Video of t10 on a Belf

This makes me want this set all the more. Sans dress, of course, no matter how unlikely that is.

And how awesome is that shield, tilted diagonally on the back?

/drool

How to defeat heroic 10man Trial of the Crusader

Group makeup

  • For the first four bosses you need two tanks, three healers, and five dps. More on this later, but for Anub having two healers and six dps makes the fight a lot easier.
  • Blood lust is not required, but it makes encounters a lot smoother. Fights have major dps components to them and if you can’t generate the raid dps needed to surpass them, you won’t be able to kill the bosses.
  • You only have ten folks, so try to spread out the classes to maximize buffs and utility.
  • A Mortal Strike effect (Aimed Shot, Wound Poison, Mortal Strike, etc.) is necessary for Anub.
  • Get a reliable purger/dispeller for Jaraxxus.

Here are the logs from the raid we did last night. I forgot to start recording until after Beasts, so unfortunately you can’t see what we did for that fight, but generally we did about 28k raid dps.

Do you have enough hp? I was at 50k hp buffed last night, and wasn’t particularly worried during any tight spots. I think I had more than enough health to cover every fight. Keep this number in mind when considering certain things, such as how many stacks to hold Gormok for, one-tanking Jaraxxus, etc.

Lastly, please note I’m writing this with the assumption you know the strategies and tactics of the normal-mode version of this dungeon.

Beasts of Northrend

Phase 1: Gormok

Gormok comes out of the gate and I pick him up first. I hold him to 4 stacks of the debuff, then call for a taunt and Divine Shield+Divine Sacrifice. This drops my stack and gives Demogar (the other tank) a faux Pain Suppression to ease his damage intake. By the time we do the first tank switch, Gormok is under 50% health. From this point on, we switch at 3 stacks.

Healers call out in vent if they have snobolds on them, and ranged pick them off.

At 10% health, dps switches too and kills any snobolds that are up, and then burn down the boss. When Gormok dies I cast Hand of Protection on Demogar to drop his stacks.

Phase 2: Not one, but two Jormungar

This is the phase where you can easily gain or lose a huge chunk of time on the Icehowl’s entrance depending on how you handle the worms. Dreadscale will come out of the gate first, and Demogar picks him up and tanks him along the wall by the gate. I grab Acidmaw, who is rooted, and tank him with my back to the wall. Melee and all dps burn down Acidmaw first.

Acidmaw will do a paralyzing poison spray on all the melee, though Demo is very close by with Dreadscale so we can just run 10-20 yards over to remove out debuffs. We all keep the wall to our backs so the Sweep that the rooted worm does doesn’t knock us far away from Demo.

Eventually both worms will submerge. Acidmaw will pop up above ground near the entrance to the Coliseum, while Dreadscale will pop up rooted near the middle of the room. I Hand of Reckoning Dreadscale to grab his attention and run through the rotation a little to build a decent threat lead. Then I run over with the melee and other dps and help them burn down Acidmaw. We use Bloodlust to kill Acidmaw before he can burrow again.

When Acidmaw dies, Dreadscale soft enrages. While this sounds deadly, it’s really not. I run back over with everyone and put some dps into Dreadscale before he submerges. He’ll pop up again above ground, and Demogar grabs him. We all finish him off, taking care not to cross in front of his hit box. Dreadscale does a very painful cone attack that will kill any non-tank standing in front of him. Once Dreadscale drops, Demo runs over to the gate to pick up Icehowl.

Phase 3: Icehowl

Please note: There is NO RUN SPEED BONUS after a Massive Crash. Reiterate this fact a thousand times to your raiders if need be, because one dope not getting out of the way fast enough will probably spell a wipe. Said dope will get one shot, and then Icehowl will enrage and probably kill a tank–maybe more.

Otherwise this phase is very easy. Healers need to spread out equally around Icehowl so all three don’t get frozen at a time. Tanks should try to be on opposite sides of Icehowl as well.

If you’re off tanking like I usually do for this part of the fight, be sure to make use of abilities with Divine Sacrifice and Hand of Sacrifice to ease out any rough patches (like two healers frozen).

Just avoid the crashes and assuming you didn’t spend too much time on worms you should have no issue beating the enrage.

