• Bares mostly like the taste of fase!


Warlords Tanking Feedback

August 18, 2015

Warlords Tanking Feedback

You may remember that on our last episode of TankCast, Sunnier and I talked about some feedback we had regarding the tanking experiecne in Warlords. I wanted to share with you the written version of that feedback, since it formed the core of our show and some may find it more interesting to consume in a written format rather than audio. Further, I wanted to provide an avenue to comment on what we talked about and give your own impressions of tanking in Warlords.

Note: This post was co-written by both myself and Sunnier. It’s an attempt to summarize how we (and possibly others) felt about tanking in 6.0-6.2, trends we did/did not like, and what we’d like to see in 7.0. Our goal in this post is to just discuss general opinions on tanking as a whole, rather than focus on a specific class or spec.

Mob/Boss Movement
If you’ve listened to our podcast (http://theincbear.com/podcastgen) for a single episode, we’re sure you’ve heard our complaints about mob movement in this expansion. However it’s important to point out that it’s not necessarily a universal complaint about movement across the entire expansion. On the whole mobs with large hitboxes (Twin Ogron, Archimonde, Mannoroth) actually feel more responsive than in Mists. We remember tanking Horridon and almost feeling like we could kite him due to his unusually slow movement speed, and how sluggishly he responded to your movement due to how client-server polling worked back then combined with the size of his hitbox.

HOWEVER (and this is a big one) mobs with small hitboxes (Maidens, Velhari + adds, other orcs in general) are absolutely heinous, especially when combined with temporary movement buffs like Body & Soul from a Priest. On Maidens specifically it wasn’t uncommon to have Sorka or Marak go flying across the room during a “ship phase”. This is horrible for a couple of reasons. First it can quite often cause the mob to go behind you, thus making it both impossible for you to hit it while simultaneously allowing the mob to ignore your avoidance. Second for encounters with strict positioning requirements (Ner’zhul, Velhari) minor fluctuations in movement due to encounter mechanics (Infernal Tempest, Malevolence) can have horrible consequences. Taking a whole lot of movement damage in Velhari P1 purely because the Enforcer decided to fly across the room when you moved for Tempest is one of the most horrible feelings we’ve ever had while tanking.

Damage & Survival Tradeoffs
We think there are a lot of different ways to approach this topic, so we’ll start with DKs. Troxism and Mag have been big proponents of the idea that “Any survival after minimum requirements is useless and should be converted to DPS instead.” We don’t agree, but that’s not really the point. The problem is that not all tanks are equally able to shift survival resources to damage resources. DKs famously have BoS, but we think that’s fine in concept. Monks have Chex, and while this may not necessarily be directly comparable to BoS, it’s still an active choice that you have to make for a given encounter.

The rest of the tanks don’t really have those kinds of choices. The Paladin option (SoT v SoI) was removed during one of the Highmaul hotfix waves, but that was purely because the tradeoff balance was wildly in favour of SoT. Guardians don’t really have anything like BoS or Chex that can be used on any encounter (important qualification there). HotW does exist, yes, but it’s only usuable on encounters where one tank is sufficient for the duration. The tradeoff is also wildly in favour of DoC in any kind of progression content (I think Kromog pillars are an exception here).

It would be nice if all tanks had equally usable damage gains while sacrificing some amount of survival. Maybe everyone has a talent tier where there’s a “pure damage” option, a “pure survival” option, and some kind of hybrid option. We think this would be a great way to try and convince people to try different talent builds. In an ideal world every tank would have some kind of rotational way to support this gameplay, or at the very least changed on a fight-by-fight basis.

Stat Variances
One of the new things in Warlords was combining each classes’ tier set onto a single item for each slot. Many were happy with this, particularly those in swap positions (3rd tanks, swap healers). One of the compromises we had to make for this feature was that each spec would have to deal with the same itemization on a given piece of a tier set. In an ideal world this would be fine. However we’ve learned that it takes an outrageous amount of effort to tweak the effectiveness of each secondary to be within a certain variance. And it’s fine if it’s not something that’s possible.

