Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Public Discussion » Public Discussion

Reply
 
LinkBack Thread Tools
Old 06/02/07, 9:12 PM   #31
Lord BEEF
Soda Popinski
 
Lord BEEF's Avatar
 
Tauren Druid
 
Mal'Ganis
We use one or two bears in every raid. They're good at tanking and they're useful during the fight after whatever they were tanking has died.

Multiple protection warriors would likely work out alright if you're willing to have them swap in and out of a lot of fights.

As a healer I don't see a dramatic difference between our high attendance bear and warrior main tanks. I feel if they die it's because I fucked up not because of class balance issues.

Check out my friend's bitchin' Lord of the Rings Art

Offline
Reply With Quote
Old 06/02/07, 9:41 PM   #32
Jebraltar
King Hippo
 
Blood Elf Paladin
 
Staghelm
Originally Posted by Lord BEEF View Post
We use one or two bears in every raid. They're good at tanking and they're useful during the fight after whatever they were tanking has died.

Multiple protection warriors would likely work out alright if you're willing to have them swap in and out of a lot of fights.

As a healer I don't see a dramatic difference between our high attendance bear and warrior main tanks. I feel if they die it's because I fucked up not because of class balance issues.
True, I was saying more than was reasonable there and I apologize. Bear tanks are very close to Warriors with mitigation. Paladin tanks are the ones who suffer most from the mitigation deficit - bears mostly suffer from lacking abilities like Last Stand, Shield Wall, and the use of potions.

Last edited by Jebraltar : 06/02/07 at 9:42 PM. Reason: Bad wording.

Offline
Reply With Quote
Old 06/02/07, 9:44 PM   #33
Crowl
Soda Popinski
 
Crowl
Night Elf Warrior
 
No WoW Account (EU)
Originally Posted by Jebraltar View Post
That speaks of problems on both sides of the fence that need to be fixed. Honestly, though, I think that you're being irrational about this.
What's irrational about saying that if you gave a pally all the oh shit options of a warrior, that people would always go for a pally, you have taken away a warrior's advantages and the pally has kept his and would thus be far more flexible and useful. (Note, I think you might have missed the bit I was replying to with my comment, they mentioned paladin stand and holy wall and I was responding to that)


The problem that you are raising is that Protection Warriors aren't sufficient in the DPS role. Why not fix this instead of incapacitating two other classes?
Incapacitating two classes? While there do seem to be issues for a pally, if you played a feral druid you would know that they very clearly aren't incapacitated.


I could certainly see this argument being the reason that Death and Taxes would continue to use a Protection Warrior, at the least for their main tank. However, there are a few things to keep in mind...One is that they are using four Protection spec'd Warriors - ignoring the flexibility that you say Feral Druids or Protection Paladins bring to the raid. Why would they do this? They were certainly quick to pick up Shadow Priests, and to shift main healing roles primarily onto Paladins and Druids.
Shadow priests offer a clear advantage over the status quo with their changes for tbc, if the changes that made pallys and druids viable tanks didn't offer a clear advantage they would simply stick with the experienced tanks they already had and just minmax things by swapping out prot warriors when their dps harmed the raid on fights where they didn't need to tank.

Besides that, there is a more fundamental problem with your proposal: This isn't just the old guard bleeding-edge guilds. How many guilds use Protection Paladins as main tanks in 25-man raids? How many guilds attacking high-end content use Protection Paladins or feral Druids extensively in the tanking roles at all? Even newly formed guilds are still generally going with Warrior main tanks for content past Karazhan, and I am literally unaware of a Protection Paladin tanking any content past Magtheridon. Does this seem like a situation where there are advantages and disadvantages that balance each other out?
Whats so different about normal guilds, they are just as likely to have had the same tanks for quite some time, so why would they throw away all that experience just for the sake of change, you make changes when they benefit you e.g. whenever possible our OT in raids is a druid because quite frankly they absolutely destroy a prot warrior for usefulness in that role if you do not intend to minmax and bench unneeded tanks on certain fights.

