Ok, when we last left off I was talking about playing the role of caster dps. Some people think I'm completely off my rocker for saying that to be a better tank, you need to do everything BUT tank. I have found that the best way to become a better tank is the ability to empathize with the other members of your group. If you understand what they are having to deal with, it will always help you to be able to make a pull better, get a boss down faster and make the run go smoother.
On that note, Melee is next!
No, some tanks out there have done this. Some have a melee spec and they go to town killing stuff. HOWEVER.....they usually do it in their tanking gear and have no fear of pull off the tank. This does nothing to make you a better player. All this does is give you a bigger epeen and make you the group pain in the @ss.
So, as stated in the last couple of blogs, start up a new toon, I recommend a warrior as this class is perfect for this. With a warrior, you can't step back and cast a heal on yourself to pull your butt out of the proverbial fire (or real fire if you were standing in it, lol). You will have to rely on paying attention and your healer to keep you alive. Level to 10 and then jump on BGs. This will give you the perfect place to learn to watch what is going on. If you can develop eyes in the back of your head, you will have learned a skill that will make you a good dps and a great tank, extreme situational awareness. This is a skill that you will find a great number of people are lacking. Even dps should know what is going on at all times with stuff in the room.
Once you hit 15, jump in to dungeons with both feet and learn new fun features such as "The tank keeps him moving when he doesn't need to....I CAN'T HIT HIM!!!!" or my favorite "Why does the tank keep turning him? I keep getting him by the mob since the tank faces him to me! AHHHH!!!" Watch closely at what your tank is doing and remember or even write down the things he/she does that drive you nuts. Don't yell at them in chat, it won't do any good. Just make a note of it and remember it.
So, now that you have played the roll of healer, caster and melee dps, you have a firm grasp on what the other members of your group go through on a daily basis. You know what they have to deal with trying to keep you alive and how the strive to keep themselves alive. Remember, you are the tank. It if your job to not just grab mobs and make fast pulls to show off your epeen. It is your job to keep the group alive. It is the healers job to keep you alive so that you can do your job. This means do not be afraid to CC something or to make a LoS pull or to kill that extra group of trash so that it does not get accidentally pulled. It's your job to keep them alive by setting up the run. You are the first one in there and it is your job to set up pulls so that no one gets killed (there are some exceptions such as people standing in fire. Cause you just can't fix stupid, lol.). You will find that once you try this technique of playing all the different rolls until about lvl20 or 30, you will have much better understanding of the real group dynamic and you will become a much better tank for it.
I hope this has helped out. I have done this and I can say that it gave me a lot of insight and makes my runs much smoother and with less repair bills. If you have any questions or comments, feel free to comment below and I will respond quickly. If you enjoy this blog,. please become a follower and spread the word about Neo's Challenging Roar!
Showing posts with label dps. Show all posts
Showing posts with label dps. Show all posts
Saturday, July 2, 2011
Friday, June 24, 2011
A few things that will make you a better tank. Part 1
After a few runs I have had in the recent past, I have decided to cover a few things that will make a tank a much better tank. These are not your normal "get hit capped/more dodge/blah blah blah" stuff. This will make you a better tank in that you will find that your runs will be smoother and nicer, which makes for a much better experience. This will be a multi-part post that, by the end of the last post, you should have everything you need to make your life better in game.
The first this I recommend to EVERY tank out there is.......stop and roll a healer. Yes, you heard me correctly. Stop tanking and to roll a healer. don't respec or dual spec and get a healing spec. I mean start from square one and start healing. Put all your points in healing as soon as you get them and then, at lvl10, Take off ALL your heirloom gear, replace the removed items with normal green/white items you can find and queue for BGs. First, this will heal build healing skills. Good healers learn that you can't just stand there and heal, there are times you have to heal and run as much as you can. This is easily learned in doing battleground. A big orc warrior or little gnome rogue is not gonna let you just sit there and heal, you have to learn to heal and move to stay alive and keep people alive. Stay with the group, the only way to learn good healing skills is to stay with the group and heal as much as you can. Remember, don't get healer tunnel vision. This is where you are healing everyone so much, you forget to heal yourself. This happens far more then you would think.
