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1-13-2012 @ 3:09PM
Sometimes I think they should just make all warrior, dk, and paladin (except for holy) specs capable of tanking, that is, being able to hold threat, being able to pull monsters to them, having a little more stamina and protection than usual, and still able to dish out the dps that makes their specs a little more fun. I'm starting to think the role of a "tanking specialist" is more of a hassle/bore than fun for more people than not. It's either, "THERE IS SO MUCH TO DO --- I'M TRYING MY BEST, GUYS!" or "Ho-hum, I'm just standing here, hurry up on killing the boss...." or the 1% that's like "I can tank anything in my sleep." And this way also, more people might be tempted to tank if more specs were capable.
1-13-2012 @ 3:41PM
Heya, Death Knight here.They tried that with our blood spec in WotLK, and obviously they didn't think that it was working. I can't imagine them being able to make a casting based spec work any better.
1-13-2012 @ 3:56PM
I really think, before making any role easier, Blizzard should have made it easier to just switch roles.For example, a DPS or Healer that wishes to start tanking needs to get a new set of gear, something that is daunting. If it was possible to somehow just translate the gear progression from the character's main role to any other roles the player might want to try, this might result in way higher numbers of players attempting the roles that are needed.The way it is currently, a player can't really supply a needed role quickly, due to the need of specialized (and often gated) gear, unless he has been planning for it for a long time. As it's too much of a hassle even attempting it, I believe most players that would be willing to try tanking or healing give up before even starting.Also, another thing I would really like is some kind of solo training ground for raid roles, including tanking. Pick all the skills and tricks the player is likely to need for a given role and drill the player in them. Also, make it a well rewarding daily (to get players to actually train often), make it so that the best the player perform the faster the quest ends (so they get added incentive to become good in it), but allow players to just repeat the drill part, after doing the quest, as often as they want just to train.
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