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Topic Threat & Warrior Tanking Guide

|  21/12/2006 05:48:40 PST

1 . 2

60

Lavina

< Essence of the Blade >

0. Threat & Warrior Tanking Guide  |  09/12/2006 13:10:43 PST

Hiya,

This is a guide for everyone that's interested in tanking and general mechanisms/formulae that apply to tanking. I'm sure it's as flawful as I am, and feedback for improvements is appreciated. I'll be adding links and info to other guides and pages when nice ones are suggested.

Table of Contents:

Basics of aggro management

Tanking

- Basics

- Itemization

- Character stats

- Teamplay

Warrior abilities

Migitation

Pulling and tanking in practice

Druid and paladin tanks

Basics of Aggro Management

(Thanks to Kenco, http://evilempireguild.org/guides/kenco2.php )

Threat is defined as the numerical value of hatred an NPC has towards a player; it saves these numbers on a threat list. Aggro is defined as the possession of NPC attention. While threat and aggro are often related, they are not the same thing.

Aggro is generated by entering or triggering an NPC's aggro radius or by applying threat to a target by means of offensive abilities, healing or buffing. Some instanced bosses apply everyone in the zone to their threat lists automatically to avoid exploits. As long as you are on a threat list, you are considered to be in combat. The list will have reset itself when you leave combat, or an instance.

An NPC has aggro on the first thing that enters his threat list. After that, threat needs to be built in order to change the aggro holder. At ranged, a player requires 130% of the threat of the current aggro holder in order to force a swap. In melee range, this value is 110%. Threat does not decay.

"Area of Effect" threat done by buffs, healing and mana/rage/energy-bar is divided by all creatures that have the player in their threat lists. Thus, a healer generally does not gain aggro as fast when fighting larger groups. However, since multiple NPCs also do more damage, the healer is forced to put out more healing, making a bigger threat output aswell.

As a commonly used rule to standardize threat levels, 1 damage is set to 1 threat. 2 healing is 1 threat; overhealing is no threat. A load of abilities have innate threat or adapted threat factors as part of bringing balance and variety to the game.

Threat factors that have a major influence on the warrior class are:

1 rage generates 5 threat, unaffected by modifiers, rage from white damage not calculated

Defensive Stance has a 1,3 threat modifier, talents can increase to 1,45

Battle and Beserker Stance each have a 0,8 threat modifier

In addition, the abilities that are most commonly used for tanking have their values listed below (not updated for 60+ yet). Note that these threat values do not include damage done by that attack and may very well be more powerful than they appear. Also, make sure these values are multiplied by the stance factor when making threat calculations.

Sunder Armor 5..........260

Heroic Strike 9.........175

Revenge 6...............355

Shield Bash.............180

Shield Slam (1.11)......250

Thunder Clap............130

Cleave..................100

Disarm..................104

Devastate 1*.............73

Devastate 2*.............47

Demoralizing Shout**.....43

Battle Shout 7**.........30

*Devastate, the 41pt talent from the protection tree, has lower innate threat values at higher ranks,

but a higher damage output (and thus threat) at the application of multiple sunders.

**Both shouts have their threat divided between all enemies in combat.

Battle Shout no longer gives extra threat for each buffed member, just yourself.

Taunt is a nifty warrior ability that defies all regular threat abilities and if regularly used by tanks. It does three things:

You gain as much threat as the person currently holding aggo

It gives you aggro

It forces the NPC to attack you for three seconds

Note that the latter two are not the same thing. A third person could get 110% of your threat during the first three seconds and not recieve aggro due to the taunt debuff on the target. However, when that time expires, it grabs aggro as usual.

Taunt has a 10 second cooldown that can be reduced by talents to 8 seconds.

Tanking

Basics
Warriors are considered to be the class with the best damage migitation and best protection versus spiking impacts. More migitation means less damage taken, which means less healing required, which leads to happy healers and a stable group. For that reason, warriors are required to grab the attention of nearly everything that moves and eventually do what they do best: migitate damage. A warrior in this function is considered to be a "tank" and is often the spine of a group; everything revolves around the warrior. If the warrior dies, chaos ensues.

