Archive for the ‘Raiding’

Dread Lobster (A) (US-PVE) Now Recruiting Players for Makeouts and High Fives! Crushtaceans Unite!09.10.08

Tired of the personnel logistics involved in 25-man raiding? Anxious to fine tune your reflexes for a competitive 10-man environment in Wrath of the Lich King? Do you want to combat the pre-expansion ennui by establishing roots with experienced raiders? Unopposed to the idea of playing multiple characters to better suit a particular encounter? Have a healthy sense of humor? Enjoy politics and unnecessarily large words? Confused as to whether or not crustaceans are truly underwater insects or kings of the sea? Do you want an [Amani War Bear]? 

Shit, so does everyone. Get in line. But if you’ve answered “Yes” to any of the above questions, Dread Lobster might be for you! Dread Lobster seeks folks with a combination of raid experience and unique personalities to develop a synergistic group of players for Wrath of the Lich King.

Straight from our FAQ:

What exactly is Dread Lobster?

Dread Lobster is a Doomhammer (Alliance, US PVE) guild established to prepare its members for raiding progression in WotLK. Although many of us have experience in T6, including Sunwell Plateau, our focus is on positioning the guild for fast-paced 10-man progression in the upcoming expansion.

What activities does Dread Lobster currently host?

Dread Lobster does not currently run any regular raids, but when there is interest we occasionally run Kara or farm up another [Amani War Bear] with our friends. As summer comes to an end, we hope to expand our ranks and possibly our schedule as well, but the focus at present is on preparing alts, professions, stockpiling mats/wealth and researching Beta.

How will Dread Lobster be run once WotLK is released and raiding begins?

Our goal at Dread Lobster is to create a strong, competitive raiding corps capable of swift progression through 10 man content. To that end, standards of play and contribution will be high, but not unreasonable. All members will be expected to do their part in playing to the best of their abilities, constantly seeking to improve those abilities, and ensuring that they are always prepared for content. Members should be prepared to receive and offer constructive, informed criticism.

Dread Lobster’s raiding schedule will ultimately consist of no more than four scheduled nights of raiding (more or less 6 PM server time or later). Standards for attendance will be high, but not inflexible. We recognize that our members may have lives outside of the game and will strive to facilitate this while also ensuring that the commitments made to the guild are respected and honored when possible.

Loot will be handled with a rigid DKP system, though the exact nature has yet to be determined. It is our experience that the most important features of DKP are transparency, equity and consistency, all of which will be reflected in the system we ultimately adopt.

I love seafood! How do I join?

If all of this sounds marvy to you, please submit an application by following the instructions in the stickied Application Template. We’ll be in touch if our interest is piqued!

Get in on the action today and become part of the Dread Lobster foundation! Questions can be directed in game to Tomyris, on our forums to any of the officers, or right here to me (yes, I am an officer). 

 

Note that we are especially interested in dedicated healers. Apply today!

 

Posted in Blog, Dread Lobster, Raidingwith 8 Comments →

Feline Grace: Leaving and Landing Feet First08.06.08

I’d like to thank everyone for the well-wishing about my engagement: the responses to “Bind On Pick Up” were a little bit overwhelming, especially for a blogger like me who doesn’t generally garner a lot of commentary. I was practically imploding with excitement, and since Lycentia and I actually met playing WoW, it wasn’t an entirely irrelevant digression—but don’t expect much more fluff from me. Besides, it offers a perfect excuse for irregular posting; who knew that planning a wedding was more difficult than sorting a raid?

But even organizing something low-key with a group of like-minded individuals can lead to tricky situations. As with most real-life predicaments, applying a certain measure of grace and respect goes a long way to avoiding or anticipating conflict. While many fellow-bloggers have offered exceptional advice on how to win at guild applications, interviews and everything forever, there’s been precious little about how to handle leaving.

My discussion assumes a few key points:

  1. You’ve been in said-guild long enough that your fellow raiders will even care when you leave. For our purposes, we’ll work from the point-of-view of a mid-level progression guild where you’ve likely made some sort of bonds with the people you raid with; many of the world-class hardcore progression guilds out there will only be concerned with rapidly filling your absence with someone better.
  2. You actually want to avoid burning bridges. Some people are into the big “Fuck you!” While that may be temporarily satisfying, think of it like quitting a job: do you want to leave a bad taste in your former employer’s mouth? Wouldn’t you rather have them grudgingly understand your perspective and offer (at the very least) lukewarm recommendations?

Step One: The Failed Romance

Something doesn’t feel quite right. Raid times or duration might be grating on your sleep schedule or perhaps you find yourself constantly clashing with different personalities in your raid group—or at home. Maybe your friends have slowly been cutting back on playtime and you’ve found yourself babysitting an entirely new crew of raiders. For whatever reason, the honeymoon is over and you’re not happy with your current situation.

