Showing posts with label bear. Show all posts
Showing posts with label bear. Show all posts

Friday, April 22, 2011

[Bear] The flood of bear gear in 4.1

You've probably seen a bunch of posts on the great set of gear you can get from ZA/ZG when 4.1 hits - how there's finally some bracers that aren't blue, or another shot to get a weapon when malevolence hates you. Or heck, how to get twice as much VP per week from heroics as you could before.

All of that is true.

But that's not the real source of awesome. The real source of awesome comes from this little gem:

Conquest Points are now purchasable from the Valor Quartermasters at 250 Conquest Points per 250 Valor Points.

What does this mean? It means that you can now get any pvp item that doesn't require any rating no matter who you are, provided that you have the VP for it. Which turns out to be a fairly substantial list of gear. So hey, no more pvping for pve gear! You can now pve for pvp gear instead. Which...I guess you'd probably use for pve.

Here's the comparison with gear obtainable outside of pvp. Some interesting highlights:

  • The PvP helm, with mastery, is a great bear helm and better than anything non-heroic. This is a hard spot for a lot of people to get anything, and that it beats anything you can get until really rare drops makes it pretty nice. At 2200 conquest points - the same, essentially as legs and chest - this is a good deal, especially considering that the best alternatives come from drops from heroic Nef and Cho'gall (and Al'akir, kinda) Note that if you have Tsanga's Helm the difference is probably not worth getting it.
  • Similarly the PvP shoulders are a pretty nice deal and better than anything but heroic gear. If you get the head and the shoulders you also get 70 agility, which is a nice little bonus. It doesn't make it better than getting heroic pieces, but it should salve having two pieces of PvP gear. This isn't quite as great a deal as the helm given that you can get good shoulders off of Omnotron, but it's still pretty good - especially if you're not doing a lot of heroic raiding. The difference here is actually higher than the helm for the comparable nonheroic piece, so still reasonable to consider. They're also a huge upgrade from the troll drop.
  • The pvp chest is interesting; it's a very big jump between it and the normal tier chest (which is pretty badly itemized for bears) - bigger than the jump between the normal pieces and the pvp pieces in the head and shoulder slots combined. At the same time, you already likely have the tier chestpiece. Still, consider it; it's a nice piece of gear that is priced to move.
  • The PvP gloves are about as 'better' as the 359 best gloves as the helm is - so it's a decent upgrade. The big advantage is the energy/rage cost reduction of skull bash, which is great if you're the interrupter. Thus, these are a pretty good buy at some point even if you're just replacing Liar's Handwraps.
  • The pvp bracers are actually worse than the normal drop, but they're also very easy to get. And they are significantly better (about 5%) than the troll drop.
  • Fasc gets his own boots, but they're significantly worse than the BoE valor boots and much much MUCH worse than the PvP boots. Somehow, I think Fasc would have wanted it that way - to be beaten by pvp gear.
  • The pvp weapon is about as good for a bear as the troll weapon due to the lower ilvl on it and the wasted resilience. Of course, the real win here is the BoE Mobius' Halberd, which drops from the rare worldspawn and is just slightly worse than Malevolence
  • Finally, the relic slot is actually best in slot now for bears in pvp land. The haste on the other relic is essentially worthless, and the slight gain in agility and stamina make up for the lost stat otherwise.
Most everything else is a slight upgrade in the slot - the boots, belt, gloves are all slight upgrades and the legs are basically a wash. But that should give you plenty of things to consider spending your valor points on for a while, especially if you're working on some hard hitting content like Nef and want some easy upgrades for tanking.

As to cats? It's not quite as simple. Every troll piece beats the corresponding PvP piece as far as a cat is concerned. And honestly, most of the time it's not even close. All that wasted secondary stat really hurts. Even on the wrists, though it's close. So unless you're very unlucky or sitting on a lot of valor points, getting this stuff isn't as good as just going to troll town.

Friday, April 1, 2011

[Bear] The best case for Savage Defense

TL;DR version:
If you take anything from this article, take this bit: to maximize SD uptime make sure that mauls happen on your special attacks' cooldown, so the rotation for multitarget mobs looks like this:
swipe/thrash&maul/swipe/mangle&maul

Obviously you can do demo roar or lacerate or whatever on that mangle bit, but maul is the key thing here. That also means to maximize your SD procs now, you should be doing something like this:
swipe/mangle&maul/thrash/lacerate&maul
Though in practice this doesn't work as you need to have the swipe & thrash right away to get the best threat.

Anyway, onto the article.

Savage defense is getting a nice buff in the 4.1 patch, in case you hadn't heard. It will go from having one charge that is used up regardless of attack strength (more on that in a second) to an absorption shield that will absorb the same amount of damage maximum that it could before, but will not go away with partial hits.


So yay! It's now a fully fledged PW:S that only works on physical attacks! That's awesome, and it fixes bears and makes it just as good as shield block or DK heals or...

Okay, that's not true. Sadly.

As Ahti put it very well on the tanking forums recently:

The problem is that the upper bound on this is set extremely low compared to
blocking (and compared to Blood Shield, I guess, although I'd prefer to stick
with the blocking comparison for simplicity's sake). And many encounters already
have add situations that push past that upper bound.You don't need that many
adds hitting you (and they don't need to be hitting that hard) before you reach
the point where the probability is that every single Savage Defense proc is
consumed before you can possibly generate another one. Past that point, you'll
continue to take more damage, but Savage Defense won't get any better - whereas
for a warrior or paladin, block will scale upwards indefinitely.



Yep. But what is that upwards bound? Let's go with the best case scenario here.

Let's assume that you get an SD proc whenever you can. That means you get one every 2.4 seconds (minus haste) for each autoattack, and you get one every 1.5 seconds for every special attack, and you get one every 3 seconds for every maul. This averages out to a SD proc every 1.03 seconds. Note that this is insanely optimistic - it assumes a crit on each of those attacks AND a SD proc on each crit ,which is only 50% of the time. But again - this is the maximum upper bound you can possibly get.

