# Fun with math! Computing Resilience and Defense Rating

I had a very nice reader question mailed in that I thought was very relevant considering yesterdays’ mammoth bear tank gear post.

Sköll of Aerie Peak wrote in;

I want to thank you for the awesome post “Gearing your bear tank from
70 to Karazhan!”

I downloaded Rawr and made a few customizations to my gear and bearing in mind the defense cap, here are the stats I came up with

Defense Rating: 136
Resilience: 18
Dodge: 37.6434%
Miss: 6.666667%
Mitigation: 72.53479%
Dodge + Miss: 44.31007%
Total Mitigation: 82.77659%
Damage Taken: 17.22341%
Chance to be Crit: -0.123253%

with both Glyph of the Defender and exalted Scryers inscription.

As you can see the report says I’m uncrittable by raid bosses (mouseover shows 7 Defense Rating or 4 Resilience over the crit cap)

After making the calculation manually (136*0.423)+350=407/415.

I know there is some Resilience, but I don’t think it will make me crit immune together with the Defense Rating.

Best Regards!

Thanks for your email, Sköll, I appreciate it. And it is a very timely comment to make.

If you want to compute your actual Defense from Defense Rating manually, then you are correct, you can use the formula;

(DR*0.423)+350= Defense

But what you need to do to be completely accurate, is to add in the equivalent value of Resilience to the Defense Rating in that formula.

Now, we’ve covered this in other places before, but let’s go over the basics.

While Resilience and Defense also do other things, we are ONLY concerned with their function to remove the chance to be critically hit. And with 3/3 talented in Survival of the Fittest, you need 415 Defense in order to be uncrittable to level 73 raid bosses.

With that firmly in mind,

59 Defense Rating = -1% Crit.
39.4 Resilience = -1% Crit.

Therefore, 59 DR = 39.4 Resilience.

So 1 Resilience = 1.497~ Defense Rating.

Remember, we need whole numbers. So round down when actually doing the math.

In your example above, you would have 136 Defense Rating, and 18 Resilience.

18 Resilience is equal to 26~ Defense Rating. Round it down to 26.

136+26 = an equivalency of 162 Defense Rating.

(162*0.423)+350 = 418 Defense. 3 Defense over the cap.

And as a cross check against Rawr, 3 Defense = 7.092 Defense Rating.

See?

I am very glad that people are not blindly assuming that Rawr is correct, and that you are doing your own math to determine the truth. That kicks ass.

I just hope that this will help to show you that the Resilience really does make that big of a difference, and help you in doing your own math so you can figure this out on your own, assuming you are crazy, OR are unable to run Windows .NET applications.

Oh, and can I just mention again how tired I am of needing to do math, even simple math like this, just to make sure I can correctly perform my role in raids?

Well, I guess only us min/maxers that want to optimize our builds need to do this. I should shut up and just enjoy having the tools to get our job done.

Have a great day folks!

PS: What I really need to do is contact Astrylian, and interview him on what level of genius it took to make Rawr in the first place. Hmm, idea for a future WoW Insider article. Cool.

# Taking my own advice on gear

Yesterday I suggested you re-examine gear upgrades based on the availability of Primal Nethers and Nether Vortexes.

I had been planning on buying a Belt of Blasting for my Shadow Priest off the AH. I had budgeted 2400g for that purchase before 2.4 went live.

The first thing I did yesterday was go to the Badge Vendor (who has moved from the floor of Shatt to a second floor balcony in Shatt overlooking A’dal, btw. He’s still around, don’t panic.)

And there I bought two Nether Vortexes for 30 of my cherished Badges.

Yay! Now I gather up 15 Primal Fires and a few negligible Imbued cloth and boom! I’ll have a Belt of Blasting.

And only then did I see someone advertise on the trade channel… “WTS many Nether Vortexes, PST”.

Hmmm…. which are more valuable to me… gold, or Badges of Justice. Well, I spend 2 hours in an instance getting 4 or 5 Badges. I can spend that same two hours getting 200 gold or more, easily.

So… say on a time to money ratio of 200g = 5 Badges, just for the sake of argument, then 1 Nether Vortex = 600 gold.

I went and scoped out the AH… sure enough, Nether Vortexes, 400g each. So I bought two more, wishing I could get my damn 30 Badges back from the vendor.

Oh, why did I buy two more Nether Vortex?

Because while I was thinking of Vortex, I asked a friend in a major raiding guild on our server, Meowmix the kickass feral druid in Vendetta, if she knew someone that could craft Belt of Natural Power.

And the answer was, yes, but they were going to raid Hyjal. Could I wait until about 11:00 PM for the crafting?

Lol. Naw, 3 hours is too damn long to wait. Really. I’ll go freaking sulk about it.

Pfft.

So I checked the bank… as a jewelcrafter, engineer and tailor, with Cassie as an alchemist, doing tons of herbalism and farming primals from clouds using engineering… I end up with tons of Primal Life and Primal Air, that none of our recipes actually USE.

So I already had the 10 Primal Air, 10 Primal Life sitting in the bank. Grab the Vortexes and some leather, and I was all set.

Yep, that’s right… I be sporting the Belt of Natural Power now!

Thanks Meowmix, and thank you to Frostdragon of Vendetta for doing the crafting… it may have been just a little of your time, but it was a massive upgrade for me. glee!

