So Blizzard are asking for tanking feedback on cooldowns. Shockingly and very surprisingly there is no obvious way for us Europeans to offer feedback we know will actually count! Oh wait, that’s the norm!
Anyway here’s my two cents worth. Firstly cooldowns should exist in one of three categories, short, medium and long. Short cooldowns should be a one to two minute (or so) cooldown which for defensive purposes allow you (the tank) to better survive that predictable big hit or likely oom healer point, i.e. a straight damage reduction for X seconds deal. The medium category should be something which is on a longer, three to four minute cooldown. So it may be available once or twice per encounter. It should do something more significant. For example deflect a percentage of raid damage (ala [Divine Guardian], increase tank, group or raid damage output, etc. Finally a longer cooldown ability on a five to fifteen minute cooldown. Something available at max just once per attempt (perhaps not even every attempt – annoying as that may be!). This should do something “amazing”, [Ardent Defender] for example, i.e. something that stops the tank, or someone else from dying or preventing the raid from wiping.
Talent-wise – I tend to think the max cooldown ability should be a deep tree talent as per Ardent Defender. It shouldn’t be a generally available spell. Wouldn’t that make it compulsory? Perhaps, so what? For the shorter cooldown abilities it may be nice to see increases in specific damage reduction but be a trade off versus something else, e.g. “Magical Defense, when activated during Divine Protection, reduces magic damage taken by an additional 7/14/20% but reduces the effectiveness against physical damage by 10/20/30%“. That makes it necessary to think not only about using DP at the right time but also the worth of activating “Magical Defense”. I tend to think all tanks should have such talent based trade offs for cooldowns in much the same way as Paladins do for using [Avenging Wrath] vs. [Forbearance].
Glyphs should offer more than simple cooldown or increased damage taken. Maybe a minor glyph offering a small increase in damage absorbed – 1 or 2%. Let’s face it most minor glyphs are pointless and this would at least offer something more useful. I’d like to see major glyphs offer something more substantial, a change in the mechanics of a cooldown. For example it may cause Divine Protection to have a [Radiance] type effect. Maybe not on use but rather on chance, so mobs hitting a paladin with DP up have a chance to be stunned and be hit, backlash style, by the damage the paladin would’ve taken.
There are other “cooldowns” of course – offensive mostly. Such as [Avenging Wrath] (good as is), [Intervene], [Berserk]. I feel, certainly for paladins most of these are fine. What I do miss as a paladin is range closer and a reliable method for breaking fear.
Of course most “standard rotations” are comprised abilities on cooldowns. As others have noted in the topic the 969 rotation for paladins is kinda boring – even if it does involve hitting more buttons (macros aside!) vs. say warriors and druids. I’d like to see an on proc ability and for existing abilities to be more specific to encounters/situations. That may see [Hammer of the Righteous] damage reduced and thus be replaced in single encounter use with another, new ability – Holy Strike or some such. Rather than used because it still does good damage/threat and fits the rotation nicely. For on proc abilities a [Holy Shield] block could cause [Shield of Righteousness] to become available for X seconds (increasing its damage/threat as a result of the change). Judgement is pretty lacklustre – it serves a purpose to place debuffs on the target and little else. That’s fine but should it be considered part of a normal rotation? Not so sure.
In: Rants
23 Feb 2010I can’t pinpoint when it happened but … when did Warcraft turn into a game about gear? Not only the community obsess over purplez even the developers seem to make an issue out of it. Sure it’s nice to get shiny new shinies but items are a means to an end, not the end itself. Whether you be levelling or end game raiding upgrades allow you to push further. But now it seems we push further to get new items … it’s strange. I admit to liking it when someone whispers me and says “nice gear m8″ or whatever. But I like to think they are complimenting the guilds achievements (in allowing me to obtain such gear) or perhaps my decision to take item X over item Y. It’s probably not the case though!
In: Howto
22 Feb 2010The random dungeon finder has somewhat revitalised instance runs for many people (badges ftw as they say). I generally run at least one (usually more) a day on both my characters – I have a mage too, my former main from when I first started playing in 2005. As a result I see a lot of my fellow paladin tanks – and being honest with you many are pretty awful! So here is my quick guide on tanking (primarily heroics) as a protadin.
