Archive for the “Bear Tankatude” Category
It’s probably something everybody’s already on top of, but I thought it’d be fun to trade our methods for managing cooldowns and arranging our button bars.
Why? Because it’s something everybody has to do, and some folks might have ways they like that someone else will think is an interesting idea to try.
For example…
I was playing my Warrior the other night (Prot spec while leveling) and noticed I had a neat ability called Concussion Blow on my toolbar.
Okay, so I get a single target stun. That’s cool. My Rogue got a lot of use out of that little button while leveling.
But wait! When I got that ability and stuck it on my button bar, I put it where it’s a little away from my ‘use all the time rotation’ abilities. It’s over in the area of my button bar where special abilities with long cooldowns get placed and saved for rainy days.
See, when I lay out my button bars, I use the default layout… with all ‘extra’ button bars enabled. Left, Right, and both the ones on the side. I do that so on borked/broken addon patch days, I am mostly unaffected. Vanilla WoW cured me of UI changing addons forever.
I arrange the center of the bottom bar with the abilities I use most often, and then radiate outwards from there in both directions for the lesser used abilities. Typically, pulling/initial abilities radiate outwards to the left, while healing or taunting/aggro control abilities move out to the right. I’ll start the pull on the far left, gravitate to the center for the most ufrequently used abilities, and when I need to pop something special dart the mouse to the right. If it’s utility or situational, OR cross-form, then it goes right above. I’m looking at YOU Druid and Priest!
The abilities that complement them, or should be triggered first, or are situational/utility typically go on the bar right above, again starting in the middle for most used/fastest cooldown and working outwards to both sides.
This leaves me with a small area in the middle of the button bar where I’ll be spending most of my time, and a relatively short distance for mouse travel no matter what other ability I need at a moment’s notice.
I did that automatically, because first, I like clicking buttons, and the more alts I make, the more I click buttons. I just don’t use number keys for abilities on all these alts. On my Druid, sure, I use number key shortcuts. But not the alts, thank you very much.
Second, when I did a time analysis study on the ‘pick and place’ SMT equipment I used to program, it was very clear that this method was the second most time effective technique in picking and placing surface mount computer components from feed trays.
Lemme ’splain.
In building modern circuit boards, you use what are called surface mount components. Rugged components are still soldered ‘through hole’ style, connectors and toggle switches and big doodads, but the rest are small, flat bottomed components that are shipped in reels. You load these reels up by the hundreds into a pick and place machine, one reel per part. So, you’ve got a long bank of hundreds of reels of computer parts. In the center of the machine is a fixed pick and place head, basically a vacuum system attached to teeny nozzles that can move up and down and rotate, with camera inspection.
The entire rack of parts reels is on moving rails. The pick and place vacuum head is fixed in the center. So, when you program a machine to build a circuit board, you have a list of all the parts that will be populating the board. You have sizes, shapes, part #s, etc. You want to create a build program that will populate a single circuit board in the shortest time possible, because the board is going along on a conveyor one at a time, and the longer you take to place parts per board, the fewer possible boards you can build. It’s a natural choke point.
So, say you’ve got 1200 parts to place on a single circuit board. You’ve got maybe 230 different part numbers. You use 250 of one particular part, 80 of the next, 63 of the next, and so on.
In this second fastest technique, the first thing you do is analyze what the most frequently used parts are. You want to minimize travel time of that big honking rail full of reels of parts. A single parts reel can be from 1 inch to 5 inches across depending on the size of the part in it, and if you’ve got hundreds of reels on a machine, travel time sliding that rail back and forth to get from one reel to the next to present a part under the pick and place head is… slow.
So it’s all about minimizing rail/reel movement as much as possible. Orrr…. minimizing mouse movement as much as possible? Eh?
Now, you might think that the best way to do it is stick all of your most used reels on one end, and slowly work your way down the row.
The problem with that is, when you optimize your pick speed, you find that you have to take ergonomics of rail motion into account… and also the fact that frequently, in order to minimize PCB board travel (that thing you’re sticking the parts on, which itself has to move around for the fixed pick and place head to stick parts down), you’ll start populating one section of the board… then when it’s mostly full, move on to populating another PCB board section.
You end up wanting to come back to those most frequently used parts throughout the course of the board build, not just blow through them all up front. If you stick them all at one end of the reel rail, then after a while you go all the way down one end, get a part, and all the way back to the first, over and over again.
So, when in a situation where you have several parts (buttons), some used more frequently than others, some with longer delays before able to be used again, and some you need to come back to more often than others, it’s more time effective to put your heaviest hitters in the center of the rail (bar), with the lesser used parts (buttons) going further and further out in each direction based on frequency of use, linked part associations and length of cooldown. Err, pick speed.
I’ve done a lot of time studies on programs like that, and it just works real well. So, if you’re, basically, a clicker, it’s a great default system for button placement. :)
Now… when you really crunch the numbers, this is, as I said, the second fastest button clicker technique I know.
You want fast? You take rotation sequence into account, and you streamline those sequences to make the mouse flow smooth across the board, then mirror it for secondary button placement about the bar. I actually did that with my 969 rotation for my Paladin tank button arrangement. Since you’ve got a fixed cooldown sequence for the rotation, it only makes sense to optimize placement based on mouse movement and associate buttons with similar cooldowns.
Anyway, for me, a button clicker with lots of alts, that’s what I do. And a lot more information than you care to know, I’m sure.
Where I am going with this behind the scenes look at the way I setup my button bars/UI, is that I had initially placed Concussion Blow with the ’long cooldown, to be used in tight spots only’ abilities on my bar, up on the top bar and far to the right of bottom center.
Re-familiarizing myself with the abilities caused me to take another look at Concussion Blow.
The cooldown is only 30 seconds.
Well, dip me in mustard and call me a weiner if that wasn’t a bad mistake, pardner.
I typically break cooldown abilities into sub categories.
There is the “this is my oh shit button, to be saved for when it’s REALLY an oh shit situation”, and then there are the “this is pretty good, but the cooldown is long enough to only break it out on boss fights, and trash fights when I can expect the cooldown to be up when the next boss fight done cometh”.
And then there are the cooldowns that go into the sub category of “short enough to pop every bloody fight at least once in the beginning.”
A few examples?
Enhancement Shamans have one of the medium cooldowns, boss fight plus early trash – Shamanistic Rage. Geez, a 1 minute cooldown sounds bad, but it’s up for 15 seconds and gives you just tons of mana on top of the damage reduction. I pop that sucker all the time.
Feral Druids have Survival Instincts, which is great but on a 3 minute cooldown. That’s definitely long enough to make it an “oh shit,” held in reserve button. But, it’s also complementary to another long cooldown, Frenzied Regeneration, which is, hey, on a 3 minute cooldown.
Now, one common method of getting the most out of that 3 minute long cooldown is to only use those two together. You pop Survival Instincts, which raises your maximum health, and then you pop Frenzied Regeneration, which bases healing per point of Rage off of max health AT THE TIME IT’S ACTIVATED. So, SI boosts Healing Per Second/Healing Per Rage of FR when triggered first, for the entire duration of FR.
A few folks I know, during boss fights, actually don’t do this. What they do is stagger the cooldowns. Instead of one really big huge whomping heal with a 3 minute dead time, they space it out, taking the reduced survivability benefits of only having one effect up at a time, in exchange for having them up twice as often. 1.5 minutes and pop, 1.5 minutes and pop… If all you need is a little ‘oomph’ to help your healers out, why drop the big bomb when a well placed single shot will do?
