Showing posts with label Gear. Show all posts
Showing posts with label Gear. Show all posts

Thursday, September 18, 2008

The Next Engineering Mount

So, for those who haven't heard, the latest beta push has introduced a long-awaited schematic for our engineering friends -- Motorcycles. And from the looks of this screenshot (which I'm borrowing from WoW Insider, as I don't have beta access myself), it's going to be a pretty sweet ride. I had been considering dropping engineering on Kibler for some other profession, but now I'm pretty sure I want to stick with engineering so I can ride a Hog (Which begs the question of why hunters can't use their pet hog as a mount, but I digress).

Something is missing, though. Motorcycles and Choppers are great and all, but while we now have no wheels and two wheels covered, it seems to me engineers need a four-wheeled mount. And with the new mechanic of taking riders, it seems to me the perfect addition to the engineer's reportoire would be a taxi cab!

I don't think the cab should work like other mounts. For one, I don't think it should go in your mount spellbook like other mounts will, especially since that gives engineers an unfair advantage when it comes to getting the mount-based achievements coming with the expansion. Instead, I think making the cab should culminate with a soulbound whistle that goes in your inventory.

Now, most mounts just kind of appear when you summon them. Not so with the engineer's taxi. When you whistle for your cab, your character should literally put two fingers up to their mouth and whistle for a couple seconds, after which the cab drives up from off-screen. Of course, the animation would need to only be visible to the person summoning it, or else other people would see cars randomly materializing on their heads, but I think that a custom summoning animation would be damn cool.

If you look at the picture above of the motorcycle, you can see that the license plate says "Pwn". A nice touch, to be sure, but I'm not so fond of just taking some random phrase out of gaming culture. Instead, I want to have a license plate that says something about the mount. I'm not 100% decided on what that should be just yet, but as this is a fresh new idea, how about "FRESH", at least for now.

I'd also like to steal an idea from the epic chopper. As I'm sure most of you know, one of the parts required for an engineer to make their epic flyer is a hula girl doll purchased from Griftah in Shattrath. And if you look at the actual mount, sure enough, there's a hula girl on the control panel. Now, a bobblehead doll would work for the cab, too, but I don't want to steal something quite that directly. So what else do you think of when you think of car ornaments? An air freshener would work, but frankly, this is a taxi cab, it's supposed to smell bad. What else? Why, Fuzzy Dice of course! A pair of dice hanging from the rear view mirror would be perfect! And as with the hula girl statue, you'd have to buy a couple to make the car. I'm thinking you could buy them from the guard at the cage in Gadgetzan, with the backstory that he's a compulsive gambler, and has been betting on dice and cage matches for years.

Oh, one other thing. I want to let even low-level characters build a taxi. I think it would be thematically appropriate, a low level character driving around in a taxi, just trying to make enough from tips to save up for the gear he needs to become a true adventurer at 80. Thus, I don't think this should be an epic mount. Frankly, I think the epic quality car should be some sexy sports car. So the cab will be a rare mount, only.

Whoops, I almost forgot to put the cut in today's entry . . . continued after the break.




So, to recap:

You whistle for your cab, and when it comes near
The license plate says "FRESH" and has a dice in the mirror.
If anything, I would say that this cab is rare.
On second thought, nah, forget it. Yo homes, you've been Bel-Air'd!

Continue reading 'The Next Engineering Mount'

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'

Thursday, June 12, 2008

What Class DON'T You Play?

PSA: In case anyone was wondering, no, I have no plans whatsoever to discuss the alpha talent/spell information being circulated around the intertubes. Some interesting stuff, to be sure, but its far too early to get excited over any of it. Though I have to admit, some of the things out there are really droolworthy, like Tiger's Fury GIVING you energy (via King of the Jungle), feral druids getting a sick-as-hell 51-point talent (Berserk), and Survival of the Fittest's effect getting doubled (the latter I suspect will, in fact, make it into the game, both to help feral PvP woes, and to shut us up about the whole lack of defense on leather issue).


So anyhow, in my boredom with the midnight-at-level-70 scene on Steamwheedle, I've taken up levelling yet ANOTHER alt. This time, my focus is on my shaman, currently level 32 and enhancement spec. I've actually had the character for a good six months now, but had abandoned him a number of months ago at the young age of 26 when I started focusing on the paladin. And it wouldn't surprise me in the least if Kornaq became my sixth level 70 character.




The question becomes, why a shaman this time around? Well, mostly its process of elimination. There are only four classes I don't have at 70 yet, those being shaman, priest, warrior, and rogue. I really want to have an end-level healing character, especially since the paladin (who was SUPPOSED to fill that role) got pulled to be a second tank. That cuts me down to shaman and priest.

The decision to lean toward shaman came down to two points. First of all, I already have access to a level 70 healing priest, should I ever want to play it, since my [strike]fiancee[/strike] wife plays a holy priest, and as of a couple weeks ago is finally the big 7-0. Second, and more importantly, I found I really don't like killing mobs as a priest, and with the lower levels so barren, I would have no other choice. I found this out when I played my own priest (Tornaq, whom I still have) to level 35, and I reaffirmed that when I was helping the wife on the final stretch to 70, where I found I really couldn't stand grinding on her character (though I do much enjoy healing with her). In fact, the shaman was originally rolled with the intention of replacing my priest, hence the similar names.

