Showing posts with label icecrown. Show all posts
Showing posts with label icecrown. Show all posts

04 November 2009

Icewell Radiance.... lulz...

AHH MAH GAWD WORD IS ENDIN' NOZE!

Oh wait, no it's not.

Incoming with the release of Icecrown Citadel is a new raid-wide NPC mob buff called Chill of the Throne. The short version of the change is:

  • "For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets."
This addition has come to be (un)affectionately named Icewell Radiance, a comedic portmanteau derived from Sunwell Radiance. Sunwell Radiance did essentially the same thing that Chill of the Throne will be doing, reducing a tank's chance to dodge (post-diminishing return) by 20%. The reasoning behind this addition is the same reason for including it in Sunwell Plateau, namely that tank avoidance is climbing too high to keep healers from having aneurysms (more on that in a minute). There are three major points I would like to hit concerning this change: why avoidance is a pain (specifically, my experience both tanking and tank healing), why the developers screwed up, and why it's forgivable that they did screw up.

To start, for those who don't know (which is likely none of you, since, to my knowledge, there aren't any people outside of my guild who read this) I have four tanks and two healers. Three of my tanks have tanked ToC raids, both of my healers have healed them, and two of my tanks and one of my healers have been to or through ToGC 10. I've seen the issue from both sides. As a tank, I stamina stack, not because I'm focusing on being an EH tank, but because with the natural evolution 0f iLvl on gear, avoidance from gear is enough for raids. Avoidance works great on melee attacks, but stamina has the added benefit of keeping you alive through magic damage and those unavoidable special abilities (Gormok's Impale bleed, for example). Stamina is also a guarantee. There isn't a random chance that my hit-points will count. They will always be there. Avoidance is very tricky, and can lead to a false sense of being on top of the healing from a healer's perspective.

As an example, I tanked VoA 10 on my warrior last night. Her gear is decent, but not nearly as good as my other tanks. I was the boss tank for the Emalon encounter. I watched my incoming damage because I was benchmarking my warrior. I noticed a string of avoids, a good three or four of them, followed by a melee hit which brought me down near 50%. I then took a second hit which near killed me. It was primarily thanks to Emalon not hitting as hard as Heroic Northrend Beasts that I didn't drop instantly. Sure, I got some quick heals too, but I wondered if, had the boss not hit as hard and I not avoid as much, I wouldn't have gotten so low to begin with. More on this in a minute.

The first thing that came across my mind when I saw the announcement of lolnododge was "Again?". We've seen tank avoidance get too high before. This same change had to be put in place at the end of BC. Diminishing returns were specifically put in place to prevent this from having to be done. So why did it happen again? Item level grew too fast, and itemization of avoidance became greatly inflated. Some tanks began to stack avoidance because of the sheer power of it (and necessity in some encounters), but even stam-stackers like myself saw avoidance numbers climb incredibly high. The developers point to the additional iLvl tiers from hard modes to be the prevailing cause of this, but as far as I'm concerned that was poor foresight. I understand that there needs to be better tank gear from hard modes, and that's fine, but if the lesson learned from BC was tone down avoidance, then to increase avoidance drastically on the hard mode gear. Give a crap ton more stamina, add a socket, or add more hit/expertise. I don't think any tank would turn down an item that had the same amount of avoidance, but also came with expertise. Balancing threat stats while gearing a tank is a delicate art, and rewarding a tank who completes a hard mode with gear that makes choosing pieces easier is a great reward. So good game, itemization team. I have yet to see one post from a blue explaining why they chose to add more avoidance over threat stats or armor to hard mode items.

But I'm not going to hate the devs for making this mistake. In fact, I'm going to forgive them, not only for Chill of the Throne, but Sunwell Radiance as well. As the devs have stated, each new tier of content requires that a boss put out X damage per second on the tank. Damage taken per second varies drastically as you add avoidance to the mix. To ensure that a tank still takes that same damage per second, you need to drastically increase the strength of a melee swing or ability. It's not as much an issue when starting out in Naxx, since the DTPS requirements are lower and tank avoidance is lower, so the hit that DOES land doesn't have to be as strong. In ToGC, however, avoidance is so high, and because it is the 3rd tier of content the DTPS is high (as a natural evolution). So when you avoid 60-70% of the attacks, that one that DOES land needs to hit incredibly hard to bring up the average damage taken. It needs to come up so high, in fact, that if the second hit is not avoided, a tank will likely die.

This isn't fun for a healer. There is less reliance on big, effective heals, and more reliance on spamming fast healers, even if the tank isn't taking damage, because he just may end up getting hit mid cast, and you can't afford to not get a heal off immediately. By bringing down avoidance, they are able to reduce a boss's melee damage to still achieve the same DTPS by the tank. Healers don't have to be as twitchy, tanks can better predict incoming damage (and therefore cooldown use), and everyone can worry less about having a stress-induced heart attack.

