Shifting Perspectives: Bear Tanking Strategies Part 2

Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, continues his discussion of the finer points of bear tanking.
Previously, I talked about exactly how threat mechanics work in groups. Now, you might think I was going to use that knowledge to inform our decisions on being a bear tank.
Instead, I'm going to talk about gearing up.
I'd like to start by saying, up front, that this article is unlikely to contain stunning new information that will change your bear tanking world. For those players that are firmly bear tanking their way through Gruul's Lair and beyond, you are most likely to read this, chuckle, and move on. You are already living the dream, kicking butt and taking purples. Hopefully, you will share some of your insight with the rest of us.
But for the player just starting out, eager to prepare themselves to be the best bear tank they can be, I hope that this article will be of some help.
So you want to be a bear tank. Great! Bear tanks are lots of fun, and speccing feral gives you the wonderful ability to not only be able to tank at the drop of a /invite, but also let's you solo effectively with a simple change of gear.
To be a bear tank, you need to realize that your role requires you to focus on two main responsibilities;
- Threat generation
- Staying alive
Threat generation is exactly that; you must put out enough threat to keep your enemies focused on you, while the rest of your party kills them.
Staying alive blends into two different philosophies;
Survivability is your ability to still be alive after taking a big old whack from the boss, or suffering spiky irregular damage the healer was unprepared for.
Mitigation is your ability to avoid or reduce taking that damage altogether.
Today, we are going to focus on the second of those two responsibilities, staying alive, and how to plan your gear choices effectively.
More after the break!
Staying Alive
Be grateful I'm not pulling some lame Travolta picture out of archival footage, and pasting a bear head on top. I do have some standards, after all. I think. Okay, now I'm tempted.
All right, it's safe, you can come out of hiding. The urge has passed.
The value of Armor
Survivability and Mitigation each have their own purpose in gear selection, but both are superseded by one thing; Armor value.
In Dire Bear form, druids gain a 400% bonus to armor from equipped items.
This bonus does NOT apply to enchants or armor kits. (Please, no more +120 armor cloak enchants. Please? Use the Greater Agility enchant, and save my sanity.)
As an example of how the Dire Bear armor multiplier works, if an equipped item has 100 armor, in Dire Bear form it would be worth 100 armor + (100 armor * 4) = 500 armor total.
Armor provides a percentage of damage reduction against physical attacks. The higher your armor, the less actual physical damage that gets through per hit.
There is a hard limit of 75% damage reduction. The formula for determining damage reduction for targets level 60 or above, taken from Wowwiki, is;
DamageReduction% = Armor / (Armor - 22167.5 + 467.5 * MobLevel)
As you can see, the level of your opponent is important, but your level is not.
Using the above formula, and assuming that you are preparing to tank against level 73 targets (the max level of targets currently in game), then it becomes;
DamageReduction% = Armor / (Armor - 22167.5 + 34127.5)
If your armor is 32,000, then you would enjoy 74.48% damage reduction against physical attacks. Each successful physical attack against you would be reduced in damage by 74.48%.
This formula shows that, with a cap of 75% DR, the maximum armor that you can use before hitting the 'cap' is 35,880. Above that value, you are no longer receiving a benefit.
Oh yeah, just a measly little 35,880 armor, huh? Sure, sure.
Well, it's not as hard as you might think to attain that level of armor, once you begin reliably tanking 10 man and 25 man raid encounters.
Magical damage reduction
Before I get on to actual gear examples, I'd like to discuss that whole physical damage thing in a bit more detail.
When you are planning on facing opponents whose primary damage output is magic based, the normal reaction is to seek out gear high in the type of resistance appropriate to reduce the damage you will take. And when possible, this is probably the best method available to you.
However, there will come times when you are doing an excellent job against foes of all different types, and you will be faced with one particular boss that is magic based out of a horde that are not. In this situation, I refer you to my little friend, the Earthen Elixir.
