Oct 022009
 

It’s Chuseok time here in Korea (essentially, everything stops for a while) so I’ll be out with the family…look for Part 3 of the bear guide next week.

On the lighter side of things…I had about an hour to kill before bed last night, so I figured I’d start an Ony 25 PUG. (Our guild has a good 10-man crew, but we’re still working on Ulduar normal in 25′s.) Got everybody in, including one ranged DPS from the server’s ‘leet’ guild. Said DPS was an absolute dick…calling out people as noobs for certain gear choices, randomly hearthed out and begged for a lock summon, etc. Would have kicked, but we were short ranged DPS to begin with. Anyway, after the wipe, said DPS, unknown to me, talked a pally into DI’ing him INSIDE THE WHELP CAVE. Yep; whelps kept spawning, people running back were dying, much confusion was present, etc.. Finally, I figured it out and kicked him, so he pulled Ony and wiped the raid.

Here’s the funny part…I know his guild’s GM (very casually), so I mentioned it to him via whisper that I’d be sharing this tale with said GM.
I have never seen a personality change that fast in my LIFE. :) Seriously, he language went from “haha you noob” to “I’m sorry we had this encounter.” He was on the verge of offering me a bribe, I think, to stay quiet. Anyway, long story short, turns out it wasn’t the actual account owner (said owner later profusely apologized) so all is well. Revenge of the casuals! :) (And no, we didn’t get her down, we kept losing 2-3 healers and tanks to DC’s during the initial whelp AOE.)

Sep 302009
 

No more walls of text for a few days, I promise. :) I had a chance to run VoA 10/25 back-to-back this morning as both tank and DPS (tank for the 10, dps for the 25). I figured this could be good validation for the hybrid spec I recommended in part 2 of the tanking guide, so here’s my parse from World of Logs. (For those that can’t access WoL…clean 10-man run, no wipes, solid threat; on 25m, 5400dps on Kora, 4700 on Ema with a few afk seconds, #5th overall on DPS.) I had the same spec and glyphs for both runs (Maul/Frenzied Regen/Savage Roar…yeah, odd trio), just swapped gear and flasks.
Thoughts: Rip uptime was horrible with no T7 bonus and no Shred/Rip glyphs…but I still did okay, looking at the numbers (then again, Kora’s a very melee friendly fight). I’m pretty sure if i reglyphed/respecced for full-on DPS in my current gear (remember, no Pred. Strikes/MSS, either) I could easily get to 6500+ levels.

Sep 292009
 

Part 0: Introduction
Part 1: Why Play a Bear Tank?
Part 2: Talent Overview, Builds, Leveling
Part 3: Abilities, Rotation, Cooldowns
Part 4: Gear/Glyphs/Enchants/Gems/Consumables
Part 5: Addons and Other Resources

In this section, we’ll discuss all the relevant feral talents, put them together into some talent builds, and also talk about leveling as feral a little bit. Grab a drink, and let’s dive in. (Note: For almost all talents, you either invest full points or no points, so I’ll only list the description for the full point investment here.) Note: If you want to skip the talent wall-o-text and go right to the builds/leveling advice, click here.

Balance

(Feral druids will never take a talent from the balance tree.)

Feral Combat

Feral Combat, Tier 1:

Ferocity, 5 points. Reduces the cost of your Maul, Swipe, Claw, Rake and Mangle by 5 Rage or Energy.
Get it, no questions. Large DPS/TPS increase.

Feral Aggression, 5 points: Increases the Attack Power reduction of your Demoralizing Roar by 40% and the damage caused by your Ferocious Bite by 15%.
This is a very situational talent. Demo Roar, by itself, is an essential ability for boss tanking, (16% melee damage reduction). The imp. version tacks on another 1% DPS reduction per point. For 25-man progression raiding, that extra 5% reduction in boss damage is very important. However, you’ll give up a lot of hybrid DPS utility. IMHO, best picked up only for progression fights where tank survivability is an issue. (Gormok, Vezax, etc).

Feral Combat, Tier 2:

Feral Instinct, 3 points: Increases the damage done by your Swipe ability by 30% and reduces the chance enemies have to detect you while Prowling.
Without this, you will struggle mightily at AOE tanking. Recommended, but skippable on a situational basis.

Savage Fury, 2 points: Increase the damage caused by your Claw, Rake, Mangle (Cat), Mangle (Bear), and Maul abilities by 20%.
Must-take talent for DPS/TPS.

Thick Hide, 3 points: Increases your Armor contribution from cloth and leather items by 10%.
Very good talent for mitigation. The 10% increase stacks multiplicatively with the 400% increase from Dire Bear Form. Required for tanking, though the least-important “required” talent.

Feral Combat, Tier 3:

Feral Swiftness, 2 points: Increases your movement speed by 30% in cat form and increases your chance to dodge while in cat form, bear form and dire bear form by 4%.
2 talent points for 4% dodge? No-brainer, grab it.

Survival Instincts, 1 point: When activated, this ability temporarily grants you 30% of your maximum health for 20 sec while in Bear Form, Cat Form, or Dire Bear Form. After the effect expires, the health is lost.
Your best cooldown ability, will save your bear butt in a pinch, especially when glyphed. Also allows for insane HP numbers to win tank HP pissing contests.  Get it.

