Showing posts with label druid. Show all posts
Showing posts with label druid. Show all posts

Tuesday, November 1, 2011

[Druid]Pandarian Talents, cat bugs, and legendaries

So hey - I have another child. That seems a lot more pertinent than anything else I could post. He's more than a month old and is one of the easiest babies ever. Welcome to the internet, Joshua. It's a scary place, but at least there are lots of boobs everywhere you could look.

State of the current game: more broken crap

On cat bugs: I haven't seen this reported nearly enough, so I'm doing my part. Reesi of Inconspicuous Bear found a wonderful bug where bleed buff effects other than Mangle do not actually boost shred damage. This is especially important if you have a rogue putting up hemo, as hemo overwrites mangle. Note that trauma does work, but tendon rip (hunter) does not. As of this posting they have not addressed or fixed this. So cats - if you've found your damage dropping suddenly when a rogue switches specs for some reason, now you know why. The 'solution' if you want to call it that is to yell at your rogues or, more likely, put up mangle manually every time it drops. And yes, that messes up all sorts of things like Ovale.

Mists of Pandaria: fare thee well, Antitank

On MoP: I was not particularly impressed. Mostly because I think Blizzard didn't do a very good job selling it to the raiders. Lissanna loves that we don't know who the end boss is, but this also means there's not a lot of excitement about who the next boss is. This is the first patch announcement ever (expansion or patch) that does not focus on the raid as the primary thing to deal with. So if you're a raider there wasn't a lot of info for you as far as things go.

I will miss the bearcat ability. I will especially miss that ferals are no longer both bear and cat in word or deed. This was a feral's identity for their entire lives, and it is no longer the case. It can be incredibly frustrating as a tank to be balanced around cat abilities (and vice versa) and it caused all sorts of pain in pvp. Rationally I understand the change and realistically it will not make a lot of difference, but emotionally it makes me a bit sad. Goodbye, antitank.

I do not like the talent tree removal. I am happy with the new talent tree system to a point, but I like in games when they have a clear differentiation between people who know how to play and people who do not. When all you do to differentiate yourself from the countless other class/spec combo is pick 6 choices that don't mean a lot, it's not really that great. Furthermore, choice with consequence is a Fun Thing in gaming. That's ultimately what a lot of gaming is all about - making choices and then seeing if they work or fail. And they're removing that.

Monks: what druids have always wanted to be, sorta

Drunken tanks that look like bears but have cool animations? Melee DPS with lots of movement and no autoattack? Healers that get into melee and have good defense? Wow, that sounds great!

For druids, here's something that's going to be interesting: I will bet you a shiny nickel that there will be at least one legendary that will be usable for ferals this expansion. Why? Because I believe they will make sure monks get a legendary, healers already recently got one, they've already done the two paired weapon idea and a legendary agility staff makes a lot of sense as far as a Mighty Quest. I could be wrong; they could go for a legendary awesome sword or something. But for monks their iconic weapon is a staff; I think we'll see a legendary for them that also happens to be usable by ferals.

The meat - the new talent tree and how to make it right




But I don't want to dwell too much on this; what I want to talk about is the new talent trees and how they can work for hybrids. Multiple druid authors have talked about how the talent trees presented for druids do not offer particularly interesting choices for most specs, and that is ultimately a weakness of this model and hybrid specs. It's easy to offer choices for rogues when all three trees are DPS, but how do you offer choices that matter for a class that can tank, DPS and heal?

We've seen some similar options for things like Guardian of Ancient Kings. That's a model for one of the three cooldowns on a given tree, but it's going to feel a bit annoying if that's what it's always like except for four modes. Still, it's a starting point. Keep that in mind.

Here are some rules as to what not to do:
  1. Do not force a form. Anything that requires or puts you into a specific form is immediately unusable for a bear (unless it puts you in bear form). It's also unfun for most everyone else; why does a moonkin want to get stuck in cat randomly? These things hearken back to the days where warriors could only do certain essential things in certain stances. It was something they thankfully removed and should not do here. This sadly removes two of the three movement related abilities in the first tier right off the bat. The good news is that those abilities would be totally fine if they simply removed the 'in cat' part and this would make a good tier for druids. This is probably the biggest 'loss' throughout the tree; multiple tiers focus on 'cannot be cast in x' or 'when in y'. Don't do that!
  2. Do not focus too heavily on one spec. Tier two (an instant healing spell and a special healing spell) both do that here. Cenarion Ward should be part of the resto kit, not a talent that anyone can take; why would a cat or moonkin take this most of the time when they could instantly heal themselves 30%?
  3. Have a PvP 'tier' but make something useful for PvE. This is not a choice if there's only one thing remotely valuable for PVE. I'd be actually fine with an entire tier having nothing but PvP value talents - but do that!
  4. Shapeshifter: sorry, but shapeshifting as the 'thing to do' for druids is no longer a mechanic and hasn't been one since BC days when T5 came out. It's been 4 years since this mattered. Please don't force moonkin to go cat. (not that bears or resto care about that either). I actually like the 'emergency awesome druid' as a cooldown, but that needs to be put in some kind of tier where all the fun things are. It really shouldn't be the level 90 tier; that tier should be the OMG awesome tier where every talent is amazing and you want all of them.
So based on that, what works? I'm using the calculator over at wowhead for reference.

Tier 1 has one talent that is okay - Feline Swiftness. The rest would be fine if the cat functionality was removed. This in general is exactly the sort of talent tier that druids should have; everyone wants movement abilities, but short cooldown vs. long cooldown vs. passive boost are all useful in various places.

Tier 2 is entirely too healing-centric. The only one that is generic is Renewal. Nature's Swiftness is not good enough compared to it and Cenarion Ward is far too specific and too healery. Realistically Nature's Swiftness should also massively boost some DPS ability so that it can also be a DPS cooldown or make it a group heal ability instead of the personal heal of Renewal. Cenarion Ward should be replaced with something along this vein.

Tier 3 is actually almost fine. Faerie Swarm needs to not be bear-centric and be great in all forms (resto doesn't care). Mass Entanglement needs to be castable in bear or cat, though it's not that useful for cats. Typhoon is perfectly fine and usable regardless. I would like to see Faerie Swarm have more use in general and specifically for resto use.

Tier 4 is almost perfect except for Wild Charge. Wild Charge really should be in the movement tier. Incarnation and Force of Nature are both fine Guardian of Ancient Kings-style CDs that could each have their own pros and cons. They need a third ability like this. Wild charge is a perfectly great ability but it doesn't belong here.

