Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Druids

Closed Thread
 
LinkBack Thread Tools
Old 09/15/08, 5:53 PM   #1921
Deathwing
Bald Bull
 
Deathwing's Avatar
 
Orc Warrior
 
Black Dragonflight
Liar, I'm not disagreeing with your assessment, that's particularly why I left off "grading" from my comparison. Druids can powershift to break snares, warriors can charge. The pluses and minuses flesh out from there extensively, and I would say that powershifting is overall better, it does have its own downsides(like possibility of being in caster form from GCD clipping).

Anyway, my point was to show ferals are lacking in least one very important category, maybe two. Without shield wall, I don't see them being main tanks for raids. I still consider some sort of active spell mitigation important too(doesn't have to be an interrupt). I know paladins don't have it either, but I think they've been asking for one as well.

Overall, not ability specific, they don't seem to stack up to the other classes.

Offline
Old 09/15/08, 6:05 PM   #1922
Tuftears
Piston Honda
 
Tuftears's Avatar
 
Night Elf Druid
 
Stormrage
Originally Posted by Liar View Post
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...
They also said that fear was not going to play a large part in TBC.

It's my guess that they will find it very easy to forget that not all tanks have parry, not all tanks have block, not all tanks have spell interrupt or spell reflect or intervene, &c. It seems reasonable to remind Blizzard of these facts from time to time, especially as they are designing the latest and greatest raid instances to come down the pipe, and refining the itemization for tank gear that will drop from these instances.

Homogenization seems like the best way to do it, really. I'd say:

* defense and parry should convert to a usable stat for bears
* shield block rating and value should convert to usable stats for bears and death knights
* bear armor increase should increase but apply only to armor pieces and weapons (providing equivalence of plate/shield)
* spell reflect needs to be addressed either as an other-castable buff from a different class or given to all tank classes

This removes a lot of itemization headaches and encounter headaches. They already removed crushing blows as a tank differentiation mechanic, so these are things I think would not be unreasonable for them to do.

Spell interrupt I'm willing to concede is available to enough classes - even to druids in catform.

upstart feline miscreant (32 feral/9 resto)

Offline
Old 09/15/08, 7:01 PM   #1923
Thessaly
Piston Honda
 
Night Elf Druid
 
Kargath
Originally Posted by Liar View Post
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.
This is a significant "if". There are definitely places where it's possible to throw these abilities around, but this has largely been a product of our role as Secondary tanks, something they've wanted to get away from. The analogy would be giving warriors an ability they can use if they take off all their armor and give up all their mitigation for 3 seconds. Not a whole lot of MTing situations where that happens.

Originally Posted by Liar View Post
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.
Mongoose with static ranged item stats compared to static agility enchant with proc based item stats was pretty much a wash, even if they had the numbers wrong. Using pots was like stance dancing, there's a cost to do it. They talked about giving us Barkskin in forms early in TBC, but it didn't make it off the PTR.

I cut the front portion of your response, because I think it leads to the same place. I'm not saying that Druids don't have any toys, that we don't have interesting abilities. I think a distinction needs to be drawn between Main tanking and Secondary tanking. Druids were and are, throughout TBC, the best secondary tanks. We were point on trash, providing high threat for the initial dps and the ability to swap to dps afterwards. Our cooldowns and abilities are largely geared toward this type of tanking, but not towards Main tanking. All of the tools you mention are tools we can use on trash, or in small groups like Heroics. This is why Ghostcrawler's recent posts are confusing to me:

Originally Posted by Ghostcrawler
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.
and

Originally Posted by Ghostcrawler
From our standpoint, druids were good tanks in BC and Prot warriors survived only because encounters were designed to prop them up.
On the one hand he's saying we were designed to only be secondary tanks, on the other he's saying that despite that design, despite having no abilities specifically geared toward MTing, we managed to become the premier tanks except in situations where some gimmick prevented it. While I think his second point is actually specious, the change to design seems to be largely an alteration in mechanics to keep our tanking stats where they are without adding any abilities. I haven't really seen any design changes that place an emphasis on us as MTs, or substantially alter our ability to be MTs. By way of comparison, Paladins get a range of abilities to produce better threat, abilities that allow them to take advantage of a huge range of itemization, while retaining their gimmick abilities. The Warrior changes, as you point out, seem largely in the direction of making small groups more interesting, along the lines of the tool set a Druid or Paladin has for those situations, e.g. mobility, range, and AoE threat.