Jaraxxus

Pain points

  • He’ll cast Legion Flames on a random person, who will then drop fires under where they stand for a few seconds. If a melee gets this they need to immediately run away from the boss so they don’t kill the other melee dps.
  • Portals and Volcanoes need to be dpsed to close them. If you get more than one Mistress of Pain or more than three Infernals your dps is slacking and you will probably be overrun.
  • When Jaraxxus gets a 5 stack of his Nether Power he will eventually zap and likely one-shot a random person if that buff if not purged/dispelled/stolen. It’s a huge dps boost for Mages though, if you have one to steal it.
  • Non-tanks will not last long standing next to a rooted, hell-firing Infernal. They need to be fast on their feet in moving if they have one roll right next to them. Likewise, you need to be prepared to high tail it if an Infernal rolls into melee.

One tank! Demo switches to arms spec and I tank Jaraxxus and adds that come up. The only difficult part is picking up all the Infernals, though the easiest way to manage it is Hand of Reck the first one, shield toss the second, then Hand of Reck the third. The extra dps Demo brings is very helpful for getting portals and volcanoes down.

This fight is all about staying on your toes. When portals or volcanoes appear, dps needs to be ready to immediately get over there and burst them down, asap. The raid also needs to be ready to move away if they are standing in, or dropping, something dangerous.

This fight is easily one-shottable as long as everyone is paying attention.

Faction Champs

The healers are easily controllable (park rogues or prot warriors on them), so burn down the dps as soon as possible.

In terms of kill priority, based on deadliness (especially to clothies), I would recommend the following:

  1. Baelnor Lightbearer (Ret Pally)
  2. Shocuul (Warrior)
  3. Shaabad (Enh. Shaman)
  4. Tyrius Duskblade (DK)
  5. Irieth Shadowstep (Rogue)
  6. Alyssia Moonstalker (Hunter)
  7. Serissa Grimdabbler (Warlock)
  8. Noozle Whizzlestick (Mage)
  9. Kavina Grovesong (Boomkin)
  10. Brienna Nightfell (Spriest)
  11. Anthar Forgemender (Holy Priest)
  12. Shaamul (Resto Shaman)
  13. Melador Valestrider (Resto Druid)
  14. Velanaa (Holy Pally)

Stay tank! You can’t taunt the champions, but that doesn’t invalidate going tank spec. You have several tools at your disposal that can be invaluable, such as Avenger’s Shield, 40 second HoJ, Hand of Sacrifice, Divine Sacrifice, etc. Be careful not to use Divine Shield+Divine Sacrifice until all the priests and warriors or dead, or else your bubble will likely get shattered/dispelled and you’ll take damage from the DivSac.

Also, cleansing is very important in this fight. Take some of the burden off the healers so they don’t have to expend GCDs on that.

Use Seal of Justice for some free, occasional stuns. HotR is awesome for this, as it will spread the seal to two other people in a nice cleave.

Also, don’t let the shaman totems stay up. The Windfury can be deadly if the melee champs are still running around, and a Healing Stream Totem makes it nearly impossible to kill anything.

Twin’Valkyrs

coliseum

Positioning is everything! Tank the Twins in between the back Light/Dark wells in by the gate (where the red X is). Keep them right next to each other so splash damage from one group’s target hits the other.

During a Vortex, obviously, people need to switch to the proper color, or they will die. During a Twin’s Pact do not have your dps change essences, just have them switch target. The time saved not running to a well will more than make up for the damage loss of not switching colors.

Flying orbs can kill people, so your dps and healers need to pay attention to their surroundings. Encourage folks to grab any nearby orbs that will eventually give them the Empowered Light/Dark buff.

This fight is all about awareness of raid damage and dpsing the correct target.

Anub’arak

The big enchilada, Anub will provide the biggest challenge to you in here, and rightfully so. It took us three nights of solid attempts before we hammered out a winning strategy. Here’s what we discovered works for us:

anubcave

First and foremost, use two healers and six dps for this fight. It makes a world of difference. The fight is infinitely easier when restricted to only one burrow phase, which having six dps will allow.

When the fight starts, Demo pulls Anub to the blue circle with the “!!”. A permafrost is brought down there, and when the first pair of Burrowers emerges (I’ve written about tanking these, and especially how to deal with Shadow Strikes, in this post) I grab them–Reck one, shield toss the other–and drag them to that spot. An add is marked, dps burns it down, then the other one. Demo then moves Anub off the ice and towards the back middle of the room (red arrow).

