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Posts Tagged ‘Tanking’

Like my hunter post this will be short and to the point. This is a ‘get you up and running’ post and not a serious attempt at theory crafting. I have only tanked 2 or 3 runs so far with my bear so I don’t know everything there is to know about it. This intended to be a quick start guide to show the basics of how to play a bear in 4.0.1 (and in 4.0.3)

First off your aoe threat will be crap. No really. It will be rather bad. Swipe on a cooldown is fairly painful. Don’t give up the bear yet though. We have other things going on now. For one thing single target threat is insane. Seriously. I was pulling stuff off other tanks without using taunts, without trying to, and when they had a head start on the threat.

So let’s get to it…

Glyph your maul. Yeah you probably already had that but make sure. You will need it.

Spec

For a spec check out Uncrittable or Big Bear Butt. They both have some that are good. Mine is pretty close to those. Don’t bother checking mine. I just slapped some stuff in there.

Rotation

Well it is more of a priority/rotation. Whatever.

You still want to swipe all you can. If you are going to be doing AOE threat you will need to tab target and maul a lot too. If you are doing single target threat it is the same as before, lots of lacerate.

But wait! There is more!

Whereas before we did heavy single target damage with lots of lacerate… and after the first 5 we were wasting it and filling in with FF and maul instead, now we have a new tool. Pulverize! This thing eats your lacerates so you will not waste their dots. And lacerate only goes to 3 stacks. My rotation so far has been this.

Lacerate-lacerate-lacerate-pulverize *repeat*

Filling in with swipes and mauls as needed for multi target threat. This does a metric ton of single target threat and pretty solid tank dps too. There are probably many ways to improve on it so don’t take this as the final word. It is merely a workable first word.

Keep in mind we still have feral fearie fire and growl for grabbing things at range… BUT WAIT!! There is MORE!

At long last, all your caster mobs are belong to me. We finally have a ranged silence… sort of. In the past bears have had no ability to move ranged casters around. It was line-of-sight or nothing. Now we can. It is not much, but we CAN! It is called

What it does is a short range charge (about 8 yards) with no minimum range. So you can use it on things right in your face. It also is an interrupt and short silence. So you can use it to reposition casters. Bears Rejoice!

AOE threat…

AOE threat in 4.0.1 is not as stupid simple as it was. Between the swipe cooldown and the massive ‘thorns’ nerf your easy-peezy aoe threat tools are gone. Now you have to work at it.

You have charge in fast and get your first swipe off as soon as targets are in range. You might need to follow up with a quick ‘demoralizing roar’ if there are targets your swipe did not hit. Expect someone to pull off you right away. Everyone is still AOE happy and you can be almost certain some mage is opening up with blizzard. If a hunter pulls off let them die. Any hunter that can’t figure out how to use misdirect needs to spend some time in the Bee Pit.

To build up AOE threat you are probably going to need to be target swapping and spreading around your maul and some lacerate. With maul hitting two targets and your lacerating a little on everything in a pack you CAN hold aoe agro. It is just not as easy as it was. You might have to get a lot better with your taunts. If you are rage starved you can spread around some FFF too. That still costs no rage so use it as needed. AOE threat is NOT broke. Bears are not broken. Their AOE threat was just over powered before and now it takes actual skill. You have to be reactive and adaptive. If you have to, beg your dps to follow kill order and start marking things. Your single target threat should be sky-high so if you can just get people to shoot your target your agro issues will vanish.

Personally I am happy about the changes. Bear tanking had become for me nothing but spamming one button (swipe macroed to maul) and charging from pack to pack. It was pretty boring really. Now it is challenging and interesting again. Good luck!

Like I said, this is just a quick start guide. If it is not enough keep ‘googling’ and you will find more detailed and in-depth information.

*** edited***

News FLASH!
 Bear tanking got a lot more nerf than the patch notes claimed.

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I have decided to do a few posts on specific fun and interesting pulling tricks. This is a personal favorite of mine.

Name: Hit and run

Use: Pulling a caster pack or mixed pack when no LOS is available and you need to move the pack toward the party.

Difficulty: High. The actual complexity of the pull is medium but the chance of the party letting you do it right is low.

Classes: Any. Works well with charging tanks but can be done with any tank.

