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AGGRO MANAGEMENT - TEAMWORK, ASSISTS, PART 5: SPECIAL TOPICS

HEALING, AND TANKING 18. ...reserved...


By: Atkinson, guild NAS, Illidan, also Wingman at website 19 - Of DOTs and Warlocks
www.teamnas.com 20. ...reserved...
PART 6: LINKS AND CITATIONS
* * * CONTENTS * * * 21 - Links
PART 1: ALL ABOUT AGGRO AND ASSISTS 22 - Other Citations
1 - Aggro vs. Threat =============================================
2 - What “Assist” Means
3 - Teamwork vs. Solo-Style DPS PART 1: ALL ABOUT AGGRO AND ASSISTS
4 - The Main Assist
5 - Why Not Assist the Tank Directly? “The Tank’s job is to get aggro, the team’s job is to let him keep it.”
6 - How Assist Works After a Pull
7 - What About AOE? ==(1) ==AGGRO vs. THREAT== 2006.0601==
PART 2: HEALING AGGRO I use aggro in its common sense of having the mob on you.
8 - Healing, HOTs, and Threat What Blizzard calls Threat (also called hate), is a cumulative
9 - The Healer’s Job total each mob builds up over time that determines who the
10 - Pre-HOT Tank For the Win mob aggroes on. Research shows that Threat is is generated
PART 3: SHEDDING AGGRO only by persons the mob is “aware” of (by buffing, debuffing,
11 - Losing Aggro doing damage or healing), is cumulative against each of those
12 - Aggro Reduction Tools persons, and does not decay with time (tested over 8 minute
PART 4: TANKING AND AGGRO TOOLS time-frame). Threat from healing or events causing a “you
13 - Off-Tanking gain” health or mana combat log messages is per HP or MP at
14 - Warrior Tanking and Aggro Techniques half the rate of white damage, while “you gain rage”
15 - Bear Tanking and Aggro Techniques generates 5 Threat per point of Rage (see more on this and
16 - Tanking by Other Classes modifiers in Part 2 below). Overheals don’t count, though
16A. Shaman Tanking heals cast on a healthy player appeal to generate some
16B. Paladin Tanking untested minimum level of “buff Threat” (as does buffing in
16C. Pets combat–be very careful about this in raid instances). Threat is
17. ...reserved... from the healer, not the healed, though if you heal yourself
you are the healer for that purpose. Testing shows aggro is
sticky: mobs switch aggro to a new target that has 110% of the mob down more quickly and players are competing for the
current target’s threat if in melee range and 130% if outside aggro of only one mob, simplifying the Tank’s job.
melee range, and although pulling itself generates no Threat,
being the person who was first on a mob’s Threat list makes You could think of assisting as as concentrating team aggro
them pick you where Threat is otherwise equal. This through the assisted player. Timing your assist is important -
suggests that pulls should be by tanks or feigning hunters to if the assisted player changes targets and you are still focusing
make it easier to pick up aggro. Most of the Threat testing on the old target (which happens unless you hit “assist” again
data cited is from Kenco’s article, which I suggest all Warriors to retarget). As explained below, however, players assisting a
read (see the links below). Other data is from Remedy’s Tank should NOT be hitting the assist button again until the
WOW Forum article in 2005, no longer available. initial target is dead because the Tank temporarily switches
among different mobs to “tap” them all and grab solid aggro.
==(2)==WHAT “ASSIST” MEANS== 2006.0601== Players assisting on a Main Assist however can hit assist
Confusingly, “Assist” is not only a common English word but whenever desirable since they are supposed to hit whatever
a critical though unpublicized WOW game function. An the Main Assist is hitting at the time.
“assist” is created on the currently targeted friendly player if
you type “F” or you can use a macro in the format “/assist ==(3)==TEAMWORK vs. SOLO-STYLE DPS==2005.0702==
Wingman”. When you attack while assisting, your target is Everyone trying to do maximum damage quickly as possible
the one the assisted player targeted at the time you created the works for soloing but can compromise the success and
assist, so if he switches you stay on the same target. There is survivability of a team. A good Tank gets the best armor and
an option to automatically auto-attack on assist in the game equipment he can to minimize damage, thus reducing his
interface options, and a Cosmos mod that lets a tank need for healing and reducing the potential for the healer to
automatically call on you to assist, but you still need to punch pull aggro with big heals. While the rest of the team beats
the keys for spells and special attacks. down a single mob quickly the Tank both tries to hold the
aggro of that mob and build Threat on the others to keep them
I previously cited test reports and anecdotal evidence from easily coming loose on other players.
suggesting that assisting itself affects the Threat of the Main The healer ramps up his heals over time to reduce the danger
Assist and the assisting player but at least in the current of aggro -- two healers working together and splitting aggro
version of the game I can’t confirm this and believe it is not can reduce the danger greatly (e.g., Druid laying Rejuvenation
true. However, assists are valuable for the whole team in a on damaged players while a Priest supplements it with Renew
multi-mob fight because assisted attacks bring the targeted or other Heals as he thinks appropriate). Druids, Shamans or
Paladins are good for a secondary healer/Off-tank role. flip aggro back and forth while the Tank works on multiple
Everyone else assists the Main Assist on his target, limiting mobs. If the MA is a Warrior or Bear then it may be wise to let
their aggro risk to that target. If the mob is a dangerous elite, him have the mob’s aggro to gain rage from being hit, freeing
it is important to keep aggro on the Tank and big DPSers need the Tank to work on other mobs.
to ramp up damage from low to high (e.g., start with DOTs Having a melee player such as a Warrior, Bear or Rogue for
and combo builders, end with finishers). MA makes sense because he has to be close to the target
The Tank’s tools are limited by Rage and cooldowns, so don’t anyway and a mob aggroing on the MA only turns to face him
make him waste them. Certain Warrior Threat skills are instead of running off. This makes it easier for the Tank to
reactive and depend on being attacked (e.g., on a pull back or a Rogue to feint off aggro. A melee Shaman can
hit/dodge/block/parry) but can’t be used while a mob is be a good MA as well, but a ranged MA such as a Hunter may
aggroed on someone else. No matter the class, give the Tank a require chasing a mob, which is harder for the Tank and thus
head start of 5-12 seconds to build Threat, depending on the riskier for the team. Note that a Hunter’s Mark on the MA’s
mobs. The Tank needs to Tab and hit a lot of buttons to work target can help a great deal in avoiding confusion, especially
on the mobs and it takes a little time; just chill and start on his in raid groups. Another tip: don’t crowd the mobs or the
signal or after 12 seconds and ramp up damage to keep your Tank - it is easier for the Tank (and off-Tank) to see which
Threat lower than the Tank’s. mob is on whom if the players are a yard or two apart (still in
melee range).
