Feral Megaguide

Klassen und Bossguides

Feral Megaguide

Beitragvon murphy » Di 21. Feb 2012, 12:00

Feral Megaguide
kommt aus verschiedenen Quellen.
http://web.archive.org/web/20090116113654/http://elitistjerks.com/f73/t16902-feral_megathread/
http://web.archive.org/web/20130511092502/http://elitistjerks.com/f73/t25842-feral_powershifting_macros_thresholds_mana_management/
http://www.naxxramas.eu/forum/index.php?page=Thread&threadID=46361
http://elitistjerks.com/f31/t17794-feral_druid_preraid_tank_gear_guide/
http://druid.wikispaces.com/armorvsdodge


Bitte entschuldigt den Deutsch/Englisch Mix.

Der Guide teilt sich in Bär (tank) und Katze (dd). Beachtet das ihr einige Makro´s "übersetzen" müsst damit sie funktionieren.

Seite als PDF

Random Info

One of the standard abbreviations/shortenings I use is: 2t4 = Two pieces of Tier 4 (Malorne). Similar numbering for other sets (2t6, 4t6, etc)

This post here will be referenced quite a few times, as it has all the rating conversions for level 70 players explained. It is important to note that (as of patch 2.3) both Melee and Spell haste rating conversion is now 15.7 rating per 1% of haste, not the values stated in the link. Other values are subject to change in future patch notes, and I will try and make sure this stays up to date.
If you're wondering where I pulled some random numbers from while talking about how stats are affected by things, chances are that this thread or the talent tree will be the best places to look.

Talking of talent trees, if you're looking for a good feral spec this should be your base spec. It includes all the important things you need for being a feral druid. The spare points can be put into many different things. The talents I recommend to put the rest of the points into are:
Brutal Impact
Savage Fury
Primal Tenacity
Natures Grasp (and possibly Control of Nature for a PvP oriented build, although other points may shift around for that. I'm not good at PvP so I won't even try and tell you how to do it).
Natural Shapeshifter
Intensity
All are good talents with usefulness dependant on what you like to do.

Useful Mods
Some form of energy tick mod is very useful whilst DPSing, as is a timer bar for Mangle/DOT's. Personally I use Pitbull and Quartz (from wowace.com) but there's a lot of other options out there.
Wichtig ist auch ein Addon was euch Mana in Gestalt anzeigt, sodass ihr zB als Katze beim shiften dies immer im Blick habt.


The Cat post.
Explains about being a cat in a DPS role. I don't know what other role you could do as a cat, but whatever. Contains stuff like stats to go for, what enchants, items, gems, set bonuses and professions are good, what powershifting is, and some other stuff.

All gear suggestions in this post are summaries which are true for the majority of gear setups. If you're in doubt, use the spreadsheets/DPS calcs at the bottom of this post to put in your own gear and work it out for your own setup!

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The Basics - Stats

Stats and what they give you. Brackets are raid buffed values while the normal ones are unbuffed. All values are assuming HoTW and SoTF. All values are per 1 point of stat. Also see Athinira's Stat/DPS Analysis on the druid wiki, linked at the end of this post.

Strength = 2.266 (2.49) AP

Agility = 1.133 (1.25) AP, 1% crit per ~25 agility (1% crit per ~22 agility).

Critical Strike Rating = ~1% crit per 22.1 critical strike rating.

Hit Rating = 1% hit per ~15.8 hit rating [[You need ~9% hit to
become hit capped, so ~142 hit rating total]]


Attack Power = 1.1 AP

Expertise = Expertise gives 0.25% less dodge and parry per point.
This makes expertise a lot less desirable in comparison to the
old form of weapon skill for a player that isn't hit capped, and
marginally less desirable than the old form of weapon skill for a
player that is hit capped.


Currently Agility is accepted as the best stat to stack lots of, with good reason (decent AP per point, very good amount of crit% per point). The value of Agility in comparison to Strength varies. There's a chart that shows that if you have minimal raid buffs, that you will always have Agility as more worthwhile than Strength. even without raid buffs, the majority of the time Agility will be better than Strength.

The issue with both Armor Penetration and Haste are that they scale a lot in comparison to what gear you have and what values you have of them. Armor penetration gets better as you get more, for example. You're best off just using something like Rawr to model how much you have/planning to have and see if the items it's on are worth it - remember you can't ever really take a particular stat as a set value, you have to evaluate the piece of gear you may want to get with it on and compare the whole stat set it has to your current/other planned item.

On hit rating: White hits will miss for full damage, as will finishing moves and OoC procs. Standard yellow hits will not be affected as heavily due to the energy use being lower on missed specials. It's more personal preference to get more hit because in a "perfect" world of simulators, agility is still worth more point-for-point than hit, and you will still have a reasonable chance to miss even with hit capped due to dodge (unless you stack a lot of expertise as well).

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Gems
From the stat analysis it can easily be seen that purely +agility gems are the best things to socket with ([Delicate Crimson Spinel], [Delicate Living Ruby]. However, you need to have 2 yellow and 2 blue gems for the [Relentless Earthstorm Diamond] (generally accepted as the best meta for druids), which are best made up with either [Inscribed Pyrestone] ([Inscribed Noble Topaz]) or [Glinting Pyrestone]([Glinting Noble Topaz]) for the yellow slots, along with grabbing 2x [Shifting Shadowsong Amethyst] ([Shifting Nightseye]) for the blue slots, or (if you can get it) a [Shifting Tanzanite].

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Enchants
Enchants are generally pretty easy to work out. Cenarion Glyph for the helm (16hit/34AP) or the Lower City (17str/16int) if you're hit capped, Aldor/Scryer AP/crit enchant for shoulders, +6 stats for chest, +12 strength for bracers (possible to use +4 all stats if you prefer), +15 agility for gloves, +50ap/12crit for legs, +12 agi for boots, +35 agi for weapon. Some of these are interchangable with more tanking oriented ones dependant on your exact role in the raid/what piece it is on.

For Ring Enchants, +2 weapon damage is very marginally better in terms of pure DPS to +4 stats when fully raid buffed, however +4 stats will also give you extra stamina, int and spirit so is probably more worthwhile when taking everything into account.

