Tuesday, November 3, 2009

[General, Druid] Icewell radiance part 2 -the 4 fallacious myths

I've been very busy in the last couple days, so I've got some comments to answer - but of the answerable comments, enough were odd that I wanted to address them specifically.

There were 4 statements made in the blog and elsewhere that I kept seeing, and they were specifically incorrect as far as Icewell radiance goes. I'll go with them all Matticus style and talk about them separately.

Myth #1: other tanks can stack parry to make up for the lack of dodge.

This looks reasonable, right? I mean, sure - other tanks lose dodge, but they can just go with parry. All is good. The problem here is that very few tanks were going for any kind of avoidance anyway; they'd get what's on their gear and just stick with that for the most part, with the occasional defense/stam or dodge/stam gem thrown in for metas and socket bonuses.

Here's the important thing to understand about this change: it doesn't make dodge less valuable, it makes all avoidance less valuable. As I pointed out, all avoidance now reduces less damage overall than it used to due to having less of it. But that doesn't say dodge - it's all avoidance. You have less avoidance period - it doesn't matter how you got at that avoidance.

Furthermore, parry is as valuable before from a diminishing returns standpoint as it is now. In other words most tanks would rather stack dodge than parry because they'll get more avoidance out of it. So they can't just switch out dodge gems for parry gems (even if they had them); they'll likely lose avoidance doing that. And if they didn't lose avoidance doing that, they probably should have been doing it in the first place.

Another way to say it is this: if it takes 70 dodge rating to get 1% avoidance now, it'll take 70 dodge rating to get 1% avoidance then. If it takes 75 parry rating to get 1% avoidance now, it'll take 75 parry rating to get 1% avoidance then. Those values aren't going to change.

Myth #2: block is going to make up for it

Block is definitely more scalable with respect to the number of incoming attacks. Savage defense does lose out here. At the same time, every block tank just lost 20% avoidance. Chances are they weren't unhittable (most paladins and warriors aren't in their normal gear, even with HS up), which means that they'll be blocking the same amount of hits as before; dodge didn't push their block off the table. So they'd have to be stacking block to compensate now, if they wanted to - except they've got 20% block to stack.

That's a lot. Now, it's not subject to diminishing returns at least, but at the same time the block gear that exists out there...kinda sucks. Most Anub hardmode tanks know this pain; they're wearing a blue trinket, a bunch of random pieces from Naxx and Ulduar...do you think that gear set is going to cut it in Icecrown?

And they can't gem for block rating either. So where are they going to get all this block?

Myth #3: Bears are going to be dying more due to more hits in a row.


The idea goes like this: let's say that a tank will die in x hits in a row. Tank A, with 40% avoidance, has a (1-.4)^x chance of dying then. The druid, with 31% avoidance, has only a (1-.31)^x chance of dying - which is much greater. For 4 hits, for example, tank A would die 12.96% of the time; the bear would die 22.67% of the time. Therefore, aren't bears going to be at a big disadvantage?

Well...no. Here's the thing - this was true before, right? I mean, tank A had an advantage over druids before. But how much? The avoidance values before were 60%, so assuming you'd die in 4 hits, tank A had a 2.56% chance - and the druid had a 5.71% chance.

So yeah, the chances that a druid takes 4 hits has increased significantly (15% vs 10%). At the same time, the relative chances that this occurs has decreased significantly.

But the most important thing here is that healers cannot assume either tank is going to dodge that many hits in a row any more. Healers have to heal both tanks the same way. As I showed in the previous article, bears are actually going to take less relative damage to other tanks than they do now. What this also means is that unlike in the 2% case, healers can't assume that tank A will avoid an attack every 4 attacks. They'd be wrong 12% of the time, which means 1 out of 8 times they'd be dead.

So they have to heal tank A as if they weren't avoiding. Which means healing the druid is functionally the same.

