Archive for the ‘Daily’ Category

Recently I posted a three part series about tanking Cataclysm heroics. I decided that only natural follow-up was to share a little of what I learned from my experience and how that applies to my previous experience tanking in back in WotLK. Tanking regular dungeons is pretty much the equivalent of tank Wrath heroics. If your healer is even somewhat coherent you’ll probably be fine. So regular dungeons don’t really need much strategy. If you do, however, have aspirations of taking your tanking to the next level then they are both a good place to gear up in preparation for heroics and also the perfect testing ground. This however isn’t a guide on how to get ready for heroics, it is instead a primer on what to do when you get there.

Step 1: Observation

This is an important step for any tank (it’s also not a bad idea for dps or heals either). Take note of your group. What is their gear like? Does the healer seem to barely have heroic blues at all or is he/she rocking raiding epics and 100k mana?  To take it a step further you could do an inspect and verify the gems/enchants on the healers gear. If they have gems and enchants, and they seem to be correct, then there’s a better chance your healer doesn’t suck. Next make a mental list of the crowd control abilities in your group. If you arrive at VP with another DK, a warrior, and a Paladin, you might have some trouble. With a good healer that is properly geared many dungeons can be done without CC at all, on the other hand, if your healer looks new you better make good use of any available CC. 

Step 2: Communication

This is really another important step for any tank. It’s a good time to state your intention to use (or in some cases omit the use of) CC. If everyone looks pretty well geared you might offer, “hey heals, your gear looks pretty sweet, think we could just power through this stuff”? If you are feeling more cautious or the healer prefers not to chain pull the instance, this is the point where you declare the CC ability/player with the symbol you’ll be using. Include the kill order symbols (skull>x>whatever). Try to be consistent throughout. If moon is sheep and square is trap, don’t switch it up later on. It can result in confusion and wipes. No matter what you declare skull is, people will always shoot at it. Try putting a skull on the healer and watch your dps go insane from confusion.

Step 3: The Pulls

So you’ve figured out what you have to work with and how you’re going to proceed. Now it’s time to actually pull some mobs. I’ll go over a single target or at least non-AOE-fest plan first. When using CC, it’s often a good idea to have one of your ranged CC options pull via their CC and pick the mobs up as they run towards the group. This way the free mobs are a little ways away from the controlled ones and you have a lesser chance of accidentally pulling them as you smash things on your keyboard carefully target and tank the mobs. Death and Decay is always a great opening move if there is more than 1 mob that you’re tanking AND you won’t pull controlled mobs. If you have marked a “skull” target make sure to grab that one first. I’ll typically start laying down my diseases on this one first, usually saving my Outbreak for an emergency disease refresh. If you have a caster mob that isn’t controlled, use Death Grip to grab threat and bring the mob away from the others.

Assuming you’re out of range of CC’d mobs use your pestilence to spread diseases (if there is more than 1 mob) to help threat on those targets. The main rotation you’ll be using as a DK tank is diseases > Death Strike (for mitigation/heath) OR heart strike for threat > rune strike (to use your runic power). Trash mobs won’t live long enough to need refreshing diseases most of the time. If you aren’t dealing with a large group or have controlled the excess mobs you shouldn’t find yourself needing to use any cooldowns.

For AOE pulls it is a little more complicated (sort of) and chaotic. Without any CC targets, DnD is ALWAYS the best opening move in a large group of mobs. It hits everything and does great threat. Keep in mind, this will NOT stop a DPS from pulling aggro on a single target but should make sure they’re all hitting you at the start. When pulling a tough AOE I’ll usually use my outbreak to save time getting diseases spread. My rotation ends up something like DnD>Outbreak>Pestilence>Some cooldown for survivability>Possibly a DPS cooldown for threat>Death Strikes for life>Blood Boil for AOE Threat. It is usually still a good idea to mark the initial kill target even on an AOE pull. If you can DnD then focus on one mob, you won’t have as much worry about DPS pulling off random targets and requiring you to taunt. Be prepared to use more cooldowns as needed depending on the skill and gear of your healer. AoE chain pulling is often the fastest and funnest method for a tank, but it can be very stressful on the healer. Make sure he/she is okay with that method or expect wipes or healers quitting.

Lions, tigers, Bosses – Oh My!

