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Ah! Bears! Cataclysm Tanking (v4.3)


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 Post subject: Ah! Bears! Cataclysm Tanking (v4.3)
PostPosted: June 10th, 2011, 6:38 pm 
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Momma Bear
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Joined: June 9th, 2011, 7:24 am
Posts: 519
Ah! Bears! Cataclysm Tanking (v4.3)



This guide will only be updated at this location. The official forums guide will no longer be touched.



A special Thanks to both Arielle and Tangedyn for constantly providing me with the math needed to keep this guide accurate, for without them, my words would be nothing but lunacy. Instead, my words are lunacy with math. Which is better…. somehow.




Latest Update: 11.29.11



It’s that time again, folks. Time to completely relearn how to tank with the release of a new expansion, and hopefully, this guide will become your one-stop shop for all your Bear needs.

I am still researching every day. The information contained within is subject to change and subject to being utterly wrong at any time. If the latter is the case, inform me constructively(I will not respond to blatant trolling) and I will revise with all due haste. I strive to have one of the most accurate tanking guides available.



Index




Things for the Future:

Update gear list



Change log:

01.06.12 - Added links to recent Bear guides.
- Arielle

12.23.11 - Updated amount healed by 4t13 to match recent nerf.
- Arielle

12.07.11 - Added note on Frenzied Regeneration glyph and 4t13.
- Arielle

11.29.11 - Updated formula values to account for changes in 4.3. Stripped out BiS list to make its own thread.
- Arielle

6.29.11 - Updated Normal Raiding BiS list for Tier 12. Added Gems.
- Arielle

6.28.11 - Changed strength conversion. removed part about strength accessories being sometimes better because they're all worse than Agi now.

6.13.11 - Reworded portions, added a bit more info on others, because yay no more 5k character limit.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:44 pm 
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Momma Bear
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Posts: 519
Guides


These will be updated for current heroic content. Right now that is T13 - Dragon Soul.

Bearcat Guide by Tangedyn - http://theincbear.com/dragon-soul-bearcat-guide

Heroic Zon'ozz 10m by Sunnier - viewtopic.php?f=12&t=526

Heroic Ultraxion 10m by Sunnier - viewtopic.php?f=12&t=522

Heroic Yor'sahj 10m by Sunnier - viewtopic.php?f=12&t=523

Heroic Haggara 10m by Sunnier - viewtopic.php?f=12&t=521


Resources


Dialogue on Diminishing Returns - http://theincbear.com/dodge-diminishing-returns/ and http://us.battle.net/wow/en/forum/topic/1869253719

Low Level Tanking - http://theincbear.com/low-level-bear-tanking/

Simple Mitigation Spreadsheet - http://goo.gl/7jIJw

How to use the Mitigation Spreadsheet - http://theincbear.com/math/bear-mitigation-spreadsheet/

Fasc’s Bear Spreadsheet - http://us.battle.net/wow/en/forum/topic ... 391?page=1

Team Waffle Podcast - http://teamwafflecast.com

Bear Threat Spreadsheet - http://dkkitty.blogspot.com/2011/02/ari ... t-v20.html

Raiding BiS List - http://dkkitty.blogspot.com/2010/12/gea ... -post.html

Combat Ratings at Level 85 - http://elitistjerks.com/f15/t29453-comb ... cataclysm/

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:44 pm 
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Momma Bear
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Stats, Gearing, and Reforging




Stats

(number) value with Kings or Mark.
[number] value fully Raid Buffed


Agility - Provides AP, Crit, and Dodge. No longer provides Armor. Agility is the super-stat for Bears. It provides mitigation, avoidance and threat. No other tank has that balled up into one stat. Stacking Agility is typically the best course of action.

1 Agi = 2.5 AP (2.625 AP) [3.15 AP]
1 Agi = 0.0030783% Crit (0.0032323%)
324.85 Agi = 1% Crit
1 Agi = 0.0041054% Dodge (0.0043106%)
243.58 Agi = 1% Dodge


Stamina - Increases your total health and is also able to provide a small amount of Attack Power through Vengeance. Stamina isn’t as important for us as it was in the previous expansion. Stacking it to the exclusion of all else is ill-advised, though there are situations where it is beneficial to have.

1 Sta = 18.698 Health (19.633)
1 Sta = 1.6695 AP (1.753 AP) [2.10357 AP]


Armor - Decreases the amount of physical damage taken. While armor from leather gear upgrades is very good, bonus armor (being unaffected by multipliers) isn’t quite as valuable. Bonus armor is considered armor from accessories, trinkets, and enchants.

