Showing posts with label Threat Generation. Show all posts
Showing posts with label Threat Generation. Show all posts

Friday, March 5, 2010

More thoughts on threat scaling and the threat game

Speaking purely from a game-play perspective here, and explicitly trying to stay away from the game design process, I think that one of the game play elements that directly contributes to the difficulty of managing threat during AE pulls has to do with the User Interface. It is presently difficult to see how much threat, or what proportion of overall threat, we have over groups of multiple mobs.

I'm speaking here from the perspective of a Bear Tank and also from that of a former Fury Warrior. DPS can do certain things with macros to reduce the likelihood that they'll pull from a tank, but some classes don't have threat wiping skills, and it can be difficult to see which of the 8 mobs you might be attacking at a given moment is about to switch their aggro.

Perhaps a built-in threat bar on nameplates similar to the one provided by Aloft would help in cooperative play.

Blue Review: 03/05/10

The wife made a good point last night about the high volume of dev posts on the forums lately. If they keep feeding us blue posts, people are bound to develop delusions of entitlement about it. It would probably not be a terrible idea for GC and the crew to lay off their responses for a while, and let the community simmer a bit.

But, if they're going to post, I'm going to parse. Here's what I've been able to find from recent days that's relevant to the future of our ursine alter egos. (I'll include relevant bits of the OP for the sake of context)

Cataclysm: Druids and the Parry/Block Problem


Based on the just-released information, not being able to parry or block is going to be a huge handicap for raiding Druids in Cataclysm.

This isn't because it will inherently make us weaker; even with the changes to parry and block, it's probably possible to balance a theoretical Druid with only dodge with a theoretical plate tank with dodge, parry, and block.

The problem is itemization. Any item with parry, block, or both is likely to be very undesirable to Druid tanks, and will likely be a downgrade from items 1-2 tiers lower.

Why will this problem likely be worse than it is now?

  1. There will be 2 wasted stats which will be common on tank gear, instead of just one. (You don't see block on much tank gear currently).
  2. With our Stamina multipliers reduced (and EH probably less important), the increased Stamina on the higher-tier item will be less likely to make up for the avoidance/threat loss, as sometimes happens now.

Why is this a huge problem?

Bears will gear up more slowly than plate tanks, since they have fewer gear choices. This means that when a guild starts doing the hard content, the Bear will likely be weaker as it will be less geared.

What are some solutions?

  1. Allow Bears to parry and block. The argument that this breaks flavor is nonsensical; with low-level NPC bears able to parry, not being able to parry breaks flavor.
  2. Let Bears use block and parry rating on gear. These stats would be translated to stats we can use.
  3. Design Bears to not share tanking jewelry with plate tanks.

I disagree with a lot of the sentiments in this post. For starters, at least on my server, the Druid population outnumbers Hunters and Rogues combined. There are more opportunities for 10-person progression than ever before, and with the coming changes to guild design, we might just see an uptick in small raiding guilds, so I'm not sure that we'll be backbenched by the game design.

I don't know that I've ever seen leather items with block or parry on them. Besides, this post seems to forget the importance of damage negation resulting from Savage Defense on combined probability crits when using Swipe. Druids do more than dodge and absorb damage. Crit IS block for Bear tanks, it's just a lot harder to work combined probability crit strikes into our effective health calculations.

Let's see what GC has to say:

Ghostcrawler: If druids have lower avoidance (assuming you call the new parry and block avoidance), then they'll have higher armor and health to compensate. There is no reason druids must have block and parry to be competitive. They really haven't missed it much in WotLK.

I think the only real risk to druids from a design paradigm perspective is the risk of being a mana sponge. Druids were worried about that coming into this expansion, but as we've seen, it wasn't an issue. With mana mattering more, it could be, but high armor will still help with that.

The comment about leather was just that if leather provides as much health as plate, then the Bear multiplier doesn't need to be as high for druids still to have higher health than other tanks.

We can conclude the following points:
  1. Bears will continue to have higher health than other tanks as an element of their core class design.
  2. Bears will not be getting block or parry (with Savage Defense, who needs block anyway?)
  3. We could see armor and heath buffs if our avoidance is seen to suffer. This seems like a slight clawback from last year's nerfs.