But what about Barkskin? Barkskin is right on the edge, isn’t it? It’s a 1 minute cooldown, so if you’re doing fairly middle of the road content, heroics and easy raids, it’s no problem to incorporate it into a macro that pops it whenever it’s off cooldown. It’s not on the global cooldown, so no worries on working it in. 100% uptime. Doing this means it’s uptime is maximized, so you’re getting it’s benefits and saving your healers’ mana as much as possible for the long term fight over the course of a run.
BUT… 1 minute is long enough, and Barkskin’s 20% damage reduction is powerful enough, that if you’re raiding something serious you most likely want it OFF a macro so you can pop it in sync with a boss attack, perfectly timing that 20% damage reduction for when it’ll do you the most good. Like, say, when the entire raid is taking massive damage, and you want to give the healer on YOU the chance to ignore you for a few seconds to help keep the squishies alive.
The trade off, of course, is then you’ve got another button to remember to pop during the trash fights, and that might lead to suboptimal usage and reduced overall uptime.
Umm, wah.
Oh, wait.
Anyway, I wanted to bring it up all up to see if I could inspire you to share your own thoughts on how you like to arrange your abilities, what your philosophy behind it may be, maybe even what UI addons you just couldn’t live without, and how you like to control your cooldowns.
And to leave you with this one, key point…
The only truly bad use of a long cooldown ability is when you save it for a rainy day… and then never use it all when it might have saved your butt.
Practise using them! Much better to use them all the time and sometimes have them on cooldown when you’d like them than to never use them at all!
If you use them all the time, and get used to using them, then after a while you can back off and use them more strategically.
But use them!
27 Comments »
Hmm, a tanking post that has nothing to do with math or stats or technique.
WoW is a social game, and tanking is, by definition, something done as part of a group effort. So, let’s talk for a bit about the social aspect of choosing to tank.
I think the biggest potential obstacle facing a good player who is contemplating trying to tank in a group is finding a way to deal with the consequences of failure, real or perceived.
Real or perceived by the tank, and by each individual of the groups they will be in.
I spent a lot of time thinking about the phrasing of that statement.
I said good player, and that’s at the core of where I’m coming from.
By good player, I meant people who care about what they do. Care about how well they do while playing their role, care about not screwing up and causing a wipe, care about whatever it may be that they’re doing, just care.
I think, sometimes, that it’s not fashionable to care about things in the game. That, somehow, if you allow yourself to care, to become emotionally invested in something thats “just a game”, you’re tossed off as a loser.
To me, the structure of WoW is a video game, sure, but as soon as you move from interacting with programmed AI to a group, to actually playing with other real living people, it’s no longer “just a game”. It’s now all about playing, interacting, and socializing with others.
Suddenly, the only difference between grouping in WoW and getting together at a party, bar, pool hall, hopscotch tournament or sporting event is that if you act like a dick, the people around you can’t grab you by the throat and choke the living shit out of you.
“Just a game”? Like hell. It’s the biggest game there is; interacting with other people, working together towards a common goal. Whether trying to be a leader or a team player, putting the success of the group above your own snotty feelings of the moment.
Who are the losers in real social situations? Assuming a group of people who share similar interests and could be considered part of the same clique, it’s the people who act like self-centered asshats that become ostracized by the rest of the potential group. Nobody will hang out with them except, of course, other asshats, who splinter off and console themselves by saying the rest of the group were losers anyhow.
Enough BS pop psychology so simplified it’s nearly insulting. Let’s move on before Cassie flames me.
To me, it’s the players that just don’t care, who don’t “give a f%&^” that are the players I never, ever want to see again in my groups. They’re the ones you run into that are in it for themselves, care nothing about anyone else, and who, if feeling themselves slighted or inconvenienced, whether from a slow run (by their standards) or a repair bill or just from having things not go according to THEIR plan, will lash out with hatred and venom instantly to make sure everyone else suffers too.
A good player, to me, is simply someone that cares. Everything else is negotiable.
Any time I am playing any character, if I’m running solo I’m fine. I will be relaxed and confident that whatever happens, nobody but me will get annoyed.
If I’m grouping up, then it’s a different game entirely. Why? Because whatever I do affects other real people, and I don’t want to be the one that screws up or causes the group to fail, or even annoys people. I’m playing for fun, I am inferring that THEY are playing for fun, and I don’t want to ruin other people’s fun with my idiocy.
As soon as someone in the group reveals through their words or actions that they don’t care… well, I’ve said it before, you don’t have to be anybody’s bitch. You deserve a certain amount of consideration and respect, too.
The group requirement is a big obstacle for potential tanks.
By definition, tanking is a group activity, right? So, no matter how well you know your character or spec, at some point you HAVE to face the very first time you will be tanking for someone else.
Tanking a group run consists of a different set of concerns than soloing, regardless of spec.
Let’s say you level as a tanking spec. That will help you to become familiar with the mechanics of the spec, and be more comfortable with what you’re capable of. That’s a great thing.
Even if you dual spec at 80, practising your technique while soloing will help you get comfortable with what you can do. Sure, it’s a good idea.
When you’re soloing, though, the mobs you attack aren’t being distracted by other players. You’re not learning what your big threat generating attacks are, what speed sequences work best for different situations, or have a need to practise generating reactive threat.
You never have to fight to keep the attention of the mobs on you.
Also, while soloing you don’t have an opportunity to practise manuevering yourself and the mobs into positions tactically advantageous to the rest of the party and seeing how well it really works.
Yes, you CAN practise line of sight pulls around terrain obstacles to bring ranged casters closer, and yes you CAN find groups of mixed melee and ranged mobs so that, as a Bear, you can practise our unique skill of Feral Charge to leap from ranged mob to ranged mob, pounding them in sequence and building threat in turns.
But you’re also limited in the size and frequency of that kind of training by not having a healer… and again by not having competing threat generators (those pesky DPS) to challenge your control.
Those skills only really come from experience in groups.
At some point, to be a tank you’ll have to volunteer to tank for others without having any actual group threat and mob control tanking experience.
It’s the very first time thats the worst, when the fear is highest, the fear of failure, of screwing up, of letting the team down.
That first experience, I think, is where we lose a lot of potentially great tanks.
Just the knowledge that you have to tank cold and learn as you go is daunting.
How much worse if you have to join group for the first time with strangers?
Some quick advice; do not, do NOT group up as a tank for your first time with a group of strangers. You might get a group of good players, but chances are high that at least one will be a self-centered snot.
All it takes is one to ruin that first time. Please, don’t do it! Ask some friends, or friends of friends, to go with you knowing that you want to take it slow and ease into it.
My second bit of advice, reiterated from before, is practise your actual skills and talents ahead of time. When you go into an instance (or group situation) for the first time, you should already know what the buttons do.
My third piece of advise is, study the instances ahead of time, and be familiar with them. Most especially, read up on what various mobs and bosses do before you go in, if possible. This isn’t meant to spoil new content, but is very important when tanking content that everyone around you has memorized already. Wowwiki and Wowhead both have excellent comprehensive resources describing each instance, and the mbos and bosses within.
When you enter that instance with a group for the first time, you should know your buttons, be familiar with your surroundings, and know where to go next. That frees you up to focus on learning/practising two new group-only aspects of tanking;
- How to grab mobs and build threat as fast as possible. Controlling the mobs.
- How to manuever your camera view to watch the room around you, and do it all the time. Situational awareness.