Ascertain your dilemma. Ask yourself these questions:

  1. Am I having fun?
  2. Am I where I want to be in terms of progression?
  3. Will my issues with the guild disappear in a month or so?
  4. Do I enjoy the people I play with?
  5. Is my current dissatisfaction based on elements beyond the scope of WoW? If so, will my attitude be improved greatly by leaving the game or cutting back on playtime?

Am I having fun? It’s a pretty basic question. You pay to play a game. I can’t imagine why you’re playing if you don’t like what you’re doing, so if your answer to this is resoundingly “no,” carry on and start making departure arrangements (you probably have no need to be concerned with what anyone thinks). If, on the other hand, you do enjoy raiding and some other factor is contributing to your unhappiness, keep reading. Progression requires work and sacrifice: dungeons won’t be handed to you on a silver platter, and that means you will wipe repeatedly in a very un-fun fashion to achieve your goals. However—

Am I where I want to be in terms of progression? Most raiders want to move into more difficult content. If you’re still farming T5 or early T6 dungeons, this may be a more pertinent question that it would be for raiders pushing Sunwell—there’s glittering new content out there waiting for you, and if you don’t envision your guild making it there before WotLK, it can certainly spur discontent. Make a list detailing why you want to move on so that you have discussion points, but before /gquitting, make absolutely certain that you know you’ll have a new home to move to, that you’ve done your research on said home, and that you have both the gear and the ability necessary to make the change. Failing to make insurance arrangements might leave you in limbo longer than you’d like, and your old guild won’t want to take you back.

Will my issues with the guild disappear in a month or so? A month isn’t a long time when you consider that you only need to wait a month to server transfer these days, and that sometimes your guild needs a month to recover from multiple vacations, personal problems, summer or winter breaks and progression ruts. If you can catch a glimpse of light at the end of the Deeprun Tram, you might want to stick around for an extra month beyond your first feelings of misgiving—and you’ll probably thank yourself for it later. If, however, you continue having fundamental issues about guild inconsistencies (such as DKP rules), personnel reshuffling or perennial (unpunished) mistakes, either vocalize your concerns with your officers or start searching elsewhere.

Do I enjoy the people I play with? If you’re ruthless enough to do absolutely anything to be The Best Raider Evar, then you probably don’t give a flying fuck about who you raid with—so long as they’re all doing their respective jobs well. I’ve been there. Even if you’re not, I think it’s an unreasonable expectation to assume you’ll like an entire corp of raiders—do you like hanging out with your family in its entirety? What about your spouse’s? That’s what I thought. While I wouldn’t advocate /ignoring or muting anyone for long periods of time, it can buy you temporary peace of mind and discourage stupid arguments. Real “personnel” problems tend to arise when you stop getting along with guild leadership or a series of new recruits, and unless you’re seriously interested in investing time in trying to build or repair relationships with everyone, you may be happier elsewhere.

Is my current dissatisfaction based on elements beyond the scope of WoW? If so, will my attitude be improved greatly by leaving the game or cutting back on playtime? Whether you’re still pushing through school (in which case I recommend focusing on academics entirely), working through a troubled marriage or forging a new one, dealing with health problems or taking care of any number of problems that can crop up in “real life,” all of those should take precedence over gaming. The sad fact of the matter is that, while the guild you joined nine months ago was perfect then, a new job or a baby or any other dramatic schedule change can change that instantly. It’s no one’s fault, and honestly, your guild should understand. In some situations, you might even be able to take a longterm hiatus or readjust your raid days, but this often leaves busy-bees out of the progression loop (which is what you wanted to do in the first place, right?). Real life comes first: if you later find you have ample time and money to pick up the game again, no one’s stopping you.

Ultimately, one or any combination of the above reasons might be spurring you to leave. What’s important is thinking about all of it before making a rash decision that you might regret later. Game or not, people form curious long-term bonds in the worlds of MMORPGs and hold grudges even longer.

Step Two: Trial Separation

If you’ve attempted discussing your concerns with fellow guildmates, officers, friends or family and still feel overworked and uncertain—relax. Take a break. Despite anything your guild might say otherwise, everyone is entitled to time off, especially if you’re one of the crazies who raids through migraines, the Flu, your parents’ anniversary or your cat mewling piteously at the door. “But I’ve had 99% guild attendance since the first day I joined 17 months ago!!!111” Good for you. Try to give your guild at least a week’s notice, maybe even make sure that you’re not an absolutely pivotal piece of the progression puzzle for a few nights, and turn off the game.

For some, this might mean leveling that unguilded alt no one knows about or actually taking advantage of the free-time (upwards of 17 hours a week, in some cases). Clean, do laundry, go shopping, sleep, study, fuck, whatever. You’ll either come back to the raiding scene refreshed and ready to go, or you’ll find yourself missing the time away from the computer.

