Showing posts with label guide. Show all posts
Showing posts with label guide. Show all posts

Tuesday, 5 August 2008

Warrior Tank Essentials #2: Threat Abilities


The second in the Essentials series, aimed primarily at the younger tanks out there.

Threat: Bruce Willis has it, Robert De Niro has it. That heavy-breathing guy who just sat next to you on the train has it, though maybe not in the right way. And as a tank, you need a tonne of the stuff. But how to get threat? And, more importantly, how to get enough to convince the monster in front that you’re the one to worry about, and not the mage consistently burning away his limbs?

Well, luckily, us warrior tanky types have a few tools at our disposal to royally piss off most mobs.

Primary threat moves

These are your mecca, your Shangri-la, your first coffee in the morning. Get to know them, love them, hold them close to your heart; blissful threat abundance will follow.

Shield Slam: Your highest threat generation tool. In general you can go by the rule: if this ability is lit up, hit it. Rage allowing, ideally Shield Slam should always be on its 6 second cooldown. If you have to choose between this and any other threat generation move (on a single target at least), choose this. It’s a great opening threat move: pop Bloodrage before engaging the mob, and it should give you enough rage to open with shield slam – causing enough threat to cover any over-eager dpsers who immediately blow off one of the mob’s arms.

Shield Slam improves directly with shield block value, which not only adds to the amount of damage absorbed by your shield, but also to the damage your shield slams hit for. So more block value, more threat. This is not to be confused with shield rating, which only increases your chance to block an attack (and as such, is a pretty awful stat).

Revenge: Number two in your threat vanguard. Like a one-legged hooker, Revenge’s best asset is its cheapness. With talents, it can cost as little as 2 rage, and is your most efficient threat-per-rage ability.

Devastate: If Sunder Armor is still on your action bar, get rid of it. Devastate does everything sunder does, and more. It’ll apply a sunder debuff to the target, as well as additional threat and damage. Although it doesn't add as much threat after 5 sunders are applied, it still adds a decent amount, so don't stop using it (it will also refresh the 5 sunder debuffs for another 30 seconds). Use devastate if Shield Slam or Revenge aren't available.

Secondary threat moves

Whereas good knowledge and use of the above moves will get you through most instances as a much-loved and admired Champion of Threat, there’s plenty more you can do to go that extra step, and become a much-loved and admired Super Champion of Threat.

Heroic Strike: This could be thought of as the fourth primary threat move, if it wasn’t for the other three primary moves being so exclusive about their primary club. Heroic strike has some advantages and disadvantages. It causes some nice damage, and has a decent threat component. But it also takes 15 rage, and eats up your normal white damage swing (meaning you don't generate rage from that swing). Put simply, when you have limited rage, it is better spent on your primary threat moves.

The time to use heroic strike is when you have rage to spare. And here comes the advantage to this ability: it doesn’t rely on a global cooldown like the primary moves. This means you can spam it as often as you like during a fight and it won't delay your other threat abilities - the important part is recognising when you can use it without leaving you too rage-starved to use your higher threat abilities (eg. most boss fights allow for a liberal use of HS).

Thunder Clap: This ability’s main threat-use is in multiple mob tanking, which I’ll be discussing in another Essentials post. But it still adds threat to a single target, in addition to the debuff, so is sometimes worth squeezing into your rotation when against hard-hitting mobs (and essential on hard-hitting bosses).

Demoralizing Shout: The threat addition from this shout is very small, and is also divided between all the targets it hits. But a little is still more than none, so this can be a useful tool in attracting the initial attention of multiple mobs – especially as it’s not limited to 4 mobs like Thunder Clap is. The debuff itself is another essential mitigation tool against bosses wanting to eat you head.

Spell Reflect: This takes a hefty 25 rage, but used at the right time, can cause a very high amount of damage – and therefore threat. For example, in heroic Botanica, you can reflect the Greenkeeper’s “Greenkeeper’s Fury” spell for around 3k of damage. Mennu, the first boss in Slave Pens, can be reflected for about the same on heroic. This is not only a nice threat addition, but is also pretty useful in actually killing the mob - which, after all, is only behind “looking handsome and heroic” on the Hero’s Priority List.

Shield Bash: Although this ability does have a decent threat component, it's not worth using without the express aim of interrupting something - you simply have better threat options available. But when there’s a nasty fireball brewing in front of you, it’s another reason to make sure you bash some face.

Damage: Simply put, damage causes threat. This means the higher your white damage (the standard attack damage), or any extra damage you can push out from your abilities, the more threat you will generate. This is why strength, attack power and critical rating are not wasted on a tank (but note: expertise, hit rating, and block value are much better threat stats, for much the same reasons).

A Little Gnomish Knowhow: The ability of the Gnomeregan Auto-Blocker 600 is so darn good it deserves a mention here. The trinket is available for 41 badges, and has the passive stat of +59 block value - a very nice threat boost in itself. But the trinket's use boosts that value another 200 for 20 seconds - you'll be practically chopping heads off with your shield. That block value also translates into mitigation, as your shield will be absorbing a lot more damage. As such, make sure you make a space for this on your action bar, and use it as often as you can. A must-have for any threat set.

