Jan 152011
 

Quick note from the latest patch changes (source):

  • All PvP 4-piece bonuses have had their flat stat values cut in half. Primary stats are very powerful in Cataclysm, so much so that players were considering using PvP gear in PvE just because of these primary stat bonuses.

Yes, we were one of those players. (Considering? Hah,) I figure this makes the 4pc PvP set equal to or slightly behind PvE offset gear. So, if you’ve been PvPing solely to build a 4pc gear set, you can stop now. If you already have the 4pc (and don’t have a replacement), don’t worry too much, but grab replacements from 5-mans when you can. (If you’ve somehow already acquired 4pc Vicious, keep using it until you get equivalent epics.)

I don’t want to even talk about Resto getting their root removal back; that just seems really odd, since they couuld already dispel them.

 Posted by at 9:09 am
Jan 132011
 

This is Part 2 of my feral DPS gear list. This list focuses on items available from raids, and bottoms out with heroic blues; see Part 1 for a Pre-Raid list. Overall, this list is rather boring; with the extreme value of agility and the consolidation of 10m/25m gear, pretty much, you get the highest ilvl piece you can.

Methodology: I used Mew to compute relative stat values for a level 85 feral druid (values listed at bottom of post). I then created a custom weighting on wowhead with these numbers, and recorded the results below. Due to reforging, item lists are more stratified then they used to be; as such, I’ve divided the item list into tiers roughly corresponding with ilevel. (Short version: don’t worry significantly about getting the top item in a tier, just look to upgrade tiers. The amount of +agi (or the amount of gem slots for agi gems) on an item is the most important factor, generally.) Also note that the values for blue items may differ somewhat from part 1; I need to go back and redo part 1 with the new stat values, but that’ll probably happen after the next patch.

Slots are sorted by importance. A weapon upgrade is VASTLY more important than a bracer upgrade, for example, so I’ve listed those first. I will not be including PvP gear in the list; for a rough computation, knock 13 points off the item’s ilvl (to account for the useless resil). Reduce this penalty by half if you have the 2pc PvP bonus (+70 agi), and eliminate it if you have the 4pc PvP bonus (+180 agi). Yes, this means that having the 4pc Bloodthirsty PvP set is BETTER than 4pc heroic gear, and the 4pc Vicious set is better than non-tier raid gear. Not by much, but a good 5% or so. (See WoWHead comparison link here and here) The best offset piece is probably Tsanga’s. (Yes, the 4p set bonus is worth it.) Even if you don’t PvP, I recommend all ferals get the PvP gloves if there’s any chance they’ll be on regular interrupt duty. The energy savings on Skull Bash from the gloves outweigh any drop in stats.

Finally, drop location for heroic items are still questionable. I may also be missing some stuff; let me know. The items from Throne of the Four Winds are randomly enchanted, with four possible combinations: Stormblast (crit/hit), Windflurry (crit/haste), Windstorm (crit/mastery), and Zephyr (haste/mastery). Obviously, the latter two are better choices.

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 Posted by at 1:17 pm
Jan 132011
 

Extra post. From mmo-c:

Druid (ForumsCataclysm Talent CalculatorBeta Skills/Talents)

  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

And I was just starting to enjoy feral PvP too. Wow. Um, I’ll let some people who have been doing feral PvP for a long time comment more as to whether it was needed or not (what do we do against a frost mage now? Cyclone?), but I’m really amazed at some of the mechanics changes they’re testing on the PTR: sweeping changes for a “bugfix” patch. Like this one: “Hunters can now use Auto Shot while moving.”

 Posted by at 2:09 am
Jan 122011
 

We’ll source wowhead this time. I’ve included the Druid notes and others that will be important. (See my previous post for my thoughts on the original changes. In brief, the bleed nerfs and Shred/Mangle buffs should roughly balance out.)

Druid

Professions

  • A socket has been added to all crafted epic armor pieces that did not already have one.
  • Alchemy

  • Engineering

    • Synapse Springs now increase Agility, Strength, or Intellect (whichever is highest for the character).
  • Enchanting (from mmo-c since they’re missing from the official patch notes)
  • Jewelcrafting

    • Meta gems with the Chaotic and Relentless prefixes now have a requirement of 3 red gems.
    • New meta gems have been added: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped.

