Trial/Starter Account Warrior Tanking Guide

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40 Orc Warrior
925
Table of Contents

Section 1: Introduction
Section 2: The main thing you have to realize
Section 3: Threat
Section 4: How to chain pull
Section 5: How to kill hunter or warlock pets
Section 6: How to pull a 2 target mob
Section 7: How to pull a 3 target mob
Section 8: What talent should you pick at level 15?
Section 9: Level 20 tanking
Section 10: Walking backwards
Section 11: How to gear yourself
Section 12: Druid tanking
Section 13: Long Arm of the Law Speed Burst Paladin tanking
Section 14: Which is the best of the three?
Section 15: The monk
Section 16: Warrior tanking beyond level 20
Section 17: The fastest way to level up a tank as a tank

Section 1: Introduction

This is a guide for tanking only up to level 20. There is a sizable population of people who play the starter edition, but unfortunately most tanking guides only address tanking at level 90. Starter accounts have only 3 tanking options; warrior, druid, and paladin. I played trial/starter for about 9 months before paying and subscribing. It’s very easy to get all classes up to level 20, which I did. So I have a reasonable familiarity with all the classes. During those 9 months I found that I loved the tank role the most. I believe that your experiences as a low level tank will make or break you. If you have bad experiences as a tank, at low levels, you will give it up and switch to healing or dps. You will create a healer or dpser and level that character up to 90 instead of leveling up your tank. You might even delete your tank and turn your back on tanking forever. It doesn’t have to be that way. The tank role is VERY rewarding on a personal level. Don’t deprive yourself of the experience. Tanking is a philosophy, it’s not a set of mechanics. I don’t have a set rotation, I just pull and react to the DPSers and use whatever abilities happen to be available. If this means you have to wait for a cooldown, then yes, you have no choice but to wait. All you have to do is change your mindset and the purpose of your role. If you do these two things, you will become an awesome tank... I guarantee it. This guide focuses on the warrior, but I do have sections for the druid and paladin tank. From what I have observed about the tanking forum is that most high level tanks give very poor advice to low level tanks; or no real advice at all. This baffled me for a long time, but then I realized why this was the case. The thing you can blame is dual speccing. A warrior can level up to 90 entirely by being an arms warrior, then dual spec with protection. And despite being level 90, can really suck at tanking. The soonest you can dual spec is at level 30. So tanks that have protection as their secondary spec have not experienced tanking from level 15 to 29, which is who this guide is geared towards.

Section 2: The main thing you have to realize

Holding aggro is your primary responsibility as a tank. Do not, I repeat, do not actually try to kill anything. Do not feel that you have to kill off a single monster that you have pulled, it is not your responsibility. That responsibility belongs to the DPSer. This is the MAIN thing you have to realize. If you realize this, this is what will make you an awesome tank. Once you have the aggro of a group of monsters, you need to survey the situation; but you don’t want to have your back to a mob. When you pull a mob for the first time, the placement of groups will generally be the party, you, then the mob. You will be between your party and the mob. You won’t see your party because they will be behind you. Run straight through the mob then turn around 180 degrees. The placement of groups will now be your party, the mob, then you. The mob is now between you and your party. Now you see everything, the mob and your party. Are there any monsters on the healer? Have any of the DPSers managed to pull something without you noticing? This is not the time to kill the monsters that you’ve pulled and are attacking you, this is the time to fix things. You survey the situation while the mob is attacking you. If the healer is doing his job, you don’t have to worry about dieing and you won’t feel the need to kill off the targets you pull.

A tank has to be aware of everything that is going on... EVERYTHING. After you pull a mob, make it a habit to rotate your view so you can see what’s going. Rotate left, then rotate right. Your top priority is the healer. The tank/healer dynamic is a symbiosis, the healer is your other half. Don’t let anything happen to your other half. When the healer realizes that you are the only thing he has to worry about is you, you make the healer’s job so much easier. The healer doesn’t have to worry about other party members, the healer doesn’t even have to worry about himself. When the healer realizes that you will do everything in your power to ensure that he will not experience any aggro, he will make it his top priority to ensure that you don’t die.
Edited by Beloved on 5/10/2013 8:52 PM PDT
40 Orc Warrior
925
There is fundamentally no difference between pulling a monster off a DPSer who pulled on you first and you pulling a monster that no one has pulled yet. There is fundamentally no difference because you would have pulled the monster in the first place anyway. You cannot be lazy, you have to take the time to target what the DPSer has pulled and use your abilities.

Here is a logical case for always pulling on a DPSer after he’s pulled on you. If the DPSer pulls and you do nothing, this means the healer has to worry about two people now. You want the healer to worry only about you. If the healer only has to worry about you, this will statistically improve your chances as a tank of making it through the dungeon alive. A healer doesn’t have infinite mana. If all three DPSers and the tank pull at once, the healer now has to worry about everyone including himself. The moment he casts a heal, he’s gonna get aggro. He can’t possibly keep all 4 players and himself alive. These means, statistically, you have only a 25% chance the healer will heal you if everyone pulls. If you and all three DPSers pull at once, you have to pull everything off the DPSers and the healer to ensure that you have a 100% chance of being healed by the healer. Make it your goal to pull every single piece of aggro in the dungeon, no exceptions... none. The math and statistics are simple and logical.

