“Should I gem with a nightmare tear?”

So you’ve got a non-blue gem slot, and you’re starting to think of options. You could just put a Solid Majestic Zircon in there, or perhaps the socket bonus is worth it? Well, for yellow sockets, the only survivability choice is an Enduring, but the piddling avoidance that you get from the defense hardly makes up for any stamina lost from not just slapping a Solid in there. For red slots, I concur with Honors, you want a Shifting in there.

But, you might ask, what about a Nightmare Tear? It’s +10 to all stats, how does that stack up?

Against an Enduring you’d lose .08% parry, block, and miss and 5 stamina and gain 22 armor, a nominal amount of crit, .1% dodge, some block value and dps from the strength, and a wide smattering of stats that don’t really enter into the equation (intellect, spirit, etc.).

Worth it? Using the commonly accepted armor:stam ratio of 11:1, you’re losing out on survivability ultimately equipping a Nightmare Tear instead of an Enduring.

Against a Shifting you’d lose 5 stamina, and gain the block value and dps of the 10 strength, plus all the useless stats. Derivatives of agility stay the same. Again, this is not a worthwhile trade off.

So, ultimately, no you should not gem anything with a Nightmare Tear unless it’s purely a threat pieces and you really want the extra damage that that strength can give you. In all possibilities you’re sacrificing effective health for threat stats.

I don’t think I’ve yet to see a tank with a Nightmare Tear socketed, but this was interesting to work out as a thought exercise.

“Stances” coming in Cataclysm?

Spoketh the crab:

It’s too early for us to have a ton of confidence in how this will play out, but I suspect it will more likely be something like [defensive stance, bear form, frost presence reduce crit chance by 6%] than talents or mastery.

Paladins would use Righteous Fury.

This works even better if resilience does not reduce crit chance. :)

So, how would this work exactly? There’s a lot of churning in that thread, because many are assuming that RF would stay as is and just have the crit chance reduction tacked on. Obviously that’s not how it’ll play out in Cataclysm because then Holy or Ret could use it as well.

Rather I expect to see RF get a damage and healing penalty added on to it if this is true and just the simple application of RF makes one crit immune. Which in turn would make a rudimentary stance system for Paladins.

Let’s not do half-measures though, GC, let’s go whole hog. Cataclysm is the perfect opportunity.

What do you all think about this development?

Smell your best for the raid tonight!

I saw this tip mentioned on the blog Hunters Rhok, and wanted to spread it to you, my tanky brethren. The buff-giving items of the Love is in the Air event apply independently of flasks, food, etc., and can be used to give you and your fellow raiders an edge in ICC tonight and for the rest of the week.

Here’s what you can nab and from what

Lovely Thunder Bluff/Ironforge Card — Reward from the eponymous quests. Gives +30 stamina for one hour.

“STALWART” Cologne — Purchased for 5 tokens. Gives +20 defense rating (+.16% dodge, parry, block, and miss) for one hour.
“Forever” Perfume — Same as “STALWART”.

But wait, there’s more! (… a bug)

When you’re wearing perfume/cologne and stand next to someone with the opposite, you’ll both receive the Love is in the Air buff, giving +3% crit change. Sound good, right? In principle, but when Paladins (and some other classes) have this buff, you will not be able to auto-attack of use certain melee abilities.

Best way to prevent this is coordinate with your raiders and make sure everyone in melee is wearing either perfume or cologne, and don’t mix. If you notice you can’t auto-attack or use some spells, that’s why.

Do your dailies and grab these items. The cards at least are like having a free extra epic gem in your gear. Take advantage of it while you can!

Revised Emblem of Frost pick order

I originally wrote a list two months ago when ICC first opened up that, I can now say, was pretty much worthless. At the time we didn’t understand the potency of armor to the degree we do now, nor the overall poorness of our various set bonuses (I mean the hints we there, but now it’s confirmed). Below I have revised my list and (per the suggestion of Honors and Ricardo) split it into a 10man and 25man list.

Saying the list is split, though, is a bit misleading. Because the offset +armor gear is so amazing (it’s BiS for 10man raiders, and generally BiS for non-heroic 25man raiders), both groups will want to prioritize snatching up those four pieces first. So, the list is less “split” and more diverges at one point.

Sidenote re: the Corroded Skeleton Key – I feel for this trap too, the “zomg so much stam!” feelings overtook me and I splurged 60 badges on this trinket. Generally it’s a good trinket, but there are better things you can buy with the 60 badges. If you already have Juggernauts Vitality/Satrina’s Impending Scarab, you should skip this trinket.

