Tanking for beginners
Maybe you've heard that there's a tank shortage and you've rerolled to help your buddies out. Maybe you just like the idea of one of the tanking classes and you're interested in being as valuable for groups as you can be (and in the case of two of them you don't like healing). Maybe you enjoy being in the forefront of things. For whatever reason, you've decided you want to tank. It's not too late. You can still run. There are quite a few DPS classes, and you can even spec DPS with each of the tanks. You don't have to do this.
You still here?
Okay, don't say I didn't warn you. The positives of tanking are many: it can be fun to consider yourself as a cussing, roaring, or even holy juggernaut who can take the beating and keep the enemy focused on you. It can be challenging, and mastering that challenge can be extremely rewarding. With the right group, tanking can be a heck of a lot of fun. If you dedicate yourself to tanking and do it well, eventually you may find yourself annoying some of the most powerful and evil bosses in the game.
But tanking is a fundamentally group related activity: it consists of two major tasks and you cannot succeed at either without the support of your group. Being a tank is essentially sacrificing soloing utility and the ability to succeed at your class' other focus in order to excel at a group utility role. And of course, whenever anything bad happens... bad pull, lose aggro on a group pull, what have you... it will be your fault. It will be your fault even if it isn't. Heck, after a while you'll start taking it personally even when everyone else is amazed at how good a tank you are. Tanking seems to create a perfectionist mindset, one that measures every single moment and always wants to do better. This isn't necessarily a bad thing, but it is something to keep in mind.
Okay, on to the basics. There are essentially two tasks involved in tanking. Holding aggro, and surviving having it. Both of these things are impossible without group support and even group sufferance. (Long time tanks, you will find little new here, and may in fact find it to be overly simplistic, so feel free to add class specific comments or details that simply didn't fit the constraints of the post.)
Holding aggro is job one of the tank. As long as he or she maintains enough threat on a mob to keep that mob hitting him or her and not, say, the succulent, cloth garbed healer or that dude in the flimsy leather who is tearing huge chunks out of its backside, the tank is doing well. But what do I mean by 'aggro' and 'threat'? To try and make it simple, a mob aggros a player or group when you enter into its aggro range, the distance your character can be from a hostile mob before it attacks, or pull it with an attack of some kind. When doing this, you have to be mindful of other mobs around the one you want to engage first, as these mobs will also aggro if they are close enough to the mob you're pulling or entering into aggro range. This is often described as linking or linked mobs. An example from an actual instance: in Scarlet Monastery there are often groups of two, three or even four mobs standing guard around hallways and passages. If you use a ranged weapon or other ranged pulling ability to tag one of these mobs, the entire group will aggro your party, with the person who pulled at the top of all of their aggro lists.
Simple enough, but it gets more complicated once your party swings into action. This is due to threat, which is the way the game determines which member of your party each mobs wants to kill the most. Obviously, as tank you would like that person to be you. However, there are a variety of ways each member of your party can gain the attention of the mobs you're attempting to kill, and some of these ways are unavoidable. One way which you as tank won't be able to avoid is healing threat. Healing threat is based, as you might expect, on how much healing your party healer is healing folks for, and it's global, divided among all the mobs currently attacking your party. If your healer has no threat reduction it's a flat .5 multiplier of the actual healing done, divided among everyone attacking you. So if for some reason your party finds itself fighting six mobs and they can't be crowd controlled for some reason, and a five hundred point heal lands on you while you're tanking them, you have to put out 250 / 6 = 42 threat per mob to keep some or all of them from peeling off of you and onto the healer, modified by how far away the healer is. Players in melee range only need to produce 110% of your threat to pull a mob, while more distant players (ranged DPS and hopefully healers) need to produce 130% of your tanking threat to cause you to lose aggro. This works for threat caused by damage as well as threat caused by healing.
Threat caused by damage is fairly straightforward. If a mob takes damage from an attack, that generates threat on the mob. As you might expect, Area of Effect attacks, or AoE, cause threat to every single mob they contact. There are specific threat reduction talents and abilities every class has, but before applying them, 1 point of damage = 1 point of threat. Wowwiki has a nice table of how each class modifies threat you can look at. For a beginning tank, though, all you really need to know is that you need to have more threat than anyone else. Each class has threat stats (for warriors, shield block value, hit and expertise all contribute to smooth threat generation, while paladins tend to itemize for spell damage for their holy spells and druids don't block at all, relying on their bleed attacks along with hit and expertise if possible to ensure threat) that they will be focusing on as they progress.
