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Filed under: Warrior

The Care and Feeding of Warriors: How to get hit in the face


The Care and Feeding of Warriors is our weekly column about pie baking competitions. No, no, I'm just kidding you, it's about warriors, be their tanky or DPS. Matthew Rossi is feeling fine after a solid month of near continuous beatings from various creatures, constructs and undead beetles.

One of the interesting things about being a raiding tank again after about a year of DPS is how you come to enjoy being hit in the face. Or wherever they're hitting you, really... tonight I spent a lot of time using Spell Reflection to keep a giant robot head angry at me while the floor erupted in flames all around. That treacherous floor, always erupting in flames when you stand on it. Quite honestly, at this point it's really all I expect from the floor. If it's not on fire or seething void energies then icicles are falling down on it or there's paralytic poison or it just plain disintegrates and I plummet into a subterranean lair.

As I've relearned tanking (since not only do we have a lot more tricks than when I was last tanking in raids, but there's a whole different skillset when tanking for 9 or 24 other people compared to 4 other people) I've had a lot of discussions not only with tanks of other classes, but also with warrior tanks from other groups, since I'm the only raiding warrior tank in my current guild. So now seems like as good a time as any to discuss what's going on in tanking.

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Increase threat in five easy steps!

It sounds like an infomercial, but actually Righteous Defense has a great post on how a pally (or any class, really -- his advice is for pallies, but it's common sense enough that any tanking class can use the tips) can step up and increase their threat as far as it will go. I always enjoyed tanking when I did it (and now that I'm leveling up a pally, I'll hopefully be bashing heads in and taking damage again soon), and the key to tanking is just awareness: awareness of where the mobs are, who they're targeting, and where they should be. Increasing threat is really a passive kind of upgrade -- as long as you're hitting your spells right, using the glyphs designed to keep you at the top of an aggro list, and specced and hit-capped for the gear and abilities you're using, keeping threat up is pretty simple. It's just the positioning and dealing with surprises that can be hard.

The last point on RD's list is worth repeating for everyone: use your trinkets, as often as possible. Imagine that, in the next patch notes, you saw a spell under your class listing that did what your trinkets did (added a ton of spellpower or increased armor by 500) and went on to say (infomercial style again) "... at a cost of no mana, focus, rage or ." Wouldn't you be spamming that sucker as often as possible? Get your gear straight, use the right abilities, and break out your trinkets whenever you can, and keeping threat should be no problem at all for any given class.

The Care and Feeding of Warriors: Cooldowns


Every week Matthew Rossi slaves in his kitchen over a hot stove, primarily because he needs something to nosh on while composing The Care and Feeding of Warriors, WoW.com's column about warriors. Also, he's chained to the stove. No no, don't ask, it's a long story.

Cooldowns. Those abilities that provide a sizable benefit to a character when used, but cannot simply be used over and over again due to a time-based limitation on their use. As far as I know, every class has a few. For warriors, being a two role hybrid, cooldowns can be further broken up into tanking and DPS related, with some overlap (the famous and oft-neglected Retaliation comes to mind as a cooldown that can be used in either role to some extent).and it's often the most basic and yet most easily overlooked aspect of warrior gameplay.

While for a DPS, cooldowns are useful and even can be said to be required for top performance, for a tanking warrior's cooldowns only grow in importance the more cutting edge the content becomes. Wrath of the Lich King stands out, a year or so into its development cycle, as having shifted tanking away from a process of gearing to either survive or completely avoid big spiky damage in the form of critical hits/crushing blows to a process of gearing to survive big spiky damage through stamina and, more often, cooldown usage. Whether it be Gormok the Impaler's Impale, Onyxia's combination of Wing Buffet, Cleave and Fire Breath, or Mimiron's Plasma Blast, you as a tank will often be called to do anything in your power to make healing you through massive amounts of damage easier. Sometimes, it won't be enough.

So let's talk about cooldowns.

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Breakfast Topic: Once more through the breach

You hear a lot of complaining about leveling up new alts. Having to see the same content again. And I've even said so myself from time to time and meant it. But recently, I dusted off my JC alt and decided to make a push to 80 with him, in part to have a toon to cut all these epic stam gems I need for my tank set now that I'm prot/arms... and also because, griping be damned, I missed fury. (Yeah, yeah, no one's surprised I caved and went back to Titan's Grip, not even me.)

