Cataclysm Feral Druid Guide

Welcome to the Feral Druid Guide!
This guide has been broken down into the following sections:
-Abilities and Rotation
-Helping your Party/Raid
-Useful Macros
-Gear, Gems, and Enchants
-Useful Links
Feral Swiftness: Increases your movement speed by 15/30% in Cat Form and increases your chance to dodge while in Cat Form or Bear Form by 4%.
Furor: Increases your maximum mana by 5/10/15%, grants you 33/66/100% chance to gain 10 rage when you shapeshift into Bear Form, and allows you to keep up to 30/60/100 energy when you shapeshift into Cat Form.
Predatory Strikes: Increases the critical strike chance of your Ravage by 25/50% on targets at or above 80% health. Your finishing moves have a 10/20% chance per combo point to make your next non-instant Nature spell with a base casting time of less than 10 sec become an instant cast spell and cost no mana.
Infected Wounds: Your Shred, Ravage, Maul, and Mangle attacks cause an Infected Wound in the target. The Infected Wound reduces the movement speed of the target by 25/50% and the attack speed by 10/20%. Lasts 12 sec.
Fury Swipes: When you auto-attack while in Cat Form or Bear Form, you have a 5/10/15% chance to cause a Fury Swipe, dealing 310% weapon damage. This effect cannot occur more than once every 3 sec.
Primal Fury: Gives you a 50/100% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear Form and your critical strikes from Cat Form abilities that add combo points have a 50/100% chance to add an additional combo point.
Feral Aggression: Increases the damage caused by your Ferocious Bite by 5/10% and causes Faerie Fire (Feral) to apply 2/3 stacks of the Faerie Fire effect when cast.
King of the Jungle: While using your Enrage ability in Bear Form, your damage is increased by 5/10/15% and your Tiger’s Fury ability instantly restores 20/40/60 energy.
Feral Charge: Teaches Feral Charge (Bear) and Feral Charge (Cat).
Stampede: Increases your melee haste by 15/30% after you use Feral Charge (Bear) for 8 sec and your next Ravage will temporarily not require stealth for 8 sec after you use Feral Charge (Cat) and cost 50/100% less energy.
Thick Hide: Increases your armour contribution from cloth and leather items by 4/7/10%, increases your armour while in Bear Form by an additional 11/22/33%, and reduces the chance you’ll be critically hit by melee attacks by 2/4/6%.
Leader of the Pack: While in Cat Form or Bear Form, the Leader of the Pack increases the critical strike chance of all party and raid members within 100 yards by 5%. In addition, your melee critical strikes in Cat Form and Bear Form cause you to heal for 4% of your total health and gain 8% of your maximum mana. This effect cannot occur more than once every 6 sec.
Brutal Impact: Increases the stun duration of your Bash and Pounce abilities by 0.5/1 sec, decreases teh cooldown of Bash by 5/10 sec, decreases the cooldown of Skull Bash by 25/50 sec, and causes victims of your Skull Bash ability to have 5/10% increased mana cost for their spells for 10 sec.
Nurturing Instinct: Increases your healing spells by up to 50/100% of your Agility and increases healing done to you by 10/20% while in Cat Form.
Primal Madness: Tiger’s Fury and Berserk also increase your current and maximum energy by 10/20 during their durations and your Enrage and Berserk abilities instantly generate 6/12 Rage.
Survival Instincts: Reduces all damage taken by 50% for 12 sec. Only useable while in Bear Form or Cat Form.
Endless Carnage: Increases the duration of your Rake by 6 sec and your Savage Roar and Pulverize by 8 sec.
Natural Reaction: Reduces damage taken while in Bear Form by 12%, increases your dodge while in Bear Form by 6%, and you generate 3 rage every time you dodge while in Bear Form.
Blood in the Water: When you Ferocious Bite a target at or below 25% health, you have a 100% chance to instantly refresh the duration of your Rip on the target.
Rend and Tear: Increases damage done by your Maul and Shred attacks on bleeding targets by 20% and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 25%.
Pulverize: (Requires Bear Form) Deals 120% weapon damage plus additional (450*120/100) damage for each of your Lacerate applications on the target and increases your melee critical strike chance by 3% for each Lacerate application consumed for 10 sec.
Berserk: When activated, this ability reduces the energy cost of all your Cat Form abilities by 50% and causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown. In addition, your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage. Clears the effect of Fear and makes you immune to Fear for the duration.
Natural Shapeshifter: Reduces the mana cost of all shapeshifting by 10/20% and increases the duration of Tree of Life by 5/10 sec.
Heart of the Wild: Increases your Intellect by 2/4/6%. In addition, while in Bear Form your Stamina is increased by 2/4/6% and while in Cat Form your attack power is increased by 3/7/10%.
Master Shapeshifter: Grants an effect which lasts while the Druid is within the respective shapeshift form. Bear Form - Increases physical damage by 4%. Cat Form - Increases critical strike chance by 4%. Moonkin Form - Increases spell damage by 4%. Tree of Life/Caster Form - Increases healing by 4%.
Perseverance: Reduces all spell damage taken by 2/4/6%.
This first spec is a good base to start from: 0/31/6
This spec includes all of the talents for maximum DPS, two points in Brutal Impact for reliable interrupts, and four unassigned Talent Points which you can place where you like. If you don't have to worry about interrupts, you can drop the 2 points in Brutal Impact and instead put them into Nurturing Instinct. Nurturing Instinct can be very nice to pick up, whether in parties or raids (a Feral tranq with 2/2 NI can be very strong) or even for soloing or questing when you need to cast a self-heal.

