tanking

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  • Itemization and the plight of the bear tank in Wrath of the Lich King

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.05.2008

    One of the biggest concepts coming with Wrath of the Lich King is gear consolidation. Stat are being folded into each other and classes are being changed even on very basic levels so that fewer gear types can work for more classes and specs. Feral Druids have seen this happen as well, with talents such as Survival of the Fittest and Heart of the Wild tweaked so that they can get more benefits from Rogue gear. Unfortunately, this hasn't worked out that well for bear tanks.

  • Lichborne: State of the Death Knight

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.02.2008

    Welcome to Lichborne, WoW Insider's newest class column. Every week in Lichborne, Daniel Whitcomb will explore the ins and outs of Blizzard's newest class, the Death Knight. It's Wrath of the Lich King Beta time, and finally time to meet the new Death Knight class. Unfortunately, we can't really guarantee you'll be meeting the same class that you'll see in the live game, per se. It's not that the class isn't shaping up well or isn't quite distinctive, it's more that there's just so much that's changing. The next build that's scheduled to hit the Beta servers is a perfect example. Not only will talent trees be changing extensively, with some talents becoming baseline and some baseline abilities becoming talents, some talents switching tiers, and others even switching trees, but the very way we inflict and stack diseases will be getting some tweaking as well. In addition, many of the Death Knight's baseline abilities, especially related to disease and damage rotations, are changing as well. So with all these changes, what can you say about a class that's changing drastically on a weekly basis, and may look completely different from how it does now by the time Wrath goes live? Is it really possible to speak about an overarching unifying theory of Death Knights? Well, let's try. Welcome to the first annual State of the Death Knight address.

  • The Care and Feeding of Warriors: When warriors work together

    by 
    Matthew Rossi
    Matthew Rossi
    07.31.2008

    Matthew Rossi would like to apologize for any confusion caused by this post being on a Thursday instead of Totem Talk. He...well, he forgot it was Friday. That's all there is to it, he just plain forgot what day it was. He apologizes (okay, I apologize, I'm him, I'm sorry, I seriously thought it was Friday) and will have Totem Talk up for you tomorrow. Like I said yesterday, kills happen when the whole raid pulls together. Yes, this is blatantly obvious, but it still bears examination. One of the debates that's raged now and again in the comments to this column has been over the usefulness/utility of DPS warriors. As a tanking warrior myself, you may have expectations that I don't like DPS warrior, that I look down on them or think myself superior to them because I'm a main tank. Nothing could be further from the truth. My guild's two DPS warriors are a tremendous asset to the raid, they have solid knowledge of the class and its mechanics both DPS and tank, they're valuable sounding boards for every fight and they help make tanking easier in a variety of ways.So today I'm going to talk about DPS warrior/Tanking warrior synergy. How come I'm so pro-DPS warrior when I hate DPSing in raids and love tanking? Because while yes, a bad DPS warrior is a liability (just like a bad player in general is a liability) a good solid DPS warrior is not only a great source of, well, damage per second, he or she is also an asset to a tank.

  • Crushing blows (mostly) removed in Wrath as raiding changes

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.31.2008

    We've known for a while that the developers have wanted to remove crushing blows, but now it looks like they're starting the process for good: Ghostcrawler has confirmed that crushing blows will now occur only when a mob is 4 levels above you, rather than 3. Since "Boss" mobs are automatically 3 levels above the max level, that means that if you're running level appropriate content, you should no longer have to worry about crushing blows at all. As Ghostcrawler explains it, crushing blows were originally meant to discourage you from attacking high level mobs and to make bosses more challenging. Now, they serve only the former purpose, and Blizzard is working on other ways to make bosses challenging without making them so random.