For ease of computation we'll go with a 20k shield. That means every 1.03 seconds we can absorb 20,000 damage intake before taking any more physical damage. Again, sounds pretty awesome - and then it refreshes magically after that 1.03 seconds later. (note that it doesn't; SD doesn't happen every 1.03 seconds but happens on attack boundaries, so you can get times where you don't have much happening and then times when you have many procs - but 1.03 seconds is the average and will be easy to work with.

Now, let's go comparing to a blocker, who always blocks 30% of all damage. They're block capped, so they will always reduce damage by 30% no matter what.

Where do these things become equivalent? That's pretty easy to figure. It's simply when 20k/1.03 seconds = 30% of incoming DPS. And that turns out to be 64.7k DPS.

This means that whenever you're taking more than 64.7k DPS, no matter what, Savage defense will be worse than block. Of course that changes as you add more SD shielding.

The real trick is that the above is completely insane with respect to the number of expected procs, especially in a single target scenario. For a multitarget you can expect multiple crits per swipe/thrash, so you'll often see a shield every 1.5 seconds. But you'll also be without a swipe/thrash every 4.5 seconds - and you're not guaranteed to get a shield even when you swipe.

Realistically how many shields do bears get? It's tough to say. Another problem is that shields can get overwritten without being used at all, especially on attack boundaries where the normal attack lines up with the special attack. And since Maul always lines up with a special attack, any time you get a crit with the special attack and a shield with it (like with swipe) chances are that you're not going to get two shields worth anything.

Actually, that's a good point: to maximize SD uptime on multimob packs you should always - ALWAYS - time it so that a maul happens when both swipe and thrash are on CD. So it should look a lot like this:
swipe/thrash and maul/swipe/mangle and maul as the rotation for trash.

But realistically you get one every time you swipe or thrash and then one kinda randomly after that. The random part is the most frustrating part; some times shields will be completely wasted as they get refreshed every .6 seconds or so, like this:

[19:23:22.825] Maeltne Mangle Halfus Wyrmbreaker *30730*
[19:23:22.878] Maeltne casts Maul on Halfus Wyrmbreaker
[19:23:23.148] Maeltne's Savage Defense is refreshed by Maeltne
[19:23:23.228] Maeltne Maul Halfus Wyrmbreaker *18089*
[19:23:23.666] Maeltne's Savage Defense is refreshed by Maeltne
(this one is fine, as both the mangle and the maul procced SD)

[19:23:50.678] Maeltne crits Halfus Wyrmbreaker *12134*
[19:23:51.194] Maeltne casts Thrash
[19:23:51.448] Maeltne Thrash Storm Rider *8881*
[19:23:51.448] Maeltne Thrash Nether Scion 4456
[19:23:51.448] Maeltne Thrash Halfus Wyrmbreaker *9167*
[19:23:51.285] Maeltne's Savage Defense is refreshed by Maeltne
[19:23:51.590] Maeltne's Savage Defense is refreshed by Maeltne
[19:23:51.590] Maeltne's Savage Defense is refreshed by Maeltne
(this one's more frustrating, as that second SD proc just goes to waste)
All those refreshes are basically wasted here.

Ugh, this is making me mad about SD all over again. This is also why it's much more important to look at SD uptime and not number of SD procs when doing SD analysis. Or if you like, just look at the amount of damage SD absorbed.
Anyway - the important thing to note is that while having partial SD absorbs is nice, it doesn't fix a lot of the issues with SD. SD still doesn't scale infinitely like block does, so at some points it simply will be worse than block for mitigation of damage (like on heroic Nefarian currently). At other points it will be better. Sometimes it (like WotLK-era block) will be WAY better than avoidance or partial blocks, as it will reduce far more than 30%; a great example of this is when you can assume you'll get a SD shield every 1.5 seconds and you won't get physically attacked for more than your shield strength, you'll be effectively invulnerable during this time. When 4.1 hits, try out going to Kara and seeing how silly it is. My gut feeling is that you'll be able to do most trash that doesn't have heavy magical components without losing almost any health.
This, among other things, makes old-world content far easier. 15k shields every 1.5 seconds when you're taking 15k damage every 1.5 seconds sounds a lot like most heroics from before and some raid content. This wasn't nearly as good when one hit removed the shield and then the rest piled on (though with latency and the spell reflect bug, that wasn't always the case and often many attacks got absorbed), but now it should be significantly better.
But for current heroics and raids, it doesn't help a lot. The cases where you are going to get a shield and the shield would have been not used up AND would not be refreshed before being used up are small in raids. Most multimob scenarios in raids have mobs hitting for 10-12k each, and while it adds a bit more value here it doesn't add so much as you could reasonably expect to have a shield up fairly quickly. On mobs that hit for more than the shield strength anyway (Mal adds, as an example) this change does literally nothing for you.

Thursday, March 17, 2011

[Bear] Agility vs. stam? No, that's not right

This got inspired by a comment I made on the wow forums.

Most bears these days don't gear exclusively for stamina like they used to - and that's the right choice. Stamina has always been a big win back in the day when the following was true:

  • All that mattered was that a tank could take big, crushing hits one after the other but then get healed up almost immediately after a certain point
  • Tanks were getting routinely smashed by nonpredictable damage (such as crushing blows)
  • Bears got 25% more health from stamina (or more) compared to other tanks, making it a major gain for them
  • Healer mana wasn't an issue
In Cataclysm virtually none of that is true. Sure, a tank needs to be able to survive the Giant Damage of Doom here and there, but after that stamina doesn't do much. It can increase your vengeance damage (and thus savage defense shields are better) but not nearly as much or as reliably as simply having more AP and more crit. Healers aren't going to heal you to full most of the time and certainly aren't going to be able to do it in one GCD or two at most. And bears (sniff) don't have a stupid OP amount of extra health compared to other tanks.

So it's clear that the strategy should be go for stamina until you have enough, then go for agility. Right? Good, so we can move on and...

Um....

Wait.

This may shock you, but there are more choices to make than just agility vs stamina.

