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Cat DPS Abilities
Mangle takes back seat in raid DPS, although many ferals rely on it primarily for soloing and PvP. Keeping the target debuffed to increase bleed and shred damage is its primary function.
Rake is now important to use once the Kryptonite of cat DPS. It has amazing DPE and will increase Shred damage by 20% through Rend and Tear if you haven't yet got Rip up. Rake should be kept up as much as possible on everything you kill, but you need to wait for the previous one to wear off before you reapply it. Refreshing it before it drops will cost you a lot of damage.
Shred is your primary combo-point builder. Comparing the tooltip to Mangle, it doesn't look like much; but, it benefits from both the Mangle debuff and Rend and Tear, causing it to ultimately outdamage Mangle by a very large amount. In other words, if your target is not mangled or is not bleeding, don't use Shred until you've corrected that.
Swipe hits everything in front of you for approximately Mingle-like damage, just like the Bear version. It doesn't award combo points and is mostly for use on trash.
Rip is your primary finishing move, not giving you big numbers on your screen like Ferocious Bite but over its duration, it'll do more damage. Unlike Bite, it ignores armor and doesn't consume extra energy. It has great DPE, serves as a bleed to buff Shred's damage, and fully glyphed with the two-piece Dreamwalker bonus, lasts for 20 seconds on just one application. Make sure you've Savage Roar up before using Rip. Rip's damage won't increase if you use Roar after applying Rip.
Savage Roar increases your damage by 30%. This is the single greatest damage increase you have. Like a Rogue's Slice and Dice, you should get it up as soon as possible, and keep it up all the time. Its potency doesn't change with the number of combo points you use, only its duration, so most Druids fire it up with 2 points to start, and refresh it with 5. You can refresh it with less, but doing so uses more energy for the same amount of uptime. Using Savage Roar won't increase the damage of bleeds already on the target – conversely, if it drops, bleeds already on the target will not lose damage.
Ferocious Bite is the finisher to use on a target that won't live for the duration of a Rip. It's used a lot on trash, on bosses with low health, and occasionally as a combo-point dump. Note that Ferocious Bite converts up to 30 leftover energies into damage. It will consume the extra energy even if you have Clearcasting. You should use this ability with as close to 35 e energies as you can for maximum efficiency, and never use it if your target is not bleeding.
Tiger's Fury increases your melee damage, and restores 60 energies through King of the Jungle. This ability has a 30-second cooldown and is free – essentially you want to hit it every time it's up. You should hit it when you have less than 25 energy, otherwise latency or unforseen events such as the target moving or a clearcasting proc can cause you to cap out on energy and waste some of your regen.
Berserk decreases the energy cost of all your abilities by 50% for 15 seconds and renders you immune to Fear effects. You can't use Tiger's Fury while under the effects of Berserk, so it is best used immediately after Tiger's Fury. This is our big DPS cooldown, very like a combat Rogue's Adrenaline Rush.
Faerie Fire (Feral) reduces your target's armor by 5%. Changed to a 5 minute buff in 3.1, you should put it up unless another druid in the raid is handling that. It's free, and 5% less armor on the boss multiplied by all the physical DPS in your raid is a good raid DPS increase.
Ravage and Pounce are our two stealth openers that have little place in DPS. Ravage is a dangerous tool to use; if you crit and your tank got parried, it could cause the boss to turn and one-shot you and its damage is not high enough to justify using it over just starting your DPS rotation. Pounce can be worthwhile on some stunnable trash, as long as your tank is not lacking rage, but its damage is too low and its cost too high to be worth using on bosses.

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