Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and myself (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish. At least, that's what the others said they were doing. I intend to use it mostly as a soapbox to complain. Absolute power tends to......something something.
Welcome to Tank Talk. I am your bear Druid hostess for this week, with a topic that occurred to me while reading a recent article here on the site. Eliah Hecht wrote that his guild is facing a not-uncommon tank shortage and that he has considered the possibility of leveling a tanking class to 70 before Wrath, or tanking on a Death Knight afterwards. A number of people on my server and in my guild have talked about doing the same thing, or switching mains once Wrath hits. With so many people playing Death Knights, I think it's very possible that more people will discover they enjoy -- or at least, don't mind -- tanking, and may seek to do so in a raid environment without necessarily knowing what they've really signed up for.
From those of us who have tanked raid content in vanilla WoW or BC, here are the 10 questions you'll want to ask yourself if you're considering the possibility of tanking serious raid content:
One of the biggest and most successful features of Burning Crusade has been the inclusion of Badges of Justice. Especially in 2.4, these badges have allowed even relatively casual players to get their hands on gear that comes close to the same stuff raiders are able to pull out of end game instances. While the system seems to have been mostly a success, there's still some question as to how it will evolve in WoTLK. The current 2.4 badge loot seems to have been created in part to allow a smoother gear transition between BC and WoTLK for both casuals and ubers, with badges dropping out of 10-man instances and the most powerful badge gear yet. But the question is, will this continue in WoTLK? Will we see badges off of Naxxramas' 10-man version (perhaps earning it the name Badgeramas)? Will we see loot purchasable from a Dalaran vendor that will be comparable to what raiders are pulling out of Icecrown Glacier? Or will they dial it back, or maybe not even include the badge loot system at all?
My internet browsings brought me upon this YTMND page, and I thought it was funny enough to share with you all.
Endgame raiding, for those of you who don't know, can get a little predictable at times. Each class has their pre-defined roles, and each has their own unique style to them. Each raider usually carries with him or her (possibly ill) conceived notions of what players of each class are like.
For instance in my guild we usually poke fun at our Mages as being "emo mages," since they like to die a lot. Another one has lately been that I AFK tank, since when I get above 50k threat on the top DPS, there's very little chance they'll catch up to me (and on that note, they joke is on them, because as the main tank I often times do go AFK during phase two of Illidan.)
Take a look at this moderately funny YTMND take on WoW Endgame raiding. And have your volume up a little, because as my girlfriend explained, "That's Little Spanish Flea! You know, Homer sings that all the time."
The flag ship raiding guild Nihilum has released a great video of them taking on Brutallus, one of the new 25 man Sunwell Plateau bosses. The video is available from several sources, and the downloaded version is of quite high quality. The version provided above, a stream from File Front, is also pretty good.
The video itself is taken from the standpoint of their main tank, Kungen, and runs for just over seven minutes. Most interesting is the additional pieces of information Nihilum provides about their raid setup. For guilds attempting him, looking at a successful raid composition can be a major piece of information. The raid setup Nihilum uses is:
I don't get it. I'm 70, have lots of nice purples, know the game well enough, and have even done Onyxia dozens upon dozens upon dozens of times back in the pre-BC days. But why then does she inevitably present a problem for me and my friends?
It's probably because she is bugged. And not just bugged, REALLY bugged.
Two groups have now gone in and tried to defeat her. Each time the first attempt was a failure as people relearned not to stand too close to each other (Forsythe run to the center!), run to the side when the rains fire down (<-- 2N, 2N - 1 -->), and all those other small tidbits that make the fight what it is. However when it reached the second attempt, she started acting strange. First, she wouldn't target anyone or let anyone tank her – she just walked around her lair and jerked around a bit. We could still damage her, but that was it. And really it was only the ranged and my crossbow that were able to do any damage (more dots!).
Many raiders and machinima fans will be disappointed to learn that Stage6, one of the best purveyors of high quality DivX videos, will be shutting down. Moo announced yesterday in her hisWoW Moviewatch the shut down will take place this Thursday. This is a big blow to not only the WoW community due to all the superb WoW videos hosted there, but also to the larger DivX community.
