WoW Rookie: Learning how to tank

Tanking is a pretty fun thing to do. It seems like a lot of the WoW populace isn't terribly interested in it, though. When you use the random dungeon finder, it seems like groups are waiting for tanks more often than any other role. That's pretty confusing to me; tanking isn't that hard, and it's pretty enjoyable to be the tough guy who gets beaten on by the boss.
I think what makes tanking intimidating is that it's a highly visible role in the group. Tank failures translate quickly into group wipes, and a tank who is vulnerable to damage can be a big drain on healers. Tanking can be stressful.
The tank is also a fulcrum for the group's DPS. If the tank isn't putting out enough damage, the DPS character get "threat-capped." That's another way of saying the DPSers have to "peel back" their DPS sufficiently that they don't pull aggro. Again, it's another highly visible way in which tank challenges are translated into group performance.
Still, the game seems like it needs more tanks. Here's how you get started with the role.
Choose your class
Okay, it might seem needless to say, but if you're going to tank in WoW, you have to choose the right class. Your options are to be a death knight, druid, paladin, or warrior. Paladins and warriors use a shield to help mitigate large portions of damage, while death knights and druids use a combination of raw gusto and extra abilities to do the same.
While each class has its benefits and drawbacks, the tanking class you choose is largely a matter of personal choice. To reduce them to soundbites can be difficult. In general, paladins have a large defensive toolbox, death knights have unparallelled control over mob placement, druids are made of raw stamina and mitigation, while warriors mix aspects of all four.
Setting the pace
The tank's job is made up of two primary roles. You take and mitigate damage, and you keep the mobs from attacking other party members. Really, everything else you do boils down to those two things. An important part of controlling mobs' attacks is "the pull." You set the pace for that. It doesn't mean you're necessarily leading the dungeon, but you give the "Okay, go!" for the time to pull.
If your group is using a lot of crowd control, you generally want to let that CC happen and then grab the mobs "on the inbound." That means letting the mage Polymorph the target and then picking up the rest of the pack before they turn the mage into a fine, arcane-flavored jelly. You will need to be ready with your biggest multi-target attack as the rest of the mobs get into range, or you might risk losing a target or two.
If you're not using any crowd control, you need to pull first. That initial "face aggro" isn't really a big deal, but it does give you the choice about how to control the mobs.
Framing the pull
There are a couple of different ways you can execute a pull. A lot of pulls are what I call the "pick a fight" method.
When you pick a fight, you're just charging into the middle of a pack and firing off your threat rotation. Many tanks like to use a distance attack and wait for them to come nearby. I don't do that because, invariably, DPS likes to attack the mobs before they ever reach me. If I need to create distance between those mobs and my location, I'll at least meet them halfway.
The other common method is the "LOS" pull. In this case, you use a ranged attack to the get the mobs' attention; then you go around a corner. Since the mobs have to come around the same corner to cast spells at you, they follow and end up nearby. The "LOS" pull is a time-tested way to make the mobs come close to you.
Picking your target
A tank chooses the kill order. Even if someone else is the dungeon leader and that person is marking targets, the tank still ratifies that kill order by issuing their threat on mobs (which in turn makes it safe for DPS to attack that mob).
It really really helps to have at least the Skull mark and X mark available as keybinds or macros. That way, when you switch onto a target and start opening a can of whup-butt on it, the DPS knows that mob is safe to attack. You just slap your keybind to tell them which mob to attack. You can set up that keybind under Key Bindings.
As for who you should actually attack first ... that depends. A lot of dungeons have special mobs that do special things, and you will need to learn which is which. As a rule of thumb, though, kill the one in the dress. If there's a spellcasting mob, kill that one. Spellcasters just hit so much harder than melee, in general, and do wild things like sheeping party members.
Gearing your tank
Your ability to mitigate damage is your other main job. While you do a lot of this job with cooldowns, damage mitigation is largely performed by your gear. There was a time when you had to worry about defense caps, complicated avoidance numbers, and things like that. No more!
Essentially, a tank needs to worry about mastery, dodge, parry, and block. Stamina comes with the item level of your gear, so take the highest item level gear available. Warriors and paladins love mastery; mastery helps ensure they block every incoming attack. Druids and death knights are a little more interested in the armor and dodge. Death knights can also parry, but druids do not parry.
Gearing comes quickly for tanks as they work through normal dungeons, heading toward heroic dungeons. The problem is that you have to start somewhere. Start in normal dungeons; it's the best you can do.
