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  #1 (permalink)  
Old 10-03-2008, 11:43 PM
Catriona R
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Posts: n/a
Default Question re taunt/growl etc


Looking at the glyphs coming soon I'm seeing:

Glyph of Taunt
Major Glyph
Classes: Warrior
Requires Level 15
Use: Increases the chance for your Taunt ability to succeed by 8%.

Glyph of Growl
Major Glyph
Classes: Druid
Requires Level 15
Use: Increases the chance for your Growl ability to work successfully by
8%.

Now, I always thought taunt effects worked off your chance to hit - if
that's the case, I'm surprised these glyphs are needed. Is there an
extra chance for them to be resisted etc? Or is it that tanks stack so
much defensive stats that they end up with a really low hitchance? I've
so far made a point of keeping my druid hitcapped even in tanking gear
so as to not lose threat due to misses, am I taking the wrong approach
there? Obviously at 64 now I won't be hitting anything beyond normal
5-mans before lvl 80 so don't need to worry about raid level gearing but
still, I'd like to be sure I'm understanding this right :-)

Bit disappointed with druid major glyphs tbh, there's no feral ones that
stand out as ones I'd really like to have... I guess the extra healing
while frenzied regeneration is up is kinda nice (for all I'll hardly
ever use it), otherwise nothing I really want for bear *or* cat, seeing
as I intend to tank in groups, not do dps :-/

Semi-related sidenote - since druid become uncrittable from talents
alone in 3.0, there's obviously less need to stack defence. Am I better
replacing all +def stuff with agility etc? I went and made a full set of
heavy clefthoof gear before finding out about that change, and since
it's already made and enchanted it's going to get worn anyway, but I
guess regemming the yellow sockets I'd used enduring talasites in would
be a good idea - glinting noble topaz (4 agi/4 hit) looks the best
match, or else just ignore socket bonus and use solid star of elune or
shifting nightseye? Oh and does defence still give enough avoidance for
it to be worth continuing to use of the champion rings etc, or should I
just bin it entirely and go for bandit/beast?
--
EU-Draenor:
Sagart (70 Undead Priest)
Eilnich (70 Blood Elf Warlock)
Buinne (70 Troll Shaman)
Tairbh (64 Tauren Druid)
Balgair (70 Human Rogue)
Naomh (70 Draenei Priest)
Rosad (70 Human Warlock)
Sealgair (70 Dwarf Hunter)
Beag (60 Dwarf Paladin)
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Standard Re: Question re taunt/growl etc

  #2 (permalink)  
Old 10-06-2008, 06:56 PM
Jason Tinling
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Posts: n/a
Default Re: Question re taunt/growl etc

On Oct 3, 4:43*pm, Catriona R <catrionarNOS...@totalise.co.uk> wrote:
> Looking at the glyphs coming soon I'm seeing:
>
> Glyph of Taunt
> Major Glyph
> Classes: Warrior
> Requires Level 15
> Use: Increases the chance for your Taunt ability to succeed by 8%.
>
> Glyph of Growl
> Major Glyph
> Classes: Druid
> Requires Level 15
> Use: Increases the chance for your Growl ability to work successfully by
> 8%.
>
> Now, I always thought taunt effects worked off your chance to hit - if
> that's the case, I'm surprised these glyphs are needed. Is there an
> extra chance for them to be resisted etc? Or is it that tanks stack so
> much defensive stats that they end up with a really low hitchance? I've
> so far made a point of keeping my druid hitcapped even in tanking gear
> so as to not lose threat due to misses, am I taking the wrong approach
> there? Obviously at 64 now I won't be hitting anything beyond normal
> 5-mans before lvl 80 so don't need to worry about raid level gearing but
> still, I'd like to be sure I'm understanding this right :-)
>
> Bit disappointed with druid major glyphs tbh, there's no feral ones that
> stand out as ones I'd really like to have... I guess the extra healing
> while frenzied regeneration is up is kinda nice (for all I'll hardly
> ever use it), otherwise nothing I really want for bear *or* cat, seeing
> as I intend to tank in groups, not do dps :-/
>
> Semi-related sidenote - since druid become uncrittable from talents
> alone in 3.0, there's obviously less need to stack defence. Am I better
> replacing all +def stuff with agility etc? I went and made a full set of
> heavy clefthoof gear before finding out about that change, and since
> it's already made and enchanted it's going to get worn anyway, but I
> guess regemming the yellow sockets I'd used enduring talasites in would
> be a good idea - glinting noble topaz (4 agi/4 hit) looks the best
> match, or else just ignore socket bonus and use solid star of elune or
> shifting nightseye? Oh and does defence still give enough avoidance for
> it to be worth continuing to use of the champion rings etc, or should I
> just bin it entirely and go for bandit/beast?
> --
> EU-Draenor:
> Sagart (70 Undead Priest)
> Eilnich (70 Blood Elf Warlock)
> Buinne (70 Troll Shaman)
> Tairbh (64 Tauren Druid)
> Balgair (70 Human Rogue)
> Naomh (70 Draenei Priest)
> Rosad (70 Human Warlock)
> Sealgair (70 Dwarf Hunter)
> Beag (60 Dwarf Paladin)