Now that you have leveled to 15 in battlegrounds, KEEP your heirloom gear off and queue in for random dungeons. Now you learn some of the major tanking points in game. You will now see how often a tank runs in for the next pull before you are ready and have mana back. You will now see how often YOU are blamed for not keeping people alive, even though you were out of mana, siad you were out of mana but the tank went in anyway. Here is where you will learn that healers are not supposed to loot ANYTHING, you are just supposed to keep up and heal. You.....are a healbot. You will also find some groups that the tank will listen to chat. Will wait for you to get mana, will let you loot and will not go charging in if you have less them half mana. Learning this all first hand, you will see what the healing classes go through in almost every run they get in to.
If you want to become a better tank, both for your sanity and for the good of the group (since running a dungeon/raid is a GROUP activity), you will do this until about lvl20 or lvl30. It will only take you about 2 days to do this and you will learn just about everything you need to know. Remember, you will not truly learn anything if you run to the AH and twink yourself out. If you really want to do this, and I recommend you do, you will do it properly and do this in normal level appropriate gear.
My next blog will cover step 2 in becoming a better tank for you and your group. When all is said and done, you will be a far better tank then you are now. Trust me, I've done it.
The first this I recommend to EVERY tank out there is.......stop and roll a healer. Yes, you heard me correctly. Stop tanking and to roll a healer. don't respec or dual spec and get a healing spec. I mean start from square one and start healing. Put all your points in healing as soon as you get them and then, at lvl10, Take off ALL your heirloom gear, replace the removed items with normal green/white items you can find and queue for BGs. First, this will heal build healing skills. Good healers learn that you can't just stand there and heal, there are times you have to heal and run as much as you can. This is easily learned in doing battleground. A big orc warrior or little gnome rogue is not gonna let you just sit there and heal, you have to learn to heal and move to stay alive and keep people alive. Stay with the group, the only way to learn good healing skills is to stay with the group and heal as much as you can. Remember, don't get healer tunnel vision. This is where you are healing everyone so much, you forget to heal yourself. This happens far more then you would think.
Now that you have leveled to 15 in battlegrounds, KEEP your heirloom gear off and queue in for random dungeons. Now you learn some of the major tanking points in game. You will now see how often a tank runs in for the next pull before you are ready and have mana back. You will now see how often YOU are blamed for not keeping people alive, even though you were out of mana, siad you were out of mana but the tank went in anyway. Here is where you will learn that healers are not supposed to loot ANYTHING, you are just supposed to keep up and heal. You.....are a healbot. You will also find some groups that the tank will listen to chat. Will wait for you to get mana, will let you loot and will not go charging in if you have less them half mana. Learning this all first hand, you will see what the healing classes go through in almost every run they get in to.
If you want to become a better tank, both for your sanity and for the good of the group (since running a dungeon/raid is a GROUP activity), you will do this until about lvl20 or lvl30. It will only take you about 2 days to do this and you will learn just about everything you need to know. Remember, you will not truly learn anything if you run to the AH and twink yourself out. If you really want to do this, and I recommend you do, you will do it properly and do this in normal level appropriate gear.
My next blog will cover step 2 in becoming a better tank for you and your group. When all is said and done, you will be a far better tank then you are now. Trust me, I've done it.
Wednesday, May 25, 2011
Gemming and reforging feral tanks
One of the best things introduced in to WoW is being able to reforge your gear. Although a great tool, reforging is a bit of a tricky thing. It fine tunes your gear, but the second that your gear changes, it becomes the first thing to change to rebalance everything. I have found through my time as a feral tank that reforging should go in the following order:
Expertise Soft-Cap > Hit > Dodge > Mastery > Crit > Haste
Now, lets make a couple of things more clear, this is the base diagram if you need EVERYTHING. Now, if you are at the expertise soft-cap and are hit capped, then you would start looking at dodge next. Some will tell you that you need to only reforge in to dodge or some will say mastery. My experience has shown me that you will always get the best results by getting that expertise and hit up to where they should be. Remember, if you can't hit them, you can't hold them and all the other stats seem to become meaningless. If you are not where you should be with hit or expertise, always reforge haste or crit in to the needed stat as these are the last stats you will ever need to worry about.
