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 Feral Kitty Information

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Ozz
Guild Officer
Ozz


Posts : 300
Join date : 2010-06-28

Feral Kitty Information Empty
PostSubject: Feral Kitty Information   Feral Kitty Information EmptyTue Jul 20, 2010 9:47 am

Feral Kitty Leveling Talent Build (0/60/11)
http://www.wowhead.com/talent#0ZxGMsfrz0eRhIuAkbA0z:mcN0Vz

Addons to get for Kitty DPS:
Badkitty - http://wow.curse.com/downloads/wow-addons/details/badkitty.aspx

DO’s
Agility: The cat's best overall stat.
Armor penetration: The mechanics of armor penetration are fairly convoluted, and the subject merits an article on its own. As a very short gloss on the situation, if you can get to 400-500 armor penetration unbuffed (mouseover the Hit stat on your character sheet to see how much you have), and especially if you have a trinket with a large armor pen proc (Mjolnir Runestone, Grim Toll, or Needle-Encrusted Scorpion), armor pen is the best stat to stack. The armor penetration hard cap is approximately 1,400 armor pen rating; beyond this, you will get no benefit from the stat.
Hit: You need 262 hit versus a level 83 (boss) mob to be capped. You don't need to worry about being hit-capped as much as other DPS do, because the vast majority of the cat's damage is "yellow" -- special attacks and bleed abilities that have a higher chance to hit than "white" attacks (normal melee swings). However, hit becomes more important as your gear improves.
Expertise: With 2/2 Primal Precision, you need an additional 16 expertise to reach 26 expertise, the soft-cap. 26 expertise is what pushes all level 83 (boss) mobs' chance to dodge off their avoidance table. Because you should always be behind an enemy, you shouldn't need more than that.

DON’T’s

Attack Power: We don't scale particularly well with raw attack power (which is why Savage Roar's mechanic was overhauled for patch 3.1). It's good to have on trinkets (and, to be frank, you're unlikely to find anything else), but if you see a piece with nothing but stamina, +hit, and raw AP, you won't get as much from it as a rogue will.
Critical Strike: You'll get more than enough crit from talents and agility. Raw crit is nice, but don't take a +crit piece over an +armor pen piece.
Haste: Haste isn't particularly useful at early gear levels as it only impacts white damage. As with hit, it's more valuable in better gear. In Cataclysm, haste has the potential to become a much better cat stat.

Glyphs

The three primary choices are:
Glyph of Shred – Each time you Shred, the duration of your Rip on the target is extended 2 sec, up to a maximum of 6 sec.
Glyph of Savage Roar – Your Save Roar ability grants an additional 3% bonus damage done.
Glyph of Rip – Increases the duration of your Rip ability by 4 sec.

Gems
Meta: Relentless Earthsiege Diamond. For the socket bonus (which requires a blue gem), you should use a Nightmare Tear in a blue slot somewhere on your gear (traditionally in the helm or weapon).
If the armor penetration on your gear is less than 400: Socket pure agility or (when needed) agility/hit, hit, or hit/expertise.
If the armor penetration on your gear is greater than 400: Socket pure armor penetration.
If the armor penetration on your gear is greater than 400 and you have an armor pen proc trinket (Mjolnir Runestone, Needle Encrusted Scorpion, or Grim Toll): Subtract the amount of armor penetration granted by the trinket's proc from 1400 and gem armor penetration until you reach the number that's left. After that, gem agility. Actually, because this probably makes no sense whatsoever, just go read the Elitist Jerks page on this and scroll down until you reach the section on armor penetration rating, which will tell you what number you'll need by trinket. The goal here is not to waste the armor penetration proc by putting yourself over the hard cap.
If you can reach 1400 armor penetration (the hard cap) passively between gems and gear: Whatever's left for your sockets should be gemmed for agility, hit, expertise, or some combination of the three.
Should I gem for socket bonuses?: If you get more than 4 agility for doing it and it's convenient, go for it. If not, don't bother.

And this, ladies and gentlemen, is why stats are being simplified for Cataclysm.

Endgame enchants

Enchants for cats are pretty straightforward
Helm - Arcanum of Torment purchased from Ebon Blade quartermaster (50 AP & 20 crit.)
Shoulders - Greater Inscription of the Axe purchased from Sons of Hodir quartermaster (40 AP & 15 crit), or Inscription equivalent (120 AP & 15 crit).
Cloak - Major Agility (+22 agi), or Engineering (+23 agi & adds a parachute)/Tailoring (chance on hit to increase AP by 400 for 15 sec.) enchants.
Chest - Powerful Stats (+10 to all stats)
Bracers - Greater Assault (+50 AP), or Leatherworking equivalent (+130 AP)
Gloves - Major Agility (+20 agi)
Belt - Eternal Belt Buckle.
Legs - Icescale Leg Armor (+75 AP & 22 crit)
Boots - Superior Agility (+16 agi) or Icewalker (if not hit-capped).
Weapon – Berserking (chance on hit to increase AP by 400)


Heirlooms

(for leveling kitty)


For heirlooms, you should actually ignore the PvE melee leather shoulders (Stained Shadowcraft Spaulders at 40 emblems of heroism or 60 champion's seals) and pick up its PvP counterpart, the Exceptional Stormshroud Shoulders (200 Stone Keeper's shards). Remember what we said earlier about agility trumping raw AP? That's why. Unfortunately, there's no agility on the melee leather chest heirloom (Stained Shadowcraft Tunic at 40 emblems or 60 seals), so you're stuck with that.

The heirloom weapon of choice is the Repurposed Lava Dredger, available for either 65 emblems of heroism or 95 champion's seals, and the only useful trinket is the Swift Hand of Justice (50 emblems or 75 seals). If you win the Kal'uak fishing derby, you can add a Dread Pirate Ring to the set.
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