Will All Tanks Be The Same?
Posted by Bastosa on Monday, October 13, 2008 - 37 Comments Tags: Paladin, Warrior, tank, tanking, wrath of the lich king
Blizzard has made it no secret that there are some big tanking changes on the horizon in Wrath. On the surface this has all seemed really exciting. There are tons of new spells, abilities, and mechanics all around. They have stated they want all of the tanking classes to be viable raid tanks, meaning that the ability for Paladins and Bears to tank single targets will be greatly improved. On the flip side Warriors and bears are getting some great AOE tanking abilities that were the Paladin’s bread and butter.
As I first heard about these developments, I got really excited. As a Tankadin, I was getting the equivalent to last stand, shield wall, and shield slam. Mana problems will be a thing of the past, and during raids I won’t have to justify having a warrior main tank a boss instead of me (apologies to TRG’s warrior MT, Jato). All these new abilities were incredibly exciting.
Here’s a quick summary of the exclusive abilities I have noticed that have now crossed over between classes:
Consecration – Both Thunder Clap and Swipe now hit unlimited targets, making them better for AOE
Righteous Defense – Taunt and growl now work at range as well
Holy Shield – Warriors will now also deal damage on blocks with Damage Shield
Last Stand – Lay on Hands cool down has been greatly reduced, making it much more useful.
Shield Wall – Divine Protection has been reworked to fill this role.
Shield Slam – Hammer of the Righteous is a new skill with a similar effect.
There are many more, I'm sure.
After the initial excitement died down, it occurred to me: are we all going to be the same? Are we losing class distinctions and individuality? It started to not sit right. I love being able to do things that warriors can’t do. I love being the "go to guy" when you want to beat the Shattered Halls timer by 20 minutes. It’s a great feeling to round up a 12 pull without breaking a sweat. And, I’ll admit, I loved being the underdog when it came to being able to tank the big raid bosses (and loved even more proving my guild wrong when I did). It seems like all this will be gone… I will no longer be a Tankadin, I will just be a tank. Perhaps these changes aren’t so good after all?
Now take this all with a grain of salt. I have not played the beta, so this may be all in my head, but I fear I may be dead on. Does anyone have any experience to prove me wrong? Are you as concerned as I am? Or is my concern unwarranted? I can’t say I’m completely sure myself.
As I first heard about these developments, I got really excited. As a Tankadin, I was getting the equivalent to last stand, shield wall, and shield slam. Mana problems will be a thing of the past, and during raids I won’t have to justify having a warrior main tank a boss instead of me (apologies to TRG’s warrior MT, Jato). All these new abilities were incredibly exciting.
Here’s a quick summary of the exclusive abilities I have noticed that have now crossed over between classes:
Consecration – Both Thunder Clap and Swipe now hit unlimited targets, making them better for AOE
Righteous Defense – Taunt and growl now work at range as well
Holy Shield – Warriors will now also deal damage on blocks with Damage Shield
Last Stand – Lay on Hands cool down has been greatly reduced, making it much more useful.
Shield Wall – Divine Protection has been reworked to fill this role.
Shield Slam – Hammer of the Righteous is a new skill with a similar effect.
There are many more, I'm sure.
After the initial excitement died down, it occurred to me: are we all going to be the same? Are we losing class distinctions and individuality? It started to not sit right. I love being able to do things that warriors can’t do. I love being the "go to guy" when you want to beat the Shattered Halls timer by 20 minutes. It’s a great feeling to round up a 12 pull without breaking a sweat. And, I’ll admit, I loved being the underdog when it came to being able to tank the big raid bosses (and loved even more proving my guild wrong when I did). It seems like all this will be gone… I will no longer be a Tankadin, I will just be a tank. Perhaps these changes aren’t so good after all?
Now take this all with a grain of salt. I have not played the beta, so this may be all in my head, but I fear I may be dead on. Does anyone have any experience to prove me wrong? Are you as concerned as I am? Or is my concern unwarranted? I can’t say I’m completely sure myself.
Reader Comments (37)
I have exactly the same concerns Bast.
I happen to LOVE diversification. So long as there are points in all levels of content where the different classes shine points are well used, i never saw a problem.
I dont mind not being picked first to tank many single mob bosses, when im a must have for picking up lost adds in the Lurker fight with my ranged taunt, or maybe just AoE controlling those pesky murlocs further down the track etc etc.
I like the idea of the tanks being CLOSER in ability - you dont NEED this one or that one, but in certain circumstances, such and such a class makes it easier...
but IDENTICAL? thats maybe a step too far...
