Archive Page 2

25
Jun
10

Tanking Caps and You

Gearing Philosophy and Necessities…

I received a tweet this morning regarding hit and expertise caps and what one should focus on first, and I thought that the 140 character limit of twitter was just not going to cut it for a proper response, so here is a more detailed and informational (hopefully) response to the question:

AndrewAnderson5 Wrote: @AvengingWrathy I got a question in regards to pally tanking. is it better to be hit capped, exp capped or both?

Well the short and simple answer is Neither. It depends on your gearing philosophy and goal of the gear set. Hit capping will help with your threat, and ensuring that your taunts land every time (if glyphed and melee hit capped). Expertise is a threat stat first, and on bosses where parry haste is enabled, a defensive stat as well.

Hit rating

With a hard melee cap of 263 hit rating or 8% hit, you will never miss a hit which you attempt. In addition, if you are glyphed for Righteous Defense, then you will never miss a taunt either, as your taunts are spells and the glyph will give you an extra 8% hit to get to the spell hit cap. With the advent of 3.3, we have new threat stats which sit at the top of the charts, and your question has some merit for the changes we have seen. First and foremost, it is important to understand that if you cap hit, you will remove the chance to miss from the attack table. What this means is that your swing is left with three options, land (hit or crit), dodge, or parry. In order to eliminate dodge from the attack table, you have to get to the soft cap of expertise, or 26 rating. This will leave only parry on the attack table. Parry is quite a bit more expensive to remove from the attack table because of its added threat of parry hasting.

While we have proven that all but two of the bosses in ICC have parry haste turned off, and the two that do are for the most part more threatening with their frost spells, it is still worthy of note to understand that there is a defensive characteristic to the stat. Theck has proven that Expertise is 83% as good as Dodge when it comes to pure avoidance. This only is applicable for bosses which parry haste. However there is always the added bonus of removing dodge and parry from the attack table. Once you have reached 56 expertise, you will land every hit you attempt on a boss.

Now on to the pretty pictures, because that is really what helps me understand things. Hit rating is something that will obviously help us with our threat, however it has no effect on our ability to mitigate damage. Hit is something that you want to start stacking if you are having problems with threat capping your dps . Hit has a great relationship with threat, and is the second best threat stat out there, and  is illustrated by this lovely graph I ninjaed from Theck over in the 3.3 Stat Threat Analysis thread at MainTankadin. If you observe the graph you will find the following:

No surprises here. Hit drops off when you reach the melee and spell hit caps. Everything else is pretty much the same, with slight scaling of damage-increasing stats until you reach the appropriate caps.

The interesting thing to note is that after about 50 hit rating, STR increases enough to equalize the two stats. Note that this is with 0 expertise rating from gear; at the expertise soft cap this number will go up. What this means is that if you’re really optimizing for threat on a limited budget, you’d want to balance hit, expertise, and STR. On the other hand, it’s hard to come up with a rule of thumb for this, since it will depend on your current STR, hit, and expertise values. In practice it will be more common to just gem STR if you want sustained TPS, and hit if you want snap threat. The difference in sustained will be small enough (~2-3 TPS per 10 points of rating or stat) that hit is probably the better choice. – Theck

Expertise Rating

As you can see, This graph is a great example of how hit is one of your best threat stats out there, and even better, a great seg-way into how great expertise is for threat! Expertise has long been established as a threat stat, and all of your melee have been soft capping since day one of Wrath of the Lich King. Why haven’t we really concerned ourselves with it as much though, is because until 3.3 ShoR was not able to be missed, parried, or dodged. And as it is one of our best snap threat generators, it was something we didn’t have to worry about. Now that it can be dodged, parried, and missed, expertise has shot up into the best threat stat out there. As you can see below, expertise is by far the best threat per second stat that we have out there.

…Expertise has risen to top dog status with the change to ShoR. As always, expertise loses effectiveness when you hit the soft and hard caps (82 and 328 rating or 26 and 56 skill after talents, respectively), and damage-increasing stats scale differently above and below those caps (see the different slopes on the STR and BV lines in the three regions).