Gems are also a wonderful tool that Blizzard has given us. It really can make all the difference if you add the correct gems to your gear. Gemming should be done in the following priority:
Expertise Soft-Cap, Agility, Stamina, Mastery, Crit, Haste.
You might notice that hit is missing. You should, as a general rule, avoid gemming for hit. You can get this through gear, enchants or reforging. People will argue with me on this order, and I'm ok with that. Everyone is allowed to have an opinion. However, this order is what I have found works the best as a priority list. Remember, if you can't hit them, you can't hold them. Secondly, you will have good amounts of stam on your gear as is, getting your dodge rating up should be the highest next priority next to hit and expertise. You won't need huge amounts of health if the mobs can't hit you.
Now the biggest discussion is always "should I got for the socket bonus?". The answer is yes.....and no. Let me explain, deciding on if you should go for the socket bonus is entirely based on your stats and what you really need. For example, if you are wearing:
Cuirass of Calamitous Fate
Binds when picked up
Chest Leather
1282 Armor
+120 Agility
+180 Stamina
O Yellow Socket
O Blue Socket
Socket Bonus: +12 Attack Power
Durability 165 / 165
Requires Level 80
Item Level 245
Equip: Increases your critical strike rating by 90 (1.96% @ L80).
Equip: Increases your haste rating by 90 (2.74% @ L80).
As a tank, you will most likely be able to make better use of this chest by tossing in agility and stamina gems. You could toss in some multi stat gems to get the bonus, but to be honest the +12 attack power is just very much to make it very useful to a tank as opposed to the stats you'd get some solid color gems and forgetting about the bonus.
However, if you had:
Assassin's Chestplate
Binds when equipped
Chest Leather
1669 Armor
+321 Agility
+512 Stamina
O Red Socket
Socket Bonus: +10 Agility
Durability 165 / 165
Requires Level 85
Item Level 359
Equip: Increases your hit rating by 173 (1.44% @ L85).
Equip: Increases your critical strike rating by 243 (1.36% @ L85).
You will every definitely want to put in an agility gem or expertise gem to get this bonus. The bonus is a sizable plus in a a key tanking stat that it is worth getting.
I hope this helps out and answers some question. If you have any questions or comments, please feel free to comment on here and I will asnwer them very quickly.
Remember bears, keep up the good work! We have to show these other tanking classes how it's done!
Expertise Soft-Cap > Hit > Dodge > Mastery > Crit > Haste
Now, lets make a couple of things more clear, this is the base diagram if you need EVERYTHING. Now, if you are at the expertise soft-cap and are hit capped, then you would start looking at dodge next. Some will tell you that you need to only reforge in to dodge or some will say mastery. My experience has shown me that you will always get the best results by getting that expertise and hit up to where they should be. Remember, if you can't hit them, you can't hold them and all the other stats seem to become meaningless. If you are not where you should be with hit or expertise, always reforge haste or crit in to the needed stat as these are the last stats you will ever need to worry about.
Gems are also a wonderful tool that Blizzard has given us. It really can make all the difference if you add the correct gems to your gear. Gemming should be done in the following priority:
Expertise Soft-Cap, Agility, Stamina, Mastery, Crit, Haste.
You might notice that hit is missing. You should, as a general rule, avoid gemming for hit. You can get this through gear, enchants or reforging. People will argue with me on this order, and I'm ok with that. Everyone is allowed to have an opinion. However, this order is what I have found works the best as a priority list. Remember, if you can't hit them, you can't hold them. Secondly, you will have good amounts of stam on your gear as is, getting your dodge rating up should be the highest next priority next to hit and expertise. You won't need huge amounts of health if the mobs can't hit you.
Now the biggest discussion is always "should I got for the socket bonus?". The answer is yes.....and no. Let me explain, deciding on if you should go for the socket bonus is entirely based on your stats and what you really need. For example, if you are wearing:
Cuirass of Calamitous Fate
Binds when picked up
Chest Leather
1282 Armor
+120 Agility
+180 Stamina
O Yellow Socket
O Blue Socket
Socket Bonus: +12 Attack Power
Durability 165 / 165
Requires Level 80
Item Level 245
Equip: Increases your critical strike rating by 90 (1.96% @ L80).
