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  • The Light and How to Swing It: The ups and downs of protection's funky aggro

    by 
    Matt Walsh
    Matt Walsh
    02.07.2014

    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. Granted, as far as class design goes, protection paladins are sitting fairly pretty (and not just the blood elves). Our rotation is great, our stat priorities produce a fun playstyle, our talents do what they need to. We don't have any serious holes in our stable of cooldowns, and on the whole staying alive isn't really an issue for us as long as there's a healer nearby. If you had to ask me what the biggest source of frustration with my paladin is, I would quickly reply with the inconsistencies of how aggro plays out. That's not to say that single-target, Patchwerk-like aggro is an issue. Vengeance as-is means that tanks really aren't going to lose threat if they have a lead and they're being punched in the face. Rather, where the look and feel of the system breaks down is on the periphery, and in particular when new adds appear as the clock ticks on those crucial few seconds between spawning and gnawing of the closest healer.

  • EverQuest Next groups will function without 'the stereotypical tank'

    by 
    Jef Reahard
    Jef Reahard
    08.08.2013

    The holy trinity has been a hot topic ever since SOE introduced EverQuest Next at last week's SOE Live convention in Las Vegas. The firm is clearly trying to move away from traditional MMO combat, and more evidence of this comes courtesy of a USGamer interview with producer Terry Michaels. "The dedicated roles of the holy trinity are not going to be present in Everquest Next. There will be different classes and different builds that are angled towards some of the roles," Michaels explains, "so there might be a class or a build that is more tankish but you don't need that person to accomplish that goal and content. You can go in there without having somebody who is the stereotypical tank." Not only that, but EQN is attempting a new spin on aggro in general. "The combat's very different. There's not the common threat mechanic that people see in MMOs where there is somebody who can generate enough aggro that the NPC will never ever turn away from them," Michaels says. [Thanks bardamu1999!]

  • RPG combat: Tanks, threat and aggro, oh my

    by 
    Rowan Kaiser
    Rowan Kaiser
    09.12.2012

    This is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. On the surface, the last 10 years of role-playing games have not been momentous. Skyrim looks much more like Morrowind than Morrowind did Arena; Diablo 3 fits comfortably in the mold established by Diablo 2; there's a direct line from Knights Of The Old Republic to Dragon Age; and massively multiplayer role-playing games are still judged by how much they deviate from Everquest and World Of Warcraft. This is not to say that there haven't been changes. Certain narrative techniques, like moral choices for example, have been well-documented. But there's a major mechanical shift going in role-playing games that doesn't get much attention. One of the core components of RPG combat – how enemies choose to attack different characters – is being reshaped. There isn't necessarily a single term for it yet; it encompasses the concepts of "tanking," "aggro," and "threat." All of these combine for a shift in how players manage enemy attacks.

  • 5 ways to keep your tank happy in 5-man heroics

    by 
    Olivia Grace
    Olivia Grace
    01.11.2012

    I recently wrote a similar post about how to keep your healers happy -- now I don't want it to sound like I'm hating on you tanks. See how this is a nice, predictable series? Can you guess what's coming next? I just need to think of another three ways to keep your DPSers happy in 5-man heroics -- but don't worry, I'll run some more heroics and I'll get there. My first and still allegedly main character is a paladin tank, and I've run a few dungeons in my time. There are some simple things everyone can do to make sure their tank is a happy meaty meat shield rather than a disgruntled defender. 5. Watch your aggro. Remember this from the "How to keep your healer happy" post? Yeah, much as that helps your healer, it also helps your tank. Playing as a paladin, I have one of the easiest AoE tanking rotations out there -- but still, if a DPSer front-loads all their damage into something that isn't my primary target before I've had one GCD to hit the darn thing, even with the new aggro buff, it may well be after you. As a paladin, I can pre-bubble you with Hand of Salvation to decrease the likelihood of this happening or even a Hand of Protection on a caster (or on a melee player to troll them). I also have an arsenal of taunts. However, other tanking classes don't have it so easy -- just give the tank a moment to gain aggro, then attack the thing that they're attacking.

