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Ok first of all, I'm not sure this is at the right place, but here goes.

I have played a Blood Dk and have loved it, but now I want another tank. I tried druid some but didn't really like how it felt like most of the time I was waiting for spells to come off of cooldown, even though it was only a few seconds at a time, I was having problems with holding aggro and people have told me that I would probably love either a paladin or warrior.

I want to know how each does in each of these situations and why you love/hate each class and also how good their survivability is such as defensive cds, self healing, and damage mitigation (I am quite diverse in what I do and need a toon that can handle all this) Tanking or dpsing through dungeons for leveling and for heroics, questing (not as big of a deal since most of the questing is easy, but how are each as far as group quests solo?), soloing or even 2 or 3 manning dungeons and raids (mostly classic and WoTLK), and how are each for bgs (especially carrying flags or defending bases), and how are each in arenas (for arenas I would most likely use ret/arms respectively), and also is fury (especially 2h fury) viable for soloing and pvp?

I know this is a lot to ask for, but they are some things I really want to know about each class and hope to hear a few different view points from expirienced players of each/both classes. Thanks in advance.

Edited by zarontheinsane

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I am not really into tanking specs, however Paladin tanks are extremely useful in raid environment, especially if you have any other paladins in the group as well. Thanks to Hand of Protection, you can solotank many encounters that would otherwise be unsoloable. Also, as a tankadin you have very strong self-heals and many "OH SHIT" buttons. Lay of hands.. :)

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Ok, thanks for that, hoping to see some more stuff about pallies and even a bit about warrs, I played around with a prot pally on ptr last night (wasn't quite sure what I was doing but checked Icy-veins guide to kinda learn it) just killing rares and fighting big groups as I sometimes do on my Dk when I'm bored and realized once I got the rotation down my life wouldn't even go below 90% then I took on about 5 groups of these guys that my Dk could only handle about 2 groups of at a time with cds, but used no cds on the pally and only went below 90% for just a sec, so I think pally may be the better choice because of its survivability and outlasting so much...and I hate fighting pallies in arenas lol. If I could only learn to manage my holy power better lol.

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Ok first of all, I'm not sure this is at the right place, but here goes.

I have played a Blood Dk and have loved it, but now I want another tank. I tried druid some but didn't really like how it felt like most of the time I was waiting for spells to come off of cooldown, even though it was only a few seconds at a time, I was having problems with holding aggro and people have told me that I would probably love either a paladin or warrior.

I want to know how each does in each of these situations and why you love/hate each class and also how good their survivability is such as defensive cds, self healing, and damage mitigation (I am quite diverse in what I do and need a toon that can handle all this) Tanking or dpsing through dungeons for leveling and for heroics, questing (not as big of a deal since most of the questing is easy, but how are each as far as group quests solo?), soloing or even 2 or 3 manning dungeons and raids (mostly classic and WoTLK), and how are each for bgs (especially carrying flags or defending bases), and how are each in arenas (for arenas I would most likely use ret/arms respectively), and also is fury (especially 2h fury) viable for soloing and pvp?

I know this is a lot to ask for, but they are some things I really want to know about each class and hope to hear a few different view points from expirienced players of each/both classes. Thanks in advance.

Regarding the Druid, if you were waiting for abilities to come off cooldown, you weren't following the rotation correctly. You should be GCD locked all the time using only 4 abilities single target - Mangle, Lacerate, Thrash, FF - and 3 abilities multi target - Mangle, Thrash, Swipe. This is probably why you had problems holding aggro as well. I routinely over-aggro other tanks even if they've been wailing on the boss for 10+ seconds already. Overall, Druids take less damage than any other tank if you use your active mitigation well. Our weakness is against frequent spike abilities, such as Tortos' Snapping Bite which still can kill me even on 10N if I'm not topped up.

Edited by Tarazet

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If you don't have a bunch of haste, paladins spend a lot of time waiting on abilities. I dislike paladin tanking due to having to wait for abilities and their AoE is less bursty than I'm used to. They have a substantial amount of raid utility through their heals, but they suffer for mobility and picking adds up quickly. They are very, very easy to tank with, though. By far the easiest tank class.

Warriors are, in my opinion of course, much more fun. They have a far more diverse toolkit than any other tank class. Rallying and Demo Banner give good raid CDs, while Vig and Intervene allow you to help out your raid members immensely. With Shattering Throw and Skull Banner, you can have a huge boost to your raid's DPS overall although you will put out less damage than any other tank. Rotation-wise, warriors are very active without being button spammy. Unlike paladins, it is extremely difficult to be a good warrior. You have no "OH SHIT" buttons. There is no LoH, no Purgatory, no bubbles. If you screw up, you're done. You can't compensate for poor usage of active mitigation through cheat death abilities or massive self heals. That said, with SBlk and SBar, warriors have unmatched abilities to simply not take damage AND smooth their damage intake. And mobility, oh the wonderful mobility. Many mechanics are trivialized simply by being able to charge back in or heroic leap out. Mocking banner makes picking up adds a breeze. Soloing dungeons, mobs, etc is extremely easy due to mobility and Second Wind. Victory Rush makes pulling packs of mobs quite easy.

TL;DR, if you want to faceroll and still feel OP, go pally. If you're looking for a challenge, go warrior.

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I have 4 tanks class toons (warrior, pally, druid and DK, now lvling monk). each class is unique, so it is hard to say which one is better.

i will try my best to give u a pro and con for warriors and pally. and some notes on dps side of the class

Warriors tank


- flexible mobility (charge, leap, intervene)

- have high chances of spell proc, for shield slam and revenge (so u can literary spam like DK)

- very nice raid DPS boost (banner) and Raid defence CD (rally cry)


- lack of self-heal (only victory rush n enrage regeneration)

- less magical damage reduction abilities

- alot of decision making for rage control and ability proc (whether to used shield block or shield barrier, revenge or shield slam on proc)

Paladin Tank


- alots of healing options

(Sacred shield scaled with AP *hint vengence*, flash of light (minor emergency heals), LoH (oh sh*t) button, and BuBBLE!)

- have burst increase of DPS output n bit of healing *if u talent it* (Avenging wrath *+ Holy Avenger* = holy power spam = more uptime for Shield of the Righteous buff [the duration stacks] + glyph that increase SotR dmg)

- balance of active mitgation *in terms of physical and magical* (SotR gives alot of physical dmg reduction base on mastery, Sacred shield, word of glory *with the basion buff thing*, divine protection against magical *40%!*)


- very little raid CD (only have devotion aura, but have nice utilities such as hands of protection and freedom (but don't help on wide scale raid)

- core abilities have CD, but thanks to one of the passive, haste reduce the CD n GCD of it (but that also means u need to sacrifice alot of stats for haste, in-order to have a smooth button smashing)

- only 1 or 2 mobility ability (1st tier talent, and hand of freedom)

Refering to your other question about questing or solo-able dungeon or flexiblity of gear in transition to dps,

DK is one of the best bec of their self-heal death strike + bubble from mastery (although doesn't absorb magic but Anti-magic shield can compensate for that. n also if u are quite geared in dps (a bit or normal n lfr gear) u can actually just switch to blood spec n tank LFR, i saw a DK done that n i was like WTF? but his tanking skill is quite good compare to another tank that was on LFR gear so i can't say much (i was playing my pally as heal at that time) + I tried it with my DK, it is quite challanging but fun

2nd would be Druid/monk *IMO* bec of their AoE ablility and their gear like DK can easily swap into Dps spec

3rd i would say pally bec they can self-heal and 3 *I'm about to die* button argend defender + LoH + bubble

4th is warrior bec they don't have much self-heal, so they have to rely on killing the 1st mob ASAP to get victory rush proc

DPS side of warrior/pally


fury/arms - they both do roughly around the same speed, one is proc base (or known as short burst type) and the other is consistance damage (probably at early lvl arms are better bec u just need few hits on mobs then they die, where fury proc might be wasted)

ret - they are ok but it is a bit annoying to keep up inquisition every 30 secs, and might go around same speed with warrior or a bit faster bec of sacred shield or eternal flame to keep them up while on move.

