Recently a bunch of the writers here were talking about all the changes we're seeing to various hybrid DPS specs. Retribution in the beta is known to bring some serious pain, cat DPS has been given some pretty sweet buffs, and Shamans...well, Shamans seem to be in a state of flux, but when is that not true? With tank AoE threat buffed, the need for crowd control may also be a thing of the past, thus eliminating one of the more annoying roadblocks to hybrid desirability in 5-man groups. For 5-mans, at least, hybrid DPS should encounter significantly less difficulty (we hope) getting a slot.
However, it was my contention that, for the purpose of raiding, it doesn't ultimately matter how much these specs get buffed. They could do amazing DPS, bring incredible buffs, have any number of raid-saving abilities, and fart gold on every crit -- but you're still not going to see a lot of hybrid DPS running around Wrath raids for one very simple reason: someone has to tank and heal, and neither job is sufficiently attractive to allowmost hybrid players to come as DPS. When it's a choice between respeccing resto or the raid never getting off the ground, most players will respec resto -- and decisions like that tend to be fairly hard to escape. The next night rolls around and -- um, do you mind coming as resto again?
We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.
Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.
Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.
Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.
I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.
You may recall earlier yesterday that we reported on Thunder Clap losing its target limit, thus quite suddenly making Warriors have a very good chance of being viable AE tanks. One thing that you might have also noticed is that the Druid's Swipe is getting the same treatment (no word on whether it will also be getting the ability to go 360 degrees, but it seems likely, if it's going to be a Thunder Clap/Consecrate equivalent). In addition, Death and Decay, the Death Knight's AE mainstay, recently received a bump to threat gain. That means that all 4 tank classes, in theory, will have the ability to do some Protection Paladin style AE tanking should they want to.
This all seems to be in line with the tanking philosophy Blizzard has been pushing for Wrath, one which Ghostcrawler recently reiterated: Blizzard wants to make sure that all tanks are as equal as possible. There should be no reason to take one class of tank over another, all things being equal, and no reason to sideline your tank because he or she is not the right class. Certainly, if this is to be realized completely, you do have to give every tank a good amount of AE capability, and this latest round of announced tank changes seems to be tailor made to do just that.
As the former player of a Druid tank and the future (current beta) player of a Death Knight tank, I'm very pleased to see these changes. I know that there was nothing more fun that running through a dungeon like Shattered Halls as a DPS with a Paladin Tank leading the way, and the idea that every tank class might be able to do that to some extent in Wrath makes me incredibly excited. It also allows groups to be more flexible in what DPS they take, including DPSers that traditionally have had a hard time getting groups due to having poor CC abilities, such as Cat Druids and Retribution Paladins.
If this change is handled right, it will go a long way toward solving the tank shortage for PuG groups, and, in fact, make the 5-man dungeon run fun again in general.
I specced resto in the beta the other week to try out the new talents and abilities Druids are getting in Wrath, and decided to brave the horrors of LFG and scribble some notes for your sake, dear readers. By the way, the aspect of beta that I will miss most? The 1 copper respec fee. Can we keep this?
Please note that this is written from the perspective of a 70 Restoration Druid, so unfortunately I can't comment on whether Priests, Shamans, or Paladins might have had an easier or harder time healing the instances. I have a good but not jaw-dropping resto set, and on the live realms clock in around +1998 to +2100 healing unbuffed. If your gear's better or worse, then just adjust the potential difficulty level as needed. And even if you're not a healer, you still might find something useful here:
Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
The Tank Shortage of 2008 -- is it worse than the Tank Shortage of 2007? Over the past two years, few guilds haven't felt the sting of being shorthanded on the front lines. Blizzard's response has been to give us the Death Knight, a class that supposedly will be able to tank with any talent tree. And while many of us are enjoying them on the beta servers, everyone in live is still struggling. As more and more players take a break from WoW prior to the expansion, it's a problem that's only getting worse.
