Hello Guardians!

Even though this tier of raiding content is almost over, I’m sure there are some of you out there looking to kill more heroic bosses before the next patch. Besides we don’t really know wheen the next patch is coming out anyway (although we do know the earliest possible date is March 5th). With that in mind I thought I’d continue my “Encounter Notes” series, this time for the next 5 heroic bosses you’re likely to do after Blade Lord Ta’yak.

In all of these I’m going to expect that you are already familiar with the regular version of the encounter. All of these feature at least one (if extremely minor) difference when it comes to tanking them.

MSV – Spirit Kings

The Rundown:

Encounter Notes:

  • Once again it’s a complete waste of time to use Savage Defense when only Qiang is active. Dump Rage into Maul instead.
  • Pre-pot with Virmen’s Bite before the pull.
  • Blow Incarnation and NV at the very start of the encounter and pretty much on cooldown afterwards. Except if you’re about to get a Flanking Orders or something.
  • Save Survival Instincts for when you need to move Qiang during Flanking Orders. I dunno about you but I don’t trust my group do move with me correctly.
  • Use Berserk when you have two of the Kings active at once for maximum DPS.
  • Start using Savage Defense again once Subetai spawns.
  • Use Bash on Subetai during Sleight of Hand if required.
  • Make sure you interrupt Shadow Blast if you’re assigned to.
  • At high amounts of Insanity Meng can hit for upwards of 200k per swing. Be prepared.
  • Do NOT try to squeeze in one more attack before a shield becomes active. You’ll regret it.
  • I’ve been told that autoattacks don’t trigger the shields, but I’ve never tested this myself.

 

MSV – Will of the Emperor

The Rundown:

Encounter Notes:

  • Depending on your raid composition you may end up soaking a couple of sparks at the beginning of the fight. Simply wait for the sparks to spawn and use Survival Instincts. Wait for the first one to hit you then quickly Renewal and let the 2nd hit you.
  • There are now 10 special attacks to dodge instead of 5.
  • Otherwise as far as you’re concerned the fight is identical to normal. Keep Savage Defense up 100% of the time when being attacked, and DPS your way to victory.

 

HoF – Imperial Vizier Zor’lok

The Rundown:

Encounter Notes:

  • Depending on your raid there are different tasks you can be assigned with. I have only done the Attenuation Echo so that is what I will base my advice on.
  • I use Incarnation and NV at the start of the 1st platform to help finish it as soon as possible. If you’re doing the 1st platform echo hold on to them until it spawns to kill it as quickly as possible.
  • If you’re tanking Vizier during the 1st echo, use Survival Instincts right when Force and Verve is cast by the echo. This will allow you to easily survive it while dodging Attenuation.
  • After the first echo dies it’s possible for someone to get targeted for Exhale while running through Pheremones. Position yourself accordingly so they don’t get instagibbed.
  • When running through Attenuation you’ll be able to see one very obvious lane to take regardless of the direction. Just wait a couple seconds after it starts.
  • Phase 4 is very chaotic. Your strat can vary wildly depending on what your guild wants to do. We plan on killing the echo but aren’t quite there yet.

 

HoF – Garalon

The Rundown:

Encounter Notes:

  • Tanks will need to kite pheremones (at least on 10m). We had tanks start the kiting so we didn’t have to deal with passing it to tanks in the middle of the fight.
  • He likes to spin around a lot when being kited along the stairs. It’s really, really annoying.
  • When swapping pheremones with your co-tank just swap positions. The tank that doesn’t have pheremones should be on the inside, while the tank with pheremones should be on the outside.
  • Remember to keep getting hit by Furious Swipe even when kiting.
  • DPS on legs is incredibly important. Remember you can have the leg buff while still getting hit by cleaves.
  • Once he hits 33% he will start meleeing the tank. At this point you will want to start using Savage Defense while your co-tank just DPSes the boss while still eating cleaves.
  • If you’re soaking in P2, remember to DPS the legs with the buff while still eating cleaves.

