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0s today today we're going to rank the six
4s tanks in battle for Azeroth beta I feel
16s like the two most noticeable changes to
18s tanks in BFA are the new gcd and threat
22s the gcd definitely hurts more on some
25s characters especially those with charge
27s instead of a leap for mobility and it
31s definitely has changed the way I start
33s my polls threat is a thing now and
35s doesn't seem to be consistent among all
37s of the tanks yet on beta
39s generally speaking well we're not in the
41s realm of Vanilla's wait for three
43s Sundays before you DPS people have
45s definitely been trained for the last few
48s expansions to go all-out on or before
50s the pool and it's commonplace to be tab
53s targeting and chasing down red v bars
55s throughout trash fights anyway for this
58s ranking video I played around with all
60s of the talents then chose a couple to
62s feature in this video that I felt had
64s some of the bigger impacts on gameplay
66s it probably also bears mentioning that
69s the talent choices I've featured here
71s are by no means my recommendation or
73s even my preferred builds I appreciate
76s that Blizzard is still working on
77s fine-tuning things and will continue to
79s do so will after launch so I focused on
81s skills that seem to offer the most
83s button-pushing variety the last things
87s I'll note is that I'm comparing the six
90s tanks to each other in BFA and not today
93s Legion iterations I've also not made
95s this an exhaustive list of every amazing
98s and not so amazing spell they have
100s because I just don't have the time in
102s all honesty what I'm hoping is for this
104s video to start a discourse in the
106s comment section below where people can
108s discuss the finer points of each tank
109s from their own experiences and research
111s and chip in with their predictions for
114s mythic Keystone's and reading my aim for
117s this video is to provide a springboard
118s for further discussion on the state of
120s tanks in battle for Azeroth and
121s hopefully together we can decide what
124s we're going to mean right Oh enough of
126s all that preamble let's get into this
128s ranking
131s [Music]
136s for baseline defensive abilities demon
139s spikes is a purely defensive ability
142s that boosts both armor and parry and is
145s affected by our mastery fiery brand is
148s an offensive and defensive spell that
150s feels great to use and last but not
152s least there's the dramatic metamorphosis
154s that generates a nice amount of pain as
157s for talent options most of the good ones
160s will be covered when we talk about
162s self-healing but the last tier does have
164s a few to choose from last result is the
167s purgatory style get-out-of-jail-free
170s card
171s void river rolls in nicely with a non
174s Spirit Bomb built as the sole barrier in
177s mythic Plus demon hunters are a bit
180s ahead of death Knights on the damage
182s mitigation front again their forties and
184s their reactive healing so them sitting
187s at about 50% mitigation isn't that bad
189s really
191s for baseline offensive spells it's
194s really only throw glaive these days
197s which also ends up being a filler in the
199s standard rotation as with monk our base
201s rotation already yields great dps and
204s with the various serials at our disposal
206s we're about as offensive as you can get
209s in terms of talent options we have sigil
213s of chains was useful here and there but
215s I attended more toward quickened sigils
217s for the added DPS along with flame crash
220s Spirit Bomb pops up again here to being
223s one of those nicely blended offensive
226s and defensive spells amid the Plus we
229s were on top of the charts on both trash
231s and bossed image as with death Knights
235s demon hunters are all about the
237s self-healing they shine in particular
239s and trash fights when running the Spirit
241s Bomb talent speaking of talents there's
243s a few that seemed to synergize well such
245s as soul rending and gluttony and the
248s aforementioned Spirit Bomb with fallout
249s and fracture overall I felt I couldn't
252s really go wrong with the combinations I
254s picked and felt pretty comfortable
255s indeed pairing the strangest of talents
259s together to see when my demon hunter
261s would break so to speak he never did in
264s mythic paths trash fights had demon
266s hunters sitting pretty with death
267s Knights in
268s terms of healing bots encounters had
270s them slightly behind but slightly ahead
272s of warrior Andrew what's not to love
275s about our mobility especially good as a