Sharpened Claws, 3 points: Increases your critical strike chance while in Bear, Dire Bear or Cat Form by 6%.
Nothing too great here for Bear, but you need it to unlock two essential Tier 4 talents, so take it.

Feral Combat, Tier 4:

Shredding Attacks, 2 points: Reduces the energy cost of your Shred ability by 18 and the rage cost of your Lacerate ability by 2.
A purely DPS talent, but a good one. Recommended for a hybrid build.

Predatory Strikes, 3 points: Increases your melee attack power in Cat, Bear and Dire Bear Forms by 150% of your level and 20% of any attack power on your equipped weapon. This talent now also causes the druid’s finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.
Some extra AP…the insta-cast nature spells part (new in 3.2.2) will be great for leveling, but not much use for raids. Talent is meh but required, so take it.

Primal Fury, 2 points: Gives you a 100% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear and Dire Bear Form and your critical strikes from Cat Form abilities that add combo points have a 100% chance to add an additional combo point.
Great for rage generation. Take it.

Primal Precision, 2 points: Increases your expertise by 10, and you are refunded 80% of the energy cost of a finishing move if it fails to land.
Expertise is great for boosting your DPS/TPS, and a lot of early leather doesn’t have any. Reccommended, though less necessary once you get to the soft expertise cap. This is also an excellent hybrid talent, as you will probably not be hitcapped.

Feral Combat, Tier 5:

Brutal Impact, 2 points: Increases the stun duration of your Bash and Pounce abilities by 1 sec and decreases the cooldown of Bash by 30 sec.
PVP talent. Skip it.

Feral Charge, 1 point: Teaches Feral Charge (Bear) and Feral Charge (Cat).
Very good for tanking/hybrid DPS, as the mobility lets you get to adds faster, and the interrupt can be helpful on some fights. It’s skippable for a max survivability build, though.

Nurturing Instinct, 2 points: Increases your healing spells by up to 70% of your Agility and increases healing done to you in Cat Form by 20%.
PVP/semi useful Cat talent. Skip it.

Feral Combat, Tier 6:

Natural Reaction, 3 points: Increases your dodge while in Bear Form or Dire Bear Form by 6%, and you regenerate 3 rage every time you dodge while in Bear Form or Dire Bear Form.
Essential tank talent. Take it.

Heart of the Wild, 5 points: Increase your Intellect by 20%. In addition, while in Bear or Dire Bear Form your Stamina is increased by 10%, and while in Cat Form your Attack Power is increased by 10%.
More stam = less dead. Take it.

Survival of the Fittest, 3 points: Increases all attributes by 6% and reduces the chance you’ll be critically hit by melee attacks by 6%. Also grants 33% bonus armor in Bear form and Dire Bear Form.
The best tanking talent in the tree, by far. Makes you uncrittable (540 defense? who cares?), huge stat boost, and big armor buff, all in 3 little points. Need I say take it?

Feral Combat, Tier 7:

Leader of the Pack, 1 point: While in Cat, Bear or Dire Bear Form, the Leader of the Pack increases the ranged and melee critical chance of all party members within 45 yards by 5%.
Awesome talent for raidbuffs, take it. Even if there’s another feral, you need it for PotP anyway.

Improved Leader of the Pack, 2 points: Your Leader of the Pack ability also causes affected targets to have a 100% chance to heal themselves for 4% of their total health when they critically hit with a melee or ranged attack. The healing effect cannot occur more than once every 6 sec.
This talent is absolutely godly for soloing/leveling. Unfortunately, it doesn’t proc off of bleeds, but you’ll still see it pop every 7-8 secs or so if you’re steadily attacking. In a raid, it’s helpful, but it can be skipped.

Primal Tenacity, 3 points: Reduces the duration of fear effects by 30%, reduces all damage taken while stunned by 30% while in Cat Form, and reduces the mana cost of Bear form, Cat form and Dire Bear form by 50%.
PVP talent, skip it.

Feral Combat, Tier 8:

Protector of the Pack, 3 points: Increases your attack power in Bear Form and Dire Bear Form by 6%, and the damage you take is reduced while in Bear Form and Dire Bear Form by 12%.
Essential tank talent, take it.

Predatory Instincts, 3 points: While in Cat form, increases the damage from your melee critical strikes by 9% and decreases the damage taken from area of effect attacks by 30%.
DPS-only talent, skippable.

Infected Wounds, 3 points: Your Shred, Maul, and Mangle attacks cause an Infected Wound in the target. The Infected Wound reduces the movement speed of the target by 25% and the attack speed by 20%.
Essential debuff for boss tanking. However, of all the tanks, ferals probably spend the most, utility-wise, to pick this up, so it’s optimal if another tank can keep this up.

Feral Combat, Tier 9:

King of the Jungle, 3 points: While Enraged in Bear Form or Dire Bear Form, your damage is increased by 15%, and your Tiger’s Fury ability also instantly restores 60 energy.
The bear buff is pretty useless. (you generally want to avoid using Enrage while tanking a boss, because of the armor reduction). However, its one of the best talents for kitty DPS. Hybrid specs only.

Mangle, 1 point: Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 12 seconds. This ability can be used in Cat Form or Dire Bear Form.
A key part of both the bear and cat DPS rotations. You’d be foolish not to get this.

