Skip to Content

WoW Insider has the latest on the Mists of Pandaria!

Posts with tag tanking

How could tanking design be changed?

Tanking is designed around holding threat and using abilities to stay alive. The current paradigm, wherein tanks work hard to passively gear themselves for predictable incoming damage in order to make healing them easier, has its drawbacks. Tanks usually ignore stats that contribute to threat generation (to a degree that baseline threat generation has repeatedly been increased, currently sitting at five times damage dealt by the tank), which has led to the discussion of active mitigation in the tank design of Mists of Pandaria. The goal is to make tanks desire threat generation stats such as hit and expertise by making them not just threat stats, but also to tie them into survivability.

By making threat gen stats also generate resources that are used to actively mitigate incoming damage, the goal is to make tanks want those stats, rather than simply aiming as close to complete coverage of the combat table as they can get, reducing incoming damage to something as reliable and easily anticipated by healers as possible. Tanks currently value dodge, parry, and their mastery stats well over any potential threat generation from hit and expertise.

Since we've already seen quite a bit of the Mists of Pandaria talent calculator, we know that design of the new tanking system is probably fairly well advanced. We also know that the monk, another tank/DPS/healing hybrid class, will be debuting with the expansion. Therefore, it's worthwhile to examine tanking changes that could be implemented, even to stretch our vision of tanking significantly past where it is now and most likely past where it will go in Mists.

Read more →

Filed under: Druid, Paladin, Warrior, Death Knight, Monk

5 ways to keep your healer happy in 5-man heroics

While much of Azeroth has been busy engineering the repeated demise of the big Dee-Dubya, many of us are still running 5-man dungeons. Maybe it's for valor points, maybe it's to hit the ilevel required to take a pop at that dragon, or maybe it's while frantically levelling another character to 85. With every 5-man instance comes a healer, and you really ought to be showing your healer some love.

Before you say Pah! I don't need to do anything to keep my healer happy -- I massively outgear all the 5-man content the game has to offer. This advice is worthless!, spare a thought for those who don't. The new healer who wants to get a look at some Hour of Twilight. The player with bags overflowing with PvP gear to cheat the ilevel requirement. The fresh 85s who are facing these dungeons for the first time. They need this advice, and if you're running with them, you could consider reading it too. And if you think it's not your responsibility to help your healer out now and then, remember: You don't do any DPS when you're dead.

Read more →

Filed under: Analysis / Opinion

Crowd control basics by class

So, crowd control. Contrary to the name, it isn't really a good way of controlling crowds; rather, it's a great way to control the size of the crowd of mobs mercilessly attacking your tank. Crowd control in this post means abilities that can be applied prior to a pull. We'll get to abilites like Psychic Scream, warriors' Intimidating Shout and Shadowfury a bit later, but they're not our primary concern right now. There are some situations, particularly in the Rise of the Zandalari dungeons where pre-pull CC isn't possible (such as the adds on the way to Nalorakk in Zul'Aman) where you'll need to CC on the fly, but this is rarely the case.

Not all classes have crowd control abilities of the type we're talking about here. Warriors and death knights have a few stuns, fears and Hungering Cold, all of which can be put to excellent use but aren't really crowd control in this sense as they can't be cast prior to the pull.

So which classes have these pre-pull crowd control abilities, and what are they?

Read more →

20 observations from a leveling tank

My main is a druid tank and healer, but on occasion, I've returned to two low-level warrior alts and braved leveling in the Dungeon Finder. Most leveling groups are a bit like the proverbial little girl with pigtails: When they're good, they're very, very good ... and when they're bad, they're horrid.

The following is a list of somewhat random observations I have collected after several expansions' worth of tanking for low-level groups.

1. Don't take shortcuts on trash packs. The time you save sneaking past one of them will be eliminated by the time you'll lose when someone blunders into them and dies.

