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Currant

Hammer’s Slammers

April 29, 2008
Categories: Feral, PvE

A thread topic that comes up over and over is “Where are all the tanks?”  They tend to come in groups, and I’ve seen them since at least the launch of Burning Crusade (prior to BC, all the threads seemed to be lamenting the absence of healers), with little sign of dissipating completely.

I read a lot of those threads and watch as people offer explanations and criticisms and just snipe stupidly at other people for little reason other than to push buttons.  There are accusations of elitist tanks, the inevitable bickering between Warriors/Paladins/Druids, and the random Shaman clown who thinks buying Toughness from Enhancement should secure him a ringside seat.

Whenever a thread like this raises its ugly head, one of the most frequently seen flippant responses is, “Re-roll a tank if you need one.”

It’s the same response that gets trotted out whenever someone laments the lack of healers, or the difficulty of what they do, or the lack of appreciation for their role.  “Roll DPS if you don’t like healing, nub.”  As with all stupidly brief responses to forum topics, the answer avoids the issue and indeed, exaggerates it should the target follow said input.

Oddly, it seems that their advice may have been followed to some degree.

Most Warriors in Burning Crusade seem to be DPS, ostensibly to PvP but also because of the “massive” buffs they provide to group DPS or conversely, the massive DPS output they can achieve with the perfect group.  The majority of Paladins are still healers, though a growing proportion are picking up a Warrior’s 2-hander, putting on Warrior DPS plate, and smacking things, too.  And Druids… well, foliage spec is still an amazing instance healer and remains our best ticket to 133t PvP stuffage.

So perhaps there really are fewer tanks because they decided to go dps either within their class or with another.  Perhaps two of the tanking classes have rediscovered that their DPS specs can be viable (as the player of both non-Warrior tanking classes, I can say with a fair degree of certainty that this is definitely a factor).  Everyone needs DPS if just to farm or do dailies, and many raid encounters are as much DPS checks as anything.  DPS climbs ever higher in the ranks of desirable traits and specs.

Some say that tanks, like the healers of old, are busy tanking for their guilds and won’t touch a PUG.  While there is some truth to this, I also find that I am in high demand even in my guild.  That isn’t to say that many tanks don’t feel this way.  Hell, I feel this way a lot, but given the level of demand I see for my services even within the comforting bounds of my own guild, there’s definitely something else going on.

Like many others who choose to tank, I really enjoy it.  It is without a doubt the hardest thing I’ve done in the game (I’ve done DPS and played two raiding healers at the cap extensively), but the payoff for doing it successfully is equally great. 

My success, though, is tied to the rest of the group.  “But so is mine,” you may opine, but the truth of this is simply greater for a tank.  No matter how tuned in and on my game I may be, 1-2 bad players can make me look like an idiot.  No matter my level of skill, my job requires everyone else to be part of the plan.  I can’t do it without the rest of the team pulling their weight and paying attention.  If my healer and I are the only ones on our game, we will fail.  It really is that simple.

Tanking is work.  I’m not going to say the other jobs aren’t because I know healing can be but my DPS experience is fairly limited.  But when you accept a PUG invitation you’re risking a lot.  It can be an absolute blast to tank, but it’s work, and it’s not unexpected that most people either don’t want to do it or don’t want to do it for people they don’t know and therefore, trust. Let’s face it, as the tank, I have to trust all of you even more than you have to trust me. Only the healer is in a similar situation. So if I don’t know you, I’m risking my playtime and I’m not always willing to do that.

But sometimes I will.  After all, I learned to tank by tanking for PUGs because my guild doesn’t challenge me to step up my game.  They’re really good and I don’t need to.  For a PUG, you’ll need all your skill to succeed.

Inevitably that begs the question, what skills are those?  What does it take to be a tank?  What if you’ve read all this and still think tanking sounds fun?  Well, that’s what I’m here for.  Rather than discuss the specific tools used to tank as a bear, I’d like to talk about what any tank needs to be successful, in no particular order.

