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10.2.7
PTR
10.2.6
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Fail tanking
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Post by
168273
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Post by
260787
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Post by
Aadramelekh
Primal Tenacity only provides DMG reduction in Cat Form anyway.
Post by
Lightrain
Your biggest problem is you lack a LOT of hit rating. You need it, rather badly. You will be low on aggro without close to 8%, and will have a hard time keeping up in ulduar, or even naxx.
Do Naxx 25 for
http://www.wowhead.com/?item=40186
and
http://www.wowhead.com/?item=39727
. While they aren't the most amazing items, they will very much help you with your threat. Hopefully
http://www.wowhead.com/?item=45256
will drop for you soon in ulduar and your hit rating issue will be cut in half.
Good luck.
Edit- word of advice, gem for Stam/Agil>hit. Don't Gem dodge or defense.... Ever.....
Post by
Blunderbuss
dire need of hit and agility
i would not recommend tanking anything outside entry level raids until you get that fixed
might i suggest +8 hit/+12 stam green gems, defense doesnt do a thing for you
grab any feral gear with hit/expertise
Post by
176018
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Post by
363997
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Post by
Heckler
...defense doesnt do a thing for you...
I shouldn't even respond to this, but its one of my pet peeves when someone presents false information as fact! Defense may not be all that great, but its certainly not useless!
4.9185 Defense Rating adds 1 Defense Skill.
1 Defense Skill adds 0.04% Miss and 0.04% Dodge (Before Diminishing Returns)
This means that 1 Defense Rating adds ~0.0163% avoidance!
Compare this to:
1 Agility -- 0.0240%
1 Dodge Rating -- 0.0254%
1 +Spell Power -- 0.0000%
Clearly its not
as
good, but its far from
worthless
(like spell power).
ALSO, both Miss% and Dodge% are subject to Diminishing Returns, but at low values, the diminishing returns system actually gives you EXTRA stats. Anything less than ~55 Defense Rating will actually add MORE than 0.0081% Miss per 1 Defense Rating (The Dodge% will diminish with the other dodge stats, so a 'benefit cap' can't be defined in general, but since Defense is the ONLY way to gain Miss%, a cap on this benefit can be defined).
In fact, if you're willing to dig for it, Aadr and myself came up with some pretty solid numbers which show that above ~53% dodge, 1 Defense Rating adds MORE Avoidance% than 1 Dodge Rating OR 1 Agility, since the Miss% does not diminish appreciably. (This is somewhat irrelevant, since any Druid who is at 53% dodge is doing something wrong, but the point remains.)
All of this is subject to argument, which I'd be glad to have, but please don't call Defense Rating worthless, its far from that. (Just like in Burning Crusade, it was not worthless once you cleared 415, just not as desirable as other stats -- the Lack of Diminishing Returns made the difference even wider in TBC , however.)
Post by
MegaVolt
@Heckler:
How (if at all) did you take Savage Defenses into account for that calculation?
Post by
Heckler
@Heckler:
How (if at all) did you take Savage Defenses into account for that calculation?
I didn't, its simply a calculation of avoidance per stat (specifically dodge + miss, pre-DR), not total mitigation or net benefit. I'm curious how SD would impact the result at all, other than Agi has an effect on it due to increased Crit% and Dodge doesn't? Note that I also did not take into account the Armor added by agility.
Post by
MegaVolt
@Heckler:
How (if at all) did you take Savage Defenses into account for that calculation?
I didn't, its simply a calculation of avoidance per stat (specifically dodge + miss, pre-DR), not total mitigation or net benefit. I'm curious how SD would impact the result at all, other than Agi has an effect on it due to increased Crit% and Dodge doesn't? Note that I also did not take into account the Armor added by agility.
I'd imagine that even above 53% dodge agil should be the superior stat (due to armor and SD). But I have no idea how to properly calculate it.
Since SD doesn't provide a flat % damage reduction one would have to take the average AP as well as the average boss damage into account to properly compare it with % based avoidance stats.
This is closely related to the question: How much damage reduction (in %) does SD really give to a Druid (in a given encounter)?
Post by
Heckler
You would definitely be correct, the breakpoint of ~53% merely illustrates the difference in
avoidance
gain per stat. Since this is where DefenseR just barely tops Agility considering Avoidance alone, when considering net effect on total Time-To-Live, agility would still come out on top just due to armor. Even a miniscule difference in SD procs would further this margin. The point of my argument was not to advocate that Defense Rating is ever
better
than agility, simply that it isn't
worthless
, as so many people assume.
