Showing posts with label Warrior. Show all posts
Showing posts with label Warrior. Show all posts

Wednesday, September 14, 2022

Prot Warrior Thoughts on Wotlk Pre-Patch

While I don't feel done with TBC yet and could've easily spent another year running around in Outlands, I feel a lot better prepared to move on this time around than I did last time. My main has turned out to be my prot warrior and as such I probably looked forward to the pre -patch with more delight than most.

Let me give you a quick rundown of warrior tanking in TBC in case you haven't tried it yourself. It's essentially crisis management. Don't ever think you've got things under control because you must likely haven't. Why Blizzard every thought it would be a good idea to endow most dps with decent to smashing aoe damage while give warrior tanks exactly zero tools for aoe threat is beyond me. My guess is that they counted on cooperation in the group, a beautiful collaboration and communication forced between dps and tank to make sure no one dies, and everyone stays happy. And to be fair, in most pugs and definitely in guild runs this usually works really well. I make it sound like warrior tanking was an impossible task, but I still enjoyed it immensely. It was just that tiny bit short of what was actually required, and it was easy to get frustrated. It was definitely not for everyone.

Then comes the pre-patch. I knew things were going to change, though I hadn't bothered to check up exactly what. New talents, of which I remembered some, like Shockwave. I remembered tanking in Wotlk being a delight, and aoe threat being a non-issue. Just how much of a non-issue quickly became apparent as soon as I had logged on, re-specced my warrior and gave it a run through an instance. It was crazy. It was bonkers. I was laughing out loud. I almost had tears at the corner of my eyes from being flabbergasted. I mean I knew it was going to improve but what the heck had Blizzard done?

I was now madly overpowered for the content in TBC, that was to be expected. But being a contender for the lead and often even the actual highest damage dealer in an instance, as a protection warrior? It was almost like Blizzard had looked at everything that was a struggle with prot warrior in TBC and decided to dial it down to "stupidly overpowered". 

Rage starvation? A complete one-eighty. Where before I had to plan my Bloodrage cooldown and manage my rage to make sure I always had a bit left over at the end of a pack, I now barely even had to glance at my rage bar. It was always full, my skills were only limited by their GCDs and CDs. I don't even use Bloodrage anymore...

No aoe threat? How about all the aoe threat? How about Thunder Clap does damage to everything? Even if they're 5, 10, 100 mobs. Sure you might think, that is how every aoe has worked, never being limited to a certain number of mobs. That is true, but I am also not limited by resources like mana and can clap away to infinity and beyond. It's a good thing it has a cooldown at least...

Ok, so I still don't have a ranged threat until I get Heroic Throw at level 80, but at least now I can charge in defensive stance and have got tools like Spell Reflect and Intervene. 

Even as a good tank (as I consider myself) I could count on losing aggro to some dps who wasn't following kill order who got some lucky crit streak. Now it's like I cannot lose aggro even if I completely let go of the keyboard and mouse and go make myself a cup of tea.

I just charge through instances with dps huffing behind me trying to keep up. It's fun, it's exhilarating, and it's going to get boring quite soon. It's just... too easy. I like tanking because it requires a lot of thought (if I want to chill while playing, I go heal in instances instead). I enjoy planning my pulls, planning my rotation and adapting it to the situation. Things are always the most fun when they go wrong and you just barely to make it because you used everything in your arsenal, and it worked. 

Fortunately, I know to enjoy it while it lasts, things are going to change once we actually get out to Northrend in a few weeks. I am definitely looking forward to that and in the meantime, I am going to blast through some more instances as the killing machine I am.

Sunday, September 8, 2019

WoW Classic Broke Me

My protection warrior is no more...


I don't remember why or when exactly I decided to play a warrior, but my very first one - a tauren male named Vorax - I levelled as dps. It wasn't until max level (70) and half way through Burning Crusade that I decided to try some tanking, initially very reluctantly and extremely nervous. I had my mishaps, my favorite one was trying to tank a heroic with all my skills in rank 1. I had forgotten to train them after a respec (yeah that was a thing!). If my memory serves though it went well enough for me not to entirely give up on it, rather the opposite, I developed an extreme fondness for warrior tanking.

So much so that I decided to level another warrior from scratch, this time protection all the way. I've always held that the best way to learn a new class is to play it from level 1 and for me at least it's definitely worked well. My enjoyment of warrior tanking subsisted throughout my years of playing WoW and I created many new protection warriors simply because I enjoyed tanking dungeons so very much.

While I loved healing in raids, I absolutely loved tanking for everything else in WoW. That's why I knew right from the start that I wanted to play a protection warrior first and foremost when WoW Classic came. Said and done, I rolled myself an orc warrior and started playing.

So I've played protection warrior a lot, especially for the levels between starting out and endgame and lowbie tanking was what I enjoyed best. But looking back at all those memories of tanking I quickly realized that I never actually tanked anything in Vanilla WoW. My knowledge of the original experience of tanking was limited to the rumours of rage starvation that I heard while bumbling about as a newbie priest. Rolling a protection warrior in Classic WoW would thus be a completely new experience to me.

Completely new though? Could it really be that different?



Well... in many ways yes. It is clear to me, having gotten myself to level 20 and looking back at my, so far, four experiences of tanking dungeons, that a lot had changed between Vanilla and Burning Crusade when I took up my shield and sword for the first time. Even back in Burning Crusade I remember thinking that warriors lacked some tools that other tanking classes had for a long time, a ranged silence (like paladins had) for instance (we eventually got that though). But boy do they lack tools in Vanilla WoW!

It's almost like I can see the Blizzard thought process - let's make warriors the tank for endgame and every other tank class can be for up until then (heck, even throw shamans into that mix). Because the harsh reality is that protection warriors are just not very well suited for dungeon tanking. Their shtick is to take one really big bad guy and tank that mofo hard. If you've got one giant dragon swiping at your face (hello Onyxia), being a tank warrior is probably what you want to be. If you've got three mobs out of which two are casters and one can pull other mobs from around you (hello Wailing Caverns), a warrior tank is the last thing you want to be.

It is one thing that the tool set is limited - as a protection warrior I literally have no aoe threat except Demoralizing Shout, Taunt is melee range only and as an orc (and maybe any warrior race) I can't even use ranged weapons without learning them first (how do you pull you ask? Well with your face of course).

Ok, so I just got Cleave at level 20 and I can actually use that in Defensive Stance (yay). But what does that cost? 20 rage!? Hahaha I never have that much rage... That takes me to my main issue with warrior tanking - rage starvation.


See I remember it being mentioned back in the day, and my guess is it was probably so bad it was something every protection warrior I came across mentioned. Or they just talked about it randomly in General Chat. Probably both. And holy macaroley is rage starvation a thing. As a protection warrior I will so easily end up in a cycle of just not being able to do anything. Unless I have Bloodrage ready (which has 1 minute cooldown) I will run into a pack with 0 rage, being able to use exactly one of my skills - Taunt. It takes me 2-3 auto attacks to get enough rage for 1 Sunder Armor. That is 1 Sunder Armor on 1 enemy. If there are more enemies in that pack? Well they've probably run off to the healer by now. Or any dps that can't follow target markers (a lot more common than you'd hope). So I run after a mob trying to Taunt it with my melee range Taunt and while I do that I do exactly zero threat to all the other enemies around us. Because I just. don't. have. aoe. threat. And even if I did I don't have enough rage to use it.

So my main issue is definitely that of rage. I am actually perfectly fine with not having a good aoe tanking tool, I mean I do have Demo Shout after all and that definitely works well enough. But not getting the rage I need to do any of the skills I need is just... not fun. At the moment I run in and just stare at the mobs angrily enough, hoping my ugly face will make them stay around to hit me. The only light in my tanking tunnel is that whatever hits I do get in generate so very much more threat that most players around me (at least if they're my level) that even melee hits can be enough to hold general aggro most of the time. But auto attack swing tanking is not a very fun way of tanking. I feel like a glorified target dummy.

My issue isn't even that tanking is hard. It was hard all the way until Cataclysm, warrior tanking was probably the most difficult for a long time and that is part of what I enjoyed about it. It's not much more difficult now, it's just... a lot more tedious.

