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Sylvaneart's Bear Compilation Guide 4.0.6

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Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:22 am

Well here it is. The Bear guide compilation. This is not ALL my work by any means. My goal here on The Fluid Druid is to collect all the good information for you and present it in 1 place. Much thanks to Yawning, Alaron, Leafkiller, and Reesi who did most of this guide. I have marked my comments in this color

Table of Contents
I - Spell Additions and Changes
II - Talents, Bonuses, and Mastery
III - Stats, Gearing, and Reforging
IV - Gems, Enchants, and Glyphs
V - Threat Generation, and Macros
VI - Professions
VII - Pre-Raid Gear List
VIII - Frequently Asked Questions


I - Spell Additions and Changes

Below is a list of all spells that were changed for the Expansion, as well as some new ones we received.


Leather Specialization (Level 50) http://www.wowhead.com/spell=86530
Increases your primary attribute by 5% while wearing Leather in all armor slots. Feral specialization grants Agility while in Cat Form and Stamina while in Bear Form.


Mastery (Level 80)
Allows you to benefit from mastery rating. Check your talent overview pane for additional details.


Bear Form (Level 15) http://www.wowhead.com/spell=5487
Shapeshift into bear form, increasing melee attack power by 30, armor contribution from cloth and leather items by (cond($lt(level, 40), 65, 120))%, and Stamina by 10%. Causes agility to increase attack power. Also protects the caster from Polymorph effects and allows the use of various bear abilities.
The act of shapeshifting frees the caster of movement Impairing effects. Remember movement impairing, not rooting in 4.0.6.

Skull Bash (Level 22; 15 Rage, 13 yard range, Instant) http://www.wowhead.com/spell=80964
You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec. This was hot fixed and can now miss. It uses a physical hit % not spell.

Pulverize (Requires 3 Points in Rend and Tear; 15 Rage, Instant) http://www.wowhead.com/spell=80313
Deals 120% weapon damage plus additional (450 * 120 / 100) damage for each of your Lacerate applications on the target, and increases your melee critical strike chance by 3% for each Lacerate application consumed for 10 sec.


Thrash (Level 81; 25 Rage, Instant, 8 yard range, 6 sec cooldown) http://www.wowhead.com/spell=77758
Deals AP*0.154+243 damage, and causes all targets within 0 yards to bleed for (AP*0.026+153*3) damage over 6 sec.


Faerie Fire (Feral) (Level 24; 30 yard range, Instant, 6 sec cooldown) http://www.wowhead.com/spell=16857
Decreases the armor of the target by 4% for 5 min. While affected, the target cannot stealth or turn invisible. Stacks up to 3 times. Deals (AP * 0.15 + 1) damage and additional threat when used in Bear Form.


Lacerate (Level 66; 15 Rage, Instant) http://www.wowhead.com/spell=33745
Lacerates the enemy target, dealing (295 + (AP * 0.115)) damage and making them bleed for (5 * (23 + (AP * 0.0077))) damage over 15 sec, and causing a high amount of threat. Damage increased by attack power. This effect stacks up to 3 times on the same target.


Swipe (Level 36; 15 Rage, 8 yard range, 6 sec cooldown, Instant) http://www.wowhead.com/spell=779
Swipe nearby enemies, inflicting 171 damage. Damage increased by attack power.


Maul (Level 15; 30 Rage, 3 sec cooldown, Instant) http://www.wowhead.com/spell=6807
An attack that instantly deals (8 + $ap * 0.36 - 1) physical damage. Effects which increase Bleed damage also increase Maul damage.


Thorns (Level 6; 36% base mana, 30 yard range, 45 sec cooldown, Instant) http://www.wowhead.com/spell=467
Thorns sprout from the friendly target causing (178 + ($SP * .168)) Nature damage to attackers when hit. Lasts 20 sec.


Survival Instincts (Level 30; 3 min cooldown, Instant) http://www.wowhead.com/spell=61336
Reduces all damage taken by 50% for 12 sec. Only useable while in Bear Form or Cat Form.


Frenzied Regeneration (Level 52; 3 min cooldown, Instant) http://www.wowhead.com/spell=22842
Increases maximum health by 30%, increases health to 30% (if below that value), and converts up to 10 rage per second into health for 20 sec. Each point of rage is converted into 0.3% of max health.


Berserk (Level 40; 3 min cooldown, Instant) http://www.wowhead.com/spell=50334
Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage. In addition, when activated this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 sec. You cannot use Tiger's Fury while Berserk is active.
4.0.6 - No longer clears the effect of Fear or make you immune to Fear for the duration.

Savage Defense (Level 40) http://www.wowhead.com/spell=62600
Each time you deal a critical strike while in Bear Form, you have a 50% chance to gain Savage Defense, reducing the damage taken from the next physical attack that strikes you by 35% of your attack power.


