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Many diversions

Between work, preparing for my Stateside move in January, and Modern Warfare 2/Assassin’s Creed 2/Dragon Age, I haven’t played much WOW lately. Not much to do or write about right now, actually…the flow of new 3.3 info has slowed considerably, and the Pilgrim’s Bounty world event is kinda meh. Random world event notes:

  • You’ll need a good bit of cooking skill. Even if you have no cooking skill, you can level cooking to 350 solely via PB food…DO IT. It takes maybe an hour or two for an 80, which is much faster than having to run everywhere in the old world. Here’s a guide from DYS.
  • To get [FOOD FIGHT!] you have to TARGET someone else sitting at the table, and choose the “Pass” option. Took me a minute to figure that one out.
  • You need 8 [Turkey Shooter] to complete [Turkey Lurkey], and 2 pieces of clothing for a couple other achievements. These can only be obtained (one at a time) via the dailies, so budget 2-3 days to get everything you need. Note that the dailies require 20 of a PB cooked food, of which the ingredients are in a different city. To minimize run-around time, purchase extra stacks of the uncooked ingredient the first time you visit.
  • [The Turkinator] – kill 40 Wild Turkeys, with each kill within 30s of the last. Get some Tracker Snacks (almost essential) and go to the parts of Elwynn/Tirisfal that are less populated, and it shouldn’t be too bad. Obviously, going at low-pop times/days makes things easier. Personally, I started in the Hogger area, and just went straight east (bypass pumpkin patches, stay in wooded areas) and then north, finishing around the logging camp. Moonfire makes this easy.  Another tactic for ferals is to go bear and drag the turkeys around by spamming Demo Roar every few seconds (which will prevent them from evading). This makes the timer less challenging, since you’ll have a pack that you can kill one from at your leisure to keep the buff up, but you do run the risk of some noob mage passing by and AE’ing your pack. (Yes, this happened to me, at about an x25 stack.)

I’m still working on Loremaster, but it’s on hiatus until  I finish AC2 (man that game rocks!). My Part 4 of my bear guide is at 1600 words, and should be out “soon.” :) BTW, I don’t feel like making a full post on it, but I’m really bummed out about the Icecrown gating, as I was hoping to be able to finish this xpac with my guild of the last 18 months. From a design perspective, I understand having to gate content to keep people from finishing it faster then you can create it, but c’mon, there’s got to be a way to do it less artificially. The “slowly scaling buff” idea (instead of late content nerfs) is actually pretty awesome, IMO, and could be quie easily used to gate the content instead of some arbitrary limitation. (And don’t even get me started on the heavily limited attempts thing.)

Since I got so many comments on my last post about the state of WoW, (and since I keep getting depressed when I work on the gear section of my bear guide), I’ll talk a little more about my thoughts on WoW in general. (And thanks to Bell, Lis, Vallen, and others for great thoughts.) 

First, it’s important to remember that WoW is more than one game. It is actually many different, interconnected games/activities, including:

  • Questing
  • Instances/Raids
  • Crafting
  • PvP
  • Exploration
  • Guild Management
  • Mercantilism (Playing the AH)
  • Gearing (Gemming/Enchanting)
  • Addons
  • Chat
  • RP
  • Theorycrafting
  • Achievements (either in support of the other games, or by itself)
  • Home-made challenges (Can you solo OL Heroics?)
  • Others I’ve missed, I’m sure

I think Leaf nails it in his latest post. In Classic WoW/BC, all the activities above, with the exception of PvP, were meant to funnel the player into raiding. You had to do all the above TO raid (you needed the gear, which required money, which required farming or professions, etc.) Now, this was great if you loved raiding, not so great if you didn’t. Due to a too-steep difficulty curve and some unfortunate decisions about raid sizes (Where the hell did 10 and 25 come from? Wouldn’t 10 and 20 have been so much easier?), most raiders, including me, only saw Kara and a bit of ZA. This led to a drastic curve where only 20% or so were able to complete a good portion of the content, with only 5% or so able to do everything.  

However, those 20%, easily, generated 80%+ percent of the discussion about the game. Blizzard listened to them for a long time, and created harder and harder challenges (Sunwell, anyone?). At some point, however, someone senior on the design team had a flash of inspiration, and said “Why are we creating so much content for such a small portion of our userbase?” Hence, the WOTLK design has flipped things, to where raids are important, but not more important then anything else, and accessibility is the new mantra. This makes a majority of the userbase happy, who just want to beat challenges and progress their characters…but it really flies in the face of the raiders who formed Blizzard’s core in BC.

Is there a solution to this problem? Probably not. Blizzard’s not going to change direction now, so we’ll probably see a difficulty level for ICC between Ulduar and ToC, complete with artificial content gating that’s just as annoying as ToC’s was. The top 20% will roll over normal mode, again,  though not as fast as ToC…and then boredom will set in again, as the top 20% demand more content and do hardmodes as a stopgap while the other 80% catch up.

