Stepping away from +threat
Threat is at the heart of tanking. However, it's totally hidden from the player, and many players don't understand it well or at all. A thumbnail sketch: every point of damage you do causes 1 threat. Every point of healing you do causes 0.5 threat (unless you're a paladin, in which case it's 0.25 for reasons I've never fully understood). This is base threat; many classes have threat modifiers. Rogues, for instance, have an innate 30% reduction to threat. Warriors and Druids get 30% improved threat in their tanking modes (Defensive Stance/Dire Bear Form); this will be raised to 45% in LK, I believe. Paladins get 90% extra threat for their Holy damage from Righteous Fury.
Then there are various tanking skills which have special threat modifiers. Sunder Armor is one that has been around forever; it wouldn't cause much threat inherently, but it's got extra threat built in. Lacerate and Revenge are other examples.
In short, the way Blizzard has traditionally made tanking work – made sure the tanks are causing more threat than everyone else, so the mobs will attack them – is by keeping their damage low, but raising their threat with threat-increasing auras and threat-boosted abilities. This is not the tack they're taking in LK, based on some trends that have been emerging in blue posts over the last month or two. For instance, Ghostcrawler: "We'd like to get away more from +threat abilities for all classes if we can."
The threat auras are here to stay, but instead of focusing on adding extra threat to various abilities, they seem to just be boosting tank damage. This is pretty brilliant, if you think about it for a second. Tanks have always complained about low damage output, when soloing or for off-tanks that are not needed to tank at some particular instant. Also, threat-enhanced abilities are mysterious: we never see threat numbers (unless you use addons like Omen), and so it can be hard to keep track of what's going on.
But we do see how much damage we're doing, in the combat log or in floating combat text. So why not boost tank damage to (say) 80% of a DPS class's damage? The threat modification auras will boost that 80% damage to 116% threat, again as compared to a DPS class. This will let the tanks stay on top of the threat list, without having to work with too many unnatural +threat abilities. They can just stick to trying to hit things as hard as possible, and rely on their +threat stances/forms/presences/buffs to keep the big ugly guy focused on them. And finally they'll be contributing some serious damage to the raid, and should be able to solo decently. In fact, Prot is currently the highest-DPS Warrior spec in the beta, but that should be considered a bug, and Ghostcrawler has said they'll be rebalancing. Still, expect tank DPS to be very much higher than it currently is.
Finally, this could help simplify itemization. To gain more threat as a tank, just pick up some stats that help DPS (AP, crit, hit, etc.). It's been that way in BC to a certain extent, but the unique mechanics of tanks have given some stats, like Expertise, more weight than they usually have. Of course, many tanking items are still going to be unsuitable for DPS classes due to the presence of mitigation stats like extra armor, defense, shield block, etc., so this won't help with Blizzard's apparent goal to homogenize itemization, but it will mean tanking items, and tanking talents, can help tanks do more damage everywhere.
Edit: I would like to clarify that some of the above is speculation and extrapolation based on what Blizzard has said and what I've observed in the beta so far. All I know for sure is that they want to "get away more from +threat abilities," raise tank DPS, and simplify itemization.
If you want to read more about tanks, you can't miss Tank Talk, our new(ish) weekly column on tank issues. You may also want to check out our constellation of columns for the tanking classes: Lichborne, Shifting Perspectives, The Light and How to Swing It, and The Care and Feeding of Warriors.Filed under: Druid, Paladin, Warrior, Raiding, Death Knight, Wrath of the Lich King






Reader Comments (Page 1 of 3)
elprogramer Sep 23rd 2008 3:12PM
I'm just glad they're making Blessing (Hand) of Salvation redundant. Always seemed like a bad design choice.
elprogramer Sep 23rd 2008 3:13PM
Err, not redundant. Obsolete.
Adel Sep 23rd 2008 3:39PM
As long as they don't make tank dps too high it should be fine. What they don't want is a fury warrior with protection mitigation. Then it just becomes bad for PvP.
Gazelem Sep 23rd 2008 3:13PM
Paladin's heals have lower threat reduction because in the early Beta of vanilla WoW, their ability to tank by spamming heals was better than Warriors or Druids.
