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Balance raid infoFollow

#1 Sep 12 2007 at 3:31 PM Rating: Decent
So I've been wandering around the druid forum for a couple days, after trying a doomkin for the first time on the test realm, and I found out I LOVE them. But I've been trying to find out raid stats (because I want to raid as one when my druid gets to 70), and I haven't found any info on it. I saw the one thread that's a balance druid guide, but that's pvp and pve and almost no info on the pve section. So I was wondering if some other druids could post anything about stats expected? Like the spell hit cap, what amount I should have going into kara, the spell damage most druids have after t5, amount of mp5, int, stam, etc. Just anything so I know what to aim for.
#2 Sep 12 2007 at 5:59 PM Rating: Decent
46 posts
Well, the suggested info from my guild (who found it elsewhere)is :
* Balance
7,000 health
8,500 mana
550 +spell damage
6% +hit
15% +crit

I have just started in kara, and seemed to do ok with my gear/spec. My spec/gear is set so i can both pvp and raid ok. I know if you dont pvp u can dump the trees, and Natures grasp in talents, for more threat reduction, but i love setting my trees on people in bgs, and having instant roots so i kept them.

Im not at the mana/hit as suggested, but then again i like to pvp, so i kept with mostly leather armor, cloth should give you the mana/hit easily.

The only problem i had in kara, was that i did go oom during romeo/juliet which kinda stunk, but it was at the end so it wasn't that bad.

My armory should show you my gear/talents to give an idea of what i wear/spec, but i am sure other raiders out there could help ya out more.

Edited, Sep 12th 2007 10:03pm by macrand
#3 Sep 29 2007 at 8:29 PM Rating: Decent
Thanks macrand, but what should I be shooting for for endgame? i.e. what's good for spell damage/crit, when do you hit the spell hit cap (with the talent), and how much mp5 I should have?
#4 Oct 01 2007 at 8:52 PM Rating: Decent
46 posts
well, im not sure what to expect in full raid gear (as i have just started in kara), but ive been told that if are just doing raiding (i use the same gear for pvp/pvp since im poor lol) you need spell hit more than damage and damage more than crit.

I think a formula i saw was that 1.8 hit= 1 dam= 0.8 crit as far as how to compare stats.

spell hit cap for druids is 202 and with Balance of Power: 152.
Im at 80ish now, and get a few resists, but not many.

I know some well geared druids are over 1k damage in cloth, but since im just starting out and try to stay in leather(for pvp) im at about 700 in a mix of pvp/quest/kara items.

mp5 all depends on how quick you burn through the mana. I have like 50mp5 atm and i have to chug a pot or two on bosses (inv is usually used on the healers). That is with me just casting ff, starfire and insect swarm.

So the more mp5 the better, and most (if not all) the druid sets have mps stats on them so its not that hard to get that number up.

I know there are others (rarebeast, quor, and setai come to mind) who have a lot more experiance raiding then i do, and should be able to answer your questions better.
#5 Oct 02 2007 at 10:10 AM Rating: Decent
*
154 posts
In targeting a hit rating, bear in mind both your talents and those of fellow raid members. Balance druids' Balance of Power adds 4% hit chance for themselves. Elemental shamans' Totem of Wrath adds 3% hit chance (and 3% crit) for all party members. The Draenei racial ability Inspiring Presence adds 1% hit chance for all party members. A well constructed raid group may have a party a balance druid, an elemental shaman, and either 3 mages or 2 mages and a shadow priest. If you are the druid in such a group, your hit rating cap is 113 if Horde, 101 with a Draenei shaman. This is very easily reached in endgame gear without gemming or enchanting for it.

Additionally, that hit rating is only useful against raid bosses. Against raid trash and everything in 5-player dungeons, most of it will be wasted. (Probably *all of it* on items will be superfluous, and, if you happen to be a druid grouped with an Elemental shaman, some of the talents, too). If you have multiple generally viable trinket options, some with hit rating and some with crit (e.g. Scyer's Bloodgem and Xi'ri's Gift), use the latter most of the time and the former for raid boss fights. Consider distinguishing between raid boss gear and "everything else" gear in other slots, too. To whatever extent having totally separate sets is impractical, as well as when your available options deep in endgame far surpass items like Xi'ri's Gift, just go with whatever works best for the bottleneck obstacles, which almost certainly means boss fights.

Other than this, there are no definite numbers "to aim for". When you have gear options before you, maximize both spell damage and crit rating, which are, itemization point-wise, of roughly equal value to a Balance Druid.

Mana regeneration is very tough to analyze in a vacuum. If your group includes a shadow priest, you will probably do fine targeting damage and crit chance and simply taking however much m/5 you happen to get. If not ... I can't speak from experience raiding endgame content as a moonkin. Bring multiple stacks of mana potions in any case, and be prepared to use them as often as possible on tough boss fights in addition to whatever other mana regeneration is available. Many raid boss fights last up to 10 minutes before the boss enrages. Some have no enrage timer and are even longer. I know playing a (frost at the moment) mage in some raid fights I keep Mage Armor on and use 4 mana gems, Evocation, and 3 or 4 potions in encounters where I'm basically chain casting Frostbolts for 10 minutes straight. Balance druids don't have gems or Evocation but do have more constant mana regeneration talents and the ability to whack things for mana. In many boss fights doing so is perfectly viable when you need. Perhaps Setai or others could speak about how their mana pools hold up on various fights.

#6 Oct 04 2007 at 9:03 PM Rating: Decent
***
2,029 posts
Be prepared to wear cloth, and lots of it. Outside of Tier 5+, the right cloth items are always better than leather (even to the point of tailoring being the best profession for maximizing your damage, Spellfire set + Boots of Blasting). Hopefully your officers will understand that you need cloth items to max yourself.

Once you get hit capped, you'll never go back :P I want from +16% hit to +12% one night, forgetting I was in my arena spec. It's noticeable.

I'd aim for more damage than what macrand has listed if you can. Fully enchanted Spellstrike set and the arena dagger (which is worth getting in even a horrible arena team for) alone is only 100 shy of the listed 550, not taking into account any other gear. The druid I run with is just under 6% hit, 14% crit, and just under +900dmg, in mostly leather Kara and arena gear (i.e. not the optimal cloth he could be using).

With a shadow priest, my doomkin in my group never runs out of mana. He does an IS/MF/SF rotation if I remember correctly. Get in a group with a shadow priest and as many crit-based casters as you can (spriest + elemental shammy + 2 mages is the best, imo).
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