Some Blue Posts on Tanking Design Philosophy for Wrath

Wrath Spoilers WarningLooking through recent Blue posts, here are a few interesting tidbits regarding Tank design for Wrath.

The Summary:

  • They haven’t yet a clear notion how threat handling / management will happen at level 80
  • They want to keep each tank with its own specialty but improve overall viability (ie blurring the difference between classes)
  • They want to make it perfectly possible and viable to raid without any one definite cookie-cutter tank spec
  • They want to look at any formerly “must have” talents and integrate most of these into core mechanics to foster more varied spec… flavours instead of one single cookie-cutter approach.

Generic:

It’s almost impossible at this stage to talk about which class can generate the most threat or has the most survivability at level 80. There are no level 80 characters in beta, and we haven’t done our own testing yet. We want to come up with mechanics we like, then we get the numbers in good shape. I’m not saying don’t talk about it — it’s very useful when someone can point out a potential problem, particularly if it’s one we hadn’t thought of. Yes, that happens–a shock, I know. Just don’t slip down the slope from there by declaring the class dead or breaking out the slaps to the face.

There are 4 tanks in WoW. They all are intended to tank 5-player, 10-player and 25-player instances. They all have their specialties, and the warrior specialty will probably remain as the best tank for single, hard-hitting bosses. But if you only have a death knight for that encounter, or you bring a warrior to a fight with a bunch of adds, you’ll still be able to get purps. This is a slight change in philosophy for us, but one we feel is necessary in a world with 10 classes and several specs getting a boost to raid viability.
(Source)

I also acknowledge that hit and expertise are great threat stats, and expertise can offer a little mitigation to boot. The point I was trying to make is that putting strength on tanking gear solves a lot of problems in the game — it can improve dps and threat (and mitigation if we build the talents correctly) without us having to worry about whether plate-wearing tanks are already capped in some other stat. Defense means something different for warriors and paladins than it does for death knights, and unless we build different gear for each class we can’t count on defense as always being desirable above everything else. The last thing we want is for some classes to feel that they don’t have access to the gear to do their jobs properly. (Source)

I know there is a tradition in BC of a prot warrior MT with perhaps another prot warrior or a paladin as OT. If we do our jobs right, there will be some gouprs that run feral MTs with unholy DK OTs in Lich King raids. Crazy, I know, but in the BWL days it was 5 prot warriors tanking, so we’ve already come a long way. :) (Source)

Warrior:

AE tanking is hard for warriors. This tends to mean that pugs in particular would rather have a paladin tank just for the consistency. I agree this feels broken. We think we can make it easier for warriors to AE tank, especially in 5-player instances, without displacing the paladin as the best AE tank. At the moment we are considering increasing Thunder Clap to 5 targets. We’ll see how that feels.

The old Shield Block wasn’t fun. We think we can make the new one fun. Numbers are the easiest thing to tweak if that’s all that’s called for. So we tend to focus on mechanics at this stage in development. Once we like the mechanics, we can massage the numbers. (Source)

Warriors need to be better AE tanks without eclipsing paladins. Thunder Clap is a good place to address that problem. If Shockwave becomes the ultimate tanking ability than we’re concerned nobody would want to run a 5-player dungeon without it. That’s not the goal. We don’t want to hand out Consecrate to every tank, but we want you to be able to tank groups better. (Source)

Druid:

The design is for bears to be viable, end-game main tanks. The design is for cats to be viable, end-game melee dps. In both cases you are going to need the right talents, good gear, skill and companions who can back you up — I don’t mean to imply raiding will be easy. :)

If you want to do a little tanking and dps, you probably won’t be as optimal at either, though you’ll probably always be better at switching between the two than other classes. In order to be as good at tanking as the other classes, you might have to give up a few talents that maximize your dps, and vice versa. This is a good thing — it lets you choose to actually be a main tank.
Don’t worry about your bears. The armor and other changes were done to fix itemization issues, not to nerf druids. You’ve already gotten the ability to drink pots in bear form and benefit from weapon enchants and windfury. We have plenty of knobs to turn to make sure you can do your job even better than you could in LK. (Source)

Paladin:

Like I promised, the paladin changes were more sweeping than most changes. As such, it’s going to take us some time to go through a second pass on the abilities and get everything polished up enough to evaluate the shiny, new paladin. I expect we’ll be a lot more active on this forum when that happens. (Source)

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