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
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Reader Comments (Page 2 of 6)
droknar Mar 3rd 2011 6:31PM
Probably more like they have a spattering of epics in their gear. Of the heroics I've run, most tanks were in that health range. But given the general shortage of tanks, I'd wager a decent percentage of them are raid tanks getting their VP for the day or helping a guildie out.
Guy Mar 3rd 2011 7:00PM
I am a pally tank, and 130k unbuffed is fine for that ilvl. I am ilvl350 (real 350 not pvp gear to increase it) and am about 141k unbuffed, although I didn't gem straight stamina, and I still haven't gotten the stonecore trinket drop which is like 300 stamina.
I don't think stamina is as important as before. I have seen pallies gem straight stamina but their dodge and parry are low. Stamina isn't as important with Word of Glory every 9 seconds (with 3 charges of Holy Power) to help if needed.
Boobah Mar 3rd 2011 7:19PM
At least until you start raiding (and possibly later; I've not done it and don't know) a tank gets all the stamina they need from gear. You aren't going to be one or two shot by anything that is supposed to hit you (yes, there are attacks that can one-shot you. They'll one-shot the tanks in full 372s, too), so healers can react to the damage you've actually taken, which means avoidance and mastery will save healer mana.
Murphy Mar 3rd 2011 8:18PM
Fish, keep in mind, the tanks you see in random heroics with 150k health probably have the "Luck of the Draw" buff making it 15% more than it was unbuffed,
Katherine Mar 3rd 2011 8:22PM
I healed tanks that were the minimum ilevel to get into heroics (329) before I had any epics (sure, we wiped a few times, it was progression though so very few dps ragequits). You'll be fine, just make sure you use CC and if things start to go downhill use a cooldown.
marshall.glenn.usn Mar 3rd 2011 9:04PM
Dont overly worry about your Stamina pool.. example:
2 pally tanks in my guild me being 1 of them.. Pally is my main and the Guild MT for raids. Other pally is an Alt who helps with Heroics and the such. My gear is better but his Health pool is 9K more than mine. He is 162 unbuffed and I am 153 unbuffed. The question came up last night about the diff..
Here is the Difference, as a raid tank I need to worry about Hit/Exp to the cap. If you are going to be raiding as a tank you CANNOT gem stamina in every slot. You need to keep Hit/Exp/ and Mitigation in the forefront of your gemming and enchanting choices. Stamina in every slot looks sexy on paper but your healers will hate you as you do not doge/parry/block attacks and your DPS will hate you cause you are hit/exp capped so you have no threat generation.
Twill Mar 4th 2011 2:35AM
@ marshall.
Do not go for hit/expertise.
Vengeance will take care of threat gen. You want mastery then dodge/parry (whichever is lower). Period. (For paladins)
talkingmike Mar 3rd 2011 6:22PM
*ahem* TidyPlates *cough*
xiani Mar 3rd 2011 6:46PM
Oh yes, so much this.
What you actually want is the extra 'threat plates' setup for tidy plates, that lights up any mobs' name labels you're about to lose threat on in bright red. Just make sure it knows you're in tanking mode, though it's normally quite good at guessing that.
Also, if you're a bear or a warrior, stock up on rage potions:
http://www.wowhead.com/item=5631
They're so cheap, and so useful...
Taitle Mar 3rd 2011 6:59PM
Even the "neon" skin that comes with the base TidyPlates works fairly well for figuring out the rough state of your threat at a glance. It's not a complete replacement for a threat meter like Omen or Skada, but it definitely helps.
Necromann Mar 3rd 2011 6:24PM
I have 3 tanks. An 80 dk, a 63 druid, and a 36 warrior. I don't care for the dk tank, but I love my Druid and warrior tanks they are fun and engaging.
Michael Mar 3rd 2011 6:30PM
One of the most important things dps and healers can do for a new tank is to be patient. First, let the tank pull and don't say "go, go, go" and second understand that tanking is very stessful and there is a learning curve with it. If you wipe, make helpful suggestions not angry comments about being a tankatard and such.
Kriegle Mar 3rd 2011 6:24PM
This article really makes me want to re-learn to tank. I loved it during Wrath, when all I had to do was spam aoe abilities and let things smash me in the face, but I became a little too intimidated when leading a group became a legitimately difficult job. I know I have the talent for it though, and once I get the hang of it I have a strong suspicion that tanking will become my favorite thing to do once again.
sullyXXX Mar 4th 2011 3:01AM
I feel exactly the same!! I loved tanking in Wrath, and never even had a dps offspec... now, not only is it a tough leadership job (and is very frustrating when people don't listen) but heroics are genuinely difficult. I've done them all as a DPS, but when I try tank them... something always goes terribly wrong. My gear is as good as it will get at the moment, and I just don't have the time and patience to practise more than I do... it's also tough to practise with impatient, abrasive dps who are always in a hurry, break cc constantly, and then blame you.
My suggestion? Run exclusively with guildies. All my runs with guildies have been smooth. I just wish our guild did more HC's.
MH Knights Mar 3rd 2011 6:26PM
I really wish Blizz would add some sort of tanking dummy to the game. It would not be as simple as the DPS dummies but having a way to practice tanking without fear of wiping would go a long way to getting more people to tank.
Barring that is going into lower level dungeons, as in previous expansions, a good way to practice tanking?
Sky Mar 3rd 2011 8:23PM
to answer your question: Going back to older instances to practice helps a little (with your rotation/proper use of cooldowns) but the best way to practice is with Cataclysm normals. This is pretty much true for all roles. I really don't know why everyone is rushing to do heroics without practicing on normals first which is why people fail a lot.
Murphy Mar 3rd 2011 8:33PM
my favorite way to practice tanking is soloing old raids/dungeons. Karazhan is extremely easy at 85, and is a blast to solo (plus the first boss drops a mount and you can get in without a key if you run across the gate as a ghost and rez behind it!)
polydorr Mar 3rd 2011 6:29PM
Thank you for this. I've played WoW for a while now and am still frightened of tanking. I've never done it past level 20 or so because it just seems to complicated.
A lot of the vanilla dungeons are difficult to navigate (BRD and Wailing Caverns for instance) and since the tank is the leader, it looks awkward when you don't know the way. That's one thing that always frightened me.
The other thing that I have always assumed is that tanking, especially end-game, is heavily reliant on macros. I don't know/do macros really. Can anyone confirm this?
Obviously tanking involves knowing your class better than most. I think this cuts a lot of players out and often leads to the tank being seen as one of the most skilled players in a raid. Seems appropriate.
polydorr Mar 3rd 2011 6:32PM
*too complicated... geez.
Taitle Mar 3rd 2011 6:47PM
Thanks to Cataclysm, all the vanilla dungeons come with fancy maps, so you can easily find your way.
As to macros, I managed to Pally Tank fairly well at the end of Wrath without any except a simple mouseover thing for Hands and Righteous Defense. I could see cases where other macros might be helpful, but not at all necessary.