Emergency moves: Your momma's a...

Taunt: There’s good reason I’ve left Taunt to the end. It shouldn’t be a part of a tank’s regular threat-building considerations. Instead, learn to use it as a safety net, or an extra tool, rather than a necessity – and remember it can be resisted, and a lot of bosses will be immune.

Just to be clear on what Taunt actually does: when you taunt a mob, you will be given the threat value of the player at the top of the mob’s threat list (this is why taunt has no effect on your threat total when you already have aggro). Taunt also forces the mob to attack you for 3 seconds. This makes it only a temporary solution: if, after those 3 seconds, the player that you taunted the mob off has caused more threat than you (to be exact, 10% more for melee, 30% for ranged), the mob is going to remember he wanted to rip his head off. This means that during the 3 seconds you want to cause some decent threat to make sure the mob sticks with you. So follow up a taunt as soon as possible with any high threat move: Shield Slam, Revenge, Devastate, etc.

Although you shouldn't be relying on it for yor bread and butter tanking, there's no doubt you'll be needing a taunt sooner or later - there’s always going to be a time when your Shield Slam crashes into your own face rather than the enemy’s, while at that same moment the rogue next to you successfully hacks off 3 monster-limbs at once. The enemy will no doubt turn to the limb-remover at that point. So keep Taunt close, and in a convenient place.

Challenging Shout and Mocking Blow: Taunt isn’t your only emergency action. Challenging Shout does the same, if for multiple targets, but can also be used on a single target. It may have a 10 minute cooldown, but it also has a longer, 6 second period of forcing mobs onto you. Mocking Blow does the same for a single target, but will take a quick switch to battle stance. But importantly - neither of these abilities affects your threat total like Taunt does, so after those 6 seconds you'll still be below any over-aggroers if you haven't generated enough threat in the meantime.

Concussion Blow: Similar to the two above, the stun of Concussion Blow can give you time to get back on top of the threat list.

To sum up in some way...

Generating threat, like dps, has a lot to do with developing a rhythm. Practice with your timing, see what the most efficient use of your primary moves is on mobs and on bosses, then try throwing in some extras. If you haven't got Omen already, get it - it's a necessity for keeping an eye on your threat, as well as everyone else's.

Oh and pull faces and insult mothers. That always seems to piss people off, too.

Continue reading 'Warrior Tank Essentials #2: Threat Abilities'

Wednesday, 23 July 2008

10 Things All Warrior Tanks Should Know

1 Shield slam is your highest threat move, Revenge is your most rage efficient (most threat per rage).

2 Crit immunity is 490 defense.

3 Defense is still useful after 490: each point continues to improve dodge, parry, block, and chance to be missed (to give a comparison, 18.9 dodge rating = 1% avoidance, 19.7 defense rating = 1% avoidance).

4 Keeping shield block up will make you immune to crushing blows.

5 The hit cap is 142.

6 Expertise is all kinds of awesome: it's an exceptional tanking stat in terms of both threat and mitigation. It decreases the chance for your attacks to be parried or dodged, giving much more threat, and, as a parry increases the mob's next attack swing speed, giving you more mitigation.

7 The cap for expertise for mobs to no longer dodge your attacks is 23 (91 rating), and for mobs to no longer parry is (estimated at) 64 (253 rating); thus expertise is most effective upto 23, but is still useful afterwards.

8 Heroic strike does not share the global cooldown, making it a great threat ability to use for high-rage situations.

9 Block value is a cherished member of the tank stat family; block rating is its useless cousin.

10 Boasting about how big your shoulders are is the encouraged - nay, required - behaviour of being a tank. Continue reading '10 Things All Warrior Tanks Should Know'

Sunday, 13 July 2008

Warrior Tank Essentials #1: Staying Alive


As the Beegees once said, "You can tell by the way I use my walk, I'm a woman's man, no time to talk." Oh wait, that's not the right one... umm... well, anyway, it was something about staying alive. As someone else probably once said, you ain't no good dead. This is obviously important when it comes to being a tank; if the group rogue gets his head lopped off at the beginning of a fight, no big deal, but if your big ol' heroic tank snuffs it... well that's bad news.

And there's more to this staying alive business than just fancy armor, 490 defense, 25 stamina gems and a lovely healer constantly stitching up your broken butt. There's plenty of tricks us tanky folk can employ that can be the difference between being a heroic victor and being a heroic stain on the floor:

- Last Stand. An obvious one maybe, but of great importance. Many a time you'll need this; for example, when you realise that giant bogmonster you just charged into hits a tad harder than expected, or when you're in a fight and your healer gets suddenly transformed into a fish. Treat Last Stand like a health potion; when your health is looking precarious, or you want to give the healing a temporary hand, don't be afraid to pop it. It's also useful to use pre-emptively – when you know a big bit of damage is on its way, and you need that extra bit of meat to absorb it. Of course, the downside is that you lose this added health after 20 seconds – but hopefully by then the healer has un-fished, or the bog giant is swamp food. Even if you end up dying anyway, the extra time this spell can buy can be invaluable.