Past the soft cap, expertise drops back down to be roughly equivalent to AP for threat purposes. That would put it at a “don’t gem” level as far as threat is concerned, though there are also avoidance benefits to consider. – Theck

So as you can see, both of these stats are valuable but the question still remains, which one first?

Hit or Expertise First?

This question has to only be answered after you have asked yourself another question, what am I trying to achieve? What I mean by this is that you have to ask yourself if you want to just increase your threat generation, do you want to ensure that your taunts never miss because you are tanking adds on LK or doing DBS, or is it that you are concerned about the stats from a survival stand point. Because the two stats bring two different benefits to your character, and remove specific things from the attack table, they have a situational purpose, and they are both powerful when employed properly. Hit capping your tank will ensure that you never miss a taunt. This would be something that is essential when taunt swapping is very, very important (such as Deathbring Saurfang), or if you need to pull adds off your main tank (as you would in the OT role of the first phase of the Lich King encounter).

If you are strictly trying to produce more threat because you are threat capping your dps, then it has been proven above by Theck that Expertise is now the number one threat stat for paladins until they reach the soft cap of 26 expertise rating. After that you would want to focus on Hit Rating to the 263 mark. If you take a look at the graph below, you will see that each of these is increasingly important as your strength gets higher.

The amazing news here is that STR has finally been un-seated from the top spot [with respect to TPS increase]. Above 1942 unbuffed character sheet STR, both Expertise (up to the soft-cap at 26) and Hit (up to the a few %, see hit graph) give better TPS per point of rating.
We had already expected this would occur for hit, but the real news is expertise. The ShoR change has drastically changed our reliance on expertise. Soft-capping expertise at 26 becomes highly recommended.- Theck

So, Theck has taught us that Expertise is now the most valuable threat stat up to the 26 rating soft cap. But it is also important to note that the more strength you have the more valuable your hit and expertise are. From a gearing stand point, you should probably try to get to the expertise and hit caps via gear itemization, and gem pure stamina if you want a kick butt threat set.

The third, and for the most part irrelevant (because parry hasting is turned off in most of ICC) option: if you are looking to increase your survival via one of these two stats, then you want to focus on hard capping your Expertise. This is possible in current gear levels, and is quite easy as a matter of fact. However, you will be sacrificing overall mitigation and effective health to reach the plateau of 56 expertise rating. I have two different options of gear sets when it comes to hard capping, however both of them sacrifice a lot of armor and health to get there. If you are looking for plain survival, I would stick to the effective health gearing philosophy of stamina and armor stacking.

Hope this helped!

18
Jun
10

That time of year again

Why raid when you content is on farm?

As summer gets into full swing, we have come upon that time of the year, the time that happens every year, the time of exodus. Now I am not talking about that guild that does a great job at slaying monsters, but the inevitable defeat of a raid via attrition. It is my experience that most of the people that play this game in the upper eschelons of raiding success are younger. They have more time on their hands, less responsibilities, and have grown up in the gaming culture.

This doesnt mean that all hard core raiders are 17-19 year old kids. Our raid is chock full of adults with carreers, families, and lives. However as a generality, most of the hard core raiders are in school and have the time to devote to raiding many days a week for hours on end. Because of this fact, we have a very real issue that crops up around the time school gets out. People go home, they get jobs, they have things to do, or they just enjoy traveling in their free time. Any way you slice it, your raiding corps decreases in size considerablly this time of the year.

As officers, we are forced to deal with this attrition on a yearly basis, and I for one feel that it neve gets any easier. Every year you can prepare a little, hedge your bets a little, or down right recruit too many people so that attrition doesnt hurt you. While there are top end guilds who never have this problem because there is always someone hungry for that raid spot in a guild who has the “Light of Dawn” title, the rest of us are the feeder guilds, the ones who suffer, and the ones who should be planning ahead of time to bolster your rosters to counteract the summer attrition.