  • The new tanking threat paradigm and you

    by 
    Matthew Rossi
    Matthew Rossi
    08.17.2011

    If you're wondering what all the fuss about Ghostcrawler's latest dev watercooler post is about, well, you should probably go read it. Some of these changes have already gone live on the realms, while others won't until the next patch. The basic gist is as follows: Threat generated by tanks has been increased from 300% of damage dealt to 500%. What this means in practice is if your tank is doing 5k DPS, you'd need to do over 25k DPS to pull threat off of him or her. (You need to do roughly 110% of tank threat to pull once he or she has aggro, so you'd actually need to do 27.5k DPS to pull off of a tank doing 5k DPS.) This change was hotfixed in, so if you're noticing your tank is suddenly doing a lot more threat per second, that's why. The way Vengeance stacks is going to be streamlined. Vengeance currently ramps up somewhat slowly. In the current model, every time you take damage as a tank, you gain 5% of the damage you take as attack power. So if you're hit for 20,000 damage, you gain 1,000 attack power. As you take more and more damage, this stacks up to a maximum of 10% of your health, so for a tank with 165,000 health, this caps at 16,500 attack power. In the new version, when a tank takes that 20,000 damage, he or she will gain one-third of the damage of the attack as attack power immediately, or 6,600 AP. This is more than six times as much attack power gained as in the current model. Vengeance will otherwise work the way it does now. These two things combined by themselves mean that, except in cases where the DPS simply blows all their cooldowns immediately upon seeing the trash coming or as soon as they see the boss while the tank is sitting down to eat, threat will be almost trivial for a tank to gain and maintain. In addition to this revelation (which we are already starting to play with right now, as I experienced in a recent pickup Zul'Gurub instance), Ghostcrawler talks about how tanking will be redesigned to remain active with this new design philosophy. This is really groundbreaking stuff, and it means that patch 4.3 will see the complete dismantling of the legacy of vanilla WoW tanking design. Once, gaining and keeping threat was the most important role of the tank, more important even that survival, and many endgame tanks were warriors 31/5/15 specced into Defiance in the protection tree to ensure threat. These changes can be seen as driving a final nail into that kind of tanking's coffin.

  • Arcane Brilliance: The mage survival guide, part 1

    by 
    Christian Belt
    Christian Belt
    02.05.2011

    Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week and next, we look at the time-honored tradition of mages dying whenever something looks at them funny and discuss a few ways to break that tradition. Way #1: Stand next to the warlock, pull aggro, cast Frost Nova, then Blink away. I'm just kidding; that's a terrible idea. Funny, but terrible. Only do it once, purely for the humor value, then concentrate on downing the boss. Okay, maybe twice. If you've run a heroic in Cataclysm, you may have noticed something: Nobody's healing you. In Wrath, when I'd take my holy pally out for a spin, everybody got heals. I was healing the tank, the off tank, the off-off tank, the DPS, the other healers, the hunter's pet, the death knight's ghoul, the guy standing in the fire ... they all got heals. Now? Not so much. These days, healers spend 75% of their time healing the tank and the other 25% praying that their mana bars will go back up. That leaves exactly 0% of their time to spend on keeping your mage alive. We're on our own, guys. When you see your health bar start to drop in a Cataclysm heroic or raid, just know that it won't be going back up any time soon. Our survival as DPSers is squarely our own responsibility. And what's the first rule of magehood? That's right: Dead mages do terrible DPS. We need to stay alive, our raid needs us to stay alive, and the only way that's going to happen is if we do it ourselves. "But Christian," you might be saying, "I'm a mage! I wear a dress into combat! A particularly vigorous sneeze could kill me." Those things are all true. But you do have a few tricks up your sleeve that can help stave off death, if not forever, then at least long enough to pump out a few thousand more points of damage before you port up to that last great mage table in the sky.

