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Guide to Tanks and Tanking
Publié
28/12/2014 à 15:14
par
Sunnier
We're always trying to help players improve at their roles, or pick up a new one, and so, thanks to
Sunnier
, we have a basic guide to tanks and tanking. Of course, if you're a seasoned tank, much of this may not be news to you, although you may learn something about classes other than your own. For newer players, would-be tanks, and anyone wanting to learn more about tanking, read on.
World of Warcraft Warlords of Draenor Guide to Tanks and Tanking for Patch 6.0.3.
Tanking in Warlords of Draenor has remained largely unchanged as a role since the introduction of active mitigation in Mists of Pandaria. If you're new to tanking, your base role responsibilities are as follows:
Ensure that any enemy mobs that can be tanked are attacking you instead of your fragile allies.
Position enemies to best enable your allies and avoid unnecessary damage.
Use your mitigation abilities to ensure you're taking as little damage as possible.
This guide aims to give you the basics on how to tank, and a summary of the five tanking classes in Warlords of Draenor.
How to Tank
Tanking in Warlords of Draenor is not very different to earlier expansions, but several tank classes have more active mitigation than they did before. "Active Mitigation" is a catch-all term for having to use abilities to resist damage rather than relying on passive stats like Parry, Dodge, or Armor.
Warlords of Draenor Tanking Stats
Warlords of Draenor removed several tanking stats players from earlier expansions may be familiar with, and added some new ones:
Dodge and Parry
: These were both removed on gear but continue to appear on your character sheet. Tanks can still increase avoidance through various abilities and their appropriate stats: agility gives dodge for leather tanks, and strength and critical strike gives parry for plate tanks.
Hit and Expertise
: Both these stats have been removed, and tanks no longer need to worry about missed, parried, or dodged attacks (barring special circumstances).
Defense Rating
: This hasn't existed in WoW since the start of Cataclysm. If you last tanked in Wrath, being Defense capped is no longer a concern.
Bonus Armor
: This stat was added in Warlords of Draenor, and both reduces Physical damage taken and increases attack power. This is the best stat for all tanks, but it’s only available on cloaks, jewelry, and trinkets.
Versatility
: A new stat to Warlords of Draenor, Versatility is not only for tanks but it does provide three very useful boosts for tanks: a percentage increase to damage reduced, damage dealt, and healing done.
Multistrike
: A new stat that provides a unique proc depending on the class, as well as increasing the chance for damage and some healing abilities to fire an additional time, at reduced effectiveness.
Critical Strike, Haste, Mastery
: These stats existed previously, but are now useful for all tanks, increasing both offense and defense in ways unique to each specialization.
Tertiary Stats
: Warlords of Draenor added several Tertiary stats, which are minimally useful random bonuses on gear:
Movement Speed
: Increases your movement speed
Indestructible
: Causes the item to not take durability damage
Leech
: Causes you to be healed for a portion of all damage and healing done
Avoidance
: Reduces your damage taken from area-of-effect attacks.
Clearly these are all helpful in some regard, but they’re all very small effects that should not be sought over ideal primary and secondary stats.
For more information on items and stats, see our
Warlords of Draenor Items Guide
How to Generate Threat
“Aggro” and “threat” are common terms for holding an enemy’s attention away from more fragile members of your team. “Getting Aggro” is much the same as in prior expansions, but if you're new to tanking, here's a brief summary:
Use a hard-hitting ability that hits most or all of your targets. This will generate threat and, if you have the highest threat, make them attack you. Hitting one target in a group will pull the whole group, but will only generate threat on that single target. Make sure to continue hitting as many targets as possible, especially if you're tanking several targets which are being AoE'd.
Save your taunt for times you lose threat, or on targets that escape or are too far away for you to easily hit.
To pull from range, it is preferable to use a ranged AoE attack or a movement ability to get within range so you can use an AoE melee attack.
Use interrupts to make mobs who are casting spells walk over to you, or bring the mobs you are tanking already to the caster mobs.