There is a third factor which I'm slowly realizing, though. Levelling as enhancement is very, very similar to what I remember levelling as a feral druid being. I kill things via burst DPS (albeit as a druid, I got to control when the bursts happened, not so much with windfury weapon), and when I need some health back, I simply toss a spell or two and keep going. Hell, both classes even get travel forms! The biggest difference I'm finding so far is that I do have to drink occasionally with the shaman, whereas I never really had to with my druid, but thats mostly because I actually get to use my mana while DPSing for things like lightning bolts (to pull), shocks (to interrupt spells, or to augment DPS when I get a focus proc), and totems.

There is one thing about this new character thats driving me nuts, though. The Auction House price gouging has gotten more and more absurd. At level 32, I'm looking at having to pay 10+ gold for green leather pieces with any amount of strength or agility on it. Now sure, I could go and farm some SSO dailies to get that kind of money, but I made a decision not to fund this character at all. So my gear is pretty crummy, save for my weapon (and in 8 levels, weapon*s*). On the plus side, my decision to go dual-gatherer with this (and likely all future) character has been paying off, and I've made about 70 gold since level 26, just from selling herbs, skins, and the occasional green (generally for about a gold).

I'll be completely honest, though, I'd much rather be raiding on my current 70s (even the hunter, as much as I dislike the character now).

Continue reading 'What Class DON'T You Play?'

Wednesday, June 11, 2008

When is a Bear not a Bear

So, you all may have noticed lately that not only have I not been posting much, but when I DO post, it hasn't been about druids. Lately, all I've been talking about are my paladin and other holy men (Well, technically I was married by a judge, but thats neither here nor there). And while I imagine most people who read this blog find other classes to be interesting, the general idea behind a druid-themed blog is, in fact, discussion of the druid class.

So, whats with the absence of bear-tanking goodies lately? Well, I have a confession to make . . .



I'm bored. In a general sense, I'm a bit bored with the game as a whole, mostly because of my inability to participate in the activities I really want to be a part of. I haven't been able to attend our thursday/friday raid nights for a long time now, and those are our boss farming days (at least I don't actually need any gear from the farm bosses on Surania due to a combination of crap itemization and obscenely overpowered badge gear). Weekend raiding in Prophecy has been largely hit-or-miss lately; I haven't seen the inside of a 25-man instance for three weeks now.

Heck, I can't even get into Karazhan raids half of the time, as everybody-and-their-mother runs it while I'm at work on tuesdays. The midnight run I once hosted has fallen prey to earlier runs, summer schedules, and a general apathy which seems to have been caused by a combination of people jumping to Age of Conan, an early-onset pre-expansion (hyphen-inducing) slump, and the start of summer. Poor Jasminne is still in fairly crappy gear (though she did finally save up the 75 badges for that sexy paladin tanking chest).

Honestly, that takes away half of the reason I play the game these days. 5-man content is nice and all, but I've done every damn instance so many times that the runs bore me to death. PvP . . . well, if I really wanted to PvP, I'd probably join the folks jumping ship for AoC. And low-level content? Yeah, I'm rolling yet ANOTHER alt just to fill my WoW playing time, but honestly its about as engaging as farming gold (which I also detest, by the way). And as for the other half of the reason I play? I love my guildies, and hanging out with them, but alas, most of the folks who are usually online when I can play have started a set of Horde alts who I have no hope to catch up to.

All of that contributes to my lack of posting in general. But there's one other thing. Something that is hard for me to admit to, especially here amongst my fellow Druids.

Surania has been boring the crap out of me.

Thats right. I'm bored of my druid. I haven't completely hammered down why I've lost interest in playing Surania, but I've come to realize a number of contributing factors:

1:) I'm a spoiled brat who misses the limelight. I remember the pre-BC days, when getting to occasionally offtank an add in a raid was a huge deal for me as a bear tank. Compared to those days, I have it damn good. But I'm selfish, and miss the days when Prophecy was young, with just a handful of 70s. Back then, I was THE go-to tank, the best geared and skilled meat shield. When we couldn't take down Prince Malchezaar because he kept killing the tank in phase two, *I* was the big gun called in to take the hits.

I didn't know it back then, but that Malchezaar kill was to be the last guild-first I would ever get to maintank. I was on Shaman duty the day we downed Maulgar. Gruul himself was being tanked by me when he died, but only because our actual maintank bit the bullet halfway through. The two T5 bosses guides commonly suggest using a bear tank on were tanked by warriors; I was cat DPS/add offtank the first time Tidewalker fell (despite trying to clue in the raid leader to bears' superiority in the MT role on that fight), and wore bark the first time we cleansed Leotheras of his inner demon for good.

I know, druids are the ideal offtanks, not main tanks. And I know that my limited play schedule means I really SHOULDN'T be getting the premium tanking gigs. But God damn, I miss the rush of adrenaline as the big, bad boss who was beating on my furry hide fell for the very first time. Its an incredibly addictive feeling.

2: The class no longer challenges me. Perhaps there will be new challenges when we start progressing full bore into T6 instances, but right now we're preparing to tackle the old 3/4 - 5/6 T5 gatekeeper bosses (Kael'thas and Vashj, for those who didn't know), and my tanking roles have been boring me. "Take [insert add name here] over to that corner and keep him busy." just isn't all that exciting, especially when said add is weak enough to be tanked by a fury warrior in half blues (that is, the majority of non-boss mobs, including many bossfight adds). Half of my tanking assignments, I could literally smack the mob with a mangle, move them to my spot, and then go AFK, autoattack generating ample threat to hold the mob until it dies.

