The mask slips!
Ghostcrawler shows his true colors:
We agree with Communism.
Better dead than balanced!
Ghostcrawler shows his true colors:
We agree with Communism.
Better dead than balanced!
To do something a little different, my post today is a brief interview with Demogar, my co-tank and brother-in-arms. Demo was recently served with a 3-day suspension from the WoW forums for what I can only assume was trolling. As you can imagine, he has some strong opinions on the state of tanking today, haha.
This is a bit of a fluff interview though, just to introduce the guy you’ve only seen in taunting comments and raid recaps to the wider audience of this blog’s front page.
1. Tell use a little about Demogar: when did you create the character,
what spec did you level as?
Demogar was actually created solely as something to do when I wasn’t helping a friend level his first toon on my Mage alt. I never intended to play him past level 20 but the mechanics of the class got its hooks in me. I leveled as Fury until level 61. A healer friend of mine begged me to tank for him but I was terrified of the responsibility. After several terrifying dungeon runs I found my footing and a passion for the game I had never known before.
2. What’s your raid tanking experience?
I played but never really got into raiding pre-BC outside of a few Molten Core and ZG runs of my old Warlock. I took some time off after BC launched then when I came back and leveled Demo I seemingly missed the boat on getting into a raiding guild. The guild I did get into spent the expansion running Kara and failing at early ZA. I went to another guild and did a little bit of Hyjal and SSC but nothing serious. Both guilds I tanked for but the Kara guild I was main tank.
3. What was your biggest raiding defeat? Biggest victory?
Excluding current content I would have to say working with my old guild to clear Kara and finally killing Nightbane… the biggest defeat was seeing how badly they performed in ZA and how we were never going to evolve any further. Including current content definitely 10 man heroic ToC is what I am most proud of and Yogg-Saron is my biggest disappointment.
4. What’s your favorite part of my tanking? :P
I think we have a good rhythm tanking together. You are as focused and committed to your role as I am. We each bring something different to the table and compliment each other well. You are able to herd adds together and hold them better than I can by far and are always on the spot with raid utility, whether it be Divine Sacrifice or Hand of Sacrifice on me when I need it. Tanks sometimes tend to butt heads and compete with each other, a problem you and I have never had. Your mind is always in the game and you’re always prepared and ready to react when something doesn’t go exactly as planned.
5. In 7 words, sum up your current feelings of the state of warrior
tanking. You are excluded from using the words “nerf” and “paladins”.
Slightly behind, very ignored, still VERY capable.
6. What do you think is the biggest misconception Paladins have about
Warrior tanks?
I see a lot of people think that Disarm and Spell Reflect are useful raid tools when they are in fact near worthless in a raid setting. There is some trash I can reflect tank and a couple bosses I can disarm but generally they don’t count toward anything in a raid environment.
7. Name the biggest change to tanking you’d like to see in Cataclysm
(non-class-specific).
I would love to see a heavier emphasis on bosses with tricky mechanics over bosses that just hit like a truck. I think Twin Val’kyr are easy but they are a lot of fun because it is all about execution. It would also be nice to see gear options that are viable aside from stam stacking. It was nice when we used to have to balance our stats out to be more well rounded rather than just walking HP pools.
8. How many tanks, ideally, do you think a 25man raid should require?
I think they either need to have all encounters require two tanks or have them all require three. If they change it up a lot then you need to not only have two very well geared main tanks but also some very well geared DPS with very good tanking gear. That isn’t always easy to do. I personally like two tanks but I don’t care either way as long as they keep it consistent.
9. What do you think is a better system: high avoidance with
harder-hitting bosses, or lower avoidance but more, smaller hits?
I prefer low avoidance with smaller more predictable hits. I don’t think the difficulty of the encounter should be determined just on how much gear the tanks and healers have. I do think bosses should certainly hit hard but not as hard as they have been.
10. T13/14 in Cataclysm: How much hp unbuffed is a warrior tank going to
have? Make your prediction now!
It all depends on how much HP we have in full heroic T10 before I can compare fresh 80 HP to fully geared. But since they say that the Defense in the item budget will probably going to become stamina I would say possibly 80k in full heroic T14.
Last night was heroic 10man night, which has quickly become my favorite night of the raiding week. Small group, more relaxed vent, loot I can use, a nice challenge; all factors that add up to heroic ToC-10 being a great time. Last night was no exception, even with two folks that have never seen an Anub kill, we were clearly on fire.
