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Archive for June, 2010

So, as  many of you who have been following sites such as wow.com know, the cataclysm closed beta has begun, the NDA has been lifted, and a flood of information has been put up on MMO-champion for each class, with more likely to come.  I’ll cover some quick stuff on how this affects ferals.

The MMO-Champion page for druids can be found here.

Here’s a quick rundown of the major changes that have been datamined.

1.  Skull Bash (Cat) – You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.
25 Energy, 18 yd range, Instant, 1 min cooldown.

This is going to be our kick-esque interrupt.  Don’t panic yet.  I assume this is a preliminary cooldown, and blizz means to lower it to a time similar to that of kick and the similar interrupts of all other melee classes

2.  Stampeding Roar – The druid roars, increasing all nearby friendly players movement speed within 10 yards by 40% for 6 sec.
30 Energy, Instant, 2 min cooldown

This is the already announced mobility cooldown.  This will be interesting to experiment with and use in a raid situation, and I’m interested as to whether it will stack with Feral Swiftness.

3.  Cower – Cower, causing no damage but lowering your threat by 10%, making the enemy less likely to attack you.
20 Energy, 5 yd range, Instant, 10 sec cooldown

IT HAS BEEN FIXED!!!!  Although still not a huge threat drop, the move has finally been fixed to where it will actually have a noticeable effect when used in combat.  I am very relieved.

4. Shredding Attacks – Reduces the energy cost of your Shred and Ravage abilities by [5/10] and the rage cost of your Lacerate ability by [1/2].

This is the major stuff.  I’m not going to go into exact numbers yet, as  everything is likely to change

There was a bit of conflict originally between MMO and Wowhead on this one, but I’m assuming now that MMO is correct.  Shredding attacks will now affect  ravage, and combined with the talents of Predatory Strikes and Improved Feral Charge, this will make Ravage viable in an opening rotation.  (A potential opener could be Improved Feral Charge followed by Ravage, SR, and more ravages, possibly with TF and Berserk until the Imp. Feral Charge effect wears off.

This is all the major stuff that’s been currently released on MMO-Champion.  I will be adding more posts like this as more info becomes available, including a new talent  setup and a possible opening rotation.  A lot  of this will be affected by the changes to crit  and haste, which the exact math for has yet to be unearthed.

Sorry for the drought in posts, I’ve been busy lately.  I’ll be getting a Ruby Sanctum post up shortly as well.

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As a raiding kitty gears up through Icecrown Citadel and the following hard modes, he or she is likely to start pushing several different stat caps that currently limit certain statistics.  Some of these caps are more important than others, and some of them are related to others in the way that you gear for them.  The stat caps that you’ll want to worry about are:

The Armor Penetration Cap: At 1400 armor penetration, you reach the hard cap of 100% armor reduction.  Any armor penetration beyond that is worthless.  It’s good to still look for pieces of gear with armor pen on them, however gemming will need to be adjusted accordingly so you’re not over this cap by much.  Usually it is good to switch an armor pen gem to an agility one if it will take you over 1410 armor penetration.  At that point the agility gained is worth being slightly under the cap, as opposed to half of the stats from an ARP gem being completely wasted.

The Critical Strike Cap: This is much different from the Armor penetration cap.  As your agility increases, so will your critical strike chance.  Once your critical strike chance hits 73.3% all your auto attacks (your white damage) will either crit or be glancing blows, as there is a flat  29% glancing blow chance for  all white attacks.  At this point, critical strike chance loses value, and hit and expertise gain more value, as the more white attacks that land, the more crits there will be.  Keep in mind when trying to figure out your crit chance raid-buffed to count in procs and buffs from items such as your idol, or your trinkets.  It can be helpful to use a tool such as Rawr to figure out how the uptimes from said items will affect your crit chance.