Step Three: Divorce

Just like the real thing, leaving your guild requires a little bit of tact, paperwork, and tolerance—and it doesn’t always end smoothly.

Do’s!

  1. Make a plan. Once you’ve finalized your decision to leave, decide when you’ll do so and who you’ll speak with. I’d advise against discussing your thoughts with half the guild before actually doing it, but you might want to let your closest friends know what’s up.
  2. Choose the appropriate time. Don’t be that douchebag who leaves five minutes before raid and incites an entire dramafest when your guild is supposed to be working on M’uru. If you absolutely have to do it on a raid night, make sure you’re at least leaving a few hours prior.
  3. Keep it short and sweet. Don’t try and air grievances or make long goodbyes in guild chat. Having your text cut off in the middle of some farewell tends to marginalize things, and you don’t want to have to start fielding questions right then and there. Try something like “It’s been a pleasure raiding with you folks, but I’ll be moving on. Please check out the forums and feel free to talk to me in game. Thank you.”
  4. Explain yourself. In a polite, respectful fashion, post why you’re leaving on your guild’s forums, preferably in a members’ only area that the general public cannot view. Personally, I put a high price on honesty, and I think it’s best to be as frank as possible without stirring things up unnecessary trouble. Everyone has their own style, but a simple template could be something like this:
    • “I’ve enjoyed playing with everyone here in (insert guild name) for the past (length of time in guild). Recently, I’ve had some difficulties with (progression, DKP, personal life, another form of polite euphemism) and I’ve decided to (move on, take a break, stop playing WoW, etc.). I appreciate the friends I’ve made here and I invite you to stay in touch if you’d like.”
    • That’s incredibly basic, but you get the picture. If you’d like to be deliberately vague to dilute some of the issues you feel strongly about, go for it, but don’t lie. If you say you’re going to stop playing WoW, be honest—don’t ninja transfer to another realm the next day.
  5. Expect the worst. While many guilds can be incredibly understanding, especially in regards to real-life issues or a desire to move upwards in progression (if you’re in a casual guild, for example), other guilds will see your departure as a betrayal, no matter why you’ve left. Leaving will show you exactly who your real friends were, and those are the people who will be there to support you. In many cases, you won’t have to deal with your former (and possibly irate) guildmates anymore, especially if you plan on server transferring, but if you’re staying on the same realm, it’s important to offer open and honest lines of communication.
  6. Save everything. In the rare event that all of your attempts to be respectful to your former guild have failed and they seem bent on sabotaging your next home, make sure that you’ve saved copies of any forum posts (via screenshot), WWS Reports or messages to prove your point. I remember reading same-server applications where old guild leaders would jump in and disparage the applicant—which is pretty sad. Without any hard proof about someone’s honesty or abilities, it’s a case of he-said-she-said, and the prospective guild will often decide on the side of the other GL.

Don’ts!

  1. Quit rashly. Make sure you’ve thought everything through.
  2. Leave at an inappropriate time. I mentioned earlier that leaving at raid time creates headaches, but leaving during guild off-hours signifies cowardice.
  3. Address specific individuals as problematic when crafting a “leaving” post. Being honest is one thing, but citing certain people as sources of frustration generates a lot of ill-will. Keep it clean.
  4. Devolve into name-calling. When someone leaves a guild, many members decide it’s the appropriate time to air their own grievances or vilify your role as a raider/peer. This may be a result of misinformation (as to why you left) or a case of someone trying to prove they’re better—but regardless, take it all with a grain of salt and focus on yourself. Accused of leaving when the loot-train stopped? Think about whether they may or may not be correct: did you decide you wanted to leap ahead and go to another guild for easier progression? Maybe they’re not totally off base. Did you leave the guild to do other things and address real life? Maybe they’re just bitter and disappointed and don’t know a more accurate way to express themselves.
  5. Take gear and leave. If you’re already having misgivings about leaving, consider passing. While everyone may be replaceable in a raid environment, certain pieces of gear may or may not ever drop again—and if you’re not going to be using it any time soon, don’t deprive someone else.
  6. Badmouth the guild. Even if you left because the GL was a massive bigot and killed puppies, talking poorly about the guild or warning others away will only create added tension—and make you look like the bitter one.

Just take it one step at a time—this is a game, after all. Working to minimize confusion, miscommunications and poor decision making will ensure you smoother gameplay, respect and the continued companionship of your peers.

Posted in Guide, Raidingwith 3 Comments →

Feral Enhancement: Inscription Promises BIG Changes07.31.08

While Phaelia from Resto4Life already highlighted a host of Inscription changes, I’d like to step back and take a look at the glyphs that will directly relate to Feral Combat. Inscription, as most people desperately looking forward to WotLK know, is the new profession available in the expansion that will allow for the enhancement of various abilities. Think of it a little bit like Enchanting—but for your spells.