What I did, my first thought was to dump 2 Stamina gems into it, but then I decided that it would make a nice upgrade for both kitty and tank sets, if I compromised a little bit. I put two Shifting Nightseyes into it, getting the gem color bonus of +4 Stamina. The way I look at it, I could have put two +12 Stamina gems in and had +24 Stam from sockets. I could put two +8 Agility gems and get +16 Agi and + 4 Stam… but I already have 40% dodge. It’s health that I’m feeling damn low in. But with two Shifting Nightseyes, I get +8 Agi and +16 Stam, counting the socket bonus.

So it’s a compromise, but +4 Stam seemed too nice to just dump.

I am very, very worried about what to do next though. I’m having a hard time seeing what to do next for Badge rewards, and still keep my uncrittable. The new 100 Badge leggings seem like the absolute best Badge upgrade for me next, but the loss of the DR makes me shudder.

At times, I really hate druid itemization for tanking… WTB a lot more freaking DR.

Ok, now as a little aside… one new thing from the Shattered Sun Offensive Quartermaster is a new Glyph to head gear… the Glyph of the Gladiator available at revered rep. I’m already friendly, so I don’t see that taking all that long if you do your dailies.

Currently, the standard feral tank Glyph is the Glyph of the Defender from Keepers of Time rep.

Now, in some cases we could gladly give up the 17 Dodge Rating (just a little less than 1% Dodge at level 70, 18.9 Dodge Rating equals 1% Dodge) in exchange for 18 Stamina. I personally find it a lot easier to stack Agi than Stamina on my gear, so that 18 Stamina already makes the Gladiator pretty attractive.

But we got the choice of either 20 Resilience from Gladiator or 16 Defense Rating from Defender.

Baseline, assuming level 70 tank vs 73 raid boss;

• 39.4 Resilience = 1% reduced chance to be crit.
• 59 Defense Rating = 1% reduced chance to be crit.

20 Resilience is worth ~.5% reduced chance to be crit.

16 Defense Rating is worth ~.37% reduced chance to be crit.

So as you can see, disregarding all of the many other benefits of Defense skill, if you’re main worry is scrimping the points to eke out your uncrittable, then it looks like Glyph of the Gladiator gets you closer to your goal, and gives you a boost in raw health over increased dodge.

And having said all that… go ahead and tell me that Rawr does the math for you already without your having to buy the Glyph of the Gladiator and equip it and running your uncrittable macro. Go ahead. Since I can’t run Rawr at work, I can’t check it. Bet it does already, though.

Sigh. Am I the only one that wishes that something designed specifically for feral druids to use as tanks should actually have defense rating or resilience on it, in an assumption that we already know we are going to need it? Seriously. Does Blizzard really think that most players WANT to have to crunch these numbers to remain uncrittable, and not use items from highly difficult encounters supposedly designed for us to use as tanks because it has no DR? What a pain in the ass.

If they give you items costing 100 badges, designed for bear tanking, geez! Don’t be so blatantly obvious about screwing us on the DR, huh?

Let’s be honest… if your argument is that only end game raiders are going to worry about being uncrittable so it doesn’t matter if they make it hard to figure out… then by the same token Blizzard knows that end game raiders ARE GOING TO FIGURE IT OUT.

Sure, don’t get me wriong. I’m not saying Blizzard is unrealistic. They gave us Survival of the Fittest, and I appreciate that. But at the very highest end game, it really looks like they decided they did enough to get us most of the way there, now let’s starve them to death on a stat they know they MUST have to survive.

It’s a snake eating it’s own tail. Blizzard cannot itemize for end game complexity, and then pretend to be surprised when end game raiders figure the shit out, and try to reduce how much DR we have available to us to punish us for figuring it out. The final result is, end game raiders will simply do what they have to do to remain viable as tanks.

The only people who truly get screwed are the casual players that got themselves a feral druid, heard about druids being good at tanking these days, get themselves to 70, and collect their gear thinking “Well, high armor must be good because the tooltip says I get a multiplier in bear form. High agility must ge pretty good for dodging lots. And high Stamina must be good for lots of health.”

And then they take that gear, and go play with their other casual friends who are under the mistaken assumption that they are playing a game for amusement rather than serious business, and as the crits come rolling in pounding the hell out of the healers’ ability to keep the tank alive, everyone just gets pissed. And the forums get flooded with tales of the horrible run they just had with the bear tank that sucked, warriors must be the only true tanks, yadda yadda yadda.

I’m not saying make the gear so that it’s all care bear simple for folks that don’t make an effort to find out stuff… I’m saying itemize the stats that everyone that raids KNOWS are critical to achieve, that are going to be gotten anyway, and stop making it so impossible for a casual player to get the right mix without tons of math and research. We all know being uncrittable is vastly important for a bear tank. But if I were simply going by the stats on gear, I sure as hell would see little sign that Blizzard thinks so.

For myself, I can see I’m going to be going through the fun of compiling a new list of every resilience and defense rating enchant, potion, elixir, glyph, gem and armor kit and working out percetage equivalencies so I can stay on top of it. Oh, whee. Just so much fun, I can hardly stand myself.

If someone else already made such a nice, complete list, let me know.

Yep, today is an oriental buffet for lunch day. Gonna drown my annoyance in some General Tso’s chicken.

Patch 2.4 is here. Yeah, yeah, I know. No shit, Sherlock, what gave me the first clue? Maybe the 261MB download?

Anyway, one thing everyone agrees on is that we have accessibility to new gear. New badge rewards, new crafted recipes, new instances, the whole dealio.

