Nov 11th 2008 2:52AM Quick tactical correction: NEVER reapply diseases for an AoE pull. One of the neat features of Pestilence is that the diseases it applies get a full timer. Use Pestilence not only for the initial disease spread but to maintain them any time you're fighting more than 1 mob. You could spend 1F1U1B and 3 GCD's on maintaining disease stacks, or you could do it with 1B and 1 GCD. Usually an easy choice.
The exceptions to this rule involve the perks you get from using your disease applies. Unholy may be getting a 5% damage boost and a snare. Frost gets a lot of mileage out of Icy Touch. Blood gets... well, nothing at all, but Blood DK's should already know they're the least disease reliant spec.
Aug 11th 2008 6:28AM IMPERATIVE warning before considering a Logitech keyboard:
The G-series keyboards are infamous for their lack of fluid tolerance. You can find forum post after forum post of distraught users reporting that rows, columns, or entire sets of keys stop functioning after the keyboard has come into contact with liquid. This may seem like a "duh" statement, but the degree is quite startling. My G-15 bit the dust when I spilled water NEAR it: a portion of the desk it was sitting on got slightly moist, but liquid never touched the top of the board (only the "solid" plastic bottom, which actually wicks water into the board). Some users are even reporting burnout due to high room humidity (no, not kidding). There is no repair for this.
The newer boards have better case design to somewhat alleviate this problem, but the electronics themselves are still uncommonly sensitive to moisture. Going theory is that the backlighting isn't properly insulated from the key contacts.
If you're fastidious and never, ever, EVER have beverages on your gaming desk, this isn't a problem. If not, ask yourself if you're willing to buy your keyboard again because you opened a beer in the same room.
My G-15 was the best piece of gaming hardware I have ever bought until it became an unwieldy paperweight.
Multi-platform users should also be aware that there is no support for Logitech products outside Windows. No reliably functioning drivers for Mac, Ubuntu, etc.
Aug 7th 2008 3:32AM All I can say is...
Welcome to Area 52.
Jul 29th 2008 3:07PM DK's get parry rating from Strength.
Jul 29th 2008 3:06PM 2STR = 1BV.
You're also comparing a BoE craftable to an instance drop. Yay?
Jul 19th 2008 5:21PM I don't know if you play a Tankadin, one way or the other, but you've missed some of the more important aspects of these changes.
Tankadins are no longer stuck splitting their gear between mutually exclusive mitigation and threat stats. They currently have more return from Stamina than any other plate tank through talent based multipliers (6% and 10%). Now that stamina provides their base threat stat. Factor in the damage multipliers now available and a Tankadin has no need to gear for threat. It's effectively a threat AND mitigation boost in that Tankadins can gear exclusively around mitigation (emphasizing Stam).
Consider: per 1k stam on gear a Tankadin gets 1166 actual stam and just shy of 350 spellpower. For a Tankadin just getting into raiding, that nearly triples their spellpower.
Balancing pure mitigation, the avoidance stats to retain Uncrushable status, and stacking enough spellpower to generate sufficient threat made Tankadins the most difficult tank class to gear. There's a standing joke that the tools of the warrior are their shield and weapon, the gears of the paladin are their shield and sliderule. The removal of Crushes and spellpower from Stam resolve the biggest problems that Tankadins had to deal with (and no shortage of agony over having to pass up "upgrades" that would throw their delicate stat balance out of whack).
One of the interesting upshots of this is that they no longer HAVE to use spelldamage weapons and given the other changes present are no longer married to a fast swing timer. They don't require a steady stream of rage, weapon swings account for a lower percentage of their threat than any other tank, so there's little reason to NOT use a high DPS, relatively slow weapon.
The main factor limiting their weapon selection (the need for their weapon to account for most of their spellpower) has been eliminated, an incentive been added to use something like a 2.4 high DPS weapon with a bit of crit on it (since there are several new abilities in their rotation that can crit, and spell crit and melee crit have been merged).
Depending on whether Blizz has made further changes to the mob combat table beyond removing crushes (parry?), we may even see Reckoning returning to favor.
Jul 18th 2008 6:17AM Before freaking out over the Salvation change take a good, long look at the tank changes. Tank threat is getting a substantial boost across the board.
By way of example, look at the changes to Protection Paladins. Existing talents have been reshuffled in such a way that a bread-and-butter Tankadin build will generate a MONSTROUS amount of threat compared to what they can do now. The new talents only add to this. Most of the new, post 41 talents are threat oriented, offering bonuses that make this weary tankadin weep for joy (30% of my stamina as spellpower, +15% damage on most tank effects).
Take a look at this quick build I knocked out on the MMO-Champ calculator, and think about how this compares to current threat generation: http://tinyurl.com/6yx48v
(preview for the justifiably paranoid: http://preview.tinyurl.com/6yx48v )
The same level of threat bump is occurring in Warriors, Druids, and Deathknights.... they've got NO problems in the threat department. The Tank game is changing more drastically than it did with TBC, providing the theorycrafters with a bliss inducing pile of homework.
May 28th 2008 9:09PM Matt, I'm sure you're going to get no shortage of clarifications, "but you forgot...", etc, so here's a bit of counter:
This is one of the best intro tank articles I've seen. You cover the psychological challenges up front (the aspect of the tank game most often overlooked), go into a solid overview of the role mechanics, and point people in the right direction for more info. Well done, and I'll be linking to this when people need a quick intro to the tank role.
-Ben aka Gestalt (Tankadin 101)
May 18th 2008 10:39AM That was unfair on my part and overstated the point I wanted to get across: Alex, these concerns are virtually identical to what warriors were saying pre-tbc, as is the conclusion: won't be a problem, won't "steal our jobs", as they won't be "real" tanks.
The fear of an exodus here is different from the situation then in a few regards, making the similar objections all the more curious, the differences moreso. Having Death Knights take "mage and warlock" slots is quite a few degrees of dismissal beyond the old saw of "taking over for fury warrior offtanks" (the fate to which it was predicted that bears and tankadins would fall).
The bottom line is that we have no idea how the tank balance will work out, and even if it's borked like The Muppet Show starring Timothy Leary, DK's *will* tank progression content as MT's. Druids and Paladins did it right out the door with truly awful itemization support.
I agree that people will have to see it to believe it (and many won't believe it when it's right in front of them). I also have no doubt that there will be players that pull it off, even if DK's come out of the box as crippled abominations. During beta warriors crowed about the Maiden's silence mechanics: "you'll need a warrior for Maiden, why bother bringing a Tankadin to Kara?". Less than a month from the beta world first Maiden kill, she was downed with a Tankadin.
Nothing brings out the best in a player like having something to prove.
May 17th 2008 8:07PM Uh huh. I have to wonder if the author played WoW before TBC. The balance of panic and condescending reassurance ("don't worry, they'll be gimmick tanks") could have been copied and pasted from the Warrior forums November 2006. The phrase "traditional tank classES" is the dead giveaway of a newcomer.
Deathknights will be scary and strange. Pugs will be hesitant to let them tank, raids moreso. Most players won't understand the mechanics of the class, how they tank, or what they allow a group to do that other tanks don't (ala "When can you start DPS? lol. As soon as my shield hits them"). A year later, long after Deathknights have tanked every boss in Northrend and someone releases a video of a DK tanking a 5-man Illidan kill, some pugs will jump for joy when a Prot/Blood/Frost/etc DK queues up, some raid leaders will swear by their DK main tank, some will remain certain that they can't tank progression content, and a lot of people still won't get that the same was said:
-of warriors when Drak was endgame.
-of druids when Nef was endgame.
-of paladins when Archi was endgame.