The second set of Burrowers eventually appears; I grab both and take them to the “!!” ice patch. I hold them and dps does not assist, they focus on Anub.

When Anub burrows we typically have him at 50% or so, but your mileage may vary. Everyone except me runs south as soon as Anub burrows, in case he targets one of them. I find that as long a I hold aggro on a Burrower, I am not targeted for spikes.

Whoever is targeted follows the path of the green arrow and kites the spikes to that ice patch, breaking it. Everyone aside from me should be in the bottom half of the room at this point. A new person is targeted and then run north as the yellow arrow indicates.

After that point Anub will be close to reemerging. The third-targeted person runs kites the spikes to the southwest permafrost patch.

Keep in mind that whoever is being chased SHOULD NOT use any aggro dropping moves (Vanish, Divine Shield, Iceblock, Fade, etc.) as that will make the spikes change targets and shoot across the room to kill someone.

Hand of Protection is great, however, for buying someone some extra time to get to a permafrost. They won’t take any spike damage while BoP’d, and they’ll hold aggro to boot.

When Anub emerges, so two will two Burrowers. Same deal as before, pick up both and drag them to a permafrost patch that will be dropped near Anub. DPS burns down the marked add, then the other, and switches back to Anub. At this point the dps goes hog-wild to get Anub to 30% health and start phase 3.

At this point you need to decide (based on the speed of your dps) if you’re going to kill the next set of adds that come up. Unless you are supertank, you can’t hold four Burrowers at once (especially with two healers) so preventing a second group of Burrowers is key. If you’re lucky, they will emerge just as Anub hits 30%, giving you enough time to kill him before the next set appears. If you’re not confident that you can kill Anub before you have four adds, burn down the two you have then push Anub over to p3.

When in phase 3, tank adds off of a permafrost and allow them to submerge. Also, it gets hectic, so pay extra-close attention to Shadow Strikes!

Bloodlust if you have it, make sure an MS effect is up, and go crazy. This part of the fight goes incredibly fast (especially once you hit execute range) so just try not to get caught unawares by anything nasty.

WoWScrnShot_101509_220439

Once Anub goes down, be sure to thank your healers, who are probably stressed out of their minds at this point.

Ultimately, the five fights of H ToC are great tests of awareness, coordination, skill, and gear. As long as you have a well-rounded, intelligent group of folks you should have no problem. I hope this guide helped a little, and please let me know if you have anything to add or correct in the comments.

My stupid question answered in #BlizzChat

With the announced removal of defense in Cataclysm, my worry was what they would make us plate tanks compete with dps for our gear the same way tank druids have to compete with Cats and Rogues. So, I chucked out my stupid question to @Warcraft’s Twitter-based devchat.

The dev’s kindly answered it, too!

So the answer is, still separated plate tank gear. I am assuaged.

Anywhere you can go, I can get there faster

This post is dedicated to Falowin and his 310% mount.

Everyone knows Crusader Aura increases your speed by 20%, but what most don’t realize is the 20% boost is multiplicative rather than additive. That is, rather than taking the 20% boost and just slapping it on top of your mount speed, you multiply it in to the total movement speed number.

For example, a 280% mount makes you go 380% faster than normal run speed. Multiply the total movement speed by 1.20 (for the 20% bonus from Crusader) and you get the total movement speed with the aura up: 456%.

Contrawise, Falowin on his pretty pink 310% mount will only be going at 410% speed. If I was flying on said pretty pink mount (while wearing full t5, natch), I’d be moving at 492%.

Now imagine a pally with Aura Mastery on a 310% mount–they’d be going at 574% speed!

… I need to get me a Rusted Proto.

5 ways to boost your threat

aggro

While threat should be the last worry on a tankadin’s mind, there are still some who struggle with it because they are either undergeared/underperforming or are dealing with hyper-performing dps who are then chafing under a threat cap. Because we as Paladins have the ability to give one of (if not the highest) threat caps, it is our responsibility to be prepared to dish out as much tps as possible.

