
08-07-2008, 03:48 PM
|  | The Rofltank | | Join Date: Apr 2008
Posts: 57
| | | TBC: A Look Back With the upcoming Wrath of the Lich King looming over WoW's player base like a giant pink bat (if you catch that reference you're damn good), there's a lot of talk around here recently about "design philosophy" and class balance. A lot of the talk is not very constructive, but it does not have to be that way. With all of the encounters of TBC currently in-game and cleared, this is an excellent time for the tanking community to step back and evaluate each fight from the perspective of each of our current tanking classes. I suggest that we do this as an exercise to really get to the nitty gritty of what IS good design, and what ISN'T. Who knows? Perhaps Blizzard will take some cues as to what we find fun, and what we do not. In order to keep things organized, I will list all the bosses of TBC. If you wish to take part in this project
1) Choose a fight to analyze (one that you have completed)
2) List each phase and the bosses abilities
3) Evaluate the tactics you used in the encounter
4) Present your opinion of the fight from the perspectives you feel qualified to assess
As we manage to find definitive analyses of each fight from each perspective, we will be able to see where each class performed well, performed poorly, was worthless, was necessary, etc.
Bosses of TBC and the perspectives needed [P= Pally, W= Warrior, D= Druid]
Kara
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Attumen and Midnight (PWD)
Moroes (PWD)
Maiden (PWD)
Curator (PWD)
Shade of Aran (PWD)
Illhoof (PWD)
Netherspite (PWD)
Prince (PWD)
Nightbane (PWD)
Intermediates
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High King Maulgar (PWD)
Gruul (PWD)
Magtheridon (PWD)
Tempest Keep
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Void Reaver (PWD)
A'lar (PWD)
Solarian (PWD)
Kael'thas (PWD)
Serpentshrine Cavern
--------------------------------
Hydross (PWD)
Lurker (PWD)
Karathress (PWD)
Morogrim (PWD)
Leotheras (PWD)
Vashj (PWD)
Zul' Aman
---------------
Nalorakk (PWD)
Akil'Zon (PWD)
Jan'alai (PWD)
Halazzi (PWD)
Malacrass (PWD)
Zul'Jin (PWD)
Black Temple
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High Warlord Naj'entus (PWD)
Supremus (PWD)
Shade of Akama (PWD)
Teron Gorefiend (PWD)
Gurtogg Bloodboil (PWD)
Reliquary of Souls (PWD)
Mother Shahraz (PWD)
Illidari Council (PWD)
Illidan Stormrage (PWD)
Mount Hyjal
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Rage Winterchill (PWD)
Anetheron (PWD)
Kaz'rogal (PWD)
Azgalor (PWD)
Archimonde (PWD)
Sunwell
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Kalecgos (PWD)
Brutallus (PWD)
Felmyst (PWD)
Eredar Twins (PWD)
M'uru (PWD)
Kil'jaeden (PWD)
Notable Trash
--------------------
Feel free to comment on any trash of note.
WHEW. That's a lot of bosses. So, I know there are a lot of strong opinions out there; here is your chance to back them up. As a general rule of thumb, it's probably a good idea to start with your assessment of the highest content you've completed; if you've tanked Kil'jaeden, please tell us your thoughts on him rather than Attumen  . If we're going to debate which class is best / which class is getting the least love / which fights are best for all tanks, let's do it right! Perhaps in so doing we will expose which game mechanics work best, and which should be examined. | 
08-07-2008, 03:48 PM
|  | The Rofltank | | Join Date: Apr 2008
Posts: 57
| | Reserved one, just in case.  | 
08-07-2008, 03:49 PM
|  | The Rofltank | | Join Date: Apr 2008
Posts: 57
| | | ...well, one more. In case the idea proves worthwhile. | 
08-08-2008, 11:16 AM
| | Established Registrant | | Join Date: Dec 2007
Posts: 129
| | | A bad design exmple would be pre-nerf Nightbane. It wasn't any of the phases or skeletons that was the problem: it was the fear mechanic. This was back when if the tank got feared then Nightbane would attack the raid randomly until the tank got his attention again (usually a wipe).
He was for all intents and purposes untankable by anyone but a warrior. For druids/pallys to tank him, you had to stack your raid for it: dwarf only priests for fear ward, shammys for tremor totem, pvp trinket, pally-bubble-macro, etc. A warrior could easily stance-dance it whereas a non-warrior required a lot more hand holding and even then it wasn't reliable. And a warrior with fear ward could be really lazy while horde warriors had to work a little harder.
For most guilds, you just left him alive if you coudn't find a warrior to tank him because of that one ability. They might as well have designed a fight where the tank would get polymorphed every 45 seconds.
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hey now
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08-08-2008, 11:51 AM
|  | Sponsor | | Join Date: Aug 2007
Posts: 670
| | | Magtheridon.....good/bad for the same reason. Good it forced everyone to participate and perform thier job in order for the raid to succeed. A single mistake meant a wipe. But if you have 23-24 people playing at the top of thier game and busting thier balls to win and one nimrod screws up, on person's internet connection dies, etc. Its over.
