Showing posts with label 5-man. Show all posts
Showing posts with label 5-man. Show all posts

Thursday, February 24, 2011

I... Want... Control...!

When I started my WoW career, I was all into healing. After a while, I figured out that a good tank can do so much more to change the outcome of an encounter than a healer can. In fact, there is very little a healer can do to change the outcome of a fight, apart from healing like crazy. Sometimes, the healer saves the day. But I figured that more often than not, it wasn't the healer. It was the tank who managed to take control of the fight. The tank could prevent more damage to the group than the healer ever could heal.

Since then, I've played all four specs of tanks. My two non-tank classes, Zuna the priest and Kirba the shaman, has mostly been lying idle except for some short bursts of "I'm going to level up Engineering" or "I'm going to finish What A Long Strange Trip It's Been" (I have, by the way, finished it with 4 characters now).

Most recently, I had fun with my goblin warrior, whom I started after Cataclysm. I've played PVP a lot with her. Mostly as protection. I fell in love with how much control I can bring to a fight. I am really bad dps, barring a lucky reflected spell, but I could change the outcome of a fight with allies at my side, by enabling them to kill the enemy team unhindered.

When I was around 65 with my warrior, my wife decided to play with me again. She has a tauren druid, at that time lvl 63. We played together a lot, but I was always higher level than her. In addition, I had heirlooms and played BGs on my own. Sum it up, and I raced from her in XP. So she asked me to wait so she could catch up with me.

I froze my XP at level 74, when my wife had just entered Northrend. I still tried to play BGs, but since I had frozen XP I would only meet other players with frozen XP, in effect twinks. You know what I really didn't like about that? No, I didn't mind meeting much tougher opponents. I minded the extremely long BG queues. Several hours, sometimes.

So... rather than wait forever to get into BGs, I decided to play with my other characters. I went through all my tanking characters and played BGs, all of them in the 80-84 bracket except my pally who is 85. The thing I found out is that none of the other tanking specs have anywhere near the amount of control that a warrior has.

Blood Death Knights


A death knight tank has very good survivability. But control? I have a 60% snare, which I need to reapply using a rune every 8 sec. It was crippling to try to keep an enemy perma-snared, not least to my dps. Desecration in Unholy might solve some of this, but at the loss of extremely good PVP talents in the first two Frost tiers.

I was, however, able to bother healers by Death-gripping them out of range of their healing targets, strangulating them and mind freezing them, so I wasn't completely useless. But it certainly felt so. I respecced to Unholy and found that my control improved vastly, which actually improved my survivability in most fights. No need to mitigate damage that never happens because I can kite, eh? And my dots still tick (they do as Blood too, but waaaay much lower), my ghoul still damages, and my Death Coils hit like trucks range.

Feral druids


The interesting thing about feral is that you can't avoid picking up a lot of dps talents along with the necessary tanking talents. Not all of them, but enough that I really felt I could deal some damage. I've learned that a good feral druids know when to shift, and shifts fast. It takes practice. After some hours in BGs, I wasn't all that bad at it. Bear when focused or need bash, cat when I'm ignored, caster to cyclone/root and heal a wee bit, or just shift to the same form to remove snares.

Druids actually have a fair bit of control. It's very handy that the snare is attached to other abilities, meaning I'm snaring my target at almost all times. Nature's Grasp is very handy for bothering anything attacking me, and I can use Entangling Roots and Cyclone to give my enemies a headache. Feral Charge is awesome fun, though in most cases worse than the warrior charge/intercept. Bash is an on-demand stun, and Prowl -> Pounce was very handy against anyone attacking my allies when we were defending a flag. In addition, it's very handy to be able to run from most situations. Note that I played before 4.0.6, meaning I used instant Entangling Roots with the glyph, I could still break roots and not only snares by shifting and berserk made me immune to fear. Druids really needed that nerf, though.

However, despite doing fairly well, I never really felt that I was "in control" of the fight like I often did as a warrior. Truth to be told, most of the fights was more like "I hope we can kill them before they kill us", hammering my keys in desperation. And healers? Healers were gods. Outside of gettting the jump on them from prowl with berserk up, I never managed to kill one alone. It's nice that feral druids get a spell interrupt, but they kitty version costs 25 energy! Compare that to kick (rogue interrupt) who costs 15 energy. That is 2.5 secs worth of energy regeneration compared to 1.5 secs. It really takes a bit of planning to interrupt successfully.

I think I like being resto better in PVP. Tons of control attached, yes please. Someone said "If you are casting more heals than cyclones as a druid healer, you're doing it wrong".

Protection paladins


<rant>

I know I've said this before, but I have to say it again: I really don't like Hammer of Justice.

First, it has too long duraction, in fact sharing the first place as longest stun in the game with a 5-CP Kidney Shot. It worked out slightly better when there were lots of stun-reducing talents around.

Second, I feel it is "too common" in the sense that I encounter it very often, since it's shared by 3 different specs.

Third, it is a one-shot pony. With that I mean it's a long cooldown that many paladins practically rely on it to win. A lucky resist/miss or a class that can remove stuns like Mages (Blink) or Death Knights (Icebound Fortitude after 4.0.6) and very much of the paladin's control is gone. It would be better if it was a 4 sec stun on a 30 sec cooldown or something like that.

Fourth, it has no bloody requirement combined with a very generous 15 yard range glyphed. I believe every other stun in the game has requirements, and all but Kidney Shot lasts shorter.

</rant>

Okay, done ranting. Seriously, though: the only snare available to protection paladins is the glyphed Avenger's Shield. It's ... interesting, but it's dispellable and can't be easily reapplied. I've spent lots of time running after my target as a pally. Snares are very common, and as soon as Hand of Freedom is on cooldown, you're as kitable as they come.

The thing about protection pallies, as far as I've discovered, is that they are very reliant on a proc: Grand Crusader which resets the cooldown on Avenger's Shield. It only procs on Hammer of the Righteous and Crusader Strike, both of which requires melee. So if you are being kited, you have nothing more to do than wait for the cooldown to refresh on it's own (15 sec), bubble or try a hammer of justice.

It is, however, possible to get to melee in the duration of Avenger's Shield. Then, if you are lucky with the procs, you can perma-silence an enemy target. In fact, up to three, if they are clumped up. It's very fun when it happens, but very annoying when you don't get any procs at all. Not to mention it must be annoying as freakin' hell to the enemy who can't do anything at all because of all the silences.

Even less than with feral druids, I really didn't feel in control of the fights as a protection pally. In fact, it felt like I was riding the back seat of some wild RNG race.

I can haz idea!


At this point, I had an idea. If I want control, why am I not playing a class with any amount of REAL control? So I picked up my mage, Rime, who had been my bank alt since I abondoned her at lvl 23 since ... classic. Four-five years ago.

I went into a BG and ... got trashed so bad it was not even remotely funny. I logged out in a true nerd-rage. I'm not proud to admit it.

After that, I tried to get into BGs with my warrior again. Still endless queues. Fun while it lasted, not so fun to wait. After a few days, I was ready for another attempt with my mage. However, rather than heading into BGs, I went into Ragefire Chasm and soloed the place. I practiced, learning how to make a shatter combo, got a feeling on how long I had to stay away to be out of melee reach, how long my freezes lasted etc. Not to mention mana management. I ran out of mana all the time.

Then I tried a BG again. Okay, this was way much better. I could kill a warrior or rogue (provided they didn't get the jump on me) without taking any damage at all. I could take on most enemies, except hunters. Hunters outranged and outdps'ed me, and they don't seem to have any kind of deadzone anymore. I just polymorphed them and ran away whenever I encountered on alone, provided I didn't die in the ~2 sec it took to cast polymorph.

Since then, I've been doing a lot of BGs. Yesterday my better half was away, so I dinged 59 after two winning AVs, and got Wrecking Ball in the last. I have found my love... ehem... a class I love ...for now. I know myself, and know that I won't sit at a class for too long. But for now, I am in control. MOHAHAHAHAHA!

Monday, January 10, 2011

How to survive stupid PUGs: SIT DOWN!

This is primarily written to tanks and healers.

You enter an instance using the LFG tool. After the first pull, you know this is going to be a real bad experience. Some signs:

  • One of the dps pulls.
  • One or more of the dps don't attack the skull.
  • People stand in the whirlwind.
  • Nobody (except possibly you) interrupts enemy spellcasters.
  • The dps don't burn down adds when it's an important boss mechanic.
  • The dps deals less damage than the tank (on a non AoE-fight).
  • People randomly goes afk, without a single word.
  • People refuse to CC.
  • ... or worse: People AoEs, thereby breaking the CC.

If you've ended up in one of those groups, and you happen to be healer or tank, there's something you can do about it.

Sit down. Tell the rest that you refuse to heal/tank if people don't start doing their job properly. Tell them what they can do different, keeping it very concrete. Be polite, but firm.

You are not polite if you just play along and try to heal or tank and build up a lot of frustration because people don't care about the fight mechanics. You just burn yourself out.

You will experience a lot of nerd rage this way. You may even be kicked from the group. But as long as you are polite and say what should be done, most people will recognize this and behave. In many cases, you get to kick the worst offenders.

You are a vital part of the group. It's about time you demand the respect you deserve.

Monday, September 13, 2010

Soon, the point of no return...

4.0 (actually 4.0.1) is on the test realm. That translates to it hitting live servers soon. I'm really looking forward to it, although there's a few things I'll miss.

I'm not a fan of whining and complaining about changes. I believe that Blizzard does what they think is best for the game, even if that includes nerfing the class I currently play. When I stop believing that, I'll probably stop playing the game. However, so far it has worked out fine. Thus, I consider all change "good" in the broad sense that they'll over time make the game better and better.

I'd just like to list what I look forward to. I think it'll be fun looking back at it in a half year's time.

I look forward to practically every overhauled talent tree. It's just exciting to see the new possibilities and combinations, and test out various new or overhauled talents. Some specific highlights.

Before we start, I just got to say I really love that Mortal Strike and the similar abilities no longer halve healing, but reduce it by 25%. It'll be balanced in the end, but I think I like the balance that I can heal a bit more consistently no matter what enemy I'm facing.

Death-tards


First and foremost, the dedicated Blood tanking tree for DKs. I'm going to test something like this for tanking. I'll also test a modified version, for example this, for PVP as blood.

The other two DK trees look... fair enough. Good thing they're overhauled, but no super-changes I'm all wired up about.

Tree-huggers


Generally, I'm looking forward to the overhauled Thorns. I hope it'll be castable on yourself while tanking.

Bothersome Bear Boredom


The first two steps towards more entertaining tanking for bears: Pulverize and Skull Bash. Thrash is obtained at 81. Going to a bear-tanking spec like this for tanking.

