Posts Tagged ‘Unhittable


Weight off my shoulders

The calm after the storm…

Last night I was a bit too tired, and a bit too excited to put  a lot of effort into a post so I thought I would just drop the screnie and the achievement completion on the blog. Now that I am rested, fully overwhelmed with work to do, and in need of a break, I thought I would comment a bit further on our epic kill and answer some of your questions. First, I am no photoshop wizard so I give you the prettier screen shot, courtesy of one of our officers:

p.s. thats me with the wings and the oversized monk on the left…

The Encounter

Over the past few days, now that we had a full raid to go into ToTGC to kill Anub’arak, were promising with respect to the attempts that we had. We were seeing progress with the modifications of our strategy from three tanks to two tanks. I had a steep learning curve when it came to picking up all four adds, and it took me a while to get everything perfect. Really the hardest part of this fight is seeing around Anub’arak’s gigantic hit box when trying to target the adds. I found that the best way to do this was literally turn your camera 90 degrees, and look at the encounter from the side. Once I figured this out, I was able to target the front to mobs and pull them with AS and Hand of Reck.

We had a mixed bag when it came to issues that caused us to wipe. The major issue that the officers knew needed to be fixed was the penetrating cold healing. Now this is not to say that our healers were screwing up or that they were not capable of doing their job. On the contrary, they were pretty pro at it. The problem was that they needed to see enough phase threes to get used to the mechanics and the fight. The past two nights of raiding did just that. We were successfully getting deep into phase three quite often and they were getting better and better at keeping people alive.

I think that one of the turning points last night in our raids performance was when our raid leader decided to start setting benchmarks. If you didn’t get to phase three this attempt, we are calling it and going to do some ToTC 25 man normal. Once that was said, we got him to 10% with out anyone screwing around on the kiting phase, or pulling aggro at the start of the encounter. After that, it was “better than 10% or we are calling it…” Unfortunately I dc’ed on that attempt as soon as we pulled. I ran in got on top of the permafrost, targeted the first add and nothing happened… I was off line.

Do-overs are ok

I got back in and we got him to 8%, not much of an improvement, but progress none the less. The very next attempt started off great, phase 1 down, and anub was especially low. Phase 2 went well, with a clutch BoP by yours truly on the second person being followed. Rinse and repeat, nothing special to see here folks, just keep plugging away. All of a sudden, phase three was upon us and it came quickly. I slammed my armor pot, picked up the first four adds, and they were dead before I knew it. Second set came and went. At this point I was getting nervous, we were doing well, most of the raid was up, and Anub’arak must have been taking enough damage to be quite low.

Third set of adds spawned and people started dying to PC. At this point the raid encounter gets a little fuzzy, and I am doing everything I can to stay alive, bubble wall, lavanthor’s talisman got activated, health stone, and all of a sudden I heard over vent, “Screw the adds, PUSH THE BOSS!” The officers had decided that if we get him to 5 percent and the adds were above 70% hp, then we were going to swap all dps to Anub and see if we could beat the spawn timer of the next set of four adds.

People were dropping, and army of dead was taunting the crap out of the adds. Then it happened, screams. The boss was dead, and I was one happy pally. It was so nice to know that I did not have to tank another attempt of that fight, because its quite stressful as the off tank, tricks of the trade and MDs aside, you still have to do everything in your power to get that initial aggro, and I continued to switch mobs the entire time that they were up so that the mages would not pull off me. Combine the constant tab targeting with the interrupt that had to go off every 30 seconds, and you have one stressful job.

To the victor goes the spoils

As soon as he was dead, I didn’t really know what to do, I usually check the loot on the bosses and see if there are any upgrades for me (yeah I know, I am a loot whore, but only so I can perfect my gearsets). This time, I didnt know what to do, I took a deep breath, and got up to stretch. When I got back to my computer, I checked the loot, and there was nothing on his body that I could use, Plate DPS boots, a melee dps cloak, the pole arm, and the caster mace. No go there, but wait, I am the last tank standing in the guild with priority on loot, maybe there were some juicy items in the cache. Alas, double vanquisher. Well, better luck next week for me, and for our happy DK and ret pally, who snatched up two pieces each, nice upgrades to already overpowered dps. Our dk pulled 11k dps overall on the Anub fight, while our mages were fast on his heels with 10k a piece.