Speaking from experience (as I've written quite a few rudimentary TTL calculators myself), the problem with calculating the effect of SD is that it works a whole new calculation into the spreadsheet. If you already had a sufficiently complex calculator which properly calculated the effects of parry chance on mitigation, then this isn't a huge step, but most simple calculators don't take this into account. The issue is you need a workable figure for "Crits per second," which is both a function of crit chance and skill rotation (and when you include Swipe / Maul it also includes number of targets). To further complicate the calculation, SD cannot 'stack' and the negative effect of Overwriting an active buff is difficult to predict since it will be a function of incoming attack speed, which in turn may also function of parry chance.
All of these variables make it much easier to trust the work of those at EJ.com and use their calculators; however if you simplify the equation immensely, and just assume that you average 1 attack per second and every proc of SD will be fully absorbed, then with a 50% crit chance, you'll proc 0.5 shields per second, which will absorb lets say 1250 damage each, this works out to an incoming DPS reduction of 625 dps. The assumptions are so extreme however, they basically invalidate the result.
Post by
lizon
I'm kind of similar, I switched from a primary boomkin spec to a duel specced feral a few months ago.
The single greatest piece of advise is to run heroics with guildies. Guildies will know your situation and will generally go easy on you while you learn what you need to do to be a quality MT. While having nice stats is all well and good knowing how to utilize your abilities to be a solid MT is more important. Especially when switching from a vastly different spec such as restro.
So my personal suggestion, practice in heroics with guildies. Do your dailies as feral specced and get to understand the mechanics of the form. Once your a little familiar with heroic encounters start pugging them. You can learn a lot in pugs, especially how to handle "oh #$%^" situations.
When it comes to raid go run it as restro and keep a VERY close eye on what the tanks are doing. Look at their positions, try to understand what's going on. Understand that as a healer you should pay attention to when the tank tanks the most damage, and as such when you tank the encounter you should then know when to pop cooldowns to increase your survivability and make things easier for your healers.
As a restro druid you should have a good understanding of knowing you always need to be in range of your healers and should have a keen eye for knowing where the tank is at all times. Use that keen eye and flip it around in relationship of you being the tank and knowing where your healers are at. And use that knowledge to understand encounters and pulls better.
What this boils down to is practice, practice, practice. Tanking is something that you learn, not that you spec into. Research encounters, learn what it takes to keep yourself alive. I remember someone saying this once:
"If your a tank and you died and you still have cooldowns on your task bar unused, you failed as a tank"
Do everything that you can to keep yourself alive and learn from your mistakes and you'll be kicking asrse as a tank in no time.
Post by
MegaVolt
All of these variables make it much easier to trust the work of those at EJ.com and use their calculators; however if you simplify the equation immensely, and just assume that you average 1 attack per second and every proc of SD will be fully absorbed, then with a 50% crit chance, you'll proc 0.5 shields per second, which will absorb lets say 1250 damage each, this works out to an incoming DPS reduction of 625 dps. The assumptions are so extreme however, they basically invalidate the result.
Do you happen to know (very roughly is enough) how SD performs compared to "normal" block (e.g. shields)? Those should be not too hard to compare, right?
Post by
Heckler
In TBC I could have probably came up with a pretty decent comparison, but I've not kept up with Pallies and Warriors so I can't give you a good response there. Armory'ing some big-guild warriors shows Block chances of ~22% and Black values of 1350 unbuffed. Assuming 1 attack per second, this is about 250 dps reduced per second due to block. As far as what these numbers rise to raid buffed, I cannot even venture a guess, and as to whether my guess of 625 dps for SD is accurate, I also have no faith.
(Edit: This is also using reasoning that I knew to be valid in TBC, but may no longer be)
How's that for rough? =D
Post by
271063
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146856
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107175
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Post by
Wildhorn
Gorefiend... god... learn2macro
Dont need the rank and really dont need ! in front of Maul.
WARNING, MACRO TEACHING HERE:
Not adding the rank after a spell name will make you use the highest rank of that spell.
Warning: For spell with () in their name, like (Bear), you need to add () at the end, else the game will consider (Bear) to be the rank of the spell.
The "!" in front of a spell is the prevent the spell/ability to turn off. It is mainly used for druid form and wanding/autoshoot. Once you use Maul, you cant turn it off. So "!" is 100% useless.
#showtooltip
/cast Lacerate
/cast Maul
#showtooltip
/cast Mangle (Bear)()
/cast Maul
#showtooltip
/cast Swipe (Bear)()
/cast Maul
Post by
pelf
Once you use Maul, you cant turn it off.
Unless Maul has been changed since the last time I made a macro for it, this is simply false. On-next-attack abilities like Maul or Heroic Strike are toggles. If you click it, then click it again before your next attack, it will not consume the next white attack.
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