The first one is obvious. The DPS especially, but also the healer, will generate threat. This finally gives you a means to compare your own ability to generate threat against others. Use your Omen, use your Tidyplates/Threatplates, and concentrate NOT on generating your highest DPS but on cranking out your highest possible THREAT per second. You’ll find that is situational. Some of your best threat abilities will be single target only, and if you use a Global Cooldwon on them, you’ll be losing threat on a group of mobs. For Bears, learning when to start with group AoE threat abilities first like Maul and Swipe, and when to ease off Swipe and switch in others during your GCD comes from experience… and learning what your party will do.
The second one goes with the first. If you lose aggro, being fluid and watching your surroundings will show you what’s going on behind you. If you don’t see the mobs break off and go after your healer, then you can’t react to it with, say, a Feral Charge to a mob on the healer followed by a Challenging Roar.
Also, sometimes members of your party will stand in the wrong place and pull mobs from another group. You have to be able to move your view around and see what those chuckleheads are getting into.
It also helps to be able to see if someone in your group is just an idiot, and stands in the green slime all the time. Knowing that the reason their health is dropping is that they won’t move their ass helps take the feeling of personal responsibility over their life off your shoulders.
It also helps warn you that the healer is probably having to spend their own Global Cooldowns on saving said idiot, rather than on healing you. Time to be prepared to pop your own Survivability and Damage Mitigation cooldowns? Could be.
Please, the first time you run with a group, do it with considerate friends that will help. And try and keep at it, practising until you’re pretty happy with it.
But, that being said, the next hurdle will be deciding if you are willing to put up with random bullshit from asshats to tank for randoms.
It will happen. Nobody that tanks randoms gets good players ALL the time.
From that point on, having given yourself every possible opportunity to learn and practise and master the basics and nuances of tanking…
It’s your call.
I know of several really good players that just don’t tank for random groups. They’ll DPS, and they MIGHT heal, but they won’t put up with the casual abuse. They tank for friends, and that’s it.
I hear that from far more people in private comments than you might believe.
If that’s what you choose, I support you 100%. I’ll say it again in a different way; you do not have to suffer abuse from other people. It’s not your job to be somebody else’s chew toy. If you tank in randoms and people throw abuse your way… you don’t have to deal with it. Put them on ignore at the very least.
What I hope is, if you’re facing that wall, the fear of failing a group, if THAT is what is keeping you from trying tanking for the very first time…
I really hope that you’ll prepare, give yourself every chance at success, and then give it a try with friends. Tanking is an incredibly fun aspect of the game, and you’ll never know if it’s that one thing that really ‘clicks’ with you until you give it a try.
36 Comments »
Welcome to more reader mail, where I answer questions. It’s rare white elk day in Bearland.
I had a pretty nice email from Feraldawn, who had a number of excellent questions. The question I liked most was about gaining the confidence to tank for the first time.
First, the email;
I have finally leveled my druid to 80. I have always soloed with her. Now that she is 80 I would really like to run her into instances. I had intended to be the tank but I am not confident yet. I thought I would have her talented as a tank and run around in kitty form until I was more comfortable with playing her in groups.
Here are my questions:
- Should I keep the talents like a bear tank or should I duel spec; one for bear and one for kitty.
- How did you get comfortable tanking? My main is a holy priest, the tank and healer get the most heat from bad runs.
- Where should my gear be at to start tanking heroics?
Well thank you for the help. I really enjoyed your tank guides and the blog.
Feraldawn
Those are really great questions, Feraldawn. Short and directly to the point.
Talents. My suggestion to you is, unless you are raiding as Feral Cat, to go ahead and use a spec tailored towards Bear tanking, and have no fears about your Kitty DPS in groups. If you’re not raiding, it’s not going to be a big issue. Soloing, you’ll certainly be just fine. If you are raiding, then you really should dual spec for Cat to make sure you tweak things out for maximum DPS for the team.
Also, if you’re raiding as Cat, you really should have seperate Kitty gear. It’s not the same as Bear gear. The leather is similar, but what stat load on that gear changes.
But, again, if you’re not raiding the upper reaches, go for a Bear weighted talent spec and gear. Even for kitty, it’s fine for 5 man action.
I’m going to skip ahead here to gear. You ask what gear you should have to start tanking.
My answer to you is, it depends entirely on how confident you are.
You CAN start tanking as a Warrior in cloth gear at level 15 in Ragefire Chasm if you want, and if you’re really confident and practise your moves, and have a great healer, you’ll probably kick it’s butt. How? By keeping all threat from all mobs on you and trusting the healer to keep you alive.
That ain’t helpful, it’s mean to illustrate a point. There is no magic number where you will tank without the potential for failure. The reason for that is that you could go into an instance with poor gear and be propped up by a superb healer, or go in with uber gear and never get heals and die anyway.
It’s a team job.
If you were confident in your ability to play well, and IF you were only going to play with friends willing to be patient, you could go into an instance and tank as soon as every slot in your gear list had at least one piece of gear from anywhere on my sidebar guides. The lowest rank of gear in those guides is still fine for tanking instances. If your team is careful on their threat output, if your healer is solid, and if you take your time, you’ll win.
What I think you really want to know is, at what point is your gear good enough that random people won’t be asshats to you in the instance?
That’ll never happen. There is no gear level high enough.
Still, if that is what your goal is, I really suggest you run heroics as a Kitty DPS until you are able to get a full set of higher level gear from my sidebar lists, including the Tier pieces. The better your gear, the more cushion you’ll have to buffer you from the random pug blues.
As I said, if your confidence is strong, that’s not necessary. But if you’re not sure you’re playing well yet, not sure you’re hitting the right buttons, etc, having more powerful gear than necessary will certainly boost your spirits.
Your third (second?) question is the biggie.
Confidence as a tank.
The fact is, in order to be a tank, much like your experience with healing, you have to be self-confident.
If you run in randoms, there WILL be people that are rude little pricks to you. Absolutely, no question. I 100% guarantee it.
There will be people that do NOT want to be in group with you, people who are there only for a couple daily Frost, people who feel that spending time with you is beneath them, people who want nothing more than a two minute run with zero wasted time on talk. Go go go, get your butt moving, if you won’t pull then I’ll pull for you, pull more, pull faster, why are you stopping, go go go. Pull several rooms at once, why are you pausing, I don’t need mana, you noob, you suck, you’re the worst tank ever, (and then they pop a massive crit while playing in their 6k gear score Fire Mage spec and pull aggro from every mob in the room, and shriek at how bad you suck).
There are many, many random puggers out there that figure that, since THEY have 6k Gearscore and killed Arthas, then EVERYONE they meet in random pugs should ALSO be in the same gear… and that using threat meters is beneath them.
To tank in random pugs, you HAVE to be able to blow those asshats off.
You have to know going in that you have your way of doing it, the way you are most comfortable with, and if you announce in advance, ”Hey, I’m still getting my gear together and sharpening my skills, so please give me a chance to build aggro before you blow up the mobs” and they act like asshats pulling for you, or leave the group, or in general are rude, it’s THEIR fault for being pricks, and NOT a reflection on you.
It’s hard, I know. Especially when you feel uncertain as to your skills, and are worried that you’ll do something wrong that you’ll feel warrants being yelled at.
Trust me, I know. If you feel that way, then you’re one of the people I wish I got the chance to play with, because you care, you actually care if you’re doing a good job, and I’ll take you over Mr. 6k gearscore any day of the week.
Me, before I play a new role in a team setting, I research what the skills and talents do, I put together a spec, build a gear set, and then I practise on my own in as close to real world conditions as possible.
For tanks, this means making sure you practise keeping all the mobs in sight, so knowing how to change/turn your camera view to keep everyone in view.
Practise using Taunt (Growl) frequently so you can nail it in an emergency, which is the time you need it most.