1 Armor = 3.916 Armor (Bear Form + Thick Hide)
1 Armor = 3.99432 Armor (Bear Form + Thick Hide + Meta Gem)
Armor cap (75% DR) for Lvl88 Boss mobs = 97717.5 Armor


Dodge - Increases chance to dodge. Dodge gets better the more you have of it. It also extends the uptime of Savage Defense and also allows more time for Savage Defense to proc.

1 Dodge Rating = 0.005687% Dodge
176.71899 Dodge Rating = 1% Dodge


Mastery - Increases the amount absorbed by Savage Defense via Savage Defender. This makes our Bear-Block bigger. It is a very good stat to have and should be sought out on gear.

179.28 Mastery Rating = 1 Mastery


Expertise Rating - Decreases an enemy’s chance to dodge and parry. Largely a threat stat, however it is also a good mitigation stat for Savage Defense until the dodge cap. Roughly equal to crit in value for mitigation until 26, at which point it is on par with Hit. Once you reach higher gear levels (>= 378) Expertise will actually be superior to Crit until you reach the softcap of 26.

Level 85 mob = 5.0% (Dodge) / 5.0% (Parry) = 601 (20) / 601 (20) Expertise Rating
Level 86 mob = 5.2% (Dodge) / 5.2% (Parry) = 631 (21) / 631 (21) Expertise Rating
Level 87 mob = 5.4% (Dodge) / 5.4% (Parry) = 661 (22) / 661 (22) Expertise Rating
Level 88 mob = 6.5% (Dodge) / 14% (Parry) = 781 (26) / 1682 (56) Expertise Rating


Critical Strike Rating - Increases chance to crit. Crit allows Savage Defense to proc more often, and has a small threat value. Roughly equal to expertise in value for mitigation. At higher gear levels (>=378) it falls slightly behind Expertise in terms of mitigation value.

1 Crit Rating = 0.0055779% Crit
179.28 Crit Rating = 1% Crit


Hit Rating - Increases chance to hit. Since Taunt and Skull Bash are no longer able to miss, having hit is merely a luxury and a threat stat.

120.109 Hit Rating = 1% Hit
1 Hit Rating = 0.0083256% Hit
8% Hit = 961 Hit Rating


Haste Rating - Increases attack speed. Haste is a very lackluster stat. Very minimal impact on threat, rage gen, and (as a stretch) mitigation. Should be avoided where possible.

128.05701 = 1% Haste


Strength - Provides attack power.

1 Str = 1.25 AP (1.3125 AP) [1.575 AP]



Gearing and Reforging

Because there is no “tanking leather” and getting dodge as secondary stat means suboptimal gearing, you should be filling your gear slots with x/Mastery gear. Beyond that, Expertise/Mastery and Crit/Mastery gear choices are the absolute best. However, because there are stats better than Mastery (Agility and Dodge), you should not be reforging or gemming towards it.

For reforging, the best course of action is reforging the least wanted stat into Dodge Rating. This is the best support for survivability, while simultaneously keeping our avoidance above the plate tanks. The Reforge priority is as follows, from least wanted to most wanted:

Haste to Dodge.
Hit / Expertise (if beyond soft cap), if no Haste, to Dodge.
Crit >= Expertise (if below soft cap), if no Hit or Haste to Dodge.
Mastery, if no Haste, Hit, Expertise or Crit, to Dodge.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:44 pm 
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Momma Bear
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Talents, Bonuses, and Mastery





Feral Talents


Tier 1
2/2 Feral Swiftness
3/3 Furor


Tier 2
**2/2 Infected Wounds
3/3 Fury Swipes
2/2 Primal Fury
**2/2 Feral Aggression


Tier 3
**3/3 King of the Jungle
1/1 Feral Charge
3/3 Thick Hide
**2/2 Stampede (This talent is very lackluster for Bears)


Tier 4
1/1 Leader of the Pack
**2/2 Brutal Impact


Tier 5
1/1 Survival Instincts
2/2 Endless Carnage
2/2 Natural Reaction


Tier 6
3/3 Rend and Tear
1/1 Pulverize


Tier 7
1/1 Berserk


Resto Talents


Tier 1
3/3 Heart of the Wild
2/2 Natural Shapeshifter (To get into T2)


Tier 2
3/3 Perseverance (This talent makes Bears the only tanks with additional Spell Damage Reduction.)
1/1 Master Shapeshifter


** These talents are considered optional and can/will change depending on your playstyle and/or raid availability.


Best All-Around Tank-Only Build - http://www.wowhead.com/talent#0ZfMGbkubzrckMcu

Good Tank-Hybrid Build: - http://www.wowhead.com/talent#0ZfMGcoubzrckMcu

There is a fair bit of freedom one what you can take if you aren’t doing any kind of progression content (defined by your guild progress). If you don’t like interrupting, you can take points out of Brutal Impact. If you want more oomph to your threat, you can get King of the Jungle by dropping FA, Stampede, Brutal Impact, or Infected Wounds.

