Checkers' Tankin Guide
Table of Contents:
1. Introduction
2. Tanking Mechanism
- Attack Table & Mitigation
- Threat
- Gears
- Talent Specs
3. Comsumables
4. Macros and Rotations
Introduction
Tanking is a very important role, if not the most important role in a raid/party. Success factor of the raid usually depends on the tank and the healers. Tanks need to keep holding the enemy while healers trying to keep the tank alive. Warriors are considered one of the best tanking class beside druid and paladins, simply because warriors have better mitigation than druids and pallies. Even more, pallies in WoC suffer from disfunctional spiritual attunement which renders them useless in a fight more than 20 seconds.
This guide will assume that u understand WHY would u be tanking the mob instead of having the healer or dps class tanking the mob. Its pretty much common sense, so i wont be elaborating on those issue.
I am trying to make a simple guide that is easy to follow and ready to be used without going too deep to the number crunching. The general outline is stated on the table of content, and shall stick to it. The guide will cover the 4 main aspect of tanking with warrior. Some of u might argue that alot more aspect is involved on tanking. Well, i agree, but again, i'm trying to make this guide simple.
Most of the content of this guide is quoted from other source as i'm too lazy to type it out tongue.gif but really, if other people have done it before me, why should i redo it again.
The main purpose of the guide, is to help reduce, if not eliminate the amount of semi-tanking warriors that dont even know what they are doing. This guide will help give u the basic idea, i hope. Now lets get to the fun.
Tanking Mechanism
1. Attack Table & Mitigation
*modified version of wowwiki.com attack table theory*
This is the table that govern a melee attack by a mob and a melee auto attack by a player.
The tables are laid out in descending order of the precedence of one attack result over another. That is to say, the entries at the top of the table take precedence over the entries below them. (This precedence order is from Blizzard, and as such is accurate.)
Miss
Dodge
Parry
Glancing Blow (only players and pets versus mobs)
Block
Critical
Crushing Blow (only mobs versus players and pets)
ordinary hit
that means, everytime the enemy is trying to hit you, they will have to /roll a 100 sided die and whichever number come out will determine what action is taken. Same thing happens to you too whenever you are trying to hit an enemy.
for example
You are a decently geared lvl 70 prot warrior, you have run instances so many times and gained some bloodstained gears which gives u 490 defense (which adds +5.6% to your base 5% chance to be missed, and reduces your chance to be crit to a theoretical 0%), Dodge chance 10.2%, Parry chance 16.5%, Block chance 20.8%.
One day, you are tempted to raid a boss monster in an instance with your guild. Bosses are considered the be 3 levels higher than their targets, which means that your actual chances to be missed, to dodge, to parry, and to block will each be 0.6% lower than the "on paper" figures listed above. The Boss's attack table against you looks like this:
for example the number 31 came out of the roll, you will parry that attack. Same thing will happen again everytime he hit you.
now you remembered a nice skill warriors have called "shield block" that gives u 75% more chance to block, so you block rating should be 20.20%+75% = 95.20%
but instead, your attack table will look like this:
you see that the rest of the block chance (~30%) is wasted, but it renders you completely immune to critical and crushing blow.
others modifier such as trinkets that gives x% of dodge for y second duration will further modify the attack table.
------------------------------
The idea of tanking warrior is to get your dodge+parry+block rating to at least 25% so when your shield block is activated, you will be immune to crushing blow.
so now u ask which one of the three stats is better to socket your gears for, let us break the three mitigator down.
dodge = totally evading the attack, taking no damage at all.
parry = parrying opponent attack, and gives you 40% attack speed for your one next attack.
block = mitigating the damage taken by the shield, the amount of damage mitigated depends on your "block value", which will first be mitigated by your armor value.
their relation to tanking warriors are
dodge = gives you no rage at all
parry = parrying the attack will give the you a slight buff.
block = you will be taking mitigated damage, thus granting you rage to spam the tanking skills to keep aggro.
here is more of blocking
Code:
(1) The quantity of damage blocked is calculated after damage mitigation from all other sources (Armor, Defensive Stance, Improved Righteous Fury, Blessing of Sanctuary, etc.). That means if the opponent hits you for 200, mitigated to 100 by Armor, and block according to the formula above is 40, then you will see in your combat window: "... hits you for 60. (40 blocked)".
