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Showing posts with label death knight. Show all posts
Showing posts with label death knight. Show all posts

Wednesday, March 28, 2012

Guest Post: Doing The 'Mog Right

I know plenty of awesome 'Mogeres but none who've decked out every one of their alts in awesome and unique sets like my co-tank and DK extraordinaire, Miss Maara. I've convinced her to write out her process and guide, and she was gracious enough to do a guest post. There are 5 distinct sets listed here, and they really show the breadth of her design, from a very practical outfits for her Priest and Mage to the more ethereal and gloomy outfit for her Druid. The 'mogs on the Shaman and DK are a blending of the two, with more flash and cool-factor built in. If you're looking for some custom and unique sets, these might give you some ideas. I love 'em - enjoy!

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My friend and fellow Turtle Saif has asked me to write a guest blog for Raiding After Dark on the subject of Transmogrification. Here's my go at it, but please don't blame me if it sucks. Blame Saif. It was totally his idea.


I guess the basic root of finding a good 'mog set is determining what, exactly, makes a look "good." This, of course, is extremely subjective. Some people love shiny sparklies while others prefer a more subdued look. Still others favor a look from an old raid set from the Days of Yore.

Buuuuuut, since Saif asked Yours Truly, you'll get my opinion and you'll like it!

Generally speaking, my philosophy for creating a solid 'mog look is to pick one or two items that you want to showcase, and choose the rest of the outfit around that. That piece can be thematic to the character, or simply awesome-looking, but whatever it is, the key is to make it shine (and I don't mean literally.)

To illustrate, I'll go though a few examples of this philosophy.


This is my shaman, Lumena. She's not my main, but she's my most showy 'mog currently. It took me a while to decide how to show her off... the draenei are somewhat under-represented lore-wise, so I decided on a look that was mostly "draenei" with less emphasis on the wild, shaman-y aspect. My starting point was actually the shield, though it was the last item I managed to acquire. It was uniquely draenei-looking, and the set flowed from that. I was lucky that the entire [Steadfast] set fit well, with a sort of aged, yet polished look. The [Mantle of the Sea Wolf] are the dash of shaman, and I chose them for that along with the color scheme that fit so well. The [Vicious Spellblade] I chose simply because its ambient effect overwrites any enchant effect and Power Torrent gives me a headache.


An outfit doesn't have to "match" though, to be a solid look. My mage, Kaelie, for example, or my priest, Lilienne, both sport looks that are more subdued. My mage I picture as something of a woodsy, active sort of person. I started with the [Legwraps of the Master Conjurer], a texture I'd noticed and loved back in Wrath. The rest just sort of fell into place... so many chest items look great with them! Once more, I chose a dagger based on mageyness and the ability to nullify the Power Torrent appearance.


Similarly, with my priest, I wanted her to look like a priest-on-the-go. (She served at the Cathedral in Gilneas, but is now at home in Stormwind). Her mace was the main piece of the set, and I let it carry the rest, keeping her simple and (I hope) subtle.


The set I am most proud of at the moment is my DK's frost gear. I started with a shoulder model, [Chilled Shoulderplates], that I absolutely loved. I wanted to convey the idea of a frozen, fallen Sentinel, so I chose smooth armor that matched the plate of the shoulders. I also loves the pattern on [Permafrost Cape], so when weapons don't clip it, I turn it on. For the weapons themselves I am currently 'mogged to [Stellaris] because it feels almost like a Night Elf glaive, but I've also enjoyed the look of [Teldrassil Protector], because it is very much in keeping with Maara's theme and color scheme.


Most recently I've put together a look for my resto druid, who is something of a wanna-be-devotee of Malorne (and the self-appointed intern of Elrahd). The center item for her was the [Druidic Helmet of Second Sight] and the rest followed easily enough. I find that matching your cloak to either your helm or your shoulder piece allows for a consistent look while still contrasting nicely with any given look. I'm not entirely happy with it, but the ideal black leather pieces drop from ToC and will take longer to get! For now the  basic leather set works nicely and [Brutal Gladiator's Staff] is perfect to accent it.