King of the Jungle provides the option of a hybrid playstyle. For more on that, see my section on Advanced Bearing further down.


Bonuses

Feral specialization will give you:

Mangle (Level 10; 15 Rage, Instant, 6 sec Cooldown) - Mangle the target for 260% normal damage plus (290 * 260 / 100) and causes the target to take 30% additional damage from bleed effects for 1 min.

Aggression - Increases your attack power by 25%

Feral Instinct - Reduces the chance enemies have to detect you while Prowling.

Vengeance - Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your Base Health plus Stamina. Entering Cat Form will cancel this effect.

**Despite what the tooltip says, Vengeance is calculated like this: Vengeance = Sta + (0.1 * Base Health), NOT V = 0.1 * Max Health.**

Vengeance AP is also affected by AP multiplying effects such as our Aggression specialization and 10% AP from outside sources.


Mastery

Mastery: Savage Defender - Increases the damage absorbed by your Savage Defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%.

Shield Size = AP * (0.35 * (1 +(0.04 * Mastery)))

Bear Mastery has the unfortunate side-effect of scaling very poorly, much like the old Block/Block Value of Wrath. This means that it is quite powerful against things that are hitting for very little amounts, but grows weaker as the bosses start to hit harder. It is also the weakest of the 3 blocks, in that it will only ever scale with our gear, and never with incoming damage.

However, do not mistake this for a bad stat because of the above paragraph. It is still our second-best secondary stat, behind only Dodge.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:45 pm 
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Momma Bear
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Posts: 519
Gems, Enchants, and Glyphs




Gems


Gemming in Cataclysm comes with options now. Choosing a strategy is determined by many factors, but ultimately, it comes down to your raid's healers. Even when presented with evidence that Agility provides more mitigation, some healers (and Raid Leaders) will stick to their guns and demand Stamina.

For an Agi-centered build - I highly recommend this for everything including Raids

Meta: [Austere Shadowspirit Diamond]
Red Sockets: [Delicate Inferno Ruby]
Yellow Sockets: [Polished Ember Topaz] (Only use two of these to activate your Meta. No more.)
Blue Sockets: [Shifting Demonseye]


For a Stam-centered build - I don't recommend this for Heroic 5-mans or entry-level raiding. More people will see more use of this kind of gemming for Heroic raiding (I am not saying to immediately switch to this kind of gemming upon entering that kind of progression. Heroic progression can be done with Agi gems). Despite the Stamina buff in 4.3, Stamina is still sub-optimal once you have reached your given EH requirement. Remember that EH requirements are created from all factors in a boss encounter (including healing, environment, boss damage, etc.), not just melee swings. Communicate with your healers accordingly.

Meta: [Austere Shadowspirit Diamond]
Red Sockets: [Shifting Demonseye]
Blue Sockets: [Solid Ocean Sapphire]
Yellow Sockets: [Regal Dream Emerald]


For a typical rule of thumb - Meet the Health threshold for the content you're going through, then focus on mitigation.

Regardless of what kind of strategy you choose, Agility is an extremely good stat for Bears. Remember that large stamina boosts can be gained through Trinket swaps, Stamina Flasks, and Profession bonuses(where applicable), so the need for changing your entire gemming strategy isn't immediate. Not to mention, those 3 options are far more cost-effective.

Never get stuck on a single kind of gearing strategy as a tank. Needs can change on a fight-to-fight basis and it is good to keep an open mind.

Your mileage may vary. What works for one person may not work for you.



Enchants


Head: [Arcanum of the Earthen Ring]

Shoulders: [Greater Inscription of Unbreakable Quartz]
[Greater Inscription of Shattered Crystal]

Chest: [Enchant Chest - Greater Stamina] (Toggle Mats)
[Enchant Chest - Peerless Stats] (Toggle Mats)

These two are so close in value that it doesn’t matter much. 75 stam gives more health, 20 stats gives more threat and a slightly larger SD absorb. I recommend +20 stats

Belt: [Ebonsteel Belt Buckle]

Legs: [Charscale Leg Armor]

Boots: [Enchant Boots - Earthen Vitality] (Toggle Mats)
[Enchant Boots - Assassin's Step] (Toggle Mats)

Bracers: [Enchant Bracers - Major Stamina[/q]] (Toggle Mats)
[Enchant Bracer - Agility] (Toggle Mats)

Gloves: [Glove Reinforcements]
[Enchant Gloves - Greater Mastery] (Toggle Mats)
(Reinforcements are superior… Still.)