Items

  • Left Eye of Rajh: Chance of triggering increased. (30% on crit to 50% on crit.)

For ferals, there’s some PvP nerfs across the board (though the cc duration change is global), but the biggest nerf is global; the Glyph of Entangling Roots no longer making it instant. Oh well. We didn’t root much anyway, but it makes control as a resto/balance druid much more difficult, I’d imagine. Resto gets a significant throughput buff, which is helpful, but I was hoping for a mitigation cooldown of some kind.

Gear-wise, all of the crafted gear is going to sprout a socket, which will significantly improve its value (especially the LW chest, which is pretty underwhelming currently). I’ve already discussed the new metas, which are very nice, and the Left Eye trinket gets a quiet buff which will help solidify it as the second-best heroic 5-man trinket, behind Tia’s. Profession-wise, LW’s dominance is over, and all non-LW’s should grab the bracer enchant as soon as it’s economically viable to do so. Engineering also becomes much less bad now; Synapse Springs is equal to 96 static agility (vs. +50 str, current BiS enchant) which will provide a boost very close to the +80 agi from other professions. (I’ll let someone else work out the actual math.)


On a side note, apparently I got a WoL ranked DPS spot on Halfus last night. #198! Woo! Blink and it’ll be gone! (And I died about 15s before the boss did. Yay for Furious Howl stun in a fireball barrage; Double yay for frantically spamming SI and it not working during Howl.) Who needs epics? :P (Yes, still working on the raid gear list, hopefully I’ll finish it before the patch changes all the valuations.) I’d also like to work up a feral PvP guide (more BG focused then arena focused); if anyone has any good resources that I can “borrow” from, please let me know.

 Posted by at 2:00 pm
Jan 112011
 

(Yeah, I could talk about our guild killing Halfus and almost Val/Ther, but neither fight is really interesting from a feral DPS standpoint. If you have any questions about either, let me know in the comments.)

Maybe old news, but I soloed Maggy last week. I tried a lot at 80, but simply didn’t have the burst tools to down a channeler before they were healed. (For those who are confused, Magtheridon was a BC-era 25-man raid boss. He has 5 adds that attempt to heal each other when the reach 50%, so most groups had to use multiple tanks to keep them apart, w/multiple interrupters.) Now with Stampede, I can typically down one, lay a DoT on a second (this is key), then go Bear and Berserk Mangle. The one you dotted will hit 50% before the other two and get healed by everyone, and Berserk will (hopefully) kill the other two before the casters can heal again. Once you have two left, you can outdamage the heals, and Mags himself is a joke.

I’ll be finishing up Part 2 of my gearing guide (focusing on raiding/VP items) today, though it may bleed over into tomorrow depending on how fast I get my other stuff done. I see that mmo-c just posted some datamined changes; instead of getting burned again, I’ll wait a bit and comment on those tomorrow as well.

Also, I finally got around to fixing my Armory link. :) Standard caveat that I frequently test different specs/gear so don’t take my current equipment as gospel.

 Posted by at 3:01 pm
Jan 102011
 

So, I got a ton of questions over the weekend…and you guys are going to have to wait, there’s a TON of snow outside, and I’ve got a 2-year-old who wants to play. :)

Regular post tomorrow.

 Posted by at 1:35 pm
Jan 072011
 

Okay, let’s try this again, now that we’ve got the official stuff. From mmo-c:
Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

  • Barkskin is no longer dispellable.
  • Healing Touch is now trained at level 78, up from level 3.
  • Lacerate damage has been reduced by approximately 20%.
  • Mangle (Bear Form) weapon damage (at level 80+) has been reduced to 235%, down from 300%.
  • Mangle (Cat Form) weapon damage percent (at level 80+) has been increased to 460%, up from 360%.
  • Maul damage has been reduced by approximately 20%.
  • Mount Up: This guild perk now applies to Flight Form and Swift Flight Form as well.
  • Nourish is now trained at level 8, down from level 78.
  • Omen of Clarity can no longer trigger from helpful spells (aka heals), unless the Restoration talent Malfurion’s Gift is chosen.
  • Rake damage has been reduced by 10%.
  • Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost has been reduced from 26% to 16%.
  • Rip damage has been reduced by 10%.
  • Shred weapon damage percent (at level 80+) has been increased to 450%, up from 350%.