==(4)==THE MAIN ASSIST==2005.0609==
The job of the Main Assist (or “MA”) is to stay on a target and ==(5)==WHY NOT ASSIST THE TANK
take it down, usually the target initially pulled and most DIRECTLY?==2005.0623==
damaged by the Tank (and which therefore hates the Tank Reasons for using a separate MA rather than assisting the
most). The Tank normally gets a few hits on his initial target Tank directly when there are multiple mobs: (1) avoids
while the MA activates his assist, then switches targets to get a scattering damage by people assisting on different mobs as
few hits on the others before cycling back to the MA’s target. the Tank cycles, (2) since mobs except the MA’s target have
The MA should “V” to enable overhead mob health bars that been tapped only by the Tank, it is easier to hold them if no
show which mobs are most damaged. While the Tank’ tries to one else taps them, allowing the Tank to cycle less and focus
hold aggro on the MA’s target as it gets pounded, this is not more on the target the Main Assist is working on killing, (3) a
always possible, and it is even more important to hold the warrior Tank can, and against multiple mobs should, use a
aggro of the other, fresher mobs since they are more shield and 1H weapon in defensive stance, thereby reducing
dangerous if they come loose. Sometimes the Tank and MA his damage and the need for Threat-generating healing, and
they want the mobs hitting them to allow useful shield-based
combos, and most importantly (4) only the healer and Main ==(7)==WHAT ABOUT AOE?==2005.0623==
Assist are at high risk of pulling aggro. If the assist structure AOE can be critically important, but it can also play havoc
falls apart, the Tank’s job becomes much more difficult, with aggro control and aggro-effective healing. It is a
damage increases and is scattered, and the healer is forced to complex subject, but some things to keep in mind:
heal more and risk pulling aggro. Tanking multiple mobs
requires situational awareness of what both players and mobs * As a rule of thumb, consider AOE only on 3 or more mobs
are doing and constant use of a range of skills working on that are non-Elite or grey to you. It can be used freely against
different timers. It is the toughest job in an instance group - easy mobs that die quickly. Dangerous mobs take more
help your Tank by assisting the Main Assist and not crowding thought. Discuss AOE on elites beforehand.
closer to the tank and mobs than needed to fight.
* Mages (and other casters) please inform the group what
==(6)==HOW ASSIST WORKS AFTER A AOE spells you have and will use and whether you have
PULL==2005.0605== Threat-reduction talents for them.
After the Tank pulls, or picks up aggro if another class pulls, * AOE should NOT be a surprise. Unless pre-planned before
the Tank will do a few attacks on the first target to build the specific combat, it should be used only when the Tank
Threat and give time for the Main Assist to select assist on it. calls “AOE” or in an emergency. The Tank and Healer both
Then he cycles as needed to build Threat from the other mobs. want to know about AOE beforehand.
AOE aggro tools like shouts or roars also help lock in initial * Priests should shield the Mage either BEFORE combat to
aggro. People forget that building aggro does not happen avoid drawing unnecessary Threat or AFTER the mobs have
instantly - the best Tank still needs about 5-12 seconds to tap already firmly aggroed on the Mage.
all the mobs and build aggro on the first target before other
players start doing damage. This gives the MA time to target * To minimize healing aggro, heal the AOEing caster enough
using assist and the other players to lock on to that target by to keep them alive and AOEing until the mobs are dead.
assisting the MA and attacking when he attacks. The only Sometimes, if they are going to die OOM anyway, let them die
mob that should be “aware” of them is the MA’s target. rather than throw big heals so that the mobs run back to the
Against tough elites, the DPSers should ramp up damage Tank rather than to the healer. This is a tough judgment call
from low to high intensity to give the Tank time to build and the strategy should be mentioned in advance to avoid
Threat. Tarsh mobs are less dangerous and can be vaporized angry Mages.
more swiftly.
* If you AOE and pull aggro, either stay in place or move already put you second in line on the mobs’ aggro list and
towards the Tank. Don’t run around or to the healer. The there is no offtank ready to pick up the load.
healer is already watching your health bar. If you pull a lot of
mobs you should probably keep spamming AOE as long as Testing shows Threat per HP healed in the recent versions of
you can. In non-AOE situations it helps to stop attacking to the game is half that of white damage. Threat meters such as
help an off-tank pull the mob off. The tradeoff between aggro KLH Threat Meter also currently use this factor and it
and destruction can be a hard one. provides valuable results in raid instances. . If you factor in a
Warrior’s threat in Defensive stance with Defiance, the
Warrior taking initial aggro, healing from out of melee
PART 2: HEALING AGGRO distance and a 20% healer threat reduction, Threat from 1 HP
“The damage you do gets you aggro, the damage you take gets me of Warrior white damage equals Threat from 4.7 HP of
aggro.” healing (based on Kenco’s tested modifiers). The bigger the
proportion, the greater the safety margin and the more
==(8)==HEALING, HOTS and THREAT== 2005.0601== important it is with multiple mobs where the Tank primarily
Healing priority is based on who needs to stay alive to win or has to build Threat on them individually while a heal on the
at least achieve easy wipe recovery. This usually means the Tank creates healing Threat by the healer from ALL the mobs
Tank, self-Rezzer, healers and full-mana Mages tasked to AOE at once (any heal or buff on the Tank cast in combat after the
are high on the list. OOM (out of mana) Mages who pull but before a mob has been tapped will send that mob
overaggroed themselves are at the bottom of the list. Rogues directly for the healer). More mobs creates the need to balance
and Hunters are constant DPS but can shake off aggro and concern over rapid damage on the Tank and the risk of losing
bandage, so should not need that much help. Good Warlocks him to a “perfect wave” of crits while at the same time you try
are resilient and more useful than OOM Mages. Special to heal less and stabilize his health at a lower level. Healing
consideration goes to the Main Assist because of his key role. the Main Assist is safer because ideally the only mob aware of
Note that it is safer and sometimes more effective to let a the MA is the one the MA is killing, so it is unlikely to come
doomed Healer or Caster die and then Rebirth him rather than loose.
try to heal against mass aggro, because rebirth provides a
large fraction of health and mana so he can get back in the In a good fight with well-controlled aggro, the only health
fight while the mobs should be back on the Tank. Conversely, bars that are fluctuating from damage are those of the Tank
sometimes you can’t afford to stop healing a DPS class even if and to some extent the Main Assist. Wait to heal until the
it sucks all your mana because your healing Threat has Tank has tapped all mobs to build some Threat, which should
not take more than 5-12 seconds depending on the number of
mobs (about 2-3 seconds per mob). Ramp up healing as the “How can I HEAL you when I am DEAD?”
fight goes on to keep your Threat curve lower than the Tank.