Be sure to notice that this no job to be taken lightly. People expect the tank to be a reliable force; if you mess up, it's noticable. You will be the first to be blamed if someone else dies, whether it's your fault or not. If you go away from keyboard, the group can't go on steadily. It's a job that comes with a certain responsibility.

Itemization
A tanking warrior is expected to walk around with a shield and one-hander, because the shield is part of what makes warriors give the best migitation. Also, the warrior is expected to have a tanking gear, which is armor that has it's emphasis on defensive stats. These are Stamina, Armor, and in a lesser way Strength and Agility. In the higher game content Defence, Resilience, Block, Dodge and Parry ratings will prove to become an important factor when it comes to tanking.

Whichever is the best gear made out of the appropriate stats is highly debatable. There is no real supreme balance between statistics; most warriors build their gear out of personal preference for certain stats.

Links:

Pfenix' guide to Nature and Fire resistance gear by Pfenix - http://forums.wow-europe.com/thread.html?topicId=17701861&postId=176502811&sid=1#0

Pre-MC tanking gear by Forumtroll- http://archives.noodley.com/?fn=wow-warrior-en&t=162692

Character stats
As the center of attention, your primary goal is to make migitation easy. Above stats influence warrior migitation in the following ways.

Stamina increases your hitpoint buffer by 10

Armor increases your overall melee damage migitation

For a character whose level is between 1 to 59 (Old formula, yet to be confirmed)

%Reduction = (Armor / (Armor + 400 + 85 * Enemy_Level)) * 100

For a character whose level is between 59 to 70

%Reduction = (Armor / (Armor - 22168 + 467.5 * Enemy_Level)) * 100

20 Strength migitates 1 damage per blocked attack

23,5 Agility increases your chance to dodge attacks by 1% at level 60. 29.4 for the same bonus at 70

25 defence skill increases Dodge Block Parry by 1% and decreases chance to be hit and chance to be crit by 1%. Defence skill, and individually Defence, Dodge, Parry Block are affected by the Rating system, which makes sure that percentage based lower level items are no longer viable at higher levels.

Below you'll see a list of skills that are affected by the rating system and their values. For more info on the subject, http://www.wowwiki.com/Combat_Rating_System

Rating Effect Requires

Level 60 Level 70

Defense 1 defense skill 1.5 2.4

Dodge 1% dodge 12 18.9

Parry 1% parry 20 31.5

Block 1% block chance 5 7.9

Resilience 1% resilience 25 39.4

Resilience is a special new rating which was created to reduce the effects of critical hits against your character. It has two components; it reduces the chance you will be critically hit by x%, and it reduces the damage dealt to you by critical hits by 2x%. x is the percentage resilience granted by a given resilience rating.

Teamplay
Oppsed to the image I may have sketched above, tanking is not a one-player game; it relies heavily on the support of your group. You might be the best warrior that ever set foot on Azeroth, but if your group does not help you manage aggro, the group will not get very far.

When facing a large group of NPC's with your group, getting everything to hit you is not always the easiest and best solution. The damage output may simply be too much for the healer to heal up to. As a solution, your group members also have an large arsenal of spells and abilities to perform crowd management. For instance, mages can polymorph things into a harmless sheep, druids can sleep animals, warlocks can banish demons and hunters can trap just about anything.

Naturally, the use of so called off-tanks can simplify crowd management. Bear-druids (feral), paladins, or perhaps another warrior can be assigned to draw aggro of different targets, and simplify the situation.

It is important to discuss these options and alternatives with your group before throwing yourself into combat. Just because you're a warrior does not mean you can behave like Conan the Barbarian! Have everyone pick their targets, then initiate combat. It might seem slower, but in the end, it works much faster.

Playing with the same people often, means you get to know them and their playing style. Discussing before pulls will at some point no longer happen, because everyone knows what to do eventually.

