Matt Answers Your Questions

As surprising as this may sound, I don’t often get a lot of email. Most of them can be easily answered with a few lines and a link. Some of them require much more detailed responses and get turned into posts. The emails that deserve more than a few lines and don’t require posts, I’ll compile together. I’ll end up doing this once a month or so with emails that either myself or the rest of the WoM team don’t get around to answering.

I got into a discussion with a friend the other day about what is easier/harder to play: a tank or a healer – specifically priests and warriors?

He’s convinced that its harder to play a priest (holy/disc hybrid) and I said playing a warrior tank is harder (I have played a disc priest and prot warrior all thru the Wrath Beta and my live priest just hit 80 a few days ago due to tank shortages). I was wondering if you could propose it out to the general community on what they think is harder to play.

Thanks :)

My gut instinct here says a tank would be harder. But then again, that’s because I’ve never really played a tank. I think if I logged around 72 hours on a Warrior or something I might be able to get the basics down. Tanking and healing are on two separate ends of the spectrum that there is just no comparison at all whatsoever. Both call upon different sets of skills. One guy has his eyes glued to his raid window while the other guy is glued to cooldowns and boss cues.

But I’m sure there’s a few players out there that can tank and heal effectively. What’s your take?

I am the Paladin class leader of my guild and main holy paladin. I have been reading the post about healing Sartharion 3-drakes. One suggestion involved having a holy paladin use righteous fury to help pull threat on whelps. It’s not something we have tried yet, as we have been using 2 add tanks and 1 drake tanks. However the idea is definitely worth investigating to see if it could work for us as well. However, I am unsure of the spec used by the paladin healer to survive the adds. I have some ideas, but i would like to see a definite spec that has worked, without gimping the healing output. I think that healing output is less, which is why it was mention, that the add tank healer will need help, but i would like to be clear on the extent at which you sacrifice healing talents, for survivability.

Also did the paladin use any pvp gear for increased stamina?

From,
Psychotaz

I can’t exactly offer much help here. All I know is that the spec did reduce healing effectiveness slightly but not enough to warrant a panic. I believe it involved picking up Divine Guardian (the bubble spec). To really make use of Righteous Fury, the Holy Paladin needs to pair up with and stand on top of the add tank. The first time we tried it, we used it with a couple of PvP pieces to see if it would help increase survivability. But we quickly found out that it was simply unnecessary. Any Paladins want to jump in?

It’s times like this I wish I had a Holy Paladin on retainer somewhere for a consult.

In our guild we have 2 raider ranks:

  • Noob
  • Raider noob

The standard for raider noob in BC used to be that if someone had 90% attendance for 2 months and solid performance in raids, they would become a raider noob. However, since the release of wrath all of our recruits have been of exceptional caliber, now probably 23 or so of our 28-29 raiders all have very good performance and 90%+ attendance. This has been wonderful but leaves us with a problem with promotions, we can either promote almost the entire core of our guild to raider noob (as almost all of them have been here for 2 months+), but that would severely alienate the few who don’t make it up to raider noob.

We could increase the duration (which is what we have been doing), but that would only be a temporary solution. The last option I can think of is to increase the standard for raider noob (only our clutch healers, top 5 dps etc), but this would require demoting some of our existing raider noobs, which hardly seems fair as well (they are all good players). Any advice you have would be much appreciated.

Well, you’re in a bind. There’s no doubt about that. There is a way but it’s going to involve a lot of heart to heart talking with your raiders. Let them know that the time has come to restructure the guild ranks. Be honest with them about it. The good ones will understand and won’t mind the change in title anyway. A rank is a rank is a rank. It’s just a label. It’s how you treat the players that count. Let your guild know what the problem is. Heck, you could make a third tier rank that says Ubernoob that’s nothing but the best and the brightest. But then you’re just adding on another layer on top of that, right?

Are you sure about the alienation problem or is that what you would feel? Remember that no WoW players are exactly alike. How one person could react to an event can be completely different to how someone else reacts. You can either axe all the ranks entirely (and set one unifying rank), set the ranks based on seniority (length of time in guild), or availability of raiding (my preference). A player that can’t make all raids is automatically a sub for me or if they’ve demonstrated inability to make all raids (or have disappeared for extended periods of time). Otherwise, everyone’s a raider. I run a tight ship with 3 other senior staff and a loot council.

At the end of the day, remind your guild about who they are and what they’re made of. You said it yourself. You have 28-29 skilled raiders with an impressive 90%+ attendance rate. A lot of guilds would kill for that. If they’re married to their rank and title to the point where they’re willing to quit over it, then maybe it’s time that they walk (which also solves your rank problem anyway since it’s one less person to worry about).