278s fact our leap can be used in melee range
280s as a dps best and Mac rowing it for even
284s more control makes it another must-have
286s for my dream
287s Voltron style Opie tank that one day
290s Blizzard will let me design for them I
292s mean really how much fun would it be to
295s have a tank with the grips of a DK the
297s mobility of a demon hunter
298s the CDs of a pally need I go on
302s for the most part I always had a button
305s to push when I needed to grab some snap
308s threat but there were a few occasions
310s where I had to wait a second for things
312s to come off CD we're close but not quite
314s on the reactive level of a druid swipe
317s spam in terms of utility having sigils
320s their cover and AoE silenced AoE stun
323s and when talented an AoE grip we bring
327s some nice trash mechanics to be sure
329s consumed magic allows us to remove a
331s beneficial magic effect and get a bit of
334s resource back as a result CC comes in
336s the form of imprison and we also bring
338s the extra 5% magic damage to the
340s encounter with chaos brand demon hunter
345s is most definitely the flavor of the
348s month on beta and with good reason that
350s damage is fantastic their healing is
352s amazing and their mitigation more than
354s respectable after that their mobility
356s and responsiveness to pretty much any
359s unforeseen circumstance and it's little
361s wonder I had a great time on Dage
363s there's also something exciting about a
366s reactive tanking style that's also
368s reliable things may get hairy suddenly
371s but I never doubt that my demon hunter
373s will pull through
376s [Music]
380s for baseline defensive abilities should
383s or the righteous is a nice balance
385s between offense and defense and can be
387s used without a target it increases our
390s armor and is boosted by Avengers shield
393s judgment also reduces its cooldown
395s making for some nice synergy we also
397s have ardent defender divine shield
399s guardian of ancient kings and our
402s dependable mastery which reduces
404s incoming damage and increases block
406s chance while also boosting attack power
409s as long as we stand in consecration in
412s terms of talent options we have holy
414s shield in the first tier which is great
416s for handling magic damage Blizzard
419s hammer also offers some consistent and
421s reliable mitigation against auto attacks
423s blinding light in the third tier saved
426s my bacon on numerous occasions when
429s extra mobs were pulled beyond my
431s consecrate listing a spell warding in
434s tier 4 is a reliable pick when there's
436s need for magic mitigation and last
439s defender in the seventh tier one out
441s over seraphim for me personally with my
443s low haste gear in mythic Plus paladin's
447s sat comfortably in the top spot for both
449s trash and boss damage mitigation for
453s baseline defensive abilities avenging
456s wrath is all a girl could ask for in
459s terms of talent options we have I opted
464s actually to run with the first tier
466s blessed hammer a fair bit in my parks
468s because it's radius was nice for picking
471s up stray mobs that were just outside
473s consecrate the threat I quite often
476s needed an extra button to push and so
478s fill two crusaders judgment more often
481s than not in mythic buffs we're
483s definitely sitting pretty either in or
486s near the top of tank damage meters which
488s also helps a fair bit with maintaining
490s threat throughout a dungeon paladin's
494s have a pretty solid toolkit for
496s self-healing between light of the
498s protector and its talented version hand
501s of the protector these usually an
502s instant heal sitting there ready and
504s waiting and if that isn't the case we
506s can also go for the righteous protector
509s talent for other moments there's good
511s old flash of
512s and the crowd-pleaser lay on hands in
515s myth applause Polly's appear to be
517s middle-of-the-road in healing however
519s their ability to use all of their heels
522s on other party members gives them huge
524s brownie points in my book selfish demon
527s hunters with divine steed and blessing
531s of freedom it's hard to keep a good
532s paladin down of course if you're a race
535s nut and are after some more pony action
538s there's the talent cavalier with that
540s said nothing really compares to demon
542s hunter mobility with consecration being
546s on a delightfully short CD it allowed me
549s to very quickly react to situations
550s where I needed to move and pick up extra
553s mobs or to avoid a boss mechanic without