And this is a GOOD THING. Let’s do a thought experiment, and imagine WOTLK raiding with a BC-era mindset. Heroics require CC. For raids, everything up to TOC is available at launch; however, only 10-man modes exist for Naxx/OS/VoA, and only 25-man modes exist for Maly/Ulduar/Onyxia. TOC is only present as 25-man TOGC.  ICC is “TBD.” What happens?

  • WOTLK misses its launch date to have all the content ready, and loses 20% of its potential new subscribers.
  • On release, the top 5% clear everything in three months, and start hollering for more content. This is 50% of the discussion on forums.
  • The next 15% are working through Ulduar/TOGC, and complaining about the difficulty. This is 30% of the discussion on forums (with half of it being the top 5% telling people to L2P)
  • The next 30% have rolled Naxx/OS/VoA, and can’t find groups/guilds for anything harder, and complain about the difficulty. They eventually quit, or roll alts that quit.
  • The bottom 50% do a few Heroics, or the occasional raid, but just hang out and chat in Trade. Many of these quit (Hey, you can chat anywhere.)
  • Bottom line: WoW is still the dominant MMO, due to the other choices sucking, but with nowhere the dominance it has today, and its fading fast. Cataclysm becomes something else (The Fall of Sargeras, perhaps?), and WoW’s final expansion.

If you really love WoW for what she is…you’ll accept her, even as she changes. Thoughts?

The state of WoW

So, Leafy threw up a post a few days ago saying how well WoW is targeted at its core audience right now, and Lissanna replied with a post saying “No, WoW is boring right now.” I actually agree with both of them, because they’re not really talking about the same point.

If you are a casual player (hint: If you read WoW blogs, you are probably NOT a casual player), then WOTLK is absolutely awesome for you. Unlike BC where most content was far too difficult to accomplish, 90% of the current content is puggable. Gear progression is easy, and getting easier. There are lots of paths for character advancement besides raiding; achievements, WE’s, PvP, etc.

If you are a raider, then things are very meh. All the content is fairly stompable on normal, assuming you have a reasonably skilled raiding group. (I expect my casual raid guild to have TOC25 down fairly soon…Lag on Twins is not fun.) The problem is, unlike BC where EVERYONE was motivated to keep progressing, hardmodes seem “meh.” The only people who want to do hardmodes are the achievers and the gear hogs, but most others really don’t see the point in it. Since the hardmodes require top-flight participation from everyone (unlike normal where 25% of the group can go afk), most attempts for midcore guilds to step up are generally frustrated.

A thought- would things be any different if you added a third difficulty level? Take the current normal difficulty, make it even easier but have it drop loot equivalent to the top Heroic (so Ulduar easy would drop 200, TOC easy would drop 219, ICC would drop 232) and bump up the difficulty of normal and hard. (Oh, and have Easy/Normal/Hard open from the beginning…forcing people to clear a certain difficulty first is a crappy way to do content gating.) The eventual goal would be for 80%+ of the playerbase to clear Easy, 30-40% to (eventually) clear Normal, and 1% to clear Hard. People can run Easy to just see the content if they desire, run Normal to gear up, and run Hard for top gear + status. Normal’s more challenging, so it’s more rewarding for guilds to work through it, and Hard mode is just ridiculous. Thoughts?

 

Tuesday post roundup

I’m doing some things for Veteran’s Day, so don’t have much time to write. Here’s a quick roundup of some good druid posts to check out:

Slowly working on part 4 of the bear guide…should be up this week, maybe. :) Thinking about moving to a feral DPS guide next, seeing as how many positive posts the ArPen post got. Let me know.

I am absolutely stunned and devastated by the recent shootings at Fort Hood. (For those that don’t know, I am currently a U.S. Army officer serving in Korea.) One of the soldiers killed was SSG Justin Decrow, who was very briefly one of my soldiers (I was reassigned to a different unit shortly after his assignment to Korea). I won’t use this blog as a political forum, and I urge commenters not to do so either. However, I’d like to suggest Soldiers’ Angels as an eminently worthwhile charity, if you are so included. I’m particularly proud of their Valour-IT program, which purchases voice-controlled laptops for disabled soldiers.

May God remember the fallen.

Away for the week

I’m away for the week at a work conference…I’ll respond to comments, but no new blog posts for a bit. Go read Kalon at Thinktank already, that guy is awesome. :)

I’m taking a break from the druid stuff for a bit to look at professions…specifically, the cooldowns on those professions. Why? Well, everyone needs gold. Playing the AH (buy low/sell high, crafting for DE, glyphs, etc.) is definitely the best gold-making method in the game, but that takes time and effort; effort I’d rather spend on raiding, when I’m online. Therefore, I’ve compiled a quick table of (some of) the profession CD’s, and their relative profitability. (I’m only interested in focusing on items with CD’s, since that creates a soft cap on supply, which keeps prices high. Most items created by professions generally sell for less than the cost of their materials, since supply is so high; the exception being recipes that are harder to obtain, such as world drops/raid drops.)

Also, you can make a bit of money by buying CD’s off people who won’t exert themselves to grab their own mats off the AH. Note that I’ve included the cooking/JC dailies since they take under ~5 minutes, as long as you have the other items banked (Chilled Meat/Rhino Meat/Uncommon Gems).

