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As the title says, I've finally rolled a Tank and opted for a class I've always wanted to play; the Druid. Coming from a Shaman and Paladin that has done a lot of both Resto and DPS I felt it is time to try the other side!

I have never tanked before...I was going to queue up for my first ever dungeon run but chickened out. I don't want to make a mess of it first time out before talking to some of you that have been here before. I'm still VERY low level...hit 18 last night while questing. Basic gear but have money from other toons if needed for gear.

My questions are...when did some of you start your first tanking experience? Is gear at that low level of any importance or is everything pretty forgiving your first few times out so you can get an idea of rotation and how things work? Anybody have a few wipes on their first time out? Any advice for my first time out?

Appreciate the hell out of the help! Thanks in advance and hopefully tonight I can partition off some time to get my first dungeon run in! I'm back after playing through until Cataclysm so it has been fun seeing all the new things added...a 6 year hiatus is quite a long time!

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Welcome back to the game! I'm not too jaded to remember when I was a nublet rolling his first bear and trying to figure out what the heck was going on.

The early instances are easy. The armor bonus from bear form alone puts you ahead of most tanks at low levels, especially Monks which are basically rogues with a taunt. The most important thing is knowing the instances well enough to navigate and not skip a boss. As the tank, you're the leader and the rest of the group will normally move with you. You're going to get some assholes who want to rush you, ignore them and let them die if they feel like pulling without you. They'll get the point sooner or later.

Also, every single group is statistically going to have a BM Hunter or a Warlock with a pet taunt. Forget about it. You can save Azeroth, but you can't do anything about randoms.

If you have some gold or DMF tickets left over, investing in some leather heirlooms will be worthwhile for the item scaling and XP gain. The weapons I can take or leave since their bonus is not that spectacular. The XP gain is the main reason to get them now, since they vastly reduced the difference between gear levels pre-endgame. I've seen gear that was item level 79, compared it to a 292 from Cataclysm and it only had 1 more main stat.

As far as specific Guardian tips, Thrash is a 360 degree cleave and doesn't need a target, so you can easily use it for snap threat. It also stacks up to 3 times, so you just keep using it on cooldown, even on a single target. Mangle on cooldown for Rage generation. Fill with Moonfire or Swipe. Spend your Rage on Frenzied Regeneration since it has better scaling at low levels, compared to end game. Use Barkskin liberally whenever you are actively tanking, it has such a short cooldown - for a while I was using a macro that attempted to use Barkskin whenever I used Mangle.

Edited by Tarazet
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Thanks for that! I had to laugh at your very accurate description of the early PUG as well. As incredible as the Druid class is, even at low levels, I felt I'd be ok in giving it a try. But I do want to do it properly and learn the mechanics of it as well as I can. I have a good guild and while they aren't in dire need of tanks at the moment I'd like to be able to contribute to any raid or dungeon run as more than just DPS. I always enjoyed Resto Shaman and have had a ton of fun DPS'ing as an Elemental so it is time to try the Tank!

Very good point on the heirloom gear as well. All that appeared after I left and I initially thought it took away from the 'collector' aspect of finding new and cool looking gear, but that combined with the transmog option it makes questing that much more satisfying when you find the cool stuff AND can just change the look of your current gear.

Again,  thanks for the info and the advice. I've wanted to give it a try and now is as good of a time as any!

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23 hours ago, kidglock34 said:

I have a good guild and while they aren't in dire need of tanks at the moment I'd like to be able to contribute to any raid or dungeon run as more than just DPS.

You've picked a good class for being able to swap roles, that's for sure!

Another thing to remember as bear is that, given how fast you are in other forms, it can be an excellent habit to jump into cat form (or travel if you are outdoors) to run between packs, since you are so much faster there. It can make up for your lack of mobility compared to the Leap + Charge of a Warrior, or Roll etc. of a Monk.

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I know your post is specifically about tanking, but as you have healed, I can also recommend dipping your toes into trying Resto Druid too. A lot of fun. As for Druid Tank, what Tarazet said really - get some heirlooms & dive in. The over-zealous DPS shouldn't die while leveling. The healer should easily be able to keep u all up & just taunt what u need to. I used to target certain armor items before all the heirlooms via Wowheads database. E.g. If I did a search for a let's say 'Boots' upgrade, I'd target said quest or dungeon & go for that item. Got some xp too while leveling & staved off the boredom of constantly doing dungeons or quests & mixed it up a bit. I'm not a PvP'er but if that's your bag do a bit of that too. You appear to be experienced enough in the game to know what your doing generally, so don't want to come across condescending, but Druid is great - jack of all trades, master of none - rubbish! Can be master of all specs, well, maybe not master but darn fine & great fun to boot! Tried all classes & specs, but always seem to return to the Druid, as it's the class I always seem to have the most fun & versatility with.

