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Friday, 30 January, 2009
Posted by Karthis at 12:45 PM

Addon Feature: RoguePowerBars

UPDATE: Since RoguePowerBars has not been updated since patch 3.1, an alternative is discussed here: NeedToKnow - T&C Update.

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Ever since the Wrath of the Lich King expansion landed and the feral DPS rotation became a tricky balancing act, I have been trying out various addons to help manage the various buffs and debuffs that form the core of our cycle. For the longest time I used NeedToKnow (see: Unbearably Hot), however I was irked by its graceless handling of the Mangle - Cat, Mangle - Bear, and Trauma debuffs. I briefly used TellMeWhen (see: Tank like a Girl!) to augment the TMW bars for these specific debuffs, but could not get used to the hybrid bar/button mix that produced. Thankfully, I have found an addon that does everything I want it to, including display the three bleed debuffs concisely: RoguePowerBars.

RoguePowerBars in action - click to enlarge

Despite it's name, RoguePowerBars is an addon that any class can use to display buff and debuff information in one or more highly customizable barsets anywhere on their UI. Personally, I choose to mingle both buffs and debuffs in a single barset, which I place in the middle of my HUD.

Setting it up
Configuration of the addon is fairly straightforward once you know what to look for. The configuration menu, pictured below, can be accessed through the 'Addons' tab of the 'Interface' menu.

Main configuration - click to enlarge

On the main menu, ensure that 'Inverted Bars' is set to off, and 'Track Other's Debuffs' is turned on - all other settings are optional and can be tweaked to taste. After you have modified the main settings, click the expand button beside the addon name to open up the configuration menus for specific buffs and debuffs.

Buff configuration - click to enlarge

The first thing that you will have to do is go through each of the existing items (Buffs, Debuffs, and OthersDebuffs) and Disable all of the preloaded Rogue-specific entries. Once that is done, it is time to add in entries that make sense for a Druid.

The type of bars are broken down into three sections: Buffs are effects that have been applied to your character, Debuffs are effects that have been applied to your target by YOU, and OthersDebuffs are effects that have been applied to your target by ANYONE (including you).

Here is the information that you will need for each section:

Buffs
Savage Roar - Priority: 3, Barset: Buffs, Color: yellow
Berserk - Priority: 4, Barset: Buffs, Color: green

Debuffs
Rip - Priority: 2, Barset: Buffs, Color: blue
Rake - Priority: 1, Barset: Buffs, Color: purple
Mangle (Cat) - Priority: 0, Barset: Buffs, Color: red, DISABLED
(optional) Mangle (Bear) - Priority: 0, Barset: Buffs, Color: red, DISABLED

OthersDebuffs
Mangle (Cat) - Priority: 0, Barset: Buffs, Color: red
Mangle (Bear) - Priority: 0, Barset: Buffs, Color: red
Trauma - Priority: 0, Barset: Buffs, Color: red

Note that all of these items have been forced into the "Buffs" barset so that they appear together. Both the colors and priorities can be modified to better suit your tastes - the set-up that I have proposed is what works for me.

Once all of the buffs/debuffs are set up, all that remains to be done is to disable the default "Debuffs" barset and then drag the Buffs barset to a location on your screen that you will always be staring at. In my case, I chose to place the bars in the middle of my HUD directly above my combo points counter.

Update: A quirk (bug?) of this addon is that in order to get the Mangle debuffs to track both your Mangles and those applied by others you will need to add it to both the Debuffs and OthersDebuffs sections. However, to prevent duplicate bars, the Mangle entries in the Debuffs section must be disabled.

Getting used to the bars
With the addon set up, it is time to start getting used to the display. The best thing to do is to head to any city with training dummies, and practice your kitty DPS rotation in safety.

Beating on a training dummy - click to enlarge

After a while it will become second nature to use the bars to make a decision on what attack to launch; as key spells wear off you will be able to make snap judgements on what to click to better maintain full uptime on Mangle, Rip, Rake, and Savage Roar. The feral DPS cycle is a complex monster, however RoguePowerBars makes managing the mixed priorities a lot easier, and that's a huge plus.

Thursday, 29 January, 2009
Posted by Karthis at 8:52 PM

Where is the bear? (ep20)

Sometimes it's the details that you wouldn't otherwise notice unless you stopped to take a breather that are the most gorgeous in this game. I had one of those moments a few days ago, and just had to share:

Click to enlarge

The simple beauty of these columns just goes to show the love and attention that the game designers are willing to put into their art..... even if they know that 99% of the player base will just run right by without noticing.