When the healer realizes he doesn’t have to worry about himself, that all he has to worry about is you, you will see the healer dance. The healer dance is something you don’t see often. He will run and jump around the room, run circles around you and your mob. Amidst all the chaos, your healer will be dancing.

Section 3: Threat

Threat is what you need for monsters to stay locked onto you. Threat and damage are, for the most part, the same thing; unless you are tanking. If you Shield Slam a target and do 300 damage on it, you generate 300 threat. But if you are in Defensive Stance, the threat you generate is multiplied by 5. So even if you only do 300 damage, you generate 1500 threat. This means a DPSer has to actually do over 1500 of damage to your target to rip it off you. If you do 85 damage with Heroic Strike on a target, then a DPSer would actually have to do over 425 damage to rip it off you. You can pull a target with Heroic Strike, but keep in mind that a well-geared DPSer can rip it off you. So to always make certain your target locks onto you, use Shield Slam.

Section 4: How to chain pull

You start tanking at level 15. This is your action bar until you get to level 20:

Charge - Taunt - Shield Slam - Attack - Victory Rush - Heroic Strike

Every tanking class has an ability that will, for the most part, lock a target onto you. For a druid, it’s Mangle. For a paladin, it’s Avenger’s Shield. For a warrior, it’s Shield Slam. Out of all of your abilities, Shield Slam does the most damage and generates the most threat. If you Shield Slam a target, no one will be able to rip it off. If you Shield Slam a target, you can run around the entire dungeon and it will always follow you no matter how much damage the DPSers do to it. You especially want to Shield Slam on spellcasters, this will force spellcasters to follow and chase after you once you break line of sight from them or if you get too far from their range. The cooldown on Shield Slam is 6 seconds. This means once you use Shield Slam, you have to wait 6 seconds before you can use it again.

Here is how to chain pull, it’s very easy. Target a monster and Shield Slam it, 6 seconds later target another monster and Shield Slam it, 6 seconds after that target another monster and Shield Slam it, after another 6 seconds target another monster and Shield Slam it, etc. If you can Shield Slam and you have already Shield Slammed everything and there are no new targets for you; then you run to the next part of the dungeon that has the next mob while the current mob is still on you, which the DPSers should be trying to finish off. Basically what you do is make sure you Shield Slam everything once. See how easy it is? Let’s say you have 3 single targets that are spaced apart. After you Shield Slam the first target, how far away is the second target? Is it far enough away that you can just go ahead and start running towards it and you’ll be able to Shield Slam it right when you get there? Or is it too close that if you ran towards it you wouldn’t be able to Shield Slam it yet? If it’s too close then simply pause 2 or 3 seconds before running towards it. What about the next target? You have to make the same timing decision every time you pull a target. The 6 seconds in between Shield Slams is when you are surveying the situation, targeting something else, and adjusting your positioning so that there are no monsters at your back.
Edited by Beloved on 2/24/2013 1:20 PM PST
40 Orc Warrior
925
Chain pulling solves all of your tanking problems. If a DPSer pulls on you, Taunt/Shield Slam his target and immediately move on to the next target. Often times you won’t even have to use Taunt. If you use Taunt, immediately follow it with a Shield Slam. Taunt alone will not lock a target onto you.

When you chain pull, you are always moving. You can pause briefly for cooldowns, but for the most part, you are always in motion and progressing further into the dungeon. Do not purposely try to kill off any of the targets that you have pulled. Let the DPSers do that, that’s their role. You should be chain pulling until you get to a boss. In which case, you actually stop and you purposely try to kill the boss yourself. Bosses are the only targets you should intentionally stop for and try to kill off.

You don’t really have to amass a very large mob when you are chain pulling. DPSers don’t really care how big the mob is just as long as they always have something to hit. You want to “hover” just above the DPS. A good rule of thumb is to always try to have 5 targets on you. If you have less than 5, then pull more. If you have more than 5, then stay still and let the DPSers do their thing without having to chase you around all of the time. If the DPSers truly understand their role, this state of 5 targets on you at all times can be generally maintained; meaning as you pull new targets the DPSers will be finishing off the ones you previously pulled. It’s actually quite beautiful when you get a 5 man PUG and everyone understands what they have to do. It doesn’t happen all the time but when it does, it’s quite beautiful.

Section 5: How to kill hunter or warlock pets

Hunter and warlock pets are a special case. You cannot win against a hunter or warlock pet, the game mechanics simply make it impossible. You pull, the pet taunts, then you try to taunt, then the pet taunts again, then you taunt, etc. It just goes back and forth and is nothing but a phenomenal waste of time. Since you cannot possibly win, there is no need to try. What you should try to do though is kill it. Unfortunately, you cannot kill it directly so you must use indirect means. The moment you see a hunter pet pull aggro off you, you need to pull more targets. You want to pull so much that if the healer doesn’t keep you alive, your whole party will wipe. This will force your healer into a dilemna. If he heals the hunter pet, then you die and then the whole party dies right after you because you pulled so much. Or he can keep you alive and let the hunter pet die. I have found this to be the BEST tactic for killing hunter pets. If you are on a boss and there are no more other targets, then you have no choice but to have the Taunt war with the hunter pet. You will, of course, lose the Taunt war. Hopefully its not the last boss of the dungeon though and you can try killing the pet with the future mobs you have yet to encounter.

