Shifting Perspectives: Tanks and the barrier to entry

It comes as no shock to a longtime player that WoW's social culture is riddled with a number of real-life counterparts, and one of the more troublesome is something called the barrier to entry. In real life, this refers to the difficulty of becoming a qualified professional in a given field, and there are some jobs where the barrier to entry is very high indeed.
Take neurosurgery, for example. Ideally, you want to be completely sure of someone's aptitude for the job before you let them take a buzzsaw to your skull. Society relies on the grueling education and residency required to be a neurosurgeon to weed out anyone prone to use of the word, "Oops."
While there's nothing in WoW that comes close to the seriousness of getting a competent surgeon, most players would acknowledge that there are similarities between the RL and in-game version of the "barrier to entry." I'd argue that the comparison is strongest when you're discussing tanks. Tanks, and more importantly, beginner tanks who could potentially ease the tank shortage that causes lengthy queue times for DPS in the Dungeon Finder, have to hurdle a series of problems in the effort to become geared and experienced. Some of these problems are the result of deliberate design choices on Blizzard's part, but the larger share is the consequence of a playerbase that needs tanks but is (ironically) hostile to beginners.
Everyone wants an experienced professional. Nobody wants to be there for the learning process.
And if you're a beginner tank, there's a lot of crap in your way that Blizzard didn't put there.

What is the tank's "barrier to entry?"
The combination of gear and experience required to tank content without threat-capping DPS, straining the healer, or endangering the group's survivability.
While a similar barrier to entry exists for DPS in advanced content (e.g. DPS players unable to surpass 1.5K DPS are not likely to clear heroic Halls of Reflection), it's difficult to argue that the group/raid suffers more than it would with an undergeared and inexperienced tank. A fresh DPS at 80 can jump into heroics without seriously affecting a group's chance of success, or having any measurable impact on the run beyond the speed with which mob packs die.
Essentially, a DPS player's gear and experience largely affect the efficiency of a run, whereas a tank player's gear and experience affects its efficiency, ease, and odds of success.
Why is the barrier to entry a problem?
In some respects, it's not. Very few players want someone with a limited understanding of the role tanking any of the game's more difficult content, and a beginner tank who fails to appreciate the job's stat requirements is unlikely to advance beyond the 5-man level (and may very well wipe groups even there). These hurdles exist in part to distinguish committed players from those who do the job merely for the convenience it affords them in the Dungeon Finder, and that's good design.
However, the barrier to entry is problematic in that it limits the supply of available tanks. There are a number of skilled and experienced druids, warriors, death knights, and paladins who could conceivably tank but don't, usually for one or more of the following reasons:
Being immune to mob and boss critical hits is a big deal, and rightly so. Bears have an advantage with 3/3 Survival of the FIttest guaranteeing crit immunity, but plate tanks have to assemble a set of gear with specific stats. Being crit-immune is virtually mandatory even for the earliest heroics, and this typically requires an oft-expensive investment in crafted +defense gear. So before the tank even sets foot in a heroic, they will have to spend time and gold ensuring their stats meet the minimum acceptable threshold for survivability.

THREAT
Threat is inextricably linked to the quality of the tank's gear, and it's also less straightforward than either damage or healing. If you get a 9K crit on a mob, you did 9K damage to them. Healing Wave hitting for 15K heals a player for that amount (or whatever it took to get them to full). By contrast, how much threat an ability produces on your target is not immediately obvious due to threat modifiers altering how much threat your abilities actually generate.
New tanks worry (and rightly so) about holding aggro against DPS while they're gearing up. The need to reach the +defense cap is an overriding early concern in a period where DPS will be piling up more spell power, attack power, hit, and crit.
PULLING
There's an art and finesse to a good pull that requires a player to know a dungeon, mobs, and mob pathing intimately -- and it's easy to botch this even if you've seen the dungeon many times as a DPS or healer. You have to know what mobs are in each pull, the abilities at their disposal and the effect they have, where caster mobs can be coaxed to move if you can't silence them (a particular bear irritant), and the most opportune moments for a stun or silence.