How can we fight this phenomenon?

The simplistic answer is ususally the right one, have more people than you need, and when your raiding corps thins out, you can still field raids. Well this is easier said than done, because of the fact that if you maintain a roster which is larger than your raid by a significant ammount, you are going to lose people to lack of play time, feelings of exclusion, and overall dissatisfaction with the guild. The way in which you juggle 30-32 people for 25 spots is an art that few people do well. In order to make everyone feel like they are part of the team, you have to sit people periodically, rotate people in and out, and do a lot more work throughout the day in order to keep people happy.

Wait, you dont do those things? It’s ok, neither do I. If I had to grade myself as a guild manager, I would say that I have earned an A in leadership, an A in communication, a B in decision making, and a D in successorships. Thats right, we at crypt friends are horrible at planning for vacancies. We like things to be normal, consistent, and predictable. What we dont like is rocking the boat, having to make those hard decisions and have those hard conversations which are required to maintain a hard core raid group which will not feel attrition.

What we do is fight fires, we see people leave, and we look for new guildies. What we should do is constantly field new applicants, bring them to the “alt” raid, which should be more of a main raid with some alts in it, and ensure that we never have a night where we sit in the instance and dont have enough people online to play the game we love. Instead, because of the nature of our guild, the casual atmosphere that we promote while providing end game raiding, and the fact that all of our officers dont have every day of the week to dedicate to guild management, raid management, and time online, we have to fight fires.

We recently opened recruiting for all ranged dps, as we lost three hunters, a lock, our boomkin, and a few melee dps. We also lost a tank, but that is another story in and of itself. Because of these losses, and the fact that we were not properly perpared for attrition, we need to fill spots quickly with what we can from the pool of willing players who are looking for a new home.

What can you do to help with the situation?

When you are faced with something like this, a new influx of people if you are lucky enough to have the applicants you are looknig for, you must manage them properly to ensure integration and retention. The biggest problems that you will encounter are one that you can solve and one that you can not. First and foremost, you have to teach them the encounters, what to do, and how you execute fights so that you do not wipe too much. Most of this can be done with mentoring, with class leads so to speak, and a bit of vent communication mid fight. If they are talented and of the caliber which you are looking for to fill your guild, there will be little impact on your clear times, and lack of wipes.

The second and harder thing to do is integrate them into your dkp system. While all dkp systems are flawed in one way or another, some have bigger issues than others. Ours has an inflation issue, Loot councils have issues if the officers are not intelligent, fair, and reasonable, and bidding systems have problems with competition, back handed deals, and artifical inflation. If there was a great system, we would all use it, but there is not.

Gearing up your new recruits is essential to your cause of progression. If you do not gear up your new recruits, then they will not be able to contribute to the raid as much as they should be, and as a result will get carried through an instance. How you do this is the difficult part. In an ideal world, all of your raiders are selfless, not looking for loot as their primary goal, and ensure that the raid as a whole does better. However there is also a loot and scoot worry that one of your new recruits will take three or four pieces of 277 gear and run.

Proper leadership and preparation

All of these issues can not be eliminated, however they can be addressed with the proper preparation, and essential leadership when the time calls. Clear expectations of your new recruits should be set upon entry into your guild. You must tell them what your loot policies, what type of dps you expect them to hold (based off of their current gear), and what type of up front preparation, in game execution, and post game research they should be doing.

If the proper expectations are clear and set at the beginning of their tenure with your guild, they are more likely to perform, or understand when they are not allowed to raid. Set bench marks for your players, and expect them to deliver on said goals. If you can communicate effectively and often with your new players, pretty soon they will be old veterans, and your problems will seem like they were in the distant past….

