Showing posts with label Tanking. Show all posts
Showing posts with label Tanking. Show all posts

Tuesday, March 29, 2011

Could it be?!?

This hasn't, so far, been posted to MMO-Champion's front page yet so I'm not just repeating information! Apparently Blizzard is considering reworking Savage Defense a bit so it will absorb damage until a certain amount rather than just breaking as soon as you take any damage.
For Savage Defense the change we're thinking about would probably be instead of reducing the next physical attack for X damage, it would instead absorb X damage for some duration. Big single target hits would probably drop the shield either way, but all the dinkier hits from pack pulls would be mitigated rather well. It's probably something you'll see fleshed out on the PTR.    - Bashiok, Community Manager
In other words - right now if you proc Savage Defense and you get hit for 1 damage or 50,000 damage the shield gets used up. It might completely absorb the damage or it might mitigate the hit and absorb some portion of the damage (depends on your attack power and mastery rating).

What the devs are considering is changing Savage Defense so that it works similar to a Priest's Power Word: Shield. If you proc Savage Defense it absorbs X amount of damage, even if it's multiple hits!

Two things:
  1. Easier add/trash tanking!
  2. Yay for soloing old content!



Also, it's safe to ignore my previous recruitment post, Shenanigans Inc found a new Warlock that we are extremely happy with and we are now continuing our push into heroic content. I also went ahead and assembled a new computer (possible future post) so I'm making a promise to myself to record our heroic kills. Halfus, Chimaeron, Maloriak and Atramedes will not be first kills, but I'm still going to record them. Next up will be Magmaw and Conclave!

Monday, March 7, 2011

The quiet death of hit rating..?

There is a lot of information coming out from various sources about the 4.1 patch. Lots of things I'd like to touch on, but for the moment I want to focus on something that I missed on my first skim of the notes.
"Classes: General
  • All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Shield Bash, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities."
Making the case for Hit Rating, kind of

Recently my guild, Shenanigans Inc, downed Heroic Maloriak. During one of our better attempts something happened that was embarrassing and completely preventable. I was in charge of interrupting Arcane Storm and of course the inevitable happened - one of my interrupts missed! So far in Cataclysm I've had relatively good luck with interrupts on my non-hit capped Bear, not so much a few nights ago when I caused this unnecessary wipe. I immediately apologized and reforged a couple of pieces of gear to gain about 1.5% hit rating, putting me above 8%.

Ignoring Hit Rating

Why wasn't I already hit capped? Well hit rating is practically useless past a certain small percent for raiding. Yeah...unless of course you are in charge of interrupting a crucial ability. Sacrificing a fairly large amount of avoidance for a stat that simply increases your threat (and a bit of uptime on Savage Defense) just doesn't seem worth it in the thick of things. When Vengeance gets stacked up a bit and your Mangles are hitting for over 30k threat generation really starts to drop in priority. So I've mostly ignored hit rating (and expertise).

With non-damaging interrupts (aka. Skull Bash) always hitting come 4.1 I'll literally have no use for hit rating except for the first 30 seconds of any given fight. To me it seems with this change Blizzard is really making Hit Rating an option (and a poor option at that) not a requirement. Of course I don't advise running around doing heroic raiding with 0.00% hit, but I'll be dropping the 50 hit enchant from my boots, and reforging most of my hit to Dodge Rating after 4.1 hits live servers.

Problems with ignoring hit

The one big issue with ignoring hit rating is when you are assigned to some form of add tanking in a given encounter. Which is why it's always good to have around a few pieces of gear that can significantly boost your hit rating. For example, pre-4.1 I'm using Fluid Death in one of my trinket slots for a huge hit boost, post-4.1 though you can be sure I'll be going back to either Symbiotic Worm or Lifebound Alchemist Stone paired up with Vial of Stolen Memories.

Honestly if you have a tank in raid that is hit capped and is better at AoE tanking to begin with consider leaving it to them, honestly it's just playing to each others strength, ego need not get involved.

Can't wait for 4.1

Good riddance hit...it was fun while it lasted. Needing hit for taunt (removed chance to miss in 4.0.1), needing hit for threat (end of any tier/expansion when DPS scale up drastically, hello Vengeance), needing hit for interrupts (changing in 4.1), you put up a good fight but you're dead to me. =]

Wednesday, January 26, 2011

Tracking Pulverize / Lacerate with Power Auras Classic

I've been meaning to put up a post for quite a while now showing how I'm currently using Power Auras Classic to track Pulverize and Lacerate. I finally remembered last night to take some screen shots for a post, so better late then never I suppose.

Complicated Addons are complicated. Power Auras Classic is exactly like other complicated addons in that there are so many options and so much customization it can be overwhelming and down right unfriendly at first. However again just like other complicated addons, once you are comfortable with Power Auras Classic you'll start to realize it's not all that complicated and can be incredibly powerful.

(I'm already tired of typing out Power Auras Classic, so "Powa" for now on.)

Why Use an Addon?

There are a number of important reasons to track Pulverize and Lacerate as a bear. You want the highest possible up-time for both obviously, so what it comes down to is making sure you let Pulverize tick down (don't refresh too early, unless there is an intuitive reason [like you are about to change mobs]) and have a 3-stack of Lacerate ready when Pulverize gets down to a second or two from expiring. Being that one is a buff (Pulverize) and the other is a debuff (Lacerate) it's going to be difficult (at the very least annoying) to track both by default.

Which Addon?

Power Auras Classic. There is a relatively informative Wiki for the addon, so I won't spend any time explaining much about it. Suffice it to say the addon can show symbols, artwork, spells, etc. on the screen based on triggers. The triggers are typically when you have a buff/debuff, or the mob you are targeting has a buff/debuff, etc.

In Action

This is how I have Powa set up - I went for convenience and proximity to my character where my eyes tend to be the most. If you look closely enough you can see that the Pulverize icon shows the time remaining and the Lacerate icon (hard to see) shows the stacks and time remaining. (Click to enlarge)

Yay - Boomkin practicing on the dummy behind me!
Setting up Powa
There are a couple different screens that you'll want to set up to get Powa running the way you want. The first screen is found by clicking on Interface from the Game Menu and then clicking the "Addons" tab. Powa should be listed here if it's installed and enabled at the character log-in screen.


There really isn't much to set on this screen, or at least it's beyond this post. The important thing is the "Show Aura Browser" button (also available from the console by typing "/powa"). This is where Powa has all of your "auras" stored. Each aura represents a symbol on the screen and the trigger that makes the symbol appear.

UPDATE: Per Anon in the comments here is the text that you can use with the "Import Set" button. Just copy the text exactly as it is below go into wow, click the "Import Set" button and paste this text into the text box:
Set=Page 1@
Aura[1]=Version:4.9; icon:Ability_Smash; buffname:Pulverize; x:-75; alpha:1; owntex:true; combat:true; size:0.23; y:23; timer.b:0.1961; timer.enabled:true; timer.r:0.9922; timer.Relative:CENTER; timer.UseOwnColor:true@
Aura[2]=Version:4.9; target:true; icon:Ability_Druid_Lacerate; buffname:Lacerate; x:-75; bufftype:2; alpha:1; owntex:true; mine:true; size:0.23; y:-37; timer.b:0.0196; timer.g:0.9647; timer.enabled:true; timer.Relative:CENTER; timer.y:-17; timer.UseOwnColor:true; stacks.enabled:true; stacks.b:0.0314; stacks.g:0.9804; stacks.y:11; stacks.Relative:CENTER; stacks.UpdatePing:true; stacks.UseOwnColor:true@


I only have two auras set up in Powa, the first is the aura for Pulverize and the second is for Lacerate. Creating a new one is simple - just click the "New" button.

Pulverize Configuration
Set up the window exactly as I have and when you put up Pulverize you should see the icon on your screen similar to the screen shot I showed above. The important thing to note is you will may need to adjust the "Position X" and "Position Y". Feel free to mess around with the other options as well. The most important thing is the bottom half of the window, ensure "Use own Texture" is checked and you type the name of the spell correctly. In order for the icon to show the time remaining, you'll also want to enable the options on the "Timer" tab in the bottom half of the window.