During Beasts we unfortunately wiped on Icehowl because we had two instances where the yeti hit someone that didn’t strafe fast enough. Once we regrouped I was forced to teach some folks how to strafe and imparted the wisdom of Stoneybaby’s awesome “Small Points” post. The next time we downed Beasts when everyone was on top of their game for the furball.
Jaraxxus was generally easy and we one shot him. Then on Champs we had what was probably the easiest comp ever: Enhancement Shaman, Rogue, Holy Priest, Tree Druid, Warlock, Mage. Burnt down the Shaman first, then the Rogue, then the Warlock. After the scariest dps was dead we doubled back and finished off the two healers, then put the Mage out of his misery.
Twins were similarly easy. (No boots, though, makes me a sad pally.)
As you can gather, I think it’s fair to say we’ve got the hang of the place overall.
When we dropped down to face Anub we were at 49 attempts on the clock. Mad Skill was so close we could taste it.
However (and not really this person’s fault) we brought a new guy that night who really hadn’t seen an Anub kill and had to learn our two-heals/north-south strategy on the fly. Two wipes later and I’ll admit I was getting very stressed. I felt that progression kill slipping away from us.
47 attempts left, third try on Anub and we executed the strategy perfectly. People ducked and dodged as needed, adds died fast, and Anub as well in short order. The “A Tribute to Mad Skill” achievement flashed on our screens. No 245 Ardent Guard, but I was still jubilant. It was a great victory for the guild.
Considering that each wipe that night was either due to (1) dopiness, or (2) not knowing the fight. Both easy things to overcome. Insanity will be ours very soon, I’m sure.
Now, to step back a bit from the warm glow of victory, let’s talk a little drama. There are some malcontents in guild that were complaining that they weren’t being taken to the heroic 10man and that only the “Inner Circle” was being invited. I need to address this–er, heroically, where they’ll never read my response. Their complaints are hogwash.
For one, to address the more explosive “Inner Circle” charge, we’ve rotated in folks every week to the point where we’ve now taken at least 20 different people in there. And we’ve invited others who were not able to go. There is no Inner Circle being taken week after week.
Anyone who’s done this raid will I’m sure sympathize that you can’t carry someone doing 3k dps through it just to be “fair”. I’m a bit of a black-hearted jerk perhaps, but my position is you have to earn your spot in a top-of-the-line run by being the best at your role. The reason that some people aren’t being invited is because they can’t perform at the level needed to succeed in there. We issue invites based their performance according to logs from that week’s 25man raid.
Do 6k dps and you’re probably going to an invite. Do 3k and spend more of the raid disconnected? Not so much.
There’s a part of me that feels bad about having to exclude folks like this, but on the flip side I have a responsibility to the guild and the other 9 people in that raid to give them all the tools they need to succeed. An underperforming remora of a raider is not going to help bring any success.
Revenge of Sunwell Radiance!
For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets.
So upon stepping into Icecrown I will have 5.09% dodge. Oh my.
Not to mention block capping will also be impossible in there.
You know what that means, right? MOAR STAM! Rather than marginalizing effective health as a tank metric, they’ve made it just about the only tank metric left. Good job, Blizzard.
Oh, and even better! Because we’ll have more consistent, predictable damage–rather than the occasional 20k hits–block will become that much more potent a mechanic. Block tanks always thrive against smaller hits.
Funniest line in Blizz’s statement?
Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again.
I’ve heard that before!
Edit: At second inspection, this explains the crazy dodge in our t10 4pc bonus.
While as easy as it may be to leech for the saps that bring Fish Feasts to the raid (just kidding–valuable raid service!), FF is the not the best option for any post-wipe munchies. Straight attack power and spell power are two of our weakest threat stats, and if you’re aiming to boost your tps, that’s not the way to go. Not to mention that stamina is not a factor thanks to all foods having the same amount. As such, you’re really eating buff food for that secondary stat, but which stat to go for?
First, let’s take a look at what you can use to sate that gnawing pre-attempt hunger:
Dragonfin Filet: Provides 40 strength, which works out to 20 Block Value (26 with Redoubt) and 80 attack power/28 white damage dps, along with 24 spell power.
Blackened Dragonfin: The 40 agility from this food imparts .67% dodge (before diminishing returns), .67% crit chance, and 80 armor. Great triple dip stat food.