Improved Mangle, 3 points: Reduces the cooldown of your Mangle (Bear) ability by 1.5 sec., and reduces the energy cost of your Mangle (Cat) ability by 6.
This is a very marginal ability for 3 points. Without delving deeply into the rotation (I’ll save that for part 3), it lets you Mangle every third attack, instead of every fourth. While good in theory, it causes GCD clashes with FFF, which is also on a 6s CD. It’s a “small” DPS/TPS boost, so I generally wouldn’t recommend it.

Feral Combat, Tier 10:

Rend and Tear, 5 points: Increases damage done by your Maul and Shred attacks on bleeding targets by 20%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 50%.
Required for decent tank DPS/TPS.

Primal Gore, 1 point: Grants the periodic damage from your Lacerate and Rip abilities the ability to critically hit.
While this isn’t a huge DPS upgrade, Lacerate crits do proc Savage Defense, so it’s worth it. Obviously required for hybrid specs.

Feral Combat, Tier 11:

Berserk, 1 point: 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. Clears the effect of Fear and makes you immune to Fear for the duration.
Not required, per se, but VERY helpful for burst DPS, and required for hybrid DPS. When tanking H CoS, I regularly am first or second on the overall DPS meters due to effective use of this talent. (And I’ve never failed to get the drake, either.)

Restoration:

(Not every talent is viable for Ferals…I’ll only list the ones that are, and their feral components.)

Restoration, Tier 1:

Improved Mark of the Wild, 2 points: Increases the effects of your Mark of the Wild and Gift of the Wild spells by 40%, and increases all of your total attributes by 2%.
A buff for all, and a mini-Kings for you. Take it.

Furor, 3 points: Gives you 60% chance to gain 10 Rage when you shapeshift into Bear or Dire Bear Form, and you keep up to 60 of your energy when you shapeshift into Cat Form.
I’m listing the 3pt version here, since this talent is essentially filler to get into Tier 2 (and you’ll be investing 2 points in IMOTW). The rage/energy on shifting is nice for changing to/from DPS, but it’s not necessary at all.

Restoration, Tier 2

Naturalist, 5 points: Increases the damage you deal with physical attacks in all forms by 10%.
Huge damage buff. Required for all feral builds.

Natural Shapeshifter, 3 points: Reduces the mana cost of all shapeshifting by 30%.
Horrible talent, but required for Master Shapeshifter. Certain builds only.

Restoration, Tier 3

Intensity, 3 points: Allows 50% of your mana regeneration to continue while casting and causes your Enrage ability to instantly generate 10 Rage.
This talent used to be somewhat helpful, but the Enrage buff has made the talent worthless. Skip it.

Omen of Clarity, 1 points: Each of the Druid’s damage, healing spells and auto attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the Mana, Rage or Energy cost of your next damage, healing spell or offensive ability by 100%.
This is, point-for-point, the highest DPS talent for kitty DPS. That said, it’s not that great for bears, as rage is typically not a major issue.

Master Shapeshifter, 2 points: Natural Shapeshifter Grants an effect which lasts while the Druid is in the respective shapeshift form. Bear Form – Increases physical damage by 4%. Cat Form – Increases critical strike chance by 4%.
This talent is essentially 5 points (since you have to pick up the totally worthless Natural Shapeshifter to get it), and it’s not that great for 5 points. Take it only for a high-DPS build (or if you’re lucky enough to have another tank to pick up the attack speed debuff from IW).

Talent Builds at 80

Base + IW (0/53/10), 8 pts to spend
This is your baseline Bear build. At this point, you can choose to go in several different directions. (Infected Wounds may or may not be baseline, depending on your situation, but I include it here to get down the tree.)

Hybrid Tank/Soloing/DPS  (0/60/11)
This is my preferred build. It adds OoC, Shredding Attacks, KOTJ, and ILOTP, to give you excellent DPS and soloing ability. This build lacks Predatory Strikes- if you don’t care about the soloing ability, feel free to drop ILOTP for 2/3. To max it, you’ll have to drop something more valuable, like a point from Feral Instinct (-10% swipe damage), IW (+6% boss attack speed), Feral Charge, or something else. Obviously, if someone else is putting up the attack speed debuff, dropping points from IW is not a big issue.

MaxSurvival (0/60/10), 1 filler pt
This build adds 5/5 Feral Aggression, to give you the Improved Demoralizing Roar debuff (-5% boss melee DPS) and ILOTP, with a filler point to use where you’d like.

MaxDPS/TPS (0/53/16), 2 filler pts, drops IW
This build goes for maximum bear DPS/TPS. It drops IW to pick up Imp. Mangle in the Feral Tree, and picks up OoC and NSS + MS. This leaves you with 2 points to use where you’d like, probably ILOTP (or back into IW, if you don’t have someone else to apply the debuff, and you don’t mind it being slightly weaker).

 Leveling

I’m not going to mince words…leveling a feral druid kinda sucks to start. You don’t get catform until level 20, and even then, cat form doesn’t really come into its own until you get Ferocious Bite/Ravage at 32. Balance, with root + nuke, is boring (kill, drink, kill, drink), but much easier.  That said, this is a feral guide, so you’re sticking it out. :) (See Lissanna’s druid leveling guide for a TON more info as well.) I’m assuming you’re doing the majority of your leveling via questing/BG’s, as it’s almost impossible to find groups for low-level instances (and bears don’t make great tanks until 40 anyway, when they get Dire Bear). Lissanna has some more info on talents in her guide if you do choose to go that route.

