Pages

Showing posts with label how- to. Show all posts
Showing posts with label how- to. Show all posts

Friday, December 30, 2011

Guest Post: Furtive Father Winter

Hello All!

We may have not met before, but I'm Mia from Chronicles of Mia. Today, I am writing a guest post for Raiding After Dark for BlogAzeroth's Annual Holiday Post Exchange (a.k.a Furtive Father Winter)! I'm happy to write this post, mainly because I've never came across Saif's blog before. I may not celebrate the holidays, but I figured I would do something out of the ordinary for a new friend. I was a bit off guard when I had to think up a quick post or gift to Saif. I thought I had my blog's email account set to be forwarded to my personal gmail account. That wasn't the case. It was not set up, and I basically received a couple of emails late. This included who my gift recipient was , which was Saif. After looking around Raiding After Dark, I noticed the helpful Raid guides that Saif made. So as a gift, I decided to make my own little guide! Enough chatter. Let's begin! :D

How to Farm a Low Dungeon Pet on a New Server...

This guide will be helpful if you are looking to make some gold or to surprise a new friend.


What You Will Need:
- Having a character at least 55 or above
- Lots of Free Time

Directions:
1) Start off by picking your server - I chose a role-playing server named Moonguard. It's also the same server that Saif has a couple characters on, so I'm assuming it's his main server.
2) Next, make a Death Knight Character - I suggest you make your Death Knight's race based on what pet you are farming. If you are farming for the Deviate Hatchling, make a Horde character. If you are farming for the Green Wing Macaw, make an Alliance one. This will help you save time in the long run, and avoiding PvP. You are also going to be using free time to farm for a Dungeon pet, and it could take a while. Make sure you are able to have a bit of fun with your Death Knight's Race.
3) Do ALL the Death Knight Quests! - You should be at least level 58, and have 25 talent points by the time you do all the Death Knight Quests. You should also have all your equipped green items replaced by Blues from Quest Rewards. The last Death Knight quest takes you to Stormwind or Orgimmar depending on your Death Knight's faction.
4) Head out to the Dungeon and begin to farm! - I chose Deadmines to farm for the Green Wing Macaw. It only drops off the pirates at the end of the dungeon. If you are farming for the Deviate Hatchling, you have it much easier. The Deviate Hatchling drops off of Raptors at the beginning of the instance. Keep in mind that it may take multiple runs in order to get your pet to drop, but it WILL drop! Don't give up!
5) Sell or Gift your Pet! - After about three full dungeon runs of Deadmines, I got the Green Wing Macaw pet!

That's the end of the guide and I hope you all enjoyed it!
With Love,

Mia

P.S - In case you haven't noticed by now, that Green Wing Macaw is for Saif ^_^ Even though I don't celebrate the holidays, I hope everyone has has created lots of good memories from the year ^_^



Thank you Mia! I had just started reading her blog a few days ago when I got this post (and the pet) in the mail. As I've been crawling my way to 100 pets, and didn't have the Macaw yet, it was the best gift. Very kind of you. And as I have a rather cash-strapped DK on Argent Dawn, I think this guide will be helpful in getting some quick money when she needs it.

If you're curious about the post I gifted, it's here, on Bossy Pally. :-)

Friday, December 23, 2011

HOW TO: Dragon Soul 10 - The First Half

Dragon Soul has been a fun raid to tackle, the early fights are a bit easy, but they do scale up in difficulty as you go on, and while the encounters might not feel particularly original, they let you revisit old content with new skins and the old encounter models feel updated.

It's almost as if the Encounter Team was doing a best-of retrospective release, and instead of just picking old songs, they decided to remaster the sound, fix the levels issue on certain early tracks, and add in demos, alternate versions and extended takes.

I buy a lot of music.

Anyway - for the first four bosses, tanking is super straightforward in the Normal-10 mode. Quick and dirty tips follow.

