One of the most oldest, unanswered requests for Warriors in PVP was to have Taunt work on players, forcing them to switch targets---just like how Feign Death and Vanish (well, when Vanish works correctly) drops you as a current target from an opponent, Taunt (and Druid Growl) would mess with targeting and might make the difference in soaking up that key ability or spell---literally taking one for the team and giving a new tactic for those poor Protection Warriors that still dabbled in PVP.
But nope, not happening---the reasoning Blizzard gave was they didn't want to mess with how players controlled their characters. Which is sort of treading a fine line, with all the CC that's readily available for use and abuse, especially if intelligently managed with diminishing returns.
So is there no tanking in PVP? Well, not by pure PVE mechanics anyway. If there's only one thing I learned in 3 years of grinding 2x Marshals and playing on 3 different Arena teams, it's that everyone needs to learn how to "tank" when the moment calls for it and when it is strategically beneficial.
Not just the Warriors, Druids and Pallies. Everyone. Healers, yes. DPS classes, yes. Cloth and Leather when up against Physical DPS classes? Yes. Mail and Plate when up against Magic DPS classes? Yes.
How? Let's remember the basic goal of tanking---to mitigate incoming damage while generating threat so it stays that way.
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Mitigation:
We'll focus on the first part for now, the mitigating. If you read PVP related articles, strategies and blogs, you'll probably be tired of hearing "Stamina and Resilience"---but for good reason. Stamina gives you the HP pool to not be on the floor for most of your PVP career (being on the floor = not contributing to PVP objectives), and Resilience boosts your survivability by lowering crit chance and crit damage (and soon to be DOT damage) against you. There are a few other specific stats for each class that improves PVP mitigation, but every class benefits from STA and Resilience.
In general, your PVP opponents like to frontload their damage abilities. While 1-2 shots are hardly common anymore in TBC WoW, there still is the issue of assist train focus fire which can blow through your HP at an alarming rate. A good benchmark for your STA is the following:
1) If you can survive the duration while your support is CC'd (average 6-10 sec via Fear/Silience/etc.).
2) If you can survive while 2 or more classes are throwing their high DPS cooldowns on you (AP POM Pyro, Mind Blast SW:D, MS Whirlwind Autoattack, etc.).
3) If you can survive long enough to use defensive cooldowns and abilities to stunt their offensive and turn things around in your favor.
When you stack STA, pay attention to the abilities and talents that offer you more value for your STA itemization: Locks have Demonic Embrace and Fel Stamina in Demonology, Rogues have Vitality in Combat, Hunters have Endurance Training and Survivalist in BM and Survival trees, etc.
Add in Resilience, which makes each point of your STA even more valuable by reducing stringy bursts:
1) Resilience makes it easier for you to be healed through, especially with MS or Wound Poison debuffs.
2) Resilience makes it easier for your support to not spend 100% of their time babysitting you, giving them options to use other abilities (eg if you have high Resilience, your Priest can split time between healing/shielding and dispelling/mana burning).
3) Resilience makes it so your side's resources (rage/energy/mana/time) are greater because you can outlast and potentially use and reuse more abilities and cooldowns.
When building up Resilience, pay attention to the abilities and talents that offer you "fake" Resilience (things that don't show up on your Resilience stat but work in similar ways)---Locks have Shadow's Embrace and Demonic Resilience in Affliction and Demonology, Druids have Survival of the Fittest and Natural Perfection in Feral and Restoration, Priests have Blessed Resilience and Shadow Resilience in Holy and Shadow, etc.
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Virtual Threat:
The other part of tanking is threat, and those dedicated to PVE know it so well. Having that big mob not run rampant through your raid makes healing and dps so much easier. However, for PVP let's consider "threat" when it comes to non AI:
1) Players want to kill you.
2) Players want to kill you if you heal.
3) Players want to kill you if you are on their healers.
4) Players want to kill you.
This is pretty basic to understand---ever zone in a BG as a PUG healer and you have seemingly everyone's attention? The other side wants your blood, and your side wants your blood if you don't keep them alive. This is called Virtual Threat, you are high on the threat list to off because of your basic abilities---virtual because you didn't even have to do anything to generate it. You can be pretty sure that the other side's battleground chat has "kill the healer" at least once.
In Arena it's slightly different, as being a healer doesn't always make you the first target---in fact it's usually squishy DPS that has the highest threat because a DPS target under fire does less DPS when hindered and if killed, that's a whole lof of DPS your team doesn't have to deal with.
In the opening moments of an Arena match, we size up our opponents quickly---weighing their class (that Priest can Mass Dispel which is bad for our Pally's bubble), spec (that Mage has Ice Barrier up so he has Iceblock and will be able to get out of an assist train), and gear (that Lock is wearing Frozen Shadowweave and PVE stuff, he should be easy to gib). This is done on the fly and never perfect, but fundamentally we are assigning threat values and building a strategy.
More importantly and more complicated, understanding this virtual threat will help you in your tanking and surviving, as well as avoiding wasted time on a fruitless attack strategy.
The first part---assist train focus fire sucks for any class, but what if you already knew that it was coming? What if you knew, based on virtual threat understanding, that the opponents are going to do X Y Z against you? You could prepare yourself mentally and have a systematic way of using your cooldowns and abilities to best counter. Your team, knowing that you'll be focused on, can then manage their play and tactics to cover you in the moment of weakness and get through it.
When running Lock/Pally/Warrior in 3v3, I very quickly learned to recognize our threat to the other team and it's won quite a few games. Against melee DPS, I'm the highest threat, being cloth (even with Soul Link and high STA/Resilience) and my magic DPS ignores their Armor. Knowing this, I switch to kite/disruption mode because I know I'm going to have players on me. Playing when there is 2 DPS on you is vastly different from no harrassment---I stick mostly to instant casts and only use spells with casting time in the small windows where it's safe from pushback or silences. This also helps my Pally as he knows where most of the damage to be healed through is.
Against caster DPS, our Warrior is highest threat, as Plate does nothing extra burst Magic and his DPS works great against cloth. Good Warriors seeing stacked casters need to prepare themselves to 1H/Shield and Spell Reflect more than they would in a normal situation. In addition, our Pally knows his own threat level---that is he knows the team will try and CC him at the right moments in order to get our Warrior down. In this way, we can all work together in making sure that they never have that ideal moment and their plan fails.
The second part of sizing up virtual threat is learning to not play into their game because it goes 2 ways. In other words, some teams will recognize who on their roster is "high threat" and use this to their advantage, a black hole of sorts in regards to soaking in damage and cooldowns from the other team. In a random match against War/Pally/Shaman, we usually try to focus on the Shaman because of the threat of Purge and Windfury Totem---yet we've lost to some teams of this makeup because that's exactly what they wanted. A quick Armory search and we see that their Shaman has 300+ Resilience and is built to tank, we look at their Pally and.. oh 1800 Heal but only 100 Resilience. Even though they have a bubble, it was very easy to focus and force it quick (not optimal Divine Shield) in the next rematches that were won.
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In summary, PVP means no scripted events, which means everyone tanks at some point especially if they are high threat to the other team. Gearing up appropriately so you can survive while at the same time learning how to play under fire and override the other team's strategy will greatly enhance your PVP experience.
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Posted By Megan to
Out of Mana at 9/19/2007 03:29:00 PM