(Gnome) Tank for Life


Steelskin fix! Gag Order fix!
March 31, 2011, 10:06
Filed under: buff, prot, tanking

This just in! It took a week short of 4 months after Cataclysm launch for the new crew at World of Warcraft Development department to correct this flaw, but the allocated budget on Flask of Steelskin is finally getting fixed in 4.1, to a rightous 450 stam.

  • Flask of Steelskin now grants 450 Stamina, up from 300. The Mixology bonus for alchemists remains at 120 stamina.

Furthermore, a welcome change to HL, ensuring that we no longer have to wait a full second or longer for a free GCD to use it.

  • Heroic Leap is no lon ger on the global cooldown, similar to other warrior movement abilities.

And most importantly,  Gag Order gives back to protection warriors the ability to use their limited silences.

  • Gag Order now applies to Pummel and only affects Heroic Throw, giving these abilities a 100% chance to silence the target for 3 seconds.  In addition, Gag Order lowers the cooldown of Heroic Throw by 30 seconds.

Hurray Blizzard! Thank you for not letting the tanks down.

Here’s a quick glance at how this slightly modifies my previous summary:

What we lose /Shield Bash/What we get /Pummel/

Requires Shields   –   No Requirement

12 sec CD   –   10 sec CD

On interrupt: 6 sec spell-lockout   –   On interrupt: 4 sec spell-lockout

3 sec guaranteed silence    –  3 sec guaranteed silence



This is how I feel about every Warrior nerf
March 27, 2011, 09:34
Filed under: nerf, prot



On Rallying Cry
March 9, 2011, 13:21
Filed under: buff, prot, tanking

With Patch 4.1 warriors receive a new ability called Rallying Cry, replacing Inner Rage (now trained at 56 instead) as a level 85 spell.

There is currently no debuff effect from using it and it shares a CD with Last Stand. This last bit is the worrisome part for some, as RC essentially means that warriors are now expected to buff raid health in emergencies instead of using LT in personal emergencies, although RC only provides +20% Health for 10 sec and LT provides +30% Health for 20 sec.  In most cases, losing a LT opportunity for 3 min will not be that harsh I think if it means that the raid has some major help in getting through key phases in an encounter. As someone on Tankspot put it, 20% for the raid > 30% for the tank. Although mechanics will either call for the raid to avoid damage faster (Magmaw) or healers to heal strategically (Chimaeron), no raid ever goes 100% perfect and RC can still be a wipe-preventer if it gives your healers that small plus breathing room to recover instead of letting one or two people die. If the tank  has a choice of preventing one sure death now by popping RC, or one possible tank death later by popping LT, the wise thing would be going for the option which brings a 100% chance positive result.

Personally I don’t find RC conflicting that much with LT. A wise warrior will be able to make up his mind on the spot and within 1-2 seconds  pop either RC or LT as the situation dictates.

Still, I have come across some nice suggestions on how Blizz could tweak RC so that LT doesn’t lose functionality, such as making RC affect everyone in the party/raid but the tank, while erasing the shared cooldown with LT. This would match up well with the Protection Paladin’s Divine Guardian.  Some theorize that RC will be modified to cause a brief exhaustion-type of debuff, to prevent raids from stacking too many warriors and achieving a 10 second RC used every 30 seconds or less.

Overall, I’m happy about our new “raid-wall” as I have no doubt many warriors are. Any added utility only bolsters the value and potential of protection tanks.

Now if they could only straighten out Inner Rage…



3.3.3 Prot buffs recap
March 11, 2010, 13:53
Filed under: buff, prot, tanking

Unless they really shuffle things around, these look like the final changes to hit warriors either next week or the week after that.  Let us gape in awe at the rarely seen combination of  ‘warrior’ and ‘buff’ in one same paragraph of the soon-to-be finalized patch notes.

Abilities

  • Thunderclap: This ability now counts as a ranged attack, granting it double damage on critical strikes instead of 150% and ranged miss chance, and still cannot be dodged or parried.
  • Revenge: Damage done by this ability (base and scaling) increased by 50%.

Talents

  • Improved Revenge: Increases damage of your Revenge ability by 30/60% (up from 10/20%), can no longer trigger a stun, and instead causes Revenge to strike an additional target for 50/100% of Revenge’s damage.
  • Vitality: Now boosts Stamina by 3/6/9%, up from 2/4/6%.

Thunderclap
Bah, soon warriors will be left without a single ability classified as spell! Outrageous!! And to think this skill actually dealt Nature damage back when it started out; TC will never be the same again. What can I say… YES! FINALLY!

This is a badly needed fix that corrects a flaw that’s been plaguing the warrior collective since the days of Vanilla WoW.  This change will:
A
) no longer prevent using TC while silenced (Leveling warriors will absolutely love the ability to Thunderclap in low-level instances with silencing mobs, Maraudon comes to mind)
B) apply 2x damage modification (as melee) to all criticals instead of 1.5x (as a spell) – all the more excuse for us to pull even more packs!
C) allow the game to calculate miss chance based on your Melee +Hit percentage
so if you are hit-capped you shouldn’t ever have to worry about missing targets with TC. This isn’t a huge buff in terms of AOE Threat but it’s a damage —> threat buff nonetheless, especially coupled with the changes in:

Revenge
A staple warrior ability redeemed and revitalized by this straightforward damage boost and talent change, Revenge is an old friend of ours since level 14 and me having always loved it, it’s nice to see Blizzard putting it back to where it belongs: in our rotation! How it will fit in exactly remains to be seen after the patch goes live, but I’m pretty sure that it will be back up top, possibly on par with SS but certainly not below Devastate (ie. off our rotation) like it’s been since its last nerf. According to some EJ calculations, Revenge is looking to beat Devastate for both rage/GCD cost. Add the pretty option to talent into Improved Revenge again for 100% splash damage on a secondary target and it becomes clear that Revenge will shine as bright as a star in both single target/AOE Threat situations and also provide fans of the UA spec something new to play with. I for one am also happy to herald the loss of the random stun component which was more of an inconvenience in heroics and a plain wasted effect in raids. I definately will not miss seeing the Stun effect reported as  >Immune< every time I Revenge a Boss.
Thank you Blizzard for fixing a melee-attack-not-working-as-intended-as-spell-ability-mechanic and 2 formerly half-useless talent points, even if it came 4 years late! Let’s hope WoW:Cat deals with Taunt and demo shout as well!

Vitality
A slight modification to our health multiplier which brings us a little closer and even with DK/Pally health values. Prot warrs with around 3k sta will likely see a ~1000 health increase which is nothing to sneeze at (yay! I always wanted to use this phrase somewhere). More effective health is always good.

Conclusion: 3.3.3 and mainly the changes to Revenge is the best thing to happen to prot warriors since we got rage on avoidance!