• Bares mostly like the taste of fase!

Raiding

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!

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.

Hello Guardians!

My guild has finally killed Lei-Shen on normal. So now I’m able to post some notes on the last 6 encounters in Throne of Thunder.

 

Durumu the Forgotten

The Rundown:

  • Trash: Trash is kinda meh. Make sure you taunt swap on the first set of trash or you will die. Just charge if you get knocked back on the second set.
  • Talents: FS, Incarnation, NV/HotW.
  • Glyphs: Stampeding Roar.
  • Gear: Consistent RPS (Hit/Exp > Crit > Haste).

Encounter Notes:

  • Swap at 5 stacks of the healing debuff.
  • Don’t be afraid to use a Frenzied Regen if your healers are having trouble getting Arterial Cut off you.
  • Obviously use Savage Defense. He melees pretty damn hard.
  • I always stood in the yellow light, but I think this varies from raid to raid how this is handled.
  • Be very, very patient with the maze. There was a recent nerf today to make it easier (apparently). Prefer to stand in melee (obviously), but you can go to ranged if you have to.
  • If you get the puddle debuff – Lingering Gaze – try and drop it as far out as you can. Makes the maze less of a pain in the ass.
  • If you get Life Drain, yell at the top of your lungs until someone takes it off you. You will get fucked up if you are stunned and the boss is still smacking you.

 

Primordius

The Rundown:

  • Trash: It’s a gauntlet. Stop at each big ooze to kill whatever you have. The little oozes explode, so don’t AoE a bunch of them at the same time or you will wipe. Repeat until they’re all dead.
  • Talents: FS, Incarnation, NV
  • Glyphs: Stampeding Roar
  • Gear: Consistent RPS (Hit/Exp > Crit > Haste).

Encounter Notes:

  • We have do the first swap whenever the 2nd tank gets transformed, and then whenever we need to after that.
  • DO NOT LET THE BOSS TOUCH A PURPLE SLIME EVER.
  • Start with the boss in the middle to make it easier for everyone else to get slimes.
  • Start kiting when you need to in order to avoid purple slimes.
  • Avoid burning Incarnation until you are tanking while transformed.
  • Remember to call for dispels if you get a debuff.

 

Dark Animus

The Rundown:

  • Trash: Fuck this trash. There will be 3 with glowing hands, and 3 without. Split them up into groups ~40 yards apart. Interrupt spell casts. You will need Misdirects / Tricks.
  • Talents: FS, Incarnation, NV.
  • Glyphs: Stampeding Roar.
  • Gear: Consistent RPS (Hit/Exp > Crit > Haste).

Encounter Notes:

  • There are many ways to approach this, I’ll detail how we do ours.
  • Dump 3 sets of 2 little golems each into the 3 electrified medium golems.
  • Dump the rest of the active little golems into a huge one. Then a couple more of the inactive ones.
  • Dump one of the remaining little golems into the boss.
  • Swap whenever the large golem tank feels it’s necessary.
  • Someone else needs to soak Anima Ring for you, or you will probably die.
  • You can kite the large golem around using Matter Swap if you want. Not really required though.
  • Use cooldowns on Interrupting Jolt.

 

Iron Qon

The Rundown:

  • Trash: Mostly harmless. Pull groups of shit and kill it.
  • Talents: WC/DB, Incarnation, NV/HotW
  • Glyphs: Stampeding Roar
  • Gear: Consistent RPS (Hit/Exp > Crit > Haste).

Encounter Notes:

  • Swap at 2 stacks.
  • Make sure you have a /range 10 going so you can spread out for Fire phase.
  • I’d recommend Wild Charge or Displacer Beast to get out of the windstorm during Air phase.
  • Tank him at the back of the room during Air, Ice, and final phase.
  • Ice phase is really annoying because of his shields. Melee like stack and make you take lots of AoE Frost Damage.
  • Definitely Tranq during one of the smashes in phase 4.

 

Twin Consorts

The Rundown:

  • Trash: Meh. Kill it all.
  • Talents: WC, Incarnation, NV
  • Glyphs: Stampeding Roar
  • Gear: Consistent RPS (Hit/Exp > Crit > Haste).

Encounter Notes:

  • Swap when the beast spawns during Night phase.
  • Beast is pretty harmless, just kill it and go back to the boss..
  • Try and land a Thrash on the Fire lady when she pops up next to you.
  • Swap on 2-3 stacks during Day phase.
  • Use charge to get to the next Ice Comet when it falls.
  • I stay on Fire lady during Dusk, continue to using charge to get to Ice Comets.
  • Once the first lady dies, the 2nd one will start using swap mechanics again. Act accordingly

 

Lei-Shen

The Rundown:

  • Trash: Trash has reflective shields that come up. Really irritating, especially if DPS keep going during the shield.
  • Talents: DB, CW, Incarnation, NV/HotW
  • Glyphs: Survival Instincts, Stampeding Roar
  • Gear: Consistent RPS (Hit/Exp > Crit > Haste).

Encounter Notes:

  • As a tank you are responsible for moving the boss. When/where you move him generally depends on how good your DPS is. It’ll take you a few tries to get a handle on when exactly to move him.
  • Use Displacer Beast to run away from Decapitate.
  • During the first transition you will be put in a group with 1 other person. If it’s not a healer you’ll be responsible for healing them – hopefully it’s a Rogue and it’ll be super easy.
  • Soak puddles, and stack for the explodey things (Overcharge and Static Shock). You will need to use a cooldown for Static Shock.
  • Use Roar on the intermissions.
  • Face the boss away from the pillar you are currently tanking in phase 2. Use Skull Bash to instantly charge back after Fusion Slash.
  • You’ll have a 3rd person during 2nd intermission. Communicate accordingly for handling the remaining mechanics.
  • Swap when necessary during the 3rd phase. We did somewhere between 12 and 15 stacks.
  • Remember to AoE for Ball Lightning in the 2nd and 3rd phases.

