Showing posts with label Controversial. Show all posts
Showing posts with label Controversial. Show all posts

Monday, September 8, 2008

It's Raining. I Swear!

So, while I'm not sure I'm ready to commit to blogging on a regular basis again, I really feel inspired to write at the moment. Lately, I've been feeling the urge to return to my furry roots when we start moving into Northrend (Which means The Rambling Bear will likely REMAIN The Rambling Bear, not the Rambling 'Lock or some such). However, I've also been keeping a close eye on WotLK developments, and the current feral druid situation in the beta has me very, very worried. After reading today's installment of the Big Bear Butt (from which today's title comes, by the way), I've come to the point where I have to speak my mind.

Now, before I start my ramblings, let me make one huge disclaimer. I am not in the beta. Nor am I a psychic. And I realize that feral druids are still due a major second pass by the development team. I know that what is currently on beta is not what will be going live. But I also remember what it was like to be a horribly underpowered spec that people laughed at.




The reports I've been hearing from the Beta are bleak. The most poingant of them comes from a guildmate of mine who plays a healer, and has been in Naxx10 with a variety of tanks. In short, Warriors and Paladins are rock solid, and a breeze to heal. Death Knights are a bit squishy, but their self healing abilities help to mitigate some of that. But bears are about as resilient as a wet sponge, and are a huge pain in the ass to keep alive.

This doesn't surprise me, though. Blizzard has taken away bears' one true claim to fame: our huge amounts of armor. In fact, they've stopped itemizing for feral druids altogether, we now have to wear rogue gear. I read somewhere that a bear in the best set of level 80 blue gear has somewhere around 29k armor. Meanwhile, my T4 geared arse sports 33.5k. On top of that, we no longer get an extremely high Agi->Dodge ratio.

"But Surania, look at all the awesome tanking talents we're getting to make up for that!".

Ok, lets look at those amazing new tanking talents:

We get another 6% "baked in" dodge for three talent points. Adding that to the 4% we already had, that gives us a total of 10% avoidance from talents. Guess what, folks, Warriors and Paladins get that, too, though half of theirs is parry. Our only advantage here is that we only spend 5 talent points, and they spend 10.

We get 12% across-the-board mitigation for three talent points. Warriors have this, more or less, as a base ability. Theirs (Defensive Stance) is only 10% mitigation, but they get a talent that boosts their spell mitigation to 16% (And judging from what Magisters' Terrace looks like, I expect to see more and more spell damage getting flung around in the expansion). Also, we can lose this mitigation during fights, while warriors can not. I don't know if you still get the full bonus if a party member dies, but I imagine it starts dropping if one of your allies gets mind controlled, and wouldn't be surprised if you suddenly lose some mitigation if a raid member loses connection suddenly during a fight.

We get an emergency button on a 5-minute cooldown for our 51-point talent. Last stand, to be exact. It's actually a bit stronger than the warrior ability, in that it has a shorter cooldown (8 minutes for warriors). And it also boosts our ability to generate threat while active, which is a nice side effect for sure. But I'm not worried about threat, really, I'm worried about survival. So great, we get last stand. As a sidenote, Paladins are getting a shield wall of sorts, themselves, in a re-tooled Divine Protection which only reduces damage taken by half, but does not drop aggro any more, and is on a much, much shorter cooldown than shield wall. And it also stacks very nicely with Ardent Defender, since SW tends to get popped when low on health to begin with.

We get crushing blow immunity. As do all tanks. The mechanic has been changed to only happen when mobs are 4+ levels above you. We also retain our crit immunity, as SotF has had its effect doubled.

We do still get a bit more armor than our plate brethren. The figure I've read (which I don't have a link to at the moment) seems to indicate bears will have about 6k more armor than plate wearers, 28k armor to 22k armor. Nothing to sneeze at, certainly, but it's nowhere near what we have now. Oh, and we still seem to have slightly more health, too, an extra 10% or so.

So, we're looking like plate tanks with extra armor, right? Well, kind of, except our one advantage (~6k more armor, and a slight health advantage) is offset by lots of things we DON'T have:

We don't get a block mechanic. Sure, blocking is no longer as critical as it once was, since bosses will no longer crush tanks, but at the same time, blocking has been seriously buffed via a revamped strength->block value formula. I haven't seen any numbers as far as how much a level 80, geared warrior or paladin blocks for, but I imagine it's probably breaking 4-digits per block. That, alone, will likely make up for our armor advantage.

We don't get parry. This alone wouldn't be a problem, but since they're also taking away druids' favorable agi->dodge conversion, and not giving us bear tank gear with +dodge or even +defense on it, our ability to avoid attacks is far lower than our plate brethren.

We don't get as many "Oh, shit" buttons as warriors. I'm not saying we should, but the fact is they get both shield wall and last stand, while we only get the latter.

So, basically, we get to be more-or-less on par with plate wearers as far as mitigating each hit goes, but we also are getting hit a lot more often. I have a solution, though, and it would, I think, both be thematically appropriate (as bear fur really shouldn't be harder to penetrate than iron plates) and a fair tradeoff.

Make Nurturing Instinct apply to all forms. I really think it's as simple as that. We get hit, say, 30% more often than plate tanks, but it's 20% easier to heal us back up from those hits. Combined with our health pool advantage, I think this simple change would make bear tanks able to compete with warriors and paladins, but without overshadowing them. We'd retain a bit of our flavor, as we'd be slightly less resistant to death by spike damage (due to the health pool), but would take a bit more mana to keep up under normal circumstances.

Think about it, Blizzard. The best solution to a problem is often the simplest, after all. Continue reading 'It's Raining. I Swear!'

Thursday, July 3, 2008

Yet Another PvP Gear Rant

Yep, again. This time, I'm moved to speak by a recent post by the guy who (indirectly) got me into blogging: The Big Bear Butt himself, who seems to have a number of misgivings about the gear system, himself.

Now, while I've spoken a number of times about how I dislike the alternative routes by which a person can obtain epics of equal or greater value than the raid gear available to myself, I feel like I have yet to really hit the nail on the head. Not only do I feel like I keep coming out of it misunderstood and misrepresented, but I feel that I have yet to even fully pin down why I loathe PvP and badge gear in my own mind. I just know that I do. But bear with me, while I try once again.