Cloak: [Enchant Cloak - Protection] (Toggle Mats)

Weapon: [Enchant 2H Weapon - Mighty Agility] (Toggle Mats)
[Enchant Weapon - Windwalk] (Toggle Mats)

Agi v Windwalk depends on the content you’re tanking. For normal mode and heroic tanking, you want 130 Agi. For heroic raiding, Windwalk can pull ahead.



Glyphs


Bear glyph options are fairly cut-and-dry.

Prime:
[Glyph of Berserk]
[Glyph of Mangle]
[Glyph of Lacerate]


Major:
[Glyph of Faerie Fire]
[Glyph of Feral Charge]
[Glyph of Frenzied Regeneration] - You will likely find yourself swapping this in and out a lot once you get 4t13 varying on the fight. Unglyphed it currently provides the raid with a heal worth 0.75% of the Bear's HP per second (rage permitting).
[Glyph of Maul]
[Glyph of Rebirth]


Minor:
[Glyph of Challenging Roar]
[Glyph of Dash]
[Glyph of Mark of the Wild]
[Glyph of Unburdened Rebirth]

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:45 pm 
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Momma Bear
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Threat Generation




Abilities


Mangle – Our main attack. It is the highest TPS generating ability that we have and should be used every cooldown.

Maul – Secondary attack. Maul is off the GCD with a 3sec cooldown. Maul has a high rage cost and should be used with excess rage and as often as possible. In low rage situations, Maul is the first thing to get dropped.

Lacerate – All of Lacerate’s TPS has been frontloaded because of Pulverize mechanics. Its DoT is fairly pathetic for that reason. But, it is good because of Berserk procs.

Pulverize – Pulverize isn’t used for its damage(which is pretty small and scales very badly), but rather to maintain the 9% crit buff we get for knocking off 3 stacks of Lacerate. Leaving out Pulverize is not a good idea.

Faerie Fire (Feral) – FFF’s threat and damage has been lowered somewhat. It should be used in low-rage situations regardless.

Demoralizing Roar – Typical 10% physical damage reduction debuff. Should be active as often as possible. Produces very little threat.

Thrash – Good, solid threat for both AoE and Single Target. Should be used on CD where allowed.

Swipe – Used for more AoE filler.

Berserk – Has two effects. One allows Lacerate to proc a buff (Berserk) from bleed ticks which resets the cooldown on Mangle and causes it to cost no rage. The other is the on-use ability that causes mangle to have no cooldown and able to hit 2 additional targets for its duration. The on-use Berserk is excellent for bursting down AoE packs, as well as initial snap threat for single target. The passive buff is pivotal for maintaining threat.



Single Target


Single Target threat has moved away from a static rotation. It has a random element added to it through Berserk procs, and also has timers to upkeep by way of Pulverize. Because of those additions, our threat has become a priority list. We will always hit the best threat abilities first, then move down the line depending on availability and conditions.

The priority is as follows:
(Note: This is NOT a rotation. Do not treat it as such.)

Mangle / Berserk Procs
Demoralizing Roar
Lacerate if no Lac on target
Thrash
Lacerate if not to 3
Pulverize if 3 stacks of Lacerate and no Buff, or buff is about to expire
Faerie Fire (Feral)
Lacerate filler

Maul as often as possible without rage starving yourself.

Aside from the early Demo, that will net you the highest amount of TPS. The key is using Mangle and Thrash on cooldown. However, it will also net you a decrease in Pulverize uptime by its nature. Once threat becomes a non-issue at any time, you can deviate slightly and prioritize keeping Pulverize up as much as possible for the extra mitigation it provides.

If threat on the pull is off to a rocky start, or you have overzealous DPS, use Berserk early and power into it with Mangle spam. If you can afford it, throw up a Lacerate. That will help a small amount with rage consumption when it procs Berserk, as the beginning of a fight tends to be our weakest for rage generation.



AoE Threat


AoE threat requires some tab targeting and the occasional single-target attention (depending on what’s getting nuked and what isn’t). Keep Swipe and Thrash on CD. With the 3 second cooldown on Swipe, it should be pressed every other GCD. If Thrash is off CD and Swipe is off CD, then you should be hitting Thrash, as it’s far more threat. When Thrash and Swipe are on CD, use Mangle on targets needing attention, then work on spreading around Lacerates. Maul as rage allows.

In the case of a cast sequence macro for Swipe and Thrash, I don’t really recommend it for two reasons: One – If you ever need to stagger your AoE abilities, you’re a bit SoL. Two – Thrash is important for single target. If you had a cast sequence, you’d still be putting a non-macro’d Thrash into your rotation; you may as well have two separate keybinds for Swipe and Thrash at that point.

Again, for extra power, use Berserk.



