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View Full Version : Cataclysm & tanking, from a bare perspective.


Lobo
09-20-2010, 12:59 PM
This is mostly a bur post, sum other tanking stuff may be thrown in, such as block & parry mechanics. This is mostly my impressions and conclusions drawn from the current beta build. Please correct all spelling and grammar errors, as well as incorrect or outdated information. Slut make a cat post when you're not busy whoring around, slore. Don't make me do both. Hyper make a tree/owl one if you want too, it is a good way to solidify in your mind how our class/roles will be Δing in cataclysm. Nothing teaches you material like writing a paper on it. Other than doing it ofc.

Rage Normalization.

1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives them the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). They are also implementing the following mechanics, which will still allow rage to improve to some extent as we improve our gear:

* If the attack is a critical strike, it will generate 200% Rage.

* Haste will accelerate swing times to generate Rage faster.

2) Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will be based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce rage gained.

3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much.

4) All “on next swing” attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it’s generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage.

% Damage Reductions from Demo Shout/Roar/Vindication/loldksmightgetone?.

They have Δd it to a percent physical damage reduction (10%) instead of attack power reduction.

Bur stuff

Talent Δs

1) SotF is gone, thick hide makes us uncrittable now. Because our hide is thick. It also absorbed SotF's extra 33% armor contribution while in bear form. Keeping our bonuses from talents the same as in wrath. 10% increased armor contribution from leather, and the additional extra 33% armor contribution while in bear form.

2) LotP is always imp now niggas, and the 4% heal has been upgraaaaded. 8% now.

OH TRUUUUU. Unfortunately the heal/mana restore only applies to the druim now. So no more Anub'Arak self-sufficiency groups. Though the 5% crit is still raid-wide.

3) Fury swipes..(hereby known as furry swipes, because paws are furry).

Sweet Jesus. If only maul was still an on-next-swing ability and a furry swipe proc on a maul would proc another maul... Unfortunately this is not the case, as maul will be an instant cast rage dump ability off gcd but not linked to our auto attacks anymore. Thus making this talent sadly less lustrous. It's either furry swipes or KotJ, which is the usual 15% enhanced damage while enraged. And since enrage now causes us to take 10% more physical damage while activated (and we won't have our 4 piece T10 bonus to negate it). KotJ looks like an extremely awful choice. Though it looks like furry swipes cannot proc omen of clarity (thanks slut), the extra rage & threat from the additional hit is still useful. This places furry swipes ahead of KotJ. Another note on enrage: enrage currently provides an instant 32 rage, and an additional 10 over 10 seconds (though this may Δ.), it's likely we'll just us a /cast enrage; /cancelaura enrage macro for mid-fight rage boosting to dodge the 10% increased damage taken drawback.

3) Feral aggression is mandatory, it allows us to get all three faerie fire stacks up there in one cast. It does not improve our demo roar anymore, nor does any talent. As the boss attack power reducing abilities now reduce damage caused by the boss on a percentile basis (10%). All roars/shouts/vindication/dksmightgetonetoo abilities are the same in regards to the percent of damage reduced, and cannot be improved further.

4) Brutal impact is pretty good now, it brings our 13 yard interrupt down to a ten second cooldown, but it only reduces the cooldown on bash by 10 seconds now, instead of the old thirty. Perhaps the base cooldown on bash may get reduced at some point. Also of note is that bash and feral charge no longer interrupt.

5) Survival instincts now reduces our damage taken by 60% for 12 seconds. Finally. Thank god. The 30% health increase cooldown now lies with frenzied regeneration. It also brings your current HP up to 30% if you're below that because Fiesty sucks. Still heals you 0.3% of your maximum health per rage point consumed, at a maximum of 3% of your maximum HP per tick (consuming 10 rage per tick, one tick per second.).

6) Protector of the pack is gone, the 12% damage reduction in bear form has been added to natural reaction (which still gives the old 6% dodge/+3 rage per dodge).