Equip: Increases your haste rating by 90 (2.74% @ L80).
As a tank, you will most likely be able to make better use of this chest by tossing in agility and stamina gems. You could toss in some multi stat gems to get the bonus, but to be honest the +12 attack power is just very much to make it very useful to a tank as opposed to the stats you'd get some solid color gems and forgetting about the bonus.
However, if you had:
Assassin's Chestplate
Binds when equipped
Chest Leather
1669 Armor
+321 Agility
+512 Stamina
O Red Socket
Socket Bonus: +10 Agility
Durability 165 / 165
Requires Level 85
Item Level 359
Equip: Increases your hit rating by 173 (1.44% @ L85).
Equip: Increases your critical strike rating by 243 (1.36% @ L85).
You will every definitely want to put in an agility gem or expertise gem to get this bonus. The bonus is a sizable plus in a a key tanking stat that it is worth getting.
I hope this helps out and answers some question. If you have any questions or comments, please feel free to comment on here and I will asnwer them very quickly.
Remember bears, keep up the good work! We have to show these other tanking classes how it's done!
Tuesday, May 17, 2011
Nice people make for a great run!
I decided to queue up for the new troll dungeons today. I figured, it's late, I usually get pretty good groups this time of night. As usual, as soon as I queued up, I get in to Zul Aman. This is a fun dungeon, even back in the BC days, I loved this place. Can give you a bit of a pain, but as long as you have a nice group, it's always fun. It was myself (bear tank), a warlock, rogue, DK and shaman healer. We go in and head for the first boss of the night, Akil'zon. The gauntlet run went pretty smooth, no deaths, which is always good. So we go up and we charge the boss, the dps down the birds that carry off party members, everyone did their job nicely.....until the storm came up. As soon as we get the storm, we stacked up and the rogue and DK get insta-death. No one had a clue what happened, but we killed the boss and moved on, slightly laughing it off. The warlock was kinda pushing us a bit for a timer run, which we rushed off trying to go for it.
We start killing trash on our way to Nalorakk. We get to the last set of trash and....I took one step too close. Oh crap! No time to CC so we try to burn them all with me holding everything, ouch......dead. 1 mass rez later and we are ready to try it again, timer gone, but no big deal. We CC and kill that trash and pull the boss, fight goes off smoothly and he's one shotted.
Now we take off and head for Jan'alai and we go to do the first pull, to which the shaman forgets his CC mark and the DK spaces out....wipe. But again, no one makes a big deal of it and we come back in and do it right. We get to the last trash pull before the boss and we get 2, yes 2 flame casters in the group. so we sap, hex and fear 3 mobs and kill 1, then we kill the fear. I then target the sapped flame caster and charge in, the one I ran past, the hex, comes to and 1 shots the healer, well, we know what happens when the healer is down. lol. We come back in and the shaman explains that he did not rehex because he saw me going for the flame caster. The lock informs him that there were 2 and that sap is usually hit before hex because hex can be done in combat. "Ohhh, crap, sorry. I noticed the name and didn't watch the mark.". We all gave him a "eh, no big" and continued on one shotting the boss.
We move on to Halazzi and have zero issues and one shot him as well. Hit Hex Lord with a snake and demon out...HEX! BANISH! SMACK BOSS! Dead boss, we win, loot! Went off like perfection. Meanwhile, we have been chitchatting the entire run. Just talking about the instance, the gear that has been dropping. We had a couple of agility BoE rings drop and I won one of them. "Awesome, and to think I almost bought that 20 mins ago!" which lead to chuckles and talking about loot they had gotten in here in the same sort of conditions.
We get to the last boss and it started off great, adds dead, killing boss. He changes in to the lynx form and starts beating on my hard, but we're ok. He spawns 2 adds, I pick them up and start taking a bigger beating, but we are still ok. I suddenly get 1 shotted, no idea why. "SHIT! how?" had no sooner popped up in chat then I get a BRez from the lock! YAY LOCK BATTLE REZ!!! I pop back up, flip in to bear, pop everything I have to help bring back health while healer is healing, I round back up the boss and adds, to which we kill the adds and he then switches to the dragonhawk form. Ok, we got this going very well, killing him, no one standing in fire.....rogue lags for a sec, and that's all it took to kill him. Boss drops, we cheer and rez while looting. It was like we had just conquered a raid dungeon, it was not that hard, but we were having that much fun. The healer then tells me that Not only am I the only tank that he ever ran with that picked up the cat adds, but that held aggro on them. To which I replied "Thanks! I do try my best. after all, it is kinda my job. lol.".
