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Warlock 3.1 Tanking Guide
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Publication par
Blightman
Tired of sitting in LFG typing "need tank & gtg"?
Well, no more. Between dual specs and all our new talents YOU can tank your own heroics. Tell those sissy pallys to go stand in the back of the raid and wave there fingers while going 'oooohhhhh'
Edit: ugh, posted for humor and it got stickied, now I have to clean it up some.
(patch 3.3.3 update) See
asakawa's guide to tanking keleseth
Summary
I am only 1/2 joking here.
The question is not whether locks should be tanking. they shouldn't the traditional tanking classes will do it better.
Nor is it
CAN they tank
. Obviously the can.
The question is WHY can they tank?
This post is not truly advocating locks speccing to tank for any reason other than shiggles(ty emberbowl). It is designed mainly to poke fun at some design choices blizz has made that make this feasible.
What defines a tanking class?
Three things:
Generating threat
Surviving the threat generated
Ability to force a mob to fight you that also moves you to the top of their threat list
It is the abiity to spec into
Metamorphosis
and gain the
Challenging Howl
ability that let's lock join the ranks of true tanks :)
Getting Uncritable
This is an important first milestone for tanking. Locks can't block or parry. And we can't dodge while casting. This means that resilience is a far better tanking stat for us than it is for any other tank.
The average crit chance for bosses:
Raid Bosses: 5.6% crit chance
Heroic Bosses: 5.4% crit chance
Instance Boss: 5.2% crit chance
Macro to see if uncritable w/o
Demonic Resilience
Raid Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.6-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
Heroic Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.4-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
Instance Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(5.2-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
Macro to see if uncritable w/
Demonic Resilience
Raid Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(2.6-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
Heroic Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(2.4-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
Instance Bosses:
/script DEFAULT_CHAT_FRAME:AddMessage(2.2-((GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04+GetCombatRatingBonus(CR_CRIT_TAKEN_MELEE)),1,0.5,0)
Damage reduction
Damage reduction. Most of you are thinking "no way can a cloth class tank. They will take too much damage"
Here is the armor damage reduction formula:
DR% = Armor / (Armor + (467.5 * AttackerLevel - 22167.5))
The complete DR formula is:
((base damage * (1- each DR% )) - damage absorption ) * Damage Transference
base damage = the amount of damage the attack would do if your toon was naked and completly unbuffed(don't think of naked unbuff gnomes)
you then multiply that number by every DR you get.
damage abosprtion = things like block value,
Power word: shield
and
Sacred Shield
damage transference = things like
Divine Sacrifice
and
Soul Link
Some examples to make this clearer:
Pally DR from talents = (1-
Righteous Fury DR
)* (1-
Blessing of sanctuary DR
)* (1-
Shield of the Templar DR
) =0.884446
Lock DR from talents = (1-
Master Demonologist DR
)* (1-
Molten Skin DR
)*=0.846
Lock Damage transference from
Soul Link
=.75%
Pally with 25k armor takes a hit that is not blocked for base damage of 10k:
(10k * .4* 0.884446) = 3537 damage taken (~65% total DR)
Pally with 25k armor takes a hit that is blocked(BV 1.5k) for base damage of 10k:
(10k * .4* 0.884446) - 1.5 k = 2037 damage taken (~80%DR)
Lock with 6.6k armor takes the same hit:
(10k*.72*0.846) *.75= 4568 (~55% DR)
Lock with 8.6k armor takes the same hit:
(10k*.66*0.846) *.75= 4187 (~59% DR)
Lock with 8.6k armor and Power Word: Shield active takes the same hit:
((10k*.66*0.846) -2300) *.75= 2462 (~76% DR)
Lock with 6.6k armor during meta takes the same hit:
(10k*.3*0.846) *.75= 1903 (~81% DR)
Lock with 8.6k armor during meta takes the same hit:
(10k*.25*0.846) *.75= 1586 (~85% DR)
Some other things to consider:
locks get a straight 6% DR against any non-physical attacks including bleeds, poisons, diseases, and magic.
In addition the Damage transference from Soul Link applies to all damage not just physical damage.
We can even switch to a felhound if the boss has mostly magicial attacks to pick up an additional 10% DR
Most importantly, we receive 26% extra healing via
demon armor
+
Demonic Aegis
Gear
PvP gear for all the armor slots except rings,trinkets and necklace. The best gladiator gear and titan gear you can get hold of.
