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Old 09/15/08, 1:37 AM   #1906
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Originally Posted by foxglove View Post
Edit 2: For the record, the spreadsheet is showing the Rip glyph to be significantly more valuable than the Mangle one, even when I forego FB entirely. I am not sure as to whether the model is trying to ensure 100% Rip uptime in that situation or not.
I leave open to view all of the calculations.

The Mangle glyph is implemented as altering the percent of Mangles-to-Shreds. I first calculate the Mangle duration and how much energy is generated during that time. I then guesstimate 1 finisher per 12 seconds and subtract the average finisher energy used in that time. I'm sure I can make this more accurate, but I need to account for circular dependencies. The percent of energy used on 1 mangle over that time is used to calculate an average damage (and energy) per special attack (non-finishers). So, increasing the duration of Mangle just reduces it's percentage of specials. Note - I did find an error in the spreadsheet related to this. On the "Cat" sheet, cell N2 should have it's end modifier changed from "*18/12" to "*M2/12". This affects the number of finishers per Mangle buff.

I never specifically aim for 100% Rip uptime. Based on the given desired Rip CP, the average number of required special attacks is estimated. This number is turned into required energy and then time. The uptime of Rip is noted (based on glyph). If a second finisher is specified, it does the same. If there is no 3rd finisher, it checks the total cycle time against the Rip uptime and extends the last finisher time to account for it. I do aim for 100% SR uptime based on required time for other finishers.

There is no direct interaction between Mangle uptime and finishers. It is basically assuming Mangle will be applied as needed to give 100% debuff uptime.

Hopefully this answers the question. If there are many more questions I can open another thread here or on another forum (or answer PMs).


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Old 09/15/08, 2:58 AM   #1907
Falk
Soda Popinski
 
Falk
Night Elf Druid
 
No WoW Account
E: Beaten, sorta.

I'd say they're not 100% done with the armor nerfing for TBC items just yet - Harness of Carnal Instinct has 800 armor still, and most of the reitemizations were pretty sloppily done. Considering that it seems they're tuning arpen (Now a rating that gives % reduction, i.e. weaker vs casters) vs bonus armor in WotLK with no bonus armor on PVP sets, the bonus armor on current PVP sets may well be taken off as well.

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Old 09/15/08, 3:32 AM   #1908
Kaythal
Glass Joe
 
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Tauren Druid
 
Vek'nilash (EU)
Can you please tell me if these changes to the feral talents would be OP? Or even wrong for the feral tree as a whole?

Natural Reaction
Increases you dodge etc etc... (same as now; in addiction:) Whenever you are hit by 5 or more attacks in less than a second you gain Spiked Fur wich reflects 10/20/30% of the melee dmg income. Lasts 12 seconds. (ofc it works only in Bear/Dire Bear)

If 30% is too much or too poor i dunno; also it could reflect a % of dmg after armor mitigation or before it (scaling better with our gear). This change would enhance ONLY our aoe tanking, while leaving our boss tanking the same.



Rend and Tear
Increases dmg done by your Maul and Shread attacks on bleeding targets by 2/4/6/8/10% and gives 20/40/60/80/100% chance to your FB to refresh Rip duration and to your Swipe to refresh your Lacerate duration.

Dps and tank talent. Defo not for pvp.
Every class with a buff/debuff can refresh it with other spells.


Edit: "italic"/punctuation fixes.

Last edited by Kaythal : 09/15/08 at 3:52 AM.

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Old 09/15/08, 4:48 AM   #1909
 Regen
B-B-BLOODBATH
 
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Regen
Troll Druid
 
No WoW Account
NR: 5 hits in under a second is fairly rare, even if you choose to tank a full group of mobs with no CC in any instance. I would see this being so rare its almost useless, generally if you are "aoe" tanking mobs aren't going to be hitting you that hard individually. I do not see the need to implement something like this.

R&T: Why? Imo the potentially insanely high crit rate on FB is excellent for pvp burst viability. You are trying to turn this into solely a PvE talent. Besides that you would essentially be turning PvE dps into a "Ok Savage Roar, Max trinket + consumable ownage, super-rip, and try to keep it up the entire fight while alternating savage roar and FB instead of SR and Rip"

All this is, is a dps boost. I definitely agree adding swipe refreshing lacerate would be amazingly awesome but not at the cost of 50% FB crit. I think the cat re-apply version would be slightly too annoying/obnoxious such that it would force you to super rip and keep it up (Potentially making On Use: AP trinkets OP).