16
Jun
10

Feedback and Personal Introspection

Performance Evaluation

At work today I was forced to take a good long look at my performance evaluation and my development plan. It was an interesting exercise because it made me reflect on all of the work that I did last year and if I could go back again and do it all over, what I would do differently. The short and sweet answer to that question is not much, but I would tweak a few things here and there for a larger shift in outcome. Why am I talking about my job when I should be talking about tanking? Well, in WoW, as in the real world, you should always look to do better and periodically evaluate yourself to see how you can improve.

This day of introspection at work came a day after I had a long conversation with someone from one of the best alliance guilds on the server, and his explanation of their LK HM wipes. He was talking about their tanks, and when and why they were dying, so I took a look at their armory and noticed that their specs were less than ideal and their gearing was probably a bit off as well. While we discussed their specs, what they should be doing, and why they were probably having issues, I was reminded that these tanks do not like constructive criticism, and that they thought they had it under control (we will come back to this part)….

Get to the point Wrathy!

What I mean by all of this is to ask you all the following question:

When was the last time you evaluated yourself as a player, as a tank, and as a member of your guild?

This is something that most of us do to infrequently. Introspection is a powerful tool in your arsenal, and is something that you should consider employing more often. If you can give yourself mini performance reviews every now and then, you can see where your areas for growth are and bolster said skills to be a better player. While your eyes are probably not as perceptive as a third party viewer, they are probably more critical than your fellow raiders, at least I know mine are.

Introspection is something that will help you improve as a player. While you will more than likely not have the answer to the problem or area for growth you find, you can get that answer from a wealth of knowledge on theory crafting sites and blogs. If you have made it here, you are already well versed enough in the resources that you have at your disposal to look for answers to your specific issues. I know what you are thinking, and I have met plenty of players who think this way, “I am already a great player, I don’t have any room for improvement!”

That is the biggest lie you can ever tell yourself. There is ALWAYS room for improvement. I learn something new every raid, and I try my best to remember it and employ the new found knowledge in order to retain it later on. I have tanked with other players who were too cocky, too naïve, or too sensitive to be able to improve beyond their current limited skill level. The true alpha dogs of the tanking community are always looking to learn something new, and they usually have to butt heads with other big name tanks to get there, however they are trying, looking, and perceiving how they can get better.

So I ask you again

When was the last time you evaluated yourself? For me personally, It was a few months ago (but weeks in play time because of my break). Sometimes you have fallen off the horse and not strove to be better every week and something like threat issues centers you again. I have watched countless videos of tanks from every class and how they approach encounters. You have to see all the angles, and if you can, then you can figure out where you need to improve. I have learned about movement, positioning, camera angle, key bindings, cooldown usage, gear choices, tactics, user interface, preparation, management of other tanks, management of a guild and raid, vent communication, instructing others on strategy, and the list goes on.

Most of this was from looking with in myself to understand how I can be a better player. When I take a look at my last performance in ICC 25 man hard mode, I noticed that there were some areas I was sluggish. Now whether my guild noticed or not is another issue, but I knew, so I had to figure out how to fix it. Some of it was knocking off the dust of a month of absence from raiding, and some of it was tweaking in the way I did things.

As we acquire new members in our guild, I am faced with teaching new people the ins and outs of tanking, paladins, raiding with CF, and our strategies. This forces me to re-evaluate why we do things they way we do, and is a powerful method of finding flaws in design and subsequently correcting them. Teaching others forces us to not only know how to do something, but why we do it. Introspection is basically teaching yourself. As a new member of your guild asks questions as to why you do something a certain way, so should you on a periodic basis. Your explanations will either re-enforce the power of the idea or bring a more critical eye to a flaw.

What should I look at?

