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  1. Hello world of atlantis greatings: Everytime i play in wow cata.. when i que there is no enough healers/tanks for rhc... longwait .. is 1h or more.. so i thinked about idea.. Why not to create some event.. or giveavay for character level 80... to be tank/healer and than to level 5 more. and to finaly increase playtime on server and got fun ofc.. I imagine ... then all would love to play first to level to level 85 than instant que in rhc etc.. and would be nice for all player to continue to get gear have fun and chill in your server.. U can do it as new year suprise , or to create some event in pvp pve .. to can get that char :) I belive in you :) Give your opinions or support if u want :) i think is nice idea Sincerely Wolves4ever Serbia :)
  2. Introduction Hello. In this guide I'll show my ways how to play Feral Druid in Hybrid, which is essential for Ragnaros progression, due to it's raid utility and flexible playstyle, allowing players to always change something, and yet stay relevant. Advantages: -Good management of AoE Aggro (Swipe, Thrash, Challenging Roar, Berserk) -Raid Cooldowns bringing lots of utility (Rebirth, Innervate, Tranquility, Stampeding Roar) -Possibility of entering cat form and doing job of additional DPS -Mobility -Bear Form Dance Disadvantages: -Ferals might struggle a bit with catching adds that are far away for them. Their only tools to do so is Faerie Fire and Growl. -Ferals with hybrid build usually have less mastery, or sacrifice Spell Damage reduce from their talents in order to maximize damage, which makes them more squishy than usual Content table: 1. Talents and Glyphs 2. "Rotation" and Spell priorities 3. Cooldowns 4. Statistics 5. Food, Flasks, Potions 6. Professions 7. BiS List 8. Fight Advices 9. How to Bear the Cat Form 10. Macros 11. Changelog 1. Talents and Glyphs Pure Bear From Major Glyphs it's reccomended to use Glyph of Rebirth and Glyph of Maul, while having 3rd glyph whichever suits you the best. It could be Glyph of Feral Charge, or even Glyph of Faerie Fire. From Minor Glyphs, Dash is optional, while Challenging Road and Unburdened Rebirth are essential. Script allowing to quick learn those talents: /run t,p,a={2,12,23,53,62,72,83,91,113,121,132,161,172,182,203,211,221,3,22,43,53,61,1,}SetPreviewPrimaryTalentTree(t[1],GetActiveTalentGroup())for i=1,#t do a=tif a<9 then p=a else AddPreviewTalentPoints(p,floor(a/10),a%10)end end Fluffy Hybrid Prime Glyphs goal is to increase your Damage Output, through supporting your cat form spells. On fights where you can't use Shred at all, glyph of Mangle is also a decent choice, increasing your filler damage, which could make up for lost Rip ticks. Major Glyphs are only player's preference, though Glyph of Rebirth is the only "must have". Minors Glyphs, as always do not affect your playstyle, and you can choose whichever you prefer. Quick Learn: /run t,p,a={2,12,23,53,62,72,83,91,113,121,142,161,172,182,192,203,221,3,22,43,52,61,1,}SetPreviewPrimaryTalentTree(t[1],GetActiveTalentGroup())for i=1,#t do a=tif a<9 then p=a else AddPreviewTalentPoints(p,floor(a/10),a%10)end end 2. "Rotation" and Priorities Feral Druid is based on priority style rotation, so you don't have to blindly press x 3 times, then y once, and repeat. Key role in Bear's spells is played by Mangle cooldowns refresh from Lacerate and maintaining 9% Critical Chance from Pulverize. Priorities: 1. Demoralizing Roar (You don't have to worry if you're tanking with someone else applying reduced Physical Damage debuff) 2. Mangle (Always when it's available) 3. Lacerate (At least 1 stack, so Mangle has chance to refresh) 4. Thrash 5. Pulverize (Reccomended each 18s, to maintain highest buff uptime. Advised to use on 3 stacks of Lacerate) 6. Lacerate (Maintaining 3 stacks of bleed) 7. Lacerate>Faerie Fire>Swipe (Fillers in order to decrease downtime, increase damage done and absorbs) 8. Maul (Dumping additional Rage) On AoE fights, your main tools to handle AoE aggro will be: 1. Thrash 2. Swipe 3. Challenging Roar 4. Mangle (Only with activated Berserk) It's also useful to switch targets with Tab and apply on each of them at least 1 stack of Lacerate, for free Mangle procs, and additional DoT generating threat. 3. Cooldowns Huge addition to Feral toolkit are flexible raid cooldowns. They make Druid great support, doesn't matter which spec he's using. Personal Cooldowns: 1. Barkskin (20% reduced damage for 8 seconds. 60 seconds cooldown - ADDITIONAL DODGE AFTER REDUCTION WITH 4PT12) 2. Survival Instinct (50% reduced damage for 12 seconds. 180 seconds cooldown) 3. Frenzied Regeneration (Increase of HP Pool by 30%, healing up to 30% if we're below that number, converting Rage into additional healing (1 rage=0.3% maximum HP, up to 10 rage per second) for 20 seconds. 180 seconds cooldown) 4. Berserk (Bear's offensive cooldown. Removes Mangle cooldown, and makes it hit up to 3 targets. Lasts 25 seconds, 35 if glyphed. 180 seconds cooldown) 5. Challenging Roar (Druid's only AoE taunt. 150s cooldown) 6. Enrage (Instant 20 rage, 32 with Primal Madness talent, and additional 10 rage over 10 seconds. 60s Cooldown Raid Cooldowns: 1. Tranquility (Channeled heal, leaving HoT effect on raid members. Improved by Nurturing Instinct talent. 480s cooldown) 2. Innervate (5% mana regeneration for targeted player. 