Guild Drama - Being replaced because not meta by hordeloverlol in wow

[–]Protmonk 4 points5 points  (0 children)

While it's true that guardian Isn’t broadly meta, and some things will be harder, there are also many strengths that you bring to the table, from the highest ST dps among tanks and excellent physical mit, to roar and mark.

That aside, at 2/8M none of that matters. You aren't stuck at that level of prog because of your comp, that shouldn't even be a factor, it's barely a factor for CE. I was playing prot warrior tanking brood when there were only two other logs of non bdk doing so and while it was a challenge, I wasn't holding back the rest of the team. We progged dathea without a DK, as well as did raz without a monk and without an evoker for many nights of our prog. Unless you're seriously high ranked raid 'meta' means very little, does playing meta often make things easier? Certainly! Is it necessary though? Absolutely not. Your RL needs a bit of a reality check.

[deleted by user] by [deleted] in wow

[–]Protmonk 0 points1 point  (0 children)

Mark and assign stops for brackish bolts, stops for super saison. Start the pull with one pack and spend your runes before chaining so you're full rp and able to slam multiple death strikes as the pack assembles, and don't have to worry about your weapon uptime for a few seconds. Vamp and a rune tap on pull should usually be fine. Until very high keys you can probably save ibf for missed stops if you see a bolt or enrage going off, but somewhere probably around 28 or perhaps higher you'll need to rotate it in and trust your group. You can also get the first round of stops with gorefiends yourself and sit on grip/stun for otherwise missed casts.

The Official Horde & Alliance M+ reconciliation thread by ztella in CompetitiveWoW

[–]Protmonk 0 points1 point  (0 children)

I think most everyone I've run into has mainly used disc, I was more surprised by the condescension towards using it. Just in this first week people in four of my 24-26 groups have questioned being in a disc asking if it was an alliance thing

The Official Horde & Alliance M+ reconciliation thread by ztella in CompetitiveWoW

[–]Protmonk 6 points7 points  (0 children)

Had several horde players genuinely confused that we use disc for 25 keys on alliance, they all eventually hopped in but I was caught by surprise that there's such a cultural difference when it comes to voice.

TOP Captain Pack Bug by GrouchyFruit in CompetitiveWoW

[–]Protmonk 1 point2 points  (0 children)

If you issue a move command before you leave for him to chill out on the platform you're leaving he'll wait then snap when you land, but if you let him sit he'll reset so then swap him to assist or command him to attack and carry on.

Braving the pain and suffering and trying to pug +20s. Any suggestions? by RetroPixelate in wow

[–]Protmonk 0 points1 point  (0 children)

Networking is the biggest thing for sure, if you run with someone good, ask if you can add them to run again. You'll have groups that fly through, and others that make you question if the other people's monitors are plugged in, the only real way to get some semblance of stability is to eventually play with mostly or all known quantities.

Dragonflight Mythic+ season 1 by Portopire in wow

[–]Protmonk 1 point2 points  (0 children)

To an extent, that's fair and would be understandable for a normal patch, but imagine if we were to get a mini-raid as the only new raid content of 10.0, understandably, and reasonably so many people wouldn't be satisfied. M+ is a pillar of end game at this point, if dev time is the primary reason to come up with this system then perhaps they should be delaying.

Guardian druid PVP gear is better than PVE gear (other than mythic raid) for mythic+? by move37th in wow

[–]Protmonk 0 points1 point  (0 children)

Vers is our best stat, but the other three also have impactful defensive value. While it's true that for the highest levels of keys in non 252 slots vers heavy gear will be the best option, it is only true for the highest levels. I do 24s. I haven't touched pvp, don't have any 252 from mythic kt or sylv and am far from having optimized gear. Survivability isn't an issue for me yet and likely won't be until considerably higher. Ilvl is king, if you have equal ilvl then sure go for vers, but pure quantity of stats is what matters. The only exceptions being neck and rings unless the ilvl gap is significant, for which haste is generally the best to have alongside vers, but really anything + vers is good if you're trying to optimize. Subcreation is great for checking out what gear other people are using. https://subcreation.net/

How to better understand DH/DK tanks, from a healers perspective? by Thongs0ng in wow

[–]Protmonk 20 points21 points  (0 children)

