Sep 8th 2011 5:45PM @Ela
I respect your position and applaud the pride with which you approach your role.
However, by healing DPS who pull groups, you are reinforcing their negative behaviour. Firstly, they don't die from their mistake because you are healing them, and secondly, you are pulling aggro by healing, which takes aggro away from the offending DPS.
As a tank, I detest DPS that pull for me. Once a group of mobs breaks formation, it is several times more difficult to get them all under control than if they aggro on me to begin with.
Also, I am not a slow tank. If a DPS gets the opportunity to pull it is because there is either lag, a momentary RL distraction, or I am waiting for the healer to get mana. In none of those situations is a pull going to end very well.
Healing DPS, when they pull before the tank is ready, encourages them to pull whenever the tank pauses. Keep in mind that the tank may be pausing for your mana, and that you may be encouraging the DPS to pull when you have no mana.
Sep 8th 2011 5:35PM Me too. healers have to play a lethal game of whack-a-mole where the smallest slip-up triggers a cascade effect that can bring down the whole group.
I have the utmost respect for healers and what they do.
My job as a tank is to make the healer's job easier. That means I tank everything, because healing one target is easier than healing two. It means I use my cooldowns as effectively as possible to reduce as much as possible the incoming damage to preserve the healer's mana.
For me, tanking is easy and healing is witchcraft.
Sep 8th 2011 5:24PM The original comment here is a good insight to have.
I am an ilvl 375 Paladin tank and I have my war bear. However, I still run trolls every week to top off valor points because we are only 5/7 in Firelands.
Whenever I run, I have someone wanting to hurry up for the bear. That's OK - I know how to pull the place, and where I can stop to let the healer get mana. But it's stressful, and I have to be very careful what I am doing and how I am budgeting cooldowns.
I would actually prefer it to be a nice easy run that I can pretty much auto-pilot through to get my valor. I like it best when a group has failed to get the bear and people rage-quit so I come in with only 2 or 3 bosses to go. Quick, easy, stress-free valor for me.
I am more than happy to be "one of the good guys" and let the DPS get their own damn bears. It's refreshing for me to know that it's OK to do that - that I don't have to go flat-out every time I go in there.
Tanks feel pressure to go-go-go and have since Wrath. If we don't, DPS get shirty and start pulling groups for us, which, believe me, is far worse than the tank hurrying. Tanks do things like making sure the healer has mana - DPS don't care.
But if I have your OK to be "one of the good guys" and have the DPS get bent out of shape, pull groups, abuse me for being a Bad Tank, and inevitably rage-quit as the timer expires, that makes me feel better.
Sep 5th 2011 6:08PM Classic Blunders:
1) Running to Bob instead of talking to the guild leader
2) Demotion without discussion
3) Showing instability among the officer ranks by publicly undoing a move that the guild leader made.
If you guys /gquit over this, don't do so in order to form your own guild. Your guild leader was capable of acting to recruit and promote a person she felt could benefit the guild. You were capable of skittering around behind her back stirring up rebellion. You are not guild leader material.
If either you or Bob were guild leader material, you would have spoken directly to the guild leader about the issue before taking any other action. Disagreements between officers, particularly when the guild leader is involved, should only involve those having the issue, and only happen behind closed doors.
Aug 31st 2011 10:35PM I don't mind needing to hit. I would not at all mind stacking some hit rating and expertise like we used to do. Just because we tank doesn't mean we don't like to smack things in the face.
If, for example, Holy Shield used 1/2/3 Holy Power and lasted X/Y/Z seconds depending on how much Holy Power used, and if there was a similar functionality for Judgements of the Just, we would make sure we were getting enough HoPo to keep both up full time, with some left over for the odd WoG (with no cooldown).
That change alone would force me to reach hit and expertise caps. The more I hit, the more consistent my rotation can be, the more frequently I could use WoG, and the less frequently I get caught with my defensive pants down.
I just made Hit and Expertise relevant for Paladins in an active mitigation model that many Paladins would actually like. They should hire me.
Aug 31st 2011 10:23PM Certainly increasing the number of tanks required per raid would help. Consider a 25-man raid group that clears enough bosses that they need 2 troll instances every week to top up their valour points. I use that as an example because if they got their valour, they wouldn't be running randoms.
For the sake of simplicity, we'll pretend the entire queue consists of raiders from that one 25-man raid. We'll also pretend that they generally run 5 MS healers with a couple swing DPS/Healer types, and 3 tanks, for a 3/5/17 composition.
Their 3 tanks each run two troll instances. The first run takes along 3 healers and 9 DPS, leaving 2 healers and 8 DPS without a run. The tanks run again, using 3 healers and 9 DPS once more. This leaves 4 healers and 16 DPS who need their 2nd troll run to top up their valour, but with no tanks in queue it's not going to happen.
So yeah, make tanking more attractive by giving tanks more available raid jobs.
They can change taking all they like, but some people dislike change itself and will stop tanking because Bliz "screwed up" what they liked about tanking. So for every change, it needs to be attractive enough to first offset the losses from change itself, then attract additional people so tanking numbers can increase.
Fortunately, I'm a pally tank, so I am used to change. My class gets completely reinvented every xpac, and fundamentally changed every patch.
Aug 26th 2011 1:17AM Like it or not, DPS represent the overwhelming majority of WoW players. Tank and healer are the niche roles.
I agree that tanks are unappreciated, but catering to tanks won't solve any problems. The problems keeping people from tanking are social ones, not design ones. Few people want the responsibility of leading the group, pulling things and controlling the flow of the fight, because when they screw up, they get heaps of hate from the DPS.