Runspeed enchants can sometimes be the best option for boots, especially Cats Swiftness and Boar's Speed (6agi+runspeed and 9stam+runspeed respectively).

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Set Bonuses
Two pieces of tier 4 is good. Very good. So damned good you probably won't believe it. The only thing that comes close to it is four pieces of tier 6, and even then that's personal preference really. I personally prefer 4t6 to 2t4.

The upshot of 2t4 being so good is that 4t5 is practically worthless. 2t5 is nice to have, but 4t5 means you give up 2t4. 4t4 is also rather good, but it depends on what you're upgrading to as to whether it's worth upgrading and needs to be taken on an individual basis. Using the stat "weights" above you should be able to work out whether it's an upgrade or not.

For the 2t4 bonus, it depends on what you're using in other slots as to which pieces of t4 are best. Using the 2t4 bonus should still be considered as best regardless of what pieces you're giving up - it's only T6 set pieces with the 4 piece bonus or the new Sunwell loot that is better than keeping the 2 piece bonus. The best way to work out which pieces of t4 are best to use is to use one of the DPS spreadsheets/calculators linked at the bottom of this post to see which parts are best for your own situation. In general, the shoulders and helm are the best pieces to keep for the bonus.

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Idols
The main idols for comparison are [Everbloom Idol], the [Idol of the Raven Goddess] and the [Idol of Terror]. All other idols are pretty sub-par, mainly because of switching an idol in combat causing the loss of a white attack (reset of the swing timer) which is a lot more damage than an idol swap will gain within a short period of time.

Idol of the Raven Goddess gives +0.9% crit to everyone in the party. Assuming an average person in your party does 1500 DPS with a direct 1%crit->1% damage ratio (which isn't far off), it's a gain of ~13.5DPS per member of your group, or 54 DPS + your own gain (more likely to be 12-13 or so). Remember that it's ~13.5DPS per physical DPS member of your group! Still, you only need 2 other physical DPS people in your group for the Idol of the Raven Goddess to come out as the best idol for RDPS.

Everbloom idol is 88 damage per shred. Assuming you shred once per 4 seconds (general average based on using some energy for mangles/rips, losing some through dodges/etc), that gives 25-30 DPS factoring in crits and armour reduction and everything else.

The Idol of Terror is another easily available idol from Heroic badges, and is almost as good for personal DPS as the Everbloom but is also useful for tanking. Personal preference again prevails, so some people use the Everbloom and some the Terror. The disadvantage of the Terror is that it is chance based, although it does have a very high % chance, so it's always possible to get very low uptime on a fight which may make it look bad in comparison to the Everbloom.

You should always use the Idol of the Raven Goddess if in a tank/melee/hunter group with more than 2 other physical DPS. If you aren't in a group with other physical DPSers, using the Idol of Terror or Everbloom Idol is more of a personal choice than a pure DPS choice.

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Trinkets
The main options for trinkets are (listed top to bottom in approximate order of goodness):
[Living Root of the Wildheart] - Bad. Very bad for where it is. Not even really worth it if you're going to be in bear form half the time really (which is very few fights anyway).
[Ashtongue Talisman of Equilibrium] - Quite good, but not quite as good as some of the other trinkets. There's been a lot of discussion in the past about it, because it depends on how much/when you mangle as to how effective it is. Because of the standard DPS cycle meaning that it's not possible to have it active when you're about to rip, it loses some of it's effectiveness. It's still alright trinket though, but probably not one of the best.
[Hourglass of the Unraveller] - A very good trinket for where you get it. ((proc = 45 second cooldown, 10% chance))
[Bloodlust Brooch] - Easy-ish to get and very effective. ((2 minute cooldown))
[Darkmoon Card: Crusade] - Quite hard to get, but also quite good once you get it. How good it is depends on fight more than anything (lots of movement = bad).
[Crystalforged Trinket] - One of the best trinkets to get, and very easy to get too. ((1 minute cooldown))
[Tsunami Talisman] - Upgraded version of the Hourglass. Not much more to say.
[Berserker's Call] - Upgraded version of the Bloodlust Brooch.
[Shard of Contempt] - Very nice for the Expertise available - proc is similar to Tsunami Talisman.
[Madness of the Betrayer] - Hard to get but very good, as long as you aren't hit capped. ((not sure on proc rate))
[Dragonspine Trophy] - Apparently still the best around, even after all the nerfs. Be warned that you may recieve some skepticism from other physical DPS classes if you express an interest in it.

The three main types of trinkets listed are Activate trinkets (which sometimes have a passive effect), Random-passive trinkets (which also sometimes have passive effects), and purely passive trinkets. The majority of trinkets in the Burning Crusade are of the first two types. Active trinkets are preferred by some because of the controllability of the effect, while random-passive are preferred by others because they don't have to worry about activating them. Random-passive effects generally have a "hidden" cooldown, and then a good chance to proc giving them approximately a 1 proc per minute total proc rate.

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Other Items
Due to the interest in Idols and Trinkets I've put them separately. In general for other item slots it's pretty clear what to go for, because there isn't much choice. There's a lot of rings that are very similar, and the tier pieces are very well itemised.

The best place to look for a good estimate of how gear will affect you is the DPS spreadsheets/charts/analysis section at the end of this post.

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Professions
The main professions in the game are Tailoring (craft), Leatherworking (craft), Blacksmithing (craft), Alchemy (craft), Jewelcrafting (craft), Engineering (craft), Enchanting (gather/craft), Herbalism (gather), Mining (gather), and Skinning (gather). The general rules are that gathering professions are good for making money, and crafting professions are good for making lumps of money if you can get rare items, or making nice stuff that you can use.

The interesting ones in terms of feral druids are Leatherworking, Jewelcrafting, Engineering, and Enchanting. Gathering skills are good if you want to make money (generally herbalism and mining are better than skinning) or to support a main skill (skinning is good if you have leatherworking, generally). Alchemy is useful for making pots, but there's normally a lot of alchemists around so you can get pots made elsewhere anyway.

Leatherworking
Leatherworking provides a number of decent benefits some of which are useful all the way through the game as it currently stands.