Morchok (safe and easy with 2 tanks, can be done with 1)
Swap as 3 stacks, and then each time the Armor debuff drops off. When you're not tanking, you can go help soak a crystal so one of the DPS doesn't have to. You can easily solo tank the fight as long as you save CDs for when stacks get high before he goes into phase 2, and they should reset while you're running in and out. But two tanking it isn't a problem, unless you're doing some kind of speed-run. Use Divine Guardian if people are low on health and there's a stomp coming with a crystal up. You can cast Judgement and throw Hammers of Wrath while you're running away from the blood, but don't Exorcism spam or you'll OOM yourself.


Yor'sahj the Unsleeping (2 tanks)
Two tank this to avoid accidental death to Void Bolt. Remember that the adds aren't tankable, they focus random people. You can help with the slime when necessary, but they don't have a lot of health, and the DPS can kill them easily while the tanks just sit and swing on the boss. Use  Divine Guardian as per usual in a set rotation with the healers to mitigate the AoE and voila. This is slightly more difficult for the DPS and healers, what with chasing the Mana Void and getting the adds down in time. We're just literal meat-shields on this one. Yawn.


Warlord Zon'ozz (1 tank)
The trash before this can be solo-tanked, as only the Claw really melees someone specifically. Burn down the eye, then the ranged on tentacles while melee swap to claw. The Claw might fling you away, you can just rush back with a ranged taunt if the Claw is trying to mutilate one of the melee while you're flying.

You also want to solo the boss so that you don't have to worry about the enrage timer as he does have a chunk of health. You want to line up 3 raid markers in a row. You'll be facing the boss away from the raid except for when he's about to cast the Orb. Keep a healer in melee with you, and try to split in a 5/4/1 formation, even if some ranged have to move into the melee clump just to keep the splash damage at a minimum.

Pull the boss facing the raid, let the orb come out, then flip him 180 degrees so his back is to the melee clump and the ranged clump. Try not to use any personal cool-downs until his stacks start to get high. We bounce the orb 5 times, sometimes 7 if melee doesn't get out of the way and the orb gets bounced back to ranged. I wind up WoGing a bit here, just to keep things stable right after a bounce.

When he goes into phase 2, group up, use  Divine Guardian on a set rotation with the healers, and then back to Phase 1. Make sure you're not facing him towards the raid when you clump up.

After the transition, I like to keep him turned away until he casts his life drain, and then very quickly turn him around, but you don't really need to do it if you don't want to. The amount of health is regains can be a lot if he gets the entire raid, but with the amount of extra damage he takes as the fight goes on, it shouldn't be an issue.

If you do try to do this and mess up the timing so he winds up casting the orb behind you in no-man's land, you can run as soon as the cast starts, tell the healers you're moving, and you can catch the orb and bounce it back towards the raid. It's pretty fun to do this! :-) But the healers don't think so. :-(

Hagara (1 tank)
Remind your second tank to swap specs for the trash. You can solo the boss, but it's easiest to duo the trash. The gauntlet in front of her is annoying, just keep in mind that after the first set of adds, you'll get a few waves and these will have two clumps each, one from either side of Hagara's platform. Pick a side, and stick with it, while the other tank sticks to their side. Kill the casters first. Bring them together for an AoEfest, interrupt their casts, Avenger's Shield to silence them, Death Grip, whatever, but just be careful of the Tornadoes and Lightning Storms and Blizzards.

It's probably not your druids, shaman or mages casting those - if they are, ask them to stop and focus down the casters first. At the end of the gauntlet, there's a mini-boss who doesn't really do anything except put up some kind of Deathgripping snowflake thingie. The boss will move in when the mini-boss dies and float to the middle of the platform so pull the dude off to a side so you can prep before pulling.

Another boss to solo - doesn't really matter how you tank her as long as you're the only person in front of her. Watch the timer for Barrage and strafe away at a second or two left and you'll take minimal damage from it. Keep Hand of Freedom handy as she will slow you when you're out of range. When Tombs come out, have the raid clump up right before and that way you can help cleave them with Hammer of the Righteous.