@Cataclysm stat change preview

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Let's not forget that Dodge also feeds Rage to a Bear, indirectly giving us more ways to mitigate damage. Currently, I don't know how well our dodge chance is expected to scale with gear in Cataclysm, but if, as some people fear, we lose a little competitive edge on other tanks whose avoidance stats scale better than ours, it seems from the posts above (merely reiterated by GC in this topic thread) that Blizzard will buff our health and armor.

My concern is that this could pull us back from one of our strong roles, which is magic avoidance. Considering that we can expect to be fighting large dragons in Cataclysm, buffing our armor might not be the way to proceed.

For the record, here's GC's pithy response:

Ghostcrawler: Tanks will still be required to tank raids and I expect most heroics. You're not in any danger of being upstaged by a dps spec who has slightly more armor and health than they do now.


Do Warriors really need another Cleave?

Buried in this post was a nice little nugget for Bears.

Ghostcrawler:
...

The actual problem, in our minds, is threat scaling. Warriors (and all tanks) could AE tank just fine in Naxxramas.* It only became a problem over time when the dps of the dps classes grew so much more quickly than the tanks, largely because the dps classes have so many dps stats on their gear while plate tanks have Strength. Tank damage was pretty close to 50% of dps damage in the first tier of content, which was our goal, but has slipped to 25 to 30% of dps (your mileage may vary) in Icecrown.

We need a system that keeps tank damage scaling at the same rate as dps damage. However, that system can't be dependent on gear stats (unless you're willing to see tank gear go away) and can't be as ridiculous as deep talents that say "You get 5 AP per point of Strength."

I think you just notice threat issues more on AE pulls because things like Tricks and Misdirect mask any problems on single target pulls. Separate problem.

And yes Paladin tank AE damage and threat generation is still too high, largely because of Seals and HoR, but long-term we're going to nerf that instead of making all tanks able to trivially maintain threat in all situations. Referencing the other thread on threat a little, why as a tank would you even care what buttons you push if maintaining threat is a foregone conclusion?

* - AE tanking was fine in Naxxramas. AE damage was, and has remained, over the top. We prefer a model where the risk of tanking too many mobs is that the tank dies, not that you can't maintain threat on them all (within reasonable limits of course). We also prefer a model where the dps do AE damage on some pulls and switch to single target dps on others.

This is a refrain on his previous posts from February on threat scaling, and trying to determine how to make the threat game more fun for tanks. There seems to be a growing concern that the threat game is inhibiting the development of new tanks, because the Journeyman tank queues up with an ICC geared DPS and cannot for the life of them keep agg during trash pulls.

So, with the subject focusing on threat scaling, GC continues:

Ghostcrawler:
...

Dude pulled aggro does not represent a failure of class design any more than you sometimes dying represents a failure of class design. Both are going to happen sometimes unless you're absolutely at the top of your game. That's part of the challenge of playing your role. For our part, we'll make sure you have the tools to do your job, and for the most part you do. I don't think the tools are the issue, as I said above.

I'm talking philosophy here, because I assume that's usually more interesting to a wider audience. Philosophically, tank threat generation is working correctly (i.e. as we intend) with perhaps 4-5 exceptions that we would like to fix:

1) Paladins can do a little too much AE tanking "splash" damage, often without even setting out to do so.
2) Tricks and MD take too much of a burden off of the tank / hide issue #3.
3) Damage and therefore threat generation aren't scaling well at very high levels of gear. <-- this is the big one. 4) There is too much incentive to AE every pull, which puts a burden on the tank to AE tank every pull. 5) You could probably add that bears need a button to hit besides Swipe.

That last little nugget is what made me smile. It might be cool if they'd work toward a system that rewards combinations and rotations with extra threat, similar to the damage of rogues and cat Druids. It would seem to come naturally for Druids, considering how we already use combo points while leveling in Cat form.

Plate wearers have things like Armored to the Teeth which helps them scale up their damage commensurate to their armor.

Generating massive threat might be more fun if we had to pay closer attention to the order in which we mash buttons, and this would also reward skills like target cycling and stacking bleeds, thus providing us with incentives not to just spam Swipe. It would also preserve current PvP mechanics, since threat has no affect on other players.

Interesting things coming from the blue posts these days. I'll keep my eyes peeled for more, but don't be too surprised if they get quiet for a bit and let us all fester.