Here are five tips on how to bring the pain:

1. Use a proper rotation

969 is the best way to optimize threat while maximizing uptime of Judgements of the Just and other debuffs we provide. To summarize briefly, we have three main “9″ attacks, Holy Shield, Judgement, and Consecration; and two main “6″ attacks, Hammer of the Righteous, and Shield of Righteousness. Weave your 6s with your 9s, such as:

0.0 Holy Shield
1.5 ShoR
3.0 Consecration
4.5 HotR
6.0 Judgement
7.5 ShoR
9.0 Holy Shield
10.5 HotR
12.0 Consecration
13.5 ShoR
15.0 Judgement

Et cetera, et cetera.You can weave in Avenger’s Shield or Hammer of Wrath for any 9 as cooldowns allow.

Sidenote: while off-tanking, never use exorcism (aside from an initial pull). The threat you’d gain from the burst (even on an undead target) is less than the threat of the melee swings and SoV proc if you just stuck to auto-attacking.

2. Change your glyphs

According to Theck’s analysis of threat contributions from glyphs, the best threat glyph is Avenger’s Shield. Although, it really isn’t. Against a single target, sure, but you’re sacrificing 100% tps on two other targets for 200% on only one. Ignore this one.

Realistically, the best threat glyph is Seal of Vengeance by a wide margin. Even over the expertise soft cap, you’ll get more threat from Glyph of Vengeance than from Glyph of Judgement. Once over the expertise hard cap, you can drop it though. Moreover, Judgement is, of course, the second-best threat glyph. Glyph of HotR is nice, but it’s far too situational–and in a raid like ToC where the only time you’ll get any use out of it is Faction Champions, it’s a waste of a glyph slot.

Glyphs still not worth your time are Consecration (its only use is mana-conservation, which isn’t an issue), Exorcism (see above), and Holy Wrath.

TLDR: One of your glyph slots is going to be Divine Plea; make the other two SoV and Judgement.

3. Spec into (the right) Ret tree talents

There is some confusion right now by folks who were overly excited by the change to SoV which made Seals of the Pure viable (ahem). As such, there’s an awful lot of folks running around with a 5/x/x build right now. That’s all well and good if you’re still plugging away at Ulduar, but if you’re spending any time in ToC, you should be specced into Crusade.

According to the inimitable Theck, the absolute best, possible combinations of threat talents in the game right now include 3/3 Crusade. You’re shooting yourself in the foot if you ignore this gem of a talent.

4. Get hit-capped

For Paladin tanks, hit is simply one of our best threat stats. Thanks to the new BV-ShoR cap, there are steep diminishing returns (followed by a cliff-face cuttoff) to the threat value of BV once you hit a certain value. This also makes Strength take a nasty hit as well, because of the contributions it gives to BV.

(Obligatory relevant Theck link.)

Specifically, before you hit 2400 BV, the ranking of threat stats is Strength, Block Value, and then Hit. Once you pass that, Hit becomes our #2, and once you have about 3000 BV, Hit becomes #1. Of course, Hit itself has a cap (263 rating) and is basically crap after that point, so be wary of that. When evaluating your gear for threat, do it in terms of how much BV you currently have.

Hit is certainly worth capping if possible, as there is great value in the consistent flow of tps such that Hit provides. It’s not hard to do either; with just my T9 legs, the T2.232 helm, the Saronite Swordbreakers, and two other excellent pieces I have 233 hit rating. And my survivability has not suffered a lick.

That said, never gem or enchant for Hit (or threat in general), but do mix and match pieces so you get the most worth out of each stat.

5. Wear threat trinks and gear

Twist! There are some fights (specifically on farm content) where you’re not going to be as concerned with stacking EH. In this case it is perfectly acceptable to swap in some BV pieces or Strength/threat trinks to push the upper limits of your tps potential.

When we’re doing farm content, I tend to swap in a iLevel 226 BV neck and belt, the heroic Sunreaver Defender’s Pauldrons, and equip Darkmoon Card: Greatness (STR) and Lavanthor’s Talisman. That pushes my threat capabilities up a lot, to the point where I can do not just amazing tps, but also the dps of a (bad) fresh 80. Not too shabby.

Please share in the comments any tips you have for boosting your tps, especially in progression content where you don’t have the luxury of using a blue trinket. Let me know if I missed anything obvious.

Paladin t10 revealed

I’m not going to ninja mmo-champ’s picture, but nonetheless, it’s kinda badass. I’m a fan. Especially of the whole “knight” vibe to it.