Raid wise:

Warrior - fury atm is strong, hardly see any arms or good arms to try to go agaisnt a fury (same gear wise), but gearing x2 2H good luck or more luck with x2 1H (bec u will try to win against war/pally tank and DW frost DK)

Raid advantage: crit Banner for raid

Ret - they have a very strong a burst compare to warrior but after that... well keep pray for every hit is a crit to minize your dps drop rate until 2 mins then u burst again.

Raid advantage: Devotion aura - reduce 20% magical damage for the whole raid member


sadly i don't PvP, so i can't give u any what is nice for warrior or pally but... from what i hear/read in the internet.

Warrior (dps) - they hit like a truck

Ret - when he burst, CC/disable him/her or else u gonna see a train coming, if he bubbles, get rdy to burst him down

Tank - no clue, just my 2 cent, maybe prot pally bec of their utilities and heals


Base on what i have writen and what I see base on how u feel like when playing DK, i would actually say Druid, but Paladin is also quite close since they can self-heal-ish and a few spells are similar like consencration (glyph) and death and decay

will edit/add some more when i free up my mind to think about it, now lunch break is about to finish

Edited by dxkid

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You've got many a good answers here already, but here's my 10 cents.

I don't actively play either class, so my experience is mainly from co-tanks and alts.

I'd say Paladins are definitely top notch at the moment. They're very consistently good in my experience and they are many.

Warriors are a bit more rare, and they're not as consistently good as Paladins, but they're easier to tell whether the player is good or poor.

Paladins can recover from those shit-hits-the-fan situations more easy so there's more leeway there, which makes it harder to tell the "exact" skill of the player.

Warriors on the other hand are easier to differentiate a good player from the bad based on their toolkit usage. As mentioned before, they have a wide array of different abilities for different situations, but can't recover from big mistakes on their own.

Also I'm a bit jealous of their active mitigation abilities as well as the amazing mobility.

In short. If your'e willing to put in the effort you can swing either way. The playstyles are very different so whichever tickles your fancy.

Edited by Ceraius

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Hi there,

I thought I'd wade in with my 2 cents. I have all five tanking classes at 90, and am to some degree an LFR hero on all of them - read into that what you will! Of the two options you've laid out, I would recommend the Warrior for enjoyment, and the Paladin for effectiveness.

Warriors are fun because they have a very active play-style that is more difficult to master. You must control and react to your opponent, and must use your vast array of movement options to be effective. Warrior AoE threat is very poor, as is their baseline survivability. This requires you to use your abilities well and react to circumstances to be effective, making for a fun but challenging experience.

Paladins are currently more effective, as their more predictable playstyle works very well. Their basic rotation puts out excellent AoE threat, and grants high survivability. Mastering the reactionary abilities is relatively simple and more forgiving of mistakes. Timing is to a greater degree dictated by your rotation. Paladins are easier to master and simpler to play which allows you to focus more on the encounter, but provides a less challenging and engaging experience.

DKs are also very effective, with Monks and Druids somewhere in between. These are, of course, my opinions and only relevant to patch 5.3.

Please let us all know what you choose!

Edited by Pandrel

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My main is a paladin (ret/prot since 2008) but I do have a 65 prot warrior and am having a lot of fun with it. I agree with all of the points already made about both classes but figured I'd throw in some more. Both ret and prot are extremely fun right now at high gear levels where you can get to obscene amounts of haste, and the magic is you can share most pieces between both specs (anything with no crit is viable prot gear). Prot paladins can bypass the mechanics of many fights to make them easier on your group by enabling you to solo tank encounters (Iron Qon, Durumu come to mind) or avoid some tank swap debuffs (Horridon). Ret is a very good spec for soloing old content because of the powerful heals, bubble, and insane burst. Most bosses through Lich King will be dead before guardian/wings are done. Cata stuff is a little tougher because of the big jump in HP and damage.

I don't have as much experience with warriors but as others have stated their mobility is absolutely amazing and they bring some pretty significant raid cooldowns. I actually see more videos of prot warriors soloing old content rather than arms/fury, it just seems to take a bit longer. I doubt any spec will be able to dethone blood DKs though considering they can solo CURRENT content. Both classes are a lot of fun though in different ways, checking both out on the PTR is definitely a good idea.

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- less magical damage reduction abilities

I would argue with this one. Warriors, through Shield Barrier, have excellent magic damage reduction. Shield Barrier is like having a Guard or an AMS that the warrior can put up every few seconds. Proper use of active mitigation allows warriors to be extremely effective against magic damage.

- alot of decision making for rage control and ability proc (whether to used shield block or shield barrier, revenge or shield slam on proc)

I would also argue with this one. When SS procs, use it. It's quite simple.

Edited by Estarriol

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Not to mention when spell reflect works, boy does it work.

As to lower baseline surivivability.....I don't see it, warriors have perhaps the best passive survivability in the game, Def stance is 25% damage reduction no other tank has better, and coupled with second wind, none of this having to worry about death striking at the right time, or keeping sacred shield up. Our stuffs there all the time. Warrior survivability just isn't a concern whilst soloing anything but mop raids

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Wow, loads of responses. Most seem tp prefer tankadins, but having both I have more fun with my warrior. The lack of an oh-shit button isn't a hindrance, it just forces you to use your normal mitigations in proper order. Once you get the hang of it you don't need oh-shit buttons. Plus, an observation from me, warrior tank DPS seems higher than pally tank. I may just be flat out wrong, but from my seat there is a difference and no better way to avoid damage than to kill the enemy.

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I play all 3 plate classes as tanks. If you like blood, you'll like prot paladin.

The reason why: haste.

Both specs are the only 2 tank classes that benefit from haste.

Both have more unified skills than the warrior. Like how weakened blows is rolled into icy touch, which is already part of your rotation. For paladins its hammer of the righteous. You're active mitigation is rolled into death strike ala blood shield. For paladins shield of the righteous provides threat and mitigation (and eventually healing).

Sure warriors have a larger toolkit, but the skills are more fragmented. Managing both shield block as separate from shield slam, will feel a bit janky. There's a bit steeper learning curve on learning to prioritize the larger amount of skills.

Tanking Tortos for example: As a paladin or dk i never worry about snapping bite since i have virtually 100% uptime on blood shield or shield of the righteous (thanks haste). Whereas on my warrior i need to be more aware to have a shield barrier ready, and pool the rage for a shield barrier.

Im not sure if paladin tanking is easier, but it definitely more streamlined.

Edited by denuan

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Wow, honestly did not expect so many responses, but thank you to everyone who has put in their opinions and advice (special thanks to Dxkid for the long post that tried to answer everything). I hate to say, but not quite sure what to use. Have been busy trying to get my dk and druid (trying to learn boomy OS after i hit 90 since i leveled as resto in dungeons) so haven't been able to play around with pally and warrs on ptr like i have wanted, kinda leaning more toward paladin since it seems to be more like the dk which i absolutely love. Got some stuff going on most of saturday and its friday night now, but i will be doing more research into each one and try them out on ptr on sunday and more into next week.

I like pally like i said because it is similar to dk in many ways,

-oh crap buttons: bubble + LoH + Fol vs rune tap + purgatory + conversion + vampiric blood + icebound fortitude + ds with 5 stacks of scent of blood

-consecration vs death and decay

-self heals and damage absorbs ds and blood shield vs SotR and WoG

-class only mounts Deathcharger vs (forget the names but the shiny pally horses)

But warr has some similarities

-can get to oponents quick death grip vs charge or heroic leap

-have a way to restore health quickly if it gets low necropolis rune tap vs second wind

-..........no offense warrs but i think that is really about it

I really think pally may be the better one (for me at least) so going to start doing some grinding to get the last of the heirlooms (only need trinks now, may just steal those off of my rogue which im leveling slowly with a friend and just send back and forth as needed).

