Ready Check: Understanding boss positioning

I have a few friends who usually play ranged classes but have now decided to try the wild, wonderful world of tanking. They're good players with a solid background in the math and mechanics of the game. They have solid reflexes and generally try to do a good job. But for whatever reason, they've struggled as they learned how to tank.
We spent some time chatting about raids, boss encounters, and the like. It was only after really getting into the setup of each boss that I realized the problem was boss positioning. I've been tanking for so long that I take boss placement and movement for granted. Experienced raid leaders and tanks take things like "dragon positioning" and "there's no cleave" to be shorthand for many factors. "Dragon positioning" is code language for "Aim the head away from the raid; it cleaves and tail swipes, so melee need to be at the 5 o'clock position."
There's a lot more going on there than a new tank or raider might realize.
Hit boxOne of the most subtle aspects of tanking and positioning a boss is its "hit box." You can melee hit an opponent in WoW without actually touching your graphical character to your opponent's graphical character. Each character has a range around it that describes where the character is (versus where it appears to be). Think of it as a circle around the graphical representation. If your circle interacts with the boss's circle, you can hit it with a melee strike; obviously, it can also hit you.
Bosses tend to have very large hit boxes. The large hit box allows more melee characters to be in range of the boss without necessarily standing on one another's shoulders. Not all hit boxes are created equal. The hit box on Magmaw is fairly tight, for example, while it seems like Chimaeron has a gigantic hit box that extends virtually halfway across the room.
Moving a boss
The size of that hit box matters to a tank who needs to move a boss. A boss only moves if it's not casting and the target is out of its hit box. If you simply strafe from left to right, you may find yourself never leaving the extant hit box. If you don't move out of that hit box, the boss won't need to move.
You'll sometimes hear tanks say things like "this boss moves like a bus" or "he doesn't like to move." That's usually because of an enormous hit box. The tank really needs to hustle to get the boss to move anywhere at all.
During the first fight in Throne of Four Winds, for example, you'll fight the boss named Anshal. He puts green circles on the ground that the tank must kite the boss away from. During portions of the encounter, however, Anshal gets really really big, and his hit box gets equally bigger. You have to be at nearly opposite corners of the platform to move him at all.
These factors can prove challenging for tanks. Kiting a boss if relatively simple, but when the hit box is gigantic, they must move in a faster, more elegant fashion to put the boss where they'd like.
Cleave and coneA frontal cleave attack and a cone attack are two typical, iconic moves for dragons (and part of why avoiding cleaves and cones are often called "dragon positioning"). A frontal cleave means that anyone standing near the tank is going to get hit by that melee attack, and a cone attack means that anyone standing in front of the boss is likely to get hit, no matter the range.
When a boss has a cleave or a cone, the tank must face the boss away from the raid. This is can be a problem, though, since it creates more distance between the tank and the healers. If the tank must move a boss away from the healers, there can be an interruption in heals because the cleave and cone has already created a mandatory distance.
A close cousin to the cleave and cone is the "tail swipe." Even if you're not facing a dragon per se, some bosses still issue an attack directly behind them. This is no worry for a tank or ranged DPSers, of course, but it's a huge pain in the neck for melee. (By default, melee attack their target from the rear.)
Perfect world
In a perfect world, your tank is at the 12 o'clock position of a boss. Melee are at 6 o'clock. Ranged DPS and healers are scattered around the boss at a decent range. Boss mechanics like void zones and fire mean you need to move to avoid damage.
In a perfect world where a boss doesn't demand special positioning, a tank should always strive to keep the boss's head away from the ranged DPS and healers. Don't go crazy to make that happen if the boss doesn't have a cleave or cone, but in general, folks should be away from the tank.
The reason you give a tank a wide berth on the floor is mostly habit and reaction time. By habit, keep the way clear so that no cleaves or cones accidentally mow down a non-tank. Reaction time is a bigger deal. If something horrible happens and the tank loses aggro, a little distance between the hit box and its next target provides time for the tank to taunt and get threat back. The further the boss has to walk to kill its next target, the more time the tank has to react.
Hopefully, these rules make things a little easier on new tanks and raid leaders. While every boss has different mechanics, these are the basic concepts that drive positioning.
Ready Check shares all the strategies and inside information you need to take your raiding to the next level. Be sure to look up our strategy guides to Cataclysm's 5-man instances, and for more healer-centric advice, visit Raid Rx.
Filed under: Ready Check (Raiding)






Reader Comments (Page 1 of 2)
gazeuse Apr 1st 2011 9:56PM
Great article! This should be a must read for all tanks, new and old. Boss positioning and movement are some of the more difficult concepts to nail down. I remember what a nightmare heroic Karsh Steelbender was for me in the first few weeks of the exp :[
Revynn Apr 1st 2011 10:08PM
Some hit boxes are laughably large. Icehowl in ToC, in particular, was big enough that meleeing him at max range lost all resemblance of fighting another character and simply looked like shadow-boxing.
Seriously, I think his hit box is almost 20 yards bigger in radius than his physical model.
aerrae Apr 1st 2011 10:28PM
Nice article, I generally do most of that without thinking at this point, but there is one other positioning mechanic that I remember from BC, I don't know if it has shown its face in cata, but I don't remember seeing it in wrath.
The stacking mechanic, where everyone has to stack, or the boss charges away and hits random dpsers. I was mount farming recently and that is what made me think of it, but in kara, people had to stack during one phase of the attuman fight in order to avoid a charge.
I'm curious if that mechanic is around in any cata fights, but I remember that that was a huge pain for ranged dps in kara. In that kind of fight, what is the best way to position, or is that kind of mechanic a thing of the past?