Originally Posted by Liar View Post
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.
I like tanking heroics on my Warrior where I could Conc blow a melee mob, Intercept a caster, and then cast...ummm. So the parallel breaks down at the same point you highlighted above - we are burdened with caster abilities. Where it becomes more of a problem is the homogenization of gear has the side effect of further separating the caster and melee sides of our hybridity (is that a word?). Stealth is a big one, I loved doing stealth Setthek Halls for Assassination shoulders at the beginning of TBC (no, itemization problems are not new). I always got eaten by fishes in SP, though.

Originally Posted by Liar View Post
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.
I love my Druid, and I don't intend to stop playing it. I was Resto for the Mindslayers, and the burden for the Mind Flays should have been squarely on the healers. Like the Houndmasters: no one should waste a GCD 'cause it should be dispelled. I am worried about the contradictory ideas the devs seem to have about our roles in TBC. I am concerned about our itemization in the face of homogenized gear, especially given our dual-role as Ferals situated within the larger triumvirate of Balance/Feral Resto.

I think the most fun I've had so far this expansion was tanking side by side with my warrior buddy who I'd healed through vanilla. Sunwell especially, where we're able to literally tank side by side on Brutallus and Twins, each having our own advantages and disadvantages, but there being no question for our guild which two tanks would be the ones to do it. I am heartened that Blizzard wants all tanks to be equally viable, because that's really what made TBC shine for me. I am concerned that their efforts to do this are directed at making other tanks like Druids were in TBC.

Offline
Old 09/15/08, 8:02 PM   #1924
Tyvi
Never, Mags. Never!
 
Tyvi's Avatar
 
Human Death Knight
 
Turalyon (EU)
Originally Posted by Tuftears View Post
They also said that fear was not going to play a large part in TBC.
Sure, they did and they pretty much lied. Then again, if you are just going to be really cynic about it, nothing they or I can say would change your mind, would it?

Originally Posted by Thessaly View Post
This is a significant "if". There are definitely places where it's possible to throw these abilities around, but this has largely been a product of our role as Secondary tanks, something they've wanted to get away from. The analogy would be giving warriors an ability they can use if they take off all their armor and give up all their mitigation for 3 seconds. Not a whole lot of MTing situations where that happens.

[...]

I was Resto for the Mindslayers, and the burden for the Mind Flays should have been squarely on the healers.
I don't know about that. Just think about SWP. I have only seen the bosses up to M'uru but you can Innervate and Rebirth on every single fight where you tank.
Kalec: 3 tank fight
Brut: 2 tank fight
Felmyst: Has a flight phase where you are free to do whatever
Twins: 2 tank fight
M'uru: You can res someone inbetween waves

Even if you think about BT, there really are more fights where you can use that than not:
Naj: Not possible
Supremus: In P2
Akama: During waves
Bloodboil: 2 tank fight
RoS: Only possible as OT
Teron: Not possible
Mother: Only possible as OT
Council: Possible if you don't tank the Paladin
Illidan: Possible inbetween phases

And for the Mind Flay example: Yes, ideally the healers fix that. Just like how a Warrior ideally never has to use Shield Wall or Last Stand except for timed enrages. But we both know that is far from the actual raiding experience.


