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
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Reader Comments (Page 2 of 6)
cspenn May 24th 2010 6:48AM
One other key point - it's not a true defensive CD, but in Unholy with 3 diseases up, Death Strike routinely nets me anywhere from 5K - 11K HP (if it crits) per shot. For fights where the healers can be out of commission for a couple of GCDs, Death Strike + 3 diseases can make or break a boss encounter. I've always gotten grateful thanks from my healers after spike-heavy fights for using Death Strike to lighten their load, especially on any fight that's also packing heavy raid-wide damage at the same time.
Tom May 24th 2010 12:11AM
http://pwnwear.com is the go-to site for researching DK tanking.
Chrissie May 24th 2010 5:38AM
We need more people like you and fewer like the one my poor level 74 druid got thrown into Azjol-Nerub with.
He was specced 0/1/62 (but avoiding Unholy's first tier tanking talent), wearing some items of item level 70 (hello death knight starting zone belt) and several spell power plate items. I actually managed to keep him up for a while through the ungodly amounts of damage he was taking from the mini-Watcher pulls, but would promptly pull aggro with swiftmend crits, leading to ugliness.
I mean, I know it's just leveling and people are learning and AN isn't exactly srs bsns, but give me a break :/ I have a 72 DK tank myself and find tanking to be an unparalleled experience of frenzied, panicked button mashing, but at least I know what I'm doing in theory.
thebitterfig May 24th 2010 11:26PM
I'd second what cspenn wrote and say that Unholy doesn't have much of a problem with AE threat, even before 2t10. With a few blues, Unholy has a lot of AE threat punch, between a pumped up DnD and more-potent diseases. Single-target threat may well be lower, but the reason they are rare, at least at raid-levels, is probably due mostly lower baseline HP and mitigation than other DKs, and less-useful cooldowns to boot. Anti-magic shell is really cute at times, but not as all-purpose useful as Vampiric Blood.
There is one sweet thing about Bone Shield: it can be pre-buffed. The five minute duration means that it can be activated well before a fight, take the edge off of the initial damage, and be ready for use shortly thereafter.
Debesun May 23rd 2010 10:52PM
"Anti-magic Shell -- This 5 second cooldown"
Think you mixed something up there :p
But a very well written and informative article :D
Dawn Moore May 23rd 2010 10:55PM
!!! Yes I did, fixing that now.
Thanks! =D
(cutaia) May 23rd 2010 10:58PM
Marvin Gaye was definitely a tank.
Kemikalkadet May 24th 2010 4:54AM
And when I get that feeling
I want Sexual Healing
Sexual Healing, oh baby
Makes me feel so fine
Helps to relieve my mind
Sexual Healing baby, is good for me
Sexual Healing is something that's good for me
Mike May 23rd 2010 11:00PM
Awesome guide, but on the warrior portion, instead of linking the glyph of enraged regen, you linked the skill :P
Dawn Moore May 23rd 2010 11:04PM
x-x fixed that too.
david.a.alt May 23rd 2010 11:09PM
"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." - critical hits from Swipe will proc Savage Defense and self-healing, and any moderately geared bear will have a 45% - 60% critical strike chance, for nearly constant uptime, *especially* on multiple mobs.
Snuzzle May 23rd 2010 11:52PM
Add to that the fact that Savage Defense has NO internal cooldown, and any druid worth his salt will be spamming Swipe on multiple mobs, AND the fact that each mob the Swipe hits has a chance to crit.... Savage Defense will basically have 100% uptime on multimob packs.
So for multimob packs, an average druid tank with 45% crit will crit each Swipe on at least one mob, thus proccing SD.
It can also apply the reduction to multiple attacks if they land at the same time. This ability truly shines on multimob packs, which is basically the opposite of what the article would imply.
Dawn Moore May 24th 2010 12:28AM
Thank you for the feedback.
Druid tanks were the only class I couldn't get a full perspective on before this article got published. Each class I researched and got the perspective of from a player who plays the tank as his main, then one player who plays it as an alt. The druid main I planned to talk to got busy this week so I was talking to a main spec resto shaman. He's not bad by any stretch (he tanks all of ICC25, well into heroic) but his perspective is going to be completely different when compared to a player that loves and breathes druid tanking. When I hear back from my main spec feral buddy, I'll bring this up with him, and amend as necessary.
What's important to remember is that certain situations should set off red flags to healer. A decently geared druid tank shouldn't have any trouble, but neither will most decently geared tanks. This guide isn't for them. I have seen every tank class survive wonderfully and die horribly from bad pulls, and as a healer, knowing what a tank can do to survive is going to help me help them. I'm not going to write an article that says "here are 4 types of tanks, in every situation if they are decently geared, with a good player behind them, you'll be fine and won't have to heal hard." That is of no help to healers who are trying to make triage decisions about when it's safe to switch off a tank and heal the dps.
But as I said, after I talk to Mr. Bear tank, I will look back over the section and fix what needs fixing.
Snuzzle May 24th 2010 12:45AM
The rest of your comment seems to have gotten cut off, Dawn. I can see a "More..." link but when I click it, nothing happens but a page refresh. Perhaps it's a flaw of Firefox.
I appreciate your efforts to research the subject :) Being someone who does live and breathe druid tanking (I have both a tauren druid and a night elf druid, and plan on levelling both a troll druid and worgen druid in Cataclysm... crazy, yes I am) I see a lot of people misunderstanding druid tank abilities, strengths, and weaknesses. No longer are we the mana sponges with the crazy big health pools, spikily giving our healers mini-heart attacks. :)
And we are actually the least affected of the four tanking classes in ICC due to Chill of the Throne... not, as is commonly thought, the most. Here's a great post by a bear much smarter in the ways of the Math than I:
http://wowthinktank.blogspot.com/2009/10/general-druid-icewell-radiance-bears.html
Dawn Moore May 24th 2010 12:59AM
I think that fixed it... if it doesn't update for you immediately, you should be able to click the link for the individual comment (the date, and time stamp is a link) and see it.
jbo0225 May 25th 2010 6:46AM
Yes bears can actually be the smoothest tanks to heal and will often take the LEAST amount of damage. As you move up into the heavy hitting raid bosses like a festergut, the value of the feral armor advantage begins to shine over block value as it reduces a % of damage versus a flat number.
Azurite May 23rd 2010 11:12PM
May I say the picture is absolutely amazing?
JC_Icefox May 24th 2010 2:41AM
Agreed, Dawn and Frostheim always have great headers.
That said, with her as a Blood Elf, I don't think she wants to be healing the Draenai or the Gnome. Maybe she should dip into her inner Van Allen and throw a Shadow Word or two at them instead?
themightysven May 24th 2010 8:10AM
@JC_icefox the bear is a night elf, and I believe the warrior is a Hooman.
Also, can't we all just get along?
Ethan May 23rd 2010 11:17PM
Divine Protection is on a 2 minute cooldown talented (which it always should be).