Again big thanks to everyone for trying to help me out, i will definitely have to play around with warr on ptr more (was disappointed when i tried 2x 2h fury :c ) and may end up making one later on once i play pally and eventually have each at 90 (will at some point have 90s of the following blood/frost (which i may change to blood/unholy), Resto/boomy druid, Prot/ret pally, Prot/fury(?) warr, Aff/destro lock, bm(solo build)/bm (everything else build yeah i dont like SV or MM) hunter, sub/combat rogue, bear/kitty druid and may even have to talk myself into making a monk sometime). So yeah, im a pretty diverse person that plays pretty much everything and does everything. I own a guild (level 25 Posted Image ) and always am having to help people out with their classes or roles or needing to play a different role based on what people are needing for stuff.

Edited by zarontheinsane

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      Contrary to popular belief, gear with “increase Nature damage by X” will always be worse than the equivalent amount of regular spell damage gear. Next, as a point of reference, anything that resembles an elemental (noticeable in MC) will have a rather high resistance to nature damage. All the Dragons of Nightmare found in the outside world are also immune to nature damage or tend to have the same kind of lofty resistance to nature that they do to fire (server dependent). The same applies for some creatures in: AQ, ZG and Naxx. Basically, if an environment has a disease or poison theme, expect nature damage to be hampered. Here is a chart to better explain the notion. Do not fret, there are items to counter this downside, for example: Eye of Moam and the debuff that originates from Thunderfury, Blessed Blade of the Windseeker can help with ES dmg by reducing the target's nature resistance. 
      If a target is completely immune to nature damage there are alternatives, such as: Frost Shock our knight in shining white armor. Capable of hurling a modest amount of frost damage but at the trade-off of less threat. FS does not consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent this lack of threat which will be peppered throughout the upcoming topics.
      Rockbiter Weapon is second on the drawing board of threat generators and typically is not downranked. Each rank of Rockbiter Weapon triggers a weapon proc that is designed to give a fixed threat per second. At max rank, Rockbiter gives 72 threat per second on successful hits. If you have a 2.6 speed weapon, each successful hit (not a miss, dodge or parry) would add 2.6 * 72 = ~172 threat. This means weapon speed doesn’t matter, but haste (Flurry) does. Haste effects are exceedingly sought after not only to counteract nature defiant mobs but overcome the drawback of having a low percent chance to hit. To give a better impression of threat let’s compare with a warrior’s threat toolkit for the sake of testing. Sunder Armor, a warrior’s bread and butter spell, creates 261 threat. Rank 9 Heroic Strike adds an additional ~172 threat.  So effectively, every swing from a shaman with Rockbiter on a 2.60 speed is equivalent to a Heroic Strike from a warrior using a 2.4 attack speed weapon. Of course this is not discrediting a warrior’s threat, they are kings at threat overall. However, a shaman with Rockbiter on its own will be dealing considerably more threat since max rank Rockbiter with talent improvements gives 665 additional attack power. I should mention, once you achieve a certain auto attack dps threshold (~140) it is no longer optimal to use Rockbiter, instead opt in for the more beneficial: Windfury Weapon.  Lightning Shield and deals damage when hit but it imposes certain conditions to be cost effective. Firstly, Lightning Shield is on the GCD and should not be prioritized over other spells, such as: Earth Shock so properly weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. However, the appealing aspect of LS is each charge scales with 33% of total spell damage and its facilitation in securing threat on numerous targets. A small remark that LS is incapable of critting but its damage is increased by Stormstrike. Rank2 Lightning Shield can be indiscriminately done in single and multiple target fights as part of a rotation. Rank4 Lightning Shield alongside relatively adequate gear and conventional raid buffs is a cost efficient enough rank to periodically activate in a fight. Rank7 Lightning Shield is weighed as a luxury and carried out in the pre-pulling phase of an encounter or at personal prudence during short comprehensible fights. Tip: Equip spell damage gear, cast LS and switch back to tank gear before pulling the boss.
      Oil of Immolation might not seem like much but gravitates around fourth on the list. The reason its exact position is unclear is because it resets your swing timer on some servers. However, it is undeniably good to use before a boss pull or against multiple mobs. Luckily, they can be bought on the Auction House or simply created through Alchemy with a profession skill of 220. I suggest stocking up on them or the necessary ingredients when they are affordable and depositing a few in the bank for a later purpose. On top of all its benefits, it does not trigger a GCD so you can continue to wreck havoc uninterrupted. Lightning Bolt or Chain Lightning (depending on number of mobs) are both nature-based direct damage spells that follow the traditional rule for damage to threat conversion. They will be the very first spells that form threat on the target. Luckily, downranking is not as harsh or compulsory since these spells are rarely used: Rank4 Lightning Shield is the economical version of the spell for pulling a target. It is ideal for subpar geared individuals in a less strict raiding environment with threat not being a main priority. Rank10 Lightning Shield can cause devastating damage at the beginning of an encounter. Tip: Move slightly ahead of the group, equip spell damage gear with a mix of spell crit gear and cast LB twice or once (depending on boss distance) then switch into tanking gear. Immediately sit down, drink mana and wait until mana is full or boss is 20 yrds away or forces you to stand up in order to proceed with your rotation.
      Goblin Sapper Charge is great to generate additional threat but unfortunately has a long cooldown. Luckily, there are other bombs with shorter cooldowns. Regardless, it is a definite must have against multiple mobs. The majority of explosives are created through engineering with the exception of the last one in the following list: Here is the list of explosives centered around threat management: Firstly, we have Goblin Sapper Charge the highest threat generating explosive and is also instant cast. (shares a 1min cooldown with other bombs) Secondly, is Dark Iron Bomb deals damage in a 5yrd radius but requires to stand still and a 1 sec cast. The last one is: Crystal Charge, which deals similar damage to its predecessor but in a 3yrd radius and can be cast while moving. Another similarity is that both can be activated before Sapper is off its 5min CD. Major Rejuvenation Potion and similar healing potions as well as mana pots, bandages and eating food are last on the list of threat generators and they produce a very small quantity of threat. To be more accurate, the healing threat is global and normally .5x of the amount replenished. Unfortunately, both health and mana effects cause no threat if already at maximum capacity. Contrary to popular belief, the basic shaman restoration spell: Mana Spring Totem does in fact yield a small amount of threat with each pulse. Seasoned players on brisk coherent fights will often pop a heal pot after using a Goblin Sapper Charge or Major Rejuvenation Potion to induce an immense amount of threat. In the same vein, you can use Flask of the Titans and consume a pot or bandage up oneself to generate threat. Mana and healing over time potions do not generate threat. Here is a list of a few food/consumables centered around threat management. In order of threat:
                          - Major Rejuvenation Potion is the highest threat generator when it comes to regenerative items but it can be expensive.
                          - Major Healthstone is given to us by a warlock.
                          - Demonic Rune converts health into mana.
                          - Dark Rune nearly identical to the previous, however, this item can be traded between characters and bought on the Auction House.
                          - Night Dragon's Breath takes care of mana & health. Very easy to acquire so get a large amount and place them in the bank.
                          - Whipper Root Tuber it only grants health.
                          - Major Mana Potion grants a good chunk of mana and drops throughout the world quite often.
                          - Lily Root is created from a neck item and saves on time, money, etc… (the single root will disappear after 1hr.)
                          - Major Healing Potion is last because the amount ratio of granted health is on a large spectrum and random.
                          - Crystal Restore doesn't generate much threat, but it can be casted onto you by an ally. (this triggers the pot CD for ced ally) 
      These items can relive some pressure from healers as they have to spend less mana to keep you topped off. My personal recommendation is to have a diverse pool of the items featured in this section to cater to any situation that might arise. As you familiarize yourself with a fight and the limits of your raiding partners, it will come intuitively what is the best to use. Its worth mentioning some items don't share a cooldown, thus can follow each other in quick succession. Here are the two different cooldown categories:
      Thorns and similar reflective effects to put it simply are passive buffs that deal damage to attacker when hit. Contrary to popular belief as well as many tooltips, reflective buffs will only damage the attacker if they strike you with in melee range. Although, it provides the lowest amount of threat in our toolkit it is still note worthy. Typically, these buffs are great against multiple mobs however they still maintain some relevancy in single target scenarios, especially versus bosses with high attack speeds. There is no reason to not have the majority of them. All the buffs below stack with each other. Mana and healing over time potions do not generate threat.  In order of threat:                   - Thorns is the highest and originates from druids & its damage is amplified with a druid tier set bonus & a talent in the balance tree.
                        - Fire Shield is second and is casted by a warlock's imp and improved by a warlock talent in the demonology tree.
                        - Crystal Spire is an item any class can cast on you and should be accumulated and stored in the bank for later use.
                        - Razorhide originates from completing a repeatable quest in the Barrens from the NPC, Mangletooth a caged quillboar.
                        - Static Barrier is gained from using the head item: Electromagnetic Gigaflux Reactivator. The effect will stay even while unequipped.
      Threat Diminishers
      Aggro and threat from teammates is another daunting obstacle to tackle with. Conveniently, there are ways for heavy hitting classes to reduce their threat. To begin with, ranged classes are highly adored because if they were to mistakenly get aggro, they are likely at that sweet 30-40yrd range, so it's easier to supervise. Also characters standing out of the 30-40yrd range will not draw aggro until they exceed the threat level of the mob's current target by 30% as opposed to 10% for melee classes. Here are a few examples of diminishers or dumps in no particular order:
      Rogue reduce their threat w/Feint & flat our wipe threat w/Vanish. It might disrupt their rotation but it's appreciated. Mage who have taken the talent: Frost Channeling or the talent Burning Soul is their overall way to reduce threat. Druid who are mainly spending time in cat form have Cower & healing druids can obtain Subtlety through talents. Priest have two of the easiest threat reducers to acquire, within the discipline talent Silent Resolve and the spell Fade Shaman within the restoration talent tree can obtain: Healing Grace & casting the basic spell: Tranquil Air Totem. Additionally, there are some threat reducing items that drop in the latter portion of raiding content that are used in raids to combat the threat produced. This is good news because serious petal to the metal fury warriors generate a tremendous amount of threat. So we are grateful for the melee trinket Fetish of the Sand Reaver and the caster trinket Eye of Diminution used by fire mages and destruction warlocks. Advise your high dpser's to keep an eye out for these items. Also, an honorable mention should be made for the potion Limited Invulnerability Potion and its aggro reassignment effect as well as its halt on additional threat. All that was mentioned is also useful for bosses that reset threat globally due to a unique boss mechanic, a timely potion pop from teammates can help you quickly establish threat. There are some servers, where Flask of Petrification not only removes aggro but the debuff/buff it places can be clickable-off but these instances are rare and its unclear if that was the item's original intention. This guide will continue without considering this item as a key component to tanking.

