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Author Daniel Dočekal (Contact) chlívek (World of Warcraft (EN) ) - vydáno 22.2.2006

IMPORTANT : Advanced Tanking Guide

Due to some recent dispute clash in yday UBRS raid i would like to point out this guide - essential guide for tanking. Any tank or off-tank not sticking to this guide is in risc of being fired from Avatar of Darkness



Stick WoW-EU forum location : http://forums-en.wow-europe.com/thread.aspx?fn=wow-warrior-en&t=57218&p=1&tmp=1#post57218

M8s, while i understand this is very long, it's also very important.

Recent dispute clash in yday UBRS (offtank doing his job as DW and such) has made me to copy it here and clearly state, that if MT or OT in Avatars of Darkness does not follow basics of tanking, he is in risc of being fired from guild. Sorry to say that. And also let me point out that i am not going to solve disputes of this kind - it's responsibility of Raid leader at the moment of problem. Cheers, take the best from this guide. FTW!

Overview:
- Party Control?
- Class Control?
- Some basic ideas first.
+ - Don't let them get behind you!
+ - Protect your healer first.
+ - Use hotkeys!
- Now some advanced stuff.
+ - What to do if some Mob/Add runs back to your priest?
+ - What to do if someone takes aggro from you?
+ - What to do if you're fighting multiple(>3) non-elite mobs and multiple elite-mob?
+ - Suggestion on how to put your rage to best (aggro-)use.
+ - Advanced Hotkeying
- Emergency strategies
+ - Multiple mobs and you're losing aggro (or never had it in the first place) on all of them.
+ - Your healer is busy/out of commission and you see your life passing in front of you.
- Pulling
+ - Let them die where they stand.
+ - Let them die where YOU stand.
+ - Drawing the ranged close.
- Equipment
+ - Stats you'll need.
+ - How do I know what I should farm for?
- Talents
+ - Templates

How can you tell a warrior is any good?
Well, quite obviously, whether he's using a shield or a 2h-weapoin for tanking, whether he protects his healers and whether he plays as a damagedealer or not.  ...Yeah, right. That's not really evidence for "skill" but more the other way 'round a sign of complete insanity.  Real "Skill" is reflected in how the warrior controls his class and his party.

Party Control?
Yep, that's right. A good warrior keeps his party together.

A warrior is most likely the first one to engage the enemy. If not
a) someone has a task assigned (puller, scout(rogue) or whatever).
b) something's terribly wrong. The one who runs ahead is immediately called back and chained on to something.

Furthermore, the warrior has to make sure a Main Assist is chosen. If the warrior doesn't know his Main Assist (or there is none at all) the party (including the warrior) just randomly attacks mobs and holding aggro becomes impossible.
(Main Assist introduction: https://forums-en.wow-europe.com/thread.aspx?fn=wow-warrior-en&t=36758&p=1&tmp=1#post36758)

If anyone takes aggro from you because he doesn't stick to the Main Assist's target, you have the right to tell them and (if communication fails) to leave the party.

Also, the choice of the Main Healer isn't too uninteresting for the warrior because, usually he's the first to notice (in a bad way) if noone consideres hisself the main healer.

Class Control?
Well, while the above isn't directly part of being a warrior (it's just easiest if the warrior takes the lead) in this part, the player can prove his dexterty and his capacity of reaction.

Some basic ideas first.

Don't let them get behind you!
Always(!!) have the enemies in your face and be in theirs. You can't dodge/parry/block any attacks from behind so be sure to have all the mobs in front of you.

Protect your healer first.
If your healer dies, you'll die. And if you die, everyone else will die. So make sure to make your healer your top priority.
e.g. your mage and your priest both got aggro. The mage is about to die and your priest trying to heal himself. Let the freaking mage die if he will. He has enough chances to escape that and even if he dies, you don't care! Save your priest!

Use hotkeys!
Warriors are too fast to be played with mouse alone.
Best is to get a addon that allows you to assign hotkeys to the additional actionbars as well.
I'm currently using BarOptions(part of cosmos) because it allows you to switch the second bar along with the first one when changing stance.
My setup for the bars:
Mainbar: 1..=
Second Bar: Shift + 1..=
Third Bar: Ctrl + 1..=
Fourth Bar: Alt + 1..=
The reason why I'm using so many bars is because you can't really use the keys above 7 properly so there are only 6-7 keys per bar available.
These hotkeys allow you to make a HUGE difference in how fast you can play and how fast you can react if neccessary.