Try practise pulling groups that have both melee and casters by pulling at range with Feral Faerie Fire, and then using Feral Charge on the ranged guy that still stands back there. It is a good habit to get into, to be able to use Feral Charge in mid-combat to flit to and fro among ranged mobs that are cranky and don’t come running.
Please read those stickies on the sidebar, and focus on learning to see what’s going on, and how to grab aggro on the fly. If you can see when someone pulled aggro, and toss a Growl and a Feral Faerie Fire, and as a last resort Feral Charge the mob and Mangle it, by gosh if that doesn’t get the wayward mob back on you, it’s not your fault.
So, study. Prepare your bars and skills. Practise in non-instances.
Then, hey… why not queue up as a level 80 to tank regular Nexus? There is a good range of mobs, casters and melee. There are some that stun you, there are some that whirlwind, there are groups for AoE, and there are a few dragonkin pulls where the healers are apart from each other, so you can nail one, then Feral Charge to the other one and lock him down, and hop back. You don’t have to, but if you can do it before they die, it’s good practise before you get to the first Icecrown 5 man ranged groups.
Confidence is very hard to build up. If you really care what other people think, and what they say, then the bored people, the idiots with zero patience will get you down, because you cannot prevent them from being pissy.
You just can’t.
What you CAN do, and what you seem to be trying to do, is prepare yourself the best you can, get the right gear, the right spec, and some helpful tips.
My biggest suggestion, really, is to try out the addon TidyPlates, with the added Threat Plates package, both available on Curse. Curse? I’m pretty sure they’re on Curse. I’ll link ‘em when I get home.
Your biggest challenge as a tank on the battlefield is keeping all mobs in view, and knowing for an absolute certainty that you have threat on every mob you’ve pulled. Threat Plates will help you do that. It’s very reassuring for new tanks. Being able to see, for a fact, that you have threat on every mob in your view is HUGE for your confidence.
I hope that some of the suggestions here help out, and I also hope that some of our wonderful readers will chime in with tips of their own.
Thanks for the email, Feraldawn!
33 Comments »
Blizzard has released some of the new Cataclysm Talent Trees, in a “we’re still working on it” condition.
Druids are one of the fortunate few to get to see a preliminary glimpse at their tree!
Can I just say as a prelude, I anticipate people rerolling Druid JUST to have a Nom Nom Nom ability?
I know *I* would.
Sadly, there is some idea that Blizzard might not keep the name of the proposed Talent “Nom Nom Nom”. I’m almost tempted to start a petition drive to beg them to keep it. Would making the Talent icon a small picture of a cheeseburger be going too far? I think not.
Reposted from MMO Champion’s website for those without connection to them from work, here is the text version of the Druid Talent Tree. My rambled musing starts after the info.
Balance Tree
Tier 1 (Left to Right)
Starlight Wrath (5 points) – Reduces the cast time of your Wrath and Starfire spells by 0.1/0.2/0.3/0.4/0.5 seconds.
Genesis (5 points) – Increases the damage and healing done by your periodic spell damage, healing effects and Swiftmend by 1/2/3/4/5%.
Tier 2 (Left to Right)
Moonglow (3 points) – Reduces the Mana cost of your Moonfire, Starfire, Starfall, Starsurge, Wrath, Healing Touch, Nourish, Regrowth and Rejuvenation spells by 3/6/9%.
Nature’s Majesty(2 points) – Increases the critical strike chance of your Wrath, Starfire, Starfall, Nourish and Healing Touch spells by 2/4%.
Improved Moonfire (2 points) – Increases the direct damage of your Moonfire spell by 5/10%.
Tier 3 (Left to Right)
Nature’s Grace (3 points) – All non-periodic spell criticals have a 33/66/100% chance to grace you with a Blessing of Nature, increasing your spell casting speed by 20% for 3 seconds.
Solar Beam (1 point) – You summon a beam of solar light over the enemy target’s location, interrupting the enemy target and silencing all enemy targets under the beam within 10 yards while it is active. Solar Beam lasts for 12 seconds.
Celestial Focus (3 points) – Reduces the pushback suffered from damaging attacks while casting Starfire, Starsurge, Hibernate and Hurricane by 23/46/70%.
Nature’s Reach (2 points) – Increases the range of your Balance spells and Faerie Fire (Feral) ability by 10/20%, and reduces the threat generated by your Balance spells by 15/30%.
Tier 4 (Left to Right)
Nature’s Splendor (1 point) – Increases the duration of your Moonfire and Rejuvenation spells by 3 seconds, your Regrowth spell by 6 seconds, and your Insect Swarm and Lifebloom spells by 2 seconds.
Lunar Justice (3 points) – When you kill a target that yields experience or honor, a ray of moonlight will shine underneath the fallen enemy instantly restoring 2/4/6% of your base mana to you or the first ally who stands underneath it. Lunar Justice lasts for 15 seconds.
Tier 5 (Left to Right)
Brambles (3 points) – Damage from your Thorns and Entangling Roots increased by 25/50/75% and damage done by your treants increased by 5/10/15%. In addition, damage from your Treants and attacks done to you while you have Barkskin active have a 5/10/15% chance to daze the target for 3 seconds.
Starsurge (1 point) – Requires 1 point in Solar Beam – You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes 622 to 691 Spellstorm damage to the target and knocking them down.
Vengeance (5 points) – Increases the critical strike damage bonus of your Starfire, Starfall, Moonfire, and Wrath spells by 20/40/60/80/100%.
Dreamstate (3 points) – Regenerate mana equal to 4/7/10% of your intellect every 5 seconds, even while casting.
Tier 6 (Left to Right)
Gale Winds (2 points) – Increases damage done by your Hurricane and Typhoon spells by 15/30%, and increases the range of your Cyclone spells by 2/4 yards.
Lunar Guidance (3 points) – Requires 1 point in Starsurge – Increases the radius of your Solar Beam by 2/4/6 yards, and your Starsurge also instantly generates 5/10/15 Lunar or Solar energy, depending on which is greater.
Balance of Power (2 points) – Increases your chance to hit with spells by 2/4% and increases your spell hit rating by an additional amount equal to 50/100% of your Spirit.
Tier 7 (Left to Right)
Moonkin Form (1 point) – Shapeshift into Moonkin Form. While in this form the armor contribution from items is increased by 120%, and increases the spell critical strike chance of all nearby friendly and raid targets within 100 yards by 5%. The moonkin cannot cast healing or resurrection spells while shapeshifted. The act of shapeshifting frees the caster of Polymorph and movement impairing effects.
Improved Moonkin Form (3 points) – Requires 1 point in Moonkin Form. You also grant 2/3/5% spell haste to all nearby friendly party and raid targets within 100 yards while in Moonkin Form.
Euphoria (2 points) – When you critically hit with Wrath or Starfire, you instantly gain an additional 2/4 Lunar or 4/8 Solar Energy. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
Tier 8 (Left to Right)
Owlkin Frenzy (3 points) – Requires 1 point in Moonkin Form – Attacks done to you while in Moonkin form have a 5/10/15% chance to cause you to go into a Frenzy, increasing your damage by 10% and making you immune to pushback while casting Balance spells. Lasts 10 seconds.
Wrath of Cenarius (3 points) – While moving, the direct damage of your Moonfire spell is increased by 5% and its mana cost is reduced by 10% for 3 seconds. This effect can stack up to 3 times and lasts 3 seconds, but is refreshed as long as you are in movement. Your starfire spell gains an additional 8/12% and your Wrath gains an additional 4/6% of your bonus damage effects.
