Showing posts with label Hybrids. Show all posts
Showing posts with label Hybrids. Show all posts

Tuesday, March 4, 2008

Are You Cat or Bear Specced?

I imagine that for the majority of druids, the answer is "both". But while most feral talents dont favor one form or the other, it is still possible to build a spec that leans further one way than another. So today lets take a look at the feral talent tree (and the extension to it in the resto tree) to get a good idea of how our talents break down. Note that this is strictly from a PvE raiding standpoint, as well. Oh, and dont worry, I'll still be playing with the new pages on my calculator, but I'm a sucker for a special request, and this topic was big enough to warrant more than just a casual reply in comments.

Please note, I am not advocating cat-only or bear-only builds. No matter how good you, your gear, and your skills are, you WILL be asked to perform both roles during your career as a feral druid, so you wont want to skip the critical skills for these roles.




Universal Talents: These are the core talents that any feral, whether bear, cat, or balanced between the two, will want to take.

Sharpened Claws 3/3: More crits means more rage and threat for a bear tank, and more damage and combo poitns for cats. A must have.

Predatory Strikes 3/3: 105 attack power ups your DPS and threat a little bit, but the real reason this talent is a must have for all specs. . . its a prerequisite for Heart of the Wild.

Primal Fury 2/2: This talent ups your rage efficiency in bear form (ESPECIALLY while swipe tanking), and speeds up combo point generation (Remember, keeping rip up is our first priority) for cats. Cool beans.

Heart of the Wild 5/5: The shining star of the feral tree. Incredibly good bonuses in both forms (and if you powershift, you get the extra bonus of a much larger mana pool). If you dont take it, you're insane.

Leader/Improved Leader of the Pack 3/3: These two talents combined give us our incredibly valuable raid buff, with a group-wide total of 25% crit, and a lot of health returned if in a fully melee group.

Predatory Instincts 5/5: Ups your crit damage by 10% (Making crits hit for 220% damage, not 210%). More damage is. . . well, more damage in cat form, as well as more threat for bears. Also helps you against those hard-to-avoid AoE spells, like Tidewalker's Tidal wave (assuming you're tanking it) or Magtheridon's fire patches (assuming you get shaken into it during an earthquake, or are having a blonde moment).

Mangle 1/1: I was tempted to say this is skippable for cat druids (as long as you have another feral druid keeping mangle up in a raid), but really, for one point, every raiding feral druid should have mangle, especially since sometimes you just cant get to a foe's backside to shred (Aran during flame wreath, for example).

Furor 5/5: I recommend this for both flavors of feral druid, if only because Improved Paw is such a crappy talent, you need one or the other to get to the rest of the resto talents, and your friendly neighborhood tree druid probably has it anyhow (And nice side bonus: You dont have to help rebuff *snerk*). Its a very nice talent though, giving bears another 10 rage to start a pull with (and 10 rage to start with after hitting the Hunnypot). But the real beauty is cat druids with this, as they can use it to powershift for extra DPS (and if you're trying to get into a raid as pure DPS, you should probably be looking for all the boosts you can get).

Naturalist 5/5: 10% Bonus damage means a lot of extra DPS and threat. Dont even think about skipping it.

Omen of Clarity 1/1: Who can complain about free attacks? With how amazing the 2-piece T4 bonus is for us, who would dare pass up a 1-point talent that gives us twice the effect or more (assuming equal proc rates).

This gives us a total of 33 talent points that any feral druid would be INSANE to skip. Notice that I didn't include quite a few talents that most people consider core abilities. . . I'll explain why a singleminded druid might possibly skip them as I get to them.


Bear-Focused Talents: These are talents which a druid focusing on only bear tanking would take, while one who only cared about catform might possibly skip.

