The Light and How to Swing It: 2 tanking wishes for Mists

We're still a ways away from Mists of Pandaria and certainly months away from the beta, but nonetheless, everyone's eyes are firmly affixed on the horizon that is the next expansion. Dragon Soul will drag on into the near future, and so around the umpteenth time one has defeated Deathwing, one cannot help but daydream of a brighter future of new landscapes, new enemies, and a revamping of one's favorite spec.
Tanks in particular have much to look forward to with Mists of Pandaria and WoW 5.0. We're due for a major reconstruction of our playstyle through active mitigation. Cataclysm proved eponymous with regard to how it changed tanking during its lifespan (some would rightfully argue that it was not entirely for the better). The hope is that MoP will be equally shattering but in a much more positive way. Where Cataclysm in many ways simplified tanking and made it less interesting, hungry eyes gaze upon the next expansion in the hope that it will reverse this course.
Myself, I have three wishes for Mists of Pandaria. Each would make tanking once again more compelling and far more interesting.
A new, more interesting rotation
In the Cataclysm beta, for a time, Crusader Strike was on a 4.5-second cooldown, which has the side effect of leaving gaps in the rotation. Beta testers raged against this, complaining that the gaps made the protection paladin rotation a snore, as well as hugely frustrating when you had nothing to fill a GCD with. Rather than fixing the issue by lowering the cooldowns on various filler attacks, the devs lowered the cooldown of Crusader Strike to 3 seconds.
This eliminated the gaps but at the cost of making the rotation horribly rigid. At least in Wrath's 969 rotation -- widely accepted as the most boring tank rotation in the game -- you weren't constantly hitting the same button every other GCD. The new rotation, snarkily dubbed 939, was in some ways a step forward, in other ways a step back.
What we truly need in Mists of Pandaria is a definitive leap forward for our rotation. Put Crusader Strike back at 4.5 seconds, add more procs, lower the cooldowns on fillers so there are no gaps (if gaps are truly a non-starter). Make the rotation dyamic enough that you can't just descend into a trance and mechanically start working your way through it. And most of all, make it rewarding to those that make the right choices in what attack is being used at that time.
Lastly, the end result of our rotation -- the 3-holy-power payoff -- needs to be more interesting as well. Right now we're in a pretty static situation. If you care about single-target threat, you hit Shield of the Righteous. If you care about AoE threat, you hit Inquisition. And if you care about survivability (which, let's face it, is most of the time), you hit Word of Glory. Sometimes you even sit on your holy power until the most opportune time to use Word of Glory presents itself. Not interesting.
Critically, all holy power finishers should have some kind of survivability hook. Remember when Word of Glory didn't have a cooldown? Was there ever a good reason to not WoG when you accumulated 3 holy power? What tank in their right mind would fire off a ShoR in a straightforward situation when you have enough threat? Survivability is nearly always (except in special situations) going to be king. A tank should never feel like they are gimping themselves when using a holy power finisher, lest they not use it.
The removal of Vengeance and the return of real threat
I honestly believe that the introduction of Vengeance was a terrible decision that made tanking in Cataclysm far less interesting than in previous expansions. It removed what was once an integral part of tanking, the achievement and maintenance of threat. Originally, it was intended to correct the issue of tank damage scaling poorly against the damage of normal DPS players. Yet, its side effect (along with the nigh-removal of threat with the increase of the threat multipliers) cannot be denied.
My personal wish for how to correct this is two-fold. One is (as stated) the removal of the Vengeance buff, once again placing the burden of threat generation on the player. The other, more dramatic, is the removal of tank plate.
Basically, put all plate tanks on the feral druid model. Our gear would lack dodge and parry, and we wouldn't automatically shun any piece with dreaded the dreaded stats of hit and expertise. And pair this off with the nascent active mitigation system. Our attacks increase our survivability, and being actually able to hit the boss will make it far easier for us to grasp and hold onto the boss' attention.
