Archive for the ‘Feral DPS Cat’ Category

Cataclysm Gear changes for druids

So, they announced more details about their plan for Cataclysm gear, which has set off a posting frenzy across the WOW community.

Most of it was stuff we already knew. The summary is that they expect bear & cats to share gear, while they expect resto & moonkin to share gear. This sounds great in theory, but is likely going to cause problems in the long run, and it’s going to take months of Beta testing everything to get all the “nobs” tweaked right to pull this off.

However, please keep in mind that we have multiple months to get everything working right, and that there will be some variety & customization for our gear, and that the sky is definitely not falling (well, except for moonkin who can make stars fall out of the sky on demand).

Overall, they seem to be simplifying gear to a great extent. First, please realize that this is only a plan, and that some things will change between this post & Cataclysm being released. Here’s a rough summary and analysis, rather than a copy/paste of that thread. If you want to see what exactly they said, then go read the original thread. Below combines some of the knowledge from earlier posting, along with what was released today. In all cases, the existing stats on gear are going to change. However, you should wait until we know what individual pieces will look like before you start stocking up on additional gear. There will be several months to get things all straightened out before things go live. Cata is still a long time away.

For cats & bears, stats on leather armor will include:

  • Cat & bear gear will have roughly the same amount of stamina, which will be high like the other classes (so bear won’t need as much additional scaling for stam).
  • Leather gear for cats/bears will likely have a mix of: stam, agility, crit, haste, mastery, hit, & expertise.
  • Bears may need to gear for STR accessories for more tanking-related stats shared with other tanking classes (though bears still can’t block/parry), but this point still isn’t entirely clear. Dodge rating would probably only be on the STR items.
  • Resilience will still be good for PvP.
  • Haste will be a more attractive state for melee specs.
  • Reforging will help with getting your bear & cat sets to have the right combination of stats. However, reforging won’t be perfect (IE. you won’t be able to convert all of that yucky parry/block into dodge at a 1 to 1 conversion rate).

For Resto & Moonkin

  • We’re expected to gear basically the same between resto & moonkin (they said that before WotLK; we’ll see how well that actually works out).
  • Leather caster gear will have a mix of: Int, stam, spirit, haste, crit, & mastery.
  • Resto druids will be happy, and not much is changing for them in terms of gear stats, and everything is happy in tree-land.
  • Moonkin (and elemental shaman) won’t have hit rating itemized on their leather/mail. Instead, we’ll have talents that convert spirit to hit rating. We can still use DPS caster accessories with or without hit on them as needed.
  • It is likely that there will be some leather caster gear without spirit on it (I really hope so). If moonkin ends up with too much spirit (ie. hit rating) from gear, we can either complain to get more non-spirit items, or we can suck it up and reforge (and take the 50% stat penalty) to convert spirit to another more useful stat. However, until we see what happens to the gear, we just have to trust that in most cases, gear will be itemized in a way that makes sense. Also, if other casters end up with too much +hit rating gear, they will have to do the same thing, so it should balance out in the end.
  • My bet is that we’ll end up needing to reforge a couple pieces of gear to get a decent set, but I’m hoping that reforging works out right in the end.
  • We lose mastery if we pick up cloth instead of leather.
  • Spell penetration & resilience will be available for PvP gear.
  • It should be harder for moonkin to reach the hit/haste/crit caps in Cataclysm compared to now.

More About Reforging (ie. what people should be concerned about right now):

Reforging is really what all of druids dreams for the future are tied up in. Bears will need reforging to turn Warrior tanking items into druid tanking items, or to turn rogue leather into tanking leather. Moonkin still won’t have gear perfectly itemized for them, and will need reforging to turn healing gear into moonkin gear (especially for balancing around the spirit/hit cap). For bear druids, there needs to be some way to turn STR accessories into better things for bears without losing itemization points along the way, since bears are likely going to be expected to use them (ie. parry & block rating need 1 to 1 conversions to dodge for bears, or bears will be more limited in the gear they can tank in).

In conclusion:

This isn’t really anything super new or shocking. We have had huge changes to our stats every expansion, and we have survived every time in the past. Cataclysm will bring new and exiting changes, and nothing marked for Cataclysm is set in stone yet. They could make it through part of testing and realize something just isn’t working right, and completely change it to something different. That’s just part of the game, and we’ll adapt just like we always do.

