Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Monday, April 18, 2011

Holy $#&@!!!

After seeing this video, you take a look at the current PUG issues and you can only cry in a corner and think about leaving WoW and dedicate your free time to a simpler game.


Hats off to Raegwyn.

Friday, April 15, 2011

Warlock pets with sex: really necessary?

I've been trying to write for some days something about the current Call to Arms discussion, but so far I haven't got any valid proposal to increase the number of tanks specially in PUG runs, when I saw this announce.
While it says it's something set in the long run, is it really worth dedicating resources to a cosmetic issue when there's a big nasty problem right now in WoW and the proposed solution is clearly not fixing anything?
Well, with a company the size of Blizzard it's doable without hurting other more important developments, but why not dedicate efforts to other cosmetic issues (after all, the gender of a demon pet it's only a cosmetic issue) that would affect all classes and not only warlocks? Several come to my mind:
- Update graphic motor to a newer one, allowing better performance or more details. The new water and sunshafts look great, but WoW appearance feels still the same as 6 years before
- Update old character models (read neither worgen nor goblins) to higher polygon count, making them more detailed
- Update textures to higher definition ones (as an example, check how Elementium Girdle of Pain looks on your character selection screen. It's really a pain of big square pixels)
- Allow models for some height and weight customization, so not every race looks the same
- Allow crafter gear to use different colours (I'm tired of the old Green Iron Shoulders, I want a red or a black version)
- Add the frequently asked Appearance Outfit, so you can have any look (ie, the T3 armour set) while wearing your current gear

Things like that would benefit all players, not just a part. But I must say I'm intrigued how a female voidwalker will look like (a blue blob with boobs? or maybe same model as current but pink coloured?), or a female Infernal (something like Therazane?).
The only things I ever wanted to change in warlock pets are the Felhound (these extra upper arms/tentacles look horrible) and the Felguard (they should equip different weapons and not always the same boring Arcanite Reaper plus also get different colour versions of the demon, they're already ingame).

Friday, October 29, 2010

So far... so good?

Several days have passed since the release of the 4.0.1 patch and still I haven't finished tuning all my chars. While specs and glyphs are in place I still lack some gem change here and there and only a few chars have their gear reforged. Also the amount of bugs that have plagued this release made playing too painful sometimes, specially when getting random disconnections for no reason (no /cast or cogwheel icon used) and then taking ages to log back in.

Only one of my main chars have switched specs. Durnak is now Unholy dps/blood tank when formerly was blood dps/frost tank, When deciding which of the two dps specs to use I thought unholy would be funnier thanks to the Dark Transformation talent. I've been doing mainly Headless Horseman runs and so far I haven't been impressed by the numbers or the playstyle, but at least it gives you something to watch (the Shadow Infusion charges). On the other hand I have a humble level 66 deathknight that formerly was unholy and I changed it to frost and it's chugging out 5k obliterates on Killing Machine procs, oneshotting whatever gets in his way. It just needs some hit rating to avoid missing blows, but for a level 66 it's pretty crazy. The downside of the spec is that's just "boring". Hit with whatever is available until Killing Machine procs and unleash a powerful Obliterate.


Priests are a class with new mechanics in all specs. While I haven't rolled any holy spec priests, both discipline healing and shadow dps are cool specs to play. Disc allows plenty of "free time" (while your party is shielded) to stack Evangelism charges using Smite so you can then activate Archangel and get some wings and boost your healing. Just like drinking Red Bull. Shadow (which I haven't played much since healers are scarce) just changes the way you aoe. Instead of using Mind Sear, a spell that does now pretty weak damage, the new way of dealing with groups is to debuff each target with Shadow Word: Pain and start moving around so you increase the probabilities of creating a Shadowy Apparition. It's really fun to see copies of you walking towards their targets and autoimmolate (just lacks a good shadow explosion animation when they hit their goal). While mana isn't an issue in disc spec, shadow consumes a lot of it, so the new replenishment mechanic using Masochism has to be introduced in the rotation while being careful not to kill yourself, aside from using the shadow beast minion on cooldown, both for recovery and for dps boost.

