The Care and Feeding of Warriors: How to tank for non-tanks

So maybe you don't tank or perhaps have never tanked. Maybe you're new to the game, maybe you just haven't tried it out yet, maybe you used to tank but then stopped for whatever reason and aren't feeling comfortable picking it back up. Whatever your situation, the tanking game in World of Warcraft is available to you as a warrior.
A lot of guides tend to focus on gearing and speccing your warrior to tank, glossing over what you actually do as a tank. What buttons are you hitting and when? Sometimes that's because it seems self evident, or because specific fights call for specific things. This guide is written from an absolutely basic perspective: It will tell you what to do and when to do it, assuming you've no experience at all as a tank. Therefore, this caveat: No guide can make up for practical experience, and you may well learn different ways to perform the role that conflict with this. And that's fine. Learning the role through doing will help teach you what's suited to you; this is just intended to get you started out on that road.
This guide also assumes you are level 85. At least for the first 60 or so levels, you have few enough abilities that there's really no confusion and if you level as a prot warrior, you'll pick this up anyway. This is intended for DPS warriors and PvPers who have never tanked but would like to, as well as old hands who haven't tanked in a while.
Cooldowns, crowd control and you
Tanking is about two things: staying alive and keeping other people alive. You stay alive by gearing properly (mastery, dodge and parry, in that order) and learning to manage your cooldown abilities. For a protection warrior, those cooldowns are Shield Block (1-minute cooldown untalented, 30 seconds with full Shield Mastery), Shield Wall (5 minutes, also modified by Shield Mastery down to 2 minutes, glyphable to increase the duration by 2 minutes but increase the effect by 20%), and Last Stand (a talented 3-minute cooldown adding 30% extra life for 20 seconds). Rallying Cry is a group- or raid-wide cooldown all warriors possess; it cannot be used with your own Last Stand, but another warrior can use it at the same time you use Last Stand and it will stack.
Of these cooldowns, Shield Wall should be reserved for use when you know a boss is going to hit you very, very hard or when you seem to be on the verge of death, while Shield Block is useful pretty much on cooldown. That is to say, if you can use Shield Block, you probably should, as long as the things you are tanking are actually in a position to hit you. Don't hit Shield Block if you plan on Heroic Leaping away from what you are tanking immediately after. Do hit Shield Block if you plan on Heroic Leaping into a pack of mobs immediately after.
Due to the interaction between Last Stand and Rallying Cry, some warriors choose not to take LS and simply use Rally as their life cooldown. I personally prefer to have both. If you have both, use Last Stand when you know you'll take a lot of damage and Shield Wall isn't available, instead of Shield Wall when you believe your healers can manage to heal the extra life and just want to ensure survival, or again if you believe you're going to die. In this case, Rally is best serving your group for situations when your entire group is about to take a big hit.
Saying a cooldown is best saved for a situation does not mean you should never use it. Cooldown durations have been heavily reduced for all tanking cooldowns over the years. With Shield Wall at 2 minutes fully talented and unglyphed and Last Stand at 3, you can use these cooldowns proactively during trash and still most likely have them up during boss fights. One of the things that makes tanking easier is gauging your healer's likely mana needs and using these cooldowns to make things easier. If you are being healed by someone in heroic Dragon Soul gear through heroic Deadmines, you can probably hold onto your cooldowns. Likewise, if you happen to be in full heroic DS gear in heroic Shadowfang Keep. But if both you and your healer are barely geared enough to run normal Lost City of the Tol'vir, use those cooldowns on trash pulls. Don't just expect your healer to keep you up through a six-pull with no CC; help him or her out.
By the way, I know everyone says you don't need CC anymore. Use some common sense here. If your group is all wildly overgeared for an instance, sure, AoE away. If you're in greens, by all means use CC. It doesn't even pull to CC mobs anymore, so the DPS can merrily sheep, Sap, Repent, Hex and Root to their heart's content. Trap 'em, shackle 'em, whatever works. Don't let concerns about the pace of the dungeon blind you to your own capabilities. If you can chain pull and the healer and you aren't even blinking, great -- but if that's a bad idea, don't let yourself fall into that trap.
What to do in combat
Generally, tanking warriors have a single-target rotation and a group/AoE rotation. (Priority system might be a better term to use than rotation.) We'll discuss both. While the threat and Vengeance changes recently implemented do make threat much easier to maintain, warriors generally have two windows wherein threat generation is most important. These windows are roughly 5 to 10 seconds into an initial pull and any time new adds/mobs enter into an already existing fight situation.
