Wow Allowing Unit Frames to Affect Dungeons Again

Table of Contents

  • 1. The Purpose of This Article
  • 2. Introduction
  • 3. Contour of a Great Tank
  • +4. Full general Concerns
    • iv.1. Add-ons and User Interface Settings
      • 4.ane.1. Threat Meter
      • iv.i.2. Proper name Plates
    • 4.2. Cooldown Trackers
    • four.iii. Keybinds
    • iv.4. Gear Optimization
      • four.4.1. Tailoring to the Encounter
    • iv.v. Noesis of the Run across
      • four.five.1. Marking Targets
  • +five. Aggro
    • 5.i. How does Threat and Aggro Work?
      • five.i.ane. Threat
      • 5.1.2. Aggro
    • 5.2. Ability Rotation
    • 5.3. Initial Aggro
      • 5.three.1. Picking up Adds
      • v.3.ii. Using Offensive Cooldowns
    • five.iv. Maintaining Aggro
      • 5.4.ane. "Tab Targeting"
    • five.5. Regaining Aggro (Taunting and Tank-Switching)
      • 5.five.1. How to Taunt
      • 5.5.2. How to Tank-Switch
  • +6. Survival
    • 6.1. Active Survival
    • 6.2. Cooldowns
      • half-dozen.2.one. Full general Guidelines
    • 6.3. Positioning and Movement
      • half-dozen.3.1. Pushing
  • 7. Maximizing Your Raid's and Your Own DPS
  • 8. Consistency
  • 9. Leadership and Attitude
  • ten. Conclusions
  • eleven. Changelog

1.

The Purpose of This Article

This article is a comprehensive guide to tanking. It will cover every attribute of the role, from the fundamentals to more advanced concepts — everything you need to understand and apply in order to be a great tank. Whether you are new to the function or a seasoned veteran, this guide will be of utilize to you lot.

This commodity will not go into technical details about talent specs, proper gemming or anything else that is boring, and specific to a form or spec. You will find specific data pertaining to tanking classes and specs in our existing tanking class guides. This is not to say that we will never ever make a mention regarding a specific form or ability, simply do not expect to proceeds whatever grade-specific noesis from this guide.

A common misconception nigh tanking is that it is the almost difficult part to perform, and should therefore not exist attempted by new players. This is non the case; while tanking does demand a lot of up-front knowledge, it mechanically is quite unproblematic to execute. The barrier to entry tin be daunting for those who have never tanked before, which we hope to remedy with this guide.

3.

Profile of a Great Tank

The characteristics of a swell tank can be summarized in a few sentences.

  • A great tank is intimately familiar with their class — its strengths, its weaknesses, and its limitations — and knows how to take advantage of its toolkit to maximize their play.
  • A keen tank comes prepared to every dungeon/raid encounter, and is aware of important mechanics and how to deal with them when they occur.
  • A great tank is able to maintain threat on all targets they are assigned to tank, including picking upward new targets and apace taunting back targets they lose threat on.
  • A great tank understands the various positional requirements of DPS players (specially melee), and does a skillful task at minimizing their movement and downtime.
  • A great tank plays proactively past pre-positioning for mechanics and using cooldowns in apprehension of (and non in response to) damage spikes.
  • A groovy tank prioritizes consistency above all else, keeping damage intake and boss positioning the same every pull to facilitate great play from the rest of their raid.
  • A great tank has the qualities of a leader, and is not shy to pace up and take control of the group, including analogous interrupts and stuns, and calling for defensive cooldowns from their healers.

In addition to this, every bit tanks are the drivers of the party or raid grouping, a tank who is able to prepare a fast stride volition make a dungeon or raid go extremely smoothly and quickly.

In this section we will cover a number of things which volition improve all aspects of your tanking ability, but are not related specifically to game mechanics.

four.1.

Add-ons and User Interface Settings

While Blizzard's standard user interface is fully functional, and will let you to successfully perform any come across, information technology is far from optimal. There are several add-ons and features which volition make life easier for both you and the balance of your raid.

Omen Threat Meter is, past far, the all-time threat add-on out there. It volition show you how much threat you have, every bit well equally how much threat other people on the boss' threat tabular array accept. In add-on to this, information technology besides displays other useful information, such as how long is left until the effects of threat modifying abilities ( Misdirection Icon Misdirection, Fade Icon Fade) stop.

