jackoroses wrote:
only comment I can really make on your build is you might want to not take the 5 points in naturalist, seems a lot of ppl would rather spend those points on say natures focus to prevent from being interrupted when trying to get a heal spell off.
No, no, no! NO!
Here's a summary of a could-be very long spew at you for telling him to skip Naturalist and go Nature's Focus instead:
Nature's Focus is crap compared to Naturalist. You won't be healing if you're being hit. That's what Nature's Grasp is for. And if you insist on healing while being hit, always - ALWAYS - pop Barkskin first. Barkskin works just like Nature's Focus, except it makes you IMMUNE to pushback effects and decreases damage taken by 20% on top of it.
Oh, and Barkskin is on a 1-minute cooldown. Do you need to heal more than once every minute? Get better gear.
Okay, so now that we've established that Nature's Focus is absolute crap for a Feral Druid, let's go on with the original build linked by daneelgiskard.
You need to remove the points from Improved Mark of the Wild. Our buff is laughable as it is and the talent doesn't help much. You're better off putting the five points into Predatory Instincts. You'll be a critmonkey once you start getting better gear. We're talking 30-40% crit chance and 1.00 attack speed in Cat form.
I suggest you take two points out of Nurturing Instincts and Improved Nature's Grasp as well. Nurturing Instincts appears to be a good talent, but 50% of your Strength turned into healing? I have 350+ Strength which would give me +175 healing. Not nice. Not nice at all. Healers have 1000+ at level 70.
And you don't really need Improved Nature's Grasp. Basic Nature's Grasp has a 35% chance on hit to proc, which means that, on average, it'll proc on the third hit. You'll get hit more than three times before Nature's Grasp procs with the improved talents anyway.
Now you have four free points to spend. Lovely, isn't it? I suggest you put one into Feral Charge as it's simply too good to pass up on. Whether it's to close distance after being feared, or silence a spellcaster, or just to toy with, it's awesome. Not to mention you can't Bearbomb anyone without it.
The three remaining points should, in my opinion, be put into either Primal Tenacity (15% stun/fear resist) or Natural Shapeshifter (-30% shift cost). Primal Tenacity is awesome if you're tanking. Being able to punch through a Fear while the rest of the group is running around like headless chickens is nice, makes for easier tanking. Natural Shapeshifter, at my mana level, would make the shapeshifting abilities cost 500-something instead of 800-something. Also a nice decrease in cost.
The choice is really yours. Pick whichever you think you'll use more.
Here's my build. Edited, Feb 19th 2008 5:53pm by Mazra