Ferocity 5/5: For bear druids, ferocity is a crucial part of our arsenal, making our Mangles, Swipes, and Mauls cost 5 less rage each. If you never plan to don your bear skin, you might be able to skip it, though, since these days, a raiding kitty only benefits from the reduction on Mangle, an ability you only use once every 12 or more seconds, and may never need to use if you have a bear tank or other cat druid putting up the debuff for you. I'd still recomment getting it though, since there are some fights where getting behind the mob may not be an option (Aran during flame wreath comes to mind), and at that point you have to use Mangle as your main attack.

Feral Instinct 3/3: This is absolutely critical for maximum bear threat generation. All that a pure cat would get out of it is a bit stronger stealth, something that is by and large useless in a raid, since you're unlikely to be grouped with 24 rogues and druids doing stealth runs on Tidewalker.

Thick Hide 3/3: Although some folks say that you can drop this talent once you get armor values over the cap, I think keeping this talent and using some lower armor, higher stamina/agility/hit gear would be preferable, or just keeping the extraneous armor for mobs that sunder and the like. For cats, this would give a minimal reduction in damage taken by physical AoEs, and as most such AoE attacks are avoidable, can be safely skipped.

Feral Swiftness 2/2: 4% pure avoidance is, well, at the very least 4% less damage taken, and taking less damage as the tank is always a good thing. For cats, the movement speed is completely moot unless you mainly raid ZA, and the dodge is, once again, only good for dodgeable AoEs, which are generally avoided entirely.

Feral Charge 1/1: Its a bear form ability. One that I wouldn't skip as a bear tank, as it allows you to quickly get to a mob that may have peeled off of you to taunt/threat dump it back to you. Generally, if a cat needs that much mobility, they need to run AWAY from a mob (and lucky us, we have dash for just such occasions).

Faerie Fire (Feral) 1/1: Feral Faerie Fire is extremely helpful as a pulling move, if nothing else. It can also give you something to use if you're rage starved for a small bit of extra threat. Honestly, I'd advise all druids to get this, since its just one point, and cat druids are in the best position to reapply Faerie fire mid-fight, since they often are stuck autoattacking to regen energy.

Survival of the Fittest 3/3: Another absolutely crucial bear talent. This is the only way a bear will ever reach uncrittability without heavy investment in PvP gear. Cat druids may find that 3% extra Agility, Strength, and Stamina are helpful as well, and thus I advise both cats and bears to pick this one up.

Primal Tenacity 3/3: This is something only bears will probably be interested in. It'll give you a small chance of resisting things like Nightbane's fears, or those annoying stuns that leave you unable to dodge or build threat. Ultimately, though, I find this talent to be too unreliable to, well, rely on, and thus feel it is an optional talent for bears, and quite nonessential for cats (though resisting those same fears from nightbane can save you from some painful cleaves, tail swipes, and the like). Nonetheless, a bear-focused druid would probably pick this one up.

Intensity 3/3: This does absolutely nothing for cat druids. For bears, it lets you, when combined with Ferocity, start any fight with at least 40 rage, enough for a very respectable front-loaded threat pile. Another one of those talents you can live without, but if you're only focusing on tanking, a very good choice.


Cat-Focused Talents: These are talents which a druid focusing on only cat DPS would take, while one who only cared about tanking might possibly skip.

Feral Agression 5/5: Especially when 2.4 comes out and makes undead and mechanical mobs bleedable, this talent is not that great for most boss fights (which I always focus on, trash mobs are called trash for a reason). But a focused cat build would likely pick this up (as well as Ferocity) to improve their trash DPS, especially since the second tier feral skills are largely useless in catform on raids. PS: You'll notice I don't even mention the improved Demo Roar component of this talent. Thats because, even improved, a warrior's unimproved Demo Shout will overwrite our shout, and a warlock's Curse of Weakness will drop any mob's AP to 0 (I dont remember the exact number, but mobs only have something like 250 AP)

Shredding Attacks 2/2: Shred is your bread and butter DPS ability in groups. Reducing its cost by 18 energy is HUGE. If you dont have this talent, you have no business being in catform on a raid. Bear druids will generally want this too, at least until they reach the breakpoint where swipe is better threat on single mobs, since its basically one free rage per second on your typical Mangle->Lacerate x3 threat rotation.