1-9:
No feral forms until bear at 10…so pretend to be a caster for a while.

10-19: 5/5 Ferocity, 2/2 Savage Fury, 3/3 Feral Instinct
You get bear at 10, but your only attack is Maul…a stronger autoattack! Yay. If you can make it through the first few levels, you get a glyph slot at 15 (buy Glyph of Maul ASAP; for minors, get one of Dash/Thorns/Aquatic Form) and Swipe (AOE attack) at 16. You should now be pulling two enemies at all times. (Three shouldn’t be too bad, as long as you can root it.) Rejoice that you now get travel form at 16, and cry when it becomes obsolete at 20.

20-29: 2/2 Feral Swiftness, 3/3 Sharpened Claws, 2/2 Primal Fury, 3/3 Predatory Strikes (feel free to pick up Survival Instincts instead if you’re dying frequently).
Like I mentioned above, cat isn’t so hot when you first get it. Claw and Rake (lvl 24) are your only two usable abilities for leveling, as most stuff won’t last long enough for a Rip DOT to really be effective. It’s your choice whether to play weak cat or slow bear. If you decide to stay cat, swap your Glyph of Maul for a Glyph of Claw. Do get in the habit of going cat in non-mount areas when you need to get somewhere, to save time.

30-39: 1/1 Feral Charge, 2/2 Shredding Attacks, 1/2 Brutal Impact, 1/1 Survival Instincts,  5/5 Heart of the Wild
Well, your talents aren’t so hot for these levels, but you finally start getting some usable cat abilities. Ferocious Bite/Ravage/Pounce at 32+36 finally gives you a finisher, a couple good stealth openers, and some options. With a point in Brutal Impact and 2 points in Shredding Attacks, you can get off a Pounce and 2 Shreds before the enemy can retaliate, regen to 35 energy, and FB to finish the enemy off, or Rip if needed. Don’t forget about the instant-cast nature spells from Predatory Strikes…toss yourself a heal, or root an enemy, etc.

40-49: 1/1 Leader of the Pack, 2/2 Imp. Leader of the Pack, 3/3 Survival of the Fittest,  3/3 Predatory Instincts, 1 free feral point (your choice)
With Improved Leader of the Pack, things become much easier, due to the constant self-heal. With Dire Bear/Savage Defense, tanking is now quite doable as well, though you’ll need a decent healer since you haven’t picked up any dodge talents.

50-59: 1/1 Mangle, 3/3 King of the Jungle,  2/2 Imp. MOTW (resto tree), 3/5 Furor, 1/5 Naturalist
You are now OP. Mangle rocks. Toss Claw off your bars…Mangle’s your primary attack from here on out (when not shredding). KOTJ makes Tiger’s Fury go from useless to awesome, as you just got a whole lot burstier. You can almost forget DoTs now…Pounce/Mangle/Shred/TF/Mangle/FB kills stuff fast. Or, hell, just charge and Rake/Mangle/TF/Mangle/Mangle, wait, FB. Not quite as fast, but much less setup time. Now, you have a choice after KOTJ. You can either go into the Resto tree to pick up Naturalist/OOC, and come back for the rest of Feral, or you can go for Berserk now. I prefer the first option, but it’s your decision. Also, new glyph, though there’s not much for ferals to choose from at this level (Most of your choices buff Rip, which you’ll hardly use while leveling).

60-69: 4/5 Naturalist (max), 1/1 Omen of Clarity, 1 free feral point, 4/5 Rend and Tear
Not much to say here. YOu get Maim at 62, which can be used as a (horrible) interrupt, and Lacerate at 66, a key part of the bear tanking rotation. Enjoy flight form at 60…all those collect X quests just became 10x easier.

70-80: 1/5 Rend and Tear, 1/1 Berserk, 1/1 Primal Gore, 8 free points
The big additions here are Swipe (Cat) at 71, and Savage Roar at 75. For soloing, neither is much use. Get used to Savage Roar, however, as it’ll be a major part of a feral DPS rotation.

Wow..3000 words…if you’re still here, congrats. :) Probably should have broken this post into two. Ah well. I’ll be putting up Part 3 in the next few days, going over actual rotations for bears at 80…I’ll see you then.

Sep 282009
 

Part 0: Introduction
Part 1: Why Play a Bear Tank?
Part 2: Talent Overview, Builds, Leveling
Part 3: Abilities, Rotation, Cooldowns
Part 4: Gear/Glyphs/Enchants/Gems/Consumables
Part 5: Addons and Other Resources

So, you’re considering playing a bear tank? Excellent choice! In my (admittedly biased) opinion, feral tanks are the strongest all-around tanks in the game, and the easiest tank class to learn to play. Let’s run down the bear’s strengths as a tank, shall we?

Strengths

Highest HP and armor of all the tanking classes. While the difference isn’t as great as it used to be, bears still have, in general, the largest health pools and the highest armor. (Slightly above DK’s, and well ahead of paladins and warriors.) As a tradeoff, you have generally the lowest avoidance of any of the tanking classes, since you cannot block or parry. In encounter terms, this means that you will take average damage consistently, with other classes being much “spikier” in terms of their health. Arguments still rage about which is “better,” but in my opinion, druids are the easiest tanks to heal for most encounters.

