Tuesday, November 30, 2010

To Cataclysm!

Next week Cataclysm will launch, and - as millions of others have done - I've already pre-ordered the digital download and will join the throngs of pixelated avatars exploring and fighting their way through new virtual challenges. (Deathwing, I'm lookin' at you, kid.)

For this return to Azeroth, I will continue to play Elemental with a Resto offspec, and will likely become enchanted with an alt or two, just as in prior expansions.

However, due to the realities of my current (real) life, I'm simply not finding the time to write & research as much I had done in years past. As such, I'll be officially shutting down this blog until further notice.

Happy hunting!
~Exelus the Kingslayer

Tuesday, April 13, 2010

On Deforestation

Back in The Burning Crusade, while my main was busy cracking skulls with both fists, my main alt was teaching me how to heal.

Ciribrus, a Druid, was initially a Dreamstate healer, spending all his time in Night Elf form. For a while this was a semi-viable way to heal (especially for leveling up as a healer), but as his gear improved it quickly became obvious that I needed to take the plunge and go Tree in order to flourish. Remember that back then, there was a significant trade-off to being stuck in wooden form: I hated the speed decrease, limited selection of spells, etc. But the efficiency and HoT-tastic power of Tree Form was awesome, and I learned to love it.

The recent announcement to relegate Tree of Life to a cooldown ability in Cataclysm was rather surprising (and dismaying) to me. Even though I no longer play my Druid actively, I still think of Tree form as the iconic healing form for Druids. The internets and forums seem to be up-in-arms about it, and I'd like to propose some options beyond just breaking out the chain saw:

Empowered Tree
Allow our leafy friends to stay in normal mobile Tree of Life form, but give them an additional Empowered Tree of Life form to invoke during cooldown phases. This new temporary form would buff healing, in exchange for reduced mobility (maybe even rooted) and perhaps limit/change their spell selection for the duration. This form could visually resemble the large Ent-type creatures you see hanging around with the Cenarion folk. (Bonus ability: serves as a very slow mount for two Hobbits Gnomes...)

Two Healing Styles
The Feral talent tree offers two roles: Bear tank or Kitty DPS. I realize this is something Blizzard is trying to get away from (removing tanking from Frost and Unholy Death Knights, for example), but why not offer healing Druids the option to spec into a permanent Tree of Life form? Caster Druids could be tooled more towards single-target healing (using Tree Form as a healing buff cooldown), while Perma-Trees could be more focused on raid healing and lose some of their single-target oomph. Almost like Discipline vs. Holy Priests.

Now obviously Cataclysm is still in development and there are Betas and play-testing to get through before we settle into normalcy, but I for one am certainly not in favor of deforestation.

Save the trees!

Tuesday, March 30, 2010

And now for something completely different...

While we battle through the latter half of Icecrown Citadel and daydream about rolling Worgen Warlocks in Cataclysm, somewhere in the back of my head I'm boggled at the possibilities for Blizzard's next-gen MMO. The project is claimed to be well underway, and is said to feature an all-new IP (intellectual property: in this case meaning the game world and it's lore). So... what could this new World of Whatcraft look like?

Medieval Fantasy
We can probably surmise that Blizzard's next MMO won't be filled with knights, wizards, elves and goblins. Warcraft is arguably the most prolific representation of this genre we've seen so far, and Diablo's slightly-darker take is about to be re-introduced as Diablo III. Since Blizzard has already been-there-done-that, it's hard to imagine they'd do another high-fantasy MMO. Verdict: NOT LIKELY.

Sci-fi Fantasy
Don't get me wrong, I'd love to play World of Starcraft and would play the shit outta that game. Roll a Terran Firebat or Protoss Zealot? Hell yeah! (I'm still sore about the loss of Starcraft: Ghost, btw) However, the claim of an "all new IP" throws us off the trail for WoS. It's always possible they'll do a variation on a sci-fi fantasy theme (as they did with Diablo), but if it's not going to be Starcraft, I'd have to go with NOT LIKELY.

Super Heroes (a.k.a. Men in Tights)
We already have games like City of Heroes, and I'm just going with a gut instinct that Blizzard will stay away from this genre. There would be too many class/spec balance issues to contend with (especially with open-ended character designs), and even legal/copyright issues from comic book franchises. And frankly, a modern day real-world setting is just too boring/familiar. Verdict: NOT LIKELY.

Near Future/Post-Apocalypse
One of my all-time favorite games was Wasteland - a post-nuclear game world featuring mutated bunnies, machine guns, religious survivalists, and robotic invaders. I would love to see what Blizzard could do here. We already have games like Fallen Earth, but that doesn't mean Blizzard can't tackle the genre and exceed expectations. World of Warcraft was developed in a time when Everquest was king, after all. And the apocalyptic theme isn't limited to nuclear war - it could be biological/medical/environmental disaster, alien-invasion, or some horrific combination. Verdict: POSSIBLE.

Middle East/Far East Fantasy
Some of my favorite Diablo II zones centered around Middle Eastern lore (think arabian knights, mummies, animal-headed gods and camel mounts!). There's also a far-east possibility: who wouldn't want to roll a samurai, ninja, or monk? Both genres have a strong historical base to draw from (in the same way medieval history inspired Tolkien), and I think Blizzard could do wonders with these genres. Verdict: POSSIBLE.

Horror Fantasy
Vampires, werewolves, zombies, hunters, oh my! Think Underworld, League of Extraordinary Gentlemen or Call of Cthulu, where evil lurks in dark corners and you never want to be without a silver bullet. This could also be a great setting to incorporate steampunk elements, given horror fantasy's 1800's roots. Verdict: POSSIBLE.

Something Else Entirely
There's always the chance that Blue has conceived something else entirely. Perhaps some hybrid of themes listed above? Aliens have landed on Earth and we've been forced to scatter across the universe. We've formed a hodgepodge caravan of spaceships, traveling together in order to survive and carry on the human race. Oh wait, I've just described Battlestar Galactica. But you get the idea here - the trick for Blizzard will be to come up with a setting that is familiar enough to be immediately immersed in, but with enough unique twists to make it their own.

I just hope they do away with Trade Chat...

To my three readers: what other genres would make a great MMO setting?

Wednesday, March 17, 2010

Gaming can make a better world?

It's a little early for an April Fool's post, right? Well, naturally the title of this recent TED Talk intrigued the radical thinker (not really) and gamer in me, and I had to share.

