So I'm on the verge of 80 and plotted out my planned heroic pre-raid gear, and figured it would be useful to share. General speaking the higher an item appears in the list the better it is.
I did a similar list on my blog. One thing to consider is savage gladiator gear in most of the slots.
If nothing else, the quest reward from CoT:Strat [Handwraps of Preserved History] should be mentioned - it's close to the best hands for a druid in the game right now.
We do know that armor on necklaces, rings, and trinkets is going to be significantly nerfed (no longer giving the bear multiplier effect) and that armor on weapons will be going away, so you might want to have some replacements ready in these categories, should these turn out to be superior. Agility and stamina will likely be the number one tanking consideration for the weapons.
We do know that armor on necklaces, rings, and trinkets is going to be significantly nerfed (no longer giving the bear multiplier effect)
I don't know the current state of this - did you mean to include cloaks as well in the list of slots that will be losing the multiplier? I'm confused by your list of cloaks, one of which has enhanced armor, the others of which don't.
Is there a reason why you're using one of each instead of two of one? The "Unique Equipped: Prismatic Gems (3)" means you're limited to 3 Prismatic Gems, not that the gem itself is Unique Equipped AND limited to 3 Prismatic Gems.
I don't know the current state of this - did you mean to include cloaks as well in the list of slots that will be losing the multiplier? I'm confused by your list of cloaks, one of which has enhanced armor, the others of which don't.
Your initial post didn't have any back items in it so I figured I'd just provide the ones I thought feral-useful.
Here's a partial quote, plus a link to the full post.
Originally Posted by Ghostcrawler
ARMOR
We are changing the way bear armor works so that bonus armor on items does not receive the bear armor multiplier. Specifically this means that trinkets, rings, necks and cloaks with bonus armor will not be multiplied by the bear bonus. The normal armor on leather will still be multiplied by this bonus. We are also going to remove bonus armor from Feral staves. You’ll get your bonus armor from the leather you acquire."
This is an update to my previous post on Feral armor changes.
ARMOR
As previously announced, we are changing the way bear armor works so that bonus armor on items does not receive the bear armor multiplier. Specifically this means that weapons, trinkets, rings, necks and cloaks with bonus armor will not be multiplied by the bear bonus. Only cloth and leather will benefit from the Bear and Dire Bear multiplier.
We are compensating Ferals for this armor loss by improving the Survival of the Fittest talent. In addition to its current effects (stats and crit prevention), it will now also increase armor contribution from cloth and leather items by 22/33/66%. That should be very close to your current armor bonus. This makes Survival of the Fittest rather over-budget by talent standards, but we figured it was one talent we can be pretty certain most tank-oriented druids will have (and to be honest nearly all Ferals).
FERAL ATTACK POWER
We are no longer going to have weapons in the game which improve feral attack power. Instead, your attack power will scale based on the dps of the item. Practically speaking this means almost no change for any gear you currently use -- you should not see your dps change. What it does mean is that we can create the occasional dps staff that could be used by druids or hunters (or very undergeared warriors), and that Ferals may occasionaly use two-handed dps maces. We are going to convert all existing Feral staves over to this new system (but again, you should not notice any change to your dps). We are also adjusting the UI so that when druids look at these weapons, you will see what the improvement will be to your damage in forms. This does not mean we are no longer going to create bear and cat weapons, just that those weapons will be slightly less niche than they are now.
These changes will be in place in the next patch. This patch will ship sometime before the 3.1 major content patch featuring the Ulduar raid.
Does anyone know of a comprehensive spreadsheet for druid tanking that is updated with Wrath talents/gear?
Would like to see how things weigh up with these changes but can't really do that using RAWR.
While it isn't gear, I was wondering. For shoulders, I know that inscriptionists get the shoulder enchants, but could non-scribes still farm up arcane tomes / fel armaments and get the aldor / scryer shoulder enchants? I know its not much, but why not for the nominal effort it takes.
I know that right now it looks like I can, but I just didn't know if I had missed any annoucement that those enchants were going by the wayside like weapon stones.
While it isn't gear, I was wondering. For shoulders, I know that inscriptionists get the shoulder enchants, but could non-scribes still farm up arcane tomes / fel armaments and get the aldor / scryer shoulder enchants? I know its not much, but why not for the nominal effort it takes.
I know that right now it looks like I can, but I just didn't know if I had missed any annoucement that those enchants were going by the wayside like weapon stones.
it would end up being a "weapon" with these stats:
DPS 171.1
AC 200
Agi 36
STM 87
Crit Rating 53
Haste Rating 24
AP 98
Spell power 62
Might not be an ideal weapon stat wise. Though it's not that bad in many respects. What may be more viable is picking up a decent mainhand weapon and some random green with useful stats - eg for a resist fight.