7) Rend and Tear... Remains unΔd, but 5 talent points for 20% more maul damage on bleeding targets is a freaking lot. hopefully we'll still get a decent amount of OOC procs and reach the 60 rage threshold often enough for maul to still rock. This talent remains mandatory as it is the gateway to pulverize.

8) Pulverize: Requires Dire Bear Form. Deals 120% weapon damage plus additional 943.2 damage for each of your Lacerate applications on the target, and increases your melee critical strike chance by 3% for each Lacerate application consumed for 10 seconds.

Costs you one of your lacerate(s) on the target in return for the instant damage and the 10-second (18 seconds with Endless Carnage, which is clearly mandatory) critical strike boost. There's no cooldown and it's an instant attack, but costs 20 rage each time, so this really isn't spammable unless you're in a high-rage scenario. With a full rage bar and a full stack of 5 lacerates, you could theoretically spam pulverize, obliterate your stack (and your rage in the process), and get a huge threat boost in return. While also keeping up the crit bonus, which helps with savage defense & threat (remember crit is low in cataclysm). Each lacerate consumed provides a stacking 3% increase to crit, stacking three times up to a total of 9% crit. So we'll likely be throwing three lacerates up, letting them tick down, then pulverizing them and repeating this cycle.

9) Berserk. Jesus Christ this talent is awesome. Blizzard just fixed the feral tanking rotation/priority system. Putting your last point in feral in berserk actually feels like its your 31 point talent. Allowing your lacerate's periodic damage to proc a free mangrel 30% of the time (this actually seems a little high, but hopefully they won't notice) is pretty pimp. This livens up the monotonous MANGREL,FFF,RENEWLACERATE,SWIEP,MANGREL,FFF,SWPIE, SWIEP,MANGREL,RENEWLACERATE,SWEIP,MANGREL that is todays tanking. Get ready to add that buff to your power auras and MANGRELMANGRELMANGREL as soon as you see that spinning tribal design thing in rainbow colors cover your screen. But be able to differentiate between your OOC and berserk proc power auras, as an omen of clarity buff should always be used on maul barring cooldown.

10) Primal madness will either be mandatory or useless. Looks very useless for burz as of now and I'm confident it will stay so. This is good as it allows us to spec without any hard decisions, with one point remaining.

11) Notice omen of clarity isn't in the restoration tree anymore. It's trained at 20. It's effects have not Δd.

--Here is my bear spec--

http://wowtal.com/#k=-wZnH7Iuh.a0o.druid

The excess one point can be placed into either stampede or KotJ, I prefer stampede.

Lobo
09-20-2010, 01:04 PM
Generic Stat Δs

1) Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

2) Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.

3) Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks*. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

*Does this apply to bosses after they parry us?

4) Armor - The way Armor mitigates damage is not Δing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also Δing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

5) Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Bur stuff continued

Skill Δs

1) (New) [Lvl83] Stampeding Roar: Increases nearby friendly players movement speed within 10 yards by 40% for 6 sec.

With a two minute cooldown, and 2 feral druids, thats going to be a 40% fail buffer for Feisty every minute. Me and that slut have got this on lock, carrying you in even more ways come cataclysm.

2) (New) [Lvl81] Thrash: Deals sum damage, and causes all targets to bleed for sum damage over 6 sec.

This thing is eighteen freaking yards. Jesus Christ this is awesome. I've heard sum rumors. Some rumors that swipe might do more damage/threat on bleeding targets. This is blizzard's way of solving our AE tanking deficiencies (though they weren't as severe as LOLwarriorsLOL).

3) (New) [Lvl22] Skull Bash: You charge and skull bash the target, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.

A 13 yard charge interupt, sweet jesus. 10 second cooldown when talented. Unfortunately its not the original 18 yards anymore, but hey, whatever.

4) Faerie Fire (Feral): Decrease the armor of the target by 4% for 30 sec. While affected, the target cannot stealth or turn invisible. Stacks up to 3 times. Deals sum damage and additional threat when used in Bear Form.

