Showing posts with label earthwarden. Show all posts
Showing posts with label earthwarden. Show all posts

Monday, December 3, 2007

Heresy in the Woods

So apparently the official forum search function blows today. Therefore you'll have to take my word on the following statement:

It is generally considered that the Wildfury Greatstaff is better than the Earthwarden for tanking.

When my guild went on their first trip into Serpentshrine Cavern, I wasn't able to go, but another Feral Druid did. While she was there, the Greatstaff dropped for her. She linked it and all were happy.

I checked it out (as I couldn't remember the stats on it at the time), and I came to the realization that I didn't really want it. For months and months I've been reading from other Druid tanks that this is the best tanking stick they've found and many claim to have vendored their Earthwarden within moments of leaving the Caverns.

People that speak in favor of the Earthwarden are frequently belittled and marginalized.

The thing I can't understand is: why?

I understand it brings significant dodge, that it has almost 500 more health than the Earthwarden, and that it's significantly more Feral AP. These are all good things for a tank.

When I considered what I'd lose, though, I couldn't bring myself to use it as my tanking stick.

First and foremost is the Defense rating. While a great many Druids are engaging in PvP for the Resilience gear with high armor and mitigation stats, not all do. I am doing some arenas for gear (as my Armory likely shows), but this really only reinforces my point. There just isn't enough other gear in the game to abandon a stick like the Earthwarden without very careful consideration. For a PvE-only Druid, there is no other viable option for this slot if you are using the Defense.

Before 2.3, there was Feral Combat Skill, but since that's no longer in place, we'll deal with its replacement, Expertise.

My GM is a tank and as such we occasionally lament tanking issues. One thing that both of us agreed was extremely high on our wishlist for tanking gear was +Hit. Now, with recent additions to the game via Heroic gear and Feral PvP-re-itemization, there's a lot more of that available than there has been in the past. That said, the Expertise on the Earthwarden is extremely appealing in spite of it.

Expertise provides a reduction of 0.25% per point to your target's chance to dodge or parry attacks. Earthwarden has an Expertise rating of 24, which becomes an Expertise of 6. -1.25% chance for all my targets to dodge or parry when I tank.

Best of all, it's immune to Defense skill. That's HUGE.

I'm not sure I can express how vital this is especially if you deal with undisciplined dps or run Heroics where healing aggro (due to the major heals required) can be fatal to your lifeline, your healer.

The Wildfury Greatstaff gives me none of that. There are times, no matter how rare they appear to various individuals, when that missed attack can mean the difference between keeping aggro and losing it to someone that can't survive the attention.

So in spite of the dodge and health buff, the rest of my gear isn't yet at the point where swapping out the Earthwarden for the Greatstaff makes any sense. Until I do some math with a gear list, I'm not sure that day will ever come. I'm incredibly durable as it is, and while I never scoff at mitigation stats, I've come to realize that there are some items that may - at first - look outdated, but that retain value due to factors often overlooked.

I tend to think back to when people were complaining in the early days of the Burning Crusade that the Kara epics were sidegrades rather than upgrades for the lion's share of gear. Back then I learned to realize some rares were better than epics and that's a philosophy I'm trying to hold to. Just because the iLevel is higher doesn't mean the item is necessarily statted appropriately.

Maybe I'll use the Greatstaff for a resist fight but I can't see any other place for it right now. For me, the Earthwarden has a continuing role as my primary tanking stick.

Thursday, April 19, 2007

Night Elves go Dungeonpunk

Ah, the wonders of patch day. What will it bring? How will I react? Will my character's capabilities be recognizable? How many of my mods will break? All questions every World of Warcraft player asks whenever the new patch rolls.

Luckily, we get to see them to up on the Test Realm and since they rarely change before going live, we can safely assume the changes are accurate. Going down the list, here's what matters to Bear Tanks.


  • Epic Flight Form
This one takes us back to Sethekk Halls, a place many of us have come to despise after running it over and over for our shoulders we had to deathmatch Rogues in order to get. According to the testers, we pay for the skill up front before embarking on the quest so those that bought their epic mounts beforehand aren't screwed. This is a good thing. The new boss may be a summonable like those for the Dungeon 2 questlines, or it may just be an addition to the dungeon. No news on that front that I've seen.

So I suppose this doesn't really have anything to do with Druid tanks, but it's something we're all interested in. After all, who doesn't want twin plasma cannons?
  • Barkskin

The duration is dropping to 12 seconds and the cooldown reduced to 1 minute. Not a bad tradeoff considering it can now be used in forms and during some conditions.

  • Feral Charge

Oooh, a nice change here. Anyone that tanked Ras Frostwhisper back in the day or has PvP'd against a Frost Mage will appreciate that Feral Charge isn't affected by slowing effects anymore. I think our groups will appreciate that, too.

  • Mangle

So Mangle, after receiving a fairly severe nerf in the last big patch, is being rebuffed. It's getting a +15% damage shift and an accompanying -15% to threat generation. Theoretically this means it will be more useful for PvP and perhaps when things go south when soloing while not boosting our tanking threat, an area that's showing more and more concern from the developers.

  • Equipment
This is, perhaps, the most exciting thing about the patch notes. In it, at least 6 pieces of Feral gear used by tanks are being reworked. I'll start with the one true nerf.

Supple Leather Boots are losing 30 Attack Power and gaining a mere 3 Strength. A nerf, but it sure makes picking the boots from the Heavy Clefthoof set easier for those that haven't made the shift already. Read on.

The Heavy Clefthoof set is being redone, and when the changes were first announced, I nearly panicked. They told us that the armor would be increased but that the Stamina and Defense would be going down. All I could think was that since my armor already broke 20k I didn't desperately need more but that I did need more health since I don't quite have 12.5k unbuffed health.

My fears were for nothing. Between the three pieces of Heavy Clefthoof, we are gaining 658 armor, losing 23 Stamina, and losing 12 Defense Rating.

Those of us with Thick Hide will be gaining more than 3.5k AC from this while losing a miniscule amount of Stamina overall. Defense also suffers but ultimately it's only a drop of 5 or 6 points of Defense. I have 430 right now myself and since I only benefit from half Defense's features losing a bit for other stats is just fine.

The real balancing of this comes in the buffs to Earthwarden and Braxxis' Staff of Slumber. Both items are getting 39 Stamina, making the Heavy Clefthoof Stamina nerf ultimately a buff. After all, I don't know any serious Druid tanks that aren't using one of those two items unless they've found an epic that's better (I think I saw one on the boards, but I can't remember for sure). Most of us are going to use one of these two weapons, though, due to the fact that any Druid can acquire them given enough time - no access to raiding required. Even those that get better will likely start with these and use them extensively.

What I find funny about this is how many Druid tanks on the official boards are just now saying that this is THE pre-T5 tanking set. In my humble opinion it always has been. Certainly there are other items that previously had more armor, but the sacrifice in Defense and Stamina was rarely worth the tradeoff. Regardless, more and more Druids will now be seen in the getup I'm wearing already, one that makes me look like an extra from a Mad Max movie or a Dungeons and Dragons 3/3.5 character in their dungeonpunk aesthetic.

Regardless, this patch is a good one for Druid tanks, no question.