There are several useful nameplate add-ons, such as Tidy Plates.

Proper name plates are essentially bars which appear over various enemies (and friendly units, if you and so desire) in your proximity. They not just allow you to select enemies with ease (past clicking on the name plates) but they tin can also provide other useful information.

Threat Plates allows yous, at a glance, to see which targets you accept aggro of, and which y'all do non, as well as which targets y'all are likely to lose aggro of before long (where someone is communicable up to you in threat).

This is achieved past providing unlike colors and/or sizes to the proper noun plates of nearby targets. For example, targets of which you have aggro are dark-green and smaller in size, while targets which yous do non have aggro of are red and larger in size (making them easier to discover and click).

A name plate add on is an essential tool in every tank's armory.

In order to coordinate stuns, interrupts, and cooldowns with your party or raid, it is strongly recommended that yous use an add-on or weakaura to track the cooldown status of each ability available to your group. We recommend Method Raid Tools, (previously known as Exorsus Raid Tools) which has a Raid Cooldowns module that yous can set up to rail the cooldowns of whatever of import spells y'all may utilize or call for during a dungeon or raid see.

Keybinding is a near-mandatory do for all classes and specs, and tanking is no exception. As a tank, split second decisions tin brand or break your raid's chances to succeed. Furthermore, as a tank, y'all oftentimes have to movement and rotate your camera, while at the same time using diverse abilities. Yous simply cannot do this efficiently if y'all must utilise your mouse to click them.

As a result, we recommend making aplenty use of keybinds for your tank. You do not have to bind everything; consumables and various items that are non used or are used rarely in combat tin can be clicked. Rotational abilities, cooldowns, and utility spells like your interrupt should all be spring to keys that y'all can hands press in combat.

Needless to say, you should research your form and specialization, in order to find out what the best stats are for y'all, and accommodate your gearing strategy accordingly.

4.4.1.

Tailoring to the Encounter

I of the ways in which yous can make the transition from existence a skilful tank to beingness a swell tank is to understand that tanking is all nigh adapting your gear (and talents) to the encounter.

As such, y'all should always collect and carry with yous as many alternative gear pieces equally possible.

This will let yous to alter your gear on a fight-by-fight basis. For example: if an encounter has infrequent periods of extremely high burst damage on the tank, yous can use a big absorb trinket with a long cooldown. If a boss deals heavy just frequent melee damage, you tin can utilize a trinket that increases your Armor passively.

Understanding the damage profile of an encounter (the pattern, frequency, and type of damage that is being dealt to tanks by enemies in an see) is key to making good decisions nearly gear and talents. A smashing tank's gear and talent setups are e'er dynamic.

4.5.

Noesis of the Come across

As a tank, you should be intimately familiar with all of the encounter's mechanics, to a much greater degree than a DPS player or even a healer must.

Only when you are familiar with the run into will you know what the best time is to use defensive or offensive cooldowns, what position is platonic for tanking the boss, where you will need to be positioned to about easily option upwardly new adds.

Additionally, as a tank, you are in the unique position of having a good general overview of the encounter, and how your raid is performing information technology. With a solid agreement of the run across, yous can easily offer advice and suggestions for improving execution. This is why many high stop raiding guilds often have raid leaders who are tanks.

While non applicable to raid bosses, being familiar with the diverse trash groups (in both raids and dungeons) is also essential for a tank. Knowing exactly what the trash mobs do, how dissentious they are and what kind of crowd-command is (possibly) needed allows y'all to ameliorate guess whether or non y'all and your healer(southward) are prepared to have them on.

In addition, agreement your party'due south diverse strengths and weaknesses is key to having a successful dungeon run. For example, if you know your DPS players with potent AoE capabilities have their cooldowns bachelor you can do a larger pull, or if you accept a specific crowd command available (like Soothe Icon Soothe or Control Undead Icon Command Undead), you can utilise those to make troublesome packs easier to deal with.

The game allows players who are party or raid leaders, or assistants in raid groups, to place specific markings in a higher place the heads of friendly or hostile targets.

