Hey all, this is Alaron, druid writer for WoW Insider and owner of The Fluid Druid (http://fluiddruid.net), the best druid site on the Internet. (I may be biased.) Here's your 5.1 feral cat guide for Mists of Pandaria.
Thanks go out to:
The previous maintainers of the guide: Tangedyn, Toskk, Demoneater and Yawning.
Theorycrafters: Mihir, Leafkiller, Tinderhoof, Hinalover, Aggixx, any many others.
Generally awesome Druid peeps: Lissanna, Arielle, and Reesi.
CAT DURID IS 4 FITE! -Alamo
Summary of Changes for 5.0
1. Feral is no longer a tank/DPS spec. Feral is now solely melee DPS, and a new spec has been added for bear tanks, Guardian.
2. Many abilities are now spec-specific or just removed completely. For most of these, we never used them anyway, so we’re not losing much.
2a. Yes, this means Bearcatting is effectively dead.
3. All the old talent trees are gone, and have been replaced with six “tiers” of talent choices, with one choice (out of three options) every 15 levels. More on this below.
4. All the old Prime glyphs are gone. Now, there are just two tiers: Major and Minor. Glyphs are now much less important than they used to be. Many glyph effects have been baked into abilities.
5. Relics and head enchants are gone. Any relics you had are now vendorable gray items.
6. Rebirth now returns a player to 60% life baseline instead of 20%, making the glyph much less mandatory.
7. Mangle no longer has a bleed debuff. Sadly, Shred retains its positional requirement, so you need to keep Mangle on your bars.
8. The Stampede talent was not kept in any way, so no more free Ravages. Cower’s gone, too *crickets*.
9. Savage Roar has been reverted to the Wrath model of being a 30% overall damage buff, instead of 70% to white attacks. This makes SR much more important.
10. AoE rotation changes: Swipe now generates combo points; Thrash can (and should) be used to keep up an AoE bleed.
11. Faerie Fire now puts up two debuffs; Faerie Fire (which prevents stealth and lasts 5min) and three stacks of Weakened Armor (4% armor reduction, 30sec). If you use a debuff tracker, you’ll want to track the Weakened Armor debuff, and get used to refreshing FF any time you have a free GCD.
12. New Ability: Might of Ursoc, boosts health by 30%, like the old Survival Instincts. Currently forces you into bear and drops the buff if you shift out, which may or may not be intended.
13. New Spell: Symbiosis, available at level 87, that lets you link with a group/raidmate, giving both you and them a new ability. More on this below.
Here’s a quick list of what’s been lost (I may be missing a few things):
Feral/Cat: Cower, Fury Swipes, Primal Madness, Stampede, Claw
Guardian/Bear: Demoralizing Roar, Challenging Roar, Pulverize, Enrage, Savage Defense, Thick Hide
Balance: Thorns, Wild Mushroom, Starfire
Resto: Regrowth, Lifebloom, Nourish
- 1.1 Primary Stats
- 1.2 Secondary Stats
- 1.3 Stat Conversions/Caps
- 2.1 Gems
- 2.2 Enchants
- 2.3 Set Bonuses
- 2.4 Secondary Stats - Choice and Reforging
- 2.5 Trinkets
- 6.1 Single Target - Simplified
- 6.2 Single Target - Advanced
- 6.3 Few Targets
- 6.4 Many Targets
- 6.5 Switching Targets
9. Advanced Topics
A: Frequently Asked Questions
C: Third Party Resources
1.1 Primary Stats
These are arranged in order of priority.
Weapon DPS - Directly scales white damage, Swipe, Ravage, Mangle and Shred. Weapon damage is normalized to 1.0 second attack speed, so weapon speed and damage range are irrelevant - only Weapon DPS matters. Weapon upgrades generally provides us with our largest DPS increase.
Agility - While Weapon DPS is linked to the item level of our weapon, Agility is the best stat that we can choose to have. Just about all of our gear should have Agility on it, and Agility is the stat that we want to gem and enchant for. 1 Agility = 2 Attack Power,
Strength - Grants flat attack power. Strength is no longer available on leather. While this is a good stat, Agility is still far better. Generally, we should not use items with Strength on it. 1 Strength = 1 Attack Power.