Start with Rejuvenation or Renew to stabilize the Tank’s ==(9)==THE HEALER’S JOB== 2005.0614==
health. If HOTs are not enough, follow with moderate heals The primary healer’s job is to prevent a group wipe, not to
to stabilize the Tank’s health at about 70-80% with a tough keep everyone alive. Everyone else’s job is to keep the healer
single boss or 2 mobs and about 40%-60% with many mobs - it alive to heal and the rezzer (sometimes the same person) alive
depends on risk level. Whether to burst heal with long pauses to rez. The Tank does this by trying to hold aggro. The offtank
to help regen mana or heal steadily is a tactical decision. does this by picking up loose mobs (usually heading for the
primary healer or Mage). The secondary healer does this by
The implications of this for Tanking are simple. High armor, healing the primary healer when the primary healer is under
defensive stance, a shield and protection talents each improve attack (so the primary healer’s aggro is not made worse by
mitigation and generate a lower ratio of healing required on healing himself), sometimes by casting some HOTs to reduce
the Tank divided by each mob’s total Threat from the Tank primary healing Threat, and by stepping in if the primary is
(the “Healing/Aggro Ratio”). Against a single non-boss mob, OOM . With a soulstone or other self-rez available, sometimes
a berserk Arms/Fury Warrior with a 2-hander gets the job the last-ditch priority is to eliminate some prowling mobs to
done faster and healing aggro should not be a big issue. The enable a safe resurrection. These are often split-second
more mobs there are and the harder they hit, the worse the decisions and we should be forgiving of mistakes.
Healing/Aggro Ratio becomes and the more dangerous the
situation for the healer, so by all means use Defensive Stance ==(10)==PRE-HOT TANK For the Win== 2005.0614==
when tanking numerous mobs. Mitigation and protection When healing as a Druid, I typically cast a pre-combat
become more important. Note that Druids are more Regrowth and Rejuv on the Main Tank (Renew and if
predictable tanks in this regard since their mitigation is appropriate Power Word: Shield when playing a Priest) for
effectively fixed by their armor, 5/5 in Feral Instinct is a any serious fight and quickly sit down to start drinking to
straight 15% Threat bonus in Bear form, and they don’t have replenish mana before combat begins, out of range of the
a DPS tanking option. Also note that a Druid or Shaman mob’s area effects. As a Druid Tank I preHOT myself and cast
tasked as Tank or offtank can use healing Threat to help pull to pull, then go Bear for regen and combat, which helps heal
aggro (e.g., a big heal on the embattled primary healer will and helps build Threat. I think of a pre-combat Regrowth as
help pull aggro off). the Druid’s substitute for Power Word: Shield.
Is it mana inefficient to waste hundreds of HP of healing with members to see which mob is going after which player, don’t
a pre-HOT? Yes to a Mana accountant who only track their crowd together more than tactically necessary.
HP healed/Mana Spent ratio and have to file Mana expense
reports with their CPA Guild. Tactically it is efficient to get the ==(12)==AGGRO REDUCTION TOOLS==2005.0802==
mana back quickly and get aggro-free healing of initial It is surprising that some medium- and even high-level
damage - this helps the Tank maintain aggro. WARNING: players don’t understand or sometimes don’t even buy their
Make sure no one starts combat before you start sitting to aggro reduction spells. Everyone should be aware of how the
drink. If when your HOT lands the combat has already different classes can reduce Threat, shed aggro, or at least buy
started, the mobs are likely to make a beeline for you. Another time through crowd control.
little remembered principle of mana efficiency is the principle HUNTER: Disengage reduces threat and attempts to cancel
of regeneration -- if you are not in combat and your mana is combat, sending the mob to the next person on its aggro list
full then find something useful to cast now rather than later (ideally this is the Tank). Feign Death is an excellent solo
(e.g., buffs) so you can start mana regen and essentially have move to save your life but should be a last resort after a failed
that cast for “free.” This is why I ask for 3-5 minutes of Disengage when grouped. At best your sudden death causes
advance warning for rebuffs since it avoids last-minute confusion with healing, combat resurrection, and tactically.
situations. Yes, Feign Death is funny - out of combat. Macro a /yell
<Hunter’s Name> is FEIGNING DEATH! as the first step of
PART 3: SHEDDING AGGRO the Feign to avoid more than momentary confusion.

“I didn’t buy that spell since it does no damage.” One implication of this is that Hunters, especially when
pulling but also when fighting, should not only fight at range
==(11)==LOSING AGGRO==2005.0602== but stand well clear of the other casters to avoid them picking
As a member of a team, if you pull unwanted aggro then think up unnecessary aggro after a real or feigned death.
before healing yourself or fighting that mob further, because it ROGUE: Feint reduces Threat - it is unclear whether this is a
could make all the difference in whether the main Tank or permanent reduction of some Threat or is temporary like
Off-tank can pull that mob off you. Either way, don’t run Fade. I suspect it is temporary. Either way, it should be saved
away exposing your back, don’t aggro new adds - hit your for when the Rogue pulls aggro, not used pre-emptively
HELP HELP shout and /emote helpme macros and move because of its timer and 20 energy cost. It usually flips the
closer to the Tank or off Tank. To make it easy for team mob back to the Tank, but the mob can come right back to the
Rogue if he follows up with burst damage rather than easing
off with Rupture or other finishers than Eviscerate. The can cause trouble, such as doing maximum burst damage,
Rogue and Tank should understand one another - in order to blinking, or sheeping a mob in the middle of a melee. A mob
conserve his Taunt for multiple mobs, the Tank will wait 2 breaking away from the pack to attack the Mage is, however, a
seconds before taunting a mob back from a Rogue in order to perfect candidate for crowd control with low risk of
see if Feint flips the mob back - unless you know the Rogue interruption. As a Mage, don’t stand too close to the healers -
recently used it from the mob inexplicably flipping back to not only does it put them at more risk of picking up aggro if
you. A good Rogue knows how to grab a loose mob as Off- you die but it makes it harder for the rest of the team to see
tank and bring it back to the Tank to engage - when the Tank which of you loose mobs are heading for and make an
had hit the mob once or twice the Rogue can feint it off. appropriate response.

Burning a Vanish and facing a long cooldown is not a trivial PRIEST: Priests have two panic buttons - Psychic Scream for
decision, but if the Rogue is far enough away from the mobs soloing and Fade for groups. Psychic Scream is effective but
and the vanish works then the Rogue sheds aggro and goes does not reduce Threat and often brings fresh mobs to the
out of combat for aggro-free bandaging and restealthing if party -- there are some instances where a timely Fear works
needed. With proper assists, the loose mob should go after the well, but generally this panic button should be replaced by
Tank. Like the Hunter, the Rogue has means of getting out of Fade while in an instance group.
combat and should use them to help the team manage aggro
and avoid unnecessary healing Threat. This means choose Remedy’s research indicates that Fade subtracts a medium
your vanish spot with regard to whom the mob will attack amount of Threat (about 2 small heals, less than a Greater
next - usually this means backing AWAY from other players Heal) for 10 seconds, then returns the Threat at the end of that
before a vanish to give them space and time. Subtlety is the period. Despite this, in some tests aggro did NOT return to
best Rogue tree for PVE grouping, offering Preparation the Priest after Fade expired unless some further action was
(immediate refresh for all cooldowns) as well as Improved taken by the Priest (this may be a bug and if so may be fixed).
