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10.2.5
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10.2.6
Tanking Advanced Guide - Beyond the Basics
来自 faide
[Last Updated]:
2019/01/18
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补丁:10.2.6
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Welcome to the Advanced guide for tanks! Here, we’ll discuss some advanced tanking topics in more detail than what you would normally find in a basic guide to tanking. We’ll be looking at each tank’s strengths (and weaknesses), raid tanking vs. dungeon tanking, how to prepare for a fight as a tank, how threat works, what makes a tank “tanky,” cooldown usage, and some tips for gearing. Hopefully, we’ll also dispel some common myths about tanks along the way.
This guide is aimed at tanks who are comfortable with the basics of the role and are looking to step up their game, or for veteran players of another role who are looking to get into tanking, whether it be to try something new or to fill a position in their dungeon/raid group.
This is not a beginner’s guide! If you are totally new to tanking or to World of Warcraft, I suggest you read our
Introduction to Tanking
first.
About the Author
Faide is a Guardian theorycrafter, moderator, and expert in the
Dreamgrove discord
, and maintainer and contributor to
Dreamgrove.gg
a website for Druid theorycrafting and resources. You can follow him on
Twitter
.
Choosing a Class
It is strongly recommended that you choose a class based on your personal enjoyment of the playstyle rather than whether it’s considered strong or not. Despite what the community may have you believe, every tank is capable of completing content. Some tanks will have an easier time with certain content than others, and this is where community perception is often warped into “tank X is not viable”. Just be aware that tuning can and will happen at any time, and you may end up disappointed if you gear up a “flavor of the month” tank, just to have it nerfed in the next month.
That being said, here are the defining characteristics of each tank. I will try not to comment too much on current tuning as that is always in flux, and instead focus on what makes the class unique:
Death Knight
: Blood Death Knights are *the* self-sustain tanks. They can often rival healers in terms of raw healing capacity, when tanking harder content, and they are able to sustain their own health pool for prolonged periods of time without external healing due to
灵界打击
and their
精通:鲜血护盾
. In addition, their crowd control utility (particularly
死亡之握
and
血魔之握
) make them ideal tanks for dungeons.
Demon Hunter
: Vengeance Demon Hunters have high mobility with
地狱火撞击
, output large amounts of AoE damage through their rotational abilities, and have a variety of crowd control effects with their Sigils (in particular,
沉默咒符
,
锁链咒符
, and
悲苦咒符
) which make them fantastic dungeon tanks as well.
Druid
: Guardian Druids are a sturdy, versatile tank, with a large health pool, powerful defensive cooldowns and a stackable active mitigation spell
铁鬃
which makes them good candidates for raid tanking. Additionally they are able to perform hybrid roles, like shifting into
猎豹形态
to deal more damage with bleeds, or healing the party with restoration abilities.
Monk
: Brewmaster Monks are able to
醉拳
the damage they take, turning a large portion of any hit into a damage over time effect. This makes them extremely powerful raid tanks, as they are essentially immune to spike damage and have very smooth and predictable damage intake. Additionally, their
精通:醉拳大师
allows them to reliably avoid far more attacks than other tanks.
Paladin
: Protection Paladins have arguably some of the strongest general utility available;
牺牲祝福
,
保护祝福
,
神圣之盾
,
破咒祝福
, and
圣疗术
are all available or talentable for Paladins. Combine that with great active mitigation
正义盾击
and the ability to off-heal, and you’ve got a versatile tank for any situation.
Warrior
: Warriors are able to block attacks reliably with
盾牌格挡
, an incredibly strong active mitigation (when it works). They are also able to absorb damage through
无视苦痛
and deal tons of AoE damage with
雷霆一击
.
Raid Tanking vs Dungeon Tanking
There are two types of tanking in PvE content; raid tanking, and dungeon tanking. While it might seem like the two roles are identical, there are some very significant differences in how you approach each one that can affect many aspects of your play.
Raid Tanking
Tanking raids involves you and one (or two) other tanks taking turns tanking one or more enemies. Typically this includes a “taunt swap,” in which one tank taunts the boss off of the other, usually in response to a period of increased damage or vulnerability on the active tank.
Raid tanking has increased emphasis on high active mitigation uptime and efficient use of your resources. Since there is no recovery time like there is in dungeons, you must ensure that you plan ahead of time so that you have your cooldowns and active mitigation when you need them. Attacks are usually less frequent but more potent; strong, reliable damage reduction is essential.