Macroing in Maul


Maul Macroing is still possible. However, due to the increased rage cost and the overall decrease in our rage generation, it can’t be left unchecked. Some will tell you it’s bad. Some will tell you it’s fine if you moderate it. I’m with the latter. Using any kind of conditional that allows you to stop the use of Maul when doing your normal rotation is completely acceptable. But, you have to have a conditional. Otherwise you will hurt your threat in low rage situations, as Maul tends to always fire off first if there’s sufficient rage.

Using conditionals like [nomod] , [mod:shift] , [mod:alt] , and [mod:ctrl] are recommended. [nomod] will use Maul all the time unless you’re holding down any of the modifier keys. [mod:shift] etc. will only use maul if you’re holding down that key.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:45 pm 
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Momma Bear
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Posts: 519
Professions and Consumables




Professions


Alchemy
Mixology – Increases the effectiveness of Flasks and Elixirs. You need to know the recipe.

[Flask of Enhancement] – This is used as a way for Alchemists to always keep their profession bonuses when not raid flasked.
[Flask of Steelskin] – 120 Bonus Stamina
[Flask of the Winds] – 80 Bonus Agility
[Flask of Battle] – 120 Bonus Stamina OR 80 Bonus Agility
[Elixir of Deep Earth] – 120 Bonus Armor
[Elixir of the Master] – 40 Bonus Mastery
[Prismatic Elixir] – 15 Bonus Resist


Blacksmithing
Socket Bracer and Socket Gloves – 120 Bonus Stamina, or 80 Bonus Agility


Enchanting
[Enchant Ring – Agility] (Toggle Mats) – 80 Bonus Agility
[Enchant Ring – Greater Stamina] (Toggle Mats) – 120 Bonus Stamina


Engineering

Helm-
[Agile Bio-Optic Killshades] – This is an interesting turn for Engineering. It seems the epic crafted shades are roughly equal to tier 11, depending on stats.

Though, the fatal flaw with the engineering helms is, they seem to only last a tier, which is unfortunate.

Cogwheels-
[Fractured Cogwheel]
[Precise Cogwheel]
[Smooth Cogwheel]
[Subtle Cogwheel]

So long as Mastery is always used as a Cogwheel, you can pair it with any of your choosing. The best would be Dodge rating.

Tinkers-
Quickflip Deflection Plates – 1500 Armor. 1 minute cooldown.

Synapse Springs – These find your highest attribute (Agility) and increase it by 480. Used on CD, it’s roughly equal to the other 80 stat bonuses.


Herbalism
Lifeblood – On-use Haste rating with a small heal. Honestly, this is fairly useless for any kind of tank.


Inscription
Inscription of the Earth Prince – 120 Bonus Stamina
Swiftsteel Inscription – 80 Bonus Agility


Jewelcrafting
Chimera’s Eyes once again provide the strongest bonuses for stats.

3x [Solid Chimera's Eye] – 123 Bonus Stamina
3x [Delicate Chimera's Eye] – 81 Bonus Agility


Leatherworking
Draconic Embossment – Stamina – 195 Stam. 155 Bonus Stamina
Draconic Embossment – Agility – 130 Agility. 80 Bonus Agility


Mining
Toughness – 120 Bonus Stamina


Skinning
Master of Anatomy – 80 Bonus Critical Strike Rating


Tailoring
Not really a tank profession. There’s only one bonus, and that bonus is pretty meh for tanking, but if you have it, you have it.

Swordguard Embroidery – Only rank 2! Same deal, chance for 1000 AP on attacks.



Which Professions are “The Best”?

There’s a quick tendency to say Jewelcrafting and Leatherworking, and I’d agree. Both of those professions have the strongest bonuses. As you can see, each profession has equal bonuses, so it just boils down to 1-2 stat min-maxing. The only ones I don’t recommend are the gathering professions. Mining is fine if you never intend to DPS, but otherwise, crafting professions are great for raiding.



Consumables


There are quite a few options for consumables. Which ones you end up using depends on the encounter, as it is with all tank gearing.


Food Buffs
[Seafood Magnifique Feast] – Eating this in Cat Form will give you 90 Agility. All other forms will give Dodge Rating. (Agi is preferred)
[Skewered Eel] – If feasts are unavailable, this is the number one choice.


Flasks and Elixirs
[Flask of Steelskin] – User discretion. It’s not better than Agility, but can be preferred if you need a Stamina boost for various encounters.
[Flask of the Winds] – The best flask option for damage mitigation. Default choice.
[Flask of Battle] – When used in Bear Form, provides Stamina. When used in any other, provides Agility.
[Elixir of Deep Earth] – The only Guardian Elixir that matters. Even paired with a Battle Elixir, it won’t be as good as the Agi Flask.
[Elixir of the Master] – A workable option to be used as a Battle Elixir.
[Prismatic Elixir] – This Elixir is good for fights with a lot of magic damage flying around.