Anyhow - all that aside, where is the bear?

Tuesday, 27 January, 2009
Posted by Karthis at 9:20 AM

Morning Nibbles

I received a World of Warcraft day calendar for Christmas this year (thanks, Jelly!) and always enjoy tearing off the previous days' sheet to reveal the image of the day. Today's is Rotgrip - yet another mob that I have never seen. If nothing else this calendar is a constant reminder of how little of the old world content that I have actually experienced. I'll have to make up for that some day.


The Greedy Goblin never ceases to amuse me, and so I can't help but chuckle when I read his latest article, in which he turns one of Matticus' posts back on him. The WoW blogosphere is a colorful place.

My article on the three-way hybrid classes provoked a response from Tobold; check it out and join the discussion either here or on his site (or both!): Hybrid Envy.

Feral and bored? Raid content got you down? Go solo Onyxia.

OneDruid has put together a couple of resource pages for cats and bears: Cat Page, Bear Page.

That's all for now.

Monday, 26 January, 2009
Posted by Karthis at 5:16 PM

Hybrid Envy

Last week Tobold, a venerable gaming enthusiast who often has a love-hate relationship with World of Warcraft, came out with a doozy of a post in which he asserts that Paladins and Druids are overpowered (or, badly designed) due to their innate ability to fill the role of tank, DPS, and healer depending on how they spec.  Here is the meat of the article:

When looking at class balance, classes aren't so much defined by what they do best, but by what they *can't* do, or rather by what they can't do reasonably well. We can argue for hours whether druids are really better tanks than warriors, or whether they are really better healers than priests, or really as good as dps as all the dps classes. But the very fact that you can hold all three of those discussions points to the problem: In the current design philosophy of Blizzard, hybrids have no fundamental weaknesses, and are thus better than specialized classes. Warriors can't heal, priests can't tank, mages can't do either. Why play one of these specialized classes if a hybrid class can do as well in your specialization *plus* can do as well as any other class in their specialization?

10 druids could easily clear Naxxramas, 10 paladins could do it, but it would be a bit harder. 10 players of any single other class can't do it. There are 8 classes in the game that can't do everything, and 2 that can, and that is not what I call class balance. Hybrids *must* have some weakness, otherwise they make all the more specialized classes obsolete. In spite of there being only one race per faction that can roll druids, the class is now one of the most popular, especially among level 80 players. That is simply bad design. Either you make every class be able to do everything, which is obviously silly, or you accept that choosing a class means choosing something you can do well, and something you can do less well.

While I'm sure that his article is well-meaning, it also manages to completely misrepresent the two "total hybrid" classes in the game, and all but recommends throwing them back into the dark ages.  To be clear, I use the term "total hybrid" to mean "class that can fill all three raiding roles as opposed to a tank/dps hybrid (e.g. warrior) or dps/healing hybrid (e.g. priest).

We've been there before
It wasn't that long ago that Tobold's stated wish - that hybrids be less effective than pure classes at their jobs in exchange for their flexibility - was a fact of life.  Two perfect examples from The Burning Crusade era were the Retribution Paladin and the Balance Druid - neither found much welcome in raids due to the scaled-back damage that they were saddled with, and it took a truly excellent player behind the character to win a spot.  (My guild carried one Boomkin, and zero Ret Paladins.)  Feral Druid cats weren't all that more common - they did laughable damage, and were only valued for their offtank capability (which is not what many players had in mind when they decided to roll a cat).

Pushing back further, vanilla WoW painted an even bleaker picture for the total hybrid classes.  If you rolled a Druid or Paladin in the pre-TBC days you were expected to heal for your raid spot, or else stay at home; there was no room for a feral Bear, nor a tanking Paladin, they simply were not viable specs.

Players of the hybrid classes have experienced the world that Tobold would have you believe is "fair" - we've seen entire specs gimped to the point where they were not raid viable, and the result is that very few players bothered with those specs as a result, and were forced to play their characters in manners that they disliked.  

The fallacy of flexibility
Rhetoric like Tobold's appears in many places, although it is most prevalent on the official World of Warcraft forums.  The main thrust of these comments is that total hybrid classes have a leg up on all of the competition because they are able to change from a tank to a dps'er to a healer on a whim, and thus bring the best of all worlds to a group.  Unfortunately, this is pure nonsense.