Yeah, maybe I have a 'mogging addiction. Maybe it's some deep-seated girly urge to play dress-up. Whatever it is, I love transmogrification!

The next set on the table is going to be a tougher one to tackle: my little gnome Gnelly is convinced that she's a hunter and once she's 85 I'm determined to have her look like one. My plan is something along the lines of this, but I guess we'll see how it goes!


For anyone wanting to play with hunting down great transmogrification ideas, Mogit is a fantastic addon, if you have the space to run it. Otherwise, just find an item you love, and just choose everything else with it its awesomeness in mind! Even if you have a favorite pair of boots, or an extra lucky hat, you're already halfway to an awesome 'mog!

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If you're interested, here are the complete looks above:

Lumena (Shaman)

Head: Steadfast Coronet
Shoulder: Mantle of the Sea Wolf
Chest: Steadfast Breastplate
Wrist:Steadfast Bracelets
Hands: Steadfast Gloves
Waist: Steadfast Girdle
Legs: Steadfast Legplates
Feet: Steadfast Stompers
Dagger: Vicious Spellblade
Shield: Aldori Legacy Defender

Maara (Death Knight)

Head: Warleader's Crown
Shoulders: Chilled Shoulderplates
Chest: Heroic Armor
Hands: Truesilver Gauntlets
Waist: Grimscale Belt
Legs: Heroic Legplates
Feet: Vicious Gladiators Warboots of Alacrity
Axes: Stellaris
Back: Permafrost Cape

Lilienne (Priest)

Shoulder: Double-stitched Woolen Shoulders
Chest: Aurora Armor
Shirt: Rustic Workman's Shirt
Wrist: Archmage Bracelets
Hands: Heavy Linen Gloves
Waist: Bloodthirsty Embersilk Belt
Legs: Regal Leggings
Feet: Archmage Slippers
Mace: Mogor's Anointing Club
Offhand: Divine Companion

Celaen (Druid)

Head: Druidic Helmet of Second Sight
Shoulder: Hide of the Lone Hunter
Back: Proudmoore Cloak
Chest: Vest of Discovery
Shirt: Stylish Black Shirt
Hands: Infectis Puffer Gloves
Waist: Ghostwalker Belt
Legs: Golly Gosh Leggings
Feet: Grazle's Sandals
Staff: Brutal Gladiator's Staff

Kaelie (Mage)

Shoulders: Laughing Skull Shoulderpads
Back: Cloak of Insomnia
Chest: Mooncloth Vest
Shirt: Blue Lumberjack Shirt
Wrist: Laughing Skull Bracelets
Hands: Black Mageweave Gloves
Waist: Black Belt of Knowledge
Legs: Legwraps of the Master Conjurer
Feet: Kayser's Boots of Precision
Dagger: Jaded Crystal Dagger
Offhand: Globe of Moonlight

Friday, October 14, 2011

Tanking Legendary

We've been collecting materials as we kill bosses in Firelands and as I watch our Shadow Priest picked for the Legendary collect them, I feel a pang of jealousy. We didn't do a lot of 25-man content in Wrath, but I did run some 25s with big guilds, and I felt the same pang watching their DKs and Priests collecting Shards for Shadowmourne and Val'anyr.

And next tier, I'll watch our Rogue collect the Fangs of the Father.

At this point, every role has had a legendary except for tanks. Healers have had Val'anyr, melee DPS have had the Warglaives, Sulfuras, Thunderfury, and Shadowmourne, hunters had Thori'dal, and pretty much every caster could use Atiesh and Dragonwrath.

You could make the point that Death Knights used Shadowmourne to tank, but that still left 3/4 of tanking classes without a tanking Legendary.

Point being, tanks have never had a legendary tanking weapon, and a lot of the reasoning behind it is that there are way too many tanking classes that all use different weapons.

The bigger (and real) reason is that if you have a Legendary that only one or two tank classes can use, every raid will drop the other tanks to make room for them. If a raid was tanking with a DK and a Druid, they would drop one or both to bring in a Paladin and Warrior if there was a Legendary shield, and they would certainly be right to do so. And that completely screws up the tanking population and rightly so, isolates and insults those who can't get it.

