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Bear Tanking Guide
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Post by
369432
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Post by
194492
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Post by
hashmel
In order to make the growl successful and you completely regain aggro you will have to do 10% more threat than the other player to recapture the aggro from him, otherwise at the end of the 6 seconds the NPC will go back to player that pulled aggro.
just to start off, "focus" = a forced state of aggro (unless another focus is initiated by someone else or you die the mob will act as if you have aggro)
this is true for challenging roar because CR does not modify your threat but growl does so you do not need to generate >10% of the aggro thief's threat to maintain aggro after the "focus" effect, so long as you maintain
>
90.
909
% of the 2nd highest threat holder's threat you'll maintain aggro (unless someone else taunts)
after the "focus" effect of growl fades you'll still maintain aggro unless someone else generates >10/30% of your threat or taunts
growl would be a taunt ("focus" and threat modifier)
challenging roar would be an aoe "focus" ("focus" but no threat modifier)
Post by
369432
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Post by
Aadramelekh
OMG you people take some things too seriously...
But just to add fuel to the fire,
rokkon
got it pretty much straight.
LudwigVan
, you like to twist and interpret the definitions too much. And you got them messed up regarding the standard terms used by Blizzard in defining some basic aspects of the game mechanics.The factors that reduce the damage a tank takes in a whole boss encounter - armour, shields, damage reductions - talented or otherwise, savage defence, block,
dodge, parry, miss
, various spell resistances &c; these, I call mitigation. As does the majority of the tanking community.I don't think the majority of the tanking community calls 'dodge', 'parry' and 'miss' as 'mitigation'. I really don't.
Also, I would add to that list Mitigation stats for bears in order
Armor
Agility
the fact that Attack Power is also a physical damage mitigation stat, due to Savage Defense.
Post by
369432
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Post by
194492
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Post by
Katsudon
People like to separate things into avoidance and mitigation categories because while they end result is the same in that the tank takes less damage, they way it happens is extremely different.
Its not so obvious in a game like WoW, but if you ever played FFXI, where the 2 tanking classes are polar opposites of each other (1 relies heavily on reducing damage taken on each blow - mitigation while the other relies completely upon evasion - avoidance) This leads to very contrasting play styles.
-yea kinda off topic i know, since this is about WoW, but the distinction between "avoidance-style mitigation" and "damage-reduction mitigation" is significant in how your tank performs at certain tanking tasks.
Post by
TheJohan
Not much to add from me, but your link to "Feral charge (bear)" points to Faerie Fire. Just FYI. :)
Thanks for the guide tho, it will most likely prove to be helpful. (I have only skimmed through it briefly as of yet.)
Post by
369432
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Post by
Tarkeel
...and if the player is outside of melee range then that player must have 130% more threat than you to make the NPC attack them.
Make that 30% more threat for 130% of your threat. (You got it right on melee threat).
Single target rotation:
1: Maul every attack
2: Mangle on cooldown
3: Faerie Fire on cooldown
4: Keep lacerate running on 5 stacks
5: Keep Demoralizing Roar up if AP reduction is not applied from other source
6: Swipe to fill in gaps.
Two-target rotation:
1: Maul every attack
2: Mangle on cooldown, try to alternate between targets
3: Faerie Fire on cooldown, try to alternate between targets
4: Keep lacerate running on 5 stacks on both targets
5: Keep Demoralizing Roar up if AP reduction is not applied from other source
6: Swipe to fill in gaps.
Multi-mobs (trash)
1: If you have idol of the corruptor, mangle for buff
2: Swipe every gcd
3: Maul every attack, cycling targets
Mitigation vs Avoidance:
As has been said before, please try to stick to blizzard's defintion of these words, or you will confuse new tanks.
Ideally this means we find the hardest hitting spell in the game and plan to take between 2 and 3 of those hits in a row (I know that will never happen, but go with me). Add up all that damage, and that's the amount of health you will want to strive for. Any amount of health after that could be consider either icing on the cake or wasted points.