Everyone I know is at different levels of gear or progression. Some of you are raiding BT and now the Sunwell, and come along here to lolzers at me or help guide us with your insight, others are at about the same level, and others are still enjoying leveling your druids up through the game.

So the challenge I have is to decide how to help folks see where their current gear may rank compared to the new stuff, and assist everyone in finding upgrades.

And I mean everyone. Not just druids, but as many folks as possible.

Well, there is a tool I’m using that seems like a brilliant, godlike tool for fine tuning your needs and finding new gear.

The website is Loot Rank.

What Loot Rank has done, and it’s brilliant, is they have set up a search form that you can personally customize by individual item characteristics, and then search for how items rank up by YOUR importance.

It uses the idea that is the foundation behind item ranking systems such as the Agility Equivalency Point system as shown so well for rogue gear on Shadowpanther.net, or the ranking system Emmerald has used for Feral kitty and bear druid gear comparisons.

And the beauty of it is that it is a blank canvas for you to use. You can configure the rankings to tweak it towards whatever class and spec you prefer, and save that as a template for your own needs, and refer to it frequently as you level.

Now, you can create your own template this way, but for the ‘get it and go’ user, there are already some templates that have been submitted in the forums by users for most classes.

I am going to link the templates here that I am going to personally find the most useful, and I hope they help you as well. But  encourage you to explore the forums, check out the other templates, and examine the math and concepts behind these templates so you can decide on your own whether the importance they give to certain stats matches your own opinion.

Feral Kitty DPS Druid

Feral Bear Tank Druid

Sword Spec Combat Rogue

Again… it may not be perfect, but as far as I know, right now it is the best I can find in a ranking system that includes the new gear. I hope you find it useful.

Oh yeah, almost forgot. Don’t forget that not only are Primal Nethers able to be purchased for 10 Badges of Justice each, but Nether Vortexes are able to be purchased for 15 Badges. And they are Bind on Equip, not BOP. So now you can look through all that awesome crafted gear you used to think was forever beyond your reach, like the Belt of Blasting or the Belt of Natural Power, and be able to gather ALL of the mats for it, and ask a higher progressed crafter from another guild to make it for you for a flat fee. No more trying to find a guild that has loose Nether Vortexes to make non-guildies items.

A very big B^3 thank you to Ribeye for pointing that out.

This post is going to be the first in a short series on how to choose upgrades for your character. Hopefully, it will be helpful to players of all classes. Your class may change, but the basics are consistent.

The goal of gear upgrading is to increase the effectiveness of your character in your chosen role.

Therefore, the first step is to define what your focus is. You decide this yourself as soon as you start putting points into a Talent Tree. You are making a choice as to what aspect of your character you are going to focus on.

As an example, if I am leveling my Priest character, choosing to put my Talent points into Holy will yield vastly different results than in Shadow. One shows a focus on my part to improve my ability to Heal, the other shows a focus on my ability to inflict ranged DPS. And different gear stats are important, depending on what Talent tree, what focus, I am going to concentrate on.

Because of the way World of Warcraft gear itemization works, your choice of Talent Specialization, your ‘Spec’, will determine what stats you want on your gear. You will want to choose gear that maximizes the stats or abilities that directly affect your Spec, without having points ‘wasted’ on items that do not help you.

Gear itemization and Item Level are the phrases we use when we are talking about the ‘point value’ of equipment, and how those points are distributed among ability modifiers.

The fact is, each point of Armor value, each point of Agility, Stamina, Intellect, and Spell Damage or Hit Rating comes from a set amount of potential points that can be distributed on a piece of equipment. How many points are available to ‘spend’ are based on;

• Item Level of the gear
• Rarity
• Minimum level needed to equip it

Also, it has been determined that the amount of points spent on pure ability bonuses {Stamina, Agility, Intellect, Strength, and Spirit} are more beneficial when split up amongst more than one stat.

An example of what I mean in regards to split up stat points; the Splintering Greatstaff. It is Item Level 117, equippable at level 69, and is Green rarity. It comes with it’s points distributed in one of five configurations;

• …of Stamina (+82 Stamina)
• …of Strength (+55 Strength)
• …of the Bear (+55 Stamina, +36 Strength)
• …of the Beast (+28 Strength, +28 Agility, +43 Stamina)
• …of the Tiger (+36 Agility, +36 Strength)

You can see that, if it has only +Strength, it is +55. But if the points are spread among two stats, such as Agility and Strength, then Strength is lowered by 19, but you get +36 Agility. You get more bang for your buck on items with the points distributed amongst more abilities.

You can also see that Stamina is considered less valuable, points-wise, than Strength or Agility, so you get more of it. My math says that 1 point of Strength or Agility is being treated, roughly, as being equal to 1.5 points of Stamina.

Note: the Item Level of a piece of gear is not the same as what level you need to reach to be able to equip it. You can find the Item Level listed in most database sites such as Wowhead.

Let’s compare some close examples. Each is Rare (Blue), Item Level 115, equippable at 70, and a Drop instead of a quest reward.

Greatstaff of the Leviathon

Draenic Wildstaff

You can see that each one is base 63 DPS, and has the same amount of points spent in Attack Power for shifted forms. When comparing them to the Green rarity Splintering Greatstaff above, they are actually 2 Item Levels lower, but because of their increased Rarity, they have more points to spend on higher base DPS and Attack Power in shifted forms.