Rings:
ring of earthen might
Signet of Arachnathid Command
Important enchants
:
Glove Reinforcements
+225 cloak enchant
Consumables
elixir of protection
Stat Priorities
Get uncritable
Stay hit capped for threat management
Stack stamina to survive
Stack spell power for threat management
uncrit > hit cap > stamina> spell power
You should shoot for at least 20k health. 25k is preferred.
Builds
http://ptr.cuckhead.com/?talent=IZbG0hkAdiIsg0hoVf0Vbh
- will have meta available for 36 out of every 120 seconds (with glyph of metamorphosis)
Glyphs:
http://ptr.cuckhead.com/?item=45780
- more meta is key to maximize taunting
http://ptr.cuckhead.com/?item=42473
- if VW dies, you lose 20% of your DR
http://ptr.cuckhead.com/?item=45789
- more DR
Or
http://ptr.cuckhead.com/?talent=IzgMbhMNocZbG0hkAdicZVf
- drain tanking, gives up meta(and taunt)
http://ptr.cuckhead.com/?item=42469
http://ptr.cuckhead.com/?item=42473
- if VW dies, you lose 20% of your DR
http://ptr.cuckhead.com/?item=45789
- more DR
The only real issue I see is mana management.
Any one want to give this a try on the PTR :)
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260787
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Publication par
Blightman
... Wow. I am astounded by this. I was expecting that you were giving an outline on how the VW will be tanking, only to get a slap in the face.
This is pretty crazy, to say the least. One question though, how would you hold aggro on multiple mobs, and then a set of multiple mobs after that? I assume you could use something like Meta + Immolation Aura + Rain of Fire, or something along those lines, but then that's still a long cooldown for Meta afterwards.
It seems odd to me that Blizzard would give us a "tanking" form, but yet it actually lasts for too short of a time to be a viable source for tanking and it's also used in such rare cases that not many Warlocks really know how to use it, let alone a healer knowing that Meta can tank (I've had too many instances of trying to clean up a failed pull where the healer doesn't realize that I've used Meta and am now the tank).
Well in meta form you do get a taunt
Challenging Howl
. With a 15s CD you can only use it about 3x per meta. Overall the lock "tank" would be more of a single target tank.
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161088
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Publication par
Blightman
*FAP FAP FAP* YES! My dreams of melee lock tanking are going to be easier to achieve! Now, I just need to be a good DPS melee lock :O.
Good to know you found my guide so gratifying...I think
Publication par
260787
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Publication par
Blightman
Well in meta form you do get a taunt
Challenging Howl
. With a 15s CD you can only use it about 3x per meta. Overall the lock "tank" would be more of a single target tank.
My point was not really that though. It was more of, what do you do during the downtime of Meta? Mobs usually take between 30-60 seconds to kill now with the amount of AoE people use, but what happens if it takes a little longer? Meta only lasts for 30-36 seconds, and I assume you'll still keep threat even when Meta's down for this set of mobs, but what happens with the pull right after? Do you wait for Meta to come off of cooldown between each fight? You can use Searing Pain to hold aggro on 1 target when you don't have Meta, but how will you keep the other targets from attacking the healer? That's what my concern was.
During the downtime of Meta, you could potentially use the VW to tank by having him use his AoE taunt, meanwhile consistantly taunting another target while you spam Searing Pain on another, but would that actually work? I haven't used my VW in so long to tank so I don't know what his taunts are like. I just know that they somewhat failed while leveling (I leveled as Affliction, not Demo).
Ah got it, you are talking about trash mobs.
You answered part of it yourself. The only person who should be generating aggro off target is, of course, the healer.
Meta is too slow for that of course 2m per pull would be sad.
Some of it would depend on group make up. got 3 mages, sheep city.
On a more general level: lock pulls with SoC for big threat lead. Dots(CoA+Corr) each mob that is not being CCd and then does main DPS on targetd mob.
RoF+Intensity should generate enough AoE threat to compensate for healing threat.
I don't think the VW even with Demonic Brutality can generate enough threat to keep mobs off of healer.