1.2 Secondary Stats
These are NOT arranged in order of priority - see the Secondary Stats section below for that.
Critical Strike Rating - Crit Rating provides a little more chance to crit per point than agility. Base crit rates have fallen drastically in MoP.
Haste Rating - Increases white damage and energy regeneration rate. Indirectly increases the proc rates of effects like Omen of Clarity and trinket / weapon enchant procs.
Hit Rating - Reduces your chance to miss the target. Miss chance is determined by comparing your level with your target’s level. You have a 0% miss chance against targets two levels below yours and lower; targets one level below yours and higher gain a 1.5% miss chance for each level. For example, same-level targets have a 3% miss chance, while raid (skull) bosses are always 3 levels higher than your current level and thus have a 7.5% miss chance. Misses (and dodges, see expertise) do not hurt feral as much as most other classes/specs because we get an 80% energy refund on the energy consumed from the missed ability; however, Swipe and Thrash does not benefit from this energy refund, making hit/expertise capping an excellent strategy for AoE.
Expertise Rating - Reduces the target’s chance to dodge, which is equal to their chance to be missed. If attacking from the front, enemies can also parry, at the same rate they dodge/can be missed; once you have enough expertise to prevent target dodges, further expertise reduces parry chance. For example, a raid boss has 7.5% dodge and 7.5% parry, requiring 7.5% expertise rating to prevent dodges when attacking from behind, or 15% expertise rating to prevent dodges and parries when attacking from the front. Previously, Expertise reduced both dodge AND parry chance, but this mechanic has been removed.
Mastery Rating - Increases the damage of our bleeds. Used to be useless for AoE fights, but now that Thrash is used for AoE, has a role again. Currently projects to be our most important secondary stat.
For Level 90:
340 hit/expertise for 1% rating gain, 1020 (3%) needed to cap against players for PvP, 2040 (6%) needed to cap against heroic 5-man bosses, 2550 (7.5%) to cap against raid bosses. If attacking an enemy from the front, they will also gain a chance to parry
425 haste for 1% rating gain.
600 crit for 1% rating gain.
600 mastery for 1% rating gain.
265 PvP Power for 1% rating gain.
310 PvP Resilience for 1% rating gain.
I have a full gear list on my blog here: (http://fluiddruid.net/feral-druid-5-0mists-of-pandaria-gear-list/)
In general, you want the gear with the highest item level that has agility.
PvP gear, while generally not itemized in terms of set bonuses/sockets as well as PvE gear, has the same amount of agility and secondary stats and is a quite capable fill-in until you can get an appropriate non-PvP drop.
Generally, items with more gem slots are better than items with less. Red gem slots are preferred, then blue/yellow. We should generally not use a helm that does not have a metagem slot.
Meta Gem Slot: Agile Primal Diamond
Prismatic Gem Slot: Delicate Primordial Ruby
Red Gem Slot: Delicate Primordial Ruby
Yellow Gem Slot: Delicate Primordial Ruby or whichever Vermilion Onyx/Tiger Opal you prefer
Blue Gem Slot: Delicate Primordial Ruby or Glinting Imperial Amethyst/Perfect Glinting Roguestone
Generally speaking, non-agility socket bonuses should be ignored (socket all delicate primordials), agility socket bonuses should be picked up by socketing one of the above choices.
These are the best enchants for each slot.