[ Post edited by Lavina ]

60

Lavina

< Essence of the Blade >

1. Re: Threat & Warrior Tanking Guide  |  09/12/2006 13:11:23 PST

Warrior abilities

In order to sustain the maintenance of aggro and migitate damage, the warrior has recieved a set of abilities that greatly help achieving these goals. In the Threat part of this topic, some of these abilities were already adressed. Here, they will be discussed further. Threat values given are for level 60.

Defensive Stance

Defensive Stance is designed for tanking with it's 1.45 modifier to threat. It enables certain Defensive Stance only abilities like Revenge and Shield Block that only work in this stance. Note that the modifier applies to both white damage, yellow damage and abilities.

Sunder Armor

Sunder Armor the main source of threat for a warrior. Not because it's the highest or most efficient, but because it has no cooldown besides the global cooldown and is always available. Sundering a target also places an armor reduction debuffon the target, giving all melee classes a higher damage output on that target. Sunder Armor can not be used if a rogue is applying his armor reduction ability; make sure they don't do it. This ability can be talented up to become three rage cheaper. Threat builds even after 5 applicaion of Sunder.

Rage: 15 Innate threat: 261 Damage: No

Revenge

Revenge is the most rage efficient source of threat for the warrior.It deals a bit of damage and can be talented up to give a 45% stun chance. Downside is that it can only be used after you block parry or dodge, and it has a 6 second cooldown. It it possible to use Shield Block (see lower) for +75% block chance and enforce a Revenge. This however, removes the rage efficiency, but gains the Shield Block advantages in return. Revenge can only be used in Defensive Stance.

Rage: 5 Innate threat: 355 Damage: Low

Shield Block

Shield Block increases block chance by 75%. A blocked hit cannot crit and cannot crush (see Migitation below) It will decrease a blocked hit by the block value of your shield. Revenge will likely be triggered. Shield Block can be talented up to make two blocks instead of one. Shield Block has a 6 sec cooldown.

Rage: 10 Innate Threat: 0? Damage: None

Shield Bash

Shield Bash costs a little less than Sunder Armor and has a similar rage/threat ratio. In addition, it can interrupt spellcasting, or even cause silence when talented up. It has a 12 second cooldown. It's often saved to use in combination with it's spell interruption effect. Requires a shield.

Rage: 10 Innate threat: 180 Damage: Low

Heroic Strike

Heroic Strike is an attack that does not trigger global cooldown, but instead, replaces your next white main hand attack by a yellow one with additional threat and damage. Since it's a yellow attack, it cannot glance ( http://www.wowwiki.com/Formulas:Weapon_Skill ). Downside of this attack is that you do not generate rage through your white (now missing) attack. This attack can be used in combination with any other attack, so long as you have enough rage. Through talents, this ability can become three rage cheaper.

Rage: 15 Innate threat: 175 Damage: Moderate

Cleave

Cleave is a Heroic Strike like attack, only it works on two targets and has it's threat value halved. Through talents you can have this ability do more damage.

Rage: 20 Innate Threat 100 Damage: Moderate

Shield Wall

Shield wall is our defensive 30 minute cooldown ability. It's one of those things that can make the warrior far superior when needed. It reduces all damage taken by 75% for 10 seconds. It can be talented up to 21 seconds (though that's quite over the top and misses out on the top talents.) Requires a shield.

Rage: 0 Innate threat 0? Damage: None

Last Stand [talent]

Last Stand gives the warrior 30% of his max hp and increases that max by 30% for 20 seconds. Cooldown: 8 minutes. It's a wonderful free potion panic button. 11pt protection tree talent.

Shield Slam [talent]

Shield Slam is the 31pt talent in the protection tree. It costs a major ammount of rage, but also causes a major ammount of threat and damage (bonus from block value). Also dispels one buff on the target 50% of the time. It's most certainly a thing you'd want to put on it's 6 second cooldown as soon as possible. It's merely inferior to Revenge, but beats Sunder Armor on most occasions. Requires a shield.

