Monday randoms
Hi folks. I hope everybody had a good Fourth of July (or Canada Day, or just a normal) weekend. Welcome back to your workweek! (No, I’m not actually this chipper. In fact, I’m dragging like crazy. But I read somewhere that more people read your blog if you’re happy and upbeat, so I’m faking it. Ssshhh. Don’t tell anyone.)
A few random notes from the weekend…
- After 8 months or so of Wrath of the Lich King, Linedan finally has himself a title: Linedan, the Argent Champion. All it took for the final push was two deadside Stratholme clears, each one good for about 4000 rep with the Dawn once the 14-15 different Scourgestone turn-ins were done. The Seal of the Dawn can finally get retired to the top shelf of Lin’s bank. Now, 57 more quests in Kalimdor and around 260 more in Eastern Kingdoms, plus 20 or so (mostly group) quests in Icecrown, and he can get Loremaster. I’m not pushing hard for that one, though, it’s more of a long-term I’ll-do-it-as-I-have-time thing.
- Moktor, my orc death knight, hit 80 on Sunday. She is my fourth level 80, and I celebrated by taking her to a few heroics. I think it’s an indication of just how crazy the death nugget class is in general that I can walk into heroic Gundrak, Drak’theron, and Stratholme in a mixture of mid-70s dungeon blues, quest reward greens/blues, and one kickass piece of gear (a Titansteel Destroyer Linedan made her)…with me having very little of a clue about how to work a rotation on multiple mobs…and still pulled 1500 dps for all three runs. And I thought beastmastery hunter was faceroll easy.
- Friday night, I was just chillin’ like a villain on my dwarf Beltar when my guildleader Tarquin whispers me: “So, I hear your raid fell through this week.” (The Anvil had too many people out of town for the Fourth, so we took the week off and Linedan got a bit of a rest from offtanking.) I answered “yep.” So Tarq says, “want to come to Ulduar with us?”
Buh.
Tarquin also runs Totally Raiding, Inc., a successful, in-character, roleplay 25-man multi-guild raid. Want proof that you can mix roleplay and raiding? Try a “RP raid” that’s 12/14 Ulduar, with only Yogg-Saron and Algalon to go. And he was asking me–Beltar, in his oh-so-l33t Naxx-10 welfare epix–to head to a 25-man Ulduar not just to kill a few bosses, but to be there for TRI’s first serious pokes at The Yoggster. I think my reply was something to the effect of “well, you know I’m undergeared liek woah, but if you’re crazy enough, HELL YEAH I’D LOVE TO GO.”
They were crazy enough, and I got to go. So I got to see Vezax and Yoggy for the first time on my undergeared dwarf alt, not my raiding Tauren main. Go figure.
Vezax is a fun fight to be a hunter on. No mana regen? No problem! Just pop Aspect of the Viper. OK, we’re only doing 60% damage, but that’s 60% more than the mages are doing while they’re standing around waiting for a Shadow Crash puddle to stand in. Bang bang > pew pew, biatch. The mechanics of the fight are interesting without being too nasty, but then again, I’d say that as a hunter because that’s a simple job–know when a Shadow Crash is incoming and get clear of it, know when to pop saronite bubbles, throw a Silencing Shot in on Vezax to help back up the interrupters on his wicked flame AOE, and otherwise, just lean on the trigger until one of you goes down. I might have a different opinion of the fight once I see it on Linedan, either as tank or as offspec DPS.
And then, there’s the Yoggmeister.
That fight had to have been designed by a bunch of half-drunk Red-Bulled-up Blizzard developers who got together and decided, “OK, listen, we’ve got all these cool mechanics in Ulduar…let’s put all of them in one fight! It’ll rock!” And thus was created Yogg-Saron, god of death, insanity, and HOLYFUCKTENTACLES.
It looks so innocuous to start with. There’s Sara the Vrykul, floating above the floor in Yoggy’s bachelor pad. (Aside: “Sara?” “SARA?” What the hell kind of Vrykul name is SARA?!?) She is surrounded by orbiting clouds of pee, I guess because she’s been in there a really long time with no bathroom break. Anyway, the pee clouds orbit like planets, in fixed orbits around her with a clear space in the middle where she is. They cover maybe half the room or a little less. It smells bad.
The trick is, if anybody touches a pee cloud, it summons a big Faceless Horror with 900k health, and he’s pretty pissed at having to clean up the Sara pee that you’ve gotten all over the floor because you bumped the cloud, you big oaf, so he starts beating people up and throwing 6k+ Shadow Bolt Volleys all over the room. I think more of the things are summoned on a timer as well. The only way to get to phase 2 of the fight is to kill the Faceless Horrors next to Sara 8 times; each one knocks 12.5% off her health, because they explode for a metric shitton of damage when they die, something like 20,000.
