Hello everyone.
Sorry to have been MIA for so long, but my blog has had to sit on the bottom of the pile lately. I have only three weeks until I graduate, a convention this weekend, and an impending move in April that I still need to plan for. While I have a few articles written out in my notebooks, it has been difficult to find the time to transcribe them.
In addition, these posts will no longer be cross-posted from Gathering Gamers. As I've had to take this hiatus, it didn't make much sense for me to keep taking up their time working for them. However, I do still encourage everyone to check out their site. It's a nifty little gaming community, and it would be really cool to see it grow into something much grander.
In the news of what I've been doing in WoW, I have respecced and started raiding as well as PvPing as Retribution. This is mostly due to the demands of raiding and having little place for multiple tanks, so I volunteered to step down and play another role for a while. However, I haven't given up on tanking and it's still my knowledge forte (if I do say so myself), as well as what makes me really love the game. I hope to respec back relatively soon. =)
Just as a taste, here's a few of the topic titles I have coming up:
Alliance vs. Horde - The upcoming struggle
RP Servers - Are they dead?
PvP Servers - To gank or not to gank?
90% of all statistics are made up - "Welfare Epics"
I hope that gives everyone something to look forward to!
Just one woman's professional insight on the video game industry, with a touch of design and community philosophizing. The opinions here reflect only myself, and no past, present, or future employers.
Showing posts with label tanks. Show all posts
Showing posts with label tanks. Show all posts
Wednesday, February 27, 2008
Friday, January 18, 2008
Battleground's Holy Warriors
Cross-Posted from Gathering Gamers.
So naturally, as soon as I say I'm going to do something, I get sick and don't touch a computer for a few days. Naturally. Now that I'm feeling better though, I'll put up what I intended to have on Tuesday. So here we go.
You've heard everyone else say it before: Protection is not a PvP spec. And to an extent, I agree. In arenas, we have no competitive place. But in Battlegrounds, a whole other beast, there's a time to take up your shield and laugh in the face of your enemies.
Let's start with Warsong Gulch. There are three roles any player can take: Offense, Defense, and Flag Running. As a Protection Paladin, you can fulfill two of these three roles.
As Defense, while your damage is sub-par, you have a few good tools to keep a flag runner slowed down enough to have your teammates clean up. Avenger's Shield will slow their movement speed, Judgement of Justice will halt their speed boosts, and of course Hammer of Justice will stop them in their tracks. In addition, standing atop the flag and keeping a Rank 1 Consecration down will alert you to any stealthers trying to snag the flag without wasting much mana.
As a flag-runner, while you're not going to have a speed boost from your class (unless you've taken Pursuit of Justice in the Retribution tree), your Cleanse and Blessing of Freedom will almost guarantee you won't be stopped or slowed down. Even if you're being chased down by half of the opposing team, if you have a competent healer following you, you'll be fine. Sheer hit points and a high amount of armor means they have a lot to plow through before you go down.
Next, we have Arathi Basin. Admittedly, this is my least favorite battleground (when once upon a time, it was my favorite), mostly because it seems to be the most frequently pre-rolled. There are only two roles for an individual to fulfill here: Offense and Defense. A tankadin really can only act on one of these.
Naturally, this would be defense. Down-ranking Consecration again proves useful to keep people from snatching nodes, and even if you have 4 or 5 people on you, you'll have enough survivability to hold them off until reinforcements arrive.
As for the other role, the best you'll likely provide in offense is a huge annoyance or a good distraction. Toss some heals around; if the enemy's on you and not on the actual healers or damage dealers, then you're being effective. Just never expect a lot of killing blows when all is said and done.
Next is everyone's old favorite, Alterac Valley. For a long time, I had no experience with this battleground, as I never had a character of level. And yet, once Prettyboi could participate, leveling up to seventy was so much more important. Once the battleground dailies came about, I finally had a reason to explore it. I found that this is, hands down, the best place for a Protection Paladin.
While you could play the defense card like in the other battlegrounds (and be just as effective as in those places), there are other things you could be doing on the offensive where you will prove the most useful. Whether it's consecrating points and holding off the guards while someone else captures it, or tanking the commander NPC's, you are *needed* on the front lines. And it's wonderfully refreshing! AV, dare I say, has the most situations for a Paladin tank to shine. Not just any tank, either; having many patrols of 3-4 NPCs roaming around should be hint enough.
Finally, we have Eye of the Storm. As a hybrid of Warsong Gulch and Arathi Basin, you'll find all the same jobs here. Flag carrying, node guarding, flag guarding... Though by far, the most unique (and personally satisfying) experience is sniping with Avenger's Shield at the Blood Elf Tower. No, really. Try it sometime. It's hilarious.
