tanks

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  • Sunwell Radiance, nerf or band-aid?

    by 
    Alex Ziebart
    Alex Ziebart
    03.30.2008

    The Dungeons and Raids forum has been discussion the existence of an interesting buff in the Sunwell Plateau. The Sunwell Radiance, an invisible buff that everything in the 25-man raid dungeon seems to have, is ticking off quite a few people. What this buff does, is it gives the mob/boss an additional 5% To Hit, and reduces your chance to dodge their attacks by 20%.This existence of this buff was hotly debated at first, but analysis of boss attempts and long nights of fighting in the Plateau have mostly proven it to be true. There are a few theories as to why this buff exists, the most likely being that it is a band-aid on a gearing issue as they move away from Crushing Blows. As far as I know, nothing in the raid dungeon can land a Crush. If I understand Druid tank mechanics correctly(and there's a chance I don't), removing Crushing Blows would make them nearly unbreakable. However, removing Crushing Blows and implementing this buff is decent enough way to put a band-aid on something they want to move away from before they're able to make sweeping changes in Wrath of the Lich King. There's a net increase in damage taken, but it isn't as massive as it sounds. Bosses are still being killed.If you're interested in this little(big) buff(nerf?), take a look behind the cut! Patch 2.4 sounds great, but what's in it for you? Find out on our Sunwell Isle page where we list the impact on classes, professions, PvP, Raiders and many other playstyles and interests including walkthroughs on the new Sunwell Daily Quests. Looking for more great info? Check out the WoW Insider Directory for the best of our guides and analysis.

  • Are hybrid tanks going to *be* left behind?

    by 
    Allison Robert
    Allison Robert
    03.13.2008

    In the wake of Alex Ziebart's recent post for Hybrid Theory, we received a number of comments from paladins on their ability to main-tank a 25-man raid. Behind the scenes, the subject was equally controversial; many of us here play tanks and we all feel passionate about our classes. An email discussion started about hybrid tanks in general, and it got to be so interesting that we were threatened with being fired if we didn't post it we were asked to share it with our readers. Warriors? Druids? Paladins? And the people who love them? This one's for you. Now, I've previously fielded complaints that my posts are too long, so far warning; if you're not in the mood for a pretty thorough look at the current state of hybrid tanking, you'll probably want to keep moving. If you play any tank at all, just want to know more about them and the people who choose to play tanks, or are considering rolling a tank class, I hope you find the following to be of interest.Please note that the headers below are not, as in portions of Matthew Rossi's post, quotes from anybody involved; they're just a means of helping me organize my thoughts and translate our email conversations into the blogging format. I'm attempting to condense the content of multiple email conversations.My perspective on Alex's post For reference, my main is a tanking feral druid in a Tier 6 raiding guild. Our main tank is a protection paladin, and we're on Reliquary of Souls at the moment. This guy main-tanked Vashj, main-tanked Kael for a certain period until we found out his computer settings made it really tough for him to see Flamestrikes (so we substituted a warrior for that reason, not because of the pally/warrior divide), and has main-tanked most of Hyjal and a fairish amount of Black Temple.More past the cut.

  • Prot Paladins display their unrivaled threat generation

    by 
    Alex Ziebart
    Alex Ziebart
    03.09.2008

    Many Protection Paladins voiced their disagreement with my recent post to Hybrid Theory, my weekly column on Hybrid classes. The complaints were many, and the flames burned bright. Thus, I'll clarify my stance a little more. Oh, and the title up there? It's a joke. Seriously.First off, let me say that my recent Hybrid Theory had a lot of sardonic, cynical little jokes. In all seriousness, I would not tell a Balance Druid that I raid with to "go be useful and Moonfire spam something." I don't think that you're viable Main Tanks for a progression oriented 25-man raid, but if you can have fun with something and your raid will actually let you do it, more power to you. That doesn't mean you should advertise yourself as a tank when applying to a raid group, but there you go.As far as Protection Paladins go, I believe my stance is not wrong, but I overstated the extremity of the situation. No, Protection Paladins are not only brought along on raids to cheer in the background waving pompoms. I did not mean to say Protection Paladins absolutely cannot tank bosses like Lady Vashj or Kael'thas. My intent was to say that in most raids and situations, a Protection Warrior or Feral Druid(not for Kael, obviously) will be top priority.