Tanks are generally the characters who gear up the fastest in raids - they have little competition over drops and the more geared your tanks get, the easier it is for the raid to progress as they can ignore the "tank can't take hits" problem and focus on other issues of the raid. Tank gear matters and I can see balance issues with giving one tank a legendary and essentially making him a Main Tank which is a concept I absolutely loathe.

There are two tanks, they both do their jobs, swapping from one duty to the other as benefits their class abilities best. But I digress.

You hear about Blizzard doing a tanking legendary in the same way that they did Quel'Delar. It comes close but I can see Blizzard's point in rejecting that model for a legendary - something like that makes for an awesome questline and an epic item, but not for a Legendary weapon that needs to be instantly recognizable, is iconic, and, well, Legendary. An item, of monumental power, not something with multiple models.

So how do you reconcile this? I might have a thought.

Make a Legendary Mace.

Every tank class can use Maces. The model can stay the same.

Tweak it so that it can be used two-handed by Druids and DKs with a boost to stats to make up for a missign off-hand, and keep the same model for it across the board.

It is the same weapon in essence, it's just that Druids and DKs need to use it two-handed. Whatever stats and bonus it has should probably be tailored to tanking to keep it from DPS hands and you could probably have a tanking legendary.

Would I rather have a Palain specific questline and build a Holy Aegis that will sing with pathos and grace? A shield that would be a beacon in the darkest of places? A barrier against the most grievous harm?

Absolutely. But, you know. I'm willing to share with the other classes and settle for a mace. I'm sure there are other solutions out there, but I think this is a reasonable one even if it would require Blizzard to scale the item a bit differently between the 2-handed and 1-handed versions of it.

There are solutions out there, and I hope Blizzard keeps this in mind going into the next expansion.

Thursday, August 18, 2011

Keeping Threat Stats Relevant For Tankadins

Can I ever stop talking about threat stats? I mean, seriously, even I'm getting tired of talking about threat stats, and yet Blizzard keeping throwing reasons at me to keep talking about threat stats.

Sorry.

So, last night's post was mostly a "where are we?" wrap up, today I'm going to try to see if we can make sense of what GC said, what he meant, and what it might mean for us as Paladins.

The pitch
We covered why Hit/Expertise are now pointless for threat. We explained that this leaves tanks to do all the other stuff tanks do (all tanks and most healers know we do a lot more than generate threat) and that this is a good thing. However, we're still left with tank gear with Hit and Expertise on it, and I don't imagine that will go away because it would absolutely and completely eliminate all choice for gearing - get what you get, reforge, enchant and gem as necessary for your choice of mitigation or mastery. And that would be horribly boring.

Besides, Blizzard has done well to make gear a bit more generic - Expertise and Mastery on that helm? Sure, it looks like DPS, but that's almost as good for a tank with that chunk of mastery. Overall, I think Blizzard should (and will) continue to make tank gear with hit/expertise on it.

But with threat a non-issue, why do we need these stats?
That's the rub, isn't it? And GC talks about it briefly in his article, and Matt Rossi went into a lot of detail in his article yesterday which you should read, but the big thought right now that I can see floating around is Active Mitigation.

Active Mitigation:
The word "Mitigation" there is a bit of a misnomer, but the phrase has stuck. Active Mitigation is basically the ability to reduce incoming damage somehow through offensive abilities. A very generic way to think of it would be that the more Expertise you have, the less the boss is able to hit you. Or something along those lines. But of course, a lateral translation like that is just more Dodge/Parry with another name.

Death Strike on the other hand is the text-book example of this. Death Knights have a very strong Mastery called Blood Shield which activates when they connect with a Death Strike. Death strike heals up 40% of the damage taken in the last 5 seconds, and then turns 50% of that damage into an absorb shield. That's active mitigation - and DKs are balanced around it. Good DKs know how to store runes, and when to use them so that they stay alive and are stable health wise rather than spiking damage and draining healers dry.