In particular, the advantages of armor and resistance continue to be massively understated for bears (and tanks in general).

Now I've talked about some of the secret advantages armor had over stamina, but that was just talking about effective health. Armor's primary advantage is shared with agility or any other avoidance - a reduced attack does less damage and thus requires less healing. This is a Big Deal in an age where mana matters for healers and tanks are left at partial deficits for longer periods of time. But now, I have some easy math to showcase this.

Thanks to Tangedyn's spreadsheet over at Inconspicuous Bear, I have an example of this. Namely, me. While I'm not remotely geared to the gills or anything of the sort, the changes should not be significant between me and a very well-geared bear - especially as far as armor is concerned. I'll play with it later with a more geared tank at some point in the future. And if you look at that spreadsheet, 1 point of bonus armor is worth .18 points of agility.

So clearly agility wins out, right? Well, that's where it gets tricky. Things like Bedrock Talisman have a veritable ton of armor - 1285 to be precise. That's equivalent to 231 agility on its own - but it also has a large chunk of avoidance that could be useful at various points and would cause a big reduction in damage too. Many of the other agility trinkets like Essence of the Cyclone have a ton of agility but nothing particularly useful for anything else.

But the big thing that wins here is that armor is predictable. While avoidance is nice - good even - being able to consistently mitigate damage from every single physical hit is very nice. Being able to plan on that incoming damage on a regular basis is great.

So how does this compare to the two best agility trinkets out there - Tia's Grace and Fluid Death?We'll assume reforging to dodge.

Tia's grace: 340 agility effectively + 171 mastery + 114 dodge.
Fluid Death: 380 agility effectively + 193 hit + 128 dodge

According to the spreadsheet, mastery is worth .2782 agi, dodge .9110 agi, hit .0838. So we get a total value of:
Tia's Grace: 491.42
Fluid Death: 512

Okay, but what's the value of the proc on Bedrock? In a perfect world you'd get 963 dodge for 1/3rd of the time (which is unlikely), meaning you get 321 dodge.
Bedrock Talisman: 1285 armor *.1808 + 321 dodge *.9110 = 524

Huh. So that means that in a perfect setting where you get procs all the time, Bedrock Talisman is actually better for time to live and dtps than Fluid Death or Tia's Grace. (at least for me).

How about someone more geared? Well, while it's not perfect let's go ahead and use Sejta from Paragon. (it's not perfect because while they're more geared they go for mastery and stamina over agility and dodge primarily)For them, bonus armor is only worth .1632 and dodge .8322 agi. Mastery is worth more (.323) as well, so for them the values of Bedrock are a bit lower - Bedrock, even in the best case, is still not as good as Fluid Death for Sejta. (And I'm sure that breaks his heart).

Still, the value of armor's predictability combined with the value of the mitigation is quite nice and something to consider. Especially if the pattern of damage would give you that high avoidance in spikes. Heck, even something trivial like Heart of Thunder can be good if the cooldown is more useful than avoidance would be (for instance, on something where you take predictable chunks of large magical damage.

Thursday, January 6, 2011

[Bear]The most important PTR change for 4.0.6 is...

Sure, you've seen the patch notes at MMO talking about bears getting nerfed in damage but boosted in armor, and cats getting nerfed on bleeds but boosted on shred & mangle.

Alaron talked about it, as did Jacemora.

But what did they miss? Oh, they missed this little beauty.

The tauren racial trait War Stomp can now be used while shapeshifted.
Oh, HELL yes.

Even on a 3 minute CD this is great for PvE, especially heroics. Interrupts, stopping a lot of damage early on, being able to get stupid achievements like the one from BRC - it has tons of potential use. Just awesome. Of course ,it's something we should have had for a long, long time - but at least we get it.

Wednesday, January 5, 2011

[Bear]FYI - looks like skull bash can miss

The rumors of skull bash's awesomeness and lack of need for hit (at least as a bear) appears to be a bit dead now, as logs have shown that skull bash can actually miss. Well, okay, it could always miss - but the interrupt can now also miss, and that means hit is actually more useful than it was.

What I'm not clear about is whether or not skull bash uses the melee or spell table for hit. More testing is required. In any case, make sure to have some backup hit gear just in case you're the interrupt guy; interrupts are a Big Deal nowadays.

Tuesday, December 28, 2010

[Druid] General comments on GC's recent post

Wanted to handle this separately, since it was a Big Deal over the holidays.

Ghostcrawler recently had a very big update on PvE and PvP balance, and actually mentioned ferals a couple times! I know, I was as shocked as you were. The whole thing is over at MMO-Champ, but the important relevant bits of ferals I've copied.

We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t want Assassination rogues to dismiss crit or Feral tanks to dismiss haste. We are considering making some physical attacks such as Lacerate, Steady Shot, and Slam scale with haste.


Okay, that doesn't sound THAT bad. Ferals shouldn't dismiss haste like they do now for the junk stat that it is, and improving lacerate and making it scale with haste sounds good, right?

Kinda. See, right now lacerate is the filler attack for bears. It's what bears do when Mangle's on CD and they have rage, or it's what they do to get Pulverize back up while waiting for berserk procs. This works not because lacerate has an awesome bleed, but because lacerate's threat and damage got boosted on the front. It used to be that the actual lacerate attack was pretty insignificant but the lacerate bleed was awesome; they changed that.

Why did they change that? Well, mostly because (I think) they didn't want bears to be doing thrash and swipe as their 'filler' attacks and only use lacerate for the bleed. They also wanted Pulverize to be less of a threat-negative situation.

Right now, haste could make lacerate dots tick twice as often per % and it still wouldn't be worth it. The bleeds just don't do enough damage or threat and the uptime of lacerate is low enough that it's not worth it anyway. Haste could only really improve how often the lacerate dot ticks; it's not like haste can make us gain more lacerate attacks. Thus, the only real way to make haste work better for ferals is to make the actual dot do more damage.