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Old 09/15/08, 12:13 PM   #1910
Kaythal
Glass Joe
 
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Tauren Druid
 
Vek'nilash (EU)
NR: i'd liked to add some passive tool (since i duuno how to make it active and not OP) for aoe tanking large groups of mobs. With "large" i'm thinking at murlocs at Tidewalker or anyway, any 10+ grp of mobs. The Thorns-on% dmg should be usable only while raiding and should be keeped up for an unlimited amount of time (as paladin's proc on block). Maybe we can get a passive instant counter-atk when dodging, but there's no way we can tank 10+ mobs with only swipe.

R&T: i'd like to NOT see R&T in a PvP build. Also in PvP i was used to FB only in BGs, while in arenas i almost always maimed. (i'm using the past cos in S4 i became a resto-noob :p). I really dislike all-around talents, and i'd prefer to see more talents focused on 1 or 2 specs, not always all 3. Otherwise how can we specialize (and thus be viable).


PS. While typing I checked the official site and I found devs have only some weeks to fix all our issues: WotLK on stores in less than 2 months...

Edit: Priests/Locks have ways to refresh SW:P/Corruption duration: will "on-use trinkets with +spell-p" be OP for em? (i thought that dots dmg was calculated on the AP/spell power you have at the moment of the tick, not when you cast it)

Last edited by Kaythal : 09/15/08 at 12:31 PM.

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Old 09/15/08, 12:38 PM   #1911
Deathwing
Bald Bull
 
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Orc Warrior
 
Black Dragonflight
I'm apprehensive of GC's response here:

MMO-Champion BlueTracker - Feral Concerns: Release date announced.

Specifically:

We have to be careful here. Our goal is to make sure all the tanks can do the job, so we want to make sure we don't give druids an ability that will push them over the edge. Druids were really good tanks in BC, especially near the end of the content. I don't feel that we are having to make up a huge deficit. I understand you want to have more buttons to push, but compared to BC you now have new cooldowns like Berserk and Barkskin, and some old groaners like Tiger's Fury and Frenzied Regeneration actually do something cool now.
That can be interpreted as "you got all the utility you're going to get". At a first glance, I would say ferals come up short, utility-wise, compared to other classes, but maybe it's not that bad. For this comparison, I'm just using warriors because it's the class I know best(I've tanked as both extensively) and I consider warrior currently to have the best tank utility, maybe paladins second.
Druid                                             Warrior
Bash                                              Concussion Blow+Shockwave
Berserk                                           Last Stand + Berserker Rage
Feral Charge                                      Warbringer
Powershift                                        Safeguard
Entangling Roots + Hibernate            
FFF                                               Heroic Throw
Barkskin                                          Shield Block
Frenzied Regeneration                             Enraged Regeneration
                                                  Shield Reflect(Improved)
                                                  Vigilance
                                                  Shield Bash
                                                  Shield Slam
                                                  Shield Wall
Obviously I tried lining up similar abilities so that they were easily compared. What that list is missing is a sort of rating. The utility of Shield Slam(dispell) isn't anywhere near the utility of Shield Wall. So, you have to look at those extras a feral doesn't have and grade them. I specifically left those grades off because I think they can be highly subjective. For example, some people might consider Heroic Throw superior to FFF(when it gets more threat), but I think the 1min CD on Heroic Throw really kills the ability.

Anyway, out of the utility a feral is missing, I think Shield Wall is probably the only important one. I'd personally like something to deal with casters, if only to make corralling them easier, but I don't see it as that important since paladins don't get one either.

Any utility I've left off either list?

EDIT: well, the formatting on that didn't come out well at all, let me see if I can fix it.

EDIT2: Wanted to added another link:

MMO-Champion BlueTracker - SnarfSnarf speaks! Help Save Feral Tanking!

It's a somewhat crude post, but it does a good job of reiterating what I'm worried about above(and states it better in a few cases). The more troublesome part is GC's response:

I can't argue with the points you've raised. From our standpoint, druids were good tanks in BC and Prot warriors survived only because encounters were designed to prop them up. With some of the changes to LK, specifically phasing out crushing blows, we didn't see Prot as a viable tank anymore, so we restructured them. By contrast, the main change we wanted to make for Ferals was to let them choose to be a MT or a "main dps" without always being stuck with the master-of-none tag. I'm pretty happy with what we've done to address that design change, but it did mean we were focused more on role and less on abilities. I think that's a fair assesment. I can't promise any changes, but I can promise to discuss it. (And please, don't launch a dozen threads asking if we've discussed it yet.)
With the other GC post above, I see that very heavily hinting at that ferals aren't getting anymore utility.

Last edited by Deathwing : 09/15/08 at 2:34 PM.