Interesting side notes

The highlight of the night was deffinately the kill, however there was a close second that left us all with a unique story to tell for a while to come. We had been getting a few applicants to the guild here and there, but nothing to crazy. Two nights ago, a mage approached a few of our members and said he was interested in joining our guild. Now normally I do not get excited about mages, as we have two excellent mages that push their dps quite well. However, this particular individual has been on our server since the days I was a warrior who loved to PvP (aka a LONG TIME AGO), and he has always had a reputation to be an excellent player. I regularly remember charging at him with my Hand of Rag and hoping that I got some lucky burst before his POM pyro macro toasted me. He was online on Wednesday night, and we had talked to him about joining our guild. He said that he wanted to run a “trial” run to see how our raid atmosphere was, as the guild he was currently in was not his style.

We made room for him in our raid and took him on a trial run to Anub’arak hard mode. Most initiates would not get this type of chance, but he was part of the first alliance guild to implode who was in the top 100, and had many attempts on anub in the past. Having him in the raid gave us a bit of a twist to our great kill of anub’arak, as he was still a member of his former guild (also known as Titans of Industry, the guild that was competing for top horde spot on the server). The minute we killed Anub’arak, his guild got a nice little spam that said:

Snufyy has completed [Call of the Grand Crusade (25 player)]

He was promptly gkicked from his guild, and we invited him to ours to make him feel welcome in his new home. Now you have to understand that our guild prides itself on letting our actions talk for itself. We dont post on the general forums or spam trade or general chat when we kill bosses, we prefer our competition to find it our for themselves on the progression sites or wow armory. However, with this new development, the entire horde side of the server knew what we did by the time we got back to Dalaran, and I got no less than 10 whispers of congratulations in the first 10 minutes after the kill. That was a new feeling. Now, all that is left is my title and some loot, GIMME!


Breaking Down Anub’arak Damage

Damage intake and what I can do

Since it seems as though most of my first time patrons are looking for information on Anub’arak unhittable sets and the ability to be the off tank for that fight, in conjunction with the massive amounts of discussion going on over at MainTankadin on the subject, I wanted to do a bit of out loud analysis on the gear set that I have chosen and the modifications I can make to decrease the amount of damage I take. As of our first week of real attempts, It has become glaringly obvious that I am taking significantly more damage than my warrior counterpart, and I feel that it is my duty to fix this issue, regardless of talents or disadvantages that we as paladins are faced with.

When you first analyze the differences in our gear, you see that we really are wearing almost the same set, and I actually have more block value than he does. The Critical Block talent that warriors have is more than likely accounting for most of his damage reduction, and seeing as I do not have the ability to spec into the warrior prot tree, I have to raise my block value enough to compensate. The best place I can see this happening is my helm slot. The helm has 43 block rating, which when all is said and done is a good chunk of percent block. I can swap that with the T9 helm to gain 189 block value plus a bit more from the strength on the helm. If i do this, I lose approximately 3% block rating for the ~200 block value.

This makes sense if I can stay near unhittable, however the problem is that I was using the cushion that I had with respect to the unhittable mark to gain more hit to ensure that Holy Wrath had a better chance of landing on each of the adds, and as a result stunning them when the Shadow Step cast is queued up. Below are some of the raw stats that came out of our last night of attempts:

  • I took 30% more damage when compared to my warrior counter part
  • I took 2381 blocked hits over the course of the night with an average damage intake of 2294
  • I avoided 4289 hits or 62.8% of all incoming attacks.

My warrior counterpart on the other had took the following:

  • He took 701 blocked hits over the course of the night with an average damage intake of 3179
  • He completely blocked (as a result of Critical Block) 2103 hits
  • He avoided 3964 hits or 57% of all incoming attacks

I am not sure what exact block value is required to completely block their incoming attacks, but I do know that when the Lavanthor’s trinket’s on use is activated, I take 0 damage from the adds. This means that if I can gain an extra 440 block value while still staying unhittable, I could completely avoid all damage. However, I do not have the ability to do that and stay unhittable. With that being said, if I can close that gap, I may be able to significantly decrease the amount of damage I take during the fight.

