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Old 12/28/10, 2:55 AM   #16
Jackoneill
Glass Joe
 
Night Elf Druid
 
Zul'Jin
Is there a reason why Rawr puts such a low value on Hit/Expertise? I know they are not survival stats, but I believe they still are quite important. Having a taunt miss could mean a death or even a wipe. Also, it seems the heroic version of some trinkets are not correctly working (stats are ok, but proc is not shown). Normal versions seem ok though.

EDIT : Noticed another thing with Rawr. When trying to edit the reforging on my trinket (Porcelain Crab) and Relic (Relic of Khaz'goroth), the page turns white and I have to refresh the page and reload my saved character.

Last edited by Jackoneill : 12/28/10 at 3:05 AM.

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Old 12/28/10, 3:07 AM   #17
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
Taunts to not miss. Neither do interrupts. And even with no Hit/Exp, sustained threat should be more than enough if you play right. Hit/Exp's value is purely in reliable burst threat, which isn't much. (Well, and I guess very very slightly demo roar uptime/overlap time)

Rawr!

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Old 12/28/10, 5:26 AM   #18
Jackoneill
Glass Joe
 
Night Elf Druid
 
Zul'Jin
According to this : Warrior Hit Rating , interrupts can miss. Although it is nice to know that taunts cannot miss. I will be testing the interrupts on my raid Wednesday night.

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Old 12/28/10, 6:55 AM   #19
Mysticum
Von Kaiser
 
Tauren Druid
 
Twilight's Hammer (EU)
@Jackoneill: Read the other thread about Bear tanking on EJ. It has been showed several times that the interrupt effect can indeed miss, while the interrupt itself cannot. In other words, you will always interrupt the spellcast, but the spell lock and higher mana-cost effect will not apply if you miss.

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Old 01/02/11, 5:42 AM   #20
Jackoneill
Glass Joe
 
Night Elf Druid
 
Zul'Jin
I have not seen my Skull Bash miss this week, but other people in my guild tell me that they have seen their interrupt miss. They weren't druids though. Is it only Skull Bash that cannot miss or is it true for ANY other interrupt also?

Another question regarding Rawr. I am still unable to have the heroic version of the trinkets working (ilvl 346 trinkets). I am trying to decide if I should buy (or craft) one of the Darkmoon Card trinkets (either Earthquake or Hurricane).

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Old 01/02/11, 12:46 PM   #21
Astrylian
Rawr
 
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Night Elf Monk
 
Stormrage
Most trinkets should be fixed in the latest item cache. Make sure you have the latest using Options > Reset All Caches.

Rawr!

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Old 01/04/11, 1:44 AM   #22
• moz
Get off my lawn.
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by Jackoneill View Post
I have not seen my Skull Bash miss this week, but other people in my guild tell me that they have seen their interrupt miss. They weren't druids though. Is it only Skull Bash that cannot miss or is it true for ANY other interrupt also?
Don't assume this to be true for interrupt-based abilities other than Skull Bash.

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Old 01/04/11, 2:08 AM   #23
Talep
Glass Joe
 
Tauren Druid
 
Medivh (EU)
Just to be sure, when I gain 1 point of mastery, the 4% bonus is applied to the base savage defense shield ? Not to the "after-mastery that I already have" shield ?

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Old 01/04/11, 8:33 PM   #24
Lörn
Glass Joe
 
Tauren Druid
 
Icecrown
Rawr is telling me to reforge just about everything to Mastery and/or Expertise, and switch gems to a mixture of Agi/Stamina, Agi/Mastery, but mostly straight Agi. (I'm gemmed almost entirely for Agility now)

I'm over the survival soft cap of 450k (just slightly), and at 662k mitigation. Why is it telling me to switch to Mastery (a gain of around 600 Mastery rating, or 3.4 Mastery), and drop my Dodge reforging (a loss of 771 Dodge rating, or ~2.8% Dodge chance)?

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Old 01/05/11, 12:20 AM   #25
• moz
Get off my lawn.
 
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Tauren Druid
 
Mal'Ganis
Originally Posted by moz View Post
Don't assume this to be true for interrupt-based abilities other than Skull Bash.
This is also now (as of 01/05) not true for Skull Bash, don't run with sub-par hit and expect to execute on crucial interrupts all the time anymore.

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Old 01/05/11, 12:50 PM   #26
Milou
Piston Honda
 
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Undead Death Knight
 
Destromath
Originally Posted by moz View Post
This is also now (as of 01/05) not true for Skull Bash, don't run with sub-par hit and expect to execute on crucial interrupts all the time anymore.
What are you basing this on? I had brought up some logs a little while ago showing skull bash missing, but it was then pointed out that if you look at the actual logs you'll see the interrupt still happens. Unless you have logs showing otherwise.

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Old 01/06/11, 1:58 AM   #27
Jackoneill
Glass Joe
 
Night Elf Druid
 
Zul'Jin
Originally Posted by Milou View Post
What are you basing this on? I had brought up some logs a little while ago showing skull bash missing, but it was then pointed out that if you look at the actual logs you'll see the interrupt still happens. Unless you have logs showing otherwise.
From this : Cataclysm Hotfixes - Updated Jan. 5 - World of Warcraft

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Old 01/06/11, 2:58 PM   #28
InorganicMatter
Glass Joe
 
Tauren Druid
 
Deathwing
Originally Posted by moz View Post
This is also now (as of 01/05) not true for Skull Bash, don't run with sub-par hit and expect to execute on crucial interrupts all the time anymore.
While this is true, I would ask how important it be that a tank can execute said crucial interrupts.

Up until recently, only Warrior and DK tanks had a reliable interrupt; interrupting was almost universally considered to be solely a DPS task and they did just fine on KT, Vezax, LDW, etc. without tanks in the interrupt rotation, even in a 10m group which has less interrupts available.

Yet the day 4.0.1 drops, interrupting suddenly becomes yet another job thrown on the tanks' already-full plate that they are expected to perform. It seems to me that "needing" to be hit/exp capped so interrupts don't miss is just offloading more raid work onto the tanks.

Perhaps if you are in a 10m group that has a very poor comp, I could see needing reliable interrupts from tanks, but I find it hard to believe you can assemble a 10m that doesn't have one single warrior, rogue, shaman, mage, or death knight. I argue that tanks needing to be in the interrupt rotation is a solution looking for a problem, and we should focus on mitigation and survivability, which at the end of the day benefits everyone in the raid.

Edit: Something that does bear highlighting is that hit/exp do contribute to mitigation through SD, though nowhere near as much as crit and mastery, so while they have merit towards mitigation, it is not much. My point here is that getting the hit/exp caps will depend greatly on each individual situation, and preaching a blanket "everyone needs hit cap for interrupts" is not wise. I understand that was not moz's point, but other forums I visit (and even the other feral in my guild) already have druid 'guides' saying "you need hit/exp cap naoi!!11!" and that is just not true.

Last edited by InorganicMatter : 01/06/11 at 3:14 PM.

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Old 01/06/11, 4:50 PM   #29
Milou
Piston Honda
 
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Undead Death Knight
 
Destromath
On fights like Halfus though it does make sense to have the tank interrupt at least half the shadow novas if you have the Storm Drake. It's not the only way to do it, but in 10m it can often be the most reasonable way to do it.

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Old 01/06/11, 8:01 PM   #30
mortirius
Glass Joe
 
Blood Elf Druid
 
Shattered Hand
Are you having any issue with threat with aoe targets? or rage generation?

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