I've come to realize that my problem isn't that the PvP gear system is "E-Z mode Epix", but is instead that most people seem to BELIEVE thats the case. And because of that, everybody and their brother, especially these days, seems to do nothing but grind out PvP gear. Now sure, there are plenty of people who enjoy PvP, but I see people who hate it even more than I do in there, every stinking day, grinding out honor and Arena points (And shush, I know you can't truly grind out Arena points, just like you can't grind out Vashj drops). And while 90% of my guild, and the server as a whole, is in doing PvP instances, my PvE oriented self rarely, if ever, gets to do a 5-man instance run or, god forbid, a Kara badge run.

Quick sidenote: I still hate the fact that there are badge rewards better than the T5 gear I currently wear. I absolutely loathe that I have to grind Karazhan to keep up with my guildmates in gear, even if I make it to every single raid we have, simply because you can get better gear running Kara than you can running SSC/TK. But, as BBB said, "If you ain’t cheating, you ain’t trying, to use an old Marine (or Navy) saying… meaning, if you’re not using every advantage you can to win, you didn’t deserve to in the first place." Of course, that requires actually getting badges, which requires getting people to do PvE instances (unless, of course, blizzard decides to replace battleground tokens with heroic badges, which ironically would both enable me to upgrade my gear more easily, while simulatneously making me hate the system even more).

So anyhow, its not that I begrudge people that want to do PvP the opportunity, but instead is the fact that the people I used to run instances with (On, mind you, a PvE server) are no longer available because they're too busy grinding in PvP for the next "Phat Purp", because for a server like mine, PvP gear is the best raiding gear you're going to get your hands on. Sure, if you happen to be in a guild that has Illidan on farm and is working through Sunwell Plateau, the only reason you need to PvP is if you want to be good at PvP, or get PvP gear for, you guessed it, PvPing. Though honestly, I haven't compared the season 4 gear to top end raiding gear, so even that may not be true any more *shrug*.

Wait a second, this sounds familiar. A die-hard PvEer, complaining that the people that do PvP get an unfair advantage outside of PvP? Now is it just me, or was it only a couple years ago that the PvP community was constantly complaining that raiders, in their shiny T2/2.5/3 epics, had an unfair advantage in battlegrounds? I mean, I could be dead wrong here, having never been a PvP-oriented person myself (Like I would be a druid back then if I was . . . ), but I'm fairly certain I remember hearing a rather loud volume of QQ over the gear imbalance back in the day. And while it isn't completely the same (Top-end PvP gear is comparable to top-end PvE gear, as opposed to towering over it in quality), I think the similarity bears mention.

But there's another factor in play here. Like I said, people used to complain about top-end raiders decimating PvP with their overpowered gear. That was before resilience. Nowadays, raiding gear is really only good for raiding. PvPing in raid gear these days is like healing in a moonkin set: It's technically possible, and better than nothing, but if you want to be any good you really need to get a set of gear tailor made for the task at hand. The reason for this is resilience. When Blizzard introduced resilience rating to the game, it changed the face of PvP forever (well, not quit forever, but we'll get to that). It used to be that a huge health total was the hallmark of a good PvPer. Nowadays, that huge health pool needs to be augmented with a huge chunk of resilience rating to do you any good. And guess what, 99% of raid gear has exactly 0 resilience on it. So while your 50% crit rate and 4000 attack power might have made you a ganking God back in the day, the guy you just attacked with 350+ resilience is going to /laugh and /spit in your face when he absolutely rips you apart.

Now, to a degree, resilience also limits the usefulness of PvP gear in raiding. After all, resilience eats up item budget, but is a (near) useless stat in PvE. However, as any decent feral druid will point out, having a part of your item budget spent on a useless stat *coughintellectcough* does not necessarily make an item useless. Missing a vital stat entirely, on the other hand (Sunwell T6 feral pieces with no stamina during beta testing, anybody?) does. Thus, we have this double standard, where the PvE gear I get from raiding wouldn't really help me in PvP, should I decide to cross over, the Gladiator gear Joe Schmoe got from PvP allows him to keep up with my raiding gear rather nicely. But, from what I hear, that won't last forever. . . supposedly, Blizzard is looking to remove Resilience in WotLK. A move which, ironically, will help raiders more than it helps the PvPers who complained about the stat in the first place.

So, there you have it. My current two complaints about PvP gear: it kills (or at least seems to kill) the instancing pool, and PvP gear functions much better in PvE than PvE gear does in PvP.

PS: The next time someone tells me I should just go grind PvP gear to equip my alts, instead of complaining about a lack of people willing to run 5-mans, I'm going to smash my keyboard upside their head until they hear me when I say I don't like PvP in this game, I do not like it Sam I Am. . . er, wait, what?

/equip flame retardant suit

Continue reading 'Yet Another PvP Gear Rant'

Wednesday, April 16, 2008

Tank Shortage: Do You Believe?

Today's post isn't really a blog post at all. I just got done with a forum post in the Prophecy boards discussing what seems to be a growing problem: the dreaded tanking shortage. I used to not believe there was a shortage, but since I started playing level 70 alts, I've gotten to see things from a different perspective. In fact, I think the existance of alts, itself, is perhaps the biggest contributor to the problem. . . but I'll explain that later. So, here in its entirety, the seven reasons I see for the apparent tank shortage in Prophecy, on Steamwheedle Cartel, and I suspect in general.




1: Legitimate tank unavailability. I don't get on until very late. [Prot Warrior 1] has been largely unavailable. I haven't seen [Prot Warrior 2] online in weeks. This is, I think, what people have been noticing most. We have tanks show up for raids, but outside of those raiding timeslots, many of our tanks just aren't available. However, I do not think this is the primary problem, just a part of the puzzle.

