Tank problem low lvl dungens

ou forgot about 1 cardinal rule

classic dungeons are about focusing dps on priority targets not aoe .

most people dont remember this only spam aoe buttons because much deeps.

TBH I’m not quite sure and yet not dig in to the details but in general the threat system is total mess for me now. I’m not talking about comparison with Retail exclusively, WotLK made more sense for me either. I truly think that just being near a NPC I generate aggro. 1 dude pulls 3, I walk nearby out of combat and bam - 2 of them are on me. Even tagged. And I feel like my rage generation is sooo not enough to maintain proper threat levels… Idk, maybe just me… One thing for sure - it’s different and weird. But we’ll get used to it.

Ppl have forgotten totally CC. And to wait when tank pull.
In some days ppl will learn and finally we’ll have less running corpses…
Im just preparing pop corn when ppl will begin to run ST and BRD and SH without the cata squish and fragmentation.

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From a healer perspective, if you take agro from tank i will let you die. Im healing important ppl, not you stupid :wink:

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Tank needs rage to use abilities.
Tank gets rage by using white attacks. He’ll get some rage from being hit, but less, especially on low levels.
Tank can miss his white attacks or abilities. Nobody runs hit-capped, you know.

So you really should wait a little bit, before you can see that tank established aggro. Sunder stacks are good indicator of that. And heal must wait as well, because heals generate a lot of aggro. Also you should try to CC every mob except one, unless your tank is experienced.

And try to help your tank if things gone wrong. Stun mob that runs to healer. Kite mob back to tank, because taunt has melee range and tank can’t charge in combat.

Oh boy! Damn I forgot all about that with Shield! Ha - can’t believe it was me all along, my bad… sorry to those three Warriors. Thanks for reminding me! :slight_smile:

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Yea I am not looking forward to tanking my first dungeon. I just know people will come in not knowing about pre cc or the three-sunder rule and will simply try to cleave everything down.

It’ll be interesting to see how things evolve over time.

I’m a tank. Try pulling that elitist crap in my group and see who gets teleported out of the dungeon. Some people are still new or don’t have a perfect recollection of how things worked 15 years ago.

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No, that’s a rule that came about due to the mechanics of the original game. Plain and simple.

Feels like us healers may take the brunt of this. We either decide to try and heal the DPS who has aggro, potentially depleting our mana and causing a wipe, or we don’t heal them and might get abused for not healing causing drama.

Might just make a macro asking DPS to wait a few secs on tank to get aggro and that I don’t have the mana to heal multiple people with mobs on them…

Just mark up the dps priority target with a skull, if people fail to attack the skull, let them suffer the consequences, because if you start spam healing the dps, you’ll get the aggro instead.

This can be macroed into a message you can activate as soon as the party is inside the dungeon or before you enter, the choice is yours obviously.

The threat mechanics in Classic is exactly how it should be and how it was in the original game.

Then there’s of course the dps that runs around like headless chicken once they get aggro instead of running to the tank. :stuck_out_tongue:

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Dungeon rules (assuming everyone has appropriate gear for the task) are as follows:

  1. If the tank dies and nobody else has aggro, it’s the healer’s fault*
  2. If the healer gets aggro and nobody else besides the tank does, it’s the tank’s fault
  3. You pull it, you tank it

Tanks are meant to generate as much threat as possible in the way that’s required (multiple targets if AoE, etc) but DPS should adapt to what the tank can do, and help the tank when the line is crossed (running to them when they aggro, using CC or slows to kite, etc).

If tanks do an objectively bad job at generating threat (but without causing #2), DPS can still just give them time. Our job is to deal as much damage as possible without pulling aggro. If that damage is low the run will be slower and the healer may end up running out of mana, but then that’s the point to be discussed: ā€œthis is not good enough because such and suchā€.

*Disclaimer: Incorrect usage of defensive abilities excluded (Enraged druids etc)

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To be honest, it’s not elitist, it’s just pure facts. If you are new or don’t remember how things works you ask. That’s the normal way of life. You don’t go all Donald.

it’s the way of the healer. Even in BFA m+ you often get people dying to avoidable 1-shot mechanics, only to tell the healer to ā€œlearn to healā€ a second later. It’s always the healer’s fault

No it’s not. Any decent play I’ve played with realizes that everyone makes mistakes, ESPECIALLY at lower levels and would just say: ā€œHey, please watch your aggroā€ after the fight.

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I struggled a lot on my first DM run. Demoralizing shout and battleshout create quite decent AoE agro. So keep using them (not just once for the buff and debuff) frequanetly when 3+ mobs. Then just tab through 2 of the mobs couple sunders each. and the 3rd mob taunt on cooldown. Works a treat for me.

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I have a tip for hunter pets. If it takes agro, let it keep agro. 90% of healers don’t heal pets so it will likely die and then you can take over. If it dies over and over it will be unhappy and the hunter will have to keep feeding it and using all his food.

If he complains you can tell him to turn taunt off and if he doesn’t just ignore him and let him rage on.

Mark and taunt :stuck_out_tongue:

Low lvl warriors life.Chasing mobs around waiting for taunt cd. Depends of the group it can be easy or just plain hell.If you have to chase mobs around just leave. You can get another group right after.

You can’t heal pets anyway as a healer, so NP.