Now some advanced stuff.

What to do if some Mob/Add runs back to your priest?
Solution A: Turn arround, away from the mobs you're currently fighting, and run towards the add.
Pro: Simple.
Con: Back to mobs = dazed.

Solution B: Berserker Stance, Intercept. Turn arround (face the mobs chasing after you), Defensive Stance, (wait until the stun's gone), Taunt, get aggro.
Pro: Fast, 4 seconds stun.
Con: *counting* 5 actions. And it should be done within 3-4 seconds. *stretching fingers*

What to do if someone takes aggro from you?
Well, the first time just: Taunt + get aggro.
Second time: Make sure it's the main assist's target.
If NOT: "YOU #$^&(!@# !@#^((^#@ STICK TO THE MAIN ASSIST!!" <-- make sure your problematic child feels spoken to.
Fifth time: Solve the problem. (=kick)

In case it is your main assist's target, ask him to give you more time to get aggro and/or worry about your tanking strategies.
(try this: https://forums-en.wow-europe.com/thread.aspx?fn=wow-warrior-en&t=11832&p=1&tmp=1#post11832,
it is not perfect but it gives you some clue about what this is all about)

What to do if you're fighting multiple(>3) non-elite mobs and multiple elite-mob?
First and most important: Have a mage with you!
Without a mage (or at least a warlock) just forget about it. Your healers may run out of mana and most likely someone will just die of boredom because it will take you forever to kill them off.

In case you have a mage(or a warlock) with you, give him a treat and put the leash on. It is extremely important that he waits for your signal because, if not he will have the elites chasing his ass, raping the same.

The trick is to, first get yourself a shield (priest), and then charge right in. After arriving there, Thunder Clap + Demoralizing Shout combo first to get some initial aggro. Then select the first elite and strike it with 1 Revenge (you should be able to use it pretty quick since you'll have 5+ mobs beating you) and 1 Sunder Armor. Do this on all the elites arround you. Either 1 Revenge + 1 Sunder Armor or 2 Sunder Armors (Bloodrage helps alot!). While switching to the last elite, tell the mage to engage.

Here is where the fun actually starts because with your main-rage- and main-revenge-source (the non-elites) gone you still have to maintain aggro on 2+ elites while your mage rises hell on earth.

If your not sure whether you can maintain aggro and/or you don't have a paladin(blessing of salvation) with you, instruct your mage to pull back from the elites as soon as he has the non-elites chasing his butt.

Nice skills/things that will help you keep aggro on multiple targets:
- Demoralizing Shout (unlimited targets, average aggro)
- Thunder Clap (4 targets, average aggro)
- Whirl Wind (4 targets, depending on your weapon average to high aggro)
- Thorns (druid, unlimited targets)
- Retribution Aura (paladin, never use this over Devotion Aura!)
- Shield Spike (smiths can attach these to your shield, nice passive aggro)

Suggestion on how to put your rage to best (aggro-)use.
Well, your bread&butter aggro-skill is most likely Sunder Armor. It creates the second most aggro per strike but uses quite some rage.
Note: This skill does the same amount of thread regardless of the stack. So even if you already have 5 SA on your target the skill still generates the same amount of thread.

Next, your ultimate skill in terms of aggro per rage relation: REVENGE!
Whenever that button lights up, click it(or better: use the assigned hotkey)
It creates almost 1.5times the aggro, Sunder Armor does but it's only usable every once in a while.

Shield Bash and Shield Slam create some additional aggro if you have sufficient rage.

Best thing to do is:
1. Use Revenge whenever you can.
2. Get some Sunder Armor on your/every target.
3. a) if you take alot of damage: Use Shield Block to get some damage reduction and some more Revenge.
3. b) if you want to deal some damage: Use Shield Slam/Bash whenever you have enough rage and the timer is ready.