Sap and Hemo. Note that if Threat is so high that Fade is not enough to flip
the mob away, it does NOT appear to make the mob easier to
MAGE: Sheeping and Frost Nova actually increase Threat but pull off the Priest and if the spell fails it may actually make it
substitute crowd control for aggro reduction, postponing the harder (i.e., add Threat, but this needs careful testing).
reckoning long enough for an off-Tank to step in or the Main Tactically, the Priest should be standing well back from the
Tank to pick up the mob if the Mage cooperates by refraining center of combat, spot aggro early, stop damage and healing
from piling on more damage. As often the case, solo reflexes during this period, hit the Help macro, wait until the mobs get
close (let them waste time running back and forth without very little Threat – this appears specifically intended to
doing damage), and then hit Fade to send them scurryinig prevent use of healing as a Paladin tanking tool tool but also
back. Alternatively, you can lead the mobs back to the Tank means Paladins can heal with less concern about aggro.
before hitting Fade. Stop everything before Fade ends Paladin aggro reduction tools primarily benefit other players.
(including DOTs and HOTs) to try to avoid renewed aggro. Blessing of Protection immunizes a party member from
physical attack for up to 10 seconds and wipes aggro, sending
What about the top Holy talent, Holy Nova? It provides a 10 the mob to the next person on its hate list. The Paladin’s
yard damage AOE combined with a Threat-free group heal personal immune shield or a 30-second Divine Intervention on
and is on a 30 second timer. It is well worth using before a another has a similar effect on aggro. A less dramatic tool is
Fade if some low-health mobs are close by your Holy Priest. Blessing of Salvation, which reduces Threat caused by 30%.

DRUID: Subtlety is your only aggro reduction tool - for 5 WARRIOR: Aggro REDUCTION? Are you kidding? If you
high-tier Restoration talent points you reduce healing Threat pull too many mobs and the rest of the team is not in combat,
by 20%. Druids have roots (outdoors only) and sleep for make sure you have all the mobs attention and find a good
limited crowd control, but damage breaks sleep and helps place for a rez without putting the team in danger. Even if
break roots. The standard response when pulling serious some players are in combat, with proper assists often only one
aggro while healing is to go Bear without attacking and hit mob will be aware of the ranged assists and the healer should
your HELP macro (or off-tank yourself if tactically be out of combat until he heals, so with good teamwork you
preferable). If you still need to heal then instead then at may be able to contain some mobs while others run off or
higher levels you can use your weapon switch macro for have a partial rather than complete wipe.
Warden Staff or Unyielding Maul (+ defense = harder for
them to hit you) and Barkskin to allow more heals or a last-
ditch tranquility. PART 4: TANKING AND AGGRO TOOLS

SHAMAN: Shaman have snares and Threat enhancers, not “You’ve won Aggro! Your prize is death.”
Threat reducers. Frost shock slows mobs and Stoneclaw
Totem acts like a target dummy by distracting them, but can ==(13)==OFF-TANKING==2005.0625==
also aggro fresh adds. Aggro is what shields are for. Tanking is holding the aggro of all the mobs, or at least all
except the one being focused on by the group and any
PALADIN: A Paladin healing himself or others generates additional mob while it is being off-tanked. In some
instances, such as Molten Core, the mobs are so dangerous
that each needs its own dedicated Tank. Tanking is a full-time Before you start out, agree who will off-tank to rescue the
job that requires constant attention when you have multiple healer and other casters from aggro. In particular, determine
targets. Off-tanking is a part-time job but important. It if the Main Assist needs to act as off-Tank. If so, make sure
involves grabbing aggro on a single mob (usually to save a those assisting him don’t switch from the mob they are
caster from attack or to take substantial pressure off the Main currently killing. Kill, then switch. This gives time for the
Tank) and tanking it until: Main Assist to pass off the mob to the Main Tank if he
chooses. If there is a Rogue plus a Druid, Shaman or Paladin I
(a) you can pass it off to the Main Tank when feasible, like the Rogue as Main Assist and the hybrid class to use its
(b) some damage dealers help you kill it, or versatile skills to backstop various roles - assist in melee, buff
(c) you kill it or die trying. the group, off-Tank as needed, and keep half mana in reserve
for backup healing and emergencies.
An Off-tank needs the ability to grab single target aggro,
ability to hand off aggro to a Tank, and the ability to keep ==(14)==WARRIOR TANKING AND AGGRO
fighting and sustain or avoid damage for as long as it takes to TECHNIQUES==2005.0702==
do the job, which is first of all to keep the mob busy and
second of all to kill it. For tactic (a), Rogues and Hunters have “My shield is in the bank.”
all 3 skill sets, with both basic and last-ditch aggro transfer
tools that other classes lack and that can help a Main Tank *1. Character level does not prove tactical understanding. A
pull back aggro. Warriors, Paladins, Bears and Shamans (all level 10 alt may know better than a 60 about teamwork and
having good armor and health) are better at (b) and (c). The aggro control. As Tank, you and the healer need to have an
tactical challenge for an Off-tank is that, unlike a Main Tank, understanding and set expectations: explain how the assist
you goal is NOT to achieve an optimal Healing/Aggro Ratio function works to control aggro, tell the team to wait to attack,
(see Section 8 above) but to accomplish (a), (b) or (c). Skill and ramp up damage so as not to pull aggro, not crowd the Tank,
teamwork determine the best choice in each situation. Further making it hard to see what the mobs are doing, and that if
aggro-vating the mob can make it hard to hand-off the mob to aggroed the squishies should lead the mob close enough to
the Main Tank, so for (a) damage mitigation is more you to taunt (or whoever is off-tanking).
important than doing damage and you act quickly to pass the
mob back, while for (b) and (c) the balance of damage done vs. *2. Tank and damage-dealer are different and conflicting roles
received and timing are important. for a Warrior. As a damage-dealer or solo, max damage on
target is your goal. Arms/Fury Warriors make good damage Warriors its added group value for tanking is personally
dealers and Main Assists. But a Tank’s responsibility is not outweighed by the advantages of other trees for PVP and
max damage but holding aggro from the mobs without damage-dealing. Even if focused elsewhere, consider talents
exceeding a safe Healing/Aggro Ratio on any of them. When including Defiance, Improved Taunt and also Improved
a Tank has to work on more mobs, the Threat he can put on Revenge.