Patch 3.3 changes – Druid Roundup

There are lots of druid changes in 3.3 (mostly for resto & some for moonkin, only a couple for feral). First, here are the druid-related patch notes AND what they mean to you. After I teach this morning, I’m coming home and spending the rest of the day working on outlining other info you’ll need for the patch. This first post is just the druid-related patch note changes with explanations. I’ll post more (including my 3.3 healing guide!) as the day progresses.

Druid 3.3 changes:

  • Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.(This change means that we can res people twice as often. Yay!)

Balance Druids:

  • Eclipse: This effect will not activate again within 15 seconds of either type of Eclipse effect firing, in addition to the existing 30-second cooldown for each type of Eclipse.
  • (Should also be going live: Effect of Eclipse should be buffed to off-set other Eclipse change)
  • (they also Nerfed the Tier 8 2-piece set bonus for moonkin, which means you should upgrade to your 4-piece Tier 9 and/or to your Tier 10 set s and not hold onto that now-outdated bonus).

The Eclipse change is breaking the Wise Eclipse addon. This means that you should stop trying to use the Wise Eclipse Addon after the patch hits. You also can’t cancel the aura to be able to re-proc the other type of Eclipse. This won’t effect a lot of players (who aren’t using cancel-aura macros or Wise Eclipse), however they are buffing the Effect of Eclipse to offset the “nerf”.

There is also currently a BUG with Eclipse, where Squawk and Awe (and a lot of other mods) aren’t detecting the Eclipse buff. You will need a new timer mod. Check your mods before going out to raid! ClassTimer combined with ClassTimer Eclipse seems to be the best combo I’ve worked out so far, where they track both the proc & the cooldown. They will eventually fix this bug, so don’t totally freak out (just go download the class timer mods for now).

  • Force of Nature: Health on the treants has been increased.
  • Pet Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players. (Treants will have more health and will be less likely to die super fast when you cast them in PvE. Yay!)

Feral Druids

  • Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.
  • Predatory Strikes: The Predatory Swiftness buff from this talent now has an 8-second duration.

The prowl change means that Prowl was buffed for lower level druids. Prowl should be unchanged for high level druids. Predatory Swiftness lasts a shorter duration, so you have to use it sooner in your PvP fights.

Restoration Druids:

  • Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% and reduces the base global cooldown of Lifebloom by 2/4/6/8/10% instead of its previous effects.
  • Rejuvenation: The base duration on all ranks of this spell is now 15 seconds. (They buffed lower ranks, higher rank NOT changed)
  • Tranquility: The cooldown on this spell has been reduced to 8 minutes, down from 10 minutes. (not really a big change)
  • Glyph of Rapid Rejuvenation: This glyph allows for the druid’s haste to reduce the time between the periodic healing effects of Rejuvenation.

The Gift of the Earth Mother change means that you need more haste from gear. See this post for more info on the 3.3 resto druid changes. You may want to change your spec to include Celestial Focus if you have 735 haste (or less), OR if you tend to run 5-man instances and don’t have access to the haste raid buffs.

The glyph of rapid rejuvenation is nice. However, it is better for 5-man and 10-man players than for 25-man raid healers. This is because the shortened time between ticks also means that you can keep it on fewer people (because it shortens the overall duration).

I’ll have more info on the 3.3 resto druid changes (and what it means for you!) in the new version of my healing guide. I should have that posted before the servers come back up (have no fear!).

Patch 3.3 – prowl & penguins!

Some of this is a little outdated, but I wanted to cover it now, anway.

In part of WoW moving away for having ranks of various spells, they changed prowl (and rogue stealth) to only be one rank. Prowl will now only have to be trained once, and this will have a 30% speed decrease, at level 20.

Why does this matter? Well, the old ranks of prowl used to be: Rank 1 (learned at level 20) = lowers speed by 40%, Rank 2 (learned at level 40) = 35%, Rank 3 = 30% (learned at level 60). So, in patch 3.3, the change means that there will only be one rank of prowl, and it will always be a 30% speed decrease, trained at level 20.  So, prowling around stealthily as a cat while leveling just got a whole lot better!

Moar Pets!

In mid-November (or somewhere around there), we all have to switch to using battle.net accounts. Some of us have volunteered to switch over, but they are going to make it mandatory next month. Part of the reason for switching to a battle.net login process is so that they can link starcraft & warcraft accounts together for various things, such as cross-game chat improvements. I recommend doing the switch early & not waiting for the last minute to do it.