Easiest gearing of all the tanks. This one isn’t even close. All other tanks have to constantly worry about gearing/gemming enough defense (540) to be uncrittable. Bears are automatically uncrittable, via a talent (Survival of the Fittest). Crafted gear is mediocre for other tanks, but very good for new bears and remains situationally useful. There are three plate classes (war/pally/DK) which compete for gear, and only two leather classes, one of which is fairly rare (rogue). A bear can hit 80, grab some inexpensive crafted gear, and jump straight into heroics; a war/pally/DK will have to get carried as a sub-par DPS or run some normal instances. PVP gear is generally suboptimal for the other tanking classes, but is very viable for bears. Now, in some ways, this can be seen as a negative…if you like complexity, you may prefer a different tank class.

Easiest learning curve of all the tanks. Bears are pretty easy to play competently. Trash pack? Spam swipe/maul. Boss? mangle/FF/lacerate/(maul), repeat. Dying? Barkskin/FR/SI.  I don’t have much experience with the other tanks, but from my limited knowledge, they’re much more fiddly. (Again, this can be seen as a negative.)

Good damage/threat when tanking. We’re not the best at single-target threat (see paladins), but we compare well to DK’s and warriors, depending on gear. For AOE threat, we do okay, and have the advantage of being the only class with a no-CD, instant AOE, so we can easily grab threat on all adds.

Excellent damage/threat when not tanking. Again, this one isn’t even close, as we can shift to cat form and really do some appreciable DPS. DK’s do okay, pallies do okay (depending on raid damage), warriors are awful…but none are close to catform DPS.

Good raid utility. While our buffs don’t stack quite as well as a pally (I’d rather have 2 pallies than 2 druids, for example), our Innervates and battle rezzes can easily make the difference between a kill and a wipe.

Hybridization means never being bored. Druids are the only class in the game that can play all four roles…tank, healer, melee DPS, and ranged DPS. Unlike other players, who have to roll (and gear) alts to play different roles, you can just switch gear and talents and you’re ready to rock.

Great solo class. If you’re interested in going back to complete old instance/raid content solo, a bear is probably the second-best option in the game (after blood DK’s). Good AOE dmg plus automatic self-healing plus Savage Defense = win.

Weaknesses

Lack of complexity. As mentioned above, bears are pretty easy to learn, gear, and play. This, combined with the optimal gearing strategy for bears at the moment (stack stamina and rely on healers), can be pretty boring. This is why I recommend learning how to feral DPS/ranged DPS/heal well on an offspec.

Interrupts. Find a warrior/DK. We get a charge interrupt (which is only occasionally useful) and a interrupt on a one-minute cooldown…that’s it. Pallies get screwed here as well.

Cooldowns. Our defensive cooldown abilities are weaker, comparatively, then other classes. Yes, they can be used more often, but the relative weakness contributes to the “boring” factor of druid tanking. On a warrior, for example, you can see a damage spike incoming, pop shield wall, and know that saved you. On a druid, you pop what you have, and pray your healers are on the ball.

That’s it for part 1. if anyone has anything to add,please post it in the comments. I’ll be moving on to Part 2, where I discuss Bear talents and talent builds, in a day or two. Have a great day!

Sep 282009
 

Hello, and welcome to The Fluid Druid feral (bear) tanking guide! Over the next five sections, I will show you everything you need to know to be an expert bear, capable of taking on anything Arthas can throw at you. (With proper healing support, of course.) Some admin notes: This guide is written on the intermediate level, and assumes you are familiar with basic WOW skills and mechanics, such as movement, targeting, and cooldowns, and basic WOW terminology (DPS, aggro, threat, etc.) I will briefly cover early-game tanking, but much of the content is intended for max-level players. (I also use the words “bear tank” and “feral tank” interchangeably, by the way.) I will cover the following topics:

Part 0: Introduction
Part 1: Why Play a Bear Tank?
Part 2: Talent Overview, Builds, Leveling
Part 3: Abilities, Rotation, Cooldowns
Part 4: Gear/Glyphs/Enchants/Gems/Consumables
Part 5: Addons and Other Resources

Note: This guide is current as of patch 3.2.2a. Feedback is appreciated.

Sep 232009
 

So, Patch 3.2.2 is out, and I had a chance to jump into a 10-man PUG this morning and check out Onyxia. My initial tactics advice is below. I believe 25-man has the same mechanics and numbers (just things hit harder), but I’m not sure about that at this point. I’ve now ran Ony 25 several times (alas, not yet successfully) and have updated the strategy below.

Onyxia’s Lair

Getting There: For those that don’t know, Onyxia’s Lair is in Dustwallow Marsh, outside of Theramore. There is a lvl 80 meeting stone there, so get a mage to port an advance party to Thera and summon the raid. (The first time that a mage port to Theramore was actually USEFUL.) The instance is very linear; there’s a path with four tank-and-spank trash mobs to clear on the way, then Onyxia herself. Note: Onyxia has a large aggro radius, so people need to release and run back on a wipe. Unlike vanilla, the GY is right outside the instance, which is nice. Also, tunnel trash will respawn when Ony is pulled (and despawn on a wipe), so no crazy kiting strategies will work. This does, however, make PUG raids quite painful if someone is griefing. 

