Abilities I usually wish didn't exist in 5-mans

Not all tanks will have the same degree of irritation with all of the following skills (for example, I play a druid, and because bears don't have a ranged silence, a knockback on a caster mob is much more likely to annoy me than, say, a death knight tank), but I promise you that they've all been mentioned by my tanking colleagues as abilities with a high chance of blowing a pull.
Thunderstorm, Typhoon, and Blast Wave
Some of you may recall that I have written on the subject of knockbacks before. I wasn't really fond of them in 5-mans then, and I'm not really fond of them now.
When they're awesome: If you're knocking something toward a tank, knocking a loose mob away from the healer, or you're a boomkin and Typhoon is the only way you have to interrupt, say, the Ghostly Priest's heal in heroic Halls of Reflection, then a knockback can be at least be helpful. I'm not going to lie and say that the annoyance factor will vanish, but I will grudgingly concede that you're using it for a good reason.
Why tanks hate them: I don't build aggro on stuff I can't hit. Beyond that, the number of players who stop and think about the results of blowing caster or ranged mobs away from a tank is vanishingly small. If I've line-of-sighted a pull and dragged the mobs into a narrow area, it's because I want them in that specific position, and line-of-sight is the only way I have to force them to come into tankable range. If you knock them away from me, a ranged mob is going to stand wherever you just put them and keep trying to kill me, and I can't silence casters to force them to mosey on over. My only silence is also a stun, which doesn't help the positioning issue. While other tanks can deal with caster mobs a little more easily than bears can, there's no guarantee that their interrupt is off cooldown or that they'll be able to silence multiple enemies to get them to move again.
The bottom line is that, even deployed correctly, knockbacks play havoc with where the tank actually wants the mobs.
Divine Storm and Bladestorm
When they're awesome: At any point after I've had the chance to beat on the mobs for longer than 1-2 seconds.
Why tanks hate them: Because that never happens.
Army of the Dead
When it's awesome: Did the healer disconnect? Is this phase 2 or 3 of the Black Knight in Trial of the Champion or...well, pretty much at any point in heroic HoR's trash waves? Is a pull going to hell, I'm about to die, and the healer's out of commission? Not only is that a great time for AotD, but I'll also thank you afterwards for having the foresight to pop it in these circumstances.
Why tanks hate it: On any boss or mob with a frontal cone attack, cleave, or tail swipe, AotD is usually more trouble than it's worth. The enemy will just keep spinning around to target and stomp ghouls on all sides of them, which means that the mob is basically uncontrollable for as long as the ghouls are still up. On any boss encounter or trash pull where the mobs being uncontrollable is a highly undesirable occurrence, please rethink pulling out the little beasties. Healers will also hate you for popping Army on, say, Keristrasza and getting them tail-swiped out of the party's range.
Feign Death
Why it's awesome: Because it exists.
Why tanks hate it: Because Murphy's Law dictates that the people who actually need to use it are the ones who don't seem to have it hotkeyed.
Death Grip
When it's awesome: There are a lot of places in Wrath dungeons where it is not particularly convenient (or sometimes even possible) to line-of-sight a pull. If you Death Grip a caster or ranged mob over to the group for me -- say, an Ahn'kahar Spell Flinger charging up a Shadow Blast -- I will be your bestest buddy for the rest of the run.
Why tanks hate it: The odds of your running across a DPS death knight who uses Death Grip correctly seems to occur at a rate of around 1%. Far more common is the DPS DK who impatiently pulls the next group before you do, but lacks the sense to at least pull a caster mob while doing it. The inevitable result is a melee enemy beating on the death knight while I run around like a giant idiot trying to grab aggro on the rest of the pull while taunting a caster who refuses to move.
Frost Nova
When it's good: Did I miss an enemy or get stunned straight off the pull? Is some nasty little mob running for the group and I'm gouged/stunned/feared/silenced and unable to taunt? Pop it under those circumstances and you're gold. Did you Frost Nova a runner? Thank you. No, seriously.
Why tanks hate it: From a tank's perspective, Frost Nova is much like knockbacks in that it plays havoc with positioning. For the period where the mobs are completely rooted, there is nothing we can do to position or reposition the pull in order to avoid damage or respond to a nearby patrol. It's also not unusual for a Frost Nova'd pull to have multiple enemies scattered just out of melee range of each other, with me in the middle desperately trying to convince all of them to hate me more than you while you're charging up a giant Blizzard or Flamestrike. The rest of the DPS, seeing you unload, has started doing the exact same thing. I blew Challenging Roar the last time you pulled that stunt, and it ain't up now. Good luck!