 

HoF – Wind Lord Mel’jarak

The Rundown:

Encounter Notes:

  • This fight is kind of frustrating in that whether or not you live is overwhelmingly determined by people who are not you. You must have good dispels or you will die.
  • I use Berserk at the very start to help unload as much DPS as possible on the Menders.
  • Keep Savage Defense up as much as possible. You’ll be able to recharge it during the first Recklessness.
  • Pop Incarnation and NV for the first Recklessness and you basically won’t die for the duration.
  • He likes to gain a triple stack of Quickening once the Menders respawn. Make sure your dispellers are on top of things when that happens.
  • You will typically want to pre-emptively use your cooldowns for known high-damage phases like Recklessness.

I hope you find these helpful, and if you have anything to add feel free to do so in the comments!

Hello Guardians!

Here’s your news and updates for the last week.
 

T15 Items Datamined

The drops from the new raid instance Throne of Thunder have been datamined and added to the respective databases. If you’re interested you can go ahead and check them out over at WoWHead. I’ve taken a first pass at a normal mode BiS list, but Blizzard hasn’t posted the trinket information (Proc Rate, ICD) yet. I won’t be able to finalize anything until I have that information.

The only thing I can tell you for certain is that the feral helm is BiS. Which is kind of funny when you think about it.
 

Set Bonuses Tested

I had the opportunity to test the set bonuses out on the PTR. For the 2pc bonus when you dodge an attack when Savage Defense is active you get the Improved Regeneration buff. This includes special attacks, not just melee swings. This buff stacks up to a maximum of 10, and lasts for 10 seconds. If you dodge an additional attack the duration is refreshed.

I’ve mentioned previously on different forums and twitter that this is an interesting bonus. Essentially you’ll have to take damage on purpose to get the most out of it. The purpose behind this is to allow Savage Defense to recharge. This will require a lot more micro-managing that we’re currently used to, but I think it’ll be pretty neat. Of course the encounter design will be the final judge.

Of course the obvious question, is what happens with the Glyph of Frenzied Regeneration? Well, unfortunately nothing. As you can see here below when using the glyph, the set bonus is not consumed.

Which is really too bad. It makes the glyph almost worthless. I’ll post this in the Class Analysis thread and maybe Blizzard will take a look at it.

As for the 4piece, that’s pretty simple. While the Enrage buff is active any attacks generate 50% more Rage. The key thing to remember here is to use the bonus before using Incarnation to get the maximum benefit.

You can also use it to prepare for or recover from spike damage since it effectively operates as another mini-cooldown.
 

PvP Gear

Someone asked me via RealID if the current season’s pvp gear will inherit the new bonuses in 5.2. I didn’t know the answer so I thought I’d find out. So I copied over Ari to the PTR after buying a couple pieces of honor gear:

So yes, they do.
 

5.2 in two weeks?

Bashiok made a long post today explaining (and hinting) that 5.2 will be landing in about 2 weeks. Strangely enough for Guardians there is one thing you should try and do before the next patch: Obtain a Terror in the Mists and double-upgrade it.

The reason for this is that it’s not quite clear where all of the trinkets are going to land in 5.2 yet. Hopefully we’ll have some new information soon though.
 

Guardians in RBGs

I had the opportunity to interview Crass, a ~2600 rated Guardian in RBGs. If you’re interested in looking at PvPing as a Guardian I’d definitely check out what he has to say.

In previous weeks I’ve tried to focus this series of articles on 10m raiding, since that’s what I do. However this week on Twitter ElBne asked if anyone had done a guide to evaluating tank logs. This got me thinking that at least for Guardians there are very few people qualified to do a guide like this. And since I happen to be one of them, and I happen to have this blog, it made sense for me to do such a guide.
 

Introduction

Tanks are different from both DPS and healers in the sense that “properly” executing the fight depends dramatically on the encounter and the tank class involved. Not only that, but there are different aspects of tanking that can be investigated. Are you concerned about DPS? Are you dying constantly? Are cooldowns not being used? Are you using the proper AM abiltities?

These are all questions that I want to help raid leaders that have Guardian tanks answer.

Before we get started though there are a few basic things about WoL that you should know. For example I’ve labeled 3 important items in the below screenshot:

  1. Encounter Duration: Since Guardians are a spec that always has a button to press for every GCD, your primary way of determining if someone is using their abilities correctly is knowing the number of GCDs available. To get the number of GCDs available simply divide the encounter duration (in seconds) by 1.5. In this example we have 192 GCDs.
  2. Abilities Used: Since we rarely end up hitting more than one target except on exclusively AoE fights it’s pretty simple to determine the total number of GCDs spent. Simply add up all the Hits, Crits, and Blocks for Mangle, Lacerate, Thrash, and FFF. In this example I used 154 GCDs on those 4 buttons. Add 2 for Swipe (Mind Control) and 5 for Consecration and our total for now is 161.
  3. Uptime: While uptime has no real bearing on our survivability, it is incredibly important for DPS. And since tank DPS is extremely relevant this expansion it is worth considering.

 

Part 1: Offensive Abilities

The primary part of a log that should be evaluated is offesnive ability usage. Guardians have a well defined priority system for their abilities:

  1. Use Mangle on cooldown.
  2. Keep Thrash as close to 100% uptime as possible without clipping it.
  3. Keep Lacerate on cooldown.
  4. FFF
  5. Use Maul when you have extra Rage

Lets use this and take a look at the log shown above.

  1. Since most Guardians will have around 0.2 Mangles-per-second, simply take the encounter duration and multiply it by 0.2 to get the number of Mangles you should have at minimum. For this log, it’s just 289 * 0.2 = 57.8 or 58. Since I have way more than that, we’re good.
  2. Checking Thrash uptime is as simple as looking at the Uptime column for Thrash. On this log you can see I had an uptime of 85.6%. Not terrible, but definitely could be better.
  3. For Lacerate it should just be your 2nd highest damage done. There’s no “goal” for the number of Lacerates other than keeping a 3-stack up as much as possible.
  4. If you’re responsible for maintaining Weakened Armor you should have at minimum one FFF every 30 seconds. So for this log there should be at least 10. And here we have 10.
  5. While Maul is an offensive ability it also consumes Rage. We’ll come back to it when we tackle AM abilities.
  6. Swipe should never make it to this combat log as part of any single target encounter. Exceptions are when you need to do AoE damage for some mechanic. It shows up on this log because I threw in some extra damage to break Mind Controls.

So that’s what you should look for with damaging abilities. If these are used properly you’ll have the resources necessary to use your AM abilities properly. That said on to the next section!
 

Part 2: Active Mitigation

Before you can really evaluate how a Guardian is using their active mitigation tools, you need to understand how each of the tools works. I’ll describe very briefly how each ability works:

  1. Savage Defense: Only reduces damage from attacks that can be dodged. Only really ever used to prevent damage from melee swings since since tanks don’t gain Vengeance from dodged special attacks (like Massive Attacks or Furious Swipe).
  2. Frenzied Regeneration: Doesn’t actually prevent any damage. Instead heals the Guardian for a fixed amount based on Vengeance. Thus it is used to recover from any kind of damage that can’t be prevented with Savage Defense (or when you don’t want to prevent the damage).
  3. Tooth and Claw: Reduces damage of the next melee attack that would normally connect with its target. Since it requires a decent amount of RPS to use consistently, it’s typically only used with regularity when not actively tanking a mob.
  4. Maul: Other than applying Tooth and Claw Maul should only ever be used when you have – or are about to have – an excess of Rage. That is when you’re close to 100 Rage and any additional Rage generated will be purely overflow. Instead of letting it go to waste, dump it into Maul for extra DPS.

So now let’s take a peek at the other half of the previous example log:

This shows you exactly how much damage was taken and from what sources. Conveniently they’re even colour coded so you know if it’s magical (and if so, what kind) or physical damage. However you need to remember that in order to determine how a Guardian should be using their AM abilities you need to know how the damage should be handled. Is it melee? Is it magical? Can it be dodged? Should a cooldown be used? These are all questions you should be able to answer with the assistance of any of a number of encounter guides.

In this particular case the only damage that can be dodged are the melee swings. Since melee swings make up the overwhelming majority of the damage taken (42.6% in this log) you should have Savage Defense up whenever the boss is attacking you.

Also remember that all abilities that use Rage are off the global cooldown. So there should never be a problem using them during a normal rotation.

The last thing to keep track of when looking at AM abilities is how much Rage is being wasted. Thankfully it’s really easy to figure this out. The first step is to look at the “Buffs Gained” tab and check the power gains:

In this same long you can see that I gained 1260 + 365 + 67 = 1692 Rage. But that’s not all. From the screenshot up above you can see there were 89 melee attacks that landed. That means 965 Rage as generated from regular melee attacks. That gives us a total of 965 + 1692 = 2657.

Unfortunately counting how much Rage was spent is a little more tricky. WoL doesn’t actually count every time you cast Savage Defense, only every time you gain the buff when you didn’t have it previously. However the duration reported is still accurate. Therefore you can simply divide the uptiime (in seconds) by 6 to get the number of times it was used. You can also use the Expression Editor to get the same number. I’ll cover some useful queries at the end of this post, but for now suffice it to say that I used Savage Defense 19 times in this encounter.

From the first tab I looked at you can also see that I used Maul 37 times. So the total amount of Rage spent is:

(19 * 60) + (30 * 37) = 2250.

That means I wasted a total of 2657 – 2250 = 407 Rage on this encounter. That’s actually pretty low, especially considering how little tank damage there actually is on normal Vizier 10m. Obviously lower would be better – ideally you would waste 0 Rage – but it’s inevitable that you will waste some due to latency, cooldowns, etc.
 

Part 3: Cooldown Management

Managing cooldowns is all about using them when they will be of maximum effectiveness, especially for a tank. Berserk and Incarnation are both best used as DPS cooldowns since they allow you to spam Mangle. Incarnation combined with Nature’s Vigil (which is the default T6 talent for Guardians) is especially effective.

Typically Survival Instincts is saved for periods of really high damage. Barkskin and Enrage should be used as often as possible – or at least as often as makes sense. Might of Ursoc is our other major cooldown. Major cooldowns may not see any use on a given encounter though, so keep that in mind.

In order to know when a Guardian should be using their cooldowns, take a quick look at the DTPS graph for any given encounter.

In the graph above the Damage Taken Per Second (DTPS) is illustrated by the red line. You can see several spikes above 100k. Those are the kinds of situations where a cooldown would be used. In this particular encounter the spikes are 2-3 stack Exhales. So those are the times you would expect a tank to use a cooldown of some kind.
 

Part 4: Expression Editor

By far the most powerful part of WoL is the Expression Editor. This tool allows you to query the combat log to find all events matching your parameters. However it is easily the most difficult and underused part of WoL as a whole. They actually have a whole forum post dedicated to teaching people how to use it. While that’s definitely a great resource, I wanted to provide you with a few queries that can be reused / modified to find crucial information.

  1. Counting Savage Defense: sourcename=”Arielle” and spell=”Savage Defense”
  2. All Tank Events: targetname=”Arielle” and (sourcename=”Arielle” or sourcename=”Imperial Vizier Zor’lok”)
  3. Cooldowns vs DTPS: targetname=”Arielle” and ((sourcename=”Arielle” and (spell=”Survival Instincts” or spell=”Barkskin” or spell=”Incarnation: Son of Ursoc” or spell=”Berserk” or spell=”Enrage” or spell=”Might of Ursoc” or spell=”Nature’s Vigil” or spell=”Heart of the Wild” or spell=”Renewal”)) or sourcename=”Imperial Vizier Zor’lok”)

In all of these queries simply replace my name with the Guardian in question, and the boss’ name with the desired mob(s).
 

