• Bares mostly like the taste of fase!

Hello Guardians!

Here’s this week’s pre-5.3 patch roundup. Not really that much to go over but I wanted to cover a few things anyway.
 

5.3 Survival Guide

I wrote a short article to let you know what changes you should be aware of in 5.3. Go ahead and check it out in order to be prepared!
 

Guardian Guide

The Guardian Guide has been updated for 5.3! Go ahead and check it out to make sure you are up to date :)
 

Guardian Resources

I’ve updated the Guardian SS with the changes in 5.3. Not much has changed, but it’s up-to-date now.

I mentioned before that I’m doing QA for Simcraft, helping them get their Guardian module up to snuff. A new version should be out soon with a bunch of bug fixes.
 

Force of Nature

Force of Nature is getting some interesting changes in 5.3 that haven’t yet been documented in the patch notes:

  • Health increased to 40% of the Guardian’s Health.
  • Armor set to 4x the Guardian’s Armor.
  • Stats dynamically update.

This is definitely a welcome change to their ability to stay alive. This will make sure they definitely don’t die in 1 hit anymore. The only problem is their DPS still remains extremely terrible, so it’s not clear if they’re going to be able to hold threat on something after taunting it. In any case, I can certainly see a reason to take these for things like Challenge Mode trash. Whether or not we’ll see them on any boss fights reamins to be seen.
 

Fasc Joins CFT

In case you didn’t catch it before, well-known Guardian theorycrafter Fasc has joined CFT. This means you can tune in to my stream for double-Guardian action in H10 Throne of Thunder!

That’s all for this week. I hope you all have fun killing new things!

Introduction

5.3 is almost upon us! As with every path I’m here to analyze the upcoming changes so you don’t have to. What should you care about? What should you ignore? Let’s find out!
 

Class Changes

We’ll start out with the class changes in the 5.3 patch which affect Guardians:

Mark of the Wild had its mana cost reduced to 5%, down from 10%.

Slightly easier to buff. Ok.

Tranquility now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance. This change also applies to players using the Symbiosis version of Tranquility.

Great change for 25m Guardians, and all Druids really. Long overdue if you ask me, but definitely glad it’s here now.

Force of Nature is no longer on global cooldown and summons a single Treant. The Treant no longer has a control bar, immediately uses its special abilities on the Druid’s current target, and accumulates 1 charge every 20 seconds up to a maximum of 3 charges.

This is a great design change for FoN, but unfortunately it still remains pretty useless. Having to compete against Incarnation makes it incredibly difficult for anything to be as good. It’s a step in the right direction, but you can still safely ignore it.

Mastery: Nature’s Guardian is now 33% stronger (2% per point instead of 1.5%).

This doesn’t really change anything. All it does is decrease the amount of Mastery you need to meet a given EH threshold. The value of Mastery relative to Stamina for EH is still quite terrible. For more information, check out my previous post about EH.
 

General Changes

There’s a few general changes that are happening as well.

Players can now choose to receive loot for specializations other than the one that’s currently active. This feature can be accessed by right-clicking on the character portrait and selecting the option from the drop-down list. Loot specialization is available for bonus rolls, Raid Finder, and Pandarian quest rewards. Please check out the blog: Patch 5.3 Adds Off-Spec Loot and Rewards for an in-depth explanation of how the Loot Specialization system will work.

This is pretty neat for LFR anyways. Simply pick “Feral” instead of “Guardian” for most bosses, as all “Guardian” does is add a bunch of quasi-useless tank trinkets to the loot table.

Protection for bad luck streaks have been added to bonus rolls. Each bonus roll that does not provide loot has a progressively better chance to award loot to the player.

How many times have you used a bonus coin and not gotten anything? The idea behind this is to make those bonus rolls feel more good, and less like a waste of time.

Items upgradable by Valor now require 250 Valor to upgrade per 4 item levels, for a total of 500 Valor for 8 item levels per item. This is retroactive to all items that use Valor.

Item upgrades are back! The question everyone will promptly ask is “What do I upgrade first?” The answer is as always “Whatever you won’t replace any time soon.” If it’s a tie certain slots like weapons, chest, legs, helm, and trinkets go first. After that you obviously pick thunderforged pieces, and then regular pieces.
 

Other Changes

The only thing that I can think of that isn’t covered in the patch notes is that the bug where Rune of Re-Origination wouldn’t give Guardians the correct amount of stats when in Bear form will now be fixed. This doesn’t change anything in terms of what items you want, but it’s still a bug fix.

Thanks everyone! Enjoy patch 5.3!