Provides armour patch crafting ([Nethercobra Leg Armor][Nethercleft Leg Armor] are the two interesting ones). Also provides some items which are good for their slots - see [Boots of Natural Grace], [Belt of Natural Power] and [Belt of Deep Shadow]. Both the belts are BoE items with the plans being BoP, but leatherworking is generally not a common profession, so being a leatherworker may end up with you being the only one available to pick up the plans. The boots are a good investment at the point you get them (~SSC/TK level, can buy the plan off the AH/guilds before that). Leatherworking also allows you to create Drums, the best of which for a feral druid is the [Drums of Battle]. These are both instant, and usable in forms which makes them very useful.

All the items made from being a leatherworker (other than the armour kits, which are more of an enchant than an item) will get outdated once you start getting to t6 content (i.e. the boots). It's certainly still worth being a leatherworker for the benefit of both making armour patches and being able to use (and make) drums, even if the other items get outdated or can be made by other people.

Jewelcrafting
Jewelcrafting provides a few minor benefits, such as special gems and craftable trinkets.

The main useful thing for a feral druid is the 18 stamina, 12 crit rating and 24 attack power gems. Neither the AP or crit rating gems are better than 8 agility, but may be useful in a situation where you need a yellow socket for a bonus (insidious bands for the +2 agi bonus, for example). There is a possibility 12 agility and 12 strength gems will be introduced - they are in the databases (wowhead/etc) but the plans for crafting them are not. Be aware that all these gems are unique-equipped!

The trinkets that may be useful dependant on where you are in the game are the [Figurine - Dawnstone Crab], [Figurine - Nightseye Panther] and [Figurine - Felsteel Boar] although none are better than a lot of other fairly easily available trinkets at any level.

Engineering
Engineering is more of a PvP profession, but also has a couple of minor benefits for PvE.

Enchanting
Enchanting provides a couple of nice things such as ring enchants and never having to find an enchanter/pay an enchanter.

The ring enchants that are of worth are +4 to all stats and +2 weapon damage. These are approximately equal in DPS terms, although +4 stats is better in an overall sense (more mana/health on top of the dps stuff). +4 stats is becoming available from Honoured with Lower City in patch 2.3, instead of being a Scale of the Sands (Hyjal Summit) rep item.

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Consumables
[Warp Burger] is the best food choice, [Grilled Mudfish] is an equivalent for fishing. The bottom left of Terokkar is the best place I've found for farming Warped Flesh (80/hour or so), and Figluster's Mudfish can be easily found in Nagrand, where there are pools of them. Alternatives are [Roasted Clefthoof] and [Spicy Hot Talbuk].
[Elixir of Major Agility] is the best battle elixir choice, although [Elixir of Mastery] isn't bad.
There is no "best" guardian elixir choice, however [Elixir of Major Fortitude] is good.
[Flask of Relentless Assault] is the best Flask choice for DPS. It's approximately equal in terms of outright DPS to the Elixir of Major Agility, but cannot be used with a guardian elixir. It also provides no dodge, which may (or may not) be useful dependant on your role and what fight it is.
[Haste Potion] is the best potion for DPS (they provide ~25% haste). Using haste potions on cooldown will gain you approximately 25 DPS (4 extra hits at ~600 each over a 120 second period).
[Insane Strength Potion]'s are good for big numbers, but not as good as haste pots over time - averages to approximately 35AP over 2 minutes, which according to Toskk's DPS sheet gives around 5-10 DPS.
[Combat Mana Potion]'s can be very useful if you powershift a lot and still get called on to combat res/etc. They stack to 10 and can be bought for battleground tokens.
[Flask of Chromatic Wonder] is also a reasonable DPS flask if you're going to be tanking at some point during the time. It's a good mixed use flask and is worth it in a lot of situations.
[Adamantite Weightstone]'s are the best weapon buff for us.

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Powershifting
Many people ask what powershifting is. The basics: Furor gives the player 40 energy when they switch out of form and back in. This means you can shift out and in for a net gain of 40 energy, every time. This is essentially a conversion of Mana to Energy, as it will always cost you mana to shift. By timing the shift you can make it so you lose as little energy as possible (from the residual energy in your bar when you shift and the energy you lose while out of form), and this is essentially the skill of Powershifting. By doing it correctly you should be able to gain about 30-35 energy, and even doing it badly the gains should be in the region of 20 energy or so, although it is possible to gain no energy or even lose energy if you do it badly. By doing this you can gain a decent amount of DPS, a general analysis of the DPS gain you can expect follows:

Over the course of two minutes or so, you should easily get around 125 energy (5 shifts worth, minus a few per shift for "imperfect" shifts) if you pay attention. 125/42 = ~3 extra shreds (126). 3 shreds at around 1500 damage each = 4500 extra damage without crits, or ~10000 damage with (40-80 DPS or so), plus 3-6 combo points (probably another 20-30 dps on it's own). Total DPS gain of around 70-80 or so, which is pretty nice.

It's now possible to powershift instantly. The following macro will shift you out of form and back in to form with no "lag" as it's all client side:

/cast !Cat Form
(bzw auf deutsch /cast !Katzengestalt)

Feral Powershifting: macros, thresholds, mana management
I'm creating a new thread because of the development of the new macros. I'm doing this for several reasons:


Now, onto the quick summary:

Energy-checking shifting macro
Malthoreniel posted a few macros which have energy checking and optioning in them. The first, which simply checks energy before it powershifts, is here:

/run local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>XXX or not IsUsableSpell(f) or CancelPlayerBuff(f)
/stopmacro [form]
/cast Cat Form


Inline shifting with other attacks
He also posted a way to "inline" attacks, so that you'll shift if you're below a threshold, or otherwise attempt an attack:

#showtooltip
/run if pwx then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>pws or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/cast [form] YourAttackHere
/stopmacro [form]
/cast Cat Form


This macro also includes a way to toggle the macro so that you can turn off its shifting functionality:

/run local c=DEFAULT_CHAT_FRAME if pwx then pwx=false c:AddMessage("Powershift disabled",1,1,1) else pwx=true pws=8 c:AddMessage("Powershift enabled, 8 energy threshold",1,1,1)end

Replace "YourAttackHere" in the first macro and 8 in the second macro to whatever settings you'd like for that attack. You can customize these for different abilities by renaming "pwx" to another name for a different attack in a different macro. Or, simply replace "pws" in the first macro.

