Spiritual Guidance: A priest's guide to tanks

I love tanks. Likewise, there have been many tanks who have loved me.
There is nothing more beautiful than the love between a tank and a healer. It's actually a little known fact that every great love song ever written was written about a tank and healer. Every little thing she does is magic? Totally sung by a tank. Don't leave me this way: sung by a healer. Still don't believe me? Check out Heroes by David Bowie; it was actually originally written as a tank x healer duet. Just look at the lyrics:
See? So, if you want to find your great tank love, if you want a tank that knows how and when to blow each and every one of his cooldowns to maximize every lasting second of your epic encounters together, then you are going to have to rise up and meet him. You need to be the healer his healer could heal like (if she stopped playing hybrid-spec player classes.) Luckily, you're already a priest, the most alluring of healing classes, but don't think that's enough. You need to be more than just some healer who heals him -- you need to understand him. That is today's goal."And you, you can be mean,
And I, I'll drink all the time."
The information in this article is meant to give you a better understanding of how each tanking class works. It won't teach you how to tank, but it will briefly explain tank cooldowns and what you can expect as a healer. While the information should be helpful to all priests, it will probably be more useful for 5-man or 10-man content, where priests of either spec (yes, I'm talking to you, holy priests!) are more likely to be wearing different hats at different points in an encounter.
Warriors
Just as priests used to be thought of as "the one true healer," warriors were once similarly known for being "the one true tank." (The warrior ability Shield Wall has even been adopted by other tank classes as a way to describe their own, damage mitigating cooldown ability.) Times have changed quite a lot since vanilla, but warriors are still strong, well-rounded tanks.
Basics: A warrior is a "block class," meaning he can use a shield to mitigate a lot of incoming melee damage. (Warriors can also dodge and parry, so don't make the mistake of thinking all they do is block.) You can expect incoming damage on him to be consistent in size and speed. If the damage is or becomes irregular, focus your heals on him and be ready to use a cooldown on him if his health drops below 30%. A warrior should be able to handle the damage of multiple mobs due to his shield, but like all classes, if he is being hit from behind you should pay close attention to his health.
Threat: Warrior threat requires a lot of maintenance to upkeep. If you find yourself running with a less seasoned warrior, be ready to use Fade; especially in pulls with multiple mobs.
Priest concerns: If you read the official priest forums, there is not a week that goes by without someone asking if priest shields, like Power Word: Shield, negatively affect warrior rage generation. The answer is no. A priest's shields allow warriors to generate rage just as they always do. This has been the case since patch 3.1.
Primary cooldowns:
- Last Stand -- Every 3 minutes (2 minutes if glyphed) a warrior can increase his health by 30% for 20 seconds.
- Shield Wall -- Every 5 minutes the tank can reduce all incoming damage by 60% for 12 seconds (4 minutes if talented; 2 minutes at 40% reduction if glyphed in addition to talents.)
Warriors can also heal themselves for 30% of their health (40% if glyphed) with Enraged Regenration ever 3 minutes.
Paladins
Protection paladins are a dime a dozen in numbers, but like all classes, the diamonds are harder to find. A good paladin tank is versatile and excels at AoE tanking.
Basics: Paladins are similar to warriors in that they use a shield (plus dodge and parry) to mitigate damage. Also like warriors, damage taken is consistent and usually predictable once you're comfortable with a fight's mechanics. If the consistency of the incoming damage changes, have a cooldown ready while you focus your heals. A paladin can comfortably handle the damage from tanking multiple mobs at once; but again, problems will arise if he ever takes damage from behind so watch his positioning.
Threat: Paladins should have no trouble generating threat.
Priest concerns: On very rare occasions, usually in a 5-man dungeon, you might run into a prot paladin with mana problems, who tries to blame it on Power Word: Shield. The justification for this is that paladin tanks gain additional mana from Spiritual Attunement, which converts effective healing they receive into mana (overhealing doesn't count.) The talent returns 10% of the effective healing as mana (12% if glyphed), but it's more "icing on the cake" than a bulk of his mana regeneration. He still has Divine Plea and Guarded by the Light, and in most situations (any raid) he is always going to be taking enough damage to warrant healing him anyway. Should you ever run into this situation though, just be polite and stop shielding him.