  • Final Fantasy XIV covers the basics of healing and fighting

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.15.2010

    The toothy fellow heading the page might seem rather unfriendly, or he might just seem in need of a good joke or two. But rest assured that if you see him in Final Fantasy XIV, any jokes you tell will feature him consuming your flesh as a punchline. The newest dispatch covering game basics has just gone live on the official player site, this time discussing combat, engaging targets, and the difference between active and passive modes. Along with a discussion of just what advantages active mode offers when you're not in combat (slower TP decay), the dispatch also includes a small visual guide to some of the game's aggressive inhabitants. Some of them wouldn't be immediately recognizable as aggressive at first glance, making it useful to any players who haven't ventured too far from their starting city of choice. If you're still unclear about some of the basics of Final Fantasy XIV, take a look at the guide... and if you're quite clear on all of them, you can simply cross your fingers that tonight's maintenance might include a patch going live.

  • Forsaken World details protector class

    by 
    Jef Reahard
    Jef Reahard
    10.13.2010

    Hot on the stiletto heels of their assassin and vampire spotlights, Perfect World Entertainment brings us a brand new Forsaken World class preview focusing on the protector. According to the game's official blog, protectors are "nine feet tall, carry hammers the size of people, and are regularly seen carrying dwarves on their shoulders." Dwarf-tossing references and subtlety-related snarkiness aside, the protectors serve as Forsaken World's tanking class, complete with the usual amenities such as aggro-building taunts and very large pieces of armor. Protectors also make use of a special ability called fury, which gradually charges up over the course of a fight. Theoretically, protectors grow stronger and more dangerous the longer the fight continues. To learn more about the protector class, head over to the class preview at the official Forsaken World blog.

  • The Daily Grind: Have you gotten spouse aggro?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.03.2010

    The couple that plays together may very well stay together, but sometimes only half of the couple is interested in playing in the first place. There's nothing wrong with that, of course -- until the issues start up about how much time you spend on your favorite game. That's where the dreaded spouse aggro comes from, when the biggest threat you'll encounter in Guild Wars comes not from parties of healers and anti-caster NPCs, but from your significant other yanking the power cord mid-pull. Sometimes the non-playing half of the couple has a legitimate point and you really are spending more time on the game than with your partner. Other times it's just a case of your partner not being interested and expecting you to give up the hobby obligingly. Have you ever gotten a bad case of spouse aggro? Was it from your spouse, or was it a girlfriend or boyfriend? Did you work matters out, or was that the signal for better or worse that it was time to move on?

  • The Daily Grind: Threatening

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.11.2010

    While not every MMO features aggro mechanics (Second Life is remarkably free of them, for example), nine times out of ten endgame content will at least peripherally involve someone tanking something big and nasty. Usually with claws. And in almost every case, tanking involves a series of mechanics about threat. There has to be some reason why the big nasty is targeting the character in four-inch-thick armor with a shield instead of the robed priest that has a coughing fit when she walks too quickly, after all. For the upcoming expansion, World of Warcraft's team is considering making some changes to threat mechanics, something that Spinks summarizes and rails against quite eloquently. It does raise the question, however, of how responsible a tank ought to be for managing threat. How big a part of gameplay should tanking actually be? Do you prefer games where you never have to worry about threat, or games where tanking is a very near thing? Which game do you think featured the most engaging methods for holding enemy attention that you'd like to see more of?

  • Star Wars: The Old Republic impresses fans with combat AI

    by 
    Larry Everett
    Larry Everett
    07.08.2010

    The staff at Bioware gave many players the chance to run through Star Wars: The Old Republic while the game was still in its Alpha stage. Even Massively detailed our hands-on session as with the smuggler class, although at E3 all classes, save for Jedi classes, were available for people to try out. Darth Hater's staff was lucky enough to play each class and gave an in-depth review of quest functions, grouping, dialogue, AI, and combat. Although Darth Hater's reporters say that most of the functions are quite impressive, they seemed most astounded by the versatility and awareness of the artificial intelligence of mobs. Sado, a reporter for Darth Hater, comments about the aggro system in the article, "[NPCs] watched you, but as long as you passed by and did not get too close to them or their buddies there was no issue. On the other hand, the roaming Separatist sentry droids would aggro from quite the distance and give chase." Presumably, if you do actually cross the attack threshold, there are a variety of reactions depending on the type of mob. Sado continues a bit later in the article, "The [NPC] Separatist's actions varied once engaged in battle. It seemed as if it often depended on what cover was around them at the time to get behind. If there was no cover and I was near them, one of them would often run away to go get more of their friends." In contrast he says the creature mobs have a larger attack radius and do not take cover. Much more was discussed in the full article which is available on DarthHater.com, but where do you stand? Does the relative power of the artificial intelligence system influence your choice in MMOs?