In these desperate times, it seems like raiding guilds are taking anybody that can equip a shield or go bear. But even today, some tanks are so terrible that it's just not worth keeping them on the roster. One reader wants to know how to let a bad tank go.
Hi Scott,
I'm faced with a bit of a conundrum with regards to a warrior in our guild. I'll start from the beginning:
I'm an officer and the Warrior class leader in a small PvE guild on Burning Steppes EU, which has been trying to break into 25-man content before Lich King. As we needed tanks we've been accepting warriors with little experience and gear in order to train them up and get them ready for raid tanking. So far we've had good success, with a number of pre-Kara tanks, including myself, now at the level of MT'ing up to prince. (I downed Prince my first night of tanking him :D)
Now my problem comes in the form of a warrior who is on trial. He's not a bad tank, at least not in instances. But when it comes to Off-tanking in Kara, he's awful.
He's ignoring markings, failing to listen to tactics, and seems to be in a dream world all the time.
Tank Talk is WoW Insider's 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 myself (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. Today, dear readers, we might make ourselves hated by the entire population of undisputed, royal-bloodlined, main tanks, but that's OK. We are used to staying at the top of someone's hate list.
One of the accepted facts of raiding life used to be that the main tank was the guild's gearing priority. As Adam Holisky's observed, "Everything that happens in the raid eventually makes it back to the tank." Healers undergeared? You're screwed. DPS incompetent or just badly grouped? Buh-bye. Random number generator wreaking all manner of havoc on healer crits and boss parries? Thar be the graveyard. A truly cynical mind would opine that the tank should be as well-geared as possible if only because it makes it easier for the raid to forget that person existed as anything other than a rapidly-advancing line on the Omen screen that: a). always stayed above their own, and b). never died. There are enough random variables while the raid's learning a new boss that the tank needs to be eliminated as one, and in vanilla WoW that was certainly the goal. Raid and offtank damage on most encounters hadn't scaled to the point where you could make a compelling argument in favor of gear equilibrium across your tanking roster. What was the point of something like that when 95% of the damage in a fight was going to be absorbed by a single person?
This idea's been floated before, but a few people on the forums have responded pretty enthusiastically to the notion of introducing a "guild income tax." Others...not so much so. Basically, there was a proposal made in the Beta forums that Blizzard give GM's/officers the ability to levy a percentage-based tax on members' earnings. Jeff "Tigole" Kaplan responded, saying that it "was an interesting idea" and they're considering options for improving guild administration, but there was no way they could program a change like this in time for Wrath. Bear in mind that the original tax being suggested would apply to your toon both inside and out of raids (although no one was seriously suggesting that the tax should apply to non-raiding members of the guild).
I have to admit that I'm not too keen on the idea of a broad-based "income tax" on players, if only because the game's current mechanics make it all but certain that the main beneficiaries will be people who either can't (due to class/spec) or won't put much gold into the guild coffers. Moreover, the taxation idea acts as an incentive for people not to guild their alts, thus avoiding taxation entirely on toons that are usually the real means of support for a raiding main (someone remind me to go reserve a hunter named Swissbank). As an herbalist/alchemist, I farm a lot for friends and have been known to chuck the guild bank a few hundred gold from time to time. Maybe I'd save time and money under a system that required me to hand over 2-3% of my income, but still. Being taxed removes an element of individual responsibility, and it certainly takes away the nice feeling you have for voluntarily helping others.
If nothing else the idea's given rise to a few nice jokes (Cacora of Hellscream: "Do I get money back at the end of the year if I claim multiple alts as dependents?"), but the final word may well belong to Grig from Whisperwind: "So, Blizzard is considering taking one of the most universally loathed concepts from real life and adding it to a game. Why, they'd be silly not to do it."