Worg Tartare (or Snapper Extreme): Gives 1.22% chance to hit. Excellent choice for closing the gap on the melee hit cap.
Rhinolicious Wyrmsteak: The 40 expertise rating from this food translates to 4.9 expertise skill, or .82% reduced chance to have your attacks dodged or parried.
So, what is the best for threat?
Dragonfin Filet because strength triple dips as a threat stat. It gives you an increase to your dps directly, then more BV (increasing your Shield of Righteousness damage), and finally adds some spell power for icing on the cake. In fact, according to an analysis that Theck ran, Dragonfin Filet is worth 126 tps. That’s 30 tps more than its nearest competitor (Fish Feast).
And, what is the best for survivability?
Blackened Dragonfin for sure. You get avoidance and mitigation, all in one package. It’s the only real choice.
Save this macro (from Theck) now, and just drop it on your bars once 3.3 hits:
/cast Divine Sacrifice
/in 0.5 /script CancelUnitBuff(“player”,”Divine Sacrifice”)
Click only once, and thanks to the recent PTR change to Divine Guardian you’ll put up a 20% raid damage reduction without taking any damage:
3.3 is such a kick in the teeth.
Wat?
Edit: My rage has subsided a tad. Here’s my beef: LoH has been self-castable since day one of WoW. Now, all of a sudden, they decide it’s overpowered. Why?
The obvious answer is pvp QQ, of course. This has survived four years of pve without being considered a detriment to balance, and now suddenly at the fever pitch of anti-Pally QQ they decide to bring down the nerfbat? I don’t buy that the two are not connected.
And of course, the unintended consequences are legion. One: LoH has always been considered an unofficial Oh Shit button for tanking. One of our only two mainline clickable cooldowns, nerfed to the ground.
Moreover, this was used as a fake-innervate by Holy Paladins. No more.
A life saver while levelling? Ha! Nice try, you OP bastards.
Like they say, to the ground.
Edit2: lawl, this was an April Fool’s Joke once.
Edit3: Ghostcrawler weighs in. No nerf… for now.
I wouldn’t worry too much on the Lay on Hands change at this point. I don’t want to promise we won’t change the spell for 3.3, but our intent was to revert the others only change before it went out to the PTR, which is why we didn’t patch note it. We have already changed it back on our local builds.
The paladin class isn’t just supposed to be for support anymore, but at the same time, the original intent for many paladin abilities was to help the group. Over time however they have contributed into making the paladin into a “one-man army,” able to play offensively, defensively and heal without say the stance changing or shapeshifting or sometimes event talent specialization required of other classes. Many of the LK balance problems we’ve had with the class are because of that core issue.
With that said, we’re just not sure a Lay on Hands change really accomplishes much from a balance perspective, while it feels bad to lose such an iconic ability. We just don’t think the bang for the buck is there on this change, which is why we reverted it. But I’m not going to promise we won’t touch it.
I guess that’s reassuring(?). Nonetheless, we live to self-LoH another day.
I did a little shuffling around in the background today, improving one page and making a new one. Specifically, I updated the Guides page with more recent BiS lists and other interesting stuff I’ve written about how to do this-or-that.
I also wrote a new page (with a new tab at the top), the Glossary, as a running list of definitions for various acronyms or arcana I drop in posts. I’ll try to be better about defining these things beforehand, but in the meantime, I think this is a suitable fallback.
The last time I significantly changed my UI was way back in April when I was still rocking the Gundam tier and had a shock of white hair. Oh, simpler times.
Anyway, recently I’ve gotten really bored of my UI and wanted to add a few more keybinds to the mix in order to finally get rid of any clicking I’ve been doing. So, I bought a new mouse with two extra buttons on the left side and got to work.
This is what I came up with:
Unlike my previous UI, this iteration has everything I need to look at concentrated near the bottom middle of the screen. And most importantly, all my major abilities are mapped to some key.
I’m pretty happy with it so far. I took it for a spin in Uld10 last night and I found that my reaction times were a lot better for certain things (like self-cleansing Falcon Punches) and my 969 rotation was much, much smoother.
Sad side note: I finally jumped on the DBM bandwagon after sticking with BigWigs for years. I don’t regret the jump. There’s just no comparison in terms of presentation and what information is presented to you. For example, doing the Disarmed achievement on Kologarn was infinitely easier with DBM’s health bars for all three parts of the boss sitting in the middle of my screen.
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