Tier 9 (Left to Right)
Improved Eclipse (3 points) – Increases the amount of Lunar or Solar energy generated from your Starfire and Wrath by 12%, and when critically hit by a melee or ranged attack, you will instantly generate Lunar or Solar Energy. When you critically hit with Starfire, you have a 101% chance of increasing damage done by Wrath by 0%. When you critically hit with Wrath, you have a 61% chance of increasing your critical strike chance with Starfire by 0%. Each effect lasts 15 seconds and each has a separate 30-second cooldown. Both effects cannot occur simultaneously.
Typhoon (1 point) – Requires 1 point in Moonkin Form – You summon a violent Typhoon that does 400 Nature damage when in contact with hostile targets, knocking them back and dazing them for 6 seconds.
Force of Nature (1 point) – Summons 3 treants to attack enemy targets for 30 seconds.
Tier 10 (Left to Right)
Earth and Moon (3 points) – Your Wrath and Starfire spells have a 100% chance to apply the Earth and Moon effect, which increases spell damage taken by 2/5/8% for 12 seconds. Also increases your spell damage by 2/4/6%.
Fungal Growth (2 points) – When your Treants die or your Wild Mushrooms are triggered, you spawn a Fungal Growth at its wake covering the area within 8 yards, slowing all enemy targets by 35/70%. Lasts 10 seconds.
Tier 11 (Left to Right)
Starfall (1 point) – Requires 1 point in Typhoon – You summon a flurry of stars from the sky on all targets within 30 yards of the caster, each dealing 303 to 348 Arcane damage. Maximum 20 stars. Lasts 10 seconds. Shapeshifting into animal form or mounting cancels the effect. Any effect which causes you to lose control of your character will suppress the starfall effect.
Feral Combat Tree
Tier 1 (Left to Right)
Sharpened Claws (2 points) – Increases the damage caused by your Claw, Rake, Mangle (Cat), Mangle (Bear), and Maul abilities by 10/20%.
Ferocity (5 points) – Reduces the cost of your Maul, Swipe, Claw, Rake and Mangle abilities by 1/2/3/4/5 Rage or Energy.
Feral Aggression (5 points) – 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%.
Tier 2 (Left to Right)
Shredding Attacks (2 points) – Reduces the energy cost of your Shred ability by 5/10 and the rage cost of your Lacerate ability by 1/2.
Feral Instinct (3 points) – Increases the damage done by your Swipe ability by 10/20/30% and reduces the chance enemies have to detect you while Prowling.
Thick Hide (3 points) – Increases your Armor contribution from cloth and leather items by 4/7/10%.
Tier 3 (Left to Right)
Feral Swiftness (2 points) – 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%.
Predatory Instincts (3 points) – Increases the damage done by your melee critical strikes by 3/7/10%.
Feral Charge (1 point) – 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.
Improved Feral Charge (2 points) – 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).
Tier 4 (Left to Right)
Nurturing Instinct (2 points) – 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.
Fury Swipes (3 points) – 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.
Primal Fury (2 points) – 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.
Tier 5 (Left to Right)
Brutal Impact (2 points) – 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.
Heart of the Wild (5 points) – 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%.
Survival Instincts (1 point) – 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.
Predatory Strikes (2 points) – 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.
Tier 6 (Left to Right)
Natural Reaction (3 points) – 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.
Endless Carnage (2 points) – Increases the duration of your Rake by 3/6 seconds and your Savage Roar and Pulverize by 3/6 seconds.
Survival of the Fittest (3 points) – 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%.
Tier 7 (Left to Right)
King of the Jungle (3 ranks) – 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.
Leader of the Pack (1 point) – Requires 1 point in Heart of the Wild – 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%.
Improved Leader of the Pack (2 points) – Requires 1 point in Leader of the Pack – 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.
Primal Tenacity (3 points) – 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.
Tier 8 (Left to Right)
Protector of the Pack (3 points) – 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.
Infected Wounds (2 points) – 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.
Tier 9 (Left to Right)
Primal Madness (2 points) – 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.
Mangle (1 point) – 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.
Improved Mangle (3 points) – 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.
Tier 10 (Left to Right)
Nom Nom Nom (2 points) – 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.
Rend and Tear (5 points) – 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%.
Pulverize (1 point) – Requires 5 points in Rend and Tear – Requires Dire Bear Form – 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.
Tier 11 (Left to Right)
Berserk (1 point) – 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.
Restoration Tree
Tier 1 (Left to Right)
Blessing of the Grove (2 points) – 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%.
Nature’s Focus (3 points) – Reduces the pushback suffered from damaging attacks while casting Healing Touch, Wrath, Entangling Roots, Cyclone, Nourish, Regrowth and Tranquility by 23/46/75%.
Furor (5 points) – 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%.
Tier 2 (Left to Right)
Perseverance (5 points) – Reduces all spell damage taken by 2/4/6/8/10%.
Subtlety (3 points) – Reduces the threat generated by your Restoration spells by 10/20/30%.
Natural Shapeshifter (3 points) – Reduces the mana cost of all shapeshifting by 10/20/30%.
Tier 3 (Left to Right)
Naturalist (5 points) – 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%.
Omen of Clarity (1 point) – 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%.
Master Shapeshifter (2 points) – Requires 3 points in Natural Shapeshifter – 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%.
Tier 4 (Left to Right)
Improved Rejuvenation (3 points) – Increases the effect of your Rejuvenation and Swiftmend spells by 5/10/15%.
Tranquil Spirit (5 points) – Reduces the mana cost of your Healing Touch, Nourish and Tranquility spells by 2/4/6/8/10%.
Tier 5 (Left to Right)
Nature’s Swiftness (1 point) – Requires 1 point in Naturalist – When activated, your next Nature spell with a base casting time less than 10 seconds becomes an instant cast spell.
Improved Tranquility (2 points) – Reduces threat caused by Tranquility by 50/100% and reduces the damage you take while channeling Tranquility by 25/50%.
Tier 6 (Left to Right)
Living Seed (3 points) – When you critically heal your target with Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 33/66/100% chance to plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 seconds.
Nature’s Bounty (5 points) – Requires 3 points in Improved Rejuvenation – Increases the critical effect chance of your Regrowth spell by 10% on targets at or below 25% health, and you have a 20% chance when you critically heal with Healing Touch and Nourish to reduce the remaining cooldown of your Swiftmend spell by 0.5 seconds. Increases the critical effect chance of your Regrowth and Nourish spells by 10/15/20/25%.
Fury of a Stormrage (3 points) – You have a 5/10/15% chance when you cast Nourish or Healing Touch to cause your next Wrath spell to be instant cast and cost no mana. Fury of Stormrage lasts for 8 seconds.
Tier 7 (Left to Right)
Swiftmend (1 point) – Requires 1 point in Nature’s Bounty [NYI] – Consumes a Rejuvenation or Regrowth effect on a friendly target to instantly heal the target for 5306.
Empowered Touch (2 points) – Your Healing Touch heals for 5% more on targets at or below 25% health, and your Nourish spell has a 50% chance to refresh the duration of your Lifebloom on targets. Your Healing Touch spell gains an additional 32%, and your Nourish spell gains an additional 16% of your bonus healing effects.
Tier 8 (Left to Right)
Efflorescence (3 points) – Requires 1 point in Living Seed – When you critically heal with your Regrowth spell you also sprout a bed of healing flora underneath the target, healing all nearby friendly targets within 15 yards who stand on them for 10/20/30% of the amount healed by your Regrowth every 1 seconds for 7 seconds. Increases your total spirit by 10/15/20/25%.
Empowered Rejuvenation (5 points) – The bonus healing effects of your heal-over-time spells and Swiftmend is increased by 4/8/12/16/20%.