Tier 5 suffers the 'usable only in form x' issue. It's flavorful but not good game mechanically. The abilities are also kind of useless outside of PVP or tanking as well; these (like tier 2) are far too tied into a specific form. Bear hug should be specific to tanking and be a tanking-talent (if that), Ursol's Vortex is probably a good pvp talent and demo roar is really something that should be baseline bear. This entire tier probably should be reworked.

Tier 6 is...offensive. If you look at other T6 abilities for other classes they get things that are simply amazing. Just...wow. Death knights get a LK ability. Paladins get three great CDs. Priests get two great CDs. Rogues get shadow dance and killing spree. Warlocks get three talents named after the biggest badasses of the burning legion.

Druids get the ability to become emergency crappy druids, to force you to shapechange to get maximal DPS (hah!) or to heal yourself, which they already saw in another tier. Really, disentanglement should be nerfed and replace Cenarion Ward in T2 ( make it 10% health every 30 seconds and it's probably good enough to compare with Renewal). But these other two choices? Bah. Becoming herobear every 6 minutes is neat, but it's not exactly something you're looking forward to doing. Master Shapeshifter is horrible in every way possible; a bad idea and a bad implementation of a bad idea. This whole tier needs considerable work. Probably the best thing to do is make the T4 talents really really great and move them to T6 so that you're looking forward to your amazing CDs that you can get then. Then, change T4 to be a fun tier, have Heart of the Wild stick around as one of the two talents, and add two more 'herobear' level talents there as well. What those might be? Not a clue right now. Possibly Nature's Swiftness as one candidate (in all forms). Maybe some incarnation of Cenarius that turns you into a centaur and allows you to do all casting while moving while also granting bear/cat some boost?

I do think that this talent system can work, but they're going to have to be very thoughtful about how to do it for hybrids. Paladins, Druids, Monks and Shamen are all going to be tough. Warriors, priests and DKs a bit less so.

Tuesday, March 29, 2011

[Druidl] Antitanks in Cataclysm part 2: enchants, gems, gear and reforging

Continued from the last post.

While Reesi and Tangedyn (note: no guarantees they'll stay in their feral spec/gear) did an awesome job about what to do for the spec and glyphs for a hybrid build, I didn't see a lot on the gear. And...I still don't. Probably because it's a lot harder to evaluate.

Also a note on the glyphs: don't be afraid to take a stack of disappearing dust and swap glyphs as needed. You should be doing this on a case-by-case basis anyway. If you don't use feral faerie fire, the glyph for it is not great. If you're not hitting multiple mobs, why take maul? The prime glyphs are almost always going to stay the same for any fights that have you using hybridity, but if you're just tanking swap them out!

For this I'll give two choices: max DPS and max survival. The Max DPS will give some credit to survival (and vice versa) but ultimately what you need is up to your role; if you're primarily DPSing with occasional tanking light stuff max DPS should be fine. If you're tanking all the time you'll likely have to go with maximum survival.

Gear choices:
The best stat for a hybrid set is agility. Everything should have it. That's true for DPS or survival. The second 'hybrid' stat is mastery. This is the best secondary stat for cats and the second-best for bears. So far, not a lot changes, though your gemming priorities may change somewhat (favoring agility gems over anything else and disfavoring stamina over agility/hit gems).

For max DPS go mastery above everything else. For reforging, the primary reforging target should be mastery if the gear doesn't have mastery. The second one should be expertise (if below the dodge cap), then crit, then hit. Why? If you're planning on being a bear expertise is going to benefit you from a threat perspective and from a savage defense uptime perspective more than crit or hit as long as you're below the dodge cap. After that crit and hit are fairly similar. As has been shown recently, going hit/expertise/crit/haste/mastery is really a matter of choice more than massive changes in overall DPS value for a cat.

For survival, the best secondary stat is dodge. Reforge the highest non-mastery stat to dodge whenever you can, favoring haste, then hit, crit, expertise in that order.

Avoid tanking rings, necks and cloaks. They'll be basically horrible for dps and do not give enough survival gains to warrant their value unless they're significantly higher ilvl (2 tiers) more than what you have.

Tier pieces:
On Tier pieces: the 4 piece for cat is very, very strong when going cat 100% of the time. The problem is that whenever you switch out of cat the buff disappears completely. That means that on any fight where you're switching back and forth every 30 seconds the buff is just going to not be worth it; using 3 GCDs to mangle just to have the buff for 30 seconds isn't going to be as good as having suboptimal stats for bear or cat.The 4p is pretty nice for bears too, but the actual pieces really vary, and for hybrids (especially ones caring about survival primarily) the biggest importance is ilvl over basically anything else. If you have the choice of getting a heroic non-tier piece to replace the nonheroic tier piece - for a bear, this is a good choice. For a cat it's a harder choice but likely the right one.

Note that the 2p for cats is just perfect in this setup as the rake will keep on ticking while in bear form. Yay threat!

In terms of what nontier piece or pieces you should have, it depends. For non-heroic content, Tsanga's helm is the best. It is the only helm with mastery. The tier helm has hit and crit, the offset from Cho'Gall has haste and expertise (ugh). A second choice is the Poison Protocol shoulders, which also have mastery. The Double Attack Handguards are also not bad compared to tier; at least they don't have haste.

For heroic, the best bet is the Sark of the Unwatched, which has crit and mastery vs. haste and expertise.

The best tier piece is the legs, which have crit and mastery and nothing is better at either level. Then the head, then maybe the chest due to the socket bonus being better. In a perfect world I'd go for (non heroic) Tsanga's helm, Double attack handguards and purchasing Morrie's and then going for tier legs and shoulders. For folks getting most of their gear via valor points by necessity you'll likely pick up the tier chest; buy a helm and then work on shoulders and buy Liar's handgrips. For heroic mode go for tier legs and helm, then Double Attack handguards, Sark and Poison Protocol shoulders.

Trinkets are interesting. Ideally you will swap trinkets as needed for certain fights and use others for others, but there are some 'much more better' ones than others here and there.
Max DPS:
  1. Fluid Death has high agility and a reforgeable hit to mastery. Good stuff.
  2. Essence of the Cyclone has the raw agility but the proc is almost completely useless for bears.
  3. Unheeded Warning has lower agi than many of the choices here and has a proc that is completely useless for bear survival (it doesn't even affect SD). Still, it's one of the highest DPS trinkets that exist.
  4. Tia's Grace is almost as good as Fluid Death for cats and actually a bit stronger for bears on most non-Heroic Nef fights due to the extra mastery. (But don't use it for Nef tanking!)
  5. Quicksilver Talisman has tons of agi and reforgeable crit. The potion part isn't particularly useful but it's a good alternative for a second trinket.
  6. Prestor's Talisman also has high agility but has a meh proc for bears.
  7. DM: Hurricane is similar but even more useless to bears.

