Archive for the “Druiding” Category
As far as Gnomeregan is concerned, I’m falling in line with the thought that a staged, phased reclamation a la Isle of Quel’danas is the most likely scenario.
Which, let’s face it, sounds pretty cool. :)
But I keep thinking of Ironforge.
Cataclysm is supposed to bring flight to old world Azeroth.
That means things are being changed to accomodate that, changes to zone edges and such, things that never had to be worried about before, because players could never actually reach there.
I remember one time, at band camp… no, wait, just kidding.
I remember one time, when the game was brand new, hopping up hills at the perimeter around the Hunting Lodge in Loch Modan, and I made it up and onto the top of the ridge on the northern edge… only to find that the terrain became a featureless wireframe of orange flatness.
I ran and ran for a long time, to the north as I recall, wondering where I would end up. After a while, I turned around and headed back to resume what I was doing; leveling my first ever character, Windshadow.
The urge to explore was strong, to see what was over the next rise, maps being rare and hard to find on the internet, and to be honest, I never imagined back then that the desire to explore would ever be frowned on by Blizzard.
It was a huge game world, and it never crossed my mind that I’d get in trouble for wanting to see more of it. Instead, I assumed that if I could get somewhere, I would be rewarded for my ingenuity with something neat. Finding the quest bear way up high in the mountains of Loch Modan NE of the flight master only reinforced that idea.
It was shortly around this time, looking on the forums for the suggestions of others on places to explore, that I found the official forums ringing to claims of people being banned for finding ways to reach areas that were not meant to be reached… and sharing the techniques.
There but for the grace of WoW go I. That could easily have been me, in my innocence, posting about something neat I’d found and wanting to share it. If I hadn’t seen that others were being banned for doing that, I certainly would have posted my own experiences.
I remember it well, the main claim was that someone on the official forums was banned from the game specifically for figuring out how to reach the little dwarf airport/landing strip with the cool planes way up above the mountains over Ironforge, using a technique of climbing and gliding with the Engineering-crafted Parachute Cloak. I believe the statement from a Blue poster was along the lines of saying that the Airstrip, and other in-game places like that, were meant to be visual points of interest, and not actual locations to ever be visited.
Ah, the mystique of that little Dwarven landing strip. The hours I spent exploring the mountain chain from both Dun Morogh and Wetlands, trying to scout out the hidden path that assuredly must exist to allow me to visit that place. The drive to climb that mountain, to plant my flag, to be able to say, if only to myself, “Vini, vidi, vici” and take a screenshot.
It was the first little blow to my love affair with World of Warcraft, when I read the claims that players could and had been banned for exploring where Blizzard did not want them to go… when there was nothing I had ever heard of, no warning I had ever read to that time, that said “It’s okay to explore, as long as you only try to explore where we think it’s okay for you to explore… and we won’t tell you, you have to guess. But if it seems hard to get there, don’t try.”
Now this isn’t a bashing on Blizzard, although I’m sure it could be taken that way. For all I know, it was all total BS on the part of players, and nobody ever got banned or suspended for exploring, ever. It’s the official forums, you know what it’s like there. Tons of helpful people, hidden amongst the loud crazy idiots.
The point is, since the very first time I flew over the dwarven airstrip when taking the Griffon from Ironforge to Wetlands, I wanted to get up there, to visit that airstrip, to hop in the planes, to run around like a goofball and see if there was a super-secret quest giver there.
When I think about Cataclysm letting us fly in Eastern Kingdoms, I think immediately about visiting that airstrip.
But more than that, I want the airstrip to become a place where flying players can find new quests to perform. I want it to become that dwarven center of aerial adventure about which I’d long dreamed.
So carrying over from my previous post about the fall of Ironforge, I would be hoping to see something in Cataclysm that would indeed cause the Dwarves to flee, to abandon Ironforge, to take up as refugees in the capital of Gnomeregan… and let adventurers have a new raid, the Retaking of Ironforge, where you cannot enter via the massive front gate.
Oh no, not the front gate for you! The mighty climb to the gates of Ironforge would be shattered, the gates themselves sealed shut, and players would have to fly to that landing strip high up in the mountains, there to enter as a group and fight their way down into the mountain itself.
If you think about it, we’ve long seen signs that we’re supposed to believe there is far more to Ironforge than what we’ve already seen in the game. Towers jutting out from the side of mountains high in the sky, clearly meant to be reached from within.
Perhaps flame elementals, perhaps dragonkin, perhaps the deep down dark iron dwarves, striking a blow for revenge.
Perhaps all three… dark iron dwarves in league with the risen dragon forces to strike at Ironforge from within, aided by elementals erupting from the lava around the great forge, sundering the home of the dwarves.
Of course, I don’t think it would really happen. I think it’d be super cool, but realistically, we’ve got far too many underground dwarf/dragonkin based raids in the game already for Blizzard to be spending design time making another one, no matter how cool the concept.
Blackrock Depths, Upper and Lower Blackrock Spire, Blackwing Lair… from a game raid design standpoint, I doubt they’ll add Ironforge to the mix.
Sigh.
I still think it would be really darn cool, though.
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Had a nice writer send in a couple questions that I thought would be worth sharing the answers on, so here we go;
“Stratus” of the Darkspear wrote in saying;
My son convinced me (in wisdom beyond his years) to be a bear tank a couple of months ago. I thought to myself, “I’m actually going to have to know these encounters now.” So, now my main spec is level 80 bear tank. Fun, fun. But so much to learn.
