Glyphing

Continuing on now with our primer, of sorts, for level 85 entry level tanking, we come to another important part of getting ready for tanking and those would be the glyphs you choose.

With the new glyph system in Cataclysm, there are three types of glyphs to look at.

Prime glyphs provide a small boost to a spell or ability. Oftentimes, these are small percentage based boosts.

Prime glyphs tend to be pretty cut and dried and there really aren’t that many variations in them from one variation of a spec to another.

The main glyphs that you’ll be taking for tanking as a warrior are the following: Glyph of Revenge, Glyph of Shield Slam, and Glyph of Devastate.

Keep in mind that as prime glyphs, these aren’t game changing glyphs. They’ll make your main rotational abilities hit a little harder but they don’t add a lot of flash to your play, just makes it a little more solid.

The major glyphs are the things that really change things up but even here, you won’t find your playstyle changing much; they’ll just make things a little easier.

As with the prime glyphs, the choices are fairly simple as there really aren’t that many options available to you in these slots.

The two must-have major glyphs are Glyph of Sunder Armor and Glyph of Shockwave. Both of these glyphs serve the dual function of helping you with single target as well as multi-target threat. The lower cooldown on Shockwave lets you use your signature ability for aoe threat/control more often while the Sunder glyph lets you spread around those Sunder Armors a lot more easily, letting you take less time to tab around mobs and land a few Devastates on them to keep them on you..

It’s important to note that the Glyph of Sunder DOES work with the Devastate spell, which makes it an inarguable choice. The third slot is really just down to preference but you will likely want to choose between Glyph of Thunder Cap if you’re having rage issues, Glyph of Resonating PowerG if you want just a little more range on your Thunderclap or Glyph of Rapid Charge if you want to really get more use out of Warbringer and the warrior’s unmatched mobility in a fight.

The final type of glyphs are the minor glyphs. These glyphs really have little effect during most fights and just serve the purpose of improving the quality of life.

The only really serious one here if you raid would be Glyph of Demoralizing Shout which is a must-have if you’re ever responsible for keeping up that debuff.

If you run a lot of heroics, you might want to grab Glyph of Intimidating Shout which turns your Shout into something like the DK’s Hungering Cold which can save lives in the right situations.

The last thing for minor glyphs would be Glyph of Command. It’s almost completely unnecessary but it saves you a global cool down once every 2 minutes and who knows, maybe someday that will save lives.

Stick around next week where we’ll be taking a hard look at finalizing the spec now that everyone’s getting back into raiding.

Cataclysm Level 85 Tanking Gems

UPDATE : Epic gems from patch 4.3 have been added!

Shiny sparkly gems, there are so many to choose from aren’t there?

Well worry not, as I am here to help.

So now you’ve probably gotten nice and settled in, gotten a few pieces of gear, have run a few heroics and are maybe looking to tweak your gear to be ready for raiding?

There are basically two strategies you can use. While you can mix and match them, doing so will likely reduce the effectiveness of either strategy so we’ll work under the assumption that you’re doing one or the other.

For starters, you can either reforge your items to meet your hit and expertise caps and then gem for pure survivability or, alternatively, you can reforge for survivability and then gem for threat in the form of hit and expertise rating.

Gem set for survivability:

Gem set for threat:

As you can see from this list, there are a few crossovers, like the meta gem and a lot more options for the threat set compared to the survivability set.

Just keep in mind that this early in the expansion content, you’re going to want to stick primarily to the survivability style of gemming as you’ll be getting hit extremely hard and often until we get a few more dungeons into the expansion.

If you do choose to gem a little bit for threat or to shore up your hit and expertise caps, just keep in mind that when you do so, you’re largely going to make it harder for healers to keep you alive so keep that in mind before you dip your toe too far into those waters.

Cataclysm Level 85 Tank Enchants

So, you’ve reached level 85, huh? Think you’re all done with Cataclysm, huh? Well if you do, then you’re dead wrong. All World of Warcraft players know that leveling to 85 is barely half the work in playing WoW. Now that you’ve dinged to the level cap once again (which we thank Blizzard for not making it a LONG grind to level 90), the real fun begins as you fight through dungeons and quests getting the elusive gears, leveling your professions to the next level cap, and getting your game on for the heroics and raids.

