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Mists of Pandaria Guardian Guide
MoP - 5.4
MoP - 5.3
MoP - 5.2
MoP - 5.1
MoP - September 22
5.0.4 - August 30
5.0.4 - August 28
5.0.4 - August 26
- Introduction: http://us.battle.net/wow/en/forum/topic/6412404169?page=1#2
- Game Mechanics: http://us.battle.net/wow/en/forum/topic/6412404169?page=1#3
- Stats: http://us.battle.net/wow/en/forum/topic/6412404169?page=1#4
- Abilities: http://us.battle.net/wow/en/forum/topic/6412404169?page=1#5
- Talents / Glyphs: http://us.battle.net/wow/en/forum/topic/6412404169?page=1#6
- Gameplay: http://us.battle.net/wow/en/forum/topic/6412404169?page=1#7
Edited by Arielle on 9/7/2013 8:00 PM PDT
I present to you the Mists of Pandaria Guardian Guide!
It's important to remember that this guide isn't meant to teach you how to tank per se. It is meant to inform and empower you to be the best Guardian you can be. That being said there are some very important basic tanking skills that will directly affect your "mileage" as it were. Instead of rehashing all of that content here, I'll just provide links to the relevant sources.
Of course if you're already an experienced tank and are just looking for a consolidated source of information, then this guide is still for you :D
As always the information in this guide is based on various sources, but mostly mine. Special thanks to Fasc, Tangedyn, and Hinalover for assisting with the base formulae back in 5.0. Extra thanks to Hamlet and Theck for helping with crazy stuff like approximating RPPM trinkets. Extra special thanks to Buraan for being what amounts to a guinea pig. Thanks also to the many forumites here at TiB for constantly providing questions and information about Guardians in any form of content.
I would like to give a special thanks to Reesi and Lissanna for the guidance they've given me over the past several years. I've learned a lot from them, and I hope I'll be able to use this knowledge to write a guide that people can use to improve their play.
Edited by Arielle on 9/7/2013 8:02 PM PDT
Changes in Game Mechanics
Druids gain a 4th specialization with the launch of Mists of Pandaria. The new specialization Guardian will be the Druid's dedicated tanking specialization. This comes complete with Guardian-only abilities, tier sets, and a new Mastery. Please make sure you are using the correct specialization before you go and try to tank anything! ^.^
Vengeance is the attack power buff that is granted to tanks when they take damage in PvE content. Previously you would gain 10% of the melee damage taken as Attack Power up to a cap of (10% Base Health + Buffed Stamina). In Mists of Pandaria the way Vengeance is gained and lost has changed to scale with the content you are doing.
The new formula is as follows:
0.015 * UnmitigatedDamage + OldVengeance * OldVengeanceSecondsRemaining / 20
Whenever you take damage, you gain 1.5% of that unmitigated damage as Attack Power. This Attack Power then decays over time, losing 5% of its value every second as long as you are taking damage. If you dodge a melee attack you will still gain Vengeance as if it had actually hit you. Note that this does not apply to "special attacks" that can also be dodged (Garalon's cleave for example). Blizzard has stated that all sources of damage <em>that are directed at the player now contribute to Vengeance instead of just melee attacks. So things like magical damage, bleeds, and special attacks will also now grant Vengeance. However this does not include environmental effects like fire on the ground. This means it is no longer advantageous to "stand in bad" during an encounter.
Vengeance caps at your maximum health, this has no actual affect on gameplay since if it gets that high in a normal situation you're going to be dead anyway. The decay rate will still even out relative to the incoming damage to give you a somewhat constant level of Vengeance. When something hits you the game will attempt to "bump" you up to what it thinks is 50% of the max based on the damage you just received. Special attacks not included in the "floor" calculation, meaning you can't take an extremely large hit from a special attack to spike your Vengeance super high.
When you taunt a target that is currently attacking another tank, you will be given half of that tank's Vengeance. Further, in order to prevent that tank from instantly pulling off of you again all taunts temporarily grant the tank a 200% bonus Vengeance modifier for 4 seconds. This is in addition to the passive +700% bonus that you receive for just being a tank. Together, this means you will generate a total of 1400% threat (7*2) when you taunt a target.
Lastly, Vengeance has diminishing returns when tanking multiple targets. The formula for this diminishing returns is as follows:
The Nth strongest (based on pre-mitigation average auto attack DPS) mob that has hit you in the last 5 seconds grants 1/Nth of full vengeance with their attacks. N is recalculated on every hit taken.
