How I’m playing Protection in 4.0

I’ve been experimenting a bit with Protection in the current patch. We’re done with raiding until the expansion and my desire to tank in PUG raids is approximately zero, so I’ve been running a few heroics. (Also mad props to Ele who said, “Lets try some heroics” and queued us straight up for HoR. This is what we call the ‘in at the deep end’ approach.)

Summary: The sky is not falling. AE threat is down across the board for all tanks, but warriors play hasn’t changed greatly. It’s mostly a few tweaks rather than a complete overhaul. Plus you can get some pretty amazing numbers out of Shield Slam. I’m still adapting but definitely still finding it fun.

The only way I adapt to less AE threat is by apologising for poor threat in random instances. But I don’t mean it :) And in Cataclysm when mobs start hitting harder I’ll get back into marking and requesting CC.

Live by the shield, die by the shield

The protection spec is now very oriented towards shield type moves, with lots of boosts for shield block and shield slam. It is now possibly to get some insanely large shield slam crits, especially if you tank in dps gear which you can also do now that we get crit proof from talents. Tankspot has a shield slam bragging thread so I know I’m not the only one who’s dazzled by the big numbers! If you want to test this then wait for a Hold the Line Proc, hit Shield Block and any of your dps trinkets, and then Shield Slam.

Feedback from healers is that I’m easy to heal. Feedback from dps is gogogo. Feedback from me is that threat is more of an issue, but I’m not finding it a major deal except in special cases such as the event in HoS where there’s no real time to build rage up – I think with more practice in managing rage I’d handle this better.

My current spec and thoughts on talents

This is my current spec. (The goal of this spec is to generate huge shield slam crits.) Many of the talents I discuss below are still being discussed in the community at the moment.

Blood and Thunder: I’m not enthralled with this one. Rend doesn’t generate a lot of threat anyway, maybe this would work better for Arms specs or in a raid but trash mobs in instances don’t stay up that long and Thunderclap + Shockwave plus some cleaves and glyphed revenges will be better bang for your buck than slinging rend around.

Incite: Heroic Strike is no longer spammable (thank goodness) and I’m still getting the hang of how to manage rage, but I still think this is more useful than blood and thunder.

Hold the Line: Parry is now your very best friend. Shame it doesn’t work on spells.

Shield Mastery: Reduced timer on shield block is nice. The rest is a bonus. Bear in mind you now use glyph of shield wall to increase the cooldown and increase the amount absorbed.

Shield spec: Not really finding rage to be an issue but need to put the points somewhere.

Bastion of Defense: This is your new anti-crit ability. Compulsary.

Impending Victory: I tried it and wasn’t really impressed with the numbers. Sounds cooler than it is.

Vigilance: Probably mostly a raid talent now, to be put on off-tanks. I find it useful to stick on the most aggro-y dps in heroics at the moment and then make good use of all the free taunts.

Thunderstruck: Way better for AE threat than blood and thunder imo. Note that it stacks three times but you have to spam Thunderclap to do that.

Arms: Field Dressing — this is why healers find me fairly straightforwards to heal at the mo.

Fury: Cruelty — Moar shield slam crits!!

(Blood Craze will probably be ace for levelling and I may swap points from cruelty to blood craze when the expansion drops. Unless I decide to level in Arms spec, which seems really really fun atm from my first forays.)

Glyphs

Warrior glyphs are pretty lame and you won’t get a lot of choice.

Prime:

Shield Slam (yay for more shield slam damage!)
Revenge
Devastate (will be your main filler)

Major:
Heroic throw: Heroic throw applies a stack of sunder.
Shield wall: Shield wall cooldown increases by 2 mins but it reduces a lot more damage (60% instead of 40%)
Long charge: charge range increased
You might want to glyph for cleave for better AE threat. Thunderclap (increases range) is another possibility but I’ve avoided that because of issues with breaking CC.

Minor:

Berserker rage: adds 5 rage whenever you use it. Handy for emergency rage generation

Battle/ Command/ Demo — increase range and duration of shouts. Pick whichever.

Warriors do however have the best named glyph in the game which is “glyph of bloody healing”, sadly it’s for fury though.