Another heavily changed class are paladins, thanks to the introduction of the Holy Power combo points. Pre-patch tanking with a paladin was just a faceroll: Avenger's Shield, Consecration, Hammer of the Righteous and you got a huge aoe threat that kept everybody on you without problems. Right now, after doing some Horseman and Heroics runs I see it hasn't changed much except for some details: Consecration can't be cast now and then since it's larger cooldown (no matter it's also more mana expensive, I haven't find any mana issues yet) and Shield of the Righteous has changed, so you now need to stack 3 points of Holy Power and then slam your current target to get a big threat boost. Healing as holy is also influenced by the amount of Holy Power you have and also the spells used have changed. Previously it was mainly Flash Heal and Holy Light spam, with the occasional Holy Shock for emergencies. Now Holy Shock is your bread and butter since the cooldown has been reduced and also awards Holy Power points. Also you can do a bit of dps, since Crusader Strike is now a base ability for all pladins and rewards Holy Power. This brings the paladin class closer to the typical image of a warrior monk who stays in the line of scrimmage instead of sitting at the back healing. Again I haven't found mana issues so far, even with the Divine Plea nerf, but nowadays people is overgeared and healing isn't as critical as it used to be. As for Retribution spec I haven't had a lot of chances to try it, but seems more fluid now that you have more buttons to push instead of Crusader Strike, Divine Storm and waiting for Exorcism to come out of cooldown so you can use it again on Art of War proc.

The rest of the classes haven't changed much in mechanics, even with changes like focus for hunters, rage normalisation for warriors (and the enrage procs in fury). Melee classes have lost a ton of dps (due to armor penetration going away) while spell classes look like they're on steroids (specially arcane mages. Vurnak has turned into a fearful terminator), but this looks like it's going to be addressed in a future patch (so enjoy it while you can before the nerf bat slams you). The game has changed, but it looks like it hasn't been as dramatic as people expected. And it's a good thing, since re-learning how to play a class from the beggining is not easy nor fun. Old habits still pop up but at least these mistakes aren't fatal.


The last thing i want to comment is regarding gearing up. Thanks to the Frost and Triumph emblems conversion into Justice Points it's been easier to get T10 gear (in most cases I had several Triumph emblems I didn't need, while I was short on Frost). And another big change is the removal of the Arena Rating requeriment on pvp gear, so you just need Honor Points. While I try to stay away from pvp as much as possible some pvp gear is worth getting, specially if you aren't into raids. Ilevel 270 shields are dirty cheap, requiring only 70 HPs. Other itmes like off-hand librams, wands or necklaces are very cheap too. I also managed to get the healing mace (Wrathful Galdiator's Gavel) for my priest, paladin and druid. Finally I found some use for these Honor Points I had collecting dust in the Currency tab.

Now if Blizzard fixes all the bugs it will be great. This wednesday we have a mini-patch that solves some issues, like the cogwheel disconnection that's been plaguing the Headless Horseman fight (thanks to the author of CogFix, that allowed me to click the pumpkin without problems) but still there are several issues pending that cause a lot of unhappiness, like the slow ghost gryphon or the lagged sound and they haven't been included in this mini-patch.