180s cooldown) 3. Stampeding Roar (60% movement speed lasting 8s for everyone in 10y range. 120s cooldown) 4. Rebirth (Combat Resurrection, which with glyphs brings dead player to life with 100% HP and 20% MP. 600s cooldown) 4. Statistics Preferred way to play druid is to change stats, dependant on use. There are statistics better and worse, but remember that even as tank stamina is inferior to everything else. It's also worth mentioning how Bear's mastery work, and why it's important. It simply improves absorbs from our Savage Defense ability, which has 50% chance on Critical Strikes, to give 35% Attack Power as absorb, lasting for 10s. And what mastery has to do with Savage Defense? It greatly raises absorb digits, making Bear fine choice for taking physical damage. Tank: 1. Agility 2. Mastery 3. Critical Strike 4. Dodge 5. Hit Rating until cap = Expertise Rating until cap 6. Haste Hybrid: 1. Agility 2. Hit Rating until cap=Expertise Cap until 20 rating (601) 3. Haste 4. Critical Strike 5. Mastery 6. Dodge Apparently Mastery despite being favoured by T13 2p, loses LOTS OF value under 65% of Boos Health Pool. This way, Haste>Crit>Mastery is still prefered playstyle, which actually gains a lot from Kyroptyric Sigil passive haste, and huge ammounts of agility on use . 5. Food, flasks, potions Druid Feral doesn't have big choice in terms of consumables. The best choice is to maximize your Agility, because it's what makes Bears so great. Food: Skewered Eel or Mysterious Fortune Cookie (+90 Agility, +90 Stamina) Flask: Flask of the Four Winds (+300 Agility) Potion: Potion of Tol'Vir (+1200 Agility for 25 seconds) 6. Professions Professions are just a matter of someone's preference, however some of them are inferior combared to others. Burst professions: -Tailoring (1000 Attack Power enchant for Cloak) -Engineering (480 Agility for 10 seconds. 60 seconds cooldown) -Herbalism (480 haste for 20 seconds. 120 seconds cooldown. Not reccomended for raids) Permanent benefit professions: -Skinning (80 Critical Strike Rating. Personally not worth picking up) -Blacksmithing (2 sockets, one for Gloves, one for Wrists. It will get a lot stronger on DS) -Enchanting (40 Agility enchant for Rings) -Leatherworking (130 Agility enchant for Wrists) -Inscription (125 Agility and 25 Mastery enchant for Shoulders) -Jewelcrafting (3 additional 67 Agility gems. Will get worse with epic gems release on DS) -Mining (120 Stamina. Still inferior compared to other professions) 7. BiS List Tank: Head: [Deep Earth Headpiece] - Warmaster Blackhorn Neck: [Choker of the Vanquished Lord] - Ragnaros HC Shoulder: [Underdweller's Spaulders] - Morchok Back: [Dreadfire Drape] - Rhyolith HC Chest: [Deep Earth Raiment] - Ultraxion Wrist: [Bladeshadow Wristguards] - Leatherworking Weapon: [Spire of Coagulated Globules]- Yor'sahj Relic: [Ripfang Relic]- VP Vendor Gloves: [Deep Earth Grips]- Zon'ozz Belt: [Belt of Hidden Keys] - VP Vendor Legs: [Deep Earth Legguards]- Yor'sahj Boots: [Rooftop Griptoes] - VP Vendor Ring 1: [Emergency Descent Loop] - VP Vendor Ring 2: [Seal of Primordial Shadow] - Dragon Soul Shared Boss Loot Trinket 1: [Kiroptyric Sigil] - VP Vendor Trinket 2: [Matrix Restabilizer] - Ragnaros HC ALTERNATIVE TRINKETS: Indomitable Pride - DS Shared Boss Loot // Soulshifter Vortex - DS Shared Boss Loot // Vial of the Shadows - DS Shared Boss Loot // The Hungerer - Majordomo Fandral Staghelm HC // Ancient Petrified Seed - Revered with Avengers of Hyjal // Mirror of the Broken Images - Exalted with Baradin Wardens, 125 Tol Barad Commendation Hybrid: Head: [Deep Earth Headpiece] - Warmaster Blackhorn Neck: [Choker of the Vanquished Lord] - Ragnaros HC Shoulder: [Deep Earth Spaulders] - Hagara the Stormbinder Back: [Dreadfire Drape] - Rhyolith HC Chest: [Shadowbinder Chestguard] - VP Vendor Wrist: [Bladeshadow Wristguards] - Leatherworking Weapon: [Spire of Coagulated Globules]- Yor'sahj Relic: [Ripfang Relic]- VP Vendor Gloves: [Deep Earth Grips]- Zon'ozz Belt: [Belt of Hidden Keys] - VP Vendor Legs: [Deep Earth Legguards]- Yor'sahj Boots: [Interrogator's Bloody Footpads] - Yor'sahj Ring 1: [Signet of Grasping Mouths] - Hagara the Stormbinder Ring 2: [Seal of Primordial Shadow] - Shared Boss Loot DS Trinket 1: [Kiroptyric Sigil] - VP Vendor Trinket 2: [Matrix Restabilizer] - Ragnaros HC // [Starcatcher Compass] - Warmaster Blackhorn ALTERNATIVE TRINKETS: Vial of the Shadows - DS Shared Boss Loot // The Hungerer - Majordomo Fandral Staghelm N/HC // Arrow of Time - End Time (Murozond) // Ancient Petrified Seed - Revered with Avengers of Hyjal // Essence of the Cyclone - Halfus Wyrmbreaker Heroic // Fluid Death - Justice Points Disclaimer: Starcatcher Compass vs Matrix HC results may still vary, due to how Compass will work on live retail post release. 