Leeching swarm and the healing factor

Why is this something that is worth dealing with if I have not died to add damage and all information suggests that taking damage in p3 to keep me low is a good thing? Well the problem is that if I am constantly taking a significant amount of damage, somewhere on the order of 12k damage taken per second, then I am receiving that as healing, and in turn so is anub’arak. By curbing the amount of damage that I take as a result of tanking the adds, I can effectively lower the amount of healing that anub’arak is healing in p3. Now as I have mentioned before, I pop the on use skill provided by Lavanthor’s trinket when we go to 30% however that only gives me 40 seconds to mitigate the damage completely at which time if Anub’arak is not dead, I start to significantly impede the progress we are making at getting Anub’arak’s health to 0 before ours.

In the end, I believe that if I can stay unhittable and get more block rating, then it is my duty to do so. Therefore, after one more trophy, and a bit more gemming and enchanting, I will be trying out a new piece in my unhittable set and we shall see where that takes me with respect to damage that I take from the adds.

My prediction

P.S. My prediction was not fulfilled (as I honestly expected) because of the fact that a significant number of our raid was not the same as it was on Wednesday, and the dps and execution was severely lacking in comparison to the first round of attempts. 40 attempts was not enough, but I am confident that 40-80 more will be regardless of who shows up.


Achievements and Titles

Starcaller Wrathy, the tank of insanity?

Last night was a very, very successful night for us. Even though the night started out quite slow and stressful, we ended on a Big Bang! When I logged on last night, there were 12 people online, so I went to go solo the Headless Horseman to have a shot at the achievements. After nothing worth noting dropped, I got into the raid for the night to see that we amassed 15 people for what should have been a 2 x 10 man night. After some juggling, some respecing, and some stress, we had a raid, we had 5 bosses dead, and we had 50 attempts remaining.

We then went into Ulduar and dropped Algalon. I was pretty impressed at how quickly it was done, I spent a total of 1 hour and 15 minutes on him before he died. I went in for an hour a few months ago, and never went back until tonight. When all is said and done, those were the great results for the night, but how we got there and some of the details are just as juicy.


Jaraxxus near wipe

After we killed Northrend Beasts in a quick fashion, we started in on Jaraxxus. We had everything we needed to play it safe, two tanks, three healers, a mage to spell steal, and a shaman to purge. The fight was going smooth, the portals were dying fast, and then something happened. Our mage died to a fire, then our shaman got one shot by a 5 stack chain lightening. It was starting to look like a wipe. We were at about 20 percent with a few seconds left before a Nether Portal spawn, and people were dropping like flies. In the end, we were at about five percent when our last healer got one shot by the boss. We were looking at a wipe on one of the earlier bosses in the instance, and blowing our chance at insanity.

With 1% left the last dps was dropping fast, and I was still near full life. The end of the encounter looked something like a 1v1 in a long 5s arena. I was bubbled, beating away at something with a sliver of life, and if I didn’t get it down before the bubble wore off, I was toast. Then the boss dropped, and we saved a wipe. I got myself a killing blow, and last man standing! Too bad you don’t get an achievement for that…

Block set results

On Anub’arak again I used my block set and I saw similar results to last week with respect to damage taken. As you can see I took a total of 33k damage the entire fight from the Nerubian Burrowers. The only other two people that took damage were Mokk who pulled one of them off me and proceeded to tank it for a few moments, and Puhlaydin who was a victim of a slow pick up at about the same time that Anub’arak was at 10%.

Screen shot 2009-10-23 at 9.18.22 PM
Algalon schnanigans

Algalon was fun, and it was quite obvious that we completely over-geared the instance, but none the less, 10 achievement points and a title is still a nice cherry on top to the 258 cloak and the mount that we got a half an hour earlier.


Progress and Promise

Progress Is Good… Humility is better

Last night was a good night for me, I am still quite pleased with the results of a Wednesday night raid, and that is not a normal thing for our guild. It seems as though the prospect of a server first Anub’arak kill is enough motivation to get people to log on. Now I am not saying that we, the officers, had any disillusions that we were going to rock this guy in 20 attempts, as we have every other boss, but at the same time we have a lot of faith in our group to push this encounter and get it down in a very impressive time frame.