Rotation/ Priority

Very similar to usual except with less heroic strike. That is to say, protection uses a priority attack system and not a fixed rotation. I’m sure as we all get more practice we’ll get a feel for where it’s worth trying to fit HS in but generally use it when you have a full rage bar.

Shield Slam –> HS –> Revenge -> Devastate (single target)

Shockwave->Thunderclap-> Cleave (AE) (if you use blood and thunder you’ll want to weave rend in as well. Remember if you have thunderstruck you can stack the thunderclaps for more of a shockwave buff.)

Rage — shouts now give rage. Demo shout also still has some threat attached so you can shout and then charge for some starting rage. I like the berserker rage glyph for some extra emergency rage too.

Stats and Reforging: If you’re raiding it will probably be worth indulging in some reforging (if needed) to cap out expertise and hit. If you’re not, I wouldn’t bother, all the equipment will shortly be moot anyway. I haven’t done any reforging myself to gain extra mastery — not inclined to mutilate my gear until some number crunchers have worked out the optimal strategy first.

(You’ll notice that I have zero interest in gear optimisation but that I do quite enjoy experimenting with new talents and specs on my own. That’s my gameplay preference, and I’m glad for anyone who prefers things the other way around because I can steal their gear cribsheets later.)

[Cataclysm] Rage changes, and the beginning of the end

Blizzard picked the Easter Weekend to begin dribbling out the hard information about class changes for Cataclysm.

We know that there will be many changes, and that talent trees are being completely reworked. We also know that some classes will change more than others, and that the design team want to take the opportunity to make some large, far reaching changes/ fixes.

But we also all know that this really means the beginning of the end. From here on in, it’s going to be all about Cataclysm (with a brief pause when the next patch drops for some ruby sanctum and echo isles saving fun)

So what does the future have in store for warriors and bear druids?

The major design announcements this weekend were all about the future plans for Rage and for Heroic Strike/ Maul.

As usual this expansion, Blizzard have been very forthcoming about listing exactly what issues they are trying to address:

  • Warriors/druids in the lowest levels of gear can be Rage-starved.
  • Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite.
  • Warrior/druid tanks lose Rage income as they improve their gear and take less damage.
  • The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage.
  • Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage.
  • In general, warriors and druids don’t have enough control over their Rage.
  • To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear.

This is going to be a great change. All of those issues? They are all true right now. We’ve experienced them and they make the game less fun than it could be. They’re going to be addressed, and I can’t wait to try out the new design!

The other big issue is that DPS warriors currently get nerfed several times per expansion due to the way gearing up affects both their rage and damage output. (It’s the opposite of a vicious cycle; when you hit harder you get  more rage, so you can spam more attacks, which means you get more rage …)

Also, it sucks when you are unlucky with getting tanking weapons (yes I’m still using the one from Flame Leviathan when I don’t just sub in a DPS  1 hander), because your damage directly affects your rage and a weapon from a later instance will do more damage, regardless of the defensive stats on it. I’m hoping that Cataclysm will eliminate tanking swords which will both save us some hassle and stop people whining quite so much when 1 handed swords drop.

Anyway, the great thing about rage normalisation is that it will no longer dependent be on your damage output(or how much damage is done to you). So both a new DPS warrior and an overgeared Prot Warrior will no longer have to worry about being rage starved, although +hit (being able to hit the target) will still be important.

Warriors and Bear Druids will both also get more sources of instant rage – so if you really need to pick up some adds quickly or throw down some burst dps, you’ll be able to grab a dose of emergency rage.