  • Tank Talk: The first kill

    by 
    Matthew Rossi
    Matthew Rossi
    07.30.2008

    Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and Allison Robert (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish.The nature of tanking is to be a component in an overall strategy. In classic WoW, levels 1 to 60, it often seemed like the center of attention, as boss encounters were often 'tank and spank' variations that involved having one tank hold a boss on him or her while the healers kept the tank upright through the boss' attacks and the DPS players burned it down. There were a few fights that broke this mold... fights where a player would become a bomb and have to run away, fights with giant eyestalks and sweeping beams that had to be avoided that were as much choreography as encounter... but as time has progressed encounter design, especially for raid encounters (although even five man fights have been diversified) has taken this mechanic and stretched it into whole new shapes. While there are still bosses who need to be primarily tanked by one person (Naj'entus, Azgalor to name just two) even these fights tend to incorporate new mechanics that challenge the raid and break the monotony of a 'tank him here, the raid stands here" fight. Other fights require several tanks to hold different aspects of the encounter, whether it be Azgalor's infernals or the multiple tanks (my guild uses three, some only use two) needed to ensure smooth mitigation of the Hurtful Strikes on Supremus.

  • Hunter pet aggro may be fixed in Wrath

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.24.2008

    The story of Hunter pets and aggro in Burning Crusade, especially since patch 2.4.2 or so, has been a very stormy one. Even deep Beastmastery Hunters have had to learn to kite, as pet aggro grows worse and worse. Growl in 2.4.2 was supposed to scale, but almost every Hunter that tested it said it didn't, despite Hortus' insistence that it did. Luckily, it looks like there may finally be some real relief coming in Wrath of the Lich King.

  • Wrath Beta patch notes: Paladin part IV - the Protection tree

    by 
    Zach Yonzon
    Zach Yonzon
    07.19.2008

    Alright, we've seen the changes to the Holy tree, and as far as I can tell, it looks really exciting. Blizzard addressed some key issues such as mobility with possible instant heals, HoTs, and spell haste. Holy Paladins might actually use Seals and Judge them. There's still the quibble about mana regeneration, but for now, it looks as though Paladin healing is headed in the right direction. You can read about the changes to Holy here, as well as the list of changes to baseline abilities and talents.What about Paladin tanking? The Protection tree in its current state is designed for AoE tanking, which Blizzard acknowledges to be the Paladin tank's niche. But where Paladin tanks shine with trash mobs and situational bosses, the reactive tanking mechanic is only moderately successful with single targets, particularly bosses with slow attacks or do not rely purely on Physical attacks (thus not activating a block). That said, Paladin tanks can frontload massive threat, scale well against multiple mobs, and are the darlings of 5-man content.

  • [1.Local]: The under-the-radar edition

    by 
    Lisa Poisso
    Lisa Poisso
    07.18.2008

    [1.Local] serves up a smattering of reader comments from the past week, from the sublime to the ridiculous.With Wrath of the Lich King beta upon us, who has time to read comments from the past week's worth of posts? Little ol' [1.Local] would be a sad panda if we weren't positive that the meta-fans who love to comment about comments are still circling. So here ya go, guys – this Bash Ale's for you.Up for discussion this week: making Spellcloth without danger ... your vision of a perfect world for crafting ... a reader's new feature request answered ... a dissection of drama-queen tanks ... chatter over the recent anti-botting court decision ... and what might just be the final word on Horde vs. Alliance faction choices.Join us after the break for this week's meatiest reader comments here at WoW Insider. Be sure to dive into the comments area of each thread (not this one!) and add your own thoughts – unlike your mama, we like us some hot, fresh backtalk.

