To me, one of the best tanking changes that’s come along with Cataclysm and patch 4.0.1 is the complete removal of the Defense stat from WoW. At first, when I heard about it, I was a little annoyed, because I thought it was going to upset the whole apple cart in terms of how I geared. Then when I heard about the trees, I was a little annoyed that I’d have to blow two of my precious first 31 points in the Prot tree in order to be uncrittable.
I was, as usual, completely wrong.
The removal of Defense from the game opens up a veritable world of possibilities for us as tanks. Think about it. By putting two talent points in Bastion of Defense, we’re accomplishing the same thing as stacking 689 (I think) Defense rating, or 140 Defense points, on our gear at level 80. And honestly, you’d almost certainly take Bastion of Defense anyway because of the 10%/20% Enrage chance on a successful block, dodge, or parry. So it’s all gain, no real loss. We can equip anything and we’re still uncrittable.
In this strange interregnum before the world falls apart, where we’re dealing with classes balanced for level 85 stuck at level 80, where we overgear 95% of the content, this removal of Defense is having something of an odd effect on one of our common tanky pastimes…the random heroic. Yeah, I know, running random PUGs is about as much fun as a prostate exam (or a pap smear for you ladies) these days, but there’s still reasons that we have to do it–snagging Justice Points for offset upgrades, or heirlooms for your alts, or gearing up guildies.
Now if you’ve tanked some heroics the past two weeks, you know that your AOE threat is down a bit, or maybe more than a bit depending on your class. At the same time, the badge to Justice Point conversion has let some people drastically upgrade their gear, as their stockpile of Triumph badges let them buy some more Tier 10. Add in the huge DPS increases that some classes got (yes, mages, you can stop cackling gleefully now), and the fact that people still cannot grasp the concept of “wait two seconds to let the tank get agro,” and I’ll bet you’ve been having a moderately frustrating time running your heroics.
Well, ol’ Uncle Panzercow is here to give you a tip:
Run them in your DPS gear. Or your PvP gear.
You do have DPS gear, right? I imagine that most tanks do have a DPS offspec. Many of you have probably accumulated some PvP gear, maybe even the high-quality arena stuff. Some, I know, do have dual prot or other tanking specs, or no offspec at all, and if you do, that’s OK, but you still might want to rummage around for some DPS gear here and there. Here’s why.
If you are badge-geared in T9 or T10-level tank stuff, you overgear the hell out of every single heroic out there–yes, even Halls of Will You Idiots Line-of-Sight the Goddamn Phantom Mage, Please. You’ve got so much avoidance stacked, you’re starved for rage because you aren’t getting hit. Your crit%’s in the single digits and you’re rocking far north of 40,000 health, maybe more than 50,000. Healers fall asleep because you never get in trouble. Thing is, though, with the 4.0 threat changes, now you’re probably having a lot more trouble keeping agro on trash packs when the DPS decide to go “DUUUURP BIG NUKE” right at the start of the fight. No rage, no threat, and here comes the spew in /party of “zomg wtf ur bad tnak.”
Now suppose you have a near-equivalent set of DPS gear–again, T9ish or higher. Try an experiment. Stay in Prot spec and Defensive Stance, but put the DPS gear on with your tank weapon and shield. Now look at your stats. You do still have some dodge and parry percentages, I’ll guess they’re in the high single digits. Your block percentage hasn’t changed much, it’s 30% plus whatever mastery you’ve reforged onto either set of gear. Your AP is probably up (remember, no Armored to the Teeth anymore), your crit% is way up, and your health isn’t down nearly as far as you thought. Most DPS plate still stacks a big chunk of stamina on it, and you still get that +15% to your stamina from mastery. If you have PvP gear? Same thing, with even more stamina.
Voila. You’re basically in tank gear a tier or two below your “real” tank gear…except your DPS is going to skyrocket.
I’ll use a real-world example with Linedan. He’s fully geared in sanctified T10, ilevel 251 and 264 tank items. In a random heroic, that gives him, eh, 23% dodge and parry each, 55,000 health buffed out, 27k armor, 2.6% base crit, 3600 attack power. If I swap over to his Fury set, but stay in Prot spec/Defensive Stance, use his Scourgebourne Waraxe as a weapon, and keep his shield equipped? 9% dodge, 13% parry, about 22k armor. But…try 35% crit, 4400 attack power, and still well over 40,000 health.
I have tanked a couple of heroics using the hybrid DPS gear/Prot spec setup and let me tell you, it’s been brilliantly effective. The acid test was in Forge of Souls last night. We had a death nugget, a boomkin, and a rogue for DPS. The rogue liked to sneak forward and had an odd knack for picking the wrong target to attack. And we all know that boomkins can be serious threat monsters now. Also, don’t forget that FoS is one of the trickier instances for pulling and gathering due to the wide spacing of the trash groups between the entrance and Bronjahm.
It turned out to be probably the smoothest and fastest FoS run that I’ve ever tanked…and I didn’t do anything differently from how I ran it in 3.3. Except in my Fury gear, I was generating insane threat. Enough to keep a slightly trigger-happy rogue, a critchicken, and a T10-geared DK alive with only a few taunts here and there. Blood and Thunder was very effective, and I was getting enough rage from incoming hits that I could use Cleave and Thunder Clap reasonably often to hold threat over the healgro. I ended up pumping out an astonishing 3600 dps for the run, just behind the DK’s 3800 and just ahead of the rogue and boomkin. That’s not half bad for a warrior tank in an heroic.
Now, was I getting hit more? Yep. Did that make the healer (a priest) work harder? Well, technically, yes, but when’s the last time you saw a healer have to work at all to keep a T10-geared tank up in a heroic? The priest never went below 70% mana, and I rarely went below 70% health. In fact, it was a good thing that I was getting hit more. Remember Vengeance? I take more damage, I get more attack power, I deliver more damage, which means more threat, which means the DPS can go harder? It’s the great Circle of Pain, as Elton John might sing.
Now, DPS gear is viable for tanking any content that you outgear, certainly not for progression stuff. I don’t think I’d try taking on Arthas in my T10 Fury gear, and I probably wouldn’t even use it in Trial of the Oh God It’s The Same Round Room Again Kill Me Now, but weekly raids in Naxx or Ulduar or Eye of Eternity? Heroics? Yep. I’d do it in a heartbeat…after clearing it with the healer(s) and the raidleaders. You will get hit more, and you’ll need to be careful of encounters that toss out a lot of damage–for example, I put the real tank gear back on for Devourer of Souls in FoS, simply because Phantom Blast hits very hard, and I wanted a little cushion in case I missed a Spell Reflect or interrupt and something went sideways with the healing. But for trash? DPS gear, kids. It works.
In fact, come Cataclysm, I think it may work better for us to level as Prot in our DPS or PvP gear. I didn’t try it much on the beta but I probably should’ve. We would still get the benefit of Prot’s survivability, with higher DPS. It’s definitely something to think about.
“And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers! And you will know my name is the Lord [pulls out his gun and aims it at Brett] when I lay my vengeance upon thee!” –Samuel L. Jackson, “Pulp Fiction”
I’ve been a bit behind the curve on getting up to speed with the changes that hit us in patch 4.0.1–being out of town for five days just after the patch dropped will do that, since it meant I missed The Anvil’s first 25-man raid last Thursday. But I was there for this week’s hoedown, and I was front and center in the main tank slot for Sindragosa and Arthas. It was, in several ways, a very edumacashunal (as we said back in the sticks where I grew up) evening.
Really, tanking last night didn’t feel very different from when I tanked Sindy and Arthas in 3.3. As a prot warrior, my priority system has changed very little; less Heroic Strike, one Rend at the start of a fight followed by a Thunder Clap to stick it on all mobs, and other than that, it’s the same old same old. Sword and Board proc’d Shield Slams come first, then Shield Slam, then Revenge, with Devastate as the filler, Heroic Strike to bleed rage, and at least one Thunder Clap every 12-15 seconds to keep Rend and the slow up. The biggest change to my years of muscle memory is that I now have to unlearn something that it took me two years to learn, which is Heroic Strike spam. I never used to hit it enough. Now I’m hitting it too much. I actually found myself badly rage-starved early in the Lich King fight on two or three occasions, when I got an avoidance streak combined with overaggressive HS use. Since Lin doesn’t have any points in Shield Specialization, he doesn’t get any rage back when he blocks. If I’m careful with HS, no problem. If I’m not, I can dig myself a momentary hole.
The biggest changes had to do with threat. My main education last night was seeing how threat works in the 4.0 world, and what I need to do as the tank–and what the DPS needs to do–to make everything go smoothly.
Our first Arthas pull was a disaster. One of our ret paladins ripped agro off me in less than ten seconds. Then a warlock pulled off her, then a feral druid pulled off him…two people dead almost instantly. And the DPS didn’t back off to let me get him back. I admit I let out a growl that scared the cats and probably made my poor wife think I was turning into a worgen IRL. I hate losing agro…I don’t generally get mad at the person who pulled unless they did some serious durp, I just generally chalk it up to me not being able to put out the threat.
After that, the raid leaders asked the DPS to wait before unloading, both to give me more solid threat time and to give the offtank more time to get more ghouls on him, for Necrotic Plague stacks. I didn’t have any more significant threat issues after that, but I did notice something. My snap agro at the beginning of a fight is definitely off from the world of 3.x. My usual opening combo of Heroic Throw/Shield Slam just wasn’t sticking mobs to me like it used to. Combine that with the huge DPS gains that certain classes (I’m looking at you, warlocks) have received in 4.0, and the old adage of “wait for the sunders” suddenly becomes more important than ever. Opening with a big nuke is going to get your face eaten.
And the reason for this, I believe, is the Vengeance mechanic. It’s a mastery that all tank class/spec combos–blood death nuggets, prot pallies, beardurids, and prot warriors–get in Cataclysm. Put simply, whenever you take damage, 5% of that damage number is added to your attack power for 10 seconds, up to a total maximum of 10% of your maximum health. So if Arthas smacks you upside the head for 20,000 damage, you get 1000 added to your attack power for 10 seconds.
When Vengeance first came out in the alpha, it looked pretty much like it does now. And I was convinced at the time that it would never go live in that form, because the numbers shaped up to be ridiculous. When tanking ICC, Linedan typically buffs out at over 72,000 health. So merely by getting hit by Arthas a few times, he could pick up as much as 7200 attack power? That would put him well over ten thousand AP. No way that Blizzard would ever let a tank have that much AP, right?
Shows you how much I know.
