I just came out of an Ulduar 10 PUG. When I noticed it on trade chat, LF1M healer, I thought that’d be fun (and no waiting, since Character data not available. was the last slot required).
Before that I’d just been passing time. In fact, just doing that alone is worth comment. I thought “hmm what should I do tonight, I’ve a few hours free”. I did the random daily of course, then actually sat and stared at the
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On the train this morning I read Everblue’s blog on the coming raid changes, and he pointed out a factor I hadn’t thought of yet: the varying healing requirements of 10 and 25 man. I quickly checked plusheal.com and wom, no comments there. Whilst Everblue’s a clever chap, surely one of the thousands of noisy bloggers has talked about this already?
He points out that tanks will have the same stamina in 10 and 25 man raids, unlike now,
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For the general non-hard mode tanking population, glyph of rune tap is a bad glyph.
A few readers noticed (and one commented on other forums, in fact in their guild application as a DK tank) that in my grid of Blood specs, the hard-mode specialised AOE spec includes this glyph.
Firstly, how’s its maths work?
Your Rune Tap heals yourself for an additional 10% of the effect, and also heals your party for 10% of their maximum health.
This
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I’m really enjoying the anticipation of Cataclysm, the news snippets from Blizzard which fuel more speculation and conjecture about what’s in store for us. Being a tank in Cataclysm, and not dying in two hits from a boss, will be quite refreshing. I’ve talked about this quite a few times before.
One of the age old topics of avoidance vs stamina recently came up, and for once it wasn’t a redundant circular argument; because in Cataclysm dodge and parry
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Let’s say you had an equivalently geared alt of any class/race you chose, so his pwnage matched your current tank character. I’m talking to people who’s main character is a tank.
If you couldn’t tank (for some magic theoretical reason), what would you play?
No fuzzy answers now, prioritised list. I know it’s tough, but in this hypothetical you can’t say ‘err maybe the warlock or the hunter’. You are allowed in to answer that your current offspec would
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My gratitude to Honors for tweeting this. Theckhd is a serious maths guru. He worked out the avoidance value of expertise. He has now looked at the -20% dodge aura and I’m basically going to adopt his findings as Fact, because (a) I can’t fault it, and (b) if it’s wrong, he’s humble enough to correct himself (he did this in the expertise analysis) pretty rapidly.
Theckhd’s post is on maintankadin (scroll down to near the bottom of the thread). I’ll copy here most of his key statements.
I won’t go on about what I said the other day and where I was right or wrong. Who cares. Here’s the current state. I have mixed in below Theckhd’s points with mine; he’s indented in colour. » continue reading
Icecrown is going to nerf your dodge by 20%, with an aura similar to Sunwell.
Daelos' post on it:»
For tank gemming, you are basically just dealing with your discretionary gem slot and enchants, maybe you can choose one ring or trinket over another too. Probably you can vary your character by +/- 5% avoidance and +/- 337 stamina (those two ranges have similar item budgets).
So, just stack stamina. Don’t gem for avoidance. At such low levels of avoidance, the relative gain from avoidance isn’t great (at high levels it gets excellent, even with diminishing returns).
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Why are we doing this?
The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more ’spiky’ than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn’t avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.
We’ve been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There’s a limit to what we can do, however. So to give us a bit of breathing room we?ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again. Source.
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On PTR tank forums, that question was asked. Players scale up, why not bosses too? Ghostcrawler’s response:
It’s something we actually talk about quite a bit. We won’t do it for Icecrown, but it could happen in the future.
The basic problem is that bosses don’t scale with gear. Their health and damage go up. That’s it. You might avoid a first tier boss 30% of the time and a final tier boss 60% of the time. That means
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This deserves more discussion. One of the difficult balances a leader has to manage is the number of tanks required in a raid, or the guild, as a proportion of the total guild.
The problem is largely caused by the ratio required of tanks to others:
- In 5-mans, you need one tank (1:4 ratio).
- In 10-mans you need two (1:4 ratio again).
- In 25-mans, you need three (1:7.3 ratio), but mostly you need two tanks (1:11.5 ratio).
- I wrote about this in my Ulduar guide, highlighting the tank requirements varying between 10 and 25-mans.
That’s half as many tanks for 25-man raiding as for 10-mans.
The problems this brings are manyfold:
- if you are changing from being a 10-man to 25-man guild you need to make sure your tanks are the most hardcore reliable players, so you can swap in/out everyone else
- or you can have more tanks than you need, to allow for casual playstyle, yet accepting the consequence that each tanks’ gear will be lesser and possibly some will be benched on a night
- growing a guild from a 10-man raid to 25-man raid guild distorts your recruitment needs to not more tanks, but more of everyone else. So during the growth period you might run 10-man raids but not have enough for a 2nd 10-man, and get disgrunted players. You can’t just instantly go from a roster for 10s into 20s, so this growth period can be awkward.
- running two 10-mans in one night requires more tanks than you’d usually have in a 25-man raid, so sometimes a 25-man guild can’t do two 10’s because of tank shortages. This limits your options when laying out a raiding calendar.
Also tanks need to be amongst the better players in your guild. They need more situational awareness, better reaction time, often more leadership personal characteristics. Luckily, you don’t need a lot of tanks, but good ones can be hard to find.
Tanks tend to stick with their guild, they’re not chopped and changed so freely as deeps, which in turn means a tank will guard his raid slot more. He’ll try to attend more nights and be more active.
No doubt, dual-spec helps us all with this problem, but doesn’t solve it. Tanks want to tank. Personally, I don’t enjoy dps. So this complicates the roster management for leadership, since you are juggling people’s personal desires too.
Point is: the divergence of ratios between tanks:rest whilst a guild is growing from 5, 10 to 25 man raiding is a pain in the ass for guild leadership.
Here’s the blue post that reminded me of this prevalent issue. » continue reading
Two comments from Ghostcrawler recently are clearly pointing at a design change which means we’ll have a more strategic playstyle for Cataclysm tanks and healers.
In Cataclysm:
- relative to the damage input from bosses, tanks will have more stamina,
- total avoidance will be lower by some degree, perhaps 30% rather than 50%.
The significance of this is exciting! It means healers will have time to choose slower heals. Your tank won’t die if you go for greater heal because you will have the time. Whether boss fights also become longer in duration is unclear, but that would be a nice change for the better; to feel more epic and to be consistent with a strategic gameplay. » continue reading
The raid leadership interviews
I’m pleased to present the first in a series of detailed interviews with guild leaders on the management of progression guilds, which will be jointly published on wowraid and here at pwnwear.com. I’ll interview guilds you can relate to, in the top 250 worldwide.
Today I’ve interviewed Saha, an Officer and Raid Leader from the guild Wrath. Saha has been playing WoW since the European launch, and been in the guild Wrath since summer 2007.
You’ll
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