• Bares mostly like the taste of fase!

Feral – Bear

Hello Guardians!

My guild has finally completed our relatively relaxed transition from a 10 man guild to a 25 man guild in preparation for Warlords of Draenor’s 20 man Mythic raiding.  Which means we now have a roster of slightly more than 25 people and I have now done all fights on 10 and 25 man on heroic as a guardian, and actually re-progressed some of the later fights in the instance as 25 man.  Thus I thought this would be a good time to discuss some of the changes that I faced as a tank and as a guardian as a result of moving between raid sizes.  Even if you aren’t going to be going to 25 man any time soon, or even if you are waiting for warlords then going to 20 man, I hope you find some of this useful.

Are there any gearing differences?

Well, yes and no.  If you are changing to 25 man at this point in SoO, you are probably largely overgeared for most of the encounters, even on 25 man, so you shouldn’t need to worry too much about gearing differently than you would in a 10 man.  If you are worried however and feel like you aren’t so UBER geared, I would suggest putting on a stamina trinket like the Malkorok trinket until you feel more comfortable.

I personally just ran with the tanking cloak for the whole of the first raid along with the tanking metagem, which was partly because I was also having to deal with organizing 25 people instead of 10 and several of them hadn’t seen the fights before, not to mention I had to adjust the strategy slightly for 25 man. So for my own peace of mind, I went with an RPS build with tanking legionaries, I don’t actually have heroic Malk trinket, else I may have used that also.   I will say here also that, although a lot of people think that the tank cloak is relatively garbage, when you don’t know how hard stuff will hit, and you are doing something you haven’t done before, it can be really useful.  It allows you to push right to the edge and die, meaning you find your limits much quicker and you don’t cause a wipe to the raid in the process.  I will discuss this more in some future blog posts about ranking and dps.

All in all for gearing, the damage difference from 10 to 25 isn’t so amazingly great and with the gear should you have at this point you probably won’t see much trouble, but do feel free to play a little safer whilst you see it for yourself.

Are there any major differences to the bosses that a tank should be aware of?

Probably the best way to do this is boss by boss, so here goes:


Not really, this fight actually feels significantly easier on 25 man, the only thing to really think about is that because there are 50 stacks on the boss and 25 people (so the same stacks as there are on 10 man) the adds will basically all spawn at once.  This means that you’ll be tanking them all at the same time, instead of bit by bit in 10 man.  They will hit like a truck if you have all of them on your face at the same time, but realistically this shouldn’t cause you problems.   If this boss was tuned harder in general, there may be some things you’d want to optimize, but you should find this so simple as a tank.

Fallen Protectors

Fight is essentially identical to its 10 man version, bosses just have more health, so just go with what you usually do, if you normally get your tank to soak the mark or arrogance however, I’d probably suggest against it here, at least initially.  Besides, you have so many people in your raid, you should have some classes that can soak it with ease.


The main thing here is that there are a lot of people in your raid to send down, we did 5 groups of 2 for the dps. Where the tanks just do their thing and healers go whenever as long as the healing is fine.  As a tank, the challenge phase isn’t really any different, there could be a little more damage on you, but if there was, it wasn’t hugely noticeable for me.  The real thing is that there are going to be more orbs more often because you will be sending more dps in, so the tanks job is to get through your trial asap and get out to soak whilst the other tank goes in. I guess you could 3 tank if you really had issues, just to have more orb soakability (ye that’s totally not a word).  I’d be a bit careful taking too many stacks from the boss, but I managed about 10 this week without to much issue (stacking it up on purpose).

Sha of Boring

So as a tank, you swap the same, move the same, do the same prison in the same way, and the boss still hits like a wet noodle.  If you were to say there was any change it is that adds are probably more problematic to get aggro on, as they’ll be all over the place.  Additionally, there are 2 large adds instead of 1, but we usually never tanked them, if you did however, you probably aren’t going to be able to. Don’t forget to soak rifts!!