Head: No enchant
Neck: No enchant
Shoulders: Greater Tiger Claw Inscription (200 agi, 100 crit)
- Inscription: Secret Tiger Claw Inscription (520 agi, 100 crit)
Back: Accuracy (180 hit) or Superior Critical Strike (180 crit)
- Tailoring: Swordguard Embroidery (4000 AP proc)
Chest: Glorious Stats (80 all primary stats)
Waist: Living Steel Buckle (gem socket)
Legs: Shadowleather Leg Armor (285 agi, 165 crit)
- Leatherworking: Primal Leg Reinforcements (cheap version)
Feet: Blurred Speed (140 agi, +8% movespeed)
Wrists: Greater Agility (170 agi)
- Blacksmithing: Socket Bracer (gem socket, stacks with enchant) - Leatherworking: Fur Lining - Agility (490 agi)
Hands: Superior Expertise (170 exp), Greater Haste (170 haste) or Superior Mastery (170 mastery)
- Blacksmithing: Socket Bracer (gem socket, stacks with enchant)
- Engineering: Synapse Springs (2940 agi proc)
Fingers: no enchant
- Enchanting: Greater Agility (160 agi x2)
Weapon: Dancing Steel (1650 agi proc)
2.3 Set Bonuses
In terms of overall DPS, the tier 14 set bonuses are fairly weak. Feel free to break a set bonus if you can upgrade two pieces a full tier (13/14 points)
Tier 14 2-piece: Your Shred and Mangle (Cat) abilities deal 5% additional damage. (Worth about 0.5% DPS.)
Tier 14 4-piece: Increases the duration of your Rip by 4 sec. (Worth about 0.75% DPS.)
Season 12 (PvP) 2-piece: Increases your movement speed by 15% while in Bear Form, Cat Form, or Travel Form. Only active outdoors.
Season 12 (PvP) 4-piece: Once every 30 sec, your next Ravage is free and has no positional or stealth requirement.
2.4 Secondary Stats - Choice and Reforging
Generally, all the secondary stats have similar values, though things depend on whether you’ve elected to take DoC or not. A DoC rotation will significantly favor Mastery; a non-DoC rotation slightly favors Mastery. For both, after Mastery it’s Hit/Exp > Crit > Haste.
A few notes:
1. Mastery is weak for fights with low bleed uptimes.
2. Capping Hit and Expertise is recommended for the majority of players, even though Mastery stacking is technically superior. A simulation can correct for a missed ability much faster than a human.
A full list is present in the Fluid Druid forums. Generally speaking, though:
1. Bottle of Infinite Stars (normal/heroic)
2. Relic of Xuen (yes, it is that good)
3. Terror in the Mists (normal/heroic)
4. upgraded JP trinkets (Flashing Steel Talisman, Searing Words), Arrowflight/Woundripper Medallion
5. Zen Alchemist Stone, LFR trinkets
There's no need to be cookie-cutter with your talents; they change with a click now, so experiment. See these recommendations as an initial guide. One quick note: some of these sound like they’d work really well in macros, but they don’t as of right now. For example, you can’t simply macro NS+HT together, if you press HT too soon after pressing NS, you’ll still get the instant heal, but it’ll shift you out of form.
Level 15: Feline Swiftness or Wild Charge. Displacer Beast is beyond terrible. Both FS or WC are good; take your pick.
Level 30: Nature’s Swiftness. Nature’s Swiftness gives you an on-demand instant heal/rez, similar to Predatory Swiftness. (if you have PS up and use NS, the next cast will consume both buffs- beware!) I recommend this as the heal is generally just as big as from Renewal, with a shorter cooldown. Renewal is a simple big chunka' heal, but it can't crit, has a longish CD, and it's not affected by the Glyph of Cat Form like the other two are. Cenarion Ward is great for leveling, but tends to become overhealing in a group. All are reasonably good choices. Note that going with DoC at level 90 pretty much forces you to take NS.
Level 45: Mass Entanglement or Typhoon. All of these talents will be useful only in very specific situations. If you can use it, take it. Faerie Swarm is probably the least useful because we already have Infected Wounds, because can be used to help a tank out in a fight where he needs to kite from range.
Level 60: Soul of the Forest. Incarnation or FoN are great for fights with burst requirements...which there aren't really any of this tier.
Level 75: Mighty Bash. More situational talents. Ursol's Vortex is pretty nice but hard to use, Disorienting Roar is pretty meh. I'll take the 5 second stun in any form, thanks.