So far as we know, each player has the ability to Inscribe his or herself with six: two major, two lesser, and two minor. The glyph list that I’ve shamelessly stolen from MMO-Champion doesn’t always specify which type is which, but the list pertinent to Feral Combat is as follows:

Right now, it looks like we’re missing the [Glyph of Makeouts and High Fives] and that the [Glyph of Dick-in-Hand] has been renamed to the considerably milder [Glyph of Shred], but it’s probably a reasonable assumption that this list is mutable and incomplete. That being said, what from the above list will actually be useful in a raiding environment?

[Glyph of the White Bear]
Clearly a major asset in any raid group. Polar bears are tremendous land-based predators with superior olfactory perceptions and the perfect physiology for enduring

the fiercely cold climate of Northrend’s darkest tundras—and guarantee your raid group a Coca-Cola sponsorship for the duration your inscribed druids remain in Dire Bear Form.

[Glyph of Moonfire]
Deceptively named, this glyph makes your Rage last stronger—longer. Well, not really. Bears who find the need to spec into Feral Aggression may find this a handy little glyph, but, as I already explored in the post “Why yes! I AM talented!”, the talented AP reduction of Demoralizing Roar is superseded by the talented version of a warrior’s Demoralizing Shout. A warrior included in your raid group can likely manage this buff himself; however, in a 10-man raiding environment where slots are harder to come by and Death Knights introduce an alternate form of tanking and DPS, this glyph might be more valuable where debuffs are at a premium and you still value your Rage.

[Glyph of Frenzied Regeneration]
If you’re like me and have Frenzied Regeneration tied to a fun macro that pops all of your oh-shit! trinkets in succession, you probably understand the lack-of-options when it comes to cooldown useage. With the addition of Berserk in the expansion, bears will have their own version of Last Stand but still lack abilities such as Shield Block and Shield Wall. Do we need them? I’d argue no—that’s not what our furry asses are for. But currently, Frenzied Regeneration remains a woefully depressing last-ditch effort to stay alive, and if you’re at a point in which you’d use it, boosting all healing effects to your person sounds like a great idea.

[Glyph of Growl]
Growl resists are an immense pain in the ass, especially if you happen to be unlucky enough to get one on a boss like Brutallus (and don’t use Challenging Roar quickly enough). While I might argue that I’ve never had enough raid-wiping resists to warrant occupying an entire glyph slot, especially when I wear my TPS gear, fewer resists equates to a smoother tanking experience.

[Glyph of Mangle] and [Glyph of Rip]
I’m putting these two together because they tend to work hand-in-hand for a normal Cat Form DPS rotation. Although the multipliers are different for Dire Bear and Cat Forms, Mangle gives a base bleed amplification duration of 12 seconds. Bumping that up to 18 seconds amounts to a bigger boost to Cat DPS than it (arguably) does for Dire Bear Threat; in Cat Form, you should really only be using Mangle to renew the debuff and then relying on Shred and Rip for your big specials. Thus, that’s an extra six seconds to Shred, pumping out bigger numbers without worrying about whether your damage amplifying debuffs are still up. Pairing that with [Glyph of Rip] we’re potentially looking at adding (at least?) one more Shred to your damage cycle before you need to Rip and then Mangle again.

[Glyph of Rake]
I fail to see how this glyph is useful. Unless you’re leveling, I can’t see why having a druid Judgment of Justice or Curse of Recklessness is important—especially because if you’re super desperate, you could always throw out Entangling Roots or a quick Cyclone, nevermind sit back in Dire Bear Form and wait for the rest of the mobs to come beat you up.

[Glyph of Shred]
Not so useful for raiding, but perhaps an added boon for Feral Combat PVP. For better or for worse, Blizzard seems committed to providing arena viability in WotLK for furries everywhere, and this glyph is no exception. Shred is one of those fabulous abilities that I’ve rarely had the opportunity to utilize in an arena environment, largely because many players make a conscious effort never to put their backs to you (and for good reason, especially if you’re wearing PVE damage gear). I see this glyph allowing for one or two boosted Shreds to a target before he manages to get himself free, giving kittens the chance to use their highest damage output attack without scrambling, chasing, and falling prey to the oft referred “Range Bug,” if only for a few precious seconds.

[Glyph of Swipe]
For trash and five mans, there’s nothing wrong with more AOE damage—I’ve always wanted to be a Bearadin. Will this at all boost your threat or damage to a single target? No, but I also couldn’t presume to say what kind of trash or bosses we’ll see for raids in the expansion. I’d definitely pick this up, but I’m not sure I’d slot it over the Glyphs of Mangle and Rip (assuming I am still occupying the dual role of tanking and DPSing in WotLK rather than focusing strictly on tanking).

