Traversing the Rifts

World of Raids publie un article particulièrement intéressant concernant les Tanks, et leurs particularités classe par classe : 

The Tank
As most raiders know, being the tank is one of the three most stressful jobs in raiding. It requires preparation, patience and above all, teamwork. Having three amazing tanks doesn't do you much good if they don't talk at all and don't coordinate their movements. What is least understood about tanks by the general raid community is the strengths and weaknesses of having two or three class combinations for your tanks.

For this article, think of the Death Knight and Paladin as the "Spell Tank", considering the fact that a major portion of their threat is dealt by spell damage. Warriors and Druids fall into the "Physical Tank" category.

Generally speaking, in a raid setting, your tank setup does not matter (like Auriaya, Thorim, Twin Valkyr, and Gunship Battle). However, for certain fights, using a certain tank class (for fights such as General Vezax, Lord Jaraxxus, and Lady Deathwhisper (10)) can cause wipes for what seems to be no reason at all. In truth, these wipes are generally caused by Tank Synergy issues.

Synergy
"Professor? What is Tank Synergy?!"
Good question. As the name implies, Tank synergy is how, on the base level, certain tank classes work together, or are affected by boss mechanics. Tank synergy factors in the Tanks in question's gear, talent choice, proficiency in tanking using that class, and obviously, the class' abilities. Sometimes on certain boss encounters, using a certain combination can be fatal. In 10-mans, using a warrior+paladin setup or a druid+DK setup would be the ideal. (See chart below) But the ideal does not always happen. Sometimes you are stuck with Warrior+DK, DK+DK, Druid+Druid, etc. Each class has their strengths and weaknesses, displayed in the chart below.


Strengths
Weaknesses
Death Knight
able to tank with any talent tree (ideally)
many well meshed, powerful survival cooldowns
abnormally strong against casters
able to switch to dps quickly and easily
good AoE threat
many ways to heal self
large visible health pool
unique and clunky resource system
tagged by community as weak tanks
raid buff severely time limited, but quickly refreshable
unable to block
two single target taunts
(AoD takes a bit of time to cast, and is not considered)
Druid
abnormally large visible health pool
able to switch to other forms (utility)
able to heal self and others(although sparingly)
powerful raid buff
curse removal (while not being hit)
battle resurrection capability (while not being hit)
Fear Removal Tool
race limited (now and Cataclysm)
fewer survivablity cooldowns
unable to block or parry(Savage Defense is considered a "block")
weak(er) against casters
one single target taunt and one long cooldown AoE fixate
Paladin
diverse raid buffs
short CD multi-target and single target taunts
able to heal self
multiple survival cooldowns
debuff removal
solid AoE Threat
some survival cooldowns are not chain-able
weak against large groups of casters
low(er) visible health pool
race restricted on Horde (PRE-CATACLYSM)
Warrior
benefits significantly from block value vs pallys
large visible health pool
many utility abilities
powerful and chain-able survival cooldowns
race-selection non-issue
fear removal from self
strong against casters
controlling resources requires discipline
weak(er) AoE Threat
buffs are severely time limited
long cooldown heal self ability
one fixate, one single target taunt and long cooldown AoE fixate


For those unaware, there is a difference between a fixate and a taunt. I purposefully made the distinction. A fixate is any "taunt" that contains the words "forces the target to attack you" in it's tooltip. This means that you need to build threat on it manually.

As you can see, each tank has at least one line of symmetry or is the polar opposite of another. Learning what each player who plays a tank can do is nearly as important as learning what their class can do. More often than not, each class can transcend their base, for lack of a better term, designation with the abilities and practice of the player."

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