  • Blood Pact: Shattering souls

    by 
    Dominic Hobbs
    Dominic Hobbs
    05.24.2010

    Blood Pact is your weekly warlock digest, brought to you by Dominic Hobbs. "I sense that you have the potential to become one of the most powerful warlocks of this era." -- Strahad Farsan Before Wrath of the Lich King, one of the biggest DPS-boosting buffs around was Blessing of Salvation. This buff made you less interesting to mobs and essentially allowed you to do up to 30 percent more damage. It didn't help you do the damage, but it stopped you being so limited by the threat generated by the tank. Warlocks who didn't have a paladin to grant this buff were wise to be very cautious with their Shadow Bolts of massive critability. These days, the tanks innately generate more threat. As such, the fear of having your damage capped by their threat generation abilities is much reduced. However, it is still possible to be threat-capped and if this happens, then anything that reduces your threat is suddenly your best ally. At level 66, you can learn Soulshatter, an unassuming little ability that sits quietly in your spell book until you really need it.

  • How not to aggro your tank with AoE

    by 
    Matthew Rossi
    Matthew Rossi
    01.22.2010

    Reader UnstØppable writes in with a question I thought would benefit others: "Does the Bladestorm aggro problem ever get better? What I mean is, I've seen it countless times, the arms warrior enters the dungeon, the tank lets out a sigh (sometimes it's me), we pull the first group and everything goes fine, until he hits that Bladestorm button. That's when somehow he manages to pull aggro from every mob and their mom and makes both the healer's and the tank's lives hell or usually ends up dying within seconds." Part of the problem here is that certain classes/specs have no aggro dump or reduction ability and as a result their big DPS moves generate a lot of threat. Arms warriors, most DPS death knights (at least the blood and unholy specs I've used) and retribution paladins have limited aggro reduction at best (pallies at least have Hand of Salvation but that's a band aid at best) and while tanking threat (especially AoE tanking threat) requires ramp up time, it's very easy to hit the Divine Storm, Death and Decay, Pestilence, Whirlwind or Bladestorm buttons. (Enhancement shamans with Spirit Weapons seem to be okay, I rarely pull aggro even when I go nuts with Fire Nova.)

  • Arcane Brilliance: Mistakes mages make

    by 
    Christian Belt
    Christian Belt
    01.16.2010

    Welcome to another edition of Arcane Brilliance, the weekly mage column that would like to say to warlocks: Look... even when we're alone, we outnumber you. We belong to the best class in World of Warcraft. I know this because I have a checklist. Do you want to see it? Too bad, you're going to see it anyway: Access to enormous balls of flame: check Can solo ICC trash: check Can pull off wearing a dress and make it look sexy: check (see pic above) Has a wand (though two would be even pimper): check Can make a mean slushy: check Can create own strudel: check Can rock a pointy hat: chizzeck Can create more of self: check, check, and check. Oh, and one more check (also see pic above) Is not a warlock: check You see? Mages meet every criteria on the checklist. The fact that I just made the checklist up is unimportant; the important thing to take away from this is that mages are, indisputably, the best class in this game. But we aren't perfect. We make mistakes. Five of them, to be precise.