1) On Ony 10 – I just run thru Ony and drag her to the back and turn around fight – no problem. Have done this 6 or so times. On Ony 25 – you cannot do this. You die after about 2 hits to the back. Talk about shocked. A little background – I use my mouse to move my bear. I did not grow up with laptop games. I grew up with arcade games – lol. So – using the keys to move and strafe and all that – really pretty foreign and not comfortable to me. So – my question is. Can’t I just run thru Ony and immediately turn around as Ony turns around and then back up that way?? (Using my keyboard here of course) These are 25 man raids and I hate to be the one to screw it up right off the bat.
2) Have finally figured out how to tank Halls of Reflection to where I have at least a 50% success rate. This dungeon is mob dependant. Can’t control mobs – you won’t complete dungeon period. Your blog back in 2007 (tanking mobs) once again opened up my eyes. Wrath, moonfire?? I never saw anybody do that or read about it but that is brilliant. Anyway – my question here is – do you have plans on updating that blog in the near future?? Would love to read it. Without the benefit of learning tanking as I leveled up – I am having to learn very quickly. Players get a little “testy” when level 80 tanks can’t seem to do the job.
Someone mentioned in that blog commments from 2007, ”good tanks are hard to find”…I wanna be that good tank and I am counting on your blog to be a big part of that process.
Have a super day.
To address question 2 first… I’m glad that someone has already noticed I added that ancient post on Bear Tanking Multiple Mobs on the sidebar… and got something out of it.
I have this tendency to never look back at what I’ve written, I move forward. This is why my sidebar is kinda messed up, and why some things never get updated. I’m looking ahead to writing the next post or doing the next thing, not looking back at something already done.
However, in thinking over topics that would be of help to new tanks, or players for that matter, one of the subjects that I keep returning to is aggro and threat. What it is, how you get it, how you hold it, how you lose it.
I recalled writing what I thought, at the time, was a pretty decent overview of how the actual mechanics of threat in a party, broken down for each party member, worked. Healer threat, DPS, tank… all together in one example.
So instead of writing it all from scratch, I went looking… and found it from when I posted it in 2007. I read it, and marveled at how much had changed since it was written, in terms of Bear tanking strategies.
But the core of party threat generation discussion was still pretty good, and I decided, instead of rewriting it, that it would be fun to add it to the sidebar… with a little (2007) next to the name.
A fun look back at the craziness of years gone by… and hopefully, an appreciation for what we’ve got now. A reminder that the name of the game is not competing to be a better tank than the other classes, but to enjoy being a good tank for our own groups, and an acknowledgement that Blizzard has done a good job of adding to and changing up our skill set since the old days.
Perhaps also, to serve as a reminder to the new generation that, you know… you might not want to bitch too loudly about having difficulty tanking with the tools we’ve got now, because in the old days, Bear tanks had to Swipe uphill… in the snow… both ways.
And it was a colder snow, and a higher hill than the snow and hills you get these days.
I hope that, for those that take the time to read that post, it has thrills, chills, amusement, nostalgia, and maybe for some a tip or two.
Now, about question #1 – initial squishiness.
You posit a situation where your goal is to intercept and develop threat on a boss that WILL follow you when you move, that is located in the middle of a large chamber, that has a knockback attack, and that does a great deal of damage.
There are several points to moving to the far wall behind Onyxia.
In the first ‘pull’, Onyxia is in ground phase 1. Her abilities consist of a frontal Cleave, a frontal Flame Breath attack, a frontal cone Wing Buffet that does unmitigated physical damage and knocks you back, and a rear Tail Swipe knockback.
When you initially pull Ony, what you are looking to do is, as fast as possible, get her head faced away from the raid. Because everyone, including healers, is charging in behind you, and Ony is big, the most direct route to this is to run through her so that she changes facing, looking away from the raid instantly.
You do not want to Charge when doing this in most cases, because the healers will be hard pressed to have reach on you… they are not moving directly behind you, they are angling to the side, so as not to be within the arc effect of Tail Swipe.
The only rush in moving Ony around is to get her head away from the raid. You do NOT have to run to the back wall. All you have to do is get through the mid point on Ony’s hit box. Once she turns, you can turn around, and waddle backwards until your butt is at the wall. Your being stationary means she will advance and become stationary, and melee DPS can hit her in the flank without worrying about front cone AoE effects or rear Tail Swipes.
If you are waddling backwards towards the wall, and she does Wing Buffet, all that she accomplishes besides damage is to move you to where you want to be faster. :)
In looking at your Armory gear, you’ve got a pretty darn outstanding set of tanking gear. Obviously, the movement impairing trinket and the Expertise gems aren’t contributing directly to tanking survivability, but the sum total of your gear is so good that it really isn’t an issue. No worries at all on that score.
If you move directly to Ony, flip 180° and waddle backwards, that should take care of the insta-gib issue.
Now, to add that extra cushion, there are always a few things you can do.
First, trigger Barkskin when you reach Ony. That will provide a very solid damage reduction. You don’t have the 4 piece Tier bonus on reduced cooldown, but that doesn’t matter. All that matters is giving your healers a chance to get stationary so they can use their full repertoire of heals.
