Early Cata Observations:
1) Tanks need to glance at healer mana bars before pulling. At marginal gear levels, at least, healers need to replenish after every serious fight. This does have an upside; we get to use our CDs on almost every fight!
2) In normal dungeons, the trash fights are much harder than the boss fights, but this flips in heroics. Normal dungeons, then, are an opportunity to study the boss mechanics before they become deadly.
3) CC is truly the order of the day. In heroics, especially, we are sheeping selected mobs on every trash pull. The challenge for tanks, then, is creating threat on other mobs without breaking CC on the sheep. Separating mobs, careful placement of DnD, and watching the radius of BB and Pestilence are all important skills to develop. In guild runs, we have actually been letting the hunter pull using freeze-traps, with me grabbing the other mobs after. This will get easier once we have all the pulls memorized; right now (since I can't just charge in to drop DnD) I spend a lot of time figuring out which mobs will charge us and which will need a Death Grip.
4) Like tanking, healing now requires much more skill. I have more success with lower-geared and even lower-level guildies from our core raid teams than healers with higher stats that I've pugged. Consequently, I am less likely to take advantage of the instant tank-queues in the dungeon finder and more likely to wait for a guild run (especially for heroics).
5) Dark Simulacrum is FUN! Just wish I had more time to see exactly what I was throwing back at the caster (just for the fun of knowing). Death Knights are truly positioned to be THE optimal tank for caster fights, with Death Grip, Mind Freeze, Stragulate, Anti-Magic Shell, and now Dark Simulacrum... yeah, the clothies must hate us

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