A note on Bash and Feral Charge(Bear): These two spells no longer have their interrupt component attached.
Last edited by Sylvaneart on Thu Mar 10, 2011 10:40 am, edited 4 times in total.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:22 am

II - Talents, Bonuses, and Mastery

Talents -

Below is a list of talents what I consider mandatory and what I consider optional. Keep in mind that you will have to take some of the optional talents to get to the lower tiers, and that some will be better than others for this choice.


Mandatory Feral Talents


Tier 1
2/2 Feral Swiftness
3/3 Furor


Tier 2
2/2 Infected Wounds
3/3 Fury Swipes
2/2 Primal Fury
2/2 Feral Aggression (Some will argue against this. I find that having the max armor debuff up before anyone has even hit a boss is a must.)


Tier 3
1/1 Feral Charge
3/3 Thick Hide


Tier 4
1/1 Leader of the Pack
2/2 Brutal Impact


Tier 5
1/1 Survival Instincts
2/2 Endless Carnage (The longer the buff is up, the less downtime on Lacerate you have, the more Berserk procs you can get.)
2/2 Natural Reaction


Tier 6
3/3 Rend and Tear
1/1 Pulverize


Tier 7
1/1 Berserk


Mandatory Resto Talents


Tier 1
3/3 Heart of the Wild
2/2 Natural Shapeshifter (To get into T2)


Tier 2
3/3 Perseverance (This Talent makes Bears the only tanks with a full time additional Spell Damage Reduction.) 1/1 Master Shapeshifter (Yes, 3 points for a 4% damage increase. It is still worth it and still more sustained threat than King of the Jungle)


Optional Feral Talents


Tier 3
3/3 King of the Jungle (With a standard Bear spec, you won’t have the points to take this. In addition, using Enrage in combat as it is now is a very bad idea.)
2/2 Stampede (Not too much use for this currently. It's more shiny than anything)


Best All-Around Build(Highly Recommended):


http://www.wowhead.com/talent#0ZfMGbkubzrckMcu


Decent 5-Man Build:


http://www.wowhead.com/talent#0ZfMGoRubzrckMcu


There is a fair bit of freedom one what you can take if you aren’t doing any kind of progression content (defined by your guild progress). If you don’t like interrupting, you can take points out of Brutal Impact. If you want more oomph to your threat, you can get Stampede and King of the Jungle (*DISCLAIMER* KotJ is dangerous to use until you out-gear the content you’re doing) by dropping FA and Brutal Impact.


Bonuses -
Feral specialization will give you:


Mangle (Level 10; 15 Rage, Instant, 6 sec Cooldown) http://www.wowhead.com/spell=33878
Mangle the target for 360% normal damage plus (290 * 360 / 100) and causes the target to take 30% additional damage from bleed effects for 1 min.


Aggression http://www.wowhead.com/spell=84735
Increases your attack power by 25%


Vengeance http://www.wowhead.com/spell=84840
Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.


Feral Instinct http://www.wowhead.com/spell=87335
Reduces the chance enemies have to detect you while Prowling.


Mastery -

Mastery: Savage Defender (Level 80) http://www.wowhead.com/spell=77494
Increases the damage absorbed by your Savage Defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%.


What is Mastery? Mastery is a new-fangled stat that works the same as any other rating stat. X amount of Mastery Rating will give you Y amount of Mastery. For each point of Mastery that you have, the value of your Mastery Bonus will increase. In the case of Bears, Savage Defender. So, if you have 1 Mastery, your Savage Defense will increase the absorption amount by 36%.
Last edited by Sylvaneart on Thu Mar 10, 2011 10:43 am, edited 3 times in total.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:23 am

III - Stats, Gearing, and Reforging
Stats -

(number) denotes value with Kings or Mark.
[number] denotes value fully Raid Buffed


In no order of importance:


Agility
Grants AP, Crit, and Dodge. No longer grants Armor.
1 Agi = 2.5 AP (2.625 AP) [2.8875 AP]
1 Agi = 0.0030783% Crit (0.0032323%)
324.85 Agi = 1% Crit
1 Agi = 0.0041054% Dodge (0.0043106%)
243.58 Agi = 1% Dodge


Strength
Grants attack power.
1 Str = 2.5 AP (2.625 AP) [2.8875 AP]


Stamina
Grants HP and some AP through Vengeance.
1 Sta = 17.1402 Health (17.99721)


Critical Strike Rating
Increases chance to crit.
1 Crit Rating = 0.0055779% Crit
179.28 Crit Rating = 1% Crit


Haste
Increases attack speed.
128.05701 = 1% Haste


Dodge Rating
Increases chance to dodge.
1 Dodge Rating = 0.005687% Dodge
176.71899 Dodge Rating = 1% Dodge


Hit Rating
Increases chance to hit.
120.109 Hit Rating = 1% Hit
1 Hit Rating = 0.0083256% Hit
8% Hit = 960.872 Hit Rating


Expertise Rating
Decreases an enemy's chance to dodge and parry.
30.0727 Expertise Rating = 1 Expertise