Working along with that is triggering Survival Instincts when you reach Ony, so that your max health pumps up for a short time, giving you more of a cushion to eat damage until healers are ready.
You won’t want to trigger Frenzied Regeneration, because the Healers only need a few seconds, and while it’s up you’ll have your Rage bleeding away. In the very first two or three seconds of the pull, you want to be establishing rockstar aggro, not sitting there Rage starved, waiting to be hit or do the hitting to get more back.
This isn’t an exhaustive list of suggestions, but since you state you are successfully tanking Heroic HoR 50% of the time BEFORE today’s nerf, I have to say that this should be more than enough to see you through.
And on the subject of Heroic Halls of Reflection… I was working on a post. Then, today, out of nowhere as far as I was concerned, they nerfed the ghost waves in HoR. I’m gonna have to check my notes, as Riff would say. :)
I’m sure you already know about Line of Sighting them into one of the boss alcoves, and also know that the biggest key to each wave is having your group hide in the corner, and YOUR being ready to pound out instant AoE threat to overcome the inevitable Healer aggro since the healer is glowing like a sun trying to top everyone off while you hide there. And the second biggest is communicating beforehand a simple CC strategy, so that, say, the Hunter knows to toss a ranged Ice Arrow at the most distant mob, and YOU know he’s gonna do it so you don’t work at getting within it’s range to aggro it.
Anyway, thank you for the very nice letter, Stratus, and thank you for the kind words. Take care, and enjoy today’s patch!
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As you probably noticed, things have gone off the rails this week in terms of follow-through.
Have no fear, I shall post part two of the gear list (the analysis is done, it’s writing a post that has dozens of bloody wowhead links that takes time) and there shall be more fun posts as well. Assuredly.
Work is simply building to some form of operatic conclusion, and I fully expect, in the grand tradition of any opera, that there shall be tragedy before it’s all over. Perhaps the plant shall burn, while a mezzo-soprano sings about thermal updrafts beneath the wings of her steed.
At any rate, I find myself at work long after I should have gone home, attending to one emergency after another. By the time I get home, all I’d like to do is decompress. It shall get better. Of this, I’m sure. After all, once the plant HAS actually burned down, well… at least they can’t page me for another emergency, right?
Moving on…
As I said, once I do get home, I make it a point to chill when I can be in game.
In the game, it’s been more fun than ever. The game itself, for the last few weeks, has been probably the most exciting and fun that I’ve seen in a long time.
We had a fun event last week, dancing in front of the gates of Orgrimmar taunting the Horde, but mostly, yes, it’s playing with my friends in the new LFG randomness… and flying solo just to see what I get, as well.
You know, before 3.3, if someone mentioned running a PUG in a Heroic, chances were you’d hear the other party say something along the lines of, “Hell no! I’d rather run with my friends than a bunch of random strangers.”
There are always exception, and I know a few folks who have long commented that they love running in PUGs, and never had a problem to speak of.
My own experiences before the new LFG were rather scattered. Sometimes, I’d meet some really nice people that became friends (or at least got added to my friends list), and other times I’d meet, well… the opposite. :)
But damn, things have changed. People are openly running in Pick Up Groups a lot since the new cross server LFG got started, and I have to wonder what it is.
I can’t speak as to why other people are loving it. Or hating it, for that matter. All I know is what I like.
First, I like that the rewards for being in a randomly chosen heroic or regular Dungeon are granted simply for going random, and NOT for being with strangers. If you and four friends want to run some heroics, you don’t get penalized for not having any strangers in your group.
Sounds silly, I know, but there was some talk before the Patch went live that you may have to be grouped with randomly chosen players in order to get the extra Emblems. Wouldn’t that have been ridonkulous?
- “Sorry Bob, I know we’ve been doing 5 mans together for years, but if we’re going to get Frost Emblems, somebody’s got to go, and we’ve voted you off the run. Tough luck, man.”
- “But… but I’m the tank!”
- “Yeah, about that… we never wanted to tell you but… you kinda suck.”
The extra Emblems are a nice reward for being willing to take the luck of the draw on Heroics… and for me, right now, it adds a certain amount of spice. What’s it going to be? Huh? Which one do we get?
The second thing, of course, is that by making it cross-server, there are conceivably more folks available ready to do something. You add that in with the novelty of three new instances with awesome new loot, extra Emblems for going LFG, and a TON of Tier gear available from those Emblems, and yes… right now, LFG is being heavily used.
Give it 3 months, and I think it’s safe to say that things will calm way the hell down. But for now… well, it’s Christmas for runs!
So what happened? Everything bright and wonderful now? All win?
Well, I don’t think so.
I know that I mentioned earlier a warning to pay attention to what’s being needed or greeded in your groups… which some people took in a weird way, but if you really get offended at the idea that folks should be cautioned to follow the rest of the group in how you roll for loot because different servers have different customs, hey, that’s your choice.
Regardless, it’s pretty obvious that there are some bugs in the woodwork in how loot is being handled.
I’ve gotten used to not worrying about loot, since first, I don’t really care, and second, you can trade loot you get with other people that were in the instance with you.
It’s been an eye opener that, at least the times I have tried it, you cannot make that trade if the other person is from another server.
I think this is a bug, because from what I’ve read by Blue posts, you are supposed to be able to trade items so long as everyone is still in the instance together.