Thursday, March 4, 2010

Keeping Aggro at Low Levels

One of the old complaints about Bear Tanks, which (lucky for us!) is just a myth, is that Bears have an innate difficulty in getting snap aggro at the beginning of a fight, and in keeping their threat high throughout the fight.

There are some things that we can do to overcome the challenge of keeping aggro during fights at low levels. The first, clearly, is to be know how much threat you're actually dealing out.

  1. Install the Omen Threat Meter add-on.  This is the most important tanking add-on you will use.
  2. Install the Aloft add-on.  This surrounds the name plates of all mobs that you have aggro on with a highly visible red bar.  When you get close to losing aggro for a mob, the nameplate border turns yellow, warning you so that you can change to that target for your next FFF-Maul combo.
  3. Use the Glyph of Maul.  In the end game, you might have good reason to remove this glyph, but while leveling, it's your bread and butter.
  4. Always always always show name plates for mobs when you are tanking.  Do this by pressing "v".
  5. Cycle your targets by clicking on the nameplates of the mobs you are attacking.  Make sure to spread out your Maul, so that every Maul attack hits a new primary target.
  6. If things start to go badly, jam Enrage and lay down a Swipe to remind all the mobs within 5 yards of you who's in charge.
  7. Fight with your back to the wall.  This lets you keep the mobs in an arc in front of you, further ensuring that you are able to distribute your Maul damage across the crowd.
  8. Backstrafe, never run away.  You can't dodge attacks that come from mobs behind you, and you sure as shootin' can't auto-attack or Maul them back.  Backstrafing will eventually add up to faster rage gain.
  9. Keep Thorns up all the time, but don't be lazy about it--skip the Glyph of Thorns.
  10. Always keep Faerie Fire (Feral) on cooldown.  Start your pulls with it.  Then, every six seconds, pick a new target and hit them with FFF.  Consider this a permanent part of your tanking rotation, from now until forever.

Assume that most players ignore raid targets--the end game has spoiled a lot of players into expecting every trash pull to fall to AoE damage.  You can try using raid targets, but will probably catch flack for it.

If you try to establish threat dominance over a crowd of 4+ mobs using only damage superiority, you'll probably fail.  Particularly if you are new and grouped with a bunch of fire-hardened raider alts in bind-to-account gear.  The truth is, it's pretty easy for dealers to pull a mob out of your threat-well if you are trying to spread white damage out over a large group.  In the early game, Swipe doesn't really give a good return on the Rage investment per use--it's a great tool for establishing a fast burst of threat at the beginning of a fight, but you'll be experiencing relativity directly, as time seems to slow down when you have no Rage, Enrage is on cooldown, and you're losing aggro to multiple dealers.

Your only real chance of keeping high threat (and thus aggro) on multiple mobs is to target cycle Maul, and keep Faerie Fire (Feral) on cooldown.  If you're dealing with a mix of caster and melee targets, catch the melee with a Maul and FFF, then drag those bastards over to the caster.  If he tries to root you and run away, power shift and punish him.  Let the melee mobs fall to your Maul splash-damage, the caster's attacks ignore your armor anyway.

Keep an eye on your healer, too.  If you body pull a mob and catch a heal, you might inadvertently transfer aggro to your healer.  FFF comes in handy for these situations.

In many ways, tanking is like fighting with your own party members.  The threat game is a tight rope, but can be quite a bit of fun.  If you think one of them is really trying to pull a mob off of you, drop an FFF-Maul-Maul combo on it to discourage them.  If one of the mobs you're fighting breaks and runs to get help and your ranged dealers let him run, and you aren't ready for adds, if you decide that the situation warrants it, shift to Cat form, punish the bastard with Shred for showing his back, then back to Bear form before your healer can complain.  If nothing else is attacking you, why not?  If the mob gets a head start, you can hit him with an FFF-Moonfire combo the same way.  If you look at your threat bar on Omen and see that you've got 5x as much threat as the next contender on a mob, cycle to the next one.

It's like boxing.  Stay on your toes.  Cycle your mobs, watch for incoming and pull them with FFF before your dealers body-pull.  Spread out that Maul damage and save your Swipes for when you've got Rage to burn.  Keep an eye on the nameplates.  And you will see, when you bring your A-game, there'll be nothing that your dealers can do, at least while you're leveling, to take your aggro away from you and keep it.