If you're like me, you probably have half a dozen boss videos that you either need to watch, or do watch after wipes to learn from them. Stage6 has an option to save these videos to your hard disk, and it looks like after this Thursday, that will be the only way to enjoy them.
In light of the closure of Stage6, what video sites will you use to get high quality boss and strategy videos from?
Edit: A sincere apology to Moo for my gender mistake. Having not met any of my fellow bloggers in real life yet, I mistakenly assumed Moo was a masculine identity. /red-in-the-face. /apologize.
"Lowlifescum" over on the official WoW forums has had an interesting idea, to combine PvE instances and Battleground instances into a kind of "race-to-the-boss" PvP and PvE experience combined. According to his idea, players would queue up for the instance, and when both 5-man teams are ready, begin on opposite ends of a dungeon. From there, they have to fight their way through normal monsters and 1 or 2 regular bosses before finally reaching the final boss in the middle. They would have to choose between rushing through as quickly as possible in order to reach the final boss first, or else moving slowly and steadily enough that they can avoid setbacks along the way, and arrive at the last boss fully prepared for the other team to attack in the middle of the fight.
The first existing instance your mind jumps to is likely Alterac Valley, but this new instance would be different in that the players are not marching towards two separate goals, split up into two offensive and defensive groups, but rather going after the very same bosses and getting in each others way to a certain extent. Obviously it would also be a lot smaller than AV too, and, like Arenas, based from the beginning on teamwork with your friends rather than random groupings of strangers.
Obviously balancing such a battle would be very difficult, and the losers should feel as though they gain something of value even if they don't beat the other team. When I imagine this sort of instance, I envision something like a maze where players can not only meet up at the last boss, but also sneak around and PvP with each other the whole way through. Different sections of the instance could be designed to provide advantages to different sorts of classes, whether melee or ranged, damage or healing, and monsters could be designed to interact with the two groups of players in some very dynamic ways. Perhaps the bosses and maps could even vary a bit from battle to battle to keep everything fresh.
A Blizzard representative showed up in the original thread to say that he liked the idea too, and hopes that someday we might be able to see something like it. What do you think about it, and what elements would you pay special attention to in order to make it work?
The European Horde guild "Ferox" has designed a flash-based simulator to help assist with the Teron Gorefiend raid boss fight in the Black Temple. I've never been to the Black Temple myself, but according to Bosskillers, Mr. Gorefiend will debuff a random player every 30 seconds with "Shadow of Death," which basically gives you a 55-second countdown till you die. But your death isn't the end of the battle for you yet, in fact it's just beginning: four "Shadowy Constructs" will spawn around you, and as a ghost you will get special abilities only you can use on these constructs -- other raiders will be helpless against them.
The flash game based on this fight does a great job at letting you practice the strategies to success, and it even makes for an interesting puzzle for people who like to figure out how to do things on their own. For those of us who are never likely to actually get to go to the Black Temple, simulations like this help convey a taste of what it's like to be there for real, too, so I hope more and more players develop these sorts of simulations in the future. If you want to figure out the simulator from scratch, go ahead and check it out; otherwise I'll explain the basic tools, and then after the jump I'll explain how to win.
The constructs will spawn from the point where you die as the Shadow of Death countdown finishes. From there, they will make their way to the rest of your raid. To win, you have to kill them before they get there. Some of the basic controls are explained in the game itself, but the 5 spells you can cast as a ghost are not clear at first. The first and last abilities, "Spirit Strike" and "Spirit Shield" are useless in the flash simulator, so you can ignore them here. The important abilities you'll be using are the three in the middle, "Spirit Lance," "Spirit Chains," and "Spirit Volley" (which you can use by clicking, or pressing 3, 4, or 5, respectively). Spirit Lance will damage a construct within a certain range and also slow it down, Spirit Chains will freeze nearby constructs in place, and Spirit Volley will do AoE damage to all the constructs around you. Continue reading for the secret cheat codes to give you super-extra-strength and +1000 damage!
