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How do you tank as a warrior

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Apprentice
Posts: 2
Joined: 15 Dec 2004

What is arrgo and what does it do. ANd can anyone tell me how to tank bc my group is getting mad at me for not drawing the enemy away from them... And for tanking it is best to have a sheild and a one hand weapon right... Which weapon is better mace or sword.... I just need all the comments to help me tank... And my talents should they all be spent on defense or spreaded out among the rest.....

Master Looter
Posts: 1842
Joined: 23 Nov 2003

The following article is from the official WoW site, it should help greatly...

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Tanks

No, we don't mean "thanks", we mean tanks! A tank is a character designed to take a lot of physical damage/abuse from monsters while still fighting on! Just like..uh..a.. tank? True tanks include Warriors, Paladins, and certain Pets. If any character is fighting with a monster with their melee attack with the monster attacking them they can be said to be "tanking".

Purpose: The purpose of a tank in a party is to absorb and deflect damage from other weaker party members, such as casters. A tank is much more capable of taking physical damage than other party members.

Tank Jobs

Taunting
Tanks typically have an ability that will taunt the monster off another player. Whenever a weaker party member, such as a Mage or Priest, is attacked they should let the tank know such by saying "someone on me." The tank should immediately find the monster attacking the party member and use their taunt ability until the monster starts attacking them instead. That way the tank continues to save the other party members by taking all the damage and the casters do their job of healing the tank or blasting the monster.

Pulling
Another usual role for the tank is to pull monsters for the group. The tank typically has a lot of hit points and can withstand more damage. Tanks should have some ability or weapon that allows them to pull with a ranged attack. [Learn more about pulling]

Leading
The tank is usually responsible for leading the group around to their destinations.

First in, last out
The tank should be the first person into battle under most circumstances. If the party is forced to run, the tank should stick around taking more damage and possibly even die in order to buy time for the other party members to escape. The other party members can then resurrect the dead tank.

Primary Tanks vs. Secondary Tanks
If there are multiple tanks in a group, a primary tank should be chosen. The secondary tanks are responsible for helping out the main tank but typically don't have to worry about taunting, pulling, or leading. They just help do additional damage.
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Reading the following articles will also aid you.

-Party Rips
-Party Basics
-Party Rules

Also keep in mind that all of the classes have a certain role, but the inexperienced Warrior is scolded most because his role is the most important. A Mage might not be able to perform at maximum efficiency, or Rogue might not be using his combos effectively, but those kinda things generally go unnoticed because they are not nearly as important as a Warrior's job, which is keeping every else from taking damage!

As you gain more experience you'll only get better, asking veteran Warriors and reading the above will also help of course!

[Edited by Krazagore at 12:17 AM on 12/16/2004]

Adventurer
Posts: 339
Joined: 12 Nov 2004

Mace and sword are both fine. Many warriors pump up their skill in both so they have more options later in the game. It you can wield two weapons, I would think it is better. A higher attack speed means more consistent aggro.

Power Leveler
Posts: 3675
Joined: 22 May 2003

Obviously in a group, you will be getting more armor from the shield, and this will enable you to take much more punishment than a 2 handed warrior.

Don't expect the 2 hander to be your primary aggro puller, in groups taunt and other abilities are crucial.

Dungeon Crawler
Posts: 831
Joined: 26 Jul 2004

Dual wielding as a warrior is a bad idea. You will miss far too much to accumulate any aggro or rage. Stick with sword shield and two handers.

Killed 10 Boars
Posts: 20
Joined: 23 Feb 2005

Agro or Aggression is the amount of hate a monster has for any given target. Warriors have a few things to help them out here, they cannot out-damage a Mage/Rogue/Shaman, but they can trick the mob into thinking the warrior has done far more damage than he actually has.

First, why do this, why take agro? The warrior wearing plate armor, and wielding a shield has more base armor than any other play(except a paladin, which can wield the same gear.) If you were to take the Protection tree as your primary you will also take far less damage.

How do you do this? You must have a shield, even with the finest plate armor a shield will be 25% of your total armor. You will also shield block for even better damage reduction.

How do you get this magic agro? Sunder Armor my friend. It's you only true taunt. This lil baby will piss those mobs off like nothing else. Rogues in the group will also worship you.

You may be a bit confused when you get your Taunt skill. What's this? It does not work if you already have agro? True enough, it's only use is to take agro off that silly mage or healer. Once that mob is on you its back to Sunder.

A true tank will never get high enough into the Arms tree for the weapon specific passive talents, so you choice of weapons really does not matter. Swords and Axes will have slightly more DPS than a same lvl Mace but you don't usually find same lvl weapons so it won't matter.