Level 90: Heart of the Wild. While Dream of Cenarius provides the highest DPS in theory, in practive I think pulling off a DoC rotation under raid conditions is too difficult to provide a significant benefit. Therefore, I'd go with HOTW for the passive buff + added utility. Nature's Vigil is okay.
Glyphs are much less important than they used to be for most classes; however, the Glyph of Cat Form and the Glyph of Savagery are pretty much chalk, with the last choice being more situational. I think Survival Instincts or Shred would be my pick.
Glyph of Cat Form - 20% healing done to you while in Cat Form. Absolutely essential. If you’re in Cat for any significant length of time, you need this glyph. No exceptions.
Glyph of Savagery - Savage Roar can now be used with 0 combo points, resulting in a 12 sec duration. Mandatory for feral raiders, now that SR is more important than it used to be.
Glyph of Survival Instincts - Reduces the cooldown of Survival Instincts by 60 sec, but reduces its duration by 50%. Of course, this glyph will be encounter-dependent, but for fights where you don’t have a preplanned use for SI, I think I prefer this version of the ability.
Glyph of Shred - While Berserk or Tiger’s Fury is active, Shred has no positional requirement. Personally, I like this glyph. Some say that it’s a DPS loss, and that’s technically correct; you should always attack from behind when possible to avoid the risk of parries. However, I think that the possibility of using Berserk/TF right when the mob turns and energy capping accidentally is a more likely scenario. In short: use it, don’t abuse it, just because you can attack from the front during Berserk/TF doesn’t make it a good idea. Oh, obviously great for leveling/PvP/etc.
Glyph of Dash - Reduces the cooldown of your Dash ability by 60 sec. Handy for utility.
Glyph of Rebirth - Players resurrected by Rebirth return to life with 100% health. This used to be mandatory; now that Rebirth returns a player to 60% health instead of 20%, it’s not needed anymore.
Glyph of Faerie Fire - Increases the range of your Faerie Fire by 10 yards. Good for applying FF with a bit more flexibility.
Glyph of Ferocious Bite - Your Ferocious Bite ability heals you for 1% of your maximum health for each 10 Energy used. Not recommended, at least for the first tier. You won’t be biting all that often.
Glyph of Might of Ursoc - Increases the health gain from Might of Ursoc by 20%, but increases the cooldown by 2 min. Situational, but nice. If you need to survive one BIG spike, take this.
Glyph of Prowl - Reduces the movement speed penalty of Prowl by 100%. Handy, but pretty situational; cats don’t have a big stealth toolbox.
Glyph of Skull Bash - Increases the duration of your Skull Bash interrupt by 4 sec, but increases the cooldown by 10 sec. I generally wouldn’t recommend this, except for very specific situations.
5.1 Openers from Stealth
Ravage - Great opener due to the +50% crit chance when the target is over 80% health. If you use Incarnation, you’ll sub this in for Shred.
Pounce - Generally should not be used as it has low damage, high cost and many mobs are stun-immune.
5.2 Combo Point Generators
Shred - Your primary CP builder. It is generally better to wait until an Omen of Clarity proc or when you have over 85 energy before using Shred; this is called “energy pooling,” which will help increase uptimes for your other abilities. During Berserk, go nuts.
Mangle - Sub for Shred if you are unable to attack from the rear.
Ravage - As noted above, you’ll sub this in for Shred during Incarnation.
Rake - Does a lot of damage for its low energy cost. Rake should be kept up as much as possible on everything you kill. Don’t refresh Rake unless there’s 3 seconds or less remaining on a target. Occasionally, it may be worth it to refresh a non-buffed Rake with a buffed Rake earlier.
Savage Roar - Increases all damage by 30%. You can use this ability on mobs that are dead if you still have combo points on it. You should use this ability immediately when the existing Savage Roar buff fades, at any amount of Combo Points that you have (it is not necessary to be at 5). This is a very important buff to keep up 100% of the time. Prioritize over Rip/FB.
Rip - Rip does significantly more damage over its duration than Ferocious Bite, and should be kept up on the target at all times. It has a base duration of 16 seconds, but the first three Shreds/Mangles/Ravages after applying it add 2 seconds to the duration. Use this ability only with 5 combo points, and do not refresh it with more than 2 seconds remaining. Prioritize over FB.