Product AH Price Profit
Alchemy    
Majestic Zircon 152 125
Ametrine 162 147
Cardinal Ruby 165 60
Dreadstone 137 117
King’s Amber 163 126
Eye of Zul 136 112
Xmute E.Water -> E. Fire 38 34
Xmute S.Bar -> T. Bar (1) 36 20
     
Mining    
Titansteel Bar 200 30
     
Tailoring (2)    
Moonshroud 160 89
Spellweave 200 109
Ebonweave 120 91
     
Cooking    
Daily Quest (3) 17.5 17.5
     
Jewelcrafting    
Icy Prism (4) 70 -2
Dragon’s Eye (Daily) (5) 125 117

As you can see from the table, if you like making reliable gold from your professions, Alch/JC is the way to go. Log on, hit your xmute, do your ~5min JC daily, AH the gem/eye, and boom! 200g for 10min work, or more if you’re xmute specced, which you should be. (If you’re willing to forgo Eye sales for a few days, you can also learn a few epic cuts to boost your gem profitability). 

If you play less frequently than daily, than consider tailoring, and its ability to make ~400g every 4 days. (remember, you can specialize in one type of cloth, so you get 2 for 1…that’s 4 pieces every 4 days.) Unfortunately, Titansteel isn’t so hot right now since Titanium Ore is so expensive/profitable.  If there’s any cooldowns I’m forgetting (does Engineering have anything? Inscription?) please let me know in the comments. My main is currently Alch/LW, so once every 3 weeks or so, I look for a cheap 20-stack of eternals/gems, buy it, and xmute away. LW doesn’t do much, profession-wise. My (retired) alt is Tailor/Enchanter, so I mail him all my greens, and log him on twice a week to make cloth/DE. Every month, I mail him a stack of eternals/frostweave, and he mails back the rare cloth/essences/shards to my banker alt. (If I was doing it over, I’d make the bank alt a DK and give him alch/JC.)

Notes (All prices from www.wowoah.com; should be roughly accurate):
(1) Titanium Bar Xmute is due to go off CD in 3.3…this should bump up the price of Saronite Bars (and ore), making it only slightly profitable.
(2) As mentioned above, Tailoring is on a 4 day CD, compared to the rest which are all 1 day CD’s.
(3) Calculated by the value of quest reward gold + converting all tokens to spices for AH sale. Spices are probably worth more as cooking reagents but that’s beyond the scope of this post.
(4) I don’t have any hard data on Icy Prisms, but it looks like they make money if you get a red/eye/epic, and lose money otherwise. Probably a good way to unload Frost Orbs, but that’s about it. I welcome anyone else with better info- I can’t check wowhead atm so I’m not sure if the average 2.5 rare gem droprate that I found is accurate.
(5) Calculated by the AH price of Dragon’s Eyes minus the price of 2 green NR gems on AH.

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: Useful addons, additional resources, last thoughts

In this section, we’ll look at all your bearish abilities, and then see how to tie those together into a cohesive rotation to accomplish your goal. (I have a single-target, multi-target, and Faction Champions rotation…scroll down for those.) 
Now, my priority list as a tank is pretty simple:
1. Don’t die. Keep all AP/attack speed debuffs up, use pots as needed, don’t stand in fire, etc.
2. Don’t let healers/DPS die; in fights with adds, keep head on a swivel to taunt/FF/charge stuff to get it on me.
3. Maximize my TPS, to not hold back our best DPS’ers.
4. If not actively tanking RIGHT NOW, pop off an Innervate/rebirth/rebuff/cyclone/root/etc. as needed.
5. Learn good kitty DPS to maximize raid DPS when I’m not needed to tank.

The discussion of the abilities below flows from that priority list, which you should always keep in mind.  Before I begin with abilities, however, let’s look closer at rage, our core threat mechanic, and also at the bonuses from our bear form.

Rage
Rage isn’t too complicated. All bear abilities require rage. Unlike mana or energy, rage does not regenerate on its own (rather, it degenerates out of combat). There are four main ways to gain rage: hitting the enemy, being hit, dodging, and abilities. Generally, being hit is your primary source of rage generation for single-target fights. For AOE low-damage situations, your Primal Fury talent gives you 5 rage for every crit, so swiping generally will take care of your needs there. Unlike TBC, where “rage starvation” was a major issue, having enough rage for all your abilities is generally not a problem, and your Enrage ability will save you for emergency situations. If you find yourself running into rage issues consistently in heroics…pull more/faster, since you probably outgear the content. :) Don’t forget that Furor can give you 10 rage when shifting into bear, so shift (or powershift…I’ll discuss that in a sec) and pop Enrage before a pull, to start with 40 rage.

Dire Bear Form
Shapeshift into dire bear form, increasing melee attack power by X, armor contribution from items by 370%, and Stamina by 25%. Also protects the caster from Polymorph effects and allows the use of various bear abilities.
Ah, the spell that makes it all possible. Fun facts about bear form:
1. You are now immune to Polymorph, but are now vulnerable to Scare Beast/Hibernate. That’s a PVE buff (a few things poly, almost nothing does SB/Hibernate).
2. You can break snares and roots by shapeshifting or powershifting. Powershifting is simply recasting your current form; (/cast !Dire Bear Form) it keeps you in bear, but breaks the root/snare. Useful for Hodir, Faction Champs, and some others. Note that this will empty your rage bar and use a GCD, so in a tight threat situation like Hodir HM, it might be best to just take the damage.