Primary cooldowns:
- Ardent Defender -- This passive talent will reduce all incoming damage by 20% whenever the paladin tank is below 35% health. Also, should the paladin ever be struck with a killing blow he will immediately be healed for up to 30% of his health instead of dying. The heal effect has a 2 minute cooldown. (A note to holy priests: If the paladin has Guardian Spirit on him, it will be consumed before the heal effect of Ardent Defender procs.)
- Divine Protection -- This is a paladin's Shield Wall. It mitigates all incoming damage by 50% for 12 seconds on a 3 minute cooldown.
A paladin may occasionally choose to use Lay on Hands on himself instead of Divine Protection. If he does this he will not be able to use Divine Protection until the 2 minute Forbearance debuff he acquires fades.
Druids
Almost the opposite of paladin tanks, feral druid tanks are unusually rare, especially in random heroic dungeons. I suspect this has to do with the many negative misconceptions that accompany druids. Do not buy into what the skeptics have to say though; druids are extremely capable tanks (even with the dodge debuff in Icecrown Citadel) and offer great raid utility when paired with a skilled priest.
Basics: A druid deals with incoming damage by sporting extremely large health pools, dodging incoming attacks, and thwarting damage with defensive abilities like Survival of the Fittest and Savage Defense. The damage that druid tanks take will be much larger than that of warriors or paladins, but it is manageable because their large health pools act as a sponge. Druids will have more trouble handling the damage from multiple mobs, since Savage Defense will only go up as quickly as the tank hits its targets with critical attacks.
Threat: Druids should have no trouble generating threat.
Priest concerns: Just as it is with warriors, feral druids will have no problems generating rage through a Power Word: Shield. However, due to the large health pools of druids, it can sometimes (let me stress: sometimes) be difficult to keep up with the damage on him. Discipline can respond quickly to the damage, but her lower HPS makes getting the tank to full a difficult task. Holy has the raw power to heal druids up with to full, but might have trouble responding to any incoming burst since she lacks an instant cast "nuke" healing spell. Please take in mind this is not the fault or shortcoming of the druid tank, simply some challenges that priests specifically have to deal with. Generally though, healing a druid tank isn't rough and incoming damage is steady.
Primary cooldowns:
- Barkskin -- This is the feral druid's Shield Wall. It reduces incoming damage by 20% for 12 seconds, on a 1 minute cooldown. The short cooldown allows druid tanks to use this cooldown quite liberally.
- Survival Instincts -- This is the druid's Last Stand, increasing the tank's health by 30% (45% if glyphed) for 20 seconds on a 3 minute cooldown.
- Frenzied Regeneration -- Heals the druid for a percentage of his maximum health over 10 seconds, once every 3 minutes.
In order for a druid tank to cast Rebirth or Innervate while tanking, a priest cooldown (Guardian Spirit or Pain Suppression) plus Barkskin is typically required. Using voice chat, instruct your tank to call for your cooldown when he is ready to shift out of bear form. When he makes the call and you've cast it on him, immediately confirm that it's up so he can quickly change forms and do his business. This maneuver is not difficult but does require solid communication and coordination to avoid a dead tank.
Death Knights
Death knights are the kindred spirits of discipline priests. Early in Wrath of the Lich King, when gear was bad and players were still learning their class, death knights developed a stigma for being squishy tanks. At the time, death knights took "spiky" damage, meaning they would take large amounts of damage at seemingly random intervals. This was terrifying to many healers, who were not yet accustomed to the yo-yo effect that would become the signature trait of WotLK on player health pools.
Fortunately, at the same time death knights appeared, so did discipline specced raiding priests; and they came conveniently equipped with all the right tools to heal the pioneer tanks. Soon a loving and symbiotic relationship formed, and to this day death knights are still my favorite tanks to heal.
Basics: Despite initial troubles adapting, death knight tanks don't really take damage that is much more spiky than other tanks. Like with druid tanks, the damage received will be larger than what you see on warriors and paladins, but it will still come at a consistent pace and quantity. It's especially important to communicate your cooldowns with death knights since they have more of their own cooldowns to use.