So I have convinced you that you should take a closer look at your ability, performance, ideas, and execution, now where do you start looking? Honestly, this is a list that is always changing and always tailored specifically to the person. Different expectations are set for different skill levels, and each skill level will probably want to look at different things. Someone who is new to tanking is not going to want to scrutinize why their guild’s strategy for Professor Putricide is a certain way, that comes later. Conversely, a main tank of an end game guild should probably not have to look at their rotation to ensure that they are using a 969 rotation (I stress the SHOULD). Here are some questions that I have asked myself over my career of tanking. There are many more that I have asked and many more you can, but this is a sample:

  • Is my rotation correct, and are my ability usages optimized?
  • Are my cooldowns being used properly?
  • Am I Keybinding the correct abilities to the right keys?
  • Is my camera angle appropriate for this boss?
  • Do I let my teammates die too often because I didnt taunt?
  • Is my threat good enough for our dps?
  • Am I taking too much damage?
  • Am I using the correct gear make up, enchants, and gems?
  • Am I planned and predictable (aka does your dps know what you are doing, does your healing corps know what you are doing?)
  • Are my abilities and spec right for this boss?
  • Do I employ both predictive and reactive pathing?
  • Have I handed out the correct assignments to my tanks?
  • Am I standing in the correct position for this fight?
  • Is there a better way to (INSERT ANYTHING HERE)?

These are just some of the examples of questions that you can ask yourself to see if you are doing your job right. However there is even more that you can do to improve yourself with in the game. You can ask yourself how you are interacting with your raid members and guild mates. This is a team game, and one that takes 25 people (or 10 people) to play when it comes to raiding. And as such, your interactions, interpersonal skills, communication, team building, and personal and raid wide development are all things that you can work on. But one thing at a time. Start with yourself!

Being receptive to feedback

The nature of feedback cycles is that you do something, you receive feedback and you either do it again or make corrections to obtain the desired outcome. In simpler terms, if you do something good you will like it and do it again, if you do something bad there are consequences and you will not do it again. Feedback is essential to development. I have, too many times, heard of players who are not receptive to feedback, or just plain think they don’t need it. On both accounts, it is their loss, and they are worse in the long run as a result.

Constructive criticism is the most important thing you can receive in a game or in real life. This feedback is some times very hard to accept, and even harder to figure out a solution to, but it is essential to healthy and profitable development. As a tank, if someone tells you that you need to work on something, it is more than likely not because they just want to hurt your feelings, its because you have an area for growth that they are trying to help fix. Now there are those few people, I know my guild has some, who just like to push peoples buttons. Even these people have good ideas, you just have to learn to filter the bantering from the feed back.

The worst thing you can do is ignore it, or think that it is a personal attack when someone gives you feedback. Sure it may not be what you want to hear, but in the end having that tough conversation will help you out and make you a better raider. I have met my fair share of tanks who get annoyed, frustrated, or down right defensive when you provide them with feedback, and in the end they were beat by someone who was not so stubborn, received and interpreted the feedback, and in turn improved beyond the tank who now sits on the bench or is deferred to another guild.

So, with my parting words, there is very real power in incremental improvements which are derived from feedback and introspection. Take some time this week or next week during your raid and ask a few questions of yourself, to make sure that you are really doing the best you can to perform.

14
Jun
10

Three down, one to go

This one was much easier than the last

Today when I logged on, I was bored with ICC cleared and nothing to do on my hunter since she got saved to a fail ICC, so I figured I would watch some TV and maybe look for Skoll (one of the four spirit beasts in the game currently). As you may know I have made searching out spirit beasts kind of a hobby of mine after I leveled my hunter. My first spirit beast was Loque’nahak whom I stumbled upon on my pally when I was herbing only a few weeks into the xpac. I had been searching for a long time on my hunter, skinning beasts and leveling my leather working off of the profits of my patience. I am not sure how long I had spent searching for her, but I know it was no short task.

The second of my spirit beasts, Gondria, was a long and hard road to obtain. I spent around 38 hours flying in circles around Zul’drak. I finally found her and dropped my first pet, a ghost saber, in trade for another sabertooth tiger in the form of a purple fuming spirit beast.

Enter Skoll, the Third Spirit Beast

Earlier today I had logged out flying above one of the three spawn locations for Skoll, and when I logged back in at around 8:30pm, there he was, standing right below me all shiny. So after probably a cumulative 50 hours I had two spirit beasts. And in less than 5 minutes I had my third!

12
Jun
10

Someone has Hard Mode Gas

Baby Steps

After tweeting to see what I should post about today, I remembered that Rhidach and Anafielle are tackling their first week of hard modes this Tuesday, and I thought it would be a good time for me to see if my memory can scrape together some tips and tricks of tanking some of the hard modes in ICC25 which I have not already covered. My earlier rant on the fact that Hard modes are Hard, and our first night of failure with Lord Marrowgar has that fight basically covered, so I thought I would delve into the plague wing and talk about some helpful things to make rotface and festergut a bit easier.

For the most part, these are two of the easier encounters in the instance, and aside from lootship, they have the smallest learning curve of any of the encounters. With that being said, lets not waste any more time!

Festergut

From a tanking perspective, festergut is the same exact fight (at least for paladins). He employs some new tactics, but because of the fact that our threat is almost entirely based off of instant cast holy spells, one of his new abilities is negated. When hard mode is engaged, Professor Putricide shows up at the balcony to your right and begins to have some fun. He periodically throws malleable goo out which slows your casting and melee speed by 75%. As a paladin tank, this basically is a non issue, and I will never move out of it. Why can we get away with it? Well first things first, Festergut applies the same debuf to the tank as he does in normal mode, so your damage will be through the roof. I average around 8.5-9.5k dps for the duration of the fight, while I know tanks that break 10k.

So since threat is a non issue, what makes this hard? The raid damage from the gas cloud in the room is signficantly more potent, and the tank damage is nothing to laugh at when you get to the third enhale. For the most part this is a coordination fight and a healing check. Before there was a zone wide buff, it was also a dps check, as there is a tight enrage timer. With the 20% buff, the most important things to remember is that your dps and healers should avoid goo at all costs, and you have to work out a system to place the spores so that EVERYONE has three stacks when he exhales.

As a tank, you can afford to miss a spore or two, but that is because you have close to 70k HP. A dps with 20-25k will get one shot even with a hand of sacrafice. In order to do this, we used two warlock teleport portals and placed them at two key positions in the room, creating a triangle between the boss and the two portals. Once these markers are created, you place your dps and healers in a circle around the portals, preferablly with your holy paladins on the portal itself so that they do not have to move when a spore is called. This will give a predictable and visual collapse point for all spores. Spreading out around these circles and learning to collapse will be one of your first big hurdles.

The other thing that we do is have our melee constantly moving from hind leg to hind leg of the boss. Every time Putricide throws goo, it is called and the melee switch sides, left, right, left, right. This ensures that they are never standing in a green goo and get the debuf, which will decrease their dps througput considerablly. This bit of coordination seems very simple, but to get 7-10 people to move together is surprisingly hard.

Finally from a tank point of view, it is a fairly simple fight. You can skirt the edge of the room and I suggest that you do so before your pull so that you can position him correctly. I like to skirt to the right until you hit the first runeforge looking thing on the wall. This should put you in between the two balconies that are above you. When you pull run in about 4 steps to the grouping of three skulls on the ground and stop. This is where we position the boss, so that the melee has time to react to the goo being thrown at them, and the ranged has enough space to spread completely out. From here on out, it is a tank and spank, and the encounter is the same for us tanks as it is in normal mode. Just a quick side note, on normal mode, our guild tanked the boss in the middle of the room and had the dps spread out. For hard mode, that was not enough space for our portal strat, and as such we adopted the positioning that I described above.

With respect to cooldown usage, I saved my Wings for when I drop RF off, salv myself and see BIG NUMBERS! I also like to chain cooldowns for all of the third enhale portion of the fight. this means that I use bubble wall, get a HoSac from my other tank/healer, ensure my armor pot is still active or pop a new one at this time, and I also save my trinket use for this time. The one thing I will not use during the third enhale is DS/DG. I save that specifically for when he lets his nasty gas loose.  This will ensure that you take some of the raid damage away for the healers. Tomorrow I’ll see what I can do about those pretty pictures to help, and go over rotface as well….

