I've already talked about our new and changed abilities, so I think it's time to put it all together. Let me first start by giving you readers a quick idea of how I went about this; My level "80" (aka level 79) tanking spec is tuned for current content and gear. As I reach 85 some points will move around. The disclaimer section is over and after the jump we'll get right into the spec.
Level "80" Feral Tanking Spec
Given the new, smaller talent trees I'd like to spend my time talking about the talents I did not take and why instead of just elaborating on what I did take. The first talent I've left out is in Tier 1, Predatory Strikes. This has no function for bears and strictly operates under the feral cat paradigm. I've elected to take full points across Tier 2. There is something interesting to note here about that decision, I have left out points in Feral Aggression. It is true that F3 is a large portion of our single target threat and a mainstay in any decent tanking rotation, so stacking it up to 3 shouldn't be a huge issue. Furthermore, I currently have a nice bonus to Enrage via my T10 set Because of this I elected to put points into King of the Jungle, in Tier 3. I finish out the rest of Tier 3 with full points. Tier 4 is relatively simple, Nurturing Instinct only applies to cats so we'll omit that. In Tier 5 I've left out Primal Madness and Endless Carnage, both of which have cool names with questionable usefulness. Primal Madness grants you 6 rage when you pop Enrage or Berserk. Don't get me wrong, I think it's useful but not worth the two points. Endless Carnage increases the duration of the Pulverize buff. Considering I'm still on the fence about pulverize as a whole, I'm not going to spend two whole points on a talent just to increase the buff's duration. In Tier 6 we'll avoid Blood in the Water (previously called Nom Nom Nom...which I totally like better) as it only applies to feral cats. The rest of the talents we'll cap out.
Level 85 Feral Tanking Spec
The level 85 version is not much different than the level 80 version. We'll leave all the points as they currently are and then find a home for 5 more talent points. We'll start by capping King of the Jungle for 15% increased damage when we Enrage. We'll put one point into Master Shapeshifter for 4% increase damage in bear form overall. With the last 3 points we'll put them in Perseverance, which is a new talent. I like this talent - 6% reduced spell damage is great for us bears who traditionally only counter magical damage with raw stamina and the occasional barkskin.
Feral Tanking Glyphs
Given that druids have 4 viable roles, that leaves virtually no wiggle room for glyph selection. The following glyphs are basically the only glyph choice you could make as a tanking feral, with the exception of the minor glyph. Even then it's not too much of a difference. Blizzard may not be done with adding druid glyphs, and honestly I hope they do add some more. Traditionally Blizzard was never the type to make it so cut and dry for the aspects of raiding (take for instance the whole "bring the player not the class" campaign), they like us to make decisions based on situation or preference. As it currently stands, here are your feral tanking glyphs.
- Glyph of Berserk - Berserk + Mangle is currently a staple among bear tanks and this glyph extends smashface time. It's a simple obvious choice.
- Glyph of Lacerate - Now that dots can naturally be crits (without talenting), adding more crit to our staple dot is never a bad thing.
- Glyph of Mangle - Mangle is one of our main threat tools so increasing it's damage is a no brainer.
- Prime Glyphs - This is a list of all the druid Prime Glyphs
- Glyph of Faerie Fire - This simply adds range to F3. We use to obtain via talenting.
- Glyph of Feral Charge - Reduces the cooldown on feral charge, nothing to write home about but not harmful.
- Glyph of Maul - This now only hits the secondary target for 50% damage, very similar to the DK Heartstrike.
- Major Glyphs - This is a list of all the druid Major Glyphs.
- Glyph of Challenging Roar - No change to this glyph, reduces the cooldown on our AOE taunt.
- Glyph of Dash - No change to this glyph, reduces the cooldown on Dash, helpful for kiting or getting the hell out of an area.
- Glyph of Unburdened Rebirth - I never like to carry reagents so this is my choice. If you would rather spend reagents over mana you can use Glyph of the Wild instead. It's not really a huge earth shattering deal.
- Minor Glyphs - This is a list of all the druid Minor Glyphs.