In the age of AoE, you also need to know how to salvage a pull that goes badly for reasons that have nothing to do with you. DPS frequently opens up on mobs that aren't yet positioned, with the unhappy result of ranged mobs stopping in their tracks to shoot back, or melee enemies peeling off you in search of a tasty-looking clothie.
If you stand in fire, you shouldn't be tanking. When does the mob drop an AoE? Do you know where you can move the enemy without ranging your healer? Is your computer able to get through your character being in the middle of boss attacks and player spells for an extended period of time?
ANTICIPATION
This one is tough to explain, but I'll try to gloss it; a good tank is often recognizable in what doesn't happen to the group as a result of the decisions they make. They've had sufficient experience to know which mob packs are frequently pulled by accident, and they save interrupts for the mob abilities that really count. They reroute the group (generally without overtly acknowledging this) to avoid trouble, look ahead to see if a pathing mob is likely to aggro in the middle of another group, and save their stuns and interrupts for the Ahn'kahar Spell Flinger charging up a Shadow Blast, an Anub'ar Skirmisher at the moment they drop aggro, and the Ghostly Priest beginning a Dark Mending.
A tank who anticipates player behavior (and can swiftly compensate for their own mistakes) is all about the wipes that won't happen, and the group will leave the dungeon none the wiser.

PLAYER ATTITUDES
Out of all the barriers to entry, I would submit that the need to deal with players who are hostile to beginning tanks is the single most painful -- and unfortunately intractable -- issue. All of the aforementioned requirements are things that come with enough time and practice, but tanks have little control over others' reactions to the learning process.
Most healers don't find beginning tanks all that difficult to heal if both players are sensibly geared (even if the gear in question is mostly blues). But a tank outgeared by his/her DPS will find it virtually impossible to hold threat (particularly AoE threat) against them, even if the tank's rotation is absolutely perfect. Understandably, most players are reluctant to put themselves in situations where failure is preordained. They're equally reluctant (and who can blame them?) to shoulder the abuse that often occurs when this happens.
Cataclysm stat changes and the future of tank population
The upcoming changes to tank crit immunity (which should automatically occur after shifting to Frost Presence, Defensive Stance, etc.) are directly aimed at reducing the barrier to entry by removing one of the more onerous gearing requirements for plate tanks. While I was initially hopeful that a similar change to Survival of the Fittest (in patch 3.0.2) would result in more bear tanks, I was unsettled to see a dramatic decline in druid tanks when Wrath hit. Druids have it easier than any other tank when it comes to satisfying this first and most important requirement, and yet they remain among the less-played tanks. To remove the necessity to gear for crit immunity is apparently not enough to encourage the population growth of a tank spec.
Blizzard has worked hard to remove many of the issues that made tanking an unattractive job for players (to the point of designing a hero class with unprecedented flexibility concerning spec and talent choice), but I can't help but think that the larger share of responsibility for tank population ultimately lies with players.
Everyone wants more tanks to queue in the Dungeon Finder, but the ugly reaction that often greets a beginner actively works against the likelihood of DPS players getting groups more quickly. The game is meant to be fun, and it's not fun for a newbie tank to wade through a sea of impatient players in the effort to get gear that will allow them to be humiliated less often. Rather than the positive reinforcement of doing more damage or healing more efficiently, a new tank's real desire is to avoid being kicked over a low gear score or abused for failing to hold aggro against better-geared DPS. They can do this eventually with better gear -- or they can avoid it entirely by not queuing at all.
Be kind to your newbie tanks, my fellow players. At some point down the line, the time you save may be your own.
Every week, Shifting Perspectives treks across Azeroth in pursuit of truth, beauty, and insight concerning the druid class. Sometimes it finds the latter, or something good enough for government work. Whether you're a Bear, Cat, Moonkin, Tree, or stuck in caster form, we've got the skinny on druid changes in patch 3.3, a look at the disappearance of the bear tank, and thoughts on why you should be playing the class (or why not).Filed under: Druid, Analysis / Opinion, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 8)
Da5id.man Mar 3rd 2010 8:12PM
Awesome Article.