Now, for my Battle elixirs, I typically use the Elixir of Major Agility to the exclusion of all else. It may be lazy, but I like my level of health, and the Agility gives me increased Mitigation and Crit chance all in one go. Many people would recommend using the Elixir of Mastery, but hey, I'm an agility guy myself. As always, if you are unsure of which you would like better... try them both, and make your own informed decision.
But for Guardian elixirs, the Earthen Elixir is a nice tool for bear tanks, because it actually gives us at least some damage reduction against magical attacks. In a long battle, that reduction can add up nicely.
For most tanking situations, I rely on the Elixir of Major Fortitude, but for those fights heavy on magical damage, keep a few Earthen Elixirs handy. You won't be sorry.
Armor and damage reduction examples
There are lots of very nice pieces of leather gear that have high armor values, and with the Dire Bear multiplier, you can climb to over 20,000 armor very quickly prior to running any 5 man instance content at all.
In fact, let's take a quick look at a common set of pre-Karazhan leather gear, gear that can be obtained without Heroics, or even instances (except for a single Arcatraz run), gear appropriate for bear tanking, and see where it gets us.
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Braxxis Staff of Slumber - 550 armor
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Stylin' Purple Hat - 232 armor
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The Dreamer's Shoulderpads - 187 armor
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Cloak of the Valiant Defender - 262 armor
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Heavy Clefthoof Vest - 500 armor
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Umberhowl's Collar - 281 armor
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Verdant Gloves - 393 armor
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Manimal's Cinch - 348 armor
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Heavy Clefthoof Leggings - 503 armor
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Heavy Clefthoof Boots - 394 armor
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Mark of Tyranny - 180 armor
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Badge of Tenacity - 308 armor
This gives us a total of 4,138 armor. Multiply that by the Dire Bear form multiplier, and we have 20,690 armor.
And looking at our formula, 20,690 armor vs level 73 mobs gives us 63.36% Damage Reduction. Not bad. Not Heroic level, but certainly solid regular 5 man instance tanking armor values. And that's without taking into account better gear from normal 5 man instances, Heroic Badge of Justice rewards, or PvP.
The Heavy Clefthoof set, by the way, can be worn by anyone, regardless of if you have Leatherworking or not. The set bonus only applies to the extra stats, not as to whether or not it can be equipped. Heavy Clefthoof will carry you well into Karazhan. It's like vitamins, it's just chock full of good stuff like armor and defense rating. Just an FYI.
And yes, I do get asked that a lot. It's not a silly question, when you think about the Tailoring requirements on the Shadoweave and Spellfire sets. People do get used to the idea of the good stuff being reserved for crafters. And Heavy Clefthoof is, for feral druids, the good stuff.
If you're interested, the gear I suggest a brand new level 70 feral druid or someone getting darn close should seek out for a starter tanking set can be found here. It's fairly good if you are in the position of being able to solo a lot, but find it difficult to run a lot of instances. And never forget the awesomeness and availability of PvP gear to carry you over the rough spots.
So that's all about armor value, the first stat we need concern ourselves with.
Defense Rating
Of course, you already know from my previous article about Hit Rating, Defense and Expertise that, as feral druids with 5/5 Talent points in Survival of the Fittest, we must have 415 Defense Rating to be uncrittable. So you have to work towards that, with gear stats, enchants, glyphs and gems when necessary. If it seems very difficult to balance your gear choices and still keep 415 Defense Rating, guess what? You're right! It can be very hard to do so, and when you get that tasty new drop you might very well find yourself losing all sorts of other enchants or gems to get your Defense Rating back up.
Moral of that story? Don't ever throw away or disenchant an otherwise perfectly good item you outgrew, if it has a solid amount of Defense Rating on it. You may find yourself needing it later.
So you need to build your armor up to increase damage reduction across the board. That, plus obtaining a Defense Rating of 415 with 5/5 Survival of the Fittest, are your top two priorities.