There are some risks with the new rage normalisation scheme:

  1. Tanks left unbalanced while Blizzard tweak the new scheme. We know that DKs and Paladins are both strong tanks and that all of us Bears and Warriors want to try to stay competitive. We also know that when Blizzard tried to normalise rage at the beginning of TBC, warriors got shafted. If it happens again, there will be very few warriors/ bears tanking in Cataclysm because they’ll see the writing on the wall and switch to a different tank class.
  2. Tanking rotations get too complex. Whatever happens, tanks need to be able to keep up some threat output whilst dragging bosses around the room in a complex pattern, avoiding fire, and still being ready to use an interrupt/ cooldown as needed. If there are too many other variables to watch at the same time, it could all get a bit too stressful.
  3. One size fits all. Is there really a model for rage that will work for prot warriors, bear tanks AND two different dps warrior specs without leaving one over or under powered?
  4. Class in general gets too fiddly/ less fun. The temptation to just switch to paladin (or death knight) with its more forgiving model and similar functionality for the next expansion is going to be high. For example, I already find DK DPS rotations to be smoother and more fun than the warrior equivalent, plus DKs get much more utility while in DPS mode.
  5. The change is too great. This is more likely to apply to druids, who notoriously have a fairly dull tanking rotation. Some players probably love it the way it is right now and don’t want a ‘more engaging experience’.

Bornakk also comments, wisely:

We understand this change may be scary for many players, but keep in mind that the constants in the formulas for gaining Rage will give us the ability to make quick adjustments if we feel Rage generation is too low.

So they will be looking to make quick adjustments if this needs more tuning. Pre-expansion class changes in the past have always been patched in about a month or so before a new expansion drops. So that means we should have a chance to both play with the new normalised rage AND for Blizzard to tweak it appropriately before Cataclysm goes live.

Call me a glass half full person but I’m looking forwards to seeing how this plays out. And if we all hate it, then we all just reroll paladins or death knights (if we don’t have them already).

On next swing abilities – Maul and Heroic Strike

These on next swing abilities have been a quality of life issue for a long time. Many warriors and druids just use macros to basically smash this thing into the keyboard on every autoattack. (e.g. every ability is macroed to include Heroic Strike, such as: /cast Revenge /cast Heroic Strike and then you can just mash the buttons normally and the next swing ability should be constantly queued.)

There is currently some rage management involved, but not a lot. I see it mostly when playing Fury, which is the only warrior spec that uses a rotation. So it’s important to keep enough rage back to allow you to use the full rotation.

In future, this will change.

To clarify on Heroic Strike, it costs a third of your rage bar when you hit the button, but you can’t hit it unless you have 10 rage and it will only ever take a max of 30 (since that’s essentially a third of your full bar). The intent is that when you don’t have a lot of rage, it’s not an attractive button. When you are gaining too much rage, then you want to start pushing it.

No longer will you be required to spam it on every attack, and you won’t have the infinite rage that would allow you to do so in any case. Blizzard also comment that they have plans which will allow tanks to keep tank damage and threat high – we just don’t yet know what they are.

This is going to have a much greater effect on Bears than on Warriors, since they depend far more heavily on Maul for their threat. I also think Bears stand to gain much more from a more interesting play style and rotation. They have complained plenty about spamming Swipe and Maul, so hopefully this will be more fun.

The Future’s Bright, the Future’s Orange (well, red maybe)

I am really looking forwards to trying out these new changes, and hope we’ll get a chance to do so before Cataclysm drops. I always enjoyed Rage as a mechanic on my warrior and I do feel that these changes keep the general feel of it — you will still gain rage both from attacking AND from being attacked.

Unlike some others, I don’t think warriors have been broken this expansion. I don’t think Protection has ever been as fun to play as it is right now, and I’m seeing designers looking at our current issues and finding ways to make it even more fun and less annoying.

But we can’t look at tanks in a vacuum.  If we aren’t happy with our warrior/ bear changes, we will simply switch class for the next expansion. (Other tank classes are unlikely to receive such sweeping changes as this rage redesign, because they don’t need it as much.) That’s the risk.

Goodwill to all PUGs

Happy Christmas, blogoverse!

Hey, even as a non-believer I can get behind the notion of a season of goodwill and peace to all men. I just wanted to share a couple of positive stories to wind up for the holidays on an upnote.

