2fps

Archive for the ‘3.2’ tag

Too much and not enough

with 15 comments

Yes, Onyxia is coming out of vanilla obscurity and into Wrath and no, I don’t think its a very exciting idea.

Stop being such a downer, Onyxia was awesome!

Onyxia was awesome. Naxxramas was awesome too if you recall and look what happened there:

  • The story of Naxxramas was gutted
    • All quests relating to Naxxramas either removed or broken, no new quests added
    • Special NPC’s inside the instance were removed, just bad guys left now
    • Argent Dawn/Crusade involvement removed
    • No mention of any pre-Wrath Naxx quests or storylines, i.e. Kel’thuzad’s phylactery, Ashbringer, Atiesh
  • The entire instance was greatly simplified
    • Several encounters had certain mechanics removed entirely to reduce complexity and difficulty
    • No frozen runes or similar system of acquiring loot/gear
    • Frost resist gear completely unnecessary
  • Difficulty retuned
    • Went from final instance of the original game to beginner instance in Wrath
    • Original Naxx cleared after 1.5 months, Wrath Naxx cleared 3 days after expansion launched

Now, in my mind the second and third bullet points are forgiveable for the most part. Its the first bullet point that really matters.

I’m simply concerned that Onyxia is going to get cut, copied and pasted into Wrath without any of the context that made her memorable in the first place.

Again, I’m not saying we should go back to attunement quests. Those were largely just a needless pain in the ass, particularly for guilds who had already done them but then had to go back and redo them for new recruits. The storyline and the level of engagement that they added was immensely valuable however. Did you think the ending for the Onyxia attunement quest in Stormwind was awesome? Ok delete that memory from your mind. Now just look at Ony like a big dragon in a cave unattached to any story or context. Not quite as awesome huh?

Nostalgia is fun when coming from the players of a game. Its not nearly so good when its coming from the creators of a game. With the revamp of Naxx, Onyxia, the inclusion of ‘memory bosses’ in the ToC, the return of T3 and other similar things it feels like Blizzard is getting too much into their own nostalgia and not producing enough (any?) content for people to wax nostalgic about in the future.

Here’s an idea: let’s bring back the context. I don’t want these Argent Tournament-style raids where a random boss is plopped down in a single non-descript room for me to kill. I want a story I can play a part in that includes battling to and then against the bad guy.

Don’t spoon-feed glory to me, let it flow naturally from the events in which I participate.

Written by Shayzani

August 14th, 2009 at 7:30 am

Posted in Uncategorized

Tagged with , , , , ,

Refining Blood

without comments

One thing you can count on after a major patch is a rethinking of the theorycrafting behind the various classes. Talents get re-examined, old spells suddenly become vogue, new ones are ignored and vice versa.

Yesterday I spent a good deal of time working with Kahorie’s DK simulator to fine-tune my Blood tank spec and I came up with some unexpected results. Most of the spec variations I put in were very similar in threat output, most of the glyphs and sigils performed about where I expected, but in the end I came up with a slightly different arrangement than I originally posted here when the patch broke.

The spec that performed best when it came to single target threat output was 50/8/13.

With that spec, Dark Death outperformed the Glyph of Rune Strike but the Glyph of Death Strike still proved to be far and away the best glyph for threat and damage.

As far as sigils go there were some odd results. Dark Rider performed well, about dead even on average with Awareness if you’re spamming Heart Strike. Vengeful Heart didn’t do quite as well as Awareness or Dark Rider surprisingly. I began to suspect something wasn’t quite right when testing Haunted Dreams.

Haunted Dreams has never been anything special. In it original inception it granted haste rating and was rightfully considered rubbish. Later it was changed to grant crit and was rightfully considered rubbish of a slightly higher caliber than before. I’m really quite unsure why it was consistently doing so well in the simulations. Maybe something off with how the simulator calculates its proc? If anyone else out there has done testing with this do share your findings.

So as of now, I’m using the talent spec above and Dark Death, Death Strike and Vampiric Blood for glyphs. Once I’ve got the badges saved up I’ll skip past the sigil anomaly by getting either Insolence or Deflection.