Follow the model of the tier 13 two-piece bonus. When we cast Judgement, we gain an absorb shield equal to a percent of damage dealt. With increasing amounts of hit, expertise, and (oh, my) crit, our Judgements would hit more often and for larger amounts.
If active mitigation offers effects similar to that bonus, then a new tank gearing paradigm will allow it to scale as the expansion continues much in the way our survivability scales now with ever increasing item levels -- however, must less directly and much more interestingly in this case.
Ultimately, tanking is at the lowest point it has ever been in WoW as we come upon the close of Cataclysm. But it doesn't have to be this way. It can be rebuilt to be more dynamic, more interesting, and most importantly, more fun. If there's one thing that Cataclysm absolutely did right in terms of tanking, it's flooding the zone with cooldowns and making the proper use there of such a frequent and integral part of our gameplay. Continue with that design, expand it through active mitigation, and the redemption of tanking will follow.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Homeschool Feb 10th 2012 1:27PM
Remove static defense stats and use an active defense model? Intriguing concept, and one I hope they implement.
Kendro Feb 10th 2012 3:51PM
Active defense model has the same benefits and problems with the "harder" heroics at the start of Cata, along with the threat models that were placed at the start of Cata.
First of all, for the half decent players, an active model makes the class and rotations fun and enjoyable. You may even be able to pull off some decent numbers without the need for vengence, and that is always nice. You also are given control over how and when you mitigate damage in a fight. This in an of itself, for those that can actually play WoW, this is a wonderful model that should be implemented. Just like Cata heroics and tank threat were a good design, despite all the popular opinions stating otherwise.
The issue is this: Most players in WoW cannot play WoW. They are carried by all of the other players. An active tanking model puts the survivability of the tank, mostly in the tanks hands, most tanks in WoW are bad, they really are, just like most players are. I'm not saying most raiding tanks are bad, because that isn't true. I'm saying that over the entire population of WoW, looking at everyone who ever tanked a dungeon, most of those tanks are in fact very terrible at the role, their class and the game in total. An active model would completely destroy them, pugs literally would be unable to function, because the terrible player pushed their survivability cooldown at the wrong moment, or they didn't push it at all. Look at Blood Dk's throughout most of Cata, how many good pug Blood DK's did you run into? Blood DK's have the more "active" model that Blizzard is trying to push in MoP, and even then it still has quite a bit of defensive'ness baked into the stats that are passive. In comparison to the pug DK tanks in WotLK, most of the pug Cata DK tanks were terrible and literally couldn't function in the content, unless they were carried by a very good healer.
So as I had submitted in feedback in my Cata beta days. The sentiment for an active model is something that I'd love to have, but in order to keep the community and functions of the game fluid, it is a feature that can never happen.
Homeschool Feb 10th 2012 4:09PM
@Kendro - You say that the problem with the model is that tanks are bad. But is that really a reason to not make a change for the better? Historically, if the majority of players couldn't handle something, Blizzard took it out or weakened it to compensate, but I feel like LFR is acknowledgement that perhaps the two can coexist. If difficulty modes are used to provide a level appropriate for everyone, then could it not be extended to dungeons, providing Easy, Normal, and Heroic modes?
The flaw in the model is that there's an expectation that people go Normal Dungeons > Heroic Dungeons > (Raid Finder Raids >) Normal Raids > Heroic Raids. Yet, if a player is insufficiently skilled for Normal Raids, I believe most are satisfied with experiencing the content through Raid Finder. They're in it for the content, not the challenge. (And the 3% vs 30% numbers Blizzard released seems to support that.)
So, if perhaps Blizzard were to expand their difficulty level to cross these boundaries, perhaps we'd see Dungeon Finder > [Raid Finder OR Normal Dungeons] > [Normal Raids OR Heroic Dungeons] > Heroic Raids. The players you mention may indeed be satisfied with Dungeons and Raids tailored to a laid-back play style, and each person would have the option of picking their preferred limit. Blizzard wouldn't have to worry about making Heroic Dungeons doable for everyone any more than they would Heroic Raids. Anything with a Heroic label could be appropriately brutal.