My first indication of the effect that Vengeance was having was when I started seeing some big yellow numbers float up on my screen during Arthas phase 1. I mean, big yellow numbers. Five-digit big. As a prot warrior, I rarely see five-digit yellow numbers on Lin, so out of curiosity, I opened up his character pane.
Attack power? Wobbling between 12,000 and 12,500. His base AP with buffs at pull time was roughly 4700. Throw in a few other buffs in combat, and the difference would be around 7,000…indicating that he’d hit the ceiling on Vengeance.
You can imagine what a prot warrior with twelve thousand AP was doing. 18k Revenge crits. 15k normal Shield Slam hits without Shield Block up. The night’s crowning glory was a Shield Blocked Shield Slam crit for precisely 41,564. On one Arthas attempt where we never got out of phase 1 due to the OT dying, Lin did well over 8000 dps. On the attempts where we got well into phase 2 before it all fell apart, he was still doing around 6000 dps. That’s double what he was doing in 3.3.
And here’s the kicker…he needed it. Because once the DPS got the clearance to put their foot to the floor, that six to eight thousand DPS was giving me the threat-per-second I needed to stay ahead. Without it, there’s no way. We had three warlocks each doing well north of 10,000 DPS consistently. That’s a lot of threat to have to overcome. At Lin’s normal 3000 DPS, I really don’t think he could have stayed ahead of them. But at 6000, 7000, 8000 DPS? He did. If they gave me 10 to 15 seconds of light DPS at the beginning–not even no DPS, just taking it easy–then dropped the hammer, I could stay ahead of them easily. If they went for it right from the start? No chance I could hang on.
So it seems obvious to me after this experience that Blizzard is now balancing tank threat around the Vengeance mechanic. On boss fights, they are expecting the tank to have a huge boost in attack power thanks to Vengeance, and be putting out damage that’s pretty insane compared to pre-4.0 levels. DPS threat will be tuned around that. If we take that as a given–and it’s not, it’s just my observation and opinion, but let’s just roll with it–it leads to a couple of interesting conclusions.
First, every tank class, even prot warriors, the previous “kings of snap agro,” now has a ramp-up time on their maximum threat. Beforehand, if we had enough rage, we could just unload a couple of high-threat moves and get a solid hold on the target, or a DK could just inappropriately Icy Touch something and it would be stuck on him like glue. No more. If our threat in relation to the DPS’ is balanced around us having six or seven or eight thousand more attack power than we do at the start of a fight, where they don’t have the same restrictions, it means we will always need a period of time to take a few hits to the head and get good and pissed off before we’re putting out enough pain to let the DPS go nuts. This is an important point for DPS to remember. We massively overgear heroics now and can just durp our way through them (that’s my next rant, coming soon), but that stuff won’t even work in 80+ normals from what I’ve seen in the beta.
Second, tank-swap fights just got a little more interesting. We saw this on Arthas last night when Haicu (my DK tank partner) and I would swap Arthas at Soul Reaver time. It’s similar to the problems tanks deal with on Festergut and his damage-increasing Gastric Bloat. The tank who has just taunted has not taken huge amounts of damage so he hasn’t had time to ramp up his Vengeance. The tank who has just been taunted from, on the other hand, is probably maxed out on his attack power and hitting like a dump truck with no brakes, full of angry burning bears. The “from” tank is going to have to watch himself for about 10 to 12 seconds after the swap and perhaps not go full-out, especially if he significantly outgears the other tank, or he may rip agro right back.
It’s very easy to dismiss Vengeance if all you do is normal questing or even random heroics. Current non-raid content simply doesn’t hit hard enough for long enough to give you the most benefit from the mastery. But when you get into a situation where you’re on a big boss, especially a raid boss, Vengeance comes into its own.
Now, does a 41k Shield Slam crit make up for not being at Blizzcon this weekend? No. But it does soothe the pain, just a little bit…
It’s D-Day, kids. We’re getting patch 4.0.1 today (or tomorrow for you folks on EU servers), which means we’re getting most of the mechanical changes that come with Cataclysm. This includes the new trees, new skills, new glyphs, reforging, the removal of armor penetration and Defense…in short, think of it as its own little Cataclysm of how we play the game.
Well, I’ve never been one to avoid rolling with the crowd on a momentous day like today. I’m a good little lemming, so let’s throw some information and opinions out there on Prot warrioring in the new and (hopefully) wonderful world of 4.0.1…
First of all, let me give you two awesome resources as you start scrambling around. First, as I linked previously, Naithin at Fun in Games has put together a fan-damn-tastic Prot warrior 4.0.1 guide that will give you everything you need to get started. There’s really not all that much I can add except to give my own opinions on a few things, which is what I’ll be doing in this post.
Second, the lovely (and freshly Kingslayerish!) Kadomi over at Tank Like a Girl has a great list of 4.0.1 warrior (and other) resource links. These will get you up to speed on setting up your spec, glyphs, and reforging.
Now with all that linked and at your fingertips, you probably don’t need me durping around giving my half-baked opinions on things. But, I’m going to do it anyway, because (a) it’s my blog, and (b) I’m out of town for a week starting on Thursday and need a blog post up before I go. Suck it.
What things you can expect to see when you first log in, other than an assload of LUA errors and “SERVER: Restart in 5:00”? Well, your health will go up a bit thanks to a flat +15% from Prot mastery, and your armor will go down a bit, especially if you’re rocking bonus armor pieces like Pillars of Might or the Cataclysmic Chestguard. The changes are probably within about 10% in both cases. Defense is gone, and unlamented if you ask me. Defense gems will change into…uh…something else. Defense rating on items will change into straight dodge and parry. There is no more shield block value; successful blocks now block 30% of that hit’s damage, or 60% on a critical block. Shield Slam damage now scales off attack power like everything else. You will have a base 30% chance to block, given by your Prot mastery; the only way to raise it is by adding Mastery rating, which will require us to use Reforging to add it to our gear. And your mastery will give you Vengeance, which takes 5% of damage that you suffer and adds it to your attack power for 10 seconds. All tanks get this mastery; it’s designed to crank up our damage, and thus threat, while tanking.
The talent tree changes are, obviously, probably the biggest single change we face. (Hey, at least they didn’t change us over from rage to focus.) To do a quick recap: Talent trees are now 31 points deep instead of 51. At level 10 you must pick a tree, and you are locked into that tree and only that tree until you take the 31-point talent…at level 69. Only then may you pick things from the other two trees. Talent points now come one every two levels (one at 10, one at 11, and one every odd level thereafter). This means that your level 80 warrior tank will have 36 talent points to spend, 31 of which have to go into the Prot tree. The days of any sort of hybrid build are over.
Now looking at the two-month span between now and the release of Cataclysm, it’s obvious that you won’t be leveling if you’re already 80. You probably won’t be doing much if any solo questing or grinding (again, if you’re 80), unless you’re doing something like going for Loremaster. So by elimination, you need a build that’s focused on tanking.
This is my first shot at one. It gives up some talents that would increase DPS–talents that I’d consider taking in a build where I was doing more simple running-around-and-killing-shit–and leans toward multiple-target threat, damage mitigation, and self-healing. Looking through the Prot talents tier-by-tier:
Tier 1: Incite just doesn’t grab me real hard. It looks like a bit of a damage (and threat) boost but I don’t know that we’re going to need it with Defensive Stance giving us +200% threat on everything we do. Toughness, that’s a no-brainer, especially with “bonus armor” taking the nerf bat in a big way. Blood and Thunder is actually a fairly effective AOE threat mechanic. I still think the dear departed Damage Shield was better, but B&T has seemed, in the beta, to be reasonably effective at holding threat over top of healgro. It won’t save the DPS if they focus the wrong target, but it’s not meant to. The one disadvantage to B&T is, obviously, you can easily stick a Rend on a CC’d mob if your placement is poor. So make sure you fight well away from sheeps and saps and such.
Tier 2: Lots and lots of points here. 3/3 Shield Mastery is a no-brainer, as is 2/2 Gag Order. The jury is still very much out on Hold the Line; I’ve got it on Lin in the beta because his crit is basically non-existent, he’s stacked a bit of parry to help this proc, and the crit boost helps his damage while grinding. I don’t know how much use it will be in dungeon and raid tanking, though. As for Shield Specialization, it hasn’t proven to be a “must have” talent. Rage has not been a huge issue for Linedan in the beta once I learned to back off constantly hitting Heroic Strike like I was tanking Arthas. My opinion is this: put 7 points in this tier. Five of them go into Shield Mastery and Gag Order. The other two can go either 0/3 Shield Spec and 2/2 Hold the Line for a bit of a damage boost, or 2/3 Shield Spec if you think you’re rage-starved. For now, I’ll go with Hold the Line here until I get a better feel on rage.
Tier 3: Take it all. Take ALL the talents. Last Stand, duh. Concussion Blow, duh. Bastion of Defense, duh. Warbringer, duh. Fill this tier.
Tier 4: Again, I would take everything here. 2/2 Improved Revenge makes Revenge hit like a truck on fire driven by angry burning bears, plus lets it hit a second target–very important for multi-target tanking. Devastate is a no-brainer, it’s our major spammable everything-else-is-on-cooldown attack. Impending Victory doesn’t buy you much against non-elites, but it helps on bosses, and trust me, anything that will take a load off a healer right now is going to be appreciated. Healers have a brutally tough job in 4.0.
Tier 5: I’m not completely sold on Thunderstruck. It does synergize very nicely with Blood and Thunder, though, so I’d probably take both points in it if I took B&T. Vigilance doesn’t transfer threat anymore, instead it gives you the refreshed taunt if the recipient gets hit and gives you a small bit of AP from the Vengeance mastery (you get 5% of 20% of the damage they took as attack power…hence, “small”). The Taunt refresh is the main use of it now. Heavy Repercussions doubles your Shield Slam damage whenever Shield Block is up. I think it’s an inefficient use of points, but we’ve got to put them somewhere, and I think it’s just barely a better deal than Incite. Granted, I have no numbers to back it up, just a gut feel and an inordinate love for giant Shield Slam crits.
Tier 6: Safeguard still doesn’t seem worth it to me. Sword and Board is a no-brainer.
Tier 7: It’s OK. I’ve got Shockwave.
That gives us precisely 31 points in Prot, with five points left to spend. The last five points are spent on things that help take the load off our overworked healer brethren: 2/2 Field Dressing in Arms and 3/3 Blood Craze in Fury.
This 2/3/31 layout is probably going to be pretty cookie-cutter, but there is a tiny bit of flexibility there in the Prot tree. If you don’t think you need as much AOE threat but need more raw damage output you can drop the points from Blood and Thunder and Thunderstruck to put them into Incite. If you’re rage-starved, load up 3/3 Shield Specialization at the expense of Hold the Line. The thing to remember is that you won’t be able to get any second-tier Arms or Fury talents until Cataclysm comes out, you won’t have the points…and even then, you’ll have to plan ahead.
