I (un)Packed My Bags, Pre Flight….

12 11 2008

  Twenty-twenty-twenty four hours to go-o-o, I wanna be sedated….

  Tonight, I’ll have to begin preparations for Wrath. Sure, I won’t be heading there immediately with my full retinue – there will most certainly have to be a levelling plan and order – but I know that I’m not going to have a whole lot of time to deal with loose ends in the near future. So, tonight and tomorrow, my to-do list:

  • Clear out everyone’s quest log of anything that’s not remotely relevant. I’ll probably allow 3-5 quests to remain that may have some kind of usage, or with a difficult element (Vashj’s vial remnant, for instance) completed. Like they say in the used car business, though – everything else must go!
  • Get the extra crap out of my bags. If it relates to Outlands, I don’t need it. Restock bullets, reagents, potions and food / water. Empty out my herb and mining bags. I’m going to need space for a lot of new stuff, so no sense gimping myself.
  • Respec! out of 7 level 70 characters, only the Rogue (Combat) and Paladin (Prot) are going to level in their present specs. Manchego will go from Resto to Elemental; Eltoro will switch from Survival to Beast Mastery; Ribeye will go back to Feral, but with a cat-centric bent this time. Bubba will go into Frost, the first time he’s ever been anything but Fire, and Noobz will go away from her raiding Destuction spec and back into s grind-friendly Demonology spec.
  • Reorganize a bunch of action bars after that!
  • Get to da choppa! I’ll have to leave my spots in assorted inns to go log at zeppelin towers!

Yeah, it’s gonna be a whole lotta fun.





I Finally Won!

8 11 2008

 After months of registering for the drawing, I finally won the right to get a 3-d model made for one of my characters through Figureprints! (www.figureprints.com) I’ve been messing with the model viewer off and on tonight – most of the results worth posting are viewable under the respective characters at the top of the page. I’ll be sure to get pictures for them all in short order… but the real chore is “who do I get”? Ribeye is the obvious choice as my main, but I’m definitely interested in Manchego as well, since she has very definitely moved into my #2 slot for now and the foreseeable future. Coincidentally, the Taurens seem to display the best, too! I’ll need to gear Rib in some Feral gear for a more accurate representation, but I’m very pleased with the initial impression.

Now, to convince Ness that I deserve to spend $130 on myself for this bit of vanity…

Image capture of Resto Ribby

Image capture of Resto Ribby





Feral Tanking: What Have You Done to Me Lately?

6 11 2008
Posted by Ghostcrawler November 4th:
ARMOR
We are changing the way bear armor works so that bonus armor on items does not receive the bear armor multiplier. Specifically this means that trinkets, rings, necks and cloaks with bonus armor will not be multiplied by the bear bonus. The normal armor on leather will still be multiplied by this bonus. We are also going to remove bonus armor from Feral staves. You’ll get your bonus armor from the leather you acquire.
Examples:
1) A ring that grants 100 bonus armor will now grant a bear 100 armor (not ~470 armor).
2) Leather legs with 253 armor will still grant a bear ~1190 armor (not 253 armor).
3) A feral staff will now grant 0 armor.
We are making this change because armor is such a good stat for bears that it makes taking pieces with bonus armor a non-decision and we don’t want acquiring these pieces, which tend to not be common, to be so much of a barrier to a druid who wants to tank a raid.

This change will NOT be in effect when Lich King ships. We are letting you know this now so that you don’t go through heroic efforts to acquire items like the Badge of Tenacity, or Defender’s Code. Defender’s Code, with 850 armor, will still be a good trinket. But it won’t be an insanely good trinket for a bear.

We will adjust the bear armor modifiers so that your net mitigation does NOT go down with these changes. Let me repeat: this is not a nerf to Feral armor. It is a change to the amount of armor you get from gear with bonus armor.

MANA
We are adding an effect to a deep Feral talent (something like Primal Tenacity) to further reduce the cost of shapeshifting into cat or bear by 50%. This talent will stack with Natural Shapeshifter for a total cost reduction of 80%. PvP-focused druids can get both talents to shift easily and often despite, no longer having Int on gear at level 80.

PROTECTOR OF THE PACK
We are removing the group requirements from this talent. The new tooltip will say: “Increases your attack power by X and reduces the damage you take in Bear Form and Dire Bear Form by Y.” The values of X and Y themselves are not changing.