Arguably the most important trait for a tank to have is situational awareness.  As a tank you need to be aware of everything.  During any given fight, you need to have an idea who is being hit and why, and if you’re not trying to lock them down, why you’re not.  It’s your job to enable the DPS.  Without you, they can’t do their job because…well, because they’ll die trying.  Just as important (and Phae would undoubtedly argue MORE important) is protecting the healer.  Without her, you’re dead.  Sure sometimes you can pull of something amazing with a few standing DPS and no healer, but that isn’t the norm, especially for encounters at your gear level.

It’s crucial to be watching for patrols, managing your positioning so that runners are handled effectively, pulling behind corners to corral casters and so on.  You more than anyone in the group need to be aware of everything that’s happening and understand why it’s happening.  Sometimes you can do something about it and sometimes you can’t, but every bit of information builds knowledge that paints the greater picture of conflict.  It is this picture of the tactical landscape that determines what you can, should, and will do.

You will also need cash.

Tanking is expensive business.  Sure anyone can make that claim but the reason I point it out specifically is because it is vital to any tank that they have the best gear they can obtain.  The best enchants and gems are also crucial.  The reason is simple: you want to give you healer the biggest cushion you possibly can because the easier you are to heal, the better able the healer will be to cope with the inevitable wandering damage all encounters stupidly sport these days.  That inevitably involves cash: cash to buy rare gems, cash to buy armor kits, cash to buy craftables to use until the drop you need comes.  You will find yourself at your most successful when you aren’t stingy with what you’ve made, when you are willing to dump it on gear, materials for crafting, and the right enchantments.

Your repair bills will be enormous.

A sense of sacrifice helps.  No, tanks are not altruistic paragons of self-sacrifice such that the Dalai Llama comes to us for monthly training seminars, but you do need to have a healthy dose of “team” over “self.”  After all, you’re the one getting hit in the face so the pretty DPS corps and the healers can use their fundage for vanity nose jobs and not reconstructive surgery.  You will often die while others live either by running out to reset an encounter, feigning death, vanishing or even the semi final application of Divine Intervention.  This is in part why your repair bill will suck, but it can also easily leave you with a sour taste in your mouth as you and your healer are running back while your Hunters and Rogues (and even Mages it seems, from time to time) slap each other on the back for living through the deadly pull — sometimes repeatedly.

If you can’t deal with that, maybe you should rethink your goals.

As I pointed out earlier in the article, you are utterly reliant on your team.  You cannot survive without them, you cannot succeed without them, you cannot kill without them.  Their performance will override yours.  Most often this means that if they stink, your run will fail, but it also means that if they’re good enough, they can carry you on a bad day or struggle through teaching you the ins and outs of your job.

It’s because of this reality that I believe tanking for competent groups, while helpful, is not ultimately educational the way it should be in order to hone truly impressive tanking skills.

Marking your targets is a skill every tank should hone.  Perhaps you don’t believe this to be a skill, but if that’s the case, you’ve probably never had to alphabetize anything either.  Marking targets is a carefully coordinated opus where you’re taking the resources you have (your teammates, their skill, their tools, their gear…) and comparing it to the obstacle at hand whereupon you prioritize targets, assign control duties, and discuss what to do when you have leftover targets.

This requires a knowledge of your class, a working knowledge of the capabilities of other classes, a knowledge of the mobs you’re dealing with and their capabilities… and most importantly, a willingness to listen to input.

Sometimes you don’t know what’s best and you need to listen to your team so they can tell you what they’re capable of or comfortable doing.  One Hunter may barely know what a trap is while another could chain trap anything you pointed her at.  The other side of this is that eventually, you have to make a decision, and that decision may fly in the face of what those people say they can do.  Ultimately, you’re the one that takes the fall for control and you’re the one that needs to say, “I know you don’t like trapping or feel you are best at this, but I need it done.”

