1,000 Unique Visitors!

Posted in Blog on December 11, 2008 by Zaydok

I want to thank everyone who has been visiting the site and those of you who have posted comments. I am excited to announce that today we reached 1,000 unique visits and with each day that number continues to grow. I also want to say a big THANK YOU to Resto4Life for featuring this site in its Community Spotlight. Thank you for helping a smaller blog out with some kind words and a link. I encourage any of you who have enjoyed the content so far to subscribe and bookmark the site. Your comments and feedback are always welcome and I will do my best to answer any questions or concerns you might have. Thank you all for the support!

Tanking Multiple Targets (AoE Tanking)

Posted in Blog, General, Leveling, Protection, tanking, threat, warrior, World of Warcraft with tags , , , , , on December 9, 2008 by Zaydok

I wanted to address a problem that I see a lot of warriors having. As of patch 3.0.2, Echoes of Doom, Blizzard has made it easier for all of the tanking classes to tank multiple mobs at the same time. AoE tanking is something that Prot paladins use to corner the market on, but with the pre-LK content patch, tools were given to warriors and druids to help us be just as effective at it. Death Knights were designed from the start with abilities to AoE tank, but that is the topic for an entirely different blog. So anyway, the idea for WoTLK was to have a leveled playing field for all tanking classes. To make us all equally capable to handle the different tasks associated with main and off tanking, single target tanking and multi-target tanking. (Warriors imho still > then all!!!)

So then why do I see so many Prot warriors having trouble with tanking large groups of mobs? Yes, I guess we can always blame the healer for not being able to heal through the incoming damage. In some cases, especially with raid trash, that can be the problem. However, in my experience even halfway decent PUG healers have been able to keep me up while I tanked 4, 5, 6 or even 7 mobs. I just had to hold threat on all of them while DPS burned them down. So assuming you have a healer without Downs, then all warriors should be pros at tanking multiple mobs.

If this is an area you have trouble in then I think you’ll find this article will be a great help to you. And if your pretty good at it then you should still be able to pickup a few extra tips to help. The first thing we need to establish is the new and improved tools that Blizzard gave us to do this with. I know that with the revamp to threat generation that warriors received on many of our skills, we could point to a variety of changes that help us to accomplish multi-target tanking. However, for the sake of this blog post I want to discuss the specific tools that I feel come into play with every big group pull.

The AoE Tanking Toolkit

Here are the tools that every warrior should be using while AoE tanking.

Skills:

  • Demoralizing Shout (Rank 8 ) – Reduces the melee attack power of all enemies within 10 yards by 410 for 30 sec. 10 Rage, Instant
  • Heroic Throw – Throws your weapon at the enemy causing [50% of AP = 12] damage (based on attack power). This ability causes high threat. 30 yd range, Instant, 1 min cooldown
  • Shield Slam  (Rank 8 ) – Slam the target with your shield, causing 990 to 1040 damage, modified by your shield block value, and dispels 1 magic effect on target. Also causes a high amount of threat. 20 Rage, 5 yd range, Instant, 6 sec cooldown
  • Taunt – Taunts the target to attack you, but has no effect if the target is already attacking you. 20 yd range, Instant, 8 sec cooldown
  • Thunder Clap (Rank 9) – Blasts nearby enemies increasing the time between their attacks by 10% for 30 sec and doing 300 damage to them. Damage increased by attack power. This ability causes additional threat. 20 Rage, Instant, 6 sec cooldown

Talents (and skills they unlock):