When I tried it, our group got a message, “You can only trade conjured items with players from another server.” Or something to that effect, anyway. The conjured item thing is what stuck out, Strudel is fine, just not that shiny Spellpower Dagger the Warrior won through the Greed roll.
Later on, I ran into another slight drawback with the system. Killing the last boss of Pit of Saron, we had three Plate wearing DPS/tanks, a Shaman and me wearing Leather.
A nice Cloth spellpower item dropped… and everyone started Greeding as you’d expect. Well, I wasn’t permitted to click Need. Neither was the Shaman, or the Paladin. And people had already started rolling Greed.
So, sure enough, we had to all roll Greed… and the Warrior got the nice caster Cloth item as well. And could not Trade it to anyone else.
Those are a couple points to keep in mind. Great upgrades for you can drop, and even if you’re not a careless distracted goofball like me, you still may not be able to get it because it’s not exactly the same as your normal armor type.
But with all that, still the LFG is being used aggressively. I know I’m having fun with it.
So, what’s the upside again?
For starters, you want to run something with friends, be it anything at random or something in particular… there is no travel time there anymore. No more waiting for two people to fly from Dalaran to Nexus for the Summoning Stone.
And when you’re done? No more Hearthing to get back to whatever you were doing, unless you don’t want to go back where you were.
By traditional MMO thinking, this is terrible for Blizzard. The idea is supposed to be, isn’t it, that you want the customer doing long, time wasting tasks so that they spend more time in game to get something done, and that corresponds to subscription fees.
No time wasted on a flight? No time hanging around waiting for people to get going?
But you see, isn’t this the best thing? It sends a message to me that Blizzard is so satisfied with the amount of things there are that we WANT to do in the game now, that they’re willing to remove the obstacles that keep us from doing them instantly.
This teleporting folks into and out of dungeons is just wonderful.
But what else?
I’ll tell you what else.
It’s a people watcher’s dream.
As a Tank, I’m watching all the mobs and the environment with an eagle’s eye, wary for aggro opportunitues.
As a DPS, I’m watching the primary kill target, and planning my next move.
But I ain’t doing the PUGs as a tank or DPS… I’m going as the Healer, bwana.
As a Healer… I’m watching the PARTY.
I get to see what the DPS are doing, and laugh or cry or whine to Cassie on vent, whatever the case may be.
But even better, I get to watch what the tank is doing, and just be all judgmental on his ass the whole run.
This has been a cause for pure joy. Good run, bad run, wacky run, I’m seeing the entire range of personalities and playstyles, and it all rocks.
I get to see the Warrior tank that runs all the time, and pulls no matter where anyone else is, or what mana levels they have. As I like to call them, the “Run far, die fast and leave a splashy corpse” style of tank.
I get to see tanks that mark, and tanks that don’t, and see that, you know what? If you’re in a PUG, the melee DPS seem to like to know who to unload on or chase after, and the ranged don’t care. And the more AoE someone has, the less they think anyone else deserves a kill target mark to follow.
I get to see tanks that run fast as hell from group to group… but pause for that critical split second needed for mana to hit 75% or so before taking off.
I saw one such tank that took heroic Pit of Saronwrap at a dead run… except for when everyone’s mana was below 50%. A brief, just slight delay and then back on the run. And kiting mobs to bigger mobs, based on how his health had been doing and how well I’d been keeping him alive. Great job.
And then there are the groups where you just watch in amazement, as the Rogue posts Recount stats not just after every fight, but even DURING the middle of the boss fights. No, his DPS hasn’t changed, he just posts it over and over, perhaps in case we forgot. He’s died to aggro from various unmarked mobs 4 times before the third boss, and used Jeeves to regain Durability as though he is long used to doing this, too.
There is the Mage that Blinks into the middle of a pack of undead before the tank can get there. Yes, the Mage led the way. Mage tanks, now? What WILL those crazy kids think of next?
There is the Paladin tank that spends the entire time asking in party chat how to tank as a Pally, and whining about his mana regen sucking, and asking the party for advice on how to Pally tank… while he’s wearing all Tier 9 tanking gear with heroic ToC weapons, running Heroic Pit of Saron again.
There are the Hunter’s I’ve come to love, quietly sending in pets, dropping traps, doing damage and getting the job done. It’s easy to miss them, since they’re not causing any drama.
And how about that Shaman, who, after the Brann escort for Halls of Stone is activated and mobs are running into the room in waves, announces in party chat “Oh, I’ve got lag, I’m going to log off” and leaves the party. We 4 manned it easily, but Cassie was with me in that run and we were chatting in vent, and we mutually said “Oh, what an asshat. LOL, who bails AFTER the fight is started?”
There are just so many awesome things to see people do in runs.
Sure, I saw them before. But with all the delays built into the system, it could take all night to get two heroic runs in purely from LFG.
With the new system, you can pop out three in an hour, and end up looking at the clock after thinking, “Wow, it’s only 8 PM? Normally it’d be bedtime by the time I had three runs done.”
I don’t care how bad the run is now… because it took no time getting there, it’ll take no time to get back where I was, and there will be another group coming along 5 minutes after this one. So sit back, relax and /popcorn!
Is that the secret to the success? We’re all just having an amazing time meeting so many crazy people, and watching what happens next?
I enjoy the camaraderie of our guild runs a lot, but in the greater scheme of things… I guess I like watching failpugs from the cheap seats, and people are getting so insanely overgeared from Triumph Emblems that they can get away with the most amazing behavior, and still win.
