Feral Druid Talents
This section of the Feral Druid guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. Feral Druid Guide is written by
. Updated for the latest patch.
Rotation & Abilities
Macros & Addons
– When a target with one of your bleeds on it dies the cooldown on
lasts 4 seconds longer. This is a great talent for fighting large packs of mobs at once. You will most often use this talent in dungeons and during raid encounters with lots of constant small quick dying adds.
– Your Melee abilities have a 10% increased critical strike change on targets with one of your bleeds on it. This is going to be the most often used talent for raid bosses and solo questing/leveling. This will be really helpful during leveling and early solo content when Critical Strike levels are very low.
– You can now cast a special version of
in Cat form with a cost of 30 energy and gives one combo point. This talent is far more effective in fights with sustained 2-3 target cleave. It can be comparable to
in single target, but uptime must remain very high.
– Instant heal %30 of your total HP. This talent is really not useful. With self healing from Predatory Instincts buffed Healing Touches, and Damage Reduction from Survival Instincts there is little reason to give up either of the other two talents in this tier. Unless you have a very specific use that is dictated for a particular strat do not take this talent.
– Teleports you 20 yards forward from your current positon and boosts movement speed by %50 for 4 seconds. This is a fantastic talent for mechanic avoidance. When you need to get to a group up location, cross a damaging ground effect, negate falling damage or just to speed up your run back this is the talent to choose. It is my personal favorite for raiding.
– Leap behind your current target and daze them for 3 seconds. This is a great gap closer to use for stealthed openers or to get to a new target. This often used on Raid encounters which have new targets spawn at a distance or just solo/questing. There are a few drawbacks. Oddly shaped terrane can cause “can't find path” errors which will prevent the ability from being used. It has a minimum distance requirement. Even though the animation shows you flying through the air you will still be hit by any ground affects you “pass over”. Use with caution during raid encounters with ground effects.
Special note: This tier is the affinity tier for
s. Each talent gives a passive effect and an improved form with active abilities from that form.
– Passive effect is all of your abilities ranges are increased by 5 yards, this is the primary draw of the talent and the reason that it is the most highly recommended option in this tier. You gain the ability to shift into
and gain the following abilities:
. While you can stay in
for as long as you like, but as soon as you shift into
it goes on a 1:30 second cooldown. This is great for avoiding ground affects, and stomps where other melee have to run out.
– Passive effect is all damage taken is reduced by 6%. You learn the following
. With the addition of
becomes a minor tank. You do not get active mitigation, but your health and armor are buffed significantly. You can't tank a raid boss, but you might be able to step in for a few swings every now and again. This is a situational affinity which can be used to help tank strats, and some minor survivability when combined with
- Passive effect is Yesra's Gift. You heal for 3% of your total life every 5 seconds. If you are at full life it will heal a nearby party member. You learn the following abilities:
. For leveling this Affinity is almost mandatory. With the loss of Rejuv and the reduction of self healing from
(until you get the artifact trait) Feral is very squishy.
is a fantastic addition to reducing downtime between pulls while question.
This is the CC tier. Previously all had different uses and there was no best option, however with patch 7.3
is now a dps gain with
- Stun target for 5 seconds. 50 second cooldown. Good for an extra spell interrupt or to make a quick getaway.
- Roots the target in place and will root nearby enemies as well for 30 seconds. Root can break on damage. This is very situational. Because it can break on damage and it's a root, it only works on melee mobs, and only really to let you get away from it. This talent now procs
making it the only dps talent on this row(as well as
- Knock back all targets within 15 yards of the front of you and dazes them for 6 seconds. Like Mighty Bash can be used for an emergency spell interrupt or to get some breathing room from multiple mobs.
- Redesigned in 7.2.5, Grants 5 energy per combo point when you cast a finisher, and also increases finisher damage by 5%. This talent will almost never be the choice over Incarnation or Savage roar however it is much nicer to play with after the redesign. This talent is granted by the legendary ring
- For 30 seconds all cat form abilities cost 50% less while
deal damage as if you were in stealth. This replaces
. Our big burst damage cooldown. Good for fights where there will be specific burst windows, or increased damage windows.
- Your Rake, Rip, and Thrash abilities deal the same amount of damage but in 33% less time. While this gets more damage over the same amount of time it requires to to refresh your bleeds more often making the rotation more difficult. Like
will significantly reduce the amount of
s you will be able to use due to more limited resources.
refreshes the duration of
. Another good passive talent which makes the rotation easier in a limited number of situations. The downside to the talent is it does nothing after the target drops below 25% as it has the same behavior as Blood in the Water.
- strikes all nearby enemies with a massive slash. Awards 1 combo point. Maximum 3 charges (12 second cooldown per charge reduced by Haste). Replaces Swipe. This is a solid AOE talent at a very small single target loss, It pulls ahead of SR at 2 targets
- Finishing move that increases physical damage done by 25% while in
. Lasts longer per combo point (maximum of 36 seconds). Costs 40 energy. This talent is suited for Single Target focused fights. It gives higher sustained damage over time at the cost of adding difficulty.
- When you proc
cost no energy, deal 20% increased damage,
stacks to 2, and your energy cap is increased by 30, . Decent passive talent that makes the rotation easier to manage and is reasonably competitive with
- After casting a
your next 2 abilities are increased by 20%. The charges should be spent as close to 5 combo points as possible to ensure they are cast on
refreshes. This will be the best talent for most situations.
- Gives 5 combo points instantly and generates 1 combo point per second for the next 5 seconds (30 second cooldown). This is a very awkward talent to use. It is almost impossible to not lose combo points. It has a few uses like getting a quick
in, applying a second
, or being able to get a 5 point
pre pull. However unless you use no combo building abilities for the next 5 seconds you are going to lose some of the incoming ones. This talent is always outperformed by the other talents in the tier and is not typically reccomended.
While personally i would always recommend taking the highest performing talent and practising to perfect play some players may prefer to play slightly sub-optimal talents but easier to play talents so take these sample builds as a suggestion.
This is a build focussed on compressing damage into a short lived window while handling the downtime typically present in questing or Dungeons. This build should work equally well for both levelling and dungeons, including Mythic +
- Every new pull will have
This is a single target focused build for Ferals dipping their toes into raiding, it is similar to the normal feral build but swaps
- Every new pull will have
Raid Single target (maximum damage)
With the 7.3 changes feral has become a lot more forgiving below is the optimal single target build.
- Every new pull will have
Raid Cleave (2-3 targets)
With the 7.3 changes
pulls ahead on cleave.
is also a good cleave talent that is taken normally.
- Every new pull will have
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