How to: Move to the maximum range of your longest range move targeting the closest member of the pack. Fire. Turn IMMEDIATELY and run like heck directly away from the pack. If possible keep an eye over your shoulder on the pack itself. Keep running until the pack is roughly where you want to tank them. Turn around and move to engage the pack. At this time you may use a charge. If the pack is spread out you might want to charge one of the targets in the back (farthest from you). Move in, round them up, tank as normal.

About: This technique is great because it allows you to move a pack with casters closer to you. It allows you to do that WITHOUT a ranged silence move. This is good if you don’t have such a move, or can’t hit all caster targets with such a move. That makes it great for lower level tanks who don’t have a ranged silence yet. It is also good for any class that is not a tank such as AOE grinding mages. It is even good as a single target pull against casters when soloing on any class, not just tanks.

The point of running away is to interrupt the cast of the ranged attackers and to get out of their max range. This forces them to follow you until you turn and re-engage.

Basically any time you need to pull a caster to you, don’t have a ranged silence, and have room to run behind you, then this is a good pull to use.

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One of the most critical things, for a tank is confidence. Many people giving advice on tanking will mention it and all agree it is important. By why? Here is why…

The loop

An acronym somewhat common in military circles is OODA. It is an acronym for the process by which people decide things. It stands for Observe, Orient, Decide, Act. These are the steps use to make a decision. You see some situation; you orient yourself in relationship to it, decide on a course of actions, and then execute that action. In combat situations they describe this as a loop. You start at Observe, run through it, and as soon as you get to act you are back at observer. You see what changes have taken place in the situation, you orient yourself to those changes, decide what to do next and then do that. In combat this all takes place at blazing speed with no actual pausing or deliberating. But those steps still exist and you still go through them as a cycle.

Getting inside

Years ago fighter pilots discovered that when two people go head to head it was not the person that made the BEST decisions that won the fight. It was the one that made the FASTEST decisions. If both combatants are using the loop you can visualize how as soon as the first person decides and acts she has changed the situation. The other person might be making a technically better choice. But they made it a split second too late. When the first person acted the situation changed. As the fight goes on the ‘better’ decider is falling farther and farther behind in each ‘loop’ around the OODA circle. They call this getting ‘inside’ the other person’s decisions making loop.

It is like a boxer keeping the other person off balance. The other boxer might have a really great left hook that is sure to cause a knockout, but if he is always off balance he can’t throw the punch.

These concepts apply to tanking, though not in precisely the same way. You, as the tank, are making decisions in this OODA loop. The Observing step applies to situational awareness, something I have talked about in the past. The Orient step has to do with both awareness and positioning. Deciding and acting must be quick smooth and confident. We don’t have time to be second guessing or rehashing mistakes. We have to start the loop again and react to the changing battle.

We are not going up against another human in single combat so we are not pitting our loop against another loop. We are, however, pitting it against the programmed actions and reactions of the packs we are tanking. These actions are fast paced but not all instant so there is a time factor. We still have to pit our decision making against the pace of the instance. Or, against ourselves if we are setting a ‘gogogo’ pace. The harder we push the faster we have to be reacting and deciding.

Tank vs Party

But wait! There is more! We ARE pitting our decision loop in head to head combat with others… those others are our own party. How much this is a ‘versus’ depends on how good they are at following your lead and how good they are at being good party players in general.

The other day I was in a pug and a boomkin, well geared and a solid player, was mentioning how great they are at cycloning things before they get to the healer. I pointed out that doing that prevents the tank from taunting them back into the AOE threat zone. The response I got was something like ‘oh that is ok. I saved the healer.’ They missed my point that if the tank taunts an instant after you cyclone it is wasted. Or maybe they tried to death grip, judge fearie fire, or otherwise toss some threat at the wayward critter. The boomkin thinks they are being helpful and saving the day but in reality they quite well could be messing up the tank. Something similar happens if a mage frostnovas a pack off adds. Now you can’t’ get those into the threat zone quickly. These are not party wipers (usually) but they can throw a tank off stride, they force you to react to a changed situation. You reaction is yet another quick loop around the OODA cycle as you see what they did, and react to it. The slower your loops around the circle are the farther behind you get and the more you are at the mercy of your oh so helpful party. We have all been in one of those. Maybe it was a hunter that was on speed and tagging everything in sight. Or perhaps some DK gripping orcs around the Ramparts like crazy. And we have probably all seen the groups where our tank was just so slow to react they could not deal with anything.

