Ghostcrawler explains tanking with a vengeance

Ghostcrawler admits that as with all new mechanics, there is much tweaking still to happen to Vengeance. He explains that the ability has been implemented to give tanks the tools needed to retain threat, but not do the job for them.
One interesting point that Ghostcrawler makes is that Blizzard and the designers strive for a healthy balance between the mechanics making tanking possible and players' ability to successfully hold threat. All in all, this is a great post, and I hope for much more from Ghostcrawler like this. I love the systems design posts and rationales behind gameplay design, especially when it covers my role of choice. Check out the whole article on the new community blog.
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Reader Comments (Page 2 of 3)
Imnick Dec 1st 2010 8:23PM
The comments on that website dissapoint me
Drob10 Dec 1st 2010 8:50PM
Welcome to the web.
Rufio Dec 1st 2010 9:13PM
Oh noes! /cuts up internet card
tiucanerus Dec 2nd 2010 6:46AM
Check out Youtube, it's the central for sad comments.
busuan Dec 1st 2010 8:35PM
I am gonna convert dodge rating on every item to mastery and try it out.
I think the old philosophy was 'don't get hit', while the new one is 'get hit, but hit'em back much harder.' Anyway, eventually there should be a sweet zone among dodge/parry/block/stam where tanks don't die too fast even by pulling a 10-pack but still build up threat with decent damage. Only this way, a new tank could learn through leveling. I think it's probably why they nerfed Devastate, because its high threat won't be necessary.
BigDumbFace Dec 2nd 2010 3:14AM
I refuse to be your healer.
Imnick Dec 2nd 2010 8:57AM
If he's a DK he'd be doing the healers a favour.
More mastery = More absorption, and unlike dodge rating the absorption has a 100% chance to be used and is stuck to a button he should be pressing whenever it's available.
Matt Dec 2nd 2010 9:36AM
That was my first thought too, more parry and dodge is actually going to *hurt* your threat generation in the short term? Glad I'm not a tank, balancing all those things sounds like a nightmare.
Vinyl Dec 2nd 2010 11:28AM
Healers might hate you, dude.
Neirin Dec 1st 2010 8:40PM
A few weeks ago I tanked a H-LK 10 run for my guild. Our dpsers were very good, but I was still #3 on damage done. I still had trouble holding threat against our arcane mage during p1 (p2+3 aren't problems because dpsers have to switch targets), though. Vengeance is simultaneously completely OP and not nearly good enough.
Helston Dec 1st 2010 11:10PM
You've got to remember that level 80 isn't particularly balanced at the moment, and that Arcane mages in particular will really bring on the deeps at the very start of the fight, burning through their mana like it's nobody's buisiness.
ScytheNoire Dec 1st 2010 8:41PM
A LOT of tweaking is needed. It's a nice idea, but isn't working as well as it could or should be working. It needs a lot of work.
Drazkaz Dec 1st 2010 9:02PM
I think the world needs some more Greg Street in their lives
Rufio Dec 1st 2010 9:20PM
For a second, I thought you wrote 'in their wives'...
(Was it wrong for me to agree? )
Hangk Dec 1st 2010 9:21PM
Fun PvP tip: Ghostcrawler mentions, in passing, that Vengeance is an Enrage effect and can be dispelled by effects that remove Enrages such as Shiv and Tranq Shot. Remember this when you're dogpiling on that Prot Pally guarding Stabs and he's putting a Vengeance-powered boot up your ass.
Rob Dec 2nd 2010 12:14AM
Also there are quite a few blue comments in the comments section, including some explainations behind the idea of vengence (a bit more detailed that GC). Check it out.
Kolargol00 Dec 2nd 2010 4:25AM
Also check out those two posts on Righteous Defense that explain how Vengeance scales negatively with avoidance:
It Burns: How I Learned to Love the Fire
http://rhida.ch/2010/11/18/it-burns-how-i-learned-to-love-the-fire/
Vengeance, part III: Ghostcrawler Responds!
http://rhida.ch/2010/12/01/vengeance-part-iii-ghostcrawler-responds/
Bahamut Dec 2nd 2010 7:32AM
I don't get it, really.
Why Vengeance can't simply increase the tank's threat instead of giving him Attack Power?
Problem solved! O_o
pancakes Dec 2nd 2010 7:41AM
Because then the tank could literally go afk once the initial pull is done. The roll of the tank is to: 1) get hit, 2) gain threat. If you gain threat every time you get hit, you don't have to do anything.
Cyrus Dec 2nd 2010 10:30AM
"Because then the tank could literally go afk once the initial pull is done. The roll of the tank is to: 1) get hit, 2) gain threat. If you gain threat every time you get hit, you don't have to do anything."
Sure, if Vengeance would SIMPLY increase threat instead of AP, tanks could go afk. The previous commenter worded it badly. However, if Vengeance gave a stacking threat buff instead of a stacking AP buff, I don't see why that wouldn't work. It would be kind of like Righteous Defense. It would still scale with stamina and damage mobs deal (and it would still scale negatively with tank avoidance, unfortunately), without putting tanks third on the dps charts.