2: Lack of motivation to play. As I see it, there are four basic modes in which most people play the game: Grinding, Instancing, Raiding, and PvPing. Lets drop raiding from that list, since we're talking about activities outside of raid times. DPS classes/specs are good at all three of the remaining playstyles. Healers are good at two (not so good at grinding). Tanks are only good at instancing (Barring feral druids, of course, due to our dual nature). If a tank player wants to do anything other than run instances, they're better off logging on to a DPS or healing alt to do it, or respeccing to DPS (and thus still being unavailable as a tank), especially considering how dead our server is when it comes to instance running. Who wants to sit hopelessly on LFG while grinding on mobs as a prot spec?

3: Lack of alt tanks. This is where I see a large part of the problem being. We have a decent contingent of main characters who are tanks. But look at the active alts in our guild, at least at 70, and . . . well, I cant remember the last time I did anything with somebody's tank alt (It was probably a run with [Paladin Tank], who is now a main due to our losing our only other Prot paladin, and needing one for much of the upper level raid content). There are some healing alts, and plenty of DPS alts, but no tank alts, thus shifting the balance of available characters away from tanks.

4: Emphasis on alts. This one combines with #3 and further complicates matters. By and large, this guild's main characters are pretty geared up at this point. Most people, at most raiders, don't really have any upgrades they need from normal instances or heroics. At most they want the badges from heroic runs so they can buy pity-raid-epics from the badge vendor on Sunwell Island once the anvil is built. So, if our main characters have little to no reason to run instances, and our tanks are all main characters, we apply the transitive property (LOLmath) and come to the conclusion that our guild's tanks have no reason to run instances. THIS, I believe, is probably the biggest reason there are never any tanks available.

5: Stricter requirements. This is something that I think might contribute to the lack of tanking alts. Tanks need to be better at their job, and better geared, than other classes just to function at a basic level. Not trying to knock anyone's skill here, but I really, truly believe it. We're at the point now as a guild where we could probably bring a freshly minted DPS character geared in WHITES, have them sit in a safe corner in a heroic run, and 4-man the place to get gear for that person. Healers cant afford to be as undergeared, but ultimately with a T5-geared tank taking the hits, we've already proven that an offspec healer with so-so gear can heal through some rough heroics. An undergeared tank in a heroic, on the other hand, it a recipe for disaster. No matter how good a healer is, they cant keep a tank alive if they're being eaten by chain crits and have only 9k health. No matter how good the DPS is, they cant kill a mob fast enough to keep that from happening, because said tank doesn't have the gear to generate enough threat to keep the mob's attention, and the DPSers end up biting the dust first. So, while we can pretty easily gear up DPSers right as they hit 70 just by babysitting them through some heroics, tanks are a whole other ballgame, and having to gear up an alt slowly isn't that appealing, especially when, as I mentioned before, instance runs are few and far between on our server.

6: Tank demand burnout. A self-fulfilling dilemma, stemming initially from #1, but ultimately perpetuated by all of the points here. Because we have fewer tanks available, when a tank DOES come online they become an extremely hot commodity, like when a mage joins LFG -- Heroic Magisters' Terrace. And while its great to be wanted, its easy to get to the point where tanking runs turns from something fun to an obligation to be fulfilled to your guild. And unfortunately, we tanks are often the sort of person who finds it hard to say no to people. I personally have learned to say no somewhat, but for the record I still feel like an ass whenever someone asks for a tank in guild, I'm on Kirari, and I just stay silent, selfishly spamming the LFG channel for a heroic run for badges to buy his new dagger, wishing the damned tanks would come online.

7: Repair bills. I don't know if this is an actual reason or not. I personally am not fazed in the slightest by my repair bills any more (Even a deathless H-SH run will cost me the better part of ten gold for repairs), but maybe the plate wearers are more sensitive to it, since they dont have a catform to earn the money back with. The fact is, your tank is paying more in repair bills than you. I'll almost gurantee it. Unless you're in T5 epics, your tank is in dungeon greens, and you're wiping like its going out of style, your tank is taking the brunt of the repair costs on himself, simply because every time they get hit, there is a set chance for one of their items to incur a durability hit (and every time they block, their shield has an additional chance to take a point of damage, hence why Jasminne carries two shields with her at all times). And while that 40 gold repair the prot warrior just racked up is just a couple primals to a DPSer, for him to get those primals takes him at least twice as long as you take due to his spec and gear.


Just some points to ponder the next time there are 20 DPSers, 3 healers, and (maybe) 1 tank online in your guild.
Continue reading 'Tank Shortage: Do You Believe?'

Monday, February 18, 2008

Somebody Set Up Us the QQ Bomb

So, obviously there was no interface post this weekend. Turns out the missus had the weekend off from babysitting, so I was playing with her most of the weekend. Lesson learned: no more announcing posts ahead of time. Lets just say the UI post will be coming "soon".

Anyhow, today I want to expand on a post Matticus made recently on Leaving Your Guild the Right Way. While he looked at it from the angle of somebody who wants to leave the guild on good terms, or at the very least someone who doesn't want to burn all the Bridges of Madison County, I want to discuss a very different type of departed guildmate. Someone I have come to refer to as the /Gquit Bomber.




A /Gquit Bomber is a person who has a score to settle, either with individual guild members, or the guild as a whole. More often than not, the target of their anger is one or more of the guild officers, but it may also be someone who benefitted from what they see as a great injustice. Such injustices range from loot disputes to raid invite favoritism to feeling slighted by guildmates, to pretty much anything you can think of. Sometimes the concern is a valid one, other times it is merely the perception of the Bomber. The only unifying factor is that, whatever the injustice, it is something important to the Bomber. In fact, sometimes people who the guild kicks out turn into the worst Bombers of them all, your turning them away being the biggest testament to your unfairness EVER!

Now, not everybody who feels they're being opressed in some way will become a /Gquit Bomber. Some may stay and work out their problems. Others will at least show some degree of maturity and simply quit the guild. Bombers, however, decide to make their leaving personal. Its not enough to simply leave the situation behind them and start fresh elsewhere, they have to make their former guild suffer for the criminal way they were treated.