You know, The Blood Furnace would make an exceptional title to a page on the site dedicated solely to Blood tanking. Hmm…

Written by Shayzani

August 13th, 2009 at 12:39 pm

New Rules – 8/10/2009

with 5 comments

New Rule – Druids have to start stealing some of my hit

Plate tanking gear seems to have a running theme and that theme is MOAR HIT. Just look at my helm, the badge belt, the belt from the ToC, the badge gloves, the helm from heroic ToC, the shoulders from heroic ToC, and so on and so on and so on.

My bear tank friend however, has virtually no hit at all on any of the leather gear available that features high stam, dodge or other attributes that lend themselves to tanking. This led to several instances recently in the new raid where I would need the boss taunted off of me and her taunt would miss.

No more trying to drown the poor Death Knight in hit please, try drowning the kitty over there.

New Rule – Ratingbuster can never leave me again

It was so scary without you baby, don’t ever go away again. I’m lost without you. I’ll do whatever it takes. We can take that trip we’ve always wanted to, I’ll stop spending so much time at the office. We’ll go to the zoo and hold hands and get cotton candy and laugh at the monkeys. Remember, you love the monkeys. Hey hey they’re the monkeys, and people will say we just monkey around too. I promise it will be like that, just don’t leave me!

New Rule – Blizzard has to stop insulting me… that is… if they are insulting me

I feel like a joke is being played on me. I’ve been healing a little on my holy pally since the patch hit and I can’t help but think that the punchline is coming. Mana is a bit more of an issue than before but by and large healing is very much more easy mode than ever before. I don’t mean that to say that its easy to keep any tank alive through any damage or anything dumb like that. I mean, there’s zero thought that goes into the process of healing. You put Beacon and Sacred Shield on the tank and you’ve done your thinking.

Look at your Grid frames, pick any target and heal it and you’ll be doing your job. It doesn’t matter which one, just click anywhere. ROLL YOUR FACE ON THE KEYBOARD AND YOUR HEALS WILL LAND ON THE TANK.

Paladin healing has never required much thought as to which spells to use and when but this… seriously is this a joke? This isn’t even like a smart heal like CoH, its an idiot heal. Any idiot can heal so long as they can maintain a Beacon buff.

So yeah… you stop it Blizz… unless this isn’t a joke.

I kinda hope it is.

Written by Shayzani

August 11th, 2009 at 7:30 am

Posted in New Rules

Tagged with , , , ,

Uhhh… come again?

with 6 comments

MMOChampion has a transcript of the latest Blizzcast up and the first thing they talked about was the reasoning behind the Argent Tournament. Here’s the quote:

Zarhym: First up, can you just give us an overview of the story that is developing here? For instance, why are players taking part in the Argent Tournament?

Dave Maldonado: The Argent Crusade’s tournament serves two purposes really. One is to unite the Alliance and the Horde in their efforts against Icecrown. It was never really kind of a unified thing from the very start and after the events at the Wrathgate it just completely fell apart. And so Tirion’s really just trying to get the two factions and their leaders – you know and sort of all the heroes that are working under them, for them – together at the tournament and sort of trying to change the way that they see one another, or communicate with one another and, you know, get them actually working together against this thing instead of wheeling around in the sky above Icecrown taking pot shots at one another.

You mean Crazy Old Tirion’s pit where the Horde and the Alliance fight each other to the death on a daily basis? Where the only enemies you fight are members of the other faction?

To paraphrase Fry, the tournament should be about bringing people together not blowing them apart!

Currently, I can’t see how this could possibly bring anyone together.

…unless its to unite the factions in hatred towards Crazy Old Tirion.

Written by Shayzani

August 10th, 2009 at 4:44 pm

Me too 3.2!

with 6 comments

Lately, everyone has been posting about their first thoughts and experiences concerning the recent patch. Meanwhile, I’ve been slaving away on arranging tiny spell icons in my recent mini-series on Blood Death Knight tanking. Now that that’s done, I’m going to jump into the pool too.