In an ideal world where you will be magically fully healed, the extra hp is a waste. In the real world, it still helps as it allows your healer a buffer to heal you up enough to survive the
next
hit, which would otherwise kill you
Abilities to Survive (in order of importance)
Barkskin - Reduces all damage by 20%. For bosses with special abilities that do extra damage, try to use just before said abilities.
Survival Instincts - Grants you 30% of your maximum hp for a short time. Useful for taking extra damage abilities, but also gives you a instant heal if you go uncomfortably low
Frenzied Regeneration - For raids, best used together with survival instincts. For 5-man groups, very useful if your healer is lagging/linkdead/dead, as it can buy you lots of extra time in low DTPS scenarios.
Savage Defense - A passive skill that absorbs damage based upon 25% of your attack power after you critically strike. Essentialy a weak man's block, not worth gearing for but nice to have.
Gear/Stats (in prioritized order):
Armor - Mitigation, improves your effective health
Stamina - Improves your health
Agility - Avoidance and mitigation
Expertise - Threat and avoidance by negating parry-haste on bosses
Dodge - Avoidance
Defense - Avoidance, but weaker then dodge
Hit - Threat
Haste - Threat, negative avoidance unless parry-capped on expertise
Strength/Attack power
Critical Strike Rating/ArPen
It's worth noting that for primary armor pieces (leather slots), you won't find any specialized tanking gear but have to make do with DPS or PvP gear. For jewelry, you will find some specialized items, but many of them are tailored to the other tanks and have parry and block (which are useless for bears).
Enchants:
Head -
Arcanum of the Stalwart Protector
Shoulders -
Greater Inscription of the Pinnacle
or PvP enchant if you're missing rep.
Chest -
Greater Stats
or armor kit if the item isn't worth a pricy enchant
Legs -
Frosthide Leg Armor
Feet -
Tuskarr's Vitality
(there are many movement intensive fights where it's worth it)
Bracer -
Major Stamina
Gloves -
Major Agility
Cloak -
Mighty Agility
Weapon -
Mongoose
Post by
194492
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Post by
Thror
Scheme:
HOW EVERY WOWHEAD TANK GUIDE LOOKS LIKE.
First posts in the topic. There's 1-5 of them, and they are very helpful.
Many additional helpful posts from other people, that would contribute towards the guide.
Stupid flame about the terms "AVOIDANCE" and "MITIGATION" that keeps returning OVER AND OVER AGAIN for like the past three years and %^&*S up every topic that could possibly be really helpful.
Post by
Aadramelekh
Sorry to cut in like an a$$hole here, but
LudwigVan
, GIVE IT A BREAK. These terms are used for the sake of easier understanding of various concepts that together make up the vocabulary of a tank player. It's all a convention.
And each of these concepts (armor, block, savage defense, dodge, parry, miss etc) can be very nicely put into one of the two categories: avoidance or mitigation. Semantics is a fcuken b
i
tch in this case and it only serves to confuse new players that come here asking questions, like
Tarkeel
said also.
Post by
Tarkeel
You know that we aren't ever going to agree on this, and moreover, it hardly matters. Either way,
mitigation is a big soup of methods of reducing damage taken, and contributes towards enabling tanks to survive the beating they receive. Tanks have more mitigation than non-tanks.
Bolded is all a tank really needs to know about mitigation.
Actually, no. The main difference between mitigation (blizzard style) and avoidance is that mitigation increases your effective health for all purpose, but avoidance only works in the average case (not worst-case). (Incidentally, this is why paladins go for 102,4% avoidance, as it turns block into effective health)
Having 50% damage reduction (from armor, talents, whatever) will effectively double your hitpointbase. 50% avoidance will not, since it's very much possible to take an unlucky streak of hits in a row untill you're dead.
The concepts are very similiar, what sets them apart is the modelling of average-case vs worst-case. It is therefore important to keep them seperated, and Blizzard has chosen the words avoidance and mitigation (though perhaps "softening" would be a better term?).
Post by
369432
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Post by
350146
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196673
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