Lacerate Configuration
The only difference between Lacerate and Pulverize is the bottom half of the screen, you'll need to click the "Stacks" tab and configure that appropriately to show the number of stacks you have up. It's very self explanatory and admittedly I forgot to take a screen shot of that tab. I'll modify this post later to include the screen shot, but honestly it's probably not necessary to show.


Final Thoughts
I'm not getting the most I can out of Powa. There are an infinite number of things that you can track with Powa, even specific boss abilities which is the one thing I think could be the most advantageous. For now though I'm happy with Pulverize and Lacerate tracking.

If you are - how are you using Powa, are you using something else entirely to track Pulverize/Lacerate?

Friday, January 21, 2011

Feral talent builds (4.0.6)

This post might not be as pretty as it could be, but I want to relay as much information as efficiently as possible.

I've divided this post into three sections. First is Bear spec, second is Cat spec, and third is hybrid (Bear/Cat, Cat/Bear) spec(s).

As a precursor so I don't have to keep mentioning it later on:

Brutal Impact is really nice to have in 10m, there are times when you simply don't have another interrupter readily available to help interrupt or for some other reason it's just easier if you are interrupting which is impossible without this talent.

Fury Swipes, Stampede, and possibly Feral Aggression are all talents that vary by preference. I would never have a build without Feral Aggression (more on this down below), Fury Swipes is really nice for threat/rage generation (but doesn't proc Savage Defense), and Stampede is situational at best.

Part 1: Bear Build
The only option for a full Bear build is the points between Fury Swipes, Feral Aggression, and Stampede. Personally I max everything except Fury Swipes. Even doing this you still have 2 spare points and they fit nicely into Fury Swipes (no other option).

Feral Aggression is extremely important as hit is not that valuable for tanking currently. If you are low on hit you might see abilities miss and miss often. It's best that when your Faerie Fire (Feral) does hit, it immediately stacks up to three. And also, like I said, you don't really have any other obvious choice for the points..

Talents:
http://www.wowhead.com/talent#0ZfMrbRubzrckMcu:qr00zVzMm

Glyphs:
Prime - Berserk, Lacerate, Mangle
Major - Frenzied Regeneration, Maul, Rebirth (optional), Feral Charge (optional), Faerie Fire (optional)
Minor - Challenging Roar, Unburdened Rebirth, Dash (all minor glyphs are preferences)

Part 2: Cat Build
I don't have much to say about the Cat build other than you have plenty of points to get everything that is a DPS increase. You end up with one extra point if you take every DPS increase and I throw it in Nurturing Instinct as it's probably the most useful if you use Tranquility and because it makes your healers stronger when they need to heal you.

Talents:
http://www.wowhead.com/talent#0ZfbGfRzddbfzMcz:MzfVsimz0

Glyphs:
Prime - Rip, Shred, Tiger's Fury, Savage Roar (I believe Tiger's Fury is better than Savage Roar, check EJ Forums for more info though)
Major - Rebirth, Entangling Roots, Feral Charge, Ferocious Bite, Faerie Fire
Minor - Dash, Unburdened Rebirth, Aquatic Form (all minor glyphs are preferences)

Part 3: Hybrid Builds
I've always hoped that Blizzard would eventually offer tri-spec, what...a Druid can dream can't he/she? Given that isn't going to happen anytime soon or at all, it's sometimes necessary to delve into the realm of hybrid talent builds. The nice thing for me is I hardly ever DPS on my Druid so I can lean a bit heavier onto the Bear side.

There are two different mentalities one might want to use when designing a Feral hybrid spec and they can most easily be described as these:
  1. Bear/Cat - Pick up everything you need to be an effective Tank, sacrifice some DPS
  2. Cat/Bear - Pick up everything you need to be an effective DPS, sacrifice some Tank talents
Pretty obvious. For me I easily fall into the first camp. I need to be the best Bear I can be for progression and because I rarely DPS, for others maybe it's different. So first lets focus in on Bear/Cat and build a spec around that mentality.

Bear / Cat
For this spec we want to complete our Bear talents to be the most effective tank we can possibly be and then pick up as many Cat talents so we can effectively DPS.

The cat talents that you have to sacrifice to be the best Bear you can be are Predatory Strikes (not a huge DPS increase), Blood in the Water (unfortunate, but you need the points to mitigate spell damage), and Stampede (situational DPS increase). You also only have the option for one spare point after getting everything you need for Bear, so I suggest throwing that point into either Fury Swipes or Stampede.

Talents:
http://www.wowhead.com/talent#0ZfMRfoubzrckMcu:Mz00zVMzm

Glyphs:
For hybrid specs you can always min/max depending on what you are doing in a given encounter. The only cost is the 10 gold for Dust of Disappearance. Overall I'm suggesting glyphs that will be the best of both worlds, but ideally you would change them to be appropriate on a per encounter basis.

Prime - Rip, Shred, Mangle (Lacerate, Tiger's Fury, Berserk are all suitable based on role)
Major - Frenzied Regeneration, Maul, Rebirth (nothing really important for Cat)
Minor - Challenging Roar, Unburdened Rebirth, Dash (all minor glyphs are preferences)

Cat / Bear
For this spec we want to complete our Cat talents to be the most effective DPS we can, but at the same time we need to have all of the essential Bear talents so we are a logical choice and not a risk to the raid when tanking.

The only difference between this build and the Bear / Cat build above is you can free up some points from Perseverance and put them in Blood in the Water and Fury Swipes.

Talents:
http://www.wowhead.com/talent#0ZfMrfoubzrfkMcz:Mz00zVmzM

Glyphs:
For hybrid specs you can always min/max depending on what you are doing in a given encounter. The only cost is the 10 gold for Dust of Disappearance. Overall I'm suggesting glyphs that will be the best of both worlds, but ideally you would change them to be appropriate on a per encounter basis.


Prime - Rip, Shred, Mangle (Lacerate, Tiger's Fury, Berserk are all suitable based on role)
Major - Frenzied Regeneration, Maul, Rebirth (nothing really important for Cat)
Minor - Challenging Roar, Unburdened Rebirth, Dash (all minor glyphs are preferences)

Saturday, January 15, 2011

Update on (WotLK) Armor Trinkets

Just a quick post during the weekend:

"Lich King trinkets with bonus armor values have been adjusted using the new Cataclysm formula, reducing their armor values substantially."

I've updated the BiS Gear List to reflect this change.

Friday, January 14, 2011

Cataclysm Bear Rotation

I'm not really sure why I hadn't put this post up earlier in the expansion as I'm sure it would have been quite useful. Better late then never I suppose, so if you are curious about the optimal bear rotation to maintain max TPS (Threat/sec) look no further!

Abilities used in standard tanking rotation(s)

Mangle
Maul
Lacerate
Pulverize
Swipe
Faerie Fire (Feral)
Demoralizing Roar
Thrash

How do you come up with a "standard" rotation?
There are a couple things that you should consider in order to determine what your highest DPS and TPS rotation is. Sometimes they aren't the same! Regardless, once again I turn to Rawr for some numbers. When properly configured Rawr is an excellent tool for all sorts of information. Earlier this week I showed first How to set up rawr as a Bear tank and then I showed how to use the RSVs that Rawr gives you in conjunction with Wowhead to produce an extensive and trustworthy BiS gear list.

In this post I'll focus on the last section of the "Stats" tab in Rawr. Once everything is configured correctly and you've looked over your gear to ensure it's the correct pieces with the correct enchants/gems/etc. Have a look at the last section labeled "Threat Stats" (you might need to scroll down in the "Stats" tab to see it):

Don't follow these numbers blindly!
There is a LOT of information here and don't forget about mouse-overs as they are fairly helpful in this section of Rawr. For example when I highlight over the numbers to the right of "Melee:" Rawr tells me this:
Per Hit: 5,880 damage, 17, 640 threat
Per Swing: 5,951 damage, 17,854 threat
Per Second: 2,837 damage, 8,512 threat
Fury Swipes Hit: 18,228, 54, 684 threat
Fury Swipes Swing: 18,782 damage, 56,346 threat
Total: 3,651 dps, 10,954 tps
All of that information on just one mouse-over is excellent. Based on the information listed in this pane you can clearly see which abilities offer up the most threat and you are well on your way to determining a tanking rotation.