Marcelo Abans Sep 23rd 2008 3:39PM
I did not know that. Interesting.
kcgb Sep 23rd 2008 3:49PM
Yeah, paladin's have a low threat modifier on their healing spells because with Spiritual Focus and Concentration Aura paladin's were able to tank AND heal instances, maintaining threat primarily through their own heals.
PeeWee Sep 23rd 2008 5:09PM
This was covered in the very first episode of "World of Theorycraft" on WOW Radio. It's still avaliable for download, even though some of the data might be obsolete.
http://www.wcradio.com/archive/theorycraft/wow-wot-03-27-2007.mp3
Blood Sep 23rd 2008 3:20PM
would be awesome.. prot could be a good solo build and the days of respeccing twice a day would be over
zappo Sep 23rd 2008 3:37PM
Heal tanking can be really fun though. Rather unfortunate that I've gotten sort of good at it due to some of the groups I've run with. -_-;
(this is with a priest mind you)
zappo Sep 23rd 2008 4:58PM
Oops, supposed to be replying to Kyudo below (next comment).
God I hate the comment system here...
Kyudo Sep 23rd 2008 3:26PM
"unless you're a paladin, in which case it's 0.25 for reasons I've never fully understood"
...maybe due to the basis of their mana regeneration being Critical heals...?
Statiek Oct 6th 2008 12:36PM
Yep, precisely. Paladins rely on critical heals for mana regen / stablility, thus requiring a lower threat for critical heals (and overall healing) to match that of other single-target healing, without destorying the mana pool.
Not sure what the other guy is talking about heal tanking as a paladin in WoW Pre-BC... (tanking was not ever viable pre-pc for paladins until they added the Divine Presence. And even then the gear just wans't there.)
Statiek Sep 23rd 2008 4:11PM
Yep, precisely. Paladins rely on critical heals for mana Regen / stability, thus requiring a lower threat for critical heals (and overall healing) to match that of other single-target healing, without destroying the mana pool.
Not sure what the other guy is talking about heal tanking as a paladin in WoW Pre-BC... (tanking was not ever viable pre-pc for paladins until they added the Divine Presence. And even then the gear just wans't there.)
Anon Sep 23rd 2008 4:45PM
Sorry Statiek, but you are wrong. Although the reasons you give make sense for Burning Crusade, the paladin thread modifier was 0.25 since before Burning Crusade was released. Gazelem is saying that in Vanilla WoW (when consecrate was a holy-only ability) it was possible for a holy pally to tank in holy pally gear (with plate levels of armor) by sitting there in concentration aura and spamming heals on them self. That is the reason this value sits at its current level. Given the current state of the game, it could probably be changed back without causing any problems.
Einherjar Sep 25th 2008 7:56PM
Well he did say it was BETA vanilla wow not live, and i'm sure just like LK, Vanilla Beta and Live we're very differnt from start to finish.
Kyudo Sep 23rd 2008 7:38PM
@Anon
Good point! I forgot about that. :P
Tankin Sep 23rd 2008 3:35PM
I think the inherent problem with increasing a tank's damage output is that most designated main tanks have a plethora of damage mitigation. Even I, as a warrior, would hate to see a virutally unkillable brute dishing out top end damage in PvE, and especially in PvP. It can already happen and that's without the mitigation talents.
Heilig Sep 23rd 2008 4:17PM
This.
Exactly this.
Without threat modifiers, the only way a tank can hold aggro is to be at the top of the DPS meters. if you can be at the top of DPS AND be practically unkillable, why would you do anything else?
Threat modifiers for tanks are what make people play other classes.
kitty3572 Sep 23rd 2008 4:18PM
as a tank, i actually agree with this...i think it's a bad idea to give us more dps. soloing is just fine if you know how to do it right. esp as a prot pally. the fact that i can already leave mass piles of bodies behind feels a bit op as it is. that would be just awful in pvp.
Ikarus Sep 23rd 2008 4:22PM
I agree with Tankin completely. this seems like a potentially dangerous change. In terms of PvE, its all good. Give Tanks more damage. But, love it or hate it, PvP is a part of the game that has to be considered too.
My understanding is that the reason say Mages have such low armor (cloth) is because they have such high damage. It's the trade off between dps and mitigation. A prot war has always done way less damage because they have so much mitigation. This obviously goes beyond armor to talents.