Publication par
blademeld
Defense is better because is will also increase avoidance(miss/dodge/parry) but has a higher itemization cost and is rarer on cloth items.
Here is the armor damage reduction formula:
DR% = Armor / (Armor + (467.5 * AttackerLevel - 22167.5))
So we need to pick up roughly 43% more physical damage reduction.
6% from
Molten Skin
+ 20% from
Soul Link
+ 5% from
Glyph of Soul Link
+10% from using VW with
Master Demonologist
= 41%
Add that to the base armor and you get 60%.
Even better our non-physical DR is 31%. We can even switch to a felhound if the boss has mostly magicial attacks and have 50% physical DR and 41% magic DR.
You should shoot for at least 20k health. 25k is prefered.
http://ptr.cuckhead.com/?item=42469
http://ptr.cuckhead.com/?item=42473
- if VW dies, you lose 20% of your DR
http://ptr.cuckhead.com/?item=45789
- more DR
Hi, I'm blademeld.
First point of interest: Warlocks can't parry, therefore your avoidance would be lower by a base 5% and 5% talented (Excluding bears and Death Knights) and added to that, we have 5% dodge chance from talents.
(~15% avoidance that you have to make up, at 32 dodge rating per dodge chance, over 400 stat points)
Death Knights and Bears have higher armor, and warriors and paladins have shields to block, which is even more damage reduction.
Like a warlock's Molten Skin, the other tanks have damage reduction talents and abilities as well
Paladin -
Shield of the Templar
,
Blessing of Sanctuary
,
Improved Righteous Fury
Warrior -
Defensive Stance
And so on.
They also have stamina modifiers, allowing them to have less stamina on the items to get to 25k hp.
About damage reduction via Soul Link, it doesn't change the amount of damage that the healer has to heal through, therefore it's not as good as conventional tanking methods.
Publication par
Blightman
Hi, I'm blademeld.
Hi, I know who you are. Here is the primary thing you missed in the whole post
I am only 1/2 joking here.
First point of interest: Warlocks can't parry
Ok, removed the parry, thanks.
therefore your avoidance would be lower by a base 5% and 5% talented (Excluding bears and Death Knights) and added to that, we have 5% dodge chance from talents.
(~15% avoidance that you have to make up, at 32 dodge rating per dodge chance, over 400 stat points)
Yes the base avoidance would be lower. So what, many tanks(and you have recommended this in posts in the pally forum) go for the defense minimum and then just stack stamina for running heroics. I believe your main argument for that strategy was that extra health works when stunned and against non-physical attacks.
Death Knights and Bears have higher armor, and warriors and paladins have shields to block, which is even more damage reduction.
Yeah all the tanks have their DR work differently. For lock "tanks" we get 31% DR to poisons/diseases/spells/bleeds but we can't block. In other words we may take slightly harder physical hits but will take a lot less damage from most bosses special abilities.
Like a warlock's Molten Skin, the other tanks have damage reduction talents and abilities as well
Paladin -
Shield of the Templar
,
Blessing of Sanctuary
,
Improved Righteous Fury
Warrior -
Defensive Stance
Fair enough, an extra 10-12% physical DR. you also forgot ardent defender for pallies.
They also have stamina modifiers, allowing them to have less stamina on the items to get to 25k hp.
Good thing we have talents like that too called
Demonic Embrace
+
Fel Vitality
20k health is pretty common for locks right now without seeking out stamina.
About damage reduction via Soul Link, it doesn't change the amount of damage that the healer has to heal through, therefore it's not as good as conventional tanking methods.
Yes it does:
Fel Synergy
+
Demonic resilience
works out to the VW only taking 85% of the 25% shifted to him and then 30% of the locks DPS is autoheals for the pet which the healer doesn't have to pick up the slack for either.
As I said earlier:
The only real issue I see is mana management.
I do see a 2nd issue, getting a group to try it :)
Publication par
blademeld
Here is the primary thing you missed in the whole post
I am only 1/2 joking here.
BUT WHAT ABOUT THE OTHER HALF?
So what, many tanks(and you have recommended this in posts in the pally forum) go for the defense minimum and then just stack stamina for running heroics.
LIES AND SLANDER!
Defense > Block Cap > Stamina, always have, always will recommend it that way.