It is always a good idea to keep a 2H weapon on hand for solo hunting or if your group takes a higher lvl mt.

Dual wield is not an option. When you equip 2 weapons you take a 25% to hit chance penalty. This works for a rogue as they can make up for it with their skills and poison, but warriors are built around Instant Cast skills and slow as shit 2H weapons.

If that did not make sense to you buy a 2H weapon and start spaming overpower.

On the matter of talents. You will want most into Protection but take parry 5/5 and perhaps cruelty 5/5.

Dungeon Crawler
Posts: 554
Joined: 13 Apr 2004

<SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Arial; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">A question for Lowkey... does the agro generated by sunder continue to accrue, like it's armor reduction power, or does it simply re-apply the same amount of agro each time it hits, and if so, does that agro accumulation continue beyond it's fifth (and last) armor reducing proc?</SPAN>

<SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Arial; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA"><SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Arial; mso-fareast-font-family: 'Times New Roman'; mso-ansi-language: EN-US; mso-fareast-language: EN-US; mso-bidi-language: AR-SA">As far as the 10 second taunt being no different the second or third time as the first, does re-applying it pre-empt any potential agro from other players for a period of time, like the AOE taunt does? The AOE taunt "forces" the mob to stay on you for 6 seconds, so if a rogue hits hard enough during that time to steal agro, it doesn't matter. What I'm getting at is this; is there any reason to spam the 10-second taunt?</SPAN></SPAN>

Apprentice
Posts: 6
Joined: 3 Feb 2005

Rend, Demoralising Shout and Sunder Armor are really the only things that generate aggro (hate) warrior.

taunt is prettymuch useless, it only puts you at the top of the hate list for a few seconds, if you really want to keep aggro use taunt then sunder armor atleast 3 times.

Apprentice
Posts: 4
Joined: 30 Jan 2006

Madar

Apprentice
Posts: 2
Joined: 28 Mar 2006

Eeek.. so much misinformation.

Please don't mislead new tanks with the following ideas:
"Sunder Armor is your main attack vs a mob, but once you have 5 stacked on there, it's time to change."
--First off, sunder armor is an excellent aggro tool but the most efficient threat generating ability you have is Revenge. Use it when it pops, it's very useful. Sunder armor is, however, your most reliable threat generating tool as you can spam it repeatedly. Contrary to what RenegadeRhino has posted here, STOPPING AT 5 IS NOT NECESSARY. Yes, the effect stops stacking at 5 sunders however, additional sunders will not only reset the 30second counter to keep the sunders up there but it will still CONTINUE GENERATING THE SAME AMOUNT OF THREAT! Against boss mobs or anything living longer than a few seconds stacking sunders on is an excellent way to keep aggro on you.

A good point is made about using shield block though. Especailly if you have 5 points in Shield Spec and 1 point in Imp Shield Block (5points in shield spec guarantees 1 point of rage to be generated when you block an attack with your shield, 1 point in imp shield block makes your shield block skill block and extra attack and increases the duration of the effect to 5.5sec -- ADDITIONAL POINTS IN IMP SB ONLY INCREASE THE DURATION AND DO NOT ALLOW FOR MORE BLOCKS). Shield block is an excellent damage mitigation tool and with the above listed talents blocks 2 attacks essentially lowering the cost of the skill by 2 as well as letting you not take that much damage.

"Taunt should be used if you see an add on another player, and in some cases, just to keep agro on you."
EEK! no no. The first half of this statement is true, the second however... well, let's explain esentiall how taunt works. When you use taunt it sets your threat equal to that of the person who is currently highest on the mob's threat list. What does this mean? If you already have aggro then taunting the mob sets your threat equal to your threat... yay for wasting a 10 second (8 if specced) cooldown that could be used if someone else DOES pull aggro. This also means, however, that if someone else does have aggro, once you taunt you must start generating more threat. Basically, once you taunt it's time to keep sundering, using revenge etc so that you have more threat once again.

As for the tank dying... well, yeah... get used to some nice hefty plate repair bills. If you're doing your job then you'll hold aggro and stay up for as long as your healers have mana.

I wish those of you choosing to play the role of a tank the best of luck. There's alot of subtle aspects to tanking and people do it differently however, it is important to understand the mechanics of the game if you want to tank really effectively. I highly sugguest reading up on "Threat", "Aggro" and "Tanking" at www.wowwiki.com if you are interested in such things.

--Temig
MT - Undenying Gods
Khadgar

Apprentice
Posts: 4
Joined: 30 Jan 2006

Madzy

 
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