2. Someone will almost always blunder into them and die.

3. Despite common complaints on the forums, the vast majority of players are actually really nice people who are perfectly willing to tolerate mistakes and the learning curve. The actual occurrence of true, unforgivable jackasses seems to be about one per five groups, although this depends on when you're queuing.

Read more →

Filed under: Analysis / Opinion

Addon Spotlight: More information from Visual Combat Table

Each week, WoW Insider's Mathew McCurley brings you a fresh look at reader-submitted UIs as well as Addon Spotlight, which focuses on the backbone of the WoW gameplay experience: the user interface. Everything from bags to bars, buttons to DPS meters and beyond -- your addons folder will never be the same.

Tanking used to be inaccessible because of the numbers game -- mitigation numbers that were hidden away in the great unknown. Players had to rely on the stalwart parsers and number crunchers over at EJ, Tankspot, Maintankadin, and all sorts of websites in order to inform the community about these magic numbers on defensive stats to let a tank do his job. Nowadays, hit and miss numbers are easily displayed for players, and defense as a statistic to worry about is gone forever.

That all being said, the tanking game is still a numbers game, but this time it is more nuanced with the introduction of mastery and the ability to mitigate most damage a tank takes. You've seen numbers being thrown around and you may or may not know what they mean. Well, Visual Combat Table (VCT) is here to make sense of those numbers for you. Tanking is soon to become another hot commodity role to fill in the upcoming Raid Finder, so arming new tanks with mitigation knowledge is always a good thing.

My introduction to VCT started with an email from its creator letting me know about its existence and the role he felt the addon played in the tanking community as a whole. While reading his email, I thought back to my first few weeks of tanking in Cataclysm and realized that for all of the information the game was showing and telling me there still was a great deal that I was struggling with. I wanted more information, and sifting through forum threads wasn't giving me a quick enough answer.

Read more →

Filed under: Add-Ons, AddOn Spotlight

Addon Spotlight: Raiding essentials for tanks

Each week, WoW Insider's Mathew McCurley brings you a fresh look at reader-submitted UIs as well as Addon Spotlight, which focuses on the backbone of the WoW gameplay experience: the user interface. Everything from bags to bars, buttons to DPS meters and beyond -- your addons folder will never be the same.

With the Raid Finder tool hitting the PTR in the very near future (potentially even right now, depending on what happens between the days betweeen this publishes), new players will be ushered into a new era of raiding. With the new, more forgiving raid difficulty setting, players who might have never been part of the raiding game will get their chance to see endgame content first hand. We want you all to be prepared here at the Addon Spotlight. Today's installment of the column is all about getting tanks in tip-top interface shape for their new adventures in patch 4.3.

Addons essential for tanking, like the other two roles, have greatly lowered in number over the years, as Blizzard has made the entire WoW experience more streamlined and user-friendly. Old paradigms like threat and mitigation have substantially changed over the course of the game's life and now are much more straightforward affairs for the average player. Addons can still help increase the user-friendly nature of the game and give you an extra edge in making your raiding experience an enjoyable one.

Read more →

Filed under: Add-Ons, AddOn Spotlight

Lichborne: Analyzing the proposed patch 4.3 death knight tanking changes

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. This week's header image comes to us from everyone's favorite WoW Insider commenter, Orkchop.

So recently, Lead Systems Designer Greg "Ghostcrawler" Street posted a new Dev Watercooler discussing the ins and outs of the new active mitigation tank philosophy. Since he dedicated a whole section to proposed death knight changes in patch 4.3, I figured it would be a good idea to take a look at the stuff and see what it does.

My preliminary verdict would be pretty simple: It's a pretty big help. It fixes or mitigates a lot of our quality of life issues, it makes a little less squishy, and it nullifies rune tetris nicely. I can't really disagree with the individual changes or the rationale behind them. That said, it doesn't completely solve our problems, and there are probably one or two more little things to be done before stuff looks really good. Let's take a look at the specifics.