The most effective way for a Bomber to hurt your guild is by getting other members, especially active raiders (if you're in a raiding guild) to leave, or to at least hinder the recruitment of new members. The former is often done by direct contact with those they left behind. New members, fringe members, and those who have experienced similar treatment (but perhaps not considered it unfair at the time) are the most likely targets. Often times, this can go on unbeknownst to the guild's leadership, at least for a while. Eventually, word usually gets out that somebody has been trying to get people to leave the guild, either due to someone ratting the person out, or sometimes due to another member following in the footsteps of the first.

Hindering new recruitment, however, is something most often carried out on the wonderful morass known as the Blizzard Realm Forums, though in-game smear campaigns have also been known to occur, especially in the equally murky swamp of the trade channel. If you have a recruitment thread, expect to see it bombarded with haterade. Either way, you're likely to also get a few new forum threads dedicated to how horribly your guild treats its members, written either by the member themself, or their favorite level 3 troll alt.

Now, if you're a member of a fairly small guild, you may never have to deal with people like this. As your guild gets bigger, however, these folks tend to get more frequent, and the fecal matter they stir up tends to get more and more. . . fragrant. The reason for this is twofold: smaller groups tend to be more tight knit, and thus people are more likely to work out their problems with their close friends, and bigger groups usually have bigger reputations, and for a Bomber to smear a guild's reputation, there needs to be one there TO smear.

Now, lets just say that you currently have a mad Bomber or two on the loose, like Prophecy does at the moment. What do you do? Well, while a guild's response has to be tailored to the person you're dealing with, as well as the guild's philosophies and reputation, the first thing you need to do is to treat this person like any other forum troll. . .

DO NOT FEED THE TROLL!

This first step is crucial, just don't respond to them at all, at least initially. This is because the bomber can't do much, if any, damage to your guild on his own. He, like any other forum troll, relies on a tactic of baiting you into responding, and then making you look bad via your own response to them. A troll that nobody responds to is about as effective as a missile without a warhead.

Now, the problem is, in a guild large enough to bother attacking like this, its very hard to keep all of your members from feeding the troll. And even if you do succeed at controlling your guild's members, SOMEBODY on the forum is going to bite on it. So while its good for the general guild membership to just leave the situation alone, guild leadership should generally be ready to combat the problem carefully (though completely ignoring the issue has been known to have some success with certain guilds).

One important thing to remember is that you're dealing with somebody who doesn't really have anything to lose. Your guild's reputation is on the line, but the Bomber isn't likely to have a reputation to speak of (or if they do have one, it is usually not a good one). Dont let them bring you down to their level, that'll just be a victory for them.

As for how to actually respond to the Bomber . . . the only hard and fast rule that comes to mind is to never fight a battle you dont know how to win, and dont ever try to lie your way out of it. Sometimes its better to ignore the troll, even when you're directly responding to them. For example, if their big argument is that there is loot favoritism, and member X has won 6 pieces of gear in the last two weeks, and member X really DID get those 6 pieces of gear, dont lie and say they only got 2 pieces, admit they got all 6, but explain why it wasn't due to favoritism. Maybe that person was the only one who needed any of the stuff. Maybe the people he was competing with on the loot got together, realized he needed all that stuff more than they did, and voluntarily stepped aside to get a guildie geared up. If you use a loot council, explain. . . well, honestly, if you're using a loot council, get used to these sorts of things *shrug*.

I guess the ultimate truth here is that you dont have to win any arguments to beat a hostile /Gquit Bomber. All you have to do is defuse their ammunition. Sometimes you can do so by pointing out the flaws in their perception. And honestly, sometimes your best bet can be to admit mistakes (if their concerns are legitimate). After all, what better publicity can there be for your guild than showing how guild leadership listens to the concerns of its (ex) members and addresses them. Just make sure you dont come off as giving in to terrorist deamands, though.

Oh, and if Prophecy's current /Gquit-Bombers-At-Large happen to read this, give it up, trolling a guild made up of forum trolls is just plain stupid.
Continue reading 'Somebody Set Up Us the QQ Bomb'

Thursday, February 14, 2008

Stamina is for Warlocks!

Ok, first of all, I feel I should apologize for not posting anything yesterday. While technically I am not bound to any schedule at all, I made it a personal goal to post every weekday. Alas, yesterday I was in a particularly foul mood, and decided it was better to fall short of my goal than subject you to whatever I might have come up with while in that mindset.

Today, I want to talk a bit more about my personal gear philosophy, specifically addressing what I find is a health pool which is much smaller than most tanks. My views on stamina seem to fly in the face of what I see preached on the forums, and even most other bloggers (who I find usually have an IQ higher than 37).




There are four things which I consider key factors on tanking gear, and two secondary items I also try to keep an eye on. In order of dicussions, these are Crit Reduction, Armor, Dodge/Agility, Stamina, Strength, and Hit/Expertise. The first four factors directly affect our ability to take hits, while the last pair are strictly related to our ability to dish out threat.

Crit Reduction: 2.6% crit reduction is ESSENTIAL TO TANKING. I repeat: Crit Immunity Is Not An Option (CIINAO, pronounced See Now). Last week, I saw one druid tank on the forums claiming he has tanked all the fights in the game a druid concievably can (Everything but Reliquary phase 2 and Illidan, if I remember correctly) without maintaining 2.6% crit reduction. And maybe he had. But the fact of the matter is, if you are crittable, you are a liability to the raid. Steady incoming DPS doesn't kill tanks, burst damage does, and crits are about as burst damage as it comes, especially if you get two in a row. You can get away with taking crits in normal 5-man instances. You can even probably get away with it in Karazhan and Heroics (In fact, I know you can, since I tank those in cat gear mostly nowadays). But for progression raiding, you would be sidelined if I knew you didn't have full crit immunity.

Armor: Due to our huge 5.5x modifier, armor is perhaps THE most important tanking stat for a druid. As I have mentioned in the past, it was the driving force behind all of my gear choices until I hit 29k armor (where crit heal armor buffs start first are able to push you to the cap against level 73 mobs, actually about 28,750ish). Even past that, I have valued armor on gear, though I have started to favor high armor gear with agi and stam on it over the higher armor with less stats type gear. As far as I'm concerned, other than that one (minor) turning point, the only diminishing return on armor happens at 35,880.

