Monday, May 6, 2013

The Numbers Game - How to Prevent Boring Your Bosses into Enrage Modes

Previously, I discussed a three-step process on how to help prevent wasting time on boss fights.  The process focused on explaining fight mechanics clearly, determining exactly what caused your last failure, and ensuring that the group has learned from said defeat.  The more you can avoid making the same mistakes, the better - because there's an awful lot that can go wrong!

This particular post is focused on the times when the boss hit the enrage timer and then proceeded to obliterate your group.  Obviously, there isn't much information to be gained from looking at the death reports in this scenario, and the defeat may cause more questions and finger-pointing than it does helpful feedback.  The obvious solution is to 'do more damage', but if you leave it at that without looking into the 'how', you're relying on luck and the ability (or inability) of particular raid members to figure out what they did wrong and how they can improve.  That's one risk of the game you don't have to deal with.

That all said, it is also important to realize that there are several issues that may prevent a particular player's damage or healing from being as high as other players on a given attempt.  For that reason, it's important to look at more data than 'just' the last attempt when determining whether someone is slacking off or doesn't know how to play the game.  So, before you're ready to /guildkick Bobby, have a look at the following.

You Are a Whole

Before you crack down on the guy who's in last on the damage meters by 0.5% DPS, it's important to realize that hitting the enrage is a failure of the group, not a failure by just that lowest player.  If other players had been doing better - if the guy on the top of the charts used a second potion, had a food buff, or better-timed his cooldowns, it might have made the difference, and you wouldn't have even noticed or cared about that other guy being in last.

It is also important to realize that not all players are created equal.  Some classes and specializations shine in some situations better than others (equipped gear can make a huge difference), and players themselves have a wide range of skill.  For these reasons, it may be extremely unlikely - if not impossible - for Bobby to go from the bottom of the damage charts to the top on the next attempt.  (Something to think about - if he did manage this, and you still wiped to the enrage timer, would you look at the new person on the bottom of the damage list?  What about the next time?)  Stay realistic with your expectations, and remember that 'nobody' is playing perfectly on a consistent basis.  There's likely plenty of things that all players in your group could be doing better - the trick is in finding out which improvements will be the easiest and quickest to make, and focusing on the ones that may make the biggest impact.

Be sure to consider strategy changes that provide a benefit to multiple players - such as moving the boss around slower or less often to allow for higher melee damage - because these effects will likely be more significant than focusing your efforts on critiquing individual players' performances.

Use the Mechanics

The very first thing I look at when we hit an enrage timer is whether damage-increasing (or decreasing) mechanics are present within the fight.  These might take the forms of buffs/debuff effects or fields that are gained at certain times (Hodir, Malygos, Blood Queen Lana'thel, Jin'rokh the Breaker, Jikun).  It might also take the form of a buff/debuff that's present on the boss (Halfus Wyrmbreaker, Al'Akir, Lord Rhyolith, Wind Lord Mal'jarak, Horridon).  Whatever the form, it is vital that your team recognizes these points in the fight, and that they coordinate their offensive cooldowns for the best periods of time to maximize their damage potential.  Stress that using abilities immediately as they become ready may not be the best strategy!  Emphasize the importance of acquiring the damage-increasing buff if it isn't automatically given.

Dead DPS = 0 DPS

One of the biggest things you can do to improve your group's damage is to increase your group's survivability.  A dead player does not help you with enrage timer issues, and even if you are able to revive them midfight, that's time and resources that the healer could've spent elsewhere, which may lead to other problems.  Additionally, the resurrected player will be missing various group buffs, which, even if reapplied, also take a little away from the buffing players' damage, healing, and survivability (clicking that out-of-the-way buff button 'can' lead to bad things).  Lastly, if you were stacking a damage-increasing fight mechanic-exclusive buff (as mentioned above, such as the Primal Nutriment from Jikun), dying may clear that buff and really hurt your chances of completing the fight successfully.

In the case of extremely tight DPS checks where Heroism/Bloodlust has already been used and someone gets resurrected midfight, you can help gain back some of that lost damage by recasting it for the fallen player, but these situations are not very common.

Be Prepared

It's much easier to prepare well for a night of raiding than it is to play well for a night of raiding.  Use the time before raid to ensure that your character has the optimal stats reforged, gear enchanted, and gems socketed.  Come equipped with flasks, potions, and food.  While this isn't usually something that can be quickly fixed mid-raid, if you're inspecting an underperforming player and half of his gear isn't enchanted, you know you're likely going to have a lot more problems.