Threat: A death knight tank has no AoE taunt, but should not have trouble holding threat on mobs once he has their attention. In fights with add spawns, be ready to use Fade in order to help out the tank. Additionally, death knight tanks are excellent at tanking caster mobs with his Strangulate and Death Grip abilities.
Priest concerns: There is nothing special to keep in mind when healing death knight tanks.
Primary cooldowns:
- Icebound Fortitude -- This is the death knight's Shield Wall, reducing all incoming damage by 41% (when defense capped) for 12 seconds (18 seconds if talented) every 2 minutes.
- Anti-magic Shell -- This ability has a 5 second (7 second if glyphed) duration which will mitigate 75% of all incoming spell damage, up to 50% of the tank's health.
- Death Pact -- The death knight can instantly restore 40% of their hit points, every 2 minutes, by sacrificing one of his undead minions. (Note that Raise Dead has a 3 minute cooldown, and Army of the Dead has a 10 minute cooldown. Those numbers can be reduced with talents.)
- Army of the Dead -- When the death knight summons his Army of the Dead, they will temporarily distract the engaged mob or mobs. The tank will also gain additional mitigation based on his dodge and parry stats.
If you don't know how to identify a death knight tank, look at his buffs for an above average health pool and Frost Presence.
Basics of tank healing for priests
I've mentioned tank healing several times before but as a recap:
- Keep Inspiration up on the tank, even if you're not assigned to the tank. The only exception to this is if you have a more pressing raid role (such as bubble spamming on the Lich King.)
- Apply Prayer of Mending to your tank everytime it is off cooldown.
- Keep Power Word: Shield and Renew up on your tank as much as a possible.
- Try to hold your big, instant cast heals for larger amounts of damage a tank takes. Fill in the gaps with smaller cast heals when damage is manageable.
- Communication is key to coordinating cooldown usage. While some fights will have a predetermined point at which to use your cooldowns, there will be others where you just have to go with your gut. In those cases, a quick dialogue between you and your tank will maximize the spread of your various cooldowns.
- When a tank cooldown drops off, be ready to heal your tank harder just in case he is still taking large sums of damage.
And don't forget what I told you about those love songs. This one was written by a tank.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 6)
Tribunal May 23rd 2010 10:13PM
Prot pallies having issues in lolheroics: Unless you're riding defense cap (doubtful), take of your pants+maybe a little more, and make sure you're running Sanc over Kings.
Done.
Other than that, very nice article, and worth reading for all healers who don't already know this stuff/want a refresher.
Vitos May 23rd 2010 10:39PM
I prefer removing my sword and board- still over def cap, but a lot more 'fun' for the healers.
Angus May 24th 2010 2:13AM
The article also makes a rather huge assumption.
The majority of theorycraft shows that Spiritual Attunement at 1/2 is enough for raids and then some. In fact with that spec I have only had mana issues in a raid with fights where the adds come in waves which are spread out (looking at you valithria) or where tank swaps might take a while (festergut when I am not tanking and just going to town in the 3rd inhale phase) more than 1 pt is overkill in a raid, and the glyph is just plain not needed there.
In heroics, this spec has the drawback of expecting a lot more incoming damage than someone usually takes in normal situations. In this situation the preferred methods are:
A) Pull more mobs
B) Take off your pants.
I'm now at the point of just tanking 2-3 packs at once since that not only lets me get mana but it doubles my DPS and so the run is faster.
Finally:
Unlike bears and warriors, tankadins don't get mana from a shield going away, so they can actually get their blue rage bar hosed if the Disc priest is really good. My wife had a habit of doing this to me until I made her look at my mana bar when she did it compared to not in the exact same instance 2 nights in a row. Easing off the bubble unless they are hitting 30% in a heroic is just a nice thing. Most times you will be able to just renew them anyway. In a raid, go to town.
Tribunal May 24th 2010 3:14AM
Yes, I pull more when I know the group or can tell DPS is good enough/the healer isn't going to be stressed (heck, bringing a pocket rogue = pull everything :) ) but for other times pants are the way to go.
Just remember, a tabard keeps you modest :P
Kooshi May 24th 2010 5:01AM
@Angus
i'm pretty sure tankadins get mana back when the shield (disc priest) pops. i'm currently leveling up my priest as disc (lvl 52 atm), so i'm not positive about this. i do have the 4 classes that tank that are 80, and all of them do tank.
Rapture Rank 3
When your Power Word: Shield is completely absorbed or dispelled you are instantly energized with 2.5% of your total mana, and you have a 100% chance to energize your shielded target with 2% total mana, 8 rage, 16 energy or 32 runic power. This effect can only occur once every 12 sec.
from that, it looks like the tankadin gets 2% total mana. sure not a lot, but if you're having mana issues in heroics, i guess it helps
Angus May 24th 2010 8:21AM
@Kooshi: 2% mana for a tankadin is usually 88 Mana.
My Wife's shield in T9 was healing me for around 2K with the glyph, which is 20% of what it absorbs. So figure 10K. With the glyph heal I would get 188 total mana.
5% of 10K is 500.
Had she healed me for the damage instead of put a shield on me I would have 312 more mana. Doesn't seem like much, but when your mana pool is 4394. it is 14% of my mana pool that didn't show up. In a full rotation it stacks up VERY fast.
karzboi May 25th 2010 7:25PM
On my paladin tank (t-10) i just use SoW and consecrate never leaves the floor, never have threat issues, never run out of mana, so if your a pally tank (higher gear levels. this is not doable in blues and 200 purples without losing threat) you might consider this if you havent
Shammytime May 23rd 2010 10:40PM
I would like to add to the druid section that glyph of Frenzied Regeneration adds a mini GS to Frenzied Regeneration for the duration of the ability (10secs) in addition to the self heal. This extra 20% healing recieved increases the healing done from all sources.
Manadar May 24th 2010 8:14AM
Yepp, it's quite nice combined with glyphed SI/Last Stand.
Also, unless the druid starts with Berserk it has no real snap aggro-ability. It will take around 10 sec to get 5 stacks of Lacerate up if the druid is using mangle and FF as soon as they are off CD. This is mostly a problem in higher tiers when there are no rogues or hunters around, and mostly only with AoE.
jbo0225 May 25th 2010 6:46AM
Actually druid snap aggro isn't as bad as you think. The new mangle glyph adds an additional 10% damage, and swipe is still very good aoe snap.
MusedMoose May 23rd 2010 10:45PM
While I normally wouldn't read this column - I don't play a priest and won't be tanking 'till Cataclysm due to the Blood DK thing - you caught my attention and held it with the tank-healer duet concept. *grin* I am going to give shamanic healing a try in Cata as well, so I'll keep this column in mind, as some of the same things doubtless apply.
And with all the songs, does anyone else think that "Anything you can do, I can do better" must have been written by DPSers? Maybe a mage and warlock? :P
Zombieseatmeat May 23rd 2010 11:04PM
Each time i hear that "anything you can do I can do better" song it reminds me of this machinima:
http://www.youtube.com/watch?v=u_iOTBTyupc
Pretty funny
PandaMarius May 23rd 2010 10:46PM
Amazing article.
Playing a Prot Warrior, I'd like to point every healer I meet to this article, even those silly Random Dungeon Disco Priests that heal me with nothing but Shield, Renew and Penance.
-.-
(sad day, sad, sad day.)
Anyway, great read.
Eberron May 24th 2010 5:17AM
To be fair, that's all you need.
If you think that's too little, just wait until you random in with me on my shammy. I'll earth shield you, /follow and go make a sandwich. ;)
PandaMarius May 24th 2010 7:43AM
It would've been fine if it wasn't Utgarde Keep and the priest wasn't in all level 60 gear.
And he still refused to use Only shield, renew and Penance.
I get down-ranked for sharing personal experience.
Awesome, at least now I know better.
Gaurth May 24th 2010 10:42AM
"I get down-ranked for sharing personal experience.
Awesome, at least now I know better."
Wrong. you get downranked for sharing personal experience that looks an awful lot like a blanket statement on all disc priests. I don't care if this was intentional or not, don't get all butthurt about being downranked when you're the one making inflammatory comments.