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On 10/20/2017 at 2:35 PM, Blainie said:

You've picked a good class for being able to swap roles, that's for sure!

Another thing to remember as bear is that, given how fast you are in other forms, it can be an excellent habit to jump into cat form (or travel if you are outdoors) to run between packs, since you are so much faster there. It can make up for your lack of mobility compared to the Leap + Charge of a Warrior, or Roll etc. of a Monk.

Good thought. I've done that for traveling but had not really thought about using it for starting a pull. I picked whatever Lvl 30 talent that gives you a charge but I didn't like losing the extra range the Roar was giving me. Very good 'low tech' solution giving me both mobility and the extra range for the roars.

17 hours ago, Jemaris said:

I know your post is specifically about tanking, but as you have healed, I can also recommend dipping your toes into trying Resto Druid too. A lot of fun. As for Druid Tank, what Tarazet said really - get some heirlooms & dive in. The over-zealous DPS shouldn't die while leveling. The healer should easily be able to keep u all up & just taunt what u need to. I used to target certain armor items before all the heirlooms via Wowheads database. E.g. If I did a search for a let's say 'Boots' upgrade, I'd target said quest or dungeon & go for that item. Got some xp too while leveling & staved off the boredom of constantly doing dungeons or quests & mixed it up a bit. I'm not a PvP'er but if that's your bag do a bit of that too. You appear to be experienced enough in the game to know what your doing generally, so don't want to come across condescending, but Druid is great - jack of all trades, master of none - rubbish! Can be master of all specs, well, maybe not master but darn fine & great fun to boot! Tried all classes & specs, but always seem to return to the Druid, as it's the class I always seem to have the most fun & versatility with.

A great point! My shaman will always be my favorite character but there is only so much they can do. The differences between their 3 specs, aside from Enhancement being melee, really isn't enough to make me want to completely change specs. I liked Reto because it got me queued up and running dungeons much faster than being Elemental even though I like the elemental/DPS much more...way for fun.

The Druid is just a juggernaut... Love the Guardian spec and honestly look forward to trying the others. They seem much more varied and interesting when compared to other classes and their different specs.

 

thank you all for the feedback! I have tanked my first dungeon, did really well except I did get lost LOL

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20 hours ago, kidglock34 said:

Thank you all for the feedback! I have tanked my first dungeon, did really well except I did get lost LOL

You'll learn the way soon enough! Good luck with more tanking though, it's really great fun once you get into it! :)

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Welcome to tanking! The best advice I can give you starting out is to just jump in and get your feet wet. Heirloom gear gives you a great edge in survivability and holding threat (especially against the dps who are wearing it as well) The most important thing you can do is not get discouraged at low levels though. You will have bad runs and will make mistakes but the leveling dungeons are super forgivable.

 

If you are into add-ons look at tidy plates threatplates. They make multi target tanking much easier. 

 

As a tank you control the pace, too fast and you lose your healer, too slow and the dps will start pulling mobs for you which makes your job much more annoying. I will often grab a group, establish threat then start moving to the next one when the first group is at half health just to keep the dps from running ahead of me.

 

Make sure your unit frames displays party mana so you don't pull when your healer is oom. This is much less of an issue than it used to be but as a tank you want your healer to be happy.

 

Have thick skin. Everyone who queues for a low level dungeon has a main in a top 10 guild and they are the foremost expert on every aspect of wow, mmos and life in general. Just tune it out but be receptive to a helpful suggestion, I've been tanking in some form or other for well over 2 decades and I learn new tricks or small mechanical nuances every day.

 

Do your homework. Not really applicable at low levels but once you get to current content spending 2 minutes watching a video or reading a strat will more than make up for the time spent banging your head on the keyboard during wipes. 

 

Heal/dps in lfr. In raid finder an unprepared tank can cause a fail but an undergeared/unprepared dps or healer doesn't make much of a difference and will give you a chance to study the tanks who know what they are doing. 

Good luck and have fun!

Pv

 

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13 hours ago, Pennyvise said:

Heal/dps in lfr. In raid finder an unprepared tank can cause a fail but an undergeared/unprepared dps or healer doesn't make much of a difference and will give you a chance to study the tanks who know what they are doing. 

Another note on this - asking the other tank if you are unsure is much less likely to cause anger than going ahead without knowing what's going on and wiping. If you just ask nicely, say you aren't sure, they're likely to give you a quick 2-step on how to do things, or just at least let you know when to taunt.