(2) If the block quantity is greater than the damage received after mitigation, you will then block 100% of the damage: "... attacks. You block."
more of the recommended choices will he shown on Gear section later.
now lets move on to threat generation and management.
2. Threat
Threat and aggro are usually mistaken. threat is not equal to aggro.
threat is the degree of how a monster hate u. the more he hate u, the more likely he wanna hit u.
aggro means the person whom the monster hate the most.
needless to say, tanking warriors have to be the one to hold aggro at all time.
Lavina @ theoryspot done a very good job figuring out the amount of threat each skill does, so i'll just copy paste from there
original link: http://www.theoryspot.com/forums/the...ing-guide.html
Warriors are actually fighting againts the dps class on raids, not much of the boss. The tank need to effectively use their rage to generate enough threat to keep aggro on themself. A good tank will not only take less damage from the boss, but also keep good aggro so the dps class can go crazy without the fear of stealing aggro, and die.
There are several skills that can be spammed by warriors to hold aggro (quoted from Lavina @ theoryspot).
Code:
Sunder Armor
Sunder Armor the main source of threat for a warrior. Not because it's the highest or most efficient, but because it has no cooldown besides the global cooldown and is always available. Sundering a target also places an armor reduction debuffon the target, giving all melee classes a higher damage output on that target. Sunder Armor can not be used if a rogue is applying his armor reduction ability; make sure they don't do it. This ability can be talented up to become three rage cheaper. Even when the target already has 5 applications of Sunder Armor, the attack still generates threat and refreshes the debuff.
Rage: 15 Innate threat: 301 Damage: No
Revenge
Revenge is the most rage efficient source of threat for the warrior. It can be talented up to give a 45% stun chance. It can only be used after you block parry or dodge, and it has a 6 second cooldown. It is possible to use Shield Block (see lower) for +75% block chance and enforce a Revenge, which is often used. Revenge can only be used in Defensive Stance.
Rage: 5 Innate threat: 201 Damage: High
Shield Bash
Shield Bash has a similar threat per rage ratio to Sunder Armor. In addition, it can interrupt spellcasting, and silence when talented. Rank 4 Shield Bash also dazes the target, slowing its movement and supporting Heroic Strike damage. It has a 12 second cooldown. Requires a shield.
Rage: 10 Innate threat: 230 Damage: Low
Heroic Strike
Heroic Strike is an attack unaffected by global cooldown. It replaces your next white main hand attack by a yellow one with additional threat and damage. Since it's a yellow attack, it cannot glance. Downside of this attack is that you do not generate rage through your white (now missing) attack. This attack can be used at the same time with any other attack, so long as you have enough rage. When your target is dazed, Heroic Strike adds additional damage. Through talents, this ability can become three rage cheaper.
Rage: 15 Innate threat: 196 Damage: Moderate
Shield Slam [talent]
Shield Slam is the 31pt talent in the protection tree. Causes a major amount of threat and damage. Shield's block value is added to damage. Shield's block value and thus Shield Slam damage can be increased through the Shield Mastery talent. Shield Slam also dispels one magic buff on the target 50% of the time. Shield Slam is an important tanking resource, generally prioritized above Sunder Amor. Requires a shield.
Rage: 20 Innate threat: 307 Damage: High
Devastate [talent]
Devastate is the 41pt talent in the protection tree. It deals damage according to the number of sunders on the target and weapon damage range. The matching rank 2 damage formula is: 0,5 * ( Weapon Damage + Attack Power / 14 * Normalized Weapon Speed ) + 25 * #(Sunder Armor) While best used at 5 applications of Sunder, it generally provides a modified threat level equivalent to Sunder Armor around 2 applications of Sunder, depending on weapon and gear.