Note that the DR does not affect Challenge Mode dungeons.
Rage is no longer generated from taking damage. Instead Guardians now generate Rage from landing attacks on our enemies. You will gain Rage from performing one of the following actions (Direct Generation):
Before going any further you should already be able to tell that the overwhelming bulk of our Rage Generation comes from Critical Strikes. Therefore our goal should be trying to maximize the number of those we get. The easiest way to do this is to simply stack Critical Strike Rating. Not only is that an awesome stat by itself, but while in Bear form we get an extra 50% Critical Strike Rating. This makes Critical Strike the single best Rage Generation statistic to stack.
Using one of the following abilities will allow you to use something that generates Rage (Indirect Generation):
You can probably tell that the most common of these either reset or completely remove the cooldown on Mangle. While this also increases our DPS, both Incarnation and Berserk should primarily be held in reserve as Rage cooldowns unless you know exactly when you need to have them available.
Below you will find a link to a spreadsheet describing how much Rage you need to be able to generate to maintain 100% Savage Defense uptime for a given tank interval. These intervals range from 12-42 seconds. You seldom see a swap interval shorter than 7 seconds, which has the same RPS requirements as if it was 12. On the other end of the spectrum 42 seconds is the maximum amount of time you can keep Savage Defense up before you start to lose uptime to the recharge rate of 9 seconds. Anything higher than 42 seconds is simply 6.66666~ RPS (60 Rage / 9 Seconds).
The second column denotes the amount of Rage you could potentially bank in a given interval while not Tanking. Essentially the assumption is that you will bank at <em>minimum</em> 60 Rage, otherwise you're just doing it wrong.
The third column expresses how much RPS you need to be capable of generating to bank the desired amount of Rage within the time allotted. Since time spent "banking" actually starts right after you hit the last Savage Defense, the total time available is actually Interval + 6.
The fourth column describes how much RPS is needed to generate the Rage required to maintain 100% Savage Defense uptime for the duration of the tanking interval. First you determine the number of 6 second "sections" there are in a given interval and subtract 1 since any Rage generated during the last "section" is actually "banked". Then subtract the amount of Rage "banked" from the amount of Rage needed. Since the amount of Rage needed is a fixed number based on the length of the interval (60, 120, 180, etc.) this is pretty easy to find. Finally, divide the amount of Rage required by the amount of time you have to generate it and you end up with the RPS required to meet that goal.
The last column is simply the amount of time you need in order to "bank" the desired amount of Rage, based on the RPS required to maintain Savage Defense at 100% uptime (column 4). Again this is another interesting number to note, as you will see that the higher your RPS is, the lower the amount of time you need to spend "banking" it.
It should be noted that for the purposes of these calculations it is assumed you do not shift into Bear form at all - and thus do not trigger the extra 10 Rage from shifting. You almost never want to shift out of Bear form anyway unless absolutely required, in order to keep applying Tooth and Claw to reduce the damage taken by your co-tank.
In any case, if you wish to download the spreadsheet and play with it yourself, you can find it at: https://docs.google.com/spreadsheet/ccc?key=0Ann4EqTXSSPwdGdmakVVYmVIUjdSOFJtWnd0aVY5SFE
Tooth and Claw
One thing to note is that the addition of Tooth and Claw the RPS target for any given interval is increased from anywhere betwee 3 and 5 RPS. This value depends on your haste since the proc rate is a flat 40%. With 0% haste you have a 87.04% chance (1 - (0.6^4)) every 10 seconds you are auto-attacking a mob (4 swings) assuming you are both Hit and Expertise capped. Since Maul costs 30 Rage that turns into an additional 3 RPS required. Once you get up to 20% haste this additional target goes up to 3.75 RPS, and so on.
Something that previously hasn't been very well understood by most players is the concept of suppressions. That is if you're attacking (or if something is attacking you) and there is a level difference the higher level character (or mob) has an advantage in combat. These are the stats that are affected by suppressions:
Something that might seem relatively minor at first, but is actually pretty significant. All base weapon damage has been doubled. This has a cascading effect onto those abilities that scale from weapon damage such as Mangle. As a result, you will see nerfs to these abilities. Just remember that while the actual percentage on the ability has gone down the actual damage dealt has gone up significantly.
Edited by Arielle on 9/7/2013 8:11 PM PDT
The only two primary stats of consequence are Agility and Stamina. You will never actively seek out Strength or Intellect gear. The only exception to this is an Intellect weapon for use with the new talent [spell]108288[/spell]. However I'll cover that later.
