While several other blogs have picked at this a bit already, I wanted to chime in with my view of it as a purely 10-man raider:
The key problem with this, for me, is that it can (assuming that the wording follows all the other jumping buff mechanisms) jump off of the tank (in about 1 in 50 ticks of rejuv, or about 4-5 reapplications). I need to heal the tank. I keep a rejuv on the tank(s) because:
- It adds a health buffer to the tank.
- It gives them a small rage/mana/RP bonus from revitalize procs.
- It makes them swiftmendable in a pinch.
- It buffs nourish.
- It's cheaper and quicker to cast than regrowth, without the front-loaded heal at the initial cast of the spell that would just be overheal if I'm casting it purely for the bonuses in 1, 3, and 4.
On the positive side, if the T10 gearing for 10-man raiders is anything like T9, then not wanting the set bonus does at least leave me more open to picking up offset pieces from heroic modes, which are more easily obtainable than the same item level of tier pieces.
"Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike."
...holy $&^@. That's awesome. Maybe I will be using my badges to buy offset gear instead of main-kit. My only concern with the feral set bonuses is that they lack the duration-increasing abilities found in the previous tiers, which will in turn reduce the amount of time a cat can spend shredding or FBing as they then need to use more energy/GCDs in keeping their rakes, mangles, SRs, and rips up. I don't think the energy reduction to rip (2-pc bonus) will impact that timing very much, in comparison to the timer increases on the previous sets.