Original text by Gestalt of Ysera server, formerly of <Abandon> guild, A.K.A. Zalkir of Ysera, also of <Abandon>. Minor edits, updates, and additions by Baelor, formerly of Runetotem server, as well as the tankadin community at large at http://maintankadin.failsafedesign.com/
Special thanks to Texaporte of Uldum server, Dorvan of Proudmoore, Rathbone of Argent Dawn (EU), Blaen of Thunderlord, and the men and women of Maintankadin for their help in updating this guide. And, of course, Lore of Eredar for supplying moral support.
[Original text begins here, with edits/additions in italics]
Dedicated to the Tankadin Community, who made this possible through continuous discussion, support, and help. A Special nod goes to our forum regulars.
Since the forums won't update my Avatar: I want to thank my guild (Abandon of Ysera) for their continued support and investment in putting Paladins in the front lines. Special thanks to Simon and Skynet, our raid leaders who keep me sane, and Semerkhet, for running the show with grace and style.
The game has changed in many ways since the release of The Burning Crusade, 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, off-tanking raids, or even main-tanking unless the dynamics of a fight encourage a specific tank choice. In 90% of the content, they are interchangeable. 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 more so 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.
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 level 70 blues and entry-level raid epics, 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). Most Warrior threat abilities deal some amount of melee damage plus a static amount of "bonus threat." All damage dealt by the Warrior gets a moderate percentage-based threat bonus as well, however when coupled with the fact that Warriors typically do a relatively low amount of melee damage, Warrior threat is generally found to be slightly lower than the other classes in most cases (although it does catch back up in late progression). In addition, due to a lack of multi-target abilities, Warriors find multi-target tanking a bit more difficult.
However, 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. Their 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, and they have some unique abilities that help them deal with AoE damage. Lack of Crushing Blow mitigation can cause incoming damage to be a little more "spiky," and their overall mitigation is slightly less effective than the plate-wearers over time, but neither issue is enough to cause problems in most situations. Like Warriors, most of their threat abilities do some amount of melee damage plus a static amount of bonus threat, as well as a moderate percentage-based bonus on all damage dealt. However, Druids typically do a much larger amount of melee damage which makes for excellent single-target threat generation. They can also maintain good threat generation on up to three targets due to Swipe.
Druids as tanks have two features of note. First, as 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, 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 can switch from a tanking role to a melee DPS role midfight. 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 more so than a Prot warrior or Prot Paladin). Their Innervate and Rebirth abilities are a large benefit to any raid as well.
Paladins
Paladin mitigation is roughly comparable to warriors (they're mostly wearing the same gear), reduced by the need to itemize for some spell power (though not too much... 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 and AOE abilities, with very large percentage-based threat bonuses. The result is, although they do generate slightly superior threat to a Warrior in single-target situations, they are able to apply the vast majority of their threat arsenal to a near-unlimited number of enemies at once. 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.
In addition to their excellent threat abilities, Paladins also have a lot of utility in a tanking role. Judgement of Wisdom or Improved Judgement of the Crusader (if the Paladin chooses to spec for it) are both excellent for increasing raid or party DPS, and Blessings (both long-duration Blessings such as Salvation or Kings, and situational blessings such as Protection or Freedom) are welcome additions to any 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.
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 spell power, 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).
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I am the shield that guards the realms of men.
Baelor
Wed Dec 12, 2007 11:23 am
