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Megjegyzés: ez le lesz fordítva, ki lesz egészítve, work in progress a dolog

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 a 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 planning item.

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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.

Originally Posted by Larisroth
Runspeed enchants can sometimes be the best option for boots, especially Cats Swiftness and Boar's Speed (6agi+runspeed and 9stam+runspeed respectively).
A table of how run speed enchants stacks with other bonuses can be found here.

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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.

Due to people not being able to work out what gear to use on their own, Valerian has posted this as a general summary of what is good to use at different gear levels.
Originally Posted by Valerian View Post
Before T6 gear, optimal pieces for the set slots are:

Head: S3
Shoulders: T4
Chest: S3
Hands: T4
Legs: anything good (Skulker's, T5, Badge reward etc)

Post T6 it is:
Head: S3 or Cursed Vision
Shoulders: T4
Chest: T4
Hands: T6
Legs: T6
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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 losing a white attack (reset of the swing timer) which is way more damage than an idol will affect.

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.

Malazaar has posted values for stats depending on general levels of gear here, which gives values for stats to be used for comparing items dependant on what gear level you're at.

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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.

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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, an 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

IMPORTANT INFO

It has recently come to light that there are some very useful macros that greatly enhance the use of Powershifting. Allev has set up a very useful thread to collate and discuss these macros, as found here.

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Windfury
Druids do not gain windfury in Cat or Bear form. It is often asked "how much increase in DPS would we gain with windfury?" because of this, as many people see it as a reason why our DPS is not as good as it maybe should be, so I've done a general estimate below:

dukes - WWS

Total number of white hits: 185 (35 normal, 50 glancing, 100 crit).
185*0.2 = 37.

with a 50% crit rate, this is 19 hits and 18 crits. Taking average values for these:
((425+((578.5*1.1)/14))*19) + ((832+((578.5*1.1)/14 * 2.26))*18 ) = ~9k + 17k = ~26k damage.
Present from 20:25'26 to 20:28'48 (100 %) = 202 seconds.

26k/202 = ~129 DPS total.

129 / 1544 = approximately 8% DPS increase.

It's a pretty crap estimate, but at least it gives an estimate and it should be something close to right (this is assuming a shaman with improved weapon totems and UR).

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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).

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Linked DPS Spreadsheets/Charts/Analysis
These links are provided as is - support for these links lies with the owners, and I take no credit or responsibility for the content.

Lolaan's DPS Spreadsheet - Put gear in, get DPS value out.
Voldin's Spreadsheet - Put stuff in, get stuff out.
Mijae's spreadsheet - DPS and Tanking Stats Spreadsheet.
The Druid Wiki -->> Toskks DPS gear analysis thing - Put in stats, get some gear recommendations, stat weightings and estimate of DPS out.
The Druid Wiki -->> Athinira's Blog - Stat Values for High End DPS - pre 2.3 detailed analysis of the interaction between Agility and Strength for Raid DPS gear setups.
The Druid Wiki -->> Gear Theorycrafting Program -- Rawr - Put in items, get stuff out. Works for both Cat and Bear forms. (See here for a much better explanation of how it works, direct from the author)

forrás: http://elitistjerks.com/f31/t16902-feral_druid_megathread/

xiaojun
Worgen
xiaojun
144 hozzászólás
wow_c_534562
20170502caihuali
Worgen
20170502caihuali
141 hozzászólás
wow_c_532386
chenlina
Gnomeregan Exile
chenlina
184 hozzászólás
wow_c_531026
#14 | Wolverine válasza Reiker #13 üzenetére
Wolverine
Hand of A'dal
Wolverine
27445 hozzászólás
 Van egy két pontos talent, ami pontonként 9 energyvel csökkenti a Shred költségét; így 60 helyett 42 energybe kerül. Nem mellesleg a mai patchcsel durván megváltozott az energy regeneráció, a két másodpercenkénti 20 energy helyett folyamatosan, 0,1 másodpercenként 1 energy regenerálódik.
I'm the best there is at what I do, but what I do best isn't very nice.
 