This is typically done by right clicking the unit frame of the target and selecting a mark, simply it can besides exist washed with a keybinding (they are listed in the Key Bounden settings menu in the default Blizzard interface). There are also add-ons which serve this purpose, but we exercise not consider them to be needed.

Marks above targets can exist seen past all of your party or raid members, and serve equally a means to coordinate your efforts. Marks have no specific meaning except for the meaning your group gives to them, although there are a few universally understood marks. When placed on an enemy, the skull marking, for example, typically indicates a priority target which must be killed correct away. Other markers can be used at your discretion, as long as their pregnant is communicated to and understood by your political party.

Every bit a tank, y'all should bind at least 3-four marks to attainable keys, and make frequent use of mark targets, in gild to point which mobs you wish to be killed showtime, and which y'all wish to be crowd-controlled.

Keep in mind that, during raid encounters, marker is generally the prerogative of your raid leader, and unless specifically directed to, you should not interfere.

This department volition cover everything yous need to know, as a tank, about gaining, maintaining and regaining aggro. Kickoff, still, nosotros need to look at some introductory concepts.

five.one.

How does Threat and Aggro Work?

Generating threat and maintaining aggro are the defining characteristics of a tank. Understanding these concepts is crucial to your functioning.

Threat is a ways of measuring the level of animosity a mob has towards a specific player. Each mob has a threat table, and every person who performs hostile actions towards that mob or beneficial actions towards players who are in combat is put on that tabular array.

At that place are two important actions which generate threat: dealing damage and healing. Other actions, such as casting a buff or debuff also generate threat, but in very small-scale amounts which are non worth discussing.

Usually, threat is generated at one:1 ratio with damage done to the mob, and a 1:2 ratio with healing done. Nonetheless, in order to facilitate tanking, tanks generate far more threat from their damage washed.

Furthermore, threat does non decay (decrease) over fourth dimension or otherwise, unless a specific ability is used which has this effect, or if the come across mechanics specifically affect threat.

Lastly, threat is reset if the histrion dies, or otherwise leaves combat with the mob, and information technology cannot have a negative value.

There are many abilities that reduce your threat (such as Vanish Icon Vanish and Fade Icon Fade), and some abilities tin temporarily transfer threat y'all generate to another thespian (such as Tricks of the Trade Icon Tricks of the Merchandise and Misdirection Icon Misdirection). Some raid and dungeon mechanics can reduce or reset threat occasionally as well.

Having aggro is a land in which players discover themselves when they accept the highest corporeality of threat against a detail mob, and that mob attacks them because of it. Needless to say, in principle, this is the aim of every tank.

It is important to go on in heed that there volition exist times when you lot volition want to avert having aggro of mobs, even as a tank. This is the case in fights which require multiple tanks, each with their own assignments. It is also the case when the fight mechanics debuff y'all with something that makes you extremely vulnerable to the boss or other mobs.

Information technology is worthwhile to know that you do not proceeds aggro of a mob only past overtaking the current elevation-threat target. For example, if the person who currently has aggro of the boss has 1,000,000 threat, only reaching 1,000,001 threat will not cause the boss to assault you. At that place is a threshold which must be met: 110% of the threat of the electric current aggro target, if y'all are in melee range of the boss, and 130% if you are away from the boss.

When either of those thresholds is exceeded, the boss will switch targets to the new summit-threat player, and the old tank volition have to exceed this person by 110%/130% again to regain aggro.

While knowing how to master threat-generation and how to maintain aggro is of import, you must offset know very well what yous are supposed to be tanking.

While tanks have rotations similar to those of DPS classes (a number of damaging abilities that spend and generate a particular resource), for them, this rotation is non the core part of their gameplay. Instead, the rotation of tanks just exists to generate threat and resources, just in improver to it tanks too have to dedicate a large amount of time to actively staying alive.

Tanks generally have four categories of abilities:

  • important damaging and threat-generating abilities that make up a rotation;
  • active mitigation abilities, which have short cooldowns and help survival;
  • defensive abilities with long cooldowns;
  • other, miscellaneous abilities: buffs, debuffs, stuns/slows, taunts, mobility abilities, and and then on.