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Old 09/15/08, 12:39 PM   #1912
Duilliath
Great Tiger
 
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Duilliath
Night Elf Druid
 
No WoW Account (EU)
Amusing how you chose to focus on the Talent changes, while ignoring the main point made.
We have to spend 6 talent points just to get back to where we started. No wonder the tree will feel bloated when out of all those new goodies you can only get four new talent points in.

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Old 09/15/08, 12:47 PM   #1913
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Duilliath View Post
Amusing how you chose to focus on the Talent changes, while ignoring the main point made.
We have to spend 6 talent points just to get back to where we started. No wonder the tree will feel bloated when out of all those new goodies you can only get four new talent points in.
You do realize that Mother Bear (or Protector of the Pack like it's called now I believe) is also giving you magic mitigation which you did not have before, right? So it's not really fair to say you need to dump 3 points in there just to be even.

Last edited by Tyvi : 09/15/08 at 12:52 PM.


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Old 09/15/08, 1:21 PM   #1914
halmmar
Piston Honda
 
Tauren Druid
 
<Zen>
Xavius (EU)
Originally Posted by Liar View Post
You do realize that Mother Bear (or Protector of the Pack like it's called now I believe) is also giving you magic mitigation which you did not have before, right? So it's not really fair to say you need to dump 3 points in there just to be even.
Not to mention the ability to use things like healthstones, ironshield potions and benefit from ancestral fortitude/inspiration.
The huge array of cooldowns we can use to tank bosses during enrage phases / survive burst damage is greatly improved (especially since incoming damage will be more predictable).

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Old 09/15/08, 2:46 PM   #1915
TheNameLessOne
Von Kaiser
 
Tauren Druid
 
Spirestone
The reason they can't just split bear and cat all the way is cause why would ever bring a pure bear druid then? Hell how could you even level a tanking druid?

A bear druid in kitty mode still has to do at least prot warrior level DPS.

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Old 09/15/08, 3:45 PM   #1916
Thessaly
Piston Honda
 
Night Elf Druid
 
Kargath
Originally Posted by halmmar View Post
Not to mention the ability to use things like healthstones, ironshield potions and benefit from ancestral fortitude/inspiration.
The huge array of cooldowns we can use to tank bosses during enrage phases / survive burst damage is greatly improved (especially since incoming damage will be more predictable).
Are you being facetious? Specifically about cooldowns? I don't think anyone's used the phrase huge array to refer to bears except to possibly the amount of the screen we take up.

We're getting a couple of cooldowns, which is an improvement over the current state of "Oh lord, Badge of Tenacity don't fail me now!". Looking at the giant lists of new toys that the other tanks are getting (on top of the cooldowns they already had), it's hard to get excited about being able to use Barkskin in forms as a giant step forward. Look at the post a couple back comparing the tools available to a bear vs. a warrior. The comparison to Paladins is a little different, since they didn't get a whole lot of love going into TBC, and their tanking now is even less interactive than ours. But even so, the direction the developers seem to be taking them is giving them new abilites, more options, more choices. We're getting old chestnuts with the dust blown off them.

As far as talent bloat, again, the problem is that the two roles they're intending us to perform (at par) are both contained entirely within the same tree. If they want us to make choices between tank and dps within the same tree, without us being "masters-of-none", they seem to have a long way to go. The problem is not specifically Mother Bear (which lost a lot of character in the name change, I think), but that we have some talents that are specific to Bear or Cat and some talents that benefit both in radically different ways, as well as being required to delve into a completely unrelated tree to be viable for either. The analogy to OoC would be back when Tactical Mastery was an 11 point talent in Arms. Every Prot warrior went 11 points into arms. This was eventually remedied, which allowed for a lot more choice in which non-Prot talents warriors took, depending on their particular role (MT, OT). It's a complicated problem, especially if they try to mix in pvp viability. Then we're looking at all three warrior trees jammed into one. Awkward, to say the least. Compound this with the concern that low level Feral talents might provide unwanted levels of survivability to Resto (specifically pvp) Druids, and you've got a giant mess.

The issue of itemization is still a large concern, and one that we'd hoped would be addressed through talents. The problems of the talent tree highlights an additional concern here, above and beyond the issue that we're using a fraction of the tank stats of the other classes. The same tier pieces for tanking Ferals need to work for dps Ferals. So even if we could benefit from the "universal" tank stats like Defense, they can't go on set pieces anyhow, since they'd be doubly useless to cat Druids. This is slightly more concerning to tank oriented Ferals, since dps ferals can, by and large, take advantage of Rogue itemization (though not their set pieces and the accompanying bonuses), whereas offset tank pieces, discarding plate, is generally very poorly itemized for Feral tanking. I'm still not sure what feral Tanks are going to be using in non-set, non-jewelry slots. Is there going to be special tanking leather? Is it going to be pvp gear? No one wants us to have special, feral tank only itemization. Not the players of Druids, not the players of other classes, not Blizzard. But it seems that is the corner we're being painted into.