Ferocious Bite - This ability should always be used when the target is below 25% health, since it refreshes Rip. Above 25%, it’s not worth risking the potential loss of SR/Rip uptime, except possibly during Berserk.
Maim - This ability should only be used if you need to stun the target (and even then, Mighty Bash is better).
5.4 Area of Effect abilities
Swipe - Hits everything in front of you and generates a combo point. Yes, this means you get a cleave now. Sub this in for Shred whenever you can hit multiple targets.
Thrash - Nice, hard-hitting AoE bleed; you’ll want to put this up first. Expensive, though.
5.5 Cooldowns and Utility
Tiger's Fury - Increases all of your damage and restores 60 energy. This ability has a 30 seconds cooldown and is free - essentially you want to hit it every time it's up. Make sure you have less than 35 energy (spend the excess first) before using Tiger’s Fury to maximize the free energy. The Tiger's Fury effect does not retroactively apply to existing bleeds, and any new bleeds applied during the period will persist for the entire duration of the bleed.
Berserk - Decreases the energy cost of all your abilities by 50% for 15 seconds. You cannot use Tiger's Fury while under the effects of Berserk, so it is best used when Tiger's Fury is on cooldown or immediately after using Tiger’s Fury. This is our big DPS cooldown.
Skull Bash - Our interrupt skill. Only takes 15 energy now, so it's not really necessary to save energy for its use unless you're interrupting a skill with a 1.5s cast time or less.
Dash - Increases your movement speed significantly for a short time. Very useful when you need it.
Stampeding Roar - Increase the movement speed of your nearby friends and yourself for a very short time. Very situational uses.
6.1 Single Target - Simplified
This is the simplified/non-DoC priority list.
1. Tiger's Fury on cooldown. (Only if below 30ish energy.)
2. Berserk on cooldown. Use right after a TF for best results. Delay use if TF will come off cooldown in 15 seconds or less.
3. Any other DPS cooldowns you have (Nature's Vigil, Incarnation, Force of Nature) use on cooldown.
4. Savage Roar, if it's down.
5. Ferocious Bite to extend a Rip if the target's below 25%. Prefer to use at 5 CP, but use at any CP if the Rip will drop.
6. Shred to extend a Rip, if you haven't used three yet.
7. Rip, if you have 5 CP's and it's down.
8. Savage Roar if you have 5 CP's and SR will expire before Rip. (Why not Ferocious Bite? Well, you won’t have enough energy/CP’s to get FB off AND refresh SR/Rip with 5 CP’s before they drop. Better to refresh one a bit too early than a bit too late.)
9. Rake, if it's down.
10. Shred (or Ravage during Incarnation) filler.
6.2 Single Target - Advanced
TBD - DoC rotation will go here. One tip: use Thrash on Omen procs.
6.3 Few Targets
For 2-3 mobs, use a standard single-target rotation on your main target, but sub in Swipe for Shred. It MAY be optimal to use Thrash for 3 targets.
6.4 Many Targets
For 4+ targets, keep SR/Thrash up, and spam Swipe.
6.5 Swapping Targets
Feral Druids have traditionally been sub-optimal when swapping targets. Symbiosis with a Rogue/Lock helps a bit, but if you need to switch frequently, manage your energy carefully.
300 agi food: Sea Mist Rice Noodles
275 agi food: Valley Stir Fry, Chao Cookies, Pandaren Banquet/Great Pandaren Banquet, Banquet of the Wok
250 agi food: Sauteed Carrots
Flask: Flask of Spring Blossoms
Potion: Virmen's Bite
9. Advanced Topics
I’m not going to write out the full table of abilities given/received here: check my blog for that. (http://fluiddruid.net/symbiosis-a-druid-primer/) There’s very few pairings where both parties benefit equally, so you’ll essentialyl be choosing whether to buff your personal DPS or buff your raid in some way.