During the Ice phase I don't do much except chase the walls, swing at whatever comes close, throw some Judgments and Hammers, and dodge falling snow. Yawn. The Lightning phase there is slightly more to do - kill the elemental on a node to make it explode, and then just stand there while the rest of the raid chains ahead of you while you twitch spasmatically as electricity courses through your veins.

Good luck!

Thursday, November 3, 2011

HOW TO: Ragnaros 10-man

Since the first six bosses in Firelands are rather silly and easy post nerf, I figured I might write up how we do Ragnaros as guilds might still be stuck on him. The way we do the Intermissions in particular are a bit different than most guides so maybe it'll be helpful for someone.

Also, it took me a while to do this because I wanted to experiment with making animated GIFs and see how that goes, so this is an experiment! :-) I don't know. Hopefully it's helpful! If you think I'm doing something wrong, please let me know.

There are also some Paladin Tank specific tips at the bottom.

RAGNAROS (10) NORMAL 


2 tanks, 2 healers, 6 DPS
Unless your DPS is very high (which is to say, if you can push phase 2 with 5 DPS taking only 2 seeds and if you can handle Intermissions with 5 DPS), you want to do this with 2 healers.

6 DPS will also trivialize Phase 3 as you can get through it well before a 3rd meteor forms. If you have more than 3 melee DPS, you might have a bit of trouble but it should be okay with a bit of practice.

You want to set up your groups so you have 1 tank, 1 healer and 3 DPS in each group for ease of positioning in phase 3.

Phase 1
Main things to handle: Smash, Knock-back and Traps

This is a very simple phase - positioning almost doesn't matter. Melee should be tight up against the boss on the lip of his hot-tub to his side to mitigate Parry and they will never have to worry about Smash. The ranged and healers can position themselves at a angle to the Smash as it falls. The only way you might take damage here is if Ragnaros lines up a knock-back and a Smash so that you get knocked into a wave - just strafe towards or away from the Smash to mitigate this as necessary. Also, if a trap lands behind you, move away so you don't get knocked into it.

Dedicate a Mage to handle the traps - they will have no trouble with every single one, but failing that you can rotate paladins (bubble), Shadow Priests, Rogues, Hunters, Warlocks.... this shouldn't be much of an issue, just make sure you have the person call out before detonating it and making sure the raid health is high enough to sustain the damage. Doing it after a knock-back once the raid is topped off is probably best.

Tanks should swap off after 3 stacks of Burning Wound, and we found that taunts were actually messy if the debuffed tank kept DPSing due to very high Vengeance stacks. We found it better to just pull off for a few seconds to ensure safe swaps to avoid gaining a 4th stack of Burning Wound. With tight taunting, you can make sure neither tank ever has more than a 3-stack.

This phase should go very quickly and you will get used to the mechanics after a couple of pulls.

Intermission 1
We have a very strict positioning, that we use for both transitions. I'll illustrate using our composition:

Balance Druid - Rogue - Feral - Mage - Priest - Arcane Mage

At the very least, the 2 people at either ends should be ranged, but if you can get four ranged and have 2 each on either side, it would be even better.

This is not a strict formation - the DPS will have to adjust left or right and decide who takes 2 based on the position of the hammer. There will be 2 DPS assigned 4 adds and 4 DPS with one each. No matter where the hammer falls the DPS with single adds need to clean up their add first before shifting over to help with the spares. This is an animated image that will show all 3 positions of hammer.


We trained on the first set of adds with no help from the Tanks until we got it right. That way our DPS was used to handling it on their own and the tanks could cleanly pickup the extra adds in the 2nd intermission without having to worry about splitting attention between the sets of adds.

Now that we have it down, the tanks do help with the adds, but we've drilled it into the DPS that it's their jobs to get the adds down and the positioning is super-simple, as people just need to remember who they're standing next to and they will know where to go. The shifts aren't that complicated either. Just make sure your DPS at either end is careful of the last add on their side as it will go through the lava to get to the Hammer if it's on the left or right, and you do not want melee running into that. Healers can regen mana here for the most part. Also, don't run into the hammer. Hammer.