This is the order I wish I went in (and yes, this applies to both 10man and 25man raiders, these pieces are that good):

The near-BiS “freebies”

1. Cataclysmic Chestguard (95) — getting this will by itself cover the expertise softcap for you, and give you the peace of mind needed to maybe stop using that lesser iLevel +expertise item because you’re worried about threat
2. Gauntlets of the Kraken (60)
3. Verdigris Chain Belt (60)
4. Sentinel’s Winter Cloak (50)

Alright, so at this point we have our Chest, Hands, Waist, and Back slots covered. We still need Head, Shoulders, Legs, etc.

From here the list splits

Because the shoulders that drop in ICC-10 have hit rating, go for:

5.10. Lightsworn Shoulderguards (60)
6.10. Lightsworn Faceguard (95)

And because ICC-25 has some decent offset shoulders, go for:

5.25. Lightsworn Faceguard (95)
6.25 Lightsworn Shoulderguards (60) — this is assuming you have no yet picked up the Boneguard Commander’s Pauldrons by now

Then, the two lists merge again

7. Corroded Skeleton Key (60) — I’d made this 8th on the list, but gathering Primordial Saronites is going to take a while and you’ll be better served in the short term grabbing this. The choice is up to you though, if you skip this trinket and jump ahead to #8 I will not begrudge your decision.
8. Start buying Primordial Saronite (23 per, 181 EoFs total) to get the Pillars of Might made
9. Libram of the Eternal Tower — I guess.

3 impenetrable facts about Armor

A a quick, light-hearted Friday post I wanted to share some factoids about armor that aren’t widely known or understood. Hopefully you’ll join me in falling in love with this stat as much as I have this week.

Armor has a cap

This isn’t widely known, because previously reaching the armor cap was just about impossible. Now however, with sky-high iLevels and offset pieces loaded up with +armor, it might be attainable (with the help of pots and procs).

The physical reduction provided by armor is 75%. There is a diminishing returns curve to reach that number once you stack enough armor–for example, at 30k armor I have around 65% damage reduction, and to get to the magical 75% number (versus a level 83 raid boss) I’d need 45k armor. That’s 30k to go up 65%, and an additional 15k to gain another 10%. Diminishing returns indeed.

The armor you have is worth more as your total armor increases

But! that doesn’t mean armor is worthless once you get to the 30k level. Far from it. As you add more armor onto the pile, the pile you already have is worth more than it was before in terms of how much damage it reduces. This is a confusing idea so I’ll demonstrate it with a quick example:

Say a raid boss hits for 60000 against a naked character. If you adopt 30k armor for 65% damage reduction, suddenly that raid boss is hitting you for 21000. Add more armor and get up to the 70% DR (damage reduction) mark, and that raid boss is now hitting you for 18000. Increasing your DR percentage by 5% reduced the damage you were taking by 15% per swing.

Let’s go further–so we know going from 65% to 70% DR reduces overall physical damage taken by 15%, how about going from 50% to 55% DR? Same raid boss that hits for 60k on a naked character, with 50% DR, hits for 30k. With 55% DR he hits for 27k, a 10% reduction in physical damage taken per swing.

As you can see, not only does adding armor reduce physical damage taken, but the more armor you add, the amount of damage you reduce each swing by gets even higher. The value of armor shoots up the more armor you have.

ICC is the perfect storm of armor

Raid damage previous to ICC was fast, varied, and often avoided. With the Chill of the Throne dodge nerf, Blizz changed gears and made raid damage slower, more predictable, and more consistent. This switch (along with the addition of +armor plate) has given armor the second life to armor as a stat.

In the early days of ICC the common expectation was that post-Saurfang most damage would be magical and stamina would continue to be king. Time has not borne this conclusion out, instead rewarding damage mitigation (once you reach the not-getting-two-shot threshold) above all else. Coupled with boss mechanics involving damage transfers and you’re seeing a perfect storm of encounters favoring armor.

Just looking at logs from this raid week, the amount of my damage taken that was physical per boss (excluding Deathwhisper for obvious reasons and Rotface cause I was kiting) was:

  • Marrowgar: 100%
  • Saurfang: 91% (would be 100% if we were faster about switching on Rune of Blood)
  • Festergut: 70% overall, but during the 3-stack burst portions 95.8% of damage taken was physical.
  • Blood Council: ~95%
  • Putricide: 88%, and more importantly during P3, 91% of the damage I was taking was from melee attacks. Each swing was doing about 20k damage each, which is a huge opportunity for damage reduction.