- Shield Wall. Another obvious one, and not much needs to be said about it. Heck of a cooldown, but the reason is understandable: 75% damage reduction for 10 seconds. Blowing this during a particularly nasty boss enrage can be a lifesaver.

- Shield Block. With the extra block available from protection talents, this should almost always be up on big boss fights. Also usually lights up Revenge of course, which is critical to that ol' threat thing.

- Health Potions. Never be without one. Or 15. Goes for those yummy warlock cookies, too. And go bug a herber for some nightmare seeds.

- Concussion Blow. An extremely useful ability. The few seconds stun this causes can give that lovely healer the time needed to fix you right back up. Or, if your lovely healer has been eaten, then it can give you some time for some self-healing: a quick bandage, a quick look in the mirror and assuring yourself you're the hunkiest tank there is… or doing what all heroes do once in a while, and running away. (This is not as silly as it sounds – the extra time gained from the monster chasing you down can give the rest of the group time to burn it down, or for other healing to kick in.)

Concussion Blow can also be of use when tanking multiple mobs. Stunning one will reduce the damage taken, and you should still have plenty of fuel for rage from the others pounding on your head. However, it isn't of much use against bosses, who are generally immune to your concussive charms. But that said, some big bad guys aren’t – see the 5-man elite Socrethar in Netherstorm... but I'm too busy being heroic and all that to give you a better list of non-immune big guys right now.

- Intimidating Shout. Fear can be pretty useful when used at the right time. If you have the space, it can be used to get rid of multiple mobs while your group concentrates on one. If things are going very badly, you can use it to buy time like Concussion Blow, bandaging while the beasty is busy cowering in fear. Be careful to immediately stop attacking your target after casting, as any damage will break the incapacitation (which makes this tactic somewhat difficult when in a group).

The following is a useful macro to play with (especially in solo mode), and will fear, bandage, then resume attacking on successive clicks (do the first two clicks as quick as possible):

/cast Intimidating Shout
/use [target:Arudar] Heavy Netherweave Bandage

/targetlasttarget
/startattack

- Trinkets. There's some fancy tanky trinkets out there, and they have some equally fancy uses. Early examples are the Regal Protectorate, which acts similarly to Last Stand, and Argussian Compass, which acts a bit like a minor Shield Block. Further into raid content, you'll come across the likes of Moroes' Lucky Pocket Watch, Ancient Aqir Artifact and Scarab of Displacement, all with similarly useful "oh crap" uses. They have short cooldowns, so stick 'em on an action bar and activate them as often as you can. The Commendation of Kael'thas of course can't go without a mention - one of the best trinkets in the game, and not so hard to get hold of. And the extremely nice use is even a passive one, meaning you can be a big fat lazy tank, too.

- Shield Bash and Spell Reflection. The interrupt of Shield Bash can be a useful and cheap damage reducer. And the more you can reduce the damage you take, the more likely the lovely healer will kiss you at the end. So sharpen those reflexes and bash those casters good. Spell Reflection can be thought of as the older, classier sister to Shield Bash – she reflects the spell, which can cause some nifty damage and threat, not to speak of the no-damage time as the mob is left casting... but she'll cost you: 25 rage is a fair chunk. But hey, if you're well rage-endowed, it’s well worth a click or two.

- Commanding and Demoralising Shout. Commanding Shout may be a pain in the ass to keep up, due to the piffy 2 minute duration, but 1080 heath is no mean boost of health. As such, try and keep this buff up as much as you can. It also has the added benefit of giving your party-mates the same health boost, and us tanks do so love to be loved. Demoralising Shout is not to be underestimated either. The reduction in enemy attack power is a reduction in damage, and us tanks do so love a kissy healer.

- Thunderclap and Disarm. Again, think damage mitigation, think affectionate healers. Use Thunderclap with caution around sheep and such, else your mage's head is liable to explode. It's pretty much an essential spell against fast-hitting bosses (see Prince Malchezaar phase 2, or Morogrim Tidewalker). Disarm has less use against (usually) immune bosses, however there are some exceptions (see Attumen).

- Team experience. There’s nothing like a good team to back you up. Players that are aware enough to notice when the tank is taking too much damage can employ plenty of tricks to help out: stuns, roots, slows, shields, dazes, off-heals. Make the most of these by knowing when to bandage or when to run away all heroically again. And importantly: ensure that you still take the credit for staying alive. Us tanks do so love to be conceited.

No doubt I've forgotten one or two things in this ramble-fest, so replies to this post in the form of additions, corrections, or love-letters are more than welcome.
Continue reading 'Warrior Tank Essentials #1: Staying Alive'