Archive for the 'Warrior' Category

18
Sep
11

Recently in a podcast near you

Summer has come and gone.  This summer was filled with crazy times at work and with a fair amount of raiding to keep the Raid Leader in me sane.  I have continued waging wars on Twitter against the paladins and the Horde in general with belves in particular.  I encourage everyone to find belf pallies and make them your nemesis.  It is quite amusing to remind them that they need a giant yellow ally to be able to tank properly when we do it on our own.

Apart from these wonderful and entertaining distractions, I’ve also been the honoured guest of the Double O podcast twice in the past couple of months.

The first podcast’s topic was Guild Leadership.  The other guest was my own fearless leader, Vidyala from Manalicious.

The second one was also about one of my favorite topics: Tanking.  Ophelie and Oestrus organized a round table with a tank from every class.

I had a lot of fun participating and I hope that you’ll be able to find some useful information other than the fact that I have a horrible accent.

23
May
11

Tanking Basics

The Call to Arms changes to the Looking for Dungeon tool have encouraged many to give tanking a try.  Since many of these new tanks have had little experience in that role,  I think a post about the basics of tanking is needed.  In this post, I’ll go through the different parts of tanking:

  • The tactical review of the fight
  • The pull
  • Generating threat
  • Tools to help

Tactical review

The first thing that a tank needs to do for each encounter is assess the opposing group in terms of their composition. Are the mobs casters, melee or ranged?

The easiest by far to tank are melee creatures.  Just say hi to them (shooting/throwing something at them) and they’ll come towards you.  Charge one of them and the others will mass around you.  Like I said, very simple.  The second easiest is a caster.  Casters will try to fight you where they stand but this is where investing 2 points in the talent Gag Order is worth it.  Simply throw your weapon at them (Heroic throw) or go to them, pummel one of their cast and see them trying to melee you for the next few seconds.  The real threat is archers.  These cannot be interrupted, silenced, or anything.  You have two recourse then: Crowd Control or Line of Sight.

The next thing to see is the location of those mobs.  What are the obstacles that you could use to break line of sight? Are there patrols that come in the vicinity?

To tank is to do this analysis for every pull.  You need to quickly assess an encounter and put together a tactic for it.  Even a lowly trash encounter can easily overwhelm a group if the casters are left to target the healer, or worse, if a patrol joins the fray.

The Pull

Now this to me is the real fun part of tanking. As a warrior, you have the following tools to start a fight:

  • Heroic Throw – Generates a good amount of threat and if talented, silences casters and forces them to come towards you.
  • Shooting/Throwing – Generates a tiny amount of threat, mainly used to just get the mob’s attention. Very useful before having the talent Warbringer if you don’t fancy Stance dancing.
  • Taunt – Ok, never ever use taunt to start a fight. The most uncertain time in a fight is right after the pull when your aggro is tenuous. This is when you might need your taunt to do what it’s meant for, taunt back from an overzealous dps.
  • Charge/Heroic Leap – This is the trademark pull for the warrior.  Puts you in melee range right away so you can start building up aggro.
  • Facepulling – Just move close enough, it will make them attack you. After the taunt pull, this is the worst way to pull as a warrior as you start the fight with almost no rage to work with.

See? Even the casters run during a Line of Sight pull. Voss is well hidden in the corner there after using Heroic Throw to pull. Technically, I should be turned towards them and not facing the corner...

Pulling by throwing your weapon, shooting, etc.

The simplest version of this pull is simply target a mob and shoot at it.  The melee mobs will come to you while the others start attacking from range which can create a mess very quickly. It works only with a group that’s all melee or with one caster if you use heroic throw and have the talent gag order to silence him and force him to run towards you.

Line of Sight pull

This is one of the best technique out there.  You shoot/throw something at a mob and then break line of sight by using the top of the stairs or a wall. The enemies will need to go up the stairs/go around that wall to get to you.  It groups them all up in one neat pile for you to AoE.  It works on all types of enemies, be they archers, casters or melee.  The one thing that makes this a success is for you to inform your group of your intentions so that there is no healing (unless the healer is behind the tank) and no dps until the enemies are where you need them to be.  Communication is always important when tanking, but in the case of the Line of Sight pull, it’s not even an option.

Note: Lara at Root and Branch has a great series of primers (Primer and Intermediate) about threat which include diagrams for Line of Sight pulls and a plethora of other useful information.  I strongly encourage you to go and give it a read!

Pulling with a charge

There are a few ways of doing this:

The classic charge – Pick a target, click charge.

The charge and turn charge. – This one is a bit more complicated. You basically jump up before the end of your charge and while in the air, you mouse turn 180 degrees.  You should now be behind your target, facing it. Your target will turn to face you and thus have its back to the melee dps running to join the fight.

Combining the styles

What truly will make you a pulling master is to combine the pulls mentioned above.  There’s the:

Throw a weapon/run away/charge

This technique uses a simple thrown weapon to grab the enemies’ attention. Then turn and run away, forcing even the caster and archers to run after you as you move out of their range.  Finally, turn back and charge them when they’re where you want them to be.

This works especially well when you cannot line of sight the enemies but do not want to fight them where they stand because of possible patrols.

Line of sight/charge

This one is very simple.  You line of sight the enemies but strafe away from the corner.  When the enemies turn the corner, charge in.  You have them where you wanted them and you got the rage bonus from the charge.  Simply awesome!

And here they are, all grouped up in range of all of your attacks. They'll stick to you until the end now.

Generating Threat

This one is pretty simple, most of what you do will generate threat, even using battle shout. How to generate the maximum amount of threat is fairly linear.

For a single target pull, Shield Slam.  Early and often. Revenge on cooldown, devastate to push your three sunders.  After that, I’d say it depends on your group.  I most often run with groups with incredible dps and so I need to keep generating threat as much as possible.  When you have a small cushion, you should use demoralizing shout and Thunderclap and keep those debuffs up.

For a multiple target pull, I most often thunderclap while still running, position the mobs quickly and then hit shockwave to lock them in place. I then apply rend and thunderclap again and spam cleave when the rage is available.  You should of course distribute shield slams, devastates and revenge while switching target to solidify your aggro, but cleave and thunderclap (especially if you are talented into blood and thunder) should be able to keep the group on you.