For those unfamiliar, TED stands for Technology, Entertainment, and Design. They host video lectures on a variety of topics (social, economic, philosophical, whimsical, musical), and I always come away feeling smarter after watching one of their lectures than say, some steaming pile of brain-bandwidth-wasting crap you see on YouTube. (Onyxia Wipe Animation excluded, of course!)

In this talk, Jane McGonigal offers some interesting insight into the traits of gamers and how we're uniquely equipped to solve real-world problems:

Monday, March 15, 2010

Tier 10!

After a long Frost Emblem grind, this past weekend I finally amassed the 310 needed to finish-out the four-piece Tier 10 Elemental set. /phew! Along with a slew of other purchased items (made out like a bandit using alts to sell Primordial Saronites), I've managed to push my gear score up to 2954. For now I'll avoid the tired gear score topic altogether, and instead focus on something I feel Blizzard has done right this expansion: tiered gearing.

Back during The Burning Crusade (my first experience with "endgame"), I remember drooling over the Enhancement Tier 4 and hoping that someday, I'd be able to get Exelus outfitted with a full set. However our beloved guild was (and still is) primarily a 10-man guild, so I only had practical access to the first pieces in Karazhan. We never made it all the way through Zul'Aman, and Magtheridon and Gruul's were just out of reach. (Certainly Serpentshire Cavern and Tempest Keep was out of the question.) If only I had L2resto'd in pugs back then, I might have chain-heal-spammed my way to the Enhancement set I wanted?

Fast forward to Wrath of the Lich King, where at each raiding tier I was able to gather them appropriate gear set while collecting off-set/non-set items from raiding and heroic emblems.

[Blizzard] has earned the achievement: Getting it right this time around.

We can now access gear in logical stages: with current raiding level gear just within reach (but still requiring dedication and focus to earn), and previous raiding level gear very easy to get via emblems (great for gearing up offspecs and alts). Kudos, blue.

Now, on to the tasty stuff: the Tier 10 bonuses!

Elemental Tier 10
  • 2p: LB and CL reduce Elemental Matery's cooldown by 2 sec. Kinda meh, since EM has a longish 3 minute cooldown, but I'll take it. I have EM macro'd to everything so it's always popping on cooldown.

  • 4p: your Lava Burst increases Flame Shock duration on the target by 6 sec. At first glance it may appear that you could indefinitely refresh FS by casting LvBs, but with global cooldowns, flight-time and lag, the real-world use appears to allow casting ~5 LvBs (depending on your haste level) for each application of FS. The 2p Tier 9 bonus allowed us to cast ~3 LvBs, so we can definitely call this a worthwhile upgrade. (UPDATE: apparently this is due to change in 3.3.3, so stay tuned!)
Enhancement Tier 10
  • 2p: Shamanistic Rage adds 12% damage for 15 secs. Previously SR would have been used for mana regen or damage mitigation phases, but with this tasty bonus, its hard to imagine not using SR on every single cooldown. Macro that sucka.

  • 4p: Maelstrom Weapon x5 has a 15% chance to proc 20% AP for 10 secs. Enhancers are already well-versed in saving their MW stacks to 5, so this is essentially a passive AP proc that scales with gear. Hott.
Restoration Tier 10
  • 2p: Riptide grants 20% haste on next spell w/in 10 secs. The Riptide + Healing Wave combo is already common use for applying a massive, Pally-like single target heal (Healing Way and IHW ftw), so another 20% off brings HW to sub-global cooldown speed. Great for 10-man tank healing, where your attention is split between the tanks and the raid.

  • 4p: Chain Heal crits leave a 25% HoT over 9 secs. This is like Earthliving Weapon on steroids! Great for the 10-man healer and fantastic for the 25-man raid healer.
So what's next?
I'll admit that with Tier 10 under my belt (literally), I'm starting to think more about the next expansion and how to position my main and alts to tackle the new shattered world. I used WotLK to experiment with the Elemental playstyle, which I've grown to love, but I still miss the dual-fisted pew-pew. I may spend the next few months casually working on my Enhancement gear. :)

In the meantime, I hope to get at least 2-piece Tier 10 for the Resto set for that awesome Riptide bonus. And of course I'd love to get my Elemental set "sanctified" too, which means upgrading your existing Tier 10 using tokens from ICC bosses in 25-man and 10-man hard modes. That may or may not come with time, but I'm OK with that.

I mean, I already have fricken shoveltusks sticking out of mah shoulders!

Tuesday, March 2, 2010

Open Fire!

In this day and age of gogogo speed heroics, DPS players sometimes have a hard time knowing when it's safe to open fire on a group of mobs - or rather, most don't seem to care at all, opening up with full bore AOE as soon as soon as they're in range.

You could argue that a "good" tank is already aware of this impatient mindset and knows to adjust their opening rotations accordingly. The reality, though, is that tanks come in all flavors and levels of experience, so blasting away is just more likely to cause needless chaos and repair bills.

Remember that when your tank has to taunt off you or reposition, they're wasting time which they could be using to build more threat. So once one mob gets loose, it becomes much easier for others to get loose, too.

In order to do your part as a DPS Pro, there are certain audio/visual cues that can help you do your thing without pulling off the tank:

Death Knight
Death & Decay is what you want to watch for, which is a reddish-colored ground-effect AOE accompanied by a woosh sound. However, with many specs, it has a long-ish cooldown and can't always be used every pull - so they'll also use Pestilence (dark/smokey lines that shoot between mobs), Howling Blast, and/or Blood Boil (both sound like mid-rangey explosions).

TLDR: wait for some combination of red ground, dark smoke between mobs, and/or explosion sounds.

Druid
Contrary to popular belief, our furry friends can make excellent AOE tanks, as they come equipped with a spammable Swipe ability (no target limit, 360 degree radius!). This has a red claw/scratch-like graphic and a cut/bleed sound. They also have an AOE threat roar, that sounds like... y'know... a roar. And has a cute standing-bear effect, which apparently terrifies mobs.

TLDR: wait for a few scratch sounds and until all mobs are in melee range of your bear.

Paladin
Most folks are familiar with Consecration, the yellow glowing ground around your friendly neighborhood Tankadin, which nicely distributes AOE threat to mobs around him. However, it's not always the first ability to be used, as they also have two great multi-mob abilities that are often used first: Avenger's Shield and Hammer of the Righteous. The shield is a ranged ability that flies out of the Pally, leaving a bright trail behind it. The hammer can hit up to four (glyphed) nearby targets and has a signature brrrrang sound.