But why is armor so important? Well, in addition to the fact that we get so much more bang for our buck from it, the reason armor is so awesome is that it is so reliable. Armor reduces the damage of EVERY incoming physical hit, regardless of whether its an auto-attack, crushing blow, cri. . . right, we don't ever get critted, CIINAO and all. . .

Anyhow, armor is a constant, reliable source of mitigation, which leads to a more constant, reliable stream of incoming damage for the healers to deal with. And that makes the healers' jobs easier, as well as making it less likely they need to blow their cooldowns and expensive "Oh, sh**" buttons just to keep your fuzzy butt vertical (er, does it really count as vertical when you're tanking on all-fours? Bah, whatever).

Dodge: Once a bear tank starts wandering into the 30k+ armor club, mitigation upgrades start to show up more as increases to dodge than as increased armor mitigation. This is both a function of the gear we have available to us, and also the fact that there is in place a 75% mitigation crap . . . er, I mean cap, to keep bear tanks from scaling. Dodge is a great thing, since even when you have 75% mitigation, dodging an attack still means you take 100% less damage than you would. Heck, when people were first wandering into Karazhan, there was a vocal section of the druid community preaching "Hit 20k armor, then stack dodge". While that group seems to have died out (I suspect they were re-roll players who thought all tanks should sit at warrior-level armor values, but I digress), the value of dodge is unquestionable, especially since it the value of more dodge actually goes UP the more of it you already have.

There ARE some drawbacks to dodge, however, that are not there when it comes to armor. First of all, if you've ever run an instance a dozen or more times waiting for that one item with a 25% droprate to actually drop, you know how much the Random Number Generator (RNG) sucks. Relying on dodge to keep you alive is like betting your life that the Stranglestaff will drop on your next Kara run. Additionally, the more you dodge, the more likely the hits you DONT dodge are to be crushing blows. Note: I did not say dodge increases the frequency of crushing blows, I am simply pointing out that dodging more makes you take fewer regular hits, but does not reduce the frequency of crushing blows. A bear tank with 0% dodge takes 85% regular hits, 15% crushing blows, while a tank with 85% dodge would take nothing but the 15% of swings that would crush either way.

Because of this, I do not view dodge as a mitigation stat, per se. I instead view dodge as a way to help the healers with mana efficiency. Every time I dodge an attack, the healers have to pump fewer spells into me, and can cancel their casts, saving them the cost of their spell, and possibly even allowing them to enjoy some spirit regen outside of the 5-second rule. Ultimately, though, I imagine that if I never dodged an attack, it would be hard to keep me (or any other tank) standing even if the healers had infinite mana.

Stamina: Stamina, or more generally health pool, is perhaps the most simplistic, most basic tanking stat. The more health you have, the more damage it takes to kill you. Having a large health pool is critical to any tank, to be sure.

So why do I list it last in terms of mitigation? Well, I dont really, it actually has a value similar to that of defense and resilience. That is, if I dont have enough to reach uncrittability (enough stamina to survive long enough for the healers to get me back up), I need to do everything in my power to get enough, but if I DO already have enough crit reduction (stamina), stacking more is pointless. Yes, thats right, all those people who are constantly saying "Stick 12 stamina gems in ALL of your sockets, and enchant all of your gear with stamina enchants" are neglecting the simple fact that there is, in fact, such a thing as enough stamina. Sure, it never hurts to have more than you need, but frankly, if you never drop below 30% health, the truth is at least 1/5 of your health pool is superfluous, and you would do better pulling out some of those 12 stamina gems in favor of, say, 8 agility for some extra dodge, since stamina does NOTHING for your mitigation, it is merely a health buffer. As an added bonus, that extra agility will also make it less likely for your health to drop down as fast, so you may not even see yourself dipping lower!

That having been said, my unbuffed health pool currently sits between 13,600 and 14,400 health, depending on whether I'm using my pocketwatch or my Darkmoon card (which I tend to wear for tanking 25-man content). This is considerably smaller than what many tanks of my gear level run with, but I find that it is basically all I need. For the most part, I use agility gems in my gear instead of stamina gems, for two reasons. First, I have enough stamina (though I'm working on scrounging up a bit more at the moment, as I do seem to be drifting close to empty on the health bar more often than I like lately), and second, agility is a universal stat, used for both tanking and DPS. Not only does socketing agility let me NOT gimp my dual-use gear in terms of DPS, but it also lets me better fill the most common druid tanking role, that of an offtank who can DPS when not needed for tanking (add tank on Lurker, shaman tank on Maulgar, etcetera).


Strength: Honestly, I dont even pay attention to strength when it comes to my tanking gear. It IS an important tanking stat, giving us the attack power needed to generate threat, but pretty much any high-armor leather (that is, druid tanking gear) already has a bunch of strength on it, if only because that gear is hybrid cat/bear stuff. Dont ever add more strength to your gear, its not worth it (this goes for cat gear too, agility is always the better bet unless you cant get it on a particular piece).

Hit: Unlike Strength, hit is something that I actually actively factor into gearing choices, on the rare occasions I actually find a tanking piece with any on it. While also purely there for threat generation purposes (unless you stretch a bit and consider Idol of Terror needing Mangles to hit for it to proc), hitting reliably can be especially important in a couple of situations.

First of all, as of 2.3, hit rating affects warrior and druid taunts. And while not every fight is conducive to taunting, it is very bad news if your taunt resists at critical times (Such as Nalorakk transitions). Secondly, hitting is CRUCIAL when first engaging a mob. If your first 2-3 attacks all miss, you had better hope that the mob missed too, or your healers are likely to get a surprise when that first green number flies overhead. And even if you dont get hit either, its likely in that situation that your DPS is going to lay into the boss before you get a decent amount of threat, and they're going to eat the dust. Often times, this situation can be avoided by having hunters misdirect to the tank, but sometimes that just isn't an option, at least not for all tanks involved (trash pulls, Hydross transitions, High King Maulgar).