Coming out of the closet... or bark


Druid healing without tree form, yay! Unlike a lot of other druids, I'm super-excited about it. This is how I PVP as a resto druid already. The resto tree is so full of awesome that I'm having a very hard time figuring out what to spec. Most likely a case of repeated respecs. I'll probably try a PVP-oriented build first, and see how well it works for PVE as well.

Just let me see if I got this correctly: Fury of Stormrage reduces the mana cost of Wrath by 100% at all times? So I can chain-gun wraths like there's no tomorrow, if noone is in need of healing? Oh, I'm so excited that I just can't hide it!

Ability to remove magic, fantastic!

The new spell costs will take some time getting my head bent around. The speedy healer, Regrowth, and the big healer, Healing Touch, costs almost the exact amount of mana. Meanwhile, Nourish, which heals for about the same as Regrowth, costs only a fifth as much mana. Hm. Interesting.

However, with talents, Regrowth is an almost guaranteed crit for 150% healing (an additional 60% + 4% from talents), and then provides both a Living Seed for an additional 30% of the critted amount, meaning about 45% of the normal amount, and a bed of pretty flowers under your feet for another 30% of the critted amount, or 45% of the normal amount. So assuming it crits, which it will do often, it can potentially heal for 240% on the main target plus a heal over time, and 45% of everyone else who happen to be standing in it. Given at least three targets in the zone, its approaching the efficiency of Nourish.

Finally, I'm all excited about the new Tree of Life, now on a cooldown. All the enhanced spells... so much fun.

Sailor Moon... kin!

I'm not going to test it straight away, but I am looking forward to the balance changes as well. Ranged knockdown and spell interrupt, great! I'm just not as excited as the other trees.

Huntards

I've never had a hunter before, but I'll probably make a Worgen one. Both to test out the starting area and story, and the class itself. It's rather low priority, though.

Water-vendors

I have a low-level mage, which I'm intending to pick up just to test the various new mage specs. Pretty low priority as well, though.

Loladins

So many great changes here. I'll definitely test them out, to see if paladins may actually suit me now. It'd be great to have a single character that can both tank and heal, and so far I've found paladins lacking due to general boredom.

The new resource system, holy power, looks really neat. Now, finally paladins will have to make some choices about how to use their resources as opposed to earlier (where holy paladins spammed a single spell, tanks just used a rotation, and retribution paladins just mashed whatever button came off cooldown first). Not just what to spend it on, but whether to spend it at one, two or three charges of holy power.

Tanking without a rotation, oh, how I look forward to that. Dps with a more depth than just cooldown-mashing, great. AoE healing and more choices while healing. Without even testing it, I am 100% sure that this is a great step in the right direction for paladins.

Interestingly enough, paladins can now (finally?) chain-cast a dps spell, Exorcism.

Preists

(That was intentionally misspelled, by the way)

Lots of neat stuff here. However, priests where already a pretty well-rounded class, so I look at the changes are more of rounding off an already great class, with a few exceptions.

The ability to heal by damaging enemies looks interesting, particularly when combined with a stacking buff and an mana restoring and healing increasing effect. I really wonder how it'll work out. At least healing in 5-mans needn't be boring when you're overgearing the place.

The priestly version of Anti-magic Zone looks neat, not least because it reduces all damage and not just spells. Pretty much superior to AMZ, in fact.

Blizzard is trying to make Holy priests viable for PVP now. Or, more viable, this is probably their third attempt or something. Chastise is back. I never got a chance to test it while it was a racial spell.

Chakra looks like it could be real fun, particularly with Chastise morphing to other spells while chackra'ed. By the way, I can't stop thinking of Naruto each time I hear the word Chakra.

The shadow tree looks polished and neat, but apart from the Shadow Orbs doesn't strike me as anything really new. However, it worked well before, it'll probably work slightly better now.

Rouge

(This, too, was intentionally misspelled)

I've got three RL friends who play rogues, so I keep an eye on the changes here so I can discuss it with them. However, I don't have a rogue, I've never had a rogue, and I'm not even remotely planning on getting one myself.

It does, however, look to me that rogues will be completely and utterly overpowered until the health pools increase. Bypass 50% armor for 10 sec after an opener? Probably a bit broken in combination with the health pools and dps of level 80 characters.

Ehm... lightning-huggers?

Sadly, I don't know any pun on shammies.

I think the changes here will be great. However, I'm not sure how I feel about the class. I do have a 80 which I've had a lot of fun with, and I will probably level her at some point, not least since Jewelcrafting is a great profession for all my characters.

However... I'm not sure I want to spend too much time as a shammy anymore. With that said, if the changes are good enough, I might. In particular, Elemental and Enhancement never agreed too well with me. Resto was good. I'm certainly going to test out the new talents and stuff.

Interestingly enough, I look forward to buffs getting lowered. Shamans had, in my opinion, too many buffs, and they're balanced around having all those buffs. Now that the buffs aren't quite so powerful, they'll need to be balanced around that, which means that they'll be more powerful when buffs are present... translate that to most PVP action.

For Resto, I'm in particular excited about the ability to remove magic, restore mana by casting lightning bolt, improving healing by shocking and 15% improved speed at all times.

I'm wondering if they have or will change Mana Tide Totem. I did read that they intended to change it, but can't see it anywhere. In PVP it's way less effective than every other mana-restoration ability for healers.

I'm still not sure I'll be a great fan of Elemental. I'm not sure how well Earthquake will work. Time will tell how well it'll work.

healthstone-vendors

I've got my level 34 alliance lock which I stopped levelling about two weeks ago. Will test out stuff with her. Honestly, the changes look really great, particularly after annoying myself to death with the old soul shard mechanic... lack of bag space, anyone?

As a low level lock, I'm also excited about getting the specialization spells now instead of having to wait until level 60.

Meat shields

I do have a warrior, retired a loooong time ago at level 34. ... how come I abondon several classes at that level?

However, come Cata, and I intend to make a goblin warrior. Since I don't have too much experience, I can't really tell what changes are good and what's not. But it looks quite interesting.

... and that's not all, folks

I'm also looking forward to the non-class specific changes. Too many to list here, but the spell alerts look particularly good.

Until 4.0, I've decided to get Crusader on my DK, to get the "bank access anywhere on a cooldown" thing. Lacking 5 days of dailies. You may also call me sir-fish-a-lot. So far, some 1200 fish and no turtle.

There's one thing I'll miss, though... the ability to tank as an Unholy DK... but oh well, can't have it all.

Wednesday, September 8, 2010

Looking for GOOD dps

After I decided to pick up my priest again, I've spent some time gearing her up. It was fairly easy, actually, up to a certain point. I got two ilvl 264 PVP items, bought PVE gear with emblembs and got a lot of drops from the new instances.

However, it stopped in Halls of Reflection. Let me tell you a secret of mine. I love the place! No, really. It was the only instance that gave me a consistent challenge when I was tanking.

It is quite entertaining to heal too, actually. But Blizzard really did their job here, the instance requires that all the roles perform good. A tank that can both keep aggro on all targets and survive a few seconds of no healing, a healer that can keep everyone more or less alive, and dps that can pull on average 3k dps or so. In addition, you need to prioritize the targets and preferably crowd control too. There's a reason that the instance has a gear requirement before joining in the queue...

When I dinged 80 with my priest, I could pull about 2k dps on bosses. Hyperspeed Accelerators and Berserking were a big part of that, of course. I don't remember every character, but I believe all of them broke 1.5k dps before they dinged 80, given a dps spec.

I've attempted HoR 8 times now, with numerous wipes and a lot of waiting time for people to join after other have left. Six of those times were due to bad tanks. One in particular was extremely well-geared, but spent all his time in melee with two mobs, ignoring the rest. Another just plainly refused to even try, despite being well-geared. One was very polite and skilled, but just not tough enough for the job. I don't recall the rest exactly.

But... two times I've gotten good tanks. Not just good, but great. The tanks that every healer dream of queuing up with. Controls the groups, leaves the crowd-controlled mob alone, are patient and just as an added bonus interrupts spell casts on the mobs or spell reflect them.

What happened those two times? We had to give up because of too low dps. I remember in particular a rogue that averaged 1.2k dps. Because of the low group dps, we couldn't take down one wave at the start before the next spawned. We wiped when I ran out of mana. I'm not geared to chain-cast heals through all the waves without any drinking in between. And then he had the nerve to blame me for the wipe. Yes, technically it was my mana running out. However, I have no mana trouble when running the instance as intended, even healing three waves without drinking. I let him know what I thought about it.

I also recall a hunter who could pull some 2.5k dps... not too shabby, but completely ignored all my pleas for leaving the CC'ed mob alone. "Lol, this isn't ICC," he let me know.

If I'm ever going to lead a raiding group, I'd base my invitations on how a given person handled an instance such as this. Even if you overgear it, your playstyle tells me a lot about what kind of person you are in a raid group. Of course, everyone would play nice with a raid leader watching, so I'd somehow had to do it without them knowing I was watching, like having them join me with an alt they didn't know of or something.

So... now I've given up gearing up my priest anymore. I don't see much point in wading through all those frustrations when I don't have to. It's my spare time, and I'm going to take responsibility for it by not wasting too much on it on such frustrations. Instead, I've started preparing for Cataclysm.

Friday, March 12, 2010

Pally vs DK tanking

...and to a lesser extent, druid tanking. I've tanked a lot of instances on my way to 80 with my paladin. While some things change when you go from taking "normal" instances to heroics and raids, the general "feel" of the class remains the same. The way you tank. The rotation. And to some degree, whether you like it or not. If you hate your tanking class in raids, chances are rather overwhelming you hate your tanking class in 5-mans too, and the other way around.

Now, assuming you like to tank, you should also be comfortable with the tools for the job. The four tanking classes each tank in a different way. If you don't like the way your tanking class tanks, you're probably not going to perform as well as you could otherwise. I don't like the current implementation of druid tanking, and I'm fairly certain I became a better tank when I switched to my DK for tanking instead.

I won't say anything about effective health, and very little about mitigation and avoidance. This post is not aimed towards the all-high elitists who will switch tanking class if the other has 5% more effective health or whatever. Besides, I lack the time to invest into the theorycrafting necessary for that kind of analysis, and the experience to be able to talk from an empirical point of view.

Resources


Resource management

I assume you have a basic understanding of the resource systems available in WoW. But, veeery quickly; DKs have a dual-resource system of runes and runic power. Most abilities cost one or more runes. Each rune expended will refresh itself after 10 sec, sometimes less. All rune attacks generate runic power. Some abilities cost runic power to activate.