While it is true that the capability to fulfil all roles in a raid is present in every hybrid class, it is patently false to try to claim that the potential can be exercised rapidly.  99.999% of the WoW population decides upon a spec before a raid/instance run, and does not change it until well after that run has completed.  (Some high end guilds respec before specific encounters, but it is safe to discount them, as they are the vast minority.)  This means that a player is locked into a role once a group starts rolling, and cannot stray far beyond that role without seeing a serious drop-off in their results.

Consider the case of a Druid, as an example (although the same logic holds true for all other hybrids).  If our Druid specs feral-tanking then she can tank like a pro, DPS above average, and heal miserably.  If that same Druid specs feral-dps then she can compete for the top of the DPS charts, can tank in a pinch, and continues to put out pathetic healing numbers.  On the caster side of the equation, a balance-specced Druid can put out great DPS, can heal adequately, but cannot tank more than a few seconds.  On the other hand, a restoration Druid puts out chart-topping healing, does mediocre DPS, but fails at tanking.  (Side note: there are some hybrid specs - especially in the feral tree - that come in at high tanking ability and high dps ability, though I argue that neither is as effective as a pure spec for engaging in a specific role.)

While a sufficiently-skilled player can excel at all raid-roles if specced for them, there is no way that a hybrid can fill all three roles simultaneously.  In fact, most players of hybrid specs will pick a single aspect of the class to specialize in, and never look back; many will not even identify themselves with the other possible roles.  (I am a FERAL Druid, not RESTO, and not BALANCE.)

The expense of a hybrid
While it is easy to claim that hybrids are powerful because of their versatility, this is only true if the hybrid player has had the opportunity to create a raid-worthy set of gear to go along with every spec that they are expected to fill in for.  In the case of a Druid, this could be four distinct sets of equipment!

Due to guild loot rules, a hybrid player's offspec set(s) of gear is almost always a full tier behind his primary set.  (The exception to this generality is when a guild has been stuck in the same content for a long enough period of time).  No matter the loot rules that a guild has, offspec raid gear always has a hand-me-down flavour to it - usually the gear is one step away from being disenchanted before it finds its way into a hybrids bags.

Also, it is not sufficient to simply own a set of offspec gear; if a hybrid player is to perform any role that is asked for, all offspec gear must be fully gemmed and enchanted - an enormous cost that pure spec players simply do not need to incur.  

Conclusion
There is no arguing that the potential to switch between a healer, a tank, and a DPS spec is an amazing perk of the game's two total hybrid classes, however this innate ability alone is not, as Tobold suggests, a case of improper game balance.  Hybrids neither require nor deserve nerfing, and there is strong evidence that they are finally actually well balanced against the other classes in the game.  All of the various specs a hybrid may take are now equally raid viable, and that can only be a good thing for game balance.  Gone are the days of hybrid spec ghettoization.  Good riddance.

Thursday, 22 January, 2009
Posted by Karthis at 12:33 PM

T7 Four Piece Tanking Bonus

I received the following question from a reader a couple of days ago:

I commented a while ago on your blog that I was starting to raid tank again. At the time I'd only managed Patchwerk, Noth and Heigan, but since then group 1 in my guild has cleared naxx and I've tanked everything except Thaddius and the last two bosses.

I have the tier 7 legs and chest, and thanks to your gear list I have the Rapid Attack Gloves and the tier 7 gloves waiting for me after the patch hits. My question is:

Once I get the tier 7 shoulders or even head, does the 4pc set bonus make any difference to your loot rankings? Personally I think the Barkskin effect is quite unimpressive, but I haven't experienced it. What do you think?

First of all, congratulations on the excellent progress - it sounds like you will have tanked all of Naxxramas in no time.

Secondly, my gear lists do not factor in the relative benefits of the set bonuses, which render some of the pieces more valuable than items that are otherwise above them in raw stats assuming you have the rest of the set. As with all gear lists, mine should only be used as guidance, and your own particular circumstances should always be taken into account; critical thought is always more useful than blindly selecting items from a spreadsheet.

Finally, to address your main point, the Tier 7 four piece feral tanking set bonus (which reads "Increases the duration of Barkskin by 3 seconds") is actually far more potent than it sounds on paper. Barkskin is a spell that you should be casting as often as possible throughout a fight. It reduces the damage you take by 20%, which allows you to sustain larger hits for a longer period of time, and generally makes your healers' lives much easier. My preference is to pop Barkskin immediately upon engaging a boss (or big trash pull), and then re-casting it as soon as it comes off of cooldown.