Thick Hide spec: 0/35/6 
This spec includes the above base spec and places the four additional talent points into Thick Hide and Survival Instincts. Survival Instincts I prefer to take in any spec as a damage reduction cooldown is an excellent ability to have. The points in Thick Hide are somewhat situational - they’re very useful if you ever need to do some emergency tanking, if perhaps the tank went down, a stray add needs to be picked up, etc. Thick Hide is also a nice talent to grab while levelling or if you're offspeccing Feral for things like dailies and questing.

Nurturing Instinct spec: 0/35/6 
This spec again takes the base spec and picks up slightly different utility abilities. Again, Survival Instincts is picked up for the damage reduction cooldown. Instead of picking up Thick Hide, this spec takes Nurturing Instinct, which is a nice talent both for any off-heals you might throw out to help your healers, particularly if you need to cast Tranquility, and also to increase your healing taken. Don’t try to emergency tank in this spec, though, as you risk getting crit. This spec also picks up 2 points in Furor, which will keep a little bit more energy when you shift back into Cat Form. You could drop back down to 1/3 in Furor though and throw a point into Perseverance for some additional spell damage reduction, or use the 0/32/9 spec below.

Perseverance Spec: 0/32/9
This is another excellent spec to use, and is particularly nice for raids like Firelands, picking up the 3 points in Perseverance for the additional 6% spell damage reduction. It drops Brutal Impact, but Ferals really aren't the best choice for interrupters (Skull Bash has a very high energy cost), so that shouldn't be a loss if your group has other interrupt options.