Each class tanks differently, of course. I mainly tank on a warrior, although I'm leveling a mid 60's paladin to tank with as well, so I'm passably familiar with how they tank. I refer you to our various class columns for more in-depth advice on how to tank with your class of choice. But in general, in order to maintain aggro you must make sure you are in your proper tanking gear, using your proper tanking abilities. Don't try and tank without Righteous Fury, Defensive Stance or Bear Form, as an example. Be in your tank set. And actually use your high threat abilities to maintain aggro. As a tank, aggro is job #1, I can't stress it enough. You're there to continuously generate threat on a mob or mobs so that they can be controlled and killed. The dirty secret of all this, however, is that in the end there is nothing a tank can do to hold aggro that three DPS can't destroy if they're not willing to help you by playing along. Luckily, for you at least, you don't have to have more threat than all three of the DPS and the healer combined, you just have to have more threat than any one of them: the mobs track threat on each player separately, so at least you don't have the impossible job of having more threat than 4, 9 or 24 other people combined.
Holding aggro is the big job of tanking. But staying alive is what makes it tanking, and not just aggravating some body until they smear you over the landscape. Tanks have higher armor and other mitigation and avoidance stats than most other characters (just try and melee a feral druid in bear form sometime if you don't believe me) and more health because it's necessary for them to be as hard to kill as possible in order to make the healer's task of keeping someone alive who is being pounded on by multiple critters and/or a gigantic fire breathing dragon/demon/whatever that thing is endurable. Healing is a hard enough job, so as a tank you have to gear up to minumum standards for the content you intend on exploring. The targets vary depending on class and level, but you always want to hit uncrittable status (490 defense at level 70 for Warriors and Paladin tanks, 415 defense at level 70 for a Druid tank with the talent Survival of the Fittest) then work on increasing your armor, stamina, and mitigation while keeping your defense at the uncrittable level. Some druid tanks use resilience to reduce their chance to be critted rather than defense because it is easier to find leather gear via PvP that has resilience on it, while defense leather can be exceedingly scarce. For a starting level 70 warrior tanking normal instances, I'd recommend about 10 - 12k health and 11k armor or better. You also don't need to be at 490 defense yet to start tanking normal instances, as the boss mobs will in fact be level 72 elites. 480 defense is easily reachable in mostly greens or drops from lower level instances. For heroics and as you just enter Kara, you'll probably want to be defense capped, have at least 12 k health and armor (I'd prefer 13k for both) and have started to think about threat stats for a trash set.
This of course barely scrapes the surface of tanking. The problem of a general article like this is that you can't really focus on what each class does differently (for instance, Druids rely much more on Dodge, while Paladins use Block Rating a good deal more, and Warriors tend to mix their mitigation stats while pushing the block value) and it barely even covers how to avoid Crushing Blows because each class reaches uncrushability through different mechanics. Warriors, for instance, use Shield Block's 75% bonus to block to push their total combined dodge, parry and block percentages over 103% (102.4% if you need the exact number) while Paladin use talents like Holy Shield and Redoubt. It is harder for paladins to reach uncrushable, but the benefit of Holy Shield is that it lasts longer and blocks more than Shield Block. Druids are much less likely to reach uncrushable, but rely instead on their larger armor and health values (Dire Bear tanks have among the highest armor and health totals in the game) to soak crushes instead of removing them from the equation totally.
I realize there's so much more to both holding aggro and extending survivability for beginning tanks, and all I can do is point you in a few new directions. This week the warrior column will be covering gear for tanks prepping for Karazhan in imitation of this wonderful post from John P. doing the same for bear druids. I intend to eventually give paladins the same treatment as I level mine, but you can start here and look at gear that will be suitable for a paladin tank to begin Attumen with.
Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Odds and ends, Instances






Reader Comments (Page 1 of 4)
Thyhammerr May 28th 2008 6:31PM
I would like to ask a question regarding the head enchant which one should use for Tanking.
The Shattered Sun's Glyph of Gladiator, with added +Sta and +res or Glyph of Protector with no +sta and dodge stuff..
I have a prot pala so my priority is always having more and more +sta along with +spelldmg
Rezasol
Magtheridon EU
Matthew Rossi May 28th 2008 6:28PM
Well, I personally love the head enchant from Caverns of Time (http://www.wowhead.com/?item=29186) and have it on my warrior's tanking gear. I think even for a paladin it would be superior. But as you point out, it can be harder for a paladin to get high stamina.
sotallytober May 28th 2008 6:42PM
The premier tanking helm enchant for warriors is the only one from ZG. It has stamina and block value however you need to have a voodoo doll and an idol (as well as rep with ZG, honored I believe). The easiest way to get an idol is to get a healer and ranged dps and kill the raptor boss...he's fairly trivial and only takes about 30mins from zone in to zone out if you have it down...as well as a chance for raptor mount.