Rage: 20 Innate threat: 250? Damage: High

Devastate [talent]

Devastate is the 41pt talent in the protection tree. It deals damage according to the number of sunders on the target and weapon damage range. The matching rank 2 damage formula is: 0,5 * ( Weapon Damage + Attack Power / 14 * Normalized Weapon Speed ) + 25 * #(Sunder Armor)

It is meant as a dps tool for protection warriors and should not be considered a grand solution to warrior threat. Only with 5 applications of Sunder Armor, it comes close to Sunder Armor threat. Surely weapon improvements in the expansion would make this a better talent threatwise as damage ranges increase.

Rage: 15 Innate threat: 47 Damage: Moderate

Thunder Clap

Thunder Clap is an area of effect (max 4 targets) attack that deals some damage and slows attack speed. This attack speed debuff is one of the best debuffs that can be applied on a target besides Sunder Armor.

Downside of this ability is that it can only be used in Battle Stance and it's 4 second cooldown.

Rage: 20 Innate threat 130 Damage: Low

Mocking Blow

Mocking Blow is an emergency button. It glues the target to the warrior for six seconds and deals low damage. Downside is the two minute cooldown and it's mere availability in Battle Stance, which makes this a hard-to-use ability.

Rage: 10 Innate Threat: 240? Damage: Low

Excecute

Excecute is used when a target is below 20% hitpoints and needs to die fast. In some occasios where high damage per second is required, even the tank helps to take down an NPC at times, at the cost of extra damage taken due to the availability in Battle and Berserker Stance.

Rage: 20+ Innate Threat: Unknown? Damage: High

Berserker Rage

Berserker Rage makes the warrior immune to Fear and disorienting effects like Gouge. Also increase rage generation through taking damage. Can be activated while under these effects. This skill is highly underestimated by the general population. Hit it right before or after storming into a group, and see you rage bar fill up. Cooldown: 30 seconds, lasts 10 seconds. Only available in Berserker Stance.

Rage: 0 Innate Threat: 0? Damage: None

Charge

Charge runs the warrior at high speed to an NPC, stunning it. Generates rage. Only usable out of combat. Cooldown 15 sec. Used to get a rage headstart in an encounter.

Rage: 0 Innate Threat: 0 Damage: None

Intercept

Intercept runs the warrior at high speed to target in the distance, stunning it. Cooldown 30 seconds, requires Berserker Stance. It's useful in some occasions where you need to travel great distances, but don't have the time to run, e.g. after knockback.

Rage: 10 Innate Threat: 0? Damage: Low

Demoralizing Shout

Demoralizing Shout debuffs NPCs in area with attackpower penalty. AoE threat, though divided by numbr of opponents.Rage: 10 Innate Threat 43: Damage: None

Battle Shout

Battle Shout buffs partymembers with attackpower. Previously used for AoE tanking in groups with 4 hunters and pets. Patch 2.0 decreased threat to self buff only and divided threat as with Demoralizing Shout.

Rage: 10 Innate Threat: 30 Damage: None

Challenging Shout

Challenging Shout is used to draw all NPCs in a 10 yard radius to you for six seconds. Cooldown is 10 minutes. This ability is an emergency button.

Rage: 10 Innate Threat: Unknown Damage: None

Bloodrage

Bloodrage is unaffected by global cooldown. It generates rage (and thus threat. Best used right after the pull.

Rage: o Innate threat: 5 per rage after the first 10 Damage: None

Disarm

Disarm disarms the opponent, making it hit for substantially less. Disarm can be used when you are disarmed yourself, just as shield attacks.

Rage: 10 Innate threat: 104 Damage: None

Piercing Howl [talent]

Piercing Howl is the 11pt talent in the fury tree. It's an area of effect movement reducing shout. It may be useful for preventing NPCs to run off with haste.

Rage: 10 Innate Threat: 0 Damage: 0

[ Post edited by Lavina ]

60

Lavina

< Essence of the Blade >

2. Re: Threat & Warrior Tanking Guide  |  09/12/2006 13:11:57 PST

Migitation

Migitation is the term for general damage reduction and attack handling. There are three types of migitation:

---- Full migitation

Miss. The NPC misses you. This event is 5% standard, but can be increased by +Defence Rating to a regular 9% for well geared tanks. This does not generate rage.

