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Reader Comments (29)

Posted: Oct 11th 2008 8:33PM Jeromai said

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Sorry for the wall of text, but one more thing hit me:

A tank's role is melee: group support/crowd control (aka aggro management in PvE). And they are helped in achieving this by being tough to kill.

It's a rare combination of players who like it. WAR allows tanks to skew for DPS capacity which more people prefer. Survivability drops as a result, and they fail in the role that other people perceive tanks to be. Not saying that it's wrong, just how things seem to go.

As for clearly visible feedback, tanks in most other games do without aggro management add-ons and learn to read situations. Guess the question is whether WAR wants to simplify tanking or not.

Posted: Oct 11th 2008 9:42PM (Unverified) said

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It's my experience that, just like combined arms in modern warfare, a couple Black Orcs with decent healers can actually hold ground. They can stick a stake into the ground and say, "The front line is right here." The ability to force the other side of a scenario to repeatedly throw themselves up against a meat grinder can not be counted in healing points.

Posted: Oct 11th 2008 10:02PM J Brad Hicks said

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What Jeromai said. But specifically and narrowly, you're selling both Taunt and Guard short.

I play a Zealot at least part of the time, and in mid tier 2 I'm about to give up altogether on pickup groups, specifically because of people like you who don't understand the basic combat mechanics:

1) Pair every tank with a healer, guard that healer.
2) Taunt anybody who attacks the healer.
3) Let the healer keep you, and up to 2 DPS, alive.
4) Let the DPS kill everything that moves.
5) Move together as a group. Period.

Taunt and Guard, together, effectively double the lifespan of the healer, enough that the healer can keep themselves healed, plus you and two or more DPS. Without Taunt and Guard, the healer is an easy kill, and literally the first thing everybody targets. And then, when the healer evaporates like dew on a hot morning, everybody complains that they weren't getting any heals.

Well, no, of course not. That's because the healer was back at the rez point, dying every 10 seconds to witch hunters or witch elves who scour the area between the main fighting and the rez point, looking for healers.

If you kept your Guard up and spammed Taunt every 15 seconds, really, you were doing a ton of good. If you weren't, then the reason you felt like you weren't doing anything is that, well, you weren't.

Posted: Oct 12th 2008 10:23AM Minofan said

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I played a bodyguard & flag-watcher role up to R30, and I have to say that the part that healers / strategists omit is that this kind of Tanking is EXCEPTIONALLY dull and massively unrewarding.

Damage sharing, debuffs, strategy-in-general yield neither points nor items.
Staying within 30ft of someone healing or flag-running, you're lucky to even see a trickle of Renown +1 messages in return for your efforts.

I was bored nearly to the point of tears by the time I outgrew Phoenix Gate ( it was & is the only T2 scenario that fires on that server ), being one of those unhappily compusively 'good' Tanks that just HAVE to stay and babysit the flag after the 11 other players charge passed it to go have fun.

If there are Tank players that can disregard tactics and actually feel like a MDPS in combat, they have my envy and my blessing.
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Posted: Oct 12th 2008 1:23PM (Unverified) said

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Part of the problem I think is the mindset that the role of the tank is the same in RvR as in PvE. It's not. The role of a tank in PvE is to tank, the roll of the tank in RvR is to disrupt the enemy line and draw fire.

If you're the only tank in a scenario and you spend the whole match snuggled up next to a healer keeping him 'safe' you've probably cost your team the match. Tanks are VITAL to pushing the fight forward as they're the only class that can puncture the enemy line and pressure the healers or flimsy ranged dps, causing the enemy to turn and attack the foe in their midst, leaving them vulnerable to the rest of your team.

When a tank charges into the enemy zerg he's doing his job. If he gets smeared into paste because nobody followed him and took advantage of the opening he created, it's YOU who screwed up, not the tank.

I have two tanks in WAR (one on each side), and tanks have never had it this good in PvP in any other game before. Driving the enemy before you and grinding their squishy classes into paste provides PvP satisfaction worthy of a Conan quote.

I'm sorry some of you don't get it, and are missing out on the fun. Don't play your tank like a WoW prot warrior. Play your tank like an M1A2 Abrams. You're the spearhead, not just a shield.

Posted: Oct 12th 2008 4:31PM (Unverified) said

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Funny thing is, that a lot of the above posts contradicting each other are actually all correct... depending on the scenario and situation.

Tanks in WAR can fill more than 1 role... sometimes in the same fight. A good tank knows when to charge, when to guard, and when to die.

Really, its all about your Realm winning. If you're the type who only gets gratification from seeing your name at the top of some list... you've been ill-trained by other games with adhoc "PvP" content, and you'ld probably be happier with a more focused character-type.

Posted: Oct 13th 2008 11:25AM JohnnyMann420 said

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I play as a Black Orc (tank) and I completely disagree.

I am only lvl 18 and I have been actively helping.

My recommendation is you can not spec out an orc for toughness alone. Sure you will live forever, but killing can seem impossible on other tanks.

For me, I spec'd it like this:

Armor and Weapons = Wounds & toughness.

Core mastery = 'Da Toughest

Renouned mastery = Strength + and Toughness +

I am a bastard on the battlefield. Not only do I take alot of damage, but I dish it out as well.

Remember you can stack Wot Armor? five times! I use this to reduce the enemies armor 75%!!!!

Then you just attack like crazy.

Sorry but the Black Orc is super fun to play and I make a killing doing it!

Posted: Oct 13th 2008 11:33AM JohnnyMann420 said

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ooops!

I meant to say i spec'd:

Core Mastery = Da' Brawler.

Posted: Oct 14th 2008 9:11AM (Unverified) said

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Too many comments to read, but I skimmed through and agree, the tank isn't the right class for you.

I agree that Scenario's need feedback in the end, but I use the Renown gained column to judge my performance, and in that regard, my Black Orc is always at or near the top on my team.

Tanks in RvR are extremely useful, mostly for what they are best at, defense. They can stop an enemy from taking a control point, block players from getting to squishes, have lots of defensive, knockback, snaring, debuff abilities. They are key to a good team, as are good healers and good DPS.

I really think it's the wrong class for you from reading your post. I think you might enjoy the Marauder more, or spec your Black Orc for DPS and go with the 2-hander and play like you are probably trying to play.

Good defensive play takes the right mindset, patience, and experience.

Also, the healing column, is not damage taken, it's healing done. Black Orc's have a warcry that allows them to heal when they hit enemies and it also counts the amount of life you gain from the bolster (raising your level). So that's what that healing column is, not damage taken, it's healing done.

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