On topic, This is an awesome article, a healer truly does need to understand the other players in a raid more than any other role, tanks being the cornerstone of the raid means that you should always have at least a basic understanding of what your current tank is capable of, when you get into a random the first thing you do is check the tank's health, but it's also good to observe gear, class, and spec If you want to have a good idea of the kind of healing you're going to be doing in the run.
And thus we prevent wipes =)
Michelle Madison May 24th 2010 11:49AM
Wait a minute .. in heroics the only thing I end up healing with most of the time is Holy Nova from my "run in and spam it on the mobs so I can dps and heal at the same time because this is too easy" tactic. :p
But yes, in reality like others have said, most times a bubble, renew, or prayer of mending is all that's needed for a typical heroic setup. Penance and flash heals are reserved for badly geared tanks, or one of the ICC heroics.
Cobalt May 23rd 2010 10:51PM
While I'm no healer (I'm actually a former DK raid tank), I think that it is important to know exactly WHICH spec your DK tank currently is; all three DK tank specs take different "styles" of damage.
Frost tanks have the best baseline defense due to talents that passively reduce incoming damage. While the talented Icebound Fortitude lasts longer than normal, Unbreakable Armor is comparatively weaker than Bone Shield or Vampiric Blood. You can expect Frost tanks to have much more even physical damage taken due to passive damage reduction talents and higher uptime of damage reduction cooldowns.
Blood tanks have the weakest baseline defenses, which equals spikier damage taken. These tanks compensate for this through awesome cooldowns (as mentioned above in the article), and through having the highest baseline HP. Also, Blood tanks with a great threat lead can time Death Strikes and Rune Taps to even out spikey damage. A skilled and geared blood tank can solo most heroic dungeon bosses (i.e. Forgemaster Garfrost, who never fails to kill the rest of my party 50% of the time in the daily heroic dungeon).
Unholy tanks are VERY rare. This is because of they have significantly lower threat generation than the other two specs. Their talented defensive cooldown(s) are also VERY unpredictable; Bone Shield is potentially the best or the worst defensive cooldown due to its dependence on the DK's avoidance stats and the whim of the RNG gods (who are known to smile upon the most obnoxious PuGs and ninjas while screwing your buddies out of much-needed drops). Unholy tanks will take less spell damage than the other two specs, but will take ultimately take the spikiest type of damage depending on how fast the DK's Bone Shield charges are eaten up.
Finally, there are the incomprehensible specs. These "tanks" will often utilize the "spray n' pray" method when building their talent trees (and gear sets). As a result, these tanks will take LOTS of damage and generate most of their threat through autoattacking. You will often encounter these fine specimens of failure through the random dungeon tool as they queue in the tank role for shorter queue times.
Dawn Moore May 23rd 2010 11:48PM
Man, where were you when I was writing this article? I swear every DK tank I know has some sort of, stoic Cloud Strife thing going; I had to wrestle answers out of them. Your comment was very helpful to me =)
Pst! Pst! Healers, read this. ^
cspenn May 24th 2010 12:00AM
Unholy DK tanks are rare mostly because folks don't know how to tank with Unholy. For now - which will change in Cata, of course - Unholy excels at AoE threat, far beyond the other two specs, IF:
1. You have D&D glyphed
and
2. You take the 2pT10 bonus
I've been tanking Unholy since 3.1 and have had no trouble generating or maintaining AoE and single target threat even in ICC. Granted, I've only got 50K HP, but combined with the Frost trinket (Disc-style mini-bubble), I've got 4 major CDs to use:
1. T10 Trinket bubble
2. Icebound Fortitude
3. Anti-magic shell - which is godly in any encounter with debuffs that can fall off, as it's a debuff cleanser if the debuff stops stacking if it stops ticking (like Hodir, Garfrost, etc.)
4. Anti-magic zone - your melee will adore you for this on some fights
My disc priest main healer and I enjoy playing a game on heroics to see if we can chain CDs together and go for 0 damage taken in the daily random emblem run if the DPS is solid. If we can get the boss to last for less than 30 seconds, I come out scratch-free.