Stick with it and don't stress
As you're beginning your journey as a tank, there will be periods when it feels particularly painful. After a few wipes, you might feel like you're far too squishy to tank anything. Don't worry; you're just learning. Just keep with it, do your best, and the skills will come.
Filed under: WoW Rookie






Reader Comments (Page 1 of 6)
Awesome Mar 3rd 2011 6:10PM
one question, on mob packs, and my AoE moves are on cooldown ( I have currently made one of each tank xcept DK, and are low level so bear with me) how can I keep mob attention? Right now, i attack every mob with a special move each, example on a warrior, Cleave and Thunderclap are on Cooldown, I heroic strike one mob, Mortal strike another, and so on.
Rufin Mar 3rd 2011 6:17PM
weeeeell...
If your AoEs are off then go solo smacks. cycle thru the group hitting them with aggro inducers (such as Heroic Strike or Claw) and even normal attacks work. so your current plan is smart actually yup.
Saeadame Mar 3rd 2011 7:04PM
"Tab-targeting" can be useful - you do your single-target abilities, but you try to use them on a different mob each time. Personally, I use Tidy Plates: Threat, with myself as a tank (making mobs I have aggro on have small, green nameplates, and ones I don't have large red ones). Mobs that are starting to pull off will have yellow nameplates, so you can target them and use a single target ability to get more threat. I'm not always fast enough, so sometimes I have to actually taunt, but it's pretty good. It's more precise, generally reactive rather than proactive, and less key-smacking than tab targeting, but tab targeting can be silly and target a mob in the next pack (annoying), or continually miss targeting some particular mob (resulting in you losing aggro anyway).
Daynthebold Mar 3rd 2011 7:49PM
You also need to make sure your dps is focused on your primary target. Live by the mantra, "You pulled it. You tank it."
Chris Mar 3rd 2011 8:07PM
Well, as a warrior you shouldn't have mortal strike if you're specced into protection. And heroic strike and cleave share a cooldown so don't use heroic strike as a filler. Depending on your level, an improved revenge can hit two targets. Other than those criticisms your strategy is fine.
AlmtyBob Mar 3rd 2011 8:23PM
TIDY PLATES: THREAT PLATES! Highly customizable but even out of the box it will show a small green nameplate for the mobs you have adequate threat on and large red nameplates for mobs agg'ing on someone else. It is the single addon I couldn't live without as a tank and should be built into the Blizz UI.
Also works the opposite way for your DPS/healing roles so a great addon even for non-tanks.
As for your AoE issue: if you're not taking huge amounts of damage then you, as a tank, aren't required to focus on the mob you set as skull. If you glance at Omen and you have triple the threat on the mob than the nearest dps, go ahead and forget skull and start building up more threat on the other mobs. Don't wait until skull is down and people are burning down X before you start building threat.
Noyou Mar 3rd 2011 11:32PM
@saeadame
I are a tab targeting fool. I do it so fundamentally I do it when I level/farm. I am pretty much Anti-Add ons and I know that's bad but Tidy Plates sounds very cool and helpful. I will make it my next venture for sure. Although I do use the standard UI aggro tool and it seems to work fine for me. Now if we can just have the poor DPSers who have been waiting 20-30 min for their queue to chill out a little bit and let us do our job
Eris Mar 4th 2011 6:34AM
I have a macro for that:
/script SetRaidTarget("target",8);
that puts a Skull on my target so the dps know on which mob to focus.
thebitterfig Mar 4th 2011 10:03AM
As to marking, I've set 0 through 7 on my number pad to the raid marks. Hit the big old '0' and I get a skull, '3' for moon, and so forth. No fancy macros, just reassigned buttons, and you quickly learn to tap out exactly the mark you want.
MichaelBerean Mar 4th 2011 10:29AM
@Daynthebold
I have to strongly disagree with "You pulled it, you tank it" in a pug 5 man. The only safe thing to do is to try your best to hold all the mobs.
I understand the point but unfortunately the same jerks who pull aggro as a dpser too often use a threat wipe after the mob hits them, dropping it off on a convenient healer or innocent ranged dpser. This happened to me several times while I was tanking a pug heroic last night and just about drove me crazy.
Heck, even if they don't wipe their aggro either the healer stresses and keeps them up or they die. If they live through it they are encouraged to do it again. If they die the mob is almost certain to go running to the healer.