Yeah all the tanks have their DR work differently. For lock "tanks" we get 31% DR to poisons/diseases/spells/bleeds but we can't block. In other words we may take slightly harder physical hits but will take a lot less damage from most bosses special abilities.
Debuffs should be immediately cleansed, the only valid point is the direct spells, in which case, paladins and warriors have an additional 6% spell damage reduction (31-12-6=13%) 13% more spell damage taken on a paladin tank.
Easily compensated with physical damage reduction.
Fair enough, an extra 10-12% physical DR. you also forgot ardent defender for pallies.
I didn't forget it, it's just situational.
As is Metamorphosis.
Good thing we have talents like that too called
Demonic Embrace
+
Fel Vitality
Touche!
Yes it does:
Fel Synergy
+
Demonic resilience
works out to the VW only taking 85% of the 25% shifted to him and then 30% of the locks DPS is autoheals for the pet which the healer doesn't have to pick up the slack for either.
By rough estimations, you'd have to be pulling 71% of the damage you're taking to compensate for it, could be rough when you're taking 10000+ raw damage per second. Pulling 7100 DPS while tanking and taking cast time pushbacks I mean.
As I said earlier:
The only real issue I see is mana management.
I do see a 2nd issue, getting a group to try it :)
You're also missing out on the speed reduction on boss swingers (+20% damage taken compared to the other tanks) and you can't dodge while casting (5+% avoidance thrown out the window)
You also don't have the added 43% threat generation, I'm not quite sure what you mean by "threat generation is not a problem" but I'll take your word on that one.
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Publication par
asakawa
this is a fun thread. i like it!
i do think threat would be a big issue though. tanks all have a threat 'form' (bear, frost, defensive, righteous fury) and each of those threat forms gives a 'hidden' 43% threat modifier to the tank on top of the advertised number. so, for example a DK in frost presence has 1.45*1.43=2.07 threat modifier.
on top of this all tanks have attacks with innate extra threat. i play a dk so know them best but we have DnD and runestrike. runestrike is the best spell for comparison here because it's single target but it does good damage and has a threat multiplier and scales with avoidance, meaning we have an threat making ability which scales from core tank stats.
all this and tanks STILL need to give thought to threat in gear choices and can't go all out for avoidance or effective health.
so, Searing Pain's modifier is x2 so the question becomes does a tank geared warlock have enough spellpower to do the same threat as a real tank. i think they'd fall short by a long way which makes it tough because you're going to want to drop the boss as quick as you can with this set up.
it was touched upon but avoidance is also problematic. my DK has 30k armour for DR but also has over 70% avoidance. in 3.1 this is changing a little, i'll have less avoidance but more DR - should even out overall.
what are we expecting the warlock's avoidance will be in the ideal gear set?
well, i think it's safe to say our healers will be busy ^_^ and it's not just the lock's mana we need to worry about.
@sonoron, currently it's warlock's pets that are tanking S3D not the warlock's themselves and this practice is being killed in 3.1.
...which is another thing, will the changes to VWs in 3.1 make this harder do we think?
Publication par
Blightman
i do think threat would be a big issue though. tanks all have a threat 'form' (bear, frost, defensive, righteous fury) and each of those threat forms gives a 'hidden' 43% threat modifier to the tank on top of the advertised number. so, for example a DK in frost presence has 1.45*1.43=2.07 threat modifier.
on top of this all tanks have attacks with innate extra threat. i play a dk so know them best but we have DnD and runestrike. runestrike is the best spell for comparison here because it's single target but it does good damage and has a threat multiplier and scales with avoidance, meaning we have an threat making ability which scales from core tank stats.
all this and tanks STILL need to give thought to threat in gear choices and can't go all out for avoidance or effective health.
Good point. I'm basing the "no threat problem" on a few things:
currently locks with threat reducing talents not spamming high threat spells like searing pain still pull threat. For some painful fun, take the best tank you know somewhere and go all out. The tank is not allowed to use taunts. See how long it takes for you to die.
Also keep in mind, locks can pull threat at range. To pull at range you must have 1.3x the threat of the tank. If we are tanking in melee range then everyone will have to exceeed our threat by 1.3x
so, Searing Pain's modifier is x2 so the question becomes does a tank geared warlock have enough spellpower to do the same threat as a real tank. i think they'd fall short by a long way which makes it tough because you're going to want to drop the boss as quick as you can with this set up.