One of my favorite people to read online is a fellow by the name of Pjammer on Livejournal. He's smart, funny, and a gifted writer, and if you are not sobbing by the end of "King of Masochists" then you are pretty much a terrible person. But another great entry is "The 16 Essential People In Your Life," which lists such valuable acquaintances as the Computer Security Guru, the Wolf, the Consigliere, and (most importantly) the Best Friend. Pjammer, quoting Harvey Mackay, correctly notes that 2 am is a bad time to make new friends. These are the kind of people you want in your life as early as possible, and to exercise a positive influence on its course.
My realm's seen a number of guild instability issues of late, which is something most of us have come to expect with an upcoming expansion. I've found reason to mull over how the virtual world differs from the real world with respect to friendship, backstabbing, greed, betrayal, honor, and how people choose to handle their problems. In my considered opinion it doesn't differ at all, and your experience ingame is largely determined by the network of players assembled around you, whether that alliance is a recognized one in the form of a guild or simply a more informal group of friends.
So, from my own experience and with a hat tip to Pjammer, these are the people you want in your posse for the best possible experience in the game:
In keeping with the trend of bringing on the comedy every Sunday with Sunday Morning Funnies, a generous tipster (thanks David!) has sent in an article that gave me a laugh.
It's a quick read about a girl who is a serial tank-dater from Sheepbreaker. Quirky and well-written, I especially got a kick out of the subtle jokes and innuendo. Go ahead and find out why Tanks Make Lousy Boyfriends.
Tanking has been getting a good, long look from the developers for Wrath of the Lich King. And about time, too – I'd say the number one issue right now in the group PvE game is a lack of tanks. Introducing another tank class is going to help, of course, especially when it's one as cool as the Death Knight, but that's not all that's being done.
Most characters in tanking classes (Warriors, Druids, Paladins, Death Knights) should be able to tank a normal five-man just fine, with heal specs (for Druids and Paladins) being the exception.
Heroics and raids will require investment in tanking talents, but all tanking classes should be able to tank them if appropriately specced. Ghostcrawler notes that this is a change of strategy for Blizz; previously, for instance, feral druids were positioned by the devs as being better off-tanks than main tanks. Now, he says, "if nearly all guilds want the same class as their MT, we've failed."
The latest announced changes for Death Knights are out, and this time, they seem to be mostly concerned with tanking. There's two major philosophies that Blizzard seems to following for Death Knights: First, any tree should be able to excel at tanking at least to the 5-man level, and Death Knight tanking should be at least somewhat interactive.
In that vein, they're introducing two revamped late tree tanking talents to the mix. In Frost, Unbreakable Armor will be a usable ability that costs 1 frost rune, but will only increase armor by 25% and Strength by 5%. In Blood, Vampiric Blood (previously mentioned in last week's Lichborne) will be a 1 blood rune ability that increases healing received from all sources by 50%. Both abilities will not trigger the GCD, will last 20 seconds, and will have a 2 minute cooldown. Blizzard aims to balance these 2 abilities with Bone Armor (which will have an internal cooldown of 3.5 seconds, like Shaman shields) to create 3 viable late tree tanking abilities.
Talents like Grace in the new Discipline tree seem aimed at making Discipline priests very viable tank healers in Wrath, in addition to their current role as highly survivable in PvP. However, one of the problems inherent in the tree for a tank healer is that their shield based abilities, Reflective Shield and Divine Aegis, deprive tanks of rage and/or mana that they'd need for being healed. (Apparently it's also an issue for Runic Power for DK tanks.)
Redoubtable Blizzard poster Koraa comes to the rescue with words of reassurance: if rage/mana generation continues to be an issue with these spells (since they absorb damage and thus either prevent the tank from gaining rage via damage or mana via healing that damage) then there may well be changes to allow them to be less of a problem. We're warned that this would be a last resort fix, however.
I'd personally love it if a priest could shield me as I run in on a boss without being worried that I won't get enough initial rage to start generating threat. Perhaps (as some posters argue) the bosses will be hitting so fast that rage won't be an issue. We'll see what happens, of course, but the very idea of Power Word: Shield and its related talents not cheating me of my initial threat generation makes me giddy.
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.
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.