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Introducing Guarded by the Force

If you’ve seen any part of my Twitter feed lately, you’re probably aware that I’ve been playing Star Wars: The Old Republic a bit recently. As the game has just recently launched (more or less), I’d like to introduce my new SWTOR blog. Just like Guarded by the Light, Guarded by the Force will discuss theorycrafting, strategies, tips, and a smattering of my day-to-day life as a Jedi Shadow tank in The Old Republic.

If you have any interest in The Old Republic, feel free to check it out, and if you’d like, you can also subscribe via RSS.

Examining the 5.0 Warrior Talents

By all rights, I should’ve written a post like this after BlizzCon, but I wasn’t active in the game at that time. Since the official MoP talent calculator has gone up recently, however, it gives me a good opportunity to take a moment to talk about our prospective talent options.

Now, we’re not going to have to look for a single talent spec that we’ll be using the vast majority of the time; Blizzard has clearly stated that they intend for players to be able to (and to want to) switch talent specs about as freely as they currently change glyphs, and that changing talents around to suit the needs of different encounters should be encouraged. Therefore, I’m going to take a quick tour of the talents first, then list my picks for a general-purpose talent spec that should be suitable for most uses. Switching to certain situational abilities for specific encounters should still be something that all Warriors should be planning on, however.

Level 15

Juggernaut: Charge every 12 seconds instead of every 20 seconds.
From a tank perspective, I don’t see the niche that the ability fills, as while this reduces the cooldown on Charge, it’s still long enough that you probably won’t be able to rely on being able to use it twice in most trash encounters. Could be useful for add fights where adds spawn every 12-15 seconds where the default Charge cooldown would be too slow, but that’s a highly specific situation.

Double Time: You can use Charge twice before incurring its cooldown.
This is the option at this tier that currently stands out to me the most. This lets you use Charge twice in quick succession to pick up two different trash/add packs if needed, after which Charge’s standard 20-second cooldown will be incurred. My gut tells me that this will be considerably more useful for typical purposes than Juggernaut, as there’s no need to wait for the cooldown before you can Charge again.

Warbringer: Your Charge also roots a target for 5 sec.
Could have very situational uses for specific types of add fights in small-group content, but overall this feels like a PvP talent.

My Pick: Double Time will probably get the most use from me.

Level 30

Enraged Regeneration: You regenerate 30% of your total health over 10 sec. Can only be used while Enraged. 2 min cooldown.
Largely the same as our current Enraged Regeneration, with a few differences (no Rage cost, shorter cooldown, slightly less health regeneration, no restriction on new Enrage effects). As such, this should prove to be a fairly solid tank cooldown to use to get some health back when you need it. A solid option, in my opinion.

Second Wind: Whenever you are struck by a Stun or Immobilize effect you generate 20 Rage and 5% of your total health over 10 sec. Whenever you take direct damage, you have a 10% chance to regenerate 3% of your total Health over 5 sec.
This appears to basically be a slightly-modified combination of the existing  Second Wind and Blood Craze talents. The Second Wind portion is almost entirely a PvP bonus, and the Blood Craze portion is, while useful on its face, loses some of its luster for single-target boss encounters. It would likely shine in AoE tanking situations, however, or any situation where you’re taking lots of small hits.

Impending Victory: You can use Victory Rush at any time, but with a 30 sec cooldown, a 20 Rage cost, and a 10% heal.
The current incarnation of Impending Victory is arguably the weakest talent in the Protection tree, and this redesign apparently seeks to fix that. It removes the <20% health threshold limit, converting this into essentially a 10% healing spell with a 30-second cooldown and a 20 Rage cost. Being that Enraged Regeneration restores 30% of our health with a 2-minute cooldown, this talent provides more raw healing on paper (40% of our health every 2 minutes instead of 30%), but at a total cost of 80 Rage over that span of time. My thoughts on this are that (1) a larger emergency self-heal is usually more useful than a larger amount of smaller self-heals when things hit the fan, and (2) the Rage cost on Impending Victory could very well mean that you simply will not be able to use it when your life depends on it. The new Enraged Regeneration has no Rage cost.

My Pick: We’ll have to see how Impending Victory works out in practice with respect to our new Rage model, but on paper, I’d pick Enraged Regeneration 95% of the time for boss tanking as things stand right now. A larger, 2-minute-cooldown, 0-Rage emergency regen feels like it will be more useful to my gut than the alternatives. Second Wind for trash and AoE tanking situations.