each is lower so the Healing/Aggro Ratio goes up
proportionately and damage mitigation becomes more and *5. Defensive stance is the primary tanking stance, with 10%
more important to hold down the healing side of the reduction of damage from ALL sources as well as a 30%
equation. Having 2 healers split healing on you helps reduce Threat bonus even without Defiance. Berserk Stance actually
each healer’s Ratio from each mob. For a 10-man Raid, a increases damage suffered and reduces Threat generated =
Priest and Druid with stackable heals cross-healing the Tanks bad for tanking. This said, using Battle Stance to open the
and AOEing casters is ideal for Healing/Aggro control. fight with a Charge and Berserk Stance with whirlwind to
Watch your healers’ mana bars as a rough indicator of the attract the attention of numerous trash mobs are favored by
healing Threat they’ve been building. The hits the non-Tanks some. If planning to stance dance, get the Arms talent Tactical
are taking indicates how much of that Threat comes through Mastery to save some Rage when shifting or burn it with
you. Threat-builders before you switch.

*3. Warriors love their quality 2H weapons, but they should *6. AOE skills include Demoralizing Shout, Thunderclap,
generally be reserved for solo, PVP, and doing DPS as Main Cleave, Whirlwind, and Challenging Shout. Battle Shout
Assist, situations where damage and Rage are the priority. In provide both AOE Threat and a terrific group melee buff.
group/instance tanking, if you can knock out a fight quickly Shield Block reportedly has a small AOE effect. Snap-aggro
with no or minimal healing (e.g., single targets or a few non- tools are Taunt, Mocking Blow and Challenging Shout. Basic
elite trash mobs), go ahead and weaponswap to speed things tanking skills are Sunder Armor, Shield Block/Revenge, and
up, or go 2H when other options fail to pull back a loose mob Shield Bash (for interrupts). Hamstring is needed rarely in
aggroed on a healer. Otherwise, stick with sword-and-board instances because targeted mobs usually go down too quickly
and keep your healers alive and happy. to run far and it saves Rage to to have a Rogue use Crippling
Poison.
*4. Tanking gear should emphasize Stamina and mitigation
(high armor, + defense, good shield vs. melee mobs, resists vs. *7. Demo Shout is a Rage-efficient AOE Threat and debuff,
casters). Protection is the tanking Talent tree, but for many more effective in Defensive Stance. Thunder Clap requires
Battle Stance - it debuffs mob attack speed and builds Threat health for 20 seconds and Shield Wall briefly cuts damage
on 4 targets, but is low damage and expensive at 20 Rage. If taken by 75%. These are usually saved for near-wipes and
your AOE is resisted you can attack or Taunt the loose mob. boss fights.
Sunder Armor remains the main Threat-builder. With
multiple mobs, Sunder the initial target twice to give the MA *10. Hellmount in his excellent tanking article (see link below)
time to lock on target, then TAB-Sunder the others. Sunder distinguishes “Rage Burner” skills which should be reserved
stacks 5x but 2-3 is enough against non-Bosses. Use Revenge for use of excess Rage or critical moments (e.g., taking down a
when available for good Threat at only 5 Rage. It requires boss or a mob about to kill a player). Most damage skills are
block, parry or dodge, so complements use of a Shield and Rage Burners, such as Mortal Strike, Heroic Strike,
Shield Block. Shield Bash is low damage but interrupts casters Overpower, Execute, and Cleave. Whirlwind is also
and can silence with talents (also use to build Threat while expensive at 25 Rage but can be worth it if you have 3 or 4
disarmed). targets you need to hit quickly.

*8. Taunt is the most basic but misused aggro tool. It has no *11. Pick a safe combat area with minimal risk of adds,
effect and wastes your timer if the mob is already aggroed on runners and accidents (e.g., knockback into lava or off a
you. When a mob moves away to attack a squishy, taunt after ledge). Pull smart. If risky, use a Hunter or Rogue as needed
that player fails to shed aggro (see Sec. 12 above), then hit, and tell the crew to stay back out of combat until it is time to
Sunder or Shield Block/Revenge it a few times to build join in. It is better to die alone than wipe the party. Allow
Threat. Mocking Blow is your 10 Rage emergency backup if room for Hunters to shoot and for Rogues to attack the mobs
Taunt is on cool-down. from behind. To help with this and gain better situational
awareness, try dragging the mobs aggroed on you in a small
*9. Cooldown Skills: Many Warrior skills are on cooldowns half circle so you end facing back towards your group,
and reward skillful timing. Challenging Shout puts all mobs offering them the mobs’ backs. Charge mobs when you want
in range on you for 6 seconds, restoring order to chaos, but to fight them where they stand. To bring them to the group, a
you need to act quickly to firm up aggro with a fresh AOE Hunter, Rogue or sheeping can pull them to the combat area
followed by cycling Sunder on the formerly-loose mobs. where you charge/intercept them. Use your gun or bow
Intimidating Shout fears all but your target, providing a brief when needed for a precise pull. The group should stay out of
respite (at the risk of adds). Retaliation is like Thorns or aggro range until ready. Tell them you need 5-12 seconds to
Retribution Aura and stacks with them, but on a 30 min firm up aggro and to wait for your signal to attack (e.g., when
cooldown. The Last Stand talent gives a bonus 30% of max they see the first Sunder Armor icon).
and luck. The more numerous the mobs, the more important
*12. Pre-combat Power Word: Shield prevents damage are crowd control and an alert off-Tank.
without healing Threat, but as patched it eliminates Rage
generation from damage. Although Rage from doing damage ==(15)==BEAR TANKING AND AGGRO
exceeds Rage from being hit, in some situations the TECHNIQUES==2005.0702==
incremental Rage is still going to outweigh the value of Warrior tanking concepts also apply to Bears, but Bears have a
reducing healing Threat. Talk with your Priest about initial narrower set of aggro tools. In a common order of use these
PWS. Note that PreHOTs provide a safety margin without include Enrage, Faerie Fire (4th tier talent), Demoralizing
adversely affecting Rage. Roar, Maul, Swipe (repeat, repeat), Growl, Bash, Feral Charge,
and Challenging Roar. Talents in Sharpened Claws and
*13. Example Single-Target Boss Combat Sequence: Battle Primal Fury boost crits and Rage, and Furor is valuable for
stance 1H/Shield, Charge, (Thunderclap,) (Mortal Strike,) initial rage entering Bear Form since Enrage takes time
Defensive Stance, Demo Shout, Sunder up to 5x, Revenge (though if Furor is nerfed as proposed these talents should go
when available, Shield Bash to interrrupt casts, refresh elsewhere). In Bear form you can body-pull normally or
debuffs, add Rage Burners. Parentheses indicate optional ranged-pull with the Faerie Fire armor debuff. I prefer to save
moves. Rage and do initial damage by pulling with Starfire, Moonfire
and/or Faerie Fire in caster form before switching to Bear. A
*14. Example Multi-Target Sequence: Battle stance 1H/Shield, pre-HOT self-Regrowth is also a good idea for healing while a
Charge, Thunderclap, Piercing Howl (Fury talent), (Berserk Rejuv cast after pulling but before going to Bear will build
Stance & Whirlwind,) Defensive Stance, Demo Shout, Sunder your aggro. Thorns should be continually refreshed.