Again, these changes will NOT be in Nov 13 for Lich King’s launch. We will add them in a patch that will come out sometime before the major Ulduar content patch. We’re letting you know now so that you can choose quest rewards and loot drops accordingly.

  Now, I’ve had my opinions before on the state of Feral tanking. What’s happening here is curious to say the least. They’re right about one thing here; “armor is such a good stat for bears”. In fact, it’s an absolutely critical one, along with stamina and agility. The problem is, it’s something that is becoming increasingly harder and harder to come by. Allow me to expound…

  I can understand the changes to leather armor pieces with the shift towards more homogenous gear. I don’t like these changes, personally, but I understand them. The positive here is that it will greatly expand a Druid’s choices for gear selection. BC Druid tanking gear is was a fairly linear and straightforward thing with select pieces that were “must haves” in the progression chain. Once you got to somewhere around SSC / ZA, it became more divergent, but we all started the same. Acquire entire crafted Clefthoof set. Earthwarden. Manimal’s Cinch. Verdant Gloves. Badge of Tenacity. Strength of the Untamed. More or less, every Feral had the same targeted gear. Now, they’re looking to make life easier on us (theoretically) by introducing a greater list of items to choose from that can be effective tank pieces.

  At the outset this sounds like a great idea that will open some doors. Realistically? I’m willing to wager that this great “wide world of gear” isn’t going to materialize. There’s still Bear gear and Rogue / Cat gear. As a responsible Feral, I always maintained a solid Cat and Bear set that I toted around at all times. After the Great Armor Nerf of 3.0.2, I experimented with switching out some of my previous “Cat” pieces with my tanking set… and found that not a one of them was desirable alternative. So, from a gear perspective, the conclusion that I have to draw on this is that it’s ultimately going to be an issue, and perhaps an even greater one than it is now. We, as Feral tanks, will still continue to seek a few specific pieces that don’t favor Rogues as much as they favor us. Gear that is itemized for stats like Critical Strike and Attack Power shall remain the province of Rogues and Cats. Stamina and (to a lesser extent) Strength will favor Bears. Agility and Dodge, both. The point being that there is a twofold issue here: #1, the old problem isn’t really addressed, as bear-specific stats are still just that, and we’re still likely to be targeting a narrow band of gear; #2, due to the push towards neutered gear, we’re not going to be able to easily meet our needs within that targeted realm. It might even make acquiring proper Bear gear more difficult since it could be perceived as marginally valuable to some Rogues, especially the type that roll more on the purpleness of the item instead of proper class itemization.

  Compounding the problem is this post. Despite the mess that is leather gear presently, there were still the old standbys for armor – trinkets, rings and weapons. What was lost in the apparent charity towards Rogues could still be somewhat compensated for in more Warrior / Paladin related items that allowed for a Bear to outfit the auxiliary slots with equipment that would meet their needs insofar as a survivable armor mitigation number. Under the questionable auspices of removing “a barrier to a Druid who wants to tank a raid”, they’re now removing the multiplier from these items.

  My initial reaction to that is not good. Of course it’s hard to get the necessary pieces to be an effective raid tank; it’s not for everybody. It’s what separates the wheat from the chaff. It’s the difference between a serviceable offtank and a dedicated raider. It’s not your birthright to tank the heavies, it’s something that must be paid for and earned. If you had to run Old Hillsbrad 6 times to get your Iron Band of the Unbreakable, then that is the price for glory. I ran Shadow Labyrinth FOURTEEN times to get that damned Lifebloom idol. It’s a tax to be paid, and stripes to be earned. It’s how you learn to master your class.

 How this is a boon, I don’t know. If I want to tank a raid, I’ll gear myself accordingly. Just like your Mage grabs a nice Fire Resist set to tank Krosh Firehand in the High King Maulgar event, Bears have specific mitigation gear for their needs too. Fun, different trinkets for variety? That’s called “Cat gear”, Blizz. No matter what, there will be specific trinkets that a raid tank is expected to use. Presently, the Badge of Tenacity is one of the more common ones. It provides consistency through a large boost to armor, and a great situational ability with a high +Dodge use. With this development, the likely trend is going to go towards the unreliable, items like Moroes’ Lucky Pocketwatch. Yes, it has a similar on-use effect as the Badge. What it doesn’t have is the consistent element. A stat like +Dodge may save your bacon in a fight. It may also happen that you fail to dodge that 6000 point hit when you’re sitting in a critical situation between heals at 5800 health, where armor mitigation would save you 100% of the time. As much as I enjoy an insane dodge percentage, tanking and mitigation is about the sure bet. If we should just leave everything to dodges, why not have Rogues tank? Because it’s stupid, that’s why. Unfortunately, Bears are trending more and more towards gimmicks at the expense of reliable consistency, and that’s what I can’t stomach.

