tanking

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  • Behind the Mask: The best defense isn't a good offense

    by 
    Patrick Mackey
    Patrick Mackey
    09.08.2011

    Blocking is one of the elements that separates Champions Online from just another MMO. Along with combat movement, blocking turns CO from another game of "1, 2, then 4 until dead" into a dynamic action experience. Blocking reduces incoming damage by a ton, even with no investment in upgrading it. It also gives you sizable energy boosts for every attack you block, which gives you comeback potential. Many players block only charged attacks, and even more simply never block. While it's important to block charged attacks, blocking isn't just for the few times when those happen.

  • Lichborne: Analyzing the proposed patch 4.3 death knight tanking changes

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.06.2011

    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.

  • Is it time to kill tanking?

    by 
    Matthew Rossi
    Matthew Rossi
    08.25.2011

    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.

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

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.23.2011

    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.

  • The new tanking threat paradigm and you

    by 
    Matthew Rossi
    Matthew Rossi
    08.17.2011

    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: 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. 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.

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

    by 
    Matthew Rossi
    Matthew Rossi
    08.13.2011

    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.

  • The Daily Grind: What was your favorite experience as a tank?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.02.2011

    Maybe you have a sword and shield, maybe you have a really high Dodge rating, maybe you have durable force fields. Whatever your qualifications for the role, you take up the mantle of the tank to keep the rest of your party safe against your enemies, whether they're gang members in DC Universe Online, vicious beasts in Final Fantasy XIV, or enemy starships in Star Trek Online. Whatever your game of choice, if you've played MMOs for a long enough stretch, you've had opportunity to tank. Of course, part of tanking is that you wind up with stories, in no small part just because it's such a vital job. You can't fake the experience -- you have to get in close and take the blows for the party members who can't survive them. So what was your favorite experience as the party's meat shield? Was it a specific run, a specific group, or was there an entire game that made tanking feel like the most enjoyable thing in the world? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Lichborne: Why the death knight blood tree needs tweaks

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.28.2011

    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.

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

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.14.2011

    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.

  • Addon Spotlight: ThinkTank sets you up for tanking fast

    by 
    Mathew McCurley
    Mathew McCurley
    06.09.2011

    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.

  • Ask the Devs Round 9 mitigates your tanking questions

    by 
    Mathew McCurley
    Mathew McCurley
    06.08.2011

    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.

  • Behind the Mask: The Art of War, tanking edition

    by 
    Patrick Mackey
    Patrick Mackey
    05.26.2011

    Recently, my girlfriend told me that Behind the Mask hasn't had enough "fun" articles lately. What is "fun," anyway? And why is my girlfriend nerdy enough to actually understand what CON and PRE are? She doesn't even play Champions Online! However, I did promise this week I'd do an article on CO tanking techniques. It'll include very little on specific powers and more on how to use those specific powers. I had a video guide planned, but my project file got corrupted. Hopefully the information presented here is enough for you to get a good idea of what to do. One key element of of my techniques is that they are heavily geared toward a character with Acrobatics. If you do not have Acrobatics, you are at a massive disadvantage compared to a tank who does. In-battle mobility is extremely important for a tank!

  • Ask the Devs Round 9 wants your tanking questions

    by 
    Matthew Rossi
    Matthew Rossi
    05.25.2011

    At precisely noon today (that's right now!), Ask the Devs Round 9 will be up on the official forums. This time, the devs want to know what you want to know about tanking. Are you interested in the incoming 4.2 change that strips dodge from agility for warrior, paladin and death knight tanks? I'm personally interested in why they bothered to do that. Maybe you're more curious about the general direction of tanking in 5-mans, raids and even tank specs in PVP, or you're wondering about how good mastery is going to be for your paladin tank in 4.2. Whatever your questions are, now is your chance to answer them. So go! Go, my legion of the tanks, go and get the developers' aggro and do not let it go until your questions are answered! The news is already rolling out for the upcoming WoW Patch 4.2! Preview the new Firelands raid, marvel at the new legendary staff, and get the inside scoop on new quest hubs -- plus new Tier 12 armor!

  • ArcheAge producer talks tanking, adventure system, and closed beta

    by 
    Jef Reahard
    Jef Reahard
    05.16.2011

    AAportal has translated a new interview with XL Games lead designer Kim Kyung-Tae, and the piece sheds a bit of light on what players can expect in ArcheAge's third Korean closed beta test later this month. The event is designed for 5,000 players and will feature newly enabled game systems including adventures, battlefields, and instanced dungeons. The interview boasts several interesting nuggets, chief among them a brief description of ArcheAge's adventure content. "Adventure content works by a system of hints: the player can randomly find a clue or hint how to find a special place. If you collect enough hints to find it, you will see a special item or monster. These can't be found in normal ways, only through the adventure contents, so it is not related to leveling up," Kim explains. Adventure system rewards won't replace quest or crafted items and instead exist "just for fun." Kim also has some intriguing things to say about the MMO trinity, more specifically the fact that gameplay in ArcheAge doesn't require a tank. "The overall gameplay will be around using various devices and cooperating with other players in the party. In real life, no one should be able to tank a big monster, and instead take it down with trickery. We want it to be the same in the game." The interview also features discussion on siege mechanics, housing, and travel systems, and you can read the full text at AAportal.