Advanced:
Line of Sight pulls. These use Line of Sight to get casters and hunter mobs to come to you. Have your group wait out of line of sight of the mobs, run in, hit one mob, and return to your group. If it's done correctly, all the mobs will come to you and stack up neatly for AoE.
How to Position Mobs
An important part of a tank’s job is to position a boss or a group of mobs such that the rest of your raid can contribute to the best of their ability. Some things to keep in mind are:
It’s a good habit to face enemies away from allies. Many enemies have attacks that hit everything in front of them, like a cleave or dragon breath, which could be deadly to fragile team members.
Never show your back to an enemy. Tanks cannot dodge or parry when hit from behind, so to avoid taking unnecessary damage you have to always face them. You can accomplish this by strafing (Q and E keybinds by default) or backpedaling to the edge of a pack.
Avoid unnecessary movement. Too much movement makes it difficult for damage dealers, particularly melee, to do their jobs.
Stay in range of healers so that they don’t have to move to heal you.
How to Reduce Damage
Avoiding damage is a key part of tanking, and with active mitigation has become more interesting in recent years.
: a passive ability that all tanks have. This replaces Vengeance in Warlords of Draenor, and rather than increasing attack power it increases self-healing and absorption.
The harder a boss hits, the more Resolve you gain. The best way to use Resolve is to cast your healing and absorption abilities immediately after big boss hits.
Resolve, like the now-defunct Vengeance, scales with incoming damage (before avoidance and mitigation), so it will still increase even when you avoid an attack.
Resolve,
unlike
Vengeance, does not increase your damage done. If you’re used to increasing Vengeance to deal more damage, you shouldn’t do that anymore.
Active Mitigation
: Every tanking class has some way to actively reduce or heal damage by using abilities. Most active mitigation abilities fall under two categories: proactive or reactive. Proactive abilities, like those that grant dodge or reduce damage by a percentage, will be most effective if used before an enemy's dangerous attacks land. Reactive abilities, like heals and sometimes absorbs, are best used to recover from low health.
Examples include but are not limited to:
Chevalier de la mort
:
Frappe de mort
- heals the Death Knight and gives an absorb called
Bouclier de sang
for a percentage of the amount healed.
Druide
:
- increases the Druid's dodge chance considerably while active.
Moine
:
Frappe du voile noir
- gives the Monk 6 seconds of
(+10%
Report
and +10% Parry).
Paladin
:
Bouclier du vertueux
- gives the Paladin a 3-second damage reduction buff, and adds a stack of
, which empowers
.
Guerrier
:
- gives the Warrior an absorb over time that can consume additional rage to be made stronger if used with more rage than is required.
Which Tank Should I Play?
Which tank you should play is a personal choice. While different tanks excel at different mechanics, balance is close enough that you can safely choose whichever class best suits your playstyle.
That said, a brief summary of the playstyle and mechanics of each tank will allow you to make an informed choice.
Chevalier de la mort
The preferred spec for self-sufficiency, Blood Death Knight tanks rely heavily on powerful self-healing and shielding to stay alive.
Major Mechanics:
Weapon:
Two-handed Strength weapon
Armor:
Strength Plate
Resource: Runes, Runic Power
. DKs consume and regenerate runes of four types: Blood, Unholy, Frost and Death. Different abilities will use different runes or combinations of runes. Death runes are a wild card rune, as they can act as any of the three other types. A key part of expert performance as a DK tank is correctly spending runes. DKs also generate and consume Runic Power, but this is less vital to performance than Runes.
Damage Mitigation
: Primarily handled with
Frappe de mort
and
. Death Knights can react to damage through Death Strike’s large heal and potent physical absorb, and prevent damage with Rune Tap’s 40% damage reduction. Death Knights also have powerful cooldowns, including
Carapace anti-magie
which allows them to ignore many magical effects. Death Knights heal back a lot of damage and have powerful absorbs.