TLDR: wait for clangy sounds and yellow ground before going nuts.

Warrior
Much like the druid, some incorrectly assume that warriors have a hard time establishing AOE threat, but I've seen some very talented wartanks handle large packs with style: you'll see them Charge into a pack, lay down a Thunder Clap, maneuver for position, then blow Shockwave, stunning all the mobs. When executed well, it's very impressive to see! The clap sounds like an electrical explosion, and causes cracks to form under the warrior. The shockwave sounds like a low-range boom, and has the visual smokey wave-like effect.

TLDR: wait for thunder and lightning sounds before pulling the trigger.

So there you have it - the handy guide to improving pull stability! So stop staring at Recount, learn the abilities of your tanks, and everyone goes home happy - as quickly and efficiently as possible. :)

Monday, November 2, 2009

Healer Survey

A healer survey from Miss Medicina has been circulating the blogosphere as of late, and I thought I'd throw my Resto musings into the ring:

What is the name, class, and spec of your primary healer?
Exelus, an Elemental (57/14/0) and sometimes Restoration Shaman (0/13/58)

What is your primary group healing environment? (i.e. raids, pvp, 5 mans)
Most of my healing time is spent in 5-mans or 10-mans, with the occasional 25-man and rare foray into PvP (battlegrounds). As Elemental, I'm usually assigned to our 10-man raids as "heal-capable-DPS," meaning I spend the bulk of my time DPS'ing while spot-healing and backing-up our two main heals.

What is your favorite healing spell for your class and why?
No, it's not Chain Heal, even though it runs a close second behind my favorite: Riptide. I'm a big fan of damage-mitigation and passive healing (especially on a tank), so Riptide's trailing HoT is an important part of my style. I love the fire-and-forget nature of Riptide, and it also triggers the essential Tidal Waves ability which I try to keep up at all times.

What healing spell do you use least for your class and why?
Even though I'm spec'ed for it and consider it an essential part of my toolkit, Healing Wave seems to get the least amount of action. I think this is because in most cases, a critting LHW or Chain Heal will do the job. Still, with Tidal Waves up, I can go for an extremely powerful 1.5 second bomb-heal when needed, which is a really great option. I also have a Nature's Swiftness + Healing Wave macro for those "tank's gonna die now" moments.

What do you feel is the biggest strength of your healing class and why?
The obvious answer here is "raid healing," but I actually feel that a Resto Shaman's strength is versatility. While our healing kit is very basic (one instant, one AoE, two direct heals with the same effective cast time), with glyphs and spec tweaks I feel that Resto Shaman are very well setup to handle any healing role (tank, raid, 5-man content).

What do you feel is the biggest weakness of your healing class and why?
This is much less of an issues these days, but the lack of a threat dump or "keep 'em off me!" button has always been a sore spot. Priests have Fade, Night Elves have Shadowmeld, Druids have Barkskin/Cyclone/Roots, and Paladins have a bubble. Shaman do have Nature's Guardian, but it's a five-talent point expenditure that most avoid. I've used Earth Elemental before to taunt mobs away from me, but it's so situational and drastic that I don't really count it as a worthwhile panic button.

In a 25 man raiding environment, what do you feel, in general, is the best healing assignment for you?
The ever-predictable raid healing role is best for Resto Shaman in 25+ content: preferably the melee group so folks are clumped-together for Chain Heal love.

What healing class do you enjoy healing with most and why?
Duo-healing 10-mans with another Resto Shaman is great for totem farms and the criss-crossing Chain Heals (ooh! purty!). I also enjoy pairing-up with Holy Paladins or Disc Priests, because I know their single-target forte is a great compliment to my raid-healing abilities.

What healing class do you enjoy healing with least and why?
Our guild has a mix of all classes/specs which participate in our 10-man raids, and I can't say there's any one class/spec that I enjoy healing with less than others. As a Resto Shaman, I can adjust my healing style based on who I'm teamed-up with, so team makeup has never been an issue.

What is your worst habit as a healer?
Aiming heals (usually Chain Heal) at the person with the lowest health: often times they'll die during the cast anyway, so I'm forced to spend the next few seconds re-casting and playing catchup with the others who could've been saved more easily. Along those same lines, I probably don't use Nature's Swiftness enough - I tend to save it for those oh-shit moments, but they are (by nature) harder to predict so it's harder for me to make that snap-decision sometimes.

What is your biggest pet peeve in a group environment while healing?
Avoidable raid damage or over-anxious DPS who divert my healing attention away from the tank. People who ask for rez's after the fight. People who openly question my decision to heal myself and the tank over them. Luckily, these peeves happen outside the guild on PUG runs, which is why I usually refuse to heal PUG raids anyway. :)

Do you feel that your class/spec is well balanced with other healers for PvE healing?
Yes, absolutely. Just a few tweaks here and there (glyphs and spec) and we're well suited for almost anything, and have great synergy with other healing classes.

What tools do you use to evaluate your own performance as a healer?
Recount, WoW Web Stats, and in general, the number of deaths balanced against the successful completion (or wipe) of an encounter. I try not to worry too much about overhealing, but if I find myself going OOM on an encounter I will definitely check those numbers. In PUG raids, I sometimes do a quick healing meter check just to have a look at my performance relative to the other healers.

What do you think is the biggest misconception people have about your healing class?
Contrary to popular belief, only half our keyboard is bound to Chain Heal. We also keep track of Earth Shield charges, Riptide durations, single-target heal with LHW/HW, Cleanse, drop specific totems for specific encounters, etc.

What do you feel is the most difficult thing for new healers of your class to learn?
Learning when/how to use Chain Heal vs. our other heals. CH has a long cast time, and certainly isn't the best heal in all situations.

If someone were to try to evaluate your performance as a healer via recount, what sort of patterns would they see (i.e. lots of overhealing, low healing output, etc)?
They would probably see more overheal than necessary, as I tend to pre-spam Chain Heal when I anticipate incoming raid damage and/or am trying to keep Tidal Waves up. Hopefully they'd see decent healing output, and very few healer-preventable deaths. (I refuse to take responsibility for those standing in the fire!) :)

Haste or Crit and why?
Haste FTW. I may have downplayed Chain Heal in some of the answers above, but in reality I do use it fairly often and since it starts with a talented cast time of 2.5 seconds, anything I can do to get that time down is helpful. I think currently I have it down to 2.1 seconds or so. Haste finishes your current cast faster, so you can get on to other things sooner. Over the course of a long fight, all that extra haste will add up to several more spell casts if your mana can handle it. Also, healing in faster bursts allows for longer regen periods.