Dodge. You dodge the attack. This event is dependent on your Agility, Dodge and Defence rating. 12% is not uncommon. You can not dodge when stunned. This does not generate rage.

Parry. You parry the attack. This event is 5% standard, but can be increased by Defence and Parry rating. You can not parry from behind. Parrying an attack reduces the swing timer of your current swing by 40% of weapon speed to a minimum of 20% of the timer. 12% parry is not uncommon. Parrying does not generate rage.

---- Block migitation

You block the attack. A number equal to your block value is substracted from the attack. This attack is not a crit, nor a crushing blow, for reasoning see below. Regular block value floats around 12%.

---- Armor migitation

Critical hit. This attack does double damage. Chances are 5% by default.

Crushing Blow. This attack does +50% damage. NPC's with 15 higher weapon skill than a player's base defence can perform crushing blows. Generally, this is 5 per level, so against a 60, level 63+ NPC's can perform crushing blows with a chance of 2 * difference (=15) - 15% = 15%

Normal hit. Chance of 100% minus everything above.

Simply put, at each attack, the server performs a /roll 100 and checks the above percentage list (Attack Table) which result is chosen. Therefore, each result is mutually exclusive with another. Critical hits cannot crush, blocked hits cannot crit or crush. This last statement is the general thing that makes warriors such good tanks versus bosses.

We have Shield Block.

Allow me to explain why Shield Block works so well with the Attack Table. The list above works fine when all values together are below 100% However, when Shield Block gets activated.. BOOM! +75% block value.. and we're above 100%.

This means we need to balance things. The Attack Table is designed in such a way that everything on the bottom gets knocked off when values go above 100%. That means regular hits are knocked off first, then crushing blows, then crits, and then blocks.

Let's see where we get with Shield Block up...

9% Miss

21% Dodge Miss

33% Parry Dodge Miss

108% Block Dodge Miss

Hell! We even have 8% block too much to avoid any spiking damage. All melee damage a warrior recieves will be normal damage after a block, provide Shield Block is up!

Pulling and tanking in practice

Pulling can be done by charging in, walking in, shooting with a gun or some someone else do it (At level 70, hunter can pull with misdirection on the main tank). As with gear, this is commonly decided by personal preference. Myself I use a gun and pull stuff around a corner if possible. That way you can keep things close to eachother and allow other classes like mages to pick their sheeping targets. Cornerpulling to safe areas is a wonderful way to avoid patrols. For all pulls it's great to have initial aggro as a tank, so you don't have to taunt-sunder everything to get aggro back.

Always click Bloodrage after a pull (and when you're in combat). It does not trigger global cooldown, gives rage and gives threat. Go Berserker Stance, activate Berserker Rage right before or after the pull (depends on the type of pull) and swap back to Defensive (don't care about lost rage, you'll get new soon anyway). You can spend your newly gained rage to throw a Demoralizing Shout, do a Sunder Armor on each target, Revenge if available. (Learn how to move your screen around and see how the TAB button works; you should be able to predict which mob will be targetted by your next TAB after a while; TAB is view dependent.) The rogue (it's always the rogue) will have gained aggro on the main target meanwhile.

Do you care about having lost aggro on the main target for a few moments? You shouldn't, because you can Taunt it and Sunder, and have aggro on all mobs. The rogue has a hitpoint bar for a reason. If you hadn't given up threat on that single mob, all mobs would have come running to your healer. Being a perfectionist and wanting to have aggro on everything is nice; being a realist is better.

TAB, Sunder, TAB Sunder, the occasional Revenge and keeping watch of your environments is all there is to basic tanking really. Eventually you can take it easy and throw large talent dependent skills that do damage, or Heroic Strike or Cleave. Watch spellcasters too, Shield Bash can make a large difference in damage that you have to absorb.