Confidence

This is where ‘confidence’ comes in. What we mean when we say ‘confidence’ (with respect to tanking) is the ability to make a fast decision and act on it with no hesitation or pausing to rethink. Do we go left or right? Left! Go! Do we jump down? Weeeee. Do we pull the left ones or the right ones. *kapow*! Before the dps has time to ponder, second guess, get bored, or pull themselves the tank has already decided on a path and a plan and put that plan into effect.

Yes, in WOW it is possible for a tank to be extremely slow and deliberate. You can set up every pull with carful precision and deliberateness and try to make it so you never have to react quickly to anything. You can also mercilessly kick anyone that upsets the balance even a little. But that does not make you a better tank.

Don’t get me wrong. I am not saying carful pulls are a sign of a bad tank. I am also not saying that all good tanks set a high speed pace. NOT AT ALL.

A good tank decides quickly and acts confidently no matter what the paces is. There are always adds, or fears, or unexpected events to react to. A good tank should endeavor to learn fast and confident decision making to enhance their abilities. This does not always mean charging ahead. But if you are stopping for mana, you can say “mana!” or “30 second break” in chat and you can do it fast an confident without standing around for 20 seconds agonizing over if the healer has enough for another pull while the DPS wonders if you are DCed. Same thing with pulls. You don’t have to charge in fast, but you can’t just stand there for 1 minute while considering all the angles with the DPS thinking you are walking the dog. If you need a second, quickly and confidently say “give me a second”.

Aura of Confidence

Along with just deciding the fast you are projecting to your party the aura that you are confident and know what you are doing. Even when you don’t know, project it anyway. Even if you are asking for advice on a pull or asking to be reminded of what a boss does. Even asking for help can be done in a confident and timely manner. People can usually respect a brain fart and a quick ‘what does this guy do again?’ Those same people are unlikely to respect 2 minutes of ‘er, um’ and ‘let me check my notes’ before finally asking the same thing. The key is to make people think you know what you are doing. Not through lying but thorough an aura of confidence and competence. Even when you are admitting you have no clue you can do it in a way that shows them you are CONFIDENT you have no clue. Don’t lie about not knowing and blow their trust. Be honest but project confidence. As I said, even asking for advice can be done in a leadership fashion. Observe the following two methods.

A: “Ah, I have never tanked this one… does anyone know it? Anyone?” (someone else comments) “Er does that work? Are you sure? Anyone else have an idea?”

B: “Alright guys this boss is a new one to me. Does anyone have a good strat?” (insert comments) “Ok sounds good. We will do that. Lets go! Pulling in 10 seconds”

See the difference? How did each make you feel about the group and the likelihood of success?

Communication

Communicate clearly and unambiguously. Don’t make them go ‘what?’ If you handout advice, instructions, or strategies don’t make them have to figure out what you meant. They should not have to guess what bush you are beating around by the sound of the branches. Tell them what you mean. Tell them what you want them to do. Tell them clearly what YOU are going to do. You don’t have to be a jerk about things to be firm and clearly state what you mean.

 Tanking is a leadership role. Almost everything written about leadership applies to tanking in some way or another.

Final note on Pacing versus Decision Making

The pace you set and the speed you decide are not the same. Not the same but they are closely related. One of the reasons we are seeing so many overly fast tanks is that they can go fast. Not because they are any good, but because the over gearing and dumbing down of content has made it so that most tanks can just charge in, hammer their aoes and expect the fight to go well. They can set a fast pace because they have almost nothing to decide. The same goes for impatient DPS. They can act fast because they have nothing to think about of figure out beyond who to put an arrow in first or which one to beat on next. That takes no time or actual thinking so they can plow ahead at an unsustainable pace.

Each tank will have to find their own ways of slowing people down. I usually do it by setting pace that is either flat out insane, or simply setting one that is just fast enough to prevent boredom and the stupidity that follows. You may be finding people pushing you or making your tanking life miserable by doing dumb things. Keep in mind that if you push yourself a little harder things might actually get easier. Once you get your decision making loop ‘inside’ your dpsers, or set a pace just fast enough to not let them get bored, you will find the random stupidity starts to decrease and things get smoother and easier.

Finally, setting a slower more careful pace can be a crutch for slow deciding but that is not at all 1 to 1 correlation. Also that is not to be confused with running content with a sub optimal group just to add challenge. This slows things down by forcing more complicated and difficult decisions. It can be fun and rewarding.

