Milking It: Tanks Steal Multiple Abilities from One Another

Posted in Feral, Rant, Uncategorized, WotLK on Sep 17, 2008

I haven’t always raided on a druid. I mostly have. There was, however, a brief span of time soon after Burning Crusade’s release in which Awen’s guild leader decided we didn’t need a Feral Druid—we needed more Warriors. You know, those losers who stand around with cool weapons and shields. This, of course, necessitated that I bring my Fury specced Level 52 alt up to raiding standards in about a week and a half’s time and somehow become a tanking champion in less than that (that process, of course, was how I met Lycentia, and that is another story altogether). Obviously, I’ve since picked my Druid back up with a certain sort of zeal and never looked back. Until now.

I think raiders like Kalon, who have played every tanking class in the game, would agree that part of the fun in tanking on different characters is that they’re each inherently different. We all know that Warriors have primarily occupied the Main Tank role, that Paladins are the Kings and Queens of AOE tanking, and that Druids are pretty much the sexiest beasts to hit the scene. We all have our niches. Despite the obvious differences—Rage v. Mana, Giant Bear v. Corpsesled—each class has abilities that function with similar purposes. “Similar” is really the key word there: close enough to get the job done, but different enough that each has a class specific perk. Want examples? Sure!

How do tanks address issues where aggro has been transferred to a ranged player (whether by pulling or inadvertent proximity)? While certain stupidities warrant standing by and letting a retard or two die, there are reasonably quick ways in which tanks can get their shiny asses over to the errant mob in question:

Warrior
Intervene
Has an 8-25 yard range and enables the Warrior to “run at high speed towards a party member, intercepting the next melee or ranged attack made against them” and has a 30 second cooldown. 10 Rage.

Paladin
Righteous Defense
Has a 40 yard range and enables the Paladin to “come to the defense of a friendly target, commanding up to 3 enemies attacking the target to attack the Paladin instead” and has a 15 second cooldown. 4% of base mana.

Druid
Feral Charge
Has an 8-25 yard range and “causes you to charge an enemy, immobilizing and interrupting any spell being cast for 4 seconds” and has a 15 second cooldown. 5 Rage.

While Paladins clearly have the easiest job here—LOL I PUSH THIS BUTTON AND MONSTERS RUN OVER—each ability allows the tank to gain control over enemies at range to varying degrees of effectiveness. The Paladin and Warrior variations immediately remove a friendly player from harm, and Feral Charge gets you over there, potentially interrupts, and then requires a little finagling. Tanks might grumble a little about who has what, but ultimately, I think that most are fairly happy with what they’ve got. They chose their class, afterall.

Fast forward to Wrath of the Lich King. Blizzard seeks to homogenize the tanking classes, level the playing field, and make sure that no one chooses a tank based on their class rather than their ability (which begs the question of why you’d roll one over another, but that’s another story). Druids clamored for a Last Stand ability because they essentially had no oh-shit buttons to push save trinkets and the woefully poor Frenzied Regeneration ability. They got it in the form of Berserk, and Blizzard tossed in the ability to use potions and items in animal forms. Great, right? At first glance, that starts putting us on even footing with the other tanks. But what did Warriors get?

Warbringer
A 41 point talent in the Protection tree that allows Charge to be used in combat, and in any stance. It’s basically Feral Charge—except it doesn’t cost Rage, it generates Rage. Warriors have thus gained an ability to increase their mobility outside the 30 second Intervene cooldown.

Enraged Regeneration
A level 75 Fury spell, Enraged Regeneration costs 15 Rage, operates on a 3 minute cooldown, and regenerates 30% of your total health over 10 seconds. The ability requires an Enrage effect, consumes all Enrage effects, and prevents any from affecting you for the full duration. Activate Bloodrage and win. Sound a little familiar? I thought so.

Improved Thunder Clap
This base Warrior ability “blasts nearby enemies increasing the time between their attacks by 10% for 30 seconds and doing 300 damage to them. Damage increased by attack power. This abilities causes additional threat and will affect up to four targets,” and can be augmented with 3/3 Improved Thunder Clap, which “reduces the cost of your Thunder Clap ability by 4 Rage points and increase the damage by 100% and the slowing effect by an additional 10%.”

I firmly believe that TC will become a staple damage ability for Warriors in much the same way that Swipe and Consecration work for Druids and Paladins respectively. We Druids were tickled by the idea of Infected Wounds, and here comes an improvement to the original that makes ours look pretty pitiful. Compare to the level 77 Swipe and Level 80 Consecration.

While there are precious few new Paladin abilities that even remotely resemble current Druid abilities, Paladins have picked up a familiar spell:

Shield of Righteousness
A Holy spell, Shield of Righteousness is learned at level 75 and “slams the target with your shield, causing Holy damage equal to 240% of your block value. This spell causes a high amount of threat.” Not only can Paladins chuck their shield ala Captain America, they can now punch people in the face with it. Warriors might recognize this as a spell damage based Shield Slam.