      First, on the list is a simple rotation and we’ll be presuming the enemy is a simple tank-spank and has very minimal or no nature resistance allowing our totemic friend to freely cause havoc unhindered. For the time being we are sticking with a basic rotation. A more complex rotation will be addressed later on as well as a solution to completely nature immune targets. The following rotation is split into several sections to better highlight the course of action.
      Pre-pull: Begin by casting Lightning Shield Rank7. Next, make sure before pulling the mob all possible buffs are present on you and on their maximum duration. Refer to the section Buffs for suggestions. Next, position the appropriate totems on the ground. Lastly, if it hasn't been done yet, install the addon: KTM Threat, which displays the list of members and the amount of threat they each deal. I can't stress how much a scenario can go from peaceful to chaotic in the blink of an eye, so watch KTM at all times. At any moment, you need to be confident of the fitting Earth Shock rank to use, healers will be especially grateful. Pulling: Face the boss and cast a Rank10 Lightning Shield or Rank4 Chain Lightning and follow it up with a Rank7 Earth Shock. Bearing everything goes smoothly, proceed with a Rank5 Earth Shock and turn the boss away from the group. If the enemy suddenly targets a raid member or drops aggro due to a unique mechanic, lob a Rank7 Earth Shock to effectively redirect the boss to you, if engineering was chosen the next action is to throw a Goblin Sapper Charge. For foreseeable threat problems refer to the previous topic Threat Management. Secondly, is a rotation that deals with some bosses who are completely immune to nature. However, we can rectify this problem by replacing instances of nature damage with Frost Shock or Flame Shock. Because we lost the ability to use a massive threat inducing ability, we must cater to increasing the damage of Frost Shock/Flame Shock as much as possible. This means making sure debuffs, such as: Winter's chill are present. Funnily, enough Flame Shock can come very close to the threat produced by our lost brother, Earth Shock. This is possible with a near constant uptime of the debuff: Flame Buffet by fellow teammates among many other fire related debuffs.
      Thirdly is a rotation and as promised a more complex rotation against non-resistant nature targets, this rotation yields unbelievable results but requires good gear, buffs, etc... Only experienced shaman tanks should consider the following:
      Pre-pull: Equip spell damage gear and cast Rank7 Lightning Shield and drink mana. Equip 3 pieces of Stormcaller's Garb Equip the Augur's Regalia set. Place a Mana Spring Totem (it gives threat to you) Activate Oil of immolation. Place a Stoneclaw Totem in front of you and back up 25-30yrds. (This totem will later on make the boss stop for 0.5 seconds or boss will attack totem) Use Unconscious Dig Rat and cast Rank1 Lightning Bolt on the rat to proc the nature effect or try and get Flurry and Elemental Devastation instead, your choice. (a mage can polymorph the rat, until it triggers.) Pulling: Cast Rank10 Lightning Bolt While the bolt travels, equip tanking gear. Cast R6 Lesser Healing Wave twice on a warlock that has recently life-tapped. Cast R4 Chain Lightning, immediately after cast R7 Earth Shock. Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat max rank Earth Shock until boss is dead. Buffs
      As you probably know a character can have a theoretical cap of 32 beneficial buffs. The limit may differ from server to server or what is acknowledged as a buff. Prioritize collecting survival buffs before acquiring damage buffs, Agility for example has the added byproduct of helping with survival and threat. Disclaimer: because of the nature and duties of an OT, less damage is taken, therefore, it is not 100% necessary to aim for survival buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. On a side note, I suggest installing NirkBuffRemover/NBR to help with overall buff management and ease of mind. Down below is a table of relevant buffs, separated into sub groups to better highlight their usefulness. Resistance buffs/totems are disregarded.
            Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: +140 Attack power, +10% spell crit & +5% melee. Fengus' Ferocity: +200 Attack power Trueshot Aura: +50 Attack Power. Battle Shout: +185 Attack power for 2 min. (increased by warrior talent & T2 warrior set equipped before casting) Juju Might: +40 Attack power.   
      Sayge's Dark Fortune of Agility: +10% Agility or +10% damage. (A damage version of this buff also exists) Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. (the agi won't stack w/Agamaggan's Agilitiy but the crit will) Agamaggan's Agility: +10 Agility for 30min. Grace of Air Totem: +77 Agility (effect is increased through a shaman talent) Call of the Raptor: +12 Agility for 30min. (non-repeatable quest reward item) Grilled Squid: +10 Agility for 10min. (does not stack with other food buffs)  
      Strength of Earth Totem: +77 Strength. (effect is increased through a shaman talent) Agamaggan's Strength: +10 Strength for 30 min.  
      Atiesh, Greatstaff of the Guardian: +2% spell crit to all party members within 30 yards. (Can't stack with Moonkin Form) Slip'kik's Savvy: +3% Spell Crit. Moonkin Form: +3% Spell Crit.   Wisdom of Agamaggan: +10 Intellect for 30 min. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect.  
      Gnomish Battle Chicken: +5% Attack Speed for 4 min. Warchief's Blessing: +15% Melee Haste, +300 Hp, 10 mana regen every 5 seconds. Fist of Shahram: Grants 25% haste to the party for 8 sec. Juju Flurry: +3% Attack Speed for 20 sec. Swift Wind: +40% run speed & +30% attack speed for 1 hr. (Only receivable upon completing the Call of Air shaman quest)  
      Mana Spring Totem: +10 mana every 2 sec. Mageblood Potion: +12 mana per 5 sec. Innervate: Increases Mana regen by 400% for 20 sec.  
      Oil of Immolation: Deals 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: Deals 226 Nature dmg to melee attackers until 3 charges are struck off by the enemy. Static Barrier: Deals 5 Nature dmg to melee attackers. Crystal Spire: Deals 12 Nature dmg to melee attackers. (the quest is repeatable and any class can cast this) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: Deals 18 Nature dmg to melee attackers.(32 dmg talented + tier set)  
      Flask of Supreme Power: +150 damage done by magical spells & effects for 2 hr. Only 1 flask can be active at a time. Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% dmg to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec.  
      Songflower Serenade: Increases a melee, ranged, or spell to crit by 5%, +15 all stats. Mark of the Chosen: 2% chance when struck in combat of increasing all stats by 25 for 1 min. Spirit of Zandalar: +10 move speed, +15 all stats. Mark of the Wild: +384 armor, +162 all attributes,+270 all resistance.  
      Elixir of Greater Firepower: Increases spell fire damage by up to 40 for 30 min.  Blessing of Blackfathom: Increases intellect and spirit by 5 and frost damage done by 15. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min.  
      Dragonbreath Chili: Often deals ~68 dmg at targets in melee. (scales w/spell damage) (can't stack with other food buffs). Here is a screenshot of common threat dealing buffs. With the Threat Increasing buffs out of the way, lets proceed to look at buffs that increase our chances of surviving a fight. Although, there is no strict order, you should still prioritize getting world buffs before obtaining other buffs. In the scenario some of the following buffs are not obtainable for whatever reason, they will be separated into categories to provide alternative solutions.
            Survival Increasing Buffs
      Sayge's Dark Fortune of Stamina: +10% Stamina or +10% Armor. (A armor version of this buff also exists) Dirge's Kickin' Chimaerok Chops: +25 Stamina. (does not stack with other food buffs) Rumsey Rum Black Label: +15 Stamina. Power Word: Fortitude (Priest): +54 Stamina. Mol'dar's Moxie: +15% Stamina overall. Spirit of Zanza: +50 Stamina, +50 spirit. Admiral's Hat: +10 Stamina (must be applied by group member & then they logout) Blood Pact: +42 Stamina (the amount of stamina can be increased through a warlock talent)  
      Flask of the Titans: +1200 Hp. Elixir of Fortitude: +120 Hp. Regrowth Dreamwalker Raiment tier set bonus 6/6 (Druid): Increase max hp of target by 50, stacks 7 times.  
      The Lion Horn of Stormwind: When hit has a 1% chance of increasing the party's armor by +250. (2 can be equipped) Greater Stoneshield Potion: +2000 Armor for 2min. Elixir of Superior Defense: +450 Armor. Crystal Ward (allies can also cast): +200 Armor. Inspiration (Priest): Increases armor by 25% for 15 sec. (might not stack with Razorhide buff).  
      Power Word: Shield: Absorb 1105 dmg for 30 sec. When active, casting isn't interrupted by dmg... Scarab Brooch: Heals give a shield absorbing dmg equal to 15% of the amount healed for 30 sec. (can be item swapped) Greater Heal Vestments of Faith tier set bonus 4/4 (Priest): On critical hits, cast shield absorbing 500 damage.  
      Bloodkelp Elixir of Dodging: +3% dodge for 30 min. Juju Escape: +5% Dodge for 10 sec.  
