![]() Basically, every tank got a model where multiple damage reductions were packaged into the spec toolkit with specific flavors. Legion was going to put your survival largely in your own hands, by enabling every tank to have some fashion of self-healing, and for AM gameplay to be shuffled into the background in favor of…well, the same basic template, but now the abilities aren’t labeled AM, but your survival cooldowns have more decisions to make. ![]() Sure, you could do some great defensive stuff otherwise, but largely, the measure of a competent tank was how well they performed these mundane, basic tasks. ![]() Legion sought to change the tank model as it had been – that tank gameplay stripped of threat management, as had been the case for several expansions at that point, was basically taunting off your co-tank at the right time and hitting the button labeled AM at specified points in the fight. The design in the twilight of Warlords of Draenor was fairly interesting, but ultimately not that new – Active Mitigation abilities were the focus, with mitigation checks throughout most fights, and self-sustain largely being constrained to a select few tank specs. My guild had a half-present second tank at the time, so I took my monk through the gearing process so I could heal on nights he was there, and tank for the nights he wasn’t. I’d dabbled in tanking before that, primarily with Blood DK, but never would I have said that my main spec on any character was tank. I only started maining a tank about 3 years ago now, during Hellfire Citadel, as Brewmaster Monk. ![]() To start with, my tank experience in this game is relatively light. ![]() Legion has been a rather fascinating look into how a concept that sounds really great on paper can sometimes degrade in reality. ![]()
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