Sane Mar 3rd 2010 9:12PM
"Be kind to your newbie tanks, my fellow players. At some point down the line, the time you save may be your own."
Amen! By creating a more friendly environment for beginner tanks and healers, especially during leveling dungeons, it will make it more likely for them to stick around as tanks and healers for end game.
Especially in the age of heirlooms and super-fast leveling, many an impatient DPS follow the rules of level 80 heroics, and it can cause so much headache for tanks that they just stop trying.
Iano Mar 3rd 2010 9:27PM
Amen again! I'm a holy Pally main- switched over from my warlock months ago to try more aspects of the game.
I built a Tanking set, I got up to 32k hp unbuffed, but NEVER tanked ANYTHING. Why?
Everytime I even thought about it, I wanted to crap my pants. I tried a couple of time, and the tries didn't go ALL bad, but I started out with the Caveat: This is the first time I've EVER tanked this. People were a little more understanding of the overgeared but underexperienced tank than I'd seen people be of other tanks.
Tanking is a LOT of fun, and jumping into the cold water of leadership in PuGs and such can be a lot of good times, but it FREAKS MOST PEOPLE OUT. As such, there aren't very many tanks queuing in LFD. I even don't everyday- I still often queue as holy, not feeling up to the stress of the success or failure of the group being all on me, and having no raid frame to quantify it all for me, or decursive to show me which slot to drop which spell onto which person through.
I only started tanking when my guild was missing a tank for Marrowgar, had an extra healer who'd gone DPS, and I popped into my prot set nervously and asked if I might be able to help. The other tank was like: dang, you've built quite a set there, man! He took me under his wing, helped me have some great success in ICC, and I've been tanking a lot ever since, though I'm still holy main.
It took that much to get me into tanking, and it is ALL because of the attitudes of players. The plural of anecdote isn't data, but there sure are a lot of good anecdotes like this out there. So, indeed, be kind to newbie tanks, folks. What Allison says is true.
(I'd like to add that the 'rockstar tank syndrome' we have going on often is ALSO a side effect of this culture. Some rockstars are that way regardless, but I know that I have acted a little snide in the face of mean-spirited DPS in order to hide my tanking insecurity before, and I've dropped group when folks are rude. I go through enough to get into the tanking spirit and have fun with it despite the fact that not all of my characteristics are well-suited to it, I don't need the extra, "Damn, you noob," added to it.)
Byron Mar 5th 2010 4:14PM
Yes great article. One piece of advice to people leveling tanks right now is, when you hit 70, pick up the complete Cobalt plate tanking set, and level the rest of the way to 80 via LFG tanking, in order to start collecting Triumph Emblems as early as possible.
Do that exclusively from 70 to 80, and the moment you hit 80 you'll have enough Triumph Emblems to step right into T9 and 245 emblem and crafted gear, and hence be much better prepared for farming Heroics (and even ToC) w/ ICC-geared dps.
Cataca Mar 4th 2010 10:18AM
@Byron
I hear the idea about just using the LFD tool from 70-80 so that you get the full T9 and can jump right into heroics a lot but there is one problem.
You only get 2 emblems at that level once a day. If you queue up again, you only get money and a bit of exp.
Shoulders=30
Gloves=30
Chest=50
Pants=50
Helm=75
Thats 235 for the whole set. Thats 118 days to get a full set. Almost 4 months.
Most people doing this will hit 80 in about 21-28 days if they solely use the LFD tool. They will only be able to collect one or two items at that point.
This is still very helpful, but anyone doing this, don't expect to just jump into H HoR once you ding 80. You just wont have the gear still.
Keveline Mar 4th 2010 10:39AM
Very good article Allison! I'm (or rather was ;) ) a Pally Tank, properly speced and In nearly all 232, 245 gear.
