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Thursday, September 22, 2011

Moon Guard in the spotlight!

A quick note to say that a rather generous and awesome player from my realm (the infamous Moon Guard) was featured on WoW Insider's 15-minutes Of Fame feature. Venita is someone I've passing contact with here and there for the last couple of years, and she's been nothing but wonderful for the community of the server, and the project she's working on now is nothing short of extraordinary.

We have a guild-member or two in common between us and there has never any question of integrity or poaching or drama or anything of the sort, not once in the years we've shared players.

Anyway - recognition well deserved - and so good to see my beloved home realm cast in a good light for once.

Paladin Tier 13 and Multi Specs

Is it me or is Blizzard in love with exorbitantly winged helms this tier? Compare the helm this time around with the Death Knight helm from Tier 12.


 Uncanny!

Unlike a lot of non-paladins who are poo-pooing Tier 13, I actually like it quite a bit, the color-scheme is subdued but still noble, the shoulders and helm manage to look very ceremonial - I imagine it's the kind of thing you'd wear before a grand ceremony.

Laying swords on shoulders to create Knights, bowing with a long white cloak to receive blessings from the Bishop. Sitting atop a white horse leading a parade. Or just giving a speech to rally the lost, exuding the powerful image of a white-knight to inspire and uplift the broken and huddled masses. Can't you just see that white armor glowing when the Paladin casts Holy Radiance?

Does it sound like I'm talking a bit like a Holy paladin? Don't tell anyone, but I've been futzing and tinkering with a holy set. I respec'd the other night and ran a couple of heroic and didn't kill anyone - and it was even fun. I would kill for a triple spec (or even unlimited specs) just to be able to try out different play styles. In an ideal world, I'd have the following on standby at any point:

1. PvE Protection Raid Progression (for Single Target tanking and survival)
2. PvP Retribution (For Arenas & BGs)
3. PvE Holy (For Dungeons & fill-heals during Raids)
4. PvE Protection Dungeon/Farm Raids (for AoE tanking and damage)
5. PvE Retribution (For off-spec play in encounters where we only need 1 tank)
6. PvP Holy (To putz around in)

They're ordered in my play-style preference right now. And I would happily pay incrementally more gold for each spec. And having a lot (a lot) of off-spec holy-gear that I've soaked up helps as well. I think my Holy set is about at par to heal through up to Domo probably. My Holy set which is, like, my fourth set of gear? - let's see - Protection, Retribution, PvP Retribution and Holy, yep, fourth set, not counting off-set pieces for mitigation or threat or whatever. I'm addicted to hording gear. Help.

--

As for raids? Well. Let's just say Monday Tuesday night we cleared through 6 bosses in 2 hours and the only wipe we had was when I pulled 3 trash packs at the same time like a douche-bag. But you know what? I still had fun. And I know once everyone feels like giving heroics a shot, it'll be back to painful progression again, despite the nerf to heroics. And hey, this way, at least we'll be decked out in heroic raid gear when we face up to Tier 13.

I'll chalk this one up to a failure, and try to do better next tier. See? I can sound like a grownup sometimes. Man, this was a rambling post.

Tuesday, September 20, 2011

Now what?

The nerf lists finally made an appearance today and man, they're taking the entire tier out at the knees. It's tremendously disappointing to me that we didn't clear Ragnaros, though things weren't helped by all the other crap that hit us in the meantime.

We lost our third healer two weeks ago and haven't had a third healer in that time other than our top DPS respecing to fill the slot really, really, really set us back. The last two weeks let us barely squeak past Domo on the second night let alone get 6-kill nights like I was expecting to after we cleared through Domo the first time and realized how simple things should be getting. Our third healer situation got so bad we wound up 2-healing Alysrazor just to make it go faster and it actually worked out just fine.

Though starting tonight I imagine it really won't be necessary to three-heal anything but maybe Baleroc, Beth'tilac and Domo. Or maybe we'll just do everything with three so that the night has that much allowance for mistakes...

I'll be frank, this has really taken the wind out of my sails. Even two weeks ago, I was dedicated to achievements, kills and getting a few hard-modes down before 4.3 but now it all feels worthless and pointless and I'm spending less and less time logging in or playing other games instead.

It's not even a hardcore/casuals thing honestly, it's a disappointment in myself and not achieving the goal I set out for myself a few weeks ago. A lot of my guildies seem to see this as me being upset with them, or with their performance, or me being critical of them, or of our server ranking, or whatever else, but it has nothing to do with any of that.

I'm disappointed that I wasn't able to achieve what I wanted to in the game, and now I'm looking at months of farming nerfed content with Heroic Ragnaros being the exception, and he's the other end of the pendulum in terms of difficulty - the Heroic Lich King of this tier that guilds will throw themselves at for months just to squeeze out that one kill.

A lot will depend on the raid tonight - if it feels like T11 and is just a faceroll as I'm expecting, then we'd better at least get Rag down, so I can, with my tail between my legs, go into Heroics next week and never look back.