Rawr's max TPS rotation
When I mouse over the numbers to the right of "Highest TPS Rotation:" Rawr tells me what is considered the highest threat rotation (which also happens to be the highest DPS rotation). Let me copy it word for word here and then in the next section I'll spell it out a bit more:
  1. Mangle if off cooldown
  2. Lacerate if no Lacerate stacks
  3. Demoralizing Roar if not up
  4. Thrash if off cooldown
  5. Lacerate if less than three Lacerate stacks
  6. Pulverize if three Lacerate stacks and no Pulverize buff
  7. Faerie Fire (Feral) if off cooldown
  8. Lacerate
Standard "Rotation" Priorities
As you might have guessed Feral Bears don't necessarily have a set rotation when it comes to maximizing threat and damage. Think of this as a list starting with the very most important thing (high priority) to the least important thing (low priority).
  1. Mangle / Mangle from Berserk Procs
  2. At least 1 stack of Lacerate
  3. Keep Demoralizing Roar on target
  4. Trash
  5. A max (3) stack of Lacerate
  6. A max stack Pulverize (if Pulverize is not up)
  7. Keep Faerie Fire on target (use if low rage)
  8. Maul (if you have the spare rage)
AoE Priorities
AoE is very different compared to single target and depends on a number of things. The important thing to realize is that you should be using Swipe and Thrash on cooldown, keeping Demoralizing Roar up at all times on as many targets as possible, and tab targetting to get as many Lacerates as you can going to proc Berserk.
  1. Time Swipe to hit the maximum number of targets
  2. Time Thrash to hit the maximum number of targets
  3. Demoralizing Roar
  4. Mangle main target
  5. Lacerate main target
  6. Tab target other mobs in melee range and apply Lacerates (even without Mangle if necessary)
  7. Use Berserk proc'd Mangles on targets that you are losing threat on
  8. Maul every cooldown (rage permitting)
Final Thoughts
Hit and Expertise go a long way in helping to stick to the above priorities, but the important thing to realize is after about 15-20 seconds into a given encounter your threat should be pulling away (above) anyone else in raid. With the way that Vengeance works currently there really is NO reason to worry about Hit/Expertise.

As a general rule of thumb I'd say shoot for the dodge cap for Expertise (5.00%) and enough hit so you aren't running around with zero or something crazy like that. That's really the best advice I can give, unless you are tasked with interrupting a crucial ability (in 10m maybe, should never be the case in 25m) you really don't have to worry about hit.

Any questions/concerns/etc please feel free to comment! I'm always looking for feedback and what other people find helpful and not so helpful.

Thursday, January 13, 2011

Rawr: Using Rawr/Wowhead to create a BiS list (Part 2)

This is the second part of a two post series. The first part talked about how to configure Rawr for a Bear in a raiding environment and finished with a section talking about RSVs (Relative Stat Values). In this post I hope to outline some gear that one might consider "Best-in-slot".

First I want to qualify what exactly "Best-in-slot" actually means and how a BiS list should be used. When someone gives you a list of the best possible gear you can use in each slot it's important to read the list as a whole not as individual slots. It's also important to understand that MY list is heavily influenced by the requirements to do heroic mode tier-11 raids. One of the things I find interesting about the list is that other than possibly jewelery slots, most of the gear should be used regardless of what type of progression you are working on. And like I said yesterday when talking about heroic vs. non-heroic gear the obvious answer is if you do NOT have access to heroic gear consider the non-heroic version in it's place in most if not all cases.

I've limited the list to only a few items as it can be quite lengthly. I've also made an effort to include PvP gear (to make a point) and exclude any gear Pre-Cataclysm gear but there may be some exceptions. Blah blah blah, here's the list:

Key
Item [Heroic/Normal] (Source) Score
* - What I have currently equipped

Helm (Link)
Stormrider's Headpiece [Heroic] (Tier-11 heroic token) 479.56
Membrane of C'Thun [Heroic] (Cho'gall) 478.26
Vicious Gladiator's Dragonhide Helm (PvP) 450.96
Tsanga's Helm [Normal] (Bastion Zone Drop) 445.83
Stormrider's Headpiece [Normal] (Nefarian tier-11 token) 439.50
Membrane of C'Thun [Normal] (Cho'gall) 438.21
* Agile Bio-Optic Killshades [Normal] (Engineering Only) 420.67

The heroic pieces are significantly better than anything else which is obvious given both items drop from end bosses of this tier. The PvP helm (as you'll see through most of this list) outpaces a lot of raid drops when survivability is weighed so heavily. My suggestion for tier slots is ensure you have 4 pieces for heroic bosses as the 4-set bonus is really nice for dealing with the insane amount of damage you can expect.

Neck (Link)
Necklace of Strife [Heroic] (Valiona) 119.47
* Vicious Gladiator's Necklace of Prowess/Proficiency (PvP) 107.91/106.38
Ironstar Amulet [Heroic] (Atramedes) 106.19
Caelestrasz's Will [Heroic] (Lady Sinestra?) 105.95
Necklace of Strife [Normal] (Valiona) 105.87

The PvP items are tough to beat in this slot (especially the one with Mastery). Caelestrasz's Will probably drops from Lady Sinestra being that it's 7 iLvls above anything else on the list.

Shoulder (Link)
Poison Protocol Pauldrons [Heroic] (Omnitron Defense System) 418.07
Stormrider's Spaulders [Heroic] (Tier-11 heroic token) 411.08
Vicious Gladiator's Dragonhide Spaulders (PvP) 388.73
Poison Protocol Pauldrons [Normal] (Omnitron Defense System) 384.45
Stormrider's Spaulders [Normal] (Cho'gall tier-11 token) 378.34

There isn't a ton of variety/options for shoulders. You have Omnitron on heroic or normal, PvP, or tier-11 set. The Poison Protocol Pauldrons have great itemization.

Back (Link)
Cloak of Biting Chill [Heroic] (Maloriak) 248.60
Vicious Gladiator's Cape of Prowess/Cruelty (PvP) 230.19/227.69
*Cloak of Biting Chill  [Normal] (Maloriak) 225.97
Ironstar's Impenetrable Cover [Heroic] (Zone Drop - BWD) 225.40
Vicious Gladiator's Cloak of Conquest (PvP) 224.68
Dory's Finery (Trash Drop - Heroics) 220.75
Viewless Wings (Valor Points) 220.75
Gray Hair Cloak (Valor Points) 217.30
Zom's Electrostatic Cloak (World Drop) 217.30
Wrap of the Great Turtle (Mount Hyjal faction reputation Exalted) 213.30

Was pointed out by Anon that I forgot to include the Back slot. I have no idea how I missed it, thanks! I've included quite a few options to show where the commonly acquired ones (Wrap of the Great Turtle, Dory's Finery [if you have a deep pocket]) rank as well as the Valor Point options. Heroic Biting Chill is significantly better than any other options currently.

Chest (Link)
Sark of the Unwatched [Heroic] (Atramedes) 556.54
Stormrider's Raiment [Heroic] (Tier-11 heroic token) 547.38
Vicious Gladiator's Dragonhide Robes (PvP) 516.88
Assassin's Chestplate [Normal] (Leatherworking BoE) 513.10
Morrie's Waywalker Wrap [Normal] (Random Trash Drop) 511.57
* Sark of the Unwatched [Normal] (Atramedes) 511.57
Stormrider's Raiment [Normal] (Valor Points) 503.62

Assassin's Chestplate will be getting a socket added in 4.0.6 which will raise it's score above the PvP robe which is really nice. If you need hit rating because of Skull Bash this wouldn't be a terrible place to pick up a ton of it, crafting it isn't terribly expesnive and you'll mostly be paying for the Orbs/Pristine Hide.

