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  • Crafted Death Knight tanking weapons removed from PTR

    by 
    Adam Holisky
    Adam Holisky
    01.10.2009

    One of the initial changes in patch 3.0.8 was the inclusion of Death Knight tanking weapons that could be crafted by a high level Blacksmith. As of the latest 3.0.8 PTR update, these have been removed. And all indication is that they'll stay removed. Ghostcrawler doesn't want Death Knights to hang onto the weapons throughout their time in Wrath of the Lich King, which is apparently what Blizzard is afraid will happen. The other issue with providing 2H tanking weapons was that Blizzard would have needed to start itemizing (putting tanking stats on and crafting gear for) 2H tanking weapons overall, and that's something they didn't want to do.The Ghost also points out that the new sigil and runeforge enchant should be enough to get the Death Knight defense up to where it needs to be.

  • EVE Evolved: The art of tanking - Armour tanking

    by 
    Brendan Drain
    Brendan Drain
    01.05.2009

    Back in 2005, I became obsessed with the art of tanking in EVE Online. Before writing the definitive tanking guide for EON issue 2 (for which the EVE community dubbed me "the tanking guy"), I spent a lot of time working out the mathematics behind the art. At a time when people preferred a trial and error approach to combat, I went as far as to create a spreadsheet to automate calculations on the strength of your tank. Over the years, more advanced tools like EFT (EVE Fitting Tool) have been released which have this functionality and more. In this short series of articles, I aim to cover tanking from start to finish in a concise and informative manner. In this first part, I begin with an introduction to tanking and follow up with a brief guide on how to select which type of tank to use and a complete overview of armour tanking. What is tanking?: Any MMO player will know the role of the "Tank" but the word's usage in EVE Online is a little different. Broadly speaking, a tank is whatever you use to keep yourself alive and it's something every ship can do. The MMO holy trinity of tank, healer and damage-dealer are combined into every ship in EVE. Because of this ability to self-heal, the word "tank" in EVE generally refers to the combination of both resisting damage and healing it. Fitting your ship then becomes a matter of balancing between tank and damage. Read on to find out how to select what type of tank to use and learn all about armour tanking.

  • Shifting Perspectives: The Druid of 2008

    by 
    Allison Robert
    Allison Robert
    12.30.2008

    Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, our author is completely spaced out on cold medication, and is somewhat concerned that her raid performance has improved under the circumstances.The time has come (the Allie said)To talk of many things.Of Roots and Bash and Travel Form,And Strength (which scales with Kings).Why Tauren cat form sucks so hard,And whether trees have wings!And, yes, before anyone asks, I'm tripping on too much cough syrup and ibuprofen after receiving a belated viral Christmas gift from a relative. So I'll just put this out there right now; this column's probably on the weird side. I took a long look at all three Druid specs over 2008 and saw a few sad things, a few happy things, a little song, a little dance, a little seltzer down your pants, and now I'm channeling the famous Mary Tyler Moore episode "Chuckles Bites the Dust," and that has to stop because I do not believe Mary Tyler Moore ever played a Druid.If you're completely uninterested in reading an account of any spec that's not your own -- although that would make me weep into my little cup of generic label cough syrup -- here's a set of quick links to each: Balance Feral Resto

  • Druid's Swipe now generates 50% increased threat

    by 
    Adam Holisky
    Adam Holisky
    12.16.2008

    Ghostcrawler mentioned last night that the Druid ability Swipe was on their radar for a fix. Blizzard, and many Druids, felt that when you combined Swipe with the global cooldown it wasn't generating enough threat. There have also been extenuating issues concerning Swipe's effectiveness in picking up mobs in a uniform manner, often requiring the druid to have near perfect positioning.That's now been "fixed" today via a hotfix.Swipe's threat has been increased by 50%.Previously the limitation on the number of targets swipe could hit was removed, along with other classes AoE tanking abilities like Thunder Clap.The immediate effect of this won't be known beyond "it'll let Druids AoE tank better." There might be some backlash from the other classes that Swipe will now cause too much threat compared to their abilities (thus tipping the scale in favor of a Druid tank). There also might be some concern that people will just spam Swipe.Only time and everyone's reaction will tell.

