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Posts with tag tanking-cooldowns

Next steps after boosting a paladin tank to 90

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 9 other people, obsessing over his hair, and maintaining the tankadin-focused blog Righteous Defense.

With the introduction of level 90 boosts on the horizon, many players are going to be trying new characters, classes, and specs they may have never tried before. I expect this means that many folks are going to give protection paladins a go for the first time, which is a very exciting prospect, because the spec makes for a very fun tank playstyle.

In order to help those new folks hit the ground running, I'm kicking off a two-part "quick start guide" that'll break down the spec in the 101-iest way possible, to give those new tankadins a barebones foundation that they can use to jump right into getting their faces pounded in. For today's post I'm going to talk about why one should choose to spend $60 or their free Warlords-given boost on a protection-specced paladin, and what they need to know to safely jump into that first dungeon.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

Shifting Perspectives: Clear and present danger

Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, Allison extends your life expectancy without the use of exercise or multivitamins.

I recently had the misfortune of healing a druid tank who did not seem aware of the array of cooldowns available to the class. This first became apparent when he died. No, actually, it was probably apparent before that ... maybe when he was taking an absurd amount of damage at the start of every trash pull. Possibly when every boss ability was cause for quiet panic. Maybe when the combat log showed absolutely no cooldown use of any kind. I don't know. There were several signs along the way.

Not acceptable, druids.

Proper use of cooldowns is the difference between a player who goes home from a bar alone in the evenings and one who has to install a deli ticket counter outside his bedroom and periodically step outside, yelling, "Next!"*

*Note: Statement is not actually true.

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Filed under: Druid, Analysis / Opinion, (Druid) Shifting Perspectives

New changes to tanking cooldowns coming for Cataclysm

Blue poster Nethaera informed us today about a number changes coming to tanking cooldowns in Cataclysm (specifically, patch 4.0.3a). It seems an imbalance occurs in the current build when tanks stack mastery, leading to astronomical values of block.

For now, specifics are only available for paladin, druid and warrior tanks. The post hints that cooldown changes for druid and death knight tanks will be coming later, once developers can get a better handle on the complexities of the classes' abilities.

When asked for comment and analysis, Fox Van Allen's orc Grunk posited, "Me Grunk! Grunk fear change! Grunk smash!" Sadly, Grunk lacks the mental clarity to process the full meaning of all these forthcoming changes because as a warrior, Grunk does not stack intellect (and takes repeated physical blows to the head). If he did, the changes would be meaningless to him, as he'd have followed his dream and become an architect rather than becoming Orgrimmar's No. 3-ranked skull cleaver.

In lieu of expert testimony from Grunk, we have the full blue post just after the break.

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Filed under: Druid, Paladin, Warrior, News items, (Warrior) The Care and Feeding of Warriors, (Druid) Shifting Perspectives, (Paladin) The Light and How to Swing It

Cataclysm tanking cooldown feedback wanted

Nethaera hit the forums this morning, asking for feedback from tanks around the globe. Ghostcrawler has been having a lively discussion with tanks (most specifically protection warriors) recently, and now they seem to be formalizing the discussion for the wider audience.

Nethaera
We're currently working on the tanking cooldowns for tanks in Cataclysm. We're interested in feedback from the community on what makes cooldowns fun and useful. For example, what is the sweet spot in cooldown duration between an ability with such a short cooldown that you must mash it constantly versus an ability with such a long cooldown? Which current abilities are fun? Putting aside any rose-colored glasses, were there cooldowns in Burning Crusade or classic WoW that you miss in Lich King? What, in your minds, should the role be for talents and glyphs. For example, if glyphs shouldn't reduce cooldowns, what can they do?

Nethaera goes on to remind people that this thread isn't the place for balance discussions necessarily, and certainly not a place to debate who's overpowered. This feedback also won't dictate exactly what the developers will do, it will simply help them make the right decisions. Do you have an opinion? Then head on over to the forums and make it known! Politely, of course.

Filed under: Blizzard, Cataclysm

Shifting Perspectives: Why effective health needs to die, part 1


Every week (usually), Shifting Perspectives examines issues affecting druids and those who group with them. This week, we brace ourselves for the howling pack of tanks likely to descend upon us, but -- as we have previously observed -- we are used to staying at the top of someone's hate list.

If you've tanked at all over the course of Wrath, you've probably become familiar with the phrase "effective health." It's a concept that's cropped up with increasing frequency on the tanking forums, and not necessarily in a good way. If you knew nothing of the idea beyond how players tend to use it, you'd be forgiven for thinking that "effective health" is the only metric by which all tanks are measured, and proof that Blizzard either can't (or won't) balance the game. There are very real differences between the tanking classes when it comes to average EH, and this has resulted in some angry discussion when the term is thrown around by players who either don't really understand what it means, or don't know that it was meant to be used in context. Consequently, "effective health" as used on the tanking forums has become an endlessly parroted phrase that's not only starting to lose all meaning, but is also guaranteed to derail a thread once it makes its inevitable appearance.

When I say that effective health needs to die, I don't mean that the concept itself is intrinsically wrong. It's not. But the twisted version of it so frequently used to bludgeon players over class differences is getting more ridiculous by the day, and it prevents or distorts more reasonable commentary on things that are much more likely to kill tanks on hard-mode content.

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Filed under: Druid, Analysis / Opinion, Features, Raiding, (Druid) Shifting Perspectives

Lichborne: Analyzing the latest Patch 3.2.2 PTR changes


Avast ye swabbies! Welcome to Lichborne, where Death Knights rule the Seven Seas and the rest of ye lubbers walk the - Oh. Wait. Talk like a Pirate Day is OVER? Well, dangit. At least I still have this cool buff for a few more hours.

These past few weeks have bought a flurry of updates the Patch 3.2.2 PTR servers, and a lot of the updates have a lot to do with Death Knights. Since we were the most changed class in Patch 3.2, it might be expected that we got a good amount of tweaking in 3.2.2 to complement and compensate the Patch 3.2 changes. Thus, it would behoove us to take a look at said changes and see where they'll leave us coming into the likely rapidly approaching patch.

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Filed under: Patches, Analysis / Opinion, Tips, News items, Guides, Classes, Talents, Death Knight, (Death Knight) Lichborne

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