此站点大量使用JavaScript。
请在您的浏览器中启用JavaScript。
经典怀旧服主题
Thottbot主题
Feral Druid Tank Attributes & Stat Guide - WoW Classic Season of Mastery
来自 NerdEgghead
[Last Updated]:
2023/12/02
变更日志
补丁:1.15.2
目录
评分:
指南导航
评分:
Welcome to Wowhead's Tank Druid Attributes and Stats Classic Guide, updated for WoW Classic. In this guide, we will explain what Attributes do for their character, what Secondary Stats are, as well as what things to prioritize for your character when comparing Gear, either while leveling or during end game content.
Our Druid guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Druid guides for WoW Classic, make sure to browse the
Navigation Bar
below, and our list of
Related Guides
just beneath the
Table of Contents
.
Overview
Leveling (1-60)
Beginners
Talents & Builds
BiS Gear
Rotation & Abilities
Stats
Enchants
Consumables
Addons
Macros
PvP
noduel-classic-wow]Dueling
PvP BiS Gear
Warsong Gulch Tips
Alterac Valley Tips
Arathi Basin Tips
About the Author
My name is NerdEgghead, and I am an avid Classic WoW fan and theorycrafter with roots back in retail TBC. I mained a Warlock during TBC and Wrath, and frequented the Elitist Jerks theorycrafting forums back then as a lurker. One of my favorite aspects of the game was the offline effort to model and understand each spec in order to optimize performance. I currently main a Feral Druid in Classic, and have taken a more active role in theorycrafting the spec. I create sim tools and stat weight calculators for tanking and cat DPS, and am a moderator on the
Druid Class Discord
where we collaborate on these tools and help out players of all skill levels (ranging from casual players to competitive speedrunners) with gearing and playstyle decisions. Feral Druids are in an exciting spot in Classic for tanking especially, as the predominant meta around gearing has been reshaped by the Classic community compared to vanilla and private server expectations. I am excited to continue furthering our understanding of Feral Druids in TBC Classic and Season of Mastery, and we already have sim tools we're working on to that end. Come join the Druid Discord if you'd like to participate!
Stat Priority for Feral Druid Tank in Season of Mastery
Hit Chance
Haste
Crit Chance
Strength
Stamina
Agility
Attack Power and Feral Attack Power
Defense
Armor
Dodge Chance
The above list ranks each stat by the overall value that an increase of 1 on gear provides. For example, 1% Hit provides more value than 1% Haste, and 1 Stamina provides more value than 1 Agility. The "overall value" of a stat is a weighted average of its contributions to effective health pool (EHP), avoidance, and Threat per second (TPS). For more information on these metrics and their importance, check out the class mechanics section of the class overview guide. Some stats like Stamina, Dodge Chance, and Hit Chance contribute only to one of these metrics, while others like Agility contribute to two or even all three metrics. In order to compare stats that contribute to completely different tank metrics, Stamina vs. Hit Chance for example, a judgment call has to be made on the relative importance of EHP vs. avoidance vs. TPS. The above ranking was calculated by valuing EHP substantially more than avoidance for survivability, and valuing survivability equally to TPS, which are appropriate assumptions for the majority of vanilla raid content.
When optimizing your gear, however, you have to consider not only the ranking of stats, but how
much
of an improvement each stat provides relative to others. For example, under the assumptions described above, 1% Haste provides only 3% more value than 1% Crit so the two stats are pretty comparable, whereas 1 Attack Power provides about three times the value of 1 Armor and is therefore quite a bit better point for point. The way that these tradeoffs can be quantified is through the use of
stat weights
, which measure the value increase provided by each stat relative to 1 AP. These weights can be calculated using an integrated spreadsheet calculator developed by the
Druid Class Discord
, which models average TPS self-consistently with incoming damage and computes stat weights based on a specified avoidance-to-EHP ratio and a specified tank-to-threat ratio.
Example stat weights for bear tanking in Season of Mastery are listed below:
Stat
Normalized Weight
Attack Power
1
Feral Attack Power
1
Strength
2.2
Agility
1.57
Hit Chance
36.1
Crit Chance
25.8
Haste
26.6
Health
0.167
Stamina
2.2
Armor (on gear)
0.33
Armor (on enchants)
0.069
Defense
0.46
Dodge Chance
0.00
These weights assume that the
野性之心
talent is taken, which should be the case for all Feral Druids, and that the
王者祝福
raid buff is used, since the majority of competitive Feral Druids will be playing Alliance during Season of Mastery. This is why the weight for Stamina is 13.2 times the weight for Health even though 1 Stamina generates only 10 HP for Druids: each 1 Stamina on gear actually provides
1 x 1.2 x 1.1 = 1.32
Stamina after talents and buffs. For Horde cats, simply divide the stat weights for Stamina, Strength, and Agility by 1.1 to account for the lack of
王者祝福
. Finally, check out the Secondary Stats section later in this guide for more information on why there are two different Armor weights and why Dodge is valued at 0 in vanilla WoW.