  • The Care and Feeding of Warriors: Wrath Beta Edition

    by 
    Matthew Rossi
    Matthew Rossi
    07.18.2008

    Well, we were going to talk about other things, but with the Beta coming out I have to admit I've entirely forgotten what they were. There's really no point in pretending that we're not going to be talk about this, is there? I don't think so myself.We learn nothing about any new talents that don't directly replace older talents. Nothing about Bladestorm or Titan's Grip, and talents like Incite are only mentioned because they're directly replacing talents like Defiance. We also don't learn what the big new protection talent to replace Shield Slam is from these notes. (We do have other sources and we will be discussing those talents in more depth, I'm just pointing out what the notes don't specifically mention.) The notes focus more on protection spec than others although we do find out that mace spec and sword spec are being slightly nerfed while poleaxe spec is getting a nice little buff: these changes seem PvP related to my eyes, but I have no idea how effective they'll actually be. The juggling of talents and the alteration of their effects definitely seems to confirm the notion that crushing blows are a thing of the past. On the one hand, this is a huge change to warrior tanking mechanics, as we're noted for our ability to hit uncrushability while druid tanks simply soak the damage with higher armor and stamina (paladins use the same mechanic as we do for uncrushable, they just need more block rating but can stay uncrushable longer than we can due to how their abilities work vs. ours): we've yet to see how this is going to play out. With the addition of DK's as tanks, removing CB's keeps them from having to rely on a gimmicky high parry (since they won't use a shield to tank) to avoid being crushed, but it also means that warriors will need a means to stay competitive with other tanks. Threat seems to be getting entirely reworked, so for now I'm cautiously optimistic about where tanking is heading for protection spec warriors, and indeed, all warriors. I'll go so far as to say that arms and fury warriors will be tanking in Wrath. I don't expect them to be dedicated main tanks for raids, but I do expect to see them tanking in five mans without respeccing, and that is without taking the possible two talent spec idea into account.

  • More leaks from the Alpha forums on Shamans, Warriors, and Death Knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.17.2008

    Deathknight.info has just posted another batch of info from the Alpha forums, this time with Wryxian and Slorkuz talking about Shamans, Warriors, and Death Knights. Primarily, they focus on the tanking abilities of Death Knights and Warriors and delve into some possible improvements to the Shaman Enhancement tree in WoTLK, including possible new talents: Shamans Enhancement Shamans, says Wryxian, will probably see further review. It looks like a lot of the new Enhancement talents will see some changes as well: Weapon Specialization (which gives special abilities based on which weapon type the Shaman uses) will likely be removed Improved Shamanistic Rage (which made Shamans using SR immune to all movement impairing effects and stuns at 2 points) will also probably be removed. Wryxian mentioned a possible replacement for Weapon Specialization: Each melee critical hit would give a stacking buff that reduces cast time by 20% and lasts for 15 seconds. That would mean that at 5 stacks, you'd get a free instant cast spell. Feral Spirit, the 51 point enhancement ability that summons ghost wolves to aid the Shaman, may be getting a second look as well. For Enhancement DPS, they hope that totems and shocks make up for the lack of melee abilities to keep it interesting, though they may consider a new melee move for Shamans as well. In addition, he promises new totem changes soon. Read on for some juicy information on Warriors, Death Knights, and Blizzard's vision for tanking in WoTLK.

  • Are tanks the most drama prone?

    by 
    Adam Holisky
    Adam Holisky
    07.13.2008

    My tanking corps rocks. They really do. I'm quite happy to be their officer representative. We all play our role as the meat shield very well, rarely do we miss a shield block in our rotation or forget to pop a health stone as healers make transitions in and out of the demon realm in Kalecgos. What is interesting about any tanking corps I've been apart of is the inevitable drama that comes up.Since I've been in a few different guilds with a few different tanking corps and this drama always seems to happen and happen the same way, I have to ask: are tanks the most drama prone?It's best to define what drama actually is. Drama is any whining and moaning from anyone about things out of their control. If they complain about things in their control, well, then they just fail miserably and probably should spend some time outside to recenter themselves. For instance, a tank complaining loudly that his healer always is the first to get constructs in Gorefiend and demanding that they get a soulstone before the fight even starts, is drama. A tank complaining that they need healers X, Y, and Z, in the raid or else they won't do anything but auto-attack Illidan, is drama.A tank complaining that they deserve extra guild repair money for their expensive plate armor, is drama. And since the tank is special, they also need their own rank to let everyone know this (but it's also practical because only they should be able to withdraw 300g a night in repair money).