Potions
There’s only two options for potions.

[Potion of the Tol'vir]
[Earthen Potion] – Not as good as the Tol’vir. I typically use them for instant gratification from melee damage.

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Female Worgen Hunter Silanah

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:45 pm 
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Momma Bear
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Joined: June 9th, 2011, 7:24 am
Posts: 519
Gear Lists




Pre-Raid Gear
The items are listed from Best to Worst in each slot.


Legend:
[JP] – JP Vendor
[VP] – VP Vendor
[H] – Heroic Dungeon
[H+] -Advanced Heroic Dungeon
[C] – Crafted
[R] – Rep
[BoE] – Bind on Equip
[PvP] – PvP item

Helm:
[BoE] [Tsanga's Helm]
[H+] [The Savager's Mask]
[H] [Helm of Numberless Shadows]
[JP] [Mask of Vines]

Neck:
[H+] [Amulet of the Watcher]
[H] [Pendant of the Lightless Grotto]
[R] [Acorn of the Daughter Tree]

Shoulders:
[H+] [Tusked Shoulderpads]
[JP] [Embrace of the Night]
[H] [Caridean Epaulettes]

Back:
[VP] [Viewless Wings]
[H] [Cloak of Thredd]
[R] [Wrap of the Great Turtle]

Chest:
[BoE] [Morrie's Waywalker Wrap]
[C] [Assassin's Chestplate]
[H] [Vest of Misshapen Hides]
[H] [Defias Brotherhood Vest]

Wrist:
[H+] [Amani'shi Bracers]
[H] [Double Dealing Bracers]
[H] [Poison Fang Bracers]

Hands:
[R] [Stormbolt Gloves]
[H] [Gloves of Haze]

Waist:
[C] [Belt of Nefarious Whispers]
[JP] [Sash of Musing]

Legs:
[VP] [Stormrider's Legguards]
[JP] [Leggings of the Burrowing Mole]

Boots:
[H+] [Fasc's Preserved Boots]
[H] [Crafty's Gaiters]
[H] [VanCleef's Boots]

Ring1:
[R] [Signet of the Elder Council]
[H+] [Arlokk's Signet]
[C] [Elementium Destroyer's Ring]

Ring2:
[VP] [Hornet-Sting Band]
[H+] [Arlokk's Signet]
[C] [Elementium Destroyer's Ring]
[H] [Skullcracker Ring]

Trinket1:
[H] [Tia's Grace]

Trinket2:
Second trinket slot is mostly dependent upon what fight you’re doing. It is good to have options. The most common second trinket slot is:

[VP] [Fluid Death]

The other options are as follows and not listed by importance:

[R] [Mirror of Broken Images]
[C] [Figurine - Earthen Guardian]
[H] [Leaden Despair]
[C] [Lifebound Alchemist Stone]
[C] [Quicksilver Alchemist Stone]

Weapon:
[H+] [Jin'do's Verdict]
[H] [Seliza's Spear]
[C] [Elementium Poleaxe]
[H] [Darkling Staff]

Relic:
[PvP] [Vicious Gladiator's Relic of Triumph]
[VP] [Relic of Golganneth]
[PvP] [Bloodthirsty Gladiator's Relic of Triumph]
[C] [Silver Inlaid Leaf]

For insight on 4T11 (which I will sometimes be wearing), go here: PSA – 4T11

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:46 pm 
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Advanced Bearing




With the advent of 4.1 and the negative impact of Enrage being removed, a new parameter of tank specs has come forth. We can now safely spec into King of the Jungle for 15% extra damage while enrage is active. This talent also opens up the possibility of a hybrid play style for raiding, which I have grown to enjoy. Hybrid play is all about the damage while retaining your abilities to be a tank.


Talents:

What talent points do I use to get King of the Jungle?

  • Which talent you choose to leave out depends on your regular raid composition. The most common would be the loss of Feral Aggression, and though it’s a quality of life loss, it’s the most practical. Infected Wounds is a bit of a gamble. You can’t guarantee a source of attack speed reduction will always be on your target. Brutal Impact is the least likely to affect your play, however it does give you your 10s interrupt, and as we’ve seen so far there are a lot of “pass or fail” mechanics regarding interrupts in raids.

Why not Fury Swipes?

    Though Fury Swipes is random, does not proc OoC and does not proc Savage Defense, it is still a source of threat and damage. Leaving out Fury Swipes can be a heavy loss in DPS, and by extension TPS, because it does hit harder than Mangle. Giving up 2 points elsewhere with the floater point is a much better trade off for the hybrid play-style.

Why not Endless Carnage?