There are other macros posted with particular implementations, but these are the basics.

Abstracting:
Set threshold at 20-2x

Total ticks until cycle repeats: 1 + 2x
Total shreds until cycle repeats: 1 + x

Total ticks per shred: (1+2x)/(1+x)

Chart:

X 0 1 2 3 4 5 6 7 8 9
Threshold 20 18 16 14 12 10 8 6 4 2
Ticks to Repeat 1 3 5 7 9 11 13 15 17 19
Shreds to Repeat 1 2 3 4 5 6 7 8 9 10
Shreds/Tick 1 1.5 1.67 1.75 1.8 1.83 1.86 1.875 1.89 1.9
Mana./Shred 829 414.5 276.3 207.25 165.8 138.17 118.43 103.6 92.1 82.9


My current macros:

/run local c=DEFAULT_CHAT_FRAME if pws then pws=false c:AddMessage("Powershift disabled",1,1,1) else pws=true c:AddMessage("Powershift enabled",1,1,1)end

This will turn on/off the powershifing component of the following attacks. Turn on to improve raid DPS, turn off for long farming sessions, etc.

#showtooltip
/run if pws then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>14 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/cast [form] Mangle (Cat)()
/stopmacro [form]
/use [alt] item:22838
/cast Cat Form


This will powershift, if possible/enabled and your energy is less than 15, and use a Haste Potion (if Alt is held). Otherwise it will simply Mangle

#showtooltip
/run if pws then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>15 or not IsUsableSpell(f) or GetComboPoints()>3 or CancelPlayerBuff(f) end
/cast [form] Shred
/stopmacro [form]
/use [alt] item:22838
/cast Cat Form


This will powershift, if possible/enabled and your energy is less than 16, and have less than 4 combo points; and use a Haste Potion (if Alt is held). Otherwise it will simply Shred.

#showtooltip
/run if pws then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>9 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/use 13
/use 14
/cast [form] Rip
/stopmacro [form]
/cast Cat Form


This will powershift, if possible/enabled and your energy is less than 10. Otherwise it will simply Rip. In either case it will activate both of your trinkets.

aktuelle makro´s (misanthrope)
man legt die 3 spell´s auf 3 tasten in katzengestalt (bei mir 4,5,6) und legt in castergestalt auf die selben tasten (4,5,6) einfach katzengestalt, sodass man beim spammen direkt zurück in katze wechselt.
Die mana-werte ("UnitMana('player')>18") kann man anpassen, wobei drauf zu achten ist, das wenn man öfter shiftet man auch schnell oom geht. Prinzipell sollte man sich nen addon besorgen, dass einem auch in katze immer das aktuelle mana anzeigt und je nach situation das powershiften wieder ausstellen.

Powershift schreddern:
Code: Alles auswählen
#showtooltip Schreddern
/run if pws then local f="Katzengestalt";f=GetSpellCooldown(f)>0 or UnitMana('player')>17 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/equip Immerblütengötze
/cast [form] Schreddern
/stopmacro


Powershift an/aus:
Code: Alles auswählen
/run local c=DEFAULT_CHAT_FRAME if pws then pws=false c:AddMessage("Powershift disabled",1,1,1) else pws=true c:AddMessage("Powershift enabled",1,1,1)end


Powershift Zerfleischen:
Code: Alles auswählen
#showtooltip Zerfleischen (Katze)(Rang 3)
/run if pws then local f="Katzengestalt";f=GetSpellCooldown(f)>0 or UnitMana('player')>19 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/equip Götze des Terrors
/cast [form] Zerfleischen (Katze)()
/stopmacro


Powershift Zerfetzen:
Code: Alles auswählen
#showtooltip Zerfetzen
/run if pws then local f="Katzengestalt";f=GetSpellCooldown(f)>0 or UnitMana('player')>9 or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/cast [form] Zerfetzen
/stopmacro [form]


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DPS Cycle
The standard cycle is:
Mangle -> Shred to 5 combo points -> Wait for 70+ energy (preferably 80+), Rip->Mangle, start again.

Due to the way Rip scales with combo points, a four combo point rip is almost as effective as a 5 combo point rip (there is a static gain, AP doesn't scale between 4 and 5). This makes it quite effective to use a 4 combo point rip if your mangle has already run out (as a non-mangled shred is pretty pathetic in comparison to a mangled one).

Extra Strength Rips
There is currently a bug with the Mangle debuff and Rip. If you apply Rip at the correct time then you can get a Rip that gains double the mangle benefit.

To do this apply Rip at the point that Mangle wears off. Think of it as trying to replace the Mangle debuff with the Rip debuff. Then apply Mangle as normal. This should give you double the Mangle benefit on that rip.
(noch nich getestet denke aber diesen Bug gibt es hier nicht)
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murphy
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Re: Feral Megaguide

Beitragvon murphy » Di 21. Feb 2012, 12:01

The Bear post.
Explains stuff like what you need to be normally uncrittable, what the stats mean and how you should be looking to gear yourself.

Wenn ihr nach Startgear sucht um in hc´s einzusteigen schaut mal hier

Skillung
Die Skillung die mir atm am besten gefällt und die all around vielseitig für katze und tank einsetzbar ist:
http://calculators.iradei.eu/talents/druid.htm?00000000000000000000050303213232210530125105503301000000000000
Die Punkte aus Intensität kann man je nach Instanz auch in Wilde Zähigkeit setzen.
Die Angriffskraft Reduzierung von Wilde Aggression bringt auf B2B leider quasi nichts (Bosse haben nur selten AP und eher feste Dmg-Werte).

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The Basics - Stats
I'll start off similar to the Cat post, by explaining the (important) stat conversions. Bear form is for tanking, therefore your tanking stats are the most important part of your gear, in general. Each is explained per point.


Mitigation Stats
Stats and what they give you. Brackets are raid buffed values while the normal ones are unbuffed. All values are assuming HoTW and SoTF. All values are per 1 point of stat.