The differences between each lie in where the rest of the points are spent. The Dreamers Dragonstaff has straight +Strength, +Agility and +Stamina. The Draenic Wildstaff sacrifices Strength to boost Agility and add + Hit Rating. The Greatstaff of the Leviathan eliminates Agility entirely to add Armor (which is multiplied in Dire Bear form, of course).

Initial impressions to me say that, instead of the random splitting of point distribution found in the different varieties of Splintered Greatstaff, these have intelligent design behind them. Each one makes you choose from what you want the most, but none give you everything you might want.

You have to make a personal judgment; Do I want to use it for tanking or DPS? Is the armor buff worth losing the Agility for Dodge? Is an increased Strength more important to my build than Hit Rating?

You have to be able to make an informed decision, based entirely on your Talent Spec and what abilties are most important for you. If you don’t know what Strength, Agility, or Hit Rating do exactly, you aren’t likely to choose exactly what’s right for you.

Let’s build on our previous examples by looking at another Druid staff that is also Item Level 115, equippable at level 70 and a drop. The only difference? It is an Epic Purple instead of a Blue.

As you can see, even though it is the same Item Level as the other staves, the Purple has a higher base DPS, much higher Attack Power increase in shifted forms, and when we compare it to it’s closest match, the Draenic Wildstaff, it has higher bonuses in every stat.

The lesson here? There are two of them.

First, Rarity has a direct impact on the potential amount of points that can be distributed amongst the abilties of an item. Even if they are the same Item Level, a Green has a higher potential than a White, a Blue higher than a Green, and a Purple higher than the rest.

Second, there are only so many points that can be potentially distributed amongst the item stats. If the item has points in a stat you do not need to achieve your character goals, than those points are wasted. You are advised to search for a piece of gear that most closely matches your real in game needs.

Knowing this, you can see where I’m going to go with this series. You need to know exactly what stats do for your Spec, so you can choose wisely. We’ll talk about that more next time.

Also, If you are at the level cap, and you intend to change your Spec when your goals change, then your gear needs to change too. Most Druids are already familiar with the concept. If you’re Feral, and you both cat DPS and tank Bear seriously, then you need one set of gear that optimizes your melee DPS damage output, and one set of gear that maximizes your Survivability and Damage Mitigation.

Likewise, if you like to respec to Balance, Resto, or a hybrid for PvP, and you are serious about it, you should build a set of gear that boosts your new spec.

I’m curious; how many raiding Feral Druids carry with them not only a full set of Bear Tank and Cat DPS gear, but also a set of Resto gear in their bags for fights where they might be expected to offheal/spotheal?

# I’m not a theorycrafter

This comes out of a discussion I had with Cassie yesterday.

After my WoW Insider article on Threat came out, she read it, as she always does, to be supportive and let me know when I mispelled words or used the wrong phraseology. (I kid! I kid! Love you honey!)

So she read it, and then emailed me at work to let me know that she liked it, and that, even though she doesn’t raid, she understood most of what I was talking about and almost 75% of it made sense.

Which, for me, is a lot.

But it got me to thinking, because I know a lot of folks use the phrase ‘theorycrafter’ to describe what they do. SuraBear calls himself one right on his front page. And it’s a title that is well deserved.

Blizzard rarely, if ever, shares what math they are using internally to do things. Like, almost never. Their revelation of some of the math behind the new skills they announced for the Burning Crusade over a year ago was a marked departure for them.

So a new breed of adventurous investigator was born. A new kind of detective for a new kind of crime; those who test results in game using Combat Logs and repeatable situations to determine on their own the theory behind the math that Blizzard uses, and then share those theories with the rest of us.

Without the Adventurous Theorycrafter, our lives in game would be hell. Even now, people cling to old ideas that what loot drops from a boss is determined by arcane conjunctions of effects, such as what class the raid leader is when the first person zones into the instance, or what classes make up the raid, or other even more esoteric concepts.

I keep waiting for someone to tell me that his Black Swashbucklers’ Shirt is what made the Warrior Tier 4 Helm drop from Prince Malchazaar.

Anyway, the theorycrafters are awesome, and deserve the legends they carve out for themselves.

Me, I don’t think of what I do as theorycrafting. I don’t start off with a clean slate. I research the work of others first. I make assumptions. I hunt out countervailing arguments. I try to see what the thought amongst others is first, and then I lay out things to do in game to test, for myself, whether what I am being told matches what I myself see in game. That ain’t theorycrafting, it’s at best verification.

The special sauce I bring to my approach on these things isn’t a special love of math. I have to use it at work, but that doesn’t mean I want it in my home. Icky maths!

My approach comes from a life long love of playing pen and paper role playing games, and moving around frequently. Often, you are thrown together with new people in the service, and while there are certainly going to be two or three gamers, there will always be two or three folks that have ‘always wanted to play, but never knew anyone that did to get started’.

And it would fall on me, repeatedly, to take a vastly complicated rule system that I knew by heart, and break it down in such a way that I could get the rules across as a cohesive whole that could be comprehended and remembered after about one hour of explanation.

And that is all that I’m doing, except this system I don’t know by heart. So I’m going to a dozen different locations, I’m gathering tons of different opinions, I’m putting it all together to get an idea of how things are supposed to work, and then I go test things out in game. And then I try to write it up as one cohesive little article bringing it all together.

So the actual work is done by theorycrafters. I feel like I am contributing somewhat, in bringing a lot of different published theories and facts together into one place and giving it my testing and then my interpretation. But the hard work has been done before by others, and as has been said by those smarter than I…

I stand on the shoulders of giants.