Attacks/Buffs/Debuffs

Maul
A strong attack that increases melee damage by X. Effects which increase Bleed damage also increase Maul damage.
Range: Melee
Average damage (for me): ~3800
Cooldown: No CD; replaces next melee strike. Bear base melee speed is 2.5s, reduced by haste.
Cost: 10 Rage (plus no rage gain from the strike)
Glyph Effect: Your Maul ability now hits one additional target.

Maul is the first bear form ability you get, and remains your core strike for threat generation and damage. It is an “on next melee” attack, which means it will replace your next melee (or white-damage) attack with a 3x as powerful special strike. There’s not much to strategize with Maul; use it all the time. This is very different from Warriors, who have Heroic Strike as a rage dump, but prefer to use rage for other abilities, if rage is limited. The easiest way to use Maul (since it’s a royal pain to toggle on for every swing) is a simple macro (using Mangle as an example):

#showtooltip Mangle
/cast !Maul
/cast Mangle

(The exclamation point prevents it from being accidentally toggled off if you hit it twice.) I macro Maul to all my abilities, and I’ve never had a problem with being rage starved, especially with the new Enrage. Generally, Maul will be around 50-60% of your damage done for a single-target fight.
Glyph-wise, the Glyph of Maul is awesome. Berserk + glyphed Maul means you will ROCK DPS/TPS for 2-3 mob pulls. (I regularly top overall DPS meters in H CoS, for example.) Be prepared to switch it out, though, if you’re using CC, or just be careful to put CC’d targets behind you. Crits proc Savage Defense and Imp. LOTP.

Mangle
Mangle the target for X damage and cause the target to take 30% additional damage from bleeds for 12 sec.
Range: Melee
Average damage (for me): ~2400
Cooldown: 6s, can be reduced to 4.5s with 3/3 in Improved Mangle
Cost:15 Rage
Glyph Effect: Increases the duration of Mangle by 6 seconds.

Mangle is your 2nd major attack, learned at level 50. Mangle hits for good damage, and also places a powerful debuff on the enemy that causes bleeds + Maul to hit 30% harder. Mangle is also your 2nd highest priority attack for single or two-target fights, not so much for the damage, as for the debuff boosting your Mauls + cat druid/rogue/warrior dps.  (For 2 targets, simply alternate Mangles on each to keep the debuff up). Berserk temporarily removes Mangle’s CD and allows it to hit 3 targets, which lets you spam Mangle for good damage. Generally, Mangle will be about 15% of your damage done, depending on how much Berserk mangling you do.
Now, as for the Improved Mangle talent, I wouldn’t pick it up. I’ll spare you the math, but a 25% buff to an attack that’s only 15% of your damage done isn’t that great. It works out to about a 2% DPS/TPS boost (when you account for things like FFF GCD clashes, etc); which I don’t feel is worth it for three points. The glyph is also pretty useless for bears, as you should be mangling every 6s (or 4.5s) anyway. Crits proc Savage Defense and Imp. LOTP.

Lacerate
Lacerates the enemy target, dealing X bleed damage and making them bleed for Y damage over 15 sec. Damage increased by attack power. This effect stacks up to 5 times on the same target.
Range
: Melee
Average damage (for me): ~150 direct damage, ~1200 DoT damage (every 3 sec)
Cooldown: GCD (1.5s)
Cost: 15 Rage
Glyph Effect: N/A

Lacerate is interesting. The ability itself only does a tiny amount of damage (100-200) Even fully stacked, however, its damage hardly compares to that of Maul or Mangle, so only Lacerate when those abilities are on cooldown, and once Lacerate is stacked 5x, Lacerate only when needed to keep the stack from dropping off. Like Mangle, Lacerate usually does about 15% of your damage. Crits (from the strike) proc Savage Defense and Imp. LOTP; DoT crits proc SD but not ILOTP.  (I think…have to double check, or maybe Kalon will chime in and tell me.)

Faerie Fire (Feral)
Decrease the armor of the target by 5% for 5 min. While affected, the target cannot stealth or turn invisible. Deals X damage when used in Bear Form or Dire Bear Form
Range
: 30 yds
Average damage (for me): ~1300
Cooldown: 6s
Cost: 0 Rage (free!)
Glyph Effect: N/A

FFF, as it’s generally known, is a key weapon in a bear’s arsenal. It’s ranged, it does a good bit of damage and threat, it costs 0 rage, and it places a helpful debuff on the enemy. Excellent as a pulling attack or a “mini-taunt.” Also good to weave into a rotation once Lacerate is fully stacked. Should do about 5% of your damage if you’re using it on CD.

