Okay, GC also announced that Feral Attack Power is going away, and instead of FAP we're going to calculate the AP gain based on the DPS of the weapon:
FERAL ATTACK POWER
We are no longer going to have weapons in the game which improve feral attack power. Instead, your attack power will scale based on the dps of the item. Practically speaking this means almost no change for any gear you currently use -- you should not see your dps change. What it does mean is that we can create the occasional dps staff that could be used by druids or hunters (or very undergeared warriors), and that Ferals may occasionaly use two-handed dps maces. We are going to convert all existing Feral staves over to this new system (but again, you should not notice any change to your dps). We are also adjusting the UI so that when druids look at these weapons, you will see what the improvement will be to your damage in forms. This does not mean we are no longer going to create bear and cat weapons, just that those weapons will be slightly less niche than they are now.
This is a huge nerf, and I have the ...
Wait a second, this isn't a nerf at all. This is actually pretty awesome. But the more important question is - what does this mean to you? What gear might change? What should you go ninjaloot?
For starters, this beauty becomes one of the best feral weapons in the game:
Inevitable Defeat. Stam, agility, strength, and a ton of expertise - combined with a great DPS value. It doesn't have as much stamina as Origin of Nightmares and not as much agi as The Undeath Carrier, but the expertise is stellar for tanking and it would make an excellent threat weapon for bears. Another nice benefit is that something like Titansteel Destroyer becomes a good weapon too, though probably not as good due to the lack of agility. Still, if you're rich and need a starting weapon, that's not the worst thing you could do. Want something a bit lower end? Well, the Mojo-Masked crusher is a pretty nice drop and should have high DPS. A bit easier to get, the Argent Skeleton Crusher should be decent too, though again the lack of agi makes this subpar.
Based on comments from Jelement and Mitch, here are the values of what the DPS should be for the feral staves. The conversion is simple: the DPS of a staff will be FAP/14 + 55.
Journey's End: 223.1 DPS
Staff of the Plaguehound: 203.9 DPS
Origin of Nightmares: 203.9 DPS
The Undeath Carrier: 203.9 DPS
Staff of the Plague Beast: 186.8 DPS
Staff of Trickery: 186.8 DPS
Enraged Feral Staff: 169.4 DPS
Lightning Giant Staff: 169.4 DPS
Stave of Shrouded Mysteries: 169.4 DPS
Hewn Sparring Quarterstaff: 156.3 DPS
Witch Doctor's Wildstaff: 148.9 DPS
Staff of the Sorrowful Chieftain : 145.5 DPS
Bloodwood Greatstaff: 132.9 DPS
Jailer's Baton: 145.5 DPS
Stanchion of Primal Instinct: 140.5 DPS
Staff of the Forest Lord: 134.3 DPS
Pillar of Ferocity: 130.6 DPS
Wildfury Greatstaff: 125.9 DPS
Earthwarden: 105.9 DPS
Mostly what makes me excited about this is that they can start designing weapons that are built for actual tanking. Why? Because both death knights and druids can use 2h maces, and both want to have tanking stats on those items. It'll be possible to get craftable weapons that don't suck as well, which will be nice, but the shared pool and what could be allowed there is really what thrills me.