Level 85 mob = 5.0% (Dodge) / 5.0% (Parry) = 601.454 (20) / 601.454 (20) Expertise Rating
Level 86 mob = 5.2% (Dodge) / 5.2% (Parry) = 631.527 (21) / 631.527 (21) Expertise Rating
Level 87 mob = 5.4% (Dodge) / 5.4% (Parry) = 661.599 (22) / 661.599 (22) Expertise Rating
Level 88 mob = 6.5% (Dodge) / 14% (Parry) = 781.890 (26) / 1684.071 (56) Expertise Rating


Mastery Rating
Increases your Mastery. Points in Mastery increase the effect of Savage Defender.
179.28 Mastery Rating = 1 Mastery


Armor
Decreases the amount of physical damage you take.
1 Armor = 3.2186 Armor (Bear + Thick Hide)
1 Armor = 3.282972 Armor (Bear + Thick Hide + Meta Gem)
Armor cap (75% DR) for Lvl88 Boss mobs = 97717.5 Armor


Gearing -

Gearing up is a bit different this time around. It's now pretty difficult to achieve hit and expertise caps, so get that where you can. However, with the addition of Mastery, you should start thinking of it like the old defense. You want it on as many pieces as possible, which brings me to my next point.

Accessories. Ideally, Bear gearing now dictates the use of Agility/Stam accessories instead of tank accessories. This is because DPS accessories had their base stamina raised to match the stam level of the tank accessories, and through reforging, Agi/stam pieces typically have more survivability. However, and here's where it gets fun, tank accessories can, and should, still be used if there is not an optimal agility accessory for that slot.

What do I mean by optimal? Mastery. As I stated above, you want as much mastery on gear as possible. So if you have a tank accessory that's dodge/mastery and don't have an agi accessory with mastery, you'd use the tank one. Do not use plate DPS pieces, as those are not a good source of dodge, even with reforging, thus lowering your survivability.

The best agility pieces in general will be ones with Expertise/Mastery(until soft cap) or Crit/Mastery as their secondary stats.

For stat priority on gear (read: not gems or enchants), Dodge > Mastery > Expertise(to dodge cap) >= Crit > Expertise(beyond dodge cap) = Hit > Haste. Through the use of spreadsheets, it's been determined that expertise is slightly better than crit for mitigation until the dodge cap has been obtained.

Get Expertise through gear, but don't sacrifice Mastery for it.


Mastery:

Mastery is an odd little beast for bears. Why? It has a softcap, but what that softcap is will vary between every single fight. It is entirely dependent upon incoming damage. Why does it have a softcap? Vengeance doesn't gain when damage is absorbed. Since SD increases the size of our absorb, it affects the maximum vengeance you can have at any given time. For any type of progression, this shouldn't ever be an issue or a concern.

If you're not tanking progression, you should only need a comfortable amount of mastery and can then gear/reforge for more threat/dps.


Reforging -
Reforging is fairly simple. Reforge the least wanted stats into Dodge Rating.

Yes, you read that correctly. For the first tier of raiding, we are balanced around reforging to dodge instead of mastery on the vast majority of pieces. This is a second reason why Mastery is so important to have on gear, since we won't be reforging to it.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:23 am

IV - Gems, Enchants, and Glyphs

Gems -

Gemming has a bit of an option now. It isn't just "zerg the heck out of stamina to live". Yes, Stam is still somewhat important, but not as much with gems. Good socket bonuses ought to be gemmed for now. What constitutes as a good bonus? Just about anything with an Agility or Mastery or Stam bonus. This means more hybrid gems. The Bear tank community is split on this. While some theorycrafters have good math to back them up world 1st guilds like Paragon are using a bear MT that gems total Stam. It is hard to argue with world 1st kills. The general thought is if you are cutting edge progression then go with the stam. But if you are in a 5-man heroic with a “bad” group you can consider that progression content. Rule of thumb for Stam. Can you survive 2 with just you armor and stam with no heals? If yes go avoidance from there on. If not get more Stam.

The following gems are the best for survival:

Austere Shadowspirit Diamond
Delicate Inferno Ruby
Polished Ember Topaz
Shifting Demonseye
Regal Dream Emerald


The not recommended, but usable, gems:


Solid Ocean Sapphire (Again this can be great depending on progression)
Puissant Dream Emerald
Guardian's Demonseye
Accurate Demonseye
Adept Ember Topaz


Enchants -

Head:
Arcanum of the Earthen Ring

Shoulders:
Greater Inscription of Unbreakable Quartz(preferred)
or
Greater Inscription of Shattered Crystal

Chest:
Enchant Chest - Greater Stamina
or
Enchant Chest - Peerless Stats
These two are so close in value that it doesn't matter much. 75 stam gives more health, 20 stats gives more threat and a slightly larger SD absorb. I recommend +20 stats.

Belt:
Ebonsteel Belt Buckle

Legs:
Charscale Leg Armor

Boots:
Enchant Boots - Assassin's Step
or
Enchant Boots - Earthen Vitality
or
Enchant Boots - Lavawalker

Bracers:
Scroll of Enchant Bracer - Major Stamina
or
Enchant Bracer - Dodge

Gloves:
Glove Reinforcements
or
Enchant Gloves - Greater Mastery
(Reinforcements are superior... Still.)