Yes, that's right. My JC alt was a level 70 warrior. And now, he's a level 76 warrior. And I'm having a blast seeing all the stuff I've already seen four or five times now (depending on if you count my Horde alts and taking into account that they have different quests to some degree) on a class I've already leveled to 80 twice. (I also leveled my draenei warrior to 76 before abandoning him.) To be honest, part of it is the fun of trying out a fury spec designed entirely around as much self healing as possible with the Glyph of Bloodthirst and Blood Craze, and part of it is just that I missed these particular questlines.

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Death to Whirlwind


Well, no, not death. But the synergy between Whirlwind and Titan's Grip is, to my mind, the reason why Titan's Grip was nerfed in the first place. The secret is in Whirlwind's tooltip. For those of you who just hate reading floaty boxes, here's the skinny: "In a whirlwind of steel you attack up to 4 enemies within 8 yards, causing weapon damage from both melee weapons to each enemy."

What's the problem, you're probably thinking, or maybe you're thinking about pennies and kittens, I'm no mind reader. Plus, I'm writing this before you get a chance to read it, so while I'm composing it you're not even thinking about what I'm typing because you won't read it until later and I'm also incapable of prognosticating the future.

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A macro for stacking parry or dodge

I haven't played a tank in a while, so I haven't had to mess with stats at endgame for a long time. Though my paladin is slowly getting there, so this little macro over at Honor's Code might come in handy. Parry and dodge are very similar abilities -- both of them help you to completely avoid damage from bosses as a tank. But they do have a very few important differences (Parry speeds up your next attack swing, and is affected by diminishing returns at higher levels of the stat), so when you're gearing up at endgame, you want to make sure to balance them out in the right way.

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The Care and Feeding of Warriors: Just like it used to be


This week, The Care and Feeding of Warriors chronicles a turn. After 11 months as fury, Matthew Rossi has changed gears and transitioned his role once more. Sometimes you can go home again.

I've given fury up for dead. Not because it actually is dead. You can do good DPS with it if you have best in slot gear in every slot, which is par for the course with fury, really... I'm sure we'll see some nerfs heading into patch 3.3 to soft reset fury DPS to keep it below everyone else the same way we did going into Ulduar. But for me, it's not even the fact that you have to gear with a spreadsheet and compete with every other physical DPS class for those few drops that actually have the stats you want, it's the fact that when you do this, you get to follow the exact same stultifying rotation we've had since forever. Fury may or may not be fine, but frankly, it's gotten boring.

Bloodsurge can only make up for so much. At least with an Arms spec, while the DPS is slightly less, you get to do fun things. And so my DPS spec is now arms all the way since I have Trial of the Crusader/Grand Crusader gear to support it, a honking great 2h sword (and so far I'm liking the retooled sword spec) and plenty of things to swing it at. Arms is active. You're constantly using abilities, and while it's ultimately almost as predictable as fury when you get right down to it, it doesn't feel like it is. Between keeping your Rend active (letting it fall off then reapplying it for maximum Overpowers), hitting Sudden Death Executes and Slam in between MS and Overpower feels less like a clunky, hit this key then that key then this key rotation and more like you're weaving in attacks.

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Breakfast Topic: Back to where you once belonged


I always knew this day would come.

I was a tank all through Burning Crusade. A proper tank, no less, none of that arms specced but tanking anyway nonsense you could get away with in the original raid game. I was prot spec and I liked it! Sure, our AoE threat was ludicrously bad. Sure, I had to spam Devastate and HS so much that I grew a nasty cyst on my wrist. Sure, I kept having to deal with DPS players who had never tanked a day in their lives giving me tanking advice in the middle of a fight. To say I got stressed out would be an understatement. To say I ran screaming to a guild I'd been in back in the old days of WoW to take up a DPS spec and get as far away from tanking as I could would be accurate.

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WoW Insider Show Episode 111: Ninja werewolf


Good times on the WoW Insider Show last Saturday -- even though Turpster was AFK for the week, we had a packed show, with Matthew Rossi, Chase Christian, and Eddie "Brigwyn" Carrington all jumping on to share some opinions. We talked about the new instances already testing over on the PTR, as well as what we'll find in Icecrown (we kept the story spoilers out of it, though we did talk about some bosses and their abilities). And we hit up the character selection and creation screens and chatted about what might be better on those.

Email was also answered, and we even heard from a fan that the Ustream app will even work over just a plain Edge network connection, so if you've got an iPhone or iPod touch, there's no reason that you can't listen live on the show every Saturday at 3:30pm Eastern. Meanwhile, enjoy the show this week, and oh yeah: there's only a little bit of time left to put in nominations for the Podcast Awards, so if you feel the inclination, please put us in for your People's Choice and Gaming podcast nominations over there. Thanks!