Mathematically speaking, consider the average damage reduction that Barkskin provides both with and without the T7 four piece set bonus:

Without: 20% reduction for 12s out of every 60s = 4% average damage reduction
With: 20% reduction for 15s out of every 60s = 5% average damage reduction

Considered this way, the T7 four piece set bonus is worth an additional 1% damage reduction above and beyond the base stats of the individual items that make up the set. With the current selection of gear in the game, you will be extremely hard pressed to find an item (or combinations of items) that bestow more than 1% additional damage reduction than the tier pieces do when combined.

While the 4pc T7 tanking set bonus is far more subtle than the T4 set bonus ever was, it is definitely worth striving to obtain, and will likely not be bested until Ulduar is finally released.

Posted by Karthis at 11:53 AM

The Daily Druid

If you haven't stumbled across the site already, One Druid, Many Worlds is quickly becoming a must-read resource for Druids of all stripes. The author clearly reads a wide cross-section of Druid blogs and compiles the most interesting articles of the day into a single post, aptly named "The Daily Druid".


Check it out, subscribe to the RSS, and encourage the author to keep up the awesome work.

Update: The Daily Druid now has it's very own, and very sexy, site: check it out!

Monday, 19 January, 2009
Posted by Karthis at 9:35 PM

Where is the bear? (ep19)

I've come down with a nasty winter cold, so don't expect much out of me until I properly shake it off - hopefully soon, but we'll see. Until then, here's a screenshot to mull over:

Click to enlarge

Poor stuffed bear - somehow I doubt he deserved that fate. So, where is the bear?

Friday, 16 January, 2009
Posted by Karthis at 12:16 PM

Soloing Elite Mobs

A reader recently sent in the following question:

I got spoiled with my pally being able to take down elites. When I tried with my druid, lets just say leader of the pack is not as effective as judging light and being able to heal without shape shifting :)

As a Feral Druid should I be able to solo an elite mob the same level as me? If so do you have a specific strategy when doing so? Like starting in cat combo up and rip, then finish in bear. Or would you just stay in cat or bear the whole fight?

As always thanks again for any advice you can give.

The short answer is: Yes! Feral Druids can certainly take down most equivalent level elites by themselves. Of course, the trick is to figure out how to do it - and often times it involves pulling in skills not only from your cat and bear forms, but also balance and resto spells.

Not all elites are created equal
Before continuing, it is important to emphasize the fact that elite mobs - especially those at the level cap - can vary quite a bit in their stats, and not all of them are soloable by even the best feral Druid. Some you will be able to kill without much trouble just by staying in bear form, however other elites (and especially named elites) can be very nasty. Caster elites often provide the most difficult test due to their superior damage output and a Druid's inability to mitigate magical damage in any meaningful way.

Oftentimes you won't know if an elite mob is soloable until you try, and it can be a great sense of accomplishment to wrestle down a nasty foe by yourself, safe in the knowledge that many classes would not be able to replicate the feat. My theory is that it never hurts to try at least once.... and being an Alliance Druid, I have a get out of jail free card on a short cooldown (gotta love Shadowmeld).

Tactics
There are two main methods that I use to combat an elite mob depending on how hard it hits. The first (and simplest) is to engage the enemy in bear form for the entire battle, and take advantage of only bear abilities to win the fight. This tactic is useful when the enemy hits hard and fast, and will quickly reduce your health if you shapeshift to any other form. The second tactic is to glide from cat form to bear form to caster form as needed, taking advantage of all facets of your druidic nature in a single battle. This approach is much more interesting, and frankly is way more fun.

In either case, prior to engaging the elite mob you will want to be sure that you isolate a clear area where you can fight without having additional enemies join the fray. While an extra non-elite can often be muscled through, fighting two elites is almost always a recipe for disaster.

Tactic One: Bear all the way
Prior to engaging, shift into Dire Bear Form and pop Enrage to ensure that you have a sufficient supply of rage to begin the encounter. Pull the elite in whatever manner you choose - Feral Faerie Fire is sufficient - and immediately let out a Demoralizing Roar to apply an attack power debuff. Cast Barkskin as soon as you can, and be sure to re-cast it every minute until the fight is over - the damage reduction is crucial to your survival in many cases. If you have defensive trinkets, use them early in the fight as well, because sometimes you will be able to get a second use out of them late in the battle.