Tools to help with tanking

Vigilance – While technically it’s not a tool but one of your abilities, it’s very important to put it on the dps that seems to have more threat than the others.  It’s a free taunt and some vengeance when he gets hit, always useful.

Tidy Plates – It replaces the nameplates with its own custom version. It’s incredibly useful as you can configure it to show you which enemies is casting, about to run to a dps or is already hacking away at one of the other melee.  I would say that most raid tanks are now using this or something similar to it.

The green circle shows an enemy on which I have the primary aggro. The Yellow circle shows one where Vidyala had the most threat. It's an easy visual way to see if you have complete control of the group or if any enemies are slipping.

Omen or Skada – You need to know how much cushion you have on the next person on the threat scale.

A Heads-up Display – This one is optional but I personally love to have information about my enemy right in my field of view.  I know many tanks use IceHud but others prefer a cleaner interface.  The main thing to remember is you need to customize your interface to how you like to play and what challenges you are currently tackling.  You need to remember though that the tank needs to be able to react very quickly to additional mobs coming in battle, a patrol, etc.  And so whatever you do with your display, make sure that it’s clean enough for you to have an excellent view of the battle.

Conclusion

The only real way to get better at this is to practice a lot. Get some guildies to go with you or even go and solo lower level instances and practice.  Try out the line of sights, the pull and charge.

One thing I did not talk about today is the importance of crowd control.  I’ll keep that part for another post but try to get to know the different types of crowd control present in your group and use them.

Hope this little post can help out.  Have fun and good luck!

22
May
11

Why should you play a warrior? (Edited and reposted)

Edit: This is a repost with some edits of my first post at Sword and Board. This is the first of a series of posts focusing squarely on the warrior in Cataclysm.  I will go through the basics all the way to current raiding levels.

Wrath of the Lich King is where, to me, the protection warrior really came into its own.  Mind you, my experience with the game started only a few months before the end of the Burning Crusade and thus I cannot relate to prior versions.  I leveled this first character as a protection warrior teamed up with first a priest and then a mage.  Leveling was slow, the amount of damage I could generate was quite laughable as I was reminded of once when I went to PvP as Protection.  The tauren shaman just looked at me, proceeded to wipe out my colleagues and even took the time to laugh at me before leaving me, alive, unharmed but properly dishonoured.

The Wrath of the Lich King patch changed this dramatically.  No longer were we the indestructible peashooters of old.  We were now juggernauts of raw, unstoppable power!  Even raiding at the end of the expansion changed dramatically.  One did not have to respec to complete puny dailies; you could do it as a tank using tank skills, gather the enemies and grind them down using our impressive arsenal of tricks.  I leveled as protection in Wrath of the Lich King and the experience was completely different from my first 70 levels.

A juggernaut of unstoppable power!

On our old server, a protection warrior was first to reach 80 and it was no surprise to me.  I was the first in our guild to achieve this new plateau.  I have been tanking every encounter available in this expansion since.  Some patches were quite disappointing, others were like candy.  Tank classes went up and down.  Through it all, the warrior remained a solid choice: never being the worst but also never the favourite.  In Cataclysm, the warrior has been strong while not really being on top except for a little while at the beginning when our cleave was simply devastating and has since been nerfed.

I have tried a few other classes in the meantime with only the Death Knight making it to 80 and going on to become a Kingslayer.  The DK was fun and each class has their strengths and weaknesses (yes, even pallies, my old nemesis).  They were interesting but they always seemed to be lacking something.  I’ll try to explain now what is so wonderful about the warrior with a specific focus on the protection warrior.

The Mobility

The warrior has unmatched mobility in the field.  The protection warrior (through the talent Warbringer) does not only have the ability to charge – it can also intercept an enemy or intervene back to a raid member.  I would suggest that this is really what defines a warrior tank.  They feel fast.  Suppose a patrol comes in behind your healer; just charge at them, thunderclap, and then intercept back to your original group.  The other tanking classes have tools to do something similar. Death Knights can put Death and Decay at a distance to get the attention of the new pack, and pallies can throw their shields.  Yes, any of those would work, but they could never feel as active as the warrior’s technique.

Our Tools

For many new players, the warrior feels overwhelming.  I use about 36 buttons to control all of my abilities.  When changing stances, it will add even more to the number.  It is a wonderful challenge to master them.  For me, the iconic raid instance showing the raw power of the warrior tank is Trial of the Crusader.  No one else could stun lock any mob like the warrior can.

The other fight in this instance that showcased the warrior’s abilities was the last fight against Anub’Arak.  No, the fun part of the fight was not fighting Anub himself.  It was fighting the adds – those giant ants that spawned on often opposite sides of the room.  Who better to pick those up than a warrior using his charge?  That same warrior could then control the adds and stop their shadow strike by stunning them with shockwave

Here are some of our tools:

  • Shield Slam (Massive damage plus dispell on effect from the target)
  • Concussion Blow (Nice little stun)
  • Pummel (10 second interrupt. Can be talented to silence)
  • Heroic Throw (talented to silence)
  • Shockwave (Our best tool for stunning targets. Conal effect, unlimited number of targets, 4 seconds stun)
  • Charge/intercept/intervene
  • Intimidating Shout (Mass fear)
  • Piercing Howl (Mass slow)
  • Spell Reflection (Ask a mage or warlock how they like this one in PvP)
  • Heroic Leap (A 45 yard charge including thunderclap)

Again, keeping track of them all is not the easiest.  The warrior even came with his own fear breaking ability.  Who can ask for more?

The Rage

Now this will sound bizarre for most as the rage is one of the things warriors complain about the most.  The tank starts a fight with nothing to fuel his abilities?  Yes, it can be as bad as it sounds.  Having a pack of new enemies charging your group as you stand there, not enough rage to thunderclap, no range to charge, berserker rage on cooldown, shouts on cooldown…  No, not fun at all.  This also makes the warriors a rather poor off-tank when he’s not receiving damage.  No damage means little rage and so your dps is very limited (It is much better in Cataclysm with the advent of Vengeance and getting extra rage when hitting something that is not targeting you).  But the warrior is also the only tank who actually becomes stronger as a fight goes on.  Once that rage bar is close to full, heroic strikes come in and its aggro generation is quite remarkable.  To me, the rage that many consider an issue, is actually another great challenge, a tactical puzzle to figure out for each fight.