The Hit Cap: While generally not a very valuable stat to use at lower levels of gearing (a cat druid’s dps has a comparatively low contribution from white damage), when a cat is pushing the critical strike cap, it becomes almost essential to also be at the hit cap.   As one approaches the crit cap, white damage percentage goes up to a point that hit capping is something you definitely want to do.  Try to do this through as few gems as possible (especially if you would go below the ARP cap) through the use of hit enchants, to get to the cap of 8% hit.  If you’re alliance, DEFINITELY only gear to 7% hit rating, and make sure you run with a draenei in your group.

The Expertise Cap: Similar to the hit cap, this stat reduces the chance that a boss has to dodge you when you dps it from behind, and this stat gains importance as the crit cap is attained for the same reason that hit rating does.  The cap melee concern themselves with is 26 expertise, or 214 expertise rating.  This is another cap that you want to reach through as much passive gearing as possible, and certainly don’t gem for it until hit and armor pen caps are both attained.

Items and Enchants that greatly affect or are affected by these caps:

The choice between Mongoose and Berserking: As said above, when one approaches the crit cap, the value of crit and agility diminishes.  So as you get closer to the crit cap, the value of the Mongoose weapon enchant decreases drastically.  Also, the haste given from the mongoose enchant has recently been stealth-nerfed by blizzard, so the haste is no longer a contributing factor.  When you get to the point where idol and trinket procs (such as Deathbringer’s Will or Death’s Verdict) will put you at or over the crit cap, it is a good choice to drop the mongoose enchant for berserking.

Hersir’s Greatspear (and it’s heroic version): This is a great weapon to have available to you (especially the heroic version)  The armor penetration and hit it provides pretty much guarantee that you’ll be capped for both stats, and it helps simplify gearing and gemming immensely.  I’m still currently using the heroic version of this weapon, as heroic 25-man weapons  stubbornly refuse to drop.  When I finally do get my hands on Heroic Distant Land or Bloodfall, I’ll be somewhat sad to drop this weapon, as it simplifies gearing immensely.

Distant Land and Bloodfall (and their heroic counterparts): While these weapons will always be upgrades due to the feral attack power bonus gain, they do tend to make gearing to the hit and armor penetration caps much more diffcult.  Even if you do end up losing several hundred armor pen due to the upgrade, it will still be a dps benifit to you, as you will gain large amounts of agility, feral AP, and haste.  The heroic versions of these weapons are also very likely to get you crit capped as well, so make sure to account for that.  Distant Land is better than Bloodfall by a hair, due to less stamina and more  dps stats.

Lasherweave Legguards (and the two upgrades): These pants are very important, as they have a lot of expertise on them.  These will certainly be the first set of tier that you will want to use your marks of sanctification on, as the higher-ilevel versions give even more, and put you pretty close to the expertise cap.  This is the best way to passively gear for expertise, and this makes running Ikfirus’s sack of Wonder something you don’t want to do (running a piece of gear with more ArPen is much better).

Enchant Gloves: Precision: This is a nice glove enchant to use once you start pushing the crit cap, especially if you’re still worrying about staying as close as you can to the Armor Pen cap.  This would generally be replacing the standard feral glove enchant of +20 agility to gloves.  This is the equivilant of switching an epic hit gem for an epic agility gem.  This way, you can get an extra 20 hit rating without having to lose 20 armor penetration.

Deathbringer’s Will (and its heroic version): Any good feral knows that this is a must-have for the armor pen and the awesome proc.  However, this is still worth mentioning, because it is good to consider that one of the three stats that procs is 600 agility, which provides a lot of crit.  Make sure to keep this in mind, as many ferals will be well over the crit cap when the agility option procs.

COMING SOON: Sharpened Twilight Scale: The armor penetration on this trinket is pretty astounding.  I don’t know what the exact numbers on this are, but I expect it will become best in slot for ferals along with Deathbringer’s Will.  This will also clear up a lot of armor pen issues you’ll have if you’re running with Distant Land or Bloodfall.