As a tank, generally, it is your responsibleness to showtime the encounters, or, in other words, to pull. This means that you get the opportunity to attack the boss before anyone else. This should, in theory, offer y'all the opportunity to gain initial aggro.

As a competent tank, y'all should at the very least know which of your abilities generate loftier amounts of threat. Once you know this, you should always have a plan for the pull, as well as for picking upwardly adds which join the fight later on. While this is class specific, and up to you to perfect, there are several guidelines to follow.

  1. Always brainstorm with the ability which generates the highest amount of threat.
  2. Exist prepared to use your taunt ability the moment you find that you have lost aggro of the boss.
  3. Delay your debuffs and other survival cooldowns until you have stabilized your threat (apparently, if the fight mechanics require you to use a survival cooldown right away, so you lot should exercise and then).

While your threat output will generally be stable, you tin can encounter problems at the very outset of the fight when your threat is low and all the DPS players are nether the effects of their cooldowns and potions.

Therefore, you should program accordingly and have your most powerful abilities available. These should be coupled with whatever offensive cooldowns which your course possesses, to maximize the amount of damage that y'all do, and thus your threat. If you are struggling with initial threat, you may open up with a taunt ability to benefit from its increased threat generation.

Depending on the surroundings where you are tanking (guild raid, pug group, v-man dungeon, etc.), yous may find yourself having to literally fight against DPS players in reaching the boss starting time.

This may exist due to the desire (or sometimes, the necessity) to maximize damage done to the boss, or information technology may be due to impatience and lack of consideration. In any case, you should e'er take the initiative and be aggressive in engaging the encounter.

In addition to the normal way in which you will find yourself gaining aggro (pulling the dominate), you lot will often encounter situations where new enemies, generally adds, enter the fight while it is in progress.

Expert knowledge of the encounter is crucial, because it is of import to know when and where the adds will appear, especially if you desire to use footing-based threat abilities.

You lot also have to pay special attention to healer aggro, when picking up adds. Indeed, it is quite probable that, as healers are constantly casting spells, they will take aggro of the newly spawned adds before you even have a chance to react. You must prepare for this situation, exist in a adept position, and not hesitate to taunt the adds to yous.

Generally, do over successive attempts will allow you to gain invaluable experience as to which way is best to pick up the adds in a particular fight.

5.iii.two.

Using Offensive Cooldowns

Most tanking classes accept some kind of offensive cooldown. Sometimes, these reduce the cooldown or resource cost of some abilities, while other times they simply increase impairment washed.

It is a natural reaction to call up that, as a tank, yous volition focus on using defensive cooldowns. Withal, in society to exist truly successful in managing threat, especially in crucial moments of the see (such as the pull), it is of import to use your offensive cooldowns besides.

There are times when maintaining aggro can be difficult, such as when you are severely under-geared compared to DPS players, when you take to switch off the target in order to option up a dissimilar ane, or when see design grants increased damage done to DPS players, merely not to tanks.

In any instance, the absolute best way to ensure that y'all never lose aggro over a longer menstruum of time is to know your ability priority. It is essential to empathise which abilities must exist used on cooldown, and what other threat-generating abilities to fill gaps with. Proper knowledge of your abilities will, in almost cases, guarantee that you do non lose aggro.

Tab targeting is a technique which involves using the TAB key (the default key for automatic targeting) to chop-chop switch betwixt multiple targets. It is very useful when y'all are tanking multiple targets (adds, for instance) and all of your usual AoE abilities are on cooldown or are proving bereft.

Essentially, you want to bicycle through all of the targets by using the TAB central (you can exercise it manually, besides, though it is less efficient) and apply single target threat-generating abilities on each individual add. For best results, check Omen to encounter if at that place are whatsoever targets on which you take a large threat pb, and do not bother attacking those.

5.5.

Regaining Aggro (Taunting and Tank-Switching)

There are two situations when you will demand to regain aggro of a mob: when you lot take lost aggro, unintentionally, to DPS players or another tank, and when you are engaged in a tank-switching rotation. While taunting a stray mob on which you have lost aggro is rather simple, a few notes are in lodge regarding tank switching. First, all the same, you must understand exactly how to best use your taunt.