I still got abuse, as before the LFD system I didn't run a huge number of dungeons and so don't know every last fight intimately. I also refuse to chain pull if there are newer (or rather somewhat under-geared) players in the group. You know how that goes when the only reason people even play WoW anymore is for the 5 minute Frostie run.
Definitely the highest barrier to entry level tanking is the douchebagginess of the WoW population in general.
I don't tank randoms anymore, I refuse. I've dual specced to Ret and am collecting a DPS set now and I queue only as DPS and do my best to help out the noob tanks, as people who are willing to get into that thankless business are going to become fewer and fewer I think.
Dragonrose Mar 4th 2010 7:23PM
I tried to tank once as a DK in hellfire ramparts. I was nervous, shaking and even had a more experienced player guiding me through on voice chat.
The hunter in the group immediately asked of the other dk (my friend) could tank.
Yeah, haven't tried since.
DC Mar 4th 2010 8:53PM
I am rather new to tanking on my warrior. I started at L60 and tanked my way to 80. My gear is more than enough for any 5 man, but last night in an H Forge of Souls, the healer called me a horrible tank because he burned 3/4 of his mana pool on the first pull, because some DPS were taking damage. Last time I checked, he was doing what he was there to do, no?
I'm not sure this healer has ever tried to tank FoS as a warrior, but the caster pulls aren't easy to handle. I have never quit on a group before that, but I'm not going to listen to that the entire run.
Alabasterboy Mar 3rd 2010 8:12PM
The reason there are not enough tanks for random dungeons is because end game content does not require 1/5 of the party to be tanks. In 10's it is, but not in 25's the most I've seen used is 3.
pkrockin Mar 3rd 2010 8:39PM
While that's true, there's no shortage of players playing tanking classes or tank equipment dropping in the random dungeons and raids they don't tank for. Those players could just as easily build tank sets and queue for tank spots if they have a spec for it. There's still plenty of opportunities for them to build and use modest tanking sets. So, it's not for lack of opportunity. I think there are 2 specific problems:
1) Those who may be interested in tanking don't have another spec to create. For pallies and druids, healing specs are very viable. Healers for raids have been, are, and always will be in short supply, whereas, as you said, there's a glut of tanks in raid content. Pretty much everyone has a DPS spec, and if they also have a PvP or healing spec, there's no room for a tank spec.
2) Tanking has a high learning curve (unless you're a pally) and is the most punishing for failure. Especially in BC onward, if the tank makes a mistake, it probably means someone will die (if people are wearing gear at the instance's level). That is intimidating.
Uila Mar 3rd 2010 8:40PM
Although there may be some correlation with people who choose to spec into a tank spec and the amount needed for raids, I know of many tanks who don't have access to a 25 man raid. That is to say, there are a lot more tanks out there than there are spots for them.
I believe the lack of tanks is more attributed to the fact that it is a hassle to tank PUGs. Many dps are more concerned as to who is winning Recount rather than who is winning Omen and that is often more frustration than it's worth to tank a PUG.
Tom Mar 3rd 2010 8:48PM
"Tanking has a high learning curve (unless you're a pally)".
Really? Sheesh.
For an example of a meaningful opinion, check out BBB's comparison of Druid and Paladin tanking.
Henchwench Mar 3rd 2010 10:08PM
Tom - While playing a pally tank is really fun, and tanking of any kind is extremely challenging, I do think it's one of the easier classes to tank with. I have both a DK tank and pally tank (although my main is a hunter) and Paladin tanking is even easier than DPSing on my hunter. I don't think that makes it a "noob" class at all, nor is it a bad thing. It's just an example of a tanking class designed well, especially for 5 mans. The only thing my DK deals with a little better is caster mobs and mobs who need interrupting.
Arkhill Mar 3rd 2010 11:13PM
Hench, you just listed the two biggest issues Paladins have. Hammer of Justice is a terrible interrupt, the daze on Avenger's Shield can make positioning a nightmare, and there is almost no spell damage reduction in the Prot tree.