Yes, I will admit, I HAVE done that during raids. So sue me.

3: I have nowhere to go from here. I look at loot lists for the bosses my guild is killing and shrug. I see plenty of gear I'd die for on my Paladin, or my Warlock, but nothing I give a crap about on Surania. Sure, I could definitely fight for some upgrades to my cat DPS set, but since I wear my tanking gear more often than my damage gear on raids, I've never felt right in taking the gear over rogues, hunters, and DPS warriors (assuming we had any, all our warriors are tanks for some reason). And anyhow, even if there were upgrades to my tanking set available, I don't earn much DKP (as most of it is earned on the farming nights, which I can't attend, or by farming raid materials, which as I mentioned earlier, I detest).

Not that getting upgrades would make much difference these days. Like I said, I'm usually tanking stuff that could be tanked by fury warriors in half blue gear.

So, in short, the class I once absolutely adored now has me absolutely a-bored. What's a guy to do? Well, I'm not 100% sure yet, but its looking more and more likely that, once WotLK hits, Kirari (my warlock) will become my main character. I never used to be much for straight damage-dealing characters in games, but I've become rather addicted to the affliction warlock lifestyle. And, on the plus side, if blizzard continues bringing out encounters like Shade of Aran, Teresian Illhoof, High King Maulgar, and Leotheras the Blind, I'll have plenty of interesting challenges that I, as a warlock, will be uniquely equipped to deal with.

Thats a decision to set in stone later on, though. I refuse to change mains before the expansion simply due to the fact that Surania has benefitted greatly from her time raiding with Prophecy in terms of gear. I would feel like I was cheating the guild if I did not continue to use said gear to further our raiding efforts until such time as said gear becomes obsolete. Not to mention, I'd never be able to catch up in gear if I switched mains now, I can't attend the raids Kirari's upgrades would drop in.

I'll try to come up with some druid-related topics to discuss in the future, I promise. I just don't want to bring you guys some half-assed, uninspired posts simply because I'm not feeling it.
Continue reading 'When is a Bear not a Bear'

Monday, May 5, 2008

The Jump To Heroics

Ah, heroic dungeons. Every time I level up a new character nowadays, one of the things I look forward to is getting them into heroic runs, both because the loot is better, and the challenge is. . . well, existant. Honestly, whenever I run a nonheroic instance, even on a character who isn't decked out in blues and purples yet, I look forward to one of two equally unappealing outcomes: The group is good, and the instance is a snorefest, or the group is BAD, and the instance run makes me want to tear my hair out.

As I mentioned a couple of weeks ago (yeah, I miss posting 5 times a day too), Jasminne hit the big 7-0. And much to my surprise, it was only a couple of days until she found herself decked out in blues from doing a few select quests, grinding some rep, and buying some BoEs from the Auction House. I found myself going through the nonheroic instance loot lists, and thinking to myself "Wow, these are extremely minor upgrades, at best". And yet, I look at my stats and cringe: 12k health, 12.5k armor, 45% avoidance. . . the only decent stat I have is my spelldamage! Great, I'm a tank who can hold aggro just fine, until I die to a trio of lucky 4k hits. Hence my current dilemma: I'm stuck in-between normal instances and heroics!




So what is a tank to do, faced with such abysmal stats? Well, fortunately this isn't the first time I've faced this dilemma, but since Surania was in this situation well over a year ago, I had forgotten about it. Not to mention that at the time Surania was first hitting heroics, it was the norm to struggle running them. Heck, I can remember the excitement I felt the first time I got asked to tank a run for what was THE raiding guild on the server at the time, and how amazed I was at how few wipes we experienced by the time we finally killed. . . Quagmirran!

Alas, these days most people are used to Kara/PvP geared epic tanks with 16k+ health and tons of avoidance and mitigation. Nobody wants the scrub who just got his first set of blues to tank. Heck, if I were a healer/DPS, *I* wouldn't want me to tank particularly! But like I said, to get the gear I really need to run heroics the way people are accustomed to running them, I have to get the gear FROM those heroics. But how?

Well, your first option is to just keep chugging away at those nonheroic runs, using them to grind reputation with various factions for their rewards. But if your server is like mine, you'll never get enough Shadow Lab runs to buy that sweet spelldamage mace, or Tempest Keep runs for that lovely shield, or Steam Vault runs for the ever-so-sexy hammer. Grinding rep with the Aldor/Scryers for your shoulder enchant, or the Shattered Sun for an epic necklace and shield, is a reasonable pursuit, but many factions are likely to be out of reach (and anyhow those faction grinds are obnoxiously long). So, back to the drawing board. . .

New approach. First of all (and this applies at all points in your WoW career), know what the hell you're doing. I've always said that Skill > Spec > Gear, and even in a situation like this, where your gear is a major limiting factor, I hold that to be true. Skill can make up for a lot of blue gear, especially when it comes to knowing those fun little tricks to things like Dash Pulling or rezzing people while tanking. For example, last night Jasminne tanked heroic Slave Pens. An easy instance for most of us, but let me tell you that she was just BARELY staying vertical. And one of the biggest saving graces for me was being able to use my bubble, even while tanking (Note: if you are a tank, you should have a macro set up for divine shield that both casts DS and /cancelaura's it. Hit it once to put up the bubble, hit again to drop it). My bubble saved my butt many times, including a couple times I bubbled to give the healer time to bring my health back up, then broke bubble just before the mobs got to said healer and tossed my shield at them to regain their attention, and the time I dumped Rokmar on the poor enhancement shaman long enough to get a heal and drop the debuff (poor guy got hit for 95% of his health, bet he's glad for every point of stam his gear had!)