Agility has historically been the character statistic that you seek out above all others for most of Cataclysm. However Agility will no longer significantly directly affect a mitigation ability like it did with the Cataclysm version of Savage Defense. While Frenzied Regeneration still scales off of Attack Power, it will not gain a substantial direct benefit from Agility. Agility has the following effects at level 90:
As previously mentioned your Vengeance cap will be directly influenced by your Stamina. However you will be dead if you reach that cap anyway, so it's not relevant to worry about. Stamina still continues to be the single best statistic to obtain for increasing your survival. Stamina does the following:
The big change in Secondary Stats since Cataclysm is that Haste is no longer worth almost nothing. One of the biggest changes in Mists of Pandaria is that there will now be 50% more secondary stats on gems, but more on this later.
Dodge's purpose as a secondary stat has remained completely unchanged. However the amount of Dodge gained per point of rating has decreased - otherwise we'd approach absolutely insane numbers (well, even more insane than we already get) when Savage Defense is up. It still technically reduces more damage on average than Mastery - but only if that damage is on the combat table. However since "handling" damage via our new active mitigation tools is far more efficient, you should not be actively seeking out Dodge as a secondary stat.
Along with a new specialization Guardians are also receiving a brand new Mastery called Nature's Guardian. The new Mastery grants an additional 2% armor per point of Mastery, with a base of 16% (8 * 0.02). This bonus acts as a final multiplier on all armor your character has. This means it also affects Bonus Armor which is defined by additional armor in green text on a few items. The most obvious example of this is a Kiril, Fury of Beasts which will actually grant you a minimum of 869 bonus armor instead of the 790 that appears on the item. Mastery grants less overall TDR than Dodge for damage that is on the combat table, but it also has the advantage of increasing physical EH for damage that doesn't penetrate armor.
Instead of directly contributing to mitigation or survival as it did in Cataclysm, Critical Strike instead allows you to make more choices. This is accomplished by drastically increasing Rage generation through Primal Fury. Critical Strike grants on average more Rage generation than Hit/Expertise, however it does so in a similar manner to how Dodge vs Mastery works at preventing damage. In other words it provides more average Rage generation at the expense of making it more "spikey". A secondary effect is that the critical strike chance of spells - like Healing Touch - is also increased. For Rage generation purposes, melee Critical Strike has a soft cap of 76% against bosses which shows as 79% on your character sheet.
Additionally Bear Form increases the Critical Strike rating from items (including Elixirs) by 50%.
Expertise has been significantly reworked. In Cataclysm Expertise reduced the chance your melee attacks would be Dodged or Parried at the same time, up to a certain point labeled the "softcap". This is no longer the case. Expertise now reduces Dodge, and then Parry. Additionally while reducing the chance an enemy will Dodge your melee attacks, Expertise will also reduce the chance a damaging spell cast will miss a target. For Guardians this will only really affect FFF. Since Tooth and Claw only occurs when your auto-attack hits a target (including Blocks and Glancing blows) Expertise increases the chance you will receive a T&C proc on a given melee swing. Think of it like a 2-roll system.
For reference the new caps are:
Like Critical Strike, Expertise doesn't directly contribute to mitigation or survival. Instead it provides more Rage for you to do with what you please. As previously mentioned it won't provide as much average Rage generation as Critical Strike, but it will provide more consistent generation.
The only change to Hit is the cap reduction. When attacking a boss level mob the Hit cap is now 7.5%, down from 8%. Otherwise Hit has identical functionality to Expertise, including Rating -> Percentage. For reference the new caps are:
Haste has three effects. First it increases how fast your auto attacks occur - thus increasing Rage generation and frequency of Tooth & Claw procs. Second it lowers the GCD on "spells". For Guardians this mostly just refers to FFF. This second part turns out to be a bit of a pain in the !@#, because all of our melee abitilies are on a fixed 1.5s GCD. This can cause downtime in the rotation of fractions of a second. Guardians also receive a bonus 50% Haste Rating from gear just for being in Bear Form. 425 Haste Rating = 1% Haste. The third and final effect is to increase the chance some RPPM - or "Real Procs Per Minute" - effects will occur. Note that Haste does not affect all such procs in this manner, only some of them.
Edited by Arielle on 9/7/2013 8:18 PM PDT
Like all other classes and specializations Guardians have had some changes to their class and specialization abilities. Some have we no longer have access to, others have changed drastically, and there are even a few new ones.