Monday, March 1, 2010

Good Advice from PuG Members

Yesterday I set aside some time to run Razorfen Kraul. There are a number of items I want from that instance, including two rings and a weapon upgrade.

Many of the items that I'm looking for drop off of trash mobs, so of course I took the first left turn to hit that optional part of the instance. Predictably, some of the members of the party told me that I was going the wrong way. I explained about the trash drops, and most of them were very understanding.

While crossing the chasm bridge, I lightheartedly said "no falling". The Warrior DPS got hostile at that point, and the rest of the group precipitously did the same.

"Don't tell me what to do, just keep pulling mobs" (Warrior)
"Absolutely, no problem." (Me)
"Pull very large groups so we can AoE" (Warlock)
"And trust my healing" (Paladin)

And just like that, I ate my humble pie and, throwing caution to the wind, decided to get really aggressive with my pulls, hauling in groups of 6-8 mobs at a time, strafing forward like a train, pulling the assembly along behind me and making frequent stops for Rain of Fire. Everyone seemed to enjoy the fight quite a bit more. The healer had more to worry about, I had a more challenging time keeping aggro off of the warrior in B2A gear, so kept FFF on cooldown, but the overall rate of completion was much faster and I only had to pop Lifeblood once. There were no more complaints, or talking for that matter.

So, in the balance of things, it was great advice, and a very good group. And in the final boss fight, I fell off the edge and into the pit. Epic fail. The warrior tanked. Chalk this up as an "experience" post.

Thursday, February 11, 2010

In Favor of Furor: Seeing Red over Blue Rage


To those of you who are trying to spare me from the fate above, I thank you.  The argument against Furor, which I've gotten twice now in the last two weeks, is this:

"Furor is not needed now that Enrage gives instant Rage."

This is the orthodox, safe, standard, popular opinion. If you want to go with the flow and save the TL/DR below, awesome. /salute

This snap rage is nothing new. Enrage alongside Improved Enrage which later became Intensity used to give snap rage, though not as much, and the above argument against Furor was just as popular back then as it is now that they consolidated the two talents. For more on this, see BBB's July 04 2009 post on endgame raid tank bears vs "facepulling" 5-man bears.

Ultimately, Furor lets you use you mana as rage. It's that simple. It gives you a guaranteed infusion of rage whenever you need it, as long as you have enough mana to make it back to Bear form. If you can take advantage of this during a powershift to break out of a root (Deadmines Frost Novas come to mind), more's the better. And you don't have to choose between them--you can use both Enrage and Furor if you want (I do often).

So, with respect to Bear tanks talented into Furor, Mana is not Mana. It's blue rage.

The most rage efficient mechanism for generating threat at level 20-30 for four or fewer mobs, is to keep Maul and FFF on cooldown. Swipe's "threat per rage" vs fewer than 5 mobs at low levels is abysmal, and without Savage Defense there's really no reason not to save the extra 5 rage for your next Maul and to target cycle.

The only mobs that you're going to be able to actually make stick to you when spamming Swipe are melee combat mobs (casters stay put and cast), so blowing Enrage in order to Swipe spam a pack of melee mobs is probably a very poor idea for low level encounters.   Swipe's threat generation isn't worth the rage cost.  I don't think it can stand up to a Mage's Blizzard at early levels.  Even if you can keep the melee mobs on you, Enrage comes at the expense of 27% of our base armor, which is exactly what you don't need when you're Swipe spamming melee.

Not that I'm arguing for the value of the extra armor, really.  The early value of Thick Hide is possibly worth debating, but probably not worth it.  Armor's contribution to survivability is pretty limited for low level Bears.  I never ever stack armor in the 20s, but the time when armor would conceivably be most useful at my tender level is when I'm surrounded by melee mobs, making that a very poor time to blow Enrage.  So, Enrage for Swipe spamming, I'll conclude, is not useful at this point in my tanking career.

Conversely, armor doesn't contribute at all to survivability vs. magic damage, so saving Enrage cooldowns for caster encounters is probably its optimal use.  The armor penalty means nothing at that point, so it's just free rage and makes a great burst if you need to drop a Bash, for example, in WC when the druids are about to cast sleep on your Healer.

