It’s been too long since I sat down and hammered this out. I apologize to those who have been following this series because I know I left right in the middle of a tree branch and honestly it’s been like three weeks since I tried to finish it up. This installment shall hopefully finish the Feral Tree and leave me open to do the Restoration Tree.
So when we last did this Savage Fury was the last talent we looked at. Moving on from there we go to Faerie Fire (Feral), Now it doesn’t matter if you’re going to be a dps kitty or a tank bear, this is a must have for either as it allows you to cast Faerie Fire without having to shape shift into caster form. This weakens the armor of your target and obviously gives you agro without having to be obnoxious about it or pull extra mobs by accident. It’s a strong talent and you really need it, every group will be counting on you having it since you don’t have any range pull weapons at your disposal.
Nuturing Instinct is the next talent available but many feral druids will tell you that it was placed there by accident. It gives an increase to your healing spells dependent on your strength. This falls into Blizzard’s ‘We’re trying to make you in a hybrid class’ mentality. By giving the Feral Tree a healing boost this is supposed to make it a little more viable for the tanks to also back up heal as needed, or at least heal themselves. I have yet to see ONE Feral druid with points in this talent (Now that I’ve said that there will be at least one that posts). The talent is self-explanatory, feral druids don’t need plus healing or plus damage, they don’t work with spells. So this talent is to give your healing a boost, albeit a weak one. Pass it up.
Heart of the Wild is one that you fed into by taking Predatory strikes. It’s built to give a boost to all three of your top forms. The limit is 20% Intellect, 20% Stamina and 10% Attack power (Caster, Bear and Kitty respectively). This is a good one to deal into since it gives you a boost on all the important stuff without having you have to go out and buy gear to get it done. Never pass up something that’s going to make it easier for you to do your job.
Primal Tenacity is a stun blocker basically. Increasing the ability to over look when a mob tries to stun you. I know that there are some in PVE that do this but I think it’s more of a PVP gift really, trying to overlook that kidney shot that the last Rogue hit you with. It’s a choice on this one really more than anything else. You decide whether you feel it’s something that’s going to make you a better player.
Leader of the Pack is an aura that rocks much like the Moonkin Aura rocks. It gives ranged and melee classes around you a 5% critical strike chance, what’s not to love about that? (Most fun thing is having a Bear and a Moonkin in group, disgusting Critical chance for party members. Improved leader just makes it so that when there is a Critical hit, the party that got it also gets healed for 4% of their total heal, it can only happen every six seconds.
Predatory Instincts can increase your damage from Critical Strikes by up to 10% and gives you the chance to avoid AOE damage by 15%. Again this is a two fold advantage. Obviously you can really enjoy extra damage from Critical Strikes in PVE and PVP but the avoidance of AOE is VERY good for PVP when you’re up against Shaman Totems and Paladin Consecrations. It’s a neat little talent but it will cost 5 points to max it out.
The Cherry on the top of the Ice Cream is Mangle. It’s a spell that can only be learned through the tree and all Feral Druids love completely as it’s a spell that really causes some serious damage.
The other thing to think about it this; when 2.4 gets dropped when you respec you won’t have to buy over the spells you’ve paid for once. So if you went all Feral for a while and decided you wanted to try Resto and then go back to Feral, you won’t have to re-pay for Feral Spells, you already know them.
So there you have, the often late but always good for a read, Tree breakdown.
Man, my wrists hurt.