Savage Fury 2/2: This talent falls into the same category with Ferocity, really. It only affects your mangles, and if you're in a raid group where someone else is keeping the mangle debuff up, this does nothing for you. But, once again, if you ever cant get to a mob's back, this talent will up your yellow DPS signifigantly. Absolutely WORTHLESS to bear druids since 2.0.10.

Natural Shapeshifter 3/3: In a raid setting, the only reason you really need this talent is if you're using Furor to Powershift in cat form. a 30% reduction in shifting cost means you can powershift nearly 43% more often. A bear tank will only really shift into form once every 2 minutes at most (to pot), and should regen more than enough mana in those 2 minutes to forego this talent.

PvP Talents: These two talents (as well as Nature's Grasp) are not likely to be taken in a pure raiding spec, and are more geared toward PvP purposes.

Brutal Impact 2/2: The only time I ever stun in raids is when my growl is resisted while reacquiring a rogue mob (in which case if I cant get aggro back in 4 seconds, I'm probably not getting it back in 5), or to pounce those annoying drum-pounders on the way to dragonhawk in ZA (But usually just spam Entangling Roots on them instead). Generally, you only need that one extra second of stun in PvP (or if you prefer using stealth tactics when you solo, but we're talking raids here).

Nurturing Instinct 2/2: Feral druids make CRAPTACULAR offhealers, since they wear absolutely zero spell gear (save for maybe a couple pieces of gear with a little int on it). If you find yourself needing to shift out to heal often, a macro to switch to a healing weapon/offhand/idol is going to do you much more good than this talent. In 2.4, it looks to be getting a buff, but even then, I doubt cat offhealing will be a very viable strategy, and the only reason to get this for raiding would be the 20% extra healing recieved while in catform (which I dont see warranting 2 talent points).


Putting Together Specs:

So, lets use this breakdown to put together a cat-only spec and a bear-only spec. First, we pick up our universal talents, giving us a 0/22/11 core build that must be common to both specs. It leaves us with a lot of holes to fill in our feral tree, especially near the bottom.

Filling in our bear spec will all of the bear-focused talents, we come up with a 0/43/14 spec, though we still have a single talent point hole before the 25-point talents. Going back a second time and picking up all the cat talents that are recommended for bear (That is, shredding attacks), we fill that hole in, and come up with a 0/45/14 + 2 spec.

If we instead fill in our cat spec, we first come to a 0/31/14 build, with plenty of holes in the feral tree. Picking up the recommended bear talents for cats, we still come up short, with a 0/40/14 build. Lets say we pick up Feral Swiftness to fill in that hole (and giving us a better chance to survive when we're stupid and stand in front of that cleaving mob). So our final cat-focused build is 0/42/14 + 5.

Now, both of these builds are similar, but not *quite* similar enough to allow us to make them the same with those few extra talent points left over. HOWEVER, lets say we drop Feral Agression (Trash killing and soloing/PvP talent, we can live without it in our raiding build) and Primal Tenacity (Personal choice, you can drop Furor or Natural Shapeshifter if you don't need the extra 10 rage on pulls, or don't powershift). Now, looking at our cat spec, we have 10 talent points to blow. Just enough to pick up Feral Instinct, Thick Hide, Feral Charge, and Intensity. And in our bear build, we now have 5 spare points we can put into Natural Shapeshifter and Savage fury. And guess what, doing either of these two things gives us something interesting. . . MY spec! And I really dont miss the talents I lack from both the cat- and bear-focused builds, so its not like I'm sacrificing to be a hybrid, we can literally get the best of both worlds.
Continue reading 'Are You Cat or Bear Specced?'