Twill Feb 10th 2012 1:29PM
I agree completely on the removal of tank plate. However, I think it should go one step forward.
Make spirit operate like hit for all classes. Make Holy Paladins use strength as intellect. Have all specs of X class value the same stats.
What if, a holy, ret, and prot paladin all used Str plate with the best secondary stats being mastery and spirit (random examples). Wouldn't that make everything better? You wouldn't have to worry about gear when swapping specs. You press the spec swap button, and you're done.
If only every class could be like that... It's annoying enough having to reforge when my rogue switches between sub and combat.
Once that's done, we can look at making rotations / priorities as interesting as possible. Playing a tank that heals and shields themselves is fun. Playing a tank that doesn't do that and just goes through the motions to be low on a DPS meter is not fun.
Twill Feb 10th 2012 1:33PM
Just to clarify:
I like how mastery, dodge, parry, etc work. You get better gear, you take less damage.
I do NOT like the meta-game of gear crazy behind the actual game. Reward me for using my skills properly, not for having 1% more CTC.
What I'm saying is that it would be more interesting if one stat, say haste, functioned well for each spec. Ret would lower cooldowns and increase attack speed, Holy would reduce cast speed and increase holy radiance ticks, and for prot it could function as dodge, thus removing the need for dodge on plate. Make Holy use str instead of int and suddenly a str;haste/mastery plate item is good for all paladins. (Assuming when this happens that haste is a great stat for all specs).
Homeschool Feb 10th 2012 2:26PM
I fully agree with merging Spirit and Hit - they're already halfway there (for caster classes with a healer spec), and there's no potential overlap between the two. Just make Spirit provide Regen for healers and Accuracy for attackers, and you're set.
Don't think I concur on equalizing stat priorities across all specs of a class. The only way to realistically achieve that is to make their attack styles/rotations duplicates, where the same effects occur and only the graphics differ. Otherwise, balancing a class that uses instant attacks for one spec and DoTs for another is impossible. And really, if all the specs are the same, why have different specs?
Twill Feb 10th 2012 7:05PM
Well the specs aren't the same. One heals, one tanks, and one DPS'
I'm surprised I was downrated. I guess people really enjoy gemming and enchanting 3 sets of gear >.>
Necromann Feb 10th 2012 1:41PM
Although I agree with you about tank plate, with the seperatation of bear Druids away from feral and addition of monk tanks in leather, I think Blizz may add tank leather instead of removing tank plate.
Docseuzz Feb 10th 2012 5:16PM
I say replace the primary stats to 'health' and 'power'. Power = spellpower for casters, attack power for melee, and some ratio to dodge (remove parry) for tanks. Replace spirit and hit with 'focus ' (bad name I know) that increases accuracy for DPS and tanks, and regen for heals. Dump expertise. Keep other secondary stats... Thoughts?
Nyold Feb 10th 2012 1:42PM
"My personal wish for how to correct this is two-fold. One is (as stated) the removal of the Vengeance buff, once again placing the burden of threat generation on the player."
I don't know what to make of this. I am a new tank and has been tanking HoT heroics with pretty good rate of success, but too afraid to step into LFR even if my iLvl is sufficient. I'm definitely still learning how to tank, and part of what makes it easier to learn in LFD is because threat "doesn't matter" anymore. If they go back to making threat matters, then I'm sure the number of tanks would decrease once again.
Unless they figured out a way to making threat difficult in normal / heroic raid but easy in LFD / LFR.
Homeschool Feb 10th 2012 2:11PM
Part of what is discussed above is based on the extreme importance of stats in the tanking game. Right now, you stack your defensive stats, push your cooldowns when a big attack happens, and watch threat (which isn't a serious concern). It's not very active, because you're mostly waiting for the other shoe to drop, so to speak.