Tier 7 Bonuses: A Guide to What’s Hot and What’s Not

Tier 7 Bonuses: A Guide to What’s Hot and What’s Not

tierpiece

Updates:: This is another classic example of me not fact checking my stuff. This post sat in my draft queue since early January. Other things came up and I set it aside for the time being. Patches 3.0.8 and 3.0.9 were released and I forgot that some changes were made. Resto Druids 2 piece, Feral Druid 2 piece notes have been changed. Stop’s opinions have been revised. I split the tanking and DPS feral druids accordingly instead of lumping them together. Added another Enhancement Shaman perspective. Sorry! :(

Tier pieces have a history of granting bonuses. Blizzard has an even more illustrious history of giving set bonuses that are really good and some that are really bad. I don’t know everything about every class. Yet, as a member of loot council, I should be aware of the strengths and weaknesses of the various set pieces. Like it or not, set bonuses do tend to have an impact on decisions. One of the Resto Shamans in my guild was the first to get the 4 piece (because Archavon was kind and dropped 2 Resto pieces).

To help you understand and decide on your set pieces, I’ve consulted my guild and several other prominent bloggers and players in the community. I don’t know as much as I would like about other classes and it wouldn’t be fair for me to make any assumptions (without asking others about it first).

This post will be broken down into 4 different roles: Tanking, melee DPS, ranged DPS, and healers.

Tanking

Warriors

2 piece: Increases the damage of your Shield Slam by 10%. Rating: Good

4 piece: Increases the duration of your Shield Wall by 3 seconds. Rating: Moderate

Several of the tanking Warriors I consulted weren’t impressed with the Warrior 4 piece. Prot Warrior blogger Veneretio only had this to say:

"It’s a great bonus if the 4 pieces fall into your lap, but the current non-set itemization is so strong that you’ll be hard pressed to even get the 2 piece. Basically, it’s go for the 7.5 gloves and another set piece (like shoulders or chest).”

Druid

2 piece: Your Rip lasts for an additional 4 seconds, and your Lacerate deals an additional 5% damage. Rating: Good (for both)

4 piece: Increases the duration of Barkskin by 3 seconds. Tiger’s Fury cooldown reduced by 3 seconds. Rating: Good for tanks

I had to consult Feral Druid Karthis about this one.

His thoughts on the 2 piece:

“While extra damage is always nice, Lacerate doesn’t form a crucial part of a bear tank’s output – Maul and Mangle generally outperform it (although Mangle is close).  Since threat is a non-issue in the existing content, this set bonus is even further trivialized.”

On the 4 piece:

“This unassuming-sounding set bonus is actually fairly significant.  Barkskin reduces damage taken by 20% and usually lasts for 12s.  It is a spell that every tank should be re-casting as soon as it is off cooldown.  Boosting the uptime to 15s only improves an already must-use skill, and further reduces the total incoming damage that must be healed through.”

Paladin

2 piece: Increases the damage dealt by your Hammer of the Righteous by 10%. Rating: Good

4 piece: Increases the duration of your Divine Shield and Divine Protection by 3 seconds. Rating: Moderate

HoR is good AoE threat. 4 piece is irrelevant to raiding. (Thanks Myze!)

From what I’ve been told, the 2 piece is good. The 4 piece appears to be just average. The situation seems to be similar to the Warrior 4 piece. Divine Protection is probably going to get used more often in the same was Shield Wall would be. Thanks Anna!

Death Knight

2 piece: Increases the critical strike chance of your Plague Strike by 10%. Rating: Moderate

4 piece: Increases the duration of your Icebound Fortitude by 3 seconds. Rating: Good

When Stop speaks, I listen:

2 piece: It’s still not fantastic… at all. Plague Strike is one of our lowest-hitting abilities, and improving its crit chance is not as useful as if they’d increased its crit damage. Basically, the 2-piece bonus is not worth going for.

4 piece: About the tanking gear 4-piece bonus: If you have to have a set bonus, this would be the one to go for. However, I don’t know if I’d pass up other gear just to get it, depending on your playstyle. Icebound Fortitude is basically Barkskin, and with some specs being squishier than others, some use it constantly while some use it like a moderately less effective Shield Wall. If you use IBF every time it’s up, go for this bonus. Otherwise, consider it a nice perk for getting this already-nicely-statted tank gear.

Melee DPS

Warriors

2 piece: Increases the damage of your Slam by 10%. Rating: Good.

4 piece: Your Bleed periodic effects have a chance to make your next ability cost 5 less rage. Rating: Moderate

Not that hot. Most DPS Warriors don’t have as much rage issues from what I’m told. But the Slam bonus is very nice.

