Forum Settings
       
1 2 Next »
Reply To Thread

Tanking GuideFollow

#27 Jul 17 2008 at 8:16 AM Rating: Good
*
239 posts
Quote:
Let me see if I have what you said right: I have a warrior that's lower level than 60, so I shouldn't even bother to try to learn to tank with a non-prot build.


Not what I said at all.

However, tanking with a non-prot build is very different from tanking with a prot build. The majority of threat in a non-prot build is not going to come from prot talents, but from your fury or arms talents. Your threat rotation will be vastly different, you will have a lot harder time gaining snap aggro off of targets, etc. Further, you'll be doing a lot more damage, so you'll have a different mind-set of how to deal with different types of targets.

You can tank in regular instances (and even some heroics) in arms and fury, but you really won't learn how to tank as a warrior until you're a prot build because one of the most important things about tanking as a warrior is generating threat (particularly on multiple targets) without being able to do much in the way of damage. As a fury build, for example, you'll be keeping multiple targets on you by using sweeping strikes and whirlwind, and doing great damage with flurry. That's a lot different from being able to judge when you need to tab or mouseover a new target lay out a single devastate and come back to your main target.

That's not to say you can't learn something while tanking in a non-prot build. But it is to say that there are real and significant differences.
#28 Jul 17 2008 at 9:05 AM Rating: Good
*
239 posts
Additional thoughts on tanking multiple mobs:

For beginning tanks, the most mobs they'll normally have to tank is 2, and occasionally 3.

First, it is necessary to set the kill order.

Once set, the first mob the tank should target is the second one to die. The reason for this is that the 2nd target is the one you can spend the least amount of time on while the primary is still standing, therefore, it is necessary to establish as much threat early on to that second target as possible without holding up the fight. Charge, shoot or throw and the 2nd kill, once in melee range, use a TC to generate even more threat. Now go through a two shot rotation (dev, dev) on the primary target, dev the secondary target once, then back on the primary into normal threat rotation. Each rotation (best threat rotation is SS, rev, dev, dev) toss at least one of those onto the second mob.

I've never lost control of a mob using this method unless the party decided to join the party early. If the healer has a HoT on the tank for the pull start, and the dps wait for the second dev on the primary target, you won't loose control unless the DPS are simply doing out of control mad damage that would pull the target off of you anyway.
#29 Jul 18 2008 at 7:02 AM Rating: Good
*
109 posts
Cleave is indeed the way to go when there are many many aoe targets. I'm not talking about two-three mob pulls, I'm talking about large aoe pulls such as the gnomes in SV. If rage generation is an issue, take a few hits (don't shield block). I can tell you that for the most part, in heroics or other instances/raids where holding threat on aoe pulls is very important, rage generation will never be an issue. I can also tell you that whenever you have to do large aoe pulls of above 6 mobs, tab Cleaving/using whatever high threat ability you can will be your best method of holding aggro.

Mike brought up an interesting point one that I'd like to clarify on. Fury/Arms warriors can tank fine pre-TBC as the main tanks of any instance. After TBC, you don't have to think that you can never tank. Indeed, Fury/Arms warriors make excellent offtanks given the chance. The problem is that very few people either A. actually try to or B. know what they're doing tanking (as an offspec). There's a lot less survivability involved, as well as slower threat generation, but its doable. Just be sure to keep Shield Block up and use Revenge/Sunder as your primary threat generating abilities. Keep Tclap and Demo Shout up as well, because you will drop FAST on some mobs. Note: Tactical mastery is a waste of 3 talent points. Don't bother with it. The "increased threat" is really quite negligible considering the high rage costs of the abilities.

Edited, Jul 18th 2008 11:05am by SomnusSleeper
#30 Jul 18 2008 at 7:34 AM Rating: Good
*
239 posts
Quote:
Cleave is indeed the way to go when there are many many aoe targets. I'm not talking about two-three mob pulls, I'm talking about large aoe pulls such as the gnomes in SV. If rage generation is an issue, take a few hits (don't shield block). I can tell you that for the most part, in heroics or other instances/raids where holding threat on aoe pulls is very important, rage generation will never be an issue. I can also tell you that whenever you have to do large aoe pulls of above 6 mobs, tab Cleaving/using whatever high threat ability you can will be your best method of holding aggro.


