Brewmaster (Tank) Basic Discussion
Posted 12 February 2013 - 05:36 PM
Posted 21 February 2013 - 04:05 PM
I am not dying, but the healers are complaining that I am spiky in terms of damage.
From my position, I can see how that could be when I can take zero damage through one non-dance portion and the next be hit three times in a row.
It's the latter one I need advice on. Currently I am using guard on CD (I know I know) because I am assuming that if I use it at the 3rd or so attack it will be back up when my elusive brew (20-25 sec) runs out after he finishes dancing and that any attacks which *do* get through during EB will be absorbed by that first guard.
Problem is, I am still getting hit pretty hard with guard up but no EB about every third dance. After the third dance my Fort Brew and Dampen Harm are both still on CD and the shield usually gets wiped in max 3 hits.
Anything else I could be doing to reduce this... spikiness of the damage? Not use guard like I am? Use EB after the first hit to lengthen the spread? Reforge?
Thanks for the help.
P.S. If it helps, here is the link for the attempts last night. I had one particularly bad attempt (my fault) where I died relatively soon after the boss got in position.
Posted 21 February 2013 - 05:31 PM
The most important part i found in this fight is to communicate with your healers. Tell them when Combo is about to end to wake up every tankhealer that wandered away during the dmg-pause, but also to tell when you don't have any Defensive Cooldown ready. which should be used as often as possible between combos. If you don't have enough Cooldowns for every time, alternate Cooldown use between you and your other Tank, so that most healers can always focus on one tank and the other is save behind his and the healers Cooldowns.
Otherwise i found this fight pretty easy to tank as Brewmaster. You can build up shuffle and Elusive Brew during Combo and Purify every of the very few hits that go through inbetween.
If you still feel too squishy you could consider a bit more stamina. Not much. For Empress and terrace heroic i changed my shoulder and ring enchants to get to 600k buffed health, which just feels more comfortable. But your HP seems fine to me for Will, i think i had less at our firstkill.
Posted 21 February 2013 - 06:31 PM
Make sure not to use Guard during the dance. It's a waste because your vengeance drops off during the dance as that doesn't count as you avoiding attacks like dodge/parrying them does. Using Guard, Expel Harm, Chi wave each time you actually get hit, then Dampen or Fort brew if Guard wears off before the dance seems to work pretty well.
I also made sure to build as many stacks of EB as i could and a bit of shuffle cushion before the bosses landed.
I also felt kind of spiky compared to most fights, but it's really just because you take 0 damage at all for so much of the fight that healers forget you're tanking a boss.
Posted 22 February 2013 - 06:39 AM
Killed the boss. Saving guard made it way easier. Constant PB's when not in dance helped as well. Thanks for the help gents.
Posted 06 March 2013 - 03:04 PM
Jin'rokh: Tank n' spank. No real issues what-so-ever. He doesn't hit that hard if you're tank swapping. We tank swapped after every static wound.
Horridon: After pulling my hair out trying to wrangle all the adds in 25m when half the ranged dps are dotting classes, I finally told the raid the two tanks wouldn't be bothering with small adds, only the scaled up trolls, when not on Horridon. It worked well. Ring of Peace doesn't stop casting, but does disarm all the adds for the duration. I made a macro for myself and my OT and just kept casting it whenever it was up on whoever was on adds. Jalak can be disarmed. For some reason, the kill log isn't updating so I can't check, but it seemed like you can dodge the Triple Puncture. It looks like it still puts a stack on you, but near the end I was able to tank the boss long enough during his soft enrage for the 2min debuff to fall off the OT and him take it the rest of the way by basically using elusive brew as a 3-6 second cd.
Posted 06 March 2013 - 10:02 PM
Being able to disarm Jalak is an interesting note though, I'll have to play with that.
Posted 07 March 2013 - 02:53 PM
Council of Elders: On normal a DK tank can soak the 15 second stun and still tank two bosses. Found grabbing all the sandstorm adds onto the sandcrawler boss and just aoeing them down in place, then popping Nimble Brew/Tigers Lust to get out a viable tactic on normal. The fight is very tanky/spanky with not many tactics as long as everyone kills the Loa asap. OOO, right. You can't break out of the 15 second stun with Nimble Brew.
