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10/09/09, 6:10 PM
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#1176
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Von Kaiser
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Does anyone know the cap when SF drops below 2.0sec cast time (fully raid buffed)? I'm asking because of [Reign of the Dead] and the "proc". If I'm past the cap, should I do something against that or is it just ... unimportant? I've several times heard that the proc was really great.
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10/09/09, 6:31 PM
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#1177
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<Druid Trainer> Emeritus
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Originally Posted by Tronn
Does anyone know the cap when SF drops below 2.0sec cast time (fully raid buffed)? I'm asking because of [Reign of the Dead] and the "proc". If I'm past the cap, should I do something against that or is it just ... unimportant? I've several times heard that the proc was really great.
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It's exactly the same as the Wrath softcap, 401 haste. But with lag, etc., it's hard to know exactly when you'd start losing trinket procs. Some data from someone who has the trinket would be great.
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10/12/09, 8:31 AM
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#1178
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Glass Joe
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Hello I'm just wondering if any of you experienced druid tanks still view [Darkmoon Card: Greatness] (agility version) as being worth farming for as new druid tank. How about the ulduar craftable items such as [Pattern: Death-Warmed Belt] and the [Footpads of Silence]? Currently using polar items for both (newbish I know) but I just recently picked up tanking and was wondering if I could get some advice. My guild is very casual and we're just now starting ulduar and toc 10.
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10/12/09, 8:36 AM
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#1179
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Piston Honda
Tauren Druid
Talnivarr (EU)
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Originally Posted by KickinKeebs
Hello I'm just wondering if any of you experienced druid tanks still view [Darkmoon Card: Greatness] (agility version) as being worth farming for as new druid tank. How about the ulduar craftable items such as [Pattern: Death-Warmed Belt] and the [Footpads of Silence]? Currently using polar items for both (newbish I know) but I just recently picked up tanking and was wondering if I could get some advice. My guild is very casual and we're just now starting ulduar and toc 10.
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At the very least get the DM:G trinket, it will last you a long time. The other 2 items are pretty good as well, if you can get them for a reasonable price and are willing to pay for it.
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10/12/09, 12:10 PM
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#1180
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Piston Honda
Night Elf Druid
Magtheridon
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Originally Posted by KickinKeebs
Hello I'm just wondering if any of you experienced druid tanks still view [Darkmoon Card: Greatness] (agility version) as being worth farming for as new druid tank. How about the ulduar craftable items such as [Pattern: Death-Warmed Belt] and the [Footpads of Silence]? Currently using polar items for both (newbish I know) but I just recently picked up tanking and was wondering if I could get some advice. My guild is very casual and we're just now starting ulduar and toc 10.
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I have found that Stamina is the way to itemize. I currently don't think that with your progression making a expensive trinket would prove to be all that beneficial. The 2 Brewfest trinkets are amazing to use for tanking, hoping you have come across them. If not, the [Essence of Gossamer] and [The Black Heart] are also good tanking items.
I am not saying DMC:G is a bad trinket, I am simply suggesting you take a look at the cost-benefit analysis of your own situation. The big issue is the money your willing/going to spend, and obtaining all three of those items is going to be costly if you AH the whole thing. However, there are people out there who farm/make gold really easily, and if that is you, it is a great way to start off your tanking gear.
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Artificial Intelligence usually beats real stupidity.
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10/12/09, 7:59 PM
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#1181
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The Raid Killer
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Originally Posted by Kirbie44
I have found that Stamina is the way to itemize. I currently don't think that with your progression making a expensive trinket would prove to be all that beneficial. The 2 Brewfest trinkets are amazing to use for tanking, hoping you have come across them. If not, the [Essence of Gossamer] and [The Black Heart] are also good tanking items.
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I would actually value [The Black Heart] much higher than the brewfest trinkets due to additional mitigation of damage. Unless you are going to be tanking ToC25, or ToGC, I'd say stick with [The Black Heart] and DMC:G over pure stamina stacking.
