Tanking Expectations for Cata
#21
Posted 19 November 2010 - 04:17 PM
Tell you what. Make me in charge of the dps and healers as well and I promise to declare all cars equally expensive instead of trying to build espri de corps in MY cars.
You are perfectly welcome to continue posting your thoughts, for as long as you like. The input is always good and I'm happy for any reason to have people coming back to this thread.
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#22
Posted 19 November 2010 - 07:58 PM
Wrathblood, on 19 November 2010 - 04:17 PM, said:
Tell you what. Make me in charge of the dps and healers as well and I promise to declare all cars equally expensive instead of trying to build espri de corps in MY cars.
You are perfectly welcome to continue posting your thoughts, for as long as you like. The input is always good and I'm happy for any reason to have people coming back to this thread.
I was in favor of this - then again I can't complain if Bear is heading somewhere relatively near his original views.

Golden Rules of WoW:
1. Avoid the shiny stuff - nuff said.
2. Dead dps = 0 dps.
3. DBM. Get it.
4. STFU on vent.
#23
Posted 19 November 2010 - 10:37 PM
Quote
Note that all of the "expectation" posts for cata have not yet been posted. I'm sure the authors of those posts will share somewhat similar views to Wrath since it seems that Heresiarch is trying to get a little more competitive and possibly go for horde first achievs come cataclysm.
Victory is mine yeah surprisingly
I've been laying waiting for your next mistake
I put in work and watch my status escalate" - Gang Starr
#24
Posted 23 November 2010 - 10:04 AM
Quite simply I read this post as Wrath getting the tanks in-line with his expectations as what I assume is his position as "tank lead". His job isn't to worry about dps or healers but rather make sure his tanks are sharp and work crisply together.

Bring the PLAYER, not the CLASS. A true lesson in EPEEN management.
#25
Posted 23 November 2010 - 01:52 PM
Wrath loves educating the needlessly large masses on tanking mechanics

Golden Rules of WoW:
1. Avoid the shiny stuff - nuff said.
2. Dead dps = 0 dps.
3. DBM. Get it.
4. STFU on vent.
#26
Posted 24 November 2010 - 09:52 PM
Plus, DKs take more damage than everyone else, but make it back up through healing, which isn't quite as good as not taking the damage in the first place. Warriors probably still need a Barkskin-like short defensive cooldown that works on magic, but these three classes are basically balanced now.
Paladin self-healing via WoG, however, scales with Vengeance although its not really supposed to. This makes them the current top dogs. Cutting Vengeance scaling out of WoG plus removing Holy Shield from WoG (so that WoG only gets cast every other time instead of every time) would result in all 4 tank classes being more closely balanced than in the history of WoW. I feel good about the future of tanking.
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#27
Posted 27 November 2010 - 04:23 PM
Trying to brush up on bear tanking for cata just as a side thing but the link you have isn't working...

Golden Rules of WoW:
1. Avoid the shiny stuff - nuff said.
2. Dead dps = 0 dps.
3. DBM. Get it.
4. STFU on vent.
#28
Posted 27 November 2010 - 08:22 PM
Oh, thanks for pointing out the bear link issue, Hec. I've fixed the link. Let me know if it causes any trouble.
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#29
Posted 27 November 2010 - 10:50 PM