8. Fight Advices Beth'Tilac: As Feral you will usually go up. Remember that you can AoE taunt the Spinners, so they come down from theirs' web. Don't be afraid to use Tranquility in second phase, but before getting boss on yourself once again, get into bear form and stack some Savage Defense absorb. Shannox: When tanking the boss, remember to use your Movement Speed bosts in order to drop Jagged Tear stacks. Wait with berserk until second tank runs away with dogs, because holding aggro of Riplimb and Shannox might give you some nasty bleeding. Lord Rhyolith: Always pick up Fragments of Rhyolith, so other DPS can easily AoE them down. If you have to steer the boss in cat form, remember to maintain 100% uptime of Savage Roar buff, and attack legs ONLY with Shred, Rake and Ferocious Bite. Alysrazor: Always on the beggining of fight, try to interrupt the first Blazing Talon Initiate. It will let your DPS to save interrupt for other Fieroblasts. Try to support healers on Firestorms, share Stampeding Roar happiness with your fellow raid members, and use Feral Charge to get to your side quicker (If there are any Initiates left, of course). Baleroc: When DPSing, taking first Shard of Torment will be your job. Be prepared to take it without any switching. Use your Barkskin around 8th stack, and Survival Instinct around 15th. If you're a tank, always use Barkskin 8 seconds before Inferno, or Decimation Blade. Additional 12% of Dodge will greatly raise your avoidance, and in advance you will be able to dodge some nasty hits. Majordomo Fandral Staghelm: Scorpion phase brings nothing in particular for ferals. Hold aggro, use cooldowns, don't leave bear form, and just throw in Stampeding Roar when spreading. The best way to catch Spirit of the Flame is using Growl+Faerie Fire+Maul in the same moment. Remember that Spirits often deal more damage than boss, and if DPS can't manage to handle them quick enough, just rotate your cooldowns and communicate with healers. Ragnaros: Our favourite Firelord is the reason, why Ferals are so essential for Firelands. Always begin 1st phase in Cat Form, and DPS until the other tank asks you to take the boss. Don't bother with finding position to shred, just play it safe. After initial burst in Cat Form, you will switch on 4-5 stacks of Burning Wound, or when debuff drops, depending how you communicated about that with healers and other tank. The best way to handle Transition Phases is bear form. Open your Son of Flame with Faerie Fire+Mangle+Maul. Then Lacerate+Maul, until your Mangle refreshes. Thrash is also a great addition, because of bleed. If Son of Flame comes too close to Sulfuras, just Feral Charge or Skull Bash to it, and stun with Bash. The second phase will begin with other tank, so once again you can get back into Cat Form and scratch Ragnaros a bit more. Remember to have enough Energy/Rage to use Stampeding Roar on 1st and 3rd pack of Molten Seeds. On Second Transition phase you grab your Lava Scion with Growl+Faerie Fire, and apply Lacerate on it. Why? Because it can refresh your Mangle, so it will be easier to handle Son of Flame, and stack Lava Scions earlier. Usually the other tank will take both Scions, so as Feral you just have to go Cat and Bite them until they fall. 3rd phase is a pure DPS check. The other tank, usually DK or Paladin will stand on one side of platform, and tank the boss alone. Your job in that moment is to stand on the other side, and do as much damage as you can. Tiger's Fury, Berserk, Rake, Rip, Shred, etc. After you push him into 4th phase, try to cast Stampeding Roar on as much people as you can, in order to make going into Breadth of Frost faster. Once you get on your position, support healers with Innervate and Tranquility. When kiting the boss into Entrapping Roots cast Growl+Faerie Fire, and run as fast into them as you can in Cat Form, preferably with Dash enabled. Once boss is in Roots, and your Superheated starts rising, get back into Bear Form. Morchok: Tank and spank. Stack together with your MT/OT in order to reduce stomp damage, switch usually on 2 stacks of Crush Armor, hide behind the spikes on Black Blood of the Earth Warlord Zon'ozz: Start the fight stacked with melee DPS. When he summons first Void of the Unmaking go a bit to the side, so Psychic Drain hits only you, reducing raid damage taken, and health restored by the boss. After raid is done with bouncing, and Zon'ozz starts applying Black Blood of Go'rath stack with everyone in order to make healing easier. Yor'sahj the Unsleeping: Tank the boss preferably in the middle, when globues come out switch into cat form to help with DPSing them down. Remember to keep your cooldowns for Void Bolts, since they might hurt on higher ammount of stacks. 9. How to Bear the Cat Form Cat Form is one of the biggest reasons what makes Feral so strong. In this section I'll do my best to explain basics, how to DPS as Cat. Take into consideration that this isn't Feral DPS guide, and I'll skip some more advanced things. DPSing in Cat Form is heavily influenced by your ability to maintime uptime of two bleeds - Rake and Rip, and one Self Buff - Savage Roar. To maximize your output as Feral, even best guide won't help you. The best thing to do so, is to fight on Dummy, do RHCs, BH, until you really understand the energy, Combo Points, and get used to the playstyle 9.1 Priorities Cat Form isn't different than other specs in terms of "rotation". Making it priority based forces player to pay bigger atention to what he clicks, and when he clicks. Maintaining Bleed Damage Taken debuff from Mangle (Also applied by hunters and warriors) Rake Ferocious Bite (Under 25% of Boss HP. Preferably used on 5CP and 60 energy, but can also be cast earlier, so you don't have to refresh Rip) Rip Savage Roar Ferocious Bite (When boss has over 25% HP. Only when @60 Energy, 5 Combo Points and Rip+Savage Roar both have more than 