Angus May 28th 2008 6:57PM
The KoT faction is your best bet.
1: You get the rep anyway because one of the best threat weapons (and you should only use threat weapons) is a rep sword, and the leggings are one of the best pre-raid in the game.
2: With the leggings and 3 +12 stam gems you are more than fine for stamina. There are trinkets with plenty of Stamina as well.
Aleksei May 28th 2008 6:59PM
You will still want the Caverns of Time glyph. Resilience has little to no place in PvE tanking. As a prot pally, you want the following.
490 defense to remove crits
102.4% combined parry, dodge, miss, shield block to eradicate the chance of a crushing blow (1.5x damage)
12k health unbuffed prior to Kara
The glyph from Caverns of Time gives you more defense and some dodge. Defense gives you parry, dodge, and increases the chance the boss will miss you. This is a very good tanking glyph, far superior than the measly amount of stamina you get from the Isle of Gank glyph.
Warrior tanks do not need to worry about the 102.4% because shield block 75% all by itself. But for paladins, holy shield is only 30% (35% with the right libram) making it a challenge to become uncrushable and uncrittable.
If you aren't uncrushable, then adding an extra 200 health isn't going to do anything when you get crushed for 8k instead of 5.3k.
Acceptable Risk May 29th 2008 2:27PM
Resilience is a valuable stat for Druid tanks looking to reach the crit cap after abandoning Heavy Clefthoof. Almost none of our gear has Defense on it and we're forced to find it all in jewelry and cloaks or else stack Resilience.
Since Resilience gets us to the crit cap faster, going for Resilience loosens the restrictions on the rest of our gear. Besides, half of the avoidance benefit of the Defense on the KoT glyph is wasted on us and Dodge rating is gimpy compared to straight Agility. Couple that with the fact that we get more benefit from Stamina than any other class and the Glyph of the Gladiator is just gravy.
Sure, other tanks are probably better off with the KoT glyph. They're likely to be way over the crit cap with plenty of Defense already but they still gain full avoidance benefit of Defense beyond that. Over the crit cap, they're wasting the Resilience on the SSO enchant and getting only the Stamina. Additionally, plate tanks get better Avoidance returns from Dodge than from Agility. So it's pretty clear, that for them the KoT option is better, but for us Ferals, I think the Gladiator Glyph is going to be a popular choice.
Kaphik May 28th 2008 6:41PM
If you have the right attitude, tanking can be the most fun thing to do in the game. Make a game out of fighting your party members for aggro, it will cause you much less headaches.
A couple of pointers, coming from someone who's been playing a warrior for more than two years. First, you don't need to level as Prot for a warrior, in fact, it may frustrate you. Even for paladins, I've noticed you can tank quite successfully up till about the mid 60's without going to a prot build. In fact, it may help you get a better understanding of tanking.
I'm a believer in stacking Stamina once you hit 70. Some people may believe that avoidance is better, I've found in my experience that having more health is better at heroic and T4 levels. Solid Star of Elune in every single gem slot, forget about socket bonus. There's too much spike damage for a warrior, being able to withstand the inevitable hit is much better than that chance of Doging or Parry.
superfrank May 29th 2008 4:31AM
yes you are probably correct about stamina at the level you state though once you get to higher gear levels avoidance starts becoming more important. Regardless you should probably have a max stamina set and a max avoidance set...and of course a max threat set.
Rich May 28th 2008 6:54PM
I am probably going to get shouted down for this comment, but I think the best way to become the best tank you can is practice... practice alot... and do it alot of PUG's.
I know we all have horror stories that we could tell for days about PUG's, especially ones that we have tanked. When you tank for the same group of people over and over, you get soft. PUG's require you to constantly keep on your toes and adjust based on the different make up of the group.
I never bought into the tank PUG thing after some bad experiences. I was looking for a PUG for SH one day and got invited to a group with a pally tank from the top Horde raiding group on my server. He was one of their main tanks for MT/BT. I asked him why he was doing a PUG. He replied it kept him sharp, he really loved tanking for his guild but they knew him well and he knew them so there were never any surprises. He downgeared his stuff to about T4 and went at it.
I thought about it and decided to start PUG'ing again on my pally.
My skills as a tank have increased dramatically because of it. No longer am I in my comfort zone with my 4 friends in 5 mans. Sure it causes alot of headaches and wipes and moaning. In the end, I think its worth doing. If your not challenged, you don't get better, if you don't get better, you don't move on.