Natural Perfection (3 points) – Critical strikes against you give you the Natural Perfection effect, reducing all damage taken by 2/3/4%. Stacks up to 3 times. Lasts 8 seconds.
Tier 9 (Left to Right)
Revitalize (3 points) – When your Regrowth or Lifebloom heal-over-time periodic damage critically hits, you instantly regenerate 1/2/3% of your total mana. This effect cannot occur more than once every 6 seconds.
Tree of Life (1 point) – Requires 5 points in Empowered Rejuvenation – Shapeshift into the tree of Life, increasing healing done by 15% and increasing your armor by 240%, but reducing your movement speed by 50%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 45 seconds. 5-minute cooldown. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots, Thorns, Wrath
Improved Tree of Life (3 points) – Requires 1 point in Tree of Life – Reduces the cooldown of your Tree of Life by 30/60/90 seconds, and increases your damage done while in Tree of Life by 5/10/15%.
Tier 10 (Left to Right)
Improved Barkskin (2 points) – Grants 80/160% additional armor contribution from cloth and leather items while in Travel Form or while not shapeshifted. In addition, the damage reduction granted by your Barkskin spell is increased by 5/10%.
Gift of the Earthmother (5 points) – Increases the healing done by your Tranquility on targets at or below 25% health by 4%, increases the healing done by the bloom effect of your Lifebloom by 2%, and your Rejuvenation spell also instantly heals for 3% of the total periodic effect. Increases your total spell haste by 4/6/8/10% and reduces the base cooldown of your Lifebloom spell by 4/6/8/10%.
Tier 11 (Left to Right)
Wild Growth (1 point) – Requires 1 point in Tree of Life – Heals up to 5 friendly party or raid members within 15 yards of the target for 2905 over 6.99 seconds. The amount healed is applied quickly at first, and slows down as the Wild Growth reaches its full duration.

Isn’t that just amazing?
Remember please, that the Talent Tree specifics including the picture is reposted directly from MMO Champion, and you can expect them to have continual upates and additional information as they discover it, so please check there yourself when you’re able. Thank you.
Now, for the, ahem, “value added” part of the blog post, yes?
The first impression is, Feral Bear Druids are going to walk into Cataclysm with very few changes to the core philosophy of the class.
We continue to have Feral as our main tree, with some points in Resto, and none in Balance.
We continue to use Survival of the Fittest, in Tier 6, as our “immune to critical strikes from opponents 3 levels higher than us” ability. By implication, max level raid mobs and bosses will continue to be set at 3 levels higher than us in terms of Hit.
In fact, we continue to have all of the abilities and Talents we’ve grown used to as Bears. Survival Instincts for an “oh shoot” button, Natural Reaction to increase Dodge and return Rage, Primal Fury to return Rage from critical strikes, Leader of the Pack and heals from Improved Leader of the Pack, Protector of the Pack for an overall damage reduction (including magic), Mangle and Berserk.
I think that, considering the changes in store for Plate wearers in terms of diverting attention away from Defense Rating, we can be reassured that we’re building on our foundation rather than ripping it up and starting over.
The first big change of note is the addition of Perseverance in Tier 2 of the Resto tree. This Talent will add an additional 10% spell damage reduction. That’s a pretty huge Bear Tank survival Talent change, and should be cause for some happiness.
Unsurprisingly, when we consider a new level 85 cap with 76 points available to spend, I’m not seeing a “perfect” build that gives me everything I want. Which is what we were told to expect.
What I’m seeing specifically in my build analysis is a solid 16 points in Restoration, with 5/5 Furor, 5/5 Perseverance, 5/5 Naturalist, and 1 in Omen of Clarity.
I originally posted this as 18 points in Resto, and 2/2 Master Shapeshifter. Unfortunately, as Kaethir pointed out (as someone always does within seconds of a post) there was an inaccuracy. Namely, you can’t take Master Shapeshifter without first taking 3/3 Natural Shapeshifter. In really looking at the options available, I can say that I am unwilling to lose 3 points elsewhere so I could take Natural Shapeshifter, just to keep +4% physical damage in Bear form. That’s a 5 point investment for +4% damage. We’ll keep in mind that we’d like to free up 5 points from the Feral tree in a perfect world, shall we?
Don’t hold your breath.
With 16 points in Resto, at level 85 we’re left with 60 points for the Feral tree.
I’ll describe my initial thinking, including describing all Talents (not just new ones), just because you never know how knowledgeable someone is about what a Talent name actually corresponds to in end effect. I do try to be new tank friendly.
What I’m looking at in the Feral tree is;
2/2 Sharpened Claws, for increased Maul damage. Maul is a huge part of Threat generation.
5/5 or 4/5 Ferocity for Rage cost reduction on many abilities. If you want a single point for something else, this is a possible choice. Otherwise, go 5/5.
3/3 Feral Instinct for increased Swipe damage. More Swipe damage = more Swipe threat on AoE targets. Win.
3/3 Thick Hide… mandatory talent for Bears.
0/3 in Shredding Attacks for my build, because Lacerate is only one ability in the rotation, and the Rage savings doesn’t measure up to the value of a point to me. This attitude on my part may change with the new desirability of full Lacerate stacks to an Endless Carnage/Pulverize rotation. But I doubt it.
2/2 Feral Swiftness for the Dodge, another core Bear talent.
3/3 Predatory Instincts, increased melee critical strike chance. This is important as a foundation for the build, not only because crits increase damage based threat across the board, but also because a later talent, Primal Fury, feeds us Rage on a successful critical strike. More crits = more Rage, especially with Swipe on AoE.
1/1 Feral Charge. I use Feral Charge all the time when running from group to group. Heck, I even use it a TON during a single group pull, when caster mobs are spread out like they are in early Forge of Souls and on the ramp of Pit of Saron. The spell interruption is perfect since I use it to go from caster to caster.
2/2 Improved Feral Charge. My initial plans put this as a possible place to shave points. The reason I want to keep it is because 30% melee haste for 8 seconds, in the very first 8 seconds of an initial group pull, is pretty huge in terms of fast threat generation, SO LONG AS YOU HAVE ENOUGH RAGE. I see this dovetailing with Enrage and Primal Madness to form a new standard pull strategy of Enrage and Feral Charge in every time. Assuming, of course, you’re not doing that already.
1/3 or 0/3 Fury Swipes, and I’ll tell you why. It’s based on auto-attack speed, it’s 12% max chance, it triggers only from auto-attacks, and it can’t happen more than once every 6 seconds. For a DPS rotation, yes I’m sure it could be good if used properly, but for Bears, with so many other Talents to choose from, it’s not going to improve our initial Threat generation in the first 6 seconds of a pull by nearly enough to justify three points. Over a long fight, yes it could be very significant, and may be a solid Talent for a main tank boss fight build. BUT, for most situations, Talents that improve initial threat generation and instant damage should take precedence over Talents that add damage at a steady, measured pace over time. So the longer the fight, the more significant Fury Swipes would be. My default is to leave a point in this one so it does trigger occasionally, and see if the 6 second choke on it helps it proc enough to overcome not having a higher chance of occurance.
2/2 Primal Fury is another core Bear talent, returning Rage from successful crits, including crits caused by each mob affected by Swipe.
5/5 Heart of the Wild – we get to keep this? Yay!
1/1 Survival Instincts, again I love this as an effective “oh shit” button, especially when triggered right before Frenzied Regeneration.
3/3 Natural Reaction, a core Bear talent increasing Dodge and returning Rage per successful Dodge.