We will still be able to drop our DOTs on them. Also we will be like pallys in one regard, we will front load a lot of threat by pulling with Soulfire or SB then meta->charge->immolate aura -> CoA ->Corr ->Immolate -> searing pain
Yes, DPS will have to be a bit more careful of the threat ceiling during non-meta phases of the fight but this is countered a bit by the extra DPS the tank is doing.
it was touched upon but avoidance is also problematic. my DK has 30k armour for DR but also has over 70% avoidance. in 3.1 this is changing a little, i'll have less avoidance but more DR - should even out overall.
what are we expecting the warlock's avoidance will be in the ideal gear set?
well, i think it's safe to say our healers will be busy ^_^ and it's not just the lock's mana we need to worry about.
To be honest I think stacking avoidance is not the path of the lock tank. We can't parry/block. Also as blademeld reminds us, you can't dodge while casting. Sure dodges will happen when casting instant spells but the bulk of the time we won't be able to dodge.
For fun consider the diminishing returns on all dodge/parry from gear:
http://www.tankspot.com/forums/f63/40003-diminishing-returns-avoidance.html
@sonoron, currently it's warlock's pets that are tanking S3D not the warlock's themselves and this practice is being killed in 3.1.
...which is another thing, will the changes to VWs in 3.1 make this harder do we think?
Yes, they are dropping the VW health to make this impractical.
Publication par
Blightman
Here is the primary thing you missed in the whole post
I am only 1/2 joking here.
BUT WHAT ABOUT THE OTHER HALF?
8oz glass, 4oz of coke in it:
Is it 1/2 full or 1/2 empty?
Personally, I want to know where the fries I ordered with the coke are.
So what, many tanks(and you have recommended this in posts in the pally forum) go for the defense minimum and then just stack stamina for running heroics.
LIES AND SLANDER!
I assume you are kidding. I am not searching through all 8.7k replies you have made to prove you have asserted that.
This is a small snippet from your sticky in the paladin forum;
There are 2 things to consider stacking afterwards, defense/block rating, or stamina for survival, defense/block rating increases your mitigation, but stamina always increases your Effective Health.
You went into much more detail a while back on a topic about which shield was better for heroics: the merc shield or the SSO shield.
Defense > Block Cap > Stamina, always have, always will recommend it that way.
Never said you didn't recomend defense. Block cap in heroics is what? And since locks can't block irrelevant. Taking your statement here and going back to my statement for locks yields:
Defense till cap > Stam
after cap Dodge will be better than Defense. But overall a lock will get more from Stamina because it will also boost their SP some and considering you can't dodge while casting. The VW gets a fraction of the locks stamina and
Demonic Knowledge
converts a fraction of that back into SP.
Yeah all the tanks have their DR work differently. For lock "tanks" we get 31% DR to poisons/diseases/spells/bleeds but we can't block. In other words we may take slightly harder physical hits but will take a lot less damage from most bosses special abilities.
Debuffs should be immediately cleansed, the only valid point is the direct spells, in which case, paladins and warriors have an additional 6% spell damage reduction (31-12-6=13%) 13% more spell damage taken on a paladin tank.
Easily compensated with physical damage reduction.
Yes all debuffs
SHOULD
be cleansed but not all debuffs
CAN
be cleansed.
depending on party make up you may not have someone who can cleanse/decurse the debuffs.
blizz has given some bosses debufss that can only be wiped with things like Divine Shield or Ice Block(Anyone else remeber Moroes?).
ealers get silenced/stunned/feared so some debuffs get a few ticks in.
Fair enough, an extra 10-12% physical DR. you also forgot ardent defender for pallies.
I didn't forget it, it's just situational.
As is Metamorphosis.
Yes but unlike Meta it is not on a CD. It is a massive DR increase when health is low that can give healers a chance to throw out an extra heal to save the day.
Yes it does:
Fel Synergy
+
Demonic resilience
works out to the VW only taking 85% of the 25% shifted to him and then 30% of the locks DPS is autoheals for the pet which the healer doesn't have to pick up the slack for either.