Tortos: The bats come from above, but their hitboxes are active on the ground as soon as they spawn. Yes, that means you can toss a keg on the ground 20 ft below them and it will hit them. If you are paired with a beefier tank, put them on the adds, even if you're better at grabbing them. Tortos' Snapping bite can be dodged and parried, and you can literally have Elusive brew up for each attack, so you will take waaay less damage on that fight than other tanks, couple this with Dampen Harm and fort brew to cover you when you can't. If the bats are brought next to you, you can utilize any vengeance to keg smash them and contribute highly to dps. The bats can be stunned by leg sweep.
Posted 05 April 2013 - 10:15 AM
I just thought i hadn't updated the spreadsheet for the 5.2 patch release. Here it is :
- T30 talents now have the 5.2 AP scaling
New features :
- Options for legendary metagems (tank and dps) on the second sheet
- Zen Sphere now has 5 cells : cooldown, frequency (those two determine how often you use ZS like the other talents), healing efficiency (parameter determining effective healing and overhealing, by default 0.6 ie 40% overhealing on ticks), damage efficiency (number of damaging and healing ticks before the sphere explodes), and a last cell which is the number of targets healed by the explosion. The number of targets damaged by the explosion is the "targets" cell in the AOE section.
Posted 12 March 2015 - 02:11 PM
I'm talking about the patch 6.1 now.
Most of the post here seems quite old and I've wonderd and tried for some time now, what is the best way to pull a boss?
I've read numerous threads about pulling Singletarget and AoE-pulling but I've not found a conclusive thread about it. My questions is, how do you pull bosses and mobs?
I've tried Provoke but that seems unstable in some ways because sometimes I want taunt off CD really quick.
Can someone tell me how they use their Black Ox Statue? I've been trying to use it in some smart ways but It feels wierd.
I will take an example:
The adds that spawn on this boss is very easy to pick up with your Black Ox Statue however, when you are standing where the elephant is and you put down your statue close to where the ads spawn the satue takes agro of them. After that I use my Provoke macro to get them twards me without me moving. When they reach halfway through the room the satue takes agro again wich pisses me off. Also if you forget the adds once you don't really have anything to pick them up with, because the Black Ox Statue also taunts the boss wich can fuck up the whole fight.
Any suggestions on this matter? Would be greatly appricated!
Thanks in advance and I'm excusing myself beforehand on any spelling errors.
Posted 14 March 2015 - 12:20 PM
Maybe, always use Dizzying Haze after your taunt macro. It causes adds to be slowered by 50%, and you keep aggro; so in a kiting situation like yours, your DPS teammates can exterminate them until they reach you, causing 0 damages (but you also do 0 DPS, but that's for the good cause, right ?)
Anyway, target ox statue, taunt, then use Dizzying Haze ; it's the way.
Posted 14 March 2015 - 02:30 PM
Thanks for answering, sounds like a good idea. I do not like however that the statue taunts the boss. Is there anyway you can prevent that? I mean Mocking Banner for warriors do not taunt the boss...
Do you have any opinion on the best way to pull a boss?
Posted 15 March 2015 - 04:01 PM
If I'm right, black ox statue never taunt, but generate threat / time. So if you or your Tankmate are on top of threat list, black ox statue won't go over.
2nd rule with that : always put your statue before the enemies' pop, because with his flat threat generation, you want it to begin earlier than your DPS/healers.
Posted 16 March 2015 - 01:54 AM
Black Ox Statue generates, if I'm remembering correctly, 500% of AP threat on every enemy in range each second. The best way to handle Ox pulling aggro is just to replace it.
Posted 16 March 2015 - 10:08 AM
I see, thanks for the answers.
The provoke on the Black Ox Statue though, that does taunt the boss, am I correct?
Posted 19 March 2015 - 10:50 PM
I don't like that, would like to be more like Mocking Banner for warriors, what is your opinion?
Posted 20 March 2015 - 03:43 AM
I like Black Ox Statue just as it is. It's a useful threat-pulsing tool, and it works against everything in range. I prefer that consistency rather than a different set of rules for bosses and non-boss mobs.
Edited by Pisshands, 20 March 2015 - 03:43 AM.
Posted 24 May 2015 - 12:25 AM
Any opinions on 6.2 someone?
Monks still viable? ;P
Will they still be the top tanks?
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