Firstly, massive props to the tank in my random group who nailed every single pull in Old Kingdom perfectly yesterday. It may feel old fashioned in these days of ‘charge in and AE everything’ but the Old Kingdom instance was notorious for the tricky trash pulls when we all were in blue and green gear. I find it somehow soothing to watch a tank manage all the pulls so neatly, it reminds me of what I enjoyed most about tanking instances. And somehow it doesn’t surprise me that he was a warrior — if there is a warrior ethos for tanking, it’s to do with finesse rather than barging in and hitting random AE abilities. That just comes from the huge toolset that protection warriors are given, whereas if all you have is an AE hammer (aka swipe), everything will look like a nail. When you see it done well, warrior tanking is the WoW equivalent of poetry in motion.

Heartwarming story two was the guy who was asking around for a blacksmith in Dalaran. So I asked him what he needed, and it turned out that he wanted to give his girlfriend some epic plate armour as part of a christmas present. We looked at her armoury together (she plays a retribution paladin — go girl!) and picked out a nice upgrade that he could afford. I even sold him some titansteel cheaply because I’m a sucker for that kind of thing.

Hint: All women love epic plate, especially if it has cool spikes on it.

And lastly if you haven’t seen it yet, and particularly if you are a fan of Glee or Beyonce, check out this brilliant WoW filk, Ninja Raiders. I’ve been humming it all day. QQ QQ QQ.

Protection for Beginners

As with the Fury Guide, this is not a guide to levelling as a protection specced warrior. It is also not a beginner’s guide to tanking.

Instead it assumes that you have a level 80 warrior and want to either try Protection as one of your dual specs, or are coming back to tanking after a break and want to know what has changed and how things work these days.

Here’s how to set up dual specs.

If you want a more detailed and theorycraft oriented guide, check Ciderhelm’s Wrath of the Lich King Reference Guide.

The Role of a Protection Warrior

As a Protection Warrior you have two jobs:

  1. Control mobs by keeping threat/ aggro on them
  2. Take as much damage as possible without dying

You have to do both of these at the same time. That means all your choices of talents, gear, glyphs, etc have to balance both survivability/ mitigation and threat.

The most common mistake new protection warriors make is to focus too much on the mitigation side. It doesn’t make you a better or more hardcore tank to put 61 points into the protection tree and gear purely for stamina.

Threat output in Wrath/3.1 is more closely tied to your damage output than used to be the case. So threat stats, abilities, and gear will also mean that you do more damage. Although people don’t typically take tanks for their damage, if you have more threat you’ll find it easier and more fun to control mobs.

Talent Spec

This is the 15/5/51 spec that I use at the moment. It’s THE most popular tanking spec, it works fine, and it’s a good place to start.

It’s a good balanced PvE spec which takes all the important mitigation talents from Protection, and adds in Deep Wounds from the Arms tree for extra threat. A lot of the new Protection talents in Wrath give extra crit chances to key abilities such as Shield Slam and Heroic Strike, which is why Deep Wounds/ Impale offers more threat/damage than maxing out Cruelty (which doesn’t apply to Shield Slam).

Sword and Board: This is the key to Protection Warriors in Wrath. Shield Slam has become baseline and keeping an eye on the Shield Slam procs is the most important part of your tanking ‘rotation’.

Gag Order: This is how you pull casters. The extra damage to Shield Slam makes it a must have.

Vigilance: Quirky and not well understood ability. Put it on whichever dps in your group is likely to generate most threat.

Warbringer: Once you’ve gotten used to having Charge available in combat, you’ll never want to go back. Since the last patch, Intercept can be used in defensive stance also if you have this talent. If you are ever tempted to think that Blizzard hates protection warriors (they don’t), look at this talent and smile.

Shockwave: Shockwave and Thunderclap make AE tanking more fun and less of a chore than it used to be. Note that mobs need to be in front of you for the Shockwave to affect them. Veneretio has a great article on tankingtips.com about how to cluster mobs and move them around.

Talents I didn’t take

Improved Spell Reflect: It looks like a good talent but in PvE is very situational. A lot of bosses are coded to be immune to Spell Reflect.

Improved Disciplines: Combined with the new Shield Wall Glyph (see below) you can take this talent to lower the cooldown on Shield Wall from 5 mins to 3 mins. Again, in practice this is very situational. Because usually once  every 5 mins is plenty.

Puncture: Used to be key in TBC when Devastate was our main tanking ability. This is no longer the case, and now Devastate is only used to apply and renew Sunder Armour.