556s feeling like I was missing out on our
558s mastery additionally blizzard hammer is
560s almost as spammable as the Druids swipe
563s and excellent at grabbing some snap AoE
565s threat as for utility well I personally
569s enjoy the Paladin repertoire we may not
572s have AoE grips but we offer a nice
575s variety of abilities that aren't as
577s niche as others blissing a protection is
579s great in both raid and five main content
582s blessing of sacrifice equally so if
584s someone gets stuck in the mud there's
586s blessing of freedom and if they have
588s been affected by some mud-born loogie we
591s can toss out a cleanse toxins and let's
594s not forget the matrons hammer of Justice
597s I don't know what it is about paladins
600s but I always feel like I'm coming home
602s when I start playing prot maybe it's
604s because this is my progression rating
606s spec back in the day but or maybe it's
608s because they're just good whatever it is
610s I consistently had solid pug runs on
613s this guy
622s when it comes to baseline defensive
623s abilities meri rend is much more of a
627s user or loser defensive ability with the
630s lower haste of early bf8 year but as
633s with the paladin's shield of the
635s righteous I appreciate the balance of
637s offense and defense our mastery provides
640s a physical absorb each time we heal with
642s death strike and I felt like DK health
645s was less spiky as a result that said it
648s also means fewer of those exciting
650s massive deer seals anti-magic shell is
653s like a supercharged Warriors spell
655s reflection and in my mind far more
658s useful - despite the longer seedy
659s dancing rune weapon provides a nice
662s amount of parry when you need it
664s the empiric blood and icebound fortitude
667s to remain two of my favorite defensive
668s cds for tanks as for defensive talents
672s we have Val bulwark and tombstone in
675s tier 3 they're interesting choices on
677s paper but I wound up using ossuary most
680s of the time with my little haste gear in
683s the 4th tier I definitely got the most
686s bang for my buck out of wool of the
688s Necropolis / anti magic barrier and rune
690s tap though the letter was nice for some
693s of the hard-hitting thrashing bosses
695s when I was too lazy to kite bloodworms
697s and tier 6 is a nice alternative to
699s voracious and resulted in less / healing
703s overall however I will say that my
706s all-time favorite ability has been bone
709s storm which is by far the most fun heal
713s to use in big trash packs in mythic loss
716s decays aren't really about mitigating
719s damage so much as recovering from it so
721s they usually set around the level of
724s monk on that scale for baseline
727s defensive abilities death-grip is great
730s because it adds an extra 400 percent
732s threat on top of the van nerfed 350
735s percent that tanks are dealing with in
737s bf a down from 900 percent and Legion
740s unfortunately it's also on the half
742s second GCD which well not as bad as it
746s could be dip catch me out on occasion
748s personally I feel like tank abilities in
750s gen
751s much less those that also have their own
753s CD shouldn't be held to the same GCD
756s needs of DPS classes but that's for
758s another video in terms of talent options
761s we have nothing much of notes aside from
765s the DVS granted by bone storm in mythic
768s loss the death knight dps at around the
770s middle of the tanking pack on boss
771s fights and a little lower for trash
773s which I attribute to the gaps in D&D
776s casts Deathstroke feels more like the
780s old druid frenzied region allowing for
784s some extra skill level when reacting to
787s recent incoming damage it also works
789s well with our mastery in that we are
791s rewarded with bigger absorbs when
793s everything lines up in mid leap us death
796s Knights sit comfortably in the top spot
798s which isn't all that surprising
802s amazingly we have added mobility which
806s is the only reason I didn't give them 1
807s out of 5 deaths advanced is a baseline
811s ability granting 30% movement speed for
814s 8 seconds and if that isn't enough
816s the Wraith hawk talent since it sits in
819s tier 5 it should your not require a slow
822s on D&D or more GG's I was felt there was
827s a button of some offensive nature to
830s press when I needed to grab snap agro
832s but didn't decay was often not ready at
835s the start of trash packs with the speed
837s at which we were moving where paladin's
839s have trouble not overlapping
841s consecration I often looked down at my
844s feet wondering where my corrupting