You could also pick up Infected Wounds for the movement and attack speed debuff it applies, which can be a nice utility talent to pick up, however, most Bear Tanks will pick this talent up and other tanks may have similar talents picked up, so you can often skip this talent. If in doubt, check with your raid leaders to see whether they’d like you to pick it up.
Glyph of Rip: Increases the periodic damage of your rip by 15%.
Glyph of Shred: Each time you Shred, the duration of your Rip on the target is extended by 2 sec, up to a maximum of 6 sec.
Glyph of Savage Roar: Your Savage Roar ability grants an additional 5% bonus damage done.
Glyph of Berserk: Increases the duration of Berserk by 5 sec.
Glyph of Mangle: Increases the damage done by Mangle by 10%.
Glyph of Tiger’s Fury: Reduces the cooldown of your Tiger’s Fury ability by 3 sec.
Glyph of Faerie Fire: Increases the range of your Faerie Fire and Feral Faerie Fire abilities by 10 yards.
Glyph of Feral Charge: Reduces the cooldown of your Feral Charge (Cat) ability by 2 sec and the cooldown of your Feral Charge (Bear) ability by 1 sec.    
Glyph of Rebirth: Players resurrected by Rebirth are returned to life with 100% health.
Glyph of Rake: Your Rake ability prevents the target from fleeing.
Glyph of Ferocious Bite: Your Ferocious Bite ability no longer converts extra energy into additional damage. Note: I don’t recommend this glyph; it might be potentially useful if you are having energy problems, but is an overall DPS loss (and if you’re struggling with energy you may be better served by using FB less to ensure your de/buffs remain up).
Glyph of Unburdened Rebirth: Your Rebirth spell no longer requires a reagent.
Glyph of Dash: Reduces the cooldown of your Dash ability by 20%.
Glyph of Mark of the Wild: Mana cost of your Mark of the Wild reduced by 50%.
Prime: Rip; ShredBerserk (alternatives to BerserkSavage Roar or Tiger’s Fury)
Abilities and Rotation
Shred: Shred the target, causing 350% damage plus (330*350/100) to the target. Must be behind the target. Awards 1 combo point. Effects which increase Bleed damage also increase Shred damage.
Mangle: Mangle the target for 360% normal damage plus (315*360/100) and causes the target to take 30% additional damage from bleed effects for 1 min. Awards 1 combo point.
Rake: Rake the target for bleed damage with additional bleed damage over 9 sec. Awards 1 combo point.
Rip: Finishing move that causes bleed damage over time. Damage increases per combo point and by your attack power.
Savage Roar: Finishing move that consumes combo points on any nearby target to increase autoattack damage done by 50%. Only useable while in Cat Form. Lasts longer per combo point.
Ferocious Bite: Finishing move that causes damage per combo point and consumes up to 35 additional energy to increase damage.
Feral Charge: Causes you to leap behind an enemy, dazing them for 3 sec.
Ravage: Ravage the target, causing 850% damage plus (330*850/100) to the target. Must be prowling and behind the target. Awards 1 combo point.
Tiger’s Fury: Increases physical damage done by 15% for 6 sec.
Berserk: When activated, this ability reduces the energy cost of all your Cat Form abilities by 50%. Clears the effect of Fear and makes you immune to Fear for the duration.
Faerie Fire (feral): Decreases the armour of the target by 4% for 5 min. While affected, the target cannot stealth or turn invisible. Stacks up to 3 times.
Skull Bash: You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.
Dash: Increases movement speed by 70% while in Cat Form for 15 sec. Does not break prowling.
Stampeding Roar: The druid roars, increasing all nearby friendly players’ movement speed within 10 yards by 40% for 6 sec.
Pounce: Pounce, stunning the target for 3 sec and causing 2340 bleed damage over 18 sec. Must be prowling. Awards 1 combo point.
Swipe: Swipe nearby enemies, inflicting 335% weapon damage.
Maim: Finishing move that causes damage and stuns the target. Causes more damage and lasts longer per combo point.
Barkskin: Reduces all damage taken by 20%. Usable while stunned, frozen, incapacitated, feared, or asleep. Usable in all forms. Lasts 12 sec.
Cower: Cower, causing no damage but lowering your threat by 10%, making the enemy less likely to attack you.
Feral DPS is a bit unique in that it’s not strictly a rotation, per se, rather it’s a set of priorities based around maintaining your buffs and debuffs.
The four main debuffs / buffs you always want to keep up are Savage RoarMangleRake, and Rip. Savage Roar will be increasing your damage, Mangle will be increasing bleed damage, Rake and Rip will constantly be ticking damage, and Mangle will also be increasing your Shred damage, which will be your primary attack when not refreshing these de/buffs.
Once launched into a fight, the majority of your time will be spent Shredding, refreshing your Savage Roar, Rake, Rip, and Mangle, and Ferocious Bites (especially sub-25% to refresh Rip). It will likely take you some practice to get used to this if you are unused to this sort of rotation (I suggest beating up one of the Target Dummies in the capitols). 