Not to be confused with the balance version, which is a 35 yard range. Ours is only 30 yards. Speccing into feral aggression causes a single cast to apply all three stacks. The talent will always be taken. FFF no longer out-threats abilities like lacerate, with the addition of the pulverize/lacerate relationship lacerate will be playing a more central role this time around. Lacerate recently saw a 200% increase in initial (application) damage, and a 200% reduction in ticking (dot) damage. This further lends itself to the lacerate>FFF situation.

5) Enrage no longer reduces our armor, it increases our physical damage taken by 10% instead. Ouch. This is going to suck without 4 piece tier 10. At least it generates a ton of rage initally. Get those /cast enrage; /cancelaura enrage macros ready.

6) Demoralizing Roar now reduces the physical damage caused by an enemy by 10%, instead of lowering their AP. Cannot be improved with talents anymore.

7) Maul now instantly deals sum physical damage. Maul's damage is increased on targets that are taking extra damage from bleeds (the mangle/thrash debuffs), which is different than maul receiving extra damage when used on a bleeding target (which is still an additional 20% increased damage obtained through RnT). Maul may still do some awesome damage.

Maul now costs 30 Rage, is instant cast, and has a 3 sec cooldown. It is no longer spammed as it is no longer tied to our auto attacks. It is to be used as a rage dump (>60) and on OOC procs. It's overall effectiveness as a rage dump in a single target situation seems iffy, as with rage normalization and the implementation of the pulverize/lacerate relationship we may simply not have the rage to dump. Maul may go from being our #1 threat ability, to somewhere near the middle depending on how the whole rage thing goes and how often OOC procs are utilized correctly. It also won't have the benefit of ArP, which was pretty huge in achieving those 10k maul crits.

8) Swipe has had a 6 second cooldown implemented. Which is the same as thrash. It also now costs 30 rage. Implying it should only be used in AE situations, not for single target tanking. Extrapolating from that we can assume thrash will follow this model as well and only be used in AE situations preceding swipe.

9) Dire bear form is now just bear form. It is the same except it would appear that the armor contribution from leather items has been cut about 250%, down from 370% to 120%. This seems like a lot.

Mastery/Primary Skills

-- The bear mastery is Savage Defender. A pretty ferocious name. It gets me pumped. Savage Defender increases the damage absorbed by your Savage Defense ability by 32%. And each point of mastery increases the absorption by an additional 4%. This ability is pretty much bamf.

In cataclysm, savage defense (the actually buff) procs off of 50% of our crits, and absorbs 65% of our current AP. Speccing 31 points into feral provides the entire savage defender bonus of 32% more damage absorbed (65% x 132% = 85.8%, so with savage defender's extra 32%, savage defense absorbs damage equivalent to 85.8% of our AP). Each point of mastery further increases the the absorption by an additional 4%.

On live savage defense gives us on average a 2.5k absorb, and has very good uptime. This makes trash easier. In cataclysm the absorption value skyrockets. but the uptime is greatly reduced. Which will makes the ability more suited to raid boss tanking, but makes trash harder. This goes along with blizzards stance on bringing CC back to trash pulls. Oh God.

In addition to receiving a mastery skill for speccing feral we also receive four bear-pertaining bonuses.

1) Aggression - Increases your AP by 25%.

A lot of AP increasing talents were removed (For examples see: PotP/predatory strikes), this is apparently to accomodate for that.

2) Mangle is actually provided for us this way, when you put your first point in feral. WHERE WAS THIS 5 YEARS AGO? SORRY I CAN'T HEAR YOU OVER THE SOUND OF CLAWCLAWCLAWCLAWCLAWCLAWCLAW

3) Vengeance: Each time you take damage while in Bear Form, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.