Read more →

Filed under: Death Knight, (Death Knight) Lichborne

Is it time to kill tanking?

Please note I said "tanking" and not "tanks." If you know a tank, give him or her a hug. He or she isn't clad in cold metal or an angry bear that will tear off your face because of you; it's those pesky mobs.

The tanking system has long been somewhat problematic in World of Warcraft. While it scales to some degree, from 5-man dungeons to 10-man raids, the scaling falls apart when we get to 25-man raiding, which currently demands about the same amount of tanking as 10-man. You can get through most of Firelands with two tanks, no matter your raid size. Majordomo Staghelm only requires one tank, again, no matter your raid size. This means that the scaling from five to 10 works, but as soon as you go from 10 to 25, instead of needing 2.5 times more tanks, you need no more tanks.

The other problem is simply that there already aren't enough tanks for every 5-man group. When the Call to Arms feature was announced for the Dungeon Finder tool, it was created out of the simple fact that we're not seeing the distribution we'd expect in the playerbase. In order for the Dungeon Finder to work without significant group queues, we would need 20% of the people queuing up to be tanks (1 in 5 = 20%). This is not the case.

People simply don't want the perceived group responsibility of tanking. It's why changes were made to CC mechanics that allow groups to CC on the fly without pulling. It's why Call to Arms exists. And yet, despite both of these changes, tanking was still so unattractive to players that threat itself needed to be redesigned. All of this work to try and get people to tank. Maybe the problem isn't the players here, though. Maybe it's the role.

Read more →

Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Death Knight

Lichborne: What the patch 4.3 tank changes may mean for death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

So by now, I'm sure everyone is aware of the huge tanking changes recently announced by Lead Systems Designer Greg "Ghostcrawler" Street. Of course, there are the immediate threat increases, but the really interesting part regards their plans for patch 4.3. They're planning to put all four tanks on active mitigation models, similar to what death knights have currently with Death Strike, which is primarily the focus of today's column.

There's been an uproar from many corners with this announcement, with many tanks declaring that if they wanted to tank like a death knight, they would have rolled one. Funnily enough, many death knights who rolled the class to tank back when they could do it as frost or unholy, or back before Death Strike spam, might protest that they never wanted to tank this way either -- but that's not the point. The point to make here is that active mitigation won't put the other three tanks in the same dire straits as we are, per se. While there are arguments to be made for and against active mitigation in general, active mitigation isn't our only problem, if it's a problem at all. Our problem, among other things, is that we're reactively mitigating.

Read more →

Filed under: Death Knight, (Death Knight) Lichborne

The new tanking threat paradigm and you

If you're wondering what all the fuss about Ghostcrawler's latest dev watercooler post is about, well, you should probably go read it. Some of these changes have already gone live on the realms, while others won't until the next patch. The basic gist is as follows:
  1. Threat generated by tanks has been increased from 300% of damage dealt to 500%. What this means in practice is if your tank is doing 5k DPS, you'd need to do over 25k DPS to pull threat off of him or her. (You need to do roughly 110% of tank threat to pull once he or she has aggro, so you'd actually need to do 27.5k DPS to pull off of a tank doing 5k DPS.) This change was hotfixed in, so if you're noticing your tank is suddenly doing a lot more threat per second, that's why.
  2. The way Vengeance stacks is going to be streamlined. Vengeance currently ramps up somewhat slowly. In the current model, every time you take damage as a tank, you gain 5% of the damage you take as attack power. So if you're hit for 20,000 damage, you gain 1,000 attack power. As you take more and more damage, this stacks up to a maximum of 10% of your health, so for a tank with 165,000 health, this caps at 16,500 attack power. In the new version, when a tank takes that 20,000 damage, he or she will gain one-third of the damage of the attack as attack power immediately, or 6,600 AP. This is more than six times as much attack power gained as in the current model. Vengeance will otherwise work the way it does now.
These two things combined by themselves mean that, except in cases where the DPS simply blows all their cooldowns immediately upon seeing the trash coming or as soon as they see the boss while the tank is sitting down to eat, threat will be almost trivial for a tank to gain and maintain. In addition to this revelation (which we are already starting to play with right now, as I experienced in a recent pickup Zul'Gurub instance), Ghostcrawler talks about how tanking will be redesigned to remain active with this new design philosophy.