845s influence had disappeared doing in terms
848s of utility we provide a bit of AoE slows
851s which is just as well considering how
853s not great we are at running and a single
856s target 5 second stun that's awesome for
859s uninterruptible trash there's the niche
862s control undead and my personal favorite
865s for abilities my totally opie Voltron
868s style tank must-have golfing's grasp
871s finally the good old everyone has one
874s but that's ok beer is
876s I still enjoy death nights even though
878s they're still lacking in the mobility
880s department I was sad though to see
882s wraiths walk become a talent because of
885s how epic I looked doing the moonwalk
888s this advanced hardly compares with its
890s pretty little purple fart still I'd be
893s interested to see how much of a shift
894s they'll be able toward demon-hunter for
896s hire
897s mythic plus keys given how much more
899s damage they do compared to decays threat
902s isn't vanilla levels but it's definitely
904s a thing groups need to factor in these
906s days
914s in terms of baselined offensiveness
917s ignore pain and shield block are our
920s go-to abilities for magic and blockable
922s attacks respectively in the BFA block
924s model our mastery determines how much we
927s block instead of it being a flat
929s percentage I found demoralizing shout
931s great for trash and use it happily on CD
934s spell reflection is useful when timed
937s well but within only reflecting one
939s spell in a five-second window it does
941s require a certain element of skill and
943s knowledge of the spells mobs or bosses
945s are likely to cast lust down and shield
948s wall our old faithfuls and berserker
951s rage came in handy for Fears and stuns
953s as always I also want to natter a bit
956s about ignore pain it's nice to have the
961s only other resource dependent magic
964s mitigation ability outside of death
965s Knights district but with it being on
968s the 1 point 5 second GCD and with help
971s quickly it falls off
973s I found threat to be the biggest issue
975s on warrior simply because there were
977s times when I needed to use or reuse IP
980s at the cost of an offensive threat
983s generating ability sure it can make us
986s some exciting tab targeting gameplay but
988s after a while I just wanted to give up
991s chasing threat entirely because I felt
993s as if I was sacrificing my own
994s survivability for it anyway rant over
997s when it comes to the talents we have
1000s punished in the first tier that provides
1002s a nice bit of damage reduction on single
1004s target fights or small trash packs
1006s dragon roar in the second tier was
1009s really only useful and trash that I
1011s could slow and cut bolster in the 3rd
1014s tier is great if you can use last stand
1016s well and booming voice in tier 6 worked
1019s really well with how often I use demo
1021s shout and therefore also synergized
1024s really nicely with anger management in
1026s tier 7 in mythic + warriors mitigated
1030s about as much damage as paladin's and
1032s sat comfortably at the top of the
1034s rankings for baseline offensiveness
1036s avatar is nice to use on CD the only
1039s time I really tried to save it was when
1042s shield block and shield slim were about
1044s to line up right after
1045s as for talents unstoppable force in the
1048s second tier was interesting to use for
1050s the duration of avatar the rotation was
1053s then effectively reduced to Thunder Club
1055s and shield slam or a defensive which
1058s wasn't terribly exciting but it got the
1060s job done I suppose in mythic class
1063s warrior DPS seems to sit around the
1066s middle of the pack for both trash and
1067s boss fights the only time self-healing
1072s felt good on the warrior was when I was
1074s so low in content and could guarantee
1076s killing blows in order to profit tree
1078s rush impending victory isn't terrible
1081s per se but it's on a long enough CD to
1084s be less useful than I'd like in mythic
1087s plus it's all about the ignore painful
1089s warriors so even though it's technically
1091s not self-healing it's worth mentioning
1093s that they sit comfortably in the middle
1094s of the healing meters for tanks as much
1098s as I love intervene for some strange
1101s reason I kept getting caught with my gcd
1103s down even though it's only on the half
1105s second GCD there's something about tank
1108s mobility and mitigation being lumped
1110s into GCD rules that I I can't quite wrap
1113s my head around with that said it's
1116s definitely handy to use on allies if you
1118s need to reset taunt in a pinch I found
