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7-11-2008 @ 9:22AM
Warrior: Best tank to make healers feel better. Less healing needed overall, good threat mechanics once their DPS in tanking mode is improved to add to threat. Weak against fast hitting mobs.Paladins: Best Aoe tank. Best tank to take lots of fast hits. Needs to be targeted to generate mana for threat.Weak against casters.Death Knight: Best spellcaster tank. Will slow their damage, reduce it and hold their attention through these moves while beating on them. Weak against bosses that require blocking or do fast hits.Druid: Best generalist tank. Largest HP pool and armor. Can take damage from casters, packs of melee, and single bosses that hit hard or hit fast. Not the best at any of them, but probably second best against all. Best at generating threat when not being attacked and so best off-tank on bosses that require the 2nd on list absorb hits.So how can we make this work?1: You need 1 of every one of these for every major encounter, not just the trash. This means bosses should have phases that introduce mechanics where every one of these tanks is used.2: See #1.Example of this design:Solarian. She starts casting and each tank takes a turn taunting her to take her damage while the raid goes insane. (This can be currently done, all 4 could do this.)Phase 2 starts, large pack of melee mobs shows up. Tankadin holds them. He allows AOE to kill them while the other tanks grab the priests and Solarian.2 priests spawn, and Solarian show up. all 3 have to be tanked. DK grabs Solarian and stops her from doing much. Warrior and bear grab priests and keep them from healing with either their interrupts (or stun in bear's case) or just holding them while melee does.This continues until she turns into easymode. You still need a tank. Warrior can easily handle her, as could any of them. Now if we were to tweak this for the new content and to be fair, we'd put in a mechanic where that easymode wasn't. She hits hard and slow and an off-tank is required to suck up some sort of hit. Warrior and bear shine in this. This lets all 4 do their job, makes them all have important roles, and you won't see them feel like crud. To mix it up you can have the tankadin have to take the boss in some way and the warrior tank some slow, hard hitting mob that they excel at.Make every boss fight in WotLK work with mechanics like phases where the boss changes (bear boss), adds (see above), an off-tank keeping melee alive (gruul), and magic damage being shot around like it's going out of style (shade, but with an aggro table) and you can easily make all 4 tanks important in every aspect and able to contribute.No one likes having to sit out a boss or do something they normally don't because the designers were lazy.I see 4 tanks as a great idea. Having them contribute more to DPS and all have focus areas will give raids a great tool.Sorry for the wall of text.
7-11-2008 @ 11:40AM
Doing every fight like this would get old fast and i am pretty sure people would get bored. Yes a few fights like this would be great but there'd have to be a few twists to keep it interesting and funThey just need to balance tanking roles out better. I think all tanks should be viable and not questioned when main tanking a boss. Those "oh shit buttons" warriors have give them a very distinct advantage when people want to learn a fight.Not everyone wants to only be The Trash Tank, The Off Tank, The Magic User Tank(come WotLK). Then boss comes you get asked to switch to heal gear(Paladin) if there is nothing else for you, Druid s got this part sweet as they get to either offtank or dps as its the same fricken spec. and for Prot warriors well you get to Dps...not the best dps but i have seen some Prot warriors do decent dmg in their dps gear.So far i have tanked with a warrior and a Paladin, I plan on rolling a Druid so i could make a statement with a full understanding of the 3 current tanking classes.
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