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03/03/09, 3:01 PM
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#376
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Piston Honda
Night Elf Druid
Eldre'Thalas
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Originally Posted by Boevis
Really? because it looks to me like Druids should, since the druid in their test was the 2nd worst tank in the lot by their numbers (Lowest AVD, 2nd Highest DTPS, and 2nd shortest lifespan. Perhaps if the druid gemmed for Stam and actually had a normal-for-druids amount of HP instead of being horribly low, his TTL may have been better.
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Would more stam have improved his DTPS? If anything dropping avoidance and armor would have made that higher would it not? As far as AVD goes, since avoidance only equals Dodge for Druids wont they always be behind classes that can Dodge and Parry? Or am I not understanding total avoidance for other classes? Lastly on the 2nd shortest lifespan, I'll go through the combat log and check out the killing blow. I would guess that the overkill number was far and away anything that Druid could have geared for, even if he went with all stam.
Last edited by Garanthir : 03/03/09 at 3:27 PM.
Reason: Added overkill stam reasoning.
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03/03/09, 3:14 PM
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#377
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Von Kaiser
Night Elf Druid
Frostmane
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Originally Posted by Xavias
Lifebloom change is very simple: Its an efficiency buff to raid healing using LB (which is a bad choice to use in the first place, though I am guilty of using it in a few raid-heal situations), and a nerf to Rolling LB's on tanks (causes it to cost exactly 2x more than usual).
Thats pretty much all it does. What does concern me though is that this change could cause LB to be used even more than before (ie taking up more GCD's), which goes against what Blizzard want with Druid healing (diversified heals). This change could force more pigeonholing of LB because instead of casting LB once every few seconds, you will now be casting it 3 times, than casting it 3 times, than casting it 3 times etc etc. I liked that I could roll a 3-stack LB on a tank or two, and have the GCDs to do other things in between.
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We'll need to see testing to determine the outcome on Lifebloom. The proposed changes make Lifebloom look more like a single-stack cast for raid healing on top of WG while also boosting the strength of Nourish when used on the tank(s).
A triple stack would still probably come in handy for pvp where your partner(s) would be taking fair amounts of damage such that the bloom wouldn't be as likely to come out as overheal. Planned damage fights are also a place where a triple stack can still be used in pve. Loatheb is the obvious one. Something like Maexxna's web wrap or any planned silence works as well.
One other note is that GC has already stated that they're looking at some of the forum-based proposals for Lifebloom which will provide some added benefit to Lifebloom. That part has yet to be discussed past GC stating that they're looking into it. There's still quite a lot yet to come on Resto Druids.
Last edited by gnoop : 03/03/09 at 3:20 PM.
Reason: Clarity
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03/03/09, 4:24 PM
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#378
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King Hippo
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The exact rankings of most classes in Premonition's tank test are not that relevant-- a kind or mean RNG caused these, because they didn't do enough runs to make those rankings statistically significant. If they ran it again tomorrow, the druid could fall anywhere from 2nd to 4th; and long-term, it doesn't provide too much info.
The point of what they did was that, when all is said and done, what mattered was the cooldowns. Regardless of RNG, the warrior/druid/pally tank would die from 2 consecutive attacks. A DK tank could predictably survive the 2-shot range and make it to 1-shot range.
Assuming that the basic game mechanics are relatively balanced, DKs still gained an order of magnitude of survivability because of their cooldowns. A DK has so many oh-sh** buttons that those plus the healer rescue-buttons trivialized the other aspects of the tanking role. It's pretty clear that that was the entire test.
I personally see a nerf of the cooldown abilities overall, whether they decide to reduce their effectiveness, or put multiples of them on the same cooldown.
Sadly though, without nerfing oh-sh** buttons entirely, you still have the ability to taunt to a second tank and use all of his cooldowns until they come up again.
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03/03/09, 7:33 PM
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#379
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Don Flamenco
Night Elf Druid
Runetotem (EU)
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About the test you should also remember that we don't have savage defense on ptr.
