What are the best professions?
The professions you enjoy most. Even though some professions provide a very small amount more DPS than others, they may have other benefits that you prefer. You shouldn't necessarily pick a prof just because it's 10 more DPS than another.
Alchemy: Mixology +80 Agility
Enchanting: Enchant Ring - Agility = +80 Agility
Leatherworking: Draconic Embossment - Agility = +130 Agility - 65 Haste or Crit Rating
Blacksmithing: Extra socket on Bracers/Gloves = +80 Agility
Jewelcrafting: Chimera's Eye Gems (+67 vs +40) (x3) = +81 Agility
Inscription: Swiftsteel Inscription (+130 Agi/25 Mastery Rating) = +130 Agility - 50 Agility = +80 Agility
Tailoring: Swordguard Embroidery Rank 2 (Proc: 800 AP/15 sec 45 sec icd) = +266 AP - 22 Agility = +~75 Agility (NB: Depends on stat scaling. Uptime figures used are optimistic.)
Skinning: Master of Anatomy (+80 Crit Rating)
Herbalism: Lifeblood (+480 Haste Rating/20 sec, 120 sec CD) = +80 Haste Rating
Mining: Toughness (+120 Stamina)
Preliminary numbers show Leatherworking to utterly destroy the benefit of any other profession, however they could easily fix this by adding a +50 Agility wrist enchant, which would normalize it with the other +80 Agi professions.
Jewelcrafting wins over other "good" professions by 1 Agility.
Alchemy, Inscription, Enchanting, and Blacksmithing provide identical DPS increases.
Tailoring is slightly less DPS than other alternatives.
Skinning and Herbalism are terrible.
Mining is worthless.
Engineering is a total unknown.
What consumables should I use?
For a raid, Flask of the Winds is the best option. Biggest DPS increase, as well as lasting through death.
If you're set on using elixirs, Elixir of Mighty Speed or Elixir of the Master or Elixir of the Cobra could be used.
Potion of the Tol'vir is the best potion. Stack it with other cooldowns/procs for best results.
What addons are good specifically for feral?
BadKitty (feral ability timers)
Droodfocus (similar to BadKitty, different look and features)
Facemauler or FeralByNight (recommends next ability, to help you get a handle on the cycle)
Power Auras, to track things like cooldowns and trinket procs
In general, most ferals will be using Glyph of Shred, Glyph of Rip, and Glyph of Berserk. Glyph of Mangle is now totally useless except for manglespam builds (which do less DPS than shred builds). Glyph of Savage Roar may be better than Glyph of Berserk at 85 at this point its an unknown.
Glyph of Rip - A very solid DPS glyph. It increases Rip damage by 15%.
Glyph of Shred - A staple for boss fights, and our highest DPS glyph unless you cannot get behind your target to use Shred. Increases Rip's duration by 2 seconds for every Shred we use, up to 6 seconds.
Glyph of Berserk - Extends the duration of Berserk by 5 seconds. It outperforms Glyph of Savage Roar at level 80 due to massive amounts of energy regeneration available and hotfixed yellow damage. Inferior to Tiger's Fury or Savage Roar at T11 levels. Maybe with Deathwing gear it will be an option again.
Glyph of Savage Roar - Increases the damage bonus of Savage Roar by 5% (additive, total of 55%). An ok boss DPS glyph, increases white damage by a flat 5%.
Glyph of Mangle - Increases the damage of Mangle by 10%. A great soloing glyph, once you're doing primarily instance/raid DPS it becomes practically worthless.
Glyph of Tiger's Fury - Reduces the cooldown of Tiger's Fury by 3 seconds. In theory it's great since Tiger's Fury is rather strong, but in practice it is not as good as models will predict because it is suprisingly difficult to take advantage of the 3 second shorter cooldown.
Glyph of Ferocious Bite - Removes the energy conversion fixing the cost at 35. This is a net DPS loss, assuming that the excess energy conversion does not reduce SR/DoT uptime. (Ferocious Bite is more energy efficient than Shred.)
Glyph of Dash (minor) - Yes, this is a DPS-increasing glyph. Reducing the cooldown of Dash on a long fight with a lot of movement will give you more time on target, increasing your DPS marginally.
Idols as of 4.0.1 now are static stat carriers. Pick something with primary DPS stats on it, and treat it as you would any other peice of gear.
Feral DPS does not have a solidified rotation like, say, arcane mages or blood death knights. Doing maximum DPS as a feral relies on maximizing the uptimes of your different buffs and debuffs.