Attributes for Feral Druid Tank in Season of Mastery
Strength
Strength is a strong Threat stat for Feral tanks since it provides 2 Attack Power (AP) per point, compared to only 1 AP for several other classes.
For a Level 70
德鲁伊
:
1 Strength = 2 Attack Power
Agility
Agility is a weaker primary attribute than Strength for bear tanks, because it does not provide any Attack Power in
巨熊形态
(only in
猎豹形态
), and is therefore valued primarily for the Crit it provides. Agility also provides mitigation value by adding 2 Armor per point in Agility, but this contribution is very weak compared to Armor on gear pieces because it does not scale with either the 4.6
x
Armor multiplier from
巨熊形态
or the additional 1.04
x
Armor multiplier when specced into 2/5
厚皮
. Finally, each point in Agility also adds 0.05% Dodge Chance, but avoidance unfortunately provides almost zero survivability to bear tanks in vanilla (see the Secondary Stats section below for more details on this).
For a Level 60
德鲁伊
in
巨熊形态
:
1 Agility = 2 Armor
20 Agility = 1% Dodge
20 Agility = 1% Critical Strike Chance
Stamina
Stamina is the strongest tank stat when optimizing for worst case survivability, as it increases the available health buffer to soak large damage spikes from hard hitting mobs. Unlike Armor, there is no cap on the value of Stamina, and it continues to improve EHP for the entirety of vanilla. Stamina scales wonderfully for bears due to the
野性之心
talent, in addition to the normal scaling of all primary attributes with
王者祝福
. As a result, for Alliance bears, 1 Stamina on a gear piece actually provides 1.32 Stamina when fully raid buffed in
巨熊形态
.
For a Level 60
德鲁伊
:
1 Stamina = 10 Health
Intellect
When tanking, Intellect provides essentially no benefit to a Feral Druid. Powershifting, while integral to the cat DPS rotation, is rarely done when tanking, as Rage is generally plentiful enough from incoming damage to queue a
槌击
on every auto-attack.
For a Level 60
德鲁伊
:
1 Intellect = 15 Mana
60 Intellect = 1% Spell Critical Strike Chance
Spirit
Spirit is similar to Intellect in that it provides value to Feral Druids only when powershifting in
猎豹形态
, and has no use when tanking.
For a Level 60 Feral
德鲁伊
:
1 Spirit = 0.5 mp5 when not casting
1 Spirit = 0 mp5 when casting
1 Spirit = 2.5 mp5 when Innervated
Secondary Stats for Feral Druid Tank in Season of Mastery
Hit Chance
Hit Chance reduces the probability that your attacks miss. The value of Hit Chance scales with your gear, as missed attacks are more detrimental when your attacks generate more Threat. Unlike other DPS stats like AP and Crit, however, Hit has a hard cap on its value and provides no TPS increase above the cap. A level 60 Feral Druid has a 9% chance to miss melee attacks against a level 63 boss, resulting in a Hit cap of 9% .
It should be emphasized that Hit cap should not be thought of as a goal to reach, but rather as a
limitation on the value of the stat
.
Optimal tank gear is often far below the Hit cap, which is totally fine because the other Threat and mitigation stats on the gear provide more value than what is lost by a few % chance to miss. For example, if you were given the choice between a 1% chance to miss with your successful attacks generating 1250 TPS, versus a 0% chance to miss with your successful attacks generating 1000 TPS, the first case is substantially better even though it is not Hit capped. The stat weight for 1% Hit, which is around 36 AP equivalent throughout Season of Mastery, determines which of these tradeoffs is worth making.
For a Level 60 Feral Tank
德鲁伊
:
1% Hit = 36.1 AP in value
Hard cap = 9% Hit Chance
Crit Chance
Crit Chance increases the probability that your auto-attacks and special abilities exhibit critical strikes. In vanilla WoW, critical strikes in
巨熊形态
deal 2 times more damage than normal hits. Additionally, when specced into the
原始狂怒
talent,
槌击
and
挥击
crits effectively reduce the Rage cost of these abilities by refunding 5 Rage. This translates into a higher fraction of GCDS that can be filled with Swipe for increased TPS while still maintaining 100% Maul uptime.
