Tag Archives: engineering

I mourn for my armor webbing

Was just looking over the engineering changes post on MMO-Champ and was a little annoyed by what I saw. For one (and this is my largest complaint) the armor gloves tinker is going from a straight stat boost to a on-use proc.

While 1500 armor is a pretty sexy chunk of protection, I’d rather that be always up than an extra cooldown. I’m all for extra cooldowns, for sure, but… I feel the need to gripe.

Also I don’t see any rocket boots listed, which is a shame. I’ve yet to work the courage up to swap those into my tank set and they’ll soon (well, relatively speaking) be gone.

Lastly, the Cogwheels and Hydraulic pumps thing looks interesting but if I had to bet I’d say it’s just a way to customize an engineering-only trinket so they only have to make one. A +stam empty shell with two sockets, one of each kind. Which basically means we’ll probably be making an avoidance stat stick with this and this. Good starter, but ultimately a yawn-fest for sure.

Hopefully things pan out to be a little more exciting.

Better Late Than Never Friday, 4/9/10

Better Late Than Never Friday is a random monthly feature where I pull a bunch of search terms from Google Analytics that landed folks here and try to answer questions that may not be directly answered at this site, as gleaned from their keywords used.

best paladin tank enchant waist 3.3

Well, technically the only waist enchant is the Eternal Belt Buckle. If you’re an engineer though, you have two supplementary choices for some additional AOE damage. Using the Frag Belt or Personal Electromagnetic Pulse Generator tinkers on your belt (stacks with the buckle) can give your big pulls a little more oomph. The former obviously summons a bomb for you (with a neat little stun) and the latter can set off an Explosive Decoy for a chunk of physical damage. Both pretty handy.

nightmare tear does it give 10 to dodge also?

No, but it does give 10 Agility, which translates to some dodge. Though, not as much as 10 Dodge Rating would give.

glyph of judgement or command low level

Command is pretty nice at low level for the free mana it gives. That’ll make the early levels much easier to suffer through when going OOM is a constant, looming shadow.

sindragosa parry haste

Sindra does indeed parry haste (confirmed in this thread). This shouldn’t be much of a worry for two reasons: her breath is her biggest source of damage rather than her cleave, and dps will die if they sit in front of her, so you don’t need to worry about a clueless warrior causing you trouble, he won’t be up for long.

what kind of damage is putricide dealing? amplify magic

To the raid it’s either Shadow or Nature damage, depending on the attack. Your tanks will be taking a huge chunk of Physical damage from Putri’s melees, but even then there’s a lot of magic damage (especially in phase 3) and you don’t want to risk a tank gibbing ruining your attempt. I would recommend against amplify magic, honestly.

can i exchange my voa sanctified for emblems and mark?

Ye gods no.

does armor penetration stack with hammer of the righteous?

The damage is Holy, so it’s already penetrating armor.

does judgement proc seal of command cleave?

It does if you have at least one point in Judgements of the Just. It isn’t the judging the procs the cleave, it’s the application of the JoJ debuff. Probably a bug, but I’m not complaining.

festergut melee parry gib?

Festergut has parry haste turned off, so there is no danger of that.

Ketchup

And so I have returned from the perilous north where bears and cellphones roam. Despite my best efforts the only time I could find any WiFi was standing outside a tchotchke shop on the main drag of North Conway, so rather than having a chance to post I just consumed as much 3.2 information as I could bring up on my tiny iPod screen. It was fun though coming home to the hecticness of all I needed to do with the new patch, like regemming/speccing, the new engineering toys, etc. More on that later.

Firstly, notice anything different?

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Hellz yes, I got my Titanguard. Figures it happens the week a new tier of content came out, but que sera sera. We kind of just threw together an Uld25 this weekend just to do FL and maybe Razorscale and XT (aka the easy bosses) and wouldn’t you know it that little beaut’ dropped.

Side note: the XT encounter was changed, although I’m not entirely sure why. When was the last time Blizz upped the difficulty of an obsolete encounter? For those who haven’t tried XT since the patch, you can’t use the “tank between two piles” strategy anymore, because you can only cut off spawns from one pile now (and only by tanking XT right on top of that pile). Moreover, a lot more adds spawn now, with more bomb bots as well. Ranged needs to stay on their toes and use the bomb bots to dispatch the scrap bots pronto. It’s slightly harder now, but that also may have been because we were gimping the fight to begin with with some… er… creative uses of game mechanics.