I realize it might just be that tanking is this way for any tanking class in Classic. I haven't tried any other so I don't know. But I do know it's not very much fun for warriors at least, and anyone who has tried any other tanking thus far would be very welcome to tell me about that experience.

Things might look up in a couple of more levels, I am only level 20 after all. Looking at the protection talent tree there isn't really much in there that tells me that's the case though. So I am going to use some of my extremely hard earned money to respec into Arms and see if that can work better for tanking (and it's definitely going to work better for questing methinks). I guess it is fitting that WoW Classic would be the first place where I find that protection warrior isn't worth or fun playing. (Disclaimer though, I am absolutely loving WoW Classic and am having so much fun with it overall).

Monday, September 2, 2019

WoW Classic Is Exactly What I Hoped For

This is my 800th post on this blog, pretty crazy when I think about it. The vast majority of those posts are about WoW so it feels fitting that the 800th one would be on me returning to that game.

Now that I've got the opportunity to play some WoW Classic I can actually say it's pretty much what I hoped for. Heck I can't think of any way it's not what I hoped for so I'm going to say it's exactly what I thought it would be and wanted. Anyone remember the comparison I made to going to back to playing Pokémon Red a couple of posts back? I had just tried to play Pokémon Moon and not enjoyed it (the first in the main series I didn't absolutely love) and decided to go back to the roots. Doing so I was still wary that years of QoL changes within the Pokémon series would make the original experience more tedious than fun. That was definitely not the case, it was exactly as much fun as I remembered it and I loved every second of it.


So far, WoW Classic has been exactly like that. It might help that I stopped playing WoW in MoP and haven't played it for years (a month maybe in Legion but had no fun there). The original WoW was a masterpiece of a game for so many reasons. And while WoW eventually evolved for me to be more about the community than the actual game, that is not how I played it back in Vanilla. It wasn't until BC that I got into raiding, having done only very little of Vanilla end-game. My Vanilla experience, I realize now, was about enjoying the actual game and the randomness of random people. There was a social aspect for sure, in the sense that I needed other people to get things done, but other people weren't the reason I logged in to play.

I realize now, playing the game again, that atmosphere is why I play this game. The reason I love games like Thief, Deus Ex and System Shock 2 is atmosphere (and great game play design). No one does world building like Blizzard - when you run from one end to the other (and you'll be doing a lot of running) doing quests about anything and everything you'll feel connected and immersed. Even killing Shambling Horrors on a field or Quilboars in the outback feels like it has a purpose and fills in another piece of the puzzle that is the lore and world around you.

WoW Classic nails the sense of wonder and exploration. Going into a cave full of spiders or camp full of Kolkars I never feel indifferent or like I just want to get it over with. I am always curious about what is hiding behind the next hill, always interested in finding out more. And that is even though I have done these quests and run these areas tens of times in the past!


Is it flawless? Well in the sense that nothing has dulled my fun even the slightest, yes. Funnily enough, some things that I knew were a bit of a challenge in Classic and that could potentially drain the fun turned out to not be a problem at all.

Getting money is not easy, but I feel like I am always at the point of where I have just enough. Not enough to indulge myself in blues or even greens, but enough to get my skills when I need them and even buy some food for myself. And what else do I really need?

Enemies are tough, but again I feel like they are just tough enough. Not so difficult that every mob feels like a chore and progression is a slog, but not so easy that I can just pull a camp without some careful planning (or at all).

Like mentioned there is a lot of running, and some quests are quite far away from the quest giver but yet again - this gives me an opportunity to explore the world. The objective isn't right next to me, meaning I might find things I wouldn't otherwise have just by having to go around looking for things. It sets a pace that I find contemplative and almost meditative.

Quest mobs drop rate is horrendous compared to later expansions, but it just means I need to kill more which gives me an excuse to spend more time in each area and also gain more experience doing the quest. To me it's a lot like when I get lost in any of the Metroidvania games, I don't mind it since the experience gained always means there is progression.



Playing with other players means you're taking a chance. You might find someone who is nice or someone who isn't. So far I haven't come across any douchebags. People can run up and snag mobs or herbs/veins but it doesn't even bother me because with that many people questing in the same area it's just going to happen. I've been in several groups for small quests and for dungeons and everyone I've spoken to has been at the very least polite. The dungeon I tanked on my warrior was pretty much the epitome of a great run. Even the few mishaps we had, no one lost their temper or started blaming anyone. I can only hope that it's a sign of how things are, and not just me being lucky for my first few levels.

But there are a few things that have given me pause. You can't use Thunder Clap in Defensive Stance?! WHAT?! Ok, that one actually annoys me a bit. But tanking still went fine for my first (and so far only) try since everyone respected the target markers.

Also I know I am going to want a more efficient way to deal with my bags before long. Something that sorts my stuff and also maybe something that displays what is in my bags without me having to drag it to my bars.

A better way to display dots is probably something I am going to get as well. Right now all I can see is that my target has a debuff, no duration or anything.

So far I've gotten a warlock to 11 and a warrior to 15, both on the horde side. But thinking about all the awesome alliance questing areas like Elwynn Forest, Westfall and Duskwood that I haven't even checked out yet makes me all giddy. I want to take it endlessly slow, I almost wish I could level slower than I already am. Each area I am leaving behind I almost immediately want to return to to run around in some more. I can't describe how happy I am that WoW Classic is a thing but yeah, it's really great.

Monday, August 26, 2019

WoW Classic - I Can Barely Believe It's Really Here

Here we are. WoW Classic is almost upon us, although I don't think I will actually believe it until I log in for the first time and run around with my fresh little character.

I remember when I was little and thought about turning 18 and how cool that would be. It's kind of odd having a memory of yourself looking forward to something that is now already way in the past. Now, at 34, I also remember when I was younger and thinking about how weird it would be to ever quit playing WoW. Here I am years later and I am way passed both those milestones. I've even come some sort of full circle and am going to start WoW all over (too bad I can't be 18 again though, amirite)!

I've probably told this story a billion times, so just scroll past it if you've heard it before:
My original WoW journey started in 2005, when I had just turned 20. My brother, who had played from release, allowed me to create a character on his account (my very first character was an undead priest named Lahmia, but I quickly swapped to a night elf druid to play on the same faction as him). This would become a big source of argument between us until I got my own account somewhere at the turn to 2006. My first character on my own account was a human warlock, but I was quickly required to move servers because of overpopulation and somewhere in the spring of 2006 Zinn the undead priest was born. She was my first character to level 60 and she remained my main character all the way until I quit playing in Mists of Pandaria, April 2013 - 8 years after I had first started playing WoW.


And here I am now, a bit more than 14 years since I first stepped into the world of Azeroth and perched to do it again. It's difficult to explain what I am feeling. My attempt at creating my new characters probably illustrates it quite well;

At first I decided for an undead warrior and an undead priest. Then I thought I didn't want two undeads, and I also really wanted an orc warrior rather than an undead one. But the undead racials are pretty nice, Cannibalize can be useful when questing (thought probably less useful than I remember). Also I had remembered the orc racial wrong, thinking it would give me rage with no debuff, but apparently it increases damage and reduces healing taking and so makes it less useful for tanking.

While I was pondering these things, which I thought would take no more than five minutes, my 5 yo comes up behind me and wonders what I am doing. I explain it to him and let him tinker with making a character himself. He settles on a "bull-man transformer" i.e Tauren Druid. He wants the name Gojira but it's taken so we go with Gojera.

It hits me then that here I am, introducing my son to this game. At 5 yo I think he is still too young, mostly because without being able to read anything all he can do is run around and kill stuff, maybe (even probably) that will be enough for him for a while. But somehow I am so happy that I get a chance to show him this Classic experience first, rather than the modern version (the same reason we decided to introduce him to NES/SNES/MEGA DRIVE before PS4). I even hope he ditches Roblox for this. I hope that when we sit down to play something together, this will be one of those things. Being able to play this game with my own kid would be so cool.


Right now I've settled on an orc warrior and an undead warlock, and though that might still change before I start playing I feel pretty good about my choice at the moment. Professions will be mining and blacksmithing, herbalism and enchanting respectively.