Frankly, I’ve been more impressed with the Balance and Restoration changes in the expansion, and the glyphs are no different. I was hoping for augmentations more along the lines of:

  • [Glyph of the Pack]—a major glyph that allows you to turn your entire party into velociraptors, greatly increasing critical strike chance. Would you run from a worgen? What about a pack of dinosaurs who can open doors?
  • [Glyph of Pony Up]—a lesser glyph that allows your Travel Form to be utilized as a mount by another player. Everyone knows that druids love to be ridden hard.
  • [Glyph of Subterfuge]—a lesser glyph that permanently increases the threat reduction your Cower ability provides. You need to push the button for it to work. Seriously.
  • [Glyph of Anger]—a minor glyph that increases the amount of Rage generated when giving or receiving damage. Formerly titled “Glyph of Taking it Like a Champ.”
  • [Glyph of Blood]—a major glyph that permanently increases bleed damage over time by 2%. Formerly titled “Superbleeder.”
  • [Glyph of Rabies]—a lesser glyph that empowers your Infected Wounds talent, giving a 1%/3%/5% chance to temporarily reduce the STR and STA of your target by 20. You might want to get that discharge taken care of.
  • [Glyph of Balls]—increases the damage caused in Cat Form by 5% but increases threat generation by 10%. How big are they?

For more Inscription information, check out:

Posted in Feral, Raiding, WotLKwith 6 Comments →

So, what are you wearing? Creating alternate gear sets.07.24.08

Let’s face it—not all bosses are created equally.

Although we arguably have different tanks best-suited for particular encounters (a paladin AOE tank for Felmyst, a bear mitigation tank for Brutallus or a warbot with a shield to take Illidan’s shears), you can get the most out of your toon by min/maxing different gear sets. “What!!!” you say, ready to sucker punch me and shake your lack-of-inventory in my face, “I already have a resto set, a cat set, a PVP set, a bear set, and a super awful boomkin set! Between all that, my potions, my tokens, and my pets, I don’t have room for anything else!”

While I’d firstly point you to this post, suck it up, get a mod like Outfitter to manage your accessories, and start planning—being prepared for any and all scenarios will make you a better bear. Since I just recently wrote about the importance of hit-rating and expertise rating for tanking, I’m leap-frogging into a discussion on how to incorporate gear pieces and accessories that lend themselves to more TPS (threat-per-second) generation into your standard tank set.

Nocturneus writes:

I am one of the few Bear tanks I know that actually went the route of Defense over Resilience. I like the fact that Defense gives you avoidance as well as makes you uncrittable (provided you hit the magic number.) Being able to get enough Defense at end-game Raid level was rather difficult, which is why most take the easier route of Resilience.

I am currently uncrittable, have just under 40k Armor, 42% dodge and 20k health. The problem I have is trying to squeeze Hit Rating in there somewhere. Any suggestions? Most of my gems are Agility and Stam, Agility or Stam, along with a few epic Defense gems in there from Heroics.

Firstly, the use of a program such as Rawr or a few Post-It Notes can help you keep track of how any major gear changes affect your overall mitigation stats. I can make recommendations, but it’s up to you to check up on your math. Secondly, since I don’t have any sort of armory link for Nocturneus, I’m making suggestions based on my own experience; not all items are easily attainable.

Fortunately, gearing up as a low-level druid is ridiculously easy, and there are plenty of other great bloggers out there who’ve outlined how to do that. The Heavy Clefthoof set takes care of nearly all your chance-to-be-crit issues, allowing you to socket almost anything you please, and the Earthwarden, a great entry-level tanking weapon, is the only druid weapon to date that has expertise rating on it.

Back to the question—I’m sure Nocturneus knows his numbers, but for the rest of us out there, here are some basics:

2.6% = The chance-to-crit reduction necessary to avoid being critically hit by boss mobs; you can achieve this with 415 DEF or 267.8 Resilence, assuming all points in Survival of the Fittest and base DEF of 350, or you can use a mixture of RES and DEF to reach it.
2.36 = The defense rating necessary to achieve 1 DEF skill.
39.4 = The amount of RES rating necessary to yield 1% RES.
35,880 = The amount of armor necessary to reach 75% mitigation; any more armor beyond this point does not offer substantial protection.

Quick Math:
~176 defense rating = 415 Defense Skill
~103 RES rating = 267.8 Resilence

As Nocturneus mentioned, stacking Resilence is easier, especially at high levels when DEF rating isn’t present on our regular armor pieces anymore. Generally speaking, druids tend to pick up the lion’s share of their DEF rating from accessories like necklaces, rings and trinkets or from enchantments. RES rating, however, is present on just about any piece of PVP gear you pick up—and can be fairly easy to get your paws on. Why use DEF then? Each point of DEF skill gives you 0.04% to be missed, to block, to dodge and to parry—but for the purpose of our furry selves, the Miss and Dodge are the important parts. Basically, you’ll probably have to end up using a little bit of both. Here’s why.