1122s talent choice is pretty restricted when
1124s trying to optimize warrior reactiveness
1126s dragons rule will be nice and organized
1129s groups but in parks you don't often have
1131s the luxury of being able to save shorter
1133s CDs and Devastator is just frustrating
1137s when you need to grab snap aggro and one
1139s particularly bad Punk I actually sat
1142s there for two or three seconds I think
1144s it was with literally nothing to press
1146s when I desperately needed to grab thread
1149s on something with that said the bf a
1151s rage generation model has a scanning
1153s rage from incoming and outgoing white
1156s damage only so with better gear and
1158s groups
1159s Devastator looks good in terms of
1163s utility or is don't bring a whole lot to
1166s the party outside of battle shout
1167s shockwave and rallying cry intimidating
1170s shout is dangerous to use if fleeing
1172s mobs aren't routed still I do love me a
1175s nicely timed shockwave
1178s where other tanks seem to strike more of
1180s a nice blend of Defense and offense
1183s warrior seems far more binary I'm either
1187s going all-out with damaging abilities
1189s chasing threat at the cost of my healers
1191s sanity or I'm freaking out the DPS by
1194s letting things whale on them while I sit
1196s pretty looking after my own health our
1206s baseline defensive abilities include
1208s stagger which to this day I've never
1211s been a total fan of in dungeons with the
1215s healer it's fine and definitely makes us
1217s less spiky but solo without any sort of
1220s decent gear I really struggled to
1223s essentially out DPS stagger by killing
1226s mobs before they killed me monk DPS does
1229s seem to improve at later
1230s I levels but a big part of that seems to
1232s be rushing Jade wind which feels
1234s overpowered to be truthful there might
1237s very well be nerfed leaving us with an
1238s entirely ho-hum tank the other telling
1242s factor about my low-level struggles with
1244s monk is that staggers scales with
1247s agility making the core mechanic of monk
1250s tanking very very gear dependent anyway
1254s one thing I did enjoy about monk is how
1256s their defensive and offensive abilities
1257s meld seamlessly into one another on the
1261s spectrum of blending tanks survivability
1263s and the DPS they contribute to a group
1266s and one in I feel we have the warrior
1268s working with an either/or arrangement
1271s and on the other end is the shining
1273s example that is monk our brews are
1277s affected by both kick smash and Tiger
1279s palm the former being boosted by Breath
1281s of Fire and all of that is before
1284s talents effected in iron skin brew has a
1287s great uptime and I can feel the
1288s difference when it's not up verifying
1291s brew when AoE tanking tough trash packs
1293s didn't blow my mind the times I used it
1297s at heavy stagger only to have it hit
1299s heavy stagger again one global later I'm
1303s sure that my problems with brews to a
1305s large extent player
1307s era and crappy gear but I really do miss
1310s the days of purifying brew living up to
1312s its name instead of the half-hearted
1314s distillation vibe I'm getting from it
1316s now for divine brew is nice in theory
1319s but the seven-minute CD is a joke
1322s Zen meditation reminds me a lot of the
1325s Paladin talent Aegis of light let's say
1328s I'd like to use it but it's free niche
1331s our mastery gives us dodge when taking
1334s mill a damage or using blackout strike
1336s as well as attack power in terms of
1340s defensive talent options we have light
1342s brewing in tier 3 which is on the same
1345s row as blackhawks brew worked well at
1348s lower gear levels when I prefer to have
1351s one less button to push target I'll
1354s sweep in the fourth tier is fantastic
1357s for both groups and solo a Content
1358s someone black ox statue is useful for
1360s grabbing AoE thread and it's a quasi a a
1364s weak grip but in the end I just felt my
1368s Global's were better used elsewhere in
1371s the fifth year bobbin weave gave a nice
1374s boost to effectiveness of purifying brew
1376s but in solo content healing elixir
1379s reigned supreme finally in the last year
1383s you'll undoubtedly notice that god is
1386s back but sadly it's not that great and I
1388s went up using high tolerance or black a
1390s combo more often in mythic Plus monk
1393s defense was bottom of the pack for both
1395s trash and boss fights
1399s now baseline offensive ability is pretty
1403s much just torch there aren't many
1405s exciting DPS CDs to speak of really
1409s however the base rotation of monks