  • WoW Moviewatch: Who's the Tank?

    by 
    Michael Gray
    Michael Gray
    12.05.2008

    Who's the Tank? is a classic bit of machinima. It's posted on YouTube by broncotv, but I'm not positive if that's the original author. If you know who the author was for sure, please mention it in the comments. They definitely deserve the kudos for this piece. "Who's the Tank?" is obviously based off the old "Who's on First?" skit. Its fast-paced dialogue is launched from the confusion that happens when you use vague, unspecific terms for class roles. Given the newcomers to the game, I think it's as funny now as it ever has been. The production values aren't through the roof, but are still more than adequate given that the movie's emphasis is on dialogue. I think it's worthwhile for everyone to see it at least once, since there's a lesson in the movie for all of us. Be specific when you're trying to communicate. Thanks to Scott for the tip. If you have any suggestions for WoW Moviewatch, you can mail them to us at machinima AT wowinsider DOT com.Previously on Moviewatch ... Edit: broncotv (Michael Schroeder) is definitely the author of this piece.

  • Breakfast Topic: The tanking shortage

    by 
    Allison Robert
    Allison Robert
    12.03.2008

    One of Blizzard's avowed aims with the creation of the Death Knight class was tackling the chronic tanking shortage for 5-mans. While it was the opinion of many players that the tanking shortage had a lot more to do with tanks' unwillingness to suffer messy and expensive (and sometimes stupid) PuG's, there was no way around the fact that only 3 of 9 available classes could tank (and that 2 of them were just as frequently specced to heal). Providing a new, cool-looking tanking class that had tanking talents in all three trees and could use Warrior gear was Blizzard's contribution. Post-release, the rest is up to the players.I've seen several Death Knights already at 80 on my realm (and to my everlasting horror, two of them in my guild beat me to 80), but haven't noticed any real difference in the number of tells in trade and LFG searching for a tank. Whenever I see these, it's hard not to wonder what's going on. While it's much too early for the majority of leveling DK's to have had a big impact on 5-man tanking between 70 and 80, most of the ones I've seen at 80 are rerolled DPS and have continued in that role. Some would like to tank but just don't have the gear to withstand the damage of a high-level dungeon. Others have privately admitted that, while they're willing to give tanking a try, having to learn it at 80 with an impatient group that just wants to get through a dungeon is a daunting prospect. Still others really do just prefer to DPS.

  • Ghostcrawler's thoughts on Death Knights

    by 
    Alex Ziebart
    Alex Ziebart
    12.02.2008

    Ghostcrawler has sparked conversation on Death Knights and potential future changes on the official Tanking forum with a rather lengthy post. He starts out saying he's thrilled that Death Knights have been well-received, but they've expected since the beginning that they'll have to make changes to the class as they go along, because it is a brand new class. I think us players expected that as well, so it's really not a big deal.He mentions a number of problems that have cropped up with Death Knights since launch (or before in some cases) and some potential ideas on how they can be fixed in upcoming patches. No official change announcements, just thoughts and discussion. If you want to see the full list, head on over to the forum thread. I'm just going to touch on a few that I've experienced firsthand.

  • Ask WoW Insider: Instance running 101

    by 
    Mike Schramm
    Mike Schramm
    12.01.2008

    Here's a question for you all from Percinho about my absolute favorite thing to do in game: five man instances. He and his guildies are about to run their very first instance (or they were when he sent this to us at ask@wow.com), and he wants to know your very best tips for instance running:For the first time we have 5 players with level 60+ characters and so have decided to run some instances. None of the guild have extensive experience of instancing as we tend to mainly be solo-ers, or group up in twos and threes just to quest. We're heading to the Ramparts in Hellfire Peninsula with a Warrior, Priest, DK, Rogue and Mage. What we're after is some tips for successful instancing that we may not have considered, those things that every veteran knows that wouldn't even occur to instance-n00bs like ourselves.