Phase 2
Main things to handle: Smash, Engulfing Flames and Seeds


Here is all of Phase 2. I spelled it out in detail below, but I think this illustrates it in an easy way.




Pick a side, doesn't matter which one, but you need to gather up while staying 6-yards apart. Staying within Melee is preferable unless Engulfing Flames is on the inner ring. Dodge the first Smash as it comes, wait for Seeds to land, watch out for Engulfing Flames and then as soon as Seeds land on YOU (the timers are slightly off for this, so you need to watch your own feet and move when you see the spinny thing under your feet)! Now, book it to the opposite side using any (safe) speed boost you have, and gather up on the other end as fast as you can.

The positioning is tricky here but every time you move you need to gather up on the boundary between the two nearest Engulfing Flames zones. That way as soon as it hits you can move in or back and not take damage from that. You can drop a raid marker on both sides to identify where you want to gather up.

Shortly thereafter, Seeds will explode and rush you - group up, use ONE raid cool-down here (Aura Mastery, Barrier, Divine Sacrifice, etc.) and AoE the adds down. Now, quickly, either step into Melee or spread out a bit because you're going to get another Smash shortly afterward. This is a not as tight a moment, as soon as the adds die, your raid needs to position itself for the Smash. You have a short amount of time to call it out and adjust. But it's very easy to get focused on one thing and miss the Smash here, especially as you'll have a lot of ground effects going on - know what's going to happen and be prepared.

Right after Smash is the ideal time for DPS cool-downs as you'll have a few long seconds of burn here with only Engulfing Flames to worry about.

60 seconds later, the second set of seeds land - same as before. Run to the opposite side on the boundary of the two Flames zones.

Now, this is the tricky part. 3 things will come at the same time right after the Seeds explode - the adds are rushing you, the Smash is about to come down, and Engulfing Flames is about to go off. This is the make it or break it moment. You WANT Flames to be in the middle or far back so your entire raid just moves onto the lip and avoids everything. That's ideal. But it won't happen like that every time. Chances are you will have Flames in melee range and you will have to do a lot of dodging to avoid the Smash in addition to moving back out of range.

The most tricky thing in both these situations is making sure you tank stays in melee range or Ragnaros will swing and murder anyone else who is in range - usually a rogue (sorry Vesti).

By now, Ragnaros should be sub-50% and you should make a call depending on your DPS and the time remaining before the next cast of Seeds if you want to push him or take a 3rd set of seeds. With 6 DPS this is not a problem, and you can easily push it with 2, as a 3rd will strain your mana and you might not have a 3rd raid-wide cool-down to deal with a 3rd set of adds.

The less time you spend in this phase, the better.

Intermission 2
Just handle it exactly as you did Phase 1 - the only difference is that you want to keep at least one Son alive for a little while and kill it as close to the end of the phase as possible. Tanks should pick up one Scion each and bring them to the center, mark one for focus and DPS can swap to it as their adds are cleaned up. Ideally you want to get at least one add down before transition into Phase 3 but it isn't too terrible if you don't. Your raid will have to watch out for Blazing Heat and not give a fire boost to the Sons but it is generally not an issue with a bit of awareness.

If you can handle the Sons in phase 1, you can handle the Sons here. The only trick is to get one of the adds below 50% to slow it, use knock-backs, stuns, Death Grip, etc. to delay its journey as much as possible and really burst on one of the Scions. Cleaves and such will get the other one low - they each have 1.5 million health, so you'll need to hit a few short-cool-down DPS boosts to get one down before transition.

Phase 3
Main things to handle: Smash, Engulfing Flames and Meteor


Group up loosely in the middle, dodge any Smashes or Flames that come your way, get any remainingScions down quickly, hit Heroism and all your really big damage cool-downs, trinkets, take that potion and go nuts. You have a good, long period to really burst him here with very little, very predictable movement, and you can get him through as much as half his remaining health very quickly if you transition with no Scions.