Not always the case, but it's more likely.

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Again, thank you Pennywise and Blainie for more sage advice. I have had very little time this week and will be away to my son's soccer tournament (Go Sporting Southern Indiana!!) so wish us luck :D

I think the 'dive right in' approach is the proper one.  Just hit level 40 and I need to just pick out the instances, give them a quick study and then queue up! Hopefully by this time next week I'll have ran a few more and have a story or two to tell!

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On 10/27/2017 at 4:55 PM, kidglock34 said:

Again, thank you Pennywise and Blainie for more sage advice. I have had very little time this week and will be away to my son's soccer tournament (Go Sporting Southern Indiana!!) so wish us luck :D

I think the 'dive right in' approach is the proper one.  Just hit level 40 and I need to just pick out the instances, give them a quick study and then queue up! Hopefully by this time next week I'll have ran a few more and have a story or two to tell!

Good luck!

Definitely. It's a lot faster than worrying about every little step. Make mistakes, learn from them, enjoy the game and have fun!

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On 10/29/2017 at 12:10 PM, Blainie said:

Good luck!

Definitely. It's a lot faster than worrying about every little step. Make mistakes, learn from them, enjoy the game and have fun!

Well I went and did it yesterday. It has been such a long time since I was last in some of those instances around lvl 40 I was worried I had forgotten some special mechanics or would lose my way, but I still queued up. And I ended up tanking about 6 or 7 in a row. Had a hell of a good time doing it! Group didn't wipe but I did die twice. My inexperience was probably 99.9% to blame. Don't remember the name of the place, but it was huge, sandy and had a ton of trolls. I sort of remembered something about a big mob at the bottom of a pyramid where you fought one of the bosses back when I was either DPS or Heals...so about 2 steps from the bottom I realize I might not want to charge into that...but it was too late. Fought them off best I could but I think my healer got overwhelmed and I was a goner LOL it was fun and I cannot wait to do it again!

 

For anyone that was like me, afraid of making a mess of it, don't worry too much about it. Several of the people I had ran with were great and very well geared. We queued for several in a row and it was fun to learn a new aspect of the game. I know a lot of people lose their minds when they die in an instance/raid but everybody was awesome that I ran with.

 

thank you all for the great advice and encouragement. I love my shaman but my Worgen Druid is quickly becoming my new favorite! I don't know if I'll be good enough to lead Mythic or anything like that but I had a blast and can't wait to level up enough to start visiting the content I do remember!

 

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46 minutes ago, kidglock34 said:

Don't remember the name of the place, but it was huge, sandy and had a ton of trolls. I sort of remembered something about a big mob at the bottom of a pyramid where you fought one of the bosses back when I was either DPS or Heals...so about 2 steps from the bottom I realize I might not want to charge into that...but it was too late. Fought them off best I could but I think my healer got overwhelmed and I was a goner LOL it was fun and I cannot wait to do it again!

That'll be Zul'Farak - great instance to practise keeping aggro on those stairs :p

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29 minutes ago, Blainie said:

That'll be Zul'Farak - great instance to practise keeping aggro on those stairs :p

That's right! Way easier as a DPS but it was fun. We did have a hunter with a pet that kept taunting everything but we were mostly handling it throughout so it wasn't that big of a deal. It did get hairy on occasion but I figured the more pulls meant more XP's.

 

That may have been the hardest is trying to keep aggro. I think I did pretty well but it was hard to tell with that pet running around everywhere. Heck the mage may have even had something out there too HAHA! I'm excited to more again.

 

Is there a special thing with those stairs? I haven't looked it up just yet, but I know there are some NPC's involved so I'm guessing I probably should have just tanked with them up on the top of the stairs and waited until the mobs came to me!

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31 minutes ago, kidglock34 said:

Is there a special thing with those stairs? I haven't looked it up just yet, but I know there are some NPC's involved so I'm guessing I probably should have just tanked with them up on the top of the stairs and waited until the mobs came to me!

You normally can sit around the middle of the stairs and just keep aggroing mobs as they run up, waiting until the boss appears. There's no perfect method, you can just do as you prefer!

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15 hours ago, Blainie said:

You normally can sit around the middle of the stairs and just keep aggroing mobs as they run up, waiting until the boss appears. There's no perfect method, you can just do as you prefer!