  • Pulling aggro in PUGs: who's to blame

    by 
    Brian Wood
    Brian Wood
    01.14.2010

    There is no question that as we PUG up the Dungeon Finder system for our daily random heroic we are going to encounter a lot of bad tanks. It's not surprising really. These are people who spend all day every day getting smashed in face, typically by monstrosities many times their size. And more disturbingly, they chose to do this in the first place. So it should be no surprise that these aren't the brightest people in WoW. However, it's often far too easy for us DPSers to blame the tank for losing aggro. After all, holding aggro is their job! What is strangely easy for us to forget is that not pulling aggro is our job. It's time for DPSers to take a long hard look at just how good a player we are before yelling at the tank. Join me after the cut as we take a look at why pulling aggro is the fault of the DPS almost every single time.

  • Arcane Brilliance: How to be a good PUG mage

    by 
    Christian Belt
    Christian Belt
    12.12.2009

    Welcome to another installment of Arcane Brilliance, the weekly mage column that is incredibly proud of mages. We are, after all, the only class in the game that can conjure our own 5-man group, as evidenced by the picture above. And though our mirror images may not be too bright, I'd still take them over about 3/4ths of the folks I PuGed with last night. Holy crap. I'm not even kidding. It was like some kind of idiot convention, and I was the keynote speaker. I came in with some prepared remarks, like "Don't stand in the green stuff that looks like poison, because it is poison," "when he begins spinning his giant sword around like a whirlwind, it's because he's doing Whirlwind and you should get out of the way," and "Warlocks drink their own pee," but ended up just sighing and shaking my head a lot. This whole Dungeon Finder tool is incredible, right? My head has been spinning since the patch dropped, marveling at the ways it has already changed the game, both for good and ill. Suddenly, PuGs are the norm, not the exception. Each instance is a complete unknown, and not just because you don't know which one you're going to get. Is that rogue going to inexplicably decide to eschew his formerly stealthy ways and take up tanking? Who knows? Is the pally healer who just joined specced ret? It's not as unlikely as you think. Did that warlock really just go afk during the boss fight, then return only to need the Frozen Orb and drop group? Yep, he did. Outstanding. It works the other way, too. There I was, minding my own business, happily spamming Arcane Blast on some kind of giant disgusting undead guy, only to see him turn and begin lumbering over in my direction. OK, I thought, I'll just stop casting, let the tank snatch him back up. Only that doesn't work. I look over at the threat meter to see that I have like three times more threat on that mob than anybody else. In fact, the only two other names on the threat list were the tank and the healer. That's right, I had been pew pewing the wrong giant disgusting undead guy. The fight ends with me reduced to a stain on the floor, and nobody to blame but my own stupid self. Sometimes, when you can't spot the nub in the room, it's because the nub is you.

  • Increase threat in five easy steps!

    by 
    Mike Schramm
    Mike Schramm
    10.23.2009

    It sounds like an infomercial, but actually Righteous Defense has a great post on how a pally (or any class, really -- his advice is for pallies, but it's common sense enough that any tanking class can use the tips) can step up and increase their threat as far as it will go. I always enjoyed tanking when I did it (and now that I'm leveling up a pally, I'll hopefully be bashing heads in and taking damage again soon), and the key to tanking is just awareness: awareness of where the mobs are, who they're targeting, and where they should be. Increasing threat is really a passive kind of upgrade -- as long as you're hitting your spells right, using the glyphs designed to keep you at the top of an aggro list, and specced and hit-capped for the gear and abilities you're using, keeping threat up is pretty simple. It's just the positioning and dealing with surprises that can be hard. The last point on RD's list is worth repeating for everyone: use your trinkets, as often as possible. Imagine that, in the next patch notes, you saw a spell under your class listing that did what your trinkets did (added a ton of spellpower or increased armor by 500) and went on to say (infomercial style again) "... at a cost of no mana, focus, rage or ." Wouldn't you be spamming that sucker as often as possible? Get your gear straight, use the right abilities, and break out your trinkets whenever you can, and keeping threat should be no problem at all for any given class.

