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01/03/11, 7:53 PM
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#61
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Vodka Drunkenski
Goblin Death Knight
Cho'gall
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Originally Posted by Triesto
In rawr stamina is still prioritized extremely high, but in raids tanks are not getting 2shotted anymore. All raid fights are about healer mana, The less damage you take, the better the bossfight goes. Shouldnt we focus more on avoidance/mitigation?
And Rawr also rates criticital strike rating higher in mitigation than mastery. At what point does mastery become better? I understand this has everything to do with boss swing speed timer but these are just 2 questions which rose up when im looking at my stats.
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If you're using Rawr to weigh your gear and feel as though you've reached the amount of stamina you require you can ignore the survival numbers and sort by avoidance and mitigation. The overall bar for each piece is broken up into three catagories by default and you can edit these.
With regard to stat weights you should refer to tangedyn's spreadsheet @ http://goo.gl/7jIJw
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"...for an angel is often only a demon who stands between us and our enemy."
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01/03/11, 10:49 PM
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#62
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Von Kaiser
Orc Warlock
Argent Dawn (EU)
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Originally Posted by Triesto
In rawr stamina is still prioritized extremely high, but in raids tanks are not getting 2shotted anymore. All raid fights are about healer mana, The less damage you take, the better the bossfight goes. Shouldnt we focus more on avoidance/mitigation?
And Rawr also rates criticital strike rating higher in mitigation than mastery. At what point does mastery become better? I understand this has everything to do with boss swing speed timer but these are just 2 questions which rose up when im looking at my stats.
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Make absolutely sure you've set up Rawr correctly. For instance, if I neglect to set up buffs correctly (i.e. make sure all raid buffs are up for my character) then Stamina is valued really highly, if I do set up buffs correctly Agility comes out on top by a large margin. Also, make sure you've the correct preset selected for boss type.
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01/04/11, 3:56 PM
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#63
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Glass Joe
Tauren Paladin
Echo Isles
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I've been putting together an offset for Kitty and Rawr is stating the optimal rotation includes running out, Feral Charge / Ravage!.
Is this the case at higher gear levels?
Is this only the case at 80%+ health?
Dummy testing has proven inconclusive for me. Ravage hits hard, but the overal dps doesn't seem any better.
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01/05/11, 11:13 AM
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#64
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Glass Joe
Draenei Shaman
Cenarion Circle
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Originally Posted by Knik
I've been putting together an offset for Kitty and Rawr is stating the optimal rotation includes running out, Feral Charge / Ravage!.
Is this the case at higher gear levels?
Is this only the case at 80%+ health?
Dummy testing has proven inconclusive for me. Ravage hits hard, but the overal dps doesn't seem any better.
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I have been playing around with similar tactics on the targeting dumby, and have gotten similar result to you. The DPS increase overall is minimal, if present at all. I have limited raid experience at the moment, but so far the first few bosses in BWD require frequent target changing and sometimes have large movement requirements. So while the backout and charge is a small increase in simulation on a single target, having your charge off CD to use on target changes, returns higher reward in actual raid content, or at least it has for me. (Keep in mind, this kitty has experienced only the Tron and Magmaw encounters, thus far).
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01/05/11, 5:45 PM
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#65
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Von Kaiser
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There are plenty of bosses where you can be in melee range but still far enough away to feral charge due to the bosses massive hit box. Argaloth is one I have noticed this on in particular. So certainly the stampede can be a definite DPS increase in some situations.
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01/06/11, 2:12 PM
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#66
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Von Kaiser
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Originally Posted by Gohei27
Using rawr has told me I should enchant my gloves with glove reinforcement over heavy savage armor kit. Is this accurate?
Also, going by rawr I have ended up with literally zero expertise, level 88 mobs have a 6.50% chance to dodge and a 14% to parry. Are my attacks going to be avoided 20% of the time?
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On most fights you should be behind the boss so parry is (mostly) a non-issue. There may be fights where you can't get behind the boss, and others where the boss will randomly attack other players (and spin around to face them) where you will get parried. Also remember hit goes in here too, so it will probably be worse than 20.5%.
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Originally Posted by RareBeast
There are plenty of bosses where you can be in melee range but still far enough away to feral charge due to the bosses massive hit box. Argaloth is one I have noticed this on in particular. So certainly the stampede can be a definite DPS increase in some situations.
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Valiona & Theralion is another. I think that this may be unintentional and probably has to do with letting hunters get close to the boss (I have noticed that any boss I can charge while in melee range also allows hunters to shoot while in melee range).
