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	<title>Comments on: Where have all the tank spots gone?</title>
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	<link>http://downhere.dentrassi.net/2010/02/where-have-all-the-tank-spots-gone/</link>
	<description>An Ex-Gnome Tank&#039;s World</description>
	<lastBuildDate>Wed, 24 Feb 2010 19:18:34 +0000</lastBuildDate>
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		<title>By: Cornfedhick</title>
		<link>http://downhere.dentrassi.net/2010/02/where-have-all-the-tank-spots-gone/comment-page-1/#comment-9586</link>
		<dc:creator>Cornfedhick</dc:creator>
		<pubDate>Wed, 24 Feb 2010 19:18:34 +0000</pubDate>
		<guid isPermaLink="false">http://downhere.dentrassi.net/?p=472#comment-9586</guid>
		<description>True, I think its understandable for the 10mans but I totally agree that 25 man raids should be more complex instead of just bumping up the health on the boss.</description>
		<content:encoded><![CDATA[<p>True, I think its understandable for the 10mans but I totally agree that 25 man raids should be more complex instead of just bumping up the health on the boss.</p>
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		<title>By: Namthe</title>
		<link>http://downhere.dentrassi.net/2010/02/where-have-all-the-tank-spots-gone/comment-page-1/#comment-9420</link>
		<dc:creator>Namthe</dc:creator>
		<pubDate>Fri, 19 Feb 2010 19:44:23 +0000</pubDate>
		<guid isPermaLink="false">http://downhere.dentrassi.net/?p=472#comment-9420</guid>
		<description>See, that argument might hold a lot of swing with me if it weren&#039;t for one thing - Naxxramas.

In Naxx, each of the encounters was designed for up to eight tanks! When it came to rehash the dungeon, each of them was redesigned, successfully, to take account of the reduction in numbers, we still had encounters that scaled well between 10 and 25-man. Sure, there were a couple of encounters that needed fewer than three in 25, but they were the exception rather than the rule. Obsidian Sanctum in three-drake mode needed three or four (we took four) tanks. 

This is what&#039;s missing in the more recent encounters. It&#039;s scaling by-the-numbers, just multiplying boss health and damage by a factor, and it&#039;s lazy. There&#039;s proof that so many encounters could be so much better if they&#039;d been scaled up with a bit more imagination. At the moment we take three of our four tanks and of those three, one spends most of the night in DPS spec / gear. That&#039;s not pleasing anyone.</description>
		<content:encoded><![CDATA[<p>See, that argument might hold a lot of swing with me if it weren&#8217;t for one thing &#8211; Naxxramas.</p>
<p>In Naxx, each of the encounters was designed for up to eight tanks! When it came to rehash the dungeon, each of them was redesigned, successfully, to take account of the reduction in numbers, we still had encounters that scaled well between 10 and 25-man. Sure, there were a couple of encounters that needed fewer than three in 25, but they were the exception rather than the rule. Obsidian Sanctum in three-drake mode needed three or four (we took four) tanks. </p>
<p>This is what&#8217;s missing in the more recent encounters. It&#8217;s scaling by-the-numbers, just multiplying boss health and damage by a factor, and it&#8217;s lazy. There&#8217;s proof that so many encounters could be so much better if they&#8217;d been scaled up with a bit more imagination. At the moment we take three of our four tanks and of those three, one spends most of the night in DPS spec / gear. That&#8217;s not pleasing anyone.</p>
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		<title>By: Cornfedhick</title>
		<link>http://downhere.dentrassi.net/2010/02/where-have-all-the-tank-spots-gone/comment-page-1/#comment-9418</link>
		<dc:creator>Cornfedhick</dc:creator>
		<pubDate>Fri, 19 Feb 2010 18:03:52 +0000</pubDate>
		<guid isPermaLink="false">http://downhere.dentrassi.net/?p=472#comment-9418</guid>
		<description>Blizz made it so 10man guilds could take shots at every boss so encounters had to be designed with that in mind.  That translates to 2 tanks mostly for the 25man versions.  Not every boss is going to need additional adds to tank, which would hurt the 10man versions and unless players were comfortable as both DPS or tank and carried those sets it would hard to swap in tanks only for those encounters that need an extra or two.</description>
		<content:encoded><![CDATA[<p>Blizz made it so 10man guilds could take shots at every boss so encounters had to be designed with that in mind.  That translates to 2 tanks mostly for the 25man versions.  Not every boss is going to need additional adds to tank, which would hurt the 10man versions and unless players were comfortable as both DPS or tank and carried those sets it would hard to swap in tanks only for those encounters that need an extra or two.</p>
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		<title>By: tanky</title>
		<link>http://downhere.dentrassi.net/2010/02/where-have-all-the-tank-spots-gone/comment-page-1/#comment-9387</link>
		<dc:creator>tanky</dc:creator>
		<pubDate>Wed, 17 Feb 2010 15:28:39 +0000</pubDate>
		<guid isPermaLink="false">http://downhere.dentrassi.net/?p=472#comment-9387</guid>
		<description>Agreed - Alar was a lot of fun for 4 tanks.

Blood Queen is the worst so far in Icecrown - the OT only needs to stand there (at least you might have to move with the Marrowgar MT).  Any fight where the OT can disconnect without affecting the outcome is just poor design.</description>
		<content:encoded><![CDATA[<p>Agreed &#8211; Alar was a lot of fun for 4 tanks.</p>
<p>Blood Queen is the worst so far in Icecrown &#8211; the OT only needs to stand there (at least you might have to move with the Marrowgar MT).  Any fight where the OT can disconnect without affecting the outcome is just poor design.</p>
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