BLUE Post on Tanking & Threat

Apollux

New Member
Here's a really nice Blue Post on Tanking & Threat. As crowd control (CC) for the meantime will be mandatory for success in the new lvl 85 heroics, it's a must read:

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Threat Needs to Matter
Originally Posted by Blizzard http://us.battle.net/wow/en/blog/1693171

A tank’s job is to protect the group. A big part of that is controlling the enemy. A big part of controlling the enemy is staying alive. Tanks have a lot of tools to stay alive, and mastering those is a major component of learning to play a tank. On the other hand, some of these tools are on long cooldowns, and on some encounters they are intended for use at specific moments in the fight. Furthermore, staying alive isn’t the sole responsibility of the tank, because there will always be one or more healers present whose job it is to keep the tank alive. As such, staying alive can’t be the only thing tanks have to focus on.

So, let’s back up a moment to controlling the enemy. “Control” includes things like positioning the boss, or doing specific things at specific times, such as swapping with an off tank. It also includes making sure the boss doesn’t attack anyone else. That’s where threat generation comes into play.

If threat generation is too easy then the entire risk of the encounter drops. Newsflash: we don’t actually want encounters to be easy. We want encounters to be fun, and for most players, that includes both rewards and risks.

We want tanks to care about the buttons they hit instead of just relying on auto-attacking to control their target. We don’t necessarily want very complicated tank DPS rotations, because as I mentioned above, tanks do have other things to keep track of. But we want their combat abilities to be engaging. Good tanks should be those who control, survive, and generate sufficient threat.

On the other hand, when threat is too hard to maintain, it can be exasperating. Tanks get understandably frustrated when the game is asking them to do something but not giving them the tools to do it. The non-tanks in the group also become frustrated, because they feel throttled. It’s one thing when overcoming the boss is challenging. It feels worse when you know that another player is standing in your way, keeping you from achieving your top performance.

We don’t usually want DPS classes to have to stop attacking in order to keep from generating too much threat. We do want players to pay attention. We don’t think it’s too much to ask for DPS and healers to wait a couple of GCDs for the tank to get the enemy under control -- we’re not asking for five stacks of Sunder Armor these days. What we really mean by proper threat management is knowing things like when it’s time to go all out, when it’s appropriate to use a threat-reducing cooldown, and most importantly, which is the right target to be attacking. I’m not trying to bash pugs here, but I am amazed at how often a nuker will pick a random target instead of the one being tanked, then blame the tank for not holding aggro (and then blame the healer when they die). In short, if threat is too easy, the game is boring. If threat is too difficult, the game is frustrating.

How then do you guys (and the developers!) know when threat is a problem? Here are some handy guidelines.

-- If a tank is trying to generate threat on a single target, and it runs off to kill a DPS class, that’s a problem.

-- If a tank is trying to generate area threat on a group, and the tanked things are running off to kill healers, that’s a problem.

-- If Vengeance falling off causes the tank to lose threat, that’s a problem.

These problems can have a couple of causes. It could be a problem we caused, meaning that even an expertly-played tank has low threat generation because our numbers are undertuned. Or it could be that only an expertly-played tank can generate threat because you’re asked to manage too many abilities. Or it could be that Vengeance is the only thing allowing you to generate enough threat because the size of the buff is masking low threat generation from your abilities. It could also be a problem you need to fix on your end: if someone is nuking or cleaving a random target on a group pull instead of assisting the tank, that’s not the tank’s fault.

Now, there are things we don’t like about threat as a mechanic. It’s fairly gamey as game mechanics go and we think there are probably better ways to communicate it to players. There are some mods that do a very credible job given the limited information we provide, but overall we’d like to present threat better since we’re asking you to take it seriously in the PvE game.

-Greg “Ghostcrawler” Street is the lead systems designer for World of Warcraft and the skipper of a very nice ship where they serve cute sandwiches with the crust removed.
 
I am extremely happy for this change as well. I love hearing that people arent able to even complete some heroics upon freshly hitting 85. This puts some of the old magic back in the game for me.