I will have to say that I was faced with a difficult decision last night. We had a raid, we had two tanks, and we had the offer from a non guildy with a block set to help. After much deliberation in officer chat, I admitted that I couldn’t do this alone with out a much longer learning curve, and we brought in a “pug” to help tank the adds. Now when I say pug, I don’t mean that we went into the looking for group channel and picked up the first tank, I more mean a seasoned tank on our server who was a member of the guild that just imploded a week ago.

With three tanks, a smoother transition on add pick ups and a raid stacked with 1 extra healer, we started our night of progress. Tuesday night, our best attempt, out of the 10 we did, was 80%. This was mostly my fault, as I was having a hard time learning the best method of picking up the adds. Last night, we far surpassed that on our first attempt, and only got better each time, with the rare exception of bad luck on adds interrupts.

Who Needs Hit rating? I DO I DO…

The biggest issue that we had last night, in repeating smooth encounters with perfect execution, was the interrupts. Thats not to say that it was the only problem, but from my point of view, and my faults, it was the difference between good attempts and great attempts. On more than one occasion, holy wrath AND shockwave would miss a target and a healer would get one shot. It begs the question, should I stack some more hit on my unhittable set? I am a solid 2% over the unhittable threshold and have the wiggle room to be able to get to about 120 hit. If I do that, I should have a much better chance at stunning all four adds.

My main problem at the beginning of the night was the fact that there is so much going on that I couldn’t monitor the cool down on my DBM bars. Once I repositioned and resized my bars, my interrupts got much better, and I was not missing them completely, just missing the hits landing on the mobs. All in all, if I could have a perfect world, I would have someone on interrupt duty, but that doesn’t seem feasible at the current time frame, especially when the two tanks usually get the stuns off with out a problem. During the learning period of the fight, I am ok with a few misses leading to a battle res, versus the depleted dps from trying to get that kick off in time.

Where to go from here?

I don’t really want to be too cryptic with respect to our progress, as there are plenty of guilds in the world that have anub’arak down, even that have tribute to insanity, but it seems that the race for our server’s first just got a lot tighter. As such, lets just say we got into phase three with some great consistency. With that being said, from a tanking perspective, we just have to keep doing what we are doing, and hope that everything else falls into place. I have been pulling the first set of adds that spawn after the sub 30 to the ice, then once they are in range, I use my Lavanthor’s on use ability, and do my best to manage my damage. I have found that once that on use is activated, the only damage that I am taking is from the leeching swarm. This is good news, as it makes healing me so much easier.

Wish us luck, as we truly feel that we will have this bad boy down in the next one or two nights of attempts. All I can say is that I am very glad that we have had a long drought of 258 tanking gear, because our dps is stellar, and our tanks are doing just fine. You can see it here first, I am predicting sub 40 attempts for a kill. I’ll have to get back to you on whether or not my prediction comes to fruition.


Hard mode is hard, take 2…

My guildies have found the site, whether by their own ingenuity or by the fact that I let it slip on the forums that I have a blog. Needless to say, I am going to have to start bashing them a bit more so that they clean it up!

Anub’arak is a kitten, but his adds can kiss my hairy bean bag

If there is one thing that I can take away from last nights raid, it is that I suck at add management. One add is a joke, two is not to bad, three is difficult, but four is down right impossible for me at the current time. Its not so much that I can not pick up four things, but it is that I can not pick up four things with out them going on the healer, having to turn my back to one of them, get the on the permafrost in time, and stun them. I personally do not even want to see the parses from last nights debacle, but one thing is for sure, I either need a lot of help from my guild mates or I need a lot of practice.


The night as a whole was great, ToTC 25 man normal finally decided to drop the Legionnaire’s gorget, which I passed to our other tank (quite painfully I might add). And, other than that more dps loot! Why do I like dps loot? Well the more dps we can do the less waves of adds I have to pick up on anub and the closer we are to killing him (very far away p.s.). When we went into heroic trial, we hit a small bump in the road during Northrend Beasts, wiping once because we had our main dps dk go frost and tank. While he has picked up a descent amount of tanking gear, I was not ready to see him still sitting in T8 4 piece.

With the beasts wipe behind us, we cleared all the way to anub, not before I picked up a nice 258 Pride of the Demon Lord which easily replaced my Cloak of the Shadowed Sun for my effective health set. Staring at this ugly blue bug, I cant help but use that old gem of a line from Starship Troopers – “the only good bug is a dead bug”

Yeah I know, I know, it has been beaten to death by the WoW community, but I still love that cheesy movie and I cant help but think about it every time I see Anub’arak. On to the fight. After a lengthy explanation about the differences in the fight, and handing out assignments, we were ready for our first pull. I had my unhittable set on, elixirs and agility food, and was ready to go, or so I thought. We pulled, adds spawned, I died.