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Breakfast Topic: With great power...


Everyone once in a while it occurs to me that our various level 80 characters actually are, in terms of relative power, astonishing. We've killed Old Gods, fought a herald of the titans, even balked the Lich King himself. But to be honest, it's not any of those things that brings it home to me.

No. It's events like this weekend, when I was trying to get my level 41 paladin through Stranglethorn Vale as fast as possible (because, you know, it's bloody awful) and came upon a level 80 DK and his level 63 rogue buddy slaughtering all the quest givers. I couldn't see what levels they were (to the pally, they were skull level) so I decided to switch over to my warrior (after I got cocky and flagged hoping to draw them to attack me, which they did... level 41 pally went boom) and come clean them out. It wasn't until I arrived in Booty Bay I realized that the DK was wearing heirlooms and greens... well, to be honest, I only realized that when I hit him twice with my Sharpened Obsidian Edged Blade and he fell down. The rogue died from the ancillary whirlwind.

The first thing I did after cackling and thinking about how to work this into a Wow.com post (which, as you can see, I managed - I realized about an hour later that I should have remember their names) was to think about how it rarely even occurs to me just how fast gear escalates. I can remember doing the daily quests for Knights of the Ebon Blade reputation out on the Scarlet Onslaught island, carefully pulling groups of one or two and stopping to eat or bandage between pulls. Now I pull groups of 8 to 10 at a time and don't even have to stop to eat, period. With patch 3.3 coming and with it a new raid of even more powerful gear, by the end of the expansion's cycle will we just pull the entire island in one go?

So once again I turn to you, readers - how much is too much? Are we even going to need to upgrade at all before we hit 85 in Cataclysm? Or are things progressing just as they should and the fact that my shaman can go resto and run through the Argent Tournament dailies letting his fire totems do they killing while he AFK's and trust Earth Shield and Healing Stream to keep him alive is just a consequence of gear evolution, nothing to be concerned about?

WoW Insider Show live today at 3:30pm Eastern


It's Saturday again, and that means just one thing: prices on the AH have gone way up past anything you're willing to pay for the Black Tabby Cat your girlfriend has wanted for months now. Oh wait, actually it means two things: our podcast is going live on the air again today. We'll kick things off at 3:30pm Eastern over on our Ustream page, so head over there (or right after the break on this post) to hear us live. And as we noted on the show last week, Ustream has kindly chosen to feature our show on their iPhone app, so if you have an iPod touch or an iPhone with an Internet connection, you can listen to us live from almost anywhere!

Turpster is unfortunately AFK this week (some family thing, go figure), but the popular Matthew Rossi, Chase Christian and maybe even one more mystery blogger will be joining us live to chat about the latest news in Warcraft, including our experiences on the 3.3 PTR thus far, what we're expecting for Icecrown, and also what else in the game might be improved in the future. Should be fun -- we'll see you live during the preshow this afternoon.

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Blood Sport: Patch 3.2.2, the times they are a-changin, Part II


In keeping with our musical theme, here's David Bowie's Changes. Most of you have probably heard it, but most of us have not really listened to it. Take some time to enjoy one of Bowie's most renowned pieces with the article today.

Last time, I went over a few significant arena modifications that 3.2.2 brought us. Square pillars for line-of-sight, the armor penetration nerf, focus frames, flying in battlegrounds, and the Onyxia loot table can be found here.

This article is going to talk about five of the nine classes discussed in the 3.2.2 patch notes (warlocks were left out). The reason we won't be talking about the other four is sheer article size. I'm not getting blamed for breaking anyone's scroll wheel today! We'll go over death knights, hunters, druids, and mages in the second part of this part II (which should be in a day or two).

I'm giving analysis on class changes; I hope we will agree on most things, but if you disagree or decide I don't understand a mechanic properly, please let me know in the comments below. I read all your comments and am often stunned with how gracious our readers have been towards me. Thank you for all the kind words, those of you who took the time to write them!

Please don't assume that I don't care if I don't write a large amount about the horrors of nerfing or the glories of buffing your main character's class (triple negative hooray). I probably don't know enough about the intricacies of the change to make an educated prediction, and would say little rather than proclaim "this will gimp class X vs. class Y" and have it fail to come to fruition.

I'm going to be ignoring all non-pvp related notes. If you think I left something out, please post a comment below and I will (most likely) edit the post accordingly.

Also, 3.3 patch notes are out already! Next week, part III will be merged with the 3.3 patch notes that are coming; there's a lot to talk about!