Now, glyphing. Glyphs come in three flavors now: prime (things that increase your primary function, DPS, HPS, threat, etc.), major (useful and helpful things), and minor (“fun” or small semi-useful things). Prime glyphing a Prot warrior is easy because there’s only three pertinent ones for you to pick: Devastate, Revenge, and Shield Slam. For major glyphs, you’ve got more choices…but one of your three must be the Glyph of Victory Rush. It supercharges your heals from Victory Rush and Impending Victory, and again, in the 4.0 world, you’ve got to do everything you can to make your healer’s job easier. There are several useful major glyphs to pick from, including Heroic Throw (puts a Sunder Armor stack on the target), Cleaving (Cleave hits 3 targets instead of 2), Resonating Power (-5 rage on Thunder Clap), Spell Reflection (-1 second cooldown on Spell Reflect), Shockwave (-3 second cooldown on Shockwave), or Sunder Armor (Sunder a second target). You can make a case for any of them, so pick whatever you want. (I’m so decisive, aren’t I?) For your minor glyphs, a common suggestion seems to be to stack all three Shout glyphs (Battle, Commanding, and Demoralizing); but don’t ignore the Enduring Victory glyph, which increases the window for Victory Rush use from 20 to 25 seconds.
Your tanking rotation really doesn’t change very much. You no longer frantically hammer Heroic Strike to get 100% uptime on it (mousewheels everywhere rejoice!); instead you hit it every three seconds if you’ve got rage. You will leave yourself massively rage-starved if you don’t back off that HS key and use it as the rage dump it’s intended to be instead of just mashing it every time it lights up. I will also be curious to see what the damage relationship is between Revenge and Shield Slam. In the beta, Revenge is consistently hitting harder than Shield Slam unless Shield Block is up with 2/2 Heavy Repercussions. When tanking packs of trash, you’ll hit Rend once on one mob at the start of the fight, Thunder Clap to transfer it to everyone, and then make sure you Thunder Clap at least every fifteen seconds to keep Rend refreshed on all targets.
This week, Blizzard gave us a firm date for the Cataclysm to tear Azeroth asunder…December 7. With all the new content coming at us in just two months–and with the mechanical changes to classes, talents, items, etc. possibly coming as early as next week–I’ve been putting a bit more time in on the beta servers lately.
As a result, Linedan on beta is now level 85. (I’ve also been working a bit on Latisha…she’s 82, and I’ll chronicle her story in another update on The Latisha Experiment a bit later.) Along the way there, I’ve picked up some information that will hopefully help anyone planning to level a Prot warrior from 80 to 85, as Prot, once Cataclysm drops for real. (PLEASE NOTE: I’m going to leave lore spoilers out of this post as much as I possibly can, but I will be talking about Cataclysm mechanics and zones in a general sense. If you want to be totally surprised, stop now.)
First of all, remember that all of the changes to talent trees, class mechanics, and gear itemization will be coming with patch 4.0.1, which could happen as soon as October 12 (that’s next Tuesday as I write this). I would highly recommend reading Naithin’s outstanding 4.0 Prot warrior guide over at Fun in Games to get a great summary of the changes that we’re going to face in the interregnum between Arthas falling and Deathwing rising. It’s a good starting point for looking at the new zones and the level 80-85 grind.
The leveling flow through the new zones is pretty straightforward, and each zone is more linear than ever as to how quests are handled. This is the basic flow you’ll see:
- Mount Hyjal (80-82) or Vashj’ir (80-82)
- Deepholm (82-83)
- Uldum (83-84)
- Twilight Highlands (84-85)
The reason that Mount Hyjal and Vashj’ir can cover two levels is not that they’re bigger than the other zones, although Vashj’ir is actually three separate maps and covers a lot of ground…uh, water. No, it’s because of the experience required to level. 80 to 81 and 81 to 82 both require about 1.75 million xp, not too much more than the high 70s did in Northrend. But when you hit level 82, that changes. Each of the next three levels required somewhere around 6.5 million xp. That’s not a typo. Six point five million xp per level. That’s an intimidatingly large number, but it shouldn’t be. There are a lot of quests in the 82-85 zones, and they give from 40,000 to 55,000 xp each on completion (except for simple stuff like breadcrumb or “go over here and talk to this person” quests, of course). Mob-killing xp has been adjusted upward as well, to the point where Linedan was getting over 10,000 per kill (rested) against level 84s in Twilight Highlands.
Within each zone, the quests are organized in a pretty logical manner. Breadcrumb quests into each of the new zones are easily available from “boards” all over Stormwind, or outside the new Grommash Hold (or, as I like to call it, “Garrosh’s Overcompensation For His Small Wee-wee”) in Orgrimmar. Once you establish yourself in one of the new zones, portals will open up at Earthen Ring sites in Stormwind and Orgrimmar. Also, all the zones except Deepholm can be flown into by your own flying mounts, and there are convenient flightmasters scattered around.
As a Prot warrior, your abilities and rotation haven’t changed that much from Wrath of the Lich King. The changes are subtle, like Heroic Strike being an instant attack for 30 rage instead of an on-next-swing for 15; or the crit-boosting being removed from a lot of our talents (like Gag Order). But the abilities, in general, do the same things and get used in the same order. There really are two big changes: the addition of Rend as a useful ability (paired with the Blood and Thunder talent), and Heroic Strike becoming less spammy and more situational.
This is the spec that Lin entered Hyjal with at level 80. I went with 2/2 Blood and Thunder more out of curiosity than anything else. 2/2 Hold the Line’s in there because, in T10-level tank gear, his crit dropped at 80 to less than 2.5%, and with almost all of our crit-increasing talents changed, I figured he needed all the help he could get while questing. His talent choices at each level were:
- 81: 2/2 Field Dressing
- 82: 2/3 Shield Specialization
- 83: 3/3 Shield Specialization
- 84: 1/3 Incite
- 85: 1/2 Thunderstruck
(I’m probably going to tweak the spec to ditch Incite completely and pick up 2/2 Thunderstruck.)
Grinding it Out
As Prot warriors, we had an extremely easy time of leveling in Northrend. Yes, our single-target DPS was low. Who cared? We could charge into a camp and massacre it in seconds with a combination of Damage Shield, Cleave, Thunder Clap, and Shockwave, while shrugging off the feeble blows of our assailants.
Things aren’t quite as easy in Cataclysm. The foremost reason for that isn’t the changes that were made to Prot spec. It’s the mobs themselves.
A level 80 Northrend melee (non-casting) mob has precisely 12,600 health. A level 80 Cataclysm melee mob has just over 30,000 health. And it goes up radically from there. Level 81, about 37,000. Level 82, about 44,000. Level 83, around 52,000. Level 84, around 65,000. The only level 85 mobs I’ve seen yet had 96,000 health each, but I’m not sure if those were special and if that’s normal for level 85 non-elites.
They’re not just tougher, they hit harder too. By the time Linedan got to Uldum, the level 84 melee mobs there were hitting him for over 2000 base damage…and that’s with him having over 31,000 armor and a physical damage mitigation right at 60%. Stuff in Cataclysm doesn’t tickle when it hits.
So when you combine all that health, high damage, and our traditional low DPS, it doesn’t bode well, right? Well, it’s not so bad. You’re still a spellcaster’s nightmare, you’ve got your stuns, and you’ve got two other powerful counters to keep you in the fight: Blood Craze and Victory Rush. Blood Craze, in my experience, is probably ticking about a third to a half of the time during any given fight. That’s 1.5% of your max health at the time Blood Craze activated, every second, for five seconds. Victory Rush, now usable in Defensive Stance, gives you a big heal–20% of your current max health–whether or not the attack actually lands. And, both these abilities are boosted by Field Dressing from the Arms tree. Plus, you can take points into Impending Victory to give yourself a “mini” Victory Rush (for 5% of your health) whenever a mob is below 20% health. If you’re just out grinding, the talent’s usefulness is marginal, but keep an eye on it when you start raiding. In a long fight, it could provide a useful amount of healing.
So our pull strategy really doesn’t change that much. We need to pull (fairly) big and (fairly) fast. Two or more mobs at a time is optimum for us. By the time you beat down the first one, you’re probably wounded; hit Victory Rush, get 20% of your health back, and you’re good to go on the next one. If you have to pull one at a time, you have to rush and find the next mob within 20 seconds before Victory Rush wears off. And even if you can’t, don’t despair. Out-of-combat health regen on the beta (as of build 13117) is insane. Linedan is regaining well over 600 health per tick while standing up. The new bandages also heal for useful amounts (around 20,000 to start with) so make sure you get your First Aid skill trained up pronto.
One thing you will have to watch for is rage starvation. Our rage generation is generally good enough, due to the high incoming damage and the tuning they currently have in place. If you take a few points into Shield Specialization, it gets better (especially if you can Spell Reflect something!). But you must be careful about your Heroic Strike use. HS is no longer spammable, and it costs 30 rage. Chances are, you’re not going to be able to hit it every time it’s up, and keep up Devastate spam, Shield Slam/Revenge as available, and Rend/Thunder Clap if you’re using Blood and Thunder. Be judicious in your use of Heroic Strike. Cleave, you’ll probably have less trouble with; I never had much problem with rage when fighting 2+ mobs.
You’ll start replacing anything less than T10 gear almost immediately in Hyjal or Vashj’ir. This new gear is the only way, other than Reforging, to get Mastery rating. Our Mastery rating increases our block chance, and it is, in fact, the only way to increase our block chance, as there is no more separate block rating. If you have T10 gear, it will probably hold you into Deepholm or even Uldum. Currently at 85, Lin is still wearing his sanctified T10 helm and T10-level rings and trinkets, he’s replaced everything else in his Prot set.
One thing to think about…with Defense no longer being in the game, you can become uncrittable by placing 2 talent points in Bastion of Defense. This frees you up to try Prot grinding with DPS armor. I have yet to try this, but I should; in tank gear at level 85, Linedan’s crit rating is an appalling 0.75%, and he’s badly short on +hit and +expertise (both of which are still needed). DPS armor still has a lot of stamina on it, and Mastery rating is Mastery rating regardless of what gear it comes on. The upside of using DPS armor would be increased +hit/+crit/+expertise at the cost of a bit of health; the downside would be lower avoidance due to losing +dodge and +parry. Does the increase in offensive stats balance the decrease in health and defensive stats? It might be worth trying if your grinding feels too slow, but you don’t want to go to, or don’t have, a DPS offspec. (FWIW, Linedan started at about 2000 DPS in Vashj’ir; he’s now doing about 2800 DPS in Twilight Highlands, and that number increases substantially fighting multiple mobs.)