What healing class do you feel you understand least?
Paladins. The single-target nature of them was a complete paradigm shift from playing a Resto Shaman and very difficult for me to get used to in a 5-man setting, so I eventually dumped my alt's Holy spec for Prot. In The Burning Crusade I raided as a Resto Druid, and one of my original mains was a Priest, so I feel like I understand them better than their plate-wearing brethren.

What add-ons or macros do you use, if any, to aid you in healing?
Grid and Clique are essential for me, as I wouldn't be able to (nor want to) heal without them. I feel like one of the biggest problems with WoW right now is the lack of healing support in the default UI. I hope they'll address this next expansion when they announce the Arch Druid hero healing class. :) For macros, nothing too fancy other than auto-popping trinkets and alternate mouse-clicks set up for Nature's Swiftness + Chain Heal or Healing Wave.

Do you strive primarily for balance between your healing stats, or do you stack some much higher than others, and why?
I tend to balance between spell power, haste and MP5 - with a bias towards spell power. I know it's not typical for Resto Shaman to go with MP5, but for the content I heal in and the style in which I do it, I prefer the extra longevity. I may experiment more with stacking Intellect at some point, but I'm fairly satisfied with the setup now.

Wednesday, October 28, 2009

It's a bird, it's a plane...

...it's a flying human dwarf!

As widely reported, the race change feature finally went live yesterday, and I jumped at the chance to convert Lightus the Paladin over to a more nobler, if shorter, race.

Not that I'm too much into the arpee, but from a role-playing perspective, I saw my human as more of a Holy-type - so when he transitioned over to a Protection/Retribution dual spec, I started to think of him more as a stronger and tougher fellow.

I debated a bit over the Draenei racials (+hit and insta-heal) vs. the Dwarven ones (mace expertise and Stoneform), but I decided that I liked the look of his current gear on the stouter race better, and Stoneform provides a nice mini-tanking cooldown.

Pictured: I celebrated the successful transformation with epic flight skill and a "need" roll on the Culling of Stratholme drake. :)

Wednesday, October 14, 2009

A Look Back

One of my favorite writers over at WoW.com wrote today's Breakfast Topic: Back To Where You Once Belonged, where he talks about his journey over the last year. From tanking in The Burning Crusade, through the current Wrath expansion as DPS, to his recent return to tanking. At the end of the article he asks the readers, "where are we now?" Are we doing what we thought we'd be doing? Hmm... I'm a sucker for nostalgia, let's rewind...

The Burning Crusade
From level 10 through 70, Exelus was Enhancement through-and-through. We were plowing our way through Karazhan, and I spent a lot of time staring at Omen, riding the tank's threat wave and praying I didn't get a lucky string of Stormstrike/Windfury crits. It was an art, maximizing DPS while staying under threat. I still remember my first raid invite like it was yesterday: I was totally freaked out, but the exhilaration of it all sucked me in for good. I also remember doing ~600 DPS and marveling at our Warlock doing 1,000 DPS!

Back then, PvP was the shortcut to gearing-up ("welfare epics"), so I begrudgingly spent a lot of time in BGs L2PvP. Sadly, that intense grind turned me off to PvP, even to this day. I still get the heeby-geebies when I think about Eye of the Storm. /shudder

At some point, the guild wound up short on healers... and due to a horrifyingly bad Hellfire Ramparts experience trying to offspec heal with Ex's "resto" gear, I decided to raid-gear my tree rather than respec. Ciribrus became a Resto Druid, and a whole new world of gameplay opened up to me: standing in the back, keeping my party-mates alive. These were crazy times... remember the concept of "heal aggro?" When a single early heal could literally send an entire mob pack running right towards you, with no way to dump threat (this was before Shadowmeld worked in combat!). The Hypnotist's Watch and Sporeggar cloak became staples of my heroic healing kit.

Wrath and the Transition
We were finally clearing KZ with regularity, and taking our first pokes into Zul Aman when Wrath was released, and we all set off to level from 70 to 80. We marvelled at the new zones, and bemoaned our loss of level 70 epics. I swear I lost a little bit of my soul when I replaced the PvP epics I had previously worked so hard at. Lesson learned, gear is just a temporary tool, nothing to get attached to!

Then, as I was losing my epic Enhancement gear to quest greens, something strange happened. I started noticing (/gasp) caster gear. At some point, it dawned on me that if I collected caster gear, I could possibly be more effective in a dual role someday. So sometime in the 70s, I respec'ed Elemental for the first time, and started lolbolting.

It was weird. I stood in the back, and resisted the urge to run into the fray. It was, admittedly, easier. And more in-line with my aging reflexes, too. :P

Early Raiding in Wrath
As guildies started arriving at level 80, the new meta game of gearing up for raiding began, and I struggled to reach hit cap with blues and random low-level epics. Elemental was borked (couldn't get past 1,500 dps!), but I stuck with it and Blizzard eventually fixed us. :)

By the time we had enough critical mass to start Naxxramas, we found ourselves predictably short on healers, but this time I resolved to stick with Exelus, thus beginning his healing career. By now, Resto shaman tools had grown more sophisticated, too (more powerful Earth Shield, Riptide, supporting glyphs), and therefore more interesting to play.

These days, Exelus splits his time between DPS and healing heroics/Ulduar/Colosiem/etc., which suits both needs to blow stuff up and lend a hand when called upon. It's yin-yang thang, and it's a ton of fun.

The Recap
So a year ago, did I ever imagine Exelus would become a caster DPS with a healing offspec? Certainly not. Did I expect my Boomkin/Resto Druid would languish at 72 with no real incentive to level? Nope. (/sad) Leveling a Retribution Paladin all the way to 80 (toying with both Holy and Prot offspecs) ever cross my mind? Never!

But that's part of the fun of this game, it evolves, just like real life. :)

Viva la journey.

Thursday, September 3, 2009

Tiered Gear, Set Bonuses, and Abandoning T7

With so much gear flying around these days, it can be rather confusing trying to interpret tier levels, what level of content they're intended for, and what they mean for your toon. Let's take a look at the current state of tiered gear (Patch 3.2):

Overview
  • Tier 7: entry-level raiding sets (Naxxramas, Obsidian Sanctum, Eye of Eternity, Archavon). Comes in T7 (10-man) and T7.5 (25-man) versions. Purchasable with deprecated Emblems of Heroism. Since Patch 3.2, there's generally better gear to be had for Emblems of Conquest, so I wouldn't worry about farming this gear if you're a new 80.

