Posts Tagged ‘Unhittable



15
Oct
09

The effects of Unhittable

My set got used for the first time last night

I wanted to dedicate a separate post to this, because I didn’t want it to get lost in the ranting over my bag space and my crappy wipe on ToTGC. For the 50 attempts remaining fight, I was unsure if my set was ready or not, so I didn’t use it. This actually gave me an opportunity to compare sets. For my first attempt, I used my BiS effective health set which in the 10 man topped off at 50k hp and about 63% avoidance. In that fight, which lasted 5:22 (because of the loss in dps), I took a total of almost 317,000 damage from the burrowers. Once I switched over to my unhittable set, I only took 77,000 damage, and most of that was from my conceding to turning around and running to get them to an ice patch on the second surface phase.

I am well aware that this tactic is not something that I will do on 25 man, as I will be instantly killed, but as I was still testing out the effectiveness of the set from both the blocking stand point, and my survivability with only 36,0000 hp, I wanted to see what I could take, and also wanted to get those pesky buggers over to an ice patch before they burrowed. Below is a snapshot from the two fights. As you can see in the first attempt there was a shadow step as well as the wipe damage from me DI-ing someone and the adds killing people, where as in the unhittable set, everything went smooth, and I took significantly less damage.
Screen shot 2009-10-15 at 8.43.01 AMScreen shot 2009-10-15 at 8.42.23 AM

As for what is yet to come, We are going into ToTGC 25 man this sunday and getting a little help from a world top 50 guild to try and pass up all of the brute force progression guilds on the server. We had two top 100 guilds on our server until one of them imploded, now we are down to one, but it would be sweet, sweet irony if we could beat them to the kill! Here goes nothing with my Unhittable set and tanking four adds at once…

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10
Oct
09

My Anub’arak Unhittable Set

Anub’arak’s gear set

I finally got almost everything together and put some gems and enchants on my gear. After a bit of tweaking, it looks like I am almost there, but I need one key piece that will take a bit of farming to get. Lavanthor”s Talisman has been a thorn in my side for a very long time. I have always wanted it for a pvp set, so I could blow some people up with the on use, but now that I need it for my Anub set, I have ventured back into heroic violet hold on a daily basis to farm for this thing. When all is said and done, I have quite the interesting set that looks less than appealing, but serves its purpose.

Anub Block Set

As of now, I am two days of jewel crafting dailies to purchase the defense dragon’s eye pattern. Once that is done, I can cut my last three gems and I will be up about as far as I can go with my available gear. With everything equipped, I have 26% dodge, 20% parry, and 43% block. Add in the miss rate and raid buffs and I will be unhittable with about 35k hp and about 3000 Block Value.

Here is my Chardev set, with everything worked out. For some reason it does not show my increased benefit from potions that I get from Mixology. What I still need to figure out is do I want to sacrifice the hit that is on the T9 pants for the Wyrmguard Legplates to bolster my block rating. I guess it will all depend on whether or not I get the trinket before next Wednesday.

P.S. Gratz Meloree on the Kill… I’m still one boss behind you

EDIT: For some reason the Chardev link is acting really funny. IF there is a ring and a trinket missing from the set, the rings are the Signet of the Earthshaker and the Band of the Traitor King, while the trinkets are the Onyxia trinket and the Lavanthor’s Talisman.

06
Oct
09

Loot RNG and Attendance RNG

RNG is well random, weird…

As I sit back and think about what my goals for the next few weeks are in WoW, it has brought to my realization that there are certain things about this game that are both frustrating and difficult when it comes to trying to be the best that you can be. The RNG associated with gear is a difficult pill to swallow, just because there are certain pieces of gear that will just make you that much better when it comes to a certain stat. And while you farm instances for the gear that will give you that little edge, some times that instance doesn’t reward you ever. The most drastic example of this that I have at the current time is the Unbreakable Chestguard. My guild has killed cat lady every single week that since the Ulduar patch day, and I have yet to see that piece of gear.

Normally I would not even care that a piece of block value / block rating gear drops or not, however, in building my passively unhittable set, it is a requirement (not even something that will help, but something that is really needed to get to passive). So, since mid April (I think), we have killed Auriaya every week, and yet we have never seen it. In contrast to that, every player that is covered by the vanquisher token has every off set piece of gear possible. We have had double vanq drop off every boss in the instance before in a single raid lockout. Also speaking of Ulduar, we went back a few weeks ago, and cleared the instance to get the last of our shards for our next mace, and we had the worst RNG possible, one shard off Yogg and nothing else. Now granted, the shards are not guaranteed to drop, but to get that small percentage off all the hard modes we did, plus all the other bosses, it is pretty incredible.