Because of the nature of the runes and runic power, DKs have the exact same resources available to them no matter what kind of content they're tanking.

Paladins use mana as their resource. No tanking gear has intellect on it, so a paladin only has the base mana pool of their class, modified by Arcane Intellect, Mark of the Wild and Blessing of Kings, depending on the raid setup. They burn through mana rather quicly, and have a three major ways to regain it. First, they regain mana constantly with Divine Plea, which with talents have a constant uptime as long as you're fighting. It is affected by int buffs. Second, they regain mana when they block, dodge or parry an attack, as long as they've buffed themselves with Blessing of Sanctuary. Since it also grants -3% damage taken, it's a very bad idea not to buff yourself with it when tanking. Third, they regain mana by being healed.

The mana gained from Divine Plea is near constant, no matter what content you're facing. It's only affected by buffs, so usually a bit higher in raids than in 5-mans because the chances that there's a mage, druid, and several paladins increase the more people there are. The mana gained from Blessing of Sanctuary is much higher when tanking multiple mobs than a single mob. It is about the same when facing a single raid boss and a single 5-man boss. The mana gained from being healed depend on how much healing you need, so it is much higher in raids than it is in 5-mans.

Druids (and warriors) have a rage system which generates rage on hitting and being hit, and depend on how much damage they take. Thus, they generate a lot more rage in raids than in 5-mans.

It seems to me that Paladins are balanced around having infinite amount of mana available, and druids and warriors are balanced around having infinite amount of rage available, when it comes to raids. Unfortunately, it means that sometimes the three tank classes will go around mana/rage-starved in 5-mans, especially if they're overgearing the content. Less problem now than what it was, but it's not unheard of of paladin tanks to take off some of their armor when tanking 5-mans, to regain enough mana to get the job done. Ever seen a pants-less paladin? Not to be confused with a pantsy paladin.

Resources vs cooldowns

The nature of the rune system means DKs can't spam the same attack times and again. They will (in most cases) run out of at least one type of rune after 2 consequensive attacks. That means that their rotation is primarily limited by the resources, namely the runes, and almost no attack used in their rotation has a cooldown. There is one notable exception: Death and Decay has a cooldown. It's rather annoying, too, in my opinion, because the minimum cooldown of 15 sec talented doesn't fit with the 10 sec rune cooldown, meaning you have to hold back some runes if you want to cast it on every cooldown. A "simple" fix would be to use it every 20 sec instead of every 15 sec, but sometimes (like Halls of Reflection) you need it RIGHT NOW.

On the other hand, both a rage and a mana system allows a character to hit the same attack several times in a row. In fact, were it not for cooldowns, most tanks would be spamming the highest-threat ability all the time. Imagine a tank spamming Thunderclap or a paladin spamming Hammer of the Righteous against AoE packs. To avoid that, all of a paladin's attacks have a cooldown attached to it. As far as I've understood, the ability is put on cooldown even if the attacks fails to connect. In most cases, a paladin tank just have to worry about managing these cooldowns with a proper rotation, and can safely ignore the mana issue. However, tanking low-level stuff and content you overgear tends to make you bang your head into the keyboard for lack of mana all the time.

Druids (and warriors) have a similar design, however, both have a "basic attack" they can spam to no end (Sunder Armor / Lacerate). All other attacks have cooldowns. To avoid tanks spamming their basic attack all the time, all other attacks available to these tanks generate higher threat, and should be prioritized.

Rotation

Paladins, with their cooldown-based tanking system, have a true rotation, dubbed 96969. It comes from the fact that if you use the abilities in the wrong order, you end up having no abilities not on cooldown somtimes, while at other times several abilities refresh from cooldown at the same time. To avoid that, you alternate between six-second cooldown moves (Hammer of the Righteous and Shield of the Righteous) and nine-second cooldown moves (Holy Shield, Consecration and Judgement). There are no real nine-second cooldown abilities, all the mentioned have 8 sec (talented) CDs. However, if you alternate these with the six-cooldown moves, you generate max threat, and they sort of "work" like they were on a 9-second cooldown each.

The rotation is so strict that you could create a macro for it. However, any tank worth his or her salt should do it manually, because the various attacks have different priority depending on the situation. For example: Hammer of the Rigtheous hits several targets, and should be earlier in the rotation than Shield of the Righteous against multiple enemies. However, against a single enemy, SotR outthreats HotR. And so on.

Druids can also have a true rotation, at least on single target fights. Highest priority is... Feral Faerie fire, ironically enough. At least last time I checked, it provided the most threat, and for the cheapest price... for free. But most use Mangle, which activates some idols and applies the debuff. All free global cooldowns should be filled with Lacerate.

If you don't put talents into Mangle, the rotation is simple; Faerie fire, Mangle, Lacerate, Lacerate. If you put talents into Mangle, there is no longer a rotation, but a priority queue: Mangle on every cooldown, Faerie fire if it's up, otherwise Lacerate. Reason: If you give priority to Faerie Fire then Mangle, both will come off cooldown the same moment, so you don't get any benefit from talenting Mangle at all. Macro Maul to activate on all the mentioned attacks.

On AoE fights, you just hit Swipe every global cooldown. If you have a single mob you need to keep sticking to you, mix in a Faerie Fire, Mangle, or both, betwen the Swipes. That makes them different from paladins: They need to choose either to generate max single target threat or some AoE threat. Paladins just use the same rotation regardless of whatever is hitting you, with the possible exception of adding Holy Wrath against multiple undead or demon mobs.

A DK doesn't have a true rotation. "True" as in you know what button you're going to hit every global cooldown. They have more of a priority system. Knowing what to hit every GCD is a matter of knowing how your abilities interact with each other, assessing the current situation, and knowning what resources you have available... in effect, which runes are off cooldown. I'm not planning to write a "DK tanking 101" now, if you want more details, have a look at Gravity's excellent site pwnwear.com.

The short version is that you have a priority like this:
  1. Keep diseses up on all mobs.
  2. Spend your runs whenever they come off cooldown to generate as much threat as possible, on the targets you want threat on. That's a bit messily written, easier with an example. Let's say a blood rune comes off cooldown. Do I want to spend it immediately on single-target threat (Blood or Heart Strike, depending on spec), AoE threat (Blood Boil), wait for a frost and unholy rune to throw down a lot of AoE threat (Death and Decay), or refresh diseases on all off-targets to avoid them falling off (Pestilence)?
  3. If all runes are on cooldown, spend Runic Power, but only if I have enough to spare that I won't be starved when I need Runic Strikes.

Runic strike deserves a special note. It is not an instant attack, but an "on-next-melee-hit" ability, like Maul and Heroic Strike. It's usually macroed to every single attack, for ease of convenience. I think it was designed to let DK tanks put their spare runic power to good use, rather than just let their runic power be capped at 100% all the time. Unlike dps, a DK tank's rotation must be adjusted to whether they hit or not. Many aren't hit capped, and even if they are, bosses parry, dodge and block a lot of attacks from the front. Since rune attacks have higher priority (since they do more damage) than runic power attacks, DK tanks don't usually have any GCDs to spare to use runic power attacks at all. Anyway, no matter what the original design was, Runic Strike is vital to generate max threat, and should be used as often as possible.

When I explain it like this, DK tanking sounds really hard. It is certianly harder than druid tanking, but then again, bear tanking rotation is so easy it's trivial (flame me a comment if you disagree). Any addon that shows the status for each rune will make the job a lot easier. I can't say if it's harder than the paladin rotation or not. For the moment, I've got far too much training in DK tanking and far too little in paladin tanking. I find DK tanking to be really "logical". At least after it was cleaned up, each DK ability has it's spesific use, and it's woven really well together. Compare that to paladin, which is much more "brute-force"; No abilities depend on each other to do increase threat, like most of a DKs abilities depend on having the diseases on a target. You just hit the attacks in the order of whoever generates the most threat, with the notable exception that Holy Shield has highest priority because it also adds in mitigating incoming damage.

Keep it up, buddy

All the tanks have some abilities that must be "kept up" in some way.

A DK needs to keep up diseases on all mobs all tanked mobs all the time. Besides threat, it provides the -20% attack speed debuff that reduces incoming damage. In addition, they need to keep up Blade Barrier all the time, a talent that reduces all incoming damage by 5%. Keeping it up is actually really easy; Just spend runes. The buff is refreshened each time all blood runes (and death runes from the same blood runes) are on cooldown. So if you just attack more or less normally, it will be up almost all the time.

A paladin must first and foremost keep up Holy Shield, to increase both threat generated and mitigation. In addition, they want to keep up Divine Plea as much as possible, since it provides them with mana and -3% damage taken glyphed. It is a bit special; as long as they're hitting something, it's up. It fades if not fighting for 15 seconds, but can be buffed up again immidiately again if it's been at least 1 min since it was last "started". In practice, on boss fights there is very little a paladin can do to prevent it from running out if there's a break in the fight. Finally, to generate max threat and dps, they want to keep up the stack of Vengeance from Seal of Vengeance/Corruption all the time. However, as with Divine Plea, there is very little they can do to prevent it from falling off whenever the boss is not in melee range, such as when it's flying, submerged, the tank needs to run away, etc. They also want to keep up Vindication, but it's virtually impossible not to keep up as long as you're fighting a mob.

A druid must keep up Demoralizing Roar by refreshing it every 30 sec or more often. They also want to keep up Faerie Fire and the Mangle debuff to increase threat and dps for all physical dps in the raid. Both are pretty easy to keep up, as they're a part of the core rotation. Soon, it'll even be even easier since Mangle will last for an entire minute in the next patch. Finally, they want, to a lesser degree, to keep up Lacerate. While it's handy for personal dps, it's not deprimental to threat if they lose it, as the instant portion of Lacerate generates a ton of extra threat, while each tick of Lacreate generates 80% less threat than the damage should imply. Thus, it's sort of "handy to keep up", but not vital.

Stickiness

It's of course vital that a tank can keep aggro when he wants to. Short version, if they're doing their job correctly, any tank can hold aggro. If they can't, then they're doing something wrong, or Blizz will most likely buff them very soon. However, there are some notes on differences in how they generate threat.

Mobile threat-generation

Druids have no "stationary" way of generating threat. They can move and generate full threat, provided they remain in range of their targets all the time.

DKs have one stationary threat move, Death and Decay. It's a more or less vital part of the initial pull on multiple mobs, but it's not vital after that. As long as they've got diseases ticking on all mobs, they're pretty mobile as well. Most DKs doesn't use Death and Decay after the initial pull, instead spending runes on Blood Boil because they don't have to "save" runes to wait for one rune of each type to be ready.