Offline
Old 09/15/08, 9:09 PM   #1925
Tuftears
Piston Honda
 
Tuftears's Avatar
 
Night Elf Druid
 
Stormrage
I try not to be cynical, but I also think it's something that's going to be very easy for them to slip up on. They'll think 'Oh, hey, we should spotlight class ability X' - but without giving several classes that ability, they'll accidentally lock raids into having that class.

So, shield wall is an example of those abilities. Three of four tanking classes have it - unless they have it in a poster on the wall, some designer is going to go 'Hey, wouldn't it be cool if the boss enraged in the last 5% and the tank had to pop shield wall, or divine protection, or icebound fortitude and the raid had to kill the boss in time?'

We're getting barkskin added to feral form, so that's clearly an upcoming change aimed at homogenization of tanks. What we don't know is what else, if anything, is going to be coming down the pipeline. That makes us nervous.

upstart feline miscreant (32 feral/9 resto)

Offline
Old 09/15/08, 9:18 PM   #1926
Thessaly
Piston Honda
 
Night Elf Druid
 
Kargath
This leads to a number of questions: What do Druids sacrifice for Rebirth and Innervate? Is it possible for us to be on equal footing as other tank classes, given that we have those abilities? How do those abilities compare to something like Spell Reflect? A paladin can Lay on Hands, how does that factor into things? Will we forever have the stigma of being caster hybrids despite needing to hybridize tank and melee dps within the one tree? How long do we give up new toys because we have an irreplaceable core ability shared by all our trees?

These are not easy things to balance, and I haven't really seen any Devs responding in the sense of the big picture, or indicating that they appreciate the big picture.

Being able to tank is not really my biggest concern. Having itemization to do it is.

Last edited by Thessaly : 09/15/08 at 9:51 PM. Reason: grammar and itchy posting finger

Offline
Old 09/15/08, 9:52 PM   #1927
Calen
Von Kaiser
 
Calen's Avatar
 
Night Elf Druid
 
Feathermoon
Slightly more than hints and insinuations about feral mana regen

I am a little surprised with the 'Million Monkeys' approach to class problem solving that Blizz seems to be taking here and there in WotLk - I mean, there have been a number of forum suggestions (both official and here at EJ) that have appeared in game, and I'm not saying that they've been bad ideas.. but it doesn't exactly inspire any kind of faith in their development process or their overall game vision..

From the WotLK Druid beta forum thread: Pvp not tanking for once G-crawler


Post #7
The best idea I've seen was by Visibull in this post:
WotLK Beta (US-English) Forums -> The top 5 feral concerns.

LotP regens 2% mana on special crit or ILotP regens 2% mana to the druid only on any crit, 6 second CD.
Followed by Ghostcrawler Post #9
Yeah, we like that idea too. Look for it soon.
Provided those numbers approximate what actually gets implemented, it seems possible that in decent dps gear, you'd be running against the 6s cooldown. In the current int-less feral gear with 6500 mana would generate about 108 mp/5; 9K mana would up that to 150mp/5.

Still rather pitiable, but better than nothing. I think this could be significantly upped without becoming dangerously overpowered, given that without something like a lvl 80 version of the [Staff of Natural Fury] *and* all the cost reduction talents a feral can drop that 7k mana pool just by shifting alone in 4-5 shifts, in a minute or less. Shame I can't see how I can fit it in for anything but a pure 'cat' build or a PvP spec.

Back to the development process for feral PvE Tanking I can't help but boggle at the homogenization of talents - I enjoyed the unique and optimized gear that we had in TBC, and the 'best OT' niche we had in raiding. I didn't particularly envy the prot pally AoE tanking role, (unless our prot pally was away) or begrudge those with shields and encounters that required them, and was happy to do my best to dps and hybrid it up while the warriors MT'd.

If the goal is simplification with the changes for tanking in WotLK, I suppose they're achieving it, and at the same time the itemization changes seem to be aimed at making gear 'simpler' ..

