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Old 04/27/09, 8:26 PM   #661
CheddarTrek
Banned
 
Orc Hunter
 
Shadow Council
Hello all,

With Dual Specs coming out recently, I'm having my healer alt take a Moonkin spec. I want the spec to be raid viable, since we don't consistently have a Moonkin in our raid make-up, but I also want some fun things for soloing such as Typhoon.

My question is this: Why do the vast majority of the recommended Moonkin specs I've found online all include Balance of Power for an extra 4% hit?


I understand that it is vital to be hit-capped for raiding, but since the "reduced chance to be hit by spells" component of that talent seems mediocre for PvE, why not simply gear/gem for that 4% hit and shove those extra points off into some other talent? Personally I'd like to take Gale Winds for those 2 points. I know there isn't that much AoE required for Ulduar, but I'm still going to be running Naxx some, AoE is fun for WG and BGs, and when I solo I like to round up baddies and use it. All in all this makes sense to me, but I want to be sure I'm not missing something

The only thing I can think of is that someone has done the math on the stats themselves and come up with a significant dps gap when you have to get that hit from somewhere else. For instance, if you gem/gear for that extra 4% hit you're losing that many stat points that could have been going to spellpower/haste/crit instead, and therefore you're losing some dps (especially if you put those 2 points in Gale Winds and then you aren't using your AoE in any given fight). But how significant is this loss? I don't want to completely gimp myself, but if it's fairly minor (like the Improved Moonfire talent that apparently doesn't do much for dps), then I'd rather take the talent I consider fun.

Here is a link to the spec I am debating now. The question is whether or not to leave those 2 points in Gale Winds or put them in Balance of Power, though I'm open to other suggestions as well if something is obviously off.

Balance Spec via MMO Champion

I hope I've been clear. I know I rambled some but I've given it a decent amount of thought and sort of wanted to get it all out there.

Thanks,
CT

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Old 04/27/09, 10:22 PM   #662
sislin
Glass Joe
 
Tauren Druid
 
Turalyon (EU)
@cheddartrek:

It's a question i been debating myself, i came to the conclusion that its basically a choice between regen, and max dps:

You can gear for more hit, but if you dont need the regen from intensity, then 1 talent point for 2% hit/2 for 4% hit, means you can stack more spelldamage gems/enchants, and not be tied to lower itemlevel gear just cause you need it to stay hitcapped. (./comfort my fellow casters who didnt get lucky on dying curse etc)

Only speccing 1/2 or 0/2 into balance of power does make it easier to pickup some points in intensity, people can judge for themselves if they need the extra regen from that, i appreciate it since i'm in a guild that will sometimes have 10man raids without replenishment.

You picked gale winds, which is a talent that is imho mostly for clearing trash faster when stuff is on farm, yes its probably worth it on a few fights with many adds, but single target dps seems to matter more in ulduar. So far i run with your build, minus gale winds, with 2/2 Nature's reach, and 1/3 Intensity.

edit: ofc you can take intensity and drop typhoon/starfall, but personally i do like their utility, even though many serious raiding druids might agree.

// details on specs always remain a personal choice, but i hope this makes it a bit clearer why most druids just pick 4% hitrating from talents, and gem/enchant towards spelldmg.

Rambling about specs summed up: its probably a bigger deal then speccing improved moonfire, but its not the difference between 4k and 5k.

Last edited by sislin : 04/27/09 at 10:30 PM.

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Old 04/27/09, 10:38 PM   #663
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Originally Posted by CheddarTrek View Post
My question is this: Why do the vast majority of the recommended Moonkin specs I've found online all include Balance of Power for an extra 4% hit?
To replace those two talent points with gear, you need to add 104 or 105 hit rating.

Get rid of two points in IIS and you only need to replace 2% crit, just 92 CR (and only that much if you have 100% uptime on IIS, and never use Starfall, Hurricane or Typhoon).

Get rid of two points in CF and and you only need to replace perhaps 2.6% haste (it is more than 2% because CF is a multiplier) or roughly 85 HR.

To the extent that Hit, Crit, and Haste rating are all equally as "common" on gear, 2% hit is worth more than 1% crit or 1% haste.

Of course hit has a hard cap, and the other stats don't. If your gear makes it tough to get below the hit cap, dropping BoP will make more sense.

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Old 04/28/09, 2:40 AM   #664
CheddarTrek
Banned
 
Orc Hunter
 
Shadow Council
Thanks you two!

