Sunday, January 16

Pre-Heroic Gears for Arms: Intro

What to wear is of great concern to the fashionable Arms Warrior. In this series of posts we're gonna look at the different options for dressing up and accessorizing our toons prior to running Cataclysm heroics.  Equiping some of this stuff should get you about ready, and in some cases even carry you through heroics.

Keep in mind that these posts are from a "casual" player's point of view.

Actually, let's take a quick aside...

I'm not using the term "casual" anymore. I refuse.  I play as much, if not more, than most people that like to raid or arena. I know my class better than most of them, as well.  I just don't have 4-6 hours at a stretch to sit in front of my computer.  So, sorry Blizzard, but this emphasis on raiding and arena players "deserving" the best rewards is, quite frankly, a load of horse shit.

No more "casual."  I'm calling these players the regular players.  The ones that play WoW and enjoy it for the experience, the social aspect, and the beautiful world Blizzard has created. The people that actually appreciate WoW as more than just a video game to beat.

Okay, end soapbox.  You're probably looking at this for Gear tips. So here we go...

Stat Priority

Strength, Hit Rating (cap = 8%), Expertise (cap = 26), Crit and Mastery (both are great, as much as you can get of both). Not recommending Haste or Agility for Arms Warriors at this point, but remember that can change. The next patch is going to mix things up a bit. A lot of Arms related gear has both stats, so if you get those that's fine.

Don't forget you can Reforge those Haste pieces to make them more better. :) Reforging Haste gear is also a hedge against changes coming in the next patch. If Haste becomes important, you can, um, unforge (?) them and you're set.

Gemming

Right now I'm thinking ignore the socket bonus on Gems. You'll want to load up with Bold Inferno Rubies 'cause Strength for Arms Warriors is still our #1 priority.   If you need Hit, the Etched Demonseye is a good bet for Blue sockets.  It can also help get that Chaotic Shadowspirit Diamond activated. (I think I read somewheres that that the gem requirements for that one are being reversed in the next patch, but can't remember where I read it. Maybe it was a dream. Can anyone confirm?)

Unfortunately, Crit and Mastery are hard to get on Plate gear at the moment, so if you must gem for them you can use the  Inscribed Ember Topaz, or the Skillful Ember Topaz in your Yellow sockets.

Reputation Grinding

My personal plan, based on the enchants and gear available: Therazan and then Wildhammer. The former has the shoulder enchant, and the latter has the hat enchant.  After that, I say "For the Camel!" but your mileage may vary.

Don't forget that quite possibly the only decent weapon you'll get pre or post heroic comes from Baradin's Wardens. So, that's probably one you'll want to grind daily in tandum with whatever else you're working on. (There's one from Archaeology and a crafted mace, as well.)

On Dungeons

Honestly, pre-heroics, the only real reasons to run the regular version of Cataclysm dungeons is for the Justice Points once a day and the practice. Both are good reasons, of course!  But you won't be running them much for gear. There's a few peices that are awesomesauce, but mostly grab it if it's an upgrade to your quest qear. Otherwise, you'll be looking at crafting, reputation and JP vendor gear.

Regular Gearing

What's worth working toward?  Do you absolutely have to have the full JP set just for completeness?  Is it fun to get the gear you want or is the slight boost not worth the effort?  Are you really going to drop an extra 2000g on an enchant that gives you a tiny little benefit?

It's up to you.  Just have fun getting it.  For the regular WoW player, getting there is the most important part.  Looking good is an awesome bonus. :)

NEXT: Head & Neck

-Fri

Sunday, December 19

Emergency Tank!: Or, When Things Go Really Wrong

I've always been enamored with the idea of an Arms tank, not because I want to do it but because I think Arms Warrior is the best class/spec in all of WoW and we should be able to do everything and anything and be completely OP all the time. I still don't understand why we can't run up behind a tank and heal them. Really? I make an wicked good band-aid!

Ah well, you can't have everything . . .

So, three times so far in Cataclysm, I've had to take over the tank roll mid-fight. In one case, the healer went nuts and tried to top everyone off in Blackrock Caverns and promptly went OOM. One time in Stone Core when the tank pulled without any cc. And then last night the tank missed running into the 'lectric triangle in on the last boss in Vortex Pinnacle.

er... um.... yah... k.... Might would be good. Yah. And a freakin' nuke if ya got one.

In each case it was a good healer and good tanks. First time for all over them in those dungeons and after the initial mistake they learned and didn't repeat the error.  In fact, everyone of those runs was freakin' awesome fun! 

Things go all f#$ckity more often in Cata dungeons, so if you find yourself suddenly without a tank and the ball is passed to you, here's some thoughts for how be a backup quarterback.

The most important things to take care of, in order, are: Staying alive (Def Stance), getting everything under control (Challenging Shout, or Taunt), and then start hitting stuff to generate threat (Thunderclap and Sunder Armor being your initial priorities). 


After that you can start getting fancy.


Well . . . That's not good.
#1. Pay Attention.  The days of ignoring what's happening with the tank and the healer and just flailing away on bad guys are gone. Fugitaboutit.  Two things you need to know all times: healer's mana and the tank's health.  You need to combine these two things with what the healer is doing and what's going to happen to the tank next (for example:  is she at quarter health and about to take a 40K shot in the noggin?).