I haven’t even taken Death Knights into consideration here, and the above abilities are just a sampling. What’s your point, Runy? While on the surface many of these spells seem like welcome additions to any tank’s arsenal, I’m left wondering what modicum of uniqueness we’ll be left with. I stare at my outdated Warrior and wonder why I’m trying to play my Druid in the expansion when my Warrior will be given my Druid’s tools—and then some. I carefully examine the Paladin Protection tree and marvel at the solid base of talents to choose from, and find myself mentally transforming my Holy Paladin into a tank. I’m not excited about any of the Druid changes anymore, and I think it’s because some of them feel so familiar.

In a move that will likely bore raiders to tears and appease the raving masses, Blizzard seeks to make tanking more accessible by increasing damage dealt and handing each class a similar skillset (with Druids currently holding the short end of the branch…er…stick). How difficult will it be when we can all push the EZ buttons and win? Will tanking really require any sort of acumen anymore? Are Druids going to be the biggest challenge? I wonder. Think about applying Blizzard’s approach to sex: everyone gets the same moves and you’ve got to choose the best one when they’re all doing the same thing. Do you really want the Wham-Bam-Thank-You-Ma’am-One-Trick-Pony every day? It sure gets the job done, right? Does that make it good?

Streamlining doesn’t always make things better; sometimes it’s just “efficient.”

6 Comments

  • At 2008.09.17 10:19, Spectrum said:

    Runy,

    I’ve been a bit concerned about this too, but I’ve gotten over it. I think there are two sides and you’re only looking at one.

    The first side is what you’re talking about, giving tanks a broader spectrum of abilities. This is a good thing. I hate doing trash with a non-paladin because most bears and warriors are terrible at holding AE aggro. With a paladin, by the time you down the first target he has enough threat that he can stop swinging for the rest of the fight. They also enable AoE in ways warriors and bears can’t. They needed some of these skills. What it does is prevent people from feeling like they “have to have” a certain class for a certain encounter. This is good.

    The other side is that there are still many differences. Paladins are still kings of front-loaded threat. They start with a full mana bar and when they throw their shield, run in and use Hammer of the Righteous, Shield of Righteousness, and Judgement in under 5 seconds they can easily build huge amounts of threat. Warriors and bears work better over sustained fights. Paladins will be better on fast hitters and multiple mobs due to block, while warriors and bears will do better against big heavy-hitters. There will still be differences, but it won’t be so bad that some things are impossible with the wrong tank.

    Of course, I come from the perspective of a paladin and I firmly believe we are the best tanks except when maximum effective health is necessary.

    Tanking will just be more fun in the expansion because you’ll be able to do more with the same class.

    • At 2008.09.17 10:34, Runycat said:

      I think what I was trying to say was that tanking will be more diverse–but mostly for Paladins and Warriors (and to illustrate what some of the newer, shared abilities are). As I said, I’m excited about some of those changes, and I’m looking forward more to leveling those characters rather than my Druid. The changes are great, for them. Nothing is all bad; Druids will be able to use Barkskin as mini-Shield Walls, etc.

      I am also of the mindset that we should have specialized roles. One of the few, perhaps. Is Blizzard making it easier for guilds who can’t find an awesome Prot Pally or a great Feral Druid? Sure. Everything just appears to be trending toward making everything easier for everyone (I often feel like I’m button mashing in beta, and it’s very, very strange), and I’m not sure that’s really the solution. Where’s the challenge?

      • At 2008.09.17 11:47, Kai said:

        I’m in agreement with you. I honestly can’t force myself to be overly excited for tanking with my druid in WotLK, and am considering playing Resto at 80. I’ll definitely try to play feral for a while, but I’m not overly excited about it. Maybe I’ll finish leveling my paladin. Being at 48 since a month after BC release is a bit sad…

        • At 2008.09.17 11:50, Runycat said:

          I actually really like the Restoration tree right now; there are so many great talents that it’s really hard to move over to Balance and pick up the token 14 points I’ll want to have. Flourish is a fabulous spell, HT will likely come back into play, and Regrowth because a HoT based Flash Heal. I still don’t really enjoy healing on my Druid, but it is a possibility.

          To be honest, I’m pretty interested in trying tanking on my Warrior again for a little while.

    • At 2008.09.18 14:31, Thalium said:

      Feral charge is my favorite bear ability. I absolutely love closing the gap (virtually at will) to a wayward mob. I’m sad that this is being diluted out.

      • At 2008.09.30 09:51, Abagoo said:

        I completely agree with you. I think blizzard has just thrown all the classes in a soup pot, and hasn’t given them any spice. *YUCK* And on a side note..I just started reading your blog and LOVE IT. I’m in Phaelia’s guild and like to think I’m one of her favorite feral tanks *cough*. This is the first feral blog that I’ve read that doesn’t make me want to scream at the writer. Thank you for your very unique insights.

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