10s on them) Shred Mangle As Feral PvE you have only 3 Finishers, Rip, Savage Roar and Ferocious Bite. Savage Roar is so essential, that it's reccomended to use it even at 1 Combo Point. Rip is a strong bleed effect, prolonged with your Glyph of Bloodletting, so you have a bit more time for using your energy for something else. You should apply Rip always on 5 Combo Points. Around Boss 25% Health Points try to apply as strong Rip as possible. Ferocious Bite is instant damaging spell, dealing damage dependand on your Combo Points and ammount of Energy you currently have. With talent Blood in the Water, you will refresh your Rip, if target is under 25% HP, which makes Feral great DPS for later on, and is a valid excuse for keeping your Potion of Tol'Vir until boss Reaches ~25%. Mangle is viable filler ONLY when you can't attack target's back or when you have to refresh your Bleed Damage debuff. Otherwise Shred, compared to Mangle deals way higher damage, and has it's damage increased from Bleed Damage debuffs. 9.2 Cooldowns Feral DPS does have only 2 Offensive Cooldowns. Berserk Tiger's Fury Berserk in Cat Form reduces all of your energy costs by half, making maintaining bleeds and Savage Roar way easier for inexperienced players, and greatly increasing burst damage. Tiger's Fury is 15% Physical Damage increase, and 60 Energy regeneration with King of the Jungle talent, which is essential. It's worth noticing that you CAN'T USE TIGER'S FURY DURING BERSERK. 9.3 Tips and Tricks Keep your second potion until 30% - 25% of the Boss. It will allow you to leave higher Rip on target, and then simply refresh it with Ferocious Bite. Try to reapply your bleeds always after Tiger's Fury. 15% Damage Increase portion of spell, will also increase your Bleed's Damage Try to macro Tiger's Fury and Berserk together, giving you 15% increase damage during 6 seconds of Berserk. Ready macro should look something like that: Refresh Rake and Rip before last tick (Respectively, Rake 0-3s before debuff ends, Rip 0-2s before debuff ends) Under 25% of the Boss, refresh Rip with Ferocious Bite. If your Rip is about to fall down, and you don't have 5 Combo Points ANYWAYS use Ferocious Bite. Make Bleeds and Savage Roar visible by using Power Auras, or any other tracking addon. Having control of those is really important. And the most important thing, practice! I played a lot of specs during my WoW "career". Some were easier, some were harder, but in my opinion, Feral amongst all of other specs is the most punished for players not practicing at all. You really have to understand your energy, which is accomplished by trying all the time to improve yourself. When you know that you won't be able to cast 3rd Berserk during encounter (for example on Baleroc), use it when Boss gets under 25% Health. When your desired target reaches ~24% HP Mark, use your Potion of Tol'Vir, Tiger's Fury, Berserk, apply Rip and spam Ferocious Bite on 5 Combo Points like crazy (of couse remember about Savage Roar and Rake). As you can see in following screenshots, that way to DPS as Cat is very reliable, although requires lots of practice from you to execute it on at least decent level. 10. Macros Huge thank you to Polaroid, who shared with us his macros, and made this section possible Because I'm a noob who doesn't use much macros. Entering Cat Form, using Prowl and Pounce if in stealth: Switching into Bear Form, and using Frenzied Regeneration and Enrage: Using Survival Instinct in either cat or bear, switching into Bear Form if you don't have any: All of your offensive cooldowns (including Troll's Racial): Faerie Fire Family Pack: 2 Skulls 1 Exploding Shrooms: Taunt, Ravage, Wild Mushrooms (placing): Charge if in Cat or Bear form, else Regrowth: Swipe for Cat and Bear, Rejuvenation for caster: Stampeding Roar for Bear and Cat, Thorns for caster: Demoralizing Roar for Bear, Tiger's Fury for Cat, Remove Corruption for caster: Neat macro for trolls, Now your utility tranquility is even faster! One big macro to cancel all of the nasty stuff: 11. Changelog 19.05.2017: Changed misinformation about glyph (Thank you Padthai!), fixed some typos 20.05.2017: Added additional section about Cat Form 4.06.2017: Added Macro section (Thanks Polaroid!) 26.06.2017: Finally fixed some misinformation about glyphs, added one tip about AoE tanking (Thanks Jenova!) 29.06.2017: Changed something in professions section, updated Cat cooldowns 30.08.2017: Fixed several typos related to the BiS list 19.09.2017: Fixed several glyphs mistakes, changed BiS list for offtank/hybrid. Added MYSTERIOUS poll. 30.01.2018: Updated encounter details and BiS list. Thank you once again @Piklo19 That's all from me (at least for now). I'd like to thank to everyone who encouraged me to write this guide, Mogromir in particular, and to Notosiup for teaching me how to play Feral for progression. Also huge props to Padthai, for encouraging me to write Cat Section, and Polaroid for huge ammount of useful macros! If you did enjoy this guide, please answer my poll: Would you like similar guide to Feral DPS? If yes, please tell me in the coments, what should I improve next time. Also, if you have some tips or remarks, feel free to respond. Let's make Feral great again!