Once you get Savage Defense, then combined probability on crit strikes vs. melee mobs becomes a major contributing factor to survivability, and Swipe is totally redeemed. Also, by this time you can talent into Feral Swiftness / Natural Reaction to fuel extra rage generation from dodges. At this point, temporarily speccing out of Furor is probably very smart.

But, between target cycling glyphed Maul, watching my autoattack swing timer and rage meters for good opportunities to powershift, and my Dealers following the kill order, I have zero problems right now with threat generation or keeping aggro. I'm pretty darned good at it, actually. So, dropping furor on the premise that my talents can do my tanking for me is not in the cards.

Survivability is really not impacted by Thick Hide at my level. At all. In fact, I dropped 20 gold to respec and ran a TankPoints comparison on it, and three ranks in Thick Hide left my overall damage mitigation completely unchanged. At these low levels, tanking is all about Stamina, and paying attention.

The 4% added dodge from Feral Swiftness is really tempting, though, and I'm looking forward to having it, but it doesn't become a no-brainer until it can be combined with Natural Reaction. Savage Defense with Swipe Spamming makes Feral Swiftness / Natural Reaction (FS/NR) a murderous combo.

There are two feral talents that are absolutely worth speccing out of Furor for, in my opinion. The first is Feral Charge at L30. The second is Mangle at L50. The FS/NR is also a worthwhile combo to spec into. But Swipe and FS alone are just not worth it.

I'll probably spec into and out of Furor a number of times as I climb the tree. It's sort of a "training wheels" talent, scaffolding to prop us up as we level. Furor / powershifting enables a certain style of play that I find challenging and rewarding, so I will keep it for the time being. If I could use mana (which I don't need) for rage (which I constantly need) without burning 5 talent points, I'd love that. The bonus ability to keep my energy in cat form should take some of the pain out of leveling.

What can I say?  I think there's value in blue rage.

Anyone who decides to play differently, devoting themselves to deep feral from the beginning, and forsaking the impurity of the Resto tree, as long as they are having fun with the results of their decision, is doing what they ought to, and I won't recriminate.

Monday, February 8, 2010

Mob Handling Notes from Wailing Caverns

When I was running Wailing Caverns last night I was forced to do a lot of fancy mob handling.  WC is chock full of casters, and they know not to come running when you slap them with a Faerie Fire.

One common method used to force the casters to actually come to you is to use a Line of Sight (LoS) tactic.  Since they can't cast at you if you're not in line of sight, you hit them with a Faerie Fire, then back around a corner and they'll come running over.

But using an LoS is not always in the cards.  Sometimes, as is frequently the case in Wailing Caverns, you have dangerous multi-caster pulls, where you have to keep multiple mobs on you that don't want to move.  If you're fortunate enough to have a patient and cunning party that will back up and let you use an LoS ambush, that's great.  But sometimes you just need to throw caution to the wind and get into the thick of things.

It's during these situations that effective aggression management is so important.  One of the things I always try to do is to use Faerie Fire (Feral) on as many targets as I can, and preferably early in the fight.  FFF actually generates threat, unlike Growl.  Having the Glyph of Maul is useful for building threat against a large number of opponents, if you take the time to frequently change targets to spread the love around a bit, but casters are very problematic because they don't line up in front of you the way you'd like them to, and you can't kite them around by walking backwards.

In 3.1, Swipe was changed to affect all mobs in a 360º area around you, a major improvement from Burning Crusade, in which its area of effect was a frontal cone.  This helps in the beginning of a fight, especially if you have spare rage from an earlier encounter.  However, it costs 15 rage with 5 ranks of Ferocity.  Unless you are literally surrounded by mobs, this is not a very good skill to use in terms of threat-to-rage ratios.  Compared to Maul, which costs 5 less rage and generates far more threat, Swipe becomes, at least at the early levels that we're talking about, an emergency button to be used only in special circumstances.  Not until much later on will it become a mainstay, front line workhorse of an ability.

