Showing posts with label tanking. Show all posts
Showing posts with label tanking. Show all posts

Wednesday, April 30, 2008

Arms Tanking Pre-70

I know not everyone levels Fury so I'm going ahead and making another post, much like my previous one, as to how an Arms spec will still do for tanking up until 70.

5/5 Deflection - +5% to parry? Yes pls.

5/5 Iron Will - +15% chance to resist Stun and Charm effects is situational but still helps. I normally skipped this unless I was speccing for PVP but I suppose it could help while tanking.

3/3 Improved Thunder Clap - +100% more damage for Thunder Clap which also causes more threat from Defensive Stance. Not too shabby if you'll be tanking a lot but you wont really use this soloing. If you have it, great, if not, oh well.

1/1 Anger Management - 1 rage per 3 seconds as long as you're in combat. Worth the 1 point.

3/3 Deep Wounds - All melee crits cause your enemy to bleed 60% of your weapons average damage over 12 seconds. Bleed effects are great because they ignore armor and will keep consistant threat on the mob.

5/5 Weapon Specialization - Whichever weapon you specced in to, thats what you want to use while tanking. I prefer sword spec for the additional swing but +5% chance to crit with the others arent bad at all.

2/2 Blood Frenzy - Anytime Rend or the Deep Wounds debuff is on the target they will take an additional 4% physical damage from all sources. More damage = more rage.

1/1 Endless Rage - The amount of rage you obtain from damage delt is increased by 25%.

In my opinion, Arms doesn't offer as much in the ways of tanking as a Fury build does because some of the talents arent taken by players while leveling. Most of the great stuff in the Fury tree is viable while soloing unlike, say, Iron Will or Improved Thunder Clap. Arms also loses one of its best attacks in Mortal Strike since it cannot be used in Defensive Stance.

Either way you spec you'll still be a viable tank as long as you use Sunder Armor, use Revenge whenever it's available and pop Shield Block every cooldown on hard hitting mobs. The rest depends on your healer.

My advice is to warn your group ahead of time that you are not Protection and that you'll require a little extra time to grab aggro before they start to DPS. You shouldn't take much more damage early on in Outlands instances since you'll still be using a shield, it's just your ability to solidify aggro that seperates us. We don't have Devastate, Improved Revenge, Improved Shield Block or Last Stand but we can still hold our own with a patient group and a competent healer.

Fury Tanking Pre-70

Adding on to my post from yesterday, I wanted to point out a few things that the Fury tree has going for it when being put in a tanking position for your group on your way to 70.

5/5 Unbridled Wrath - Gives you a chance to gain 1 rage every time you hit the target with a melee weapon. Since we need rage to hold aggro, this helps a lot.

1/1 Piercing Howl - Dazes all enemies near the Warrior reducing movement speed by 50% for 6 seconds. Warriors have a harder time than Druids or Pallys holding multiple targets so sometimes healer aggro is a problem. If you get enough rage, pop Thunderclap then Piercing Howl to make it easier to pick up the stragglers. At 10 rage and no cooldown it's a winner.

3/3 Blood Craze - Anytime you are critically hit (melee or spell damage) you regenerate 3% of your total health over the next 6 seconds. Since you'll be taking more punches in the face than anyone in your party (excluding the Mage of course) you'll be getting crit a decent amount pre-70. Any extra healing helps.

5/5 Enrage - Also procs every time you are critically hit and increases all melee damage you deal by 25% for 12 seconds or 12 swings (whichever comes first). More damage = more threat and more rage. More rage = more threat.

5/5 Flurry - Increases attack speed by 30% for 3 swings after you deal a critical strike. This increases rage generation and also has a chance to proc Unbridled Wrath more often.

1/1 Sweeping Strikes - 30 rage gives you 10 swings to hit an additional nearby enemy. This is more rage-efficient than spamming Cleave and also causes your Heroic Strike to hit other targets to cause more aggro.

3/3 Precision - +3% chance to hit with melee weapons. +hit is a given for any melee class, tanking or not.

2/2 Weapon Mastery - You will get disarmed.. a lot.. this reduces the duration of all disarm effects by 50% normally dropping it to about 1 or 2 seconds.

1/1 Bloodthirst - 30 rage to deal X amount of damage (based on attack power) and heals you for X amount for the next 5 swings. Since you'll be taking more damage than a Prot specced Warrior you'll need all the help you can get.

I might make a post later going in to the Arms tree, but we'll see.

Tuesday, April 29, 2008

Meatshield LFG.

Warriors have it hard from 60 to 70. Paladins can level Prot just fine (some even say it's the prefered level spec) and the same can be said for Druids that level Feral. They can both level fast and when asked to tank, fill said role without changing their spec. Arms or Fury is the prefered level spec for Warriors but we miss out on important tanking abilities like Last Stand, Imp Shield Block and Devastate which makes it more difficult to hold aggro or survive the beating.

Last night while trying to form a PuG for Ramparts I came across 3 Warriors, myself included, who were either Arms or Fury and none were interested in tanking or respeccing Protection.

I finally just said screw it and strapped on my shield, brought in a Rogue, Hunter and a Mage friend but had the hardest time finding the OTHER important part of the group.. a healer.

I guess healers are in the same boat that Warriors are. I don't say tanks due to the above statement. Shaman, Paladins, Priests and Druids do not level Resto/Holy. If anything, you'll always be stuck with one of these classes in a healing set of gear much like a Warrior wearing more tank-friendly gear. Sometimes it works but sometimes it doesn't.

My Druid is Balance but I heal just fine. My Warrior is Fury but I tank just fine. It just takes a little more effort than normal to make ends meet.

Last night I tanked Ramparts after spending 45 minutes looking for someone to heal. We had little to no problems at all and no one died. Not too shabby for my first tanking job since SFK lol.