BUT we have to have an alternative option. Tier sets specifically should be nearly ideally itemized for each spec. That’s the point. Otherwise everyone hates their classes’ other specs because as a Guardian I end up with Crit and Haste on my gear. Or a Feral ends up with Mastery and Haste. Either tier gear should be ideally itemized for each spec (or almost) and swap on spec change, or we need reforging back for tier gear specifically.

Removing reforging forced us to think about the native stats on gear, which is great, except for the four important pieces you don’t get much input on: whichever head/chest/leg/shoulder/gloves slots you fill with tier. Perfect stats on all tier isn’t necessary, but it doesn’t make us feel good to have such limited customization over a huge amount of gear. Picking a pair of bracers with your #1 and #3 stats over one with your #2 and #4 feels good. Being locked into a chest piece no matter what the stats are doesn’t feel good. Obviously there is still a choice available: you can drop your tier bonuses for better stats, and that’s a path many specs take, but it’s not a happy one.

The other option is to make sure each secondary is within a reasonable variance of the top stat, which doesn’t seem feasible to us.

Iterative Tuning
This is probably going to be a sore spot, but it needs to be talked about. Prior to week 5 of HFC (the Prot Paladin buffs) tank balance this expansion was wildly off in one way or another. DK and Guardian AoE was way too high at launch (and Guardian’s was subsequently nerfed a little too much), Guardians were way behind in Highmaul due to being unable to handle the magical melee swings from the adds reliably (because GoE was a cost increase), Prot Paladin DPS fell behind in BRF, Brewmasters were wildly too good in BRF, and Guardians started too strong in HFC. I’m sure I’m missed a few, but that’s kind of what happened.

We feel like tuning needs to be way more iterative than what we experienced this expansion. Preferably during the PTR cycle for a given patch.

We will say that balance now is probably the closest its ever been, which is a great achievement. We just wish it hadn’t taken an entire expansion to get here. The goal should be to start at this kind of parity, not finally reach it at the end of an expansion. Tanks also have the benefit of being almost completely absent from PvP, which means as long as we aren’t made unkillable in PvP it’ll be fine and the developers should be able to do as much tuning to tanks as they want.

This is one area where you won’t see us complaining at all. Replacing Vengeance with Resolve has worked out fantastically, and we see no reason to change it in 7.0.

Demon Hunters
Historically when a new class has been introduced to the game, they have been tuned (either intentionally or coincidentally) to be more powerful than their existing cousins. Sunnier and I were actually just talking about how it doesn’t feel right to introduce a new tank class when the role hasn’t really been fully fleshed out yet in the new “AM” world of tanking. Those two combined feel like this is potentially a recipe for disaster. Will this be another Wrath DK / Mists BrM? Or will it finally start out the right way? Impossible to tell right now but it’s definitely something that We hope the team keeps in mind.

Alternatively we’re worried that Demon Hunters may be designed from the ground up with both AM and dps/survival tradeoffs, much like how BrMs were designed with AM in mind originally. We don’t want any role design changes to be shoe-horned into the existing tanks.

Passive Mitigation
Does passive mitigation scale too well into the later tiers of the expansion? Highmaul felt considerably more deadly (spec balance issues notwithstanding) than BRF or HFC have felt so far when playing poorly. We talked about it, and it feels like the passive survival (or “EH”, temporary or permanent) has scaled way faster than incoming damage this expansion. Certainly with poorer active defenses incoming damage needed to scale less than in Mists, but this expansion almost feels like a reversal of the Mists trend. The “danger” that comes when you aren’t able to keep your defenses up needs to be more permanent throughout the expansion, instead of mostly existing during the initial “gear” phase. Since there are multiple things that go into EH (Armor, Stamina, passives, Mastery, etc), this is something that should be revisited for Legion.

External Cooldowns
We know this is something that Magdalena likes to talk about a lot, but we only really partially agree. Healers should have external CDs. I don’t think that DPS specs should bring external CDs though (and I’m dubious about tanks). HoSac has been probably the most constant problem in this space for Warlords. When something as powerful as an external cooldown has varying numbers available in a raid instance, how do you create enough instances for them to be used without potentially gimping some compositions? How many Ret Paladins and/or DPS Warriors do you assume the raid has? We feel like the easier solution would be to eliminate DPS external CDs to further integrate Healer and Tank gameplay.

