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Live
PTR
10.2.7
PTR
10.2.6
Beta
Tanking (as Druid or Warrior or Death Knight)
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545051
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Post by
bsvictor
Spell casting DK>warrior>paladin>druid
Melle Druid>Warrior>Paladin>DK
Druids do far more spell casting then any of the other classes and paladins would be behind Deathknights on melea becouse they can heal as well
What he meant to say is:
Against spell casting mobs
: DK>warrior>paladin>druid
Against Melee mobs
: Druid>Warrior>Paladin>DK
Post by
Mylan
Paladins have no interrupt, just a stun.
Hammer of Justice
interrupts spells if the target is immune to stuns (30 second cooldown with
Improved Hammer of Justice
and
Judgements of the Just
).
Avenger's Shield
with
Shield of the Templar
silences the targets.
Holy Wrath
is an AoE stun against Undead and Demons (More than just one stun!).
Seal of Justice
can be used in a pinch for a third stun. Handy when soloing spellcasters (Pit of Saron Normal mode comes to mind).
Post by
Holyfrequis
I am a tank in every class and this is what ive noticed. when it comes to simple big mob pulls. Pallys have it easy. Throw in a few casters and there job gets harder. (learn to LoS pull)
On my DK, pretty much easymode on tanking. with deathgrip and alot of aoe tanking casters and melee is a cakewalk.
now. as a druid or a warrior. the easier of the two for me is my warrior. only because of Heroic throw and shockwave. i can silence one of the caster with Heroic Throw(gag order talent) and charge the other one, Clap then cleave away or tab dev away. Heroic throw lasts a good 5 ish seconds and more than enough time to get them all balled up for a shockwave. I find it much harder to deal with casters on my druid and thats why i am changing him to a boomkin/healer.
But this is all personal preference and what I feel comfortable doing.
There is no "Right or wrong tanking class" If you can tank well in your class then have at it. but please share how you do it on your specific class so the community can learn too
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265025
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23639
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Post by
Lathe
I regularly tank as a Feral and have tanked as the other three on occasions. (Typically while leveling Northrend, but there you have it.) Typically, I roll pugs, and only very rarely raid, due to time constraints.
I enjoy the simplicity (of sorts) in Feral tanking. Two button mash with a few random others thrown in for good measure. There are pulls that drive me nuts due to lack of a ranged silence, but one can't have everything. (FoS, PoS, HoR are the primaries here. The split casters can be hell at times.)
Druids: Anyone wanting to tank as a Druid must learn to be mobile. As in PvP, so in PvE. You can't silence those casters, but Charge has a short CD, as does Faerie Fire. I find myself bouncing from ranged to ranged a bit in the ICC5'sm which I'm sure drives melee nuts (stick to the marked, boyo, the lock is the only one likely to pull aggro once I've hit it right). Simplicity in abilities, but you can't expect to sit in one place and make things happen all the time.
Paladins: I like the simplicity of the rotation and that STFU frisbee is great for caster pulling.
Death Knights: The rune system felt limiting to me. I didn't tank enough on mine to get past this feeling, but the class seemed decent as a tank. It was a fun approach, being somewhat more like a DPS than a true tank.
Warriors: Oh, how I'd love to get past whatever mental block I have on playing my warrior. The abilities they have access to is incredible. But there's so much available, that sometimes I felt overwhelmed. Really, they have an option for almost anything you can throw at them. Except for a spammable or zone AoE aggro ability (D&D, Concecrate, Swipe).
Rivets, above, nailed it.
The other players in your group want three things from their tanks
1. Be a leader. The tank has to make decisions and react to everyone else's mistakes.
2. Hold agro. Know when to use your high threat abilities and be aware of what's around you.
3. Be healable. Have the minimum Def. required, know how to gem/enchant/talent properly.
Read up, test the ones that sound interesting to you, read up more, study hard, practice, repeat. If you're uncomfortable at first, that's good. It means you're open to learning. Also, tank lower, normal instances at first to get a good feel for abilities.
Good luck to you, and welcome to tanking.
Post by
131584
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Post by
Frames
Paladins have no interrupt, just a stun.
Hammer of Justice
interrupts spells if the target is immune to stuns (30 second cooldown with
Improved Hammer of Justice
and
Judgements of the Just
).
Avenger's Shield
with
Shield of the Templar
silences the targets.
Holy Wrath
is an AoE stun against Undead and Demons (More than just one stun!).
Seal of Justice
can be used in a pinch for a third stun. Handy when soloing spellcasters (Pit of Saron Normal mode comes to mind).
By interrupt I meant a dedicated interrupt on a short cooldown ie: Mind Freeze, Shield Bash, Kick, Pummel.
Even without those a Paladin Tank is able to round up casters.
Just because its not writen on the discription doesnt mean that class doesnt have any moves it cant use to get casters to us.
Just have to know how to use the moves right.
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