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Old 06/17/10, 3:12 AM   #916
Ramago
Glass Joe
 
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Orc Warrior
 
The Venture Co (EU)
Originally Posted by PessimistByNature View Post
The best I can come up with is putting vigilance on the main tank
Why put Vigilance on a tank? I would advise you to place Vigilance on the healers, they are the only ones drawing aggro from the Ooze. Have a threat meter addon to watch wich healer is generating more aggro and cast Vigilance on him, you can do this easily with mouseover macros. Then all you have to do is Shockwave, Thunderclap, Heroic Throw when possible and you'll do just fine, no need to Taunt.


Originally Posted by Xirek View Post
Another great trick is popping Shield Wall when the ooze spawns and just beat the hell out of it for some healthy threat. Use Last Stand on the 2nd one, and then rotate CDs so even if you get hit you're fine.
I would have to disagree with you on that one, with the mentioned above, you don't need to melee the Ooze, and you can save you CDs for when you need to do a change of direction. I try to avoid the pools and walk the longest way around, but sometimes you just end up at them. That's when I turn around and run the other way, I use either Shield Wall or Last Stand (only one at each turn) in case I get slopy turning and the Ooze manages to hit me (you should try this always facing the Ooze, becouse you can dodge/parry/block it's attack, it can even miss).

(I think this is going a little bit off-topic, I apologize)

Last edited by Ramago : 06/17/10 at 5:10 AM.

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Old 06/17/10, 4:13 PM   #917
Slay the Awesome
Glass Joe
 
Worgen Warrior
 
Deathwing
I would have to disagree with you on that one, with the mentioned above, you don't need to melee the Ooze, and you can save you CDs for when you need to do a change of direction. I try to avoid the pools and walk the longest way around, but sometimes you just end up at them. That's when I turn around and run the other way, I use either Shield Wall or Last Stand (only one at each turn) in case I get slopy turning and the Ooze manages to hit me (you should try this always facing the Ooze, becouse you can dodge/parry/block it's attack, it can even miss).

(I think this is going a little bit off-topic, I apologize)
I definitely disagree with changing directions and getting meleed. Why make it sloppy when it doesn't have to be? The slime damage is very minimal, the only trouble I could forsee is on heroic difficulty where the slime slows you by a ton, but even then you can skate around the inside edge/call for BoF without causing too many problems.

Awkward as it may feel, there's nothing wrong with putting vigilance on the MT. It can be extremely helpful for rapid taunt refreshes for things like LK P1 ghouls and P3 spirits and even Saurfang if you are for any reason below taunt hit cap. The threat siphon is pretty insignificant on all of those; get your rogues to give the MT one tott at the start for an early lead and you should be fine. For Saurfang in particular, it actually works out to be a wash because the threat he loses during his tank phase is threat you gain during your phase. If your MT's threat really is that weak, you can also burn some intervenes on your highest threat DPSers during your off phases of fights like Saurfang and Festergut, or during slime sprays on Rotface.
There's nothing wrong with it so long as you remember to change the targets when it's not needed. The threat threshold does get pretty close as gear increases. During phase 1 of LK I don't recommend viging the MT if you are running with a Safeguard spec. The bigger the difference between the Tank and DPS on threat the better. I definitely recommend viging the MT during Phase 3 for spirits, however, that's a lot of fun and does help out. Even more so if there are a few DPS dead from a sloppy attempt.

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Old 06/29/10, 5:49 PM   #918
Wjozw
Glass Joe
 
Tauren Warrior
 
Doomhammer (EU)
I've done a few times, and found that a heroic throw when it spawns and shockwaves (you shouldn't get hit if you stand at absolute max range) was enough treath to keep aggro from a holy pala with righteous fury active and vig on that paladin.

Although, I did have severe issues when we happend to get 2 big ones in the middle of the fight. Doing a shield slam before it gets "active" and saving the heroic throw incase you should get a double spawn at some point seems to be a viable way to go. And this is on heroic, I've never tried on normal.

Intervene through slimes = win

On LK I don't use the taunt glyph because I want to maximize my survivability, and I certainly don't have 17% hit since you need to be spell hit capped to make taunt never hit capped. Using vig on the MT when tanking ghouls didn't pose any problems for me, and even less on hc since the dps is moving a bit. I've made a macro to apply and remove vig from the tank, and I always apply it right before the soul reaper hits incase my taunt miss, as well as right before I soak vile spirits in the last phase. Tried this with both a pala and druid tank, and they had more than enough threat for me to safely use safeguard if it's needed

I'm having a tiny threat issue myself though, when I'm MTing in P1 with the spec I'm using. If you're using 2 warrios, and both using a survivability focused spec, this might pose a threat problem. Or just MTing as a warrior in P1, and then having the other tank MT in the last phase while you're using safeguard. This is what my guild usualy plans to do, but I never intervene anyways as the palas AD never procs, and we're using safeguard as a "oh shit" if AD should proc.

Last edited by Wjozw : 06/29/10 at 6:03 PM.

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Old 07/05/10, 2:47 PM   #919
pjchi78
Glass Joe
 
Human Warrior
 
Destromath
Originally Posted by Wjozw View Post
On LK I don't use the taunt glyph because I want to maximize my survivability, and I certainly don't have 17% hit since you need to be spell hit capped to make taunt never hit capped.
Hit cap for Taunt is 17% since it counts as a spell.
Taunt glyph gives 8%.
You need 9% Spell Hit. 3% comes from Misery/Faerie Fire, 1% from Draenei.
Worst case scenario, you need 9% Spell Hit, which is 9 * 26.23 Hit Rating = 236.07 Hit Rating, which is not difficult to achieve if you prioritize it. If you can rely on Misery/FF and Draenei, then you just need 5% Spell Hit, which is 5* 26.23 Hit Rating = 131.15 Hit Rating. This is very easy to get, especially with Hit food.

Note that you gain Spell Hit and Melee Hit at different rates. A certain amount of Hit Rating will give you more Spell Hit than Melee Hit.

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Old 07/13/10, 8:46 AM   #920
Ripebear
Banned
 
Orc Death Knight
 
Alonsus (EU)
Cleave

Is there any way to macro cleave so it changes target Automatically when fighting packs of mobs, instead of spamming tab?

Would be really appreciated, thanks.

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Old 07/13/10, 9:29 AM   #921
Onyxhorn
Glass Joe
 
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Orc Warlock
 
Kirin Tor
Is there any way to macro cleave so it changes target Automatically when fighting packs of mobs, instead of spamming tab?

Would be really appreciated, thanks.
/targetenemy used to have the same functionality as tabbing & I don't remember seeing that it was broken by any patches. The following should work for you:

/targetenemy
/cast Cleave

However, I'd personally recommend using an addon like Tidy Plates instead that puts your threat % for each mob in their nameplate and then click the plates to change to the lowest threat target after each cleave instead. It's not automated but you'll ultimately have much better control over all the mobs in the group rather than relying on randomness.

Last edited by Onyxhorn : 07/13/10 at 9:31 AM. Reason: Included quote.

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Old 07/13/10, 4:36 PM   #922
PessimistByNature
Glass Joe
 
Draenei Death Knight
 
Eldre'Thalas
The alternative I use is to macro revenge and devestate to target whatever I have my mouse over:

#showtooltip
/startattack
/use [target=mouseover, harm, nodead] [harm, nodead] [target=targettarget, harm, nodead] [] Revenge
/run UIErrorsFrame:Clear()

There may be room for optimization, as I just copied it straight off wowwiki. I don't think it will work on cleave specifically though, as it replaces the next white swing. Still, it does the job.

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