Firstly gear for the situation – no heroic in Wrath is particularly difficult or contains bosses which hit overly hard. Do not be afraid to change your gear around to increase your threat (and dps) output. My general heroic tanking set can be seen here. Trinkets such as [Darkmoon Card: Greatness] are a real boon – it’ll give you direct threat in the form of attack power and “indirect threat” (and mitigation) in the form of block value (increasing the damage/threat of your [Shield of Righteousness]). You can safely swap about a significant amount of gear – get a 1H DPS weapon if you can. Theck has posted a great guide on weapon selection via his MATLAB simulations. The [Black Icicle] is great if you do not raid – else almost any 1H DPS weapon from ICC 10 or 25 man will do. I personally enchant it with [Enchant Weapon - Berserking]. I may swap a trinket out for more stamina if I’m concerned about the healer (green equipped healers ftl!) – always be mindful of the situation. Don’t be surprised if the healer (in particular) kindly points out you’re in “Retri gear”, just be polite and say if he has any difficulties keeping you alive you’ll happily swap gear. You may also be pleasantly surprised to find peeps congratulating you on going with more dps gear.
Secondly, speccing for heroics – you do not need to spec specifically for heroics. A “standard” 0/53/18 end tanking spec will often do you fine. This is particularly true if you gear as above. However you may decide to respec to further increase your dps/threat output. In that situation I’d recommend a spec like 0/53/18. Reckoning procs will up your dps and threat and [Seal of Command] is godly for tanking multiple mobs. If you don’t mind lossing run speed you can further increase output by plopping the two points into [Conviction] – personally I prefer, even in heroics, to having a little more movement speed.
Thirdly, how to pull – pull often and pull as much as you feel you can safely tank. For meleeing mobs you will find your high block value will help to significantly reduce incoming damage. Reckoning combined with Seal of Command will ensure damage is kept consistently high on multiple mobs. Be quick to pull – while being aware of healing of course – this will ensure your [Divine Plea] remains active as often as possible. If you’ve never run the instance before do point that fact out! Most people will happily give you advice on what to pull, when, what it may do, where to pull from, etc. Sure there may be the odd person who complains and sighs that you don’t know the instance … don’t worry, they are usually bottom on damage done and die most frequently. With that said if you feel confident about how you’re tanking don’t feel you have to listen to every last thing the group “advises” you on.
Don’t feel you have to stick to the 969 rotation and use all the tools you have. For example in Halls of Reflection the first two boss waves are a great time to use [Holy Wrath] to control the mobs. Remember to use [Avenger's Shield] to silence a mob at range – indeed it’s good practice to do this whenever you pull, target the caster. If you’re pulling multiple mobs - and why wouldn’t you? – [Hammer of the Righteous] is a good initial attention grabber, as is [Consecration]. Seal of Command damage will quickly glue most/all the mobs to you.
Fourthly, stay alive – sometimes you may get a little carried away and pull a few too many mobs (or someone else may do so). Equally you may have a healer that … well … cannot heal. In either case remember you’ve various tools for staying alive, do not be afraid to use them! Whether it be an oh shit moment [Divine Protection] or just a routine [Sacred Shield] staying alive is the most important single thing you can do.
Finally, listen to the group – pay attention to party chat and particularly the healing situation. If the healer AFKs you may want/need to stop pulling and simply wait. Blessing requests – a thorny subject – keep in mind many people do not really know what blessing is best for them. Quite often [Blessing of Kings] is best regardless of what peeps may request. I recently ran a random, well it had four guild members and one pug (healer) in which there were two Shaman (one the healer). The resto shaman, after a near wipe said he was waiting for the “correct blessing”. In other words he was was [Blessing of Wisdom]. The group was quick to point out that; a) Kings is better for him regardless and b) we had two shaman and thus he (or our other shaman) could very easily put down a [Mana Spring Totem]. It is quite common to find DPS warriors and Rogues asking for [Blessing of Might] – when they do I usually just yield and give it to them. Typically the warrior then uses [Battle Shout] making the blessing totally worthless but it’s quicker than arguing with them!
Have fun!
In: Cataclysm
21 Feb 2010Haven’t posted for a long time … shock. Anyway, killed Arthas, sorry the Lich King on 10 man last week. It’s a nice fight, definitely the best encounter in Wrath. Have to say though it only took a couple of evenings of attempts to complete which when you think about it is a little disappointing. We’re still working on the 25 man encounter – should overcome that shortly.
This leads us into what’s next? Well we now know – thanks to Kalgan (Tom Chilton – who clearly let slip something he shouldn’t – he’s good at that it seems) – there will be a new Wyrmrest boss(es). After that we look forward to Cataclysm, well I say look forward … I’m not so sure we do!#
In the interview Chilton gave he mentioned that Ulduar was too long and too difficult. I don’t know what planet he’s on but it wasn’t in either case. It was a nice instance, tuned well (initially) with some fairly tough hard modes and one very tough one (Yogg + 0). To say it was too hard is frankly rediculous and makes me worry for the future of the game – a game that is being aimed at people that cannot play it …
This isn’t a rant about “casuals” – whatever they may actually be – it’s a rant about people who expect everything for no effort. The random dungeon tool has proven this for me over and over. People playing classes, decked out in relatively high end raiding gear (obtained from badges mostly …) who simply cannot play their class. Games are supposed to be challenging, that’s ultimately where the “fun” comes from. If a game isn’t a challenge, why play it? It becomes boring very quickly. Yet WoW is heading ever more down this road.