About 60 seconds into the phase, the first Meteor will spawn. Ragnaros should have 30% - 25% health left. Immediately, your raid should split - remember how you split your raid into 2 5-man parties? Group 1 goes left, Group 2 goes right, and whoever is being chased by the meteor knocked it back into the center once they've kited it to their side. The raid just keeps on DPSing and dodging Smash and Flames.

Here it becomes a game of kickball - every time it's knocked back, the meteor will pick a different target and move towards them. It's also immune for a few seconds after each knock-back, so you want it as far into the middle as possible. Make sure there is one person on each side who's responsible for jugging it so everyone isn't just focused on Ragnaros assuming someone else will handle it.



Ideally, you want the meteor picking people on the opposite side so it has to travel to them before getting knocked into the center again and so forth. Chances are it will target people in the same group repeatedly and if it's very close, have the person run out and kite it to the opposite group. But if RNG isn't being really terrible, you should still be able to burn the boss with only one meteor up. More meteors will spawn every 30 seconds (or so it seems) after the first one, but I think the pace might increase after 3 meteors. On our training runs, we saw as many as 5 at a time. That was kind of. Crazy.

At this point, if you're able to deal with the meteor okay, you should be able to kill him. Knock back or kite, either way, you're very close, and all you need is one clean pull at this point. If Rag is at 15% or so, and the meteors are getting too close for comfort - maybe try and have a tank with high stacks or DPS run out with one all the way towards the back while the rest of the raid pushes Rag over.

I do believe that if executed correctly, you can easily get this phase down. The only trouble is that most people will not get a lot of time to practice this as the focus you need to get through Phase 2 and the second transition has drained you (and the healers) and you just kind of tunnel-vision into getting him down to 10% and meteors hit people and you wipe.

The other strategy is to simply have the person who's targetted kite it away from the raid and have the raid move away from the meteor but it requires a great deal of personal responsibility and if a healer gets targetted you need to hit it right away to get it switch targets. We were able to kill him with both strategies but splitting up and playing kickball made it seem more organized for us.

Also, with this other strategy phase 3 can wind up looking like this.



Please note that while I did make the other GIFs, I didn't make this (very awesome) one, I found it while doing random searches for information. Whoever made it is, obviously, awesome.


Paladin Tank specific stuff:

- Use WoG to heal your co-tank after swaps
- If you go into Phase Transition with a Trap up, you should take it, use a bubble after reaching the apex of your parabolic journey, and you should land okay.
- Use Divine Sanctuary for one of the two Seeds (co-ordinate with other raid-wide cool-downs so you don't use them all at once)
- Holy Radiance after Seeds while you still can (still grumbling about the added cast time to that spell in 4.3)
- You can take 1 meteor hit if you're Bubbled, or LoH someone who just got hit by Meteor to save their life


Good luck!

Thursday, August 25, 2011

HOW TO: Solo tank Baleroc as a Paladin

The first three bosses in Firelands are fairly simple in their current incarnation, though I do plan to write up brief strategies on how we do those anyway. The two challenging ones are Baleroc and Alysrazor, and both are heavily tank-dependent, so I'll do those first. I actually really love this tier as tanks have a lot to do in almost all the fights and solo-tanking Blaeroc is a good example of this.

We've been working on Baleroc for some time now and while our healers have figured out a rotation that works well for them, a couple of our DPS are struggling to meet the shard-tanking requirements while putting out the necessary DPS. We have come shavingly close to killing the boss, and our first kill was nearly 20 seconds past enrage with one healer and DPS remaining as DoTs finished him off.

42 million health in 6 minutes is a lot of damage you need to put out. It's just a pure gear and DPS check, and unfortunately not all of our raid is geared as well as it could be. So, even after we killed him, we kept coming excruciatingly close to Enrage for subsequent kill, and we decided to try and have me solo tank while the other tank went DPS just to eliminate Enrage as a factor in the fight. It worked out beautifully.