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03/03/09, 8:25 PM
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#380
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Glass Joe
Night Elf Druid
Gul'dan (EU)
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Sadly this has not changed with the most recent build.
However the Mangle Bug - only granting 1 CP on crit and none otherwise - has been fixed.
So i´m looking forward to how Cats will perform on the dps-meters.
Last edited by Nestario : 03/04/09 at 7:35 AM.
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03/03/09, 8:45 PM
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#381
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Von Kaiser
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I think we've established that Agi > Str in 3.1 as far as gemming is concerned, but has anyone seen any numbers regarding AP vs. Agi for enchants? 44ap vs. 20agi for gloves, etc. AP enchants cleaned house pre-3.1, but I think agi has a shot now. It will be alot closer then the Agi vs. Str debate, so will need someone who's actually copied to bring some numbers forward.
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03/03/09, 11:09 PM
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#382
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Glass Joe
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Originally Posted by Celeras
I think we've established that Agi > Str in 3.1 as far as gemming is concerned, but has anyone seen any numbers regarding AP vs. Agi for enchants? 44ap vs. 20agi for gloves, etc. AP enchants cleaned house pre-3.1, but I think agi has a shot now. It will be alot closer then the Agi vs. Str debate, so will need someone who's actually copied to bring some numbers forward.
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How would that be any closer?
If 20 agi > 20 str, and 20 str > 44 ap, then 20 agi > 44 ap.
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03/03/09, 11:24 PM
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#383
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Don Flamenco
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Originally Posted by Celeras
I think we've established that Agi > Str in 3.1 as far as gemming is concerned, but has anyone seen any numbers regarding AP vs. Agi for enchants? 44ap vs. 20agi for gloves, etc. AP enchants cleaned house pre-3.1, but I think agi has a shot now. It will be alot closer then the Agi vs. Str debate, so will need someone who's actually copied to bring some numbers forward.
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The two enchants were already nearly equal before. Agility will be clearly better now.
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03/04/09, 12:02 AM
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#384
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Glass Joe
Night Elf Druid
Silvermoon
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Resto Druid Spec Discussion
With the upcoming changes in 3.1 I believe that Resto Druid are undergoing the largest change they have seen in a while. I believe it is important to go reexamine all of the talent points to see if they are worth it and to explore new specs.
Using this build as a base it is important to look at key talents that could be important soon.
Example:
Tranquil Spirit is usually ignored, but with the changes to nourish, it will probably be good to pick this up.
Also Living Spirit is being changed. Should we pick it up now?
Also, if anyone has any ideas about possible dreamstate builds please post them.
Last edited by Chicken : 03/04/09 at 5:40 AM.
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03/04/09, 12:25 AM
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#385
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Glass Joe
Blood Elf Paladin
Khaz'goroth
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1. I'd recommend deleting your second post. Double posts mean 'fear the reaper/banhammer'.
2. What changes have occurred to living spirit? I haven't see any listed on mmo-champion.
3. I don't believve a third point in Subtlety return much value. I'd suggest 1 point in Tranquil Spirit instead of 3/3 Subtlety.
4. I'd like to see more testing on Living Seed, but I'm hoping that this continues to be a valuable talent. Combined with Nourish spam, we should see a lot more utility from this ability.
5. The jury is still out on revitalize as it doesn't appear to be finalised.
6. I'd suggest this would remain the standard build until revitalize is buffed: Talent Calculator - World of Warcraft.
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03/04/09, 1:20 AM
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#386
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Von Kaiser
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Originally Posted by Mijae
The two enchants were already nearly equal before. Agility will be clearly better now.
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As of the latest version of Rawr, Major Agility is closer to the BC assault enchant then it is to Crusher. Its a solid 20% behind.