My worry is that with all the class synergies slowly being made less complicated, the class requirements slackened, niche roles removed.. how long until we all find this game equally boring, regardless of class or role, as we get less options (gear, niche roles, etc) for which to optimize our own performance?

Originally Posted by Thessaly View Post
Will we forever have the stigma of being caster hybrids despite needing to hybridize tank and dps within the one tree?
I think the answer is yes, although the way it worked out in TBC (as OT/DPS) we could actually use our 'caster hybrid' side. It's hard to measure the value of a perfectly timed tranquility on your dps group, or a seamless rebirth/2xT5 regrowth/innervate on your best (briefly dead) healer. I always wanted to see those cooldowns burnt because we are hybrids.

Originally Posted by Thessaly View Post
These are not easy thing to balance, and I haven't really seen any Devs responding in the sense of the big picture, or indicating that they appreciate the big picture.
I don't really want to be a gimped tank, but I don't want to be a 24/7 MT either.. I don't want to be a 'cat durid' who never casts a heal or offtanks.. but it does seem WotLK will mean (as a feral druid) picking your favorite 3-5 buttons and mashing them, pretty much all the time.

I'm not sure that in WotLK the homogenization/specialization will really play out in a way like TBC where our caster hybrid nature wasn't a stigma. The lack of itemization to support it suggests an intent to depart from feral hybrid play, which in my mind is a rather sad departure.

Edit: Damn you Thessally, you keep adding good stuff to which I feel compelled to respond!

Offline
Old 09/16/08, 12:13 AM   #1928
Phorage
Von Kaiser
 
Night Elf Druid
 
Frostmane (EU)
Anyone looked into professions for ferals?

Since they are buffing things like skinning, it would be interesting to get some thoughts on this.

I have been LW/JC since TBC release and it really looks tempting to keep it like that from what I have seen so far.

Offline
Old 09/16/08, 1:20 AM   #1929
 Caniki
Crayon in Brain
 
Caniki's Avatar
 
Tauren Druid
 
Mal'Ganis
Originally Posted by Phorage View Post
Anyone looked into professions for ferals?

Since they are buffing things like skinning, it would be interesting to get some thoughts on this.

I have been LW/JC since TBC release and it really looks tempting to keep it like that from what I have seen so far.
I'm keeping Alchemy for the 40% bonus to elixirs, and picking up Inscription for the 7th Glyph.

United States Offline
Old 09/16/08, 2:04 AM   #1930
Sarasper
Glass Joe
 
Night Elf Druid
 
Whisperwind
I'm wondering what the new armor target will need to be for the time before the xpac but after the next patch. Has anyone calculated the needed armor to achieve 75% damage reduction assuming 3/3 mother bear and 4 other people in your party? Not sure if mother bear has 12% or 15% reduction since it could count either 4 or 5 people in the party. Is the damage reduction from mother bear and armor a multiplier or additive? If additive, I got 20,300 armor for 63% reduction as the equivalent cap assuming mother bear adds another 12% reduction.

Offline
Old 09/16/08, 2:31 AM   #1931
nightcrowler
Don Flamenco
 
nightcrowler's Avatar
 
Night Elf Druid
 
Runetotem (EU)
Edit:

My math was wrong, the correct formula is: DR = 1 - (1 - armor/(armor+16635)) * (1 - 0.12), so you need 41920 armor to reach 75% mitigation with Mother Bear.


Old post:
To reach 75% reduction with Mother Bear (12%) you need 37027 armor (it's multipicative):

DR = 1.12*armor/(armor+ 16635) (vs. lvl 83)

For istance in full t7.10 you have 34387 (with devotion aura) armor.

Last edited by nightcrowler : 09/16/08 at 3:41 AM.