In ICC-25 normal, aside from Sindragosa perhaps, there just isn’t some magical damage boogey man that necessitates stamina stacking to the degree we have been doing so. This doesn’t mean you should be gemming agility for the pittance armor you would gain (continue to gem stamina), but you should definitely enchant your cloak with Mighty Armor and prioritize getting the +armor Emblem of Frost pieces.

So close, yet… actually, pretty damn close

Wednesday night, the second and last raiding night according to the new schedule, we went into ICC intending to hammer out some progression–FINALLY–and maybe kill a wing boss. We’ve been taking potshots at Putricide, and barely at that, over the last month thanks to some seriously crappy attendance.

As I said, finally, we had good attendance Wednesday night and the stars seemed aligned for a wing boss kill. We got some quickie tries in on Putricide the night before, getting him to no more than 70%, but that was with us really only half-trying at the end of the night. The remainders of Tuesday night indicated two issues: rDPS on the boss was low, because those 70% attempts were lasting 6 minutes or so, meaning the boss wasn’t going down fast enough, and that we’d have to go through a bunch of wipes before everyone got used to avoiding the environmental damage.

To remedy the first issue (the low rDPS) we adopted the “stay on green” strat that would minimize how much time melee (and god, do we run melee-heavy) had to run to get to their target. Staying on green side meant that the Volatile Ooze would die expediently, and give us downtime to work on the boss. This definitely resolved the issue, suddenly we were forcing Phase 2 after the first Gas Cloud.

We went through a few wipes working out the kinks, like moving away from flasks, positioning for when the green ooze explodes so people don’t get knocked against the wall or a corner, avoiding the malleable oozes, etc. Everything was slowly coming together and suddenly our 70% attempts jumped to 50% attempts, and then we were dancing on the precipice of Phase 3.

Sidenote on phase transitions: one of the Rogues discovered if you Vanish during the Tear Gas cast (phase transitions) you don’t get stunned and can continue dpsing the boss/slime. A mage also pulled this off with Invisiblity. I’m guessing anything that takes you out of combat will do the same–Feign Death, etc.

Anyway, so we through the motions attempt after attempt, watching the health counter be lower and lower every time we wipe: serious progression. The bonus dkp flows like wine to keep everyone motivated. Honestly, I didn’t care if we didn’t kill him, I was having fun learning the fight.

Finally we start consistently pushing the good doctor into phase 3, although the first time it happened we weren’t prepared, had an add still up, and in the confusion managed to die one by one. But we were getting there!

We followed up with a few more phase 3 attempts, getting Putricide at the lowest to 20%. By this point it was getting late (attempts add up quickly when each can take up to 10 minutes), and performance was starting to reverse course. Thirty minutes before raid end we shuffled off and closed the night with VOA.

Am I disappointed we didn’t kill Putricide Wednesday? A little, but not totally. Last month we spent a whole night wiping on Rotface when he first came out, not scoring a kill, and then the following week we two shot him. I’m fully optimistic that next week we’ll build on what we learned and drop this sucker.

Prot farming Lovely Charms

Lovely Charms are somewhat of a rare commodity–going for huge chunks of gold on the auction house (as bracelets), and being divvied up sparingly by various miserly mobs. For the achievement alone I needed 120 of these random drops, and was looking for the quickest, least painful way to get them.

I first tried Ulduar on Tuesday, but apparently Blizz moved exceptionally fast and hotfixed that tactic (along with any other mobs you kill with a vehicle). I put out some feelers for a spot with lots of meleeing, aoe-able creatures. A guildie offered up a spot suggestion: by the Avatar of Freya in Sholazar Basin.

I cannot agree enough, that spot was amazing. The Bonescythe Scavengers constantly respawn and keep coming. They’re short-lived, melee only, and drop decent silver/cloth. Over the course of twenty minutes I farmed up 50 charms.

I was killing them so fast that I barely had time to loot before another wave spawned.

Where have you been farming these items? Have any better spots?

The Blood Council has a 10 min enrage timer

How do I know this? Oh, we fought them for 10 minutes and 3 seconds last night.

But how? you might ask. Wouldn’t that require most of your raid being de–

Yes, yes it would. And yes, yes they were.

The jinx was Demogar promised us twice the dkp we would normally get for the kill if we one shot the Princes. I scoffed, but whatever.