Which would put bears back in the 'backloaded, slow threat' mode that they were. Except...well, bear threat is almost entirely defined by maul and mangle. Pulverize is done almost entirely to make maul and mangle hit harder. Lacerate should be up on the target to make mauls hit harder. So even if lacerate is boosted, it's still a very small portion of overall threat.

As an example of this, let's say for argument's sake that the lacerate bleed component was a whopping 20% of overall threat for a bear. It isn't that - not even close. And it's not been that, either. 1% haste - 128 haste rating - would improve that bear's threat by .2%. If melee attacks are another 20% of overall damage that makes haste give a whopping .4% threat per 1% haste.

Not that thrilling, I know. And because lacerate bleed crits don't proc savage defense any more, you have the fun times of only improving your savage defense via the white attacks.

So...how do you make haste more attractive to bears? Here's a few ideas I had.

1. Make haste also improve avoidance directly. Have a deep feral talent that allows haste to give avoidance at 50% of dodge rating. Intuitive, easy, no real math. If that's too much, make it at 25% or something.

2. Make lacerate ticks crit at an absurd rate and be able to proc Savage Defense. Then improve them via haste. You'd need to get like an 80% crit rate on lacerate dots to make this matter, but it could really help.

3. Make white attacks have a chance to proc savage defense or some other defensive ability.

4. Nerf maul and mangle and make lacerate better.

5. Make pulverize not consume the lacerate stack. This alone would improve the threat of the bleed greatly.

6. Revamp bears to make rage matter for for survival and less for threat.

Of these, I really want 6 to be the case but it won't happen. The main reason that bears don't care about haste is that they don't care about rage, and they don't care about rage because threat isn't ever as important as survival. I don't think that threat is going to be nerfed hugely (though it might be), so it really comes down to making rage actually matter for a bear. What if a bear had to keep x amount of rage to keep their mitigation higher, by improving their armor? Or a bear took 1% less damage for every 10 rage they had stored? Or if barkskin, survival instincts and even savage defense required rage to use? Then we'd care about haste quite a bit.

But bears aren't rage capped. They're GCD capped. And rage only helps with threat. So...we just don't care.

Onto cats: the other statement in the big post was about druids in general (especially for pvp):
Even after we fixed their mastery, Feral druid bleeds still do a lot of damage and are undispellable. We plan to shift some of that damage back to main attacks. They are also a little too hard to control. Given that they are already hard to root, snare, or polymorph, we think the fear immunity from Berserk is too much.

So the fear immunity from berserk is gone. Oh well. Not hugely missed but it was very nice on a few boss fights, especially as a cat. As to shifting some of the damage from bleeds to main attacks - GOOD. 50-60% of damage coming from bleeds meant ferals were really funky on some fights. When they could establish a bleed rotation or at least establish rake and rip and they could tick for a good long time, ferals could rule. If a feral could get bleeds going on multiple targets at once, they could be good. But on fights where there was a lot of down time or rampup time, ferals kinda sucked. They took a while to get rip up, and often rip wouldn't tick for the duration anyway or couldn't be refreshed properly. Target switching was really lame. Haste, hit, and expertise all were ignored for bleeds since none helped bleeds do more damage once they were applied. It was just a bad move.

Really, I want haste to be better for cats. There are two ways to make that happen - either make bleeds scale with haste like they were going to originally or make bleeds do less overall damage and make white and yellow attacks do more. Note that ferals don't have a lot of yellow attacks to do; shred and mangle are basically it, and you don't want to mangle more than every 30 seconds (if you have t11) anyway. Still, haste making things faster and making more OoC procs, more white damage and more shred damage would be a good thing. It really doesn't have to be much to swing it that way either; simply make bleeds do about 10% less damage and make shreds and white attacks do about 10% more.

[Bear] Some early bear thoughts

A couple posters asked me to go back to writing some things about bears.

Well, they're fuzzy. And shouldn't be petted.

K. Happy holidays!





Oh, fine. Real things to consider. Let's start with some basics:

1. Interrupts and taunts cannot miss. Note that the interrupt attack (like skull bash) can miss, but the actual interrupt effect will never miss. This has been confirmed by repeat experimentation a ridiculous amount of times. This means that other than threat (and savage defense procs), there is no reason to gear for hit as a tank.

2. Parry haste does not exist for anyone. For players, for mobs, anyone. That isn't to say that mobs can't parry - or that they don't quite a lot - but it does mean that using expertise to get less of a chance of gibbage is a bit silly. Thus, other than threat (and savage defense procs) there is no reason to gear for expertise as a tank.

3. Haste improves the speed of autoattacks for bears. This improves rage generation slightly, but only slightly. It can slightly increase the number of SD procs you get, but only barely. In theory it will let you maul more, but not a whole lot more; mauls are usually a function of damage intake, not white attacks. Thus, other than threat (and savage defense procs) there is no reason to gear for haste as a tank.

4. While vengeance improves savage defense, it does have a fairly high ceiling. For most bears this means that they are not vengeance-capped (where vengeance is equivalent to 10% of their health). Which means adding more health does not improve mitigation; just because you have more health doesn't mean you'll be hitting for more via vengeance. This will vary between tank to tank and encounter to encounter; I expect that as you get into heroic raids you'll start pushing the limit of vengeance stacking and it'll improve again. But for the most part, stamina doesn't help mitigation (stopping damage intake), it only improves survival.

5. Most of the time stamina isn't helping survival all that much. We are at the point where effective health is not nearly as relevant as taking less damage and being smart with mechanics. Tank healing is pretty simple as long as the tank doesn't screw up a mechanic. Tank survivability is quite high; I've been able to survive for 20 seconds without external healing - and that's with a mishmash of tanking and dps gear. There aren't that many fights where the tank is going to be taking a ton of damage, at least not on normal modes; Heroic Nef hits for about 70-80k on a tank in normal 25-man, and he's by far the worst offender. What this means is that stamina past a certain point is just not that great. Gone are the days where bears got way more multipliers for their stamina, and gone are the days where a stamina gem gives 1.5 times the benefit it does to other tanks. Stamina is not the be-all, end all of a bear's use.