Given the changes to the +hit talents to sever caster classes, the
assumption is that the %miss on a raid boss will be 9%, as opposed to
the current 16%. SO that means that even with no hit gear, you can
put your taunt at 99% hit rate.
  #3 (permalink)  
Old 10-06-2008, 07:58 PM
ting@thsu.org
Guest
 
Posts: n/a
Default Re: Question re taunt/growl etc

On Oct 3, 7:43*pm, Catriona R <catrionarNOS...@totalise.co.uk> wrote:
> Looking at the glyphs coming soon I'm seeing:
>
> Glyph of Taunt
> Major Glyph
> Classes: Warrior
> Requires Level 15
> Use: Increases the chance for your Taunt ability to succeed by 8%.
>
> Now, I always thought taunt effects worked off your chance to hit - if
> that's the case, I'm surprised these glyphs are needed.


Taunts are spells, not melee damage. Thus,

9% hit needed for melee, if you are wielding a single weapon, against
a raid boss
17% hit needed for spells against a raid boss

So basically, the glyph lets your taunt become spell hit capped for
raid bosses, if you are already melee hit capped.
--
// T.Hsu
  #4 (permalink)  
Old 10-06-2008, 09:01 PM
Catriona R
Guest
 
Posts: n/a
Default Re: Question re taunt/growl etc


On Mon, 6 Oct 2008 12:58:39 -0700 (PDT), ting@thsu.org wrote:

>On Oct 3, 7:43*pm, Catriona R <catrionarNOS...@totalise.co.uk> wrote:
>> Looking at the glyphs coming soon I'm seeing:
>>
>> Glyph of Taunt
>> Major Glyph
>> Classes: Warrior
>> Requires Level 15
>> Use: Increases the chance for your Taunt ability to succeed by 8%.
>>
>> Now, I always thought taunt effects worked off your chance to hit - if
>> that's the case, I'm surprised these glyphs are needed.

>
>Taunts are spells, not melee damage. Thus,
>
>9% hit needed for melee, if you are wielding a single weapon, against
>a raid boss
>17% hit needed for spells against a raid boss
>
>So basically, the glyph lets your taunt become spell hit capped for
>raid bosses, if you are already melee hit capped.


Ohhh, I see! Now I knew I couldn't growl when silenced, but never
realised taunts acted like spells for hitchance as well, that's pretty
nasty indeed. All of a sudden that glyph seems a lot more useful to
anyone who plans to raid - thanks!
--
EU-Draenor:
Sagart (70 Undead Priest)
Eilnich (70 Blood Elf Warlock)
Buinne (70 Troll Shaman)
Tairbh (64 Tauren Druid)
Balgair (70 Human Rogue)
Naomh (70 Draenei Priest)
Rosad (70 Human Warlock)
Sealgair (70 Dwarf Hunter)
Beag (60 Dwarf Paladin)
 

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