We've been collecting materials as we kill bosses in Firelands and as I watch our Shadow Priest picked for the Legendary collect them, I feel a pang of jealousy. We didn't do a lot of 25-man content in Wrath, but I did run some 25s with big guilds, and I felt the same pang watching their DKs and Priests collecting Shards for Shadowmourne and Val'anyr.
And next tier, I'll watch our Rogue collect the Fangs of the Father.
At this point, every role has had a legendary except for tanks. Healers have had Val'anyr, melee DPS have had the Warglaives, Sulfuras, Thunderfury, and Shadowmourne, hunters had Thori'dal, and pretty much every caster could use Atiesh and Dragonwrath.
You could make the point that Death Knights used Shadowmourne to tank, but that still left 3/4 of tanking classes without a tanking Legendary.
Point being, tanks have never had a legendary tanking weapon, and a lot of the reasoning behind it is that there are way too many tanking classes that all use different weapons.
The bigger (and real) reason is that if you have a Legendary that only one or two tank classes can use, every raid will drop the other tanks to make room for them. If a raid was tanking with a DK and a Druid, they would drop one or both to bring in a Paladin and Warrior if there was a Legendary shield, and they would certainly be right to do so. And that completely screws up the tanking population and rightly so, isolates and insults those who can't get it.
Tanks are generally the characters who gear up the fastest in raids - they have little competition over drops and the more geared your tanks get, the easier it is for the raid to progress as they can ignore the "tank can't take hits" problem and focus on other issues of the raid. Tank gear matters and I can see balance issues with giving one tank a legendary and essentially making him a Main Tank which is a concept I absolutely loathe.
There are two tanks, they both do their jobs, swapping from one duty to the other as benefits their class abilities best. But I digress.
You hear about Blizzard doing a tanking legendary in the same way that they did Quel'Delar. It comes close but I can see Blizzard's point in rejecting that model for a legendary - something like that makes for an awesome questline and an epic item, but not for a Legendary weapon that needs to be instantly recognizable, is iconic, and, well, Legendary. An item, of monumental power, not something with multiple models.
So how do you reconcile this? I might have a thought.
Make a Legendary Mace.
Every tank class can use Maces. The model can stay the same.
Tweak it so that it can be used two-handed by Druids and DKs with a boost to stats to make up for a missign off-hand, and keep the same model for it across the board.
It is the same weapon in essence, it's just that Druids and DKs need to use it two-handed. Whatever stats and bonus it has should probably be tailored to tanking to keep it from DPS hands and you could probably have a tanking legendary.
Would I rather have a Palain specific questline and build a Holy Aegis that will sing with pathos and grace? A shield that would be a beacon in the darkest of places? A barrier against the most grievous harm?
Absolutely. But, you know. I'm willing to share with the other classes and settle for a mace. I'm sure there are other solutions out there, but I think this is a reasonable one even if it would require Blizzard to scale the item a bit differently between the 2-handed and 1-handed versions of it.
There are solutions out there, and I hope Blizzard keeps this in mind going into the next expansion.
Showing posts with label warrior. Show all posts
Showing posts with label warrior. Show all posts
Friday, October 14, 2011
Tanking Legendary
Labels:
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legendary,
mace,
paladin,
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tanking,
warrior
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:
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.
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
}
}
{
cast Crusader Strike
if(HolyPower = 3 AND SelfHealth < 50%)
{
Word of Glory
}
}
Word of Glory is Death Strike in reverse - we hit Crusader Strike to gain the resource and deplete it automatically to heal. And thanks to the length of the cool down, we don't really need the Hit/Expertise so we can afford the misses. We have it easy.
But what if Holy Shield consumed Holy Power and shared a cool-down with Word of Glory like Crusader Strike and Hammer of the Righteous?
You have a system where an actually sizable portion of your mitigation or self-heal, both of which you're balanced around, depend on your ability to generate the resource both need. And once you use one you can't use the other for a set period of time so you set out gathering more Holy Power.
And if both abilities had lowered cool-downs and lowered on-use affect so they stayed balanced overall? Now you do need to get those hits in and figure out what you're going to use it for.
You're actively mitigating and/or healing and making decisions on the fly.
You could turn Holy Shield into an aggressive anti-attack which goes off the hit-table.