Rogues

2 piece: Increases the damage dealt by your Rupture by 10%. Rating: Good

4 piece: Reduces the Energy cost of your Combo moves by 5%. Rating: Ugh

“The two-piece bonus seems pretty useful but I’m unconvinced about the four-piece.” Seri, Snarkcraft

“Just that the two piece is a huge bonus for rogues while the four piece is lackluster considering the amount of energy used to perform the combo moves.” – Cassio

Druids

2 piece: Your Rip lasts for an additional 4 seconds, and your Lacerate deals an additional 5% damage. Rating: Good

4 piece: Increases the duration of Barkskin by 3 seconds. Tiger’s Fury cooldown reduced by 3 seconds. Rating: Not great for DPS kitties

2 piece notes: “This is an important set bonus for a feral cat’s long term sanity.  Kitty DPS is stressful – there are four separate buffs/debuffs that need to be monitored.  By increasing the duration of Rip, a Druid is allowed more wiggle room to keep the other three (Rake, Mangle, Savage Roar) all active, which leads to consistently higher DPS.  “

4 piece notes: “It reduces the Tiger’s Fury cooldown by 3s. While TF is used every 30s, the top theorycrafters say that this new bonus is almost meaningless, clocking in at an extra 0.7% dps. There are much better gear choices that provide a bigger DPS boost than that.” (Karthis’ notes in the comments)

Shamans

2 piece: Your Lightning Shield damage is increased by 10%. Rating: Not so good.

4 piece: Your Flurry effect provides an additional 5% melee haste. Rating: Good

Not the greatest. Most Shamans don’t appear to pick up the Static Shock talent. Water shield is primarily used since they go through mana quickly. The 4 piece is decent as it results in overall faster hits.

On the other hand:

It is actually fairly good, static shock is a must take ability for an enh shammy. When I look at my WWS, lightning shield represents about 6% of my total damage output. Since I am at about 4k DPS right now that means my lightning shield is doing about 240 DPS.

Paladins

2 piece: Increases the damage dealt by your Divine Storm by 10%. Rating: Good

4 piece: Reduces the cooldown of your Judgment of Light, Judgment of Wisdom and Judgment of Justice by 1 second. Rating: Good

An overall net increase in DPS. Your Ret Paladins will love it. From what I’ve been told, Ret Paladins have this in their rotation anyway.

Death Knight

2 piece: Increases the critical strike chance of your Obliterate and Scourge Strike abilities by 5%. Rating: Good.

4 piece: Your Obliterate and Scourge Strike generate an additional 10 Runic Power when used. Rating: Moderate

DPS 2 piece: The only people who won’t benefit from this are dual-wielders. Every two-handed build in common usage uses either Obliterate or Scourge Strike, so for much the same reason as how Heigan’s sigil is great for pretty much every two-hander-using DK, this set piece bonus is fantastic for them. I’m still trying to get a set piece just for this bonus, in fact!

DPS 4 piece: I have no idea what they were thinking with this. I think they would’ve done better to try to rip off another class’s bonus, like, say, warriors? No DK should be having problems generating runic power, two-handed or dual-wield, period. Plus, again, this is useless for dual-wielders – both of the DPS plate set bonuses are geared exclusively towards two-handed weapon users. All that aside – I would never gear for this set bonus specifically.

– Stoppable force.

Ranged DPS

Priests

2 piece: The mana cost of your Mind Blast is reduced by 10%. Rating: Good

4 piece: Your Shadow Word: Death has an additional 10% chance to critically strike. Rating: Not so good

From my Shadow Priests:

The 2 piece is nice but is purely for mana efficiency on Mind Blast and doesn’t really matter much if you have stacked Spirit and Crit like most Shadow Priests do. The 4 piece isn’t worth it because with itemization there are many pieces that add more DPS than the 10% critical chance to Shadow Word: Death.

Druid

2 piece: Your Insect Swarm deals an additional 10% damage. Rating: Good

4 piece: Your Wrath and Starfire spells gain an additional 5% critical strike chance. Rating: Good

Boomkin ones are awesome all the way around. Insect swarm should always be up and 5% extra crit on our two major nukes is flat out gibbering insane. – Llanion, Moooonfire

Shaman

2 piece: Your Lightning Bolt costs 5% less mana. Rating: Moderate

4 piece: The bonus critical strike damage of your Lava Burst is increased by 10%. Rating: Good

I play an Elemental Shaman in my off nights and I absolutely love it. I don’t have a ton of mana problems in the beginning. Fights are short enough that I won’t be taxing my mana pool. The 4 piece set bonus is great for me. Flame Shock guarantees that my next Lava Burst will crit. This means Lava Burst will get an increase of 10% damage no matter what. Normally I’ll do around 8000 damage per Lava Burst. This shoots it up to a little under 9000. Fights like Thaddius or Malygos where your damage gets increased will have Shamans see an extremely noticeable amount (18000 with Sparks)!