These abilities have been removed from the Guardian toolkit. Some have been made only available to other specializations, while others have been removed entirely. While this list may seem daunting at first, remember that a lot of these buttons we rarely, if ever, actually used. In reality it's not actually as bad as it appears.
These abilities have all changed in some way or another. This list will only include abilities that have significant mechanic changes, as a lot of the changes are purely numbers tweaking. If any ability changes are not mentioned here, they are likely to abilities that Guardians do not actually care about. As a rule if a utility ability (such as Stampeding Roar) requires a specific form, you will automatically be shifted into that form upon use. This affects almost everything in the Druid toolkit.
While not nearly as big as either of the two previous lists Guardians (and Druids in general) have gained a few new abilities in 5.0.4.
Symbiosis is our new level 87 spell. For a 6 second cast, the Druid essentially "bonds" with their target, granting them a new ability and gaining one from their target. The ability the target gains is determined by what class and specialization they are, and similarly the spell the Druid gains is determined by their targets class and the specialization of the Druid.
Like with any Druid, you don't particularly care what your target gets if you have the opportunity to gain something particularly awesome. In that vein, I don't really care what I give my target. As a tank I'm mostly concerned about getting something that will help me stay alive, or handle additional targets in some manner. The abilities we gain are listed below by the class they come from:
Of the options listed above, casting on a Monk or a Death Knight is the clear winner in terms of survivability or TDR. Shaman wins for pure DPS, followed by Paladin. Hunter provides great kiting utility. The rest of them have variable levels of uselessness.
Everything else is mostly just %^-*.
Edited by Arielle on 9/8/2013 5:33 PM PDT
Talents and Glyphs
If you take a look at the abilities available to Druids and the Guardian specialization you will noticed that a lot of the old talents have been made part of their abilities. To help you understand just what happened I will explain the current state of the each of the old talents and explain what happened to each of them. Afterwards we will look at the first 5 tiers of the brand new talent tree (since you can't actually get the 6th yet).
Cataclysm Talent Tree
So what happened to all of our old talents? Let's take a look.
As you can see, practically everything was either simply removed or rolled into the abilities they affected.
Mists of Pandaria Talent Tree
The new talent trees are divided into 6 "tiers". Supposedly they are supposed to represent different types of Druid abilities, but we find it's just much easier to name them according to the level at which you get them. Each tier has 3 talents to choose from. The tiers of talents become available at levels 15, 30, 45, 60, 75, and 90 respectively.
Level 15 - Movement
The obvious loser here is Displacer Beast. Anything it does either Wild Charge or Feline Swiftness can do, and do better. The two remaining talents are chosen based on the encounter you're doing. I'd go with Feline Swiftness as the default, switching to Charge if you need it. Displacer Beast is exceptionally useful for instant burst movement, just remember that you lose all of your Vengeance when you use it.
Level 30 - Healing
Ysera's Gift offers incredible sustained throughput that can not only heal yourself, but injured members of your raid. Even though it lacks the direct control of Cenarion Ward, it's definitely a viable talent option. Cenarion Ward provides a hefty amount of throughput either on you or another raid member. However Renewal still synergizes very nicely with [spell]106922[/spell] for an "OH !@#$" button, plus it's also off the GCD. All of these talents have their place, and it's up to you to decide what you want. Ysera's is by far the best talent for soloing, CW can be good in almost any content, and I'd definitely recommend Renewal for Challenge Modes or Proving Grounds.
Level 45 - Kiting
Faerie Swarm allows you to permanently keep 2 targets slowed, making it incredibly useful for kiting. Typhoon is the talent that sees the most use in raid/dungeon content by a huge margin. Mass Entanglement has no target limit. It might be useful for Proving Grounds, but I'm not convinced.
Level 60 - Effectiveness
Unfortunately since the minions summoned by Force of Nature can't actually taunt boss level mobs, that severely (and probably rightly so) limits their usefulness in a raid situation. Further they don't scale with weapon damage and will re-target if they lose aggro on their current target. Incarnation remains provides great burst Rage generation and DPS. On the other hand Soul of the Forest provides more consistent Rage generation over time, while giving you about the same amount of damage. Both talents are definitely viable options, and you can freely choose between them. I recommend SotF for new Guardians, and Incarnation for more advanced users or if there's a specific use for it. FoN is just mostly a waste of time.
Level 75 - Crowd Control
Like T3 most of these talents have a negligible impact on most raid encounters. Vortex is great for Challenge Modes, and there are some encounters where having one of these talents can be beneficial.