During the fight, your attack pattern should be: Mangle, Lacerate until you have 5 stacks of the debuff, and then Mangle/Maul the enemy so long as you have rage to do so, making sure to refresh Lacerate before the stacks fall off your target. (Demoralizing Roar and Faerie Fire should also be refreshed as required.)

If you reach 50% of your health, then use Frenzied Regeneration to top yourself up. While frenzied regeneration is active, be sure to scale back your attacks so that you maintain 10 rage at all times. If you reach 50% health for a second time, then drink a health potion. Near the end of the battle if your health is getting low, you may need to pop Survival Instincts to finish off your foe.

Tactic Two: The shapeshifting dance
Start in kitty form, preferably stealthed, and creep towards your enemy, belly to the ground. As you come into range, Pounce to stun the elite, let out a Savage Roar, Mangle once to apply the debuff, Rake your claws across its face, Mangle until you have five combo points, and then Rip to apply a nasty bleed.

As soon as your feline frenzy is complete, shift into bear form, let out a Demoralizing Roar, mash Barkskin, and then start building a Lacerate stack, Mangling whenever the cooldown is up.

From here you have two options, you can remain in bear form until the fight ends (and thus follow the bulk of Tactic One, above) or else shift back into kitty form and work your way up to another five combo point Rip before shifting back to dire bear form.

Healing in combat
Sometimes the healing that you can get in bear form from Frenzied Regeneration is simply not enough to last the entire battle. If you need more health in a hurry you will have to buy yourself some time, because nothing sucks more than getting slapped around by an elite in caster form.

Bash or Maim your enemy (depending on your current form) to stun it, take a few steps back, and then cast Entangling Roots to lock it in place. With that done, start HoTing yourself like mad - 3 Lifeblooms and a Rejuvenation are a good start, and if you get an Omen of Clarity proc a Healing Touch or Regrowth can really be useful. Of course, while healing be wary of the time left on the Entangling Roots; you do not want a really ticked off elite mob charging you half way through a 3s cast.

Once sufficiently healed, shift back into bear (or car, depending on the tactics you're using) and finish off the battle.

Running away!
If you bite off more than you can chew then you need to be smart about fleeing. Bash/Maim the elite mob to stun it, get into kitty form, and Dash like mad. Alternatively, if you're a Night Elf, Shadowmeld will often be enough to end the combat, and save your hide.

Tuesday, 13 January, 2009
Posted by Karthis at 1:02 PM

Druid Tanking: Overview (WotLK)

One of the first articles that I wrote when I began Of Teeth and Claws was a druid tanking overview, which I hoped would benefit new tanks trying to learn the ropes. Sadly the post is beyond obsolete, so here is a belated update for all of those feral Druids looking to tank in Wrath of the Lich King which I hopes serves to answer many of the emails that I have been getting.


Talent Spec
There is a lot of room in the feral talent tree for individual bears to get creative, so I shy away from recommending any single talent spec as "the feral tanking spec". There are a core set of talents that you must select in order to do your job, which are captured in the following partial bear build: 0/41/0. From this starting point you can specialize your talent spec to suit your specific situation.

If you are still yearning for a full spec to use, here is my current build: 0/60/11. An explanation of all of the choices and omissions can be found in the following article: Level 80 Feral Raiding Spec.

Gear
Feral druid tanking gear is not always obviously designed for tanking when you look at it. (See 'Recognizing Bear Loot' for a full discussion of this topic.) In general you are looking to improve your survivability via Stamina, and your avoidance via Agility. Try to stack stamina until you have 30000 health, and then shift priorities to more Agility-based gear. Always seek a balance.

As of patch 3.0.8 armor will become less useful to stack and the innate armor on your leather gear will become more valuable. Of the remaining stats that you may find on gear, prioritize in the following order: Expertise, Dodge Rating, Defense, Defense Rating, Hit Rating, and Haste.

For guides on how to gem and enchant your gear see: Feral Enchantments and Feral Gems. For a weighted listing of bear gear, see my Feral Gear Worksheet.

Pulling Trash
As I have discussed previously, there are many different ways that you can pull a group when you are in an instance or a raid.

Prior to a pull, ensure that you have sufficient rage available to attack your enemies immediately. Enrage will get you a little bit, as will the Furor talent if you chose it.