  • Forum post of the Day: Tank shortage

    by 
    Amanda Dean
    Amanda Dean
    03.06.2008

    In World of Warcraft if you want to find a group, roll a tank. Tanks are hard to find and good tanks are worth their weight in gold, even Tauren tanks. Goosesausage of Cenarius posted some suggestions he believes might resolve the current lack of meat shields. He suggests that non-protection specialized Warriors would be capable of tanking if the Sunder Armor buff was tweaked a bit. The poster reported that he has a hard time finding heroic groups since his warrior character is currently specced for DPS. To resolve this issue, Goosesausage suggested that removing the cost of changing one's specialization might resolve the issue. I both agree and disagree with this suggestion. True it's pretty expensive to switch back and forth from prot to DPS and back regularly, but thanks to daily quests money is not nearly as short as it once was. Just make sure you do your grinding before you spec to prot. Even if there was no respeccing fee, tanks would need to acquire two sets of gear.

  • Built-in threat meter coming in future patch

    by 
    Eliah Hecht
    Eliah Hecht
    02.27.2008

    As time moves forward, so does WoW's built-in interface. Last patch we got some big additions in voice chat and guild banks (alright, that's not quite interface, but it's not quite gameplay either), as well as cursors and tracking for various types of objects and NPCs. There's not much in terms of interface news in patch 2.4, but Nethaera has just confirmed that a future patch will bring a big new feature: threat meters. (We first heard about this back at Blizzcon.)Required by many raid groups, two big threat meter add-ons have been available for a while: KLHThreatMeter (a.k.a. KTM) and Omen Threat Meter. They both work very well (and Omen's new version is going to have some shiny new features), but they share a flaw: they don't have direct access to the game's threat info, relying instead on databases of clever deductions and discoveries painstakingly built up over months. This means whenever a new patch comes out, the developers have to figure out what, if anything, has changed in terms of threat numbers, and how much. Presumably, Blizzard's threat meter will have direct access to the numbers. And hopefully when the threat meter is added to the game there will me methods added to the API for accessing the numbers, so KTM and Omen can become even better alongside the new official meter.

  • Shifting Tanzanite shifts

    by 
    Alex Ziebart
    Alex Ziebart
    02.23.2008

    A minor(but interesting) change was included in the last PTR push: The Shifting Tanzanite has had its stats changed up a bit. Previously a Strength/Agility gem, it is now Agility/Stamina, as you can see above.Previously, this was arguably the best blue gem in the game for melee DPS classes. With the introduction of the Heroic gems no longer being Unique in patch 2.4, it was a little exciting to be able to slot more than one of these at a time, even if blues aren't the most desirable color for physical damage dealers. Now, the Shifting Tanzanite is still desired, but not necessarily to fill that same role or by the same people. One of the few highly sought after Heroic gems has been gutted.Why? Nobody knows but Blizzard. One of my theories is these Heroic gems are not meant to be a "best in slot" but an alternative option, even now that you can socket multiples in your armor. It probably won't bother too many melee DPS because as good as that gem was, it was only the best blue for melee. Most melee do not stack blues at all. Tanks do stack blues, however. While this gem has become a little better for the tanks, it most likely does not outweigh Solid Stars of Elune and most certainly is not better than Solid Empyrean Sapphires for the raiders among us.

  • Magister's Terrace and the meatshield: Drops to look for

    by 
    Allison Robert
    Allison Robert
    02.23.2008

    Recently on the forums there have been a number of threads popping up wondering what the average tank's situation is going to look like, gear-wise, after patch 2.4 hits. Assuming you won't be raiding Sunwell Plateau anytime soon, the new 5-man dungeon Magister's Terrace is the obvious choice for new loot drops if you're raising a Warrior, Druid, or Paladin whose primary responsibility will be tanking. My guild is raiding Tier 6 at this point, but I have to admit: 5-mans are still my favorite part of the game and I've been looking forward to seeing Magister's Terrace more than anything else. But after running across a now-departed forum thread complaining that it was going to be even more difficult than usual pugging a tank for a dungeon where virtually no tanking loot drops, it occurred to me that spoiling myself a little with a look through the known drops might be in order, especially as I had heard rumors of a truly amazing drop.Well, it turns out the forum poster was right. Sort of. Thankfully, so were the rumors. If you're looking for an excellent first impression of Magister's Terrace from a tank, Adam Holisky has a write-up, but here we're going to take a closer look at the gear you can expect to see dropping.