"Hello, I'm the Doctor. Basically... run."
 
A WoW.hu 12 pontja!
#13 | Reiker válasza Wolverine #12 üzenetére
Reiker
Critter
Reiker
5 hozzászólás
kösz a választ ,csak azért kérdezem mert van ez a video: http://www.youtube.com/watch?v=unj1S4JBhE8
és a srácnak (aki nagyon durván nyomja) gyorsaban töltödik vissza az energy mint nekem:D
egy shred neki az energyjéböl kb csak 1/5ét veszi le nekem meg majdnem a felét és igy nagyon hamar elfogy és kicsit várnom kell pl egy manglere vagy akármire(vagy neki az Omen of Clarity 2másodpercenként kapcsol be:D)
na mind1 csak arra lennék kiváncsi Obby mit mond az energyröl a videoban mert nem vagyok vmi jó angolbol:D
kösz a választ

#12 | Wolverine válasza Reiker #11 üzenetére
Wolverine
Hand of A'dal
Wolverine
27445 hozzászólás
 Nem, nincs módja a druidának az energy töltődés gyorsítására.
I'm the best there is at what I do, but what I do best isn't very nice.
 
"Hello, I'm the Doctor. Basically... run."
 
A WoW.hu 12 pontja!
Reiker
Critter
Reiker
5 hozzászólás
Hali a cat post mikor lesz lefordítva?
ja és egy kérdés lehet valahogy növellni az energy regenerációt?(powershiften kívül)
#10 | Argena válasza patito #9 üzenetére
Argena
Critter
Argena
5 hozzászólás
Pontosítanám egy picikét, mivel ez így nem teljesen helyes.
A 102.4% nem érvényes a druidákra.
A cap "csak" 100%, mivel nincs Block (és Parry se), csak és kizárólag Dodge és Miss az amiből építkezhetünk. Ezért viszont a cap elérésével egyben azt is eléri a druid hogy megüthetetlen legyen. Jelen pillanatban súlyos agi stackolással és Sunwell szintű gearrel érhető el (Sunwell Radiance nélküli és Dual Wielding mobok ellen "gyengébb" gearrel is el lehet érni természetesen)
patito
Scarlet Crusader
patito
1156 hozzászólás
DViD wrote:
patito wrote:
robert wrote:
Tankolás druidával
101,2% avoidance a cél egy lvl73 as boss esetében.

Nem tudom, hogy a dudu hogyan müködik, de akár paladin akár warrior, ahhoz hogy valaki crit immune legyen kell 102,4% avoidance, nem 101,2%. Ha a dudu olyan OP hogy neki kevesebb is elég egy 73-as bosshoz akkor meg se szólaltam, de gyanítom ez itt valami tévedés lesz.

A másik meg ami már csak ilyen grammarnáci dolog (C=FS!), hogy az nem defenCe hanem defenSe... de ez már tényleg csak szőrszálhasogatás.

Marmint most a crushingrol beszelsz, nem critrol.
AMugy igazad van a szamadatban tudtommal.

igen crushról, sry

DViD
Black Temple Guard
DViD
3111 hozzászólás
patito wrote:
robert wrote:
Tankolás druidával
101,2% avoidance a cél egy lvl73 as boss esetében.

Nem tudom, hogy a dudu hogyan müködik, de akár paladin akár warrior, ahhoz hogy valaki crit immune legyen kell 102,4% avoidance, nem 101,2%. Ha a dudu olyan OP hogy neki kevesebb is elég egy 73-as bosshoz akkor meg se szólaltam, de gyanítom ez itt valami tévedés lesz.

A másik meg ami már csak ilyen grammarnáci dolog (C=FS!), hogy az nem defenCe hanem defenSe... de ez már tényleg csak szőrszálhasogatás.

Marmint most a crushingrol beszelsz, nem critrol.
AMugy igazad van a szamadatban tudtommal.

Egy pap, egy warrior. Meg sok kis alt.

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