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 3 of 5)
Astoreth Sep 8th 2011 3:34PM
I was taught early the adage that if the tank dies it's the healer's fault, and if the healer dies it's the tank's fault, but if the DPS dies it's their *own* damn fault. I was level-capped before I learned *that* that wasn't always true... but I still hold it as an ideal -- not in terms of assigning blame, but taking responsibility. Before I complain about lack of heals or threat, I think about what *I* could do differently to protect myself, and thereby make life easier on the people healing and shielding my pretty face.
vocenoctum Sep 8th 2011 5:24PM
It's a given in human nature, and made worse via internet anonymity, that few will accept and explain what they did wrong, instead focusing on the other person and how they can shift blame.
In general, even before the threat changes, if you focus what the tank is focusing, and AE what the tank is AEing, you shouldn't have a problem (Wrath on at least). The problem really is more of when you focus fire on an off target, where the tank has only hit it with tertiary powers.
Controlling your own threat is on you, but tanks play a role also, obviously. It's hard for anyone to gauge their power level accurately at times. I see many tanks that are undergeared but think they can chain pull like they're decked in epics. Just this past dungeon I had a "gogogo" healer, when the tank died his comment wasn't "sorry, got ahead of myself" it was "tank you need to use your cooldowns better".
There was also a shift in Wrath that kept up in Cata, that tanks don't so much "pull" as they "charge". Not just warriors/bears, but all tanks will run to the position of the mobs, rather than pulling the mobs into a position that is optimal. Don't tank stuff in the middle of CC'd mobs!
Cyno01 Sep 8th 2011 2:41PM
#4 no often enough... this hits me especially hard as a rogue. Venoxis' poison cloud goes a little bit beyond the bottom of the stairs, PLEASE pull him out just a little further so i can get behind him.
The Dewd Sep 8th 2011 2:49PM
Yes, please. Keeping the melee out of the "bad stuff" means less work for the healer which means they can react faster to damage the tank takes. Plus the less we have to adjust at the start of the fight, the more we can dps and the faster the boss will go down.
The Dewd Sep 8th 2011 2:48PM
"4. Not forcing you to stand in stuff"
For me, as a melee, this is the difference between a good tank and a great tank.
A good tank knows not to stand in stuff. A great tank realizes that if they've back out of the bad stuff with the boss that the melee is not stuck standing in it. Large puddles of bad (or small puddles that grow bigger on their own) are the worst for this and a tank that is not only dancing with the boss but watching the whole dance floor has my respect.
As a sometimes-tank, this is one of the things I try to be cautious of but I don't know how many tank-alts with caster mains realize it at first. (I saw a lot of tanks NOT doing this at the end of Wrath when the RDF would throw me into Heroic PoS and the tank would make it nearly impossible for the melee to dps the trash right before Ick/Krick.
Mortenebra Sep 8th 2011 3:36PM
As a sometimes-tank-with-a-ranged-main, I often *overkite*... probably comes from the instinct of "more distance = better" from being ranged most of the time. For whatever reason I utterly lack the capacity to judge just how much space there is between myself, the mob, and the melee and the "bad stuff." And some melee like to take advantage of the huge hitboxes. So I overcorrect. Better safe than sorry, right? lol
It's an intricate dance and I absolutely adore the tanks who manage to pull all of this off without going too far (like I do lol).
Sir Broose Sep 8th 2011 4:02PM
I have to agree. As fury, I don't know how many times I've been forced to either stand in stuff and get blamed for not moving or move out of stuff and get blamed for not dpsing. I also tank, so I understand what's going on, but sometimes it's impossible to convince others. The rule to "not stand in the fire" is so pounded into everyone's heads, that no one likes to believe that sometimes, as melee, it's not your fault. I'm not saying you should just stand in it, anyway. But I am saying that if you force us to move away from the boss to get out of the fire, then don't blame us for not putting out enough dps.
The tank in me responds:
At the same time, it can be awfully damn hard, especially when you are still getting familiar with a certain fight, to maneuver the boss so that you're not out of caster range, he's not facing the raid, and you're not forcing the melee to stand in the bad when, like the author said, you have his enormous crotch in your face and you're surrounded by a bajilion good and bad spell effects and a swarm of warriors, rogues, pallys, DKs, and such all masking what's on the floor.
I'm torn.
VioletArrows Sep 8th 2011 2:49PM
On 2: I love Deadly Boss Mods so much for this. I don't care if I get called a noob for using it and not memorizing every mob in every dungeon. Due to how some bosses are so big they don't fit on the screen, I can't see their nameplate and thus when they're casting something. DBM starts beeping and flashing and it makes me feel less derp for actually helping instead of just pew pew and trying to keep my pet alive.