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03/04/09, 1:22 AM
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#387
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Piston Honda
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Originally Posted by Allev
The exact rankings of most classes in Premonition's tank test are not that relevant-- a kind or mean RNG caused these, because they didn't do enough runs to make those rankings statistically significant. If they ran it again tomorrow, the druid could fall anywhere from 2nd to 4th; and long-term, it doesn't provide too much info.
The point of what they did was that, when all is said and done, what mattered was the cooldowns. Regardless of RNG, the warrior/druid/pally tank would die from 2 consecutive attacks. A DK tank could predictably survive the 2-shot range and make it to 1-shot range.
Assuming that the basic game mechanics are relatively balanced, DKs still gained an order of magnitude of survivability because of their cooldowns. A DK has so many oh-sh** buttons that those plus the healer rescue-buttons trivialized the other aspects of the tanking role. It's pretty clear that that was the entire test.
I personally see a nerf of the cooldown abilities overall, whether they decide to reduce their effectiveness, or put multiples of them on the same cooldown.
Sadly though, without nerfing oh-sh** buttons entirely, you still have the ability to taunt to a second tank and use all of his cooldowns until they come up again.
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The additions of certain Warrior glyphs (Shield Wall, Last Stand) and changes to Divine Protection (to 2 min cooldown with talents) suggest that their solution may not be to nerf the DK cooldowns but to buff everyone else's, at least optionally. This puts us in an interesting position, because it wasn't entirely our cooldowns that made us viable for huge damage spikes in the 3.0.* era. Further complicating things is that we share those cooldowns with Resto and Balance. Still a lot of changes to come, I hope.
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03/04/09, 2:29 AM
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#388
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Don Flamenco
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Originally Posted by Celeras
As of the latest version of Rawr, Major Agility is closer to the BC assault enchant then it is to Crusher. Its a solid 20% behind.
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By the version of Rawr I have downloaded (2.2b1) there is a 1 dps difference. Of course, this is always going to depend on your gear, buffs, and cycle. My calcs also show Crusher ahead by roughly 1 dps for a SR/Rip cycle, However, they are almost identical for a 5/5/5 cycle (which Rawr does not model). In either case the difference will not be noticeable. These numbers are based on max gear, buffs, and spec.
In 3.1, mine is currently showing agi enchant worth about 4-5 dps more. Again, barely noticeable but more so than previously.
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03/04/09, 2:32 AM
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#389
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Von Kaiser
Tauren Druid
Chamber of Aspects (EU)
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Can someone on the PTR test whether maim is on the same DR as pounce?
I'm assuming that they shouldn't be and that it should follows the same pattern as Cheap Shot and Kidney Shot. But I have a horrible feeling its been overlooked.
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03/04/09, 4:10 AM
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#390
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Don Flamenco
Night Elf Druid
Runetotem (EU)
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I know that in last PTR push feral dots (rip, rake, lacerate) crits for 100% (+talents) instead of the old 50% (+talents).
I don't know the dps aim for a fully naxx25, Malygos, Sarth equipped feral druid. From my theorycrafted value a full dps cat build with 2T7, RIP, shred and SR glyph (26 seconds rip) will do about 6.5k dps while with the old crit multiplier was about 6-6.1k dps. The old value seems to me more in line with the dps aim for that kind of gear (but only blizzard know).
What concern me the most is that with the new crits mechanic pushing Ferocious Bite out of rotation it's a insignificant dps loss. So basically we will have 1 less button. Also about 50% of our damage will be bleed and a fully raid buffed 26 sec RIP will do about 46k damage ON AVERAGE. This means that in a PvP environment we will easy see 25-30k average damage on a full rip. It seems unbalanced in a 2vs2 arena with double dps team. Do 5 cp, RIP and go out of combat while "see him die".
I don't like the idea of buffing us and then nerfing us. Please look at dot crit mechanics and revert it if you think it's overpowered. If you really think that we need more dps you can easly add a rip refresh on FB putted in a must have feral talents. I really like more an SR/RIP/FB rotation.
The amount of dot damage we will see also will pose problems on some fights like the old Arms warriors ability.
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