Showing posts with label Tanking. Show all posts
Showing posts with label Tanking. 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!

Sunday, 29 March 2009

Protection Paladin 3.1 Set Bonus's


So, with 3.1 bringing alot of new changes i guess it's time for me to have a write up of how i think this is going to affect the paladin as a tank!

So to start off with gear bonus's and how that will affect us.

The two piece set bonus is, Increases the damage done by your seals of Vengeance, Corruption and Righteousness by 10%. This to me can be took in two ways. it gives you the Opportunity to put out alot of burst threat in the start but then this becomes a very poor bonus after the first judgement is put down. to explain this with using Glyph of Seal of Righteousness you can drop alot of burst threat on a target with using this seal but on a long term basis it will not beat Seal of Vengeance This is because as you can see after 5 stacks you'll increase the Holy damage by 50% and that really does add up on top of the vengeance tick. So my sum up of this is that it gives a good bit of burst starting threat but after the first 10 seconds is useless

The four piece set bonus is: Shield of Righteousness now increases your shield block value by 225 for that attack and for 3 sec afterward. Shield of the Righteousness was one of my most favourite things brought in within WotLK it gave us the opportunity to really get stuck in with some single target tanking rather than AoE. This is going to give out a significant amount of single target threat for this and for Holy Shield. My plan will be to use this in conjunction with Libram of Obstruction So ill lay down my Judgement, use Shield of the Righteousness and boom. From the set bonus and that item ill have a extra 575 BV to add to my 1.3k and its a rather nice sum to keep refreshing every 3/8 seconds!

In terms of me and Phood hopefully i should be easier to heal due to the gear level increase and the fact that ill be mitigating more with the extra block value of the set bonus. It will be interesting to see how this will show for him and if he'll actually be paying enough attention to notice :P

Seaver




Seaver just gave me a "blocking 101", now how I understand it 50-odd% of the time he will be hit and block an extra 225 damage, if he gets hit 100 times (ballpark figure for a 10 min fight) in a fight and 50 of those are block mitigated, 60-odd% of that will have this buff up so lets say 30 hits,then that's 6k extra healing I don't have to do. with ~20-30% over-healing that's ~9k or a regrowth or one of my other faceroll spells that I'm not going to have to throw and can either save me mana or be used else where. So yay (I think)! As to Glyphed of Seal of Righteousness I'm not even going to pretend to understand the subtleties of that, but one thing that pops into mind is wave tanking and it maybe being a benefit there.