Max survivability:
  1. Fluid Death has high agility and a reforgeable hit to mastery. It's likely the best hybrid trinket.
  2. Tia's Grace is almost as good as Fluid Death for cats and actually a bit stronger for bears on most non-Heroic Nef fights due to the extra mastery. While Fluid Death has more overall agility the mastery can overtake it, especially when taking smaller hits. (thanks, Nica!)
  3. Mirror of Broken Images only has a survival proc, but that it is mastery as the main stat helps both specs and the actual on use ability is amazing for this tier's raiding content.
  4. Vial of Stolen Memories is horrible for DPS, but between the high stamina and the huge dodge use (which will be very high in an agi-centric gearout), it can be very good - especially on magic-heavy fights.
  5. Symbiotic Worm is a good but not great stamina trinket; use it if you don't have the vial or need a ton of stam for some reason.
  6. Quicksilver Talisman has tons of agi and reforgeable crit. The potion part isn't particularly useful but it's a good alternative for a second trinket.
  7. Prestor's Talisman also has high agility but has a meh proc for bears.
  8. Bedrock Talisman is good for survival but completely useless for DPS.
  9. Essence of the Cyclone has the raw agility but the proc is almost completely useless for bears.
  10. Unheeded Warning has lower agi than many of the choices here and has a proc that is completely useless for bear survival (it doesn't even affect SD). Still, it's one of the highest DPS trinkets that exist.
  11. DM: Hurricane is similar but even more useless to bears.
For me personally the choice is clear - Fluid Death is a win for both specs. An alchemist is probably in luck too. After that the generic one would be something like Unheeded warning or Prestor's talisman depending on what you have. For harder fights swap to a stam trinket + mirror of broken images. Trinkets are the easiest, best way to customize your gear on a fight-by-fight basis, so really do collect them all.

Enchants:
Head:

While 90 stamina is quite hefty you may be fine with the stamina you have - in which case the 60 agi beats 35 dodge rating any day. The haste is useless for bears, but it's okay for cats. Note that this is a very good place to get a ton of stamina cheaply, so consider doing so if you need more health.

Shoulder:

While the Unbreakable Quartz enchant is solid, getting both agility and mastery makes up on the hybrid side compared to both. Again, if you need the stamina go with stamina - but otherwise this is a good place to compromise in favor of DPS and avoidance.

Chest:
Max DPS/Max Survival: Peerless Stats
No real debate here. The stamina is nice but this gives enough overall value that it's worth it.

Legs:
Max survival: charscale leg armor

Okay, so technically the dragonscale leg armor wins for DPS - but it's much closer than you think. 55 agility gives 110 AP as well as crit; based on weighings right now that's about 85 EAP vs 55 EAP, which is way smaller. So is 30 EAP worth 145 stam? In most cases you're not going to be able to find a better tradeoff than that. So I'd recommend in either case to go with the charscale legs.

Feet:
Max DPS: Major Agility
Max Survival: Assassin's step

If you can afford it I'd go with assassin's step in either case, but technically major agility is better for cats since they gain nothing from the movement speed increase while in cat form. Lavawalker is also a good choice for a hybrid that favors a bear.

Wrist:
Max DPS/Max Survival: Enchant Bracer Agility

Easy choice here. For leatherworkers it's a bit more tempting to go for the stamina enhancement,but I'd recommend going for the superior agility there as well.

Gloves:
Max Survival: Glove reinforcements (old world)

Yes, the glove reinforcements are still just that good for bears. Sigh. The mastery enchant isn't too bad though.

Cloak:
Max DPS: Greater Agility (old world)
Max survival: protection
For this I'd recommend having two cloaks if you can or going max survival here; the old world enchant is not super strong (22 agi isn't huge) and 250 armor is quite good for bears (it's worth about 40-50 agi for bear survival depending on the fight).

Weapon:
Max DPS/Max survival: Mighty Agility

Fortunately this is an easy choice.

Gems:
The primary goals for both specs is getting agility whenever possible. Where things differ is mostly in which hybrid gems you use and which sockets you go for.
For max DPS go for these choices:
Red: Delicate (agi)
Yellow: Adept (agility/mastery)
Blue: Glinting (agi/hit)

For max survival, go with these:
Red: Delicate (agi)
Yellow: Polished (agi/dodge)
Blue: Shifting (agi/stam)

Then we get to the metagems. And that's a problem. The metagem for DPS is at least a 3% dps gain overall; no single item or enchant or gem comes remotely close to how good it is. The metagem for tanking, however, boosts the one thing that bears are great at - armor. While that's a clear sacrifice, the second sacrifice is that the tanking gem also requires having multiple yellow gems, which are also a somewhat contentious choice. Ultimately what you choose is going to have a big effect, and since helms are hard to come by this may be really tough. Since I think that the hybrid build is about tanking first, DPS second I'd likely go with the austere - but either is a reasonable choice. Just make sure you understand what you're choosing.

[Druid]Antitanks in Cataclsym


(the antitank image from that article oh so long ago - because russian dogs with explosives strapped to them charging tanks needs to be shown at least one more time)


Recently we've got a lot - and I do mean a LOT - of various bloggers talking about the joys of feral hybrids and the greatness that is being able to do tanking and DPS in the same spec and the same gear. Reesi and Tangedyn from the Inconspicuous Bear do a great job of illustrating where it's useful and what the tradeoffs and considerations are for doing it. Alaron brought it up again (and that came from Wowinsider too). Even Jacemora got into the mix.

Hell, it's not like I hate it. I talked about it way back in the day. (Ironically the build is actually a bit less friendly now than it was then for this sort of thing.

It's all the rage! It's awesome! It makes you 100% more awesome than just having flight form!

And it's also really, really bad for some folks who want to play ferals. But I'll get to that at the end.

Here's the build I'd use (and am likely to switch to soon), if you were curious. The biggest pain point is the loss of feral aggression, which hurts. For doing dailies having nothing that boosts ravage also hurts, but not so amazingly. Because I took nothing that boosted FB, I did not take Blood in the Water either; while it is a DPS boost it is not such a tremendous one that it's required, and more importantly the chances to actually use it when you're tanking and swapping are pretty low, as you're not usually able to get a rip up and then reapply it with the CP necessary. The primary reason I'd switch is simply to get an idea of how to play a moonkin.

Here are some guidelines on when it is good and when it's not that useful.

