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Old 09/20/10, 2:10 PM   #181
Rhy
Von Kaiser
 
Night Elf Druid
 
Maelstrom (EU)
Between watching for Berserk procs for a free Mangle and trying to capitalize omen procs for free Mauls, there's enough dynamic play to separate the skilled players from the button mashers.
I suppose I agree on the part about Berserk and utilizing the proc. However, do you think we will have that much issues with the rage to be forced to manage Maul instead of keeping it in all our macros as we did until now? I have very limited experience on the PTR so I might be way off here. However from what I saw on the target dummy, it seems like we should be fine, as long as there is something hitting us.

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Old 09/20/10, 2:44 PM   #182
semedori
Glass Joe
 
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Tauren Druid
 
Thrall
Originally Posted by Rhy View Post
I suppose I agree on the part about Berserk and utilizing the proc. However, do you think we will have that much issues with the rage to be forced to manage Maul instead of keeping it in all our macros as we did until now? I have very limited experience on the PTR so I might be way off here. However from what I saw on the target dummy, it seems like we should be fine, as long as there is something hitting us.
In all likelihood it won't be long before we're back to effective infinite rage, especially in a raid environment (again making melee dot's unhasted a terrible idea!) But then again we did get the 'rage has been normalized' patch note for the umpteenth time, so things might be different this time around... maybe?

The closer we get to effective infinite rage the less of a deal it will be. But until then using omen procs on Maul, when its convenient, is a good habit. It is only a 15 rage savings but that's enough to spend on another GCD.

One note: If you get both a Berserk proc and Omen proc together, casting the 'free' mangle consumes the clearcasting. If that bug doesn't get fixed, using Maul just before Mangle will be a 30 rage saver.

Last edited by semedori : 09/20/10 at 3:03 PM.

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Old 09/20/10, 2:44 PM   #183
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
Not sure about at 80, but at 85, macroing in Maul is definitely sub-optimal, and will frequently rage-starve you.

Rawr!

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Old 09/20/10, 2:45 PM   #184
Blazefire
Von Kaiser
 
Tauren Druid
 
Zul'Jin
My experience so far on beta have been disappointing. First, my rip ticks are normally 900-1000. Mind you I'm in mostly all BiS gear from live and there wasn't much in the of leveling upgrades since itemization was incomplete a couple weeks back. In either case it's disappointing to see that at lvl85 in beta on a lvl60 training dummy, I'm doing less damage than I do on live at 80 on a 83 training dummy.

In regards to tanking, rage sucks, always raged starved. Like others are still trying to figure out, I'm still unsure about how to optimally use pulverize.

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Old 09/20/10, 2:55 PM   #185
Gurrshael
Von Kaiser
 
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Tauren Druid
 
Drak'thul (EU)
Originally Posted by Blazefire View Post
My experience so far on beta have been disappointing. First, my rip ticks are normally 900-1000.
That's really weird and probably some kind of bug. My rips tick for about 1830 and crit for 4000.

I am lvl 83 wearing 264/277 ICC gear with 2-3 blue items from questing and cloak & head guild heirlooms.

Edit: this was on cataclysmic training dummy.

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Old 09/20/10, 3:27 PM   #186
Hotalicious
Glass Joe
 
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Tauren Druid
 
Executus
Originally Posted by Gurrshael View Post
That's really weird and probably some kind of bug. My rips tick for about 1830 and crit for 4000.
I am getting similar but lesser numbers @ level 82. The lesser numbers are from feral being my off-spec gemmed for stam crap gear.

I think Blazefire must have had some kind of bug.

Originally Posted by Blazefire
In regards to tanking, rage sucks, always raged starved. Like others are still trying to figure out, I'm still unsure about how to optimally use pulverize.
Since the addition of the front loaded lacerate damage keeping up the crit buff seems to be worthwhile. Definitely want to save that maul for the OoC procs, else rage starvation will occur. Go go thrash though!

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Old 09/20/10, 3:30 PM   #187
Blazefire
Von Kaiser
 
Tauren Druid
 
Zul'Jin
Odd, those number you mentioned seemed inline with my rake damage, but rip looked like crap for me, last time I tested. I'll hop on tonight and check again for changes.

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Old 09/20/10, 5:45 PM   #188
Odas
Von Kaiser
 
Night Elf Druid
 
Eonar
There was a bug on the PTR where rip was not scaling with attack power. It was fixed in the most recent build. Perhaps that bug also existed on the beta?

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Old 09/20/10, 6:28 PM   #189
Helistar
Von Kaiser
 
Night Elf Druid
 
Dalaran (EU)
I'm in Exodar on the training dummy. Rake ticks are 1.6/3.5k, rip ticks are 2.1k/4.5k. Overall DPS self-buffed is 4.1-4.2k, but I'm playing without addons, so my uptimes are not optimal. Character is a lvl 85 druid, hybrid tank/dps spec (so I'm missing a few % DPS here and there), gear from Uldum quests. My stats are:

78.5k HP, 24k mana, average ilvl 313.

Melee damage 840-1011 (941.1 DPS), with an AP of 7k.
Haste: 217 (+1.69%)
Hit: 577 (+4.8%)
Crit: 677 (22.37%)
Expertise: 22 (5.5%)
Mastery: 578 (+3.22, total bleed bonus 28%)

I reforged my items to improve hit/expertise, which is probably suboptimal as it was at the beginning of WotLK. Haste is the way to go, even more than crit.

