Saturday, September 8, 2007

A pet to tank with Part 2 - Save the Squishy!

A defensive pet has three jobs in an instance. Off tank, Save the Squishies, and don't die. Of those duties, saving the squishies is the most important. In part one I mentioned that Kitty can OT a caster with a mend and a renew. He can also OT a ranged elite and a non-elite. So we already know that he can get aggro, hold aggro, and not die.

In Part one I started off by stating that I wanted a turtle. In my opinion Turtles would make the best off tank because of their armor bonus and Shell Shield (50% damage mitigation for 15 seconds). However they are severely lacking any movement bonuses.

Pets have three skills to help them cover ground quickly.

Dash
Charge
and Warp.

Dash at rank 3 give an 80% bonus for 15 seconds. Charge is well.... charge. It also stuns. Warp gets your pet from point A to point B instantly as long as Point B is no more then 20 yards away from Point A. In an instance that rarely happens. When you need to stop your healer from gettin beat on, or save an over zealous Shadow priest from certain death it's all about getting to them and getting to them fast. As you can see, in an instance dash and charge will get you pet to it's off tanking duty faster but nothing will beat Warp when you're trying to stop a clothies face from being eaten.

2 comments:

Tyns said...

It's worth noting that charge helps generate a severe amount of threat for you pet. Charge gives your pet a large attack power increase until its next first attack. This, in turn, dramatically increases the effectiveness of the pet's initial growl. At lvl 50 or so, my boar Piggytank would generate 3k threat from the initial charge/(auto)growl/attack.

This could be really useful for grabbing mobs off squishies asap.

Fluffy said...

Don't forget dive for movement increasing abilities...