Worst of all is a mage who pulls aggro and then panics and frost novas the mob/s. Not only is the pull now likely to be split between two groups of mobs, but a rooted mob will instantly aggro whoever's next to them regardless of threat, and that's a great way to get someone who wasn't doing anything wrong killed.
Any ability that allows you to hit a mob right after I've pulled it but before it reaches me
When it's awesome: Pretty much never, unless you are a hunter pulling something into a trap.
Why tanks hate it: The moment I see a DPS hack/shoot/cast at a mob while the pull is still on its way over, I know I'm in for a long run. Not every mob pack is positioned in a way that makes it possible for me to charge in and build threat without aggroing more packs, in which case I will stand at range and pull it. I will have a limited amount of threat on the mob on whom I slapped a Feral Faerie Fire, but on everything else, the only thing that makes them hate me more than you is the fact that I just made their buddy mad. If you so much as sneeze in their direction, they will immediately turn your way and try to kill you. While I know it's annoying to wait 2-3 seconds while the pull runs my way before you start DPS, I die a little inside when the pull is a disorganized mess and not a neatly-arranged little clump in a spot that's convenient for everyone and easily AoE'd in the event that AoE is possible.
Behavior like this makes me not want to PUG as a tank through the Dungeon Finder. Please -- help me help you!
Filed under: Analysis / Opinion, Instances
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Reader Comments (Page 5 of 17)
Dylan Jan 12th 2010 8:26PM
Thank god,
Finally someone laid it out. Last night I was running with a hunter who was in mostly icecrown epics while im sitting still trying to farm up the rest of my badges for better Triumph gear. The guy repeatedly pulls aggro off of me, complains that I can't hold aggro, and never ONCE misdirects to me. Needless to say, I let him, and the other in blues priest who was complaining die. Its not my repair bill and if you're not going to even attempt to help me, well, then you can deal with the adds on your own. Maybe It's the wrong philosophy, but it was an aweful Halls of Stone run to say the least.
Joel Jan 12th 2010 9:09PM
Back when I rolled my DK I borrowed from Ms. Robert's Open Letter to Death Knights ( http://www.wow.com/2008/10/07/tips-for-new-death-knights-from-a-fellow-tank-part-2/ ) and made a macro...
"If the tank dies, it's the healer's fault.
If the healer dies, it's the tank's fault.
If the DPS dies, it's their own damn fault."
I still use it on all my toons.... Usually when I am grouped with a bad hunter....
Arbolamante Jan 12th 2010 9:27PM
@joel - well it's the tanks fault if he dies because he chain pulled way too fast while the healer is drinking 'cause his manna ran out because the tank is chain pulling too much stuff too fast. I had a guy make some snide remark when I pointed out this was a problem - "My bad, I thought all druids had innervate." I had to explain to him that it had a cooldown....
BlackTiger™ Jan 13th 2010 5:39AM
@Joel:
Hunter's song:
Russian:
Если лидер рейда нуп,
Главный танк тупой, как дуб,
В войдах все дд лежат,
А в рейд чате только мат -
Мисдирект повесь на хила
И скажи, что так и было.
(straight translation from russian):
if RL is n00b
if MT is stupid as oyster
if all DDs are lay in voids
if raid chat full of f**ks
put your MD on healer
and say - it's was in such way initially
Bohica Jan 12th 2010 8:27PM
Ah death grip. So beautiful when used correctly, so obnoxious the other 99% of the time.
Quasimofo Jan 12th 2010 8:27PM
As a tank mere words cannot express how much I hate arms warriors sometimes. I can't count how many times I've gone running up to the mobs to see Mr. Dizzy charge up ahead of me and start spinning only to die a horrible death and complain about bad tanking the entire time it takes everyone else to clean up his mess. And of course by the time he's rezzed and healed, his CD is up, so guess what he does on the very next pack?
There is a good time and a bad time to use any and every ability, most people don't bother to consider either.
Ken Jan 12th 2010 9:25PM
I use bladestorm, but I always give the tank a few seconds to hold aggro. I have died doing stupid stuff in heroics but not as a result of bladestorm.
nwoods13 Jan 12th 2010 10:01PM
I lol'ed at this one. Real hard to. As a healer I just let people like that die.
Voen Jan 13th 2010 9:22AM
It's right for them to die and be kicked out for not learning anything.