But right now, I don't know. I don't know. Raiding is why I play this game. If I don't enjoy the one raid left to me, why am I logging in?

Monday, September 12, 2011

4.2 Nerf and the bitter taste of failure

When the nerf hits next week, it will be the first time in a long time that we will have missed the end-boss of a raid pre-nerf. And it's killing me.

I've always taken pride in killing bosses in their normal incarnation and we've only had a little bit of time on Ragnaros this time around, we had a slow, slow start, it took a while for a raid-team to fall into place, and we're dancing around a million issues with the roster but I was confident we would get through it.

And then this news comes along and it's just crushing my motivation. Unless I push for an extension this week and just spend two nights straight on Rag with maybe a third night added for progression, I think we're going to miss killing this guy pre-nerf.

My pride is tied up into it, and I won't deny it, but that doesn't make the experience any less frustrating. We've always raided on the lower end of serious progression, but I've never let that check my ambition. When I play the game, I want to play it with some level of competitive end in mind - not competing against other people, but against our own expectations of what we can achieve.

A lot of folks in my own guild seem less disturbed by this than I am, and I guess that's good - I'm sure I'll get over it myself, but right now, it smacks of failure.

Friday, September 2, 2011

Ragnaros: Night 1

Phew. Ragnaros reminds me a lot of Lich King - very tightly tuned mechanics, very high individual raid performance requirements and a very fun fight.

Trash:
The first Lava dude puts slabs of lava cutting off travel over the platform  every so often - we just kind of hopped around and it wasn't too onerous, but I saw that on the first cast, we were stacked and it forced him to put one right under his own feet and since he has a cast, if we backed up or moved up, we should be okay. Not bad at all.

Killing two Magmaws so easily is a bit sad. They put fire under your feet, dodge it. When they submerge and re-emerge, make sure tanks are in place to pick them up. Focus one down then the other. Doesn't matter which one you do first. Or it didn't for us.

Phase 1:
We actually cleared all the way through the first phase into the first transition on our very first pull! Of course, I'm pretty sure that was exclusively on the shoulders of the healers who got us through a ton of mistakes. But we quickly spent the next hour cleaning up Phase 1 so it has become a non-issue at this point - it's a very simple phase as long as a few things happen exactly the same every time:
  • Everyone has to be the right distance from each other and they need to make sure they're not getting knocked into lava from the knock back
  • The person who's triggering the traps (our awesome mage took every trap) needs to give the healers a heads-up and watch the timers to make sure two AoE's don't go off at once
  • Everyone needs to dodge the lava waves from the hammer (especialyl if there's a knock-back coming right afterward - tanks and melee need to be smart about how they're dodging the lava here)
  • The melee WAIT for the tanks to be in melee range before getting into melee - especially on the pull and after the knockback. Our feral kitty and rogue were dashing in over and over and getting hit for 150k until we figured out they were just getting to the boss faster than the tanks after knock-backs. Just have them wait 2 secs
That sounds like a lot but it's really not. It's very rhythmic and organic once you get into it.

Phase 2 and 3:
We didn't get too much time in this, but with so many abilities gone from this phase, it should be significantly easier (no knock-back, no traps). The Seed seem to be like the Defile/Valkyr mechanic - run out/group up/run out - but I think we should be okay, as long as we can dodge the flames on the ground. It feels kind of like a Heigan dance. While being chased by living bombs. And getting 30% of Rag's health down. But I'm not too worried about it. Yet.

Phase 3 replaces the seeds with Meteor tanking - which I don't know how complicated it is. We should be able to push him over before we get more than 3 hopefully as the more meteors we get the lower our DPS will be on Ragnaros. Our DPS has been pretty high lately, so I'm keeping my fingers crossed - our basic strat on LK was that if we got to phase 3 and all the adds from transition were dead, we could basically just kind of bum-rush him the rest of the way. Blunt, but it worked. I'm hoping the same sort of thing (or something similar) works here.

Transition Phase:
This is the hard part of this fight.

The first transition and second transition are the same except for the second transition having 2 extra adds that complicate things significantly. 8 adds spawn around the platform and rush towards a randomly placed Sulfuras and if they hit the hammer, it's a wipe. You need the 5 DPS and 2 tanks to split up and handle the adds, stun, slow and kill them before that happens. But the nature of the thing is that it's very random and the placement of the Hammer gives you about 5 seconds to figure out where everyone is going and what to do, communicate that, and get into position at the same time. So it took us probably ten attempts in the transition phase to put something together that looking like it was starting to work.

We had to be very explicit about where the melee were going and where the ranged were going with relation to the hammer - the melee and tanks would always take the 4 closest with specific people assigned left to right and the ranged would be on the rest. It worked a couple of times, but we were still having the odd add slipping through. I really want to nail this to the floor and put a rug on it before we get to the second transition phase because we need this phase to be like clockwork before we handle the two extra adds in that phase.

I was talking to Thistle afterward  and she said she wished we could just replay the fight to get an idea of what's going wrong in the transition and I so wish you could do something like that. Starcraft lets you watch a whole match but there it's just a series of action that have to be duplicated, the amount of data in a 4 minute long raid encounter can be significant. Maybe I should try FRAPsing a raid...