# Bear tanking strategies for multiple mobs

Bear tanking strategies for multiple mobs

I’m going to go over a lot of information related to how a multiple-mob pull works, because I often am asked about all of the various techniques that go towards making it work.

Some readers have either only recently started to Bear tank at the end game, or are rolling a druid as an alt to add more tanks to their guild and haven’t really had a chance to play with Threat management yet.

This is a long post, because I’m going to put down in one place all of my thoughts on tanking multiple mobs at once and keeping them occupied.

This whole thing may seem overly complicated compared to what you’re used to, especially if you have played in cat form most of your way to high levels.Also, many groups are used to a tank’s role to be keeping one and only one mob fully occupied. Often, all but one or two mobs are fully locked up in crowd control, and if there are two mobs loose then there is often an off-tank to keep the second focused on. If an off-tank is used, most parties choose to burn the off-tanks’ target down first, to spare the off-tank from taking too much damage.Personally, I would prefer tanking that second add myself, and letting everyone focus on burning my main target down, and just let me worry about the add. That
way healing doesn’t get split up between two tanks, and you don’t risk the ‘rush to down the off-tanks target’ causing the mob to break free and cause havoc amongst the casters/Melee DPS.

Before we begin, let’s make sure you have the most fundamental tool used to manage Threat in a group. And that is a Threat Meter Addon.

At this time, there are two that are very popular; KLH Threat Meter, and Omen.

Both Threat Meters function similarly, and communicate with each other, so whichever one you choose is based on your own preferences.

Threat Meters display a graph of each member of the group, and displays what their total current Threat is on a mob. You use this tool to ensure you see anyone coming too close to surpassing your Threat on a mob.

Everyone else in the group can use the Threat Meter to see how much DPS or Healing they can do without going over your Threat. It removes the guesswork as to who is causing Threat, and how close they are coming to pulling aggro away from you.

Before trying a multiple mob Pull, make sure every player in the group that can, has one of these installed.

Okay, now that we’ve got the Threat meter installed, let’s get to the tanking. Tanking a four mob pull is not a very common occurrence, but darn it can be fun!

Let’s deconstruct a four mob Pull.

We will assume, for the sake of argument, that you have no Mage to Sheep a mob, no Priest to Shackle, no Warlock to Banish, no Rogue to Sap, and no Hunter to
chain Trap. And of course no Restoration or Balance Druid to Hibernate. And I’m totally leaving out Fear or Scare Beast, because while they certainly have
their uses, I find such tactics… messy, no matter how effective they can be in removing mobs from a battle.

Wow, that sure is a lot of different ways to reduce the number of mobs in a battle! No wonder it’s rare that you have to deal with all four mobs of a pull!
But there are still those times when you do.

You and your party are ready to go. You are the main tank, and there is no off-tank. You have healers and ranged or melee DPS, but as far as a Tank, you’re it.

You are going to use a ranged ability to pull. (Yes, if it’s close quarters, I sometimes use Feral Charge to keep the mobs from closing to Melee range of the
casters. Ranged pulling is usually preferred, to pull groups out of potential patrol range or to prevent a feared character running too close to the aggro range of other mobs).

You may choose to pull your chosen mob with a Moonfire before switching to Bear, hitting Enrage, and preparing your follow on attacks. Or maybe you like to start in Bear form and pull with Feral Faerie Fire, which DOES do threat to your target (+108 threat, to be exact) at zero rage cost. I’d also say that you could have a Hunter use Misdirect to pound a mob on you for the initial pull with good solid threat at zero rage cost, which is my favorite, but if that were the case, there’d be a Trap available for this example, wouldn’t there?

If your targets are non-elites, then in your tanking gear you also have the option of Pulling one with Starfire or Wrath, then activating Barkskin and
triggering Hurricane when they are almost in melee range. In tanking gear, even in caster form, you should remain strong against non-elite mobs during your entire hurricane, and then when you shift into bear you will have amassed a furious amount of Threat on all of your targets. It can be a very risky tactic against even a weak group of Elite mobs, though, so be very careful and test your use of the tactic a few times before relying on it in groups.

Once you have pulled the group, the first key to the fight is that you will need Rage, and lots of it, to keep on top of all of your targets. If you’re getting pounded by four mobs, that shouldn’t be a problem. You will be using Mangle, Maul, and Lacerate often.

But you should make sure your party members know that if they have abilities that Stun a mob, they are not to use them until you have established that initial Rage, and that they are not to use them at all when you only have one mob left, so that the Rage can continue to come trickling in.

The second thing your party needs to know is that, since there is no off-tank, all of their attacks must be directed to your main-tanked mob only. You will have one mob you are focusing the majority of your threat-causing attacks against, and the rest of the mobs will be on ‘Threat maintenance’. It is a very good idea to mark your targets in advance, even though there will be no crowd control, so that the kill order is established in every ones’ mind. If they know you will be focusing your attacks on Skull, and when that one dies you will be switching to Diamond, then everyone is on the same page. Under NO circumstances are they to attack any target other than your main target. If they attack one of the others, they will quickly overcome your Threat maintenance with Direct Threat, and draw that mobs’ aggro.

