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Showing posts with label threat. Show all posts
Showing posts with label threat. Show all posts

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.

Wednesday, August 17, 2011

Threat Buffs Hot Patch

Seems like Ghostcrawler has been thinking about the same things I have been grumbling about for some time on this blog. There are two major components to the coming changes, and this is a huge topic as the initial post makes clear.

1. How does removing Threat as a factor affect fights?
2. How do you make Threat stats attractive to tanks?

And beneath all this is the question I keep asking - it might be efficient, but is it fun?

Spoiler Alert: I glyphed out of Glyph of Truth for the first time since it was introduced.

I spent three hours in Firelands last night, with the buffs, so I can talk about what tanking felt like. I was tanking with Death Knight with slightly less gear than me, but definitely Firelands capable, and we had a hunter for the occasional misdirect.

First, let's talk about building Threat.

There is a significant boost to threat generating abilities. Ghostcrawler says:

The threat generated by classes in their tanking mode has been increased from three times damage done to five times damage done

Straight up buff to threat-gen, fine, this is just a multiplier to existing threat, and by itself it provides an across the board quality of life increase. It makes snap agro easier, and threat a non-issue on single-target fights.

Vengeance no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken generates Vengeance equal to one third of the damage dealt by that attack. As Vengeance updates during the fight, it is always set to at least a third of the damage taken in the last two seconds.

This is the game changer. What this is saying, is that one third of the sum total of damage taken in the most recent 2 second period is used to determine a minimum threshold for Vengeance - which means, two second in a fight, I should have a significant amount of threat already. Two seconds is the period of time it takes melee to get into boss range, or for casters to finish their first cast, or for DoTs to start racking up. It also means lucky streaks will not let you loose all your Vengeance stacks though they might decay still a bit.

In that time, you're also actually hitting the boss at least once or twice and building threat at a rate of five-times the output instead of three-times. Then you take a hit, maybe two, and suddenly your Vengeance bar is glowing and that red bar on Omen is as long as a tree's shadow at sunset (Wut?). On top of this are the documented changes for Vengeance to pass on absorbed damage from bubbles and now you don't have to grumble about Discipline priests in your raid.

When you're AoE pulling trash in heroics, this is going to make threat a complete non-issue. As long as you take the first hits from mobs, and land some kind of AoE on the adds, you should be fine.

This significantly improves a few things:
  • The ability to snap-agro adds mid-fight where DPS needs to put out heavy AoE with a single Hammer of the Righteous or Avenger's Shield
  • Initial agro on a boss - Paladins should be able to use the Divine Plea > Inquisition > Wings > Exorcism > Judgment > Avenger's Shield &> Crusader Strike opening for a huge lead now that all those abilities will generate much more threat
  • Enrage meters become less scary now that DPS don't have to wait for threat to establish, they can start nuking 3 to 5 seconds into the fight and the healers don't have to keep a twitchy finger on the Fury Warrior's raid frame
  • Lets classes without agro drop feel less throttled - when I'm on my Death Knights I'm always very careful about initial agro and don't get to ramp up till late in the fight, whereas on my Warlock and Paladin, I can immediately go all out as I have a Hand of Salvation or a Soul Shatter if the screen is glowing red
So, this is an overall raid quality-of-life improvement, but does it actually improve game play? In theory, having one less thing to be aware of is good, especially on fights where you're focusing on picking up a lot of adds (Rhyolith), or steering the adds in a direction (Bethtilac), or watching interrupts, (Maloriak) or moving out of fire (Shannox), or dealing with tons of positional issues (Alysrazor) or snap taunts (Baelroc) or whatever else it is you're doing (all of the above on Nefarian pre-nerf, and I think on Ragnaros as well, though I haven't seen that fight yet).

Could this change have been replaced by giving classes without threat dumps some way to drop it so that players are responsible for maintaining their own agro? Maybe. But I also know tanks who don't go into LFG because their agro issues are such that they can't hold agro on raid-geared DPS going all out one second into the pull and being blamed for not holding agro and getting kicked. This change, while at the top end or even the casually raiding end might seem like overkill, for the vast majority of LFG tanks, this will be a boon.

Overall, I'm a fan of this change so far - I've been super frustrated with my own ability to hold agro at times, as we're actively dropping threat stats for mitigation and DPS just ramps up higher and higher. It's not uncommon to see DPS hitting 20k+ numbers consistently now, and threat was sometimes getting wonky.

All that said - how was actually raiding with the buff last night?

Freaking awesome. The things I was able to worry about instead of agro: pulling efficiently, chain pulling trash because I didn't worry about adds scattering, being able to have DPS immediately go all out on fights without any consideration for threat right from the start (Baelroc, where the enrage meter is actually an issue), and we were finishing each fight at least 30 seconds faster than before.

The instance also just felt like it was more fun. Other than taunting stray adds, my tanking focused on speed and efficiency, not a harried tab-spam of madness to keep threat on everything. Back in ICC days, I used to keep a threat set where I was hit-capped and well past the expertise soft cap. I enjoyed my ability to put out threat that was competitive with the DPS and they didn't feel throttled.

Now, everyone can enjoy that - and it wasn't skill that made me do this, it was gearing, and a relatively obscure way of gearing to new tanks who don't pore over this stuff like I do. I don't think that's a bad thing. It will encourage new tanks to stick with tanking, as tanking is just plain more fun when threat isn't an issue.

I fully understand, appreciate, and empathize with tanks who feel this isn't good, and that the game is being simplified ("GG Blizz catering to casuals"). I'm not one of those tanks.

Tomorrow I'll talk about the other  half of this conversation - now that threat isn't an issue, why do tanks want Hit and Expertise?

