The Light and How to Swing It: The low level tank part 1

Cross-realm instancing is coming in patch 3.3 and along with it will be the ability for low level characters to finally find those level appropriate groups for old world dungeons. Being that those parties will need tanks, we thought we'd take a look at what an up and coming paladin needs to know about dungeons as well as what types of gear and stats to be on the lookout for. We're going to start with tanking and then move on to healing and damage-dealing in the weeks to come.
A tank's job is to be the only person the monsters are attacking. That is the absolute basic definition of the role. While there are all sorts of nuances, tricks, and tactics that are learned for high end raids, the basics are still needed and should be something to concentrate on.
Threat:
As I said, being a tank means that you want stuff to hit you and not those wonderful healers in their long flowing robes. This is because chainmail and plate stands up a lot better to being hit than cloth robes. In order to keep the attention of whatever creatures you happen to be fighting you need to be numero uno on the target's threat list. For those of you new to the game, you're probably asking, "What is threat?"
Every time you cast a spell, hit the monster, or heal someone, you're generating threat. For a tank, the best way of generating threat is just to keep hitting it as much as you can. The skill Righteous Fury helps boost the amount of threat you end up generating from holy spells and since all of our spells are holy, it generally buffs up the threat on every button you hit. Please note that if you're playing healer or damage-dealer in a dungeon you generally should not have Righteous Fury up as this will cause way too much threat.
While the default WoW user interface does give threat messages now, the defacto addon for tracking your threat is Omen which you can get at WoWinterface or Curse. This lets you keep track of how ticked off a monster is at everyone in your group. You'll notice using Omen that top threat doesn't automatically just jump to the person at the top of the list. People in melee distance will grab the attention of the the monster at 110% of the current tank's threat and those at ranged distance will grab aggro at 130%.
Getting the attention back after someone else pulls aggro can be hard sometimes. If you're leveling, you might not have the ideal gear on and the other person might be armed for bear and can easily pull aggro if they're not paying attention. This is where taunts come into play. Taunts are used to brute-force your way back up to the top of the list and be the one tanking again. They have no real use if you've already got their whole attention, so they shouldn't ever be a part of your regular skill rotation. The two taunts we have at our disposal are Righteous Defense at level 14 and Hand of Reckoning at level 16. We'll get into the details of those two next week.
Avoidance and Mitigation:
Okay, you've got the basics of how to make sure things hit you. Now we're going to talk about surviving those hits through avoidance and mitigation.
Avoidance is just like it sounds. You just flat avoid taking damage. This is done via dodging, parrying, and the monster just flat failing to hit you. The things that increase this are talents like Deflection and Anticipation as well as stats like defense rating, parry rating, and dodge rating.
Mitigation is just reducing damage you are taking and primarily refers to physical damage. It's also something paladins are fairly good at. Armor is the primary way all tanks add mitigation. The more armor you have, the less physical damage you take. If you want an extra boost of armor just turn on Devotion Aura (that first aura we paladins start out with). One of the best items to help you increase your armor is going to be your shield as most of its itemization is devoted to armor. Speaking of which...
Warriors and paladins have another way to boost mitigation. Thanks to the way the developers designed us, we love our shields. Shields are the bestestest things ever, because they let us block. Blocking is sort of like dodge or parry, but you still end up taking some damage, just not all of it. Block is going to get redesigned in Cataclysm to be a percentage of the incoming damage, but right now it's a number based on a couple different stats. If you want to increase how often you block something then you want to look for block rating. To boost the amount of damage you stop with a single block, just make sure you increase your strength and block value.
Yes, block rating and block value get kind of confusing. That's why they're removing block value and making it a percentage based on talents and other stats in Cataclysm. Anyways, if you're tanking without a shield, you had better be a death knight or a druid or you'll end up being toast.
Stats:
Because this is a basic guide for the leveling paladin, we're not going to get into theorycrafting, defense cap, and boss hit table discussions. There are only a few things you want to look for to decide if it's tanking gear.