Level 90 - Hybridity
Dream of Cenarius easily provides the most constant healing of any of the talents, at the cost of a slight DPS (5-10%) loss because of the consumed GCDs. However since saving someone in your raid from certain death will almost always be more valuable than whatever DPS you lose, it's definitely worth it if you can manage the procs well. Remember to have a healing addon like Grid or Vuhdo set up if you want to maximize your effectiveness with this talent.
Nature's Vigil is definitely recommended as the "starter" talent of this tier. It provides pretty decent splash "smart" healing, and a small DPS increase. The biggest benefit is that it lines up nicely with both Berserk and Incarnation, allowing you to macro them together for maximum effectiveness.
Heart of the Wild is the top DPS and burst healing talent when you can make use of it, or if you need the extra Stamina (you won't for the most part). However you need to have a spellpower weapon to make the most out of using the healing and caster portions of the talent. Recommended for the most advanced users only.
Another pretty substantial change is in the Glyph system. Prime glyphs have been completely removed, leaving only major and minor glyphs. Even then these consist of mostly pretty wide open choices. Some of them you'll even find yourself switching on a fight-by-fight basis. I've listed all of the relevant Guardian glyphs below.
I'd consider glyphing Glyph of Grace all of the time since it's a minor glyph that has the potential to be very beneficial on some encounters. Glyph of Maul is pretty useless so I'd avoid it unless you need the extra damage for some reason. Glyph of Rebirth is no longer mandatory but still a nice glyph to pick up. Honestly these are mostly an encounter-by-encounter decision. Some of these "new" glyphs will convert from existing ones, while others will have to be obtained brand-new from a scribe. For raid content you'll want to consider having Glyph of Stampeding Roar and Glyph of Survival Instincts glyphed at almost all times. However you'll want to remember to shuffle glyphs in and out as you need them.
Pretend Glyph of Frenzied Regeneration doesn't exist. It's a trap glyph.
Edited by Arielle on 9/21/2013 11:59 PM PDT
So now that we've covered all of the boring stuff we can get to the real question: What should you do when you actually go to play your Guardian in MoP?
There will be a separate thread for an actual pre-raid or T14 gear list going up sometime in the near future. However I can talk about the kinds of things you'll be looking for in your gear when levelling or running dungeons.
The best way to reforge is for consistent RPS:
Max DPS/Consistent RPS: Hit=Exp (to caps) > Crit (to softcap) > Haste > Mastery > Dodge
This setup will work well for any type of content. If you want suggestions for a specific encounter, check out the R&D forum over at TiB: http://theincbear.com/forums/viewforum.php?f=12
As previously mentioned there's been a pretty significant shift in terms of how gems operate in Mists of Pandaria. Instead of primary and secondary stats both providing the same amount, secondary stats now provide an additional 100% value over primary stats (50% over Stamina) on gems. This means that a gem like Dodge, Mastery, or Crit is suddenly worth more than any kind of Agility gem. That's all well and good, but what does it really mean in terms of what you do?
The first thing to remember is that gems are far more costly and time consuming to replace than simple reforges. So you want to pick something that will last you for the long haul as opposed to an individual fight. That is unless you can afford to switch every encounter somehow.
Here are some general guidelines to follow in terms of gemming:
That being said, here's a quick and dirty list of what you should put in each colour socket:
For your Meta gem there are two options. If you're doing any kind of Heroic progression raiding I definitely recommend going with Indomitable Primal Diamond. At almost a 50% uptime, this gem is incredible for tanks. However you will definitely want to have a second helm with Capacitive Primal Diamond for when it's time for funsies, or you need an extra DPS boost.
Enchanting follows pretty much the same philosophy as gemming with one exception. Always, always, always, always, always get a movement speed boot enchant. Always. There is no excuse for this. In any case, here's your list:
I thought I'd make a note about this here. There are two cloak options Qian-Le, Courage of Niuzao and Fen-Yu, Fury of Xuen. I generally recommend going for the "tanking" cloak primarily, because making up that missing 1000 Expertise is a huge pain in the !@#. However feel free to pick up the DPS cloak as well. Use the same sort of logic as you would for the Meta gems. Use the tanking cloak for progession, and the DPS cloak for funsies or you need the extra DPS.
I wrote a blogpost about this previously. So instead of rehashing the entire thing I will introduce you to the wonders of copy&paste.