Thursday, October 14, 2010

It's going to be hard

So finally patch 4.0.1 hit the streets. This time we don't only have to sort headaches caused by non-working addons, but all chars need to respecc, check the gems and glyphs, sort out icons on action bars... this week is going to be very interesting.
If you think fixing a char is a pain, multiply that by 26 (ok, I don't play these 26 always, only 12 or 13 regularly). Grimbol, my inscriber, is threatening to go on strike. And Turnak the jewelcrafter is supporting him.
Ok, so after finally downloading the last 1,2 Gb patch file (that didn't show in the background downloader!) I started fixing things. Only some chars have been specced so far (warrior, paladin, druid, priest, hunter) but still they lack some correct glyphs and gems (specially for the relics, now they have sockets). To spec them I used my own designs but I also used WoWPopular to confirm if some talents were mandatory or good enough to invest points on them (btw I find crazy the most voted disco priest build is not investing a single point in Improved Power Word: Shield when this is the cornerstone of the class!, so take the info with a pinch of salt until things settle down a bit).
Addons aren't causing much ruckus at the moment, either they're up to date or old versions aren't giving much problems. As usual, after some days most of them will be up to date or I'll be used to the errors they yield.
The real test will begin once I start doing some heroics. I don't want to take a char to a PUG run unless it's completely fixed, specially if it's a tank or a healer, so my first impressions of some classes come only from dummy tests.
Paladins look like a new class introduced in this patch with the Holy Power combo point and the new talent trees. I've always found frustrating that they changed holy and prot because ret was "broken". Damn it! Pally tanking might be ultra-boring, but was damn comfortable, like your favourite old pair of shoes. And holy wasn't bad, just lacking some AoE healing. Well, it wil take some time to get used to this, specially for tanking.
Shadow priests seem to run out of mana pretty fast. After unleashing the full debuff pack, some mind flays and mind blasts will deplete your mana bar very quick. Maybe something is wrong with my spec or maybe it's a matter of handling rotations/procs correctly. Or could be that I need to use Shadow Word: Death more to trigger the Masochism mana regain. On the other hand, disco priests seem pretty solid and mana doesn't seem to be a problem. In this spec I have the new Evangelism / Archangel combo and looks nice, although you need to use Smite to trigger it. I see mandatory some kind of tracking system for the Evangelism charges, either as combo points or placing the number in the icon on the action bar, since having to check the buff icon may be distracting. Same for the Shadow Orbs you get as shadow priest.
Not much to say yet about the other classes I specced, since I didn't try them much. Only the resto druid, that seems it works correctly as before, unleashing the full pack of HoTs and then using Nourish (instead of the crappy Heal) when needed.
When I logged in it was 21:00 or so. When I went to bed it was 3:00 in the morning and I still think I didn't do much. Today I'm falling asleep at the office, but I know tonight will be the same again and friday will be harder. But thanks goodness it will be friday :)

Wednesday, July 14, 2010

New trees preview

After announcing a big change in the talents trees, we finally get to test them. While they're just a beta version I don't find Blizzard has accomplished what he's been announcing.
- Eliminating "boring" talents that just buff existing spells or skills. There're still plenty of them in all classes: Incite for warriors, Improved Shadow Word. Pain for priests... they're still here
- Adding more "flavours". Not true at the moment. After picking a specific tree and putting the mandatory 31 talent points in the core talents you're not left with much choices for a given class. I've tried several classes and if you want to improve let's say Fury, your best choice is to spend points in Arms tree, not Protection. Some classes even need more than 31 points in the main tree (33 or even 35) to get full advantage, so that leaves very few "free" points to place on abilities that will give you some "fun" skill. Placing 31 points in your main tree doesn't mean you have still 10 points to place freely. You'll need to invest between 5 and 10 (that's all of them) in a secondary (or in the third too) tree to get talents you'll need for your spec, like it happens now. I think in the best cases I managed to get 3 talent points I could really plae wherever I want to get one talent or another that wouldn't really cripple my main output (be it dpsing, tanking or healing) so I could choose between getting an extra talent that's not really mandatory for my spec but may help in some situations or enhance other stats like mana return/regen, increase healing effects on me, etc
- Very few new talents added. Since the big pruning there's not many points left so you can spend them on new talents. Some of them look very nice, like Blood and Thunder (protection warrior), but others are just "more of the same boring talents", like Even the Odds (fury warrior), that just increases damage on certain abilities
So as I said in my previous post the idea is good, but we still have too many "boring" talents around that are also still mandatory for your class, leaving little or no option to get other talents that differentiate your from any other player of the same class and spec. Let's wait for more tuning and hope next version has trees that allow more customisation and possibilities.

Tuesday, May 25, 2010

Your nightmare class as healer

In my previous entry I commented (poorly I must admit, so thanks to Failadin for pointing it out) about how the class I feared most as a healer, the retri paladin,  wasn't because all of them I've found until now were playing carelesssly, without putting much attention on the situation. Long story short: I always found retri paladins were taking too much damage and I thought they didn't care much about playing correctly. Then I got to try the class and even I was playing like I've always done with any other melee class (attack from behind, be quick to move out of fire, cleanse your own debuffs if possible) I was still getting too much damage. Maybe having a poor dps gear (Verech is a tank who just dualed retri and has a very poor dps set) made things worse, but I still don't know why this specifc class is my "black beast" as a healer, just that I always have to put special attention on them, more than on rogues or elemental shamans. Warriors and DKs usually don't need much attention (unless they do things in the complete wrong way). If I'm on my holy pally, Beacon of Light is always set on them.
So aside why retris are getting this damage, which is the class you fear most as a healer? Do you think there's a logic explanation why that class needs extra care?