When it's good:
  • When the tank is not tanking 100% of the time. Any time that you have downtime on tanking and would otherwise DPS is a time when the hybrid gear/hybrid spec can be significantly advantageous. As Reesi points out, doing 8k more DPS than the next tank is a good reason to bring you over another tank. Being able to do that regularly means that you can either afford to bring an extra tank and drop a DPS slot with little loss to raid viability or be able to bring more utility and survivability in your DPS and make up for raw damage with what you can bring. There are a lot of encounters in this tier where there are significant portions of the fight that you aren't actively tanking and which threat is not a primary concern (such as tank swaps) and Reesi does a good job of talking about them.
  • When you need to tank only for short amounts of time. Any time you're only tanking for a small chunk of time and that time can largely be covered by defensive CDs is a good time for a hybrid build. Druids are great for this because of things like barkskin.
  • When your raid for whatever reason likes letting tanks die. This is the herobear case Alaron talks about above, and it's vanishingly rare to happen - but if you find it happening a lot in your raid, consider this as a very useful piece of utility.
  • When bosses don't hit for a lot or avoidance is otherwise awesome. This one is crucial. This was the primary reason it was okay when I talked about the antitank stuff for WotLK - because bosses hit for almost nothing and avoidance was great since druids hit their stamina check very early, avoidance was much better - and because of that, agility was a big win. Aside from heroic Nef, the bosses this tier don't hit for a huge amount. As a result you can simply adjust gear slightly (using things like stamina trinkets) and have enough health to deal with most bosses while actually taking less overall damage. And since mana is an issue right now, this is a Good Thing.
Now the thing is that all of these things are true right now. That's good to realize. That's good to understand. But it's not necessarily going to be true in the future. Encounters will be designed with all tanks in mind, and those other tanks don't do things like get gear loaded with strength and crit on it. Bosses will hit hard enough to scare those tanks who are stacking stamina. Keep that in mind and make sure you understand when it's bad.

When it's bad:
  • When you're tanking 100% of the time. If you're the single tank with no swaps, there's not a lot of advantage to being a hybrid. You have more avoidance thanks to your gear selections, but you could have done that anyway if it was better - and chances are that you've reforged primarily to mastery, not dodge, which isn't as good. The difference between a bear in DPS gear and a bear in stam gear in terms of damage isn't so amazing; you get your dividends in dps not from doing it in bear with dps gear, but from going cat. So you're tradiing utility and potentially damage reduction (especially if you skipped infected wounds or perseverance) for...nothing.
  • When you're DPSing 100% of the time. Herobear notwithstanding, you are losing DPS if you're speccing this way. Even with pure DPS gear you lose somewhere between 5-10% DPS just from going this route depending on your talent choices. You can also lose some utility that most will expect from you - Nurturing Instinct is often the one that goes by the wayside, and a NI-powered tranq is about twice as good as a non-NI powered tranq. In this case, you're trading DPS and utilty for the ability to not get crit when...nothing attacks you.
  • When specialized gear really matters. Being able to hybridize is mostly a function of gear choice, not spec choice. The spec differences are fairly minor, and the glyph differences aren't going to necessarily kill you (though the 'important' ones are almost all kitty), but the gear choice is huge and is easily a 20-40% difference in damage for a cat. Between the meta, the enchants, the gemming and the reforging it's a very large swing in stats. If as a bear you need to have 200k health and a ton of dodge and mastery doesn't matter (like, for example, if you're going up against heroic Nef as the MT) being a hybrid won't help you. This was the primary death of the antitank in Ulduar times - things just hit too damn hard.
As Reesi illustrated above right now the number of encounters that require a 100% tank is not nearly as much as the ones that don't. And the fights that benefit from more DPS from a tank are more common than the ones that wouldn't. Right now, it makes quite a bit of sense.

Except...well, except the bad parts.

What are the bad parts? They're basically TBC all over again, is what.

If bears are the best tank to do things like tank some of the time, they will almost never be the tank that tanks 100% of the time on fights. If you like being a tank on every single encounter, this is bad news for you. If you like tanking 100% of the time on a single encounter this is also bad.

In raid guilds, bears will be deprioritized for tanking gear over the 100% tanks - and rightfully so. Why should they get that awesome tanking trinket if they only use it half the time? This is tough to deal with for some.

It's sometimes going to be a fight to get gear as a DPS as well. Why give it to you when you're just using it for offtanking? Shouldn't it go to a DPS who will use it to do more DPS more often?

Bears already have a prejudice towards them as being 'bad' tanks (mostly for their AOE threat and AoE mitigation). This isn't going to help.

And if you like being a cat - it's also bad news. If you don't care about tanking at all, if that's not interesting to you whatsoever and you like being a feral cat, chances are this is a huge hit. Feral DPS was already meh - but having the trend being doing DPS while not tanking and then tanking something? That's what raids are starting to expect from ferals. Being an awesome offtank means that a lot of time that's what they'll expect from you. They'll want that to be the case and want you to go tank and if you suck at it, or don't like it, or whatever - that'll be a knock on you.

And yes, it sucks hard for heroics. You'll miss having things like IW or skull bash on a 10-second CD, you'll miss that utility, and it'll not feel right. That's not a big deal, but it's something to consider; it's something I went through when I had my awesome spec for HAnub that didn't have 5 rage reduction on abilities. For HAnub it didn't matter; I was getting tons of rage and I didn't need it early. But for heroics? Ugh, it was like molasses.

And honestly? Feral DPS is so meh in raiding right now and ranged is so awesome that it makes a lot of sense to go feral hybrid/moonkin as your two specs; it gives a lot more flexibility while doing a hell of a lot more damage when not tanking. That's sadly the way it is this tier.

For me, personally, this is fine. I enjoy tanking, I enjoy DPS, and I plan on doing both in raids when I'm raiding. If it makes sense to go hybrid on fights because of tight DPS checks, then it's great. Being able to make other tanks cry unfair can be fun.

But it can also be fun being the main tank. And it can also be fun being competitive with rogues and warriors on DPS. And as long as hybrid builds are possible and having 'high dps while tanking some of the time' is a feature, it will be very, very hard to get improvements to tanking or DPS for ferals. Keep in mind that for every TBC-era feral that loved being the best offtank and loved being able to do tanking or DPS depending on what mood fit them and loved the herobear, there was a feral that was pissed off their class wasn't being considered for MT and didn't want to screw around with being a DPS - or a feral that loved being a cat but didn't want to tank at all. Hell, in Fire and Blood we had all three kinds of ferals at the same friggin time.

