Agility also directly affects the Armor gain of Ironfur. While gearing, Agility is king, ilvl before secondaries. Guardian Druid’s are a leather armor Agility based spec. The struggles with guardian druid aren’t all going to be fixed with this, but the rage gen gained is high enough to be noticeable, keeping up Ironfur stacks is going to be easier in the end and you should be gaining enough rage to dedicate more spent rage to Maul/Raze without the Tooth & Claw proc if you want to play more aggressively without sacrifice any more physical tankiness. The increase in Rage Generation deserves its own paragraph, when you take damage gain 15% increased rage generation. The issues of Guardian have been surviving in high keys, the addition of the 6% stagger bonus on tier will add a considerable amount of healing to your kit, as long as you can live the hit, adding to this Ursoc’s Fury will now be replenished quicker for bigger and more consistent shields by the increased damage gained by the tier. Guardian druid damage was admittedly underrated, I’ve been running physical build in keys for the latter have of the season and have been competing with my other tanks or out right beating some. The increase in damage to our core three physical abilities means that while it may not be the meta option, the alternative physical builds will be a lot more competitive. How the 10.1 Tier set changes the playstyleĢpc: When you take damage, Mangle and Thrash damage and Rage generation are increased by 15% for 8s and you heal for 6% of damage taken over 8s.Ĥpc: Maul/Raze damage is increased by 20% and casting Ironfur or Maul/Raze increases your maximum hp by 3% for 12s, stacking up to 5 times.
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