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  • Enkylanos
  • Member Since Jan 11th, 2010

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20 observations from a leveling tank {WoW}

Jan 3rd 2012 6:46PM Looting things takes time, and if you're taking time, you're not pulling like a ferret on meth. If you're not pulling like a methed-up ferret, some friendly DPS (it only takes 1/3 for this to happen) has taken it upon himself to pull the next group.

Ergo, no tank loots because they need to beat DPS to the next pack, heals can't loot because they need to keep up with the tank, and DPS can't loot because they need to try to catch the tank on the damage meters.

TLDR: Get most DPS to keep it in their pants for the first 2 seconds of a pull and looting will return in some cases.

The Care and Feeding of Warriors: Snapshots of tanking tomorrow {WoW}

Nov 13th 2011 11:06PM Looks a lot like a Lava Spine.

State of DPS in Firelands page 2 {WoW}

Oct 4th 2011 9:34AM "It's interesting that we see more ranged DPS specs hurting than melee -- though of course also more ranged DPS specs doing well. Ranged are just all over the map."

Of the ranged DPS specs that are really "hurting" (SV/BM hunter, Destro lock, Frost/Fire Mage), all are "pure" DPS classes, and all have the option to switch to another DPS spec that is doing great.

Looking at 25H Baleroc (where fights are less likely to be abnormally short and where players are likely to have a full complement of buffs), and looking primarily at classes, not (underperforming pure) specs:

* Mage (Arcane)
* Warlock (Afflic)
* Priest (Shadow)
* Druid (Balance)
* Warrior (Fury) /Shaman (Elemental) / Rogue (Assassination) (in descending order, but pretty close)
* Hunter (MM)
* DK/Feral/Ret/Enh Shaman

Using their top-performing specs, most ranged classes are ahead of most melee classes. Hunters are the odd ranged class out in that they're closer to the bottom of the chart, but for the most part ranged classes (or ranged specs for classes that can go either ranged or melee) are ahead.

The Care and Feeding of Warriors: The newly 85 warrior tank blues {WoW}

Aug 14th 2011 11:24PM "Protection warriors are the worst of the four on single target threat and damage, largely because they get no expertise boost straight off the bat (DK's for picking Blood, paladins from a glyph) and lack the critical strike rating and great scaling of bears."
I have to disagree with the idea that Prot Warriors are at all lacking in the TPS or DPS department in FL. While it's true that other tanks have an advantage when it comes to initial burst threat, sustained Warrior TPS is very high, as is Warrior DPS. If you think otherwise, you need to tighten up your rotation.

Patch 4.2 hotfix roundup {WoW}

Jul 19th 2011 11:31AM @Styopa - Why stop with AoEs? Missiles should be able to miss and gib your own players too. Tanks seem a likely target of errant arrows and fireballs. Damn shame that is. Also, that big pile of melee in the back of the boss? Yeah, they don't have room to swing their weapons without hitting each other. Thrusting weapons are once again all the rage.

I'm personally thrilled that WoW doesn't include such annoying mechanics.

Ready Check: WoW Insider's guide to Shannox {WoW}

Jul 8th 2011 4:34PM "You also want to have the secondary tank who had been on Riplimb to start building as much aggro as he possibly can. Doing so at least may allow you to recover, should the main tank end up going down."

I'd be amazed if it was possible for your Riplimb tank to catch the DPS who have done ~70% of Shannox's life by that point in the fight. You might be able able to out-threat any DPS who haven't been on Shannox at all, though lack of Vengeance might even make that dicey.

If you the DPS, which isn't too hard, having a 2nd tank on a 25 man normal kill can be nice, if only for a little insurance. Otherwise, if your Shannox tank goes down, you're almost guaranteed to be unable to recover (Battle Rez will still usually put you with 0 threat, and Taunts don't work). It also lets you play a few tricks (Hand of Prot, etc) on the MT if their stacks start building up and they need to clear them, and lets you greatly extend (~double) the 30%-> 0% phase if your raid DPS is a little low.

I can't see the benefit of bringing a 3rd tank on 10 man normal, because it's a much bigger % loss of DPS compared with a 25 group.

Overall, nice article - looking forward to seeing more of them.

The Queue: Elf-on-bear action {WoW}

Jun 12th 2011 12:07AM If Blizzard reduced the limit on the size of guilds, I'm sure it would result in a brief period where there were some "free agents" around to be scooped up (likely those who would not be missed by their old guilds).

After that, however, I'm pretty sure we'd just arrive at a new state where we again had fully developed guilds containing most players and where brand new guilds would have trouble recruiting.

The Queue: Elf-on-bear action {WoW}

Jun 11th 2011 2:31PM You're really looking at two distinct caps for Dodge and Parry.

Against a boss level mob (88) you need 26 Expertise to remove the chance to dodge. The boss is still going to be able to parry you until you have 52 Expertise. DPS gear to 26 expertise because they're attacking from behind and mobs don't parry from behind.

Expertise is very useful in heroics, less so in raids. Saying that someone needs 26-27 Expertise is really a stretch though. I have a Warrior tank. I have a relatively high Expertise set for running heroics (20 Expertise IIRC). I tank raids with about 6 Expertise. The first minute of a raid boss fight I have to bust my butt on threat output. After that, Vengeance takes care of it, at least so far.

If you're having trouble holding a boss with less than 26 Expertise, you need to re-evaluate your tanking threat rotation.

Drama Mamas: The case of the good friend who's a bad tank {WoW}

May 27th 2011 10:51AM "My assumption is that it has to be situational awareness and reaction time. This ends up being something very difficult to teach and slow to develop. "
That's not necessarily the case. If you've got a keyboard turner who likes to click their skills, learning to mouse turn and keybind your skills can make a world of difference in a relatively short period of time. Maybe she just needs to zoom her camera out to get a bigger view. Maybe Penny's UI needs tweaked so she's getting more streamlined information and can react to it appropriately. Maybe she's never read up on tanking and blows all of her CDs at once. Maybe she runs with Recount open when she should tank PUGs with Omen running so she has a better handle on her TPS ...

There are a ton of possible factors at work here, including a proper threat rotation and proper CD usage which you discounted. AFARL doesn't say what Penny is having problems with. Does she die too easily? Does she move too slowly? Does she not react to new situations? Are DPS pulling threat? Does she not position mobs properly? Some combination?

Breakfast Topic: What if World of Warcraft were more physics-based? {WoW}

May 13th 2011 12:01PM I'm surprised no one has mentioned boss fights.

I'm just thinking of the mass of the average boss (Nefarion e.g.) compared with the mass of the average player. The boss hitting you would be kinda like you flicking a fly across the room. Maybe we could get MythBusters to look into what that sort of impact would do to the body.

Theoretically, if we were going to model physics more closely, we could model anatomy and collisions too, and then when you fly across the room after Nef punts you, you could land on your head, cause a burst fracture at C1, and become paralyzed from the neck down. Time to re-roll ... again. And we think it's hard to get tanks now. :-P

Similarly, when the Warrior charges, the force he generated to move that fast (15 yards ~instantly) could cause the muscles in his legs to rip, and might even tear them off of the bones. Hunters could quickly develop shoulder problems and elbow problems, particularly if they use a bow. All the finger wavers would be safe though. Well, except for the inevitable carpal tunnel syndrome.

Sorry, it's a Friday and I'm bored. :-)