Raid or boss tanking is an entirely different matter.

It involves a few hard hitting meanies, that require you to keep Shield Block up. Also, you generate so much rage that spamming global cooldown dependent skills are not enough. Toss in Heroic Strike to make you generate both rage and damage.

The 41pt protection talent Devastate is a great alternative for Sunder Armor when the target has 5 Sunders acive on it. It has similar threat, but adds more damage

Links:

US warrior forum tanking guide http://forums.worldofwarcraft.com/thread.html?topicId=11931356&sid=1

Newbie tanking Guide by Daylanor http://forums.wow-europe.com/thread.html?topicId=94319875&sid=1#7

Advanced Tanking Guide by Dragoona http://archives.noodley.com/?fn=wow-warrior-en&t=57218

Talents

Whatever gets mentioned here, it's never right and people will complain they know better talents. Talents are even more personal preference dependent than gear or pulling/tanking methods. Therefore I'll refrain from posting links to example talents, but instead point out some general guidelines.

Some people wish to tank, others wish to tank and be viable in PvP/DPS. Where most full tanks go Protection with some points spread out in the tier 1 talents of other trees, the largest difference is between people that wish to do both.

The general requirement for anyone that wishes to tank in a raid is 14 points in Protection. Because of Defiance, a Tier 3 talent that defines max raid dps, and Improved Shield Block, that allows two crushing free attacks in six seconds instead of one attack.

Combining that with a 31pt talent from either Arms or Fury tree, that leaves six points left to be spent. While as a tank, I would recommend to have at least Last Stand , and Improved Taunt for 5 mans, I must admit some of those tier 8-ish talents look nice for dps *grins*

Druids and paladin tanks

Where previsouly druids and paladins were laughed at when they wanted to tank (mostly paladins). They currently prove to be equal or even better tanks than warriors. A feral druid or protection specced paladin should be taken seriously as an option for main tank position.

Currently the following generalisation applies:

Warriors best vs. bosses and single/dual mobs

Druids best vs. trash groups

Paladins best vs. AoE groups

[ Post edited by Lavina ]

"A day without a sparkle is a day without fun"

- Lavina Darkspark, Swordslady of the Essence of the Blade, The Venture Co.

!nageremonG eerF

60

Lavina

< Essence of the Blade >

3. Re: Threat & Warrior Tanking Guide  |  09/12/2006 13:12:35 PST

<reserved>

"A day without a sparkle is a day without fun"

- Lavina Darkspark, Swordslady of the Essence of the Blade, The Venture Co.

!nageremonG eerF

60

Lavina

< Essence of the Blade >

4. Re: Threat & Warrior Tanking Guide  |  09/12/2006 13:13:38 PST

<reserved2>

"A day without a sparkle is a day without fun"

- Lavina Darkspark, Swordslady of the Essence of the Blade, The Venture Co.

!nageremonG eerF

60

Juvenalis

< Ambush >

5. Re: Threat & Warrior Tanking Guide  |  09/12/2006 16:57:36 PST

Nice to see someone spend so much time in a post :)

Reporting for Sticky

60

Jimboe

< Broken Fang >

6. Re: Threat & Warrior Tanking Guide  |  09/12/2006 18:07:29 PST

bump and sticky requested

lvl 70 drama queen

60

Daylanor

< Disciples of Hogger >

7. Re: Threat & Warrior Tanking Guide  |  09/12/2006 20:20:19 PST

Nice writing.

I'd like to add a part of my very old tanking guide for newbies in the Guild :).

I'll give an example of pulls I perform, I'm not taking CC (crowd control) abilities of the party members into consideration and this is an example of a group that works together good. You might get bad parties but this is still valid.

The order of who you kill first is that you always kill the healer first, then you kill the caster last you kill the melee.

Also if you have elite and normal mobs in same group you always take down the non elite first, because they do almost the same dmg a elite does but are so much easier to take down. So tell your party what to kill first.

Example of a body pull (charge).