  • A small defense skill change in 2.4 could herald larger things

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    02.10.2008

    It seems like a small change, but it could be the herald of something larger. It's a change to the way the defense skill is described in-game in patch 2.4, as reported by World of Raids. I'll let them describe it: * Old value: Higher defense makes you harder to hit and makes monsters less likely to land a crushing blow. * New value: Higher defense improves your chance to dodge, parry, and block attacks, makes you harder to hit, and makes monsters less likely to land a critical strike against you. So what does this mean? They've added things that have always been part of the skill, but have not been explicitly mentioned on the defense tab before, but what's most intriguing is what they've taken away. I'll explain after the jump.

  • Ask WoW Insider: Do you tip your tank?

    by 
    Barb Dybwad
    Barb Dybwad
    12.28.2007

    Welcome to today's edition of Ask WoW Insider, in which we publish your questions for dissection by the peanut gallery. Last time we discussed identification with your virtual self, and this time we turn our attention once again to an issue of instance etiquette; James wants to know if it should be customary to tip your tank after a run: Hey guys, I was wondering if there is some standard etiquette for tipping your main tank after instances. The repair bill for our much-loved meat shields is usually much higher than the bill for me and my clothy brethren, so I'm curious if most PUG's will throw the MT a few gold after a run. To be honest, I don't normally tip the MT (and in my experience, they don't expect one) but is this something we should do? If so, what's a good amount? What's the verdict: do you tip your tanks, or do they not deserve the special treatment? Are there any circumstances in which you'd feel more likely to tip? What's a reasonable amount, and does it vary by instance? Got questions? Don't wait! Send them to us at ask AT wowinsider DOT com and your query could be up in lights here next week.

  • Beating the Zul'Aman gauntlet

    by 
    Mike Schramm
    Mike Schramm
    11.17.2007

    So far we're hearing that most guilds are slowly working their way through Zul'Aman-- while some guilds waltzed in and took over the place, others have had a few bumps in the road, but if you've taken down Karazhan, progression seems to follow about as easily as Blizzard expected.The toughest part so far seems to come right before what most guilds traditionally take on as the second boss-- Akil'zon, the Eagle god. We ran through boss strategy the other day in our Zul'Aman guide, but the problems people are having are coming from the trash mobs before the encounter-- there's a Suppression Room/Gauntlet type of run that some players are having a hard time with.So far, the strategy seems to be, first of all, to keep moving. Just like in the other gaunlet areas (the aforementioned Suppression Room, the Lyceum, and the Shattered Halls gaunlet), slowing down will get you mobbed to death. Two tanks seems to work well (one to take elites, the others to take Warriors), and a Paladin tank will not only keep mobs off of clothies, but help out with AoE as well. Keep the group together, get those eagles down first and then focus on the other targets together, and it should be a piece of cake.Have any other good suggestions for people trying to make it through the gauntlet in Zul'Aman?

  • Age of Conan's Guardian put under the microscope

    by 
    Chris Chester
    Chris Chester
    11.12.2007

    Following on the heels of their report on the Dark Templar, TTH has another interview with Funcom product director Jørgen Tharaldsen, this time focusing on Age of Conan's Guardian class. The Guardians are part of the soldier archetype, their most prominent characteristic being the full plate armor that they bring with them to battle. To quote Tharaldsen, "Guardians are the unassailable rock upon which the waves of battle break." They go on to discuss how Guardians are more than just the AoC equivalent of WoW's prot-specced Warrior; they can switch up their maneuvers on the fly, exploiting enemy weaknesses by taking higher DPS approaches as the situation calls for.We had hoped that they would choose to mix up the class list a bit more for this running feature. It feels a little redundant for them to be talking about two of the primary tanking classes so close together, when there are other interesting classes like the Bear Shaman or Ranger that they could throw in to add some variety to the gameplay mechanics they discuss. Oh well.