Thursday, April 15, 2010

The incoming changes

So all the class previews have already been posted, being the Paladin the last one. And the most dreaded possibly.
In several blogs I've already expressed some of my thoughts: the rune regeneration for death knights, maybe too radical and giving me the feeling the class will be harder to play, the priest healing, really needed another healing spell and that "Chakra" skill? Pure dps classes seem to get all benefits (hunter, rogue, mage). Warriors look a bit uncertain, with the changes to tanking, the buffing of arms... so seems fury is being left behind. Shamans have some gaining and some losing, so seem compensated (although resto seems very buffed despite losing the Cleansing Totem).
Last one has been the paladin. Aoe tanking gets some nerfing but will gain a much needed interrupt. Retri starts with Crusader Strike so is not so painful to level. And holy gains a new healing spell (really needed like priests?) and the spell I love more: Healing Hands. Aoe healing like the paladin is the healing totem. While we have yest to see if the amount of aoe healing is effective, the short range will force the paladin to go near the targets that need that healing. And this links with one of my latests posts: the paladin healer should be in the line of scrimmage, not hiding behind. Still the mobility may reduce effective healing, but we still need to see how all the changes will work.
Anyway, one thing seems to be a downfall is the homogenization of classes, specially tanks, with healers coming close. Why give all tools to tanks? As long as they aren't mandatory in fights there's no need to turn them all into the same class with different looking. Paladins have great aoe aggro but no interrupts and the survivavility is limited (the Ardebt Defender "cheat"), while warriors need more work for keeping the aoe threat but they got better survivality tricks they can use when they feel the need (Shield Wall, Last Man Standing). Until now I haven't found any fight where a certain tank class gets some significal advantage, so why this now?

Anyway it's still too soon and everything are just guessings. Some changes may don't even make it on production servers, others can be totally different. Time will tell.

Sunday, March 28, 2010

Standing at the back wearing plate

Any The Order of the Stick fans out there? If not, go and check the last page posted here (since I'm late again posting it's no longer the last one, seesh!).
Even it's not WoW-webcomic (in fact it's based in D&D rpg) you'll sure chuckle about the definition Tsukiko (one of the evil ones) gives about paladins. Then I remembered this post in MMO-Champion about letting the healers do some dps (something they already do when overgearing content) and what some colleagues said about how paladins were played in Warhammer Online (sorry, never tried it, was too hooked on WoW): they had to be in the line of scrimmage in order to get power to cast heals. And I like this idea. Protection and Retribution paladins are already in the middle of the fray, but Holy just stands in the back like any priest in sissy robe (hello Tam! ;) ). It just doesn't feel right. As Tsukiko says a paladin should be bossing around, yelling "don't tell me how to heal boy! I was already healing dungeons when you were crapping your pants in Northshire Abbey!" (add here an image of a veteran paladin with a grey moustache and a deep rough voice). We're the only healing class wearing plate, so why don't take advantage of this? I don't think Holy should change so radically that you only get mana when smitting your foes with the powers of the Light, but some more action, now that Cataclysm will (or at least they say) avoid getting these terrible damage spikes, would be nice. It would also fit the class better.
For the Light!

Tuesday, February 16, 2010

No love for the fallen

I decided to take the dust off my DK, the last char created in the Hellscream realm (but can't remember if he was the last to hit 80, I think not...) and bring him into some heroics. But to save my sanity I decided to go only as dps and not as tank. First of all he's not that well geared for today's current standards (even he'd be able to tank whole Naxx). And second it really piss me off those players who just want you to pull half the instance in one go so they can continue grinding emblems at a fast pace.
So there I was, hitting the Finder as dps and doing long forgotten quests meanwhile: the Sons of Hodir rep (although I don't need it since I have at least two or three exalted chars with them and shoulder enchants are now BoA), the Frostborn questline (for rep and the Bronzebeard reunion scene). Luckily didn't have to wait much (Finder said around 12 minutes but usually you got into the dungeon in 6 or 7 minutes), so the combo questing-emblems grinding worked perfectly. And then I saw two things that reflect the post's title:
- Few DKs can be seen now in instances. While before it was very common to get two or even three in a same run, the amount of DKs getting into PUGs seem to have dwindled a lot. This could be due two factors, the first one being the class isn't anything new and exciting any longer, but I suspect the second one is the main cause: the Finder tries to avoid having more than one class in the same group, unless they play different roles. You can see one bear and one tree, or even one cat and one boomkin, but you'll rarely see two cats or two furbies in the same group, not even one cat and one boomkin. Which is very ok since the chances to get loot (does people still needs loot from 5man unless recently dinged 80?) are more fair. But even without playing my DK I rarely get them on the PUGs I join, either as dps or tanks. Maybe it's only my battlegroup, but looks like people is tired of them and prefer good old chars.
- The second one really struck me since I experienced it several times this weekend while doing hardcores: the amount of healing I received was much below the healing other dps were receiving. Several times I went with only half health bar, without receiving any humble healing spell. Do healers really despise DKs that much? Being "heroic class" and plate wearers doesn't mean we're invulnerable or immortal (well, we already died once at least...). Luckily my dps spec is Blood so I could regenerate my hitpoints without much problems. I can understand other more squishy classes get over us in the healing priority, but even after finishing a group and heading for the next one I didn't receive any heals too. And no, the healer wasn't oom neither I was overaggroing or pulling mobs randomly.
Right now, Durnak the walking corpse in plate armour (hey Calli!) looks much better than before (3/5 T9 and a great 2-hander) and had the skills (got rid of Vampiric Blood) and glyphs tweaked, but still needs more work on the tanking set (2/5 T9 and a decent 2-hander, but still wearing some blues). I'll take a look at the current frost tanking builds and see if mine needs a revamp. Also even I like tanking on the DK (but not as much as on the pally) I prefer to keep it for guild runs if no one else is available. I could get into the Finder much faster by selecting that shield-shaped icon, but I prefer to save my sanity even if that means it takes longer to get into an instance.

Post soundtrack: Rise from your grave - Glamour of the kill

Thursday, December 17, 2009

Be kind to your healer

First of all I must apologize for publishing this post now. I wrote it before 3.3 hit the streets but a couple of factors made me leave it "in the fridge". Then patch came and non-stop grinding sessions almost made me forget about it. Still what I wrote it's still true, maybe even more now that a lot of people is pugging like mad. Here it is.
Thanks to Miss Medicina's post about the healers I've seen that what ticks me off is very common among healers. I don't consider myself a pure healer, I play all classes (and during old WoW and part of TBC I only played dps specs). So back to the common answer, one of the worst thing for healers is people asking for heals, most of times not in a very polite way. While she thinks usually is caused by a natural reaction I believe it's lack of knowledge. Knowledge of the healer's class, of course. And I say this because in the beginning I was a bit like this. Never yelled for a heal, but it buggered me when I wasn't receiving heals or even worse, I died, specially when I was offtanking some add in Molten Core. And then my thoughts targeted the healer of my group with a "dude, we're my heals?" flashing in bright red.
So, yelling at us demanding heals is one of the worst things you can do. About 90% of the time I'm looking at the raidUI or group healthbars. Unless there's some boss attack that requires my attention so I have to move out of fire or hide behind some wall I'm not checking what's going on. Sometimes I find myself thinking the boss is taking ages to die while other times I feel he bites the dust in a blink. All I see are green bars going up and down and also getting a funky coloration when someone gets a debuff that must be removed asap. I say this so you know I'm VERY AWARE that you're taking damage and your hitpoints are migrating to Tombsville. But you should know that If I'm not healing you is because either someone else needs the heal with more urgency (tank gets top priority always) or there's something preventing me to heal: I'm feared, silenced, running out of fire or I have that funny necrotic aura from Loatheb that prevents all kind of healing.
Of course if yelling for heals is bad, yelling at the healer/s after a wipe is even worse. I think there's no need to go futher that way. If it's my fault I'll apologize and next time I'll try by all means not to fuck it up. And if you're getting healed by somebody new to the healing business give him some credit before opening the can of worms.
Another thing it ticks healers off is players getting damage when they shouldn't, mostly aggro-monkeys who go trigger happy stealing aggro from the tank or fucktards who stand in fire thinking it's our obligation to keep them alive. Sorry mister, I don't care if your dps will be reduced if you have to move, but Blizzard made these attacks powerful enough so trying to overheal that damage is futile. Also this clashes with the healing priority mentioned before. People, specially dps, should carve this in their foreheads with a rusty knife:
Healing Priority
1. Tank
2. Healer
3. Dps
A group or raid can survive if a dps goes down. We can bring you back with a battleress if needed, like bosses with enrage timers, or you can walk back inside the dungeon (like ToC), so in most cases get this very clear: you're the last in line to get our attention. So if you're getting hit and you're not the tank then surely you're doing something wrong (except it's some aoe damage that hits everybody). If you get aggro use your aggro-dropping skills: vanish, iceblock... whatever. And run to the tank so he can snap that pesky mob off you more easily.
If you're standing in fire, gas, poison cloud, blizzard or cyclone area it's simple: MOVE OUT! And quickly. If your dps numbers are lowered then just suck it up and deal with it. Do you prefer a lower dps because you have to move just some steps or do you prefer to die and see your position in Recount plummet? I think the decission is quite simple.
So, after venting some frustration (feeling much better, thank you), just remember that healing usually it's a very stressing role, putting a lot of responsability on you. Adding more stress with bad tempered attitude is the last thing we healers need.

Saturday, November 7, 2009

The Tanking Questionnaire

If some days ago I posted my answers to the Healers Questionnaire created by Miss Medicina, now it's turn for the Tanking Questionnaire created by Beruthiel at Falling leaves and wings (and again thanks to Righteous Orbs, if you are not following this blog you're missing a lot).
Again the character chosen will be Turnak the paladin. As tank he's the best geared and also is the one I enjoy more when standing in the line of scrimmage. So let's go with the meme:

What is your primary tanking environment? (i.e. raids, pvp, 5 mans)
Any place. While I used Turnak the most in 5mans, I became the unofficial guild's OT, so I'm also tanking in raids unless some friend comes and then I switch to healer or dps.

What is your favorite tanking spell for your class and why?
Mmm this is tough, protadins have a lot of good tanking spells, but I think I'll be a draw between Avenger's Shield and Hammer of the Righteous. Avenger's Shield is a great pulling spell, while Hammer of the Righteous helps me get aoe aggro fast. I know Consecration affects all mobs inside, but Hammer generates more aggro (or at least it's what I feel). Avenger's Shield gets a plus bonus for that Captain America feeling :)

What tanking spell do you use least for your class and why?
Divine Sacrifice. I think I've never used it. I feel is too dangerous, specially if you're facing a boss that hits hard and affects several players. If healers are already struggling to keep you alive they don't need more work. Also nowadays I don't find much utility inr aids since most of the times you have some healer able to do good aoe healing. The only place I can see this can be useful is 5man runs with a paladin healing where there's a lot of splash damage (like poison debuffs in Azjol'Nerub)


What do you feel is the biggest strength of your tanking class and why?
The ability to generate a lot of aoe aggro and keep all mobs focused on you so they don't run rampant around. Also pallies have great tricks to solve mobility situations (like Hand of Freedom), protective measures (wearing plate armour and a shield, Sacred Shield spell, bubbling someone, etc)

What do you feel is the biggest weakness of your tanking class and why?

Before Divine Plea it was keeping enough mana to get your spells going. Right now it's just a matter of keeping Divine Plea always up, so only good timing is needed. Still in some occasions you may run oom, then you better pray that you generated enough aggro before so nobody snaps a mob off you until you regain enough mana to continue your duty.

In a 25 man raiding environment, what do you feel, in general, is the best tanking assignment for you?

Whatever the raidleader assigns me. Thanks to the great aoe aggro I may be better offtanking in fights where you have to pick up several adds, but maintanking the big bad boss is also ok for me.

What tanking class do you enjoy tanking with most and why?

Paladin. You can see why in the answers above: great aoe aggro generation, good survivality and also brings utility to the raid with blessings, hands, etc.

What tanking class do you enjoy tanking with least and why?

I'd say bear druid, but I'd be lying since my feral druid is specced cat, so I'm just an emergency tank when playing him. The real answer is warrior. I feel I have to struggle a lot to generate good aoe aggro, so when doing 5mans or tanking groups of mobs in raids I always feel I'm going to loose aggro ons ome mobs and they will crush a dps or healer, so I don't like tanking with the warrior. And it's not really a matter of gear (he has very decent tanking gear) or skills, I just feel warriors are best tanking one mob than a group, but nowadays you have to deal with groups of mobs or adds almost everywhere.