So, barring the frequent use of Swipe to maintain aggression on multi-caster mobs with meat shields tossed in, and potentially adds or patrols, what I do is keep tabs on my threat meter.  If I have at least 3x as much threat as the next guy, even if I'm dealing with a caster, I just leave them and go to the next caster.  Try to get two mobs in front of you if you can, but focus on the casters because the melee mobs will follow along with you.  If you see a caster going after one of your party members, use FFF to suck them back into your threat well.  And if you really start to lose control in a heavy melee situation, because we're in the level 10-19 bracket here and don't have a cooldown to force every nearby mob to attack us, just punch Demoralizing Roar to at least hamstring the attack power of the nearby mobs.

Two more tips for Wailing Caverns.  First, armor doesn't mitigate magic, so building a massive effective health pool is the best defense against these sorts of encounters.  Eat your buff food.  Second, save your Bash for when the druids try to use their sleep spell--losing your healer or one of your dealers in a big fight could get you squished.

Tuesday, March 31, 2009

Chance to Crit vs Multiple Mobs

Assuming we never miss, and are never blocked, parried, or dodged, how often will we be able to proc Savage Defense while using Swipe versus multiple mobs?

To find our chance to crit on a Swipe during a trash tanking scenario versus numerous mobs, we need to understand how the combined probability of our base crit chance stacks up.

Put another way, a 33% chance to critical strike on an attack doesn't yield a 99% chance to critical strike when attacking 3 mobs simultaneously. The actual number is closer to 69.92%, because of how combined probability works.

The formula for calculating crit chance versus multiple mobs is actually the following recurrence relation:

crit chance vs multiple mobs

Where n = number of mobs, and c = chance to crit versus one mob.

This formula yields the following values for a range of base critical strike chance:



See also: spreadsheet for critical strike chance versus multiple mobs.

Friday, March 27, 2009

How +hit can affect your chance to crit in a single-roll system

+Hit does affect Crit in the single roll system. You can have 50% chance to crit, but if the total block + dodge + parry + miss chance on your attack table versus a given mob is 55%, then 5% of your crit chance is wasted.
Fun Fact: I also play a level 80 Fury warrior.

Consider the following completely imaginary attack table for a dual-wielding L80 warrior fighting a raid boss, with 50% crit chance and 0 expertise or hit. Assume the target mob is wearing a shield and has a 12.5% chance to parry and a 6.5% chance to dodge.
Hit:     n/a
Crit: 01-36
Block: 36-55
Dodge: 56-62
Parry: 62-73
Miss: 73-100

The warrior will damage the enemy 36% of the time he attempts to attack it, and 100% of that damage will be from crits. 14% of his chance to crit is completely and utterly wasted.
Crit fills up your chance to hit, but does not itself push block, dodge, miss or parry off of your attack table. So, without adequate +hit and expertise, your crit chance can actually suffer.

Let me repeat that: in a single roll combat system, you need +expertise and +hit in order to maximize your chance to crit. A 4 cup can of whoop-ass can't fit into a 2 cup Mug O'Hurt.

Now, let's put this into perspective for bear tanks. We automatically hit much more often than a dual wielding melee class would. We don't dual wield, so spare ourselves an additional +19% chance to miss. Awesome. We also talent into our first 10 expertise rating. Expertise pushes both parry and dodge off of the attack table, so is twice as valuable for threat generation (per 1% of effect) as hit rating, up until we hit the "soft cap" for expertise and completely push the 6.5% dodge chance off of our attack table. After that, expertise is exactly as valuable as +hit in terms of increasing the size of our crit envelope. However, it's still more valuable for tanks than hit, because it also improves our Effective Health.

Expertise contributes to our effective health? Yes.

Reaching the hard-cap for expertise so that your attacks can also not be parried by raid bosses is important for a tank, because when a mob parries a frontal melee attack, it gets a speed buff, reducing the time to its next white damage attack.

This is sometimes called the "Tank Jib". Think of it like a backdoor crit.

Even if you never suffer a critical strike, this speed buff can give the mob a big DPS increase and tax your healer, particularly if the mob is the slow swinging, big damage type. This is also a major reason why your melee DPS should never ever ever stand shoulder to shoulder with you unless they are hard-capped for expertise, meaning none of their attacks on raid bosses can be dodged or parried. They should stand behind the mob, because attacks from behind cannot be parried.

