One aspect introduced recently in World of Warcraft was the option to select your preferred spec for Loot. By golly! It is great. If you are a hybrid class and not doing this then you should really should give it some thought. My Tank set has been improved by this feature more than once already.
It is one of the best quality of life type improvements I think have been made ever.
Tag Archives: tank
A wee bit of Tanking
We ran through MV last night and due to some silly guild happenings we were a few folks short. We were able to grab a darn excellent Shadow Priest via pugging, to fill the roster. As an aside it was well beyond my expectations to find somebody who has experience on 2-3 characters in MV and is also polite and intelligent. From a pug no less. Its like it 2009 all over again.
Missing a few players might be bad news sometimes, but last night I chucked on my Blood set and mashed the DeathStrike button through the Mogu’shun in a manner to make the designers cringe. I’m sure that I didn’t walk-taunt-move-stay-still enough in some parts, and the mechanics are still gibberish to me in the later bosses. Our regular Blood DK gave me all the help I needed by prompting for each taunt, and while I can normally see a debuff or action from which he is reacting to, last night it was tough to spot.
A few hours of killing, only a few wipes, at an even pace we had all but the last boss dead and unfortunately I hit the “in-home” enrage timer just after 11pm, and had to end the run. Frustrating to not down the Emperors after all that, but then we did start a little later than expected and they’ll be standing there till we come back.
I’m also pissed off that Elegon did not drop anything useful for me that I could bid on. There was plenty of Plate gear that dropped, but nothing for upgrades either way. Selfishly, I’d have liked a two-hander to replace the crappy Blue I’m still using. Or it would be nice to see an end to the fun mini-game of waiting for the Plate Wrist dps to drop too. Love randomness, its so fun.
LFR Sha of Fear – Tank’n for laughs
I queued for LFR as dps hoping to get a sub-40 minute wait. Wish granted – but the group was staring at the Sha of Fear, and we were one tank down. Damn it, I hate waiting.
So I grabbed my Tank set, chatted to the current heavy, and we pulled. One Dead Sha. And I think my meter is broken in that fight, as it has my 8th on Dps – which cannot be true.
I think I’ll do more tanking in LFR now.
A bloody good night Tanking
Our Wednesday raiders typically smash Mogu’shan Vaults in a reliable and solid way. Much of the gear now goes to offsets or to DE and frustratingly a few of the team still await those few gear drops that will snugly fit them out. Last night I joined them for the MV clear, but due to the silly season we were a few characters/roles short. That meant some characters needed to switch roles around, which adds risk and can frustrate.
To facilitate the first 3x boss kills before one of our regular tanks could join us – I became the off-Tank for the first three fights. I was bloody nervous being Blood spec. Now that I can look back some cool things happened:
(a) It was challenging and fun. Fun because I saw these fights in a totally new light, and didn’t feel that I made more than a few silly mistakes which cost us. I love seeing new content, and changing roles really does change the fights significantly.
I loved the Petrify mechanic in the Three Puppies Fight and think it is a very clever idea. I hate it as a Melee dps as the mobs move around, but I love it as a Tank as the fight becomes about correct taunting, positioning the bosses, awareness of bad on the floor, and control of cool-downs. It is better as Tank than melee dps.
Trash in MV is “be aware” and “use common sense” rather than disastrously punishing and that makes sense. Yes, some hit hard/often (especially if you’re missing significant amounts of requisite Tank stats because you’re using high level Dps gear) but use of cool-downs and not being an ass made this viable.
I didn’t understand the tricky-button-thing for Feng and likely didn’t use it properly ever. It smells like a gimmick to me, or rather a good idea executed using a gimmick button, anyway I need to see and do that fight more to learn what/how.
The poncy dress wearing Troll Shaman Boss was cool, switching based upon being pulled into the Spirit realm means we have a reason to be there – and the task of smashing the special Tank mob is plain enough to be straight forward. Much more than that it seemed I was just hitting and swinging. I’m OK with that.
(b) While actually Tanking nothing really awesome dropped, but some Tank gear did drop when I was back in Dps mode, which I snaffled for my Tank set (a great 489 Ring, and a dps Helm I can re-purpose for Tanking). Offspec gearing looks to be a higher need if I Tank again, so I’ll amp up the priority.