I don't fault Blizz for having to add Chill or Radiance, because they came from respect for the player-base. In BC, the goal was to end the expansion with Black Temple. WotLK development was taking longer than expected, so to keep players in the game they rolled out Sunwell Plateau. Problem was, tanks going into Sunwell were full T6 geared, so they were nigh-unkillable. That was acceptable for T6 raids, because you should be able to trivialize a raid when you outgear that raid. They wanted that gear to be great, because they hadn't originally intended on adding another tier. When that did end up happening, they had to reduce avoidance to keep tanks from being insta-gibbed (having never been in Sunwell, as I understand it avoidance was reduced but boss damage continued to scale. I hear Brutallis was quite the stressful encounter.). For WotLK, it was necessary to nerf dodge in ICC because of the popularity of hard modes. Sartharion was such a fun new idea that when the players called for more hard modes, Blizz ran with it. Yes, the gear scaled way too fast because of this, but I (and I bet all of you) wouldn't give up access to hard modes just to NOT get dodge nerfed in ICC.

Unforeseen circumstances brought about the necessity of the dodge nerfs, but they only resulted in a better game overall. We have better content, scalable instances (to some degree), and overall more polish to the encounters. A necessary evil that resulted from so much good. So Blizz, great work. And for all you people who think the sky is falling, crunch the numbers. You'll live. The world isn't ending in 3.3.
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13 October 2009

Tier-10 Set Bonuses: Druid

(I tried something for this article. I linked all abilities mention to WoWHead so you can see them if you aren't familiar with them. If this is a distraction, or if you would like to see it more often, leave a note in the comments)

Today marks the first in what I hope will be several posts discussing the strengths and weaknesses of the upcoming Tier-10 set bonuses. If you have not yet seen them, you can view them HERE. In this post I will be looking at the Druid set bonuses, starting with what I know best: Feral.
  • 2 Pieces (Feral): Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
  • 4 Pieces (Feral): Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.
One thing to note about feral set pieces is that one set must cover two different specs and raid roles of the same tree, Tank and Melee DPS, which is why the Feral bonuses seem to carry a lot with them. The Tank half of the two piece bonus doesn't provide any added functionality to any abilities (which seems to be the case with a lot of the T10 bonuses), but it increases the damage of our spam threat abilities. Swipe and Lacerate are used in between auto-attack Mauls and Mangle cooldowns, and contribute a fair bit (in Lacerate's case) to a substantial part (in Swipe's case) of a Bear's threat. In AoE situations, this should be a near 20% damage/threat increase. On the DPS side of the set bonus, we see a cost reduction in the second most important ability a Kitty relies on (the first being Savage Roar), Rip. A typical Feral Druid DPS attack priority involves keeping Savage Roar up, followed by keeping Mangle up (if there is no Arms Warrior or no Bear Tank), followed by keeping our bleeds active (Rip and Rake). After those conditions are met, Shred is used as a filler and to generate Combo Points. Reducing the cost of Rip means I will have spare energy, which can be used to either hit with more Shreds, or fire off a Ferocious Bite.

The 4pc bonus is where we see that functionality change for abilities. By default, Enrage reduces base armor by a percentage (depending on whether you are in Bear or Dire Bear, so basically are you level 40 or not) while generating rage over the duration. It is a handy ability used at the beginning of a fight to generate rage before engaging a boss, though is not practical to use while tanking as it is a substantial reduction in mitigation, and if you are tanking Trial of the Grand Crusader you just can't afford it (though you will NEVER be rage starved in that instance). A deep Feral talent gives Enrage a small damage boost when active, useful for Off-Tanks on fights where aggro switches but a mob is taunt-immune (Void Reaver in TK: The Eye, for example), but otherwise goes unused. This bonus not only removes the penalty, allowing it to be used while tanking a boss, but goes one step further to offer another mitigation cooldown. Enrage is on a one minute CD, as is our other primary mitigation cooldown, Barkskin. With this set bonus, I can now run 12 up, 48 down of 32% damage reduction, which is a lot of reduction on not a lot of cooldown, or, for longer sustained damage, 24 up, 36 down of 20% then 12% damage reduction. My guess is that the first scenario will be the more likely one, meaning that bosses in Icecrown Citadel will be hitting hard but predictably, in the vain of Three Drake Sarth's Fire Breath.

The Feral DPS 4 piece has an interesting story to it (well, interesting if you were a Feral at WotLK launch). That bonuses use to be a part of a deep Feral talent Primal Gore, which now only grants the crit change to Rip and Lacerate. Rake was removed from that talent because it was deemed "too powerful". This seems to hold true since, even without Rake dots critting, Feral DPS is still highly competitive (though falls to the wayside when your gear falls behind, as I've noticed lately...). Also, traditionally, the goal of a set bonus was to challenge a player to decide at what point raw stats outweigh the benefits provided from them, which means the bonuses had to be good. Take the WABAC machine to The Burning Crusade expansion and look at the Feral 2pc Tier 4 set. It provided melee attacks in Cat a chance to generate 20 energy. This bonus was so powerful that it took until 4pc T6 to even consider dropping it, and with the release of the "non-set set pieces" (bracers, boots, belt) in Sunwell, the new hotness became 2T4, 4T6. It was that good. The reason it was so good is because it was a near direct mirror of an existing Rogue talent in deep combat, Combat Potency. I don't expect this bonus to be quite as necessary as 2T4 was, but it WILL be a nice boost to Feral DPS.

Overall I am very happy with the DPS side of the bonuses (especially with the mediocre T9 DPS bonuses), and the tank bonuses blow me away. I will for sure be aiming for 4T10 as soon as I can get my hands on it. This post has gotten longer than I expected, so for now I leave you with the Feral bonuses. If you would like to see your class's set bonuses features, leave a note in the comments or, if you are feeling so bold, write a short overview of them and send it my way and I will list them up here for you.
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