Death Knights seem to have it pretty easy on heroic bosses for holding threat and staying alive. For a boss you have a rotation something like Diseases>RS (if excess runic power)>DS or HS. I won’t open with outbreak on a boss since Icy Tough is pretty decent threat. The only real though in our basic rotation is threat vs survivability in heart strike or death strike. If you have a good threat lead use death strike as much as possible for the healing and the bubble and then death strike as a filler. Make sure to keep diseases up and use cooldowns in high damage phases or any time you seem to be at high risk of death. Use rune strike enough to not waste runic power and you’re golden. I’ll often use Dancing Rune Weapon with Runic Empowerment  and a DPS cooldown if I ever need extra threat or just for a nice burst damage. We DK’s have a great selection of cooldowns for pretty much every situation. Following these general ideas outlined in this primer and you shouldn’t have any problems tanking heroics…..except for bad healers, douche dps, and random acts of god. Good luck and happy tanking!

 

This is the third part of a series I’m doing on my fears of tanking Cataclysm heroics. If you haven’t been following along you can read the FIRST PART and SECOND PART now. Go ahead, I’ll wait. To quickly summarize for those too lazy to go back and read the past posts, I had expressed a general hesitation in jumping into tanking the relatively serious Cataclysm heroics, particularly with unsatisfactory gear. I finally decided on an acceptable gear level for tanking a heroic: An item level of 333 and at least 130k health. This coupled with at least the cheap versions of the spec appropriate gems and enchants should put me in a place for success – as long as I don’t suck!

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I put up the original 4.1 patch note text HERE and you can find updated notes on blizzards blog http://us.battle.net/wow/en/blog/2356431. Although there are a handful of other changes from the original notes (shown in red on their blog) there’s one in particular that I think could potentially be a sign of things to come.

  • Colossus Smash now ignores 50% of a hostile player’s armor (PvP), but continues to ignore 100% of a non-player character’s armor (PvE).
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    In a recent post I divulged my fear of tanking heroics or at least my fear of failing as a heroic/raid tank. It’s a bit relevant to today’s subject so it might be worth a read. My death knight has finally reached level 85. I immediately queued for a regular to get my daily allotment of justice points and practice tanking some more. Naturally, I got Vortex Pinnacle (it’s my new Halls of Reflection) but the run was very smooth like most of the regulars I’ve done as tank. ALL of the dps even beat my damage done on each boss fight, a first for my dk. You might be wondering, “I thought you said you’d do heroics, pansy!” Well, I will, but…my gear isn’t ready. Not even the excuse I would use previously to myself, literally, I can’t queue for heroics yet due to item level. As I recall, 329 is the item level requirement to queue for a heroic and mine is only 323. Aside from that though, I started thinking. What really is the right gear level for running a heroic as a tank? Honestly I don’t appreciate when fresh 85 tanks who barely meet the gear required to queue at all are tanking for me. Usually they’re a strain on the healer to keep up, they can’t keep threat from the DPS so either there is deaths or if the DPS tone it down, things take a long time to kill. So when is it okay to start tanking?

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    Slayer of Stupid, Incompetent and Disappointing Minions

    A friend of mine saw this guy in-game and noticed his ridiculous title. Straight Ridiculous. I had to look it up to see if it was real and then check the back story. Upon killing Maloriak on heroic, Nefarion gives you the debuff – “Master Adventurer Award – Nefarian has expressed his gratitude towards you for culling his weakest creations and bestowed upon you a new title.”  The title is, “Slayer of Stupid, Incompetent and Disappointing Minions.” The debuff and title last for a half hour and seems to come off after a 30 minutes, death, or logging out.

    Just a little gem I wanted to share for those who hadn’t seen this around.

    I have a confession to make: Tanking heroics or raids freaks me out a little. First, a little background on me. I’m a WotLK baby mostly. Although I started in TBC, I didn’t hit max level until it was 80 and didn’t do any tanking past level 45 or so. After that point my only max level toon was my Holy/Ret paladin. I’d say it took me halfway through the expansion to get my DK to level 80. The DK was blood-spec DPS (remember back when blood was DPS?). It didn’t take me too long to make the second spec – frost tanking. This spec was aimed at running heroics with its impressive AOE capabilities. Even still, it probably took me until I was geared enough to be ready to raid before I actually queued as tank for a heroic. And I got… Halls of Reflection. Actually, every new tank I got to level 80 hit halls of reflection first…and my shaman when I switched to resto. That place just loved me. I hated it though. I’m a little surprised I don’t somehow get it in cataclysm at 85.