Special Assignments & Situations

This really goes without saying, but I nearly forgot it, so here it is.  If you have someone on a special assignment for a fight, chances are good that their overall damage (or healing) will be lower than other players.  This is normal and to be expected - it is more important for the player to be putting out fires on heroic Ragnaros, or juggling light orbs on Blood Prince Council than it is for them to be maximizing their damage numbers on the boss.

That said, there are also some situations where a player's damage will be lower due to fight mechanics beyond your control.  An example of this may be a group where you have only one ranged DPS, and thus, they get consistently targeted with a lightning orb that they need to kite.

Try to get the whole story before you assume that someone isn't doing their job correctly - they may be having trouble with things that you don't even know about.  In this way, you may be able to change your strategy or group composition slightly to better address the problem.

Priorities, People

If, after all of the above, nothing seems to fit your damage issues, you may need to take a closer look at specific players' performances.  Addons like Recount or Skada do a good job of tracking current information, but additional information can be obtained from using a site like www.worldoflogs.com.  Using World of Logs, you can tell just how often a player has specific debuffs on the boss (such as DoTs), and by looking at these percentages of uptime, along with seeing their entire damage ability breakdown, you can usually get a quick idea as to whether they are playing correctly.

Encourage players to research their class/specialization, and to try new things.  Additional addons such as WeakAuras or Mik's Scrolling Battle Text may help.  Above all, promote communication.  It's difficult to help fix a problem when you don't know about it!

Sunday, January 27, 2013

Identifying Cause of Death: CSI WoW-style

Before I begin, here's a shameless self-promotional link to my other blog, which is now listing development updates for a RPG I'm creating called Wrath of Gaia: http://www.wogroh.blogspot.com/.

That out of the way, I'm now going to talk a bit about how you can personally guarantee to make your raids or dungeons easier, requiring fewer pulls per boss kill.  These tactics should be employed by your group's leader(s) for maximum effectiveness, but there is no reason standard members cannot use the following strategies (in such a case, it becomes that much more important that you communicate your information tactfully, so as not to step on anybody's toes).  The concepts included within can even be applied to games other than World of Warcraft (though I will be using examples and terminology from that game to make the discussion easier).  It's even only three steps long.  Interested? 

The following sections are going to assume you are going to have the appropriate number of players for the content you are attempting to do.  Trying to complete PvE content with lower than the recommended number of players may cause certain fight mechanics to behave oddly, increasing the overall difficulty of the encounter and making evaluation that much more difficult.

That all said, let's get this running.

Step 0 - Determine Your Focus

This isn't really even a step, but it's worth mentioning before we get to the following parts.

Most groups tend to have a focus on dying the least amount of times possible (or spending the least amount of their time on the fight).  The strategies contained below reflect that view.

That said, if the focus of your group is to experience new content for yourselves without spoilers - to be (unpleasantly) surprised by boss attacks/specialties, and to say, "Wow, that boss's attack really hurts!  Now, how are we going to deal with it?" feel free to temporarily skip Step 1 below (I'm sure you'll be coming back to it if and when you decide you need to strategize).  However, be sure that this view is shared by ALL members of your team - not just yourself.  It's not a particularly common view.

On a side note, pay close attention midfight to see who in your group dies first.  You'll want this information for Step 2.

Step 1 - Have a Plan (or Not)

Don't run into the fight blind, expecting to just shoot the baddie until he falls over dead.  There's (almost) always going to be some special attack or mechanic that's going to mess you up if you don't know how to manage it.

Do your fight research.  Understand what needs to be done, determine how you're going to accomplish it, and communicate the important parts that others need to know.  Be direct, and try to focus on giving instructions out in relevant sections.  For example, consider the following scattered, incomplete directions:

"Biggest thing we got to worry about on this fight is Sudden Death.  Ranged players, stay spread out so that you guys don't have to move if you get hit with it.  It will kill everyone near you if you're all grouped up.  Melee, if you get targeted, run out of melee range.  Stay away from the front of the boss, because he has a breath attack."

The problem with the above directions (although they may describe all of the fight mechanics), is that it's described in a poor order.  Usually, fight strategies are much longer than this, and if you start with mechanics that only pertain to one group of players, other players tend to start tuning out your description, because it doesn't directly apply to them.  For a specific example, when you address the melee, all they know is that if they get targeted (some of them might not even know by what, and may assume boss melee swings/aggro), they should run out of melee range.  I can guarantee you that some of them will run out of melee range DIRECTLY ON TOP OF RANGED PEOPLE, because they missed the part where the mechanic kills any other players near you.  Additionally, ranged players may attack from in front of the boss, and subsequently get killed by the breath attack, because they assume you're still talking to the melee players when you talk about not standing in front of the boss.

