New talent trees

I think the 10% bite/rip is meant to be a choice talent for people that don’t want blood talons.

For some kind of raid utlity, I wouldn’t mind seeing faerie fire come back. Could be useful for all specs. Feral faefire fire used to reduce armor.

1 Like

I made what I felt was a decent cat build with their new changes, but compared to other melee dps, it feels:

A) High on ramp up
B) very low on utility to get the most damage out of the spec
C) Without Draught, I don’t see how these talents will allow Feral do single target dps very well. There is no limiter on dots for single target vs AOE, which means that if feral can keep up dots on multiple targets, they can multiply their damage quite a bit. This means that either Feral will be balanced around this and their ST damage will suck, or they will scale with extra tagets really well.
D) Highly pushed to bleed/dot damage, which most ferals do find engaging, however it does mean that Feral will be a high work for dps spec that needs to stick to a target and avoid adds that nuke its dps unless they are long lived. Will that make Ferals amazing single target dps that is worth having even if they ignore adds and stick to a boss? Or will they simply be middle of the pack like that and way worse if they do mechanics?

I like the concept, and maybe they can make more changes (they certainly are paying attention to warriors and hunters) to get it right, but as it stands Feral looks like a lot of work for not a lot of payoff.

1 Like

I am keeping my opinion of what I have seen out of the light for the moment, I want to see them in a real talent calculator first.

Feral in WorLK did just fine in this role. The encounters allowed for it. Symbiosis allowed for some flexibility in cleaving, so it was not so bad of a role in MoP.

I cannot believe I am about to talk like this is D3, but that is gaming some times.

If consistent engagement time is available, feral would make for a good boss killer. Ramp up time is not so bad so long as the return in investment is worth in. In D3, there is a legendary gem that increases your damage the more you hit a boss. Hence, if you have a spec that can abuse that, you are taken into rifts to just kill elites and bosses. Would I say that broken of a mechanic in WoW, no. However, good single target could be very useful, especially a boss become unhittable, but is still taking dot damage.

This is not an opinion, just what I have seen work in the past. It is way too contingent on balancing to make one yet.

A note on one opinion, LotP really does need to come back.

They removed Improved Prowl…but the replacement doesn’t say Rake stuns from stealth…

Is this a typo or are they removing a core mechanic of rake?

1 Like

I am hoping its just a typo because removing it not only doesnt make sense, there is also no reason to do it…stun from stealth is feral 101 since forever (good old pounce)…first thing i am gonna try after reset on beta

1 Like

I’m not really worried about this. This isn’t how it works at all in higher keys. You’ll have plenty of time to get this going, since you also don’t have to worry about getting Savage Roar up first. Plus it will all be amped by Swarm already anyway.

Yeah, there’s definitely some bland nodes here. I think there’s certainly room for some improvement, in terms of exciting nodes to pick.

Certainly lacking group utility, yes. Especially when compared to Moonkin.

This is basically impossible to tell until tuning happens, which isn’t for a long time.

Probably a typo. I’d wait until actually seeing the entire tree before making judgements like this.

1 Like

Yesssssss excellent feral changes!

I am so happy to see the extra bloat like savage roar go away for more bleed focus.

Buy the druid dev a drink this weekend, he earned it.

4 Likes

Berserk is still Bad and has no Interaktion with bleeds. Should ne like darksoul or bite Consum all remaining dmg as extra dmg. And 2min cd

A couple of observations about the base druid tree:

Furor isnt worthy of being an end-node talent. It’s simply not good enough. Mid-high tier at best

It’s hard to get to remove corruption, which has been a baseline ability for a long time - you have to take two healing spells which you cannot cast in any form to get to it.

Brutal impact and Incap Roar should be separate talents not on a choice node. It severely nerfs us ferals/guardians. It should remain on the left side of the tree, however, its too easy to get to for all the other specs, so why does feral/guardian have more point investment that we have to shift out to use anyway? Make it harder to get to as balance/resto, or make cyclone easier to get to for ferals/guardians.