Got it? Good. Now we get into Survivability and Mitigation.
These are two separate areas, and a balance should be struck between the two. Both are desired, yes, but there are consequences. There are always consequences.
As I said before, Survivability is your ability to take damage and live. Mitigation is your ability to avoid damage altogether through high agility-based Dodge.
When you are just starting out, I personally recommend getting to a minimum of about 10,000 health, and then move to focusing on increasing your chance to Dodge through high agility whenever possible, with the aid of enchants and gems.
My reasoning is simple. With a low armor, you will have a low Damage Reduction, and you will be gaining plenty of rage through damage sustained. The higher you can initially get your Dodge, the less attacks you will suffer outright, without seriously decreasing your rage.
As your armor value increases, say into the 28,000+ range, and your damage reduction increases, you will be generating less rage through damage sustained. At that armor range, it's likely you are solid for Heroics and Karazhan, and it becomes more critical than ever to raise your health (Survivability) to better withstand Crushing Blows and spike damage, especially on a health intensive fight such as Prince Malchazaar.
The 28,000 armor range is also when Dodging more frequently begins to hurt your rage generation in lower difficulty encounters. It is more valuable to you to increase your top health rather than stacking even more Dodge.
As I said... a balance between the two is what you want to aim for. If your gear outpaces the content and the challenges you are facing, you will actually tank less well, because you will not get hit often enough and hard enough to generate rage, and your threat generating abilites need that rage to keep the enemy focused on you.
So now our priorities for gear are;
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Defense Rating of 415
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High Armor
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Agility for Dodge (*)
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Stamina for Health(*)
* Remember, a balance. Yes, take the agility, but seriously, get that health up to 14,000 and above as soon as possible or your raiding group will hate your guts.
As you can see, we can have tons of fun just looking at the different stats on leather gear, wondering if one thing is worth more than another.
The decision on breaking points, on where a particular piece of equipment stands in value to feral druids compared to another one, is the single biggest talking point we have today. And as you can imagine, there are many different takes on this subject.
As far as I know, the most famous list of feral druid gear is the one that Emmerald has painstakingly researched.
Make no mistake, I pored lovingly over the original version of that list as I approached level 70 over a year ago, making shopping lists of achievable gear while soloing, identifying 5 mans to run, heroics, etc. It's a pleasant pastime that can make an afternoon (or a week) go by quite happily. I enjoy making gear goal plans.
But there are also other methods out there of comparing the value of gear. And when you actually have some solid gear, and you've got enchants and gems that drain hundreds of gold for any minor change, then you can use all the help you can get.
Enter the incredibly awesome offline program Rawr, created and maintained by Astrylian of Whisperwind (US).
Rawr pulls your Armory data, and allows you to enter in your own choices of potential gear changes, gem changes, and enchants to see what effect it has on your Survivability and Mitigation. It's an incredibly powerful application.
No, seriously. At least try it, and see what you think. It is not a replacement for you making your own intelligent knowledgeable decisions on gear upgrades, but it is a darn good program.
Finally, if you are looking for something a bit shorter for a quick snapshot of what gear there is for a higher level raid, I like the work Hugehoss did to rank bear tank items. He did an awesome job, but I don't think he's been updating it for the last few patches. Hopefully, I'm wrong and will be swiftly corrected.
Okay, and now that I think of it, no list of places to make gear upgrade plans would be complete without a shoutout to Kaliban's Class Loot Lists. I don't visit there much anymore for druid info, since, well, I've been living la vida feral for way too long. But you can be certain my alts bring me to visit Kaliban quite frequently.
You would almost think that Feral Druids were interested in gear upgrades, or something. Go figure.
There is one last thing to mention when selecting your planned gear upgrades; offensive capabilities.
Yes, our first priority is to maximise our ability to stay alive. We stack on the armor for damage reduction, we achieve 415 Defense Rating to be uncrittable, we stack Stamina to have very high health and we stack Agility to have a massively high Dodge.