Cloak:
Enchant Cloak - Protection

Weapon:
Enchant 2H Weapon - Mighty Agility
or
Enchant Weapon - Windwalk



Glyphs -

Bear glyph options are fairly cut-and-dry.

Prime:

Glyph of Berserk
Glyph of Mangle
Glyph of Lacerate


Major:

Glyph of Faerie Fire
Glyph of Feral Charge
Glyph of Frenzied Regeneration (A note on this: This glyph is fairly strong for Raiding content. It is not so much for soloing and 5 mans.)
Glyph of Maul
Glyph of Rebirth (This glyph is quite good for raiding as well. Players getting resurrected with full health is a big save on healer mana) (But tanks don’t usually have a lot of time to rez)

Minor:

Glyph of Challenging Roar
Glyph of Dash
Glyph of Mark of the Wild
Glyph of Unburdened Rebirth
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:23 am

V - Threat Generation and Macros
If you didn't read my spell changes above, read this now. Berserk now has 2 effects for Bears. The first is the on-use spell that causes Mangle to have no cooldown and hit 2 additional targets for X amount of seconds. This is always what it has been.

The second is what is more important. The second ability is a passive bonus that allows your Lacerate ticks to proc Berserk(NOT the on-use spell). This proc will reset the cooldown on your Mangle ability and it will cost no rage. So, if Mangle is on cooldown for 4 more seconds, and you get a Berserk proc, you can hit Mangle again, thus starting the 6 second cooldown again.

This random buff will cause an organized chaos in your rotation, because essentially you are getting a Free Mangle randomly while doing your rotation. As such, the Bear rotation will become a list of threat priorities rather than something that is static. Mangle is the anchoring point. Its damage and, by extension, its threat has been increased to the point where it is mandatory to react to Berserk procs and Mangle cooldown.


Pulverize is an interesting little mechanic. It consumes the 1 thing that gives your rotation more threat: Lacerate (and by extension, Berserk procs). That can be worked around with good timing and planning.

Maul - Maul now costs 30 rage to use. This is significant when choosing to use it. It has a 3 second cooldown and is off the GCD. Use Maul when you have over 60 rage, at the least. Try and use Maul when you have a Clearcasting proc. Early on in a fight, Maul's TPR is very bland. Start stacking vengeance, and it will begin to hit fairly hard.

You can Maul on CD on raid bosses. Most people are reporting little-to-no rage problems.

Faerie Fire(Feral) - Unfortunately, FFF's threat has dropped below our other abilities. Using it in a time of little-to-no rage (below 15) is better than doing nothing at all, and aside from refreshing the debuff, is the only time it should be pushed. In WotLK FFF was to be used on CD not matter what boss. It is no longer that way.

Thrash - Shiny new AoE spell to be used in addition to swipe. It is, at this point, worth it to incorporate it into the single target rotation as well.


Single Target -
Alright. Down to business. The threat priority list is as follows:


Mangle / Berserk Procs
At least 1 Lacerate up
Thrash
Lacerate as filler
Pulverize at 3 stack of Lacerate
FFF with low-rage situations


Maul is to be used as often as you can while your rage permits it.


What this means is this: Mangle is the absolute, number 1 priority. If Lacerate is not on the target, apply one stack. If thrash is off CD, use it. Lacerate for filler. If you have 3 stacks of Lacerate and Mangle and Thrash are on CD, use Pulverize. You do want to keep the Pulverize buff uptime as high as possible.


AoE Threat -
Swipe Spam is gone. Swipe is now on a 6 second cooldown. Thrash is also on a 6 second cooldown, and no, they don't share a CD.

AoE threat is fairly simple. Thrash on CD, Swipe on CD, Tab Mangle and Tab Lacerate as filler. If you have Enrage up, you can also use Thorns on yourself before the pull for a little extra oomph.


Macros -

I don't have very many... But I will post the one most of you are wondering about. That is the Maul macro. Yes, you can still have Maul macro'd to your attacks since it IS off the GCD and can be used with other attacks.

The biggest change is that you will want a modifier condition even more if you happen to be low on rage (which doesn't seem to be all that often, tbh).

Please take note that Blizzard has changed the syntax (again!) to many of the Bear and Cat abilities. The correct syntax is now (Bear Form), with no space between the parenthesis and the ability. Example: Mangle(Bear Form)

#showtooltip <Spell Name Goes Here>
/cast [nomod] Maul
/cast Mangle(Bear Form) *** Use any spell name here.


The [nomod] condition is really nice to have. If you ever find yourself starved and don't want to hit maul, all you need to do is hold down Shift, Alt, or Ctrl while pressing your hot key and Maul will NOT fire off.

/cast [mouseover, harm, exists, nodead] lacerate; lacerate
You also need to Macro Swipe and Thrash together. This allows you to use your AOE abilities with 1 button every 3 seconds.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:24 am

VI - Professions

Alchemy
-Bonuses:

Mixology - Increases the effectiveness of Flasks and Elixirs. You need to know the recipe.