So, without further ado, here's what 3.2.2 is cha-cha-cha-cha-changing in the arena world.

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Patch 3.3 PTR: Area-of-effect damage cap change


The area-of-effect damage cap is something that doesn't get talked about a whole lot. The first time I noticed it having a real effect on gameplay was in Mount Hyjal ("Hey, warlock! Wake up and throw us another Seed of Corruption!"). So what is it and what is patch 3.3 doing with it?

When you hit a single mob or player with a spell, or some kind of crude inertia-based impact utensil, the game will work out how much damage that target takes. This is based on the various offensive properties of you and the spell or utensil, as well as the defensive properties of your target. The same is true for area-of-effect (or AoE) abilities, though these tend to do less damage to a single target. Add in some more targets and, while it's still fun to do lots of damage to one of them (with the casting and the poking with sticks), you may have a chance to do damage to all of them at once. Let's say that you can do 2500 damage to a single target with one spell or stab, but can only do 1000 damage to a single target with your AoE ability. If you have five targets that you can hit with your AoE, then that will do a total of 5000 damage. Already we're having more fun than just beating on the one target.

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Breakfast Topic: Which class am I again?


Tonight, after Trials of the Grand Crusader (four down, bug to go) we decided to hop onto some alts, which led to back to back TotC 10 on my DK and Shaman. Then back to back Ony 10, also on the DK and Shaman. And because I'd spent hours in TotGC 25 on my warrior before that, by the end of the night, I had no idea what class abilities I had anymore. Between popping Army of the Dead when they called for Heroism (it's bound to the same key) to trying desperately to use Chains of Ice when asked to Frost Shock the Ret Pally, I was in rare form. And it wasn't just me, either: the druid healer is usually a mage, the warlock raids as a priest, and the holy paladin healing the second Ony attempt has something like 10 alts at 80. I'm surprised he even knows where he is. We got it all done, mind you, but you can really tell the difference in smoothness between our mains and our alts, even as well geared as the alts often are.

So now I put it to you, gentle readers. Do you ever suffer from class bleedover? Are you ever on your druid finding yourself mashing the Consecration button, or on your Mage trying to use Hymn of Hope? Or do you find it easy to keep it all straight?

The Care and Feeding of Warriors: Armor Penetration


This week The Care and Feeding of Warriors finally does that long piece about Armor Penetration. You'll find Matthew Rossi screaming at the moon, caked in his own blood, after plunging into these non-Euclidian mysteries.

I've been threatening to write about it for weeks. Thing is, I'm not too sure who I'm threatening, you or me.

Armor Penetration has been with us in one form or another for quite a while now. There are abilities like Sunder Armor and Expose Armor that lower armor temporarily, of course, and the rogue talent Serrated Blades. My first conscious exposure to the mechanic was the epic weapon Bonereaver's Edge, which dropped off of Ragnaros. Back then, the mechanic was fairly simple. Bonereaver`s Edge would ignore a certain amount of armor with each proc of an on-hit ability, in this case 700 armor. It could stack up to three times, so in a fight that lasted for long enough Bonereaver`s could maintain an effective -2100 armor debuff on a boss that only applied to the person using it.

Effects like this weren`t terribly common in Vanilla WoW. I myself never had a Bonereaver's (Don't cry for me, I did all right on Rag drops if I do constantly brag so myself) and so Armor Pen didn't really impinge on my consciousness. Of course, I was mostly either a tank or an offtank back in the old MC/BWL/AQ/NAXX40 days anyway. Back when you could tank with an arms or fury spec and dinosaurs ruled Un'Goro. (They still do, we just don't go there very often.) So it wasn't until Burning Crusade that I really started to notice ArP.

Back in BC, armor pen didn't have rating yet. Enchants like Executioner read "Permanently enchant a Melee Weapon to occasionally ignore 840 of your enemy's armor. Requires a level 60 or higher item." Gear that had armor pen on it told you how much armor it was going to penetrate. Cataclysm's Edge, for instance, just said "Equip: Your attacks ignore 335 of your opponent's armor." What this meant was, when you collected a whole set of ArP gear, all you had to do was add up how much armor you were ignoring. The plus side of this was, it was very simple to understand. The down side? Well, on bosses or classes with low armor (we're talking those annoying skirt wearers who can take half of your health off in one attack that completely ignores armor, you know the ones) reducing up to, say, 3000 armor at level 70 was pretty dang nasty. So they changed Armor Pen to a rating.

From there, all our troubles began.

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