  • Concussion Blow – Stuns the opponent for 5 sec and deals [75% of AP] damage (based on attack power).
  • Damage Shield (Rank 2) – Whenever you take damage from or block a melee attack you cause damage equal to 20% of your block value.
  • Devastate (Rank 5) – Sunder the target’s armor causing the Sunder Armor effect. In addition, causes 50% weapon damage plus 101 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times. 15 Rage, 5yd range, Instant
  • Incite (Rank 3) – Increases the critical strike chance of your Heroic Strike, Thunder Clap and Cleave abilities by 15%
  • Puncture (Rank 3) – Reduces the rage cost of your Sunder Armor and Devastate ablities by 3.
  • Shockwave – Sends a wave of force in front of the warrior, causing [75% of AP] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. 15 Rage, Instant, 20 sec cooldown
  • Sword and Board (Rank 3) – Increases the critical strike chance of your Devastate ability by 15% and when your Devastate or Revenge ability deals damage it has a 30% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.
  • Vigilance – Focus your protective gaze on a group or raid target (member), reducing their damage taken by 3% and transfers 10% of the threat they cause to you. In addition, each time they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 min. This effect can only be on one target at a time.
  • Warbringer – Your Charge ability is now usable while in combat and in any stance. In addition, your Charge, Intercept and Intervene abilities will remove all movement impairing effects.

Glyphs:

  • Glyph of Devastate (Major Glyph) – Your Devastate ability now applies two stacks of Sunder Armor.
  • Glyph of Thunder Clap (Minor Glyph) – Increases the radius of your Thunder Clap ability by 2 yards.

Another glyph option that is out there is Glyph of Sunder Armor (Major Glyph) which affects a second nearby target with Sunder Armor when you use your Devastate ability. I personally do not use this due to its potential to pull threat on undesired targets. There is no control over which nearby target it affects.

How to AoE Tank Using the Tools Above

If you were to ask another warrior how to AoE tank he/she would probably name the same tools I listed above but their application of them might vary slightly from what I am about to tell you to do. If it works for them that is fine, but this is a blog after all so I am going to tell you how I do it. Please use the above list as a reference tool if you are not sure what the full effect of an ability is that I am telling you to use.

*** Note: For the sake of this article I am assuming no CC. If you are using some CC for larger groups and AoE tanking what is left over this will all still work, you just have to be aware that you will need to separate the group you are tanking from the CC’d targets to avoid breaking them out of CC with some of the AoE skills we’ll be using. ***

Finding Your Best Friend:

No I am not talking about finding your BFF for moral support while your trying to get this all down. I am talking about finding the best person to place your Vigilance buff upon. Because while AoE tanking they can and will be your best friend for the bonus 10% of their threat they’ll be giving you. You will have to determine who you think will generate the most threat from your group or raid and then throw Vigilance on them. If you know the people you are with this process will be easy. But if your in a PUG group then you have to use a little common sense and be ready to change things up if needed.

So far I have found that burst DPS such as Ret pallies, Enhancement Shams and all DKs make a good first option if your in a group where you are uncertain about threat. However, if you find that another person in the group seems to be closer to you on the threat meter then switch it up. Vigilance costs no rage and can be changed to a new person even in combat. It only lasts 30 minutes so make sure to refresh it. The whole time it is up it will only make your job easier.

The Pull:

Okay so for pulling we have three options available to us: 1) Body Pull 2) Shoot/Throw 3) Heroic Throw. Once you get this down you will probably use all three depending on how fast you are pulling trash and what is off of cooldown. However, while you are trying to master this I recommend you pulling with your Heroic Throw each time. The reason for this is that Heroic Throw generates a very high amount of initial threat. I have pulled bosses with it that I needed to kite across a room and had DPS classes still be able to DPS it during the kite without pulling aggro.

I like to pick the furthest target away from me if at all possible when using it. By pulling one of the mobs in the back of a group it creates a nice controlled pull where all of the mobs start rushing toward you. Before they get too close make sure to use your charge (remember with the Warbringer talent you can charge in combat) to generate a stun on your target and give you some extra rage to start with. You will also want to get a Shield Slam off on the target you charged.

The Suction Effect:

Now that you have charged and are up in the face of your enemies, it is time to create what I like to call the suction effect. You do this simply by using your Demoralizing Shout ability which ensures that for the next second the mobs that you haven’t touched yet will not keep running past you, but rather will start attacking you. If you tanked multiple mobs in BC then the use of Demo Shout  for AoE tanking won’t be new to you, but still just as effective. If you do not remember to apply it right after you charge you risk the chance that some of the mobs might just keep running right past you and one shot your healer and/or DPS.