      Healing Stream Totem (Shaman): Place a totem for 1 min healing group members within 20 yards for 14 every 2 sec. Greater Heal Renew Vestments of Transcendence tier set bonus. GH is now a Hot & equivalent to a rank5 Renew. Rejuvenation (Druid): Heal for 888 over 12 sec. Regrowth (Druid): Heal for 1064 over 21 sec. Renew (Priest): Heal for 970 damage over 15 sec.  
      Stoneskin Totem: Reduce melee damage taken by 30. (effect is increased through a shaman talent). Dampen Magic (Mage): Decreases damage from spells by 135 & healing spells by 270.  Amplify Magic: Increase dmg taken from spells by 112 & healing spells by up to 225.  
      Mind Control Buffs
      I wouldn't be thorough if I didn't mention the wonderful world of Mind Control buffing. It is possible for an alliance priest to use their basic shadow spell: Mind Control or someone with the engineering to create and use the head slot item Gnomish Mind Control Cap against players of the opposing faction. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players log onto to their lvl 60 pallies and level 60 priests and stationed themselves near the raid entrance or zone for mind control buffing. Before undertaking this endeavor, be sure that the server allows for the Mind Control possibility and find out its exact limits. Tip: Try and get Fear Ward from a dwarf priest and if survivability is not and issue get Curse of Recklessness from a horde warlock as well.
      Greater Blessing of Sanctuary: Reduce dmg from all sources by 24. If you block a melee attack the attacker takes 35 Holy dmg.  Greater Blessing of Salvation: Reducing the amount of all threat generated by 30% for 15 min. (higher threat reduction than Tranquil Air Totem) Tip: Although, this is not beneficial for a shaman tank, raid members with high threat should get this. Note: Sadly, this does not stack with Tranquil Air Totem.  Greater Blessing of Wisdom: +45 mana per 5 seconds. Note: Icon vanishes if Mana Totem casted but effect remains. Greater Blessing of Might: +222 melee attack power for 15min. (Grants more attack power than Strength of Earth Totem.) Note: Try and convince the others in the group to forgo WF totem (pref. tank group) because WF totem does not stack with Strength of Earth Totem or Might. However, Imp. Greater Blessing of Might has its place in a group without a shaman. Greater Blessing of Kings: +10% to all stats for 15 min.  Improved Lay on Hands: +30% bonus to armor value from items for 2 min. Tip: When the buff expires, leave raid & get rebuffed by nearby paladin/priest & resummon back into the instance.
      The fun doesn't stop there. It is also possible for a priest of any faction to Mind Control certain mobs which can be controlled to dish out beneficial buffs to all raid members. In order, to fully utilize the duration of these buffs, its advised to have warlock be ready for immediate summoning.
      Fury of Ragnaros: From Twilight Emissary in BRD, he increases the magical damage dealt by an ally by 25 for 30 min. Resist Arcane: From Scarlet Medic in Plaguelands, increases Arcane resistance by 78 for 1 hr.  Resist Fire: Scarshield Spellbinder in BWL, he increases an ally's Fire resistance by 81 for 1 hr.  Bloodlust: Gordok Mage-Lord in DM, increases an ally's attack speed by 60% for ONLY 30 sec.  Bloodlust: Hamhock in Stockades, increases an ally's attack speed by 30% for ONLY 30 sec.
        Special Event Buffs
      On an ending note for buffs, we can also get buffs from special events/holidays. An example, is The Midsummer Fire Festival a seasonal event that celebrates the hottest season of the year. It starts on the (earthly) northern summer solstice, and lasts about two weeks (mid-late June to early July, usually). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion that all feature some useful buffs for tanking. It is possible for the Love is in the Air Capital Gift Collection buffs to be stacked with each other, ask around to find out its exact limits. The following buffs are separated by their event.
      Stormwind Gift Collection: Increases Intellect by 30 for 1 hour. Undercity Gift Collection: Increases Intellect by 30 for 1 hour.  Orgrimmar Gift Collection: Increases Agility by 30 for 1 hour.  Darnassus Gift Collection: Increases Agility by 30 for 1 hour. Ironforge Gift Collection: Increases Stamina by 30 for 1 hour.  Thunder Bluff Gift Collection: Increases Stamina by 30 for 1 hour.   
      Fire Festival Fortitude: Increases Stamina by 30 for 1 hour. (stack with the stamina buff above) Midsummer Sausage: Increases damage done from spells by up to 23 for 1 hr.  Bonfire's Blessing: 30% chance to deal 60 Fire dmg on any melee, ranged, or spell attack. (works outside only) Fire-toasted Bun: Improves your chance to hit by 2% for 1 hr. Fire Festival Fury: Increases critical strike percent and spell critical strike percent by 3% for 1 hr.  
      Elderberry Pie: Increases Defense by 13 for 1 hr. Buttermilk Delight: Increases Defense by 13 for 1 hr. Very Berry Cream: Increases damage done from spells by up to 23 for 1 hr. Dark Desire: Improves your chance to hit by 2% for 1 hr.  
      Celebrate Good Times!: +10% to all stats for 30min.  
      Elune's Blessing: All stats increased by 10% for 1hr.  
      Invocation of the Wickerman: Increase health & mana regeneration by 25% and Stamina by 25%.  
      Soul Revival: Increases all damage caused by 10% for 30 minutes.
      Having as many debuffs on the boss as possible is of paramount importance to tanking. Therefore, our interests are heavily tied to the release of patch 1.7, due to its extra 8 debuff slots introduction totaling to 16 debuffs. Tanking before patch 1.7 can be quite a troublesome route. All debuffs on the list below benefit us in either threat or survival and assumed to be at their maximum rank/talent improvement.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Only 1 curse can be active on any 1 target. Expose Armor: Reduce armor per combo point. (can't stack w/Sunder Armor but reduces more than it)  Sunder Armor: Reduce armor by 450. Can be applied up to 5 times. Lasts 30 sec. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. While active, the target cannot stealth or go invisible.  
      Imp. Shadow Bolt (Warlock): Shadow Bolt critical strikes bolster Shadow damage dealt to target by 20% until 4 non... Curse of Shadow: Reduce Shadow & Arcane resistance by 75 & increasing Shadow & Arcane damage taken by 10%.  Shadow Weaving (Priest): Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.   
      Wail of the Banshee: After a 1.5sec cast, reduce target's chance to hit by 10% for 12 sec. (usually casted by healers)  Insect Swarm (Druid): Reduce target's chance to hit by 2% & causes 324 Nature damage over 12 sec.   
      Thunderfury, Blessed Blade of the Windseeker: Periodically deal 300 Nature dmg & jumping to 5 nearby enemies. Each jump reduces the victim's Nature resistance by 25. The primary target is consumed by a cyclone, slowing attack speed by 20% for 12 sec.  Thunder Clap: Increases the time between attacks by 10% for 30 sec. Will affect up to 4 targets.   
      Improved Scorch: Scorch has a 100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to the target by 3% and lasts 30 sec. Stacks up to 3 times. Flame Buffet (Arcanite Dragonling): Inflicts Fire damage to an enemy and increases the Fire damage it takes by 40 for 45 sec. Stacks 5 times. (The numbers in the toolitp are possibly not exact) Curse of the Elements: -75 resistance to Fire & Frost and increase Fire & Frost damage taken by 10%. Only 1 Curse per... Winter's Chill: Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.  
      Gift of Arthas: If an enemy strikes the imbiber, the attacker has a 30% chance of being inflicted with disease that increases dmg taken by 8 for 3 min. Lasts 30 min.   
      Nightfall: Spell damage taken by target increased by 15% for 5 sec.   
      Demoralizing Shout (Warrior): Reduce melee attack power of enemies within 10 yards by 140 for 30 sec.  
      Curse of Weakness: Damage caused by target is reduced by 31 for 2 min. (effect is increased through a warlock talent)
      Finding the perfect balance of gear will be the hardest aspect of this subject. To this day there is still a debate between the usefulness of stamina over dodge in the tanking community. If unsure of your guild’s performance, I recommend carrying several focused gear sets: a Stamina, Dodge and armor set in your bags to accommodate any encounters that might arise. For some players, a mix and match of particular gear stats may be needed, to compensate in other lacking aspects. Down below is a document with a plethora of options for proper gearing.
                  Gear Spreadsheet Link
      A few things need to be remembered while gearing. Down the road, the universally top-grade gear gives hit chance as an unintended byproduct. Install the addon: “Outfitter” to assist with handling specific sets of gear against the numerous bosses out there. To give an example of a gear set, down below on image #1 is an armor centric set designed for bosses that deal high physical damage but don't require much threat. Image #2 to the right is a gear set focused on generating threat while retaining some survivability.