Revynn Apr 2nd 2011 12:38AM
It showed up in Wrath, the 2nd boss in UK (the warrior Mage pair) would charge down people standing too far away. Marrowgar also preferred to pick targets furthest away from him during his Bone Storm. Certainly few and far between, most of the time it's an ability reserved for trash packs.
Hal Apr 2nd 2011 9:13AM
Well, I know it's a factor on the trash pack right before Magmaw. And Magmaw himself uses it in his selection of where to drop the flame parasites.
Usually in these cases, you either have to make sure the tanks are the ones at the edges of the encounter space. Otherwise, you need to have DPS and healers who are on the ball in terms of getting out of the fire/hitting CDs to keep themselves up.
Killik Apr 2nd 2011 2:10PM
It's a factor in all manner of trash in Stonecore - the druids and berserkers for one. I think the pirates in Deadmines use it too. Quite a pain to be melee and watch your target go shooting 40 yards way to the mage standing on his own - then shockwave you for 50k on the way back...
AutumnBringer Apr 1st 2011 11:09PM
Another reason I like tanking enemies facing away from ranged DPS and healers is that it allows you to keep an eye on them. That way if you even see a stray patrol or loose approaching them, you can prevent an issue or react to it more quickly without having to turn around.
Of course, that typically doesn't usually apply to bosses (they don't usually have patrols hanging out near them, just something I've noticed in 5 man runs.
Grogegrog Apr 2nd 2011 12:07AM
If memory serves there was another actual reason for melee to stand behind the boss. Something about crushing blows or critical hits. Also I agree with Autimnbringer I like to default by turning the boss away from the raid unless mechanics like Chimaron dictate otherwise.
theRaptor Apr 2nd 2011 12:15AM
Parry haste. Every time the boss parried he would do another attack. This was why tanks needed lots of weapon skill in vanilla and later expertise. If a dumb fast attacking melee jumped in front of a boss the tank would insta-gib.
theRaptor Apr 2nd 2011 12:12AM
"By default, melee attack their target from the rear"
Though this is kind of pointless* now that no Cata bosses have parry-haste, and the dragons I have fought so far don't have cleaves or tail swipes! (Jeez Blizz going soft?).
* At worst you get more hits parried, but you don't insta-gib the tank like the good ol' days.
Revynn Apr 2nd 2011 12:42AM
Its still a DPS increase to attack from the rear. Even though Parry Haste isn't an issue, getting parried is still bad.
Especially in the case of Feral Druids who lose their best Attack when anywhere other than behind the target.
Saeadame Apr 2nd 2011 12:58AM
No shred makes kitties sad kittens.
And no one wants to make kittens sad.
Anony Moss Apr 2nd 2011 4:12PM
There are tail swipes and cleaves in the Nefarion fight.
But sadly Valiona, Theralion, and Atramedes all lack these aspects.
Saruya Apr 2nd 2011 4:06AM
The Elementium Monstrosity is another one with a bloody huge hitbox. The four bosses before it have a normal sized hit box, but getting the combination mob to haul ass is a pain. I know why it's so big, so that the melee can hit him even when he's in the goop, but it becomes a pain to try to maintain aggro while seeming like I'm running halfway across the room to bring him with me.
elboricua1974 Apr 2nd 2011 4:57AM
And yet, Blizzard is trying to mess with tanks.... First time in Baradin Hold I almost got instagibbed because I turned the trash mob around. I really don't like the stack up and share a cleave with the raid mechanic in there. Blizz has done the tanks stack to share a cleave before but pointing a mob at the raid? It is so counter intuitive to the tanking model that we have basically been using for the past 6 years.
Baba Apr 2nd 2011 6:57AM
Nice article Michael, but you've missed out the golden rule of boss positioning. Always strafe to where you want to go.
The reason for this is something to do with the coding, you can try this on any mob. When you back-pedal, a mob will advance forward to where you are as soon as you leave it's hitbox. However, when you strafe out of a mob's hitbox it'll run to where it *thinks* you're headed. Consequentially you can get a boss to squash right up against a wall (Gluth) or simply move to another location quicker.
People may find this video by Tankspot helpful in regard to tank positioning: http://www.youtube.com/watch?v=KmOPuziOWuA (7:15 covers the benefit of strafing to position a boss, but it's all helpful)
Hal Apr 2nd 2011 9:18AM
I'm glad this is an issue for tanks (keeps our job interesting), but it would be good if Blizzard provided us with a better means for practicing these things. Boss positioning can be a subtle thing at times; positioning one of the Omnitron bots in a poison cloud, or putting Karsh Steelbender in the forge for just long enough, for example. There's just no good way to work on this kind of mechanic without subjecting 4/9/24 other people to possible wipes while you figure out how to get the boss's little toe just where you want it, all the while staring at wall and monster crotch without any good idea of what's actually happening.
Oh, we get by, but I'd love for Blizzard to include a "tanking dummy" at some point.
evilmousse Apr 2nd 2011 4:34PM
used to be melee at 5:59-3ish to prevent parry haste gibbing the tank
Brasson Apr 2nd 2011 11:39PM
Articles like this make me miss Baby Spice. Moving Sartharion was so easy when you could shrink him.
Belegdel Apr 3rd 2011 10:57PM
I have a further question about positioning.
When tanking, and trying to turn and/or move a mob/boss, I find I often end up in almost a competition with them where they shift a little, so I correct, they move again, and on and on. Most times I just give up otherwise the melee won't have a stable target before the fight finishes.
Is this related to the hit box of the Boss? Or is it more like the effect I see with Hunter pets, where pet and target run off into teh distance in a seeminglt endless attempt to get behind each other?
What can I do to avoid this? I've tried running through the mob (risking a rear attack - ouch), arcing around the mob and moving them in stages, none of which really fixed the problem.