Composition: 10M: 2T/2H/6DPS. A 3rd healer can be subbed for a DPS as needed. 25M: 2T/6H/17DPS, with a 3rd tank helpful for oops moments.  This fight is somewhat melee DPS unfriendly, so don’t take too many. Fire Resistance buffs, obviously, are helpful. Don’t forget the new LW/Inscription buffs are available if you’re missing a priest/pally/druid (10m).

Assignments (TL;DR version):

  • MT: tank Onyxia for P1/P3 towards the back wall, tank Lair Guards whelps in P2. Call for AOE on whelps as needed; if DPS is slow on Lair Guards you may need to hold a 2nd for a brief time.
  • OT: DPS P1/P3 (or tank whelps if needed), tank whelps Lair Guards in P2.  Warriors are good here for disarm. 
  • Ranged DPS: DPS Ony P1/P3; AOE initial P2 whelps, switch to Lair Guards when up, then DPS Ony. Help on later whelps as necessary (or you’re heavy on ranged) Stay away from Lair Guards.
  • Melee DPS: DPS Ony P1/P3; kill guards/whelps in P2, then flail about aimlessly trying to DPS flying Ony. When killing guards, run away on Blast Nova. In 25-man, two warriors/rogues need to alternate disarms on Lair Guards.
  • Healers: P1 on tank (watch the pull, a knockback can range him), P3 on tank/light raid healing. P2: Most healers on guard tank, Couple on whelp tank/raid. Most raid damage on this fight is avoidable, so your workload is based on your raid’s skill at avoiding deep breath.

Full Strategy:

  • Phase 1: Tank will pull and kite Onyxia to the back wall of her lair. (I didn’t get a chance to check, but I think Onyxia is untauntable, so DPS/healers will need to display some initial caution.) Yes, Onyxia is tauntable, but don’t be a noob and die on the pull. Onyxia has a bunch of frontal cone attacks (including one knockback) and a tail sweep in P1, so DPS/healers stay to her sides. At the east and wewst of her lair is a tunnel with whelp eggs, which will spawn whelps if someone ends up over there (usually tailswiped)…the OT needs to pick them up if that happens. If everyone positions correctly, the only person taking damage will be the MT. This part of the fight is a snooze, really. At 65% HP, Ony will take off and start P2, which is the challenging part of the fight.
  • Phase 2: The hard phase, from 65% to 40%.
    • Whelps: A TON of whelps (40) will spawn at the beginning of P2, on the left and right of the raid. Have both tanks take a side, round up their 20 pack, then drag to the center for AOE. (Your framerate will die during the AOE; recommend turning your camera away, if possible.)   If a couple peel off, they’re not that big a deal, but they can tie up a healer quite quickly. More will spawn in roughly every 60 seconds. Whelp tank needs to grab these and group up for AOE. It’s probably easiest to let the melee handle the whelps, and keep the group away from the Guards entirely. Bad early strat…melee will be tied up with Lair Guards. Have ranged switch to AOE’ing whelps when needed.
    • Lair Guards: These large adds will be spawning every 30 seconds from the entrance to the Lair. They hit pretty hard, cast Ignite Weapon which adds fire damage to their melee attacks, and (most importantly) cast Blast Nova with a 5s cast time. Yes, ANOTHER boss with a nova. I guess Loken/Emalon/Brundir weren’t enough…I missed the memo where Blizzard said every patch from here on out would have a Nova-type ability to avoid. Same drill…run away, run back in, ya. Tanks can eat it or (preferably) run out and back in. They can be tanked anywhere, but it’s best to pick a place and stick to it,  (usually near the front of the cave) so the healers/DPS stay away from there when dodging Deep Breaths. This is where most PUG’s will fail…typically around the 2nd breath, two-three people will dodge a breath and run into the nova, or the converse.
      Anyway, these guys are the priority for DPS, as having 2 up really makes things tough…they hit hard enough in tandem that they’ll drop a single tank quickly, and if the whelp tank picks it up, the Guard will inevitably stop and cast nova in the middle of the raid. In 25-man, a disarm rotation needs to be worked out, as they can gib a tank quite quickly.
    • Onyxia: While all this is going on, Ony has no threat table; she’ll be flying overhead, dropping weak fireballs on random raid members, and occasionally doing a “Deep Breath.” This will be preceded by a warning, “Onyxia takes in a deep breath…” When you see that warning, STOP what you’re doing, and run to the side of the lair. The deep breath goes on a line from her current location to the wall, and will one-shot healers and DPS that take a full breath. Ranged will be DPSing her down when not killing adds. Once you get her to 40%, you start P3 (and the hardest part is over)
  • Phase 3: Onyxia lands; treat it just like P1. I think she drops her aggro from P2 now, but I’m not sure (used to be, she’d eat all the ranged DPS after P2 while the tank frantically tried to get threat, since she was untauntable) Have your aggro drop/transfer abilities available, just in case. She gains an AOE fear, an light raid damage attack, and a few whelps will wander in from time to time. Use Fear Ward/Tremor Totem/Berserk/racials for the fears, but they’re not that dangerous, except on the tank (Ony loves to fear the tank into the raid, then breathe.) This phase isn’t too hard if the tank/healers are on their toes, but the transition can be difficult. There’s usually a few adds still floating around that need to be killed, healers are out of position, the raid-wide fear, etc. When tanking this, I save all my CD’s for the P2->P3 transition.