We all grats each other on a nice ran and after a bout 2 mins of more chitchat about the run, we begin to go our separate ways, actually saying good bye to each other. It just goes to show you, you can have a run with some "oops" and a few " awww crap, my fault" times, but if you keep in mind that it is just a game and try to just have fun with it, every run can be a great one. Everyone makes mistakes and getting mad and blowing up at people only makes it worse. I simple, "no prob, we now know NOT to walk up and say "Hi" to the flame casters." can bring on a couple of laughs and make the run go far more smoothly and make the game over all more fun.
We start killing trash on our way to Nalorakk. We get to the last set of trash and....I took one step too close. Oh crap! No time to CC so we try to burn them all with me holding everything, ouch......dead. 1 mass rez later and we are ready to try it again, timer gone, but no big deal. We CC and kill that trash and pull the boss, fight goes off smoothly and he's one shotted.
Now we take off and head for Jan'alai and we go to do the first pull, to which the shaman forgets his CC mark and the DK spaces out....wipe. But again, no one makes a big deal of it and we come back in and do it right. We get to the last trash pull before the boss and we get 2, yes 2 flame casters in the group. so we sap, hex and fear 3 mobs and kill 1, then we kill the fear. I then target the sapped flame caster and charge in, the one I ran past, the hex, comes to and 1 shots the healer, well, we know what happens when the healer is down. lol. We come back in and the shaman explains that he did not rehex because he saw me going for the flame caster. The lock informs him that there were 2 and that sap is usually hit before hex because hex can be done in combat. "Ohhh, crap, sorry. I noticed the name and didn't watch the mark.". We all gave him a "eh, no big" and continued on one shotting the boss.
We move on to Halazzi and have zero issues and one shot him as well. Hit Hex Lord with a snake and demon out...HEX! BANISH! SMACK BOSS! Dead boss, we win, loot! Went off like perfection. Meanwhile, we have been chitchatting the entire run. Just talking about the instance, the gear that has been dropping. We had a couple of agility BoE rings drop and I won one of them. "Awesome, and to think I almost bought that 20 mins ago!" which lead to chuckles and talking about loot they had gotten in here in the same sort of conditions.
We get to the last boss and it started off great, adds dead, killing boss. He changes in to the lynx form and starts beating on my hard, but we're ok. He spawns 2 adds, I pick them up and start taking a bigger beating, but we are still ok. I suddenly get 1 shotted, no idea why. "SHIT! how?" had no sooner popped up in chat then I get a BRez from the lock! YAY LOCK BATTLE REZ!!! I pop back up, flip in to bear, pop everything I have to help bring back health while healer is healing, I round back up the boss and adds, to which we kill the adds and he then switches to the dragonhawk form. Ok, we got this going very well, killing him, no one standing in fire.....rogue lags for a sec, and that's all it took to kill him. Boss drops, we cheer and rez while looting. It was like we had just conquered a raid dungeon, it was not that hard, but we were having that much fun. The healer then tells me that Not only am I the only tank that he ever ran with that picked up the cat adds, but that held aggro on them. To which I replied "Thanks! I do try my best. after all, it is kinda my job. lol.".
We all grats each other on a nice ran and after a bout 2 mins of more chitchat about the run, we begin to go our separate ways, actually saying good bye to each other. It just goes to show you, you can have a run with some "oops" and a few " awww crap, my fault" times, but if you keep in mind that it is just a game and try to just have fun with it, every run can be a great one. Everyone makes mistakes and getting mad and blowing up at people only makes it worse. I simple, "no prob, we now know NOT to walk up and say "Hi" to the flame casters." can bring on a couple of laughs and make the run go far more smoothly and make the game over all more fun.