  • Should there be Tanks in World of Warcraft?

    by 
    Matthew Rossi
    Matthew Rossi
    10.22.2007

    Do we need tanks?Blizzard says we do, and it's an old standard of the MMO genre that someone stands up front and annoys the monster into hitting him, so that healing can be concentrated and DPS doesn't have to take a beating that would likely kill it. But do we really need tanks, or should the game move away from emphasis on the tanking/DPS/healing troika?Everyone in the game can DPS and many choose to: DPS classes seem to be the most popular. We could debate why all day, but at the end whether it's 'big number syndrome' or it comes from a desire to feel more like you're actually hurting the monster than simply poking it with a sharp stick and calling it names (or any other reason) the facts remain clear. Now, removing tanking from the game would mean many, many changes. Healing would have to become much more dynamic and would need the ability to either switch targets more rapidly or more area of effect utility. DPSers would need to be able to take more of a beating, making the cloth DPSers more vulnerable. Raids encounters would in many cases have to be entirely rethought.As someone who spends about 75% of my time in World of Warcraft tanking, it would be a big change for me. I'm PvPing more and more now than I used to (especially now that there's actual, honest to murgatroyd players standing in my way in AV... I spent an hour in one match today crawling up to that flag over hunter bodies, it felt like) but I still tank and frankly enjoy tanking when I'm with a good group. I don't think I would like to lose that role from the game, even if I do sometimes wish I'd rolled a mage or warlock instead. Generally my answer to the question is yes. Not only do I personally like tanking, but I think the game has been designed and has evolved around the tanking idea: the paradigm shift would require too much alteration to the game at this point. What do you guys think? Should WoW move away from the three role mindset or should we keep on tanking?

  • Calling the wipe... and what happens next

    by 
    Mike Schramm
    Mike Schramm
    09.25.2007

    World of Matticus has an interesting piece up about a touchy subject in raidleading: calling the wipe. It's a tough job leading the raid. Everyone's there to down the boss, yes, but especially when learning a fight, a raidleader has to balance a lot of different priorities-- are potions used or not? Who rezzes after a wipe? How are the healers balanced? And when things go really bad, they have to decide, sometimes on a moment's notice, whether to call a wipe and reset the encounter, or try to push onward. Everyone knows what's possible-- everyone's seen a fight where the last Mage left is able to get one last fireball off and finish off the boss-- but the raidleader has to look at reality and make that call.Now, Matticus is actually pretty gung-ho about things-- he says not to wipe unless you're down to your last healer and you've only got one rez left. I agree that there are times when soulstones should be popped (if we have enough locks, we'll usually soulstone our main healer, and so if aggro ever gets lost, he pops right back up again), but if you're on the first attempt of the day, there's nothing wrong with saving a few rezzes and repair payments. Especially in a place like Gruul's Lair on High King Maulgar, where it's easy to get out when things go south, there's no reason to fight when two tanks drop on a bad pull. Just run, save the money, and come back when HKM has reset.But Matticus is dead on about what happens after a wipe is actually called.

  • The draw of DPS classes

    by 
    Mike Schramm
    Mike Schramm
    09.18.2007

    Keen and Graev have a good post up about why (according to them) players prefer playing DPS roles. Statistically, it appears to be more or less true-- according to Warcraft Realms, four of the five highest class percentages are traditionally DPS classes: Mage, Rogue, Warlock, and Hunter. Warriors also have a higher population, but it could be argued that only 1/3 of the Warrior specs (Prot, as opposed to Arms or Fury) out there are actually meant for anything other than DPS.So why do players seemingly prefer to play DPS? K&G give three main reasons. They cite something they call "Big Number Syndrome," which is the idea that unless you're dealing big damage, your class is worthless. They say that doing DPS requires less responsibility-- tanks and healers have to pay attention to everything, but DPSers choose a target and kill it. And they say that DPS classes level faster, which seems anecdotally (at least) to be true-- more damage means a faster kill, which means XP more often.In general (very generally, in fact), I tend to agree. For these reasons, some people are definitely drawn to the DPS lifestyle. But I don't think that these reasons are why people chose these classes in the first place. Hunters, for example, have pets, and I think that's a much bigger draw to the class than "big number syndrome" ever was. And let's not forget that these are more or less the most archetypal classes in the game-- someone who's never played the game probably would immediately know what a "Mage" or "Rogue" could do, whereas a Shaman (the lowest class population, according to the census) is a little harder to explain.So I think K&G are putting the chicken before the egg-- these things may be true about DPS looking back (and they may in fact be reasons people choose DPSers as alts). But when people first choose a class to call their own, I think it's a little simpler than that.[ via Hardcore Casual ]