Paladins have a very stationary threat move, Consecration. In addition to being stationary, it is always cast on the feet of the paladin, as opposed to Death and Decay which can be targetted on the ground anywhere within range. To make matters worse, it has a pitifully low radius. And finally, it's the only way a paladin has to generate guaranteed threat on more than 4 targets. The other three ways of generating AoE threat have limited targets. Hammer of the Rigtheous is limited to the primary target and 2 (or 3, glyphed) more targets, which seems to be picked semi-randomly from the close mobs by the server. Avenger's shield works on the exact same principle. Holy Shield requires a mob to actually hit you when you're blocking, and there's no way to guarantee that a given mob will hit you often enough that it will remain on you. Good thing for them that paladins have so much taunting power. More on that in a moment.

"Your mother!"

All the tanks have a single-target taunt on a 8 second cooldown. The paladin version is notable for also generating a fair bit of damage (around 1-2k on a new 80), meaning it's much more likely that the mob will stick to you.

In addition, a druid has Challenging Roar, which taunts all mobs within 10 feet and sticks them to you for 6 seconds, on a 3 min cooldown. Very powerful stuff. 6 seconds is half an eternity in a crisis situation. Warriors have the exact same ability.

Paladins also have another taunt on a 8 sec cooldown, Righteous Defense. Instead of taunting a mob, it taunts up to three mobs targetting the friendly unit you target. Use it with a macro and target=targettarget, and it taunts the selected mob and up to 2 others targetting the same ally. Incredibly handy. On the other hand, since a paladin tank usually isn't hit capped, they often need it to guarantee a tank switch will go smoothly.

Death Knights doesn't have a secondary taunt, but they have a "force enemy to focus on you for 3 sec" with their Death Grip. In a way, the DKs get the short end of the stick here. I haven't felt it was a huge disadvantage when tanking, though. Of course, it's more important when things *not* go smoothly.

Tanking cooldowns

Tanking cooldowns generally comes in two variants; cooldowns that increase your threat generation and cooldowns that in some way increase your chances of surviving.

Druids have one threat generation cooldown, Berserk. It also doubles as a short fear breaker/immunity on a long cooldown. Mangle looses it cooldown and hits three targets for the duration. Nothing can ever hope to catch you on threat again after you've spammed 10 mangles on a mob.

They have three cooldowns, Barkskin on a 1 min which reduces incoming damage by 20%. Survival Instincts which glyphed increase your max health by a whopping 45%. Cutting-edge bears can hit almost 100k health with his up. Finally, Frenzied Regeneration which converts rage to health. More importantly, glyphed it increase all healing received by 20%.

The druid survival cooldowns feel fairly powerful. They can overlap each other, resulting in a huge survivability increase for a short duration. In particular, I very often combine the latter two while tanking, while I use Barkskin almost every cooldown just to reduce general incoming damage.

Paladins have one threat generation cooldown, namely their pretty wings Avenging Wrath. You might also count Avenging Wrath as a mini-threat cooldown. Their wings increase all damage (and thus threat) by 20%. Besides looking pretty on screenshots (and very unpaladinish, imo) they're really handy for pulling far away on the threatmeters fast.

On the flip side of the coin, paladins have only two real defensive tanking cooldowns unless you spec a bit strangely into the Holy tree. First, they got an active cooldown in Divine Protection. -50% damage taken on a 2 min cooldown. Pretty powerful. HOWEVER, it may not be used within 30 sec of Avenging Wrath, or within 2 min of using Divine Shield or Lay on Hands on yourself. That's kinda annoying. That means you can't freely use Avenging Wrath when you want/need to generate extra threat, you got to know the fight and only throw it if you know you won't be needing Divine Protection for the next 30 seconds. I know that this is because of PVP balance, but I still think it's a bad design.

You can, as earlier mentioned, use Lay on Hands and Divine Shield too, but all three are exclusive with each other because of a 2 min Foreberance debuff. Lay on Hands might be more powerful against weak mobs that doesn't damage you too much, but Divine Protection will almost always trumph it in raids. With the very strange but possible exception that you're low on mana and need Lay on Hands to recover some of your own mana. You can also use Divine Shield, but while it redmoves all incoming damage, it also means that you have an effective threat score of 0 for the duration of it. The only thing that persists through it is "force to attack" abilities. There is one notable way to use it; since it always clears all debuffs without any chance of failure, you can taunt a mob (stick it to you for 3 sec) cast Divine Shield and immidiately cancel the shield (using a macro with /cancelaura). Now you're debuff free, and the mob is still on you. However, you can't use Divine Protection for 2 min. There aren't too many cases where it's worth it.

The other "real" defensive cooldown is the Ardent Defender. It is passive. In addition to reducing all damage taken while at low health, it allows you to survive certain death and recover half your health once every 2 min. It is powerful. It translates to having a health pool at least 1.5 times your size on a 3 min cooldown. However, it's also a last resort thing; You can depend on it, but you (almost) never intentionally use it.

To be fair, they also have some other abilities. Divine Guardian reduces the damage taken by the entire raid by 20% for 6 seconds, but also moves 30% of all the remaining damage to you. It breaks when you're at 20%. The "breaks at 20%" allows it to be used while tanking, whoever it's still risky. While the entire raid may be taking more damage, you may end up taking more. And while you have Ardent Defender to fall back on, it's never a good idea for a tank to intentionally be reduced to 20%.

They can also spend talents to get Aura Mastery or Improved Lay on Hands in Holy. The first can give them a short armor or resistance boost, depending on what aura they're currently using, but it's nothing spectacular. The other will allow them to take -20% physical damage for a period, but causes Forebereance like a normal LoH does, so then you get that and the normal effects of LoH instead of Divine Protection. Finally, they can glyph Hand of Salvation to make themselves take 20% less damage for a short period. That *is* handy, however, you also get the normal effects of salvation, -10% threat. Not so good thing, especially not on threat-sensitive fights like those where two tanks taunt the boss off each other regularly.

I didn't like the set of defensive cooldown a protection paladin has. It feels ... too few. Only one emergency button to hit. While Ardent Defender is really dependable, it's not so overpowering that pallies don't need anything else.

Now, DKs. Cooldowns a-plenty, as mentioned earlier. Quickly going through the list: Icebound Fortitude for some 50%ish damage reduction. A 1-min CD talent depending on what tree said DK is specced into (Unbreakable Armor = more armor, Bone Shield = less damage taken, or Vampiric Blood = health and incoming healing increased). Another talented CD for two of three trees (Anti-Magic Zone or Rune Tap). Raise Dead + Death Pact to instantly heal 40%. Anti-Magic Shell to greatly reduce incoming damage on a 45 sec cooldown, also hindering application of any magic debuff. To a lesser extent Army of the Dead, the act of summoning them grans damage reduction for a short while, usable against spell and unavoidable damage. They can also Death Strike like crazy to heal themselves, often paired with Empower Rune Weapon. ERW can also be used as an offensive cooldown.

The army is a very interesting ability, as it taunts everything BUT raid bosses. It increases your dps, but not your threat. Same with Summon Ghoul.

DKs have a huge toolbox of cooldowns. I love having all the tools available. Not all of them are very handy for raids, but most of them are. My personal all-time high favorite is Anti-Magic Shell, a skill I sorely miss if I'm on any other tank than my DK.

Mitigation and avoidance

A few words on this topic too. Though, a lot will change with Cataclysm.

Paladins block a lot. Usually at least 65% from talents alone. They also parry and dodge some attacks.

Death knights parry a lot. Usually around the same amount they dodge, somewhere around 20% or higher. They can also dodge, but not block.

Druids dodge a lot. Usually more than 40% of the time. They can't parry or block.

Kick, or we wipe!

Paladins lack any true spell-interrupt. What is a true spell-interrupt? An ability that's off the global cooldown and that spesifically interrupt spells. They can interrupt with Hammer of Justice or Avenger's Shield, but both are on the global cooldown, making them harder to time properly. As a blood elf, however, I get Arcane Torrent which interrupts off the global cooldown.

Druids have only a ranged interrupt, Feral Charge. Since you spend most of your time in melee range, you have only Bash, a 1-min CD stun to interrupt spells with.

Death Knights have a true interrupt, Mind Freeze, on a 10 sec cooldown. They also have a silence which can be used to interrupt, Strangulate. The latter even has a range. Most handy.

Interrupts are not vital for raids, as you will (almost) always have someone else available who can do the job. However, it is most handy for 5-mans and some raid bosses.

AP debuff

For some reason, Death Knights are the only class without an AP debuffs. Why? Beats me. Vindication and Demoralizing Roar do the trick for paladins and druids.

Poison? Magic? Disease? Mohaha, I'm a pally!

Paladins have the special ability to cleanse themselves of a lot of debuffs while tanking. At the cost of some threat. Like interrupts, very handy for 5-mans, less so for raids.

Buffs

You probably know what classes bring which buffs. If you're lazy, Death Knights have the easiest to apply buff, Horn of Winter. Whereas you must be expected to bring reagents and buff people randomly dying as a druid or paladin.

Which buffs are more powerful? I'm not going to say a lot about that. In a raid, you're almost certain to have all the buffs anyway.

Conclusion

If you want to tank, find a tank class that you're comfortable with. As you may or may not have noticed, I'm strongly in favor of death knights myself. Find out what you like yourself, if you're going to tank. Test another class if you're not happy with your current.

Thursday, February 25, 2010

The World Event Menace

It's been a while. More than two weeks, in fact. I've got two major reasons for that, apart from the looming reason of laziness. And some trouble with blogspot. Using Chrome helped.

First, I've been unable to sit much in front of a computer for medical reasons. Second, I've been busy with the World Event stuff recently. Which is the first thing I'd like to discuss.

The World Event Menace

I've got a bunch of characters, as you may have guessed by now. Of which I "invest" in five of them. One for each healer class, and a death knight. That does not mean I try to get every one of those top-geared. Just that those five are the "mains" I switch between. My usual pattern is a few weeks on one "main", then I switch to another for a while. Since I've rolled my DK, I've done the daily random heroic each time with him, but I've spent a lot time on various healers too. I like tanking, but I also enjoy healing.

Anyway. When Cataclysm arrives, stuff will change... again. Equipment gained today is useless tomorrow. Doesn't matter if I've gotten a full tier 10, it will be replaced within a month anyway. Thus, that's only a temporary investment. Very handy and necessary to get the job done, but not something I hoard for the sake of it itself.

Crafting materials will also be reduced to dust-collectors, with a few exceptions. Some special items will still be worth making, such as the item that grants an extra gem socket on a belt. Some special items will be worth making for others that doesn't have them already, such as the tailoring flying carpets, the engineering turbo-charged flying machine, non-combat pets... but it's mostly useless.

Gold in itself will still be valuable. However, it will suffer some amount of inflation. 5k gold in one year is most likely the same as 1-2k gold is today. Still, it's worth selling stuff that's still valuable to get gold for later.

Profession skills are somewhat useful. The actual recipes/patterns/design will most likely be less used, but the skill points make it easier to get to top-level again. However, the first skill points for each new expansion is ridicilously easy to get anyway, so it's only a minor help. Some recipes will still be worth selling, though, especially for levelling up. The exception is Inscription, many of the low-level recipes there will be useful forever.

For achievementcollectors, very few of those go away, and so they're useful in themselves. I care very little for achivements for the sake the achivement itself. I do care some for "internal" achievements. That is, goals and challenges I overcome and feel I've achieved something myself, not because of another 10 points on the achievements page. Successfully beating a hard mode boss you've spent time mastering would be such an achivement.

Vanity items, such as clothes, fireworks and all that junk that's filling a bag in your bank is worth exactly as much next expansion as today.

But... one thing will be useful... Oh so useful. 310% flying mounts. Getting quest done faster, spend less time travelling. Makes looking for metal nodes or herbs easier too.

However, since I'm not in any serious raid force, there are only two ways to get a 310% mount. First, a random drop from certain raid bosses. Second, the "What a strange, long trip it's been" meta-achivement for doing most world event achivements.

Trying to get one of those rare mounts from various bosses are practically a waste of time. In the first place, it has a 0.2% chance of dropping 25-man mode only, and then you've got to win the following raid roll. Even if you raid the same boss every week, you've still only got a 10% chance of seeing the mount actually dropping, and then you haven't even started the raid roll!

My own conclusion is that I've got to do the World Event stuff on all characters that I want to someday get the mount. Sadly, when WotLK launched, I didn't know about the reward and couldn't care less for the achivements themselves, so I got started kinda late.

My shaman just got her Violet Proto-Drake. She was my main at the time I first started doing these achievements, May last year. I started doing it with my druid as well when the Fire Festival event started, meaning she lacks only two world event meta-achivements now, Noblegarden and Children's Week. I started doing stuff with my death knight on the Hallow's End event, so he'll be done with the Brewfest this year. Finally, I just started doing the meta-achivements with my priest and paladin. Since neither is level 80, they couldn't get the Love is in the Air meta-achievement (requires you to enter Naxxramas which requires level 80), so they'll be done around this time next year.

Doing the achievements with all my characters is a huge time-sink. Fortunately, I've combined most of them with reading manga (History's Strongest Disciple Kenichi, an awesome manga on mangafox.com) while travelling, making it much less annoying to get it done.

I feel sort of forced to do this. Since I know myself, I know that I'll be switching back and forth between my characters a lot later too, that's why I "need" to get it done with all of them. There is no time when I feel more addicted to this game than this during these events. Bah. I'd rather want to skip it, yet I still do it. How important is that 10% flying mount speed increase worth, really?

Current status for each of my characters:

Kirba (shaman)

Done with the entire world event stuff. Yay!

To get the achivement Charming, I've joined a lot of heroic dungeons as dps. I find Elemental a lot less stressful now. I believe it's the same with almost any dps spec, you'll get used to the "rotation" (or priority system) if you practice enough.

Healing 5-mans is just trival for shamans. Not that it's hard for any class, but Earth Shield + Healing Stream Totem will cover practically all damage taken by both the party and the raid. For ease of convinience, I've glyphed Healing Stream Totem. 500 health to each party member every 3 sec? That's 2.5k every 3 sec, or 833 health per second.

I've also started to see how powerful Chain Heal can be. The problem, though, is that it requires a good knowledge about the positioning of the raid. Hit a hunter at max range, and you'll get no bumping at all. Melee are almost always safe bets. Tanks in particular. I often cast it on myself during raid damage, both to heal myself up but mostly because I always know who is within range of myself by looking around.

It seems to me that Chain heal has higher throughput than most other forms of raid healing. I guess Prayer of Healing can outpace it, but since it only targets one group, chain heal have a higher probability of hitting targets that's in need of actual healing. Good organization of the groups or knowledge of who does what (in effect, a stable raid group) also helps. Well, rogues, death knights and warriors are always in melee, but any other class can be almost anywhere.

I found that it was much faster doing quests to get Charming. I could - barely - solo a 5-man quest in Icecrown as Elemental. Much easier as Restoration, but a bloody lot slower. Questing in itself is awfully painless as a 'mental shammy, though. No downtime, not much running (the mobs run to you once you hit them), lots of cooldowns to blow if you're feeling threatened or just bored.

Ayeba (druid)

Done with this world event. To get Charming done with her I spent two instances dps'ing. However, I found that kitties aren't generally the killing-blow scorers. Bears are actually better at it. Kitties might be better if you're working hard on timing, but if you're working towards optimal dps they don't get too many killing blows.

So, I spent a lot of time tanking with my druid to get all the charming stuff and then all the elders of the dungeons. You know what? AoE threat for a druid is rather low. Even spamming swipe until my fingers bleeded (macroed with Maul so I get single-target threat too), dps would regularly pull aggro on one of the AoE targets. To get aggro on all, I had to tab through the crowd to get in mauls everywhere as well. Good thing I'm fast on my taunt-finger. Granted, many dps were better equipped than me, but still...

Like Kirba, I ended up soloing and questing to get Charming done. Not only because it's faster, but also because there were some quests in Icecrown I'd like to do just for the lore. I easily soloed the questline with the Scarlet Onslaught, including the end-boss. I think it was even easier than on my death knight. The 4% of your maximum health heals (Improved Leader of the Pack) every 6 sec just rocks too much combined with low incoming damage (relatively) and the higher health pool of druid tanks.

Vigan (death knight)

On the topic of the world event thing, Vigan is the one I've done the least with. Not because I'm not interested, but because I can do that while waiting in LFR or for battlegrounds, something I don't do too much with the other characters. Yay for 20% speed increase from talents. Just lacking Azjol-Nerub of the dungeon elders, gotten the rest through random daily heroics.

I'm still enjoying tanking as a death knight. Will respec to Blood soon to test it again with the changes to the talents in 3.3.5. Two pieces of Tier 10 should help on AoE threat as well, especially if I throw in a glyph as well.

Regarding PVP, I've gotten kinda dis-hearted. Great survivability, but not enough pressure. Without a healing debuff we got lots of trouble in arenas against any team with a healer. Rather than go get a tank class with a MS debuff (warrior), I've shifted more towards being a healer. Than someone else can bring that debuff. Or I can go with a caster team or something.

Zuna (priest)

Lacking Kalimdor, Utgarde Keep and all the high-level dungeons. She's level 77, so she can enter almost all of them now. After those are done, I won't play her more for a bit. The other characters of mine interests me more.

I've found I'm in need of a lot more practice before I can master the shadow rotation. Particularly on trash; How many mobs should there be before I ought to use Mind Sear over single-target dpsing the mobs? There's also something about the shadow stuff... it's just not as cool (in my mind) as throwing lava and lightning around.

Mirlei (paladin)

Done with the season except for the high level dungeon elders. However, she can't access them yet because she's only level 74, so I got to level a lot if I want to get it done this year with her.

Though I played her to get some healing done, I ended up with a tank and a dps spec. It's just much easier to get groups as a tank, and much less annoyance involved when I control the fights. So many bad tanks out there... Interestingly enough, I pull 1.5-2k dps on trash groups. Granted, that's AoE, but unmatched by almost any other dps at that level. I'm sorely beaten (as I should be) on single-target boss fights, though. The curious thing is that I don't have a single heirloom item, enchant or gem with her, while many of the other dps are way better equipped than me.

I could spec tank and healer, but I'm on a PVP server and want to level painlessly. I even got drafted in as dps in a group once recently. That was quite the intresting experience. I'm learning the retribution stuff, but it seems to me the most effective is to use Crusader Strike every 3rd GCD and weave the other abilities in-between those. Perhaps every 4th GCD with decent amount of haste to push the GCD down to 1 sec. Further, Seal of Command seems to be the trash-clearing seal while Seal of Corruption (since I'm horde) is the preference for boss fights. When tanking I just go Seal of Corruption all the time for the ton of extra expertise I gain from the glyph. Can't beat that.

I've had some fun using my abilities in a high-level dungeon (for me). I joined Drak'Thron Keep as dps at level 73. We got three groups at the same time, and our healer wasn't exactly top-notch. So I tossed Hand of Sacrifice on the tank, blew Divine Sacrifice and healed like crazy, judging to get up mana and stunning and silencing to reduce incoming damage. A bit earlier I had tanked the raptor boss after the tank died, successfully. If Divine Sacrifice and Hand of Sacrifice actually stacks when used at the same time, that's a crazy amount of damage reduction.

Posts I want to write

  • Shamanic healing
  • Challenge of non-heroic dungeons at the appropriate levels
  • Dee Pee Ace

Friday, February 5, 2010

Hear my plea: Will a paladin suit me?

Ah...paladins. Being Horde in classic WoW (before BC) meant I hated paladins. Then BC came, and I intended to switch main to a paladin. However, I found their playstyle to be dirt boring, so I gave up and returned to my other characters. Now I'm "back" again. I still think their playstyle is boring as hell at low level, but now it no longer bothers me much because I'm far above the level where that is a problem.

Demand 1:

PVE healing style that fits me

Hm. Paladins have changed since BC, but a lot remains the same. First and foremost, the huge difference between the healing spell design of paladins vs other healers mostly remain. Priests and shamans both have a quick healing spell with good throughput and low mana-efficiency, Flash Heal and Lesser Healing Wave, resepctively. Druids have lacked such a small heal for a long time, but got one at level 80. In addition, priests, shamans and druids have a slow-casting healing spell with good throughput and good mana-efficiency, namely Greater Heal, Healing Wave and Healing Touch. But... since it's so slow and big, you can't use it all the time.

Now, paladins have the opposite. A quick healing spell with low throughput which is mana-efficient, and a slow-casting healing spell with great throughput but bad mana-efficiency. So, while the other healing classes wanted to use their big spells as much as possible to be as efficient as possible, paladins wanted to spam their small heals until kingdom come.

Of course, more than that have changed. A discipline priest speccing and glyphing for it has a fairly mana-efficient flash heal as well. Druids have gotten Nourish, which is mana-efficient when specced and glyphed and their target is hotted up. Not to mention they can now turn their big slow Healing Touch into a small fast heal by glyphing it, though few do that at 80. Shamans have gotten more utility with Lesser Healing Wave, namely 25% crit as long as Tidal Waves is up. In addition, paladins' spells have changed a bit as well, particularly the glyph of Holy Light which turns it into a semi-AoE spell.

