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Posts with tag Defense

Lichborne: Of Cabbages and Kings

The time has come, the walrus said, to talk of other things...
Welcome to Lichborne, where each weekend, Daniel Whitcomb helps you keep pace with the ever-changing Death Knight class.

This week, While Death Knight tweaks continue, there's no big piece of news that really stands out. We got a nice bump in damage to our base weapon strikes, Death Coil, and the abilities that mimic them in the talent trees in the latest build. Unfortunately, poor Plague Strike still sits at a sort of dismal 30% weapon damage, meaning it still doesn't feel like it scales as well as it should. But preliminary reports are still that it's a noticeable DPS increase.

At the same time, our PvP utility and survivability was nerfed, but not in completely unexpected ways. Chains of Ice is dispellable again, as the devs felt that between it and Death Grip, it was far too hard to get away from a Death Knight. Again, this nerf is somewhat expected, if not needed, although some argue the nerf is unfair in the face of other classes that have similar abilities to ensnare and entrap opponents. I have to admit that I'm hoping we see, at the least, Chains of Ice getting put on Virulence. If nothing else, that Glyph of Blood Boil is looking a lot nicer.

Still, none of the news really jumps out and grabs me, and with the beta patches coming fast and furious, it's hard to write with any authority on something that may be changed next week. With that in mind, I've decided this week to post on a potpourri of odds and ends from around the World of Warcraft as they relate to Death Knights, both stuff that refers back to previous columns and new observations. Read on:

Continue reading Lichborne: Of Cabbages and Kings

Insider Trader: Faction recipes for enchanters

Insider Trader is your inside line on making, selling, buying and using player-made products.

Last week we took a look at some of the more popular and requested enchants and how to get them for yourself. I also promised that I'd continue the faction recipe series by taking a look at enchanting for this week.

So far, I've talked about the following professions and which factions hold appropriate recipes:
Here is a complete list of the factions to which any enchanter should "suck up" and how far you'll need to take it:
  • Shattered Sun Offensive, honored.
  • Consortium, revered.
  • Cenarion Expedition, exalted.
  • Thrallmar/Honor Hold, exalted.
  • Keepers of Time, exalted.
  • Lower City, exalted.
  • Sha'tar, exalted.
  • Violet Eye, exalted.

Continue reading Insider Trader: Faction recipes for enchanters

Forum post of the day: A crushing blow to Warriors?

Due to itemization and abilities, Warrior and Paladin tanks currently have a greater ability to avoid Crushing Blows than Druid tanks. In the near future, this may become a moot point. Khurg of Spirestone, a Tauren Warrior, worries that Warrior tanks may become somewhat obsolete with the removal of Crushing Blows from boss mobs and a potential thirty second cool down on Shield Block. He asked "What will be the purpose of defense in WotLK ?" The following response from Rawglrlrgll of Lothar was that the defense statistic prevents critical strikes and still buffs the chance for avoidance.

Continue reading Forum post of the day: A crushing blow to Warriors?

Prot-Gear for Holy Paladins: will it help?

By the Light!Reader Ron dropped us a line about a basic gear quandary. A Holy paladin who cruised most of his instances with Bear tanks, Ron has amassed a small collection of paladin tanking gear. And he's kept it around, since experience has taught him to never throw away class-appropriate gear.

His current Holy kit doesn't pack the spell crit to unleash the full-fledged DPS frenzy of his Shockadin. His question? Ron would like to know if swapping out some of his Holy gear for a bit of Defense and Avoidance might make his dailies a little easier.

The easy answer here is...

Continue reading Prot-Gear for Holy Paladins: will it help?

Defense cap defined

Many WoW players (and several of our readers) often comment that there is no such thing as a defense cap. This is true in the strict sense that there is no upper limit on how much defense you can have, nor any statistical diminishing returns. However, that's not to say that there's not a point where the utility provided by more defense starts to fall off – so there is a point where the utility given by more defense actually provides a practical diminishing return, and that point is referred to as the defense cap.

What is the magic number? 490 defense for Warriors and Paladins, and 415 defense for Feral Druids. To come about this number, you need to do a little math. First, it's important to note that a raid "boss" mob is considered three levels above the player. This means that the math is based off the boss mob being a level 73 mob, and the player being level 70. A player's base defense is defined by the formula Base Defense = level * 5. A player that is level 70 would thus have a base defense of 350 (70 * 5 = 350).