or Revenge on primary target, TAB cycle Sunder on all nearby
mobs, return to hit primary target, refresh Demo Shout, (Battle Thorns, Swipe, Demo Roar and Challenging Roar are the
Stance + refresh Thunderclap, Defensive Stance,) start with Bear’s multi-mob aggro tools. Swipe hits 3 opponents, Thorns
primary and cycle Sunder/Revenge. hits everyone attacking you. Demo Roar keeps the mobs
debuffed for 30 seconds, mitigating damage and is ideal for
*15. A Warrior should be expected to handle 2 mobs with initial threat on a group of mobs once they are all nearby.
ease even if the group is sloppy with assists, 3-4 non-Boss Because of the cooldown, Challenging Roar is a last resort
mobs effectively with proper assists, and 5+ non-elites loosely tool when you need to pull back multiple loose mobs. I use
(meaning healing or AOE is liable to strip some off) with skill Enrage at every opportunity -- the armor reduction is greatly
outweighed by the added Rage and Threat. Frenzied aggro off-tanking a boss or other single mob while the group
Regeneration should be properly timed. focuses on its current target. Feral talents are valuable for
tanking multiple mobs.
Growl is a taunt that temporarily puts you on top of the
Threat list - rather than adding permanent Threat. It has no ==(16)==TANKING BY OTHER CLASSES==2005.0825==
effect on a mob already attacking you. If you want to keep the
mob’s attention, have extra rage ready to Maul and get a few “Don’t worry, my pet will tank.”
hits in after the Growl to get aggro. Researchers have
reported that Demo Roar is equivalent to about 1/4th the Sometimes you don’t have a Warrior or Druid to tank, so that
attack power debuff amount in Bear form damage, thorns 1:1 role falls upon other classes that can create Threat but lack
with Bear damage. Faerie Fire is similar to Warrior Sunder (or special tanking-specific skills. They must rely on direct Threat
Rogue Expose Armor) and stacks with these. It causes Threat generation through damage or healing as well as particular
-- how I don’t know. I also am not clear on the extent to which Threat-generating or reducing casts. With generally lower
Bear Swipe and Maul generate additional aggro out of damage mitigation they require more heals, which creates
proportion to normal Bear damage, but it is generally believed more healing aggro, so this means they should try to tackle
they do. fewer mobs at a time, have the group be careful about always
assisting, and that being a higher level in order to do more
With a little time to build Threat, some Rage-building talents, damage and sustain less damage (or soak up more before a
and FF Bear, a Bear can hold aggro against dps classes on any heal is required) becomes particularly important. Just as
single boss or mob without an aggro-wiping knock-back Druids can use self-healing to enhance Threat, other healers
(those are hard for Warriors as well). With 3-target Swipe as can do the same to keep the mobs sticking to them (though
an AOE attack, Bears should be expected to hold 3 mobs easily Paladin healing creates reduced Threat). Note that both
with proper assists and 4 or 5 non-elites more loosely with Shamans, and more so Paladins, rely on mana for aggro
skill and luck. To help round up loose mobs, Bears have generation, and their mana pool may dry up in a long fight
Growl and Challenging Roar but not the range of aggro tools while Rage keeps Warriors and Bears going. Because of this,
that a Warrior has. Properly equipped, talented and skilled Shaman and Paladin tanks face a greater equipment challenge
Bears can and have Main Tanked all instances through Molten in balancing tanking stats (stamina, armor, strength, and
Core, but even Druids with healer spec and gear can off-tank. defense) with sufficient intellect and spirit/mana regen.
Particularly if pulling with Starfire and moonfire before going
into Bear, a Druid with no Feral talents can readily maintain
Although DPS classes can be good at generating Threat and --16A--SHAMAN TANKING--2005.0910—
grabbing aggro and may be able to off-tank, because of In addition to the relevant points above, following are
damage mitigation the only other classes that should be additional useful points about Shaman tanking, most also
considered for a Main Tank role when Warriors or Druids are applicable to off-tanking techniques.
not available (or when the class is substantially higher in level
than the rest of the party) are Paladins and Shamans or, as a *1. Shaman have Rockbiter, Earth Shock, and a variety of
last expedient, either Voidwalkers or Hunter pets with high AOE shock, totems and attacks as well as potentially powerful
armor or health and tanking talents. Comparing Shamans and melee, totem and AOE attacks (depending on spec), and their
Paladins: Paladins have better damage mitigation; Paladins healing aggro is not reduced like Paladins (a benefit for
can reduce Threat on group members; Shaman healing creates tanking, though not if group healer). Many Enhancement
more Threat; Shamans have higher DPS. Both can heal, have talents are useful for tanking as well as melee in general, while
aggro-generating specials, and can choose talents more or less Improved Lesser Healing Wave and Nature’s Swiftness in the
useful for tanking. Both classes have limitations on the use of Restoration tree are very useful for uninterrupted healing
multiple totems, seals or auras, which places a premium on while tanking. Unlike a Druids, who needs to change into
appropriate tactics for the circumstances. Let me stress that vulnerable caster form to cast a heal, a Shaman can
tanking is not the best use of a Paladin or Shaman if there is a simultaneously tank and build Threat through needed heals.
Warrior or Bear available, but sometimes neither is available.
Both Shamans and Paladins can be effective Main Assists, but *2. Shamans can generate Threat but lack the tools Warriors
may be more valuable as a secondary melee assist while also and Bears have to handle multiple mobs, so zergs are more
supporting the group with their casts and acting as backup dangerous. Pull to a safe area and limit the mobs you tank to
healer and off-tank while a Rogue acts as Main Assist. 3 at a time if you can. Sharing the burden between 2 Shaman
Shaman ability to act as a Main Tank substitute declines at tanks or with a pet is useful; the weaker tank should act as
higher levels and drops off dramatically after Sunken Temple Main Assist on the group’s target while the stronger tanks all
(which is still easy if you are a 60). Paladins, with their greater the other mobs. Shamans don’t have the taunts to fight over a
mitigation, last somewhat longer, and have tanked all bosses mob’s aggro with the Main Assist or another player while
up to UBRS and off-tanked in Molten Core. Some players tanking multiple others. If a mage/hunter/rogue won’t assist
have pointed out that engineering not only helps PVP but also and insists on getting personal aggro you can’t stop him so
provides AOE damage, crowd control and taunt toys that help don’t try. You can always rez him later. Focus on the loose
tanking (as well as the ability to build repairbots, a plus when mobs.
seeking entry to high-end instance groups).