One thing to keep in mind is that I am not going to have all that many gear options. Since this is not only my alt, but a secondary spec as well, my gear consists mostly of Heroic gear and PvP gear. I do have one or two raid pieces, but I can't count on upgrades via raids. It's fairly easy to get the hit from just grabbing 2-3 pieces of hit PvP gear from Wintergrasp and then putting in my resto pieces for the others (not ideal, but some of my ilvl 213 Resto gear beats out the ilvl 167 blue gear that is itemized for Moonkin).

I'll probably give the spec I linked a try from what I've read here, but I do see what you are saying Erdluf about 1 point of hit taking up the same amount of space on gear as 1 point of crit, etc. It's an interesting take on it, and something I hadn't thought of. Thanks.

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Old 04/29/09, 9:26 PM   #665
Spink
Piston Honda
 
Spink's Avatar
 
Night Elf Druid
 
Frostwolf
As a balance druid I have a really hard time wrapping my head around creating ideal item sets with how hit is valued.

When I see lists that say Dying Curse is #1 Trinket if you can utilize the hit on it, I wonder if that means if I am in a vacuum where my current gear has only one trinket equipped and I am exactly 71 points short of hit cap Dying Curse is ideal or if in any given situation I should move gear/gems around in order to accommodate fitting Dying Curse in because it is the best use of a trinket slot available.

The valuation of hit rating also baffles me when considering something like moving from ilvl213 hit pants -> 226 haste pants. Is it worthwhile to re-gem some 19 spellpower gems into 16 hit rating gems to fit these pants into my gear or should I stick with the ilvl213 pants.

Furthermore when I see things like SimulationCraft's t7.5 BiS valuation of Hit Rating as 2.46, Haste Rating as 1.06 and Spellpower 1.48 does this mean that I should be aiming to have all of my gem slots providing hit rating and have gear that accommodates that to not go over cap or do I want to aim to have gear that has the hit rating for cap and gem for spellpower?

I've looked around a little but haven't been able to find any blog post or article like that that explains the relationship between hit rating and me.

Edit: I had this sorta explained to me. What I heard was that you want to aim for maximum total stat weighting points in a set of gear rather than an individual slot and it doesn't matter whether you gem for hit or get it on gear not (unless it negatively impacts socket bonus/meta) so long as at the end of the day you're still at cap.

Last edited by Spink : 04/30/09 at 8:24 AM.

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Old 04/30/09, 8:48 AM   #666
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Originally Posted by Spink View Post
As a balance druid I have a really hard time wrapping my head around creating ideal item sets with how hit is valued.

When I see lists that say Dying Curse is #1 Trinket if you can utilize the hit on it, I wonder if that means if I am in a vacuum where my current gear has only one trinket equipped and I am exactly 71 points short of hit cap Dying Curse is ideal or if in any given situation I should move gear/gems around in order to accommodate fitting Dying Curse in because it is the best use of a trinket slot available.

The valuation of hit rating also baffles me when considering something like moving from ilvl213 hit pants -> 226 haste pants. Is it worthwhile to re-gem some 19 spellpower gems into 16 hit rating gems to fit these pants into my gear or should I stick with the ilvl213 pants.

Furthermore when I see things like SimulationCraft's t7.5 BiS valuation of Hit Rating as 2.46, Haste Rating as 1.06 and Spellpower 1.48 does this mean that I should be aiming to have all of my gem slots providing hit rating and have gear that accommodates that to not go over cap or do I want to aim to have gear that has the hit rating for cap and gem for spellpower?

I've looked around a little but haven't been able to find any blog post or article like that that explains the relationship between hit rating and me.
They are saying that the value of any gear/gem/consumable changes you make will change your DPS by approximately

2.46*change_in_minimum_of(hit,hit_cap) + 1.06*change_in_Haste + 1.48*change_in_SP

so you'll want to change your gear to maximize that formula (or if all changes are negative, then don't make changes). That formula ignores set bonuses, so don't add 20 SP at the cost of losing 4t7. Whether your changes should be gear, gems, consumables or a combination depends on exactly what you have available.

Rawr has an optimizer. You can tell it about your fight, what gear you have available (it can load your gear worn/in bags/in bank from rpgo Character Profiler). You can tell it that regemming is allowed (or prohibited) by the optimizer.

After running the optimizer you should find it recommending a set of gear/gems/enchants which is pretty close to the hit cap (may be a bit above or below).