Section 6: How to pull a 2 target mob

As with single targets, never Charge up to a mob; just run up to it. Target the main monster of the mob and Shield Slam it. Immediately target the second monster... IMMEDIATELY! DPSers, if they are respectful, will only wait for you to hit one of the targets then they will unleash their fury regardless if you have the aggro of the whole mob or not. So they might target the monster that you didn’t Shield Slam yet, which is why it’s so important to target the other monster as soon as you Shield Slam the first one. Because you have conveniently targeted the second monster right away, you can easily Taunt/Shield Slam the second one if necessary. You can pull a 2 target mob in 6 seconds.

Section 7: How to pull a 3 target mob

Shield Slam the first target, wait 6 seconds, and Shield Slam the second target. Using Shield Slam twice in a row builds up enough rage that you can use Heroic Strike right away on the third target. If you want to be certain of keeping aggro on target 3, then Shield Slam it after you use Heroic Strike. Yes, this does mean waiting. When you approach a 3 target mob, the direction you approach them in is very important; otherwise all the targets might converge on the same spot and you will find it difficult to target anything.

Suppose these are the relative positions. Numbers 1, 2, and 3 represent targets and the X represents you. The asterisks simply function as placeholders. This one is no big deal. Just go right up to 2.

1*** 2***3


*****X

If the mob is positioned like this relative to you,

3
2
1

X

Then you have to move in like this:

3******************3*****************************3
2******************2*****************************2 X
1***** then *******1************** then *********1
****************************X

X
Edited by Beloved on 2/3/2013 5:24 PM PST
40 Orc Warrior
925
Approaching this way is necessary until you get Thunderclap at level 20. A lot of things can happen with a 3 target mob. You might Shield Slam the first target and then the other 2 will run off to attack someone else in your party. Don’t panic, you can’t do anything until the cooldown on Shield Slam is done anyway. After you Shield Slam target 1 you should immediately target target 2; that way if it runs off, getting its aggro will be easier for you.

Section 8: What talent should you pick at level 15?

Double Time.

Double Time let’s you Charge twice in a row before the cooldown goes into effect. This is a far more useful talent than Juggernaut for the purposes of tanking. This will allow you to fix things quickly. Consider the worst case scenario for a 3 target mob. Always target something in a mob as you are running towards it because you never know what the DPSers are going to do or what could happen. You can usually Shield Slam the first target without a problem then immediately target target 2 if you can manage it. But suppose a DPSer pulls target 2 before you can Shield Slam it or target 2 simply runs off and attacks a party member instead of you. This is when you want to use Charge to fix things. And if another party member pulls something else, you want to be able to use Charge again right away. Sometimes it is actually faster to back away slightly from your target and then Charge, than it is to run up to it if you are too close.

Section 9: Level 20 tanking

Once you reach level 20, pulling is a lot easier. At level 20, you get Thunderclap. This is your action bar once you get to level 20:

Charge - Taunt - Shield Slam - Attack - Victory Rush - Thunderclap - Shield Block

Thunderclap does AoE damage (area of effect) and you don’t even have to actually target anything. So to pull a whole mob just go up to it and Thunderclap. Then Shield Slam whatever you think is necessary, such as a spellcaster or a big brute. With Thunderclap, you can now pull a target every 3 seconds. The cooldown on Shield Slam and Thunderclap are both 6 seconds. So Shield Slam one target, use Thunderclap 3 seconds after that on another target, then 3 seconds after that use Shield Slam again, then 3 seconds later back to Thunderclap, etc. Pulling targets with Thunderclap is fine and targets generally lock onto you. But a well-geared DPSer can rip a target off you if you just used Thunderclap on it.

If you, your party, and a whole mob is in one confined area; things can get pretty crazy and you won’t have any idea which monsters are locked onto you. Thunderclap once, then move away from everyone. Monsters that are locked onto you will follow you. This will reveal which monsters are NOT locked onto you, which you can now easily target.

Even if a DPSer has a whole mob on him, he’s probably only done damage to one of the targets. Thunderclap first, then move away. Monsters he has not damaged are locked onto you now and will follow you. This will reveal the target NOT locked onto you which you can now Taunt/Shield Slam.

Shield Block is a very useful and powerful ability, it will save your life. However, its cost is very high. You need 60 rage to activate Shield Block. Both Heroic Strike and Sunder Armor use up rage. So don’t put these two abilities in your action bar. You want to be able to use Shield Block at any moment. Maybe your healer gets put to sleep and you are at half health with an entire mob of 8 monsters on you. This is a situation where Shield Block will save your life. It won’t heal you, but you won’t take any damage for 6 seconds; and those 6 seconds might just be all the time you need for the healer to recover from being slept and healing you. You can negate all the damage being done to you by every monster that is attacking you. This is much more useful than using Heroic Strike or Sunder Armor on only a single target. So if you want to be able to use Shield Block at any moment, you need to have the rage stored up for it. This is the reason you don’t ever want to use Heroic Strike or Sunder Armor when you are tanking. Shield Block is just like Charge in that you only want to use it when you have to. Don’t use Shield Block just because you can. Save it for a rainy day and you’ll be glad that you did.