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How to Make your Melee Leader Happy

Most raiding guilds have some sort of structure to monitor the details of how certain roles behave in raid.  The two most common ways of doing this from what I’ve seen are through the implementation of either class leaders or role leaders.  There are pros and cons to both systems, but both generally accomplish the same thing; they provide a way for the guild leadership to give more specific direction to certain players both in raids and in theorycrafting.  My guild  has gone with the role leader system, and currently I’m in charge of melee dps.  As a role leader, I will definitely admit that I like some of my melee dpsers more than others (although I don’t dislike any at this point, honestly, I don’t!) and a lot of those people share some qualities when they raid, when they talk in our melee chat channel, and in general vent and gchat interactions with people.  Let’s go through some of these attributes

Knowledge

A good melee is supremely intelligent, and they show it often.  This person knows the ins and outs of their gearing, rotation, and talenting by heart, and when asked about it can instantly give very intelligent insight on the class itself, how it functions in a raid, and how one can play it better.  A good melee continually researches ways to better themselves, and usually can be found near the top of the meters, and at the bottom of the fail lists.

Communication

A good melee doesn’t simply take direction from the raid leader, role leader, or whomever.  A smart melee will take these directions, ask questions to make sure that he or she is on the same page as everyone else, and gives feedback.   Just because the melee leader is telling you to do something doesn’t mean that they are 100% correct in doing so.  One person cannot keep track of all the theorycrafting and encounter specifics for 8 different melee specs, if not more.  If you think you should be doing something differently, let the person in charge know, and give the reasons why (using specific class theorycrafting reasons is huge).

A Constructive Attitude

This goes hand in hand with communication.  Nobody likes a QQer, and to complain without giving viable, constructive solution will just get you labeled as an annoyance and potential drama llama by your guild leadership.  However, if you do give a constructive solution, and keep an upbeat attitude, your officers will love you forever.  Again, make sure to give specific examples on how your class or role functions to support your argument.

Fun-Loving

Even in the most focused of progression environments, people should tell the occasional joke, or have some good-natured fun.  Morale is a huge thing for keeping up progression, and while keeping concentration is good during an attempt, a little humor can go a long way in between pulls or on trash, whether it be in vent, raid chat, or in your role or class chat channel (if you have one).  Be careful not to go too far off-track though.

Complete Dedication

A good melee dps does more than just play their class well.  They even do more than the typical “homework” of researching their class online.  This type of person will read anything about wow if it looks remotely interesting to them, even if it’s about a class they don’t play.  They’ll help people  a lot outside of instances, and are great to have in vent even when there’s nothing going on.

Finally

Don’t forget to be yourself.  A distinct personality helps lead to recognition.  Don’t be what you think your guild wants you to be.  A new perspective on wow and raiding is one of the main reasons many raiding guilds like having new raiders come in to their group, so don’t be afraid to be unique.  Also, be enthusiastic.  One of the main ways I distinguished myself in my guild (which eventually lead to my promotion to officer) was the fact that I was so enthusiastic about raiding every day.  Remember what aspects of the game make it fun for you, and focus on them.

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Kitty speccing in Cata (so far)

Recently, Blizzard has been kind enough to provide several fansites with a preview of talent specs to come in Cataclysm, with the exact numbers to start figuring out what spec is best.  So here’s my analysis, and prediction of what the best spec is going to be.

Let’s do a quick rundown of the feral tree, and the first few tiers of the Resto tree that will affect us as kitties.  You can find a blank talent sheet for this here.

Feral Tree Talents

  • Tier 1
    • Sharpened Claws (2 points) (Mandatory) – Icreases the damage caused by your Claw, Rake, Mangle (Cat), Mangle (Bear), and Maul abilities by 10/20%.

    Standard +damage.

    • Ferocity (5 points) (Mandatory) – Reduces the cost of your Maul, Swipe, Claw, Rake and Mangle abilities by 1/2/3/4/5 Rage or Energy.