Healing in raids is plentiful, and you typically need to worry less about your own health pool, although having self-healing is still very useful as it can relieve the stress on your healers and allow them to allocate more healing and casts to others.
Boss positioning is a crucial component of raid tanking. Ensuring the boss is positioned optimally for your raid, and making any required movement as efficient and predictable as possible will make everyone happy. Additionally, coordination with your co-tank is vital; knowing when and where they are at all times, trusting that they will taunt when required (and them trusting that you will do the same), and efficient communication to react to unexpected events are defining characteristics of great tanking pairs.
Unlike in dungeons, add management and crowd control are less critical in raids, though they can occasionally be useful on certain fights.
Dungeon Tanking
Tanking dungeons, in contrast, is a very different experience. As a dungeon tank, you are typically leading your small group through multiple trash pulls in as efficient a manner as possible.
The most crucial aspect to dungeon tanking is knowledge of each dungeon. Knowing what pulls you can and can’t do, what enemies are dangerous or can be skipped, and what the most efficient paths through each dungeon are all expected of dungeon tanks. As you are the de-facto leader of the group, you decide what is and isn’t pulled.
In dungeons, enemies typically do not hit as hard (although they occasionally can, depending on the keystone level and what affixes are active), but they are far more frequent as you are tanking many mobs at once. Reliably reducing damage is still important, but stats like dodge and parry can be more reasonably effective here (more hits results in less variance).
There is only a single healer in a dungeon group, and as such GCDs and attention are limited. Tanks who can sustain themselves with self-healing have a big advantage over those that cannot; not only does it allow healers to DPS more often, but it gives them additional downtime between pulls to regenerate mana while you run ahead and pull more.
Finally, add management and crowd control are incredibly powerful tools in dungeons, and this is often what defines a good dungeon tank. Mass grips and stuns are huge benefits to group DPS, and targeted crowd control can allow you to skip certain packs or prevent certain enemies from buffing a pack (a common strategy for the
共生
affix is to CC the infested enemy and pull the rest of the pack out of range of its heal).
Preperation
Coming prepared to an encounter/dungeon is an important aspect for all players, but it is especially important for tanks. Here are a few common methods of preparing to face a new fight as a tank.
Reading Logs
This is primarily for raids as dungeon logs don’t always give you a good idea of the important aspects of dungeon tanking, but log analysis can be beneficial for many reasons. If you are not familiar with Warcraftlogs or reading logs on Warcraftlogs, check out our
Warcraftlogs Guide
.
First and foremost: don’t fall into the trap of copying talents from the top tanks on Warcraftlogs. The rankings are sorted by DPS output, and the top performers will almost certainly be playing for DPS rather than for survivability. Instead, try and find logs of first kills from guilds that have a reputation for strong progression tanks. Good tanks will play for survivability first, especially during progression.
When reading a log from another tank, examine their “coverage”: that is, look at their buff uptimes on active mitigation, defensive cooldowns, and external cooldowns, and compare it to their damage intake. This will give you valuable insight into how and when you should use your major cooldowns, when you may need to call for healer externals, and when you can get away with pooling resources for later.
Another important aspect to look at is the damage pattern. A damage pattern is the composition of what type of damage you’re taking (magical vs. physical vs. melee), how frequent that damage is incoming, and whether it is spiky or regular. This information will inform your decisions about talents and trinkets, and also what cooldowns will be most effective against each ability.
Be sure to find logs of tanks who fill the same role as you. Many encounters define two “roles” for tanks, where the damage patterns may be wildly different depending on which role you fill.
腐臭吞噬者
, for example, has a “main tank” role and a “
恐惧痛击
” tank role; where the main tank’s damage intake is very regular, the Terrible Thrash tank’s damage intake is extremely spiky (Terrible Thrash only hits once every 4 melee attacks).
Watching Streams and VODs
VODs are fantastic for learning boss positioning, dungeon routes, and for generally getting a visual sense of what tanking a particular encounter will be like. Bonus points if you find a high-level streamer who plays the same spec as you so that you can mimic their play as well.
When watching VODs, pay attention to mechanic timings (do they overlap, are there any especially dangerous/tricky ones), boss movement (where and when is the boss moved and for what reason), and add spawn locations.
