To Healers, From a Tank
No. The holidays are coming up, we'll be traveling to visit our parents and in-laws abroad. I won't be raiding until the new year. Why does that matter?
In any case, this is illogical. Your reasoning here is that just because a particular encounter may not have an ability that can effectively 2-shot a tank, avoidance must necessarily be better. First and foremost, you're operating under the assumption that there is no such ability. Secondly, you're suggesting that an absence of such an ability necessarily makes avoidance more beneficial. Neither of these suggestions are compelling or reasoned arguments I'm afraid.
The biggest constraint right now is healer mana. Whatever reduces damage intake will reduce healer mana usage. If you never drop below X health, then that X health is technically all wasted stat points that provide you with zero extra survivability.
That there are unavoidable abilities is irrelevant. Dodge, parry, mastery doesn't mitigate them, but neither does stamina. Stamina doesn't do anything to reduce damage intake. Dodge, parry, mastery still mitigate the bulk of tank damage on most fights. You do need enough health to survive unavoidable damage (as I pointed out above), and in fact enough health so that healers don't constantly go in panic mode and waste their inefficient heals to patch you up, but that's not the same as indiscriminately stacking EH to the exclusion of all else.
I'm not saying that. The mathematician in me always cringes when WoW players ask what stat to stack, or which stat is the best or "king". It's a question that cannot be answered. There rarely is any single stat that you should stack to the exclusion of all else. You need the right balance.
Warrior, IRON MAN!!!!! They hardly take damage, but my lord, when it comes to magic damage? They get hurt, hard.
Lul wuts a DK tank?
You want your healers to love you?
Insist on CCing pulls- The less mobs attacking you at once, the less damage you take, the easier it is for us to keep the group going.
Don't AOE next to CC'd mobs- If you break the CC too early, what was the point of CCing at all?
Hit patrols first- removing pats from the equation reduces the risk of having them wander into the group when a pull takes longer than expected.
Make sure you have solid aggro on all mobs, especially ranged mobs- Healers will aggro ranged mobs if no one is keeping them distracted. A healer getting blasted because the tank didn't properly maintain a ranged spellcaster, makes us all quite sad.
We hate spending heals on ourselves because the tank didn't do his job right. This is made doubly aggravating when gear is low, DPS is trying to make recount sing their damage done vice paying attention to AOEs, and/or we're "relearning" this maddening heal system in Cata.
Do this, and we love you long time regardless of class.
Druids: Very easy to heal, excellent mitigation & self healing and lots of HP but seem to have threat issues.
DK: Blood DKs are probably the easiest tanks to keep up due to their extreme self-healing. I can only imagine what it was like before the nerf. Their threat is very strong also.
Warrior: Perhaps a bit harder to heal than the above 2, but my God it's like having an extra DPS (or two) in your group. Most heroics I've run with a prot warrior, he is #1 or #2 in overall DPS.
Paladin: Seems to be the low man on the pole right now for tanking. Ardent Defender is still somewhat helpful for "oh crap" situtations, but isn't nearly as good as it used to be. The trouble is that if the tank dies now it isn't because he took a single huge hit, but because he is taking sustained, unhealable damage, which is likely to still be the case after he self-rezzes with AD. Also tanks spend very little time below 35% health in Cata unless things are going really badly. Paladin threat and damage are a bit lacking too. They still have their utility (HoP is a great spell, if you are a pally please learn to use it) but in other respects they seem behind.
1. Use your CD's when you can. Some fights were designed for the cooldowns to be used.
2. Take the role of leader if you can. You are the direct target of the damage, you should dictate how it should arrive to you.
3. Line of Sight Pulls are amazing. They are under-utilized by PuGs and sometimes even with guild based runs. Pay attention to these clues.
Finally if you are having particular trouble, I find that trolling the DK tank forums will provide particular insight into the intricacies of tanking.
The tank that uses CC makes my job less stressful.
Yes, I can heal you threw that 5 pack of mobs with no CC, but I will be dry with most likely a melee Dps taking a dirt nap.
As for bosses. Pallys. I have always had a bad feeling about "free" heals. Makes my job easier, but I knew they would be a balancing issue.
It is actually death knights. I find their self healing is amazing and their cooldowns if they know how to play that is some DKs hero pull mobs that should be CC'd and rage at me when they die.... but every heroic cept deadmines that I have done has been successfully cleared by DKs and all of my normal instances to are usually DKs idm other tanks but I find them squishier perhaps because of not as many CDs and self healing.
Druids come second they if good and properly geared and quite a dream.
Warriors scare me... though some are amazing but I so rarely come across amazing warrior tanks no offence cept the ones from my server who are in some of the top end raid guilds.
Pallis are touch and go some are amazing some are squishy as hell but its usually the play style and gear level.
When tanks wait for me to mana and make sure the fight mechanics are followed and are a good tank I dont have mana issues and it goes well I dont usually even have to drink on trash pulls but this also incs good dps who can CC.
1) Interrupt as frequently as possible
2) Use cooldowns in their rotation for trash, Know when to use cooldown for bosses.
Tip: Every boss fight, if you aren't using all of your cooldowns, you're not doing it correctly. Cooldowns are not to prevent wipes anymore, they are part of the encounter.
1. Druid - 10k bubbles, sometimes 20k with vengeance stacked and CDs popped. 5k heals from crits. Need I say more? My druid friend easily pulls 2.5k HPS on top of sick DPS, sometimes 10k DPS on bosses. Only complaint is DPS MUST focus the druid's target, their AoE threat is so laughable I bet I could get threat via heals if I tried. Also frenzied regeneration + Guardian spirit is so overpowered it needs to be nerfed. The tank can not die while that's running the healing throughput is so high. Yes I understand he can't die anyways due to GS, but it makes my job much easier and is a near free full heal for the tank on damage heavy phases.
2. Paladin (WoG spam) - Not much to say. WoG is awesome? Their DPS is lackluster thou. Great AoE threat, therefor fail DPS are less an issue.
3. Warrior - Not much to say. Average all around. Probably the most balanced tank.
4. Paladin (SotR spam) - Takes more damage than a tank should in my opinion. Otherwise same as above.
5. DKs - Seriously feels like I'm healing a warrior with his shield unequipped. They heal less than druids too. I do enjoy how they have a cooldown for every occasion thou.
Pally, DK/war, Druid in order from best to worst atm although gear probably plays a large role in these too along with CC and skill of the group
And its not just tanks, when DPS CC's, interrupts and stays out of poop, that makes a world of difference, as it should.
Please report any Code of Conduct violations, including:
Threats of violence. We take these seriously and will alert the proper authorities.
Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.
Harassing or discriminatory language. This will not be tolerated.