I guess that's where my animosity comes from (if I have any) - from remembering the arguments from people in my own guild that said that I clearly couldn't get the things like barkskin or shield wall or even a reliable interrupt because I can dps, and you shouldn't be able to both be as good a tank as anyone AND be as good a DPS as anyone. The niche of being the best offtank is not the most fun for a lot of people, and there is some genuine frustration there. Or not being able to be buffed for DPS because hey, you can tank! That changed quite a bit in WotLK, but there's a chance that things are going back to the old way.

My gut feeling is that because this is the opening tier things aren't hitting super hard - but they will. That tank damage and danger will start ratcheting up, and EH will start ruling the roost once again. When that happens and stamina, armor and resistance start making more of a sway on gearing choices I suspect that it won't matter on hybridization, and if you're a hybrid you'll be doing tanking only very rarely because you'll need two tanks who can be hit like a nail. But that's just a guess.

Thursday, February 24, 2011

[General]Site update, general thoughts

I've simply stopped posting much any more. Really, I've simply stopped writing much altogether about WoW.

This is mostly to do with me not raiding any more. Cataclysm hearkens back to the days where heroics were decently hard and raiding was challenging, and while that's awesome and everything I wanted improved, it's not nearly as easy to balance farming, rep grinding, valor point capping, and doing all the other things I like doing while also keeping a schedule of 4 hours where you do nothing else but play.

So raiding is done, at least as a srs bsns raider.

The theorycraft and news side of me has been...well, pretty down too. Part of it is that honestly, Alaron and Yawning were doing such a kickass job that anything I'd add would be largely irrelevant. With them taking up most of what was needed there just haven't been that many topics to discuss.

With them likely to be (or already) taking a hiatus, though, don't expect a lot more from me. The thing is that - and Yawning alluded to it - that feral has left me somewhat cold this expansion. Bears haven't grabbed me like I had hoped the dynamic rotation would have, and while it's not quite as boring as it used to be it's still not feeling like my abilities really...well, do much. And cats...well, I spent a lot of time on Alaron's blog talking about why I'm not really thrilled with ferals, but allow me to quote myself as I think this is the clearest indicator:

If you switched cata and wotlk in order, here are the buffs ferals would get:

-bleeds would be reduced in duration to increase the value of being on the target as well as making the rotation more potent.

Mastery changed to a scaling reduction of the opponents armor.

FB changed to use all available energy and do significantly more damage, buffed by bleeds and bleed modifiers.

Blood in the watermremoved to increase difficulty of rotation.

Swipe buffed by approx. 300%

Savage roar increases all damage instead of just autoattack, increasing it’s performance in the rotation and making the time on target more important

Berserk removes fear.

Shifting forms removes slows and snares

Fury swipes removed; it was not useful to have so much of the rotations damage on a noninteractive autoattack. This has been readers as damage to other abilities.

Instead of some attacks scaling with weapon damage all weapons have a ‘feral ap’ stat, allowing all feral attacks to scale with weapon damage naturally.

And that’s just off the top of my head. Yes, it’s nice to not be bound so much by arpen. Yes, skull bash is nice. The rest has been nerf after nerf, affecting either overall dps or simply the fun involved.


Add to this that ferals are underperforming both overall on DPS and in the melee group aside from one fight (Chimaeron) and you don't have the most compelling experience. At least I haven't. Things are easier, there's less to actually do, and it's not as fun for me. Other ferals differ, and that's awesome. But it's a good reason why I've been so malaise-y.

Then there's the 'we can't have nice things' function of PvP. It's amazing how much I miss removing snares by shifting. This was a really class-defining ability that really, really makes me sad to lose it. I don't pvp, and i don't care that much about pvp balance, so it's doubly sad for me; it's like I can't have nice things because out there, some other cat is thumbing his nose at people. Same thing with zerk removing fear; it's shocking how often I ended up using this in PvE. It's not something that's required, or something that's really awesome. It's just something that is nice, and you miss it when it's gone, and makes the class that much less fun to play.

But anyway, to answer some long-held questions that I seem to get all the time:

On weapon DPS: the weapon DPS is the best stat to 'stack' if you can for ferals; nothing comes close. But weapon speed or weapon damage don't matter in the slightest. All 200 DPS weapons are exactly the same as far as a feral is concerned. This is also why Unheeded Warning became so amazing for ferals.

On warstomp: sadly, it does have a cast time - and that means it can be pushed back on and (more importantly) you can't dodge while doing it. It's still very good for some things, but it's certainly not as great as you'd hope as a bear. It's actually a bit better as a cat, assuming you don't piss off the tank by doing so.

On stam vs. agility as a bear: stamina isn't nearly as awesomesauce as it was. Bears get roughly the same multiplier that other tanks do, so getting more doesn't help. Bears don't get a whole lot of gain from vengeance with that high stamina either; you get far more AP from agility. Most importantly, stamina marks in heroics are fairly small in terms of what you need to survive big hits. Longtime readers will remember that this was also the case for the Naxxramas era, and that didn't survive very long. I don't know whether or not stacking agility will be better in the long run, but if I had to bet on it I'd always bet on harder encounters having bigger hits to stress out everyone.

On capping hit/expertise as a bear: the only reason to do this now is for threat and to a lesser extent, skull bash (which is going away as a reason in 4.1). That being said, threat is kinda sketchy for bears and no other stats are remotely nice.

On capping hit/expertise for a cat: theoretically it is the least important thing to do. Realistically a lot of people have a much easier time with a rotation with high hit and expertise. Ultimately the difference between a hit and exp-capped feral vs a mastery/haste/crit feral is fairly small, so as long as you're stacking agility over everything else you'll be fine.

On the state of dps and ferals - yes, ferals are low. Yes, the simulators and the actual results agree. No, you probably won't see this as an issue if you're not in highly competitive raiding guilds. But statistically and mathematically this is entirely true: ferals are both doing poorly relative to overall DPS and to melee DPS (which is completely getting hosed so far this expansion). Any argument otherwise is essentially baking the numbers in a really quirky way. For instance, looking at the top 10 ferals and seeing that they are performing close to the top 250 overall (on a fight that favors ferals, no less) and thus declaring ferals are doing fine. Err...no. That being said, it's not hard to fix ferals to be more competitive: give them much better AoE and give them more base damage from either white damage shreds, or make their startup cost a bit cheaper. It's really not that hard to fix and ferals aren't so broken that they require a complete change.

On blue posts and ferals: no, ferals aren't getting a lot of attention. I don't know why either. I do know that it's much, much faster to bring up an actual broken problem to a person who knows a dev than it is to bring it up on the forums. One has a chance of being fixed. Another...almost never does.

I'll still very rarely post, and if you do have something you'd like me to talk about I'll be happy to. Otherwise I wish you the best of luck in Cataclysm. :)

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.