Finally, I’ll briefly talk about instancing…briefly, because I’ve only done it once, on a normal Stonecore run along with my wife and three guys from the LFD tool. After all, if you’re a dedicated tank, you’re going to want to instance a lot, right?
You may have heard a lot of doom and gloom about Prot warriors’ ability to tank in Cataclysm, and how it’s a fallback to the horrible days of The Burning Crusade, when paladins kicked our asses at tanking heroics. Don’t panic. It’s not quite that bad. Yes, these are not Wrath of the Lich King dungeons. They do require some amount of brains, strategy, and crowd control to succeed in. But they aren’t quite as brutal as, say, heroic Shattered Halls.
Crowd control is back, and it’s necessary, but for normal instances, you don’t need a huge amount of it. One competent trapping hunter or sheeping mage should be able to get the job done in most cases, provided the rest of your group doesn’t break it (this includes you). On our Stonecore run, we were fortunate to have both a hunter and a warlock with glyphed Fear, which leaves mobs cowering in place instead of causing them to run. Between that and his Banish, the ‘lock did a great job on CC.
Your tanking doesn’t change all that much. The difference is largely in the incoming damage, which is a LOT higher (but so is your health). Also, without Damage Shield to provide that little passive threat boost, this is where Blood and Thunder comes into its own. It’s not much use just out questing, but in an instance, being able to place and keep a Rend on every mob you’re tanking helps your threat. Just make sure you’re clear of any CC’d mob before doing this, otherwise the mages will hate you.
Your TAB key will get more of a workout on trash if your group can’t stick to a kill order. (Kill order is VERY IMPORTANT now. Seriously. VERY VERY important.) You will be shifting between mobs to drop Devastates and other damage. Take Vigilance and use it–but remember, Vigilance doesn’t transfer threat anymore, it just reduces the damage on your chosen target and refreshes your Taunt. Use your cooldowns like Shield Block or your emergency buttons (Last Stand/Shield Wall) to try and offload some work from your healer, because healers are really having to work much harder in 4.0. Because of threat decay entering the equation, you can’t coast at all during a fight–you’ve got to keep pushing your threat as much as you can and stay on top of things.
On bosses, again, it is key to avoid as much avoidable stuff as possible. Don’t stand in Bad(tm). Use your cooldowns when something big and ugly is about to land. Healers are stretched to their limits under these new mechanics, and anything that you can do to help keep yourself alive early in a fight may give them the mana to keep you alive at the end.
And it’s in instances, and presumably raids, where Vengeance really comes into its own. Vengeance gives you 5% of your taken damage as attack power for 10 seconds, and it “rolls”–any number of damage that you take just stays as AP for 10 seconds and then it’s gone, so it wobbles up and down. Once you see how much damage you’re taking in a Cataclysm instance, you’ll realize that you’re getting an absolutely insane amount of attack power from this mastery ability. Linedan normally runs around 4500 AP now. While tanking Stonecore, I opened his character sheet at one point and was shocked to see him–literally–OVER NINE THOOOOOUUUSAANNND attack power. This directly translates to a big damage boost, and, therefore, a big threat boost. I didn’t think Vengeance was very useful when I first started leveling, but after doing just one instance, boy am I a believer now.
(Did you see what I did there with the title? Damn, I’m smooth. Hurr hurr.)
OK, kids, it’s finally time for Uncle Panzercow to take a look at Prot warriors in the Cataclysm beta. Both of mine are over there now. Linedan is casually slaughtering his way through Mount Hyjal in his usual efficient, taciturn Panzercowing manner. Latisha, on the other hand, threw on her bikini and took a little vacation…she went on a “three-hour tour” booze cruise toward an island off Stormwind, but instead of chatting up the hunky SCUBA instructor, she found herself, well, drowning. Then she woke up at the bottom of the Great Sea in the bilge of the SS Poseidon, surrounded by dead Alliance soldiers, beautiful coral, and pissed-off naga. She’s done the first few Kelp Forest quests in Vashj’ir; unfortunately, after taking her back to Stormwind to train Mastery, a bug has stuck her in limbo between Stormwind and Moonglade, and she may be out of action until I can either re-copy her (giving her the T9 shoulders she picked up last night) or wait for a fix. I may just wait for a fix, I want to retain the option to copy another character over at some point.
I’ll do another post talking about the actual Prot leveling experience once I do more of it–Lin’s only 2/3 of the way through 80, and Latisha’s barely done anything at all. What I want to look at in this post are the warrior trees, from a Prot standpoint of course. I’m not even going to suggest specific builds, because really, I haven’t absorbed all of this stuff yet, and I’m sure I’ll be wobbling back and forth on builds constantly over the next couple months. Instead, I’m going to look more at the talents and abilities that you’d see at level 80.
DISCLAIMERS: This is all based on beta build 12759 as of 19 August 2010 and is subject to change anytime Ghostcrawler wants to change it. Your mileage may vary. Void in Middle-Earth and where prohibited. Side effects may include dizziness, nausea, hair loss, carpal tunnel syndrome, hot warrior groupies throwing themselves at you, frequent death, high repair bills, and hearing “not enough rage” in your sleep. Any rebroadcast of these talents without the express written consent of Major League Baseball is prohibited.
Cutting Down the Trees
So that having been said, let’s take a look at the talent trees. The first thing you’ll notice upon hitting “N” for the first time in the beta is that there’s a new first screen where you are shown the various masteries available. (The three Mastery abilities only seem to kick in when you train the Mastery skill.) We’ll be looking at Prot, of course, so you see there’s one ability exclusive to us–our old friend Shield Slam, no longer baseline, sorry Arms and Fury–and three Masteries; Vitality, Vengeance, and Improved Block.
Vitality replaces the old Vitality talent; it’s just a flat 15% boost to Stamina, nothing fancy here. Vengeance is a mechanic that I’m still trying to get my noggin around. The tooltip says: “Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.” Does that mean that my 50,000 health Linedan can get up to 5000 bonus attack power? Well, not practically. Any bonus you get from a particular hit seems to roll off after 15 seconds. So the AP boost seems to fluctuate up and down. During normal questing on Lin, it seems to wobble around +100 to +200 AP, but I imagine it will be considerably more useful on instance fights, especially bosses. Finally, Improved Block is just what it says it is, +15% to shield block chance. Except I noticed something odd on Latisha. When she first arrived and spec’d out, she had exactly 20.00% block chance, which I thought odd. When I trained Mastery, that chance went down to exactly 15.00%, which is what Lin has. I don’t know if that’s a glitch or what. But now both their character sheets show only a 15% chance to block. That indicates to me that either this is a bug, or warriors have a base non-Mastery block chance of zero…which should be a bug.
When you start looking at the trees themselves, you’ll see some familiar talents about where you expect them. Last Stand, Concussion Blow, Improved Revenge, Devastate, Shockwave, Gag Order…old friends, like the crew at Cheers. You just expect Devastate and Shockwave to stand up and yell “NORM!” when you pick talents from this tree. But even old dogs learn a few new tricks, so we need to go through this one talent at a time. Strap in, it’s going to be a long ride…
Incite (3 points): Increases the critical strike chance of your Heroic Strike by 5/10/15%, and your Heroic Strike critical strikes have a 33/66/100% chance to make your next Heroic Strike also a critical strike. This effect cannot occur more than once every 6 seconds. Veneretio had a good discussion of Incite over at Tanking Tips a couple weeks ago. I think the jury is still out on this one largely because Heroic Strike isn’t what it used to be. Remember, it’s no longer an on-next-swing with no cooldown. Now it’s instant and off the global cooldown, but it costs 30 rage with a three-second cooldown. How our rage generation works out will make or break this talent.
Toughness (3 points): Increases your armor value from items by 3/6/10%. Straightforward, and necessary as always because bonus armor and armor on trinkets get removed in Cataclysm. Lin’s down 6000 armor from live right off the bat.
Hold the Line (2 points): Increases your critical strike and critical block chance by 10% for 5/10 seconds after a successful parry. This just in: PARRY GETS LOVE. About damn time. Veneretio covered this talent as well and did a thorough job of covering the good and bad of it. Bad: Not all that great against bosses. Good: Useful against multiple targets, and when your crit percentage is as horrendous as ours is, you take whatever help Blizzard throws to you. Probably a keeper.
Shield Specialization (3 points): You generate 5/10/15 extra rage when you block an attack. You generate 20/40/60 rage when you Spell Reflect a magic attack. Hmm. Note that Shield Spec now doesn’t give you a better chance to block, it’s just about rage generation. Right now, in build 12759 of the beta, prot warrior rage generation is actually very good, almost too good. I’m getting full rage bars on Lin while only fighting mobs two at a time without anything to Spell Reflect…with his ICC-level avoidance, that’s shocking. (It also means I’m not Heroic Striking enough.) If rage generation is not an issue, then this isn’t necessary. If we get as rage-starved in Cataclysm as we did in Wrath of the Lich King when grinding, then it becomes much more useful. Time will tell.
Shield Mastery (3 points): Reduces the cooldown of Shield Block by 10/20/30 seconds, Shield Wall by 60/120/180 seconds, and Spell Reflect by 1/2/3 seconds. Why on earth would you not take this? It’s better than the old Improved Disciplines because it affects three of our best defensive cooldowns. You end up with being able to bump your block up for 10 out of 30 seconds, reduce all incoming damage by 40% for 12 out of 120 seconds, and reflect a spell every 7 seconds. (Also? Shield Block now costs 10 rage, unfortunately, but Spell Reflect only costs 15, down from 25 in live.)
Blood and Thunder (2 points): When you Thunder Clap a target affected by your Rend, you have a 50/100% chance to affect every target with Rend. OK, maybe I’m missing something here, but…do Prot warriors keep Rend on their bars? Seriously? I think I’ve got it shoved off in a corner somewhere bound to ctrl+shift+6+standonmyhead or something. I haven’t used it in years. Are they expecting us to start? I don’t think I got that memo.
Gag Order (2 points): Gives your Shield Bash and Heroic Throw abilities a 50/100% chance to silence the target for 3 seconds. Also lowers the cooldown of your Heroic Throw by 15/30 seconds. It doesn’t have the +5/10% damage to Shield Slam that it used to, sadly, but this is still a useful talent for pulling. I think it may have gone from “must have” to “nice to have” depending on the composition of instances.