Point for point, 1% Crit is a fair bit worse than 1% Hit because of the way the melee attack table works for bears in vanilla WoW: 100% of a bear's Threat generation comes from special ("yellow") abilities, which roll for crits separately
after
first performing an initial roll to check that the ability landed successfully. This means that misses, dodges, and parries all effectively suppress the value of 1% Crit for
槌击
and
挥击
. Conversely, this also means there is no concept of a "Crit cap" for bears like there is for Rogues and Warriors in vanilla, since bears optimally do not cast any "white" attacks that can glance when executing their TPS rotation.
For a Level 60 Feral Tank
德鲁伊
:
1% Crit = 25.8 AP in value
Haste
Haste increases your melee attack speed, and therefore increases the number of Mauls that can be cast in a given encounter. In vanilla WoW, when determining your character's melee swing timer, the game converts each source of % Haste from your gear and buffs into a
Haste multiplier
, and each of these factors are then multiplied together in order to determine a total attack speed multiplier for scaling your swing timer. For example, as a tank focused Feral Druid, your most common sources of Haste in a raid setting will be
手动惩戒器
,
铁质平衡锤
,
侏儒作战小鸡
, and the three 1% Haste enchants on your helm, gloves, and pants. If you have a counterweighted MCP active, are using all three Haste armor enchants, and have secured a single
作战鸣叫
buff provided by your
作战小鸡
, then your total Haste multiplier is calculated as:
1.5 x 1.03 x 1.01 x 1.01 x 1.01 x 1.05 = 1.6714
. As a result, your hasted swing timer will be the base swing timer of 2.5 seconds in
巨熊形态
, divided by this 1.6714 multiplier, yielding a result of 1.496 seconds. The fact that Haste effects multiply together like this is what makes
手动惩戒器
such an incredibly overpowered consumable for Ferals, as MCP effectively makes every other Haste buff you have access to 50% better.
For a Level 60 Feral Tank
德鲁伊
:
1% Haste = 26.6 AP in value
Note that the stat weight for Haste is nearly twice as high for bears as it is for cats. This is because almost 100% of a bear's Threat generation is tied 1:1 to the swing timer via
槌击
. In contrast, auto-attacks constitute only ~40% of a cat's DPS output, with the majority coming from instant cast abilities that do not benefit from Haste. More generally, bears scale far better with Haste than any other spec in vanilla WoW due to their reliance on
槌击
and the multiplicative scaling of Haste buffs with MCP, so keep this in mind when discussing loot priority for items like
蜘蛛之吻
that scale tremendously well on a bear.
Dodge Chance
Dodge Chance increases the probability that you dodge incoming melee attacks, and is thus exclusively an avoidance stat that reduces a tank's average DTPS from mobs. Dodge Chance typically comes in 1-2% increments on gear pieces, and is one of three possible ways to improve your total avoidance as a Feral tank in vanilla, the others being Agility (which grants 0.05% Dodge per point) and Defense (which grants 0.04% Dodge per point but also increases the boss' chance to
miss
by an additional 0.04%).
When gearing as a Feral tank in vanilla, it is recommended to put very little value on avoidance relative to EHP.
This is because avoidance does not synergize well with how damage intake and healing for tanks function in vanilla raids. Incoming damage from raid bosses is extremely spikey in vanilla, and it is simply impossible to stack enough EHP to survive more than a few consecutive damage spikes from hard-hitting bosses even when gearing for mitigation. On top of this, itemization for bears is limited to avoidance levels that peak at only 25% or so in endgame BiS gear. This means that as a tank, you can never rely on dodges to keep you alive when you don't have enough Stamina or Armor to do so. As a result, spam healing tanks and accepting a large amount of overhealing as a consequence is standard practice amongst competitive healing teams in vanilla. Getting in a lucky dodge once in a while does not help these healing teams out whatsoever, as they need to be spam healing you regardless to avoid a death from a bad RNG spike, so the dodge just turns into more overhealing.
This paradigm gets turned on its head in late TBC, when Druids can stack so much Dodge that tanks are avoiding a large majority of damage intake, making dodges a quite reliable source of mitigation in that expansion and onwards. Tank EHP levels in TBC are also enormous compared to vanilla, meaning that tanks no longer need to be spam healed continuously to stay alive, and healers can therefore react intelligently to dodges in order to save Mana.
