Posted 12 November 2008 - 01:46 AM
Hi, everyone, like a few others I've been lurking here watching the discussion, without being sure I had anything substantial to contribute.
I've seen a lot of discussion here about how to scale as a tank in Rogue gear and I'd be happiest to see those options which see us taking loot from a variety of sources to increase our opportunity to pick up loot and our ease of getting vital items, which has been something of a problem in BC, with having to wait for a specific staff item to drop to give us a real weapon upgrade.
The discussion of mitigation in the form of Time To Live has been illuminating for what gear I'll be needing to tank in for the future, but what I haven't seen is a discussion of what else we can do to improve our situation if this gear isn't provided and tanking becomes a matter of why we should be taken as a tank, when others can do a better job with their stats. In other words, how to convince Raid leaders it is worth taking us, when our spots are not already cemented. I'm well aware this is a perpetual argument and that skill and raid-integrating personality plays a large part in this; what I haven't seen is a comparison of how fast a boss goes down when we're tanking. We have arguably got a fair damage boost on the other classes even with Lich King and the other classes catching up on us for damage, so perhaps we need to be thinking of our contribution not only in terms of Time To Live (TTL), but also in terms of Time To Boss Death (TTBD), which is an important factor when racing Enrage timers with progression gear and is a real reason to look at taking a Druid tank. It doesn't fix the itemisation issues, but it does mean a TTL/TTBD equation may become relevant. If a boss dies faster when we tank it, is our mitigation worth slightly more to us in the greater context of preserving healers' mana pools and potion cooldowns, etc? Any way we can make complex issues of our class simpler to explain to non-Druids and reduce the perception our "nerfs" make us "inferior" tanks now is a good one. I honestly have no idea what sort of a difference TTBD makes for us.
I fully support the moves suggested to give us reason to stack DPS gear in our armor slots, since that's what Blizzard wants us to have access to, I also support it in terms of giving us a decision to make for the Trinket/ring slots. Choice is good and having access to DPS gear in these slots allowing us more opportunities for drops to improve our tanking is a good thing and means we can be firm in leaving the parry/block/defense items for our tanking brethren inother classes. Improving multiple tanks on one Boss kill is something which would have proved remarkably difficult in BC and if we can somehow come out as a Tank/DPS hybrid, yes all the other classes will whine a bit, but we will pick up the things Blizzard is intending for us. Also, nothing will really have changed. In BC, we already had a significant damage advantage over other tanks and it helps reduce my most hated aspect of BC, running around with 3-4 bags of gear in instances just in case. Thank you to the people who've suggested the mechanics by which we could gain noticeable benefit out of stacking DPS gear through AP, Agility, armour and crit.
As for the improved LotP idea to give us extra health on a crit, we already have this mechanic in place with the Innervate glyph, where we get a proportion of the mana ourselves. I know this mechanic changed recently, but it can clearly be done to benefit the caster. Whether it can be done to benefit only the caster as proposed or it's not as imbalanced as we might think compared to the paladin equivalent is difficult to say. Differences between the classes are vital to the shape of the game and giving Tanking druids a bonus to their capacity to heal themselves is very muchin the spirit of Frenzied regeneration. Hmm, that's a point. We could potentially remove the cap to LotP while Frenzied Regen is up, to increase the use of our panic button and enhance something we already have use from. May lead to us needing a slightly different cooldown for Frenzied Regen, but it's a workable idea.