But we can't forget our second responsibility as a bear tank; Threat Generation.
You know that you gain rage through being whacked by the enemy. But the other way you gain rage is by causing damage to the enemy.
And the more you hit your target, and the more damage you inflict, the faster you generate that rage.
I will talk about how to generate Threat in the last chapter of this series, but what I want to make sure you keep in mind is, if your job is to generate Threat through instant cast specials attacks like Mangle, Lacerate or Swipe, then it is critical that you hit with that attack when you need to.
So, while you are gathering up your gear, keep an eye on those precious items that have Hit Rating on them also. In particular, one precious item I recommend you examine is the Waistguard of the Great Beast, an outstanding item for bear tanking, and available for every level 70 for the sum of 60 Badges of Justice.
In conclusion, the key is to take a hard look at where your own gear is, decide what your own target numbers are, and work towards them with quests, instances, Heroics, Badge rewards, and raids at your convenience.
Now we've talked about the core responsiblity of the bear tank - staying alive, and all the parts that go into it.
The last part of this series will finally deal with our other responsibility - what many consider to be our core responsibility; keeping the target's attention focused solely on us, unless and until we choose otherwise.
Until that time, I will leave you with this incredible footage I saw at Resto4Life of the player-forged druid form shapeshifting skins Andrige's has labored to create. Go take a look, you won't be disappointed*.
Just remember, please, please, don't modify your game files. Don't, don't, don't. If you do, it's totally on you if your game no longer works or you are banned from WoW for hacks. Just go check out the pretty pictures and video, and pray Blizzard admires his work and ideas and implements something like it in the near future.
*Okay, I'm sure someone will be disappointed. But what the heck, I loved 'em!
Filed under: (Druid) Shifting Perspectives, Druid, Analysis / Opinion, How-tos, Classes






Reader Comments (Page 1 of 2)
Jeff M Mar 11th 2008 8:10PM
Great read and tips! I'm a balance druid but I've always wanted to try feral just to see what its like. This will be a great resource if I ever do get that chance.
Jeff
http://www.wowdungeon.com/forums/
Bloodthorn Mar 11th 2008 8:20PM
awesome read man, full kudos for taking the time and effort to put this sort of thing together :)
Acceptable Risk Mar 11th 2008 9:11PM
FYI: Survival of the Fittest is only three talent points.
Rauten Mar 11th 2008 9:16PM
Just would like to add something. We don't NEED 415 defense rating, what we need is an overall 2.60% avoidance of crits, and we can reach that either using defense or resilience, or a mixture of both. Sometimes dropping one or two PvP pieces on your tanking set can be the saving grace that gets you back to being uncrittable.
BigBearButt Mar 11th 2008 10:34PM
I want to thank you both, first, you are absolutely correct Acceptable Risk, Survival of the Fittest is 3/3. For some reason, I brain lock on that every single time, and do that in every article.
Second, I agree with you Rauten, we do not need 415 Defense Rating, so much as we need a combination of DR and Resilience that achieves uncrittable status. I kept hammering it in the way I did to keep it in the forefront of planning, but what I hope is, is that folks needing to learn how to become uncrittable will follow that link to my article where I cover DR and Resilience and becoming uncrittable in detail.
I really don't want to go over all that again. I'm lazy.
Thank you all for your comments, I appreciate your keeping me honest.
OrkOfYork Mar 11th 2008 10:11PM
Druid bears rock! Seriously this is some helpful information for aspiring druid tanks. Makes me want to go out and roll a bear.
fLUx Mar 11th 2008 11:24PM
I can't get along easy with druid bear tanks, as a warlock, I create so much damn threat, I often get ultra near to the threat of the tank, sometimes even above it (then I slow down for a few seconds), but.....ummm.....I don't have this problem with any warrior tank?