This is the sort of thing where usually if someone screws up, they learn, and you will not have that person doing that mistake again, but you still lose time having that person learn when the death(s) could have been avoided.  If this happens multiple times for multiple people (especially for multiple mechanics), it can add hours onto the time you spend trying to defeat an encounter.

Below is a better pre-fight explanation for your team:

"Alright everyone.  This boss does a frontal breath attack, so NOBODY stand in front of him at any time other than the tank.  Also, he will mark players with a 'Sudden Death' debuff, that will kill any other players standing within 10 yards after 5 seconds, so if you get the debuff, move away from everyone else.  Ranged, stay spread out so you aren't running all over the place.  Melee, move out of melee range if you get the debuff so you don't gib the other melee."

As a closing note, in addition to keeping instructions organized and relevant like this, try to emphasize category words (such as 'everybody', 'nobody', 'melee', 'ranged', 'healers', 'tanks') by saying them slightly louder, or using caps, so that people who may be daydreaming get brought back to reality and hear what it is they're supposed to know.

Step 2 - Determining the Cause of Fail

Alright.  You followed your plan of action (or lack thereof) and lost.  The boss is laughing at your corpses and you're working on resurrecting your characters.  Heal up and try again, right?  Obviously someone messed up and now knows what they're supposed to be doing.

Hold up a minute.

In your group's defense, if you're the leader, chances are good they do NOT know what went wrong, and require someone else (probably you) to figure it out for them.  So, let's run through the motions (as quickly as possible) of various scenarios that may have occurred.

I've found that the most useful information is usually obtained from the first people that die during the fight.  If you have the option to quickly do so, after the fight, look at the players' death reports and determine what killed them.  Problems tend to snowball after the first player dies, so that first death report contains some of the most valuable information.  If you can't figure anything out from the information, talk with the player.  See if they know what happened to them.  They might have personally figured it out, and have adjusted their strategy, but if that information is relevant to all other (or to similar) players, you waste time by not sharing that information immediately, because everyone else would need to figure it out for themselves!

It is extremely important to keep in mind that a player dying does not automatically = their fault.  "That melee guy got Sudden Death and ran up and hugged me."  Additionally, someone may die from lack of healing, because the healers may be silenced by mind-controlled players, who should've used their silences on the boss immediately before the mind control happened so that their characters would not be able to silence your team's healers.

As you can see, the blame game can be traced a long way.  In some ways, it pays to go back to your childhood days, where you kept asking "Why?" to everything.

Dead Guy: "I died."
You: "Why?"
Dead Guy: "I didn't get any healing."
You: "Why didn't the healers heal you?"
Healer: "We were silenced."
You: "Why?"
Mage: "I forgot to put Counterspell on cooldown before the mind-control."

Mage recognizes his problem, and that usually means he will fix it.  Problem identified and solved.  A lot of the time though, this won't be that easy.

As mentioned above, looking at the death reports for first deaths is a good start.  Identify the ability that caused the most damage (not just the killing blow), and determine whether that damage can be lowered, avoided, or split better between different players.  If it can, figure out how.  If it cannot, figure out a better way to help block the damage (through shield-absorption effects or damage-reducing cooldowns), or a quicker way to heal it (healing cooldowns may be required here).

Consider the following when determining causes of death: missed interrupts, broken crowd-control effects, lag/disconnects, stacks of increased damage taken (or damage-over-time) debuffs, out-of-range for healing issues, boss's enrage timer, and emergency AFKs because the fishtank is on fire.  Thankfully, a lot of these mechanics are not present on the same fight, so you're really only left with a couple to worry about at a given time. 

I will go into a lot of these topics in much greater detail in upcoming posts.

Step 3 - Communicating What You Learned

It does the group no good if you keep everything you got from Step 2 to yourself, or if you assume that the others it is relevant to know about it already.  You do not need to be overly vocal about your findings, saying in public chat, "Well Bob died because the healer couldn't heal him because our mage failed!"  It's enough to send a whisper to the mage asking if he knows when to use his silence, and to check if he knows how to tell when the boss's mind-control move is about to happen.

Keeping spirits high is important to the group's success as well, so you should aim to minimize the alienation that occurs when someone is called out for screwing up. 