Now that you say that it does ring a bell. I do remember DPSing on the steps. It was a funny moment and thankfully only cost a few silver to repair my gear, but that thought of 'Something seems familiar...like I should wait or something...' then the entire mob hit me at the bottom of the stair LOL

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      Because a plethora of questions surrounding aggro/threat are bound to come out of confusion. I'd like to first reference Kenco's words about how gaining aggro on a mob and overall threat functions in World of Warcraft.
      Now, let's examine shaman threat. They're on another tier when it comes to outputting threat, but demand a lot of dedication comparably to the more laxed tanks out there. With proper optimization, their threat is nearly equal to a pure protection warrior and in some situations just shy of a druid tank. Of course, the shorter a fight, the better, since a shaman can freely throw mana around without going out of mana as fast. Resulting in more dependable damage being dished out and correlates into predictable threat. Let's see how to get creatures more mad at you than unusual.
      Earth Shock is first as it deal a high amount of threat because of its 2x damage threat modifier. The downside is nature damage is burdened on three fronts: no warlock curses bolster it, a spell coefficient of 40.71% of the caster's spell damage and some raid content is somewhat resistant to nature. Lastly, downranking our spells is crucial in tanking to be cost-effective. Anything resembling an elemental (noticeable in MC) will have a high resistance to nature damage. All the Dragons of Nightmare are also immune to nature damage or tend to have the same high resistance to nature as to fire. 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's a chart to better explain the notion. Don't fret, items exist to counter this damage dampening downside, ex: Eye of Moam & the debuff from Thunderfury, Blessed Blade of the Windseeker helps with Earth Shock's damage by reducing the target's nature resistance. Frost Shock is used against nature immune targets. Frost Shock or referred as "FS" doesn't consume a debuff slot on a boss impervious to movement impairing effects (most bosses). There are additional ways to circumvent the lack of threat done against nature immune targets, which will be peppered throughout the upcoming topics. Rockbiter Weapon at rank7, is 72 threat per second on hit. With 2.6 speed weapon, each hit is: 2.6 * 72 = ~172 threat. Weapon speed won't matter, but haste does. Haste effects are wanted to counter nature defiant mobs & low percent chance to hit. Once at an auto attack DPS of ~140, Rockbiter isn't optimal, instead use Windfury Weapon. Players use fast daggers because of its higher chance to trigger the effect. Lightning Shield or known as "LS" imposes conditions to be cost effective. Firstly, LS is on the GCD and shouldn't be casted over other spells, such as: Earth Shock so weigh your mana and threat. Secondly, downranking LS is vital to conserve our resources and maintain productivity. Each charge of LS scales with 33% of total spell damage but can't crit. Oil of Immolation might not seem like much but floats around fourth on the list. It will interrupt your swing timer but not trigger a GCD. It's undeniably good before a boss pull or versus many mobs. Can be bought off the Auction House. Lightning Bolt or Chain Lightning (depending on number of mobs) will be the first spells dealing threat on the target. Downranking isn't as harsh or compulsory since these spells are only casted upon engaging a boss. Goblin Sapper Charge and similar bombs are great to deal more threat and a definite must against multiple mobs. The majority of bombs are made through Engineering with the exception of the last two in the list below:
         - Goblin Sapper Charge (It shares a 1 minute GCD w/other bombs)
        d threat from teammates is a  - Dark Iron Bomb will require you to stand still and a 1 second cast.
         - Crystal Charge this can be stacked up to 20 & used when moving.
         - Note: Not a bomb but Clutch of Foresight (shares CD with bombs) is an arcane spell, great versus fire resistant mobs. Major Rejuvenation Potion & similar potions are global and .5x of the amount replenished. Health and mana effects will not cause threat if at maximum capacity. Players on coherent battles will use a heal pot after Goblin Sapper Charge to deal a lot of threat. In order of threat, there is:
         - Major Rejuvenation Potion is the highest threat but can be costly.
         - Major Healthstone is next on the list and given to us by a warlock.
         - Major Mana Potion is buyable on AH. (Shares CD with the above)
         - Demonic Rune / Dark Rune (Shares a CD with the below item)
         - Night Dragon's Breath easy to acquire, so place them in the bank. Thorns is the highest damaging reflective effect. Typically, these type of buffs are great against many mobs but still have relevancy in single target scenarios. You can only have one reflective buff on you at a time with the exception: Gift of Arthas (debuff causes threat). The second highest damaging reflective effect is: Fire Shield. ____________________________________________________________________________________________________________________
      Threat Diminishers
      We’ll be and threat from teammates is a daunting obstacle to tackle. Luckily, there are ways for classes to reduce their threat. Firstly, ranged classes are favored because any aggro they mistakenly get is likely from a 30-40yrd range, so it's easier to supervise. Also classes 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 threat reducers or resets, in no particular order:
      Classear, except the weapon & drink mana. Placs:
      Rogue deal with threat thanks to Feint and wipe threat with Vanish. Mage have the talent Frost Channeling and the talent Burning Soul. Druid in cat form can use: Cower & healing druids can get Subtlety. Priest reduce threat with the talent Silent Resolve & the spell: Fade. Shaman who heal can get Healing Grace & use: Tranquil Air Totem. Items:
      Formula: Enchant Cloak - Subtlety: Used by high threat dealers in raids. Limited Invulnerability Potion: Will prevent aggro gain during its effect. Fetish of the Sand Reaver & Eye of Diminution: Available in AQ/Naxx. ____________________________________________________________________________________________________________________
      Totems
      We’ll be asking our shamanistic brothers from the restoration side to land a hand with totem utility, so be kind and compliment each others advantages in the group. keep in mind, there can only be one type of totem per shaman so having another shaman is welcomed. Also, fire totems can crit & scale with spell damage. Each totem below is in order of importance per category.
      Earth
      Strength of Earth Totem: Put by a 2nd shaman w/Enhancing Totems. Stoneskin Totem: Dropped by us or 2nd shaman w/Guardian Totems. Stoneclaw Totem: For AoE tanking a mob in a pack you don't have aggro. Earthbind Totem: A tool for kiting possible unbound trash in an instance. Tremor Totem: This totem will see some relevancy on a few boss battles. Fire
      Frost Resistance Totem: Ideal for fights with high doses of frost damage. Fire Nova Totem: Usually for bursting down low HP adds on encounters. Searing Totem: Damage totems are costly since they don't grant threat. Magma Totem: Superb for AoE damage on high HP adds in encounters. Flametongue Totem: A weak enchant incomparable to other enchants. Air
      Grace of Air Totem: Optimally, put by a shaman w/Enhancing Totems. Nature Resistance Totem: To counteract nature damage, mainly ZG/AQ. Tranquil Air Totem: All raid party groups should have this, except yours. Grounding Totem: Sadly, this totem will rarely if ever used when tanking. Windwall Totem: Never used. I don't recommend purchasing this totem. Windfury Totem: Our Rockbiter enchant is better. But it may help others. Water
      Mana Spring Totem: Usually, put by a shaman w/Restorative Totems. Healing Stream Totem: Place if the before totem is put by a 2nd shaman. Poison Cleansing Totem: Good against a high poison output, ex: AQ/ZG. Fire Resistance Totem: Ideal versus high amounts of fire damage, ex MC. Disease Cleansing Totem: Unfortunately, it will rarely see the light of day. ____________________________________________________________________________________________________________________
      Talents
      Naturally, if you're only doing dungeons the road ahead is much easier and there's more freedom to move talent points. However, raid tanking follows strict guidelines to be effective. The last two talent setups assume you're in a serious guild who confidently clear raids.
      "The Basic"- 14/37/0