Also note that Bloodrage creates aggro (Yes, I've confirmed that. It realy does!). But it does that only when the mobs are focused on you so, for example, if your hunter pulled charge in first, then use demoralizing shout (to get attention) and THEN use bloodrage. Works pretty nice for me. :)
(Sometimes it seems it also draws Aggro if you DON'T have the mob's attention (in contrary to what Cop's tests showed); maybe some testing could clear things up.)

If you want to know more about aggro and aggro-skills try this: www.thesteelwarrior.org/forum/showthread.php?t=12697

Just found this awesome post:
http://forums-en.wow-europe.com/thread.aspx?fn=wow-warrior-en&t=110973&p=1&tmp=1#post110973
VERY informative. Everything from aggro and thread to taunt and skill analysis. Sweet.

Advanced Hotkeying [added: 2005/09/01]
Well, I told you that you should use hotkeys. Once you get used to them, you should work to optimize them. I'll give you some examples on how you can do quick combos without using macros just by placing your skills right.
As a basic you should note that our mainbar switches when we switch stances (and also the second bar if you have BarOptions)

Place important skills and their stance in the same spot.
What I mean? Well, an example.
I have my intercept in berserker stance on 5. In the other stances I put my berserker stance button on the 5. So if I have to intercept I just hammer the 5 until I intercept.
Same goes for my taunt (have it on 4 and my defensive stance as well), my overpower (at least in berserker stance), berserker rage and some more.

Put skills that work in all (or at least 2) stances in your "not turning" bars.
Example: I put my demoralizing shout in the 3. bar. Not because I rarely use it (I do very often) but because I'll have it on the same shortcut no matter in which stance I am.

Put skills depending on the situations in which you use them.
Again, an example:
The keys 1 and 2 are good to reach while you stand still but when moving (with the wasd-setup) you can barely hit them without releasing the w-button. So, for example my Hamstring skill will never be on one of these but is on 3. 3 is still ugly, e or q would be better but these are all better to reach then 1 or 2. It's maybe just me so you should figure out for yourself which keys you can press while moving and put your skills accordingly.
Some suggestions which skill I would put on buttons you can reach while moving:
Hamstring, Execute, Shield Bash/Pummel (so you can draw casters closer), Piercing Howl, Concussion Blow, Taunt (to get something running towards your priest back on you)

Emergency strategies
Slowly my style becomes terribly dry. *blah*
But, hey! I don't care. I don't have to read it. :D

Multiple mobs and you're losing aggro (or never had it in the first place) on all of them
Your party is just about to be wiped because you've been taken out of commission and your damagedealer are happily distributing the aggro amongst them and the healer?
First and most important: NOTICE the emergency!
If you don't notice the emergency you can't act accordingly.

Your option:
Challenging Shout + Battle Stance + big 2h weapon (if you're shrewd) + Retaliation
Yep, right!. You DON'T stay in defensive stance and you DON'T keep your shield (but you should be quick to put it on just in case).
The thing is: Challenging Shout forces all enemies to beat you. Retaliation strikes any mob who strikes you. Because everone is beating you you can strike back alot and because you're using a big 2h weapon (optional) you can deal REAL big damage and aggro.
To get this thing on the road properly it takes some practice/experience but it can save your mates' asses.

Note: Since 1.8 or something it is also possible to change stance while Retaliation is active so it would be best to change to Defensive Stance once activated. This way you don't get too much damage and you get the +30%(?) aggro bonus from the stance.

Your healer is busy/out of commission and you see your life passing in front of you.
Plain: You're screwed and about to die.
Well, in this kind of situations there are enough options which are quite obvious... still, I tend to forget about them ;)

Shield Wall: 75% damage reduction FTW!
Last Stand: 30% Hitpoints for 20seconds. Gives your healer time to come back and heal you (but you should notify him that you used Last Stand because he might misjudge the situation... "you still have 20% HP, no big deal... oops, you died?" o_O)
Shield Block: While it's not a one-button-life-saver like the ones above, it is a (additional) way to survive a little longer. Also, you'll get quite some Revenge out of it. :)

Pulling
Hunters will cry, Warriors may as well and Mages'll go nuts.
The old problem: Who should pull?