What all of this means is the following:

1. For heroics, don't bother stacking stamina unless your gear level is very low (like, just barely able to go into a random). Stack agility and reforge the highest value to dodge.

2. Understand the fight and be able to redo gear cheaply. Flasks for agility are good (especially since the stam flask isn't as good as it should be). Swapping cheap enchants is another idea. Use justice points to buy second sets of gear and redo them for stam and agility.

3. Threat is largely unimportant right now. If you're really concerned about it chances are you're doing something wrong; on a single target fight it is very, very hard for dps to touch you past 10 seconds.

4. There's no reason to worry about misses on important stuff.

The end result of all of this is that agility is Very Good. Mastery is Good. Crit rating is Good. Stamina is Good (to a point). Dodge (which gives about 50% more dodge% than agility does) is Good.

Hit, Expertise, haste, strength, AP? All meh.

Which, interestingly enough, is very similar to what the priorities are for cats. Other than dodge, that is.

And armor. Oh yeah, armor! If you are going to go stacking effective health despite what others are saying, keep in mind that armor improves both survival and mitigation. Also keep in mind that the best heroic armor trinket - Heart of Thunder - has worse armor than the worst old trinket you can buy - good old Glyph. If you can get your hands on a Petrified Twilight Scale it's well worth it.

Some other fun tricks:

1. Entangling roots is awesome. You're the only tank out there that has not only one CC but two. Both are situational and not perfect, but both are great and are good in a pinch. Know how to utilize them in various dungeons. Get used to them.

2. Remember that you can shift out of snares. There are a TON of snares in dungeons now - Ozrek's paralyze is a good example. Instead of waiting for the damage to free you, why not free yourself?

3. Get used to Line of Sight. You don't have an easy silence but you do have a ton of LoS abilities. This helps a ton with caster pulls. Otherwise casters should almost always be CCed; you can take a lot of physical punishment but don't have the control of caster that other tanks do.

4. Remember that skull bash is a short charge, too.

Wednesday, December 8, 2010

[Druid, general] Yeah, I heard there wuz a Cataclysm

No excuses; I've just had too much stuff going on recently. But I'm around. Fortunately, awesome bloggers galore are out there.

For starters, on cat DPS: don't use the built-in weights of wowhead for cat DPS. They overvalue mastery and undervalue agility and weapon DPS significantly. Instead, use the great results that were generated by Mew and provided by Alaron at Fluid Druid. The only thing I've done is save the filter that he used in a link - he did all the heavy lifting, and even did a gear list for cats that is mostly complete.

For your bear needs, I point you to the inconspicuous bear, who really rocks. Hasn't done a gear list yet, but a lot of it looks much like you'd expect it to - stuff with sockets and stamina for leather, stuff with lots of stamina and dodge on jewelry (though the jewelry looks competitive from both dps and tank side). A quick and dirty bear weighing can be found in the Elitist Jerks bear thread for both pre-heroics and post-heroics. As pointed out by Alaron, the important thing isn't to quibble about how close things are to each other, it's to get something in the same tier of good gear - and towards post-heroics there really aren't that many choices.

I've updated the sidebar with the quick wowhead links too.

Why dodge and not mastery? With mastery getting nerfed after 4.01, dodge rates already fairly low, crit rates WAY lower and overall things hitting you for metric butt-tons of damage, mastery doesn't work quite as well. When you can regularly absorb every non-dodged attack by 8-10k, it's great. When it works about 1/3rd the time, absorbs only 8k out of 80k, and isn't reliable? Compared to dodge, it's crap.

On leveling: well, chances are you're already 85, exalted with everyone and raiding. If you haven't started yet, I would recommend (as a druid) doing Vash'jir. It's not nearly as populated and seal form gives huge, huge benefits to a druid in the zone. However, as soon as you hit 82 get to Deepholm and do as much Therazane (specifically, this questline which opens from this one) as you can. Then get 83, do Uldum, then once you're 84 do Twilight Highlands. Don't bother completing each zone at this time; the leveling gulf is brutal, and it's much more efficient to quest in the harder places.

One of the things I'm going to work on is a set of gear that you might miss if you don't do all the quests and where to go for those. That's mostly because I like that sort of thing. If you'd like to see something else, please ask.

Thursday, October 14, 2010

[Bear] FAQ for 4.0.1/Cataclysm

Gah! So busy. This needed to be up, like, yesterday.

Introduction

Q: What's the point & purpose of this FAQ?
A: Short & simple answers for people who want a quick fix. You don't need to have followed the beta changes since day one. This is for those who didn't read everything on EJ, didn't pour over changes and just want to know what the heck is going on.

Q: You're wrong! My research says blah!
A: Maybe. And if so, point it out and I'll correct it. But I warn you - I do a lot of research and I'm good at it.

Q: But what about 5-mans? Or PvP?
A: I don't care. This is for bears who are MTing 10 and 25-man content, especially 25-man. It is probably suboptimal for other choices.

Q: You smell, and I hate you!
A: Enjoy the WoW forums then. I get flamed over there all the time too.

Q: You don't talk about trash mobs, enchants, or detailed gear selection!
A: Nope, this is quick and dirty. I've talked about professions, gear choices, various good stats and other things elsewhere.

Q: You're just repeating stuff on EJ, Tankspot, and Toskk's forums!
A: Largely yes. That's kind of the point - I do the reading so you don't have to.

Mechanics & play changes:

Q: What rotation do I use?
A@80: For single target it's mangle when it's available, lacerate if there is no lacerate on the target, swipe when it's available, pulverize to keep the buff up after 3 lacerates, lacerate otherwise. Faerie fire if you're in a low-rage situation. Maul if you're in a high rage situation. For multitarget it's largely the same, save that you should prioritize spreading lacerates around to proc more mangles if possible. And start the pull by thornsing yourself.
A@85: For single target it's mangle off CD, lacerate if there is no lacerate on the target, thrash off CD, swipe off CD, pulverize to keep the buff up and lacerate otherwise. Faerie fire when you're low on rage, and maul if you're in high rage or need a quick boost of threat. And start the pull by thornsing yourself. On multitarget, rotate between swipe and thrash and lacerate otherwise, throwing mangles and mauls in when you have the rage.

