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03/05/09, 2:26 AM
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#406
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Don Flamenco
Night Elf Druid
Runetotem (EU)
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Originally Posted by TheNameLessOne
As far as FB goes, it was never a part of any rotation. It was just something to do if your combo points, rip timer, savage roar timer and energy all lined up in a sweet spot. Outside of that it was already a DPS loss.
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Things that happens at least once every 2 ability cycles.
TO reply about pvp: also now you should do sr+5cp to do FB, but FB was cried out to be OP, I'm pretty sure we will see people crying about "druid kills me when afking".
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03/05/09, 4:42 AM
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#407
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Piston Honda
Tauren Druid
Kargath (EU)
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Correct me if I'm wrong, but my RAWR 2.2 does not contain the new talent trees...
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03/05/09, 5:58 AM
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#408
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Mr. Sandman
Night Elf Druid
Argent Dawn (EU)
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I was fairly impressed with the tank tests Xav did and we were a lot closer to Pallys and Warriors than I thought we'd be after this most recent round of nerfs. With the fact that we still have SD to come, I'm pretty happy with where we are numbers wise right now. The only problem is still DK's, if they didn't exist I think the current tanks would be fairly even, though maybe there is an argument for a slight prot warrior buff.
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03/05/09, 8:00 AM
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#409
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Glass Joe
Night Elf Druid
Sanguino (EU)
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What about the innervate nerf?
Unbuffed,without glyph of innervate.
PTR: (2% more to atributtes passive)
Int: 942
Spirit:1015
Mp5 oofsr: 585
Mp5 : 324
Innervate :2669mp5x 4=10676 of mana returned.
LIVE:
Int:925
Spirit:995
Mp5 oofsr:907
Mp5 : 317
Innervate :4281mp5x 4=17124
In theory innervate would return a 70% mana pool(ghostcrawler),10676 mana isn't the 70% of my mana pool,it's less.
Somebody know how innervate works?In ptr innervate multiply my regeneration oofsr by 4.56,in live realm by 4.71.
I usually use innervate on myself,maybe i'm bad healing, i will have to change my mind on mana terms.
Innervate glyph is an innervate 20% stronger,but 400%-->420% is too small with the mana regen oofsr changes.don't you think?
Sorry,my english is bad. I'ts my first post, pleased to meet you all.
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03/05/09, 8:38 AM
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#410
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Bald Bull
Dukes
Tauren Druid
No WoW Account (EU)
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Innervate gives you +400% (or in effect, 500% because it allows 100% of regen to occur while casting) of your normal (non-mp5) regen. The effect you're seeing of it reducing in actual value from live to PTR is probably because your straight mp5 from gear makes up more of your total regen on the PTR.
The innervate glyph boosts the strength of the effect by 20% relative, not 20% absolute. This means you get 600% instead of 500% regen, not 520%.
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03/05/09, 9:19 AM
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#411
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Piston Honda
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Originally Posted by pukabg
I've heard talk about agility being equal to, or favored over strength with upcoming changes. This brings up two questions for me.... the first is how? Can someone crunch me some numbers because the new rawr (2.2) still shows str on top. The second is, would it be worth it to have the agi darkmoon card crafted now? Thanks.
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I'd not go regemming or making something as expensive as a Nobles deck until 3.1 actually goes live; Blizzard can easily change their minds and redo everything before then. I actually made the agi card first since I tank more than I dps, and I'm holding off on making a strength card (or not) until 3.1.
Murna: The release notes for the beta builds of Rawr 2.2 do say that they support the 3.1 changes, but I think it's worth waiting for more feral testing on the PTR to confirm the model is accurate (since Mangle was broken until yesterday). Also, I'm not sure whether the beta build includes the 200% crits on bleeds, since it only recently got upped from 150%. Edit: also, someone mentions in the Rawr development thread that Savage Gore does not, in fact, seem to be showing up in Rawr correctly.
Last edited by foxglove : 03/05/09 at 9:28 AM.
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03/05/09, 9:50 AM
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#412
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King Hippo
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Originally Posted by Murna
Correct me if I'm wrong, but my RAWR 2.2 does not contain the new talent trees...
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While Rawr didn't redo the layout of the trees (to preserve loading from armory I assume), all the mechanics are built in. For Primal Gore, the mechanic is simply built into our DPS by default.
Also, there are differences between 2.2b1 and 2.2b2-3, so "2.2" isn't enough to specify (and it doesn't include the 200% damage on crit bleeds, I assume).
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03/05/09, 10:21 AM
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#413
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Glass Joe
Night Elf Druid
Sanguino (EU)
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Originally Posted by dukes
Innervate gives you +400% (or in effect, 500% because it allows 100% of regen to occur while casting) of your normal (non-mp5) regen. The effect you're seeing of it reducing in actual value from live to PTR is probably because your straight mp5 from gear makes up more of your total regen on the PTR.
The innervate glyph boosts the strength of the effect by 20% relative, not 20% absolute. This means you get 600% instead of 500% regen, not 520%.
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Maths don't fit.
-----
PTR: (2% more to atributtes passive)
Int: 942
Spirit:1015
Mp5 oofsr: 585
Mp5 : 324
Innervate :2669mp5x 4=10676 of mana returned.
LIVE:
Int:925
Spirit:995
Mp5 oofsr:907
Mp5 : 317
Innervate :4281mp5x 4=17124
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If innervate adds 400%+100% of mana regeneration while casting it will multiply mana regen oofsr by 5.