Agility = ~0.07% ((~14.7 agility per % dodge, or ~13 agility on gear per %dodge with
SotF and BoK)) [[Same crit conversion as for Cat form]] [[Grace of Air is
77 agility (88.55 improved) which comes out as approximately 6% dodge (~7%
improved) in a raid environment]]

Dodge Rating = ~0.05% ((18.9 dodge rating per % dodge))

Stamina = 15.45 health (17hp/point)

Defence = ~2.4 rating per skill, 1 skill = 0.04% dodge, miss, anti-crit ((25 defence,
or ~59.15 rating, for 1% less crit/more dodge/more miss))

Resilience = ~0.025% anti-crit ((39.4 resilience for 1% less crit and 1% less damage
from DOTs))

Armour = 35880 armour to be capped at 75% reduction versus level 73 mobs.

The main priorities as a bear are to become un-crittable (for which you need 2.6% anti-crit against a level 73), get decent amounts of health and armour and, if in an OT or hybrid role, stack agility. 2.6% anti-crit is 154 defence rating (415 defence total) or 103 resilience. You can mix and match, but make sure you check afterwards that you have a total that comes out to more than 2.6% to be safe. Remember that although you need more defence, you do get some avoidance out of it so it's not always most worth getting pure resilience.

If you want to skip a point in SotF, you need 1% more crit immunity to make up for it (39.4 resilience or 25 defence (~59.15 defence rating)). To get to the full cap (i.e. no points in SotF) you need 221 resilience or 140 defence (332 defence rating) in total.

Rüstung

Druiden sind einzigartig, sie sind in der Lage erstaunliche Schadensreduktionen zu erreichen. Und das ist auch der Weg zum Erfolg!
Erstmal wird die Rüstung für Druiden mit dem Faktor 5.5 multipliziert, wenn man wissen will, wieviel Rüstung man mit dem Item als Bär hätte.
Rüstung in der Terrorbärengestalt = Rüstung der Items * 5(+400% durch Terrorbärengestalt) * 1.1(Wildes Fell, im Feralbaum skillen) = Rüstung * 5.5
Die durch die Beweglichkeit erreichte Rüstung ( 1Beweglichkeit = 2 Rüstungspunkte) wird nicht mitgerechnet, Buffs ebenfalls nicht.

Bei 6000 Rüstung durch Items hätte man also 33000 Rüstung in Terrorbärengestalt.

Der Cap für Schadensreduktion liegt bei 75%. Es macht nicht viel Sinn, über das Cap hinaus auf Rüstung zu legen, denn soviele Mobs, die eure Rüstung verringern können, gibts gar nicht.
Die Schadensreduktion in % berechnet sich aus eurer Rüstung, dem Level des Mob, der euch schlägt und ein paar Konstanten:

SR%=Rüstung/(Rüstung+400+85*(5.5*Moblevel-265.5))

Also angenommen, ihr seid lvl 60 in Bärengestalt und habt 7200 Rüstung:
SR%=7200/(7200+400+85*(5.5*60-265.5))=0.55........
Der Lvl des Mobs, gegen den Ihr kämpft ist hier auch 60 und so wird das auch in eurem Charfenster unter Rüstung angezeigt.
Mit 7200 Rüstung hättet ihr also gegen einen lvl 60 Mob eine Schadensreduzierung von etwa 55%. Eure eigene Stufe ist dabei unwichtig.

Also angenommen ihr würdet mit 7200 Rüstung gegen einen lvl 70 Mob kämpfen. In die Gleichung eingesetzt sähe das dann so aus:
SR%=7200/(7200+400+85*(5.5*70-265.5))=0.4.........
Gegen einen 70er Mob hättet ihr also bei gleicher Rüstung nur 40% Schadensreduzierung.

Wie Ihr seht, ist die Schadensreduzierung relativ zu der Stufe der Monster angelegt. Es wäre auch ein bischen unfair, wenn lvl 15 Druiden 8k Rüstung bräuchten, um in Ragefire halbwegs gut zu tanken.

Suchen wir jetzt das Cap für die höchstmögliche Stufe der Monster, denen Ihr begegnen könnt. Also lvl 73. Dazu brauchen wir nur die Gleichung nach der Rüstung umzustellen. Könnt es selbst nachrechnen:

Rüstung=(-400(SR%)²-85(SR%)²*(5.5*LvL -265.5))/((SR%)²-SR%)

0.75 als SR%(ist der maximale wert für Schadensreduzierung) für Moblevel 70 eingesetzt ergibt das einen Rüstungwert von 31672. (Wenn Ihr ihn erreicht, wird euch im Charinterface der SR% von 75% angezeigt).
Setzen wir jetzt die maximale Stufe, also die Stufe der Bosse in TBC ein (73), erhalten wir einen Rüstungwert von 35580, den man benötigt, um gegen Stufe 73 Monster die maximale SR zu erreichen. Der Cap für die SR% liegt also bei 35580.

Rüstung wird oft im späteren Spiel unterschätzt. Manche glauben, es lohnt sich nicht in Rüstung über 30k zu investieren, da die SR, die man da noch bekommt, sehr gering ist. Fakt ist, es lohnt sich immer auf Rüstung zu setzen, mehr als in andere Werte, den besonders über 30k ist jeder % SR wichtig, sogar wichtiger als die Prozente, die man zu ab 1% SR erreicht hatte.

Als Beispiel:
0% SR, ihr bekommt 1000 von 1000 dmg
1% SR, ihr bekommt 990 von 1000 dmg, einen prozent weniger
bei 50% SR bekommt ihr 500 von 1000 dmg
51% SR 510 von 1000dmg -> das sind 10 von 500 -> sind schon 2% weniger
70 %SR 700 von 1000 dmg
71% SR 710 von 1000 dmg -> im Vergleich zu 70% SR bekommt ihr jetzt von 300 dmg 10 weniger, das sind schon 3%!!
ganz extrem: 90% SR 900 von 1000 dmg
91% SR 910 von 1000 dmg -> Ihr bekommt jetzt 10% weniger dmg als 1% SR davor!!! (90 statt 100)
Es lohnt sich also immer weiter in die Rüstung zu setzen, denn sie ist ein sicherer Wert, der nicht von Zufall bestimmt wird, wie die avoid werte.