Secondly (and this applies doubly to Paladins), you have to remember your crowd control. Yes, this coming from the guy who does 30 minute Heroic Shattered Halls runs with no CC for fun. The fact is, if you dont have the gear to survive getting beaten on by half a dozen heroic mobs at a time, you need to not be GETTING hit by half a dozen mobs at a time. I think that as Jasminne I surprise people when I start putting up marks for sap, trap, and sheep on pulls, but I know that if I try to, for example, tank all 4 Bogstroks at once, I'm going to faceplant real quick. Don't be afraid to ask for unusual forms of crowd control, either. I'm sure that rogue will be glad to toss stuns on one of the mobs, and I know of at least one frost mage who revels in frost kiting mobs around SH just because.

Third, don't be afraid to go to Karazhan. No, you wont have the gear to maintank Malchezaar and Nightbane, but if you're in a decent set of blues, even if you're like me and have yet to reach crush immunity, you should do just fine as an offtank. Most of the trash in there is actually MORE survivable than your average heroic pull, and you probably have 2-3 healers there instead of just one (albeit one will be working on keeping the MT up as well). Of course, if your guild doesn't have Karazhan on farm yet, it may be a bit more challenging, but I assure you, it isn't going to be as bad as you think. And with 22 badges and at least 23 epics dropping on every full clear, you'll have TONS of opportunities to upgrade as you go!

As I mentioned, I'm still crushable. But thats not as big of a deal as you might think. Most of the fights in Karazhan aren't so bad that getting crushed occasionally will spell your doom. Crushing blows on Nightbane will mess you up, granted. Getting crushed by Netherspite can really hurt (though one of the effects of the red beam on that fight is actually a stacking defense boost, so you're not likely to stay crushable for long). And Prince Malchezaar in phase 2 will really mess up a crushable paladin. . . but at the same time, Prince Malchezaar has a huge Dual wield penalty during that phase, so even if you are for some reason trying to tank him in the crappy gear I have, you probably ARE crush immune during that phase. But I digress. . .

On a similar note, you could always try to get in to some heroic runs as an offtank, or respec to DPS or healing for them. You don't have to be the tank to pick up tanking gear, necessarily (though I would advise making sure the tank for said groups doesn't need what you're looking for). The fact of the matter is, its a lot easier to make a group run with undergeared DPS than it is to do the same run with undergeared tanks and (to a slightly lesser degree) healers. There's no shame in taking a slightly easier road to purple bliss. Just realize that running heroics as an undergeared tank can teach you a LOT about your class and capabilities!

And finally, some of us are lucky enough to be able to obtain crafted epics to tank in. There's a cloak thats great for starting bear tanks, some really nice plate bracers, a handful of beautiful belts (And if you happen to be a blacksmith or leatherworker, a set of matching boots), a couple of great stamina trinkets, etcetera. Sure, crafted epics will cost you a pretty penny, but these days its easy to do a week of dailies and buy a purple with the proceeds. And as an added bonus, some of those dailies have a chance of giving you a shiny Badge of Justice as a reward (Just don't count on getting them, so sayeth the paladin who has been at 34 badges for the last ten Supply Pouches, just one shy of a new cloak)

I leave you with one small piece of advice that I had to (re)learn the hard way. Remember that not all heroics are created equal. Slave Pens, Underbog, and the Mechanaar are good places to start earning epics. Shadow Labyrinth, Magisters' Terrace, and Black Morass are not.
Continue reading 'The Jump To Heroics'

Monday, March 17, 2008

Epic Tanking Weapons. Yep, All Three!

So, I was recently surprised to see someone say that the Earthwarden was a druid tank's best option until the legendary LOL that is the Pillar of Ferocity. And while I'm not sure if he felt that the weapon commonly regarded as our best tanking staff (Wildfury Greatstaff) was inferior to the Earthwarden, or if he simply didn't know about it since its a trash drop, I felt compelled to compare the three items formally.




The Suspects:
All translated values assume a standard spec with all tanking talents taken.

Earthwarden
Drops From: Cenarion Expedition Exalted Reputation
500 Armor
39 Stamina
27 Defense Rating
24 Expertise Rating
712 Feral AP

--Which Translates To--

0.46% Crit Reduction
2750 Bear Armor
0.91% Avoidance
663 HP
712 AP
3.05% More Accuracy (Dodge/Parry Reduction)


Wildfury Greatstaff
Drops From: Serpentshrine Cavern Trash
500 Armor
75 Stamina
54 Dodge Rating
992 Feral AP

--Which Translates To--

2750 Bear Armor
2.86% Avoidance
1275 HP
992 AP


Pillar of Ferocity
Drops From: Anetheron (Hyjal Summit, Second Boss)
550 Armor
47 Strength
96 Stamina
1059 Feral AP

--Which Translates To--
3025 Bear Armor
1632 HP
1166 AP


Round 1: Earthwarden V. Wildfury Greatstaff

Earthwarden Advantages:
0.46% Crit Reduction
3.05% More Accuracy (Dodge/Parry Reduction)

Wildfury Greatstaff Advantages:
1.95% Avoidance
612 HP
180 AP

The Lowdown: Crit immunity comes first. If you ned that defense on Earthwarden to stay crit immune, by all means stick with it for the timebeing. However, once you find a way to replace that with a few gems or some PvP bracers (for examples), the story changes. Earthwarden's only advantage here is the 3% effective hit provided via Expertise (and some slight avoidance via reduction in parrys, though not enough to make up the 2% gap). Assuming 2500 AP and 30% crit with the Earthwarden, if we plug in the threat stats into the handy, dandy threat calculator, we find that the hit and AP almost exactly cancel each other out (Wildfury comes out 1 TPS ahead). So it appears that Wildfury is a cut-and-dry upgrade from Earthwarden, with more health, more avoidance, and the same average threat.