So without further adieu, here’s my thoughts on 3.2! (gosh I’m love rhyming things with 3.2 today)

I think I might have to stop playing WoW altogether. Either that or give up tanking. You see, RatingBuster is borked.

Ratingbuster, you see, is the best addon ever. It adds a bit at the bottom of the tooltip when you hover over a piece of gear that displays gains and losses in stats compared to what you currently have equipped.

But now WoW does that too! Why do you need an addon to do exactly what the game does already!?

The WoW implementation of this idea is beyond complete and utter fail. It shows gains and losses in ratings only. I’m capable of doing simple math like comparing the parry rating I have on a pair of gloves vs. the parry rating on another pair of gloves. That’s of absolutely no help at all.

What I care about is the difference in percentages after diminishing returns. Anything else is a peripheral concern.

The thought of having to run a bunch of formulae to determine percentages taking diminishing returns into account every time I look at a piece of tank gear is horribly depressing.

Moving on from that tragedy for now…

I’ve spent a lot of time grinding out badges. I have my shiny new chestpiece, am halfway towards a shiny new sigil, aaand can’t honestly think of anything else that I absolutely need. I’ll pick up the helm I guess just because I don’t really know what else to do with the badges and its still an upgrade even if its not the most attractive upgrade ever. Moar hit? Meh.

My warlock is a third of the way to the Putress helm! Yay!

The new 5man is kinda meh. The intro is frustrating, the jousting is dangerous only in that its hard to stay awake through it, the trash feels like it was included only as an afterthought and the whole general concept of the place is offputting. Crazy old Tirion Fordring builds an ampitheater to kill off the champions of both factions and a host of Argent redshirts? And all the faction leaders come to watch them die and think this is an acceptable way to spend time in Icecrown?

Clearly the Tirion Fordring I knew and liked has either developed Alzheimer’s or is an agent of the Scourge. An unfortunate turn of events regardless of which is true. Seriously Blizz, I was going along with this tournament idea but now its just too much.

I’ve managed to snag six or seven epic gem designs on my paladin. Selfishly I got the ones that were most beneficial to me, i.e. expertise/stam, stam, spellpower/spirit, spellpower/hit, spellpower/haste, etc. I like the icons for the epic gems, they’re very pretty.

Lastly, I was hounded into changing the guild tabard. People have been griping about wanting a real tabard and not just the placeholder that we’ve had for ages. While scrolling through the different icon and color combinations I made a black and yellow getup featuring a bat icon. I made the joke that we could run around shouting “I AM THE NIGHT!” and other such things… and people actually took that seriously.

WoWScrnShot_080909_204756

Enjoy it for now people, it ain’t staying around long!

Written by Shayzani

August 10th, 2009 at 1:45 pm

Posted in Uncategorized

Tagged with , , , , ,

Breaking down Blood, pt. 3

without comments

To conclude this mini-series about Blood tank specs I’ll say a little something about rotations and recap some highlights.

First and most importantly, bind Rune Strike to everything! You absolutely do not want to miss an opportunity to Rune Strike. It is the biggest source of threat a Death Knight has and you don’t want to waste moments where you can use it. Make a macro like this:

#showtooltip
/cast whatever-spell-you’re-binding-runestrike-to
/cast Rune Strike

for example, your Heart Strike macro would look exactly like:

#showtooltip
/cast Heart Strike
/cast Rune Strike

Since Rune Strike is an on-next-swing ability it won’t cost a global cooldown to activate it which is how you’re able to get away with binding it to everything.

Also, to contradict what I just said, don’t bind Rune Strike to Icy Touch or Plague Strike. If Rune Strike is bound to literally every key then you may find yourself slightly starved for runic power when you want to Death Coil or hit Icebound Fortitude. Keeping the buttons you use to refresh your diseases unbound is enough to keep a supply of power on hand.

Bind everything else!

When it comes to your rotation you have two choices depending on if you spam Heart Strike above all else or if you use Death Strike as your go-to move.

And now, rotations!

