Sorry this week is a little late. It’ll become clear later in the post, but I had to finish up a bit of content before I could put this up.
For 2 days after the patch launched last week Thrash was bugged and not critting on the DoT ticks. This was incredibly frustrating for people and even cost Buraan a rank 1 on Jin’rokh. It’s all fixed now though, so no more worries.
Icy Veins posted an interview they did with the WoW design team. There isn’t anything really tank-specific “per-se”, but there is some interesting discussion on the “utility arms race” which Guardians are certainly losing at this point. I’ll certainly be keeping an interested eye on what happens in 5.4, and I definitely encourage you to read the entire interview.
WoW Insider also posted an interview with GC regarding a wide range of topics. He also covered the topic of capping Vengeance in 5.4 which I’ll cover below.
As I mentioned above GC further explained his tweet about capping Vengeance in 5.4:
Oh you’re talking about that tweet I made the other night! The main problem we’re trying to solve is situations where tanks do silly things in order to get their dps and survivability very high. One example is standing in a fire. Because hey you’re taking more damage, that’s going to increase your Vengeance, and makes your healers mad. We’re actually solving that one in a different way, we’re just going to flag certain types of damage as not causing Vengeance. But another thing players can do is single-tank a boss that was really intended for two tanks, because the Vengeance provided is so massive it can actually help that tank’s survivability.
Sometimes it’s fun to single tank, particularly when you’re outgearing the content a little bit — we’re not trying to remove the fun factor, we’re just trying to remove the pressure to tell the off-tank that hey dude, we really just need to single tank this because it’ll actually be easier for us. So by putting some kind of cap on Vengeance, we hope to keep it from getting out of control that way.
And in retrospect, I realized I didn’t provide any context to my tweet — it’s something we’d been talking a lot about, and I’d kind of assumed players would understand right away what our goal was — but of course that wasn’t a fair assumption on my part. Really the goal was to stop any aberrant or silly behavior to artificially inflate Vengeance. People who are just playing normally shouldn’t notice a big difference — and if the numbers we picked are too low, we can certainly increase them a little bit.
I’ve mentioned in several places that this won’t have a significant impact on our survivability, if any at all. At worse our Frenzied Regeneration will cap out at ~75% max HP for a full FR, and it will still take 2 T&C procs to cover a full melee swing. The change is definitely meant to discourage one tanking by capping the amount of extra DPS you can get as s single tank. That’s perfectly fine. Also don’t rule out additional Guardian-specific changes in 5.4 that will reduce the impact this change will have, even though it’s already pretty much nil.
Challenge Mode Guides
I was inspired by Hamlet to do my own series of Guardian-specific Challenge Mode guides. You can see the first two below:
The video source is my Twitch VOD, so it’s only 720p, and there is some stuttering. I’m not sure how I can fix that without using local recording which I can’t really do simultaneously with streaming. This works well enough for me, and I hope it does for you.
That’s all for this week. I hope you all have fun killing new things!