Wednesday, October 10, 2007
On Tankadins (an Alliterative Aggro Addendum)
Okay, since a couple people pointed out the lack of Tankadins in the previous post, let me address them.
They are exactly the opposite of what I said before.
Tankadins start with full mana, like you. Unlike you, they don't have a huge honkin' pool of blue to burn through. They do, however, have abilities that let them regain mana - by being healed, hit, and hitting back. That being said, Pally tanks can have Oom issues. And that's where the fun begins. And by fun, I mean mobs flying everywhere and wiping you.
A pally tank has a much more difficult balancing act than a bear or warrior tank. Bears probably have it easiest - armor, stam, dodge. Strength/AP to do more damage and thus more aggro. That's about it. Warriors have to incorporate block/parry into that, but are otherwise much the same. A pally tank has to balance everything a warrior does, plus int, spell damage, and mana/5. That's a TON of stats to be concerned about. And thus, it means there can be a few different things that you need to be concerned about.
If the pally is well balanced, you should be fine except possibly in long fights. Once you're partway through a long fight, make sure you start paying attention not just to the amount of threat on the pally tank, but the RATE of threat. If that drops sharply, your tank is OOM, and you should be ready to back off. If you can, toss a HoT or two on the tank - this will save your healers some mana, but it will also provide a steady stream of mana back to the tank, which is in general more valuable than a large chunk at irregular intervals. Of course, if a fellow druid is healing the tank, he's probably got this going on already. :D In a worst case scenario, you could innervate, but Paladins are one of the classes which benefit least from this, and hopefully your tank has done his job and balanced his equipment, making this unneeded.
Paladins also generate a lot of their aggro by BEING hit. So, if your paladin tank is having aggro issues but is taking the hits fine, skip insect swarm. More hits = more aggro for the pally.
Also, AOE tanking is where the Paladin's ultimate strength lies. They completely outstrip warriors and druids for holding AOE aggro. This is especially good for healing them while they tank two or three or nineteen mobs. For fun, a Pally friend who was a Tankadin at the time and I cleared the entire lower platform of blood elves on the south platform of Black Temple (after we killed the elite). It was great fun.
Apart from that, the rest of the advice still applies - early on, be conservative, although the tank will probably be generating enough aggro so that you can go a lot quicker at first. Later on, ride the 110%-120% line. And again, to reiterate, talk to your tank! Paladin tanks are perhaps the most complex tanks in the game, but they definitely hold their own.