The first is armor type. A paladin tank is going to be wearing the best type of armor available to him or her. This means that as a tank, you'll never be wearing cloth or leather unless you have no better options. Before level 40, you'll be wearing mail and carrying a shield in one hand and a sword, axe, or mace in the other. After level 40, you'll be wearing plate and carrying a shield in one hand and a sword, axe, or mace in the other. There are a couple reasons for this. The first of which is that this will mean you'll have better armor which will help on that whole mitigation thing we discussed earlier. The second is that tanking stats won't generally appear on cloth or leather. There is some mail past level 40 that has tanking stats on it, but that was from back when a shaman tank was still a viable option and most leather with tanking stats is designed for tanking druids as they can't wear plate.
The second thing to look for is strength and stamina with the emphasis on stamina. Those are going to be the two main stats on just about every piece of armor you will want to pickup. Stamina gives you health and strength makes your blocks stop more as well as let you hit harder so your threat will be better. If you go to the auction house and just do a search for "of the bear" or "of the champion" these will primarily be the things you're looking for and aren't bad for random greens if you need to fill an armor slot with something. As a protection paladin, you don't have a lot of use for intellect or spirit. Yes, we are a class that uses mana, but as you level up, you'll start getting talents to help you start to ignore your mana bar (not completely, but it will become less of a factor). Agility can be a useful stat at certain points as it gives us a little bit of attack power for threat as well as some extra dodge, but isn't really something you'll be looking for on gear. Agility is more of an enchant or gem option when you do use it.
The third thing to look for are those primary tanking stats of defense, dodge, parry, and block rating. If it has any of those stats, it was designed some tank somewhere to use. Defense rating is on just about every piece of tank gear past a certain level. Once you get up to level 80, you'll have to start worrying more about the balancing act known as the defense cap, but as a leveling paladin you won't need to worry too much about it. Also, due to how the four different tanking classes work, you'll end up seeing a lot more stuff with dodge on it than parry. This is because dodge is the only avoidance stat that is shared by all four classes. Gear with hit and expertise is also important, but for hitting dungeons while leveling, you shouldn't have too much trouble if you're lacking in those.
So, when looking at a new piece of gear be sure to check out:
- Is this the best gear type I can wear? Mail before level 40 and plate after level 40.
- Does this have strength and stamina on it? Stamina for health and strength for threat and better blocks.
- Does it have defense, dodge, parry, or block? Because those stats are only handy for tanks.
Filed under: Paladin, Analysis / Opinion, Leveling, (Paladin) The Light and How to Swing It
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Reader Comments (Page 2 of 3)
Diablo Dec 5th 2009 8:17PM
Not to be too horribly off topic, but why does the most popular MMO game on earth (especially since MMO-gamers tend to me more "hardcore" gamers on average?) have an AI routine that is a) present in 99% (possibly 100%) of all AI mobs in around 3/4 of the games total content that uses exactly ONE variable? That's like the worst possible AI. Imagine a chess AI that used ONE VARIABLE to compute its next move. What does this say about the intellect of today's video gamers? That they prefer to play against an AI not of the caliber of say, deep blue, or even a slick 95 quake AI like reaper bot, nor do I doubt that blizzard could make a good warcraft AI (see warcraft: 2, warcraft: 3, and starcraft on AI skirmish modes where the CPU does a pretty good job of imitating a player) -> Is there some reason the AI doesn't just start out bad (which would make sense) and gets better, but the AI seems to start out bad and then just get more dmg and hp, instead of getting more AI variables. I personally think the other way, where the AI gets smarter as you level up, would be a better way.
Drocket Dec 8th 2009 7:24PM
Because AI is hard. Very, very, very hard. Essentially impossible for anything beyond a nearly trivial problem. You give Chess as an example: Chess has 6 total different unit types, each one of which only has about 4, at most, possible moves at any one time. Each side only has 16 pieces. Its very rare that there's ever a point at the game where there's more than 20 possible moves. Ultimately, its a pretty simple game. This problem took DECADES to solve. Massive supercomputers build that spent years at a time working out every possible move that could be made at every possibly game state.