Personally, having been up through Gruul, I remain a big fan of Jeklik in Zul'Gurub-- it's got just the right mix of old fashioned tanking, AoE, and (eventually) all-out chaos that a great boss battle should have. People are saying that C'thun is a classic, but like most players, I've never had the chance to see him. In terms of five-man bosses, the quality on those really jumped up in Outland. I'd say Heroic Capacitus is fun, with the positive/negative mechanic borrowed from Thaddius. And Sepethrea's little Tron room in the Mechanar is a good time, too.
But I'm probably forgetting quite a few good ones. What is the best boss fight in the game?
Rog on MMOROG has an interesting discussion of World of Warcraft's old raid content. Some of the original Azeroth raid content has excellent encounters and interesting story-lines, but adding another ten levels to the game hasn't made them any more accessible to more casual players. "But Elizabeth," I hear you say, "I'm level 70 now! Surely Ragnaros, in his puny level 60 dungeon, holds no real challenge!" But that, dear readers, is where you go wrong, because raid bosses do not have set levels -- all of them have a skull displayed where their level should be, which means that their level is 3 levels above the highest level player in the instance, and that no matter how many levels are added to the game, they'll always be tough fights. While this adds some sense of realism to the world (from a lore point of view, Nefarian, son of Deathwing, should never be soloable, duoable, or even 5-man-able -- though his smaller sister Onyxia is getting there), it also means that more casual players will never be able to check out some of the game's coolest content. Any above-your-level boss requires some decent +hit gear for you to be able to touch them, and if you're geared out well enough to tumble with level 73 monsters, why not just do existing raid content?
From my perspective, the old Azeroth raid content was great fun and should be as accessible to players as possible. It's not like a level 70, even wearing only quest rewards and green drops, is going to be getting any gear upgrades from Molten Core or Blackwing Lair, so why not let them have the chance to experience the content for fun?
Xalit has a good question in the WoW LJ: which boss do you always die on? Being a Shaman, I'm pretty good at not dying (in boss fights where we don't wipe, at least)-- I'm far enough away from the battle to avoid crazy AoE, and the fact that I don't top either the heal or the DPS meters means I'm pretty far down on the aggro lists.
But even more common than me dying every battle is our main healer. He always seems to bite the dust during a battle, whether we win or wipe-- even on a trash fight, he's usually the first to go. And our guildleader, a DPS Mage, was the butt of a joke for a while in the guild-- we laughed that he had to die for us to beat the boss. If he didn't die, the boss didn't get the sacrifice he needed, and we didn't get the loot.
I don't know that it ever got to the point where we were actually killing him during the fight just to make sure a down happened, but I'm sure it was joked about. Are there any fights you've been to where, even with a victory, someone just can't stay alive for some reason?
Two bosses enter... but only one of them will get to leave in our series of fantasy deathmatches. Here at WoW Insider we're pitting some of the game's most fascinating bosses against each other until we come up with a final victor in the end. And the best part? Every week, you get to decide who wins.
This week we're going to consider a fight between Instructor Razuvious in Naxxramas and Ragnaros in Molten Core. Who will win and who will lose? Read up on the abilities of each and then let us know what you think!
Two bosses enter... but only one of them will get to leave in WoW Insider's own series of fantasy deathmatches. We've made a list of 32 of the the most dangerous and the most interesting bosses within the World of Warcraft and now we're pitting them against each other one at a time. In the end, we'll wind up with a single winner to claim victory over all others. And the best part? You get to decide who wins -- your vote tells us who wins and loses each round.
Today's matchup pits The Four Horsemen from Naxxramas against the Twin Emperors from Ahn'Qiraj -- while this does make it a two on one, I don't think anyone can argue that it's not a fair fight. Want to learn a little more about these bosses -- and have your chance to voice an opinion about which one might come out on top in a fight? Read on!
The battle between Jin'do and Moam was our most closely contested battle to date -- with Moam emerging victorious by only a slim margin. You decided Moam would come out on top in this fight by a mere 26 votes!
Your comments suggested that Jin'do's totems would be a challenge -- but that Moam's mana drains would overcome them in the end. So one fight is over -- but stay tuned, because our next fight is coming soon! (And for those of you keeping score at home, here are our current standings: though be warned, they can still be shuffled around.)