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 4 of 6)
Boobah Mar 3rd 2011 7:41PM
Well, you're flat out wrong on the subject of druids. My guild has a couple of quite capable feral tanks. They're by no means 'obsolete.'
On the paladin front, though, I tend to agree. Mind-numbingly boring. Which is why I'm mostly tanking on my warrior, while my paladin is running holy/ret.
Which, of course, makes it a nice class for 'intro to tanking.' You don't hardly need to think about what ability you're going to use as much as positioning yourself, positioning the mobs, choosing when to use cooldowns, and paying attention to what the mobs are actually doing, so next time you tank 'em you're better prepared. They've got a smart AoE that won't hit any cc'd targets you don't aim it at, nigh-constant AoE threat with Hammer, extra persistent AoE with Consecrate, two taunts, and a threat-reduction cooldown they can throw on a particularly annoying DPS.
VF Mar 3rd 2011 7:48PM
Sleep deprivation is killing me. I intended to reply to my bit, but commented a few down. Read there for bear thoughts.
Minstrel Mar 3rd 2011 7:35PM
"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."
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DK tanks adore mastery. It's easily their best stat. Avoidances are great, but mastery is primary.
As for armor, well, armor is great for all tanks...DKs take a hit there because they can't equip a shield.
Boobah Mar 3rd 2011 7:45PM
"DKs take a hit there (armor) because they can't equip a shield."
Or you could say that Warriors and Paladins take a hit there because they can't use Blood Presence. Six of one, half a dozen of the other.
Heck, bears are (or were, at least) notorious for high armor values, and they can't even wear plate, much less a shield.
Michael Martine Mar 3rd 2011 7:43PM
Pallys for the lazy, DK's are for noobs, Bears are for masochists and Warrors are for the skilled.
Not that I'm biased, or anything.
VF Mar 3rd 2011 7:46PM
My apologies. I hold tanks to a standard of being able to hold threat on more than three targets at once, as you do have to clear trash to get to the boss in every dungeon. I admit that druids do have the capability to hold threat on single targets fairly well, but what I specifically mean by saying that bear tanks are obsolete is that I just do not see them holding groups of more than three mobs without massive amounts of chaos, unlike the other three tank classes.
Saeadame Mar 3rd 2011 7:58PM
In that case, I would just dispute your definition of a tank. Tanks can be held to their ability to hold threat on many targets, one target, their ability to take damage, recover from damage, general raid usefulness, etc. All tanks could be ordered differently depending on what standard you are holding them to. In terms of the dungeon finder, because there is so much trash, druid tanks are not the best, because it takes a lot of skill to maintain threat on many targets as a druid. On the other hand, they are excellant raid boss tanks for a variety of reasons. I wouldn't say that druids are "not tanks" just because they aren't as good at one aspect of PvE tanking, which is not even endgame content.
lishuss Mar 3rd 2011 7:48PM
best thing for a tank, start out as a melee dps-rogue to be more specific.
because when you constantly pull aggro, you eventually learn how to keep it when yo u finally roll a tank.
worked for me at least
Minstrel Mar 3rd 2011 7:58PM
"Or you could say that Warriors and Paladins take a hit there because they can't use Blood Presence. Six of one, half a dozen of the other."
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It doesn't quite work out that way by the numbers. Paladins, warriors and bears generally have far more armor. Blood presence obviously helps, but it's not equivalent to equipping a shield.
Bears certainly get things that not only make up for lack of shield, when it comes to armor, but even exceed shield-wearers. Which is why I didn't say bears take a hit due to not equipping a shield. They don't.
To be clear, my point there was entirely limited to armor. I am in no way saying DKs are weaker tanks. Certainly, at level cap, they may be the strongest. They have a remarkable amount of self-healing available and their blood shields are great.
thedirtyelf Mar 3rd 2011 8:16PM
Now that I have hit lvl 70 on my Warrior tank, I notice that all the crafted armor I can make now (with Cobalt) has +dodge, rather than +hit, etc.
From 0-60 I have been stacking +str, +stam and trying to get +hit, figuring that the point of tanking was to get hit (that is NOT dodge) and have enough armor and hp to take the beatings.
I know that healers like +dodge of tanks, but ins't this against the very point of the tank, aren't we supposed to get hit so we can build rage? And it seems at 70 I am having to choose between +hit and +dodge. Don't I need +hit so I can keep aggro on me?
tldr; +hit or +dodge at 70?
Sky Mar 3rd 2011 8:26PM
Your highest priority is to survive. Everything else comes second. So I would say go for dodge instead of hit.
Remember: Dead tanks generate no threat
Murphy Mar 3rd 2011 8:28PM
+hit rating influences your chance to hit what you are hitting.
the way to make something hit you is by causing threat/aggro by using your damage abilities.
+hit is good for tanking because it decreases the chance that your abilities will "miss", which gives you more threat/aggro.
+dodge is good for tanking b/c it makes the monsters "miss" you, increasing your time to live and decreasing the strain on a healer.
very rarely do tanks need much +hit rating, but they love some +dodge
adamjgp Mar 4th 2011 10:23AM
Regarding getting hit to generate rage; I believe that they removed that mechanic from the game, and now your rage comes from your 'white' hits, as well as some rage from blocking if you're talented into that.
Please correct me if I'm wrong
Aurvangr Mar 3rd 2011 8:22PM
I find that when tanking heroics it is very useful to know what other classes can do in terms of CC, especially since many kinds of CC only work (or don't work) on certain types of targets. It's also helpful to know which mobs are melee only as they can be rooted or at least snared to reduce damage to you.