Interestingly enough, paladins have only three heals. Flash of Light, Holy Light and Holy Shock. The latter is the only instant, direct healing spell on a low cooldown in the game. Can be glyphed to 5 seconds too. Granted, Empowered Healing, Riptide and Prayer of Mending might count, but the first two aren't very powerful (and it's very unwise to spam them on the same target mana-wise), and the last requires another hit to actually heal, which is not guaranteed when healing a non-tank. But, in addition to their three heals, paladins have a rather big toolbox of meta-spells (Divine Favor, Beacon of Light, Divine Illumination) and utility spells (Hand of Freedom/Sacrifice/Protection/Salvation etc). If you want to stretch it, you can also call Judgement of Light a healing spell. Stretching it even more is calling Seal of Light a healing spell. Granted, it indirectly heals, but only the caster when he's auto-attacking. I've never ever seen a paladin healer do that in 5-mans, for a good reason.

For a long time, I used to call it easy-mode healing. Now, healing in itself can be challenging as any class, but I believe there is still some truth in this. However, a lot changed when the Beacon of Light was added and modified until it's current version. Their Beacon of Light (or Bacon of Light, if you deliberately want to misspell it) is now one of paladins' most defining class features. I've been envious of the beacon on several occasions. For PVE, they can snipe heals on raid members while healing the tank, much to the annoyance of my shaman who was trying to heal them up with chain heal. In the end, I gave up and sniped heals myself with Lesser Healig Waves, when it had less than a sec cast time. Paladins can also heal the main tank and off-tank at the same time... I was red with envy when I watched a single paladin keep up both tanks on Koralon during Meteor Fist after every other healer had died. Or they can just heal around while being practically immortal by beaconing themselves.

They used to lack any type of healing over time (like Renew, Rejuvenation and Riptide) and healing on demand spells (like Earth Shield, Prayer of Mending and Living Seed). They still do, up 'till level 80. That's the most annoying with healing in 5-mans as a paladin, you have no way of easing the incoming damage without brute-force healing it down like a crazy whack-a-mole game. If they'd still lacked them at 80 too, I would never think twice about considering paladins. Too annoying for my taste. Since I don't have a 80 paladin yet, I don't know how powerful their heals are. However, I know that Sacred Shield is considered "bloody powerful" by a lot people. It was not without reason that it was limited to a single target.

They also lack any direct AoE spells. However, with the advent of their Beacon, they can at least hit two people at the same time. Still, for the few occassions where everyone is taking damage in 5-mans a paladin healer really got to make use of every single global cooldown to keep everyone up. Loken, for example. However, they have the advantage that they never have to make the choice between keeping the tank up or keeping everyone else up. As long as the beacon is on the tank, they will keep the tank up while healing the other party members.

Speaking of tank healing, paladins are certainly among the elites there. Add to that that they got a damage reduction spell without spending a single talent, Hand of Sacrifice. It has a limit on how much it absorbs and might still kill the paladin, though, but combine it with either self-healing (still with beacon on tank) or Divine Shield or Divine Protection, and they're good. On cutting-edge raids, Nature's Swiftness (both shaman and druid version) can't compete at all with abilities that scale, such as Hand of Sacrifice, Pain Suppression and Guardian Spirit. But hey, paladins can even spec into another emergency button, Divine Sacrifice. Has some limits as well, but is now fail-safe in the sense that it can no longer kill you. Speaking of Nature's Swiftness, paladins have an even more powerful version of that, Lay on Hands, which doubles as another damage reduction abilitiy when specced for it. A single healer can have three such emergency buttons... did someone say overpowered? Definitely powerful in the hands of a skilled healer. On the other hand, they lack an Inspiration-like talent, but druids have managed fine for a long time without it.

There are also their buffs... in particular Blessing of Kings. I've seen 25-man raids that refuse to start until they've got a paladin to buff Kings. Blessing of Wisdom and Might are also powerful stuff, but can be duplicated by others. Handy that they no longer need to be refreshened every 5 min. They are also the most powerful buffers in the sense that three different paladins can provide three different buffs. Shamans can come close, but they only have two unique buffs for most slots, unless you are in need of a particular resistance. Oh, and then you can have three different paladins provide three different auras. Not only that, but their auras have a longer range and are more reliable than a shaman's totems, making them the first choice for resistance effects such as Fire Resistance.

On the topic of survival... let's see... plate armor which allows them to mitigate a lot of physical damage, divine shield that makes them completely immune to (almost) everything, and their various "hands" which can reduce threat, remove any movement-impairing efect, completely drop aggro / ignore physical damage and the ability to spam huge heals on both themselves and the tank at the same time? Yes, they are solid.

The ability to help recover from a wipe, or at the very least ignore any repair costs once in a while, Divine Intervention, is just icing the cake.

Yes, I think I can get used to the paladin toolbox.

Demand 2:

Potential as PVP healer

Again, I have no direct experience here at high level. The only experience I have is battlegrounds at lower level. However, arenajunkies.com clearly show that paladins are among the most common healer in arenas... in fact THE most common healer, from what I can see. That alone should say something.

The infamous bubble is perhaps their most known (and hated) feature. While it can now be dispelled by two classes, no matter how fast you dispel it it will at least clear you of all debuffs. If there are no dangers to your bubble nearby, you've got 12 seconds of free healing... almost. Solid, but a paladin can't rely on that alone. However, there is also another use for the forbearance trick: Divine Protection. It is clearly weaker, but has the advantage that it can't be dispelled by warriors, has a shorter cooldown, and priests often miss that it's on due to it's rather subtle graphics. Compared to Divine Shield at least. A good priest won't be fooled, though.

What else do they have? Hand of Protection to give an ally (or yourself) completely immunity to all physical attacks? Nice. Hand of Freedom to make an ally or yourself completely immune to movement-impairing effects? Very nice. Slap it on a warrior and watch him crush the mage into small pieces, unless he's got his Ice Block off cooldown. Hand of Salvation which glyphed provides a -20% damage taken buff on yourself? And I thought I was going to miss barkskin. Hand of Sacrifice and Divine Sacrifice to make you immune or at least highly resistant to a lot crowd control, not to mention it makes the damage on your target much more manageable.

Oh, and there's still beacon. Except now you'll slap it on yourself instead, and copy all healing you do to yourself. Mohahahaha! In arena it's just as good to slap it on a team memer, depending on who's going to take more damage. Add to the survivability that they also has a lot of armor that will always passively protect them.

In battlegrounds you can really feel the difference with Crusader Aura. Not least, this enables you to ride away from others. The opposite is rather frustrating, when you only got 100% speed and your tail got 120%... trust me on that one. Crusader Aura is handy when travelling anywhere, not just in arenas. Paladins are the only healer with a mounted speed buff of any kind.

Now, they lack a snare, but they have a very special ability... Judgement of Justice. As a holy paladin, it has a 40 yard range. Use it to semi-dismount people from a long range. They can't run away using abilities such as Ghost Wolf, Travel Form, Sprint or a mount.

Paladins got a reliable stun, on a 40 sec cooldown talented. They can also fear and stun undead and demons. But that's the limit of their crowd-controlling abilities.

On the topic of mana, 1 min cooldown on Divine Plea rocks for battelgrounds. Can't say how well it works in arenas, with the healing debuff slapped on it. I know that my arenamate (a paladin) and me could outlast a lot of enemy teams. The only ones we had trouble outlasting was druids... but they couldn't run us out either. After about 15 min, they gave up.

What do they lack? Well, they lack any sort of sprint themselves. Shamans and druids can often run away, while priests and paladins have to stay to take the heat unless they got enough range to mount up. Fair enough. Just as in PVE, they don't have Hots to play with. They do have one, but it's on one target only, making it unusuable for healing damage in battleground effectively. Sure helps on that one target though. Going to miss that from my druid. Aura Mastery allows them 6 sec of playtime every 2 min, but they can still be stunned and death gripped. So under heavy fire, they're not always able to get out heals at all.

Aside from Hand of Freedom, they have a hard time with debuffs. Sure, they can remove 3 different types, but only every time they hit cleanse and burn a global cooldown. Priests, shamans and druids all have a "persistant" dispel that keeps dispelling several times after the initial gcd (Abolish Disease, Abolish Poison, Cleansing Totem). Priests can also dispel two magic debuffs every gcd, making them able to compete with a frost mage's ability to apply debuffs. The talent Sacred Cleansing can help, but it's not reliable.

Now, paladins have the same problem as druids; lack of dps in healer spec. But there's also a difference: While the druid can only cast heals, paladins can actually cast other spels as well. It came as a surprise to me, but my paladin partner could actually throw in a decent nuke to help me (as a DK) finish my enemies off: Hammer of Wrath, Holy Shock and Judgement actually made a difference. My healer often ended up with more killing blows than me, of course with me being a heck of a lot higher on damage done. That may make all the difference to me. I don't need a lot of sustained dps in a healer spec, only the ability to throw in a decent nuke. Like priests can chain Holy Fire (+ Smite) + SW:D for some burst. Druids lack that. The closest thing they come is chain-gunning Wrath if they've spent talent points to get it down to 1.5 sec. Shamans have a very decent burst with Flame Shock + (Lightning Bolt + Chain Lightning) + Lava Burst.

PVP healing will take some time to get used to since I've been healing a lot as a druid earlier... but it'll work out, I hope.

Demand 3:

Potential as ranged dps

Fail!

Second options

Paladins can't do ranged dps, but they got two other options: Tanking and dpsing. Why would I want to tank as a paladin when I can tank as a DK? For one thing, it might be easier to find groups that way. Tanks are in even shorter supply than healers, but it's pretty easy to get groups as a healer too. And who knows, I might really like their tanking. I can't tell 'till I've tried. Well, I have tried, but not as a full-fledged high level protection paladin, only as a retribution paladin at level 71 and a protection paladin at level 62. Might write a seperate post about that.

The tempting thing about going Retribution is that it allows you to be a semi-healer in PVP. You don't have the faintest chance to compete with a full-fledged healer, but you still got Hand of Sacrifice and Protection. In addition, Hand of Freedom can be used to remove stuns when talented, and why skip that for PVP? While dpsing, you can also throw out a lot of instant Flash of Lights, and Cleansing is possible as well. Too much of it will naturally drain the mana pool in no time, but judging on every cooldown with a glyphed Seal of Command generates a pretty good amount of mana. I have tried it a bit at 71, and it was fun. With that said, as a DK you can peel your allies extremely well, use Anti-Magic Shell to reduce damage taken, use ghoul stun and silence casters to prevent incoming damage. In effect, I'm trading one toolbox for another, and it's not necessarily a better one for my purposes.