Personal DPS: Symbiosis with a warlock for Soul Swap or a rogue for Redirect. Essential for target-swap fights. Getting Divine Shield (paladin) or Dispersion (priest) may allow you to ignore certain boss mechanics.
Raid DPS: Symbiosis a warrior and get Shattering Blow.
Raid HPS: Symbiosis a shadow priest to give them Tranquility.
Tank Survivability: Symbiosis any tank to give them a useful damage-reduction cooldown.
Other: Symbiosis a rogue to give them mega-Growl which lets them tank temporarily.
9.2 How DoTs Work
AP, Tiger's Fury, Mastery, and Combo Points are snapshotted when a DoT is cast. This means that if you put Rake up, and then your SuperAwesomeAgiTrinket procs, the existing Rake will not gain a benefit from it. In the case of Rip, when you refresh it with Ferocious Bite, will resnapshot everything except for the number of Combo Points. This means that if you put a 5 point Rip up, and as long as you keep on using Ferocious Bite with any number of combo points, you will keep a 5 point Rip going. It is also a good idea to try to get the 5 point Bite off when Tiger's Fury is up.
When you cast a DoT when the same effect is already present on a mob, it will put a new DoT up that lasts for the base duration plus the amount of time till the previous effect would have ticked next, and the next tick will occur when it would have if you had not "refreshed" the Dot. For example, if you hit Rake when Rake has 2 seconds left, the new Rake will have a 17 second (2 + 15) duration and the next tick will occur in 2 seconds. This makes it ideal to refresh DoTs when there is less than one tick remaining (2 seconds in the case of Rip, 3 seconds in the case of Rake).
Keep in mind that Rip refresh still checks Combo Points and AP and will sometimes fail with "A more powerful spell is already in effect." While this is annoying, this does not actually cost you much DPS as long as you are good about hitting Rip exactly when the old one drops off when this happens.
9.4 Weapon Normalization
Weapon Tooltip Top End / Weapon Speed (Unhasted) + AP / 14 = Cat Top End
Weapon Tooltip Bottom End / Weapon Speed (Unhasted) + AP / 14 = Cat Bottom End
Distant Land (Heroic): 625 - 939 Damage Speed 2.40
Cat Top End = 939 / 2.4 + AP / 14 = 391.25 + AP / 14
Cat Bottom End = 625 / 2.4 + AP / 14 = 260.41 + AP / 14
Bloodfall (Heroic): 886 - 1330 Damage Speed 3.40
Cat Top End = 1330 / 3.4 + AP / 14 = 391.17 + AP / 14
Cat Bottom End = 886 / 3.4 + AP / 14 = 260.58 + AP / 14
Top end damage does not matter. Speed does not matter. Look at Weapon DPS. Assuming they are equal, look at the stats.
Appendix A - Frequently Asked Questions
Are Cats competitive DPS?
TBD. We do suffer in melee-unfriendly fights and fights that require frequent target switching. We are strong in fights that feature mobility or raid-member survivability.
Does Weapon Speed/Top End Damage matter?
No. The only things that matter are the DPS and the stats on the weapon. However, weapon DPS matters a lot and going to a higher item level weapon is most likely your biggest upgrade each raiding tier.
What should I do when leveling?
This guide was written with PvE at the level cap in mind. However, Lissanna maintains an excellent leveling guide at http://www.restokin.com/druid-leveling-guide/ which should give you all the information that you need.
How much Hit/Expertise Rating do I need?
See Section 1.3.
Hit and Expertise are the most important stat for most other classes. Why are feral druids different?
Feral druids do not suffer a huge penalty from misses or dodged attacks in PVE DPS. Our white damage is a modest portion of our DPS compared to most classes, and we do not have significant damaging procs like rogues' poisons or DK's Blood-Caked Blade. Our missed single target specials only cost 20% energy. We are not GCD-limited or on a fixed rotation, so we do not lose much time.
Can you give me a stat equivalency scale / EP values?
Exact stat weights are highly dependent on your current gear point, and end up being more inaccurate than not most of the time. You should use a theorycrafting tool (see Appendix C) to determine the exact stat values for your own character. Generally, however, the rule of thumb “1 Agility = 3 Secondary Stat” should work well.
