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Old 06/16/07, 8:04 AM   #264
Teez
Piston Honda
 
Gnome Warrior
 
Kel'Thuzad
Originally Posted by svagftw View Post
There are very few encounters where you can stay close enough to a tank on threat to be able to die from a few crits, I can't even think of one. It really only applies on encounters with adds, such as lurker (I usually switch add at 50% so I can go all out all the time) where tanks can't build enough threat in such a short time. Tell me, which encounters are you having problems with? I can't really think of one I can't go full out all the time on (after tank getting misdirected and hitting a shield slam in the beginning). I have never replaced heroic strike with cleave on a single target and I very rarely die from overaggro on a boss.
Any somewhat decent tank should be able to get sufficient snap aggro right off the bat - some "gimmick" fights are indeed Lurker and I guess Leotheras, but on that one I feel like melee is shafted half the time anyways. Thing is though, you can taunt Lurker. You can taunt Al'ar. In most cases the tank can establish some kind of comfortable aggro without any issues. I think in all our Lurker kills (and wipes) we've maybe had two occurrences of melee aggro pulling, and my guess would be that that was our enhancement shaman on both accounts. A shield slam/HS/revenge combo should pretty much get any mob stuck on you to the extent that DPS can start opening up anyway. Even without neccessarily having the MD crutch/aid.

As an addendum: on any fight where aggro is a potential concern to the extent where I feel that a large number of people would have to hold back due to limited TPS generated by tanks or whatever, I throw a shaman in the tanking group. There's effectively no way of pulling aggro off of that on Gruul or Void Reaver w/ a Heroism+Windfuried tanking group.

Last edited by Teez : 06/16/07 at 8:08 AM. Reason: small addition
 
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