Section 10: Walking backwards

Walking backwards is NOT a necessary skill for tanking, it is entirely for showing off. Before I got really good at tanking; I would advance, pull, turn around 180 degrees to check up on healer, advance, pull, turn around 180 degrees to check up on healer, advance, pull, turn around 180 degrees to check up on healer, etc. I found myself doing this constantly. I got so sick and tired of it that I decided to just face the healer the whole time.
Edited by Beloved on 2/24/2013 1:20 PM PST
40 Orc Warrior
925
Here’s how you get good at walking backwards through a dungeon. When you finish Shadowfang Keep and Godfrey is dead; do not leave the party, teleport out of the dungeon then teleport back in. This will instantly take you to the beginning and you can practice walking backwards through the entire dungeon by yourself. Since the dungeon has already been cleared, there are no monsters and you are safe. In Shadowfang Keep, the areas that I can pull by walking backwards are from the start to just before Baron Ashbury, from the courtyard up until Baron Silverlaine, from the hallway up until Commander Springvale, and from the rampart up until Lord Walden. I can pull all of these areas entirely by walking backwards.

Pulling a dungeon by walking backwards requires that you be very familiar with the dungeon. You have to know where the mobs are, you have to know the area and the time frame for when you can expect roving mobs to appear, You have to run the same dungeon maybe 10 times so you know what to expect. Once you feel you’re ready, then you should try walking backwards. But only when you feel you are ready.

Walking backwards is all about anticipation. Let’s say you are progressing further into the dungeon by walking backwards with 4 monsters on you that the DPSers are trying to finish off at the same time, and you know that a big brute is coming up very soon. As soon as you see the big brute appear behind you, you should pause and target the big brute. Target the big brute while he’s behind you. Now resume walking backwards, walk straight through the big brute until the big brute is standing in front of you. At this point you pause and Shield Slam. Resume walking backwards and progressing further into the dungeon. If you know a mob is coming up behind you, then use Thunderclap.

Keep in mind that sometimes walking backwards is impractical especially when mobs are far apart. If your mobs are far apart, you want to be running towards them. But if your mobs are in general close proximity, one after the other, walking backwards is great.

Section 11: How to gear yourself

The most important stat you want in your gear is “To Hit”. “Critical Strike” is not important for a tank. “Critical Strike” is for PvP. For you to generate threat and to hold aggro, you actually have to hit your targets. If you miss one Shield Slam, this means you have to stay on the same target for another 6 seconds until you can attempt to Shield Slam it again. However, your “To Hit” should only be slightly above 7.5%.

Here is the optimum gear for a trial/starter protection warrior on the Horde side:

ring slot 1 - Band of Foul Strength (Ashenvale quest)
ring slot 2 - Band of Argas (Ashenvale quest)
necklace - Thick Bronze Necklace (jewelcrafting)
head - Flying Tiger Goggles (dump jewelcrafting, then take up engineering)
shoulders - Deathstalker Pauldrons (Shadowfang Keep quest)
cape - Tumultuous Cloak of the Bear (Satchel of Helpful Goods)
chest - Pythas Vest (Wailing Caverns quest)
wrist - Collarspike Bracers (Ragefire Chasm boss drop)
hands - Algae Fists (Blackfathom Deeps boss drop)
waist - Earthbound Girdle of Strength (Satchel of Helpful Goods)
legs - Mighty Chain Pants (armor shop at Ratchet in the Northern Barrens)
feet - Boots of the Hero (Hillsbrad Foothills quest)
weapon - Broadaxe of the Horde (level 20 Shadowfang Keep warrior quest)
shield - Shield Against the Evil Presence (Blackfathom Deeps quest)

Strength and Stamina are both equally important. If your strength is low, then DPSers will out-threat you and you won’t be able to hold aggro. I try to keep both strength and stamina as close to each other as possible. If I can’t make them both the same, then I will make stamina the higher one. With the gear set-up above, my strength is 116 and stamina is 117, with Orc as my race. I also have 100 mining, which gives +3 to stamina.

Section 12: Druid tanking

In terms of mechanics, druid tanking is just like warrior tanking from level 15 to 19. I’m not kidding, in terms of mechanics, there is fundamentally no difference.

Here is my action bar for druid tanking:

Wild Charge - Growl - Mangle - Maul - Bear Hug

Wild Charge is just like the warrior’s Charge, Growl is basically the same as Taunt, Mangle is your Shield Slam, and Maul is Heroic Strike. They even have identical cooldowns and rage requirements as the warrior. Bear Hug is an ability unique to a druid tank obviously. But it has a cooldown of 1 minute; which makes it a non-factor for the most part. Wild Charge is the talent you should select when you are level 15.

Bear’s have Savage Defense, which is the same thing as Shield Block for a warrior. But I don’t use it because bear’s have no Area of Effect abilities. Because bear’s have no AoE, you need to use another attack ability while Mangle is on cooldown, Maul fulfills that role. Since both Maul and Savage Defense use up rage, you can’t have both.
Edited by Beloved on 2/3/2013 8:45 PM PST
40 Orc Warrior
925
Bear’s have Savage Defense, which is the same thing as Shield Block for a warrior. But I don’t use it because bear’s have no Area of Effect abilities. Because bear’s have no AoE, you need to use another attack ability while Mangle is on cooldown, Maul fulfills that role. Since both Maul and Savage Defense use up rage, you can’t have both.