On 5: This is the thing I can never remember when I tank. It just feels so hectic in the front, and I'm too focused on 3, 4, 7, and 8. Or if I do remember, it's because I'm going through my little checklist, and then everyone starts with the "GOGOGOGOGOGOGO". XP
Lemons Sep 8th 2011 3:01PM
If a tank did all 8 of these consistently then he/she would truly be a great tank. Sadly most tanks I heal in dungeons now adays slip by with about half that list.
Hal Sep 8th 2011 3:03PM
I would add "Watching the battlefield for threats."
If it's a fight with adds, it's not just picking them up, but watching for their appearance, or for the sudden arrival of wandering adds, fleeing mobs, etc.
If the boss drops bad stuff, it's making sure that you're not marching straight into the bad stuff. For example, with the first boss of the Lost City, you're not just navigating around the traps, but staying away from large patches of them as well. That means not just watching your feet but watching as much of the battlefield as possible.
Anaughtybear Sep 8th 2011 3:04PM
If you get a belf tank of any class, just drop the group. Every single one I've ever encountered was obsessed with spinning and strafing along like a PvP fight so they could see themselves do that annoying little twirl. Don't be surprised if you die because you keep leading the mobs/boss out of range. If the DPS are running the whole time, it's harder to do damage.
Smapdor Sep 8th 2011 3:22PM
I'd expand on this a little.
Moving the boss so the dps (or I) can stand in nearby aoe heal zones.
Moving the boss so they get in range of aoe damage, walk over traps.
Moving the boss to avoid known pats.
Someone else mentioned already mentioned keeping an eye out for unexpected pats and fleeing mobs.
That being said, I love tanking. That may be a contributing factor to my opinion that it is the easiest role in the game. Though that doesn't meant I don't get a lot of performance anxiety in new instances.
Batleth Sep 8th 2011 3:29PM
From #3: "However, avoiding fire becomes a lot harder when all you can see is the boss's crotch."
This cannot be overemphasized. This brings back nightmares from Malchazaar in Kara. I'd be tanking right along, with my back up against that very special section of wall, and my entire screen was filled with his crotch. I couldn't see infernals dropping, or what the hell anyone else was doing. And all I heard, while staring at his crotch, was "YOU FACE NOT MALCHAZAAR ALONE, BUT THE LEGIONS I COMMAND!" and "HOW CAN YOU HOPE TO STAND AGAINST SUCH OVERWHELMING POWER?!"
still gives me the creeps....
Danana Sep 8th 2011 3:39PM
@Batleth: you made me laugh so hard that I had to clean soda off of my iPad.
StClair Sep 9th 2011 1:40PM
OVERWHELMING POWER... in my pants.
Shinae Sep 8th 2011 3:49PM
"3. Not standing in stuff" is why the addon called GTFO is so very helpful, no matter what role I'm in. My guildies and I swear by it.
Hearing a klaxon catches my attention (and my urgency to move )much faster than seeing a spell effect in my vicinity.
Lute Sep 8th 2011 3:50PM
I would augment Number 6 and say that not Line-of-Sighting the Healer is important...
Which would lead me to a Number 9 about "Coordinating The Pull". Often times it isn't as easy as charge-in-and-AoE. Sometimes it's key to Line of Sight a mob to drag a bunch of casters into a clump. Or alternatively, doing some crazy insane Throw-There-Charge-That-Run-There pull to gather mobs up.
Ianmis Sep 8th 2011 5:09PM
This is indeed very true. Why is it that the dps seems to always want to attack the one add I haven't had the chance to gather up yet? I use my heroic throw on the caster or straggler mob to silence it and bring it to the group and then charge the rest of the group, and what do the dps do? They attack it with a stun or slow move instead of attacking the group that I have rounded up. It boggles my mind. lol.
Tygerwolfe Sep 8th 2011 3:51PM
My fiancee is a tankadin on her main, and she actually made a macro that she hits at the start of the dungeon. "Hello! I will be your Tank today. If you pull it, you tank it. I don't move until the healer's ready to go, and I brake for mana. Have a nice day!"
I can't tell you how many times we've queued together (I'm DPS - Hunter), gotten a random healer, she's hit that macro, and the healer's gone "... I
Tygerwolfe Sep 8th 2011 3:52PM
... it cut it off.
and the healer's gone "... I love you..."
The kind, polite tank is such a rarity these days.