Last Stand (1 point, cooldown 3 minutes): Temporarily grants you 30% of your maximum health for 20 seconds. After the effect expires, the health is lost. Nothing’s changed here, this is our reliable old ass-saver from live, right down to the three-minute cooldown.
Concussion Blow (1 point, cost 15 rage, cooldown 30 seconds): Stuns the opponent for 5 seconds and deals (38/100 * AP) damage (based on attack power). Again, no functional change here, even the cooldown remains the same at 30 seconds. It’s just been moved down to Tier 3 in the tree.
Bastion of Defense (2 points): Reduces the chance you’ll be critically hit by melee attacks by 3/6%. In addition, when you Block, Dodge, or Parry an attack, you have a 10/20% chance to become Enraged, increasing physical damage done by 10% for 12 seconds. Exit stacking Defense, enter Bastion of Defense. This is how warriors become uncrittable now. It also takes the enrage from the old Improved Defensive Stance talent, although instead of the chance being 50/100%, now it’s only 10/20%. If you don’t take 2 points in this talent, GTFO my class and roll a rogue.
Warbringer (1 point): Your Charge, Intercept, and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability removes all movement-impairing effects. No change from live, this is another near-mandatory talent; it’s what gives us our legendary pinball-of-death mobility. When I’m in Lin’s Fury spec, honestly, this talent is the biggest single thing I miss.
Improved Revenge (2 points): Increases the damage of your Revenge ability by 30/60% and causes Revenge to strike an additional target for 50/100% damage. No functional change from live on this one either, it’s a big DPS and threat boost so I think it’s mandatory. But that’s just my opinion.
Devastate (1 point, cost 15 rage): Sunders the targets armor causing the Sunder Armor effect. In addition, causes 120% weapon damage + 58 for each stack of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times. Other than the overall reduction of Sunder Armor stacks from 5 to 3, there’s no change at all to Devastate. Even the damage is exactly the same.
Impending Victory (2 points): Using Devastate on a target with 20% or less health has a 25/50% chance to allow the use of Victory Rush, but that Victory Rush only heals for 5% of your health. Now this is an interesting little talent. On low-health mobs, this talent gives you the opportunity to trigger Victory Rush, gaining a single rage-free attack that will give you a mini-heal of 5% of your max health (instead of the 20% from a normal VR). Even with mobs now having 30k+ health in the 80-81 areas, I can’t see this being useful during level-grinding. But how useful might this be at the end of a tough boss fight, when he’s sub-20% for a couple minutes? You’re hitting Devastate all the time anyway, why not have a 50% chance to give you a free attack and heal yourself for several thousand health? It’s better than Enraged Regeneration by a long shot.
Thunderstruck (2 points): Improves the damage of your Cleave and Thunder Clap by 3/6%. In addition, your Thunder Clap improves the damage of your next Shockwave by 5/10%. Stacks up to 3 times. All I can think of for this one is “meh.” The damage boost is nice, but spending two points on it in Tier 5 doesn’t seem like a very good return. Maybe someone can prove differently to me.
Vigilance (1 point): Focus your protective gaze on a group or raid target, reducing their damage taken by 3%. In addition, each time they are hit by an attack your Taunt cooldown is refreshed, and you gain Vengeance as if 20% of the damage was done to you. Lasts 30 minutes. This effect can only be on one target at a time. Sharp-eyed readers will notice something missing from that blurb…that’s right, the 10% threat transfer is gone. Is it worth putting a point into this for a small AP boost and the taunt refresh? I’m not sure yet. For grinding, definitely not. For instancing or raiding, maaayyyybe.
Heavy Repercussions (2 points): When Shield Block is active, your Shield Slams hit for an additional 50/100% damage. Pretty straightforward, although it’s a little disappointing to have to spend two points in Tier 5 for what we used to get for free with Shield Block.
Safeguard (2 points): Reduces the damage taken by the target of your Intervene ability by 15/30% for 6 seconds. Uh…yeah. Somebody please make a case for this talent, because I’ve never seen it to be useful. Then again, I know I don’t use Intervene nearly enough.
Sword and Board (3 points): Increases the critical strike chance of your Devastate ability by 5/10/15%. When your Devastate or Revenge abilities deal damage, they have a 10/20/30% chance of refreshing the cooldown of your next Shield Slam ability and reducing its rage cost by 100% for 5 seconds. Good old Sword and Board, basically unchanged. DING!
Shockwave (1 point, cost 15 rage, cooldown 20 seconds): Sends a wave of force in front of the warrior, causing (75/100 * AP) damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 seconds. Interestingly, Shockwave, our top talent, hasn’t changed.
Blood Craze (3 points): After taking any damage, you have a 10% chance to regenerate 2.5/5/7.5% of your total health over 5 seconds. Wow. This is big, gang. 7.5% of your total health over 5 seconds…in beta!Linedan’s case, that’s about 3500 to 4000 health. This talent is almost like having an inattentive druid trundling along behind, occasionally pulling himself away from watching “Dancing with the Stars” and dropping a Rejuv on you. Between this, Victory Rush, and Enraged Regeneration…kids, if you’re a well-geared Prot warrior, and this stuff stays close to the way it is now? You will have to work to die while grinding. If you thought we had good survivability before, it’s beyond insane now.
Battle Trance (3 points): Your Bloodthirst, Mortal Strike, and Shield Slam hits have a 5/10/15% chance to make your next special attack consume no rage. Again, the usefulness of this talent will depend on rage generation. Right now, our rage generation is very good. I don’t expect that to continue. I don’t know if spending 3 points is worth it to get a 15% chance of rage reduction on an attack we only fire off every four to five seconds (averaging in S&B procs) anyway.
Cruelty (2 points): Increases the critical strike chance of your Bloodthirst, Mortal Strike, and Shield Slam hits by 5/10%. Gee, you’d almost think they don’t want our white attacks critting anymore. A 10% crit boost on Shield Slam only for two points…not sure the math on this one works out any better than Battle Trance, to be honest. We’ll have to see.
Rude Interruption (2 points): Successfully interrupting a spell with Shield Bash or Pummel increases your damage by 5/10% for 15 seconds. This is a Tier 2 talent that’s gotten more press for the alleged political incorrectness of its icon than its actual use. You can make an argument, as often as we interrupt spells, that the damage boost might be worth having to put 5 points into Fury to get it. Well, I can’t, but maybe you can.
Piercing Howl (1 point, cost 10 rage): Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 seconds. The fact that this is now a Tier 2 Fury talent puts it, potentially, within reach of Prot warriors. I’m not sold on its usefulness for a PvE tank, but I can sure see Prot PvPers all over it.
War Academy (3 points): Increases the damage of your Heroic Strike, Cleave, Victory Rush, and Slam abilities by 5/10/15%. Hmmm. That’s actually pretty tempting. HS and Cleave won’t get spammed as much as they used to (well, Cleave might, HS, not so much). But when you see other talents in this tier, it definitely becomes second fiddle.
Field Dressing (2 points): Increases your self healing abilities by 10/20% and all healing effects on you by 3/6%. It doesn’t take too many brain cells to see this being mandatory for tanks, and quite honestly, good for grinding as well. Right now, normal level 80 trashy quest grind mobs hit a lot harder than they do on live–try three times as hard. Any boost to the considerable self-healing we’re now provided (Blood Craze, Victory Rush, Enraged Regeneration, even bandages) is a big plus.
Blitz (2 points): Your Charge ability generates 5/10 additional rage and stuns 1/2 additional targets. I’ve always liked the old Improved Charge talent, and this is its successor. But with only 41 points to spread around, I’m not sure we’ll have room.
Phew! Well, that’s the tree changes…but we’ve still got to get to the major changes to some of our abilities…
On-next-attack abilities are gone. Cleave and Heroic Strike are now instant attacks with short cooldowns. This means the (probable) end of having to bind HS to your mouse wheel and spinning while tanking.
Shout mechanics have changed. Battle and Commanding Shout are much more like death nuggets’ Horn of Winter. They generate rage now instead of costing it, but have long (1-minute) cooldowns. Since our rage decays so fast out of combat, they’re actually more useful to hit in combat as a backup to Bloodrage, which breaks my old technique of hitting whichever Shout I’m using after I kill something, to keep it refreshed.
Victory Rush. As currently implemented in build 12759, Victory Rush has suddenly become your best friend ever. It’s now usable in Defensive Stance, and as always, gives you a single rage-free attack. Oh, and now in the beta, it heals you. For 20% of your maximum health. You heard me right, kids. Between this, Enraged Regeneration for emergencies, and the Fury talent Blood Craze, a well-geared Prot warrior simply never stops killing. You need to keep killing to get that tasty multi-thousand-point heal from VR. And since Victory Rush has no cooldown…you can pull big and hit VR after each mob in the pack dies for a big shot of health. I will actually be surprised if this goes live the way it is now, because it’s that awesome and I’m that big a pessimist.
No more Shield Block Value. When you block, you block 30% of the incoming damage. On a crit block, you block 60%. The Shield Block ability still basically lets you block everything for 10 seconds, but it’s no longer the total immunity against trash that it was in Wrath.
The order in which you get abilities is scrambled. I’m not even trying to figure it out. I haven’t leveled a Prot warrior in the beta, and probably won’t try it until after Cataclysm goes live and I have some time to work on my mains and existing alts.
Shield Wall isn’t as effective. The damage reduction in the beta is down to 40% from 60% in live…but with three points in the excellent Shield Mastery talent, the cooldown is only 2 minutes. Basically, you can talent into what is now the glyphed version of Shield Wall. Less absorption, more often.
OK, that’s enough for one day. Hell, that’s more than enough for one day. If you’ve made it to the end of this wall-o-text, congratulations!
Soon I hope to have more posts up on the Prot leveling experience in Cataclysm’s beta…both from the point of view of a highly-geared raid tank (Linedan) and a fresh 80 with relatively minimal gear (Latisha). Stay tuned.
At roughly 7:15 pm Eastern Daylight Time last night, the Latisha Experiment reached the conclusion of its first stage when Miss Latisha Morganson, twenty-year-old disowned rich daughter of a noble and unscrupulous Stormwind merchant family, hit level 80. She did it while talking to a dead gnome (Arly, the gnome DK questgiver at Blackwatch in Icecrown). Despite being level 80, Latisha is still squicked by dead gnomes, and still washes her hands frequently after interacting with them. (She’d totally be carrying around a giant bottle of Purel, if the stuff had been invented by fellow dead-gnome-germophobes yet.)
Regular readers of Achtung Panzercow know that I rolled Latisha last year as an experiment to use my own So You Want to Be a Prot Warrior guides to actually level a warrior as hardcore Protection all the way from 1 to 80. The goals were to validate my own guides; to prove that it was not only viable, but fun, to level solo as Prot; and so I had a tank Alliance-side on Feathermoon just in case I ever needed her.