    As I prefaced, the hybrid play style is all about damage while keeping your tanking ability. Dropping Endless Carnage means the need to use Pulverize more frequently, causing you to lose out on Berserk procs,extra Thrashes and Mangles that would then be spent on getting Lacerates back up in time to refresh the buff. From a cat DPS stand point, you’re losing the Rake extension, which ultimately ends up to less Shreds being used, which is a DPS loss.

Example of a 4.1 spec: http://www.wowhead.com/talent#0ZfMGcoubzrckMcu


Glyphs:

For a very, extremely tiny(and I mean tiny) trade off in mitigation, you can pick up two glyphs that will make your Cat DPS that much better.

Prime:
[Glyph of Mangle]
[Glyph of Shred]
[Glyph of Rip]

Since Shred and Rip are the biggest DPS boosts for a normal cat spec, it makes sense to include it for hybrid DPS. Mangle is there for your Bear DPS, since Mangle is typically #1 on damage done. Your Major and Minor glyphs stay the same.


The Damage:

Single Target -

For Bear DPS, the single target stays the same as mentioned above. You keep your priorities straight. Always use Mangle and Thrash whenever available. Keep pulverize active. Keep Enrage on CD. Unless threat is shaky at the start, Berserk is best saved for cat. Any fight that’s a tank swap fight has the potential to allow for cat DPS in the meantime.

Now, the Cat DPS rotation is a lot more forgiving than it once was. For the in-depth version, see Tangedyn’s cat sticky. Here’s the quick and dirty: Keep Mangle on the target, keep rake on the target, keep a 5pt rip on the target, keep savage roar up, keep Tiger’s Fury on CD. That’s it. No biting. Even if you have 5 combo points, shred will be better.

If you can, get a fresh 5pt Rip and Rake on the target before taunting. The threat from those two ticking will transfer, making it easier. Enrage will be off CD by then. You can use it on the taunt or after you’ve let vengeance build up a little.


AoE -

There are few bosses that have enough adds to warrant a change in rotation should you be tanking them. You’ll want 4 or more adds for this to be a benefit. The rotation is basically Swipe > Thrash > Swipe > Mangle > Swipe > Thrash > Swipe > Mangle, etc. This, unfortunately, kills your Pulverize uptime.


Gearing:

The gearing strategy can change a little or not at all depending on preference. 4T11 is definitely a good boost for cat, but its benefits will depend on how long you’re DPSing for, because the ramp up time is so great. For single tank burn phases, it will be beneficial. For quick, short switches, offset would be better.

For Bear DPS stats, nothing comes close to Expertise until you reach 26. Putting a bit more emphasis on expertise for reforging over dodge will boost your DPS. You may or may not choose to get to that softcap(I don’t recommend it this early in the xpac, personally). However, that kind of strategy isn’t well advised for progression content.

An Agility set-up helps to prop up this playstyle quite a bit. Interestingly enough, Landslide is the best Bear DPS weapon enchant, though 130 Agi is still better for Cats. If you have a duplicate weapon laying around, play around with it.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:46 pm 
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Momma Bear
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Frequently Asked Questions



Q: Why did they nerf our HP so much?? It’s all we have!

A: It is not all we have and you’re being silly. We still have a slightly higher HP modifier than the other tanks, so we will eventually begin to outscale them again. However, it won’t be by the gross amount it was before the nerf (something like 20k HP difference, which is absurd).



Q: Lololol i herd baers r the worst tanks LOL

A: You are massively uninformed, but thank you for the memo. At 85, Bears are equal with the other tanks, and that was the goal. It took a few nerfs to our ego, but I haven’t seen tanks this balanced in a long time. Each tank still has its strengths, but when you’re comparing each class, you’re really comparing apples to oranges.



Q: Why should we listen to you?

A: To avoid egotistical responses… Because I love bears. I love tanking. It is the most satisfying part of this game to me, and as such, I strive to do it the best that I can. This involves lots of theorycrafting, lots of research, and lots of experience in game.



Q: Pulverize consuming Lacerate is stupid! There should be a glyph that stops this!

A: No, no it isn’t, and no there shouldn’t be. Building Lacerate gives us something to do during Mangle cooldowns. If Pulverize were to suddenly consume no stacks, what do you think would happen? Stack Lacerate to 3 and do nothing but spam Mangle and Pulverize while refreshing Lac before it falls. No thanks.



Q: What do I reforge to?

A: Dodge, dodge, and more dodge. There is not yet a point where reforging to Dodge becomes suboptimal. Haste gets reforged first, followed by hit, then expertise, then crit, then Mastery. Mastery should only be reforged if it is the only available secondary stat. (Mastery > Crit >= Exp to Softcap > Exp = Hit > Haste)



Q: What are the best gems?