Wrist (Link)
Parasitic Bands [Heroic] (Magmaw/Chimaeron?) 274.19
Vicious Gladiator's Armwraps of Triumph-Mastery (PvP) 251.70
Parasitic Bands [Normal] (Magmaw/Chimaeron?) 251.45
Vicious Gladiator's Armwraps of Triumph-Crit/Expertise/* Hit/Haste (PvP) 250.18/250.17/248.37/247.21

So many flavors of the PvP wrists, I went with the hit ones for a threat/reliability boost. The heroic Parasitic Bands are much better than anything else available. The Hit and Haste PvP bracers are actually called Accuracy and Alacrity respectively.

Hands (Link)
Double Attack Handguards [Heroic] (Chimaeron) 374.84
Stormrider's Grips [Heroic] (Tier-11 heroic token) 364.02
Vicious Gladiator's Dragonhide Gloves (PvP) 346.71
* Double Attack Handguards [Normal] (Chimaeron) 343.56
Liar's Handwraps/Stormbolt Gloves [Normal] (Twilight Highlands faction reputation Exalted) 337.47
Stormrider's Grips [Normal] (Valor Tokens) 334.12

The Double Attack Handguards are really great if you are below the dodge cap for expertise (5.00%) otherwise the Tier gloves give a pretty decent boost to your hit. Notice that the exalted reputation gloves are a tad better than even normal tier-11, mostly because how low hit is valued.

Belt (Link)
Belt of the Fallen Brood [Heroic] (Lady Sinestra?) 366.40
Dispersing Belt [Heroic] (Twilight Council) 346.15
Belt of Nefarious Whispers [Normal] (Leatherworking BoE) 325.43
Vicious Gladiator's Belt of Triumph-Mastery/* Crit/Expertise/Hit (PvP) 323.46/321.67/321.65/319.52
Dispersing Belt [Normal] (Twilight Council) 317.13

Yikes Sinestra gear is really nice and also pretty unobtainable unless you are 12/12 heroic. The crafted Leatherworking belt will be getting an extra socket in 4.0.6 so it's actually probably the best option. If you don't want the hit consider the PvP option here.

Also the PvP options aren't actually called "Triumph" in all cases, Crit and Hit ones are Cruelty and Accuracy respectively.

Legs (Link)
Stormrider's Legguards [Heroic] (Tier-11 heroic token) 513.11
Aberration's Leggings [Heroic] (Maloriak) 503.50
* Stormrider's Legguards [Normal] (Valor Points) 470.49
Vicious Gladiator's Dragonhide Legguards (PvP) 470.40
Aberration Leggings [Normal] (Maloriak) 462.08

I'm glad to see the tier gear coming out on top in this section. Pick these up as one of your first tier-11 set pieces for sure. They are itemized better and have better sockets compared to Aberration's Leggings.

Boots (Link)
Storm Rider's Boots [Heroic] (Halfus Wyrmbreaker) 392.78
Vicious Gladiator's Boots of Triumph-Mastery/Crit/Expertise/Hit (PvP) 365.51/363.72/363.70/361.56
* Storm Rider's Boots [Normal] (Halfus Wyrmbreaker) 360.81
Treads of Fleeting Joy [Normal] (Valor Points BoE) 358.00

Heroic Storm Rider's Boots are really really good! The normal ones are about as good as the PvP option and the BoE option is probably the last thing you should be buying with those hard earned Valor points.

Rings (Link)
Lightning Conductor Band [Heroic] (Omnitron Defense System) 118.02
Bile-O-Tron Nut [Heroic] (Chimaeron) 108.18
Vicious Gladiator's Ring of Cruelty (PvP) 106.40
Signet of the Elder Council [Normal] (Twilight Highlands faction reputation Exalted) 105.87
Lightning Conductor Band [Normal] (Omnitron Defense System) 104.59
Vicious Gladiators Ring of Accuracy (PvP) 104.58
Gilnean Ring of Ruination [Normal] (Random Drop) 101.00
Dargonax's Signet [Heroic] (Lady Sinestra?) 97.66
Bile-O-Tron Nut [Normal] (Chimaeron) 95.90
Ring of the Battle Anthem [Normal] (Valor Points) 91.07

I listed a ton of options to show that well..there are a ton of options. I didn't even include the rings that can "spawn" from the Throne of Four Winds instance so consider those as well. Lightning Conductor Band and Bile-O-Tron is a good duo and the Signet of the Elder Council is incredibly easy to get and quite good so shoot for that while you gear up for heroic progression to start.

Trinkets (Link)
Bunch of WotLK Armor Trinkets (WotLK) 503.77 to 350.45

Bedrock Talisman [Normal] (Valor Points) 251.30
Symbiotic Worm [Heroic] (Magmaw) 111.79
Vial of Stolen Memories [Heroic] (Valiona) 111.79
Symbiotic Worm [Normal] (Magmaw) 99.05
* Vial of Stolen Memories [Normal] (Valiona) 99.05
* Lifebound Alchemist Stone [Normal] (Alchemy Only) 98.00
Essence of the Cyclone [Heroic] (Halfus Wyrmbreaker) 60.63

If there is one area where RSVs and gear lists fall short it's definitely in the trinket slot. The WotLK trinkets rank EXTREMELY high because they still have static armor that is based on WotLK itemization. If you have them you might as well use them for hard hitting low-magic encounters, otherwise Stamina and good On-Use effects are probably best (Vial of Stolen Memories).

Use what makes sense on any given encounter not what's at the top of this list..

UPDATE: WotLK trinkets are being adjusted to the new armor formula for gear so they will drop significantly in value.

Weapon (Link)
Malevolence [Heroic] (Halfus Wyrmbreaker) 219.96
Vicious Gladiator's Pike/Staff [Heroic] (PvP) 204.16
* Malevolence [Normal] (Halfus Wyrmbreaker) 194.94
Vicious Gladiator's Pike/Staff [Normal] (PvP) 180.92
Bloodthirsty Gladiator's Pike/Staff (PvP) 171.11
Akirus the Worm-Breaker [Heroic] (Magmaw) 168.80
Vicious Gladiator's Bonegrinder [Heroic] (PvP) 153.03
Akirus the Worm-Breaker [Normal] (Magmaw) 149.63

There really aren't that many options for weapons outside of Halfus and PvP. If you have terrible luck and haven't had the staff drop yet, consider the Bloodthirsty PvP two-handers. Agility really beats out strength here because of the RSVs.

Relic (Link)
Vicious Gladiator's Relic of Triumph (PvP) 60.19
Relic of Golganneth [Normal] (Valor Points) 58.27

Really just go with the Valor points option in this slot. That way you get to keep the crit and reforge that haste into something useful like Dodge Rating/Expertise/Hit.

Which four (4) pieces of tier-11 set pieces should I use?
For sure pick up the legs and probably helm set pieces as well as the shoulders. The chest and gloves are kind of a toss up. I'd probably recommend going with the gloves as the fourth piece only because of how nicely the Sark of the Unwatched is itemized. And you can take care of some hit from the gloves this way.



Well there's the list. If you have any questions please let me know! Also, I'm tired of typing Vicious...

Wednesday, January 12, 2011

Rawr: Setting up Rawr for Bears (Part 1)

I'm going to start a multi-post series about the theory crafting tool Rawr for three reasons. Firstly I want to help anyone who knows LESS than me about the tool, which would be shocking. Secondly I'd like to learn from anyone that has any helpful hints and tips. Thirdly I'm putting together a BiS list of sorts for Bears and I think it can be helpful to any that care to read it.

The second part can be viewed here: Part 2: Bear BiS Gear List

This is Part 1: Setting up Rawr for Bears

What is Rawr?
Rawr is a theory crafting tool that was originally developed for Druids and has expanded to multiple classes/specs. Some of it's "modules", which are seperated by class/spec, are current and usable in Cataclysm others aren't but are currently being updated.

