First, I would like to give credit to of Teeth and Claws. Last week, he put up a post about possible specs for 3.1, found here tentative-feral-raiding-specs-for-3.1. A few days before that I posted my own write-up on Tankspot, found here 3-1-bear-specs. While I had already decided to use that post on tankspot for my weekly tip on patch day, I found his post refreshing because it gave me some more things to think about as far as specs, but there are also some things I disagree with (although some of my disagreements are with the comments left by other people not the poster himself).
Talent Calculator - World of Warcraft is the base spec from which all the templates will work off of.
Survivability build: Slightly different in that you drop imp mangle to pick up Feral Aggression. Threat will be touchy with this spec but it has the advantage of never having mangle and faerie fire overlap.
Max TPS: MSS and partial KOTJ provide the highest sustained TPS with an option for burst threat at the trade off of armor.
Main Tank: Swaps 3 in FA for imp mangle from the survival build. The 2 points left over are throwaways that you can put anywhere (including shredding attacks if you wanted: see below).
MSS/Imp LOTP: This is my favorite spec to tank 25 with because we always have a frost DK dpsing so there is no need to grab IW. It is also the max TPS spec with ILOTP instead of those 2 in KOTJ.
MSS/IW: (that 1 lose point should be in PP) you can drop imp mangle to pick up imp LOTP and finish PP if you want. Remember, because of how the GCD works, 1 or 2 points in imp mangle for tanking is worthless, so drop all 3 or none at all. I put this up to show how gimp a build with both IW and MSS would be. It would be an interesting comparision to see which gives more threat, 4% damage or 5 expertise.
Imp Mark of the Wild
Is now a mandatory talent for all feral druids. If you have not yet done so, look at what it does now.
Go back in time to LK beta, I wrote this talent off and pretty much said I would never get it. Well I was wrong. I hate not having it especially for progression content, even if it is usually almost all overheal, it can be a lifesaver at the right times (example: getting hit by a spell for 75% of your life then procing the heal giving you just enough to survive the melee hit after the spell).
Dual spec kills ANY REASON for having shredding attacks in a bear build, as I strongly do not believe in the so called "bearcat" spec. Sure, it works, but if I am going to DPS I do not want to gimp myself. If a boss is at 5% and the main tank dies, healers have more problems on their hands than worrying about the new tank not having defensive stance. Ulduar bosses hit way to hard in 25, so while you may get away with it on 10, in 25 you simply will not have the hp to survive 2 hits while wearing dps gear in that situation.
The lone exception is when you have to offtank the first 10-25% then start dpsing, which does not happen in Ulduar that I have seen.
MSS and KOTJ
As for KOTJ vs MSS for tanking, I did a comparison a while back. Since it is a 5 point investment, MSS gives you .8% damage per point. In Ulduar things hit to hard to be spamming enrage on cooldown but if you did, per point it would give you an increase of .833% per point. To extend that a bit, if use it every 61 seconds it becomes a .819% damage increase per point. Every 62 seconds gives .806% and every 63 seconds .793%. Thus, if you have even 3 seconds of downtime on enrage MSS yields more benefit without the armor reduction.
As always, all the past weekly tips are viewable here and here.
Where I need to spend my coin rolls
5 months ago