2/2 Endless Carnage. This is a really interesting one, because for Bears it will increase the duration of Pulverize by 6 seconds. Pulverize is a talent on the Tier 10 range that I’ll go into a lot more later. Just keep in mind… plus 6 second duration of Pulverize.
3/3 Survival of the Fittest, our core Bear talent for being uncrittable by mobs 3 levels higher than ourselves, which are basically raid mobs and bosses. Oh yeah, and more armor for more damage reduction!
3/3 King of the Jungle – this is one of the other abilities I can see losing a point from. We could either lose 1 point in this, Ferocity, or Improved Mangle. Losing 1 point in this drops our boosted damage while Enraged to 10% instead of 15%.
1/1 Leader of the Pack, a great party/raid buff, but that’s not why I like it.
2/2 Improved Leader of the pack, a self heal per crit, and THIS is why I love LotP. It’s nice when in a party or raid, but when soloing, it’s divine, especially on lower level instances. And I’ll be honest… one of my favorite things to do is to run my friends/wife through lower level content. This almost completely removes the need for a healer when running through Ramparts.
3/3 Protector of the Pack, which does boost damage, but more importantly is one of the main ways we reduce magical damage. Our armor does not affect magic damage at all, so this, and the new Perseverance, are our two magic damage reduction abilities. Is it important not to instantly die in an AoE fire? Yes, I think so.
0/2 or 1/2 Infected Wounds, normally none. If you do feel particualrly squishy, especially on new boss fights in Catacylsm, the slower mob attack speed can help. If so, or if you’re annoyed by lots of runners, you can put a point in here from somewhere else. I’d recommend starting with Fury Swipes and Improved Mangle to draw from.
2/2 Primal Madness, I love having that instant Rage from Enrage, and this now also buffs Berserk Rage, so yes, I want to keep 2/2.
1/1 Mangle. Umm, yeah.
3/3 or 2/3 Improved Mangle. This one is the one I really think is the most likely to lose 1 point in my build. In my rotations, with the longer Bleed duration, I think it would be fine. The one wierd thing is, while it says 3 ranks, it shows 0.5/1.0 and 2/4, which indicates only two ranks. So, will we not even have the opportunity to have 3/3? We’ll see.
5/5 Rend and Tear, which not only buffs Maul damage by 20 bloody be damned percent, but ALSO unlocks Pulverize.
1/1 Pulverize. A new Talent, a new ability, and an interesting choice. Dire Bear Form only, so it’s a tanking thing. What does it do? Well, it looks like an instant cast that deals 100% weapon damage, PLUS 786 damage per Lacerate on your target. So, you stack Lacerate to max and then boom. But wait, there’s more! It also EATS those lacerate stacks, and in exchange it increases your melee crit strike chance by 2% per Lacerate. It’s 10 seconds default, plus 6 seconds if you have 2/2 Endless Carnage. There is nothing that says this is increased crit on that target only. So, what we’re saying is, you can stack up Lacerates on one target, blow Pulverize, and increase your max crit chance on all targets affected by everything, including Maul and Swipe, for the next 16 seconds.
Yes, please. Oh, hell yes. Remember that whole “regain Rage on successful crit” thing from Primal Fury? And let’s never forget, your successful crits BUBBLE YOU. Yum yum yum feaking yum.
And finally, 1/1 Berserk. I love Berserk anyway, and now Primal Madness makes it give me Rage, too.
So… interesting, interesting. I’m not seeing any problems here whatsoever. It’s all good, my friends.
Anyway… the future looks so bright, my Bear might have to wear shades!
And please… no whining about not getting more AoE talents, all right? I think 1 16 second buffed crit chance from Pulverize might help enhance the threat of our existing Swipe AoE.
Oh yeah, and as far as no ranged Silence to help pull… well, I LIKE using Feral Charge and ranged Feral Faerie Fire and Growl on distant mobs. It feels like I’m more active on the battlefield. Don’t ask me why.
So… what are your impressions?
41 Comments »
As with all of my other posts, what I’m going to say represents my opinion. No more, no less.
The tanking role is a mighty strange one.
There is a saying that floats around sometimes, “Perception is reality”. I think some of the implication is that it doesn’t matter what may have been intended; once something goes live, people build expectations, and the longer it’s around, the more entrenched those expectations become, and the more people accept them and work to fulfill them, the harder it’ll ever be to change it.
Take tanking. There is no rule that says a party has to be led by the tank, any more than a raid has to be led by one.
Early on in Warcraft*, folks formed parties wondering how all this “group instance” stuff was gonna work out, and everyone stood around looking at each other, wondering what to do. Nobody wanted to get their face eaten off by a mob, so they turned their pitiful gazes on the tank and suggested, “You go get ‘em, and we’ll tag along and kill ‘em and keep you alive. We’re squishy.”
So what happens? The tank is looking at all the mobs, and decides who to pull first. The players who are there to kill things are looking to the tank for their next target. The healer is watching the health bars, and their positioning if there is lava.
So the tank is seeing more of the instance, and the reactions of the mobs, than most players tend to.
When wipes happen, sure everyone sees it and everyone speculates on what the cause was, but the tank is the one that feels guilty for letting the party die. So the player that tanks tends to do research on what happened so it won’t happen to him again, and comes up with a few ideas on how to approach it differently next time.
It didn’t take very long before the expectation in vanilla WoW was that the tank was the party leader, because the tanks you met led the way through, and in self-defense researched what would happen and how to handle the pulls safely, and spoke with the voice of experience… or faked it well.
Perception became reality. As more people expected tanks to be the leaders, new players that wanted to be tanks figured that in order to be a good tank, they had to learn everything about the instances first before they could successfully try tanking it.
Tanks came to be expected to know each instance or raid intimately.
By intimately I mean that sometimes you get screwed really hard a few times before you learn what not to do. I am on intimate terms with a lot of instances.
The tank knew what the enemy would or would not do, knew where to go next for quests, knew who needed to be sheeped or sapped or banished, knew when poison cleansing was important, knew when to ask for a chain trap, just bloody well knew.
It’s pretty intimidating if you’re new to the game.
Is it laziness on anyone else’s part that the tank almost always leads? No. It’s just the way the three party role paradigm works out. The player that does the pulling tends to be the one others look to for direction on where to go next.
When you get in a multiple tank environment like a raid, it’s a lot easier to break the mold and have anyone be the raid leader, provided the tanks aren’t control freaks and are open to direction. But in a group of five, one tank, three DPS, one healer, the expecation was, and remains, that the tank will lead the run.
If you have never been the tank, and you’d really like to try it out, there is so much baggage tied up in the role that it’s hard to know where to start.
So, let’s break things down and build on them, one piece at a time.
Is playing a tank, the actual mechanics of being a tank, more difficult to master than any other class or spec?
No. Absolutely not.
You can easily learn the basics of being a tank.
Each class has it’s own niche in a group.
If you’ve played a DPS you’ve already learned that success is measured by doing top DPS and performing your crowd control (and other class abilities) wisely.
If you’ve played a healer, you’ve already learned that success is measured by keeping everyone’s health up and cleansing, and using other class abilities wisely.
As a tank, it’s the same thing. To be a successful tank, you hold threat on all the mobs, and intercept the ones that get away from you, taunting them back. And you try to be hard to kill, but that’s all about gear first, and proper talents/cooldowns second. Oh yeah, and use your class abilities wisely.
You can practise all that without being in a group. You can ask any friend you’d like to come along in a party with you, and you can grab large groups of mobs out in the world and go to twon. Shadowmoon Valley has some great places to find clusters of mobs to try yourself out on, especially just east of that honking big volcano thingie in the center of the map. Or maybe you’d prefer grabbing huge groups of undead in Icecrown. Whatever, as long as there are both melee and casters in the mix.
