2008-09-15 14:58:23
I recognize that numbers haven't been completely finalized, and numbers are easy to change post-facto if things are out of whack. But I'm trying to formulate a list of issues that paladins are most definitely going to have in terms of boss tanking.
These issues come about because there's 2 primary abilities that could be neccessary that all 3 other tank classes will have, but paladins do not. In the case that every single other tank class has these mechanics, it's not a matter of homogenization. It's a matter of not having the tools required to do the job, and the problem that there is an assumption (due to the fact that all other tank classes have the abilities) that we do. And these jobs might exist now, or they might exist in the future. But from what I can tell, encounter designers have already started to make assumptions that "tank" classes will have these abilities.
#1: A single target taunt. Deathknights were given this because death grip was too difficult to use, and somewhat gimmicky. Warriors have taunt. Druids have Growl. We have righteous defense.
The problem: There are times, already apparant, when you need to taunt a single monster, when the person it is targetting has more than one monster aggro'd on him. This is impossible as a paladin. Take 10man 4 horsemen. 2 tanks need to taunt off eachother. 2 warriors, 2 druids, or 2 deathknights would be fine in this instance, each would taunt the boss they need and go about their business. 2 paladins would be near impossible: one paladin would taunt off the first, and have both attacking him, and then the other would taunt both back off of him, since there is no way to taunt a single monster.
#2: and less important, a spell interrupt.
This is less important because other classes can technically cover for you. But in some situations it's not feasible to force a DPS to interrupt when they might be otherwise fully taxed. Warriors and Deathknights have excellent interrupts, druids have to fanagle a bit to feral charge. But all of the other tank classes have an option. Paladins, if the mob is not stunnable (or undead) have none.
In short, to overcome these shortcomings (and thus not have to sub out a paladin that you might otherwise have no problem using, for some fights because they dont have the tools) one of two things has to happen for each ability.
For the taunts, either no boss encounters should assume your tank(s) have a single target taunt. Or else paladins should be provided a method of taunting a single target.
For the interrupts, either no bosses (except undead) should assume your tank(s) have a spell interrupt. Or else, paladins should be provided a method of interrupting spells.
Otherwise I think, mechanically, tanking can probably manage alright.
These issues come about because there's 2 primary abilities that could be neccessary that all 3 other tank classes will have, but paladins do not. In the case that every single other tank class has these mechanics, it's not a matter of homogenization. It's a matter of not having the tools required to do the job, and the problem that there is an assumption (due to the fact that all other tank classes have the abilities) that we do. And these jobs might exist now, or they might exist in the future. But from what I can tell, encounter designers have already started to make assumptions that "tank" classes will have these abilities.
#1: A single target taunt. Deathknights were given this because death grip was too difficult to use, and somewhat gimmicky. Warriors have taunt. Druids have Growl. We have righteous defense.
The problem: There are times, already apparant, when you need to taunt a single monster, when the person it is targetting has more than one monster aggro'd on him. This is impossible as a paladin. Take 10man 4 horsemen. 2 tanks need to taunt off eachother. 2 warriors, 2 druids, or 2 deathknights would be fine in this instance, each would taunt the boss they need and go about their business. 2 paladins would be near impossible: one paladin would taunt off the first, and have both attacking him, and then the other would taunt both back off of him, since there is no way to taunt a single monster.
#2: and less important, a spell interrupt.
This is less important because other classes can technically cover for you. But in some situations it's not feasible to force a DPS to interrupt when they might be otherwise fully taxed. Warriors and Deathknights have excellent interrupts, druids have to fanagle a bit to feral charge. But all of the other tank classes have an option. Paladins, if the mob is not stunnable (or undead) have none.
In short, to overcome these shortcomings (and thus not have to sub out a paladin that you might otherwise have no problem using, for some fights because they dont have the tools) one of two things has to happen for each ability.
For the taunts, either no boss encounters should assume your tank(s) have a single target taunt. Or else paladins should be provided a method of taunting a single target.
For the interrupts, either no bosses (except undead) should assume your tank(s) have a spell interrupt. Or else, paladins should be provided a method of interrupting spells.
Otherwise I think, mechanically, tanking can probably manage alright.

Thorene!