How can I use it?
Rather than inputting your character stats into a spread sheet, Rawr can load your character from the Armory and uses a model and simulations to determine what gear is best for you (as well as enchants, gems, reforging, etc.). It is extremely customizable which is why some people shy away from it.

Firstly I recommend using the most updated version of Internet Explorer. Go to the following site: http://elitistjerks.com/rawr.php.

If you don't already have Silverlight installed on your computer you will need it to run Rawr in a browser window. Previous versions of Rawr were available as a desktop application and future versions will also be, but right now it's mostly faster and easier to just use the version on the web.

I suggest Internet Explorer because in general I've had better luck with it as opposed to Firefox. You must have the most updated version of Silverlight as well so right off the bat those are two things you want to be sure of before even using Rawr. IE and Silverlight. Feel free to try other browsers as they may work just as well. I'm only speaking from personal experience.

The last thing to mention is your browser/Silverlight might ask you to increase your "file storage limit", simply click yes or allow so Rawr is usable.

Where do I start?
The first thing to do once you have Rawr up and running is to load your character using the screen that pops up, or if you already closed this screen you can go to File > Load from Battle.net. This will show the following screen:

Feel free to load up my character by filling out the window exactly as I have.

After clicking "OK", you will load to the main Rawr window. On the left you should see a "Paper-doll" of your character, including your gear, gems, enchants, reforging, etc. In the middle of the paper-doll you have a mutli-tab area that displays a very large amount of information as well as settings that will drastically effect the way Rawr works for you.

Before diving into the tabs at the top make sure to go into the overall options for one specific reason. At the top of the screen you should see "File", "Tools", "Import", "Options", "Help". Click Options > Edit Options. In this window ensure that "Enforce Gem Requirements *" is checked.

"Enforcing Gem Requirements" needs to be check so your Meta works properly
as well as any unique-equip gems you have.
For now don't worry about the right side of the screen, concentrate on the tabs in the middle of the paper-doll. There is "Stats", "Talents", "Buffs", "Options", and "Boss Handler". Before jumping into these tabs there is one final thing to double check. Check each piece of gear in your paper-doll to make sure it imported from the Armory correctly. This means make sure it's gemmed, enchanted, reforged (if done in game) before moving on as this will obviously have a large effect on what Rawr will conclude.

The Bear Setup.

Stats
This stats tab is just that, a summation of all the stats and calculations that Rawr has for your character based on your gear, talents, options, etc. Biggest take away from this tab is that Rawr makes heavy use of mouse-over tool-tips so hover over labels and numbers and more than likely there is a decent explanation of what stat means what and how to value it.

Talents
Rawr allows you to quickly and easily change your talents to see how it effects your character. Don't underestimate the power in that. Once you have everything else set up you can then see if switching a point from one talent to another is actually an increase in threat, survivability, or mitigation.

Buffs
This tab is arguably the most important tab to get right. It's worth going from top to bottom in this window and checking buffs that you will actually have in a given raid. In 25 man it's probably easy to just assume you'll have most all the buffs listed; however, in a 10 man guild like the one I'm in there may be a few things that are unfortunately not covered by your raid members.

Note: At the time of writing the "Apply Buffs By Raid Members" function is not implemented so fill out this window manually. I think it's worth going through and getting familiar with the buffs.

Options
Along with the Buff window this is a window you definitely want to get set up correctly. Changing any option on this window will drastically change what Rawr suggests so tread carefully.

The way I've set up this window is very specific to heroic tier-11 raiding. What this means is that Rawr is going to heavily suggest survivability and mitigation stats. In particular it will suggest a relatively stamina/armor and avoidance heavy gear set as well as reforging/enchanting/gemming gear setup. In general the consensus is for regular tier-11 raiding an avoidance heavy set up is favored as you are rarely in danger of getting two/three shot based on the average damage of bosses in normal tier-11 raids.

For heroic raiding the general consensus is a stamina and survivability gear setup is favored because of the risk of being "jibbed" is quite a bit higher on the heroic versions.

Being that my guild and I plan to push heroic content/progression I've set up Rawr to suggest upgrades that help me achieve that goal. So while right now we are progressing through the final bosses on normal mode it's time to consider my gearing strategy for heroics.

One final note about this page and it's related to the Expertise/Hit debate. I set up Rawr to completely devalue threat so, for example, instead of suggesting reforging for hit and/or expertise Rawr will go for Dodge Rating as that is the highest rated secondary stat for me. So far threat hasn't been a huge concern outside the first 10-15 seconds of a fight. Even if you get an unlucky string of dodges/parries/misses early on in a fight you can always pop Berserk to make up for the threat loss.
EDIT: I wanted to add something (suggested by someone that used the post to help them set up Rawr) about the Survival Soft Cap and Target Damage (Raw) settings. As you can see in the screen shot below, the actual drop down simply changes the number directly below it. Think of it as a "preset" for an actual hard number that you can most certainly modify. IF you are going to modify these numbers then the only thing I can suggest is make sure you do them inclusively and proportionately. For example if you wanted a middle ground between Heroic T11 Raids and Normal T11 Raids, perhaps you can use the average of the Suvival Soft Cap and Target Damage (Raw) on both heroic and normal. Just make sure you do BOTH the same way.

Survival Soft Cap: 675000 (heroic) + 450000 (normal) / 2 = 562500
Target Damage (Raw): 225000 (heroic) + 150000 (normal) / 2 = 187500
No bosses in Cataclysm (as of yet) Parry Haste, makes expertise less valuable.
Boss Handler
This tab is perhaps the most customizable section of Rawr. By default Rawr models/simulates based on a pretty standard "Tank and Spank" encounter. Not very much movement, no real target switching, and no down-time (not tanking, losing Vengeance) just to name a few things, so on this tab you can add some encounter specific variables.

In general I leave it as "Where is " and instead of "Custom" I simply change it to "The Average Boss". In order to keep this section and post from getting extra lengthy I'll simply say, dig around a bit and see whats possible. In general and for my gear list I'll be hopefully posting later, I kept things average and simple, after all it's just an approximation.

So what's Rawr telling me to do?
Now that you've set everything up correctly, and double-check and triple-checked your options you can pay some attention to the right side of the screen!

Now you can see what Rawr (based on what you told it and how its been developed to model bears) suggests you do to improve your character. Anything from gear, enchants, gems, buffs, talents, etc. The first thing I do is sort the results based on what I'm concerned with. Mitigation and Survival. Again this will drastically change what Rawr tells you is the BEST thing for you. If you are concerned about threat (hit/expertise, as well as agility to a lesser extent) it would benefit you to change the Options we talked about above as well as sort by something more appropriate like "Overall" instead of what I've chosen "Mitigation+Survival".

Relative Stat Values (RSV)
RSVs are exactly what their name implies. They are a ranking of stats available on gear RELATIVE to each other. The best way to think about them is a list of priorities but only when they are on equal terms. In other words, and I think Rawr displays this well:

These are the values that I used as a base for my gear upgrades.
(click to enlarge)
So one more point of stamina is worth 63.91 "points". This is simply a quick and easy way of finding out how much better is a point of X stat compared to a point of Y stat. It's very useful, but only when used logically.

Based on the RSVs listed, and this should sound like common, any item with stamina, armor, and agility is great and since every piece of gear you wear should have these three stats (maybe not armor, but I digress) any higher iLvl piece will have these three stats as well just more of them. So heroic raiding gear is better than normal raiding gear based on this fact and common sense. Along with these primary stats, you can see from the RSVs listed that Dodge Rating and Mastery Rating are our best secondary stats. There is quite a big jump between the two mostly because of the options setup on the left side of the screen. Changing the options will keep the RSVs in rougly the same order but will drastically close the gap between Dodge Rating and Mastery.

Below is a screen shot of RSVs based on a different set of options. Namely still no threat value, but a survival soft cap for normal tier-11 raids as well as a Target damage setting equal to normal tier-11 raids.

Notice that avoidance takes the lead when you are doing normal raids, less
chance of getting 2-shot so survivability takes a back seat.
(click to enlarge)
Conclusion
Well it's a good thing I decided to break up these posts. Next post I'll show you my list of items based on the RSVs above and why it's important to not follow Rawr blindly. It's not perfect and I'd never claim it was but it's certainly a tremendous help.

Any questions or concerns/feedback feel free to comment!

Friday, October 29, 2010

Heroic LK 25m Phase One (Add Tanking)

My intention last night during my guilds 25m heroic Lich King attempts was to record a video to illustrate how I handle add tanking in Phase One, the first transition, and what I do in Phase 2. But I think I received a sign from the WoW gods or the blogosphere gods (your pick) that convinced me maybe recording our attempt(s) wasn't such a great idea.

Running Fraps on my computer is hit or miss first of all, sometimes when I boot it up and start recording in game it's extremely choppy and unplayable, especially in a 25 man raid. Last night though it was running really smoothly, I did a couple test recordings right before our first serious attempt and I didn't have any sort of lag. So step 1 of my plan - check!

So the very first attempt (maybe it was second, admittedly I might have forgotten to hit record for the very first), I hit my Fraps record button (F9 if you were wondering, I don't have the function keys bound to opening my bags for this very reason) and the fight progressed like normal. I've broken it down into a sort of time line and I'll comment on anything I think is important. I'll get to why this wasn't such a great demonstration later, but if you watch the uploaded video before you read further, you'll figure it out on your own! /splat

0:05 - I always wait until about 5 seconds before the pull to pop into Bear form so I have 10 rage (from Furor) to start as soon as I hit Lich King. It's important to start building up your rage because you'll need to use Swipe as soon as LK summons his adds and it's also useful, if you can, to get a 3-stack of Lacerate going so you can Pulverize right before you Swipe the adds and move into position.

0:10 - Hello Clearcast procs...hehe, I'm a lucky Bear.

0:20 - Pulverize, removes 3-stack of Lacerate and gives me 9% extra crit to help pick up the ghouls. A couple of seconds later I Swipe, I managed to hit two of the ghouls and LK, good enough and you'll see how I handle the third ghoul a couple seconds later. (Future post about my Power Auras set-up, showing Lacerate and Pulverize)

0:25 - You have time before the Shambling Horror spawns, so I use that time to whack the ghouls that I miss with swipe.

0:30 - The first Horror spawns, and I lose threat on one of the ghouls, it makes a beeline for a Boomkin (hmm..I wonder why, *cough cough* Starfall), I target the ghoul, taunt it, and then switch my attention to the Horror. A quick 9k mangle and then I make the move for the middle ground between the ranged group and the melee group.

0:37 - I always over compensate a bit when pulling the adds to the middle. Doing this ensures you have the Shambling Horror lined up in the middle with you and they aren't facing sideways towards the ranged or melee. So when the person with Necrotic Plague runs over to be dispelled then don't get murdered by a cleave.

0:55 - One of the worst things happens that you need to be able to handle in Phase 1 as the add tank. First a Shadow Trap targets me, so I need to move back (North on the radar, away from the throne) and at the same time, and what makes this a bad situation, LK just finished spawning 3 fresh ghouls! So they are further away from me than normal.

1:05 - Luckily we have a rogue using Fan of Knives with a Tricks of the Trade so the adds start heading my way, on top of that I target them one by one and use Faerie Fire for some extra threat. Most important thing to note at this point of Phase 1 is to be extra careful with when and how you use your taunt, Growl. Right now it's okay to use them on the Ghouls, because as you can see on the right side of the screen I still have a solid 15+ seconds until the second Shambling Horror spawns.

1:10 - Rocket Bear exclusive moment right here. I actually move fairly close to the melee group/LK to sneak in a quick swipe! It's almost like cheating and possibly too risky especially if you have a ranged that is trying to reach you for a Necrotic Plague dispel, but...hey...I'm the Rocket Bear! Just make sure to move back to the center as quickly as possible.

1:15 - Try and keep up Pulverize amid the chaos.

1:30 - Ghouls spawn, I manage another swipe mixed in with a Faerie Fire, and then Shambling Horror number two spawns. Target it, 5.1k Faerie Fire (yay, Vengeance). Once the Horror is in range I toss out another Swipe.

1:51 - Make sure you keep up Demoralizing Roar on both of the Horrors and make sure you hit them both with a Maul or Mangle to keep Infected Wounds up.

2:00 - Ghouls spawn, single target them to grab their attention, awesome 6.2k Faerie Fire! (Vengeance is really ramping up from the damage I'm taking now)

2:06 - F*CKING SPLAT!

And there's MY sign. I didn't even bother recording any other attempts where we actually did get into Phase 2. I figured "Hey, if I'm going to be taking hits for 138992 (before Absorb and Overkill) I might want to keep the rest of these attempts to myself and bury them deep within my proverbial Combat log and never speak of them again.

Shoulda and Coulda had Barkskin/Enrage/Survival Instincts going...but didn't.

Thursday, October 28, 2010

Vengeance is fun!

Firstly if you haven't been keeping up with Bears (and tanking in general), Blizzard introduced a new mechanic to help tanks steadily build up threat throughout a fight. The intention of said ability, Vengeance, was to help make sure DPS didn't start to creep up on you as the fight progressed. It's not really intended to help too much with snap/initial aggro, but of course since it's a buff that increases every time you take damage and diminishes when you don't take damage it is possible to have some amount of vengeance increased AP when a new mob spawns or you pull the next pack.

Ahh, the power of vengeance:
White Bear, FTW!
I snapped this in Phase 2 of the heroic 25m LK fight, the attempt was leading to a wipe but previous to this I popped Frenzied Regeneration (puts me around 128k HP), so as you can see I was sitting around 20,000 Attack Power. /drool

It's interesting the kind of numbers you see from your abilities when your Attack Power gets to this level. Mangles start hitting for well over 20,000! It adds a whole new element of fun to tanking, and with this new range of damage and the other changes for bears it's been an amusing pre-expansion patch.

Also like I mentioned above, vengeance can be used for more than just keeping your lead late in an encounter on the main target, it's also useful if you need to pick up new adds. A great example of this (and one I hope to illustrate by either picture or a short video later) is with Faerie Fire(Feral). I've been designated as "add" tank for Phase 1 of the fight and nothing snaps ghoul aggro from cleaving DPS like a 6.5k FFF.

Friday, August 13, 2010

Bear Max TPS rotation Now and in the future

Live

With all of the changes coming down the pipeline in regards to cataclysm, and my last post about Bear AoE tanking, I thought it'd be a good idea to lay down what I use as my Bear tanking rotation currently, and hopefully within the next couple of months we'll be able to confidently say, Bear tanking (in terms of what abilities you are hitting) has changed to at least be a little more interesting.

So currently on live here's a detailed run-down of a max threat Bear rotation, it assumes you have the rage (of course you do), you are main tanking, and you have respectable amounts of hit/expertise and you have 0/0 points in Improved Mangle.

Normally you want to start with a Faerie Fire (Feral) or a mangle.


Once you are at five stacks of lacerate your rotation changes slightly, but then is the same until the boss dies or your lacerate stack falls off for whatever reason.

It should look like this from the pull until the boss dies:

[Pre-five stack of Lacerate] FFF>Mangle>L>L>FFF>Mangle>L>L>FFF>Mangle>L>S

[Lacerate is stacked to five] FFF>Mangle>S>S>FFF>Mangle>S>S>FFF>Mangle>S>L>Repeat

The only thing I did not include above is Demoralizing Roar and Maul. Demoralizing Roar because it extends the above rotation by a couple of iterations and is pretty much redundant. So just be sure (if someone else isn't already putting up an attack power debuff) to replace one of your swipes (not lacerate) with Demoralizing Roar. Maul should be queued up all the time via macro or if you are like me, old school key bind.

