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.

Monday, December 13, 2010

[Cat] Cataclysm heroic drops by slot and by dungeon

This is a quick and dirty list of all the drops that come from the heroic dungeons. I did this mostly for me to be able to see where I should queue if I have a choice of doing only one or two dungeons a day. Note that there's almost no difference between pieces on this list and other pieces at the same ilvl, so don't worry too much about getting the best piece.

The list used.

Back:
Cloak of Thredd - Deadmines
Kaleki Cloak - Lost City

While there are a lot of options here, there are almost as many options outside of dungeons. There's the Revered Earthen Ring cloak and a cheap LW pattern cloak that are just as good, and one that's even better from Valor points. So don't run things just for this - it's a nice thing if it drops.

Chest:
Hieroglyphic Vest - Halls of Origination

Another embarassment of riches here. The justice piece is also good, there's a great LW crafted piece and an even better T11 piece. There's even a reasonably competitive 333 piece from honored Hyjal. So don't bother running dungeons for just this slot.

Feet:
Crafty's Gaiters - Lost City
VanCleef's Boots - Deadmines

These have much fewer rivals. There's only one vendor piece, and it's a valor cost. The next best thing is off of a long quest chain for Halls of Origination - and it's normal. This is a good one to go for if you want to go for something.

Finger:
Nautilus Ring - Throne of Tides
Ring of Dun Alguz - Grim Batol

Rings are always in short supply early on. While there's a good ring for exalted with Earthen Ring that's only one thing - and as you'll see you'll want to get exalted with Dragonmaw first. One of the best rings is a JC recipe, but those are going to be hard to get early on since they cost 4 chimera's eyes to make and 5 to acquire. A better choice is Therazane's revered ring, which you'll be going for rep-wise anyway (unless you're a scribe). So do try to get one of these and get the Therazane rep ring, with the aim to go for Earthen Ring later.

Hands:
Gloves of Haze - Vortex Pinnacle

Ouch. The best comes from Dragonmaw Exalted rep, but that might take a while. The next best is a justice point drop. Vortex Pinnacle doesn't have much, and I'd really aim for getting exalted with Dragonmaw - but if you're unlucky the JP purchase might be the best way to go. Hopefully you get lucky :)

Head

Double ouch. The other option is a justice point drop. Well, or a trash drop from a raid, but chances are you won't be getting that any time soon. Stonecore is a good instance to run for this and for the weapon, so try to get this early. Otherwise it should be one of your earliest justice point purchases as it won't be wasted any time soon.

Legs:

Another low-drop slot with even less competition than the head - the only other piece is the justice point legs. Note that there are a lot of good 333-level quest rewards for legs and helm, so this might not be as huge an upgrade for you as other slots (notably the hands) - but this will not be wasted. Also BRC doesn't have that much to offer, making this even better.

Neck:

Not many dungeon drops, but all sorts of weird options abound. There are world drops that are super expensive but awesome, JC recipes (which are also expensive), a Guardians of Hyjal Revered purchase, a justice point purchase and another random BoE. While GoH doesn't have much going for it to get to revered, you might already be close to it if you did Hyjal - so consider doing that. Otherwise go to Stonecore.

Relic:

Forgot this category in the prior list...oops. So this makes BRC and SFK even tastier. The options you have are an inscription crafted item or the eventual valor purchase. This isn't a crucial slot, so I'd recommend just trying to get it as it comes in one of the two above dungeons.

Shoulders:

Another set of short options. The justice point vendor is good for this if you don't get lucky, and there's almost nothing else. This might be a good thing to buy early since chances are you won't have a good set of shoulders from questing, though a decent entry level piece comes from a quest out of Lost City.

Trinket:
Skardyn's Grace - Grim Batol
Tia's Grace - Lost City

The first two are certainly awesome. I'll go more into trinkets when we move into raids, but there's good reason to first go for the quest in Uldum and then go for BRC or Grim Batol.

Weapon
Darkling Staff - Stonecore
Seliza's Staff - Lost City

Ah, the real reason to do Stonecore - just like you did Violet Hold last expansion. There is a BoE that drops from a world boss, but it's likely that you won't be killing him any time soon. There's also a revered weapon from the Tol Barad dailies, but that will take a while to get just because of the daily limits. Finally, there's an absurdly expensive weapon from blacksmithing, but don't bother unless you really are loaded and want something now now now.

Waist:
Red Beam Cord - HoO

Yeah, not a lot of drops. HoO is good because of the sheer amount of bosses in it (and thus JP). But there are a lot of options for belts. There's the epic LW belt which will compete until you get to heroic raids. There's a JP belt as well. I'd personally go for the revered Ramkahen belt, since you want revered with Ramkahen to get your head enchant for cats anyway. Finally, there is a BoE belt from random guys in Uldum, but chances of this being around are rare.

Wrist:

This slot has almost no options. One of the 'best' is the PvP bracers from LW. Another is the normal version of Halls of Origination, but that's painful to do just for this (even if it drops from the first boss). So running SFK and HoO should be something of a priority until these drop.

In terms of dungeons, here's how I'd rank the priority of doing them.

Blackrock Caverns:

Legs with no other drop competition, a weapon, a trinket and a ring? Awesome. Number one for me. Heck, it even drops the best relic!


A weapon, a neck, a helm without a drop replacement and a trinket make this a really high choice for me.

Lost City:
Kaleki Cloak - Lost City
Crafty's Gaiters - Lost City
Seliza's Staff - Lost City
Tia's Grace - Lost City

Boots, a decent trinket and a weapon are good reasons to do this one. This gets the nod over HoO simply because of the importance of getting a weapon.