While people will argue (and generally accurately) that Protection is not a PvP spec, that does not mean we lack a place within the PvP realms. As I said when I talked about Arenas, no, you're not going to be some PvP all-star, and don't expect that. However, don't let people tell you that you're useless, either.
So naturally, as soon as I say I'm going to do something, I get sick and don't touch a computer for a few days. Naturally. Now that I'm feeling better though, I'll put up what I intended to have on Tuesday. So here we go.
You've heard everyone else say it before: Protection is not a PvP spec. And to an extent, I agree. In arenas, we have no competitive place. But in Battlegrounds, a whole other beast, there's a time to take up your shield and laugh in the face of your enemies.
Let's start with Warsong Gulch. There are three roles any player can take: Offense, Defense, and Flag Running. As a Protection Paladin, you can fulfill two of these three roles.
As Defense, while your damage is sub-par, you have a few good tools to keep a flag runner slowed down enough to have your teammates clean up. Avenger's Shield will slow their movement speed, Judgement of Justice will halt their speed boosts, and of course Hammer of Justice will stop them in their tracks. In addition, standing atop the flag and keeping a Rank 1 Consecration down will alert you to any stealthers trying to snag the flag without wasting much mana.
As a flag-runner, while you're not going to have a speed boost from your class (unless you've taken Pursuit of Justice in the Retribution tree), your Cleanse and Blessing of Freedom will almost guarantee you won't be stopped or slowed down. Even if you're being chased down by half of the opposing team, if you have a competent healer following you, you'll be fine. Sheer hit points and a high amount of armor means they have a lot to plow through before you go down.
Next, we have Arathi Basin. Admittedly, this is my least favorite battleground (when once upon a time, it was my favorite), mostly because it seems to be the most frequently pre-rolled. There are only two roles for an individual to fulfill here: Offense and Defense. A tankadin really can only act on one of these.
Naturally, this would be defense. Down-ranking Consecration again proves useful to keep people from snatching nodes, and even if you have 4 or 5 people on you, you'll have enough survivability to hold them off until reinforcements arrive.
As for the other role, the best you'll likely provide in offense is a huge annoyance or a good distraction. Toss some heals around; if the enemy's on you and not on the actual healers or damage dealers, then you're being effective. Just never expect a lot of killing blows when all is said and done.
Next is everyone's old favorite, Alterac Valley. For a long time, I had no experience with this battleground, as I never had a character of level. And yet, once Prettyboi could participate, leveling up to seventy was so much more important. Once the battleground dailies came about, I finally had a reason to explore it. I found that this is, hands down, the best place for a Protection Paladin.
While you could play the defense card like in the other battlegrounds (and be just as effective as in those places), there are other things you could be doing on the offensive where you will prove the most useful. Whether it's consecrating points and holding off the guards while someone else captures it, or tanking the commander NPC's, you are *needed* on the front lines. And it's wonderfully refreshing! AV, dare I say, has the most situations for a Paladin tank to shine. Not just any tank, either; having many patrols of 3-4 NPCs roaming around should be hint enough.
Finally, we have Eye of the Storm. As a hybrid of Warsong Gulch and Arathi Basin, you'll find all the same jobs here. Flag carrying, node guarding, flag guarding... Though by far, the most unique (and personally satisfying) experience is sniping with Avenger's Shield at the Blood Elf Tower. No, really. Try it sometime. It's hilarious.
While people will argue (and generally accurately) that Protection is not a PvP spec, that does not mean we lack a place within the PvP realms. As I said when I talked about Arenas, no, you're not going to be some PvP all-star, and don't expect that. However, don't let people tell you that you're useless, either.
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Tuesday, December 11, 2007
The Rundown – A comparison of Warrior, Druid, and Paladin tanks
(Cross-posted from: http://myworld.creativegamingevents.com/blogs_view.php?id=583 )
Since this seems to be the biggest issue with most uninformed people out there, I decided to put off the guide I had been planning on releasing today (Tanking 5-mans) and release this first. In addition, I’m moving up a couple of shorter topics so I have more time to dedicate to fuller, more comprehensive guides (One that takes you through all of K arazhan, for instance).
So what this is all about is that I’ve noticed that most people seem to think a tank is a tank, they hold the big boys, get the crap kicked out of them, and let the rest of the raid do all the work.
WRONG.
There is a time and place for all three tank types to be used equally, and there are situations where one type is flat out better than another. So here, I’m going to break down the three classes that can currently tank (Warriors, Druids, and Paladins), and list both their strengths and their weaknesses. This is as researched and objective as I can make it without having fully played either other type of tank myself, but from the opinions of others who have. It’s mostly a compilation, I claim only the amalgamation of the information.
So enough big words. Here we go.
Warriors
Strengths
-Most versatile. Warriors have the largest selection of abilities at their disposal. Not only that, but they often have more than one ability that functions similarly (stuns, disarms, silences, etc). So if one fails, they have another to try. This makes them easily usable for just about any situation.