So, the fight stats … and 18.5% of the way in (according to WoL) we lost a healer and four dps. A little bit later we lost some melee and another healer. At this point I would have been prepared to wipe it and try again. But oh no, there was extra dkp on the line, everyone wanted to keep going. So we did.

About five minutes in we lost another chunk of dps. And we kept going.

Eight minutes into the fight and we’re at the 15% range, and Demo buys the farm. Taldaram goes wild and one shots a few people before I can pick him up. Now I’m tanking both guys with few healers left up and watching my hp yo-yo up and down.

The enrage timer is starting to get really close. By the 9 minute mark there was still 8% or so to go with only 9 of us left standing. It was going to be a photo finish.

Timer finally counts down the last few seconds, people yelling out health percentages in vent, and then it hits 0. The Princes enrage, their big one-shotting attack misses me and someone manages to pluck away the last bit of health.

The Princes go down with the nine of us left standing. Epic kill.

And yes, we all got our extra dkp.

The cooldown you can chug

Apparently it’s Armor Week here on Righteous Defense because I have another mitigation tip for you all.

Part and parcel to the increased value of armor in ICC, I’d like to encourage the use of an awesome consumable which can be used efficiently to buff your damage reduction for the first four minutes of a boss fight, or be reserved for certain tough spots. I’m referring to, of course, Indestructible Potions.

Because the effect of the potion lasts for two minutes, you can squeeze maximum uptime out of these by chugging one immediately before combat begins (which doesn’t set off the Potion Sickness “debuff”) and then drink another once the first effect wears off. Properly timed, this will give you 3500 armor over the course of a fight (provided the fight is 4 minutes long or less).

Though, you might want to space out when you drink the second potion, as most fights last a little longer than four minutes and can get more intense towards the end of the fight (I’m thinking specifically of Saurfang’s frenzy).

Moreover, you could chug the first potion pre-combat and then save the second for a specific heavy damage point in the fight so you know you’ll have that extra armor when you need it. Thankfully, with a 2 minute duration you have some leeway with the armor bonus.

I keep a stack of Indestructible Potions on me at all times and chain them for fights like Blood Queen (to minimize damage transfer) and save the second chug for about three minutes into the Saurfang encounter (since the fight usually lasts around 5 minutes for us, and I want that extra armor on me during the entire frenzy period).

Notes on HP and armor

Just a few random thoughts …

New stamina scaling math

With the nerf to Sacred Duty, to calculate how much hp we get per point of stamina multiply by 10 to get the base stam -> hp number, then by 1.10 for our modifier (as opposed to the old 1.14 modifier). With that, we get 11 hitpoints from every point of stamina.

Armor is the new hotness

Coupled with the nerf to stamina, armor deserves another look as a tanking stat. While back in the days before 3.3 stacking armor was something for druids primarily, the inclusion of +armor items to the Emblem of Frost vendor has created an armor renaissance. Coupling that with the pattern of ICC boss fights rewarding physical damage mitigation (I’ll give examples in a second), you’re going to get a lot more mileage out of armor right now than you would stacking stamina.

Here are a few times where armor stacking is recommended:

  • When tanking Saurfang, any damage you take is transferred to the people with Mark of the Fallen Champion. Any damage you can mitigate down or avoid completely makes the lives of the healers easier. The less damage you transfer, the longer the Marked folks will live.
  • On Festergut the majority of the damage you will be taking will be physical (with the magical portion, the breaths, generally negated by inoculations). Festergut hits hard and fast and rewards not just being able to survive his hits, but minimizing the damage as well.
  • If maintanking the Blood Queen, any damage you take is passed to the OT as shadow damage via the Blood Mirror. Therefore, the MT wants to have enough mitigation to minimize how much damage they pass through the Blood Mirror, while the OT (contrawise) wants to have lots of stamina to soak all the incoming shadow damage that they’ll be getting passed to them.

ICC is the first raid in a long time that rewards tanks for giving certain stats priority situationally. For Putricide you are rewarded for having enough avoidance to increase time between stacks of the P3 debuff, for Blood Queen each tank is basically assigned the mitigation role or the stamina role, and so on. We are encouraged not just to survive damage, but to prevent it. A welcome change of pace.

Right now, in my gear, I have around 29k armor and 65.83% physical damage reduction. Once I pick up the other three +armor offset pieces, I’m going to be rocking some pretty serious mitigation. I can’t wait.