Talent Specializations
Balance

  • The Shooting Stars buff duration has been increased to 12 seconds, up from 8 seconds.
  • Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 15%.

Feral

  • Berserk (instant Mangle proc) now has a new Spell Alert identifier. In addition, Berserk no longer breaks Fear or makes the druid immune to Fear.
  • Pulverize weapon damage percent has been reduced to 80%, down from 100%.

Restoration

  • Empowered Touch now also affects Regrowth.
  • Nature’s Bounty no longer affects Swiftmend, but now has a new effect. When the druid has Rejuvenation on 3 or more targets, the cast time of Nourish is reduced by 10/20/30%.

Glyphs

  • Glyph of Regrowth now causes the heal-over-time effect to refresh itself on targets at or below 50% health, up from 25%.
  • Glyph of Wrath now increases damage done by Wrath by 10% and no longer requires Insect Swarm on the target.

Metagems (Thanks to those who sent this in)

  • Meta gems with the Chaotic and Relentless prefixes now have a requirement of 3 red gems.
  • Added new meta gems: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped.

Racials

  • The night elf racial trait Shadowmeld can now be used while shapeshifted.
  • The tauren racial trait War Stomp can now be used while shapeshifted.
  • The worgen racial trait Darkflight now has a 2-minute cooldown, down from 3, and is no longer on the global cooldown. In addition, the movement speed bonus now stacks with existing bonuses, but cannot be activated while Sprint or Dash is active (and they cannot be activated while Darkflight is active).

Analysis:

  • Racials: Finally, the ability to use racials in forms! Tauren get their AOE stun (which is wonderful) and nelves can drop threat (which isn’t super-useful for raiding, but situationally handy). I want to see a shadowmelded bear. :P
  • Balance: Hey, maybe people will use mushrooms now. I just don’t see a niche for it that isn’t better filled by other abilities.
  • Resto: Overall buff; a few OOC procs lost (thanks to those correcting me that most resto OOC procs are from MG), but a BIG reduction in Rejuv mana cost. This will actually help AOE healing, since a bit of prehotting can be done without overly destroying our mana pool. Regrowth still feels too expensive to use outside of an OOC proc, though.
  • Bears: I’ve seen several people claiming that the bear nerfs listed in the official patch notes are the ones already implemented in the November hotfix; can’t confirm either way. Assuming it’s true, there’s lots of anecdotal evidence floating around about tank damage, but based on the numbers I’ve seen, tank DPS is Bears=Warriors>Paladins>>>DK’s, at the moment. (PS. A great site for numbers comparisons is Seri’s Parse Analyzer Tool. Seri, if you’re reading this, I tried to email you but it bounced.) Prot warriors are getting a nerf as well, so bears and warriors will still be roughly balanced, though we’ll be behind Pallies again for ST. DK tanks need a bit of a buff at the moment.
  • Cats: My numbers from yesterday were pretty close. Yawning’s ran everything through his simulator (details here), and found that for a static target, this change is almost entirely dps-neutral. Stat-wise, not too much change. Agi then Str are the best primary stats. Mastery remains the best secondary stat, but not by much; about 10% better than haste, which is slightly better than crit again.  This is a GOOD change; previously, haste’s value dropped off significantly as gear level increased. This mitigated that. Hit/Exp are slightly more important, but still remain inferior stats to the others.
    Several people have commented that this hurts us for fights where we can leave DoTs on targets that become unattackable; this is a fallacy. Yes, your DoT will tick for slightly less, but the damage done by the Shreds (to put the DoT up) will hit for more. On fights where we have to move so much that we can’t get a 5cp Rip up, this will help us. This will help significantly for adds, also.
    (BTW, losing the fear break on Berserk? /shrug. How many bosses have fears in Cata? Can’t think of any offhand.)
  • Metagems: Yay, finally. Droprate remains to be seen, but obviously the Agi meta will be a big help. It’ll also be better then the Relentless meta for emergency tanking.
 Posted by at 1:59 pm
Jan 062011
 

UPDATE: Yes, I know the official patch notes have the cat changes. Wasn’t available when I wrote this post. Taking a look now, but won’t have time to do any good analysis until this evening or tomorrow. First reaction: Warstomp/Meld in Forms! SFF gets guild mountspeed perk! Woot!