Using one tank on Baleroc lets you do a few things:

1. DPS can take only 9 stacks and stop there without having to worry about a person taking too much damage with 12 stacks or being short a person if someone clipped a shard accidentally and wound up with a debuff
2. It streamlines things for your healers who don't worry about taunts around Decimation Blade and being on the right tank
3. It lets you finish the fight sooner which will hopefully lead to one or two fewer blades and fewer stacks of Blaze


Glyphs and Gear:
I was at block-cap for this with 102.4% block + avoidance - double Mastery trinket, Mastery food, Mastery Elixir, the belt from Omnotron, the Thrall quest cloak, etc. You know what to do here, use your full-avoidance set. Once I get the Stay of Execution trinket I will probably sub it in and go with Stay of Execution/Mirror of Broken Images for this fight. Block capping is great for Inferno Blade and his normal melee which also comes hard and fast.

Prime Glyphs used were Word of Glory, Seal of Truth, and Shield of the Righteous. You want to push as much damage as you can.

Major Glyphs used were Focused Shield, Divine Protection (40% reduced Magic damage? Yes, please.), and Lay on Hands.

The default 0/31/10 spec was just fine for this. I suppose you could take the points out of Pursuit of Justice and put one into Reckoning and the other into, idunno, Arbiter I guess, for a tiny little bit more DPS but I doubt it would be significant. Stay with the default.

The Fight:
Almost the entire fight is about executing a good rotation of your abilities to maximize your damage while being very aware of your abilities and having a plan for using them at the right moment to survive whatever situation you are in. Put out some decent damage (I was ~11k DPS on our one-tank kill, but I could probably do better with some gear tweaks), don't get hit by shard (really shouldn't be an issue if your DPS is properly positioned behind the boss) and execute your plan to survive the blades - that's it. So let's have at it.

Pull with Divine Plea > Inquisition > Avenging Wrath > Avenger's Shield > Exorcism > Judgment > Crusader Strike to get a big lead so DPS can go all out right from the start, and from there it's just a matter of rotating survival abilities very, very carefully.

I was using Holy Shield exclusively between blades to soften damage when I got below 50% health from his melee swings. Word of Glory was only used to help top myself off if Holy Shield was on cool-down and I was still low on health otherwise all Holy Power went into Shield of the Righteous.


Inferno Blade is very easy to mitigate with Divine Protection (glyphed) and then the on-use Resist from Mirror of Broken Images if necessary after that should he land a few hits in a row (unlikely with block-cap). Keep 3 Holy Power banked for a Word of Glory in case things get wonky and it was almost too easy to deal with this.

I was also saving Guardian of Ancient Kings for the last two minutes of the fight if I got chains of Inferno Blade with my trinket and Divine Protection both on cool-down.


Decimation Blade is the tricky one. You must have two healers swap to you for this as the fight goes on - a single healer will struggle to top you off when they have to heal through 750k+ health. The third healer can easily keep up with the shards with DPS only stacking to 9 and having 2 healers on you to get you back up past 90% health before the second swing is a great security to have. Remember self-healing during Decimation Blade is pointless as you have a 90% reduction in healing every time the blade hits.

Hopefully he will not connect all 3 times - if he does, you are having some horrifically bad luck. Should you dodge even one, your healers will have enough time to top you off between swings. If he does hit one and the next one is coming and you don't see that heal incoming and you know you're going to die - you have to hit Ardent Defender. Survive that swing and you'll be okay.

If you are in this position with Ardent Defender already used up, you have to bubble taunt and then cancel immediately after the blow. I didn't have to do this as our healers kept up with the damage and I was able to mitigate a fair number of Decimation Blades but you do have that as a last-resort option to stay alive.