Friday, December 17, 2010

[Cat] Optional talents (that aren't optional) for cats


While Cataclysm's kept me tons of busy, it's been a fun busy. I love the new heroics and their difficulty level and requirements for encounter awareness and ability use. I love the look of most of them as well. The fights are interesting and fairly hard, and most importantly hugely unforgiving. Trash is hard and needs to be respected. Kill orders need to be followed. CC should be used, even creatively at times.

And normal modes of raiding have gone back to being very interesting in design and scope. Halfus, Maloriak, Theralon and Valiona, Omnitron, Magmaw - all have multiple phases and roles and a lot of movement and raid awareness. They really reward a good druid who can utilize all of their abilities and knows what to do and when to do it. I was very ready to bash Cataclysm's design and the 'coolness' of heroic modes compared to Ulduar, but so far the encounters are really great.

Part of the design for Cataclysm was to give everyone a chance to pick talents that were 'fun' or 'interesting' but didn't specifically boost DPS, because any DPS class that picked a non-DPS talent was obviously wrong wrong wrong wrong wrong. In any given build for a class/spec, this means (in theory) that you have 5 or so talent points kicking around that can be used for a preferential talent or two but you don't really 'need' in order to play well.

And today, I'm going to put that to the dirty, horrible lie that it is.

The basic cat build is something like this: the 0/31/6 build with 4 points remaining. Even with that you have some options that people are going to argue about - do you take Feral Aggression, Predatory Strikes, Stampede or Infected Wounds? You have to spend at least 5 points in some of those. Later on, do you take Brutal Impact, Nurturing Instinct, Survival Instincts or Primal Madness? Of all of those, you have to spend at least 8 points in there. And that's not even counting herobear/bearcat mixed specs that use something like Thick Hide or Natural Reaction! So you've got a monumental 12 points to play around with.

So even if we wanted to skip some of these talents we can't. Here's the dirty secret: many really aren't optional. Here's the list of talents that every raiding and heroic-queueing cat must have, and why:

Must haves:

1. Nurturing Instinct. Healing is very, very hard, and anything that makes it easier to heal you is good. However, that's not what makes this talent must-have. What makes this absolutely needed is the huge boost it gives to Tranquility. While it's on a very long cooldown Tranquility is something every druid should be using or ready to use in many situations in raiding, and being able to get a lot of healing out of it is important. It'll never be as good as a Balance druid's version, but it still is much better. Think of it as the new version of innervate; instead of giving mana back to a healer, it's giving mana back to a healer in the form of smart heals that heal for a ton.

2. Brutal Impact. The argument against Brutal Impact was that so many other classes have good interrupts that it's really not necessary. Okay, that's true in 25 man to a point - though there are enough 'random stack on this add' that that isn't quite as true, and it does add a small but significant charge effect.

But what about 10-man? In a 10-man you're probably one of 2 or maybe three melee. The chances of any of them having a good interrupt is fairly low. Chances are you'll have to have an interrupting team - and Skull Bash is just as good for it as anything out there.

Where it really shines is in 5-mans. While there aren't that many bosses that have 'must have' interrupts in 5 mans, there are a few. More importantly almost every single trash pack has interruptable abilities that do a ton of damage or cause chaos. If you can interrupt those, the runs go much more smoothly. Help your healers and tank out and go interrupt stuff. Learn how to do it now - because you will be asked to do it later.

3. Survival Instincts. This one is pretty easy to understand: every 5 minutes it's very, very hard to kill you. Again, another mana-saver for healers, a life-saver for you, and a very easy way to prevent damage by going bear, popping this and Frenzied regen. Get used to using it regularly in boss fights, particularly in heroics. It also helps go herobear and use this too. Raid strategies will be based around being able to use personal cooldowns to survive big attacks - and honestly Barkskin just doesn't cut it sometimes.

Most everyone expects you have this, and you do have it right?

1. Feral Aggression. This was almost must-have. The primary reason isn't the boost to Ferocious Bite (though that is a small DPS increase at 25% and less), it's the applying sunders instantaneously, 3 at a time, for 5 minutes. This is far better than the warrior or the rogue version. The rogue version takes energy, the warrior version takes rage and a GCD. Faerie Fire gets applied at range (usually before the fight starts), cats aren't GCD bound and usually can pool energy without any DPS issues and having all three sunders up early is a great boost. If you don't have this you're going to take up 3 GCDs and 12 seconds to put up all the FF stacks. While the GCDs don't hurt, this means you're going to be doing a decent amount less damage in those 12 seconds. What's worse is that all your friends are too. It isn't a requirement, but given that it boosts personal DPS and raid DPS and is the best way to put up sunders you should have it - just like you forced those warriors to sunder so the rogues didn't have to, you should too.

The rest are pretty much your choice. Note that if you take these talents you basically have 5 points to split amongst the rest of the optional ones - one of which must go into a tier five talent or less.

Some of you might be asking why Primal Madness is considered optional. The reason is that it's a very situational, small DPS increase. For two talent points you get 20 more energy, which by itself is half as good as Tiger's Fury. That's not great but is okay. The problem is that when the buff fades, you lose up to 20 energy right away. It's very rare that you can end at 0 energy just as the debuff goes off, so most of the time it'll be at best a very small DPS gain. You can in theory micromanage it so that you cancel the debuff just as you use the ability that causes you to lose the energy (for example, macroing shred to cancel the Primal Madness debuff) but even then you're likely to lose 4-5 energy simply from latency. It's just not that great.

So the reality is that you basically have 5 talent points to spend as you see fit outside of the above, and at least one needs to be in a tier-5 talent. This is one reason that it's hard to do the bearcat build - you have to skip out on at least one of those talents, and chances are it's either Nurturing Instinct (which is incredible) or Brutal Impact (which is mandatory for 5-mans). Or you gimp your bear slightly, not taking Infected Wounds or Pulverize. It's a hard choice, and ultimately one I can't advocate - even though there have been a ton of times I've had to go herobear and tank something for a while.

That being said - bear gear and cat gear have never, ever been closer. And if you want to be a herobear, all you really need is Thick Hide.

Friday, October 8, 2010

[Cat] Cataclysm cats part 4: the case for haste

Previous posts here:

After a lot of digging on EJ, I found good evidence for the haste regeneration formula, and it roughly corresponds to my somewhat loose testing so it seems to make sense. The haste energy regeneration formula is as follows:

energy regeneration/second = 10*(1+ haste%)

In other words, if you have 20% haste, you regenerate 12 energy/second. If that sounds underwhelming...you're probably right. At 20% haste, in order to gain one extra shred you wait 20 seconds. That's helpful, don't get me wrong, but with the sorry state of damage on shreds this isn't nearly as impressive as you might think.