Mages

2 piece: You gain 40% more mana when you use a mana gem. In addition, using a mana gem grants you 225 spell power for 15 sec. Rating: Moderate

4 piece: Your offensive spells gain an additional 5% increased critical strike bonus damage. Rating: Good

I consulted one of my Mages on this and he tells me that the 2 piece is nice for the extra mana boost. The 4 piece could potentially equal a 1%-2% overall DPS increase.

Hunters

2 piece: Your pet deals an additional 5% damage. Rating: Good

4 piece: Your ranged attack speed is increased by 20% while Aspect of the Viper is active. Rating: Good

2 piece bonus is nice for any spec, but it’s particularly good for MM or SV looking to close the gap in pet damage. The 4 piece bonus is kind of a nice boost to DPS while in regen mode, but nothing earth shattering, looks like. – Lassirra, The Hunters Mark

Warlocks

2 piece: Your Corruption and Immolate periodic effects have a chance to increase the next critical strike chance of your next Shadow Bolt or Incinerate by 10%. Rating: Good

4 piece: Casting Life Tap grants you an additional 300 spirit for 10 seconds. Rating: Good

“2 piece bonus is really good. 4 piece bonus is- OMG WHY DON’T I ALREADY HAVE THIS?”  – nibuca

Note: Nib immediately dashed off and could not be reached for further comment.

Healers

Priests

2 piece: Your Prayer of Mending will jump an additional time. Rating: Good

4 piece: The cost of your Greater Heal is reduced by 5%. Rating: No, not really

Personally, I’d say go consult your WWS on this. Try to get a feel for how often you use Greater Heal and see if you can justify it. I don’t use Greater Heal as often. When you think about it, 5% off of Greater Heal is about 50 mana or so. I don’t use this spell enough to warrant the free payback. But if you do, then it is something for you to consider. Otherwise, go for 2 sets then defer the rest to the other classes (like Warlocks or Paladins). Obviously if the 7.5’s drop and you have nothing else better in the slots (like heroic gear), go ahead and take a stab at it.

Shaman

2 piece: Your Water Shield is 10% stronger (each tick restores 10% more mana). Rating: Good

4 piece: Increases the healing done by your Chain Heal and Healing Wave by 5%. Rating: Good

Earthshatter set bonuses for Resto Shaman are awesome! Because they buff Water Shield as well as Chain Heal and Healing Wave, they manage to suit most of the various healing styles that Resto Shaman can perform (Anna, Too Many Annas)

Druid

2 piece: The cost of your Rejuvenation Lifebloom is reduced by 5%. Rating: Good

4 piece: Your Nourish heals an additional 5% for each of your heal over time effects present on the target. Rating: Good

2 piece is solid. Rejuvenation Lifebloom gets used frequently. With the 4 piece, Nourish becomes even stronger for Resto Druids. At least, this is what Syd tells me. Can’t go wrong here!

Paladin

2 piece: Your Holy Shock gains an additional 10% chance to critically strike. Rating: Good

4 piece: The cost of your Holy Light is reduced by 5%. Rating: Good

"Neither bonus is play-changing in the way that old set bonuses have been (4pcT5, anyone?) but both 2pc and 4pc bonuses are nice boosts to our mana-intensive spells." – Siha, Banana Shoulders

Hopefully this summary will help you in your loot decisions! For the DKP players, maybe it’ll even save you some points for other items instead!

Image courtesy of riyono

The Off Armour Problem

The Off Armour Problem

guest-post This is a guest post from friend and bodyguard Cassio

I’m Cassio, I’ve been playing a rogue on Ner’zhul for the better part of three years so my area of expertise is something different then the writers here.

I’m a damage guy. I run numbers to figure out how to squeeze another one or two points of damage per second out of my rotation or how much I should weigh hit stat verses attack power or agility. So please understand that I will not be talking about the best way to heal a boss encounter. Most of the time I have no idea what a healer is doing in them since they are behind me somewhere. Instead, I’ll be trying to stay remotely within the sphere of this blog by talking about loot distribution.

The problem

With the changes that have been made since the release of Wrath, almost every spec to become viable for raiding. This means that some classes may be dipping down into gear that’s exclusive for other classes to use due to armor class restrictions. Boomkins, tree druids and holy paladins may start to want to take gear that all cloth wearers can use. The same goes for titans grip (TG) warriors and to some extent enhancement shamans and hunters with rogue/feral druid gear.