Good luck everyone!

12
Jun
10

A few weeks late, A LEGEND returns…

So I digress…

The reason I started this blog is back in business (reference to the right of the screen in my “about” field)

P.S. This gun (a drop of of Heroic Anub’arak in ToTGC, was named after BigRedKitty)

I know, I am a paladin, and I am a tank, but as you can see at the top of the webpage, I have a link to my huntard as well. If you read all my stories about the history of my WoW career, you know that at the beginning of Wrath of the Lich King, I rerolled to a hunter for about two weeks. When I decided to play my hunter, I knew that I had never played a pure dps class before, and I had no clue what I was doing when it came to spec, shot rotation, pets, and gearing. Basically I was an idiot in training.

This is when I stumbled upon a blog called BigRedKitty. I found this blog through a simple search of BM Hunter WoW, and was hooked two lines into the first post. It was one of the famed conversations with Brain, and it was funny as hell. As the days went by and my hunter was growing up, I continued to read BRK’s blog until he decided to quit the game and the WoW blogging community. I still followed his personal blog via RSS feed, but I also had my own blog to maintain, and my own vacation to take in Europe.

A few nights ago, I was talking to a co-worker who has been casually playing wow for a while now, and had a hunter. He admited that for the longest time he didnt know what a shot rotation was, and when leveling didn’t know what a trainer was until level 30! I brought up Mr. Rasberry Latte’s blog only to be floored by the fact that there were a lot of new posts. Apparently he started blogging again only three days after I left on vacation, and through the Redonkulous RSS backlog, I had not noticed it.

So, while I am not telling all of my protection paladins to re-roll hunters and go read BRK for tips, if you have extensive blogrolls and enjoy a good read, look no further than BigRedKitty.

Welcome back Daniel!

11
Jun
10

How a gear set junkie vents…

Time for a rant

While I know that I should not be complaining so soon after returning to my blog and the game after my month long hiatus, but there are a few things that are absolutely frustrating me, and it all has to do with my vanity. While my guild is still trucking right along with our hard modes, killing everything in basically a day, there is an issue that I have with the loot tables that blizzard has bestowed upon our little guild. It has been two months since I have recieved a piece of gear which I would even consider using for progression fights, and there are literally multiple slots which have NEVER dropped in the history of our guild.

For one, I am wearing a 258 shield, not a 264, and deffinately not a 277 shield. It is depressing being one of the best tanks on the server and walking around with a shield that you can acquire in a PUG. There are also a few other peices of gear that I would have loved to have, but I passed to our other tank. Right now I am about 4-5k lower in HP than most of my brethern on MainTankadin who are at the same level of progression. We have been farming ICC for months upon months, and the tank drops have been non existant. I feel that blizzard has a GM sitting in our instance and silently chuckling away as he alters the loot table to remove any cool gear I could use, simply because I am a gear set junkie.

Do I need the gear?

No, the simple answer is that I do not, with the 20% buff, I have plenty of health to tank any encounter in the game, including heroic Lich King, however it would be very nice if I could buff up a few more thousand health so I could move some pieces of gear around and get some more threat. In the end, it is not that big a deal, but for the short term, it is a frustrating situation when you play a game week in and week out for rewards that never really come. I would say that it is rewarding just playing but we all know that gear helps you feel that sense of accomplishment when you dont have that much more in the way of kills for progression.

I sit and look at some of the tanks I talk to on MainTankadin and in the blogosphere, and they have all those juicy little loose ends of my gear sets that I dont have. It’s not that big a deal, because If I can do what most guilds in the world can not in one night, then it is better than nothing, but all the same, I want my shiny purple pixles damnit!

/end rant




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  • What is this nonsense? HoPo and a total overhaul. It's going to be a long weekend of playing around.. 6 years ago

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