Other reasons

I could go on and on about other reasons why the warrior is the best class out there but I think the main reason is it’s a very active and complex playstyle.  It’s definitely not for everyone.  I raid with some tanks who actually have the time to chat while tanking.  To a warrior, this is almost impossible to fathom as every global cooldown is important which is probably a reason why protection warriors seem to have a reputation as being all business.  Or it could just be me.

12
Jan
11

The nerf that was needed

The expansion has now been around for a month.  Can you believe it?  It’s only been 36 days since that very cold night stuck standing outside EBGames (Gamestop for you Americans).  How have you been enjoying your expansion so far?

I’m still of two minds about the expansion but one thing I’m definitely clear about is that the Protection Warrior is OP; and no, not just the players in this case.

I remember back before Cataclysm came out, patch 4.03 nerfed us by a good huge percentage.  We were not happy with the change but there had been reports that with proper gear, we were outdpsing our DPS in raid instances on the beta.  So the nerf came and made our levelling rather slow.  My first instances were not the most enjoyable either.  Threat was a bit of an issue and our damage was low.  The Death Knights in our group were doing much better at the time especially with their overpowered self healing.

Oh how things have changed! The warrior, like a fine wine or our almost limitless rage bar, gets better with age and mostly, with better gear.  I believe my gear is now about iLevel 350 and the difference is enough to make our guild dps have rage bars of their own.

I’ll give you a couple of examples:

- In Bastion of Twilight.  The first trash pull, I did 21k dps, leading the raid in damage done.

- On our Valiona kill, I was doing 11k dps.  40% of that damage was heroic strike.

- I would rarely use Inner Rage and instead kept the rage to be able to spam Cleave and Heroic Strike.

A nerf was most definitely needed and it’s coming with 4.0.6.  Here are the current patch notes:

Warriors

  • Charge now shares diminishing returns with stun effects.
  • Cleave damage has been reduced by 20%.
  • Hamstring now has a PvP duration of 8 seconds.
  • Heroic Strike damage has been reduced by 20%.
  • Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
  • Slam cast time is now affected by haste.
  • Talent Specializations
  • Arms
    • Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown.
    • Lambs to the Slaughter: Instead of granting 10/20/30% damage to the next Mortal Strike, Overpower, or Execute, it now grants a 10% buff to any Mortal Strike, Overpower, Slam, or Execute that stacks 1/2/3 times.
    • War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.
  • Fury
    • Bloodthirst damage has been increased by approximately 30%.
    • Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 145%.
    • Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
  • Protection
    • Charge’s stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.
  • Glyphs
    • Glyph of Rapid Charge has been changed from a 7% reduction to Charge’s cooldown, to 1 second off of the cooldown. This change is primarily to clarify the exact cooldown reduction this glyph provides.

At first glance, I think this looks good.  Reducing the damage by 20% and further reducing it by removing the buff from War Academy seems to be the correct way to go.  We’ll need to see the results from the PTR but I think this should bring our damage back in line with the other tanks.

I also like the changes to War Academy which will now buff Devastate and Victory Rush.  It might be time to see if Impending Victory is worth its cost.

The only change I’m dubious about is the change to Inner Rage.  Granted that I was rarely using it now, just reducing the cooldown on Heroic Strike and Cleave, meh.  Will it be enough?  One thing for sure, Heroic Strike and Cleave are staying on my mouse wheel!

28
Nov
10

Cataclysm Dungeons Gear list for tanks

One thing that’s a constant for warriors especially and tanks in general is we’re very dependant on our gear.  Since we’re only a week away from the sprint to 85, I have started putting my lists together.

Here is the list of all the tanking gear (for warriors, Relics, Librams, 2H weapons and leather not included) to be found in the initial dungeons.  As you can see, even the lowest piece is better than the best pieces we received from the Lich King himself.

I think my first priority will be to get myself a new weapon.  The itemization on the new weapons is better adapted to our needs following the 4.01 changes.  We need a slower weapon with Strength and tanking stats and there is nothing to my knowledge that has this itemization in Wrath.

I am hesitating between doing a mad rush to 85 by questing and then instancing or intersperse some instances in between quests.  What do you guys think?

So, the following list is what can be found in dungeons.  Later this week, I will add the craftable items (Yes, including the engineering goggles) and the Justice Points items.

Blackrock Caverns (80):

Throne of the Tides (80)

The Stone Core (81)

The Vortex Pinnacle (81)

Grim Batol (83):

Halls of Origination (83):

Lost City of Tol’Vir (83):

Shadowfang Keep (Heroic):

Deadmines (Heroic) (Really not a lot for plate tanks)

24
Nov
10

Professions for Tanks

Choosing a profession is often a really tough decision.  There are many factors to take into account.

What is your level?

A character that’s levelling will be travelling through most of the game’s world which will allow him to level a gathering profession easily, while questing.  Herbalism, Skinning and Mining are very good professions to gradually level with your character.  Enchanting is also fairly easy especially if you happen to use LFD a fair amount.  The ability to disenchant your quest rewards is probably also the best way to keep your bags clean.

Are you end game raiding?  Are you into making money?  Are you into roleplaying and is your profession part of your character’s story?

For example, I remember a tank who absolutely loved tailoring.  A rare choice to be sure, but he liked it.  Would I advise this for someone interested in endgame raiding?  Probably not.

There are many blogs out there who can teach you how to make money using your professions.  My focus will be on the end game raiding in Cataclysm.

Alchemy

  • Mixology: Double duration on Flasks and Elixirs and enhanced effects

Blacksmithing

Enchanting

Engineering

  • Rhidach at Righteous Defense has a great Engineering Guide for Tanks.  Since I would not do it justice, I’ll simply link it.
  • The jist of it is Engineering seems like it’s going to be even more fun than in Wrath.  The main tanking items that have no risk of blowing up in your face are the rocket boots which now become a nitro belt, a new pair of great looking tanking goggles and an enchantment for gloves that gives you 1200 armour for 12 seconds every minute.

