WoW Rookie: 8 things you didn't know your tank is doing
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Tanking can be a surprisingly difficult gig. When you see your tank charge into the fray, spamming AOE attacks and generally losing any sense of proportion, the procedure probably looks fairly easy. After all, with the threat changes, it's not like it takes much work to keep aggro, right?
One of the arguments for that threat change, however, was that tanks have more responsibilities than just watching a damage rotation. I don't mean to belittle the struggle of other classes, but I think it's fair to say maintaining a rotation isn't on the top of the tank's mind.
To help new folks understand what a tank's doing in the middle of a fight, here are eight things you don't know your tank is doing. These aren't in order of importance or difficulty; it's just some stuff that non-tanks should know about.
1. Watching mitigation cooldowns
Tanks have cooldowns that mitigate damage. In the days of yore, these cooldowns used to be affectionately referred to as "oh, shit" buttons. You'd be tanking along, laughing at bosses, and suddenly your healer would lag behind or something. "Oh, shit," you would think to yourself. That's the moment when you'd hit the button. It was a stopgap measure to help your healer out.
The modern world of mitigation cooldowns doesn't work that way. Nowadays, if you don't press the button, there's no point to the button. You either use your cooldowns strategically and constantly, or you save them up to handle boss mechanics.Let's compare Shannox and Beth'tilac for this purpose. When you're fighting Shannox, you tend to use your cooldowns in a smooth, even fashion. You're using those cooldowns constantly, saving the healers mana over time. You also make sure that you have them available at the end of the fight, when Shannox hits harder -- but overall, cooldowns get used consistently.
On Beth'tilac, a tank has to go upstairs without a healer for a few seconds. While in the upper web, the tank is getting hit hard with few heals. So in that fight, you tend to save your cooldowns for those first few seconds of each phase.
I would argue that having systemic, total control of your cooldowns and knowing when to use them is a much bigger part of tanking than maintaining threat.
2. Providing interrupts
Tanks haven't always had interrupts, but now every tank does. When tanks received interrupts, it's like half the DPSers in the game suddenly forgot how to use their own. Through this mixture of player zeitgeist and design, tanks should now be hot and ready to slam an interrupt in a moment's notice.
3. Not standing in stuff
Okay, so everyone in the raid needs to not stand in stuff. That's hardly a huge statement of deep epiphany. However, avoiding fire becomes a lot harder when all you can see is the boss's crotch. It also gets tougher when you have your finger poised over a cooldown, waiting for the exact second to mash an ability that will save your life.
4. Not forcing you to stand in stuff
Really, though, I mention not standing in stuff as a precursor to talking about not forcing the DPS to stand in stuff. Boss positioning can be tricky at time, and the tank has to move the boss in such a way that DPSers can do their jobs without forcing them to stand in fire.
Beth'tilac is another good example of this. When you go upstairs to the web, you need to keep an eye out for meteors and huge spots of flame. If you fail to keep an eye out, you'll fall from the web to your doom.The tank could just find his own place on the web and leave the DPS to sort themselves out. But that's a bad move; fire builds up, and it becomes far too easy for DPS to accidentally fall through. A kinder, better tank moves Beth'tilac from time to time, giving those DPS folks enough room to get their job done.
5. Preventing cone and cleave attacks
I feel that there are many fewer cone and cleave attacks in the game now than before. That being said, there are still plenty of mobs and bosses that unleash a frontal assault. In this case, the kind tank takes the time to face the NPC away from the group.
6. Not outranging the healers
While healers will eventually have to move during many fights, there's still an important factor that healers must deal with. Healers have cast times; tanks don't. The kind tank will keep an eye on where his healers are hanging out and will put forth the effort not to get out of their range.
7. Watching the healer's resources
The tank executes the pull. That's the way it works. When you're ready to start fighting mobs, the tank is the one who starts the attack. Therefore, it equally falls on the tank to keep an eye on healer's mana, resources, and buffs.
If the healer isn't ready for a pull, the tank has no rightful business pulling. You don't get to just charge ahead because you're the tank. You set the pace, but if your healer isn't ready, you will simply die.
