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As I understand it, Druid and Pally both have easily rotatable cooldowns, so their tanking is more rhythmic; I'm not sure why anyone would have a hard time with DK, it's the same thing as a dps rotation except you're in Frost Presence and likely skipping RP dumps in favor of Rune Strikes when they come up (not counting osh*t buttons).
Warrior is extremely proactive mitigation and reactive threat; you have to watch for Revenge procs, keep up with Shield Block/Shield Slam, watch positioning for Shockwave, dump extra rage (but not too much!) into Heroic Strike, etc etc etc. I'd not be surprised in the least if someone went from any one of the other 3 tank classes into Warrior and had a little trouble with it. The only reason I haven't picked any of them up despite my love of tanking is the hassle of playing the crit-immunity game with the defense cap (So happy they're changing that in Cataclysm!).
thats pretty much it really. both paladins and druids have high-threat openers that bring the enemy to them (FFF and shield) whereas a warrior has charge and heroic throw. HT is nice, but nowhere near the damage AS does, or the threat FFF does. charge is a ticket to death, since in any raid boss situation the boss is immune to charge stun, meaning the warrior runs thru the boss and is likely now facing away from said boss. as raid tanks, we allll know what that means.
pally aoe tanking is plenty simple; consecrate every time its up. use HoR everytime its up. holy shield every time its up. declare how awesome of a tank you are for tanking the boss AND all those adds with your three buttons. druids are a bit harder to tank with compared to pallies, but not by much.
dks....dks are kinda funny. once they get going theyre pretty damn good at keeping threat, but early on threat gen is rather slow compared to a pally or a druid (or even a warrior on single target fights). once they get a nice amount of incoming RP however, theyre pretty beastly. aoe tanking is a bit tougher however, since the best way to generate threat is via lots of disease-powered blood boils, which means you'll get four off in quick succession in the opening round and then be reduced to two per rotation for some time. blood boil also doesnt hit for nearly enough without diseases on the target, making add pick-up rather sketchy in a multi-target situation. DnD using half of your six possible runes also makes it something of a sketchy moves depending on how your rotation has been going.
warriors....well....warrior tanking is a ***** sometimes. if we've got the rage and shockwave and Tclap are ready, we have a LOT of burst aoe threat; probably the highest in game. but once those are down, thats it. single target threat is pretty good tho, especially with the buffed devastate or as an arms/prot UA/revenge build (arguably the highest single target threat build in game, but it lacks in mitigation).
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The only reason I haven't picked any of them up despite my love of tanking is the hassle of playing the crit-immunity game with the defense cap (So happy they're changing that in Cataclysm!).
i have mixed feelings on this; on the one hand its going to make gearing for tank duty much less of a burden for non-druids. thats a big plus. on the other hand, off-spec wars and pallies will be screwed if they need/want to tank without respeccing. ive got two dps specs on my warrior; an arms/fury and a fury/arms build. if a feral is in the group, i go arms so we get blood frenzy and the feral has a mangle debuff. if theres no feral i go fury for rampage. however, its nice knowing that if we need a tank i can toss my tank gear on and at least be a passable add tank on current content, and MT bosses on older stuff (naxx, OS etc.). with the removal of defense-granted crit immunity, thats going to be a playstyle choice that fades.
which i guess means more room in my bags at the very least.