-Spell Mitigation. Warriors are the only ones who have an outright ability to mitigate spell damage. (Paladins have a flat percentage they don’t take, but it’s very small, and Druids just have the hit points to deal with it) Between Spell Reflect and having a higher overall percentage of damage resisted, Warriors are the only real choice for spell-heavy fights.
-Best Single-target agro generation. Warriors, overall, will generate the most agro against a single target. Generally, they are the preferred tank for most raid bosses.
-Take the least damage overall. Warriors have the highest flat percentage of damage just not taken. Druids have next to none besides armor, and Paladins trail behind by about 4%
-Easiest to gear. Warriors probably have the best itemization, as they’ve been the most viable tank for the longest amount of time. It’s a matter of waiting for something to drop or grinding the right rep like any other class, where as both Druids and Paladins have to jump through a couple more hoops.
-Best OS (Oh SH!T) buttons. Warriors have the best abilities to bounce back from potentially dangerous situations.
Weaknesses
-Cannot handle many adds. Warriors are not built to handle tanking more than two, maybe three things at the same time without an incredible amount of skill and some luck. Even then, I doubt too many people could tab between 5-6 adds to keep agro on them all.
-Easily Crushable against fast-melee bosses. A Warrior’s shield block has fewer charges than a Paladin’s Holy Shield, causing them to be more vulnerable to crushing blows against quick-melee bosses (such as Prince’s phase 2).
-Slow Initial Aggro. This means your DPS starts later, which can be important in timed fights.
-No direct raid utility. All warrior direct buffs only affect people in their party. While useful, they don’t last very long, and odds are they won’t be as frequent to keep it up if they have ten other abilities they need to be juggling in a fight. (Their indirect buffs, like sunder for instance, are very useful, but not part of this category).
-Vulnerable to disarming. A disarmed warrior is severely gimped in comparison to a disarmed Paladin (who can still fully function), or a druid who can’t be disarmed.
-Generate the least DPS. Warriors generate the least amount of DPS in comparison to their Paladin or Druid companions. Much of their agro comes from flat abilities, not from actual damage.
-Difficult to play. Warriors have many more abilities to sift through than a Paladin or Druid, requiring a greater knowledge and extent of training to master.
Druids
Strengths
-Mass HP. Druids just plain have more stamina than Warriors or Paladins. They also have less stats to gear for or worry about, so they can itemize for stamina easier than the other two.
-Mass Armor. Same reasons for Mass HP.
-Best Dodge Formula. Druids receive the most benefit from Agility to Dodge, and their Dodge is almost always infinitely higher than any given Warrior or Paladin. Therefore, when something is mitigated against a Druid, he always takes zero damage.
-Deal the most damage. While tanking, a Druid will pump out more total DPS than either a Warrior or a Paladin, as most of their threat is derived from flat damage.
-Best Off-Tanks. Period. Druids have a slightly lesser reliance on Rage to generate threat, and can easily off-tank any encounter. In addition, they can easily off-tank from a DPS perspective (kitty form) while in their tanking gear, and easily swap to a tanking position should something happen to the primary tank.
-Best secondary role. A druid tank who is not in a tanking position offers the most in a different role, given their spec. Since their DPS and Tank tree are one in the same, they can make a gear swap for DPS and perform leaps and bounds above a Warrior or Paladin in a secondary role.
-Good raid utility. Druids offer all their normal Druid spells to the rest of the raid, including Mark of the Wild, Thorns, and in extreme emergencies, innervate and battle-resurrection.
Weaknesses
-Always Crushable. Druids cannot parry or block, and thus lack the capability of becoming immune to Crushing Blows.
-No overall avoidance/mitigation. Druids have armor and HP to make up for this lack of mitigation, but a string of crushing blows or heavy hitting spell damage will still take one out.
-Oh SH!T button is weak. I don’t even know what the Druid OS button is. Someone please enlighten me.
Paladins
Strengths
-“Frontloading” capability. Paladins start with a full “blue rage bar,” and can open up any fight with a heavy spike of threat, allowing DPS to start quicker.
-Least likely to be crushed. The Paladin shield ability (Holy Shield) has more charges and lasts longer. Specifically, against quick-melee bosses, Paladins have the highest probability for survival.
-AOE tanks. They are unique in the sense that they are the only tank that can effectively tank several mobs at once. In theory, they could hold agro on an infinite number of mobs, due to their reactive high-threat damage.
-Wipe Recovery. Beyond a druid’s once every half-hour resurrection, a Paladin can always resurrect others after a wipe. In addition, if too many healers or DPS has died, the tank can opt to Divine Intervention a remaining individual with a resurrect ability.