    Energy cost reduction, again standard.

    • Feral Aggression (5 points) (Mandatory) – Increases the attack power reduction of your Demoralizing Roar by 8/16/24/32/40% and the damage caused by your Ferocious Bite by 3/6/9/12/15%.

    Depending on how often you FB, this will come in handy a bit.  Only mandatory because it allows you to skip some bad talents in higher talent tiers.

  • Tier 2
    • Shredding Attacks (2 points) (Mandatory) – Reduces the energy cost of your Shred ability by 5/10 and the rage cost of your Lacerate ability by 1/2.

    This is what makes our Shred the powerful, staple CP-generator that it is.

    • Feral Instinct [TBR] (3 points) (Mandatory) – Increases the damage done by your Swipe ability by 10/20/30% and reduces the chance enemies have to detect you while Prowling.

    Good for AoE damage.  Again, only mandatory in order to fill in talent requirements to get to higher tiers.

    • Thick Hide (3 points) (Unused) – Increases your Armor contribution from cloth and leather items by 4/7/10%.

    Bear talent.  Don’t bother

  • Tier 3
    • Feral Swiftness (2 points) (Mandatory)Increases your movement speed by 15/30% in Cat Form and increases your chance to dodge while in Cat Form, Bear Form and Dire Bear Form by 2/4%.

    Astoundingly good for raid mobility.  A must have now and in Cataclysm.

    • Predatory Instincts (3 points) (Mandatory) – Increases the damage done by your melee critical strikes by 3/7/10%.

    Another pretty standard +damage.

    • Feral Charge (1 point) (Mandatory) – Teaches Feral Charge (Bear) and Feral Charge (Cat).
      • Feral Charge (Bear) – Causes you to charge an enemy, immobilizing and interrupting any spell being cast for 4 seconds. This ability can be used in Bear Form and Dire Bear Form. 15-second cooldown.
      • Feral Charge (Cat) – Causes you to leap behind an enemy, dazing them for 3 seconds. 30-second cooldown.

    The feral charge we all know and love.  Excellent for mobility as always.

    • Improved Feral Charge [NNF] (2 points) (Optional)Increases your melee haste by 15/30% after you use Feral Charge (Bear) for 8 seconds, and Ravage will temporarly not require stealth for 3/6 seconds after you use Feral Charge (Cat).

    This is an interesting one.  It is definitely geared more towards PvP, however it might have some limited use in fights with a lot of target switching (I’m thinking Putricide here) where the +haste could make a noticeable difference.

  • Tier 4
    • Nurturing Instinct (2 points) (Optional) – Increases your healing spells by up to 35/70% of your agility, and increases healing done to you by 10/20% while in Cat Form.

    Good for raid survivability, no dps benefit.

    • Fury Swipes (3 points) (Mandatory) – When you auto-attack while in Cat Form or Bear Form, you have a 4/8/12% chance to gain an extra auto-attack on the same target. This effect cannot occur more than once every 6 seconds.

    A nice little proccy talent, that’s a nice little white damage bonus.

    • Primal Fury (2 points) (Mandatory) – Gives you a 50/100% chance to gain an additional 5 Rage anytime you get a critical strike while in Bear and Dire Bear Form, and your critical strikes from Cat Form abilities that add combo points have a 50/100% chance to add an additional combo point.

    Another staple of current cat dps, which it will undoubtedly continue to be in Cata.

  • Tier 5
    • Brutal Impact (2 points) (Unused) – Increases the stun duration of your Bash and Pounce abilities by 0.5/1 seconds, and decreases the cooldown of Bash by 5/10 seconds.

    PvP talent.

    • Heart of the Wild (5 points) (Mandatory) – Increases your intellect by 4/8/12/16/20%. In addition, while in Bear or Dire Bear Form your stamina is increased by 2/4/6/8/10%, and while in Cat Form your attack power is increased by 2/4/6/8/10%.