Part 5: Graphing

Both Buraan and Simplecat pointed out in the comments something I missed initially. WoL has a function to “graph” buffs and debuff uptimes in a linear fashion. This provides an alternate – and easier – method of understanding exactly was being pressed and when. If you find something amiss when looking at the graph and need more details, the actual expression editor is always there if you need it. I haven’t yet found a way to plot buffs/debuffs on multiple items (say for example a boss and yourself) on the same graph yet. However using MSPaint and simple cut&paste you can stitch one together if you are diligent enough, Buraan has an example in the comments.

Plotting buffs/debuffs is really easy. When looking on the “Buffs Gained” or “Buffs Cast” tabs you will see little pound signs next to the buffs/debuffs:

Clicking on one of these will plot the uptime against the time graph on the main “Buff Details” tab at the top. Note I have not been able to make this work properly on Internet Explorer 9. I’ve only tried and seen it work on Chrome, although I would hazard a guess it works fine on Firefox too. It’s not really possible to plot more than one buff/debuff at a time in IE and still be able to understand what the heck is going on easily. I’ve included a sample graph of the log I’ve been using for this entire post below:

Plotting these items against DPS for a tank doesn’t really make sense, since our primary objective is to prevent ourselves from taking damage. To that end once you have selected all of your buffs/debuffs you should switch the bottom panel back to “Graph”. This will allow you to see DTPS versus our normal AM abilities and hopefully easily determine where/what the problems are.
 

Conclusions

Evaluating tank WoL is actually much more complicated than looking at a DPS or even a healer. Not only that, but each spec is completely different. Thankfully if you’re armed with the right knowledge and queries it becomes much, much easier to identify and correct potential problems during progression. For Guardians it’s a pretty simple process:

  1. Make sure the correct buttons are being used to generate maximum resources.
  2. Ensure those resources are being spent correctly.
  3. Check cooldown management. Are the right cooldowns being used at the right time?
  4. Get detailed. Use buff/debuff graphing or the expression editor to identify the specific problem(s).

Hello Guardians!

Here’s your news and updates for the last week.
 

Feline Swiftness & PvP Set

One of the posts GC made in the past week was about how the PvP bonus interacts the talent Feline Swiftness:

However, to address your main concern, a different option would be to prevent Feline Swiftness and the PvP set bonus from stacking. Feline Swiftness would just remain a dead talent at least among knowledgeable PvP players.

So this means once we get to 5.2 you’ll either take Displacer Beast or Wild Charge. I don’t really know which one is better or anything, but there it is.
 

Changes to Dodge & Parry?

There’s been a lot of discussion both on the offical tanking forums, and on Twitter about how passive mitigation stats (such as Dodge and Parry) are pretty boring compared to AM stats. You can toss Mastery into the “passive” pile for Druids as well.

GC made a post on Twitter about the subject:

You succeeded at Active mitigation – avoidance is by definition passive mitigation – regretting the change?

Nope. We think active mitigation is more fun. Just need to decide what to do about dodge and parry long term.

This is actually very interesting to me. It suggests that some changes could be incoming for how Dodge interacts with other stats. This is even more interesting for Druids because of Savage Defense. So we’ll have to wait and see what happens.
 

Stats and Variation

Something I found particularly interesting was this tidbit:

Ever feel like there’s too much focus on math in WoW? Reforging, DPS, HPS… numbers are too important. Not sure how to fix.

Players are really scared of being wrong, even if the delta is trivial. Much more likely to experiment in a single player game.