Thorns or Fire Shield to help build incremental Threat on
*3. For tanking or off-tanking swap in high-armor Tanking mobs you are not hitting. Lay down totems (e.g., Grace of Air
gear with a mix of STAM/AGI/STR as well as adequate INT and either Stoneskin or Strength of Earth) and then pull with
for endurance and survivability. Add as much +Defense gear Chain Lighting for multi-mob initial aggro. Your mana
as you can manage without seriously affecting your stats priority is having Earth Shocks available for Threat. If you
(assuming you have Parry and a shield to Block with). Hitting decide to use fire totems for damage rather than initial AOE
60 your set should have 4000-4500 health and 5000-6000 threat against multiple mobs, use them only if you have
armor. Use a Shield + 1 Hander except against a small already tagged all mobs so they won’t pull aggro and be
number of trash mobs. I use Wardrobe to switch outfits immediately destroyed.
between mobs and Weaponswap to switch weapon/shield
combos in combat. *7. Use your highest Earth Shock (enhances Threat) on the
first target mob as early as possible in the pull and then hit
*4. Tanking is greatly aided by Enhancement talents. The tree and ES the next one to get solid Threat on both of them.
up to Parry is commonly recommended for all Shamans while Cycling hits with Rockbiter and using an Earthshock against
leveling up, usually combined with Restoration. Thundering each mob in the pull will build good aggro. Once cycled, you
Strikes, 2 Handers, Improved Lightning Shield, Flurry, and may decide to conserve ES for use like a taunt on any loose
Parry are useful for both DPS and tanking. Shield Spec, mobs rather than burn it to build further aggro - it depends on
Anticipation and Toughness are more useful if tanking/off- the situation. In any case, keep Rockbiting.
tanking often or focusing on a melee build but can be
substituted for with better gear. *8. Selective and well-timed use of Improved Lesser Healing
Wave and Nature’s Swiftness can help improve your
*5. You can’t handle sloppy situations like a Warrior nor do survivability, build aggro, and reduce the primary healer’s
Earth Shock cooldowns let you pick up solid aggro against a healing aggro risk. If a sapping rogue or other player pulls
large number of mobs as quickly. When tanking, pay extra initial aggro and takes damage, a quick heal on him will create
attention to coordinating crowd control, the effect of your Threat on all mobs aware of him and pull them to you. Do
AOEs, maintaining proper Main Assist/Secondary Assist your own first heal if you can. If the healer pulls aggro,
roles, and having the team ramp up damage over time rather throwing a big heal on him can help pull the mobs back. But
than fire their heavy artillery right away. remember you are the tank, not the healer - conserve your
mana for keeping the mobs on you.
*6. Apply Rockbiter and Lightning Shield before the fight. Get
* 2. Properly specced Paladins can do considerable damage,
*9. Frost shock runners. Tauren can War Stomp to buy time but focusing on boosting damage rather than Threat can be a
to throw a tactical heal or stop a mob from killing the healer. fatal error. Patch 1.9 replaced the old Seal of Fury/Judgement
of Fury combo with the Righteous Fury (RF) self-buff (also
*10. Of course, when Shamans in a group are NOT tanking or available at level 16), which generates 60% increased Threat
off-tanking tactics change. They should avoid unnecessary from ALL of the Paladin’s Holy attacks. Fully Improved
aggro by ramping up damage over time, avoiding Rockbiter, Righteous Fury (requiring a minimum of 13pts in Protection)
and using Earth Shocks only for interrupts at level 1. increases Fury-related Threat by 90%. Paladins report that RF
Flameshock has more mana-efficient shock damage. If off- generates less single-target Threat than SOF did, but it applies
tanking part-time, Rockbiter can be applied to one weapon to ALL Holy attacks so increases tanking ability against
and Windfury to another and a weaponswap macro used to multiple mobs using Consecration/Holy Wrath AOEs. Seal of
wield either at need. Righteousness (SOR) remains the basic tanking seal, as it
creates additional Holy damage in melee. Holy Shock can be
--16B--PALADIN TANKING-- 2006.0206— useful for Paladin ranged pulling and trying to recover aggro,
In addition to relevant points above, following are some but as a 31pt Holy talent is not part of a normal tanking build.
additional points about Paladin tanking:
*3. Unlike a Shaman, a Paladin needs to use talents to have
*1. The weakness of a Paladin compared with a Warrior or access to key tanking tools. Consecration is an essential talent
Bear is handling numerous mobs. Lack of a taunt or other and provides an 8-second Holy damage AOE for the 11th pt in
snap-aggro tool after a mob knockback wipes aggro (it is even Holy (for a tank the preceding talents would be Divine
more important to fight with your back to a corner or wall to Strength and Improved Seal of Righteousness). Improved
limit knockbacks) or recovering other loose mobs aggroed on Righteous Fury (tps 11-13 in Protection) is also important,
other players makes it even more important to get proper however, which with Consecration leaves 27tps for use in the
/assists from the team and have them give you 10-15 seconds Protection or Retribution trees. Once you have mobs hitting
of personal time with the mobs before unleashing DPS. you, Consecration combines well with Holy Shield (the 31 TP
Shamans beat Paladins in aggro, Paladins beat Shamans in Protection talent), which increases block rate and inflicts Holy
survivability. It is this high armor mitigation, self-healing, and damage for up to 4 shield blocks, and increased blocking from
effective tools to build Threat over time that make Paladins Redoubt and Shield Specialization. However, Protection in
good off-tanks and viable single-target tanks even in the 1.9 is generally viewed as a weak primary tree overall
endgame. compared with Retribution, which has a variety of talents that
increase damage generation. Unfortunately, you can’t fit Holy healer. Never bubble when tanking as the mobs will turn on
Shield, Consecration and Seal of Command into 51tps. [To be your group.