Handling mobs of 3 or more monsters is the hardest thing for a druid tank. You have to Mangle the first target, wait 6 seconds to Mangle the second target; using Mangle twice usually gives you enough rage that you can use Maul on the third target. And then if it’s available, use Bear Hug on the fourth target.

Here is the optimum gear set-up for a druid tank on the Horde side. Again, your most important stat is “To Hit”, which you just want to be slightly above 7.5%:

ring slot 1 - Citizen Wilkes’ Ring (Hillsbrad Foothills quest)
ring slot 2 - Signet of Argas (Ashenvale quest)
necklace - Brilliant Necklace (jewelcrafting)
head - Flying Tiger Goggles (engineering)
shoulders - Serpent’s Shoulders (Wailing Caverns boss drop)
cape - Glowing Lizardscale Cloak (Wailing Caverns boss drop)
chest - Armor of the Fang (Wailing Caverns boss drop)
wrist - Scrupleless Bracers (Ashenvale quest)
hands - Naga Battle Gloves (Blackfathom Deeps boss drop)
waist - Vigorous Belt of the Monkey (Satchel of Helpful Goods)
legs - Hogger’s Trousers (Stormwind Stockade boss drop)
feet - Standard Issue Prisoner Shoes (Stormwind Stockade boss drop)
weapon - Staff of the Green Circle (Level 20 Shadowfang Keep druid quest)

In bear form, this set-up gives me 100 agility and 102 stamina. This alt also has 100 mining, which gives +3 to stamina. My race for this is troll. To summarize, a bear tank is just a powered-down warrior tank with no AoE. Not very flattering I realize, but it is the truth. So everything in this guide I’ve said about warriors, you can apply directly to a druid tank as well; except the warrior’s Thunderclap. Now this only applies up to level 20. How bear tanks are beyond level 20, I have no idea. Even though a bear tank isn't as good as a warrior tank, being a druid does have advantages that a warrior doesn't have that are outside of tanking.

Section 13: Long Arm of the Law Speed Burst Paladin tanking

I'm not going to go over paladin tanking from level 15 to 19, this section goes straight to level 20 tanking. Paladin tanking has fundamentally different mechanics in terms of pulling mobs. A warrior is a very no-nonsense, straightforward tank. A chain-pulling paladin requires timing and more finesse. Here is my action bar:

Avenger’s Shield - Holy Wrath - Reckoning - Judgement - Hammer of the Righteous - Word of Glory - Lay on Hands

Let’s start with the Paladin’s trademark ability... Avenger’s Shield. It is, for the most part, the equivalent of the warrior’s Shield Slam. If you use Avenger’s Shield on a target, the target pretty much locks onto you and no amount of damage that the DPSers do will rip it off. However, there are differences. Avenger’s Shield affects up to 3 targets. So if you have a mob of 3 monsters, it’s a no-brainer. Target the monster that’s either on the far-most left or the far-most right. If you target the monster in the middle, it might miss one of the monsters. Now the cooldown on Avenger’s Shield is 15 seconds, this is a very long time. You have to keep yourself busy until you can use it again. The awesome thing about Avenger’s Shield is that it has a range of 30 yards, and it will get spellcasters to actually run up next to you.

Your basic single target pull ability is Judgement. Targets will lock onto you... for the most part. The cooldown on Judgement is 6 seconds and it has a range of 30 yards. So 2 of your pulling abilities, Avenger’s Shield and Judgement, you can use at range.
Edited by Beloved on 5/10/2013 9:40 PM PDT
40 Orc Warrior
925
Your next best pull ability is Holy Wrath. Holy Wrath can affect an unlimited amount of targets as long as they are all next to you, and you don’t even have to target anything. But this is ineffective because Holy Wrath does a set amount of damage divided equally among all your targets, and DPSers will be able to rip them off you easily. So the less amount of targets you have, the more effective Holy Wrath is. You can pull up to 3 targets effectively with Holy Wrath; more than 3 and DPSers can rip them off you. The area of effect of Holy Wrath is 10 yards, so this is a pretty tight circle. To pull a mob with Holy Wrath you need to distance yourself as much as possible from the mob that is on you right now. This means you need to get to new mobs very quickly. So when you are level 15, you should pick Long Arm of the Law as your talent. Long Arm of the Law gives you a movement speed burst of 45% for 3 seconds immediately after you use Judegment... every time. You basically have a speed burst every 6 seconds since that is the cooldown for Judgement, and these bursts of speed allow for a fundamentally different tanking style than a warrior.

Here is an excellent method for distancing yourself from a mob that is currently on you. You are facing the mob and you are targeting one of the monsters, turn around 180 degrees and starting running away from the mob. Then use Judgement, the awesome thing about Judgement is that you don’t have to be facing your target. This will give you a burst of speed so that you can distance yourself from the current mob so that you can pull another mob effectively with Holy Wrath.