    +Attack Power is always good.

    • Survival Instincts (1 point) (Optional) – When activated, this ability temporarily grants you 30% of your maximum health for 20 seconds while in Bear Form, Cat Form, or Dire Bear Form. After the effect expires, the health is lost.

    Another one that can help with raid survivability, but it’s generally aimed more at tanks and PvPers.

    • Predatory Strikes (2 points) (Unused) – Increases the critical strike chance of your Ravage by 50/25% at or above 90% health, and your finishing moves have a 10/20% chance per combo point to make your next Nature spell with a base casting time less than 10 seconds become an instant cast spell.

    PvP talent through and through, unless ravage becomes a viable opener for PvE dps, which I don’t think will be happening.

  • Tier 6
    • Natural Reaction (3 points) (Unused) Increases your dodge while in Bear Form or Dire Bear Form by 2/4%, and you regenerate 1/2 rage every time you dodge while in Bear Form or Dire Bear Form.

    Tanking  Talent

    • Endless Carnage (2 points) (Mandatory) – Increases the duration of your Rake by 3/6 seconds and your Savage Roar and Pulverize by 3/6 seconds.

    Love the name, and love the rake duration bonus.

    • Survival of the Fittest (3 points) (Unused) – Reduces the chance you’ll be critically hit by melee attacks by 2/4/6%, and increases the contribution from cloth and leather items in Bear Form and Dire Bear Form by 11/22/33%.

    Looks like this long-used talent is becoming tank-only.

  • Tier 7
    • King of the Jungle (3 ranks) (Mandatory) – While using your Enrage ability in Bear Form or Dire Bear Form, your damage is increased by 5/10/15%, and your Tiger’s Fury ability also instantly restores 20/40/60 energy.

    The energy regen talent that is key to kitty dps.

    • Leader of the Pack (1 point; Requires 1 point in Heart of the Wild) (Mandatory) – While in Cat, Bear, or Dire Bear Form, Leader of the Pack increases ranged and melee critical chance of all party and raid members within 100 yards by 5%.

    Yay for +Crit and raid utility!

    • Improved Leader of the Pack (2 points; Requires 1 point in Leader of the Pack) (Reccomended) – Your Leader of the Pack ability also causes affected targets to heal themselves for 2/4% of their total health when they critically hit with melee or ranged attacks. The healing effect cannot occur more than once every 6 seconds. In addition, you gain 4/8% of your maximum mana when you benefit from this heal.

    This is a good one to have for soloing, and in raid.  No dps benifit, but provides huge raid utility.

    • Primal Tenacity (3 points) (Unused) – Reduces the duration of fear effects by 10/20/30% and reduces all damage taken while stunned by 5/10/15% while in Cat Form.

    PvP talent.

  • Tier 8
    • Protector of the Pack (3 points) (Unused) – Increases your attack power by 2/4/6% and reduces the damage you take by 4/8/12%, while in Bear or Dire Bear Form.

    Tanks only.

    • Infected Wounds (2 points) (Unused) – Your Shred, Maul, Ravage and Mangle attacks cause an Infected Wound in the target. The infected Wound reduces the movement speed of the target by 25/50% and the attack speed by 10/20%. Lasts 12 seconds.

    Tanks and PvPers only

  • Tier 9
    • Primal Madness [NNF] (2 points) (Mandatory) – Tiger’s Fury and Berserk also increases your maximum energy by 6/12 during its duration, and your Enrage and Berserk abilities instantly generates 0/12 Rage.

    More energy is always good.  This will allow a few more shreds when you hit TF or Zerk, and when you use them together will provide even more synergy.

    • Mangle (1 point) (Mandatory)– Mangle the target, inflicting damage and causing the target to take additional damage from bleed effects for 1 minute. This ability can be used in Cat Form or Dire Bear form.