Continue reading Defense cap defined

Pimp My Profile: Pre-Heroic Protection Paladin


Welcome to the first edition of our new twice-monthly column, Pimp My Profile. Readers submit their Armory profile to us and every two weeks we pick one to review. We provide a Gear Check, Talent Tune Up, AddOn/Macro recommendations and more to help you reach your goals in the game.

For the inaugural column, I asked my long time friend Jon to submit his new Paladin for da pimpage. He had recently shelved his Warrior in favor or leveling a new Paladin to 70 to be the main tank for our casual group. Having played the class for only two months, he had a few questions and concerns. Here is what he had to say:

"I'm highly aware of needing to obtain the "uncrittable" defense numbers so far in order to get a defense anywhere near 490 I've found that I have to sacrifice too much spell damage which eats into my ability to hold agro. I abandoned a 63 warrior in favor of my Pally tank and the teary eyed joy that comes with being able generate lots of agro quickly on multiple mobs. Big spell damage is essential to my ability to tank for my trigger happy friends whose 5 man instance approach is more akin to "Who's Line Is It Anyway" rather than the production of Shakespeare most people reading this think their guild regularly produces."

Jon's goals as a new level 70 Protection Paladin on the verge of tanking Heroics are:
  1. To attain uncrushability by equipping more avoidance gear (+Dodge,+Parry or +Block equipment)
  2. Regain his threat generation through +Spell damage
  3. Retaining his uncrittable status by keeping his Defense at least at 490
Let's look at Jon's current set up and what he, or any pre-Heroic L70 Protection Paladin, can do to achieve those goals.

Continue reading Pimp My Profile: Pre-Heroic Protection Paladin

Breakfast Topic: AV play style poll

I have a confession to make. I love doing Alterac Valley, but I hate being stuck babysitting flags. I am not a defender- neither at a flag nor at the general's end of the map. As I mentioned on the WoW Insider Show, my main is a Resto Shaman. On Cyclone Battlegroup there seems to be a race to get away from the flag once it's been taken. The last one left is the "defender." Being a healer often times I drink after a taking a flag while everyone else dashes off. I win the right to watch the flag. I stay there and call out incomings. I will not leave a flag undefended, but if there's any way I can scoot out of there, I will.

Resto or Holy (depending on class) defending a flag is a terrible waste of healing. I'm more of a speed bump than a defender. I don't kill much as Resto. I do my best, and I can stay up for a while. Hopefully some DPS will show up before I drop. I would much rather be on the front lines, healing the assault forces. I prefer to rush forward and facilitate forward momentum with my heals.

Continue reading Breakfast Topic: AV play style poll

A small defense skill change in 2.4 could herald larger things

Bear tank approves of no more crushing blows.It seems like a small change, but it could be the herald of something larger. It's a change to the way the defense skill is described in-game in patch 2.4, as reported by World of Raids. I'll let them describe it:

* Old value: Higher defense makes you harder to hit and makes monsters less likely to land a crushing blow.

* New value: Higher defense improves your chance to dodge, parry, and block attacks, makes you harder to hit, and makes monsters less likely to land a critical strike against you.

So what does this mean? They've added things that have always been part of the skill, but have not been explicitly mentioned on the defense tab before, but what's most intriguing is what they've taken away.

I'll explain after the jump.

Continue reading A small defense skill change in 2.4 could herald larger things

Shifting Perspectives: Hit Rating, Expertise and Defense skill for PvE

Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, sometimes known as the Big Bear Butt Blogger, offers guidance on three of the Feral Druids' key combat mechanics; Hit Rating, Expertise and Defense skill.

There are three combat mechanics that have a direct bearing on the Feral Druid in PvE at level 70, and each have a functional upper limit on how much you need, before adding more becomes a waste of points.

The three combat mechanics I'm talking about are Hit Rating, Expertise and Defense skill.

When discussing these combat mechanics, there are three numbers I want you to remember; 142, 91 and 415.

If you remember nothing else from the rest of this article, I hope that you carry these three numbers away with you.