I’m hoping that pink part of the helmet isn’t textured correctly yet. Looks out of place.

Gets my thumbs up.

Edit/Update: I’m hoping this is the color/version that gets used in the end.

There’s a version floating around with a dress. I hope Blizz isn’t serious.

Critting the uncrittable

roll20On Saturday I did a quick Heroic ToC-5 with some guildees (I need badges for BOA stuff…) and during the Eadric fight I noticed something I haven’t seen in a long time on my pally: a big red number pop up. A crit. What the hell? Granted, it was only for 9k damage, but that was a bit shocking.

My immediate worry was I still had some Ret gear on from running around and doing the Loremaster grind. I popped open my character sheet and noticed a calm, reassuring defense number that was well about 540. I wasn’t sitting, either, so what could it have been? I knew that some bosses in game had spells giving them higher than normal crit chances (aka, greater than 5.6%), but I wasn’t aware that Eadric was one of them.

When perusing the tanking forums for my daily dose of bile-inducement I spotted this great thread which was compiling just such a list. And, of course, Eadric was on the list thanks to his Vengeance ability. I recommend checking out the initial post in full, but I wanted to share a few of these little cheaters for general awareness.

  • The Argent Lightwielder mob in ToC-5 has an Unbalancing Strike that acts a little like the similarly named attack that Thorim uses in Ulduar.
  • It is suspected that San’layn bosses (such Prince Keleseth in UK) passively have higher than normal crit chances. This may be an issue in Icecrown Citadel where we will be facing off against the Queen of the San’layn.
  • One last thing to double-check: if you’re at 540 defense but get crit, hover your mouse over the defense number and see if your uncrittability number is at 5.6% or higher. There is a rounding error where you can be at 540 defense but only 5.59% uncrit, which would still allow you to be critically struck.

My quest log is empty

WoWScrnShot_102009_012937

It really wasn’t that bad. Eastern Kingdoms was a breeze thanks to Quel’thalas. I thought Kalimdor was going to consist of scrounging for drops that started quests, but at the 650ish mark I realized I still had Razor Hill and Zoram’gar Outpost to go.

Hrm… now what to do…

This guy is my hero

sharicasmi

I saw this guy in a thread he posted on the Tanking Forums, an honest-to-goodness Shaman Tank. And, by Shaman Tank, I mean a guy that tanks content he outgears and works around silly setbacks like not having a taunt, or threat-capping a raid, through sheer force of will.

I admire the gumption that it must take to pull off such a stunt. He’s obviously really good at his class and has an amazing imagination to conceive and execute this. Not to mention his powers of persuasion to get 24 other people to go along with it.

And can we talk about the 25man raid that let this guy win a Juggernaut’s Vitality?

It’s a shame that Catalcysm (with its 6% uncrit talents) will basically dictate which classes will be allowed tank. Players like this fellow should be encouraged to push the boundaries of his class, as long as others are willing to go along with him.

One thing he does have going for him, though, is the ridiculously OP regeneration racial. And there’s NOTHING we can do about it.

Night of blood and glory: a raid recap

So as you might have guess from my post late Thursday night, we finally (finally!) killed Anub’arak on heroic 10man mode. Hallelujah.

The night itself started in a way you knew we were clearly meant from great things. The first wipe of the night happened on Beasts, the worms specifically, because we lost a few too many dps to silly crap and would never have beat the enrage timer.

49.

We went back in and had a clean run through Gormok, the worms also went smoothly, and then lost a dps to an acid cloud. We kept going though–only one dps down, couldn’t hurt us that much, right?

Get through worms, Icehowl comes out. We’re plugging along, dodging charges and getting our licks in. Getting a little too close for comfort to the enrage timer. 30 seconds left before we all go splat and Icehowl goes for a massive crash. He leaps back to the middle, faces Cendra and charges. I get the hell out of dodge, but Cen doesn’t make it. He gets one shot, Icehowl gets all red and inflammatory and immediately goes after Demo.

I don’t know why but I through myself on the sword, taunting Icehowl, bubblewalling and popping trinks and doing my best to live through the enrage. He of course squashes me, but by the time he gets back to Demo the soft enrage dissipates. 11% left, easy mode. Two dps and yours truly are dead, though, so it’s going to be close considering how close the enrage is looming. Of course, at like 2% left he hard enrages, and leaps back to the middle to massive crash. We lucked out! We just need to dodge the charge and we can finish him off with ease.