So the strategy TRI used was to have one of three tanks grab each add as they came out, and pull them to the pee-free spot near the door, where they would be beaten down to about 30%. At that point, DPS switched to another target, and the tank would drag the wounded add–slaloming through the pee clouds so as not to summon more Faceless Janitors–over to Sarah. There, a designated “center group” of 4 or 5 ranged DPS, including yours truly, would finish them off, all the time dodging both pee clouds and the lethal explosion when the add died. It’s basically a “don’t stand in shit”–uh, “don’t stand in pee”–fight, except that the consequences for bad positioning are much worse than taking a little damage. Too many adds will wipe the raid in very short order.
Assuming you blow 8 Faceless Janitors up next to her, phase 2 starts. The pee clouds go away. This is good. The downside is that they’re replaced by tentacles. LOTS of tentacles. We’re talking a hentai fan’s wet dream here. Yoggy pops up and starts taunting people while the tentacles go to work. There are ones that grab people and crush them (think Kologarn’s right arm). There are ones that cast nasty debuffs. There are big ones with ridiculous health that crush people near them. And they’re EVERYWHERE, man.
At some point during this madness, portals open into Yoggster’s brain. People run into the portals and kill stuff and DPS his brain (the only way to damage him) and have to come out quickly or they’ll get mind-controlled, yadda yadda. I didn’t get that far. I was too busy shooting every tentacle I saw before it tried to do nasty, nasty things to me.
Our best attempt was 91% on phase 2. Might not sound like much, but trust me, that was serious progress. Phase 1 is much tougher than it sounds, because you need to put serious DPS on the adds but not too much or they’ll die away from Sara, which is wasted time. Your tank and center DPS have to get the add on top of Sara and kill it, all the time dodging pee clouds, failure of which will wipe the raid under a swarm of Faceless Janitors. (Although it’s fun to have a feral or rogue hit Dash/Sprint once you call a wipe and see how many he can spawn. Our record was 27.)
So that was my weekend. When I wasn’t WoWing, I was cleaning out a flooded dishwasher. Judging by the smell, I think I’d rather have been dealing with more pee clouds.
Meet my personal night elf druid

What? You were expecting an in-game screenshot? Please.
(Yes, it’s blurry. Cellphone cameras FTL.)
So You Want to Be a Prot Warrior: Levels 71-80
OK, gang, this is it. The last 10 levels. You’ve hung with me this far, and I appreciate all the great feedback and comments that I’ve gotten over the last few months of writing the various chapters of SYWTBAPW. (And it’s not over yet, more on that later.) So let’s get down to it, and start grinding through Northrend to get you those last 10 levels and arrive at your ultimate destiny–the endgame.
When we left you back at level 70, your build looked like this: 5/5/51. For this guide, we’re taking all 10 of your last talent points into the Arms tree to reach the “cookie-cutter” 15/5/51 build that’s the most popular prot warrior build right now, and for the foreseeable future. As we go through the talents, I’ll explain why we’re going 15 deep into the Arms tree, which might seem surprising considering we’re, y’know, tanks. There’s a reason behind it, don’t worry.
Levels 71-73: 3/3 Improved Heroic Strike. One of the more messed-up mechanics of the warrior class (IMO) is that when tanking, in order to maximize your threat, you will be spamming Heroic Strike every time your rage permits it. If you’re tanking heroics or raids, there’s a very good chance that your rage will always permit it, hence you’ll literally be smashing that button on every weapon swing. With that in mind, having it take 3 points less rage can’t hurt, and it will let you spam it more in situations where you have decent, but not unlimited, rage.
Levels 74-75: 2/2 Improved Charge. This is a tossup. We’ve got to put these two points somewhere in the Arms tree in order to open up the third tier of talents. You can make a case for putting them in Iron Will instead for the stun and charm resistance, especially if you PvP a bit on the side. (Note that a dedicated Prot PvP spec is very different from what we’re working with here.) I put them in Improved Charge because I rarely PvP on Linedan anyway, and the ability to generate 10 extra rage on a Charge, for a total of 25, gave me more options when initiating combat. Improved Rend would be a waste; it doesn’t do a lot of damage with a one-hander anyhow.
Levels 76-77: 2/2 Impale. Increases the critical strike damage bonus of all your “abilities”–i.e., yellow-damage attacks, really anything but a normal melee swing–by 20%, giving you +120% damage on crits instead of +100%. You don’t have the high crit percentages of a DPS class as a prot warrior, but with several talents giving you +15% crit chance to some hard-hitting abilities (Shield Slam, Heroic Strike, Devastate, Thunder Clap, and Cleave), you’ll crit enough to where this talent adds noticeable damage output. Plus, it’s required for…
Levels 78-80: 3/3 Deep Wounds. I covered in a prior post several months ago why a prot warrior can get good use out of Deep Wounds. The quick recap: ANY crit will make your target bleed for 48% of your mainhand weapon’s damage over 6 seconds (3 ticks 2 seconds apart), and it “rolls,” basically stacking as the 6-second durations of several Deep Wounds applications overlap. The numbers don’t seem huge at first. Linedan, in largely Ulduar and Naxx-25 gear, puts about 280 to 290 extra damage on a target with a single Deep Wounds while raid-buffed, in three ticks of 95 or so points each. But, remember, Deep Wounds activates off any crit, and warriors throw out a LOT of attacks…including the passive damage from Damage Shield. So you will be able to keep Deep Wounds on your targets quite a bit, and over a fight, the high uptime means that the damage adds up to surprising numbers. Looking back over the last four Ulduar raids I’ve had him on, Deep Wounds is between 6% and 10% of Linedan’s total damage output. That’s a lot when you consider that he’s doing between 7 and 9 million damage output on a three-hour raid night. And it’s all bonus. More damage = more threat. More threat = the other DPS being able to push hard without fear of me losing agro. More DPS = stuff dies faster. It’s win-win-win all the way around.