Also keep in mind that Demo Shout decreases the damage output of all the mobs and makes it a bit easier for your healer during all of this.

Gaining Control:

Okay so now they are all attacking you, but you really only have a few seconds before that all changes. It is now time to fully gain control of the group. So first things first, you need to throw out a Thunder Clap. This adds a 2nd debuff on top of Demo Shout and also helps slow down incoming damage. But the main reason your doing this is to generate threat on all of the mobs you are tanking. Since patch 3.0.2 Thunder Clap now has no limit on the amount of targets it can affect so take advantage of it. The Glyph of Thunder Clap also gives you an extra 2 yards to work with, so I suggest you pick it up.

Now to maintain control and allow your DPS to go to work on the mobs you need to get 2 stacks of Sunder Armor up on each target you are tanking and you need to do it fast before the mobs start breaking off of you from the damage and threat your DPS is causing them. So once I Thunder Clap my next step is to make sure they are all stacked in front of me and I hit them with Shockwave. This buys 4 seconds of stun time in which you can Devastate > Tab Target > Devastate until all of your targets have two applications of Sunder Armor on them. With Glyph of Devastate this task becomes almost too easy. It cuts the time needed to do this in half and means you only have to use Devastate once on each mob initially.

Also in case you are wondering, this does not mean down time for your DPS while you do all of this. The can pretty much start DPSing after you charge and get your Demo Shout up. Any initial aggro they pull will be put on pause when you use Shockwave, and by the time they come out of it you should have gained aggro back.

*** Note: All of the above steps should take you 3-4 seconds tops to do, any longer and you may run into some break off aggro problems. ***

Don’t Let Go:

Okay so now that you have them where you want them, don’t let go. Switch back to the mob that you intend to kill first and use your standard tanking rotation on them, making sure to get 4-5 stacks of Sunder Armor up and then switch to the next target doing the same. You will want to Thunder Clap whenever it is off of CD and the same for Shockwave. With Sword and Board you will also see your Shield Slam off CD a lot more than you use to and it should be used on whatever mob you are targeting when it is up. Once you have 4-5 stacks up on all of the mobs it is safe to sit on one until it is dead. Just make sure the one you sit on is the one being focused by your DPS.

A Few More Tips/Notes:

  • Be ready to taunt if one of the mobs break away for some reason. If they get away from you don’t be afraids to use your Warbringer to charge them and taunt them back to you. The increased range of Taunt also helps with this.
  • For those stubborn casters and ranged mobs who like to hang back instead of running up to you with the rest of the mobs, after demo shout and thunder clap, use your Warbringer to charge at them. The threat on the other mobs should be high enough at this point that they will follow you over to where the stubborn mob is. If you find they aren’t following you then quickly stun the stubborn mob with Concussion Blow and rush back to regain control of the other mobs. This will buy you time without having to worry about them. Also as you learn which mobs will be problematic it might be helpful to have them be CC’d.
  • Although not an actual skill you use, Damage Shield id s passive ability that helps you hold aggro on mutiple mobs as well. It provides extra damage which equals extra threat without you having to do anything other than tank. Well worth the talent points if you ask me.
  • If you pull an extra group of mobs or pats, don’t panic. If it is a wipe then it is a wipe, it happens. However, if you maintain your composure you may just be able to cycle them into what you already have going on using the same steps above. This is especially true in situations where you have already killed 1 or 2 of the current group you are on.
  • My “Sticky Bleed” build also makes AoE tanking easier as the bleeds it provides add another debuff that helps hold aggro on all of the mobs you are tanking. For a full write up on the build please click here.

I hope you enjoyed this article. If you follow it you should start seeing compliments on your tanking ability and your instance runs and trash clears going a lot faster. If you would like to comment or ask questions please do. I try and answer them all. Your support of this blog is appreciated!