If they turn my rage blue I'm gonna /wrists
Bast, I must say it can be a great thing for some of us casual guilds who don't have the heavy hittin Tankadin, but on the same note, yea diversity is a great thing. I'm a BM Huntard and have been watching the upgrades I will be getting in my trees. Such as the ability, should I respec Survivalist, to trap from afar with an arrow. I'm excited for the new talents and pet tress, but at the same time, I really don't wanna relearn a new shot rotation, or spend the gold to respec every couple of days tryin to figure out which tree now gives the best build. I am glad about Salv being revamped tho, hate that buff. Have fun with that 1 Pallys...
@Jato
You are going to love being a Pally, I can tell already. :P
Hunter tanks! w00t!
Good thing i'm dps...
bast,you made an error:
"Shield Slam – Hammer of the Righteous is a new skill with a similar effect".
It's actually Shield of The Righteous which is a copy of shield slam - silence effect and high crits.
And to continue on what you wrote, don't you notice a similarity between Thunderclap's debuff and the one for Judgment of the Just(aka ThunderJudge).HotR might be comparable with HS/devastate,when fighting bosses.
Yes,we look quite the same ability/gearwise but tankadins will be more like a minigame to tank(696969 cds),while warrior will be mostly be spamming threatbuttons. Dunno about bears
Being a Feral Tank I can see how such changes could help with the 5 man runs as far as mob agro management for nublets.
But will be extremely peev'd if they close the gaps enough that there is no big difference between warriors paladins & druids tanking roles, combine that with dual spec'ing and why even have warriors or druids? everyone could then just stack paladins in 25 man raid's!
With the introduction of paladins to my fellow Hordies Warriors & Feral Tanks became a dying breed, Yet those who stayed became masters of there class.
What will become of my Feral Beast?
as a tankadin as well bast im starting to worry about the same thing i dont ant to be like every other tank out there i loved being different and runing circles around warrior tanks in trash picking them all up
it will be nothing but a great shame if we all get put in the same "tank" spot because now it seems our only little advantage is that we can heal as well
oh yea druuuuuds
:(
I have a 70 Warrior (Prot) I am excited for these new Talents, but i do not agree with what blizzard is doing.If a pally can do the same thing's as a warrior and the other way around i may not be as wanted for instances and raids As i am now.
It will be interesting to see what blizzard does with tanking in Wrath.
I Firmly have to say you Won't have to worry. All tanks will posses there own Individual skills.
Wars Still=Main End Game Tanks (sorry pally's, in wrath your can't complete this role anymore).
Pally's=Trash/Multi Mob Aggro control with an Incredible New Mechanic (you may fear it, but i'm telling you, 5 minutes and you will Forget the old mechanic).
Druids=DPS Tanks.
and DK=Magic Resist Tanks.
Each role is So different, and this is coming from someone who's Played the Beta on All 4 Tank Styles.
I'm planning to End Game Tank Arthas on my War when the time comes, and yet Still I plan to have All Tank types at my side when the time comes. As each one WILL be necessary for the Final Battle. (a strong hint to mages too)
so Drarridins seem to be the future of tanking. But theres one aspect that you have to throw into the mixture, how will DK Tanks play into the mix??
That's Nice to know nextgen
When you meen hint to mages will mages be more useful in wrath then before or are they going to be great for the end game in wrath (i am a fellow mage)
@bast
Never will I enjoy being a pally. :)
he means that there will be more mage tank battles. i, as my guilds primary mage tank is not very happy with that one
To be truly honest, even though many of these abilities are new and exciting, and contain many similar qualities of other abilities that other tanking classes have, it does not give them the EXACT same effect.
Being a Warrior Tank, I do great appreciate the improved Cleave, Thunder Clap, and Shockwave moves, however, they still do not even come close to the capabilities of a Paladin Tank. Consecration is the definition of AoE tanking; Warrior "AoE's" are just meak imitations.
I agree and disagree at the same time, like some changes, dislike some changes, and hate other changes.
I like the fact that we can finaly ware old Prot Argo gear yet also now be able to ware standard tanking gear as a poss to having to scrifice some other stats for Spell damage to keep up with threat.
I dislike that they are trying to make all tanks have the same type of spells (though agree with Dæstiny in the fact they they are becoming similar but not completely the same)
I hate the Change to Blessing of Salvation, I loved that Paladins where the argo control class wither they where tanking or healing they could greatly reduce threat on everyone but the tank, now it seems almost (not quit but almost) a useless spell between how short it is, how much less it reduces and with how long the CD is to re use it, I mean sure it frees up a Blessings spot, but it just becomes an emergency button rather then a useful spell.