An addon such as Power Auras or RoguePowerBars can be very helpful to keep track of your de/buffs and help you manage your attacks. If you pick up Power Auras, click 'import set' and paste the following code to get my Feral De/Buff timers shown in the above screenshot. From left to right it's Savage Roar, Mangle, Rake, Rip. There is also a small timer for Berserk's duration which appears to the right of the Rip timer.

Set=Page 2@
Aura[25]=Version:4.22; icon:Ability_Druid_SkinTeeth; buffname:Savage Roar; x:-65; customname:Savage Roar; alpha:1; inVehicle:0; customtex:true; size:0.13; y:-210; ismounted:0; timer.h:1.8; timer.Texture:WhiteRabbit; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.Transparent:true@
Aura[26]=Version:4.22; target:true; icon:Ability_Druid_Mangle2; buffname:Mangle; x:-25; customname:Mangle; bufftype:2; alpha:1; inVehicle:0; customtex:true; combat:true; size:0.13; y:-210; ismounted:0; timer.h:1.8; timer.Texture:WhiteRabbit; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.Transparent:true@
Aura[27]=Version:4.22; target:true; icon:Ability_Druid_Disembowel; buffname:Rake; x:15; customname:Rake; bufftype:2; alpha:1; mine:true; inVehicle:0; customtex:true; combat:true; size:0.13; y:-210; ismounted:0; timer.h:1.8; timer.Texture:WhiteRabbit; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.Transparent:true@
Aura[28]=Version:4.22; target:true; icon:Ability_GhoulFrenzy; buffname:Rip; x:55; customname:Rip; bufftype:2; alpha:1; mine:true; inVehicle:0; customtex:true; combat:true; size:0.13; y:-210; ismounted:0; timer.h:1.8; timer.Texture:WhiteRabbit; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.Transparent:true@
Aura[29]=Version:4.22; icon:Ability_Druid_Berserk; buffname:Berserk; x:90; customname:Berserk; alpha:1; inVehicle:0; customtex:true; size:0.1; y:-210; ismounted:0; timer.h:1.15; timer.Texture:WhiteRabbit; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.Transparent:true@