Was in underbog helping a guildie collect his kara fragments, and the tank decided I was getting too much aggro, so without warning - he stopped. Guess what happened? Aye, the mob came running at me, and I was taken to pieces.
Is this normal? I know the only option is to slow down my casts, but IMO, druid bears *can* be terrible tanks, compared to warriors...
Not sure if I've been lucky in the past and got amazing geared warriors and then on par druids, but it doesn't seem right that just refreshing my DoTs, spamming shadowbolt, and casting some other DD spells, I would get so close that if the tank stopped for even a second, I would overtake?
But anyway, I guess I will try to join groups with warriors in future, because there is no point me raising my +spell even higher if I cannot even pump it out when its needed!
Anyhow, no offence to druid tanks, this is just my experience playing....
Rydolomo Mar 11th 2008 11:50PM
get Omen and then you can watch your agro.
I don't know if druids have any sort of agro dump.
Rydo.
Wats Mar 12th 2008 8:29AM
lol you are using the wrong bears then, I get requested to tank over most warriors because my threat generation is way better. The uber dps loves that.
bloodlight Mar 12th 2008 9:46AM
you have been very lucky with your warriors or unlucky in your druids. Of course you post also begs the question, how often do you use your soul shatter? and how much time have you spent working on you spell rotation to maximize damage while minimizing threat generation. Remember the threat dance is not all the the tank,
Yes they have to be good at maximizing threat, but the DPS also have to be good a minimizing threat while doing maximum damage. If all you do is all out nuke your not playing the character to the best of your ability.
Angus Mar 12th 2008 10:16AM
My wife was averaging over 600TPS last night. She also overgeared the instance.
For a lock to overtake that requires the lock to be in high T5/T6.
She's in T4. Heck, she was thinking of taking off her pants so she would take more damage so she could get more rage and actually make the healer work for a living. She took off a few mitigation items and was pushing 70 TPS easily thanks to having spare rage.
In fact all tanks have issues if they overgear the instance. Key frag, huh? Was the Tank a Kara+ equipped tank? If so they likely weren't generating much rage from being hit. Even paladins need to get hit as they need the heals to get mana back.
You need to wait for the tank to get a good 1K to 2K threat lead as they need that to get rage going and start their tanking cycle. Anything before 2K means they likely haven't been hit enough and are still trying to generate enough rage to get going. Couple that with being overgeared and you won't see a tank pumping out the sort of threat they can normally do.
The bear was a jerk for stopping though. You can sit at 119% threat and not pull it off. Why get mad over someone doing massive threat if they don't yank things off? Until they start pulling things off of the tank, they are doing their job. If you were riding their threat but weren't pulling, they should have been happy. Mob dies that much faster.
Kyver Mar 12th 2008 12:05AM
@John
Great article, especially for an aspiring bear tank like me! :D
"Was in [I]underbog[/I] helping a guildie collect his kara fragments, "
You meant Steamvaults?
fLUx Mar 12th 2008 12:31AM
Ah yeh, SV, all look the same to me at the start! hehe
And yep, use Omen, have done for ages, but without seriously nerfing my dps (i.e. 900+ -> 600), its impossible to keep under the druid tank. I can keep "under" it, but I jump up and down between having basically the same or more as the tank, to like 5k under. Though with the tank gaining more and more its fine, but its way too close for my liking, and I hate nerfing my dps!
Swarfy Mar 12th 2008 12:33AM
I had to log on my druid to check out her stats. With gift and a stam food in bear she's got 15240 health and 20016 armor with 441 defense. And that's after swapping some gems for stam/agility ones.
Will you cover hit rating? I notice when I take her into Kara I miss A LOT on bosses. I'm wondering where her hit rating should be for bosses.