Offline
Reply With Quote
Old 06/02/07, 10:21 PM   #34
Jebraltar
King Hippo
 
Blood Elf Paladin
 
Staghelm
Originally Posted by Crowl View Post
What's irrational about saying that if you gave a pally all the oh shit options of a warrior, that people would always go for a pally, you have taken away a warrior's advantages and the pally has kept his and would thus be far more flexible and useful. (Note, I think you might have missed the bit I was replying to with my comment, they mentioned paladin stand and holy wall and I was responding to that)
I was considering the bumping Paladin mitigation aspect up moreso - but even including the Paladin Stand and Holy Wall, there are still a number of abilities for either class with no corresponding ability for the other - fear still means "use a Warrior." What would be nice, however, would be if "boss doesn't have a 1.0 attack speed" didn't mean "don't bring a Paladin." The mitigation advantage, and, to a lesser extent, the "oh shit" buttons, make it far less viable to bring a Paladin on an encounter where heavy mitigation is needed - and preferable to bring a Warrior over a Druid.

Last Stand and the mitigation differences are not even close to the only reasons to bring Warriors as tanks over Paladins. They're a great deal of the reason that you would almost certainly never choose a Paladin as a main tank over a Warrior, certainly. They alone do not define the extent of Warrior abilities. Sunder is useful. Thunderclap is useful. Demoralizing shout is useful, and the only out of those three abilities that is duplicated by other classes. Challenging Shout is enormously useful. Battle Shout is useful. Are these Protection-only abilities? No, they can be provided by DPS Warriors as well...but consider this: What does a Protection Paladin bring to a raid that any other Paladin does not? (Apart from filling a tank spot rather than a healing spot.) What does a Feral Druid in bearform bring that any other Druid could not?

Why bring a Warrior over a Paladin when the Paladin can AOE tank and rival him for single target mitigation / HP? Let's consider another angle: Why bring a Paladin over a Warrior when the Warrior can Shield Bash a heal and rival him for single target mitigation / HP? Why bring a Paladin over a Warrior when the Warrior can avoid a fear and rival him for single target mitigation / HP? Simple: Because it usually doesn't matter. AOE tanking situations are at least as rare as fears, interruptible spells, reflectible spells, etc. They are not the primary concern when selecting a main tank - having a flexible tanking corps will obviously benefit you, but your main tank isn't chosen by gimmick fights. If he is, then good luck choosing a main tank who combines all of the gimmicks into one class.

The fact is, saying that Paladins should be inferior to Warriors as tanks because they have so much more utility is rather ridiculous. The benefits of having a Paladin in the raid over a Warrior are not pronounced, and they are less pronounced with each Paladin that you add to the raid. (Salvation, Kings, Wisdom/Might for DPS/healers; Kings, Wisdom/Might, Light for tanks; What other buffs make a big difference? Many guilds cover those buffs with their healing Paladins alone...)

Incapacitating two classes? While there do seem to be issues for a pally, if you played a feral druid you would know that they very clearly aren't incapacitated.
True, I do have certain melodramatic tendencies.

Whats so different about normal guilds, they are just as likely to have had the same tanks for quite some time, so why would they throw away all that experience just for the sake of change, you make changes when they benefit you e.g. whenever possible our OT in raids is a druid because quite frankly they absolutely destroy a prot warrior for usefulness in that role if you do not intend to minmax and bench unneeded tanks on certain fights.
What I was attempting to emphasize by saying "old guard" guilds was that even newly-formed guilds are leaning towards Warrior MTs. With the amount of guild turmoil that's taken place in BC, shouldn't there be at least a few guilds in SSC formed post-expansion with Paladin MTs if they are viable? There are some Druid MTs - though they're rare compared to Warriors - but there are no Paladin MTs. (Or so few as to be effectively none - similar to the old number of feral Druids tanking in BWL...)

