Theory planNot playtested

Feral Druid dungeon tanking 10–20

A theory Feral start for dungeon tanking from 10 to 20. It cheapens Maul, Swipe and other form abilities, then raises Bear Form stamina, then adds form armor. This site has not playtested the order.

DruidFeral CombatTankDungeon10–20Balance 0Feral Combat 11Restoration 0Checked 21 Sept

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1111 of 11 points spent

Read-only preview. Selecting a talent shows its recorded ranks. It does not spend or refund points.

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Next point at this level. Level 20 has spent every point in this 10–20 plan.

Balance

0 / 51
Improved Wrath
Genesis
Moonglow
Improved Moonfire
Nature's Majesty
Nature's Reach
Improved Entangling Roots
Nature's Splendor
Insect Swarm
Vengeance
Improved Starfire
Overgrowth
Nature's Grace
Eclipse
Moonfury
Moonkin Form
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Feral Combat

11 / 51
Ferocity
Heart of the Wild
Feral Swiftness
Feral Instinct
Brutal Impact
Thick Hide
Savage Fury
Feral Charge
Sharpened Claws
Shredding Attacks
Mangle
Predatory Strikes
Primal Fury
Predatory Instincts
Leader of the Pack
King of the Jungle
Natural Reaction
Rend and Tear
Berserk
11 points invested

Restoration

0 / 51
Nature's Focus
Furor
Naturalist
Subtlety
Natural Shapeshifter
Reflection
Gift of Nature
Gift of the Earthmother
Tranquil Spirit
Improved Rejuvenation
Swiftmend
Nature's Swiftness
Living Spirit
Improved Tranquility
Improved Regrowth
Wild Growth
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Who this is for

  • Druids who already tank 10–20 dungeons in Bear Form.
  • Groups that want a Feral tank rather than a Restoration healer on this page.

Who should skip it

  • Cat Form solo that wants Feral Swiftness movement speed. That talent is skipped.
  • Moonkin or Restoration leveling. Balance and Restoration are empty.

Milestones

  1. Level 10: First point

    Ferocity 1/5. Maul/Swipe/Claw/Rake cost −1 Rage or Energy. Bear Form, Growl, Maul rank 1 and Demoralizing Roar rank 1 are trained at 10.

  2. Level 14: Five Feral points spent

    Ferocity 5/5 is −5 Rage or Energy. Row 2 (Thick Hide) is already legal at 15. This order stays on row 1 for Heart of the Wild starting at 15, not at 14. Bash rank 1 is trained at 14.

  3. Level 15: Heart of the Wild starts

    The sixth point is Heart of the Wild 1/5. Bear stamina +4% per rank, 20% at rank 5.

  4. Level 16: Swipe trained

    Swipe rank 1 (20 Rage) is the first recorded pack attack in Bear. Ferocity already reduced its cost at 14.

  5. Level 19: Ten Feral points spent

    Heart of the Wild 5/5 is +20% Bear stamina. Row 3 is also legal; this plan spends the 11th point on Thick Hide (row 2) at 20.

  6. Level 20: Plan complete

    Thick Hide 1/3. Cat Form, Claw rank 1 and Feral Charge are also trained at 20.

How to play it

  • Bear Form is trained at 10 (55% of base mana; spellbook beta). Growl at 10 for one target. Maul rank 1 at 10 (15 Rage) / rank 2 at 18. Demoralizing Roar rank 1 at 10 / rank 2 at 20. Enrage at 12 for Rage. Swipe rank 1 at 16 (20 Rage) for packs. Bash rank 1 at 14 (10 Rage) to stop a caster. Ferocity rank 5 (complete at 14) reduces Maul, Mangle, Swipe, Claw and Rake by 5 Rage or Energy.
  • Cat Form, Claw rank 1 and the Feral Charge spell are trained at 20. Do not plan Cat openers before 20. Healing Touch rank 3 at 14 (188–232, 110 Mana) / rank 4 at 20 out of form if someone is dying. Faerie Fire rank 1 at 18 on the kill target. Dire Bear Form is 40.
  • Heart of the Wild’s 20% Bear stamina completes at 19. Thick Hide rank 1 at 20 is extra form armor, not a taunt. If you want the gap closer instead of that armor, the maintained alternative spends the 11th point on the Feral Charge talent.