Swipe
Swipe nearby enemies, inflicting X damage.
Range
: 5 yds AOE around player (may possibly be buffed in 3.3)
Average damage(for me): ~750
Cooldown: GCD (1.5s)
Cost: 15 Rage
Glyph Effect: N/A

Swipe is your main AOE attack; it’s fairly boring, but effective. It has no cooldown, so AOE fights generally consist of mindlessly spamming Swipe and refreshing Demo Roar as needed, until stuff dies. It’s one of the very few AOE tanking abilities that can be used while moving, so at least that’s positive, and it’s better than reusing Lacerate on a single-target fight. Crits proc Savage Defense and Imp. LOTP.

Demoralizing Roar
The druid roars, decreasing nearby enemies’ melee attack power by X. Lasts 30 sec.
Range
: 10 yds AOE around player (may possibly be buffed in 3.3)
Cooldown: GCD (1.5s)
Cost: 10 Rage
Glyph Effect: N/A

Demo Roar is a VERY important debuff against bosses. Attack power works very differently for NPC’s than it does for characters; essentially, Demo Roar means a ~10% reduction in enemy boss melee damage. Except on DPS race fights, your first priority is always always always make sure Demo Roar (or Demo Shout from a warrior, or Vindication from a pally) is up. For hardmode encounters, having the talented improved version (which adds an extra ~5% reduction) is very nice. In general, it’s best to let the palas put it up, since they only have to spend 2 talent pts to get the ability and improved version. (boo.)

Berserk
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.
Cooldown: 3m
Cost: 0 Rage
Glyph Effect: Increases the duration of Berserk by 5s.

Berserk is great for small-group tanking. It really shines in heroics, for example, since heroics only have groups of 3-4, usually, and Berserk hits most/all of those, plus instantly spreads the Mangle debuff for epic Mauling. In a single-target environment, it’s still a DPS/TPS boost- stack your Lacerate, make sure Demo Roar is up, and go. Don’t let Lacerate drop, though; if you pop Berserk immediately after refreshing Lacerate (and Demo Roar, if needed) you’ll only have to trade off one Mangle. The glyph is okay (and fun for heroics if you like showing up DPS’ers on meters) but I prefer the survivability glyphs.

Threat Management

Growl
Taunts the target to attack you.
Range
: 30 yds
Cooldown: 8s
Cost: 0 Rage
Glyph Effect: Increases the chance of Growl to work successfully by 8%.

Growl is the bear version of the standard taunt. All taunts work the same way: They set your threat (aggro) equal to the highest person’s threat on that target, and they force the target to attack you for 3s. Simply put, don’t use a taunt if a boss is still attacking you; use it when it goes after someone else. (Or, let them die to teach them to manage their own threat. Depends on how charitable you’re feeling.)
Remember, bosses can go immune to taunt if they’re taunted too often, so if you’re fighting a boss which demands tank swaps, only switch once, not twice. For example, Thorim puts a 10s debuff on a tank (Unbalancing Strike) which demands a tank swap. Don’t taunt back from the OT as soon as your debuff drops; wait until HE gets the debuff, THEN taunt back.
In regards to the Glyph: Growl is the only bear ability that uses spell hit chance, not melee hit chance (so 17% to cap, instead of 8%). Most tanks will not have enough hit (nor should they) to cap Growl normally, so the glyph ensures that swaps go off without a hitch. Very useful for fights requiring swaps, such as Thorim, Iron Council, or Gormok.

Challenging Roar
Forces all nearby enemies to focus attacks on you for 6 sec.
Range
: 10 yds AOE around player
Cooldown: 3m (reducible to 2m30s with glyph)
Cost: 15 Rage
Glyph Effect: Reduces the cooldown of Challenging Roar by 30s. (Minor glyph).

This isn’t as useful an ability as it appears at first glance. CR only forces enemies to attack you; it does not affect threat AT ALL. If you’re way behind on threat, this isn’t going to catch you up…and if you’ve just lost threat, most enemies are going for your ranged/healers, so they’ll probably be out of range anyway. I use this rarely. It CAN be used to compensate for a missed taunt/taunt on CD in certain occasions…since Growl has an 8s cooldown, typically this will hold something until Growl comes back up. If you’re OT’ing adds, be careful you don’t accidentally pull the boss off the MT with it, especially when said boss gets pissy if you’re not in melee range. (Hello, Kologarn!)

Survival Cooldowns

Barkskin
The druid’s skin becomes as tough as bark. All damage taken is reduced by 20%. While protected, damaging attacks will not cause spellcasting delays. This spell is usable while stunned, frozen, incapacitated, feared or asleep. Usable in all forms. Lasts 12 sec.
Cooldown: 1m (off GCD)
Cost: 0 Rage
Glyph Effect: Reduces the chance you’ll be critically hit while Barkskin is active by melee attacks by 25%. (PVP)

Your bread-and-butter damage reduction ability. Not much to say; try to save it for moments that you know you’ll be taking extra damage. It is off the GCD andcan be used almost anytime, even during effects that normally stun/ incapacitate you. (And moments where you’re stunned are generally good moments to use it). The glyph is only for PVP.