585x 5=2925 is not 2669.
907x5=4535 is not 4281
¿Maybe don't count the mp5 items?¿Only spirit based regeneration? I did the counts and don't match.
Innervate:Increases the target's spirit base mana regeneration and allows full mana regeneration while casting.
Thank you for the explanation of the glyph  .
Although i'm still worried about the only 10ks of mana regeneration.I will test glyph of innervate soon.
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03/05/09, 10:33 AM
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#414
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Bald Bull
Dukes
Tauren Druid
No WoW Account (EU)
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Originally Posted by naiinie
907x5=4535 is not 4281
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4281 / 5 = 856.2
You have 48 mp5 from gear (at least that's what I count on your armory profile).
907 - 48 = 859.
It's not exact, but it's close enough that it seems a pretty good assumption that innervate is 5xbase regen from non-mp5 sources.
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03/05/09, 1:31 PM
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#415
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Don Flamenco
Night Elf Druid
Proudmoore
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Originally Posted by pukabg
I've heard talk about agility being equal to, or favored over strength with upcoming changes. This brings up two questions for me.... the first is how? Can someone crunch me some numbers because the new rawr (2.2) still shows str on top. The second is, would it be worth it to have the agi darkmoon card crafted now? Thanks.
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Agility is most likely better than Strength in 3.1 considering they are already very close even on live, and all the changes that go through right now favors agility over strength a lot more. However, I don't think there are quantitative analysis just yet.
As for DMC, agility one gives you a lot more flexibility if you ever tank, as it is also a best in slot tanking-trinket assuming you already have sufficient stamina to live through boss fights.
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03/05/09, 2:50 PM
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#416
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Von Kaiser
Gnome Death Knight
Dunemaul
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Originally Posted by pukabg
I've heard talk about agility being equal to, or favored over strength with upcoming changes. This brings up two questions for me.... the first is how? Can someone crunch me some numbers because the new rawr (2.2) still shows str on top. The second is, would it be worth it to have the agi darkmoon card crafted now? Thanks.
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Sorry, I don't have numbers. Essentially though, I'm pretty sure it's just that AP is highly overvalued for ferals on Live. This is because much of our damage comes from bleeds, which are only affected by our AP, as well as the fact that SR on live is giving you a 40% buff to AP. Since STR naturally gives more AP, it dominates Agility. When you give DoTs the chance to crit, they gain more value from agility. Couple that with Savage Roar no longer providing the 40% AP boost, and str loses even more clout.
That's the theory behind the change. Again, I apologize for not bringing the maths with me.
I will say, though, that I'm glad I made my agility card for tanking.
Edit: I'd hold off on creating an agi card if you're looking at it solely from the DPS perspective. It's possible things will change. Now, if you have the mats and you're opting between Str and Agi, and you're someone who tanks as well, I think the choice is easier to make than it was a few weeks ago.
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03/05/09, 6:26 PM
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#417
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Glass Joe
Tauren Druid
Cenarion Circle
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Has anyone on the test realm got data on the Savage Defense shield yet, or is it still not live? I've heard things in my guild about a 6 second hidden cooldown, which is a titanic worry if it's true and I'd like confirmation if it is. If not, then the bear who was testing was dying faster than they should have to a boss they shouldn't have due to less mitigation and less health.
@ Vinclass, isn't the new Savage Roar giving 30% increased damage instead? 36% with the glyph. So I guess that works in favour of Agility as much as Strength.
Last edited by Solux : 03/05/09 at 6:28 PM.
Reason: Adding Glyph value
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03/05/09, 6:50 PM
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#418
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Don Flamenco
Tauren Druid
Gul'dan (EU)
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It's not live yet - and it doesn't need an interal cooldown either since it's already limited by somewhat fixed attacks / s.
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03/05/09, 7:16 PM
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#419
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Glass Joe
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With agi (at this stage) being the stat to go for for feral dps, is there any concern with diminishing returns on crit?
Unbuffed I currently sit at 46% crit, regemming/reenchanting agi pushes me up to 48.5% crit, is there a point where it would be better to gem str over agi again?
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03/05/09, 8:21 PM
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#420
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Von Kaiser
Gnome Death Knight
Dunemaul
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Originally Posted by Solux
Has anyone on the test realm got data on the Savage Defense shield yet, or is it still not live? I've heard things in my guild about a 6 second hidden cooldown, which is a titanic worry if it's true and I'd like confirmation if it is. If not, then the bear who was testing was dying faster than they should have to a boss they shouldn't have due to less mitigation and less health.
@ Vinclass, isn't the new Savage Roar giving 30% increased damage instead? 36% with the glyph. So I guess that works in favour of Agility as much as Strength.
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Yes. Instead of Savage Roar increasing AP, it becomes a 30% or 36% increase to damage. It's not just because SR increases damage, it's that it does so instead of increasing AP. When it increased your AP it made sense to stack AP since it scaled so well. AP won't scale quite as well as it does on live right now, so the scale shifts to agility's favor. As aforementioned, the fact that DoTs will now crit further values crit/agility.
On live one of the biggest problems ferals have is that we don't scale very well past our soft cap on crit. The biggest thing crit does for us is increase white/shred damage and increase combo point generation on live. For reference, go to loatheb and you'll find your DPS doesn't scale nearly as well as many other classes. Post 3.1, though, it'll be a different story, as we'll scale much better with crit.
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