Really. Not all of us arms warriors go crazy because we have Bladestorm and we like to tear things with it. I wait a moment for tank to build threath, charge in, hit my bleeds on the boss, Rend and Mortal Strike and only then I hit Bladestorm. Usually at this moment I'm very low on threath meters so it's safe to go nuts for a moment. If for some reason tank hasn't build enough threath, I'm second on threath list and using Bladestorm probably would steal your aggro, I can gladly wait and just dps normally for a while before Bladestormig. Bosses have so much healt it's fine to use it a bit later, there is still time. After all I don't want to tank and make your threath building harder.
I don't use Bladestorm on trash mobs. I know your not holding everyone 100% and can't. We can dps them down one by one and let you tank. But I'll hit my Bladestorm when we are in trouble. When tank dies. When there's just too much mobs and we can't handle them one by one. When healer dies I'll try anyway to survive.
I think I'm bit too careful not to piss off anyone. I always wait before charging that tank has mobs on him, see if he wants to move them somewhere, then I'll /assist him. Some tanks mark targets many don't. So I just use assist very often: when we have killed the first mob to choose the next to hit or when I notice I'm generating more threat to see am I really hitting the right mob like I thought at first.
Arrowsmith Jan 12th 2010 8:29PM
Misdirection.
Why it's awesome: Because I get to help Tanks with aggro troubles get the threat they need to keep up with the other trigger-happy DPS.
Why tanks hate it: Because I seem to be the only Hunter ever using it.
Seriously, fellow Hunters. MD + Volley. You should try it.
elvendude Jan 12th 2010 8:33PM
I've actually considered macro'ing MD into both my Volley and my Chimera Shot. Sure, I'll have to hit it twice every time the MD cooldown is up...but I think that may be worth it.
SunwellVialist Jan 12th 2010 9:51PM
This, this this this.
A hundred times this.
I love doing it on my hunter.
Tons of threat for the Tank!
Sicadastra Jan 12th 2010 10:11PM
I love the new MD mechanic. Coupled with Volley or Multishot, great way to help your tank gather up groups of mobs (assuming that the mobs should be gathered in a group). USE IT.
Another underutilized hunter ability is the Distracting Shot taunt. If a mob aggros a clothie, and MD is on cooldown, don't be afraid to turn, taunt, disengage INTO the tank (or just run to him), and Feign. But for the love of god don't accidently put it on your bar somewhere where it might end up getting hit by mistake...
The Giant Jan 12th 2010 10:13PM
Best combination ever. Loads of quick threat to the tank, and everyone is happy.
Plus, when you have an obnoxious dps with you, you can MD them and add a few bills.
Lyraat Jan 12th 2010 10:15PM
Note to tanks: MD changed in a couple ways. Yes, we can now MD+Volley. Yes, we can now dump 20k threat on you. No, we can't use it on every pull because 1. The cd got changed (read: cd increased) and 2. Because LFG tanks run instances like they're houses are on fire.
You wanna try for a 5-minute instance run? Fine, but don't bitch when I pull threat doing Volley because MD is still on cd from two pulls ago and FD is on cd from the last pull.
Gemini Jan 13th 2010 1:18AM
If MD is on cooldown I'll let tank build aggro for several seconds before I even touch a button. (Well, I'll send my pet out, but he does so little threat it doesn't matter.)
In addition, if we're clearing trash before a boss pull, I won't MD, because I want to save it for the boss.
Zii Jan 13th 2010 1:34AM
Why tanks hate it: Because some hunters seem to think it can pull without the tanks consent.
Very annoying when a hunter pulls and you say 'don't pull' and they go 'but i md'
Allison Robert Jan 13th 2010 2:01AM
I adore Misdirection and Tricks. It just feels really nice knowing that at least one of your DPS cares about making the run go more smoothly, and in the event that I get stunned or CC'd, the extra threat buffer versus any well-geared DPS in the group is a godsend.
kalle.last Jan 12th 2010 8:29PM
Today I wiped in VH because some DK decided to use army on the boss that you need to kite from orbs. Obviously the boss stood still, got orbs for >9k damage boost and pretty much oneshot me after aoe'ing the rest of the people down. Sad thing gear-wise we were soooo much above the minimum it wasn't even funny.
Marconius Jan 12th 2010 8:30PM
It should be added to the Frost Nova issue that often when the mage -does- use it at the correct moment and place (say, to save a healer from a runaway mob), a lot of ranged people forget that you're not supposed to stand right next to them!
As in, mob running for the healer or myself... tank is busy with three others... I pop Frost Nova (assume the mob has no ranged attacks) so that's good, right? No, because that's usually the point the healer either decides he wants to stand right next to the nasty vrykul or actually runs to it because... I don't know, the tank was out of range? He had an urge to move? I cannot tell...