    Tanking on a frost DK in Wrath was… very easy. Surprisingly the instance went relatively smoothly that time. Frost-specs massive threat and EZ-mode area of effect damage (I’m looking at you Howling Blast) made picking up adds and holding aggro on bosses a piece of cake. When my druid hit level 80 I’d already done some regs as tank but he was mostly geared for boomkin. Again I waited until I had over 5k gearscore and 30k HP before queuing as tank. Basically identical to my experience as a frost DK. Halls of Reflection > Awesome AOE(swipe spam) > decent single target threat. I did miss having death grip to reel in those stray caster adds but it was easy enough to keep the rest of the mobs under control that the occasional ranged didn’t kill us. Finally, my warrior reached 85 and became over geared for heroics and I queued… it was sloppy. Bringing in packs of mobs (yes in Halls of Reflection, yet again) was a bit more difficult than as a frost DK or bear druid. Most of the time I was scrambling to hold aggro and keep everyone alive. I think I’m a bad warrior tank, but who knows.

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    So… on Blackwing Descent trash the tank died…Some of those alive tried to flee… Then the dragon followed us up the elevator.

    Then the dragon chased us out of the instance.

     

     

    …and was still sleeping on the elevator waiting for us when we came back inside.

     

    No wonder Wow is going to be tracking elevator deaths in 4.1!

    OK. So we’re getting a new raid – the Firelands. We might even be getting a second new raid in patch 4.1, which some theorize is the War of the Ancients raid. My main, a Paladin, is finally going to see Divine Storm add holy power, which should solidify our ability to put out competitive AOE numbers. These changes and a host of others don’t excite me near as much as a pair of little changes for rogues. Did I say little? I meant supermassiveomgforpvpfuntimes.

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    It’s 2011. World of Warcraft is hailed as the largest (and argued by some to be the best) MMO on the planet. WoW boasts 11-12 million active subscribers. Brighthub lists Aion as WoW’s closest competitor at 3.5 million users, which is only a third of the player base. Though if we bend the definition of MMO (Massively Multiplayer Online – though usually requiring a permanent world)  just a little, we find that Blizzards behemoth already has been trumped and by no small margin. Zynga’s Farmville, the Facebook app, has somewhere between 60 and 80 million users - easily 5 times the player base of WoW. So, hasn’t Zynga already beaten Blizzard? Not quite.

    First, we need to remember that Farmville isn’t truly an MMO. Is massive and has many players and is online, but it doesn’t have a true persistent world such as WoW or Aion. Second, FV clearly isn’t trying to be even the same type of game. It’s more so a social networking past-time. A place to loiter for a few minutes a day in between status updates, as opposed to an hour sucking beast that WoW or other MMO’s can be. But MMO gaming companies need to realize, it’s 2011 and social media is king.

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    Blizzard decide to make a couple significant changes to the Dungeon Finder system to help curb the rampant abuse that’s been going on recently. Personally, I’m a fan of some of these changes but one I really could do without.

    The Good:

    * Players who are outside a dungeon for more than a few minutes are now immediately able to be kicked.

    Players going AFK or off doing some for an extended period out of the group should be able to be kicked without waiting for the cursory 15 minutes that had been opposed up to this point. I absolutely agree

    * If queuing as a group with a tank or healer, and the tank or healer drops group (or is kicked) soon after joining, those that queued with them will also be removed from the dungeon.

    A simple change that prevents the “wtb tank queue 50g” attitude that’s been plaguing a lot of groups. This way a tank cannot insta-queue a group and then leave, forcing the people who waited legitimately to wait longer for a tank who actually intends to run to join.

    * If three or more players group queue with each other it will require an additional vote for them to kick anyone they did not group queue with.

    This is also a great change to issue that 3 man guild groups can’t as easily “bully” other non-guild member, at least not without the support of the other non-guild member in the group. Typically if the 3 guild members AND the 4th pug want to kick the 5th pug, there’s a pretty good change he was a baddie and needed to go. Good choice blizzard.
    * If someone initiates a vote kick for someone they group queued with they will not incur a penalty to their ability to initiate future kicks.

    Nothing really significant here. You won’t get punished if your guild member DC’s and you have to kick him.
    The Bad:

    * If a group queue of 4 kicks the one person that they did not group queue with they will each receive a more severe penalty to their ability to initiate future kicks.

    I have a little bit of a problem with this. If you join the Dungeon finder with a 4 man guild group and there’s a bad or inactive player you’ll get a significant mark against your ability to kick future bad or inactive players. This is a pretty unfortunate case of protecting the minority at the expense of the majority. Hopefully though, it still takes a few cases of this happening before it becomes a problem, otherwise getting a bad streak of AFK pugs joining your 4 man guild run could be detrimental to your ability to initiate legitimate kicks.

    Overall, it’s a pretty good change. I imagine the penalty for 4 member queued groups kicking won’t end up too ridiculous so we should just have a little less douche-baggery in our overall Dungeon Finder experience.

    The full text from blizzard can be found HERE.