname is "OOMkin". but with Talents in dreamstate, moonglow in the balance tree and intensity in the resto tree it really helps that problem.
Since Moonkin form gets the same 400% armor increase that dire dear gets, it makes me a pretty durable caster. I can pump out some very respectable damage. Dont know that i'd recommend going balance at leaset until 40, though many would tell you to wait even later. i dont feel it's slowed my leveling much, if at all. am 51 at this point.
nice thing is, i can still heal 5 mans at this point (i know wont be able to in outlands) without having to carry another set of armor as my balance set has that same desired stats, minus +healing, though my +150 bonus damage also raises my healing a bit
Ekimus Jan 15th 2008 4:15PM
Feral Aggression is a no-no! From WowWiki:
The black sheep of the feral combat tree, unused in any serious build.
"The change to the Demoralizing Roar bebuff comes down to 19 AP per talent point at the highest rank. Against enemy players, this is less than 2 DPS.
Even with the effect of this talent, Ferocious Bite does less damage than Rip with 5 combo points. With Mangle, Rip would still dwarf FB in total damage. This is, of course, assuming that the DOT from Rip finishes or nearly finishes."
IMO, your talent points are better spent elsewhere.
Acceptable Risk Jan 15th 2008 6:15PM
NEVER NEVER put points in Feral Aggression. It's seriously the worst talent Druids have. The difference to Demoralizing Roar is laughable and even talented, Ferocious Bite is a joke.
For cat soloing, Brutal Impact and Shredding Attacks are practically a must. It allows for the classic Pounce, Mangle, Shred opener.
gen Jan 16th 2008 10:07AM
My druid is my first character, and still the one I love the most. He’s a Moonkin with a big furry @#$... like all others. I knew I wanted to play a caster and, upon reading up, the abilities of druids seemed like a perfect match. Though I had a history with video games, I had never played a RPG before WOW so learning about talent points and the different stats was fun.
Blogs, posts and articles on levelling as a balance druid were- and to some degree still are- rare. When looking for a resource, Moonkins are probably among the least represented spec of any class on the internet, which is quite frustrating. It's almost always about ferals, with bits of resto sprinkled out. What you can find about balance druids usually concerns level 70, and they didn't make much sense to me as a beginner.
Because I hadn't played any other class or spec, I had little idea that levelling as a balance druid wasn't perhaps as efficient as levelling some other classes, or in the feral spec. But that's just what I went and did because I was having great fun. Playing my lock now, I cannot believe how convenient and, dare I say, easy it is when compared to balance druids while levelling.
Still, I can't say levelling as a balance druid isn't viable. Yes, you have some mana problems but that slowly fades away. Once you hit 70 and gear up, mana should be the least of your problems.
I don’t remember how I spent my points back then but this is probably how I’d do it now while levelling. As is always the case with talent points, these picks are very dependant on your playstyle.
Level 10-19
5/5 - Starlight Wrath
2/2 - Improved Moonfire
2/2 - Focused Starlight
1/1 - Nature's Grasp - Some people pass this. I like its uses in PVP, and it comes in handy while dealing with multiple mobs.
Level 20-29
1/1 - Insect Swarm
2/3 - Control of Nature
2/2 - Nature's Reach
5/5 - Vengeance
Level 30-39
1/1 - Nature's Grace
3/3 - Moonglow
3/3 - Lunar Guidance
3/5 - Moonfury
A couple things are interchangeable here, depending on your playstyle and gear. If you feel your mana pool isn't in a bad condition and you're all geared up in blues with enchants, you might prefer to pick Lunar Guidance before Moonglow. You might also prefer to spend a couple points in Celestial Focus instead of one of these if you find your Wrath getting l8 interrupted too much, but I'd probably save it for later. Though getting interrupted gets on my nerves. Lots.
Level 40-49
1/1 - Moonkin Form – A big yay?
+2/5 - Moonfury (bringing it to 5/5)
2/3 - Dreamstate
5/5 - Wrath of Cenarius
If your gear doesn't have that many bonus damage, you might prefer to complete Dreamstate or go back to Celestial Focus instead of Wrath of Cenarius. Balance of Power might also be viable if you're fighting mobs 2-3 level higher than you most of the time. The ideal would be to grab all the spell damage you can though.