 

Throne of Thunder Discussion Threads

If you have questions about something that isn’t covered here, please check out our Throne of Thunder Discussion threads over in the forums.

Happy nomming!

Hello Guardians!

Here’s the roundup for the week ending April 8th! I know I didn’t have one last week, but nothing much really happened….so I skipped it. Sorry :(
 

5.3 PTR

There was one change to Force of Nature on the PTR:

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 really too bad since it eliminates one of the reasons you would take FoN in the first place: Soaking. It now requires a target, and you can’t tell it to stay in one spot since the control bar is gone. It’s going to be great for stopping node captures in PvP, but that’s really about it. Which is kind of sad when you think about it.
 

PTR Feedback Thread

I started a PTR Feedback thread for Guardians on the US forums. I know many of you are European readers so it won’t help you much, but maybe you can create something similar over there too?
 

Haste vs Mastery: TDR

Now this isn’t really what you think. Fasc posted a neat question on the forums about how Haste and Mastery compare for pure TDR when you have the Legendary meta gem. I don’t know the answer off the top of my head as it requires a little spread-sheeting, but it is definitely something I’m interested in looking at. We’ll see what happens, but even a tiny amount of TDR gain from Haste will just make it even better than it already is :)

 

Gear List Updated

I’ve updated the Gear List with a relatively minor change that was pointed out by one of the intrepid forum goers. The Ji-Kun cloak belt is actually BiS, not the random trash drop one I had listed before. I swear it must have gained a socket somewhere because it only had one when I was looking at it originally :(

 

Throne of Thunder: Last 6 Encounters

Tomorrow I’ll be writing up a look at the last 6 encounters of normal Throne of Thunder from a Guardian’s perspective. We killed Lei Shen today (yay!) so I now have everything I need to complete it. Hopefully it’ll help those of you still progressing through ToT :)

 

Icy-Veins Arielle Approved (TM)

Vlad from Icy-Veins recently engaged me to review and submit updates to their existing Guardian guide. I am happy to say it is now “Arielle Approved”! From now on all of the info you find there should be pretty-much as up-to-date as possible.

Another patch cycle is upon us. With the 5.3 PTR going up so quickly it’s time to re-iterate some nice quality-of-life changes we’d like to see for Guardians. Notice that I said “Quality of Life” and not “balance”. There isn’t anything that really needs to be “buffed” per-se, so I’m more worried about making things better for us on a day-to-day basis.
 

Talents

Strangely enough most of our talents actually function decently well. However there are a few outliers that would benefit from some attention.

  • Soul of the Forest: This one should be painfully obvious for most. The amount of Rage generated pales in comparison to Incarnation. Further than that it has no DPS increase, whereas Incarnation obviously does. So then how to fix it? Generate additional Rage based on Crit (a bonus to Primal Fury), and add a passive damage bonus to Mangle.
  • Force of Nature: Another obvious one. The functionality is there, but what it does isn’t particularly helpful. Having it scale with Weapon Damage and generate Rage would make this much more attractive.
  • Incarnation: Obviously I love Incarnation. There’s just one teeeeeeeny thing I’d like to see changed. It would be nice if there was no GCD for using it. I’m reasonably certain this is entirely because it was coded as a “shapeshift” rather than a simple spell. I don’t know if it’s possible to fix this, but it’d be nice if it could be.
  • Dream of Cenarius: Another one under the “obvious” header. I’ve harped on this talent before (since it’s only used by 1 spec), and to be honest I’d like to see it completely redesigned or entirely replaced. It’s just entirely not useful for Guardians at all.
  • Nature’s Vigil: Please stop making it target temporary pets. I don’t care if a temporary pet’s HP is below 100%.

 

Glyphs

Druids of all specs have a number of glyphs which aren’t particuarly useful. Thankfully Guardians are lucky enough to only have one that falls into this category.

  • Frenzied Regeneration: This has been largely useless since the start of the expansion. With the 2pc T15 bonus it got even worse, since it does not benefit at all from the bonus. It would be neat if the glyph reduced the cost and amount healed. It doesn’t even have to be an even reduction to be useful.

 

Abilities

Most of our abilities are just fine, which is pretty cool. I only really have a gripe with two of our abilities.

  • Swipe: The big problem here is that Swipe’s impact damage is less than the impact damage of Thrash. The total damage of Thrash is probably where it should be, but it shouldn’t do more damage than Swipe on hit. It’s pretty easy to fix too, just redistribute some of the damage back to the DoT.
  • Tranquility: I like Tranquility, I really do. It’s a great raid cooldown. I just wish there was some way we could use it in form. Having to sacrifice all of our Vengeance (something other tanks do not have to do) in order to use a raid cooldown. (Derp >.< - I should really stop posting things without doublechecking first. Thanks everyone.)
  • Tooth and Claw: Please please please please please add T&C numbers to the combat log. Pleeeeeaaassseeeeeeeee. I would love to have at least something resembling empirical evidence to tell me how good it really is.

What about you? Is there anything that would make your life easier?