The fundamental problem is the random dungeon queue. The anonymity it provides allows people to fling hate at will with no concern of consequence. Tanks that were threat-capping DPS got blasted with hate, and it was becoming more problematic with entry-level tanks being grouped with raiding DPS running heroics for orbs or to top off valour points for the week.
So Bliz responded by increasing tank threat to the point of irrelevance. While that removes the tank hate, however, it also completely disconnects any personal relationship between a tank and his DPS.
Sure it was a pain back in BC to try to stay ahead on threat vs strong DPS, but it was also a bit fun to nervously watch KTM or Omen trying to stay ahead of them. With unlimited threat, it's a bit boring.
Rather than approaching it from a mechanics angle, Bliz should have approached it from a social one. If they added a reputation aspect to RDF, there would be consequences for those being hateful, and subsequently people would be more courteous when using the system. if you got rated down for constantly pulling agro off the tank, you would probably target off the tank a bit more, and maybe even delay a moment or two to give him a threat lead. Viola, threat problem solved.
DPS dealt with threat in BC. They had to. A mage tossing a pom-pyro on the pull was an ex-gnome. So we know they can do it. And they can do it without being asses, because they did it just fine back then.
Bliz has been systematically wiping out human interaction between people in groups. PuGs may or may not say "Hi" and "thanks all" and that's pretty much the entirety of the interaction in a random dungeon.
The tank threat changes completely obliterate the interaction between a tank and DPS. They might as well take tanks and healers out of the game and replace them with NPCs - it would make no difference at all to the majority of WoW players (DPS).
And that being the case, what it the point of an MMO? Why do you need the "multiplayer" part of it if there's no human interaction?
Instead of reducing all points of interaction, Bliz should be strengthening them. People stay playing a game because of the interaction they have with other people, not because they can mindlessly run zandoms for purples. Memorable instances are ones where people make mistakes and you still succeed. Take away the mistakes and it's no longer memorable.
Bliz needs to make threat matter. Threat was fun. The white-knuckle race to keep ahead of that damn mage made the fight memorable, not the boss dying and spilling out the same loot he did last week and the one before. When threat matters, tanking is more fun because of the interplay between people, which is after all the point of an MMO.
What they need to address is how things go when the damn mage does overtake the tank's threat. There needs to be consequences. DPS need to get 1-shot again.
And to reduce the hate for tanks who threat-cap their DPS, there needs to be a reputation gain or loss if he people in your party like or don't like you. So if the tank is bad, he can be downgraded without people having to hurl abuse. Because if people hurl abuse, they will end up being downgraded themselves.
Have reputation hurt people where it counts: The queue time. The better your rep, the faster you queue. Imagine how polite DPS would be then.
Aug 25th 2011 5:18PM How could you give those tips and ignore macros?
At the very least, using /startattack with common abilities can make a big difference in melee DPS.
Using focus on the tank you can use assist macros to make sure you are targeting what the tank is targeting, while keeping your mouse free for movement. If you like, you can attach that macro to your tab key to prevent "oops" moments.
Everyone should have either an "oh noes" macro or an "uber-buff" macro that uses their defensive/evasive cooldowns or pops their trinkets and buff abilities. It's very convenient to use both trinkets, your temporary damage boost ability, and any on-use items with one amazing button that you can hit when you need the burst of extra damage.
For those looking for tips here, trinkets are slots 13 and 14, so to use both trinkets the macro is:
It's easy to do and helps a lot.
Aug 22nd 2011 6:18PM I'm a raid-geared tank in a casual raiding guild. We clear 4/7 bosses currently, so have a few VP to clear up afterward. I grind those off in trolls because it just takes 3 of them vs more heroics.
However, I have on occasion done heroics just to have a change of pace. I find the quality of players in heroics to be, quite frankly, terrible, but because I so far outgear the instances, they are still tolerable. I can skip some of the bosses and have some quick runs.
I can also have some painful ones when the DPS pull additional groups or simply can't play (2k DPS on a DK? Seriously?). In the end, I generally get frustrated from enabling terrible players, and head back to trolls.
I seldom wipe in "zandoms" - this is perhaps due to a higher quality of player running them, or perhaps it is because I explain what I want people to do on Jin - but they are SO grindy these days it's not funny. I am starved for variety.
Whenever we kill a new boss in FL, someone in the raid always says "Yay, one less troll instance I have to do". There is something wrong when the enjoyment of killing a boss for the first time is partly derived from lessening the post-raid VP grind.
Aug 16th 2011 12:03AM A good way to keep ahead of inflation is to keep your money moving. Keep an eye out for high-volume, low-margin opportunities that allow you to keep a strong trickle of profit happening, and don't be afraid to invest big when opportunity knocks.
For example, with ore prices on my server regularly at 3.50 or more, if I see 200 stacks listed at 2.50, I buy all of them, because I know that I will turn it over for profit (unless there is some change to the game affecting supply or demand).
If you are nervous about processing that much, just re-sell some of it and process what you do feel comfortable with. However, I have never had an overflow like that where I have not regretted selling off the excess. If it makes sense to buy 20 stacks to process, then it will make sense to buy all 200 to process.
The important thing to note is that gold in your bank is not earning interest. If you want to keep your wealth up, put that gold to use on the AH. High-volume, low-margin markets tend to be resonably stable and profitable.
An example of one is turning ore into enchanting mats by jewelcrafting and disenchanting. The market for enchanting mats is huge, with room for lots of players in the market. It is unlikely to be destabilised by a lone undercutter. The supply of ore of late has been choked by people doing dailies instead of wasting time farming for me, but there is still enough around to keep me cycling through my gold and turning a profit.