Monday, June 27, 2011

[Cat] Stat weights and you part 2:it doesn't matter

Following up from an earlier post and Alaron's great recent post on the topic, I thought I'd talk about the futility of changing secondary stats given the current model.

So before - in that time when Alaron talked about the difference between Agility and Arpen - secondary stats varied all over the place. Agility was not as good as it is now (it only offered 1 AP), strength was fairly good, and the real debate for high-end druids was whether to go arpen-crazy or go agility. Arpen was an odd, nonlinear stat that gained value as you got more of it, which meant that having 1000 arpen was a very different value for arpen compared to having, say, 300.

This was all confusing and odd, but it meant one big thing: stat weighings really mattered.

But now? Now primary stats rule all, for everyone. The primary stat is the best stat by a long, long margin for all but the most confusing specs, and ferals aren't a shiny example. In this case, agility is 3 times better than the next secondary stat.

3 times!

So there's never a question about what to gem for: it's agility. There's never a question about sockets, really - unless you're getting 3x the value of agility, it's always worth it to get agility. In practice this means any socket bonuses get ignored unless they give +20 agility or are a red/prismatic socket. So as far as your gear goes - it's all agility, all the time.

That means for the most part DPS classes have almost no flexibility in what they gear for. There aren't many options for DPSers. They almost always have to get 4p of the latest tier, then they get one offpiece, then usually have a choice of one set of boots, belt and bracers or maybe two if they're lucky. They have one weapon that's king, perhaps two. Trinkets are very rarely make it or break it and don't offer reforging ability or gems most of the time anyway. Rings, amulets and cloaks are also one or two per slot at best. Now those things offer some customization, but most of the customization is in reforging and swapping one or two pieces, maybe.

How much does that really matter? The answer is...not a lot.

Let's take a current 372-geared raider like Reesi. Here are their total secondary stats:
haste: 503
hit: 398
crit: 1310
expertise: 780
mastery: 1667
dodge: 717

The total value for all secondary stats here is 5375. (for these purposes it doesn't matter that she reforged to dodge, since it's only the raw values we care about).

Now, let's take the preweighted values from wowhead for this:
Agility: 1
Mastery : .35
Haste: .32
Expertise : .29
hit: .28
crit: .28

Those are older weights from the 4.06 days, but for this experiment they'll suffice.

Let's do a thought experiment here: what if you could convert all secondary stats to the absolute best secondary stats possible. Let's say your gear was perfectly ideal (in this case haste/mastery on everything). We'll even split it 60/40 in favor of the best stat. What value do we get?

5375 * .60 * .35 + 5375 *.40 *.32 = 1816.75

That's the best we could possibly do.

So what's the worst? Well, we went for full hit/crit (and for this, we'll assume no hit capping). In that case, since they're the same value, you get the following:
5375*.6*.28 + 5375*.4*.28 = 1505.

So it's a huge difference, right? The optimal is 20% better than the suboptimal, and...

Oh, wait. That's just the value of the secondary stats. As far as a DPS gain, you can assume that one Hit/Exp correlates to about 1.0 DPS, which means that the difference here between the best possible value and the worst is...

1113 DPS.

So if you got the absolute perfect gear you would be 1k DPS better than someone with the worst possible gear choices. Which, given current DPS levels for most people at that gear level, is less than 5% difference.

This is why Alaron says things don't matter; it's not just that things are so close to each other that it really isn't a big deal one way or another. It's that realistically there's just not that much you can do with your gear. Your gems are spoken for you. Your gear doesn't have a lot of variety. As long as you're not going above hit/exp caps, stats aren't going to be wasted or horrible one way or another. This wasn't the case back in the day; gear choices and going full arpen could make a 20-30% difference in DPS. Now? not so much.

Note that this does not apply in one special case: Unheeded Warning. Thanks to the direct damage scaling increasing so much in the 4.2 patch this trinket is getting a large boost too; it is competitive with the heroic agility trinkets. Once again, ferals are going to likely be using a trinket that is from a prior tier well into the next one. Just don't use it on fights with tons of adds.