Level 50-56
1/1 - Force of Nature
+1/3 – Dreamstate (bringing it to 3/3)
2/2 - Balance of Power
3/3 - celestial Focus
You can go back and spend another point in "Control of Nature" to complete that talent or go directly to the Resto tree. Start with "Improved Mark of the Wild" if you're not shifting to feral forms too much. The second tier on the Resto tree is a hot topic among balance druids as you have to spend 5 points among these not very useful talents to get to the best parts in the third tier: "Intensity" and/or "Subtlety". I got my 5 points in “Naturalist” here, and then 3 in “Subtlety”.
You can also go back and spend another point in "Control of Nature" to complete that talent.
I'm using the below spec at level 70 as it's fairly useful in both PVE and PVP in my daily routine:
http://www.wowhead.com/?talent=0tcrziIsguVoZxx0h
But I do respec for raids so that I have better mana regeneration, less threat… and no uncontrollable treants.
One thing that I came across over and over again, especially on forums, was “Roll a mage if you want to be a caster.” I cannot stress how ignorant comments like these are, especially after rolling a mage. Yeah, Moonkins and mages are both nukers but they have very different playstyles so don’t let people get to you.
After all, it’s all about the fun you’re having. And I'm having the best of times as a Moonkin.
Jurie Jan 21st 2008 9:18AM
I don't recommend putting points in Primal Tenacity for raiding. It can be actively dangerous to have a higher chance to resist fear in raid encounters. When you're tanking you shouldn't rely on this talent to save you from fear (yes, every bit helps, but at what cost?). When you're DPSing, being in melee range of a boss while the MT is feared will get you killed. I don't know any raiding feral druids that have put points in this talent (not that I checked them all, but it has been discussed a fair number of times in my guild).
It's a great talent for PvP though.
Felkan Jan 22nd 2008 2:46PM
As someone who recently leveled Feral (only lvl 68 right now), I have a few slight differences. Many of these talents are so situational or dependent on other situations (gear, stats, etc.) there is plenty of room for varying opinions.
Thick Hide: A must have for end-game tanking. Just about worthless while leveling in cat form. Just about any other talent has more value while leveling than TH.
Furor: If it were not for those few quests in which you have to activate/use an item to spawn a mob, this talent would be near useless while leveling. Great for PvP, great for cat PvE (power-shifting), great for bear pulls. Not so great for solo kitty questing.
Mangle: I know this is our 51-point talent, but until you obtain a good set of BC kitty gear, it isn't so great. I had it at level 50, but until I was 60-61 it was just another move with a cool sound effect. If I had to do it over again, I'd probably get Imp LotP, then go for OoC and then continue onto Mangle.
Brutal Impact/Shredding Attacks: Until your mangle does quite a bit of damage, pounce->shred->shred does quite a bit more damage (plus reduces the damage you take thus reducing shifting and healing. I hate shifting!). I believe many opinions of BI and Shredding Attacks are based on their value at lvl 70 where Mangle is king. Even with Mangle at lvl 50, I found Pounce->Shred->Shred far faster. At least until I got OoC if not beyond.
Using FB. This is another one of those class skills whose value is affected by lvl 70 players (call them talent revisionists). At lvl 70, FFF->Mangle Mash->FB is great when grinding. But not the best use of energy while leveling. Rip (at 4-5 combo points) should be your primary finishing move. Boosting FB (with Feral Aggression) or for that mater using FB period just doesn't make sense except in a few scenarios (PvP and maybe non-bleedable mobs).
As mentioned above, the key solo leveling Feral talents are Feral Swiftness (land speed), Primal Fury (more combo points means faster/bigger Rips), FFF (pulls in cat form), HotW (though its value isn't truly realized until we get good gear at lvl 60+), Imp LotP, OoC and Manlge. I also think Shredding Attacks combined with Brutal Impact (and an energy bar addon) are important until you are lvl 60+ (where your gear starts to give a big boost to mangle).
Just a thought. Lots of this stuff is grey.