- Difficult to get starting gear - For most people, it's hard to get started as a tank. Gearing is an issue, because some tanks (DKs, warriors and paladins) need specific tanking gear, while even the leather tanks still generally use different stats to some degree, different enchants, different weapons for tanking than DPS or (especially) healing. This is a problem the gearing changes in Warlords should really help with.
- Where can you learn it? - Tanking requires a different skill set from DPS or healing. While proving grounds exist, they don't really teach the most important part of being a tank - reacting to other players. It can be hard as a new tank to walk into a dungeon having never done it before. That leads into the third difficulty of picking up tanking.
- Dungeons don't provide any sort of experience right now - With the wildly disparate gear levels on people running random dungeons, you can have a tank in 450 gear trying to hold aggro off of players in 580 gear. While it can be nice to be the tank in 580 gear, even you might have trouble when groups don't cooperate, run ahead of you, pull mobs half way across the zone, and generally simply refuse to act like any kind of groups at all. This is something I'm hoping the gear squish and ten levels will do away with - we'll all basically be on the same page when Warlords dungeons are being run.
Posts with tag monk
In addition to new stats, there are the abilities each tank will see affected by readiness to consider. There are also Draenor Perks for each tank spec, granted randomly as we level from 90 to 100. There are changes in what abilities exist, in what specs get them. Vengeance is gone, replaced with Resolve, buffing our self heals and absorbs. In short, while the basic idea remains the same - generate resources via attacks to spend on damage reduction in one fashion or another - how we go about it, how it interacts with us has so many changes that it's worth discussing in length. There's so much change coming in that I don't pretend I'll catch all of it, which is why we have comments, after all.
So what do I expect to see out of tanking coming 6.0? It should be noted, this discussion is based on the Warlords alpha patch notes and such datamining as I've looked over, and I freely admit I only tank on one class, so while these are general observations I may be missing key class specific factors.
But not all of these abilities are as useless as you might think they are. Almost every ability in a monk's toolbox is useful in some situation, even though some abilities may not seem useful at first glance. To help you unlock the power of these lesser-used skills, we'll take a look at five abilities you might not be using and discuss how -- and when -- they can come in handy.
Filed under: Monk
While the one of the best ways to gear up is by jumping into heroics and, especially, raids to grab item drops, each raid has an item level requirement -- and you definitely won't meet it after initially hitting 90. But that's not to say it's out of reach -- just that you'll need to put a bit of effort in before you're ready to head into heroics (which require an ilvl of 435) or raids (which start with the ilvl 460 Mogu'shan Vaults).
For new monks who aren't sure where to start -- or old hat players who just aren't confident of their windwalking skills -- we'll help you through the stats that are important for your gear and point you in the right direction to get ready for raiding.
Filed under: Monk
I'd like to get it out of the way now - this guide isn't meant for the advanced mistweaver. It's a quick guide to get you healing, stat. I'd like to cover in-depth mistweaver topics in the future, so don't worry! This is a resource meant for monks hitting level 90 and are interested in trying their hand at healing. It's meant for brewmasters or windwalkers curious about healing or even for those being thrown into a new off-spec.
For players that have yet to receive an invitation to the closed beta, make sure you've opted in on your Battle.net Beta Profile Settings page -- and while you're at it, make sure the page has the latest system specifications for your computer. Keep in mind that with the closed beta, you must have an active Diablo III license attached to your account -- and that license needs to be in good standing in order to be eligible. No banned or suspended accounts.
Also, as with any beta test, the risk of phishing attempts runs a little higher. If you receive an email that states you're in the beta, be sure you don't click any links in the email itself. Instead, log into your Battle.net account to check that the license has been added, or to manually add a game code. For more information on the Diablo III: Reaper of Souls closed beta, take a look at Blizzard's official page -- and good luck to all those that have opted in!
Crusading for a new class
The first section of the panel introduced the new class, the Crusader. Designing a new class is one of the most complex tasks in an RPG, but it starts with a simple concept. In this case, the team wanted a righteous paladin type, which would work as a good answer to Malthael, the angel of death and main villain of Reaper of Souls. The idea came together of having a dark paladin, full of righteous wrath, a "knight in battle-scarred armor" to stand for humanity in its darkest hour. This lead to concept art. They knew they wanted the Crusader to be bulky and blocky, but it took many weeks of reiterations before they settled on the look of today, with the shield, the flail, and the tabard.
Once upon a time, somewhere in the dawn of Azeroth's history, before the Sundering split the world in two, there was a race of warlords called the mogu. Violent and cruel, the mogu fought relentlessly against everything -- including each other. That is, until one day when one mogu sought out the history and secrets of his people's past, discovering that they were creatures of far more potential, far more purpose than any had realized. It was a secret long forgotten, and the mighty Lei Shen not only uncovered it, but brought that secret back to his people.
For untold years after Lei Shen emerged from the depths of the Isle of Thunder, the mogu reigned supreme on Pandaria. They captured and enslaved the weaker races, forcing them into servitude. It was not until after the death of Lei Shen that the pandaren race finally rose up with the hozen, the jinyu, and even the grummles to disrupt and reduce the armies of the mogu to rubble, taking the continent of Pandaria back as their own and ruling in peace.