To make most use of the full length of your debuffs, you ideally don’t want to reapply until right about as they tick off in order to get the maximum amount of damage from them. An addon which helps you monitor your cooldowns, your Omen of Clarity procs, and your Combo Points may also be helpful for you. (Power Auras and IceHUD are what I'm using in that screenshot).
Your primary attack between refreshing de/buffs will be Shred. Shred deals substantial damage (increased by Mangle) and adds combo points. You can only Shred from behind a target, so be mindful of your positioning. A good Omen of Clarity notifier is extremely helpful as well, as ideally you’ll want to Shred on each OoC proc (though you can still Mangle/Rake/Rip as needed on OoC procs, don’t let those debuffs fall off).
When you have time between refreshing de/buffs, you can work in your Ferocious Bites as well. With Blood in the Water, you should be using Ferocious Bite when the target is sub-25% instead of Rip, as it will refresh your Rip as well as cause substantial damage. 5-point FB are best, but do not hesitate to use FB with less combo points if your Rip is in danger of falling off - you will lose more dps if you fail to refresh Rip in time and have to put it back up manually.
Berserk should be used every time it’s off cooldown (with the exception being if you need to save it for a certain point in a fight, such as a crucial DPS burn phase). Tiger’s Fury should also be used off cooldown (if it won’t cap your Energy) - it will increase your physical damage. Berserk should no longer cut off Tiger’s Fury, so as you progress through the fight you should definitely be popping your TF before Berserk to refresh your Energy. You cannot activate TF during Berserk, so you’ll want to use it before Berserk during the fight. Be sure you have >/=50 Energy when you Berserk - Berserk only reduces the Energy cost of your Cat Form abilities by 50%, not by 100%, so if you do not have enough Energy you may waste the Berserk.
If you can time TF with Rake, Rip, or Mangle applications, the TF will increase the damage of the initial attack and the DoTs. You will see some DPS increase if you can manage to sync these up, however, it’s not game-breaking if you cannot, and don’t sacrifice debuff uptime by delaying applications just to sync up with TF.
A note on Mangle: The 30% additional damage from Bleed effects bonus from this debuff is equivalent to Mangle (Bear) and to Trauma (Arms warriors). Check if you have a Bear or an Arms warrior in your raid - if Mangle (Bear) or Trauma is up, you do not need to Mangle! Instead, you can spend that energy working in more Shreds! 
An additional note on Mangle: The T11 4-piece bonus is a stack based on Mangle use - if you have the T11 set, you’ll need to Mangle just frequently enough to maintain that stack, regardless of Bears or Arms warriors in your raids.
Ravage got a lot of love in Cataclysm, boosted especially by Predatory Strikes and Stampede. Using Feral Charge - Cat will allow you to use Ravage out of stealth and at no Energy cost. This is excellent for starting fights (if you Feral Charge in), particularly with the increased critical strike chance at targets above 80% health, you get a very hard-hitting free ability which adds combo points. It will also be very useful in movement fights where you are Feral Charging between or back to targets, as you will be able to work Ravages into your rotation.
Opening fights, you’ll want to get your de/buffs up as quickly as possible and then launch into your Shred-storm between refreshing de/buffs. Getting a Faerie Fire up quickly is helpful (especially if you do not have a Bear, who would apply theirs quite quickly), and Feral Charging into fights will give you the Stampede proc to throw a Ravage into your openers. Get Mangle and Savage Roar up quickly - don’t worry about getting a 5 CP Savage Roar up right away, you can pop SR at just a couple of CPs so you can get back to applying your other debuffs and getting your 5 point Rip up. After your other debuffs are up, you can quickly work up to a 5 point SR. Berserk should be used as early as possible, and pre-pot the pull if you can as well.
Swipe is no longer as strong as it was in Wrath, so on smaller trash packs you may find you do more damage by DoTing up the different mobs with Rake, Mangle, and Rip (if you can manage to get it up quickly enough). For larger packs, Swipe may be more efficient to use.
Helping your Party/Raid
As hybrids, druids have great flexibility and useful tools, and Ferals can do a lot to help their group out. 

Off-heals: Our heals won't measure up to the healers, and our mana pool isn't near large enough to maintain constant healing, but we can still contribute some nice off-heals to help ease pressure on our healers or help them out in a tough spot. Certainly, Tranquility should always be within easy reach for you to use in an emergency. Keep an eye on your group - if everyone's very low and your healers are struggling, a well-timed Tranquility can work wonders to prevent a wipe. 

We also have a wonderful talent in Predatory Strikes - this talent procs Predator's Swiftness (which has a 20% chance per combo point, so 100% chance at 5 CP), which allows you to cast any nature spell under a 10 sec cast time as an instant cast costing no mana. This means a free heal (such as Healing Touch) or free instant casts of Cyclone, Hibernate, and Entangling Roots. Your Rebirth will also be free and instant if used on a proc. I highly recommend using an addon to keep track of when this buff procs, as it's extremely helpful.

Innervates: Our Innervates aren't that strong anymore, but they can still give that little bit of mana a healer (or even a DPS) desperately needs.