The only thing I found here really was that it is a little harder to make sure you have aggro on all of the down adds when they are active with so many people dpsing different things, and you only have so many taunts.  However, you probably have a hunter or two and maybe some rogues, so ToT and MD if you struggle.  Nothing really scary in this fight, you can still stand in for the skullcrack thing that the 2nd “boss” mob does and survive…your melee may thank you for moving out though so they can keep dpsing.  You will also have a billion stuns/grips/knocks for the adds so if you had issues with those on 10, you won’t (read: shouldn’t).

Iron Juggernat

There is a bit more damage going out, feel free to ask for the many available external cds, sacs/vigilances etc if you need them.  You can still basically spam click 3 mines and not die.  This fight is more about managing more people so there will be some stricter positioning for your ranged, which could mean that you may need help on a mine from time to time.  This is because you would probably have 2 people standing  out at range to get the sawblades, so if they get a mine on them, they’ll be quite far away.  Normally though they’d be classes that could soak the mine if it spawned on them anyway, so just make sure to communicate if you can’t get to it and I’m sure they’ll take it for you.

Dark Shaman

Here, we went with 2 tanks up the side and 1 in the middle part, the nice thing here is that you can have all of your melee dps join the 2 tanks up the side, which means that you will have no melee around you causing problems when the blobs spawn, so that aspect of the fight is easier.   The only thing to watch is around the explosion of the meteor if there are blobs spawning, just pop a minor cd to survive.  With regards to the tanking up the side, it is really not complicated or hard, I haven’t done that part on 10, but in 25 it was so simple I couldn’t really imagine you would have any issues if you have done it before.  You could go with the strategy of having ONLY 2 tanks take haoramm, but just be aware that you will have a lot of melees near the other boss when the blobs are spawning, so make sure to move away so that you don’t kill them.

General Nazgrim

We 2 tanked this on 10 man, but went with 3 for our first few kills on 25 man, and to be perfectly honest, I almost fell asleep.  If you 3 tank, have 2 on the boss near the door to malkorok, and the 3rd tank just stands near the add spawn and tanks all the adds.  If you choose to 2 tank it, it is still doable, you just may need to help tank some of the adds, and keep an eye on the execute timer, but in reality you can still take one to the face as a bear and live if you are at full hp.


There’s not much to this one either, main thing is the adds, there are now 3 which means you can’t just taunt them all (except for when you have incarnation up).  Melees can help you taunt adds in, dks especially with grip.  I tend to try to hit 1 or 2 with thrash or swipe and taunt the extra, which works most of the time. The other thing about this fight is the blood rage phase, which if you are planning on soaking, you’ll need a LOT of cooldowns on you, if we were at a disadvantage compared to other tank classes for this mechanic on 10 man, 25 man is a whole other ballgame.  It is still doable, but you aren’t ideal for it.  Just make good use of your plethora of external cds.

Spoils of Pandaria

Basically no change for you. GL HF  oh and if you thought the brewmaster buff hit hard on 10 man…..ye, I’ll let you figure that out yourself.


Here we went for a simpler kiting pattern on 25 man (so just up and down instead of in a circle and THEN up and down) it just made things easier for new people to learn.  We still solo tanked it (even though I played tank still) and I just took the bats when they spawned, so that they can be in range of the melee dps, and also provide a backup tank if something went wrong.  You can basically do any thock strat here, so you could actually 1 tank properly, or 2 tank or whatever really. …and you can still sometimes be the only people left alive when the boss dies (yep we 2 manned the last ~20 million or something)

Siegecrafter Blackfuse

This is where things get a little more interesting, that little bit harder that the boss hits can gib you when he gains the haste when the belt is finished.  The shredders have a little more hp, so you need to put slightly more effort into killing them.  We stayed with the same strategy we had for our 10 man kill, with the exception of 1 of the belts, picking mines instead of missiles.  This is something that you will have to figure out for yourself,  whatever works for your guild is best, you can probably get away with the same strategy as your 10 man kill, but it could be advisable to avoid the missiles on 25 man.  Particularly as you should have a lot of add control for the mines.  For the stacks we don’t go for any crazy stacks, (the most I take is 5) I am however working on a strategy where I basically never drop stacks and dps every single add….more on that some other time however.  In short this is a fight where you have to manage your dps cds well to kill the shredders, and manage your defensive cds, both personal and external.  If you have killed this on 10 man though, you won’t have too much of a hard time, just have patience whilst the rest of your raid learns the fight (yeah, I know).