Reading the Dungeon Journal
The Dungeon Journal is often overlooked but it can give you a rapid overview of the essential mechanics to look out for during a fight. It also gives you descriptions of each ability, buff, and debuff that will be active in an encounter, and what type of damage it does.
The Dungeon Journal is not a replacement for the aforementioned tools since it cannot give you information about timers or positioning, but it can supplement your research nicely.
Threat
The core mechanic of tanking is threat. Here I will break down exactly how threat works currently.
Enemies in WoW have a threat table, which indicates who among all of the players that are in combat with that enemy will be the focus of their attacks (they are said to “have aggro”). Some enemies will ignore their threat table, either permanently or temporarily in order to cast some ability that is randomly targeted.
For every player: 1 damage is equivalent to 1 threat, and 3 healing (excluding self-healing) is equivalent to 1 threat. Tanks have passive threat modifiers that make them generate 350% more threat per point of damage (1 damage is equivalent to 4.5 threat). Additionally, some abilities have specific threat modifiers that increase the threat they generate (like
英勇投掷
, for example).
The person with the highest threat is considered to have aggro. In order to “pull threat” off of the person with aggro, your threat must be greater than 110% of their current threat (or 130% if you are at range).
Using a taunt ability on an enemy does four things:
Causes them to fixate their attacks on you for 3 seconds;
Grants you an amount of threat that would put you equal to the person with the current highest threat;
Grants you aggro;
Causes you to generate 400% more threat for the duration of the fixate.
Taunting has a diminishing returns effect where subsequent taunts within 20 seconds of the last taunt reduce the duration of the fixate window by 33%, up to a maximum of 5 times after which the target will ignore taunts until after the 20 seconds have elapsed. All taunts share this diminishing returns, so a Paladin’s
清算之手
will share a diminishing effect with a Druid’s
低吼
, and so on. Some enemies do not have a diminishing returns effect on taunts, for encounter-specific reasons. An example is
阿格拉玛
, where the diminishing returns are ignored in order to facilitate the back and forth tank swapping required to execute the
泰沙拉克剑技
.
"Why am I struggling to keep threat?"
In dungeons, you will likely lose threat almost immediately upon pulling a pack of mobs if you run with very bursty DPS classes like demon hunters and mages. This is just a fact of the game currently, but there are a few things you can do to improve your success rate with maintaining threat:
Run with a rogue/hunter and have them cast
嫁祸诀窍
/
误导
on you as you pull.
Use taunt liberally to pull stray mobs back to you.
Be sure to hit as many mobs as possible with your strong single target attacks, as those generate the most threat.
Use stuns and crowd controls to keep stray mobs off your DPS while your taunt cools down, and so that you can catch up in threat.
In raids, losing threat is less common but can still occur. A massive DPS imbalance will cause your co-tank to pull threat off of you, or vice versa. While sometimes a gear difference can be the cause, it is more likely that one of you is dealing less damage than you could. Consider brushing up on the rotation guide for your spec, paying particular attention to what abilities deal the most damage.
If you are still struggling with maintaining threat in raids, you can use your taunt ability while you already have aggro in order to benefit from the increased threat generation. Be careful when doing this, however, as it’s very easy to cause diminishing returns on taunt this way!
Tankiness
Disclaimer: This section will get a bit theorycrafty. If you’re not into that, feel free to skip ahead.
A tank’s primary and most important resource is their health. It’s important to understand how different stats affect your health and in what way. In order to do this, we use a metric called “effective health”. Effective health refers to the amount of raw damage (damage before mitigation) you can take before your hit points reach 0. This is especially useful since it allows us to express all kinds of damage reductions in terms of a shared metric that we can then use to compare them to each other.
The math behind how effective health is calculated is beyond the scope of this article, but just know that the full formula for effective health is:
effectiveHealth = (health + bonusHealth + absorbs) / damageReduction
Let’s start with damage reduction. Damage reduction, well, reduces the damage you take. Reductions from different sources are multiplicative, meaning that if you stack a 50% reduction with a 20% reduction, your total reduction is 60%. To demonstrate this: say a boss attacks you for 100 raw damage. The 50% reduction reduces that 100 damage to 50 damage (50% of 100 is 50), and then the 20% reduction reduces that damage from 50 to 40 (20% of 50 is 10). This also works if you apply the reductions in reverse, so it doesn’t matter in what order you stack your damage reductions as it will always result in the same total.