The Value of Avoidance


Defence gets you avoidance at a rate of 1% more dodge/miss per ~59.15 rating.
Agility gets you 1% more dodge per 14 agility.

See first graph from here Avoidance has more effect once you get to the crushing range (it should be 101.2% for a 73 boss mob but its the same principle).

Getting a good balance of all stats or stacking stamina will almost certainly be easier to heal overall than stacking avoidance to the point at which you start to push crushings off the hit table (86.2% total avoidance against a lvl73), even with the raid debuffs that you can take advantage of (insect swarm/scorpid sting is 7% extra avoidance).

Note that if you're on 60% dodge + 6% miss (total 66%) and you don't have insect swarm/scorpid sting while they are available in the raid, you're missing out on about 15-20% damage reduction.

Ausdauer
10 Ausdauer = 100 hp + Terrorbärengestalt = 125 HP + Herz der WIldnis = 150 HP + Überleben der Stärksten = 154 HP
( + Durchhaltevermögen = 162 HP)

Threat Stats

In general Bear tanks have less trouble with threat than Warrior tanks, and this is seen as a major strength of Feral Druids. The stats that have value for threat are detailed below, with normal values being unbuffed and bracketed being buffed, assuming HoTW and SotF.

Strength = 2.06AP per point (2.266 AP per point)

Agility = ~1% crit per 25 agility (~1% crit per 22 agility)

Critical Strike Rating = 1% per 22.1 rating at 70

Hit Rating = 1% hit per ~15.8 hit rating

Attack Power = 1 AP per point.

Expertise Rating = Expertise gives 0.25% less dodge and parry per point.

Agility features pretty heavily in both the tanking and mitigation stat lineups - it's a very good multipurpose stat, and will be very useful on gear that you use for both bear and cat forms.


Hit Rating and Expertise

Hit rating gives 1% hit per ~16 rating.
Expertise gives 1% less parry and 1% less dodge per ~16 rating.

There are a lot of good available items now that contain hit or expertise. Expertise is of approximately double the value of hit rating up to approximately 96 rating (24 expertise), then levels out to about the same value. This amount of expertise is not easily attainable and so it can be said that, at this time, expertise is always better than hit rating for a bear as a solo stat. Consideration of the item that it is on needs to be made.

Expertise has a secondary effect of reducing parries. Mob's have an effect where when they parry it hastens their next swing by ~40%, therefore reducing/removing their ability to parry can have a large effect on incoming burst damage.

Hit rating has the secondary effect of increasing taunt hit. This can be very important for particular fights and so it may be worth putting together a secondary set of gear with capped hit rating (~9%, ~142 hit rating). Although this will not cap your taunt resists (as taunt counts as a spell for %, meaning you need 17% to cap it, or 268 hit rating) it will reduce the resist rate to 8%, which is more than half the previous chance for a resist. It is not really practical to put together a >142 hit rating gear set due to the hit only increasing taunt hit rate, and the reduction in survival stats that you would otherwise gain.

One item stands out among the rest for hit and expertise, which is the [Brooch of Deftness]. The cost of obtaining this item along with the amount of hit and expertise gained from it makes it a very highly recommended item to use for threat reliant encounters. The cost of this item is also relatively low and can be obtained by pretty much anyone at level 70 in a small amount of time.

Other items containing expertise that could be used are (in no particular order):
[Shoulderpads of the Stranger]
[Belt of One-Hundred Deaths]
[Gloves of the Searing Grip]
[Shapeshifter's Signet]
[Earthwarden]
[Clefthoof Hide Leggings] - another very good entry level piece that has hit too.

There are a lot of items that include hit rating. The S3 arena gear is very good for tanking due to resilience along with hit (especially with the 2 piece bonus). There is a large number of other pieces with hit rating on them, so I won't list them all here, but a quick WoWhead filtered search for druids can be found here.

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Roles, Gems, Enchants and Professions
There are two main roles that you will take as a feral while tanking: Main tanking, in which you are the number one tank tanking the boss, and offtanking, where you are either soaking damage on a fight such as Gruul or Supremus, or tanking a mob for a short amount of time/limited periods, like Morogrim, Karathress or Lurker. In the first instance, stamina is generally king along with armour. Due to the amount of stamina that a bear tank can setup on their gear, they can become great tanks for certain fights. Armour generally comes with good gear anyway, but it's still worth paying attention to. As a MT you want to be at the armour cap if possible to do so without sacrificing too many good pieces of gear. As an OT/Hybrid you want to maximise the value you can get out of your gear if you happen to switch to DPS mid-way through a fight, and help the healers mana along while tanking. This means that agility is generally king, as long as you have a decent amount of armour.

Coming on to the topic of gems, this makes it fairly easy. You either go for pure Stamina ([Solid Empyrean Sapphire] or [Solid Star of Elune], Stamina/Agility ([Shifting Shadowsong Amethyst] or [Shifting Nightseye] - useful for if you MT some fights and use the same gear for other fights you DPS on), or pure Agility ([Delicate Crimson Spinel] or [Delicate Living Ruby]). If you are in need of a tiny bit of extra anti-crit, a resilience/stamina gem or pure resilience gem is probably the best choice, although 12 defence is not a bad enchant for bracers.

Again enchants are dependant on role in the raid these can vary. Many are shared with the DPS equivalents, especially if you are in a hybrid/offtank role.