Golden Rules of WoW:
1. Avoid the shiny stuff - nuff said.
2. Dead dps = 0 dps.
3. DBM. Get it.
4. STFU on vent.
#30
Posted 28 November 2010 - 03:15 PM
I know that people have been saying DKs are rather weak right now, but I just don't see it. Any thought Wrath?
(='.'=)
(")_(")
Diiiirty! ;)
#31
Posted 28 November 2010 - 05:00 PM
DKs are clearly best against magic damage, but overall (assuming WoG is fixed) all four tanking classes will be in roughly the same league for the first time in probably ever.
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#32
Posted 29 November 2010 - 07:55 PM
(='.'=)
(")_(")
Diiiirty! ;)
#33
Posted 29 November 2010 - 10:44 PM
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#34
Posted 30 November 2010 - 12:06 PM
(='.'=)
(")_(")
Diiiirty! ;)
#35
Posted 30 November 2010 - 12:34 PM
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#36
Posted 02 December 2010 - 12:50 AM
Quote
Vengeance is a new passive ability gained by choosing one of the tanking talent trees: Protection for warriors and paladins, Blood for death knights, or Feral for druids. When a tank with one of these talent specs takes damage, she gains an attack power bonus based on the damage taken. This bonus can’t exceed 10% of her health.
Vengeance was designed for a single purpose, which is to make sure tank threat scales as other players improve their gear. Imagine a raid of reasonably geared level-85 characters. In the absence of Vengeance, the tank might generate about 50% of the damage of a DPS character. With the tank’s threat modifiers this should be sufficient for her to generate enough threat to keep her targets stuck to her (unless something unusual is going on in the encounter). The problem is that in later tiers the mages and rogues in the raid accumulate gear that continues to increase their damage, while the tank chooses gear that increases her survivability. Tanks will pick up some threat stats along the way, but as their survival is almost always a necessary condition for victory, they choose gear accordingly. In later tiers, instead of doing 50% of the damage of a DPS class, the tank might start to slip to 30% or less of a DPS character's damage. Now threat becomes an issue. Threat needs to be an important part of the game -- I’ll try to explain why we think so in a future blog. However, it isn’t our design intent for threat generation to get much harder in the third tier of content relative to the first.
So that’s what Vengeance is supposed to be. Here is what it’s not supposed to be. Vengeance is not supposed to solve the threat problem completely. A tank shouldn’t be able to just auto-attack and let Vengeance do the rest. Vengeance isn’t a replacement for the tank generating enough initial threat to get the targets to stick to her. She shouldn’t need to rely on Vengeance in the first six seconds of combat. It’s there to prevent the warlock from slowly creeping up on her threat in the middle of the fight. (If this has never happened to your raid, it’s possible that the huge threat transfer potential of the rogue Tricks of the Trade and hunter Misdirection masked how dicey threat really was for you, but those abilities were redesigned for Cataclysm.) In fact, you shouldn’t need Vengeance at all in the first couple of tiers of Cataclysm content. If a lucky dodge streak causes Vengeance to fall off, and that means that you can’t generate enough threat, then either our numbers aren’t tuned correctly, or you need to L2tank.
Vengeance also isn’t supposed to make you scared to attack a tank in PvP. Tanks have enough benefits in PvP, such as being hard to kill and control, especially in Cataclysm when Rated Battlegrounds provide them with a role where they can defend flags or towers. Players generally don’t hit hard enough to trigger the full effect of Vengeance, unless they are all ganging up on one tank, at which point someone in the group should have the ability to dispel it (Vengeance is treated as an Enrage effect for dispel purposes).
Vengeance is a new mechanic, and like many design changes, it may take some tweaking to get right. Maybe it takes too long to stack up or falls off too easily. Maybe it does too much of the tank’s job for her and ends up producing a generation of lazy tanks. Threat is a tricky thing to balance. If it’s too easy to maintain, then the tank isn’t having fun. If it’s too hard to maintain, then nobody is having fun.
Believe it or not, we want tanking to be fun.
-Greg “Ghostcrawler” Street is the Lead Systems Designer for World of Warcraft and once killed a dinosaur with a spreadsheet.
#37
Posted 02 December 2010 - 01:35 PM
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#38
Posted 12 December 2010 - 06:51 PM
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#39
Posted 31 January 2011 - 12:14 PM
It's paladin-centric so there are some small differences (e.g., warriors like parry slightly more than dodge for Hold the Line) but it's great for a quick overview on what drops where. Also has stuff on enchants/professions.

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