Tankadin 101
-Gestalt, the Warrior formerly known as Zalkir
Dedicated to the Tankadin Community, who made this possible through continuous discussion, support, and help. A Special nod goes to our forum regulars.
This guide is a work in progress, and will be updated and edited regularly as I have time to work on it.
The game has changed in many ways in recent months, and one of the most dramatic of these has been the opening up of tanking roles. When you were filling out a party you had lots of options for DPS, healing, etc, but when you were looking for a tank you were probably looking for a warrior. That's changed: the warrior, druid, and paladin are all capable of filling a tank role, both in 5-mans and in raids.
The three tanking classes: overview
All three classes are CLOSE on overall mitigation and single target threat. Any of the three are suitable for tanking 5-mans, offtanking raids, or even maintanking unless the dynamics of a fight encourage a specific tank choice (which many of them do, even to the point of having different classes tank different stages of a given fight). In 90% of the content, they are interchangable. They can all do the job, but they do it somewhat differently, and understanding those differences will help players adjust their strategies according to the tank on hand.
Specs matter, much moreso than before. While a Resto Druid, a Retribution Paladin, or a Fury Warrior CAN tank in some situations, they're missing many vital tools that help them do the job. Tanking can be a difficult job, especially on unfamiliar content, so having a tank that is well suited to the task at hand is important. Good tank selection will help the run progress smoothly, and also ensure that the tank doesn't get frustrated by tackling a job they're ill-suited for.
Spec and gear are particularly important for the Hybrid-class tanks. Paladins and Druids have a broader range of gearing options than Warriors, to the point that some of them may not have melee-oriented gear at all. While they may still be able to step up to the plate in a pinch, they're going to have to work much harder to maintain control over a pull. Any time an off-spec or off-gear Hybrid is willing to tank, let them know you appreciate their willingness to help out where it's needed.
While this guide is for Tanking Paladins, it's not really possible to discuss Tankadins without a look at tanking in general and where they stand in comparison to the other tanking classes. World of Warcraft is now a game built around COOPERATIVE tanking, so you're going to need at least a rough understanding of how the other two tanks function.
A brief comparison
Let's take a look at some of the key differences between the three tanking classes. While we're making these comparisons we're going to be assuming that these tanks are wearing at-level TBC gear. I'm mostly referencing 64-66 greens and blues, but will note when there is a substantial difference at a different level of gear.
Warriors
Warriors will have a slight mitigation advantage over the other two tanking classes at most levels (though this evens out a bit and stays pretty close through most of the raid game). Their threat generation is innate to skills, so they don't have to spend any of their gear slots on threat. The downside to this is that they can't get gear to upgrade their threat: it's mostly a fixed quantity that doesn't improve with gear upgrades (though their weapon and shield do provide some improvement). As they level they will see improved threat generation from new skills trained. Their single-target threat is good, though they may need lead time in some situations (the habitual "wait for sunders"). They run into some problems when trying to tank multiple targets.
Warriors also have a great variety of special tricks they can pull out for emergency mitigation. Overall, at most level ranges Warriors will have the best staying power of any of the tanking classes, somewhat offset by relatively limited threat generation. Thier overall staying power, situational tricks (like Spell Reflect), and great variety of panic buttons continue to serve them well.
Druids
Druids have comparable mitigation to the other two tanks by virtue of their high Dodge and high Armor values. Their generally high HP pools are great for absorbing large hits that can't normally be mitigated (like spell damage), and they have some unique abilities that help them deal with AoE damage Their overall mitigation is slightly less effective than the plate-wearers over time, but not so much so as to cause problems in most situations. They have good single-target threat generation (slightly superior to warriors), and good threat generation on up to three targets.
Druids as tanks have two features of note. First, they are holding aggro by dealing substantial damage: a tanking druid is doing a great deal to help a boss die faster, and not just by holding aggro. In addition to very solid damage-dealing (even when tanking), the druid is providing some great DPS buffs to their party. The second, and truly unique, feature of druids as tanks is that when their tank target is down they still have a lot to offer the party. Unlike warriors and paladins, druids don't need to swap gear to switch from a tanking role to a melee dps role. While a gear swap would help them crank out a bit more DPS, they are still making a substantial contribution if they're in cat form wearing their tanking gear (much moreso than a Prot warrior or Prot Paladin).
Paladins
Paladin mitigation is roughly comparable to warriors (they're mostly wearing the same gear), reduced by the need to allocate a few gear slots for int/spellpower/mp5 (though not many... paladin itemization is actually pretty complicated and beyond the scope of this general overview). They have a few "panic buttons", but these are overall more situational than the ones available to the warrior. The aspect of the paladin that really shines is threat management. Paladins generate threat through spell damage, much of which is applied through passive procs, DoT's, and stacking effects. The upshot of this is that Paladins will generate slightly superior single target threat to warriors, comparable threat to druids on up to three targets, but on more than three targets they are vastly superior. Their use of mana rather than rage also means they can "frontload": start a fight by throwing a lot of high-threat abilities, allowing DPS to start immediately.
Like Druids, Paladins are holding aggro by dealing large quantities of damage. Unique to the Druid, however, is that most of this damage happens when a mob hits them. Paladins really WANT to get hit, as most of their abilities trigger on hits taken (and these abilities operate independantly of the global cooldown). On single mobs that hit very slowly, however, many of these skills take a backseat. They also have a lot of utility in a tanking role, providing a great variety of debuffs. Their threat management options are second to none: Blessing of Salvation and Blessing of Protection are very powerful tools for reducing the threat of other players in the party.
When you've got more than one...
This won't happen often in 5-mans, and for 5-man content any of the tanking classes will be able to do the job very well.
Occasionally, though, there may be more than one possible tank within a group, and the group will have to make decisions about who will tank what. While I'll be going into greater detail on this subject later on, there are some simple things worth considering right off the bat.
First, Protection Warriors and Protection Paladins are very limited in their contributions when they are not tanking a target. The Protection warrior is geared and talented to act as a damage sponge: they can generate moderate DPS when not tanking, but nothing compared to a Druid. The Protection Paladin likely has a small mana pool and a limited amount of spellpower, and will lack real staying power in a healing role (and doesn't do a lick of damage if they're not getting hit).
When multiple targets are present and multiple tanks are available, the general rule for kill order should be Druid, Paladin, Warrior. Killing the Druid target first allows the Druid to continue contributing by doing substantial DPS, and killing the Warrior target last will insure that they have the lead time necessary to build a threat lead. In a situation such as this, if there are more than three targets, it is generally safe to give the Warrior the biggest (since their mitigation over time functions very well), the Druid the one that needs to die first (due to special abilities, etc), and the Paladin multiple tanking targets (since their threat and mitigation actually get better the more often they get hit).
Blizzard has designed the TBC raid game to actively encourage multi-class tanking strategies, even to the point of optimizing certain stages of a specific boss for a specific class (i.e. Druid tank phase 1, warrior tank phase 2, paladin tank phase 3), as well as having some bosses that strongly favor one tanking class over another.
Tanking Universals
The primary aspects of tanking carry over between the classes, though how each tank manages these aspects are somewhat different. These three aspects, and the differences in how tanks manage them are:
Threat
All the damage reduction and perfect positioning in the world don't do any good if the mob isn't paying attention to you. Holding aggro on the appropriate targets is the entry-level requirement of a tank, the aspect of the job that must be mastered before any other aspect of tanking becomes important. As outlined above, Warriors hold aggro through innate threat on skills, Druids hold aggro through high physical damage dealt with innate threat multipliers (and some innate threat on skills), and Paladins hold aggro through multiple spell damage sources and stacking threat multipliers. We'll get more in-depth on the particulars of paladin threat in a moment.
Positioning
Every pull in the game has positioning considerations, from wandering mobs in the world to instance bosses. Whether it is as simple as tanking the target outside the patrol path of another mob (and thus preventing an unintentional add) or as complicated as knockback, arc damage, AoE, and environment hazards on a boss, there is always a proper place for you to stand and a proper place for the mob to stand. The positioning requirements of your group are contingent on you getting your positioning correct, and it is your responsibility to be familiar with the proper layout of the battlefield. This is but one area in which the tank must be aware of the entire fight: total-field awareness is part of the job.
Mitigation
There are many complicated methods and philosophies for how a tank can, and should, deal with damage. In practice these vary radically from class to class, but in principle it's the same. Damage mitigation can be broken down into two components:
Combat Table Manipulation
I'll only be covering this briefly (this sucker is long enough already), but a far more thorough explanation is available at http://www.wowwiki.com/Attack_table.
Exhaustive testing and sly confirmations from Blizzard indicate that physical combat involves a one-roll system. All the possible outcomes for an attack are arranged on a table and assigned a range value, totalling 100. A random number is generated by the game and this number is compared to the table.
Miss
Dodge
Parry
Glancing Blow (only players and pets versus mobs)
Block
Critical
Crushing Blow (mobs only)
ordinary hit
Values on the table can slide off the bottom, not the top. Additionally, certain effects may directly reduce other values (for example, Defense will reduce the range of Critical, and increase the range of Miss). This is how the mitigation numbers can be true "absolute values". If your block rate is 65% at the time of the attack, "Block" will have a value of 65% of the table. If there isn't enough room for all 65% (for example, if your Miss, Dodge, and Parry already totalled 40%), the excess Block will "fall off" the table. Note that at that point Critical, Crushing, and Ordinary Hit have already been pushed off.
The first aspect of Tank damage management is manipulating this table into as advantageous a configuration as possible, both through gear selection prior to the fight and skill use during the fight. The options for this table manipulation vary radically between the classes.
The second aspect of Tank damage management is preparing yourself so that when a strike gets past your table manipulation it poses as little a threat to your survival as possible. This is generally done through gear selection, optimizing armor and stamina to provide you with effective reduction on damage that does connect and a large HP pool so that damage reduces your health by as small a PERCENT as possible. Viewing incoming damage in terms of percentages rather than absolute values (i.e. 25%, rather than 3000) helps you conceptualize stamina as an integrated part of your overall damage management plan.
The Paladin at a glance
Now that we've covered some of the basics on where they fit in the overall scheme of the tanking game, let's focus on the Paladin.
The Paladin was originally designed as a tank first, healer and support second. This was the case during closed beta and for the first months post-launch: Paladins were the preferred tank for 5-man groups thanks to their (at the time) superior threat generation and mitigation. Changes to class balance nudged the paladin further and further towards the back lines, excepting a few gimmick fights. That all started changing in TBC beta. A number of key abilities were added to the paladin class, covering the gaps in their tank game. Most significant has been the addition of serious Paladin tanking gear. Make no mistake: at every level of itemization the paladin has gear available to put them on par with the other tanking classes. The Blizzard design team has confirmed this is not a fluke, and that Paladins are now considered a top-shelf tank class.
Here's the short version:
Paladins have comparable mitigation to the other tanking classes, with a slight disadvantage when taking slow hits and a slight advantage when taking fast hits.
Paladin threat is DPS-based, and in a tanking role is roughly comparable to an equivalently geared mage. Their damage also scales up as they take hits.
Paladin mana is constantly replenished while tanking thanks to mana returned from heals recieved (a class ability).
Paladin damage and threat are subject to no form of mitigation short of Silence or Magic-Immune. Armor, Resistance, and to a lesser extent Dodge, Parry, and Block have little to no impact on threat building.
Many of a Paladin's threat generating abilities are fire-and-forget or passive: they build threat on anything hitting them, targetted or not.
Strengths
-High DPS and Threat when tanking, both highly scalable with gear
-Mitigation, Single target, and multitarget threat get better the more often they're hit.
-Several taunt-like effects that work on taunt-immune mobs
-Great utility options while tanking
-Ranged options: taunt, some taunt-like abilities, and Avenger's Shield operate from range. A Paladin rarely has to run during a fight.
Weaknesses
-Overspecialized: the tanking paladin cannot perform any role other than tanking without a full gear swap. The limited mana pool on their tanking gear has them OOM very quickly as a healer, and their DPS is almost entirely based on taking hits. A Tankadin, in tank gear, contributes much less when not tanking than a Feral Druid, and substantially less than a Protection Warrior. They can change gear between fights to act as a support healer.
-Mitigation is less effective on mobs that hit extremely slowly (equivalent to warriors when getting hit every 2.4-2.7 seconds, at 3.5 a Paladin is taking 6%-8% more than the warrior)
-Limited Mobility: The Paladin is the only tank class that does not have a charge-like ability. When a Paladin has to get close, they have to walk.
-Extremely gear dependent: Paladins have to gear carefully to balance threat, mitigation, and staying power.
Challenges
-Paladins have the most complex cooldown management of the tank classes. Most of their abilities are tied to the global cooldown and have different cooldown durations: managing these cooldowns so that they never coincide (so you can always hit every ability as soon as it's available) is vital to success.
-Paladins must manage spell durations mid-combat. Most Paladin spells are short-term self-buffs or DoTs. Keeping track of these durations and refreshing them mid-combat while performing other tanking tasks can be quite demanding.
Playstyle suggestions
The Paladin is the ultimate in micromanagement tanking. It's more like playing an extremely fast-paced realtime strategy game than an action game. You never reach a point where you're spamming a certain skill cycle: you're always adjusting timing, utility functions, managing cooldowns and spell durations, and your effectiveness as a tank is directly related to how efficiently you can do these things.
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