First, let's rule out who will NOT pull.
It's NOT the mage, not the warlock, not the priest, not the druid and - if I can avoid it - not the rogue. Even if they CC, most CC also works on engaged mobs and the one that doesn't (rogue's sap) has a talent that keeps the rogue in stealth.

ILT's addition : there are situation where CC pulling is important option - like "sheep pulling" or "shackle pull". Need for this is obvious - you need to crowd control more mobs - so your Mage or Priest immobilizes (sheeps, shackles) one (or more) mob and you, tank, are responsible for catching mobs running toward your Mage/Priest puller.

Now, who can pull, what can be pulled in what situation and how.
This shouldn't be a complete guide about pulling but I'll post the basic ideas.
Best puller? Hunter!
No hunter? Warrior!
Important is that the Hunter only fires ONE (and I do NOT mean aimed shot!) low-damage, low-aggro shot and then runs to the back.

Let them die where they stand.
Situation: Group of mobs you can handle. No other group near. No patrol around.
Procedure: Charge. Nothing more to say.

Let them die where YOU stand.
Situation: Group of mobs you can handle. Other mobs near so you can't fight where the mobs are. Maybe patrols around.
Procedure: If you have a hunter, tell him to pull, get in the back of the party, when mobs come close charge them, demo shout to get all aggro and tell your party to wait until you have enough aggro. If you don't have a hunter do it yourself.

Drawing the ranged close.
Situation: Group of RANGED mobs. Other mobs near so you can't fight where the mobs are. Maybe patrols around.
Procedure A: If you have any spot to break the line of sight, use it: The party goes into the "dead spot"(where the mobs can't see).
The puller (in this case the tank! because mobs will come one after another and the puller will have to take some beats) stands just outside and fires at the mobs, then moves into the dead spot.
With this the mobs should run at you instead of firing/casting.
Procedure B: If you do NOT have any "dead spot" you should have a hunter that's quick on his feet.
The puller should fire at maximum range at the mobs, turn arround and run as fast as he can.
When the mobs are just in front of your party, you charge into them and get aggro. This is when the puller can stop running, not any second earlier!

Equipment
The thing with the equipment is to being able to survive as long as possible and to get as much Revenge as possible. 

Because they don't interfere with each other you should go for these

Stats you'll need.
1. +Defense (10 points => 0.4% Dodge, 0.4% Parry, -0.4% Hit, -0.4% Critical Strikes; this is EXTREMELY important if you want to tank in Molten Core/Onyxias Lair/Blackwing Lair because you can't afford to be critical struck there)
2. Dodge/Parry
3. Armor
4. Stamina
5. Resistance (not always important. you should have extra equipment for instances like MC)
6. Block

As a rule of thumb:
Valor = no thanks.
It doesn't give you too much of the mentioned attributes and there's alot better stuff out there (on the same level).

How do I know what I should farm for?
I told you the stats so you can use this:
http://www.thottbot.com/?f=a
Example search (the one I usualy use):

Talents [added: 2005/09/01]
While most warriors will tell you that you can easyly (main)tank everything but the high level raid instances (Molten Core, Onyxia, Blackwing Lair) without protection-setup, I find my protection setup VERY useful even in "easy" instances like Dire Maul or Stratholme.
Why? Well, no offensive warrior can tell me that he can hold aggro against a mage with high critical chance - or even worse, a rogue or hunter - who's not holding back.
It's not a "without you can't tank" situation. It's more a "with it your party is twice as fast" situation.

So some important talents for tanking and the situations in which they are useful.
 

Tactical Mastery
Usefulness: 10/10
Yep, right. The most important talent is NOT in the protection tree. Why this thing is so important? Well, easy.
Best way to start a fight? Charge! Because it gives you 15/21 Rage for free and you'll be the first in the fight with this.
What to do when someone drew aggro and your taunt is on cooldown? Battle Stance -> Mocking Blow.
Another great example is the Intercept-combo I mentioned before.
Most people get 5 points into this and get Anger Management as well (1 rage every tick for free is VERY sweet) but you should do fine with only 2 (Intercept) or 3(after charge, you'll have to switch while charging or else you'll lose the rage from your first strike).

Anger Management
Usefulness: 5/10
1 rage every 2 seconds for free? I take it.