Paragons of the Klaxxi

These bosses hit hard….like proper hard, they did on 10 man but holy crap man. Just ensure that towards the end of the fight you have some defensive cds available.  The main thing here is using the scorpion buff to the best of your ability to help your raid.  Here is the dps meter from our most recent kill, I messed up a little at the end, but you get the idea:

The fight is a bit of a cluserf**k on 25 man as there are people everywhere, additionally, you have to be more particular about who dpses what and when.  As a tank however, just make sure you stay alive, don’t position the bosses badly, and zerg the crap out of the boss in the scorpion (make sure you get externals whilst you are in it).

Garrosh Hellscream

To be perfectly honest, this guy is quite fun on 25 man, he does do a little more damage to you, so be prepared for that, but if you play properly, you can pretty much 1 tank this boss.  The adjustments we made for 25 man were basically positioning related, and also vengeance sharing when you have 3 tanks (if you go for a monk kiting strategy for the adds).   Be careful with thrash around when the mind controls come up.   Other than overarching strategy changes for this boss however, there’s not much different for tanks.  The only thing I can t hink of at the moment is that in p1 the adds which will fixate on people will do a little more damage, so they can be quite dangerous if  you leave them beating on the raid.  This just means it is important to control them well, but you should have been doing this on 10 man also.  Lastly…you’re still the best person to kite the iron star….  /cry

General 25 man things

So apart from gearing and strategy things, there are several aspects to raiding 25 man that felt different to me.

The first of these is that OMG the cooldowns, wow.  There are so many cooldowns available for you to use if you need them, so figure out how to communicate with your raid to let them know when you need them.  Make sure you track them, and definitely don’t be afraid to ask for them.

The second thing I felt was that although even in 10 man, the tank is relatively prominent person in the raid, and it is important that you play perfectly, on 25 man it feels almost doubly important, as there are many more people who rely on you being consistant.  Many more melee to yell if you spin the boss in an odd way, or people to get annoyed when you die.  Just be ready for a little more pressure and take extra care of your surroundings, maybe even modify your UI a little if it helps you. I will probably be redoing my own in the coming weeks and I will post about it when I do.

The third thing was the lag, larger raid means more people, more spells, and a much busier combat log.  We actually have a guy who is having to buy a new graphics card to try to handle 25 man raids.  So be sure to check your graphics settings, and don’t be afraid to turn them down a little.

The last thing is for 25 man, you need a little more patience.  You now have 25 people who can mess up, who can dc or lag out, go afk randomly.  25 people to mess up at mechanics on a boss.  Obviously you want as tight a raid as possible, but whilst your guild gets itself together for the next expansion, you are going to have to deal with sub-par players, or pcs that can’t handle the larger raid until your roster is fully set for WoD.  If you are the officer in your guild, this is your responsibility to make sure that people pull their socks up, and sort their stuff out.  If you’re not, you are just going to have to be patient, and ensure that you aren’t one of the people causing the problems.  Make sure you have looked over the fights on the new raid size, if you want you can watch some of the VoDs from my stream: twitch.tv/buraan, or even hop on live and feel free to ask questions.

Ok, one last last last thing, voice comms on 25 man can be a lot busier than your 10man, so make sure you communicate in the most efficient way possible when asking for cooldowns or coordinating with your co-tank, so that the raid leader can get the most clear air time possible.