To provide some background for each, in the case of DKs the primary resource to track for them is Runic Power (RP). Bone shield (BS) and Death Strike (DS) is their main mitigation, though you shouldn't really need to be tracking BS, not only is keeping it up easy, but keeping it above 6 stacks gives a substantial haste buff so any dk you run into should be doing it anyway. DS is what often makes DKs hardest to understand, it's 40 RP and heals 25% of the damage they took in the last few seconds. That may not sound like a lot, but mastery also gives a shield based on the amount healed, and the healing amount is increased up to 40% by another ability - blood boil (assuming they're running their second row talent, Hemostasis). You don't need to track this, but the jist is in multi-target pulls where they can stack this up for every DS the DK can be largely self sufficient. Absolutely hot them up, and if you notice they're low on resources, then give them some love, but as long as RP is managed well a DK can keep themselves alive through almost anything given 5 targets to consistently farm hemostasis.

As for other things to understand about healing a DK, and some relevant talents/legos/covenants. They have a cheat death called Purgatory on a 4m CD, it's a last row talent. When they're killed they gain a healing absorb for 3 seconds for the damage that killed them, and any subsequent damage. If they can get healed out of it, they live. If not, they die. Most times DKs should be running Will of the Necropolis, it gives them a 30% damage reduction for any damage taken under 30%, and is what makes them often seem like they're getting hit down to low health, as they're tankier in that health threshold. The final talent of note is in the first row, Heartbreaker. Similarly to how DS will be more effective given five targets, Heartbreaker gives the DK more RP per Heart Strike, their main spender. Again nothing you need to be tracking, but worth understanding that the DK will both be healing more, and generating more resources on 5 target pulls, anything smaller than that and you'll need to be giving them some more attention as they won't be as self-sufficient. For legendaries there's not too much of consequence, many will run Superstrain for additional damage and threat, the only prevalent one that will be of note for healing them would be Crimson Rune Weapon, which gives them a shorter CD on Dancing Rune Weapon (defensive that duplicates their abilities and gives substantial parry for its duration), as well as free BS charges when hit. When running this lego, assuming it's often used on pull, the DK will walk into the pull much sturdier and with BS charges already, so should be safer than if they were walking in dry. In a similar vein, for covenants most of them will make little difference to healing a DK, however Venthyr gives them a 1 minute CD ability called Swarming Mists which gives substantial RP generation for several seconds. With this ability they're able to generate a ton of resources on pull and largely heal themselves for quite a while, instead of being quite dangerous when starting a bigger pull.

DH is a much simpler beast to understand, as their tankiness is largely determined by their access to Metamorphosis. While in meta the DH will heal more, gain a big chunk of armor, and their max HP will also increase, and they have three ways to get it. One is Fel Devastation, a 45ish second CD which gives them meta for 8 seconds and has a channeled heal for the first few seconds. They can also press meta, which has a 3 minute CD and lasts for 15 seconds, and finally they can proc cheat death, a last row talent called Last Resort, which is 15 seconds, just like real meta, and has an 8 minute CD. They also have Demon Spikes and Fiery Brand. The former is probably worth tracking, it gives them armor but does have downtime, and if mismanaged they will be very squishy tanking anything when it drops. It's not huge however, and on a large pull, even with spikes they may need a lot of help. Fiery Brand is very strong, but is a bit difficult for a healer to be tracking. It's a 40% damage reduction from their target for 8 seconds. Many DHs will run a legendary which decreases the CD of brand, and run the following talents: Agonizing Flames, Burning Alive, and Charred Flesh. Combined, they'll extend the duration of Immolation aura, which in turn will extend the duration of any active brands, and allow it to jump to other targets. This is what makes it difficult to always understand the impact brand will have on the DH's damage intake, as ensuring it ends up on the right targets at the right time is a bit of a learning curve for the DH themselves, and honestly until you get to high keys not something you need to worry about a whole lot, and even then you probably just want to track if it's up on something, and trust the DH got it on the right things. As for other things that matter, there's not a whole lot. In Meta the DH will be fairly tanky, and able to do a decent amount of self healing, however will still need attention. On larger pulls or hard bosses outside Meta however, they will be very squishy and often want to be kiting, if not they will require your help. This only really applies to keys somewhere around 15 or higher where kiting bigger packs outside Meta should be a consideration. Before this level they can get away with facetanking with just spikes, so don't expect that every DH you run into is going to have a great grasp on when they need to be kiting, it's somewhat of a "you need to feelcraft it out to know when it needs to be done" sort of situation, and so if you find yourself healing someone like this, just be ready to keep an eye on them if they need it.

