Shifting Perspectives: Feral cat druid DPS 101

Tired of being a laser chicken or green-glowing broccoli? Just got your druid alt to 85? Mostly a bear, but want to up your DPS during non-tank phases? This guide's for you. It will cover the basics of the feral druid DPS spec at level 85 for you Cataclysm cats, including rotation, gear stats, talent and glyphs. I'll be focusing on PvE -- but don't worry, I'll address the many sorrows of feral PvPers soon.
Feral DPS strengths
- Strong single-target DPS Currently just a bit behind that of assassination rogues and unholy DKs.
- Excellent survivability With Survival Instincts, Barkskin, and Nurturing Instinct, we definitely don't overwork the healers.
- Excellent mobility Most melee have a passive +15% run speed buff available to them, but we're the only one that gets +30% via Feral Swiftness. Combined with Feral Charge, we're typically the first melee DPS to reach an add.
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Lots of raid-wide buffs, including +5% crit
and some small raid-wide heals viaLeader of the Pack. Also +30% bleed damage via Mangle and -12% armor reduction with Faerie Fire. - Tranquility is awesome and not just for restoration-specced druids. Often overlooked, it remains a great raid-wide party heal when paired with Nurturing Instincts. My feral Tranquility has healed for over 200k. That's a lot of healing for 8 seconds. Between LotP heals and Tranquility, I'm often the largest source of raid-wide heals not coming from a dedicated healer.
- Battle rez Not as overpowered now that you're limited to one rez (or three in 25-man), but still game-changing.
- Hybrid spec potential A shared talent tree with bears makes a combined DPS/tanking spec very viable.
- A challenging, interesting, and dynamic DPS rotation
Feral DPS weaknesses
- A challenging, frustrating, and capricious DPS rotation While the rotation has been made significantly easier in Cataclysm, a less-skilled cat will do much less damage than say, a less-skilled warrior.
- Weak AoE DPS Kitty Swipe got nerfed hard in Cataclysm, to the extent that multidotting is now our best bet for three to four targets.
- Weak on fights with lots of target switching Our hardest-hitting attack is Rip, which almost requires 5 combo points to use. Generating those CPs when our cooldowns are down takes quite a while.
- No gear in forms If you spend a lot of time admiring your character, this spec's not for you.
Best stats
- Weapon DPS Feral attack power is dead; weapon DPS is king. In almost every situation, getting a weapon with better DPS is the best upgrade you can make, regardless of the weapon's stats.
- Agility By far, agility is our best stat. It gives us extra attack power and crits, which affects all our abilities. In almost all cases, optimal gearing revolves around getting the item for each slot with the most agility.
- Mastery Since we derive a large portion of our damage from bleeds, Mastery (Razor Claws) is our best secondary stat. Any gear without mastery should be reforged when possible. The upcoming patch 4.0.6 will decrease the value of mastery somewhat, but it will remain our best secondary stat.
- Strength/Attack Power We get 2 AP for each point of strength, but we get no crit benefit, making this primary stat considerably inferior to agility. Leave the strength items for the plate wearers, though consider it if it's a massive upgrade in ilvl (26+ pts) to what you're currently wearing. Strength weapons are an exception; an ilvl 359 strength weapon is better then an ilvl 346 agility weapon, due to DPS. That said, don't roll need on Akirus unless nobody else wants it, as Malevolence is just as easy to get.
- Critical strike Crits are one of the primary methods that we use to generate combo points due to Primal Fury making this secondary stat very nice.
- Haste Haste increases our melee damage, but more importantly, it increases our energy regen. It is currently slightly inferior to crit but should become roughly equal after the 4.0.6 patch.
- Hit Unlike most other classes in the game, we're not too concerned about hit. If we miss a special attack, 80% of the attack's energy is refunded, letting us try again with little penalty. One large caveat: If your raid relies on you as an interrupter, then you DO want to prioritize hit, and take the hit (heh) to your personal DPS.
- Expertise Just like hit, but doesn't affect our interrupts (since bosses can't dodge while casting). Reforge out of it.
- Resilience Great for PvP, of course, but horrible for PvE. That said, the four-piece PvP set bonus was so good that it single-handedly made PvP gear better than the equivalent PvE gear; thankfully for new druids, that's being fixed in 4.0.6.
- Everything else Don't worry about spirit or intellect, for example; they have virtually no impact on our characters. PvPers may want spell penetration, but that's a more advanced topic I'll cover another day.
0/32/9 is your basic DPS spec. I find Primal Madness to be mostly useless, so I've chosen to put the points in Perseverance instead. I'll dig deeper into this in another column.
Glyphs
Prime Rip (essential), Shred (important), and one of Berserk/Tiger's Fury/Savage Roar; I lean towards Berserk, personally.
Major Nothing critical. I'd recommend Feral Charge, Faerie Fire, and Rebirth for raiders.
Minor Your choice though Dash is nice.
DPS rotation for feral cats
Feral DPS has a lot of buttons. You have two debuffs, two bleed DoTs, and one self-buff that all need to be maintained, three direct damage abilities, and two cooldowns. That doesn't even get into defensive/hybrid stuff. While the length of these abilities have been extended for Cataclysm and maintaining them is much less of a John Madden exercise, the sheer number of buttons required can be somewhat disconcerting. I'll work through them one at a time.
- Keep -armor debuff from Faerie Fire up at all times. You can put this up on the pull and generally not worry about it too much, since it lasts 5 minutes. Don't worry about the stacking bit; Feral Aggression takes care of that.
- Keep -bleed debuff from Mangle up at all times. Basically, hit Mangle every 60 seconds unless you're lucky enough to have an arms warrior or sublety rogue with you who put that debuff up automatically.
- Use Tiger's Fury (TF) on cooldown. Burn off some energy via Shredding if you need to avoid wasting the King of the Jungle proc. Don't try to save TF to use with other abilities; you want to activate it as often as possible, unless you're about to enter a burn phase.
- Use Berserk on cooldown. You can't use TF during Berserk, so it's best to use Berserk shortly after TF. If using a DPS potion such as Potion of the Tol'Vir, stack it with Berserk.
- Rip with 5 combo points. Rip is your hardest-hitting ability. You want this up as much as possible. If the boss is below 25% health, you can use a Ferocious Bite (of any number of CPs) before it drops to refresh it due to Blood in the Water. It's best if you can bite with 5 CPs but okay if you can't. Biting above 25% can slightly increase DPS but makes it much more difficult to manage a rotation and should be avoided while learning.
- Keep Rake up as much as possible. Rake doesn't hit as hard as Rip, but it'll still be probably your second-hardest hitting ability.
- Savage Roar whenever it drops. Unlike Wrath, when DPS collapsed if a SR was left unrefreshed, you can safely deprioritize it now. It helps, but it's not essential.
- If all of the above is done and you have energy, Shred. Shred is your primary CP generator. Don't burn too much energy on Shreds, though; sometimes you'll want to save energy for more important abilities dropping off.
- If you have to move/switch targets, don't forget Ravage. 2/2 Stampede will let you proc a free Ravage every time you use Feral Charge.
Well, that wraps up the 101 guide. I've only lightly touched on several topics, which I hope to cover in more depth in future columns. If you have something specific you'd like to see, let me know in the comments. Now go forth and nom face, not once, but thrice!
What race should you choose for your druid? What happened to Tree of Life? How can you get started as a bear or cat in Cataclysm? Shifting Perspectives has the answers!
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 3 of 5)
Kole Jan 30th 2011 6:07PM
That was not directed at the author, it was directed at the people who think it is a viable excuse for removing tree form. If the "buffs" from tree form were the problem, then remove the buffs! Make them a GCD spell. Why not remove chicken form if that was the case...no one has EVER given a good reason for removing the shape shifting element from healers.
But you know...you're right. I apologize for stating my opinion and for re-iterating a point given by the author.
WTB delete post button.
Ronin Jan 30th 2011 7:40PM
Relax, Kole. It's really not necessary to be so aggressive, especially on a point that A. wasn't even part of the article, and B. won't get you anywhere. So you're mad they took away Tree as a shape-shift. We get that. Go yell at Blizz for it-- not at those who may or may not agree with you, here.
wutsconflag Jan 30th 2011 5:04PM
As someone who plays a Hunter most of the time, I respectfully disagree that druids shouldn't roll need on that mace. I think they should, and should then pass the staff to the Hunters in their raid.
*sagenod*
;)
Harvoc Jan 30th 2011 5:33PM
I play a hunter main and a feral druid alt, so I'm torn. Though since my hunter's my main, I guess I'll have to agree. Bring on the loot!
gewalt Jan 30th 2011 9:39PM
why would a hunter want a mace (you cant use that) with str (you cant use that) and expertise (you cant use that)?
is this some kind of inside joke that was missed?
Harvoc Jan 31st 2011 12:07AM
@ gewalt
No what me and wutsconflag mean is that we want Malevolence. The druids can have Akirus, thus leaving Malevolence to us.
xyna Jan 30th 2011 6:05PM
Like mike b said its time to: REROOOOOOOOOOOOOOOOOOOOOL
zainwolf Jan 30th 2011 7:00PM
As a long time feral main (since vanilla) I have to say that Primal Madness is almost a must have IMO with 2 points in it that's an extra 20 energy quite often.
shaydwyrm Jan 30th 2011 7:46PM
The problem with Primal Madness is that unless you get lucky with your timing you will lose that 20 energy again when Tiger's Fury runs out. It is a dps gain, since you are (a) sometimes going to end with less than 20 energy, and (b) going to get an extra ability in with the 15-20% damage boost, but the overall dps gain is quite small.
Ronin Jan 30th 2011 7:42PM
Nice raiding article, Alaron! Good to have you here!
One thing I'd like to see is an article on leveling a Feral Kitty, in Cataclysm. Of course you hinted that you were going to get more in-depth regarding the spec, hopefully that would be a related topic.