Level 45

Throwdown: Knocks the target to the ground and stuns it for 5 sec. 45 sec cooldown, 15 Rage cost.
Seems like largely a PvP talent. While it appears (from the Talent calculator) that Concussion Blow has been removed (at least, I can’t find it), this could provide some utility for fights where we need to stun adds. However, the cooldown is prohibitively long, and we’ll still have Shockwave available for those purposes at level 90.

Piercing Howl: Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec. 10 Rage cost.
Has some utility for add-based fights. Some tanks currently spec into this talent as it is, so that utility will remain unchanged.

Cripple: Your autoattack hits and Rend ticks maim your target, reducing movement speed by 50% for 15 sec.
Seems like another talent that will have the most benefit in PvP. For fights that require delicate add control, we’ll still have Hamstring (and Piercing Howl, if you spec into it) available, so this seems sort of unnecessary for PvE.

My Pick: Piercing Howl seems like it will probably prove the most useful in PvE of the three.

Level 60

Gag Order: Your Pummel and Heroic Throw hits silence the target for 3 sec.
Like the current incarnation of Gag Order, this is largely useful for pulling caster adds in dungeons. The cooldown reduction on Heroic Throw is removed from the talent because that cooldown reduction has been made baseline.

Rude Interruption: Successfully interrupting a spell with Pummel increases your damage by 5% for 30 sec.
For boss fights where  you’ll need to be interrupting spells on a regular basis, this would give you a nice threat boost. Not much use for fights with no interrupts, however.

Disrupting Shout: Interrupts all spellcasting with 10 yards and prevents any spell in that school from being cast for 4 sec. 40 sec cooldown, 10 Rage cost.
Basically an AoE Pummel with a longer cooldown. Could have some utility for collecting trash packs with several caster mobs.

My Pick: Rude Interruption for boss fights that require interrupts. Disrupting Shout for trash packs with more than 2 caster mobs. Gag Order for everything else.

Level 75

Deadly Calm: You enter a battle trance, causing your next 3 Heroic Strike or Cleave attacks to cost no rage. Lasts 15 sec. 2 min cooldown.
I see this having a ton of use for building threat on a fresh pull when you have very little rage.  Use Heroic Strike for single-target pulls, and Cleave for AoE pulls. As a bonus, when using Cleave, this also helps quickly build up Meat Cleaver stacks.

Death Wish: You attack with reckless abandon for the next 10 sec, which Enrages you and causes you to generate additional rage from damage received. While under the effects of Death Wish, you take 5% additional damage. 3 min cooldown.
While this could also help us in situations where Rage is scarce,  the 5% damage vulnerability is something that’s hard to swallow on principle. I’d guess that this will have more utility on trash packs or in dungeons rather than in boss fights. Given that Deadly Calm also helps us in low-Rage situations, I don’t see a compelling reason to take this over Deadly Calm. That may change once we get to see it in action, however.

Bull Rush: Your Charge and Intervene Enrage you for 6 sec.
Seems like more of a PvP/DPS talent than anything.

My Pick: Deadly Calm for most situations, though Death With could have some use. Will have to wait and see how they work out in the end.

Level 90

Bladestorm: You become a whirling storm of destructive force, instantly striking all nearby targets for 150% weapon damage and continuing to strike all nearby targets every 1 sec for 6 sec. During a Bladestorm, you are immune to movement impairing effects and loss of control effects, but can be Disarmed, and you can only perform shout abilities. 1.5 min cooldown, 25 Rage cost.
Useless for tanks. You never want to lose control of your character to the extent that Bladestorm requires. Our weapon damage is fairly low, anyway.

Shockwave: Sends a wave of force in front of you, causing 456 damage and stunning all enemy targets within 10 yards in a frontal cone for 4 sec. 20 sec cooldown, 15 Rage cost.
Will remain as useful as Shockwave currently does, most likely, as a source of AoE threat and a nice AoE stun on stunnable targets. Certani current Shockwave-related talents (Thunderstruck) seem to be missing from the 5.0 ability list, so Shockwave’s usefulness may not be quite to the level that it is today. Still, a reliable workhorse ability.

