Filed under: Analysis, Lists | Tags: draenei, dwarf, gnome, human, Night Elf, orc, race change service, tauren, troll, undead
First off thanks to those who send their good wishes. To those of you who asked: No, it isn’t swine flu.
However, for those of you who have been paying attention, the Race Change service is now available. Meaning that between this and the Faction Change you can swap your warrior tank to any other race in the game (well, except Blood Elves, but who wants them anyway?).
Why would you want to switch races? Well, let’s be straight here – you want to be the best tank you can be so you want to seek out every advantage you can get. There are different advantages that race options can give you. Let me parse them for you:
Horde
- Orc – You have Blood Fury which will increase your threat and Axe Specialization that will increase your expertise with Axes. The former can be a nice boost, but the latter is gimped by the parsity of tanking axes. Boo.
- Tauren – More health from Endurance and an AoE stun on a 2 minute cooldown with War Stomp. The former sounds better than it is in actuality, but I cannot even begin to say how useful the latter has been over the years.
- Troll – Berserking is a nice boost to threat, though given it’s dependence on your health it can feel a little gimped on a tank since you’re not wanting to go too low on that. Other than that, there isn’t that much here… outside of pure mojo. You have to respect the mojo.
- Undead – Will of the Forsaken used to be the great grand-daddy of tanking racials, but with the advent of access to Berserker Rage in Defensive stance, this is (at best) a good back-up in case you hit the button at the wrong time. Cannibalize can also be very useful under the right circumstances, but again, you’ll rarely have the opportunity to use it.
Alliance
- Dwarf – Stoneform is one of those abilities that you think you won’t use until you discover just how often things hit you with debuffs. The ability to remove bleed effects is also Godly, as the only other abilities to do so also drop you off the threat table. Mace Specialization, however, is gimped due to the parsity of tanking maces.
- Gnome – While I have seen some great uses for Escape Artist, this is mostly to help in situations for anyone, not specifically for tanks. Tiny Hijinks aside, you’re not going to find much more use in your tanking repertoire for gnome racials.
- Human – Every Man for Himself is probably the most powerful racial in the game right now, so it bears noting that it works for most things that you would want. It’s effectively a PvP trinket that doesn’t take up an item slot. If that were not enough to think that Blizzard has it in the bag for Humans, they also get Sword Specialization – which is pretty awesome considering that the vast majority of tanking weapons or swords.
- Night Elf – Quickness deserves a special mention here because bosses do not get expertise or hit. This means that your Night Elf tank is going to just have better baseline avoidance – not to shabby. Shadowmeld can also be useful when it comes to tank transfers, keeping you from accidently overtaking your friend who just taunted off you.
- Draenei – Heroic Presence is a great boost to threat. It’s always on, and it works for everything you might equip. It’s also no great surprise that Gift of the Naru is good for tanking, especially in smaller groups where the mobs don’t hit quite as hard.
That pretty much covers it. So am I going to switch?
Heck no.
Tauren, forever. For the Horde!
My apologies dear readers, but there will be no post today. I’m sick like a dog.
If I am feeling better tomorrow I will try and get a post up. If not, see you Wednesday!
Filed under: Gear, Lists, News, Raiding | Tags: Icecrown, Icecrown Citadel, Patch 3.3, spoiler, Tier 10, Trinket
This is no great surprise if you have been paying attention. But for those of you who haven’t, let me point you at some linkage:
- Here’s some maps: The Entryway, Frostwing Halls, The Plagueworks, The Crimson Halls, and The Frozen Throne. (No those aren’t entirely right… but there’s a lot of crossover.
- Here’s some pictures of the raid armor sets. Broken down by class:
- Here’s some spoiler-ific boss text.
- And a spoiler-ific Lich King related movie.
- Here’s a boss fight. And another. And another.
- Oh, and some jazz about tanking trinkets.
No loot yet to parse and list for you, but you know it’s coming.
Or more specifically, I’ve been on Twitter, but I’m no longer behind a firewall that keeps me from tweeting.
Filed under: Raiding, Strategy | Tags: Acidmaw, Dreadscale, Hard Mode, Heroic, Jormungar, Northrend Beasts, Raiding, Trial of The Crusader, trial of the grand crusader
Gormok has fallen. The only update I’m going to specifically add to my original post on the matter was I have discovered that Last Stand is pretty much as effective as Shield Wall, and lets you save Shield Wall for more important things. However, having done it now dozens of times, I’m confident about the strategy I put forward otherwise. It gets the Impaler down in a timely manner.
Acidmaw and Dreadscale are another matter.
Our strategy has one Tank always on Acidmaw, and two on Dreadscale. DPS, regardless, focuses on Acidmaw. When Dreadscale is mobile, the two tanks swap off, with whichever tank that has Burning Bile moving to clense the Paralytic Toxin. When Dreadscale is stationary, it is the responsibility of whichever player(s) get Burning bile to free the Acidmaw tank. If the Acidmaw tank becomes paralyzed, using a Guardian Spirit, Penance, or other healer cooldown may be necessary. When Acidmaw dies, Tanks swap out tanking the enraged Dreadscale using Shield Wall, and DPS focuses down the worm.