    Obvious necessity for any feral.

    • Improved Mangle (3 points) (Optional) – Reduces the cooldown of your Mangle (Bear) ability by 0.5/1.0 seconds and reduces the energy cost of your Mangle (Cat) ability by 2/4/6.

    With the lengthening of Mangle, this isn’t as important as it used to be.  Still can be a slight dps buff though if you’re assigned to keep mangle up.

  • Tier 10
    • Nom Nom Nom [NNF] (2 points) (Mandatory) – When you Ferocious Bite a target at or below 25% health, you have a 50/100% chance to instantly refresh the duration of your Rip on the target.

    OH MY GOD!!!!  This is HUGE!!!  This will increase our dps on bosses immensely.  I do expect this will be in for a nerf though.

    • Rend and Tear (5 points) (Mandatory) – Increases damage done by your Maul and Shred attacks on bleeding targets by 4/8/12/16/20%, and increases the critical strike chance of your Ferocious Bite ability on bleeding targets by 5/10%.

    Another +damage one, and it’s going to be great in combination with Nom Nom Nom.

    • Pulverize (1 point; Requires 5 points in Rend and Tear; Requires Dire Bear Form) (Unused) – Deals 100% weapon damage plus additional 786 damage for each of your Lacerate applications on the target, and increases your melee critical strike chance by 2% for each Lacerate application consumed for 10seconds.

    Sorry, Bears only 😦

  • Tier 11
    • Berserk (1 point) (Mandatory) – When activated, this ability causes your Mangle (Bear) ability to hit up to 3 targets and have no cooldown, and reduces the energy cost of all your Cat Form abilities by 50%. Lasts 15 seconds. You cannot use Tiger’s Fury while Berserk is active. Clears the effect of Fear and makes you immune to Fear for the duration.

    THE dps cooldown for kitties

Restoration Tree Talents

  • Tier 1
    • Blessing of the Grove (2 points) (Mandatory) – Increases the healing done by your Rejuvenation by 2/4%, the direct damage of your Moonfire by 3/6% and the damage done by your Claw and Shred by 2/4%.

    More shred damage is always good.  Also needed to unlock talents in the third Tier

    • Nature’s Focus (3 points) (Unused) – Reduces the pushback suffered from damaging attacks while casting Healing Touch, Wrath, Entangling Roots, Cyclone, Nourish, Regrowth and Tranquility by 23/46/75%.

    Trees and Moonkin only.

    • Furor (5 points) (Mandatory) – Gives you a 20/40/60/80/100% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form, and you keep up to 20/40/60/80/100 of your energy when you shapeshift into Cat Form. In addition, your total intellect is increased while in Moonkin Form by 2/4/6/8/10%.

    Going to get back to the good old days of 5/5 furor.  No direct dps benifit, but will help with shifting out to Battle Rez or Innervate someone.

  • Tier 2
    • Perseverance (5 points) (Unused) – Reduces all spell damage taken by 2/4/6/8/10%.

    PvP talent only it appears.  May have some use for tanks.

    • Subtlety [TBR] (3 points) (Unused) – Reduces the threat generated by your Restoration spells by 10/20/30%.

    Trees Only

    • Natural Shapeshifter (3 points) (Mandatory) – Reduces the mana cost of all shapeshifting by 10/20/30%.

    Used to unlock Master Shapeshifter.

  • Tier 3
    • Naturalist (5 points) (Mandatory) – Reduces the cast time of your Healing Touch and Nourish spells by 0.1/0.2/0.3/0.4/0.5 seconds and increases the damage you deal with physical attacks in all forms by 2/4/6/8/10%.

    The standard +physical damage we know now.

    • Omen of Clarity (1 point) (Mandatory) – Each of the druid’s damage, healing spells and auto-attacks has a chance of causing the caster to enter a Clearcasting state. The Clearcasting state reduces the mana, rage or energy cost of your next damage spell, healing spell or offensive ability by 100%.