Furthermore, the relative percentages of damage aren't close to what they are now. With the loss of arpen and the loss of Feral AP, melee damage is significantly less. Ironically bleeds are significantly more than they were before (or perhaps they're the same, but as a relative level they went higher. I'm seeing reports of bleed damage being as high as 50-60% of overall damage at raid-buffed levels, and melee close to 25-30%.

With melee that low and with bleeds that high, haste only improves about 50% of your total damage. If you assume that shreds are 20% of your damage (which is actually a bit high) and melee is 30%, each percent of haste does the following:

1% haste increases your melee damage by 1%, which increases your overall dps by .3%.
Assume the rate of shreds per a fight is roughly constant. In a 40 second period I showed that you have about time to do 7 shreds. This means that each % of haste in a 40 second period gives you .1 shred, such that 10% haste gives you one extra shred in that time. This equates to 1/70 more shred damage per 1% haste, or:
1% haste = 1/70 * 20% = .28%

The total gain of dps for haste is thus about .6% directly. In addition more haste gives you more combo points, which is potentially a source of ferocious bites - but only a small one. You'll get haste%/70*crit rate more combo points per % of haste in a 40 second period, which at 50% crit rate is about .07 CP per haste%. Not thrilling.

Sadly, this is about as good as I'm going to get without a simulator, but it roughly confirms reports from others about how well haste scaling and haste conversion is compared to other stats. This disappoints me; I want haste to be an awesome ability because haste is fun. Being able to do more things is more fun. Hitting harder, bleeds doing more, critting more often - these don't directly impact the rotation and ability to do actions like haste does. Sadly, haste doesn't look to be that great.

Note that if haste made dots scale, haste would immediately be competitive with crit rate and likely close to agility. Which...is what blizzard wants, right? Sigh.

Friday, October 1, 2010

[Druid] some groovy glyphs for ferals

Thanks to lissanna over at restokin, I have a better idea of what glyphs ferals are going to want come the 4.0.1 patch. Note that it's a very good idea to pick these up now if they're cheap, as if you learn them once you'll have them for the rest of your life. Note that I've not figured out exactly what is going to be best; I'm simply posting them to let you be aware of them. They are ranked in order of what I think will be best to worst.

Bear glyphs:

Prime:
Major:
Minor:
I don't think the faerie fire extension will be that critical, but it might be nice. And feral charge going from 15 to 14 seconds isn't that amazing of an ability unless they remove the dead zone and allow us to charge in and get the 15% haste.


Cat:

Prime:
Minor:
5 prime possibilities are interesting. The reason Tiger's Fury is so high right now is that Tiger's Fury appears to be one of the things they'll want ferals to manage, as it adds 15% more damage for 6 seconds. Being able to do this ability every 27 seconds instead of every 30 means that you'll get 11% more TFs in a fight, potentially, which gives a 3.2% DPS increase. Furthermore, right now DoTs don't update with buffs like TF, so you'll want to time it so that your rips and rakes are refreshed when TF is up. This might lead to an optimal rotation where you have this, the Glyph of Shred and the Glyph of Rip and skip the Glyph of Savage Roar - because if you do this you can always update your rips with 15% more DPS, no matter what. More testing is required of course.

Glyph of the Wild is included because of its ability to trigger Omen of Clarity effects very easily. With feral mana regen fairly low, being able to do this more often will be a good thing.

Thursday, September 30, 2010

[Druid]The 4.0.1 specs/gear/glyph post

Still working on the haste articles, which is proving a bit difficult in the mathy departments. The short answer is that haste is going to be awesome as long as bleeds aren't more than half our overall dps - but there's some good evidence that this might actually be the case. In which case...mastery is teh bombzors, and haste is teh sux.

Anyway.

Since it's very, very likely that the 4.0.1 patch is going to come out next week, I thought I'd prepare folks for the coming...uh...cata...err...patch day. Yeah, patch day. There's lots of articles about what you should be farming or what you should be doing in the final days. I just want to let you know how to gear and how to spec.





At level 80 you won't be able to get either perseverance or master shapeshifter, so you might as well go for some of the less useful talents in the tree - like Stampede and Fury Swipes. You could consider taking King of the Jungle instead if you have 4pT10, but I wouldn't bother - and definitely don't if you don't have 4pT10. Otherwise it's about as cookie-cutter as you can get; there are almost no talents in the bear arsenal that are nice to have, and most of the skipped talents are either entirely for cats or are super weak for bears.

For glyphs, here's what I'd use:
Glyph of Rip (right now you literally only have two prime glyphs for bears, so might as well)

Glyph of Maul (substitute Glyph of Rebirth for this if you like)

Not horrible, but I hate having that rip glyph.

For gear, you'll lose a LOT of extra armor from your armor rings/trinkets/cloak, so it's a good idea to pick up the higher ilvl gear without extra armor and get some of that stamina back. Double stamina trinkets are likely not a bad idea if the armor nerf on gear continues. Do consider getting non-'tank' rings and amulets as well for dual use; they'll have as much stamina as the tanking jewelry, and should be good options. As an example, the often hated Seal of Many Mouths is probably going to be one of the better pieces you can get. Remember that you'll be losing 10 expertise right off the bat, so replacing that should be up on your list; while things won't parry haste, it will be good to keep threat high. Similarly, Sindragosa's Cruel Claw should rival some of the better tanking necks out there. Gemming should almost certainly be stamina, since it now provides both health and some mitigation via vengeance-fueled Savage Defense

On reforging: haste is the least useful stat for bears given how GCD-focused they are; while it does increase rage income, it won't do so insanely well. As a result, you should consider reforging all the haste you can into mastery or dodge. My gut feeling is that your dodge% will be ridiculously high, so mastery will likely provide a better overall result of reduction of damage per point. If you really need to, get expertise or hit, but try to get pieces that have that instead.

For raiding, Bears are actually in a pretty decent spot. Their threat has been rebalanced significantly and mangle proccing off of lacerate combined with mauls every 3 seconds and very high frontloaded swipe threat and lacerate threat puts bears in a good spot. Savage Defense in a weird, backwards way ends up scaling with bosses...kinda...and certainly is better than it is now. Reforging helps bears quite a bit, and all that extra stamina on agility pieces gives bears tons of options they didn't have before. Skull bash even acts as a mini-charge of sorts, and the cooldowns are significantly better than they were. If you were tanking at a high level before, I think you'll be in great shape to tank now.