  • Tier 8: Ulduar-level raiding sets (Ulduar, Emalon). Comes in T8 and T8.5 flavors. Helm and chest pieces are purchasable with Emblems of Conquest, which drop in heroics and most raids. New 80s will usually want to pick up these two tiered pieces first. There's also a plethora of non-set gear in this range that's quite good.

  • Tier 9: Icecrown-level raiding sets (yet-to-be-seen Icecrown Citadel, Trial of the Crusader, Koralon). Comes in three levels (T9, T9.33 and T9.66):

    T9 pieces are purchasable with Emblems of Triumph (daily heroic dungeon quest, Trial of the Crusader, Koralon).

    T9.33 are purchasable with EoTs plus special tokens that drop from 25-man TotC.

    T9.66 tokens drop from heroic 25-man TotC (and presumably Icecrown when it's released).

    Most level 80 characters - newbies and hardcore raiders alike - will want to save their EoTs to buy a few T9 bits, if not the whole kit - although generally only top-end raiders will have access to T9.33 and T9.66. Also, there's some very good non-set gear available in this range: like the currently best-in-slot Totem of Electrifying Wind for Elemental (and some say Enhancement) Shaman.
Note that you can mix/match gear from the same tier level in order to gain the set bonus. For example, a T8.5 helm with T8 gloves will still activate the two-piece bonus.

Bub-Bye Tier 7
Until yesterday, I had been running around with four-piece Tier 7.5 because of the set bonus (10% bonus to Lava Burst's critical strike damage). So even though I had already bought the two Tier 8.5 pieces (helm and chest), I found a net loss of DPS when initially abandoning the 4p T7 bonus. The Elemental 2p T8 bonus just happens to be rather weak (periodic damage from Flame Shock can now become critical strikes). /yawn

However, with the purchase of the Tier 9 Elemental shoulders and some other recent random upgrades, the question became: will this new mash-up of T8+9 finally overtake the 4p T7 bonus? After some testing, the answer seems to be yes - due mostly to improved Haste (1.5 sec Lolbolts ftw!). I'm also expecting another slight DPS bump when I add the T9 gloves for the 2p bonus (increased duration of Flame Shock by 9 seconds, allowing us another Lava Burst cycle without having to refresh the FS DoT). /cheer

Now, it's important to note that not all classes/specs are equal when it comes to deciding whether or not to abandon your 4p bonus. For example, mages have an excellent 2p T8 bonus (chance for 350 spell power when casting nukes), so it may make sense for them to abandon 4p T7 earlier than I did. I suggest a combination of research (Elitist Jerks) and personal testing to get the right answer for your class/spec.

Shaman Lore Corner: Nobundo and Thrall
In case you're wondering who Nobundo is, here's his story. Although I admit I'd much rather be wearing Thrall's namesake gear (the Horde version of Shaman T9), since he was my favorite character from my Warcraft 2 and 3 days. :)

Friday, August 14, 2009

Get a job, Shaman!

A recent article on the lost art of crowd control got me thinking about all the cool tools a Shaman is equipped with, and the specialized jobs we can perform using these tools.

Sure, it's easy enough to faceroll Lightning Bolts or Chain Heals, but any player worth their salt not only performs their primary role well, but is always ready to bring something extra to an encounter.

Crowd Control
For years Shaman have bemoaned the lack of a crowd control ability, and the arrival of Hex at level 80 happened right as we entered the age of "AoE everything in sight." Still, there are definitely situations where we need to get our froggy-style on.

In heroic trash pulls, Hex can be used to temporarily incapacitate a mob as the tank rushes in to establish threat. Certainly the frog will break due to AoE, but the first few seconds of a pull are usually the most critical, where he/she can take a ton of damage all at once. Disabling even one mob for a second or two can mean the difference between a controlled pull and a wipe.

Still, not all trash is AoE fodder - in Ulduar, some pulls still benefit greatly from CC, and I would expect to see this trend continue as we start knocking on Arthas' door in Icecrown Citadel. While Hex cannot be chain-cast like Polymorph (boo cooldown), it can at least be used to tie-up a second-target while the first gets burned-down.

Kiting
This is where I channel Big Red Kitty, who frequently championed the skill of kiting: a job which involves aggro'ing a mob and having it purposely run towards you while you keep it at distance. Frost Shock with it's threat component and Earthbind Totem is a perfect combo for this job, something I've used many times in Naxx's Gluth encounter.

Rooting
Elemental Shaman also gain a very useful tool with a specially-talented Earthbind totem, which applies a Druid-style root to those within range. In the Eye of Eternity, it becomes very easy to root a Power Spark exactly where it needs to drop using this root (and has the benefit of being instant-cast, as opposed to a Druid's 1.5 second root).

In Ulduar on the way to the Crazy Cat Lady, there are pairs of big nasty mobs which also send sparks back and forth, which need to be destroyed before reaching the other. A rooting Earthbind is perfect for this job.

Interrupting
Wind Shear recently got a redesign, and it no longer shares a global cooldown with either Flame or Earth Shock. This was both a buff and a nerf, since we lost one of our two interrupts. Still, having Wind Shear on it's own cooldown means it's easier for a DPS shaman to maintain their rotation while still interrupting. This skill can and should be used almost everywhere: against healers in trash packs, whirlwinding Runeshapers, Kel'Thuzad's frost bolts, chain-lightning Dwarves in Ulduar, etc.

Other Jobs
Shaman also make great debuffers thanks to Purge, provide AoE Fear Wards with Tremor Totem, supply raid-wide steroids with Bloodlust/Heroism, can save the day with backup heals, and even provide an emergency tank while the Druid battle-rez's your tank.

We have a lot of great tricks up our sleeves, so don't be a faceroller, do your job! :)

Monday, August 10, 2009

Patch 3.2 Impressions

A week ago, patch 3.2 finally hit the live realms after much anticipation. This latest update brought a slew of class tweaks, emblem changes, a new dungeon/raid instance and new battleground. Here are my impressions, gathered during the past week.

Four totems at once
Aside from some very nice buffs to Resto Shaman (facerolling Chain Heal is back!), the largest change to the Shaman class was the addition of a totem bar in the default UI, along with an ability to drop a set of totems from a single spell. This is a fairly significant (and welcome) change, it's every bit as awesome as I had hoped.