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Sunday, May 15, 2011
I don't believe in stam stacking. There, I said it, now lets move on.....
Ok, so let me be a bit more clear about the title, lol. I've been a bear tank for a very long time. I've seen bears go through major trends, on more then off, of stacking stamina over any other stat. Many tanks will argue that by "stam stacking" it gives them a lot more survivability in raids and dungeons. That having more health makes it easier on healers to keep them alive. I feel that they could not be more wrong, and let me explain why I think this (please remember, this is what I have found, this is not hard facts, just what I think works better).
First, by stacking stamina, yes, you have far more health and it does in fact give the healers a lot more time to get off a heal before your health pool is empty. However, healers, no matter what Blizzard or any forums posts say, have a need to keep your health bar as full as possible at all times in a fight. By having a huge health pool, you are still taking large chunks of damage and thus, more mana is used to keep you up. This can be a very bad thing as healers can tell you. Here's a little secret, *looks around to see if anyone is listening*, if healers run out of mana, you get no heals. lol.
Ok, now, on the opposite end of this, if you stack other stats totally over stamina, you will have a much smaller health pool and thus make it hard for the healers to keep you up. The trick it to find a nice balance of stats to make the healers life easier. Remember, the best thing for a tank is to take your epeen and throw it away. Epeens only end up causing problems, espeically for tanks and healers. Now, the tricky part is to remember, you need to have some stats over any other stat regardless of how you feel. Here is my breakdown of stats and the order I feel that should be dealt with.
Hit Rating - 961 or 8% hit is needed for raid boss or 721 hit for heroic 5-man boss. That is the long and the short of it. Now, I have found that there is leeway here. If you go in to a raid with 5%, you will notice a huge problem in threat, you won't produce enough. If you go in with 7.5%, you will usually be just fine. But the closer to 8% you are, the more threat you will be able to generate and the happier your group will be.
Expertise - The soft cap is 26 expertise or 781 rating. This soft cap is a MUST! I can't express this enough as I see so many tanks below the soft cap and pay the price. What is the price you ask? Hit rating is great to hit the boss, but think of expertise and "The Force". It allows you to predict when a mob/boss is about to dodge or parry your attack and allows you to counter act it and still hit him. Now granted that this is all just numbers in the system and there is no thought involved in the counter action. However, as you can see, being able to not be dodged or parried will also help you to gain maximum threat generation.
Dodge Rating - This to me is far more important then stamina. This is a major part of your avoidance/not taking damage. The less damage you take, the happier the healers will be with you. Now, as I stated earlier, you should not focus solely on this stat as a way to be "WINNING!!!". You will need to balance this stat with stamina. I have however found through trial and error that this stat is a very good one to improve over stamina at first. I usually shoot for a dodge rating of atleast 30%, in bear form, before I start tossing in a few stam gems in my gear. Now, your best way of getting dodge is to grab as much agility as you can. Dodge just gives you dodge rating, but agility gives you 2 AP while in form, 1% Crit per 324.85, 1% Dodge (pre-DR) per 243.58. So you can see that agility is a far more helpful stat then straight dodge.
Stamina - Stamina, this is what I consider to be a tricky stat. Every tank out there will tell you that having a large health pool feels good, that it helps you to feel like you can do about anything. This is totally not the case. If you have a huge health pool and little avoidance/damage mitigation, you will likely drop like a sack of potatoes very quickly, no matter how good the healer is. Once I got my dodge rating up to 30%, I worked on getting my stamina up so that I had a health pool of about 138k health in bear form. Now I know that this does not seem like a lot, but remember, the more you avoid taking damage, the less health you need to stay alive.
Mastery - This is a very good stat to work on next. This is your damage mitigation stat. This stats works with your Savage Defenses.
Savage Defense: Each time you deal a non-periodic critical strike while in Bear Form, you have a 50% chance to gain Savage Defense, absorbing damage equal to 35% of your attack power for 10 sec.).
Your mastery for bears reads "Increases the damage absorbed by your savage defense ability by 32%. Each point of Mastery increases the absorb by an additional 4%.". So as you can see, this brings a very nice amount of damage mitigation to the table.
