The Care and Feeding of Warriors: Let's get everyone tanking

Now for whatever reason, I've been tanking lately, usually due to a connection issue or what have you. It's one of those confluences of my gear's being just good enough and my no longer being burned out on the role. While I still define myself as a DPS warrior and raid with that as my main spec, I was surprised to find tanking wasn't that hard to pick back up. In fact, it may be a little too easy.
I hesitate to make this statement because, in part, I know I'm not a typical player. I main tanked for years. I tanked in vanilla, in The Burning Crusade, in Wrath, and for the opening of Cataclysm. I was the undergeared tank trying to do heroics in greens when the expansion came out. I was the guy tanking heroic LK. I've tanked in all sorts of situations and gear and specs. I tanked when TC only hit four mobs and did not work in Defensive Stance. What I'm saying is, I've been tanking for so long there's almost no way for me to evaluate how difficult tanking is for other players. I have years of muscle memory. I've kited. I've done adds; I've done bosses. I've picked up murlocs and traded adds on Yogg.
For a DPS player without this body of experience, would going from haven't tanked in months to suit up, we need a tank for heroic modes be more daunting? Probably. One of the things that really annoyed me about tanking was that I had to go drop my DPS off spec in order to do it. I know, I know, boo-freaking-hoo. But tanking this week has me thinking about where tanking is intended to go ... and where it could go.
Bashing skulls and taking hits
At lower levels, it really doesn't matter what spec you are. You can slap on a shield, go into defensive stance and tank well enough to get through an instance. Meanwhile, protection is as capable of soloing and questing as any spec.
The issue with doing this at later levels is that damage from critical hits becomes impossible to heal through for gear-appropriate content. In other words, a level 85 tank in a level 85 heroic dungeon wearing gear at the cusp of being able to enter that dungeon cannot survive tanking it if he or she takes critical hits from the boss. That's why Bastion of Defense and other, similar talents exist. While this critical hit immunity used to be based on the defense statistic, it was folded into talents for Cataclysm.
In general, this was a good change, but it's also led to shifts in gameplay. Since critical hit immunity is based around a talent only tank specs can get, serious tanking is impossible without that one talent. It's folded in. I expect in Mists of Pandaria that the Bastion-style talents will be folded into the tanking specs as a baseline ability. This will keep critical hit immunity out of the hands of DPS or healing specs for tank classes, keeping their dedicated tanking trees in parity.

The change to resilience has me thinking: Why not embrace this trend? Rather than baking critical hit reduction into a talent or a spec, just make all tanking forms and stances provide critical hit reduction against all NPCs and provide nothing at all against players. This will already be the case for Vengeance as of patch 4.3.2. If we're going to push tanking abilities so that they don't work in PvP anyway, why make them cost the player a specialization choice or a talent point?
The specter of PvP rears its head
I personally dislike seeing people who chose tank specs being penalized for it in PvP. If you choose to spec prot, blood or feral for PvP, you're making a trade-off, and things like critical hit reduction and Vengeance are the goods you get in exchange for the bad of being effectively unable to kill anyone unless idiots try really hard to kill you.
But if we're going in this direction anyway, then I say let's go more proactively and make certain aspects of tanking class wide so that they can be done by any member of the class in the appropriate stanc, presence or form. My argument is not that an arms warrior should be as good a tank as a prot warrior, at all. My argument is that an arms warrior should be able to pop into defensive and hold a boss long enough to prevent a wipe or tank a 5-man if his group needs a tank without respeccing. If you're going to say they can kind of do that now, then my return volley is that let's make it easier, then.

How we fight, not if we fight
There shouldn't be two wholly different ways to play for tanks. Tanking should be intuitive. A tank should know how to go in there and tank because it makes sense and feels like something you'd do.