Taunt Swaps
We wanted to spend a moment to cover the mechanics we saw to require two tanks, and what worked and what didn’t. Note that while most encounters could be “classified” under more than one category, we’ve typically selected the ones that are the primary reason(s) you have two tanks. In some cases there is more than one mechanic that “forces” you to have two tanks, but every time that 2nd one is some kind of debuff.

  • Heavy Handed (Saberlash) – Used thrice (Butcher, Kromog, Zakuun (I guess you can count P4 M-Darmac if you stretch it)). Interesting as long as it’s combined with something else, like heavy movement (making you pay attention to your cotank’s location) or heavy damage. In Warlords this worked rather well in the three cases it was used, and is quite frankly something we could see more of.
  • Run Awayyyyyyyyy – Used 4 times total (Ko’ragh, Imperator, Reaver, Kormrok (and I guess Sorka)). Fun if there’s something for the affected tank to do, like positioning, cooldowns, or a time limit, but if it lasts too long than it gets boring. Ko’ragh felt like we spent half the fight running around the edges being bored. If the duration is short enough (like Reaver/Imperator), then it’s okay.
  • Go Somewhere Else – Used 5 times total (Maidens, Blackhand, Gorefiend, Archimonde, H&F). This works because you are naturally doing a specific task when you’re forced to go somewhere else.
  • Raid Split – Used 3 times total (Blast Furnace, Thogar, HFA). Again this works because you’re naturally always doing something when the raid is split in these situations. I think we could see this more often as well, but these specifically affect the whole raid more than something like HH.
  • Council – Used 3 times total (Twins, Maidens, Hellfire Council). Too often a council fight means that tanks only have to deal with half of the pool of boss abilities, and it’s boring. Twin Ogron abilities had repurrcussions on both tanks, which made that fight interesting, but HHC was positioned separately so each tank didn’t have to pay attention to what the other was doing. Sometimes that’s okay, but you have to have other mechanics to compensate. Instead HHC ended up being rather bland from a tank perspective.
  • Split Roles – Used 6 times total (Kargath, M-Blackhand, Kilrogg, Socrethar, Tectus, Xhul’horac). Like a council mechanic, these work if both tanks are engaged in the encounter. Kargath is a great example of this, as both tanks are actively doing a job that involved reasonable amounts of movement and positioning. Socrethar less so. The person tanking Socrethar himself is generally bored out of their minds, while the robot tank is having a great time.

One “category” that isn’t listed here are debuff swaps. As long as a fight is interesting in other ways, a debuff swap to force two tanks is far better than the alternative. Debuffs are almost always used to avoid single tank situations, and many of the examples have some sort of added complexity to the swap. E.G. very precise swapping (Mannoroth), or swapping after another specific event (like waiting for Brackenspore’s breath). Fights where there’s nothing to do while waiting for your debuff to fall off are problematic, though. Flamebender and Gruul are prime examples of a failure in debuff swapping (though Gruul probably would have been more interesting if it wasn’t so easy to split between 3 groups).


The big summary of all this is: tanks don’t want to be bored for long periods of time, and pretty much all the failures in encounter mechanics for tanks include a stretch where all a tank is doing is dpsing or running away. That’s sort of complicated by the fact that tanks are often immune to other encounter mechanics, understandably (sucks if the RNG god selects a tank for something they can’t properly react to).

That again leads into having a dps/survival tradeoff. With the option to spend some resources on damage, at least those boring “dps while waiting for a debuff to drop” times are alleviated.

What are your thoughts? Anything that we didn’t talk about here that you want to add?

Hello Guardians!

There’s only one piece of news that I’m here to talk about today.

Multistrike Nerf

Ursa Major now lasts 15 seconds (down from 25 seconds).