Ulduar is not where my story of bad loot luck ends either. In Trial, both normal and hard mode, I have yet to see a neck, a cloak, a trinket, or a belt. While my fellow tank has both the belt and the neck from a PUG the one week he missed, our guild has never seen any of those drop yet. It gets so frustrating to see tanks that can PUG the instance, that are not part of any guild on our server that has the ability to do a hard mode, wearing the gear that we have never seen drop. I am happy for them, that they have the chance to show off their 40k unbuffed full stam gemmed, double stam trinketed selves, but for our guild, we have just been unlucky.

Raid attendance and repercussions

A few of the officers in my guild had a nice lengthy chat this past weekend about our attendance issues. We are a guild that prides ourselves on raiding progression two nights a week and keeping up with guilds that raid 5 nights a week, yet we have issues with getting people to show up for the SECOND night of raiding. Tuesdays are easy, we have 35 people in the raid and we get to pick and chose the best comp with the best players, but Wednesday rolls around and people mysteriously disappear, and Sunday which is our Ulduar farming day is even worse. When it comes down to it, a lot of our members think that because we don’t raid as much, that they don’t have to show up.

Well what can you do, you can not force people to show up, but you can replace them. We have recently talked about retooling our ranking system in game to reflect raiding attendance more. And, in combination, we will be instituting new priorities on loot based on those new ranks. When we were a Sunwell guild, and a damn fine one at that, we never really had these problems, but then again we were in a different age of raiding, where it took a higher level of skill to even step foot in the instance. Now, we have to revisit loot rules and attendance policies every new instance, and stress to our core that we are constantly doing what we can to fill the raids.

In the end, we always progress, and we always kill bosses, but it is quite a bit more stressful on the officers than the normal raider will ever see. The things that we deal with selflessly in the name of the guild are quite the sacrifice on our sanity, and as a result every now and then you have to vent (as I am doing now). But in the end, it is always very rewarding to see your guild turn around after issues like this, and plow through content, have the attendance, and have everyone happy with their shiny new epics.

30
Sep
09

I need more block value!

In preparation for Anub’arak, I have started to assemble my block value set. So far its coming together quite nicely, and with my Libram of the Sacred Shield up, I am sitting at  3200 block value but still struggling to get passively unhittable. How did I get there and what am I still looking to get to augment my set? I basically looked through my bags and equipped every piece of gear that had block value and block rating on it. The problem with that is that some of the gear that I used to get to that level was from Naxx. Now we all know how defense starved the naxx gear was, but you can make up for that with gems and enchants. When I first designed my unhittable set for naxx tanking, I could not hit the defense minimum with out using the repelling charge. Now we are drowned in Defense, and we have the ability to interchange gear freely with out juggling that stat.

Assembling my set and special considerations

Even when I started looking through my bags, and equipping all of the gear that had block value  and block rating on it, there were a few considerations that I waned to keep at the front of my mind. Health is still something that you are going to need to consider, as this is still Trial of the Grand Crusader. Also, when I completed my set I was astonished to see that I went from a comfortable ~570 defense to much less! I was completely starved for avoidance. Fortunately, this is where gear sets really have advantages. I quickly assessed what pieces were from my core tanking sets, and noted that there wasn’t much, my weapon, Helm, Cloak, and Belt from my threat set, and my shield from my overall and EH set. In the end I had four or five pieces that were strictly dedicated to this set. Why does this matter?

Regemming and re-enchanting! I need to start cutting up a ton of defense gems and inserting them in said slots. Let me reiterate that statement, you want to gem EVERY slot you can purely defense. In the end the set is lacking where we are usually powerful, stamina, but the whole point of the gimmick set is that you block almost ALL incoming damage. The conecept of this fight, for those of you who do not know is that you have a tank with the ability to block on the burrowers. The “gimmick” set comes into play because of a mechanic that is currently a bit different. These adds have a stacking debuf that increases the damage that they do called Expose Weakness. As you can see, each stack of expose weakness increases the amount of physical damage you take by 25%. At 9 stacks this is a whopping 225% damage increase. The way that block works in this fight is different to most fights, and for this reason, a tank with a shield is king when it comes to tanking the adds.

If you have a Nerubian Burrowerer hitting you for 4500 damage and you block 4000 of it, you take 500 damage. Now usually the way that the stacking debuf mechanic would work is that when you have 9 debufs, the mob would be hitting you for 4500*325% or 14,625. After blocking your 4000, you would be taking a 10,125 hit. However since the debuf is applied to you and YOUR damage TAKEN, you are only taking your unblocked damage (4500-4000) plus the modifier or 500*325% or 1,625 damage. The power of block value is immense on this fight. The amount of block value you have is critical in your ability to mitigate the damage. Now seeing as I am still on Twins in ToTGC, I cannot for certain say how much that the adds hit for, however when you are taking multiple adds, it is imperative to understand that the more block value you have, the significantly less damage you will take, and the easier it will be on your healers.