This transition has been quite long and arduous for us.  Right when you would normally be able to chill and relax after progression we had to keep right at it, even when guild members move on to their new homes for Warlords of Draenor and we have to replace them.  To be perfectly honest, we considered going 25 man back in Throne of Thunder because of warforged loot, but the task seemed way too daunting to really be feasible.  Having been forced into transitioning was quite tough at first, but I think in all, it hasn’t been maybe as bad as it could have been.  I’m sure there are guilds either better or worse off than us.  So to those of you still going through the transition, and those of you who haven’t even started yet, best of luck in your raiding and preparation for Warlords of Draenor and I hope you find a great home for the next expansion, so we can all enjoy face mauling together.

Until the next time:



Hello Bears!

As Arielle posted over at teamwafflecast.com, the Guardian Roundtable is upon us again!! Full post below:

Since it’s almost beta season, that means it’s time again for another session of our Roundtable series. Our 2nd group this time around is going to be Guardians! Who will be here?

  • Arielle – Host and Moderator
  • Buraan – Writer for The Inconspicuous Bear. GM and Tank for Divergent-EU. Finished West #52 10m, and is now re-progressing in 25m.
  • Ahanss – Tank PG Top Scorer, Soloer Extraordinaire, and tank for Eighty Six.
  • Kartog – Tank for Seriously Casual and TiB Forumite.
  • Fatsteak – Tank for Defenestrate. Finished West #68 / US #18 25m.

As before we will talk about the current state of Guardian Druids, what the panelists would like to see changed, talents, glyphs, and tactics. As always we’ll close with an open Q&A session with questions submitted by the community.

I’d also like to mention that I’ll keep my interjection to a minimum this time around, since everyone already knows what I think. You’re really just listening to hear what others have to think too :)

Do you have a question you’d like to have the panelists discuss on the show? Post it in the comments.


So the time has come to make my first post, I will be working on heroic videos over the weekend to start posting guides/tips next week, so look out for those.  However, my guild has reached Thock the Bloodthirsty on heroic 10 man, and it seems that one of the common strategies here is to use 1 tank (as to why this is the case, I will cover in a different article).  So it was time for me to dust off my offspec.

In Throne of Thunder, my offspec was initially feral, but towards the end and then when we started farm, it was balance, due to ranged being needed on Ra-Den to kill the orbs, and just generally being better for most of that instance.  Now though, feral is like stupid good, and my balance gear hasn’t gained many upgrades since ToT.  Not to mention that melee are actually pretty good on Thock.  Which brings me to:

Feral as a Guardian

Obviously the best way to optimize your gearing for feral is to completely re-gem, re-enchant and reforge for the spec, however, it turns out that you can get most of the way there with a much more cost-effective solution.  For reference, here is the simulation numbers on my own character for various set-ups:

Guardian Gear: Same gear exactly as I  use for Guardian with the only change being that I switched to RoRO and rentaki’s (I’m using vial and bloodlust at the moment for bear)

Guardian Gear Reforge Only: Same as above but attempted to reforge for mastery (in this case I couldn’t get enough mastery to change RoRO from procing crit

Fixed Gear: Changed headpiece and swapped out a couple of spare offpieces that don’t have crit and reforged (RoRO now proccing mastery :) wewt)

Optimal Gear: Basically what you get if you fully regem/respec/reforge for feral.

As you can see the differences are quite small, and indeed the difference between DoC and HoTW is quite small (although in reality this difference depends quite a lot on player skill with DoC)


There are a few things that you need to really make this as pain-free as possible:

  • Basically mandatory: http://www.wowhead.com/item=96546/rune-of-re-origination  pretty much any version of the trinket works fine, obviously the higher ilvl the better.
  • Nice to have: a 2nd head piece, preferably of a similar ilvl to your normal headpiece, but even if it is last tier’s head or something similar it makes your life easier, as it means you can use the dps LMG without having to pay a ton of gold (and lots of flying around in pandaria) buying new ones every time you switch spec.  You can also get away with just not using the dps lmg for only a ~4% dps hit.
  • Might be needed, but may not: 1-2 pieces of gear that you don’t use for your guardian set that don’t have crit on them, or maybe a trinket with a ton of mastery (ebon detonator/bad juju)

The Process

1.  First, load your character up in http://www.askmrrobot.com

2.  Change your spec to feral

If you want to be able to import the profile to simcraft afterwards, make sure you choose the correct talents (for some reason amr defaults to SoTF)