With Vengeance and improved forms of AoE threat and the threat buff, we've made strides in that direction. The active mitigation model we're looking toward, where you use offensive abilities to generate resources to use defensive ones, is a start in the right direction, but attacking should itself provide defensive benefit. Choosing a dedicated tanking talent spec should not say "I have chosen to tank" but rather "I have chosen to be the ultimate tank." Prot warriors should be the absolute best warrior tanks, the ones with the most health and survivability, the ones you use on bosses. But moving crit immunity to stance-based solutions could allow for the following changes.
- Variation in trash design Trash is actually important in 5-mans and raids alike. It can drop random epics and patterns, it gives pacing and flow to the zone, and it provides a sense of scope and scale and setting. If DPS players were capable of tanking in a pinch, you could design trash pulls that required a significant amount of tanking without forcing raids to pull in six tanks for trash and then benching four of them for the boss. Similarly, if an encounter spawned a wave of adds that don't hit particularly hard but that will swarm down the healers if not dealt with, DPS players could use their tanking stances proactively to hold them in place just long enough to be burned down.
- Justifying the hybrid tax If you play right now as a DPS feral druid or arms warrior or unholy DK, you're not really very hybrid. Ferals are, more so than the other two, for being able to pop out of form -- but really, how often do you? The idea that these classes should do less DPS because they can switch specs or port to Stormwind and respec to do a job two other people are probably already doing effectively makes the player pay for the raid's benefit. Why not let the player also benefit from it? Giving us back some of that actual hybrid flexibility in combat would make the pill of being actually nerfed for potential viability less painful to swallow, and it would let talented tank class players show off a bit. Win/win.
- Reducing the tank shortage To a degree, I think this is less crucial than it was before the Raid Finder -- but then again, I'm not advocating it for Raid Finder. I think two tank-specced tanks per RF is absolutely where it should be. But for 5-mans (especially ones that friends and guildmates have to ram themselves through face first to get geared), why not let a fury warrior with tank gear from Dragon Soul strap it on, use a shield in the off hand and a Gurth in his main, and go tank for her friend? Again, if you're arguing they already can do this, then let's make it official.
- Resolving PvP difficulties Most PvP players hate seeing tank specs in PvP. Usually this is because they're whiny. Mages especially hate it when anything can actually fight back, as do rogues. These are classes designed for players who run away if they stub their toes, so it makes sense. Weakling complaints aside, having tanking abilities work in PvP seems to be causing design balance difficulties, so why have them do so? Remove them and balance tanking specs in PvP with the assumption that they'll have to stack resilience and can be targeted without automatically feeding them attack power.
- My fondness for bullet lists No, seriously, I do like them. I'm weird that way.
Of course, now I'm thinking about arms or fury specs designed around tanking. I'm thinking about allowing players to decide which stats they want. Imagine no tanks with dodge, parry and block, but all tanks being able to choose which two of the three they had -- an arms warrior could be a dodge/parry tank or a parry/block tank, a guardian druid could be a dodge/block tank, etc. -- leading to viable two-handed weapon tanking for warriors. I'll save some of this for a future column; we've gone on for a while today.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm, Mists of Pandaria






Reader Comments (Page 1 of 2)
Erebos Jan 28th 2012 4:39PM
I also very much enjoy bulleted lists. So organized and nice.
Pyromelter Jan 28th 2012 4:59PM
I also share an affinity for bullet lists. Just makes things easy to understand.
Ozzard Jan 28th 2012 7:58PM
Surely they are:
o Organised;
o Nice.
Ailuvan Jan 28th 2012 5:15PM
But Vengeance wasn't changed in PvP to change how tanks get hit, out was changed to remove the AP increase, or how tanks hit other players. A tank in PvP with a stack of Vengeance on them can mow through players with lower levels of Resilience.
Nick Jan 28th 2012 5:28PM
Much like how any dps class can, without requiring a bunch of feeders?
clundgren Jan 28th 2012 6:26PM
Yes, but other classes don't have that kind of survivability. There's a reason that the BGs are swarming with tanks right now, and it's not because they are so incredibly balanced. Blizzard recognizes this, as does everyone who isn't running around in a tank spec rolling face.