Rage: 15 Innate threat: 101 Damage: Moderate
Thunder Clap
Thunder Clap is an area of effect (max 4 targets) attack that deals some damage and slows attack speed. This attack speed debuff is one of the best debuffs that can be applied on a target besides Sunder Armor. Downside of this ability is that it can only be used in Battle Stance and it's 4 second cooldown. Patch 2.0.10 will offer Thunder Clap in Defensive Stance.
Rage: 20 Innate threat: +75%Damage Damage: Low
Basically, sunder armor must be spammed at all time while revenge, shield bash, and shield slam should be used everytime the cooldown finishes. If you crit consecutively or got hit several time in short period of time, you will find yourself having more rage than u can spam. Use heroic strike or thunder clap to dump the excess rage. A macro to ease the button mashing will be posted on "Macros and Addon" section later
Code:
Threat per rage: revenge > shield slam > imp sunder > devastate >= sunder
Threat per sec: shield slam > revenge > devastate > imp sunder = sunder
Rage dump: heroic strike
3. Gear
As most Emulator servers use custom gear, i've chosen not to cover this. If u were reading the above, you should already have a reasonably idea on how to gear your warrior.
4. Talent Spec's
Talent Explanations
Now now now... for obvious reason, we will not be elaborating on fury and arms deep talent. We will go through the most important talent that tank warriors couldn't survive without.
Key Talent - Must have
Protection Tree
Anticipation - 5/5 will give u 20 more defense rating, which will give u more chance to be missed, crit, more chance to block, dodge, and parry.
Toughness - 5/5 will gives u more mitigation from armor. hell, 10% is BIG!
Shield Spec - 5/5 gives you 5% chance to block and 1 rage everytime u block.
Defiance - 3/3 more threat = win
Improved Revenge - 3/3 gives 45% chance to stun, which mean more threat, and very useable in pvp. skip this if u planning to go PvE only.
Last Stand - 1/1 beside for show-off ur uber HP, last stand is very important for the crucial moment, like when your healers died or silenced while you are low in HP.
Improved Sunder - 3/3 sunder and deva will be your most used skill for keeping aggro, 3 rage discount is good!
Concussion Blow - 1/1 prereq for shield bash, and very useable in pvp, although useless on boss fight
One-Handed weapon spec - 5/5 more damage = more threat
Shield Mastery - 3/3 gives u 30% more block value, obvious reason to take it
Shield Bash - 1/1 add more variety to your threat rotation, besides, this skill is one of the best for threat keeping.
Vitality - 5/5 gives 5% stam and 10% str. Means, give more AP, HP, and block, all thats important for tanking.
Devastate - 1/1 very good skill for threat keeping, add more variety to ur rotation. Will be explained later
Fury Tree
Cruelty - 5/5 gives 5% critical will give u 5% more dps (roughly), which mean more aggro.
Arms Tree
Improved Heroic Strike - 3/3 will give u 3 rage discount for your rage dump skill. We gonna use HS alot, so this talent helps.
Deflection - 5/5 improves parry? take it without question.
Improved Thunder Clap - 2/3 this is mainly just a filler talent, but useful for AoE aggro keeping. Take 3/3 if u got nothing else to put point on.
Deep Wounds - 3/3 put a very strong dot on enemy every time u crit. More damage means more aggro, also keep the nasty rogues from re-stealth.
Anger Management - 1/1 More rage = win
Secondary Talents - u might take if u think u need em.
Improved Shield Block - Shield block loses it effectiveness in world end. Good geared warriors doesn't have to use shield block to avoid crushing blow. Infact, i never use it since i got my tx. But if u still got some crushing blow from the bosses, please take this talent. 3 crushing blow in a row will kill u for sure.
Improved Bloodrage - As u tanking boss, you will never run out of rage, except u dodge/parry 10 attacks in a row, so bloodrage really doesnt used much.
Improved Taunt - What do u need taunt for? to get back aggro right? what if they keep on stealing aggro even tho u keep spamming taunt? the dps class DESERVES to die. so let them die and run back, its not far smile.gif
My favourite talent build: Talent Calculator - World of Warcraft
for low-end geared tanks, i recommend: Talent Calculator - World of Warcraft
if u plan to go pvp alot and wants to take MS and bloodthirst, here is the prot talent that u MUST have to be semi-tank.