As a reward for having your battle.net account up and running when the switch-over happens, we all get free penguin pets. Anyone who played in the Beta for WotLK remembers getting a penguin named Mr. Chilly. It turns out that Mr. Chilly’s first name is Oswald, and he’ll be returning as the reward for upgrading your account to battle.net when they do the forced upgrades. If you merge early, you still get the new penguin.

Isn’t he cute? This is something I’m very excited about. I worked really hard to be able to acquire his cousin (Pengu) when I first hit Northrend (I did the dailies every day from the level I could start doing them). So, I’m even more excited to get Mr. Oswald Chilly back very soon!

Mr. Oswald Chilly

I have 9 Eyes! Tier 10 gear & set bonuses for all Druids (Updated)

A lot of stuff happened yesterday, with new patch notes, new Tier 10 info, and a lot of other posts & goodies that need to be covered. I’m going to spread out my analysis of the news over a couple days instead of making one big massive post (because this post is big & massive enough already as it is!).

Okay, so first I need to cover how much the helm for Tier 10 disappoints me. I like the rest of the set well enough, and I can deal with the shoulders eating people… but the helm is a little too much. Anytime people complain about the looks of their Tier 10 sets, I’m already saying “But I have NINE EYES!” I would have been okay with the healm if the face plate wasn’t really just 9 bug eyes glowing and starting at me… I’d rather be able to see my actual real face stick out the front… I have to say (yet again), thank Elune we can turn off helm graphics!

Druid_Tier10

Okay! On to the set bonuses!

Resto:

  • Druid T10 Restoration 2P Bonus – The healing granted by your Wild Growth spell reduces 0% less over time.
  • Druid T10 Restoration 4P Bonus (Rejuvenation) – Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.

I thought Blizzard was going to push us away from spamming rejuv & wild growth. However, it’s quite possible that these set bonuses are going to make us spam rejuv & wild growth even more. In this context, a shorter rejuv makes sense, since more ticks means that the 4-piece bonus becomes a lot more powerful. I’m not sure how the set bonus interacts with the duration increase from Nature’s Splendor. If it takes into account HOT overhealing ticks, then we’ll probably get one rejuv for about every 10 that we cast (though it’ll be really random), and my quick napkin math says it should make up for about half of the rejuv ticks we lost in the nerf. I started a forum discussion on the set bonus here. For the 2-piece bonus, the text should translate to something like: all ticks heal the amount of the first tick, and don’t reduce in powerfulness over time. The Wild Growth bonus is one I’m pretty excited about.

Balance

  • UPDATED: Druid T10 Balance 2P Bonus – When you gain Clearcasting from your Omen of Clarity talent, you deal 15% additional Nature and Arcane damage for 6 sec.
  • UPDATED: Druid T10 Balance 4P Bonus - Your critical strikes from Starfire and Wrath cause the target languish for an additional 5% of your spell’s damage over 4 seconds.”

The 2-piece bonus I actually also find disappointing, even if it will be a DPS increase (but Graylo estimates only a 2% increase. First, Omen of Clarity is a talent in the restoration tree & NOT the balance tree, so it feels out of place (even if most moonkin get it). Second, it’s incredibly random. As Boize said on the Moonglade blog, You could get 2 procs close to each other, or you could go 2 minutes without seeing a proc.  There are also non-spells (like crafting) that it procs from more regularly than our actual damage spells, but the duration isn’t really long enough to make use of trying to force it to proc at certain times. It’s an interesting idea, but I don’t very much like it from a conceptual point. Moonkin druids already have too many random forces influencing their damage dealing, and so I tend to be against more randomness in an already random system.

The NEW 4-piece moonkin bonus is somewhat interesting. It looks like crits would be putting up a DOT that ticked for 5% of the damage done over 4 seconds. This would interact very strangely with starfire’s super high crit rate  & would need to stack at least twice to not just continuously over-write the buff without actually having it do any extra damage. They have had other buffs like this need to stack twice to work (I remember a holy paladin HOT proc that had the same problem).

Feral bear/cat

  • Druid T10 Feral 2P Bonus – Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
  • Druid T10 Feral 4P Bonus – Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.

The feral set bonuses are all good bonuses. Bears deal more damage, and get a new defensive cooldown (enrage). Turning Enrage into a defensive cooldown that gives rage & reduces damage done to you is a really nice thing for regular (or emergency) use. Cats will use less energy for rip & get critical strikes from rake. With such a high crit rate for cat druids stacking agility, crits from rake should be a really nice damage boost. My guild’s feral druid (Lauraya) was really happy about the possibility of these feral bonuses. His only complaint was that Enrage would give him yet another button he had to manage for tanking, but if that’s the worst complaint, then I’m sure bear tanks everywhere will be able to handle it (you can doo eeet!).