  • Forum post of the day: A crushing blow to Warriors?

    by 
    Amanda Dean
    Amanda Dean
    07.11.2008

    Due to itemization and abilities, Warrior and Paladin tanks currently have a greater ability to avoid Crushing Blows than Druid tanks. In the near future, this may become a moot point. Khurg of Spirestone, a Tauren Warrior, worries that Warrior tanks may become somewhat obsolete with the removal of Crushing Blows from boss mobs and a potential thirty second cool down on Shield Block. He asked "What will be the purpose of defense in WotLK ?" The following response from Rawglrlrgll of Lothar was that the defense statistic prevents critical strikes and still buffs the chance for avoidance.

  • Things that annoy me

    by 
    Allison Robert
    Allison Robert
    07.05.2008

    Or, how to celebrate the birth of a nation via an ugly series of Horde losses in Arathi Basin:1. Every single Alliance character in the game has a Black War Tiger.2. Every single Horde character in the game has a Black War Raptor (yes, myself included).3. I could be wrong, but I don't think "Lich King" is pronounced "Lick King," as I keep hearing it pronounced on my server.4. However, it might be because the word looks somewhat Germanic, and I will be unable to keep a straight face for the duration of the next expansion.5. To the point of losing it completely if I hear "World of Warcraft: WRAAAAAAATH OF THE LICK KING" intoned by the Deep-Voiced Serious Trailer Guy.6. How male human characters run. There's a lot of great animation in the game. This is not one of them.7. Practically every main-tank of every Hordeside raiding guild is a male Tauren.8. An egotistical male Tauren. Look, Spanky, just because Bulwark of Azzinoth is bigger on you than anybody else does not mean that the same is true of appendages elsewhere.

  • Tank Talk: Building and keeping your tanking corps, Part II

    by 
    Adam Holisky
    Adam Holisky
    07.04.2008

    Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and Allison Robert (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish.This week in Tank Talk I'm covering the various stages a tank exists in during their time in a guild. Yesterday in Part I of the column I talked about the recruitment and applicant stages. These stages help clarify the beginning life of a tank within a guild. While talking about what these stages are and what they mean to the tank, I also covered how the guild can keep them happy while ensuring the best tanking possible is done. The job of keeping a tank happy is arguably unique task when compared to non-tanks in that they are the ones which everything eventually comes back to in the game. If a ranged DPS dies, they're going to feel it in a longer encounter. If a healer dies they'll notice the healing start to lack. Finding a way to communicate everything to a tank and taking in their unique situations can be a challenge, but it is a necessary one.Lets resume our look at the last few stages of a tank's life within a guild, starting with the raider tank stage.

  • The Care and Feeding of Warriors: On my treads

    by 
    Matthew Rossi
    Matthew Rossi
    07.04.2008

    One of the complaints I see from time to time on the WoW forums and even here on WoW Insider is, to paraphrase is, "there are all these level 70 warriors and yet I can't find a tank." I have a variety of responses to this statement as a protection warrior at level 70. It might be how you ask, for one thing: a polite tell from someone asking me if I'll tank heroic Ramparts once saw me taking an entire group of relatively new 70's through both heroic Hellfire instances. It's also possible that, while I am a tank, I don't feel like tanking for you with an hour to go before raid time, since I'll be tanking that entire time. But I'm curious about this mindset that assumes that with all these level 70 warriors, you should be able to find a tank.I don't see "all these level 70 paladins and druids and I can't find a tank" nearly as often. Now, I understand that paladins and druids can heal, and the general populace finds that to be just as valuable. But I know there are a host of DPS druids and paladins out there. While they're derided to some degree (and unfairly so, but this column isn't named Matthew Rossi defends every one of the tanking classes if they choose to DPS - we know it's unfair, we'll let it go at that) there doesn't seem to be this absolute assumption that the first and best role of any class that can tank is to tank the way it seems to be there for warriors.Now, I love tanking. I'm good at it, I enjoy the challenge, I stay up all night working on threat sets, avoidance/mitigation sets, stamina sets, I go to sites like Wowhead and look at shields all day. Tanking is my idea of a good time. So I'm certainly not arguing that warriors cannot, or should not, tank.I'm arguing that they should not tank just because you want them to.