And that's it!  Knowledge in-hand and team prepared, you're ready to fight again, and die to something different.  Good hunting!

Thursday, November 8, 2012

The Followup

Included: WoW brewmaster stats, interface/addons (WeakAuras)

Well, it's official now.  After spending the gold to acquire the Darkmoon Fair agility trinket, my tank and DPS gear sets are now identical.  Originally I had swapped out helms (for a +stam and 2% less spell damage taken meta), but with a new helm whose item level blows my former ones out of the water, I'm going to end up using it for both my specs regardless, so I decided to just go with the agility meta for tanking.  I may end up swapping back to the stamina/spell damage meta in the future when I acquire another helmet of equal power (since spell damage is most tanks' soft spot), but until then (and heroic-modes) I think I can get away without.

I also performed the tests I mentioned in my last post, to determine the effects of shuffle and elusive brew on parry/dodge.  They both seem to give a flat percentage bonus to dodge and parry regardless of your current values, so diminishing returns should not be affected.  This may make dodge/parry more desirable, since there is virtually none on leather gear by default.  I may reforge into parry in the future, since brewmaster monks already have a bunch of base dodge from agility.  I'll worry about this when my gear level improves and my haste is a bit higher (probably in future tiers).

I have, since the last post, readjusted my gear so that I cap my hit and dodge-cap expertise, but I don't pursue any further expertise (to the parry cap)...I instead go to haste to boost my energy regeneration, making it easier to manage the shuffle buff (and gain elusive brew stacks).  Gearing this way also ensures that I do considerable damage when I switch to DPS-spec.  As DPS, I'm usually managing around 60k on most single-target fights (with no damage bonus fight mechanics), which is nothing to sneeze at.

I've found that the biggest way to maximize my own numbers was through the use of the proper addons.  In my case, I didn't want an addon telling me how to play--I wanted a way to have it tell me things when I want to know about them, so that I can decide for myself when the best time to use specific moves is.  To this end, WeakAuras has been a great help.  I can create my own notifications, and then completely customize when, where, and what is displayed on the screen.  Areas where I have found this to be extremely useful include:

1) Timer Bars for abilities, buffs, debuffs - the last thing you want to be doing in the middle of a fight is browsing through your icons in the corner for a duration number.  By setting up a timer bar and placing it somewhere useful on-screen, you can easily see just how much longer that ability will last.  This is very useful for defensive cooldowns, such as Fortifying Brew, Shield Wall, Hand of Protection, etc.  This can also work for 'pet summons', such as Xuen the White Tiger, Spirit Wolves, Earth Elemental, etc.  In some cases (like Xuen), this timer bar is the only way to really determine how much longer your pet will be around.  You can also set up timer bars for proc-based buffs, or debuffs if you desired.

2) Notification Icons - this ties into the above timers to provide a better visual clue when certain buffs/debuffs are present, or when an ability of yours is no longer on CD.  These can also be used to notify you when you're missing a buff.  You don't want to set up tens of timers -- browsing through those wouldn't be much better than browsing through the original buffs/debuffs in the corner.  The key is to limit the timers to a minimum, and convey other important information through relevant icons and sounds.  More on this at the end of the section.

3) Highlighting Abilities - WeakAuras also has the ability to highlight spells on your action bars, just like WoW does by default when certain procs activate.  I haven't found this to work 100% of the time, but it's still helpful.

4) Alert Sounds - sometimes it's better to receive important information through more than one medium.  When tons of things are happening on-screen at once, it can be useful to set up sounds to certain event auras to ensure that you know what's going on.  Again, like timer bars, you do not want to apply too many sounds to your auras--just ones that are critically important.

To better demonstrate these concepts, I'll give examples of my own aura setups, and rationale for setting them up as I have.

In this screenshot, I have 6 different WeakAuras active.  The one in the center-left tells me I don't have 3 stacks of Tiger Power and 3 stacks of Power Guard, and tells me I should use Tiger Palm to fix this, highlighting button 4 on my main action bar.  The aura center-right tells me that my Shuffle buff is either missing, or has less than 3 seconds left on its duration, and tells me that I should use Blackout Kick to fix this, highlighting button 5 on my action bar.  Keep in mind that the Tiger Palm and Blackout Kick notifiers here are placed in the same positions where the default WoW notifiers appear when you are a DPS monk and get a mastery proc (Combo Breaker: Tiger Palm/Blackout Kick).  This helps ensure consistency between my tank and DPS specs...if I see an icon on the right, I know I need to Blackout Kick...if there is a left icon, I need to Tiger Palm.

