Hey!.. i actually used bristling fur tonight for mythic oregorger, no shieldwall hurts pretty bad on acid torrent
Hey!.. i actually used bristling fur tonight for mythic oregorger, no shieldwall hurts pretty bad on acid torrent
Tanking those mythics, did you feel like you was getting shit on? Or did you feel comfortable tanking them?
Also, I don't care for any of the lvl 100 talents. Bristling Fur should just give us a passive armor buff or make it some kinda bear stagger. Pulverize shouldn't be even a choice it should be tied into something else because as it sits its just going to be another button to hit, maybe if when you used Pulverize it would aoe too idk. Maybe it's just me but I thought they where taking away the bloat, it seems they took away the fun and added stuff that isn't.
Last edited by Miko; 2014-08-21 at 06:09 PM.
Just wanted to point out that keg smash no longer (at least in live.. did they re-add it in beta?) no longer has a target limit. It is brewmasters version of Thunderclap, AND they have SCK
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Can you source this please?
Last I heard, tanks were a 5x (500%) threat modifier, not 9x.
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Yes, they removed the threat mod on taunts.. and just about every high end raiding tank is bitching about it because it makes taunt swaps a PITA.
Hopefully it comes back, but yes, atm it HAS been removed.
I'm sure this has absolutely nothing to do with tank DPS being wildly unbalanced right now.Yes, they removed the threat mod on taunts.. and just about every high end raiding tank is bitching about it because it makes taunt swaps a PITA.
It's +600% on live and +900% in beta. See:
Bear Form Passive 2 vs Bear Form Passive 2
Depends how ya do it and your gear level going in... and damage tuning still hasn't been completed yet, so comparisons are a bit hard. If you have upgraded heroic (soon-to-be-Mythic) gear while leveling, it's insanely how fast things die even as a bear... it only starts to slow down around Spires/Nagrand when the intended ilvl gap shrinks. Typical solution is to just pull more, made even easier when you get no CD on Faerie Fire. If you're leveling in a group, certain no reason to not do it as a bear... certainly beats Feral hands-down with current tuning from my experience unless the mob has a LOT of health. Even with messing around, playing with my kid and going AFK while logged in, killing extra rare spawns for supplies, doing extra garrison stuff, and reporting bugs in quests, leveling from 90 to 100 took under 12 hours as a Guardian easily. Going serious mode would probably have been around 10-11 hours, and going DPS really won't change that time much at all.
Also, if you're leveling on a PvP server, bears are pretty resilient even against group ganks. Had quite a few 3v1 experiences I walked away from unscathed on the PvP leveling server as a bear.
“Society is endangered not by the great profligacy of a few, but by the laxity of morals amongst all.”
“It's not an endlessly expanding list of rights — the 'right' to education, the 'right' to health care, the 'right' to food and housing. That's not freedom, that's dependency. Those aren't rights, those are the rations of slavery — hay and a barn for human cattle.”
― Alexis de Tocqueville
Something that I am wondering...
In 5.4, all tank specs got a +40% threat boost to make up for the loss of vengeance due to vengeance changes (tied to the spec, not to stances. ATM, a guardian druid in caster form generates 40% more threat from spells then a boomkin, for instance). Is that still in?
So with the new changes to T&C our T17 2 set will make it refund 10 rage when used. That should make T&C pull way ahead of FR in damage mitigation per rage. Right?
Yes, quite a bit, considering a 20 rage T&C is already better than a 60 rage FR.
Though if the 4pc works exactly the way it's worded, you wouldn't want to do 70 rage FRs. You'd want to push FR when you've got 1-5 rage or so, whenever you've got a pittance left after casting something. However, if it actually does work that way, then whoever designed it is a little dumb , and should probably just re-write it to say "buffs FR by 16.7%".
honestly, all tanks will be balanced when the game comes out.. if not theyll be tuned through hotfixes. The bear nerfs were justified and the damage intake we take on all the bosses ive tested feels perfectly fine. I think we could use some more self-healing however, feels weird that a warrior takes less damage (which is fine, they are the highest DR tank now) but heal as much as they absorb through sheild barrier..
Is it just me or shields were not working just right now on Butcher? Our bear tank got raped so hard... No shields in logs anywere.
Since you're not dropping this and spreading it wherever you can, I guess I'll elaborate on why you're wrong.
Your main argument, from what I can see, is that versatility is a problem because it double-dips. In other words, because it gives us damage reduction and healing, it needs to be nerfed. This ignores, of course, almost every other stat we have.
Agility? Reduces damage taken (dodge), increases healing done (attack power).
Bonus Armor? Reduces damage taken (armor), increases healing done (attack power).
Mastery? Reduces damage taken (PT), increases healing done (attack power).
Crit and haste are currently terrible largely because they don't fit this bill. Still, let's look at the past for haste, and a common suggestion for crit.
Haste in the past, when it was competitive (and you liked it as a stat): Reduces damage taken (more T&C), increases healing done (more rage=more FR)
A common suggestion to make crit a competitive, albeit somewhat dull stat was to add dodge to it: Reduces damage taken (dodge), increases healing done (more rage=more FR).
In general, any stat that wants to be competitive right now double-dips. The ones that don't are either terrible (crit+haste), or do something different enough that they're free to scale very strongly (e.g. multistrike is worth ~4% health for the rating to get .5% DR from versatility). The last stat, stamina, is crap because it half-dips, increasing health but reducing healing done.
You could argue that no stat should be double-dipping like this because it makes our gear scaling potentially too good. The solution to that, though, isn't "nerf versatility", it's "nerf everything".
You might think versatility shouldn't be a competitive stat because of its off-role (or, "versatility") benefits. This makes sense for DPS and Healers, because versatility does something that no other stat for them does, reduce damage taken. For tanks, this doesn't come into play. Versatility makes us more survivable, but so does every other stat. Versatility increases our damage, but so does every other stat. Versatility increases our raid-healing through buffing HT, Rejuv, and CW, yes, but so does multistrike, haste, crit, and agility. Versatility provides no unique "versatility" to make up for it being a bad stat. It needs to be competitive for survivability and damage in its own right, or we'll just pretend it doesn't exist.
Yes, I'm annoyed and I'm ranting. I don't want a perfectly fine secondary stat ruined because you got the wrong idea and ran with it, because people will listen to you. If you want crit and haste to be competitive, focus on getting them buffed and not getting versatility nerfed. If you want double-dipping to go away, stop ignoring 3/4 stats that feature it prominently in favor of attacking the fourth.
Braindwn and Arielle, just curious what our current best two stats will be for gear that can and can't have bonus armor. The first case seems to be bonus armor+? and the second case I've heard is versatility+mastery.