Tuesday, March 9, 2010

Silliness

I know I shouldn't question in a world with orcs and elves and magic and such...but I still wonder how things like this happen.


Daluaan was waiting for the start of a Wintergrasp battle and he suddenly started feeling...fresher.


Does anyone have a hose?


I know you want what's on my mind. I know you like what's on my mind. I know it eats you up inside.

Friday, March 5, 2010

More on the Mangle Change

So I finally got my furry butt over onto the PTR last night to do some actual testing of the Mangle changes. Interesting stuff.

Anyway, I have some recount screenshots. Now you all get to see how much my knowledge of my class exceeds my actual skill. :-P

All these tests are 5-minute sustained runs, self-buffed with IMotW.

First, the live test:

Not my best, but not much lower than what I'm used to seeing on solo DPS tests. It was good enough for a general benchmark.

So then I went over to the PTR. Didn't change a thing. Same spec, same gear, same glyphs...all of it. Here's what happened:

350 dps increase. And you can see the way all the damage percentages jumped around. I used 20% of the Mangles I used before (which is exactly what should be expected) and increased the number of Shreds by 50%.

It was definitely easier to tell, at a glace, what my next priority should be. Mangle was almost out of the equation completely, so I only needed to juggle Rake, Rip, and Savage Roar.

My Rip count did take a bit of a dip, and I'm not sure why. (Oddly, it dipped even further in the next test.) I think I may have just been getting tired.

Last test I did was respeccing to take 3 points out of Improved Mangle and move them to max out Ferocity. Here's how that panned out:

Not a huge increase, and what increase there was had nothing to do with Ferocious Bite. As you can see, I got one more in on this test than I did on the last and still did about the same damage total.

FB is a hard beast to categorize, though. Because of the small sample size, one more or one less crit can make a huge difference in the total. Plus the amount of damage done by FB is partially dependent on how much Energy you have when you use it. So it's hard to get a good baseline for comparison. There's too many variables.

That said, even if the averages had been the same, we're talking an extra 30dps or so. Nothing spectacular.

As a quick aside, apparently there was something going on with Glyph of Mangle. I think they're planning on keeping it in game, but changing to make it just increase the damage of Mangle instead of the time. However, it's bugged and is allowing Ferals to pretty much one-shot Mangle anyone in a PvP situation. I don't have Glyph of Mangle in my Cat spec, so I wasn't able to test this. But it seems to be an indication of what they're planning on doing with the Glyph.

Thursday, March 4, 2010

Because inspiration is fleeting today

OK, because, as the loading screen tips tell us "Remember to take all things in moderation (even World of Warcraft!)" I'm going to skip writing about anything more WoW-related than referring to a loading screen tip.

Instead, I'm going to send you all to what has been one of my favorite websites over the last 3.5 months.

http://thru-you.com

This guy put together 7 unique songs by sampling and remixing YouTube videos. The results are astounding. Not only is the music composition a ton of fun, but watching the accompanying video to get a sense of where all the different sounds came from is nothing short of hypnotic.

Go. Listen. Enjoy.

Auto-pilot FTL!

So I was planning on making a random picture post today, ala Need More Rage and WoW Trotter. I sat down at my comp this morning, kicked off a PTR installer (I've never actually gone on the PTR before), moved a few screenshots to my flash drive to bring to the office and then...stood up and left for work, leaving said flash drive still in my computer.

Go me.

So now I need to find something to actually write about. Hrmm...

Wednesday, March 3, 2010

New PTR build = Feral wags

I didn't have a topic readily in mind this morning, so I did my usual perusal of WoW.com, my blogroll, and MMO Champion to see what what's being discussed. This last source dropped a bit of a bombshell in the form of Druid changes on the new PTR build.
  • Mangle (Bear) now increases the damage of bleed effects for 1 min. (Up from 12 sec)
  • Mangle (Cat) now increases the damage of bleed effects for 1 min. (Up from 12 sec)
Holy geez!

Now, for Bears, this isn't a huge deal. Since the tanking rotation is pretty small and simple, I don't see this changing much. What it does do that's really nice is allow us to not have to fret about Mangle dropping if one fails to land.