And hey, there’s three new spells you get to play with!
Level 71: Shattering Throw. You throw your weapon at the target, doing some damage, reducing their armor by 20% for 10 seconds, or removing any invulnerabilities. Basically, it’s a ranged five-stack Devastate. The trick is that it removes invulnerabilities–yes, folks, Shattering Throw will literally burst bubbles. Or Ice Blocks. It’s primarily a PvP move as far as I’ve seen, and I don’t think I’ve ever used it in anger, but I might going forward, because it hits harder than firing a gun or bow, and while I haven’t been able to confirm it, it may apply the silencing effect that Heroic Throw does due to the Gag Order talent. I’ll have to check into that.
Level 75: Enraged Regeneration. Yes, you, a warrior, now have a self-heal. You have to be Enraged to use it, but with 2/2 Improved Defensive Stance and decent defensive stats, you’re Enraged most of the time anyhow. Hit this, and it burns the Enrage (and prevents reapplication of an Enrage for the duration), and heals you for 30% of your total health over 10 seconds. Protip: If you really want to get the most out of this, pop Last Stand and then pop Enraged Regeneration. ER uses whatever your total health is at the moment you hit it, so it will calculate that 30% heal including the extra health from Last Stand, making it more like a net 40% heal. Three-minute cooldown.
Level 80: Heroic Throw. This is Shattering Throw’s more useful cousin. It does a reasonable amount of damage, silences the target for 3 seconds (if you have Gag Order), and generates significant bonus threat, which Shattering Throw doesn’t. It’s an awesome pulling maneuver, and something I use frequently. Bloodrage for initial rage, and Heroic Throw to pull, and pulling casters is now no big deal anymore. It does, unfortunately, have a one-minute cooldown.
As for how you do your leveling from 70 to 80, it hasn’t really changed. You are at the peak of your survivability. You are one hard mofo to kill. Grinding entire camps of Northrend mobs should be a non-issue, if you’re keeping your gear up to date. You can easily hammer down some of the wussier elites solo. But again, let me emphasize–the point of this spec is to tank. You should be tanking instances every chance you get. I’m a broken record, I know. (Or a “skipping CD” to you younguns.) But if you’re not going to tank, there’s very little reason to go prot and stay prot. Keep tanking instances to keep your skills sharp–warrior tanking is a lot more than just hitting “969.”
Your tanking rotation does not change between level 70 and level 80. You will have more pulling options with Shattering Throw first and Heroic Throw later, and Improved Heroic Strike makes your Heroic Strike spam easier, and you’ll have new ranks of your same old friends, but the foundational basics of how you gain and hold agro, and the priority of your attacks, haven’t changed. What you’ll find in the Northrend dungeons is, mercifully, a move away from the godawful huge five- and six-mob mixed melee/caster groups in Outland instances like Shattered Halls and Shadow Labyrinth. You’ll still have casters and melee mixed up, but rarely more than four at a time, which makes handling them much easier because you’ll need to stack less crowd control in your groups. Maybe even none, once you get more confident.
Just because we’ve dinged 80 and gotten our special present from Rhonin in the mail, though, doesn’t mean the grind is over. Ohhhhh no. Far from it. In the next installment of SYWTBAPW, our talk will move from talents and skills to gear and enchants and gems, as we talk about your progression toward being ready to tank Northrend heroics and raids. In another installment down the line, we’ll talk about alternate warrior specs–why dual-spec is a fantastic thing for many tanks, whether you should use that second spec for DPS or not, and possible other tank specs besides 15/5/51. We’ll also be looking at the differences between raid tanking and instance tanking, which are bigger than you’d think.
I finally found a healer I like playing…
…trouble is, it’s not in World of Warcraft. >.>
I’ve been on a bit of a sabbatical from WoW on non-raid nights (which partially explains the lack of content on the blog this week–that, and work’s ramping up into a very busy July). My latest addiction is, surprisingly enough, Team Fortress 2. I say “surprisingly” because I’ve never been big into shooters, especially multiplayer ones. I’ve never been a big LAN-party ZOMGFRAGFEST kind of guy because, quite frankly, I suck at them. A combination of poor reflexes, hypercompetitiveness, and a dislike of braggadocio in general has left me with a sour taste every time I’ve tried. I dabbled in Planetside for a while but gave it up, and still keep my Battlefield Europe: WWII Online account open mainly because of the very cool people I know there. But stuff like Counterstrike, Team Fortress, BF1942, etc.? That’s never really appealed to me.