    Clearcasts! More shreds!  Yay!

    • Master Shapeshifter (2 points; Requires 3 points in Natural Shapeshifter) (Mandatory) – Grants an effect which lasts while the druid is within the respective shapeshift form.
      • Bear Form – Increases physical damage by 2/4%.
      • Cat Form – Increases critical strike chance by 2/4%.
      • Moonkin Form – Increases spell damage by 2/4%.
      • Tree of Life Form – Increases healing by 2/4%.

    Crit is always good.

The Results:

Looks like we will be rocking a 0/58/18 build (I’d probably use something like this one) for the most part as level 85 kitties in cataclysm.  True to Blizzard’s word about Cataclysm specs, there will be about five free points in the feral tree to use in various talents that won’t directly affect your dps in a large way (and some could argue even more than that).  Talents are more fun and less boring, as blizzard promised, and there are some very exciting changes.

One thing to note, from what I’ve seen going on in the Druid forums, a lot of people are forgetting of the damage bonuses that are going to be provided through Mastery, which is probably the reason for certain “nerfs” like the one to naturalist.

My Thoughts:

OH MY GOD!!!  NOM NOM NOM is going to be AWESOME!!!!!

Ok, my euphoria aside, I can honestly say that this talent makes up for my slight disappointment of having no new kitty-exclusive move in cataclysm outside the kick clone that’s supposed to be added.  This will definitely evolve the kitty rotation, and add a new level to it, something that I wholeheartedly support.  This will also revitalize the use of Ferocious Bite a whole lot more in PvE.  Parts of this talent simplify the kitty rotation (at least sub-25%) and others add a little complexity.  I’m sure there’s going to be huge theorycrafting discussions on what the best method will be to maximize dps when the target goes below 25% health.  It will be key for good kitties to watch the health pool of the boss, and their combo points, in order to start refreshing rip as soon as possible, and hopefully not use rip again for the rest of the fight.

As far as general impressions go, I do like how blizz has lived up to their promises and opened up speccing a bit more.  Now I can add a lot more raid utility and survivability to my spec without gimping my raid dps.  Cataclysm is definitely looking to be a fun expansion.

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It’s hard to be a kitty druid these days, and it’s also hard to win in Heroic Icecrown.  Put the two together and you have the potential for brain-exploding frustration, but also a great deal of fun.  My guild’s been storming through heroic ICC 25 of late, and we’ve either downed or put solid work on every boss but Sindragosa and Lich King on heroic difficulty (and the only one that isn’t dead is Putricide).  It takes a lot of quick learning to adapt to the new mechanics, and also it takes a whole new level of awareness.  Bosses that were previously easy farm material all of a sudden become potentially week-long odysseys in frustration and pain (except Gunship Battle, of course) and there’s almost no boss where you can let your mind slip a bit without suffering devastating consequences.   That being said, there are some ways of eliminating a lot of the frustration, and maximizing your performance in 25-man heroics.  A lot of these are fight specific, so I’ll go through some tips boss by boss as I’ve experienced them.

Heroic Lord Marrowgar

Swipe is your friend here.  When dpsing the boss, and bone spikes go out, it’s most effective just to hit swipe, and throw in a Tiger’s Fury if it is off cooldown during that time.  You won’t have to switch targets, and you’ll get to keep all combo points you have on Marrowgar, and swipe hitting on marrow and 3 bone spikes is great damage, and contributes nicely to getting those spikes down quickly.  During Bone Storm, it’s great to  use feral charge to leap over lines of coldflame to get to a spike that you need to kill.

