Aug 25th 2010 12:20AM Me and my fave healer would play a little game during guild 10 mans. We'd do a quick 1 -10 roll in whisper at the start of a guild 10 man, and then one of us would cue up 10th Man Down by Nightwish and play it over vent somewhere during the run.
The fun started when we tried to wipe the raid and make sure that whoever happened to be #whatever we rolled at the start died last... 10th Man Down.
We paid the repair bills if we failed, otherwise it was each raiders responsibility.
It was always funny to see an entire raid suddenly scatter at the opening notes of a song trying to get to an exit/safe spot before the inevitable insta-gib, totally worth the raid wide repair bills we paid.
Apr 4th 2010 10:41PM As a tank I have the same trust issues with new healers. I'm generally watching my health at least as much as I am watching for fire/void zones/bad stuff on the ground.
It's all well and good for the healer to be geared out in Ilvl 232/245, but lets face it, its stupidly easy for anyone to get that level of gear regardless of skill. It normally takes me a boss or 2 before I can start to trust the healer to do whats needed to keep me up.
But then, I guess the same could be said for healers with an unfamiliar tank... its a two way street as far as healer/tank trust goes.
Jan 14th 2010 8:19PM As a tank, I appreciate this article. Its good to see someone that understands the relationship that should be between tank and dps. But to an extent it is up to the tank to allow the dps to go full bore, our threat has been given a huge increase since the days of the 3 sunders rule.
If the tank is about equally geared with the dps, then all that should be needed is a couple seconds to get some quick aoe threat down and intelligent use of spells and abilities. (don't go blowing your massive threat aoe right off the top)
But please have some consideration for the brand spanky new tank, they need patience and time to learn. Give them the chance to get the shiny beaten off of them and to lose a few hundred brain cells.
Jan 13th 2010 8:57AM Ya, as a tank I generally curse and swear when any of those get used, especially Army of the Taunt. I'm lucky enough to have been ably to train my guildies to not use them unless its appropriate (read: I let them die for pulling those stunts), but theres no such learning curve for random cross realm pugs.
I normally stop whatever I'm doing and type a long rant into party chat about how much I hate DK's that pop army when a DK pops army. It amuses me to no end when everyone else agrees with me.
Jan 13th 2010 8:40AM I've never run into the problem with tanks (I'm a tank that rarely ever goes dps), but have seen it once for heals.
No Mr. Kitty druid, I don't care how leet your gear and skill is, I'm not pulling till you grow bark and sprout leaves... or just leave.
If you happen to be specced for your role and are just undergeared/inexperienced I'm fine with it, lets do the run and try to get through it without too large a repair bill. But when you sign up for a role that you have no gear or spec for, I get a bit twitchy.
Jan 12th 2010 1:21AM Yes, those changes would balance out the PvP, but I must agree with everyone else, your proposed nerfs to prot would cripple warrior tanks in PvE. We need the silences for casters and our damage is generally abysmal already.
So unless all tank classes had the same nerfs to silences to force players back to the use of crowd control and LoS pulling it isn't a viable option, warrior tanks would cease to exist.
There have been many comments to just make the skills/talents not work in PvP or at reduced effectiveness. The best solution in my opinion would be to base the talents off of defense, thus "nerfing" prot damage by forcing the use of tanking gear instead of pvp/dps gear with massive stacking of ArP.