Feral Druid Tank Enchants

* Head
o Keepers of Time (Revered)
o Arkanum des Gladiators (mit qd)
* Shoulders
o Aldor
+ [Greater Inscription of Warding] (Exalted)
+ [Inscription of Warding] (Honored)
o Scryers
+ [Greater Inscription of the Knight] (Exalted)
+ [Inscription of the Knight] (Honored)
* Cloak
o Enchant Cloak - Greater Agility (12 agility)
* Chest
o Enchant Chest - Exceptional Stats (6+ all stats)
o Enchant Chest - 15 Resilence
* Wrist
o Enchant Bracer - Fortitude (12 stamina)
o Enchant Bracer - Major Defense (12 defense rating)
* Hands
o Enchant Gloves - Superior Agility (15 agility)
o Enchant Gloves - Threat (2% more threat generation)
* Legs
o [Nethercleft Leg Armor]
o [Clefthide Leg Armor]
* Boots
o Enchant Boots - Boar's Speed (9 stamina and 8% run speed increase)
o Enchant Boots - Fortitude (12 stamina)
o Enchant Boots - Cats Swiftness (6 agi + run speed)
* Weapon
o Enchant 2H Weapon - Major Agility (35 agility)


aldor oder seher als feral?
Meiner Meinung nach ist Seher als feral immer die bessere Wahl, die Schulter Verzauberung hat mehr Deff, was einen Vorteil darstellt um Critimmun zu werden (u.a. im Resi-gear)

For Professions see the Cat post.

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Consumables
[Warp Burger] and [Grilled Mudfish] are the best foods.[Spicy Crawdad] or equivalent is also good, along with [Talbuk Steak] or equivalent.
[Elixir of Major Agility] is my recommended battle elixir, but [Elixir of Mastery] is also a good choice.
[Elixir of Major Fortitude] is a good guardian elixir; alternatively [Elixir of Ironskin] is a good choice if you want to get a bit more resilience for crit immunity.
[Flask of Fortification] is the best flask choice, however [Flask of Relentless Assault] is also good dependant on what role you're taking in the overall raid/fight.
[Flask of Chromatic Wonder] is also a reasonable DPS flask if you're going to be tanking at some point during the time. It's a good mixed use flask and is worth using in a lot of situations.
Since 2.3 it has been possible to instantly shift (using /cancelform with macros) to use potions during combat, heavily reducing the chance of being hit while switching to take a potion. The only real survival potions are Protection potions (Fire/Shadow/etc) and [Major Healing Potion]'s.

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Threat Generation
In a general sense, threat generation for bear tanks is very good in comparison to other tanks. Mangle is exceptional as a threat generator, and white hits give a lot of rage, along with the talent Primal Fury which gives 5 rage on a crit (works on every individual crit, so a triple-crit swipe gives 15 rage back). Also see the hit and expertise section earlier in this post, as gear can play a big role in threat generation.

In rage starved situations a good tip is NOT to use maul. Maul is good for threat generation, but severely reduces rage generation by removing the rage that would otherwise be gained from the white hit it replaces. A crit in good tanking gear can be upwards of 1000 damage, generating a significant chunk of rage (30+) along with the extra 5 from Primal Fury. By converting this attack into a maul, you "lose" the rage you would have gained from the white hit, but it also costs you the rage cost of Maul (10). This means that maul costs you an effective 40 rage or more, which could be used for other special attacks if you're rage-starved (especially useful to note when you're offtanking something like Gruul). Maul is very useful for getting "snap" agro on mobs though, as it will activate as soon as you are in range.

In no particular order, the threat moves you should be using:
- Mangle. You should always be using this if it is off cooldown.
- Swipe. You should be using this if tanking more than 1 mob, as long as it doesn't screw up crowd control (sheep/etc).
- Lacerate. This is (generally) for tanking one mob in a low damage/high armour situation (i.e. the mob has high armour or you're doing low damage to it because of lack of buffs or similar). The bleed part of lacerate has little impact on threat in the overall scheme of things, but Lacerating just to keep up 5 stacks is worth it.
- Maul. As above, use when you have a lot of rage and don't use if you're rage starved a lot.

Generally the point where swipe overtakes lacerate in terms of threat output is when it's doing ~225 damage to the target normally - this value varies dependant on bleed immunity and whether you're keeping 5 stacks up as well as crit chance (see this post). It is always worth keeping 5 stacks of lacerate running (although obviously bleed immune mobs don't count), regardless of your AP.

Lacerate now scales its damage with attack power - this has very little effect on the actual threat of Lacerate. Lacerate works by having a lot of "static" threat, and then generating a very, very small amount extra from the damage done (0.2 * damage). This means that even if you were to get 100 extra damage from your AP over the 15 second dot with 5 stacks, it would increase the threat by 20, which is not really a significant amount over 15 seconds.

Spielweise:
Charge (bei mir Hotkey1): Stürmt den Gegner an und unterbricht Casts.
Zermalmen (bei mir 2): Verstärkt den nächsten Autohit, bei genug Wut immer aktiv halten
Aufschlitzen (bei mir 3): Zieht viel Aggro, perfekt als Dot, wenn man 2-3Mobs zu tanken hat. Bei Bossen natürlich pflicht.
Zerfleischen (Hotkey 4): Die Attacke mit dem CD, erhöht die blutungseffekte von aufschlitzen. Den abgeschlossenen CD nicht verpassen!
Prankenhieb (Hotkey 5): Ae Aggro auf 3 Targets
Demoralisierendes Gebrüll (Hotkey ^ ): ein bisschen Ae Aggro und Ap Reduce für eure Gegner

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Boss List
This is intended to give a guide as to what favours or does not favour being tanked as a Bear in Raid instances. Most guilds will favour Warrior tanks as standard due to better itemisation choice and access to both Last Stand and Shield Wall which can seriously increase the chances of making a screwed up attempt into a kill.