checked: Righteous Fury effect on Threat from blocks and
retribution aura?] *6. Paladin self-healing in combat benefits greatly from the
*4. Single target tanking is simple - keep Improved Righteous Spiritual Focus Holy talent, giving up to 70% non-
Fury on, judge Crusader on the mob, and do as much damage interruptability. Lacking this, a Hammer of Justice stun or
as possible, focusing on Holy damage. Use Holy Shield early Concentration Aura can be used to help heal, but neither are
if you have it in order to build Threat. Retribution Aura and suitable for this purpose while tanking, and tanking is mana-
Consecration are primarily multi-mob tools, but can also help intensive, leaving less mana for heals. Threat from Paladin
keep aggro on a single target (as can Thorns). Against healing was recently increased, but still generates less Threat
multiple mobs, you can begin with Consecration to pull initial per HP than other classes’ heals. This makes Paladins better
aggro and Retribution Aura to build Threat, hit Holy Shield if healers and more survivable tanks but makes healing aggro a
you have it, judge Crusader and hit with SOR on the initial weak tool. This is OK because the Paladin should be healed
group target a few times, and then cycle a few hits through by the group healers in order to conserve mana for tanking.
the other mobs while spamming Consecration every 8 For a long fight, keep Blessing of Wisdom on yourself and
seconds. Because Consecration can break crowd control, carry mana potions.
sapping followed by a sheep or hunter pull to your
consecrated area will help. To conserve mana in longer multi- *7. Retribution Aura inflicts Holy damage on every mob
mob fights, use lower ranks of Consecration and Holy Shield attacking any person with the Aura and can be improved for
to keep them active as much as possible. Against Undead, TPs 16-17 in Retribution. Like thorns, it is useful for tanking
pulling with Holy Wrath will get their attention, but your multiple mobs, but because it works on ALL members of your
Priest should know to shackle only after the pull. party any aggro they pull becomes more sticky. When the
*5. To help forestall difficulties in recovering aggro lost to number of mobs is manageably few and you have a lot of
healer or DPS classes, Blessing of Salvation can be cast on casters, Concentration Aura uninterruptability may be more
them for 30% Threat reduction. If that fails, Blessing of worthwhile. For 21 TPs in Retribution, Sanctity Aura
Protection can be cast to immunize the teammate from assault provides a nice boost to Holy damage.
and help pull aggro back, but even improved it has a 3 minute
timer so should be saved for emergencies. Hammer of Justice *8. Choosing Paladin gear is always a tradeoff. Tanking does
can stun loose mobs and creates Threat, but due to the timer not simplify the decision because your need for +defense gear,
should also be saved for dangerous runners or saving your stamina, and AC increases but you still need mana. Mana
regen gear and BOWisdom remain important for long fights. should be sorted out in advance whether the Hunter will be
With Wisdom judged on your target you will gain mana from responsible for healing his pet. Since it is tanking, the primary
both the normal hits and the “phantom hit” from Righteous healer is normally going to heal the pet. This is easier now
Fury. Even with only Redoubt, you will block a lot and that pet portraits are in the game.
always get the best shield spike you can. Consider armor or Although greater customization is promised by Blizzard,
trinkets that proc damage against anyone attacking you or currently Hunter pets are fairly generic, varying to some
have another useful AOE effect against multiple mobs. degree in three key attributes: armor, health, and dps. Pets are
either high in one, medium in another and low in the third, or
--16C--PETS--2005.0605— somewhere in the middle on all three like boars, vultures,
Pets can be actively managed to aggro multiple mobs with hyenas, and wolves. Pets also vary in attack speed, with DPS
growl and an attack or two each to build light aggro, but this pets usually faster. Pets with high armor have the most
process is relatively slow compared with the speed with physical damage mitigation, but with multiple mobs, and
which multiple mobs will aggro on party members. Keep in magic attacks that are not affected by armor, they going to
mind that pets are built to grab single target aggro and hold it take considerable damage and may require chain healing, so
reasonably well in the face of a controlled level of DPS from high health, medium armor, low dps (i.e., bears) would be my
the Hunter or Warlock - i.e., they are designed as off Tanks first choice for a pet tank.
and expecting them to Tank two or more mobs for a group in
the face of concentrated damage or healing Threat generation Conversely, where a pet is not needed as a Tank or durable
is unrealistic. They can, however, keep one or two mobs busy Off-tank, a high-dps pet (cat, bat, owl, raptor, or spider) may
for a time and sacrifice themselves so the party members can help the group the most by assisting the Hunter.
get the job done.
==(17)==RESERVED==
Although the Voidwalker is the most effective for this purpose
with the multi-mob Suffering taunt (especially if improved PART 5: SPECIAL TOPICS
with Demonology talents), in instances the stamina buff and
ranged damage of the Imp or the crowd control of the ==(18)==RESERVED==
Succubus are usually more useful. Use the Hunter’s pet if
available. With the pet tanking, the Hunter is Main Assist and ==(19)==OF DOTS AND WARLOCKS==2005.0802==DOTs
everyone should assist on him. As always, all Pets should be are a perfect tool for ramping up damage and curses like curse
on passive, controlled via the pet bar. If the pet has to tank, it of weakness for weakening or otherwise hindering mobs (I
suggest the primary healer save their mana for healing and
not build additional Threat with DOTs). In theory, warlocks How does the healer feel about life tap? It is good practice for
should be perfect for cycling through the mobs the Tank has a Warlock to life tap if at full health but low mana in order to
aggroed but the main assist is not working on and laying first benefit from both health and mana regen, but excessive life
a curse of weakness to reduce their damage to the Tank and tapping looks like severe damage and may draw a heal away
then rounds of damage DOTs, before moving to more from another player who needs it. Life tapping combined
damaging casts to help the Main Assist while staying below with healing to replenish the health bar is an effective way to
the Threat curve. keep the Warlock doing damage in a long fight. (When
healing, it is surprising how many Warlocks don’t listen when
Doing a direct assist on the Tank while the Tank cycles would I tell them they should life tap to get needed mana in combat,
maximize safety (ideally the warlock would cycle with the and that they need to make room on their health bar before I
Tank by hitting assist before casting). Curse of recklessness on can land a heal there.) A Warlock and healer should have an
the Main Assist’s target when it gets low on health both understanding -should the healer not feel obligated to heal the
reduces its armor and keeps it from running, although the Warlock until the Warlock is dipping low in both health and
mob does additional damage as well. What I am not clear on mana, AOEing or sends a HELP HELP message?
is to what extent curses build Threat beyond normal Threat
from damage or debuffs. Warlocks also often have high HP http://www.wowhealers.com/content/view/200/50/
and the ability to in effect heal themselves by sucking the life
from their foes, something which can inadvertently waste
valuable healing mana when the Warlock does not really need
a heal. What I suggest is that the Warlock talk with the Tank
and healer about some things other than just soulstones, fear,
crowd control and passing out healthstones to everyone (Tank
first so he can self-heal, building Threat, then Main Assist,
healer and others). Should the Warlock DOT all the mobs or
focus on helping the Main Assist? If so, the warrior needs to
take more care to build Threat from the mobs. Will the
Warlock be his own off Tank/crowd control if he pulls aggro?
An experienced Tank will have some definite views on what
would work best.

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