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Old 11/02/06, 5:50 AM   #26
Furion
Don Flamenco
 
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Tauren Druid
 
Blutkessel (EU)
The majority of the encounters still demands more from the 1/1 MT than from 1/20 DDs or 1/15 Healers. Thus you want your best players to tank. It might be that simple.
Give everyone a shot and if all fail you need to recruit a new tank.

Binding a few keys seems like a must, since, as a warrior a few skills dont activate global cooldown so you can activate shield block, heroic strike and something with global cooldown at the same time, which you might want in a few occasions ;)

And make sure they have pots available when lag or whatever denies them heals. I like having livegiving gem and last stand bound to my mouse.
I often hear below average tanks say "Why did nobody heal me? I was waiting for a heal for X seconds and nothing happened", whilst a good tank should, under normal circumstances, only die when all his survival options are on cooldown.

Edit: one more thing came to my mind: The really bad tanks don't even notice when they loose aggro. Thus all tanks should have visible and instructional target's target shown or similar, so they actually notice when they loose aggro and what other class/person got aggro after them. This should stop the occasional target stealing among tanks as well.

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Old 11/02/06, 5:57 AM   #27
Ele
Von Kaiser
 
Blood Elf Mage
 
Doomhammer (EU)
The problem is that a lot of people do not care about threat, number crunching etc. and the real challenge is finding those that do care enough to at least read the stuff and trying to understand it for what concerns their role.
This is true for tanks as well for dpsers and healers, none excluded.

I can't play any game without attempting at learning all classes, because every bit of info I can scrap could be useful to me in the future. I play only in the evenings, can read sometimes boards in the afternoon (for not too long), so it's not I spend my entire life on WoW or whatever is the game of choice at the moment, but I learn fast. Most people don't, they don't like being pointed as those who fucked up and they don't like being told what to do. Those players are useless and beyond salvation, if your situation is that, give up and boot them.

The day I'll get a guild full of people that play the game the way I do, I'll be one among the seven happiest player in the world, but that's not gonna happen anytime soon... sadly.

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Old 11/02/06, 6:16 AM   #28
Yuckie
qq
 
Undead Warlock
 
Tichondrius
Regardless of which class you may play, becoming successful and then maintaining it are all a matter of passion. The players must desire it, if they don't have sufficient desire or interest in doing so, they will not meet the required expectations for the level of content that equates to current "end-game". Finding a group of 40 passionate players is next to impossible, 40 people with that much passion and desire for the game would be left wanting more as you can't have 40 leaders. I'd suggest trying to find a balance, talk to your guild members. You've been on Aegwynn for a long time now, and i'm sure your very familiar with most of them. You just have to deal with what you have, if what you have is incapable of working then make adjustments. As a guild or raid leader your job is never done and you will always come up short somewhere. Use your best judgement to find whats best for your guild and make it happen.


On a side note, coming from a healer standpoint. Numbers are numbers, hp, dodge, parry, block values are all limitations however playstyle plays a large role is responding / reacting to a certain situation. I find that after playing with the same "MT" for god knows how long (2 years?) that I know how to manage him, and now when he'll manage things on his own. Making use of his abilities to coincide with what I can do. Add in that same familiarity with other healers (usual group 1 paladin) ect certain aspects of an encounter become trivial in a sense. Throwing another person / persons into these roles for the first time can cause them to be nervous or unsure of themselves and their capabilities, only resolution to that is to throw them into a situation , offer them any advice / pointers you may have and watch them go. (As someone posted before 20 man content is prime for this, however no 20 man content offers the difficulty levels even near to 40 man content). Luckily for you, your still pretty early in the progression curve, and have alot of time to mold your raid group to be efficient for the later encounters. Start sooner rather than later, and as usual :P hit me up anytime you have questions, you still have the vent info.

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Old 11/02/06, 6:55 AM   #29
• Chicken
 
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Ginakursia
Goblin Warlock
 
No WoW Account (EU)
Since I mostly see comments regarding to tanking and that's been covered well, I'd also like to address leading, as Zellias seems to do that as well. It's something that also requires practice and some approaches, but one of the least obvious traps someone taking over the leading can fall into is not giving some hints to people on what to do throughout an encounter. Usually leading is taken over by good players, for whom knowing what to do is obvious, and they than simply assume it's obvious for everyone else involved as well, but you'll usually find that most average players do need those reminders to do well.

If we take Noth the Plaguebringer for example, it's a very noticable difference when someone is giving small reminders on what to do than if someone isn't doing so. Just repeating small things like "Mages/Warlocks focus on corners." "Teleport, focus on MT 6/7's targets" and "Okay, we don't want him to teleport a third time, focus on Noth." may seems really obvious, but repeating them for some of the people in your raid can mean the difference between things going well and things going bad ;)

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