Now that we are pretty far into Season Two. How are people feeling about the state of tanks? What would you like to see for Season Three?
Example:
Warrior - Needs a utility added on, Great Tank that takes little damage.
DH - Needs toned down in its utility and self-healing.
Paladin - Needs a defensive buff to be in line with other tanks, but not so much that it becomes immediately Meta again.
Guardian - Needs better visuals and a few talents reworked for the physical side.
Brew - Exists
Feels absolutely amazing, don’t change a thing! If anything, move champions spear further up the class tree and buff rallying cry by 200% in 5-man groups.
DH
Fix the sigil of flame/spite bugs. Make sigil of chains and sigil of silence a choice node. Add a talent that makes either of them additionally aoe taunt all enemies it affects. Soft-cap soul cleave at 5 targets.
Paladin
Add a class tree talent that makes consecration follow you. Reduce the cd of blinding light to 60 seconds.
Guardian
Feels good as it is, could make great use of an aoe taunt but isn’t directly needed. Would be nice if their off-healing was stronger, but I don’t think blizzard want us to go back to healerless runs. Make lunar beam apply moonfire to all enemies it affects (minor detail, but QoL buff)
Brew
No opinion, only done 10s with this tank. So far I believe it needs a lot of attention and a rework.
DK
Rework bone shield so you’ll have to maintain a buff uptime rather than stacks, and give us a way to attain that buff outside or at the very beginning of combat. Preferably also allow us to spend runes in some way to generate runic power out of combat (similar to prot pala). Make gorefiends grasp interrupt all affectes targets before it pulls them in, and change the silence talent to instead taunt the mobs it affects. Rework mastery shield to instead absorb 50-65% of incoming dmg, rather than 100%. Remove/rework death and decay as it is just annoying to use and maintain. Soft-cap hearthstrike at 5 targets instead of hard-cap.
The rest is mostly tuning of abilities.
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As for the changes I’d like to see to tanking, that’s another story.
As a healer there doesn’t seem to be a survivability issue among different tank specs in m+ up to 17s from my point of view, but there needs to be some parity with CC/utility…but I see that more as a general design issue than a tank issue as I don’t think minute long CC chains is very engaging gameplay and makes pugging orders of magnitude more difficult than being in an organized group with voice communication.
Warrior - Garbage. No self sustain, ranged mobs spreaded out everywhere giving it a hard time for DPS to AOE them down, none-existent utility. Terrible tank that need DPS to constantly wipe their fat as.
DH - Gods. Groups up mobs fast for max AOE efficiency, locks down mobs during burst window so DPS can focus on throughput instead of wasting unnecessary CC GCDs. Nearly unkillable if played correctly. NE Skips and boss mechanic cheeses, the only tank with an actual CC(imprison).
Paladin - Decent. Just way too squishy outside of defensive window and unable to perform NE skips which is required for a lot of dungeons.
Guardian - Garbage. Piss low damage, lack of magic defense, CC costs 2 GCDs, terribad design where maul and raze are completely useless because all rage are spent on ironfur.
Brew - Garbage. Threat is terrible, keg AOE radius way too small, taking so much damage.
DKT - Garbage. Only good in low key to flex DPS meters. High key requires constant kiting or sub 1 second death is waranteed.
The problem is that the vast vast vast majority of brews is that the player does not know how to play brew. I am a healer and I see far too many paper brews. They do not even stagger, they just take all that damage to the face and I can hardly keep them on their feet. I suspect that most of the bad brews I see are actually WW who have specced into brew for the shorter q time, and do not know how to play or spread out their damage intake or mitigate anything.
A good brewmaster is a treasure, hardly needs any healing (which actually can be said about any good tank, but especiallly brews). Sadly, I hardly ever see a good, or even mediocre, brewmaster. I do not know what is wrong with that spec, but there is something wrong happening.
Consecration and darkness (both veng and havoc) should follow you.
Darkness is such a long CD for what it does and locking one of most mobile classes in place feels dumb.
At least 3x the size of the effect if they must remain static
Man I would love to run After the Wildfire again without gimping ourselves. It’s super fun to just explode with healing.
This would also be fantastic, having the damage be partially absorbed would help us not overheal so much, while also keeping the shield up so we dont get deleted by white swings. Really think it would need to be in the ~60% range to keep the blood shield gameplay though.
I don’t see that on my party frames or plater. Must be some other UI. Oh well. I had two brews today, one was very good, one was awful and got me killed.
More thought needs to go into exactly what each tank should be hitting for the first 2-3 GCDs of a pull. Rounding up packs, having enough resources to start AM, and establishing good AOE threat has to happen, very fast.
Merely giving all tanks a cd to fill up their resource bar before pulling would be a huge help.
Fixing disgustingly stupid dps design on rogues and spriest and affliction and prob a bunch of others would also help. Getting solid threat on the first pack before pulling into #2 and #3 is a massive dps loss for the group. Make chain-pulling a viable option again.