Most raiding Shaman by now have used mods or /castsequence macro to drop a "default" set of totems, but until 3.2, dropping all four cost us essentially four global cooldowns. Hence, there were a lot of occassions where only certain totems were deployed... and while I used to do my best to keep all four down, there were definitely situations where it just wasn't practical. Now, there's no excuse to drop all totems, and it's been awesome for heroic speed runs and boss fights where repositioning becomes necessary.

Since we get three different spells to deploy a set of totems, I've built these three default sets:
Interrupts FTW
Another seemingly small update was the redesign of Earth and Wind Shock, however I feel that it's a pretty huge buff - especially for Elemental Shaman on interrupt duty. Wind Shear replaces the former Shock, and no longer shares the same cooldown timer with other Shocks - meaning the Elemental rotation can now be kept relatively intact, without sacrificing a Flame Shock cooldown. This is huge. /cheer

Heroics are back, baby!
Another very welcome change was the consolidation of the Emblem system to Conquests (Tier 8 level) and Triumphs (Tier 9 level). As a result, heroic speed-farming and random guild runs are back with a vengeance. Once again, casual and hardcore players are getting to play together, and this is undeniably a good thing for guild dynamics.

Thus far I've been able to buy T8.5 helm and chest, although I was dissapointed to find an overall DPS loss with the two-piece bonus (extensive target dummy testing with raid-boss rotation), so for the moment I'm staying with four-piece Tier 7.5. Next up I'll be bolstering my Resto set, also with the T8.5 helm and likely the belt for hybrid use between both specs.

"ToC" rant
So we've got this new colosium up in northern Icecrown, containing a 5-man normal and heroic dungeon, a 10 man normal and heroic raid, and a 25 man normal and heroic raid. The only problem? They ALL have the same initials... so "LFG ToC" could mean any one of six group types! Hopefully some standard will settle out like "ToC5" or "Roic ToC10," but for now, be sure to ask questions before joining a "ToC" group. :)

Trial of the Champion
Despite having to joust in the beginning of this encounter, the new 5-man dungeon is actually quite fun, and yields nice Naxx-level rewards in normal mode (read: new 80s can farm this all day long!) and excellent Ulduar-level rewards in heroic mode. Thus far I've been lucky enough to upgrade my main hand and get this haste trinket, which put me closer to the "sweet spot" in the Elemental rotation (neatly allowing x5 Lightning Bolts in-between Lava Bursts).

Trial of the Crusader
The new raid instance was something many of our raiders were interested in trying out, so we gave it our best effort a few days ago, and managed to best the encounter with only three wipes. :) /cheer

There wasn't a lot of information out there yet, but thankfully Tankspot came through with an excellent video so we could get some research in beforehand. Here are some notes on the Northrend Beasts encounter:

Gormok the Impaler (Magnataur)
Since we had an abundance of ranged DPS, we chose to keep the melee on the boss the whole time, with all ranged assigned to take down the Snowbolds as they appeared on player's backs. Seemed to be fairly healing-intensive with DoTs stacking on the tanks, but we have some very skilled healers who were able to handle the load. :) Also having dual Pally tanks with Hand of Protection to clear the DoTs was a huge help. Other than that, stay out of the fire and have ranged stay at max range FTW.

Acidmaw & Dreadscale (Jormungar Worms)
This was undeniably the trickiest of the three beast sets. There are two worms, one applying a slowing/paralyzing poison, and the other an AoE fire debuff which removes the other worm's paralyzing poison. At first we tried to have people calling out in Vent so folks could run to each other, but due to the significant movement (poison clouds ala Grobbulus) and the confusion it brings, we found it easier to designate the center circle as a rendevous point. Whenever someone got slowed, they made their way to the center ring and the fire-debuffed person would just meet them there. We chose to burn-down Acidmaw first and heal through Dreadmaw's enrage, but after a few more tries, the simultaneous kill achievement should definitely be do-able.

Icehowl (Yeti)
After we got the two worms strategy down, the Yeti proved to be relatively easy. Simply note who the boss is targeting for his charge, and run out of the way (and be sure not to cross his path even if you're not targeted). Use Bloodlust/Heroism while he's stunned against a wall, keep your healers spread out so they don't all get frozen at the same time, and it's a fairly simple tank/spank.

It's worth noting the quality of the gear drops here, even in normal mode - item level 232! This alone makes it a worthwile destination for even the most casual guilds.

So tonight we venture back into Ulduar, somewhat better geared and with a raid lockout extension option - hopefully we'll be poking sharp objects at Yogg-Saron before too long. :)

Tuesday, July 21, 2009

Intro to Tanking

I realize it's rather presumptuous for a Shaman to be writing an article on tanking, but it's my blog and I can write what I want to I've learned a few things in the past few months with my frosty Death Knight tank, and hopefully some of this info will help those taking a look at the noble art of meat-shielding.

Basic Stats
So you've dinged level-cap with your new tank and are ready to tackle some heroics and perhaps even dive into raiding. Congrats! Now there are lots of talent-selection and gear-list websites out there on the interwebs, so I'll avoid going into specifics there - but let's take a look at the basic tank stats: your defense, health, and offense.

Defense rating is what keeps you from getting critically hit, which is hugely important for survivability. At level 80, you need 535 minimum for heroics and 540 for raids. There is benefit to stacking defense beyond 540 as it affects other damage mitigation stats like dodge, etc., but generally after 540 you'll also want to look at your overall health:

Stamina translates to your health pool of course, and the rule of thumb here is the more, the better. Each class has a varying number of health needed (for example, Bears need more than Prot Warriors since they have fur rather than shields), but as a rule of thumb, somewhere in the mid-20k's is a decent number to start running heroic dungeons at level 80. I believe my DK started heroics around 23k (unbuffed) and after seeing all of Naxx, is just shy of 30k.

Threat - they say "the best defense is a strong offense," and tanks are no exception here, as being able to output a healthy amount of damage helps to ensure the bad guys are focused on you, and not your party-mates. Offensive stats like Strength, Hit and Expertise are important in this regard - but again, YMMV according to class so be aware of which stats are needed to generate the most threat.

Don't be shy to enchant your blue (or even green) quality gear - both Enchanting and Jewelcrafting offer "budget" versions of endgame buffs that can help push your stats to a better place. My rule of thumb: everything enchanted and gemmed, always. There's really no excuse to slack here, as everyone in your party/raid are depending on your survivability.