Hold on, though, don't go vendoring that hammer just yet. There are situations where you just might want to swap it in: Pick-ups. No, not those horrendous groups of slackers you get for 3AM Steamvault runs, I'm talking about picking up mobs on pulls and after threat dumps. Three percent more effective hit makes it much less likely your Maul/Mangle combo will miss. Lets say you have 82% effective hit without EW, and 85% with it. Earthwarden increases the chance both Maul and Mangle will hit from 67.2% to 72.3% (Yes, 5% more likely, funny how that works huh?), and reduces the chance both will MISS from 3.24% to 2.25%, which means more than 1 in 4 of your double-whiffs would no longer happen, causing a very sensitive threat situation. Normally, this isn't a big deal, but on threat-sensitive fights like Hydross and Leotheras, losing a bit of mitigation for some increased threat reliability can be a very good idea. And you can always switch back to the Wildfury once you've picked up your target.


Round 2: Wildfury Greatstaff V. Pillar of Ferocity

Wildfury Greatstaff Advantages:
2.86% Avoidance

Pillar of Ferocity Advantages:
275 Bear Armor
357 HP
174 AP

The Lowdown: First of all, lets remember where the Pillar drops: Early T6 content. At that point, most bear tanks are already going to be butting up against, if not exceeding, the armor cap, making the extra armor on the Pillar more or less useless. Even if we don't take that into consideration, though, 275 armor isn't a whole heck of a lot (Probably about 0.6% less damage taken), and even combined with the 357 extra health the Pillar affords us, I would much rather be hit 3% less often, thankyouverymuch. So even though the Pillar drops from a later instance, its actually the inferior mitigation weapon.

But, as with the Earthwarden V. Wildfury comparison, the Pillar of LOL does have one redeeming quality: Superior threat generation. If we assume the same basic stats as before, Wildfury would boost our threat by about 31 TPS. Not a whole heck of a lot, but if you're really struggling to stay ahead of your DPSers on threat, it might be an option to swap this in. As a bonus, you'll be getting hit more as well, so will have extra rage to work with (Yeah, even lower mitigation can be an advantage sometimes).


Round 3: Earthwarden V. Pillar of Ferocity

Earthwarden Advantages:
0.46% Crit Reduction
0.91% Avoidance
3.05% More Accuracy (Dodge/Parry Reduction)

Pillar of Ferocity:
275 Bear Armor
969 HP
454 AP

The Lowdown: So, since Wildfury wins out against both of its competitors, I guess we should go ahead and compare Earthwarden, obtainable via rep, to the Pillar, obtainable through deep endgame raiding. The good news is, the Pillar comes out ahead in my opinion. The bad news? Not by much. In terms of threat, I'd call it even between the Expertise rating of the Earthwarden and the extra AP on the Pillar, as the pillar's overall threat advantage is counterbalanced by the earthwarden's higher reliability. In terms of mitigation, though, I would actually have to give the advantage to the Earthwarden. The Pillar's armor gives about 0.6% less damage per hit, granted, but assuming you're around 50% dodge, the 0.9% avoidance on the EW actually translates to about 1.8% fewer swings landing (I refer you again to "The Diminishing Returns is a Lie")

Why, then, to I give the Pillar top billing on this matchup? Nearly 1000 more health, thats what. While I'm a firm believer in getting enough health and then focusing on mitigation, that amount of health would take over 5 Solid Stars of Elune to make up, and thats a lot of gems I could switch from, say, +12 stamina to +8 agi to make up the avoidance difference.


Putting It All Together

So, in terms of overall quality as a tanking weapon, it seems that the Wildfury Greatstaff is better than the Pillar of Ferocity, which in turn is an upgrade from the Earthwarden. Not surprising results, really, as most druids already knew that the Pillar is one of the worst itemized pieces of gear Blizzard has ever come up with. Not that the Living Root of the Wildheart is terribly incredible either, mind you. Seriously, though, hold on to that Earthwarden for making those critical pick-ups, since having a bit less mitigation is always preferable to that mob going and beating on a clothie or three because your aim sucked.
Continue reading 'Epic Tanking Weapons. Yep, All Three!'

Sunday, March 9, 2008

Set Bonuses and the Feral Druid

So, for those of us who have been feral druids since long before the Burning Crusade, the expansion brought us a great number of new concepts. Before Survival of the Fittest, crit immunity was something only the ignorant ferals strove for. Raid viability was when your healing set was good enough to overcome the fact that your spec sucked (for healing). And, while it didn't set in for a while, those of us who are fortunate enough to at least be killing Prince Malchezaar on a regular basis got one more system shock: Feral Set Bonuses. Well, ok, so some folks may have had 3-piece Genesis Raiment, which yielded a couple bear tanking bonuses, but that was far from mainstream gearing.