1411s yields some respectable numbers as it is
1414s which is why I've scored it slightly
1416s higher as for talents we have and
1420s probably be considered the overpowered
1422s rushing Jade wind in tier 6 don't let
1425s the numbers on the tooltip fool you
1427s because this is an in-game screenshot of
1429s my freshen greens level 110 or 120 on
1434s beta I do W is stupidly good in my
1437s experience and I
1439s really had to force myself to try the
1441s other talents on the tear running with
1443s special delivery resulted in my losing a
1445s grow much more often
1447s even with ox statue from the fourth tier
1450s any hits from a trigger-happy dps meant
1453s the mobs went running without said it's
1455s quite possible that rjw will be nerfed
1457s which will make it less of a go-to AoE
1461s threat on the portability but here's
1463s hoping it stays as is in mythic + monks
1467s seem to perform better on boss
1468s encounters than trash packs when
1471s compared to the other tanks for trash
1472s they set pretty much around the middle
1474s but for bosses they equal demon hunters
1476s and DPS monks are really not in the game
1481s when it comes to self-healing while
1483s questing I found it faster to sit down
1486s and eat between pools rather than use
1489s vivify expel harm and any stray gift of
1492s the ox orbs am I playing around
1494s the only time eating was slower was if I
1497s managed the rare celestial fortune proc
1500s which was an abysmal e rare occurrence
1503s indeed in mythic Plus with an entire
1507s talent tier dedicated to healing you'd
1509s think monks would be better at it
1511s alas they sit solidly last on the
1514s healing med emitters in both trash and
1516s boss fights mobility isn't a real issue
1520s for monk but I do prefer abilities that
1523s have a fixed destination be they a
1525s charge or a lead so I don't have to
1528s waste valuable brain cells deciding if a
1530s role right there will send me over the
1533s edge of a platform or enter another
1534s Trash Pack
1535s I need them brain juices for juggling
1538s must stagger with the talent rushing
1542s Jade wind the baseline ability leg sweep
1545s and the good old halitosis
1547s I mean Breath of Fire even running
1549s blackout combo left me with something
1552s always available to push in a pinchy
1554s situation in terms of utility the
1557s aforementioned baseline ability leg
1559s sweep is great and I used it freely CC
1562s comes in the form of paralysis and
1564s should my worth his weight in gold
1566s healer need a health kick I've got detox
1570s at the ready
1571s monks also bring 5% physical damage to
1574s the encounter which is nice I'll be the
1578s first to admit that I'm probably being
1580s unjustly harsh on monks because they're
1584s the one tank I never really gelled with
1586s I'm not sure why because one of my
1588s favorite arcade games growing up Virtua
1591s Fighter had a drunken fist fighter that
1593s I loved to play but for some reason I
1596s just I'd I'm sorry monk sorry
1600s [Music]
1608s in terms of baseline defensive spells I
1611s infer is the go-to ability for any
1614s damaged armored communicate for magic
1616s damage and scary things like massive
1619s trash packs bark skin performs well and
1621s of course we have the good old survival
1624s instincts for those bigger hits when it
1626s comes to defensive talents we have
1628s brambles in the first year which offers
1631s an interesting balance of Defense and
1633s offense passive capabilities incarnation
1637s Guardian of a sock in the fifth tier is
1639s on a three minute CD but that does allow
1642s us to taunt much more frequently and
1644s making it nice for bigger trash pulls
1646s the sixth tier is all about defensive
1649s choices as our pulverize and rend and
1652s tear in tier 7 in mythic busts I had a
1656s bit of a hard time finding bears in
1658s higher keys so my sample size was really
1661s quite small and may not reflect the
1664s actual state of Guardian mitigation
1665s however it's all I had to work with and
1668s it does seem to coincide with my own
1670s testing at lower difficulties so I'll
1672s just wait for folks in the comments to
1674s chime in with more accurate data for
1678s baseline offensiveness yeah as for
1683s talents there isn't a lot to speak of
1685s apart from the good old incon for a time
1689s brambles in Tier one was crazy good but
1692s it's since been nerfed and bristling fur
1694s on that tier is too good to pass up on
1696s at the moment in mythic plus I had the
1699s same small sample size from which to
1701s draw but it did seem to reflect my own