Sweet Jesus. This is blizzard's way of fixing the LONG-UNFIXED problem of damage-dealer's threat outscaling tank's threat as gear levels rise. Iriemember tanking sunwell in cat gear most of the time for this reason. Oh, I also Iriemember tanking ICC last week in partial cat gear for this reason, cool. Bears have 150K HP in entry level heroic gear at lvl 85 as of this posting. Thats... 15k AP. LOL. While vengeance may take a bit to build up to the 10% threshold, it's going to be hilarious once it does. (this is probably why tricks have been Δd to only provide temporary threat, to allow vengeance stacks to build up)

Lobo
09-20-2010, 01:05 PM
Misc

Ability /- Threat gain (lol forum formatting)

+3 Rage (on Dodge) /- 5 per Rage gained (No modifier)
+5 Rage (on Crit) /- 5 per Rage gained (No modifier)
Enrage Initial /- 5 per Rage gained (No modifier)
Enrage Tick /- 5 per Rage gained
Primal Madness (Enrage or Berserk) /- 5 per Rage gained (No modifier)
iLotP Heal /- 0
Clearcast /- 10
Furor /- 0
Demoralizing Roar /- 12
Skull Bash /- 0
Bash /- 96
Challenging Roar /- 98
Barkskin /- 58
Survival Instincts /- 20
Berserk /- 60
Melee /- Damage done
Fury Swipes /- Damage done
Thorns /- Damage done
Wild Mushroom /- Damage done (Modifier applies only if in bear form for detonation)
Faerie Fire /- Damage done + 774 (Regardless of number of stacks applied)
Mangle /- Damage done
Avalanche /- Damage done
Lacerate Initial /- [Damage done / 2] + 1149 + AP*0.022885
Lacerate Tick /- Damage done / 2
Maul /- Damage done + 30
Pulverize /- Damage done
Thrash Initial /- Damage done * 1.5
Thrash Tick /- Damage done * 1.5
Swipe /- Damage done * 1.5
*these values tested 9/13/10

T11 Set Bonuses

2P Bonus - Increases the periodic damage done by your Rake and Lacerate abilities by 10%.

4P Bonus - Each time you use Mangle (Cat) you gain a 1% increase to attack power for 30 sec stacking up to 3 times, and the duration of your Survival Instinct ability is increased by 50%.

& pix
http://img203.imageshack.us/img203/6903/tier11druid.th.jpg (http://img203.imageshack.us/i/tier11druid.jpg/)
Click for full-sized image

-A possible priority list to adhere to while tanking, modified 9/20/10-

1) Maul when rage >60, and on every OOC proc.

2) Mangrel on berserk procs (meaning a free mangrel, no rage cost).

3) Pulverize a 3 stack of lacerate to maintain crit buff (for savage defense/threat), immediately re-apply a lacerate for RnT bonus/potential berserk procs.

4) Mangrel (the one that costs rage).

5) Stack lacerate back up to three.

Keep demo roar up as the highest priority in all situations, it's always been important but the 10% damage reduction is just ridiculous. Keep FFF up too, sadly the threat applied is the same regardless of points in feral aggression, applying a one stack will provide the same threat as applying a triple stack simultaneously.

Our filler move is lacerate as it is front-loaded with tons of initial threat now, and the ticks suck. If you don't have enough rage substitute FFF in for lacerate. Swipe now costs 30 rage, so swipe and thrash will not be used for single-target tanking. It will depend on how lacerate scales compared to swipe as to whether we incorporate swipe into our priorities end-game. As swipe is simply weapon damage x 1.5, and lacerate is damage done/2 + 1149 + AP*0.022885. I highly doubt we'll ever see swipe overtake lacerate, if only for lacerates relationship to pulverize.

Stuff to check out

Mastery giving % damage reduction for bears outside of savage defense?

Do the Δs to parry apply to bosses' swing timers/our damage output when they parry us?

Bear form armor Δs correct or faulty tooltips?

This is a work in progress, figured I'd just go ahead and throw it out here.

Slott
09-20-2010, 02:10 PM
It's currently inconclusive whether or not fury swipes is able to proc omen (previous tests pointed at no, current tests done by yawning proved to be excruciating until he gave up) - further testing required.
Cat tree is relatively unchanged, and overall there's a massive loss in survivability. Rotation simplified since SR/rake last longer by default, and SR only effects white hits now (not even a fury swipe proc). Cat isn't done enough to warrant a post.