And let’s be honest, it was a needed nerf. Our HP was getting really out of control. Don’t believe me? Look at this:


So obviously that’s just outright broken. The question is does it change anything regarding our stat priorities? Nope. The value of certain stats has certainly shifted, but the overall priority remains the same. Something that is actually quite interesting is that the value of Haste actually decreases with the nerf. If you think about it, that kind of makes sense. I’ve previously described Haste as a “jack-of-all-trades” stat, so nerfing the potency of one of Haste’s effects will nerf Haste itself. Nobody really cares though, because Haste was already pretty bad compared to every other stat (except Crit).

Pre_Hotfix_Weights Post_Hotfix_Weights

You may notice another interesting piece in the changes above – item level is now even more important than it was before. I mean item level was already super important, sure, but now it’s even more important. So keep that in mind when looking at potential upgrades when transitioning between difficulties in HFC.


Another perhaps unanticipated change is the effectiveness of various trinkets. The hotfix obviously reduces the value of Tyrant’s Decree because of the decrease in the average HP multiplier. That means your HP will dip below the 60% threshold more often, negating the primary value of the trinket to begin with. That doesn’t necessarily make it bad, but less good than it was before.

On the other hand, it also greatly improves the value of Warlord’s Unseeing Eye because a greater percentage of you health will be missing, which means you’ll receive a greater damage reduction effect. Not only that but you can see from the charts below that Anzu’s Cursed Plume has also shot to the top of the list due to the increased value of Mastery.

Pre_Hotfix_Trinkets Post_Hotfix_Trinkets

The one I’m still dubious of is Seed of Creation. We know that Seed doesn’t really help with those situations where you’re taking huge hits at once, and is really only a pure damage reduction trinket. That being said it is probably worth experimenting with to see if it truly does hold any value or not.


To summarize:

  • No, the sky is not falling.
  • No, nothing has changed in terms of the kind of gear you like.
  • Yes, you stil want ALL THE TRINKETS.
  • Give Seed a try before you write it off completely.

Good luck in HFC!

Hello Guardians!

I used to be a little more prompt with these, but since I’m running a guild now that takes up the huge majority of my free time. In any case, 6.2 is here and of course I’m going to let you know what to be concerned about if you’re a Guardian!

Class Changes

Of course the thing that everyone wants to know about is “What has changed for Guardians?” Well, that’s why I’m here. Well, most of the reason I’m here.

Thrash now deals 10% more damage.

The long awaited buff to our AoE is here! It’s unfortunate that we had to wait until now, but even a small buff like this will be enough to address our AoE issues relative to other tanks. It’s also a welcome improvement for Challenge Modes.

Bear Form now increases armor by 285% (up from 250%) for Guardian Druids.

It’s a very small buff. In the end it comes out to between 4% and 5% additional damage reduction which, while not totally ignorable, is pretty ignorable. In the end you won’t even notice the difference but hey, a buff is a buff.

Healing Touch no longer cancels Bear Form for Guardian Druids.

A quality-of-life improvement that eliminates the need for everyone to use a cancelaura macro for Healing Touch.

Savage Defense now also reduces physical damage taken by 20%.

The patch note says “25%” but it’s incorrect, the buff is a 20% reduction. This is the most significant out of all of the changes, as it boosts the minimum amount of damage prevented to 0.8 swings from 0 for Savage Defense. The median also increases to 2.24 swings, however there is also a reduction in the amount of damage prevented by Primal Tenactiy. This reduction isn’t anything that you’ll notice as a player, but it is there.

Dream of Cenarius effect can now be held for up to 40 seconds (up from 20 seconds) by Guardian Druids.

Another great quality-of-life change. I argued pretty vehemently for this during Beta, and it’s nice to see that the change has finally been implemented.

Force of Nature’s summoned Treant now deals 100% more damage.

O-kay? Everyone knows what the issues with Treants are right now from a survival standpoint anyway, so a 100% damage bonus does nothing to address that. However the change does push it slightly ahead of SotF for overall DPS since it lines up nicely with cooldowns and trinkets. Not that anyone cares.

Guardian of Elune (Guardian) now also passively increases the Druid’s chance to dodge by 10%.

A required buff in order to keep GoE at least somewhat competitive with Pulverize. In a raid environment the talent is still relegated to “what can I cheese” status, but it is still the best talent for CMs.

Raid Gear

Of course with any new raid instance the question “what items do I want” arises! Well, there are lots of different things to shoot for this tier. And by “things” I mean “trinkets”.