Myth #4: Because GC said so

Ghostcrawler's said basically that if you think avoidance was good before, it'll still be good. If you think it's bad, that won't change. He's also said that EH is important but not the be-all, end all of tanking. Here's one commenter on this:


Interesting view, but I'll go with what GC has posted about Chill of the Throne. Stamina is arguably less important, avoidance is still valuable, cooldowns matter and are not easily compared, and effective health does NOT = best tank. I love that you write a lot on bears Kalon, and I'm sure you're a great bear tank. But, you seem rather set on the idea that bears are the best tanks. They aren't. They're not dominating leading progression guilds, general opinion of them is certainly not "#1 tank" and the developers don't think so either. So, can you make this your last "nerf bears because they're so awesome" post for awhile?

So why am I so high on druids?

It's not because of EH, at least not solely. It's not because of avoidance being nerfed or that I think avoidance sucks. It's that I think that relative to other tanks, druids improved significantly. Whatever you think of EH, after this change EH is better than what it was. Whatever you think of avoidance, after this change avoidance is worse than what it was. Both of these things favor druids.

Now, it's possible that icecrown has a ton of tank-stressing fights that so happen to stress high avoidance and high block values. That's a possibility, and I don't deny it; I've often said that the best tank is not determined by the tank's values, but by the encounters.

At the same time, GC's come out and said that tanks are going to be dying in Icecrown due to taking huge amounts of damage. And really - what tank is better at taking huge amounts of damage than a bear?

I'm not saying bears are the best tank. I don't know enough about Icecrown's fights to say that reasonably. But I am saying simply that these changes improve the things bears are good at and reduce the things bears are bad at. That's it. That's a far cry from most of the druid population that I read, who continually were worried that bear tanking was dead because they were losing all their dodge.

Though let's go back to that 'best tank' thing. It's true that they're not dominating progression, though I'd say that a druid MTing Anub'arak for most of the top guilds in the world indicates strongly that this isn't entirely true. General opinion is that paladins are the #1 tank...but they just lost 20% avoidance. And developers have stated things like 'we think block tanks are going to be the best tank in Ulduar because of large physical hits', and they've also stated that they're worried about druid levels of power but aren't going to nerf them significantly because there aren't enough to care.

I'd take that general opinion with a big grain of salt. I'd take what developers say with more. Basically, a high sodium diet should be in your future. :)

Thursday, October 29, 2009

[General, Druid] Icewell radiance, bears, and you

Ice sure is purty. I figure we're just staring at the pretty ice caves and forgetting to tank.

Or: people are really, really dumb.

This is a post designed entirely to defuse all the bad forum posters elsewhere. It's going to show every single way they're wrong and why they're wrong, and then I'll just put the link in my sig so that I never ever have to respond to them again.

If you don't like that attitude, that's understandable. I'm in a bitter mood right now after reading so much ignorance from other tanks, particularly druid tanks.

Here's the summary, in case you just want to skip ahead: Chill of the Throne is the least harmful to druids. It is a relative decrease to damage taken compared to other tanks. It also will likely make effective health more valuable, which only favors druids even more. In short, druids will be in a better position relative to other tanks than they were before this, and are in all likelihood the best overall tank in generic terms for any given encounter.

What is Icewell Radiance?

Icewell Radiance is the name a forum poster called "Chill of the Throne" - which is the real name. What's that? That's this:
For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid's main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.

Why are we doing this?

The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more "spiky" than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn't avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.

We've been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There's a limit to what we can do, however. So to give us a bit of breathing room we’ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again.

We'll have this on the PTR soon so players can see the effects inside Icecrown Raid.
So what does this mean? It's an effect on each mob, which means the -20% happens after all diminishing returns have been calculated. It affects everyone equally; every player loses 20% dodge, just like if you were facing someone with expertise that only worked against dodge.

if you're wondering, my chronic pain is forumgoers

Druid win #1: relative damage taken


Let's take a paladin and a druid for comparison's sake. These numbers are basically made up, but that won't matter (as you'll see) because they illustrate a trend. And they're fairly close to accurate anyway.