Lev Mar 3rd 2011 8:25PM
I was out of the game for 99.9% of Wrath, and returned a few weeks into Cata but had to level from 70. I had tanked a bit towards the end of BC on my main a Bear. Anyway its been an interesting experience. Tanking through the leveling dungeons in wrath (all pretty easy) and then the Cata ones starting in Heroics now. The intimidating part is that I was frequently playing with people who had been through these encounters multiple times, as they were at this point levelling alts. I didn't know the Boss mechanics well even though I would always try to read a guide before these are important in Cata ask the group before a boss if you are unsure. If you've done these before as another role then this shoudl be easier.
There has only been a couple of bad experiences with people getting nasty, but I have never been kicked. I've caused a couple of wipes through inexperience, but generally done the right thing and held threat (was hard until 81 + pulverise). 95% of people are fine with someone making mistakes at least once even if it wipes you. Let them know that its your first time and just try to learn from what you did wrong. The other thing is read a guide, there are usually a good one stickied in the forum for your class, or in the tanking forums and other wow websites. Gear correctly, and learn to mark at least one CC preferably 2 CC and be on top of your ability rotations and you should be ok.
Lev Mar 3rd 2011 8:30PM
"My latency goes from 80s to around 700 and usually settles in the 1-200 range "
I hope that is 80ms not 80s!
Well anyone in Oceania is permanantly > 300ms and we manage to complete content so I think it is fine. Can make interupting short casts tricky though. I complete a wrath dungeon with latency in the 1000-1200ms range I was expecting it to come down but it never did. Wasn't much fun but we didn't wipe.
Jonisjalopy Mar 3rd 2011 8:56PM
"Stick with it and don't stress"
That is the single greatest piece of advise you could ever give a new tank. It's the most frustrating and rewarding role in any MMO, in my opinion.
Jeff (Not that one ^ ) Mar 4th 2011 12:58AM
I recently turned the Ret side of my Holy Pally into a tank. I haven't tanked anything but normals yet because I don't really have the confidence yet, but it's great for rep grinding. ;)
Sonnenwende Mar 3rd 2011 9:14PM
What annoys me about the tanking role is that it feels like work. You have to pace every pull, watch group mana in between pulls, watch threat meters and track down straggler adds even though you also have a boss stuck to you. Want to taunt that mob back? Sure, but he'll change direction and run back towards the DPS if you don't hit him with an attack within 2-3 seconds or so. Trying to back-up towards that mob in 3 seconds isn't always possible, especially if you have a pack of mobs on you. Then there are the n00b know-it-all DPS that complain about key-turning, even though mouse turning means turning your back to the boss, a huge no-no.
On top of that, you are supposed to memorize every class' available CC and also memorize which raid icon belongs to which CC. As if tanks didn't have enough on their plate already... It'd be nice if DPS would mark their own CC targets if they wish to use CC instead of off-loading every non-faceroll responsibility on the tank. Why do the DPS have little to no responsibility, other than burning down the occasional add and tabbing and spamming through their spells over and over.
Saeadame Mar 3rd 2011 9:17PM
I think perhaps the larger problem is that you're a little too assertive. You need to meet people halfway and realise that they don't know you, and it's much easier to assume tanks are only okay rather than good, because you'll be let down less and be much less stressed by that let down.
Tanks do not have to be the leader of the group, they only have to be the one who pulls. I think the one point I do agree on is that people other than the tank shouldn't pull unless asked (eg, for CC). I have lead plenty of groups as a healer when the tank isn't comfortable taking the leadership role. I ask if he would like CC, and I mark the mobs if he wants or don't if he doesn't, I do ready checks, explain the fights/strategies, etc.
Actually, the CC thing isn't up to you at all, but up to your healer. If your healer wants CC so the healing is easier, that's their choice, it's not up to you to take the choice about something that actually affects them the most away. Healers should ALWAYS decide if CC is required, not tanks or DPS.
But I do take input, if someone want to try it some way and they think it might be better, I'm always willing to give it a shot, because it could be a better way. Sometimes, I have to be very, very controlling of a group, if they aren't good at paying attention to mechanics. For example, in the third boss in Grim Batol, I often mark the adds with a skull and /y they an add is targetable to remind people to kill it. Not every group needs this, and I don't use it for every group, but some do. On the fourth boss, I often mark myself and tell people to stack on my for Shadow Gale if they're having trouble finding it fast enough, and call out to go kill the add. On other groups, however, hardly anything is said in party chat. Everyone knows what to do, the group is geared enough not to need CC, and the dungeon goes by just fine.
I guess the main point I'm trying to make is you seem to be under the assumption that tanks are solo players and the other people in the dungeon are hanging off your coat tails and slowing you down. Dungeons are a team effort, and should be dealt with as such. Yes, there generally has to be a "captain", but it doesn't have to be the tank, and far too many people assume it has to be. I suspect that your attitude shows in how you talk in party, and could be the reason some groups kick you even though someone else may be obviously at fault... you probably just rub people the wrong way by being extremely controlling and demanding from the moment you step in the dungeon. Sure, there are some groups that need that, but many do not, and people who are competent in their own right don't like some stranger coming in and demanding everyone do everything his way or the high way. Frankly, I would probably kick someone like that too. I'd rather run with an undergeared tank that doesn't know any of the fights than someone who isn't a team player.