Monday, February 25, 2008

What is a Hybrid; or, Why its called Living Shard of the Wildheart

First off, just let me say this: I am in FULL support of my healing brethren in their fight against the Lifebloom nerf. Having gone through similar PvP-induced raid nerfs in the 2.0.10 patch nearly a year ago, I hope that Blizzard wakes up and finds some way to prevent this nerf from totally screwing over the raiders (Like they did for feral tanks by giving Mangle a threat multiplier, and making lacerate generate threat against bleed-immune mobs). However, I feel there is a TON of coverage of the LB nerf from Resto4Life and the rest of the druid blogging community, so I'm going to leave the actual discussion about it to them. Keep on fighting the good fight!

Instead, what I want to talk about today, at least initially, is the concept of a hybrid, and how it fits (or doesn't fit) with the druid class. At first look, druids are THE hybrid class of the game. We're the only class that can perform all 4 of the primary roles found in the game: Tanking, Healing, Melee DPS, and Ranged DPS. By comparison, warriors can tank and do melee DPS, priests can heal and do ranged DPS, Paladins can tank, do melee DPS, and heal, and shamans can heal, do melee DPS, and do ranged DPS. However, while these classes, to varying degrees, are in fact hybrids, the individual MEMBERS of these classes, I contend, are not. In my opinion, to consider a character hybrid, they have to be equally good in multiple roles at the same time, something that no class can do without at least a change of gear, and for most roles a change of spec, as well.




Ask any responsible hybrid class player how many sets of gear they have, and they will have at least 2 full sets of gear: A tanking or healing set, and a DPS set of some sort (for grinding if nothing else). If they only have one set of gear, they're either not playing their class to the fullest, or they're still levelling up (and even when levelling, many hybrids carry multiple gear sets for instance running). I personally have three primary gear sets that I carry with me at all times: my tanking gear, my cat DPS gear (which only shares a few pieces with the tanking gear, namely my T4 gear), and my healing gear. I also maintain a set of caster DPS gear, and have plenty of other gear for use on specific encounters (Resist gear, various trinkets, high stam set, etcetera).

If I were a hybrid, I would have one set of gear, and that set would perform equally well in all roles. Sure, I could put together a set of gear that is, in fact, hybridized, but I would never wear it. When asked to a group, a hybrid is asked to perform a specific role, be it tanking, healing, or DPS, and that one role alone. Sure, there may be times when a hybrid is asked to perform a secondary role, such as offtanking or offhealing, but in those cases, they know of it beforehand, and change into gear appropriate for that new role. We dont wear hybrid sets, because while a hybrid set can let us perform better in roles we may fill 10% of the time, its at a huge cost to our effictiveness the other 90% of the time.

Now, look at any hybrid player's spec. See many 20/20/21 specs out there? Didn't think so. Thats because, while an individual class may be capable of performing multiple roles, since a person will only be filling one role at a time, it is best to complement that one role with a spec which matches the role. A priest who heals most of the time is going to avoid the shadow tree in favor of holy and discipline. A druid who sits back and casts balance spells isn't going to go into the feral tree, they're going to dig deep in balance, and then pick up some complimentary caster talents in the restoration tree to round it out. This is why when people are looking to fill out a group, they dont generally ask "Want to heal our Blood Furnace run?" Instead, they ask "Are you Resto?" or "Are you Holy?". Sure, its possible to have a feral druid or shadow priest heal your run well, but your odds are MUCH better if you get a tree or a holy priest, and with how bad PuGs usually are, group leaders want to stack the deck in their favor as much as possible.

Why do I bring all of this up? Well, this past saturday, Prophecy hit another milestone, killing off Hydross the Unstable in our third night of attempts. And sure enough, to commemorate our victory, Hydross dropped what is known to be one of the crappiest druid items known to man: the Living Root of the Wildheart. A trinket that at first looks like it might be a decent item, giving the wearer 4070 armor in bearform, 64 strength in cat form, 209 spell damage in moonkin form, 326 healing in tree form, or 175 damage/heal in caster form. But when you realize that those bonuses only happen when the trinket "procs", and that the trinket has a whopping 3% proc rate, you start to realize that in any one form, the thing is pretty crappy and unreliable.