He then slammed into the ground and killed everyone except for Demogar. Shit.

Icehowl charges the only one left, Demo, and slams into the wall, stunned. 41k hp left. Make or break time. Demo plugs away with what little damage a tank can muster and just as Icehowl stands up to crush Demogar under his blood-spattered fists, he falls over dead.

I wish I had a screenshot. Obviously that means none of this happened.

We all run back in, buff up, and start Jaraxxus. This fight goes well until we lose a dps to Legion Flames and another melee getting zapped by an undispelled Nether Power, and then a portal spits out two Mistresses of Pain. I manually wipe the attempt with a DI. Obviously, it wasn’t going to go well.

48.

Another attempt on Jaraxxus which did not go much better. Lost a melee dps to a Legion Flame, barely got a portal down. It looked like we weren’t going to make it but somehow by the skin of our teeth we pulled out a kill. It was really sloppy, but a kill is a kill.

Once the loot is distributed we pulled down the champs to mark them up. And oh boy did the comp we were facing look like it was going to hurt. There was a Ret Pally, Holy Priest, Resto Shaman, Warlock, Rogue, and Boomkin. The order I delineated was priest > ret > rogue > shammy > lock > boomkin.

So we pulled and while we were focusing down the priest, the paladin snuck in the back and one-shot all the clothies. Game over.

47.

Ok, new kill order: ret > priest > rogue > shammy > lock > boomkin.

We barely manage to kill the ret pally, but by then we’d lost a lot more folks to the other dpsers.

46.

Bah, another wipe. It’s obvious now that our damage wasn’t being done fast enough.

45.

DPS needs to die first: ret > rogue > lock > priest > shammy > boomkin.

Switched it up a little. I stayed as prot and did my best to lock down the shaman (but mostly focused on cutting down his totems). Demo went Arms and helped bring down the focused target. This time the Ret blew up almost instantly, then the rogue, the lock, etc. The shaman was getting heals off, but he couldn’t save his buddies.

I think the valuable lesson here is on heroic mode to ignore the healers in terms of kill order and just have them be hassled so you can focus on bringing down the heaviest hitters.

So champs went down and then we knocked out the Twins in short order as well. No wipes on that boss, which was a nice change of pace, haha.

After Twins we made a quick roster shift and one of the healers stepped out to let another dps come in since we like to two-heal Anub.

Once down in the cavern below, we get buffed up, everyone got pumped, and then we ran screaming into the fray hoping to shatter Anub’s confidence and make him flee the battlefield. Alas, he stood his ground.

We pushed it to phase 3 in short order (Anub was at like 55% when he first burrowed) and things were going somewhat swimmingly, but we got overwhelmed and wiped at 8%.

44.

Suddenly it dawned on us: holy hell, we can do this.

Formed up again and started the next attempt. Another quick push to phase 3, those we only got it to 13% this time. No matter, it was obvious we could do this.

43.

Alright this was going to be THE attempt, dammit. Pull out all the stops, just get it down.

DPS was amazing, getting Anub to 50% when he burrowed for the first time. Scarabs were decimated quickly, spikes were kited expertly. It was like a ballet of pain.

Once phase 3 hit, we all kicked it into high gear. The adds that were up were ‘sploded and dps turned their wrath on Anub himself. We got him down to about 3-4% when Demo bit it and I taunted Anub only to die in about two hits from trying tank a new set of adds and the big guy all at the same time. People started shouting in vent encouragement to the dps still up–2%!! 1%!! .5!!

And then that disgusting creature reared up and keeled over dead. It was done. Anub was dead.

Everyone cheered with a passion I haven’t heard since the first time our ragtag 25man raid killed Kel’Thuzad for the first time. What an amazing feeling. No tanking stuff dropped unfortunately, but it’s ok, Anub was dead.

I sat there in my chair, grinning like an idiot, for about 20 minutes.

(Side note: I know I said I was going to do a strategy guide, but I don’t feel right writing it until I have some nice screenshots and diagrams to go with it. It will happen this week. Probably Thursday since we’re doing heroic 10man on Wednesday this week. Many apologies for being a tease.)