Talent Calculator - World of Warcraft
these 14 point on prot is a must to keep aggro, but u wont do good without the rest of the prot tree anyway.
for fury warriors who wants to be semi-tank, u can go with this build : Talent Calculator - World of Warcraft
for arms warrior, u can try: Talent Calculator - World of Warcraft
ALL THE TALENT BUILDS ABOVE ARE JUST FOR REFERENCE. No build are the best build. Just go with your heart which one u want to take.
3. Consumables
All right, now that you have maxed out gear and proper talent, how can you increase your capabilities as tank? The answer is consumables. I will divide consumables into 2 part.
Potions
By potion i mean the bottles created by alchemists. I am sure u all know what alchemists are, so lets get to the pots.
Flask of Fortification
This flask can be made by alchemist with skill level of 360. Only thing thats missing is, this flask is learned through discovery, which doesnt work in this server. I got my recipe from Holydata wub.gif. So maybe u can ticket a GM of nag them to submission to teach u this flask. This flask persist through death, and are very good for any raid. The Hp given is the highest plus the defense rating will give u more mitigation and avoidance.
Another potion combination you can use is: Elixir of Major Fortitude + Elixir of Mastery which will give u
250 hp + 10 hp5 + 15 str + 15 agi + 15 stam +15 int + 15 spi
this is pretty nice too, only the elixir effect will be removed when u die. So be careful using those two.
Another lifesaver flask is Flask of Petrification which will give u complete immunity for 1 minute, but will overwrite all other flask effect. Let me tell u why is this useful. Imagine fighting a boss where the ads went loose or you raid just got struck by major AoE damage. All healers are dead, only you and 2 other dps survived, and the boss is at 2%. You might think, "oh this is a stupid wipe", but no! Just pop this flask, and u will keep the boss at 2% for 1 minute, enough for all dps and healers to run back to the boss. You get the point? Cheers!
2 minute potions
Those are the potion that share 2 minute cooldown. Those potion will give u alot of help if used every cooldown. Now lets see which pots benefit u the most.
Haste Potion
This will give u a lil bit dps boost, and can be bought from vendor at stormspire. Thus making it the easiest potion to get. Usually if i'm to lazy to make any pots, i'll just buy this for filler.
Mighty Rage Potion
More rage = more aggro from skill spamming, and the str boost will give u more AP and Block. This pot is by far the best pot to use every 2 minute, but u cant buy this pot, so u have to make it.
Food
Cooks can make you some pretty delicious foods. Some will give u more HP, more stamina, more energy, more longevity. Here is a list of some food u can make from cook.
Spicy Crawdad
Mok'Nathal Shortribs
Talbuk Steak
Dirge's Kickin' Chimaerok Chops
Buzzard Bites -> easiest to get the mats. just go to hellfire peninsula and kill the buzzards, drop rate are almost 90%.
Clam Bar
Feltail Delight
now dont say 20 or 30 stamina doesn't matter. Like the old saying, "Every little bit helps." and i cant recall how many times i survived a pvp fight with just 30 hp left tongue.gif
Thats all i can think of for the comsumables, the rest might be added later. Enjoy!
4. Macros and Rotations
Macros
Whats the use of macro you ask? It is to ease your job on tanking by managing the skills rotation for you. You dont need to wait for cooldown of each skill and press them, instead, you only need to spam 2-3 buttons. Personally, i have 3 buttons i use when tanking. The first one will be the "macro1", "macro2", and Heroic strike button. All those 3 buttons placed on one line on the keyboard for easy spamming.
First we will talk about "castsequence" macro. For those who already knows it, you can skip to the actual macro idea. Here is the castsequence macro entry on wowwiki.
