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Armstrong's World of WarCraft Warrior Tanking FAQ
Disclaimer: This document was written ... I can't even remember when
really, probably in early 2006. As of writing this note on 8/06/07, many
aspects of it are now outdated, and I would answer a few of the questions
differently. However it is still largely valid for tanks who are new to
the game, particularly warriors who aren't specced Protection and want to do a
decent job at tanking instances as they are leveling up to 60 and 70. For
more information on WoW tanking, including other beginner and advanced guides
and FAQs, visit TankSpot.
This FAQ attempts to cover the bread and butter
of tanking, or in other words, everything I could come up
with that any Warrior serious about tanking should know.
Hopefully it will prove useful to a few people.
If you have any questions or suggestions on how to make this guide better, feel
free to send me a PM on the <Elysium>
forums.
Q. What's so good about the
Protection tree? A lot of Warriors say that you don't have
to go Protection to be able to tank. Why would I want to
spec Protection?
A. You don't need to
spec Protection to be a good tank, just like you don't need
to spec Arms or Fury to deal good damage. Using the right
gear and knowing how to use your abilities are important
factors for both roles. But just like the Arms and Fury
trees will give you an edge for dealing damage, the
Protection tree will give you an edge for tanking. Almost
every Protection talent will help you with either building
more aggro, staying alive longer or protecting your party
members. Where you spend your talent points is all about
what role you want your warrior to have an edge in. In that
respect, the Protection tree does as good a job as the other
two, and is well worth spending points into if you want to
be the best tank you can be.
Q. I'm leveling up a Warrior
and I want to be able to PvP and kill stuff fast. I'm going
to go Arms/Fury and respec Protection at 60 so I can be MT
on my guild raids and get phat lewtz.
A. Ok, that's fine,
but be aware that speccing Protection in and of itself will
not make you a good tank overnight (nor will reading this
FAQ). Make sure to pull out your 1H & shield, switch to
Defensive stance and actually
tank for a group at
every possible occasion
before you reach 60. In WoW, holding aggro and
staying alive becomes more and more difficult as you reach
the higher levels, and waiting until you are 60 to learn how
to tank is just not a good idea.
Q. What does the Defense
stat do exactly?
A. One
Defense point raises your chance to Block, Dodge and Parry by 0.04% each. One
Defense point also increases the chances that your opponent will Miss you
decreases the chances that your opponent will land a Critical
hit on you by 0.04% each.
Avoiding damage is an important part of being a tank, and high Defense goes hand
in hand with high armor to reduce the overall damage you take over the course of a
fight. Keep in mind that high Stamina is just as important to staying
alive as avoidance and mitigation, and stacking up on Defense at the expense of Stamina
is not necessarily a good idea. No matter how good your damage avoidance
ability, you will still take critical hits once in a while, and a big health
pool will act as a "buffer" to give your healers time to get your health back up
before the next big hit.
For more in-depth information about the Defense skill
checkout
this very nice write-up
by Satrina of the defunct guild Evil Empire.
Q. Why do people say I need
to use a 1H weapon and a shield for tanking?
A. Two reasons:
- Staying alive and
holding aggro over healers. Using a shield gives
you an extra 25-30% armor AND every attack against you has
a chance of being partially or fully Blocked. Armor
reduces the physical damage you take (about 90% of the
damage dealt by mobs throughout the game is physical
damage).
The less damage you take, a) the less likely you are to
die, and b) the less healing you need, which means 1) your
healer can keep you alive longer, and 2) your healer
builds up less aggro because they are healing less.
- Revenge!
Equipping a shield allows the use of the Shield Block
ability, which is the best way to open up the Revenge
ability. Revenge is the best threat generating ability,
but because it can only be used after you block, dodge or
parry, you will rarely get to use it without the use of
Shield Block.
Q. But I'm Arms/Fury specced
and I deal a lot more damage with a two-hander or by
dual-wielding. I can tank just fine by out-damaging everyone
in the group. Leave me alone!