-Ranged Taunt. Paladins are the only tank with a ranged taunt ability, as clunky as it may be.
-Excellent Raid Utility. A Paladin’s Auras and Blessings are always welcome, if not ultimately desired, in any raid.
Weaknesses
-Mana/magic dependent. This is a problem against enemies or bosses that are immune to magic, can silence, or can mana-drain.
-Poor Off-tanks. Paladins do not generate nearly enough threat to be good off-tanks without being over-geared on spell-damage, as most of their usual threat is reactive damage from being directly hit.
-No single-target taunt. This sucks. It really, REALLY does. A Paladin needs to be able to front-load damage on an enemy to “taunt” off a fellow tank. Their only two “taunts” will not work at all in this situation (as one will pull off multiple targets, and the other causes all enemies to go to the next person on the agro chart, which isn’t always the paladin).
-Tanking Buff can be dispelled. While a Warrior’s Defensive stance is static, Righteous Fury can be dispelled, and it’s a very expensive spell to cast. This can cause a severe mana-drain for a Paladin tank.
-Take slightly more damage. Where as Druids have straight armor and the hit points to take blows, and warriors have a higher damage reduction, Paladins have nothing to compensate for having only 6% damage reduction.
-All abilities on GCD. All of a Paladin’s abilities, with the exception of Judgement, are on the Global Cool Down. Paladins require a higher amount of ability micro-management than either Druids or Warriors.
TL:DR?
Here’s the short version:
Warriors – General preferred MTs, most versatile.
Druids – Best OTs, most HP/Armor
Paladins – The best multiple-mob tanks.
This is not to say that any of the other tank types can’t function in those other roles; they can, and quite effectively so. But what a good Raid Leader or Guild Leader for that matter should know is that there are times and places where individual tank types can rise to the challenge above others and be given the chance to shine. And hopefully, if they possess the basic knowledge of how all three function, they’ll know when and where those situations arise.
Next post! (Which WILL be done on Saturday, come hell or high water) I want to answer your questions! Send me your questions via Private Message or even just replying to this post, and they will be answered! Anything posted on Saturday before I start writing (likely in the morning, around 10AM Central) will NOT be accepted. So please send me your questions! They don't even have to be about Tankadins; Anything WoW related will do, though do remember I know next to nothing about Druids/Hunters/Warlocks/Shaman, and my knowledge of the other classes beyond that is limited (though I know a bit about Rogues, Warriors, Mages, and less about Priests). I'll also answer any questions you have about myself, but I will try to keep it on-topic about WoW as much as possible. =D
See you Saturday!
Since this seems to be the biggest issue with most uninformed people out there, I decided to put off the guide I had been planning on releasing today (Tanking 5-mans) and release this first. In addition, I’m moving up a couple of shorter topics so I have more time to dedicate to fuller, more comprehensive guides (One that takes you through all of K arazhan, for instance).
So what this is all about is that I’ve noticed that most people seem to think a tank is a tank, they hold the big boys, get the crap kicked out of them, and let the rest of the raid do all the work.
WRONG.
There is a time and place for all three tank types to be used equally, and there are situations where one type is flat out better than another. So here, I’m going to break down the three classes that can currently tank (Warriors, Druids, and Paladins), and list both their strengths and their weaknesses. This is as researched and objective as I can make it without having fully played either other type of tank myself, but from the opinions of others who have. It’s mostly a compilation, I claim only the amalgamation of the information.
So enough big words. Here we go.
Warriors
Strengths
-Most versatile. Warriors have the largest selection of abilities at their disposal. Not only that, but they often have more than one ability that functions similarly (stuns, disarms, silences, etc). So if one fails, they have another to try. This makes them easily usable for just about any situation.
-Spell Mitigation. Warriors are the only ones who have an outright ability to mitigate spell damage. (Paladins have a flat percentage they don’t take, but it’s very small, and Druids just have the hit points to deal with it) Between Spell Reflect and having a higher overall percentage of damage resisted, Warriors are the only real choice for spell-heavy fights.
-Best Single-target agro generation. Warriors, overall, will generate the most agro against a single target. Generally, they are the preferred tank for most raid bosses.
-Take the least damage overall. Warriors have the highest flat percentage of damage just not taken. Druids have next to none besides armor, and Paladins trail behind by about 4%
-Easiest to gear. Warriors probably have the best itemization, as they’ve been the most viable tank for the longest amount of time. It’s a matter of waiting for something to drop or grinding the right rep like any other class, where as both Druids and Paladins have to jump through a couple more hoops.
-Best OS (Oh SH!T) buttons. Warriors have the best abilities to bounce back from potentially dangerous situations.
Weaknesses
-Cannot handle many adds. Warriors are not built to handle tanking more than two, maybe three things at the same time without an incredible amount of skill and some luck. Even then, I doubt too many people could tab between 5-6 adds to keep agro on them all.