You absolutely must know when the tank goes down.  You have only a few seconds to react before everyone is dead. Anticipation is the first trick to pulling this off.

#2. Get into Defensive Stance. That's F2 normally. Do not tank from Battle Stance. You will die.

#3. You need a sword & board swap macro. In many cases you can tank with a 2-Hander, but it's not pleasant for the healer. So swap out for a shield and a one-Hander.  You're gonna have trouble with making cute little threats quickly, so make it a fast weapon if possible, because you want to stack Sunder Armor (and hit Revenge whenever it comes up) as quickly as possible. 

Here's an easy-peasy weapon swap macro, though there are all-in-one solutions out there. Type /macro into your chat to open the macro maker thingie.

/equip [nomodifier] Vir'naal Guardsman's Axe
/equip [nomodifier] Catapult Loading Scoop
/equip [modifier:shift] Axe of Earthly Sundering


Change the names of the items to whatever you have. (Just open your bag and shift click them to copy the name right into the macro and don't forget to update the macro when you get better gears.)  Now when you click this button, it'll swap in your one-handed weapon and shield. Holding shift and clicking the button will bring back your 2 handed weapon.
No really! It's epic enough! It is! Really! AAAAAAAHHHH FUUUUUU . . .

#4. Keybind your basics. You need Challenging Shout, Taunt, Intimidating Shout, and Demoralizing Shout to get things under control.  To keep them under control you'll need Thunderclap, Sunder Armor, RevengeShield Block, and Rend (particularly handy if you're using Blood & Thunder). Maybe Bladestorm will work but I've never gotten to the point where I could try it. Theoretically . . .

#5. Screw everyone, you first priority is to pry any mobs off your healer. You need to know which mobs are on your healer so that when you peel them off with Challenging Shout you can lock them down fast. Everyone else can wait.

#6. A warning macro is handy. Something like "/yell Friday is TANK. Heals on me! Shouting in 3... 2... 1..."  I bind something like this to Shift-F2, so that when the bad stuff hits the fan I hit F2, Shift-F2, Challenging Shout (or Taunt on a boss fight), Weapon Swap.

All of this happens incredibly fast!  Don't be surprised if it doesn't work, at all, the first few times you try it. Mainly, get into defensive stance and shout. Worry about staying alive and holding everything long enough for your healer to figure out what's happening.
Turtle, turtle, turtle, lalala!

Things to think about from an Arms Warrior what is not a tank (proper tanks already know this stuff):

Challenging Shout only lasts for 6 seconds and has a ten yard range. After that the mobs will go back to whatever devious plans they had before you scolded them. So, if you use it to pull multiple mobs, you need to stack threat on each target to continue to hold them. It also has a 3 minute cool down, so you won't get another shot at it. As an Arms warrior you might be able to stack threat using Sunder Armor on two or three targets at best.  So prioritize quickly. Anything going after your healer, that is.

Taunt is better but only effects one target at a time. You can yank the target to you, smack it, and lock it down pretty effectively. Use this on boss fights, particularly.  It also has an 8-second cool down, so after your initial shout, you can pick a high priority mob and lock him down quickly.

You have very little in the way of threat generation other than raw strength. Thunderclap works, but it's very easy for DPS to pull them off you if that's all you've hit the mobs with. If you're feeling fancy, macro or use an add-on to slap a raid marker on the one you want DPS to hit. Hopefully they see it before they die. Better, they figure out you're suddenly tanking and use target-of-target. Fingers crossed.

Thunderclap is also useful because you don't have the Dodge, Parry, and Block mitigation of a proper Protection Warrior.  Thunderclap slows all the mobs down, making it easier to get a handle on them. It also decreases their attack speed, which can really help your healer out.  If the opportunity presents itself, use Demoralizing Shout, as well. Popping Shield Wall is pretty much a must ASAP. It gives everyone a few seconds to change their underwear and figure out what's going on.

After running a dungeon, go back through and look around. Beautiful!
If you need a few moments to get your head around the issue, so to speak, Intimidating Shout can scatter 'em for a few seconds.  Just be carefully not to send them running into another pack and make the situation worse. (You can glyph to fix this, but since you're not a proper tank that glyph is not really one an Arms warrior goes around packing for PvE stuff.)  I'd really only use this on Boss-With-Adds type fights where there's no chance of bringing friends. Yelling for everyone to CC the crap out of everything is not a bad idea, though, just to buy time.

There's plenty more such as Spell Reflect and interrupting with Shield Bash. . . but those are super fancy moves that you probably aren't going to get a chance to use anyhow. If you PvP as Arms you're at an advantage here because you probably use all of this stuff already. If not, just practice a bit while you quest. Maybe jump in some PvP and just practice staying alive as long as possible in Defensive Stance.  You'll get it.

There's no chance you're ever gonna be a proper tank playing Arms. You can however, use your wide variety of abilities and versatility to be the hero of the day in a pinch.  Pay attention, practice using those abilities you rarely even think about, and stay calm.  What's the worse thing that could happen? So you die a little. :)

-Fri

Yo' Mama!
Bonus Section: Selected Taunts from the old Tank days

"I can see your ass crack you worthless son/daughter of a Trogg!"

"I'm rubber you're glue, your frostbolt bounces off me and sticks on YOU!" /cast spell reflect

"Your Mama is SO FAT they call her Therazane, Part 2!"