142 is the total amount of Hit Rating needed to reduce your chance to miss against raid bosses to zero. Above 142, adding more Hit Rating does nothing for you whatsoever.

91 is the amount of Expertise Rating you would need to reduce the chance of an attack being Parried or Dodged by 5.75%. Currently, it is believed that level 73 raid bosses have a base 5.6% Dodge.

415 is the total amount of Defense skill you need to be immune from critical strikes by level 73 raid bosses, assuming you have 3 points spent in the talent Survival of the Fittest. And if you're tanking at level 70, you should have 3/3 in SotF.

Why are these three combat mechanics so important?

Well, for that we need to go behind the scenes and under the hood to find out a little more on how combat in World of Warcraft actually works.

Read on past the break for more!

Continue reading Shifting Perspectives: Hit Rating, Expertise and Defense skill for PvE

Breakfast Topic: Quitting battlegrounds


Battlegrounds, one of the main resources for PvP action in World of Warcraft, may be growing less popular with the average player. On the flip side, they may be gaining in popularity for players who are new to the whole experience.

Why are so many avid battlegrounders boycotting the queues? The most popular battleground that is off-limits is Alterac Valley, and many are getting fed up with the afk'ers and Blizzard's attempts to solve the problem they create.

In fact, ever since the dynamics of AV changed in patch 2.3, some people have been longing for the honor grind to return. Queue, run north/south for 10 minutes, gain much honor. Not everyone is enjoying the actual PvP action they're seeing. The recently explained honor calculations have also been causing controversy, especially regarding holiday weekends.

At the same time, many battleground regulars are becoming annoyed with the increased population of players new to the grounds popping in, either for arena season one gear, or for the daily battleground quests. Some are even spewing their opinions on the subject rampantly in /bg chat, making the experience less fun for everyone.

How much time do you, or have you, devote to battlegrounding? How are you feeling about battlegrounds these days?

Phat Loot Phriday: The Unbreakable Will


This is the definition of what Phat Loot is all about-- a big old sword to swing around.

Name: The Unbreakable Will
Type: Epic One-hand Sword
Damage/Speed: 112-209/ 1.60 (100.3 DPS)
Abilities:
  • 308 Armor (yes, on a sword)
  • +33 Stamina
  • Increases defense rating by 21.
  • So as you've probably guessed by now, this is definitely a Hunter weapon.
  • No, of course we're kidding. This is a weapon for a main tank, and it's definitely one of the hottest tanking weapons in the game.
  • Plus, for a tanking weapon, it looks pretty hardcore. It's not really meant to do all that much damage (it's the armor and defense that define it, but with that sleek blue glow, I'd think twice about seeing it swinging around in battle.
How to Get It: Drops from Anatheron in the Mount Hyjal instance. Anaetheron, if you didn't already know, was a Dreadlord who came with Archimonde to the battle at Mount Hyjal, and who, like many other demons, fell prey to the forces of good. We're not sure where he got this weapon from (maybe someone whose will he'd broken?), but it does kind of look like it came from a place called the Twisting Nether, doesn't it?

It's about a 10% drop, just like most of this high end stuff. But the good news is that if you're main tanking at a level where you can use this, your guild will be happy to give it to you anyway. And if not, just hold the whole guild hostage-- what are they going to do, run something without an MT?

Getting Rid of It: Sells to vendors for 13g 90s 81c. Disenchants into a Void Crystal.

Defense wins all but one Alterac Valley node

On Monday, the Horde of Retaliation managed to capture every node in Alterac Valley except the Stormpike Aid Station (and the bugged Irondeep Mine), whittling the Alliance down to 0 reinforcements and almost no honor. Surprising to many, this coup was achieved because of a strong, co-ordinated defensive team. This was not achieved through a premade, and voice chats were not used.

As we have mentioned before, playing defensively is not everyone's cup of tea. Recently, as players are adapting to the new Alterac Valley, we are starting to see new defensive maneuvers take shape. In fact, the strategy has actually become a great way to farm some HKs, gain more overall honor from each win, and see some unpredictable action.