Wild Charge should be baseline, it’s an iconic ability and if every single spec (maybe not resto?) takes it, then it should not be a talent.

Cyclone should be baseline for all specs, its too hard to get to as feral, and you HAVE to spend 7 points to get to it, including the aforementioned rejuv/swiftmend/Remove corruption + 3 talent point node which isnt good enough to begin with. (Nurting instinct) NI needs to either be improved or removed, if you absolutely insist on cyclone be locked behind a huge investment for something that we have baseline right now. We are nerfed for no reason?

Point spread needs some work in general, too many points spent to things that feral/guardian doesnt want to get to the necessary things.

Guardian can almost never use rejuv/swiftmend, 3 GCDs to get out of form, rejuv , swiftmend, shift back. No other class has this much work.

And most importantly, feral/guardian specifically (I cant speak for resto/balance) needs improvement on shifting. It’s too clunky. I have said this since the change: SHIFTING NEEDS ITS OWN ICD OUTSIDE THE GCD

Thank you for listening so far to our feedback. I hope this is helpful

2 Likes

I’m interested to see what they come back with for the general tree, if they change anything at all with it.

Furor could be changed to be like power shifting used to be for us or remove the requirement for being in a form for 15 seconds and just put a cooldown on how often you gain the benefits of “free” abilities once you shift out of form.

Making Rake deal damage as though it were stealthed is in fact an interaction with bleeds. If we take the talent that makes Rake hits multiple targets and the talent that makes FB hit everyone with Rip (you Bite a lot during Berserk due to the extra CP) then I could see Berserk being a lot more valuable in AoE than it is now.

I’m not sure why so many people are concerned that the new nodes are largely passive. Personally I prefer it that way as my Feral Druid is already one of my most strained specs in terms of keybinds. I don’t really think the spec needs more buttons to actively press. Passives that change the way those existing buttons behave seems fine to me.

1 Like

Problem with Swarm is the ramp up time takes WAYY too long. Not only that, but it doesnt have great uptime, rng can mess with you. Swarm needs more than a 60% chance of splitting. Too unreliable imo

It’s actually not that bad if you’re good at managing it.

I do definitely agree that the split chance should be higher for it being a capstone talent.

I dont see how managing it well fixes the problem. If you do not get procs off of a 60% chance then it can 40 - 50 seconds just to get swarm on 3+ targets. Most mobs are dead at that point. Within that 40-50 seconds you lose A LOT of damage.

No just no. First berserk still is Limited Boy Energie, you Can do 2-3 bites before you run out of Energie. Second: when you dot as an example 10 mobs and press berserk. Nothing happen. No increase in dmg Form Rolling bleeds. And when we shift back to more bleed dmg, what i like, then berserk Need an overhaul .

Edit: Look at affliction warlock, thats a good burst cd. Berserk is just Meh :confused:

All the time since it lines up with the CDs of both Convoke and TF.

Then try using the ability correctly and using the Rake after using Berserk? You using Berserk poorly is not a reason to overhaul Berserk. This why Rake hitting multiple targets is a good talent to synergize with Berserk.

It hits 1ad. Target and rip? Where is the boost there?

If only there were talents that made it hit more than one target.

Double-Clawed Rake . New talent, row 4. Rake also applies Rake to 1 additional nearby target.

Ferocious Frenzy . New talent, row 6. Ferocious Bite also hits nearby enemies within 8 yds afflicted by Rip for 25% damage. Deals reduced damage over 8 targets.

I know both and berserk will still be garbage. When you habe 10 mobs you warnt to press 5 times rake? And bite? Again. It does nothing for the rolling bleeds. You Need To re-apply it and spam rake(Shred) and bite. Not a rly good design.

Edit: an %dmg or %haste/ or mastery boost would help. Or extra ticks for all bleeds during berserk.
Or sickle - and make it 2min cd. :slight_smile:

Considering it’s part of our AoE rotation with BT? Yes.