3. Enable Reforge Only

4.  Enable optimizing for Rune of Re-Origination (Note: if you aren’t currently using RoRO as guardian, either equip it in game before logging out or equip it in ask mr robot before doing the next step.  You can do this by clicking the item, then selecting the appropriate trinket from the list)

5. Click the giant green optimize button and then check your stats to see if your gear has been reforged correctly:

If you click the “From Gear” check box you should be able to see your stat points for mastery, crit and haste.  If they are all close and mastery is the highest, then you could in theory say you are done and go do crazy deeps. However there is more that you could do to optimize your set-up, so keep reading if you are interested! (also keep reading if it hasn’t managed to optimise your gear for Rune yet, as we can fix that!)

6.  Start swapping in gear

This could be gear from a previous tier that you have since replaced, it could be some random offpieces that have dropped in the current tier that no one wanted and you don’t intend to use for guardian.  These pieces preferably shouldn’t have any crit on them as we are trying to lose a little crit to give AMR a chance to make mastery our highest stat.  For example I had RaDen legs with mastery haste in my bag that I could use, or I have a heroic chest with haste mastery that I am not using for guardian because I have a crit+haste piece with the same ilvl that is better and our rogue has heroic tier.  Equip these in AMR:

Remember here that even if it is lower ilvl than your other gear, if it allows rune to work properly, it is an upgrade. Obviously however, we want to try to lose as little ilvl as possible whilst doing this if we can.  Make sure that once you have selected the new piece of gear, you “unlock” the gems for this item (remember we enabled “Reforge-Only” )  and also double check the upgrade levels on the item, as it will default to having the same number of upgrade levels as the piece of gear it replaced.  Chances are that if it is a brand new piece of gear, you won’t have upgraded it, and probably won’t be doing so.  If it used to be part of your guardian set however, it probably is.

Once you have done this for a couple of pieces of gear (1-2 pieces is usually enough to make it work, do more if you like but remember the goal is not to drop too many ilvls)  you may want to also change your headpiece so that you can use the dps metagem.  Upon coming out of the equipping screen, when you are done, AMR will try to re-optimize your gear, so re-check your stats.  If you have done this correctly, your gear should now be happily optimized for RoRO.

7. If you choose you can export it to simc and see how you’ve done, or import it into the askMrRobot addon to let it guide you through setting your gear up in game.

If you use the in-game addon, just save a gearset for your dps gear and make sure that that gearset is gemmed/enchanted properly, then it should be the case that to switch between the specs, you simply have to equip your “dps set” in game then go to a reforger and let the addon do the rest.  (on a side note: AMR addon is brilliant at saving a whole setup for a particular spec, so even if you don’t use it to optimize your guardian gear, you can get it to save your profile so you can always get it back to how you like it)

Playing Cat

So… you have got your gear set up for cat and are all ready to go, except, you have no idea how to play cat perhaps? I mean, you’re pretty awesome at HoTW cat right??? this is a whole other ball game. Well, luckily there is a pretty simple way to get you playing pretty proficiently, pretty quickly.  Obviously if you are curious about the intricacies of feral, go here: http://fluiddruid.net/forum/

Alternatively, get this:


and this:


then, in game do /ovale code and select leafkiller’s script:

Then you should get a setup that looks like below (click the spell icons to bring up the side menu with all the options).

The middle box is what you should press now, or will be pressing soon (i.e. you could be pooling energy and therefore doing nothing). The right box is to try to figure out what you will be pressing after that, and the left 2 boxes are the “alternate prediction” boxes, which I have because I like them, but you can ignore them/remove them if you like.


The topic of this blog normally concerns purely guardian tanking, but given that this has been something I’ve been doing recently as we are solo tanking thock, I thought I would share some of this process with you.  I have actually had a ton of fun with it, as I used to mainspec feral a while ago.   I hope this has been useful for you, even if it is just that you are joining a flex/lfr as a dps, as I mentioned, I will hopefully be getting some heroic stuff out this coming week, so look out for that!  I may also revisit WoL or go over my UI at some point in the coming months.  Other than that, have a great weekend.

Sorry guys, was super busy with the Guardian Round Table and didn’t have a chance to keep up with the Beta Class Analysis thread. I’ll link the podcast at the bottom of this post, but here’s what we’ve learned over the past week or so.

“I don’t know if it’s something new to level 86+ players but to me it seems like there is a new, unforeseen formula when calculating the Agility to Dodge variable. On my level 85 Worgen Druid on the beta, I can easily get the 243.58281085 Agility to Dodge conversion working. It does appear that Base Agility is now being affected by the Agility to Dodge (whereas on live it is not).”

All Agility (base and bonus) grants dodge at a rate of 951.158596 to 1% at level 90. However, dodge from bonus Agility and dodge rating is affected by diminishing returns. “Bonus” Agility refers to all Agility beyond what you have with no gear/buffs (for example, a level 90 troll Druid has 97 base Agility and all other Agility is Bonus).

Awesome. Basically it was the tooltip applying the diminishing returns on Agility and not on Dodge that was throwing everything off. With that, we should have better evaluations from the Guardian community.

Yeah, we will try to add dodge from Agi to the Agi and dodge tooltips. Currently they’re just included in the title of each of those tooltips, which are final values after summing all of the sources and applying DR. The “(before diminishing returns)” line in the dodge tooltip, refers just to the “dodge of X adds Y% dodge” line, not the total. It’s somewhat confusing right now. All of this goes for Strength / parry as well.

This is one of those things that won’t mean much unless you’re a Mathy type.

We were having trouble trying to figure out the diminishing returns on Dodge from both Dodge Rating and Agility because the tooltip for the Dodge stat in the character screen is behaving funny. It turns out the tooltip was automatically calculating the diminishing returns on Agility but not Dodge Rating. Thankfully GC took pity on us and told us how it really works. It’s helped us to make our models more accurate. It looks like GC will try and get to the tooltip for this as well as Parry fixed to make more sense.

I did some extensive mathematics on warrior tankiing, more precisely, Shield Block vs. Shield Barrier.

Short Version: There is currently nearly no reason for any warrior to use Shield Block. The amount of physical damage done by a boss melee swing to be high enough that the 30%/60% block outshines the absorb puts it out of reach of the vast majority of the playerbase. Obviously, this is even more true with non-blockable or magic damage, but even with the kind of attacks that can be blocked, Shield Barrier is just plain better for everything other than non-nerfed 25H bosses who use debuffs on the tank.

Thanks for the great analysis.

The scaling we chose for Shield Barrier was to keep it competitive with Shield Block with very high end gear (beyond even the gear available in the first tier). The problem is this is one of those situations where linear AP scaling can’t really fit the curve nicely. Shield Barrier (and by extension Frenzied Regen) will either be too good at low gear levels or too weak at high gear levels. We could use a more complex curve, such as squaring attack power as long as that doesn’t prove confusing. For sake of argument, imagine that Shield Barrier (and Frenzied Regen) is roughly half as strong as it is on beta when you’re in greens, but scales up in strength about 50% faster than it currently does.

While the original post was specifically about Protection Warriors and Shield Barrier vs Shield Block it also directly relates to Savage Defense vs Frenzied Regeneration. It’s also entirely 100% accurate. I’ve used similar terminology to describe the problems of the live version of Savage Defense vs a Block Tank. It’s basically the reason we had to keep receiving buffs all along this expansion. Basically the linear line was too far above the curve that represents damage reduction from Savage Defense and/or Shield Block. Turning it into a curve itself is definitely the best solution. However as you’ll see below the curve ends up being too shallow.

Now that FR has been reworked, I have some new numbers. Nothing has changed.

Your current build doesn’t have the changes to Frenzied Regeneration and Shield Barrier yet. If you’d like to get a head start on theorycrafting their value, the current formula for their heal/absorb is: 18.6 * (AP/1000)^2 – 0.047 * AP.

