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The Paladin Tanking Guide for WOTLK Heroics
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Post by
hatman555
Ok,
I think that is all the space I will need....i will edit up the table tomorrow for quick links and suck...blah im dead tired.
Thanks guys
Cheers,
Hat
Post by
biogoo
Maybe its time to revive my tank off-spec.
This guide may be empty yet but already shines epicness.
Post by
299264
This post was from a user who has deleted their account.
Post by
svirve
That's more like it =)
Did you abandon the other thread cause we nit picked it too much or what? ;p
Post by
Red054
I'm really looking forward to this guide for my Prot offspec, I've been wanting to try it out and I think this'll help. Thanks ahead of time Hat!
Post by
Hyperspacerebel
Holy *!@#. A guide that takes up the whole first page. /goggle
Post by
Squishalot
Other classes do it all the time :P
Good job, Hat - looking forward to seeing the
guild
guide.
Post by
211100
This post was from a user who has deleted their account.
Post by
AnrDaemon
Hm... I had a thought for some time about this. So... forgive my elitism and such, but here's some of my thoughts. "Perfecting your ways to win".
Utgarde Keep (heroic, normal is about the same, just easier)
Entrance, the forge and the way to Prince Keleseth.
First pack is two Vrykul standing atop the stairs leading to the short corridor, as you enter.
Avenger's Shield one, target and hammer another, Consecrate, proceed, win.
Short yet wide corridor with two anvils in the niches by both sides. each anvil is worked by a pack of 3 metalworkers, and two other metalworkers patrolling the far end of corridor, checking weapon racks and helping at anvils (each on separate patrol route)
You can tank each of four packs separately or pull as many as your healer can keep you through. Generally speaking, if you save AS in initial pull, you can build enough aggro on second pack to add it to your mana regen.
The Furnace of Hate - three open forges worked by a pack of 3 vrykul each.
Two packs is mandatory, third - optional. Watch out mobs, they are spreaded enough to give you a headache.
The Dragonflayer Pens - protodrakes and their handlers, in different compositions.
If you kill handler first, drake enrages. Not something to worry about, I'd say, but some ppl prefer to kill dragon first. Just make your way through room.
The corner and the stair to the Reaver's Hall.
Runecasters Must Die. Fast.
Rune of Protection
- interrupted or mass dispelled. Also avoid bombs dropped by Strategists.
Reaver's Hall - last pack before boss. Random composition of 4 mobs, contains at least one of the following: Runecaster, Ironheim, Strategist. Two Runecasters is what you are watching for, if you got this combo - act accordingly.
Prince Keleseth
He's plain caster, so pop your Shadowrezz aura, unless someone else in party could provide you with means of shadow resistance. No melee damage incoming, so no worry about loosing armor from Devotion Aura.
If you aren't doing "
On The Rocks
", just have everyone stacked on top of you or on the other side of room exit, so adds that coming from there will have to pass through consecrated land and turn aggro on you. Then it's easy fight.
Cave behind Reaver's Hall, the inner hall and Njorn Stair
Cave behind Reaver's Hall is infested by ghouls and Dragonflayer Overseers watching over them.
Every pack consist of one Overseer and about ten non-elite ghouls. The only thing to worry about is Overseers' charge ability, that they will use pretty often, charging into random ranged players. Best is to have them stunned for the duration of their killing.
Inner hall is populated by two vrykul packs, each cosist at least one Runecaster, plus a lone Overseer patrolling it and the short stair leading to it, and one random mob with wolves patrolling lower spire of Njorn Stair.
Both patrols are deadly if caught in wrong times. Overseer could pull second pack to the first, patrol from stairs could jump on your healer or ranged DPS, wreaking havoc in your back. Just watch for them and
be prepared
.
As
said earlier
, the Stair patrolled by a pack of random vrykul with woleves, plus there's a pack of four badly spreaded mobs atop the Stair.
Pat is simple, but pack atop is what causing most trouble for impatient group. Two ways for dealing with it:
Tell group to wait 4 sec before opening fire, enter combat aligning to the closest right mob, AS them when two of three other get close, then assault the far left mob, dragging the three snared with you. That works for normal, non-ill party with sensible DPS'ers.
For the bad time, when you grouped with idiots. Same opening, but instead of AS, you use Hammer of the Righteous, Consecrate, then throw shield to the far left caster/archer. There could still be unmanaged mobs, so taunt accordingly.
Cave after the Stair populated with some ghouls, just kill them and move in front of next boss.
