Feral Beta Thoughts
When playing Blood Talons (BT) Ferocious Bites during Convoke the Spirits (CtS) window will consume BT procs but thrash, rake, shred used as part of the CtS window will not generate BT procs.
Therefore you end CtS window with 5 combo points and 0 BT charges so have to use an unempowered finisher.
Using Thrash on ST and Shred on AOE to proc BT feels really inefficient as Thrash does very little damage for the energy cost and is only worth using to propagate BT.
Shred on large AOE does not compete with Thrashing or Swipe spamming and again is only used to propagate BT.
Changing BT to “Shred/Swipe, Rake, Thrash” is a more ideal solution.
Another issue with BT is when you leave combat you want to ensure you have as many combo points as you can and have BT procced so you can re-enter the next segment of combat with an immediate BT snapped finisher. However, this becomes an issue as that means raking and thrashing a mob on sub 10% health which is not good. Failing to do this instead results in entering combat with 5 CP and no BT or always starting combat with no pre-generated CP so requires higher ramp up time - this will make us look awful especially in lower level keys at the beginning of the expansion where things die before you’re done ramping.
Jagged wounds would help alleviate the need to refresh bleeds midway through their uptime in order to reproc BT - an occurrence that will become more prevalent as we gain more secondary stats (specifically haste/crit).
Shred deals 20% increased damage to bleeding targets. Could improve Shred without Wild Fleshrending (WFR) via 20% increase damage PER bleed. Encourages Thrash on ST. Change Swipe to function in the same manner.
CtS is casting Feral Frenzy. Balance casts Full Moon. These are not included in the tooltip but must be added flavour?
The damage of Feral Frenzy in this scenario is very poor.
Sabertooth/Rip need to be rebalanced around the new Sabertooth effect as we’ve just lost a number of Ferocious Bites over the course of a fight.
Adaptive Swarm can jump to allies that aren’t engaged in combat with you (jumped to nearby players when near a target dummy testing). If Adaptive Swarm is active on a friendly player and they target a mob that you aren’t engaged in combat with, Adaptive Swarm will jump to that enemy target upon expiration (fun ninja pull scenario ensues).
With the recent AOE cap Scent of Blood (SoB) has now lost value on an already dead talent. It would be nice to see this talent revamped. A passive talent works well for newer Ferals.
Berserk still feels like a useless CD as it’s effect is reduced during Bloodlust. And it has little to no effect on AOE. All that on a 3min cd :(. Please do not nerf Tiger’s Fury to compensate a Berserk buff.
Cyclone + BR usable in cat form - via predatory swiftness? I personally feel the instant cyclone is too strong but BR is a must.
Balance: Gain Stampeding Roar + Ursol’s Vortex
Resto: Gains Stampeding Roar
Feral: Stays the same
Guardian: Loses either Typhoon or Ursol’s Vortex.
This is an issue as Resto and Balance retain innervate and Balance retains Treants. Guardian luckily has the benefit of being a desirable role - Tank. Feral does not have anything to allow to compete with Balance. Treants + Innervate would at least cause people to say “we want a Druid dps” rather than “we want a Balance Druid”.
Leader of the Pack (LotP) is a big point of contention for me. I personally feel if LotP was implemented, as many Ferals desire, then we’d be guaranteeing ourselves a raid spot. Is that necessary? Is that fair? However, for the average guild trying to progress through Heroic raiding and potentially a few bosses of Mythic at a slower pace than World First Raiders composition is way less likely to be an issue. Therefore, being able to bring a few warm bodies that can benefit your team the most could be a welcome solution to Feral’s inclusion?
Barkskin can be surprisingly nice to have. It’s ability to act as a minor defensive and be used whilst incapped/stunned/sleep/feared etc makes it beneficial to have.
Survival Instincts should still be on a 2 minute CD - even with 1 charge. It in no way is comparable to an outright immunity nor is it as powerful as say DH darkness - so why the long CD?
Currently without legendaries implemented all we can do is speculate.
I’m quite happy to receive near enough any of the Legion legendaries should that be the case.
An interesting choice could be a “Ferocious Bite deals the remaining damage on Rip to the target (without consuming the Rip)” could throw in a “can only occur every ‘x’ amount of seconds”
“Ferocious Bite deals x% of it’s damage to surrounding enemies (capped to 3 / 5)
Jungle Fury Azerite Trait could be reintroduced via a conduit.
Legendaries centered around improving bleed damage/reducing bleed time are favoured by many.