Mangle - Although many ferals rely on it primarily for soloing and PVP, Mangle typically takes a back seat in raid DPS. Its primary function is to keep the target debuffed to increase bleed and Shred damage, and cheap initial combo points to get Savage Roar up. Bleeds check for the mangle debuff each time they tick; if it drops, their damage will drop. If reapplied, ticking bleeds' damage will increase again. Thus is is not vital to have mangle up at the moment you Rip, but it IS important to have it up before Rip starts doing damage. With its new 1 minute duration, it is now much easier to keep up.
Rake - It has amazing DPE (damage per energy), and will increase Shred damage by 20% through Rend and Tear if you haven't yet got Rip up. Rake should be kept up as much as possible on everything you kill, but you need to wait till there is less than or equal to one tick remaing or you waste energy.
Shred - Your primary combo-point builder. Comparing the tooltip directly to Mangle it doesn't look like much, however it benefits from both the Mangle debuff and Rend and Tear, causing it to ultimately outdamage Mangle by a very large amount. Its final damage is 351% + 1039. That said, if your target is not mangled or is not bleeding, don't use Shred until you've corrected that.
Swipe - Similar to the Bear version, hits everything in front of you for approximately Mangle-like damage. Doesn ot award combo points, is mostly for use on trash. But it is incredible for trash. AOE damage caps apply.
Rip - Your primary finishing move. It doesn't give you big numbers on your screen like Ferocious Bite, but over its duration it will do more damage. Unlike Bite, it ignores armor, and doesn't consume extra energy. It has great DPE, serves as a bleed to buff Shred's damage, and fully glyphed, lasts for 16-22 seconds on just one application. Like with Rake, only refresh it with Rip if there is less than 1 tick remaining, or you are wasting energy.
Savage Roar - Increases your white damage by 50%. This is the single greatest damage increase you have (assuming sufficiently high weapon DPS). Like a Rogue's Slice and Dice, you should get it, and keep it up all the time. Its potency doesn't change with the number of combo points you use, only its duration, so most druids fire it up with 2 points to start, and refresh it with 5. Note Rip uptime should take precedence over Savage Roar uptime (though you will be able to maintain both comfortably regardless).
Ferocious Bite - This is the finisher to use on a target that won't live for the duration of a Rip, when Blood in the Water is active, and occaisionally as a combo-point dump. Note that Ferocious Bite converts up to 35 leftover energy into damage. It will consume the extra energy even if you have Clearcasting. Use it at 5 combo points (Unless not using it will cause you to lose your Rip sub 25%), and only if your target is bleeding.
Tiger's Fury - Increases all of your damage, and restores 60 energy through King of the Jungle. This ability has a 30-second cooldown and is free - essentially you want to hit it every time it's up. You should hit it when you have less than 25 energy, otherwise latency or unforseen events such as the target moving or a clearcasting proc can cause you to cap out on energy and waste some of your regen. Currently the Tiger's Fury effect persists for bleeds applied while it is up, and does not retroactively apply to existing bleeds.
Berserk - Decreases the energy cost of all your abilities by 50% for 15 seconds and renders you immune to Fear effects. You cannot use Tiger's Fury while under the effects of Berserk, so it is best used when Tiger's Fury is on cooldown. Berserk does not clip the Tiger's Fury buff, so stacking the abilities is perfectly acceptable. This is our big DPS cooldown, See below for some Berserk use tips.
Faerie Fire (Feral) - Reduces your target's armor by 4% per stack. It's free, and 12% less armor on the boss multiplied by all the physical DPS in your raid is a good raid DPS increase. It should be kept up all the time, and due to the lack of cost and the non-GCD locked nature of Feral DPS, cats are one of the ideal classes to provide this debuff.
Ravage - Formerly not worth using at all, Ravage got a lot of love in Cataclysm. It's damage was buffed considerably, and with a proper spec, it will have a near 100% crit rate and 0 cost when you use it. See the Rotations/Cycles section for more information. Use in conjunction with Feral Charge, but be mindful of aggro.
Pounce - Pounce's damage is too low and its cost too high to be worth using, and most mobs in raids and many in instances are stun-immune anyway.
Skull Bash - The Feral Druid equivalent to Kick/Pummel. Since it also has a charge component, you can abuse it for added mobility. Otherwise only use it if you need to interrupt a cast.
Cower - Changed to provide a 10% threat reduction which is considerably more potent and scales with the Druid's DPS. Use it if you are in danger of pulling aggro, but try to delay it for as long as possible since you will get a bigger threat reduction if you do so. You will probably find that this will initially take a prominent position on your hotbar in the cataclysm ‘retraining’ that we will all encounter.
Last edited by greenbeermonkey; 12-02-2010 at 10:18 AM.