Improved Disarm/ Intercept: These are more PvP oriented talents. In PvE both of them are very situational.

Glyphs

  • Major Glyphs: Blocking, Revenge, Heroic Strike
  • Minor Glyphs: Thunderclap, Charge, (*coff* I realise I haven’t filled the third minor glyph, but Bloodrage is as good as any)

This is what I use for both 5 man and raid tanking so again, a good place to start, but by no means the only options.

Blocking: The only glyph that provides extra mitigation. Also more damage to Shield Slam if you can use it within those 10s, which is likely. Ideally this glyph will have 100% uptime.

Cleaving: Can be useful if lots of AE tanking. Heroic Strike is a  better choice than Cleave otherwise.

Devastate: Lets you stack Sunder more quickly.

Enraged Regen: More healing is always good. But again, bit situational. Think about how often you use this ability before deciding whether to glyph for it.

Heroic Strike/ Revenge: Good for threat in low rage situations. Also will be used a lot because Revenge and Heroic Strike will feature strongly in your usual ‘rotation’.

Last Stand/ Shield Wall: Both of these reduce cooldowns on emergency recovery abilities. You’ll have to decide whether you would use them enough to need the reduced cooldown.

Sunder Armour: Useful for AE tanking.

Taunt: Unmissable taunts. The glyph is a bit situational (ie. for a situation where taunt absolutely must not miss), because we already have an AE taunt and mocking blow available as backup if a taunt is missed.

Vigilance: A pure threat talent, but unlike Heroic Strike/ Revenge, it doesn’t add any extra damage. Might be useful later on in raids as dps gear up more highly but not necessary right now.

How to play as protection/ ability rotation

Protection warriors don’t use a fixed rotation, instead it’s a priority system. So you will always be checking which abilities are available and picking one. Usually this will mean picking the one which does most threat, but you may need to weave in debuffs, interrupts/ spell reflects, and AE.

Shield Slam will do significantly more damage if Shield Block is also up. So if you don’t need SB for extra mitigation, aim to weave it in just before a Shield Slam when it is up.

Single Target Priorities

  1. Shield Slam
  2. Revenge
  3. Shockwave/ Concussive Blow
  4. Devastate

If you have a lot of rage (ie. 40+), use Heroic Strike on any spare cooldowns.

Technically, Devastate has priority over Shockwave/ Concussive blow if Shield Slam is not about to come up on the next cooldown (because Devastate can proc a Shield Slam via Sword and Board, and Shockwave can’t), but Shockwave does more threat.

AE Target Priorities

  1. Shockwave
  2. Thunder Clap
  3. Shield Slam
  4. Revenge

If you have a lot of rage (ie. 40+) use Cleave on any spare cooldowns, or Heroic Strike after a Revenge if you have the Revenge glyph

Initial Priorities

At the beginning of a pull, you want to get the mobs safely under control as quickly as possible, and to stack up 5 sunders (via Devastate) on whichever dps are going to kill first.

So usually, aim to pull with heroic throw. Hit bloodrage while the mob/s is heading towards you. If it is an AE pull, get in a Thunderclap as soon as possible, then Shield Slam the first mob and switch to your usual priorities, weaving in Devastate where possible.

Useful Macros

Charge/ Intercept (this will use charge if it is off cooldown, if not it will use intercept):

/castsequence reset=15 Charge, Intercept

Revenge/ Heroic Strike (if glyphed). You can actually single target tank effectively by spamming this macro whenever Shield Slam isn’t up:

/cast revenge
/cast !heroic strike

(note: Thanks to Jacob for the amendment to this macro)

Stats for Protection Warriors

Remember I was saying earlier that prot warriors need to balance mitigation with threat? This is where a lot of the balancing happens because they both use different stats.

In addition, there are two different ways to take less damage. One is to be better at soaking damage (mitigation) and the other is not to be hit in the first place (avoidance).

Although hardcore tanks often have several specialist sets of gear, in practice you’ll usually be using a mixed set. You will need a minimal amount of health in any case, and after that it’s more down to personal choice (plus what is available).