It’s also possible to have someone else mark targets.  This is less than ideal because it means you have to react to someone else’s priorities and assumptions, ones you may disagree with.  You aren’t in control, and you need to be.  It can be helpful when learning an instance from someone who knows, though, and in that light, it’s an option to be considered, but learning to effectively mark targets is fairly critical for a tank.

Finally, you need to be something of an attention whore.  All of us are attention whores on some level, but the dirty secret of tanking is that it puts you firmly in the spotlight, and who doesn’t like to be there?  In a hard encounter, when the Main Tank goes down, it’s a wipe.  Keeping you alive is priority one for most groups because when you fall, so do they.

While there is significant responsibility to the role of a tank, there is also a significant amount of narcissistic self-indulgence.  You stand toe to toe with the biggest and the baddest with absolutely everyone there relying on you to do your job so they can do theirs and collect the magical treasure that comes with success.

I’m sure other tanks have other lists, and this one is by no means complete, but if none of this has turned you off and you have the requisite dash of prima donna, give it a shot and see if you can help minimize the tank shortage.

I’ll see you at the reconstructive surgeon between instance runs.

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( 25 ) Comments
Categories: Feral, PvE
Phaelia

Bornakk: Druids Not to be "Big Green Blobs"

April 28, 2008
Categories: Blue, Spells and Talents

Jiryn of Gorefiend (US) posted to the Wrath of the Lich King forums, requesting once again that Druids be considered for the addition of an out of combat resurrection spell:

In Wrath of the Lich King please give Druids something they’ve needed for quite a while. A Non-cooldown res, much like a Priest, Shaman or Paladin resurrection. This would be a second rez of theirs to use at the end of fights or after wipes when they have been Soulstoned. We’ve waited long enough; give us the FULL healing potential we were supposed to [have]!

 phae_mortalstrike The post was blue-tagged with this (disheartening) response from Bornakk:

Then after this it would probably be Mortal Strike that’s needed, right? We understand there are many spells and abilities that other classes have that would make things easier for players, but we also need to be careful in morphing all classes into one big green blob that all have the same skills. Right now having an awesome ability like Battle Resurrection sets Druids apart from the regular ressing classes.

And before anybody asks, we are working on the new talents and spells for each class but we don’t have any details to provide on them at this time.

Because clearly, Mortal Strike is an ability commonly associated with the healing role. That’s just silly. Shamans have wipe recovery in the form of Reincarnate, Paladins have wipe recovery in the form of Divine Intervention (well, assuming they’re grouped with someone that can also rez). Both of these abilities are in addition to having access to a standard resurrection spell. Bornakk goes on to follow up on his original comment with the following:

I was just pointing out that instead of the normal out-of-combat res that other classes have, Druids have a much more unique and special ability. I understand that having more out-of-combat res abilities on more classes would make wipe recovery easier, but we want to be careful in not having abilities given out to every class and make them less unique.

If you are in a 5-person dungeon and the Druid is the only healer, while you don’t have wipe recovery (cables and Soulstones aside), you can organize your group and approach each of the pulls with this in mind and be more cautious to avoid the wipes. It make take a wipe or two to straighten things out, but adapting to the situation can make things run a lot smoother.

So essentially, Druids (and the people who decide to group with them) just have to be better at the game than other healers and their groupmates. I’m glad someone is telling me this now! Rather than go off on a another gigormous rant on this subject, I’d like to share one of my favorite responses:

Where are people getting off on the idea that an OOC rez is unique and giving one to druids would remove the ability’s/class’s uniqueness? Re: the ability–three classes have it. Unique = three identical abilities across three classes but no more? Re: the class–we are unique in that we are the only class that can main heal yet cannot rez the party after a messy pull/boss fight. That is, we are uniquely disadvantaged.