What is your worst habit as a tank?

Good question, because I'm not sure I have an answer.This doesn't mean I'm a perfect tank. I just try not ot pull too many mobs at once, try to keepp high aggro on all... maybe I'm too cautious and I could make instances faster by pulling more, but I don't want to wipe for being trigger-happy. Maybe the worst thing I've ever done is forgetting some times to put Righteous Fury up and then wonder why people is getting aggro.

What is your biggest pet peeve in a group environment while tanking?

Aggro monleys. People that doesn't wait for me to even cast Avenger Shield or Exorcism. And then they scream "AGGRRRRROOOO!!!" and run away from me.

Do you feel that your class/spec is well balanced with other tanks?

In fact i think protadins are better than the rest of classes since they seem to have all the tanking tools needed: good mitigation (including block and parry), good aoe generation tools, a set of "oh shit!" tools (hands, bubbles, heals)... I couldn't ask for more. For example as I mentioned before I feel that warriors lack some better aoe aggro tools (I know they have Demoralizing Shout, Thunderclap and Shockwave). Bears need to stack hitpoints and because they lack mitigation (parry, block) while stacking too much dodge means they will starve rage.

What tools do you use to evaluate your own performance as a tank?

Basically Omen so I see I have enough aggro and RatingBuster to check new loot and if it's better than my current one. I also have a script that tells me if I need to go for parry or dodge. Not sure if it works only for paladins or also for warriors and death knights, I got it from a paladin blog which name I can't remember right now (shame on me):
/script DEFAULT_CHAT_FRAME:AddMessage("If ratio above 1.88 start getting Parry. Currently at: "..string.format("%.2f", (GetDodgeChance()-10)/(GetParryChance()-10)))

What do you think is the biggest misconception people have about your class?

Again I'm not sure, nowadays the tank classes aren't so different and they can perform good in simmilar situations. Still there're situations where some classes have some advantage (like Death Knights pulling the sparks in Malygos fight or spores in Loatheb, while paladins excel at tanking the zombies in Gluth)

What do you feel is the most difficult thing for new tanks of your class to learn?

Probably getting the right stats. You have to care for defense, health, parry, dodge, block... too many things to maintain and when you start a tank this can be cumbersome. Then in second position is mastering your spells/skills rotation.

Effective Health or Avoidance and why?

Depends on your gear and skill. For new tanks, health. Once you have decent health and are defense capped, you can start worriying about avoidance. For bears can be more tricky, too much avoidance will ruin their rage generation.

What tanking class do you feel you understand least?

Bears. Probably because my druid is cat specced and when he had to tank it was a stressing. Also almost all the abilities have a paw or claw depicted so it's very very easy to confuse them if you don't play a bear on the daily basis.

What add-ons or macros do you use, if any, to aid you in tanking?

Omen, Outfitter (without this we dualspeccers would go insane), RatingBuster and that macro I mentioned before.

Do you strive primarily for balance between your tanking stats, or do you stack some much higher than others, and why?

As I said once you're defense capped and got a fair amount of hitpoints it's time to worry about the rest of stats. In the begining I went mainly for hps. Right now I've stopped getting more health and I'm stacking dodge until my macro tells me to get parry.

Thursday, October 29, 2009

The Healing Questionnaire

As a faithful follower of Righteous Orbs I can't but provide my own version of the Healing Questionaire created by Miss Medicina and linked and answered by Tamarind in his last post.
Since my main healer (well, he's the bets geared) is Turnak I'll hand the keyboard to the blond paladin to answer.

What is the name, class, and spec of your primary healer?
Turnak, holy paladin. For the Light!

What is your primary group healing environment? (i.e. raids, pvp, 5 mans)
I'm a jack-of-all-trades. I can go anywhere, but I prefer to play him on raids. Certain 5man dungeons are a pain for me (lots of splash damage, group poisoning...), so I prefer bringing the resto druid to 5mans.

What is your favorite healing spell for your class and why?
Flash of Light. Cheap, short cast time and can pack a good punch... I mean heal!. Combined with Beacon of Light does wonders. And can be cast as an instant after you critically hit with Holy Shock.

What healing spell do you use least for your class and why?
Lay of Hands. Most of the time I keep forgeting it exists :) It's a "panic button" but I usually use Holy Shock before. And if shock is on cooldown then it doesn't matter because surely by the time I remember where it's placed in the actionbar we'll be all dead.