It is my opinion that this should be avoided whenever possible.

Taking gear from a class when it is all they can use and giving it to a class that is moving down armor types to pick up an upgrade might seem fine in the short term. However, it will hurt raids in the long term due to the limited upgrade pool available to classes who have no other option other than leather or cloth.

In my guild, I am currently the raid leader for ten man raids and it falls onto me to sort out loot distribution and how to do so without causing problems that could destabilize the raid group and force us back due to people leaving and having to replace with new people. The system I have worked out is part science and part art but the basics of it is to keep gear separated to classes that are restricted to their armor type before opening it to others. There are some exceptions, such as if the gear is only a miniscule upgrade for a rogue and a large one for someone else.

Weapons

Weapons are handled by letting those that get the biggest upgrade from them roll, any two-hander classes have to roll against each other just as any one-hander users and casters have to roll against each other. So that means that ret paladins, TG (Titan’s Grip) warriors and death knights all have to roll against each other. This method relies heavily on the loot master knowing the different needs of the classes and where his raid members are in gear progression.

Suggested process

While I find that I can do this (with some help from officers and others outside my guild that know the other classes better) I would not suggest that anyone try such a method in a twenty-five man environment. Instead make your officers/class leaders do gear upgrade charts for your members and give the upgrades from the different raid instances a set value, making sure to include heroics gear where it applies, and then use that as a way to check which gear is a better upgrade for who. The higher the number the larger the upgrade, also there should be a method worked out to reward those that go out and craft or farm the gear for outside raids that will help you progress through the instances you wish to run.

While all this sound complicated it really comes down to the simple idea that each classes chances for upgrades is different. If someone needs an item that is all they can use, then this may be one of a limited amount of chances to get it. Someone that can use other armor has a larger pool of gear to pull from and so has better chances at upgrades.

20 Questions with Veneretio (tankingtips.com)

Whenever the Zul’Aman gong has been banged, Matt gets a chance to sit down with a WoW Blogger chosen this week by his Sinister Squashling. Find out a little more about your favourite bloggers as he tries to get to know them a little more!

This week, Veneretio of Tanking Tips lowers his shield long enough for him to answer a few questions.

I didn’t know your blog until a few months ago. I tried to find an about page but I couldn’t! Willing to tellus us a bit more about the blogger behind Tanking Tips?

Well I guess it’d make for a boring 20 questions if I didn’t ;) [Editor's note: I clearly fail at getting my point and intent across. Oh well. Next time!].

What motivated and jumpstarted you to blog?

What most people probably don’t know is that I started blogging about 4 years ago. I’d say I first was motivated to blog just because I wanted to make a high traffic website and I tried every avenue possible from blogging to running a forum to contests to articles to polls to well you name it. I later found out that just blogging about one’s life wasn’t terribly interesting. And by later I mean 2 years later I found out… >.< Fortunately that taught me a lot of valuable lessons about blogging in general though and it’s why I’ve been able to approach my tanking blog in a professional manner from day 1.

What jump started TankingTips.com can be accredited to leaving my 2nd guild in 3 months. Basically, I knew in leaving that I was about to lose all the discussion surrounding everything I’d wrote in the guild forums for the 2nd time in 3 months. A prospect I wasn’t very happy about to say the least. The motivation came from missing blogging and really enjoying over analyzing every little detail of tanking. I’d read and re-read the works of everything from Ciderhelm and Wanderlei to Satrina and Berginyon. I wanted to create my own tanking reference something that wasn’t going to disappear on me in a few months. (I’m still in the guild I left to upon the creation of TankingTips.com well over a year later)

I notice you play an Orc Warrior (Ew, an Orc!). Why that instead of another tanking class?

Simply put when testing out the toons, I fell in love with Charge at level 4 on my Warrior. As to why I chose an Orc, it was because they looked the coolest and felt the most like a Warrior. As to race, Horde was the only option. Something about playing a fantasy game then being a human never really sat well with me. Not to mention having to see annoying Gnomes, grumpy Dwarves and hot Night Elves all the time would have been a little more than I could take. Ah… then again maybe I could have handled it.

What’s a typical WoW raid night like for you?