…

I would like to remind Blizzard that not everyone gets to run in guild groups where mistakes never happen and everyone is a machine. Things crop up in real groups. Kids get chased off their computers by mom. Connections are subject to hiccups, lag spikes, and bottoming out entirely. Sometimes you just have to put out that grease fire on the stove. We get punished for not only being in groups with horribad players, but for little unpredictable occurrences that any other healer can make up for once the damage is done. At one point, a long time ago that is now a hazy druid memory, I could understand this; few instances had stealth-spotting mobs, and druids were rarely main healers. This is not the case anymore. Please, let the game change with the times. We are not asking for an ability that makes any other healer unique; we are asking for an ability that every other healer has.

— Alice of Kirin Tor

Maybe we ARE getting a new form in WotLK!

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( 54 ) Comments
Categories: Blue, Spells and Talents
Phaelia

Blood Elf Druids … Who Knew?

April 26, 2008
Categories: Uncategorized

zhevra_whitephae_belfI was super-duper lucky to nab an [Orb of Sin’dorei] from Magister’s Terrace this week, giving me the ability to turn into a pretty, ginger-haired Blood Elf Druid for 5 minutes out of every 30. (And thanks to afore-mentioned Ghost Pulse addon, I never miss the timer!) Unfortunately, this means I don’t use Tree of Life for that period of time, which deprives me of a certain someone’s beautiful shapeshift skins. On a related note, MMO Champion is reporting that several modified Zhevra mount skins have been added to the game on the PTR. Maybe it’s not very patriotic, but I’d love to trade in my [Reins of the Frostsaber] for one!

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Phaelia

2.4 Mana Regen: Paladin Blessings

April 25, 2008
Categories: Analysis, Lunar Guidance

The 2.4 Mana Regen Series

  1. 2.4 Mana Regen: The Basics
  2. 2.4 Mana Regen: The Mana Regen Calculator
  3. 2.4 Mana Regen: Regrowth as the New Raid Heal?
  4. 2.4 Mana Regen: Valuing +Healing
  5. 2.4 Mana Regen: Paladin Blessings

With the changes to mana regeneration in Patch 2.4, it’s worth revisiting my earlier post on Blessing of Kings vs. Blessing of Wisdom. Just as before, the MP5 from Blessing of Wisdom is straightforward:

Blessing of Wisdom Rank 7
150 Mana 30 yd range

Instant cast

Places a Blessing on the friendly target, restoring 41 mana every 5 seconds for 10 min.  Players may only have one Blessing on them per Paladin at any one time.

Paladins can also pick up a 2-point talent from their Holy tree called Improved Blessing of Wisdom. This talent increases the MP5 from Blessing of Wisdom by an additional 20%, from 41 MP5 to 49.2 MP5. Since this Blessing grants pure MP5 it is unaffected by Spirit, Intellect, or percent time inside the Five Second Rule.

mrc_kingsWhile the effective contribution of Blessing of Wisdom is pretty cut and dry, Blessing of Kings is not so straightforward. It grants an additional 10% to both Intellect and Spirit which, in turn, affects your overall mana regeneration. The easiest and quickest way to determine its contribution to our mana regeneration is to use the Mana Regen Calculator to find our regeneration without Kings and then again with it. I’ll use myself as an example, but obviously you should do the same using your own stats:

Raid buffed but without Blessing of Kings, I have around 640 Spirit and 540 Intellect. With Kings, those numbers jump to 704  and 594. I can plug these values into the MRC as follows:

As you can see, my mana regeneration increases from 401 to 455, an increase of 54 MP5 from Blessing of Kings alone. This is in addition to the other benefits afforded me by Blessing of Kings such as 800 more mana, 16 +Healing to my Tree of Life aura, and some extra hit points from the Stamina increase. For me, at least, there is no question which of the two buffs I’d rather have if required to make the decision. In general, my order of preference for Blessing requests is as follows:

  • Trash Fights: Salvation, Kings, Wisdom
  • Boss Fights: Kings, Wisdom, Light *

* Of course if the boss fight is an aggro-sensitive one, you might interpose Salvation before or after Wisdom. Examples of such aggro-sensitivity can include needing to heal through an aggro wipe, adds that spawn throughout the fight that will need to be picked up by one or more tanks, or a threat-sensitive pull. (Thanks to commentor Treibh for these examples!)

