The intent behind the list (as caveated throughout the article) is that you should value your ability to play the tank before the tools it can provide, that any tank can do well in the raid role, and no tank choice will hold you back (this was noted at the very start of the article, and at the very end).There are no solo tank fights this tier as others have highlighted therefore all tank choices should be made with the tanking partner in mind. That's a given and should be assumed but if that wasn't clear that's on me. It's the same as why you wouldn't stack all Holy Paladins or Disc Priests there are synergies to be had with toolkits that they provide, you value a resto shaman for the cooldowns they have (assuming they fit into a cooldown rotation) and don't dismiss them because they don't have Beacon. There are multiple healers and each bring their own piece of the puzzle to solve. This is true of tanking as you would value the toolkits they have as a whole rather than just as an isolated piece, there are exceptions where certain tools are more valuable on certain encounters than others.The tank segments themselves in the list highlight such pieces of utility each tank can provide as a short example list, it's not an exhaustive list but just the core points.RE: Tank Combinations and how you should value them - The player piece is paramount over the tank combinations themselves, any tank combination can work provided that the players behind those tanks can play them to a high standard. How easy they are to heal is subjective based both on the encounter and the player.RE: Utility being available elsewhere - When playing in a PuG environment (or even in a guild environment) if you're not structuring the utility for the most part it's not going to be used. Highlighting these pieces of utility is quite important for the purposes of awareness and knowledge. Whilst others can provide the same or similar utility in non-tank roles this doesn't dismiss them still being able to bring that utility.RE: Magic Damage and Tanks ability to mitigate it - There have been some comments stressing the fact that Magic damage is a quite high threat, however a majority of the Magic damage taken on any given encounter is residiual with the notable pieces coming from tank mechanics specifically there are tools to deal with those in the form or personal cooldowns (Guardian Druid: Barkskin/Survival Instincts | Blood DK: Icebound Fortitude /Anti-Magic Shell/Vampiric Blood | Prot Paladin: Ardent Defender/Guardian of Ancient Kings | Prot Warrior: Shield Wall/Ignore Pain/Spell Reflection | Vengeance DH: Fiery Brand | Brewmaster Monk: Dampen Harm/Zen Med), and external cooldowns (which should be used over your own cooldowns where possible as you can call for these in advance and use your own at a moments notice).RE: AMS can negate more mechanics - Throughout the raid testing a lot of these debuffs that could be removed or negated now pierce immunities and apply the debuff still.Edit to include additional point below:RE: A Blood DK can do as much healing as a healer - This is not the only metric to look at when valuing a Blood DK's healing, as often they will be taking more damage to offset this. You can look at HPS (Healing Per Second) to get a sense of how much they are doing (this is primarily to do with timings of Death Strike more than the class itself, if you're wasting Runic on any piece of damage rather than getting higher value from each Death Strike this would fall into the value the player, not the class category).However, you should be looking at HPS in combination with their DTPS (Damage Taken Per Second) and the EHRPS (External Healing Required Per Second) to get a fuller picture of the events.
Is clear a monk tank is way superior than the rest.
Removed
ma man i'll see u on mythic ra-den last phase as ur druid , assuming ur bear can tolerate vexiona to begin with
Fully agree with Panthea's tier list. Blood DKs unstable (compared to a monk, pala or bear tank) health pool due to its lack of mitigation (self healing is not comparable to mitigation. It never has been and never will be) makes it less reliable as a tank for mythic progress. Look at Orgozoa for a better understanding of why mitigation is leaps and bounds better than reactive self healing. Though other tanks require increased external healing overall, their better damage mitigation takes a lot of pressure off healers and especially in the case of monks makes tank healing much easier. In the current healing meta, beacon easily handles 100% of the healing requirement for the main tank already. DK has not been apart of the meta for all of BfA and this will continue to be the case into 8.3, though admittedly the gap has narrowed.
Guardian Druid has 1 sole Magical Defensive Cooldown: Barkskin. Sure. Frenzied Regeneration, Survival Instincts, Higher HP + Higher healing received per. mastery, Thick Hide passive, Pulverize Defensive part. All of those are just DPS things, and don't help you mitigate magical damage at all. Yep folks, only Barkskin helps you as GDruid, rest are just random things.I really wish people before commenting start doing some research stuff, because some of you people don't have any clue about parts of the game. And if you're playing a GDruid yourself and saying those things, mercy on your guild.
Veltrex's comment is extremely inaccurate & misleading, & should be removed because of it. There is so much biased & blatently untrue information, such as "Dks needing 40% less healing" (CITATION NEEDED), the overvalue of tank synergy & the idea that paladins are somehow terrible at it all, the idea that if something bad happens tanks can just "run away," the idea that Bears have zero way to deal with magic damage, & the idea that attacks that would hurt a sturdier tank would just "tickle" a DK because of "self healing"