So now you're all geared-up and ready to go. Let's take a look at a few classic encounters and how your tanking abilities come into play:

Marking
In this day and age of "burning everything in sight" with AoE, painstakingly marking each and every mob for kill order and CC assignments may not be as necessary as it once was, but it's still a good idea to at least mark the first and second targets so everyone starts off on the same page. Skull and X are most typically used, and I recommend making keybindings for all the marks - I use the function keys, so I can hit F1, F2, then pull.

Typically, you'll want to mark healers and casters as first targets, but if you're not sure who's who, look for clues in their names like "Spiritualist" or "Cleric." Mana bars are also a good clue.

Line of Sight
Doorways and Hallways are a tank's second best friend. (First are our healers, of course!) For tricky pulls involving ranged or caster mobs, instruct your group to stand behind the corner so you can make an attack then retreat to where they are. If done right, you can reliably pull an entire group, casters and all, right to you. Have an AoE threat ability ready-to-go when they all reach you.

The Big Picture
So you've executed the pull and the angry mobs are all happily beating on you - great job! But wait, half a second later one of the baddies makes a beeline for your healer! What to do?!

First, let's back up a second and understand that it's important for the tank to be aware of The Big Picture at all times. This means putting your toon, camera zoom and angle in a position such that you can actually see what's going on around you at all times. Pro tip: type this into your chat window to increase the zoom-out distance: /script SetCVar("cameraDistanceMax",50)

Taunt
So now back to our pull and the loose mob... which by now has started wailing on your healer - it's time to use one of your most important tank tools: the taunt. Each class has a few ways to do this (some single-target, some are multi-target), so be familiar with each method, and when to use which. You'll also want them hotkeyed for quick action! /cast [Insert Your Taunt Here] and phew, that loose mob is back on you.

Cooldowns
After burning through a few packs of trash, you've finally arrived at the boss. This big intimidating creature is really nothing but a loot piƱata, so it's time to go collect your lootz. Let's assume that we're in Nexus, and we're staring up at the dragon Keristrasza. /gulp

This particular dragon has a very common ability known as a "soft enrage," where at low health the boss actually gets tougher. (Life's not fair, even in WoW!) Your healer's doing their best, pumping out heals, keeping the party alive and whatnot, but yikes the boss just turned red and hitting faster/harder now. To make things worse, your healer gets knocked out of range and is scrambling to get back to you. Oh noes!

Luckily, you don't just have to stand there and take it ("thank you sir may I have another?!"), you have defensive cooldowns! Every tank class has 'em: some way to mitigate damage for a short period of time. Shield Wall, Icebound Fortitude, Bubble, etc. As a tank you'll also likely have trinkets with handy on-use abilities, like increased dodge or whatnot - so keep all these emergency buttons close, and be prepared to use them often (albeit judiciously). These abilities can and will save your life, so use them!

Practice Makes Perfect
Putting all this stuff together really takes some practice, so don't get discouraged - everyone has a messy pull every now and again. :) Also realize that tanking is highly reliant on the other roles in your group doing the right things, so group with guildies/friends before diving into the highly unpredicatble world of PUGs. Try running dungeons in normal mode first to get a sense of the encounters and pulls before going in heroic mode.

Further Research
I can't recommend Tankspot enough for their highly informative forums and videos on YouTube. As usual, Elitist Jerks have a wealth of information surrounding gear, specs, etc. While learning boss encounters, Wowwiki and Wowhead are great tools.

Happy tanking!

Tuesday, July 14, 2009

Gnome Appreciation Day

For those unaware, today is officially Gnome Appreciation Day. Wasn't sure if I was going to post anything about it until I saw the photo at right. :P

So to my Gnomish homies Pyxia, Mazek, Ereigelu, Gnomesrus, anyone else whom I've forgotten, and to my own little alt Gnomagus, /salute - for your impact is far greater than your height.

/cheers

Monday, June 22, 2009

New Wings

My first foray into World of Warcraft was way back in 2005, when a co-worker convinced me to pickup a copy and join the guild they had formed in the office.

Naturally, I rolled a Night Elf Hunter (so predictable...), bumbled my way through Teldrassil, got tricked by that Satyr on the way to Dolanaar, found my way through the impossibly-large Darnassus, and finally out to Rutheran Village, where Araes took an incredible flight to Darkshore.

I remember that first flight quite well: being amazed by the speed, altitude and distance! Equally amazing was the winged steed I was precariously perched on, with it's motion-sickness-inducing bob and zany color scheme. I loved it, and took lots of rides back and forth just to marvel at the beast.

About a month later I decided to put WoW on a shelf (not to revisit the game until 2007), and Araes' magical Hippogryph ride faded from memory...

Fast-forward to last night, and the picture says it all:

Cenarion War Hippogryph

Saturday, June 20, 2009

All Red

This weekend I decided to dive into another zany Heroic Naxxramas PUG, prepared for the usual endless wipes, random afk'ing, finger-pointing and loot drama, but came away pleasantly surprised after a totally pro-style full clear.

The addition of Ulduar-level gear has definitely made it's impact on the PUG scene, as we were able to steamroll the place quite easily, picking up these two achievements along the way.

Typically, I try not to set any expectations for winning gear when I do these things, as the random number generator always seems to be in cahoots with Murphy. Instead, I like to focus on having fun, improving my own performance and collecting badges along the way.

In fact, I had been saving EoV's in order to convert my remaining Elemental-flavored blue T.7 pieces into their red T7.5 counterparts: shoulders and legs. (Something about having mismatched gear really brings out the OCD in me, I guess.) But as luck would have it, I managed to pickup both pieces during the run, and didn't have to out-roll anyone else to do it! Good karma FTW.

So now what to do with those EoV's? Oh wait... there's news on the emblem front!

3.2 Emblem Changes
Apparently in the next patch, EoH's and EoV's will cease to drop from heroics and raids, to be replaced by EoC's! There will still be trade-downs available to buy things like gems/orbs, heirloom items, and PvP gear, but overall I'm very excited that raiders will have additional incentive to run heroics again. As I stated before, it's good mojo for guilds to have better-geared toons mixing-in with new 80's and alts.

So currently, Ex has a few EoH, 60-ish EoV and a handful of EoC. With the new system coming, I'll be zeroing-out my EoH's for an orb, and the EoV's can now buy a nice upgrade for my DK's wrists, which will solidify his ability to backup-tank for the guild. Woot! (as long as I remember to enable the right spec...)

And apparently, the new Icecrown instance/raid thingy and daily heroic quests will bring us Emblem's of Triumph - looking forward to seeing what they're all about.