Getting Aggro:
Death Knights have two taunts:
Sombre ordre
, a standard taunt, and
Poigne de la mort
which moves the target towards them. If talented, they also have
Emprise de Fielsang
which is unparalleled for add management.
Holding Aggro:
Death Knight tank aggro is principally maintained by their diseases (
and
) on the target, and the use of
Furoncle sanglant
to spread them.
Frappe de mort
is a Death Knight's primary tool for single target snap aggro.
For more information check out our
Blood DK guide
.
You should play a Blood Death Knight if:
You enjoy a relatively straightforward base rotation that allows you to focus on the correct application of cooldowns to perfect your role.
You prefer mitigation through absorption and healing.
You prioritize self-sufficiency over group utility.
You want some of the most powerful and useful taunts in the game.
You enjoy soloing old content and one of the more self-sufficient tanks in the game.
You want to play an undead knight who manipulates blood and unholy magic to drain the life from enemies.
Druide
Guardian (Bear) Druid tanks mitigate damage by dodging attacks and absorbing physical damage from enemies, while providing flexible utility for their allies.
Major Mechanics:
Weapon:
Two-handed Agility weapon
Armor:
Agility Leather
Resource:
Rage. Druids generate rage primarily through
Mutilation
and
hits,
Rosser
ticks, auto-attacks, and non-periodic critical strikes. Rage is used for defensive abilities, such as
,
Régénération frénétique
, and
Griffes et crocs
.
Damage Mitigation:
Bears actively reduce damage through
, which increases their chance to dodge, and
Griffes et crocs
, which reduces the magnitude of the target’s next melee attack. They can also recover health through
Régénération frénétique
and healing talents like
Protection cénarienne
.
Getting Aggro:
Druids have a single taunt,
Grondement
, but they can also get initial aggro with
, a ranged attack, or
Charge sauvage
into a group of enemies and use
Rosser
.
Holding Aggro:
Mutilation
and
Rosser
are a druid’s powerhouse abilities. For large groups,
Rosser
is enough. For small groups, you also want to throw in
Mutilation
and
.
For more information check out our
Guardian Druid guide
.
You should play a Guardian Druid if:
You want a rotation of managing bleeds, procs, and a wide array of powerful cooldowns.
You want to defend yourself through avoidance and self-healing.
You prioritize the ability to recover from large attacks over reducing the magnitude of large attacks.
You want to excel at absorbing large amounts of damage with ease.
You want to bring an versatile arsenal of utility to your group with movement and mob control abilities.
You want to transform into a mighty bear and call upon the power of nature for your defense.
Moine
Brewmaster monks are the newest tanking class, employing tight control over all types of active mitigation in their defense.
Major Mechanics:
Weapon:
Two-handed agility weapon or dual-wield agility weapons
Armor:
Agility Leather
Resource:
Chi and energy. Energy recovers at a static rate and is used for Chi-producing abilities. Chi is primarily generated via
Fracasse-tonneau
,
Paume du tigre
, and
Extraction du mal
, and it is used to fuel most Brewmaster mitigation abilities, like
Garde
,
Frappe du voile noir
, and
Infusion purificatrice
.
Damage Mitigation:
Brewmasters mitigate damage through a number of methods, primarily keeping
active through
Frappe du voile noir
and removing serious
Report
damage through
Infusion purificatrice
. They also can enhance avoidance with
Infusion peau-de-fer
, prevent damage with
Garde
, and heal damage with
Extraction du mal
and talents like
Onde de chi
.
Getting Aggro:
Brewmasters can taunt with
Persiflage
, or pull a group with
Brume vertigineuse
. They can also
Roulade
into a group and cast
Fracasse-tonneau
.
Holding Aggro:
Fracasse-tonneau
is a brewmaster’s primary pick up skill, for any size group of enemies. When
Fracasse-tonneau
is on cooldown, they should use
Coup tournoyant de la grue
or
Vent de jade fulgurant
for large groups, and
Frappe du voile noir
and
for small groups.
For more information check out our
Brewmaster Monk guide
.