Cataclysm…

It might be a nightmare at first. Forcing people to use CC (as they have said will happen more) means fights are going to be harder and more complicated. Tanks will have to do more than just AOE spam. Also healers are going to have to get better at triage instead of just ‘topping people off’. All this means instances runs may well be a rude awakening for many. Personally I am hoping for it. I am hoping it will blow away the current level of stagnation in randoms and get people think more and do more. I only hope that overgeared morons will not be able to steamroll their way to 85. I want to see them slam hard into the wall and learn to play again.

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I already talked about multi-pulls. Chain pulls are different. Multi pulls involve pulling and downing multiple packs at the same time. Chain pulling, in a nutshell, is minimizing the time between pulls. This might be simply charging the next group as soon as one is down or it might mean actually leaving a pack mostly dead for the DPS to finish off while you head for the next group. So in chain pulls you are doing one pull at a time but doing them back to back. The challenges and issues of chain pulling are different from multi pulls.

You are only fighting one pack at a time so each fight involves less incoming damage for you the tank. This means they are in theory, easier to heal. But in fact the hardest thing about chain pulling is how hard it is on the healer, or more specifically, how hard it is on the healer’s mana pool. Because you are allowing no time for anyone to rest of drink the mana pool either has to be improbably huge, or the healer has to be extremely good at conserving it (possibly by being hugely geared), or you have to require almost no healing. The last way that a healer’s mana can survive a chain pulling run is by the DPS killing things very fast. Let’s look at each of those.

Healer mana pool

You, the tank, can’t actually effect how big the healers mana pool is, but you can monitor it and actually stop as needed. If you think you are good enough to run something at super speed then you can prove it by being good enough to pay attention to the healer’s mana. The level of mana at the end of a fight is the healers problem to deal with. The level of mana the healer has when the next fight starts is YOUR problem. Anyone that chain pulls and then complains when an OOM healer lets them die needs to respect from tanking and NEVER tank again. Seriously. Do us all a favor. Are they gone yet? Good. If you are still reading I am going to assume you are not a jerk or a moron and you want to actually be able to do fast chain pulling runs that don’t involve whining while running back from the graveyard. If this is the case you need to take a few steps.

I am talking about steps YOU the TANK have to take. Things the other roles have to do are different.

Own your healer’s mana pool

That is right. His/her mana is your problem. Treat it as such. If you panic the healer and they waste mana that is your mistake. If they forget to drink or are too scared to for fear you might run off, that is your problem.

Make it clear from the start it will be a fast run. Feel free to say it in /party. While you are at it tell the casters and healers that if they need mana to let you know. This will put them at ease about your frantic place and make them more likely to actually stop and drink when you pause and give them the chance. If you notice them getting low during the run, pause and suggest they drink. Monitor how much their mana goes down after each fight. This is useful information. If they have 1/3 of their total does that mean you can take on another group? It might.. after a few pulls you should KNOW because you should be paying attention. Their mana is your healing. Treat it with care.

Adjust your cooldown strategy

On the multi-pull runs I described you are using cooldowns first to survive big hits and only second as a way to save your healers mana. On a chain-pull run your cooldowns are there to save your healer’s mana. It is also good to keep one or two in reserve if you expect to chare out of your healers healing range. But, mostly your cooldowns should be used to make it so you don’t actually need to be healed at all. Even a poorly geared healer can keep you topped off is you are well equipped and using your cool downs effectively.

Also do all you can to reduce the AOE damage your party takes. Sure it is their fault if they stand in the fire, but you are hear for a fast run. A fast run requires they not die and the healer not go OOM keeping their fire standing butt alive. So shift bosses, stun casters, use your aoe debuffs and generally do all you can to reduce AOE damage. Also pop a cooldown of your own when AOE damage is happening. If the healer does not have to worry about you they can be more efficient with what they use to heal the DPSers.

Kill Fast

There is one thing that does the most to make fast runs fast as well as keep the mana of all involved from running out. That thing is mad crazy DPS. You need groups to die fast and hard. As a tank you can help. Round up groups nice and fast into tight packs and then hold them in place through all AOEs. Don’t drag the groups after you to get to the next group faster. This will only slow things down because your DPSers will not be able to AOE effectively.