Offline
Reply With Quote
Old 06/02/07, 11:11 PM   #35
Crowl
Soda Popinski
 
Crowl
Night Elf Warrior
 
No WoW Account (EU)
Originally Posted by Jebraltar View Post
What I was attempting to emphasize by saying "old guard" guilds was that even newly-formed guilds are leaning towards Warrior MTs. With the amount of guild turmoil that's taken place in BC, shouldn't there be at least a few guilds in SSC formed post-expansion with Paladin MTs if they are viable? There are some Druid MTs - though they're rare compared to Warriors - but there are no Paladin MTs. (Or so few as to be effectively none - similar to the old number of feral Druids tanking in BWL...)
Newly-formed guilds will go for a mt based on the same criteria as anyone else though, they will decide based on skill, gear and experience, if the first two are fairly equal then warriors will tend to win quite easily on the 3rd one and thus its logical that there are far more warrior MTs than druids. The absence of paladin MTs doesn't automatically mean they are not viable, but it would seem to imply there was no compelling argument to choose a prot paladin over a warrior or druid.

One thing however, being the most efficient healer in the game prior to 2.1 won't have helped the cause of prot paladins, many guilds will lack healers a lot more than they lack tanks. I am not saying paladins are fine or anything like that, they do seem to have mitigation issues, but overlooking all the other factors affecting things would be shortsighted.

Offline
Reply With Quote
Old 06/02/07, 11:14 PM   #36
Touf
Don Flamenco
 
Tauren Warrior
 
Ner'zhul
As a little aside, would people please stop using raid debuffs/buffs as reasons warriors are better? If you don't have a warrior MT, you'll have a dps warrior who can do Sunder/TC/Demo. Otherwise it's like saying warlocks are better dps because of COE/COS, or priests are better healers because of fort. Would you do any serious raid without those? No, you bring at least one warlock and priest no matter what because the spells are just that good. Same with warriors. Granted, imp TC is probably the #1 debuff you want up there, but it's not hard to get.

Personally, I think paladins/druids should be adequate substitutes for warriors, make it so you can only have 3 slackers instead of 5 or whatever. Or, just make it so protection paladins are required/really really desired somewhere, it's that way for warriors right now anyway. Druids are the ideal offtanks right now, I think that's okay.

Offline
Reply With Quote
Old 06/02/07, 11:24 PM   #37
Branar
Don Flamenco
 
Human Paladin
 
Vek'nilash
However, there are a few things to keep in mind...One is that they are using four Protection spec'd Warriors - ignoring the flexibility that you say Feral Druids or Protection Paladins bring to the raid. Why would they do this?
Well, let's be clear here. Guilds like Death and Taxes are always going to min/max - you don't want to balance the tanking game around them. Things like "flexibility" are of little value to them - they can attract enough quality players that if they have to have 4 protection warriors one fight, and replace three of them the next, it's no big deal. If one of their protection warriors doesn't like it and quits, they can almost certainly get another - and they don't recruit people who quit over that sort of thing in the first place, really. Unless you've got evidence that they bring 4 protection warriors to every single boss mob (which frankly, would be impressive - even D&T has to deal with the enrage timers liberally sprinkled throughout TBC), it's probably not worth discussing.

Even if they're only useful for 5% of encounters, that's 5% of encounters that become far, far more difficult with a non-Warrior tanking.
Well, come on now. Most mobs that you're tanking who require interrupts can be interrupted by a rogue, a mage, or someone else...or be dispelled by someone if the effect buffs them. Heck, for Mag's channelers (the only mob that comes to mind where you're probably tanking mobs that can't be easily interrupted by someone else) our feral druids don't get any interrupt assistance...the fact that there are only 2-3 people in range of the shadowbolt volley means that its damage is relatively trivial. They aren't really harder for our bears to tank at all, despite the volleys getting through. And if they were, we'd assign rogues, DPS shaman, or whatever to assist them. I'm sorry, but I don't see the ability to interrupt mobs as a very integral part of the warrior tanking advantage.