I love it. I can’t get enough of it, in fact.
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Tonight, we went and accidentally did the three new 5 man instances.
Well, it was an accident on the part of myself and Cassie.
I’ve intentionally not read or viewed anything at all about the new instances previous to going. No PTR stuff, no videos, no pictures aside from what was shown at Blizzcon and a few screenshots showing a chamber with a dangling Frostmourne hanging over an altar.
No strategies. No walkthroughs. No “this is what to expect.”
For once I wanted to just see it, cold, up close and get to react to it.
My one regret was that I was in vent and didn’t have game sound turned on for most of it, but hey, I’m a blabbermouth in vent. I fully intend to join LFG as a silly little solo pugger, just so I don’t have to listen to anything other than game sound next time around.
It was an accident, because we expected to take a few shots at the first of the new 5 mans, The Forge of Souls, and see what we could do. After that, we expected to have to leave to put the cats to bed, our son to bed, and watch the season finale of Top Chef.
Just prior to running The Forge of Souls on my Druid as tank, I ran it once on Horde side as a Ret Pally. We set it up, went in, and the rest of the group had seen it the night before, so they had some basics to share. It let me see the fights, and gave me some respect for it even on normal, because the guys I was with are pretty damn good, and the fight against the final boss left two DPS dead at the end, with the Tank dying simultaneously with the boss. And this was on normal mode, and the guys had downed Onyxia 10 with ease a few weeks before. Clearly, something to take seriously.
On Alliance side, I gathered up the same group of us that had wanted to do it last night, and failed from being unable to zone into the instance. I’d promised we’d try a second time, and everyone was up for the challenge.
I went in as the Tank, and it was an unfamiliar sensation to truly know nothing about the actual abilities of the mobs aside from what I’d seen once. But I had a lot of faith that we’d be, well, overpowered.
Improvise, adapt, and overcome. Especially the improvise part.
We went in on the normal setting, looking to learn the ropes, and the thing that really struck me was how long the run up to the first boss seemed, when the groups of enemies are spread so far apart on long, narrow ramps. It really was quite fast to go from the entrance to Bronjahm, but it felt slow, if you know what I mean. It felt as if I should be taking the trash seriously, because of how spread out they were.
One thing I noticed is that the arrangements of the groups meant that almost every pull consisted of some ranged casters that don’t come when you pull, spread out far enough that you can’t blanket them both with a simple ‘run and gun’, or as I prefer to call it ‘charge and stun’ attack.
I found myself, much more than normal, spending my time watching threat levels across all the targets, satisfied that I had aggro and were marking kill orders rather than pin down one mob specifically.
I found it best to mark a ranged caster, charge him and lay down a heavy initial threat level on him, target a distant ranged caster while still Swiping local targets, thrown down a Growl and Feral Faerie Fire, drop back to local Skull to gain some more Threat level distance over the DPS, and then with a safe margin Charge the second or, if there, third ranged caster and pin him down better.
Really, it was group aggro control, the way I liked it from the bad old days of Burning Crusade, when it felt like flying fangs of feral fury spinning around and twisting viewpoints to keep an eye on the two legged lunch and just having fun.
Now, next time I’m going to play with something you may remember… Crowd Control. I think there were many situations where solid coordination and the effective use of Crowd Control would add… fun to the encounters. It’s almost as though they spread out the mobs enough that the designers are asking us to please, just think about using CC. Just for fun.
There are several situations that Crowd Control would have actually added to the smoothness of the run, but I’ll get to that later.
We faced down Bronjahm, I shared the tips I picked up from my horde side friends, and sure enough, easy kill. I was shocked to learn we were getting an Emblem of Triumph for each boss kill. This is normal mode, right? Cool! AND loot? Well, dip me in butter and call me corn!
We moved on, facing the same kinds of trash, with the addition of a couple Spectral Wardens, that are pushovers but they can fear you, so pounding them is not only fun, but a sound tactical idea.
We went on and faced the final boss, and I found that, aside from remembering that he summons many, many, many adds at times, and that he drops puddles of evil goo that you don’t want to stand in, and that he does a mirror soul on a target that causes damage he takes to be shared with the player just like the Eyeball boss of Violet Hold… I couldn’t remember anything else about the fight.
Still, I had a few plans for what I could remember, such as calling out when someone was hit with mirror soul so we could stop DPS, and to watch for the purple circle that looks like a well and drag the boss away from it, and to call out for everyone to fall in on my position when the army of ghostly adds appears so they all come to me and get their little spirit butts handed to them.
We tried it, and well… I guess it went well, because we won handily, although sadly I somehow allowed dear Cassie to take a dirt nap. Still have no idea what killed her, either.
Well, that was it. A lot to digest, a great new instance, a lot of fun. Time to go.
And Elystia says, “And now we jump in this convenient portal right here to go to the second instance in the chain, Pit of Saron.”
Umm… well, okay. Sure.
In we go… and there’s all sorts of cool stuff, there’s a big ass dragon flying around and a huge wide open space filled with things, and Jaina Proudmoore, and wow, this kicks ass.
It’s day two of the Patch. That’s as far as I’m prepared to go in terms of spoilers.
I will say this.
We are, all of us, in gear that comes from drops in ToC, Heroic ToC, some 10 man Naxx, a few Ulduar 10 drops, and mostly Emblem of Conquest gear. Maybe one or two pieces of Triumph.