  • 2 Piece Bonus: Our 2 piece bonus this tier is excellent. Boring, but excellent. You definitely want to grab this as soon as you can. You can also run 2pc/2pc with T17 Gloves/Shoulders and T18 Legs/Chest.
  • 4 Piece Bonus: Our 4 piece bonus is not particularly that great for raiding scenarios. You’re never going to be pooling 90 Rage to use Frenzied Regeneration after Savage Defense. However it is great for soloing, since you will often do precisely that.
  • Seed of Creation: This tier also re-introduces the idea of class-specific trinkets. Unfortunately ours is only strong for AoE situations or situations with lots of damage events. Also remember that it has a “thorns” effect where it will do damage equal to a percentage of your attack power. Note that this won’t be equal to the amount absorbed, as that is increased by Resolve.
  • Tyrant’s Decree: Great pure survival trinket. This is more valuable for Guardians because we have Ursa Major.
  • Warlord’s Unseeing Eye: Again, an amazing pure survival trinket. The secondary stat (Haste) is terrible, but the passive effect is very good. During PTR it scaled infinitely with incoming damage, and it’s not clear whether or not that has persisted onto live.
  • Anzu’s Cursed Plume: A great upgrade from Blast Furnace Door. Definitely get your hands on it.
  • Tablet of Turnbuckle Teamwork: Oddly enough, Tablet is still a great option because of the on-use Bonus Armor. However it won’t compete with higher difficulty HFC trinkets. Still a good one to have around though.
  • For the rest of your gear, there’s generally only one choice. That choice will either be the god combination of Multistrike/Mastery, or whatever piece of gear has the most of the stat you want – Mastery or Multistrike. Those of you doing Mythic raiding will probably trend towards Multistrike, and those doing mostly Heroic or Normal will likely trend towards Mastery.
  • If you’re looking for “stat weights” or something to that effect, I’m waiting until I have reliable damage information from Mythic HFC to post those. I have values from PTR, but it’s unclear what will have changed since then.


Guide Updates!

Just a really quick note that the Guardian guides that we maintain across the interwebs have all been updated for 6.2. These are:

Just a friendly reminder that if a guide is not on this list, I can’t vouch for its accuracy.

Additionally, I’ve decided that I won’t be doing any Mythic video guides for this or any subsequent tiers. The fact is that our guild just doesn’t clear Mythic fast enough for any information in them to be useful for anyone else, and Khaelyn’s written guides on Summonstone and our forums are more than enough to help anyone that’s looking for Mythic-specific information. I’m still going to do the heroic guides though, as they will continue help a large number of people.

Speaking of guides, Slootbag did a great video on HFC tanking earlier this week. You should check it out. I’ve embedded it below for easy-watching.

Hello Guardians!

I had planned to write this at some point, but in the latest 6.2 Patch Notes the buff that caused Frenzied Regen to refund any excess Rage has been reverted. I’ll be the first to admit that I thought the original buff itself didn’t really mean much. It’s not like it would change anything about how you played, right?

Turns out….not so much.


Prior to the buff originally appearing on PTR, each of our AM abilities had its own faily well defined role:

Everything has a very well defined role, and there are choices you can make between each ability in a given moment. Do I need healing? How much Rage do I have? Will I waste resources? These are all questions you should be asking yourself every time you’re going to press one of these three buttons. But everyone knows that, we’ve had this set of abilities since the start of Mists.


The single biggest point to remember is that with the refund Frenzied Regeneration became 100% Rage efficient. You would always receive the full benefit from it in either healing or refunded resources. Initially my reaction was “Nahhhh it doesn’t make a difference”. But I had to do my due diligence and find out what would happen in a situation resembling mythic T18. Special thanks to Grafarion for giving me the information I needed to run this.