Based on the results, I’d say all three goals were fully met and then some. I used my own talent suggestions with only two minor variations (taking Improved Disarm early and not shifting out of it to pick up Vigilance until the mid-60s, and shifting the two points in Cruelty over to Shield Specialization to end up with a 15/3/53 build instead of 15/5/51). She actually required virtually no outside money from Beltar while leveling. I gave her some gold for bags to start with, and funded one 30-40 gold AH buying spree in her 20s, but other than that, she’s been completely self-sufficient, getting by on quest rewards, drops, and the money from mining and skinning auctions. She arrived at level 80 with about 2600 gold to her name, and that was without really trying to stop the leveling process just to make gold. She’s still only got a slow flying mount, and no dual-spec, but those were personal choices–I could’ve easily ground the money for either one, but I wanted to save the maximum amount to kit her out once she got her special present in the mail from Rhonin Sue.
As for leveling her, it was easy. Yes, there were bumps, and yes, I’m still hearing the female human “not enough rage!” in my sleep, but quite honestly, I found it much easier leveling her than I did leveling my enhancement shaman Sakula last year. I don’t know if that means I’m really good at Prot warriors or that I’m utter fail at enhancement shamaning (more likely the latter), but getting Latisha to 80 was really pretty unspectacular. I borrowed some help from friends at times to hammer out group quests like the ones in Dragonblight (teaming with my wife’s 80 Draenei enhancement shaman to do every group quest in Dragonblight, Grizzly Hills, and Zul’Gurub in one run) and used the LFD tool extensively once she got into Northrend. In terms of leveling, it’s still far faster to grind quests than dungeons, but the dungeons are where the loot is.
Actually, by level 79, thanks to the LFD tool and some trips to the AH, she was pretty well set for tanking normal instances. She had several pieces of Tempered Saronite crafted armor off the AH, a Riot Shield from Violet Hold, various other blue bits from dungeons, topped off with a Crusader’s Resolution from questing in Icecrown, and the Crescent of Brooding Fury from killing Ragemane in Zul’drak. She could get herself over 21,000 health with Commanding Shout up and had around 505 Defense. I never had any significant issues with her tanking a Northrend regular dungeon.
Heroics, however, are quite another matter. So as soon as she dinged 80, I immediately headed to Ironforge on a spending spree…and spend I did. A Titansteel Shield Wall. A Tempered Titansteel Helm. A Tempered Saronite Belt to replace her Cobalt Belt. Some gems (and thanks a ton, Arrens, for sending me those Enduring Eyes of Zul–a big help!) and enchants. Then I flew around and picked up all of the faction tabards I’d need and did more shopping–grabbing the Special Issue Legplates from the Argent Crusade, and swapping that very slow (speed 2.60) axe for a nice fast (speed 1.50) Fang of Truth from the Wyrmrest Accord; even though it cost me Defense points, I’m far more used to tanking with a fast weapon and very much prefer it in instances. (Plus, she desperately needed the +hit.) By the time I was done, she’d gone from 2600+ gold to less than 10…and still only 527 Defense. Not the 535 she needed to be crit-immune in heroics.
Accepting her non-heroic status, I ran a normal Utgarde Pinnacle to get some money. Interestingly, from doing the quests in there, I picked up the Silver-Plated Battlechest. Between that, and her raw Defense skill finally hitting 400…she had 537 Defense. Y halo thar, magic number.
Unbuffed: 21,251 health. 22,450 armor. 537 Defense. 17.1% dodge, 15.46% parry, 14.48% block. A Gearscore well south of 2900.
So of course, I queued to tank a heroic.
And the Wheel of Suck came up…Halls of Motherfucking Stone. Oh great.
Now I freely admit, I expected what sometimes happens when a low-geared fresh 80 tank shows up at an random instance…a chorus of “wtf?? u tank?” from DPS or healers with 6000+ Gearscores and egos to match, followed by some insults and group-dropping (or kicking). Instead, to my utter astonishment, I found that my group was perfectly cool with me being there. I had more health than everybody but the death nugget, and he only beat me by about 1200. We were all roughly around the same gear level, give or take a bit. For once, the LFD tool actually matched five people who realistically belonged in the same instance!
And thus, we ended up taking a 45-minute jaunt through Halls of Stone…but we did it. Killed all four bosses with just one wipe (totally my fault when I screwed up a pull and got three groups) plus one extra death on Sjonnir. No deaths on the Tribunal of Ages. Let me tell you, I don’t work that hard when Linedan is tanking Arthas. It was crazy, it was hard work, and it was stupidly fun to tank that place on a character that could’ve rolled need on half the loot that might drop.
So there you have it. A tank, with no heroic or badge loot whatsoever, who bought her own gear and got herself to the point where she could tank heroic dungeons with very little outside help. The only “gift” in all that loot are two of those Eyes of Zul from Arrens. The rest, she’s earned via questing, drops, or bought on the AH with her own gold.
I know that life is harder for a tank at 80 than for a DPS or healer. DPS can walk straight into heroics and get carried to an extent and gear up that way (I’ve done it, several times). A healer needs to work a bit harder at it but can still move into the world of badge collection with not a huge amount of effort. But a tank, at least a warrior tank, takes a lot of effort to get ready for heroic tanking. But here’s the proof, guys, you can do it. Don’t despair if you’ve got a baby tank in the 70s and you don’t know how you’re going to get her into Badgeland. I’ve done it. Here’s proof. It takes a bit of a judicious eye about loot, minimal faction grinding, and some gold (or friends willing to help you out).
At this point, life for Latisha diverges into two separate paths. On Feathermoon, I will continue to tank with her, probably normals and heroics, and gear her up a bit. In fact, she’s got 28 Badgers of Triumph the Insult Comic Dog, so she’ll be able to get a piece of T9 very soon. (Had I run more instances while leveling in Northrend, she’d already have at least one.) Her “other” life will soon find her on Lost Isles, in the Cataclysm beta, just as she is right now as I write this, with no tier gear, no badge gear, and nothing over ilevel 200. I already know how leveling is over there with a highly-geared raider…let’s see how it is with a fresh-faced 80 who’s never set foot inside a 10- or 25-man.
Maybe I can slow down and even get some roleplay in with her now. We’ll see. One thing’s for sure, I’ve grown attached to my six-foot-one poor little rich girl. She may be my sixth character to level 80, but she’s definitely a keeper.
Yesterday, after the servers came back up and people got to start playing with patch 3.3.3, I felt a great disturbance in the Force. No, really. It felt as if millions of Prot warriors simultaneously hit their Revenge button…and suddenly went all Rotface and screamed “WHEEEEEEEEE!”
There was some serious giddiness around the Prot warrior side of the WoW blogosphere yesterday, and no doubt it’ll continue to today. This is mostly because of the massive double buff that our Revenge ability received in 3.3.3. Revenge had its damage improved by 50% anyway…and then the Improved Revenge talent was modified to remove the random stun chance, but now buffs Revenge’s damage by a further 30/60% and allows the ability to hit an adjacent target for 50/100% damage. As I said yesterday, this makes patch 3.3.3 “Revenge of the Revenge.”
I think I can best sum up my opinion of what they did by recycling a tweet I did yesterday afternoon:
“Revenge used to hit like a truck. Now it hits like a truck towing a truck. Full of explosives. Driven by angry bears.”
Seriously. In terms of raw, single-event damage, talented Revenge has leapt to the top of the charts. Between these changes and the 3.3.2 damage reductions on Shield Slam, from the numbers I’m seeing in various spots around the Intertubes, Revenge is now top dog, dawg. For some gear combinations, the change is so drastic that there’s actually talk of moving Revenge ahead of Shield Slam (including Sword and Board procs) in the Prot warrior priority system. Veneretio espouses this in his post on the buffed Revenge. He states test numbers of ~3800 damage on Revenge versus ~2000 damage on Shield Slam. That’s huge.
I decided to try some informal testing of my own. So I took Linedan out and played around with the big level 82 elite undead giants (Pustulent Horrors) that patrol the top of the Ironwall Dam in Icecrown. They’re not hard to solo at his T9/T10 gear level, drop decent money, and have 68,000 health so the fights last long enough to get an idea of how things work.
I was surprised to find that my Shield Slams were averaging about 2800-2900 per normal hit. My Revenges were averaging slightly over that, at around 3000. That surprised me enough, but when I went back and thought about it, I came up with three things that put Revenge in an even better light:
- Linedan has 4315 unbuffed attack power–that’s a bit low for his gear level. He’s short on bonus armor (which translates to AP through Armored to the Teeth). Revenge scales off AP; Shield Slam scales off shield block value.
- He’s wearing two-piece T10, which provides a set bonus that boosts Shield Slam damage by 20%.
He only had one point in Improved Revenge, not two. That means he was only getting a +30% damage boost to Revenge, not the full +60%. (I have since rectified that problem by moving a point from Shield Specialization into Improved Revenge.)
And despite all that, it still scraped out higher than Shield Slam. So it’s a no-brainer, right? Revenge moves up in the rotation, Shield Slam goes and sits in the corner for a while. Right?
Well, allow me to put on my best Jeremy Clarkson voice and say…not so fast.
Here’s the reasons why Shield Slam may still be better than Revenge for threat, even if it isn’t for damage:
- Remember that Shield Slam, after patch 3.3.2, had its damage reduced but had bonus threat added. Per folks on Tankspot, Shield Slam gets an extra 770 threat added to the damage, and then that sum is multiplied by 1.3. Revenge doesn’t get the same bonus threat, it just gets the normal boost from being in Defensive Stance, as does Shield Slam, so that cancels out.
- Shield Slam’s cooldown is 6 seconds compared to Revenge’s 5, but remember that Shield Slam can also come off cooldown at any time thanks to Sword and Board procs. I have no numbers to back this up, but it wouldn’t surprise me if, factoring in SnB procs, Shield Slam’s “effective” cooldown is less than 5 seconds, meaning that’s how often you get to use it in a fight.
- Shield Slam gets +15% crit chance thanks to Critical Block. In fact, Revenge is one of the few big warrior heavy hitters that don’t get a +15% critical boost from either Incite, Critical Block, or Sword and Board–Heroic Strike, Shield Slam, Devastate, Thunder Clap, and Cleave all do. Revenge doesn’t. When you’re a tank like Lin with a base crit chance under 8%, and maybe 16.5% raid-buffed, that extra 15% is massive.