We cleared all three instances, in normal mode, without a single wipe, without having any idea of what was coming at us. We took it as it came, we reacted and tried to think our way through (although I think Jardal and Kaelynn cheated and were reading strats from somewhere!) but in the end, we won.
Even that last bit at the end of Halls of Reflection, and DAMN that was exciting and awesome and fun! Woo!
I’ll tell ya, we almost let him kill us just to see what would happen. If you’ve done it, you know what I mean. Damn, that’s tense when you’re all rushing “Kill him now, kill him now, get the fat one, shit Arthas is almost here, crap, go go go! Now RUN!”
God, that’s just a great series of instances to run back to back to back.
Here are some tips for Bear tanking it, for those of you that are raring to get in there, but haven’t yet done it.
First, be prepared to remember the kill order. Don’t hesitate to mark, and remember, if they wear cloth or heal the enemy, kill those bastards first. If they are ranged and don’t pull, you don’t have to get in their grill to hold them, but you DO have to use your Feral Faerie Fire and ranged Growl to keep them on you, and stay over the healer aggro. When in doubt, Feral Charge and make it up close and personal.
When dealing with fast runs, remember your strength; kiting and tanking on the move with your butt, and a moving AoE Swipe that hits 360 degrees. By all means, gather them up and drag them after you. In the Halls of Reflection, be prepared to search for ranged healer or casters, mark them with Skull to tell the DPS to focus only on them at first, and then do a run around the room to gather up the moveable mobs and bear swipe them on the fly and kite them/Feral Charge them into your designated kill target. Make solid use of Growl, because sure as heck if you spend a few seconds gathering up other mobs, the kill target will have time to get off at least one shot on someone else if you’re unwary.
Mostly… have fun in there. It’s a freaking winter wonderland for a Bear tank, and also for a Tree druid.
Mobility is our key strength. It’s our bread and butter. Yes, melee DPS wants us to stand still, and you’re a professional, so do it, and be consistent in how you pull so the other players know if you’re going to be facing the mob, or turning it to put it’s back to your group.
But always be prepared in there to make the fights mobile, to drag them around out of poison and toxic waste and the paths of boulders and wells of souls and gauntlets of adds standing in collapsing tunnels and roomfuls of waking adds and all sorts of other awesomesauce.
I can’t help but feel this was what I was missing. My only regret was in not marking CC targets, and using it in my tactics. I really, really want to do that again. Yes it’s slower… but it always gave me a strong sense of, well, “playing with my food.”
I really miss that. I think I’d like it back.
I hope you’ve had the chance to get in, and to see it all for yourself. I believe that when you do, you won’t be disappointed.
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Thanks once again to the wonderful talents at MMO Champion, I woke up to all of this today.
The critical quote;
For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid’s main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.
I will share all of the information MMO Champion shared as posted by Ghostcrawler further below so you can see all the details and reasoning. I just wanted to kick the big announcement out first so you can prime your mind. If you’re all caught up on this already, just mosey on down the post for some discussion!
For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid’s main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.
Why are we doing this?
The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more “spiky” than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn’t avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.
We’ve been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There’s a limit to what we can do, however. So to give us a bit of breathing room we’ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again.
We’ll have this on the PTR soon so players can see the effects inside Icecrown Raid.
Our original estimations for tank avoidance would have worked fine had we not decided to add extra tiers of gear to reward heroic boss kills halfway through the expansion.
The Cataclysm design will keep tank avoidance at more manageable levels. The loss of defense skill counts for a lot right there. We are also considering giving bosses expertise or other ways of baking in Icewell Radiance — basically the concept that bosses scale with gear rather than just hitting harder and taking more hits.
Player comment: It would still be fine if the itemization team had designed the gear accordingly. In a full 258 setup for warrior tanks, precisely two pieces have anything but a 3 way split of pure avoidance stats on them. There’s 3 different avoidance stats on 3 different diminishing returns, and pumping them all up like that can really make avoidance numbers go way out of whack. Meanwhile, we lose out on things like Expertise, and the preciously rare Hit Rating which is available on *1* piece of 258 tanking gear and end up having to swap gear around to cover those deficiencies.
You are making the common mistake in thinking that our goal for itemization is to give you the best possible gear that we can. Itemizing your character is supposed to be a choice. There will be better pieces and worse pieces. There will be pieces that combine stats your really want with stats you don’t really need. Wearing the best gear for their character (which is not the same as wearing the best gear) is one way players have to demonstrate mastery of the game.
This is also why I always preach to take BiS lists with a grain of salt. Merely reaching for the item declared to be BiS by a spreadsheet or system you might not even understand could lead you to making bad gear choices, often of the variety of passing over the good upgrade because it’s not the best possible upgrade.
Player comment: Also, if you’re going to give mobs expertise, can you please make a spell or some kind of method to determine the level of expertise without us having to do parses?
Yes. We would probably just let you see the numbers directly. I consider it a design flaw that players have to experiment to determine thinks like hit and expertise caps. We’re all for experimentation and theorycrafting, but we don’t think it’s fair to require some players to go out and do a lot of work to generate specific numbers that all players feel like they need to know.
Player comment: Putting so much avoidance on gear isn’t a bad idea because other stats are better. It was a bad idea because it causes tank scaling to fail and makes Radiance necessary.