8. Grabbing adds quickly
I argued with myself about adding this task to the list of things "you don't know," but I realized that to a newish player who hasn't tanked, it might not be obvious that the tank needs to grab those additional mobs that show up. More importantly, tanks need to grab those adds quickly.
As a general rule, I give myself the space of a GCD allowance for doing a good job. If I get the adds in one global cooldown, I did good. If I grab them in the space of two GCDs, I did okay. Spending three or more GCDs grabbing adds means I failed in some way.
In the end
Of course, this list could go on forever. I'll probably do similar lists for healers and DPS later, but I wanted to talk about things tanks should be doing besides just maintaining a threat rotation. Aggro is obviously important in fights, but that just doesn't tend to be where my mind is dwelling during most fights.
Filed under: WoW Rookie
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Reader Comments (Page 2 of 5)
incoming00 Sep 8th 2011 2:18PM
thats a very good list. i didnt fully appreciate the efforts of a tank until i started lvling one. it sucks when good tanks turn into jerks for the sake of all the effort they need to do, which according to this list is a lot other then sponging damage. and it also sucks that there is a huge lack of tanks, considering how much fun i am having tanking :D
Samuel Sep 8th 2011 2:24PM
On point 8. Sometimes a tank will send an attack out at an add separated from the rest of the group, and then start in on a main target within the group. With my warrior I use heroic through. With an engineer, the rocket hand enchant. If he does this, he should mark the target you should be attacking with a skull. However, when a skull is marked it is important that you always attack skull first - not something else even though the tank may have been targeted on it first.
Rhylon Sep 8th 2011 3:22PM
Also, sometimes it's just plain impossible to grab all the adds at once. Like the Maloriak fight, for example, where the aberrations frequently spawn on opposite sides of the room. Of course, getting threat on aberrations also felt a bit like pulling my teeth with a screwdriver, but that might just be me.
Eirik Sep 8th 2011 8:37PM
Agreed. Prot warrior here. I have had occasion to...
1) ranged attack (throw/shoot/heroic throw) one add
2) taunt a second add
3) charge a third add
All in order to get enough of the adds headed my way that my Rend ->TC (or SW->rend->TC) combo will land on enough critters to be worth it. ... and to hope that the DPS haven't already started in while I'm still spinning up to speed. Mind, the DPS target might have been one of the first three adds, might not, and regardless, won't be able to lock him down until after the Thunder Clap.
It used to be that folks had to wait for 5 Sunders before DPSing. Now, it's "three GCDs".
Todd Sep 8th 2011 2:25PM
Thanks, this was actually a very informative article, as I've never really leveled a tank. I am always amazing by a tank's ability to go into the middle of a fight and grab/do massive amounts of damage.
I can't help but think however that what you just described is what a "good" tank is doing. Probably a very good tank. Most tanks I know just rush in and fight. Oh yes, they are watching their cool-downs and grabbing adds, no doubt. But watching out for the group, or making sure the healer is ready? Puh-leaze.
(Ok, let me stop and clarify that most tanks I work with are in PUG's. The tanks in Guilds tend to be more like what you described above. Well that, or they don't last in the guild very long).
I do wish more tanks would stop after every encounter turn around and see if everyone behind them is alive, not being attacked by something they aggroed but then ran past, and mana'd up. In other words, protect the squishies, and everyone else too. I love it when the tank is already two rooms away from me and whispering "a little help here?" when I'm still stuck fighting some foe he missed that came up and bit me in the a$$. Yup, I feel your pain buddy. How about a little help back here instead? And next time don't leave me in the dust.
Extra points for not standing in stuff. Harder than it sounds.
vocenoctum Sep 8th 2011 2:59PM
"Tank, could you not pull when 2 people are dead?"
::tank cusses and leaves group::
noel mcleod Sep 8th 2011 3:21PM
Two words. "Divine Guardian". A good (pally) tank uses this strategically. Plus Holy Radiance. Allows healers mana regen time.
For DK tanks, there are also a couple of options to help reduce healer mana usage but only if you don't need to save them for later in the fight.