In BC, it was pretty clear that the design was for warriors to be the primary tanks and for paladins and druids to be secondary tanks. We are changing that design. That should be very exciting. It puzzles me a little that you seem to worry more about being bad tanks now that we've changed the design than you were when we said you were supposed to be second-tier tanks.

I can only say don't worry about the numbers so many times, but I'll say it again: don't worry about the numbers. It's helpful to point out where you see deficiencies, but it doesn't help you, me, or the community to get upset about them at this stage.
To me, this is the most concerning thing in GC's response. They haven't really changed the feral design as far as tanking goes. The implication that it's just a numbers issue indicates that they don't really see itemization as an issue at all.

Last edited by Thessaly : 09/15/08 at 4:02 PM.

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Old 09/15/08, 3:57 PM   #1917
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by TheNameLessOne View Post
The reason they can't just split bear and cat all the way is cause why would ever bring a pure bear druid then?
Because of LotP (unless you have a Fury Warrior), Rebirth and Innervate. The latter two are still class unique. You could arguably add MotW as well if you are the sole Druid in a 10 man. Let's just hope they introduce more tanking fights where one tank isn't tanking all the time like Illidan, Council or even Twins so you get to use the stuff even while MTing and you will bring great utility.

Originally Posted by Thessaly View Post
We're getting a couple of cooldowns, which is an improvement over the current state of "Oh lord, Badge of Tenacity don't fail me now!". Looking at the giant lists of new toys that the other tanks are getting (on top of the cooldowns they already had), it's hard to get excited about being able to use Barkskin in forms as a giant step forward. Look at the post a couple back comparing the tools available to a bear vs. a warrior
In the same vein, I think that is the reason Blizz might argue with if they do not add more utility. Druids gained 3 more abilities that you can use while tanking (Frenzied Regen, Berserk and Barkskin) and all the pots and weapon enchants on top while Warriors didn't gain any defensive cooldowns apart from their own version of Frenzied Regen. All the stuff listed in the post above is not new. Warriors always had a stun and always had a spell interrupt, so in terms of "gains" for boss tanking, there isn't much difference.
EDIT: Can also add Demo Roar to the list of new abilties you will get to press while tanking. It only took them 2 expansions to equalize the power of Demo Shout and Roar. :S

Last edited by Tyvi : 09/15/08 at 4:05 PM.


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Old 09/15/08, 4:10 PM   #1918
Deathwing
Bald Bull
 
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Orc Warrior
 
Black Dragonflight
I realize a lot of the stuff in my post isn't new, but with Blizzard explicitly stating they want tanking parity for WoTLK instead of implying tanking niches for TBC, the comparison is much more valid.

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Old 09/15/08, 4:20 PM   #1919
Thessaly
Piston Honda
 
Night Elf Druid
 
Kargath
Originally Posted by Liar View Post
In the same vein, I think that is the reason Blizz might argue with if they do not add more utility. Druids gained 3 more abilities that you can use while tanking (Frenzied Regen, Berserk and Barkskin) and all the pots and weapon enchants on top while Warriors didn't gain any defensive cooldowns apart from their own version of Frenzied Regen. All the stuff listed in the post above is not new. Warriors always had a stun and always had a spell interrupt, so in terms of "gains" for boss tanking, there isn't much difference.
We could already use pots and healthstones, and were able to spend 800ish mana to increase their effectiveness by 25%. Weapon enchants are a small part of tanking, and we don't get a shield enchant on top of the weapon enchant like warriors do. These are not big defensive gains.

I think saying that Warriors didn't gain any defensive gains except for a version of Frenzed Regeneration is a little misleading, since the major advantage that Warriors had in TBC is a multitude of defensive cooldowns unavailable to other tanks. So getting 3 abilities, two of which we already had (I know I've used Barkskin a good bit), is not terribly exciting. Further, except for the one they're getting now, Warriors already had those abilities. And while, as you point out, many of those abilities are not new, there are a number of nifty little toys there, like Shockwave and Heroic Throw. Given that tanking is not purely a matter of defensive cooldowns, looking at the collection of offensive/threat based abilities Warriors are getting (in addition to what they had) changes like "Mangle makes Maul hit harder!" are not encouraging. I'm not saying Warriors don't need more toys, I think they do. I want toys too, not band-aids, is all.