My initial plan was to stay up past midnight to be able to log in as soon as possible, but I scrapped that plan almost immediately for many reasons.

First of all I doubt if I'll even be able to get onto the server straight away, these things just do not launch without major hiccups. I don't think Blizzard has launched any expansion without major log in problems even though they really should've learned by now. I noticed Blizzard has already added several new servers in the last few hours alone, so it seems they underestimated interest as per usual.
Secondly it's not like I can stay up several hours past midnight anyway, my kid has school tomorrow and my daughter does not care about my WoW playing and will get up at 6 am anyway. With what little time I can possibly squeeze in I'll only be able to get the starter quest anyway, so I'd rather just give myself proper time to do it.
Thirdly, related to secondly, I've got a lot of other things and plans tomorrow - life moves on even though it now contains Classic WoW. I need and want my sleep more than I want to play WoW. I want to be awake and fresh enough to be in a good mood for my kids way more than I want to play WoW.

Addons is another thing I've given some thought. To begin with I'm going to go au naturale, mostly because I am too lazy to tinker around with addons right now and also because I've been away from the game so long I feel like I need to see what it is I want to "fix". I remember a bag addon and maybe a UI addon being quite necessary, but we'll see if I think so this time around. It's not like I am going to sink anywhere near the same kind of time into this so I'll probably get away with not having to change too much.

You can rest assured that there are going to be a lot more posts coming on how this experience turns out to be for me. I am also going to be curious on what you think about it, if you happen to play it!

Thursday, August 15, 2019

WoW Classic Is Nearly Here And I Am Not Prepared

In a couple of days my son starts real school for the first time (as opposed to Kindergarten). But more importantly, WoW Classic is released (kidding. My son starting school is of course more momentous. Ahem.).

Considering the first 500 something posts on this blog were pretty much all about WoW and I played it religiously for 8 years between 2005-2013, I'm a bit surprised at myself that I haven't even mentioned anything about WoW Classic yet. I am in this weird in-between state of "extremely hyped" and "not really thinking about it". It's possible to combine the two, especially when you're a mom to two little kids. As long as they're awake I don't really have time or brain power to think about anything other than making sure they're not unhappy. As soon as they're sleeping though… I am usually still to brain fatigued to think about anything except how much rest and sleep I might hope to squeeze out of my way too short "free" time. On occasion however, the reminder that WoW Classic is a thing pops into my head and I am immediately extremely hyped.

Me in 2006.

There is no way to overstate the (overall positive) impact WoW has had on my life. In that sense WoW is by far the best game I have ever played. In that sense also I would say that WoW transcends being "just a game" to me. I won't shy away from calling it just short of a way of life. While it never interfered with my life must-do's (study and work, eat and sleep as it happened), for a non-inconsequential amount of time in my life I played WoW a lot. Both my children exist because of it since I met my SO through it. And as mentioned, the vast majority of that time was very enjoyable.

Of course I had my fair share of drama. There is just no way to spend that much time with such a vast variety of people and not have drama. I also may or may not be considered argumentative and maybe even aggressive at times. I definitely have trouble letting doodoo just slide, even when not letting it slide means conjuring more doodoo.

The reason I stopped playing however was wholly undramatic, maybe that was even partly the main issue. At the time I was expecting my first child and had also started working a lot more. None of those were main contributors, but that coupled with the fact that I had to move server because most people I used to play with had already quit or moved on to other things meant I was feeling quite lonely. WoW, at least to me, is all about the community. It's probably a decent game on its own, but I don't think it's comparable to what you get when you have the whole package. The guildies and whatever crazy stuff that went on in guild chat. The chats you had with the random people you encountered doing quests and dungeons. The scheduled hang-outs with friends to do raids/pvp/quests/dungeons/whacky achievements/farming/you name it. To me the game was a (albeit great) framework for the social aspect. When that aspect was gone, the game part just couldn't fill that hole.

I used to love to experiment with my healing output.

This became even more clear to me when I tried to play for a while in what might have been Warlords of Draenor and I still just felt lonely. Even more so since I played without a guild and no one seemed to talk to anyone anymore anywhere, not in any chats nor any dungeons I did. I didn't have time to invest in raiding so a huge chunk of what motivated me game-wise was gone. I never minded grinding or levelling alts, but that was because I could either talk to people I knew and enjoyed spending time with or knew that it was going to go into end game efforts. Having neither of those motivations left me having not much fun.

But up until I didn't have fun I had so much fun. I don't recall WoW ever feeling like a chore or a slog (there were parts within WoW that weren't 100% fun obviously, but in general). I don't recall logging on to raid and thinking "you know what, I'd rather do something else right now". While I don't long for those days to be back, I live a different life now, I am definitely sentimental about them. There are few days even now when some WoW memory doesn't pop into my head at the most random times. I could be building with Lego with my son and suddenly think about running around in Stranglethorn Vale. I can be playing in the sandbox with my daughter and suddenly think about fighting The Lich King. I'll cook food and think about when that BoE epic dropped in Hinterlands.

Me in 2010.

I've understood every change that Blizzard has decided to make to WoW and I don't recall raging too much about any of them. But the honest truth is that I miss the old world, the way it was before the Cataclysm. I believe the Cataclysm was a necessary change, if not exactly like that then probably something like that. In fact I even think it's a bit of a stroke of genius to think of remaking the old world into something new and fresh. It's just an inevitable fact that as soon as something is gone, people (namely me) will be pining for what has been and remembering it with rose-tinted goggles. People don't want what they want and they don't know what they want. If that statement makes no sense, neither do the wishes of WoW-players since the roll-out of the game.

Personally I found that a lot of things were made a bit too easy and too streamlined. I often opted out of using Heirloom gear, because I didn't want to level my alts too fast. I never used the "instantly max level character"-option because I always found that levelling a class and spec was by far the best way to learn it. But as mentioned, they were just that - optional, so they didn't bother me. Then they started changing things like how the skill tree looked and worked, they removed what I considered key features of certain classes like catching your own pet as a hunter and crafting poisons as a rogue. I understood these changes and maybe, probably, they were necessary. But I wanted to be able to experience things the way they used to be.

Me in 2011.

Just imagine if you could return to some of your happiest memories and relive them? Blizzard has essentially offered me exactly that. That doesn't mean I expect my re-visit to Azeroth to be exactly the same. But just like smelling a certain smell or hearing a certain song can bring you to the brink of being "there again", I expect myself to reinvigorate some of all those amazing memories I've made through that game.

I'm not entirely sure how I want to play WoW Classic. Do I want to recreate myself from 2005? I'm leaning towards not going for that approach, for several reasons. Firstly, it's impossible to entirely go back to what I did in 2005. I simply am not that person anymore and more than 8 years of playing WoW means I can't go back to being someone who is seeing things for the first time. Secondly, I don't want to tread on my old memories. I want them to be intact and untouched. This time, I want it to be what it has to be - an older me revisiting an old playground, both to remember but also to create new memories.

One of my most popular posts was about a floating cat head. The internet just loves cats.

Not too long ago I replayed Pokémon Red, some 20 years after I had first played it. I had the expectation that while I would still enjoy it, some of the QoL changes made to later games would sour the experience to me somewhat. But I was wrong. The game was still fun as hell and nothing about it annoyed me. It is difficult to go backwards in gaming I find, unless you are specifically after those differences. And I think I am when it comes to WoW. I am specifically after gold being damn hard to come by. I am specifically after being forced to talk to people, talk a lot, to get through dungeons and some times even quests. I am specifically after my caster having to drink after every single mob. Farming Souls Shards on my warlock. Farming lockboxes on my rogue. Levelling and feeding my pet on my hunter. Having to pay through my nose every time I need new ranks on my skills. Having to get rage at the beginning of a fight as a warrior tank, and hope people hold off long enough for you to keep aggro. Almost all of the little "annoyances" that I can think of, that they've slowly changed throughout the years of WoW, are things that I am looking forward to doing again.

My first real character in WoW was a holy priest named Zinn, and I stuck to her, keeping her as my main throughout all the years. This time however, I think I am going to go with a warrior tank, as I found that I really enjoy tanking somewhere in the middle of Burning Crusade (though initially it scared the hell out of me). We'll see, I've still got a few days to think it through. But I am definitely extremely hyped. Hope to see you there.