The paladin has a total of 60% avoidance. They have 10% damage reduction in general, and 62% reduction from armor.
The druid has only 51% avoidance. They have 12% damage reduction total, and 66% reduction from armor.

In terms of total damage taken over time, the paladin in this example is winning. What's their total damage taken over time? It's damage in*armor reduction*talent reduction*avoidance.
So damage = 1*(1-.62)*(1-.10)*(1-.60) = .1368. In other words, for every point of avoidable damage that comes in, they take .1368 damage out.
The druid has 1*(1-.66)*(1-.12)*(1-.51) = .1466. For every point of damage in that's avoidable, they take on average .1466 out.

That's what's the case now - a paladin has an advantage in overall damage over time. Probably more than that, honestly. But again - doesn't matter. In that case, the paladin takes 93.3% of the damage a druid does in this example.

Let's now reduce the avoidance by 20% and see what happens to the numbers:
Paladin: 1*(1-.62)*(1-.10)*(1-.40) = .2054.
Druid: 1*(1-.66)*(1-.12)*(1-.31) = .2064

They're almost identical. Not quite, but significantly closer. The paladin now takes 99.4% of the damage that a druid does.

So relatively, a druid is taking less damage than they were before compared to other tanks. This is going to hold true for all other tanks unless you were a very rare kind of druid that stacked avoidance. In some cases it'll be more pronounced than others (particularly against DKs who had high avoidance values, druids will be even more ahead) but the general trend is true: if you have less avoidance than the other tanks and everyone gets reduced the same flat amount, the tank with less avoidance will be more improved.

but if you make this building only half as tall, you might live if you fell out
Druid win #2: less damage per swing

The main reason that they've done this big change is so that they can do less damage per swing while maintaining the same incoming damage per second to the tanks. So let's go through this math too.

Let's say that they wanted to have each tank take X damage per second after mitigation and debuffs and whatnot. In order to do this with avoidance being 60%, this means the incoming hits had to be X/(1-.6) , or 2.5X. If you were supposed to be taking 10k damage a second from avoidable attacks, the attacks needed to be 25000 damage/second big - which meant that you had to basically have 50k health to survive two hits in a row. That's pretty close to what things do in ToC now and what the thresholds are.

But now? The same X damage with 40% avoidance means the damage per second only needs to be 1.67x. Now, you can take 3 hits in a row with that 50k health, but it's more likely you'll be hit.

So everything's the same, right? Well...not exactly. The thing is that if things hit for 25k each, no tank can take 3 hits in a row. That's 75k. That's nuts. But reduce how much damage each hit is, and suddenly druids start having advantages due to their higher health potential. As I showed earlier, druids already have huge health leads over other tanks. 10k health. But 10k health doesn't matter when everyone dies in 3 hits.

10k matters a lot more when that means a druid can die in 4 while other tanks die in 3. Again, using those numbers from above - the best geared warrior has 59k health abouts. The best geared druid has 69k. That would directly mean a druid would be able to take one more hit that wasn't avoided without a single heal.

That's a big deal.

Especially when they have less of a reason to even care about avoidance and want to go for armor and stamina above all else. Which brings me to #3.

Druid win #3: not caring as much about avoidance
The idea behind diminishing returns on avoidance is the same as the one behind armor - while the absolute value per point of avoidance goes down as you get more of it, the relative value stays the same.

So for example: if I avoid 50% of attacks, getting another 1% avoidance reduces my relative damage by 2% - instead of taking 50 attacks every 100, I take 49, and (50-49)/50 = 2%.

But let's take 20% dodge off there. Now, that same 1% avoidance - which remember, costs the same as it did before - now makes me go from 30 to 31%. Which means that instead of taking 70 hits, I take 69. That's only a 1.4% improvement in incoming damage taken - or about a loss of 40% effectiveness.