Now we’ll be talking about the Enchants available to us tanks in this new expansion. Now the choices seem few compared to Wrath of the Lich King considering that several stats have been removed or merged. But even so, Cataclysm provides an impressive line up of enchants that will feed our need for damage mitigation, threat generation, and survival. But remember these enchants are here to only help. Skills and dedication is key to true tanking.

Most of the enchantments available can be bought from your favorite enchanters or the ever-reliable, but often overpriced, Auction Houses. While some require reputation grinding from certain factions.

Level 85 Head Enchant
Arcanum of the Earthen Ring: 90 Stamina, 35 Dodge Rating

Level 85 Shoulder Enchant
Greater Inscription of Unbreakable Quartz: 75 Stamina, 25 Dodge Rating

Level 85 Back Enchant
Enchant Cloak – Protection: 250 Armor

Level 85 Back Enchant
Enchant Chest – Greater Stamina: 75 Stamina
Enchant Chest – Peerless Stats: 20 to all stats

Level 85 Wrist Enchant
Enchant Bracer – Dodge: 50 Dodge Rating

Level 85 Hands Enchant
Enchant Gloves – Greater Mastery: 65 Mastery Rating
Enchant Gloves – Mighty Strength: 50 Strength

Level 85 Leg Enchant
Charscale Leg Armor: 145 Stamina, 55 Agility

Level 85 Feet Enchant
Enchant Boots – Earthen Vitality: 30 Stamina, Movement Speed Increase
Enchant Boots – Major Agility: 35 Agility

Level 85 Weapon Enchant
Enchant Weapon – Windwalk: Chance to increase Dodge Rating by 600
Enchant Weapon – Mending: Chance to heal damage on attack

Level 85 Shield Enchant
Enchant Shield – Blocking: 40 Block Rating
Enchant Shield – Protection: 160 Armor

Level 85 Ring Enchant (For 475 Enchanters only)
Enchant Ring – Greater Stamina: 60 Stamina
Enchant Ring – Agility: 40 Agility

General Cataclysm Tanking Tips

So, I don’t know about you guys, but it’s been one hell of a hectic week for me.

Between the full time job, the tattered remnants of a social life that’s been consumed by this latest expansion and the little thing called eating and sleeping, life’s been a near constant juggling act since Tuesday.

I hope that you’re all enjoying yourselves out there. I really hope that some of what I’ve written in the weeks leading up to the expansion helped you figure out what sort of path to take while levelling and what paths to avoid.

Sitting here now, just about a week since the expansion dropped, I’m expecting most of you to be ranging around level 83 if you’ve started with a level 80 character. You’ve likely knocked a few zones, tried your hand at a few instances and are hopefully having a damned good time with all the new content.

So, a few tips.

I don’t want to be too specific right now. If I go on and on about one tricky boss in Throne of Tides, majority of you will have been way past it by now and it’ll be useless to you so I’ll impart some oft neglected general advice that will save your life.

For starters, these new dungeons place a much higher emphasis on CC during trash pulls than anything WotLK has shown to date, so USE every bit of it that you have access to. A controlled pull will be a successful one. Brush up on the CC available to your groups and try to keep in mind even some of the more obscure ones. Warlocks, for instance, can fear a mob in place now making them a very reliable source of CC as fear doesn’t always break on damage like a mage’s sheep. Hunters can still trap (though you might want to be a bit more careful using that one as most hunters haven’t really had the opportunity to practice) and even a druid can root a melee mob in place. Keep track of all of the resources available to your party and use them to their fullest.

The other thing matter is something a little more basic but it bears repeating as I believe it’s something that most people have forgotten.

Communication is key.

In the dungeons and heroics in WotLK, we got through it pretty easily just by aoe-ing everything down to the ground and zerging most bosses but these tactics will rarely work now. There is a much higher degree of coordination required in the Cataclysm dungeons and if you fail to take that into consideration and try to just zerg through it, there will be a lot of preventable wipes and a baby murloc will be killed.

The very least you can do is mark a skull and an X. This will let your dps in the group know exactly what to open up on and what to avoid. If it doesn’t take much time, you can also add a few more marks to indicate which to CC and such, but the MOST important to prevent wipes are the first two kill targets.

These are skills that most of us have grown rusty with, simply because they haven’t been needed in the past half year or so.

Well, the game’s changed in huge ways and those skills are definitely needed again, especially once you hit the new heroics so start getting in that practice.

If there’s a certain boss fight or instance that you’re having a lot of trouble with, feel free to drop a comment and I’ll try focus on the places that seem to give more people trouble.

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