Things we need to do better to make this strategy work:
- DPS performance needs to be 100%. Needless to say, Trial of the Grand Crusader puts a real focus on individual performance. This is our biggest issue.
- Ranged DPS and Healers need to spread out more when Dreadscale is stationary.
- Whomever gets Burning Bile needs to be on their toes.
- DPS with Paralytic Toxin need to keep DPS on and not move.
- Tanks need to be better about using some cooldowns (Enraged Regeneration, Shield Block, Potions, etc) if their healers become paralyzed.
Simply put we cannot get Dreadscale down before the presence of Icehowl destroys us (generally his via his frost breath). DPS is insufficient mostly because people die, hence the need to spread out more, but we’ve lost just as many attempts because tanks die either because their healers bite it, or because the healers are paralyzed.
I’ll keep updating this series when breakthroughs occur. Just remember, tanks who are in the same boat as me: it’s supposed to be this hard. The problems are not because of tank ability favoritism (e.g. Vezax), no tank is going to be better at this than another. Keep your individual performance high, and encourage the same in your other raid members, and we’ll all be talking about Jarraxas next.
Filed under: Gear, Strategy, Talents | Tags: devastate, Mathcraft, patch 3.2, Threat
I want to point more tanks over at Kadomi’s post from Tuesday concerning warrior ability use priority. It is a great summation of the information gleaned from this TankSpot thread. Make sure you read both the comments on Kadomi’s post and the responses to the thread, as there is significant dispute (which means time for real in game testing!)
In essence, this is all fall-out from this change in patch 3.2.0:
- Devastate: Weapon damage and bonus per Sunder Armor on the target increased by 100%. This ability now requires a shield to be equipped.
This obviously shakes up some things I’ve been doing, making me revisit a few assumptions – and that’s good. Needless to say, I need to put some serious thought into what to do to here. In the interests of science then, let me share this slice of cow brain with you. Maybe it will be helpful if you are doing your own tests.
- I want to try Glyph of Devastate, but I like my current glyphs of Vigilance, Heroic Strike, and Blocking. I feel like the logical choice for the swap out is Heroic Strike because I’m not precisely hurting on rage. My role lead says I need to work on my leading threat in any case, so this is probably something I should look at anyway.
- If it turns out to be true that Revenge is so much lower on the priority scale, should I take that one remaining point in Improved Revenge and put it somewhere else? If so, where? Cruelty? Puncture?
- I’m using a pretty fast weapon right now (1.6 Speed). If Devastate lags behind now, is there a slower weapon currently in game that would change the equation. I’m thinking the Burnished Quel’Serrar (2.0 Speed), but also potential future weapons in Icecrown. What’s the slowest speed on a 1-hander… 2.8?
Thanks to Axiom switching over to World of Logs, I have a pretty good base-line of numbers to test against. Heroic Northrend Beasts is still kicking our butts – so anything I can do to boost effectiveness my little part of helping on progression.
Any feed back from fellow tanks who have tested these changes in the field is, of course, appreciated.
Filed under: Analysis, Gear, Uncategorized | Tags: Gear, Raiding, Tier 10
So, now that we have a good sense of what the new Tier 10 set bonuses are, let me express a word of praise for the design of the Prot Warrior set bonuses:
- 2 Pieces (Tank): Your Shield Slam and Shockwave abilities deal 20% increased damage.
- 4 Pieces (Tank): Your Bloodrage ability no longer costs health to use, and now causes you to absorb damage equal to 20% of your maximum health.
To provide some context, here are Tier 8 and Tier 9
It is fairly easy to see the pattern here. The 2-piece set bonus is always something that generally increases threat. It’s hard to argue with something so basic and functional – though never something to write home about – not unlike getting that 3rd rank in Incite. By contrast, the 4-piece bonus is like an extra glyph slot, some secret new functionality to an already useful ability.
I’ve already talked about how I love the functionality of the Tier 8 4-piece bonus. I’ll not mince words, however, about the Tier 9 bonus. It’s terrible. Sure, you could pop Shield Block every 20 seconds for the bonus to your shield slam, but from a defensive point of view it adds no particular functionality because Shield Block is such a weak cooldown. The 2-piece bonus is actually even worse, in some ways, because Taunt has become so handicapped.
With that in mind, the Tier 10 4-piece bonus is a really awesome addition to the Warrior repertoire. Assuming the continued growth in health pools, it’s easy to imagine being able to produce a shield that can absorb 10k worth of damage every 30 seconds. That’s magic damage. That’s physical damage. It’s a lot of little hits. It’s a good chunk off of a large hit. I suspect it will stack with healer damage absorption. It scales very well with your gear. It’s hard to imagine a situation where this wouldn’t be useful, and easy to imagine a situation where it would be very useful (I’m thinking Heroic Gormok the Impaler here).
Now, bear in mind, these things have a way of changing on the PTR, so take this with a grain of salt. But until then, there’s something to smile about warriors – this is probably our best protection set-bonus yet.