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10/13/09, 12:15 PM
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#1182
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Glass Joe
Tauren Druid
Kult der Verdammten (EU)
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someone can explain me where these 4.329 mana came from?
World of Logs - Buffs cast
The SpellID seems to be 43186 coming from a manapot. But how is it possible he can use a Crazy Alchemist's Potion too. These two share cooldowns, aren't they?
I can't find him being dead and battleresurrected, soulstoned or pala-sacrificed.
Any guesses or knowledge is welcome.
Last edited by Drunal : 10/13/09 at 12:15 PM.
Reason: "better" english
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10/13/09, 12:28 PM
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#1183
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Piston Honda
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Originally Posted by Drunal
someone can explain me where these 4.329 mana came from?
World of Logs - Buffs cast
The SpellID seems to be 43186 coming from a manapot. But how is it possible he can use a Crazy Alchemist's Potion too. These two share cooldowns, aren't they?
I can't find him being dead and battleresurrected, soulstoned or pala-sacrificed.
Any guesses or knowledge is welcome.
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[21:30:19.864] Stnu gains 4329 mana from Stnu's Restore Mana
[21:30:19.864] Stnu gains 4281 mana from Stnu's Crazy Alchemist's Potion
(Crazy Alchemist Potion sometimes has additional effects).
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10/13/09, 12:30 PM
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#1184
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Glass Joe
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Originally Posted by Drunal
someone can explain me where these 4.329 mana came from?
World of Logs - Buffs cast
The SpellID seems to be 43186 coming from a manapot. But how is it possible he can use a Crazy Alchemist's Potion too. These two share cooldowns, aren't they?
I can't find him being dead and battleresurrected, soulstoned or pala-sacrificed.
Any guesses or knowledge is welcome.
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The crazy Alchemist procs a random potion effect, which can include the mana potion effect.
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10/13/09, 12:36 PM
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#1185
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Glass Joe
Tauren Druid
Kult der Verdammten (EU)
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oh.. i thought it's just elixir effects.
well.. so it's pure luck...
thanks alot
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10/13/09, 1:38 PM
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#1186
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Von Kaiser
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Indeed, it is never an elixir's effect, but a potion's.
By the by, does anyone of you know whether Healing Touch is of any importance in a fight in TotGC or anywhere else? I always thought that Nourish would be better in any case, saw HT in some logs and wondered if anything had changed.
Last edited by Tronn : 10/14/09 at 8:59 AM.
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10/14/09, 11:45 AM
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#1187
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Piston Honda
Night Elf Druid
Magtheridon
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Originally Posted by Tronn
Indeed, it is never an elixir's effect, but a potion's.
By the by, does anyone of you know whether Healing Touch is of any importance in a fight in TotGC or anywhere else? I always thought that Nourish would be better in any case, saw HT in some logs and wondered if anything had changed.
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Nature's Swiftness can be my only guess. Nourish is a good quick bomb. Mine is hitting for 12k (Critical) with the HoT effect and NOT glyphed. Fully Raid buffed, Flasked, etc. My Healing Touch is doing 20k (Critical) with the same buffs. I do not spec to reduce its cast time or mana cost at all, but I am 2/2 Empowered Touch. Glyph for healing touch, it isn't as powerful as Nourish, with 25% (30% with 2PC T9) extra critical modifier than HT.
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Artificial Intelligence usually beats real stupidity.
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10/14/09, 12:21 PM
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#1188
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Great Tiger
Night Elf Druid
Echo Isles
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Tronn,
HT is bigger on average, and much bigger in the worst case (you don't get a crit). It will be better (except possibly for mana) in situations where cast time is not an issue:
1) NS
2) Target is currently at full health, but "might" get a big hit in the next two seconds (cancelcast if it doesn't happen).
3) Target is currently at full health (and has hots, and preferably living seed), and "will" take a big hit (say Koralon's Burning Fists) in the next 1.5 to 2s.
I don't know anyone using (2) or (3), but in principle they are viable.
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10/16/09, 8:43 AM
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#1189
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Glass Joe
Blood Elf Paladin
Magtheridon
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How acceptable is it for a feral tank to use "dps" misc items instead of standard tanking ones?