Defense
Defense serves three functions for Feral Druids when tanking raid bosses: (1) It increases the tank's change to dodge boss attacks, (2) It increases the chance that the boss misses the tank entirely, and (3) It reduces the chance that the tank is critically hit. Both (1) and (2) increase the total avoidance of the tank, with every 12.5 Defense Skill providing 1% total avoidance. Therefore, there is a direct equivalency between Dodge Chance and Defense for avoidance.
In TBC and later WoW expansions, the primary reason for accumulating Defense on gear, however, is to become uncrittable by raid bosses. Crit immunity effectively inflates a bear's EHP by a whopping 33%, as the worst possible damage stream from a boss is changed from a sequence of crits to a sequence of crushing blows, which are 25% weaker than crits. Unfortunately, crit immunity is
not
a practical gearing goal for bear tanks in vanilla WoW, as there is hardly any well itemized Feral gear with Defense on it. A Feral would need to wear a horrendous gear set including numerous Uncommon quality BoEs with "of Defense" affixes in order to even approach the crit immunity cap, giving up all of their Threat and mitigation stats in the process. Note that this is
also
the case for Fury-Prot
战士
tanks in vanilla, who gear quite similarly to bears and are generally far from crit immune when wearing well balanced gear sets.
Since complete crit immunity is inaccessible for vanilla tanks, healing assignments in vanilla are always set up such that tanks are continuously spam healed and instantly topped off after eating a crit or crush. As a result, small incremental reductions in the boss Crit Chance via Defense have extremely low value for vanilla tanks, as your healers must be prepared to deal with damage spikes from a critical strike at any time regardless of your Defense Skill. Therefore, similar to Dodge, Defense ends up being a quite low value tanking stat in vanilla, as neither its avoidance contribution nor its crit suppression contribution will functionally change how your healing team should optimally play for keeping you alive.
For a Level 60 Feral Tank
德鲁伊
:
25 Defense = 1% Dodge
25 Defense = 1% boss miss chance
12.5 Defense = 1% total avoidance
25 Defense = 1% reduced chance to be crit
Soft cap = 140 Defense from gear
Armor
Besides avoidance, Armor is the only source of physical damage mitigation for Feral tanks, since bears cannot block or parry. The relationship between damage mitigation and Armor is
r = A / (A + 5755)
, where
r
is the fraction of incoming damage that is mitigated, and
A
is the fully raid buffed Armor value in
巨熊形态
. For example, a tank with 9,000 Armor mitigates 61% of incoming physical damage. In Classic WoW, damage mitigation is capped at 75%, which corresponds to an Armor cap of 17.265 against a level 63 raid boss. If
牧师
s and
萨满祭司
s are assigned to heal the tank, then the
灵感
/
先祖坚韧
buffs provided by these classes further reduce the Armor cap to 13,812.
Very high Armor is a core strength of Feral tanks both in vanilla and in TBC. Each 1 Armor on a gear piece actually provides 4.6 armor when tanking due to the multiplier from
巨熊形态
, and this can be further boosted to 4.784 Armor if you spec into 2/5
厚皮
as part of the standard main tank build. Moreover, the Feral PvP ranking and reputation sets in vanilla are itemized with inflated armor levels, and several of the best early defensive ring and trinket options include extra Armor as well. As a result, bears accumulate Armor so quickly that they can approach the Armor soft cap as early as Phase 1 if desired when wearing heavy mitigation gear, although more balanced gear sets will not run quite so much Armor in order to boost TPS. Elevated Armor compensates for the inability of Feral tanks to avoid crushing blows, as bears manage crushes by simply mitigating the damage to levels that can be comfortably soaked with their high health pool.
It should be noted that even though the stat weight for Armor appears to be low, it is multiplied by much higher numbers than the other stats (258 Armor vs. 30 Attack power on
高地皮甲护肩
for example), so gear optimization using these weights still favors high Armor pieces. Finally, keep in mind that bonus Armor from enchants such as
附魔披风 - 超级防御
and
毛皮护甲片
, or from set bonuses such as the 3-piece
起源套装
bonus, does
not
receive the Armor multipliers from
巨熊形态
or
厚皮
, making these sources substantially less valuable than Armor found directly on gear.