Mike Morhaime, Blizzard president recently said in an interview that Cataclysm was intended to reinvorgate the game, introduce the same game design that they’ve honed in TBC and Wrath in terms of progression, questing, itemisation, etc. He also hoped it would bring back players who quit. An argument the now predominant community and even Blizzard game dev voice use is “the game is bigger than ever and blizzard are catering to the majority of players now!” – wrong, so so wrong. If that’s true why has WoW, according to Mike himself only sustained (at best) it’s (huge) player base through Wrath? And remember Wrath is really the culmination of the recent (seven years or so) of Warcraft lore. If anything it should’ve increased it’s audience with peeps who played WC3 returning to see what happens. The fact is this game grew mostly through vanilla and TBC – this very fact should be telling the developers “hey, maybe we were doing some things right back then?” … instead they seem to be pushing down the wrath path of easy heroics, easy raids and access to everything as soon as possible.
I do hope Blizzard think very carefully what they’re doing. It’s not the hardcore raiders they’ll lose – they’ll stick around for the glory regardless. It’s not the people who can barely play that’ll leave. No, it’ll be guilds like mine that take the game seriously and have been around for a while – the “core” audience if you will.
mmo-champion have datamined what maybe the plate Tier 9 sets. I had a feeling (and hope!) the new tier would be something along the lines of the original Grand Marshall sets. If the image is right then that feeling is somewhat proven – it’s a very old pvp’ish look and I’m pretty happy with it.
The only disappointments? Firstly that the DK and Warrior models are basically the same – only the textures differ. I could see Blizzard doing this tbh since it would reduce the total number of models they need. Given they are producing different models for each faction re-using models for each class of armour would reduce the number to something approaching the norm. Secondly the boots – I like the model used for mine better!
My guild, Aquila have been steadily working on hard modes in both 10 and 25 man. We’re not a huge guild nor are we peeps who spend every minute of the day trying to beat the game. However we’ve been pretty successful back through TBC. Hard modes in Ulduar, heroic at least really have proven to be hard. Something like a dozen guilds worldwide have so far completed the [Heroic: Glory Of The Ulduar Raider].
This past reset we managed to do [Heroic: Orbit-uary] and [Heroic: Heartbreaker]. Thorim hard mode nearly joined them but we wiped at something like 20% – we did get [Heroic: Siffed] though.
Anyway this past night we had a shot at Steelbreaker last. We spent an evening on this last reset perfecting our strategy. Tonight we went in and BOOM one shot it! I must admit I was really shocked. From a tanking perspective it’s a real “oh shit!” fight. My job was tanking Brundir (he dies second in our approach) and taking over Steelbreaker as the third tank – we res the first tank (our warrior, Zekans) who then tanks again fourth blowing all cooldowns. Wearing my EH gear I have something like 45-46K HP buffed – even so with cooldowns there are still “oh geez” moments in the 30 seconds of tanking him. It really was smooth – so pleased for everyone.
With the announcement that the Ulduar meta rewards of the [Reins of the Rusted Proto-Drake] and [Reins of the Ironbound Proto-Drake] won’t necessarily be removed with 3.2 we’ll keep pushing away and see what happens.
In: Paladins
21 Jun 2009So details on 3.2 have been announced along with a lot of information on Paladin and Shaman changes. The patch is pretty “meh” in my opinion. It makes me wonder if the relative lack of content since Ulduar is due to Blizzard preparing 3.3 and the expansion. The Colliseum has some nice ideas – seperate lockouts, the need for progression on “hard modes”. But the limited number of encounters, just five, is very unwhelming. The changes to badges is also a “what?” moment. A blue has actually stated it’s to reduce the frustrating gear gap some players face. I wonder if they actually understand the concept of gaming anymore …
I play prot most of the time so I’ll start with those. The changes to block value (affecting warriors too of course) at first seems nice. However when you actually look at it the changes won’t make any significant difference for most players. In my normal tanking set (high health, decent avoidance) I have a whole 68 SBV … all from my [Conqueror's Aegis Handguards]. So my SBV will increase by a whole … 68, big deal. In my block gear set it’ll be more significant, a few hundred more. Even then it’s a “meh” type of “buff”. What’s more they’re reducing the damage done by [Shield of Righteousness] from 130% to 100% – although that may have more to do with the following …
In buffing/changing retribution they have dumped [Seal Of The Martyr] and significantly buffed [Seal of Command] and much more so [Seal of Vengeance]. Currently Vengeance (the tanking seal of choice) applies a DoT to the targt which stacks up to five times – it’s a nice source of ongoing threat. In 3.2 baring changes it’ll do that and additionally with five stacks in place will deal an additional 33% weapon damage as holy damage (thus it cannot be mitigated by armour). That’s a nice little buff.
By far the biggest change is to [Ardent Defender]. Other tanking classes generally have two short cooldown “oh shit!” abilities, e.g. warriors have both [Shield Wall] and [Last Stand]. The paladins have … well … one, [Divine Protection]. The only other thing we have is [Lay on Hands], a very nice ability but not typically one that allows you to survive – it more gets you out of trouble. Ardent Defender has been viewed with both addoration and disdain! On the one hand it’s a life saver but on the other it’s all too easily overcome. A good example is where you take a hit which reduces your HP to less than 35%, Ardent Defender kicks in, you’re healed to say 40% of your HP and take another hit … *BOOM* … you’re dead, it’s been leap frogged.
The change they are making basically eliminates the leap frogging problem. Now instead of reducing damage if your HP is below 35% it’ll reduce damage whenever your HP will be reduced below 35%, no leap frogging. Additionally they’re throwing in a [Guardian Spirit] like effect. Every two minutes any hit you take which would otherwise kill you … won’t … it’ll reduce your HP to 30% (assuming three points in the talent). This is a great buff. Some peeps are complaining we need more active abilities. I understand what they are saying, make decisions is good. However ask any warrior about Last Stand and most will say they wasted it early – no such difficulties with our ability.
Overall I’m pretty happy with the protection changes thus far. Holy paladin changes I think are pretty “meh”. Blizzard say they are significant buff – allowing [Beacon of Light] to count overhealing and having [Sacred Shield] plus [Flash of Light] combos to apply a HoT. They well be a nice buff but they seem like easy solutions to me, glyph style solutions really. Where’s the additional spell?
Well the PTR’s will be up soon – I guess we’ll see what all these changes amount to!
In: Paladins
5 May 2009Dual-specs have been a great boon to the game. Initially I wasn’t going to bother taking up this new ability but in the end I of course did. My second spec is holy, same as my off-spec has been since I started raiding with my paladin. It’s proved very useful to myself and I think my raid group. Generally our guild has never lacked high output dps but we have, I suspect like many guilds suffered with healer signups. It’s not so bad now but our holy paladins are not the most active of players.
Anyway I find myself now healing at fights such as Hodir and more recently Vezax. It’s actually great fun and a nice change from tanking something every encounter. I found a really nice concise site The Holy Paladin which covers everything from talent selection, glyphs, pots/elixirs right through to detailed breakdowns of how to maximise the effectiveness of your spells.
In: Raiding
2 May 2009Wahoo – back, probably. Not a big one for blogs but gonna give this another shot.
So, my guild, Aquila has been in Ulduar for a couple of weeks now – well the day after patch 3.1. We’ve reached Mimiron on 25 man and Vezax on 10 man. So, what’s with all these nerfs? I want to shake the encounter designers at Blizzard.
Nothing, not one encounter so far has been impossible, not even close, not really that difficult. We wiped for raid after raid in Sunwell on each and every boss. So far we wiped a few times on Razorscale as we learnt the best way to handle landings (to maximise DPS), we gave up on Ignis pre-bug-fix (but one shot him after). Auriaya was fine when we worked out a good pulling technique.
It’s difficult to believe some of the stuff I’ve read on the forums posted by guilds having problems. Seriously how difficult it is to move when you’re debuffed with something which can kill others? How hard is to use [Hand of Protection] or [Guardian Spirit] at Auriaya. As for Kologarn, geez!
Meanwhile Blizzard are buffing the hard modes! These are modes guilds such as Ensidia have only overcome pre-buff or by using exploits which are now fixed. It’s utterly rediculous! I posted to a topic on the EU forums about this (no idea why – Blue’s in the U.S. have locked any/all such posts in recent days – clearly they aren’t interested in listening). Most people are in agreement in these topics, including the one to which I posted. A response to my post ran along the lines “well Freya and Yogg can be done in varying degrees of difficulty” … err … yes … and? You do Freya with one add on the way to overcoming all three. You don’t do one and say “that’s it, fine, we’re finished”. And if the hard modes are such that completing them is near impossible there is little reason – the odd piece of gear aside – to complete them at all.
I really do feel Blizzard are making a huge mistake here and clearly many others do to. They need to push out new content. Wrath was great from a lore, quest, graphics perspective, much better than TBC. But there are too few instances, too few raids and it’s all getting too easy too quickly.
Hi, welcome to my sometimes used blog where I'll comment on the state of Warcraft and my primary class, Paladins!