  The loss of armor on Feral staves, I can’t even begin to fathom. For starters, these are DRUID SPECIFIC pieces. Sure, your Huntard can roll on Terestian’s Stranglestaff. Go ahead, I’ll laugh at you when you’re standing in line at the Auction House. That’s because the real power for it is clearly meant for Druids, and it’s obvious. Within this whole category of Druid 2-handers are several options which *clearly* trend towards Bear or Cat usage. Earthwarden, or Braxxis’ Staff of Slumber, or eventually the Wildfury Greatstaff or Pillar of Ferocity are Bear weapons. They have stats like Strength, Stamina, Dodge and Armor. Without question, these fail at Cat itemization. The attainability question comes into play, but it’s really a non-factor to me. Any Druid can get a Braxxis staff and drop an agility enchant on it, and that will allow you to tank an awful lot. The fools tank with the Staff of the Wild from the Ring of Blood, which offers far less mitigation. The bottom line is, there are Cat staves and there are Bear staves. It’s never been an issue that some work for one spec and some for others. No Cat wants to waste itemization on defensive statistics. No Bear wants to waste mitigation to gain offense, either. Sure, an armor capped Bear can afford to equip a Cat staff to prop up his dodge that much more – but this is a rare animal indeed. Acquiring enough pieces of gear that you can afford a non-tanking staff is flying right in the face of what they’re alluding to when they say that they’re removing “barriers”.

  Now, the same post states that this isn’t going to impact our net mitigation. As things are still in a state of flux, I’d like to believe that this is the case. How they’ll do it, using the base values of items that are already given – that is the question. The simple solution would be that the armor percentage from Dire Bear goes up, in some sort of collaboration with Thick Hide. Perhaps they raise the armor bonus from Thick hide to 10/20/30%, for instance. This may help to solve the raw armor number issues, but creates new problems. Blizz is on record multiple times as making changes to specs that deeply impact PvE, but are made due to inequity and exploitation in PvP. Placing a heavy amount of armor so early in the Feral tree, or making the base change to Dire Bear, is going to cause imbalance issues with Moonkin or (more likely) Resto and Hybrid specs who can access a core tanking talent so early. Thus, the likely solution is to beef up that talent and move it deeper into the talent tree, should it be the preferred means to an end. The other options would involve modifying the more gimmicky talents to somehow achieve the necessary mitigation. There are already too many changes made with PvP needs in mind, in my opinion. As a player who disdains PvP, this rankles me. It’s even worse because PvP, in my mind, should not be considered on par with PvE when making decisions. This is a PvE game with happy-funtime PvP distractions for those that choose to embrace that instead of raiding. It’s enough of an annoyance that PvP “welfare epics” are more effective in PvE than are hard-won raiding counterparts in PvP without the added insult of unadulterated chaos in the talent specs of raiding players.

  It’s an issue as it stands now because the armor numbers are taking enough repeated hits that they’re coming down to Warrior and Paladin numbers. This is unacceptable. Both of those classes have significant mitigation abilities outside of armor and dodge – and dodge coefficients have been lowered already. If I’m going to depend on armor, health and dodge for tanking, then they’d better all fall in line well above the numbers for classes with parry and block to compensate.

  Also, there is this issue, posted by Ghostcrawler on September 5:

  “As far as scaling is concerned, we’ve made great efforts to scale abilities so that upgrading your gear doesn’t totally change their effectiveness. Here’s the problem with Feral druids: because they have so few stats (in the sense that e.g. parry and spellpower aren’t important to Feral), it’s easy to focus on those stats. If those stats scale really well, then we run into problems where druids can either hit the caps or get such high numbers that the content starts to break. Once druids hit the armor cap in BC, they could start improving dps stats which would eventually have overshadowed other tanks in both mitigation and threat. When they stacked agility, agility and more agility, it just improved their tanking and damage really quickly.”