WoW is a vastly, VASTLY more difficult problem. You have 10 different classes, each of which have dozens of different abilities. Moves aren't limited to simple 'can only move diagonally' either. You can run just about anywhere you want, in 3 dimensional space. Even in a one-on-one battle with a player, like it would be in chess, the options of magnitudes of order more complicated.
If Blizzard would be willing to dedicate a supercomputer to each and every player, and spend a few decades programming AI routines, what you propose MIGHT be possible. Realistically, its not going to be happening in our lifetimes.
Dboy Dec 6th 2009 3:26AM
*ahem*
Faction Champions.
Drocket Dec 6th 2009 6:02AM
*Faction Champions.*
Not really. The faction champions have SLIGHTLY better AI than the standard boss fight, but they're still extremely dumb. The only reason they're any challenge at all is because Blizzard gave them several million HP and more-or-less infinite mana. If they actually had realistic health, which would be something like 1/100th of what they actually do, they'd go down in seconds.
Redpostit Dec 6th 2009 5:57PM
"Realistically, its not going to be happening in our lifetimes."
Might I point out that none of you have actually said what isn't going to happen in our lifetimes. I mean, "better" "smarter" and "more variables" doesn't really illustrate what you actually mean. If the "unrealistic" future you talk about has AI that kites, fakeheals, crowd controls, and reacts dynamically to your every move, a future where AI could realistically compete in arena combat, then that future seems pretty... annoying, anyways.
Essentially, the "better" part in "better AI" means better at killing you, the player. Yes, it could be toned down a little, but immagine going out to grind with your warrior, and suddenly you're kited, stunlocked, and when you finally think you've got a mob nailed down he CCs you and runs away to regain health. Is that fun? Is it really that fun to have an unpredictable and smart AI beat you into submission? Good AI wastly excels at anything it is designed for, and it is not hard to immagine that something that is 100% aware of everything happening around it, 100% aware of every possible application for it's abilities, and no reaction time to speak of would excel at this game. Having constant PvP like PvE is ultimately not that great, there are people who like one but not the other for a reason, and most people who enjoy PvP do so because they beat other people and not computers.
Ultimately, my point is that everything is fine as it is. Theres nothing wrong with having to go into very controlled environments (instances) and resort to very specific scripted behaviour (which is also "smart" AI, just not very dynamic) to experience anything different from the usual, run towards player - attack / cast spell behaviour. People fail enough at the memorisation-heavy encounters of today, and adding reaction time and the ability to dynamically react as a group to that equation just has epic fail written all over the place.
However, on the "not happening in our lifetimes" part, I'm not so sure if that's correct. Good AI (not just in games) is one of the things that modern society could benefit immensely from in so may ways, and seeing just the rate of advancement in computer technology of the last decade, it's not so hard to immagine that such an important field would see major breakthroughs in the foreseeable future.
Fung Dec 5th 2009 8:42PM
cool story bro:
i haven't been on my twink 29 rogue much in past months, but i eventually got on and turned off exp to find a dearth of bgs to queue. as i'm sitting around in queue anyway to see just how bad, i'm bored enough to read tradechat and respond to a group lf a tank to sfk. now i'd already solod that and dm while gearing with liberal use of cc n running away at certain times, but i'm curious if i can keep mobs off other players, and of course if they're noob enough to break cc, etc,etc. so i respond, hes like 'i gotta ask group', i join, their healer quits on the spot. we go anyway with 4, a dps heals, and i basically tank by killing, doing 75% tot dmg of group, occasionally running to smack something once someone else made mad, but a complete breeze run through.
moral of the story, if a bored twink offers, rare as that is, it prolly doesn't matter what class. probably very true of anything slightly overleveled for the instance too; i bet a priest could tank it at 35 or less.
never did get in that bg after turning off exp tho =(
themightysven Dec 5th 2009 9:17PM
this is true, Twinks have ungodly amounts of Stam, which can just about cover for any other tanking need. I've tanked orange and red elites on my Subtlety Rogue as well (not a twink, but very hard to hit)
themightysven Dec 5th 2009 9:19PM
remember to put that note about righteous fury in the Ret and Holy posts as well, as they might tune this one out thinking "I'm not a tank, so why would I need to know this stuff..."
thegreedyturtle Dec 5th 2009 9:31PM
You missed one of the most critical aspects of a tank:
Level!