One last note - do not use Lay on Hands during Decimation Blade. It is a good cool-down to use once the healing debuff has dropped near the end of the fight, or during a very bad streak with Inferno Blade, but the 90% healing reduction from Decimation makes it useless there. Don't even touch it.

That's really all there is to it. This gives you six DPS to meet the enrage timer and we comfortably killed him with, I think 30 or 40 seconds to enrage.This is probably how we will do this fight from now on, and if I understand correctly, this is the preferred way to kill him on Heroic anyway, so might as well get used to it now.

This is a pretty fun fight and you grow bigger and bigger in size as the Blaze of Glory stacks rack up, so by the end of the fight you're a looming giant almost half the size of the boss with nearly a million and a half health - it gets pretty giddy near the end. Good luck out there!

Tuesday, July 26, 2011

More About Paladin Threat

After my last post, it was nice to hear from a couple of folks that they were also having trouble with threat, so I'm not just being a baddie (for once).

So. I'm mostly interested in solutions, not just complaining. How do we get around this? Let's take about threat from the top.

Hit and Expertise are the two threat stats we're concerned with.

Hit is fairly obvious, it lets you hit things more accurately. The way it works out, you can refer to the following table to see how much hit you need at any given moment. Keep in mind, there is no mob in the game more than 3 levels above yours when you're at cap, so right now, raid bosses are level 88. As an aside, this means for your PvP set, you only need 5% hit.

Difference in Level Hit needed
0 5%
1 5.5%
2 6%
3 8%

Expertise pushes your target's Dodge and Parry off the combat table. Melee DPS only need to push Dodge off the table as mobs can't parry attacks from behind, but tanks will need to worry about Parry. Expertise used to be really good for mitigation, as some bosses would gain a haste-buff any time they parried an attack, which gave tanks an incentive to stack Expertise, but that mechanic was taken out of the game and is no longer a factor. Expertise is purely for threat now.

The amount of expertise you need is the same for any mobs of a level higher than yours, but basically, 26 Expertise is the magical number you're looking for to kick Dodge off the table. Chasing the Parry cap is a loosing game and not worth the effort.

Okay, so why did you put that Hit chart up there?

Because you need to consider your environment, and what kind of threat output you need for that environment. The only mobs that need 8% hit are raid bosses. No other mobs in the game need 8% hit. Even heroic dungeon bosses are only level 87.

Why is this important? Get to the point, man!

Sorry, I tend to ramble. Unless you're tanking a farm raid-night to get through all of Tier 11 in 2.5 hours, you (generally) never need to worry about threat on a raid boss. Even if you don't have a hunter or rogue to give you Misdirects or Tricks, you should be able to have the raid sit on their hands for 5 to 10 seconds and with Wings, Inquisition and a small bit of luck, build up a solid lead before DPS goes nuts.

However, when you're clearing trash, when you're in a heroic dungeon, once you get some raid gear, build that threat set and use it.

So let's get set up for tanking dungeons and trash like threat kings.

A Hit cap of 6% means you need 720.65 hit rating. That isn't too much and honestly with items like Soul Blade, Elementium Earthguard, Retribution Tier pants, or even the Valor Hit trinket you can easily get there without giving up a lot of mitigation.

Paladins have it easy with Expertise. Glyph of Seal of Truth gives us an amazing 10 Expertise rating right off the bat. That's almost half the expertise you need total, from one glyph. You should always have this on. The rest you can get with some items here and there, or if you're feeling gutsy, with a Heart of Ragefrom Chimaeron.



The nice thing about those trinkets, is that they have a random on-equip strength boost which is also a very nice thing to have kick in now and again to give your threat and damage output a nice kick in the pants.

One more thing - Glyphs and Talents.

If you're mostly only doing dungeons, you probably don't need Glyph of Word of Glory. You can safely swap it out for Glyph of Hammer of the Righteous. This one glyph will boost your DPS output to amazing levels on AoE mobs.