There are tricks you can use if your group is doing such mad crazy DPS that you can’t actually hold agro. Learn those tricks and use them. One big one is to use your AOE forces attack with optimal timing. AOE stuns and slows are also effective. It does not matter if your DPS pulled agro if everything dies a half second later.

If anyone is doing something that is slowing things down, let them know. For example using typhoon and blowing things out of the AOE area. Let the boomkin know that that is actually slowing the run down. If you think they are too trigger happy to stop using it ask them to use it only at the tail end of a fight.

Multi pulling, chain pulling or a little of both

In many high speed runs these days you are likely to mix the back to back ‘chain pull’ with a true multi pull when you do more than one group at once. This works well but it is still important to understand the differences between them. Otherwise you will be moving at a brisk pace and then be surprised when you suddenly wipe due to an extra pack or two. The trick is to set a brisk pace but to still have it be a deliberate pace that you control. You have to know your limits. Push them but don’t ignore them.

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One of the tanks jobs is to control the battlespace. This means several things. It means you pick when and where the battle takes place. It also means you control or attempt to control where and how the battle moves and progresses.

The concept of controlling the battlespace comes from military parlance. The methods and reasons are completely different but the general concept is the same. By picking where and how the battle is fought you increase or decrease your chances of winning. Picking well can cause a battle to be ‘easy’ and picking poorly or not exerting control at all can cause the battle to be sloppy at best and a wipe at worst.

Picking and Positioning the Battlespace

The first part of controlling the battle space is deciding where the battle happens. If the battle will involve movement this is picking where it starts. The shape of the ‘pull’ is the major determiner of where the battle starts.

First I want to comment on aggro range. The aggro range of a pack is actually the area of all of the members.

Here is a pack.

Here are the members of the pack.

And here are all their agro ranges.

But that is too much so we just combined them and approximate it as a circle.

From now on I will just use it like this.

Picking the battle ground

Now we bring in the tank.

Let’s take the most basic sort of pull. Move toward the enemy until they see you and attack. You can easily predict where this fight will start. Take agro range of the pack and divide it in half. Follow your line of movement from the edge of their agro range. Half roughly half the distance to them is where you will first get hit.

This is obvious but important. Here the tank moves in to the group. The group spots him and comes to meet him. Whether the tank meant to or not he has moved the fight.

The distance the group moved to meet the tank relocated where the fight was going to happen. It is only a small distance but it is a change.

As tank you should be aware of such small changes and what effect they might have on the fight. Now what if instead the tank had used a charge (bear or warrior).

Notice that the targets only moved from where they were over to the one the tank charged. Everyone KNOWS this stuff, right? Yes but it is critically important that the tank realize they, by choosing how to start the fight have chose to hold the fight at a specific place. A tank that just charges because it is ‘the way warriors start a fight’ is completely failing to see that there are other options. Fighting the fight where your charge target is standing might not be the best plan. Then again it might work just fine but you need to know you are making a decision about the fights location.

Here is another one.

This tank used a ranged move, a taunt, an attack, even death grip. It does not matter which in this case. We are just looking at the fight location. An this time the location is moved much farther. By simply using his favorite pull move the tank has decided to move the fight a long way.

Even if they did not intend to make such a decision, they did. One of the main uses for doing different kinds of pulls is to actively decide to hold the fight in different places.

There are a lot of reasons to chose to fight the fight some place different than where the pack is standing. Perhaps they fear and are close to something else. Maybe your rogue is planning to get behind them and the next group is awfully close. Moving the fight, even slightly, can give the rogue room to do optimal damage.

It is very important to understand that the way you chose to pull sets up the location and the shape of the space you will be fighting in.

Moving a fight

The act of pulling can do a certain amount to relocate the fight. To do more drastic ‘relocating’ you need to move the fight after that initial moment contact. Moving the fight after it starts is harder but still something you can do. Mainly you just do it by moving yourself and having the pack follow. The reasons for doing this are much like the other ones. Maybe you realized you should have pulled them back more. Or maybe you just spotted a patrol.

There are risks involved with this. One is that you might break LOS with the healer. Another is you might move out from under some nice AOEs and waste the DPSers time and energy to retarget. However, biggest risk is that while you are moving you will stop doing part or all of your threat rotation. This can cause you to drop agro on something. There are other risk too like getting a whirlwinding mob too close to a clothie.