Responsnse to Altosis’ post about raid role switchers.

Altosis posted a nice article about role switching in raids, and what you have to be aware of when thinking about starting a new character. I think his thread was supposed to be about whether to be a hybrid or pure class, however I think there is a greater point than the sort of cliche argument that gets thrown around the WOW forums all the time.

That point I wanted to reemphasize is about how hard it is to maintain the ability of being great at more than one role at a time.

A “role switcher” is someone who might be asked to change between tanking & DPS, or between healing & DPS (you won’t have a spot where you would need to switch between tanking & healing very often, but that would classify, too). A pure DPS player is about the equivalent as a “hybrid” player who picks one spec and dedicates all of their time & energy to being the best they can be at that one role. There’s not much difference between a dedicated DPS druid and a dedicated DPS mage if both work equally hard at gearing up that spec and playing that one dedicated role. The “pure” classes are designed to have a slight DPS edge, but both players are essentially only capable of filling DPS roles in raids.

However, the people that don’t usually have much of a chance of hitting “pure” class DPS are the role-switchers. These role-switchers are also usually the ones that the “pure” DPS classes worry about the most when they whine on the forums, however the role switchers almost never fully take the place of someone who is dedicated to only a damage spec, and focused DPS specs (regardless of class) should always come out top on DPS – assuming they have been in the raids about equivalent amounts of time.

Here’s why:

  1. First, you don’t really want more than 3 role switchers in a raiding group. You are unlikely going to do more than occasionally switch one of your healers between heals & dps, or one of your tanks between tanking & dps. You will also have a lot of confusion if you have to spend an hour deciding what everyone’s spec will be for the night, and then there’s the confusion of the raid leader remembering which person is which role at that point in time. This means that it’s usually a matter of losing a single healing or tanking spot in favor of more damage to beat an enrage timer, rather than losing a DPS spot for more heals or tanks in the current WotLK content…
  2. If everyone is role switching, it’s going to be hard to keep the entire raid geared up for 2 roles, where you have things like people spreading out their tokens to gear up their off-spec instead of their main spec, or spreading their DKP too thin if you allow “greed” bids on off-set gear.
  3. You may also end up with a lot of mediocre DPS/tanks/heals that aren’t specialized at knowing how to do their jobs. As Altosis pointed out, it’s hard to keep track of how to be totally awesome at two specs at the same time. While I can pump out some really great healing, I tend to lag behind on DPS a little, and I feel like I have to work twice as hard for not nearly good enough results.
  4. On a similar note, as someone who is a role switcher, I can say with experience that it puts a lot of pressure on me to be at 100% all the time, and to work at knowing more about gearing & the encounters than most of the other people in my guild, and half the time I don’t know what role I’m going to be filling when I step inside the instance door. So, I have to study twice as hard for new encounters, and I have to be aware of things that effect both healers & DPS classes in different ways.
  5. You can be a hybrid class that only focuses on one role, and is really good at that role. This is the point that everyone always forgets. If you dedicate all your time to one role, then that role will have the best gear, and the best talent behind it. Spreading yourself between roles runs the risk of leading to having lower skill because of less practice with one spec or the other.
  6. If I have to heal & deal damage in the same encounter for some reason, then both my healing & DPS comes in dead last on any meter. Healing as a moonkin means I am blowing a lot of mana for bad healing numbers. This works okay in a serious pinch, but moonkin healing tools are limited enough that there is a severe penalty for trying to do two things at the exact same time – and you’d be better off just starting out as a healer rather than hitting that problem that caused a near-wipe in the first place.

My conclusions: Healers that swap to DPS aren’t likely to be topping the meters. However, if you dedicate all your energy to being a good DPS druid, then you should be a good DPS druid.  Even as someone who spends a LOT of time switching between two druid roles (or more specs, during certain transitional testing phases or research for my guides), I can honestly say that I’m better at healing than DPS, because my main gear set is healing. Healing is where I have my 4-piece set bonuses, and healing is where I get the most practice. While I can do a good job of filling DPS roles, I’m not switching at the expense of the other primary DPS specs (of any class), I’m coming in DPS more towards the middle of the pack – even when I spend hours at a time working out what DPS upgrades I can get to come out to that middle spot. It’s not from lack of effort, but from a limitation in resources. You can be great at one thing at a time in a raid, and you can only be “good” at the rest.

