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Reader Comments (Page 1 of 1)
5-29-2010 @ 6:06PM
Selithe said...
I like you.
Reply
5-29-2010 @ 8:18PM
Jamie said...
I like.... lamp...
5-30-2010 @ 12:05AM
KrisseyB said...
Do you really like the lamp, or are you just saying you like things that are in the room?
5-30-2010 @ 3:37AM
Felix rew said...
"Where Are you?"
"IM TRAPPED IN A GLASS BOX OF EMOTIONS
-sob-"
5-30-2010 @ 8:18AM
Docseuzz said...
I had starting writing for this article too, and glad to see that most of my list made it to here... These are my notes that I had started
10. Unit Frames / Threatplates [covered]
9. Don't throw away sidegrades
Tanks do a lot of stat swappin to keep defense cap, hit cap, expertise soft cap, plus stam/dodge/parry at optimal levels. Keeping alternate pieces allow for shuffling around when needed
8. Train all available weapons
It royally sucks when you get an awesome tank 1-h mace, then realize your skill is 1. Take the time to get a cheapo green, sit in reguar VH by yourself, and grind up all available skills to the cap if they aren't high enough already. Do this _before_ your scheduled raid.. :)
7. Watch your healer's mana
Very much a beginner's lesson, but pally tanks especially have a habit of trying to keep divine plea up by chain pulling.
6. Know your resource
Mana/rage/runes.... know when you're too low to do the pull at hand, and take a breath or two to ensure the start of the pull goes well.
5. The Art of the pull
Different tanks pull different ways - dk's and pallys pull mobs to them, warriors charge into them, and druids... well they're screwed.. :) Usually they run into them or are forced to LoS them. Practice in 5-mans before you hit the raids...
4. Know the boss fights
The tank, more than any other role, MUST know the fight because 99% of the time, you're responsible for boss/add positioning - and that can make or break a fight
3. Know and USE your cooldowns
This includes your class cooldowns, as well as your healthstone and trinkets. If you wiped, and didn't use all/most of em - somethings is wrong. Plus consider using them at the start of a tough pull to give some breathing room for getting into position
2. quit looking at your butt [covered]
Be aware of the whole room
1. Be confident, but know your limits
A hesitant tank is a dead tank. I don't think you should pull entire instances at once - but a tentative tank is a highly dangerous thing to the raid/group. Know what you can handle, and then get them to punch you in the face
5-30-2010 @ 9:40AM
Harrumph said...
@Docseuzz
..."Expertise soft cap"... "Hit cap".
*begins Tantrum*
NO NO NO NO NO NO NO NO.
5-30-2010 @ 1:25PM
Docseuzz said...
@harumph
Like I said, these were just my initial notes... but do you agree with the keeping sidegrade premise for stat shuffling?
5-31-2010 @ 11:01AM
Jorges said...
@Docseuzz
"warriors charge into them, and druids... well they're screwed.. :) Usually they run into them or are forced to LoS them"
Druids and warriors have the same mechanics for pulling (besides ranged weapons)... warriors have charge, druids have charge; warriors have heroic throw, druids have faerie fire; warriors charge -> thuderclap, druids charge -> swipe/maul; I don't see how druids are screwed when pulling :s
Now, about casters... yeah we're screwed =/ Besides LOS, we don't have wack.
WTB Silence effect for Demo Roar.
5-31-2010 @ 11:08AM
Jorges said...
Well, Feral Charge silence casters for 4 seconds... but we're charging on to them, so I don't see the point. So yeah, we're still screwed =/
P.S.: WTB EDIT BUTTON!
6-03-2010 @ 9:37AM
Bonkie said...
@Harrumph
So you're being a little brat, XT-stomping on the floor, in argument against the largest statistical bonuses to threat in the game prior to hitting the softcaps?
With your lack of real information in your comment I think we have to go out on a whim here and just assume you're retarded.