Bonus health is health that you gain temporarily as a result of a proc or spell. Usually this comes with a “heal” component, in that when your max health is increased, your current health is also increased by the same amount, and when the buff expires you retain that extra health. Bonus health fully benefits from damage reduction by the fact that the reductions are applied to the damage before the damage is subtracted from your health.
Absorbs are like bonus health except they sit on top of your current health, and damage dealt to you is first subtracted from the absorb before the remaining damage is subtracted from your actual health. Like bonus health absorbs also benefit from damage reductions. Some absorbs (like
无视苦痛
) only reduce a fraction of the incoming damage; the rest is subtracted directly from your health, bypassing the absorb.
Effective health is important for gauging how much damage you can take in a single hit without dying. Beyond that single hit, healing plays a big role in your tankiness (how quickly can you be healed back to full), and self-healing, in particular, is important. Tanks without high effective health typically make up for it with large amounts of self-healing.
Cooldowns
Effective use of cooldowns is what separates good tanks from great tanks. Typically, you will want to use your cooldowns in a way such that they cover periods in an encounter where damage is ramping up, or to fill in gaps in your active mitigation (related to the idea of “coverage” that we discussed earlier). You can also use them when you know big raid damage is coming to relieve your healer from having to worry about you while they keep the rest of the raid healthy, though this is less optimal than using them to prevent high damage on yourself. If there are no obvious points at which to use your defensive cooldowns, use them throughout the fight to lower your overall damage taken.
There are only two ways you can use your defensive cooldowns which can be considered “bad”.
The first is using a cooldown reactively after the big hit has come in and you’re at low health. If you use your cooldown in anticipation of big damage spikes instead of in response to them, not only will you prevent a larger amount of damage, but your damage intake will be smoother. Having a smoother damage income allows healers to heal you easier and not have to react to a sudden spike in your health, saving their mana.
The second is stacking multiple cooldowns unnecessarily. In general, this is not recommended as it is often overkill and reduces your potential coverage. You should only stack defensive cooldowns if you would die otherwise.
It is strongly recommended that you get an addon or WeakAura that tracks healer externals, so you know what is and isn’t available to you. Be sure to coordinate with your healers ahead of time what cooldowns you think you might need, since they may be using them on DPS who get into trouble.
Gearing
Trinkets
Deciding what trinkets to use often comes down to filling a gap in your spec’s toolkit, with respect to the encounter in question and its damage pattern.
For example: if you are dealing with primarily physical damage attacks, you may opt for a trinket with primary stat on it. Or, if a boss deals a large amount of magic damage to tanks (like
维克提斯
), you might prefer a trinket with Versatility (or Mastery, if your spec’s Mastery is effective against magic damage).
Understanding what makes a good trinket comes down to a few factors.
Trinkets with passive or on-use effects are preferred to trinkets with random procs. This is because random procs are unreliable and out of your control. You don’t necessarily want to rely on random chance for your survivability.
For the same reason, flat stats are preferred to proc stats, since flat stats are guaranteed to always be effective. If you’re looking for a trinket with primary stat on it, one with flat primary and a secondary proc is preferred to one with flat secondary and a primary proc.
In Battle for Azeroth, the absorb and healing trinkets are severely undertuned, and as such you will generally want to prefer trinkets that grant stats instead.
Stats
Deciding what stats are best is a class-specific discussion and beyond the scope of this guide. If you’d like to know more about what stats your particular tank spec wants, refer to our
Class Guides
.
While stats do improve your ability to tank and choosing the right stats is important, the role that your stat distribution plays is incredibly minor in relation to other factors that influence your ability to tank. Things like rotation, cooldown usage, resource generation and spending, and even raid awareness, will all have a significantly higher impact on your tanking than having the “wrong” stats on a piece of gear. You will almost never die due to your choice of rings; you are far more likely to die from not having your active mitigation up, or from overpulling in a dungeon.
Conclusion
Thanks for taking the time to read this tanking guide! If you’ve made it all the way to the end I commend you, as there’s a lot to digest. Please leave any questions, additional thoughts, or feedback in the comments. Happy tanking!
Looking for more in-depth information? Check out our Tank Class Guides!
Blood Death Knight
Vengeance Demon Hunter
Guardian Druid
Brewmaster Monk
Protection Paladin
Protection Warrior
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