What does this change mean? I can't get my head around itMastery: Nature's Guardian is now 33% stronger (2% per point instead of 1.5%).
What does this change mean? I can't get my head around itMastery: Nature's Guardian is now 33% stronger (2% per point instead of 1.5%).
Last edited by Kioga; 2013-05-15 at 06:35 PM.
I must be the luckiest Guardian in the world, since I never actively use a CD for an incoming Quake Stomp while tanking the bats. Even after checking the logs where I tanked the bats (not many, since I don't need the boss anymore and sit out for less geared people), it's hard finding a log where I didn't have some extra passive damage reduction or absorb flying about just by chance... but there are some where I still don't appear to have any damage reduction procs/externals and I completely absorb the Quake Stomp (not by much, mind you). While the ability shouldn't be affected by armor, the size of the Quake Stomps I take (including the absorbs) tend to be smaller than other plate tanks I run with pre-mitigation, even with respect to their HP. Regardless, I tell my healers to not use external CDs or anything special while I'm tanking bats, and my bubble stays intact almost perfectly every Quake Stomp unless my bubble is low. Take it as you will.
But let's just assume I'm the luckiest Guardian alive. Bone Shield symbiosis is pretty nice on this encounter, as long as your bubble doesn't break. When I've gone kitty on this encounter, I set up a CD rotation for every Quake Stomp so that my bubble cannot break... it can be applied to bat tanking and dealing with Quake Stomp if you have bubble-breaking issues, as well. Adapted for Guardians, it'd be Barkskin -> SI ->Barkskin -> external -> repeat. The legendary tanking meta proc can replace any of those, as well, if you're using it. However, things can go wrong, and despite all your best planning, your bubble may break to a Quake Stomp. If you're actively tanking bats, especially with 2pc T15, using FF on a crystal followed by a FR after the Quake Stomp will likely give you a max bubble again... just make sure your HP is above the bat healing threshold (I prefer to be under 100% HP so Healthstones still work with a bubble).
It is the first time it's been officially in the PTR notes. For those that missed what Arielle mentioned in a previous thread or don't know, we start with 8 base mastery, and this change wasn't to the base amount of mastery we have, but how much armor increase mastery gives us (aka, we didn't just get 4% base armor added, mastery scales 33% better).
“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
So I've been playing guardian for about a month now and I only really tank lfr but I'm a bit confused after reading the last few pages.
From what I can tell you just stack crit as much as you can and then put anything left over into dodge/mastery. Is that right? I'm guessing its because of the t15 2 piece.
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Armory
Hit/Expertise Cap > Crit > Haste > Mastery >>>>>>>> Dodge.
yeh like motoma said, dont put in in dodge or mastery put it in more exp / haste instead
TREE DURID IS 4 PEE
Your gear is very surprisingly good. You've done extremely well with gems/enchants/reforging. Feel free to use the Sta LW Bracer enchant and/or the 300sta on chest, if you feel a lil more health would be productive. So surprised to see such a well-fixed char from someone new to tanking. If you need the expertise I understand the use of the crafty gems in yellow sockets, but if you can get it via reforging it'd probably be best to use full-crit in yellow sockets.
Assuming you're going to primarily be on Add duty just ensure you're moving away from shit fast, all of the HC abilities (Sand Traps, Frozen-orbs, venom etc hurts!). I'd save Incarnation for the 2nd gate as well, the extra taunts are awesome for picking up all of the adds floating around (remember Incarnation reduces the CD of normal abilities to 1.5secs). Tank the frozen warlords by the walls when possible, saves space and unnecessary dmg from people walking through orbs. Pay attention to the lightning totems from Shamans, they are so easy to miss and, when tanking other adds, can easily kill a tank.
No other info I can give you, you seem to have things under control
The idea is to have no bats up during quake stomp ^^ I don't find it difficult -at all- to kill off all the bats before the stomp, not saying you do, just mentioning that if anyone is tanking and still have bats up doing a quake stomp you may need some help from DPS to ensure the majority of them are down beforehand, will make your life much easier.
I think I lose more crit+haste overall by reforging more for expertise rather than gemming crit+expertise. As for my duty I'm just alternating tanking Horridon and adds on a gate-by-gate basis as we don't normally run with a Paladin healer (6 raid healers woo woo). Thanks for reminding me about the Incarnation Growl cd reduction as I normally only tank heroics for the easy valor. Only other real change I'll go with is picking up Nature's Vigil and using that while on Horridon.to help healers out to some extent. Might switch to Ursol's Vortex too to keep adds in place before I get threat on them.
Last edited by Trubo; 2013-05-16 at 03:36 PM.
Question about Agility. If you're crit-capped (theoretically), how useful is it to a bear? Just DPS and frenzied regen healing I suppose? If so, would it be better to lean on expertise in red slots, and something like haste in yellows?
I'm talking mostly about twinks, just something I've been wondering recently.
Agi will give you a little bit of dodge, and 10% of its AP for FR and T&C (assuming you have the 10% AP buff).
So, basically nothing. You're better off with literally any other stat, unless older content gems weren't updated with the new 2:1 secondary - primary scheme. Then Agility is fine.
Looks like agility is actually giving me more dodge than dodge rating, presumably thanks to the amount I have and armor bonus. That said, stamina is a more useful stat with really high uptime on SD? Or am I making the silly mistake of assuming it's not worth stacking dodge at ~90% (or that it'll be extremely hard to)
Yes, 1 agility gives you slightly more dodge than 1 dodge rating at level 90 (I think it might vary a little by level), hence why he said it's fine for older gems. But for newer gems, you get double the amount of dodge rating from gems as you do agility so dodge blows agility out of the water.
If you're twinking I don't see stamina as having any significant value anyway, you'll already have tons more from gear than you typically should for the level. I guess it depends heavily on what you're planning to do with the character.
Last edited by aggixx; 2013-05-16 at 09:40 PM.
crit soft cap is like 76% crit so you are fine, also this is not reachable at level 90 so dont wurrie
the guy above is talking about a low level charecter and since ratings are different at lower levels maybe he can get close to it
Last edited by Elunedra; 2013-05-17 at 07:59 AM.
TREE DURID IS 4 PEE
It was mentioned somewhere, that its 75-ish or so, so you're not even close.
Oh thanks, that's a relieve
as i read in the armor buff theat that i dont want to derail
it seems Thoot and Claw also works on boss abilities? as the tooltip says next auto attack, i always assumed it had 0 effect on things like snaping bite of ralon rape or any other boss ability
TREE DURID IS 4 PEE