Didax Sep 8th 2011 3:37PM
I personally haven't ever run with tanks so oblivious as to not even know their party members are dead, but that could be that I mostly tank in PuGs.
As a raid leader, raid frames are a permanent part of my UI. I've found that it's extremely beneficial to have raid frames showing as a tank so that you can not only see when someone has died, you can see when they have aggro, making it a lot easier to pick up any adds that got away or extra mobs that were facepulled.
(Also useful, in my case, for a quick battle rez =P.)
DarkWalker Sep 8th 2011 4:40PM
I used to be very much like what was said when tanking Heroics.
Stopped tanking them due to the ever increasing numbers of incompetent DPS and Healers out there. While there are good players out there, I counted myself lucky if the DPS were able to merely beat my DPS (as a tank in proper tanking gear, with almost everything reforged into mitigation; for random Heroics, I never needed to gear for threat). I don't think I ever got a single group where no one stood on the fire or ate that one boss's skill players have to get out of the path.
Chance Sep 8th 2011 5:33PM
If anybody dies during one of my runs through 5 man content, even if they ninja pulled, I take it as a personal failure. I played strictly as dps until the end of wrath so I understand fully how frustrating it can be when the tank you just pugged in with is too concerned with getting his badges quickly to act as a competent part of the team. Raids is a somewhat different story, I mean I still do my best to avoid deaths in the group from cleaves, adds, and traps right behind the bosses ass that melee may step in, but I there are many aspects to almost all raid encounters that can kill a player that is beyond the control of any tank or healer.
Katherine Sep 8th 2011 6:16PM
When I'm tanking, I have my usual raid frames up, as well as the healer as my focus. The minimap is also your friend if your raid frames don't show range.
datgrl Sep 8th 2011 2:31PM
Great article, written in clearly understandable terms. As someone who is overwhelmed with the thought of taking on the responsibility of being a tank, it breaks things down into little tasks that are easily manageable. Once learned, they can become 2nd nature.
Cambro Sep 8th 2011 2:31PM
This is a good laundry list of things for the tank to specifically NOT do in easy heroics, to make the healers or dps work for it. :D Also #9 don't wear pants.
Revynn Sep 8th 2011 2:32PM
- "I would argue that having systemic, total control of your cooldowns and knowing when to use them is a much bigger part of tanking than maintaining threat."
This. Ask any good tank (ie. someone tanking hard modes for a Progression guild) and they'll tell you that holding threat is only a small part of tanking. Boss positioning, planning ahead for big damage phases and proper cooldown usage is far more important than simply DPSing from the front. And this was -before- they buffed threat gen to astronomical levels.
Robert Sep 8th 2011 2:34PM
As someone who has always had a priest main, I've healed and DPSed. When I first tried my hand at tanking late WOTLK, I was surprised. I've always had respect and thanks for my tanks, but it really is amazing how hard it is to do what they do.
Blayze Sep 8th 2011 4:51PM
I'm the other way around. Tanking to me is second nature; to look at what healers do seems like gazing upon someone 5-starring Through the Fire and Flames on Insane.
Schadow Sep 8th 2011 5:35PM
Me too. healers have to play a lethal game of whack-a-mole where the smallest slip-up triggers a cascade effect that can bring down the whole group.
I have the utmost respect for healers and what they do.
My job as a tank is to make the healer's job easier. That means I tank everything, because healing one target is easier than healing two. It means I use my cooldowns as effectively as possible to reduce as much as possible the incoming damage to preserve the healer's mana.
For me, tanking is easy and healing is witchcraft.
Moeru Sep 8th 2011 2:34PM
I wish tanks did this most of the time. I've seen most tanks just do one thing: Attack stuff.
alzeer Sep 8th 2011 2:36PM
my #1 noob wrong info regarding tanks was : if i took agro from tank then its 100% the tank fault, that impression lasted surprisingly long (after i reached lvl cap)
Tankin Sep 8th 2011 3:28PM
As a tank, I thank you for admitting the misconception and addressing it. Now explain this to the others. ;)