The third thing to make sure the party knows is that a Bear takes a bit longer to build up threat than they may be used to with a Warrior or Paladin. Since you are going to be spreading your threat around amongst four targets to establish your initial aggro, it is a highly recommended idea to make sure everyone holds off on attacking the main target until you have two Lacerates visibly stacked on him, and even then they should only start with ‘white’ damage attacks for the first four or five seconds. The longer you can survive with only heals while you inflict Threat causing attacks, the stronger the aggro you will build on each mob, and the less chance of a runner disrupting the group.

Once you have spread enough threat around that you have had time to get four Lacerates on your main target, the rest of the party should be safe to open up. If you make a stack of Lacerate x2 your ‘begin white damage attack’ signal, and a stack of Lacerate x4 as your ‘go for it’ signal, then the group will have a consistent plan, even if it’s not optimum for every Pull.

When your first target goes down and you switch to the next one on your kill list, it is a good idea for all DPS to again switch to ‘white’ damage attacks, only until you have established good solid threat on your new main target. A common rule of thumb is to allow the Bear tank to establish a 4 stack of Lacerates before the rest of the party ‘unleashes war’ on your main target.

Okay, so you have your plan in place to pull a mob, and have the rest come running along after. Your party knows to focus their attacks on your main mob, and to shift attacks to the next only after you have established solid aggro on target #2. Everyone knows not to stun your MAIN mob unless you have a reasonable amount of Rage built up.

So how do you keep the other mobs attention on you?

When you gained the attention of your main target on the initial pull, you were added to the threat list of every mob in that group. They all became aware of you, and only you, and so they all came running to getcha. You established positive Threat with your targeted mob, and zero Threat, but AWARENESS and placement on the Threat List, with each other mob in the group. The rest of your party, so far, is invisible to the mobs. They are still not in combat and can be drinking water, eating food, whatever.

Now, there are two types of threat that will be generated in the fight; Direct Threat and Global Threat.

Direct Threat is what you’re generating on your targeted mob. You Lacerate him, he gets a little angry with you. You Mangle him, he gets even more angry. In general, every point of damage done against a mob equals a point of threat. In Bear form, with 3 points in Feral Instinct, you actually gain 1.45 threat per point of damage. Isn’t that nice? So the more damage you can pour out, the more threat you cause.

Global Threat is threat that is generated by healing, by buffs, or by using a Mana Potion or Rage Potion, anything that increases a friendly players’ power. It is important to note that the person can be using these abilities freely on anyone else NOT on a Threat List. As soon as you heal someone on the Threat List, you’re in combat. And if someone heals or buffs or Innervates YOU, they’re also now in combat.

The Threat created by healing is .5 times the amount of damage actually healed. Any over healing done causes no Threat, it’s only the damage that was healed that counts. Energy is exempt from this, regaining Energy from something like drinking Thistle Tea does not go on the Global Threat list.

And the most important point, Global Threat is divided equally among all the mobs that are aware of you.

Finally there are two different threat ranges that are based off of whoever is on the top of the mobs’ threat list; Melee and Ranged.

If you are in Melee range of the mob, you will draw aggro away from the person at the top of the Threat List when you exceed their threat level by 10%.

If you are outside Melee range of the mob, you will draw aggro away from the person at the top of the Threat List if you exceed their threat by 30%.

Whew! that’s a whole heck of a lot going on in a fight. What ever happened to “I hit him, he hits me back, I drink a pot, he dies, I win, NEXT?”

Welcome to party combat dynamics. And welcome to 4 mob pulls. If it was simple, you wouldn’t enjoy it as much when you handle the challenge very well.

So, let’s rejoin our hypothetical fight. The only person actively causing threat is the Tank. He is in Dire Bear form, used Feral Faerie Fire to pull one mob, causing +108 threat to that mob, and pulled the mobs’ three friends, who are also angry at the Bear but have zero threat. They are happy to pound on you for now, but they’re ready to go running off after anyone that does anything to tick them off.

If after some Lacerates and a Mangle have gone in on the main target, melee and ranged DPS only goes after the Tanks’ main target, all is good. There is no change in the threat levels of the other three mobs. The DPS is ON the threat lists of the other three, but only at zero threat.

As soon as any healing is done by anyone, those other three are gonna start getting angry. And not at you.

Say a Mage has been fire balling away. As soon as he did damage to the main target, all other mobs became aware of him. He is now in combat and cannot eat or drink. He is on the mobs’ threat lists at zero. As soon as he drinks a Mana potion, the Mage generates .5 threat total per point of Mana recovered, that total threat then being divided amongst all the mobs. He’s starting to get them angry at him, personally.

Say the healers begin healing the Tank. As soon as they heal any damage, all the mobs become aware of them, they enter combat and can no longer eat or drink. They are not only added to the Threat Lists of the mobs, but each point of health they restore to the tank generates .5 threat, again divided amongst all the mobs that are aware of them. A single big whammy of healing is delivered to all mobs as a single big chunk of threat. A Healing Over Time trickling it’s healing out trickles the threat out.

If a Hunter drinks a Mana potion or casts Mend Pet on his pet, it generates Global Threat the same as any other healing or buff.

If a Mage sees that the party’s Intellect buff has run out, and, god forbid, casts Arcane Brilliance on the party when the Tank is in combat, that buff is a power increase, and causes Global Threat.

So the Tank must generate enough threat to all the mobs to counteract the Global Threat that any healing, buffing or potion use may cause. If you are fighting four mobs, and a healer heals you instantly for 2000 health, then the healer generated 1000 threat in one surge, and that 1000 is spread amongst the 4 mobs as 250 threat per mob.