Enter Team Fortress 2, which I got as part of the Orange Box a while back after buying it to get the two Half-Life 2 expansion episodes. I went ahead and installed TF2 on a whim after some friends from Feathermoon started playing, and lo and behold…I liked it. It’s just too humorous and cartoony to get all pissed off when I die. The graphics are straight out of a 1940s-era Looney Tunes–I keep expecting Wile E. Coyote to step out from behind a mesa and frag me in the face with a rocket launcher. The sound and voice acting is hilarious. (Go out on Youtube and search for “TF2 meet the” to get an idea of how awesome it is.) And the gameplay is fast, furious, and fun. Yes, I do still suck. But I don’t care nearly as much when I can jump on a Pyro and just suicidally charge stuff, firing my flamethrower and screaming through my voice-muffling gas mask like the bastard child of Kenny from South Park and Charlie Brown’s teacher from Peanuts.
One of the classes in TF2 is the Medic. The Medic is a very proper Germanic fellow whose primary job–don’t be shocked, kids–is to heal the other classes. Yeah, you get a dart gun that shoots syringes (not very far and not very accurately) and a bonesaw for melee. But your primary toy is your firehose-like medigun. Just put the crosshairs on a friendly close by and push the button, and glowy tendrils of goodness not only gradually heal them, but boost their health by 50% temporarily. It even works around corners (to an extent).
What’s even better is that while you heal people, you build something called Ubercharge. When your Ubercharge hits 100%, you can right-click your target, and you and he will both be completely immune from all damage for 10 seconds. This is why Medics are so essential. A well-timed Ubercharge of a good player can be a gamebreaker. A couple of Ubercharged Heavies or Demomen can be the spearhead of smashing the other team’s defense and winning a round. (There’s a second medigun you can unlock, called the “Kritzkrieg,” that instead of making the target invulnerable, makes all their attacks automatically do critical damage for 10 seconds.) Oh, and if you’re healing somebody and he gets a kill? You get the kill assist and rating points for it, a nice touch.
So basically, as a Medic in TF2, I heal people with glowy red or blue pewpews, and can shield them from all damage or make them vastly more powerful. Yep. The TF2 Medic is obviously a disc priest.
Look, I’m not even going to pretend that point-and-click healing in a fast-paced shooter like TF2 is anything like trying to keep 24 other people alive in WoW. But I’ve never liked playing the healing support role in any game before, until this. In trying to figure out why it suddenly appeals, I hit on two main reasons.
1. The fact that I really am awful at all the other eight damage classes (except Pyro, which I’m merely bad at) means that I can do more for my team by picking up a medigun than a grenade launcher or a chaingun. Which leads into…
2. While there are TF2 servers that run arenas and deathmatches, the ones I play on use the more “goal-oriented” maps–stuff like grab and hold all the capture points, push the railroad cart into the enemy base, capture the briefcase and return it, etc. I like team, goal-oriented gaming. I’m not in it for individual achievement, because I know I’m not (yet?) skilled enough to gain it. I want my team to win, be it defense or attack. I’d rather get 2 kills and die 20 times but see us “push little cart” into the enemy base, than get 20 kills, die twice, but watch us lose.
This is the same way I approach raiding. Yeah, I look at DPS charts on those times I DPS. I was pleased to see that Linedan did 3750 dps as Arms last night on our first Hodir attempt, a personal best, and was #7 on the meter in total damage done for the fight. But that means absolutely nothing, because he enraged at 3% and wiped us. The goal is not to top the meters. The goal is to kill the boss. Meters are great for telling you how you’re doing and what you can improve upon. But if you’re bragging about being top of the meter on a raid that can’t execute well enough to kill bosses in Naxx? Totally worthless.
Why my daughter will probably end up on a PvP server
This morning I got to sleep in a bit and wound up chilling out in bed while my three-year-old daughter (aka Nublet) “read” me a story from an illustrated book of cat poems. (And by “read,” I mean she looks at the pictures and makes up her own words. Thanks to a healthy dose of Dr. Seuss at bedtime, the girl actually has a frighteningly good sense of meter and rhyme. She is a nascent bookworm and geek, and me and my wife are thusly Very Proud Parents.)
She got to a poem with a drawing of two cats at a cat show, one smugly wearing a blue ribbon and the other sulking. She stared for a second, and then said:
“I’m a winner. You’re a wooser. A big, biiiig wooser.” *pause* “My skin is furry.”
Whaddaya think, gang? 3v3 arena material when she gets a little older?
Patch 3.2: All Argents, all the time
Random Friday afternoon thoughts as I try to make it through my last hour and a half at work this week, laying low with the Robert Earl Keen turned up to 11…
So this week, the WoWosphere exploded with the release of the first round of release 3.2 PTR patch notes. Now I’m not going to go over them bit by bit by bit here; everybody’s already dissected those notes like a frog in biology class. I don’t get too bent about class changes in preliminary PTR notes like these, because they always get tweaked, at least a little, based on testing on the test realm. I’m not even going to go into the mount changes except to say “woot!”, or the badge changes except to say “boy, the Blizzard general forums are full of tardburgers.”