A. (See answer 1
above) In order to deal that much damage, you have to be in
Battle or Berzerker stance, which means you're taking either
10% or 20% more damage than you would in Defensive stance,
not to mention the extra damage mitigation you are not
getting from the use of a shield. Also, threat
generation in Battle and Berzerker stance is about half of
the threat generated in
Defensive stance, everything else being equal. Even if you can hold aggro
over your healer through damage alone, you're much more difficult to keep alive,
and your healer will run out of mana much sooner. A dead
tank often means a wipe.
Also, you may be able to out-damage other party members
because you have a level or gear advantage over them, but
sooner or later other classes
will out-damage you
by a significant margin, and when you lose aggro in Battle
stance holding a two-hander you don't have access to Taunt
or Revenge and won't be able to pull the mobs back to you as
easily.
Q. What's the best way to
pull a mob's attention back to me when another player has
"pulled aggro"?
A. When you lose
aggro on a mob, use Taunt to help trigger your best hate-generating
ability: Revenge. Revenge requires you to Dodge/Block/Parry
an attack prior to its use, and therefore is not useable if
no mob is attacking you. The way to do this is
Shield Block ->
Taunt ->
Revenge. If you don't
have the 10 Rage for Shield Block, use
Bloodrage ->
Shield Block ->
Taunt ->
Revenge. This combo
is the best way to quickly move back towards the top of a mob's
hate list, and is extremely handy when fighting mobs that
occasionally "dump" aggro by knocking you back and then run
towards another party member.
Note that as of patch 1.11, using Taunt permanently gives
you threat equal to that of the player who previously had aggro and gives you aggro, which is a big buff over
how it previously worked. That being said, using
Revenge immediately after Taunt is still the best way to
quickly get a headstart over other party members and ensure
they won't pull aggro again.
Q. Ok, so if Revenge
generate the most hate, what's so cool about Sunder Armor?
A. While Revenge
generates more hate per use, it is on a 5 seconds cooldown.
Sunder Armor can be spammed repeatedly, so as long as you
have the rage for it, it is an excellent way to continue to
quickly climb up the mob's hate list while you're waiting
for the cooldown on Revenge.
Q. Since Sunder Armor only
stacks five times, does spamming Sunder beyond the first
five times continue to add aggro?
A. Yes it does. Hate
is generated every time you use the ability, and the number
of Sunder debuffs on a mob has no effect on aggro
whatsoever. For example, if you lose aggro on a mob that
already has five Sunders, it is possible to regain aggro by
using Sunder Armor a few more times, even if the debuff
can't stack any higher.
Q. Is it true that if the
Sunder Armor debuff gets "knocked off" by too many other
debuffs the aggro associated with it is lost as well?
A. No (see previous
question). Neither is any aggro lost when the debuff fades
at the end of its 30 seconds duration. Aggro is kept track
of separately from the debuff itself.
Q. What can I do to reduce
the amount of damage I take in combat, other than getting
better gear?
A. Demoralizing
Shout, Thunder Clap, Disarm, Shield Block, Shield Block and
Shield Block (and Shield Block some more).
- Demoralizing Shout reduces all mobs' attack power for
30 seconds and is a good way to get initial aggro on a
large group of mobs all at once. Use it as soon as the
fight starts and refresh it every 30 seconds to keep the
debuff on. To my knowledge, no mobs or bosses are immune
to it.
- Thunder Clap is another good way to grab initial aggro
on multiple mobs at once at the start of a fight because
it causes some damage (be careful not to break CC). It
also reduces attack speed by 10% for 30 seconds. This
effectively means a 10% reduction of physical damage and
should be used whenever possible and refreshed every 30
seconds. Works on all mobs and bosses I've run into so
far.
- Use Disarm on heavy hitting mobs and some bosses (many
bosses are immune). It only lasts 6 seconds, but can be a
life-saver when you are low on health. Disarm also causes
a lot of threat, even though the tooltip doesn't say so.