Umbrae Mar 12th 2008 2:13AM
@ Swarfy: I'd recommend giving up some Defense for more armour and/or Agility, if possible. Although there is some benefit in having more than 415 Defense -- it increases your dodge slightly, and your chance to be missed -- you're far above what you need to be in crit reduction, and it may be hurting you in other important areas (e.g. dodge).
As for hit rating, I can't say I know offhand what the "cap" is for tanking druids; what I will say is that, realistically, you're not going to hit whatever the cap is while keeping your other tanking stats where they need to be. It's frustrating, but my recommendation is to get +hit on items when you can (such as the Waistguard of the Great Beast, as mentioned by BBB) and pray that it's enough. I really, really wish there were more +hit and expertise available on our tanking gear. :-/
Nightshifter Mar 12th 2008 2:28AM
@ Flux
"druid bears *can* be terrible tanks, compared to warriors..."
It's the player, not the type of tank. You can just as easily out threat a bad warrior tank. Plus your a warlock, you have an insane amount of threat generation as it is. So unless you're in a situation where you must get the boss/mob down as quickly as possible, hold back a bit. Unless you have a paladin in the group, then ask for salv and not kings so you can go all out.
@John
Great article, A lot of great points for the druid that is almost 70 and wants to start gearing for kara and heroics.
However, Mitigation is different than what you label it in your post. The central meaning of mitigate is "to lessen", so mitigation is basically to lessen the damage your taking, i.e. Armor value, the higher your armor, the more DR you get, the less damage you take. Avoidance on the other hand is to avoid incoming damage through dodge or miss, or for warrior/pally tanks, parry.
With the list of items you have there for the beginner druid is very good. That is most of the stuff I have had, or still have in the case of umberhowl's collar and my pimp hat. Another great item for the druid gearing up is Assassination shoulderpads socketed with stam or agi for more dodge, I still wear them even though I have my season 2 shoulders. And they are not hard to get either. Also earthwarden for those that run SV a lot.
Also, 20k armor is plenty to start offtanking kara, that is about what I had when I started tanking kara. So that gear list you have is just about perfect for the druid that wants to start off tanking ^^
Nightshifter
70 Druid
Cho'gall
Makros Mar 12th 2008 12:13PM
If you insist on being technically critical, I have to point out that "Mitigation is your ability to avoid or reduce taking that damage altogether" is not an incorrect statement. There is a difference between mitigation and avoidance, but technically mitigation encapsulates avoidance. Mitigating damage is to lessen damage in whatever manner is possible, be that avaoidance or direct damage reduction.
Vellesta Mar 12th 2008 2:50AM
Great article. :)
Just like to add that, as a bear tank just getting into Hyjal recently (downed the first 2 bosses so far), I find Flask of Chromatic Wonder to be my overall favorite elixir to use in almost any situation.
I'm sitting pretty comfortable around 30k armor with a healthy amount of stamina and agility. If I use agility pots, I find I dodge too much for small bursts of time and my rage becomes an issue (when purely physical dmg is involved)...and of course extra dodge does nothing against magical abilities. So the added overall stat boost PLUS the magic resist from the flask is, IMO, the best choice in a raid.
In 10 man groups, I'm definitely an agility pot kind of person as well, especially on trash.
BlackCat Aug 16th 2008 4:21AM
Just pointing this out, but Survival of the Fittest is a 3 point talent, not 5. The mistakes are in the Defence Rating section
oomoo Mar 12th 2008 6:03AM
IRONSKIN ELIXIR
i'd like to make a serious suggestion for replacing your guardian elixir, what i use is a ironskin elixr, it gives + 30 ressilence, which means i can remove some item with def and replace it with something more useful, wether it be a hit/expertise neck or a high stam trinket, or for the next patch that sunwell badge loot ring. tell me what you guys think! (and please no DEF OVER RESI ALWAYS posts, the differnce is small when compared to the possible gains)
with my current gear i have 15k hp unbuffed with 86 hit 10 expirtise points and a hole lot of dodge!
gettin uncritable to smart way ftw!