The easiest method is just to tag your primary target with Feral Faerie Fire, but that will not work in all situations. I recommend that you read the "Pulling Techniques" section of this article to get a feel for all of your options: Multi-mob Tanking in Wrath.

Building Threat Quickly
Once you have pulled your target(s), you need to build threat quickly in order to maintain their undivided attention while your DPS kills them and your healers keep you alive. Threat is primarily generated by dealing damage, so you will need to lay into the baddies with a few special attacks to really piss them off.

If you are tanking a single target your goal is to use Mangle as frequently as you can (either every 6s or every 4.5s depending on your talent spec) and to fill in the gaps with Lacerate. If you have excess rage, then use Maul to burn it off - but be sure not to leave yourself completely drained of rage.

On the other hand, if you are responsible for tanking two or more enemies, then you will be using Swipe all the time, and only sneaking in a Maul if you have excess rage. (Side note: the more enemies that you are tanking the more rage you will have; rage is gained by both dealing and receiving damage.)

If you lose control of a mob while tanking, target it and use Growl - it has a large range, so you rarely have to move a paw. If more then one enemy breaks away, consider using Challenging Roar instead.

Defensive Abilities
Feral Druids have a decent assortment of abilities to use while tanking, and it is important to know when each is most appropriately utilized.

Barkskin reduces all incoming damage by 20% for 12s once every minute. Do not mistake this as a panic button, because in a pinch it will not get you out of trouble. Instead, Barkskin should be used as a damage smoothing tool which will consistently reduce the burden on your healers. Use it every time that it is off cooldown for all bosses and all trash.

Demoralizing Roar reduces enemy attack power, and should be used whenever you are tanking in a raid that does not contain a protection Warrior (their Demoralizing Shout is superior to ours usually). When using this debuff, be sure that it does not fall off your target(s) - this will necessitate watching your debuff timers.

Frenzied Regeneration heals up to 30% of your maximum health over 10s, however its usage is often difficult to time effectively. As a general rule, if your healer(s) are having trouble keeping up with the incoming damage or have to do a lot of raid healing, then Frenzied Regeneration may lighten the load. When under the effect of the ability you may want to scale your attacks back a little bit, since you require 10 rage every second to maintain the healing.

Survival Instincts grants you an extra 30% of your maximum health, which acts as an instant heal and allows you a bigger buffer to absorb damage throughout its duration. This is a true panic ability, and should be used it you feel that you are going to die without it (or else during a particularly nasty raid boss enrage.) Bind this to a convenient key, because when you need it, you'll need it in a hurry.

Runic Healing Potions should be carried by all tanks - personally I keep three stacks on me at all times. Although you can only use one a battle, they are invaluable for granting you some extra breathing room when your health takes a precarious nosedive.

Fel Health Stones are only available if you are grouped with a Warlock, however they act as a second healing potion and have saved my life more times than I can count. If you can get your paws on these during a group, then use them early and often.

Trinkets are an extra option that some Druids have at their disposal. Depending on the trinket effect (healing, extra dodge, extra armor, etc) the frequency and timing of its usage will vary. Things like the Defender's Code are best used as panic buttons, while trinkets like the Ancient Aqir Artifact should be used early and often.

Intangibles
It is impossible to become a good tank overnight - it takes practice, patience, and dedication. Along the way expect to cause wipes on trash, wipes on bosses, and even wipes when you're buffing up before a fight - it will happen, just stick with it and you'll eventually get the hang of things.

Exceptional situational awareness is a trait that all great tanks share. The ability to watch more than just the mob that you are tanking is crucial; you must pay attention to your position, the presence of new adds in the room, the general health of the raid, healer mana, and all sorts of other details depending on the specific encounter you are tanking. Zooming way out will help with this, as will setting up your UI to present all of the pertinent information that you need to do your job in an easy-to-read manner.

Another skill that Druid tanks must master is the ability to figure out when they can perform a battle res on a fallen ally or Innervate a healer as they are performing their tanking duties. Even main tanking there are often small gaps that can be utilized to throw out these valuable utility skills, so don't discount them simply because you are a tank.

Closing Thoughts
Tanking is not a natural skill that players have immediately upon creating a character, it is something that takes time to learn. This article has explored the talents, skills, attack sequences, and other details that a tank will have to master in order to do his or her job well. If you have any questions or concerns, please leave a comment and I will be sure to address them.