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01/06/11, 7:24 PM
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#67
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Bald Bull
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On most fights you should be behind the boss so parry is (mostly) a non-issue. There may be fights where you can't get behind the boss, and others where the boss will randomly attack other players (and spin around to face them) where you will get parried. Also remember hit goes in here too, so it will probably be worse than 20.5%.
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I believe the poster was talking about bear form (hence using savage armor kits) and not cat form. In which case yes, you can expect about a 20% miss rate. It really can suck early in a fight, but most of the time it doesn't end up mattering past 10 seconds into the fight. Vengeance and high damage are pretty insane right now.
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01/06/11, 8:43 PM
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#68
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Von Kaiser
Tauren Druid
Kor'gall (EU)
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Originally Posted by Knik
I've been putting together an offset for Kitty and Rawr is stating the optimal rotation includes running out, Feral Charge / Ravage!.
Is this the case at higher gear levels?
Is this only the case at 80%+ health?
Dummy testing has proven inconclusive for me. Ravage hits hard, but the overal dps doesn't seem any better.
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If you think about it, it doesn't take long to get 8 yards from the boss, about a second, so while running out you will lose one or two auto-attacks. In place of that you will gain a hard-hitting ability that will give one or two combo points, while only costing 10 energy. It is a DPS increase, but only if you don't hesitate while doing it.
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01/06/11, 11:42 PM
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#69
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Von Kaiser
Night Elf Druid
Dreadmaul
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Thick Hide now increases armor while in Bear Form by an additional 26/52/78%, up from 11/22/33%.
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How much extra armour is that going to give a typical bear?
(Or, I guess as may be more useful at a glance, what kind of mitigation % change will it give, especially compared to other tanks?)
Last edited by Nich : 01/07/11 at 1:49 AM.
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I'd like to offer moral support, but I have questionable morals
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01/07/11, 9:59 AM
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#70
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Glass Joe
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Originally Posted by Nich
How much extra armour is that going to give a typical bear?
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When I ran the numbers yesterday using a typical pre-heroic (~329 ilvl) gear setup, I saw my armor value jump by ~10k. That seems like a pretty massive increase to me, but I don't know how druid armor compares to other tanks right now.
I'm double-checking my armor calculations today, just to be sure.
<edit>
The 10k armor increase is the correct amount, but since the change is not listed in the official patch notes, you can probably assume that it was a mistake in the datamined information.
Last edited by Finwe_Bear : 01/11/11 at 8:55 AM.
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01/07/11, 10:16 AM
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#71
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Glass Joe
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Originally Posted by Nich
How much extra armour is that going to give a typical bear?
(Or, I guess as may be more useful at a glance, what kind of mitigation % change will it give, especially compared to other tanks?)
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Keep in mind this is pulled from the data mined patch info off of MMO. I doubt that they are going to give us an increase that gigantic without putting it in patch notes. Should check the PTR to make sure.
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01/08/11, 7:30 AM
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#72
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Piston Honda
Night Elf Druid
Nozdormu (EU)
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Chip, one thing you're missing is that Primal Madness is pretty weak for DpS, and not too great for tanking either, at least if you're concerned with raid bosses. So change those points into Blood in the Water for better DpS imho. A good in-between choice is Talent Calculator - World of Warcraft
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01/08/11, 11:08 AM
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#73
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Don Flamenco
Tauren Druid
Runetotem (EU)
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Originally Posted by Finwe_Bear
When I ran the numbers yesterday using a typical pre-heroic (~329 ilvl) gear setup, I saw my armor value jump by ~10k. That seems like a pretty massive increase to me, but I don't know how druid armor compares to other tanks right now.
I'm double-checking my armor calculations today, just to be sure.
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I ended up at 42.5k armor in mostly i346 gear, gaining some 11.5k armor. A guild mate in about the same level gear has 39k armor on live as a warrior, so it's not far more.
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01/09/11, 9:40 AM
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#74
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Glass Joe
Night Elf Druid
Kazzak (EU)
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Hi I've been running RAWR on my Bear tank and I've noticed that armor trinkets are coming up on top including ICC ones? Is there a bug where-by the modifier from Bear Form or Thick Hide is being applied to slots 13/14?
I've heard something about this before but I can't find the topic, currently running with the JC stamina trinket and Essence Of the Cyclone.
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01/09/11, 12:30 PM
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#75
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Glass Joe
Tauren Druid
Trollbane (EU)
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Threat stat
I was for fun watching what relative stat values come out highest on threat. Exp/hit nr1 and 2 ofcourse, but strength is shown as nr.3 with agility as nr.4.
In what way is strength better than agility? Because i can think of none.
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