In most 5-mans, if you're going to tank several adds and aren't using CC, warriors can charge or Heroic Leap into a pack. This is best done with a short-duration cooldown like Shield Block to ensure that initial damage isn't too spiky, depending on your gear. If you know there's a caster in that pack, Spell Reflection and/or Heroic Throw with the Gag Order talent can also be helpful. If you and your group are comfortable with each other, this tactic can be used with CC -- simply have the mobs crowd controlled after you have initial aggro on them. For most PUGs, this isn't advised, but done properly it's very effective.
If you're Heroic Leaping, the initial aggro caused by the attack's AoE damage will allow you to hit Rend on a mob and immediately Thunder Clap to spread the bleed via Blood and Thunder (assuming you have this talent). If you either don't have the talent or are charge pulling, hit Thunder Clap immediately and follow it with a Shockwave as quickly as possible. You should be attempting to stack the Thunderstruck buff if you have that talent by using TC and Shockwave together. Blood and Thunder is an extremely strong tanking talent for AoE situations. If you expect to be doing a significant amount of trash/AoE tanking, you should definitely take it.
Also, the arms cooldown Retaliation is now a solid move for AoE tanking. With its 5-minute cooldown, you're not going to be using it on every trash pull, but popping it just after hitting a Thunder Clap when you've snagged initial aggro can definitely help smooth out that initial period where threat is hardest to maintain. Use Cleave and then the usual Shield Slam/Revenge/Devastate to help maintain threat, in roughly that order. Use Revenge over Shield Slam in AoE tanking situations if you have Improved Revenge.
For single target fights, you'll use TC primarily only to debuff the boss' attack speed and Demoralizing Shout to reduce its attack power. You'll only use these to refresh their durations or to refresh Rend if you have B&T in your tank kit. Otherwise, you'll use Shield Slam as your primary threat move (pair with Shield Block if you have Heavy Repercussions), with Revenge as your next highest-threat move, and Devastate to keep Sunder up on your target. Rend is useful to keep damage ticking on a boss but not as important as it is for AoE tanking. Heroic Strike will be used as your rage dump, paired with Inner Rage if you find yourself absolutely swimming in rage and want to burn it off. Shield Slam > Revenge > Devastate, then use other abilities like HS or TC/Demo to fill in the gaps or bleed off excess rage.
Some basics to keep in mind:
- Survival trumps threat. In most cases, you can taunt a mob or boss back, but you can't do anything if you're dead. Don't tunnel vision on your rotation and forget to use a survival cooldown if you're going to die.
- The healer is the most important person to save in a group. If things go south and a DPSer and the healer both get aggro, save the healer first.
- The DPSers are not unimportant. You can't kill anything with dead DPS. Unless a DPS player is being problematic, it's your job to keep threat off of them as well.
- Be hitting buttons. Don't try and tank passively, sitting there auto-attacking. You wouldn't DPS that way -- don't tank that way. If you don't need to use a cooldown, use an offensive ability. You're a part of the group, not a prop they hide behind. Get in there and hit something.
Filed under: Analysis / Opinion, (Warrior) The Care and Feeding of Warriors






Reader Comments (Page 1 of 2)
Ode Jan 14th 2012 6:13PM
One thing i've noticed about the difference between a great tank and a good tank is when a tank move a boss far away enough from a void zone that melee can get behind them. As a Rogue it's really noticeable and very annoying when i have to facestab so i don't die. While this might be a more"advanced" part of tanking it should be noted that tanks should attempt to try and position the boss so DPS can maximize DPS on the boss.
Cyno01 Jan 15th 2012 1:42AM
Having one of every role (mdps, heals, tank, rdps; learned in that order) has really helped me a lot in every other role. From playing my healer, i learned that my rdps should always run out of fire towards the healer, not away. Ditto what you said about tanks pulling things far enough out of fire for mdps to position themselves properly. I learned on my healer how my tank can utilize his cooldowns to not die and help the healer manage mana. And all sorts of other fun synergistic stuff.
Chucks Jan 15th 2012 7:44AM
This. I ran into this problem all this week running End Time, like on Echo of Bain. Tanks would pull him only to the edge of the island so my pet would be standing chest deep in lava. It's good to take on eery role, like Cy said :)
Also thanks so much for this article! I look for stuff like this since healing and tanking intimidate me but I'd still like to try them. It's great to have a basic primer.