Skarvald the Constructor and Dalronn the Controller
Skarvald is a warrior with charge ability, Dalronn is a shadowcaster and necromancer. When one of them dies, he come back as shadow, immune to any attacks, and remain around attacking party, until either party or his yet alive companion dies.
Best to kill them both at the same time. Was my best run when they literally died at the same time. but it is allowed to leave shadow wander around for a short period of time, while you finishing the other part. As long as your healer could keep party alive, it is nonessential, which of the two is left unmanaged.
Nidvar Stair, Tyr's Terrace and the last fight.
Nidvar Stair is closely resembling Njorn Stair, everything applies.
Tyr's Terrace opening with a pack of 2 vrykul and two wolves.
Charge to them and use shield on wolves to preven them from leaping on you. Be aware that female wrykul could use healing spells, so if your party isn't overpowered, make sure someone interrupt her heals. You, for example.
Next on the road is Dragonflayer mounted on the protodrake. Make sure building enough threat on rider before drake dies.
Last pack before boss is two vrykul with two wolves, similarly to the first pack on terrace.
Same notes applies.
Ingvar the Plunderer
Ingvar is a 2-phase fight. You won't be able to drink between phases, so make sure your healer have full mana at start. Slap any DK's in party so they don't use Army of the Dead, as positioning in this fight is critical.
Initiate fight and turn Ingvar away from party. Leave it this way until he start to cast Smash/Dark Smash. when he do - simply run through him and wait for cast to finish. Then run back around to keep him positioned properly.
It helps a bit to hide behind pillars between phases, 1 debuff stack less makes it easier for healer.
Post by
hatman555
Hmmmm......I can see what your trying to do. But I'm not sure if i like the style. I'm about 90% done with my HOR write up...and since i like UK so much maybe I will do that one next.
This is almost like a movie type of guide where your are led step by step how to do something. But what you need to remember is that not everyone is you. You can't tell them what do to for every single step. It is just my opinion but I believe that the better guides tell people the important things people need to know and then let them make the decisions for themselves.
Cheers,
Hat
Post by
AnrDaemon
Considering what Blizzard made to the game since 3.0, there's only 2 pre-ToC heroics that could cause wipe on trash, and very few could wipe you on bosses. The rest is just "hey, tank, wake up-go-go-go!"
But as I said, it's is
perfection
. And it is in no way telling "what to do". You're free to invent your own ways - I just listed all bad things you could encounter and how I *myself* avoiding them to happen. Or countering them.
And it is much easier for me to list all mobs, than telling that "this mob, that after that mob, which..." A bit messed already, you feel it? And I didn't put whole sentence yet, else it will be even more confusing. You sure you want confused tank in your party?
P.S.
And since there's this new LFD system, you will likely have newborn tanks(and not only tanks) reading this guide. You will be surprised, how much tanking experience differs from DPS one, when it comes to some real work in the field. I've had a party with DK that decided to switch to tanking, and it was very painful process. Gladly he started to listen to us... after first two wipes in Nexus even before we've reached Telestra. His last words was when we finished instance - "this tanking thing ain't easy..."
Post by
biogoo
Hmmmm......I can see what your trying to do. But I'm not sure if i like the style. I'm about 90% done with my HOR write up...and since i like UK so much maybe I will do that one next.
This is almost like a movie type of guide where your are led step by step how to do something. But what you need to remember is that not everyone is you. You can't tell them what do to for every single step. It is just my opinion but I believe that the better guides tell people the important things people need to know and then let them make the decisions for themselves.
Cheers,
Hat
I agree, please no guides as that written above.
Post by
Squishalot
Seconded. Stick to the basics, things to watch out for in particular, perhaps. No need to tell people to "Avenger's Shield one, target and hammer another, Consecrate, proceed, win." Stuff like that *might* go in a single 'how to tank' post at the top. You don't need to repeat that with every trash pull across a dozen heroics.
Post by
hatman555
http://www.wowhead.com/?forums&topic=135178#p1669215
Halls of Reflection tanking Guide is now up......Let the posting begin >_<
Also! because it was too many characters (lol over 17000 combine) to put on one post. I put 2 tanking methods for HOR in the Tips for tanking section.
I will be updating the tips for tanking section later on......my next instance on deck is H UK!
Please go easy on me lols!
Cheers,
Hat
Post by
Kciroj
Excellent job on the HoR guide; also a must-read for every random retard I've tanked the encounters for, I'd say.
I'm personally a big fan of the 'advanced technique' you described, and was worried I was the only person who preferred that spot over the crappy tight rooms behind the bosses. Yes, it requires your entire team to play properly, and no, sadly that isn't the case in most PuGs. A commonly used 'intermediate technique' would be tanking at the entrance corridor.