-Easily Crushable against fast-melee bosses. A Warrior’s shield block has fewer charges than a Paladin’s Holy Shield, causing them to be more vulnerable to crushing blows against quick-melee bosses (such as Prince’s phase 2).
-Slow Initial Aggro. This means your DPS starts later, which can be important in timed fights.
-No direct raid utility. All warrior direct buffs only affect people in their party. While useful, they don’t last very long, and odds are they won’t be as frequent to keep it up if they have ten other abilities they need to be juggling in a fight. (Their indirect buffs, like sunder for instance, are very useful, but not part of this category).
-Vulnerable to disarming. A disarmed warrior is severely gimped in comparison to a disarmed Paladin (who can still fully function), or a druid who can’t be disarmed.
-Generate the least DPS. Warriors generate the least amount of DPS in comparison to their Paladin or Druid companions. Much of their agro comes from flat abilities, not from actual damage.
-Difficult to play. Warriors have many more abilities to sift through than a Paladin or Druid, requiring a greater knowledge and extent of training to master.
Druids
Strengths
-Mass HP. Druids just plain have more stamina than Warriors or Paladins. They also have less stats to gear for or worry about, so they can itemize for stamina easier than the other two.
-Mass Armor. Same reasons for Mass HP.
-Best Dodge Formula. Druids receive the most benefit from Agility to Dodge, and their Dodge is almost always infinitely higher than any given Warrior or Paladin. Therefore, when something is mitigated against a Druid, he always takes zero damage.
-Deal the most damage. While tanking, a Druid will pump out more total DPS than either a Warrior or a Paladin, as most of their threat is derived from flat damage.
-Best Off-Tanks. Period. Druids have a slightly lesser reliance on Rage to generate threat, and can easily off-tank any encounter. In addition, they can easily off-tank from a DPS perspective (kitty form) while in their tanking gear, and easily swap to a tanking position should something happen to the primary tank.
-Best secondary role. A druid tank who is not in a tanking position offers the most in a different role, given their spec. Since their DPS and Tank tree are one in the same, they can make a gear swap for DPS and perform leaps and bounds above a Warrior or Paladin in a secondary role.
-Good raid utility. Druids offer all their normal Druid spells to the rest of the raid, including Mark of the Wild, Thorns, and in extreme emergencies, innervate and battle-resurrection.
Weaknesses
-Always Crushable. Druids cannot parry or block, and thus lack the capability of becoming immune to Crushing Blows.
-No overall avoidance/mitigation. Druids have armor and HP to make up for this lack of mitigation, but a string of crushing blows or heavy hitting spell damage will still take one out.
-Oh SH!T button is weak. I don’t even know what the Druid OS button is. Someone please enlighten me.
Paladins
Strengths
-“Frontloading” capability. Paladins start with a full “blue rage bar,” and can open up any fight with a heavy spike of threat, allowing DPS to start quicker.
-Least likely to be crushed. The Paladin shield ability (Holy Shield) has more charges and lasts longer. Specifically, against quick-melee bosses, Paladins have the highest probability for survival.
-AOE tanks. They are unique in the sense that they are the only tank that can effectively tank several mobs at once. In theory, they could hold agro on an infinite number of mobs, due to their reactive high-threat damage.
-Wipe Recovery. Beyond a druid’s once every half-hour resurrection, a Paladin can always resurrect others after a wipe. In addition, if too many healers or DPS has died, the tank can opt to Divine Intervention a remaining individual with a resurrect ability.
-Ranged Taunt. Paladins are the only tank with a ranged taunt ability, as clunky as it may be.
-Excellent Raid Utility. A Paladin’s Auras and Blessings are always welcome, if not ultimately desired, in any raid.
Weaknesses
-Mana/magic dependent. This is a problem against enemies or bosses that are immune to magic, can silence, or can mana-drain.
-Poor Off-tanks. Paladins do not generate nearly enough threat to be good off-tanks without being over-geared on spell-damage, as most of their usual threat is reactive damage from being directly hit.
-No single-target taunt. This sucks. It really, REALLY does. A Paladin needs to be able to front-load damage on an enemy to “taunt” off a fellow tank. Their only two “taunts” will not work at all in this situation (as one will pull off multiple targets, and the other causes all enemies to go to the next person on the agro chart, which isn’t always the paladin).
-Tanking Buff can be dispelled. While a Warrior’s Defensive stance is static, Righteous Fury can be dispelled, and it’s a very expensive spell to cast. This can cause a severe mana-drain for a Paladin tank.
-Take slightly more damage. Where as Druids have straight armor and the hit points to take blows, and warriors have a higher damage reduction, Paladins have nothing to compensate for having only 6% damage reduction.