So let’s string this all together. You’ve got 3 mobs, the first mob has only one target, the second mob has 2, the last mob has 3. You can pull all three mobs very quickly and you have 6 monsters on you that none of the DPSers have even damaged yet. Target the single monster in mob 1 and run past it. Do not use Judgement on the single target until you are past it. Remember that you don’t have to be facing your target to use Judgement. Use Judgement for the speed burst to get to mob 2 so you can use Holy Wrath on mob 2. Now here’s another subtle thing to realize, you want to run past mob 2 as well before using Holy Wrath. Remember that mob 1 is chasing after you; if you use Holy Wrath just before or at mob 2, mob 1 might be included in Holy Wrath’s area of effect, thereby diminishing its effectiveness. So don’t use Holy Wrath until you run past mob 2. Run towards mob 3, but don’t get close to it, and use Avenger’s Shield. Now adjust your positioning appropriately so that you have no monsters to your back. Resume pulling more when you feel you are ready.

The speed bursts from Long Arm of the Law are great for spacious dungeons like Wailing Caverns. There are lots of single targets and mobs that are spaced far apart. You can go from target to target or mob to mob entirely with Judgement alone. In a dungeon with lots of space, this tanking style is a lot of FUN! In a spacious dungeon, a paladin talented with Long Arm of the Law really shines. By timing your Judgements and Holy Wraths, you can pull everything effectively and stay ahead of your party. Again, the best way to utilize speed bursts is to run past your target first and then use Judgement. Even dungeons with mostly hallways and corridors have an occassional huge room where Long Arm of the Law is really great.

Here is a good method for pulling a 2 target mob. Use Judgement on one of the targets, then use Hammer of the Righteous. Target the other monster and then start running away. Use Judgement, this will lock the monster on to you and he’ll chase after you as you’re running away from him. Even though you’re running faster than him, he’s still within range for another Judgement and another speed burst. I’ve been able to use the same target for 3 three speed bursts in a row, all without even having to look back.

In confined areas of a dungeon, where you have hallways and corridors, the speed bursts do not really give you much of an advantage. I have found one good use for them, the speed bursts allow you to get your bearings if things get chaotic. Let's say you, your party, and a whole mob are in one confined area; and you can't tell if you have the aggro of every monster. Use either Holy Wrath or Hammer of the Righteous to lock in what you can. Use Judgement for the speed burst to just get away from everyone. Monsters that are locked onto you will follow you. Now turn around and look at your party. Are there still monsters on them? Use Avenger's Shield. Moving away from your party from time to time allows you to figure out which monsters you don't have aggro on.

Reckoning is basically the paladin’s version of Taunt. And Hammer of the Righteous is just a button you can push while waiting for cooldowns.

Gearing a protection paladin is just like gearing a protection warrior, your most important stat is “To Hit”. You do NOT need Int.
Edited by Beloved on 2/3/2013 4:54 PM PST
40 Orc Warrior
925
Section 14: Which is the best of the three?

Bear in mind, this is a comparison of the tanking classes only up to level 20. Comparing the warrior and the druid is easy... warrior wins! They both have the exact same abilities, identical mechanics, and identical cooldowns. The abilities are just given different names. A warrior has Shield Slam, a druid has Mangle. What makes a warrior better is that he has an AoE ability, while a druid does not.

Now comparing the warrior and the paladin, this is trickier. And of course I have a bias, but I will try to remain as objective as possible.

Warrior wins!

With Thunderclap, a warrior can pull at a consistent and steady pace which is ideal for chain-pulling. This also makes the warrior the easier class to play. Chain-pulling with a paladin has timing issues because the cooldown for Holy Wrath is 9 seconds and the cooldown for Avenger’s Shield is 15 seconds. As I mentioned earlier, chain-pulling with a paladin requires more timing and more finesse... essentially more thinking is involved. One could consider the paladin as the “thinking man’s tank”. It is virtually impossible to rip a monster off you that you have Shield Slammed. A well-geared DPSer can rip off a target that a paladin has only used Judgement on. Thunderclap does the same amount of damage to all targets, whereas Holy Wrath's damage gets divided evenly among all targets. However the Long Arm of the Law talent allows for a very elegant and balletic paladin tanking style in my opinion, as opposed to the the brute force style of the warrior. If you want to get the job done, pick a warrior. If you want to dazzle the DPSers and the healer, pick a paladin.

Now which is better between the paladin and druid? The paladin. Again, the druid loses out because he has no AoE or multi-target abilities.

So to rank the tanks up to level 20:

1. Warrior
2. Paladin
3. Druid

Section 15: The monk

I’ve decided to include the monk for the sake of completeness, and just in case there are subscribing players who have never done tanking before and want to try it. The best thing thing to do first is rank the monk relative to the other classes, so here it is:

1. Monk
2. Warrior
3. Paladin
4. Druid

Warriors, paladins, and druids all have a high damage single target ability that will lock a target onto you. Shield Slam for a warrior, Avenger’s Shield for a paladin, and Mangle for a druid. The monk has no corresponding ability; and quite frankly, he doesn’t need one. What the monk excels at is pulling entire mobs and keeping aggro. DPSers that pull, warlock pets, hunter pets; they all become irrelevant if you are a monk. If all 3 DPSers in your party pull on you at the same time, you can easily override everything they do with little to no effort. Nothing they do even matters, the monk is that powerful. All tanking classes have cooldowns with regards pulling, so you have to wait before you can pull again. The monk has no cooldowns with regards to pulling, you can pull any time you want. If you like to tank but hate the alpha male dominance assertion pull on the tank behavior of the DPS, then the monk is what you want to play.

