Icecrown Citadel: Is tanking getting dull?

So, yesterday I was pondering what makes the tanking side of a raid encounter fun for me. And the reason was that I spotted this thread on the official forums, where an old school raiding tank is finding that the ICC encounters fail to thrill.

…on most of these fights I would much rather just be <…> a DPS spec in DPS gear than having to spend the vast majority of the fight in tank spec in tank gear, doing <poor> DPS, <…> just waiting for that very brief moment or two where I actually may have to do something that requires me to be at my keyboard.

Now that’s fighting talk, but does it speak to a design change in the encounter design. Is Blizzard deliberately trying to make room for at least one less demanding tanking role in the raid?

I thought I’d go through some of the fights and pick apart his thoughts.

1. Marrowgar. The saberlash mechanic (which requires all the tanks to stand on top of each other and move together as a group) is familiar to TBC tanks, but I think this is the first time it has been used in Wrath, at least in a way that required the tanks to move around. I disagree with the poster on this one, I think it’s fine. It isn’t hard per se but it’s an interesting challenge in teamwork to stick together.

I also think he’s rather hung up on MT (main tank) vs (OT) designation. On this particular fight, all three tanks are main tanking. It’s mostly irrelevant who actually has aggro.

2. Lady Deathwhisper. Phase one involves lots of add pickup, plenty of work for all the tanks and again not a clear MT/ OT designation. Phase two involves some tank switches and taunt rotations, plus trying to avoid ghosts. Again, same job for all tanks.

Again, quite a fun fight for tanks. Plenty of running around at the start followed by a more focussed rotation in phase 2.

3. Gunship. Jobs for at least two tanks here, one to defend the home ship by picking up adds, and one to jump across and stop Muradin from trashing the rest of the away team. Not a lot for a third tank to do, true.

Again the MT/ OT designation is irrelevant. It isn’t clear to me that one job is harder than the other, depending on how good you are at managing your rocket pack. I find this fight quite fun, so not really seeing the hate.

4. Saurfang. Again two tanks with identical jobs which involves another taunt rotation whenever a named debuff lands on the other tank.

This is a genuinely dull tanking fight, I can feel myself falling asleep sometimes. But coming after some fun fights, it’s OK to have a change of pace and let the ranged dps have some fun. Again, I’m not seeing which is the MT or which is the OT.

5. Festergut. Another fight which involves two tanks with identical jobs. Tank for a bit, then go dps for a bit.

This is probably more fun for tanks who can actually put out some decent dps when they aren’t tanking. I’m sure it’s a blast for druids. The taunt rotation mechanic is starting to seem repetitive.

6. Rotface. The offtank here has by far the more fun and demanding role, because they get to kite oozes around. The main tank sits on the boss, and tries to stop it puking on too many people.

7. Putricide. There’s some fun abomination driving for tanks in this fight, but phase three is yet another tank switching taunt rotation.

8. Blood Princes. I’ll tank skull, you tank star. The ranged tank looks to have the more fun job here. DPS are required to switch targets and avoid ranged attacks, moving out of fireballs and such like. The non-ranged tanks mostly stand still.

9. Blood Queen. Not quite a saberlash effect but something similar. 100% of the damage done to the main tank also goes to the person closest to the main tank (who will have the blood mirror debuff.)

This is the fight that drove the original poster nuts because his job was just to stand there and take damage. While he could interact with the boss (ie. hit her), he didn’t really feel it mattered. He also couldn’t take part in the fight’s  key mechanic, getting infected by vampirism and having to bite people, because the off tank is immune.

Even if the damage was worth mentioning, my role can still be easily accomplished if a rock was playing my character.

So what’s the verdict?

I haven’t tried all these fights myself yet, but the one I am really looking forwards to trying is Putricide if I get to drive an abomination. The others – maybe he has a point. There is a lot of repetitive tank switching, it’s true. I could see myself volunteering for DPS duties (which would be easier to justify if I could get my Arms dps up a bit) because many fights do sound more interactive for them.

But – we asked for more fights that required several tanks. We said that we didn’t want any more fights like Malygos where the off tank has very little to do. We said we didn’t want more fights like XT where one tank could comfortably manage both boss and adds. And the devs listened.

So what changed? Is it just that we wanted more interesting jobs for those off tanks, or that now we’ve been able to gear up our dps offspecs so feel more able to volunteer for whichever role looks to get a more interesting encounter? Or is this part of Blizzard’s plan to make tanking more accessible and to spread the encounter difficulty between roles more evenly.

Either way, until we’ve seen the last wing of the Citadel, we can’t come to any final answers. But that tank switching mechanic is definitely getting dull.