The rotation above (again as long as you don't have Improved Mangle) never changes and it's restricted by GCDs. You'll quickly start to notice that after your second Swipe or Lacerate if you are refreshing, FFF will have just come off the GCD the same time it's cooldown is up. And once you FFF, Mangle will come off cooldown the same time it's off the GCD. A simplified way of looking at the rotation is, you have two GCDs to do whatever you want between using FFF and Mangle on cooldown.

One other small thing to mention with the Bear rotation. If you are having trouble keeping Lacerate from falling off, change the "Lacerate is stacked to 5" rotation above just a little bit. Instead of waiting until the last second to Lacerate, Lacerate on the first GCD and then Swipe on the second. You'll end up overwriting Lacerate a bit earlier and it won't get the last tick, but it will keep you from having it drop off and stacking it back up.

[Cautious about Lacerate] FFF>Mangle>S>S>FFF>Mangle>S>S>FFF>Mangle>L>S>Repeat

This is all drastically changing in Cataclysm.
  1. Maul is no longer "On next attack", so it's going to have to be incorporated when it makes the most sense, which is possibly high rage, when you know the rage wouldn't be put to use doing something more important.
  2. Lacerate stacks can be "eaten" by Pulverize, which will increase threat, but at the same time require lacerate to be applied more often.
  3. Swipe is getting at least a 6 second cooldown.
  4. Thrash makes it's debut, may be used in conjunction with Swipe for AoE tanking as well as rotated in to the single target rotation.
  5. Faerie Fire Feral no longer has a cooldown, now stacks, and (I believe) costs rage.
With all of the changes, it's hard to tell exactly what a rotation is going to look like so I'm not going to bother guessing; however, it's definitely going to be interesting seeing how all of these changes mold the new Bear rotation!

Thursday, August 5, 2010

Changing everthing we've ever known of Bear AoE tanking one tooltip at a time..

Sooo, six second cooldown on Swipe. Why do I feel like this has happened before? What is it...something is like clawing at the back of my brain saying, "Remember when this happened and like everyone was formulating their 'sky is falling' theories?"

Ah hah! Sunwell! AoE healing spells changed in a very similar fashion.. Here is pretty much the way people felt about it when it was announced (first link on google when I typed in "when did circle of healing get a cooldown"

http://forums.worldofwarcraft.com/thread.html?sid=1&topicId=12454546105

Let me quote the first post just incase you are being lazy and don't want to clicky.
Bunnypuncher says:
Circle of healing is very great for fights that introduce continuous raid-wide AOE damage.

Circle of healing is good for healing the entire raid granted they are close enough to each other to warrant AOE heals.

How is introducing a 6 second cooldown on the spell going to solve the issue of priests only using one ability? All this will do is make the continuous raid wide AOE damage impossible to heal. It will not affect other fights where constant AOE damage is not being taken.

Think of it this way. If I am healing 5 people taking constant damage (like on Bloodboil), circle of healing is immensely powerful. But as soon as that damage stops, it's virtually useless, and I should focus on other heals. Adding a cooldown to CoH will just make Bloodboil unnecessarily harder while not affecting the off-period where there is no AOE damage. We generally don't spam COH 3-4 times in a row when that AOE damage is not coming at us, so why make those fights THAT much harder.

Of course this is all assuming you keep fights like Bloodboil, Malacrass, Void Reaver etc. in WOTLK. But if you are doing away with the nasty raid wide AOES, then why bother making the change at all?

My two cents.
This is exactly what's brewing for this swipe change. Poor feral druids all around the world are stretching their paws out and slowly waking up to see this bomb dropped!

I'm not worried though. Nope not even one bit!

I actually almost welcome this change. Currently on live if you are a bear and you are assigned to tank some type of group you have but one option: Spam swipe and maul on everything and don't even think about using a GCD to demoralizing roar or mangle for that matter.

What this change does is essentially free us up. Blizzard's going to make sure we can AoE tank well enough that we don't go back to pre-360 degree 3 mobs only swipe days. So it's pointless to get all worked up about that. I really think they are making a determined effort to do two things.
  1. Not everything is going to be about AoE tanking, they really want CC back and I say bring it on.
  2. Bears are really boring, especially AoE tanking, and they want to change that
Possibly look for something closer to: Toss a thrash out, followed by a swipe, get demoralizing roar up and look to brush up your tab targeting skills.

Right now on Beta

Swipe is really weak. I think it's hitting for about a quarter of what it does on live for me..maybe a bit more than that. I don't know if that's intended or if it's just scaling poorly due to the lack of talents existing anymore to boost it's damage. Regardless, the bear scene is changing quite a bit as is all of the classes/specs.

I hate to admit that I haven't really been ON the beta that much recently. Between raiding and logging into live to do a couple of things before raid, I don't have much WoW time to actually hop on the beta and tinker around. I'm going to really make an effort to get in there and tank an instance or two and then I can gauge a bit better how things are and possibly where things are going.

Tuesday, July 20, 2010

How To: Glory of the Icecrown Raider (10 player)



Blizzard has been pretty consistent over the expansion to include a meta achievement, normally involving you doing bosses in the current tier's main raid a special way, to reward everyone that participates a unique 310% flying mount. Icecrown was no exception to this. In actuality it's probably one of the more approachable metas that has been released. It's clear the achievements are centered around having no Icecrown buff, so with the buff things are much more manageable.

So here is the achievement: Glory of the Icecrown Raider (10 player)

The reward (pictured above): Reins of the Bloodbathed Frostbrood Vanquisher

I had originally intended to break this up into multiple posts, but honestly some of the requirements for the meta really don't require that much explanation.

Notes before starting:

This meta will probably take you at least 2 weeks to complete. The main reason for this is the first four requirements of the meta require you to kill every boss in ICC (save the Lich King) on heroic. It's much much easier to do the other parts of the meta on regular than try and complete them while doing heroic at the same time. If your raid can handle be my quest, but I did warn you. =]

A standard group that would normally clear heroic 10 man ICC (11/12) should easily be able to handle the logistical requirements for the achievements. So bring your normal A-game and you'll be flying around Northrend in style before you know it.


Heroic - Storming the Citadel/The Plagueworks/The Crimson Hall/The Frostwing Halls: (4/16)

There is no easy way around this, you just need to do each boss on heroic. There are plenty of resources available on reputable sites. For a quick run down of the abilities, Wowhead works great, if you want a strategy with pretty pictures - check out Bosskillers.com, and if you need to see it to get it, check out WarcraftMovies.Com, Bosskillers.com, and of course YouTube.

If anyone requests, I'll do individual strategies for heroic encounters (10 or 25) from a bear perspective. Also as I go down the list of other requirements, I'll note where it makes sense to actually go ahead and try it out on heroic and kill two birds with one stone.

Boned: (5/16)

This achievement is relatively easy. All you need are quick switching DPS to break people out of the Bone Spikes throughout the fight. It gets a bit hairy when Marrowgar is bonestorming, but honestly the spikes don't have much health and you have 8 seconds, which should be plenty of time for even just the burstier DPS to take care of them.

Easy to do on heroic, but be wary, if you fail this one and kill the boss, you'll have to wait till next week.

Full House: (6/16)

Go ahead and switch this one over to regular. The key thing to remember for this fight is you need to have 5 of any UNIQUE mobs out.

Try and get the following three adds, once they are alive put a mark on them and handle them appropriately for the remainder of the fight (tank, kited, cc, ignore).

Deformed Fanatic - (Kited by a hunter or other ranged kiting class)
Reanimated Fanatic - Apparently you can CC them; the OT (me in the case of our kill), just tanked it.
Reanimated Adherent - Tanked by OT, it's not the end of the world if this mob is focused on someone else. The damage should be healable.


Once you have those three adds alive, kill remaining unmarked adds, burn the boss to 1-3% mana. When the new adds spawn, burn the boss to push her over and then mark two of the three unmarked adds (Leaving you with 5 unique adds). Kill the remaining add.