Tanking gear will usually come with plenty of stamina, strength and armour, regardless of what other stats it has to offer. And you can use the same criteria when deciding on gems and enchants (don’t forget to pick up a belt buckle for an extra belt gem).

Mitigation/ Avoidance Stats

Defence: You need 540 defence to be uncrittable by raid bosses, 535 defence to be uncrittable by bosses in heroic instances. Your first goal as a level 80 protection warrior is to achieve these levels of defence. Defence is still useful after this (it adds extra avoidance) but not as big a bang for the buck as dodge or parry would be.

Stamina: As much as possible. Stamina is one of the few mitigation stats that helps you survive magical damage as well as physical.

Armour: Helps soak physical damage.

Dodge/ Parry: Dodge provides more avoidance per point than parry. However your next attack immediately following a Parry will be faster so effectively you get more threat from a parry (yes this is weird, yes it does also apply to monsters). Both apply only to physical attacks.

Spell Resist: Only used for specialist raid encounters where all the damage is going to be of one spelltype. It is a great way to mitigate spell damage but you need to know exactly what type of damage to expect and you need to stack a lot of resist to really see much of a difference. In practice, when you stack that much spell resist there just isn’t room on your gear for many other tanking stats.

Threat Stats

Expertise: This ability makes it less likely for mobs to parry or dodge your attacks. Since almost all your tanking abilities need you to hit the target (unlike a paladin, for example, who has a lot of attacks which do spelldamage), this is your most important threat ability. Veneretio has a great explanation of expertise here. Assuming you have Vitality, with 20 expertise skill, you will not be dodged and with 58 expertise you won’t be parried.

Unlike defence, it’s not necessary to cap expertise before doing anything else. But it is your primary threat stat.

Hit: Assuming your attack is neither dodged or parried, it also has to hit the target.

Block Value: Affects the damage/ threat done by Shield Slam.

Strength: Will affect the damage/ threat done by Heroic Strike and also affects your Block Value.

Block Value/ Rating

There are two stats which apply to shield block.

  1. Shield Block Rating, which affects your percentage chance to block.
  2. Shield Block Value, which affects how much you will block for. Your Shield Slam will also hit harder if you have more SBV.

You won’t prioritise these stats in a standard tanking setup.

To understand why, you need to know how shield block works. When you block a physical attack, you take less damage by the amount of your shield block value. e.g.. if an attack would normally hit for 10k but you block it and have 2k SBV, it will actually hit for 8k. So the damage is reduced by a fixed and non-scaling amount.

This means that it is comparatively more useful when you aren’t being hit very hard, and less useful (blocks a lower percentage of damage) when you are. As a mitigation stat, dodge and parry both DO offer scaling stats (ie. a percentage change to block or parry physical attacks, regardless of how much damage is incoming) and are better bang for your buck.

It may be worth collecting shield block gear for a specialist set, in case you need to tank lots of mobs which each do little damage (e.g.. adds on Sartharion) but Shield Block Value has become more of a threat stat these days, because of the effect on Shield Slam.

Gear

There are about a zillion and one gear lists for tanks on the internet, or addons to help with working out if a new bit of gear is an upgrade or not. There are also lots of different ways to ‘rank’ available gear in terms of desirability. Some lists separate threat gear, mitigation gear, and block value gear.

These are the gear lists from tankspot.

Rawr is a popular standalone program which helps with gear comparisons and figuring out good upgrades.

Ratingbuster is an addon to help you compare gear easily in game.

Gearing up as a new 80 is easier than it has ever been. There’s plenty of good crafted, rep, and quest rewards out there. In particular:

Tempered titansteel helm and titansteel shieldwall. Tempered saronite belt, bracers, and legs. These all have plenty of defence on them, which is important when you are gearing for heroics.

Reputation wise, the head enchant comes from being Revered with the Argent Crusade. Wyrmrest Accord rep provides a good cloak and chestpiece.

There is also a tanking axe available as a reward from the argent tournament. It’s Axe of the Sen’Jin Protector for Horde, Teldrassil Protector for Alliance.

(note: thanks to KiwiRed for looking up the argent tournament rewards).