The bottom line for feral tanks is this: If you haven't pushed parries completely off of your attack table, you can benefit from more expertise. Unless 100% of your white damage attacks are critical strikes, and you are hard-capped for expertise, you don't need more +hit. Hitting hard cap on expertise will help your threat generation and, especially in 3.1 (if Savage Defense goes live), will also contribute to your mitigation. If you overemphasize crit and ignore the rest of your attack table, you can undermine your threat generation and survivability. In 3.1, if you overemphasize the rest of your attack table and ignore crit, you do the same.

Wednesday, March 18, 2009

Leatherbelly Tank Techniques, Vol 2: Flying Bear Maneuver

Despite my recent emphasis on ranged AoE burst damage and threat generation using engineering tools, current changes to Swipe in the 3.1 PTR warrant an article one of my favorite techniques for starting off a fight.

The "Flying Bear" Maneuver:

This technique probably results from some long-buried memory of watching professional wrestling at my grandparents' house as a child, but that doesn't detract from its inherent mystique. Bears are not supposed to fly in WoW. But they can, with some fancy keystroke combos on the player's behalf. And here's how.

Step I:
/castsequence reset=2 Rejuvenation, Cat Form, Mangle, Mangle, Mangle, Mangle, Shred

Step II:
#showtooltip
/targetenemy
/castsequence reset=3 Feral Charge - Cat, Dire Bear Form, Swipe, Swipe, Swipe, Swipe, Swipe


Form changes can occur once per macro, so this combo needs to be broken down into at least two.

The first macro casts Rejuvenation to drop you into caster stance, then flips you back into Cat Form. The sequence of Mangle attacks is a "landing pad" to make sure you don't flip right back into caster form if you accidentally click the macro button a third time in panic.

The second macro assumes that you're in Cat Form already, grabs a target, casts Feral Charge, and while you're flying through the air in cat form, you can press it again to instantly transform into Dire Bear Form.

The effect is both comical and deadly:



Upon landing you've got 10 rage already saved up for that first swipe. Again, I dropped in a "landing pad" of various Swipes that would protect me from pressing the button too many times in case of panic.

This "Flying Bear" Technique will work wonders when 3.1 comes out, permitting you to drop a big 360º Swipe attack right in the middle of a room full of mobs, immediately helping you establish aggro versus the whole lot of them. No Engineering required.

By contrast, Feral Charge - Bear actually costs you 5 rage, so cannot be used as an opening move from a cold start. The Flying Bear Maneuver will let you save reserve your Feral Charge - Bear for those meddlesome caster mobs that always seem to take interest in your healer and ranged death dealers.

Saturday, March 14, 2009

Leatherbelly Tank Techniques, Vol 1: AoE Power Pulling

Today I wrapped up production on my first Feral tanking techniques demo video. I'm working on a series of these videos, which I call "Etaiu's Leatherbelly Tank Techniques". Volume 1 introduces AoE Power Pulling.

Enjoy!

Thursday, February 26, 2009

By Way of Introduction



Hello and welcome to Khorium Powered Tank Engine. My name is Etaiu, and I will be your host. I started this site in order to provide a much-needed resources for feral tanks. I've read other feral tank blogs (they know who they are) and found them wanting in focus. By too-often straying from its core competency, a blog can quickly devolve into a personal soap box.

So, in keeping with my real-life and in-game engineering tendencies, I will keep the feature-creep out of this blog, and maintain a surgical focus on Engineering-augmented Feral Tanking. This is not my only blog, so you the reader can expect an optimal amount of (zero) spillover from unrelated subjects. Some of the information I provide will be my own findings, and some will be received knowledge that I will try to independently verify or debunk.

The main purpose of this site will be twofold.
  1. To develop a more comprehensive understanding of Effective Health through Mitigation, Avoidance and sheer Leatherbelliness™. Gear analysis and comparisons will play a role in this.
  2. To illustrate sound feral tanking technique, augmented by engineering, to maximize your control in dungeon situations. Tricks of the trade, including (but not limited to) dungeon strategies, macros, and gadgetry will factor into this analysis.

The first duty of a tank is not to stay alive, but to keep their party alive and buy them time to bring down the quarry. Staying alive is merely a habit in keeping with that primary goal. Threat generation, agg management, communication, mob handling, situational awareness, and wipe recovery are all equally important components of a tank's arsenal.