  • The Daily Grind: Tank, DPS, Healer, or other?

    by 
    Samuel Axon
    Samuel Axon
    11.30.2008

    The small group gameplay in many of today's MMORPGs is about the interplay of several archetypes that each offer something different to the dynamic -- tanks absorb damage so weaker classes don't have to, DPS classes dish out massive damage in short amounts of time, healers reverse or prevent damage done to party members altogether, and then there are a myriad of other classes that fill various other roles like crowd control.Seems a lot of folks fall comfortably into one role or another -- some even stick to just one through multiple games, always playing healers, for example. Do you have a strong preference for one particular group role, or do you try to vary your play experience? In either case, which role is most comfortable for you, and why? We're always interested to learn more about the psychology behind these games, so we're eager to see what you've got!

  • Forum post of the day: Collateral damage

    by 
    Amanda Dean
    Amanda Dean
    11.05.2008

    Retiribution Paladins had about three weeks to really shine. Think of it as retribution for many years of being laughed out of PUGs. Blizzard implemented promised nerfs to the Class in patch 3.0.3. Dumptruk of Frostmourne is upset about the effect that these changes have had on tanking in the Protection specialization. He opined that reduced damage in Judgments equates to reduced threat per second. He finished is post with a plea to reevaluate protection Paladins.In a response to the thread Rauss of Sentinels disagreed. He believes that a Paladin tank should not rely on Judgments to build threat. Rauss relies on Consecration, Hammer of Righteousness, and select Seals/Judgments to build aggro- depending on the situation. He thinks the original poster should expand to additional aspects of the class to realize its true potential.

  • Breakfast Topic: How hybrid DPS could still get screwed in Wrath

    by 
    Allison Robert
    Allison Robert
    10.08.2008

    Recently a bunch of the writers here were talking about all the changes we're seeing to various hybrid DPS specs. Retribution in the beta is known to bring some serious pain, cat DPS has been given some pretty sweet buffs, and Shamans...well, Shamans seem to be in a state of flux, but when is that not true? With tank AoE threat buffed, the need for crowd control may also be a thing of the past, thus eliminating one of the more annoying roadblocks to hybrid desirability in 5-man groups. For 5-mans, at least, hybrid DPS should encounter significantly less difficulty (we hope) getting a slot.However, it was my contention that, for the purpose of raiding, it doesn't ultimately matter how much these specs get buffed. They could do amazing DPS, bring incredible buffs, have any number of raid-saving abilities, and fart gold on every crit -- but you're still not going to see a lot of hybrid DPS running around Wrath raids for one very simple reason: someone has to tank and heal, and neither job is sufficiently attractive to allow most hybrid players to come as DPS. When it's a choice between respeccing resto or the raid never getting off the ground, most players will respec resto -- and decisions like that tend to be fairly hard to escape. The next night rolls around and -- um, do you mind coming as resto again?

  • Tips for new Death Knights from a fellow tank, part 2

    by 
    Allison Robert
    Allison Robert
    10.07.2008

    Dear corpsified bundles of beautifully-armored joy (but more particularly those who tank Azjol Nerub while wearing Expedition Bracers of the Bandit),We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.

  • Taunt and Growl to be increased to 20 yards

    by 
    Adam Holisky
    Adam Holisky
    10.03.2008

    Warriors, Druids, and Death Knights are going to be creating their own version of a very happy dance soon. The range on Taunt, Growl, and Dark Command will be increased to 20 yards.This is a big change. Now the other tanking classes will have equal ability to ranged taunt mobs off other players, pulling the mob to them. Often times warriors and druids have to either Intervene or Charge around in order to taunt a mob, and that can lead to a whole kaboodle of mobs following the tank. It often is not the ideal situation, especially if the mobs cleave or otherwise do AoE damage.Now the whole process is simplified immensely and made much more efficient. Quite an awesome change, and one that has put a smile on my face today.

