Posts with tag survival-of-the-fittest
Shifting Perspectives: State of the class, part 1 - Balance

I hate Tauren cat form.
Good. I got that out of my system and can write something productive. Although, believe me, if I could get away with it, an entire Shifting Perspectives would be devoted to just how much I hate Tauren cat form. I mean, just look at it! Look at the angle on the horns! The cat can't bite anything! Christ, I just -- hi, Dan. Yes, I'm totally writing the column! Look at me go!
This week, mindful as always of American election-year politicking, I'm going to borrow a page from presidential duties and write a little something I like to call "State of the Class." Druids have undergone a number of changes in the transition to Wrath of the Lich King, and will acquire even more as they level to 80. We are one of Blizzard's primary targets for both gear and role consolidation, which raises a few questions over how comfortably we're going to scale in relation to pure classes and what we can realistically expect on the march to a new level cap.
The TL:DR version of this article -- I believe our future is generally bright, the Druid community continues to have a few concerns over certain aspects of the class, our focus in PvP seems to be changing the most, and I hate Tauren cat form. This is a three-part post, so let's get started with balance. However, if you want to jump ahead to feral, you'll find that here; and the third part, restoration, is here.
Druid, Analysis / Opinion, PvP, Instances, Expansions, Features, Raiding, Burning Crusade, Leveling, Buffs, (Druid) Shifting Perspectives, Wrath of the Lich King, Battlegrounds, Arena
Shifting Perspectives: Dealing with Crushing Blows

Every Tuesday, Shifting Perspectives is supposed to explore issues affecting druids and those who group with them. This week John Patricelli, the Big Bear Butt Blogger, does what no one seems to want, and discusses playing a druid in the game as it is still known, rather than the expansion that is still two months away. Although it is likely Wrath of the Lich King will worm it's way in somehow.
I'd like to take a minute to talk about a mechanic that has defined the Feral Druid tanking philosophy, even though you might not know it.
I'm talking here about Crushing Blows.
A Crushing Blow is an attack made only by NPCs that does 150% of normal attack damage.
A Crushing Blow can happen if the NPC you are fighting has a base weapon skill 15 or more points higher than your base defense skill. Base defense skill is the only thing that counts towards the chance of a Crushing Blow; Defense Rating and Expertise are of no help whatsoever.
At level 70, if you are fully trained up, your defense and weapon skills should be 350 each.
Raid Bosses are level 73. They have 365 weapon skill. That's 15 weapon skill points higher than your possible defense.
Do you see the connection, my friends? If you are main tanking a raid boss that is level 73, then you are susceptible to Crushing Blows
As you might expect, tanks wish to know how to avoid taking these suddenly massive chunks of damage, if at all possible.
You may have heard before that Paladins and Warriors can "push Crushing Blows off the table", but you might not know what that means, exactly.
What kind of table is it? A nice mahogany? Teak? Perhaps inlaid parquet? Are they pushed off the table vigorously, so that they clatter all over the floor?
You may also have heard that having your attacks Parried by a raid boss can cause BAD THINGS to happen, especially if you can suffer from Crushing Blows.
Well, let's talk about this whole thing a little more after the break, shall we?
Druid, Analysis / Opinion, Tips, Features, Bosses, (Druid) Shifting Perspectives, Wrath of the Lich King
Itemization and the plight of the bear tank in Wrath of the Lich King
One of the biggest concepts coming with Wrath of the Lich King is gear consolidation. Stat are being folded into each other and classes are being changed even on very basic levels so that fewer gear types can work for more classes and specs. Feral Druids have seen this happen as well, with talents such as Survival of the Fittest and Heart of the Wild tweaked so that they can get more benefits from Rogue gear.
Unfortunately, this hasn't worked out that well for bear tanks.
Druid, Rogue, Items, Analysis / Opinion, Expansions, Classes, Wrath of the Lich King
Wrath Beta patch notes: Feral and Restoration Druids

Feral tree
The Feral tree is seeing changes to limit the benefits that the other two trees, specifically Restoration, can gain from investing a few points into the first few tiers. We are also seeing changes to the ways in which bears will be generating aggro.
The Faerie Fire (Feral) and Feral Charge swap
Feral Charge is currently an 11-point talent into the Feral tree, which contributing to the advantages that Restoration druids currently have in arena. It allows Restoration druids the ability to charge, immobilizing their target and interrupting spells for four seconds.
Instead, Faerie Fire (Feral), which is not something that a Restoration druid would likely spend 11 points to get, will take up the 11-point spot, with Feral Charge taking its place in the tree 21 points in.
In addition, Feral Charge will be usable in cat form, dazing the target and moving the cat behind it. This will help address the concerns that cat form is not especially viable in PvP, although their crit dependency is still a weakness. It will also be useful in dungeons to catch runners and other out of place mobs.
Night Elves, Tauren, Druid, Patches, Analysis / Opinion, PvP, Expansions, Features, Classes, Talents, Wrath of the Lich King, Battlegrounds, Arena
Shifting Perspectives: Hit Rating, Expertise and Defense skill for PvE

Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, offers guidance on three of the Feral Druids' key combat mechanics; Hit Rating, Expertise and Defense skill.
There are three combat mechanics that have a direct bearing on the Feral Druid in PvE at level 70, and each have a functional upper limit on how much you need, before adding more becomes a waste of points.
The three combat mechanics I'm talking about are Hit Rating, Expertise and Defense skill.
When discussing these combat mechanics, there are three numbers I want you to remember; 142, 91 and 415.
If you remember nothing else from the rest of this article, I hope that you carry these three numbers away with you.
142 is the total amount of Hit Rating needed to reduce your chance to miss against raid bosses to zero. Above 142, adding more Hit Rating does nothing for you whatsoever.
91 is the amount of Expertise Rating you would need to reduce the chance of an attack being Parried or Dodged by 5.75%. Currently, it is believed that level 73 raid bosses have a base 5.6% Dodge.
415 is the total amount of Defense skill you need to be immune from critical strikes by level 73 raid bosses, assuming you have 3 points spent in the talent Survival of the Fittest. And if you're tanking at level 70, you should have 3/3 in SotF.
Why are these three combat mechanics so important?
Well, for that we need to go behind the scenes and under the hood to find out a little more on how combat in World of Warcraft actually works.
Read on past the break for more!
Druid, Analysis / Opinion, Tips, Features, Raiding, Guides, Classes, (Druid) Shifting Perspectives
