The auras at the top of the screen are more suited to boosting your DPS, but I still feel are important.  The blue cat circular symbol in the center notifies me that 'Invoke Xuen, the White Tiger' is no longer on cooldown - he is ready to tear up some enemies for me.  This aura also highlights my Xuen button on my lower left action bar.  The fire effects surrounding the Xuen notifier at the top of the screen each symbolize a different agility proc.  The left fire is the agility buff gained from Relic of Xuen, the right fire is the agility buff gained from Bottle of Infinite Stars, and the top fire is the agility buff gained from my Dancing Steel weapon enchant.  Because most summon spells (such as spirit wolves and fire elementals) base their power off of your current stats at the moment you summon, I try to only use my Xuen cooldown when I have at least 2 of these fire auras lit.  If all 3 are up, I use Xuen immediately!

After using Xuen, the blue icon at the top of the screen disappears (telling me that Xuen is on cooldown) and is replaced by a timer bar displaying Xuen's remaining duration.  On the right, below where my debuffs are displayed, you can see my other timer bars showing the remaining internal cooldowns of my agility-proccing trinkets.  These timers help me to better coordinate my next Xuen cast -- when Xuen is ready and I have 2 fires lit, I check my timers to see if the third is ready, or if it is on cooldown.  If the cooldown is long, I should use Xuen immediately instead of waiting for all 3 procs to line up.

Other notable auras I use include a notification aura when I reach 15 stacks of Elusive Brew or 10 stacks of Tigereye Brew.  This displays a large green mug icon on my screen, telling me I need to drink, and also plays a chime sound, just in case I'm not paying close enough attention.  On a similar note, I use an aura to track whether I have the buff from my ox statue (Sanctuary of the Ox), and if not, it displays a large yellow ox icon.  Lastly, I have an aura to track when I am affected by Moderate Stagger or Heavy Stagger, both of which play distinct sounds and put a skull & crossbones icon on the screen until I use Purifying Brew (or die).  All of these auras also highlight the appropriate abilities I should use.  It's worth noting that a lot of these auras are configured so that they are disabled when I'm outside of combat, or when I'm not in a dungeon.  When you're looking around for daily quest items, you don't want a lot of stuff like a big blue Xuen icon blocking your screen!  Taking the extra couple minutes to enable and disable where these auras activate can improve your play experience that much more.  (For the record, I recommend keeping your proc-based timers enabled 'everywhere'...case-in-point, if you have them set up to turn off outside of combat, you will enter a battle, have them proc, kill the enemy, exit combat and have your timers disappear (lets say with 20-30 sec left on the duration).  If you enter combat with another enemy 3 seconds later, those timers will not reappear with their remaining duration -- it will seem as if your trinkets are off CD and ready to activate, when in reality they are still on their internal cooldowns.  Keep timers enabled to avoid this problem!)

Configuring your UI so that it tells you what you need to know (instead of what it thinks you need to know) is one of the biggest steps you can take to improving your gameplay.  It'll probably take you a full night to install, setup, and test your addons, but in the end, it is time well-spent!

Wednesday, October 24, 2012

The Beginning

Included: Introduction, Purpose (or lack thereof), Background, WoW design (with game design tip of the day), WoW raiding progress

In order to experience an adventure, you have to take that first step.

Thus, this post.  This blog will serve as an inside look into my various activities and thoughts, some of which include online MMO gaming, game design, writing, philosophy, and random other crap I find funny.  Some posts will provide a lot more insight than others.  Some may serve no purpose other than to get my own thoughts down onto electronic paper.

To be completely honest, I'm not sure why I'm starting this blog.  I'm known to do some things on impulse, and am just as likely to abandon said projects when the interest fades.  This may be one of those things, and it may not.  Time will tell.

Stick around, and you may learn a few things.  You also may be subject to some of my rants.

To provide a little bit of background (especially since I'm going to type up the background section a little later), I am a gamer, primarily a WoW player--a raider and leader of a PvE guild on the Dark Iron server.  I tend to play the game daily, like many thousands of other players.  I've been playing for probably close to 6 years.  Not that I can't stop playing--I take breaks on the weekends to spend more time with family, and also play other online games for stretches of time when WoW 'slows down' between patches...you know what I'm talking about!  In any case, I play the game for lengthy periods of time often, and thus, would consider myself better than average at the game.  Like anything, if you practice something long (and hard) enough, you're bound to get better.  Or, at the very least, you'll gain levels and get better equipment, allowing your character to do better while your brain continues to sit like a pile of mush.  Believe me when I say there is more than a fair share of these players out there.  There are times when I think my server (and cross-realm group) are chuck-full of them.  I am also just as sure that there will be entire posts about these kinds of players (and what they do) in the future of this blog.  You'll likely recognize these posts by a tag such as 'WoW idiots' at the top of the page.