Of course, dedicated healers have threat reduction abilities. And if the healers are properly beyond Melee range, the threat they cause would have to exceed yours by 30%. So you have a bit of a cushion. If you have two healers on you, and they are working together to alternate their heals, then you are staying healed but each healer is only a small blip on the Threat Lists. If you have one healer desperately
trying to keep you alive… well, he’s glowing like a pretty little star on the Threat Lists. Suggest any strategies to you? ‘Nuff said.

The lesson here is that, as long as DPS is directing their attacks to your main target, only Global Threat is an issue with the additional mobs. And you do not have to generate a huge amount of threat on each individual extra mob to stay on top of things, as long as you are given time to establish base threat on everyone. And the party can help by easing into DPS, healing initial damage with HoTs instead of big single value Heals, and generally working together and taking their time.

Your best healing friend at this point, tin fact, is the Priest spell Prayer of Mending, because not only will it heal you of damage when you re struck, but all threat caused by that heal is applied to You, not the Priest that cast it. It’s a free Threat inducing heal just for you. And since it only travels to someone that is taking damage, as long as no other party member suffers damage, it stays right on you.

So what are the mechanics of your establishing all this fancy aggro?

Many players are used to having a ‘Main Assist’ macro, or of automatically attacking whichever target the tank is focused on at the moment.

If you are using Tab to move away from your main target so as to hit an add with Lacerate or Mangle before moving back, you may find that some of the party has changed targets with you, and started attacking the add instead of the main target. This is bad. This is VERY bad. You have solid threat on your main target, and you’re switching targets to Lacerate to stay ahead of Global Threat, and now thanks to Main
Assist, Direct Threat is slamming in on the target that was barely paying any attention to you.

If you have to play this way, prevent this by making sure your party knows that they are to stay on the main target, instead of following your targeting around.

To help eliminate the target swapping problem, you can make a Macro that will allow you to attack a mob that you mouse your cursor over, without switching away from your actual main target. You can attach any Attack or ability you like to this Macro, although I prefer Lacerate because it is an instant cast attack with no cooldown, unlike Mangle which is instant cast but has a 6 second cooldown. I have heard of Healers attaching an instant cast Heal Over time spell to it when they want to be able to spot heal while remaining focused on the main tank.

The Lacerate on Mouseover Targeting Macro is as follows;

#showtooltip
/cast [target=mouseover] Lacerate

It can’t be any simpler, and provides wonderful functionality.

You place this Macro on your button bar, and while you continue to stay targeted on your main target, you can mouseover each other mob with your cursor and press the Macro button to hit it with a Lacerate.

Using this Macro lets you select your adds easier than Tab, but will usually require you to shift your Bear positioning around so that they straggle out and get more visible. In tight quarters, there may still be situations where you have no choice but to Tab target to flip through the mobs, but the Lacerate on Mouseover Targeting Macro can definitely help.

For another alternative to the traditional Tab targeting, you could use the WoW default ‘V’ command to display all health bars over the heads of visible foes.

Most people find that the default bars creates a very cluttered looking interface, with overlapping bars that are almost as bad as the original problem.

A refined solution to keeping the bars while removing the clutter is to use an Addon such as Aloft, which among other things will allow you complete customization over the size of the displayed bars.

The use of overhead bars for your visible targets will make it easier to mouseover each one with confidence, and which method you use is entirely according to your preference.

Returning to the mechanics of generating Threat.

One of the most valuable tools in your arsenal, besides the Lacerate on Mouseover Macro, is Swipe.

Swipe will cause damage to three targets in a cone before you, EACH target hit has a chance to Crit, and each Crit triggers Primal Fury (and returns +5 Rage…so for a 20 Rage Swipe, you get three possible hits, for a possible 3 Crits and +15 rage returned… ). Also, Swipe level 6 does 84 damage per target hit. That’s around 121 threat per mob… and Swipes’ damage is increased by your Attack Power.

If your AP in Dire Bear is 1000, then the additional Attack Power damage is divided amongst the 3 mobs, which means you would do (1000AP x 2.5 weapon speed)/14 divided again by /3, and then added to 84 base damage making it 143 damage done per target (207.35 threat). A very nice Threat return on Rage investment when each hit has the potential to Crit and return some additional Rage.

As good as Swipe can be if you have the Attack Power, it still only strikes 3 of your melee range targets in a cone in front of you, and you have no control over which three. While using it is critical, and should even come before Lacerates in a 3 pull, you must make mure that in a 4+ pull you are not forgetting to tag anyone, and that’s where Lacerate comes into play.

To help the rest of the party know when they should begin to attack or heal, it’s great to have a visual indicator for the party to watch for.

With Warriors, the old standby is “Wait for 5 Sunders on the mob before attacking”.

For us Bear tanks, it can work just as well to set a goal of having a stack of LacerateX4 on your main target before the healers begin their casting. If you are spreading your Lacerates and Swipe around on all targets before establishing 4 Lacerates on your main target, you should be holding solid aggro on all four when the Global Threat begins.

If you really need healing, request that the healers either use Heal Over Time spells that will tick their Threat slowly instead of in one burst, or ask that they use understrength heals to keep you going until you can get those Lacerates in solid.

After you have your two Lacerates on each mob, and a Swipe, you can relax just a little. Keep Swiping and Lacerating them when you have a chance, since Threat caused by anyone in the party never decays in an instance, and every heal will be edging the casters higher on the threat list of each add.