Caveats to using Rawr (or any loot-ranking site/scheme): If you see something that doesn't make sense, try and figure out what is going on. Ask the authors, or use your best judgement. When optimizing in Rawr, be sure to check the "Enforce gemming requirements" setting, or it may make recommendations that don't meet your Meta gem requiremments (a very large DPS loss). Also be sure to tell it about your raid buffs (it tends to default to no raid buffs).

These kinds of tools frequently make mistakes when modelling gear with on-use or on-proc effects. They may also miss stats when the wording on a description is a bit unusual.

If you find a problem with the tool let the authors know. They seem to take pride in their work, and are pretty responsive in making changes. Also, tell them thanks (just not on EJ ;-).

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Old 04/30/09, 5:49 PM   #667
cwbelsomjr
Glass Joe
 
Night Elf Druid
 
Korgath
berserking ap value averaged over time

I can't seem to find the ap value of Berserking averaged over time, in order to compare it with the static 132 ap (with talents) of Massacre. Anyone have a quick answer? Thanks.

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Old 05/01/09, 1:05 AM   #668
halmmar
Piston Honda
 
Tauren Druid
 
<Zen>
Xavius (EU)
Originally Posted by cwbelsomjr View Post
I can't seem to find the ap value of Berserking averaged over time, in order to compare it with the static 132 ap (with talents) of Massacre. Anyone have a quick answer? Thanks.
It's about 140 AP with some haste. Its value is higher if you can save your Berserk CD for it (if you have the Grim Toll you want to use it during a Grim Toll proc instead).

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Old 05/01/09, 3:16 PM   #669
Vang
Glass Joe
 
Night Elf Druid
 
Boulderfist (EU)
Greetings!

What would you consider to be the current requirements for successful healing through heroics and Naxx 10/25 in terms of spirit/int and spell power?
I seem to be having no problems healing mid-range heroics like Gundrak, wonder if I'm prepared for Naxx and if not, what's missing.

Thanks in advance

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Old 05/01/09, 3:46 PM   #670
Batlecruiser
Banned
 
Dwarf Hunter
 
Earthen Ring
Does somebody know anything about procc-chance of 2er-boni tier 8 feral (bleedings trigger clearcast). Or does somebody gain experiences with this set-boni?

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Old 05/01/09, 9:02 PM   #671
Culcraban
Glass Joe
 
Tauren Druid
 
Gilneas (EU)
I'm searching for a Feral-DPS/Feral-Tank talentbuild for my 2. specc(I was Resto all the time). I wasn't able to find one in the various threads here, so would sb mind to link me one? Thanks .

greez

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Old 05/02/09, 7:27 AM   #672
charriu
Piston Honda
 
charriu's Avatar
 
Tauren Druid
 
Gorgonnash (EU)
Originally Posted by Batlecruiser View Post
Does somebody know anything about procc-chance of 2er-boni tier 8 feral (bleedings trigger clearcast). Or does somebody gain experiences with this set-boni?
Item - Druid T8 Feral 2P Bonus - Spell - World of Warcraft

2%.

Originally Posted by Culcraban View Post
I'm searching for a Feral-DPS/Feral-Tank talentbuild for my 2. specc(I was Resto all the time). I wasn't able to find one in the various threads here, so would sb mind to link me one? Thanks .

greez
Talent Calculator - World of Warcraft for a hybrid build, I think. Look in the appropriate threads for more specialized ones.

Last edited by Aldriana : 05/04/09 at 4:15 PM.

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Old 05/04/09, 1:55 AM   #673
EmeraldArcana
Glass Joe
 
Human Priest
 
Twisting Nether
Should I be gemming Armor Penetration instead of Agility on my Cat Druid in some blues and some epics? Or is this one of those "it depends" situations? The reason I ask (instead of just running RAWR) is because I can't run RAWR on my operating system.

Thanks,

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Old 05/04/09, 4:58 AM   #674
charriu
Piston Honda
 
charriu's Avatar
 
Tauren Druid
 
Gorgonnash (EU)
Originally Posted by EmeraldArcana View Post
Should I be gemming Armor Penetration instead of Agility on my Cat Druid in some blues and some epics? Or is this one of those "it depends" situations? The reason I ask (instead of just running RAWR) is because I can't run RAWR on my operating system.

Thanks,
As you need some ArPen gear for gemming it to be worth it, it's probably better to just gem agility at the moment.

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Old 05/04/09, 2:46 PM   #675
Ichabod313
Glass Joe
 
Tauren Warrior
 
Shadowmoon
Question:

Now that eclipse got a bonus from wrath, is it worth going starfire->wrath on proc?

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