Their resource depletes and replenishes automatically, but connecting with strikes is important for them to self-heal and trigger Blood Shield. Thus, hit/expertise are good for them, in theory. Blood tanks (I don't raid tank on my DK so correct me here if I'm wrong) like Expertise and a bit of Hit, but don't go out of their way to hit caps. This solution seems to work - but only kind of. And it makes their decision easy - hit Death Strike. That's it. Which is kind of boring.

What about Tankadins?
We already have our own version of Death Strike - Word of Glory. It's dependent on Holy Power which we generate from melee hits, and the more we hit, the more HP we get, and the more WoGs we can cast on ourselves.

Except that WoG has a long cool-down and the amount of Crusader strikes you can get in during that cool-down are enough that even with low hit, you can still generate enough HP to cast it by the time it comes off cool-down.

On top of that, we have Divine Protection on a short cool-down that we can turn into either a small overall damage reduction or a big magical damage reduction pre-fight. We have Guardian of Ancient Kings, Lay on Hands on a very long cool-down, Holy Radiance for a bit of healing, and... Holy Shield.

None of the above abilities use Holy Power so we can be lazy about generating it, we can horde it, and always have it when we need it the most as long as WoG is off cooldown. That makes our "active mitigation" pretty much this:


while(BossHealth > 0)
{
    cast Crusader Strike
    if(HolyPower = 3 AND SelfHealth < 50%)
    {
        Word of Glory
    }
}




Word of Glory is Death Strike in reverse - we hit Crusader Strike to gain the resource and deplete it automatically to heal. And thanks to the length of the cool down, we don't really need the Hit/Expertise so we can afford the misses. We have it easy.

But what if Holy Shield consumed Holy Power and shared a cool-down with Word of Glory like Crusader Strike and Hammer of the Righteous?

You have a system where an actually sizable portion of your mitigation or self-heal, both of which you're balanced around, depend on your ability to generate the resource both need. And once you use one you can't use the other for a set period of time so you set out gathering more Holy Power.

And if both abilities had lowered cool-downs and lowered on-use affect so they stayed balanced overall? Now you do need to get those hits in and figure out what you're going to use it for.

You're actively mitigating and/or healing and making decisions on the fly.

You could turn Holy Shield into an aggressive anti-attack which goes off the hit-table.

Which is to say, you're attacking the incoming melee attack with your shield and need to "hit" with it. That would also make hit/expertise attractive, while contributing to active mitigation. Warriors have this, kind of, in Spell Reflect, except it just happens and doesn't depend on anything. With a shorter cool-down and reliable on hit, it could be an aggressive damage mitigation tool.

Do we need this kind of thing? I don't know. Tanking is going through a change, and the more we get towards 5.0 the more things seem to get more and more fluid - Blizzard is not afraid of slaughtering sacred cows.

I'm excited to see where it goes, and I do hope (and think) they will come up with ways to keep Hit/Expertise relevant for tanks. Because I like them and I'll miss my buddies if GC says I don't need them anymore. If you have any ideas for Active Mitigation, please leave comments, it would be fun to discuss them in a future post!

And lastly - because it always sounds so funny, it's not fun to miss. I've talked about it before. But missing is not fun. At the core of the thing, it's a game, I want to hit stuff, and see it take damage, not see miss...miss...dodge...miss...parry... because of some game mechanic. To the kid inside me killing dragons, that's not fun.

Monday, March 21, 2011

Tanking: Then And Now

I've been thinking about class balance lately as I look at my own raid team and I thought back to my raiding career over the last couple of years. This is going to be a bit long and rambling, but hopefully productive. :-)

When I started raiding, I was very good friends with a Holy Paladin who healed my bear through all the TBC heroics, Kara and Z'A. A Holy Paladin/Bear combo was pretty beastly in TBC raiding. Bears had massive armor and health (more than any other class) and Holy Paladins could keep spot healing them all day long. Back then, we were the only class that would eat Crushing Blows (unless one of the shield tanks missed keeping a buff up) and the Paladin would just land a big heal to cover it. We could keep a boss going till enrage fairly easily. During this time my tanking partners rotated a lot but I raided a lot with another paladin tank (who were strictly AoE or main tanks and made terrible off-tanks just due to the amount of agro that Holy Shield generated.)