Just from looking at the above, you can immediately see that Blacksmithing is by far the biggest contributor at 640 stats, adding even more when epic gems come out. After that Skinning, Engineering, and Alchemy all look to be so close that there's no real disadvantage to taking one over the other. The rest of the professions kind of lag behind.
So if you're a total min-maxing kind of a player, you will want Blacksmithing. After that you can pick whatever suits your needs the best. For the rest of the Guardians out there, it won't really matter what professions you pick, but I'd stay away from Herbalism.
Rotation / Ability Usage
I've written about this before, but I feel now is a good time for a quick recap. So what is the new ability "rotation"?
As for how you spend your Rage once you generated it....
Nowadays consumables only really come in three (3) varieties: Food, Elixirs/Flasks, and Potions. In Catalcysm it was pretty simple. GET ALL THE AGILITY - which made it very cheap for progression. Nowadays if you want to get the most out of your Guardian you will need ot invest a sizable amount more $$$.
One of the more obvious casualties Guardians will notice is that our DPS in Cat form has dropped substantially. In fact in any encounter where there is persistent AoE damage (which is most of them in Dragon Soul) you should just stay in Bear Form. During bosses with prolonged tank swaps, feel free to dump excess Rage into Maul when you aren't tanking something. Just make sure you keep yourself alive with Frenzied Regeneration, and you bank 100 Rage when it's your turn to tank.
As some of you may or may not be aware, I recently took some time to redo my UI. I don't really recommend doing this in the middle of a progression raid tier, and it's definitely easiest during an expansion change. There are several different areas that as a Guardian you should focus on. I'll try to cover them individually and let you know what I've chosen for each particular need. Remember that as with any UI mod, the goal is to keep you focused on the action, instead of staring at the periphery of your screen to gather information.
For reference there is an existing thread where other users from the forums have been posting their WeakAuras scripts. If you have some to share, or are looking for one to solve your problem(s) go check out this thread - http://theincbear.com/forums/viewtopic.php?f=9&t=739
Glossary / Acronyms
AM: Active mitigation
AMR: Ask Mr Robot
CD = cooldown
CDR = cooldown reducing trinket from SOO
CW: Cenarion Ward
DB: Displacer Beast
DoC: Dream of Cenarius
DPS: Damage per Second
DR: Diminishing Returns
DTPS: Damage Taken per Second
EH: Effective Health
FF: Faerie Fire
FoN: Force of Nature
FR: Frenzied Regeneration
FS: Faerie Swarm
GS: Guardian Spirit
HoF: Heart of Fear
HoP/BoP: Hand of Protection aka bubble
HoSac/Sac: Hand of Sacrifice
HotW: Heart of the Wild
HT: Healing Touch
IB: Ironbark (perhaps/Ice Block)
Inc = Incarnation (talent)
LMG: Legendary Meta Gem
LoTP: Leader of the Pack
LoS: Line of sight
MMO: MMO-Champion (normally) or Massively Multiplayer Online (a genre of games i.e. WoW)
MoTW: Mark of the Wild
MoU: Might of Ursoc
MSV: Mogu'shan Vaults
NS: Nature's Swiftness
NV: Nature's Vigil
PPM/RPPM: Procs per minute/Real procs per minute
PM: Passive Mitigation ~ rare
PS: Pain Suppression
RNG: Random Number Generator (or normally short hand for meaning just "Random")
RoRo, Rune, RoR: Rune of Reorigination
RPS: Rage per Second
SB: Skull Bash
SD: Savage Defense
SI: Survival Instincts
SoO: Siege of Orgrimmar
SotF: Soul of the Forest
SR, Roar: Stampeding Roar
TDR: Total Damage Reduced
TiB: the Inconspicuous Bear - your beloved guardian forum and blog
TMI: Theck Meloree Index
TnC, TC, T+C: Tooth and claw
TOES: Terrace of Endless Spring
ToT: Throne of Thunder
TPS: Threat per Second
TTL: Time to live
UV: Ursol's Vortex
WoL: World of Logs
YG: Ysera's Gift
Edited by Arielle on 9/22/2013 12:13 AM PDT
Trinkets - Survival
Trinkets - Mitigation
Trinkets - Rage Generation
Trinkets - Old
Tier 14 Normal/Heroic
When gearing for actual raids in T4, there are a couple of things you need to be aware of.
Trinkets - Survival
Trinkets - Mitigation
Trinkets - Rage Generation
Trinkets - Old
Edited by Arielle on 9/30/2012 9:05 PM PDT
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