Wednesday, September 12, 2012

Patch 5.0.5 - Not about priests this time

I remember my initial thought when I read about the new talent changes was something along the lines of "wee, new changes to get comfortable with, it's going to be totally fun trying to figure out how to heal again". My second thought, when I remembered the amount of alts I tend to play on a regular basis was "omg, new changes to get comfortable with, I am going to suck ass for ages".

I normally enjoy changes like these ones in WoW, I think a game that has been around for so long needs to revamp itself every now and then. Because of this I haven't really minded any of the bigger changes made, whether it was introducing new stats like heal power and spell power, turning heal power into spell power, making intellect count as spell power, mana and crit (and some other things) and then fixing the mana pools. It's all totally ok with me as long as everyone is playing by the same rules. So what if we have fixed mana pools now? I don't mind, since every caster has to abide by that same rule.

But change means re-learning, at least to some extent. And every big overhaul means I need to check and re-understand (if that's a word) every alt I happen to play (and they are many). That is time I don't always have the motivation to put into the game straight away, and an alt I don't play very often can easily be completely forgotten for another one during times like these. This time around my recently dinged level 85 paladin has gotten the temporary ignore button. I was already losing interest in her simply because she is freshly dinged right before a new expansion, and gearing her up felt kind of pointless at this time. But for some reason, the mere thought of having to re-learn holydin made me want to go back to prot, don't ask me why. We'll see about that.

I have checked out a couple of other alts however, all of which are not max-leveled should be noted and I have noticed one thing, the amount of change has varied quite a lot from class to class. Healing priests for instance have not changed overly much, while a class like warlock has changed completely. I'm wondering if this is due to me being the most comfortable with the priest class, making any change less of an obstacle to be than it is on a class like warlock, that I understand and master a lot less, I don't know. Here are some thoughts on the changes made to a couple of classes.

Warrior
My first thought logging in to and trying to tank on my warrior was "oh lord, they have ruined my rotation, how will I ever be able to tank again?". Of course I hadn't really looked anything up, but just jumped straight into an lfd hoping for the best. Things got really confusing when I was lacking Rend and using Cleave soaked up all my hard earned rage. And what is this, most of my skills don't even use rage anymore? HOW OP IS THAT?! I don't know about dps warriors, but for a prot warrior I love this change. Rather than having almost every skill use rage, only a couple of key skills like Shield Block and Enraged Regeneration (if you have that talent) use rage. This means a lot of things. First of all, it removes that horrible moment 22 warriors were suffering from that occurred when someone pulled a pack of mob and you needed rage to get aggro but without aggro you got no rage. Even Challenging Shout required rage! Admittedly, with some practice you knew how to solve those situations without too much trouble, but it did turn into chaos-fest every now and then, especially when every dps in the group decided to dps a different target. Now I can Devastate something in the face at any time and I can see this making tanking a lot easier for newbie tanks.


Lightning bitches!
So they removed Rend and pretty much Cleave for me. My old rotation used to be; charge in, Rend and Cleave at the same time and Thunderclap. Worked like a charm, spreading Rend around the group for that extra aoe damage. Now we've got Deep Wounds baseline instead to replace Rend, triggering off of any of your damaging skills. Cleave is one of the few skills that use rage, and because of this I tend not to use it at all since I prefer to use my rage on damage reducing cooldowns such as Shield Block. I like this change though, giving me a real and important choice between using rage on dps or damage reduction.

One part of me thinks they might've oversimplified warrior tanking a little too much, removing a lot of fun skills I enjoyed using in my regular rotation, but on the other hand I am glad they've finally made mitigation vs damage a real choice for us not just while choosing gear, but also while fighting. And now I can Bladestorm while tanking, how awesome is that! (I will go for Shockwave however, but Bladestorm is tempting just for the lulz).

Warlock
I've had a very on and off relationship with warlocking, going from having mained one briefly in BC (!) to pretty much not looking at it all through Cata. I love the complexity of warlock in BC, lost interest in Wrath when I thought they were too much like mages (ignoring the fact they have pets, shapeshifts and shitloads of cc) and when I tried it again in Cata I found what looked like an sb-spamming spec (demo) and what probably is the most complex rotation I have ever tried to master (destro). I slowly found my way back to warlocking, but it was definitely not one of my favorite alts.

Having played destro the last couple of months (mostly because I thought the other two specs were so boring), I was shocked at the level of change that it had gone through in 5.0.4. Umm, where are my dots? Where is the rotation from hell? My first impression was that destro had just lost two thirds of its skills, but remember that I am playing a lowbie warlock and that a lot of good stuff good just be lying around the corner. At the disappointment of the changes made to destro (which basically meant spamming a dreadfully slow shadow bolt and some chaos bolt) I decided to try out demo - hopefully it would've undergone as much change and hopefully for the better. All I can say is

EHRMAGEHRD METAMERPHERSERHS! That's metamorphosis for you who have trouble reading that. It's like Blizzard just had an epiphany and realized that people play demonology because they want to be really cool looking demons (which totally is the case) and made it possible to be in metamorphosis like all the f*cking time! Weeeeeeeeeeeeeeee

After the initial glee had settled down and I was getting kind of bored of just going into metamorphosis, press Hellfire and sit back and wait, I decided to actually see if I could understand what this new change was all about (except looking really cool and doing aoe all the time). Of course Metamorphosis (which I hate spelling btw) is supposed to be some sort of powerful cooldown, but it does limit your choice in spells which means you have to think about when to use it. You can't just press the button and expect to do awesome damage, as far as I've understood it you need to alternate between forms to get the most out of it. If that is the case, I definitely love the idea. Unfortunately I don't really have the opportunity to test it to the max just doing lowbie instances (where your ability to aoe is what is really valued). Because of this I am curious about re-testing destro again and see if I can figure out how to play that, I feel I didn't really give it a proper chance the first time around. (If you're curious I'm not seeing affliction as an option it's simply because I've never liked that spec). (Ever.)

Mage
Another "ehrmagehrd" is really in place here, but I feel like one per post is probably one too many. Suffice to say, I feel like a flame wielding murder machine on my fire mage and I am completely loving it. Fire has always been my preferred spec on mage. I probably don't have to explain why I don't like arcane (hint, it's always been extremely boring) and although I've never had a problem with frost I just felt like there was a little more oomph in fire (not just damage wise, but visually and esthetically as well).



Fire has had many problems however, being heavily reliant on gear and sometimes what felt like pure damn luck. I could easily sway between awesome dps and shit dps just based on my crit streak, and my frustration would follow suite. Fire mage was so good when it was good and so bad when it was bad. Blizzard have realized this and basically, but not completely, given you control over your own Hot Streaks (that is the magic we need for firey mayhem fun) in a way I think is genius. By giving us a skill that is guaranteed to crit, we're able to get that double crit streak as soon as we get at least crit, simply by using our crit-skill, allowing us to fling out the rest of the arsenal (ie Pyroblast and Combustion). Oh and Combustion is on a way lower cooldown, making it more of a part of our rotation than just that extra bang every now and then. But our crit-skill is also used to spread our dots onto other targets, and with a cooldown on it we need to really think about when and how to use it. To get the most dps out of my fire mage now means having fast thinking and fast reflexes and I am loving it. When my dps goes down the drain I don't feel like I can blame anyone but myself, and the rotation and skill usage is just complex enough to feel rewarding when I get it right and motivate me to get better when I get it wrong. I am totally loving it.

Shaman
So, what happened to my totems? (I wanted to write "Dude, where's my totems?" but I just couldn't) I was pretty bummed when I noticed that the majority of them were gone, but after having calmed down over that fact I realized that I never was a huge fan of totems in all honesty. I've probably had pretty much the same thoughts about them as the rest of the shaman community - they have so much potential, but they just felt like bad versions of other classes buffs. Blizzard have listened and removed, altered and introduced new totems into our arsenal. Some oldies but goldies remain the same, like Searing Totem, some work differently like Healing Stream totem (which works more like a healing cooldown now) and some are completely new like Lightning Capacitor Totem.