Taunting a mob has two effects:

  1. It forces the mob to attack the player who taunted it, for 3 seconds.
  2. It grants the player who taunted it an amount of threat equal to that of the player who had aggro on the mob at the time of the taunt.
  3. It increases the threat generation of the taunting thespian for the same iii-2nd duration.

The duration that the mob attacks the taunting thespian for is subject area to diminishing returns. Subsequent taunts, within a xv second window, volition reduce the elapsing of the fixate and threat increment window until the spell eventually has no effect. Note that all taunts share the same diminishing returns, so a Warrior's taunt will cause the Paladin off-tank's taunts to have diminished effects, for instance.

You can use taunt pro-actively as well. Taunting a mob you currently have aggro on tin be a good way to brand certain the target will stick to yous for the duration of the taunt, or to help y'all keep your threat loftier and maintain aggro if your co-tank or DPS are communicable upward in threat.

Taunt's cooldown is relatively low, and it is a key role of any tank'due south toolkit, so practice non exist afraid to employ it. While you may get the idea that having to taunt off people is "shameful", as a reflection of your ability to maintain aggro, this could not be further from the truth. A good tank is one who makes liberal and efficient utilise of taunt.

Keep in mind that just taunting is not enough to maintain threat; if you practise not subsequently attack the mob you but taunted, it will only render to attacking the histrion who initially had aggro subsequently the fixate has ended.

Finally, due to the diminishing returns on taunt, it should not be used equally part of your "rotation". Rather, taunt should be saved for when it is actually needed.

In that location are a great many encounters in the game which require 2 (or more) tanks to taunt the dominate off of each other at specific intervals of time, usually due to some debuffs applied to the tanks.

While the practice itself is non overly complicated, nosotros would like to brand three mentions.

  1. Empathize exactly why you are taunting the boss, why it is being taunted off you, and what the correct timing for information technology is. Boss mods usually alert you as to the timing, but yous must brand sure that you tin monitor your fellow tanks' debuffs.
  2. Time one or more powerful threat-generating abilities to land immediately afterwards your taunt lands, to ensure that you lot practise not lose aggro after taunting.
  3. When yous accept been taunted off of, end using powerful threat-generating abilities for a sensible amount of time (a few seconds), in club to assistance the other tank stabilize their aggro. Depending on various circumstances, you may even need to stop auto-attacking.

Additionally, information technology is very of import to notice the right position and facing of the boss before you taunt it. Many bosses accept a front-facing cleave ability which will hitting anyone in forepart of them, and some bosses (like many Dragons) have rear-facing cleaves also. The all-time thing to do is to position yourself exactly in the aforementioned place as the tank who currently has aggro, earlier you taunt, so that the boss does not move at all.

Lastly, it'southward important that you lot position yourself behind the boss when you lot are not tanking it. This ensures that you lot do not receive damage from breath or cleaving type attacks that the dominate may perform. Keep in mind, however, that some encounters specifically require both tanks to be in front of the boss.

Instinctively, it feels every bit though your survival, as a tank, is all in the hands of your healers, but this could not be farther from the truth. Aye, with incompetent healers, you will dice, and there is little you tin do to save yourself. However, even fantabulous healers will fail to keep yous alive if you do non brand proper utilise of the tools at your disposal.

This section will be rather brief, just in that location are a few of import mentions we feel need to be made.

Each tanking grade has various active survival and mitigation tools at their disposal. These accept the form of abilities with low or no cooldown, which offering great benefits but are as well rather expensive. You must learn to brand abiding (and proper) apply of these abilities in your rotation, otherwise you volition be practically unhealable.

Going into depth about these abilities is beyond the scope of this guide, then we recommend that you lot read our class-specific tanking guides.

Every tanking grade has at to the lowest degree a few defensive/survival cooldowns. You lot need to be familiar with what they are, how they work and, very importantly, you must take them bound to accessible keys. Furthermore, you should keep in listen that y'all take other survival tools at your disposal outside of the major cooldowns, such as trinket on-use effects or minor cooldowns.