Heart Strike Rotation

Assuming a single target you’ll have a rotation looking like this:

IT – PS – DS – HS – HS – runic power dump, to open. You do Death Strike early so as to get your runes converted to death runes asap. From this point I treat things as more of a priority system rather than a strict rotation.

If you have a blood rune or a death rune and your diseases aren’t going to expire in the next few seconds, Heart Strike.

If you have a frost rune and an unholy rune and your diseases aren’t going to expire in the next few seconds, Death Strike.

If your diseases are going to expire in the next few seconds and you have an available rune, death or otherwise, refresh the appropriate disease.

Don’t clip the end of your diseases if you can help it, refresh them as they’re falling off, not six seconds beforehand.

Dump your runic power when you’ve got a spare moment but remember that you’ve glyphed Death Strike and you want to have some runic power around to boost its damage. It isn’t world-ending if you Death Strike with no runic power though.

Death Strike Rotation

Assuming a single target once again the rotation will look like this:

IT – PS – HS – HS – DS – runic power dump, to open. Use Heart Strike first to put your blood runes on cooldown to get Blade Barrier up asap. The priority list looks very similar to the Heart Strike priority list above.

If you have a frost rune and an unholy rune and your diseases aren’t going to expire in the next few seconds, Death Strike.

If you have a blood rune, Heart Strike.

If your diseases are going to expire in the next few seconds and you have an available rune, refresh the appropriate disease.

If you’re using this rotation then you’ll be using the spec that does not have points in Death Rune Mastery which means you won’t have death runes at all in your rotation at any point.

Multi-mob Rotation

Let’s give your Blood Boil button a workout eh?

DnD – IT – PS – Pest, and that should put all your runes on cooldown. As your runes refresh, keep mashing Blood Boil until there are fewer than four mobs left. At that point, switch to your normal rotation.

Odds and ends

As you’re gearing, you’re going to run into a plethora of gear with hit and expertise. Likely, both of these stats will not be present together on the same item. Which do you choose and why?

This post sums up the issue better than I can and I urge you to read it. The only thing I’ll say is that even though expertise is better for us than hit (if you’d read the article this wouldn’t be new information), don’t go out of your way to avoid hit. Hit effects your spells like Icy Touch and such but most importantly, it effects your taunt. Missing a taunt in a crucial moment because you eschewed all things with hit on them isn’t going to feel good.

If I left anything out that you’d like me to cover just drop me a line!

Written by Shayzani

August 10th, 2009 at 10:49 am

Posted in Death Knight

Tagged with , , , ,

Breaking down Blood, pt. 2

with 2 comments

In part one I talked about the survivability talents I didn’t include in my Blood tank spec. In this post I’m going to talk more about the talents I did take, particularly the threat talents.

In a nutshell, a Blood tank spec is about boosting your health pool, increasing the healing you take, your physical damage output and your single target threat.

For reference, this is the Blood tanking spec I’m using in these discussions.

bloodspec

I’ll start with the side-tree talents before focusing on the Blood-specific ones.

First let’s look at Unholy:

Spell_Nature_MirrorImageAnticipation – This should be an obvious choice. 5% chance to dodge that isn’t effected by diminishing returns.

RuinEpidemic – In a nutshell this makes it so you can squeeze in more Heart Strikes or Death Strikes into your rotation before needing to refresh your diseases with Icy Touch and Plague Strike. Heart Strike and Death Strike are always going to be more damage than Icy Touch and Plague Strike.

Spell_Shadow_DeathAndDecayMorbidity – The first bonus is additional damage on your Death Coil. As Blood, Death Coil is your only way of dumping Runic Power (excluding Rune Strike of course). This means you’re going to be spitting out quite a few Death Coils so the additional damage is very nice.

The second bonus is the real reason to put talents here. Blood’s primary weakness is in aoe threat. Lowering the cooldown on Death and Decay to thirty seconds is extremely useful if you’re pulling trash in raids or heroics. Its also useful for fights in which there are adds that may spawn.

Moving on to Frost:

Toughness – Again, a very obvious choice.