No, my thoughts today are about everybody’s favorite Scourge-slaying, scrupulously-neutral, joust-loving party animals, the Argent Crusade. More specifically, about the little place that they’ve put up on the ass end of Northrend…yup, the Argent Tournament, or as I call it sometimes, the Icecrown County Fair.
When I read the 3.1 patch description talking about the Argent Tournament, I’ll admit it, my WTFometer pegged. Not because of anything to do with the actual game itself, mind you–even though jousting could, IMO, be done better, and I despise the “before the gate” dailies, especially the Champion version. No, the mechanics were fine. My bogglement at the Argent Tournament was strictly, I assure you, rooted in roleplay and lore.
Think about it. The Argent Crusade, Horde, and Alliance are standing before the seat of the Lich King’s power. Icecrown requires a massive cleansing that will require an immense amount of effort and the blood, sweat, and lives of thousands of heroes. The Crusade’s job is made more complicated by escalating tensions between the Horde and Alliance in the wake of the Wrathgate (thanks ever so much, Putress and Varian), forcing the Crusade to rely more and more on the death knights of the Ebon Blade, their own smaller armies, and free agents–that’d be us, kids–and less on the elite forces of Thrall and Varian. The financial and logistical strain is immense…the personal one, even more so.
So with this incredibly daunting task ahead of them, the leadership of the Argent Crusade decides to take their precious, limited resources…
…and build a fucking jousting tournament. On the wrong end of the glacier from both their own base, and from Arthas’ doorstep. Sweet jumping holy goblin Jesus on a friggin’ pogo stick, are you kidding me?
Excuse me, folks, but exactly how is this going to kick Arthas’ undead ass? “Oh, but we’re seeing who the greatest champions of the Horde and Alliance are!”, you might respond. Riiiiight. Sitting on the back of a wolf or kodo or chicken, beating each other over the head with a blunt lance (that does 0.3 dps, by the way), is going to show you who’s capable of leading the charge against the Lich King. Boy howdy, I know I’d be scared of seeing a line of Argent Jousters, pennants flying, riding their mighty war chickens toward the gates of Icecrown Citadel.
Actually, no. I’d be laughing my ass off right before Scourge Happened and I’d have both new ghoul soldiers for my army and Kentucky Fried Hawkstrider for dinner.
OK, I’m exaggerating a bit, but not much. Do you see why I thought (and think) the concept of the Argent Tournament made no sense? It’s jarring to me to put this thing in Icecrown given everything else that’s going on. It doesn’t fit. You’re engaged in, literally, a life and death struggle for the future of the entire world against Azeroth’s biggest home-grown evil Big Bad and his endless armies, and you’re taking time out to freaking joust? Do you seriously think that Thrall wouldn’t take one look at this and laugh himself silly? Tirion Fordring is really going to buy into this fluff?
(Now this hasn’t stopped me from getting Linedan involved, because hey, excellence in combat–any kind–is what the Panzercow is about, so he’s a Champion of Thunder Bluff and is currently working on Silvermoon. If I ever ratchet up any more interest in the daily grind-a-thon, he’ll eventually be an Exalted Champion or whatever the title is for five Champions and all factions exalted.)
Enter patch 3.2. The Icecrown County Fairgrounds expand with a new big arena, and I somehow think it’s not going to be used to hold L70ETC concerts. All the new content in this patch centers around the Tournament. A new 5-man instance. A new raid instance involving the Colosseum–or as Anna called it, “Onyxia v4.0.” New dailies. A Cult of the Damned camp attacking the Tournament (took ‘em long enough). The return of the Black Knight! (Uh…woo.) Other than defensive operations against the Cult of the Damned, I haven’t yet seen anything to indicate that any of this content actually involves…wait for it…a substantive fight against the Scourge.
Please note that as far as we know, the war against the Lich King hasn’t moved forward much at all. Arthas sits inviolate in the Citadel. He’s still holding us off at Corp’rethar. The forges at Malykriss are still producing. The Vrykul still hold Ymirheim and new slaves trickle into the saronite mines, no matter how many we free. The only real success you see as you proceed through Icecrown’s questlines, after the establishment of Crusader’s Pinnacle, are the opening of the Shadow Vault and the destruction of the Fleshwerks…and both of those were courtesy of the Ebon Blade, who seem to be out doing the actual dirty work while the Argent Crusade goes into the fourth month of their little Ren Faire on the north coast.
Maybe it’s me. I dunno. But from a lore standpoint, the whole Argent Tournament concept just doesn’t fit, and dumping all this extra content into it for patch 3.2 makes it even worse. It may well be because I only have one character who, from a roleplay standpoint, gives a damn about the Tournament. Beltar, my dwarf, has not done a single AT quest and may never; he’s old, he’s crotchety, and he would much prefer blowing a jouster’s head off at thirty paces than running the risk of getting unseated from a ram. Illithanis would be offended that they won’t let her use her wasp pet, and Moktor’s never met a fair fight in her entire life and subsequent unlife.