Because you need less RES rating than DEF rating to reach crit immunity, a little RES goes a long way and allows for a little more socket/enchant play. Nocturneus clearly has a classic mitigation tanking set—great for repelling enemy attacks and for all-around-mob-bashing, but (as he says), lacking in the hit/expertise department. More than likely, this means that even though his attacks hit for quite a bit, they’re getting dodged, parried or missed more often than they should, potentially wrecking a normal tank rotation and diminishing the amount of TPS he could be generating. Nocturneus doesn’t need to get rid of his sweet mitigation set—he just needs to build other pieces to switch in for maximum threat generation when he needs it.

First thing’s first—eliminate all DEF or RES gems. I know we often rely on that one Seaspray Emerald to throw us over the cap, but in my opinion, you’re better off modifying your gear with RES or DEF enchants. Why? You can’t enchant for melee +hit, but you can socket for it. Putting 12 DEF on your bracers, 15 RES on your chest or 12 DEF on your cloak can give you the edge you need while still allowing for a reasonable amount of STA and dodge.

Next, evaluate how much more DEF or RES you need to reach crit immunity, and bring in one or two pieces of PVP gear or a RES based cloak. The notion that you need to PVP to PVE may not be a palatable one, but it’ll help round out your armor sets. Think about it like this: even if you despise PVP, you can dick around in arena every week, take home some welfare points, and still find yourself able to pick up a T6 comparable chestpiece in a few weeks. What pieces of PVP gear will you get the most out of?

Nearly every piece of Vengeful Dragonhide armor (S3) has hit rating on it. The pieces with the highest resilience on them, however, are the legguards and chestpiece. As you can easily make the socket bonus on the chestpiece and add another +4 Critical Strike rating to your gear (nevermind enchanting the chestpiece), I consider that the best piece to incorporate into your arsenal. Previously, bracers were also an easy addition, but the new rating requirement (while still an easy grab at 1575) may be prohibitive to some players. Still, the RES rating on the bracers virtually eliminates the need for enchanting with DEF, and with another Glinting Pyrestone in the socket, you pick up the 4 RES socket bonus. I’ve offered up S3 comparisons here because they’re now cheap pick-ups free of rating requirements, but if you have the opportunity to pick up the Brutal Dragonhide Tunic (at 1600, also a fairly easy grab), go for it. Let’s quickly compare the Vengeful Gladiator’s Dragonhide Tunic and the Thunderheart Chestguard.

Ultimately, our biggest losses switching chestpieces are in the STR and AC categories—and we stand to gain an awful lot more: hit rating, armor ignore, and critical strike rating, all stats that will help increase your TPS against an enemy target. I chose Glinting Pyrestones for every socket, but I’ve also seen folks stack straight AGI, hit, or a mixture of both. Remember: the point of adding this piece of gear is to enhance your threat generation. While AGI does nothing for hit or expertise rating, it offers a buffer to your critical strike rating, your armor, and your dodge—nothing to sneeze at. With one piece of gear, you can pick up an extra 25 hit rating, the TPS stats previously mentioned, make up the AGI difference (36-31) in gems, and pick up 25 RES rating, all for the price of 23 STR and 252 AC.

Make sure you’re watching that 35,880 armor cap though, keeping in mind that raid buffs such as MotW will also affect your final tally. PVP gear can offer similar stats to tier gear but is often lower in armor and STR. If you’re someone like Nocturneus who is already above and beyond the armor cap, supplementing your gear set with one or two PVP pieces will not drop you below your cap (in Noc’s case, 40k-252 = 39,748, still way above cap) . If you do, remember that you can set up a potion macro and take Ironshield Potions whenever the cooldown comes up—when wearing my TPS gear on Brutallus, I used that particular strat.

Other useful hit rating items include:

Brooch of Deftness = 21 expertise rating, 22 hit rating; badge reward
Pendant of Titans = 20 hit rating; drops off the Reliquary of Souls
Thunderheart Waistguard = 23 hit rating and 1 red socket (potential for 5-10 hit rating); token drops off Brutallus

Now, expertise. As I mentioned in “I want you to Hit me as hard as you can,” the only expertise we druids gain from set pieces is on the Thunderheart Treads. If we want any more than that, we have to look toward items such as trinkets, necklaces, and cloaks. I pointedly exclude rings from that list, because rings are usually items that carry a significant portion of our armor and DEF rating—generally, substituting one of those puts us at a much bigger loss than substituting say, a trinket. The three most easily attainable items that can net you expertise rating for tanking (there are other leather expertise items that are suitable for DPS) are:

Shattered Sun Pendant of Resolve = 18 expertise rating; SSO rep item
Brooch of Deftness = 21 expertise rating, 22 hit rating; badge reward
Shard of Contempt = 44 expertise rating; drops in heroic MgT

Slightly more difficult to obtain:

Collar of the Pit Lord = 29 expertise rating; drops off Brutallus
Thunderheart Treads = 20 expertise rating; token drop from Felmyst
Crimson Paragon’s Cover = 28 expertise rating; drop off the Eredar Twins

If you mouseover the tooltips for each of the necklaces (a gear slot where expertise seems to be stacked), there are reasonably clear trade-offs for each one: some have defense rating (a bonus to be sure), high STA, or dodge rating—I happen to have all four for different occasions, but I generally default to the Collar of the Pit Lord for the DEF rating, expertise and 68 STA. Additionally, the proc on the Shattered Sun Pendant of Resolve is reportedly more useful (for tanking) if you’re a Scryer; an expertise capped warrior, for example, can apparently become “unparriable” for the buff’s duration.
Recap
To allow for getting the most out of your gear’s sockets while remaining crit immune, utilize PVE and PVP gear that combine DEF rating and RES rating—without gemming for it. The sockets you free up can be used for AGI/HIT gems, and the addition of one or two pieces of arena gear will net you itemized hit rating and a plethora of other TPS boosting equip stats. Finally, keeping a myriad array of accessories such as different necklaces, trinkets, rings, and cloaks can allow you to customize your gear on the fly and better equip yourself for different encounters. Keep track of all your new armor-sets using an equip mod such as Outfitter, and make sure you remain crit immune and at your armor cap with a good ol’ pen and paper or a program such as Rawr.

Posted in Feral, Guide, Raiding, Technicalwith 7 Comments →

I want you to Hit me as hard as you can.07.22.08

Before I start making any frenzied posts detailing why I worry about feral tanks in WotLK, let’s take a step back and address the now.

Just about any melee DPS class fully invested in damage will explain that +hit and expertise is invaluable—or at least important. Four thousand spell damage or eight million attack power can be rendered useless in a raiding environment unless you can actually connect with the mob you’re targeting. The same situation can apply to a PVP scenario as well: pesky cyclone or root resists can cost you an arena match. A simple armory search can pull up gear-listings for many high-end Restoration druids, and if you take a good look, many of them stack those lovely +10 spell-hit gems, along with Spell Penetration on their cloaks.

But +hit and expertise rating isn’t just for damage classes—the more you connect with the target(s) you’re tanking, the more TPS (threat-per-second) you’re generating. I might even add that it’s even more important for bears than our cat counterparts. I can sit around in front of Brutallus wearing every piece of my super don’t-die-gear, but I guarantee that I’ll miss maybe 2 out of every 3 mangles or have my Lacerates dodged or parried—you get the idea. If the specials with the highest threat multipliers aren’t landing, DPS will be perilously riding your ass.

Let’s clearly outline what we’re talking about here:

According to WoWWiki, “hit” can be defined as “the physical damage that occurs as a result of an attack made with a melee or ranged weapon. The chance to hit increases by 1% per 15.77 hit rating points at level 70.”

For druids (single-wielding, mind you), you need approximately 142 hit rating to increase your chance to hit a level 73 mob by 9%—this is your “hit cap”. When I reference a “cap”, it’s the generally accepted limit at which adding any more of a certain stat doesn’t actually help you. Exceeding 9% to hit won’t help counter dodges or parries (that’s expertise) or even misses; in my opinion, you’re actually better sitting just below the hit cap and chewing on some Spicy Talbuk Steak to bring you up to par rather than over-gearing or over-socketing (when you could be stacking more AGI or AP, etc.). Additionally, you can plan to take off a piece of gear with lots of hit on it and exchange it for a piece with more AGI if you know you’re going to have a Draenei in your party (passively increasing your chance to hit by 1%). While there never seem to be “absolutes” with Blizzard, a 9% chance to hit virtually guarantees zero misses against a target of level 73 or below.

Do you need 9% to hit for trash mobs? No. It rather goes without saying that you need less chance to hit when the level of the mob decreases and the gap between your weapon skill and its defense skill closes. Therefore, if you want to be a super dr00d (or rogue, or whatever), you can actually itemize two different DPS gear-sets: one hit-capped set (9%) for the boss, and one set (~5% for level 70s) that stacks more AGI for trash mobs.

What about expertise?

Expertise is a combat rating that decreases the chance your attack will be parried or dodged. Because druids don’t have any special racial talents (human sword/mace specialization, for example) or class talents (i.e. rogues) that increases expertise (this is changing in the expansion, however), we can calculate the amount of expertise needed to negate dodge as follows:

Boss mob’s base dodge = 6.5%
1% Expertise = 15.77 Expertise Rating
6.5 * 15.77 = 102.505

So realistically, you’d want approximately 103 Expertise Rating to completely negate a boss mob’s ability to dodge your attacks. If you’re melee DPS, you should theoretically be standing behind a target anyway, which theoretically eliminates parries.