Q: Stack lacerate to 3? But I thought it stacked to 5?
A: Nope. Lacerate is only three stacks. And even better, the damage it does to start with is significantly better, and the dot is pretty weak. Which makes it quite spammable.

Q: Pulverize is that good?
A: Yep. Pulverize helps with more savage defense, helps with rage, and does a good amount of damage by itself.

Q: So the single target rotation uses both of our AoE abilities?
A: Yeah, at least right now; both do significantly large amounts of threat and damage.

Q: What's thrash?
A: Thrash is an ability learned at level 81. It's great threat and applies a bleed.

Q: So no more swipe spam?
A: Nope! Swipe has a 6-second CD, as does Thrash. You'll want to plan to use swipe based on the fight and make sure that it's up if adds spawn at a specific time.

Q: So no more faerie fire?
A: Faerie fire costs no rage but isn't that great in terms of threat any more, at least not compared to lacerate.

Q: Wait - so what happened to mangle? What's the new berserk thing?
A: Berserk now gives a 30% chance to your lacerate ticks to reset mangle's CD. There isn't an improved mangle any more - but the lacerate ticks mean that you have a good chance to get extra mangles if you're paying attention. That means lacerate should be up all the time (it should be the first thing you do after pulverize) and ideally you should pulverize only right after a lacerate tick.

Q: All my attacks had /cast maul associated with them - should I keep doing that?
A: No! Maul has a 3-second CD, is off the GCD (so you can use it whenever) and doesn't do nearly as much threat and damage as it used to. Plus it's a huge rage sink, and chances are you don't want to mess with your rotation too much to use it. It's better used in multitarget situations or at the start of a fight to get a good threat lead.

Q: So the magic number for defense was 156 defense rating or 103 resilience rating before. What is it now?
A: 0. Bear form & Thick Hide automatically take care of being uncrittable.

Q: What are the new cooldowns bears have?
A: Survival instincts has changed to be a true shield wall - 60% reduction every 5 minutes. Barkskin is unchanged. Frenzied Regeneration (with the glyph) is now sort of like the old survival instincts but doesn't increase your current health unless you're very low, but adds the guardian spirit ability. All are very strong.

Q: Okay, those are pretty big changes - what else has happened?
A: Skull Bash is your new interrupt. And it's a mini-charge too!

Q: Anything else?
A: Vengeance is pretty neat for bears. Especially since Vengeance combines with Savage Defense to make blocking kinda ridiculous at times.

Q: Wait, Savage Defense? Isn't that kind of a lame skill?
A: Not any more! With it being modified by mastery, increased via vengeance and being fairly large anyway it means big, big blocks quite often.

Q: So what other goodies am I getting come Cataclysm?
A: Not a lot, sadly. I mentioned thrash, which feels like an answer to a question that doesn't matter any more (how to tank lots of mobs easily, which you shouldn't be doing!). At 83 you get stampeding roar, which is somewhat neat but has such a small radius currently it's not super useful. Still, it's another dash and it's in bear form. And at 85, you get wild mushroom...which is essentially as useful as hurricane.

Q: What's with innervate?
A: It's horrible now for ferals; it gives back mana based on the caster's mana pool.

A: Yeah, it's a bad design. I hope it goes away soon.

Q: is there any good news?
A: well, you can use tranquility to heal anyone, sort of like a divine hymn, but unless you have nurturing instinct chances are it won't be useful.

Gear:

Q: Where's all my extra armor?
A: On leather, extra armor is long gone. On nonleather there's a bug that removed a lot of it; it should return soon.

Q: So what, we're supposed to wear rogue leather?
A: Yep.

Q: That sucks!
A: Not really, not any more. Most leather pieces have as much stamina as plate pieces do. It's not nearly as bad as it used to be.

Q: What rogue leather is best then? It's got all these weird-ass stats...
A: The only stats that help mitigation/avoidance directly that are on rogue leather are agility, stamina and mastery. Crit somewhat helps make more savage defense procs, as does hit and expertise, but they aren't big deals. And agility is huge now.

Q: How is agility huge?
A: Well, for a bear it gives crit %, dodge %and 2 AP per agility point. It's quite the one-stop shop for the well-to-do bear. Note that it doesn't give armor any more. Yeah, I don't know either.

Q: Mastery?
A: It's a lame name, I know.

Q: Okay, but that wasn't the question. What does it do?
A: For bears, Mastery increases the size of your savage defense shields by 4% per mastery point. This sounds wimpy, but it ends up being quite substantial; each mastery point at 80 increases absorption by about 400-500 damage, and that increases quite a bit with vengeance.

Q: But doesn't that mean PvP gear has the best stats for tanking then?
A: Yep! At least it has the best mitigation/avoidance stats. The PvE gear is better for threat. Sadly this hasn't changed in 4 years either.

Q: So great...I have to pvp now, don't I?
A: Not really. It may give you a small advantage, but since you can't reforge resilience away it loses a lot of item budget.

Q: Reforge?
A: Yeah! This is the biggest thing for bears in a long time. You can convert 40% of a secondary stat (not agility or stamina or strength) into another secondary stat that isn't on the item. For bears, this means that you can convert haste (which is pretty weak for bears) or extra hit into dodge rating or mastery.

Q: So what you're telling me is...
A: Yes! Tanking leather is back! Sorta.

Q: What about the non-leather items?
A: This is sort of a tough one. On the one hand, the tanking non-leather items can have extra armor. On the other hand, the DPS ones have agility and more threat, which can give more boosts. I'd recommend taking the non-leather tanking pieces with + armor when they exist, take the tanking trinkets that give stamina and armor, but look for high-agility and high-mastery jewelry otherwise.

Q: So defense is gone...what does that mean for gear?
A: It means look for gear with armor, agility, mastery, and dodge. Strength is okay but not thrilling.

Q: How about gems?
A: Stamina is still the king. Agility is better than it was before, but avoidance still isn't thriling compared to the gains you get from stamina.

Q: You have mongoose on your tanking staff?
A: Sadly Mongoose is still the best bear enchant at 80. At 85 there are going to be better ones, at least.

Q: Okay...what about other enchants?
A: In general, go for stamina and agility, then avoidance.

Talents:

Q: Wow. What happened to our tree?
A: It went boom. You now pick a specialization (feral) and then get talents roughly once every other level. The total talents that you can have at level 80 is 36, and at 85 is 41. And you can't get any talents from any tree other than feral until you've spent 31 points in feral.

Q: Survival of the fittest is gone! So is MANGLE? HOW IS I DON"T EVEN GAAARHRGHG
A: Relax. Both are baked into the feral specialization or part of Thick Hide.

Q: So what spec would you recommend?
A: At 80, you can't go deep into the resto tree - so I'd go with something like a 0/33/3 build.
A: at 85, you want to get perseverance and you might as well get master shapeshifter along the way, so you end up with a 0/32/9 build. There are a few options available for those points.

Q: There don't seem to be a lot of options for bears.
A: That's not a question, but yeah, you're right. Most of the talents that are somewhat situational are either completely suicidal (King of the Jungle) or just aren't useful for bears at all (like Nurturing Instinct). Your options come down to brutal impact, infected wounds or stampede, basically. Of those I'd recommend skipping stampede, as it's only useful at the start of a fight.

Q: What about natural shapeshifter/master shapeshifter?
A: Master shapeshifter would be good if it were only 2 points, but it's essentially 3. And natural shapeshifter is worthless. There's not a lot else to spend your points on, though.

Q: King of the Jungle?
A: One of the best cat talents, but only meh for bears. Nice for an early threat lead but not all that useful otherwise. And threat really isn't that big of a concern right now. Still, get it if you plan on doing any decent amount of kitty.



Other choices:

Q: What Inscriptions?
A: Mangle, Berserk, Lacerate, Frenzied Regeneration and Feral Charge. Also Challenging Roar. I'd recommend swapping between the rebirth and the thorns glyph for the third major.

Q: What professions?
A: Too early to tell, but my guess is jewelcrafting (since it's useful for all specs of druid) and either leatherworking or engineering.

Q: If I'm taking all these bear talents, how do I dps as a cat?
A: Much better than before. The main cat talent you don't have is King of the Jungle, but your shreds, rakes, and rips all hit fairly hard. You also are missing out on glyphs which hurts, but it's much better than it was before.

Q: Wow...you're a sexy theorycrafter. You're so smart when you explain things. Where can I find the places that you stole this from more information?
A: EJ forums on Cataclysm Feral druids - the big one.
Combat Ratings at 85, which talks about diminishing returns
Beta forums, which kind of suck right now
MMO Champion, which has the latest updates on specs and talents
Rawr, the best damn optimizer on the planet.

Plus a whole ton of places that I can't be bothered to mention.

Monday, April 12, 2010

[Druid] Druid Cataclysm preview thoughts

By now most of you will have seen the druid cataclysm preview at WoW, and seen countless takes on it. I'll try and not rehash it all, but instead point out some interesting bits you might not have seen. This (and the emphasis) is by GC and was brought to you by the fine folks at Darksend:

We do want to make sure that 10 player raids can get all of the major buffs a little easier. You should feel like most reasonable comps (3 warriors and 7 rogues is not what we'd consider reasonable) give you all of the major buffs and several of the more minor ones. There will be a little more consolidation than what we've described so far.

We are scaling back the magnitude of some of the buffs, as we did with Sunder Armor. We want you to feel awesome when you have strong good synergy, but we don't want the buffs to overwhelm say your gear or skill.
We're also planning on getting rid of any talent that buffs a buff. Any buff that is earned solely by talent needs to have a selfish component thrown in so that you don't feel like you should respec if someone else with that buff comes along.

Obviously things like Rebirth can't just be handed to out to more classes unless we did something like a second exhaustion mechanic for battle rez or whatever.
For now we're going to try the cooldown at 30 min again. In Icecrown's world of limited attempts, a 30 min cooldown likely meant you just cooled your heels until the cooldown was available again. In Cataclysm the hope is sometimes you'll have the benefit available but not every time, which scales back on how much of a game-changer it is.


Interesting, no? Battle rez going back to 30 minutes implies all sorts of things. It implies that limited attempts are going away (which they've mentioned as something they want), it implies that other classes might get a battle res, and it almost implies it'll show up in forms.

It's also implied that improved demo roar will be going away too. Which...awesome. Finally.

Anyway, I don't have a lot to say about the changes announced. They're useful, they get the job done, but they excite me not one bit. At least for feral; I'm excited about mushroom and treeform going away for different reasons. The changes that were announced that are concrete amount to:
  • A new AoE attack that does bleeding damage and has a longer CD (Thrash)
  • An interrupt off the GCD for cats and bears
  • Maul not a next-attack ability
  • Vengeance, which might not actually happen for bears at all
  • Stampeding roar, a raid speedup on a 3-minute cooldown for all druids (I expect there to be stampede rotations for certain fights, and guilds with 4-5 druids winning fights they shouldn't)
That's really it. The mangle change might make it in, but that's not likely to affect much. Bleeds being easier (likely a longer debuff) will likely make it in, but who knows?

There's really not a lot to go on. Nothing earthshattering like catform becoming a cooldown, or bears getting bloodlust, or ferals getting the ability to thunderclap while leaping.

The only really 'exciting' bit of news...which isn't that exciting, to be honest, is this set of sentences:
We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.

And that's really it. I love the idea of cats getting more utility; right now, cats are essentially a single-target DPS sponge that has a couple of decent raid buffs. They are...well, they're basically rogues in TBC. And that's really funny, honestly. Bears getting more buttons is all well and good too, so long as pressing those buttons is a decision point and not a cast sequence macro.

So...yeah. That sounds great. I was really hoping for more information on how bears' threat woud be balanced now that maul is gone from being 70% of our threat. I was hoping to hear more about other offensive and defensive options bears might have. I was hoping for more than 'interrupt' as a utility piece. I was hoping to hear more about how savage defense would be retooled in the face of all static blocking removed, and how it would scale with offensive abilities.

Now, of course, I am hoping for one and only one thing: wild mushroom in bear form. Think about it - wild mushroom (assuming it scaled with bear stats) would suddenly become one of the things bears have wanted for a while - a ranged aoe pull. And unlike consecrate and DnD, it's an AoE pull that does a lot of immediate damage to a group. It requires finesse and positioning, and does something no other tank has - ranged, burst threat to a whole pack. It would be an awesome (if totally hilarious) ability for a bear, especially compared to thrash.

Please, blizzard - let the bears have shrooms.

Wednesday, January 13, 2010

[Druid] The threat value of arpen

UPDATED: thanks to Ciopo I went and redid a bit of the math here; sunder and FF stack multiplicatively, the armor for a boss was reduced (from 13083 to 10643, per experimentation) and the math was redone. Turns out arpen is even better than I originally calculated. And thanks to Ramenchef at EJ, I've updated again.

In an earlier post I mentioned the value of
threat for every 100 points of itemization for a bear...and kind of glossed over one specific value, that of armor penetration. Here's what I said about it back in the day:
Now, this definitely doesn't do a good job of modeling armor pen, and I didn't want to go into the insanity of that; it's quite complex. It does do a decent job of it given that in general, bears aren't going to have a ton of armor pen.
That's all true, but it doesn't really help a lot. The real trick though is that bears are going to be likely swimming in armor pen by the time they're geared out to the gills; every single tier piece has it, all the offtier pieces have it (at least from icecrown directly), and even some of the weapons have it.

So what's the actual value of arpen on threat? How good is it? The TL:DR version:
Armor Penetration is the best threat stat for bears after hit and expertise.

First, we have to go back and revise some of our assumptions. We'll start with the boss base armor: that's 10643 (corrected from 13083), from experimental testing. That's kind of the assumed number. It might be off; anecdotally people have indicated that (as an example) the Mimiron tank and Vezax both had higher armor than this, but we'll go with that since its' the accepted value.

We'll assume sunder and faerie fire are both up on the target. Before anything else, these take off 24% of the armor since they multiply. (this doesn't stack the way you'd think with armor pen). So that's 10643 *.8*.95 = 8088.68.

Next we get into an odd thing, which is that armor pen can only affect some of the armor on the target. There's a lengthy explanation over at wowwiki about this from ghostcrawler and an even lengthier conversation from EJ about how he's slightly wrong, but the long and short of it is that the formula for determining the affectable armor by armor pen by a lvl 80 mob (it was thought to be towards a level 83 mob, but it's attacker level that matters) is:

(935/6)*80 + armor/3 - (44335/6)

Which ends up being the magical number of 7773.727 for a boss. That's the maximum armor that armor pen could remove, and the percentage that it goes against. So for example: if you had 700 armor pen, you would have 'removes up to 50% of armor'. The target's armor after sunder and faerie fire is 8088.68. You can remove half of the minimum of (8088,7773.727) which is 7773.727.

(7773.727*.5) = 3886.8635. This is the total armor that can be removed, leaving 4201.8165 left.

Now to figure out what that actually does, we go to the armor formula, which tells you the damage reduction by armor. That is:

(armor / (armor +(467.5*80 - 22167.5))) for a level 80 attacker and a level 83 mob.

For 4201.8165 armor, that ends up giving 21.6% damage reduction. Not bad, given that before this the armor reduction was almost 35%.

Okay, okay - enough about the math. Let's see what the threat values are. Again, this is a mangle/ff/lacerate/swipe rotation, assumes lacerates don't fall off, and doesn't take into account any T10 bonuses.

We'll start with the basic idea that you're expertise soft capped on dodge (132 expertise) and have 100 hit. You have 10k AP and a 40% crit rate. For a 3 mangle/3lacerate/3 swipe/3 FF rotation, your base TPS is 5131.187 with 0 armor pen. And here's how we scale with 100 armor pen:

armor pen

TPS

difference

0

5412

100

5517

105

200

5626

109

300

5741

115

400

5863

122

500

5992

129

600

6128

136

700

6272

144

800

6425

153

900

6588

163

1000

6762

174

1100

6948

186

1200

7146

198

1300

7360

214

1400

7586

226




Yep, that's right - at the highest level of arpen arpen gives 226 total threat per 100 points of it, which is huge! Before you look back at that prior article note that this is relative; at that same level of arpen expertise is worth 220 TPS per 100 rating, and hit is worth 240. All the stats go up in value as arpen improves. And this is with some fairly vanilla stats (no haste for instance); numbers will change some.

Still, even at lower levels it's worth a lot more than I had anticipated. It's certainly worth more than 100 haste or 200 AP, as an example.

Why is that? Well, part of it is simply that bears have big, meaty attacks that do a lot of damage. Maul and Mangle are good, and swipe is up there too. Only FF and the lacerate bleed don't benefit from it. Also, the benefit is fairly high on a per-point basis. I'm a bit more surprised that the static threat values from maul don't overwhelm this, but apparently not.

And part of it is the scaling nature itself.

Now, what level of arpen are we looking at? Just based on my prior list for 264 gear, you have something like this:

Vengeful Noose - 80 arpen

For a total of 496 arpen! Yikes. At that level, here are the values of stats per 100 rating (assuming 100 hit and 132 expertise):

hit: 185 TPS
expertise: 168
arpen: 129
haste: 86
AP: 76
crit: 69

In this situation, arpen becomes the next best threat stat after hit and expertise, and it's almost competitive. At higher rates it does become competitive with expertise - but hopefully as a bear you're not quite at the point where you're trying to reach the hard cap of armor pen.

I'll go back and amend the previous values. I may end up changing the weighings for itemization, but I suspect it won't matter that much one way or another.

ETA: you can check my spreadsheet out over at google. It's a bit messy, but it does have the various numbers and formulae.