I was asked to put together something on the way to tank easily. So here it be. This is really just a post for them, but I figured it might as well be shared.
Step 1: Open your key bindings. Find the controls for zooming in and out. You should find these bound to mouse wheel up and mouse wheel down. Change them. You will want them to be shift-mouse-up and shift-mouse-down. That accomplished...
Step 2: Go down the list until you find Right Action Bar 1 or 2. Find two of these slots that will be out of your way from what you normally use and bind them to mouse-up, and mouse-down. Now, open your spellbook and drop Heroic Strike on the slot you've bound to mouse-down. You can drop whatever you wish on mouse-up, although blood rage is probably the most effective thing you can put in that slot.
Step 3: Fix in your head that Heroic Strike is not on the global cooldown. Now that you've done that, you can see that as long as you have rage, you can easily just keep spinning your mousewheel down and pump out heroic strikes *without interrupting what else you're doing*. This was a particular sticking point for me, as I used to have heroic strike bound in a spot that wasn't easy to get to in the first place, and even when I moved it to be easier, I still did not have an easy time spamming it *and* doing other things.
Step 4: Look at Shield Slam. Realize that this ability is Epic. Shield Slam is perhaps one of our strongest abilities period because of one thing: it allows you to hit one target with it, and (provided you didn't miss) switch to another to apply 1-2 sunders before returning to the initial target. Once your block value is up to a reasonable amount, you can dish out something along the lines of 1.7-2k threat with a single shield slam. This is very nice for when people engage early. For multi-target situations, shield slam is very very nice, for single target. Well it's still nice, it just doesn't have to hold that target while you do something else.
Step 5: Consider the GCD. Sometimes known as the Global Cool Down, sometimes known as Enemy #1. Shield Block and Heroic Strike, two of our important abilities don't care about the GCD. But Shield Slam, Demoralizing Shout, Bloodrage, Revenge, Thunderclap, Devastate. These all represent choices we have to make with our GCD. So, the simplest way to make that choice is to prioritize them.
?) Bloodrage - The reasons I give this ability a ? is because its priority is variable. If you rage bar is pretty full, obviously it would be a waste to pop this. If a fight is about to end, it will probably be A) a waste and B) ***** you on the next pull, when you will pull and find you have no rage to shield slam with. Just the same, with a rage-bar under 50%, if the fight isn't going to end soon, pop it.
1)Shield Slam - This should always be on cooldown. Always. I kick myself every time a GCD starts and this ability is ready. What's more, this should be your opener. Every time. If it means waiting a second or three to pop that shackle or sheep, it will almost always be worth your while to go ahead and get the good threat opener. The fact that DPS will be able to open up with less fear of pulling aggro makes up for the time lost waiting for the cooldown.
2) Devastate - We're warriors. We sunder. End of story. This ability drops in priority after you've got 5 on there, but for the bulk, as you're opening a fight, shield slam and devastate will be what you do. There's no reason to neglect this ability once it's fully stacked, as it gains bonus damage based on the sunders, which of course translates into more threat. This is what I mainly devote my GCD to when Shield Slam is not up.
3) Demoralizing Shout and Thunderclap. I spam these during AOE pulls, and I maintain them if I'm fighting something that hits very hard. Destroyers in Heroic Mechanaar come to mind. Most raid bosses as well (yes, there are some I just don't bother with. Attumen and Moroes come to mind). Now, their utility in AOE pulls. Trying to pull off sunders and shield slams on everything by clicking or tabbing... well, it does work to an extent, but demoralizing shout spam coupled with thunderclap spam is usually a better opener. Use thunderclap first, then spam demoralizing shout (since it has no cooldown other than GCD) until thunderclap comes up again. It is best to move around some while doing this, as thunderclap only hits 4 targets, and by shifting you get a chance to hit different targets than you'd hit before. I do this for about 10 seconds or so and then start devastating every mob I can. It's not a great solution, but it's the most effective one I've come across so far.
4) Revenge - I won't lie, I don't give this ability anywhere near the attention it deserves. The fact that it costs as little as 2 rage depending on your talents, and is another high threat move should cause it to be a high priority. But I rarely use it. Why? It's only available when you perform one of the actions associated with avoidance. So I don't expect it to come available. While trying to max threat output, I'm usually waiting on the next GCD to finish so I can toss another devestate or shield slam in. So depending on when Revenge lights up, and when I notice it lit, I could, and do, lose it simply due to it fading before my next available GCD. The bottom line? I hit it if I can, and I don't sweat it if I can't.
5) Commanding Shout - This is actually one of my lowest priorities unless it's a boss fight. Because threat doesn't mean much if I'm not alive to be hit. But on pretty much anything else, I hit it largely on a whim. That's largely my tanking style. The only time I view this to be a priority is if I'm worried that the members of my party in range need the health.
Damn that was a long step. Moving on.
Step 6: Consider your offtargets. There are often targets that have to be offtanked. First thoughts: No big deal, right? I shotted the skull, so they all come to me right? Well, yes. But staying? Even if you don't have a warlock or shadow priest that like to throw dots on offtargets, your healer *will* draw threat just keeping you alive. Also, a lot of warriors and rogues like to pop abilities that let them hit more than one target. I have DPS'd a heroic ramparts run where, with two targets, I died simply because I whirlwinded once, and the tank did not understand off-target threat. Now this is again where shield slam becomes so important. Since we can introduce our main target so intimately to our shield's surface this way, we've got time to throw two devastates on X (or whatever you mark your offtarget) before your DPS rips skull off of you. Depending on how long skull will take to die, you may need to toss one or two more devastates on your offtarget. Now where this gets fun is when you've got two offtargets. The easiest way to deal with this is to shield slam your primary, then drop thunderclap and demoralizing shout. This buys you some time on your third target. Then you can slap two devastates on X, return to skull for one Devastate, by this time shield slam should be up, use it on triangle (what I like to mark my third target with). In this scenario using thunderclap every time it's up will help to keep the offtargets glued to you.
Step 7: Consider the target's HP bar. Here's the situation. It's nearly dead. You've got a decent lead on threat. You're still sundering and shield slamming away. Why? There is a point where you know your primary target (the one your DPS are killing) will stay on you, and you can safely switch to the next target in the kill order for building additional threat before your DPS even starts in on it in earnest. This alone puts you miles ahead of the game. I don't recommend this tactic for people who aren't *very* comfortable with their threat output, but it does work wonders when you know where you are in terms of threat.
Step 8: Consider your rage bar. Does your cup runneth over? Are you starting to run dry to the point you can't shield slam? These are the questions you should be thinking about when you're using your beloved mousedown to spam heroic strike. While an excellent source of TPS (Threat Per Second), heroic strike spam can run you dry of rage depending on the fight. It's best to think of your rage bag as a cylinder under pressure, with your heroic strike as a vent. If you're reaching the top, it's time to spam. If you're sitting toward the bottom, you probably don't need to open the vent. Stick with that, and you should be saved from A) wasting rage with a full bar and B) being unable to Shield Slam for lack of rage. ....I won't lie, I oftimes overdue it and get stuck with the second. Fortunately, the lovely grey bar of abilities unable to be used for lack of rage snaps me out of it.
Step 9: ??????
Step 10: Profit
P.S. These strategies are based on a tank who gears for block value and stamina. Your mileage may vary.