And to be honest, I think that's an example of the sort of advantage tanks SHOULD have over each other: something that's easily compensated for. If you're a paladin, yeah, maybe you need one of any of the 5 or 6 other classes with an interrupt ability to stop a mob's heals...but if that's all that's wrong, it's perfectly tankable by a paladin. And a warrior can get by without one of those 5 or 6 classes.

Another example of 'acceptable' tanking advantage: Attumen's curse that increases your chance to miss by 50% for 10 seconds. It's a curse, so it's not a huge deal if it hits you, since it can be dispelled. And even if it isn't dispelled, it's hardly an insurmountable threat loss. Warriors can reflect it, which gives them a slight advantage in the mitigation department; but paladins are impacted by it landing even less than warriors, because a high percentage of their threat is non-melee (holy shield + consecrate). A great balancing situation, IMO - anyone can tank it, warriors have a slight advantage, and the paladin mechanics mitigate their disadvantage so it's managable. Druids probably fare the worst of all, but it's hardly overpoweringly bad, since there's always the final solution of simply dispelling the curse.

a Warrior is a much better tank on Attumen
If you're talking about the curse, see above. If you mean because he can be disarmed...it's 10 seconds out of every 60. I really think it hardly qualifies warriors for "much better tank" status. And, as far as I know, it's the only boss fight from Kara onward where disarm is functional (Moroes' adds, I guess, but since they can be paladin feared you'll have a hard time convincing me that paladins are at a disadvantage on that encounter).


Again, let me reiterate: Paladin tanks need help. But I don't think that the very situational warrior abilities - some of which only help on a few mobs, some of which are easily replicable by other classes - are really the problem here.


The biggest problem with Last Stand and Shield Wall is that they're "oh shit" buttons that scale far, far beyond the point that any other oh shit button has. A 30% increase in HP might have given you ~2400 HP pre-BC in fairly good gear, but it can easily give you upwards of 5k now. Last Stand has gone from comparable but usually somewhat better than potions to almost invariably superior. Should the potions really be hitting me for 20% or less or my HP in entry-level raid gear?
Agreed. Super Healing Potions are, I think, perfectly adequate along with healthstones and bandages for healing AOE/environmental damage. But tanks need something more at this stage of the game.


Sunder is useful. Thunderclap is useful. Demoralizing shout is useful, and the only out of those three abilities that is duplicated by other classes.
Sunder is replicated by Expose Armor.

Thunderclap and Demoralizing Shout are certainly useful, true. But I think your comparison of warrior core abilities with paladin core abilities is a bit skewed.

Think of it this way - if you're a protection paladin, what percentage of the holy paladin's healing do you think you can put out? Assume a fight where you can wear whatever gear you like (e.g., you're not required to tank something beforehand), and the other healers let you handle whatever style of healing is most optimal - for a prot pally, I *think* that means spamming FoL on the tanks, since they'll almost certainly have blessing of light. Are you 80% of a healer? 70%? 50%? I've honestly got no idea, but I suspect the number is probably well above 50%, varying some based on fight.

A protection warrior is simply not going to put up numbers even remotely close to a fury or arms warrior when everything is taken into consideration. There's maybe one or two fights - Aran, for example, where low armor and liberal doses of rage thanks to the RSTS spells helps even the playing field - where you can be competitive with the right gear, but overall if you're a protection warrior DPSing, you're a wasted raid spot. TBC melee DPS is built around group synergy. You don't bring Improved Battle Shout for the rogue group, you don't bring Blood Frenzy for the physical DPS, you don't benefit from windfury like an arms warrior would...in short, you're just not pulling your weight anymore. Better to let an arms or fury warrior do thunderclap, demo, and sunder - which they can do as well as a prot warrior - and sit the fight out for someone who's bringing something to the table.