Flask of Enhancement - Unaffected by Mixology. These silly little perma-flasks are meant to be used when not using consumable flasks. It's Blizzard's way of giving Alchemists a permanent bonus without Mixology. Grants 80 Agility.

What this bonus yields:
200 AP (231 AP Raid Buffed) (80*2*1.25*1.05)
0.246254% Crit (0.2585772% Crit w/ Kings or Mark)
0.328432% Dodge (0.3448536% Dodge w/ Kings or Mark)

Flask of Steelskin - Finally an HP flask that doesn't suck... because it's stamina.
What this yields:
5,142 HP (5,399 HP w/ Kings or Mark)
Mixology - 120 Stamina
2,057 HP (2,160 HP w/ Kings or Mark) Total of 7,199 (7,559)

Elixir of Deep Earth - Guardian Elixir.
What this yields:
~1.36% Effective Damage Reduction

Elixir of the Master - Battle Elixir
What this yields:
1.255 Mastery or 5.02% bonus to SD

Conclusions: In most fights, the better survivability option will be the Elixir of Deep Earth and the Elixir of the Master. However, Steelskin will win out for overly-magical fights and is a close second.


Blacksmithing
-Bonuses:

Extra socket available to Gloves and Bracers.
What this Bonus yields:
120 Stamina(2x Solid Ocean Sapphire) -
2,057 HP (2,160 HP w/ Kings or Mark)
1,496 HP (1,543 HP w/ Kings or Mark)


Enchanting
-Bonuses:

Enchant Ring - Greater Stamina
What this Bonus yields:
120 Stamina -
2,057 HP (2,160 HP w/ Kings or Mark)


Engineering
Helm-

Agile Bio-Optic Killshades - This is an interesting turn for Engineering. It seems the epic crafted shades are roughly equal to tier 11, depending on stats.

Though, the fatal flaw with the engineering helms is, they seem to only last a tier, which is unfortunate.

Cogwheels-

These little buggers give you 208 rating of your choosing.
Fractured Cogwheel - Mastery
Precise Cogwheel - Expertise
Rigid Cogwheel - Hit
Smooth Cogwheel - Crit
Subtle Cogwheel - Dodge

Tinkers-

Grounded Plasma Shield - Fairly large absorb... with a fairly large cooldown. This thing would be great if the CD were lowered to 2 or 3 minutes, but at the current time, it's a 5 minute cooldown. Timed right, it could come in handy.

Quickflip Deflection Plates - On-use armor tinker. 1 minute cooldown.
What this yields:
~2.3% Effective Damage Reduction


Herbalism
Lifeblood - On-use Haste rating. Honestly, this is fairly useless for any kind of tank. All it would do is help a tiny bit with rage gain.


Inscription
Shoulders-


Inscription of the Earth Prince - Enhanced version of the Therazane shoulder enchant.
What this bonus yields:
120 Stamina -
2,057 HP (2,160 HP w/ Kings or Mark)
Complete bonus:
3,342 HP (3,510 HP w/ Kings or Mark)
0.14% dodge


Jewelcrafting
Chimera's Eyes once again provide one of the stronger bonuses for stats, and should still have JC as one of the top (being trumped by only one profession at this time).

Bonuses-

3x Solid Chimera's Eye
What this bonus yields:
123 Stamina
2,108 HP (2,214 HP w/ Kings or Mark)


Leatherworking

At this point, Leatherworking is far and away the best profession available for all tanks and all agility-based classes. Blizzard dropped the ball with wrist enchants (and I hope they pick it up), and Leatherworking blows them away. In order for Leatherworking to be brought down from its pedestal, a 75 stam enchant will need to exist.

Bonuses-

Draconic Embossment - Stamina - 195 Stam. There it is. An amazing stamina enchant.
What this bonus yields:
3,342 HP (3,510 HP w/ Kings or Mark)

Charscale Leg Reinforcements - Standard leg enchant for a cheaper materials cost.
What this yields:
2,485 HP (2,610 HP w/ Kings or Mark)
137.5 AP (158.8 AP Raid Buffed)
0.17% Crit (0.18% Crit w/ Kings or Mark)
0.23% Dodge (0.24% Dodge w/ Kings or Mark)


Mining
Bonuses-

Toughness
What this bonus yields:
120 Stamina -
2,057 HP (2,160 HP w/ Kings or Mark)


Skinning
Bonuses-

Master of Anatomy - Good old 80 crit rating.
What this bonus yields:
0.45% Crit


Tailoring

Not really a tank profession. There's only one bonus, and that bonus is pretty "meh" for tanking, but if you have it, you have it.