T4:
- Karazhan: All bosses other than Juliet (spell interrupt), Maiden of Virtue (emergency buttons), and possibly the Prince (debatable) are fine for tanking as a druid.
--> T4 Gloves, T4 Head, Gilded Thorium Cloak, Violet Signet of the Great Protector
- Maulgar and Gruul: Maulgar himself favours a druid tank (doesn't crush with specials, armour mitigation is very good as a druid at this level compared to other tanks). Gruul prefers a warrior as MT (emergency buttons for silence) with a Druid OT (threat generation is generally better than warriors).
--> T4 Shoulders, T4 Legs
- Magtheridon: No preference either way really. Druid tanks are good on the initial adds (threat generation).
--> T4 Chest, A'dal's Signet of Defense

Zul'aman
- Trash: no special requirements, although feral charge is very useful on scouts to root them.
- Nalorakk (Bear): 2 tanks required, druids are well-suited for this fight since a large health pool helps. Using some hit gear may be a reasonable trade off for other stats due to taunt being important to land. Possible advantage for warrior tanks (defensive stance vs bleeds).
- Akil'zon (Eagle): No problems for a druid to tank this.
- Halazzi (Lynx): 2 tanks required, druids are good to soak the saber lash type of ability (split damage on targets standing on top of each other) due to high armor/hp.
- Jan'alai (Dragonhawk): 2 tanks required. Druids do fine on either the boss or on adds.
- Malacrass: No problem for a druid although interrupts are useful on this fight. Druids also work fine tanking an add in dps gear and then moving to a DPS role.
- Zul'jin: Druids can tank him but intervene for warriors while in the lynx phase is useful, and therefore a warrior is a good choice for a tank although he doesn't necessarily need to be the MT.

Serpentshrine Cavern
- Hydross: Lack of level 70 crafted Nature/Frost gear means that Hydross favours plate wearers as MT's in general. Druids are good as offtanks due to "snap" threat and overall threat generation.
- Lurker: No real advantage either way.
- Morogrim: No real advantage either way. Crushes but possible a warrior would not be crush immune (extra effects eat shield block charges).
- Karathress: No real advantage either way, although Tidalvess (the Shaman) possibly favours a druid tank because of health/armour advantage over other tanks.
- Leotheras: Doesn't especially favour any kind of tank. Snap agro generation of bears is good for pickup from Whirlwind stages.
- Vashj: No real advantage either way (except emergency buttons).
--> Wildfury Greatstaff, Belt of Natural Power, Boots of Natural Grace (Pattern, Bop), T5 Legs, T5 Gloves, T5 Head

Tempest Keep
- Al'ar: Melt armour screws over any tank. Add pickup may be easier as a druid (feral charge with 15 second cooldown, snap agro from mangle).
- Void Reaver: Threat generation while off-tanking is generally better for a druid.
- Solarian: Hardly matters.
- Kael: Add tanking - tanking Kael is left to those who can use shields.
--> T5 Shoulders, T5 Chest

Hyjal Summit
- Rage Winterchill: Possibly better with a druid (threat generation) - he channels a spell for 10 seconds every so often which reduces rage income from hits.
- Anetheron: No advantage either way really.
- Kaz'rogal: Possible druid advantage due to lack of shield block while stunned. No real difference.
- Az'galor: Does not crush. Emergency buttons are good (silence). Advantages for both warrior and druid tanks.
- Archimonde: Cannot Crush. Fears. Possible this won't be an issue if you have a Dwarf/Dranei priest (fear ward), or post 2.3 if you have 4 priests who can organise themselves well.
--> T6 Gloves, T6 Head, Pillar of Ferocity, Treads of the Den Mother

Black Temple
- High Warlord Naj'entus: Small amount of magic damage, but quite a lot of burst. Prefers warriors slightly due to ability to mitigate crushings with defensive stance reduction on the explosion damage which reduces the maximum possible burst damage by a significant amount.
- Supremus: No benefit either way for MT.
- Shade of Akama: Tanking adds, no real benefit either way.
- Teron Gorefiend: No real benefit either way. Druids have more health/armour (in general) but he does crush and hits very hard.
- Gurtogg Bloodboil: No real advantage either way - threat generation and emergency buttons are both good.
- Reliquary of Souls: Virtually requires a Warrior for Phase 2 (spell reflect). Possibly favours a Druid for Phase 3 (threat generation).
- Mother Shahraz: No real advantage either way (magic damage mitigation compared to armour mitigation).
- The Illidari Council: Tanking the Priest Warriors have an advantage (interrupt), Tanking the Paladin Warriors have an advantage (spell reflect).
- Illidan Stormrage: Tanking Illidan requires shield block for Shear. Phase 2 doesn't really favour any type of tank; Druids generally have a slight health and threat gen advantage along with SotF, while warriors can have 10 to 16% total magic reduction ([Improved] Defensive Stance).
--> T6 Shoulders, T6 Legs, T6 Chest

The Sunwell Plateau
- Kalecgos: No real advantage either way for normal tanking, does have an enrage so at least one Warrior for shield wall is useful.
- Brutallus: One Druid and one Warrior is good - both have advantages/disadvantages but having all debuffs is useful.
- Felmyst: No real advantage either way - Druid healthpool/armour is good but so is improved def stance for Warriors.
- The Eredar Twins: No advantage either way for tanking Sacrolash.
- Mu'ru: Warrior optimal for Sentinels (spell reflect), Paladin optimal for Void Spawns (aoe threat), no real advantage for any classes on sides. Druids work well on sides since there are 3 mobs (swipe), damage from two can be heavily negated through avoidance, and ferals can DPS during P2.
- Kil'jaeden: Feral in DPS gear is an optimal tank. High health pool, high threat generation, can feral charge the knockback effect. By no means necessary though, some guilds prefer to use warriors or warlocks.

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Macros
This macro will check for Global Cooldown before shift-pot-shift for bear form - it's instant (client side) and so you should never be hit while out of bear form while using it. If you feel that you may be at risk using it, then simply don't use it.

/script local gcd=GetSpellCooldown("Dire Bear Form"); if gcd==0 then CancelPlayerBuff("Dire Bear Form") end;
/stopmacro [stance:1]
/use Master Healthstone
/use item:32905
/use item:32784
/use item:28100
/use item:22829
/cast Dire Bear Form


Which will use: Master Healthstone, Bottled Nethergon Vapor, Red Ogre Brew, Volatile Healing Pot and Super Healing Pot (in that order).
It will use healthstones in the order you have them in your bags, not the highest first. The first slot will ALWAYS be the top left of your backpack (right hand bag from the default UI, the one you can't replace) and reads right -> down.

You can check to see if you are crit immune by typing:
/script DEFAULT_CHAT_FRAME:AddMessage(2.6-(GetCombatRatingBonus(CR_DEFENSE_SKILL)*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE) ),1,0.5,0)

Addons:
- Omen Threatmeter (auch gern die b2b version)
- Tankpoints
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murphy
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