-All abilities on GCD. All of a Paladin’s abilities, with the exception of Judgement, are on the Global Cool Down. Paladins require a higher amount of ability micro-management than either Druids or Warriors.
TL:DR?
Here’s the short version:
Warriors – General preferred MTs, most versatile.
Druids – Best OTs, most HP/Armor
Paladins – The best multiple-mob tanks.
This is not to say that any of the other tank types can’t function in those other roles; they can, and quite effectively so. But what a good Raid Leader or Guild Leader for that matter should know is that there are times and places where individual tank types can rise to the challenge above others and be given the chance to shine. And hopefully, if they possess the basic knowledge of how all three function, they’ll know when and where those situations arise.
Next post! (Which WILL be done on Saturday, come hell or high water) I want to answer your questions! Send me your questions via Private Message or even just replying to this post, and they will be answered! Anything posted on Saturday before I start writing (likely in the morning, around 10AM Central) will NOT be accepted. So please send me your questions! They don't even have to be about Tankadins; Anything WoW related will do, though do remember I know next to nothing about Druids/Hunters/Warlocks/Shaman, and my knowledge of the other classes beyond that is limited (though I know a bit about Rogues, Warriors, Mages, and less about Priests). I'll also answer any questions you have about myself, but I will try to keep it on-topic about WoW as much as possible. =D
See you Saturday!
Saturday, December 1, 2007
Female Tanks - The Rarity
(Crossposted from http://myworld.creativegamingevents.com/blogs_view.php?id=583 )
I felt it was time to address another gender studies topic, so today is about how finding a female, and actual female, behind the role of a tank is a rarity, and analyzing why this may be. May I forewarn you that everything further is entirely personal opinions and observations; this is not a research paper, it's a log of my thoughts. So don't expect any fancy pants citations. =P (I do enough of that in college already.)
I did want to do some research, but I simply haven't had the time or the ability to. What I can say is that in my guild, I am not only the only tankadin, but I'm the only female tank. I have never run across another female tank in game, though I am sure that they are out there. I'll likely revisit this topic and do a little polling on the WoW forums, MainTankadin.com, and perhaps in game on my server (and maybe a couple others just to average statistics out). Either way, I think it can be assumed in most people's experiences that the population of female tanks, is very low.
Naturally, this means what do I actually see women playing? Healers and DPS, since that's all that's left. If I think about the people in my guild, I can think of two female shaman healers, one mage, one warlock, there used to be one hunter and a second warlock who have left... and if there's any more, then I'm either unaware of who is in reality female, or they are alts. If I want to use those as (skewed) statistics, then out of a population of seven total (including myself), 14% are tanks, 29% are healers, and 57% are DPS.
Again, I know this has to be skewed, as many of the other women I see posting on the forums (who say proudly or at least generally admit they are in fact female), are healers in some way (or at least a class that can be a healer). I would wager a guess that statistics wise, it should look a little more like:
50% of women are healers
40% of women are DPS
10% of women are tanks
Again, I don't really have stats to back this up, it's just a wide generalization.
Why would more women choose to be a healer over any other class? Is there something more appealing to it to women, or is it something that the male counterparts they may be playing alongside request them to do? How many of these women play healers because they were asked to, not because they chose to? How many of these women play healers because they enjoy healing, and if that's the case, why do they enjoy it?
My theory is that the majority of female healers in the game are healers because they were asked to become healers, not because they wanted to be. I could very well have ended up as this exact example; the first role I was asked to fill was that of a tank, simply because we had few tanks. When that was remedied, I was immediately asked to become a healer instead. When the Paladin class was made available to the Horde, I was asked to become a Paladin, but it was not clear what role they wanted me to fill other than "Paladin." It is likely, though, I would have ended up specc'd Holy and never have even thought about tanking if I hadn't been so damn adamant about it on my own. (Incidentally, I'm glad I made that choice. =) )
In addition, most of the male healers I know play healers because they wanted to, not because they were asked to. Some people in general do enjoy the thrill of keeping someone safe and alive; I feel the same thing, just from a different perspective (I protect by being the person taking all the damage; I keep others alive by being the protector - all seemed very paladin-like to me). DPS seems to be a much more aggressive instinct, with the desire to pump numbers as high as possible, doling out the big damage and reaching prestige from that perspective.
That being said, is healing a maternal role, and therefore generally delegated to female players? And is tanking a masculine role, and therefore generally delegated to the male players? Females, traditionally, are the nurturer. I can understand why they would become the healers of the world; they care for others around them, and are therefore responsible for others' well-being and health. Males, traditionally, are the protectors and providers. I can understand them donning plate and stepping out in front to prevent any harm from coming to his woman, or his children, or his fellow comrades. All very stereotypical, but also understandable simply from a generalized historical point of view.
