I wanted to take a few minutes and explain to you just exactly how Rage generation is going to work in Mists of Pandaria. If you’ve been following Mr. Crabtm at all you probably have a head start with regards to what I’m going to be talking about. And if you don’t then this is just what you’re looking for!
In Mists of Pandaria Rage comes from two different kinds of sources. I like to call these Direct and Indirect Rage Generation. You’ll see why in a minute.
You will gain Rage from performing one of the following actions (Direct Generation):
- Mangle generates 5 Rage when used (or 7 if you have the talent Soul of the Forest). Mangle has a 6 second cooldown.
- Auto-Attacks generate 6.2 Rage per attack that deals damage. Your base auto-attack speed is 2.5 seconds.
- Enrage generates 20 Rage when used, and an additional 10 Rage over the next 10 seconds. Enrage has a 60 second cooldown.
- Critical Strikes of either Mangle or Auto-Attack will generate 15 Rage.
- Shifting into Bear Form will set your Rage to 10.
Before going any further you should already be able to tell that the overwhelming bulk of our Rage Generation comes from Critical Strikes. Therefore our goal should be trying to maximize the number of those we get. The easiest way to do this is to simply stack Critical Strike Rating. Not only is that an awesome stat by itself, but while in Bear form we get an extra 50% Critical Strike Rating. This makes Critical Strike the single best Rage Generation statistic to stack early on.
Using one of the following abilities will allow you to use something that generates Rage (Indirect Generation):
- Incarnation removes the cooldown on any offensive Bear ability for 30 seconds. This includes Mangle, meaning you can press Mangle every global cooldown to generate the maximum amount of Rage. Incarnation has a 3 minute cooldown.
- Berserk removes the cooldown on Mangle and causes it to strike up to 2 extra targets for 10 seconds. Berserk has a 3 minute cooldown. It should be noted that at the time of this writing the extra targets struck are not causing any Rage to be generated. Whether this is intended or not is unknown.
- Using Lacerate. Thrash, or FFF has a 25% chance to reset the cooldown on Mangle.
- Temporary buffs such as Heroism/Bloodlust or Trinket Procs can also indirectly increase Rage Generation by increasing Haste, Critical Strike, Agility, Hit, or Expertise. Although I don’t recall the last time I saw a temporary Hit or Expertise proc/buff.
You can probably tell that the most common of these either reset or completely remove the cooldown on Mangle. While this also increases our DPS, both Incarnation and Berserk should be held in reserve as Rage cooldowns.
So once you have Rage what do you do with it? There are three options:
- Savage Defense increases your chance to Dodge by 45% for 6 seconds, costs 60 Rage. Savage Defense has 3 charges, and regenerates them at a rate of 1 charge per 9 seconds. This is your primary source of “Active Mitigation” against bosses.
- Frenzied Regeneration heals you for up to max(2*(AP-Agi*2), Sta*2.5) for a cost of 60 Rage. If you do not have 60 rage all available Rage will be consumed and you will be healed for a relative percentage of the maximum amount. Frenzied Regeneration will be your way of handling damage that cannot be Dodged (Magic, Bleeds, etc.).
- Maul deals 110% weapon damage. Costs 30 Rage. There is no reason you should ever use this unless you are not actively tanking something.
The key ability to note above is Savage Defense.
RPS – Rage Per Second
Since we now have a very definable method of calculating the amount of Rage we can generate, and very definable targets to meet in terms of Savage Defense and Frenzied Regeneration costs we need a way to express this. We at TiB have settled on using the term RPS. RPS is defined as:
The average amount of Rage generated per second for a given interval.
Using the term RPS allows us to express how much average Rage income you can expect with a certain set of gear. It also allows us to express how much you need to be generating to meet certain targets.
Below you will find a table describing how much Rage you need to be able to generate to maintain 100% Savage Defense uptime for a given tank interval. These intervals range from 12-42 seconds. You seldom see a swap interval shorter than 7 seconds, which has the same RPS requirements as if it was 12. On the other end of the spectrum 42 seconds is the maximum amount of time you can keep Savage Defense up before you start to lose uptime to the recharge rate of 9 seconds. Anything higher than 42 seconds is simply 6.66666~ RPS (60 Rage / 9 Seconds).
The second column denotes the amount of Rage you could potentially bank in a given interval while not Tanking. Essentially the assumption is that you will bank at minimum 60 Rage, otherwise you’re just doing it wrong.
The third column expresses how much RPS you need to be capable of generating to bank the desired amount of Rage within the time allotted. Since time spent “banking” actually starts right after you hit the last Savage Defense, the total time available is actually Interval + 6. This time is important to note as I will expand upon it in a later post when discussing Guardian Cat and Guardian Bear DPS.
The fourth column describes how much RPS is needed to generate the Rage required to maintain 100% Savage Defense uptime for the duration of the tanking interval. First you determine the number of 6 second “sections” there are in a given interval and subtract 1 since any Rage generated during the last “section” is actually “banked”. Then subtract the amount of Rage “banked” from the amount of Rage needed. Since the amount of Rage needed is a fixed number based on the length of the interval (60, 120, 180, etc.) this is pretty easy to find. Finally, divide the amount of Rage required by the amount of time you have to generate it and you end up with the RPS required to meet that goal.
The last column is simply the amount of time you need in order to “bank” the desired amount of Rage, based on the RPS required to maintain Savage Defense at 100% uptime (column 4). Again this is another interesting number to note, as you will see that the higher your RPS is, the lower the amount of time you need to spend “banking” it.
It should be noted that for the purposes of these calculations it is assumed you do not into Bear form at all – and thus do not trigger the extra 10 Rage from shifting. The new Vengeance model means some simulations are necessary to determine when it is better to shift into Cat form for more DPS when you are not tanking.
In any case, if you wish to download the spreadsheet and play with it yourself, you can find it here.
|Interval Max Duration||Rage Banked||Min RPS to Bank||Min RPS While Tanking||Avg Time to Bank|