Thursday, September 17, 2009

RolePlay - Tanking the tanks

Being the Wall


Tanks are at first thought, a wall that stops a boss or encounter from crashing into the raid and killing everyone. A second thought, pretty much proves that, a tank has the sacred duty of being the only line of defense to the raid. But unlike a normal concrete wall, the tank can move, become more resilient, or even interrupt a boss, plus, they can die. First off, this isn't an article on healing, that'll be for another day, this is more about the tank.

Tanks do not have it easy. Anyone thinks they can play a tank, but there is a fine line between being a good tank, and a terrible tank. Although it can be taught, tanking is really a first-hand experience. Any good tank can give advice, but without practical application, and learning individual play styles, tanking can seem daunting.

Where do tanks come from?

Traditionally tanks are a select few classes spec'ing (with talent points) into their protection trees to gain extra survivability talents that will allow them to live longer in boss encounters. Protection Warriors, Protection Paladins, Frost Death Knights, Feral Druids, can all be tanks. To note, Death Knights can use almost any talent tree to pick up survivability talents, but Frost or Blood seem the most traditional as Unholy has become more the PvP talent tree, and Blood has lost some mitigation and stamina bonuses over time since their release.

Tanks, usually aim for gear with "Defense" stats posted on it. "Defense" increases some natural avoidance abilities (more on those in a minute) as well as decreases the chance for the tank to be critically hit. By reaching an amount of 540 at level 80, tanks become "uncrittable" meaning bosses and mobs can no longer deal extra amounts of damage to them. Feral Druids are the exception, as they can spec into a talent that makes them uncrittable for 3 talent points. Generally Defense gear should go to tanks if seen as an upgrade, because, having a better geared tank means that wall between the boss and raid becomes that much harder to knock down.

Pure Avoidance - the legit way to not get hit

Avoidance is when a tank dodges, or parrys an attack from a boss, and in return takes no damage. It's percent based, meaning there is a percent chance the tank gets hit, as well as a chance the tank does not get hit. Avoidance is a loved thing. It means less mana consumed from a healer, and the fight can proceed with damage and mana saved. Sometimes, that breather can allow healers to catch up on the tanks life bar and even top him off, making sure the tank is fit for the next major attack from a boss. Pure Avoidance is dodge, and parry. Both work about the same, but come from different stats. Dodge, comes on gear usually with defense, but also comes from Agility, while Parry, comes on gear usually coupled with defense, and also comes from strength as well. Those two stats help a tank survive even the most deadly of bosses, just by dodging or parrying their melee attacks. Pure Avoidance is something aimed for by any tanking class, except for Feral Druids who cannot acquire parry stats.

Blocking...a damage mitigation story

Block is another stat given to most tanking classes (Druids do not get block, but instead Savage Defense, where when the Druid critically strikes they get a buff that reduces the next hit taken by 25% of their attack power). Death Knights do not get Block, but can also spec to take less damage by entering their frost presence for straight damage mitigation. Block, in a nutshell, is when the tank uses a shield and when successful, mitigates some damage from the boss attacks. Warriors and Paladins get block from their shields used, and as the stat posted on their shield, when they do block an attack, damage mitigation occurs for the amount listed. However, block also falls under a percent chance, making it a percent to happen or not happen. Paladins and Warriors alike can spend additional talent points to increase block chance, and Paladins can use an ability coupled with some talent points to increase their block chance by large numbers (60%). Block, can be acquired from gear like parry and dodge, and is often stated with them. The shield block amount is how much damage is absorbed when the block occurs.

Health Pools - How much can i take?

Health, is important to any player, it means how much you can absorb without biting the dust, or dying in quintessential terms. Health for a tank is more important, as they are taking a majority of the damage done by the boss (some rare cases, but I am not going to indulge upon them at this time). Having a large health pool, means you can take bigger hits, or even multiple hits in a row before death occurs. Some bosses do abilities a tank just can't dodge, so that's where their health pool comes into play. Or say they don't get a dodge or parry off, again, to the health pool the damage goes. HP comes from stamina, which is overabundant on tank gear, coupled with dodge, block, and parry (not all gear contains all bonuses, it's a mix and match game). Tanks with higher end gear will 99% of the time have higher health pools then tanks just starting to tank. Health is the end all stat for a tank, either they take the hit and live, or take it and die, having a higher number is always a good thing, but it doesn't mean giving up pure avoidance for it all the time either.

A Balancing Act - To be hit or not to be hit

So, you have some gem slots (for gems that can provide additional bonuses for your stats) open do you? Sometimes, too much of one thing means losing out on another...meaning you could have a hugh pure avoidance, but lack in health, and when that pure avoidance doesn't stop two attacks in a row (remember it's percent based) you could be in trouble. But the same could be said about health, gemming, enchanting, and aiming for high stam gear could be bad if the boss hits you multiple times in a row and your healers call out that they are running low on mana (always a bad thing). The best thing, is to find your middle road, and roll with it (somewhere between 50% or higher avoidance can be good as long as you have a good amount of health to back it up [try not to count block as pure avoidance since it doesn't negate a hit, and isn't always up to block to begin with]). It might be hard to start with, but when you get multiple pieces of gear for the same slot, you can judge which helps more (just make sure to stay around the minimum required 540 defense number).

Aggro - Making threats and keeping them

Tanks are walls because they can take hits, and dodge them sometimes...but they can also be the stopper between a boss and the rest of the raid because they can force themselves inbetween so. Threat, occurs when a tank uses abilities that cause threat, and does more threat then the other raiders. Every player produces threat (unless otherwise noted on abilities). Whether healing or dpsing or tanking, everyone produces threat, some more then others. A Paladins Sacred Shield doesn't produce as much immediate threat as a Priests Power Word: Shield. A tanks abilities, usually produce a large amount of threat per second, or tps, that, as long as they remain on top, keeps the boss focused on them. When dps starts doing more tps then the tank, then the boss moves to that dpser and kills them, number one on the aggro chart means the first (and sometimes only) target the boss focuses on. Aggro, threat, is the same in terms, threat is produced off of abilities, and aggro is the result. So tanks, keep up their respective threat making rotations and keep aggro focused on them.

Situational Modifiers - Run away little girl

It's no small feat for a tank, they have to make some choices while tanking, more personal choice then anything, but none-the-less, a choice. If a boss has a cast bar on an ability, tanks can choose, one of three things, try to move out of the way, eat it, or interrupt it. These choices aren't available all the time, or even at the same time. Sometimes a boss might cast an aoe that can't be interrupted, be can be moved out of the way from, or just taken as damage. Of course, there are times when damage can't be avoided, or interrupted, but has to be taken. And then there's the only option to interrupt it where moving or eating it cannot be options. But tanks must do the research of every boss encounter and learn what options are open to them. By knowing the fights before hand, a tank can respond accordingly to every ability, and prevent less damage, overall.

And...?

What's above in the post, is a general overview of what tanks must look at before each raid, during, and afterwards. It's alot more work when people actually stop to think about it. When it unfolds during a fight though, it seems like a blur, and in minutes, everything is over, and either the raid lived or didn't. For the record, I respect tanks, they have to worry about stats and put them into practice on every encounter, pulling out all the stops.

If you want to be a tank, I highly recommend tankspot.com to get in depth videos of all encounters and explanations for them. elitistjerks.com also has some great spec/rotation/gear recommendations updated with the latest theorycrafting.

-whew, enough to type for now

-pwrtoppl is out

No comments:

Post a Comment