Part of the problem might be that we are a larger scale hybrid. Is the total number of new abilities balanced over class or balanced over roles?

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Old 09/15/08, 4:55 PM   #1920
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Deathwing View Post
I realize a lot of the stuff in my post isn't new, but with Blizzard explicitly stating they want tanking parity for WoTLK instead of implying tanking niches for TBC, the comparison is much more valid.
Yes, they did say that. But they also said they do not want tanking parity on a skill by skill basis but overall. If Druids do not get a usable Spell Interrupt then this is more an indication of it not being mandatory than anything. It might save you some damage over time, up to 5000 every 12 seconds in live so it's definitely not bad but it isn't a game breaker either. Really, the biggest advantage of having Shield Bash I see currently is Lady Malande. If you have a Warrior tank there, it frees up a Rogue to go DPS the debuffed Paladin. But that's really the most extreme case I can think of. Keep in mind that Paladins also have no spell interrupt (not even an awkward to use one like FC) so they cannot design boss encounters around tanks spell interrupting on their own. Power Shift/Wrathbringer are nice on trash I assume but if you imagine mobs like the Houndmasters in BT then being able to shift beats Wrathbringer because it has no CD. Roots/Hibernate is comparable to Heroic Throw in a way because it makes trash/5 man tanking easier/more convenient. And I would rate them both equally powerful depending on situation with Roots having the higher potential of being better.

Again, unless they make Innervate and Rebirth unusable for every Druid with 51 points or more in the Feral tree, it will be your "stigma". They will balance around that accordingly. I really can't stress how powerful a Rebirth can be. If a player dies and you rez him inbetween tanking a mob, then you pretty much own that player's HPS/TPS/DPS over the fight. This is big, make no mistake.

Originally Posted by Thessaly View Post
We could already use pots and healthstones, and were able to spend 800ish mana to increase their effectiveness by 25%. Weapon enchants are a small part of tanking, and we don't get a shield enchant on top of the weapon enchant like warriors do. These are not big defensive gains.

I think saying that Warriors didn't gain any defensive gains except for a version of Frenzed Regeneration is a little misleading, since the major advantage that Warriors had in TBC is a multitude of defensive cooldowns unavailable to other tanks. So getting 3 abilities, two of which we already had (I know I've used Barkskin a good bit), is not terribly exciting. Further, except for the one they're getting now, Warriors already had those abilities.
I don't know about you, but when I was playing my Druid I was extremely envious of Mongoose. That was, what, 8-9% dodge per proc? How can you not want that? I know they are changing the agi-->dodge conversions but I assume there will be another good enchant at level 80 to take it's place. That said, you could use Pots and Healthstones, sure. But at the cost of losing your rage. Barkskin was only situationally useful because it was on the GCD so you'd either risk getting gibbed or you'd only use it on predictable tank swaps (think Brut). But the rage cost was still pretty hefty to say the least.

About your other point: I think Warriors got enough toys for now. There is a fine line between having too few toys and too many. The toys Druids got actively help them MT bosses. The toys Warriors got are pretty much for convenience tanking in heroics. Silencing Throw or breaking a Frost Nova is not going to be that significant when MTing a boss, trust me. Is it going to make trash tanking more fun? Hell yeah. But on the other hand, I already liked tanking heroics on my Druid where I could use stuff like Bash a Melee mob, FC to a caster, move out of melee range then cast cyclone/Rebirth/IV or whatever. Now you can add Roots on top of that and it opens up some nice combos. Or you could sprint away on an incoming wipe and laugh at those that cannot keep up with your sprint (and aquatic form - I am looking at you, Slave Pens ). Being able to stealth is also great fun and noone is taking these things from you. I will also admit I enjoy Spell Reflection. Alot. Maybe more than I should but hey, that's me.

That said, I really don't think it's all doom and gloom for Druid tanks. Trust me, with creativity, you can get alot of fun out of the class.
Bonus for old skoolers that did the trash after Twin Emps in AQ40: Remember the Qiraji Mindslayers? Guess which of our tanks would survive pretty much all pulls because they could shift out of their Mindflay and heal themselves during a cast? It was not the Warrior.
Or which tank was it that could go stealth and res your raid in front of Broodlord so you could save your whole raid time to clear it again? Again, not the Warrior tank. Druids have so much fun potential and isn't that ultimately what we all play for? They didn't take away any of these, they added some.

Last edited by Tyvi : 09/15/08 at 5:05 PM. Reason: added some stuff


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