Moving a fight is to be avoided for those reasons but is often necessary. As the tank you need to be ready and willing to move the fight when needed.

But there is something else you also need to be aware. That is the times you move the fight as a reaction. Those are the times you did NOT mean to move it. When someone pulls agro off you and you go chasing to get that agro back you are moving the fight. All the risks of moving the fight listed above and the others I didn’t all apply when the fight moves. It does not matter if you meant to move it or not.

So be aware of your actions and choices. As you start paying attention to choices you did not know you were making you may start to see that there are other options.

Orienting a fight

Orienting a fight is one of the things you do after a fight starts to position the targets or your party (or both) in the way you want them or need them to be positioned. This is usually done as a reaction to something the target pack or party are doing or in anticipation of something they will be doing.

Turn the boss around

The most common reorient move is to face the target away from the party. Many critters do some sort of aoe attack in front of them. This can be anything from chain lightening to poison sprays. If you even suspect a target is going to do something like that you should face them away from the group.

The simple way to do this is to move past the target and spin around.

I move and then they move and then I move and they move again! Stop them already!

This is a well known bug. Every time you adjust your position the target moves somewhere you don’t want them and you have to adjust again. This is because they are reacting as if, when you move, you are going to KEEP moving. They, for an instant think you are taking off running. So before the your game client can tell the server you have stopped moving, the critter moves to follow you. Because of internet lag this makes it look as if they are moving after you have already stopped. They really aren’t but an instant of lag makes it look that way.

Yes there IS a way to break this vicious cycle. Move sideways! Use your strafe keys and right click mouse drag to sidle around the target like a crab.

The target might step sideways to match you but you have still turned them away from the party. Because you are rotating the target as you go they don’t just jump past you and turn back around.

Turning things in the direction you want is the most comment way you reorient things. Other times you turn things is when you are simply repositioning them but don’t want to move too far in a certain direction. For example if you are moving a fight off the patch of poison or bad mojo but don’t want to drag the fight into the next pack. At times like that you might move them in a circular pattern or run past to drag them in some other direction.

Remember, while it is the DPS’s job to stay out of the fire it is your job to move the target to where they can attack it without being in the fire. You have to give them space to do their job.

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This will be a very basic introduction to raid tanking. Although a tank is often the raid leader this will not be about leading raids. The assumption here is that someone else is leading things and you are either main tanking or off tank.

Before you do anything else go get a raid boss addon, like Deadly Boss Mods. You can’t tank a real raid without one so don’t even consider it. You can probably tank most of the weekly raids without it… but go get it anyway.

First off…

Know the Fight!

This is totally critical. You must know what to expect. If you have done it as a DPS or healer don’t assume you know what you need to do. There are mechanics bosses do that no one but the tanks cares about so don’t think you know the fight if you have not tanked it. Go watch a video, read a guide or just plain ask lots of questions. Better yet, do all three. If you are not 110% clear on what you need to do, ask again. This is not a pug where asking questions is cause for mocking and kicking. Let me say that again…

RAIDS ARE NOT PUGS

Don’t assume you can just be mute and stumble though it and things will go well. That will not happen. There are things you need to know and there is communication that needs to take place. The standard social conventions of a 5man to NOT apply to a raid. If you don’t know something you are expected to ask. If you don’t ask and your ignorance causes a wipe you can expect the group will kick you out the door with their epic boots.

Basic Raid tank concepts.

There are a lot of different encounters with a variety of mechanics. You will learn those over time. But there are a few concepts you 100% must understand or you will fail and fail hard. These are widely used in boss fights and therefore must be well understood.

Cleave

When someone says a boss cleaves this means there is some move or moves that hit more than one target. It usually hits two targets. The way to deal with this is to have all tanks stand in front of the target and everyone else stand behind. THIS IS NOT OPTIONAL! This must be done. Many bosses can one-shot tanks if another tank is not standing next to him. This is because if only one target is in front of the boss the whole cleave damage hits that target. If there are two the cleave is split between them and both live. These fights are DESIGNED to require two tanks. The main thing people will tell you to do when cleave is in the picture is…

Stack on X

Or skull or star or whatever. When you are instructed to stack on a particular raid mark that does not mean be within shouting distance or to be sort of kind of near them. It means gets so close to their butt that it is illegal in 23 states. It means super glue your hip to theirs. Sometimes stacking is temporary until a phase is past or an effect goes off. When this is the case you need to stack FAST when it is time to stack and unstack when the time for it is over. Anytime someone talks about stacking in a raid it is IMPORTANT and you need to do it when they say to do it and not do it when they say to move away. It is not a suggestion, hint or gentle recommendation. It is an ORDER. You are expected to follow it or leave the raid. If you can’t handle that concept go back to pugs and give bloggers more fail-pug stories to write about.