Log onto WoW and jump on Ventrilo an hour before raid invites start. Invite the chick that does the healer invites half an hour before raid invites start. Convert the group to a raid. Remember to set the instance to Normal so she doesn’t yell at me. Remember to give her assist so she doesn’t yell at me. Remember to set it to Master Looter so that… well you get the picture. 15 minutes before the raid, start doing pre-invites (ie. the people that I know are coming) and start arguing with Miss Inviter of all Healers except Paladins that we need to get a 2nd paladin into the raid somehow for another round of buffs. This is also the time in which she’ll bring up any and all matters of extreme guild importance that are impossible to discuss in 15 minutes especially while doing invites. 8 minutes before the raid everyone else brings up any and all matters that they think are of extreme guild importance. 5 minutes before the raid the 10 people I wanted to invite 10 minutes ago log on so they aren’t late for the raid.

Raid invites officially open and I’m bombarded with tells. The first wave is easy which really means I’m still inviting people I should have invited 15 minutes ago. I hop channels with Miss anti-Pally buff and Doctor DPS and we start hashing out who the final slots should go to. The conversation basically goes something like this:

Miss AP: I’m taking this person and this person because I need 9 healers.
Me: You can have 7.
Miss AP: 8.
Me: 7 + a Prot Pally
Miss AP: Deal.
*Raid successfully acquires 2nd Paladin Buff*
Me: Any opinions on who else we should bring Doctor DPS?
DD: What? No, whatever. I’m talking to a chick on AIM atm leave me alone.
Miss AP: We need more warlocks.
Me: We already have 3.
Miss AP: I know, we need more.
Me: I’m inviting another rogue.
Miss AP: I’m leaving the raid.
Me: We’ll just heal it with 6 + a Prot Pally I guess.
*Raid successfully fills all Melee Slots*
Me: Okay, so-and-so’s Brother wants to come and so does Guild Member X that’s never raided but been in the guild for 4 years and I don’t have room for either.
Miss AP: Are they Warlocks?
Me: No.
Miss AP: Hmm… do they have the gear?
Me: Everyone has the gear, Blizzard handed everyone the gear. They just have to do like 4 heroics and they’ve got the same gear we had 2 weeks ago.
Miss AP: You sure there aren’t any more Warlocks around?
Me: I’m flipping a coin.
*Flips*
Me: Okay, it’s Ancient Guild Member X
*Checks Armory and notices he doesn’t have the gear*
Me: Uh… we probably should take the Brother. I think he could be a valuable asset in the future.
*Checks Armory and notices he doesn’t have the gear either…*
Me: Then again maybe I should just invite another Warlock.
Miss AP: I knew you’d see it my way.
DD: Huh? Can I bring my rogue yet?
Me & Miss AP: No!

…and somehow this happens everytime taking about 15 to 20 minutes ending with a full raid and plenty of time to spare so that we pull early. (We grant 30 minutes for invites) The raid lasts 2 and a half hours. I start it off by insulting the healers (especially resto-druids for their inability to rez), the rogues, the hunters and women in general. I spend the entire raid thinking of quick replies to shots directed at me because I don’t do something exactly how TankingTips.com says or because I’ve said something “Canadian” all the while desperately trying to hold off over-aggroing Warlocks to the chorus of “Your threat is not fine”. I deflect the banter by giving away Miss AP’s gold, forcing Shadow Priests to pay the raid when they die and of course, making fun of the healers, rogues, hunters and women. Somehow this plus consistent, steady progression fits into every raid night with us usually accomplishing more than we expected and ending early.

What direction do you intend to take your blog to?

I want it to become a stronger reference site while also maintaining the blog aspect of it. It’ll get a new design for WotLK and if I’m really ambitious a 2nd design that you can turn on when you’re at work. (I’ll call it TankLite or something along that lines, it’ll have less branding and load faster and maybe even look like you’re actually doing your job lol) Don’t think it escapes me that traffic is highest weekdays during working hours ;) Overall though, I’m pretty happy with how things are and I’ll be maintaining my strict focus on Warrior Tanking. The podcasts will continue, you’ll probably see a few more slideshows and possibly even the emergence of video content. I’d like to delve into UIs since it’s a completely untapped area for the site and perhaps if I’m really ambitious look into creating an add-on or two. Finally, I’ll continue to watch out for a guest blogger or two especially if I can find one that’s a more involved raider than myself and you’ll eventually actually hear a 2nd voice on the TankingTips.com podcast.

Let’s talk about Wrath. Be honest. What excites you and what disappoints you?

Threat and damage scaling more aggressively with tanking gear is going to be amazing. I’m looking forward to the day that I out dps everyone in a heroic while wearing my conventional tanking gear. The ability to easily AOE tank content that I outgear is very enticing too and I think it is really going to push Warriors to do 5 mans a lot more than they do now. (A step towards the end of raid-only warriors I hope) To be more specific, I get excited a lot just by reading the play by play. Loading up mmo-champion.com every day and just seeing what’s new be it for Warriors or not. In particular, I’m really looking forward to even bigger Shield Slam crits and the fact that I’m going to crit a whole lot more often than I used to. Shockwave looks great, Weapon Throw looks astounding and I can’t help but hope that perhaps with In combat charge than maybe just maybe we’ll see some viable Prot PvP.