  By removing alternate ways to augment the primary mitigation driver in armor, you’re on a slippery slope. If the armor situation is addressed by augmenting talents like Thick Hide or Dire Bear, no matter how deep into the talent tree it gets, you’re placing the class in a position where minute changes in armor at a low level will see the heavy multipliers producing a great, and possibly overpowered, change at the end of the line. If you don’t add in the multipliers, you have Bears with armor values equal to Warriors and Paladins – which by no means fits the definition of equality among the tanking classes. In fact, with things as they stand, Bears are the very definition of that which Blizzard was hoping to avoid until they get to Naxxramas. Anyone between the level of 70-79 in Outlands isn’t going to be looking for a Bear to tank their instances unless it’s the only person they can dredge up, because the gear (what with the ultimate design for the talents being setup to provide parity at 80, supposedly) can’t possibly catch up to the level of the challenges by then. Things as they stand currently just aren’t set to jive with this “scaling” concept that they’re trumpeting so much in the blue posts, and they’re getting further and further from being in line with each passing post.

  In the end, I just can’t help but thinking that they’ve broken something that was fixed, and rather than revert back more towards the original design, they just keep breaking it more and putting it back together until it works again. What is the motivation for this? Are we attempting to make changes solely for the sake of change, so as to avoid any kind of a stale feeling over the next 2 or so years before another expansion? I’m admittedly pleased with the Restoration tree, and Feral Cats + Moonkins are looking like some very viable DPSers. Right now, though – and for the foreseeable future – Bears suck, and this make me a sad panda. Remember how tanking felt around level 34, 36 or so in a place like Scarlet Monastery before you got Dire Bear? That’s what we’ve become again. Please, quit stripping me of my tools to play my class and spec! It’s hard enough to find tanks anyways without nerfing the existing ones into the ground. I saw the other day that Galoheart at Ardent Defender is hanging it up because he’s fed up with his class and spec being screwed around with all of the time. if this is the kind of result that you’re looking for, grats. I’ll go out on a limb and guess that it isn’t, though… and that’s where the real changes need to happen. Quit removing the fun out of the individual classes! The model wasn’t so broken that simple changes to dodge coefficients and slightly reduced armor values wouldn’t have fixed it. Now? Let’s just say I’m waiting for the miracle. 





Weekend Accomplishments…

4 11 2008

Lots of stuff got done this weekend, including a few minor watershed moments:

  • Eusko tanked Kara, some as offtank but much as main… including Prince! Managed to acquire boots and Spite’s shoulders, placing me just a tick under uncrittable. Looks like he’s rounding into form…
  • Perhaps feeling a little saucy after that, he OT’d a full-clear ZA. I was pretty proud of the way I played, didn’t get folded by Nalorakk or Halazzi and, once the adds were down on Malacrass, I think I did a great job of maximizing my abilities by supplementing heals during the Spirit Bolts, bubbling, auras, etc.
  • Got my feet wet in Black Temple.
  • Got enough badges for Manchego to get her 100-badge Runed Scales of Antiquity.
  • Moved enough merch on the Bank Alt to purchase the 4th tab (1000g), and then enough other merch to build the bankroll back up over 1000g by the end of the weekend.

All in all, I’m pretty pleased. Better if I could have worked in a ZA run for Manchego – she was supposed to go on the one where Eusko OT’d, but I needed to switch so that we could make it work. Still, I’m very satisfied.





Nerf 3.0.2 – Black Temple

4 11 2008

  As my work schedule pretty well stops me from doing any raiding outside of Saturday and Sunday nights, I haven’t been able to join in the fun lately. Sunday, though, I was able to go to Black Temple! I’ve been to Tempest Keep twice, and Serpentshrine Cavern a few times – but this was far and away the highest tier of raiding that I’d ever experienced personally. I elected to bring Manchego, my healing Shaman for the run. Right now, she and Ribeye are pretty well a toss-up for strength. Manchego has a higher healing throughput than Rib does, but Ribeye is far better for endurance fights. Basically, it’s a choice between a lot of mid grade healing, or a lesser amount of stronger heals. Given the subject matter (and the possible drops, admittedly), I felt Manchego was a better choice.

  The guild had already downed Najentus earlier in the week, so I didn’t get to see him. Our instance started with Supremus trash. I’ll admit, I was largely underwhelmed. There were a lot of melee deaths among Rogues and enhancement Shamans as we pulled packs, but really nothing too impressive. The trash pulls felt more or less along the lines of  SSC strength, pre-nerf. I did have some trouble when the warstomping demons hit, as the stun time caused a few concerns due to the inability to get heals off for a few seconds. For the most part, though, it was smooth sailing.