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. :-)

Monday, July 25, 2011

Paladin Threat in 4.2

It's my vengeance and I'll cry if I want to.

Am I the only person having issues with vengeance stacking, then dropping then slowly building up again so my DK friend who does 20k+ DPS in 5-mans winds up sitting on her hands a minute in the fight while I build a lead again?

Vengeance has become the be-all-end-all thing when it comes to threat. Tanks will gain attack-power capped by their stamina (which scales up with gear) as a fraction of damage done to them (which scales up with tier). Brilliant. Except for when I get a lucky dodge or parry streak and my Vengeance goes from 9k AP to poop and my threat bar slows to a crawl as the other bars race up to my nose like it's a sprint to the finish. Firelands loot has a fair amount of threat stats on the gear, especially some of the vendor stuff, but I reflexively take that threat and dump it into Mastery or Dodge because that's what's ideal for Paladins, so say the learned and mighty masters of Paladin tanking.

"Don't worry about threat," Ghostcrawler pipes in on the side, "Vengeance is your friend, it'll take care of you."

"Alright!" I say, heft my shield, grin at my 99% block-cap without procs and stride up to smack the boss with my mace and suddenly the boss who was snarling at me a second ago has pivoted away and is using the Mage like a chew toy.

I kick at his leg and throw out a taunt, "Hey, drop it!"

That gets the bastard back to me and I'm building Holy Power to smack it harder as fast as I can, but that invisibility is about to drop any second, and now the DK is going all out because we're so close to the enrage timer on this fight, we can't afford to waste time. A couple of hits land, and I've got a full bar of golden, glowing Holy Power. Now's my chance! I swing my shield.

Whoosh.

I spit out an expletive, spit sprays, I can barely see through the streaks on the screen, I cast a Judgment to fill the time and smack that Shield again.

Whoosh.

Omen is blinking red and yellow, suddenly alarm appear, red and spinning, and someone is blowing an air-horn in my ear. Wait, why is the goddamned *Hunter* chasing the meter? "Misdirect," I squeal into my microphone, "For pity's sake, give me some threat!"

Bang. I take another solid hit, my Vengence is now buried in the red, and I grin and bloodied grin, as the glowing Shield from Power Auras alerts me that I have Sacred Duty proc up. YES! NOW! Swing that shield! Hit! Hit! Hit!

And does it? Who knows. By this point I've screamed at the DPS so much they're all pouting and holstering their weapons, in search of a better tank and the healers chase after them and suddenly, the boss is carrying me away and I kick and flail helplessly, while he digs a hole to bury me in.

(The boss is, apparently, a puppy.)

Right now (for Paladins at least, correct me if I'm wrong about other classes, though I know on my DK I love mastery as well) block capping, mitigation balancing and survival gearing necessitates exclusion of threat stats, which in turn, along with threat at pull, and a lack of hits from abilities is leading to a very knife's edge situation with threat... but it's not that way all the time. Other times, everything is great, I manage to grab threat and drag it up so far, so fast, I might as well white-swing and AFK till the fight is over.

Here's the thing - I don't mind fighting for threat. I don't mind gearing or working hard for it. What I mind is the gross inconsistency of threat from pull to pull.

If I do go for threat stats, I'm increasing my damage intake. So I gear for avoidance and rely on Vengeance.

But Vengeance  isn't an ideal tanking tool. But in execution, every time I dodge or parry a hit, I'm reducing my ability to push threat, and as a Paladin every time I miss with Crusader Strike I'm not building Holy Power or every miss of Shield of the Righteous, I'm loosing a major threat burst. Sometimes, it's my Censure ticks that's all the damage I'm doing in a three or four, second interval.

I don't want to just bash the idea, it's great in theory - it scales very well with gear and encounters - it's just that its effectiveness diminishes with scaling mitigation and the buff can be completely wasted with missed attacks, and it's not there when we arguably need it the most - at the start of the fight.

However. All of this is besides the point  - it works, more or less, and is generally an okay way to deal with the old issue of DPS scaling a lot faster than threat. I know that the math behind the builds makes sense, I like math, I don't have an issue with it. But is it fun? Hell no.

It is not fun to miss three Crusader Strikes in a row. It is not fun to have a full bar of Holy Power, a Sacred Duty proc and miss twice with Shield of the Righteous till the buff drops off. It is not fun to just waste GCDs on nothing.

That's my issue. Missing is not fun.

Thursday, April 7, 2011

Threat Stats for Tanks in Heroics

Just a quick note this morning.

A lot has been said about threat stats for tanks and I've seen people going so far as to gem and enchant for it. While it's really not necessary in raids at all, it is useful to have a bit of it in dungeons. While you're PuGing your random Heroic and run into that "lol u r bad ur h8 suks lol" Mage who's spamming Pyroblast like it's going out of fashion, having a bit of hit can help.

I found my usual tanking set supplemented with Might of the Ocean and Right Eye of Rajh will get you a good, long way towards getting to that cap, and as you're probably in 350+ gear anyway, you're not going to miss those survival trinkets.

Alternately (or in addition to the trinkets if you're nuts) you can swap in the Retribution Tier Pants instead of your tanking pants - the primary stats stay the same, you get a lot of Mastery and a ton of Hit.

Finally, you can also use one of the Hit trinkets, the tier pants, and go with Magnetite Mirror to get a boost to your Expertise. Left Eye of Rajh isn't bad either if you're desperate, as the agility proc isn't terrible.

And one final note - these trinkets are all DPS trinkets. If the main-spec DPS warrior, paladin, death knight or rogue is rolling on them, pass the roll, as they are all nice-to-have for tanks, but they can be essential for DPS trying to hit their caps. Don't be greedy.

Good luck out there!