Herbalism

  • Lifeblood gives you a self heal (One minor wound) and 240 haste for 20 seconds every 2 minutes.

Inscription

Jewelcrafting

  • As before, you gain the ability to have 3 special gems.
  • As a tank, your choices are:
  • You can use any combination you desire with a maximum of three gems at a time.

Leatherworking

  • Bracers: Draconic Embossment – Stamina +195 Stamina
  • The normal Stamina enchantment for bracers will remain our current +40 Stamina so this is a whopping net gain of +155 stamina.

Mining

  • Mining is simple. Toughness: + 120 Stamina.  ’Nuff said.

Skinning

  • Skinning offers Master of Anatomy, a Critical Rating +80.  Not really a tanking profession.

Tailoring

  • Embroidery on your cloak will give you Swordguard Embroidery a proc for +1000 AP.  Again, this is not the best for most tanks.

Summary

As you can see above, there is no one right answer (Although there are some that do seem wrong).  Vosskah is a Blacksmith and a Jewelcrafter at the moment and seeing the above table, he will keep those two professions going into Cataclysm.  The reason why I prefer those two professions above the others are that they give the player a wide variety of options to play with.  If you want to have the highest stamina, Leatherworking is the best.  If you hate grinding a reputation, then Inscription is very good.  If this is your only character at maximum level, then Mining is a great choice.  But Jewelcrafting and Blacksmithing allow you to have extra hit, stamina, some strength, etc.  It all depends on what you need at the moment.

I will give an honourable mention to Engineering simply for the fun factor.  It is a very strong tanking profession, but it’s also a great way to have fun while tanking.  I always say that “Tanking is Serious Business” but there is a part of me that envies two of the tanks in our team when they fire up those rocket boots and leave me in their dust.  I do have my trusty combo charge/intercept/intervene though.

21
Nov
10

Moving Right Along

This is part two in a series of guest/jointly written posts from Vidyala, formerly of Pugging Pally and now writing at Manalicious. All italics in the post are Vosskah’s contribution. If you missed part one you can read it here: Looking to be a great warrior?

I said I’d be warrior tanking, right? I didn’t necessarily say I’d be warrior pugging. I have done some pugging. The last few levels have been really nice, though, because I had the opportunity to run with friends for most of it. I’ve done instances with Rades, Redbeard, Lara, Anea, and Voss himself. (He made a lowbie warrior, don’t ask). Below are the talents and glyphs I have cleverly chosen Voss told me to take. I told him he’d better write about them himself because I don’t want to spread rampant misinformation.

Glyphs and Talents

Glyph of Shield Slam This is your primary single target threat weapon.  An additional 10% damage is a very welcome addition.

Glyph of Thunderclap The old instances are all made with packs of trash.  This is your best AoE aggro tool until you get shockwave at level 69.  More range with your thunderclap means you have a better chance of grabbing that mob that could be heading towards your healer.

Glyph of Battle The minor glyphs are really not that wonderful.  Battle Shout is the first shout you have, might as well keep it up longer so you don’t have to think about it so much.  In the new reality of 4.0 though, Battle Shout gives you rage instead of costing you rage.  This means you should use it a lot more often.  It’s not just a question of keeping the buff up.  It’s giving you the resources you need to keep everyone’s attention on you.

I have maxed out Shield Specialization as well as Hold The Line.

This is again, as explained in previous posts, a question of generating as much threat as possible.  In all of the instances Vid ran with her warrior, she was never even remotely in danger of dying.  The biggest issues she ran into were mostly threat related when facing DPS that were 6 levels higher than her.  I was wrong in my second post.  Shield Specialization is the most important in the second tier and I would follow with Hold the Line.  I would keep Gag Order for later.

Levels 20-27

My tanking odyssey continues. I had an unexpected boon in the form of Wailing Caverns – you can’t queue for Wailing Caverns until you “discover” it. Not exactly in a rush to discover this twisted turd of an instance, I decline to do so, and thus never have to tank it! (I’m sorry, I really don’t like Wailing Caverns). Here are the instances I have tanked.

Shadowfang Keep

This instance is a bit complicated to navigate but it’s not too bad. It has many wandering patrols. Here I had my first encounter with a really annoying person…actually not a DPS, the healer – a paladin – wielding a two-handed battle axe and jumping in my face the entire time.

The JUMPING. He never stopped jumping. This story has a happy ending, though. As we approached the outdoor battlements that lead from one building to another, we attacked a group precariously close to the edge. The healer bounced up, up…and off. I wish it had killed him, but I still laughed really hard anyhow. Poetic justice for the insatiable jumper!

Contrary to what the previous entry would have you believe, I did not make a skeleton warrior. Three guesses what I *did* make.

Blackfathom Deep

This instance wasn’t bad once I remembered the correct way to go; tanking this is fairly straightforward. The only part that’s potentially hairy is once you leave the naga/satyr section of the instance and head into the “Twilight Cultist” section. Some of these are runners and they are fairly tightly packed. I tried to use the corners to my advantage – particularly once you head up the steps and are facing the groups on the walkway with the big columns. You can line of sight these guys around the columns, and I recommend you do so! It makes life easier for your healers. Anea actually complimented my LoS pull here and I had to admit, “Voss told me to do it.”

You can do a similar thing once you reach the building where Twilight Lord Kelris resides. LoS these various casters out into the little corridor with your group (if they are patient enough to wait). Your ranged weapon is your friend, and maintaining control over these groups will ensure no ridiculous hilarity. Similarly with the candles – you will likely run into people who insist they should be lit at all at once! …Don’t let people do this. You can use a nice shield slam on one group of mobs as they enter, and then strafe over to the other pack to Thunderclap them. You should have the rage to do that. The rest of the instance is cake! I ran it a few times, with pugs, friends, a mixture, and with only friends.