Hello Guardians!

I’m sorry I haven’t done these in a while. I’ve been busy doing things that I …. well …. can’t talk about. In any case it’s time again for anothe roundup.
 

5.3 PTR

There’s been a few changes on the 5.3 PTR.

Mastery: Nature’s Guardian now increases your armor by 16%, up from 12%.

This buff is almost explicitly targetted at 25h where the damage intake is much, much higher. I’ve mentioned here and other places that it won’t really change anything for 10m or normals. However it’s worth noting that depending on itemization it will probably be worth pursuing Mastery at some point in T16.

Tranquility now heals 12 players in in 25 player instances.

This is a welcome change for 25m Guardians. I don’t know if it’s enough in terms of utility, but only time will tell that.
 

Hotfixes

There’s been a simple hotfix in the last few days.

Growl should now properly transfer Vengeance to the casting Druid when taunting off of another tank character.

I didn’t even know this was a problem. Slash mentioned that this was a recent bug they just fixed. It’s good that it was quashed in any case.
 

Working with SimC

I wanted to let you all know that I’ve started working with SimC to finish up their Guardian module. It might take some time but I plan to help them get it in working order as soon as possible.

That’s all for this week. I hope you all have fun killing new things!

TDR: Haste vs Mastery

April 29, 2013

Introduction

One of the things that has intrigued me for some time is the concept of Haste as a TDR stat. Ever since the introduction of the Indomitable Primal Diamond there’s been some interesting questions surrounding the concept of Haste as a TDR Stat. But it hasn’t really been determined exactly how it compares with simply going for Mastery. Well, I have the answer :)
 

RPPM – A Recap

The legendary meta gems all function on the RPPM – or “Real Procs Per Minute” – system. Hamlet does a much better job describing the math behind RPPM than I ever would. In any case it’s enough to say that anything on the RPPM system is improved by how much Haste Rating you have on your gear. Guardians of course are better off than most because of our passive bonus from Bear Form.

The question then becomes is it more effective to add more Haste to increase the effectiveness of the new meta, or add more Mastery for passive damage reduction? Turns out it’s not quite that simple.
 

A Tale of Two RPPMs

You might recall that something called “Bad Luck Protection” was added to RPPM trinkets recently. Well as of yet we have no confirmation whether or not this was actually added to the legendary metas or not. However that doesn’t mean we can’t compare the two and see what happens!

The graph plots total damage reduction on the Y axis, and the amount of stats gained on the X Axis.

Before I go any further I should note that these numbers were generated using my own stats. Now you could replicate the calculations for yourself, but the relative results will be identical to what you see above, until Armor is capped. Hopefully now you understand why I made the point about “Bad Luck Protection”. Unsurprisingly – at least to me – Mastery still comes out on top in terms of overall damage reduction.

That doesn’t mean this added side benefit of Haste might not make it substantially more valuable to some. It’s worth noting as well that this doesn’t count T&C, since I can’t really come up with an effective way of modelling that. It pretty much requires a sim, something that I don’t have the expertise to build….unfortunately.

As always, it’ll be up to you to weigh the pros and cons of each stat and determine what you want for yourself and your raid.

Introduction

Over the last week or so there’s been some discussion both here and on MMO-Champ about the current state of Guardians in PvE. Some of it is just baseless fear-mongering, but there are actually quite a few very good points to be made. The question I’m trying to figure out is if this is a result of our own inflexibility in how we think about gearing for an encounter (which I will assume a lot of the responsibility for), or an actual problem. My personal belief is that it is more of the former than the latter.

Even so the points made about raid utility are completely valid. Of course the recently announced changes to both Tranquility and Battle Healer were a long time coming, even though they are very welcome. Guardian still suffers from changes made because of Feral DPS over the past two expansions. Should they be reversed? I don’t know. I’ve certainly advocated for some of them to be reversed, and in the end they may very well be.

Only time will tell.
 

Toto! Can You Take the Hit?

I’ll be the first to admit that I wasn’t initially thrilled at the idea of stacking Stamina again for heroic raiding. I managed to make it through 10/16 Heroic T14 just fine with a full RPS build and simply playing correctly. Out of the bosses we didn’t kill, only Empress and Sha would have made me think twice about my gear choices. This feeling continued on through all of T15 normals although – admittedly – I was probably overgeared for most of them. We killed everything pre-nerf and I never felt I was in significant danger as a result of my health pool.