      The new player starter pack in 5mans. Pick if unsure of an upcoming boss fight or are still learning about dungeon shaman tanking. "The AoE" - 23/28/0

      For tanking many targets at a time in raids. It mainly uses Chain Lightning alongside Eye of the Storm for threat. Against +3 mobs, see: AoE Tanking. "The Advanced"- 21/30/0

      For Raid Tanking. The highest threat setup & for mobs resilient or immune to nature damage. Good gear and a solid knowledge of tanking is needed. ____________________________________________________________________________________________________________________
      Rotation
      First, on the list is a simple dungeon tank rotation and we’ll be presuming the boss fight is simple.
      Pre-pull: Cast Lightning Shield and assure all possible buffs are present and max duration. Next, place the appropriate totems. Lastly, if it hasn't been done get the addon: KTM Threat, it displays the threat of members. A scenario can turn ugly quick, so watch KTM often. At any moment, you need to be sure of the fitting Earth Shock rank to use. Pulling: Cast Lightning Bolt/Chain Lightning and Earth Shock. If all goes smoothly, Earth Shock again and turn the boss away from the group. If the boss suddenly targets someone or drops aggro, use rank7 Earth shock to aggro them. For future threat problems, see: Threat. Second is a complex rotation mainly for raid tanking, it has great results but requires good gear, buff, etc... Naturally, if you aren't able to perform every single action below don't get discouraged, its mostly to showcase the maximum potential possible.
      Pre-pull: Cast Rank7 Lightning Shield. Place Stoneclaw Totem in front of you & back up 25-30yrds. (It will later halt the boss for 0.5 seconds or the boss hits it) Place Mana Spring Totem. Activate Oil of immolation. Pulling: Equip a spell damage weapon, ex: Staff of Dominance and cast Lightning Bolt, while the bolt travels, equip a healing weapon (ex: Will of Arlokk). As the bolt hits, Cast R6 Lesser Healing Wave on a warlock who recently Life Tap. Equip all normal tanking gear. Immediately after cast R7 Earth Shock. Activate Juju Flurry and Juju Escape, if the situation is ideal. Repeat the appropriate rank Earth Shock until boss is dead. Situational: If mana allows it, cast a suitable rank of Lightning Shield. If mana is foreseeably a problem, use Oil of immolation often. If mana is foreseeably an issue but threat isn't also cast R1 Frost Shock. Note: Versus nature immune bosses, to pull: use Magic Candle (equip spell damage weapon). After, follow the healing-threat tactic above & cast Lesser Healing Wave as much as possible until the boss is at melee range than Frost Shock. If more threat is needed: Flame Shock instead. MUST need Flame Buffet (don't bother otherwise) & similar debuffs. ____________________________________________________________________________________________________________________
      Buffs
      Prioritize obtaining Defensive buffs before acquiring Threat related buffs. Agility for example has the added byproduct of helping with defensive and threat measures. Generally, off-tanks or known as "OT", take less damage, therefore, it's not fully needed to aim for Defensive buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. There is a max of 32 buffs: Talents, Set bonuses & Equip effects don't count. But Gear enchants count with exceptions: (Crusader enchant and enchants from the profession enchanting don't count.) Resistance enchants however need to be reconfirmed as they make it seem now like those should count. Let's move on and explore relevant buffs to our tanking duties. The following buffs are classified into sub-groups to better highlight their usefulness and showcase different options.
      Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: Gnomish Shrink Ray: (can backfire increasing group's attack power) Fengus' Ferocity: From Dire Maul. Trueshot Aura: +50 Attack power. Battle Shout: (Improved by Battlegear of Wrath (3/3) tier set bonus) Juju Might: +40 Attack power. (from repeatable Winterspring quest) Sayge's Dark Fortune of Agility: +10% Agility. From Darkmoon Faire. Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. 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: (effect is increased through a shaman talent) Atiesh, Greatstaff of the Guardian: (can't stack w/Moonkin Form) Slip'kik's Savvy: From Dire Maul. Moonkin Form: +3% Spell Crit. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect. Gnomish Battle Chicken: Upon attacking it might give party +5% Attack Speed for 4 min. Warchief's Blessing: Fist of Shahram (Blackblade of Shahram) : +25% haste to party for 8sec. Juju Flurry: +3% Attack Speed for 20 sec. (Others can cast it on you) Swift Wind: (Only receivable upon finishing the Call of Air totem quest) Mana Spring Totem: +10 mana every 2 sec. (Only causes threat if you cast) Mageblood Potion: +12 mana per 5 sec. (regen effect doesn't cause threat) Innervate: Increases Mana regen by 400% for 20 sec. Oil of Immolation: 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: (Scales with spell damage) Static Barrier: From Electromagnetic Gigaflux Reactivator. Crystal Spire: (From a repeatable quest & anyone can cast it on you) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: (Improved by Cenarion Raiment (3/3) tier set bonus ) Brilliant Wizard Oil: On a swappable weapon for the pulling of a mob. Blessed Wizard Oil: Ideal for Scholomance, Stratholme & Naxx. Flask of Supreme Power: (Can't stack w/Titans, so choose wisely.) Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% damage to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec. Songflower Serenade: Boost melee, ranged, or spell to crit 5%, +15 all stats. Mark of the Chosen: 2% chance when hit of increasing all stats by 25. Spirit of Zandalar: +10% move speed, +15% all stats. Mark of the Wild: +384 armor, +12 all attributes,+27 all resistance. Elixir of Greater Firepower: Bolster fire damage by up to 40 for 30 min. Blessing of Blackfathom: +5 intellect & spirit. +15 frost damage. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min. Dragonbreath Chili: (scales with spell damage and fire increasing buffs) Defensive-Buffs