What do you feel is the biggest strength of your healing class and why?
Single-target healing. Paladins have a burst heal (as well as a burst damage if specced ret) that can restore a player from almost dead to full health in a split second.

What do you feel is the biggest weakness of your healing class and why?
Group/Area healing. We don't have that and places where there's a lot of splash damage are a pain for us. The only simmilar things we have are the glyphed Holy Light and the Beacon of Light. But that means we can heal two targets correctly only, since the effect of the Holy Light is too small.

In a 25 man raiding environment, what do you feel, in general, is the best healing assignment for you?
Tank healer, no matter MT or OT, or any single-healing target like the hateful eaters in Patchwerk.

What healing class do you enjoy healing with most and why?
Restoration druids. They provide great healing to everyone via hots so our job is very complementary. They also have some nice area healing (Wild Growth) that we lack.

What healing class do you enjoy healing with least and why?
I don't think there's any. It's not a matter of taste, it's a case of effectivity. Maybe if the other only healing in the raid is a holy paladin then we'll have more pressure when there's area damage, but I can team with any healing class/spec.

What is your worst habit as a healer?
Not caring about my health. I'm so worried that the group may die that I always put myself last in line for heals. And sometimes this has caused problems, so I'm trying to establish a healing priority that doesn't forgets myself. The second bad habit, if that's one, is overhealing. Since mana is usually not a problem I don't care throwing heals at a target that's just at 98% (and is not a tank)

What is your biggest pet peeve in a group environment while healing?
People I don't know or who doesn't know me yelling for heals. I see your health bar going down, if you're not getting any heals then surely threre is a good reason (out of range, healing priority, being a dick who needs a lesson for standing on fire...). Healing is very stressing, I don't need extra pressure, thank you.

Do you feel that your class/spec is well balanced with other healers for PvE healing?
Healing classes aren't designed to be balanced amongst them, so question seems a bit out of place. Pallys deliver good heal nukes, while druids on the other hand provide excellent heal over time to fill gaps or replenish everyone's health easily. Everyone has a different "heal target". I'm happy with the holy paladin, but I find it lacks some better area healing.
If you wanted to know if I think my class is well designed I say yes, it's neither overpowered nor nerfed.

What tools do you use to evaluate your own performance as a healer?
None, as long as everybody (or most of the group) is alive when boss is down, it means I've done my job properly. I don't care about overhealing as long as that's not a problem (running oom, stealing aggro).

What do you think is the biggest misconception people have about your healing class?
Mmm not sure, but I'd say that people thinks we can survive without healing ourselves just because we're covered in plate (or should be), so they should get a heal always before us in any circumstance.

What do you feel is the most difficult thing for new healers of your class to learn?
First thing, and this affects all healers, is to keep calm, don't panic if someone's health is falling down like a meteorite. Know your UI/keybinds so you don't have to waste time looking for the place of a specific heal spell to click it/press the correct key.
Specifically to the class, although it's not a big problem nowadays specially when you get some good gear, is to be mana conservative. Know the rhythm of the fights (soft enrages, special attacks, etc) so you know when to unleash your healing-fury and when to reserve that special spell or keep mana for later.

If someone were to try to evaluate your performance as a healer via recount, what sort of patterns would they see (i.e. lots of overhealing, low healing output, etc)?
Lots of overhealing, but as long as nobody important dies I don't care :)

Haste or Crit and why?
Depends on the gear you currently have, but as pally I'd say haste. Holy Light takes ages to cast. Also I think relying on random numbers for big heals is very risky.

What healing class do you feel you understand least?
I've never played Holy Priest, mine is Discipline, but I think I'd get the grip quite fast.

What add-ons or macros do you use, if any, to aid you in healing?
None healing-specific. I just use X-Perl for the raid UI. Then I just click character and press the corresponding heal key. I'd like to try some like Clique, Healbot or Decursive, but I'm very used to click and press. Oh, I remember now, I have LibHealComm, that let's me see the estimated healing amount a certain target will receive, but doesn't modify my playstyle.

Do you strive primarily for balance between your healing stats, or do you stack some much higher than others, and why?
I always try to balance, I feel it's the natural way to go, no matter if at pure numbers it's better to stack a specific stat.