Adding to this "Set Bonus System Shock" is the fact that Tier 4 has some EXTREMELY good set bonuses on it, bonuses which quite frankly dwarf T5 and T6. This, unfortunately, means it is very hard for us to upgrade beyond our first feral set into the higher tiers (mind you, for some of us, there are other conditions keeping us from Tier 6 gear as well, like that pesky "gotta kill the T6 bosses" requirement). And so, today I want to take a look at our raid set bonuses, from the ungodly two-piece T4 bonus for cats, to the utterly craptacular two-piece T5 bonus.




Malorne Harness (T4)

Two-Piece Bonus:
Your melee attacks in Bear Form and Dire Bear Form have a chance to generate 10 additional rage.
Your melee attacks in Cat Form have a chance to generate 20 additional energy.


Does this set bonus look familiar? It should, because its essentially a second Omen of Clarity for feral druids. At a procrate of 4% per hit, combined with an average of about 5 attacks every 4 seconds in catform, the set bonus alone will give the average cat druid 1-2 more shreds per minute, which could easily yield an extra 20-30 DPS! Bears dont necessarily get as much benefit from this, getting only about 2 procs per minute, but that should still be enough for one more maul (Remember, maul costs more than the 10 rage the tooltip tells you it does due to loss of autoattack rage generation). This is such a strong cat bonus that many people keep two pieces of tier four all the way up to four-piece tier six (And with T6 being expanded to an 8 item set, cats may NEVER get rid of it).

Four-Piece Bonus:
Increases your armor by 1400 in Bear Form and Dire Bear Form.
Increases your strength by 30 in Cat Form.


For catform, this is a fairly decent buff, giving us about 80 attack power with raid buffs. But lets face it, strength as a set bonus is kind of. . . boring. For bears, though, that 1400 armor is damn nice. Sure, the set bonus isn't affected by the bear modifier, but even so, 1400 armor is approximately the same as 255 armor on an item, about 5/6 of the armor on the coveted Badge of Tenacity! Much like the two piece bonus for cats, many bears hold on to their four piece malorne bonus until they start picking up T6 pieces. However, while this is a signifigant chunk of armor, the overall stat upgrades on T5 can easily overtake the benefit of this bonus, especially when you factor in T5 bonuses (or, better yet, lets not bother factoring in T5 bonuses, for reasons discussed below.)

Nordrassil Harness (T5)

Two-Piece Bonus:
When you shift out of Bear Form, Dire Bear Form, or Cat Form, your next Regrowth spell takes 2 fewer sec. to cast.

Umm. . . oooooookay? From the stellar PvE bonuses on our first Raid set, we go to this. Frankly, this is a PvP and soloing bonus, and nothing more. Sure, you could whip out that raid-saving spot heal, but odds are you're going to be too focused on doing your job (DPS) to notice someone moments away from death in time to heal them before the actual healers do. And even if you do get the heal off first, you're going to heal what, maybe 1800 if you specced Nurturing Instinct? Odds are, if you really need to pop out to help the healers out, you're going to need to throw more than one spell, and ultimately, all this bonus does is cuts HALF A SECOND off of the effective casting time for Regrowth, since the global cooldown delays you for 1.5 of the 2 seconds you thought you just saved. Oh, and dont even THINK of capitalizing on this bonus while getting beaten on by a raid boss, since you'll get stuck out of bearform for about 1.5 seconds too long. Seriously, Blizzard, give the raiding gear raiding bonuses next time.

Four-Piece Bonus:
Your Shred ability deals an additional 75 damage, and your Lacerate ability does an additional 15 per application.

Ok, this bonus is at least a bit better than the first one. 75 bonus damage on shred can add up pretty quickly. But 1.5 extra shreds per minute would tend to beat it out, both in terms of raw damage, and because of the extra combo point generation of the latter. And while I haven't specifically done out the math, I suspect the superiority of the 2-piece T4 bonus wins out, even after considering the increased stats on T5 (if only because a lot of people stop at 3-piece Nordrassil). Oh, and lacerate DoT damage boost? Whoopdy-freaking-doo. Wake me up when my lacerate is as good as Nalorakk's bleeds so I can care about its damage.

Thunderheart Harness (T6)

Two-Piece Bonus:
Reduces the energy cost of your Mangle ability in Cat Form by 5 and increases the threat generated by your Mangle ability in Bear Form by 15%.

Ok, well, its not a crappy one like Nordrassil had. Actually, for bear form, this one is rather nice, giving us a nice big chunk of extra threat on our heavy hitting Bear Mangle, improving both snap aggro and long-term aggro generation. The catform mangle bonus leaves a lot to be desired, though, since the only reason we have for using that ability is re-applying the debuff every 12 seconds. Kinda leaves something to be desired, especially if you have multiple feral druids, and thus have to use mangle even LESS often.

Four-Piece Bonus:
Increases the damage dealt by your Rip, Swipe, and Ferocious Bite abilities by 15%.

Another reasonably solid bonus. 15% more damage on finishing moves in catform can really add up. And more swipe damage means more swipe threat, boosting both multi- and single-target threat generation in bear (remember, by this gear level, Swipe will do better single-target threat then lacerate). I'd hit that!