Some of the boffins over at Tankspot have been taking a few pokes at grinding out numbers, and so far, the preliminary results seem to indicate…it’s close. Very close. Close enough that there is no one hard-and-fast answer for whether you should prioritize Shield Slam over Revenge. It’ll largely depend on gear (higher AP favors Revenge, higher shield block value favors Shield Slam), and whether you’re pushing for raw damage or threat. Personally, I’m probably going to stick with Shield Slam before Revenge on Linedan due to his two-piece T10 set bonus (he’s routinely critting SS for over 10k in raids now), and the fact that I’m old and set in my ways.
One other point of interest. These changes have revised interest in one of the weirder warrior specs that popped up initially about a year ago…the 37/2/32 (or thereabouts) Unrelenting Assault Arms/Prot hybrid. Veneretio had an article on it last year. The spec is designed around the Arms Unrelenting Assault talent–which reduces the cooldown of Overpower and Revenge by four seconds–so you can see why 3.3.3 has brought it out of stasis. The ability to hit this immensely powerful buffed Revenge every single time you dodge, block, or parry, with no cooldown to speak of, is pretty tempting, and makes the spec capable of simultaneously boss-tanking and putting out high DPS. There’s a significant cost to pay, though. It’s horrible on trash, doesn’t work if you aren’t tanking, gives up a lot of the best Prot warrior toys (Devastate, Sword and Board, Critical Block, Shockwave), and requires a lot of avoidance to keep Revenge constantly lit up. It doesn’t sound like a viable everyday tank spec, but for certain fights, it may be worth playing with.
There’s a bit of irony to this whole thing, at least for me as an old-school warrior who played a bit of Prot during the days of vanilla WoW. Revenge used to be nothing but a threat ability. The damage it did was beyond negligible. It lit up, you hit it, you basically tickled the mob but it pissed it off that much more. Well, five years on, we’ve gone from tickling with a feather to hitting with a cruise missile. And I, for one, welcome our new vengeful overlords.
I haven’t been blogging a whole lot about raiding with The Anvil lately. That’s because we’ve managed to get our collective ankles wedged firmly into a gap that Blizzard’s left in the content.
We didn’t have too much trouble getting through the Lower Spire in ICC 25-man. Marrowgar, Lady Deathwhisper, the Gunship Battle, and even Saurfang fell before us with relative ease. I wouldn’t call them pushovers the way that, say, Trial of the Wake Me When It’s Over was when we first started. But we moved through Icecrown’s first four bosses in fairly good time, and prepared to assault the rest of the Lich King’s stronghold.
Then we slammed head-on into the Plagueworks.
If you’re just getting ready to head into Icecrown, 10- or 25-man, consider this a warning: There is a big jump in difficulty between the first four bosses and the middle portion of the instance, the Plagueworks (Festergut, Rotface, and Professor Putricide) and the Crimson Halls (Blood Princes, Blood Queen Lana’thel). That jump in difficulty has stopped us dead in our tracks.
We quickly reached a very unpleasant realization on Festergut, supposedly the “easiest” of the bosses…we couldn’t kill him. Not “we can’t kill him because we’re making too many mistakes”–a totally unqualified “we can’t do this right now.” We ran up against cold, hard math. Festergut’s enrage timer is so short (5 minutes) and he has so much health (40.44 million) that how well we handled the mechanical aspects of the fight with gas spores and healing through his insane damage didn’t matter. You need a five-minute average of roughly 135,000 dps from your raid to drop Festergut before he splats you. Before last night, on our best attempt, we had 91,000. No amount of sleight of hand or focusing on eliminating mistakes could get around the fact that if you don’t bring that 135,000 dps, you don’t kill Festergut. Full stop. Before last night, our best attempt on Festergut was hitting the enrage timer at 30%. Not. Even. Close.
Rotface isn’t quite the insane DPS race that Festergut is, but it’s a crazy fight–Grobbulus on speed, with even more raid-wide damage and shadow-crash-style flying angry exploding poo-poos to dodge. And you still need a ton of DPS, because otherwise, you get so many oozes running around that your coordination breaks down in terms of the kiting that’s required. Our best attempt to date on Rotface is around 17%, which, considering the insanity of the fight and our relative DPS level, ain’t shabby.
Well, last night, we went to try and sell Arthas encyclopedias yet again. We did it in the middle of the godawful crippling lag that has had the entire Cyclone battlegroup by the balls since the Love is in the Air event started up. (Servers in Cyclone, Ruin, Bloodlust, and Reckoning have been getting crushed for days now with 5+ minute zone times, minutes-long loot lag and mailbox lag, etc. Multiple maintenance downtimes haven’t done a damn thing to fix it.) The lag was so bad that my wife couldn’t even join the raid, and then we lost two more regulars due to illness. We managed to pick up enough subs to fill out the roster, and gave it a try.
Go figure, but it was the best raid night we’ve had in a month and a half. Maybe the lag got people to dial it in and focus, or maybe the phase of the moon was just right, I don’t know. Not only did we one-shot all four bosses in the front, but we had two near-perfect Festergut attempts and got him to 8%, and then 6%, before he enraged. Magically, we’ve somehow picked up over 30,000 dps on that fight in just a few weeks. If we find about 10,000 more in the glovebox and under the sofa cushions, we’ll own that mutant potato right in his ugly face…uh, OK, one of his ugly faces. He’s got spares.
It was one of those nights that invigorates my desire to raid with this awesome bunch of maniacs I run with, because we were hitting on all cylinders and having a great time doing it. The one sad part was that my wife missed it…especially when the druid loot dropped.
And out of all that, I got a new toy to play with:
Now, I got a whisper last night asking me why I’d blow a “suicide” on a one-handed DPS weapon that wasn’t a tank weapon, when my DPS offspec is Fury and thus needs two-handers. It’s a legit question, deserving of an answer. The short version is, despite it not being a tank weapon, it’s a significant upgrade for me. Now, the long version–half because I’m paranoid and still justifying to myself why I took it, and half as explanation of why a tank sometimes gets very good use out of a “non-tank” weapon.
Right now, Lin’s tank weapons are a Titanguard and a Burnished Quel’serrar from 25-man Ony. The Titanguard has been Lin’s bread-and-butter tank sword for almost a full year now, and while it’s an excellent item (it was our first hard-mode Ulduar loot ever), it’s a tier or a tier-and-a-half behind current content. I picked the BQ up to use as a situational weapon when I had to bring more DPS as Prot; it’s been part of my block-heavy gear set, and also has been what I use to tank heroics. But it’s not well-itemized, and despite the old-school cool factor of it being a Quel’serrar, I’ve never warmed to it.
True, the Scourgeborne Waraxe isn’t a classic +str/+sta/+defense/avoidance tank weapon. It is, first and foremost, a rogue axe in no uncertain terms–not really itemized awesomely for hunters and way, way too fast for enhancement shamans. But for starters, 48 dps more on the tooltip is damned hard to ignore. It’s even faster than the Titanguard (1.5 vs. 1.6), and fast for a tank weapon is good. The stat tradeoff is surprisingly even–I lose the +str from the Titanguard costing me 24 shield block value, but I end up net gaining about 10 attack power, the stamina is close to even (loss of ~110 health), and the extra agility gives me enough dodge that even after losing the 33 parry rating from the sword, I only lose a net of 0.30% total avoidance. In return, I get a huge burst of +crit (over 2%), a token bit of armor penetration, and a sizeable damage increase over the Titanguard, both overall and at the top end for attacks like Devastate. It’s going to be a significant bump in my threat generation. And I’m already running with so much excess Defense (578 with the sword), I can afford to lose 7 points of it.
In the end, I had to make a quick decision when interest in the weapon was called; using Rating Buster‘s breakout of stat pluses and minuses (which I trimmed from the tooltip screenshot), I decided to go for it. And once I get that new axe Mongoosed, it’s going to become my primary heroic and trash tanking weapon. The Titanguard stays in my bag for situations where absolute maximum avoidance and health are needed and threat is less of an issue–for example, if I’m kiting on Rotface, playing kissyface with Muradin on the Gunship Battle, or eating saber lashes on Marrowgar.
Besides, just look at it, peeps. It’s beautiful. It’s huge. It’s so big it goes over my back instead of on my belt. It’s not standard-issue Wrath of the Lich King Tier 9 Brown, unlike everything else Lin wears. It has frigging spikes on the blade. How can I not have my Panzercow walking around with something that utterly badass in his humongous three-fingered hand?
Patch 3.3 is simultaneously the best of times and the worst of times for new up-and-coming tanks. It’s the best of times because the old sequential gearing paradigm–you need to do normal 5-mans to gear up for heroic 5-mans to gear up for Naxx to gear up for Ulduar to gear up for Trial of the Crusader to gear up for Icecrown–is right out the window. It is now possible to skip many of the middle steps and load up on tasty Tier 9-level gear by nothing more than running heroic 5-mans and the occasional raid for weekly quests. (Whether you’ll actually be able to get into a raid once you get that gear is another matter entirely, and not in scope for this post.)
It’s also the worst of times, though, because in order to get that gear, you’re going to have to run a lot of heroics. And that almost certainly means, unless you are blessed with lots and lots of friends, sooner or later, you’ll end up using the Looking for Dungeon tool and end up as the tank…of a cross-server pick-up group.
(Insert lightning flashes, thunder, and jarring pipe organ chord here.)
You’ve probably heard the horror stories flying around about cross-server PUGs. Of trigger-happy DPS who throw all their threat-management skills out the window and go balls-to-the-wall trying to top the Almighty Recount, and expect the tank to magically be able to save them from their own e-peenery. Of healers belittling tanks and bailing on groups when the tank has less than full T9 and 40k health unbuffed. And yes, those things do happen…but not always. Not even the majority of the time, in fact.
Are you are a shiny fresh new level 80 tank ready to get on the LFD PUG treadmill to Triumph and Frost Nirvana, but you’re scared to press that first “Find Group” button? Never fear, Panzercow is here. What I’m about to tell you is all common-sense stuff that you may have already figured out–trust me, I’m not the brightest bulb in the chandelier, so if I know this stuff, it ain’t rocket surgery. But it’ll help, and it’ll give you the foundation you need to stride forth into the world of cross-server PUGs and survive.
It all basically comes down to what I call the four “bes”–be knowledgeable, be prepared, be honest, and be confident.
Know your enemy and know yourself and you can fight a hundred battles without disaster. –Sun Tzu
Tanking, with any class, is a learned process. You need to have a sound, well-researched spec. You need to learn your chosen class’s abilities, rotation or priority system, and emergency buttons. Then you need to learn how to extend that to controlling agro on multiple mobs. Then, on top of that, you need to build the situational awareness that all good tanks have, and advanced techniques like LOS pulling. And then, as the final layer on the cake, you have to know the specific instance–patrol paths, where you can LOS pull safely, kill orders of specific groups, and, of course, boss strategies.