Loot: T9 normal-level gear; weapons, helms, and cloaks, mostly. One person can claim Onyxia’s head, which can be turned in for a quest reward item, and if you’re very lucky, there’s a 310% flying mount as well.

Overall, it’s fun and a good encounter (and you can post some SICK AOE DPS numbers on 40 whelps. :)) There’s a very good polearm in there for cats, according to Thinktank, and it’s use effect creates a very good bear weapon. I WANT…no more having to stick with Mongoose for dualspec viability.

Sep 182009
 

BBB has started a trend, with his excellent bear tank creed.

Alt Fanatic continued it, with his tree creed.

Here’s my humble contribution.

 

The Panther Creed.

I am a panther of death. Fear me.

I am a skilled and experienced fighter, trained to defeat my enemy.

If I fight alone, I am weak. If the enemy fights alone, he is weak. With my pack, I am strong. I can overcome all challenges with the support of my pack.

I shall provide my companions with the blessings of the jungle, to enhance their skills in the ways of war.

I shall not rely on my companions to provide enhancing sustenance; I shall provide my own, as I am self-reliant.

I shall follow my commander’s orders, even if they leave me no personal glory. There is no glory in defeat.

I shall always attack my enemy from behind, as the deadliest attack is the one unseen.

I shall let those with plate armor or bear posterior absorb the enemy’s blows. I will NEVER draw the enemy’s attention, as I fly far and crumple well when kicked.

I shall intimidate the enemy with my roars, so that my attacks strike deep.

I shall endeavor to keep the enemy bleeding and crippled, watching as his life slowly drains away.

I shall illuminate the enemy with faeries’ fire, so that my companions’ accuracy will be aided.

I shall glyph for Savage Roar, Rip, and Shred, so that my voice be stronger, and my opponent’s bleeding be torrential.

I shall remain aware of the conditions of my pack, so that I may restore a companion’s life or energy at a moment’s notice.

I shall remain aware of the battlefield. I will ALWAYS get out of the fire, as singed fur smells awful, and greatly displeases our clergy.

If our enemy defeats us, I will examine my equipment and tactics, to seek to improve my contribution to the pack. If we defeat our enemy, I will praise my companions for their efforts. I shall not revel in personal glory.

Above all, I am a Guardian of Cenarius, and a protector of the peoples of the Alliance. As I protect them, so does Elune protect me.

I AM…a panther of death. Fear me.

Sep 182009
 

I just had one of those playing nights that reminded me how OP druids are much fun I have now having a druid main. (BTW, There’s an excellent post on Altosis about how the continued accumulation of achievements, mounts, pets, etc. has made mains “more mainy,” and some good discussion about hybrid classes vs. pure classes. Check it out.) 

  • 8:30 PM: Joined my casual guild’s Ulduar 25 raid, as a tree. (I haven’t been raiding much recently, since I’ve been spending more time with my family, so it was nice to be back.) Guild had been working on him for two weeks, mostly struggling with construct tanking, from the overheard vent chatter. I log in, sub in for a DPS, and we one-shot him. (Yeah, it was all me! Really!) :)  2nd or 3rd HPS for the fight, if I remember correctly, a nice belt replacement for my healing set, and I finally got the Siege 25 achievement done. Went on to Iron Council…almost one-shot, but had a bad death rune/lightning whirl combo on Runemaster. Tried a couple more times, but Steelbreaker kept one-shotting our tank with rune-powered punches, so we called it for the night.
  • 10:30 PM: Switched to my Bearcat spec, pulled top DPS during a H Oculus run (daily), and did the 4 Ruby + healer strat on Eregos to get the Emerald/Amber Void achievements. Incredibly easy.
  • 11:15 PM: Win the easiest Wintergrasp ever…wow. On defense, I usually go resto and heal the zerg, but there was no zerg. Horde only had 1 workshop for probably 90% of the battle. Cool moment: About 6-8 horde successfully reached the wall, killed a couple of our guys and started clearing turrets. I ran back into the keep, spec-changed/gearswitched to Feral (Outfitter/DualSpec addons, how I love you for two-click changes. BTW, Does anyone else feel that they need a phone booth or something when they change gearsets?), stealthed out to the group, and solo-killed the 2 demos that were rolling in before getting zerged. “Kitty’s in ur rear, shredding ur demos!”
  • 11:30 PM: Join a PUG VoA 10…I offer to tank or heal, but incredibly, we have enough of each, so I stay dps. One of the tanks bites it on Koralon at about 20%, so I blow my last CP”s and shift to bear, eating the Meteor Fists with SI+Barkskin. Sure, I died pretty quickly as the healers weren’t prepared…but I got the tank through that Meteor Fists, giving the rest of the raid enough time to finish him. AND…got my first piece of T9! It’s not much of an upgrade, though, going from T8.25 legs to T9.10, though, so now I’ve got to rethink my EOT gear strategy. I had planned to buy the Duskstalker shoulders next (since I’m still using the T7.25 in that slot, with 4pT8), but I may buy the T9 gloves first for the 2pT9 set bonus, since I’m using T8.10 in that slot. Hmm.
Sep 182009
 

As one can CLEARLY see, when analyzing a chi-square regression of the relative DPS values of cats scaled by ArPen vs. expertise and crit, we can conclude…

Kidding, I swear. Just wanted to point out that the pro theorycrafters have covered this as well: Kalon here and here, Runy here. (Runy- how many cows were harmed in the making of that post?)  Me? I’m just a dude with Excel and some free time at work. :)  Pretty much, we’ve all come to the same conclusions, which is that ArPen gemming starts making sense around the Ulduar 25/TotC 10 gear levels, assuming all the buffs are covered and whatnot.