And as for being an "idiot" for trying to kill a tank...what are we supposed to do? I play a ret paladin. If I get into the wsg flag room to find a tank there, I'm not gong to run away. And the fight should be even: his higher survivability versus my higher dps. Right now tanks have the best of both worlds.
Finally, the way vengeance works in pvp right now is exactly the opposite of how tanks are supposed to function. It makes no sense that players should be penalized for hitting tanks, and the best strategy is to NOT hit the tank.
Zayd Jan 28th 2012 5:29PM
I thought resilience gear no longer reduced your chance to be critically hit in Cata?
It only reduces the damage you take, or do I have that wrong?
clundgren Jan 28th 2012 6:29PM
It also doesn't work against non-player damage either.
loop_not_defined Jan 28th 2012 10:36PM
He meant in the past, when it did work in PVE.
"In the case of resilience, we have a stat that reduces the chance a player can critically hit another player. ___It does nothing in PvE content___ precisely because it used to be used as a tanking stat. Heck, I often slapped PvP pieces with higher stats on in place of tank pieces..."
Notice he had already stated Resilience does nothing in PVE content.
Ailuvan Jan 28th 2012 5:50PM
Tanks are _supposed_ to have to trade off survivability for DPS.
Sure DPS can mow down people, that's what they're supposed to do. But DPS are also squishy, compared to actual tanks that can dodge and parry and block.,
Kyrt Jan 28th 2012 6:07PM
To be honest....
I kinda agree.
The ability to perform multiple roles is a big draw for hybrids. But its a role to which Blizzard has traditionally proven hostile. I say traditionally, because its recently stated that (at least in soem cases) it think that was a mistake.
Allowing off spec tanking for 5 man heroics would also be a way to allow players to get used to the role without needing to respec or regear or learn a new rotation. The problem here is simple....how to do it without makign it over powered.
You'd need the basic toolkit to be baseline and available to all specs.
You'd also need crit protection baseline. Speaking of which, you could also consider a "double skull" boss mode for harder, raid level content that requires, as an example, an 8% crit reduction while the class gets 6% baseline or is consdered 4 levels higher sinstead of three.
And you'd also need to provide enough mitigation tools to ensure the off spec tank can survive.
Taking paladins as an example....
You'd add a stance mechanic to enhance healing or tanking or DPS modes.
You could design Prot and Ret to work best with a 2H weapon. However, if you allowed ShoR to increase block chance and allowed Ret to wield a 2H weapon in one hand at the same time as a shield then you'd have a system which forced him to spend his HP on mitigation instead of DPS but which allowed him to tank in Ret gear and with a Ret spec.
You would need to provide enough physical and magical mitigation to make it doable, but with the larger gap between heroics and raids allowing a Ret to tank 5 mans may not be a bad idea. This leaves raids for the tanks, with true tanks also having a much easier time in 5 mans.
The same arguments would hold for the other tanks, albeit with different mechanics.
Kyrt Jan 28th 2012 6:09PM
To be honest....
I kinda agree.
The ability to perform multiple roles is a big draw for hybrids. But its a role to which Blizzard has traditionally proven hostile. I say traditionally, because its recently stated that (at least in soem cases) it think that was a mistake.
Allowing off spec tanking for 5 man heroics would also be a way to allow players to get used to the role without needing to respec or regear or learn a new rotation. The problem here is simple....how to do it without makign it over powered.
You'd need the basic toolkit to be baseline and available to all specs.
You'd also need crit protection baseline. Speaking of which, you could also consider a "double skull" boss mode for harder, raid level content that requires, as an example, an 8% crit reduction while the class gets 6% baseline or is consdered 4 levels higher sinstead of three.
And you'd also need to provide enough mitigation tools to ensure the off spec tank can survive.
Taking paladins as an example....
You'd add a stance mechanic to enhance healing or tanking or DPS modes.
You could design Prot and Ret to work best with a 2H weapon. However, if you allowed ShoR to increase block chance and allowed Ret to wield a 2H weapon in one hand at the same time as a shield then you'd have a system which forced him to spend his HP on mitigation instead of DPS but which allowed him to tank in Ret gear and with a Ret spec.