That is simply wrong.

Cleave is a rage dump ability. It is one of our worst TPR abilities (threat per rage) and is also one of our worst TPT abilities (threat per time).

Any tank with devastate will build more threat on any number of mobs using mouse-over devastates and shield slams than using cleave, period.

No tank will hold more than 3 or 4 mobs when playing with equally geared DPS unless the DPS if following the kill order. So the very first thing that the tank needs to do is establish enough initial threat on the pull to hold the main target for the DPS and to not lose the adds to the heal threat produced by the healer.

I am not talking about what to do after your rage bar is capped out and you've established initial threat. I'm talking about how you start a multi-mob encounter and how you ensure that all mobs have enough threat to stay.

Cleave is great as a rage dump in multi-tanking situations in the same way heroic strike is.

You claim, however, is that you should start a mulit-target encounter with a cleave. That is simply bad advice. Again, I provided you with the math to demonstrate that point that you generate significantly more threat not using cleave.

If you're facing 6 or more targets, the pull sequence for maximum threat on multiple targets is:

1. Demoralizing Shout… once
2. Thunderclap… once
3. Shield Slam, Revenge, Devastate, Devaste… rotating between your targets.
4. re-apply demo and tc when you can (watch your threat meters as you change targets, keeping a good threat buffer everywhere)

If you lose control (which will only happen if your dps'ers aren't following the MA and the MA isn't following the kill order), and one or more head for your healer:

1. Taunt 1 mob off him, if more then:
2. Tab or mouseover, Concussion Blow another one, if more then:
3. Tab or mouseover, Mocking Blow a 3rd one, if more then:
4. Tab or mouseover (very hard to do when running to intercept), run away and Intercept a 4th one

You’ve now handled 8 mobs (4 for a solid duration and 4 for a limited time) and from this point onward, it’s mostly up to the dps of your AOE combined with the healing of your healer to get the job done.

No warrior tank can hold reasonable threat on more than 8 mobs, the mathematical reality of healing threat and TPT limits simply precludes it. If you are, it's because you are well over-geared for the encounter and simply don't need the heals.

Holding threat on multiple mobs is a matter of applying as much threat per time as possible.

Cleave does not apply the most threat per time and is only useful as a rage dump against targets that already have more threat on them than you really need to keep control.

To state otherwise is simply to ignore the mathematics of the game engine.


Your statement in your guide is: Tabbing targets and then using Cleave followed by a Shield Slam, Devastate, or Revenge is the best way to tank multiple mobs.

This implies that one should start a multi-target sequence with cleave to establish the best threat. That is false, I showed you the calculations to prove it. It also implies that cleave is part of a standard rotation in a multi-target environment to establish maximum threat. That is also false.



Edited, Jul 18th 2008 11:59am by kingpatzer
#31 Jul 21 2008 at 8:11 PM Rating: Decent
*
82 posts
Sorry about that, this was supposed to be a PM and at this time of the morning I just botched it.

Might as well use the stage here to warn you all, don't lick carpets!

Yuval.

Edited, Jul 22nd 2008 12:11am by YuvalR
#32 Jul 22 2008 at 4:12 AM Rating: Decent
I agree with the statement about the guides purpose. There is probably difference between the value of avoidance gear and EH gear especially if u tank perfectly. But as a relatively new tank (lvl 67 made about 15 instanses and with god results) i believe that just missing shield block once, be rage starved on a mage boss so u miss spell reflection or lots of other things will be just as big disaster. Thats why i earlier asked for situationspecific advice or tips. otherise there is a big big gap from a tank that knows the most basic and can tank pre 70 to the really god tanks wich i believe u guyss are.

Kingpatzer helped with the last escuence but there must be more than perfect rotations and having the perfect gear.(dont misstake this for critics i really appreciate everything thats written on tanking, and hope some of the above things will be adressed)

krarob
#33 Jul 22 2008 at 5:24 AM Rating: Excellent
*
239 posts
Quote:
There is probably difference between the value of avoidance gear and EH gear especially if u tank perfectly.