And if you're fortunate enough to be able to fit some expertise rating into your tanking gear, you dont just benefit by hitting more often. Expertise has the unique advantage of reducing a mob's chance to parry your attacks. And as you all (should) know, whenever a mob or player parrys an attack, their next autoattack comes SOONER. I have seen WWS reports before of a tank geting absolutely torn to shreds on Gruul when the melee DPS, cut off from Gruul's backside by a badly placed Cave-in, moved to the front arc where parrys occur, and Gruul getting something like 8 parrys in short order from all of those dual-wielders, each. Trust me, parrying attacks can be an INCREDIBLE boost to DPS, take that from someone who now has a prot pally who delights in fighting half a dozen mobs at a time.

So, to summarize: CIINAO, armor is a bear's best friend, Dodge helps healers conserve mana, it is possible to have enough stamina without fully socketing/enchanting for it, strength can be safely ignored given current itemization, and hit, while a secondary concern, can nonetheless be a big help if you can get it on tanking gear.
Continue reading 'Stamina is for Warlocks!'

Monday, February 11, 2008

Badge Reward Epics: Do Not Want!

So, information is starting to come out regarding the 2.4 patch. We already knew about the new 5- and 25-man instances we were getting. We had heard there was going to be a new legendary bow (Seriously though, blizzard, whats with the utter lack of legendaries in Outland?). And now, the floodgates are opening, and we're getting all sorts of information on specifics, Sunwell opening quests, class changes, 8-piece extensions on T6, Tier 6 quality badge rewards. . .

T6 badge rewards? Pardon me while I die a little inside. . . thats just not right.




Now, first off, let me get one thing out in the open here. I could care less about what Joe Schmoe of Kokomo has for gear. People used to get all upset because they couldn't get epics in what has come to be called Vanilla WoW without either raiding with 39 of their closest friends, or PvPing for 30 hours a day to climb the ladder. Blizzard listened, and gave more casual players avenues for acquiring epic gear: heroic instances, badge rewards, crafted epics, a completely revamped PvP point system, and arena. Lets face it, in the Outland, purple is the new blue. But whatever, color is color.

Fast forward to 2.3. Among the changes to the game are new badge rewards, equivalent to the gear that drops in The Eye and Serpentshrine Cavern. Honestly, I probably would have had the same issue with this that I do with the upcoming badge rewards, being much higher quality (T5) than what the content one runs to get it would dictate (Karazhan and Heroic Instances). At the time, though, I was distracted by the fact that two pieces of new badge gear would effectively "plug" two gaping holes in feral tank itemization: Bracers and Idol.

So, what do I care, anyhow? I already said I dont care what other people are wearing, and this new gear doesn't hurt anybody in any way, only gives us new opportunities. Well, first of all, I consider each piece of my gear to be a mark of accomplishment. I wear my T4 Helm with pride, knowing that I earned it by being there for my guild's first ever Prince Malchezaar kill. A'dal's Signet of Defense sits proudly on my finger as a testament to my guild's first slaying of the pit lord Magtheridon, shutting down the source of the Fel Orc menace. My Waistguard of the Great Beast, on the other hand, is simply evidence that I found the time to farm Karazhan for badges for a few weeks. Whoopy doo.

Which brings me to my second reason: expectation. I know that right now, my gear is in great shape for tanking. In fact, other than my T4 chest (which I may never get to see, since I've only been able to attend that one Mags raid due to my schedule), I really dont have any upgrades to look forward to in the forseeable future. So you would think that I'd love to have new gear to work toward in 2.4, right? Wrong. Guess what, its NOT about the gear for me, thats not why I raid. I raid because I love the CHALLENGE of it, not the purple color of my gear text (which, as I already noted, can be gotten by pretty much anybody nowadays). Farming heroics and Karazhan for badges of justice is NOT a challenge to me, and it frankly pisses me off that I now will be expected to continue farming these places to replace my hard earned raid drops with better pieces that even somebody who can only run Heroic Slave Pens and Underbog can get.

Ok, so maybe I DO care about what other people are wearing, just a little bit *shrug*

Third, lets look at an interesting fact: casual content (Which I define as 5-man instances and Karazhan) can be done just fine with casual gear (Which I define as anything that does not come from a raid instance, raid reputation reward, or badge reward other than those TBC released with). The only people that need T5 and T6 quality items are guilds DOING T5 and T6 difficulty content. Quite frankly, having high-quality gear takes all the challenge out of the casual content anyhow. I tank most heroic runs and much of Karazhan in my kitty DPS gear just to make them go faster, for God's sake, I dont need full T6 to run Heroic Underbog! If people are having a hard time doing content without uber gear, thats GREAT, that gives them a challenge, something to work toward. Kind of like how raiders have to work hard to down new bosses, fancy that! And if they really, truly, want to do the equivalent of cheating by acquiring gear beyond what the instance was designed around, go ahead and farm honor/arena points and buy PvP rewards (My disgust for the fact that I should also force myself to do arena since my S3 gear is worlds better than my current raiding epics is another topic altogether.

I've heard some people put forward the thought that this gear can allow people to "catch up" to guilds raiding higher end content. And to a degree, they're right. A person will be able to farm badges and get T5/T6 quality gear to catch up with those who have loot from SSC/TK/Hyjal/BT. There are two problems with this line of thinking, though, which can be summed up in one of my very abbreviated philosophies: Skill > Spec >> Gear. Sure, you can get BT quality gear from badges, but when you really look closely at the difference between T4 and T6 gear, the difference isn't THAT great. A person in full Karazhan and Heroic gear isn't going to be topping the charts on Illidan, but I bet that if they had a decent amount of skill to back up that gear, they would make at least a respectable showing.

And more importantly, even if a level 70 could farm heroics for a full set of BT quality epics, I gurantee you that person, unless they have another raiding character of the same class and spec, is going to be extremely lacking in the skills you need for high end raiding. Whether you realize it or not, you learn valuable raiding skills while killing off Curator's sparks, clicking on Magtheridon's cubes, and dodging Void Reaver's balls *chortle*. Guilds dont take weeks learning a new boss because they're waiting to get enough gear upgrades, they take weeks because they need to learn the ins and outs of the fight, develop strategies, hone reflexes, and generally get better at the game.