       Sayge's Dark Fortune of Stamina: +10% Stamina (+10% Armor also exists)  Dirge's Kickin' Chimaerok Chops: (can't stack w/other food buffs)  Rumsey Rum Black Label: From Booty Bay.  Power Word: Fortitude: +54 Stamina.  Mol'dar's Moxie: +15% Stamina overall.  Spirit of Zanza: +50 Stamina, +50 spirit.  Blood Pact: +42 Stamina.  Flask of the Titans: +1200 Hp.  Elixir of Fortitude: +120 Hp.  Regrowth: From the (6/6) Dreamwalker Raiment tier set bonus.  The Lion Horn of Stormwind: (a friendly tank can activate it for you.)  Greater Stoneshield Potion: +2000 Armor for 2min.  Elixir of Superior Defense: +450 Armor.  Polished Armor: (AWAITING CONFIRMATION OF ITS EXISTENCE)  Crystal Ward: From repeatable quest in Un'Goro Crater. (allies can also cast on you)  Inspiration: Increases armor by 25% for 15 sec.  Power Word: Shield: Absorb 1105 dmg for 30 sec. While active...  Scarab Brooch: (Healers can trigger its effect on you before a fight)  Greater Heal Renew: From the (4/4) Vestments of Faith tier set bonus.  Bloodkelp Elixir of Dodging: +3% dodge for 30 min. (one time usable item)  Juju Escape: +5% Dodge for 10 sec.  Healing Stream Totem: Doesn't cause threat for you.  Greater Heal Renew: From (8/8) Vestments of Transcendence tier set.  Rejuvenation: Heal for 888 over 12 sec.  Regrowth: Heal for 1064 over 21 sec.  Renew: Heal for 970 damage over 15 sec.  Stoneskin Totem: Reduce melee damage taken by 30.  Dampen Magic: Useful for magical heavy fights.  Amplify Magic: Useful for physically heavy fights. Resistance Buffs
       Greater Fire Protection Potion: Absorbs fire damage.  Fire Resistance Totem: +60 fire resistance.  Frozen Rune: Absorbs 1500 to 2500 fire damage.  Juju Ember: +15 fire resistance for 10 min.  Greater Frost Protection Potion: Absorbs frost damage.  Frost Resistance Totem: +60 frost resistance.  Juju Chill: +15 frost resistance for 10 min.  Greater Nature Protection Potion: Absorbs nature damage.  Nature Resistance Totem: +60 nature resistance.  Greater Shadow Protection Potion: Absorbs shadow damage.  Crystal Basilisk Spine: +10 Shadow resistance & Frost for 1 min.  Gift of Arthas: +10 Shadow resistance for 30 min. Mind Control Buffs
      It is possible for an Alliance priest to use  Mind Control or someone with engineering to use the head slot item  Gnomish Mind Control Cap versus players on the Horde. 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 on their paladins and priests stationed near the raid entrance for mind control buffing. It's also possible for a priest of any faction to Mind Control certain mobs, which can dish out buffs to all raid members.
      Greater Blessing of Sanctuary: (Will stack w/Stoneskin Totem) Greater Blessing of Wisdom: (Will stack w/Mana Spring Totem). Greater Blessing of Salvation: (can't stack w/Tranquil Air Totem). Greater Blessing of Might: (can't stack w/Strength of Earth Totem) Greater Blessing of Kings: +10% to all stats for 15 min. Improved Lay on Hands: Possible once it expires to go outside to get re-buffed then re-enter the instance & summoned back to allies. BONUS: You can get Fear Ward from dwarf priests and if survivability is secured Curse of Recklessness from horde warlocks. Mind Control Buffs from mobs
       Fury of Ragnaros: From Twilight Emissary in BRD.  Resist Arcane: From Scarlet Medic in Plaguelands.  Resist Fire: From Scarshield Spellbinder in BWL.  Bloodlust: From Gordok Mage-Lord in DM.  Bloodlust: From Hamhock in Stockades. Special Event Buffs:
      On an ending note for buffs, we can also get buffs from special events. An example, is The Midsummer Fire Festival an event celebrating the hottest season of the year. It lasts about two weeks (mid-late June to early July). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion. The following buffs are separated by their event.
      Thunder Bluff Gift Collection: +30 Intellect for 1 hour. Ironforge Gift Collection: +30 Intellect for 1 hour. Stormwind Gift Collection: +30 Intellect for 1 hour. Undercity Gift Collection: +30 Intellect for 1 hour. Orgrimmar Gift Collection: +30 Agility for 1 hour. Darnassus Gift Collection: +30 Agility for 1 hour. Fire Festival Fortitude: (stacks w/stamina buffs above) Midsummer Sausage: Bolsters damage from spells by up to 23. Fire-toasted Bun: +2% hit chance for 1 hr. Fire Festival Fury: +3% spell and melee crit for 1 hr. Elderberry Pie: +13 defense for 1 hr. Buttermilk Delight: +13 defense for 1 hr. Very Berry Cream: Bolsters damage from spells by up to 23. Dark Desire: +2% hit chance for 1 hr. Celebrate Good Times!: +10% to all stats for 30min. Elune's Blessing: All stats increased by 10% for 1hr. Wickerman Festival (October 18th - November 1st) Invocation of the Wickerman: +25% health & mana regen. +25% stamina. Scourge Invasion Soul Revival: +10% to all damage caused for 30 minutes. Debuffs