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Speaking of dungeons, I haven’t had the pleasure of trying Coliseum yet but I hear the first encounter is a lot of fun. In the meantime I’ve been getting my fill of the Tournament by endlessly running the new 5man. The normal version has a very sezzy trinket, the Black Heart, which is just awesome because it has an EH proc. Even better, I don’t have to worry about putting epic gems in my Monarch Crab.

(Sorry, another side note: I hate the proc animation of the Black Heart. It looks like someone just cast BoP on you. When I first saw this proc on another tank I freaked out thinking I accidentally threw a BoP on them and was in the process of wiping the group. This definitely needs a fix!)

Other great items to look for in the 5man heroic are the Peacekeeper Blade and the Mark of the Relentless. Both make up for their 219 iLevel by having a gem slot which makes them strong EH items with a Solid MZ socketed.

With the release of epic gems I’m definitely going to be shifting around some pieces to maximize my stamina and ride the defense minimum on a razor’s edge. I’m thinking of swapping back in the T8.5 gloves, putting the mind control tinker on my helm, and then nabbing the Mark of the Relentless from TOC if I have enough defense to swing all this edge-of-my-pants nonsense.

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I’m very excited about the Engineering changes that came with this patch. Jeeves is an awesome toy and was a lot of fun to put together considering all the crazy robots you assemble it out of, not the mention the horribly frustrating several hour grind to get the schematic. Well worth it though to have on-the-hour access to my bank. Also great is the new auctioneer in Like Clockwork in Dal, which saves me the trouble of logging on a bank alt to hit the AH, and the Wormhole Generator which (along with the Crusader’s Tabard) means I’ll never have to sit on a zeppelin to Northrend again.

Lastly, a few quick impressions of the changes to Pally tanking that came with this patch:

  • I dislike not having Exorcism handy as a pulling tool. I used to use to with Hand of Reckoning for those two-mobs-surrounding-a-door pulls where I’d Ex one then Reck the other, then when they got next to each other follow up with a shield toss. Now it’s more like Reck to pull (since you do more damage if the mob isn’t targeting you) then shield toss as a follow up. Less initial threat is a bummer.
  • Vindication is an awesome, awesome change and I really enjoy having my own version of Demoralizing Shout. It’s a little slice of homogeny pie I can get behind.
  • I need to get over my bias of turning down a piece of gear if it has expertise on it, and my revulsion at parry. Both aren’t terrible anymore, and it’s actually conducive to decent threat to be soft capped for expertise now. I definitely recommend grabbing the SoV/C glyph.
  • And of course, how can I not mention our new second cooldown, Ardent Defender. I’ve seen this beauty pop a few more times than I care to admit, but it’s a nice reminder that a bad situation was nearly prevented. I’m also relishing the DK tank constantly calling me OP. Crow, it’s what’s for dinner.

I have a whole list of topics written down of what I want to go over this week, so look for lots of further dissections of various changes from 3.2.

3.2 Engi changes for tanks (updated and bumped!)

Updated: In the original version of this post I derided the Engineering changes of the first 3.2 ptr build as half-measures. What they’ve added in the last two days though, I would regard those as genuine buffs. I can honestly say I am happy with my decision to drop Mining for Engineering now.

Here are the item enhancement/tinker changes:

Also, some fun new things:

  • A Jeeves robot that can be summoned once per hour to repair/sell reagents and gives bank access to skill Engineers.
  • An Engi-only AH in Dalaran.
  • A wormhole generator for Northrend on a 15 minute cooldown.
  • Rocket boots now add a passive +24 crit rating. Pretty nice for my Ret set!

    The buff makes the Engineer cloak enchant best in slot for avoidance (assuming you’re block capped and crit immune). Titanweave gives .39% avoidance, Greater Agility .42%, and Flexweave Underlay gives .44%. Also, the Underlay gives .44% crit chance and 46 armor. Pretty nice if those numbers make live.

    As for the Webbing, it was already best in slot for EH, and definitely an ideal glove enchant considering how unnecessary increasing our threat is. 85 more armor is miniscule, but I’ll take it.

    The helm enchant is nice too. If you’re crit capped it’s probably a fair trade to get some more stamina plus the MC effect in return for giving up some negligible avoidance. More stamina is always, always a good thing.

    Lastly, as somewhat icing on the cake, the Injectors are being changed to offer a +25% effect to health and mana potions. Not life changing, but can be a nice boost for times when you run out of mana (as rare as that is) or need a quick shot of health (pun intended).