If I had to sum up why I dont like the idea of T6 badge rewards in one short sentence, it would be this: Putting high-end raid quality rewards in G'erasMart helps least those who need the items the most, and helps most those who dont even need the items.
Continue reading 'Badge Reward Epics: Do Not Want!'

Tuesday, February 5, 2008

Why I Wish I Couldn't DPS

WARNING: This is a long, whiny rant. The contents of said rant can easily be construed to be anti-prot-tank. I assure you, however, that I have great respect for my plate-wearing compatriots, and do not wish any of them ill will. I'm just jealous.

The relationship between Protection Warriors, Protection Paladins, and Feral Druids is an interesting dynamic. It seems that we all have our little, or not so little, reasons to be jealous of one another: Warriors tend to wish they had more of the AoE threat generation of Druids and Paladins, Druids tend to be jealous of the plate tanks' lack of a cap on their primary defense stats and ability to become crush immune, and Paladins tend to wish they had better mana regeneration while offtanking. But I personally am jealous about something very odd, something you wouldn't even think was a problem. Something that has irritated me for a while, and I'm sure is at least partially rooted in my own guild's culture, which I admittedly was a large part in the creation of.



I'm jealous of the fact that Plate tanks' specs dont afford them the ability to deal good damage with a simple change of spec. Funny, especially considering all the flack we feral druids caught when the feral tree was "streamlined", and the division between a bear spec and a cat spec was basically reduced to . . . well, nothing at all.

Why in the world would the ability to do damage be considered a disadvantage? Well, essentially, its a watered down version of the Pre-Burning Crusade mindset of "If you have a heal button, you're a healer". Except these days, while feral druids aren't often expected to heal (At least in my guild), we ARE expected to switch to a DPS role whenever we aren't needed as a tank. And we're expected to be pretty good at it, too.

Now, don't misread this. I can do DPS. I can do pretty good DPS, as a matter of fact. I just dont particularly WANT to.

Now, I'm in an awkward position to be making this complaint. My guild loves my tanking. Many DPSers often tell me that, when I'm tanking a run for them, they get to basically ignore the threat meter and go balls-to-the-wall. And many healers have told me that I'm their favorite tank to heal, because its so easy (by which I assume they mean my personal stat balance makes me easy to heal, though I suppose it could also refer to my ability to keep the DPSers from being hit). And I know that, short of the few raid encounters out there that CANT be maintanked by a Druid (Reliquary of Souls, Illidan, etc), my guild wouldn't hesitate for a moment to put me in the main tank spot for any of our raids.

. . . unless our main tank is there. Now, we dont OFFICIALLY have a main tank, but everybody knows that 99% of the time, if this particular warrior is in a raid, he'll be the one on the named boss, and he'll be the one tanking Skull on trash. He's our best geared and best skilled warrior, and has tanked guild first after guild first after guild first for us. And by all means, he certainly deserves the credit he gets for what he does for our guild. But I really envy him, because I could never aspire to have that primo spot due to my class' mechanics.

The heart of the issue is this: Raids need multiple tanks. Two for 10-man raids, and 3-5 for the 25-mans. Bosses, on the other hand, tend to require one primary tank, and maybe a couple of additional tanks to handle odd jobs like picking up adds during Lurker's Submerge or eating Hateful Strikes on Gruul. Every once in a while, the "Extra" tanks get to do a slightly higher profile job, like tanking adds on Maulgar, or tanking Moroes when the main tank gets gouged. And even more rare are the occasions where you actually need two main tanks, like on Bear Boss or Netherspite.

So, because of this discrepancy between trash and bosses in terms of needed tanks, its natural that some will need to step aside and perform other roles on boss fights. And when it comes down to it, Prot Warriors are the worst option for who to pull. Not necessarily because they're the best tanks, but because they're the worst at filling in other roles. Relegating a Protection Warrior to a DPS role is like . . . well, I can't even come up with a good metaphor right now, but the general rule is Prot warriors do horrible DPS. Prot pallys aren't all that good at it, either.

So, the obvious choice becomes for the feral druids to strap on their kitty gear and shred the backside of the boss. After all, not only do bear tanks have a good talent selection for doing DPS, they also have the advantage of having the gear for it, since most druid tanking gear is actually hybrid tank/DPS stuff with strength and agility galore. Faced with the option of having a plate tank doing halfassed DPS while the feral druid tanks, or having the feral druid doing 80-90% of a full-on DPSer's DPS while the plate tank tanks, its pretty obvious which is better in terms of overall success of the encounter.

And even if you DO need the druid to tank on an encounter, often fights involve killing off adds which, once dead, allow the tanks for those adds to switch from a tanking role to a DPS role. Once again, the feral druid ends up relinquishing their tanking role soon, tanking the first or second add to die so that they can be freed up to switch to cat form and do DPS. After all, like I just noted, a feral druid's tanking gear is often 1/2 to 2/3 DPS gear as well, while a paladin or warrior is going to be stuck in tanking-focused gear trying to contribute damage. And again, you want a warrior to be on that last mob to die, because even paladins, while stuck in bad gear for it, can at least equip their healing weapon and shield and contribute that way if healing starts to wane.

So basically, what happens is that warriors, while no longer the only accepted tanking class, maintain the status quo of being the best tanks, but not necessarily because they ARE the best, instead getting the coveted main tank position because they lack the utility and flexibility to perform other roles.

And now, for the part where I futilely call for blizzard to change the mechanics of the game. First of all, make it possible for Prot warriors and Pallys to do decent DPS with their specs. For that matter, let ALL specs of all classes do reasonably good, though not top-notch, damage. And second, do what you did for the healers recently, and make defensive stats on plate gear also somehow boost the ability of the plate wearer to do damage. That way, maybe feral druids like me wont feel so bad about asking to get our share of the limelight every once in a while.

Yeah, go figure, I write a long article detailing how I envy warriors, and then I conclude it by wishing for BUFFS for them. Did I mention I'm insane?

Continue reading 'Why I Wish I Couldn't DPS'

Wednesday, January 23, 2008

The Diminishing Returns is a Lie

Oh, and The Cake Is Too. But LOLcats speak only truth!