Spell_DeathKnight_IceTouchImproved Icy Touch – The additional damage on Icy Touch is not why any non-Frost tank puts points here. Tanks pick this talent up because of the secondary effect: the melee attack speed slow effect. This slows down your targets attacks which means you take less damage overall. Having this debuff on raid bosses is critical and if you can’t be 100% certain that someone else can keep the debuff on your target at all times, you should put three points here.

And now finally, a look at the Blood tree itself:

Bladed Armor – This is an amazing threat talent and every tank spec tries to include points here. As a tank you’re going to have a lot of armor and this talent means that armor becomes a threat stat as well as a survivability stat. Excellent.

Two-handed Weapon Specialization – Hopefully you’re aware that the bulk of a Death Knight’s damage comes from weapon strike abilities, i.e. Death Strike, Heart Strike, Rune Strike, Obliterate, Scourge Strike, etc. Of course, regular old melee white attacks are also a good portion of Death Knight damage output. Why don’t we spend a mere two points to increase the damage on all of those things by four percent? This talent is one of the better small-investment talents for threat in the Blood tree.

Dark Conviction – Crit as a tank? Absurd, right? Blood’s threat comes from physical damage attacks primarily, five percent crit is good for boosting that but ultimately we’re putting points here so we can reach Bloody Vengeance later on in the tree.

Death Rune Mastery – There are two schools of thought on Blood tanking that I’ve seen. One is the Heart Strike school, the other is the Death Strike school. They differ in that the Heart Strike school believes in one thing above all else: spamming Heart Strike until whatever key you have it bound to on the keyboard shatters. The Death Strike school does not share this view but instead devotes as much time to using Death Strike as possible.

Heart Strike spam will do more threat and more damage than a build focused on using a lot of Death Strikes but the healing from using more Death Strikes is not insignificant and helps keep you alive. Keep that in mind as you choose whether you’ll put three points here or not. If you do, welcome to the Heart Strike school of thought. If you subscribe to the other viewpoint, don’t put any points here at all.

Bloody Strikes – This improves the damage on your Heart Strike which is good enough on its own to merit putting points here. Its also one of the talents that beefs up Blood’s otherwise lackluster aoe threat by making Blood Boil hit that much harder.

Bloody Vengeance – This amounts to a nine percent increase in all physical damage you deal as long as the buff is up. As a tank with pure tanking gear, you aren’t going to crit enough to have the buff up for every second of every fight but you’ll come darn close.

Veteran of the Third War – Additional strength? Sure, we’ll take it. Three percent additional stamina? You’re damn right we want that. We want that a lot. Always max this out.

Abomination’s Might – I take this because its the only way I can be certain to have the attack power buff present in my guild’s raids. If 10mans or heroics are your focus, you might need to take this in your spec. If you do 25mans primarily and have a lot of MM hunters or Enhance shamans then feel free to move these points around.

Hysteria – Another buff to benefit your raid group. Remember it only effects physical damage done so maybe buffing your raid’s mage with Hysteria isn’t the best use of the ability. I have an uncanny knack for putting this on Zindo right before he gets scooped up by Ignis and Kologarn. Try not to kill people with this.

Improved Death Strike – Blood doesn’t use Obliterate anymore, believe it or not Death Strike really is your Frost/Unholy rune attack. Even if you belong to the Heart Strike school of thought as mentioned above, Death Strike is a considerable source of your damage and does respectable amount of healing. Definitely invest in this.

Will of the Necropolis – This changes those big hits that would have killed you while you were on the scary end of your health bar into those big hits that did not kill you while you were on the scary side of your health bar. It keeps you alive and that’s kind of what you’re going for as a tank.

Heart Strike – You have no business being a Blood tank without Heart Strike. Get it, spam it, worship it.

Vampiric Blood – A potentially amazing cooldown to use and its easily as good as any of the other major cooldowns found in the other two trees, i.e. Unbreakable Armor and Bone Shield.