It's not even a matter of tanking perfectly, however. The point is that a "tanking guide" should not be giving incorrect information. Simplified information is great, and is even desired for a new tanking guide.

(That said, there are "new tanks" who get ran through Kara and ZA for gear acquisition, and really start tanking in Gruul, so the idea that "new tanks" only applies to pre-70 non-heroics is simply not correct either).

I would have no problem if they statement about EH and Avoidance went something like:

 
If you are doing progression tanking, the best choice for geming and gear choices is to stack stamina for all gems  
and enchants where possible without sacrificing defense below 490. While this will lead to more spiky damage on the tank, 
the increase in effective health makes these spikes survivable. 
 
Avoidance has it's place, but for a newer tank it is safe to ignore avoidance issues until you really know why choosing 
avoidance for a particular situation is the right choice


But what was said was simply factually incorrect.

I love the idea of a tanking guide, and I honestly am appreciative of the OP for putting the work into trying. But a tanking guide that includes factually incorrect statements will hurt people and add to confusion in the long run.
#34 Jul 22 2008 at 7:47 AM Rating: Decent
Yep this was exaktly what i meant. Incorrekt facts should offcourse not be here and that was not really my point. my point was more of the simple explanation u gave is what i am looking for (go stamina until u really know when to use avoidance). As i try to gear during the development phase its pretty hard to really compare different variables to eachother. So putting stamina as first priority (after i reach 490 def wich i believe is first priority)is helpful.

krarob
#35 Jul 23 2008 at 11:04 AM Rating: Good
*
109 posts
I'm fully aware that posting wrong/misleading information will hurt the tanking community which is not my goal. However, that's what a forum is for so please continue correcting me. The guide is based upon my own observations as well as those that I've read upon various tanking forums.

I'm going to completely revamp the EH vs. Avoidance because it's really a misleading statement. There should be no EH vs. Avoidance. It should be a balance. A tank should always carry around 3 sets of gear: Avoidance, EH, and Threat. At any rate, an enchant/gemming section is coming as well as the replacement of the other class abilities and buffs section's filler with real content.

I also edited the portion about Cleave to make my meaning a little bit more precise. I never meant for Cleave to take priority over other higher threat generating abilities but, in conjunction with said abilities and Demoralizing Shout, Cleave can about 2/3 of the threat of Devastate on a mob before you even touch them. If you need me to, I can show you the math.



Edited, Jul 23rd 2008 3:28pm by SomnusSleeper
#36 Jul 23 2008 at 2:49 PM Rating: Good
***
1,331 posts
Quote:
Any tank with devastate will build more threat on any number of mobs using mouse-over devastates and shield slams than using cleave, period.


If you have excess rage, why the hell not use cleave? It's not on GCD. It's extra TPS on 2 targets not one like HS is. When I'm getting tagged by 2+ mobs, I generally have more than enough incoming rage to use cleave and SS and Devastate and Tclap and demo shout.

I guess it kinda depends on the pull, not a generalized statement.

Learning to think on the fly per pull, ie. figuring out the best tactic per pull, will help more. Learn your tools, learn your gear.
#37 Jul 23 2008 at 5:37 PM Rating: Excellent
*
239 posts
Quote:
If you have excess rage, why the hell not use cleave? It's not on GCD. It's extra TPS on 2 targets not one like HS is. When I'm getting tagged by 2+ mobs, I generally have more than enough incoming rage to use cleave and SS and Devastate and Tclap and demo shout.

I guess it kinda depends on the pull, not a generalized statement.



Cleave is a rage dump ability just like Heroic Strike. There's no harm in using it if you have excess rage and a good rage generation. It is not the ability to use at the start of a pull, because you can build initial threat faster and for less rage per threat using other abilities.

I'm not saying don't use it at all. I'm saying that it is not an ability to use on the start of a generic pull.

Quote:

Learning to think on the fly per pull, ie. figuring out the best tactic per pull, will help more. Learn your tools, learn your gear.


