An analysis of warlock tanking. Wall of text inc.
As many of you know during the Mists of Pandaria beta, the idea of warlock tanking was
thrown around. However, to many warlocks dismay, this vision never came to fruition.
Today I'm going to provide an analysis of why I think warlocks would make viable
tanks. I have played a tank with a warrior, druid, death knight, and paladin all up
to 80 and the warrior and DK above that. Blizzard is always saying how they read and
consider all well thought out threads, and this is my attempt at doing that.
TLDR: Warlocks have all the tools necessary to be able to tank, all that needs to
happen is for Blizzard to give the go ahead.
Table of Contents
1 - History
2 - Comparison
3 - Tools
4 - Common Complaints
5 - Recomendations
In the beginning, Warriors tanked. But World of Warcraft is an ever changing game.
The current system is nothing like it was many years ago when the game was first
introduced. As such, the classes have changed as well. Since the topic is the
viability of Warlock tanking, here are some examples of how classes have changed over
-In classic they weren't viable. Druids were healers. Period.
-then in BC they got love via talents and itemization support.
-then the fourth spec in Mists of Pandaria.
-In classic they were simply NOT tanks. They had the tools, but due to poor
itemization, they weren't viable.
-In BC they got love via talents and itemization suport.
First of all we have to decide who we should compare warlocks to. Basically we're
compared to tanks that don't use shields.
A) Druids (Agi leather)
Super high HP
-Survival Instincts (50% less damage 3m CD)
-Barkskin (20% less damage 1m CD)
-Might of Ursoc (Last Stand)
-Enrage (resource generator)
-Savage Defense (45% dodge, basically druid shield block)
-Frenzied Regeneration (60 rage for 10% hp)
Renewal (20% HP Heal 2m CD)
B) Death Knights (Plate)
Active mitigation model
-Icebound fortitude (50% Less Damage 3m CD)
-Bone Shield (20% Less Damage 1m CD)
-Vampiric Blood (15% Hp, 25% bonus to healing 1m CD)
-Rune Tap (10% total health healed)
-Dancing Rune Weapon (20% parry)
-Army of the Dead (less damage equal to Dodge + Parry, usually about 30%)
Anti Magic Zone - 45s CD Both lower spell damage
-Raise Dead + Death Pact (50% health restored 2m CD)
-Anti Magic Shell - 2m CD
C) Monks (Agi Leather) I know nothing about Monks and this is where I'd need help
Would need high HP like druids due to lack of parry
Dark Apotheosis (Physical damage reduction based on mastery and 15% magic damage
Unending Resovle (40% damage reduc, 3m CD)
Healthstone (20% max health, limit 3)
Dark Soul Knowledge - (mastery buff,correleates to 10% physical damage reduction, 3m
Fury Ward (damage absorb, 10s cooldown)
Dark Regeneration (30% HP and 25% bonus healing 2m CD)
Mortal Coil (15% hp 45s CD)
+20% HP through Soul Link - Sacrifice
Shadow Bulward through Sacrifice (30% Max Hp, 2m CD)
Archimonde Vengeance (5% damage reflect)