Shifting Perspectives: Where have all the feral talents gone?

Last week, I broke down the new druid talents that were released at BlizzCon with lots of discussion about how this may lead ferals in a new direction. I've had a week to think about things more, and I'm still blown away by the magnitude of the changes Blizzard is making to the specializations. Much of the fundamental assumptions about what drives our characters is being reworked, and we're not discussing the implications because OMG pandas! (For the record, I have a 3-year-old. Team Pandaren > Team Worgen.)
To quickly review, the traditional model of abilities has always been strongly tied to classes. If you were a druid, you got all the druid abilities as you leveled, regardless of what talent points you invested. There were a few key abilities for each spec that were unlocked via talents, but that was it.
With Cataclysm, Blizzard took its first swipe at reducing talent trees by introducing specializations. This served two purposes. First, it let specs have "cool" abilities earlier, instead of waiting until they were near max level to unlock them. And second, it once and for all eliminated the ability to have hybrid specs, such as the Dreamstate resto druid from The Burning Crusade. Previously, you were merely limited by your talent points; now, if the ability you wanted existed in another specialization, or below tier 2 in an off-spec tree, it was completely inaccessible.
With Mists of Pandaria, Blizzard is continuing the trend. Talent points have finally lost all their power to "make" you the specialization you choose to be. Instead of gradually determining what your character is good at as you progress through the game, you now make an initial class choice, play through a basic and advanced tutorial (levels 1 through 5 and 6 through 10) and then make a final class choice. We may as well make it official; with Mists, we will stop having 11 classes and now have 34.
As I stressed last week, though, the power conferred by the old talents have to be made up somewhere. Join me after the break for some completely speculatory thoughts on what's happening to our old feral tree. Let me stress that, one more time: These are educated deductions (read: crazy guesses) about what things might look like in a year, not gospel truth, so feel free to come back and post a comment next year telling me how wrong I was.
Abilities
I don't see the feral rotation changing much, if at all. (For the moment, I'm discounting something out of left field, like Master Shapeshifter.) We have two DOTs, a self-buff, two nukes, and two cooldowns to pop at will. If anything, I could see us losing Mangle. To me, it fits better as a Guardian ability. To compensate, all Blizzard would have to do is remove the positioning requirement from Shred, which is something I'd advocated before. The Mangle debuff can be baked into Shred or just dropped entirely; it was rather marginal anyway and didn't really add anything to the DPS rotation except annoyance.
Utility-wise, several survivability abilities that were designed for bears will likely become guardian-only, which is fine; DPS warriors/paladins/DKs will likely lose survivability as well. I also expect Stampeding Roar to be dropped or significantly reworked. I still like the idea -- the developers just weren't able to find a way to make it useful yet balanced. Ferals will still be able to talent into a double dash if they choose.

Tier 1: Feral Swiftness, Furor, Predatory Strikes
Feral Swiftness, of course, is one of the first choices you can make from the new talents.
Furor will hopefully become baseline to the class. As any feral who's tried to emergency tank without Furor can attest to, it sucks to go bear and slam on your attack keys, only to realize you have no rage. Thankfully, the change to Enrage made this much less of an annoyance, but it's still not very fun to essentially have a cooldown before you can use the abilities of your new form. I'm OK if my off-spec abilities aren't very powerful, but don't make me wait before I can use them.
Predatory Strikes is gone. Finito. Too difficult to balance for PVP, too difficult for the majority of players to apply correctly in PVE. Of course, the forum trolls will rejoice wildly for .02 seconds and then start to whine about Nature's Swiftness, the replacement from talent tier 2.
Tier 2: Infected Wounds, Fury Swipes, Primal Fury, Feral Aggression
Infected Wounds is gone. The slowing component is baked into Faerie Swarm, the new tier 3 talent, and the attack speed reduction will either become part of the guardian specialization or just disappear from all the tanks.
Fury Swipes could become part of the specialization, but I doubt it. It's not a very interesting ability at present, since it's just random extra damage for both specs. I expect it to be cut, though it might get reintroduced as a bandage fix if guardians or ferals are looking low on DPS.
Primal Fury ... is interesting. As it stands now, the talent is essential to the feral rotation. Our finishing moves' energy costs are tuned with the assumption that we won't actually need five Shreds/Rakes to max our combo points, though it does happen from time to time. I think it probably ends up part of the specialization, since it's one of those things you can clearly see working when you crit at low levels. "Hey, I hit for double damage and got an extra CP. Cool!" Blizzard will rework rage generation again (as it always does), so the rage part will disappear.
Feral Aggression is likely gone, as the three-stack model was confusing for ferals who didn't pick up the talent, and it strikes me as one of the abilities that no longer makes sense if it works differently for different specs. The full armor reduction will go back to being part of baseline Faerie Fire, which can be upgraded with a slow via Faerie Swarm. Bear FF doubles as ranged damage and thus has a CD, though I'd also not be surprised if Blizzard made FF be a debuff only for all specs and gave bears some other way of doing ranged damage. Simple is good.
Tier 3: King of the Jungle, Feral Charge, Stampede, Thick Hide
Tiger's Fury was mostly useless without the King of the Jungle talent, so I'd expect the energy gain to just become part of the ability. Tiger's Fury itself will almost definitely be feral-only, to prevent guardians from pulling good feral DPS.
Feral Charge becomes Wild Charge, the new tier 4 talent. As I said last week, I'm very sad I only get one choice in this tier, though that means Blizzard has done a good job of selecting talents there.
Stampede will stick around in some form, likely baked into Wild Charge to make it a more appealing DPS option vs. Incarnation. I definitely don't see it going away; this was, by far, the most popular new feral capability added in Cataclysm (unless you really liked interrupts).
Thick Hide will get built into guardian spec, just like all the other Bear talents in the tree.
Tier 4: Leader of the Pack, Brutal Impact, Nurturing Instinct
Leader of the Pack's 5% crit is the primary buff we provide to a group. Since we don't have any other significant raid buffs, I'm guessing cats will hang on to this. The healing component has been nerfed to mostly irrelevance; it may stay, it may go, but my money would be on it being split out and becoming a guardian thing.
Brutal Impact will go away; duration increases will be baked into the abilities (which will then be rebalanced for PVP, so who knows where they'll end up). If I'm reading the tea leaves correctly, the developers weren't too happy with 10-second interrupt cooldowns, so that may increase a bit.
Nurturing Instinct is likely gone as well, though it's an open question as to how well ferals will be able to off-heal. I speculated some on this last week; I expect that off-healing will remain largely a waste of time, except under the influence of Heart of the Wild. That talent will be very difficult to balance; if it's too weak, it's a waste of a talent point, but too strong and guilds will stack feral DPS who can rotate through off-healing tough boss segments.

Primal Madness was always sort of an experimental talent. It's only of very marginal value as it currently stands; if anything, I could see it coming back as a glyph or another talent.
Endless Carnage will disappear, with the duration increases built into the abilities.
Survival Instincts will almost certainly become a guardian-only ability (though all specs will likely retain Barkskin), as well as Natural Reaction.
Tier 6: Blood in the Water, Rend and Tear, Pulverize
Despite the terrible name (Nom*3, we hardly knew ye), I see Blood in the Water sticking around in some fashion, though the tier 13 set bonus will obviously have to be reworked once the talent disappears. It's an interesting change-up to the rotation and provides an execute mechanic. It's too powerful to be baseline, though, so it'll likely be feral-only.
Rend and Tear will be built into Shred (which will only be available to cats) though likely not Ferocious Bite (which will be baseline).
Pulverize, of course, will become guardian-only. Good riddance. Not a fan.
Tier 7: Berserk
Our favorite ability, Berserk. I'm going to go way out on a limb here. I'll predict that not only will this stick around, it will only be available to ferals and will be the new specialization marquee ability, available at level 10 once you choose the spec.
Before you call me crazy, consider this. Now that guardians and ferals are separate, something has to happen to Mangle. As I mentioned above, I think Mangle fits much better for guardians than ferals, seeing as it's a core part of the bear rotation and only a marginal part of the cat rotation. Of course, if we lose Mangle, then something has to take its place. This will likely be Shred, which will lose its positioning requirement; however, Shred by itself isn't really attractive. Drop in Berserk, though, and you have a much cooler option on par with the rogue specs. DOT, nuke, or nuke fast -- all you need at level 10. From there, they can add things like Rip and Tiger's Fury to add depth, but so much for our DPS revolves around Berserk that I'd like to see the class get it early.
What about Omen?
Finally, even though it's not in the feral tree, it's been picked up by every feral spec for years now, so I'd be remiss if I didn't discuss Omen of Clarity. Omen is a very iconic druid talent that was surprisingly MIA at BlizzCon. For restoration druids, it's a key part of their healing/mana-conservation strategy; for ferals, however, it's always been rather frustrating. Getting free Shreds or Rakes is great, of course, but having the spec built around a random proc can be horribly frustrating. Especially at low gear/crit levels, bad luck with Omen procs can leave you significantly energy-starved and kill your bleed uptimes. I've had fights where the other feral and I (with similar gear) would have remarkably similar ability usage and bleed uptimes and still differ by 10% in DPS based solely on Omen procs. I won't shed any tears if it becomes a baseline resto talent.
Thus ends my wild speculation. Of course, things may turn out very different, but I'm hopeful that we won't be forgotten in the rush to monks, that Blizzard will craft an engaging spec that features the risk/reward style of DPS used in Wrath of the Lich King. If not ... there's always Pet Battles.
What do you think? Am I off base, or right on? Let me know your thoughts in the comments!
Filed under: (Druid) Shifting Perspectives






Reader Comments (Page 1 of 2)
Grokmar Nov 6th 2011 7:13PM
I could be wrong, but I thought they said they were getting rid of the "+ damage to bleed effects" debuffs anyway, so losing cats losing Mangle wouldn't be an issue at all.
Nathanyel Nov 6th 2011 7:37PM
They mentioned the +bleed debuff as one of the things that are currently discussed to be removed. It's not confirmed, but very likely.
Harvoc Nov 6th 2011 7:16PM
Wait wouldn't it be 37 specs, taking in the Monk's specialization trees?
razion Nov 6th 2011 7:31PM
11 classes, three specs each plus the fourth druid spec makes 34.
Nathanyel Nov 6th 2011 7:36PM
I doubt all "spells" that you learn while levelling will be active ones, there will likely be passive ones as well, _after_ choosing the specializations at 10. Primal Fury and King of the Jungle are prime candidates, or maybe Rend and Tear and the root-breaking aspect of Feline Swiftness.
I also doubt (read: hope) that Feral Charge remains as a Feral/Guardian ability, and Wild Charge is something different. In that case, Stampede becomes another candidate.
Berserk... of course Feral needs a new signature spec ability if Mangle goes Guardian-only, but Berserk has a good function for both specs, so I'd say it's one of those abilities shared by both specs as well.
Feral signature ability? Shred. It will definitely lose its positional requirement, and may or may not apply a Mangle-like debuff, and more importantly, I think it will _replace_ Claw, like some talents replace base abilities. Think about it, Claw finally gone from our spellbooks!
Nathanyel Nov 6th 2011 7:39PM
Yeah I somehow confused myself with the doubt/hope line, but I think it's obvious what I meant there :B
Lankey Nov 6th 2011 8:09PM
While I'd love Wild Charge to differ from Feral charge I feel it unlikely. In the examples of what Wild Charge can do it shows the Bear version giving +30% haste...exactly the same effect as Feral Charge+Stampede do now.
Also believe passive ones were already showcased in the Paladin examples from BlizzCon, though I can't remember exactly which ability it was right now.
The signature ability though..have any other specs got a large cooldown as their bonus so far? It seems odd having the special ability available once every 3 minutes as opposed to a spell used often.
Hih Nov 6th 2011 9:06PM
Ya, I agree with Lankey. I really doubt they'd make a 3 minute cooldown a spec's "signature move". I'm also pessimistic about shred ever losing the positional requirement. Blizzard seems to have this thing about loving how "unique" and "fun" it is, despite making fights like Kologarn where trying to get behind him means you've fallen off a cliff and died. That's totally "unique" and "fun" Blizzard. I swear. -_-
Nathanyel Nov 7th 2011 4:01AM
I forgot that there were examples for Wild Charge >_< But that only dampens my hope, not cancel it :P
Elvgren Nov 6th 2011 8:21PM
"Our favorite ability, Berserk. I'm going to go way out on a limb here. I'll predict that not only will this stick around, it will only be available to ferals and will be the new specialization marquee ability, available at level 10 once you choose the spec."