You should play a Brewmaster Monk if:
You enjoy a playstyle built around short-term defensive skills and micro-managing a multitude of resources and ability charges.
You want defend yourself with a well-rounded toolkit of damage mitigation tools, from healing, shielding, avoidance, and damage smoothing.
You prioritize short term control of damage over large defensive cooldowns.
You want to excel at movement and AoE damage abilities.
You want access to the best tools for kiting large groups of enemies.
You like the fantasy of being a master of self defense, martial arts, and liquid fortification.
Paladin
Protection paladins fulfill the classical holy warrior archetype, defending themselves and their allies with holy magic and a unique array of situational utility.
Major Mechanics:
Weapon:
One-handed strength weapon with a shield
Armor:
Strength Plate
Resource:
Holy Power, and of far lesser importance, mana. Holy Power is a resource similar to combo points, and used to fuel active mitigation abilities. It is generated primarily through
Frappe du croisé
and
Jugement
.
Damage Mitigation:
Paladins use
Bouclier du vertueux
to reduce damage before it lands, and
to heal themselves. They also have access to a wide array of defensive cooldowns, like
Bouclier divin
.
Getting Aggro:
Main de rétribution
is your single target taunt.
Bouclier du vengeur
, a ranged attack, is an ideal opening for pulling a small group enemies, while
Marteau du vertueux
can be used for a larger group.
Holding Aggro:
Bouclier du vengeur
,
Marteau du vertueux
, and
Consécration
will help keep a group of adds on you, while
Frappe du croisé
and
Jugement
are necessary for a single target.
For more information check out our
Protection Paladin guide
.
You should play a Protection Paladin if:
You want a predictable rotation with the potential for intelligent planning of active mitigation abilities.
You want protect yourself with powerful burst-healing and smooth damage intake.
You prioritize damage smoothing over avoidance.
You want access to a wide array of situational but powerful utility cooldowns that often provide you with unique solutions to boss mechanics.
You want to play a righteous shield-bearer who uses holy magic for divine vengeance and protection of self and party.
Guerrier
Protection warriors are your typical sword-and-board tanks, who attack with a traditional weapon and shield while blocking damage and controlling their enemies.
Major Mechanics:
Weapon:
One-handed strength weapon with a shield
Armor:
Strength Plate
Resource:
Rage, which is generated primarily through
Heurt de bouclier
,
Revanche
, and critical hits with certain abilities. Both
Heurt de bouclier
and
Revanche
have a chance to have their cooldowns reset on different parts of your rotation.
Damage Mitigation:
Protection Warriors depend on
Maîtrise du blocage
to reduce most of their physical damage taken, though they also have
to prevent all types of damage.
Getting Aggro:
Warriors can pull with
Provocation
, which forces an enemy to target you, or
Lancer héroïque
to deal ranged damage. They can also
Charge
into a group of enemies and use
Coup de tonnerre
.
Holding Aggro:
Heurt de bouclier
hits hard for single target damage, while
Revanche
is good for cleaving off of a few enemies. For larger groups,
Coup de tonnerre
should hold their attention.
For more information check out our
Protection Warrior guide
.
You should play a Protection Warrior if:
You want an active and unpredictable rotation made up of procs and cooldown resets.
You want defend yourself with proactive use of your shield, which offers physical damage reduction and damage absorption.
You prioritize damage reduction over self-healing.
You want to move quickly between enemies and around the battlefield.
You want access to a large amount of offensive customization.
You want to play an aggressive shield-bearer who uses the might of sword and board to smash his enemies and prevent them from performing further actions.
About the Author:
Sunnier
tanks as a Brewmaster monk for <Bear Retirement Home> on Sargaras-US. You can find her around the web here:
Blog:
Sunnier's Art of War
, rambling about Brewmasters and tanking.
Twitter:
@SunnierBrew
, linking pictures of cats and dogs.
Special thanks to
Olivia
and
Arielle
for their contributions and help with this guide.
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