Heroic Lady Deathwhisper

It’s been said before, but I’ll say it again: Dodging ghosts is your first priority, above all else during the second phase.  During both the first and second phases, I usually find it best to aim to kill Adherants before fanatics, just because it gives the tanks a bit more time to build threat on the fanatics.  I’ve also generally found that as melee it’s best to be on adds as close to full-time as you can manage, unless you’re assigned to interrupt the boss (which a cat never should be).  This prevents having a huge melee clump around the boss, which is a prime target for ghosts.  Being on adds keeps the melee a bit more spread out, and makes it a bit easier to see and avoid ghosts.

Heroic Gunship Battle

Nothing really out of the ordinary here.  Have fun and get your free epics.

Heroic Saurfang

This is one of the few fights where it’s actually good to tunnel-vision and focus 100% on your rotation.  Work as hard as you can to maximize your dps during this fight, because that’s entirely what melee is supposed to do.  There is no excuse not to prepot for this encounter.  DBM, and I think other encounter mods have an exact timer for when the boss becomes active, so I tend to pop my prepot with about 2 seconds to go on combat.  If you don’t have this timer, first of all, get it, and second of all, just try and pop your prepot when saurfang says his last line of the RP (for alliance it’s “hehehe, dwarves”)

Heroic Festergut

Unlike Saurfang, this is a fight where you absolutely cannot tunnel-vision, even though high dps is key here.  To help dodge Malleable Goo, it’s good to have your camera positioned almost overhead, as it makes spotting goo puddles a little bit easier.  Also, it helps to stay as close as you can to maximum hit box distance, as goo puddles underneath the boss are a lot harder to spot.  Save barkskin for each pungent blight.

Heroic Rotface

Nothing really changes for melee on heroic from normal.  Dash is good to take the infection/ooze out of the raid, and feral charge is good to get back to the boss afterwards.

Heroic Putricide

Still working on this fight on 25-man myself.  Feral charge is usable almost on every cooldown to get to oozes and back to the boss after they go down.  Even on normal I’m bouncing around quite a bit with Feral charge.

Heroic Princes

Again, Feral charge and Dash are your saviors in this fight.  Both can save you many stacks of Shadow Prism, and after each Empowered Shock Vortex, you can almost instantly return to Valanar, saving you 3 or more stacks of the debuff.

Heroic Blood Queen

From a dps/melee point there really isn’t any change to what you do normally.  One thing that’s good to know is that if you are one of the first two vampires, you should save your firs berserk for when you gain the essence of the blood queen.  If you’re not one of the first two, use it as soon as you can, and save the second cooldown for when you’re a vampire.  As a druid, it’s good to have a barkskin/tranquility macro ready to use during the second air phase, as that will help the healers out a lot during a very heavy damage burst, even when people are spreading out properly.

Heroic Valithria Dreamwalker

Nothing really different for kitties here from normal.  Don’t be afraid to maim Risen Archmages if other people have their interrupts on cooldown.  Also, it’s good to run up and start swiping supressors immediately if the come in crowds of 3 or more.  Another great place to use Feral Charge and Dash on cooldown.

So that’s it for the bosses I’ve put a lot of time into.  You’ve probably noticed a trend in this blog where I mention Feral Charge and Dash a lot.  Your mobility talents and abilities are huge in many of these heroic fights, whether by reducing damage you take, or increasing the speed at which you switch targets.  Get used to using feral charge early and often, and use dash whenever you have the urgent need to go a larger distance than what feral charge will take you.  Dash is awesome, but even when glyphed, the cooldown is long compared to Feral Charge, so be careful when you use it, usually best to save it for when you urgently need to get somewhere on the other side of the room. Beyond this, use barkskin at any time that you are at low health or expect to take a lot of damage (High stacks of debuffs, Marks of the Fallen Champion late in the Saurfang encounter, etc.)  The short cooldown means you can use it fairly often, and it should be up whenever you need it.  Mobility is great, but survivability is even more important.  Make sure you have both mobility and survivability cooldowns available to use when progressing and farming hard-mode bosses.  It will increase your numbers, and the healers won’t have to worry about you as much.

Hopefully these tips have come in handy.  Happy hunting!

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