      An item of notable value in the image#1 is: Zandalarian Hero Badge in the first trinket slot. This trinket can be activated before a boss fight and swap out for another item, these types of items are referred to as "Pre-Activated Items". Note: Pre activating items are very situational and not included in the google doc spreadsheet above. However, some will be listed below.
      Zandalarian Hero Badge: Can be switched out for another trinket before pulling the boss.  Defender of the Timbermaw: Can be switched out... lasts 40 sec, will heal if caster is below 50%. Petrified Scarab: Can be switched... great against bosses that cast spells.  Similar to gear, enchants must be tailored against the specific boss you will be facing. Allies can also help us, by enchanting their own cloak with Formula: Enchant Cloak - Subtlety Note: To avoid constantly having to re-enchant a piece of gear to tailor to a specific boss fights, have different versions of that gear in the bank or backpack to save on time and money. Also, the talent: Toughness does not scale with armor enchants. Down below is a spreadsheet of enchants suited for our tanking duties:
                  Enchant Spreadsheet Link
      I also suggest to keep on you Faintly Glowing Skull if you are aiming to assure the takedown of a specific boss and stay on top of aggro. The skull scales with spell damage and shadow buffs alongside related debuffs.
      We’ll be asking our shamanistic brothers from the restoration side to land a hand in optimizing totem utility, so be considerate and compliment each others strengths within the group. Each individual totem listed below is in order of importance per category. Keep in mind, there can only be one type of totem per shaman so having another totem slave in the group is largely welcomed. Also the handful totems in our stockpile have different durations and don’t scale with spell damage or similar effects.
      Stoneskin Totem: Provides a decent bulk of melee damage mitigation and generally is placed by the tanking shaman or a fellow totem brother with 2/2 Guardian Totems in the enhancement talent tree within the group. Strength of Earth Totem: Boost to attack power. Alongside benefiting the dmg of other melee users in the group. Stoneclaw Totem: Diverts loose mobs off your tail and quickly allows readjusting of a target's positioning. Tremor Totem: Mainly a situational totem to use when a boss encounter has fear, charm and sleep mechanics. Earthbind Totem: A tool for kiting/running possible unbound trash in an instance.       Fire
      Searing Totem: Damaging fire totems are a luxury during a fight. All fire totems can crit but do not cause threat to the caster. Fire Nova Totem: Ideal for bursting down low hp adds on encounters. Magma Totem: Great for tanking multiple mobs. Frost Resistance Totem: Beneficial for fights involving high doses of frost damage.       Air
      Grace of Air Totem: Roughly comes out to about 4% dodge and agi is always a pleasant stat to have and also is appreciated by the majority of other classes. A priority totem within the air types that should be taken seriously. Windfury Totem: Sadly, we are unable to benefit from this totem's effect since it is a temporary effect enchant to weapons and we already have an active temporary effect enchant, Rockbiter. However, it is appreciated by melee dps in the group and enforced by a restoration shaman with 2/2 Enhancing Totem with nothing else to do. Nature Resistance Totem: Advantageous for fights involving high doses of nature damage, such as: Ahn’Qiraj. Tranquil Air Totem: Avoid dropping in the tank group within a raid. Grounding Totem: Useful for redirecting ranged spells from susceptible mobs and bosses. Windwall Totem: Unfortunately, doesn't see much utility in most fights.       Water
      Mana Spring Totem: A very valuable totem in our arsenal. Optimally, it should be arranged by a resto shaman in the group who has the talent: Restorative Totem within the restoration talent tree. Healing Stream Totem: Typically, is planted by a resto shaman if you both come to a mutual understanding and comfortable with not having an improved Mana Spring Totem with 5/5 in the Restorative Totems. In this scenario, return the favor by placing a regular MST. HST does not generate any threat. Poison Cleansing Totem: Indispensable on fights with high poison output, ex: AQ bosses. Fire Resistance Totem: Pragmatic for fights involving high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, rarely sees the light of day.
      During the harsh and lengthy process of leveling, select Herbalism and Alchemy. A valid case can be made for also having a lvl 5 alt stationed permanently in a major city to disenchant unwanted items through mail and store items at a bank for later use. Back to the subject at hand, herbalism contributes convenient reagents for alchemy and a strong source of revenue for our eventual endgame professions. It also prevents players from spending an exorbitant portion of time pestering strangers in Orgrimmar to craft potions. The objective is straightforward, gather a substantial supply of gold and a bank chock-full of fruitful potions the raid might need. Next, I advise dropping Herbalism once the quantity of gold in one’s bags is overflowing and adopt the late game profession: engineering to scoop up a few useful tools, such as: Goblin Sapper Charge and Gnomish Battle Chicken. Finally, for secondary professions, I urge grabbing all of them as they all provide valuable assets. In terms of fishing, you can farm those elusive Stonescale Eels that are highly contested after for Flask of the Titans. First aid grants bandages for healing that dont require any mana to use. Lastly, cooking has Dragonbreath Chili a sheer delight as it not only scales with spell damage but also alongside the trinket: Arcanite Dragonling fire increasing debuff. The fire debuff scales with Goblin Sapper charge as well. All these items nicely combine into a decent boost in threat. But be mindful as only one food buff can be active at a time, cautiously evaluate the best possible food buff for the specific fight.
      Races play a big part as we are grasping for any amount of extra efficiency possible. Unfortunately, shamans do not exist on the Alliance side, therefore, we are being relegated to spend our fighting days with the Horde. As for race, choose wisely as once the decision is made there is no going back. Some players might want to choose a certain race to assure the clearing of a specific boss or raid.
      War Stomp: After 0.5 sec, stun up to 5 enemies within 8 yds for 2 sec. 2min cooldown. Endurance: Total Health increased by 5%. Cultivation: Herbalism skill increased by 15. Nature Resistance: Nature Resistance increased by 10. What does this mean?: Considered the most suited race for surviving long fights and ideally clearing ZG/AQ, which will be the first raids where difficulties will arise. The 5% hp is great and is inherently based on absolute hp, so it will scale with the amount of hp obtained from gear and world buffs. In regards to War Stomp, be cautious you cannot dodge, block, or parry while casting the spell. However, its overall usefulness outweigh this slight inconvenience. The 15 skill increase to Herbalism is also helpful and nothing to scoff at while leveling.
      Throwing/Bow Specialization: Skill with Throwing/Bow Weapons increased by 5. Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat. Beast Slaying: Damage dealt versus Beasts increased by 5%. Berserking: Increases your casting and attack speed by 10% to 25%. At full health the speed increase is 10% with... What does this mean?: The second leading race that converges more on setting up threat instead of having extra health as an option. Generally, threat is not problematic, if you glaringly foresee having threat issues, than I unquestionably advocate for troll above all other races. Berserking intertwined with Rockbiter Weapon is seen as an “emergency button” that alleviates healers of anxiety as a random group member quickly escalates the hate list, this is a great solution to further extend the gap in threat. Additionally, Berserking proves handy against nature immune targets. To be as thorough as possible, our long legged friends do gain an added benefit from spirit because it synergizes with their passive racial Regeneration. However, the end amount of spirit when fully buffed is insignificant to make a big impact in tanking. Trolls will also produce more threat than any other race on bosses that are beast, such as: Magmadar in MC, Whirlaxis and Gahz'ranka in ZG, etc...
      Blood Fury: Increases base melee attack power by 25% for 15 sec and reduces healing effects on you by 50% for 25... Hardiness: Chance to resist Stun effects increased by an additional 25%. Command: Damage done by Hunter and Warlock pets increased by 5%. Axe Specialization: Skill with Axes and Two-Handed Axes increased by 5. What does this mean?: Last on the lineup, as Orcs sadly fall short in both survival and threat categories. Akin to the troll our green comrades focal point is threat at the compromise of potential health points and is seen as a more riskier race option considering the -50% to healing, especially detrimental for non-attentive healers. In all honesty, through our rigorous testing, they do in fact come out on top of all other races for instituting threat but it made the majority of healers very nervous. On the bright side, they proved more effective in the off-tank position. In conclusion, they plunge too deep into the situational category to be justified.
      For the sake of generality and simplicity these talents setups assume a server between patch 1.9 - 1.12 and taking part in a serious guild who are confidently clearing raids. As stated earlier, the later a patch is, the easier the content is to tank. 