This is really groundbreaking stuff, and it means that patch 4.3 will see the complete dismantling of the legacy of vanilla WoW tanking design. Once, gaining and keeping threat was the most important role of the tank, more important even that survival, and many endgame tanks were warriors 31/5/15 specced into Defiance in the protection tree to ensure threat. These changes can be seen as driving a final nail into that kind of tanking's coffin.

Read more →

Filed under: Druid, Paladin, Warrior, Death Knight

The Care and Feeding of Warriors: The newly 85 warrior tank blues

Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Okay, so you leveled as protection. Let's assume you intend to tank on said warrior. Since you're now level 85, it follows that you should look up what the top raiding tanks are doing and do that, yes?

No.

Sweet candy-coated Garrosh clusters, no, you should not do that. Those guys are wearing gear you haven't even started to collect and are in 10- or 25-man raids that are composed of some of the best players in the world. You're just starting. You're most likely going to be tanking in pickup groups where the other four players are complete strangers who neither know you nor care one whit about your gameplay. In some cases, sure, you'll get a good group and everyone will work together and kill the monsters as a unit. That's great.

I'm here to write columns to help you out, and frankly, you don't need help with good groups. You need my help for the groups with the fury warrior in full Firelands gear who shows up in your heroic Deadmines run and does 28k DPS. (I said I was sorry.) You need my help for the ret paladin who doesn't know what his interrupt is called (Rebuke) or the mage who won't cast Polymorph because it's just going to break anyway when he starts jumping around casting Arcane Explosion constantly for no reason.

This week, we're going to talk about how to gear and play a tank starting out in normal level 85 instances and the first tier of Cataclysm heroics.

Read more →

Filed under: Warrior, Analysis / Opinion, The Burning Crusade, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King, Cataclysm

Lichborne: Why the death knight blood tree needs tweaks

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Patch 4.2 will likely be on live servers by the time you read this, but I figure we've talked enough about the patch 4.2 in past columns. If you read those, you probably have a good idea of where everything is for death knights. This week, I've decided it would be a good idea to take a break and talk about something that didn't get much attention in patch 4.2: the plight of the death knight tank.

It's been sort of an undercurrent in the death knight community since the beginning of Cataclysm. The death knight blood tanking tree is just sort of gummed up. It's not that we're underpowered, per se. No, a well played death knight tank is pretty dominant in heroic dungeons and even normal raiding. You only start really falling behind in heroic raids, where the problem becomes really evident: You're doing twice as much work for the same results, more or less.

Most of the issues are centered around Death Strike and how it interacts with our resource system. The quirks of said resource system are so demanding that you end up staring at your rune bar more than the battle in front of you, trying to game the system just right to squeeze out one last Death Strike.

Read more →

Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: You can tank your way to level 70 as a death knight

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

I've actually seen more than a few questions lately about tanking as a lowbie death knight. People want to know if it's possible, how to gear, and if there's any special tips or tricks you should watch out for. Combine this with Alison Robert's resurrection of her lowbie tank project, and I have to admit, lowbie tanking has been on my mind. There's no denying that tanking at level 60 is an entirely different beast than tanking at level 85, but there are enough similarities that practicing at 60 can help you develop a lot of the tools you'll need to soldier through those level 85 heroic PuGs on the way to those Satchels of Exotic Mysteries.

This week, we'll take a look at the average level 58 death knight (58 being the level your average death knight is upon leaving the starting experience), and figure what you can do to get in gear and get yourself tanking all the way through to level 70.