  • Blizzard leaning toward AE Tanking for all

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.29.2008

    You may recall earlier yesterday that we reported on Thunder Clap losing its target limit, thus quite suddenly making Warriors have a very good chance of being viable AE tanks. One thing that you might have also noticed is that the Druid's Swipe is getting the same treatment (no word on whether it will also be getting the ability to go 360 degrees, but it seems likely, if it's going to be a Thunder Clap/Consecrate equivalent). In addition, Death and Decay, the Death Knight's AE mainstay, recently received a bump to threat gain. That means that all 4 tank classes, in theory, will have the ability to do some Protection Paladin style AE tanking should they want to. This all seems to be in line with the tanking philosophy Blizzard has been pushing for Wrath, one which Ghostcrawler recently reiterated: Blizzard wants to make sure that all tanks are as equal as possible. There should be no reason to take one class of tank over another, all things being equal, and no reason to sideline your tank because he or she is not the right class. Certainly, if this is to be realized completely, you do have to give every tank a good amount of AE capability, and this latest round of announced tank changes seems to be tailor made to do just that. As the former player of a Druid tank and the future (current beta) player of a Death Knight tank, I'm very pleased to see these changes. I know that there was nothing more fun that running through a dungeon like Shattered Halls as a DPS with a Paladin Tank leading the way, and the idea that every tank class might be able to do that to some extent in Wrath makes me incredibly excited. It also allows groups to be more flexible in what DPS they take, including DPSers that traditionally have had a hard time getting groups due to having poor CC abilities, such as Cat Druids and Retribution Paladins. If this change is handled right, it will go a long way toward solving the tank shortage for PuG groups, and, in fact, make the 5-man dungeon run fun again in general.

  • First impressions: 5-man healing in the beta

    by 
    Allison Robert
    Allison Robert
    09.23.2008

    I specced resto in the beta the other week to try out the new talents and abilities Druids are getting in Wrath, and decided to brave the horrors of LFG and scribble some notes for your sake, dear readers. By the way, the aspect of beta that I will miss most? The 1 copper respec fee. Can we keep this?Please note that this is written from the perspective of a 70 Restoration Druid, so unfortunately I can't comment on whether Priests, Shamans, or Paladins might have had an easier or harder time healing the instances. I have a good but not jaw-dropping resto set, and on the live realms clock in around +1998 to +2100 healing unbuffed. If your gear's better or worse, then just adjust the potential difficulty level as needed. And even if you're not a healer, you still might find something useful here:

  • Stepping away from +threat

    by 
    Eliah Hecht
    Eliah Hecht
    09.23.2008

    Threat is at the heart of tanking. However, it's totally hidden from the player, and many players don't understand it well or at all. A thumbnail sketch: every point of damage you do causes 1 threat. Every point of healing you do causes 0.5 threat (unless you're a paladin, in which case it's 0.25 for reasons I've never fully understood). This is base threat; many classes have threat modifiers. Rogues, for instance, have an innate 30% reduction to threat. Warriors and Druids get 30% improved threat in their tanking modes (Defensive Stance/Dire Bear Form); this will be raised to 45% in LK, I believe. Paladins get 90% extra threat for their Holy damage from Righteous Fury. Then there are various tanking skills which have special threat modifiers. Sunder Armor is one that has been around forever; it wouldn't cause much threat inherently, but it's got extra threat built in. Lacerate and Revenge are other examples. In short, the way Blizzard has traditionally made tanking work – made sure the tanks are causing more threat than everyone else, so the mobs will attack them – is by keeping their damage low, but raising their threat with threat-increasing auras and threat-boosted abilities. This is not the tack they're taking in LK, based on some trends that have been emerging in blue posts over the last month or two. For instance, Ghostcrawler: "We'd like to get away more from +threat abilities for all classes if we can."

  • Tank Talk: should the main tank position still exist?

    by 
    Allison Robert
    Allison Robert
    09.13.2008

    Tank Talk is WoW Insider's raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and myself (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish. Today, dear readers, we might make ourselves hated by the entire population of undisputed, royal-bloodlined, main tanks, but that's OK. We are used to staying at the top of someone's hate list.One of the accepted facts of raiding life used to be that the main tank was the guild's gearing priority. As Adam Holisky's observed, "Everything that happens in the raid eventually makes it back to the tank." Healers undergeared? You're screwed. DPS incompetent or just badly grouped? Buh-bye. Random number generator wreaking all manner of havoc on healer crits and boss parries? Thar be the graveyard. A truly cynical mind would opine that the tank should be as well-geared as possible if only because it makes it easier for the raid to forget that person existed as anything other than a rapidly-advancing line on the Omen screen that: a). always stayed above their own, and b). never died. There are enough random variables while the raid's learning a new boss that the tank needs to be eliminated as one, and in vanilla WoW that was certainly the goal. Raid and offtank damage on most encounters hadn't scaled to the point where you could make a compelling argument in favor of gear equilibrium across your tanking roster. What was the point of something like that when 95% of the damage in a fight was going to be absorbed by a single person?That changed.