Grab a group of mobs, let your friend use whatever AoE they have, and try and drag the baddies around with you. This let’s you practise moving while keeping your front to the group. You don’t want mobs to get behind you.
If the groups have runners when they get low on health, it’s wonderful. The mob will run, they’ll likely grab another group and drag them all back to you. You’ll have spell casters at range shooting at your friend, you’ll have melee running into you or at your friend, it’ll be chaos.
It’s the perfect chance to learn how to do ranged taunts to get mobs off your friend when they’re outside your immediate range. Or to learn how to Feral Charge all up in the ranged mob’s face. Or to learn how to do line of sight pulls around architectural features to make ranged mobs run to you, and find out what happens when you friend stands out in sight, and gets aggro because he keeps shooting them. Or to Death Grip, or use your shield throw, or whatever.
If you’re nervous about the mechanics of playing a tanking class, you can practise without being in a group. You can gain confidence and learn how to respond to the mobs. It’s really not hard to do, I promise you.
What is hard is trying to learn the mechanics of playing a tanking class without previous experience or confidence, at the same time as you try to perform the tasks of party leader in front of a crowd of strangers.
So, learn the mechanics of your class. Practise. Try things out yourself, in the “real world” before you go into an instance. Take a friend or two that has some patience and is fine with experimenting. I know of very few DPS players that would be upset to be told, “I need you to blow things up as hard as you can for me so I can see if I can grab aggro back. Can you do that?”
“Aw, shucks. It’s a hardship, and you’re gonna really owe me one, but if I really have to, I suppose I can help you out.”
The second part, leading a group of experienced strangers, that’s the part that I think scares a lot of people. And rightfully so.
It’s going to be hard to lead a group somewhere, especially a group that may already know the ins and outs of an instance, if you don’t know where you’re going.
Doing an instance as DPS or healer the first time, and keeping your eyes open, can help you out. It gives you an orientation on where things are, what to expect. So can watching any of the thousands of videos on YouTube showing walkthroughs of instances or raids.
Reading about what the mobs in an instance can do in advance, what their attacks and abilities are, can also help you know what to expect. Wowhead and WoWwiki are both excellent resources for researching mob tactics. Both websites have sections giving very complete details of instances and raids. WoWwiki tends to be out of date on things, but it’s still a good resource.
But the single most important thing you can do, is break down every mob fight into it’s component parts, and practise basic tactics based on those components. No matter what instance you go into, trash fights are basically going to work the same.
You’ve got two types of mobs. You’ve got melee and ranged casters.
If you walk up to your extreme range from a group, and you taunt (or shoot an arrow, or whatever) into the crowd, the ones that are melee will run to you, and the casters will stand in place and shoot at you.
It’s really that simple.
So what do you do about it?
If you learn which mobs are melee, and which ones are ranged, then you’re going to be able to move yourself with confidence right at the start of every pull.
The mobs themselves may do different things, ranged DPS or heal others or AoE or Hex or Curse or whatever, but the important distinction is ranged or melee.
When you attack a group, the melee will run right to you. The ranged enemy will stand in place and shoot/cast. Period.
With that in mind, the most basic tactical manuever is to run/charge into the group, targeted on a caster first, and use AoE as you go to do damage/threat to all the melee. Your first goal is to get within your melee range of as many ranged mobs as possible. Move yourself so as to get as many of them as you can in your AoE/multiple mob attacks.
At that point, when you Swipe, or Death and Decay, or Consecrate, you’ll be getting the casters as well as the melee.
Clear out the ranged casters first. If you have to move around, have no fear, the melee will follow you around. They like you!
Build your threat on all the mobs, and burn them down. Squishies get to die first. Once they’re all dead, you’ve won.
Next!
Congratulations, that’s how 90% of your isntance run trash pulls will work.
Now, if you can’t get all the casters into your melee range in one shot, then you’ve got more tactical decisions to make from there.
Your first step is always bringing the fight to the ranged. If you can’t get all the ranged in one go, you can get them to come to you.
You can do that using a line of sight pull. This takes into account the fact that mobs will move the shortest distance possible in order to get their target within line of sight to continue the attack. Line of sight is blocked by most architectural features. Like walls and corners and really, really wide pillars.
The line of sight pull means you taunt/shoot one mob in a group, then duck around a corner out of sight to them. This does threat to one mob, and gets the attention of the rest. (While doing no threat to those other mobs. For more on how threat works on group pulls, check out my incredibly ancient post on the subject from 2007. Most of the multiple mob stuff there is obsolete with the introduction of Maul Glyphs and Swipe, but threat still works the same way.)
So, you stand there hiding around the corner, and the entire group will come running in a straight line least distance manuever until they can all get you within their sights to attack. This clumps them up beautifully as they round the corner, right into the maws of your fully automatic machine guns and nuclear powered chain saws.
Sadly, most heroic groups don’t let you do this anymore. If you do a line of sight pull, you’ve got a good chance that someone will either shoot them, pulling aggro and making them stop to attack their new favorite target, or the healer will run forward to stand within sight of the mobs and “top your health off”, thereby pulling aggro so that they stop in their tracks and shoot him.
Another tactical choice you could make is to move to and stand on as many ranged casters as you can just like normal, build aggro on them with your AoE, but keep the most distant ranged caster(s) targeted, and use ranged attacks/Taunts on them to keep them focused on you for a short time while you build up a nice threat lead on your current group.. After the current group within your melee range is nice and smacked up, you can do whatever you’d like to get the distant mobs. Feral Charge over, Shield Throw with Silence, Death Grip, walk over swinging a sledgehammer, whatever floats your boat, honey.
The point is, the goal is to keep threat on all your targets. The melee targets will run TO you and even follow you around, conveniently staying in your AoE and multiple mob threat attacks. The ranged casters will not. So, your special attention goes to planning how you intend to get the casters’ attention and keep it.
It doesn’t sound all that hard, does it?
That’s the secret. It’s not.
You don’t have to know the exact names of every mob, and what they all do. It helps, sure. Experience, and knowing when to apply the right ability at just the right time is great. Studying instances beforehand will help you feel confident, at keep you from getting lost.
But that works the same for all classes. Is the tank the only one expected to know what mobs do? Of course not. Every Shaman knows that when you’re going up against King Dred in Drak’theron Keep, that’s a real good time to drop Tremor Totem, amiright?
But my point is, if you already know how to, and feel confident with, tanking and holding groups of combined melee and ranged, then you’re in the zone.
From there on out, it’s fine tuning the process for each situation, learning from experience what flows best from group to group.
Do that, and you’ll quickly build up the confidence to tank any random you’d like.
Confidence built from being comfortable with what your abilities are and how to use them. Confidence that when you pull a group, you know how you’re going to handle casters and melee mobs.
Once yuo’re solid with the basics, go for it. The more real experience you get from that point on, the more confident you will be that when the shit hits the fan, you’ll be ready.
Sure, mistakes happen, but they happen to everyone. Tanking can be a lot of fun, and take it from me… you really don’t need to be an obsessive control freak to be one, and do well at it.
No, no matter what you think, I’m serious. Really. You don’t.
No, put down the straight jacket and back away, I swear I’ve seen tanks that aren’t obsessed control freaks with an encyclopediac knowledge of every mob and instance in the game.
Like… and… well, then theres… hmm. Right! Oh, wait no….
Okay, I’ll get back to you on that.
* Changed from Everquest, since I never played Everquest, and while my friends have told me stories about tanking, someone said I was wrong, so hey, go with what you know.
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