- Shield Block boosts your base % chance to Block by 75,
which virtually guarantees that you will block the next
attack. Depending on your shield's Block value, you will
mitigate a good chunk of damage and in some cases block the
attack completely and take no damage. It should also
be noted that when tanking mobs 3 level higher than you,
the ability effectively eliminates the chance of taking a
Crushing Blow while the buff is up, which makes the Shield
Block ability a staple of raid tanking.
- Stay in Defensive stance. 10% reduction on all
damage, physical and magical. It's ok to
occasionally switch to Battle or Berzerker to trigger abilities not
available in Defensive stance, but make sure you switch
right back.
Q. I hear people say that a
faster weapon is better for tanking. Why is that?
A. This is mostly
true in situations where you are taking so much damage that
you are getting "infinite Rage", such as when tanking raid
mobs and bosses. If you are spamming Shield Block, Revenge
and Sunder Armor as often as the cooldowns allow you and you
still have rage leftover, you can use that extra rage to
queue up Heroic Strike on every weapon swing, which
generates a considerable amount of additional threat. Heroic
Strike is an "On next swing" ability, so the faster your
weapon, the more often you can use it, and the more threat
you build up.
Being able to generate that extra aggro in raid fights means
that damage classes don't need to hold back as much and the
bad guys can be taken down faster.
Q. What's a "Line of sight
pull" and how do I do it?
A. A line of sight
pull means to use the line of sight mechanics in the game to
force a caster or ranged mob to come to you so your group
can fight them at a safe distance from other mobs around
their original location. You basically gun or bow-pull the
mob in question, then quickly run back behind a corner or a
wall where they lose their line of sight on you. This will
force them to run towards that corner where your group
should be waiting to fight them.
Q. What can I ask of my
party members that will help me hold aggro, keep the fights
organized and avoid a wipe?
A.
- Make sure that the group knows which mobs should be
CC'd and in what order the mobs should be killed. Remind
your group that everyone should always be attacking the
same mob together. If necessary, designate someone to be
the Main Assist and instruct everyone else to always
attack that person's target.
- Tell your group to let you handle all the pulls where
not all mobs can be CC'd. If you draw initial aggro, all
active mobs in the group will attack you, which makes it
easier to quickly build up aggro on each of them, instead
of having to pull them all off of another party member.
- Ask your teammates to make it a habit
on every pull to
count to five before starting to attack. In the long run,
it's usually better to spend a few extra seconds per pull
than to waste many minutes to recover from a wipe.
- Designate one party member who will be in charge of
slowing down the mobs that run away. You don't have access
to Hamstring in Defensive Stance, so it usually makes more
sense for someone else to handle that task. Besides, once
a mob starts to run away, you should immediately start
building aggro on the next target while the rest of the
group finishes off the runner.
- Remind Rogues, Druids, Hunters and Priests to use
their aggro-reducing abilities. Mages and Warlocks who
pull aggro should immediately stop attacking and
run towards you to
help you regain aggro on the mob faster.
- Ask Hunters and Warlocks to turn off their pet's Taunt
ability (Growl). Explain to them that your ability to hold
aggro relies on having enough rage to use your abilities,
and that you build up more rage when mobs are hitting you,
rather than their pets.
- If you are having trouble holding aggro over one
particular party member due to gear or level differences,
and if you have a Pally in the group, have the Pally give
that player Blessing of Salvation so they will generate
less aggro.
- Ask your Druid or Warlock to cast Thorns or Fire
Shield on you and you
alone. Those spells exist to help you generate a
little bit of extra aggro on mobs that are hitting you.
Casting it on the whole party does nothing significant in
terms of killing mobs faster, and can add unneeded aggro
towards other party members who aren't meant to be taking
damage.
Q. Where can I
find more information on WoW game mechanics like
armor, defense, aggro, etc with lots of numbers,
tables and formulas?
A.
Satrina's
warrior guides page is the best all-in-one
warrior theorycraft page I've run into so far, and is
still being kept up to date.
Q. Where can I find
information specific to end-game raid tanking?
A.
Hold the Line; An Endgame Tanking Reference,
by Ciderhelm, is an excellent source of information
about end-game tanking.
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