UPDATE 2: Okay, couldn’t help it, did some quick math, and actually looks like a small buff. Someone smarter then me on theorycraft (Yawning?) check my math please? I’ve really got to get some housework done if I want to raid tonight. :P

Pre-Patch

White 19.7%
Rake 21.0%
Rip 29.2%
Bite 4.0%
Shred 20.3%
Mangle 1.6%
Ravage .4%
FS 3.8%
Total 100%
Patch Adjustments:
Rake/Rip -10%
Shred  +28.5%
Mangle +27.7%
Post-Patch:
White 19.7%
Rake 18.9%
Rip 26.3%
Bite 4.0%
Shred 26.1%
Mangle 2.0%
Ravage .4%
FS 3.8%
Total 101.2%


From MMO-Champion:

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Balance

  • Typhoon now deals nature damage to target in front of the caster within 30 yards.
  • Shooting Stars now lasts 12 sec, up from 8 sec.
  • Balance of Power now increases spell hit rating by an additional amount equal to 50/100% of any spirit gained from item or effects. (Old – Just 50/100% of your Spirit)

Feral

  • (Mangle) Mangle now deals 300% normal damage, down from 360%. Additional damage reduced by 17%, from 1044 to 870.
  • Thrash base damage has been reduced by 17%, from 243 to 202. Bleed effect base damage also reduced by 17%, from [ 7.8% of AP + 455 ] to [ 7.8% of AP + 379 ]
  • Lacerate damage has been reduced by 17%, from [ 11.5% of AP + 295.99 ] damage + [ 0.038% of AP + 118.4 ] bleed over 15 sec to [ 9.58% of AP + 246.66 ] damage + [ 0.032% of AP + 98.65 ] bleed over 15 sec.
  • Frenzied Regeneration now regenerates 0.15% of max health for each point of rage, down from 0.3%.
  • Swipe base damage has been reduced by 17%, from 171 to 143.
  • Maul now scales from 30% of Attack Power, down from 36%.
  • Berserk no longer clears the effect of Fear or makes you immune to Fear for the duration.
  • Pulverize now deals 100% weapon damage, down from 120%. Base additional damage reduced by 17%, from 541 to 450.
  • Leader of the Pack now causes you to gain 8% of your maximum mana, up from 4%.
  • Thick Hide now increases armor while in Bear Form by an additional 26/52/78%, up from 11/22/33%.

Restoration

  • Omen of Clarity now procs from damage spells and attacks instead of proc from damage and healing spells.
  • Rejuvenation now costs 16% of base mana, down from 26% of base mana.
  • Nature’s Bounty proc effect removed and replaced with a new effect – Increases the critical effect chance of your Regrowth spell by 20/40/60%. In addition, when you have Rejuvenation active on three or more targets, the cast time of your Nourish spell is reduced by 10/20/30%.
  • Empowered Touch now increases direct healing done by Healing Touch, Regrowth, and Nourish. (Old – Increased healing by Healing Touch and Nourish only)

Interestingly, no significant Cat DPS adjustments to report yet. The only significant change is from yesterday’s hotfixes, which made Skull Bash interrupts affected by hit (and thus can miss). This is somewhat of a big deal, as this may change the subjective weight of Hit for you (especially for 10man content, as typically in 25mans you have other melee classes who are already prioritizing Hit). Don’t stress too much, though. Currently, even reforging away from hit at every opportunity, I’ve still got 2-3% or so, which only gives me a 5% miss chance on an interrupt. Just think of it as adding D&D style critical failures to the game. :P

(Also, because I’m sure someone will ask, expertise does not affect interrupts, since casting mobs cannot dodge or parry.)