Anyhow, Karthis, author of Of Teeth and Claws has honored me with a great Recommendation in his blog. And while I feel excited and validated by this, thats far from the point here. In the comments for that post, the issue of diminishing returns was breached. Now, the theorycraft has already been done a million times over, including at least a half dozen times myself, but I like playing with numbers, so this gives me a good reason to do it again. And instead of addressing the theorycraft behind the issue in his comments, I realized that I now have the power to ramble all I want in my own blog. Fancy that!

First, I'd like to start with a simpler example of variable returns: Dodge. Both because there's one less layer of complexity to it, and because the exponential returns on dodge are fairly well accepted by all camps. I present the chart to your left. Nice and simple, only three columns. The first represents a character's dodge percentage, while the second represents the remainder, the character's percent chance to be hit. The third is a bit trickier, it is the relative value of additional dodge percentage based on your current dodge. You would expect that every 1% dodge you acquire is 1% fewer hits you are taking, and in the most simplistic way, you are right, and in fact if you have no dodge, that is the case.

But what if you already have, say, 50% dodge (I myself have somewhere around that when raid buffed)? Well, for every 100 swings a mob takes at me, 50 of them land. But if I get an upgrade and suddenly have 51% dodge, what happens? Well, obviously I now only take 49 hits for every 100 swings. I'm getting hit 1% less often right? Actually, no:


Yes, thats right, even though we only increased my dodge by 1%, I'm actually taking 2% fewer blows than before. And ultimately, its not the damage you DONT take that matters, its the damage you DO take. Taking this to the extreme for a second, if you have 99% dodge, and gain 1% more dodge, you actually have reduced your incoming blows by 100%!

Ok, now that we've laid some groundwork, on to the real issue: Armor mitigation. For starters, it will help if we know how the game converts armor to damage reduction:


This is the formula for Damage Reduction when being hit by a level 73 mob. Since raid bosses are level 73, and are of the greatest concern for us tanks, this is the one everybody uses. Note that if you plug in the accepted armor cap value of 35,880 into this equation, you get a DR of exactly 75%, as expected, while if you plug in 0 armor, you get 0 DR. Now to show you some calculations. . . this data set is a BIT larger than the last, I apologize. . .

A good bit more information here, but we have THREE different ways to look at armor, and I want to give all of them their due. For now, ignore the HP and DPSwing boxes, those will come in later. The columns are, in order, your armor, the Percent Damage Reduction (as per the above formula for level 73 mobs), your Percent Damage Taken (Remember, its not the damage that doesn't come in that matters, its the damage that does), the change in the damage reduction number per thousand armor, the percent reduction in damage taken per thousand armor, and then the last column, which takes those two values at the top and tells you how many hits you can survive given those parameters.

First off, lets look at the simplistic (read: wrong) view of armor, which is to simply look at column 4. Going from 0 to 1k armor increases your damage reduction, as it would be displayed in your character stats, by 7.7 percent. To contrast, going from 34k to 35k armor would only increase that number by a measly 0.55 percent. Pretty heavy diminishing returns, eh? But, as we noticed in the dodge calculation earlier, these raw mitigation numbers dont accurately tell us how much an upgrade will truly affect our survival; they are misleading.

So lets do the same thing we did for dodge: Calculate the ratio of damage you take with 2 incremental armor values, in this case, increments of 1000 armor. Using the same basic logic we did with dodge, you come up with the numbers shown in column 5. The first thing you'll probably notice is that, yes, there ARE STILL DIMINISHING RETURNS on armor when you look at it from a more practical angle. But, they aren't nearly as steep, and this shows that as you approach the armor cap, your armor increases are nearly 4x as valuable as the first approach would have suggested. Even gaining your last 1000 armor to hit the cap is over a 2% reduction in damage taken, and thats nothing to sneeze at!

Now, you might be thinking to yourself, "Surabear, people keep saying that there is no such thing as diminishing returns on armor, does this mean they're wrong?". No, it doesn't, it just means they subscribe to the third way of looking at armor: Time until death. Assuming a tank has 20k health, and is taking hits that, unmitigated, would deal 1673 damage, we get column 6, Swings to Death (I'm assuming 0% dodge for simplicity). Yes, the numbers were chosen specifically so that every 1,000 armor will allow the tank to survive one more strike, but any combination of health and damage will yield the same relative results: For every 1000 armor you have, your survival time increases the same amount. No diminishing returns at all. This means that armor linearly affects how long you can live without heals, no diminishing returns.

So, why do I look at armor in terms of mitigation, instead of in terms of survival time? Well, to put it simply, right now I have a little over 33k armor unbuffed, so would survive 45 hits in this scenario. In order to increase that to 46 hits, I can do one of two things: Find another thousand armor (182 pre-bear form) somewhere, or pick up approximately 450 health (30 stamina) At this level of gearing, both of these options are relatively equal in difficulty to obtain.

But here's the clincher: you only need to worry about the number of hits you can survive without heals if you're actually having a problem dying to spike damage. If you're NOT dying to spikes, then you're either dying to healers going out of mana, dying due to wipes, or not dying at all. In the first case, its your MITIGATION that will save you, because the more you mitigate (or avoid), the less your healers have to cast, and the more mana they conserve. In the second case, no amount of armor or stamina is going to save you, unless it affords you enough time to run past a reset point for the fight (good luck, my friend). And if you're not dying? Well then, all you're doing is making your healers' jobs easier, and once again extra mitigation is pretty much just letting them save some mana.

I hope that this has proven to be informative, even for those who have already been exposed to the Great Diminishing Returns Debate. If nothing else, I hope that those who used to be "Type 1 Theorycrafters" have come to realize the error of their ways and embraced either Type 2 or Type 3 (or both!). Knowing is half the battle!

EDIT: I went back and ran a few quick numbers, and came to a realization. If you convert the time until death numbers into a "% increased time to death per 1k armor", like I do for armor mitigation, you get the EXACT SAME PERCENTAGES for both. So if you instead look at the percentage of extra time that armor gives you, its exactly the same as the percentage of mitigation increase it gives. Kind of intuitive, but an interesting correlation nonetheless.
Continue reading 'The Diminishing Returns is a Lie'

 
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