It’s been a long time since I’ve done one of these. Primarily the only changes we’ve had thus far have been Alpha and/or Beta changes. Since they’ve been heavily subject to iteration and change, I didn’t feel that commenting on them would be particularly helpful. Now that we’re ~6 weeks away from the 6.0 pre-patch launch, it’s time to get a little more serious. You can definitely expect these posts to be regular from now on.
Bear Form Stamina bonus reduced to 20%.
Empowered Bear form reduced to an additional 10% Stamina.
Ursa Major now only lasts 25 seconds.
All three of these changes are a direct result of general tank tuning. Celestalon has made the comment last week on twitter.
All tanks. Current plans: Tweak the design of Resolve. Lower tank health. Lower tank mitigation. Lower boss damage.
It’s pretty clear that only the first objective made it into this build (that we know of). So we’ll have to wait and see for the hidden stuff (Resolve, Boss tuning), and the additional changes to tank mitigation.
Basically the changes are fine and you shouldn’t worry about them. As long as bosses are tuned appropriately, it doesn’t matter what our HP is. I’ve included an updated EH graph below, which shows that the relative EH for different stats hasn’t really changed. Item Level is still going to be the primary driving factor – between Stamina and Armor – followed by Multistrike.
Tooth and Claw now only reduces the damage of the primary victim.
This is just a tooltip correction. In previous incarnations it never included context for Glyph of Maul. So now the tooltip tells you what we already knew it did from day 1.
2t17 now reduces the cost of Maul by 10 Rage while Tooth and Claw is active.
Great change. Instead of offering a refund which could result in wasting Rage accidentally if you Mangle while using Maul and one and/or both Crit, it now just reduces the cost. The net change is 0, but I know it will feel much better to play with.
And that’s it for this build. I think it was done in the middle of the most recent round of tank tuning, so we have some changes out of context. Hopefully the next build will provide us with more information. I know that there are still a lot of “trap talent” problems (mostly thanks to Pulverize), and while there is definitely still time to address them I think we’re running out of runway.
How to Make Crit Cool
I put up a thread on the forums recently intending to prompt discussion on how to make Crit a cool and effective stat in Warlords. Currently it’s at the absolute bottom of the pile – similar to how Ferals feel about Haste – and that isn’t great for the spec. So I’d love to hear everyone’s ideas on how to make it an interesting and effective stat!
The most basic (and easiest) method is to rip-off Riposte. But that’s boring and uninteresting. Do you have any neat ideas? Tell us!
I wanted to let you in on posts for a couple of topics that I’ve been thinking about. The first is Mythic: A Conversion Journey (don’t worry I know I suck at titles). Our guild is going through the steps to convert to a Mythic guild from a 10m right now, and having a decent amount of success. I think it would be valuable to share that information with everyone else, since I’m sure there are others that are either going through the same thing, or are about to.
The second topic that I wanted to talk about – and have wanted for a while now – is Guardians: Outstanding Issues. The problem with a post like that is it requires some data in order to be able to do. If I know that data is going to change soon – like we know right now – then continuing to work on it with the current set of conditions is pointless. I definitely need to wait for the Resolve changes to be public before I can start on it, but hopefully at that point we’ll have another tuning pass done. Then I can really start gathering a lot of useful sim data.
That’s all for now!