Here is your action bar, you don’t need anything else:

Roll - Clash - Provoke - Keg Smash - Breath of Fire - Jab - Dizzying Haze

Dizzying Haze does no damage whatsoever, none; however it is your most powerfullest ability. The ability description says it generates high threat, but because it does no damage I haven’t really been able to gauge how much threat it generates. When I do 450 damage with my Shield Slam, I just multiply by 5 and I know I’m generating over 2000 threat. Dizzying Haze gives you no such indication; however, I haven’t had any problems. When you click on Dizzying Haze, the big green area targetting thingy comes up. Target the area on the upper right of your screen and click the left mouse button, you will throw a keg in the area that you targetted and all monsters within that area will lock onto you. What makes this ability so overpowered is that there is no cooldown and you can basically spam it. Now move the targetting thingy to the upper left of your screen and click the left mouse button, you will throw a keg in that area as well. Click any area of your screen and you’ll throw a keg in that area. To get rid of the targetting thingy and use your other abilities you click on the right mouse button.
Edited by Beloved on 3/5/2013 2:47 PM PST
39 Worgen Warlock
0
1) Press Thunderclap. Press Taunt sometimes when things aren't hitting you.
2) See 1.
40 Orc Warrior
925
So if you have a large room with 3 separate mobs in it you can EFFECTIVELY pull all 3 mobs and not worry if a DPSer is going to rip it off you or not. You can spam Dizzying Haze as you are running around all over the screen or you can spam Dizzying Haze by staying still. I prefer to run around all over the screen. Run up to each mob and spam Dizzying Haze on yourself. Run up to the first mob, then the second, then the third; all the while spamming Dizzying Haze on yourself. Then run back to the first mob, run through the first mob and then turn around 180 degrees. The three separate mobs should now be one huge mob and every target should be right in front of you. Target any one of the monsters, then Keg Smash and immediately follow up with Breath of Fire. Then use Jab to build up chi so you can keep using Breath of Fire over and over again. You usually have to use Jab twice in a row to build up enough chi to use Breath of Fire. So just do Jab, Jab, Breath of Fire, Jab, Jab, Breath of Fire, Jab, Jab, Breath of Fire, etc; until the entire mob is dead. You don’t even have to wait for the entire mob to be killed, I usually do Breath of Fire twice before I resume pulling. If a DPSer pulls on you, then you just pull the whole the room and make him irrelevant.

Is the monk overpowered? I personally don’t think so. This is PvE, not PvP. It’s as if Blizzard took into account all the complaints of the other tanking classes and decided to make one class that addressed all of those complaints. The monk is probably the most stress-free tanking class.

Section 16: Warrior tanking beyond level 20

Often times I have witnessed low level tanks asking for advice. And often times, replies from level 90 tanks are nothing more than smart remarks or statements that really give no advice at all. I would often ask myself “how come these level 90 tanks aren’t being helpful?”

The answer is dual speccing. Most of the level 90 tanks you see here levelled up as either Arms spec or Fury spec and didn’t even attempt tanking until they got to level 90. As a consequence, they have no idea how to help low level tanks.

I am currently at level 80. And surprisingly, the principles of this guide have held solid for me even up until now.

So here is how to build up your action bar as you advance. You gain other abilities that I don’t mention, but those abilities are strictly for PvP. This is a tanking guide, so I mention only the abilities that help with tanking.

Level 15
Select “Double Time” for your talent
ACTION BAR: Charge - Taunt - Shield Slam - Attack - Victory Rush - Heroic Strike

Level 20
Gain Thunderclap
ACTION BAR: Charge - Taunt - Shield Slam - Attack - Victory Rush - Thunderclap - Shield Block

Level 25
Get Glyph of Blitz

This does nothing more than stun 2 additional targets with your Charge ability. There are no changes in terms of your tactics.

Level 26
Gain Devastate
ACTION BAR: Charge - Taunt - Shield Slam - Devastate - Attack - Victory Rush - Thunderclap - Shield Block

Devastate has no cooldown. You can use it as much as you want. While you are waiting for Shield Slam and Thunderclap to cooldown, this is the ability you should be using. Never use it twice on the same target, just once, immediately switch to a new target.

Level 30
Select “Impending Victory” for your talent
Gain Revenge
Get Glyph of Hold the Line
Replace Glyph of Blitz with Glyph of Hold the Line
ACTION BAR: Charge - Taunt - Shield Slam - Devastate - Attack - Impending Victory - Revenge - Thunderclap - Shield Block

Impending Victory will give you a free heal every 30 seconds, if you use it. Revenge affects up to three targets, but it doesn’t always work the way you want it to. If you have a mob of 3 targets and you target the middle one, it will miss one of the targets. So target the monster on the far most left or the far most right. You can adequately lock a 3 target mob onto you with a Thunderclap and Revenge. Glyph of Hold the Line simply improves the damage of Revenge if you parry successfully.

Level 38
Gain Last Stand
ACTION BAR: Charge - Taunt - Shield Slam - Devastate - Attack - Impending Victory - Revenge - Thunderclap - Last Stand - Shield Block

When you get low on health, activate BOTH Last Stand and Shield Block.