Maybe my sense of lore and roleplay is offended. Or it could be that it’s 4:30 on a Friday afternoon and DAMMIT I WANT HOMETIEMS NAO. I dunno.
Discuss among yourselves. Peace out.
Vanity, for once, thy name is Linedan
I normally don’t care much about fashion on Linedan. Some of my characters do care about how they look; I admit, somewhat grudgingly, that I picked one of my hunter Illithanis’ pets because it was red and most of her armor was matching red mail at the time. But Lin? Nah. He’s a function-over-form kind of cow. Besides, so much armor just looks strange on the weird proportions of the male Tauren–bracers disappear completely under the gloves, the legs are so small that pants are hard to even see much less admire, stuff like that.
So it is a rare moment indeed when I have a squee like this. The Anvil did Flame Leviathan with one tower up for our first hard more attempt in Ulduar last night. (It really should be called “sorta kinda hard” mode…even with a tower up, Loot Leviathan still isn’t too bad.) And he gave us a little something for our extra effort…the Anvil’s first ilevel 232 epic loot.
A Titanguard.
HOLY SWEET ZOMBIE JESUS DOES THAT THING LOOK INCREDIBLE OR WHAT.
Forget that it’s an epic. Forget that unlike my old Broken Promise, it actually looks like a fecking sword you use to stab people with instead of a railroad signal. Forget that I’m enjoying actually tanking with a fast weapon (1.6) again instead of a slow Broken Promise (2.5). Just look at it, man. It’s bacon-wrapped badass. It screams, “hi, I’m Linedan, and I’m going to gut you like a fish and then hit you in the face with my shield until you stop moving.”
I have not been this stupid giddy gleeful happy about an upgrade in a long time. And it’s not even because it’s a good weapon. It’s just because of how it looks. Crikey, next thing you know, I’ll be taking Linedan to the barber shop.
…nah.
(FYI, question for you cutting-edge tank types–what enchant should I put on this beast? Right now I have a self-made Titanium Weapon Chain on it, which hit-caps me in my block gear and over-hit-caps me in my boss tank gear. Is Blade Ward worth the ridiculous prices it commands, considering nobody in our raid can apparently do it yet (we’ve had lousy luck on drops)? What about our old BC friend Mongoose? You can see his Armory from the link at the top of the page if you’re curious. Thank you!)
The Latisha Experiment
This charming young lass you see before you–all nineteen years and six-foot-one of her–is Latisha Morganson, youngest daughter of highly successful Stormwind merchant and all-around dick Robert Morganson. Latisha was thrown out of her father’s house one rainy night when she refused to go along with an arranged marriage to another merchant noble thirty years and a hundred pounds her senior. She ended up on the doorstep at Northshire Abbey, where they took her in. She showed no aptitude with the Light, no ability with the arcane, and she was too clumsy to be a rogue…but she was a tall, healthy, and fairly strong girl, if a bit soft and flabby. So they taught her a little bit about how to stab people with swords and bash their heads in with maces and then sent her out into the world to do things like kill kobold vermin and decapitate Defias. Surprisingly, despite a lifetime sitting around in the Stormwind Park lusting over studly guardsmen, attending fancy balls, and generally leading a life of leisure, it turned out that she wasn’t too bad at it.
Latisha is my latest alt. And she’s also an experiment. See, when I originally started writing my guides, primarily the So You Want to Be a Prot Warrior series, I was writing them without any practical experience of leveling a Protection warrior in the world of post-3.0 World of Warcraft. Linedan leveled from 1 to 60 four years ago–he started in March of 2005 as best as I recall, and hit 60 sometime around August. For most of that way, except the last few levels, he was Arms or Fury. Then in Burning Crusade, I wibbled back and forth between a few different specs, again mostly DPS, before getting him to 70 and settling him in as a tank because friends were starting up a Karazhan run, needed an offtank, and I knew I couldn’t do it as DPS spec. The only leveling experience I have as Prot, other than 57 through 60, was 70-80 in Northrend…and as we all know, the Protection tree now is nothing like it was back in the day.
So I figured, y’know, if I’m going to tell people how to build a Prot warrior and get them to 80–and if people are going to be gullible enough to believe me–I’d damn well better make sure that I’m not full of crap. Hence, Latisha.
Latisha is currently level 21, and spec’d 0/0/12, right out of the SYWTBAPW guides. I plan to strictly follow my talent guide all the way up as far as I get her–might be 80, might not. We’ll see. She is, I readily admit, somewhat twinked, with me sending her money from Beltar as needed (hence my half-assed “rich family” RP justification). Although in total, the expense hasn’t been that bad–no more than about 40 gold, and she’s got 20 on her right now. She’s also had a lovely guardian angel paladin run her through the Deadmines (in record time, may I add) and as a result, she’s got a few very good bits of kit that will hold her for a few more levels…including Cookie’s Tenderizer (see above), Smite’s Reaver, Rhahk’Zor’s Hammer, and the quest reward pants for turning in Van Cleef’s noggin.