Previous in series

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( 6 ) Comments
Categories: Analysis, Lunar Guidance
Phaelia

Andrige’s Tauren Tree of Life Wallpaper

April 24, 2008
Categories: Artwork, Community

Andrige delivers yet another gorgeous wallpaper, this one featuring the Tauren version of the Tree of Life form. Surrounded by the autumnal colors of Azshara, the Horde Tree is both majestic and intimidating. I particularly like the simple wooden staff he carries and the leaves falling all around him.

Tauren Tree of Life by Andrige
Tauren Tree of Life
by Andrige

» View all Andrige’s wallpapers

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Recent Comments

Impressions Solicited: Spell Haste (4)

Runycat
The only druid who’s had any luck with spell haste in our raid set up is our Moonglow/Dreamstate healer. I can’t personally comment on the effectiveness, but if you’re rocking a ToL build, I’m not sure how viable stacking spell haste really is. One thing’s for sure–I’d never stack it as a crutch over other stats. In addition to the items out of ZA, there are a number of haste-stacked items out of BT as well, most notably: Shroud of the...

Thorgrim
Another good reason to look at spell haste is if you, like me, are druid-healing-challenged and have trouble maintaining even a 3 character triple stack; spell haste gives you a lot more room for error.

Lidon
True, you would run out of mana fast Miyra, but the situation proposed in the email is not the average case. For runs like ZA where there are only two tanks, this allows you to squeeze off more raid heals in between keeping lifebloom up. One of my biggest annoyances with ZA is the spirit bolts that Hex Lord Macaroni dishes out to everyone. Usually tossing one rejuv on each person keeps them alive, but unless I start those early, I only get 6 or so off, relying on the other healers, and...

Miyra
While it is definitely true that the healing output afforded by having 5 GCD’s available for tanks is amazing, I don’t think it could be sustained for very long. You are looking at a minimum of 880 mana per cycle if you just used Lifebloom. At that rate you would burn through 10,000 mana in ~57 seconds. Even figuring in a full mana bar’s worth of innervate and chain potting you would be out of tricks in 2 and a half…maybe 3 minutes max.
Some Would Have Made Him into Boots… (11)

Mooire
Grats! I’ve been religously doing my fishing quest each day and have yet to get a baby croc! I’m sure Toothy is just as happy to be your pet as you are at having him. :)

Phaelia
@Tone: Ohhhhh! Okay! Yes, that must be the reference. I only vaguely remember the monster hugging on poor Bugs. But I’ll never forget the line. (Okay, I Googled it to get it exactly right. Same thing!) :-D

Tone
Re: Abominable Snowdruid Oh, I had just thought that your words were a reference to the Abominable Snowman from Bugs Bunny (”My own little bunny rabbit! I will name him George, and I will hug him, and pet him, and squeeze him….”). I was concerned for little Toothy’s safety, at the hands of an over-enthusiastic new owner! ;-)

Mooire
Grats!!! I’ve religiously been doing the fishing quest and have yet to get a Croc pet! They’re so cute with their big green eyes. :)
LFD = Looking for Designer (17)

Mike
I worked for Microsoft (not in Windows or in IE) so I might be biased the other way but I believe the IE differences are not really that sinister. IE 6 is a pretty old browser, it was released in 2001. A lot of the CSS standards were relatively young at the time, and CSS support in other browsers wasn’t stellar either. IE 7.0 improved on CSS support from IE 6.0, it’s just that other modern browsers had more releases and improved more during the same period of time. Ironically...

Juergen
It’s centered now, and there is a tree looking out from behind the central column. So GJ, have a cookie :)
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