Dec 24th 2011 10:22AM The timers are set up so that Hour of Twilight happens every ~45 secs.
So, with the reduced cooldown time of Guardian and Ardent Defender to 90 secs it's quite easy to use Divine Protection plus one of the two others for every Hour. My rotation (as the soak tank) is to pop DP + AD 10 secs before the first Hour, then as soon as I taunt back from the other tank for his Fading Light I pop DP+GoAK. Every time you taunt back, just pop whichever major cooldown is coming up in addition to DP. Works like a charm.
I also can confirm that DG is on half cooldown so I try to use it to take the edge off for the raid every 90 secs too, timing it for a few secs after the Hour pulse so they can catch up.
Dec 17th 2011 2:36AM Please stress that in LFR the green buff for the boss does not cause any AoE damage, making it the easiest one to handle. This means the simplest priority is like purple>red>black. That means the best case spawn is Green, Red, Yellow which results in Green/Yellow getting through and there's no adds to deal with so blow hero and go all in on boss.
Nov 29th 2011 7:01PM So once you clear the first 4 on LFR, how do you queue for the next 4?
Oct 28th 2011 8:18AM RaidBuffStatus
Jul 16th 2011 12:00PM Would it be that difficult to edit your spreadsheet so it asks for Dodge and Parry Ratings? It's more intuitive and user friendly and shouldn't affect the math at all.
Couple of questions:
1. Since a non-Holy Shield'd block stops 31% damage and a dodge stops 100%, roughly how much dodge% should I be willing to give up for 1% more block? I mean, if I could, would I trade my 10% dodge for 10% block? That seems terrible. How about 5% dodge for 10% block? That seems a better deal. I mean there's still a few fights/phases where net damage taken does matter a little, spikes aren't as bad, a lot of damage is unblockable, and healer mana is at a premium due to wild AoE damage being as threatening as tank damage. Theck once ballparked some breakpoints over at MT, and while he hasn't updated them in a while the assumptions haven't changed much. Re-reading his math if you have under ~14% actual dodge/parry then you potentially take less net damage by moving 40 ratings points to avoidance instead of mastery. That's not a reason to say mastery is 'worse' then avoidance, but it ought to be on the radar. I'm still at 11.85% D'. If a 40 dodge gem will prevent more damage than a 40 mastery gem, I have an obligation to at least think about that.
2. Is a very short term 1.5% parry buff (how does DR affect that?) really worth blowing your pot on? And if mitigation is better then avoidance, isn't the 3% armor one just as good, if not better? Or how about 20,000 HP? I think the healing potion will save my life far more reliably then the Str one. I understand the article is a list of ways to hit CTC cap at any cost but a mid-fight less than 30 secs buff isn't really hitting the cap, any more then stopping at 99% and saying "Windwalker procs will get me there" is.
Jun 4th 2011 11:21AM You're right that we need to ignore that 6.67% number, because in reality it's going to be a bit less than that. We're saying we should be saving HS for scarier moments in the fight, so we might be popping it as little as once a minute instead of once every 30 secs. Over the long haul we'll take 10% more damage for most of the fight and 10% less for maybe a fifth of the fight. It's obviously going to be a net damage increase because there's very few places where that 10% more block for a few attacks will exceed the 10% less block for most of the fight.
The only hope for this being a buff is that the window of slightly higher defense mattered more because you would have died without the cooldown but I don't think we're that squishy right now. There's no time where I think 'If only I had 50% block there I'd have survived, man I wish I was a warrior/DK and we'd have won this'. You say "a massive wall of damage reduction" but I don't think 10% more block than what we have right now is that massive. You're talking about a window of 6 melee swings, maybe less, 2 of which we're probably going to avoid completely. It's going to be a fairly minor amount absorbed at best.
I don't think most "tank-killer" threats are blockable anyways. As a Prot Pally I'm usually assigned to add duty on fights like Maloriak. There is no way this change helps me if I have 9-12 adds on me. On Cho'Gall, if I die in P1 it's because the healers start worshiping during a fire phase and I didn't have a real cooldown to spend to give them a chance to catch up. You can't block the fire strike, can you? On Arch, I can't think of any time there's a damage spike except the roomwide fire, and he's stunned for 5 secs after it's done. The only thing I can do is pop it right after the stun ends to give the healers a slightly larger buffer, but once again we're talking about turning about four hits that are 25k hits today into 20k hits. At the cost of turning every single other hit from a 25k into a 30k. Yes, it might prevent a death here and there but it's the kind of deaths that are already avoidable today. It's not giving me something new, it's basically giving me 1 free dodge a minute nestled in between of hundreds of thousands more damage.
Don't get me wrong, I love the idea of more active tanking, but just remember that giving up 25% of our block value (our signature ability is always blocking, right?) is going to hurt. If they were to make it 35% base block and 15% more from HS, I'd be happier. If they'd stick with the 3% block on the meta, I'd be happier. It's not going to cost us a GCD (which several comments in this thread seem to think it does, but it clearly says it's off the GCD). The arguments for this being a buff seem to rely on the premise that it fixes a problem that we have: that we need help making damage less spiky. And I reject that premise. Pallies are by far the most stable tanks around. Between glyphed DP on a 1 minute CD, the BH trinket also on a 1 minute, WoG providing a reasonably powered self heal ever 20 secs or so, and 3 long CDs (LoH, AD, and GoaK) along with an AoE instant HoT, combined with our awesome ability to block cap and then mitigate 41% of anything that penetrates all of that list above...were we really in need of help?