Deflection
Usefulness: 6/10
Our most effective talent in terms of damage reducriont!
5% damage reduction, 5% more revenge, 5 points, 500% worth it!

Shield Specialization
Usefulness: 4/10 (6/10 as prerequisite)
5% more block may not be alot of damage reduction but it is alot of Revenge. -> 5 points are standard, not only for prerequisite reasons.

Improved Shield Block
Usefulness: 6/10
2 Blocks = 2 Revenges = 2 sweet.
Note: The first point in this talent gives you the extra block, the others only extra time so you should be perfectly fine with 1/3 here.

Defiance
Usefulness: 9/10
I also call it the "DD, you don't have to hold back."-talent. Maybe not critical but nice to have.

Improved Sunder Armor
Usefulness: 7/10
3 rage less on our bread and butter tanking skill? I take it.

Improved Taunt
Usefulness: 5/10
Again, not critical but nice to have (you'll almost never have to use mockin blow with this).

Improved Shield Bash
Usefulness: 7/10
VERY sweet to draw casters closer to your party.

Concussion Blow
Usefulness: 6/10 (0/10 for bosses and MC/OL/BWL)
Too many mobs you can't CC and you already have enough rage/revenge? Use it!
Runner? Use it!
Caster and Shield Bash on cooldown? Use it!
It may be less useful on bosses but on the way to them it's pretty nice.

Shield Slam
Usefulness: 4/10 (7/10 with 1.7)
Quite useless right now except for rage dumping and "some" extra damage but with the buff in 1.7 this should become pretty useful. I also like the anty-buff effect on some mobs.

Improved Shield Wall
Usefulness: 3/10 (8/10 for MC/BWL)
While pretty useless in "normal" instances this is almost a "must have" in moltencore because in some pulls you'll have more then 1 mobs on you and that'd be pretty painful without Shield Wall. The 5 seconds extra give your offtanks time to get aggro of adds.

Anticipation
Usefulness: 6/10
With the upcoming "nerf" on our equipment's defense values this talent will become even more important. 10 defense on it's own might not be much but it adds up.

Last Stand
Usefulness: 9/10
Saved my ass quite some time. And my save ass is my party's ass.

Now some more talents others use and how I rate them (this is more a (founded) opinion than a fact):
Cruelty
Usefulness: 1/10
5% Critical equals 5% more damage. 1h Spec gives us 10% more damage so cruelty is pretty weak compared to 1h spec. Plus, as a tank you neither need damage nor critical strikes. Too weak.

Improved Overpower
Usefulness: 1/10
Hell, we're tanking, not dealing damage. We only leave defensive stance if absolutely NECESSARY, not to deal damage. Worthless.

Unbridled Wrath
Usefulness: 1/10 - 3/10
Most people sacrifice Anger Management to get this. In this case this is absolutely NOT worth it. AM is alot stronger. Still, IF you can get both, it's alot of rage to burn.

Improved Revenge
Usefulness: 2/10
It decreases your damage input, OK. But, I like to control, both, my rage in- and output. With this talent I have a 40% chance on my best thread output skill to reduce my rage income greatly. Plus these 3 points can be used alot more efficiently.

Some example templates:

worldofwarcraft.com/info/classes/warriors/talents.html?0500500100000000000000000000000000055250110530222151
Pretty common; has anything you need; pretty nice for tanking. Probably (imo) best template for Molten Core.

worldofwarcraft.com/info/classes/warriors/talents.html?0500502100000000000000000000000000055250110530202151
Like the above but dropped Improved Shield Wall for Improved Overpower. Let's you at least beat a rogue in PvP.

worldofwarcraft.com/info/classes/warriors/talents.html?0500502100000000000000000000000000055255110003202151
Like the above but further dropped Defiance for Iron Will and Improved Sunder Armor for Improved Disarm. It's what you could call the PvP version of a Protection specced warrior (though MS-cookie-cutter is probably better).

worldofwarcraft.com/info/classes/warriors/talents.html?0532502131251000010500000000000000005230100400000000
For the part-time-tank. It's basicly a MS cookie cutter build but with some (very important) points in protection tree for tanking. I think I'll use this until I go for MC on the new server.



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