There are a lot of questions and topics going about concerning the perfect tanking specs, so i figure it would be beneficial for the board to make a serious tanking thread. Lets try and keep this constructive and real. Use arguments and consider what other people are posting. Lets be sorta EJ-ish about this, eh?
Id like to start off the debate from my own tanking spec and then go into an analazis of the the talents that people on this board are usually discussing. People should also consider the long term viability of talents and general usefull ness, however id like people to disregard "hybrid specs" that "Can both tank and DPS". It is my honest oppinion that a fully bear specced druid can still do great DPS, just 10-20% lower than cat specced druids, and this topic is made purely for a focus on PvE tanking. Id also like to avoid comments such as "I dont need this talent, cause this class does that". A talent can be disregarded based on its general usefullness, but not if you are relying on another class to furfill your role.
http://www.wowhead.com/?talent=0ZxGGscbzceRcczAo0Eczb
Feral Agression: Rank 8 reduces AP by 408, or 29 DPS per melee attacker. 5 talent points increases the effect to 571,2 AP or 40,8 DPS, meaning you are looking at a protection for 11,8 DPS per melee mob hitting you. While this is still a 40% increase to a great and usefull talent, the skill itself has a problem with scaling. As mobs begin hitting for 5.000 damage after mitigation, the skill itself, and the increase from talents, becomes a minor debuff to use. While still usefull, it is not something i would spec into.
Shredding attacks: Previously, lacerate was a great ability to use for threat generation, but with the LK changes to abilities like maul and swipe, lacerate has lost a bit of its usefullness. In most cases, a swipe is better than a lacerate, as long as you have at least one application of lacerate on your target, to increase your maul damage from Rend & Tear. The talent only reduces the cost of lacerate by 2 rage, down to 13, which means that these two talent points only reduces the cost of lacerate by 14%. That, couped with the fact that our rage generation is quite supreme these days, i find this talent less than usefull for tanking purposes.
Primal Precision: This is a major topic starter, but unfortunately i feel that this talent loses out against other talents. The major concern about expertise for tanks are parries - more parries more damage. A level 83 boss against a level 80 druid has a 16% chance to parry our attacks. PP adds 2,5% chance to not be parried or dodged. After PP is applied, we still need some 443 expertise rating to eliminate the chance to be parried. One of the negative concerns about this instead, is that much gear already has expertise, and that this talent doesn't scale. As your gear gets better, the talent is less and less of a benefit. You can, however, free up points from improved mangle if you wish, and thus this talent is marked as a maybe - although i do not think i will take it these days. Overall it seems a lot more like a cat talent.
Brutal Impact: Even if you spend two talent points on reducing your bash cooldown, it is not at all enough to be considered a permanent mobstopper. I feel that this is a PvP talent.
Improved leader of the Pack: Disregarding that it heals all melee in your group, this ability is amazingly good for healing yourself. 4% of some 30.000 buffed hp is a lot, and at that amount of health, iLotP gives you 200 health per second, assuming you crit every 6 seconds. It also helps you if you regen your mana between fights, and it will allow you to pop out after a fight and top people off, instead of straining your healer.
Primal Tenacity: Stuns isn't a major part of tanking. There might be the issue where your group is feared and the boss keeps hitting you, but this talent is, as others, much more a PvP talent than for PvE.
Infected Wounds: One of the major "A warrior can just TC" arguments, and the reason for me asking you to avoid these above. While the run speed reduction does not work on bosses, the attack speed surely does, and this is a critical talent for tanking druids. Take it.
King of the Jungle: In my book, KOTJ is a rather dangerous talent to take. If we calculate the damage increase, if you use this every minute, you will increase your DPS in bear by 2,5%. However, when it is up, you will take more damage. After the reduction to our armor modifiers and items, our base armor is a larger proportion of our total armor, meaning that a loss in base armor hits us harder than before. Compared to where else we could put these three poitns, to get a bigger increase and one that doesn't make us volunerable, i would never take this for tanking purposes.
Improved Mangle: I personally like the idea of improved mangle. It effectively removes a global cooldown on your mangle, and that opens up for several interesting uses. First, you can use mangle more often, which is good for keeping up the mangle debuff and adding general damage (threat). Second, it allows us to keep mangle up on two targets, and you could even go further and add a lacerate to two targets aswell, and have very powerfull mauls on two tanking targets - perhaps if they have to be nuked down at the same time. I have marked this as yellow though, since some might want to take Primal Precision instead over this. Be mindfull though, that having just one point in this talent is hardly usefull, if you are using your abilities everytime your global cooldown is off.
Rend and Tear: This is a really, really great talent. Since LK came out, maul has gotten to be a substancial part of our threat and damage in bear. A single lacerate and your maul damage is increased by 20%. Add to that the maul glyph and a lacerate (and maybe even a mangle) on two targets, and you are dishing out a lot of damage, even as bear.
Berserk: Are you kidding me? Ofcourse you take berserk
Furor: Pretty much the only talent you could take. Some might want to spend two points in Imp. Mark of the Wild, but that reduces your chance of getting 10 rage when shifting into bear to 60%. If you find yourself without rage at some point, and have to reshift, you may end up in a stream of bad luck and be a liability to the group.
Naturalist: 10% more damage, a lot more threat. There isn't much discussing this one. It surpasses many feral talents just alone, and should be in all feral specs.
Omen of Clarity: Yes.
Natural Shapeshifter and Master Shapeshifter: Another big topic of debates is whether or not MS is worth spending "five points" on. For bear, it gives you an additional 4% damage, which is probably somewhere along the lines of 6% more threat. While the first 3 points spent in NS is rather useless for PvE tanking, 4% damage is quite a substancial buff, even if it is 6% less than what we get from Naturalist (which we are taking anyways). When deciding on these talents, i like to compare them to what i could get instead. 3/3 KOTJ and 2/2 PP? Nah, KOTJ is useless, and while i might spend them on PP, that leaves 3 useless points because we wouldn't take NS. PP and Shredding Attacks? Nah, same as before, SA is not very usefull anymore since our threat is largely from mangle and maul these days, and that means that we are still wasting three talent points. PP and PT? Perhaps, but this goes back to the arguments against PT. I can find nothing else i would use these talent points for in order to get a good benefit from all five talent points. If you are desperately trying to get PP, then take it from Improved Mangle instead, and grab Master Shapeshifter. It gives you another buff aswell, and people like buffs, dont they?
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So, from all these considerations, i am left with the tanking spec linked above.. and here: http://www.wowhead.com/?talent=0ZxGGscbzceRcczAo0Eczb
Lets have a constructive debate between those that agree, so we can construct a base for future discussions about tanking specs - or at the very least have a centered topic to link to whenever a random player comes by to ask a question