So this makes avoidance about 30-40% less valuable than it was before. Think about that in terms of the gearing too.
60% of the time, it works every time

Druid win #4: druids still rock with stamina

Note that all the above applies to every tank. They're all not liking avoidance as much as they did before. They're all thinking they can get more hits without dying. They're all thinking that avoidance isn't the way to go. They're all going for even more stamina than they were before - if possible.

But druids win here, again. Druids get 16 points of health per every 1 point of stamina. No other tank gets close to this - only blood tanks vaguely get close to druid levels of health, and only paladins get close to this level of scaling (and they're about 14 per stamina point). Druids have continually gained more health per tier than any other tank. This trend isn't going to cease. So in the world where avoidance is blind, the stamina/armor tank is king.

So to speak.

Druid win #5: magic damage too!

So avoidance is worse, druids are better relative to other tanks, and they want more stamina. Traditionally one way to balance high avoidance values was via magical or unavoidable damage. But guess what - stamina aids that too.

And if that weren't enough, druids can fairly easily keep high levels of health while using resistance gear, as has been shown with some success a couple times in the past. So that means that even if they decide to throw stupid amounts of magic damage around, the best tank to deal with magic damage most of the time is...a druid.

So this is all awesome, right? What could go wrong?

Well, druids do lose some effectiveness of savage defense; it won't be up nearly as often with less avoidance. However, other tanks lose a similar amount of damage reduction this way (save DKs) so that's kinda a wash.

If there are fights like Anub'arak that favor shield tanks due to incredible amounts of quick attacks, they'll still favor block tanks. Similarly, fights that favored avoidance before will favor avoidance now, though not to the degree they did.

And as has been shown repeatedly in WotLK, one of the biggest things is cooldown use - and druids still have less oomph with their cooldowns than other tanks.

Note that I don't think that this will mean druids will be able to be so awesome that they'll allow taking fewer healers or taking fewer tanks because of their awesomeness. Maybe. If there's a fight like I described where a druid can take one more hit before dying than other tanks, this may be feasible; healers who can cast efficient, big heals are going to love druids. But it certainly means that if there are EH benchmarks that tanks must hit before moving on, druids are almost certainly going to be the first ones there.

Honestly? I suspect that we'll see a nerf to druids early on in Icecrown. Maybe even sooner.

But until that nerf happens? Druids rock, baby, and this nerf is secretly a druid plot to rule Icecrown.

Wednesday, October 28, 2009

[Druid] Use this spec AT YOUR OWN PERIL, EARTH HUMAN


That's a...fox? And a...tasmanian devil? Google images never fails me.

One of the odd things that I see from time to time is people armorying me to get the 'default' spec for tanking, using it blindly because they assume that if I'm doing it, it's optimal.

Well, naturally it is. I am the allmighty Kalon, and nothing I say could ever be wrong.

The question you should ask yourself is this: if Kalon's doing the optimal spec, what is he optimizing for? And with that, I bring you the totally wacky 56/15 spec. Or here, if you like the armory.

Okay, the first thing you're probably thinking is: the hell?

Most of the stuff is the same as what I've mentioned in the bear FAQ and even in the antiquated core tanking talent post. But there are some oddities that I'll mention. First, though, let me explain the reasoning.

This is a tanking talent tree only for main tanking, and it assumes that during a fight you will only be tanking. Cat DPS is incidental. Tanking when not being attacked is not the issue and should not be accounted for. This is also not designed to tank multiple adds.

Furthermore, this is for specifically tanking Anub'arak in heroic mode. For Anub'arak, you do not want improved Leader of the Pack; the healing is too random to count on, but gives too much healing to want to keep around. As such, removing it is very good; for our kill, removing it removed about 300,000 healing, which essentially meant removing 2100 HPS on the boss.

It also assumes essentially infinite rage situations; while tanking, you're expected to be taking massive damage. Rage should not normally be an issue.