CC: While we don't have the really great CCs like Polymorph and Sap, our CycloneEntangling Roots, and especially Hibernate are all great CCs we can use. Hibernate is amazing with all the dragonkin adds in the Cata heroics and dungeons and is a longer CC up there with Sap and Polymorph. As mentioned above, Predator's Swiftness will give us instant free casts of those spells.

Interrupts: With Brutal ImpactSkull Bash becomes a very reliable 10-sec CD interrupt off the GCD. Make good use of it.

Useful Macros
This is a basic attack macro you can type into your abilities - this is useful to have, as it will start your auto attack with whichever special you macro it with, regardless of whether the special goes off (if you don’t have enough energy, for example). The /script at the end just stops the UI saying ‘You can’t do that yet’ if you don’t have enough energy or clip your GCD.
/cast Ability
/script UIErrorsFrame:Clear{}
To use that, simply type in the special attack into ‘Ability’. 
For example, Rake
/cast Rake
/script UIErrorsFrame:Clear{}
/cast Shred
/script UIErrorsFrame:Clear{}
You can also make a macro that will allow you to use the correct ability depending on which form you are in, all in one macro.
Mangle (Bear/Cat)
/cast [stance:1, nomod]Mangle(Bear Form);
/cast [stance:3, nomod]Mangle(Cat Form)
/script UIErrorsFrame:Clear{}
Swipe (Bear/Cat)
/cast [stance:1, nomod]Swipe(Bear Form);
/cast [stance:3, nomod]Swipe(Cat Form)
/script UIErrorsFrame:Clear{}
Skull Bash (Bear/Cat)
/cast [stance:1, nomod]Skull Bash;
/cast [stance:3, nomod]Skull Bash(Cat Form)

Stampeding Roar (Bear/Cat)
/cast [stance:1, nomod]Stampeding Roar(Bear Form);
/cast [stance:3, nomod]Stampeding Roar(Cat Form)
Your forms are, of course, crucial, and it’s very useful to have the following powershift macros for your forms. These macros will allow you to shift straight back into the form you were in in one GCD, without shifting to caster form in between. This is especially useful in freeing yourself from polymorphs, roots, and slows without losing form.
/use !Bear Form
/use !Cat Form
Along with those macros, a Cancel Form macro is also useful to have handy. This will take you out of your current form and back into caster form.
/cast [stance:3]Cat form;[stance:1]Bear Form;[stance:4]Travel Form;
In case you find yourself doing any tanking (whether in an emergency or not) you may wish to have macros such as the following, which will announce to a chat channel that you’ve used a cooldown such as Survival Instincts or Barkskin.
The basic format of the macro is as follows:
/run if GetSpellCooldown("Spell")==0 then SendChatMessage("whatever you want to say","raid") end
/cast Ability
In “whatever you want to say”, you can specify something like “BARKSKIN USED”, and in “raid” you can specify which chat channel you wish the message to go, such as “raid”, “party”, or a specific channel like “/3”.
/run if GetSpellCooldown("Barkskin")==0 then SendChatMessage(">>Barkskin<<","raid") end
/cast Barkskin
Frenzied Regeneration
/run if GetSpellCooldown("Frenzied Regeneration")==0 then SendChatMessage(">>Frenzied Regeneration<<","raid") end
/cast Frenzied Regeneration
Survival Instincts
/run if GetSpellCooldown("Survival Instincts")==0 then SendChatMessage(">>Survival Instincts<<","raid") end
/cast Survival Instincts
As of this writing, it seems that Ravage (at least, Ravage as affected by Stampede) still does not work in macros (this is due to a glitch on Blizz’s end and is happening for several different classes). I’ll try to update when this gets fixed.
Gear, Gems, and Enchants
The following stats are desirable on any gear you pick up, along with their value:
Agility is easily our most desirable stat, present on the majority of our gear, most desirable for gems and enchants. Increases our Attack Power and Crit.
Mastery increases the damage done by our bleeds.
Although strength will increase our Attack Power, it was nerfed in 4.2 so it is nowhere near as good as Agility. Agility is always the preferable stat.  
Crit is a useful stat and contributes to our combo point generation.
Haste increases our energy regen and white damage.
See below for more information on Hit and Expertise.
Stat Caps
Hit Cap: 961
Expertise Cap: 781
Since Patch 4.2, feral secondary stats are a lot more flexible and a lot more even than they were previously. No one secondary stat (Mastery/Haste/Crit/Hit/Expertise) is incredibly more weighted than the others in terms of DPS gain. Most simply, all these stats will be beneficial for a feral to pick up. Agility is still our number one stat. To really get into the gains and losses of specific stats and gear choices, I highly recommend using a sim like Mew (also linked in the recommended links below), as this will really be able to help you determine which stat balance will be best for you. 
Agile Shadowspirit Diamond: 54 Agility and 3% Increased Critical Damage
Adept Ember Topaz: +20 Agility / +20 Mastery Rating
Deadly Ember Topaz: +20 Agility / +20 Crit
Deft Ember Topaz: +20 Agility / +20 Haste
Glinting Demonseye: +20 Agility / +20 Hit Rating