A cross-server PUG, with four people you don’t know, is not the time to be learning all of it.
If you don’t know an instance, run it with friends first–or at least read up on it on any of the various sites out there on the Web. If your babytank is an alt, start paying more attention to “tanky” things when you’re in the instance on your main. Watch how your tank grabs groups and where he tanks them. Watch his facing. Note which mobs are casters that need to be silenced.
As for your own tanking, it should go without saying…you need to have a solid grasp of the basics of tanking instance pulls before setting foot in a heroic PUG. Run more forgiving normal groups (PUGs if need be) or heroics with friends. You should’ve been instancing as you leveled anyway, quite honestly, so by the time you’re ready to do heroics, tanking instances should be second nature to you. Chances are, a PUG is going to push your tanking skills to (or beyond) their limits, especially if you are a fairly new 80 grouped up with well-geared DPS. Be ready for it–have your own skills squared away before you queue up.
Bring war material with you from home, but forage on the enemy… use the conquered foe to augment one’s own strength. –Sun Tzu
There are some very unrealistic expectations floating around in PUGs these days. Yes, sometimes, people flip out and drop the group when the tank isn’t already ridiculously overgeared–God forbid some of these mouth-breathers actually have to take ten extra minutes to finish Azjol-Nerub. You, as a fresh 80, can’t do anything about that. You have to run the heroics to get the gear.
That doesn’t mean, though, that you can’t be as well-prepared as possible going in. Once you hit 80, find a friendly neighborhood blacksmith and make friends. Things like the Tempered Titansteel Helm, Tempered Titansteel Treads, and especially the Titansteel Shield Wall will go a long way toward getting you to where you need to be. Before trying a heroic, your goals, in my opinion, should be:
- 23,000 health unbuffed
- 21,000 armor unbuffed
- 535 Defense (this is non-negotiable and should be your top priority)
- 130 hit rating (+4% hit, half of what you need to never miss unless you’re Draenei)
- at least some expertise, preferably over 10
Now, I know people are often slack about gemming and enchanting sub-ilevel-200 stuff. The thought is, “why waste the money when I’m just going to replace it in a few weeks?” Well, sorry, folks, but that’s a bad thought to have. You should always gem and enchant your gear with something. You don’t need to be dropping 250 gold on Solid Majestic Zircons to put into an ilevel 187 breastplate unless you’re absolutely dripping in gold. But you can pick up blue- or green-quality gems for a fraction of the cost and use those instead. Similarly, true, a chest enchant like Powerful Stats (+10 all stats) would be a waste. But what’s wrong with Super Stats (+8 all stats) or even Powerful Stats (+6 all stats)? You can snag scrolls of those on the AH for much less money, and they provide a good benefit. Make sure you get factional enchants (like Sons of Hodir shoulder or Argent Crusade head) as soon as you can–snag them on your main if your babytank is an alt. It is especially important for a tank to push their gear to the limit and get as much out of it as possible. Don’t slack. Gem and enchant, but do it wisely. Make the most out of what gear you have and you maximize your chances of success.
Also, do not be afraid to use buff food, potions, elixirs, scrolls, or anything else you’ve got in your backpack. Every little bit helps. When you’ve got 40,000 health, you won’t have to worry about “flasking up” before a heroic. When you’ve got 23,000 health, it’s not a bad idea to go ahead and do it, just in case.
If you know the enemy and know yourself, you need not fear the result of a hundred battles. –Sun Tzu
So you know how to tank, you know the instances, and your gear is as ready as you can make it. And there you are, standing at the entrance to your first heroic…grouped with four people from different servers, none of whom you know and none of whom know you. And you can tell by your unitframes that they’re all targeting you and wondering why you have 23,300 health when you’ve got the little shield icon by your name.
This is not a situation you can bullshit your way out of, so don’t even try it. Be honest and get it all out right up front. Say, “hey guys, FYI, if you couldn’t tell, I haven’t been 80 for long…work with me on this and I’ll do my best for you.”
If people start giving you crap like “lol” and “ffs noobtank” and bailing out? Screw ’em. You wouldn’t have wanted to run the instance with them anyway. I think, though, that you will be surprised at just how many people will respond positively to you being honest with them. We tend to think of PUGs as being composed of nothing but nasty knuckle-draggers who actually want to make your life a living hell, but that’s not true. The majority of the hundreds of people in the Cyclone battlegroup that I’ve run heroics with, on five different characters (one tank, four DPS), have been competent, and if not pleasant, at least polite. They want to finish the run as quickly and smoothly as possible, get their badges, and move on. No, they don’t want to take an hour to run Azjol-Nerub, but they also don’t want to go hellbent in there, pull all three Watchers at once and wipe, either.
If you’re a little fuzzy on part of the instance, don’t hesitate to ask. If you think you need assistance as you’re going along, don’t hesitate to ask–“hey, Mr. DK, think you could death grip that second caster over here when I heroic throw the first one?” Don’t try to bluff your way through, because it won’t work. Honesty talks, bullshit walks.
The clever combatant imposes his will on the enemy, but does not allow the enemy’s will to be imposed on him. –Sun Tzu
Now that you’ve got yourself ready, your gear ready, and you’ve prepped the group for what to expect…take charge.
Now by “take charge,” I don’t mean start acting like a douchemuffin and bossing people around. That’ll get you votekicked in short order. But, you are the tank, are you not? You are the one who does the pulling and controls the agro, yes? Then do it. Make sure everybody’s ready, take a deep breath, and pull.
“Taking charge” means that you assert yourself as the tank. You, as the tank, are going to control the speed of the run, so pull at a pace that’s fast but comfortable for you. Check the healer’s mana before every pull–his is the blue bar you care about far more than the others (except your own if you’re a paladin). If the healer’s drinking, wait. If people are falling behind, wait a second for them to catch up, then go. If they’re yelling “gogogogogo” in your ear, do not speed up unless you and the healer are comfortable with doing so. NEVER let yourself get pressured into going faster than you can handle. At your gear level, you are not going to be able to bulldoze an instance at the speed of a well-geared tank, and you’ve already let your group know that up front. It’s their decision whether to work with you or to bail out.
You may get people who decide that they should pull “for” you. Personally, I have zero tolerance for this, and you shouldn’t either. When I’m tanking a heroic, I pull, period, unless I work out with a hunter to do a misdirect pull (very rare). Otherwise I tend to see mobs running at a squishy while I have no rage to do anything. So if you get “assistant” pullers, I say let them tank it! If they somehow manage to live, great. Before they run off and do it again, tell them in no uncertain terms that you don’t want them to do it. If they do it again, wish them fun tanking, and drop group.
Likewise, if people are rude to you because they don’t think you’re going “fast enough?” Let it slide off your back. If they continue to insist upon being assholes, thank the good people in the group, and leave. (Or votekick the asshole if possible, which is the best outcome!) Tanking is a stressful activity at the best of times, you do not need somebody insulting you while you’re trying to give your best effort. Do not take crap from haters. Stand your ground, and if it gets too nasty, leave. Take a break while your timer ticks down. Then immediately requeue, as soon as you can. Get right back on the horse. You’ll probably get a better group and have a more pleasant time.
My final thought is this: A significant portion of what makes good tanks good is mental toughness. You’re going to screw up. You’ll wipe groups. You’ll get mental midgets who aren’t fit to carry your mousepad insulting you because you’re a “noobtank.” Do not let it get you down. Stay strong. Take a break if you’re not feeling like tanking–hey, it is still a recreational fun activity, right?–but don’t get run off from it permanently. In the end, if you are knowledgeable, prepared, honest, and confident, you will prevail.
Blizzard has released the patch notes for the next minor content patch, v3.3.2, over on the Korean WoW site, and wow.com picked them up. For those of us of the Prot warrior persuasion, here’s the changes we’ve been waiting to hear about:
- Concussion Blow: Damage decreased by 50%. Threat level remains unchanged.
- Devastate: Damage increased by 20%.
- Shield Slam: Damage modifier from block value decreased, and scales worse at low block value levels. Players in high-end gear shouldn’t notice the change. In addition, threat generated by Shield Slam has been increased by 30%.
- Warbringer: This talent no longer allows Charge and Intercept to break roots or snares. Intervene remains unaffected. In other words, you can still Charge and Intercept in any stance and while in combat.
Basically, there’s nothing here that we didn’t expect. The Warbringer change is a straight-up PvP nerf, which will have limited effect to those of us who hang out mostly on the PvE side…although let’s just say I’m not looking forward to dealing with Faction Champions without my snare breaks. The Concussion Blow nerf was one I hadn’t heard about, and I assume that’s a PvP nerf as well, because honestly, I don’t think we were exactly blowing the top off the charts on Festergut with our l33t 30-second-cooldown Concussion Blow deeps. Actually, while Concussion Blow can hit for a few thousand damage, I can’t see why it’s getting nerfed at all considering the 30-second cooldown.
The Shield Slam change…now that’s interesting. “Damage modifier from block value decreased, and scales worse at low block value levels.” But weren’t Prot PvPers stacking huge amounts of +block value? Or, were they stacking huge amounts of +armor penetration instead? In any case, I’ll be tracking how this affects things not just on Linedan, with his full rack of T9/T10-level epics and 2600 SBV in his block set…I’ll also be looking at how it effects Latisha, my 71 Alliance-side Prot warrior, with her level 70ish quest greens and King’s Bulwark. If Blizzard’s found a way to fix the problem with Prot PvP burst damage (and you have no freaking idea how weird it is for me to type that) and not significantly lower Shield Slam damage in PvE, I’ll be mightily impressed. In fact, if they didn’t lower Shield Slam damage by 30% at the high end–which would be a massive damage nerf–they’ve just increased its net threat, which may mean our snap threat, which was already excellent, is even better. We’ll have to see once it goes into place and people can run some tests.
Finally, Devastate continues to get buffed. Everything I’ve written on Prot warrior priority systems last year looks like it may be out the window now, because +20% more damage on Devastate will move it way up the list. It may not be the “do it if everything’s on cooldown” move anymore. It already hits quite hard once fully stacked at 5, so +20% may move it above Revenge in terms of sheer damage output. Goody, yet more keys to frantically spam every GCD!
(EDIT: I’m also wondering if yet another Devastate buff will drag the Puncture talent off the scrapheap. Very few of the “conventional” 51- or 53-point Protection builds take Puncture right now, preferring the more general boost from Focused Rage instead.)