Heck, BEEF says it:

Multiple protection warriors would likely work out alright if you're willing to have them swap in and out of a lot of fights.
Protection warriors simply aren't any good if they're not tanking. Sunder, Demo Shout, and TClap justify *one* warrior, DPS or Prot.

Offline
Reply With Quote
Old 06/02/07, 11:35 PM   #38
Eir
Piston Honda
 
Blood Elf Paladin
 
Hyjal
Originally Posted by Jebraltar View Post
A Protection Paladin when not tanking can heal - they aren't good at it, and they absolutely cannot do it in the same gear as they tank in, but they have a limited capacity to do so. They aren't much better at this than Protection Warriors are at DPS. Buffs are comparable between the two - Challenging Shout and Battle Shout are buffs with a huge impact - you don't want anybody tanking without Challenging Shout if the mob hits hard, you don't want to forgo Battle Shout in your DPS group if you can get it.

The problem that you are raising is that Protection Warriors aren't sufficient in the DPS role. Why not fix this instead of incapacitating two other classes?

A Paladin with no talent points spent can heal better than a Warrior with no talent points spent can DPS. A Warrior with no talent points spent can tank better than a Paladin with no talent points spent.

This is, I believe, the crux of the issue and why it's so hard for Blizzard to balance these different classes which have differing strengths without any talent points spent.

Offline
Reply With Quote
Old 06/03/07, 2:20 AM   #39
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Branar View Post
And to be honest, I think that's an example of the sort of advantage tanks SHOULD have over each other: something that's easily compensated for. If you're a paladin, yeah, maybe you need one of any of the 5 or 6 other classes with an interrupt ability to stop a mob's heals...but if that's all that's wrong, it's perfectly tankable by a paladin. And a warrior can get by without one of those 5 or 6 classes.
I agree here. I've never quite understood why some paladin tanks are always hung up on utility stuff like shield bash.

Think of it this way - if you're a protection paladin, what percentage of the holy paladin's healing do you think you can put out? Assume a fight where you can wear whatever gear you like (e.g., you're not required to tank something beforehand), and the other healers let you handle whatever style of healing is most optimal - for a prot pally, I *think* that means spamming FoL on the tanks, since they'll almost certainly have blessing of light. Are you 80% of a healer? 70%? 50%? I've honestly got no idea, but I suspect the number is probably well above 50%, varying some based on fight.
Having switched back and forth between Prot and Holy in the last few weeks I can say the number is between 50% and 60%. You lose a fair bit of throughput and you lose a ton of longevity. I'm certain that an intelligent Prot warrior who's doing dps in a raid situation can perform more than comparably relative to an arms/fury warrior.

My comrades are my weapons, and I am their shield.

Offline
Reply With Quote
Old 06/03/07, 2:33 AM   #40
Cathela
Still Bald Bull
 
Cathela's Avatar
 
Human Paladin
 
Earthen Ring
Originally Posted by Eir View Post
A Paladin with no talent points spent can heal better than a Warrior with no talent points spent can DPS. A Warrior with no talent points spent can tank better than a Paladin with no talent points spent.

This is, I believe, the crux of the issue and why it's so hard for Blizzard to balance these different classes which have differing strengths without any talent points spent.
The problem with the comparison is that nobody plays the game with a blank talent spec, and a prot warrior's talents help a bit with dps while a prot paladin's talents don't help at all with healing. An 8/5/48 warrior does substantially more dps than an 0/0/0 warrior (one-hand spec, vitailty, focused rage, devastate), but an 0/49/12 paladin might as well be 0/0/0 when he's healing because there's nothing in that spec that improves healing at all.

So yes, baseline paladin healing is better than baseline warrior dps, because it has to be.

My comrades are my weapons, and I am their shield.

Offline
Reply With Quote
Old 06/03/07, 2:37 AM   #41
Morsexy
Banned
 
Human Warrior
 
Ysera
I just dont think it will ever be balanced or work right, ever.