At the beginning of the match, defense met up at the Iceblood Graveyard, Garrison and Tower. After being initially pushed down to Frostwolf Graveyard due to Alliance players breaking south, several players managed to monopolize the Field of Strife while offense pushed steadily forward. Soon after, defense reclaimed Iceblood and suddenly the Alliance had nowhere to resurrect except the Stormpike Aid Station.

Defense quickly rode through midfield toward Icewing Bunker. About a third stayed there, hindering the progress of any opposition that tried to slip through by walking past the lake rather than on the road. Another third road forward to help push north with offense, as the Alliance had retaken Stormpike Graveyard by this point. Even though the Horde was forced to resurrect at Stonehearth Graveyard, we managed to push back to Stormpike in no time.

Continue reading Defense wins all but one Alterac Valley node

Phat Loot Phriday: Bulwark of Azzinoth


I was just thinking that we haven't done a shield in a while (or at least it seems like we haven't done a shield in a while), so here's THE shield.

Name: Bulwark of Azzinoth
Type: Epic Shield
Armor: 6336, 174 Block
Abilities:
  • +60 Stamina
  • It's huge! Look at it! You can't even tell what's going on back there!
  • On Equip: Increases defense rating by 29.
  • When struck in combat, has a 2% chance of wrapping you in teflon bacon increasing your armor by 2000 for 10 seconds. That's over two thousand! Armor, as you may know, directly reduces the damage you take even when you get hit. So this proc is a damage reducer, and less damage means a tank that's still standing at the end of the fight.
  • Did I mention how huge it is? Imagine if that thing really was made out of solid metal, with all those spikes and everything. You'd have to have a bonus to strength just to carry it around.
How to Get It: This baby belongs, or at least used to belong, as the name might have told you, to Azzinoth. He's not a good guy-- in fact, he's a demon who commanded the Burning Legion way back when. Way back before he met Illidan, that is. When Illidan was just a demon hunter (and not the Lord of Outland), he killed Azzinoth, and according to the rules of the Warcraft playground, took all his stuff. That includes both of those Warglaives of Azzinoth, that Illidan is now known for.

And it includes this, Azzinoth's Bulwark. So to get it, you have to take it from Illidan himself. That's right, be prepared like a Boy Scout, drop the big bad, and pick up this shield at a drop rate of around 10-12%.

Getting Rid of It: Vendors for 9g 45s 38c. Man, when you look at that price versus the price of the ring we posted the other week, it really makes you wonder what's going on in the heads of those developers.

Getting defensive about Zul'Aman tank gear

Player Faldomar of the Cenarius server has very unhappy to see that much of the tanking gear dropping in Zul'Aman is lacking in Defense. How is a tank supposed to do their job if they can't get the uncrittable benefit of 490 Defense as well as the boost to Block, Parry, Dodge and chance to be Missed?

Community Manager Bornakk responds that Zul'Aman gear is not meant to be a full replacement of Karazhan tanking gear. In fact, the low occurrence of Defense was intentional. Instead Blizzard wanted to offer pieces that filled other stat gaps to compliment alternate tanking styles. Examples are Hit Rating, Stamina and Block Value.

While it would be nice to have a full set of armor catering to our exact needs, the reality is that there are different styles of tanking (as well as healing, dps, etc.) Blizzard has chosen to service all those styles with their current system of modular mixing and matching. And if equipped armor doesn't put your stats where you want them to be, there is also the gem socket system to customize your toon even further.

Moral of the story? Don't expect a custom suit off the rack. An outfit that is going to fit you like a second skin is going to come from attention to detail on your part.

WoW Rookie: All you needed to know about stats, part 4


In the conclusion to this series of posts, we're going to be discussing the game's defensive stats -- which are probably only of minor importance unless you're interested in tanking. Though if you're one of those people (like me!) who has to know everything about the game, this is interesting information which will explain a lot of things about how damage is handled in World of Warcraft. If you're tuning in to all you needed to know about stats for the first time, it may be worthwhile to go back and read part 1 (covering the five basic attributes), part 2 (covering physical damage stats), and part 3 (covering spell damage stats) first -- but if you can't wait to know all there is to know about defense, resilience, spell resistance, dodge, parry, and block, keep reading!

Continue reading WoW Rookie: All you needed to know about stats, part 4

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