Code:
Many times you will find yourself casting a series of spells or use certain items in the same order on pretty much any mob you fight. To make this job a bit easier, we have the /castsequence command. /castsequence takes a list of spells and/or items separated by commas. These follow the same rules as /cast and /use. This means you can interchange spell names, item names, item IDs, inventory slots, and bag slot combinations. Each time you run the macro, it activates the current spell/item. If the spell or item is used successfully, the sequence will move to the next entry. You must repeatedly activate the macro to use all the spells in the sequence. Once you use the last entry in the list, it will reset to the beginning. Example:
/castsequence Immolate, Corruption, Curse of Agony, Siphon Life
This might be something you would use for a Warlock's opening attack. Note, however, that if Immolate fails to cast for some reason (out of mana, not in range, silenced, etc.), the sequence will remain at that point. Because of this, you cannot use a /castsequence to make a spammable macro like:
/castsequence Overpower, Execute, Mortal Strike
Before the spell list, you can also specify reset conditions to start the sequence over before it reaches the end. The basic syntax for reset conditions is:
reset=n/target/combat/shift/alt/ctrl
Where n is a number of seconds. You can specify any number of these conditions separated by slashes as shown. Seconds are used as a timeout for the command. Each time the sequence runs, it resets the timer. If you don't use the macro within the number of seconds specified, the sequence will start over. This is a very important distinction because it means you cannot use a reset timer to account for cooldown. target resets the sequence when you change targets; combat when you leave combat; shift, alt, and ctrl when you activate the macro with one of those keys depressed. Example:
/castsequence reset=10/shift Spell 1, Other Spell, Some Item
If you used the question mark icon, WoW will automatically update the icon to the current element of the sequence. If you have other /casts or /uses before the /castsequence, though, they will interfere and there is no way currently to tell WoW to pay attention to the sequence instead.
So now, at least u understand the basic principle of this macro, its BASH able. Point of the macro is to make it easier to spam tanking skill on one lesser amount of button rather than 5-6 buttons.
Some skill usually used for tanking are:
Code:
Sunder Armor - no CD
Devastate - no CD
Shield Bash - 12 sec CD
Shield Block - 5 sec CD
Shield Slam - 6 sec CD
Revenge - 5 sec CD
Heroic Strike - no CD
ok, now lets get to the first macro a.k.a "Macro1".
Code:
/castsequence reset=12 Shield Bash, Shield Slam, Sunder Armor, Sunder Armor, Sunder Armor, Devastate, Shield Slam, Devastate, Devastate, Devastate, Devastate, Devastate, Devastate
/use Haste Potion
/script UIErrorsFrame:Clear()
The "reset=12" indicates the cooldown of shield bash, which is 12 sec. You wanna put the highest cooldown of the skills you queue on the macro. This macro will cast Shield bash, followed by shield slam (which is 6 sec cooldown), then 4 sunders (4 x 1.5 sec global CD = 6 sec). By the time you finish the sunders, Shield slam should be ready to use again. and it will continue till u stop bashing the buttons.
Second line of the macro will use haste potion whenever the cooldown is over. Same thing happens to the third line which will activate the trinket every cooldown.
"/script UIErrorsFrame:Clear()" will block the "Skill is not ready yet" "Not enough rage" or whatever error message usually displayed if u spam a skill.
second macro "Macro2" i use will be
Code:
/cast revenge
/castrandom shield block
/script UIErrorsFrame:Clear()
This button if spammed, will cast revenge every 5 sec and shield block every cooldown.
Now you only need to spam 2 buttons instead of waiting for 6 buttons to cooldown then use them.
if you insist of not taking devastate and you dont want to use shield bash, you can try this macro to replace "Macro1" above.
Code:
/castsequence reset=6 Shield Slam, Sunder Armor, Sunder Armor, Sunder Armor, Sunder Armor, Sunder Armor
/use Haste Potion
/script UIErrorsFrame:Clear()
the "Macro2" will be the same as above as revenge and shield block doesnt requires talent smile.gif
If you have gained enough mitigation to become "Uncritable and Uncrushable" without shield block up, you can remove the shield block entry on For variation of "Macro2".
Now you ask how to use the macros now that you have them on your action bar.
During fight, spam macro1 and macro2 at all time while keeping a watch on your rage. If you have excess rage, you can spam heroic strike to dump the excess rage. Excess rage for me is rage more than 80. Rather than letting the rages gone to waste, it is much better to spam HS for extra damage and threat.
If anyone has any questions ill do my best to answer them.