Survival Instincts
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.
Cooldown
: 3m
Cost: 0 Rage
Glyph Effect: Increases the percentage of your maximum health received from Survival Instincts to 45%

This ability does two things. First, it increases your maximum health by 30/45%; second, it gives you 30/45% HP, and removes it 20s later. For example: Say my bear has 40k max HP, and is currently at 20k health. If I pop unglyphed SI, his max health becomes 52k, and he gains 12k health, to now have 32k. This is very useful when you’re about to die (it basically works as a huge health potion) and also proactively, to survive an incoming big hit. (Mimiron’s Plasma Blast.) Note that when the CD wears off, you’ll LOSE the amount you gained as your max drops back down. This cannot kill you, but it will leave you at 1 HP, and can kill you if your healers are not prepared. The glyph is very helpful and should be taken.

Frenzied Regeneration
Converts up to 10 Rage per second to health for 10 sec. Each point of Rage is converted into 0.3% of max health.
Cooldown: 3m
Cost: 0 Rage
Glyph Effect: Increases the healing done to you by 20% while Frenzied Regeneration is active.

FR heals you for 30% of your max HP over 10s. The healing done by FR does scale with SI, the glyph, Battlemaster’s trinkets, as well as other +healing effects. The heal itself is only marginally useful for emergency situations (you need health NOW, not over time), but it can be used proactively very well, especially when glyphed, and is absolutely amazing for soloing old content. With both abilities glyphed, Frenzied Regen will heal for 50-55% of your health.

Interrupts

Bash
Stuns the target for 4 sec (talentable to 5s) and interrupts spellcasting for 3 sec
Cooldown: 60s; talentable to 30s
Cost: 10 Rage
Glyph Effect: N/A

Your interrupt/stun, which, sadly, is the weakest of the four classes. The long cooldown prevents it from being relied on for any fights which REQUIRE interrupts (Vezax). Helpful for trash, I suppose, since most DPS won’t bother interrupting on trash.

Feral Charge
Bear – Causes you to charge an enemy, immobilizing and interrupting any spell being cast for 4 sec. This ability can be used in Bear Form and Dire Bear Form.
Range
: 8-25 yds
Cooldown: 15s
Cost: 5 Rage
Glyph Effect: N/A

Unlike Bash, this ability is incredibly fun to play around with, and useful as well. Many bosses have knockback, and charging back in prevents the boss from moving too much (a good thing). The spell interrupt is less useful in combat (due to the min range) but if you’re good, you can strafe away and charge back in before the spell fires. The cat version is also useful, since you can charge from stealth, and kitty charges take you to the back of the boss (if you want him instantly turned around) Most importantly, however; you take no damage if you charge out of a fall. You know what that means:

Aerial. Bear. Strike.

I’m serious. Fly over your target, shift to bear mid-air, enrage while you’re falling, and charge them before you hit ground. Insanely fun for PVP. (Otherwise known as a Bearbomb.) Just don’t miss. You can do this in cat, too, but it’s not as cool. :)

Other Useful Abilities

Enrage
Generates 20 rage instantly and an additional 10 rage over 10 sec, but reduces base armor by 27% in Bear Form and 16% in Dire Bear Form.
Cooldown: 60s
Cost: 0 Rage
Glyph Effect: N/A

You need rage to do anything, and this gets you started if you’re dry. The armor reduction is fairly minor, so if you need rage for some reason while tanking, don’t hesitate to pop it. Actually, as Kalon pointed out in the comments, the armor reduction means that you’ll probably take an extra +15% damage. I should have explained myself better. Don’t use Enrage while MT’ing big stuff; use it for OT’ing things that don’t hit hard, or when you need to stay 2nd on threat but can’t take any damage to boost your rage, etc. Don’t forget that the King of the Jungle talent gives you +15% damage while Enraged, so if you have it, use it with Berserk for a nice DPS/TPS boost.

Innervate
Causes the target to regenerate mana equal to 225% of the casting Druid’s base mana pool over 10 sec..
Cooldown: 3m
Glyph Effect: Your Innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.

If you’re not actively tanking (boss phase change, for instance), toss a healer an Innervate. They’re keeping you alive, after all.

Rebirth
Returns the spirit to the body, restoring a dead target to life with X health and Y mana
Cooldown: 20m (10m in 3.3)
Glyph Effect: Players resurrected by Rebirth are returned to life with 100% health (major glyph); Your Rebirth spell no longer requires a reagent (minor glyph).

Again, if you’re not actively tanking, toss a healer/tank/DPS a rez. Many wipes are saved by timely Rebirths on key raid members. If you’re slick, you can find times while tanking to toss a Rebirth (you only need 3.5s if you’re fast). Don’t get one-shot out of Bear form, though. If there’s another tank up, have him taunt and hold the boss while you rez. The Glyph is not that great, with the exception of constant AOE damage fights (Anub, Iron Council)

Mark/Gift of the Wild
Increases the friendly target’s armor by X, all attributes by Y and all resistances by Z for 30 min.
Cooldown: GCD
Glyph Effect: Decrease the mana cost of your Mark of the Wild and Gift of the Wild by 50%. (minor glyph)

Your buff spell. Use it. Gift is the raid version that requires a reagent and lasts twice as long; don’t forget reagents unless you like separately buffing 25 people after every wipe.