  Supremus had apparently been a sticking point on the earlier run, volcanoes in particular. We tried him a couple of times before finally nailing him on our 3rd or 4th try (I forget how many, honestly). I know that once, we lost the fight because tanks got out of range on a phase shift and didn’t get adequate healing to them. I may have cost us another by inadvertently shifting my healing focus off one of the tanks right after a shift; though I wasn’t designated as his main healer for the fight, I still wasn’t contributing like I should have been at that crucial moment and (though I kept it to myself) felt somewhat to blame. There was one try that wound up with myself and a Hunter as the last 2 standing, and Supremus at ~450,000 health. I just did a /growl, fired off a Lightning Bolt, and ate my part of the wipe there, not much else to do. I had done a good job of not running into volcanoes until the successful fight, when I was paying too much attention to the blue stuff in his run around phase and ran right over top of the damn thing. Ringside seats to the rest of the fight, and a healthy dose of ineptitude and helplessness! All in all, I think that (besides the obvious volcanoes), the secret to the fight lies with putting your Big Bad Wolf / Little Red Riding Hood skills to the test and running away from the big lug. If the raid can keep enough people alive to sustain DPS on him, he’s done in under 5 minutes. Dropped plate tank shoulders and elemental Shaman bracers, which I was happy to see Ness win.

  We cleared to Shade of Akama next. Some of the pulls were dicey along the way, but once we made our way to the actual room the pulls got fairly easy. Nailing the fight down took a few tries though. It shouldn’t; Akama is a fight where the big boss is tanked for you by an NPC. The trick is getting used to the adds that pour in from the sides, and this is what took us a few tries. Once we figured it out, we downed him without a single death. From observation, here’s the basics that I noticed that make this into an easy fight:

  •   Adds will come from the sides in one of four flavors: Defenders, Spiritualists, Elementalists and Rogues. Defenders should be tanked and need not be killed as they don’t hit hard. Rogues should be sheeped and dealt with third. Elementalists do high AOE damage and are priority targets, with the healing Spiritualists second.
  •   The adds have an annoying tendency to slip past the tank before aggro can be established. Having 2-3 hunters on each of the 2 doors will not only provide the fire support hat you need to down the adds, but make Misdirects available to return mobs to the tank. We observed that mobs which slipped by the tank beelined to Akama, and upon hitting him would focus their attention elsewhere. Thus, there is some time to Misdirect them and this shoud be relatively easy with the new cooldown mechanics.
  •   Also annoying about the adds is the AOE. If your greeting parties at the doors clump up too much, you are vulnerable to this. Simply place the tank at the door and support personnel (all melee DPS should be on Channelers) fan out in a semi circle behind him, which will greatly ease the healing load and keep your groups solvent.
  •   Poison Cleansing Totems are a huge boon. The Rogues will poison their targets with a high-powered Deadly Poison DOT that is difficult to stay on top of as they tend to reapply it every swing. Having these around to passively cleanse saves global cooldowns and makes for one less thing to worry about. Place one near each tank. I realize that this takes the place of the Mana Spring Totem; due to the brief duration of the fight, however, I don’t see a need for Mana Spring. If mana is even remotely tight, simply drop Mana Tide the moment that Shade of Akama unbanishes and all aggro goes to Akama himself as the cleansing totem will not be required any more at this point.

  It took us about 4 or 5 tries to get this down. Our first try was miserable, we’d anticipated 3 entry points and deployed accordingly. After determining that is was only two, we ran into problems with aggro and the tanks. AOEs, plus continuing issues with establishing aggro, were responsible for the third wipe. On attempt number four (or maybe five; the successful one, it’s all a blur) we hit on the right combos to do this, and the right execution. I’m not a raid leader; we have a few of them who are very good. However, the primary one was in the melee group attacking channelers, and thus not privy to the goings on near the spawn points. The other was tanking at one of the spawn points, and as such had his hands kind of full. From my vantage point, though, I was able to see and discern a few things that might not have been readily observable by them – the three things that I mentioned previously in this post – and I think that implementing them was the difference. It all still comes down to execution, so I’m not going to take credit from the other 24 people present for that… but for one shining moment, I felt like I had contributed a great deal to the solution. Maybe this makes up for my craptastic healing / volcano death on that Supremus wipe I’d mentioned earlier…. >.>

  Unfortunately, time ran out on our raid before we could get a crack at Teron Gorefiend. I think that he’s going to be a doable boss, so it would have been nice to try to learn the mechanics. Perhaps next weekend!