Posts Tagged ‘Icecrown’

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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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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