  • The dynamics of Death Knights and Warriors

    by 
    Elizabeth Harper
    Elizabeth Harper
    09.17.2007

    Over on the forums, poster Berzork makes an interesting point: if both Death Knights and Warriors are designed to be damage-dealers and tanks wearing plate, how will they peacefully co-exist? Though we don't yet have full details on the Death Knight class, it seems as though there's potential for a lot of overlap -- and the big question is how Blizzard can release a class like the Death Knight while continuing to allow Warriors a viable role. And on my end, I have to wonder if throwing another tanking class into the game mix is going to solve any problems -- many Warriors want to DPS rather than tank (see many previous posts on the subject), and can we expect Death Knights to be any different? Bornakk attempts to calm everyone's fears by simply stating: By adding another dps/tanking class, the Death Knight will give players and groups more options for what they need to complete their objective(s).Some Druids tank, some Paladins tank, some Warriors tank -- and hopefully some Death Knights will pick up the mantle of tank as well.

  • Ten commandments of being in a group

    by 
    Mike Schramm
    Mike Schramm
    08.01.2007

    Reader Poga dropped us a line to this article he wrote for his guild about the "ten commandments of being in a group" (perhaps inspired by my ten commandments of dueling). Pretty much every group problem is in here, from stealing aggro to breaking CC to loot whoring.The pulling one is an especially good tip-- decide at the beginning of the run who's going to pull, and then only have that person pull. Can't tell you how many times, someone decided to just pull with an instant spell because they felt like it, and not realizing that another pull was already incoming. And I think the "not wear thy gear in vain" tip is an interesting one, too-- you should putting gems and enchantments on your gear already, just to make your character the best it can be. Seeing it as a way of benefiting the group is a new way of looking at it, but it's true as well.If everyone followed these tips all the time (and even the best tanks I know sometimes forget to wait for mana), we'd all have better groups, whether they be PuGs, good friends, or raids.

  • Remote controlled VS Tanks engage in small-scale warfare

    by 
    Darren Murph
    Darren Murph
    07.01.2007

    Nothing like full-on tank warfare to release the pent up frustration from waiting in line all day to acquire an iPhone, right? The remote controlled VS Tanks kit consists of two infrared-enabled machines, two controllers (that eerily resemble those on the Atari Jaguar, to be honest), and a battlefield. Each tank sports a rotating turret, a sweet "super spin" move for times when only a spray 'n pray maneuver will do, a machine gun, and flashing LEDs to show when you've been hit. Each unit fires out AirSoft pellets and can be equipped with an "action cam" to record the carnage for future viewing, and while the £50 ($100) set may cater to the younger crowd, even the suits can't deny the rush experienced when gunning your opponent down on the field. Peep a demonstration video after the break.[Via Coolest-Gadgets]

  • SimTank

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    04.24.2007

    As a project while learning Java programming, Morn of Executus-EU decided to create a tanking simulator and run some experiments. The simulator, which can be downloaded here, lets the tanking classes input their "to be missed", block, dodge, parry, block value and armor, and run it against the boss's attack damage range and speed. You can also use it to compare how much damage/crushing blows/burst damage paladins, druids and warriors would have while tanking the same fight. As a cool side bonus, the site also shows a "combat log" of the fight against the boss, complete with your hits, misses and damage. A better theorycrafter than I could have some fun with this, but Morn found that assuming comparable gear, a druid takes 15 percent more damage than a warrior and 10 percent more than a paladin. He notes that it could be a good way for tanks to figure out what stats they need to improve to become better at damage absorption. Who do you think makes the best tank? What information can you gain from this simulator?

  • Why does everyone want to DPS?

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    04.23.2007

    You see them in the arenas and in the battlegrounds, looking for groups in Ironforge and Orgrimmar, and complaining on the forums and their blogs. They are ret paladins, balance druids, enhancement shamans, and shadow priests who would like to see their class be able to DPS in raids. But why does everyone want to DPS? Tanks and healers are precious commodities, and DPS are a dime a dozen. I talked to a couple people in-game who had switched from one role to another during their time in WoW. Most of them agreed that DPS was more attractive than healing or tanking and gave a number of reasons: