TL;DR We're talking about the different flavors of tanks come Cataclysm, how the few tools they have which remain unique might stack up.
/wave
Hey folks, like many players right now, I've been putting a lot of thought into the upcoming expansion, the most important question being which class I'll be leveling first thus making it my main. I've been on break from WoW since mid-August due to RL issues, but I've been following all the news and changes and I plan to start playing again around a week before release.
Until about 2 weeks ago, I was pretty convinced that I would choose my druid (bear MS/resto pvp OS) to play first, since it was my favorite character before the break, although not my main. I loved the archetypes, the old tree form running around waving his arms in the air and the big fat hairy sack of meat shaped like a bear. While at first I was sad to see the old perma tree form and hot spamming playstyle go, resto was just gonna be my off-spec so I didn't mind too much. But when they recently announced the changes to bears which put their health pools in line with the other plate tanks, it took away the "meatshield" essence which I liked about playing him.
Seems like I'm verging on the brink of being accused of whining, so a quick disclaimer: I'm a firm believer in the developers best intentions towards making this game fun and as balanced as possible. I don't believe they "hate" any specs or that they ruin anything. I know both bear and resto druids will be perfectly capable of performing competitively in Cataclysm despite any changes that have or will happen. I will either learn to get over my nostalgia for the old ways they were, or I won't. Entirely my problem.
More to the point, so I re-opened my search for my Cataclysm main character, druid still in contention, just to see if I could find something that would capture my attention enough to stand out. I'm fortunate enough to have 8 lvl80 characters (no hunter and lock, yet) to choose from, and I started by looking at tanking classes, since I'm 90% convinced that a tank spec is what I will dedicate myself to first in Cata.
Tanks push buttons for two reasons: threat and survivability. I don't really care about the former, optimal threat generation is in principle not different from learning an optimal dps rotation (or priority system).
I focused on abilities which help the tank survive, pushing those at the right times is the staple of a good tank and what defines the tank play style, although I've also included passive ones. To qualify, the ability has to positively impact how much health the tank will have as opposed to not using/having it. Here's the list:
Death Knight:Druid:
- Icebound Fortitude: 50% dmg reduction for 12s, 3min CD
- Death Pact: 40% hp heal, 2min CD(3min CD to summon ghoul though)
- Bone Shield: 20% dmg reduction 3 charges, 1min CD
- Vampiric Blood: +15% maxhp +25% healing received for 10s, 1min CD
- Anti-Magic Shell: 75% magic dmg reduction for 5(7)s, 45s CD
- Dancing Rune Weapon: +20% parry for 12s, 1.5min CD
- Rune Tap: 15% hp heal, 30s CD
- Will of the Necropolis: 25% dmg reduction for 8s after getting below 30% hp and free Rune Tap, 45s CD
- Blood Presence: 8% dmg reduction passive
- Death Strike: 30% of dmg taken last 5s as a heal, ~10s CD
Paladin:
- Survival Instincts: 50% dmg reduction for 12s, 3min CD
- Frenzied Regeneration: +30% maxhp and either (a)up to 3% heal per second or (b)+30% healing received, for 20s, 3min CD
- Barkskin: 20% dmg reduction for 12s, 1min CD
- Natural Reaction: 12% dmg reduction passive
Warrior:
- Guardian of Ancient Kings: 50% dmg reduction, 3min CD
- Lay on Hands: 100% hp heal, 10min CD
- Word of Glory: self heal, no precise amount or CD
- Divine Protection: 20% dmg reduction for 10s, 1min CD
- Ardent Defender: 20% dmg reduction and attack that would have killed you brings you to 15% hp for 10s, 3min CD
- Divinity: +6% healing received passive
- Sanctuary: 10% dmg reduction passive
- Shield Wall: 40/60% dmg reduction for 12s, 2/4min CD
- Shield Block: at least 30% physical dmg reduction for 10s, 1min CD(30s talented)
- Enraged Regeneration: 30% hp heal over 10s, 3min CD
- Last Stand: +30% maxhp for 20s, 3min CD
- Spell reflection: negates magical dmg but rarely usable, 10s CD
- Defensive Stance: 10% dmg reduction passive
- Field Dressing: +6% healing received passive
I think it becomes quite apparent, unless I managed to massively screw up and miss many of them, that Death Knight has the most tools at his disposal, Warrior and Paladin pretty much tied in second, and Druid dead last. I left out a few things, namely: Savage defense for druids, block for warriors and paladins, and the bubble from Death Strike for DKs, since all these mechanics are the subject of masteries and will likely be used and tweaked to make all the tank classes viable. I'm not doubting that they will all be. But the amount of options a DK has makes it seem to me like that might be pretty fun to play, variety is rarely not a good thing. On top of that most of their cooldowns are pretty short so it seems like you can stack or chain them pretty flexibly depending on the encounter. Not to mention many of those abilities are self heals which we can expect to be even more valuable in Cata raids where healer mana should be an issue.
So what are your thoughts? Am I missing something or does a DK tank really look that good on paper at least? Are you surprised by the difference in number of abilities available to each class?
p.s. Not trying to make this a discussion about which class will be the "best" tank, that will get balanced and re-balanced over time, it's more about the play styles of the classes, of what they can do when they're not just putting out damage to gain threat.