Appendix B - Changelog
2013/02/06 - Some minor fixes for 5.1; will save the major fixes for 5.2.
2012/09/09 - Added a link to my 5.0 gear list, clarified how hit/expertise works, some other fixes.
2012/08/31 - Updated for 5.0! Alaron is new guide maintainer. More theorycrafting work left to do though.
2011/12/25 - Updated Glyphs - GoTF is no longer 3rd best even with 4T13
2011/11/28 - Updated for 4.3
2011/08/13 - Various corrections thanks to Leafkiller and Tygor
2011/06/27 - Updated for 4.2
2011/03/05 - Updated for 4.1
2011/02/16 - Taking over maintenance of this guide from Yawning. Made guide more concise and organized, add in item links
2011/02/06 - Updated for 4.0.6.
2011/01/12 - Updated for 4.0.6 PTR.
2010/12/06 - Added formula for energy regeneration and a description for Stampeding Roar.
2010/12/02 - Updated for 4.0.3a. Deprecated most mentions of level 80 mechanics.
2010/11/18 - Updated glyph choices for level 85 based on modeling with T11 gear.
2010/10/05 - Migrated to new Forums.
2010/10/17 - Clarified rotational priorities a bit.
2010/10/15 - Updated to reflect recent hotfixes.
2010/10/13 - Updated the raiding at 80 section.
2010/10/07 - Updated for 4.0.1
2010/09/27 - Updated Cataclysm Beta changes.
2010/09/19 - Updated Cataclysm Beta changes.
2010/07/09 - Updated Cataclysm Beta changes.
2010/06/22 - 3.3.5 is live. Nothing new of note, Sharpened Twilight Scale is sexy.
2010/06/09 - Added Cataclysm Talent changes.
2010/06/05 - Taking over maintaining this from Demoneater. Updated section on enchants. Posted notes regarding 3.3.5.
Appendix C - Third Party Resources
The Fluid Druid - http://fluiddruid.net
This guy has no idea what he’s talking about.
(Your blog could be here!)
The Fluid Druid Forums - http://fluiddruid.net/forum/
Tinderhoof, Leafkiller, Alaron, Aggixx, and a bunch of other random cats will answer your queries here.
The Inconspicuous Bear Forums - http://theincbear.com/forums
More for bears, but Arielle probably still knows more about cats than I do.
Elitist Jerks - http://elitistjerks.com/f73/
A lot of knowledgeable people here, but probably not the best place to ask questions unless you really know what you’re doing.
The MMO-Champion Druid Forums - http://www.mmo-champion.com/forums/270-Druid
Mihir’s moved on to monks, but still quite a few experts hanging around.
Druid Wiki - http://druid.wikispaces.com/message/list/ToskksDPSGearMethod
(Toskk’s place, retired now.)
4.3 thread - http://us.battle.net/wow/en/forum/topic/2089200852
The old Cataclysm Cat DPS thread.
Ovale - http://wow.curse.com/downloads/wow-addons/details/ovale.aspx - Generic move recommendation mod. It will display an icon suggesting which button you should push. Keep in mind it requires a class specific script to give good suggestions. See below.
Leafkiller's Ovale script - http://fluiddruid.net/forum/viewforum.php?f=3 - Feral Druid specific script for Ovale. Also handles tanking.
Badkitty - http://wow.curse.com/downloads/wow-addons/details/badkitty.aspx - Feral Druid timer mod.
Droodfocus - http://wow.curse.com/downloads/wow-addons/details/droodfocus.aspx - Feral Druid timer mod.
SimulationCraft - http://code.google.com/p/simulationcraft/
Currently the best supported tool for DPS modeling. Replicates game mechanics and uses a scripting system to allow user-customizable scripts to test various DPS options.
Rawr - http://www.codeplex.com/Rawr
Much more newbie-friendly than SimulationCraft, traditionally more of a gear/gem planning tool.
Mew - http://code.google.com/p/mew-wow-druid-model/
(Retired, may it be forever praised.)
More to come...