The role of DPS seems to be the only one that doesn't have a particular gender to it; it's simply destructive. Really, it's the antithesis of both other roles, though the game doesn't function without it. DPS is one of those things that confuses me; I'm never really sure if I enjoy it or dislike it. My two other favorite classes besides Paladin are Rogue and Mage (both undeniably DPS). I enjoy the stealth aspect of being a Rogue, and there is admittedly a little enjoyment in the whole backstabbing part of their functions (call it my sadistic side). Mage I really only like because I've mimicked one of my favorite and highest level D&D characters every time I've made one; beautiful but deadly, and on the inside, rotten to the core. Again, a very stereotypical character design, but it's one I've come to love. There's always an odd sense of entertainment that comes from lighting someone up. But again, that kind of hits the sadistic side of my personality; so is DPS only that? An extension of our desire to harm others?
Since I've already mentioned my take on DPS, let me re-outline the other two roles from my perspective:
Tanking
I love tanking. I love the challenge in keeping the monster in my face and away from my friends. I love the idea that I am protecting others, a role I've always felt I'm never going to get to experience anywhere else - after all, to anyone who simply visually perceives me, I look like a little girl who needs to be protected (I'm 5'3" and weight less than 110 lbs; just the other day when I was getting carded at a grocery store, the clerk told me I looked 14). But I'm stronger than that, and being allowed that opportunity through a game is a treat for me. A taste of what I can hopefully one day do on my own. I guess I have more paternal instincts than I previously assumed. I can understand that; I grew up around two elder brothers and I'm daddy's little girl. I'm very tomboyish.
In antithesis, what is it about healing that I hate? I don't really know; I just find it boring. I would sit back and relegate myself to healer any time before level 70, simply so I could progress myself. Every time, I found it rather boring. I prefer being in on the head-to-head action. Somehow, even though I know I'm in one of the most important roles as a healer, I just don't get a sense of satisfaction out of it; I feel disjointed from the encounter. I hate it even more when I'm healing while still specc'd Prot simply because someone else is the "better tank" for the situation; because now I'm neither optimal, nor really contributing. They could be doing this just fine without me, and if I stood and did absolutely nothing, the odds are no one would notice until the healing charts were posted. That leaves me with a sense of dis-accomplishment (if that's a term, but hey, I'll use it anyway); I prefer leaving with a sense of "Hey, I did this and I did it right" rather than "Hey, I did this and I don't know if I did it right because they probably didn't notice or care."
Or maybe I just prefer being in the spotlight, being needed and wanted. Maybe it's a sense of belonging for me, of knowing everyone is happy for me to be there because I'm part of the team, and I'm important, loved, liked, whatever. Maybe it's for a sense of social security, even if it's in something silly like a virtual realm.
Beyond that, it might even be that I just like being unique and different. That sounds about right; after all, I'm an actor, right? And we're all full of ourselves. =P
I guess what it really comes down to is playing what you want; and everyone's tastes are different. It just happens to be interesting to note a pattern in relation to gender; that's really all this analysis is about. So even if I'm a little strange and go against the grain, it's not going to stop me. I love what I do, and I probably always will. Same goes for everyone else.
And really, I wouldn't have it any other way.
I felt it was time to address another gender studies topic, so today is about how finding a female, and actual female, behind the role of a tank is a rarity, and analyzing why this may be. May I forewarn you that everything further is entirely personal opinions and observations; this is not a research paper, it's a log of my thoughts. So don't expect any fancy pants citations. =P (I do enough of that in college already.)
I did want to do some research, but I simply haven't had the time or the ability to. What I can say is that in my guild, I am not only the only tankadin, but I'm the only female tank. I have never run across another female tank in game, though I am sure that they are out there. I'll likely revisit this topic and do a little polling on the WoW forums, MainTankadin.com, and perhaps in game on my server (and maybe a couple others just to average statistics out). Either way, I think it can be assumed in most people's experiences that the population of female tanks, is very low.
Naturally, this means what do I actually see women playing? Healers and DPS, since that's all that's left. If I think about the people in my guild, I can think of two female shaman healers, one mage, one warlock, there used to be one hunter and a second warlock who have left... and if there's any more, then I'm either unaware of who is in reality female, or they are alts. If I want to use those as (skewed) statistics, then out of a population of seven total (including myself), 14% are tanks, 29% are healers, and 57% are DPS.
Again, I know this has to be skewed, as many of the other women I see posting on the forums (who say proudly or at least generally admit they are in fact female), are healers in some way (or at least a class that can be a healer). I would wager a guess that statistics wise, it should look a little more like:
50% of women are healers
40% of women are DPS
10% of women are tanks
Again, I don't really have stats to back this up, it's just a wide generalization.
Why would more women choose to be a healer over any other class? Is there something more appealing to it to women, or is it something that the male counterparts they may be playing alongside request them to do? How many of these women play healers because they were asked to, not because they chose to? How many of these women play healers because they enjoy healing, and if that's the case, why do they enjoy it?