3 mobs are isolated and I won't pull more if I use body pull (increased agro range on the pull). Mobs are 1 melee 1 healer and 1 caster. I tell the party the order of the kill, healer, caster and melee last.

Party is ready, I target caster and charge. The mobs are a little spread but the body pull gives me initial agro for them to come to me.

As soon as they are in range I cast thunderclap and a dem shout to get more agro on all mobs and decrease the dmg I get.

Now I get my self into def stance cast 2sunders (or 1sunder 1revenge if revenge is up), then I make sure I have 1 sunder on the 2 others.

As soon as the 2sunders are on the healer the rest of the party start nuking that mob.

I use a combination of sunder and heroic strike on the nuked mob with a revenge if it's up, and just sunder the rest with using a dem shout now and then. Always keep enough rage for a shield bash to kill that heal.

When the healer is dead I focus on the caster and just keep up my combos.

Now I only have the meleer left and since I've been building up so much agro over time nothing is pulling it off me so I focus more on a little extra dmg while still keeping the mob fully sundered (x5).

All mobs are dead and if no one messed up dps I should have been the one getting almost all the heals.

Range Pull (no cc).

When I do a ranged pull I make sure I get them to come to me, so if there is a caster in there I run away or around a corner to pull them closer.

Scenario: 3 patrols, each patrol consisting of 2mobs.

The pull; I study the patrols and their timing, when the first patrol is closest to me yet far enough from the others not to pull them along.

I'm in def stance, target 1 mob, apropriat time is now, cast bloodrage and shoot bow/gun at the mob(take care to learn the delay of the bow/gun).

Clean pull 2mobs come. I let them come to me and as soon as they are in range I use dem shout. Then I sunder the first mob 2times and the second once. Party starts nuking first mob, I take care to keep up x2 times the agro on the first mobs over the second one (2sunders vs 1sunder). Using a combo of SA+HS and using revenge every time it is up.

1st mob is dead now all on the second one, no problem.

Next pull; same drill.

I'm in def stance, target 1 mob, aproriate time is now, cast bloodrage and shoot bow/gun at the (take care to learn the delay of the bow/gun) mob. But this time I miscalculated the delay in the shooting =(, both patrols come for me.

I’ve got a good party and they know better than to start to panic and nukeing.

Mobs are on me now (4) I cast a dem shout and spamming sunders+heroic strikes+revenge+shield bash as fast as my rage and cooldowns allow me. Party does nothing but heal me until I give the go.

Now every mob has at least 2sunders and had a few agro moves made on them. I start consentrating agro on one mob and call in the dps. Rinse repeat procedure. No panic and no hassle.

All of this I assume a good party and no *nubs* who panic/nuke at the slightest missgoing =).

Keeping a cool head and a over view of the whole battlefield is one of the requirements for good tanking.

Don’t ever focus all your attention on one mob, that is what the dps do not the tank.

Hope this helps a little =) in understanding some of the basic principals of tanking

( \_/) Why the f*ck do i always have to take the hits from those huge things !!!? -.-

( ._.) /

((*)*)

For all things....Fury is here to save the day!

60

Lavina

< Essence of the Blade >

8. Re: Threat & Warrior Tanking Guide  |  11/12/2006 00:03:38 PST

*cheers* I'll link it in later and try looking for other guides to which I can post links

For now: /bump

"A day without a sparkle is a day without fun"

- Lavina Darkspark, Swordslady of the Essence of the Blade, The Venture Co.

!nageremonG eerF

60

Fledern

< Broken >

9. Re: Threat & Warrior Tanking Guide  |  11/12/2006 01:19:36 PST

Q u o t e:

I'm in def stance, target 1 mob, apropriat time is now, cast bloodrage and shoot bow/gun at the mob(take care to learn the delay of the bow/gun).

The variation i use on this is i first shoot and wait until the mobs are in leash range before popping bloodrage. With improved bloodrage, i get 26 rage = 130 aggro. That's the equivalent of 3 demoshouts.