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10/16/09, 9:03 AM
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#1190
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Glass Joe
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Originally Posted by Zaelar
How acceptable is it for a feral tank to use "dps" misc items instead of standard tanking ones?
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If you are talking about misc DPS items like rings and trinkets don't do it. You need those items to differentiate between a DPS and a tank set. There shouldn't be any reason to need the threat generation you get from a DPS ring or trinket. Beside as a Bear tank you need the stats you would get from those items because you won't get them from the leather gear. The only difference between DPS leather and Tank leather is how it is enchanted and gemmed.
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10/16/09, 11:43 AM
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#1191
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Piston Honda
Night Elf Druid
Magtheridon
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Originally Posted by Hakana4155
If you are talking about misc DPS items like rings and trinkets don't do it. You need those items to differentiate between a DPS and a tank set. There shouldn't be any reason to need the threat generation you get from a DPS ring or trinket. Beside as a Bear tank you need the stats you would get from those items because you won't get them from the leather gear. The only difference between DPS leather and Tank leather is how it is enchanted and gemmed.
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Exactly. You shouldn't be having threat issues as Tricks of the Trade and Misdirection should solve that, and it is not your problem to fix a DPS issue. However, there is only 3 fights out there right now where I can see you would need to follow all tanking items. NRB and Anub heroic the tanks do get hit pretty hard, as well as Algalon. Higher threat gear you can get away with easily on fights like Jaraxxus and Twins.
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Artificial Intelligence usually beats real stupidity.
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10/16/09, 11:58 AM
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#1192
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Piston Honda
Draenei Shaman
Scarlet Crusade
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Glyphs for bear/cat hybrid spec
I'm planning on changing my secondary spec from cat DPS to resto and would like to tweak my bear spec a bit to allow for a little bit better DPS when not tanking (I'm usually the 2nd/3rd OT in 25-mans, so I'm DPSing approximately a quarter of the time). Talent changes are pretty easy (Shredding Attacks and King of the Jungle instead of Feral Aggression), but I'm conflicted as far as glyphs.
Right now, I'm leaning towards using all three "cat" glyphs (Shred, Rip, Savage Roar) in this spec as I don't see myself missing the "bear" glyphs much. My current glyphs are Frenzied Regeneration (I don't use this talent often enough to miss the +healing effect), Growl (worthless currently since I'm hit capped), and Maul (the one I'd actually miss, although I'm typically not put in situations where I'm tanking multiple mobs).
How do hybrid specs usually handle their glyphs?
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10/16/09, 12:28 PM
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#1193
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Von Kaiser
Night Elf Druid
Gorgonnash (EU)
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Have recently switched back to Moonkin as my second set of talents. i'm currently running Moonfire/Starfire/Starfall Glyphs wearing 2t8/2t9. Now i wonder if it's still worth to have IS (for getting a dps increase, not for the hit debuff) in my rotation or if the increase is so marginal that it's not noticeable.
Further, should i recast MF the second it wears off or should i wait for Eclipse to end?
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10/16/09, 1:39 PM
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#1194
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What does Von Kaiser mean?
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Originally Posted by Jezele
Growl (worthless currently since I'm hit capped)
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I sincerely doubt that you're spell hit capped in bear gear, so the Growl glyph is still necessary if you never want to miss a taunt. I do not recall reading anything about them taking Growl off of the spell hit tables.
However, fights where you truly absolutely can't miss a taunt are rare, especially if you are not main tank, so you could just carry a few Growl glyphs with you on the off chance you need it for a specific fight (hard 25-man Northrend Beasts comes to mind).
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10/16/09, 1:53 PM
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#1195
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Bald Bull
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How do hybrid specs usually handle their glyphs?
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You carry stacks of the relevant glyphs and use them as appropriate. In your case, I'd just carry around a stack of growl glyphs along with a stack of rip glyphs (I believe those are cheapest). Get some herbs and have your resident inscriptionist make a bunch.