Don’t turn around!

So I turned around, big deal. Well actually it was, I was taking tons of unmitigated hits, and hating every last one of them. I believe that my problem stems from the fact that I am not properly prioritizing my pick up order, but that was a thought that came to me during the drive to work this morning, not last night during our 10 or so attempts. I was picking up the two adds on the right side and getting misdirected for the two adds on the left. What this leads to is that the two from the left inevitably are behind me when i start backing the adds onto the permafrost. This is the positioning and pulling that I was using last night. The red lines are adds I should be responsible for, and the green lines are adds that the hunters are MDing to me, p.s. I am the Blue Circle (MS Paint Son!)

Old Anub

After a lot of thought, what I would ultimately like to do is pick up the front left and right adds, and have the farther ones MDed to me. What this does is allow me to get to the permafrost as the last two adds are still running at me. The problem that I would run into is that even with the MDs, sometimes the adds would get on someone else. We were stacked up on Anub’arak and still I was usually missing one. In my new strat, I am going to swap which ones I am responsible for and it will look like this…

Anub Pull

Hit rating, What Hit rating?

My second problem came from the fact that I have such an abysmal hit rating that my holy wrath is missing and shadow steps are a plenty. For the attempts where I did manage to get all 4 adds on me, on the permafrost, and good to go, we had one of two problems, the dps was not good enough and i would still have an add or two on me when the second set spawned, or the shadow steps would get off and just destroy some healers. Now we were short on rogues last night, which probably was one of the reasons that I wasn’t getting all four adds right off the bat, and our raid comp was less than perfect, but at the same time, I always pride myself on making up for others.

I really don’t know what to do about the hit rating, and I assume that to continue to wear this set, you have to deal with it. I know my job is not to be the primary interrupter, but at the same time, I cannot help but feel 100% responsible for every wipe last night. The one thing that I can do is improve on pickups and my positioning, however what I can’t do is do everything by myself. Holy wrath be dammed, hit rating be dammed, I will be better and we will kill this bug.

The Death of yet ANOTHER guild

Although progression for progression’s sake is the number one reason that any guild should be pushing the envelope, we as a guild have another motivation for pushing anub’arak as fast as possible. In the past few months, the best guilds on our server have imploded. It all started with Algalon. The number one guild on the server was having a lot of trouble with the concept of quality raid attempts (or so I would assume), and a bunch of their core leadership departed the game for good. As a result, CSM, a top ~100 US guild from Ulduar times was no more. Because of this, the number one Alliance guild (Also at the time top ~100 US from Ulduar) stole the title for best raiding guild and kept progressing.

About a month ago, Awaken, the aforementioned alliance guild, faction transferred to horde, as there are two alliance guilds that are capable of end game progression on our server, and about 7 horde guilds. Recruitment pools are important for keeping hard core guilds together. The started to gobble up all the raiders on the horde sided, and yet they were still having attendance issues. Over the past two weeks, they ended up losing their Protection Paladin / officer to a server transfer, and that was more than likely the last straw. The decided on Monday that they would no longer be a “raiding” guild, opening up the number one spot on the server for who ever kills Anub first.

Now as much as server firsts are only bragging rights, and this one doesn’t get you a title or anything, our guild still has a thirst to prove that with an attempt counter we are better than anyone else out there on our server. We don’t raid as much, as we are a quality over quantity guild, but when we do raid, we are good. Each boss (save Anub) has dropped in less than 20 attempts, and we pride ourselves on that. We also pride ourselves on the fact that our fourth birthday is coming up in 2 days. We are by far the oldest and most stable raiding guild on the server. In the end, I believe that the push on Anub’arak will have special meaning for some of us, and for others just a satisfying kill to a very very hard boss.


What Gear For What Fight?

Ulduar is NO MORE!

A quick aside to the purpose of this post; I am finally free of Ulduar for good unless I want to level another character. Last night we finally took a group into a partially cleared Ulduar to blow up Yoggy with three keepers to get our next mace. Since we did not want to clear the entire instance, as most of us are beyond burnt out of that instance, we got saved to another guild on the server’s instance. Because we stole that instance, we invited a few players from the guild we borrowed it from to come along for the ride for some achievements. After basically 21 manning the instance, and a few wipes on three keeper because our brain blood lust was a pug, yogg was down, we had another mace, and I was a very happy camper.

Gear sets for each boss of the Trial of the Crusader

In response to Amico’s request, I wanted to highlight the encounters of the trial and what gear sets I prefer to use based on my role. After I start to think about this, I have noticed that even the tanks I know that have gear sets often forget to swap them around for different boss fights, trash, etc. Now thats not to say that I am not guilty of this, as my number one swapping error is usually going from General to Yogg. That A’HAH moment usually came around the first tentacle when I did not see heart of the crusader up on my target. Not a big deal for normal yogg, but when you are pushing the encounter with less keepers, the 3% crit really helps. But in the end, what is the point of having gear sets if you don’t use them to the fullest.

NOTE: for the purpose of this discussion, any time I talk about Hard Mode versions of these fights, you can assume that I mean progression fights. So, if you are working on normal mode, and it is a progression fight for you, you should be wearing what I outline in the HM fights. If you have anub’arak on farm on hard mode (mel…), then you can take these suggestions at face value.

Northrend Beasts

Normal Mode: For this fight the most important things that you have to gear for are the impale/ferocious butt and threat on P3. For me the trumping issue of this fight on normal mode is P3 and the aggro that is generated during the stunned part of the phase. My guilds dps is getting to the point where I am having a hard time keeping up on threat between the Ferocious Butt and being knocked across the room on the charges. The impale on normal mode does not hit hard enough that you should have to worry about stacking effective health.

Gear Set – Threat Set.

Hard Mode: For this fight, the amount of damage that you take from unmittigated hits due to Impale and Ferocious Butt are more than your threat set can handle. Needless to say, any fight where you are getting hit for as much as this fight dishes out should require your effective health set. This fight has a great combination of dps and tanking gear checks, and as a result you want to have as much effective health as possible.

Gear Set – Effective Health Set.

Lord Jaraxxus

Normal Mode: There are two different roles that a tank has to fulfill on this encounter, the role of meat shield for Lord Jaraxxus, and off tank or run around and pick EVERYTHING up. For normal mode, if your mages (and to a lesser degree shamans and priests) are doing their job right, then you should have no survival issues on either normal or hard mode. For tanking Lord Jaraxxus, I always wear my threat set. The way that our guild does the encounter, we have our melee dps riding my threat the enitre fight, with the ranged killing the adds. The biggest issue with this is the dps race on the boss and adds. Jaraxxus hits like a kitten, with the exception of his Nether Power, and as such survival is not much of an issue. As for the role of off tank, threat, quick pickups and landing your taunts is the most important part of your job. Because you are only tanking adds, and the pickups and quick burst of threat are important, being hit capped with a threat set is very helpful in doing your job.

Gear Set – Threat Set

Hard Mode: While the Nether Power creates more of an issue on hard mode, and you have a dps race to the portals where every single dps swaps to the portals, Surviving is more of an issue and priority over bursts of threat. Because of the continuous swaps, you will always have a healthy threat lead on your dps. I like to be conservative when it comes to survival on progression / hard mode fights, as there are many things that can cause you do be killed. For these reasons, I always wear my effective health set for this boss fight, with a bit more focus on avoidance (Here is where I am going to lose a few people). I swap out my Heart of Iron for the Ony trinket to give me a bit more avoidance, as I don’t get hit that hard and I still have over 50k hp raid buffed. I find that the less that the healers have to worry about me, the more they can focus on Incinerate Flesh, Chain Lightenings, and the adds damage.

Gear Set – Effective Health / Avoidance

Faction Champions

Normal Mode: This fight is 100% about control and focused dps. I do not swap from protection, and as a result I find that my best utility comes from cleansing, Divine sacrifice, and BoP’s/Freedoms, and above all, lots of taunts. For normal mode, the dps burst from the npc’s is not unmanageable, and dps is the best way to combat this both from the focused dps of your raid, and the amount of damage you can do to the target  you are assigned to distract the npc healers. I like to be hit capped so that my taunts land every time on the target that I am dragging out of the raid, I also like the 2 piece T9 set bonus to reduce the time on my Hand of Reckoning. Luckily my threat set is two piece T8 and T9 for the set bonuses. As long as you are attacking your taunt target, and you have Divine Plea up, you should have plenty of mana to cleanse your entire raid and taunt every time its off cd.

Gear Set – Threat Set

Hard Mode: As taunting is no longer an option in this fight, my main roles in this fight are cleansing, BoP/Freedom, and above all the use of my Divine Sacrifice on cooldown. Because the fights can last up to 20 minutes, the more times you can get your bubble sac off the better. I like to use a modified effective health set for this fight, as the more health you have, the more you will be absorbing by your Bubble sac. As long as you have your four piece T9 on, stack as much stamina as possible. With this, you can mitigate the initial pull’s burst damage on the raid, as well as every 1.5 minutes give the healers some breathing room. Cleanse liberally, BoP on cool down, and keep your mana up and you will serve your purpose for this fight.

Gear Set – Effective Health (4 Piece T9)

Twin Val’kyrs

Normal Mode: As this fight comes with some interesting dps buffs in the form or the orbs and the Light Essence / Dark Essence benefits, threat will be paramount to this fight. Depending on your strategy and the gear levels of your dps, you can be left with very few stacks from the orbs while your dps could be easily pulling 12k. From a tanking perspective, and a threat perspective, I like to compare this fight to Hodir’s threat gimmicks. As a result, producing the maximum amount of threat will help you. The damage that the twins themselves do is not enough to worry about being in an effective health set as they do not hit hard unless they are under the Power of the Twins buffs, in which cool downs can be used if you feel that you are taking too much damage.

Gear Set: Threat Set

Hard Mode: The fight is exactly the same on hard as it is on normal with the exception of the fact that they (both the bosses and their shields) have considerably more health, and the AoE damage is increased a LOT. The damage from the twins themselves is not something that should concern you enough to put on your effective health set, but when you introduce the AoE damage, and the fact that the tanks don’t switch colors during the vortexes, maximum stamina is the only way to go on this fight. While threat may become an issue, as you will have your dps pushing as hard as possible to prevent a 6th ability, your threat should be sufficient in your effective health set if you position yourself to get a lot of the orbs.

Gear Set: Effective Health


For Anub’arak, instead of breaking it down into normal and hard mode, I am going to split it between tanking the boss and tanking the adds. The unmitigated damage from the freezing slash is enough for me to want to wear the same set on normal and hard mode if you are taking the boss. When you get to the point where you are killing Anub’arak on 25 man Hard Mode you can downgrade to your threat set for normal mode boss tanking, but until then, better safe than sorry.

Tanking the Boss: Freezing Slash is all that needs to be said. Threat is a consideration, but not at the cost of survival. The 2-3 seconds of unmitigated damage plus the constant damage in phase three is enough that you should be wearing as much health and armor as possible. I dont really know if there is anything more that needs to be highlighted about this role or the reasoning behind the gear.

Gear Set: Effective Health

Tanking the Adds: I have explained the mechanics behind the adds and their expose weakness debufs here, so I wont get into too much detail on this one. You have to stack as much block value and block rating as possible to try to get to passively unhittable. Even if you do not have the gear set, the more block value and rating you have the better to mitigate the damage. On 10 man Hard mode, if you have an unhittable set, you will literally tank 0 damage.

Gear Set: Passively Unhittable


Lavanthor’s Talisman, It’s about time!

Busy busy weekend, but I wanted to stop by and drop a quick note that I finally got my Lavanthor’s Talisman today. After 28 Runs in Violet Hold, it finally dropped. It got to the point w

here people stopped helping and no one wanted to pug it, but after three manning the instance, and getting the little dog as the first boss, it dropped. And, just in time for Sunday’s raid on Anub with 49 attempts to go. Yeah, I know, we wiped on faction champions, but it was only because I was talking in the tank channel about anub and someone else gave out assignments. Needless to say, the cc was not as clutch as when I usually run the raid.

The Big Bad Trinket

Lavanthor's Talisman

My unbuffed stats…

Final Stats


  • What is this nonsense? HoPo and a total overhaul. It's going to be a long weekend of playing around.. 8 years ago