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“Sticky Bleed” Threat Build

Posted in Protection, threat, warrior, World of Warcraft, WoTLK with tags , , , , , , on December 1, 2008 by Zaydok

Okay well once my leveling was done and my guild started preparing to raid Naxx, I decided it was time to workout what my raiding setup was going to be. Where was I going to place all of my talent points was the question I was asking myself. I didn’t know if I wanted to try a “cookie cutter” build and see what all the fuss was about or step out on the edge a bit more with a build of my own. Well since I was experimenting anyway, I decided to go with one of my own.

So my first step in determining what I wanted to do talent wise was to do my homework on what was already being done. Now this next step might be a big “DUH!” to some of you but for others you might have never thought to do this. I personally use a few different points of reference for this type of research. The first being inspecting the talent builds of other warriors on my realm who I know are good and who I have come to respect for their knowledge and success. I also checkout what WoWWiki.com has for warrior builds as the builds there seem to be the ones that end up being widely used. And finally, I keep an updated list of who the main Prot warriors are in the world’s top guilds such as the newly formed Ensidia (Nihilum + SK Gaming merger) and Death and Taxes etc. This list plus the newly redesigned WoWArmory have proven to be a valuable tool for picking up a few ideas for my own builds.

Once I have carefully gathered info from all of the points of reference above, I am then ready to start planning my own build. I had a pretty good idea of what talents in the Prot tree I wanted to pick up, so I just had to figure out what I wanted to do with the points I had remaining. I saw a lot of warriors going with 5/5 Cruelty setups as 5% crit off the top is sexy and we all know from our BC raiding days how well it helps build threat. In fact, up until my current build I have always been 5/5 Cruelty myself. However, in this new build that I am using I actually backed out a few points and sit at 2/5.

Now I know most warriors will not even entertain the idea of holding out points from Cruelty, but it was an idea that I had been sitting on for a long time that made me take the chance. Since the launch of BC I have always looked over at Impale and Deep Wounds on the Arms tree and wondered how they might come into play if I had more talent points to actually try them out in a tanking build. Well now with the 10 extra talent points, the new talent Armored to the Teeth and new positioning of some of the talents, I was actually able to come up with a build that would let me try them out. FINALLY!

So the build I am about to present you with is what I call my “Sticky Bleed” build. The sticky part comes from my Halo days with the sticky grenades. It was hard to shake those things off, and let me tell you mobs are sticking to me like super glue. The bleed part comes from the effect of Deep Wounds which causes all of your crits to inflict bleeds on your targets. Thus doing damage and building threat even when your in between swings. This build has worked extremely well for me. I have had everyone I tanked heroics for compliment on my ability to hold aggro even during their total DPS onslaughts and LEETmongous crits. The mobs and bosses just won’t come off of me. I also used this build in our very first Naxx raid in which we almost one-shotted every boss in the Plague and Arachnid wings. At times I was pushing over 5000 TPS during the raid and I can say that as of right now I plan on keeping this build for awhile. I may try a few variations, but I will definitely recommend this build to any warrior wanting to be a threat monster. Enjoy!

Level 80 Warrior (15/5/51)

Arms (15 points)

Improved Heroic Strike – Rank 3/3
Reduces the cost of your Heroic Strike ability by 3 rage points.

Deflection – Rank 5/5
Increases your Parry chance by 5%.

Improved Charge – Rank 2/2
Increases the amount of rage generated by your Charge ability by 10.

Impale – Rank 2/2
Increases the critical strike damage bonus of your abilities by 20%.

Deep Wounds – Rank 3/3
Your critical strikes cause the opponent to bleed, dealing 48% of your melee weapon’s average damage over 6 sec.

Fury (5 points)

Armored to the Teeth – Rank 3/3
Increases your attack power by 3 for every 180 armor value you have.

Cruelty – Rank 2/5
Increases your chance to get a critical strike with melee weapons by 2%.