Why this order

Eleven points stay in Feral Combat. Balance and Restoration remain empty.

Ferocity and Heart of the Wild are row-1 Feral talents. Thick Hide is row 2 after five earlier Feral points. This plan spends five Ferocity, then five Heart of the Wild, then Thick Hide.

Heart of the Wild rank 5 is +10% Intellect, +20% Stamina in Bear or Dire Bear Form, and +10% Strength in Cat Form. The tank half is the Bear stamina.

What the spent talents do

Ferocity

Ferocity rank 5 reduces the cost of Maul, Mangle, Swipe, Claw, and Rake by 5 Rage or Energy (1 per rank).

Heart of the Wild

Heart of the Wild rank 5: Intellect +10%. Bear or Dire Bear Form stamina +20%. Cat Form strength +10%.

Thick Hide

Thick Hide rank 1: while in Bear, Cat, Dire Bear or Moonkin Form, gain 1 additional base Armor per level, plus more from defense skill beyond five times your level. This plan takes only rank 1.

Weaknesses and tradeoffs

  • Feral Swiftness (Cat speed and dodge) is skipped on row 2.
  • Feral Charge is row 3 and is not the 11th point.
  • Restoration Healing Touch talents are empty. This is not a healer plan.

Gear notes

  • Compare armor and stamina on leather pieces at similar required levels: Heart of the Wild increases stamina in Bear Form, while armor addresses physical hits. Keep other printed stats in the comparison rather than judging by item level alone. The listed weapon DPS is not a calculation of Bear Form damage.

Optional point

Feral Charge at 20

You already have ten Feral points and would rather the charge talent than Thick Hide rank 1.

Feral Charge is a 1-rank row-3 talent: charge, immobilize, and interrupt for 4 seconds (5 Rage, 8–25 yd in the spellbook at 20). Ferocity 5 and Heart of the Wild 5 stay. Thick Hide is dropped. Row 2 was already legal at 15; this plan simply spends the 11th point on row 3 instead.

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Point order

Spend one point at each level from 10 to 20. Names only here; recorded rank text is on the talents you spend.

  1. Level 10: Ferocity 1/5 (Feral Combat)
  2. Level 11: Ferocity 2/5 (Feral Combat)
  3. Level 12: Ferocity 3/5 (Feral Combat)
  4. Level 13: Ferocity 4/5 (Feral Combat)
  5. Level 14: Ferocity 5/5 (Feral Combat)
  6. Level 15: Heart of the Wild 1/5 (Feral Combat)
  7. Level 16: Heart of the Wild 2/5 (Feral Combat)
  8. Level 17: Heart of the Wild 3/5 (Feral Combat)
  9. Level 18: Heart of the Wild 4/5 (Feral Combat)
  10. Level 19: Heart of the Wild 5/5 (Feral Combat)
  11. Level 20: Thick Hide 1/3 (Feral Combat)

Not verified in combat

  • Whether 20% Bear stamina changes 10–20 dungeon survival
  • Rage generation on Forever 10–20 hits with cheaper Maul

All maintained plans · Druid calculator · Druid talent reference

Notes

Sources and limits

Checked against the 17 September Forever talent export. Stamina, Rage cost and armor lines are recorded tooltips.

Talent names, ranks, prerequisites and tooltips use this site’s Forever data snapshot. The point orders are original theory plans with no combat testing yet.

  • Talent snapshot — layout preview-20260917-aed0e73e
  • Druid spellbook — recorded training levels and spell effects used in the play notes.
  • Calculator rules — Each level follows the calculator’s point budget, rank limits and prerequisites: one point at level 10, up to eleven at level 20.
  • Data & sources