The disappointment only comes from parts of the WoW community. There’s a minority of people that just hate everything and it’s really a downer. We get a nerf, they complain. We get a buff, they complain. Most people can’t really put their finger on it, but if they really looked closely at my blog, it’s very rarely negative. (and when it is, it’s almost always in jest) The game is suppose to be fun, entertaining and motivating. For me that extends even to the discussion of it. I’ll always be the guy saying, “Okay, this is what we got, what are we going to do with it?” So for me what’s disappointing is the people that just aren’t giving Blizzard a chance.

Some would say there is a special relationship between a tank and the healer (or a healer and the tank). Fact or fiction?

I’d have to say fact. It’s not by pure accident that I do 95% of my runs with the same healer. It’s also not by accident that I tease the healers in raids the most and always try my best to make them feel good. (haha, somehow those are the same) While tanks don’t have to trust nor respect their healers, I can guarantee when they do and it’s returned in kind that what’s accomplished is far greater than the opposite despite superior strategy, gear and skill. In general though, we’re kinda forced to like your frail kind since our life is in your hands from a very early point in the game. Be it raiding or even PvP, we have to rely on healers and as a result, we naturally create stronger relationships with them.

When it comes to raiding, I feel like that’s where the tank/healer relationship really starts to solidify. While the dpsers are just watching the numbers go up and tracking personal performance against the next guy, Tanks and Healers are actually helping each other’s performances rather than competing.

Do you know where Elvis is?
On the Twisting Nether realm, he is so difficult to accurately located because he is, in fact, 2 entities not 1. They go by the alias’ Commandant and Dalrem. I’ve never talked to them, but reports indicate that Elvis’ Commandant entity is the bigger loser of the two.

If you could change (or add) something to your class, what would it be and why?
Mana Bandages. I want freakin’ Mana Bandages already. I really want everyone to have them, but if I have to change my class, give me those things. Somehow, someway. I hate waiting. Also, I’d like all food to be twice as effective for Warriors.

Let’s say I wanted to start tanking as a Warrior as a fresh 70. What are some of the things I have to do first ( in a nutshell?)

Read my entire website.

Seriously though, you’d need to have a mic and not be afraid to talk on ventrilo. You have to be able to mark targets. Mostly, you’ve just gotta experience it. Tank 5 mans, a lot. This really is something that needs to start far, far prior to 70 though. Sunken Temple especially should require Warrior’s to tank it before even being able to continue leveling. Finally, you’ve gotta get ready for being called a noob, a lot. Do your research and stick to what you’ve read and keep doing it. Sometimes when you get called a noob, you really are one… sometimes you’re not. Either way, you’re learning.

Overall, good tanks have natural leadership qualities and are able to focus constantly on the task at hand. You can screw up a lot of aspects of tanking if you’ve got those things in your favour from the get go.

Speed questions

When not WoWing, you:

Blog, Work, Watch tons of Movies, Party when I can, Golf on occasion

Favourite beverage of choice when playing WoW
Coke

Tanking is like:

Being the general

Favourite movie

The Matrix, Transformers or whatever is really cool and I just saw in theatres.

Tanking music you recommend:

None, it makes me harder to hear when I’m talking.

Jessica Alba or Jessica Biel?

Alba obviously even if she can’t act.

Most OP tanking class:
Warriors, the way it should be. ;)

Nerf:
Rogues.

Top 5 blogs/sites (doesn’t have to be WoW related)
www.tankspot.com
www.mmo-champion.com
www.smashingmagazine.com
gmail.google.com
www.netvibes.com

Can’t play WoW without my:
Ventrilo

Shoutouts to:
Ibex especially Sioux and Speidel who put up with me the most. Not to mention Rungo and Eclectic that I talk with more now in-game than I do IRL.

Kavtor ala E X A L T E D for being the unofficial co-writer of TankingTips.com
Ciderhelm, the hardest working website owner I know.

My readers, that I fondly like to call “The Comment Community”, they’ve made the site a success. I just tell them what to talk about.

The Tank Bloggers!!!

Thanks again to Veneretio for participating this week! Don’t forget to subscribe to his blog!