Still, it will take a lot of heals by one caster to overcome 500 threat when they are spreading their Global Threat over 4 mobs, and you should certainly have enough time to get your 3rd of 4th Lacerate in before a single healer can generate enough Threat to pull aggro away.

Don’t forget, the fewer mobs there are left, the fewer mobs that threat is spread around. As the fight goes on, add a lot of Swipes whenever possible, and keep those Lacerates going.

Let’s talk a bit more in depth about the initial Pull.

I personally on a 4 pull alternate between pulling with Moonfire, or in Bear form with Feral Faerie Fire on the main target. Others have said they try to back up continuously and hit EACH add with Moonfire before the main target gets within range. Personally, I dislike forcing the rest of a party to reposition themselves by backing up unexpectedly during a pull.

A quick Tip for the many times you may have a Mage or Priest in your group. many Crowd Control abilities generate Threat on the target. If you are pulling one target, and forcing the Priest to cast Shackle directly on their mob before you apply any Threat to it at all, then as soon as that Shackle duration is over, it will be heading directly for your Priest.

In those situations, it’s better to use a direct damage spell such as Wrath or Starfire, NOT a damage over time spell, to pull the crowd control target first. Once you cast your direct damage spell you will have to switch your attention quickly to your main target, but you will have the satisfaction of knowing that if the crowd controlled mob breaks Shackle or Sheep, it will run directly to YOU, and not the
squishy caster.

Above all else, whatever technique appeals to you, please make sure you practice your pulls until you know what range you can safely Pull from, and how much of a ‘backing up’ distance you’ll need to get your shots in before switching to Bear.

I suppose now would be a good time to describe what you’re doing on your main target all this while, right?

On a 3 or 4 mob pull, when the main target gets in range, I hit him with Mangle, Swipe, 2x Lacerate, and Demoralizing Roar the crowd. Mangle’s cooldown should be over, and after re-applying it I have time for 3 Lacerates before it’s cooldown is over. The first round, I will actually allow Mangle to go unused for a second or two while applying Lacerate on Mouseover to each add once. Anywhere in there I will press the number key for Maul on my button bar, because it does not have a cooldown, instead making your next normal white damage attack a boosted damage attack. With
plenty of Rage coming in from 4 opponents, you can hit Maul whenever it is available.

With each add having one Lacerate, a Mangle, Swipe, Laceratex2 and maul on your main target, it’s a good time to hit mangle again and make a second round of Lacerate on Mouseover for each add. Now is when you can hit Swipe, maul, Mangle your main target, and begin to relax a little and let the group DPS begin to remove your main target from the equation.

Keep your Mangle and Maul going in on your main target at all times. Swipe whenever it is available. Lacerate on Mouseover the adds, and apply Laceratex2 to your main target one last time, and by now your main target should be quite dead.

With only three targets left, you can safely switch your focus to the next mob on the kill list, and cut down on your Lacerate on Mouseover, alternating them with Swipe to keep Threat on your adds. Focus your Mangle and Lacerate on your new main target.

This is a good time to cease using Maul, as your Rage generation is going to be reduced with each enemy death.

In general, Mangle should be used on your main target whenever the cooldown is up.

As long as you have infinite Rage generation, Maul should be used as often as possible as well.

Swipe causes excellent Threat for Rage output when dealing with multiple mobs, but with over 3 mobs someone isn’t getting the love. Use Lacerates to make SURE you hold them until you’re back down to 3 mobs.

If your Rage is really getting low, remember that Feral Faerie Fire does +108 threat to one target, for zero rage cost.

Finally, don’t forget that Growl, your Taunt ability, raises your threat to equal whoever has the highest Threat at the time in the group. If you are already at the top of the Threat List, then it will do nothing to your Threat. But if someone is over you, it instantly raises your Threat to match theirs.

As an example, if a Warlock had an exceptional Crit and raised his Threat for that mob 30% above your Threat level and pulled aggro, then a quick Growl will immediately raise your Threat to match his. Immediately apply Threat producing attacks on the mob, and you should re-establish your place at the top.

Remember, to get good at these tactics requires practice.

If you’re a Bear tank at level 70, and you have acquired the basic gear such as the set of Heavy Clefthoof Armor, the Braxxis Staff of Slumber, and other recommended bear Tanking gear, then you should be able to easily solo three level 66-67 mobs in a zone like like Nagrand.

It will take you a long time to kill them all, and you’ll probably need to activate your Feral Regeneration, but you can do it.

So head out somewhere where the mobs will hit hard but not too hard, and live long enough to let you play with your food.

Practice pulling a group, and then using whichever your choice of switching targeting is going to be; Lacerate on Mouseover macros, Tab Targeting, Visible Bar customization with Aloft and Lacerate on Mouseover, etc.

Practice your Rage management, and what sequence works best for you in generating threat on your main target while spreading your Lacerates and Swipes around on the adds.

If you have a healer friend that is willing to help you practice, take them with you and ask them to wait until you are WAY down in health, and then have them slam you with a Greater Heal. Try and stress test your group threat generation. It will give you confidence when you’re in that instance run.

Above all else, do not hesitate to try and explain how important it is that the party work together. It will seem boring, tedious, and unnecessary to many of them to hold back their initial attacks, or use Heal over Time spells first instead of whatever their normal style of play is.

But remember, 4 mob pulls aren’t easy mode. It’s easy to get a mobs attention, but you will need the cooperation of your entire party to help you KEEP their attention.