Protection (51 points)

Shield Specialization – Rank 2/5
Increases your chance to block attacks with a shield by 2% and has a 40% chance to generate 2 rage when a block occurs.

Improved Thunder Clap – Rank 3/3
Reduces the cost of your Thunder Clap ability by 4 rage points and increases the damage by 30% and the slowing effect by an additional 10%.

Incite – Rank 3/3
Increases the critical strike chance of your Heroic Strike, Thunder Clap and Cleave abilities by 15%.

Anticipation – Rank 5/5
Increases your Dodge chance by 5%.

Last Stand – Rank 1/1
When
activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.

Improved Revenge – Rank 2/2
Increases damage of your Revenge ability by 20% and gives a 50% chance to stun the target for 3 sec.

Shield Mastery – Rank 2/2
Increases your block value by 30% and reduces the cooldown of your Shield Block ability by 20 sec.

Toughness – Rank 5/5
Increases your armor value from items by 10% and reduces the duration of all movement slowing effects by 30%.

Concussion Blow – Rank 1/1
Stuns the opponent for 5 sec and deals [0.75 * AP] damage (based on attack power).

Gag Order – Rank 2/2
Gives your Shield Bash and Heroic Throw abilities a 100% chance to silence the target for 3 sec and increases the damage of your Shield Slam ability by 10%.

One-Handed Weapon Specialization – Rank 5/5
Increases physical damage you deal when a one-handed melee weapon is equipped by 10%.

Improved Defensive Stance – Rank 2/2
While in Defensive Stance all spell damage is reduced by 6% and when you Block, Parry or Dodge an attack you have a 100% chance to become Enraged, increasing melee damage caused by 10% for 12 sec.

Vigilance – Rank 1/1
Focus your protective gaze on a group or raid target, reducing their damage taken by 3% and transfers 10% of the threat they cause to you. In addition, each time they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 min. This effect can only be on one target at a
time.

Focused Rage – Rank 3/3
Reduces the rage cost of your offensive abilities by 3.

Vitality – Rank 3/3
Increases your total Strength and Stamina by 6% and your Expertise by 6.

Warbringer – Rank 1/1
Your Charge ability is now usable while in combat and in any stance. In addition, your Charge, Intercept and Intervene abilities will remove all movement impairing effects.

Devastate – Rank 1/1
Sunder the target’s armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 101 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.

Critical Block – Rank 3/3
Your successful blocks have a 30% chance to block double the normal amount and increases your chance to critically hit with your Shield Slam ability by an additional 15%.

Sword and Board – Rank 3/3
Increases the critical strike chance of your Devastate ability by 15% and when your Devastate or Revenge ability deals damage it has a 30% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.

Damage Shield – Rank 2/2
Whenever you take damage from or block a melee attack you cause damage equal to 20% of your block value.

Shockwave – Rank 1/1
Sends a wave of force in front of the warrior, causing [0.75 * AP] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.

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Protection Warrior Leveling in WoTLK

Posted in Leveling, Protection, warrior, World of Warcraft, WoTLK with tags , , , , , on November 20, 2008 by Zaydok

It has been a week since my last post, but I’m not going to apologize. Like you I have been leveling and enjoying what I believe to be the best World of Warcraft expansion to date: Wrath of the Lich King. I am also proud to announce that I was the first person in my guild to hit 80. What I am even prouder of is the fact that I leveled from 70 to 80 as a Protection warrior. That’s right I said Prot!

In actuality, I really believe that Prot specced leveling is the way to go. I talked to both Arms and and Fury warriors while I was leveling and they were all very intrigued by the fact that I was leveling up with sword and board. In fact, they all acknowledged the benefits in survivability it gave and mentioned a few downsides to leveling in their current specs.