Critical Strike - Crit, well, this is purely a threat stat. The harder you hit them, the more threat you generate. It's much like when dps have huge crits and you can see them climbing the threat meters quickly. It works the same for you. Although this is a nice stat for threat, it is the second to last you wanna work on.
Haste - This is a stat you DO NOT want. Any and all haste should be reforged in to dodge rating. For a tank, it's not how fast you can hit them, it's all about generating threat through avoiding damage and other attacks in your arsenal to generate the threat.
Now, through my personal experiences, I have found that if you follow this guideline, you will find that feral tanking will go far smoother then most would lead you to believe. Remember, avoidance is a huge part of staying alive, not just your health pool. The more damage you can avoid/mitigate, the less damage you will take, the happier your healer will be and the more confident you will be since you will tend to find healers saying how easy you are to heal.
Next post I'll talk about the current tanking build and glyphs as well as enchants for tanking.
Keep up the good work bears and remember, we gotta show those other tank classes how tanking is really done!
Thursday, April 28, 2011
Do they really think "gogogogo" works?
Ok, we've all seen it, we've all know people that do it to some degree, so here is my question. Do people really think that chanting "gogogogo" at the tank is gonna make us move any faster? I can tell you right here and now.....No, it won't. If anything, it'll make us slow down.
Here are a few key things that dps NEED to realize about tanks.
1: Tanks don't wanna die.
2: Tank want to keep healers happy. Happy healers = better heals (generally speaking)
3: We all know that mobs do different things. Part of a tanks job is to set up a pull so that it is easy to round up mobs or set up for any needed CC to keep the healer from burning through mana and keep people from dying.
4: If we were just in a large group fight, chances are we popped a cooldown. If we are just sitting there, we might be waiting on it to cooldown or maybe to let a taunt come off cooldown. If this is the case, we aren't moving until it does.
5: And this is a big one, WE WATCH HEALER MANA!! If the healers mana is low, I can guarantee you that we will not move until the healer has mana again. Why? See item #1.
Also, if a dps uses the "gogogogo" method to get a tank to go, and he/she doesn't move, pulling for the tank...well.....lets just say more times then not you will find yourself back in queue for a tank. Which these days, if you are looking for a tank for your run, you'll be waiting awhile.
If you just wait and let the tank go at his/her own pace, you will find that you will have a much nicer, smoother and more productive run. After all, which takes more time, a tank that goes a bit slow and you one shot everything? Or a tank that is rushed, makes a couple bad pulls (or the dps does) and you wipe a couple times, wasting time running back in and to where you left off? Hmmmmmm? (Pssst, here's a hint. The second one will take longer.)
Keep this in mind next time you run a dungeon and spread this information around and who knows, maybe you will see more tanks coming back out to play more often.
Here are a few key things that dps NEED to realize about tanks.
1: Tanks don't wanna die.
2: Tank want to keep healers happy. Happy healers = better heals (generally speaking)
3: We all know that mobs do different things. Part of a tanks job is to set up a pull so that it is easy to round up mobs or set up for any needed CC to keep the healer from burning through mana and keep people from dying.
4: If we were just in a large group fight, chances are we popped a cooldown. If we are just sitting there, we might be waiting on it to cooldown or maybe to let a taunt come off cooldown. If this is the case, we aren't moving until it does.
5: And this is a big one, WE WATCH HEALER MANA!! If the healers mana is low, I can guarantee you that we will not move until the healer has mana again. Why? See item #1.
Also, if a dps uses the "gogogogo" method to get a tank to go, and he/she doesn't move, pulling for the tank...well.....lets just say more times then not you will find yourself back in queue for a tank. Which these days, if you are looking for a tank for your run, you'll be waiting awhile.
If you just wait and let the tank go at his/her own pace, you will find that you will have a much nicer, smoother and more productive run. After all, which takes more time, a tank that goes a bit slow and you one shot everything? Or a tank that is rushed, makes a couple bad pulls (or the dps does) and you wipe a couple times, wasting time running back in and to where you left off? Hmmmmmm? (Pssst, here's a hint. The second one will take longer.)
Keep this in mind next time you run a dungeon and spread this information around and who knows, maybe you will see more tanks coming back out to play more often.
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