With these things in mind, here are some of the controversial calls.
  1. No Omen of Clarity. If you have infinite rage, Omen of Clarity is pointless for bear tanking; it gains you nothing. It's unpredictable anyway. It's essential for good cat dps (even with bear talents), but since we don't care about that in this spec, it's gone. It's essentially one point wasted.
  2. No Ferocity. This is such a no-brainer to take; druids have been trained since birth to pick this. 5 less rage on mauls, swipes, and mangles? Of COURSE this is a good talent.
    Except that in infinite rage situations, it's not that important. It does mean that with a streak of avoidance you will get rage-starved; this happened to me a couple times. It also means that it's very, very important to pull with a full 40 rage (or more)But for the most part I didn't miss it when tanking Anub', or Beasts, or Twins. It's not necessary to get to tier 2 either if you're taking Feral Aggression.
  3. No Improved Leader of the Pack. Normally this is something that at least one feral in the raid should have; it's stabilizing and a decent amount of heals, and usually points are there for it. In this case, however, Anub'arak needs to have exactly the right amount of deliberate and predictable healing so that we can limit the healing as much as possible. That means unpredictable heals that we can't rely on to passively heal a group have to go. Honestly, we didn't miss this at all in the fights save perhaps Faction Champs.
  4. Feral Aggression and Infected Wounds are needed. This is because our warrior is going maximum threat/deep wounds, which means no improved Demo Shout. And I need to make sure the slow effect is up on my target, so Infected Wounds is required too. This is a requirement for our fights in general, so no big change here.
  5. Improved Mangle AND Master Shapeshifter? Wow. Yeah, that's right - with the above changes I have enough points to take basically anything that improves threat throughout the fight. King of the Jungle isn't taken because I can't use it; I must not have 25% armor reduction. But I can take the above. Improved Mangle actually deserves some credit here. Because I'm having to do things like demo roar and refresh my lacerate stack early so that neither drop off during freezing slash, the rotation doesn't look like a rotation so much as a priority system. And if you're doing a lot of other things anyway, being able to mangle more actually improves your rotation and your threat quite a bit. I need to work out exactly how much, but I'd ballpark it at more like 4-5% instead of 2.5-3%. It also helps uptime with your Idol of the Corrupter, so that's nice too.

    And on this, as much damage as you can muster is good. For our kill I managed to do 2800 DPS, which isn't bad on a single target using primarily survival gear.
  6. No Maul Glyph. Another one that I miss - but if you've read me before, you know that I think glyphs are the new flask. Still, this has some explanation. I don't actually care about growl that much on Anub'arak, but it was important that my mauls don't hit another target. This is because occasionally a burrower would get close enough to me that I'd hit it with maul if I wasn't lucky - and that might mean that it went to me instead of the add tank. That meant instant wipe. Easy to fix - just swap glyphs back and forth, and you're set.
The end result was a fairly strong MT build. Only a couple times on bad avoidance streaks did I have any rage issues. My DPS sucked when switching to cat on adds, but not so much that it mattered hugely.

Heroics, though...were a totally different experience. It was like playing through molasses. Just painful. Fortunately I outgear content enough that if need be I'll just switch to my DPS spec and tank that way. I won't have PotP or NR or a lot of important tanking talents, but it won't matter. I'll have the essential speedy attacks, and taking more damage will mean more rage.

It's also a really horrible spec to solo in without imp lotp.

Ony was also a bit hit and miss; the transition from p2 to p3 left me with a lot of threat to make up, and not a lot of rage. It wasn't the funnest thing ever.

Still - it was great to have a substantial threat gain from what I had had before. Mauls hit for more, and mangles were going off all the time. It felt a lot more in control, and most importantly I did significantly more damage while keeping all of my necessary survival talents. If you want to go against some of the 'standard' experiences - you might try it.

IF. YOU. DARE.

Tuesday, October 27, 2009

[General]Nature Resist for Anub'arak ToGC25


A couple people have asked about what nature resist I use for Anub'arak here and there. It's pretty easy, actually.

Nature Resist Totem (130)
Arcanum of Toxic Warding (25) - from Knights of the Ebon Blade Honored
Enchant Cloak - Superior Nature Resist (20) - farmed from Icecrown mobs. And the drop rate really isn't that bad.
Lesser Flask of Resistance (50) - pretty much any alchemist will have this, though it costs fireleaf, which isn't that common.
Fur Lining - Nature Resist (70) - farmed from the same icecrown mobs as above. This is a leatherworking-only perk.
Runed Ring of Binding (25) - Onyxia 10.
And while I don't have it, Signified Ring of Binding (30) is also awesome, and drops from Ony 25.

That's all it is. With the above enchants and flasks and totem, I get to 320 NR. Which is good for an average resistance of about 38%.

What does that mean for Anub'arak though? On our 2% wipe last week (side note: sob) this was my values for Leeching Swarm:

Actor Totals Hits Absorbed Resisted Misses
Ab Total
Fellhoof
1544848 16.2 % 214 7218.9 1544848 73 230926 214 1137968 2 2

So I took 1.5 million damage from leeching swarm, and resisted 1.1 million damage.

Leeching swarm was active in this fight for 217 seconds. This is the formula for how much damage Anub'arak heals from leeching swarm:

healing = (damage done + absorbed damage)*(2.3)*(MS effect)*(player modifier to healing)

The MS effect corresponds to whether MS or wound poison is up - if it is, this all gets reduced by 50%. The 'player modifier to healing' is another example of awesome blizzard mechanics, where the player's talents that multiply healing done also multiply healing done to Anub'arak. So things like Purification or Master Shapeshifter (tree) boost healing done to Anub'arak.

The important thing to note here: resisted damage doesn't ever heal Anub'arak.

For me, that meant I was personally responsible for 1.983 million damage healed to Anub'arak - in 217 seconds, that's 9173 HPS. Yikes.

But how good was the resistance? The damage I didn't take was equal to 1.137 million/217 seconds or 5244 DPS I wasn't taking during this time. The healing done would be equivalent to 1.15 this value (MS effects were up), which meant that resisted damage was equivalent to 6030 HPS not done.

In other words, the resistance was the equivalent of 6k DPS done to the boss.

Note that this isn't all due to the enchanting this way; 130 NR provides about 18% resistance by itself, or about 3k DPS done by itself. That means the gear by itself contributed about 3k DPS, or 2.6k reduced damage.

That's very substantial, and it certainly makes it easier to heal the tank on the hardest part of healing.

Is this adviseable for other players? Probably not. Certainly not other DPS classes, who will already be fairly low on health and want to do maximal DPS prior to phase 3. Maybe healers, who may be able to take the hit on their healing power/regen power.

But almost certainly tanks. Our two tanks by themselves were responsible for about a third of all healing done to Anub'arak - and that was with me using NR gear. If I hadn't, we'd be closer to 40%.

So if you have enough health to survive the scary part of phase 3 - which is freezing slash + a melee hit + a leeching swarm tick - consider dropping it for at least a lesser flask of nature resistance.

Thursday, October 22, 2009

[Druid]Random thought for bears out there

Don't have the time to flesh this out entirely, but just a quick thought:

What if bears didn't use melee DPS gear for their tanking gear - they used leather spellpower gear instead?
What if the DPS role for bears not tanking wasn't cat - it was moonkin?
What if the secondary talent tree for bears wasn't resto, it was balance?

Some quick advantages this would confer:
  • the visual representation of a bear in caster form would look like other druids, not a hodgepodge of horrible rogue and druid gear. Honestly...are you looking forward to this?