  • Behind the Mask: Pointing fingers and assigning blame

    by 
    Patrick Mackey
    Patrick Mackey
    05.12.2011

    When I posted about teaming roles last week, I really wasn't expecting the feedback you guys gave me. Some of you insisted that the holy trinity was dead, others told me that healers can do just fine if they only have heals, and still others told me that tanks are useless. Some of you also commented that Archetypes make decent tanks or that spread stats are a bad thing. I wish I had time to make a detailed rebuttal to all the comments, but information comes first! This week, we're going to talk about Champions Online's threat mechanics. Originally I was going to talk about tanks in general, but that is such a huge topic that we're just going to have to break it up into bite-sized chunks. I talked about threat mechanics a long time ago, but some things have changed. This is particularly relevant because the two adventure packs are on sale right now, and if you're a free member, you really owe it to yourself to pick them up. They're that awesome, and you can explore the game's more interesting team content for a tiny fraction of the price. When you try them out, you'll have this guide to tell you about how big team engagements work and why your Inventor faceplants every fight. You may even be able to stop it...

  • Aeria releases new Eden Eternal Warrior video

    by 
    Jef Reahard
    Jef Reahard
    05.11.2011

    Class systems are sometimes maligned by certain segments of the MMORPG-playing population. Whether these folks feel that classes are too restrictive or simply desire gameplay that deviates from the norm, anti-class rhetoric is fairly common. While Aeria Games' free-to-play Eden Eternal MMO still makes use of traditional MMO class archetypes, one thing the game has in spades is variety. Eden Eternal allows players to freely swap between 15 classes, one of which is the venerable Warrior and the subject of a newly released video. Warriors, as you might expect, fall under the game's tanking branch. What you might not guess is that in addition to being meatshields, Warriors do respectable damage. The class uses shields, seven different types of axes, five tank branch skills, and seven class-specific skills that you'll see in the trailer. Have a look after the break.

  • The Soapbox: Eat your tanking or you won't get your ice cream

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.19.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Picture this -- you're a parent of a squalling child. (For some of you, this may be a very easy picture as you sit at the dinner table.) Your child is refusing to eat his or her dinner on the basis that the broccoli doesn't taste like doughnuts covered in Skittles. Being a mature adult and realizing that a lifetime of Skittle-based food toppings is not a viable dietary choice, you are trying to patiently reason with said child despite the fact that the child assumes Kevin at school is evil incarnate because he took the good swing despite your child's having called it. Eventually, you break down. You tell your child that a special treat awaits if he or she eats all of those vegetables. And so your child queues up for a random heroic in World of Warcraft, and -- wait, we skipped ahead of the metaphor, but that's essentially what the whole Call to Arms feature boils down to. And it brings up interesting questions of bribery, choice, and what makes a fun and functional mechanic.

  • Lichborne: More blood tanking questions answered

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    04.12.2011

    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. With the new patch 4.1 Call to Arms feature likely to be stuck near permanently on tanking, death knights are going to find themselves with a pretty nice little incentive to stay in their blood spec a bit more often. With that in mind, it's pretty lucky that we just finished going over the basics of blood tanking and gear tweaks for blood tanks. Considering that's still the hot topic, though, and that we're likely to see a surge in death knight tanks looking for that Call to Arms bonus in patch 4.1, I want to take one more week to keep on this whole tank thing and answer some of the questions I've seen floating around, both here and elsewhere.

  • Lichborne: Gemming, reforging, and other gear tweaks for blood death knight tanks

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    04.05.2011

    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. Last week, we discussed the basics of death knight tanking, including finding your perfect spec and figuring out which stats to aim for. This week, we're taking it one step further. Once you're all geared up, you need to put the finishing touches on your gear. Today, we'll look at how you can use gems, reforging, and enchants to bump your tank gear up to the next level.

  • Alter-Ego: Five powers that make Ice nice

    by 
    Krystalle Voecks
    Krystalle Voecks
    04.02.2011

    Last week we took a look into the Fire powerset in DC Universe Online, one of the two tanking powersets available to heroes and villains who want to spend their time at the front lines of the fight. As noted last week, the Fire powers make tanking a snap by simply soaking damage through the use of self-healing. Ice, by contrast, is all about mitigating damage through armor abilities, which help tanks shrug off smackdowns that would leave other players knocked out and drooling on themselves. While my Ice tank is just shy of DC Universe Online's endgame at the moment, I have spent time running her in groups, reading just about anything I could put my mitts on about tanking powerset suggestions, and fiddling with my own build as I progress. I feel pretty comfortable recommending five great powers to consider for an Icy-tanking hotbar, since I've seen these oft repeated. I find them useful in my everyday play now -- even if I'm not quite up to smacking the biggest baddies around yet. So if you're curious as to what much research (and faceplanting) has unearthed as five of the best Ice tanking powers, then join me behind the break!