Addons

You will need a threatmeter. When dps come too near to your threat, activate your special tank ability ‘Shout at DPS’ (or just TYPE IN CAPS if you aren’t on voice chat).

I don’t use many addons for tanking. You will need to see the Shield Slam procs, so either powerauras or whichever scrolling combat text addon of your choice.

You do need to be able to see what’s going on, so however you arrange your UI, try not to let it get too cluttered.

More References

There are plenty of good blogs and websites about tanking in general, and protection warriors in particular. (If you are wondering which of these to read, read all of them cos they’re all good :P)

tankspot.com. They have awesome instructional videos for tanking pretty much every raid boss.

Ciderhelm has also put out some amazing video tutorials for tanks. I love how he always sounds so laid back on the soundtrack (yeah, here’s another 17 unexpected mobs, we’ll just pick them up after I’ve finished my beer,  etc etc)

tankingtips.com. Veneretio writes well thought out and authoritative guides and tips for protwarriors here. He’s recently been discussing mitigation vs avoidance gear.

mirrorshield – Yakra’s reflections on tanking.

Tank like a Girl

Tanking for Dummies – Tarsus blogs about his experiences as a prot warrior but also throws in some useful guides and tips on what works for him.

Darraxus the Warrior

The Wordy Warrior

I haven’t specifically linked to Elitist Jerks, because although it’s a great place to go to stay up with the latest discussions, I don’t find it such a good reference as tankspot.

Remember, this is just the beginning. The only way to learn to tank well is to go out and do it. Take some friends, hit some heroics. For all of us, there is a point where you have to just pull the boss and see what happens.

And good luck!

Are you more than your talent tree?

Van Hemlock is taking stock of where he stands in different MMOs at the moment, and comments that he feels an oddly split identity from switching between so many online alter egos.

Maybe it’s because I spent a lot of time running pen and paper RPGs (and switching from playing one NPC to the next a lot) but I don’t have that particular issue. On the other hand, I did respec my warrior a couple of times last week and there was a definite cognitive disconnect. So often in a game, and in WoW particularly, we identify ourselves by our class AND our spec. And it’s how other friends identify us also.

So if I say, ‘I’m a protection warrior’ then people make a very different set of assumptions than if I say, ‘I’m a dps warrior.’ The first is a tank spec, it’s the most traditional old-school tanking spec in the game. People make a lot of assumptions about protection warriors — the usual tanking ones (is a protective type, has an ego, likes to lead, is trustworthy, is a team player, bitches at healers) and some extra warrior ones (whines about other classes tanking, expects special treatment, always demands to be main tank, has a lot of tanking experience). It’s very easy to take on that identity and run with it.

When I’m tanking specced, I focus on tanking issues and gear. My guild and friends think of me as ‘a protection warrior’. And that means more than simply what spec my character is at the moment. It’s practically a way of life. For some people, it IS a way of life (sadly I don’t have a picture of my mate’s car which has MNTNK on its custom numberplate).

And then when I respec, it confuses people. Heck, I get cognitive dissonance too. I was finding that I just threw my tanking priorities out of the window – suddenly tanking gear was offspec for me but I was trying to persuade raid leaders that they should let me bid primary for dps stuff. Even though we all knew there was a good chance I’d be back tanking the next week.

It wasn’t as if Spinks was a different character to me, but I switched focus on her when I respecced. It didn’t really make sense, what she was is a tank who’d respecced to dps one week when asked. But that wasn’t how I felt.

I don’t know if other classes feel so strongly tied up in their talent trees or if it is just the hybrids/ role switchers? Do arcane mages carry a totally different set of character identifiers  to frost or fire mages? I don’t really know. Maybe they do to other mages.

I do know that respeccing a lot does my head in. More than switching between games. When you log into a different game, there are lots of ‘props’ to help you get into your role. The login screen, the music, the people in chat channels, the graphics, the layout … everything that immerses you into a game also sends signals as a player to remind you of what you were doing last time you logged in.

But when you respec in a game, there aren’t any cues. Everything is exactly the same, except that everything has changed. And for people who identify by their talent trees, identity is a shifting target.