This especially comes into play for some of the massive instances, such as Blackrock Depths, where you can tank the beginning areas but will find it difficult to progress to the end without gaining another level or two.
Michael Dec 5th 2009 10:50PM
"Agility can be a useful stat at certain points as it gives us a little bit of attack power for threat"
To a paladin? How?
Banndit Dec 6th 2009 12:59AM
Agility will give a tank armor, AP, dodge and crit while strength only gives u block and AP. So as the game is right now most tanks don't have any issues with threat and are problably at the block cap so agility helps them more so it is good in some items like food buffs but in gear I'd recommend stamina & strength over agility.
If your planning on tanking at lower lvls don't worry about it, agility in a tank is more for end game stuff than leveling.
Michael Dec 6th 2009 2:29AM
Agility gives NO tank in the game Attack Power. Paladins do not get AP from agi. Warriors, DKs and Druids also do not. So... What's up Reece and Banndit? Am I wrong?
pfunkmort Dec 6th 2009 2:41AM
Michael's right. I was actually going to post about this typo, but decided to check the comments before I did. I even went back and checked out various tanking resources to make SURE I wasn't using some outdated information and being retarded...but, yeah. AGI =/= AP for a tank. Pretty much, that's just shammies, rogues, hunters and feral cats. Not that it's a big deal, I assume just some typo or misspeaking...but, rather than misinformation continue, it should be addressed. It's still a relevant stat for tanking at low levels (especially considering the small amount of gear which would have relevant stats for a tankadin) as it increases threat through increasing crit. And, as the article said, yes, str is better...but, etc, etc, etc. (great article, btw)
Tar Dec 6th 2009 3:15AM
Well, for some tanks it DOES = AP, because since AGI adds to armor, and armor with talents adds to AP, in a round about way, AGI adds to AP
freeway8989 Dec 5th 2009 11:49PM
I don't think he meant "attack power" in the literal WoW sense. Agility increase crit chance, which enhances threat. He meant attack power in the sense that it gives you bigger numbers. More powah!
On a side note, agility is indeed a nice tanking stat. It's not bad idea to replace Titanweave or Armsman with +22 agility or +20 agility if you're a paladin and over the def cap. More crit, more armor, and more dodge: agility enhances threat, mitigation/EH, and avoidance.
WoWie Zowie Dec 6th 2009 9:39AM
not sure there could be a pic of a geekier looking lowbie tank and i loves it
Gowron Dec 6th 2009 11:55AM
As far as I konw, 1agi gives 1 attack-power, but don't hunt for it till you have absolutely nothing else to hunt for.
And because this post talks about getting the defense cap, which is around 7000 defrating, I doubt you ever want anything else but def-rating.
The defense-MINIMUM for heroics is 535, and for raids 540. There is no realistic attainable defense-cap, because:
When your total dodge+parry+miss=102.4% you have reached the usefull defense-cap.
So not realistic...
PtrN Dec 6th 2009 3:26PM
"gility can be a useful stat at certain points as it gives us a little bit of attack power for threat..."
Agility gives no attack power to paladins, it gives crit which is how it increases threat generated.
http://www.wowwiki.com/Agility#Agility
WowReally Dec 6th 2009 10:09PM
This article is completely unnecessary. Low level dungeons require no skill to tank whatsoever. I've seen hunter's pet's, Warlock's pets, rogues, shamman, a shadowpriest (yes a shadowpriest), and other odd-ball combinations make their way through instances "tanking."
Whilst you may have good intentions at heart, this guide is nonsense and impractical. Low-level tanking is a joke, and by creating an focusing on that topic, this article is, in turn, a joke as well.
FireStar Dec 7th 2009 11:00AM
Don't forget, hand of reckoning also does Damage if the target isn't attacking you. This means pre avengers shield, it's an awesome way to pull a mob. I had 3 BTA items when i did my low level pally tanking, and my hand of reckoning crits would take 40% of their life. That's a lot of threat :).