Avatar: You transform into an unstoppable colossus for 10 sec, which increases your damage dealt by 20% and causes your attacks to generate extra rage. While transformed you are immune to movement impairing effects. 1 min cooldown.
A damage/threat and Rage buff on a short cooldown and with no downside. For fights where the utility of Shockwave is not needed, this may be a very nice buff to supplement our threat and Rage generation.

My Pick: The way things appear right now, I’d probably pick Shockwave for “default” use, and switch over to Avatar for boss tanking situations.

Talent “Specs”

The following are a couple of different talent specs that I’d imagine switching between for different situations. Just like everything else in this article, these are based entirely on the on-paper reading of these abilities, and may work out differently in practice (and after the inevitable adjustments that Blizzard makes).

Dungeon/Trash spec: Double Time, Second Wind, Piercing Howl, Gag Order (substitute Disrupting Shout for caster-heavy packs), Deadly Calm, Shockwave

Single-Target Boss Tanking spec: [Anything], Enraged Regeneration, [Anything], Rude Interruption, Deadly Calm, Avatar

Examining the 5.0 Warrior Ability Changes

Upon first glance, it seemed that the Mists of Pandaria “talent calculator” revealed relatively little new or interesting information for Protection Warriors. The talents were largely the same as what we saw at BlizzCon, and there were very few new abilities to be seen in the skills lists for the Protection spec. A number of crucial 4.0 talents have been made passive, of course (which is part of the aim of 5.0′s talent system in the first place), but we didn’t get to see all that many new “ooh, ahh”-type abilities or changes that many of the other classes get.

If you dig a little deeper, however, you’ll see that quite a lot has changed; it’s just that those changes are being made to how our existing abilities will be used, and how they’ll all fit together. As a brief summary of the biggest tanking-related changes (thanks to MMO-Champion for the compiled changelist):

  • All abilities are now usable in any stance; stances simply supply static buffs. No need for stance-dancing to use certain abilities. (In addition, certain other abilities like Shield Wall and Spell Reflection are now usable even without a shield equipped, but those are more DPS/PvP changes than tanking anything.)
  • Heroic Strike cooldown decreased to 1.5s.
  • Heroic Throw cooldown decreased to 30s.
  • Thunder Clap changed to reduce enemy damage by 10%, rather than slowing attack speed.
  • Intimidating Shout cooldown and rage cost decreased, and will now freeze targets in place by default (no need for the glyph).
  • Shield Slam now generates 10 rage, rather than consuming rage.
  • Shield Block has been completely redesigned. It now has no cooldown, costs 80 rage, and increases your block chance by 25% for the next attack only.
  • Revenge now costs no rage, but has a 10s cooldown.
  • Last Stand now, in a manner similar to Shield Block, has no cooldown but costs 80 rage.
  • Devastate now costs no rage, but has a 3-second cooldown.

So, what can we take away from all of this? It’s hard to tell exactly how all of these changes will interact just by looking at them on paper, but it’s clear that the overall feel of tanking will be shifted to a much more dynamic Rage system — that is, you’ll be using 0-rage abilities to generate rage somewhat similar to the manner that a Rogue or Paladin builds up combo points or Holy Power, and then using one of a few different high-cost “finisher” abilities to wipe out most of your rage, based on the situation at hand. From the changes above, the following abilities have no rage cost:

  • Shield Slam (generates 10 rage, 6s cooldown)
  • Revenge (10s cooldown)
  • Devastate (3s cooldown)

As our intended rage dump “finisher” abilities, the following three stand out as obvious candidates:

  • Shield Block (80 rage, +25% block chance for next attack)
  • Last Stand (80 rage, grants 30% of maximum health for 20s)
  • Heroic Strike (30 rage, 1.5s cooldown)

Shield Block and Last Stand serve as survivability options to burn off our rage, with the option to dump with Heroic Strike if the added survivability isn’t needed. This, of course, leaves out the rest of our repertoire that fits into neither category, such as Shockwave, Cleave, Thunder Clap, Rend, etc, which will be used as needed and when rage permits. This does seem to force us to make a choice between using these abilities or holding off to save up for a Shield Block or Last Stand, but that will largely depend on how the rage generation rates work out, so it’s hard to tell on paper what it’ll play like.

Even though it’s hard to really get a clear picture of how our class will play from these various changes (not to mention the fact that there will be innumerable changes and adjustments to these mechanics and abilities before 5.0 eventually releases), it’s still an interesting design that Blizzard has shown us. I’ll be interested to see how they shape this in the coming months, and how it will affect how we play our classes at level 90.