That logic doesn’t really work. It’s like saying instead of nerfing armor pen, we should have just put less and less on higher level gear.
If we had avoided avoidance on tank gear, then every piece of tank gear would have hit and expertise (and maybe crit, haste and armor pen). Stamina and armor are static amounts, and if they were not, then those pieces immediately become the only pieces players would pay attention to.
Player comment: If you want ICC damage to be steadier, why don’t you just walk over to the item team and say “Hey, we’d like less avoidance, can you cut out half of the avoidance from the ICC gear and replace it with stamina?” Or if you’re worried people will get too much stamina, make it Frost Resistance and put in so much Frost damage you couldn’t hope to survive long with TotGC gear alone.
We just don’t think that works. If you put very unattractive stats on gear then players just go back the previous tier of gear and complain that we don’t know how to itemize. If you put bonus stamina on the tier 10 gear, then that means the next tier of gear better have bonus stamina as well. If it has avoidance instead of that bonus stamina, tanks just shrug and go back to the tier 10 gear.
This is not a tank only problem. Casters won’t upgrade to gear that doesn’t have more spell power on it, because spell power tends to trump everything else for purposes of their dps or healing.
We put a little bonus armor on non-armor items (necks, rings, trinkets and the occasional cloak). We don’t put bonus armor on gloves and chests because that gear would be too good.
It’s an item level problem. If we added another raid tier to Lich King, we couldn’t just keep avoiding avoidance and avoid it for every tier going forward. We just need a system where you avoid a Naxx boss 30% of the time and an Icecrown boss 30% of the time, the same way the Icecrown bosses have e.g. 30% larger health bars and thus take 30% more damage to kill. Otherwise the stats don’t scale and bad thing happen (in this case the boss having to land so much damage to account for the fact that it misses so often).
Reasons behind the change
I’ll address this one more time and then leave it because I think players are more interested in trying to turn this into a huge tanking nerf than understand what’s going on.
We would not have this problem if Icecrown gear had been item level 245 or so, as we originally intended. We added a few extra tiers of gear to support heroic modes. We felt like we had to do that to have different difficulty levels and make raiding more accessible overall. We felt like we had to reward the harder modes with the better gear or nobody would have been very interested.
The proportions of relative stats on your gear are not the problem. They are proportional, give or take a little, at every tier except for stats like hit that cap out. The problem is not the class and item teams being out of sync. In fact, they are the same team.
Diminishing returns
The 20% nerf is applied after diminishing returns. That is why I am saying it won’t affect the relative value of dodge and parry. The Icewell Radiance won’t get you closer to diminishing returns by itself.
The whole point of this change is so bosses can hit less hard but more often, for the same damage over time but with fewer deadly spikes. That should feel better to everyone overall. The reason I am reluctant to say that is because some players are going to go into Icecrown, find it hard, and then expect us to buff their class.
It won’t be Brutallus hard, at least most of the bosses and at least on normal mode. We’re not going to be particularly sympathetic to players who find heroic mode too hard.
Stamina less important?
It arguably makes stam less important (though it will always be important for tanks). Many players are probably telling you right now that only stamina and armor are important because if you ever fail to avoid two boss hits in a row that you’re going to die. Under that environment, avoidance loses a lot of value.
If bosses hit for less in IC (which they will, since they will hit more often) then the value of avoidance for purposes of survival increases.
I still expect many tanks will die in two hits until they get geared up a little. But they will, and then the ability to survive two hits in a row won’t be as big an issue.
Effective Health
I am going to attempt to explain the disconnect the community and the developers have over effective health.
When I first learned to tank, long before I came to Blizzard, I learned that effective health is a measurement of your stamina in relationship to your armor. This is a pretty easy number to generate. It’s reasonable to include say shield block and other simple forms of mitigation into the calculation.
However, you cannot directly translate effective health into best tank. Avoidance matters. If it didn’t, we would have no reason to nerf it in Icecrown. Good tanks don’t depend too much on avoidance, but great tanks understand its value.
Furthermore, your estimations of effective health become less and less accurate the more variables you try to factor in. Most saliently, you can’t easily account for cooldowns. You can’t compare a short duration that reduces damage by 80% to a long duration that reduces damage by 10%. Mathematically they might generate the same effective health number, but in reality they work pretty differently and each has their own benefits in certain situations, which vary depending on boss mechanics. (I’d generally take the first one though.)
We purposely made the cooldowns difficult to compare from class to class. You shouldn’t then be surprised when we take your effective health calculations based on direct comparisons of said cooldowns with a grain of salt.
It’s fine to compare health, armor, avoidance or cooldowns. I would not recommend putting too much faith in one ubernumber that you generate by combining all of them.
Icecrown isn’t Naxxramas
I am pretty sure on day one of 3.3 going live this forum will be filled with tanks who died and respond with “I thought bosses weren’t going to hit hard.”
It’s Icecrown. It’s not going to be Naxx.
Avoidance relative value
If you conclusion is that anything that improves your avoidance is now bad as a result of this change, you should think through it a little more. If you didn’t like avoidance before, nothing changes. If you liked avoidance before, nothing changes. You just have less of it now. The relative value should not change, unless you get to the point where bosses no longer two-shot tanks so much, in which case the relative value of avoidance increases. (Source)
The first thing I want to draw your attention to, is the true shape of the discussion. This is not about nerfs or buffs. This is not about discussing how much or to what extent to change things. This is about combat design philosophy and mechanics.
