The Way of the Protection Warrior
Introduction
Stances
Warrior Abilities
Talent Builds
Glyphs
Getting Geared
UI ands macros
Your First Tanking
Single Target Tanking
Multiple Target Tanking
Tips
IntroductionSo you've decided to try out a protection specced warrior. As a plate wearing tank your job is to make sure, that the rest of your party doesnt take too much damage and dies. You rely heavily on the party having someone who can heal you, when you take damage.
By making sure the mobs hit you instead of the dps or healers, you keep the party alive, and the rest of the party can do their job.
This guide applies to warriors who are familiar with their class, but unsure how they tank with a lvl 80 warrior.
I am a warrior myself (ofc) and I try to express my ways of looking at the warrior tank and help others who might need some tips.
StancesWarriors are masters of combat, and to perfect this we have been given three stances, Battle Stance, Beserker Stance and Defensive Stance. Each offers its benefits and disadvanteges, when tanking you should always be in defensive stance. The 10% less damage taken is too valueable compared to 10% damage, from both other stands, or the 3% crit from Berserker which also makes you take 10% more damage, which is bad
.
Warrior AbilitiesHere I will explain some of the most important abilities a warrior have.
Shield Slam
This is one of the big threat making attacks a warrior have, depending on you Shield Block Value, it makes more damage and threat. It has a 6 second CD and should be used once every CD is off.
Revenge
This ability only becomes available after you block, dodge or parry. It also has a 5 second CD and should be used once CD is off. It will almost be up all of the time, so its only the 5 sec CD who keeps you from not using it.
Heroic Strike
This ability will make your next white hit, your next auto attack, cause alot more damage and alot more threat. The downside is it wont create rage like a normal auto attack, but only use rage. This makes this a way to dump rage if you have too much (always around 100 rage). So on most boss fights, having Heroic Strike up on all auto attacks is a great way to increase your threat.
But in rage starving situations, when you outgear the mobs and you dont take as much damage, you wont get the same amount of rage, you shouldnt use Heroic Strike. Use Shield Slam and Revenge as these are more rage efficient.
Taunt
If some dps or healer manages to overagro you, you can taunt the target back onto you. When you taunt a target you only make it attack you and set your amount of threat equal to the person who has the highest amout atm. This means that the target vil agro you, but you need you keep making threat on the target to avoid it from running away again, and this time your Taunt will be on CD.
Mocking Blow
This will NOT taunt the target, it will only make the target attack you for 6 seconds. In these seconds it's your job to regain top threat on the target. Though it can be glyphed to also taunt, more about that in Glyph Section.
With a 60 second CD this should only be used when Taunt is on CD. Some mobs are also immune to taunt, here Mocking Blow is also the ability to use.
Challenging Shout
This AOE Taunt should be used with caution, as all mobs within range will attack you. This might give the healers a surprise, but still compared to wiping, they should be up for it. It can also be used if your taunt somehow didnt do its job alright, just be sure you dont get something unwanted with you.
Shield Block
This will make you block all melee attacks for 10 seconds and also increase you Block Value by 100%. This ability has two uses:
1: If you know you're going to get alot of melee damage, fx. you are gonna aoe tank melee mobs, it will significantly decrease your damage taken for the 10 seconds.
2: Since your Shield Slam is based on your Shield Block Value, using this right before shield slamming, it will increase your Slam by a great deal, and combined with trinkets like Lavanthor's Talisman you can reach Shield Slams that makes DPS jealous
. And its not just hot air, these high numbers also increase your threat by a great deal.
Thunderclap
One of our best AOE tanking ability. Makes a reasonable amount of damge and slows melee attack speed of all enemies with in 8 yards, and with a 6 second CD you should use it on every available CD while AOE tanking. Since it applies damage it should be used with brains around CC'ed targets.
Shockwave
Talented Ability Combined with Thunderclap Shockwave is 95% of our AOE tanking. After using Thunderclap, you need to get the mobs alligned infront of you, the reason for this is that shockwave is only done in a cone in front of you, so walking backwards will align the mobs infront of you making you able to hit all of them with Shockwave. Even though the tooltip says 10 yards, its not very far, so you need to be sure that the mobs are pretty close to you, practice makes perfect.
Cleave
When AOE tanking, its about hitting as many enemies as hard as possible. If you are not rage starved, you should use Cleave on every attack. Same mechanics as Heroic Strike, so it only uses rage.
Devastate
Talented Ability If you havent taken Devastate in the talent tree, your equivalent ability would be Sunder ArmorDevastate is a enhanced version of Sunder Armor, where Sunder Armor only applies a debuff reducing armor, Devastate will also do damage depending on the amount of sunders. Devastate should only be used if the target is not fully sundered (5 stacks) or Shield Slam and Revenge are on CD.
Concussion Blow
Talented Ability If both Shield Slam and Revenge are on CD, you may fire this off. Its good threat and damage, but nothing more. Only most trash in heroics are stunable.
Concussion Blow are affected by Global Cooldown, but when fired it
does not trigger one. This means you can fire a Concussion Blow and immediatly after fire a Shield Slam, making it a great way to start a fight.
Vigilance
Talented Ability In fights where you have to move around alot and cant keep your max threat output going, this truely helps. Just put it on the highest dps, and you get an extra tps boost for free. Also if someone who's gonna OT who doesnt need to think about threat (4 Horsemen fx) you can make them take less damage, helping the healers.
Last Stand
Talented Ability This ability very useful if you know the healer wont be able to get a heal of in time, you fire this and gain 30% extra maximum health points, and 30% health. This will give your healer a few moments to regain control. This ability can nicely be pared with Enraged Regeneration, just remember to pop Last Stand before Enraged Regeneration.
Shield Wall
For 12 seconds you take 60% less damage of all kinds of damage, physical as magic. Again this comes in handy if the healer needs a breather, is dead or in some other way cant heal you, The ultimate "Oh shit" combination is to fire
Last Stand -> Shield Wall -> Enraged Regeneration. This should give your healers a moment to get back on their feet.
Intervene
In a fight where you know a certain player is gonna take a big blow in a few seconds, you can intervene this target and take the damage yourself. The buff you apply to your friend, only lasts a few seconds, so it requires a bit of timing. Alternatly this can also function as your second charge, but instead of charging a hostile target you charge a friendly target, getting you out of trouble or into trouble.
ShoutsWarriors have their shouts:
Demoralizing Shout - Should be kept up on a melee boss always, if you have a fury warrior with Improved Shouts, you can put him/her on demo shout duty.
Commanding Shout and Battle Shout - If a fury warrior, again with Improved Shouts, is in the raid, always make him use the shout that is needed. If its a HP intense fight, make him buff Commanding, if not, make him do Battle and just do Commanding yourself.