  • Priest Q&A: Tackling the Shadow Priest answers

    by 
    Alex Ziebart
    Alex Ziebart
    08.07.2009

    Our resident Holy Priest guru tackled the healy bits of the Priest Q&A recently, and I've been mulling over the various Shadow commentary in the meantime. Going into the Q&A being fully aware that it wasn't intended to be a list of changes coming to the class, and more a look into the current design around the classes, I honestly wasn't too disappointed with the Shadow items. It's a case where, with a few exceptions, I think Ghostcrawler (and the other developers) actually know what's going on with the spec quite well. You can try and call me out on that, but hey. It's the truth. As far as Shadow was concerned, it wasn't too far off.The general spec overview at the beginning of the Q&A was pretty spot on. It's easy for us to get momentum in PvE and lay down the damage, but the nature of PvP/arena doesn't really let us do that. Our long buildup time is harsh. We don't lend ourselves well to stop-and-go. We're pretty much all about the 'go' and a little bit of 'stop' sets us back to where we started. There's really no picking up where you left off. If the opposing team locks you down for a little too long, you pretty much need to start over. Your offensive momentum is irrecoverable. PvE usually doens't have to worry about that. Now, from this point forward, I'm going to address each Shadow-relevant quote point by point.First question:"Q: Since a lot of the damage a Shadow priest does builds with damage-over-time (DoT) spells, are you concerned about them being well-rounded enough to do adequate damage in shorter PvE encounters, 5-player dungeons, or in the Arenas?

  • WoW Rookie: Tanking for beginners

    by 
    Lisa Poisso
    Lisa Poisso
    06.03.2009

    New around here? WoW Rookie points WoW's newest players to the resources they need to get acclimated. Send us a note to suggest a WoW Rookie topic.You've always wanted to be the eye of the storm: a World of Warcraft tank. You're working your way up toward level 80, quest by quest and zone by zone. Maybe you've consulted a leveling guide and done some research around the internet, and you're sporting a shiny, efficient leveling spec. Or maybe you're taking things more casually, experimenting with different specs and abilities on your own and devoting most of your energy to soaking up the sights and the lore, meeting new friends and settling into your first guild. Either way, you're beginning to feel the first tendrils of apprehension curling around your ankles. You haven't been able to get many instance groups to knock the shine off that new armor. Heck, maybe you're not even tanking-specced yet at all. What's going to happen when you hit 80? Everyone's going to expect you to know the pointy end of the sword from what's under that fluffy tail you feel inclined to tuck beneath you ... What can you bring to the table with absolutely (gulp) zero experience?

  • Breakfast Topic: Exploring the World of Warcraft

    by 
    Lesley Smith
    Lesley Smith
    04.17.2009

    One of the things which kept me in Azeroth -- at least long enough for the addictive side of the game to set in -- was the promise of exploration. I originally rolled a human mage and still remember at level five, being taken all the way from Elwynn Forest to Darnassus. Bear in mind though, this was back before The Burning Crusade when being Alliance meant traveling from the Eastern Kingdoms to Kalimdor took a good forty minutes if you didn't have the flight paths or a mount. You had to get the tram to Ironforge then run the gauntlet of death to Menethil, catch the boat to Theramore, get another to Auberdine and then fly or get another boat to Teldrassil. The whole trip really showed me how big the world was, as well as teaching me all about threat and my ability to aggro everything in a three-zone radius.So when I rolled my druid, the day before the expansion hit, I was determined to see as much as this beautifully crafted world as I could. Yes, I essentially had a death wish. I was exploring Outland with an honour guard of my guildies at level 10 (and hearthed in Shattrath), I ran through the Arathi Highlands at level thirty, swam through Un'Goro Crater in my forties and was pushing the boundaries of Shattrath by my fifties.However along the way I found some amazing places: the crystal filled cave at Marshal's Refuge, the boughs where the Dragons of Nightmare can occasionally be found, the first time you run into Azuregos in Azshara, the Twin Colossals of Feralas -- well the eastern one at any rate. Then when I got my flying mount I really started exploring properly.Nagrand alone is full of nooks and crannies and I adore the beauty of Crystalsong Forest.So come on, readers, I want to know if you've explored all the hidden places of Azeroth and Outland. Do you have any favourites? You do? Great, be sure to tell us about them in the comments box.