Showing posts with label Rant. Show all posts
Showing posts with label Rant. Show all posts

Tuesday, 31 March 2009

Crits on tanks, get it right you noobs!

Right Slightly ashamed of my previous post so I thought I would explain something that to me seems like common sense but might be missed by some people (ie nubby pug tanks (had one tonight and he/she/it was shamefully sorry excuse for a tank)).

Right first some basics that even I understand... deffense rating lowers the chance a player will be critically hit. a tank needs 5.6% to be crit immune 5% for same level and a further 0.2% for ech lvl above that (3 levels above being boss level). What ever way you go about that either through def rating or resi that 5.6% needs to be there... let me explain why:

If i'm healing a tank (lets for a moment assume I'm not playing a drood because things get a bit complicated to explain even though the same is true), tank takes aproximatly x amount of dmg from boss ability #1 and y amount of dmg from boss ability #2. seeing as there is not someone on the boss end face rolling the keyboard these abilities come more or less at regular intervals (some of wich you can even see in super advance due to addons like deadly boss mods). As a healer I know I get a feel for the intervals and know when both x and y are going to hit a few seconds ahead of time and am able to cast a heal in time so when either x or y hit even in close proximity (even when x+y > than a tanks top health) 99 times out of 100 provided I still have mana left the tank is going to live (the likely hood of a tank dying gets smaller as you add more healers all doing the same thing (even smaller with things like reactive heals, hots, and Shields)). This is instinctive healerising and not reactionary healing, and is something that every decent healer learns very quickly (obviously when they are actually depended upon and not just carried by the other 4 healers)

However this all depends upon a tank receiving consistent predictable dmg. As soon as a tank becomes critable there is now a random element to how he/she takes dmg and makes every healer have to do more reactionary healing ("oh fuck the tank just took a big hit that I wasn't expecting, lets heal that, oh know I missed my heal for the next hit, crap the tank is dead!" (this is exaggerated normally but sooner or later most healers will have to move to reaction heals and will fuck up the instinctive heals and then the end is inevitable)).

by not being crit immune you bend your healers over, smack them round the head with a frozen kipper, suck them dry of mana due to excessive overhealing, then more or less inevitably blame them for letting you die.

So for the love of god: stop it! I know having a big health pool is great for pugs but plz, get your deff cap before doing anything else. take green "of Defense" items, I don't care so long as your crit immune!

if you don't believe me go do patchwerk in naxx and watch your getting your 30-40k crits, dying, then getting /spit from everyone in the raid for missing tanking 101.

lots of love your friendly neighbourhood healer!

Saturday, 28 March 2009

Complaining!


Right, so first post and i guess this isn't going to be the most positive of posts to start off with. After playing my paladin as a tank for the last year and a half to two years. Sticking with it after the "If you want to be a tank, play a Warrior" comments and grinding through the hard points within this class now i can finally say.

God damn ain't i overpowered!!

From looking at the class, seeing the numbers and playing with it. It makes me wonder where my challenge will be as a tank. I look at Ulduar and with the ease of current content i can say that I'm unsure if it will be what i need to really bring me back into WoW as a tank. At the moment I'm in a Pre-Tbc guild going through Aq-20, Molten Core and Zul-Gurub as a healer, to me it is how I'm enjoying the game as the current content seems rather boring as a whole. Sarth 3d being the one encounter that is hard and 30 min to fill up a week isn't really what i want to see in this game and i pretty much stopped before we took that down due to the shear boredom of playing my pala.

I can go on about the " Ah but you need to do achievements" comments and that just makes me wonder if its people trying to fill the gaps to not see the point that there isn't half as much content as when TBC was released. Yes i came into TBC as a raider about 6 months in so it had already been established but i remember how we worked at some bosses in Kara. Spending time in there was fun and i felt like i had to think. People are saying that this is the first level of raid content and its going to be as easy as Kara but in this game has there ever been a raid instance that has been defined as too easy from the outset?!? It really does make me wonder where this game will be going. In the future and if it is attempting to be aimed at the bad players.

Rant off,
Mark/Seaver




Oh No you got to make the first post (grumbles)! Now let me start off by saying... yes Naxx is easy... and yes Kara did seem harder, however we are looking at kara as hard due to the months we spent farming it waiting for 25 people with TPG.

The challenge is coming I think hopefully in ulduar. Healer mana Regen is getting nerfed spell costs are going up and I think I have seen somewhere that Blizzard wants to make more burst damage and also a lot more spell damage. At the moment pretty much any healer can just face roll the key board put everything on everyone and just /dance the rest of the instance (I exaggerate, however I think this still rings true). healing is not going to be as consistent anymore, so tanks are really going to have to be on their toes.The only really thing that mattered in naxx was a tanks health pool and not pulling silly things (and getting out of the fire things). Tanks roles are soon going to have to include a lot more damage avoidance rather than just straight up mitigation. Anyway that's what I hope.