  • Prevention is better than remedy. Unless there is a specific upshot in the see which you need to save cooldowns for, use them freely, as many times equally possible during the fight.
  • Damage reduction cooldowns should e'er be used proactively. Do not bother using them when you notice you are on 5% health, since it volition already be too tardily by then. Utilize them when you lot anticipate a catamenia of high damage, or when your healers are going to be unable to heal yous.
  • Wellness increasing and healing cooldowns can be used both proactively and reactively, though if given the choice, you should try to save them for moments when your health is suddenly very low.
  • Equally much as possible, practise not stack cooldowns. As a rule, if you lot need to utilise all of your cooldowns at once to survive a fight mechanic, chances are you are not intended to survive it in the kickoff place.
  • Exist aware of the external tools available to you, specifically healer defensive cooldowns. Y'all tin can and should coordinate with your healers to make use of these abilities whenever yous are unable to ensure your own survival.

Having a proficient agreement of the encounter mechanics and of your raid's strategy will help tremendously in allowing you to time your cooldowns to perfection. Practice makes perfect.

Additionally, good advice with your healers is invaluable. Everything may appear to be fine, simply a healer disconnecting, or beingness targeted by a dominate power which requires them to motility are important events that justify the use of a cooldown.

6.iii.

Positioning and Motility

In addition to non standing in whatever harmful ground effects — which is something that every raider should be aware of — and facing bosses and enemies in such a mode that your raid is not in danger of beingness cleaved, there is some other absolutely cardinal piece of advice for every tank out at that place: never ever have your dorsum to a mob which is attacking y'all. This is because when your back is turned to an attacking mob, you are unable to contrivance, parry, or block its attacks and will therefore be taking more damage than necessary.

Instead, what you should do instead is strafe sideways. If your side is turned to the attacking mob, you continue to parry, dodge and cake attacks, and what'south more, you lot maintain your normal run speed.

This is slightly tricky to master right away, but yous can always find a low level mob (and so information technology doesn't kill y'all), aggro it and run away from information technology. This will permit you to practice the exact angle y'all need to be facing. Merely cheque to come across if you are registering any dodges or parries, every bit this will be an indication that you are facing the right style.

Finally, you should always brand sure that you do not leave line of sight of your healers, as this is a certain mode to get yourself killed. While information technology is less of a problem in raids (as most rooms exercise not have obstacles), information technology can happen easily in dungeons.

In case the target you are tanking needs to be moved a brusque distance backwards (that is to say, in the management that you lot are facing), you can utilise a technique known every bit pushing. To do this, simple step frontwards until you enter the target'due south hitbox. This volition cause them to adjust to your position, and in most cases this means that they volition pace back a very curt distance, and face up you lot again.

The alternative to this is to elevate the target to the desired location, merely in the process of doing so, you demand to move a lot more, and the target is very probable to plow around for extended periods of time, making information technology much less desirable than pushing.

We would like to note that some mobs, due to the size of their hitbox, are not very receptive to this technique.

vii.

Maximizing Your Raid'due south and Your Ain DPS

Property aggro and non dying are essential aspects of being a corking tank, merely to move to the adjacent level, you have to understand how each and every one of your actions impact the rest of your raid.

In that location are many encounters which crave you, equally the tank, to position or move the dominate. Doing so is, mostly, a requirement to completing the meet successfully, but simply knowing when and where the boss needs to be moved is non all there is to it.

Understand that melee DPS players must be within melee range of the boss to perform their attacks. Whenever y'all move the boss, you lot should aim to move as efficiently and every bit little every bit possible. The less you move the boss, the less melee DPS players will have to motility to follow it, and the more DPS they will be able to do.

Additionally, understand that many melee DPS specs gain DPS by attacking their targets from behind. This has 2 implications.

  • You must continue the dominate facing the same manner, as much as possible, and so that DPS players do not suddenly detect that they have to reposition themselves.
  • You lot must brand sure that at that place are no fire patches or other void zones behind the boss, making it impossible for melee DPS to stand at that place.

Indeed, while it takes a good tank to know when to motion the dominate from place to place, it takes an excellent tank to move him in the way which is most efficient for your DPS players.

Finally, keep in mind that, even after you are generating enough threat to maintain aggro, and yous are surviving the run into, y'all tin can still improve your own functioning. Any actress DPS that you practice as a tank volition exist added to your raid'south DPS and will, even if in merely a modest function, help yous kill the dominate faster. Some gains to your personal DPS come at the expense of your survivability; knowing how and when to make these trade-offs is part of being a great tank.