People need to get out of the habit of thinking that glyphs are set in stone. They're cheap to make, they're easily used, and they're more permanent than a flask.
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10/16/09, 3:23 PM
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#1196
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Piston Honda
Night Elf Druid
Magtheridon
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Originally Posted by kalbear
People need to get out of the habit of thinking that glyphs are set in stone. They're cheap to make, they're easily used, and they're more permanent than a flask.
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Aye, they stack well too. I would swap out savage roar (only 3% increase) and keep Maul glyph if you didn't want to "switch glyphs" all the time. They are so easy to make though, once you realize this, you'll have every scribe on the AH. Anything over 15g per glyph is usually very overpriced.
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Artificial Intelligence usually beats real stupidity.
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10/16/09, 6:51 PM
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#1197
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Originally Posted by Kirbie44
Aye, they stack well too. I would swap out savage roar (only 3% increase) and keep Maul glyph if you didn't want to "switch glyphs" all the time.
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Err, what sort of DPS increase are the glyphs of Rip or Shred providing? I'd always just sort of assumed that the Savage Roar glyph was by far the best - is Glyph of Shred really providing that much DPS?
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10/17/09, 11:16 AM
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#1198
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Glass Joe
Tauren Druid
Tarren Mill (EU)
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Given that you can maintain a longer ticking rip (with shred glyph/rip glyph) you can FB more giving higher dps. The better your crit stat gets as in tier after tier you will see that you can like almost always have combo points for a random FB between rip and SR.
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10/18/09, 9:28 AM
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#1199
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Bald Bull
Tauren Druid
Lightbringer
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In Rawr I do 9511 DPS, Shred Glyph is worth 300 DPS, Rip Glyph is worth 175, SR Glyph is worth 215.
It makes sense really, Rip is 20+% of your DPS, the Shred Glyph is 3/11 and the Rip Glyph is 2/11 of that. I would assume that even though the Rip glyph would appear to be 3.6% of your DPS, it actually isn't that bad because you just end up dropping more FBs to keep almost the same Rip. I guess the extra tic the Shred Glyph gives, causes the cp requirement for high Rip uptime to change far more drastically.
I'd say that it's a reasonable assumption that in terms of Single Target DPS Shred > SR >= Rip.
However, on fights where you AoE more often (really not sure what would qualify other than Anub atm) It's going to be SR > Rip > Shred. I'm putting Rip ahead of Shred here because a significant number of Rips on that fight will be prior to switching to AoE or prior to Submerge, in which case you won't be able to shred.
Honestly though, I agree with Kalbear that Glyphs can just be swapped. There's very little reason to not swap SI/FR/Maul(or berserk) with Rip/Shred/SR depending on your role, unless you're talking about a fight where you're going to OT something non-critical for part of the fight and DPS the rest, and want the Growl Glyph to cover your lack of hit. I could see doing this quite a bit in Ulduar; XT, Ignis, Auriaya, Thorim, Freya, Mimiron, and Yogg all have adds that can be OT'd by a cat spec feral but are important enough that you don't want them running loose.
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10/19/09, 12:05 PM
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#1200
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Bald Bull
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It makes sense really, Rip is 20+% of your DPS, the Shred Glyph is 3/11 and the Rip Glyph is 2/11 of that. I would assume that even though the Rip glyph would appear to be 3.6% of your DPS, it actually isn't that bad because you just end up dropping more FBs to keep almost the same Rip. I guess the extra tic the Shred Glyph gives, causes the cp requirement for high Rip uptime to change far more drastically.
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This is the exact wrong way to think about it. The rip and shred glyphs add no more rip damage in Rawr (and really shouldn't in life, but they kind of do) than anything else. What they add is more energy, which usually gets translated to shred damage. The reasoning is that Rawr assumes 100% rip/rake uptime. All the glyphs do is increase the length of rip, so all that does is make it so you don't have to refresh rip as often. That in turn gives you more energy for shreds.
So basically, look at rip/shred glyphs as how much energy you would save in those seconds and apply that to shred.
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