3) Shapeshifter's 60% mana reduction to all form-shifting is now innate, not obtained from the talent. - this is also gone, shapeshifting costs were reduced across the board.

comprehensive list of boredom copy pasta'd
Innervate is nerfed big time for ferals.
Battle rez cd tripled.
An execute that won't work well at all in PVP or while leveling.
Primal precision is gone. (-10 expertise, no energy refund on misses) (I think the energy refund is innate now actually)
Useless/boring talents like Primal Madness and Fury Swipes
Loss of survivability (-30% aoe damage, -4% dodge gone, -6% crit [in a dps build] are all gone)
A defensive stance that STILL can't put any pressure out in PVP, perhaps even worse than it is in wrath.
I almost want to say that the survival instincts change is a PVP nerf as well. There are times when a "last stand" ability will save you when a "shield wall" ability won't, plus a longer cd means less defensive abilities are available over the course of a fight, but it remains to be seen how this will play out with larger health pools.
All those talent points focused around ravage that are unwanted but we'll spec into anyway because there just isn't anything else.
5% crit will be provided by numerous other classes now.
Skull bash applies an 30% increased mana cost for spells, but for half the duration the player won't be able to cast spells anyway because they were kicked.

All druids apparently get the aoe sprint...even restos that shift into cat form.

OH!!! Cower actually reduces threat by like 10% now. Hooray.

Iriemember
09-20-2010, 03:52 PM
you can't make me read it all.

fine I will read it since you put my name in it.

Hyper
09-20-2010, 07:40 PM
mine will have pictures.

Lobo
09-21-2010, 02:09 PM
Furry swipes likely inability to proc OOC noted in the op(s), though given that the alternative is KotJ furry swipes is still preferable.

Where did you see the shape-shifting mana cost change? From what I saw it was only a benefit for speccing predominately feral, and there is a 20% reduction in the resto tree to assumingly compensate for that.

Slott
09-21-2010, 06:25 PM
Feral

* Lacerate base damage increased by 200%, DoT damage reduced by 200%.
* Flight Form now costs 8% of base mana, down from 13% of base mana.
* Swipe (Bear) now costs 30 Rage, up from 15 Rage.
* Skull Bash now has a 13 yards range, down from 18 yards.
* Aquatic Form now costs 8% of base mana, down from 13% of base mana.
* Travel Form now costs 8% of base mana, down from 13% of base mana.
* Mangle (Bear) now deals 230% normal damage, up from 115%. additional damage increased by 100% (eg. from 333 to 667)
* Berserk now causes your Mangle (Bear) to have no cooldown and has an additional effect - Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage.
* Feast of Flesh is now named Blood in the Water.
* Shapeshifter is gone.


Logged into PTR: feral "bonuses" are: Mastery (bleed/savage defender), feral instinct (stronger prowls), vengeance, aggression, and mangle.
In cat spec, cat and bear form cost 174 mana. (0 points in Natural Shapeshifter, since I'm only level 80, which will reduce it by 20% more)

Lobo
09-21-2010, 10:53 PM
thank you sir

Slott
09-22-2010, 10:59 AM
wowwwww you copy pasted half this shit from EJ. EJ sucks. This post sucks. You suck.

However, "- You finally can use Savage Roar to consume combo points from dead enemies and you don't even have to target them. "

Lobo
09-22-2010, 12:38 PM
It's mostly from comparison of current and cataclysm talent trees actually, the skill changes were taken from (mostly) MMO, EJ, and cata.wowhead, which originated from whoever datamined them in the first place. I'm not going to get crazy and try confirming all this until they actually give druids glyphs and make a little more progress balancing them, so like another month at least. This is just a compilation of existing work I can use as a base to build on when things are a little more stable. And I spent quite a while writing my thoughts on these changes, independent of what other people have speculated. Jealousy is an ugly thing sluttmz

PS: link to computerz please and thank you?!?! I want to look at the specs and not know what they as early as possible so I can get clarification lollllllll

Slott
09-23-2010, 11:19 AM
computer sent, clearly it's amazing given the cost (if you can manage to build it)

Another interesting note, "stampede" ie; improved feral charge allows for ravage front any direction, in addition to not needing prowl (dont need to be behind?) Unfortunately, it's still point for point worse than shred ATM (except maybe above 90% where you have +25% crit?) The energy cost (60) is just too high, and you get like few combo points.