With the risk of sounding repetative, I like these changes. I miss my totems in a way (as a lowbie I barely have any) but that is only because they have been with me for so very long. I still remember having to do the totem quests to get them, how you had to carry them around in your bags to be able to use them... Totems now are more like cooldowns or special shaman buffs but it is a change that was needed and a good one. I will gladly vote the totem relocator skill to Best Skill of the Year award right here and now.

Fugly? Or fute...
What about the other changes to shaman? I've only tried resto, since my enhancement shaman is abandoned on another server at the moment, and besides the fact that it is impossible to oom at lower levels healing is very much the same. I have access to skills I didn't have before, like Riptide, but otherwise I don't feel like shaman healing has changed much at all and that's ok - I've got enough to wrap my head around as it is already.

Druid
As a tanking druid I have noticed the same move towards dps vs mitigation change that prot warrior got, only it took me so much longer to get. On my warrior I was used to using Shield Block on a regular basis and quickly figured out how the new Shield Block was meant to be handled. On my druid however it first took me a while to notice Savage Defense was no longer present and then even longer to realize that it had been turned into a mitigation skill like Shield Block (only it gives dodge instead obviously). No wonder I was taking so much damage!

In fact, my druid has suddenly got a whole handful of new mitigation and dps cooldowns (to some part depending on which talent skills you choose) that I barely know what to do with. I press one out of the many every bigger pull, hoping to make the healer a little happier. Most of the time I just feel confused, but I think I am slowly getting the hang of this.

One of the things that kind of disappointed me were the skill choices, where few seemed as interesting or good as they did on other classes. I suppose one of the problems could be that most of the skills are usable in all shapeshifts, so that eventhough they're tweaked to work better for some shapeshifts they do work in all and that makes it difficult for me to find one that I think is useful for tanking. I tried the treants, but they didn't really seem to do anything worthwhile. I tried the Typhoon, but that turned out to be mostly annoying (as I had already suspected it would). It's too many choices but because they all feel pretty meh rather than all seeming so good. That could just be me not grasping the idea completely yet, but I'll get there.

Druid tanking has changed about as much was warrior tanking, and overall I think the changes are ok. It annoys me that I need to spec for the charge, but fine - paladins and dks don't have a charge either (they do have ranged aoe threat skills to compensate for that however!). Druids still don't have a ranged silence which is a quality of life change I think we deserved. Druids feel weird, but not necessarily bad and I think I might just have to get comfortable in these new druid shoes first. It's just proving to take a little longer than for the other classes I've tried so far.

On a closing note (omg, finally) I feel like Blizzard have really tried to bring forward the essence of the different classes and specs, making them feel more separated and special and like you're actually achieving something differently from the next guy. Since I've only tried these new classes on low levels (around 50 and druid on 83) I know there is still a lot more to discover and understand before the day is over. I am definitely liking what I have been seing so far however, and can only hope these classes progress on in this direction. Good job Blizzard, thumbs up from me.

Tuesday, October 25, 2011

Rammy's Arms Warrior Guide - Part 4: Raid Pointers

Welcome to part 4 of my guildie Ramagos guide on how to play an Arms Warrior!

So, today seems it's a dull day at work, so I have tons of free time which I don't know what to with, so I'll write some more.

This time I'll go into fight specific tips.

Shannox: This fight is annoying as hell. With the tank running around kitting the boss, if you start running too late, you'll be out of range and won't be able to DPS at all. I would recommend you equip the Glyph of Rapid Charge, that way you can charge every 12 seconds instead of every 13. The problem about charge is that the travel distance is until you reach the max Melee range of the target when you charged. What does this mean? If you charge, and the target moves, you won't be at max melee range. Here is a simple drawing I made to explain it better.

Forum Image

The point where the charge ends won't follow the target if this one moves, so never charge when the target is moving away from you. Since you won't be able to reach the boss by walking until the tank stops or starts making a turn, wait until that moment, went he is starting to move sideways or just completely stops. A charge midfight is a very powerful tool since it gives you an extra 25% crit chance to your next MS, and we always love our MS to crit.

Save your Heroic Leaps for Rageface. If you need to bring him to a trap, leap past the trap and you'll trap him.

Make sure to use your CDs when you know your tank won't begin to move in the next few seconds.

Beth'tilac: Haven't done it, no tips.

Rhyolith: No tips really, since I'm driving most of the time, there is nothing special I do as a Warrior here.

Alysrazor: This fight requires a lot of moving around. Use all the spells in your arsenal to move more effectively. Since I've always done the right side, I will base my tips in that you get that side. I would recommend you get the Rude Interruption Talent since every extra DPS is necessary for this fight.

On the pull, don't shout, you don't need the Rage now and you want to save the 10% buff of the 2pset for later. With all the dmg that goes around at the pull plus the initial charge you'll have enough Rage to even spare a couple of HSs. Keep on DPSing Alysrazor until your 4th MS, then turn back and run to the initiate. By that time he should be coming down as a bird, when he is down, charge at him and go on with your rotation.

The first two initiates spawn within a VERY small time span in literally opposite sides of the room, so you need to be REALLY fast in taking down the first one. initiates 98% of the time have the following rotation "Brush Fire - Brush Fire - Fieroblast". So, when he starts casting Fieroblast, interrupt him, cast Battle Shout or Commanding Shout (depending what your raid needs) and blow all your CDs. At that moment you should have the 5% increased dmg from Rude Interruption, the 10% from the shout, hopefully the 10% from an MS crit, your trinkets and Deadly Calm. The initiate shouldn't live to cast a third Fieroblast. If he does, you are in a bit of trouble, but not too much.

When he is dead, start running to the other side of room, Heroic Leap, and then charge the Initiate. Be very careful though, to reach the Initiate you will need to avoid 2 worms that are in the way, the tank that is probably bringing the bird to eat a worm by then, and the brushfires. If you managed to kill the first initiate before the third Fieroblast, you will reach the second Initiate when he will begin to cast his first Fieroblast. If you didn't, that will go off unless someone else interrupts it, since you are probably still running or still killing the first initiate.

After the second initiate is dead, kill the bird and carry on to your closest Meteor. Remember you can either intervene an ally or charge the other Bird (if it's alive) since by then Firestorm will be soon, so the tank will be bring the bird to the meteor.

The third and fourth Initiates are way easier to deal with. You should have your shout back after the Firestorm, so line it up again with your interrupt so you will have a 15% buff. Kill the Initiate as normal and follow up to DPS the bird, since you'll have a lot of time until the fourth Initiate spawn. Be sure not to Charge the bird, since you want to have Charge available for the fourth Initiate.

You WON'T be able to kill the fourth Initiate before Firestorm, so don't try. You keep on the Initiate until there is 7-8 seconds left for Firestorm, because at that moment he'll cast his last Fieroblast, interrupt that and run to the Meteor to hide. After the Firestorm finish off the fourth Initiate and help kill the bird. Right side only has 4 Initiates while left side has 5 or 6. Do not go to the other side to help out with the Initiate, you'll have to cross the whole room to do that and risk a lot of worms and brushfires. Plus, you need to DPS the bird as soon as it spawn in order to kill it before tornados, and even by doing so you might not make it.

Tornados come and then burn phase. By the time the Tornados disappear and the burn phase starts you'll have all your cooldowns ready. You are now presented with a choice: use them or save them. If you save them, you'll use them on the First initiate and have a second P1 identical as the first one. If you use them in the burn phase things will get messy with the first and second initiates, since you'll spend more time on the first Initiate; the second Initiate will launch one or two Fieroblasts until you are able to reach him; you will barely be able to kill the Initiate before Firestorm so you won't have time to DPS the bird, risking a wipe behind meteors thanks to a bird cleaving.

Third and Fourth Initiates are always the same, the only trouble you have is at First and Second if you don't save your CDs.

Baleroc: DPS, DPS, DPS.

Staghelm: Bring an AoE spec for this one, although single target DPS is important, Arms has awesome multitarget DPS. Your tank and healers will appreciate that little tigers go down fast.