Now good tanks with good healers will have another way to handle all of those deadly melee spikes where the boss suddenly does 100% extra melee damage for short periods. Like the first few seconds after Zephyr on Anshal and you used DP on the ice platform for some reason so it's still on CD...or the Stone Fists on one of the dudes in Elemental Council. There aren't many "stop 20% more physical damage or die" periods, and we already have a cooldown for most of those. I just don't see the point.
May 4th 2011 1:35PM Honestly when this tier first started we didn't realized how good Vengeance was. It drops off sometimes meaning you lose ground to the DPS while you recover it, but as I said above you get a such a huge lead it's rarely an issue. Taunt swaps inherit the previous tank's threat so you just have to wait while yours rebuilds into the 30-40k TPS range during which you'll lose ground but not the lead usually.
We opened this tier still in the WotLK mindset which was to cap hit and expertise for threat and reliable interrupts. Now we're finding threat is easy and interrupts don't miss. Many guides are still not updated with that info, but come 4.2 if they update I'm sure they will reflect that.
2 other points that have gotten raised:
Expertise is better for threat then hit. About 120 points of expertise rating reduce chance to "miss" by 1% dodge and 1% parry, or 2%. About 120 hit rating is 1% less miss. So, Expertise (until soft cap at 6.5%) double dips on miss suppression making it much more efficient at threat. If you have to carry one or the other to gear for some threat, then Expertise is good bang for the buck.
Minor Glyphs don't matter much. I do generally carry SoI and SoT for "seal dancing" but generally it's fight specific. For fights like Magmaw I worm tank, so I use SoI to keep mana for Consecrate flowing. If I tank the body I use SoT for more damage. If a healer goes down I will pop Holy Radiance and swap to SoI to get back the half my mana I just used and self heal a little more while I wait for the healer to get back up. Don't read much into minor glyph choices, they're all pretty useless honestly. And, SoT on the pull isn't the most useful threat generator since until it hits 5 stacks it's not contributing much. By 5 stacks are up you'll probably never notice it under the rest of your rotation. When WoG wasn't on the 20 sec cooldown SoI helped out almost as much as SoT did. But since then they added the big cooldown and the threat mechanics on those heals have always been a bit odd so it's not reliable for threat generation (not that you need any help either way).
May 1st 2011 2:54PM Because Vengeance is overpowered at the moment. Threat is no issue after the first 4.5 secs unless you literally have 3 misses in a row and your DPS opens with trinkets popped and critting. If you pop Divine Plea, Judgement, Avenger's Shield, and Shield of the Righteous to pull you should have a big enough lead that by 30 secs in you can almost go afk and not drop threat. So, even a 20% whiff chance is enough that you can do your threat holding job.
Meanwhile all those gear itemization points in Expertise are instead being used for dodge, parry, or mastery (preferably sweet, sweet mastery). Even before you get into a single Heroic mode boss you can easily have 90%+ chance to have attacks miss or be partially blocked (what the pros call Combat Table Coverage aka not getting a normal hit because you defended instead). If you can get your shield on 100% of the hits coming in, you effectively have almost half immunity to physical damage, which is a lot (duh), Stacking Mastery allows you to get block percentages of 60% or higher (much higher if you really focus on it). Gear with the combo of Mastery/Dodge or Mastery/Parry is just too good for survivability.
So, when you have to make the choice in a Dodge/Expertise Shoulder piece or a Dodge/Mastery one the choice is really "meaningless threat cause threat is easy" or "3% more chance to block 41% of that attack"...you take the one that helps more.
This is compound by the recent change to interrupts like rebuke, now we need 0 hit for it to never miss. This devalues hit from being handy, to another useless threat stat. It's basically as useful as something like Crit now, piling extra threat on when we hardly need it.
To be fair though, there is one advantage to high hit/expertise. Since missed Crusdaer's Strikes no longer give Holy Power having high Expertise can smooth out HP generation. that said, the bonus to letting Avenger's Shield proc from the Grand Crusader talent as a Holy Power generator means we have a pretty steady flow.
Related Expertise issue: Seal of insight is pretty good for tanking. If you're finding that your handling threat pretty well, you can run SoI for progression fights to help the healers out some which makes the glyph of Seal of Truth useless. There's an interesting max survival build that use SoI and Word of Glory to really pump out self healing and it manages to hold threat just fine without the 10 Expertise off the glyph, so that alone should point out how little value Hit/Expertise capping has this tier.
Apr 29th 2011 7:19PM All tanks have an "aura" that increases threat. DK's have http://www.wowhead.com/spell=48263 and warriors have http://www.wowhead.com/spell=71 for examples.
You also don't lose threat until a melee has 10% more threat than you (ranged have to beat you by 30%) so when a tank taunts off you they have a buffer before you take it back. It's not uncommon to accidentally pull a mob back if the other person's rotation isn't being performed as well yours. Times like that you can bubble or Hand of Salv yourself to drop threat and just be ready to cancel them and taunt back if needed.
Apr 29th 2011 7:13PM "Lord Victor Nefarius yells: Ah, Chimaeron! Truly a living testament to my scientific prowess. I reworked and twisted his form countless times over the years and the final result is truly something to behold."
"Lord Victor Nefarius yells: Impressive! You managed to destroy one of my most horrific creations - a task I'd thought impossible until now."
Trying to say Chimaeron is a "failed experiment" is just wrong. Clearly it refers to Atramedes.
"Lord Victor Nefarius says: It appears as though your experiment has failed. That whelp has gone completely blind! Look at him."