One of the things I enjoy the most while tanking is when I can execute the perfect pull.  A tank needs to be aware how the fight will unfold before the pull.  The tank needs to know who are the ranged enemies and what trick should be used to group them with the rest of their friends.  Ciderhelm put together a very good video explaining this:  TankSpot’s Tanking Reference: Awareness & Camera Control.  I highly recommend it.  Ciderhelm also used to have a video about pulling techniques for warriors but I have not been able to locate it in a while.

Stormwind Stockades

This instance has the potential be annoying/frustrating. On the one hand, it’s very straightforward. Simple rooms, interminable rooms full of things. On the other hand, most of these will run if they can, and annoying half-walls at the back of each room can present LoS issues. I tended to run into each room, shield slam one of the first prisoners and then move back a bit to Thunderclap the rest. (You see, I absorbed Voss’ insistence about Shield Slam). You can hit them through the wall sometimes, you can also try to run in to where they are but then you might be cutting yourself off from your healer. Just play it smart.

More than anything the most helpful thing I found in Stocks is to really stay ahead of your group. Just always keep them on their toes, move on quickly to the next pack so they never get a chance to pause and think, “Say, I should attack this before the tank does…”

Gnomeregan

Ah, my old nemesis, we meet again. I honestly think I would not have been able to complete this instance without the Lara’s assistance. I told her before we even queued that I am apt to get lost and that Gnomeregan is the worst for me. She assured me that she knew her way through the instance and could help me lead the way – and she did; like a gentle dwarven sign post she would run ahead and pause at our intended location, and mark creatures that we needed. A few times she asked me quizzically, “?” or, “Are you going that way for a particular reason?”

Nope, no particular reason, except that I don’t know where I am going. I really tried to remember the way that we were going in case I have to go back without her. Except I hope that I don’t have to go back without her. Our first run included some mild loot drama – a feral druid rolled Need on a pair of cloth boots. The hapless druid was harangued by myself, the priest healer, and Lara for a good five minutes. “I can heal too,” he said.

“But that’s not what you’re doing now, is it?” Eventually this degenerated into the priest ranting about people needing on gear, at which point she/he became belligerent and opted to make my life difficult by running ahead to aggro mobs and act as if she were the tank. I told her pointedly, “I’m sorry if I’m not going fast enough for you, but you aren’t making this any easier.”

I hate when DPS pull for me. I hate it so much. It throws off my groove. It steals rage from me. It is unspeakably annoying. If you are a DPS, don’t do this. If you are a healer, don’t heal DPS who do this, and if you are a tank – I’m sorry.

Razorfen Kraul

This is another instance I tend to get lost in. Fortunately for me, I had Lara by my side again, and for the brief moment she had to go AFK I just headed towards the nearest pigs and killed them. I feel I’m sort of getting the hang of some of this tanking stuff. It’s like a small light bulb going on. (Very small). I know that I’m learning when I say, “Hmm, that one’s a caster, isn’t it?” and Voss looks over and says, “Yup!” and I know that means I have to go to it. The toughest thing for me is moving as a melee DPS or tank would. I was trying to turn the mobs for the melee DPS sometimes but I was inconsistent about it and this is something Voss pointed out to me – a finer point, if you will. I am coming at this whole venture with an attitude of wanting to learn and knowing that I am far from perfect so I will gladly ask for criticism about my performance or guidance where it’s needed! RFK went off without a hitch, the people were nice and friendly. Most instances have been incredibly smooth, truthfully. The biggest pitfall I am having is, well, actually there are a few things.

1) Absolutely no sense of direction whatsoever. I downloaded the Atlas addon, but the fact is that even the time it takes to open up and look at where bosses are – most groups are not going to wait. The only way I’m able to keep them on their toes is through rush rush rushing. If I don’t go – they start going without me. So I don’t know if I’m going to have to start studying up or what – I look forward to the Scarlet Monastery instances since I know those pretty well.

2) Rage generation: I am having times where I have so much rage I don’t know what to do with it, and other times when I am staaaaarved. That’s what I asked Voss to write about.

3) Keeping an eye on my rage: I don’t usually use a HUD on any of my characters because I haven’t found it absolutely necessary. Now I don’t always know how much rage I need.

4) Movement. I’m trying really hard to not put my back to things and to move smoothly but it’s just not something I often have to think about as a healer/ranged caster.

My next level (level 29!) should allow me to get the awesome talent Warbringer, so I am greatly looking forward to that.

I think that item 2 is wrong.  It’s not as much a problem of rage generation but of rage management.  Yes, a HUD will help you get attuned to how it flows depending on your actions.  In this case, it’s a problem that most new Protection Warriors face:  Starting a pull with absolutely no rage to work with.

There are many things that can be done to alleviate this.  Before level 29, you can change to battle stance, charge and then change back.  To be honest, it’s a pain in the butt and it becomes much smoother as soon as you get Warbringer at level 29.  So, yes, you can charge.  You can use Battle or Commanding Shout to generate some rage.  These are all very good way to generate rage.  There is another way to go though: Do not spend all of your rage to finish a trash pack.

The tank’s job is not to kill the enemies as much as it is to keep control of the situation.  You do not have to press a button all the time.  At the end of a pack, when you have plenty of aggro on mobs, you can let your last couple of hits be white hits, giving you rage, while your dps finishes them.  Of course, keep an eye on your threat so that they don’t pull from you.  But if you’re aware that the fight is almost over and have already planned your next pull, you can start moving as soon as the mob is down to your next target, thereby starting the fight with enough rage to cement the enemies on you and moving fast enough to keep your group on their toes.  A group that feels that the tank is moving at a fair pace has much less chance to become creative and pull for you.

As for number 4, to be honest, I learned movement in PvP.  I am awful at it, but it forced me to learn to move and adapt very quickly.  You learn to run, jump/turn/run, charge/intercept/intervene.  It’s a wonderful and merciless school.

15
Nov
10

Looking to be a great warrior?

“Looking to be a great warrior? War does not make one great.” -Exodar Peacekeeper

This is part one of a series of guest posts from Vidyala, formerly of Pugging Pally and now writing at Manalicious.

People ask me all the time about my Pugging Pally. Am I still pugging? Do I intend to pug from 80-85? Why don’t I write about pugging? (In short: Bring back THE PAIN, we enjoyed laughing at you!)

Recently, I’ve been thinking. I have plenty of DPS characters. I have plenty of tank-capable classes. But I don’t really have beyond a rudimentary understanding of how to tank. I had a brief flirtation with a little Tauren druid tank, but it ended up petering out. Vid herself did a bit of tanking along the way – very little. I feel as if tanking is something you really have to commit to, dive into it, and be really determined how to learn. I’ve always avoided doing it, by and large – because it freaks me out. When I was first trying a bit of druid tanking, I sat there for five minutes psyching myself up before I clicked “find a group.”

Tanking is the most responsible role in the game. Yes, healers also have a lot of responsibility, but it’s different. It’s not nearly as mobile, reactive, or stressful. This could just be because I am more comfortable healing. It probably is! Regardless, I’ve thought off and on about trying a lowbie tank.

So here we are. The same way people ask me about pugging, they ask Voss about warriors, lowbie warriors, specs, and strategies. Voss likes warriors, but he doesn’t have very much time for alts. An ingenuous idea was born! Perhaps it will fizzle before “the end.” In this case I am very much about the journey. I don’t care if this character makes it to 85 and it takes a year or more. The purpose of this character is for me to conquer my aversion to tanking, dive into LFD and see what happens. It may also prove to be another interesting experiment in social interaction and leadership. Don’t forget, I’m someone who could get lost in a phone booth. It was part of what kept me from tanking before!

A fringe benefit to this (from my perspective, perhaps a greater one for you) is that I am going to seek Voss’ advice about learning how to warrior as I proceed. This will include information about specs, glyphs, gearing, and (judging from the way he was looking over my shoulder this afternoon) also play. We’re going to be “co-writing” these entries, in that I will exclaim over things and he will make sure that no wrong information is included. Because I never claimed to be a warrior, I’m a mage in disguise.

This is what I looked like after LFD chewed me up and spit me out.

Levels 15-18

This is when I first hit LFD! All tank, all the time. Ragefire Chasm is okay. It provides minimal opportunities for getting lost, which is my greatest fear. My first RFC experiences sounding something like:

“Oh god, where is it going!”

“Why am I facing the wrong way?!”

“I can’t hit things when I am facing the wrong way!”

“Where is that ROGUE going?”

“I hate DPS!”

I began this experiment when Voss wasn’t home, although I did consult him with regards to my spec. At level fifteen when I first started LFD tanking, my spec looked like this:

Blood and Thunder – 2 pts

When you Thunder Clap a target affected by your Rend, you have a 50% (100%) chance to affect every target with Rend.

People in lowbie LFD don’t wait for the tank to pull. They don’t necessarily attack the same target the tank is attacking. AoE threat generation is very, very important. With the available tools, rend and Thunderclap become a very solid combination for AoE. This was important to me.


Incite – 2 pts (and another point when possible)

Increases the critical strike chance of your Heroic Strike by 5% (10%, 15%), and gives your Heroic Strike criticals a 33% (66%, 100%) chance to cause the next Heroic Strike to also be a critical strike.  These guaranteed criticals cannot re-trigger the Incite effect.


It’s my understanding that Heroic Strike is an “I Have A Lot of Rage” thing. (LFD provides me with plenty of rage, don’t get me wrong, but not exactly the same thing). When I was first tanking in RFC, I didn’t have a lot of rage – mostly because people kept attacking things before I did. My rage problems seemed to be greatly alleviated within a few levels. At that point, a boost to heroic strike is useful – but mostly I just wanted it to get down to the second tier.

RFC made me feel mostly decorative. Some groups were better than others about at least pretending to want the protection of a tank, but most classes can handle having these elites hitting them in the face if the healer is willing to heal them. I actually had one notable incident with regards to this.

I hate to say it, but the most aggravating people for warrior tanks at this level…are other warriors. In most cases they have the same gear as I do, and functionally the differences between us are little – except that I need rage from things hitting me in the face and I don’t get it when they charge ahead of me into combat. I decided that a battle stance + charge + defensive stance macro was too complicated. The fury or arms warriors or whatever? They don’t have that problem.

So one of my RFC groups had just such a warrior. He was sprinting ahead of me the whole time, charging groups at a pace I couldn’t hope to match. We approach the center of RFC – where the packs start to get complicated with casters, patrols, and high potential for adds. We’re heading along one of the ramps across the lava and I pause – my healer is not within range. I stop, intending to pull a few of them with my crossbow. I may have grinned a little at this point, thinking to myself – Fury Warrior is going to charge in, heedless off the fact that I’ve stopped. Sure enough, he charges the entire pack at an angle, leaving all of us in his dust. Predictably, all five+ mobs begin to eat his face. Somehow… I’m just a tad slow to run in and taunt them off. The healer does not have line of sight on him (this is why I waited for her). The warrior dies. The rest of us proceed to finish off the hostile folks and the healer resurrects him. My only regret about the way the whole thing went is that the healer apologized to the warrior because he died.

Me behind the screen: “Don’t APOLOGIZE to him! He deserved it and he knows it!”

The warrior: “It’s ok, my bad.”

Me: “YES IT’S YOUR BAD.”

Me in party chat: “OK, everyone set?”

When they talked about warrior “rage” bars, I somehow wonder if I wasn’t prepared.

Level 18-20

Today being a day off, I seized the opportunity while Voss was here to try tanking again. This was fortunate, because I had forgotten what my buttons do and also, apparently I was wrong about so very many things. Along with rested XP, one Shadowfang Keep run was enough to get me from 18-20, quite literally dinging twenty as we killed Arugal. It probably helped that I took a wrong turn at some point and so we cleared a bit more trash than was strictly necessary.

My group was actually really nice. Not talkative, but uncomplaining, and very polite at the end. I thanked them for their patience with my noob tanking. At the end, I’ll say I wasn’t awesome but I also wasn’t the worst tank I’ve seen in LFD, mostly because:

1) I had a shield

2) I never left my healer behind

3) I used my taunt button.

Notable quotes from this dungeon run are mostly Vosskah’s.

“Don’t use your Thunderclap now. Save your Thunderclap. Use your shield slam. Do you see how you lost that mob? That’s because you didn’t shield slam it. Shield slam is your friend. You will learn to love it.”

“Did you hear what I said about shield slam? If I don’t hear a CLONKING sound, it’s WRONG.”

“See, now what you want to do is alt-tab to that other guy there – see how your threat on him is getting…oh, you lost him.”

“You only tanked as a pally before, right? Well, that explains it.”

“We are much more active tanks. If you aren’t hitting a button, you’re also doing it wrong.”

“Now that’s the CLONK I like to hear!”

“Do you… We…We need to work on your UI after this. And you need some macros with startattack.”

Me: “But, I asked Noodle if I needed to make startattack macros and he said I didn’t need them!”

“Noodle is a pally and an idiot. You don’t listen to Noodle.”

“Save enough rage so you can thunder clap those adds when they join in. Yes, that is the mark of a good tank – you plan ahead.”

Incidentally, with Voss helping me tank I waver back and forth between intense concentration and hilarity. He makes me think that these entries could turn into a blog all their own a la (Shit My Dad Says): Shit My Tank Says. After all this dinging and instancing, I had another talent point to spend. I was told to put it here.

Hold The Line

Improves your critical strike and critical block chance by 10% for 5 sec (10 sec) following a successful parry.


That means I first put another point in Incite and then a point in Hold The Line. So at level 20, my talents look like this.

I look forward to am scared out of my wits to tank again, but I will attempt to do it. Until then, we agreed to write these posts and have Voss offer some technical commentary after, because that’s his thing. I’m just good at joining up with random people to kill pixels!

Now just to explain a few things in there. (That’s Voss writing here)

Tanks at low level are very rarely in danger of dying.  Any healer worth their salt will keep you alive as long as you don’t let them die/pull a whole room.  That’s why I really emphasize focusing on threat talents much more than survival.  We’ll see how Vid does, but at the moment, I don’t think there will be any survival issues until level 40 or so.

Startattack macros are very important, especially if the person is mostly used to being a range player.  At range, you have the luxury of seeing the packs of mobs hopefully from a distance.  When tanking, you’re usually in a bunch of mobs and it can get hard to see that your character is now standing idle because your target is dead.  Standing idle for other tanks is one thing, but for a warrior it is the absolute worst thing you can do.  Your white hits give you rage.  Yes, you get some from being hit, but again, we’re talking low level here.  Your hits are what gives you the rage you need to do your job.  You’re not hitting someone, you’re not getting your resource replenished and thus you grow weaker.

Easy macros can simplify your life greatly.  Just enter the following for most of your attacks:

/startattack
/cast Shield Slam

Replace Shield Slam with the name of your abilities and put this on your action bars.  You’ll see quickly that it makes a huge difference if you’re not used to being in melee.

As for Noodle being an idiot, well…  I’ll take that one back.  He’s one of the best tanks I’ve ever worked with.  But in this case, because Vid is usually at range and new to melee and tanking, he was wrong.

11
Nov
10

The Downing of Heroic Lich King

The king is dead!!!  There are not enough exclamation points that I can use to describe the shouts of joy as Arthas used Frostmourne’s power to kill all of us at 10%.  It was deafening.

We had pretty much given up on winning this fight in the 3.x world.  I’m very happy that we got back on track and focused on him again.  Patch 4.0.1 was a very big help, of course.  Our DPS were now strong enough to get us to phase 1.5 without needing heroism and with only 5 of them, leaving an extra spot for a third healer.

I will not try to describe this night as Vidyala at Manalicious already did a great job of it.  I’ll mainly focus on what we tried and what worked out in the end.  The group that worked on H LK and finally killed him was the following:

Tanks

  • Vosskah – Warrior
  • Noodlestein – Paladin (Was Retribution for some attempts in the past few weeks)
  • Meraxis – Paladin (Was not there for the kill but was the tank on our first attempt hitting phase 3 the week before)

Melee DPS

  • Draos – Cat druid

Ranged DPS

  • Millya – Fire Mage
  • Fsob – Arcane Mage
  • Shaen – Elemental Shaman
  • Dirtface – Warlock
  • Kayla – Hunter (Was hit by the midterm boss in the last 2-3 weeks but was with the group on many nights)

Healers

  • Panerai – Disc Priest
  • Zierlyn – Holy Priest
  • Ullariend – Tree Druid
  • Alawyn – Tree Druid (Was not available in the last few weeks)
  • Ambriel – Holy Paladin (Was not available in the last few weeks)

Phase 1.

Phase 1 was very frustrating for us.  We used the approach of starting the fight at the bottom of the stairs and then moving in three parallel lines towards the back.

  • Left line: Healers and ranged DPS;
  • Middle Line: Horrors and their tank;
  • Right line: Melee dps, Arthas and his tank.

Shadow Traps

  • This was our first issue.  It took a bit of time for the ranged dps and healers (usually about 7 people) to learn to move together in a line and avoid the trap zones.

Plague

  • Everyone had to move very fast to the horror group.  The ranged dps had to learn to not even finish casting, just run immediately.  Panerai was in charge of dispelling the diseases.

Horrors

  • Actually, the problem was mostly how they managed to kill the tank too easily.  While the previous two items were learned fairly fast by the group, we were often victim of the RNG boss on the Horrors where two would enrage at the same time and kill their tank.  Our original setup, prior to 4.0.1 was to have a pally tank the horrors and the warrior tank Arthas.  The reasoning came from our original normal LK kills where the pallies simply had an easier time with the AoE aggro.  In order to address the horror issue, we reversed the roles.  The warrior with its wide array of stuns was better suited for the horrors.  The other trick up our sleeve now was my Vigilance.  By putting Vigilance on the other tank, I now have access to unlimited taunts which now makes the warrior extremely good at picking the ghouls off of the LK tank and bringing them into the middle for disease spreading.
  • Even with a warrior’s stuns, we were still getting into trouble when the second horror was spawning.  Panerai (Disc Priest) decided to use a cooldown as soon as they were both on Vosskah.  I kept my shockwave available until his Guardian spirit faded and then stunned the horrors and the ghouls.  If both were still up then, I would use shield wall.
  • Ullariend (Tree Druid) would Soothe the horrors when he could spare the GCD.

In phase 1.5, I would bring my posse to the right of the group while the paladin tank would catch the spirits.

Once we managed to consistently get through phase 1, it only took us a couple of hours to learn the rest of the fight.  We had seen phase 2 a few times and phase 3 once, but not often enough to learn them.

Phase 2.

It is very similar to the original fight apart from everything hitting harder and the need to only DPS the val’kyrs until they hit 50% health.

What we did is the paladin continued tanking Arthas and brought him to the middle.  I tanked the remaining Raging Spirit until it had done its conal attack and then joined the rest of the group (Intervene, of course.  Why not do it in style?) for the first val’kyr.

The target priority for the DPS in this phase is: Val’kyr (when carrying someone), remaining Raging Spirit from phase 1.5, and then Arthas.  As in the normal fight, spread out for defiles, group up for val’kyrs and the LK tank must communicate with the healers to properly use cooldowns and deal with the Soul Reaper.

Once the Raging Spirits were down, as a warrior, my priority became to keep stuns and hamstring on the val’kyrs.

We thought about having me use intervene on the paladin tank and used it once but it was not necessary.

Once we neared 45%, we waited for a valkyr to come down and the whole group followed it towards the edge, dpsing it to 50%.  We popped heroism in phase 2.5.  Only one spirit remained starting phase 3.

Phase 3.

This phase is quite different than on normal.  We used a strat that Noodle had gotten from Production Company (Moonrunner US, this links to their Guild Leader’s blog) in this phase.

The killing priorities for the DPS were the following: Vile Spirits coming down, Raging Spirits from phase 2.5, Arthas.

Inside Frostmourne

  • We put a star on a tank.  His job was to navigate the group in between the explosions.  The whole group would stack on him with the ranged dps attacking the Wicked Spirits on the run.  It took us a couple of attempts and then it became very easy this way.

Outside and facing the Vile Spirits

  • We would group on one side of the platform with Arthas.
  • The spirits he would summon would be regrouped on that one side.  We would move the raid to the other end of the platform except for the OT.
  • As the spirits are coming down, the OT would stay in the middle of the platform and put up shield wall to soak up the damage.

I was so happy, I forgot to dps the ending!

That was my last objective for Wrath of the Lich King.  It was well worth the hard work and the wait.

Next, we’ll do this fight again for those who weren’t there for the kill but were instrumental in getting us there.  As for my next topics, Wrath is now behind me and I will turn my attention fully onto Cataclysm.

26
Oct
10

First impressions on 4.0.

Where's my threat!!

I was quite saddened when I saw patch 4.0.1 drop while I was away for a week.  Coming back, we didn’t have a lot of time to adapt to the new versions (about 2 hours of game time) before going back to raiding ICC Heroic.

This first raid will promptly be forgotten with me losing Keleseth to our pally tank’s AoE.  Let’s just say I had some work to do.  It did allow Business Time to see how big the changes were and how it will change the gameplay.

Some quick notes:

  • The healers were bored and had very full mana bars.  I remember a call for an innervate only going out once in the whole evening where we downed 9/12 heroic.
  • The DPS went up by at least 10% with 4 out of 5 doing 10k+ on bosses and both mages cackling madly through the whole raid.  Especially when I had to warn them that if they pull one, I’ll taunt it back.  If they pull 8, they’re on their own.
  • The tanks were struggling.

Now that last observation is not completely fair.  I was struggling quite a bit and bringing Meraxis down with me.

Threat issues

I did some more reading and I must agree with Baenhoof.  The Blood and Thunder talent, no matter how good it sounds is simply not cutting it.  This talent allows you to spread your rend to every target being hit by your thunderclap.  While great in theory, in practice it’s really not worth it.  The dps (or the other tank) will not wait around while you put rend on one target and then TC.  So timing is a problem.  The other issue is that rend really doesn’t do a lot of threat.  Right now you’re better off putting 3 points in incite.  Heroic Strike is still very much used and these crits can become quite impressive.

I’ve decided to modify my spec and actually ended up with the same as Baenhoof’s.  It seems that with 31 points to play with, most of us will be using the same spec.

Armed with this new spec, the next ICC run (11/12 heroic) was much smoother though not perfect.

The tanking team has been discussing this during our raids and outside.  It seems that we’re all very spiky in our threat.  This occurs most often right after a transition, a time where a tank taunts off of the other.  The old tank is still high on Vengeance while the new one has only his base AP.  This has caused quite a few problems with the first tank catching up and passing the second one on threat to some interesting results, especially on Festergut.

The Good things!

Now don’t get me wrong, there are many things that I love about this patch.  Apart from the new guild interface, the mount speed being the same for all of your mounts allowing me to rediscover my old favorites, there is also quite a few things to be thankful about for a warrior tank.

The end of Defense

I had a feeling it would be nice, I never thought it would be this great.  Not having to think about what my defense rating is to be uncrittable opens up a whole new world of flexibility.  As mentioned in previous posts, I had been doing heroics with 520 or so defense.  With almost 40k health, it was not a problem.  It did surprise our healers a few times when my health would dip by half in one shot.  This is now a thing of the past.

My new heroic gear is simple.  It’s my Arms set with a shield and my one hander.  With 34% crit, it does make for fun runs, without the odd 20k hit in the middle.  I still warn the healer that I might take a bit more damage than others which is basic courtesy.  Linedan has a very good post about this change.

Vigilance

The old Vigilance always felt like a crutch.  The feeling that I needed a DPS’ help to generate enough threat on some of those tougher fight was not a good feeling, especially when it always seemed that this guy faceplanted more than others.  The new Vigilance is a lot more fun.  First, you always put it on the other tank in your raid.  You’ll reduce his incoming damage by 3% and in return, he will refresh your taunt cooldown and give you some vengeance every time he gets hit.  A fair trade I’d say!

Summary

Patch 4.0.1 gave the tanks some reasons to celebrate and some to mourn.  Our AoE threat seems to have gone down while the dps’ threat went up.  It makes for a much more active and interesting tanking.  After playing with it for a week now, I really do enjoy it.  Add to the mix the end of defense and I think I’m a fairly happy warrior.




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