SoD: Feral Druid Talents

Feral DPS
I see some guides suggesting putting 5 points into Wrath, 5 into Natural Weapons and 1 into Omen of Clarity, then the rest into Furor 5/5:

The reasoning for OoC and NW seems quite obvious to me; the value of Clearcasting from OoC makes it worthwhile, while the bonus damage from NW is a nice-to-have, it’s a prereq for OoC, so…

However, is there any value in putting 5 points into wrath over Nature’s Grasp or Imp Nature’s Grasp other than early leveling (and even then)?

Flag Carrier

Then for flag carrying, I’ve seen something like 0/12/4 or 0/13/3 with variation around feral instinct vs brutal impact and Feral Charge vs another point into Furor. I suppose with so much damage coming from places like Lightning Breath, additional armor from Thick Hide, or Attack Power reduction from Feral Aggression isn’t super valuable atm.

Anyway, just curious about what people are putting talents into and why.

:woman_shrugging:

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There is no value into putting 5 points into wrath unless you are leveling up 1-20. You will never use the ability. For turtle in raid you will just switch to sunfire. You will never find yourself using natures grasp for PvE either. Basically the points are both useless.

For FC Feral instinct is more useful to sneak past people.

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Yeah, they’re just filler points to get to natural weapons and OOC. I put points into nature’s grasp but I don’t even really PvP hardly lol.

For PvE I’d recommend going for OOC/furor over putting more points into feral. This holds true for both tanking and dps. Natural weapons itself is going to net you more threat/damage than other options and OOC will net you more energy/rage than ferocity. Also with the rage cost reduction on lacerate, furor will grant you enough starting rage to lacerate if you don’t have rage pooled. You can actually powershift in bear if you’re rage starved and need to get a lacerate out. And finally, feral instinct really doesn’t increase threat enough to take it over natural weapons and furor.

For PvP I’d say deeper feral if you wanted the move speed increase.

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I would get natures grasp over wrath for sure.

The armor bonus from the armor talent amounts to a meaningless amount of mitigation.

I would def get feral charged for fc it’s one of the best ways to escape from harm. Ps you can charge totems that are outside of the clash

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Can you Skull Bash them also? My druid’s 17, and still need Skull Bash, Survival of the Fittest and Wild Growth runes (and of course levels and gear!)

I would assume so. But I don’t have a Druid in Sod so I haven’t tested

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Yeah I think so. I guess that’s probably going to be a trade-off to consider. Skull Bash Rune vs another rune in the same legs slot: Starsurge, Savage Roar, Lifebloom, Skull Bash, and if using Skull Bash if I would put another point into Furor over Feral Charge.

I suspect that’s probably a decent default, but will have to play around with it.

Keep feral charge

Use lifebloom in legs slot instead. Go back human form to HoT yourself and break slows then bear/cat form again.

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Wrath is there as it also works very well as a healer spec since OoC is a 1 proc every 30s limit. You can auto attack and have 2 free wild growth every minute. Can also powershift and interrupt if needed w/ furor and skull bash. Works super well for 5mans and does pretty good in BFD too. All around build for feral dps, tank or resto.

The first 5 points are worthless.

But at least natures grasp has some use, you will never be like damn i wish i could cast wrath slightly faster

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