The problem will be retraining people who 'grew up' on the lazy game of WotLK in how this all works, but it will come, and I have faith that people can learn.
 
The problem will be retraining people who 'grew up' on the lazy game of WotLK in how this all works, but it will come, and I have faith that people can learn.

I am one of those people that have only played in WotLK but honestly I am looking forward to this as well. What sort of challenge is it when I just dps away without having to pay much attention? I just wait for Omen to give me the warning and back off.

Now on the mechanics of targeting the tank's target - I was already trying to 'focus target' on the tank and I kept getting a message that my UI was incompatible. Is there a better way to be able to use the tank's target so if he switches focus that I naturally do as well? Either that or being able to stay on the target if it's almost dead so I can 'polish it off' while the tank works on fresh full aggro on the next priority.

*noob warning*

So far I've only been mouse clicking and/or tab targeting (hey! I hear you laughing!) so I would appreciate knowing how the pros do it :)
 
I can tell you already that heroics get a lot easier with gear. I'm in all 333/346+ gear now, and they're really not hard to heal anymore. Just did heroic BRC with no CC on trash, wasn't too bad.

DPS is hard to keep up if they pull off the tank tho, so that part of it still matters.
 
joe,
most groups probaly still use the symbols as kill order, that is the best way cause if the tank is double tanking and focusing on two targets it means that if you on following him on his focus you will keep switching targets instead i just go by the kill order instead.
 
You have a couple of ways to do it, in some groups theres little communication and all you have to do is enable target of target, then target the tank and when he pulls click on his target and that should be the main target, just watch your threat as he may tab target after that to keep things under control, you don't have to switch targets thou.

For some groups they will use the icons to mark mobs, skull is usally first kill with the red X being second kill.

I can say in heroics with using CC that threat has been a little more challanging as a tank then before. Not on single target but you will have a pull of 5, 2 get cc'd so there is 3 mobs to control and you can't use AoE as a tank or you will break the 2 cc'd and dps seem to be all over the place so as a tank your switching targets consistently to keep them all on you. Having DPS all on the same target one at a time makes it sooo much easlier :)
 
I can say in heroics with using CC that threat has been a little more challanging as a tank then before. Not on single target but you will have a pull of 5, 2 get cc'd so there is 3 mobs to control and you can't use AoE as a tank or you will break the 2 cc'd and dps seem to be all over the place so as a tank your switching targets consistently to keep them all on you. Having DPS all on the same target one at a time makes it sooo much easlier :)
^ This.

I have tried a few Heroic PUGs and experienced quite a few impatient DPS types. Giving the Tank an extra 2 seconds to pull and position the mobs is key. I may use Heroic Throw to silence a caster on my pull to get him and his group to run up to me. A hunter can throw a trap in front of another mobs path and a well-timed polymorph or hex FTW.
 
Bob, have you noticed in either regs or heroics that T-Clap, which is supposed to have a 6 second CD, is taking forever to come back up? Without consecration or D'n'D, I rely on T-Clap to keep mobs on me. Also, have you been using the Rend/T-Clap combination to spread Rend? If so, does that spread threat well?

Eric
 
One thing that helps alot more with warrior tanks now is if there is a Druid in the group (any spec) ask them to put thorns on you before your pulls.

Thorns is short now, 16 secs I beleive, but does a lot more damage, Mobs hitting me with thorns up take 500-650 damage and it can crit. Really can add that extra little to help with bigger groups, even better when there fast hitting mobs. When I did a guild group as dps I popped out of cat and put it on the tank every pull.
 
I ran Stone Core last night with a PUG and right from the beginning the tank laid out his expectations as well as marking the targets. Didn't work at all because he used AoE and he or the dps were breaking my polymorph almost instantly after being cast. Was highly annoying.

Is target of target something enabled in the interface? For some reason I can't make a raid party member a 'target' with their own special tab anymore. I am not using an external addon UI at all so that is adding to my frustration. I will look for the 'target of target' setting tonight. thanks for the help.
 
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