Tank mechanics roundup
Posted: Thu Jan 06, 2011 11:06 am
Okay, so I've been playing a Pally and DK tank extensively since Cata, and I have a good feel on how those guys work. So for my own reference and everyone else's, I'm going to see how the tanks work, and how they can work best together.
Paladin
Style: Strong AoE, high raid utility, high self- and raid-heals when necessary, very smooth incoming physical damage from high shield block.
AoE ability: (strong) Hammer of the Righteous every 3 seconds, (strong, mana-hungry) Consecration every 30, Holy Wrath (weak, aoe stun on elementals/dragonkin/undead) every 15, Avenger's Shield every ??? (talents reset the cooldown)
Taunts: 2, 1 directly targeted, 1 indirectly targeted and affecting 3 guys at a time if they're all attacking the same target.
Utility: instant AoE hot, heal amount based on distance (used almost exclusively on melee during periods of high damage; heals for something like 10k, more with AW up). Hand of Freedom, Hand of Salvation, Hand of Protection, Divine Guardian, Hand of Sacrifice. Word of Glory instead of SoR every 9 seconds provides a mana-free heal for 20k+, more if cast on self.
Cooldowns: Divine Shield (3? minute CD, talented), Divine Protection (20% reduction, 1 minute CD), Ardent Defender (3 minute CD, 20% reduction, death protection), Guardian of Ancient Kings (50% reduction, 3 minute CD talented)
Interrupts: Avenger's Shield, Hammer of Justice, on the GCD.
Weakness: See Interrupts. Lower number of cooldowns compared to other classes, at least in terms of cooldowns they can use on themselves.
Death Knight
Style: Healthy AoE, strong and consistent ability to cooldown, spikier damage but better able to react to incoming damage. Huge self-heal every time they have FU open, often worth 50k+ depending on mastery and how much damage they've taken in the last 5 seconds (it's weird).
AoE ability: Death and Decay every 30 seconds, Blood Boil every blood rune, 3 targets at a time with Heart Strike, Pestilence. Decent but requires startup time.
Taunts: 2*. One directly targeted, one forcing an attack and going "yoink!", one based on whether AotD will taunt.
Utility: Rune Tap can heal raid for 5% of max health if glyphed.
Cooldowns: Bone Shield (20% reduction on incoming damage), Army of the Dead (I forget), Icebound Fortitude (50% reduction), Anti-Magic Shell (magic absorption, 45S cooldown), Vampiric Blood (+health, +healing received), Rune Tap (10% heal to self, 5% to raid if glyphed), Death Strike (heals self for minimum of 7% of health and leaves behind a shield based on mastery and heal amount), Dancing Rune Weapon (+parry, 90s cooldown)
Interrupts: Strangulate (ranged, on GCD), Mind Freeze (often resource-free if specced into Endless Winter), Death Grip if target is death grippable.
Weakness: Higher amount of incoming damage due to lack of shield to mitigate another 55%+ of incoming blows.
Druid
Warrior
What I want to come out of this thread is a compilation of how you can change your strategy based around each tank, once you understand how they work.
For example: if the DK tank leads with Diseases, you don't want to go crazy right away. Wait for a Heart Strike or Rune Strike to put the DK way into the lead. A good Paladin tank will start the fight with, essentially, 200k threat if he does his pull for threat. However, if he wants to go into survival mode, he can pump out 4k HPS on himself at the cost of threat. Warriors need a few more seconds to get rolling, but thanks to Vigilance they can stack up AP super quickly and start face smashing their boss. Druid tanks shouldn't be put into a kick rotation except in an emergency, since Skull Bash doesn't lock out a school of magic, instead choosing to make spells cost more for some reason. Paladins take the most spell damage from things like breaths and such because they don't have any mechanics like AMS or Spell Reflect or even an interrupts of their own. etc. etc.
Et cetera, et cetera. Learn how to get along with your fellow tanks and the raids will get much smoother as we remember who does what!
Paladin
Style: Strong AoE, high raid utility, high self- and raid-heals when necessary, very smooth incoming physical damage from high shield block.
AoE ability: (strong) Hammer of the Righteous every 3 seconds, (strong, mana-hungry) Consecration every 30, Holy Wrath (weak, aoe stun on elementals/dragonkin/undead) every 15, Avenger's Shield every ??? (talents reset the cooldown)
Taunts: 2, 1 directly targeted, 1 indirectly targeted and affecting 3 guys at a time if they're all attacking the same target.
Utility: instant AoE hot, heal amount based on distance (used almost exclusively on melee during periods of high damage; heals for something like 10k, more with AW up). Hand of Freedom, Hand of Salvation, Hand of Protection, Divine Guardian, Hand of Sacrifice. Word of Glory instead of SoR every 9 seconds provides a mana-free heal for 20k+, more if cast on self.
Cooldowns: Divine Shield (3? minute CD, talented), Divine Protection (20% reduction, 1 minute CD), Ardent Defender (3 minute CD, 20% reduction, death protection), Guardian of Ancient Kings (50% reduction, 3 minute CD talented)
Interrupts: Avenger's Shield, Hammer of Justice, on the GCD.
Weakness: See Interrupts. Lower number of cooldowns compared to other classes, at least in terms of cooldowns they can use on themselves.
Death Knight
Style: Healthy AoE, strong and consistent ability to cooldown, spikier damage but better able to react to incoming damage. Huge self-heal every time they have FU open, often worth 50k+ depending on mastery and how much damage they've taken in the last 5 seconds (it's weird).
AoE ability: Death and Decay every 30 seconds, Blood Boil every blood rune, 3 targets at a time with Heart Strike, Pestilence. Decent but requires startup time.
Taunts: 2*. One directly targeted, one forcing an attack and going "yoink!", one based on whether AotD will taunt.
Utility: Rune Tap can heal raid for 5% of max health if glyphed.
Cooldowns: Bone Shield (20% reduction on incoming damage), Army of the Dead (I forget), Icebound Fortitude (50% reduction), Anti-Magic Shell (magic absorption, 45S cooldown), Vampiric Blood (+health, +healing received), Rune Tap (10% heal to self, 5% to raid if glyphed), Death Strike (heals self for minimum of 7% of health and leaves behind a shield based on mastery and heal amount), Dancing Rune Weapon (+parry, 90s cooldown)
Interrupts: Strangulate (ranged, on GCD), Mind Freeze (often resource-free if specced into Endless Winter), Death Grip if target is death grippable.
Weakness: Higher amount of incoming damage due to lack of shield to mitigate another 55%+ of incoming blows.
Druid
Warrior
What I want to come out of this thread is a compilation of how you can change your strategy based around each tank, once you understand how they work.
For example: if the DK tank leads with Diseases, you don't want to go crazy right away. Wait for a Heart Strike or Rune Strike to put the DK way into the lead. A good Paladin tank will start the fight with, essentially, 200k threat if he does his pull for threat. However, if he wants to go into survival mode, he can pump out 4k HPS on himself at the cost of threat. Warriors need a few more seconds to get rolling, but thanks to Vigilance they can stack up AP super quickly and start face smashing their boss. Druid tanks shouldn't be put into a kick rotation except in an emergency, since Skull Bash doesn't lock out a school of magic, instead choosing to make spells cost more for some reason. Paladins take the most spell damage from things like breaths and such because they don't have any mechanics like AMS or Spell Reflect or even an interrupts of their own. etc. etc.
Et cetera, et cetera. Learn how to get along with your fellow tanks and the raids will get much smoother as we remember who does what!