Some Gear that I am drooling over for this encounter…

Obviously every shield you have will have some semblance of block rating on it. You have to find the one that has the most, and for me that was the Boreal Guard. This baby has block on the shield PLUS block rating in green, making it a powerful piece in your block value set. If you don’t have that shield, and believe me I understand if you don’t (I have had HORRID luck on tank drops for the past month), there are other choices, just look at your shields and see which one has the most BV/BR on it. On too the goodies, below are a list of some of the items that I use for my BV set. Unfortunately some of these come from long outdated instances, and if you are really looking to min/max your set, you are going to have to go back to naxx and Ulduar.

Bindings of the Hapless Prey Necklace of Unerring Mettle
Unbreakable Chestguard Shadow of the Ghoul
Dragonslayer”s Brace Handguards of the Enclave

This is by no means the only list of gear that you can use, however it is some of the best when it comes to stacking block value and block rating. If you are like my guild and have NEVER seen the Unbreakable Chestguard drop, or any of these items, there are alternatives for your set, but these will net you the most block value / rating for your set. Remember that you can and NEED to also augment your set with defense enchants if you need a bit more total avoidance.

In the end, this is a gimmick set for one boss of one instance, and its not really worth it to go farm ALL of this gear if you didn’t save it from before, however if you have it in your bank or in your bags, it would be wise of you to work on creating a block set in your equipment manager for the day when you are staring down Anub’arak in Trial of the Grand Crusader. Good luck everyone!

Clarifications and explainations…

First off, I have not completed my own set, as I am still a few weeks away from needing it, and the links in the comments are to a chardev and thread on MainTankadin, and not my own ideas. My gear set is Comprised of the following pieces of gear – T8 Helm and Shoulders, Necklace of Unerring Mettle, Shadow of the Ghoul, Unbreakable Chestguard (when i get it… Crosses fingers), Bindings of the Hapless Prey, Handguards of the Enclave, Dragonslayer’s Brace, Wyrmguard Legplates, Inexorable Sabatons, Clutch of fortification, Signet of the Earthshaker, the ony trinket and the repelling charge. Everything is gemmed with defense, except two gems to satisfy the meta. Everything is enchanted with Defense or Agility (where no defense enchant is available). When it is all said and done, I buff up to 26.3% dodge, 20.5% parry, 43% block, 10.7% miss = 100.5% which is almost there. As I said, I am personally still working on it, but very close.

08
Aug
09

Back to Basics – the 969 rotation

Rotation of Abilities, their significance and their role in threat, and mitigation –


The first question I asked myself when I was approached by the other officers to become a prot pally is what abilities do I use and in what combination. After a bit of research, the answer was simple, efficient, and effective. Any prot pally that does two minutes of research finds that we use what is called a 969 rotation. What this means is that you have certain abilities (3) that have 8-9 second cool downs, and certain abilities (2) that have 6 second cool downs. Taking into account that the global cool down is 1.5 seconds, this equates into a very efficient rotation with absolutely NO downtime in use of abilities.

The rotation consists of five abilities. Protection paladins use each of these abilities on a very specific and measured time table. The abilities are holy shield (8s cd), hammer of the righteous (6s cd), judgement (9s cd with 1 point in improved judgment), Shield of Righteousness (6s cd), consecrate (8s cd). Because each of our abilities cool downs is close to a multiple of the global cool down, you can base your rotation off of it, meaning that if you open up in the order I listed them, all you have to do once you have performed your first 5 abilities is hit the button that is not on cd and you will have your optimal rotation, e.g. 9696969696969.

This ideal rotation works wonders for consistent and effective threat per second. You have a holy damage ability that is used every 1.5 seconds continuously with out fail, as well as DoTs that are ticking continuously on the enemy as well. This plays a very important role in the ability of a protection paladin to gain an increasing amount of threat against the mob that is being attacked.

The only ability that I would like to discuss in terms of “significance” when it comes to the unique nature of a protection paladin is holy shield. The reason this ability is of more significance than the others is because it provides paladins a way to be “unhittable” 100% of the time that they are fighting a mob. This is quite significant because it increases our ability to mitigate all incoming physical damage by an amount equal to our shield block value. This makes block value exceptionally good for trash packs and mobs that hit for less but hit very fast.

Definition: Unhittable – the ability to Block, Dodge, Parry, or Miss any and all incoming attacks.




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