This ability doesn’t reduce incoming damage. It only serves to make you better able to weather that damage. Be sure to communicate with your healers about what this ability is and what it does and how it can help them keep you alive. If you just pop this ability when your healers are inspecting the frescoes on the ceiling then you won’t really be getting your money’s worth from the cooldown. If your healers are really breaking their necks to dump a ton of healing on you so you survive Vezax’s Surge of Darkness however, this can be a great help in making sure those heals are big ones.

If you use a trinket like the Repelling Charge that increases your health for a time, use the trinket before you use Vampiric Blood for even more bonus health.

Glyph this ability, don’t be silly.

Might of Mograine – Remember how we buffed the damage of these abilities by putting points into Bloody Strikes? Now we’re going to buff the crit damage multiplier of those same abilities. This makes your Blood Boil crits quite fierce and is generally a very good contribution to your damage/threat output.

Blood Gorged – Again, Blood is more focused on raw physical damage than either of the other two Death Knight trees. Armor penetration is actually not terrible for us in this sense. Ten percent armor penetration from talents is a very good thing considering how terrible it would be to try and get it on your gear or worse yet, gemming for it.

The additional six percent damage while above 75% health is also extremely good. During fights that really stress your survivability you should still benefit from this because your healers should be spending a great deal of attention on keeping you topped off.

Again, a Blood tank spec is about boosting your health pool, increasing the healing you take, your physical damage output and your single target threat.

In part three of this series we’ll go over rotations and a few other details about Blood before we move on to Frost.

Written by Shayzani

August 10th, 2009 at 12:04 am

Posted in Death Knight

Tagged with , , ,

Breaking down Blood, pt. 1

with 2 comments

I’ve posted examples of Blood tanking builds in previous posts, now I’m going to go into more detail about each of the talents and why they’re in the build and why certain others are not. This is primarily for people who don’t like to just take a spec and copy/paste it onto their character but would rather like to know why they’re speccing the way someone is suggesting.

If you’re going to tank as a Death Knight then your first fifteen talent points are essentially already spent. Its a given that you’re going to go 5/5 in Blade Barrier, Toughness and Anticipation. Your other first tier alternatives are either for DPS or support for tanking in less direct ways.

Talents we skipped

I’ve highlighted all of the talents centered around survivability in this picture of my Blood spec below.

Of the fourteen highlighted talents note that I’m only taking eight. Certain talents are either too situational, ineffective or costly to pick up and that’s ok, you’ll be fine without them.

The ones we didn’t take include Rune Tap, Imp. Rune Tap, Spell Deflection, Mark of Blood, Bloodworms, and Imp. Blood Presence. Here’s why:

Spell_DeathKnight_RuneTapRune Tap – Rune Tap alone is a drop in the bucket and has a long cooldown for such a minimal effect.

Spell_DeathKnight_RuneTapImproved Rune Tap – Imp. Rune Tap actually does do a decent job of making Rune Tap attractive but its a pretty heavy point investment. If you use this while Vampiric Blood is up it can be quite a respectable heal.

I used to have this in my build and I’d use it immediately following a large, predictable hit (for instance, Fusion Punch from Steelbreaker) but keep in mind, your healers are aware of large, predictable hits too and you may just be contributing to their overheal if you use it in those situations. Overall the talent isn’t horrible, its just expensive.

Spell Deflection – I had this in my spec for a while and although I’d see it proc a lot I couldn’t ever get any real data on how much damage and what kind of damage it was reducing. Until I have more data on it I can’t really recommend taking it. We need to do testing on this soon Soli!

Mark of Blood – The healing from Mark of Blood amounts to slightly more than nil against raid bosses that hit extremely hard. You could get more mileage from this in heroics but if you’re really needing this talent in that setting you’d have to wonder about the effectiveness of your healer.

Bloodworms – It takes three points to max this out and they’re not a significant source of healing. The amount they heal for is dependent on them attacking something so if they die quickly they’re a waste. They also have the potential to go chasing after targets you may not want them to chase after. For tanking, Bloodworms are just too unreliable and ineffective.