Absolutely! But the point of a tanking guide is to give general advice to people who haven't developed that level of knowledge an insight yet.
#38 Jul 24 2008 at 10:41 AM Rating: Good
*
109 posts
I've finished the class section, let me know if something seems amiss.
#39 Jul 24 2008 at 12:45 PM Rating: Decent
*
82 posts
My suggestions:



Druid -

You state Druids have 2 buffs, but count 3 (Thorns, Mark of the Wild and Leader of the Pack). In fact there is one more buff that is important for tanks, Tree of Life form. It increases healing recieved by party members by 25% of the spirit of the Druid, probably more important than Leader of the Pack, even improved.

Leader of the Pack, the improved version heals for 4% health with a 6 second cooldown on the ability (you mentioned 2).

You didn't mention Hibernate, situational as it might be.



Hunters -

You mentioned kiting as an option they have, maybe it'll be good to explain it a bit more as starting tanks might not be familiar with this wonderful ability. It helps immensly on non CCable mobs like the giants in heroic UB (or was it SP?), and the Ravenguards in heroic Sethekk Halls (might be mixing the name of the mob).

Traps, it might be wise to mention the cooldown on traps, espacially the necessity to wait for it to cooldown when depending on Hunters for CC. Giving a Hunter 15 seconds before a pull to reduce the cooldown on his trap means he can chain trap. Good job on the heads up about chance of resisting on Freezing Trap, it's critical.

Scorpid Sting is missing there.

Trueshot Aura, Ferocious Inspiration, Improved Hunter's Mark and Expose Weakness are of notable use as well if you decide to go to buffs to DPS (you mentioned Leader of the Pack for Druids, though it might be for the healing on crits).

Some other things Hunters can do to ease tanking are Flare for invisible/stealthed mobs, and tracking to find patrols.



Paladins -

Blessing of Sanctuary has the quote of Blessing of Salvation.



Priests -

The wording on the general advantages is slightly off IMO, it's unclear how Shadow Priests heals, it can be read as a possibilty to off heal.
Saying that, Vampiric Embrace is explained and Vampiric Touch is not, though Vampiric Touch is not important for Warriors, so it's your call. Just for consistency's sake.



Rogues -

Expose Armor, you didn't mention it, some Warriors may have an EAing Rogue in their group and not realize why Devastate isn't working. A word here might be helpful.



Shamans -

I'd add Grace of Air and Tremor totems, a word on totems in general (mostly, only one can be applied for each type of element), and that many Shamans will opt to have Mana Spring instead of Healing Stream.

Also, Stoneskin is really a lackluster since it reduce damage before any other mitigation, so in affect it declines in effect the more armor you have. If I'm unclear (or wrong :) ) about this, please tell me, I'll try to explain it (or just take it back :) ).



Warlocks -

You missed Blood Pact, Enslave Demon and Curse of Recklessness/Weakness, also, maybe fully explaining Soul Stone and Health Stone is in order.




Some general notes:

I advice against mentioning high DPS on this or medium DPS on that class. It's really situational and too gear/spec/skill dependant to be dubbed this or that. It's simpler mentioning what type of DPS that character has (IE ranged, melee, or either).

Also, if you can mark the name of the class it'll help with the spacing, and linking to Allakhazam class skills might shorten your post and make it simpler to understand what's your opinion and what's the skill description (though will be a long work :) ).


I'm sorry for being very pecky and annoying, keep up the good job,
Yuval.
#40 Jul 24 2008 at 12:46 PM Rating: Decent
*
82 posts
Forgot to mention a general remark I have, please number your categories. It'll make it simpler for someone who wants to know something specific to find it.

Yuval.
#41 Jul 24 2008 at 1:13 PM Rating: Good
*
239 posts
Hunters:

snake trap for dps

misdirection (skillfully calling for this in some instances makes them a LOT easier)

silencing shot

Mages:

AoE spells and their uses
Frost Nova to help regain control of a bad situation
Ice Block and Ice Barrier (why your frost mage isn't really squishy)
A general word about not breaking sheep, and letting your mage resheep if it breaks early

Priests:

MC -- one of the best CC / DPS abilities in the game in some situations. Lower level of ramparts goes from easy to totally trivial with a MC'ing shadow priest who knows their stuff.

Warlocks:

Seduction -- it does have it's place

1 2 Next »
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 168 All times are in CST
Anonymous Guests (168)