They do this it really WILL be the last nail in my druid's coffin, after playing it since year 1. What they have announced already is bad enough ... if they do this ...
3 year olds ARE the target audience for pandas.
Lissanna Nov 7th 2011 8:03AM
It would be just as easy to make Claw not suck, regardless of what you call it, and then open up specialization abilities for less redundant things. Having to tell people to take Claw off their bar & replace with Mangle isn't good game design.
Blizzard has also given some examples at Blizzcon of places where two specs would get the same specialization ability, so it's totally possible for them to give Mangle to both cats & bears.
Bellajtok Nov 6th 2011 8:50PM
Where have all the talents gone, and where are all the glyphs? Where's the strat-wise theorycrafter to fight the rising mobs? Isn't there a warlock upon a fiery (dread)steed? In the raid I Shred and Rip and dream of what I need.....
I need a cooldown! I'm holding out for a cooldown till the end of the fight. It's gotta be strong and it's gotta be buffed and it's gotta be ending the fight. I need a cooldown! I'm holding out for a cooldown till they cast Holy Light. It's gotta be sure and it's pop soon and it's gotta be saving my life.
poggg Nov 7th 2011 3:33AM
That was beautiful.
Lissanna Nov 7th 2011 8:06AM
The current version of the 5.0 talent trees are going to give you Super Cat (Incarnation: 30 sec effect on a 3 minute cooldown that makes you an Uber killing machine), or Treants to fight for you (Force of Nature: 30 sec effect on a 3 min cooldown).
Nathanyel Nov 7th 2011 11:46AM
Incarnation actually doesn't sound that great for PvE, unless there are many stunnable adds involved. It enables you do Ravage, Pounce, and Prowl. Ravage, at least atm, doesn't have a better DPE than Shred, and Pounce even less so. Re-Prowl is just an expensive aggro drop.
paul.morales91 Nov 6th 2011 9:10PM
I highly doubt they'll take berserk away from bears or cats, since its essential for both specs. What's more likely is that they'll separate it into two different abilities, one for cat and one for bear.
At the same time, I also can't see them taking away mangle from either spec. For feral PvE, it might only serve as a debuff, but have you ever tried using Shred in PvP? Its a nightmare.
Here's what I see Blizz doing with mangle: taking it away from ferals and instead giving it to guardians BUT mangle will also lose its bleed debuff and just cause high threat. Instead of just buffing our bleeds like you suggested, they'll give us a reason to use Claw again by giving it the debuff instead, while at the same time reducing the energy cost.
Theresa Nov 7th 2011 12:44AM
This is what I hope to see - I don't mind the +damage component of berserk going to kitties only, but sometimes I need to pick up threat on multiple mobs quickly and swipe just isn't enough. I don't care if it hits like a limp noodle as long as I can make sure that those two adds that have to be burned equally are both stuck to me solidly.
I think this is good overall though - I play both specs of feral and hope to see a bit more strength from both!
Texicles Nov 6th 2011 11:38PM
While I'd love to see shred lose positional reqs, I'm giving even odds right on that vs. making claw our new mangle like paul said.
I'm also concerned with the larger issue with some of these assumptions, which is, given that talents appear to promote shifting more, can't we assume that picking a spec won't preclude you from at least most of the key abilities for all specs? I mean, they DID show a differentiation between class and spec abilities for paladins at Blizzcon, so I'd have to assume that we'll keep more of our toolkit than we lose.
jordan Nov 7th 2011 1:49AM
Playing a feral dps druid will probably be much more about shifting out of form to cast spells than ever. Some people may like it, some may hate it but chances are this will be feral's distinction and unique flavor from now on.
The Dewd Nov 7th 2011 10:29AM
As much as I'm terrified of having to re-learn how to be a feral by incorporating other spells into my "rotation", ever since BC I've had Tranquility and some of my heals off to the side where I can get to them for an emergency. I just hope they do something to reduce the sheer volume of abilities I have to have quick access to.
I'm almost looking forward to the possibility of not spending 100% of my time in-form.