Taunt swapping.

This is a very critical tanking concept. The way you will hear it will be something like ‘taunt on 3 stacks’ or ‘taunt when you get the mark’. Here is why. In many fights there are mechanics where the boss absolutely has to switch his aggro between the tanks at critical moments. There are a lot of reasons for it. Sometimes it is a debuff that reduces that tank’s healing received or sometimes it is a mark that gives the boss power. The why does not matter. What matters are these following steps…

Know when you are suppose to taunt.

Be clear on just what mark or debuff it is and how many stacks you taunt on. Don’t rely on the other tank to tell you in vent. KNOW YOUR JOB. If you wait for the vent command it might be too late. If someone has to tell you ‘taunt now’ in vent there is an unspoken ‘you slacker moron’ on the end of ‘taunt now’. Know when to taunt and do it before they tell you to.

Do NOT taunt ANY other time.

Don’t taunt when you already have aggro. That causes taunt immunity and is a waste of a GCD. Don’t taunt when it is not your turn. That can literally wipe the raid. That is right. Your taunt button can be a one button ‘kill everyone’ key in some fights. Be careful with it!

That is the short short version of starting in on raid tanking. There is a lot more to it. But, if you can’t handle the concepts of taunt swapping, stacking on the other tank, and following orders you should just save 9 or 24 other people the repair costs and stay away. There are lots of other things to learn so be willing to look things up and learn fights. Be ready to try different tactics and not just do something because you saw it done that way one time. There are a lot of other good raid tanking resources out there so go find them. This was intended to simply be basic transition information for someone who has never done any sort of multi tank fight.

If you don’t know, ask.

People are far less having to give an explanation than they are by wiping. And trust me, you NEED the explanation. These are not fights you can just get through on luck and instinct. They are tricks and traps that you need to respond to. So ask as many questions as you need to. Don’t worry about looking dumb. Worry about getting kicked if you don’t speak up and everyone figures out you don’t know the fight when they are dead on the floor. People are more forgiving of learning tanks if you TELL them you are learning in advance.

Other raid tips…

Expect to wipe.

Wipes happen. Wipes can happen many times. This is not a 5 man where if you die to a boss 2 or 4 times you drop group and don’t look back. Raiding is a whole different dynamic. You might die to a boss many times before downing him. But as a raider you should be ready to go the distance. You should be ready to buff back up, learn from your mistakes and try again.

Speaking of mistakes…

Take criticism.

If you can’t handle having someone tell you just how dumb you are then you should not raid. Think of such people as drill instructors. They are getting in your face and cutting you down to size so that you straighten up, follow the leader’s orders, and get the job done. They don’t do it for you to cry, shout, argue, or drop group and spend all evening bad mouthing them in /trade. If you messed up face up to it, take your licks and your verbal abuse and learn from it. Sometimes it is not pretty. There is very little room for error in a raid fight so raiders can’t afford to let repeated mistakes go unanswered. They might say mean and unfair things. Downing the boss is worth it! Learning from your mistakes and becoming a better player is worth it. Thank them for their help, ask what you can do different and be willing to learn. Do that and you will find you get a lot more invites and a generally better attitude from your leaders. If you try to argue with them or just storm out of the group in a huff, don’t expect them to have sympathy. They worked hard and learned from their mistakes to get as good as they are. So they don’t have a lot of patience for people that are not also willing to work hard and learn from mistakes.

Willingness to try hard and learn something WILL earn their respect. Remember, when you wipe they are mad about failing and they are taking that out on your. The way to get out of the line of fire is to not be the weak link. Let them vent and then try to learn something. Arguing or being stubborn is a waste of time. Raids are srs bizns to many people. In the event that they are jerks AND morons you can still be quite, learn what you can, and take that learning to a new raid group next time.

Raids are challenging and rewarding. Good luck and have fun.

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Like the previous Old Kingdom post I will do this completely from memory. Unlike the other post I will not do it ‘pull by pull’. This one will use more of the ‘yeeeehaaaa! Everyone diiiiies!!’ strategy of pulling.