Offline
Old 09/16/08, 2:32 AM   #1932
Mijae
Don Flamenco
 
Tauren Druid
 
Tichondrius
Originally Posted by Sarasper View Post
I'm wondering what the new armor target will need to be for the time before the xpac but after the next patch. Has anyone calculated the needed armor to achieve 75% damage reduction assuming 3/3 mother bear and 4 other people in your party? Not sure if mother bear has 12% or 15% reduction since it could count either 4 or 5 people in the party. Is the damage reduction from mother bear and armor a multiplier or additive? If additive, I got 20,300 armor for 63% reduction as the equivalent cap assuming mother bear adds another 12% reduction.
If 12% reduction, 75% total would need 30140 armor... 15% would need 28704. We will still be able to still get over 30k using an armor weapon, BoT, and badge/Karazhan rings. However, reaching that armor point does not necessarily need to be a focus anymore with crushing blows gone.

Originally Posted by nightcrowler View Post
To reach 75% reduction with Mother Bear (12%) you need 37027 armor (it's multipicative):

DR = 1.12*armor/(armor+ 16635) (vs. lvl 83)

For istance in full t7.10 you have 34387 (with devotion aura) armor.
Multiplying reductions does not work like that. You need to reduce damage taken, not increase damage mitigated.

DR = 1 - (1 - armor/(armor+16635)) * (1 - 0.12)

I believe he was asking at level 70. At 80, 75% mitigation would require 41921 armor.

Last edited by Mijae : 09/16/08 at 2:46 AM. Reason: Add reply


Offline
Old 09/16/08, 2:47 AM   #1933
halmmar
Piston Honda
 
Tauren Druid
 
<Zen>
Xavius (EU)
Originally Posted by Mijae View Post
If 12% reduction, 75% total would need 30140 armor... 15% would need 28704. We will still be able to still get over 30k using an armor weapon, BoT, and badge/Karazhan rings. However, reaching that armor point does not necessarily need to be a focus anymore with crushing blows gone.
Indeed. I'll post the formula since incorrect ones were posted

0.25 = 0.88 * (1 - X / (X+400+85*(73-59))

Offline
Old 09/16/08, 3:23 AM   #1934
Nestario
Glass Joe
 
Night Elf Druid
 
Gul'dan (EU)
Originally Posted by Calen View Post
I don't really want to be a gimped tank, but I don't want to be a 24/7 MT either.. I don't want to be a 'cat durid' who never casts a heal or offtanks.. but it does seem WotLK will mean (as a feral druid) picking your favorite 3-5 buttons and mashing them, pretty much all the time.
You will not really be gimped in a OT role as you describe it. Even with a full cat specc I am sure you will be able to Offtank and also Tank heroics.

I hope you are aware that you have only seen T5 and maybe start of T6 content so you may notice the OT role has diminished to Trashtank for most of BT. Tanking in Sunwell isnt too bad but all mobs there will hit you that hard so your side abilitys are nice but not as valuable as they had been in earlier content.

Therefore most Feral-Druids you will see either want to be able to deal competative DPS (and maybe switch to bear to tank trash) or MT any bosses without beeing afraid to be replaced by another class just because that class has better scaling or similar.

Something else: If you really want INT on your PVP gear you can still use gems for that. Some way to regenerate some of your mana would be nice however.

Offline
Old 09/16/08, 3:38 AM   #1935
Brute
Von Kaiser
 
Tauren Druid
 
Ner'zhul
Originally Posted by Calen View Post

I don't really want to be a gimped tank, but I don't want to be a 24/7 MT either.. I don't want to be a 'cat durid' who never casts a heal or offtanks.. but it does seem WotLK will mean (as a feral druid) picking your favorite 3-5 buttons and mashing them, pretty much all the time.
Without any points in any of the bonafide 'MT Bear' talents you'll still be a fine and capable trash/offtank. Really the heavy duty bear talents are for those who *want* to be maintanking those final, main raid bosses. If you consider yourself a 'gimp' tank because its more strain on your healers when you try tanking raid bosses without those bear talents, well I;m not sure how to respond to that....

Offline
Closed Thread

Go Back   Elitist Jerks » Class Mechanics » Druids

Thread Tools