You would need to provide enough physical and magical mitigation to make it doable, but with the larger gap between heroics and raids allowing a Ret to tank 5 mans may not be a bad idea. This leaves raids for the tanks, with true tanks also having a much easier time in 5 mans.
The same arguments would hold for the other tanks, albeit with different mechanics.
Of course, the downside is obvious....do we really need specs if this occurs?
Ailuvan Jan 28th 2012 7:27PM
To be honest, I'm glad I wasn't the only one double-posting on the first page :-)
lethefile Jan 28th 2012 8:01PM
I will tank on my warrior when:
1. I only have to use one set of gear for different roles.
2. I can tank in the style of my choosing - DWTG. I am not giving up my dual Ashkandis for a board and stick.
JattTheRogue Jan 28th 2012 8:05PM
That's one thing that I think ToR does better than WoW: tanks in PVP. They give tanks tools to use in PVP that are tanky, not just high survivability. For example, all tanks have a guard ability that, when cast on one person, makes 50% of the damage taken by that player be taken by the tank instead, as long as they stay within 15 yards of the tank. Tanks' taunt ability makes the enemy player they use it on do something like 30% less damage to anyone other than the tank for the duration of the effect. I'm sure there are other things too, but I haven't taken my tank into PVP yet. But I just like the idea of being able to go into a warzone/BG as a tank and then playing as a tank, not as a dps with lower damage and more survivability. I'd love to see WoW move in that direction a bit, where you have an actual tank role in PVP rather than just DPS and healers. Right now the closest you get is flag carrying.
Possum Jan 28th 2012 10:01PM
I like this idea! Make Tanks tanky in PVP!
loop_not_defined Jan 28th 2012 10:39PM
I could only thumbs up your post once, wtf is up with this crap. I BLAME BLIZZARD.
Adnarish Jan 29th 2012 4:40PM
These two things are actually already in the game, but only for Paladins (probably due to their history as an all-round support class):
Hand of Sacrifice - Places a Hand on the party or raid member, transferring 30% damage taken to the caster. Lasts 12 sec or until the caster has transferred 100% of their maximum health.
Divine Guardian - All party or raid members within 30 yards, excluding the Paladin, take 20% reduced damage for 6 sec.
Twelve and six seconds isn't all that impressive, and your point is still very valid. It would be nice to be able to actually be a bit more 'tanky' in WoW PvP.
JattTheRogue Jan 29th 2012 5:27PM
Well, yeah, they have tanking cooldowns, but other classes have defensive cooldowns too. The guard ability in TOR is more of a stance: it's always on as long as you're within 15 yards. You set it ... and forget it! And sure, Divine Guardian in effect does the same thing as TOR's taunt when used on players, but the taunt is on a 15 second cooldown. Defensive cooldowns aren't the same as tanking abilities. My gunslinger even has an ability that makes all allies within X yards take 20% less damage from weapons, and he's pure dps.
I understand your point, but what TOR does is make your basic tanking tools be usable in PVP. You'd never cast taunt in WoW during a BG. Another thing I didn't mention was that TOR rewards tanks for doing tanky things by giving medals at the end of the warzone. There are medals like doing X amount of damage in a single hit or overall, or healing X health overall, etc., but there's also ones for defending other people. Overall it just feels more like you can go in with any role you choose and have specific things to do: DPS will damage, and healers will heal, obviously, but tanks also get to protect their teammates.
ahsanali Jan 28th 2012 8:29PM
You do realize that even if you have crit protection but not the other tanky stuff like extra armor, increased chance to block, shockwave erc you're making life much harder for your healer? In fact you're making the healer carry the difference in mitigation ability between your prot and dps specs in terms of how much damage you take. Why then should a healer tolerate a tank who is not doing their best to be a good tank? And when I say good tank I am referring to how raid tank specs would be better at mitigation than dps in a tanking stance.