The face of the druid in T10

  • Much easier to gear up for the most part. Instead of competing with almost all other melee DPS for armor drops, you'd be competing with resto and moonkins for their drops. How easy is it to get a complete set of moonkin/resto gear without really trying? Dunno about you, but I've found it really simple.
  • Jewelry would be shared with other tanks just as it is now, so nothing easier or harder than it is currently.
  • Brings more druidry back into bears. Instead of being a warrior clone, this allows bears to really open up some of the spellcasting abilities. Improved thorns, insta-cast wraths and starfires, that sort of thing. Would it be interesting to have the bear primary AoE ability not be swipe - but be hurricane? Would being able to do casts in bear form be interesting? Would a rotation of mangle/lacerate/starfire/wrath/moonfire be more interesting, especially if some of that depended on proccing an OoC? Would it be more interesting to spend mana instead of rage?

Disadvantages:
  • Bear and cat wouldn't go together well, and you couldn't easily have one set work for both. On the flip side, it's better for moonkin/resto hybrid dual speccers.
  • Gearing for the weapon would SUUUUUUCK. How much competition is there for caster staves now? Great, you're fighting every single mage, priest, warlock, moonkin, tree, and possibly some hunters (because hunters always roll on staves druids want, no matter what).
  • Stat allocation and whatnot would be even more arcane. Expertise wouldn't be around - so how would you get it? Hit, crit, haste would all be there - but now you've got int and spirit to somehow convert reasonably. (one easy solution: make int = strength (it has the spellpower coefficient right now anyway), spirit = strength, and either force bears to enchant/gem for expertise and stamina (not horrible) or have some secondary conversion. Also, get rid of savage defense entirely)
And the big one:
  • Many, many ferals like to be able to do bear and cat. That's where they're comfortable. That's the history of ferals. That's the feral tree, right there.
Anyway, just an idle thought while I wait for something to build.

Thursday, October 15, 2009

[Druid] Gear for Cats updated 10/15

I've updated the Cat gearing guide, which now includes pretty much every item from ToC and Onyxia pieces. Go check it out here.

Not a lot to report in terms of changes, honestly. The Onyxia loot isn't that stellar for cats, and you shouldn't be super thrilled to get it.

On a side note, my personal DPS has gone way down compared to others recently. Part of that is the reprioritization of gear that I've done for bear; most of my good pieces have been converted to bear pieces and regemmed appropriately. Part of it is that I'm rusty. But a big part is the hit armor pen took. I'm still doing okay, mind you - but I'd definitely consider not stacking armor pen as the big win unless you have some odd non-ToC pieces around to do so.

Tuesday, October 13, 2009

[General, Paladin]Argent Defender is OP!

As a feral tank - and really, as any tank would tell you if they were honest, Argent Defender is ridiculous. It's not just overpowered, it's superpowered. It's a relic from an older age when power just flowed like candy, and really shouldn't exist in this world of more realistic, 5% bonuses and gritty power benefits.


I mean, the guy can fly through space on a surf board. He is the herald of Galactus, who can eat whole worlds and has a weapon that erases you from existence. He uses the power cosmic - and that's like using cheat codes, basically. He's taken on the entire Fantastic Four and whooped them; the only reason they won is that he felt some pity and remorse for his planet.

So totally nerf Argent Defender. He's stupid.

However, if you're talking about the paladin talent Ardent Defender, it's just about right and puts paladins on a similar but not as good level of EH as a druid. The proc is reasonable and is on the same level of power as many other ohshit buttons, with the proviso that it's much better in some cases (ohai, Algalon) and not nearly as good in others.



Sorry for that. Was feeling a bit silly this morning and was annoyed at yet another stupid thread about Argent Defender, and that silly misspelling. Argent means 'silver'. Argent Crusade - Silver Crusade, kinda like that Silver Hand thing. That big burst on the tabard? It's in silver, ya know. Ardent means impassioned or hot, like...zealousness. Ya know, like what paladins are?

Sigh.