However from observing people doing 10m heroic on streams – like Mowse and Danishpsycho – and talking to others – like Ahanss and Buraan – it’s become pretty clear that we need to re-orient how we think about gear. At least for heroic raiding. This also applies to 25m heroic raiding, since generally the only difference is that the melee hits from the boss are higher rather than the actual abilities used (except for things like Talon Rake). All of the other tank classes have ways to mitigate the special ability part a “tank combo” – a combination of abilities and/or melee hits which has the potential to instantly kill the tank – and sometimes the melee swing that follows. Since we do not have a way of doing that, we have to go back to the old “Wrath” method of handling such combos: Soak the hit. But what’s the best way of doing that?

  1. Make sure you have enough Effective Health to survive the full combo if it comes to that.
  2. Make sure you apply a Tooth and Claw to the boss just prior to the combo. If this means you have to hold a proc that occurs 10 or more seconds before the combo itself, do so.
  3. Have Savage Defense up for the combo to help prevent even more melee damage.
  4. Have enough Rage available to Frenzied Regeneration after the combo occurs when you’re at low health. 2t15 makes this even better.
  5. Use a cooldown – yours or an external – if necessary.

That may seem like a lot at first glance, but 2 -> 5 have pretty much been standard practice the entire expansion thus far. Only #1 is something that we haven’t been very concerned with since Wrath. Up until now the Stamina we get on our gear has mostly (except in a few extreme cases like Impale, at least early on) been sufficient, even for heroic raiding content. But we’re starting to see a shift back to needing more Stamina to survive these “tank combos”.
 

Toto! You Need more Effective Health!

So we’ve established that as more and more people get into heroic raiding in Throne of Thunder, many are going to run smack into a very different reality from what they have been used to. But what is “Effective Health” anyway? In the simplest terms it’s an expression of how much health you have against unmitigated attacks. EH is calculated using this simple equation:

EH = Health / Total Damage Reduction

The most immediate thing you will notice is that this number will change based on the kind of damage you are receiving. EH-Magic will be different from EH-Physical which will again be different from EH-ArmorPen. The second thing that will become immediately apparent is that Stamina is the only way to increase all 3 types of EH. That’s fine, but the combos from some bosses – specifically Horridon, Ji-Kun, and Durumu – are mitigated by Armor. So what is better? I’ll direct your attention to the graph below:

You can clearly see that for a Guardian in ~522 gear (this graph was generated using my stats) Stamina beats Mastery by nearly a 3:1 margin. This shouldn’t really surprise anyone, especially after Theck’s work with damage smoothness. Even though his information is only directly applicable to Paladins (Guardians’ “smoothness” mechanics are purely Rage driven), the numbers are a strong indicator of the results you see above. So what does that mean?

There is effectively no situation where Mastery is a better option than Stamina.

Or more simply:

Whatever gives you the most Stamina gives you the most EH.

But how do you know whether you have enough? I can help with that too. I’ve added a new page to my spreadsheet which allows you to calculate the amount of Stamina you need to add in order to meet your defined EH target. Of course, that means you need to know what your target actually is. However that’s easy enough to determine simply by looking at the Dungeon Journal and/or your Combat Log. Once you have that just follow these simple steps:

  1. Enter your stats as they appear on your self-buffed character sheet in-game.
  2. Select whether or not you want to use Heart of the Wild on the Options sheet.
  3. Enter your Effective Health target(s).
  4. The result will be how much additional Stamina you need to meet your defined target.

 

But Toto, Can You Help the Raid?

This is still a bit of a bone of contention between Guardians and Blizzard. While today’s buff to Tranquility is certainly a welcome change to 25m Guardians, there are still some other Guardian “utility” spells that are just screaming for changes. Most of these were originally nerfed in either Cataclysm or Wrath because of Feral DPS stacking, and simply never had their nerfs reverted for Guardians.

  • Innervate: I don’t even know why we still have this to be honest. We rarely have the opportunity to use it and when we do 6k mana is a complete joke. Either buff it or get rid of it.
  • Leader of the Pack: This just screams that it desperately needs to be changed. A perfect analogue to this would be Black Ox Statue from a Brewmaster. Just make it a smart heal for a comparable amount. No Guardian is going to miss something that boasts an overheal of > 50% or more.
  • Rebirth: Let Guardians cast this in-form. That’s just common sense.

I don’t know if we’ll get all – let alone any – of these changes. However I think they are perfectly reasonable requests. We must be patient. Blizzard doesn’t typically make wholesale changes when there isn’t a reason to do so, and from their perspective – remember they have more data than we do – perhaps the difference isn’t as large as we deem it to be. Remember the goal is to be equitable with everyone, not overpowered.