      https://classicdb.ch/?talent#hEczZxV0bExut The default talent Image build centered around this guide, calculated as the safest to pursue and viewed as a preliminary starter pack into the world of tanking 5mans/10mans/pre-raids. Highly, suggested if you are unsure of an upcoming boss fight or are still in the learning phase of tanking. If you are desperately in need of faster threat generation, withdraw 3 points from Convection and deposit them in Reverberation or Improved Lightning Shield.

      https://classicdb.ch/?talent#hE0kVc0oZEV00vxz This talent setup is mostly centered around tanking multiple targets and revolves around Chain Lightning proccing with Eye of the Storm as the main conduit for dealing damage and preserving threat on multiple targets. Because it is not possible to dodge, block, parry while casting it is ideal to employ this build versus mobs that deal little to moderate damage. Against heavy hitting targets it is advisable to grab the weapon Hand of Edward the Odd and use EOTS procs occasionally during phases with less damage or avoid points in EOTS altogether and cater to proccing Edward as much as possible by prioritizing crit and haste. Feel free to use R1 Earth Shock to not only save mana but to increase the proc chance of ED and Elemental Focus, if you don't foresee at that instant a random mob leaving you to attack a teammate. Fiery Blaze Enchantment is also recommended for this type of tanking and “possibly” scales with EF and Elemental Focus. (ask around) Refer to: Gear, for additional help on this particular subject.

      https://classicdb.ch/?talent#hAczx0hoZxV00Exuo This is the solution to individuals heavily resilient or completely immune to nature damage. Good gear alongside a solid understanding of shaman tanking is required since we loose the ability to cast Earth Shock. Therefore, we will be casting max rank Frost Shock often and require the necessary mana related item to back it up. This path is frequently taken as a player reaches 3% hit chance from gear. Among the many other topics that briefly explain potential threat solvers, also refer to the Threat Management section for help.
      Tank Compare
      On patch 1.12 a full BIS and buffed shaman will be the closest in stats to approach a feral bear tank, let take an in-depth look at the stats to see the differences. As a guideline, the Example Druid Tank below is BIS/buffed and able to clear most bosses without a problem. A shaman like other tanks tailors his gear in accordance with the boss he will be facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in raids.

      Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat will depend on gear, boss mechanics, etc... But in general, the current standing of tanks that can do the most threat are:
            1. Feral Druid/Warrior.
            2. Paladin/Enh Shaman.
            3. Dem warlock.
            4. Priest tanks.
      The threat we can produce comes extremely close to Paladin Tanks using Holy Mightstone, if they don't use it we surpass them. We can reach an even higher threat ranking against bosses who have little to no nature resistance or the raiding group is capable of maintaining a consistent uptime of the Flame Buffet debuff.
      What If
      This section explores past private server bugs and theoretical bugs that push Shaman Tanks to new heights on the raiding content spectrum. An example, is: Inspiration or/and Healing Way can be applied multiple times through different ranks. Before continuing, be sure to read the section: Comparison, to know where we initially stand with other tanks. Down below, is a compiled list in no particular order:
      Razorhide's armor buff can stack with Inspiration. Rockbiter Weapon or Windfury Weapon triggers even if your auto attacks are dodged, parry, missed, etc.. Searing Totem can trigger ED and/or generate threat for the shaman. The talent: Toughness scales with the armor granted from agility. The buff cap is increased to 35 or some buffs are not considered buffs and do not consume a slot. The Windfury Weapon enchant can trigger weapon procs among other procs.  
      Raid Composition
      Raid composition differs with each boss but its considered an acquired technique that develops over time and reflects the playstyle of a guild or raid. The following image is an example raid comp with a few minor exceptions that differ from the norm. This image is by no means the perfect raid comp since raid comps drastically fluctuate along side: content patch, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp that caters to your needs without overstepping. A decent raid will always make sure that every group has a Tranquil Air Totem enforced by restoration shamans.

      In (Group 1): On the topic of suvivability, a fellow tank in your party can equip The Lion Horn of Stormwind, granted they don't need the trinket slot for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency Innervate or Rebirth Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with Blood Pact, or a hunter with Trueshot Aura. Rogues are favored over fury warrior, they Feint, Sprint, Evasion and Vanish to manage their threat/aggro. Feral cat druids can offer similar utilities as a bear and can Cower and Dash to manage their threat/aggro. Discipline priest with experience and ease of mind may occasionally throw a Power Infusion on a shaman tank during the pull phase to help the tank gain a larger amount of threat. In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on Tranquil Air Totem. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman. In (Group 7): A mage could be replaced by a shadow weaving healing priest. In (Group 8): Traditionally, mages tend to switch to Fire Specialization after AQ, however, keeping a single as Frost with the talent Winter's Chill is advisable. A rogue can be replaced by a melee hunter on Nightfall duty. Thanks for reading!

      I hope you enjoyed exploring one of my favorite classes in World of Warcraft. If you are left with some lingering questions after having read the guide, feel free to swing over to the Discord: https://discordapp.com/invite/GYF3uNf and I would be more than happy to answer them. I will be continuously updating this guide as we learn more about Classic WoW.
    • By Valhalen
      In the Deckard Cain Meta Tier List made by @Oxygen, @MagikMurlok asked if someone could compile a list of Heroes that have strong self-sustain that can be viable in matches that features no Supports. I decided to help.
      I ended making a list of all non-Healer Heroes that have any form of self-healing. Took me around 6 hours to compile every single nook and cranny (with all the revisions and edits), so here it is! I hope this help. Any feedback is welcome.
      I've also included a suggested build for each character to use in the event that there is no Healer in the team, aimed at maximizing survivability.
      Special thanks to @ExorionAether for the help with talents and Heroes I missed, forgot or did not include originally for other reasons.
      Heroes are organized in alphabetical order. Press the "reveal hidden content" button to reveal the lists.
      Fenix: as long his Shield doesn't drop completely, he has one of the most powerful lane presences in the game, essentially having two healthbars. And if losing his Shields he can simply retreat and let them replenish again. Just be careful with hard engages, stuns and damage-over-time (as each tick will put Shield Capacitor on cooldown). Malthael: ridiculous sustain that allows him to 1v2 or even 1v3 under the right circumstances. Make sure to hit as many opponents as possible with Basic Attacks to maximize his sustain. Dehaka: incredibly sticky and slippery, with a global presence that allows him to engage and disengage at ease. His trait combined with Adaptation makes him really hard to kill. Blaze: powerful lane presence and one of the best self-sustains in the entire game. Diablo: his recent rework made him absurdly resilient, with a self-sustain that can surpass Blaze's under the right circumstances. Sonya: still one of the strongest solo laners in the game, with reliable self-sustain, great damage overall, and strong engage potential. The Butcher: with a high risk, high reward gameplay style, he can become unkillable, but requires a really strong frontline to keep him well protected, as well at least one backline Hero that can harass enemies at long range. Medivh: with a very versatile kit, he can provide damage, mobility, vision, crowd-control and most importantly, damage immunity and healing. ANY team without a Healer greatly benefits from Medivh. Thrall: very strong on really long matches, as his most powerful quest talents require a lot of farming. At the endgame he deal eye-watering damage while healing for huge chunks of health. Illidan: with his passive healing, he is a no-brainer. He can easily harass the backline and disengage, forcing the enemy team to waste cooldowns and allow the allied team to retaliate. THE TOP 5 BEST SELF-SUSTAIN TEAM COMBINATIONS
      Stitches, Sonya, Kel'Thuzad, Kael'thas, Medivh. Garrosh, Stitches, The Butcher, Kel'Thuzad, Medivh. ETC, Blaze, Fenix, Kel'Thuzad, Medivh. Johanna, Cassia, Raynor, Fenix, Medivh. Johanna, Blaze, Sgt. Hammer, Li-Ming, Medivh.
    • By tacosmoothie
      Hey all,
      Not new to hearthstone but haven't been playing constantly and just jumping back in towards the end of July.  I am not sure if there's a better name or configuration for this yet but I've had some good luck with it so far.  If nothing else it's just really fun to play for me.  
      This deck has no duplicates to take advantage of Zephyrs the Great and Sir. Finley of the Sand.
      Never posted a deck before so not sure if this is how of the place but feel free to give me constructive feedback.
      ### SoU Finloc
      # Class: Paladin
      # Format: Standard
      # Year of the Dragon
      # 1x (1) Blessing of Might
      # 1x (1) Brazen Zealot
      # 1x (1) Goldshire Footman
      # 1x (1) Grimscale Oracle
      # 1x (1) Hand of Protection
      # 1x (1) Murloc Raider
      # 1x (1) Murloc Tidecaller
      # 1x (1) Murmy
      # 1x (1) Noble Sacrifice
      # 1x (1) Toxfin
      # 1x (1) Voodoo Doctor
      # 1x (2) Argent Protector
      # 1x (2) Bluegill Warrior
      # 1x (2) Bug Collector
      # 1x (2) Dire Wolf Alpha
      # 1x (2) Fishflinger
      # 1x (2) Hench-Clan Hogsteed
      # 1x (2) Injured Tol'vir
      # 1x (2) Knife Juggler
      # 1x (2) Murloc Tidehunter
      # 1x (2) Sandwasp Queen
      # 1x (2) Sir Finley of the Sands
      # 1x (2) Sound the Bells!
      # 1x (2) Zephrys the Great
      # 1x (3) Bronze Herald
      # 1x (3) Coldlight Seer
      # 1x (3) Murloc Warleader
      # 1x (3) Salhet's Pride
      # 1x (4) Murloc Tastyfin
      # 1x (6) Pharaoh's Blessing


      # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
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