(c) I’d like to see the later 3 bosses in Tank mode too. Elegon’s taunt-switch sounds like something I think I’ve done before and having the positioning and stacking buffs keeps us honest.
I have no idea how to execute the Emperor’s New Dance mechanic for the Will of the Emperor fight, but will be willing to learn (link)
ps. We did have a few funny screw-ups along the way, but I have not yet made character assassination demands from the Priest involved yet; just waiting while I ponder how much gold those screenshots are worth to stay hidden. Your secret is safe Sir, for now.
Happy Killing
Death Knight Tier 14, dress wearer’s set
Why is the DK t14 set wearing a robe/dress? (source)
It’s creepy, has skulls, and will be immediately recognisable. It does not suit the rest of the Death Knight style gear. Heck the Hunter gear looks more like DK gear than this. Perhaps there was too many Warlock sets crafted and they thought the feminine side of DKs needed a spin. I hate that dress.
Still in other T14 news the Monks are wearing lamp shades, the Priests have funny hats, and the Warlock looks awesome.
Full Death Knight team raze Heroic DS 25 – Awesome
Aside
Here is an odd endeavour – to clear Heroic Dragon Soul raid with a full Death Knight Team. Awesome work gentlemen. It demonstrates just how interesting a challenge can be created. I have no doubt that a full Druid, Paladin, and Monk clear could be performed too. Kudos for the DKs for getting this together. Check out the vids and the banter via the links.
As a keen DK and Wow’er this is entertaining. Players seeking to nudge the edge of what is reasonable and intended in a game should be encouraged, and while we’ll never see an achievement for “Full raid single class” due to the bias against classes that cannot do this – its notable. Just as cool is the soloing of Lich King on Hard mode in a 10 man raid.
The group’s main setup included:
- 4 tank blood DKs
- 17 DPS blood DKs
- 3 DC heal blood DKs (to assist tanks with Deathcoil Glyph)
- 1 DW frost DK (for buff)
The team also called in a druid and priest for the Spine encounter to beat the dispel mechanic.
Now this might garner some “DKs are OP” comments too, and I have two things to say to that: (a) shut it troll, and (b) yes, Death Knights are awesome…
Happy Killing
A defensive update on the patch
Patch 5.0.4 brought us some changes, and its taking some players like me a while to understand and absorb them. I’m damned if I can fit 9 classes worth of changes in my head at once, so I’ve kept to just a few. My Death Knight main and a few of the toons that I tank with: DK, Warrior, and Paladin. I’ll get around to adding the Guardian Druid into that soon, and then also spec’ing the non-tanks like my Warlock and Hunter. I wonder if Hunters and Warlocks can pet tank / solo now.
One thing about the new Tanking model is that multi-mob tanking is much more viable, as long as the tank does not get stunned or overwhelmed. When either occur you are in deep trouble very quickly. DKs, Pally, and War all hurt when faces with 10+ mobs, and the old days of doing an instance in a single pull. Now if the mobs cannot hit your character for enough damage per second to chew through the shield, then your character will never get hurt at all. Generally that will never happen at level, and even (Level -10) needs to be considered. At (level-25) or less I think its the same old run and giggle mode, which is good. At level on normal mode all Tanks should be able to solo bosses like Slabhide with reasonable gear and use of cool-downs.
As a quick summary:
- Death Knights – feel essentially the same as previous Blood spec did, and play very much like a dps character. Good solid fun.
- Paladins – slow and steady damage, unkillable due to great cooldowns, highly controllable self heal. The cockroach is back.
- Warriors – fast paced leaps, charges, and thunderclaps. High damage, lower survival. Best fun to be had by far.
Death Knight – overall nothing greatly changed, and everything did. The Blood style plays the same, and it is the other tanks who now are moved to an absorption/healing based actions (aka Active Mitigation). Essentially our world changed because we have moved from having a somewhat unique ability, to having just one of the best implementations of the soak/damage model. I liked it a a DK and like it on the others too. As dps the talents feel narrow.
I’m not sold on the concept of switching talent choices per fight, except to say that if a player can do that well they are a much greater asset to their raid than a player who specs once and never changes.