The one useful role this trinket could potentially play is as a hybrid item. However, as we already mentioned, hybrid gear isn't really useful, as a druid will always wear the appropriate gear for every fight, and there really aren't many fights where druids will be asked to fill a hybrid role (Ironically, the Hydross fight itself was one such occasion, as I tanked adds until they were dead, then shifted to cat form to contribute more DPS on hydross until the next add phase . . . too bad the armor from the living root is completely useless against elemental damage, eh?). And even if you WERE to switch roles a lot, that would just increase the chance that the root would proc 4000 armor right before you switch to caster form to do some offhealing. . . wasting the proc entirely. And of course, procs at the end of a fight would be wasted as well.

Ultimately, there are some people who claim that the proc rate of the root, while small, keeps the buff up enough to make the trinket worthwhile to a single form. I find this hard to believe, though. For example, lets say you're a tree druid spamming lifebloom at every single cooldown. This means that for every cast of lifebloom, the buff will be up if any one of the last 9 casts procced the trinket (10 if you have absolute perfect timing, maybe). This gives your odds of the buff being up at just shy of 24% (not 27%, since double procs simply refresh the timer instead of giving you twice the buff). Averaging out the value of the trinket, then, we get .24*326 = 78.24 bonus healing on average.

Looking at the other forms, we get 50.16 spelldamage in moonkin form when spamming wrath and moonfire (Same math as lifebloom spam), 28.16 strength in cat form (assuming 3 auto attacks and one special every 3 seconds, 44% uptime), 1493 armor in bear form (6 autoattacks/mauls and 10 instant attacks every 15 seconds, 36.7% uptime), and 42 damage/healing in caster form for what its worth.

When you look at the averages here, the trinket looks *okay*, but remember, we're assuming absolute maximum effect, while reality will be much lower on 95% of situations. For example, I'd only get about half benefit from the armor in bearform due to the fact that I'm only about 2k armor shy of the cap, and if we're assuming an average 750 armor, I'll equip my Mark of Tyranny and get just over 1k armor all the time instead. And my hat goes off to the moonkin who can sustain wrath spam through an entire bossfight (though if you're that advanced, why are you using this trinket for 50 spelldamage, when Darkmoon Card: Crusade gives you 80, and Icon of the Silver Crescent gives you an average of 69, and the proc is useable as controlled burst damage. And that 78 bonus healing in tree form? Pick up an Essence of the Martyr for an average of 134 bonus healing (again, with a controllable proc for burst healing) from badges, and then tell me the 78 from the Root, under ideal circumstances mind you, is worthy of a T5 item drop.

So, the trinket is subpar for single role druids, and while it may be better for druids in hybrid gear, with a hybrid spec, pulling a hybrid role, those druids dont exist in raiding. On the plus side, the LRotWH isn't alone in the unwanted hybrid gear club, though it is the shining star of the group. See also: Idol of the Raven Goddess (Which, despite its hybrid nature, can actually be decent in a 25-man raid setting when a full group can make use of a druid's auras. . . alas, by that time you have better idols though), Dungeon Set 3 (Properly socketed, and with its 2-piece bonus, at least somewhat decent as stop-gap healing gear), and the old hybrid epics from heroic dungeons that were visually the rest of the Dungeon Set (oh, but blizzard changed those into good feral pieces, since nobody used the hybrid gear).

Oh, and I forgot to mention. . . I won the trinket. Not that I plan on using the thing, I just hate to see items from a guild first kill get sharded. In my bank it will sit, at least for now. Eventually, either the trinket will be made useful like what happened with the heroic epics, or, much more likely, I'll get sick of having no bank space and vendor it, making it infinitely more useful than it was by using the proceeds to buy a stack of Mad Alchemist Potions for myself.
Continue reading 'What is a Hybrid; or, Why its called Living Shard of the Wildheart'

 
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