Similarly to bears, as a cat you can't get master shapeshifter, so those points have to go into the feral tree. This time, though, there are a lot more options. This build focuses more on utility and survivability, picking up Nurturing Instinct and Furor and skipping Predatory Strikes. In fact, that's the only dps-related talent that was skipped, and it was skipped because at level 80 you will have an absurd crit rate and don't need the boost to ravage.

The rotation hasn't changed at all, though the length of some of the buffs have. At level 80 it should be absurdly easy to maintain a rotation, given how fast you are with haste.

As to the glyphs, there's some interesting ones:

Glyph of Claw (which will be Glyph of FB)

Not the best options for DPS in the major glyph categories, but hopefully these will change soon.

In terms of gear, you won't have any armor pen - you'll be swimming in crit and haste. Your first goal should be to regem to hit the hit/expertise caps if you aren't already (including the missing 10 expertise from Primal Precision) then go pretty much all in on agility or haste. As I state below consider going for agility, since you can reforge to haste. Ignore crit rating; at level 80, in T10 gear that wasn't BiS, I had something like 82% crit rate. Because of that, the Arpen trinkets lose value compared to Herk or WFS, since you'll have such high crit rates anyway. DBW is still kinda awesome because of the trigger, however.

For reforging, you can't reforge to agility, so consider reforging to either haste or mastery. My money's on haste, but this is one of those things I'll have to test and retest. Numbers are (still) not remotely set in stone for ferals, so this is likely to change some. My gut feeling is that if the 4.0.1 patch comes out on Tuesday and it's anything like what we currently have, cats are going to be doing ridiculously low damage compared to what they do now - likely around half the damage. I'm not sure they're a reasonable option for any hardcore raiding at this point. Hopefully they fix things a bit more.

Friday, July 30, 2010

[Druid]Could it be - a Cataclysm talent tree that almost works?

With build 12644, the Cataclysm beta has a feral tree that is almost functionally useful. I say 'almost' because...well, you'll see. But it's certainly better than what we've seen before, and so far it's the most reasonable feral tree since the 31-point massacre.

For the first time one can spec bear or cat and not actually have to take cat/bear talents. That's pretty neat. Sure, most of the talents still don't do anything, others are not working as intended, and many of the actual abilities related to those talents aren't working properly - but who cares, right? Let's look at the talent trees.




This is a 0/33/8 build, in case you were curious. Most of the points are mandatory, though one could spend the last two points from Improved Feral Charge and put them into the last point of Natural Shapeshifter and one point in Master Shapeshifter. No purely cat talents are taken here, and anything that could give some survival as a bear is taken. It's a very basic build, but as stated above there's not a lot of room for flexibility here. All the talents that aren't taken are basically cat talents with marginal or negative usefulness as a bear. Even Natural Shapeshifter is just filler for Perseverance, as the mana cost for shapeshifting is absurdly low currently. Thanks to giving a mini-charge, I consider Brutal Impact to be mandatory for all ferals. I guess one could spec out of Infected Wounds, but there's really not a lot else you might want as strictly bear.

I do have to say I'm thrilled with the change to Feral Aggression; between it making it apply all three stacks at once, FFF not costing rage any more, and it being a lower tier talent it is much, much better.

One big problem here is that the resto tree, as far as ferals are concerned, is very, very poor. Furor still only gives rage back 60% of the time, but it's the best tank talent there is in the first tier. I assume it'll be improved and made 100% with three points, but that's still not amazing. Blessing of the Grove is useless for a bear, and Natural Shapeshifter is almost useless. It's all filler to get to Perseverance. Then we have the rest of the tree, and one can literally take every single talent that affects bear performance positively with the points. I'm assuming that Enrage still reduces armor (it does currently) - in which case King of the Jungle and Primal Madness remain cat-only. So while the tree looks workable, it's not exactly fun, and there's certainly not a lot of agonizing over what choices to make.

Similarly, let's check out the basic cat build:



This is a 0/34/7 build. And similar to bear, there's not a lot of 'choice' here, though there's a bit more than bear. I'm assuming that Predatory Strikes remains mostly a pvp talent, as doing three rakes at the start of a fight with a 90% crit rate sounds like a stellar way to...pull aggro. While Natural Shapeshifter and Master Shapeshifter are marginal (4 talent points for 2% crit) there's really not a lot of option to spend it on otherwise. The only cat-like utility that could exist is Infected Wounds; I elected to buy Survival Instincts and put the final point in 1/3 Furor. And again, given that it gives you a 10-second charge, I consider Brutal Impact a mandatory talent.

Again, the resto tree just sucks for ferals at this point. There's no compelling reason like Omen of Clarity to go deep in the tree, and no talent like Naturalist that gives a really awesome boost to damage per talent point.

So...if bears don't hugely want resto, and cats don't hugely want resto, why take resto? And that leads me to the main reason why I believe the talent trees themselves aren't done yet: the 0/41/0 build.





This takes almost every useful talent in the feral tree, skipping only Predatory Strikes and a point in Nurturing Instinct. One could swap that around as well, having only one point in infected wounds or something like that. This basically would make a completely functional bear and cat build all in one. What does it lose?

From bear, it loses 6% spell damage reduction, 60% chance of 10 rage on shifting to bear, and potentially 2% more damage.

From cat it loses 4% shred damage, 2% crit chance.

Is that optimal? No. But it's very flexible, and if you don't tank a huge amount (or primarily offtank heavy physical damage dealers) or want to have a feral build AND a spellcasting build, this is a pretty nice choice. It loses no utility from bear, compromises very little on threat and only a small amount on incoming damage. It loses a small amount of damage from cat that may be irrelevant depending on how good mangle turns out to be compared to shred; right now mangle is actually neck and neck with shred with the 10% mangle glyph, though all of that is likely to be modified.

This is made possible by the complete lack of super compelling talents in the resto tree. And not a ton of compelling talents in the bear/cat tree, either.

I don't really like this, honestly; I want the difference between a cat and a bear build to be profound. If you wanted to do that before, you'd lose out on quite a bit of good damage dealing talents (like 10% more damage on crits) and have almost no utility. Now you gain all the utility and only lose a bit of damage. That's not enough.

I hope that the feral tree will gain a few more interesting, cool abilities that make you want to take them and make you sweat about which one you didn't take. I also really want resto to have some close to mandatory talents for both specs, so you can't spend all your points in the feral tree like a n00b who thought they could ONLY spend their points in one tree. Unfortunately we're likely to be pretty close to being done with ferals, at least as far as their talents go; my gut feeling is that we'll see a couple of juggled talents here and there, but largely the next step is going to be balance and number crunching. Still, a guy can hope - and at least this time the tree is mostly sane.