The Alt Report
  • Neverus - the obligatory 80 DK alt now has 2/5 T7 and has tanked most of Naxx10 up through Kel'Thuzad. WTB moar hit rating and expertise, though.
  • Lightus - with improved regular flight speeds incoming (150% up from 60%!), I've stalled his leveling at 78. Just don't have the patience to putter around, nor do I want to drop yet another 5k on an alt! For now, he's sitting in IF, happily disenchanting random greens.
  • Haelus - also stalled at 77, but have been considering a Shadow spec revisit. I've been routinely impressed by their DPS output, and they're always in demand for Naxx25 (uhh bring the player, not the class?). Plus, Nev can craft this shiny new knife for him!
  • Ciribrus - still sightseeing in Howling Fjord at level 71.

Wednesday, June 17, 2009

Horrifying Thought of the Day

The next WoW expansion may bring another hero class, and has been speculated to be a DPS/healer hybrid - perhaps some sort of leather-clad chiropractic monk?

If Blizzard follows the Death Knight example and allows all races to participate, then a certain branch of the Alliance will finally have all four roles covered: tanking, melee/ranged dps... and now heals.

Do you see where I'm going with this...?

All. Gnome. Raids.

Thursday, June 11, 2009

On Shaman Tanking

Recently I found this neat Q&A between Ghostcrawler and the development team at Blizzard. One of the things that stood out to me was the comment on Shaman tanking, which got me thinkin':

"Once upon a time there was a potential tanking role for shamans as well, but we have pretty much phased that out."


I knew it was a longshot that they'd ever return to the idea of Shaman tanks, but it's still a little disappointing to hear. I understand class balance (and spec balance, since Enhancement is really the only practical place for these talents to go) is always a challenge, but I think some tweaks could really go a long way to making this a reality:
  • Stoneskin Totem could increase mail armor to plate-levels and also dramatically increase a Shaman's overall threat
  • Frost Shock could have it's threat increased and a talented effect to "force the target to attack the caster," for use as a single-target taunt
  • Magma Totem (specially talented or glyphed) could be used for establishing AoE threat, like Consecration
  • Rockbiter Weapon could add defense rating, similar to the DK's Rune of Stonesking Gargoyle
  • Additionally, since there's no defense rating on hunter mail, some talent would be needed to convert existing gear into tanking gear (perhaps converting Agility into Defense)
  • In order to make the use of a shield required, add a new type of imbue: Stone Barrier, which dramatically increases stamina (and maybe defense, too) when applied to the Shaman's shield. This shield imbue idea could be extended to Elemental and Restoration as well, with something like Air Barrier (haste), Molten Barrier (spellpower) or Ice Barrier (mp5 with a slowing effect, like Frost Armor).
Of course there's also the issue of PvP balance, as the ideas have the potential of making Enhancement OP in battlegrounds and arena, but maybe buffing survivability isn't such a bad idea? :)

Tuesday, June 9, 2009

Notes to Self: DK Tanking

When tanking Sartharion and Emalon, do not attempt do so while in DPS spec.

My sincerest of apologies to our guild healers.

>.<

Friday, May 29, 2009

Dual Wielding and Hit

Dual-wielding has been on the brain lately, both with a new guildmate leveling Enhancement as well as my DK acquiring his second spec, a Dual-Wield Frost DPS spec (0/53/18). The contrast between the two dual-wielding classes is pretty striking - the melee Shaman relies heavily on spell damage for DPS these days, and much of Lolknight DPS relies on abilities that scale with physical damage and actually making contact with your target.

Hit Rating
When it comes to "not missing skull-level bosses," caster DPS have straightforward goal: reach hit cap, then focus on other stats. For my Draenei Elemental Shaman, this magic number is 342. (source)

For dual-wielders, the hit cap idea is less straightforward. Since there's a huge to-hit penalty imposed on dual-wielding (24% instead of 5%), the actual hit cap for DWers (untalented) is in the 800s (source). Of course, the sheer number of hits-per-minute exceeds those of say a Mage, who's large nukes take several seconds to cast. So at some point, the DW's misses become acceptable, assuming other stats like AP are in good shape.

Thanks to math junkies and spreadsheet jockies (/salute Elitist Jerks), "soft caps" and other hit rating milestones have already been figured out for us. :)

Special Attacks (Yellow Hits)
The first hit milestone relates to special attacks like Stormstrike. This number is very low and attainable almost without trying: 66 for Shaman (33 for Draenei Shaman). (source)

Spell Hit
Since Wrath, spell damage has become a much larger part of Enhancement DPS - so much so that even Magma Totem is considered part of the "rotation," even against single targets. The conventional wisdom now seems to be the actual soft cap for Enhancement is the same as the hard cap for Elemental: 368 (or 342 for Draenei). (source) Melee hits will still miss at this number, but as long as your specials and spells are hitting, you should be free to buff your other stats (AP, crit, haste) - any hit rating beyond that number is bonus.

DK Hit
Death Knights were clearly built around the notion of using large two-handed weapons for DPS and Tanking, so for those of us who "just like the idea" of dual-wielding, we have a large hill to climb. Our DW talent is Nerves of Cold Steel, inferior to a Shaman's Dual Wield Specialization or a Rogue's Precision.

After some Googlin', the DWDK hit numbers I've been able to come up with are upwards of 400-500 (source). Ouch. In my own testing, there does seem to be a significant difference as hit rating is added, but my DKs gear is (at this point) barely passable for heroics, with hit rating in the low 300's and AP only in the upper-2000's. I have a feeling that DW scales better with higher gear levels, so we'll see!

Lots of Other Factors
Whether you're a Titan's Gripper, Enhancement Shaman, Death Knight or Rogue, being a successful dual-wielder ultimately comes down to some combination of things: theorycrafting, talent specs, rotations, weapon imbues, and of course, player skill.

Now if I could buy a third spec, my Shaman could 1) have his cake, 2) eat it and 3) throw frosting at Patchwerk with both hands, too. In the meantime, I'll fulfill my dual-wield fetish with my gimped DWDK. :)

UPDATE
After giving it my best effort of getting my DK to almost 400 hit rating with heroic-level gear (mix of blues and epics), I was averaging maybe 1,700 DPS on a single target. By switching over to a more typical two-hander DPS spec, he can now reliably output 2,200+ in the same gear. Looks like if I really want to get my dual wield on, I have to roll a Gnome Rogue. /sigh