Sensei's Dream Emerald: +20 Mastery / +20 Hit Rating
Arcanum of the Ramkahen: +60 Agility / +35 Haste
Requires: Ramkahen - Exalted
Greater Inscription of Shattered Crystal: +50 Agility / + 25 Mastery Rating
Requires: Therazane - Exalted
Lesser Inscription of Shattered Crystal: +30 Agility / +20 Mastery Rating
Requires: Therazane - Honoured
Peerless Stats (+20 to all stats)
Major Agility (+22 Agility)
Greater Mastery (+65 Mastery)
Mighty Strength (+50 Strength)
Greater Speed (+65 Haste)
Major Agility (+35 Agility)
Dragonscale Leg Armor (+190 Attack Power / +55 Crit)
Ebonsteel Belt Buckle (additional gem socket)
Mighty Agility (+130 Agility)
Landslide (sometimes increase attack power by 1000 for 12 sec when striking in melee)
Flask of the Winds (+300 Agility)
Potion of the Tol'vir (+1200 Agility for 12 sec)
Skewered Eel (+90 Agility)
Mixology: bonus to flasks effect. +80 Agility when using an Agi flask
Two extra gem sockets (gloves, bracers). +80 Agility (assuming two Delicate Inferno Ruby)
Ring Enchants: +80 Agility
Tazik Shocker: Deals 4320 to 5280 Nature damage to an enemy at long range. 2 min cooldown.
Note: This appears to be the only DPS-related Engineering enchant, which is very weak; I will update should any more come to my attention.
Lifeblood: +480 haste for 20 seconds, 2 minute cooldown, plus a small self heal.
Swiftsteel Inscription: Shoulder enchant, +130 Agility / +25 Mastery Rating. +80 Agility more than Therazane enchant.
Chimera’s Eye Gems: +81 Agility if using 3 Delicate Chimera’s Eye
Draconic Embossment: +130 Agility
Toughness: +120 Stamina
Swordguard Embroidery (chance to grant 800 Attack Power for 15 sec)
The two main factions you’ll want to get Exalted with are the Ramkahen (Uldum) and Therazane (Deepholm) for your Helm and Shoulder enchants.
Many of the factions have useful gear and epics available with rep, for a full list of gear available from factions check my guide here: Cataclysm Faction Rep Guide.
Useful Links
6 Dec 2010: Implemented.
14 Dec 2010: Added section on helping your party/raid.
25 Feb 2011: Updated for Patch 4.0.6.
3 Aug 2011: Updates on stats section for 4.2 changes.
29 Sep 2011: Updated talent spec section.
24 Oct 2011: Updated de/buff timer power auras.