1703s logs at lower difficulties frenzied
1707s regeneration offers a fixed amount of
1709s healing over three seconds my biggest
1712s beef with it is that it's currently on
1714s the 1 point 5 second GCD which is
1716s dangerous for a reactive defensive
1719s ability and since it's not instant and
1721s takes a second for the first 6% tick of
1724s healing to actually do anything it's now
1727s impossible to use it efficiently anyway
1730s our mastery ups our health pool and
1732s healing received while also boosting
1734s attack power it's also worth mentioning
1736s that we have the talents lunabeam
1739s and restoration affinity neither of
1742s which I found particularly exciting to
1744s use amid the class druids seem to be
1748s middle-of-the-pack for healing without
1751s talents drew mobility is really just -
1754s and cat or travel form as for talents
1757s there's Tiger - in tier 2 which makes
1760s dashes - minute CD a more manageable 45
1763s second one kind of like a supercharged
1766s wreath walk really druids always have
1771s something to push for that snap aggro
1773s swept for days when it comes down to
1775s utility druids have an interesting
1778s toolkit but its effectiveness is reduced
1780s by us having to pop out of bear form for
1782s most of them abilities like
1784s incapacitating roar a great for AoE
1787s interrupts but as a stun it's broken
1790s immediately by damage so it loses out in
1792s dungeon and raid content stampeding roar
1795s is great for particular rare ed
1797s encounters that call for mass movement
1799s but that's not such a common requirement
1802s in five man's rebirth is of course
1804s valuable but there are so many DPS
1807s classes that have it bears continue to
1810s be a great gateway tank for anyone
1812s wanting to learn how to be a meat shield
1814s the defensive CDs are easy to use and
1816s picking up snap agro is never a problem
1819s with swipe let me end by saying that
1821s while I've ranked them lower than the
1823s other tanks that isn't to say that they
1825s can't get the job done if all you're
1827s doing is mid-range mythic Plus with some
1830s normal and heroic raiding druid will
1832s definitely get the job done I just think
1834s that when you factor in everything else
1836s I've found that the other tangs do that
1839s and more right so as an addendum to all
1846s of that information I want to provide a
1847s bit of context for this ranking first
1849s and foremost I'm a tank almost
1852s exclusively pugs content which means
1854s whatever class I play I it needs to be
1857s able to switch gears at a moment's
1858s notice going from this is an OK pool - O
1862s God O God we're gonna die why did you
1864s barge right there is a regular
1867s occurrence
1867s so tanks would list downtime on there
1870s defensive abilities and more
1871s self-preservation rank higher on my list
1875s I should also note that I haven't always
1877s been a pug tank I started taking during
1879s vanilla and was a progression Raider in
1881s Wrath for a guild that was well topped
1883s in for a time but gave all of that up
1886s for a more casual reading schedule
1888s I've also alternated meaning tanks
1890s healers and DPS in scatter because I
1892s find that playing other specs helps me
1894s be a better tank unfortunately I had
1897s very little opportunity to test out
1899s healers and DPS on beta so I can't
1902s really speak to how the six tanks are to
1904s heal finally while I've been on the beta
1909s for some time it took quite a while to
1912s get all the tanks to 120 leaving me
1915s little time to actually put this video
1916s together hopefully you still found it
1919s interesting and will continue the
1921s discourse in the comments section below
1922s where my wish is for people to share
1925s their thoughts and experiences with the
1926s tanks in bf a take what I've said with a
1929s grain of salt realize that it's just the
1931s opinion of one woman don't hold it
1933s against me if I've made mistakes and
1935s hopefully you will kindly offer
1937s Corrections where you deem appropriate
1939s in terms of this representation of
1942s abilities also if there's any
1944s information about druids and mythic past
1946s if you happen to have any logs please
1948s let me know in the comments section
1950s below because I feel like I need more
1952s information about druids before I make
1955s any decisions but it's for the company
1958s enjoy the rest of your morning day
1961s afternoon evening whatever the case may
1964s be and I'll hopefully catch you in the
1966s next video doohickey thingy