Nexus is actually a bad one for multi pulls. It is bad because there are plenty of groups you can’t really move. I will cover those… a screw-it, no talky, gogogo

Pull 1: I need just enough time to pop thorns , GotW, bearform, enrage, and hopefully by now I am in range of the first pull. This one makes my bear cry. The reason is that there is just ONE target… AND it is far too far from any other group to do as a multi pull. I know, I have tried… it just is not worth it. (healer’s thoughts: oh noez it is one of THOSE tanks!)

Pull 2: With any luck the dog and guy spiral ramp patrol is near the bottom. This makes it easy to drag them into the first of the frozen guys. While you are at it grab a few more. (healer’s thoughts: that was not so bad.. where is he going? Oh ****!)

Pull 3: If you accidentally drop that first few frozen guys before you round up the next you will have to make up for it by pulling the boss with the group before or after or both. This is some of the nastiest multi pulling anywhere. Those archers are shooting multi shots at people; turn them around. The boss is whirlwinding; move him off your clothies. The clerics are healing; interrupt them. You healer is going into cardiac arrest; find your gnomish army knife. (healer thoughts: aaaiiiiieeeeee!!!! *urk*)

Pull 4: Finish off pulling the rest of the frozen guys and the next dog and guy ramp patrol. That is assuming you messed up and left any alive after your last ‘pull’. Now is a good time to check and see if your healer has dropped group. I have lost them about here at least once. If they have not dropped they are probably drinking and chanting ‘I can’t believe we are alive’. Make sure you get to the top of the ramp before he has time to type ‘wait’. (healer thought: waaaaiiit!)

Pull 5 Boss: These packs of 4 are great because they are all melee. Be certain to round up the first pack and then run for the next one. If the ramp patrol was at the top of the ramp you might want to only do that and the first pack. If so hang your head in shame. You can at least pull one pack with the boss and make up for your lameness. If you already got the pat charge for the second pack with the first and then pull the boss with those two packs. This boss is fun because you get to time your AOE hits while getting tossed around the room.  (Healer thought: O.O)

Pull 6: If the pat is at the top of the ramp you might have to do it by itself (/cry). (healer thought: We lived! wow… this is not so bad)

Pull 7: Make up for that lame pull by pulling through first platform and onto the second one. The first one has no rift, making this pull possible. You are probably going to drop the first caster though. Don’t worry too much. That one slow witted DPSer will probably solo it before noticing you are on the next platform fighting 7 guys. (healer thought: surely he can’t do anything too crazy here… where did the tank go?)

Pull 8: Jump off and kill the pack there. These guys are annoying to move around so just single pull them (/pout). But hey, with any luck the hunter’s pet will bring some more when it round around the long way.

Pull 9: You CAN pull this group up to the boss and do both. Having done it I don’t recommend it. Not because it is hard, but it usually slows down the boss fight. Plus you can’t move the rift so that is nasty. If you must you might consider getting the boss and dragging it back to the rift. Because you are insane to still be reading I will assume you did this and go right to the next.

Pull 10: Run though the pack below the platform and run up to the last one with a rift. That one you ran though has casters and so does the next one so this will be slightly tricky.

Pull 11-12: How far can you get before stopping to AOE them down? Those little saplings are annoying and the DPS insist on stumbling into random trees and dryads. With luck you can clear the ankle biter gauntlet with just two distinct fights. (healer thought: I had mana once. It was nice)

Pull 13: Of course you pull the last pack into the big elemental boss. Weeee! Ice makes a fun ride. The last time I did this we had two dps down and it sure was a long fight.

Pull 14: Run up the tunnel, jump down, engage, and drag that pack past the last Ancient. You can avoid him by hugging the wall. It saves a second or two. Make up for that cowardice by pulling a dragon patrol or two.

Pull 15: Naturally you are going to do the final dragon boss and the add near her at the same time (duh). Don’t let your healer’s whining or the out of breath panting of the DPS distract you from jumping up and down. That ice debuff still hurts.

Do all that right and your party will be in awe. Do it wrong and they will be blogging about your epic fail status.

Yes, I have done every one of these pulls. I did most of them yesterday.

Analogue says: please, please, for the love of God and all things holy, don’t listen to him, baby tanks! I think I need to stage an intervention here…

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