Tanks are too overpowered. They need an overall 15% nerf across the board. And shift power from damage to mitigation. Make their rotation empower mitigation and shielding rather than healing and damage.
Oh but nobody will play tanks then waaaa
People have never played tanks, because it’s a boring role, except, wait for it, for people who actually enjoy it. Crazy, no way, wooooah.
Defensives coming from talents only start becoming a thing at very very high key levels, at which point people know their spec enough to take it depending on the damage patterns.
A lot of damage in dungeons is avoidable, and even if packs have particularly large damage output via auto attacks almost everything is crowd controllable which in itself is a big mitigation tool.
Most tank toolkits are more than good enough for the pulls they are doing and that, combined with CC, tends to be enough to survive. More damage equals packs dying faster which means less need to rely on extra defensive talents to survive.
For Blood in particular I recall the only real requirement for pulls was to survive the big hits. If your HP pool could handle it then all was fine as Death Strike was enough to heal it back up.
I will be honest I mostly see this kind of statement coming from people who primarily do LFR/heroic dungeons or people who for some reason do not like getting outdone on the damage meter by tanks.
I honestly don’t see much of this lower sustain. The average tank (spec) can do quite some self-healing or absorbs. As healer, it’s often the case that the focus lies on the group instead of on the tank → can only happen if the tank is somewhat self-sustaining.
And there lies the issue, I think. As soon as a tank is lacking either their preventative mitigation or reactive sustainability, then it goes south really quick and everything becomes overwhelming.
What I mostly see is that the incoming damage-profile (on the entire group, but also on the tank) can be, often, quite spiky or combined with other odd effects / stress-factors (AoE, etc) / …
It is now more a group effort to make it a smooth experience; avoid the avoidable, interrupt the interruptable, and mitigate the heavy hitters. And that is a new concept for many…
i always (well almost always) played tank and i am so surprised, how much the damage of this role went up over the many years. yes yes, more dmg = more agro. but you can just set more agro base 200% if you xy, and that would be fine.
i do think, it is to make you feel impactfull in the group. i remember how you did not do damage, like at all almost but you used your time to build agro and avoid taking too much damage. but in those times… it felt like every server had 4-5 tanks. once you came online, you got pinged with group requests.
I have seen many times i get killed as tank its because the dps does not stack on me, or other mechanics sometimes they are my error, sometimes they are others error, personally i always consider it my problem for not communicating.
As some one with autism i guess i get easily overwhelmed sometimes, and my social skills aren’t great, i usually always need help with communicating.
Blood dks are insanely tanky from what I’ve seen almost need no heals. Others are really hit and miss sometimes they flat line sometimes they don’t
I think healers have gotten lazy for a few xpacs and triage the group when needed instead of trying to mitigate the damage before it happens, I like how healing now feels pressured
What tools on short cooldowns do healers have that can be used to proactively prevent damage on other players and not just on myself? As Resto Shaman I have:
Spirit Link totem that reduces damage by 15% for 6 seconds and has 3min cooldown
Earthen Wall totem that prevents a miniscule amount of damage (at best around 0.5% of typical character’s maxHP) and has 3min cooldown. This is a talent that many recommended builds say to avoid even.
Possible trinkets that provide shield on their own cooldown.
Then I have cooldowns for personal use: Astral Shift (2min cd), Bulwark totem (3min cd), Earth Elemental (5min cd)
Even Earth Shield doesn’t prevent damage, it just autoreacts to damage taken and heals a part of it.
Pretty much only Discipline Priest can be used to prevent damage reliably.
Paladin, monk, druid at the very least all have reliable externals.
The person you are quoting is talking rubbish though, you can’t mitigate damage before it happens as a rule. You can’t external every event and you certainly can’t do it pre-emptively for some abilities since you don’t know who they will go on.
How come? I’m aware of the issue of not having enough rage for IF after waiting for a rez but Guardians have a lot of CDs. Ironbark, Rage of the Sleeper, 1-2 charges of Survival Instincts (depends if talented).
With the incredibly short CD on Ironbark (45sec), I pretty much have Ironbark up on every single pull. In rare cases I don’t, I’d still have RotS available.
For a bit of rage generation before pull, I recommend shifting out and back into bear form, that generates rage. Not enough for IF but you’ll at least have enough rage after the first Thrash.
Both actually
There was a tank nerf across the board regarding their self-sustainability with Blizzard stating that they want tanks to actually need healers.
I’ve been maining BDK in DF S3 on 3.2k RIO (around +25s) so I’ll just share my opinion on this matter.
Rune Tap is a niche talent that also wasn’t often used in DF. The “active mitigation” of BDKs is not mitigating the damage but healing the damage taken. Their whole gameplan revolves around taking massive damage (compared to other tanks) and healing that back up with Death Strike.
Rune Tap on that matter, didn’t really help in the long run. With just 2 charges and its CD, you were not able to keep that buff up for any significant time at all.
I opted to take Rune Tap only for specific dungeons like Throne of the Tides on Fortified weeks for example.
That dungeon had trash mobs with incredibly heavy tank busters that basically just literally 1 shot me at full health. I needed a def CD for that and IBFs CD is too long, so I took Rune Tap specifically for those (I think 8 iirc… ) mobs in the dungeon.
Pretty sure you still have PW:shield and your crit flashes improve armour?
I’m not saying it’s perfect but you all have something.
Also to the point of dos talents is considered a waste of you go for healing talents / densives when you can go for damage ones, does feel like party dynamics are just 5 man DPS teams, one has abut more health and less damage, the other less health but does a few spaltty heals
Right now wear in low keys but after 15s we’re back to SL were your gonna want a healer that can do good dps