I've solved the Evoker third spec problem!

Because a caster is not a class to stay in melee range to take damage. Warlocks are the tankyer side of casters and they still can’t do it. Nor should any be able to do it.

Only melee magic users are like DK and paladins can and that defeats the purpose of being a caster to begin with.

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No current caster is a class that can stay in range to take damage, that doesn’t mean there won’t be one some day. And done right it no more defeats eh purpose of being a caster than survival spec defeats the purpose of being a hunter.

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I’m still not sure what all this reasoning is about “casters”. Is it something to do with class fantasy? Because every setting I’ve ever seen has wizards with defensive capabilities.

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I mean this is a fantasy game no?
Every setting i’ve seen had Melee in the front tanking damage, while the caster stay at range and try not to pull agro or risk getting shot.

Blizzard already stated that they wanted this class to be range, not melee this time.
Not sure what’s with all this greed after getting classes with tanks specs, one having two tank specs in WOTLK (DKS).

but yeah its fine to remove the only caster theme class created in decades, you know. Totally cool, no one cares obvy.

Stoneclaw totem and ox statue?

Uhm, no arcane explosion that hurts the tank more than you think.

This just sounds like DnD, Blood Boil, and Gorefiend.

Have yet to see a monk that uses ox statue outside of achievements for holding mobs. Stoneclaw totem? Never heard of it, totems are near useless in this day and age except for the windfury.

Have you never seen Lord of the Rings? Gandalf practically invented the modern wizard/caster archetype, yet he used his staff as well as a sword in melee, and held up a magical barrier against a demon’s onslaught to save his friends.

D&D has all manner of magical builds that can serve as tanks. Command spells, mage armour, armour of agathys, optional feats specifically tuned for melee casting, spells that cause fire to leap from your sword onto other targets, pact weapons…

Elder Scrolls’ sorcerer archetype is a a heavily-armoured blaster-caster who doesn’t care how far away the opponent is.

If this is difficult to conceptualize, it might be worth broadening your horizons.

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No. The reason we don’t have ranged tanks now is because of the kiting meta. If you could hold threat at range and not be meleed, no other tank would be played.

You said tanks needed melee range and I told you that wasn’t the case because they have tools to draw aggro and taunt from afar. I don’t think designing a ranged tank would be an easy task but it isn’t impossible.

So a Brewmaster Monk?

The point isn’t always needing to kite, although they would probably be good at that in circumstances where it applies. Rather, a ranged tank will very often be in melee as well.

The point is that the tank will almost never be out of range, even against ranged or highly-mobile bosses. This frees the tank up to position themselves wherever they’d like in certain fights.

Can people in this community posting threads AT LEAST use a couple brain cells before vomiting out a thread?

Like… it took me 3 seconds to think it through.

A ranged tank would either A) always the best tank in the game in every scenario ever or B) complete garbage.

Take 0 damage from range while holding aggro and kiting or get melted instantly and if they can take melee hits before kiting that makes them 10x more overpowered.

Like jesus.

Shamans: Am I a joke to you?

how is vengeance DH not unique?

give us DK casters then

some bosses are static and REQUIRE the tank to be in melee range to not aoe nuke the whole arena.

You drastically underestimate the WoW player bases ability to abuse something. Imagine a DH that can cast at ranged 100% of the time. Lol. He could pull the Ardenweild wing in DoS and still not worry. Not being hit is by far the greatest mitigation of any class is why DH excelled when mobs were absolutely trashing tanks.

Ranged tanks are a no go. Never. Ever. Will there be a true ranged tank.

We use it and the DK tank’t grouping abilities on Anduin right now to group up adds, especially during the army of the dead, on mass taunt to group them and then start the AoE. Also having it as one piece of a kit in a class, vs making it a core tool in a new class would be comparing apples to oranges.