I have three tanks, and I would say the Paladin class as a whole is where the most talent discussion is required (barring which tree for DKs). It really is not that straight forward which talents are best for threat, and managing cooldowns for surviving, extra threat, and mana.
Noctune Mar 4th 2010 2:25AM
I agree with you i whould like to see somekind of balancing in the future dungones where
you need
1xtank
1x healer
3x dps / group basicly in
10man that means 2xTanks 2xHealers 6xDPS
25mans that means 5xtanks 5xHealers 15xDPS
the main reason why your not needing more then 3x tanks atm is basicly that you got great AoE tanking capabilities if they nerfed them in raid enviroment (scaling with buffs etc) we whould have seen more tanks. and make the nr of adds 5+ (perhaps Sheep/stunlock etc on one) that whould have made it alot better it think.
Zanathos Mar 4th 2010 2:31AM
I love tanking on my paladin, but I have no more trouble tanking on my DK or warrior. Their abilities are different, but with significant overlap. (I've not tanked on a druid since BC). Tanks (almost always warriors in my experience) who need to assure everyone else that tanking on the other classes is easier, are simply insecure and overcompensating. I've seen excellent and horrible tanks of every class. The important part of tanking is situational awareness and positioning.
ash Mar 4th 2010 1:51PM
One thing that I think should be pointed out is how much you are also dependent on other players. If you don't have a good healer then blam you are dead -- there's no running away or vanishing/feign death/invisibility. That's a hard thing to get used to, that if things go wrong there's no escape for you and it requires surrendering a certain sense of control. The other thing is obviously DPS. If all the DPS running around have 2-3 gear leavels on you then threat is going to be a problem and unless they learn to control themselves it makes it even harder in trying to be a tank.
Djorn Mar 3rd 2010 9:49PM
This is a very good article. I leveled a druid using heirloom gear and had quite a lot of fun doign this. But it took awjile because i have a better geared 80 hunter in ICC 25 gear so I am very leary to hope right into tanking. I would love to queue up and have people accept that I'm a new tank and just learning while we go but I doubt someone in purpules would put up with me for more than a single wipe. Any thoughts from fellow readers dps, heals, or tanks?
tehhairbuns Mar 3rd 2010 10:12PM
as a rather well geared tank (245+), I say, jump in! With the LFD queues, you'll get in around 20 seconds maximum. As long as you know the rotation, what you are doing, and and keep all the mobs, you'll be fine :). When no one dies, you are far more invaluable to the group than the 232 900 DPS rogue.
Jafari Mar 4th 2010 12:58PM
My advice would be to put together a reasonable set of tanking gear (just look for stam and agility) until you hit about 28,000 hp in bear form. (assuming you don't have tanking gear already)
Then, do the random non-heroic lich king dungeons until you've replaced most of your gear with ilvl 187 gear and have run all the different dungeons at least twice each. Queue for specific dungeons if neccesary. During this part of your learning, especially, remember that you play for fun, and enjoy the short queue times and take breaks between runs if you feel stressed out. Browse the AH for some upgrades or do some dailies.
You will find groups in regular lich king dungeons much happier to see a lvl 80 tank than they will be disappointed in your gear. It always amazes me how a lvl 79 dps player will be grateful for any tank that queues while the same player at level 80 expects to see the ICC main tank...
Once you are comfortable with every pull, queue for a few specific heroics. I suggest Nexus and UK because they tend to be a little easier. Also farm regular ToC for every single drop you need out of there.
Once you have more than half of your gear at ilvl 200 you should be ready to tank a random heroic, and you'll have the benefit of having seen all the pulls from a tank's perspective. I really enjoy tanking and I mostly learned in this order (except that I lvled nearly exclusively in instances from 70-80).
More people are afraid of an *inexperienced* tank than a gearing-up tank. Demonstrating familiarity with the pulls and mob positioning (which you learned in the regular runs) will win over all but the most intragnizent players. Also, feel free to use "ignore" on jerks. Your queue will be quick regardless :D.
Good luck, I hope you find it enjoyable.