Ronin Jan 30th 2011 7:45PM
Btw, I loved:
Feral DPS strengths
* A challenging, interesting, and dynamic DPS rotation
Feral DPS weaknesses
* A challenging, frustrating, and capricious DPS rotation
Awesome way to look at it, with a sense of humor!
shaydwyrm Jan 30th 2011 7:49PM
For beginning cats I would like to humbly recommend the Glyph of Ferocious Bite. None of the major glyphs are critical (except Rebirth imo for raiders), but the FB glyph will make it much easier to fit FB into your rotation - and less punishing to use it in the wrong place.
pere Jan 30th 2011 8:16PM
Glyph of FB is actually a dps loss according to all good sources. And using the glyph to learn how to "fit it into your rotation" is actually a little counter-intuitive. If you don't become used to the extra energy that it consumes, you could develop a lot of bad habits.
istaro Jan 30th 2011 8:18PM
Welcome, Chase! I've been checking WoW Insider every day for weeks waiting for this column. There's so much backlog of cat stuff to talk about I imagine you won't be having trouble coming up with topics for a while :)
Question for anyone: with Endless Carnage, Savage Roar scales regressively with combo points, so the fewer the combo points you use on it the higher your duration per CPs. I think it's fairly clear that, at least initially, you want to use it with one (or two, after a crit) CPs; the question is when. Either use your first one (or two) CPs on SR and then build up five for a Rip, or use your first five on Rip and then use the next one/two on SR. I do the former, and that's what someone suggested in the comments, but does anyone prefer the latter?
wdsrmail Jan 30th 2011 9:12PM
Savage Roar is the lowest buff on the totem pole. It's true that the more CP spent on it the better, but with crit values so low at the moment, it's very difficult to do anything but squeeze SR in whenever you can with at least 1 CP. Before Cata, it was all about getting up SR as fast as you could to get it rolling, but now you want everything else up first.
http://www.youtube.com/watch?v=Cct57L5_7FA
istaro Jan 30th 2011 10:07PM
Oops, I got my "former" and "latter" backwards up there.
And I'm assuming you meant "fewer CP spent on it the better", wdsrmail.
With Endless Carnage, SR with varying numbers of combo points gives me the following number of seconds duration per energy used to get SR up (25 + CP*40/1.344, using my crit (I'll be using my stats for the rest of these calculations as well)):
SR @ 1CP: 0.40 sec/energy
SR @ 2CP: 0.32 sec/energy
SR @ 3CP: 0.28 sec/energy
SR @ 4CP: 0.26 sec/energy
SR @ 5CP: 0.24 sec/energy
So what I was thinking was that, given the fact that an optimal SR (i.e. a 1CP SR) is so quick to put up, it might be worth it to do that first. Let's see. Putting up a 1CP SR before my first Rip delays my Rip by 65 energy, or 6.233 seconds. That's 3.115 ticks, or 20k damage missed out on, taking into account the Mangle debuff, mastery, and crit. But having the SR up 179 energy (17.139 seconds) earlier gives me an extra 50% damage (700) on 17.853 auto-attacks, for a total of 16.8k extra damage, taking into account crits.
Well, ok, never mind, I just figured out that it's definitely better to keep doing Rip before 1CP SR, at least with my gear. Not taking into account TF, but I doubt it'd change the results by enough. Sorry for using this space to calculate something that I guess most of you already knew.
wdsrmail Jan 30th 2011 11:20PM
Yeah, always rip first. Savage roar only when rip is already up, and only when it's not about to fall off.
saberstryke1024 Jan 30th 2011 8:42PM
First off, I'll echo the sentiments of "welcome" and huzzah to a dedicated Cat column!
Second, there's one thing that most Feral DPS articles mention in passing but never in detail, but that's what to do in terms of DPSing trash or while soloing.
While I'm trying to master the challenging (and infuriating) single/boss DPS rotation, I get a lotta flak in Heroic runs about my DPS (about 5k most times, and my gear is at a Heroic dungeon appropriate level, if not moderately above the minimum) till reaching the boss.
In this Swipe-nerfed and CC intensive environment, what is there for a Cat to do? Chase mentions tab-Dotting, but is that it? Just tab-Rake and Rip?
istaro Jan 30th 2011 10:16PM
Well, fortunately "Swipe-nerfed" and "CC-intensive" go in opposite directions. By which I mean with Swipe nerfed, if people *weren't* CCing that much, we'd be even more up a creek compared to other DPS. But since CC is important now, you're probably only fighting two, maybe three elite trash at a time. (Or maybe my group is over-cautious and uses CC a lot.) I see our multi-target options like this:
- Half a dozen or more non-elites: Swipe
- Several elites that will* last long enough for you to put Rips on several of them: Mangle-Rake-Shred(-Shred(-Shred))-Rip each mob in turn. Keep an eye on threat.
- Several elites that will not* last long enough for the above: Mangle-Rake each mob in turn.
*depends of course on both mob health and group DPS
saberstryke1024 Jan 30th 2011 10:59PM
Thanks! This'll be of great help!