My theory is that the majority of female healers in the game are healers because they were asked to become healers, not because they wanted to be. I could very well have ended up as this exact example; the first role I was asked to fill was that of a tank, simply because we had few tanks. When that was remedied, I was immediately asked to become a healer instead. When the Paladin class was made available to the Horde, I was asked to become a Paladin, but it was not clear what role they wanted me to fill other than "Paladin." It is likely, though, I would have ended up specc'd Holy and never have even thought about tanking if I hadn't been so damn adamant about it on my own. (Incidentally, I'm glad I made that choice. =) )
In addition, most of the male healers I know play healers because they wanted to, not because they were asked to. Some people in general do enjoy the thrill of keeping someone safe and alive; I feel the same thing, just from a different perspective (I protect by being the person taking all the damage; I keep others alive by being the protector - all seemed very paladin-like to me). DPS seems to be a much more aggressive instinct, with the desire to pump numbers as high as possible, doling out the big damage and reaching prestige from that perspective.
That being said, is healing a maternal role, and therefore generally delegated to female players? And is tanking a masculine role, and therefore generally delegated to the male players? Females, traditionally, are the nurturer. I can understand why they would become the healers of the world; they care for others around them, and are therefore responsible for others' well-being and health. Males, traditionally, are the protectors and providers. I can understand them donning plate and stepping out in front to prevent any harm from coming to his woman, or his children, or his fellow comrades. All very stereotypical, but also understandable simply from a generalized historical point of view.
The role of DPS seems to be the only one that doesn't have a particular gender to it; it's simply destructive. Really, it's the antithesis of both other roles, though the game doesn't function without it. DPS is one of those things that confuses me; I'm never really sure if I enjoy it or dislike it. My two other favorite classes besides Paladin are Rogue and Mage (both undeniably DPS). I enjoy the stealth aspect of being a Rogue, and there is admittedly a little enjoyment in the whole backstabbing part of their functions (call it my sadistic side). Mage I really only like because I've mimicked one of my favorite and highest level D&D characters every time I've made one; beautiful but deadly, and on the inside, rotten to the core. Again, a very stereotypical character design, but it's one I've come to love. There's always an odd sense of entertainment that comes from lighting someone up. But again, that kind of hits the sadistic side of my personality; so is DPS only that? An extension of our desire to harm others?
Since I've already mentioned my take on DPS, let me re-outline the other two roles from my perspective:
Tanking
I love tanking. I love the challenge in keeping the monster in my face and away from my friends. I love the idea that I am protecting others, a role I've always felt I'm never going to get to experience anywhere else - after all, to anyone who simply visually perceives me, I look like a little girl who needs to be protected (I'm 5'3" and weight less than 110 lbs; just the other day when I was getting carded at a grocery store, the clerk told me I looked 14). But I'm stronger than that, and being allowed that opportunity through a game is a treat for me. A taste of what I can hopefully one day do on my own. I guess I have more paternal instincts than I previously assumed. I can understand that; I grew up around two elder brothers and I'm daddy's little girl. I'm very tomboyish.
In antithesis, what is it about healing that I hate? I don't really know; I just find it boring. I would sit back and relegate myself to healer any time before level 70, simply so I could progress myself. Every time, I found it rather boring. I prefer being in on the head-to-head action. Somehow, even though I know I'm in one of the most important roles as a healer, I just don't get a sense of satisfaction out of it; I feel disjointed from the encounter. I hate it even more when I'm healing while still specc'd Prot simply because someone else is the "better tank" for the situation; because now I'm neither optimal, nor really contributing. They could be doing this just fine without me, and if I stood and did absolutely nothing, the odds are no one would notice until the healing charts were posted. That leaves me with a sense of dis-accomplishment (if that's a term, but hey, I'll use it anyway); I prefer leaving with a sense of "Hey, I did this and I did it right" rather than "Hey, I did this and I don't know if I did it right because they probably didn't notice or care."
Or maybe I just prefer being in the spotlight, being needed and wanted. Maybe it's a sense of belonging for me, of knowing everyone is happy for me to be there because I'm part of the team, and I'm important, loved, liked, whatever. Maybe it's for a sense of social security, even if it's in something silly like a virtual realm.
Beyond that, it might even be that I just like being unique and different. That sounds about right; after all, I'm an actor, right? And we're all full of ourselves. =P
I guess what it really comes down to is playing what you want; and everyone's tastes are different. It just happens to be interesting to note a pattern in relation to gender; that's really all this analysis is about. So even if I'm a little strange and go against the grain, it's not going to stop me. I love what I do, and I probably always will. Same goes for everyone else.
And really, I wouldn't have it any other way.
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