The biggest thing I’m having to get used to as I level her is the incredible lack of rage generation. That’s endemic to all warriors at lower levels, but it’s worse with a 1-hand + shield setup, and Charge only generating 9 rage at low ranks. I’m used to tanking on Linedan where rage is, largely, a non-issue because he’s getting rocked so incredibly hard. On Latisha, it’s more like “chop…chop…oh look, I can Thunder Clap now…chop…chop…Battle Shout…chop…chopzzzzz…”
That having been said, despite the fact she kills slowly, some of the survivability of the Prot spec is already showing through, even at low level. She can wade into camps of three or four equal-level mobs and with some luck, if there aren’t too many casters, pull it off. One thing that I knew instinctively, but is still shocking to see in action, is that it’s quite possible to do more damage in Defensive Stance than in Battle Stance, because new-and-improved 3.x Revenge hits so damn hard. At level 21, it hits for close to 100 damage, and she’s guaranteed at least one, usually two, when she uses Shield Block. With the damage penalty for Defensive Stance now only 5%, it’s even more viable to use it to grind, switching out only to Charge into combat. (This requires using Shield Bash to slow down runners, which can be tricky with the 12-second cooldown…miss or get it dodged/parried/blocked, and you’re in trouble.)
She’s now in Menethil, where she will be slogging her way through the Wetlands for a few levels before heading back south to Lakeshire and Duskwood and the level 24+ quests there that she’s not quite ready to handle at 21. All in all, I’ve found leveling her as Prot to be no worse–and in some ways better–than leveling other alts. It’s not just for masochists anymore, that’s for sure.
I’ll be giving more updates on how she’s doing out in the world as she levels.
The best raid analysis tool ever
There are a lot of really excellent raid analysis tools out there these days. There’s WoW Web Stats, the original; there’s WoW Meter Online; and there’s the new kid on the block, World of Logs. They’re all very helpful at parsing combat logs and pointing out areas where there could be problems. I use WWS all the time, along with my personal Recount, to see how I did on a raid and improve my personal performance, and our officers use them to post-mortem (often literally) our attempts and see what happened.
But I’m pleased to announce that Feathermoon’s own Father Bregdark has come up with a tool that will make all of those log parsers obsolete. And you don’t even need to send it a combat log! It’s quick, it’s easy, and it uses state-of-the-art technomancy to be 100% accurate as to why you just wiped.
Just mash here and this tool will tell you exactly why you wiped. Do it. No, really. DO EET NAO.
(EDIT: Be sure to hit refresh on the Wipe Analyzer once or twice (or more). It helps with the accuracy.)
So You Want to Be a Prot Warrior: Levels 61-70
Well, here we are again, gang. I’ve gotten you to level 60 and all the way through the Prot tree up to the pinnacle, Shockwave. And there you are, in Hellfire Peninsula, ready to rock and roll your way through Outland and get ready for the ultimate challenge of Northrend. So let’s see if we can get you Northrend-ready!
Here is our starting spec for this discussion: 0/0/51. All Prot, all the time. (Yes, I know I have too many glyphs in there for a level 60; don’t sweat it.) Now, you’ll start learning that yes, Virginia, there are other two other warrior trees, and they can serve you well even as a tank!
Levels 61-62: 2/5 Cruelty. Finally, we branch out into the Fury tree and take what is, for any DPS warrior spec, a 5/5 required talent. 2/5 Cruelty gives us +2% crit chance. Why don’t we take 5/5 Cruelty as a tank, you may ask? Because we already have +15% crit to five of our most important abilities from our talents. So instead, we take…
Levels 63-65: 3/3 Armored to the Teeth. When you’re running around Northrend at level 80 with over 24,000 armor value in your epics, you’ll really appreciate Armored to the Teeth and its 3 bonus AP for each 180 armor value you wear. Even a modestly decent set of Outland tank armor, with a good shield, will give you over 200 bonus AP with this talent…you’d be hard-pressed to squeeze that much out of stat boosts on your gear. Now note that this gives AP, not Strength, so it won’t boost your block value or the damage on your Shield Slams. (The originally planned version of this ability did give +Strength, but Blizzard changed it.) But the bonus AP will increase your damage output on all your weapon-based attacks, and more damage equals more threat and faster kills.
Levels 66-70: 5/5 Deflection. Pretty straightforward here…+5% to your Parry. Yes, a handy defensive talent in Arms, supposedly a DPS tree.
Now you can change the order up on these to suit your needs. If you are running around with gear that gives you adequate crit, but you’re short on AP, take Armored to the Teeth first. If you’re tanking a lot of instances, you can load up on Deflection first for better damage avoidance. The journey here is not so important, it’s the destination–5/5/51 at level 70, so we can load the last 10 points in the Arms tree in Northrend and come out with our cookie-cutter 15/5/51 spec at level 80.
As for spells and skills, you start getting some new ones again after going for quite a while only leveling up old ones. (Remember, starting at 60, you can train something every level, not every two levels!)