I also saw several other Prot warriors who very happy with the speed and ease in which they were able to level. All who stated comments like “I just won’t die, I am too survivable.” And this was referring to both the PvE grind and the occassions in which they came into contact with someone trying to gank. The truth is in my whole time leveling I died 6 times in total. Two of those deaths can be attributed to stupidity on my part, falling off a cliff, etc. Another two were in PvE situations and the last two in PvP situations where I was outnumbered heavily.

Another added advantage was the fact that I had zero down time when trying to run instances to complete quests. Because I was Prot specced the entire time I simply needed to show up and blow up. Where as DPS warriors were shunned in a lot of cases because tank specs are rare due to people switching specs to level. So I could go into an instance, tank it like a pro and then go right back to the quest grind without a second lost.

There are numerous other advantages to Prot spec leveling as well. Being able to test your spec while leveling gives you the ability to figure out what is good and what needs to be tweaked once you hit 80. It allows you to get used to the new talents so when you start to raid they are already second nature. It also gives you the right to need on tanking gear in instances without being spammed and labeled a ninja from another plate wearing class.

If you are a prot warrior who switched to Arms or Fury to level, then I would invite you to switch back to Prot and try it out. Or if you are a DPS warrior and you are getting frustrated with the hard hits that the mobs are dealing and the lower health than why not try out leveling as a Prot warrior. Who knows you might find out you love tanking.

So here is the spec I used while leveling. It might not be a cookie cutter build that you’ll see on WoWWiki but I can speak from personal experience that it works well. It has all of the core talents to allow you to tank and a few to help with the PvP along the way. Feel free to comment on what you would change or submit the build you used.

Level 80 Warrior (3/14/54)

Arms (3 points)

Improved Heroic Strike – Rank 3/3
Reduces the cost of your Heroic Strike ability by 3 rage points.

Fury (14 points)

Armored to the Teeth – Rank 3/3
Increases your attack power by 3 for every 180 armor value you have.

Cruelty – Rank 5/5
Increases your chance to get a critical strike with melee weapons by 5%.

Unbridled Wrath – Rank 5/5
Gives you a chance to generate an additional rage point when you deal melee damage with a weapon. Effect occurs more often than Unbridled Wrath (Rank 4).

Piercing Howl – Rank 1/1
Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec.

Protection (54 points)

Improved Bloodrage – Rank 2/2
Increases the rage generated by your Bloodrage ability by 50%.

Shield Specialization – Rank 5/5
Increases your chance to block attacks with a shield by 5% and has a 100% chance to generate 2 rage when a block occurs.

Improved Thunder Clap – Rank 3/3
Reduces the cost of your Thunder Clap ability by 4 rage points and increases the damage by 30% and the slowing effect by an additional 10%.

Incite – Rank 3/3
Increases the critical strike chance of your Heroic Strike, Thunder Clap and Cleave abilities by 15%.

Last Stand – Rank 1/1
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.

Improved Revenge – Rank 2/2
Increases damage of your Revenge ability by 20% and gives a 50% chance to stun the target for 3 sec.

Shield Mastery – Rank 2/2
Increases your block value by 30% and reduces the cooldown of your Shield Block ability by 20 sec.

Toughness – Rank 5/5
Increases your armor value from items by 10% and reduces the duration of all movement slowing effects by 30%.

Puncture – Rank 3/3
Reduces the rage cost of your Sunder Armor and Devastate abilities by 3.

Concussion Blow – Rank 1/1
Stuns the opponent for 5 sec and deals [0.75 * AP] damage (based on attack power).

Gag Order – Rank 2/2
Gives your Shield Bash and Heroic Throw abilities a 100% chance to silence the target for 3 sec and increases the damage of your Shield Slam ability by 10%.

One-Handed Weapon Specialization – Rank 5/5
Increases physical damage you deal when a one-handed melee weapon is equipped by 10%.

Improved Defensive Stance – Rank 2/2
While in Defensive Stance all spell damage is reduced by 6% and when you Block, Parry or Dodge an attack you have a 100% chance to become Enraged, increasing melee damage caused by 10% for 12 sec.