Shield bash has an underestimated large aggro - especially on casters. I prefer to waste my cooldown as an opener on a caster while i sunder the others. This also allows me to "round up" spread out mobs as a silenced caster will come for melee.

"....In the warrior's code, there's no surrender

Though his body says stop, his spirit cries never...."

http://ctprofiles.net/1504170

60

Rhenne

< Essence of the Blade >

10. Re: Threat & Warrior Tanking Guide  |  11/12/2006 01:26:23 PST

Nice to see you got around to it :)

Contrary to popular belief the availability of answers is not related to the amount of petitions, insults, flaming, trolling or other violations of the forum guidelines.

-Thundgot

60

Daylanor

< Disciples of Hogger >

12. Re: Threat & Warrior Tanking Guide  |  11/12/2006 06:09:31 PST

O_o forum bug.

( \_/) Why the f*ck do i always have to take the hits from those huge things !!!? -.-

( ._.) /

((*)*)

For all things....Fury is here to save the day!

60

Daylanor

< Disciples of Hogger >

13. Re: Threat & Warrior Tanking Guide  |  11/12/2006 06:13:04 PST

A note on Demoralizing shout.

As of 2.0 it's agro is now divided equally among all affected mobs. So less agro per mob the more mobs you target.

( \_/) Why the f*ck do i always have to take the hits from those huge things !!!? -.-

( ._.) /

((*)*)

For all things....Fury is here to save the day!

60

Lavina

< Essence of the Blade >

14. Re: Threat & Warrior Tanking Guide  |  11/12/2006 09:07:42 PST

Thanks, updated accordingly.

Seems like a forum bug indeed, guide is not listed anywhere, had to find it through search option.

"A day without a sparkle is a day without fun"

- Lavina Darkspark, Swordslady of the Essence of the Blade, The Venture Co.

!nageremonG eerF

60

Borodin

< Vigil >

15. Re: Threat & Warrior Tanking Guide  |  11/12/2006 10:09:04 PST

Excellent post, I was going to write a similar one for my Raiding Community but I think I will just direct them here for now.

A note to all Warriors watching the "Defenses" sub-table on their Character sheet: this shows incorrect values for Block, Dodge and Parry because it incudes your bonus from +Defence gear twice

I've reported this bug but in the meantime the correct values are shown in your Spell Book or the excellent TankPoints addon.

60

Lavina

< Essence of the Blade >

16. Re: Threat & Warrior Tanking Guide  |  11/12/2006 13:44:56 PST

Could add a tanking addon part too (thanks Boro). TankPoints, KLHThreatMeter, any other suggestions?

Oh, and yay for sticky! *hugs a blue-ish person*

[ Post edited by Lavina ]

"A day without a sparkle is a day without fun"

- Lavina Darkspark, Swordslady of the Essence of the Blade, The Venture Co.

!nageremonG eerF

10

Mystril

17. Re: Threat & Warrior Tanking Guide  |  11/12/2006 14:50:05 PST

Any chance to explain why tanking in full protection this moment feels like tanking with zero protection points before patch, in threat generation terms?

The new synergy on dps (paladin +crit, moonkin + hit, warrior + dmg, hunter + ap, and so on...) and the almost nonexistent increase of threat ( devastate=sunder+), tanking in aq40 and naxx have become increasing difficult.

39

Lechuck

< World of Twinks >

18. Re: Threat & Warrior Tanking Guide  |  12/12/2006 05:13:47 PST

Q u o t e:
Any chance to explain why tanking in full protection this moment feels like tanking with zero protection points before patch, in threat generation terms?

The new synergy on dps (paladin +crit, moonkin + hit, warrior + dmg, hunter + ap, and so on...) and the almost nonexistent increase of threat ( devastate=sunder+), tanking in aq40 and naxx have become increasing difficult.

I heard someone who played the beta say they made the druid become the new tank in this game.

I dont know if its true but it sounded like that dude knew what he was talking about.

60

Azmodeuz

< The Raven Council >

19. Re: Threat & Warrior Tanking Guide  |  12/12/2006 14:08:12 PST

hmm dos it woork?

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