  • WWI '08 Death Knight Demo: Frost spells and talents

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.30.2008

    The Frost tree was originally designated the tanking tree, and the Frost Presence will likely still be the presence of choice for tanking Death Knights. Interestingly enough, very few of the other spells and talents in the Frost tree -- with the exception of Icebound Fortitude -- really scream "tanking." However, some of them do scream "crowd control," which may amount to the same thing in the end -- just freeze, slow, or silence extra mobs until you have a chance to focus on tanking them. The "frozen" bonuses in some of the talents also suggest that Frost Death Knights may have a lot of good synergy with Frost Mages as well, assuming their frozen status afflictions are identical to each other. Below is a listing of some of the Frost spells and talents shown in the WWI Death Knight demo: Frost Spells: Icy Touch:Requires level 55Costs 1 Frost Rune Instant cast, 6 second cooldown20 yard rangeDescription: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.Chains of IceRequires level 56Costs 2 Frost RunesInstant cast, 16 second cooldown20 yard rangeDescription: Freezes the target in place for 3 seconds. the target regains 10% of their movement speed each second after breaking free of the chainFrost Presence Requires level 57Instant castDescription: The death knight takes on the presence of frost, increasing armor by 45% and threat generated by 25%.Mind FreezeRequires level 57 Requires Runic Power10 second cooldownDescription: Strike the target's mind with cold, dealing 100 frost damage modified by attack power and interrupting spellcasting while also preventing any spell in that school from being cast up to a maximum of 4 seconds. Obliterate Requires Level 61 Costs 1 Blood Rune, 1 Frost RuneDescription: A brutal instant attack that deals 100% of weapon damage plus 330 and 122 additional damage for each of your diseases on the target, but consumes the diseasesEmpower Rune WeaponRequires level 68 3 Minute cooldownInstant castDescription: Empower your rune weapon, immediately activating one of each rune typeIcebound Fortitude Requires level 72Requires Runic Power1 minute coooldownDescription: Consumes all available runic power, causing the Death Knight to become immune to stun effects and increasing armor by 50% for up to 12 seconds. Does not remove existing stun effects.Frost Talents:Frozen Rune WeaponRequires 10 talent pointsCosts 1 Frost RuneRequires melee weaponInstant castDescription: Imbue your rune weapon with frost, causing 29.9 to 92 additional frost damage, based on the speed of your weapon. Also has a chance to cause your target to be vulnerable to frost damage. Lasts 10 minutes.DeathchillRequires 20 talent points2 minute cooldownInstant castDescription: When activated, increases your critical strike chance with frost spells and abilities by 100% for the next 6 seconds. Howling BlastRequires 30 talent pointsCosts 1 Frost Rune30 second cooldownInstant cast20 yard rangeDescription: Blast the target with a frigid wind, dealing 278 to 302 frost damage to all enemies within 10 yards. Deals triple damage to frozen targetsMerciless CombatRequires 35 talent pointsCosts up to 3 talent pointsDescription: Your frost spells and abilities do an additional 20% damage per talent point when striking targets with less than 20% health.Frost StrikeRequires 40 talent points, Merciless CombatCosts 1 Frost RuneRequires melee weaponNext MeleeDescription: A strong attack that deals weapon damage as frost damage. Has a 10% chance to freeze the target.Hungering ColdRequires 50 talent pointsRequires runic power1 minute cooldownInstant castDescription: Unleashes all available runic power to eradicate all heat from around the Death Knight, freezing enemies within 10 yards and preventing them from performing any action for 2s per 10 runic power. Enemies are considered frozen, but any damage will break the ice.