As of right now, cat is basically the same as live, with shittier dps (the yellow hits match live's yellow hits pretty well, but SR doesnt effect them....so feral deeps is garbage (needs to be tuned up, which it will eventually) Aside from that, really nothing changed. Just a loss of a lot of survivability (-30% aoe, -6% crit etc etc)

For a raiding spec I'm debating tier 1 talents (typically i'd do 2 / 2 / 2) since I don't see the need in 34 extra energy from furor or 5% more mana. But I'm thinking predatory instincts will be fairly useless for PVE (realistically, all i use it for is a healing touch on anubarak since I don't trust our healers, or an instant rebirth) Is this really needed? So I'm thinking of going to 2/2/1 or 2/3/0. I can use the extra point to put into nurturing instinct...causing my heals to do more (does either part work with iLOTP? or just normal heals) I'm thinking getting 20% more healing and healing myself for 70% of my agility will be more useful than instant spells. Also I'll have to see how necessary it is for me to get brutal impact...While having an interupt is nice, in a 25man raid, I don't know how necessary it is for me to pick it up (especially since the priority list typically keeps us energy dry - so essentially I can grab extra healing or an interrupt)

I have my leveling spec figured out at least, and lastly....

Tier 11 requires valor points (which you will not get from the conversion in 4.0) Justice points will be used for gear equivalent to heroic dungeon gear. LULZ.

Lobo
09-23-2010, 12:54 PM
I can use the extra point to put into nurturing instinct...causing my heals to do more (does either part work with iLOTP? or just normal heals)

Nurturing Instinct: Increases your healing spells by up to 70% of your Agility, and increases healing done to you by 20% while in Cat form.

As of live only the 20% increased healing done to you applies. So only the druim himself benefits from NI in regards to LotP, from a 4% heal to a 4.8% heal. The 70% is not applied to LotP, since LotP does not benefit from anything +healing in anyway sadly. So the 70% only applies to normal heals. I assume this is how it works on beta too, not sure why they would bother changing it past the 4%-8% change and making LotP self-only.

Slott
09-23-2010, 02:07 PM
well 8 -> 9.6% is pretty good, especially since even cats are supposedly around 70k hp at heroic dungeon level...which is a pretty decent self heal. Probably good for leveling too. Might offset the loss of aoe reduction, and make it easier to heal me saving healers mana.

Lobo
09-24-2010, 12:00 PM
Feral

* According to the tooltips, Swift Flight Form, Flight Form, Aquatic Form, Travel Form, Bear Form, Cat Form no longer make you immune to Polymorph.
* Swift Flight Form now costs 8% of base mana, down from 13% of base mana.
* Skull Bash now has a 13 yards range, up from 8 yards. <---- cat I think, bear always had a farther range.
* Pulverize now increases your melee critical strike chance by 3%, up from 2%.
* Endless Carnage now increases the duration of Savage Roar and Pulverize by 4/8 sec, up from 3/6 sec.
* Stampede now makes Ravage not require stealth for 10 sec (up from 3 sec), it will also cost 50/100% less energy.
* Predatory Strikes now affects targets at or above 80% health, down from 90%.

OP(s) updated to reflect these changes, I know slut was excited about stampede lul. ravageravageravageravageravage the new mangrelmangrelmangrelmangrel?

Slott
09-24-2010, 01:08 PM
it's essentially a clearcast for a single ravage, not ravage spam. Hopefully there will be some mechanic where if you have omen up, and charge in, it won't consume omen (or i guess you could shred then ravage since you have 10 seconds?)

Lobo
10-02-2010, 02:17 PM
# Savage Defense now reduces damage taken from the next physical attack by 65% of your attack power, down from 75%. Must have been scaling like a champ. OP(s) updated.