One decent thing is the ability to self-heal between combat in battlegrounds/Wintergrasp. As a DK, I'm forced to eat unless I've taken so little damage that a bandage will do.

So, I'll have to give up the idea of going ranged dps. I think I can live with that, but then I might just as well go druid, right?

Feel

Generally, I don't like paladins. No, seriously, I don't like the paladin feel.

To start somewhere... the original paladins were special members of the church who were given permission to dabble in heretic magic to further the church's goal. That dissapeared somewhere along the line. I don't like the "purity" and "holier than thou" feeling. Granted, the wings are cool, but belong to priests, not paladins. I like the feel of blood elf paladins a lot better, as they didn't care for the holier-than-thou stuff, just for the power.

But... it's "just" a game, and I'm not roleplaying much these days.

Conclusions

Need more experience

I'll just have to spend some more time finding out if they're suited for me. As Gravity noted, I'm a crazy altoholic, and this won't exactly reduce that impression.

The paladin I will level (Mirlei) is on a RP-PVP server, where all my other characters are on a RP server. Tirvin, my paladin on Earthen Ring, is dedicated to play with my wife. And she doesn't play much at all these days. Since Mirlei is on a different server, she can't benefit from all the high-level crafting materials I've gathered, my max-level jewelcrafting, inscription, engineering and enchanting, and she can't have heirloom items. ... Actually, the worst part is not being able to fly. Old-school. Extra challenge too? The game isn't exactly very challenging itself until max-level cutting-edge content.

I'm not going to migrate her to another server. I want to try some world PVP action, and the ability to gank alliance that annoys me. Note that I don't do that without reason, only if they go after my mining veins. If anything, I could transfer a bank alt to her server with gold, heirloom items, crafted items and stuff. But that costs real money, and it's hardly worth it.

Wednesday, February 3, 2010

Test of Faith: Are priests my thing?

Zuna, my priest, was my first 60. I've healed a lot with her, and watched the priest class move through changes. When I think about it, though, priests have been one of the more stable classes in the game, except for the complete re-haul of Discipline.

Because of my uncertainty, I decided to pick her up again and play with her a bit. Test things out.

Demand 1:

PVE healing style that fits me

Priests have two distinct PVE healing styles to choose from. To be completely fair: Every healer class have several healing styles, but none as different as holy vs discipline. With that said, it is different to raid heal with a shaman laser-chain-heal style and tank heal. Same with a druid. Can't speak about paladins, no direct experience in raids there.

Holy

I've only got experience as a raid-healing priest at lvl 70, and that was as holy. Still, I don't think it is a completely different experience now... well, except that Circle of Healing is on cooldown.

Holy has, when specced for it, a very strong hot in Renew. Glyphing it is completely overkill for normal 5-mans, but I can see how that could be useful in raids. Empowered Renew remind me of Riptide. I like it.

Surge of Light is also fun, especially since it can proc multiple times on a single Prayer of Mending. However, if I were to stay a holy priest, I'd get some addon that shows me when I've got a proc up. Too easy to miss.

Mana regeneration is also top-notch as holy (including Meditation, mind you). In fact, I often threw in some damage because I had mana to spare.

I didn't get to test out a lot of Holy's group healing in 5-mans. A random Circle of Healing (which practically guaranteed a Surge of Light following), once in a while a Prayer of Healing. I know from experience it is solid. In fact, I think Holy has the best tools for handling damage to a lot of party members in 5-mans.

I enjoy Guardian Spirit. It is very powerful and fun. I also played around with Body and Soul. Fun, and handy in PVP, but not a MUST-HAVE. Inspiration is as usual powerful.

The thing I didn't like so well with Holy was handling lots of tank damage. But that's comparing to Discipline and druid-healing, which is a bit unfair.

All in all... I liked holy healing fairly well.

What I didn't like so well is the Shadowfiend. Long cooldown (compared to Innervate and Divine Plea), too. That's not limited to Holy, though.

Discipline

Ah... discipline. For a loooong time, I insisted on being a discipline priest, long before the rehaul that made discipline actually good. Back when Divine Spirit was the 31-point talent.

Anyway... I like discipline too. Powerful shields which can be tossed out extremely fast thanks to Borrowed Time and Penance that can heal a tank up from nada to full (almost) in no time are the two main selling points. Renew ticks for a lot less, naturally. Prayer of Mending is still powerful, though.

But, to start somewhere else: Discipline is not scaled well for below-max-level mana management. The mana returns from Rapture is just way more powerful when you got a good lvl 80 mana pool. At 71, I had trouble with my mana as discipline. Had to sit down and drink every third pull, less with a very tough tank. I know from second-hand experience that Discipline's mana is in a pretty good state, though. Had a disc priest heal my DK when I tanked the two groups after Ick and Krick. He ended up with more mana after the two groups than before he started, and he didn't use his Shadowfiend.

I also find the lack of a instant-heal slightly frustrating. Ironically. I'm tossing out shields like there's no tomorrow... which translates to everyone having Weakened Soul on them all the time. At least everyone who is taking damage. But it isn't that bad, I'm just not used to it from being a holy priest for a long time.

Discipline has a lot more cooldowns to play with. Good thing? Bad thing? Definitely something I need to learn. I didn't use them too well.

By the way, Engineering gloves enchant + Berserking troll racial + Power Infusion + Borrowed Time + Enlightenment is a sick amount of haste together. Resurrection in 4 seconds, anyone?

Demand 2:

Potential as PVP healer


If you look at any kind of rated arena, Discipline is the only way to go. Blizz has tried to make Holy viable with talents like Body and Soul, Blessed Resilience and so on, but Disc is still king. I don't mind, though.

Disc priests are very powerful in PVP. Priest-Mage-Rogue, anyone? They have powerful crowd-control in their Psychic Scream, shields that ignore any healing debuffs, penance that insta-heals the first tick and nearly the second too, Mana burn goodness for the right compositions (double healer + dps, for example), both offensively and defensively dispels, quick nukes at the right times... powerful, indeed. They're not built for outlasting another team, they are an offensive-type healer.

Sadly, I can't test too well. Walking into PVP with no resilience these days is a sure way of getting blown up, particularly as a healer. So I'll just have to take the word of the community, which says priests doesn't suck. Still... cloth means that my nemesis is warrior and to some extent rogue. I liked being tough and not fearing warriors as a DK.

Shadowfiend is worse in PVP. Can get kited around and killed easily, reducing my possible mana returns.

Demand 3:

Potential as ranged dps


Interestingly enough, this is the first time I've really specced shadow during all those years of being a priest. Dual-spec, I love you.

I like shadow. It's cool with the shadow ... stuff which seems to evaporate from you all the time. I like having three dots to play with, one CD nuke and one no-CD nuke. Creates a game of weaving, where I need to make sure stuff are up all the time. I can get used to that, and thrive with it. No proc-watching involved.

It wasn't so entertaining in PVP, but then again that might steem from my complete lack of resilience. There are some shadow priests among high-ranked arena teams, which should say they are viable. I liked the immunity Dispersion provides. The only good answer against a bladestorming warrior... haha, eat that.

I missed a snare. Mind Flay provides a semi-snare, but I have to stay immobile to maintain it, and that means I can't kite anything around.

Feel

That's a tough question... do I like the priest feel? The question is really, what is the priest feel? From the artwork on some of their armor, they're sort of Oracles, bringers of divine fury, angels... stuff. What do they worship? Easy to answer or a human or night elf, hard for a troll or an undead. And come Cataclysm, and we'll have gnome priests as well.

Angels and stuff are cool and all that, but it's not ... well... shamans are cooler, I'm certain about that.

Conclusions

Possible

I think the priestly playstyle might fit me. I'm not completely sure.

Wednesday, January 13, 2010

Just when I thought healing was soooo last year...

Just when I thought I was happy with my DK... I suddenly feel like healing again. Bah. It's not necessarily a bad thing. I can imagine why, too.

My current theory is that I've hit the "roof" with my DK. The only thing left to do with him is serious raiding - which I can't do because I can't meet any raid force attendance requirement - and arena PVP - which I can only do in limited amounts due to the same limit. So, I run my daily random heroic and some pug raids, but generally, there's not much more to do with my DK.

So, I've reasoned a bit. Obviously I can't heal as a DK. However, I can tank as a DK. What's more, I like it a lot.

If I could, I'd prefer to have only one character to rep and gear up. Originally, the plan was to get a character that could both tank and heal. In effect, a druid or a paladin. However, as noted in the last post, I've come to dislike the druid spam-tanking, thus they are no longer an option. That leaves paladins. I've never liked them too much... which is an elitist opinion I'd rather rid myself of. They are still an option. I even leveled a paladin once to 71 on a different server. It's an option to pick her up again. I'm seriously considering it.

Anyway, since I joined the dark side, I've thought that I no longer need a healing class; I'm happy being tank in PVE and dps in PVP. Worked for me for a while, too... 3 months? That's quite decent for me.

Now, I want to heal again. Apart from the paladin option, that means I have to keep up two characters. Still possible.

The question, which of the characters to pick up? My priest (72), druid (80) or shaman (80)? Obviously I make it much easier for myself if I go for either of the latter two.

The character I want to heal with need to work for me both in PVP and PVE. "Work" is a relative term. It means they have to be effective enough to not annoy myself to death in PVP, and have a playstyle I'm comfortable with in both PVE and PVP. Every healer class works in PVE, as a matter of fact.

So, I ran through heroic Pit of Saron with both my druid and my shaman as healers to gauge how well I liked them. Then I ran a few random dungeons with my priest. I need to test PVP later.

Okay, the comparison between my druid and my shaman wasn't quite fair. I got a crittable, slightly underequipped, and less experienced tank with my druid. I still liked him, though, he was willing to learn. My shaman got an ICC equipped pally tank. Talk about difference.

First thought: Addons make a hell of a lot of difference. Having Grid set up to tell me exactly what hots/buffs were on each party member and how much damage they had taken made all the difference in the world. Without addons, healing is a lot harder, in my opinion.

Second thought: I'm rusty. It know the classes as I've healed a lot with each of time. However, it took time to put myself back in the healing mindset again. In fact, I found tanking a lot less stressful than healing. With a bit practice, it'll come back again.

This post was getting awfully long, so I chose to split it into more than one post.

Friday, January 8, 2010

DK vs Druid tanking

(Note: I decided not to spend the time parsing all spell names to wowhead-links. If someone miss that, let me know in a comment, and I'll start doing it again.)

