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Need help from BT / Hyjal Feral Tanking druids. Stam or Agi?Follow

#1 Nov 02 2007 at 11:38 PM Rating: Decent
Ok, question for all you Druids that are Main-Tanking / Off-tanking Hyjal, BT, The Eye etc etc.

I cannot decide on gem choice. I was oringinally planning on going Stam crazy, current stats are:

28k Armor
14k hp unbuffed
32% Dodge

As I get more gear I will get more avoidance for the dodge, so my question is this: With currently 32% dodge should I be going for the +4 agility +6 stam gems? Or going with +12 stam all around for the Stamina, because really how I feel about it is that the heals are coming non-stop when I'm Main Tanking gruul's and higher bosses, so do I need the dodge? Or just the most damn HP possible to soak the blows, this is referring to when I hit the 32k armor cap.

So +4 agility +6 stam gems? Or +12 stam gems everywhere while keeping over 30% dodge.

My Armory for reference: http://www.wowarmory.com/character-sheet.xml?r=Runetotem&n=Razorcut

PS. The reason I ask this is: http://www.wowarmory.com/character-sheet.xml?r=Hyjal&n=Iorek
LOOK AT THIS GUY!!!!!!!!!!! He has the most insane HP I've ever seen, raid buffed I'm sure that WARRIOR is over 25k HP easily.... THATS INSANE!!

#2 Nov 03 2007 at 2:47 AM Rating: Decent
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154 posts
I am not actually in Hyjal yet but expect to be very soon, as we're finishing up SSC & TK with all but Vashj & Kael'thas on farm status. Still I think I can offer some useful responses.

One factual point: against bosses, the armor cap is more like 37k, not 32k.

Keep in mind that agility shows increasing marginal returns, while stamina has linear returns on effective health. You may be familiar with how the damage reduction given by increasing armor value rises at a decreasing rate, because each additional equal bit of base damage reduced is of more value than the previous such bit. The dodge chance given by increasing agillity does not scale logarithmically like that. Hence, the same amount of agility that gets you from 30% dodge to 31% also gets you from 50% to 51%. The more agility you have, the more valuable additional agility is relative to stamina purely in terms of effective health, though variance of damage rate is a concern as well.

Also, I currently can reach over 22k health with raid buffs, even without stacking stamina gems & enchantments. So far, this has proven to be plenty for anything I've encountered. Yes, healers spam me and overheal a lot in certain situations. But I doubt they'd be spamming significantly less if I had 25k health.

Conclusion: I stack agility gems and enchantments. I match colors for socket bonuses and use 8 agi red, 4 agi + 4 hit yellow, 4 agi + 6 sta blue.

Also, I have some hit rating (but still not a lot) in my tanking gear and will consider ways to include expertise when that arrives. I don't generally have threat problems (few druids do), but it can't be ignored entirely, especially on fights like Leotheras where grabbing aggro quickly after each transition is essential.

For reference, I'm around 33k armor and 42% unbuffed dodge (about 52%, I think, with Grace of Air & Kings).

One enchantment point to remember: even if you prefer stacking stamina and your raid conditions warrant it, if you think agility is worth including at all, then get it in your enchantments. 6 all stats to chest, 15 agi to gloves, 12 agi to feet rather than 12 sta, as you only get 2/3 the amount when substituting gems. (The minor speed enchantments for feet are also excellent choices.)
#3 Nov 03 2007 at 8:27 AM Rating: Decent
very informative. Well your the second high end feral druid that has told me to stack agility / stam gems etc. Plus agility enchants... So I'll work on that. Everywhere I have read says that 32k armor is the armor cap, and any more armor than that you are wasting gear points, asin if you went down to 32k armor you'd have more room for dodge or stam gems.

Would you mind linking your armory in private message or here GoedelOnNathrezim so I can see what to work for?

TY for the post to.
#4 Nov 03 2007 at 10:39 AM Rating: Decent
Heh - the oldest debate in history about armor - is it better to not be hit at all or to simply be able to suck up the blow without blinking?

Considering that you're talking mobs that hit for upwards of 10k damage, a few hundred extra hitpoints aren't going to help half as much as a few extra percent dodge.
#5 Nov 04 2007 at 7:05 AM Rating: Decent
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101 posts
The main tank druid in our guild played around with this and settled on about 18K health self buffed, rather than going for 40% or so dodge.

Not sure if it's the right thing, but she is REALLY easy to heal :). The slow steady loss is, for me, perhaps easier to heal than the spikey loss of a higher dodge druid, or our warrior or pally tanks.
#6 Nov 04 2007 at 8:45 AM Rating: Decent
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154 posts
Damage reduction from armor depends on the level of the creature dealing the damage. According to wowwiki, it comes out to 35880 armor to reach 75% reduction against level 73. The reduction shown in the tooltip on your character sheet assumes a same-level opponent. Against level 70, 75% reduction comes with 31673 armor. When fighting level 70 opponents, it's true that more armor than that is wasted, but against raid bosses going from 31673 armor to 35880 results in ~91% as much damage taken per physical hit, which is significant.

For ease of healing, it's true that minimizing the rate of damage taken can be less important than minimizing variance in that rate. Druids minimize that variance well through our very high armor, which lowers damage per hit that lands.

More stamina does not actually make damage taken any less spiky; it just lowers the chance that any given spike will result in death. But in situations when you don't have 5 healers spamming big heals on you, avoidance can also significantly lower the risk of death. One hit landing while the other is dodged is less spiky than 2 landing back to back. When I'm sitting at lowered health for a while because I'm one of many tanks and healers have died or have their attention elsewhere, or they're getting bounced around and unable to cast for a few seconds, the only way to survive until they can return to healing me is by avoiding a lot of hits.

Knowing how much stamina is enough in a given situation can be tough. If you're tanking a boss and can cross the threshold from, say, 4 landed hits killing you to 5, take that extra health.

One detail from mattzz's post: You mentioned dodge gems. Maybe you didn't mean precisely that, but in case you did, be aware that druids get more dodge chance from agility than from dodge rating (in addition to the crit chance and, in cat form, the AP). Dodge rating and agility have the same itemization cost per point, as other classes get more dodge chance from the dodge rating.
#7 Nov 05 2007 at 2:19 PM Rating: Decent
Probably more important than the regular armor cap is the "soft" armor cap.
Many of the healing classes have buffs from their heals that increase your armor. A priest or shaman only has to crit heal you once every 15 secs for you to have a permanent 25% buff to your armor.

So to reach the "soft cap" vs boss mobs (level 73) you actually only need 28704 AR as the 25% buff which sould be up "most" of the time (especially in 25man raids) will take you to 35880AR.

So once you hit that soft cap, you should focus more on other stats because, like Def, once you hit this cap, you get less and less value out of any extra armor as often you will already be at the cap.
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