Note that this set of sims was run with the following parameters:

  • Both 2t18 and 4t18 bonuses were enabled.
  • I used a set of gear that approximated a “BiS” set excluding trinkets.
  • I used a raid event to simulate tank healing. Note that this artificially devalues the 2t18 because it’s not actual healing.
  • Damage profile approximates what has been experienced during mythic HFC testing (thx Graf!).
  • The standard set of talents were used in both cases (CW, SotF, DoC, Pulverize).
  • The SD profile attempted to take advantage of the set bonuses as much as possible by spamming Frenzied Regen when SD was up.
  • The FR profile spammed FR on CD.

The results, as you can see, are a little odd. How is simply spamming Frenzied Regeneration reasonable for survival at any level of content, let alone mythic? How is FR able to make up that amount of difference in damage intake? Well, the answer is that it’s not only FR doing the job.

Consider for example what actually happens in a 12 second window when you do, or do not, press Savage Defense. Assume for the moment that you have ~17% Dodge (like our sim), and ~50% Mastery (a bit over the sim, but eh).

Frenzied Regeneration

  • Total avoided attacks: (12 / 1.5) * (0.2 – 0.045) = 8 * 0.155 = 1.24
  • Total attacks absorbed by Mastery: (8 – 1.24) * 0.5 * 0.5 = 6.76 * 0.5 * 0.5 = 1.69
  • Total hits: 5.07

Savage Defense

  • Total avoided attacks: (12 / 1.5) * (0.2 – 0.045) = 8 * 0.155 = 1.24 + 1.8 = 3.04
  • Total attacks absorbed by Mastery: ((4 – 0.62 – 1.8) * 0.8 * 0.5 * 0.5) + ((4 – 0.62) * 0.5 * 0.5) = ((1.58) * 0.8 * 0.5 * 0.5) + ((3.38) * 0.5 * 0.5) = 0.316 + 0.845 = 1.161
  • Additional reduced damage: (4-0.62-1.8)*0.2 = 1.52 * 0.2 = 0.316
  • Total hits: 3.483

As you can see it’s Primal Tenacity doing the real heavy lifting, cutting the difference between the two down to 1.587 melee swings. Not only that, but this is before the FR build has expended any Rage at all while the SD build has already used 60. Now, add to this the ability to spam FR without any regard for whether or not you would normally be wasting the Rage, and you can see how the constant stream of healing would fare better in terms of consistent survival than the irregular avoidance of SD.

Remember that this comparison is still valid without the refund, which is something that has been discussed on the forums to some extent. However the important difference is that you have to be very concious about when you would FR, rather than spamming it willy-nilly without a care in the world. The former promotes good decision making, while the latter is merely a “roll face on keyboard” level of engagement. You can argue that FR having a refund mechanic is a QOL improvement – I certainly did – but it turns out that it’s too good without reducing FR’s effectiveness somehow.


Nothing has changed. You still want to use SD primarily. However you will prefer FR over T&C when SD is up – making for some interesting on-the-fly decisions while tanking difficult content, especially mythic.

I do want to impress upon people that simply because interesting decisions are involved, that doesn’t negate the need for a useful Rage dump. Maul is quite simply too anaemic to fill that role currently. 20 Rage for less than 1/3 of a Mangle‘s damage? Don’t make me laugh.

It would be a nice change to have in the future, but for the current state of Guardian making FR refund Rage doesn’t make for good gameplay. I wouldn’t be surprised if we see this revisited in 7.0.

Hello Guardians!

It’s been a long time since I’ve written anything. This is primarily due to a lack of things to talk about, but also because I’m just really busy with GM things. However the 6.2 patch notes came out this past week, which means there’s now a lot to comment on, and discuss. So let’s get started.

Patch 6.2 Changes

Frenzied Regeneration now refunds a proportional amount of excess healing dealt back to the Druid as Rage.

I tested this on the PTR and Frenzied Regeneration now returns an amount of rage proportional to the amount overhealed. If it’s 100% overheal then you get a 60 Rage refund, 90% overheal is 54 Rage, and so on.

Strictly speaking this is definitely a buff, but the more interesting part is what it does to our decision making. Since we no longer have to worry about wasting Rage to overhealing, we’re now more concerned (at least, more than before) about healing efficiency. That is, whether or not we’re going to heal something that would’ve been healed anyway or not. I don’t expect it to become a major part of any gameplay, but for min-maxing performance I think it’s something to consider.