Capping hit and expertise sounds like it makes a lot of sense, right? Connecting with your target generates more damage and more threat. The problem is getting there. It’s hard to bitch about getting hit capped when a dual wielder like a rogue needs twice as much as we do, but Blizzard doesn’t itemize hit and expertise for druids. Not specifically, anyway. If you look at the entire Thunderheart Harness, Sunwell items included, we net 50 hit rating (3.17% to hit) and 20 expertise rating. For the record, that’s pretty miserable, especially since 23 of that hit rating is on the belt, which is arguably inferior for tanking to the Belt of Natural Power, a T5 crafted item. Thus, if I’m wearing my “TPS” set for tanking (which is, by the way, beneath the armor cap), I have approximately 4.5% chance to hit and 4.62% dodge/parry reduction.

Lycentia, in his tanking gear picked up from similar raid instances, has approximately 6.34% to hit and can reduce the boss’s chance to dodge or parry an attack by 15.75%. We have to remember that Lycentia is a human wielding a sword and is also receiving the human sword specialization bonus, but that’s considerably more chances to connect with the boss and thus generate more threat per second. Even though druid threat is largely generated by high damage, if you’re not able to cause that damage, you might have a problem. Add Windfury to that equation, and now you’re looking at a chance to proc an additional attack that will, more than likely, connect as well. I’m a little jealous, and I’m looking forward to receiving the bonus from Windfury Totems (so long as I don’t have to give up Gift of Air).

My point is that druid tanking itemization is currently flawed, and that it should be a little bit easier to maximize your chance to hit and chance to reduce parry and dodge without sacrificing our bread and butter stats of AGI and STA. It’s that important. The more damage you, as a tank, put out, the more damage your raid can produce without worrying about pulling aggro. By not pulling your own weight, you’re threat capping your raid’s DPS and severely limiting the speed at which you can destroy a boss. If you can afford to wear a Shard of Contempt and a necklace such as the Brooch of Deftness, Pendant of Titans, Shattered Sun Pendant of Resolve, or Collar of the Pit Lord, I recommend it. To remain above your DEF cap, you can supplement your armor with the S3 chestpiece and socket with the AGI/HIT gems. This will likely drop you below the 35,880 armor cap, but if you set up a clever potion macro, you can join the ranks of warbots and slam down Ironshields with the best of them.

But those are (mostly) set pieces. As a cat, you’re probably wearing two pieces of T4 at least, and if you’re lucky, two pieces of T6 as well. Since most of the DPS gear we pick up is rogueish in nature, climbing to 142 hit rating isn’t too difficult at all. This is important because a successful cat DPS rotation relies on heavy crit for combo points and bleed debuffs; if one doesn’t “stick” or “hit”, you’re essentially blowing your whole cycle. A simplified DPS rotation (assuming high crit and ignoring powershifting for the moment) might go as follows:

  1. Mangle
  2. Shred
  3. Shred
  4. Shred
  5. Rip

Because Mangle amplifies Shred damage and bleed effects, you will not want to Shred or Rip unless your Mangle debuff is up on your target. If you miss your Mangle or your Mangle is dodged, you’re a step behind in your rotation. If you miss it twice, you’re two steps behind and now you’re just wasting energy.

In Cat Form, I’m hit capped but not expertise capped. Some of this is based on the item slots I’ve chosen to use for my two piece T4 and T6 bonuses, but it’s also not quite as easy to get without sacrificing a lot of high-end stats. Often, I only run with the Shard of Contempt, which reduces a mob’s chance to dodge my attacks by 2.79%—not too stellar, but nearly 3% is much better than 0. If you’re not quite as worried about set bonuses or exchanging a high level item without expertise for a lower level item with, here are some easy expertise grabs:


Shard of Contempt
(Heroic MgT): 44 expertise rating
Shapeshifter’s Signet (Lower City Reputation): 20 expertise rating
Grips of Deftness (Karazhan Trash): 15 expertise rating
Total: 5.00% dodge reduction

Slightly more difficult to obtain:

Shoulderpads of the Stranger (Hydross): 10 expertise rating
Belt of One Hundred Deaths (Lady Vashj): 25 expertise rating
Gloves of the Searing Grip (A’lar): 18 expertise rating
Total: 3.36% dodge reduction

Total with the best items combined: 7.41% dodge reduction, effectively negating a boss mob’s chance to dodge (6.5%) your attacks. You could even take a piece or two off.

Playing any hybrid class requires a veritable balancing act of trying to make the best of subpar itemization, but while you’re min/maxing for DPS and TPS, remember that you’re gimping yourself if you’re ignoring your hit and expertise ratings.

For a discussion about spell hit and spell damage for moonkin, visit Gray Matter.

Posted in Guide, Raiding, Rant, Technical, Uncategorizedwith 5 Comments →

  • You Avatar
    A textual adventure in double entendre and endgame druiding!