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Posts with tag threat management

Scattered Shots: Threat management

Last week David discussed finding and training your pet. This is a great time to start practicing threat management. When you attack a target in a group, your target will be threatened to varying degrees by everyone in the group. This becomes really important later in your career, when you will more often be facing targets in instances, or larger targets which require a full group to kill. Take advantage of the early levels of Hunter to practice threat management, and bring more to those groups than they might be expecting.

Most classes have to group with someone before they ever have a chance to think about, much less practice, threat management. But we have a built in tank: our pet. We can practice this as clumsily as we need to, dying as often as we have to, all without an audience to mock us. Your pet'll never mock you. He's your best friend! Just don't ask what he tells the other pets when you're not listening.

I'll be discussing "threat," also known as "aggro" or "hate" depending on the group. All of these words refer to one thing: how mad the target is at you and all your allies. Lots of things can cause threat to rise, such as standing within a mob's range, smacking a mob with a gigantic slab of marble, or even healing a party member who is in the process of doing either of those things. Lots of things can also cause threat to drop, such as being feared, being polymorphed, or being killed. Understanding a little about how to manage your own threat will help you prevent that last option from happening to you or your party members.

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Filed under: Hunter, Analysis / Opinion, Tips, Tricks, Virtual selves, Odds and ends, Guides, Classes, (Hunter) Scattered Shots

Another class issue post gets a blue response

Draeni TotemAfter Druids got a blue's attention last week with a well-written class issues list, the Shaman have done the same. Danemoth of Blade's Edge server has posted a short, concise list of Shaman issues. And already got a blue response. The response was just a tag by a CM, but it shows they are listening.

Here is a summary:

1) Shaman specs outside of Restoration lack survivability.
2) No pushback resistance for Lightning Spells put a hamper on solo grinding / farming as well as in PvP.
3) Totems immobility and short range need to be buffed.
4) Other classes got new skills/spells in TBC that changed their playstyle, Shamans did not.
5) Enhancement shaman lack significant ranged combat abilities as well a way to chase down fleeing opponents.
6) Threat management is a bigger issue than ever with the TBC talents boosting shaman dps.
7) Shaman have issues handling an assist train. (When someone gets zerged by multiple opponents).
8) Lack of a way to deal with other classes' crowd control abilities put shaman at a distinct disadvantage in PvP.
9) Off-spec Shaman itemization is poor in Karazhan and beyond.
10) Flametongue and Frostbrand Weapon both scale poorly.
11) Windfury and Stormstrike demand the shaman using the slowest weapon for maximum dps gain, but that concept is counter to the weapon normalization introduced in patch 1.8.
12) Shamans need more control over their fire-and-forget Totems to direct them at a specific target or
to stop them from breaking cc.
13) The large global cool down associated with dropping four Totems in combat makes it difficult for the Shaman to be responsive to changes in combat.

Read the whole list through the link. If I've misinterpreted something, list it below.

Filed under: Shaman, Analysis / Opinion

Warlock Spells: Soulshatter

Soulshatter is another new skill that warlocks receive, this one at level 66. As a variation on the usual "Spells cost mana" theme, this spell costs you 8% of your base health. Base health is your health before any bonuses from items, so it's probably between 3 and 4 percent of your hit points. It also costs one Soul Shard. For the warlocks this spell is great because we didn't have a practical way to dump aggro before, and now we can easily reduce our produced threat to stay below the threat of our tank. The 5 minute cooldown means it's only usable once or maybe twice per fight, but that's usually enough to keep you far enough down the aggro list to not be a threat.

Sorry, no action shot for this one. Trying to capture an instant-cast spell with the screenshot tool would run me out of shards fast.

Filed under: Warlock, The Burning Crusade

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