Hydross : here, go get blacksmithing to max level, burn a ton of primals and some nethers and get your resistance up. FOR ONE FIGHT IN THE GAME....the FIRST BOSS IN T5 content. Oh wait....you need TWO tanks with different resists. | 
08-08-2008, 11:57 AM
| | Sponsor | | Join Date: Feb 2008
Posts: 546
| | I always despised the HKM fight...unless you could get 25 people to understand the positioning, timing, and assignments of that fight, it made it ridiculously hard for T4. WTB pocket mage tank  | 
08-08-2008, 01:33 PM
|  | Heavy Hoof | | Join Date: Jul 2007 Location: Kuna, Idaho
Posts: 144
| | | Worst:
I have to agree with Horacio, Hydross. The fight is fun, it's a neat encounter. But, it completely boggles the mind why they created a super heavy resist gear requirement for one fight, and two different types. To even make that crap you need to a) get exalted rep with two factions to have access to the patterns (came naturally but still...) b) gather shloads of stupid mats wasting time that could be spent with the g/f or training the dogs for duck season c) it's useless anywhere but that one fight and d) you need crap from a jewel crafter too.
Best/Favorite:
Al'ar
This is a personal choice. I just love a good smooth Al'ar fight. No deaths, perfect tank movements, minimal flame buffets, smooth transitions on melt armor etc. Nobody noob dying in the fire, it just feels good. Easily my favorite fight in T5, and a throwback to the great multi-tank boss fights of pre-TBC.
Magtheridon gets my vote as the easiest to screw up even for veterans.
Nightbane is my favorite in KZ, dragon fights ftw!
Tidewalker is neat and strangely funny, must be the murlocs
Rage Winterchill is that "hey i've done this before in AQ20" boss
Zul'Aman is cool, I like it there. I view most of the fights as a healing/dps output test though, it's not like you can't brute force several of the boss fights.
I have not gotten very far into T6, so I can't comment on the BT stuff. I can tell you that pre-TBC encounters were just more interesting to me. Just take a look at some bosses like Razorgore, Vael, Maexxna, Prophet, C'Thun, the Twin Emperors, Patchwerk, Osirian, Hakkar, Jin'Do. Fecking Buru! You can't top that, exploding bug brains... awesome. I was disappointed they never upgraded some of that content so you can still raid it for reasons other than nostalgia.
Last edited by kolben; 08-08-2008 at 01:52 PM.
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08-08-2008, 01:42 PM
| | Cow Warrior Thing | | Join Date: Jun 2008 Location: Milwaukee, WI
Posts: 5
| | I'm going to take Archimonde. This fight pretty much sucks for everyone, especially in the learning stages. For melee dps, you need split second reactions or an ability that can take doomfire off yourself (rogue) or you need to be able to heal yourself (druids/shaman/paladins). So, this fight looks simple enough...you stand there and dps the boss.
Don't die, don't get the doomfire debuff, don't crater...doesn't sound that hard does it... What they don't tell you is that doomfire used to be ridiculously unpredictable (i.e...it would drop behind melee and run into the melee immediately), there are spots on the map where your Tears of the Goddess just decided not to work (ranged always had trouble near the fake "walls"), and sometimes, Archimonde would just decide to be a giant jerk and 1 shot your tank. And if people died in the learning stage...you were pretty much out of luck. Even now, with everyone in t6 gear and above, it takes a good amount of coordination to not wipe when more than 2 or 3 people die. Oh yeah...don't forget the fears...the only advantage I really had on this fight as a dps warrior.
I'm sure there have been some guilds that went in there and wiped it out, but for most semi casual guilds...this fight straight up blows. I know, in my experience, I was always the only melee who didn't have some way to get out of the doomfire debuff. As a dps warrior...you just can't really do it.
All in all, this fight did not have a teririble design. I thought the fight was fairly innovative. I think the execution behind the doomfire and knock up abilities was not that great, but blizzard did fix these well and made them work consistently.
My favorite fight - Teron Gorefiend - I could play the construct minigame all day! I was the first person in the guild to get the debuff on our first attempt, and I nailed it. I always hope i get it in the fight. Plus, if I'm dead...I can go make a sammich. 
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08-08-2008, 01:47 PM
|  | Maintankadin | | Join Date: Nov 2007 Location: Italy
Posts: 626
| | | I'll give my 2 cents on one of the most boring fights ever
Illidari Council
Not sure what they had in mind when making this fight... the idea is fine, loads of AoE to move out of, but it's just repeating the last crap for 10+ mins...
On tank side, it's basically a snoorefest unless you tank the paladin.
Specifically:
1) Paladin add: mainly supposed to be tanked by a warrior (spellreflect) and not inteded to be tanked by a paladin (consecration overlap = mad melees hehe). Aggro him and drag him around the room for 10 mins.
2) Priest add: if you are a warrior, maybe this could be interesting to do, since you can actually make urself useful by interrupting. For a druid or paladin, generate aggro for 60-70 seconds, then go afk.
3) Rogue-add: probably inteded to be tanked by a druid or a paladin due to the bubbles (paladins and druids got a way to pick him whenever he's bubbled, warriors have troubles if he gets BoP), it's like, hit him, afk 60 seconds, hit him, afk 60 seconds, repeat...
Snorefeast, really.
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<Guardians Clan> Main Tank, 4/6 Sunwell
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08-08-2008, 03:49 PM
| | Registrant | | Join Date: Oct 2007
Posts: 32
| | | The priest add for a warrior is only barely more exiciting, since you still spend time not attacking during Reflective shield and Melee immune shield.
Honestly that fight goes on about 5 minutes to long.
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