Sep 142009
 

This post is a continuation of part 1, where I explored whether a feral DPS character should gem/eat for Agi/ArPen. The conclusion from that post was that agility was a superior choice; left open, however, was the question as to whether better supporting gear would make the switch to ArPen more viable. I’ll look at that today, briefly discuss my thoughts about the playstyle differences between Agi and ArPen, and make some final conclusions.

Agi vs. ArPen…Round 2

For this test, I went to wow-heroes and whistled up some much better geared ferals than myself. We’ll compare Numa, Wildoak (both from Magtheridon) and myself, in my updated gear. See table below. For a better comparison, I’ve subtracted 200 Agi/200AP and added 200 ArPen from my Armory stats in order to simulate having gemmed ArPen as well.

Character: Numa Wildoak Alaron
Wow-Heroes Score: 2880 2604 2434
Attack Power: 8749 8464 7989
Agility: 1932 1830 1641
Strength: 114 112 167
Crit Rating: 846 476 717
Hit Rating: 233 260 211
Expertise Rating: 130 105 42
Haste Rating: 509 203 190
ArPen Rating: 530 641 455
Avoided Attacks: 0.93% 0.87% 4.28%

We’ll plug each kitty’s stats into Toskk’s Cat DPS calculator, and evaluate whether +1 ArPen vs. +1 Agi results in more DPS, under the following 3 cases:

  • Case 1- 10man buffs: Flask of E. Rage, F. Feast, Imp. MOTW, Horn of Winter, Heroic Presence, BoKings, Sunderx5, FF
  • Case 2- 25man buffs: add Imp. BoMight, Windfury, Unl. Rage, Bloodlust, F. Inspiration, Imp. Moonkin Form, Heart of the Crusader, Mangle/Trauma always up
  • Case 3- 25man buffs, with Grim Toll or Mjolnir Runestone equipped

Admin notes: All cats assumed to have all DPS talents, Relentless Earthsiege meta, Mongoose enchant, Rip/Shred/SR glyphs, and are given equipped idols/ set bonuses/trinkets. For Case 1 and 2, cats with ArPen trinket (Numa/WO) given Mirror of Truth proc instead. For case 3, Alaron/WO given GT proc, Numa regains MR proc. All settings default, except all OoC procs for Shred checked.

Results:

  Case 1 Case 2  Case 3
Numa 0.93 1.02 1.09
Wildoak 0.89 0.98 1.03
Alaron 0.82 0.89 0.93

Arpen3.2.2_gearvary

And here’s the relevant DPS numbers, just for grins:

  Case 1 Case 2  Case 3
Numa 6868 9092 9236
Wildoak 6158 8127 8237
Alaron 5771 7501 7801

Arpen3.2.2_gearvaryDPS

Analysis:

As you can see above, whether to switch from gemming Agi to ArPen depends on three factors; your gear, your raid, and an ArPen trinket.  You can’t simplify the answer to just “if your ArPen > X, switch.” For example, Numa has good enough gear to where he no longer needs the trinket for ArPen gemming to be an upgrade, whereas Wildoak is on the bubble, where either Agi or ArPen could make sense, even though Wildoak has more ArPen then Numa. This is because ArPen’s value also scales better with other stats, mostly AP, hit, and expertise, than Agi. As for me? I’m not even close to considering a switch.

Final thoughts:

ArPen has some very important things going for it. It’s more consistent then Agi; you get less crits, but they all hit harder. This is good for encounters with tight DPS requirements, where a string of “good” luck can pull aggro, or burst DPS, where Berserk/Heroism/trinket CD’s generally favor ArPen to Agi. Of course, the converse applies on other fights, where sustained DPS/high-movement DPS dilutes CD effectiveness. You also give up some emergency off-tanking viability, and the reduced crit makes maintaining uptimes on all your effects slightly more challenging.

Lastly, put it in context. For all the discussion about it, we’re talking, at best, a difference of +/- 300 between Agi and Arpen. Unlike 3.2.1 where some well-geared cats were seeing a 25-30% difference in gemming ArPen for Agi, it’s a much less profound difference now, and you’ll only see a DPS difference of 3-5%, at best (and that’s well within average DPS variability, so you may not notice an increase at all).

Overall, ArPen remains a good stat for geared ferals, but I wouldn’t recommend gemming for it on a general basis. Obviously, if  you have absolutely insane gear like Numa above, it’s a much tougher choice, but I think I’d still prefer agility.  Don’t take my word for it; plug your stats and usual buffs into the Calculator and decide for yourself, based on your situation. Assuming the 3.2.2 numbers remain the same into Icecrown, however, the better gear available will tilt the pendulum back towards armor penetration again…especially if ferals start softcapping agility.