Bears took a big damage nerf, which sucks (of course). I don’t really know what bear damage output was looking like compared to other tanks, but this makes my usual quest-mob grinding strategy of “round up 4-5 and Berserk Mangle them to death” less viable, so I’m annoyed. That’s a nice armor increase, though.

Resto…wow. No more OOC procs, but Rejuv blanketing is back in a big way. Interesting fix to druid’s current problem (AOE healing throughput). I’m happy, as it means I don’t have to stress quite so much about making sure Rejuv casts aren’t wasted.

Meta gem changes? Anyone see them yet?

 Posted by at 12:37 pm
Jan 062011
 

A lot of you are asking what to spend VP’s on, so I whipped up a quick chart. Still working on the raid gearing guide.

JP/Heroic Item VP Item DPS Diff Cost DPS Inc/Pt
Burrowing Mole SR’s Leggings 196.16 2200 0.09
Silver Inlaid L. R. of Golganneth 53.6 700 0.08
Defias B. Vest SR’s Raiment 96.17 2200 0.04
Cloak of Thredd Viewless Wings 35.84 1250 0.03
VC’s Boots Treads of Fl. Joy 30.34 1650 0.02
Tia’s Grace Fluid Death 21.97 1650 0.01
Sbolt Gloves SR’s Grips -22.49 1650 -0.01

Analysis:

The T11 legs and the relic are the best value per point; however, this doesn’t consider the T11 2p and 4p set bonuses, which you should definitely be shooting for. (2p is worth about 2% damage or 400ish DPS; 4p is harder to quantify, but roughly the same or a little higher than the 2p for a 5 minute fight, assuming no stack dropping.) This also doesn’t consider the fact that you have a chance for the tier legs and gloves from Argaloth every week, but I definitely wouldn’t count on that. (Argaloth has 134 items in his loot table, and they can repeat.) I’d suck it up and save up for the leggings, personally; they’re a significant upgrade over the next-best item. I expected Fluid Death to be better, actually, but Rawr actually values Unsolvable Riddle over Tia’s. I’m not sure I agree, but eh.

 Posted by at 8:55 am
Jan 052011
 

Took down Magmaw on 25m last night, on our guild’s first night back raiding (whee!). I’d say this fight is probably easier on 25, actually; knockback+AOE slow makes the adds pretty much a joke, but NOT having either one of those makes things much more complicated. (Then you’ve got to kite, or play pet tricks, or something.) I was 2nd on the DPS meter despite dying and being out of the fight for 30s. (I don’t know if it’s a bug, or intended, but Magmaw likes to toss off random melee attacks when coming down or getting up). I figure I was running around 17k DPS before I died, and finished around 16k. Not great, considering top ferals are doing 20k+, but I’ll take it. (I have all of 1 epic, so far. Yay for whoever listed Morrie’s on the AH for 15k.)

The fight’s pretty boring, honestly; it’s a lot like XT, with less to do. Timer-wise (assuming chainers are on the ball) the head becomes attackable first about 2 minutes in for about 26-27 seconds, then becomes attackable again a minute after that. Best of all, the head continues to take DoT damage even after it retreats, which makes this fight just about perfect for us. So, assuming you have the Riddle trinket:

0 min: Trinket on pull
2 min: First head phase, trink+berserk
3.5min: Second head phase, standard rotation
5min: Third head phase, trink+berserk (potion if you need)

Etc. You lose a bit of uptime on the trinket, but saving it for the phases where you do double damage is worth it. Try to save TF: you REALLY want to have enough energy to be able to get two 5cp rips off on the head. Also, Primal Madness is actually somewhat useful on this fight, if you can either Shred down your energy before it expires, or at least let it expire after the head phase ends and you don’t need the energy as much.

It only took us about an hour to kill him, so we took a break, went over to Bastion, and got whipped by the trash. Ouch. The Twilight guys must have  must have better benefits or something, I mean seriously:

Trash mobs before Magmaw: 3
Trash mobs before Halfus: 40+ (depending on how many you skip).

I’m going to start working on Part 2 of the gearing guide this week, focusing on raid gear. If you have any requests/comments, let me know!

 Posted by at 1:10 pm