Bonuses-

Swordguard Embroidery - Only rank 2! Same deal, chance for AP on proc.
What this bonus yields:
1,250 AP (1,375 AP Raid Buffed) An extra 39.29 base SD absorb
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:24 am

VI - Pre-Raid Gear List

The items are listed from Best to Worst in each slot. I included as much as possible. If i missed something, let me know. Crafted items will be pricey. Chaos Orbs, the Frozen Orb equivalent, are Bind on Pickup. The person you are getting crafted items from will have to have his/her own Orbs while you supply the rest.


As a note: Anytime you see me suggest Hit/Expertise > Dodge, you may or may not choose to do this for threat purposes. Threat dictates leaving it as is, Survivability dictates reforging into Dodge.


Legend:
[V] - JP Vendor
[H] - Heroic Dungeon
[C] - Crafted
[R] - Rep


Helm:
[H] Helm of Numberless Shadows (The Stonecore; High Priestess Azil) [Hit > Dodge]
[V] Mask of Vines (2,200 JP) [Haste > Dodge]


Neck:
[H] Pendant of the Lightless Grotto (The Stonecore; Ozruk) [Crit > Dodge]
[R] Acorn of the Daughter Tree (Guardians of Hyjal; Revered) [Haste > Dodge]
[V] Amulet of Dull Dreaming (1,250 JP) [Haste > Dodge]


Shoulders:
[V] Embrace of the Night (1,650 JP) [Hit > Dodge]
[H] Caridean Epaulettes (The Throne of Tides; Commander Ulthok) [Haste > Dodge]


Back:
[H] Cloak of Thredd (Deadmines; Helix Gearbreaker) [Crit > Dodge]
[R] Wrap of the Great Turtle (Guardians of Hyjal; Exalted) [Leave as is]


Chest:
[H] Vest of Misshapen Hides (Grim Batol; Erudax) [Crit > Dodge]
[C] Assassin's Chestplate (Leatherworking) [Hit > Dodge]
[H] Defias Brotherhood Vest (Deadmines; Glubtok) [Haste > Dodge]


Wrist:
[H] Double Dealing Bracers (Shadowfang Keep; Lord Walden) [Crit > Dodge]
[H] Poison Fang Bracers (Halls of Origination; Temple Guardian Anhuur) [Haste > Dodge]


Hands:
[R] Stormbolt Gloves (Wildhammer Clan; Exalted) [Haste > Dodge]
[H] Gloves of Haze (The Vortex Pinnacle; Asaad) [Crit > Dodge]


Waist:
[V] Sash of Musing (1,650 JP) [Exp > Dodge]
[C] Belt of Nefarious Whispers (Leatherworking) [Hit > Dodge]
[R] Quicksand Belt (Ramkahen; Revered) [Hit > Dodge]


Legs:
[V] Leggings of the Burrowing Mole (2,200 JP) [Exp > Dodge]
[H] Beauty's Chew Toy (Blackrock Caverns; Beauty) [Haste > Dodge]


Boots:
[H] Crafty's Gaiters (Lost City of the Tol’vir; Siamet) [Haste > Dodge]
[H] VanCleef's Boots (Deadmins; Vanessa VanCleef-Requires completed event) [Haste > Dodge]


Ring1:
[C] Elementium Destroyer's Ring (Jewelcrafting; Not Unique) [Crit > Dodge]


Ring2:
[C] Elementium Destroyer's Ring (Jewelcrafting; Not Unique) [Crit > Dodge]
[R] Signet of the Elder Council (The Earthen Ring; Exalted) [Haste > Dodge]
[H] Skullcracker Ring (Blackrock Caverns; Rom’ogg Bonecrusher) [Crit > Dodge]
[H] Ring of Blinding Stars (Halls of Origination; Isiset) [Haste > Dodge]


Trinket1:
[H] Leaden Despair (The Stonecore; High Priestess Azil)


Trinket2:
(Second trinket slot is mostly dependent upon what fight you’re doing.

These are NOT listed by importance!!)

[R] Mirror of Broken Images (Baradin’s Wardens/Hellscream’s Reach; Exalted)
[C] Darkmoon Card: Earthquake (Inscription; Darkmoon Earthquake Deck)
[C] Figurine - Earthen Guardian (Jewelcrafting; BoP)
[H] Porcelain Crab (Throne of Tides; Erunak Stonespeaker)
[H] Tia's Grace (Lost City of the Tol'vir; Siamet) [Mastery > Dodge]
[C] Lifebound Alchemist Stone (Alchemy; BoP)[Mastery > Dodge]


Weapon:
[H] Seliza's Spear (Lost City of the Tol'vir; General Husam) [Crit > Dodge]
[C] Elementium Poleaxe (Blacksmithing) [Crit > Dodge]
[H] Darkling Staff (The Stonecore; High Priestess Azil) [Hit > Dodge]
[H] Berto's Staff (Blackrock Cavers; BoE Zone Drop) [Haste > Dodge]
Last edited by Sylvaneart on Thu Mar 10, 2011 11:13 am, edited 1 time in total.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Thu Mar 10, 2011 10:24 am

VIII - Frequently Asked Questions
Q: Why did they nerf our HP so much?? It’s all we have!