For a Level 60 Feral Tank
德鲁伊
:
1 Armor on gear = 4.6 Armor in
巨熊形态
(or 4.784 Armor with 2/5
厚皮
)
Hard cap = 17,265 Armor (75% mitigation)
Soft cap = 13,812 with
灵感
/
先祖坚韧
Gearing Advice for Feral Druid Tank in Season of Mastery
Gearing for bear tanks is a lot more complicated and multifaceted than for cat DPS, as tanks care about multiple important metrics for their performance: EHP, DTPS,
and
TPS/DPS. A common mistake made by tanks is focusing on only one of these metrics at the expense of the others. For example, Feral tanks that overemphasize DTPS reduction may use gear sets attempt to stack avoidance but at the expense Stamina and Armor. This type of gear set allows the tank to reduce their damage intake on average by avoiding more attacks, but the attacks which
do
land pose a serious risk since the tank lacks enough EHP to soak potential damage spikes. Likewise, "potato" gear sets that solely prioritize survivability will lack sufficient Threat stats for the tank to hold aggro against competitive DPS players. To avoid these types of scenarios, it is recommended to use a
balanced
gearing approach that weights all three metrics at appropriate levels.
A related misconception is the notion of "stacking" a particular stat in a gear set. Many players will see a stat priority list like the one in this guide, notice that Hit Chance is the highest value stat for bears, and then look for gear pieces with as much Hit Chance on them as possible. This type of approach can lead to very inefficient gear sets, as the
relative value and quantity
of Hit compared to every other stat is not taken into account. For example, a tank aiming to stack Hit might opt to use
强击护肩
over
高地皮甲护肩
, as the former packs 2% Hit while the latter has none. A trade like this is never worth it, however, as the value of 129 additional Armor plus 17 Stamina on the PvP shoulders is so high that even a Threat skewed set should happily give up a few percent Hit to use them. Another example in the opposite direction is
大地之击
: a tank focusing on stacking Stamina and Armor might pass over this trinket entirely, but the snap Threat value it provides is so insanely high that any reasonable mitigation set would still use it.
To avoid these common pitfalls, the best way to approach optimizing your gear set is by incorporating quantitative stat weights, such as those provided in the Stat Priority section of this guide, into a gear planner such as the
Wowhead Classic Gear Planner
or
Sixty Upgrades
. The planner will then rank potential gear options in each slot based on the overall value of the item, obtained by adding up all of the item stats weighted by their relative value. You can also apply filters to the planner to include only pieces from specific sources, for example restricting yourself to only drops from dungeons. As a first pass gear set, you can take the gear piece with the highest score in each slot according to the provided weights, and put them together into a set. Note that the stat weights in this guide were calculated under a balanced 1:1 Stamina-to-Strength ratio, so the weights should be adjusted if you want to skew more heavily towards either survivability or TPS instead.
When looking at the optimal tanking set under your stat weights, you may notice that the gear set is not Hit capped. This is completely fine! There is never a requirement to be Hit capped for any class or spec. Hit should just be thought of as a TPS/DPS stat with a finite and quantifiable value: 36.1 AP specifically for bears in vanilla. Giving up more value than this AP equivalent just to reach the Hit cap will always lead to an objectively worse gear set. For example, the raw stats on the Rank 12 PvP gloves (
统帅的龙皮手套
) and legs (
统帅的龙皮腿甲
) provide more Threat value on average than the
魔暴龙护甲
set even though the latter adds 2% extra Hit, so choosing to use the Devilsaur set in order to Hit cap would significantly
lower
your TPS.
For more in-depth gearing advice, visit the
Druid class Discord
. We have an active community of knowledgable Feral tank players who are happy to help newer players with gear decisions. For more advanced players, the Discord also has modeling tools that you can use to generate your own stat weights for different content phases.
Previous Page:
Rotation & Abilities
Next Page:
Enchants
Feedback
Thanks for reading our class guides! If you have any feedback about the guides, feel free to leave a comment in the section below and we will reply as quickly as possible. If you'd like to talk with any of our writers directly you can do so by joining our
Discord Server
and finding them there!
[Get Wowhead]
高级会员
[$2]
[A Month]
[Enjoy an ad-free experience, unlock premium features, & support the site!]
评论
贡献
在发表评论前,请留心以下提示:
您的评论必须为简体中文,否则将会被删除。
不知道如何发评论?参考我们的
格式指南
!
发表前最好先自行校对一次。
有问题可以访问我们的
论坛
来寻求帮助。
发表评论
你没有登录。
请登录
或者
注册账号
来添加你的评论。
使用下面的表格浏览您的截屏。
[Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.]
质量越高越好!
[Please review our
Screenshot Guidelines
before submitting!]
您没有登录。请
登录
后提交截屏。
将视频URL输入下列表格即可。
URL:
支持:仅限 YouTube
说明:您的视频需通过审核才能在站点上显示。
我们用
Wowhead 客户端
保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即
下载客户端
整装待发吧。
我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧。