Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts

Wednesday, March 17, 2010

Warlock PvP Overview

warlock Aye, was about time I sat down to write something again. It has been somewhat crazy at this end for a couple of weeks now. Had to replace my Nvidia graphics card when the old one decided to step out, neatly right when I was about to take the factory in Isle of Conquest. This, in fact, gave me the idea for today’s entry; it has been a working process to gear my warlock for pvp and now that I am there, it’s a good idea to gather my thoughts so far.

Currently, Tië is a destruction warlock in full PvP gear, sitting with ~1k resilience, 2655 SP, and 24.7% Crit. Fairly nice numbers, considering that my gear is fairly basic. At the moment, no wrathful pieces, only a full furious set and relentless off-pieces. Still do not have any PvP weapons, but once I tackle arena, should reach 1800 rating for a Wrathful Gladiator’s Battle Staff.

I fine on battlegrounds, usually ending up running a few with some other guildies. As a class, warlocks are pretty awesome when it come to PvP. We have two working specs on that field, destro and affliction, both which are deadly when properly played. I chose destruction for the burst damage that it provides, essentially letting me blow stuff up with only three spells. The big downside for being a warlock is that everyone, especially warriors and death knights will look you up wherever you go. Warriors in particular are devastating if they can nail you in their bladestorm. The ability is getting a slight nerf, but nothing that would really affect us, so if you’re playing as well, remember to always make an escape route –> Demonic Circle: Teleport.

In some cases of course, we have the luxury of going completely unnoticed, which makes things really festive for us. Quite a few times, seems people have gone through trouble to ignore me, letting me basically just sit down and nuke the crap out of everything that exhales.

If you are building a warlock for PvP, make sure you understand the stat distribution between the specs. In general, they both need SP but destruction prefers high Crit and Affliction benefits more from Haste. As a destruction lock you will generally setup for bursts with Curse of Elements, plus Immolate and Conflagrate. From there, spam Chaos Bolt and Incinerate. One of the tricks is actually getting to the burst and for that, we have a nice array of CCs; Shadowfury, Howl of Terror, Fear, and Death Coil. Even with a druid healer, if properly executed, you can keep him in CC while you setup and finally blow him up with a burst. Alternatively, if running with a mate, you can just focus on CC’ing while your mate goes medieval on him.

The choice of minion varies between warlocks but generally they come down to two choices; the succubi or fel hunter. Some use the void because the sacrifice gives such great protection, but other than that, he’s pretty useless. Succubi has seduce and fel hunter can devour magic and silence. I find the hunter more useful, because your opponents will so often be spell casters and seduce gets broken easily by a clueless team member.

All and all, I enjoy playing warlock on PvP. Like the mage, we combine damage with a lot of control, making the part we play very crucial. Getting started is still the Achilles heel of the whole PvP side of the game. To be successful in battlegrounds, you need a lot of the corresponding gear and getting it is a slow process. Though once you get there, it is rewarding. Patch 3.3.3 is also going to provide us with a small relief to the endless honor grinding and there are even more useful updates down the pipeline. So if ever, seems now it is worth the effort to get into it.

Tuesday, February 16, 2010

Vulnerable

It is common knowledge that death knights are more squishy by nature than our warrior and paladin counterparts. The trick is, how to counter-balance it; which we can do to a length, through game mechanics but it is always going to hurt us and I figured it would serve well to right down something on the subject, to all those of us who, at times, struggle to live up to our peers.

Some of us remember the happy days, before the huge load of death knight nerfs that literally killed our health. I am not saying many of those nerfs were not warranted, but I said it then, and stand by my argument that there were too many cutbacks. From the start of the Wrath, death knights lacked shields, therefore the developers gave us higher health to balance it.

Now, we are on par with warriors and paladins, overpowered as they are, can even go beyond us when properly specced. So what can we do about it?

At this point I will ensure that you have a proper specc and at least moderate gear, concerning the level of content you are playing, and skip those parts. If you think you lack in these areas, have a look at Ensidia’s death knight tanking guide for 3.3. I had a look and it is really good and thorough.

I would bring attention to one piece of gear though, which is your sigil. It is very important that you use the right one. Right now, my personal choice is the sigil of insolence. I went by a dps sigil during ToC, for threat purposes, but now in ICC, insolence is the best.

Another piece that should belong in your inventory are potions; specifically Indestructible Potions. On my server they are very cheap and you should carry a truckload of them. In ICC in particular, even on trash because everything in that place hits rather hard. Pop one right before you enter combat to start the cooldown, and if the fight (doubtful with trash) lasts longer than that, pop another after it expires. Same goes for bosses and generally you will need to use two for every boss kill.

Next are your cooldowns, particularly as Frost or Unholy, you have the choice of Unbreakable Armor and Bone Shield, both which also help your initial aggro. I have personally noticed that before the first hit lands on the tank, healers can primarily only wait. So by reducing the damage that the first big hits deal, you are prolonging your life-expectancy.

Next comes Antimagic Shell, one of the cooldowns you are using near constantly in ICC and it never hurts to use it elsewhere either. The good thing is that when to use it, is also easily predictable because it usually involves casting, effects landing from the sky, or breath weapons. Magic damage is simply everywhere, and not only does it heavily mitigate the damage, it provides you with oodles of runic power.

Last I’ll bring attention to avoidance. While it is true that effective health outranks avoidance, little bit of extra cannot hurt, from wherever you can get it. I am still using the Heart of Iron trinket, thanks to the avoidance boost. You can also gem for dodge/stamina in gear, if the socket bonus supports it. A general rule is that if the socket bonus provides +9 stamina, you can go for it. Anything less is a waste.

Tuesday, February 2, 2010

Falric and Marwyn

icecrown_art The Halls of Reflection is are probably considered, by the World of Warcraft community as a whole, the most difficult and annoying heroic instance in the game. Frozen Throne has two other instances, but neither is really as frustrating as this one. The reason is because Halls of Reflection really stretches both the tank’s and healer’s skill, under a lot of pressure. Much like the original Oculus, back in the day, it is very hard to get through.

I have recently gone back and farmed myself some black icicle weapons for my dual-wield spec and watching some of my friends try get through it last night, decided I would put together this small overview and tips how I usually tank it.

Specifically, the first two bosses, Falric and Marwyn, in on themselves, are easy. The problem is the eight waves of mobs that spawn in between the boss fights; four waves before Falric and another four before Marwyn, each wave getting consecutively harder to get through.

In essence, the tactic is simple; there are two smaller chambers to the left and right from the entrance. It is, by far, easiest to control the mobs by bottling them at the small and narrow entrance. For us, as DKs, this is easy by laying a Death and Decay just few seconds before the next wave becomes active. Rest of the group should hide behind the small corners in the room, to prevent the mobs from targeting them first. Of course, they inevitably will but that is what the DnD is for. It will take the small initial aggro for you, while you group all the mobs and hit them with some real AoE.

I always tank this in my frost spec, because you really need to take everything out of your AoE in this encounter, and frost has the best AoE abilities from the three DK tanking specs. Each of the mobs have their special abilities, but only few are worth the mention.

Healers and casters, should, once the fight starts, back to the far wall of the chamber, to avoid silences and stuns (which can easily be a leading cause of tank death). There are two ranged type mobs, the dwarf rifleman and the human mage. As a tank, after laying down my DnD, I always back up a few steps, once the ranged type is within death grip range of the doorway, pull them in and rest goes smoothly.

Issues rise when eager dps starts on the mobs before I have a chance to pull the ranged in, because before that, there is no point wasting aoe spells on them. Another annoyance is when you have two ranged types, both the mage and rifleman. Usually then one gets left outside the chamber and a top dps dealer should run out and waste it as quick as possible. There just is no way to build aggro on it while you are dealing with rest of the group.

As for the rest, you want to focus the night elf priest first, if he is present. He can heal himself and his buddies. Next, I always go for the mercenary rogue, because he shadow steps and shanks people almost randomly. His poison ticks hit very hard, even on the tank, so kill him quickly. After that, it’s all the same and by that time, with only 2-3 mobs left, you healer should be getting some slack.

The bosses themselves are fairly simple. Falric is a healer test because he does a lot of aoe damage and can chain fear you. Much of the damage actually get received while everyone is feared, so as a healer, you need to top everyone up between fears. Usually the healer performance drops towards the end, so any extra dps is welcome to bring Falric down fast.

Marwyn is barely a breather compared to everything before him. He creates evil purple circles on the floor, usually under random players but other than that, he is a puppy. His Obliterate ability hits pretty hard and he can make his targets take more shadow damage and lower their maximum health but to be honest, I never had an issue healing through him, even with substandard equipment.

Wednesday, September 30, 2009

Onyxia is Back!

Like so many other things that are reinvented, Onyxia seems to divide the World of Warcraft demography. As always, the most vocal side are the ones not happy with Onyxia's reincarnation, finding a long list of faults in her new forms but personally I am delighted from the update.

The very first reason to like her is the fact that a huge portion of us never got to fight her in vanilla WoW and have only seen her, mainly lying on her back after being zerged by a bunch of level 80s. I, myself took her down with just the three of us, and even from our tiny group two of us were tanks. To make it further ridiculous, the paladin tank also functioned as our healer, who is the same paladin who I know 1-manned her.

This is the case with all old raids and for my life cannot see what the point would be to not redesign them, so they can provide a logical function in the game - instead of just being the occasional punching bag for nostalgic old timers.

The second reason is that now Onyxia is a lot more approachable, instead of feeling like teeth being pulled. Naturally, for some this is a bad thing. Of course, I bet it was a blast to spend over 40 minutes fighting one raid boss. With luck, someone screwed you over because of their teenage angst and you would be starting all over again.

Third but not last, with Naxxramas, Sartharion, and Malygos becoming obsolete we desperately needed a new raid into the game. Granted, it is only one boss but it is better than nothing while we wait for the release of Icecrown. Of course, I do not mean that in condescending, but rather pointing out the fact that those of us who have completed Ulduar, Trial of the Crusader only provides so much entertainment.

So what is Onyxia like these days. After research (and listening to old timers whining), I do not see how the fight is so much different; you go through three distinct phases and a lot of moving around is required to get through them.

Phase 1 is a simple spank phase. Your main tank should tank her against the back of the cave, so the push back does not blow him away and everyone else should stay around or behind Onyxia, to avoid the frontal cleave that can easily turn a clothie into some shredded wallpaper.

Phase 2 begins when she walks back across the cave and takes off into the air. As in the vanilla version, everyone should group up in the middle of the cave, where the floor declines into. Whelps will fly from both sides and your (preferably an aoe capable) tank grabs them while dps aoes them down.

There is an elite type of add that also comes from the entrance, which must be tanked and killed as quick as possible, for they hit rather hard and will overwhelm the tanks if not taken care of. Most notably have your cloth wearers dispel the Ignite Weapon as quickly as possible, for it adds 25k extra damage to their attacks for five seconds.

This phase ends when the ranged dps succeed in bringing Onyxia to 40%, after which your main tank must quickly grab aggro and place himself against a wall, or she makes wind chimes of your raid.


From there the fight continues much like phase 1, except for an occasional inconsequential whelp, fear, and fire cracking from the floor. If you get her this far, you should be able to nail her, as long as you healers do not run out of mana.

All and all, a very enjoyable raid in my opinion.

Wednesday, July 1, 2009

Guilds and Specs

A week's worth of raiding in my new guild is behind me and it is time to look back for a bit. Those of you who regularly read this blog had, without a doubt noticed the guild change. Suffice to say, I was not as happy in my previous guild, as I would have preferred. Differences in views, between me and many other, especially senior members drove me to decide to leave.

Instead, I now find myself in a finnish guild, as per my own national and so far the experience has been superb. I have always had a theory about one-national guilds, that they have to, by their nature do and manage better than a multi-national guild; simply because they have a smaller pool of people to recruit from, thus, have to by average for better.

The summer of course means that there are fewer of us online and available for raids, which makes it ideal for me, giving me a lot of raid time, with the past week having easily passed by exploring Ulduar for the first time. Aye, was the first time I ever went beyond Flame Leviathan, shocking to some people I know but the simply reason was, I had rather spent my time first gearing and clearing raids like OS and Naxxramas. For my take on Ulduar, have a read at my earlier post, Ulduar Breakdown.