  • WWI '08 Panel: Death Knight

    by 
    Natalie Mootz
    Natalie Mootz
    06.28.2008

    Understandably, everyone is begging to know more about the Death Knight class. At WWI, the Blizzard developers discussed the class in depth at both the main Development panel as well as at the Q&A panel. So you don't have to go fishing everywhere to find what you want to know, here's a roundup of new information about Death Knights from WWI so far.Starting AreaThe Death Knight starting area will be an extended area in Northern Plaguelands. The developers feel strongly about keeping people interested in playing in the Old World so they are creating this new zone. I personally hate every zone that has the word "plague" associated with it. Admittedly, I didn't reach either of the current Plaguelands until after I'd upgraded to The Burning Crusade, which meant I really had no time for grinding there since Outland awaited alluringly. However, it will be interesting to see if they make changes to the existing Western and Eastern Plaguelands along with adding content to the North to make these areas more interesting to players -- be they Death Knights or not.

  • The Care and Feeding of Warriors: Titan's Grip!

    by 
    Matthew Rossi
    Matthew Rossi
    06.28.2008

    Titan's Grip is confirmed -- dual wielding 2h weapons. Rossi will love that. - Michael Gray from WoW Insider's coverage of the WWI dev panel.To my mind, the news from the Worldwide Invitational is big enough to push back our discussion of DPS gear for the starter raider. (We most certainly will talk more about it, believe me.) Several statements from the invitational need discussion for us warriors, I think, especially worth considering how they may well change the design philosophy of the class.Also, yay, Diablo III. It's especially appropriate that we get the news about Titan's Grip on the same day as we get our spiritual forefathers, the barbarian class, back. So, you may ask, what exactly was said about warriors that was interesting?Warrior Wanted to make the class feel more like Warcraft III -- put the Bladestorm Shockwave in, and tweaked Arms and Protection. Shockwave will help with Prot damage problem Titan's Grip is confirmed -- dual wielding 2h weapons.

  • Tank Talk: Great power and great responsibility

    by 
    Matthew Rossi
    Matthew Rossi
    06.26.2008

    Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and Allison Robert (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish. Welcome to another installment of Tank Talk.So far we've covered a lot of ground in this column. Allison covered the grim realities of tanking and the constant battle between making yourself easier to heal and generating threat, and Michael Gray covered why he loves tanking. So now it' s my turn to discuss tanking in raids, the why's and wherefores. I'm going to cover the social aspects of tanking in a raid, what you might be expected to do.They might ask you to tell them what to do.

  • Forum post of the day: "which class should I roll to tank?"

    by 
    Eliah Hecht
    Eliah Hecht
    06.24.2008

    Not so long ago, I asked this very question in a poll, so it was nice to see this excellent forum post attempting to answer the query "which class should I roll to tank?" Jakalope of US Wildhammer-H goes over the strengths and weaknesses of each of our three current tanking classes (Warrior, Druid, and Paladin), and gives some reasons why you might want or not want to play them.It's a great post and you should really read it if you're at all interested in the tanking classes and comparisons of them, but here's a summary (note, this is what he seems to be saying, not my opinions): Warrior: takes a lot of concentration, needs many skills, gear-dependent, has several "oh !@#%" buttons; most difficult to play well. Crucial MT for progression raids. Druid: easier to gear, fewer skills used while tanking and thus easiest for straightforward fights, less versatile while tanking, but can switch roles mid-fight. Not a great MT for 25-mans, but the best OT anywhere, and a strong MT for 5- and 10-mans Paladin: Best AoE tank, hands-down. Need to be able to watch cooldowns; need multiple sets of gear for tanking; best 5-man tank; hard to level. Unfortunately, this hardly makes my decision any easier, since nothing really calls out to me directly. I like all the strengths, and none of the weaknesses bother me overly much. I'll probably just keep leveling the druid, because it's fun, and the paladin, because I've got a leveling buddy for that one. The warrior will probably stay un-leveled for now, because Warriors are a pain to level in my (limited) experience. Warrior was also the least popular response to my poll (just behind Druid).