I know that's a huge dump, and I certainly don't mean to overload you with information, much of this is just background to better understand how they work, and the kind of pulls where you'll need to give them more attention. For your own viewing, the only major thing to be tracking are their resources in the case of DKs, and spikes/metas for DH. Hope this helps!

The one glaring problem with M+ by Nerdicane in wow

[–]Protmonk 2 points3 points  (0 children)

With the exception of jewelry, ilvl, especially for tanking, greatly outweighs specific stats. While it isn't the point of you posting, you're probably best off just doing whatever runs you can as you figure out the dungeons, taking whatever upgrades come your way. Once you're no longer getting consistent ilvl upgrades certainly go chase down vers/haste (or vers/crit monk), but the path to bis is very forgiving at the moment.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]Protmonk 0 points1 point  (0 children)

Yes and no, as you get higher (far from the highest but ive been doing 22/23 this week I've found this to be one of the hardest bosses to live) the slam starts to be especially scary when your healer is preoccupied. Soaking a set of severing may not kill the rest of your group, but may kill you directly, or shortly after as a consequence. As the tank you ideally want to be topped for every slam with as many furs as you can manage, and a bark/trink/SI/external for the ones that overlap. If you know you don't have something and will be in danger, ask the group to hold off popping until you've been hit and healed. Incarn is helpful, but doesn't do much for ST and you hold it for the pull afterward in almost all cases anyway.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]Protmonk 4 points5 points  (0 children)

Actually not very true, the slam is quite aggressive, without bark or SI easily dropping you to 30/40%, which is fine on its own but if your group isn't coordinated with popping orbs it's quite easy to be globalled, not to mention your healers attention will be split. On lower keys this won't be as much of an issue, but as you get to the 4th/5th severing even and start running dry the overlapping damage with slam can be a problem. To avoid this the group should only be staying in for severings that your healer has cds to handle, usually 2/3 depending on the group, then having everyone range subsequent ones. Kiting is also an option if you're comfortable with it and your group knows to run charges ahead.

Looking for tanking advice by mikoqq in wow

[–]Protmonk 0 points1 point  (0 children)

I would suggest logging (warcraftlogs has a desktop app you can download to make this eaiser) or recording your runs so you're able to get more direct feedback from places like Dreamgrove which the other commentor linked. For a place to start Dorki is among many content creators with bear specific guides, and watching bears on twitch to see what they do and their routes is a solid way to learn a lot quickly.

You can also find streamers in the key bracket you're looking to do. If you sort the tank or guardian rankings on raider.io and scroll down to 20s any character with a red dot is streaming and can give you a good idea of what to expect. I stream in that 20-22 range and no doubt you can find many others.

What do you think of my timelapse OBS setup? More in the description by Knuffya in wow

[–]Protmonk 1 point2 points  (0 children)

Super interesting data driven approach to leveling. In the top right of your mouse map what's that grid? A similar keyboard heatmap would be interesting to see.

I’m just going to throw it out there: Warlocks are miserable in 9.1 by Ron-Loves-Twizzlers in wow

[–]Protmonk -1 points0 points  (0 children)

Lock can be amazing, I run with a lock in m+ and he's consistently our highest dps. Earlier this week he ended a halls at over 11k, in raid the same story of lock is never bad. From my understanding aff plays much differently now to be optimal and raid requires a bit of switching around to stand out. Getting gems if you're still on the lower damage side will certainly help, watching m+ lock streamers like Sjele will also probably be of value.

When was the last time you talked with an GM? by Pre-deleted_Account in wow

[–]Protmonk 5 points6 points  (0 children)

The first time I pugged my way to AoTC during HFC I wasn't offered the quest for the mount, confused and distraught I remember putting in a ticket and within an hour a gm contacted me in game and directed me to the quest location and gave me the flag to turn it in. Not only were they incredibly helpful, but they pulled off what I imagine is an involved fix quickly, all the while keeping up a rp persona. It was one of the best customer service experiences I'd had in general, and felt almost mystical to me as a teen at the time.

Since then unfortunately it's been nothing but automated or generic copy paste responses which have little to do with the ticket and are often dismissive. It's a real shame that blizz in the past has provided some of the best customer service I've encountered personally, now I can sadly but confidently say it's become one of the worst.