Totally agree with this. The reality is that the actual variance between going for Haste over Crit is incredibly tiny for Guardians. However everyone is now in a mentatlity where they have to give themselves every possible advantage from gear. The reality is (as Hamlet has said many times) good play will far outweigh any possible advantage you could gain from reforging or regemming differently.
 

PTR Build 16503

There was a new PTR build deployed last week. Only change was to revert Cyclone back to the way it worked on live.

I had originally intended to write three articles a week, but it’s become clear to me that isn’t something I’m capable of doing. I’ll definitely keep doing two a week though. Keep your eyes open for an article discussing how to evaluate Guardian logs later this week.

The addition of the “Thunderforged” items in 5.2 has sparked a lot of discussions on 10m vs 25m raiding. Large scale raiding as we know it is dying off. The number of 25m raiding guilds in the world is shrinking due to one simple reason: The onerous task of organizing a 25m raiding guild doesn’t come with enough rewards to make it worthwhile for most people. Having managed a 10m raid team for almost 3 years and having to deal with how unbelievably stressful that was, I can only imagine how bad it is for 25m raid leaders.

I don’t think this is really news to most people. Given two choices that yield identical rewards and the only difference being scale of the encounters, players will overwhlemingly gravitate towards the option that requires the least investment. Those two choices we have right now are 10m and 25m and unsurprisingly players are choosing the option that requires the least administrative commitment. People want to spend their time playing the game, not sitting around waiting for the last 2-3 people to show up.

In order to get people to participate in the larger raid sizes, Blizzard has historically gone with one of two methods:

  • Make it the only raid size available.
  • Offer substantially better rewards.

Neither of those are the case now. With 10m and 25m offering the same rewards, there’s nothing left to entice players into 25m raiding beyond simply wanting a bigger experience. Blizzard has come out and said that their ideal solution would be to simply convert to one universal raid size (15m has been thrown around a lot) – but that isn’t something practical for the players. So the question is how to get 25m groups into stable condition without destroying one raid size or the other.

Enter “Thunderforged” items.

I don’t think it’s enough to attract the large “swing vote” in the player base that simply goes where the item levels are. We don’t know what the exact drop rates are yet, but they’d have to almost be a guaranteed drop in 25m for it to be worth it. And if you go that far, why not just do it properly? Consider:

  1. Split Lockouts: Split the Normal and Heroic lockouts for both 10m and 25m.
  2. Change Item Levels: Make 10N drop loot at X item level. 10H and 25N would drop loot at X+13. 25H would be X+26.
  3. Identical Loot Tables: 10m and 25m must have the same loot tables. Just different power levels of the same items.
  4. Legendaries in Both: Legendary items must still be available in both raid sizes. I cannot tell you how unbelievably pissed I was when Val’anyr wasn’t available for 10H groups in Ulduar.
  5. Keep 10m Challenging: 10m raids must still be challenging for groups using the loot intended for them. 10N would be the same difficulty relative to items dropped as 25N.
  6. Exclusive Achievements: You can’t get 10M achievements – including meta – wearing 25M gear. Can be implemented using the item tag system.

Some of you may notice that this bears a lot of similarity to the design used in Ulduar. There’s a reason for that. It was a great system. The only problem with it was the different loot tables between 10m and 25m. That meant 25m raiders were forced to do 10m for their best items in some slots. That should never happen.

It also retains the illusion of separate progression paths. Those players who play 10m purely for the more intimate experience retain their progression path. While this may not be as difficult as 25m in absolute terms, in relative terms it will still be a challenge. This would essentially be Blizzard implementing what the players called “10-Strict” in Wrath.

Unfortunately there’s one underlying reason why Blizzard won’t do this: Resources. It would require a lot of additional testing resources to implement the model I’m suggesting. Obviously Blizzard doesn’t want 25m raiding to completely die (at least not yet), but I don’t think they’re willing to go as far as to make it the only source for the best gear.

We’ll see what happens, but I’m not holding my breath.