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  1. #1

    Default Utgarde Keep shows new tanking direction?

    Was just watching this Utgarde Keep video from mmo-champion and noticed that nearly every pull in there was 3 mobs, towards the end were a couple of 4's and think I saw 2 5's, but the majority were 3's. Going back over what Blizz have said on the forums about wanting to reduce the need for a group to have cc and/or a paladin to go and run instances, this video could show the new direction Blizz are taking and give us some indication on viability of war/druid/dk tanking to replace paladins.

    IIRC, druid swipe can affect 3 mobs and so can thunderclap from a war while DK's have a small ae of their own so it looks like Blizz are going to break pulls down into bite-sized peices that all tanks can maintain agro on without having to micromanage to the extent warsd and druids currently do compared to paladins....the question is, will this be enough of a change for anyone to drop their paladins and move to a war, for instance?

    I guess the other issue is, if this is the case, how big an impact will this have on mages and rogues being overlooked for groups with no need for cc? They will still likely get taken along for dps but will they be as needed as they currently are or will we start seeing more eclectic group makes up for both single and multiboxers?

  2. #2

    Default

    Why would you take melee instead of ranged DPS? The threat cap difference right there alone would be a reason to never take a rogue again. Especially if your ranged DPS is a mage and can sheep so in the few cases you needed CC, it's be ranged CC that wouldn't get busted by being detected.
    Norgannon
    Paladin x 1 - Level 70
    Paladin x 4 - Level 26
    Shaman x 4 - Level 70
    Warlock x 1 - Level 62
    Warlock x 4 - Level 10
    Hunter x 1 Level 15
    Hunter x 4 Level 10

  3. #3

    Default

    People just might bring 4 shams with them the whole time. Pulls of 3 are perfect for chain lightning
    Aion:
    Azphel
    Dual Sorcerer (Medeia, Meddeia)
    1--------10---------20-x-------30---------40---------50

    Wow Horde retired
    Team 1: 1 pally and 4 shamTeam lvl 70
    Team 2: 1 DK and 1 Priest lvl 80

  4. #4

    Default

    Quote Originally Posted by 'Drizzit',index.php?page=Thread&postID=90067#post9 0067
    People just might bring 4 shams with them the whole time. Pulls of 3 are perfect for chain lightning
    ^ this

  5. #5

    Default

    Quote Originally Posted by 'Sarduci',index.php?page=Thread&postID=90064#post9 0064
    Why would you take melee instead of ranged DPS? The threat cap difference right there alone would be a reason to never take a rogue again. Especially if your ranged DPS is a mage and can sheep so in the few cases you needed CC, it's be ranged CC that wouldn't get busted by being detected.
    iirc, rogues are threat capped the same as ranged dps, they have mechanics that get them out of the 30% threat increase for being in melee range. Fury warriors are another story...

  6. #6

    Default

    Adding spell imunity could force melee dps into the groups. I'm
    curious to see how many instances will need a DK to tank (anti
    spellcaster tank).

  7. #7

    Default

    Rogues have a 71% threat modifier.
    Warriors have 80% in battle and berserker, and can talent another 10% for berserker.
    Shamans get 70% after spirit weapons talent.
    Druid cat form has 71%.
    Paladin Fanaticism talent gives 70%

    Casters generally talent for 20-30% reduction and have a higher cap. Arcane mages get 40%, shamans get nothing.

    So rogues don't have anything special, they just don't have to spend any talent points for their reduction. They do have feint and vanish but Druids, mages, warlocks, and hunters also have threat reducing abilities.

    It seems a lot of threat mechanics are being looked at so all of this could change in wotlk.
    Kaegro/Unilia/Zaele's

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