The Light and How to Swing It: What happened to encounters that were interesting to tank?

Cataclysm has been a fairly, er, cataclysmic expansion when it comes to the status quo of tanking. For starters, threat was decimated with the introduction of Vengeance and nigh removed from the game with the recent buffs to threat generation. Likewise, variability in the number of tanks a fight required seemingly died along with Halfus Wyrmbreaker. And, perhaps most troubling of all, the profession of tanking has generally been made less and less interesting as far as encounter design is concerned.
What makes a fight "interesting"?
If you think back to some of the fights in previous tiers, the most interesting ones were always the most demanding ones -- the ones that required you to juggle multiple balls over the course of the encounter. These balls could be one of many mechanics. To name just a few:
- Picking up adds that are dynamically joining the fight
- Shepherding adds to a specific location
- Hitting cooldowns to counter a near-death attack
- Moving out of hazards constantly
- Taunt swapping boss on a debuff
- Combating the threat output of buffed DPS
Reading any of these, you can think of a number of mechanics that Blizzard has constantly repeated that encompass them. It's a fairly limited bag of tricks, and Blizzard has done a bang-up job mixing and matching a handful of them and compiling the resulting smorgasbord into some of the fights we have known and loved.
Filed under: Paladin, (Paladin) The Light and How to Swing It
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