Thal Jan 14th 2012 6:14PM
Great article, as always.
One (slighty off-topic) question though, what mace is used in the headline picture? Looks awesome!
Imnick Jan 14th 2012 6:45PM
http://www.wowhead.com/item=28210 or a smaller version http://www.wowhead.com/item=32262
I like the red crystals but the goofy skull face sort of puts me off using it.
Reply fail :(
pontiousjenkins Jan 14th 2012 7:09PM
Does anyone know which shield that is?
Scorfula Jan 14th 2012 7:44PM
The shield is Elementium Reinforced Bulwark and it drops from Chromaggus in Blackwing Lair.
Linky link: http://www.wowhead.com/item=19349
Imnick Jan 14th 2012 6:43PM
http://www.wowhead.com/item=28210 or a smaller version http://www.wowhead.com/item=32262
I like the red crystals but the goofy skull face sort of puts me off using it.
Crispn Jan 14th 2012 6:52PM
Does revenge trump shield slam with the 2 piece bubble?
edeesis Jan 15th 2012 12:26AM
Threat wise, Revenge is worse than Devastate, Damage wise, it's about on par with Devastate, however, because of the 2p, Warriors are now back to Shield Slam > Revenge > Devastate with Shockwave and Conc Blow thrown in.
rdj18902 Jan 14th 2012 7:08PM
i was wonder what the name of the shield was :)
that's right Jan 14th 2012 7:15PM
(mastery, dodge and parry, in that order)
Parry is more desirable than dodge ever since the cata talent trees and the hold the line talent. There once was a time when parry suffered a higher rate of deminishing returns, but that went away at some point during wrath and now have the same rate.
Sorry for nit picking
amnbrownie Jan 14th 2012 9:25PM
I think, based on the little info I know about tanks in general and the punctuation that he used, he meant podge and parry, in a combined effort to be directly after mastery. They share diminishing returns, and you want to have those stats about even.
mandrewnorman Jan 15th 2012 1:58PM
Read any site on Warrior tanking other than this one, and you will find that parry should be a couple of percent higher than dodge because of how the "hold the line" talent works.
Hold the Line - Improves your critical strike and critical block chance by 10% for 10 sec following a successful parry.
Parry is more desirable than dodge because of this talent and all warrior tanks should have it.
yukonsurfer Jan 15th 2012 4:07PM
That all depends on how Rossi feels about the Oxford comma...
seamus Jan 15th 2012 12:35AM
Just a quick heads up: Retaliation appears to share some sort of internal cooldown with Shield Wall. Whenever I hit Retaliation, Shield Wall grays out for a little while. So don't be like me and hit it when you're in danger of dying. Heh.
seamus Jan 15th 2012 12:37AM
And as a quick follow-up...
Years ago, I read my first article on tanking and one piece of advice has stuck with me ever since: "There are 3 rules of tanking: Get aggro. Keep aggro. Die first."
Revynn Jan 15th 2012 1:00AM
When I switched to Prot as I was leveling my Warrior Alt through Northrend (some time in T11ish), what I found helpful was to roll a new warrior from scratch and level as a tank through the dungeon finder. By the time I got to about 25 or so, it'd given me some context to work with so that when Igot back on my level 74 Warrior, I could make more sense of all the abilities in the Prot section of my spellbook. I find the biggest challenge when picking up a spec for the first time (particularly at high level) is sifting through all the crap in your spellbook and deciding what needs to be on your bars and what doesn't, where to put it and how to use them all. Going "back to basics" provided a low pressure environment to start from scratch with the bread and butter tools of tanking. Charge, Rend, Thunderclap and Shield slam.
patgamer Jan 15th 2012 8:17AM
I did the same, only I hadn't tanked in 12 - 18 months leading up to Cata. I couldn't stop at 25 though :( I took that second Warrior to 85, It was too much fun!
MikeMachine Jan 15th 2012 2:10AM
No love for cleave? I find cleave is useful on pulls, sometimes positioning a group requires a bit more time because the mobs are spread apart, I don't want to waste my heroic throw or taunt on a 2 or 3 pull or the time requires to individually attack each mob to gain control of them. Running by a cleaving them brings them under my control before I get that initial thunderclap down. Missing a mob on a thunderclap, or having a rdps going boom on a mob where TC and rend aren't going to hold them, having cleave around is great.