A: It is not all we have and you’re being silly. We still have a slightly higher HP modifier than the other tanks, so we will eventually begin to outscale them again. However, it won’t be by the gross amount it was before the nerf (something like 20k HP difference, which is absurd).



Q: What happened to Swipe? It doesn’t do a darn thing!

A: Truthfully, it got overnerfed. I have no idea if it will be buffed again and any kind of AoE tanking done before 81 will be more difficult. That does not mean it’s impossible. Just challenging.



Q: Lololol i herd baers r the worst tanks LOL

A: You are massively uninformed, but thank you for the memo. At 85, Bears are equal with the other tanks, and that was the goal. It took a few nerfs to our ego, but I haven’t seen tanks this balanced in a long time. Each tank still has its strengths, but when you’re comparing each class, you’re really comparing apples to oranges. We are however the worst AOE tank. We don't have very good AOE threat and when we do get threat we are the worst at surviving it thanks to or block/dodge mechanics. Single target boss tanking we are pretty dam amazing.

Q: Pulverize consuming Lacerate is stupid! There should be a glyph that stops this!

A: No, no it isn’t, and no there shouldn’t be. Building Lacerate gives us something to do during Mangle cooldowns. If Pulverize were to suddenly consume no stacks, what do you think would happen? Stack Lacerate to 3 and do nothing but spam Mangle and Pulverize while refreshing Lac before it falls. No thanks.



Q: What do I reforge to?

A: Haste into Dodge, mostly. Following spreadsheets and calculations done by Fasc and Zarko in the Tank community, as well as the folks over at EJ, it has become apparent that Bears are balanced around reforging unwanted stats to Dodge.



Q: What are the best gems?

A: This answer is going to change depending on your gear point, and even how capable your healers are. Right now, when everyone is grinding heroics and looking into entry level raids, Agility is the primary stat. Agility, Agility/dodge and Agility/Stam will provide the best amount of survivability early on. Whether or not Stamina will make a scene remains unknown.
Q: Why does it depend on your healers?

A: Gemming isn't as major as it was, though it's still important. As such, your healers will be the deciding factor on how you ultimately end up gemming. If your healers have no issue keeping you up, go for agility. If they can't keep up with the damage or are running oom, go for agility. If they can't keep you alive, but aren't running oom, go for more stamina. Always keep a dialogue open with them for as long as their mana matters.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby felhoof » Tue Mar 15, 2011 5:33 pm

Corrections:

Leatherworking gives the same bonus it does for all professions in terms of stam/agi. Note that the resistance enchants for LW are still very strong for specific encounters and only alchemy gives a similar bonus.

Alchemy's stam trinket is very strong, especially starting out.

Alchemy also has a resist all flask that can be very good on certain fights.

Engineering giving a speed boost AND the only special armor boost (on CD, but still) is important; it along with alchemy are the only two professions that give physical mitigation boosts, which is important this tier and especially important for bears given their high advantage in armor.

Commenting on the best metagems and what you should use to activate them should be done, especially in the 'what gems are best' question below.

You should not pulverize while you have a pulverize buff up. Only pulverize when your stack is going to fall off. Keeping uptime is good, but not at the expense of missing lacerate procs.

Your macro for swipe & thrash should almost certainly have swipe first due to rage considerations.
/castsequence swipe, thrash.
If you like, add a nomod to it so that you can use thrash first on bear rotations.

Mentioning the Effulgent Shadowspirit Diamond (especially with the better meta conditions) would be good.

Hit is better than expertise after the dodge cap has been reached as it affects things like faerie fire and skull bash. It's not significantly better but it isn't equivalent.

SD does not affect the maximum vengeance you can have. It affects, at best, the rate of gain of vengeance.

Feral Aggression is essentially required if you are planning on raiding as a bear. It will be expected and it is a huge rDPS win if you can spread it around on adds.

Brutal Impact really isn't a required talent for raids. It is at least arguable.

Endless Carnage isn't that important if you're almost always clearing your lacerate stack with pulverize. It won't significantly improve uptime. If you're not, it's much better and allows for higher overall TPS.

Nurturing Instinct is a very good talent if you have any tank swap fights or if you are not the MT. It is primarily good for the tranquility bonus; it more than doubles the amount of healing tranq does.

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby feralCat » Sun Mar 27, 2011 5:34 pm

Thanks for posting the guide. I'm still scratching my head on stat priorities, though. I'm used to gearing a cat and that's pretty clear: agi > mast > crit/haste. Always. Doesn't matter if you're gearing, gemming, enchanting, or reforging, those are your priorities (except for a few kitties who like hit).

For bears it seems to be "agi is important, but you need a lot of stam, mastery is super good, but reforge to dodge. Here are a bunch of different gems you might try. These re your enchant choices..." It just seems like there's a lot more "slop" in the spec. Is that true? If so, why? If we really do need a little of this and that, it seems like there ought to be some maths to point the way. More science and less art. You need these stats in these ratios, or to these caps, or...?