For Cats...wow. Keeping the Mangle debuff up is one of the most complicated parts of our rotation. You always, always, always want to make sure your target has a Mangle debuff before you apply either Rip or Rake. And Mangle is not a particularly low-energy cost ability.

Previously you could maybe get by using this every other rotation. It depends on how much you're critting. Now you'll be able to go an average of 8-10 rotations between every Mangle. That's more Shreds, and that's huge.

I'll probably wait for the people over on EJ to do the number crunching for me and then just pass it on to you. But yeah...wow. That's going to be a big boost. I may have to do a PTR copy tonight and do some comparisons to post tomorrow. I'm all giddy at the thought, though.

Additionally, this change could free up talent points spent in Improved Mangle, as we'll be using it much less frequently. Similarly, you may choose to spend fewer in Ferocity as well, although Rake will still be big in our rotations, so maybe not.

Beyond just us, though, Rogues and Warriors should be very excited about this change as well, as Bleeds are a decent part of their damage rotations. Now when we're stuck in high-mobility fights there's less of a chance that the Mangle debuff will drop off the target, which means more damage for them. Everybody likes big numbers!

Tuesday, March 2, 2010

Feral Mastery

Ask anyone you run across in game what their spec is, and you can probably get a pretty good idea of what they do. Holy Priest. Enhancement Shaman. Prot Warrior. All of those should immediately bring to mind a role. In other situations, it may clarify a playstyle. Frost v. Arcane Mage. Combat v. Assassination Rogue. Just by knowing someone's class and spec, you can get a sense of what they're about.

But there's always an exception to the rule. Take, for instance: Feral Druid. Hmm...still a little ambiguous, isn't it? You don't know for sure what that person does. Are they a Tank or a DPS? Are they specced/geared to excel at one of those roles or to be able to do an adequate job of both? (DKs also fall into this category.)

This brings us to yesterday, when I touched on one of the stat changes coming in Cataclysm that I wanted to explore a little more thoroughly.
Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
Do you see where I'm going with this?

Let's go back to the other specs we've already mentioned: Holy, Enhancement, Prot, Frost, Arcane, Combat, Ass (*cough*)...I don't think it would be too hard to come up with, at least on a general level, what kind of Mastery stats each of these specs would have.

But what about Ferals? What kind of Mastery bonuses could we get that apply across our two roles effectively?

I know it's been a while, but they did cover some Mastery stats info at BlizzCon last year. While Rogues are the specific example in that post, you can get an idea of where they're going.

So Ferals? What would we get?

I could see a flat damage increase of some kind. That would help Bears with Threat and Cats with DPS numbers. That's good.

Armor Pen? Again, good for cats. But now 2 out of 3 stats are going towards increasing a Bear's threat output. That's not fun. Nor is it particularly useful.

Health or Armor increases? Great for Bears, useless for cats.

Haste? Okay, maybe. But again, its seems like that would do little to help Bears beyond threat. Rage generation if we see that from Haste somehow, but as said yesterday, Rage starvation isn't really an issue until you vastly outgear content.

The basic theme running here is that Bears care about Survival and Mitigation, while Cats care about damage output. There's really no good cross-section there. They're incompatible insofar as I can see. Either each role only benefits from 2 of the 3 Mastery stats, or Bears really get the short end of the stick. And either way, we end up feeling inferior to just about every other spec in the game because they get tangible benefit from all 3.

Now obviously Blizzard is aware of this. But we're going to have to wait and see how it's handled. I'm definitely very curious.

Monday, March 1, 2010

Cata Stats & Ferals

Finally I get to talk game mechanic speculation about our class in my blog!

Eyonix has posted on the Blizz forums to give us all the low-down on gear stat changes coming for Cataclysm. There's a lot to absorb there, but it's definitely worth taking a few minutes to read over it.

For the purposes of this blog, however, I wanna take a minute to highlight the stuff directly pertinent to Ferals.
Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.
I don't expect a lot here will change for bears. Our gear will have a lot more base stamina on it, so we'll see less scaling of stamina from talents (as pointed out below). For cats, I'd like to say this is probably going to up our survivability, but I assume the incoming damage will be adjusted to handle this. I see this move as an attempt to normalize party- or raid-damage during encounters. 3K damage every few seconds affects some classes a lot more than others.

Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.
Again, for Bears, I'm not sure how this would apply. Maybe we generate more rage than we do now? Only I don't think I've ever been rage starved in content that I didn't vastly outgear. For Cats, though, this means faster Energy regen, which can only lead to good things.

Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.
We don't know much about this yet, but it does raise an interesting question for Ferals. However, I believe I have enough to say about it that it may warrant its own post. So more on this tomorrow.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.
This is interesting. While I can see raising health pools of some classes as a reasonable balancing move, I'm not sure why they would want to do the same here. The wording is "so much more protection," so there's still going to be a difference. But I wonder how much it'll be now. Again, I'd like to say this will have no affect on Bears and will likely up Cat survivability. But who knows how they're going to change incoming damage to compensate for this?

Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.
Not much to say here. Some things will still be familiar to us after the change.

Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.
Of all the changes, I think this one is my favorite. I absolutely hate Attack Power as a stat on gear. Maybe it's because I tend to overthink things, but when I'm comparing two pieces of gear AP is always that one stat that makes me hesitate and overthink things. In my world view, AP should be to stats what a puzzle is to its pieces. (AP:Stats::Puzzle:Puzzle Pieces, for you nerds like me.) Basically, AP should be the end result of some combination of your stats and they shouldn't throw extra loose AP at you just to make up some perceived balance difference. You wouldn't expect them to throw a couple extra blue pieces in a puzzle just because the end picture didn't have as much blue as the puzzle next to it, would you? No. So don't do it with my gear, either.

Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.
And this after I wrote a program to find gear combinations that hit an armor pen cap. Ha ha.

Seriously, though. I knew this was coming (which is why I only put about a day and a half of effort into said program). What's nice about this is that Armor Pen isn't going away as a game mechanic, just as a gear stat. So if I, as a Feral, am supposed to have some level of ArPen, it's probably going to come from Agility or something. Makes it easier to compare.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by ushttp://www.blogger.com/img/blank.gifing Righteous Fury.
Obviously this doesn't affect Bears much, as we already have crit immunity through talents. What this does, though, is remove Defense from the Cloaks, Rings, and Amulets that we share with other tanking classes. More itemization for stats that directly help us. (Yes, Defense does increase your Dodge rating, but not by enough to actually make it a desirable stat.)

Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.
I'm really excited about this. I hate when I'm looking at a possible upgrade and thinking to myself, "Man, this is an upgrade in a few areas, but these one or two stats are completely wasted on me. Do I really want it or should I wait for something that I can really use fully?"

Now the answer is easy. Yes, take it! And move around the stats that aren't that useful to you. Now it's a solid upgrade.

Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.
I hate getting gear and knowing I have two options: Gem it well, or get the socket bonus. Cats have no use for blue gems. Bears have almost no use for Yellow. But since gear is so similar between them...yeah. If Blizz can find a way to make every gem color be at least somewhat useful for every class, I'm all for that.

If you are a melee DPS class, druid tank, or hunter, expect to see:
  • A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
  • Strength if you wear plate. Agility if you wear mail or leather.
  • Existing Attack Power becomes Agility and Stamina. Armor Penetration becomes Haste or Crit.


Overall an interesting look at the changes coming up. I am going to miss the epeen of having 3 times the armor and health of anyone else in my raid. It definitely held up a big neon sign that said "San's the Tank!" But it's nothing I'm not used to. My health and armor pools have both been nerfed since BC. I'm still not any less of a tank now than I was then, I promise. Changes come and go, but as long as we can still do our job, who cares?

If anything, I can see this freeing up bag space for Dual Spec Ferals like myself. I have a single piece of gear common between my two specs (Darkmoon Card: Greatness). With the Frost Resist gear I keep handy, and my special cooking and fishing hats, I have one 20-slot bag entirely devoted to gear. With these changes, I might be able to share a few more pieces of gear between my two roles. Not only would that open up a few bag slots, but it would also help my effectiveness on fights where I spend time in both Cat and Bear. That, I think, would be a welcome change to any Ferals out there.