An ofttimes underrated quality of a great tank is the ability to exist consequent. This is truthful of all roles, but information technology is especially important for tanks to play consistently. Managing your movement, your survivability, and your threat in a predictable and consequent fashion enables the rest of your raid to further optimize their own specific roles over repeated pulls of a dominate. Here are a few examples of how playing consistently benefits your raid.

  • Using your mitigation and defensive cooldowns in the same way every pull — provided they are beingness used effectively in the start place and not putting you lot at unnecessary risk — assists your healers in agreement the pattern of incoming damage and enabling them to programme their ain cooldowns around that pattern. If your mitigation is inconsistent, you lot force your healers to react to your unpredictable wellness bar and potentially spend more than mana, or be caught off-guard past a sudden fasten in damage that could kill y'all.
  • Moving the boss predictably each pull — once more, provided the movement is already efficient and does not interfere with the raid's ability to execute their strategy — allows melee and ranged DPS players alike to know in advance where the boss will be at whatever given fourth dimension, and plan their ain motion accordingly. If you lot motion the boss inconsistently or unpredictably, your DPS will take to hunt the boss reactively and lose DPS in the process.

9.

Leadership and Attitude

As the tank, whether you desire it or not, you are in a unique position of control over your grouping. Healers and DPS players may be the assigned leaders, or they may wish to take accuse, just at the finish of the day, they are unable to do anything without you.

Due to this, information technology is often preferred that a tank simply be the leader, as this simplifies matters greatly. Furthermore, considering tanking attracts leaders, it then becomes an expected quality of all tanks to lead their groups.

And so, exactly what qualities should a tank take, in terms of leadership? They should exist confident, they should not be shy to speak up, they should have a programme for their group (which, incidentally, should also exist the correct thing to do, hence why knowing the encounter mechanics is important), and they should have the vigor to execute that plan.

Tanks have a lot of responsibility, equally a tanking mistake is going to lead to a wipe a lot more frequently than a DPS or healer i would. For this reason, tanks are most probable to receive criticism. But, considering, as nosotros said, tanking is all about confidence, you cannot permit it get to you! If you did indeed make a fault, and then larn from it and apologize, but exercise not allow it impede your bulldoze.

This concludes the tanking guide. If you lot take followed us all the mode to the end, you lot now know exactly what a great tank is, and what you need to do to achieve that.

You must understand, however, that tanking, more than than any other role in the game, is all most repeated practice. Only when you have washed something many times volition you be and then confident as to do it effortlessly, consistently, and apace. So, if you are wondering how you tin can start, so remember that you cannot practice tanking on a training dummy. In that location are a few steps you tin follow.

  1. Prepare your user interface, add-ons and keybinds, and practice a few high level quests to familiarize yourself with your new settings.
  2. Look up the tactics for the bosses (and trash pulls, if possible) of a specific heroic dungeon, and simply go and do it! You tin do information technology with friends or guild members, for added support, just the anonymity granted by the Dungeon Finder may suit y'all better.
  3. Be polite and considerate with your boyfriend party members, just do not let them get to yous, regardless of what they may say.

If any of this seems daunting, fearfulness not, and call up that the best quality of a great tank is confidence! Remember that nosotros have all lost aggro, accidentally pulled in DPS gear, or fallen off of platforms.

  • 03 Jul. 2021: Reviewed for 9.one.
  • 07 Dec. 2020: Reviewed for Shadowlands release.
  • xv Apr. 2020: Fixed broken Omen link.
  • 25 Sep. 2018: Updated the guide to bring it in line with the electric current country of the game.
  • 29 Jan. 2018: Added a note virtually active mitigation checks some bosses in Legion accept.
  • 23 Jul. 2016: Updated the guide to bring it in line with the current state of the game.
  • 28 Aug. 2015: Updated the link to the Brazilian Portuguese translation.
  • 05 Apr. 2015: Updated the URLs for Omen Threat Meter and Threat Plates.
  • 27 October. 2014: Made a few updates to account for the fact that tank abilities cannot be parried anymore, and also made some updates to the taunting sections.

+ show all entries - show merely first 2 entries

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Source: https://www.icy-veins.com/wow/tanking-guide

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