In the waning hours of Lei Shen's inevitable downfall at the hands of Azeroth's heroes, we'll soon be leaving these relics of ages past behind, and instead focusing on the future of our world. But the history of the mogu, the history of Lei Shen is not a tale we should soon forget.
These changes are almost certainly aimed at reducing the very high DPS that we can see on trash pulls and boss fights with a great many streaming adds (such as Tortos' bats or the packs before Iron Qon) especially as we head into the final tier of gear for Mists of Pandaria, which would inflate these numbers even more. Raids that use tanks with the highest DPS tanks will probably feel these changes the most. As always, this is the PTR, so if you have an opinion on these changes getting on the test servers and testing them out is useful so you can give proper feedback.
After the break you'll find the video for the tier 16 shaman set. I'm actually really fond of this set, largely for the shoulder graphics. They remind me of Ulduar and Algalon, although I'm sure that wasn't the intended purpose. I'm not sure what the spinning discs really have to do with the elements, but the lighting effects on the shoulder graphics are really pretty. If you're wondering how they hold up to the rest of the tier, be sure to take a look at the Warrior, Priest and Hunter, and the Paladin Druid, Rogue and Death Knight as well. And as always, keep an eye on Adriacraft on YouTube for all the latest patch videos.
Filed under: Mists of Pandaria
Since this is a big change that will drastically lower tank damage output (25-man tanks with their 600,000 or more health buffed will lose roughly 300,000 AP on fights where Vengeance was capping at 100% of their health) I'm not surprise it won't be coming in 5.3 -- I am a little surprised it's happening at all, because we all knew Vengeance and tank damage would do exactly what it has done when it was changed. Still, I wait to observe if it has much practical difference since aside from AoE tanking where a multitude of hits can roll in a short window of time (that 20 second ramp up period) and the tanks can make effective use of all that AP I'm not sure it will matter. 5-mans and scenarios were not mentioned, so for now I'm assuming this is only for the raids mentioned.
Help for healers
First up, there's a change to all healing spells that pick their own targets -- which includes things like Renewing Mist and Chi Wave. These abilities will now pick their targets a bit more intelligently. Says Blizzard, "Targets with lower % health will be preferred, and players are weighted more heavily than pets." It's hard to say how much this will impact gameplay in practice, but it's a definitely a buff.
Mistweavers are also getting a buff to Revival, whose healing cap is now 15 raid members (instead of 6) when used in a 25-player raid.
Just what is a monk?
Monks are masters of weaponless combat who have learned to harness their chi hurt their enemies or heal their friends. While they fight bare-handed, they can (and should!) equip weapons: they can use fist weapons, one-handed axes, one-handed maces, one-handed swords, polearms, and staves and can dual-wield one-handed weaponry. They use cloth and leather armor and, though monks originated in Pandaria (and you'll need the Mists of Pandaria expansion to play one), the class is open to pandaren, dwarf, human, blood elf, tauren, undead, draenei, gnome, night elf, orc, and troll.
They're a true hybrid class who can tank (brewmaster monks), heal (mistweaver monks), and DPS (windwalker monks). For resources, monks have health, energy (for brewmasters and windwalkers), mana (for mistwalkers), and chi. Chi is unique resource to monks: you have four possible points of it and start combat with zero. Some of your attacks will generate chi while others will use it, meaning monks take careful resource balancing.
If you aren't aware that this quest was daily, and only visited the Peak of Serenity for class quests every ten levels, you should get on board! It's easy to do -- just cast Zen Pilgrimage every day and spend a couple of minutes sparring with one of the monk trainers -- and the reward is very much worth it, not only giving you great XP, but also the Enlightenment buff that provides +50% experience from questing and killing. If you're leveling, I don't have to tell you how invaluable that kind of XP buff is. In fact, it's so invaluable, that whenever I've switched to another alt I really miss it. Leveling any other class, no matter how efficient you are with heirlooms and rested bonuses, is slower than leveling a monk.
And all I have to say is... where are the other class quests? Why don't hunters have daily target practice quests? Why don't mages have daily drills in fire, frost, and arcane magics? Why don't warlocks have daily demon duels? And what do you think, dear readers? Do other classes need their own daily quests, or would it just add to the frankly overwhelming pile of dailies we already have?
The top request, from several commenters, but also the Editor-in-Chief of WoW Insider, was to lose the monks. He, and several readers, commented that they were skewing the list thanks to their newness, and while the original list was interesting to me, thanks to how it highlighted the dominance of pandaren and human monks, I rather agree. So, first up, the top ten most underplayed class-race combinations, excluding monks, but including pandaren. I've also added male and female character stats, thanks to the requests of commenters.
The run-down is after the break, but first, a few other observations that might pique your interest. Please do note, as before, that this is based on RealmPop's data, which, while good, is never going to be perfect! One thing I noticed on comparing the EU data and US data is the differing overall class numbers. Hunters are the most numerous on both sides of the Atlantic, followed by paladins, then druids. On the NA side, the rest went, in descending order, DK, warrior, mage, priest, rogue, warlock, shaman, monk; while on the EU side we have warrior, mage, DK, priest, rogue, shaman, warlock, monk. Now, the difference is not huge between these classes, so small variations could move the positions around, but both data sets noted a large drop-off for warlock and shaman, while the other classes hovered around similar numbers.