The biggest change, since my guild shift, was the redesign of my dps spec. I had been testing an unholy dual-wield spec for my death knight and it did not quite seem up to par in my new guild. Of course, being a raiding guild, opinions were quite frank and straight forward, so to lay the issue at rest, I have thus put my experiment on hold.

I now play a 53/18 blood spec. It uses a two-hander weapon, fresh from Ulduar, Relentless Edge and is all about producing very high damage through Obliterate and Heart Strike, in that order. Dancing Rune Weapon and Hysteria providing valuable cooldowns, and with Blood Tap and Empower Rune Weapon, provide as many hits with obliterate as possible.

I also found another build, a 51/2/18 blood spec. Naturally, a two-hander build but because it lacks Annihilation, it uses Death Strike in its rotation. This produces less damage per hit than obliterate but compensates with extra output from diseases and auto attacks. I had no chance to test test this one but having looked at it, and the fact that it is one of main specs that Ensidia death knights use, I have no doubt it is a very good option in the right hands.

Just remember to arm yourself with the proper glyphs, respectively.

Friday, June 19, 2009

Latest on Death Knights

By now, I think we should stop being surprised that death knights are being nerfed again, but every time they just come at us with new bewildering changes. I apologize if I seem cranky this time around but despite my efforts to try keep up a positive state of mind, I am slowly losing faith in our game designers. Since their inception death knights have been getting the boot in every patch so far and you have to wonder, are they ever going to stop nerfing the class.

The most bewildering aspect is that they are soon running out justifications for all the nerfs, as the changes take more and more ridiculous forms. Emboldened by the positive changes that we are being promised in the Crusader's Coliseum (see Tournament Review) I went out and looked up the new PTR notes to see just what is in store.

The first that nearly popped my eyes out of their sockets was the nerfing of frost presence. In the next patch, instead of a 10% health boost, we are only getting a 6% stamina increase, and I reserve the right to use the word "only" because frankly a 6% stamina increase is pants on head retarded. To outline what this actually means, lets have a show and tell.

In Durithim's proper tank gear and spec, he has an average 26 300 health without frost presence. Once I put it on, it rises to a healthy ~29 000. This is a good starting point for raids like 25-man Naxxramas. However, with a meager 6% stamina bonus that health drops to ~27 400. That is a 1.6k difference. This gets further bewildering when taking a look at other plate tanks, for whom I see no such nerf and remembering that the last big patch actually brought us a raid instance that is all about taking huge amounts of damage.

Second but surely not lesser of two evils, is the nerf of Frost Strike; which can now not only be parried, blocked, and dodged, it also deals 5% less damage than before. Icebound Fortitude's cool down has doubled and Toughness provides a one-third less armor than before. So no, life as a death knight tank is sure not going to get boring in the future. If anything our performance will only continue to drop if Blizzard goes on, incapable of restraining itself.

Tuesday, June 9, 2009

Interview: Death Knight Tanks

We have a nice update from out fellow warcraft blog, Rolling Hots: A View From the Trees. The topic is a curious one, Tank Triage: Healing Death Knights and one I had the pleasure to contribute personally. This is the first in the author's series of guides for healers, on how to heal the various tank classes, from the perspective of the tanks themselves and addressed to the healers. A slightly unorthodox all thigs considered but without a doubt useful for the healers to understand exactly how the tanks works and how do we go about our duty in the line of fire.

A very nice article and I am already excited to read the next one. Very nice work Sylly :)

Monday, June 8, 2009

Warriors vs Death Knights

I have always thought about warriors as, sort of, the old school tanking class. They were very much the class of choice for tanking in the classic World of Warcraft game, before the Burning Crusade expansion. Since classes like paladins and death knights have taken over a lot of the tanking and warriors are no longer the ideal, or not at least the "true" tanks, even if many old school players would like to think so.

The relatioship between warriors and death knights is an interesting oe however. They are very much twins, their abilities being mirror images of each other, though distorted by the eddies in the lake. Just consider it for a moment, warriors have many abilities that I personally envy; charge, Disarm, and shield. In fact, they are the class of choice against heavy melee fights. For instance, disarming the orc commander, first boss of heroic Nexus makes that whole fight so much more easier, mitigating a whole bunch of damage.