About the Wrath of the Lich King part... I tend to get into discussions with my PuG-members about where to fight. Almost everyone I meet runs straight to the wall and waits for the mobs to come to them. I prefer to stay just ahead of the mobs so they can be quickly disposed of and move away a bit after each spawn. Any thoughts?
Edited to add: For this to be most efficient you also needa good healer and everyone to be near you when ghouls spawn/leap at your party. The healer should then move away from the group as when Witchdoctors spawn, they will move further down the path (if 'allowed' to go for the healer first).
Post by
hatman555
About the Wrath of the Lich King part... I tend to get into discussions with my PuG-members about where to fight. Almost everyone I meet runs straight to the wall and waits for the mobs to come to them. I prefer to stay just ahead of the mobs so they can be quickly disposed of and move away a bit after each spawn. Any thoughts?
Edited to add: For this to be most efficient you also needa good healer and everyone to be near you when ghouls spawn/leap at your party. The healer should then move away from the group as when Witchdoctors spawn, they will move further down the path (if 'allowed' to go for the healer first).
Thank you for your thoughts and your appreciation. I will try to add in a line about tanking distance.
_____ Each wave will be summoned at the Lick King's feet and instantly aggro party members based on LOS and healing threat. The first adds to spawn are always the Raging Ghouls. 6 will spawn per pack and use a
Leep
which has a "infinite" range to close any distance on the party. I say infinate because it is not 5-30 yards max. The distance of their jump will be as follows: Point A of their jump will be their summon location, and point B for their landing will be the last location of a party member with threat on them. This means that if you stay where you are, they will jump on you, but if you move 20 yards while they are in the air, they will need to close this gap later. Sometimes it is better to stand your ground and intercept the next group of adds. The ideal system though is to always have your healer 30 yards behind the tank. While the first group of adds may be aggro'ed on you because of LOS, the next adds that spawn will have healing aggro on the healer. Intercept these adds as they walk run their way to the back. A healer at 20-30 yards away will mean witchdoctors perfectly in melee range.
Since the spawn time of each wave is almost always instant or with in 30 seconds to spawn all the mobs, tanking them closer or farther won't make too too much difference.
Cheers,
Hat
Post by
200565
This post was from a user who has deleted their account.
Post by
AnrDaemon
Seconded. Stick to the basics, things to watch out for in particular, perhaps. No need to tell people to "Avenger's Shield one, target and hammer another, Consecrate, proceed, win." Stuff like that *might* go in a single 'how to tank' post at the top. You don't need to repeat that with every trash pull across a dozen heroics.
UK is (likely) the first (and sure easiest) dungeon you encounter in Northrend, and at any time I'll recommend it as first HC dungeon for practicing... anything.
So, it was exactly that. The opening post. That explains the tanking basics in the live environment, rather than taking them on obscure detached discussion.
P.S.
By any means, if you aren't feel yourself ready, just don't unlock ICC5-man dungeons.
It's a very horrible expirience to be in all-blues and tanking (or healing) Pit of Saron.
Post by
pezz
I like this a lot, but a few comments about the HoR guide:
While I agree footmen are lowest priority for the DPS to take down, you should probably make a point about picking them up as a tank. They can shield bash and it will stop you casting for a full 8 seconds as a healer. The other mobs (at least for a plate wearing, shield bearing, aura dancing holy paladin) aren't half as threatening to your healer individually. Of course, they're also the easiest to pick up as a tank as well, so maybe making a point like this isn't too necessary.
And when talking about the flight from the lich king. Honestly every tank I've run with (and myself) has found so far that as long you're careful not to let them vomit on the entire party the abominations aren't that dangerous. Especially since you can cleanse yourself. It's the shadow bolt volleys from the casters that might hurt without Shadow Aura up. I keep that aura up that entire fight and still find DPS taking 4k hits, which translates to about 6 or 7k damage to each member of the party without any shadow resistance.
Under the disadvantages to the newbie method you might want to add that it'll make flamestrikes hit more people and be more difficult to avoid, which could make at least CCing if not outright killing the mages quickly more important.
Also as a general note: I would discuss recommendations for auras on certain fights where they would be useful. Devotion aura isn't going to improve your mitigation nearly as much as an appropriate aura will on some fights, especially in the new heroics.
Post by
svirve
Before i read this, just finished the replys (damn i need to stop going afk), you really need way more paragraphs.
Scrolling through the first three posts is really intimidating.
I'll comment on the context in a while.
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