      There can be a total of 16 debuffs on a boss. Having as many debuffs on a raid boss is crucial. All debuffs on the list below benefit us in either Threat or Defensive aspects and assumed to be at their maximum rank and talent improvement. The following debuffs are placed into sub-groups to better highlight their utility and showcase different options.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Expose Armor: (can't stack w/Sunder Armor but it reduce more armor). Sunder Armor: Reduces armor by 450. Can be applied up to 5 times. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. Improved Shadow Bolt: Curse of Shadow: Reduces Shadow & Arcane resistances by 75... Shadow Weaving: Wail of the Banshee: (affected by spell hit, usually casted by healers.) Insect Swarm: Reduces target's chance to hit by 2%... Thunderfury, Blessed Blade: (can't stack w/Thunder Clap) Thunder Clap: (can't stack w/Thunderfury's slow effect) Improved Scorch: To increase Flame Shock's damage (niche scenario). Flame Buffet: To increase Flame Shock's damage (niche scenario). Curse of the Elements: -75 resistance to Fire & Frost and increase Fire... Winter's Chill: To increase Frost Shock's damage (niche scenario). Stormstrike: Next 2 sources of Nature damage dealt are increased by 20%. Gift of Arthas: If a target strikes you, they have a 30% chance... Nightfall: Spell damage taken by target increased by 15% for 5 sec. Demoralizing Shout: Reduce attack power of mobs by 140 for 30 sec. Curse of Weakness: (effect is increased through a warlock talent) Gear
      If unsure of guild or group performance, carry several focused gear sets: Stamina set, Dodge set & Armor set to cater to any possible encounter. Certain pieces of gear from PvP through Honor Ranking remains the best forever but demands a large amount of Honor grinding.
      Below is a Gear Spreadsheet to help with gear progression.
      - Gear Spreadsheet Link Below are BiS sets by Phase for defensive aspects, see above for threat gear.
      - PreRaid          AoE
      - Phase 1          AoE              Fire resist
      - Phase 2       (no PvP)              AoE
      - Phase 3       (no PvP)
      - Phase 4       (no PvP)           Nature Resist
      - Phase 5       (no PvP)           Nature Resist for Huhuran
      - Phase 6       (no PvP)           Nature Resist Enchants
      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.
      Here is the Enchant Spreadsheet Link. Tank Comparison
      To showcase our max potential a full BiS geared and buffed shaman will be the closest in stats to approach a Druid tank. Let's 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 with no issue. A shaman like other tanks tailors his gear versus the boss they're 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 high-end 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.done in high-end raids.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat depends on gear, boss, etc... But in general, the current standing of tanks that can do the most threat are:
      Feral Druid/Warrior. Paladin/Enh Shaman. Dem warlock. Priest tanks AoE Tanking
      Although I slightly talked about it in "Talents". Let me go into more detail here.
      Against 3 targets and/or dungeons, AoE tanking is about Chain Lightning proccing with Eye of the Storm as the main conduit to deal damage and preserve threat on 3 targets. Because it isn't possible to dodge, block, parry while casting, this method is suggested versus mobs dealing little to moderate damage. Against heavy hitting targets it's advisable to grab the weapon Hand of Edward the Odd and wait for its procs to cast. If you don't foresee a random mob being aggroed by someone, cast R1 Frost Shock to save mana and increase the proc chance of Elemental Devastation and Elemental Focus. This is all done while auto attacking a different target after every 4-5 melee hit. Items such as Skull Flame Shield, Force Reactive Disk, Oil of Immolation are beneficial. With a coordinated raid group, it's possible to heal designated players as they "stand in fire" in between boss melee swings. Another way for players to intentionally receive damage is for designated warlocks to use Life Tap alongside items, such as Demonic Rune or Goblin Sapper Charge. Equipping a weapon with bolstering healing attributes such as: Hammer of the Twisting Nether before healing a member wield yield more threat. Raid Composition
      Raid composition differs with each boss but is seen as a skill that evolves over time and reflects the playstyle of a guild or raid. The following composition is an example with minor exceptions differing from the norm. By no means is it perfect since compositions change along side: patches, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp catering to your needs without overstepping.

      In (Group 1): A fellow tank in your party can equip The Lion Horn of Stormwind, granted the trinket slot isn't needed 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. 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): Mages gravitate to Fire Specialization after AQ but keeping a single mage 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! If you have any questions regarding shaman tanking, feel free to drop by the Twitch stream to chat.
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