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Monday, January 11, 2010

Pointing Fingers: You and The Fingerpointing over yonder.

Here's an excerpt from a gmail conversation this morning..

"me: he wont say it or even know it
but i betcha he looks at another tank in raid and goes
"i wish i could do stuffs like that.."
/plays with toy train alone"

To begin with the real nature of this post, I'll start by saying that in my experiences thus far. None of the Tanking classes, in a tank spec/gear setup have proven to be difficult to play. However, unlike a few people that profess or blog about other classes and their perceived "easy" nature, I actually have tanked with all 4 classes for longer than a period of one night :)
As a fellow GM/CoGM, Raid leader, Officer and so on, I feel its important to know these classes beyond a perception of watching or reading some articles.

P.S. Zell, Warriors aren't the "Original Tank" it's more along the lines of "One Of The Original Tanks." Let's remember in beta and very early WOW Paladins had Seal Of Fury :) We had Holy Shield, Redoubt, Anticipation,Deflection etc. The core needs.

Another issue is the upcoming nerf to Protection for Warriors. Dps again will go down for prot as shield slam is losing some of its dmg either by base or coefficient. However threat on it will be modified to offset it.

Warbringer will no longer allow you to charge/intercept out of snares.

Are these nerfs/changes necessary? No.. not really, don't see why they should be nerfed. I say "why" as in "from an educated and understanding point of view."
But I do know "why" it's happening. I had the same thing happen to my class not long ago, albeit a different matter causing it.
The complaint comes from the Arena Community entirely. Not from any other tanking class complaining, or PVE DPS classes whining about prot dps.
The issue? "Prot is liek omg unkillable! They CC too much and they can like break out of any CC and omg they do alot of damage, oh and their unkillable!"

That's what alot of people are saying, of course that's with me putting the humor in it. The main complaint is the utility, and not the damage output. The ability to get out of snares with a possible what, say 3 ways or so? (charge/intercept/trinket)Of course Poly,Cyclone,Fear/Terror,Ice Trap aren't in that list as they aren't snares and frost trap has well.. always been something you could charge through. Although it would he humorous to see a warrior path through one on a charge/intercept and see it slow down through it, and then speed up again lol.
At any rate they feel this particular utility puts their team in danger of always being beat. As the feeling is that no matter what the warrior is going to be able to get you or your buddies.
Also cited as part of a tagteam sidekick to warbringers perks is the ability to CC. Although this isn't so often complained about in comparison to everything else on peoples lists of griping.
Next on the list is the nuking. It's felt that the preferred damage rotations in arenas for prot are overwhelming for "what a tank should be able to do." One important thing to keep note of is sustained dps and bursting. My rogue for example in an arena setting pretty much won't hit 2k dps on recount if I look at it after a match. But I do put on alot of Burst. The same goes for all damage going classes with perhaps an exception to Shadow Priests and the like where damage over time does the work.
The sticky thing about that alone before even considering tanking itself is that when you do something to lower burst,99% of the time you end up also lowering sustained dps or longterm dps. With PVP if they decide to nerf something because of its damage, it usually means they take down a coefficient of some sort, or lower a base damage number. In the end you use those same spells/abilities in pve, and that causes your sustained to go down.
SO there's the sticky part, if you straight up nerf damage on Shield Slam your hurting the Warriors dps. Blizzard felt it's only option was to cut some damage and boost the threat.
However that's not the problem at all. Take a census of protection warriors or even protection paladins as well, how many actually go into a raid with obsence numbers of Block Value? By obscene I mean cranking out a 24k crit on a nongimmick fight. You don't..
So where does all this damage for it come from? Well it's not from a ton of crits I can tell you that much. Proper PVP Prot builds for both Paladins and Warrior's alike don't include every damage bonus in the trees. They also don't have the luxury of dps stats like someone dps arena specced/geared does. It's a mixture...Most Protection Warriors elect to supplement in some decent amount of block value, with strength gems and enchants or armor pen gems etc. Warriors do have a bit of an edge as far as damage goes. Critical Block, or Tier Bonuses help that along to a small degree.
That's it.. It's the gemming/enchanting that's providing all the crazy numbers people seem to be complaining about.
To be quite candid on my own views of it I have the following to say about it.
Don't nerf it either way. Leave it be, Prot teams ARE beatable, Kaze(if you don't know his full name then well yeah too bad, you should know it if you read tanking blogs anyways) of tankspot fame. himself states quite openly on how to beat these sorts of teams.
In the end just cause it looks like a warrior and smells like a warrior, its not the Arms warrior you've seen for 5 years. It's silly to think you can go against a team like that with the same strategy you do with an Arms PVP'er.
I can say I'm more than dismayed that even some professional sponsored players of high cash winning teams are even complaining about it. So what a team on bg9 climbed to 3000 rating and got to 1st place. Might be time to stratting out a way to beat them?
Paladins in their Ret flavor saw this hatred a few times now. First during the pre wotlk talent patch, again later in wotlk. Then most recently a hit to prot via making Lay On Hands cause forbearance if used on yourself. When that went live I was more than ready to tell Blizzard to take lay on hands away from me, and give me last stand. The God heal coming from a Holy Paladin is a great amount for sure, 20k or more in ICC, but it's not the same glory it was. The change made Divine Protection the clear answer of what to cast in an emergency no matter what.
At the same time it does cause me to ponder.. Is this their attempt or whatever to homogenize the tanks more? Take away lay on hands, but you have Ardent Defender and Divine Protection to match up to Last Stand and Shield Wall? Whatever, that's old news.

In the end I'm actually upset warriors are seeing these changes, I feel that teams just needed to adapt and change. But, as always, Blizzard will listen to you if you get enough chimps to howl about it.

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