Halls of Origination:
Hieroglyphic Vest - Halls of Origination

So much stuff! There's nothing insane here, but there's a ring, bracers, an okay trinket, and a belt if you don't get the rep one.

SFK:

Boots and bracers are both hard to come by replacements. The shoulders aren't bad either. Not amazingly great, but definitely good. The relic doesn't hurt matters either.

Deadmines:
Cloak of Thredd - Deadmines
VanCleef's Boots - Deadmines

While cloaks and chests are easy to come by, boots are not. Plus this is a fun, fun dungeon. Still, it does take a while and is a beast to pug.

Grim Batol:
Ring of Dun Alguz - Grim Batol
Skardyn's Grace - Grim Batol

The trinket is the only super awesome piece here.

Throne of the Tides:
Nautilus Ring - Throne of Tides

I wanted to be excited about this because it's a great instance, but honestly? Skip it. It takes a while and there just isn't that much stuff there.

Vortex Pinnacle:
Gloves of Haze - Vortex Pinnacle

While gloves are hard to get a replacement for, that there's only one drop at all is bothersome. It's a somewhat fast dungeon but not very pug-friendly.


Wednesday, December 8, 2010

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

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

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

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

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

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

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

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

Tuesday, October 19, 2010

[Cat] Current best in slot items for WotLK for cats

This was written by me over at EJ; figured it would be useful to folks here as well. Apologies for lack of linkages.

Since you can't gear for mastery, the only compromise you're making is whether or not you want haste, crit, expertise or hit. That's all. There is no other compromise to be made. The question then becomes what gear gives you the most potential mastery value while also giving you the most hit and expertise (up to the cap) and the most agility.

Doing something like this and evaluating 40% of the highest secondary stat as mastery (no matter what it was), I came up with the following values for gear. This was using 1.1 for agility, .6 for expertise and hit, .5 for haste and crit, 1.1 for mastery, 22 for each socket and assuming that the highest stat would always be converted to mastery.

shadowvault slayer's cloak back 228.12
sylvanas' cunning back 196.3

gloaming sark chest 416.28
ikfirus chest 431.86
T10277 chest 412.98

footpads of silence feet 289.6
frostbitten fur boots feet 297.6
taldaram's slippers feet 265.6

Endless Vengeance ring 209.66
bone colossus ring 232.5
frostbrood ring 228.12
saurfang ring 194.6
seal of many mouths ring 234.12
Signet of twilight ring 244.72

aldriana's hand 306.4
t10277 hand 297.2

discarded bag head 331.4
geistlord head 370.38
t10277 head 383.46

gangrenous legs 423.18
T10277 legs 423.58

sindragosa's cruel claw neck 228.12
baltharus' gift neck 216.56
precious neck 201.18
rimetooth neck 203.4

cultists shoulder 306.4
T10277 shoulder 297.2

Oathbinder weapon 434.58
Bloodfall weapon 422.18
distant land weapon 416.58
tainted twig weapon 380.86
hersir's weapon 328.32
shaft weapon 361.32

astrylian waist 297.6
soulthief waist 271.64
vengeful waist 283.2

umbrage wrist 247.02
toskk wrist 228.12
vambraces wrist 203.4


The highest non-tier piece is Ikfirus compared to any other. The gain is small but there. Another surprise is Seal of Many Mouths, which wins out over the other 277 rings due to the expertise. (note that this doesn't take into account the proc of Endless vengeance, but that shouldn't matter. Mouths, bone colossus, frostbrood, endless vengeance is the order for the 277s.

The head and legs for T10 were both superior to their non-offtier values. The shoulders are identical to the Aldriana's in terms of gain; you could use either T10 shoulders or hands as your offtier piece, if it suited you.

Based on this you would have the following gear set as a best in slot:
Cloak: Shadowvault's (40% of haste to mastery)
Chest: Ikfirus (40% of hit to mastery)
Feet: Frostbitten (40% of crit to mastery)
Rings: Signet of Twilight (40% of crit to mastery), Seal of many mouths (40% of crit to mastery)
Hand: T10 (40% of crit to mastery)
Head: T10 (40% of crit to mastery)
Legs: T10 (40% of crit to mastery)
Neck: Sindragosa (40% of crit to mastery)
Shoulder: T10 (40% of crit to mastery)
Weapon: Oathbinder (40% of haste to mastery)
Waist: Astrylian (40% of crit to mastery)
Wrist: Umbrage (40% of haste to mastery)

This naively would result in the following (including the idol slot)
agility: + 1799
crit: +753
expertise: +272
haste: +719
hit: +126
mastery: +482

This is clearly over the cap on expertise and under on hit, so you can simply reforge the ikfirus' expertise instead. Giving you 230 expertise and 171 hit. Not perfectly capped, but pretty close.

I believe this is the maximal value of mastery you could get currently. It also has 21 sockets.

Thursday, October 14, 2010

[Bear] FAQ for 4.0.1/Cataclysm

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

Introduction

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

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

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

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

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

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

Mechanics & play changes:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Gear:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Talents:

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

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

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

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

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

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



Other choices:

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

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

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

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

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

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.

Tuesday, October 5, 2010

[General] Raid Warning podcast


Just FYI to everyone - I'll be on the raid warning podcast October 12th, as part of a general druid roundtable. I'm really excited to be a part of it and getting to talk with folks like Astrylian, Graylo and Lissanna.

If you have questions that you'd like raised, please send them in! I'll do my best to answer them. You can submit questions by calling in or emailing raid warning.

I'm going to try and talk about the direction ferals are going in Cataclysm, the general lack of...anything about ferals in the beta so far and what I think that means, and some ideas for how to get started in 4.0.1 without killing yourself. If you'd like to know more, let me know!