So, in short, T4's bonuses are made of epic win. T5's bonuses are the dregs from the bottom of Blizzard's Tea (though the swipe damage boost is a rather tasty looking dreg), and T6's bonuses are fairly solid without being too obscenely good. This just reaffirms my decision to pass on my T5 tokens to let those who need them more have them first. And remember, sometimes the best way to make yourself better is to make the warrior, priest, or other druid next to you better.
Continue reading 'Set Bonuses and the Feral Druid'

Monday, March 3, 2008

Using the Calculator to Compare Gear

So, as promised (albeit a bit late), today I want to show the kind of thought process I use when considering gear upgrades. In particular, I want to look at two items: Upgrading my Heavy Clefthoof Chest to T4, and swapping in the new Alchemist's Stone upgrade for my Pocketwatch. In order to facilitate multi-swapping, note that I've added space to put in up to 5 new items and 5 old items in the spreadsheet, instead of having to calculate the total changes yourself. There are also new tabs for talent spec, but those are a work in progress. Lets start with the chest, since I already have some numbers prepared from the other day. . .




The Chest/Bracers Double Swap:

So, we already have the stat difference from simply swapping the two chests (corrected for my gem preferences: 12 stam, 6 stam/4 agi, and 6 stam/4 defense). But alas, theres one glaring problem from this straight swap: I become crittable, as I'm right now at -2.61% crit out of -2.6 I need. So I'm going to add a second item swap to this: Swapping out my Bands of the Swift Paw for the Vindicator's Leather Bracers *gag*. I'm also going to swap out my 5 resilience/6 stamina gem for a +8 resilience gem (the resilience on the bracers, alone, isn't enough to shore up uncrittability). So, with the double gear swap, my change in stats looks like this:




Now, at first I was worried that the downgrade to my bracers was going to overcome the upgrade to my chest, but looking at these numbers, I guess not. I still gain 293 armor and over 2% avoidance, as well as a nice chunk of threat (mostly crit, and I forgot to add in 26 attack power also), as well as 1% less DoT damage (hello Nalorakk. . . ), at a measly cost of 68 health. Now if only Magtheridon would only drop the dang token when I'm there!

Not likely now, though, since he and I got REAL friendly last Saturday. Got to tank the sucker for the first time, and it was a oneshot despite doing the fight with only three tanks (I tanked the first two 'locks, paladin tanked 3 and 4, both of us had misdirects to help pick up the seconds). But, that is completely off topic. . .

The Guardian's Alchemist Stone

For those who haven't heard, there are four new Alchemist Stones available on the 2.4 PTR, created from the original stone, some Nether Vortex (which will be purchasable) and other materials. One of these stones is the Guardian's Alchemist Stone, which trades in the +15 to all stats in order to pick up a whopping 54 defense rating. If I decide to make this (which requires making my base Alchemist Stone as well, ick), I would be replacing my Moroes' Lucky Pocketwatch with it, losing a bunch of dodge and half of BearVasion. On the plus side, I would be getting an extra 1200 or so health from the Hunnypot, so its not all a loss from an emergency button perspective.

The question becomes, is it worth losing bearvasion over? Well, lets look at the upgrades I can pick up via re-enchanting, regemming, and getting rid of those PvP bracers from above (gee, that was quick, eh?).

Right now I have one enchant that is solely there for crit reduction: 12 defense on my bracers. Additionally, I have that 5 resilience on the gem in my bracers that I could replace with a +8 agility gem (yellow gems kinda suck, and as I've stated in the past, I prefer sticking agility into items I use for my cat set as well).

Just looking at those replacements, I'm looking at losing 25 resilience from the bracers and gem swap, and 12 defense from the bracer enchant. Which, when I check my overall stat changes, still gives me a net gain of about 0.075% crit reduction, pretty close to the break-even point. As for the rest of my stats:




So, it looks like I'd gain about 700 more armor, my avoidance would go up a very small amount (0.1%), I'd gain a laughable 34 health (every bit counts, right?), and would take a little more damage from DoTs. And while 700 more armor is nice, and the extra health from potting is a nice bonus, I dont think I'm prepared to lose an "Oh, shit" button for it. So, thanks for the offer, Blizzard, but no thanks.

Tomorrow on The Rambling Bear: A look at one of my favorite Druid-only pulling techniques, useful for occasions like the ghostly trash around Aran's room, and the big pulls in the latter portions of Shattered Halls. 15 points to anyone who guesses what it is, and an additional 10 points to anyone who can direct me to a free, easy to use capture program so I can make some video for it!
Continue reading 'Using the Calculator to Compare Gear'

Thursday, February 28, 2008

Calculator, Round 2

Time to put a little more work into that Excel calculator of mine! Today, I've whipped up two new, interconnected toys. First, I've condensed all of the stat conversions a feral druid would ever want into one table, giving both base conversion values, and overal values based on talents and buffs. In addition to this, I've taken those values and used them to build a Gear Comparison calculator. Simply plug in how your stats (Base stats, combat ratings) will change with a particular change of gear/enchants/gems, and out pops how the values you really care about (Health pool, chance to dodge, Attack Power) will be affected!




To play around with my new toys, simply click on the Threat Calculator link on the sidebar. Eventually, I'll be renaming the calculator itself, as I plan to continue to expand it. I also plan to make it more intuitive to use, probably by creating pages for full talent specs and buff selection, but that will be for another day.

"Screenshots:"

Here we have the stat conversions table. Simply multiply a stat by the conversion value for the effect you're looking at to see how much that stat is really helping you. The overall multiplier column currently takes into consideration Survival of the Fittest, Heart of the Wild, Thick Hide, and if applicable Tauren health bonus and Blessing of Kings. The base multiplier, in turn, only considers what form you're in, and assumes you're unbuffed.