I have mixed feelings on wither I like or dislike the tank changes but won't really know until playing with it a lot more then the little time spent on PTR.
Alas, i am behind in the tanking area. Rogue's FTW!! I have grown up playing a rogue and it will remain my forte.
However, i have been lvling my alt pally (damn it is fun!), but i still have a ways to go before i start seeing BC instances. Will have to grind before WotLK is out (3.0 patch is out today, only 1.2GB, Woot!!)
At least I will learn the new stuff while lvling and not have to readjust like most others. My brother plays a WarTank so not a huge rush, for me.
I did not get into beta so will have a lot to learn when all this new stuff is out.
Here's to XP bar, o how i have missed thee.
wow this is some heavy stuff i am lucky i do not have any high tank for this stuff by the time i get either of my tanking up to 70 i will have planty of time to figure all this out wat what you mean in the final battle the end game the thing i love most about this game is it never ends after arthas defeat i am sure blizz will have more whear that came from they are good that way i just hope i will able to ceap up with all of it i hate having to scip all of the 60 raids i missed allot
allso have you guys seen the new login screen its mad cool blizzard realy out done tham self this time its just sucks i cant go one now the servers are ofline iam so excited to get from school look at all the talent trees the barber the harber all the good stuff i hate the interuptions
nextgener,that's a very weak assumption, in the end,tanks get chosen by the person playing it,like it's meant to.It will be less of a "aoe tank" "caster tank" "single mob tank".True,each class has it's good sides,but it won't make the others bad at it
Steven: it's more like a Hint than a thought, when you consider the role Warlocks played in end game situations of BC (demon killer/controller v.s. mass hordes of demons). Now were heading into the Frosty thundra of Northrend. Hint, Hint, anyone?
Reason: Might wanna work on cleaning how you state your opinion. From what I understand, you mean Blizz is trying to break the aspect of a Specified Tanking class. Such as Pally's won't just be AOE tanks and Warriors won't just be Single Target Tanks.
This is true, up to a Point.
If all Blizzard was trying to do was make all classes the same with each form of tanking having no difference, then you could just have 1 of every class in any given situation. All Tanks have there Differences in Style/Mechanics, and what Blizzard Hopes (or at least is trying to) to accomplish is break down the barrier that makes each class outclass the other. Such as, you don't Always need a Pally tank to beat a Time Trial, or, you don't need a War Tank just to tank that last boss in Gruul's (i can't use a more future known boss just yet).
Each Class has it's own set of Strength/Abilities that make each viable for any given situation so far. Living up to hold a Roll in the final situation's to come, is mostly based on what there original design was intended to be. This has stood through BC and will most likely continue through future expansions to help each class keep there individual roll's/usefullness.
Its ok guys what blizzard wants is to fill the role of the player not the the class, so if that crappy warrior who doesnt show up for raids and barely puts up that tps, doesnt show up boom your rdy and uber tankadin/feral druid will take the spot. I really dont mind because I hate pulling a raid just because some main raiders decided not to show. So GG to the crappy raider.
I only just noticed that, hiding under the new exciting skills for Warrior tanks, we've had a giant nerf for single target tanking. The combination of Shield Block, Thunderclap and block/parry/dodge stats is what has made us uncrushable (or close to it): Shield Block in essence blocks every attack against a boss for a good Warrior tank. 96-98% is a good approxmiation, when there isn't some factor causing Shield Block to be out of use (rarely happens). Block the attack, and it won't be a crushing, even if the raw damage of the attack is only decreased by a few hundred.
Now, Shield Block is suddenly a 60 second CD, 10 second effect skill. 100% block, but 75% got most of us close to 100% in any case. Not useless, but even with two talent points, it leaves us very much crushable for 30 straight seconds at a time. There is no question that the skill in itself has been nerfed, incredibly.
So, unless there are some big nerfs for Paladins and Druids, it seems Druids are suddenly far better single target tanks than Warriors (more mitigation, more avoidance, more health, more threat, more DPS--all we had on them before this was being uncrushable, thus needing less total healing). Paladins might be as well.
In that sense, tank classes have indeed moved a lot closer to each other. I don't very much like it. Shockwave, Vigilance, and certain threat goodies might be nice, but if it's at the cost of Shield Block, the game just won't be as much fun anymore.