Thrash now deals 10% more damage.

We knew that Guardian AoE was a little underpowered compared to other tanks. This is just a buff to address that issue. Nothing else to really discuss.

Bear Form now increases armor by 285% (up from 250%) for Guardian Druids.

A tiny armor buff. It’s just a 10% buff (350% – 385%) overall, which is about a 4% increase in damage reduction (~48% to ~50%) for me in my current gear. Nothing spectacular, but nothing horrible either.

Healing Touch no longer cancels Bear Form for Guardian Druids.

This is just a quality of life thing. It negates the need for a no-shift macro when using Dream of Cenarius. You still can’t “cast” Healing Touch while shapeshifted, but you should no longer have to worry about accidentally dropping form when using a DoC proc either.

Savage Defense now also reduces physical damage taken by 25%.

This buff is very strange. It’s only 20% on the PTR, but even that’s enough to cause some problems. Namely with Guardian of Elune. Since GoE already grants you 100% dodge, the extra physical damage reduction mostly goes to waste. There are situations like Gruul and Oregorger where it would be beneficial to reduce special attack damage. But that benefit is far outweighed by the loss from just taking Pulverize. I ran a few sims to confirm my suspicions.


Mythic T17


Mythic T18 Guesstimate


Mythic T18 Physical Only Guesstimate

We’re back to square one, with no use for GoE that involves physical melee swings. That’s a damn shame, since there are some people that legitimately enjoy the playstyle of GoE. So what can we do to fix it? Well, not with any kind of buffs to Savage Defense. Without a compensating change to GoE, any buff to Savage Defense is going to drastically reduce the usefulness of GoE possibly to the tune of irrelevancy. An easier thing to do would be buff T&C and/or FR. Or just increase our passive defenses.

Dream of Cenarius’ effect can now be stored for up to 40 seconds (up from 20 seconds) for Guardian Druids.

Another nice quality-of-life change. This makes it easier to hang on to a proc until you really need it.

Force of Nature’s summoned Treant now deals 100% more damage.

Meh? I mean, don’t get me wrong it’s nice to have the damage buff. But there still needs to be situations where taking them is a better idea than simply staying with SotF. Those don’t really exist right now other than proving grounds.

Datamined Items

There are also a couple of datamined items that I wanted to comment on, including the legendary ring!

Stalwart Guardian – All damage received is reduced by (Attack power * 15 / 100) (increased by Attack Power). This effect cannot absorb more than 90% of an attack.

This trinket can range from extremely good to average depending on the situation. For AoE situations or anything with a lot of damage events this trinket is insane. It should be noted that given other tank trinkets have some kind of offensive part to them, this one must as well. The design of the trinket seems to point towards some kind of damage reflection. We’ll have to wait and see though.

T18 4pc Bonus – Savage Defense also reduces the cost of Frenzied Regeneration and Tooth and Claw by 50%.

I’m definitely not a huge fan of this bonus, especially given the already existing buff to Savage Defense. Between the two it feels like we’re supposed to be almost impossible to kill while Savage Defense is up. But the moment it goes down, kersplat. I feel like there’s something missing here, possibly from the 2-pc bonus. I’ll refrain from any further judgements until we know what the 2pc bonus actually is.

Use: Activates the power of Sanctus. All Sanctus-wearing allies are empowered, reducing all damage taken by ( – 772 /- 100)%, and causing all damage and healing to be equally shared between them, for 15 sec. (2 min shared cooldown).

I actually kind of like the new ring. It’s essentially a tank cooldown that basically gives you access to the effective health of your co-tank for the duration. That’s pretty neat. Obviously th eencounter design will dictate how/when you should use it, but I still like the way it works.

Other Notes

A few other changes have also been noticed on the PTR.

  • Displacer Beast no longer shifts you from Bear to Cat form.
  • Dash is now usable while in Bear form.

Credit to Asakawa on the forums for finding these. The Displacer change especially is a nice quality-of-life thing. The loss of Rage from shifting is what primarily prevents it from being useful in more than niche situations.

Final Boss

Khaelyn and I had the chance to be on Final Boss a little over a week ago. You can check out the VOD below.