Ragnaros: I have one tip for P1, stay at max melee range, that way when you are pushed back, you'll be able to Charge back and gain Rage + 25% more crit to MS. You'll only be able to Charge back if you are at max melee range when pushed, if you are closer to the boss when pushed back, you'll be too close to be able to Charge.

And be very careful! I've known Warriors that for the sake of being at max melee range they chanced the wrath of the hammer! Thoughts like "Ok, two little steps in and the wave won't reach me, so I can get back fast to max melee range" are dangerous! Don't prioritize the chance of a Charge over your own safety!

Thursday, October 13, 2011

Rammy's Arms Warrior Guide - Part 3: Stats

Welcome to part 3 of my guildie Ramagos guide on how to play an arms warrior!

Since I'm running out of advanced strategies, I'm going to talk about simpler stuff... like stats.

Haste, what good does Haste do to us? Someone wants to share with the class? Any hands? Yes, you in the back, what does Haste do to us? ... Very good! It makes our melee swings faster so we have more Rage to use more HS. One point for Griffindor!

What else? No one? Of course no one is raising their hands, because Haste has nothing more to offer. Unlike the rest of the classes, our DoTs are not affected by Haste. That's it, neither Rend nor DW will tick faster the more Haste you have. If you think Rend ticking faster would do weird stuff with the TfB proc for our OPs you are mistaken, since if you remember our first lesson, we try to force Rend ticks with MS.

The drawback Haste has is Slam, since when you are casting it, you delay your melee swings, reducing the value of Haste. As I said before, roughly every 7 Slams you lose an entire melee swing. In a normal 6 minute fight you get to do around 40 slams, meaning you lose 5 melee swings during the course of the fight. 5% Haste gives you roughly 1 melee swing a minute which is roughly 1 extra HS a minute.

Soooo, Haste does seem a bit attractive, let us look what Mastery has in store for us. An X% chance to perform an extra attack that deals 100% weapon damage, seems nice, right? An extra attack means more damage, right? Yes, but, how good is an extra attack compared to Haste and Crit? Let us see the good and the bad of Mastery.

The Good: It can proc of every single melee attack and melee spell, it can crit and it can also proc Sudden Death.

The Bad: Does not generate Rage, has an internal CD of 0.5 seconds so it can't proc of itself and it only does 100% weapon damage.

It is basically an extra melee swing that doesn't generate Rage. It is nice, indeed, but doesn't look specially more appealing than Haste. We do know one thing, though, since it has a 0.5 CD, it will have a cap, so the closer we get to the cap, the less value Mastery will have.

Last of all, we have Crit. Let us see what do we get from Crit. Our main rotational spells have an added value of 120% instead of the normal 100% melee crits have. Our crits also apply DW, which deals 48% weapon damage (not the spell damage like Fire Mage's Ignite) over 6 seconds. DW is affected by the 30% Bleed buff we apply, so it's actually 63-64% weapon damage. DW does suffer munching the same way Fire Mage's Ignite do, although not as much, since it's weapon damage and not the damage done. Crits are devastating with ThunderClap in AoE as well, since they spread DW around.

But 120% crits is hardly reason enough to consider Crit above the other two stats. But wait! What do we have here? MS crits increase our damage done in 10% for 12 seconds? Mmmm, interesting.

Let us see stuff in action with some logs:

http://www.worldoflogs.com/reports/sbp7bbs1etr2iqdz/details/8/?s=2350&e=2711

As you can see, Mastery (Opportunity Strikes) only consists of 7.2% of our total DPS while DW alone consists of 9.2% of our DPS. And we are not counting the damage done by all the crits. I have 6.25% Haste, which is 1 extra melee swing and 1 extra HS per minute, the fight lasted 6 minutes, so the effects of Haste were 6 HS (of 36 which is 1/6th of the 5.8% total DPS HS did) and 6 Melee Swings (of 84 wich is 1/14th of the 10.5% total DPS melee strikes did).

So in total we have the following numbers:

Haste: 0.9686% HS dmg + 0.7497% Melee dmg = 1.7183% total dmg
Mastery: 7.2% total dmg
Crit: 9.2% DW dmg + 32% MS dmg which is 4.9% total dmg + 50% OP dmg which is 7.05% total dmg... 3 spells makes 21.15% total dmg, should I go on? It will probably reach 27-30% total dmg.

Those extra 6 melee swings, 6 HS and 82 Opportunity Strikes would most certainly have procced some SDs, giving DPS indirectly by means of CS, but we are also not counting the DPS we gain every time MS crits and gives 10% dmg for 12 seconds.

It is true those are my logs and I'm reforged to favor crit above all else, So when I get home I'll do 3 dummy runs of 5 mins each, each one specced favoring Haste, Mastery and Crit respectively and post the details here for you to see.

Thursday, October 6, 2011

Rammy's Arms Warrior Guide - Part 2: Rage Management

Part 2 of my guildie Ramagos guide on how to play an Arms Warrior.

Hello students, and welcome to another class of L2P Arms. Today we are going to talk about Rage management.

So, to know how to manage Rage you need to know how it's generated. It follows the simple formula of 6.5 * Weapon Speed. To that we have to add Anger Management. Let us see what affects our Rage generation:

Melee Weapon Speed:

6.5 * 3.6 = 23.4 + 25% = 29.25 = 29 Rage per swing.
3.6 Weapon Speed over 1 minute = 16.666' = 16 swings per minute.
16 * 29 = 464 Rage per minute.

6.5 * 3.8 = 24.7 + 25% = 30.875 = 30 Rage per swing.
3.8 Weapon Speed over 1 minute = 15.789 = 15 swings per minute.
15 * 30 = 450 Rage per minute.

  • Slam delays our melee swings, so every 7-8 Slams will deny one melee swing, that's about 1 swing per minute, or more, depending on how lucky you are with Colossus Smashes.
  • Anger Management also produces 1 Rage every 3 seconds, that's 20 Rage per minute.
  • Blood Frenzy would generate 20-30 Rage per minute statistically.
  • Battle Trance would save us some Rage depending on it's usage. It's proc rate would be once or twice every minute.
  • Tactical Mastery lets us keep more than 25 Rage when switching stances, up to 75 total Rage.
  • If you Charge you get 15 Rage or 25 if you have Blitz.
  • And the glorious Battle Shout.

That makes up for near 520 Rage per minute.

Our spells cost 5, 15 and 20 Rage. Our Rotation being mostly MS-CS-OP, MS-OP-Slam, MS-CS-OP-Slam, MS-OP-Slam-Slam makes them cost 45, 40, 60 and 55 respectively. In a 1 minute time spam you get to repeat the rotation about 11 times.

That makes it near 550 Rage usage per minute.

"OMG, we consume more Rage than we generate!" you might say. This is true. If you went to the dummies, you'll see doing your rotation leaves you OOR. But this are all unrealistic numbers, since they were made with 0% Haste. The more Haste you have the more Rage you'll generate. For example, I have 6.25% Haste, which makes my swings be 3.39. Let us see the same formula we used before and compare the effects Haste has on Rage:

0% Haste

6.5 * 3.6 = 23.4 + 25% = 29.25 = 29 Rage per swing.
3.6 Weapon Speed over 1 minute = 16.666' = 16 swings per minute.
16 * 29 = 464 Rage per minute.

6.25% Haste

6.5 * 3.6 = 23.4 + 25% = 29.25 = 29 Rage per swing.
3.39 Weapon Speed over 1 minute = 17.699... = 17 swings per minute.
17 * 29 = 493 Rage per minute.

16.25% Haste (with someone giving the 10% Haste buff)

6.5 * 3.6 = 23.4 + 25% = 29.25 = 29 Rage per swing.
3.01 Weapon Speed over 1 minute = 19.933... = 19 swings per minute.
19 * 29 = 551 Rage per minute.

And now we are talking. Add to that the fight's incoming dmg and you get more Rage. And to that add Deadly Calm at least twice a fight, Bloodlust and Executioner and you get some more Rage which you'll be able to convert into HSs.

Right now you might be thinking "All this numbers are pretty, but how the hell do I manage my Rage?", I was about to get to it.