Kaphik May 28th 2008 6:59PM
No way, you are 100% right. Practice, and pugging is a great way to practice if you don't have guild members and friends constantly bugging you to tank.
-_- Zzz May 28th 2008 7:06PM
That's an excellent idea. I'm guildless now so PUGs are about all I have anyway, and the skills each player has makes you have to learn how to read them very quickly. I find I also end up doing a lot of informal directing, even when not the party leader. Maybe I'm just bossy :)
BitterCupOJoe May 28th 2008 7:58PM
I agree. As a side not, it's the best way to practice as a healer, too. Each group's dynamic is different, and that requires you to think about how to best heal/tank in multiple different situations, which is very valuable.
witchdrash May 28th 2008 7:01PM
Tanking is easy, make more threat than anyone else by any means necessary. The way I see it, and the same goes for tanking for any mmo really, is if X party member wants to swing his e-peen like crazy and keep pulling the mob off you and it claws his face off that's his tough luck.
I've never really understood how people can write huge articles on it, if you are playing a tanking class in WoW and haven't figured it out by 40 all the articles in the world aren't going to help. It's really something people need to just get out there and do, you fail initially but it gets easier and easier, my first run to SM was a little tough for my paladin to keep the mobs attention, by the 3rd run it was easy, unless some twinked out idiot when nuts with their damage, although it was hilarious to watch them running around screaming for me to pull it off them when I had already warned them 3/4 times that big numbers don't impress me as much as walking the threat line without crossing it. Tanking and threat/hate/aggro management is essentially a party responsibility, the tank throws out as much threat generation as possible, the party then adjust their output to not step across that line everyone is happy. If you're fighting your party you are crap or your party is.
sphingx May 30th 2008 6:23AM
what you seem to be describing is low level tanking. Frankly a grandmother with a broom could tank at that stage. But try applying that kind ofvsimplistic approach to progression raid tanking. You'll end up a very pretty smear on the dungeon floor.
witchdrash May 29th 2008 3:07AM
Yes because it's the easiest the explain, the the theory remains exactly the same on higher level raids, it just gets more complicated with the options available and the roles that other classes fill and the sheer number of people involved, the basic theory is exactly the same.
Krick May 28th 2008 7:04PM
http://zentanking.blogspot.com/2008/01/hp-scaling-paladins-vs-warriors.html
"Due to the changes made to Combat Expertise, Paladin HP actually scales faster than Warrior HP - we receive a total multiplier of 1.2826 fully talented with Kings, and Warriors receive a total multiplier of 1.155 fully talented with Kings. What's interesting is that once a Paladin catches up to a Warrior's HP, which happens at 854 untalented, un-Kings'ed stamina, the Warrior will never catch up."
...
Krick
http://www.tankadin.com/
Kaphik May 28th 2008 7:29PM
Funny, I have yet to run with a paladin with comparable gear to mine and who has more HP than I do. Ok, being a Tauren may help and all, but still...
Matthew Rossi May 28th 2008 7:42PM
Does this calculation count the warrior talent Vitality? I saw no mention of it. With Vitality, more stamina on our gear, and a gun slot for a stamina heavy weapon (vs. Librams that almost never provide stamina) you'd have to skew these numbers upward.
Schadow May 28th 2008 7:57PM
Paladins have to stack more avoidance than warriors do, thus it is difficult to simply focus on +stam gear. As a result, they will often have less health than Warriors. Hence the need for our health to scale more than a Warrior's does.
It's not a mechanic to make Paladins have more health than Warriors; it is an attempt to close the gap just a little.
Itemisation is still fairly poor for pally tanks, even with the nice badge gear. Our "tanking" tier items are full of crap we don't need or want in place of things like bundles of nice juicy stamina and avoidance.
Yes, we could wear nothing but Warrior gear and have more health than Warriors, but we would not have the avoidance (that extra 40% we need has to come from somewhere!), nor would we be any good at holding threat.
Jonesy May 29th 2008 10:23PM
This calculation takes into account Kings, Combat Expertise, and Sacred Duty for paladins (1.1 * 1.1 * 1.06) and Kings and Vitality for warriors (1.1 * 1.05). The calculation takes into account the extra stamina slot available to warriors (for the same of simplicity, ignore the fact that paladins essentially get a gun with 116 block value on it in Black Temple).
More stamina on warrior gear? Optimal paladin gear at the end of T6 has more stamina than optimal warrior gear at the end of T6, largely because the Teron gloves are so excellent they're better than the Faceplate. The new badge gear is also extremely closely itemised with respect to stamina - look at the 2.4 paladin badge legs (1385 health) vs. the 2.4 warrior badge legs (1247 health). An 11% increase.