  3. Hello! And welcome to my prot warrior guide!   Table of content: 1. Overview and basics 2. Races 3. Professions 4. Talents and glyphs 5. Spells, cooldowns and rotation 6. Buffs and debuffs 7. Stats 8. Reforging 9. Enchants 10. Gemming 11. Consumables 12. Add-ons 13. After CTC cap     1. Overview:      In my opinion, Warrior is the most fun and versatile class to tank with. What we lack in terms of an aspect of an encounter we can compensate through choosing various specs and talens. In the right hands, I'd dare to say, Warrior can be the best tank of them all. We have very steady and smooth threat generation and DPS and consistent damage reduction thanks to our mastery, which increases our block chance. With the recent changes to the block % calculations and the Shield Block fix, we are slowly making our way back to the top.      As a class that wears shields we mitigate damage by blocking with our shield and thanks to our mastery, those blocks can be sometimes critical blocks. I will go over this in details in the stats section.   2. Races:      In WoW we have 12 races to choose from, which, actually all can be warriors. If you have any preferences towards a specific race, feel free to skip this part.   2.1 Alliance:      - Draenei - A small heal over 15 seconds and 1% hit - IMO the heal is too small to make a big difference and we already have a pretty solid HoT in our spellbook.    - Dwarf - Stoneform - Removes poison/bleed/disease effects and reduces damage taken by 10% for 8 seconds. This is, hands down, the best tanking racial in the game.    - Gnome - No!!!    - Human - PvP trinket, extra expertise with swords and maces. Excellent if you like PvPing from time to time, but it doesn't really bring any benefits in a raid enviroment.    - Night Elf - 2% dodge and some nature resistance.    - Worgen - Darkflight - Short movement speed boost, more mobility never hurts. You also get 1% passive crit.   2.2 Horde:      - Blood elf - Arcane Torrent - AoE interrupt and mini rage generator, small amount of arcane resistance. Not worth looking like a gaylord.    - Forsaken - Will of the forsaken - Removes sleep/charm/fear effects, some shadow resistance.    - Goblin - Some additional mobility never hurts, 1% increased attack speed.    - Orc - DPS on-use racial and expertise with axes.    - Tauren - 5% increased base HP, AoE casted stun    - Troll - Reduced effect of movement impairing effects, small amount of regen persists in combat and a haste cooldown.   The best choices would be Tauren for horde and Dwarf for Alliance.   3. Professions:      Professions are another factor based on personal preference, but their impact is a lot bigger than the race choice.   3.1 Gathering:      - Mining - 120 Stamina, goes well with Blacksmithing/Jewelcrafting/Engineering    - Skinning - 80 Crit rating, goes well with Leatherworking    - Herbalism - Useless cooldown, pairs well with Inscription/Alchemy   3.2 Crafting:      - Alchemy - 40 extra Mastery and 15 extra resistance from your elixirs combo and an excellent ilvl 359 trinket    - Blacksmithing - One of the most versatile professions out there. Its bonus is implemented via additional gem sockets on gloves and bracers, thus letting you choose bonus to your liking. The best choices are 80 Mastery or 120 Stamina.    - Enchanting - 120 Stamina in the form of ring enchants.    - Engineering - This profession is too inconsistent for my liking so I generally avoid it. I have to admit, though, you get a lot of cool toys as an engineer.    - Inscription - 120 Stamina in the shape of an improved shoulder enchant.    - Jewelcrafting - Another very versatile profession, its bonus comes in the shape of 3 Jewelcrafting only, epic quality gems. I'd go for 81 Mastery or 123 Stamina or a mix of the two stats.    - Leatherworking - a 195 stamina bracer enchant, 155 more than the existing one. Excellent profession if you like Stamina.    - Tailoring - A DPS oriented cloak enchant, something we are not interested in.      Untill Dragon Soul comes around and we are wearing full epic gems, Blacksmithing/Jewelcrafting is the best combo we can go for. Beware, though, that those professions can be a real pain in the rear side to level if you don't have deep pockets or an alt with mining.   4. Talents and glyphs      This is one of the parts where we have a lot more choices than other tank classes. We can pick between AoE, single target or try to find that sweet balance between the two.   4.1 The "Skeleton"      The skeleton of our build is basically our core talents which make tanking possible.         In this picture I have marked our core talents with green and our situational talents with red. Below I will try to explain what each one of them does for our spec and which should we focus on.   4.1.1 Core:      - Toughness 3/3 - Extra armor. Armor is the best source of physical damage reduction and we want as much as possible.    - Shield Specialization */3 - Our most consistent source of rage generation. This is what converts our mastery to threat. Put as many points as you wish, depending on the amount of adds present. I recommend 1 point for heavy AoE and 3 points for single target.    - Shield Mastery 3/3 - Reduces CD on Shield Wall and Shield Block and also causes it to reduce magic damage. Definite 3/3.    - Hold the Line 2/2 - Has a chance on parry to give us a threat/defense boost for 10 sec.    - Last Stand 1/1 - 30% of max HP for 20 sec. A talent point well spent.    - Concussion Blow 1/1 - A decent threat ability and a stun. A decent choice for 1 talent point and it unlocks Vigilance.    - Bastion of Defense 2/2 - Makes us immune to crits and gives a small threat boost, mandatory talent.    - Warbringer 1/1 - Allows us to to be mobile in our main tanking stance, which allows us to pull while having more rage which reduces the chance we will lose aggro.    - Improved Revenge 2/2 - Our Revenge is now a cleave and does more damage. More DPS = happy raid leader.    - Devastate 1/1 - This is our main filler ability and it does decent damage. Also causes the Sunder Armor debuff.    - Vigilance 1/1 - This gives us more threat if we are currently not tanking anything (Magmaw or Cho'Gall come to mind) and lowers the cooldown of Taunt.    - Heavy Repercussions 2/2 - 100% more damage on SS while SB is active, yes pls.    - Sword and Board 3/3 - Just... take it, it's that amazing.    - Shockwave 1/1 - Amazing threat spell, since it can't be dodged. Usefull in both single target and AoE.    - Cruelty 2/2 - A pretty effective threat talent.    - War Paint 2/2 - A very good survival talent which makes our healers' job easier.   4.1.2 Optional:       - Incite */3 - A very good threat talent if you find your self using HS often. I prefer using it in single target specs.    - Blood and Thunder 2/2 - Apart from sounding awesome this is a must-have talent in an AoE spec as this is our biggest source of AoE threat.    - Gag Order 2/2 - An extra interrupt that can find its tight niche in raiding. Can be usefull on bosses like Cho'Gall.    - Thunderstruck 2/2 - Apart from being another song reference it's a direct boost to our AoE threat. A must have in all AoE specs.    - Safeguard 2/2 - A decent talent if you expect your Intervene target to take heavy damage.    - Blood Craze */3 - A niche talent that can be usefull in AoE tanking as it will proc pretty often.    - Piercing Howl 1/1 - A very good AoE talent when we need to kite adds (Maloriak, Nefarian)    - War academy */3 - Talent that boosts the damage of our main filler ability. I would take 3/3 for single target.    - Deep Wounds */3 - Filler talent that serves the purpose of more TPS. Has a decent uptime due to the high critical strike chance of Devastate.   4.2 Exaple Single target spec      This is, IMO, the best single target spec.     4.3 Example AoE spec      One of the many AoE specs, but this is the one I like the most.     4.4 A balanced spec      You can always try to build a well-balanced hybrid spec that can serve both purposes if you want to keep an active dps spec or you are just too lazy to manage 2 specs.     4.5 Glyphs      Most of our glyphs will stay the same throughout numerous fights but some are quite situational.   4.5.1 Prime glyphs - Those glyphs should never leave their spots once placed     - Glyph of Shield Slam - A direct damage boost to our most important threat ability. Yes, please!     - Glyph of Revenge - A very usefull glyph and a direct TPS boost. It is worth noting that this glyph is very cheap (3-5 on the AH) and you can pick it up relatively early.     - Glyph of Devastate - A boost to our main filler ability.   4.5.2 Major glyphs      Doesn't matter the situation, we always want to use:     - Glyph of Shockwave - CD reduction on a very good threat ability. We will use this in both single target and AoE fights.      For AoE I also like to take:    - Glyph of Cleaving - An extra target to our cleave, helps with equally distributing AoE threat.    - Glyph of Resonating Power - Our Thunderclap now costs 5 less rage. It can greatly help with rage efficiency over the course of the fight. That's about an extra cleave every 36 seconds, which technically can be a TPS increase. If however you need some extra range for those pesky adds that are out of your reach, feel free to use Glyph of Thunder Clap.    For single target, honestly you can take whatever you feel is best, as there aren't too many good choices.   4.5.3 Minor glyphs      Nothing really to choose from here, except a few QoL changes.    - Glyph of Battle/Glyph of Command - Double duration on our shouts which means we will have to waste less GCDs during a fight to refresh them. Use glyph for whatever buff your raid is missing.    - Glyph of Demoralizing Shout - Increases the duration of our physical damage, which again will save us a few GCDs throughout the course of a fight.    - Glyph of Berserker Rage - Use this spell on cooldown for a little bit of extra rage, unless you are expecting heavy incoming damage or healer is dead, then save it for BR+ER combo which I'll explain a little bit later.   5. Spells, cooldowns and rotation   5.1 Main abilities:      - Shield Slam - Our most iconic spell. It does a very high amount of damage and dispells one buff from it's target.    - Revenge - Decent and extremely cheap cleave-like ability, use this if SS is on Cooldown.    - Rend - A DoT effect, ticking every 3 seconds and does decent damage.    - Devastate - Our main filler ability, has a pretty high critical strike chance, thus generates a high amount of threat and it applies the Sunder Armor debuff.    - Concussion Blow - A stun and another decent filler ability.    - Shockwave - High threat ability which can not be dodged or parried and hits everything in a cone infront of you.    - Thunder Clap - AoE move which on it self does pretty low damage, but spreads Rend to all targets it hits.     - Taunt - Does exactly what it sounds like.    - Charge - Our signature ability, nothing feels cooler than charging at a giant boss. Use this in the beggining to generate rage and close the gap between you and the boss.    - Intercept - A worse version of charge. Use it when charge is already on cooldown and you need to charge at an add to take aggro or similar situations.    - Intervene - Another charge-like ability. If a DPS somehow takes aggro at the other end of the room or you need to move and your other mobility spells are on cooldown, use this on a nearby person.    - Heroic Leap - Even more mobility. You can use this for literally whatever you want. Reposition a boss, avoid falling damage, you name it.    - Pummel - Our interrupt. Use this to uhhh... interrupt spells maybe?    - Victory Rush - A niche but effective self-heal ability. Use it whenever it is available.   5.2 Dumping rage      Sometimes we end up with an amount of rage too high to spend with our main abilities and you should look forward to dump it when you exceed 50 rage. We have 2 good ways to dump rage:       - Heroic Strike - Usefull for dumping rage and maintaining single target threat, especially if specced for it.    - Cleave - Our AoE rage dumpster, if glyphed this can do a lot of damage.    5.3 Cooldowns      Warriors don't have a lot of cooldowns to use, so using them at the right time is what matters.      - Shield Block - Our bread and butter defensive ability. Use this whenever is not on cooldown, unless you are expecting heavy damage.    - Shield Wall - Good old flat damage reduction. Use this when things go bad or you are expecting very heavy damage.    - Last Stand + Enraged Regeneration - A very good combo, since Last Stand boosts the healing by a decent amount.      - Last Stand - You can use this on its own as a health buffer which will allow you to survive unavoidable damage. (example: Crackle + Breath on Nefarian.)    - Inner rage - When you exceed 70 rage you should pop this so you can dump it a lot quicker. You might find yourself using this often in AoE fights.    - Retaliation - Best used on a big pack of mobs at a pull. Be carefull when you use it since it takes up a GCD    - Recklessness - You should only, ONLY use this at the pull. The extra damage taken will ensure you get vengeance faster and the extra crit will let you hold aggro a lot better.     5.4 Rotation     Instead of a set rotation we follow a priority, which is quite basic and easy to remember.   5.4.1 The pull - As a warrior, you need to let your DPS know that you will need 4-5 seconds of freedom in the beggining of the fight, so you can freely apply debuffs and generate a small threat buffer, so you won't drop aggro if an ability misses early on.      - Single target pull - Battle shout -> Berserker Rage -> Recklessness -> Shoot/Throw -> Heroic Throw -> Charge -> Heroic Leap -> Shield Block -> Shield Slam -> Devastate x3 -> Shield Slam -> Apply debuffs -> follow single target priority      - Aoe Pull - Battle shout -> Berserker Rage -> Shoot/Throw -> Retaliation -> Charge -> Heroic Leap -> Shockwave-> Rend -> Thunder Clap -> Demoralizing shout -> AoE priority      (For AoE try to use Shield Block right before the shockwave stun expires on the adds.)   5.4.2 Spell priority      - Single Target - Shield Slam > Revenge > Rend > Devastate (if <3 stacks or debuff is about to expire) > Shockwave > Concussion Blow > Devastate      - AoE - Shockwave (3x Thunderstruck stacks) > Thunderclap > Shockwave (If <3 stacks) > Shield Slam (If Shield Block is active) > Revenge > Shield Slam   6. Buffs and debuffs       - Buffs - As warriors we have 2 buffs which we can provide to choose from - 549 Strength and Agility or 585 Stamina. Use a shout depenidng on what buff the raid is missing. As a side note Mark of the wild/Blessing of Kings and Battle Shout/Horn of winter will give you a decent amount of parry, thus giving us higher CTC.      - Debuffs - We have 3 buffs to maintain on the boss - Sunder Armor x3 (through Devastate), Demoralizing Shout and Thunder Clap. When they are about to expire simply just refresh them instead of using an ability low on the priority list.   7. Stats      - Stamina* > Mastery > Parry ≥ Dodge > Exp > Stamina (past our threshold) > Hit        - Stamina is stamina. Makes us fluffier, not much else. You will want a decent amount before you move on to other stats. ~8k is enough for normal mode Firelands content. You need to make sure you have enough in order to survive unavoidable abilities and magic damage. If you find yourself getting one-shot by a boss, swap to a Stamina trinket. I, myself, have never had to gem for stamina while progressing through t11 heroic mode.      - Mastery - After we have enough Stamina, this is our best stat to go to. It provides unmatched damage reduction and threat through the Shield Specialization talent. Each Mastery point gives us 1.5% block chance and 1.5% critical block chance. A block reduces 30% of the damage of the boss' melee swing, and critical block - 60%. This is the stat that lets us become an unstoppable hulking machine of death. We will gem for it and reforge for it, enchant for it, simply everything we can do to get more untill the 102.4% CTC cap.     - Parry - A stat that completely negates the damage from a boss' melee swing. What makes it inferior to mastery is that it has diminishing returns (we need more and more rating to get 1% of parry the more parry we have). On paper it is superior to dodge, because of the HTL talent, but again, it's affected by diminishing returns and you should generally aim to have your parry 2-2.5% higher than dodge.     - Dodge - Pretty much the same as parry, no need to explain again.     - Expertise - Our best threat statistic. It reduces the chance our attacks will be dodged or parried. Untill its soft cap of 26 (781 rating) this will give us the highest TPS and DPS increase. You don't need threat stats to hold aggro, but sometimes a large streak of parries can be pretty bad. My personal advice is to aim for 10-15 exp for a minor DPS increase after we have reached the CTC cap. (which might be impossible this tier)     - Hit - Reduces the chance you will miss. You shouldn't ever need to reforge for this stat. If you have to, you are doing something wrong. Provides a decent threat increase untill its cap of 8% (961 rating)   7.1 CTC and being "Unhittable"     I was originally going to write a huge wall of text about this but I found a Video that will explain it a lot better than me.   8. Reforging     Somewhat similar to the previous part, reforging will help us squeeze every little bit of CTC from our gear.     If piece of gear doesn't have Mastery -> Reforge the highest stat to Mastery (If there is hit or exp on the piece, reforge that instead, It's still a CTC gain)   If piece of gear has exp or hit -> Reforge to Dodge   *If piece of gear has Mastery/Parry -> Reforge Parry to Dodge   If you need threat -> Reforge Parry to Expertise instead of Dodge.     *Try to keep Your Parry/Dodge ratio to a state similar to what we talked about before.   9. Enchants:   Since I'm too lazy to make links now, I will just write down the enchant, what it does and Its source.      - Head: Arcanum of the Earthen Ring - 90 Stamina, 35 Dodge - Revered with the Earthen Ring    - Shoulder: Greater Inscription of Unbreakable Quartz - 75 Stamina, 25 Dodge - Exalted with Therazane    - Back: Enchant Cloak - Protection - 250 Armor    - Chest: Enchant Chest - Greater Stamina - 75 Stamina    - Wrist: Enchant Bracer - Superior Dodge - 50 Dodge    - Gloves: Enchant Gloves - Greater Mastery - 65 Mastery    - Waist: Ebonsteel Belt buckle - Extra socket    - Legs: Drakehide Leg Armor - 145 Stamina, 55 Dodge    - Feet: Enchant Boots - Lavawalker - 35 Mastery, 8% movement speed    - Weapon: Enchant Weapon - Windwalk - Chance on hit for 15% movement speed and 600 dodge rating for 10 seconds    - Off-hand: Enchant Shield - Mastery - 50 Mastery   10. Gemming      - Meta: Eternal Shadowspirit Diamond - 81 Stamina and 1% increased block value    - Blue: Puissant Dream Emerald - 30 Stamina/20 Mastery    - Yellow: Fractured Amberjewel - 40 Mastery    - Red: Fine Ember Topaz - 20 Parry/20 Mastery OR Keen Ember Topaz - 20 Expertise/20 Mastery in case you need threat.      As a tank, I would avoid ignoring socket bonuses.   11. Consumables      Food: Lavascale Minestrone - 90 Stamina/90 Mastery    Battle Elixir: Elixir of the Master - 225 Mastery    Guardian Elixir: Prismatic Elixir - 90 Resistance to all schools of magic OR Elixir of Deep Earth - 900 Armor    *Potion: Golemblood Potion - 1600 Strength for 25 seconds      I prefer using the elixir combo over a flask because of the higher CTC, but if you have a lot of Steelskin flasks laying around or there is a guild cauldron, feel free to use those instead.      *This is a personal preference because, again, more CTC for 25 seconds. A lot cheaper alternative would be the Earthen Potion - 4800 armor for 25 seconds.   12. Usefull Add-ons:      - Omen - Threat meter, pretty handy to see if a fire mage going crazy is about to take aggro.    - Rating Buster - You can break down every statistic on your gear and see exactly what it gives.    - Raid Defense Stats - Saves time opening your calculator every time you aquire an upgrade, shows your CTC in the character tab.    - RSA - Major cooldowns announcer, my guildies love it when this thing spams chat 24/7.    - DBM - Knows everything about every boss in the game.   13. After CTC cap - What do we do after CTC cap?       This is a very subjective question. You can go for Stamina, more Mastery or get more threat stats. Let us see what each of these gives us.    - Stamina - Larger health pool, allowing us to survive huge amounts of magic damage easier. (Baleroc for example)    - Mastery - Further improves our shield block and our physical damage mitigation abilities. If you stack enough mastery to get 50% critical block, Shield Block will make you crit-block capped. (Shield block gives 25% block and crit block and it converts the block that's over the CTC cap to crit block. Since all of the block will be excess at CTC cap, 25+25=50% extra crit block.)    - Exp/Hit - More DPS -> boss dies faster -> you take less damage.      I have not yet reached the cap, even though I'm close. Even with the big amounts of magic damage in Firelands, I will still be opting for for the mastery route while carrying a Stamina trinket in my back pocket in case of  needing stamina on magic damage fights.     See you on the battlefield!
  4. Gonefishin

    Basic Raidin' Tactics