Posted by Karthis at 7:43 AM

Morning Nibbles

In no particular order:

I managed to get in some good tank time in Naxx-10 and OS-10 over the past couple of days, and more importantly got to do some raid leading for the first time since I left my original guild a year and a half ago. We had a bear healing and an elemental shaman off-tanking (on an alt) so there was a bit of a learning curve at times, but all in all things went well.

Rohan, of Blessing of Kings, has started up a wiki designed to help people who are trying to get into the WoW end game raiding scene: Raider 101. I may see about helping with the Druid section a bit, depending on how much time free I find myself with. A more complex resource that is also under development is the Theorycrafting Think Tank over on Elitist Jerks.

Nerf clams. Oh, and while you're at it, stop making Disney EZ Mode. What is the world coming to?

Finally, there are a couple of loot-related posts worth pointing out in recent days. Writing for World of Matticus, Sydera has asserted that the iLvl gap between 10-man and 25-man raids ought to be eliminated - I disagree, and have commented a couple of times to that effect. On a tangential note, Tobold has an article online discussing the varies options that a game designer has for gearing up players, and how WoW incorporates many different systems.

That's it for now.

Friday, 9 January, 2009
Posted by Karthis at 1:44 PM

Kitty gear explained - Now on Resto4Life

Phaelia, of the always excellent Resto4Life, gave me the opportunity to write a guest post for her blog on one of my recent obsessions: kitty DPS gear. While the article is written with part time cats in mind, I also tried to include enough information that serious ferals might derive some benefit from it as well.

If you have some time, go give it a read: So you want to rip some face?

Wednesday, 7 January, 2009
Posted by Karthis at 9:43 PM

That DPS Itch

I have a confession to make.  Despite being a tanking addict for the entirety of my 25-man raiding career, Wrath of the Lich King has started to corrupt me.  Instead of looking forward to encounters in which I get to play a major tanking role, I have recently found myself more excited by those bosses that allow me to let loose as full-on kitty DPS, and make a bloody mess of a boss.   There are a few reasons for this recent change of heart, and I'd like to examine them just to get them out there.


Where is that crazy bear coming from?

1. First and foremost, feral DPS in Wrath of the Lich King is fun and challenging.  Cats in Burning Crusade had a fairly mindless rotation: Mangle, Shred to 5 combo points, Rip, repeat.  It was simple, did uncompetitive damage, and you could slip into a coma while doing it if you were not careful.  

Kitty Druids in WotLK are the polar opposite; a player in cat form must maintain a complex DPS cycle that forces him to manage four separate buffs/debuffs all with different durations.  Three special attacks (Rake, Mangle, Shred), three finishing moves (Rip, Savage Roar, Ferocious Bite), and two boosting skills (Tiger's Fury, Berserk) must be constantly juggled if a feral wants to put out maximum DPS, all while reacting to the specific mechanics of the boss encounter that you are participating in.   (Heigan, for example, is far and away the most frantic fight in T7 for a DPS feral, and thus provides a huge rush.)

2. By contrast, tanking has never been so mindless and trivial as it is in Wrath of the Lich King.  Raid trash is a monotonous AOE-fest that is devoid of any real challenge -Swipe/Maul spam really doesn't serve as a test of anything except finger strength.  Furthermore, tank threat is so ridiculously high that there is no pressure to play to the best of your ability while tanking a boss - DPS will simply never catch a tank under the current game mechanics.  Perhaps this is my personality shining through, but if I don't need to try in order to do a job, then I don't want to try.  I love a challenge, and hate a cakewalk.

Adding to the misery is the utterly deplorable offtank jobs in many of the encounters.  Picking up slimes from Grobbulus, or not killing Grand Widow Faerlina's adds so that they can be mind controlled, or babysitting the Understudies for the priests in the Instructor Razuvious encounter - none of these can be considered remotely exciting duties.  (Notable exceptions: Kel'Thuzad's adds can be a challenge, and managing Noth on the dead side can get hectic if the live side gets behind.)  What ever happened to the life-or-death rush to pick up Al'ar's embers, or the craziness that was involved in grabbing all of the murlocs that Tidewalker summoned, or handling the myriad of adds while fighting Lady Vashj, or even just managing one of Moroes' assistants while simultaneously trying to stay second on his his threat table?  Where did the challenge go?

3.  Another huge consideration (for me) is that feral DPS gear serves as better than average emergency tanking gear due to the armor multipliers from Dire Bear form, and the baked in crit immunity bestowed by Survival of the Fittest.  

