#300 - Aug. 11, 2009, 7:48 a.m.
Q u o t e:
The tanks are no more diverse now than they were in 3.0. There are still two very clear choices for tanks like 3.0 and 3.1. How can you reconcile your goals in this atmosphere? You have some very clear haves and have-nots all the time, can you really hope to balance things without a little fudging on the hetero factor?
You're right, our tanks are no more diverse even after 3.0 -- most of them are warriors. :)
Q u o t e:
I've been my guilds main tank for four years now, and despite changes to the class, and the power of some of the other tanking classes, I still comfortably MT most fights for our guild. There's a few reasons for this - firstly, buffs. Me being able to tank the main target means that I keep sunder up myself (meaning the rogues and DPS war don't need to reduce personal DPS to get it up), and TC and demo get applied while I'm on it. Occasionally Trauma goes up when I'm playing with UA, once again taking Mangle out of the druids' paws.
Who tanks what fight really comes down to what your guild and raid is comfortable with. My guild knows I'm reliable, they've seen me work for the past four years, and as a raid, things work pretty smoothly, as people can more or less predict what I'm going to do. Threat is far from an issue, I tend to be comfortably ahead of most of the DPS, and vigiliance whoever's closest, it really comes down to survivability.
I think Ironbars' situation is typical for an awful lot of guilds. They will only switch MTs if they think changing classes will outweigh everything they give up (including the player's reliability and history). It happens, but it's vastly overstated.
Q u o t e:
At what point will Blizzard decide that tank balance in regards to mitigation and health is safe enough to leave alone and focus on actually making all the tanks fun to play? I don't know about you, but I'm not driven to play spreadsheet wow, I'd rather be immersed in the actual gameplay, not the math behind it.
Going to quote Avelyne too. However, we also know that it's true that for some players, the math is what's fun. There's nothing wrong with that. But it's not the entire game either.
Q u o t e:
Yes, I know full well that more EH and more mitigation is better, but GC's comments seem to indicate that they're balancing tanks around the assumption that as long as the worst tank can still take on the encounter, because a guild that has access to the "best" tank is always going to switch to the best tank anyway, whether it's a Paladin, a Druid, or even a Warrior.
That's not what I was trying to say. Guilds that have access to the best players are the *least* likely to switch out their tanks. Because they know the player brings a whole lot more to the table than the class. This is why warriors have more hard mode kills than all other tanks, and perhaps even all other tanks put together. Because ultimately who you choose as your MT isn't typically the gating factor on whether you can kill the boss.
Like I said above, we don't consider the situation perfect or we wouldn't keep tweaking numbers and abilities. But there are degrees between perfect and horribly broken.
Q u o t e:
Why would I MT a boss, when i could just put our prot paladin in instead and save my healers the trouble from gouging their eyes out? The problem hasn't been fixed, only redirected.
That's a great question, because in reality guilds only rarely swap out their MT from fight to fight. Again, we're talking about huge numbers of players, so some do, but the phenomenon is exaggerated on the forums more than we actually witness. Groups are either very stubborn (a distinct possibility) or the difference doesn't amount to that much in the long run.