- 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.
Friday, April 22, 2011
[Bear] The flood of bear gear in 4.1
Friday, April 1, 2011
[Bear] The best case for Savage Defense
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
[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.
Thursday, March 17, 2011
[Bear] Agility vs. stam? No, that's not right
- 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
Thursday, January 6, 2011
[Bear]The most important PTR change for 4.0.6 is...
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
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
We’ll make a pass to make stats that aren’t attractive (but are supposed to be) more attractive. For example, we don’t wantAssassination 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.
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.
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
Wednesday, December 8, 2010
[Druid, general] Yeah, I heard there wuz a Cataclysm
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.
Thursday, October 14, 2010
[Bear] FAQ for 4.0.1/Cataclysm
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.
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 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: 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?
Q: Anything else?
A: Vengeance is pretty neat for bears. Especially since Vengeance combines with Savage Defense to make blocking kinda ridiculous at times.
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: 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: 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: 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
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
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.
- 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)
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.
Wednesday, January 13, 2010
[Druid] The threat value of arpen
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.
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.
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 |