Death knights on the other hand are a class, designed specifically to be the bane of spellcasters. Though, to my grief, failed in that somewhat. We use two-handers, instead of a shield, use Death Grip instead of Charge, and have powers like Strangulate that prevents a caster from using spells. Thanks to their shield, warriors mitigate more damage than death knights, but to our advantage, we put out a lot more of it.

So, death knights are against spellcasters what warriors are against melee opponents. Many have speculated that Blizzard will publish a second hero class, specifically against melee fighters, but this is why I do not believe they will, or at the very least, they definitily should not. We already have a class for that and it works beautifully. The only big complaint I have about the synergy of these classes is the limitatio of stragulate.

A warrior can disarm a various collection of both mobs and bosses. However, death knights do not enjoy the same power over casting bosses. So far, I have yet to find a single one that I could affect by using strangulate, or even Mind Freeze. They are both more PVP oriented abilities, or at least only useful against mobs. But perhaps, once Blizzard has managed to please the public's demand to nerf death knights until we're wearing hong kong made armor pieces and picks for weapons, they desire to actually do something for us, for a change.

All and all, both are solid classes and personally, when death knights first came out, during which information and details about the nuances of playing the class was scarce, looking through the tons of articles written on warriors really helped me personally. Gear is almost identical after all, aside from the shield and block stats, and the tanking techniques do not really change much from class to class, only the way you execute them.

Saturday, May 23, 2009

Role vs Class

There is always a lot of talk in warcraft about the pros and cons of the various classes. Naturally divisions form, where one prefer certain classes while another enjoys going for others. This is one of the things that makes world of warcraft so great, its diversity and ability to provide everyone with something. You can specialize even further inside a single class; to perhaps go either fire or frost spec with a mage, or heal as a holy or discipline priest.

However, I often feel people put too much emphazise on these elements. Of course you should enjoy what you play but the problem is, many take this too far, bordering on hatemongering when they encounter someone who plays a class that does not enjoy their favor. Nothing is more infamous, in this aspect, than the death knight. The sad reality is that there are just too many of us around, because although the other classes are played with equal ferver, everyone usually has at least one death knight character.

When I made mine and began to level him up, I was shocked by the fact that in Outlands, Helfire Penensula, I could not get a simple dungeon group together because 80% of all players in the zone at any one time, were bloody death knights. This has now advanced to a point where it is hard, even for someone who knows the class, is well geared, to find themselves a spot in a raiding guild. Many guilds do not even bother to recruite them, simply brushing you off when you approuch them.

I have to admit, this has been a big frustration for me personally, because I know how to play my death knight and I know I do it well enough to not deserve this kind of treatment. And really, in the end, is it truly up to the class you play? I have wondered and the more I think about it, the more I believe it plays a very small part in the scheme of things.

Let me explain, often you come across people who are trashing their frustration out from whatever recent (or long gone) patch that nerfed their class. Priests got the cane in 3.1 and mages are one that many veteran players, from back of the day, talk about. For a holy priest for example, the last nerf was quite a blow because we (yes I play one) rely heavily on mana regeneration. pre-3.1 it was often literally impossible for us to run out of mana in a dungeon, but now, it has come down by 40%.

But so what? Does not mean that the holy priest is dead. If it bothers you so much, move to discipline priest and throw your care for mana regeneration into the wind. In the end, it all comes down to how well you fill the role that you chose; dps, tank, or healer. Some situations are more challenging, like e.g. tanking Anub'rekhan vs tanking Loatheb or healing a death knight vs paladin tanks. I have always felt that too many look for the ideal circumstances as the only way to get it done.

But sadly things are rarely ideal in life and we must simply triumphant against the odds sometimes. And here is the real core of matters for me. When people tell me it cannot be done, or should not be done, with whatever circumstances, I want slap them and first chance I get, proove them wrong. Winning when the odds are in your favor is easy. Being victorious before adversity takes character.

And this is what I tell people who try to convince me; it is not about the class or spec you play, it is how and the skill you play it with.