Another Guardian had posted some math that drew the same conclusions we already knew, and GC responded with the new FR formula. Fasc and Hinalover both posted math that came to the same conclusion: The formula is too shallow. Essentially there would be no reason to ever use FR, except in cases of magic damage recovery.

For reference you can find Fasc’s post here, and Hinalover’s post here.

Other than that, I’ll be doing some new parses (probably tomorrow) comparing various forms of Guardian damage including Heart of the Wild to see if there have been any relative improvements.

Also! We recorded the Guardian Roundtable last Friday with Fasc, Hinalover, Wenselaas and Buraan. You can find it here.

My CTC is…..


<3 Reesi.

I probably could’ve posted this a few days ago, but I wanted to wait until the Beta Class Balance Analysis thread had run its course before doing so. It’s probably not over (or at least not close to being over), but since its the weekend I felt I should summarize all of the Guardian related information that came out of it. Don’t worry Bears, Fasc, Hinalover, and I are working hard to make sure we aren’t broken or useless at launch ^.^

So what have we learned thus far?

“I did make a bug report out of this though I am re-posting this here just for future reference. there is currently a bug with Faerie Swarms’ damage.”

This is fixed in a future build.

Hinalover had found a bug where if a Guardian cast FFF while having the Faerie Swarm talent, it would do the amount of damage that it currently does on live (10.8% AP) instead of the amount of damage it’s supposed to do. GC sez it will be fixed in a future build.

“Also what is the status of crit suppression? Is it totally gone? Just gone for spells? Or still there? It’s something that is extremely painful to test in-game.”

Crit chances of players against mobs that are higher level than you are reduced by 1% per level difference, in Mists.

This won’t mean anything to you unless you’re in the business of modeling things (like us). Basically when you attack a higher level thing than you the chance you have to critically hit that target is reduced by 1% per 1 level difference. So for a level 90 attacking a boss level mob, your critical strike chance is actually 3% less than what your character sheet says.

“I’m still in the early stages for Guardian but as of this point bears will only need to gear for dodge > crit > hit/exp > haste > Mastery up to 6 rage per second. This allows for at least 1 stack of Savage Defense will be available at all time. Beyond 6 Rage Per Second you will get to 0 stacks at some point during the fight. Beyond 6 RPS, uptime on SD only grows minisculely beyond 60% (6.66 RPS – 61.16% uptime; 7.5 RPS – 61.33% uptime; 10 RPS – 61.6% uptime) For example, with 6.666 RPS, we can use Savage Defense every 9 seconds up to 3 minutes into the fight. Afterwards we can use it every 10 seconds.”

While there is effectively a ‘cap’ on converting rage to Savage Defenses uptime (as you describe, that’s effectively 6.666 RPS to use it on charge cooldown), that should translate to a very ‘soft’ cap on hit/exp/crit, as streaks of rage gain and rage drought may occur. And, more importantly, Frenzied Regeneration should provide a very attractive value in bleeding off excess rage, which is effectively uncapped. Our current design is that against difficult content, Savage Defense provides more average damage mitigation than Frenzied Regeneration heals, but given that it is avoidance (and thus not necessarily reliable), you will sometimes resort to using Frenzied Regeneration to smooth over spikes when you feel you need to. The goal in terms of feeling is that you should ‘want’ to use Savage Defense as much as possible, but sometimes you ‘need’ to Frenzied Regeneration to respond to unexpected spikes in damage.

Here GC talks about the intended usage of our “active mitigation” buttons (I know that Frenzied Regeneration isn’t actually mitigation, but it still “handles” damage). I assume that most Guardians in beta already knew all of this, but for everyone out there that has basically tuned out until launch it will be good to know. Even though you may reach the “very soft” cap of 6.66~ RPS, you’re still going to want as much Rage as you can get because any excess can be bled off into Frenzied Regeneration.

“2) Overlapping Mangle procs.
3) Thrash 6 second CD.
4) Dead GCDs.”