I have a vague memory of some discussions regarding the conversion of weapon damage to feral AP. While Blizzard have yet to do the final figures, does anyone think it is possible to easily compare current feral weapons to other weapons?
It's probably way to early to tell, though it would be fun to see what people think of the possibilities. It will be funny to see a hunter using a staff - which may well happen - and rolling on big two-hand maces will certainly be fun
PS: re the off-hand
Unless i am mistaken, the only off-hand with agility or strength on it is still [Tome of Knowledge] from Live Strat
Does anyone know of a comprehensive spreadsheet for druid tanking that is updated with Wrath talents/gear?
Would like to see how things weigh up with these changes but can't really do that using RAWR.
Those numbers need to improve(the SoTF change) or this is going to be a nerf to druid AC. They go through the numbers on page 3 and 4 on the thread you linked. Naxx 25 geared tank loses ~5k AC.
Those numbers need to improve(the SoTF change) or this is going to be a nerf to druid AC. They go through the numbers on page 3 and 4 on the thread you linked. Naxx 25 geared tank loses ~5k AC.
That is given the pure numbers provided.
If you use a 400% bear modifier, he loses ~250 armor. Since the goal was never to nerf bear mitigation, but only fix itemization, i expect a "the bear armor mod will be reset to 400%" post at some point.
Another interesting aspect i'm wondering is if cats also get a +66% armor buff from SotF. Would be a nice buff for pvp survival and basic grinding.
I just did some TTL math to assign stat-weights.
Assuming raid buffs and bear talents, we get the following needed for 1% increase in TTL. Armor values are assuming the new SotF, but 370% bear bonus.
22.3 AGI
19.4 Armor on leather armor
151.2 Armor on non-leather armor
Stamina has diminishing returns based on your hp pool, but until you get to 39000 HP, 1 point of stam gives more TTL than 1 Agi.
Hp Points for 1% TTL
25000 14.3
30000 17.2
35000 20.0
40000 22.9
Those numbers need to improve(the SoTF change) or this is going to be a nerf to druid AC. They go through the numbers on page 3 and 4 on the thread you linked. Naxx 25 geared tank loses ~5k AC.
To put it slightly in perspective, using the example from the thread linked of a feral druid who has every best armour item up to and including T7 tier, one single change in a loot table (removing Defender's Code from the game and incidentally putting him on an equal footing with a Naxx10 druid) would cost a Naxx 25 geared tank (850-308)*5.17 ~ 2820 armour in the current system - something that probably more than anything else highlights why a change to scaling better off base armour from (iLvl, slot) is preferable to the current situation as a general rule.
I think that the idea of balancing general changes to class mechanics on best-in-slot gear as many people seem to want is deeply problematic from a design perspective because the vast majority of players at any given time do not have "best-in-slot" gear in all slots and neither does their competition, and, looking at it from a "people have different levels of gear and not everybody gets everything they need in a tier of content before moving on" design point of view a 1.66 multiplier looks to be a really good choice based on the currently known pre-raid and entry level raid gear.
That said, I do not know our current strength as tanks in the unreleased T8 content compared to the other tanking classes and thus cannot evaluate how much this will hurt the best geared feral druids by the time T8 becomes available - are they now where they should be or worse off than they should be (in which case this change may be a significant problem and some other buff might be in order to help compensate) or are they better off than they should be (in which case this might be what was needed to bring them more in line with everybody else in terms of performance).
Last edited by Deliverance : 11/20/08 at 12:30 PM.
Reason: POV abbreviation => point of view
This has been said in the older threads, but the biggest problem I see with druids right now is our lack of ability to scale 2 different avoidance stats, which means that DR whacks us much harder than other tanks. It seems to me without some other way for us to scale mitigation, we will either be overpowered at early raid levels or underpowered at high raid levels. It's going to take a lot more item budget for us to hit 40% or 50% dodge than it will for others to get 40-50% dodge and parry combined. Getting to 30-35% will be ok (maybe even ahead of the game) between talents and our better agi scaling, but we will fall behind as gear improves if we don't have either a big armor advantage or a way to scale another avoidance stat besides dodge%.
Druids look like they have a better diminishing return for dodge, so taking our dodge vs their parry+dodge, we should be able to reach an equal amount of final avoidance.
That's not to say that we're out of the woods there, because itemization does mean that they'll scale a little better, but this is a difference of like 10% inferiority (guessing, items with 3-4 stats vs items with 4-5) versus the apocalyptic 50% deficit you might have been imagining.