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clockworkjames:
Maaan I have been writing this shit for close to 6 hours...

I lied about a quick summary, this is gonna be a meaty read of tankdom.

Seriously though, fml I am tired.

[EDIT] F M L SERIOOUSDLSY

http://files.filefront.com/tankingdoc/;13256577;/fileinfo.html

Enjoy.

Warning- is 7 pages.

est:
Holy shit, man.  This is about 6.5 pages more than I expected it to be.  Thanks a lot for the tips, I'm gonna skim it tonight, but I'll print it out and read it properly tomorrow on the train.

Leinad:
So my guild is now running 25 man Naxx on a regular basis, plus 10 Man Naxx, all the random ten and 25's, and starting to eye Maly. The guild master and I being the MT's for the guild are in basically every raid and its starting to really get fun. If you armory/be.imba me right now you will see my shitty dps gear, but my tanking set be.imba score is 448, should give you an idea.

Anyways, just wondering how you guys are doing and which bosses you are having the most fun on. I personally have only been 80 for a month but I am loving Sartharion +1/2D on ten man, Heigan the Unclean any time, and patchwerk for simplicity. I don't really like the boring fights (loatheb, Anub'Rhekan, Gluth) but I find Thaddius to straight up be a bitch. I never have problems but our dps wipes us every time /sigh.

One of these days I will finally kill KT and be able to do Maly (which i am far more than geared for). Until them, Thaddius is whats going on, lol.

justlikeaphoto:
The best fight ever is Heigan the Unclean, it is so fun words can't describe.  I do have a lot of love for the simple fights like Patchwerk and Anub'Rhekan but I like some of the more complex encounters too (such as the Four Horsemen and Thaddius).

And speaking of Thaddius, where are you tanking him at and how are you moving during the charge changes?

Also, I just thought I'd note, Malygos is by far a more difficult encounter then Sapp and KT.

Alex C:
Only one thing that sorta bugs me about those suggestions: "You should always be the group leader, if the healer or dps in your group doesn't understand that then you don't want them in your group, they are not astute enough to play the game and they don't know the rules." I mean, yes, as a tank you should absolutely know how the pull will go, so being assertive if you don't think everyone on the same page IS necessary. But at the end of the day, there's worse things in the world than letting the main assist/CCer set up the marks, particularly if they know the instance better than you do. You're the tank and you should definitely know how to do the marks in any given instance, but as long as it's getting done it's not really worth getting into a pissing match about it.

James covered an awful lot, so really I only have couple generic suggestions that are mostly 5 man related; bosses and raids are less likely to be tank 'n' spank affairs and thus follow their own rules.

1.  Always have an ideal tanking spot in mind, because in 5 man content adds are far more likely to get you killed than being sloppy with your abilities or making a goofy gear choice or two. One of the reasons James' and other tanks do things like "shoot a mob, walk backwards and then charge" is because it helps to keep the fight right in front of them and because they already have a "safe" spot in mind in order to avoid patrols. The more players and hostile mobs you have spread out over a large area, the easier it is to accidentally pull yet another mob into the fight, and getting adds is the quickest way to cause a wipe in all of WoW. Meanwhile having everything in a relatively small area* away from other mobs is a good idea because the melee gets to spend more time swinging and less time switching targets, the casters don't have to worry about casting range and fleeing mobs have to run farther before they can cause any mischief. And of course, you have an easier time keeping track of where everyone is in the room. Everybody wins.

2. Learn how/when to line-of-sight pull, since it helps you with my previous suggestion. Ranged mobs are often a pain in the ass because they like to just stand there in the middle of the room, threatening to attract other wandering mobs. In this case you may want to draw aggro and then turn a corner or run behind a pillar so that the mobs need to approach you before resuming their attacks. It's often unnecessary, but it's a good trick to keep in mind.

*You don't really want to pull mobs inside of melee range of the healers/ranged dps; that's a bit overkill particularly since many mobs have cleaves or AoE abilities like whirlwind. Just another good reason why it always pays to know what kind of mob abilities you have to put up with BEFORE you enter an instance.

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