Cyclone
Hibernate
Entangling Roots
Nature’s Grasp
Travel Form
Abolish Poison/Remove Curse

I’m not discussing these spells individually, since you won’t be using them much (if at all) while tanking; but they come in handy for PVP (or faux-PVP…*cough* FC *cough*). Nature’s Grasp can be cast in-form, so it can be used as an emergency CC for trash or something (root it, step away, brez, come back).

Rotations

The term “rotation” is a bit out-of-date. It’s much better to think of your abilities on a “priority” system, and use the higher priority ones when available.

Single-Target

  1. Demoralizing Roar (if not kept up by another)
  2. Berserk (for DPS races)
  3. (Maul) Keep queued at all times.
  4. Mangle
  5. Feral Faerie Fire (to apply debuff if no moonkin)
  6. Lacerate (If Lacerate not fully stacked)
  7. Berserk (regular)
  8. Faerie Fire
  9. Lacerate (if Lacerate stack is about to drop)
  10. Swipe

Summarized, keep Demo Roar up; Berserk early, if you need high threat immediately, if not, wait for Lacerate to be fully stacked, so it can tick during Berserk; always Maul/Mangle; get the FF debuff up before stacking Lacerate if no moonkin, else stack Lacerate first; then go to normal rotation, which is Mangle-FFF-X-X. X is one of Demo Roar/Berserk/Lacerate if needed to keep stack up/Swipe. If you have Improved Mangle, this becomes Mangle-FFF-X. If you’re just starting out tanking, feel free to ignore Swipe entirely; it’s a small improvement to DPS/TPS, but nothing major.

Multi-Target

  1. Demoralizing Roar
  2. (Maul)
  3. Berserked Mangle
  4. Mangle (for 2 targets only, tab back and forth)
  5. Swipe

Yeah, pretty easy, and you can get away with just spamming Swipe + Glyphed Maul. It’s good to tab around a bit when fighting 3 or more targets so that your Mauls spread around some.

Healer Lockdown (For Faction Champions or PVP funsies)

This is fun as hell and really shows off druid shapeshifting abilities. Start stealthed in cat. By yourself, you can get 26s of 100% lockdown, then 19s of the next 26s, then 16s of the next 26s (repeated.) With a helper, you can achieve 100% lockdown. Use Berserk to break a fear, use a PvP trinket to break other stuff. Note that this doesn’t work as well on the tree druid since heals primarily via HOT’s (so interrupts are less important), but you can combo cyclones with a warlock’s banish or a ret pally repentance. Remember that they can trinket one on heroic…typically it’s the first CC, which is a one-shot CC here anyway.

  1. Pounce (3sec stun)
  2. Maim (3sec interrupt, wait for cast)
  3. Cyclonex1 (6sec CC) If you have the instant-nature spell proc, you can wait to interrupt a cast, else time it to land 3s after you Maim. Pop a totem or two.
  4. Cyclonex2 (3sec CC)
  5. Cyclonex3 (1.5 sec CC) Cyclone on 15s DR.
  6. Bear Feral Charge, wait for cast (3sec interrupt)
  7. Bash, wait for cast (3sec interrupt) Go cat, Rake to get a CP
  8. Maim, wait for cast (3sec interrupt)
  9. Wait for Cyclone DR to be up, should be about 5-6s…try to get a poly/repentance/fear.
  10. Start with Cyclone again, repeat. You won’t have Bash available this time, so you’ll need 2 consecutive CC’s from a helper or 1 from 2 others (or your DPS will have to burn through 9s of heals). Don’t forget Warstomp if you’re a tauren.

Wow…3,500 words down. Part 4 and 5 to go. I’ll have to go back and fix the links to/from the other parts of the guide, but I want to get this out now so I can stop looking at it. :)

Bears, whither art thou?

Allison Robert, wow.com’s excellent druid columnist, recently posted an excellent article asking “what has happened to all the feral tanks?” She gives a list of complaints, which I reprint below:

Complaint #1: Bears just aren’t as visually compelling as other tanks.
Complaint #2: Gear consolidation had a more demoralizing effect on druids than other tanks.
Complaint #3: The need to use DPS leather has resulted in an uncomfortable opportunity cost associated with gearing bear tanks.
Complaint #4: Early Wrath weaknesses in 5-mans left a bad impression on players, and this bled through to raid content.
Complaint #5: Bear gameplay is boring. Too much of the bear’s effectiveness is baked into talents rather than being determined by player skill.
Complaint #6: Gear consolidation often results in druids looking insanely stupid in caster form.
Complaint #7: If the raid needs more tanks, it’s easier and faster to gear up a plate class than a druid.
Complaint #8: A druid who’s dual-specced into healing or DPS has more difficulty returning to tanking than other classes.

I think she has some great points, but I also have some criticisms of her article. The way I see it, these complaints can be summarized into five areas: effectiveness, aesthetics, fun, gear, and opportunity costs. I’ll cover each in a little more detail, in what I consider increasing order of importance.

Effectiveness
Bears were not as capable a tank as other classes in early Wrath.