If they were to remove Vengeance AND defensive stats, then your threat would be reliant upon power stats, and you'd have the power to support it. Ideally, it would be a transparent change; realistically it means another expansion of imbalance and rebalance. ;)
Muse Feb 10th 2012 1:50PM
Not so sure, I rather enjoy the "easy rotation, difficult fight" approach. If I have to pay more attention to my own action bars than the boss, it kind of feels like I'm missing something.
Homeschool Feb 10th 2012 2:23PM
For DPSers, you don't really watch your action bar. You memorize the positions of your skills, and watch the enemies and notification graphics.
I think the point is that making tanking more like that, where instead of relying on passive mechanics to keep you alive (with the occasional cooldown), you'd memorize your buttons, and the playstyle would be little different from today - except that instead of 3 and 7 being threat generators (or unused), they'd reduce or avoid incoming damage, like mini-cooldowns.
Aaron Feb 10th 2012 3:19PM
That was one of the things that bugged me about tanking (as a Warrior) in late TBC-early Wrath. Everybody talks about lore and instance design, but every dungeon I visited had the same three features: my action bar, my threat meter, and an ogre's crotch.
Wiedmaier Feb 10th 2012 1:54PM
I wouldn't say we're at the lowest point of tanking in WoW's history by far. You forget the dark days of vanilla paladin tanking...
Revynn Feb 10th 2012 2:26PM
Or the BC days of "OK, you're a viable tank now, but all the fights are designed around using abilities warriors have and you don't".
Wiedmaier Feb 10th 2012 3:51PM
The flipside to that were the fights designed for tankadins, Hyjal, Shattered Halls, and the like. Before the Nightfall nerf, I'd argue that a prot/ret hybrid was also the best OT in the game. Maybe it's just rose colored glasses, but I loved BC's tanking model.
Krick Feb 10th 2012 11:11PM
I really enjoyed being a paladin tank in BC. That's when it was fun to be a paladin tank.
I'm completely the opposite of most people here. I actually LIKE a simple mindless rotation while tanking. When I don't have to worry about my rotation, I can focus more on situational awareness issues like positioning the boss and managing long-term cooldowns. You can also watch the whole raid easier and call out when people need to move or do "that special thing" that the fight requires at just the right time.
omedon666 Feb 10th 2012 1:58PM
I happen to agree with Blizzard on the front that the threat tug-of-war is not fun. Making threat "a given if you're awake" was the best change of cataclysm, and vengeance made being a tank outside an instance environment (such as questing) actually fun. Like the "you have to work *with* the healer or... ok never mind, now no one wants to heal" mistake of cataclysm, backing out of "sweet, no more three sunders!" (the way DPSers can play now) will make instancing a nightmare. Threat was "no-brainerized" because of LFD. Ignoring how LFD actually happens, as the healing paradigm shift has shown us, leads to frustration.
Tank challenge can still persist through positioning requirements, rotation adeptness (meaning active mitigation... but mark my words, that could also blow up in our face) and leadership skills. Threat is not a minigame enjoyed by enough of a majority to "put it back", and making tanking fun is paramount to making instancing happen. Removing vengeance removes some fun from playing and committing to a tank spec, and that's not a good idea, in my opinion.
omedon666 Feb 10th 2012 2:19PM
To clarify my point about active mitigation blowing up in our face, look at the difference between a good and a bad death knight tank.
A good death knight is a tank that takes "more damage", but shields and heals some of it back.
A bad death knight is a tank that takes "more damage".
Again, building around the reality of LFD, not the "hope" for LFD is always the safer course of action. You can call it "dumbing it down" all you want, but no one wants their grind held up by someone who is struggling. Yes, the ideal scenario is to help that person who is struggling, but this is WoW in 2012, and that's the exception, not the norm.
The model (in WoW's reality) needs to support the near inevitability of the grind, and the challenge at the endgame. This is done by complicating the fights, not the rotation, as far as "the folks that set the pace of the grind" (meaning tanks) go.