Level 48
Gain Shield Wall
ACTION BAR: Charge - Taunt - Shield Slam - Devastate - Attack - Impending Victory - Revenge - Thunderclap - Last Stand - Shield Block - Shield Wall

When you get low on health, activate Last Stand, Shield Block, and Shield Wall. Activate all three.

Level 50
Reactivate Glyph of Blitz since you have previously acquired it at level 25.
Edited by Beloved on 5/10/2013 9:06 PM PDT
11/18/2012 12:46 PMPosted by Sparklefever
You... played the trial for NINE MONTHS?


Some people like "free".
90 Dwarf Warrior
9135

Why don’t you need Victory Rush since it’s basically the only way a warrior can heal himself in the middle of combat? Believe it or not, you actually want some measure of dependence on your healer. The point of doing a 5 man dungeon is to use teamwork.

I... uh, what?
40 Orc Warrior
925
Level 54
Gain Berserker Rage
ACTION BAR: Charge - Taunt - Shield Slam - Devastate - Attack - Impending Victory - Revenge - Thunderclap - Berserker Rage - Last Stand - Shield Block - Shield Wall

Monsters will start casting Fear, when that happens activate Berserker Rage.

Level 56
Gain Demoralizing Shout
Activate “Bottom Left” action bar in your interface options
TOP BAR: Last Stand - Shield Block - Demoralizing Shout - Shield Wall
BOTTOM BAR: Charge - Taunt - Shield Slam - Devastate - Attack - Impending Victory - Revenge - Thunderclap - Berserker Rage

When you get low on health activate Last Stand, Shield Block, Demoralizing Shout, and Shield Wall. Activate all four.

Level 60
Select “Shockwave” as your talent
TOP BAR: Last Stand - Shield Block - Demoralizing Shout - Shield Wall
BOTTOM BAR: Charge - Taunt - Shield Slam - Devastate - Attack - Impending Victory - Revenge - Thunderclap - Shockwave - Berserker Rage

At about level upper 50s to low 60s, you will start to have a lot of trouble keeping aggro with mobs. A single Thunderclap will no longer be adequate. The best solution is make sure you Thunderclap every mob twice. There are a lot of variations on this:

1) Thunderclap, Revenge main target, wait about 4 seconds, Thunderclap, wait 4 seconds, pull next mob
2) Thunderclap, Shield Slam main target, Revenge main target, wait 3 seconds, Thunderclap, wait 4 seconds, pull next mob
3) Thunderclap, Shockwave, wait 4 seconds, Thunderclap, wait 4 seconds, pull next mob
4) Thunderclap, Shockwave, Revenge, Shield Slam, wait 1 second, Thunderclap, wait 4 seconds, pull next mob

You can use Devastate during your waiting times. Just make sure you Thunderclap all mobs twice, and do as much as you can in between while you are waiting for Thunderclap to cooldown.

Level 75
Get Glyph of Long Charge

This just extends the range of your Charge ability.

Section 17: The fastest way to level up a tank as a tank

If you want to tank you have two choices, there is no wrong or right way. You can level up as fast as possible to 90 as either a Fury spec or Arms spec and then start tanking. Or you can level up entirely as a tank, this way takes longer but there are certain things you can do to level up as a tank as fast as possible. Obviously, this is the path I have chosen. Do NOT quest, questing takes too long. Just level up by doing random dungeons.

You really need to be able to hold aggro. It is for this reason you should stack on as much strength as you possibly can, BUT never let your strength exceed your stamina. Every time you level up and unlock a new dungeon, you need to lock your exp. You need to research the dungeon and find out what strength items you are capable of acquiring and do not unlock your exp until you have acquired those items. This is the fastest way to level up your tank as a tank. If an item has less strength but a significant armor value above what you currently have, then I would pick the item with better armor. Otherwise, always pick strength.

Item level does not matter until you get to level 70. Once you get to level 70 pick items with the highest item level even if it means less strength. Here is why. When you hit level 80, you are required to have a certain item level average in order to keep doing random dungeons.

As I have gotten up to level 80, I have found the “To Hit” stat really not all that important. The “To Hit” stat seems to apply mostly to single target abilities. Since you are predominantly pulling with AoE abilities, these never seem to miss. So I have found “To Hit” not to be all that important.
Edited by Beloved on 5/10/2013 9:28 PM PDT
90 Blood Elf Warrior
11565
o.0

how?

.....
39 Worgen Warlock
0
11/18/2012 12:46 PMPosted by Sparklefever
You... played the trial for NINE MONTHS?


what.

dont' make me read it.

i hit level 20 in 2 hours.

9 months... what
Edited by Rijdot on 11/18/2012 8:11 PM PST
90 Night Elf Druid
CFT
10670
Why is this not in the Warrior forum?
90 Pandaren Warrior
10115
11/18/2012 08:50 PMPosted by Arielle
Why is this not in the Warrior forum?


why does this exist.
90 Blood Elf Warrior
4850
This thread is all sorts of lols.

But this is just plain bad. Don't use your heals? Rely on your group? Like wtf
90 Night Elf Druid
8015
C'mon guys, you didn't find it even REMOTELY cute? Just makes you wanna cuddle a bunny.

Or punch a kitten...whichever way the phrase goes.
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