What this really means is that how well you do on a given fight is very much dependent on the fight itself, and not your gearing choices. If you do a lot of AoE, you'll find hit/exp/crit to be better than haste/mastery. If you do a lot of start & stop of fights (like Atramedes) mastery will be better. If you have a standup fight haste is going to be better. More berserks? Haste will shine. Lots of target swapping? Hit/exp will do better.

Ultimately this also suggests something else, which is that for progression fights where it really matters reforging should be done. It won't make a huge difference - the math above says that the upper bound of your difference can't be more than 5% no matter what - but when every little bit counts, that's a place to go. Understand what your role is and how to best do it.

Also note that if you care a lot about consistency, hit/expertise are going to win almost always. They are similar to stamina for bears in that while they're not optimal all the time they're never, ever wasted and make life easier. Given how close things are, you won't see much of a hit to your DPS and if you're not an amazing player chances are you'll see significant gains even on fights that don't punish misses.

Friday, June 17, 2011

[Cat] 4.2 stat weighings and you

So, remember a while back when I wrote about what it would take for mastery to be awesome and haste to be less awesome?


So in 4.2 cats have been buffed and changed around. Strength has been reduced to providing 1AP, which (with raid buffs) is about a 1k AP loss. However, Savage Roar has been buffed to give 80% more damage (from 50%), every direct attack does a lot more damage and scales better with weapon DPS (and thus AP), and ferocious bite has been improved to do more damage for less energy.

While it's still up for debate as to the end effect, there are some good indications that haste, not mastery, is going to be the best stat to stack after getting a good weapon. Haste had already started surpassing crit as the second-best stat, though the stats (other than mastery) were close enough to each other that almost any secondary stat was fine.

Now, though, it's looking more and more like haste is the winner. Why is that?

  • Bleeds got stealth-nerfed. While direct damage got improved across the board, bleeds got actually hurt a little by the strength nerf - and didn't get re-improved. End result is that when 4.2 hits your bleeds won't do quite as much damage as before.
  • The T11 2piece bonus is going away in 4.2. Okay, it's not going away - if you have it, it'll still be there. But chances are you won't have it for super long, especially if you weren't raiding heroic raids. That knocks rake damage down too.
  • The T12 2 piece bonus adds even more direct damage. Yay, shreds hit even more! (though there are issues with this bonus, as it probably won't be rolling damage and will overwrite itself).
  • Seriously, everything got buffed like whoa. A 20% boost to melee damage, a 15-20% increase in scaling for shred, mangle and ravage. It's a huge deal, and one of the things that it (sadly) does is make Unheeded Warning pretty awesome well into heroic raid gearing. If you don't have it already, make an attempt to get it before 4.2 arrives - because when 4.2 arrives chances are you won't see many of 'em on the AH.
  • Swipe doesn't get affected by mastery. Because missed swipes don't refund energy and get zero benefit from mastery, any time you're using swipe a lot all that mastery doesn't do jack for you. In fact, hit/expertise are far better for swipe if you can help it, and are the best stats for aoe-friendly fights. The next best stat? Shockingly, it's haste, as it allows for more OoC and more swipes in a given time.
Anyway, long story short is that mastery may be getting close to the point where it is not the best stat ever, and bleeds are not 40% of our overall damage relative to direct damage. Conversely, this is the point where haste overtakes mastery as a better stat per point. In some tests haste is significantly better than all other secondary stats (by 30%), in others it's neck and neck. Ultimately use mew, run simulations, and test based on your gearing. We'll get more clear ideas of what is best based on profiles of 378 and 391-geared ferals soon enough.

Thursday, May 5, 2011

[Bear]Oh, the joys of savage defense continued

I've talked about how Savage Defense likely would work and how good or bad it'd be, how it works on the PTR and how it continued to work there, how SD uptime works, how good and bad it is against specific fights, and then later comments on SD in cata, especially after we found out that the combat logs are probably bugged.

To be clear: I don't like the mechanic. I don't like that it is a static amount of damage in a world where almost all other mitigation mechanics are percentages. I don't like that it has weird interactions with multiple mobs (though at least that is better with 4.1). I don't like the interaction with vengeance.

But today: I really don't like how weak it is, and I really don't like the bugs in it.

I did some study on the mathematical importance of having Pulverize and having good pulverize uptime, and the results really shocked me. You can find the long topic at the wow forums, but the basic info is that I wrote a simulator that would simulate a boss attacking and dodging and then tested a few sets of values of avoidance, hit, crit, expertise to see what would happen - specifically what would happen when you assume pulverize isn't there and you lose the 9% crit.

I expected that it wouldn't be that big a deal in terms of uptime of savage defense. And boy was I wrong! Pulverize, depending on your gear level and avoidance/crit/cap levels, is equivalent to having about 5-6% block% for a paladin or warrior. In other words, you block 5-6% more of the attacks that land with pulverize active 100% of the time.

That's huge! That'd be a big, BIG bonus for a paladin or warrior. It sounds great! And for the first time I have a nice, simple way of testing various uptimes of Savage Defense in a way that is actually simulated and not entirely theoretical.

Then I dug into it some more. That 5-6% block? Well, on a boss that does 70k damage after armor (which would be one of the more harder-hitting bosses in the game currently, like Atramedes, but not as bad as Nefarian) this would be the equivalent of reducing the average attack damage (average after avoidance, blocks and not blocked) from 35.5k to 36.7k. And that's assuming a 20k shield - which as you'll see isn't a fair assumption.

Huh. That's...disappointing. And that's on something that hits every 2.0 seconds for 70k. For things that hit harder, it gets worse. For things that hit more often it gets MUCH worse; many many more missed attacks means that blocked attacks are even less frequent and less useful when they do happen.

Okay...so it's not as great as we thought. It's not as great as Tangedyn's spreadsheet would indicate or my prior calcs indicate or Rawr indicates. That's not the end of the world, and we never thought it was THAT good, right?

Then today there's a post on SD being 'nerfed'. And the usual folks say logs or GTFO, and that's fair, so they're actually produced. And you see things like this:


[00:55:48.039] Beradon gains Savage Defense from Beradon (Remaining: 18267)
[00:55:54.475] Beradon's Savage Defense is refreshed by Beradon (Remaining: 15009)
[00:55:56.929] Atramedes hits Beradon 54922 (A: 21286)


That's right; SD got refreshed by a later SD proc, but because vengeance was lower the SD shield it created was actually smaller. In other words, it'd be better to not have attacked during that time. That means that any streak of avoidance actually hurts mitigation down the road. Bleh.

There are countless other examples in that post about SD not working the right way with multiple mobs, but we don't know whether that's an actual bug or just issues with the combat log. It effectively makes it impossible to determine the actual usefulness of savage defense from log parses, however; either the log is telling us the truth and SD is bad, or the log is lying but we don't know how badly.

Man, do I hate this ability. So very, very much. I guess the good news is this: Savage Defense is going to be less and less relevant as we get better gear and as we face bigger mobs, so after a while it won't be worth worrying about.

Thursday, April 28, 2011

[Cat] In case you weren't pumped up for Fireland raiding

One thing I missed from blizzard's various previews of Firelands in the last couple days is this gem from Kotaku:

This time around they have, however, resulting in some sexy Ragnaros-styled armor, a new non-legendary version of his mace, Sulfuros, and a druid staff that drops off one of raid's other bosses that transforms the wielder into a molten cat.

The new dungeon even boasts three new mounts; one for competing all of the raid achievements, one random drop, and a special mount that drops every time Ragnaros fails. Just don't expect him to be a pushover this time around. Judging by Stockton's laughter at my suggestion, 25 frost mages isn't going to cut it.





Huh.


I might want that. Just a little bit.

ETA: one interesting part seen in the blizzard videocast at 10:10 is that he mentions that the staff will allow you to change into Staghelm's feral FORMS. He mentions the cat, but we know Staghelm has at least two forms - cat and scorpion. I suspect but do not know that as a bear you'll get to turn into a molten scorpion.

Friday, April 22, 2011

[Bear] The flood of bear gear in 4.1

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

All of that is true.

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

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

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

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

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

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

Friday, April 1, 2011

[Bear] The best case for Savage Defense

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

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

Anyway, onto the article.

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


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

Okay, that's not true. Sadly.

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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.