Someone will lose, and there is no way you can balance these three classes, and my honest opinion is that we will all be playing the next MMO before they or anyone gets a grip on that fact.

Not unless they were willing to just make everyone the same. Full t6 everyone has 19k armor, has 7 abilities, doing an average of 500 threat or whatever. Takes the same damage, Bears have a 15 second 'rageofthepandabears" and all damage is reduced by 75% etc etc. Paladins gain Power of the Furious Justice and only gain this righteous anger when they hit a mob or take damage.

Then I see everything working out. Or give warriors mana, that could work too.

Offline
Reply With Quote
Old 06/03/07, 6:47 AM   #42
Narugh
Von Kaiser
 
Tauren Druid
 
Mazrigos (EU)
I think most bears are satisfied at the moment, the OT role feels perfect and personally I think bringing 1 resto and one feral to a 25 raid fits nicely if you look how on the popularity of the class. I think Nihilum usually brings that, so I assume feral off tanks are doing pretty decent in end game.

Only fear is of course if we can keep that role when we start to hit the armor cap.

Offline
Reply With Quote
Old 06/03/07, 6:57 AM   #43
PsiVen
Don Flamenco
 
PsiVen's Avatar
 
Dwarf Paladin
 
Kilrogg
For our Vashj kill last night, we used one of each tanking class. Same for Leotheras earlier this week (plus a bear). There are some annoying mechanics, but really I'm more surprised than anything by how few guilds seem to be using paladin tanks. The bottom line seems to be that you have to be an acceptable substitute as MT to be treated seriously in any other tanking role.

About the crushing blows thing, I found the comment in the Stratics chat to be completely out of left field and doubt very much that anything would change with the mechanic. There would have to be massive changes to all three tanking classes, which means we'd be purely speculating on possibilities.

Offline
Reply With Quote
Old 06/03/07, 9:18 AM   #44
Umph
Soda Popinski
 
Umph's Avatar
 
Umph
Tauren Druid
 
No WoW Account
Originally Posted by Narugh View Post
I think most bears are satisfied at the moment, the OT role feels perfect...
I agree with this. I think a lot of the perceived problems with feral Druids is that many don't realize the best role they can play is that of an off-tank/DPS - everything suggests that this is our intended role, from our tiered gear to our talent trees and shape shifting. Certainly we can main-tank, but it is painfully obvious that this is not what we excel at.

Paladins on the other hand...

Australia Offline
Reply With Quote
Old 06/03/07, 9:30 AM   #45
Exewut
Soda Popinski
 
Exewut's Avatar
 
Orc Warrior
 
Al'Akir (EU)
Originally Posted by Narugh View Post
I think most bears are satisfied at the moment
Originally Posted by Umph View Post
Paladins on the other hand...
I think it's going to be impossible to get a better summary of this threat than this. On all accounts Bears are very useful as an OT (having the choice to lower migation for threat), and in some limited cases as MT (big yellow non crushable hits), which can still be handled by a warrior without a problem most of the time. Paladins on the other hand...

On removing crushing blows. I believe the idea of crushing blows right now is to enable diversification between tanks. Perhaps the streakyness of the damage is unintended. Changing it so curshing blows to happen 30% of the time for 1,25% of normal damage would be a "change" which hardly changes the interclass balance.

Belgium Offline
Reply With Quote
Reply

Go Back   Elitist Jerks » Public Discussion » Public Discussion

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
So Druid and Paladin tanking... Athinira Public Discussion 254 02/22/07 1:00 PM
TBC Tanking Movies - Druid Tanking by Athinira Athinira Public Discussion 139 02/05/07 11:14 AM
Paladin and Druid tanking: Maximizing aggro crimsonsentinel Public Discussion 46 11/23/06 5:25 PM
Feral Druid Discussion Runnybabbit Public Discussion 362 08/15/06 1:49 PM
Balance Druid Discussion Mythological Public Discussion 10 05/12/06 6:41 PM