Signs of Life

Now what’s this thing here? Hello? *taps microphone*

So, after taking most of the past year off of MMOs (as the previous few posts will attest), I’m feeling refreshed and renewed enough to have re-activated my subscription. Such things are pretty routine for me; the only way that I can maintain a seven-year(!) relationship with an MMO anymore is to adhere to a roughly “a year on, a few months off” schedule, more or less. While my time away from the game did allow me to enjoy other games and other pursuits with my time, in the end, I knew I would most likely be back eventually. And so here we are.

It appears that I’ve missed out on quite a bit; my ~10-month absence was one of my longest single periods away from the game, I believe, second only to a year-and-a-half absence between patches 1.11 and 2.3. While there has been a depressingly(?) small amount of new content added to the game since I left, the vast majority of it is still fresh to me, having only ventured into any Cataclysm raids just a handful of times each. In the near future, Almagest will be getting geared up for patch 4.3, catching up on what he missed in patches 4.1 and 4.2, and generally preparing to take down Deathwing. Maybe I’ll finally get that damned Phosphorescent Stone Drake while I’m at it, too. (Curse you, Aeonaxx!)

It feels pretty good to be back.

You Got Your Patch Notes In My 4.1

What? Oh! Hello, friends. It’s been a while. While I may not be actively playing WoW much (or at all) the past several weeks, I’m still here, keeping an eye on things. And with the patch notes for 4.1 being officially released today, there’s quite a few interesting details to mention.

First, it looks like inroads have been made into “the Word of Glory problem”: that is, Word of Glory’s obscene utility as a self-healing tool for Paladin tanks. What Blizzard has done is slapped a 20-second cooldown on the ability, and given Holy paladins a talent to remove the cooldown. While I really don’t like seeking to create what is essentially multiple separate versions of an ability through talents, this is one ability that really needed to be fixed, so I’ll hold my complaints about talent complexity on this one.

The other big thing that stood out to me? The new raid-wide Last Stand ability called Rallying Cry that Warriors are getting. It shares a cooldown with Last Stand, so there will be the option to use the slightly more potent self-only version (30% for 20 seconds), or the raid-wide version (20% for 10 seconds) instead. The better part is that since the ability is baseline trainable, even DPS warriors or tanks who have not specced into Last Stand will be able to use it. Does this mean that Last Stand-less Prot builds will become the new thing? I personally doubt it, given that the raid-wide version is noticeably less potent, and avoiding Last Stand only frees up a single talent point, which isn’t exactly going to open up whole new worlds of talent specs to anyone.

Also, Ragnaros with legs.

The Doldrums

You may have noticed that my posting frequency has gone down a bit lately. Indeed, it’s a reflection of the reduced time that I’ve spent logged in during recent days.

The big shift came when I make the decision not to commit to one of our scheduled progression raiding groups, since there have been enough days in the past where I’ve come home and simply wanted to do anything but sit on the computer and raid for 3 hours that I decided that I wasn’t comfortable committing myself to that again for the next 6+ months. At this point I’m available to pinch-hit on nights where I’m bored and the raid group is running short, but I do not wish to dedicate two or three of my evenings a week, every week, to such a thing.

The overarching factor above it all is that, well, the shiny-new luster of Cataclysm seems to have started to fade for me. The new zones, dungeons, and lore are all quite a sight to behold and are undeniably new and exciting, but once I reached level 85 and started in on the heroic grind (and even moreso once I had finished the heroic grind), it pretty much felt like, well, the same old max-level game I had been playing for the past several years. Log on, do a heroic, play the auction house, do a raid if it’s a raid night, sign off. I’ve leveled tradeskills, hunted out some rare achievements and mounts, and played alts. For all that’s new and changed in Cataclysm, there’s surprisingly little that’s actually changed in the day-to-day experience. Now, granted, I’m not saying that WoW should be fundamentally changing with every expansion; perhaps I had just convinced myself that with the new expansion would come a more lasting feeling of “freshness” and “newness” — but it just isn’t really there for me like I hoped it might be. Even trying out a new tanking class did little to make the experience feel “new” for very long once we I had hit the level cap and was fully comfortable with the feel of my new class. It’s just all permeated with this feeling of “been here, done this so many times before, it’s not quite so exciting this time around.”

