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Eumaeus

join:2009-12-10
Yorktown, VA
reply to Krisnatharok

Re: The 5.0.4 / MoP / Druid

I'm not positive (stuck at work with the 'sense), but it could be that only the crits on autoattack and mangle provide the 15 rage for critting. You definitely shouldn't be gaining rage from non-crit thrash and swipe. I'm just not positive about crits on those abilities.

I've definitely been eyeballing the SI glyph. Despite losing 6 secs for only a 1m cooldown reduction I can see times when that would be really perfect for mitigating 1-2 huge attacks more often.

I worry about the 5m cooldown on glyphed ursoc, but combined with renewal it would be an enormous heal. Kinda turns it into a once per fight instead of 2-3 times per fight ability but that may be perfectly fine.
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Eumaeus, Guardian/Balance Druid
GM - Lux ex Tenebris - Sargeras | Alliance
[6/6] MSV [2/6] HoF


Feralmordius

join:2011-01-18

1 recommendation

Here is the Rage gen numbers.

Rage

Rage is no longer generated from taking damage. Instead Guardians now generate Rage from landing attacks on our enemies. Once 5.0.4 hits, Rage will come from two different kinds of actions. I like to call these Direct and Indirect Rage Generation. You’ll see why in a minute. You will gain Rage from performing one of the following actions (Direct Generation):

[Mangle] generates 5 Rage when used (or 7 if you have the talent [Soul of the Forest]). Mangle has a 6 second cooldown.

Auto-Attacks generate ~10.8 Rage per attack that deals damage. Your base auto-attack speed is 2.5 seconds.

[Enrage] generates 20 Rage when used, and an additional 10 Rage over the next 10 seconds. Enrage has a 60 second cooldown.

Critical Strikes of either Mangle or Auto-Attack will generate 15 Rage.

Shifting into [Bear Form] will set your Rage to 10.

Before going any further you should already be able to tell that the overwhelming bulk of our Rage Generation comes from Critical Strikes. Therefore our goal should be trying to maximize the number of those we get. The easiest way to do this is to simply stack Critical Strike Rating. Not only is that an awesome stat by itself, but while in Bear form we get an extra 50% Critical Strike Rating. This makes Critical Strike the single best Rage Generation statistic to stack early on.

Using one of the following abilities will allow you to use something that generates Rage (Indirect Generation):

[Incarnation] removes the cooldown on any offensive Bear ability for 30 seconds. This includes Mangle, meaning you can press Mangle every global cooldown to generate the maximum amount of Rage. Incarnation has a 3 minute cooldown.

[Berserk] removes the cooldown on Mangle and causes it to strike up to 2 extra targets for 10 seconds. Berserk has a 3 minute cooldown. It should be noted that at the time of this writing the extra targets struck are not causing any Rage to be generated. Whether this is intended or not is unknown.

Landing a hit with [Lacerate], [Thrash], or [Faerie Fire] has a 25% chance to reset the cooldown on Mangle.

Temporary buffs such as Heroism/Bloodlust or Trinket Procs can also indirectly increase Rage Generation by increasing Haste, Critical Strike, Agility, Hit, or Expertise. Although I don’t recall the last time I saw a temporary Hit or Expertise proc/buff.

You can probably tell that the most common of these either reset or completely remove the cooldown on Mangle. While this also increases our DPS, both Incarnation and Berserk should be held in reserve as Rage cooldowns.

»theincbear.com/forums/viewtopic.···e6ca2305
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Tiermordius on Nathrezim Server (US)
Main Tank for Pride and Ego