Damage distribution (5 min fight, so approximative), with a "SR at 3CP, rip at 5CP" cycle, but I have some downtime on both:

Shred: 26.9% (I have 2/2 Blessing of the Grove)
Rip (DoT): 26.6% (I have Glyph of Rip + Glyph of Shred)
Melee: 26.0%
Rake: (DoT): 15.3%
Avalanche weapon enchant: 1.6%
Mangle: 1.1% (I have Glyph of Mangle)
Rake: 0.9%
Fury Swipes: 0.8% (NOTE: I only have 1/3 FS)

I don't have Primal Madness, I don't have Master Shapeshifter.

The low melee is due to a 16% crit only (instead of 22%) while shred saw a 31% crit. Melee should be higher.

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Old 09/21/10, 9:05 AM   #190
Blazefire
Von Kaiser
 
Tauren Druid
 
Zul'Jin
I visited the target dummy again last night and my rip ticks are more than double my earlier post, now normally ticking for 2k and crits in the 4ks. Overall DPS on the dummy yielded 5-6k. So it seems it was just the non scaling bug mentioned.

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Old 09/24/10, 2:23 AM   #191
semedori
Glass Joe
 
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Tauren Druid
 
Thrall
Build 13033:

# Skull Bash now has a 13 yards range, up from 8 yards.
# Pulverize now increases your melee critical strike chance by 3%, up from 2%.
# Endless Carnage now increases the duration of Savage Roar and Pulverize by 4/8 sec, up from 3/6 sec.
# Stampede now makes Ravage not require stealth for 10 sec (up from 3 sec), it will also cost 50/100% less energy.
# Predatory Strikes now affects targets at or above 80% health, down from 90%.
Pulverize is looking better all the time for bears, 9% crit buff total with an easier up time.
It's completely academic now with the front-loaded Lacerate, not making me feel bad about consuming the Lacerate ticks: but an 18 second crit buff vs Lacerate ticking over 15sec + 4.5sec to re-stack up. Would have been fairly close to 100% up time assuming you tried forcing a Pulverize then Lacerate x3 string into your rotation. But as is, just a quality of life improvement relaxing an additional timer you want to watch.

Stampede is looking rewarding for cat's forced to move temporarily away from target. Much like other classes/specs getting situational abilities and talents that are used on the move. As well a longer reach on Skull Bash seems a concession to movement requirements. Longer lasting Savage Roar providing further flexibility on the previously tight cat dps.

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Old 09/24/10, 2:36 AM   #192
kalbear
Bald Bull
 
Tauren Druid
 
Balnazzar
As written, I don't see how moving out of range to stampede every 30 seconds is not the right move. Ravage is already ridiculously powerful compared to most other moves; doing so at zero energy cost for 10 out of 30 seconds and then being able to unload the rest of the moves seems very strong to me. It was already close to efficient enough to miss out on the melee hits, but this seems to be a bit much.

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Old 09/24/10, 2:58 AM   #193
a civilian
Piston Honda
 
Worgen Druid
 
Sargeras
There is no indication of this in the tooltip, but stampede only works for one ravage.

World of Warcraft - English (NA) Forums -> Feral - Stampede - 13033

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Old 09/24/10, 6:34 AM   #194
Nich
Von Kaiser
 
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Night Elf Druid
 
Dreadmaul
Even if you only get one free ravage, it'd be tempting to run out every ~30 seconds. Playing around on the PTR this afternoon, I made sure rip/rake/sr were up, burnt energy to (almost) 0, ran out, charge back in, ravage up to 5cp, apply a finsher, reapply rake if needed, and then almost ravage to another 5cp. Without issues of waiting around a lot for energy.

Don't have a beta invite to test on a level 85 premade to see if it's still doable with 4.x endgame ratings.

Also have no idea if it'll be viable when changes go live, depending on which way they massage numbers.

I'd like to offer moral support, but I have questionable morals

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Old 09/24/10, 1:48 PM   #195
Promethius
Von Kaiser
 
Tauren Druid
 
Bonechewer
Just some napkin math on Stampede:

Ravage = 550% melee + 1817.16
Shred = (225% melee + 743.67)* 1.3 (Mangle)* 1.2 (Rend and Tear) = 351% melee + 1160.13

Taking the 10 energy for charge into account, and assuming bleeds and buffs/debuffs are up, the energy opportunity cost for a stampede ravage is 1/4 of a shred.

So we're at a net gain of 462.25% melee + 1527.13 before factoring melee attacks. Since those specials are based on modifying melee attack, it's relatively safe to assume that you're netting more damage from running out and charging back in with stampede if you don't lose more than 4ish white swings going from 5 to 8 yards range.

Of course, each white swing lost is losing chances at omen procs, though that also needs to be weighed against the contribution of a 10 energy cp generator, especially against >80% hp targets (+50% crit chance with pred strikes). At first glance, this appears to scale down with higher haste. I'm not even sure what the proc rate of omen in the beta is, so the in depth analysis I'd leave to the more math savvy to find the true break point for deliberate running out and charging and whether or not the cost per talent point is justifiable quantitatively.

Some of the more difficult things to model would be encounter specific things that might put you at charge range anyway and how stampede can potentially offer leeway in the rotation with the basically on demand cp, i.e. if rip is expiring a sec or two before sr expires, you can choose to rip with 5 cp, then stampede into a 1/2 cp sr.

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