I decided to test out the new instances with my druid, Ayeba. She's geared enough for that place, but far from overgearing it. I tanked Forge of Souls heroic and healed Pit of Saron heroic. I might discuss the healing in another post, but for now I'll focus on the tanking side.

Okay... where to start...

Gathering the mobs

First, Death Knights have a HUGE advantage when attempting to gather mobs. Against "ordinary" melee mobs, I need to get close enough to hit them all with swipe at least once. I'm used to dropping a Death and Decay (which is really rather big) and it will tag almost all mobs so they'll run to me. Slightly irritating, but I can live with that.

Now, what about ranged mobs? Uh-oh... bad stuff. Druids have no way of moving them at all to where you want to tank them, apart from getting aggro and breaking Line of Sight on them. Bash? Stuns them, they just start casting from the exact same position when the stun fades. Feral Charge? Immobilizes them for exactly as long as the interrupt lasts.

In effect, any group with at least two spellcasters who aren't already grouped are a pain. Consider the third group in FoS (excluding the single skull): as a druid I have to run back and forth all the time to keep aggro on all. It is also possible to keep aggro on a single ranged by hitting him with Feral Faerie Fire every time it's off cooldown, but painful. While running, I risk putting my back towards the melee mobs, killing all the avoidance I have.

Death Knights have... Death Grip! Oh, how I love it. But also Mind Freeze, usually causing the spellcaster to follow for as long as the spell school is locked out, and Strangulate to silence at range, guaranteeing that they will come to you. And I don't even need to collect them all to keep aggro on them: If I target a mob in the middle, I can keep aggro in a 30 yards range. Pestilence has 15 yards ranged glyphed in every direction, and once I've got diseases ticking, I can usually hold threat on them.

Health and avoidance

My druid had 45k health during the run... but some 40% avoidance. My DK has only 34k health self-buffed, but almost 60% avoidance. I do notice the difference. Avoidance stacking is not recommended, but I don't recommend stamina stacking either. If damage taken is fairly low, though, Improved Leader of the Pack rocks with a high max-health.

Generally, it's a trade-off, with both having their advantages. However, the tank will require more healing over the course of a raid or instance the lower avoidance is.

Emergency buttons

Druids have 3 emergency buttons.

A bear-tree? Tree-bear?

Barkskin is solid, -20% damage from all sources, lasts 12 sec, only 1 min cooldown, and doesn't cost any resources at all. It (usually) lasts longer than Bone Shield, provides more damage reduction than Unbreakable Armor and works against magic as well. Bonus that it can be used while feared or stunned.

FRENZYYYY!

Frenzied Regeneration is a bit so-and-so in itself. It's very costly on rage, meaning that it's hard to get off any other rage attacks while it's on without hurting it, but glyphed it's pretty good. +20% healing taken compared to Vampiric Blood's +35% healing taken. Lasts fairly short, though, only 10 sec, compared to Vampiric Blood's 15 sec glyphed duration.

Must survive. Must survive.

Survival Instincts is rock solid. Increases current and max health by 45% (glyphed) of your total health for 20 sec. More than Vampiric Blood's 15%, and lasts longer.

Druid roundup

Survival Instincts and Frenzied Regeneration work extremely well together. God-like survivability. That's both an advantage and a disadvantage: Many times I feel I have to save both for the same time, because Frenzied Regeneration isn't too powerful on it's own. So, you get either a fairly good 1-min CD and a superb 3-min CD (combining both), or you get a fairly good 1-min CD, one decent 3-min CD and one good 3-min CD.

The same logic can be applied to any tanking class: of course you get a much better CD if you combine two at the same time. But all CDs should be powerful enough on their own to be worth using alone. I don't feel Frenzied Regeneration is, particularly not unglyphed.

The next sad thing is that you have to glyph two survivability cooldowns, leaving you only one for threat-generation or utility.

OMG Owerpowered magic-ignoring stuff

Now, DKs. They have Anti-magic shell, which has 3 simultaneous effects. First, it absorbs 75% of spell damage taken for it's duration. Second, it prevents the application of any negative stuff and suppresses debuff auras for its duration. Third, it converts spell damage absorbed into runic power. It also works on poisons, diseases and curses. It has low duration, 5 sec unglyphed (and no tanks I've ever seen choose to glyph it), but also a fairly short CD of 45 sec.

There are fights where AMS doesn't help at all. However, I think most boss fights feature something AMS shell works against.

I love AMS. It almost trivializes some fights, like Goarfrost where you can reset the debuff stack, and Falric, where it suppresses his -75% healing and damage done debuff for it's duration, allowing you to be healed fully up.

Chill out, dude

Icebound Fortitude is possibly the most powerful DK cooldown. In non-tanking gear, it reduces damage taken by 20%, equal to Barkskin or Bone Shield. At 540 defense (raid boss crit immunity) it reduces damage taken by 41%. At 600 defense it grants 50% damage reduction, same as Divine Protection. Most DKs have something in-between, meaning it mitigates between 41% and 50%. Quite solid. It also grants stun immunity, but this is very rarely important in PVE. It's a solid cooldown.

Rise and ... never mind, die again

Death Pact provides instantly 40% of total health back. Usually used with Raise Dead, but can also be used with Army of the Dead or Summon Gargoyle. The latter is a very rare talent in a tank build, though. I like it. Especially poweful when combined with Vampiric Blood, restoring 54% of your health. Less powerful in raids, but does have it's place to help the healers overcome a spike.

1 min talent CDs

Each talent tree has a tanking cooldown: Vampiric Blood for ... guess what, Blood. Unbreakable Armor for Frost. Bone Shield for Unholy. Personally, I think Vampiric Blood is the best of these three cooldowns. The other two are fairly good too. Unbreakable Armor does nothing against magic damage, and Bone Shield is a bit unstable; it can fade in as fast as 6 seconds, or last for 5 min... though the latter is very unlikely. The nice thing about Bone Shield, though, is that you can pre-cast it and have it ready again when you enter combat, so you can "chain" it from the start of a fight, or have it up at the start and use it again before 1 min has passed. Bone Shield's duration can be extended by combining Bone Shield with an activated avoidance trinket, like Glyph of Indomitability.

The downside of all these three cooldowns is that they require a rune... which means you either must save one rune until you need it (loss of threat), wait until it comes off cooldown when you need it (risky) or combine it with Blood Tap which also has a 1 min cooldown. I have a macro which I press without modifiers to cast the CD, and press with shift to cast Blood Tap -> CD.

Wait wait, another talent CD

In addition to the 1-min CD, Blood and Unholy has another tanking CD you can spec into.

For 4 talent points in Blood you can have Improved Rune Tap, which restores 20% of your health on a 30 sec at the cost of a blood rune. Frost and Unholy tanks can get the 10% health on a 1 min cooldown without sacrificing much. However, only blood tanks can really use this talent well. To effectively use it, you need to save a blood rune for it (loss of threat, loss of blade barrier), wait until it's off cooldown (risky) or use it with Blood Tap (which means you can't use it with your 1-min CD) or with Empower Runic Weapon (5-min cooldown). I don't like it. Blood has much easier access to blood runes since you can turn both unholy and frost runes into death runes. The unimproved version isn't very powerful at all. The improved version is fairly good, especially combined with the rest of Blood's arsenal like Vampiric Blood, then it restores 27%.

Unholy tanks can spend 4 talents points as well to get Anti-Magic Zone. 3 of those points boost AMS to 100% and reduces spell damage taken by 6% at all times. Anti-magic Zone requires an Unholy rune, and thus is a bit unpractical. However, it can absorb a ton of magic damage, well worth spending Empower Runic Weapon on if you need. It lasts for 10 sec or until it's absorbed enough damage, then fades. Unfortunately it's extermely stationary. It's a very circuimstancal cooldown, and can really shine on some bosses. Since it also absorbs damage on your party, it has extra utility.

Frost doesn't have a second cooldown, but Icebound Fortitude lasts 16 sec for a frost tank, compared to 10 sec for everyone else.

My flesh was only getting in my way

Army of the Dead can be used in one of two ways. While channeling the army (4 sec), you take reduced damage equal to your parry + dodge chance, which means somewhere between 40% and 60% damage reduction. However, the duration is painfully short, and you can't avoid anything at the same time. Statistically you will take the same damage in the long term against dodge/parryable attacks. However, against attacks which are unparryable/undodgable, it will still reduce damage. It is very circumstantial to use the army this way.

The second way of using the army is that it will taunt anything lower level than a raid-boss. Each skeleton dies pretty fast, though, so it's only a temporary help. The main problem is that you can't taunt the boss of them again until they're gone, or they'll just retaunt. Their taunt seem to have a 1 sec cooldown EACH. That means you can't move the boss where you want him or her, and that can prove death for your group certain places. Against a raid boss, they will provide a bit extra damage and fodder for Death Pact, but nothing else.

Desperate measures

If all other cooldowns are on ... cooldown, it is possible to spam Death Strike like crazy. For a Blood or Unholy tank it restores 15% of your health for each DS that hits, and 10% for a frost tank. Combine it with Empower Runic Weapon and you can theoretically restore 60% of your health (without Vampiric Blood) over 4 GCDs.

DK roundup

DKs have a lot of cooldowns. The main difference between theirs and a druids' is that many of their cooldowns are very circuimstancal. I believe they're better if you can use them in the right circuimstances, but for general-purpose they're about equal.

Threat

Any properly equipped tank can hold aggro on a single target without any trouble at all, barring a string or dodges/parries from their target.

Well, not true. A druid must choose to spend his GCDs swiping (generating AoE threat) or Mangling/Lacerating/Fairie Firing (generating single target threat). Maul will usually be macroed to all those attacks, causing your auto-attacks to generate solid amounts of threat. Glyphed it will even hit two targets. However, I found that I was not always able to hold threat on my primary target while only swiping: I had to throw a mangle or something to stick an enemy to me.

Even spamming swipe, I felt that my AoE threat was only on par with a blood DK. That might be because my DK is better geared than my druid now, but it was very annoying still. Frost and Unholy seem able to put out much more AoE threat.

This is the part of druid tanking I hate the most, and the reason I switched to a DK in the first place; The endless, mindless spamming. Granted, a DK rotation can also be viewed as a bit spammy, but a 20 sec rotation is much more interesting than a 6 sec rotation. And AoE is much smoother as a DK. You drop Death and Decay and get some threat on all enemies, then you hit your primary target with Icy Touch and Plague Strike and then pestilence. The two single-target attacks on your primary target + auto-attacks provide enough threat to hold the primary target to you. Then you weave your abilities as you best see fit.

Conclusions, sort of

I hate swipe-spamming. Otherwise druids are okay. I'll definitely stick to my DK for now.