A: This answer is going to change depending on your gear point, and even how capable your healers are. Right now, when everyone is grinding heroics and looking into entry level raids, Agility is the primary stat. Agility, Agility/dodge and Agility/Stam will provide the best amount of survivability early on. Whether or not Stamina will make a scene remains unknown.

    Q: Why does it depend on your healers?

    A: Gemming isn’t as major as it was, though it’s still important. As such, your healers will be the deciding factor on how you ultimately end up gemming. If your healers have no issue keeping you up, go for agility. If they can’t keep up with the damage or are running oom, go for agility. If they can’t keep you alive, but aren’t running oom, go for more stamina. Always keep a dialogue open with them for as long as their mana matters.



Q: I’m going into Heroic Raiding. Does this mean I gem Stamina?

A: No. You will need to meet a higher Health threshold, but that does not mean gemming for Stamina. Trinkets and Flasks are the easiest and best way to go about getting the required amount of Stamina, and how much that is depends on the encounter and on your healers.

That said, gearing as a tank is anything but black and white. You need to figure out what works for your guild and raid and go from there. But always remember to keep this thread’s guidelines in mind. Agility will always be better for damage mitigation, but there is a time and place for everything, including stamina. It’s at your discretion as long as you understand why.



Q: Will Reforging to Mastery ever be better?

A: At this point in the expansion, no. Perhaps in later tiers it will be, but further research of the subject suggests that Dodge only gets better and Mastery only gets worse the harder the boss melees for.

    Q: Mastery gets worse? What does that mean?

    A: The more damage a boss melees for, the smaller percentage you will be mitigating via Savage Defense. That does not mean that Mastery becomes obsolete. It is still showing itself as being our best Secondary stat, so our gearing choices and priorities do not change.


Q: What is the Dodge Cap?

A: There isn't one. Seriously. Well, one that isn't attainable by any means. Most often people are confused on the Dodge Cap, as that term is used for Expertise rating, and not meant for Dodge Rating. The Dodge Cap for expertise simply means the point at which a boss will no longer be able to dodge your attacks, which is 26 expertise.

P.S. Don't stop reforging to Dodge.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 10th, 2011, 6:46 pm 
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Momma Bear
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Patch Notes and Hotfixes

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 12th, 2011, 7:53 am 
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Reserved post.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 12th, 2011, 7:53 am 
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Reserved post.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 12th, 2011, 7:54 am 
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Reserved post.

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 14th, 2011, 4:00 pm 
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Nit-picking: the Epic and Rare colors (well, mainly the purple Epic color) for linked items don't show up very well against the forum's default (only?) theme, with its dark-gray/olive background. Perhaps it'd be better to choose a lighter color on those selections for that item color script.

Feel free to delete this as updates are made :P

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 14th, 2011, 4:03 pm 
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That's the default wowhead coloring. :P

Also, these smilies are terrible. I must find better. >.>

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 14th, 2011, 4:56 pm 
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Quicky question that I meant to ask you on the WoW forums ... Why no talk about rage potions to help with initial rage generation? I always carry a stack of Might Rage. I understand that they are a poor substitute for a whacked out design, but ...


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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 14th, 2011, 9:27 pm 
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Acornbrain wrote:
Quicky question that I meant to ask you on the WoW forums ... Why no talk about rage potions to help with initial rage generation? I always carry a stack of Might Rage. I understand that they are a poor substitute for a whacked out design, but ...

I guess I don't see too much use when Agi/Armor pots last 20 seconds, and a rage pot is there for a couple seconds, at best. Especially now that we can safely use Enrage in combat.

I mean... I suppose you could use it if you have that big of a rage issue at the start, but eh. I don't see the appeal, and certainly not during a fight (which I suspect you mean pre-potting as it is). :/

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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 15th, 2011, 6:47 am 
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Joined: June 14th, 2011, 1:27 pm
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Reesi wrote:
That's the default wowhead coloring. :P

Also, these smilies are terrible. I must find better. >.>


I think that the contrasts for the colors on the site aren't dramatic enough (ie. white on black or black on white would be the highest contrast). While the current theme is pretty, it sometimes makes text hard to read. Could you darken the background or change the colors to make things like items easier to read? You could also see about having multiple themes for people having a hard time reading things. You can't change the link colors very easily, but you can change the background color they're contrasting with.

I actually have problems reading the official WOW forums because they have such a poor contrast of text to background.


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 Post subject: Re: Ah! Bears! Cataclysm Tanking (v4.1)
PostPosted: June 16th, 2011, 5:57 am 
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Hey there,

just went trough the BiS list and stumbled upon a question regarding the ring 1 and 2.

Isn't Arlokk's Signet a competitive choice?

(Don't know if you got my mail regarding the same question, that's why I'm posting here again)

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