In other words, learn how to play your class people!
Well said, GC. Well said.
Since the cata changes, I haven't noticed a whole lot different about threat generation on my warrior. There have been a few things that I've had to change, but at least as a warrior I haven't seen many problems. With Blood and Thunder, AoE is now a lot easier than it used to be, as well as the very handy Thunderstruck talent. That being said, there are a few funky things about threat here and there. Oftentimes, losing aggro (whether it's due to an aggro drop, a dps not paying attention, or something like that) means for a very difficult time getting it back. If a DPS accidentally tab-target pulls a new group, unless I can catch them before they get inside charge range, I'm often rage starved to the point of being unable to grab them all before someone in the group dies. I'm not sure if this a problem on my end or what, perhaps I just need to be more careful about using my shouts. Either way, one thing that I think could really help change is to up the amount of initial threat created by charging a target.I've had a few cases where I charged into a group, and they all just ignore me and run behind me towards god-knows-who. I had to say, it hurt my self esteem, if the mobs didn't love me :(Other than that, if a pull is good, then threat shouldn't be a problem. Pull is bad, threat is a problem. It makes sense for a bad pull to be a survival problem, but I don't think it should be a threat problem.
"but I am amazed at how often a nuker will pick a random target instead of the one being tanked, then blame the tank for not holding aggro" <=== right there. LEARN
I DK tank all I ask is for THREE GCD'S 3 SECONDS, 1:DnD 2:Icy Touch 3: Pestilence by that time my threat is suffiecnent and you can let loose I can keep aggro from thereMy pally friend said all I need is 3 gcd's but targe his initial sheild of the ritious targetmy warrior friend also said 3 gcd's is enoughSO just count 1... 2... 3... NUKE. and your good
And this is why I like Misdirection.
If I'm tankin for a group with a hunter? One little MD and my threat's good. That means 1 GCD and I'm happy. Otherwise, I'd prefer 3 or 4 to lay down enough burn to stay ahead of the DPS atom bombs coming in. (Sub in TotT as appropriate)
I'm starting to get tired of the Blizz Devs think they know the players when they don't. Ghostcrawler thinks tanks just hit auto attack and a few buttons here and there. While I don't play a tank my guild tanks don't do that.Its same thing they did to healers. Blizz thinks all we hit is Renew and PW:S when actually most of the Priests don't do that. The idiot players (pugs) do that, not the smart players.So why does Blizzard feel they need to punish everybody even the smart players who don't do that. Gets annoying.
Being a tank is incredibly stressful. DPS still doesn't get that they have to manage their own threat.
Here's the problem as well: the playerbase that comes into Cata and REFUSES to CC. They outright refuse to do it/wait for it/use it. They're still under the impression that every instance equals a WoTLK heroic and 'just AOE everything' and then wonder why tanks get torn apart by multiple abilities because the healer can't keep up or mob abilities that wreck the DPS or 'don't stand in X' - thus disaster.
Ghostcrawler is as arrogant as he is inept.Most of his post consists of him rehashing tautologies and cliches about PvE. Tanks need to hold threat over DPS and healing? New and interesting! This man is a genius!In a separate blog post, Ghostcrawler claimed that the function of Vengeance was to normalize threat through gear progression. Except, that's not what it does at all. Vengeance doesn't do what he claimed, it doesn't scale with DPS gear, only tank gear and damage intake. Ghostcrawler writes as if WoW didn't exist until he was appointed by the new Activision people to lead the dev team...while the A-team of devs who actually conceived WoW have been transferred to Titan, the new MMO, leaving the B-team - Ghostcrawler - stumbling through WoW design.What he doesn't say in this blog (or realize) is that threat worked fine until he broke it with his half-baked Vengeance mechanic. For five years, tanks held threat just fine, and tanking was fun and engaging, until Ghostcrawler decided to arrogantly reinvent the wheel. We had Vengeance - tank threat scaling with damage intake - in vanilla. It was called rage starvation. It sucked. When the underlying mechanics were simplified and normalized, the problem was alleviated. Lesson learned; scaling tank threat with damage intake was a dumb idea. Ghostcrawler refuses to learn from experience so he repeats an old mistake.I don't see why we should care what someone who either does not understand (or willfully misrepresents) what his mechanics do, writes on a blog.
If only every class had some kind of threat-reducing ability. It would definitely make my life a lot easier.