Paladin – I was newbie tanking in Outland back in the day, and loved the fact that mana was returned by getting hurt. Likewise now we get all sorts of resources back from being hurt. I’ve run a few old heroic 70 and 80 dungeons in solo mode to test the performance of the Tankadin, and while I think their overall damage is too low, the survivability is very strong.Cooldowns are needed for heavy damage spike fights and too many mobs can rip through the bubble very quickly.
Paladin’s strength is the control of when they can apply their heal, and the advantage of doing either a powerful shield strike or heal as a 3x holy power combo move. I found on bosses or big trash pulls that sometimes all I did was self heal, and the slow attrition of concentration and the AoE effects whittled down the creatures. The Paladin was never in trouble, but also never was near the DPS that the Warrior did.
Warrior – A Protection Warrior at the moment is crazy fun. They do as much damage as some lowbie dps and can head smash their way through mobs darn quickly. Having additional uses of charge via talents means that for now I grind quests as Prot. Never dying has many advantages. They are still a very agile tank, being able to move across the battle exceedingly quickly. Solo’ing was almost as easy as the others, but at times my health was dropping and it took special attention to snap it back up. Thankfully the cooldowns provide for some interesting power-ups, and I was also using Herbalism’s small heal and spare potions.
If I could somehow get a huge gear jump I think the Warrior would benefit strongly from a powerful set of items and correct re-forging. Parry and mitigation re-forging appear to make a large difference in the form discussions out there, and my Warrior feels like she wants to smash heads harder, but cannot just yet. The potential is certainly there.
But why have 3-4x tank characters?
Heroic Utguard Pinnacle (h-UP), Heroic Magister’s Terrace (h-MgT), and Normal Stonecore are all easily solo-able for all three classes, which means grinding for those elusive mounts is now easier as a character can be parked out the front of each to do each one each day with no travel time. Till the new world events this is what I’ll be spending free time on. I’m pondering adding the Druid to be parked in front of Molten Core, purely because the rare mats and drops from there still sell well.
In terms of comparison neither the Paladin or the Warrior can hold a torch to a Death Knight for solo’ing and damage. Some of that might be due to much better gear (ilevel 333 vs 378) and my familiarity with the DK class, but it seems the DK is slightly ahead for now. Warrior is probably a close second, but their healing is still not as exceptional or as controllable as the Death Knight. Things will be interesting at level 90 where we are meant to be playing, as I can see a Warrior becoming once again the powerhouse of Tanking. Having the only AoE taunt will be an exceptional ability, and as gear improves their block/soak mechanics will get stronger and stronger. A Paladin too might also be powerful again for the ancient reason they were awesome in the past, that they have so many cooldowns which increase survival. By comparison the DK cooldowns are just trivial. This is also good as I think there needs to be some separation between the tank styles and perhaps this is enough. Not sure as yet.
I’m looking forward to adding a Monk to the lineup too; 5x Tanks will be excellent.
Related articles
- Mists of Pandaria Beta: Rage tanks get angrier (wow.joystiq.com)
- Initial thoughts on WoW patch 5 (typhoonandrew.wordpress.com)
- For WoW Tanks, It’s Time To Take Our Pants Off Again (mmomeltingpot.com)
- What do I know about other classes and specs? (typhoonandrew.wordpress.com)
DK Tank note in MoP beta build 16048
If the title was not janky enough with abbreviations and miscellaneous numbers then read the full patch notes for the recent Beta build dropping soon. I expect the stead series of adjustments to continue for at least a month after MoP release. Just enjoy the variety people, for now is the time to test out all the odd stuff and enjoy the game before we’re meant to be serious again.
We get more tweaks via MMO Champion, for Blood Tanks we have this change:
- Death Strike now does 280% weapon damage, up from 230%. Damage increased by 43%.
- Heart Strike now does 115% weapon damage, down from 170%. Damage reduced by 54%.
What does it mean? Apparently Blood DK damage was too high on multi-target. No effect on base healing effect from DS. I know that this is certainly not what I am seeing in current game, so keep in mind this is level 90 content based feedback (what do you mean you’re spending your time farming for rares and not in beta?… me too).
Warrior Tanks get a few buffs too, which should make them happy. Paladin Tanks I think will still suffer a bit at the moment, although that is an impression based upon rants and wanderings rather than analysis and posts.
Related articles
- No dk updates, harumph! (typhoonandrew.wordpress.com)
- wow Beta Build 16030 for DKs (typhoonandrew.wordpress.com)
- What do I know about other classes and specs? (typhoonandrew.wordpress.com)
- wow build 15961 has DK changes. Yay! (typhoonandrew.wordpress.com)
Has SWToR Tanked? Is that even a balanced question?
MMO Melting Pot article took a somewhat imprudent view on SWToR’s longevity since the recent server merges – and asked “how’s the SWTOR server transfer experience treating you and your friends?”
Responses from comments and community are mixed, although while the fan base is obviously diminished, there is certainly hope.
A view on longevity really depends on how far the owning company wants to stretch, and what is considered a profitable player base. As a market commodity there is probably value in keeping The Old Republic going for as long as possible, as an extension of the franchise. Much of the Star Wars brand strength comes from the many sources of direct connection it has from the fans, and there is a value to having an active MMO, especially if the costs can be curtailed to a moderate profit.
The server merges come along with some seriously large redundancies in the dev staff too. Large sections of the team have been let go, and while that too is initially a worry it actually is to be expected. The dev team size needed for a game once it a few months post-launch are far less than when it is being built. Devs, testers, managers, and all others should expect to either move to new projects, or move on. That is the reality in software development.
It depends on what you consider a failure too. It is fair to say that Conan did not survive, but Rift continues regardless of the fact that a very large number of people have “tanked” the game. Perhaps a few hundred thousand people paying the equivalent of five coffee breaks a month is enough to continue a game franchise. In Jan 2012 the Rift publishers declared that they’d made over $100 Million from the game. Tanked? Not really, and they’re now letting folks play to level 20 for free. That’s the best demo around, and other game creators should take note.
I have friends who were fanatics about the Star Wars game, quit all other gaming aspects, and then have now relinquished their fanaticism. Others still play regularly, and some never even started but still love the brand.
I played while the free weekends were in session, but didn’t subscribe as Blizzard has locked me into the annual pass for a while longer. Nice strategy there by Blizzard, although many forum posts now tell me that their time in the sun has faded too. If they fade like Rift tanked then World of Warcraft will be around for a long time to come.
What is a tanked game anyway? Eve is another game that plays well still, after so many years and expansions; and so many declarations of death by corners of the gaming community. A player-base far smaller that the megalithic World of Warcraft, but still successful.
The Star Wars dev have started talking about SW-ToR going free to play upto level 15, akin to the free pass for WoW/Rift. I like this idea a lot as I’ll get to play more of the story lore, but it may not be enough to get me to subscribe every month. More likely is that I’ll play each class till level 15 and then stop. Is that really a good idea – well it is if you consider playing the game is the best ad a game can have.
So we won’t know really the game has tanked until the servers shut-off and the podcasts fade. The Old Republic might slowly fade from the MMO market over time. I hope it stays around long enough to add a few more features which get absorbed into the “standard” mmo feature set. It’s focus on story was certainly controversial, and bloody enjoyable.
I’ll leave you with this cartoon by Scott Johnson, on ExtraLife. No Comment. Kek.
Related articles
- Has SWTOR shrunk 90%? More Server Move Reactions (mmomeltingpot.com)
- Server merges can be great for SWTOR (keenandgraev.com)
- Star Wars: The Old Republic – What’s In Store? (huttstuff.net)
- So how is SWTOR doing? (tobolds.blogspot.com)
- SWTOR – MMO subscriber numbers “are funny things,” lots of “variables to consider,” says BioWare (vg247.com)
- [SWTOR] Server transfers – A New Hope? (spinksville.wordpress.com)
Hate: Constantly moving tanks
Today’s post is a little rant to get something off my chest: Tank moving mobs too much. I hate it. A lot.
Recently in a LFD run the tank was constantly moving the creatures. Now I don’t mean slowly moving them in a reverse circle to gather them up (bears do this, it makes sense), or a tank moving so that nothing is flanking them. Or even adjusting because shitty dps don’t know not to stand in front while the baddies cleave or use flame breaths – I mean constant changing where they stand randomly.
This idiot tank walked forwards, backwards, and sideways through the monster’s hit box so that both he and mobs needed to switch facing all the time. The entire fight against multi-mobs, he walked around constantly. Showing his flank to the mobs, switching around, even bloody jumping from time to time. It was like watching a pvp battle. What made it funny (in a sad way) is that he totally ignored the two melee asking him to stay still. That request just seemed to make him spin and dance more, which made the fights longer, and I suspect he took some serious damage from it too. Yup, an idiot.
I don’t get it, and think its a sign of a bad tank and a player who does not understand the mechanics of tanking.
The tank tip: Gather the melee baddies so they are all in your face, none behind you, and preferably all your team are behind them. ie:
(Tank)–> <— (Angry mobs) <— (melee) <— (healers and range)
This way the melee can hit from behind happily, you can see when the mobs move away, your healers are protected by the melee, and nobody has to move anywhere. All cleaves and spells will only affect the Tank.
Compelling talents, real choices, and diversity.
Stubborn at the Dead Good Tanking Guide posted a great response to the request for class feedback. What impressed me the most was the comment:
Compelling talent choices not on offer elsewhere, mobility other melee dream about and unique utility that can change the face of an encounter.
Oh hell, he said it so bloody well.
To me this mean keeping the play styles of the tanks different. Keep each tank type as different and we’ll see choices again. Those choices might might one class better than others for specific encounters, but overall we’ll have an interesting diversity. The same can be applied to Heals and Dps too. Choice empowers and supports class selection, where limiting controls prohibit it.
That does not mean that classes should not have some parity in abilities though. We do not want a scenario where a single Tank class is so much better (unless its the dks -joke!). Each tank class should have principally the same set of core controls, but the implementation of those controls can be different.
Think of it as the difference between a Requirement and and Solution. The Requirement is a statement of need, typically based upon on a set of broad goals. The solution is the specific method whereby that need will be satisfied.
In Stubborn’s example there is a goal to provide competitive dps, a requirement to allow Warriors to move through the battlefield efficiently, and a requirement to maintain the movement style of the Warrior class. The solution is to grant Warriors a set of abilities and talents that have them charge and leap amongst the melee. That is a key part of the feel of the Warrior way. Some other classes also have charge abilities, or leap abilities, but not all by a long way.
Paladins by example seem to call opponents to them. The Avengers Shield, Consecrate, and such play like a more stoic class. They might be “slower”, but that could also be seen as less “jittery” as well. Your mileage will vary.
Bears have a range of abilities that imitate many of the Warrior abilities, although they have a sub-set that is slightly better suited to AoE. Death Knights are again different, and that is excellent. I’d hate to see Warriors get a Death Grip style ability, and likewise it would not make sense.
Now that my third Tank is level 85 I’m seeing enforcement of my previous opinion that each is totally viable and very different. They all have taunts, AoE capacity, facing issues, movement considerations, cooldowns, resource shortages, and special tricks. Each is pretty darn good at a base level, yet diverse.
I’d like to see an expansion in the diversity, so that the choice of what to do and play remains (or returns to) a valid and powerful choice.
Happy gaming.
At least a few upgrades
Last week I was finally able to purchase the third t12 item, and I decided to craft the 365 weapons rather than waiting for either a price drop, or a totally lucky drop in Firelands. It feels good to have some upgrades.
It took me a long time to get the third t12 item, and I worked hard for it – was it casual? Yup. But you can get stuffed if you think it didn’t take a very long time. I’m not the best geared in my guild at all, but considering that I have never had a raid upgrade in Firelands, and have barely stepped in there, being around position 12 to 14 on the guild list is a small achievement.
Today I read news that the t13 items will not be available for purchase with Valor, but other gear will be. Initially I was totally disenfranchised by this. I think this is OK as long as the gear is almost the same as the tier gear. A tad less powerful is fine (eg. missing a Tier set bonus), but if the items are no more powerful than the 5 man rewards, then I will not be grinding Valor at all – and cannot see a reason to do the 5 mans beyond the basic gear-ups.
That will have a drastic affect on the tank population, and the amount of players we’ll see – so much so that I doubt it is even plausible for the Valor gear not to be almost as good. Not granting t13 rewards makes having those items more special, and I like that. If you are a raider and you got lucky enough to get them, then kudos. Just don’t penalise my role in the raid because I’ve geared a few items using Valor. That would be stupid.
So what does this all mean? It means I’m watching closing the announcements for gear as part of 4.3. Very closely.
Should DPS Death Knights learn to Tank?
Good topic on wow insider a while ago asking if Healing priests should learn shadow, and it has resonance with a DK’s dps role. So I’ll rhetorically ask:
Should DPS Death Knights learn to Tank? And vice versa?
I’d like to give you a balanced and well rounded opinion on this, complete with examples and war stories, but I can’t. The answer is so bloody obvious it makes me wonder how you could have the opposite view – my answer is by hell and damnation they should.
Everyone will play better and understand roles better when they have a wider set of experience. If you have not done it, go try a different role in 5 mans. Do 20 runs in each role, and then see if it changed your attitude.
Disagree? Please tell me why.
Green ProtoDrake, no Oracle grind for me
Ok, this is a quick bragging post. The Tank rewards gave me the Green Proto-Drake mount. I’m stoked. This means that I’ll never grind out that bloody Oracle daily quest rep, or feel compelled to thump my head against those eggs that all my mount-hunting mates seem to loathe.
Happy dance. Continue reading
Tanking for Money
This is a simple one – When you tank in LFD you get around 80g extra, some points that you may not need (so convert to BoE gear) and the chance at a pet. I’ve been selling the pets for a reasonable amount of cash, and making some ok gold.Thus far a few more common Alliance pets (30-50g), a few rares (1000+g), and two Horde pets that hopefully sell for a reasonable amount (3-5k each?).
So the daily grind is not so bad in tank land. It is not a 1000-2000g per hour strategy, but being paid a little extra to suffer through the LFD is good. Pity the lowbie tanks don’t also get the reward – my mid 70s Warrior could use some extra cash too.
Happy Killing.
Thoughts on the Tanking Changes
There were some hotfixed in changes to Tanking yesterday. The big switch is a massive increase to the threat generation for Tanks to the point where the it is very difficult for a dps to pull threat of the tank now.
At least that is what the patch said. In practice it is mostly true too. I really like this change.
To test the change (and because it was one of my wow nights) I ran two instances last night, the first as dps and the second as tank. Both were the new Troll 5 mans, and both had me teamed with players who were in comparable gear (363+ ilevel).
As dps – I was still having threat issues.
On the surface it was much better, I was not pulling threat straight of the tank after three hits, but I still found major issues when I was lucky enough to get a string of crits on a single target pull. My suspicion is that (a) the tank in the group was not concentrating, (b) he still needed time for the threat to build on the target, and (c) I am a threat whore.
I guess this is the way of it for Frost DKs, and I can adjust playstyle accordingly. I will continue to hold off initially and will concentrate on the peripheral needs in the fight, just in case something goes wrong early. We also had an Elemental Shaman and Balance Druid who were keeping up with me on single target damage, and I think we all pulled off the tank at different points over the run. Overall it was a great run with no complete wipes.
To make the point very clearly – I usually die in every 5 man I do due to threat, sometimes 3-4 times, and last night I didn’t die once in that run due to threat. I dies due to no healing in the DragonHawk phase, but meh – the healer was busy keeping himself and the tank alive and its my job to die
As Tank – I still had threat issues, but tanking was so much better.
Previously I felt like Tanking was like herding cats. You had little to no ability to control where the mobs were going, and your own team’s dysfunction was a major driver in the frustration.This change has made the threat issues on packs much better, and the threat issues I saw in single target basically resolved. Only the most powerful and stupid dps would pull threat from my Death Knight now that I maintain a set based upon maintaining threat and staying alive in equal ratio.
However there were still issues – basically due to bloody stupid actions by the dps players, or situations where threat is not so much of an issue and the dps is meant to just burn through the trash mobs – the large waves of non-elite birds for example. You just burn them and for the most part the tank will do what they can to assist somebody in trouble.
This change is not an excuse for dps to go back to being idiots, and just hammering away regardless of the fight. Dps still need to think before they click.
So what is being solved here? Why is this better?
It was a pain to manage a tank’s Threat stats, Survivability stats (in two forms of mitigation and health stacking), and also then have the Tank responsible for a set of encounter based functions like taunts, interrupts and use of special abilities at strategic times. Fundementally Tanking is a hard job and most people do not like it.
A tank is also doubly burdened with the marking and instructions to the group, and I’ve seen many players join a random 5 man as the Dungeon Guide, but prove to be useless leaders with no real clue.
Taking threat out of the list of issues is a huge boon for 5 man dungeons and will probably do more to increase the player pool in the queues that the goodie bag did. Based upon my experience above I will be tanking more, probably all the time now. I am sure that some players will say that it is a hurtful change in some manner, but I like this adjustment.
Make note too that all the other jobs are still needed. Crowd control is still required, strategies must be followed, leadership is needed, and players can still wipe the group with bland stupidity; but the adjustment so that at threat is almost a non-issue is enough to get me to Tank again.
It has been a long break since I tanked in Wrath, but I’m in for another go now.
By way of refs and implications Tobold has written an outstanding blog post about what it means and why the choice may have been made.
Moar Upgrades Booyaa
OK, I might be becoming a greedy little loot monger. Last night I finally achieved Exalted status with the Wildhammer Clan in Twilight Highlands, and purchased the tanking boots. So damn excited to be getting rid of old ilevel 333 boots in place of a nice set of 359’s which have gob-tonnes of Parry and Mastery.
It’s like the guy who designed these not only played a Death Knight tank, but also has a girlfriend and a mistress who tank as well. Like a good set of Doc Martens, these puppies are solid.
Gryphon Rider’s Boots, come get some.
When I have some downtime next, I’ll be crushing my enemies beneath these cold plate boots.
The only slight downfall in my cunning plan (ahem) is that I totally suck at understanding the priority system for Death Knight tank rotation. Keeping that bloodshield up is something that I know is meant to be done, but I find crazy hard at the moment. Could be I’m too quick to burn a blood rune on a strike where it should be used on a cool-down, and perhaps that means I’m getting the shield smashed through too quickly. Either that or I’m supposed to burn the runs in a different order that what I’m using. The target dummies and I have a date in the near future, just a pity that they don’t hit back. I’ve read the theory, but I need more practice.
Also managed to get to Journeyman in Archaeology. Grindy-mc-grind-grind with a side serve of ….. dunno …. grind.
In case the title of the post does not give it away, I’m excited about the game at the moment.
algorithm for need vs greed rolls by role
I’ve bashed the LFD Call to Arms as not going far enough, and not being an effective solution; and as a blogger with no leverage or responsibility in the game that is easy to do. So instead of a blog post which grumbles, here is a blog post with a suggestion.
Item stat based rules for Need vs Greed, for group roles.
The random dungeon finder tool now filters on armour type, but no further. I’m proposing that there is an algorithm which can filter the Need vs Greed option even further, so that gear is far less likely to be awarded to the wrong role. Using this the players would be getting gear with a far higher (but not imperfect) degree of focus on the role they joined to execute.
We have four roles and a range of special cases for gear within the class combinations created by those roles (Range DPS, Melee DPS, Tank, and Heal). It’s a bad thing to see a Need roll on an item which will never be used, such as a Death Knight rolling need on a Plate item which has Int on it, or a Hunter rolling on a staff with Spirit.
Here is a suggested solution to improve the algorithm which filters Need vs Greed selection:
Use role based filters for all Need role which restrict based upon:
- Apply a primary stat filter, where the item must have that stat present.
- Apply a secondary stat filter, where any one of the listed stats must be present.
- Apply a secondary stat filter, where if any of the listed stats are present then the character is excluded from the Need roll.
This allows for the armor type restriction to hold as currently implemented, and the armor type restriction would still act as a restriction. It allows trinkets, rings, necks and other non-armor type items to be classified using the stats assigned to the item. This mean that it is not an arbitrary assignment of priority, but one based on the stats which the item has and how they are valued as recognised by item weightings.
The rules allow for an item within a armour type that a role might current role on to be corrected, like Int plate vs Dodge plate, or a trinket with only one stat, and allows for ignoring the Stamina values on gear. While this might disadvantage Tanks slightly, I am not sure of many items which would otherwise be selectable which would not also be valid choices for DPS characters – so the degree of impact is less.
All that we need to do is decide on the primary stat for each class & role combination, set a valid list of secondary stats, and also set some stats to exclude. It is worth noting that the inclusion of a stat in the included or excluded list is not mean to dictate a priority amongst them, it just means that this is a potentially valid stat for the class-role.
For example: It would be a shame for a range Tank to miss a role for an upgrade with Dodge on it just because a DPS in the same group rolls need.
The syntax is = Class Role: Prime-Stat / Stats Included / Stats Excluded
DK mdps: str / mast, crit, hit, expertise, haste / !int, !spirit, !dodge, !parry, !block
Pally mdps: as above
War mdps: as above
Druid mdps: agi / mast, crit, hit, expertise, haste / !int, !spirit, !dodge, !parry, !block
Rogue mdps: as above
Shaman mdps: as above
DK tank: str / dod, parr, mast, exp, hit / !block, !int, !spirit
Druid tank: agi / dod, mast, exp, hit / !block, !parry, !int, !spirit
Pally tank: str / dod, parr, block, mast, exp, hit / !int, !spirit
War tank: as above
Druid rdps: int / spell power, hit, crit, haste, mastery /
Hunter rdps: agi / hit, crit, haste, mastery / !int, !spi
Mage rdps: as per Druid
Priest rdps: int / spell power, hit, crit, haste, mastery, spirit /
Shaman rdps: as per Druid
Warlock rdps: as per Druid
Druid heal: spi/ int, mastery, crit, hate, spellpower / !hit
Pally heal: as above
Priest heal: as above
Shaman heal: as above
As a basic this does it. It could be expanded to understand the ratio of Spirit to Int in comparison of caster items, where one is valued to dps higher than healers.
It could be expanded to ignore the rules if the person who could roll Need already has an item in that location which exceeds the item weight by ~20%. Meaning a player could not roll Need on a ilevel: 333 item if they already have a ilevel 356 in that location. For them it becomes a forced Greed. That might mean that another player is the only one who can greed, or that nobody can roll need. You could also open the rolling so that if nobody is normally allowed to roll Need due to this rule, then the system lets them role Need if it is in their armour type. This way a offset item goes to somebody who might actually use it, not to disenchant or vendor.
And I’m sure there is a huge range of exceptions that might apply for funny items. No way in hell I was going to try and parse all of the WoWHead data to validate this.
On plan I think this is a solid idea. What do you think?
Reward the rare in Random Dungeons?
Blizzard has announced a new scheme which will reward the rare types of role in the queue with rewards. If you are the role that is most needed – you’ll have extra cash, pets, mounts, all the good stuff. But it feels like a solution looking for a problem.
It will be worth tanking – but only slightly more. Not significantly more, and as the reward is not gained for guild groups – so we’re actually discouraging friends from playing together. Why? It should at least allow 2 people to sign-up together, and 3 would be better. Would it matter if 3 guildies took 2 stranges with them on a run? Wouldn’t that speed the rewards a little too?
It won’t fix the fact that dps rolls on my Tank gear, and vice versa.
It won’t stop any role gear going to the wrong roles at all, which is what pisses me off the most. Almost every dungeon the loot from the last roll will be a series of Need rolls. Why? Because there is no recourse to stop them doing it.
It won’t stop people being rude, or kicking without reason.
It won’t stop the time wasters, the AFK’ers, and the gogogo-moron-boys.
It won’t stop Loot Fever. Except it could be easily stopped, as we have had roles for a long time, and its just lazy to think that we can code specially for Orbs, or for some mounts, but can’t figure out that gear with Dodge is a Tank item. Total bullshit.
I really hope my friends and guild are happy to keep doing runs, and I’d rather run with them than get a new mount. I’d rather walk.
Happy killing….end rant.
Tank Ethos
I tank at a run, using the speed of my cool-downs. If that is too slow then let me know and I’ll drop group. I know who will get a group faster.