It was a fun night learning this fight and I wish we had one more night to go back to him with, but we'll get there again next week, and we'll have another handful of items upgraded which should help numbers across the board. Every week we come back it will get easier, so we'll see how it goes.

I'm not ready to push lock-outs yet - maybe in a couple of weeks, but not yet. The way I do lock-outs is that I will push a lock-out on the first night, and if we can't kill him, we just go back the second night, drop the lock and do the other bosses - this lets us have the best of both worlds. If we kill him - yay! If not, we can still get our gear without risking getting stuck on an old boss for whatever reason and not getting to him on the second night.

Anyway. It's fun to have a really tough boss to sit on for a couple of nights. I'm already hungry for next week. Rawr.

Thursday, September 1, 2011

Too Soon, Majordomo?

Just an update on where I am raid wise. I keep trying to make time to write up some productive things but this last month has been crazy with Earthquakes and Hurricanes hitting New York City. What is going on? Anyway. I hope the coming months are more quiet.

We've had some really awesome raids over the last three weeks - consistent people, who're actually getting geared and learning fights - it's kind of crazy. And full guild groups too. Of course, it wasn't meant to last, and this is the last week for one of our three core healers for a little while as he goes off to college to settle in, and we'll miss him, but it's an awesome time in his life and I hope he makes the best of it.

That does leave me a bit in the hole, and I'm hoping to find someone within the guild to swap characters or step in to heal for a little while until our AFK Healer makes it back. That's an odd recruitment call to make, isn't it?

LF 1 Healer (preferable Paladin) in T11+ gear for progression raiding, 2 weeks only. PST.

Er. Not so much.

This week was our most solid performance yet, clearing all farm content and Baradin Hold in a little over two hours on Tuesday. Shannox is almost on auto-pilot at this point, and Beth'tilac is getting easier and easier - this time she accidentally snagged a few spiderlings and healed up but we were still able to get her down with only a bit of a hiccup. After that we went on to solo-tank Baleroc successfully for the second week in a row, and then cleared up Rhyolith to leave Alysrazor and Majordomo for Wednesday.

The loot tables were stacked in my favor and I was able to snag both Beth'tilac's Mandible and the Shard of Torment (tanking with a DK has its perks!) That leaves me with only the head and shoulders to upgrade. Last night, after Alysrazor went down after a few very good pulls, I hit Revered with the Avengers and snagged both the Mastery/Strength and Dodge trinkets for some awesome CTC action.

I've been at 102.4% for some time now, so now it's just a matter of balancing mitigation for total avoidance rather than blocking. CTC is awesome on Rhyolith where I single-tank the adds and barely take any damage (though my shield tends to break or turn red each time even if I repair right before the pull.)

In addition to Alysrazor, we also pounded Majordomo into the ground after just four pulls, after cleaning up orb tanking (wipe 1), healer placement (wipe 2) and seed management (wipe 3.) I love when we can be super coordinated like this and just knock stuff out of the park - this is what I mean by having a good group that shows up for a few weeks in a row. We could've been here a month ago if we'd had this team then. But I don't mind - we're here now. Tonight, we'll face up to Ragnaros and say hello. I imagine it might take a couple of nights for him to plunge back into his lava pool but we'll get there just as we got here.

And afterward? I'm not sure I really want to push us into hard-modes too much after we clear up Mr. Ragnaros. I think a good project to do next might be Heroic Shannox since he seems like a roll-over, more or less, and then farming out the mats for our Legendary. Maybe going back to Heroic:T11 for titles - maybe Sindragosa or Nefarian though Al'akir seems like he is the easiest of the three.

With the end of normal-mode Firelands starting to take shape, I want another project to keep us focused and working towards and Heroic Tier 11 and the Legendary seem like they will be less stressful than diving right back into Firelands Heroics.

Speaking of the Legendary I think we're at 12 fragments right now, which means another three weeks where we kill at least 6 bosses before the law of averages grants us the rest of the fragments and then our Shadow Priest can at least get the 378 staff. Then starts the long hawl towards the next part. Augh. I really hope we can complete the Legendary and get started on a second before 4.3 comes out.

As for Firelands - I'm quite enjoying these fights. They're challenging, but not back-breakers like a few fights were in 4.0. Majordomo is the only fight that seems ridiculously under-tuned. But hey, I don't mind, makes it easy to farm up some Tier. If we can manage this performance again next week, we'll be in solid shape to clearing farm content in a single night and leave the second night for Ragnaros.

The only fight I'm worried might give us trouble is Alysrazor but the more we kill her the easier it becomes. But at ~12 minutes, it's a long, long fight and requires solid attention the whole time.

Good times. I'm excited for tomorrow.

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!

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, August 16, 2011

It's good to be king

Some days are better than others. Tanking can be a bit of a bore, a chore, as it were, and the nights bleed into one another.



And then you have days like this, when it all comes together into a glorious burst of awesomeness.