You should then havea Cult Fanatic and Cult Adherent joining the other 3 unique adds listed above. When this is true, it's just a matter of burning the boss down as quickly as possible. It might be wise to just use one tank on the boss, if most of the DPS have aggro dropping abilities. Using tricks and misdirect on cooldown should help the main tank build enough threat to last most of the fight even once they have the 5 stacks and aren't generating threat anymore. Also if you do have a paladin tank, they can MT and once they hit 5 stacks then can Divine Sacrifice the debuff off and as long as they do it quickly they can get the boss back no them with a taunt.

This is one of the harder achievements for the meta, it might take a few attempts to do it. It just takes a strong understanding of the boss mechanics, patience, and a bit of good luck.

I'm on a Boat: (7/16)

This is easy, and can probably be done on heroic as long as the two people using the guns (cannons) are quick to get in and start doing damage. You should have 4 mages which means 2 trips for 4 unique people.

Essentially split the group into two. The healers don't really need to jump over being that they can heal the tank that does jump over from the boat they are already on. The tank jumping over just needs to make sure they tank the boss close to the edge so they are in range.

Easy group has: 1 tank, 3 DPS. The first group jumps over twice, while the second group stays on the ship and either handles the adds or gets ready to jump in the guns as soon as they are unfrozen. Once each group has done it's thing twice, they simply switch roles. The second group jumps over twice, while the first group handles adds/guns. Simple as that.

If you do this on heroic, be aware that it will be really close for the last 5-10%. It will almost seem like the mage is about to freeze the guns and ruin your chance of getting the other boat down, just have the gunners burn and you should be fine.

I've gone and Made a Mess: (8/16)

Essentially just doing this boss the way you are supposed to should net you the achievement. Just do everything you normally would to ensure Saurfang does not get any (much) blood power. You can probably do it on heroic as well. Quick taunts between the tanks and solid DPS/control of the adds, just like a normal kill.

Dances with Oozes: (9/16)

This one is relatively straight forward for a heroic ICC group. I wouldn't suggest doing the fight on heroic, as Vile Gas may make it a bit tougher, and you want the boss to go down quickly.

Essentially the way we did it was the first two oozes were combined as usual and than picked up and kited by the OT (me) using Faerie Fire/Growl if needed. Once the third ooze spawned, it was held until a fourth spawned. These two were merged and then again kited by the OT (me). Switching between the two large adds with Faerie Fire is normally sufficient. The remaining oozes that spawned were merged with one of the big oozes, and by this time the boss had already died so there was no concern over the big ooze getting too many stacks and exploded.

This achievement is really simple, but I still suggest doing in on regular only because the boss will probably die around the 5th-6th ooze.

Flu Shot Shortage: (10/16)

Really simple achievement. Can probably be done on heroic, but again, you want the boss to die fast just like Rotface and not dealing with maleable goo is nice as well.

The first two people that get the spore run out of the raid away from everyone and each other and have the spore explode on just them.

The second two people that get the spore, do the fight as normal, one ranged and one melee spore. Everyone EXCEPT the first two people that got the first round of spores stacks up and gets their first spore. The first two people run out ensuring that one the second round of spores explodes they still only have one stack of Inoculated. The last round of spores, everyone gets, so basically just do the spores completely like normal. One ranged and one melee, and everyone gets it.

Everyone should have two stacks of Innoculated by the time Festergut casts Pungent Blight, and everyone should be able to live through it with two stacks. By this time the boss will probably be near close to dead, so finish him off and congrats, only 6 more achievements to go!

Nausea, Heartburn, Indigestion...: (11/16)

Probably a wise idea not to do this on heroic. Basically whoever controls the Abomination in phase one and two, can't slow the slimes down. Simple as that. Orange is a bit tougher to deal with being that it moves relatively quickly, but everyone just being aware and burning the add down quickly should make this achievement very manageable. Make sure you have clean transitions between Phase One and Two, and Two and Three.

The Orb Whisperer: (12/16)

The thing to remember about this achievement is there are very few things in the encounter that hit for 23,000+ damage.

The two big ones are Empowered Shadow Lance and Empowered Flame. The first of these should already be inherently handled by the tank on Keleseth. For our kill I was tanking Keleseth and pretty much always have 4+ orbs on me when Keleseth is empowered so there is never really any threat of getting hit for 23,000 damage in one hit.

The other ability to worry about and really the only one, is Empowered Flame. You need to ensure people are running along with the Empowered Flame to weaken it before it reaches it's intended target. This is exactly what should be happening anyways especially on heroic so there really aren't any changes to this fight.

We did this on heroic because the abilities that count should be handled appropriately or they will kill you and/or fail the achievement regardless if they are the heroic or non-heroic version. The only difference here being the boss has more health on heroic leaving more time for a mistake, so consider regular just to make it that much easier.

Once Bitten, Twice Shy: 13/16>

Really simple, and will take at least two weeks. The key for this one is to ensure you have enough people that still get bit every week to kill the boss. Should not really pose too many issues and most people are half way done with this achievement by the time you are working on the meta anyways.

Doing it on regular definitely helps, it drops her health by something close to 4 million, which cuts down the fight length considerably.

Portal Jockey: (14/16)

You need three healers for this achievement. One to stay outside and heal the raid per usual. Two that take two of the portals. And then you'll need one DPS to also take a portal. The fight is per usual, just make sure you call adds out to make sure you don't fall behind, being partially down one DPS, and communicate which portal you are taking if you are taking one.

The first week we actually failed this achievement because we pushed the boss to 100% at the exact same time portals spawned and since no one had a chance to get into those portals, we missed the achievement. So be aware of that.

Also I suggest doing this on regular for the achievement, it's not particularly harder, but it just makes adds more manageable being down a DPS.

All You Can Eat: (15/16)

This is definitely a bit harder than most of the other achievements for the meta.

I wouldn't suggest doing this one on heroic. The key here is in phase three. Everyone must clear their stacks every ice block. The biggest cause of concern is your tanks and their debuff stack. The best way we found was to use the first block that got put down for both the tanks at the start.

Essentially the first block is dropped and the OT clears his stack. Once he has no stacks he taunts Sindragosa and the MT uses the same ice block to clear his stacks. Then the first block is burned down quickly. This helps deal with the fact that pretty much all through phase three your tanks are going to be right around 4-5 stacks by the time they clear. So a Blistering Cold or misstep when trying to clear could fail the achievement and require you to wipe.

We did use the strat of flipping her 180 degrees for each tank taunt which keeps the blocks separate. The tanks should still have enough time to get behind the block to clear. This fight is really just about flawless execution on the tanks part. We got it on our second attempt and I think the main reason was staggering the first block to help both tanks get on even ground at the start.

Been Waiting a Long Time for This: (16/16)

A relatively easy achievement and obvious one you'll be doing on regular. The plague that Lich King casts on people throughout phase one is the key to this achievement. Every time the plague jumps to a new target by either killing it or dealing damage needs to stack to 30 before you transition to phase two.

A couple of things to be aware of and/or make this achievement easy..

The first plague that is cast should be run out of the raid and dispelled away from everything (including the ghouls/shambling horror). The reason for doing this is so when the plague is stacked really high and one shots anything it does tick on, the OT won't run out of ghouls before it reaches 30. This becomes important close to the 22+ mark. If the OT runs out of mobs and gets the stack, you can still do the achievement if you have a DPS stand next to the tank and bounce the plague between them. This will only work for one or two ticks though because every time the plague is dispelled it loses a stack, and you will be digging yourself into a ditch. Because of the second point.

Every time the plague jumps or deals damage it gives the Lich king a stack of his buff, which increases his damage significantly. Right around the time you hit 30 stacks is where the Lich king will have 30+ stacks. The damage will be just barely healable by then on the MT, so it's really important to have the Lich King really close to 70% so, as soon as you are around 28+ stacks you can have your DPS push the Lich King to phase two. The remain adds should get the plague to 30 and now it's just a matter of killing the Lick King like normal.

Done

Congrats on your drake, be glad you don't have to kill Lick King on heroic to get it. Now go take some pretty pictures!!