Vigilance – Rank 1/1
Focus your protective gaze on a group or raid target, reducing their damage taken by 3% and transfers 10% of the threat they cause to you. In addition, each time they are hit by an attack your Taunt cooldown is refreshed. Lasts 30 min. This effect can only be on one target at a time.

Focused Rage – Rank 3/3
Reduces the rage cost of your offensive abilities by 3.

Vitality – Rank 3/3
Increases your total Strength and Stamina by 6% and your Expertise by 6.

Warbringer – Rank 1/1
Your Charge ability is now usable while in combat and in any stance. In addition, your Charge, Intercept and Intervene abilities will remove all movement impairing effects.

Devastate – Rank 1/1
Sunder the target’s armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 101 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.

Critical Block – Rank 3/3
Your successful blocks have a 30% chance to block double the normal amount and increases your chance to critically hit with your Shield Slam ability by an additional 15%.

Sword and Board – Rank 3/3
Increases the critical strike chance of your Devastate ability by 15% and when your Devastate or Revenge ability deals damage it has a 30% chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.

Damage Shield – Rank 2/2
Whenever you take damage from or block a melee attack you cause damage equal to 20% of your block value.

Shockwave – Rank 1/1
Sends a wave of force in front of the warrior, causing [0.75 * AP] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.

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First Things First – Leveling to 80 in WoTLK

Posted in Leveling, World of Warcraft, WoTLK with tags , , , , on November 12, 2008 by Zaydok

I spent a few hours last night working on some upcoming posts and planning a few series of articles. I really want Threat Monster to have original material available and that requires some careful thought and preparation. However, it is all still scribbles and notes on a few pieces of paper that only make sense to me at this point. So while thinking on what I could post today it hit me. With only a few hours left until WoTLK goes live what better to discuss than leveling your warrior.

After all that will be everyone’s focus for the next few weeks. Yes, we all want to get our warriors fine tuned and figure out which build is best, but first things first. As of 12:00AM the number one priority is leveling to 80. I know it is mine anyway and I can’t imagine who in their WoW addicted minds would think differently.

Now let me make something clear. I consider myself to be a fast leveler, but I definitely couldn’t keep up with the guys competing in “Xfire’s Race To 80, Win A PC” contest. With that said, the tips I am about to give you may make you one of the first to 80 in your guild, but definitely not in the world. They are all things I plan on doing myself so I hope you benefit from them as well.

Leveling Tips

  • One of the first things I did (I apologize now for not posting this sooner) was to go and complete 25 leftover level 70 quests ahead of the launch. From what I have read once the level cap is raised to 80 you will get experience from them. A full quest log should net you somewhere around 250k experience. Whatever the final amount, it is a jumpstart toward 71. This did work in the WoTLK beta and has been confirmed to work in the live version as well.
  • With the launch you can expect a lot of bugs, glitches and disconnects until they all get worked out. However, some of them can be avoided by making sure your addons and custom UI components are all up to date. Most addon sites like Curse.com and WoWInterface.com have icons and survival guides which make it easy to tell which addons are WoTLK ready. This will go a long way toward keeping your WoW client up and running and your experience pouring in.
  • I personally plan on doing most of my leveling through questing, and I recommend you do as well. To date it has proven to be the fastest way to level if done right. Quests should be done in circuits based on proximity to one another and where they turn in. This can be a task when your leveling for the first time, fortunately most of the work has already been done for us. I recommend you take a look at Jame’s Alliance Leveling Guide or Jame’s Horde Leveling Guide. Both are completely free!
  • Level with some friends. Most players from both factions will be caught up in leveling, but there will still be PvP and ganking when the opportunity arises. You especially see some killing going on when you are in questing areas and killing mobs needed by both factions. A friend or two will make enemies think twice about starting anything.
  • If you have gathering professions make sure to mine, herb or skin anything that you come across. However, don’t waste time at this point on gathering routes or out of the way resources. You should hit 80 almost capped even if you don’t spend dedicated time toward leveling it. And as far as non-gathering professions go. I will most likely save most that leveling for when I am already 80.
  • For those of you who want to go the extra mile, you may find the “Powerleveling” disccusion at Elitist Jerks interesting. It is an open discussion so some of it might seem a bit like overkill, but there are some good nuggets of information in there that I think will prove valuable to the leveling process.
  • Last tip for now… Have fun and get rest and nourishment in between long leveling sessions. Don’t burn yourself out too much or it may result in a slower leveling process.

