Kininye
01-16-2008, 09:22 AM
I'm curious to how other druid tanks handle opening pulls. I've played a druid tank almost exclusively for over two years, and my technique has evolved to:
1) Wraith/Starfire one target (sheep target preferable, so I get aggro if it breaks), Moonfire two/three other targets that won't be CCed, open with Maul/Mangle on primary target. Taunt as needed.
2) On pulls that require AE killing, Regrowth + Rejuv + Barkskin + Hurricane.
3) I have a ton of rage before a pull. DPS is still drinking and less likely to pull early aggro. I've already marked targets OR it is a one mob pull. I stay Dire Bear Form and use Feral Fairie Fire to pull, Maul + Mangle to secure aggro.
4) It's a single mob pull and I have no rage (this includes boss fights). Starfire + Wraith + opening Maul.
There may be some other tactics I use, but generally one of those three apply to at least 95% of my pulls, period. This includes heroics.
Now that I'm playing an alt healer, Shaman in this case, I've been able to see some other druid tanks. I've noticed a lot use Regrowth + Rejuv on almost every pull. To be frank, I don't see why. Half of Regrowth's mana is wasted on the direct heal, and at least 3-4 seconds of the HoTs are wasted just waiting for the mobs to get to the group. Even then, the threat is over time and evenly distributed to mobs. The following should be correct (or as close as I feel like calculating =P):
Regrowth + Rejuv before pull
3 mob pull
3 seconds for mobs to get to group
Assuming you are not full health at any point after the mobs start attacking (even for an instant), the Regrowth heals you for 1092 (18 seconds of the 21 second 1274 HoT, no +healing). The Rejuv heals for 795 (9 seconds of the 12 second 1060 HoT, no +healing).
You will get 1887 (1092 + 795) healing and generate ~1365 threat (1882 healing / 2 threat per healing point * 1.45 threat modifier) over 18 seconds (the time it takes Regrowth to finish ticking.
You've just spent 1260 mana (845 for Regrowth and 415 for Rejuv) to generate ~455 threat on each mob over 18 seconds, or ~.35 threat per 1 mana and ~25 TPS.
Keep in mind a Shaman's Earth shield and your Improved Leader of the Pack accomplish the same thing the same way with much better results. In fact, if either heal you to full health your Regrowth and Rejuv just became that much less effective at both healing and generating theat.
Wraith + Moonfires
Same 3 mob pull
You get immediate threat of ~400 on the Wraith target (~400 damage). You also get immediate threat of ~325 on the two Moonfired targets (~325 direct damage) and another 870 threat on each one over 12 seconds (600 damage * 1.45).
You've just spent 1245 mana (255 for Wraith and 495 for each Moonfire) to generate initial threat of ~1050 threat and another 870 threat on two of the mobs, or ~1.53 threat per 1 mana and ~155 TPS.
Cliffnotes:
3 mob pull
Regrowth + Rejuv before hand yields roughly 25 TPS and ~.35 threat/mana.
Wraith + two Moonfires yields ~155 TPS and ~1.53 threat/mana.
Having said all this, how do you generally pull when you're tanking? Am I nuts, or is my logic contagious?
1) Wraith/Starfire one target (sheep target preferable, so I get aggro if it breaks), Moonfire two/three other targets that won't be CCed, open with Maul/Mangle on primary target. Taunt as needed.
2) On pulls that require AE killing, Regrowth + Rejuv + Barkskin + Hurricane.
3) I have a ton of rage before a pull. DPS is still drinking and less likely to pull early aggro. I've already marked targets OR it is a one mob pull. I stay Dire Bear Form and use Feral Fairie Fire to pull, Maul + Mangle to secure aggro.
4) It's a single mob pull and I have no rage (this includes boss fights). Starfire + Wraith + opening Maul.
There may be some other tactics I use, but generally one of those three apply to at least 95% of my pulls, period. This includes heroics.
Now that I'm playing an alt healer, Shaman in this case, I've been able to see some other druid tanks. I've noticed a lot use Regrowth + Rejuv on almost every pull. To be frank, I don't see why. Half of Regrowth's mana is wasted on the direct heal, and at least 3-4 seconds of the HoTs are wasted just waiting for the mobs to get to the group. Even then, the threat is over time and evenly distributed to mobs. The following should be correct (or as close as I feel like calculating =P):
Regrowth + Rejuv before pull
3 mob pull
3 seconds for mobs to get to group
Assuming you are not full health at any point after the mobs start attacking (even for an instant), the Regrowth heals you for 1092 (18 seconds of the 21 second 1274 HoT, no +healing). The Rejuv heals for 795 (9 seconds of the 12 second 1060 HoT, no +healing).
You will get 1887 (1092 + 795) healing and generate ~1365 threat (1882 healing / 2 threat per healing point * 1.45 threat modifier) over 18 seconds (the time it takes Regrowth to finish ticking.
You've just spent 1260 mana (845 for Regrowth and 415 for Rejuv) to generate ~455 threat on each mob over 18 seconds, or ~.35 threat per 1 mana and ~25 TPS.
Keep in mind a Shaman's Earth shield and your Improved Leader of the Pack accomplish the same thing the same way with much better results. In fact, if either heal you to full health your Regrowth and Rejuv just became that much less effective at both healing and generating theat.
Wraith + Moonfires
Same 3 mob pull
You get immediate threat of ~400 on the Wraith target (~400 damage). You also get immediate threat of ~325 on the two Moonfired targets (~325 direct damage) and another 870 threat on each one over 12 seconds (600 damage * 1.45).
You've just spent 1245 mana (255 for Wraith and 495 for each Moonfire) to generate initial threat of ~1050 threat and another 870 threat on two of the mobs, or ~1.53 threat per 1 mana and ~155 TPS.
Cliffnotes:
3 mob pull
Regrowth + Rejuv before hand yields roughly 25 TPS and ~.35 threat/mana.
Wraith + two Moonfires yields ~155 TPS and ~1.53 threat/mana.
Having said all this, how do you generally pull when you're tanking? Am I nuts, or is my logic contagious?