The base issue is the way tanks in general endure damage in an end game raid encounter.
With the combat design system in place, and the gear itemization designs implemented to date, there are two methods of dealing with incoming damage; enduring but mitigating (lessening) the damage from a blow, or avoiding all damage from a blow entirely.
What we are being told is that mitigation is the design that Blizzard prefers to build around for scaling, because it’s easier to streamline.
Avoidance will still have it’s place, but if the current design to challenge tanks and healers tries to include Dodge as is in the equation for damage sustained over time, then if the random number generator decides to clump Dodges and hits taken rather than spread them out, you take more damage in a short time than planned, Healers get stressed more than intended, and tanks die from a situation that was out of their direct control to manage.
That’s the key. They want the encounters to be challenging, but they don’t want success or failure to depend so much on random, uncontrollable events.
We are being told that they will make things more challenging in the short term by reducing one avoidance stat, Dodge, by 20% for the purposes of this one raid alone, but leave us our full power levels for other content.
This is a novel idea. Ghostcrawler addresses changing stat balancing on items, and how if they changed stats allocation on one Tier people would just fall back on the previous Tier as a reason, but that argument neglects to mention one way they HAVE handled the avoidance issue in the past; a global formula change that affected avoidance at all levels of gear.
In the past Blizzard has changed the base formula used to determine how much Agility or other stats contribute to each classes’ Dodge, and they have also changed the base multiplier used in the Dodge calculation formula per class.
Doing so would affect all Dodge, all across the board. I think they hesitate to do this because then all current Wrath content would be unbalanced except for Icecrown. Good reason? Yeah, I think so too. It’s still something they may decide to do when Cataclysm comes along, if Defense alone is not enough.
This is not about nerfing stats that are too good, this is about trying to find a way to balance end game raid challenges with a preference for mitigation, when trying to handle avoidance is causing balance issues.
Now, one of the things I’d like to point out as we continue, is a comment Ghostcrawler made about how, in Cataclysm, part of this will be resolved with the removal of Defense skill.
When the removal of Defense was first mentioned at Blizzcon, I think that I, as well as other people, had thought they meant that the mechanic of Defense and how it works was being removed, but that something else was going to take it’s place. Something such as the Druid Survival of the Fittest talent, for example. This would be a direct case of foreshadowing removal of an avoidance mechanic in favor of a mitigation Talent.
I did not actually take the Blizzcon announcement as meaning that Defense skill is being removed with nothing taking it’s place. That’s kinda how Ghsotcrawler’s comment made it sound.
Obviously, if that’s really what they are thinking, then itemization priorities for other tanks will be hit a lot harder than Feral Druids. Just something else to think about.
What I’d like to point out here, is that the intent of this Chill of the Throne change is to cause tanks in general to take a lot more hits, and to have to rely more on mitigation to handle it.
They’re saying, “Yes, we WANT you to get hit a lot, we want Healers to be healing constantly, and we don’t want a tank to be one shot or two shot if we have encounter design that takes healers out of the equation for one split second at the wrong time.”
I’m sure we’re going to see a ton of commentary on this.
What I really wanted to address is how this affects Feral Druids.
I’ve seen a lot of sudden panic that this is a terrible nerf of Druid tanks, that this will hit Druids harder than other tanks based on our love of Dodge.
I’d like to remind you that this is actually a lot easier for us to deal with than you might think.
Remember, looking forward, we already do not rely on Defense skill for the bulk of our tanking survival. If there is a Defense change in Cataclysm, we are already prepared for it mentally.
As far as a Druid reliance on Dodge.
Our gear, based as it is on Rogue DPS leather, as much simpler tanking stat foundations than other classes.
We have armor value that we pursue for mitigation. We have Survival of the Fittest Talent, as well as other Talents for mitigation.
We do have a ton of Agility alongside our Stamina, and we do not have Parry, Block, or a requirement to have Defense Rating for being uncrittable.
Edited for clarity: What this means for us is that, by regemming and changing enchants from Agility and Dodge Rating to prioritize Stamina then we can increase our buffer that gives healers time to bring us back up, and by pursuing trinkets, rings and weapons that have armor value on them, we can work towards increasing our mitigation. I’m sure everyone is already working towards having the highest armor value on leather gear as it is.
So we CAN quickly modify our style to prioritize increased health and mitigation over Dodge.
Also don’t forget that compared to other classes, our Dodge is huge. Even if we do reprioritize a bit, we’ll still have a big Dodge after 20% is cut off the top.
Yes, moving from loving Dodge to loving mitigation SUCKS, based on historical yoyo bouncing. We WERE the mitigation masters. It’s what we pursued from our leather gear, based on armor value multipliers for years. Just the knowledge that they nerfed the shit out of our armor multipliers and mitigation, just to announce that we really should focus on mitigation, is annoying as hell.
Yes, we know. You changed our focus for us to be the best we could. You know, that mastering the gear aspect? So we mastered it too well, you nerfed it in response, that’s kind of flattering, really. But to come back now and say that everything is messed up because we moved away from mitigation. Grrr.
Still, you deal with the hand you’re dealt.
Flexibility. It’s our strength.
Let’s read what’s said, remember the lessons ot the past, anticipate how they may again change their minds when they approach future raid design, but always remember that we are the class of flexibility.
Semper Gumby!
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