Since we are Stance Dancing, our Rage cap is 75 instead of 100. This makes every single point of Rage that surpasses the 75 mark to vanish when you change stances. All Rage lost is Rage you didn't turn into a HS, which is lost DPS. Since our melee hits generate 29-30 Rage per hit means that you don't want to have more than 60 Rage at any given moment, so when you hit 55-60 or higher Rage, you hit your HS button so you get down to 25-30 Rage.

You also want to monitor you BT [Battle Trance] procs, since HS costs 30 Rage while CS and Slam cost both 20 and 15 Rage. Why make a spell that costs 20 Rage free when you can use it in a spell that costs 30.

The only exception is in the Execute Phase, where the only spells you use are MS, OP, CS and Execute.

Saturday, October 1, 2011

Rammy's Arms Warrior Guide - Part 1: Rotation and Stance Dancing

Our guilds Arms Warrior has been spending some time writing a couple of very interesting guides for anyone who is interested in knowing a little bit more about how to succesfully play an arms warrior. I liked them so much I asked for permission to post them on my blog, and he was foolish enough to grant it *evil snicker*. So I will be posting a couple of arms dps guides, that in no way have been written by myself, all credit goes to Ramago!

This will not be a begginers guide (if you want I'll write one later), here I'll talk about the Arms rotation and how encounters affects it. So, the rotation will be either MS - Spell - Spell or MS - Spell - Spell - Spell, this depends on the MS timer. MS is a 4.5 CD spell, which means it allows two spells in between. Everyone who plays meele classes knows the real GCD is not 1 second, but 1.5 seconds, if you didn't, then you know something new.

So why if it allows two spells in between, you sometimes have to do two spells? That's because of Rend and TfB [Taste for Blood, Zinns edit] procs. 



Click for bigger picture


The red vertical lines are second markers. As you can see in my shitty-home-made table, you can see how TfB procs if you use MS every time it's on CD. You might be asking "why didn't you proc TfB on the line where everything lines up?", that's because it might or not proc, depending on your latency and stuff, but idependantly if it procs there or there, the last shown proc will proc where it is shown.

As many of you have noticed while playing Arms, it's very annoying to not know when TfB will proc and go crazy not knowing what to fill your GCDs. That's why you want to line up your MS with your TfB CD, so you can control and force your procs and be in your confy zone. This is why sometimes you want to do a MS - Spell - Spell - Spell parse instead of a MS - Spell - Spell one, just to get the proc.

So the question is, when do we do it? You can make a timer that shows the TfB CD, or you can do it by instinct. As you saw in the graph, the rotation is a pattern, so after a time playing you know in which part of the pattern you are. I could tell you it's MS - 2spells - MS - 2spells - MS - 2 spells - MS - 3spells, but that's nice on a Dummy, in a raid or in a dungeon, when you have to move, or change targets... that won't work. It needs practice and time, you'll get the hang of it.

So... in other matters... Stance Dancing. To be able to do this you need macros, lots and lots of macros... and an organized spell bar. 



Battle Stance


Berseker Stance


As you can see here, I have the same spells in both spell bars, so as to have no trouble when switching stances. Macros I use for Stancedancing are: 

#showtooltip Colossus Smash
/cast Charge
/cast Colossus Smash

#showtoolrip Execute
/cast Berserker Stance
/cast Execute

#showtooltip Bladestorm
/cast Berserker Stance
/cast Bladestorm

#showtooltip Slam
/cast Berserker Stance
/cast Slam

#showtooltip Mortal Strike
/cast Berserker Stance
/cast Mortal Strike

#showtooltip Thunder Clap
/cast Battle Stance
/cast Thunder Clap

#showtooltip Rend
/cast Battle Stance
/cast Rend

#showtooltip Overpower
/cancelaura Bladestorm
/cast Battle Stance
/cast Overpower

You can notice I placed a /cancelaura Bladestorm on my OP macro. That's only to stop swirling when I need it. Examples are when you are starting to draw aggro, to stop it from happening, or when only one or two mobs remain. With these you can do your rotation without thinking. The only problem Stance Dancing has is that changing stances has a 1sec CD, so you'll be in trouble if you can't chance stances to OP because it's on CD. You just have to be careful with that, which means, no fucking up your rotation. If you pressed the wrong button and switched stances when you shouldn't, then it will cost you... a lot.

Saturday, June 25, 2011

Speccing Protection Warrior - So many choices!

Me and Love are currently enjoying the warrior tanking fun together. Well not ingame together, since any heroic group only really needs one tank. But being able to discuss the fine intricasies of the class and the way we play it does add something extra to it. I've always wanted to have a buddy priest with whom I could go all nerdy in raids, discussing what talent would be more efficient in what situation and why... but alas, fate did not reward me with such a raiding best friend forever. Instead I turn to you priest bloggers, and that has worked well so far. But now I have finally found a soulmate in one of my other favorite classes, the prot warrior! This is good, because there are way less prot warrior blogs out there than there are healing priest ones, or maybe I just suck at finding them (tips appreciated!).

This newfound companionship in my protiness has allowed me to look at my own warrior with new eyes. Things I didn't think much about earlier have suddenly become really interesting, this time I've especially delved deeper into the matter of talent choice. Turns out, there are loads of interesting choices for the prot warrior to make, and they all have their pros and cons. Blizzard did state in early Cata that they had remodeled the talent trees with precisely this in mind - players were supposed to be able to tailor their role somewhat with their last talent points. In a few cases they've really succeeded, and eventhough there's usually a best-best spec (and there probably always will be), the prot choices really show that you can pick your last talents based on how you want to play your tank and what areas you want to buff. Here is a rundown of the talents I find interesting at the moment, and some thoughts on why you should pick it and why not.

Even when discussing the basic warrior spec we'll run into a couple of cross roads, depending on whether you want to focus on raiding or instancing. I won't go into much detail regarding these choices this time around but for example, I'd choose Incite for raiding and Blood & Thunder for instancing. For raiding I might grab Impending Victory, but skip Thunderstruck and vice versa if I prefer to do instances. For raiding I might go with Safeguard, and how many points I want in Shield Specialization really depends on what I think about my rage generation. I probably wouldn't take Vigilance for instancing. Although I've already discussed them somewhat in my Protection Warrior Guide, I'd like to take a closer look at some of these talents specifically here.

War Academy
[Threat] - The only thing this would boost for a prot warrior is our Devastate, which I personally don't use very often. To me Devastate has always been more of a filler, especially once the Sunder Armor stack is up, and I spend a lot more time using my other skills and turning to Devastate only when I have nothing else to do, or am rage starved. Boosting one of my least used skills by a moderate amount of damage doesn't seem very alluring to me. If we add 15% damage to my Devastate usage across some dungeons, it'll look like this;
  • Lost City: 1,5% dmg increase.
  • Blackrock Caverns: 1,7% dmg increase.
  • Lost City2: 1,8% dmg increase.
  • Blackrock Caverns2: 1,5% dmg increase.
  • Stonecore: 1,2% dmg increase.

Depending on Devastate usage, I don't see this to increase our damage by much more than 2% at best. Is that worth 3 tp? Perhaps if you happen to use Devastate more than the common prot warrior, but considering Shield Slam and Revenge have higher threat, you'll always go for those first. I wouldn't recommend this talent unless you really want some extra damage.

Field Dressing
[Survivability] - To me this is a no brainer. In nearly any situation you will want to improve your survivability as a tank, and getting 6% extra healing from any source is dang useful. Best thing about it is that it is a reliable source of survivability (unlike Blood Craze) because it simply increases the size of the heals you get, which as long as you get heals, is very useful.

Blitz
[Utility] - I initially wrote this off as a pvp talent, but taking a second look at it I am not so sure. This is definitely a utility talent, but it holds some useful possibilites. Getting some extra rage when charging is very handy of course, because it is during the first 10 ish seconds that we establish our most important threat base. Once we've got the first seconds covered, it's usually pretty easy to keep the aggro. If you don't get initial threat you will have hell since no threat means no rage which means no threat. Blitz will also stun 1/2 extra of the closest mobs which I've noticed is both good and bad. It's good in that it allows you to make sure that at least three mobs will be exactly where you want them to be when you charge in, no matter what your dpsers or healer might do. On the other hand it also means that two mobs won't be rushing into your arms when you charge in, but will stand a little bit away being stunned, possibly out of melee range. By being stunned, they will also not give you rage and procs, which the extra rage gained from Blitz is supposed to cover somewhat I'm guessing. Fortunately, in nearly all cases you'll reach them with cleave, thunder clap, shockwave and demo shout anyway, and the extra rage gives you enough for a good start - so I think the gains definitely outweigh the downs on this talent. If you think that the initial first seconds of the pull is what you're having issues with, this is a very handy talent. But of course, only as long as you think you'll do a lot of charging on mob packs, which means this isn't very useful for raiding.