Improved Blood Presence – 4% of your damage out as a tank returned to you as healing. Let’s imagine this visually: you have a bowl of cereal and you’re going to pour milk on it. You take half of a single drop of milk and sprinkle it on top of your cereal. That faint trickle of milk molecules is like the healing you get from Improved Blood Presence. This is a terrible tanking talent.

Next post I’ll talk about the threat talents we picked up in our spec.

Written by Shayzani

August 5th, 2009 at 1:04 pm

Raid ID Extension or ‘How Zindo will fail the raid’

with 6 comments

As you likely already know, the next patch is putting in a new feature allowing you to extend the lockout time on your raid ID’s. This is going to have a significant impact on raiding generally and possibly closer to home as well.

I don’t think I’m a fan of this feature to be honest. I of course won’t make up my mind before seeing how it works on live servers but right now its got me apprehensive.

I can see this feature instilling a sense of malaise for some raiders. Why push yourself to get a full week’s schedule of raiding done when you can extend your lockout another week and take a leisurely pace? Where will the Monday night urgency that’s given so many raiders the motivation needed to finally down that last boss before the reset go?

I can also see it giving birth to a new way to fail in your raid. I’ll give an example using Zindo since he’s a good sport.

Nocturne raids on Tuesday, Thursday and Sunday. For this example we’ll say that by Thursday we have cleared Ulduar up to Mimiron. Sunday night comes and we don’t get Mimiron down. We decide to extend our raid lockout another week to have a few more shots at Mimiron before restarting the zone. Everyone goes to their raid window and clicks the button to extend. Everyone, that is, except Zindo who forgets and logs out without extending.

Tuesday night comes along and we start the raid. Uh oh, Zindo’s raid ID has reset and he’s no longer in our instance. Well that’s fine, we can still have him come in and get saved to ours. So we get him saved and proceed to wipe for three hours on Mimiron. Everyone’s tired of the fight by now and we agree its probably best to just let it go for now and start on a fresh Ulduar ID. So since we didn’t down a new boss we all go back to our raid window and cancel our extension. Everyone, that is, except Zindo who doesn’t have that option at all.

Now Zindo is locked to our old raid ID and we’re all on a new one. As long as extending the raid ID is up to each individual there’s going to be the opportunity to completely foul it up for yourself and for your raid.

Ultimately, who knows? Maybe this feature will be awesome and we’ll all wonder how we got on without it. This might certainly be the case for raids you do on alts or with friends from other guilds or what not. Right now, I’m looking at it as a last-ditch emergency option at best.

Edit – I chose Zindo for the example because he’s one of the people least likely to muck up a raid in any way shape or form. <3 Zindo

Written by Shayzani

July 29th, 2009 at 9:56 am

Posted in Uncategorized

Tagged with ,

1000 cuts… ok maybe just a handful

without comments

Early on in the WotLK beta it was said once or twice that Death Knight pvp was a ‘death by a thousand cuts’ style. That seems to be the style Blizzard is using to finetune (read: nerf) Death Knight tanking.

The PTR patch notes (which you can find here and here) have been updated again. This patch so far has made me think that the “Call of the Crusade” was the Argent Crusade calling for Death Knights to receive public beatings.

…stupid jealous paladins.

So recapping the changes so far for me personally as a Blood Death Knight tank we have:

  • Icebound Fortitude cooldown increased to 2 minutes, up from 1.
  • Veteran of the third War’s 2/4/6% stamina bonus reduced to a 1/2/3% bonus.
  • Frost Presence gives 6% bonus stamina instead of 10% health, a net loss of a couple thousand health for me.
  • Toughness gives up to a 10% armor bonus, down from 15% armor bonus.
  • The amount of agility/dodge rating required to get 1% dodge increased by 15% making dodge more on par with parry before diminishing returns.

The last one is the newest one and doesn’t do anything but cut my chance to dodge. Its not going to make parry rating more attractive to me when gearing because Death Knights already have pretty wicked diminishing returns on parry thanks to Forceful Deflection.

Thank you sir may I have another!

Written by Shayzani

July 8th, 2009 at 7:04 pm

Posted in Death Knight

Tagged with , , ,