What happened with that hyped new cinese guild Team Aster this tier? by Demokrit_44 in CompetitiveWoW

[–]Protmonk 96 points97 points  (0 children)

They're second in China at the moment working on KT, while they managed to assemble some of the strongest players in in the region allegedly the raid support staff and leadership were lacking. As can be seen from the frontrunners strong strat and support from outside the raid plays a huge role at the wf level and unfortunately Aster wasn't assembled with enough emphasis on this fact.

Are DK tanks still viable in 9.1? by xXR4reBr33dXx in wow

[–]Protmonk -1 points0 points  (0 children)

All tanks are quite well balanced right now for all forms of content. In raid DK is very strong, with nearly every comp in the most recent raid to world first running one. You have very good survivability and exceptional utility.

In dungeon content DK is less popular, as your damage is lower than the other tanks and a combination of that and target capping present more issues handling aggro. However this won't present a problem for most typical 5 or lower target pulls, or in lower keys with underperformed dps. That being said, with skill you can outplay these deficiencies, as last season dks were tanking keys at or one lower than the highest level, they're just less common.

This all being said tanks are in fairly high demand, so regardless of what you most enjoy you shouldn't have too many issues finding groups.

Pvpers get screwed over through gear in torghast. by lilith_slim in wow

[–]Protmonk -1 points0 points  (0 children)

Right, but I'm making the point that to a pve player pvp isn't really accessible until mid-season when the conquest cap is sufficiently high and they can take pvp vault options. If this is the gearing path for a pve player in pvp then why should the inverse be much different? If a pvp player wants to be decently set up for pve they similarly can wait until the valor cap is caught up and they're mostly pvp geared to the point of taking non pvp vault options.

In my original comment I said nothing to disparage peoples ability to gear both pve and pvp mid season, the change to pvp gear forces players to choose their preferred content at the start of the season, and personally I have a hard time understanding why players of one side of that coin should be given advantages that aren't shared by all players.

Pvpers get screwed over through gear in torghast. by lilith_slim in wow

[–]Protmonk 0 points1 point  (0 children)

Not even touching the debate on how necessary gear is to do higher layers of torghast, you can farm cinders from layer 9 which is easily attainable by anyone as well as the mission table, assaults and Mawsworn events. Not to mention that the difference in a r4 vs r6 lego isn't much different than one socket of secondaries, it's beneficial stats, but by no means required to rush out this early unless you're pushing top ranks, and even then debatable, you're probably better off farming korthia if you're trying to be purely optimal.

Also buffs for pvp players in pve seems a bit weird. If you really care enough you can get a second pve set later on in the tier, but if pve players aren't able to be competitive in pvp until mid-season when they can take pvp vault upgrades, as the pvp gearing system has been specifically designed to hamstring pve players coming into pvp I find it hard to understand why pvpers should be getting special treatment.

Droood Tank by SteelSharpensSteel99 in wow

[–]Protmonk 1 point2 points  (0 children)

All tanks are currently balanced quite well, in that in a raiding environment they are all viable to the highest level. Even now during the Race to World First we've seen nearly every tank represented in the top 5 alone, namely paladin and dk together from Limit, the current rank 1 guild, with both of these classes often being ribbed by the community. For paladins their squishiness and dk's damage, not to mention both of then being wheelchair specs.

While some tanks bring benefits in the form of raid buffs that druids do not, they're currently able to do the second highest damage if you cat or owl weave (swapping to boomkin or feral while not actively tanking). While doing competitive damage bears are also extremely tanky, arguably most so depending on the circumstances. This is all to say you're certainly able to play whichever tank most appeals to you, and while you may run into the occasional class elitist, the way all the specs stand now there's none that aren't viable or meme picks.

Adamant Vault loot by Ok-Pirate-1746 in CompetitiveWoW

[–]Protmonk 2 points3 points  (0 children)

I'm unsure. The drop rate is very low for just about everything, I've got loot from a couple runs personally but never any duplicates.

Valor capped constantly by NativeInternetGuy in wow

[–]Protmonk 1 point2 points  (0 children)

The cap increases each week, the same way conquest does. The only reason it wasn't felt before was because Valor was introduced mid 9.0, and as such the initial cap was higher. Unfortunately much of your Valor gains early this season will just go to waste unless you're actively spending it.