Second Wind
[Survivability] - I remember having this in my prot spec back in Wrath (or was it possibly even back in BC). Nowadays I don't feel like we get stunned or immobilized often enough (although sometimes it feels like it's all the time, like some of the trash packs in Vortex Pinnacle) for this talent to be worth it, even less in raids. What I need when I get stunned isn't extra rage, it's some sort of way to keep aggro and increase my survivability. Second Wind does give you some health when stunned, but I think these talent points can be better spent elsewhere.

Deep Wounds
[Threat] - I remember many tanks specced into this back in Wrath for the extra threat it provided, so I was ready to give it another go. The results weren't as good as they used to be. For both me and Love, Deep Wounds made up no more than 3% of our total damage, at best. This isn't odd at all when you think about it, because Deep Wounds is heavily reliant on crit, and neither me nor Love has above 2% at the moment. Where would we get it? We don't have any agility or crit gear at all. Some talents increase the crit chance of our skills, but that's about all we have. Through talents and in a raid group, a tanking warrior could still hope to get up to 15-20% crit, but that doesn't solve the second issue of Deep Wounds. It's based on weapon damage, and tank weapons aren't known for their high damage. Deep Wounds is designed to work the best with a chunky, slow 2hander. But Deep Wounds is still among the better threat stats to choose from, so if you really want more threat/dps, this is what you should take.

Blood Craze
[Survivability] - More survivability = good right? Overall yes, but we have to make sure it is worth it too. Because of how Blood Craze works, it is the most useful when you're being hit by as many attacks as possible. Since it is a proc, you won't really know when you'll get the heal and can't count on it to save you when needed. Blood Craze should mainly be seen as a cushion on which you can lean while the healers do their job. Question is of course, how small is this cushion? Too small to be worth the talent points? I gathered some numbers and compared them to healing received total from the healer, and also how much of BC that was overheal to get a feel for the overall effectiviness. Let's take a look;

  • Halls of Origination: 481k hp healed - 12% of healers total heal - 10% overheal.
  • Lost City1: 296k hp healed - 3,4% of healer - 4% overheal
  • Blackrock Caverns: 343k hp healed - 5% of healer - 14% overheal
  • Lost City2: 449k hp healed - 5% of healer - 11% overheal
  • Vortex Pinnacle: 597k hp healed - 11% of healer - 6% overheal
Rough numbers, so what can they tell us? First of all, that the overheal of Blood Craze is fairly low. After all, BC procs when you're getting hit, so it makes sense that you need some healing when it starts ticking in. Secondly, it seems to make out roughly 6-7% of the healing needed in an instance, but with a lot of variation. Remember that these numbers are taken from heroics where I usually tank several targets, and they are probably not correct for a raid tanking warrior. But for instance tanking I think this talent is worth the points to get some extra survivability.

Battle Trance (which I couldn't find an icon for)
[Threat] - Just as with Deep Wounds and Incite, this talents usefulness relies completely on our crit, which is very, very low. I don't think the extra rage gain from this talent is significant enough to warrant using 3 tp into it. If you're that desperate for rage there's definitely better choices (Booming Voice, Shield Spec for example). If we assume I'd use the proc on my most expensive skill (Heroic Strike or Cleave), every time (which is ideal, but very difficult to succeed with), the rage gain from Battle Trance would result in;

  • Lost City: 19 crits = 0,5 extra rps.
  • Blackrock Caverns: 18 crits = 0,6 extra rps.
  • Lost City2: 20 crits = 0,5 extra rps.
  • Blackrock Caverns2: 26 crits = 0,5 extra rps.
  • Stonecore: 23 crits = 0,5 extra rps.

This was calculated by converting all my Shield Slam crits into corresponding rage (10 SS crits = 300 rage) and dividing it by my active combat time. I think it is pretty safe to say that the extra rage gain from Battle Trance is extremely low, at best, and my results come close to the EJ estimate; "Under ideal conditions, will only conserve 1 rage per second (or 1.5 during Inner Rage). Only useful if your rage income is extremely low." Not a recommended talent.

Booming Voice
[Threat] - It's unfortunate that prot tanks don't have access to this talent more early on in the levels, because that is mostly when we could need the ability to cast our Shouts more often. In endgame tanking I'd probably always forget to recast it unless I had an addon that reminded me, simply because I very rarely need that extra rage.

Rude Interruption
[Threat] - Possibly quite useful, but also very reliant on how often you get to interrupt. Some raid bosses require a lot of interrupts, like Maloriak and Nefarian in p2, but otherwise you probably won't be interrupting very often in a raid environment. So what about instancing then? Looking at most heroics nowadays, it seems like just about every pack has some sort of mob that requires some sort of interrupting. The possibilities to get this buff are rather promising. From testing I can tell of another added benefit - you will get less annoyed at your fellow dpsers when they fail to help you interrupt, you might possibly even get annoyed if they do so! Kidding of course, but seriously - this talent will turn you into a ninja interrupter in no time. I don't waste any opportunity to interrupt a cast if I can help it. Let's look at some numbers;

  • Vortex Pinnacle: 10 Pummel = 150 sec buff or 16% uptime over total combat time.
  • Deadmines: 14 Pummel = 210 sec buff or 11,5% uptime over total combat time.
  • Halls of Origination = 12 Pummels = 180 buff or 10% uptime over total combat time.
  • Shadowfang Keep = 36 Pummels = 540 sec uptime or 27% over total combat time.
  • Lost City = 8 Pummels = 120 sec buff or 11% over total combat time.

These are idealized numbers of course. First of all I'm assuming you'll get to spend the entire buff in combat doing damage with it, which on the other hand nearly always is true. Secondly I'm assuming the buffs won't overlap, which probably also nearly always is true since Pummel has 10 second cooldown and Rude Interruption a 15 second uptime (with only 1 tp, and I wouldn't take more anyway)), it is difficult to cut. As a final verdict I would say that the average uptime of Rude Interruption, if you use Pummel when you get the opportunity and don't have a trigger happy interrupter already in your group, is about 10% at least. Where does it leave us? With a rough 0,5% dps increase. Not very fancy unfortunately.

Piercing Howl
[Utility] - As with Blitz, this could be used as a helpful tool when trying to gain control over unruly mobs. You really have to take a look at your own tanking situation and see if you feel like this could help you out, personally I don't feel like I need it, but being able to slow an unlimited amount of enemies close to you could be perfect for when that fire mage decides to steal all aggro with some burst aoe. On the other hand, maybe that is was Challenging Shout is for. I'd consider this mainly a pvp talent.
 
Incite
[Threat] - Just as with Deep Wounds, Incite relies heavily on your crit. It also relies on how often you use Heroic Strike. Heroic Strike and Cleave are basically two versions of the same skill, where one will hit one target a little harder and the other will hit two (or three if you've glyphed it) targets for a little less. Therefore, you'll mostly use Heroic Strike against single target mobs, which usually only is bosses unless you have some special reason to avoid using Cleave like cc and such. In heroics I use Heroic Strike very rarely, actually nearly only against bosses. Most of the fights are made out of mob groups that consist of more than one mob, so I use Cleave a lot more. In raids the relationship is the opposite however - here you will mostly use Heroic Strike. If we also consider that eventhough most tank warriors run around with very low crit, the one surrounding where their crit might actually get half decent would be in a raid. My numbers from heroics show that Incite is a dps increase of less than 1%. Simplified we could therefore say that the threat increase also is less than 1%. I don't think the numbers are significantly higher for raiding warriors, a rough estimation based on our MT shows numbers around 1-2%. On the other hand one might still consider it more useful than for example Blood & Thunder in a raiding environment.