Healers Spill: White Lies we Tell Tanks All the Time

Wiping sucks. It’s going to happen to any Guild of any size at any point. But there are good wipes and then there are bad wipes. I’ve caused my share of bad wipes (but not in my current Guild, obviously, because I know some of them read my blog). Tanks are delicate creatures and have to be treated in a certain way. Even though some tanks might be shall we say aggro challenged, it is better if we merely nod and admit fault even though it isn’t really ours so that the run can be finished. I’ve seen tanks get emo when their ability is questioned and leave the group hanging. Then the group spends a good hour in LFG trying to find a tank to finish out Heroic Slave Pens. Sheesh!

Anyways, I know I’m safe because I don’t think a lot of tanks read my blog (I think).

“Sorry, lag”

It happens sometimes. Our connections do hiccup and we go offline. As healers, we often blame our ISP. Every so often, it isn’t the ISPs fault. You see, there’s this new file sharing technology called bittorrent that we as healers might have forgotten to turn off…

“It’s not you, it’s me”

The tank happens to take about 18000 damage within a space of 2 seconds. There’s nothing we can do about it. 2 seconds is enough time for 1 spell. Sometimes we just can’t keep up with the damage with 1 healer. You just absorb so much punishment that you NEED 2 extra bodies to keep you alive and going. There’s no way around it. On the other hand, maybe I forgot to use my max rank heals.

“It happens to a lot of tanks”

Tanks are used to dying you say? Well, yeah. All tanks are used to it. They’ve died many times and they’ve got the durability loss to prove it. So what if you died? It’s no big deal. Nos Staminitus is a common affliction that affects many tanks. But don’t worry, there’s a special cure. There’s tons of consumables in the markets designed to help get you up. Er, your health that that is.

“Oh your gear is fine”

You look great! Honest! Even though you can’t seem to withstand several crits or crushings in a row, at least your armor is all shiny and stuff! I guess I’ll have to actually work up a sweat to keep you alive.

“You’re the best tank ever!”

I’ve had to say this on more then one occasion. I swear, some tanks seem to have the largest egos in the world. I guess it’s because they’re needed so often. There are some players in the world who have top end gear and top end weapons. But holy cow they just can’t seem to deliver! And I’m not talking about Taurens, either!

Have you ever lied to your tank? Or even your raid/party? Why and what was the situation?

Special thanks to Trackhoof and others who requested to remain anonymous for their input

Quick Tip to Mentally Calculate Stamina After Buffs

Stamina

I was just going through my trackbacks. I get a lot of guilds that link to some of my lists (particularly the Karazan and Zul’Aman one). While visiting one of these Guild forums, there was a poster who was skeptical about some of the ZA numbers I had written. It was specifically about a Paladin tank. He was wondering how a Paladin could hit 18000 health after buffs. Now I’m not going to name any names, but you know who you are =).

Let’s start with a Paladin template. I’m going to use my friend Sasstar as an example.

For a quick reference, he only has 2/5 T4, is using the Gavel of Unearthed Secrets (Lower City), and Shield of Impenetrable Darkness (Nightbane). The rest of his items are from Karazhan or badge rewards.

Calculating Maximum Possible Health for Tanks

These are all of the buffs that could possibly benefit a tank in terms of Stamina.

Stamina Buffs

Imp. Fortitude (Priest): 102
Imp. Mark: 18
Spicy Crawdad: 30
Imp. Blood Pact (Warlocks): 70

That equals approximately 2200 health (assuming each point of stam offers 10 health).

Health Buffs

Flask of Fortification: 400 HP
Commanding Shout: 1080 HP

Blessing of Kings

This Paladin Buff increases all stats by 10%. It will take into consideration the buffs applied to your tank, but NOT the subsequent health only buffs like Flasks or Commanding Shouts.

Applying all of this to our Tank

A quick glance at Sasstar’s HP reveals that he has approximately 14900 HP. Add 2200 from the stamina only buffs, and you get 17100 health. Applying Kings will increase his health to 18800 (10%, right?). Flask of Fortification and assuming you have a diligent Warrior will further shoot up his health total to 20280.

Reality

In reality, we don’t always get all the buffs we want. But having the correct class composition and having the willingness to spend gold to improve yourself is the first start. Even without having Commanding Shout, we can see Sasstar easily reaching 18k health after buffs with no problems.

For the rest of us

For the rest of us who aren’t tanks, an easy way to figure out your health after buffs is to add 1200 to your current HP and add 10% of your health after that. This takes into account Imp. Fort and Imp. Mark and Blessing of Kings. I have about 7000 health. After buffs, I have 8200. After Kings, I have 9000ish health.

Pretty good for a Dwarf Priest!

Disclaimer: I may or may not be accurate with some of these numbers. They are meant as “ballpark” figures. Use this info at your own risk. I cannot be held liable for any wipes that could possibly occur.

(Special thanks to Bellwether for her assistance)