All specs of all classes are masters of one thing at a time. You have to pick that thing and stick to it. Your dualspecs allow you some flexibility, but that flexibility always comes at a cost. I’m a role switcher, but I can get away with it because I spend a LOT of time studying the druid class, raid encounters, and gear lists. Even after all my hard work (way above and beyond the effort it takes to just maintain one spec), I’m still not going to be the master of everything at the same time.

You are 80, so now what? (cat focused)

Alannya, a feral druid on Elune, hit 80 Monday night (congrats!). She had spent months and months of time getting to 80, and then hit the level cap and wasn’t quite sure what to do with herself. Since I’m pretty far removed from the leveling experience, it’s nice to be reminded of what new players struggle with on a daily basis.

She was originally a transfer to my server, and asked me if I knew of any good guilds she could join while she was leveling. Instead of referring her to another guild, I brought her into my boyfriend’s leveling guild on Elune so that she could experience a better side of the game than she had previously. Since there are always a few people leveling up there, it’s more fun than leveling up in a raiding guild where there’s like zero leveling support. As part of the leveling guild, we spent time doing group quests together, and I leveled my shaman with her a little while when we were around the same level (though she caught up with me and passed me!). We did instance runs together with my other friends from Northrend Privateers, so she could experience grouping and get to learn how cat abilities worked in groups, and sometimes she even beat my shaman on DPS.

So, now that she’s 80, she’s curious about: What spec should she be at 80 for cat form? What new glyph(s) should she get? She was excited to finally be level 80, and excited about being able to start the end-game content she has heard about for so long but never experienced.

So, here are the basics of being cat at level 80. It mostly comes along with a lot of reading material, lol. It’s not easy being a cat! It’s mostly links to other resources that I’ve talked about before. However, I wanted to highlight a couple things here.

The most popular cat spec from wowpopular.com is a 0/55/16 build. It looks pretty good for an all-around PvE DPS build without any PvP focus.

For other cat information, of teeth and claws (while no longer posting about feral druid stuff) has some advice that isn’t too outdated. He recommended the glyphs of: savage roar, rip, & shred for level 80 cat form. He also offers a DPS cat build that’s a little bit different than the one I posted above. He also offers tanking advice, which my newly 80 druid friend probably won’t need right now. Not much changed in 3.2, in terms of what talent points people picked up for PvE.

Being cat in PvE groups can be really rewarding, but also a lot more complicated than being solo. One great series of blog posts comes from Altosis, where he explains a lot of the basics of grouping at level 80 for cat DPS. The other posts in that series can be found under his July 2009 archive.

That should be a good start to being a level 80 kitty. Good luck Alannya! Maybe we  can run some heroics together later (just not on raid nights!).

Leveling a druid: Intro to cat form abilities

As part of the addition to my leveling guide, I am exploring all of the spells and abilities we learn from the trainers as we level up. I already did the balance spell section in a post earlier this week. Today I’m going to explore cat form’s abilities. Feral abilities include both bear and cat things, however I want to break it up and do this one form at a time.

So, you get cat form at level 20. Until level 10, you have to cast balance spells at your targets. At level 10, you got bear form to do a little melee damage, but getting to 20 is usually the most painful part of druid leveling. Once a feral druid gets cat form, things get a lot more fun and leveling goes a lot faster. Here are the abilities you get:

  • Level 18: Faerie Fire (feral). So, the first cat form ability you actually get is before cat form, since it is something that works in both bear & cat. When you cast this on something, it reduces your target’s armor by 5%. This means that you do more damage. This works good for when you want to hit things that aren’t close to you, as it has a 30 yard range, and is the only ability with that big of a range that you can use in cat form.
  • Level 20: Prowl. When you train cat form, you get access to several abilities. Prowl makes it harder for things to see you. Some of your other abilities require you to be stealthed, and this ability is how you go into stealth mode. You can use this and then sneak up behind your target, using one of your opening moves. This is the other way to start combat other than using faerie fire.
  • Level 20: Claw. This is one of your primary damage ability in cat form until you get Mangle later on. This awards one combo point. Your finishing moves require combo points, and you can get up to 5 points before using the finisher. So, you can help use this ability to get finishers.
  • Level 20: Rip. This is the first finisher move you get. It puts a bleed on your target that ticks for damage over time (it’s a DOT). You need combo points (from using abilities like claw) to make this more powerful. You can use it with between 1 and 5 combo points. It does more damage with higher combo points.
  • Level 22: Shred. You can use this when you are behind your target. Since you don’t get your first opener cat move until later, this works good for using when you stealth up behind your target. It also works good any time you are grouped and you can get behind your target. You can also get behind your target if your target is stunned.
  • Level 24: Rake. Applies a damage over time effect (DOT), in the form of a bleed that acts as a debuff on your target. It’s better if you use this earlier, so that it has time to tick for the full 9 seconds. It also awards one combo point.
  • Level 24: Tiger’s Fury. When you use this, your damage is increased for a short time (it’s a buff). It’s okay at lower levels, but gets a lot better at higher levels when you pick up the King of the Jungle talent.
  • Level 26. Dash. Increases your run speed when you are in cat form. You can move fast while in combat, or to get to your next target. I usually use it for running when I’m indoors and mounting or travel form won’t work.  It also works while prowling, so you can use it to sneak up on something faster when you are stealthed and slowed down.
  • Level 28. Cower. This isn’t useful when you are by yourself, however it’s important if you are in a group. This lowers your threat, meaning that it makes things less likely to attack you. When you are grouping at you get to be a cat damage dealer, you want to use this if you are in danger of pulling threat away from the tank.
  • Level 32. Ferocious Bite. This is another one of the finisher moves. It requires the combo points you earned from using your other abilities. Instead of being a DOT/Bleed effect like rip, this does a big burst of damage. This is good to use if your targets are low on health and you want to finish them off fast when you are soloing.
  • Level 32. Ravage. This is your first actual opening move. This requires you to be prowling (in your stealth mode), and you have to be behind the target. So, you can sneak up behind something, and use this ability to do a big chunk of damage and award a combo point. This is the first ability that actually requires you to be in stealth mode.
  • Level 32. Track humanoids. You can use this to show where human things are on your mini-map on the corner of your screen. It has some good situational uses, especially on a PvP server (so you can see if horde are coming for you).
  • Level 36. Pounce. This is the second opening move, meaning that it requires you to be prowling. When you use this, it stuns the target and then applies another bleed/DOT effect that lasts for 18 seconds. What is good about using this is that if you sneak up behind the target, you can apply the stun and then you can use shred once or twice before the thing turns around and you can’t use shred anymore (since shred requires you to be behind your target). A pounce and shred together will likely do more than ravage, but it requires a little more skill and practice to get right. It’s fun to get some practice with it.
  • Level 40. Feline Grace. This reduces the damage you take when you fall off cliffs. You have to be in cat form to get the bonus. You can still die when you fall off things, but this makes it a little less likely.
  • Level 50. Mangle (Cat). While I’ve been skipping all the other abilities you get from talents, this one is really, really important for leveling. When you get this, it totally replaces claw and you won’t use claw again. I usually take claw off my bar if I have mangle available. What is great about this is that it does a large amount of damage, awards a combo point, and then also increases the damage from your bleeds (rip, pounce, & rake).
  • Level 62. Maim. Another finishing move. It does damage, stuns the target, and interrupts a target’s spell from casting. It works good if you need to stop something from hitting you to get off a heal. This seems like a primarily Player versus Player damage ability because of the stun and the casting interrupt. You can also use the stun to get behind your target and use shred.
  • Level 71. Swipe (cat). You have had a swipe in bear form since low levels, but at this level, you can now hit multiple targets at once in cat form! It uses half of your energy, but it’s nice for being able to hit more than one thing at once.
  • Level 75. Savage roar. This is a finishing move that is important for when you are doing grouping & raiding at level 80. It is a finishing move that requries combo points, and instead of doing damage directly, it just gives you a buff that increases your damage done for a period of time. It’s not that great for soloing when you kill things pretty fast, but it becomes an important higher level part of the feral rotation at 80. If you are soloing and trying to take down 2 or 3 targets right in a row, you might want to use this to buff your damage over a longer period of time while you work on killing the things. However, it does become the most important thing when you are killing bosses when you are grouping in instances since those fights usually last a pretty long time.

Conclusions: And those are all the cat form abilities that you get from leveling. There are a couple other things from talents, but I cover those in my talent section of my leveling guide. You also get higher ranks of most abilities as you level up higher which do more damage. Leveling as cat can be pretty fun, and the level 80 damage rotation for grouping or raiding is pretty interesting and complex. However, it can also be pretty rewarding.

Happy leveling!