And again, if you're mostly doing dungeons and don't expect to raid tank, make your talent spec something like this (0/31/10). It gives you everything you need for AoE tanking and pushes your threat stats up front and center. Keep in mind you're giving up a fair amount of Word of Glory utility so you'll need to be on your toes with survival cool downs.


If I didn't use my off-spec for Retribution all the time, I'd run with two protection specs. (This goes into another rant about why Blizzard need to remove the spec-cap, but that's a different story)


So, you have your threat set. You've changed your glyphs and talents, and you're ready fro that bear run. Right? Well, before you head out, check a few things first.


Make sure your healer is okay with this. If a healer is under-geared, the slightly increased damage you take could make things messy, especially since you won't have WoG to fall back on. When you do get into a scuffle, play defensively - use Holy Shield wisely, and be careful not to over-pull. I would run this with a guildy healer or someone I know before doing the LFG thing with it.

I tested mine this weekend with the amazing Vidyala healing me (I love the cross-realm grouping with the Battle.Net system so much!) and have been using it ever since for everything but raid bosses. I ended that experimental Z'A run even with the DPS on damage done and had absolutely little trouble with threat. And I was pulling like mad on that run, as it turned into a spontaneous bear-run with 2 PuGs and no vent, and we still managed to get to Lynx boss with 2 minutes on the timer (but didn't make it).


Anyway. That's how I went about making a threat set and I'm loving it. If you do something similar, have any thoughts or try any of this in the field, please let me know, I'd love to tweak or change things around to optimize this in any way possible!

Good luck out there. :-)

Wednesday, June 15, 2011

Tier 11 done - again

My first major project on this blog is now finished. I wanted to write detailed and full guides to doing every boss in Tier 11 and I posted the last of it yesterday.

It's very gratifying to wrap up writing projects, and I hope the guides will be of some use to people, particularly the guilds going into T11 after 4.2. I will likely do a pass over all the bosses in one post as an addendum after the nerfs hit but the guides should work fine after 4.2 as well. If anything, they'll play things a bit too cautiously and that's never a bad thing.

Whew. I'm kind of exhausted after that and I'm surprised how much I thought about having to finish this up - but I'm glad it's done. Here is everything:
I'm hoping to be more timely with the Firelands guides - I'll probably wind up writing them up as we kill bosses.

Speaking of killing bosses in Firelands, we seem to have had a steep drop-off in raiding interest since killing Nefarian and I'm looking for some folks who actually want to continue raiding consistently and pushing into heroics - I play Alliance side on Moon Guard and raid twice a week (Tuesday and Wednesday nights from 7 to 10 server, which is Central).

You should come help me kill Ragnaros. Hit me up here, or on our guild forums.

Tuesday, June 14, 2011

HOW TO: Nefarian

This is part 9 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

This is a very Paladin-tank specific view, and you'll excuse me for that, I hope.

HOT TO: Conclave of Wind and Al'Akir

This is part 8 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

Saturday, June 4, 2011

HOT TO:Maloriak and Chimaeron

This is part 7 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

Friday, June 3, 2011

HOW TO: Trash and Atramedes

This is part 6 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

Thursday, June 2, 2011

HOT TO: Magmaw and Omnotron Defense System

This is part 5 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

Thursday, May 26, 2011

HOW TO: Cho'gall

This is part 4 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

Wednesday, May 25, 2011

HOW TO: Ascendant Council

This is part 3 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

This is a long one, as the trash between Valiona and the Council is annoying, and the Council itself has a lot of stuff going on.

Tuesday, May 17, 2011

HOW TO: Valiona and Theralion

This is part 2 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.

Monday, May 16, 2011

HOW TO: Halfus

This is part 1 of a series where I'll cover the way my guild does all the normal-mode encounters on the 10 person difficulty in the current raiding tier.

I'll cover all of Bastion of Twilight first, then Throne of Winds and the lastly we'll go over Blackwing Descent. I'll cover the fights in general but also talk specifically about tanking from a paladin perspective and give any hints I can about how we assign DPS and healing.