Victory Rush (level 62): Yay for free attacks, boo for stance restrictions. Victory Rush allows you to get what amounts to a free attack within 20 seconds of getting the killing blow on something that gives you honor or experience. It costs no rage, so it literally is free except for a global cooldown cycle. The catch? You can’t use it in Defensive Stance, and you’re going to be in Defensive Stance most of the time from here on out because it’s more efficient to grind that way. Still, if you’re DPSing in a group or find yourself in Battle or Berserker for whatever reason, it’s free damage.
Spell Reflection (level 64): CRY MORE, MAGES. As if being able to slam somebody in the face for 6000 damage isn’t enough reason to carry a shield, this skill seals the deal. It’s expensive at 25 rage, but hit it, and it will reflect the first spell cast on you within five seconds back at the caster, hitting them with the full normal effect of their own spell. Now there are a lot of restrictions with it. It won’t stop you from taking AOE damage in, say, a Hurricane or Blizzard. It’s on a 10-second cooldown and only lasts 5 seconds, so timing is critical. It reflects one spell, although sometimes, latency will cause weird things to happen like being able to reflect two or three that hit you at the same time–don’t count on it, though, it’s not reliable. And certain mobs simply are not reflectable, because Blizzard loves giving us abilities and then making them useless on many boss fights. (I’M LOOKING AT YOU, KARAZHAN.) Still, this is an awesome ability. It’s one more weapon we have against casters both in PvE and PvP.
Commanding Shout (level 68): A very, very nice ability for tanking instances and raids, especially if you’ve got a paladin with Greater Blessing of Might in your back pocket. It adds a significant amount of health to everybody within range in your group or raid.
Intervene (level 70): This is the third leg of what I call the “mobility trinity,” Charge and Intercept being the other two. Intervene allows you to charge at a group or raid member and intercept the next attack made on that person; in addition, it lowers their total threat by 10%. Personally, I don’t use it as much as I should, because it’s tricky as hell to switch targets mid-fight. There’s ways around that with macros, though. It has a myriad of uses; in PvP, it’s great for catching up to friendly forces, in PvE, it’s obviously good for saving squishies that pull agro. We used it in Gruul’s Lair for occasionally eating hits off the main tank to keep rage up and stay higher on the threat list (when I was supposed to be eating Hateful Strikes). Blizzard added the 10% threat reduction specifically to break this strategy of using Intervene on a main tank. Your talent point in Warbringer allows Intervene to be used in any stance, and it does not share a linked cooldown with Charge or Intercept. Once you get good at using those three abilities, you become a giant plate-clad pinball of doom.
You can hit Outland as early as level 58, and most people nowadays do that. The reason is simple–the gear they throw at you in the introductory quests is a quantum leap over anything but the best of old-world dungeon blues or level 60 40-man raid gear. You’ll start building your “Outland clown suit” not long after you set foot on Hellfire Peninsula. You may have a little trouble with some quests at first if you’re 58 or 59 and your gear is weak coming in, because certain areas (Zeth’gor comes to mind) are crowded and can have fast respawn rates. Just consider it good practice for instance tanking, and learn to love the inherent survivability of the Prot spec as you slowly grind down entire groups of fel orcs. This is where all those hours spent leveling first aid, cooking and fishing can pay off; a good stock of bandages and buff food will go a long way toward making the early Hellfire levels less painful. Once you push forward into Zangarmarsh or Terrokar, things actually get easier; your gear’s improved, you’ve got a few levels, and the mob concentration is more spread out in most areas.
Instance tanking in Outland is simultaneously better and worse. Better because the instances are no longer as massive or confusing as a Mauradon or BRD; worse because some of them feature huge trash pulls that will push your tanking skills to the limit. Prior to 3.0, despite Linedan being very well-geared, I would simply refuse to tank heroic Shattered Halls or Shadow Labyrinth (OK, I wouldn’t tank most Outland heroics), simply because both dungeons featured many five- and six-mob pulls that were beyond brutal for a warrior to keep agro on. With our new and highly improved AOE tanking abilities, it’s a lot less painful now, but still not easy. The same tips still apply–use a kill order and crowd control in level-appropriate groups on big pulls. Work on line-of-sight (LOS) pulling to bring casters to you, this is a skill that you should learn now because you’ll surely need it in raids.
Again, I can’t state this enough–tank something every chance you can get. Tank outdoor group quests, tank instances, act like you’re tanking when you grind by pulling multiple mobs and practice shifting targets to spread agro. You don’t want to get to level 80 and then have to learn this stuff on the job in a Northrend heroic. A significant part of being a good tank is mindset. You need to have the mindset that you WANT to tank.
My apologies if this is a little disjointed today. I’m tanking three projects at work while I’m putting this together. But, hey, at least I’ve got solid agro on ‘em all, eh what?
Coming soon to SYWTBAPW…welcome to Northrend! It’s cold. It’s full of things trying to eat your face. And it’s where you’ll finish your journey–for now–and get ready for the ultimate test of your tankitude, level 80 heroics and raids. Tune in again, same bat-time, same bat-channel!