The proc to reset the cooldown on Mangle from Thrash, Lacerate, and Faerie Fire now all occur on initial hit, instead of on bleed ticks. It should no longer be possible to get multiple procs within the same GCD, or to have any benefit from purposely leaving GCDs empty. Can you offer any further details about how the rotation can be gamed in these sort of ways?

This was a direct reply to my complaint that having Mangle reset off of bleed ticks basically meant you performed upkeep on bleeds while mashing Mangle. Thankfully they’ve changed the model to where Mangle resets off of your attacks that hit a target instead. I hope they take it a bit farther and add some more spice to Thrash and Lacerate, but this is a MASSIVE step forwards in terms of fun for the Guardian “rotation”. I use “rotation” in quotes because again it’s actually a priority system, but hey.

“Currently Cenarion Ward will not consume the healing bonus from Dream of Cenarius. This makes Dream of Cenarius completely and totally undesirable for Guardians. That may be intentional, but some clarification would be appreciated.”

This is a bug; all three level 30 talents will benefit from the increased healing buff from Dream of Cenarius. For example, a Guardian druid in Bear Form, with Dream of Cenarius and Renewal, who has recently Mangled a target so they have the Dream of Cenarius buff up, can hit Renewal to instantly restore 51% of their max health. We just fixed it to apply to Renewal and Cenarion Ward a few minutes ago, though, so you won’t see that for a build or two.

This is something I noticed right when I hit 90, and first reported in the Guardian feedback thread. Apparently it’s a bug and Dream of Cenarius is supposed to interact with Cenarion Ward – which is kinda what I suspected from the beginning. So if the Stamina buff is removed from Heart of the Wild, Dream of Cenarius could actually see some interesting use. Or even Renewal.

“Glyph of Fae Silence, I keep asking this and never get a response I hope I can get one here. Is it intentional that Fae Silence does not work on targets already affected by Faerie Fire or is it a bug?”


If FFF was already on a target and you have the glyph of Fae Silence, you couldn’t cast it again on that target. This was potentially very detrimental to Guardians and I’m glad it’s getting fixed.

Additionally, Shield Slam and Revenge will only generate rage in Defensive Stance in a future build. We want to leave some room for Prot warriors to go into Battle Stance when OT’ing or perhaps when solo, and we want to leave some room for Arms and Fury to use Defensive Stance when emergency tanking.

I realize that this is not directly related to Guardians, but let me explain why its here. I posted in the past asking similar questions about Guardian Bear and Guardian Cat, but never received a response (other than a lot of trolling from Saulsilver). If this is expected – and even encouraged – of Warriors, I’d imagine there is a similar desire for Guardians. I asked as much, but have not yet received a response. As it stands now Guardian Cat is ~20% under 0 Vengeance Guardian Bear, so stay tuned for more developments in this area.

“Lastly, I think there needs to be some change to the guardian cooldowns so that we can actually use them on most attempts in raid PvE without having to worry if it will be wasted on a wipe. I won’t rehash all of the proposed solutions because that’s been done enough, but with DS tier being replaced by new gear I am worried about going back to the way things used to be.”

We have new tech to reset certain long cooldowns that you’re sometimes tempted to wait around for before each pull (such as Summon Doomguard), when you wipe on an encounter. This tech hasn’t been hooked up to every encounter yet, but you should be able to see this work on some encounters (such as Stone Guard on this Friday). This won’t apply to every long cooldown. Our current rule of thumb is that it applies to cooldowns longer than 5min, but no longer than 10min, but there will be some exceptions to that. It is going to be very subjective which cooldowns are included, but again our rule of thumb is: would reasonable groups kill time waiting for this cooldown to finish before starting an encounter? Please don’t lobby for every cooldown you have to be included. :)

In case you didn’t read that whole response, it basically boils down to: “We’re looking at implementing automatic CD resets for long cooldowns.” You should read that as: “Rebirth.” FUCK YEAH!

Unfortunately there hasn’t yet been anything about the multitude of problems with Heart of the Wild, but given the amount of information we’ve received over the past couple of days I’m confident they are looking at it.