This was certainly true, back when our AoE was a cone attack and before Savage Defense was implemented. We had an HP/armor advantage over other tanks, but it was small; we had no block ability, which led to us taking a good bit of damage from trash; and holding threat was hard. However, those problems have been fixed for quite some time now, so I don’t think that’s still affecting class/role decisions.

Aesthetics
Bears don’t usually get to see gear upgrades because we’re always stuck in form, and our gear looks like crap anyway, being a hybrid of rogue leather and tanking jewelry.

This point is very real; but it really depends on how much concern you have for your appearance. Me, I’ve always been a numbers guy. I get more of a thrill out of seeing 500 more HP, or 200 more DPS, than I do by seeing a new boot upgrade. Plus, I LIKE looking like a bear when raiding; it’s very visually distinctive. I typically have to mark our other tanks with raidmarks for identification purposes, but everyone always understands me on Vent when I say “run to the bear to get cleansed,” etc. It would be very nice to have something on the form that changed as your gear evolved, though. One of the comments recommended having tattoos, or scars, or some other kide of visual representation, and I wholly support that idea. Also, our animations could use some reworks; the forms look great, but the attacks are underwhelming. Overall, while looks are nice, I don’t think post people care too much about looks, if the gear/abilities are good.

Fun
Bears are boring tanks compared to the other classes.

As with aesthetics, this is more a matter of personal opinion and grass-is-greener syndrome than anything else. I still have plenty of fun when tanking. (Psst. Try changing some stuff up if you’re bored. Glyph Berserk and try to top DPS meters. Do a couple NINJABARE pulls. It’s okay. Really.) I think people have a valid argument that ferals have a smaller toolbox than the other tanks do; we have some warrior abilities, but our druid abilities are limited, mainly because of the form restriction mechanic. If Pallies can bubble others while tanking, why can’t I brez or innervate someone? Hell, let me use ALL my druid baseline abilities in feral form, and we’ll have all kinds of tools to use. (moonfire for pulling, hurricane for AOE tanking, Roots/Cyclone for adds, etc.) Kalon mentioned this in his latest post.

Gear
Bears are much harder to gear than plate tanks, due to stat consolidation and poor itemization.

This is a VERY common complaint…common enough that I decided to run the numbers and check. Let’s look at TOC 25 (normal). There are 10 leather drops (of which 5 are caster) and 16 plate drops, of which 5 are tank plate, 4 are caster, and 7 are DPS plate. There’s an equal number of tank plate and melee leather items. While this seems balanced in theory, it’s actually not. Let’s assume a 25m raid with 3 tanks, 6 healers, and 16 DPS (typical comp).

  • Plate tank items: Desired only by three specs, of which you only have 3 (maybe 2, if druid is tanking). Let’s say a bear tanks half of the time, so your roll odds (or people you have to compete with on DKP) are 1 in 2.5, or 40%.
  • Leather melee DPS items: Desired by the rogue, hunter, enhancement shammy, kitty druid, and bear druid. There are 16 DPS slots in the raid. Some quick mental math tells me, assuming random dps class distribution, that roughly 1 in 4 DPS slots goes to one of the above 4 DPS classes; so your chance of winning an item is 1 in 5. This is slightly mitigated by hunters/enh shammies having mail items to pick from as well, so we’ll call it a 1 in 4.5 chance, or 22%.

So, it is almost twice as hard for a bear to get upgrades as a plate tank, unless your guild runs with tank priority for loot drops. Yuck. Combine this with Opportunity Cost (see below) and I think you have the main reason that feral tanks are disappearing.

Opportunity Cost
The raid stands to lose the least by a feral tank switching roles.

I can’t back this up with numbers, but in general, Druids and Paladins are the most flexible tanks, since they can both dualspec dps or heals. Combine this with the fact that spellpower leather and caster plate is very easy to get off-spec, and that heals are much harder to find than dps, and guess who gets to be the one to switch to benefit the raid? Great! Thanks for switching! BTW, for many guilds, you now can’t roll on tank plate/leather, so you get dropped even farther behind the gear curve, and before you know it, you’re a fulltime healer. Druids take this much harder because they’re much more likely to have a resto off-spec. (According to armorydatamine, roughly 60% of ferals are also specced resto, while slightly under 40% of protadins are also specced holy.)

Is this fixable? Sure, but Cataclysm’s going to shake things up anyway (heh), so we’ll have to see how it goes. Until then…learn to be fluid. :P

Haven’t seen a lot of comment on this. The Wickerman Guardians (west of Undercity) are lvl 60 elites that, when killed, drop an ember on the ground that give all who click on it a buff that grants a  +10% exp and rep bonus. (Allies only…Horde can click on the Wickerman itself to get the buff, but only at night when it’s lit, I think.)

The best part?

IT. LASTS. FOR. TWO. WHOLE. HOURS.

That’s freaking awesome. If you’re doing the candy bucket run on your alts, go get this buff first. (Ask an 80 to solo it if you’re low level.) If you’re doing a rep grind (Insane title, maybe?) go get this buff first.

(and save me a Squashling.)

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