By rough estimations, you'd have to be pulling 71% of the damage you're taking to compensate for it, could be rough when you're taking 10000+ raw damage per second. Pulling 7100 DPS while tanking and taking cast time pushbacks I mean.
Not expecting to heal all that ourselves. My counter point was that the healer would not be picking up all of that damage.
CoA and Corr are instant cast
Searing Pain have a base cast of 1.5s most bosses have a 2s swing
The meta build has
Intensity
and the non meta build has
Fel Concentration
, so push back for the main DPS spell is minimal
I doubt 7k DPs but 2k DPS, sure
You're also missing out on the speed reduction on boss swingers (+20% damage taken compared to the other tanks)
True, we do have a few other tricks:
http://ptr.cuckhead.com/?spell=50511
for physical bosses
http://ptr.cuckhead.com/?spell=11719
for spell casting bosses
Will reduce our TPS a bit.
you can't dodge while casting (5+% avoidance thrown out the window)
Good point. Means we should skip defense/dodge all together and use resilience for uncrit and staclk more stamina. Basically use more PvP gear
You also don't have the added 43% threat generation, I'm not quite sure what you mean by "threat generation is not a problem" but I'll take your word on that one.
See my response to aaskawa
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asakawa
*Just wanna give a round of applause to the people writing here, not often I get to enjoy this much reading without any1 getting Insulting* I really enjoyed the reading, thx guys =)
you're all idiots! this whole idea is a farce! (fixed ^_^)
For some painful fun, take the best tank you know somewhere and go all out. The tank is not allowed to use taunts. See how long it takes for you to die.
i've tried it. spammed the hell out of searing pain (though not glyphed and talented admittedly) and i didn't get close to the tank. this was with an equally (good) geared warrior tank on a single target.
sure locks
can
pull agro but at equal gear levels and without anything interesting in the fight like maly's vortex, they shouldn't be able to get any where close. the drop in gear (with item budgets going to stam and res) and loss of fel armour will be a big hit to threat generation.
i wonder if anyone fancies mocking up the 'ideal' gear set on warcrafter or something and seeing what kind of SP and crit levels we have...
Publication par
Blightman
*Just wanna give a round of applause to the people writing here, not often I get to enjoy this much reading without any1 getting Insulting* I really enjoyed the reading, thx guys =)
you're all idiots! this whole idea is a farce! (fixed ^_^)
Yep. Arguably a Satire, lock tanking should not even seem plausible. And dear God, DON'T report this for sticky.
<rantmode>
It all springs from the lock rollercoaster blizz has us on. One patch its "OMG, locks are OP" next patch "he he locks are free HKs". The balance point is where a few classes /cry when they see us, a few /cackle(darn rogues), and the rest will win/lose based on skill/spec/gear.
The current path is to increase our durability and nerf our CC(banish, fear and seduce getting hit) with a sprinkling of burst to destro tree.
Locks lack relative mobility, our CC is easily counterable, we have low durablity, the majority of our DOTs can be dispelled before doing damage and almost all our DD spells have cast times inviting silences/kicks/etc. This all adds up to poor PvP.
The sad part is that the things that make locks unique and fun are the things that blizz can't balance well in PvP.
Lock <> mages. Yet for PvP the things we need most mages have. Being able to blink while stunned or just to get range is huge. Instant root (frost nova) to get some space also nice.
IMO: if blizz needs to reduce our CC fine, give us some more mobility or snares to compensate so we can be a ranged DPS class not a cloth tank class.
</rantmode>
For some painful fun, take the best tank you know somewhere and go all out. The tank is not allowed to use taunts. See how long it takes for you to die.
i've tried it. spammed the hell out of searing pain (though not glyphed and talented admittedly) and i didn't get close to the tank. this was with an equally (good) geared warrior tank on a single target.
Cool. One question, were you at range and having to produce 1.3x the TPS or in melee distance and only having to produce 1.1x TPS?
the drop in gear (with item budgets going to stam and res) and loss of fel armour will be a big hit to threat generation.
i wonder if anyone fancies mocking up the 'ideal' gear set on warcrafter or something and seeing what kind of SP and crit levels we have...
I think the PvP hateful gladiator gear would do it. It's item budget is in line with what the lock tank would want. Heck it might even get them up to 3k armor :)
As far as how much threat drop not using fel armor would be, I think it would be noticable.
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