Read more →

Filed under: Death Knight, (Death Knight) Lichborne

Addon Spotlight: ThinkTank sets you up for tanking fast

Each week, WoW Insider brings you a fresh look at reader-submitted UIs as well as Addon Spotlight, which focuses on the backbone of the WoW gameplay experience: the user interface. Everything from bags to bars, buttons to DPS meters and beyond -- your addons folder will never be the same.

Tanking in Cataclysm has simultaneously become the most reviled and most desired role players can choose. The random Dungeon Finder and Cataclysm's change in mechanics has created an odd world for tanks to live and thrive in, one of dependence and expectation. Blizzard's goal is to make more players into tanks, through the inclusion of tanking-specific heirlooms as well as rewards like the Call to Arms bag feature that launched with patch 4.1, providing extra rewards to players who chose to queue up as a much-desired tank. For the most part, Blizzard's efforts have been working well.

During deep contemplation, a state which I frequent a lot these days, it dawned on me that I would love to be able to give new and budding tanks a list of resources for user interface tips to make their tanking lives easier. What better way to introduce more tanks to the game than by taking some of the mystery of the tanking UI out from the shadows and make a recommendation for a tank UI? So I began to search the internet, looking for the right UI to recommend for players who want to make a tank alt or for new players interested in the vital tanking role. Let me introduce you to ThinkTank.

Read more →

Filed under: Add-Ons, AddOn Spotlight

Ask the Devs Round 9 mitigates your tanking questions

Ask the Devs is back for Round 9, which deals with the most awesome role in WoW ever -- tanking. Of course, coming from a tank, that might be a bit biased -- but deal with it, healers and DPSers. I've got creatures to keep from punching you in your squishy little faces.

Of note this time around is Blizzard's tough time dealing with tanks wanting threat stats (hit and expertise) and the current struggle with making it work. Currently, in cutting-edge content, threat stats are pretty good for initial aggro, but over time, Vengeance does its job admirably and keeps bosses on tanks with relative ease. I think that design decision is hitting the sweet spot, but it begs the question of why even have the threat stats in the first place?

Blizzard also discussed the mastery bonuses for each tank. The devs feel that death knights and druids are doing pretty well, all things considered, and that paladins and warriors have a similar problem in "capping" mastery, but that paladins are more susceptible to problems. There is still the sentiment in the community that Blizzard needs to add its own visual threat meters or some type of aggro status, but there is a reluctance on Blizzard's part to clutter up its own default UI -- understandable, but this may potentially be a part of Blizzard's forthcoming (but not discussed) "how to tank" solution.

Buried in this discussion, however, was a little tidbit about patch 4.3. Blizzard states that the design for the patch 4.2 legendary, Dragonwrath, has wide appeal to a number of staff-wielding ranged DPS classes. However, it then mentions the "patch 4.3 legendary" and its more narrow appeal. Will we be seeing a tanking legendary in the near future, or potentially another healer item? We do know for sure that it will not be as widespread, class-wise, as Dragonwrath, so we can only sit back and assume. What is interesting, though, is that patch 4.3 also looks to be a raid tier and not a patch 4.1-style dungeon content update. Could patch 4.3 be bringing us the War of the Ancients raid that we have been eagerly anticipating, especially with the return of Nozdormu and his crazy time antics? Only time (heh) will tell.

Also, don't expect a new tanking class any time soon. Hit the jump for the full question and answer session.

Read more →

Filed under: Blizzard, Cataclysm

Around Azeroth

Around Azeroth

Featured Galleries

Kalimdor in Minecraft
It came from the Blog: Lunar Lunacy 2012
It came from the Blog: Caroling Carnage
It came from the Blog: Hallow's End 2011
It came from the Blog: Pilgrim's Bounty 2011
Mat's Birthday Wish
WoW Tier 13 Armor Sets
Death Knight Tier 13 and Retrospective
BlizzCon 2011 Floor Show

 

Categories