Every Tank feels like it has a form of active mitigation now which is a lot better than how it used to be. If anything Tanking to me is more interesting since I have more to do than just be the lowest DPS with the highest threat.
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100% This....
If properly played - nope, don't see what`s wrong with that. It's not like I could do that on fights like M Kormok or something. But things like normal fights, some HC fights and HC dungeons? Sure.
They went from one extreme to the other - now I've to pray that the healers know what they're doing. I could rely on myself just a little bit more. Now I'm at the mercy of their skillcap.
Last edited by Fruujik; 2016-07-21 at 03:05 PM.
I dont understand the "shock" regarding the abilities you have to track. At least for Prot Warri
Prot Warri is pretty much the same in legion without major abilities missing or added (playstyle and toolkit remains the same)
Prot Paladin: I think playing a prot Paladin was way more fun during 6.2 than now. (short version: He is the only tank without any ressource managment. i think that hurts the playstyle extremly)
Brewmaster: Very Diffrent than in 6.1 and 6.2 without meaning it positve nor negative. For me its too much rng with bremaster, but i can understand why some people might enjoy the new bremaster
Tanking is generals wasnt very satisfying in WoD and it wont be in Legion. If you want to be the star in your team or raid the last thing i would roll would be tank.
I'm not all that sure why people are insisting that artifacts are going to 'fix' gameplay issues with classes, seeing that the majority of artifact perks seem to be stat boosts rather than abilities that will alter how the classes play now. Am I missing something?
With your weapon yoh gave aoe for days. Sure you can't spin around anymore, but that wasn't really good dps or use of energy before.
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They change how abilities are used or alter others and they give you a new very strong ability in almost all cases.
"Privilege is invisible to those who have it."
Without talking specifically to tanking, artifacts in general are plugging holes in class designs all over. In many cases the artifact abilities were part of the class design itself, so the class is not complete without them.
In the specific case of the warrior artifact, the ability is another cooldown with a defensive edge to it. We may hate that it is channelled, but it is still a defensive cooldown that our design has been budgeted around and that we are currently lacking.
While the artifact only provides 1 skill, it is usually something fairly strong.
The passives most artifacts provide are usually something that provides extra functionality that feels required when going from having them (on beta) to not having them.
For Example: Sub Rogues with weapon reduce the CD on Shadow Dance by 3s every time they use 1 Combo Point. That means 5 CP finishers reduce the CD by 15s. It makes a huge difference on the up-time of Shadow Dance.
For Fire Mages and Destruction Warlocks the usable skill itself is a part of their main rotation.
We never saw a lot, it was boss crotch 24/7 even with the max camera distance higher because boss rooms would push your camera in half the time anyway.
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that was a quick and poorly written post about how they play funwise lol, sorry, sometimes I'm horrible with actually getting thoughts across in a manner that makes sense to anyone but myself.
As a Prot warrior I feel my effectiveness was hurt badly in HFC. I was unable to fear the subjugators to stop their cast, I was unable to hamstring the Gorfiend adds. I was unable to use the AOE taunt banner to pull off the Infernal Adds on Archimonde. No rage dump in a fun way with heroic Strike. Needing to rely on my healers too much it was really quite sad.
I have zero issues with any of my tanks. My prot warrior is still fun and exciting along with my guardian druid. Blood DKs became heal bots again which is meh, and Prot Pally feels about right.
Tanks basically sit like this: Guardian Druid, Prot Warrior/Prot Pally/Blood DK, then DH and Brewmaster bring up the rear.
Your complaints are just your lack of experience with the changes which is sad because you had 6 months to look this stuff up and I myself have spent countless hours attempting to teach others about the tanking changes. The main issue is damage incoming though and yes that does get better. Since you aren't aware, you need to realize that the tank artifacts and their talent trees are far more important than any other specs in the game. But if you only care about the number of damaging spells you have then just uninstall the game. You are wasting your time with it. If you care about actually being successful then yes it gets more depth at 110 but so you are aware warriors have more than 6 straight up reductions ie spells that do nothing but help you tank. Try looking in your spell book.
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Dk is insanely good st 110. Best tank for 5 man's and very good for progression too. All tanks have an issue with damage incoming on live because tsw not balanced. Don't be worried by some one else's opinions plz. Think for yourself.
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Wait until you get the artifact. You won't be saying that any more. I top the hps charts regularly at 110
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Tanking, Blood DK Mythic+ Pugging, Soloing and WoW Challenges alongside other discussions about all things in World of Warcraft
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Only done alitte on my prot war felt alot more fun and active now tons to do