And so, as I find myself feeling a bit tiresome of what is essentially the same level-capped game we played at level 80 but in new locales, I am naturally logging on a bit less, and updates here are coming a bit less. I am making no proclamations that I’m “quitting” or anything of the sort (because, as I know as well as anybody, there’s no such thing as quitting WoW), but I’m simply not finding very many reasons to log in as often on most days.

In other words, don’t be surprised if things slow down a little bit around here for a while. I’ll always still be here, and will quite likely still make posts with things that interest me or any other things that happen with the game, but there won’t be a steady stream of new posts happening like there usually is, at least until I decide to get back into the game full-time.

Until next time!

Patch 4.0.6 Changes, Part II

So, Patch 4.0.6 has been out on the PTR for a while since my last post, and a couple other noteworthy changes have made their way onto the test realms. Let’s take a look. First, a Warrior change.

  • Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.

My warrior sense tells me that this will be a very good change. Being able to cast Heroic Strike and Cleave (as needed) on the GCD 25% of the time? Fantastic.

Now, a very significant Paladin change:

  • Rebuke can now be trained by all paladins at level 54. Existing characters will need to visit their trainer, even if they had talented Rebuke before.

Whaaaaaaaat?! Paladins suddenly went from the worst tanking class in terms of interrupts to being roughly on par with warriors? Fantastic! This is a change that Paladins have been waiting for for years.

Patch 4.0.6 Preliminary Change Notes

Patch 4.0.6 dropped on the PTR today, and along with it come a few changes that are relevant to our world.

Warriors

  • Cleave damage has been reduced by 20%.
  • Heroic Strike damage has been reduced by 20%.
  • War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.

Paladins

  • Crusader Strike weapon damage percent has been increased to 135%, up from 115%.

From some of the past mumbling that Blizzard has done about Warrior PvP, it seems like the Cleave and Heroic strike nerfs we’re facing may have been in part due to a perceived PvP imbalance. Unfortunately, this will also affect PvE threat generation, but being that Warriors’ other core abilities (Shield Slam, Revenge, and Devastate) have been unchanged, things should still be OK on that front, I think. The change to War Academy is interesting, though, as many Warrior tanks who have specced into that talent (myself included)  to increase their Heroic Strike and Cleave damage will now likely want to consider moving those points elsewhere, as a damage boost to Devastate is not nearly as attractive in most situations.

I’m also curious whether this Heroic Strike nerf will affect the relative value of Incite. Previously, Heroic Strike was one of the highest-contributing abilities to our TPS (and likely still will be), but a 20% nerf (plus the nerf from War Academy) is a pretty sizable reduction to Heroic Strike’s damage.

Protection Paladins escaped this patch with relatively minor changes, it seems, with Crusader Strike in fact being buffed again.

As always, it’s possible that we’ll see more changes come out of the PTR in the coming days, so this list shouldn’t be taken as final.

Magmaw Down!

Magmaw down on the first night of attempts!

The Symbiotic Worm dropped but it went to the other tank. I’m pretty confident that this boss will be on farm pretty swiftly (as long as we bring the right group makeup), so it will drop again. :)

Tanking Pit Lord Argaloth

On a whim, we went into Baradin Hold today to knock around Pit Lord Argaloth for some free purples. While this wasn’t the guild’s first kill (which happened more than a week ago), it was my first time going. Being that the fight is mostly just a gear check (DPS race combined with healer mana management), there’s not too much in the way of strategy to talk about from a tank’s perspective. There are a few little things, though, that are helpful to keep in mind to help your kill go just a bit more smoothly.

  1. If you’re a Warrior, remember to put Vigilance on the other tank. This will help to keep your Vengeance up and will prevent you from DPS capping your raid, especially after the first tank swap.
  2. You can continue DPSing the boss during the firestorm. You have plenty of time to get back into your tanking position once the firestorm ends, so sticking to the boss while dodging the flames will help your raid’s DPS a little, and will help keep your rage up (if applicable).
  3. Though this should be second-nature by now, don’t save your cooldowns. Healer mana management is often a concern in this fight, so anything you can do to reduce your incoming damage will help your healers out. Depending on how your raid’s DPS is, this may be a good fight for Paladins to use and abuse Word of Glory where needed.
  4. Pop your Mechanical Greench after the second firestorm.