Anyways, today was the first day my raid group raided (10-man normal mode) in the latest Mists of Pandaria expansion.  I played the role of a brewmaster monk (tank) and proceeded to do what most tanks do--get their face smashed.  Turns out the raid bosses don't pull their punches, and a fellow raid member informed me that stacking hit & expertise, like IcyVeins and Mr.Robot suggest for some tanks, may be bad information due to a faulty simulation.  Go figure!

And that brings me onto the topic of tanking stats in Mists.  This can be a tricky topic to address (especially since I have a lot of strong feelings about this subject, and I haven't done a whole lot of my 'homework' yet), but it bothers me how certain tank classes are best advised to stack 'DPS stats' to maximize their effectiveness.  I imagine the case-in-point here would best be illustrated by guardian druids and brewmaster monks, since I believe the plate tanks still get a lot of use out of stats like dodge & parry.  Mastery seems to be that oddball stat that can be really good for you or really poor, depending on how it scales and its exact function.  Overall, I don't think this is a bad thing--it's nice to have some variance between classes (and specs) in the form of unique masteries that you can choose to stack or avoid.  In the Cataclysm expansion, mastery was particularly good because (from what I hear) it was not subject to diminishing returns (or was to a lesser degree than other stats).  From what I understand, this is no longer the case, and as such, its value for a lot of specs has dropped.  (This is all heresay from guildies, so I advise searching for more definitive answers elsewhere.)

That said, a lot of my frustrations with managing stats in WoW can be summed up in that single area of the game: diminishing returns (DRs).  It's one of those safeguards in place to prevent people from 'cheesing' certain mechanics of the game, but in practice, I don't feel it's a great system.  Case in point, if a player 'likes' using a certain statistic, why penalize that player for seeking it out excessively?  Why set up a system with invisible DRs that requires skilled players to go OUTSIDE of your game to several different websites to look up information on which stats they should be getting (or how much) to minimize this sort of point loss?  Is simulating characters what you want your players doing, instead of actually playing in your world?  And for the record, I don't believe I've seen any information about stat DRs within WoW itself (loading screen tooltips, in-game tooltips, mouseover displays over parry/dodge stats, etc).  The only reason I know they even exist is from doing this sort of outside reading.  Game design tip of the day: The player should not be expected to go outside your game to play it well, or to understand it.

Tying this back into the original topic, I'm relooking at taking dodge/parry/mastery on my monk again, and ditching a lot of this extra expertise I had been using to try reaching the no-parries cap.  The DRs again throw another kink into this though, as I do not know whether temporary stat buffs, such as Shuffle and Elusive Brew, cause additional diminishing returns on your parry and dodge stats when they are applied.  I believe I'll test this tomorrow by removing various pieces of dodge gear, and see what results appear on my character window as I activate Elusive Brew on some training dummies.  When in doubt, hit the dummies...I always feel it's better to test things within the game itself, instead of some sort of simulation (which isn't you playing the game).

Once again getting back to the topic of tanking stats, I can see the merit of having hit and expertise to ensure you land enough attacks to generate the resources you need (elusive brew stacks and chi points) to use your defensive abilities in a fluid rotation.  But stacking things like haste to boost elusive brew (and to fill your energy bar faster) is something I'm not fond of doing.  At that point, what truly distinguishes the DPS from the tank?  As is, I have a 'one-set-fits-all' gearset that ensures I always hit (when DPS), prevents enemy dodges when tanking, and has a naturally high haste rating from various pieces (supposedly good for both tank and DPS monks).  It seems to be working fine in practice, but I feel a bit dirty for running around performing both roles in nearly identical gear.  Heck, with two agility trinkets, I don't even end up changing either of those half the time.  Should tanking really be as simple as swapping one trinket out for a stamina brewfest bonus on heavy-damage fights?  Personally, I wouldn't like to think so.  But perhaps that's just how the game is currently designed.

At any rate, we downed the first two bosses of Mogu'shan Vaults tonight, and I am looking forward to getting back in there tomorrow.  Not bad for a starting night with two PUGs!