Which is to say, you're attacking the incoming melee attack with your shield and need to "hit" with it. That would also make hit/expertise attractive, while contributing to active mitigation. Warriors have this, kind of, in Spell Reflect, except it just happens and doesn't depend on anything. With a shorter cool-down and reliable on hit, it could be an aggressive damage mitigation tool.
Do we need this kind of thing? I don't know. Tanking is going through a change, and the more we get towards 5.0 the more things seem to get more and more fluid - Blizzard is not afraid of slaughtering sacred cows.
I'm excited to see where it goes, and I do hope (and think) they will come up with ways to keep Hit/Expertise relevant for tanks. Because I like them and I'll miss my buddies if GC says I don't need them anymore. If you have any ideas for Active Mitigation, please leave comments, it would be fun to discuss them in a future post!
And lastly - because it always sounds so funny, it's not fun to miss. I've talked about it before. But missing is not fun. At the core of the thing, it's a game, I want to hit stuff, and see it take damage, not see miss...miss...dodge...miss...parry... because of some game mechanic. To the kid inside me killing dragons, that's not fun.
Monday, March 21, 2011
Tanking: Then And Now
I've been thinking about class balance lately as I look at my own raid team and I thought back to my raiding career over the last couple of years. This is going to be a bit long and rambling, but hopefully productive. :-)
When I started raiding, I was very good friends with a Holy Paladin who healed my bear through all the TBC heroics, Kara and Z'A. A Holy Paladin/Bear combo was pretty beastly in TBC raiding. Bears had massive armor and health (more than any other class) and Holy Paladins could keep spot healing them all day long. Back then, we were the only class that would eat Crushing Blows (unless one of the shield tanks missed keeping a buff up) and the Paladin would just land a big heal to cover it. We could keep a boss going till enrage fairly easily. During this time my tanking partners rotated a lot but I raided a lot with another paladin tank (who were strictly AoE or main tanks and made terrible off-tanks just due to the amount of agro that Holy Shield generated.)
When I started raiding, I was very good friends with a Holy Paladin who healed my bear through all the TBC heroics, Kara and Z'A. A Holy Paladin/Bear combo was pretty beastly in TBC raiding. Bears had massive armor and health (more than any other class) and Holy Paladins could keep spot healing them all day long. Back then, we were the only class that would eat Crushing Blows (unless one of the shield tanks missed keeping a buff up) and the Paladin would just land a big heal to cover it. We could keep a boss going till enrage fairly easily. During this time my tanking partners rotated a lot but I raided a lot with another paladin tank (who were strictly AoE or main tanks and made terrible off-tanks just due to the amount of agro that Holy Shield generated.)
Labels:
bear,
burning crusade,
cataclysm,
death knight,
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healing,
mitigation,
paladin,
stamina,
tanking,
warrior,
wrath
Wednesday, November 3, 2010
The Reason For Lack Of Posts
My drop-off in posting is directly tied to a drop-off to my time in game! Often I log in and then my toon just sits around doing nothing. I've even begun missing raids here and there, and often, I have to take an AFK while the raid continues clearing trash without me.
It's quite shameful and I'm expecting to be fired from my lofty position as a Raid Lead any minute, now.
And there is someone directly responsible. And it's this guy:

My little son! He was born on October 7th and has become a giant distraction from gaming and blogging. This was the little project I referred to a little while ago in a post as to why I might not be posting or playing as much in the near future.
He hasn't figured out what class to roll yet, though based on the insane level of energy, excitement, movement, physical ambition and strength he displays on a regular basis, I'd say he's going for a Fury Warrior. He spends all day in Berserker Stance anyway.
What a betrayal! Doesn't he know his dad plays a Paladin? For shame!
It's quite shameful and I'm expecting to be fired from my lofty position as a Raid Lead any minute, now.
And there is someone directly responsible. And it's this guy:

My little son! He was born on October 7th and has become a giant distraction from gaming and blogging. This was the little project I referred to a little while ago in a post as to why I might not be posting or playing as much in the near future.
He hasn't figured out what class to roll yet, though based on the insane level of energy, excitement, movement, physical ambition and strength he displays on a regular basis, I'd say he's going for a Fury Warrior. He spends all day in Berserker Stance anyway.
What a betrayal! Doesn't he know his dad plays a Paladin? For shame!
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