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[Feral/Guardian] Simple questions + WoL Feedback
New thread for MoP. This is the thread for simple questions regarding Feral and Guardian. If your question applies to one of the existing thread topics, please post it there instead; if you expect to generate significant additional discussion, create a new thread. If, however, you have a simple question that only requires a simple answer and don't see a better place to post it, this is your thread.
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What are the Guardian Gem Priorities? Are there stat weigh calculations yet?
With the 4T13 bonus I opted for Agi+Stam mix gems and ignored all setbonuses. Forgewise I gept all Mastery there was and forged anything else to Dodge. I didn't care for Expertise or Hit at all! Mr. Robots standard PvE stat weighs are the following: 1.70 Agility 1.40 Dodge 0.75 Mastey 0.70 Crit 0.40 Haste 0.35 Expertise 0.36 Hit Why in the world would Haste be above Expertise and Hit? And if Agility is the strongest stat, why would I not go for all-Agility?? For some reason going for Dodge over Mastery doesn't feel right... need some confirmations here ;D Edit: On an Item with a red socket with 60 Agi bonus AMR tells me to use Agi+Dodge... On an Item with a red and a blue socket with 120 Agi bonus... 2x pure Dodge... wth? |
Mr. Robot is not taking into account Effective Health. Bosses are hitting for 375 - 400k damage and given that guardian lost their Savage Defense bubble, our EH has gone way down. In order for us to reach those survival soft caps, we need a combination of Stamina and Mastery FIRST before going into dodge. For some perspective that means in current MV normal, you need around 500k health and 4-5k mastery in order to reach that soft cap. Crit, Haste, exp and Hit are useful for rage generation but after they buffed Rage from white damage, the value of crit, haste, exp, and hit went down. If you want, the guardian module of Rawr; which can be viewed on these forums; have been updated for the most part for 5.0.
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Quote:
I pasted the prio list here for you: Quote:
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I've done a ton of math on stat weights and as weird as it seems, when it comes to rage/sec and mitigation haste is better. This is mainly do to so much rage coming from white attacks.
With my current gear I get: Crit- 0.0432 Agi- 0.0301 Dodge - 0.0252 Haste - 0.0204 Hit* - 0.0182 Exp* - 0.0182 Mastery - 0.0110 Armor- 0.0065 Note: this assumes 100% dodgable or physical damage. I tend to scale my dodge with how much of the inc damage I can dodge. I've even gone as far as calculating the breaking point in boss fights when SD is better than FR based on your current gear and how much of the incoming damage is "dodgable". Currently for me if 42.26% of the damage is "dodgable" then I will mitigate more damage with SD then I would heal with FR. Remember, this is just the math and not an end all to what button to push. Stat Weights: Must Tova: Guardian Stat Weights SD vs FR: Must Tova: Savage Defence vs Frenzied Regen Spreadsheet: https://docs.google.com/spreadsheet/...6UDkxYVE#gid=0 |
That's incredibly interesting to see, Tova, that Crit has such a high relevance compared to anything else. I knew it was at least as useful per point of rating than mastery, but wasn't aware it was this much.
I wonder, though, wouldn't Agility be somewhat effected by the same things that lower dodge rating, considering that part of its usefulness comes from contributing to your total dodge? And even moreso for Mastery, which seems to have little relevance compared to everything else. |
The one thing I found while going through the math was
a. it takes so much agi (about 1200) to get 1% crit and 1% dodge b. it takes so little crit rating (only ~380) to get 1% crit c. as for mastery, it takes so much mastery rating (over 2000) to get 1% physical damage reduction With all this and there being so much off stats on things like gems (plus getting 50% more from bear form) the off stats are just that much more desirable. |
There has been recent developments so I thought I would update you guys
Crit 0.0416 Agi 0.0296 Dodge^ 0.0251 Hit* 0.0225 Exp* 0.0225 Haste 0.0204 Mastery^ 0.0109 Armor^ 0.0063 *Before caps ^ 100% dodgable or physical damage Stat Weights: Must Tova: Guardian Stat Weights SD vs FR: Must Tova: Savage Defence vs Frenzied Regen Spreadsheet: https://docs.google.com/spreadsheet/...6UDkxYVE#gid=0 |
Thought I'd share something Williee on MMO-Champion shared in a bear thread!
#showtooltip Nature's Swiftness /run SetCVar("autoUnshift",0) /cast nature's swiftness /cast healing touch /run SetCVar("autoUnshift",1) No shifting NS macro for bear and cats! I've also worked it into Clique. More info on: A Real Nature's Swiftness Macro! |
Not sure if this is the right place to ask. What happened to guardian thread?
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Why is an agility potion while HotW activation better than an int potion? Am i missing something oO
Oher topic. 5CP SR < 6 sec RIP <10 sec FB -> SR -> hope for crit luck to get rip uptime rdy or SR -> then save rip uptime kind regards |
Agi potions are better during HotW for the simple reason that agi, while feral/guardian, is nature spell power (including healing). If you mouseover int, you can see "Increase Spell Power by 0".
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@TheeTova - so on a fight like Stone Guardians where the vast majority of the damage is a bleed (cannot be dodged) how does that affect the stat priorities? Obviously dodge becomes nearly worthless at that point. Do we need to start reforging between fights to min/max per boss?
Instead of reforging based on what % of avoidable damage is able to be dodged on a per boss basis, would it be safer to simply go for an RPS build with hit cap, exp soft cap, crit and mastery and depend on FR/SD from your higher rage generation? Without being on the bleeding edge of progression it doesn't make much sense to have the raid stop and wait for you to reforge mastery > dodge or dodge > mastery between boss fights. Or perhaps I'm misunderstanding your stat priorities around what % of damage is able to be dodged. |
If you want to go with one build, go with RPS and then you can adjust your SD/FR usage based on what percentage of incoming damage is dodgeable (or more likely what level of health you are when you have 60 rage). If dodge at 100% dodgeable attacks is 251 and haste is 204, that would mean there would need to be a fight where more than 80% of the damage is dodgeable. From a really quick look at logs, some fights get close to 80% and possibly a little higher, but the majority are way below that.
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Yeah, how I look at my stat weights is that rps is so much more consistant fight to fight bases. I did reforge to dodge for spiritbinder but kept my crit. Right now though over all I set my dodge and mastery below everything. As there are arguements against it because say rng and the 42 second rule for 100% uptime on SD doesn't make me desire consistant stats like mastery for two main reasons.
1. There is just way too much mastery rating needed to get that passive mitigation (over 2000 rating for 1% damage reduction) 2. That's what cds are for. We have so many things at are disposal and these discussions tend to avoid this. My favourite actually atm is healthstone and NS. I can use either about every 30sec for a nice heal. Back to the SD vs FR. Check my blog post on it. SDvsFR Another just quick point, I even weigh FR a bit more than that breaking point especially in 10 mans. You're essentially another healer that can instantly manage your health better than a casting healer. |
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