If someone is doing a bad job by pulling aggro, call them out on it. If they apologize try to help them. If they ignore you or get rude kick them or drop group.
But if you're the tank, hold aggro until you die. That's the job.
dodgeballer2005 Mar 3rd 2011 6:10PM
Very well-done article. It's nice for newbies who need to get their feet wet as well as vets who need a quick refresher.
SmokeTheBear Mar 3rd 2011 6:22PM
Yeah, and not just that, but those in both groups who need a bit of a pep talk. I'm tentatively working up the courage to dive in and put my bear suit back on after spending all of Wrath healing either as a druid or a priest, and I've been hesitant to actually click the queue button, knowing from experience what a pain in the butt undergeared tanks can be for healers. But that last bit about keeping with it is really important.
I'm probably going to be rusty. I'm probably going to be a bit undergeared. I'm probably going to cause some stress for some people my first few times out. But in the long run, I know I'm a good tank. If I can coordinate and successfully lead the first pull in Gruul's Lair, I'm pretty sure I can handle anything I might see in a Cataclysm 5-man, once I get my tanking legs back.
Saeadame Mar 3rd 2011 7:28PM
@Smoke - Just go slow. I've healed many a tank who just hit the ilvl requirement, and it's not bad as long as they don't try to go too fast. The fact that you didn't tank in Wrath probably works in your favour: you have to get back on the bicycle, but you don't have to re-learn, for instance, that you have to use hand breaks instead of pedalling backwards (how some bikes stop).
Neyssa Mar 4th 2011 2:01AM
There is one thing I would also add to this article:
"if you're going to tank in WoW, you have to choose the right class."
I would also recommend to start tanking as soon as lvl 15. First dungeons can be tanked even if you are not specced as a tank, and dual talent comes fast and cheap. This way, when you reach lvl85, you will already know the basics of tanking (LoS,, etc), and queuing to dungeons as a low level tank gives you lots of XP, fast leveling, great loot and no wait time.
Ryan Mar 4th 2011 2:29AM
Another tips to be newbie tanks. Enchant your gear, no matter your level.
The general attitude to enchanting seems to be "End Game Only", but enchanting as much of your gear as you can afford to can be the difference between a wipe and a close shave.
This also helps in situations described above, when you as a tank have just hit the barrier of entry for a LFD. Enchanted gear, can stretch a lot further than hoping for a drop in dungeon where you're taking a lot of hurting.
Another sneaky tip while leveling up, before levels 40, 60, 70 do some BGs.
The Honour armour is pretty decent and you'll learn a lot about surviving and using your cooldowns in BGs.
Take this armour set for Pallys for instance: http://www.wowhead.com/itemset=698
3 pieces reduces the cooldown on your hammer of justice by 10 seconds. Thats pretty dam decent perk to get you through outlands.
Baba Mar 4th 2011 5:12AM
@Ryan - When I'm in the LFG whilst leveling, I heal on my shadow priest, heal on my elemental shaman, the list goes on. You DO need a tanking spec to tank lower level dungeons, but enchanting all your gear is extreme overkill, unless you've taken enchanting as your profession.
Remember this is wow rookie, the people learning from this won't have an 85, and they certainly won't have the gold to spend on overpriced enchantments.
artifex Mar 4th 2011 12:36PM
Is there a similar one for newbie healers? I need that one :)
Revrant Mar 3rd 2011 6:11PM
I remember when I first tanked on my DK, was the first patch content patch after match, got snatched up for a group to normal UK, it was pretty terrifying, and the healer made sure to bitch at me the entire time and make it known that she didn't like healing me.
Can I help that my nerves made me overzealous? Gawsh.
Great guide, wish I had something like this at the time, rather than just bull rushing in.
Brett Porter Mar 3rd 2011 7:27PM
Sounds exactly like my first few dungeons on my alt DK (main is DPS); I didn't even try to tank in BC dungeons because at the time D&D wasn't available until 68ish I think. I haven't tanked in about 6 months, but think I'd like to try again, on a lower level toon maybe.
Fish Mar 3rd 2011 6:22PM
As a Pally tank what would you say is a good Avg iLvL to be able to start trying to tank Heroics. I'm currently at 335 and have about 130K health unbuffed. However when running heroics on my priest, I notice the tanks seem to be closer to 150+K unbuffed and sometimes that seems to be barely enough... Is it maybe they have more stam and not enough master/dodge/parry??