And here we have the gear comparison tool. Simply plug in the differences between the base stats of any two pieces, and see how changing between those two items will change your overall stats in the appropriate form. The comparison used for the example here is going from the Heavy Clefthoof Chest (Socketed with 12 stam and 6 stam, 4 defense gems) to T4 (Socketed with a 12 stam, a 6 stam/4 agi, and a 4 defense/6 stam). It tells me that I lose about 153 health and .47% crit reduction, but get over 1.75% additional avoidance, nearly 1,000 more armor, and a bunch of threat stats (including over 1/4% hit, which I forgot to factor in in this shot).

So, like before, I plan to make use of this new toy. Tomorrow, I'm going to look more closely at this particular chest upgrade, and then switch over to something you may or may not have heard about: upgraded Alchemist's Stones!
Continue reading 'Calculator, Round 2'

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'

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!'

Wednesday, February 6, 2008

Reader Mail. . . Wait, What?!

So, a couple of days ago, I was surprised to find a druid tanking question. . . in my e-mail inbox. And with yesterday's post basically talking about how plate tanks deflate my E-*rhymeswithbean*, on top of the fact that I got nailed with a hefty speeding ticket on my way to work right now (60 in a 35, got pulled over like 5 feet short of the 55 zone sign) what better way to reinflate myself a bit than to brag. . . er, I mean answer my first reader mail. So, on to the question:



Hello,

I have a question about which weapon to use for tanking. I have recently respecced back to my roots as a tank and am beginning to get all of the gear in order to get my happy behind into Kara with my guild for some raid experience to prep me for WOTLK. I was doing PVP for a little while and earned myself the
Gladiator's Maul for solo grinding/questing and I'm curious to get an expert's opinion on whether this is a solid choice for tanking as opposed to something like the Braxxis Staff of Slumber.

I have both, but im conflicted with the choice of which is better. Im sorta partial to using the Gladiator's Maul because of the enormous amount of stats it provides, including Resilience. I know im losing the bonus to armor but that seems to be it. Am i right to assume that 550 armor is worth giving up in exchange for a crapton more AP, Str, and Resil? I can find nothing in the way of blog articles concerning the relationship between specific gear with Resilience compared to +Defense. I know given the high armor and stamina from PVP epic rewards is a nice plus but a better option for tanking than some of the quest/easily obtainable gear from Amanna's Bear gear w/o tanking article? I appreciate any help you can provide in this manner.


Well, first off, lets look at the items in question:

Gladiator's Maul:
+32 Strength
+48 Stamina
Equip: Improves hit rating by 20 (1.27% @ L70).
Equip: Improves critical strike rating by 35 (1.59% @ L70).
Equip: Improves your resilience rating by 28 (0.71% @ L70).
Equip: Increases attack power by 894 in Cat, Bear, Dire Bear, and Moonkin forms only.

Braxxis Staff of Slumber:
550 Armor
+39 Stamina
Equip: Increases attack power by 292 in Cat, Bear, Dire Bear, and Moonkin forms only.

But remember, we get a 5.5x multiplier on our armor (assuming thick hide), and each point of stamina gives us roughly 10 x 1.25 (Dire Bear) x 1.2 (Heart of the Wild) x 1.03 (Survival of the Fittest) x 1.1 (Kings) = 17 hit points. So to use Braxxis over the Gladiator Maul, we lose lots of threat and 153 hit points, and gain 3025 armor.

And here is where I STOP crunching numbers, because this can be solved, by and large, qualitatively, by asking yourself 2 questions:

1: Are you crit immune without using the Gladiator's Maul?
2: Are you holding aggro off of the DPS, without them having to throttle themselves too much?


If the answer to either of these questions is "No", then use the Maul to tank with. Crit immunity needs to be your priority; if it is not maintained at all times during raid tanking, you pose a very real risk of dying due to burst damage from an unexpected crit/crush or double crit combo. And while the mitigation on the Maul is severely lacking, if your DPSers have to drop their damage output, or worse fail to do so and pull aggro, the extra mitigation on Braxxis wont reduce the damage you take overall, because the boss is going to take longer to die.

If, however, you are crit immune regardless of weapon choice, and your threat is enough to keep the aggro-magnets at bay, use the Staff of Slumber to up your mitigation. Losing 153 HP to gain over 3k armor is an upgrade to survival, no matter how you slice it.

The answer to the second question is likely to change on a fight-by-fight basis, so I'd advise bringing both if you meet crit immunity. For example, on direct DPS fights like Attumen, or most trash, you may need the extra threat of Gladiator to stay ahead. Meanwhile, if you get to Opera and are, say, tanking/kiting the tin man, you're going to want that extra mitigation, and you have plenty of time to build a sizable threat lead before any DPSer so much as touches your mob. And on Netherspite, aggro doesn't even matter! And on some fights, you might want to take advantage of the ability to switch weapons in combat, and use both. Curator is a great example of this: Most of the time, use your mitigation stick, but during evocates, bust out the PvP weapon to lay into him while he's shut down!

My biggest piece of advice, though, is to work on your Cenarion Expedition rep ASAP and pick yourself up a nice, juicy Earthwarden. The mitigation of Braxxis (after factoring in dodge/miss from defense, and less parrys due to expertise), with a large chunk of the extra threat generation and crit reduction of the Maul (a bit less AP overall, and less crits, but more likely to hit overall due to expertise).

Continue reading 'Reader Mail. . . Wait, What?!'

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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