As I level I may think of more tips and I will update you on any other tips or tricks I find. Hope a few of these helped you. And if you just want to take your time and level your own way without any rush that is fine too.

Sidebar

Posted in Blog, General with tags , , , on November 11, 2008 by Zaydok

I spent a few hours today adding a few new features to the sidebar. It is amazing what you can get accomplished during an extended maintenance period. Thanks Blizz!

Here is what has been added:

  • Site Search – A search box has been added. Will come in handy as more content is added.
  • Subscriptions – You can now easily subscribe via your favorite RSS feed reader or email. A tracker has also been added to show the number of subscribers.
  • Recent Comments – The last 5 reader comments are now displayed conveniently on the sidebar.
  • Post Tracking – Our content can now be browsed via recent posts, categories and our month by month archive.
  • Links – I will be adding important and helpful links as I find them.
  • Tags Cloud – Displays the most used tags from the blog, size shows which ones are highly used.
  • Blue Tracker – I have added a “blue post” tracker which displays the last 10 official blizzard employee posts regarding warriors.

I could use some subscriptions and comments to get me off the ground. While your helping me with that I am gonna go see if my realm is back up.

A few remarks pre-WoTLK

Posted in World of Warcraft, WoTLK with tags , , , , on November 10, 2008 by Zaydok

Okay I wanted to point out a few things that are on my mind with the WoTLK launch just around the corner. As we know BC made many significant changes to the game when it launched, and LK will as well. So I would be a fool going into it carrying left over baggage from what I know of the game today. In just over 2 days WoW as we know it will be gone and in many ways a new game will emerge.

I say that because so many aspects of the game will be considerably altered. Yes, the lore will still be there, all of current classes will remain (with the addition of the Death Knight) and many of the things we all love will remain untouched. However, changes to class mechanics, raid functions, spells and abilities, gear stats and boss scripting will force us to relearn how we play the game. On top of the tweaks we will also have many new features and concepts coming at us and we won’t truly understand them until we are waist deep in them.

Some of the new and unknown include:

  • Rebalancing of classes at 80.
  • New talents and core abilities.
  • Overall game development and design changes by Blizz.
  • Dual-speccing… (Trust me one of the biggest changes).
  • Threat mechanics.

Trust me when I say there are several more, and with each patch we will more than likely see new things added that we have even seen mentioned. If you’re like me you have probably been keeping your eye on “blue posts” and trying to make sense of it all. Well ladies and gents, even Blizz doesn’t fully understand where all the pieces will find their final rest. So assumptions are all that we are left with at this point. That is why I will be holding off on any in depth number-crunching posts or concepts. I don’t want to throw random guesses your way. Theory crafting is one thing, but even it should be based on solid and tested data.

And now a few comments about this blog:

  • Please note that even a threat build tank usually keeps a mitigation set in the bank. If your guild practices proper time management in their raids, then you know that you don’t always meet new bosses with everyone decced out in full tier from the previous content. So a bit more mitigation might help give the needed edge.
  • I respect mitigation tanks and their role in raids, I just simply play the game a different way and my guild seems to benefit from it. Each guild is different though. (Oh great, now I have Dave Chapelle singing “Diff’rent Strokes” stuck in my head.)
  • I am currently working on confirming new stat caps and minimum stats for tanking as a warrior. If I can find information easily enough I may provide stats for the other tanking classes as well. We’ll see.
  • I am always open to comments and suggestions for improving my blog. This is my first serious blog so bare with me as I learn how it’s all done.

Catch you all next post!

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