Since my guild's 25-man raids always contain at least one plated tank, overall raid DPS benefits by assigning the ferals to offtank/DPS duty while the other tank(s) handle the main tanking duties.  If/when the main tank dies, a feral Druid can easily assume Dire Bear Form, and tank nearly every boss currently in the game in full DPS gear.  

When patch 3.0.8 goes live this issue will only be exacerbated - leather armor will grant even more mitigation, and the importance of tanking jewellery will be dulled.  Put another way, in a few weeks my cat suit will become even more viable as a main tanking set, even if I gem and enchant it for maximum DPS and shun all avoidance stats.  

Emo bear is so emo?
In closing, I can only hope that the more difficult 25-man content that Blizzard has promised us brings back the challenge to tanking, because without it, I may just slip into the shadows and become a full time kitty in the large dungeons.  Feral DPS is an engaging challenge that keeps me on the edge of my seat, while feral tanking feels like a chore.  It's time to bring the fun back to the tanking side of the game.

Posted by Karthis at 2:42 PM

Useful Articles - Updated

Sorry I haven't posted in a couple of days - instead of paying attention to this blog I have prepared some material that you should see shortly on a couple of great WoW blogs (oddly both healers).


In addition to writing elsewhere, I also took the time to reorganize the "Useful Articles" menu (top left) so that it is relevant to Wrath of the Lich King. This menu used to only contain links to my own blog, however I will be adding links that are useful for feral Druids regardless of the source in the future.

Finally, I just wanted to direct any poor souls still grinding out Sons of Hodir reputation to the visual guide to Everfrost Chips that Matticus has been compiling. I finished my Hodir reputation today, and hunting for Everfrost Chips shaved three or four days off of the annoying grind.

Monday, 5 January, 2009
Posted by Karthis at 10:15 AM

GuildOx - Ranking Guilds by Achievements

In his Predictions for 2009, Matticus looked into his crystal ball and foresaw that this coming year would see guilds start to be evaluated and measured based on achievements instead of loot-based kill progression.  

Achievements become the standard of guild progression: WoW Progress and Warcrafter are sites that rank your progression on both a guild and personal level. In the past, the only way a guild’s success could be measured was via the speed at which bosses were taken down. But achievements, whether you love them or hate them, will eventually be used as another comparison tool between guild A and guild B.

While the sites Matticus mentions do indeed chronicle achievements, both are fairly complex and needlessly cluttered - the user experience leaves a lot to be desired, and at times it feels like they're trying to do too much.   The venerable WowJutSu, on the other hand, is still relatively simple however it's achievement UI is an afterthought, and its core functionality (e.g. loot tracking) is buggy and hampered by the intractable issue of multiple bosses dropping the same loot pieces.

Enter GuildOx.  I stumbled across GuildOx a couple of days ago, and am convinced that it shows a lot of promise, and may overtake existing progression tracking tools in terms of authority and relevance.  It presents the user with a very spartan UI (which is all that is needed) and is simple to understand and navigate.   Progress is tracked exclusively using heroic raiding achievements, and ranked at least partially by date achieved.  This method is far superior to the ballparking that loot-based systems must rely on, since achievements are timestamped in your character sheet.

As a new site there are clearly still some issues that need to be addressed.  Firstly, only heroic progression is tracked; while this will save the site in terms of bandwidth, it is unnecessarily discriminating against smaller guilds who are only capable of 10-man content -  GuildOx will be more successful if it is more inclusive. (Edit: GuildOx now supports 10-man progression. Excellent!)  Secondly, the ranking formula is not well documented, and leaves a lot of unanswered questions. For example: How are ties broken?  What happens if a player from a more progressed guild leaves for a lesser progressed guild?  How are achievements in pug-raids dealt with?  Are a critical mass of players with the same achievement needed in order for it to count, or will one suffice?

Aside from the above uncertainties, the only other issue that GuildOx currently suffers from is a lack of data - more users need to add guilds from their realm to the site in order to get the rankings properly populated.  If you have some time, go check it out.

Thursday, 1 January, 2009
Posted by Karthis at 6:38 PM

Where is the bear? (ep18)

I hope that everyone had a Merry Christmas and a great New Years. As is fitting for a slacker like myself, I'd like to make the first post of the year a light one.

Click to enlarge

So with that out of the way, where is the bear?!?