  • Should your GM be able to tax you?

    by 
    Allison Robert
    Allison Robert
    09.05.2008

    This idea's been floated before, but a few people on the forums have responded pretty enthusiastically to the notion of introducing a "guild income tax." Others...not so much so. Basically, there was a proposal made in the Beta forums that Blizzard give GM's/officers the ability to levy a percentage-based tax on members' earnings. Jeff "Tigole" Kaplan responded, saying that it "was an interesting idea" and they're considering options for improving guild administration, but there was no way they could program a change like this in time for Wrath. Bear in mind that the original tax being suggested would apply to your toon both inside and out of raids (although no one was seriously suggesting that the tax should apply to non-raiding members of the guild).I have to admit that I'm not too keen on the idea of a broad-based "income tax" on players, if only because the game's current mechanics make it all but certain that the main beneficiaries will be people who either can't (due to class/spec) or won't put much gold into the guild coffers. Moreover, the taxation idea acts as an incentive for people not to guild their alts, thus avoiding taxation entirely on toons that are usually the real means of support for a raiding main (someone remind me to go reserve a hunter named Swissbank). As an herbalist/alchemist, I farm a lot for friends and have been known to chuck the guild bank a few hundred gold from time to time. Maybe I'd save time and money under a system that required me to hand over 2-3% of my income, but still. Being taxed removes an element of individual responsibility, and it certainly takes away the nice feeling you have for voluntarily helping others.If nothing else the idea's given rise to a few nice jokes (Cacora of Hellscream: "Do I get money back at the end of the year if I claim multiple alts as dependents?"), but the final word may well belong to Grig from Whisperwind: "So, Blizzard is considering taking one of the most universally loathed concepts from real life and adding it to a game. Why, they'd be silly not to do it."

  • The 10 people you need to know in WoW

    by 
    Allison Robert
    Allison Robert
    09.04.2008

    var digg_url = 'http://digg.com/pc_games/10_MMO_Players_You_Need_to_Know'; One of my favorite people to read online is a fellow by the name of Pjammer on Livejournal. He's smart, funny, and a gifted writer, and if you are not sobbing by the end of "King of Masochists" then you are pretty much a terrible person. But another great entry is "The 16 Essential People In Your Life," which lists such valuable acquaintances as the Computer Security Guru, the Wolf, the Consigliere, and (most importantly) the Best Friend. Pjammer, quoting Harvey Mackay, correctly notes that 2 am is a bad time to make new friends. These are the kind of people you want in your life as early as possible, and to exercise a positive influence on its course. My realm's seen a number of guild instability issues of late, which is something most of us have come to expect with an upcoming expansion. I've found reason to mull over how the virtual world differs from the real world with respect to friendship, backstabbing, greed, betrayal, honor, and how people choose to handle their problems. In my considered opinion it doesn't differ at all, and your experience ingame is largely determined by the network of players assembled around you, whether that alliance is a recognized one in the form of a guild or simply a more informal group of friends.So, from my own experience and with a hat tip to Pjammer, these are the people you want in your posse for the best possible experience in the game:

  • The Elves of WAR: Witch Elf levels 11-15

    by 
    Kyle Horner
    Kyle Horner
    08.18.2008

    For levels 11 through 15 of the Witch Elf class, you'll be seeing your first three Career Tactics come into play. These are passive traits that tweak the way your character will fight. You can only have one Career Tactics equipped early on, which means you'll have to choose just one for now. Our personal favorite is the Tactic that gives you a 33% chance to build on extra Blood Lust (BL) every time you use a BL building ability.Other gains for the Witch Elf class include a particularly nasty rank 2 Morale ability that sucks Action Points (AP) and Strength (for 30 seconds) from its target. This ability effectively solidifies the Witch Elf as a class that can be designed to endlessly annoy and grief a tank. So if there's a particular type of player you want to see suffering, then you'll need to make sure you grab the Force of Will ability. Finally, you'll get a disarm ability at level 14 that will see a lot of use in RvR situations against both tanks and other DPS classes.