So, from the guide, I've got the general idea. I think my spec is good. My gear is coming together. I'm mostly recycling my kitty gear as I get new pieces, so it's nothing to stress about yet. But as I get more serious about tanking...how should this look in the real world? I'd appreciate seeing the armories of any "serious" bears.

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Lax » Mon Mar 28, 2011 9:49 am

feralCat wrote:I'm used to gearing a cat and that's pretty clear: agi > mast > crit/haste. Always. Doesn't matter if you're gearing, gemming, enchanting, or reforging, those are your priorities (except for a few kitties who like hit).


Dont forget about str. Its way better than mastery.

Anyways, in regard to the bear stats, I think Syvaneart says it pretty well with "Can you survive 2 [hits] with just your armor and stam with no heals? If yes go avoidance from there on. If not get more stam.". If you just go straight stamina, you might drain your healers mana. On the other hand you need enough of it to survive whatever encounters your raid is doing atm.

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby feralCat » Mon Mar 28, 2011 9:13 pm

Lax wrote:Dont forget about str. Its way better than mastery.


Yeah, the only problem with str is that they don't put it on gear with agi.

I like the 2 hit rule. Does anyone know off hand how hard are those raid bosses are hitting these days?

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Tue Mar 29, 2011 8:50 am

I don't tank alot but i have been pushed into service for hard modes. Frost guy on H Conclave was hitting me for 38K but that is only 1 fight. I know the drakes on H Halfus are hitting harder.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby felhoof » Tue Mar 29, 2011 1:25 pm

The hardest hitting mob right now is heroic Nef, who hits for about 200k pre-armor. Everything else is on the order of 100-120k. Chimaeron doesn't hit much harder but he hits so fast and debuffs you that it's worth investigating.

The rule of thumb was that you should have at least 160k and closer to 180k for the real heavy stuff. That being said, it's worth considering getting resistance gear instead of agility or stamina, since so many of the burst mechanics are magic (and resistable) based.

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Leafkiller » Tue Mar 29, 2011 2:06 pm

I have been tanking heroic Halfus in avoidance gear and then going kitty after the first drake is dead. I start with one drake and as the second tank on Halfus. The first Halfus tank is a pally who bubbles off the first stack of MS. Then I take over and hope that the high dodge will keep the stack low for awhile. As soon as the first drake is dead, that tank takes my drake off of me and takes my place in the Halfus rotation (kitty time). We also have a tank dedicated to the whelps at the start of the fight who joins the Halfus rotation around that time.

That is a long way of saying you can tank a drake and Halfus in your avoidance (dodge) gear just fine. I sit around 160k in that gear.

I have not tanked any of the other hard modes, so I have nothing to add there. I did get the Mirror of Broken Images and have used that for normal mode tanking on both Cho'gall and Nef. The one minute cooldown is great for crackles and Flame's Orders and I prefer that over a second stam trinket for those encounters. Not sure if that would work for hard modes though so I will leave that for others to answer.

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby feralCat » Tue Mar 29, 2011 6:59 pm

Wow, thanks guys. Good info. I'm going to focus on stam a bit more and (obviously) work on improving my gear. I'll be a real tank yet.

My interest in tanking comes from a couple nights when my guild has had enough (or almost enough) raiders on for two 10s, but not enough or bad comp to make a decent 25. We're always short tanks. A bunch of people end up sitting out and it sucks. So, I'm thinking that I could be that guy. The hero guy. Would I rather be DPSing? Sure. We'd all rather be raiding, though. I'll have to get some guildies into 5 mans so that I can train up (pugs are pretty intolerant of fail these days).

One more question (for now) is enrage anywhere in the "rotation" (start?), or does it just not come up? No rage issues? Too much incoming damage to risk it?

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby felhoof » Tue Mar 29, 2011 7:03 pm

There's no real reason other than the start of a fight to enrage, but you can always do the enrage and then cancelaura the enrage tick to cancel the damage loss too if needed. It's annoying, but it does work in a pinch. A lot of people have it as a castsequence:

/castsequence Enrage, cancelaura Enrage

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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Sylvaneart » Wed Mar 30, 2011 10:02 am

I have found that in a raid level fight you will have plenty of rage once you get into the fight. I only use it for pulls. Acctually before the pull. Shift to bear for 10 rage, hit enrage for the boost then pull at <3 seconds left. I only do this when I need initial snap aggro. On some fights i will be 2nd tank and taunting off the 1st so i don't use it at all. I go in with tank and FFF, mangle, demo roar. This puts the armor debuff up to help 1st tank with threat. It applies Mangle debuff for the DPS. And it puts attack debuff on Boss so 1st tank dosn't have to use a global on it. Once all of this is done i go into my full rotation as the 1st tank has a big enough lead that I wont over take him.
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Re: Sylvaneart's Bear Compilation Guide 4.0.6

Postby Shardik » Wed Mar 30, 2011 1:17 pm

I personally use(going from memory, but you get the idea):

/Cancelaura Enrage
/Cast Enrage

So if Enrage is up, it gets cancelled, if it's not, you do enrage

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