Tank Triage: Healing Warriors
This guide is an installment in a four part series designed to educate healers about the different tanking classes. Rather than attempt to research the tanking classes myself in order to write about them (a ghastly undertaking that I would undoubtedly make a butchery of), I reached out to the tanks themselves and asked them to help. Each tank was sent a set of identical questions and asked to respond to them. The questions were designed to give healers uninitiated into the mechanics of a given tanking class an overview of how the class works, what their strengths and weaknesses are, when they are most vulnerable and in need of heals, and how they feel about being healed by Restoration Druids, in particular. My thought was that knowing more about my healing targets would only make me a better healer, and that it might be a service to the healing community to pass the information along. I hope that you find it helpful.
While I wrote the questions and compiled the answers, the vast majority of work on these guides was done by the tanks, all very gracious people to whom I owe a debt of gratitude.
A special thanks goes to Ariedan, from Wordy Warrior for the many screenshots she sent in to supplement her answers for the Warrior guide .
Tank Triage: Healing Death Knights
Tank Triage: Healing Paladins
Tank Triage: Healing Druids
Can you give an overview of the tanking style and abilities of your class? How do you get the job done?
Ariedan, from Wordy Warrior
I’ll try to be a little broader and less specific in my explanation, since the entire purpose of this tanking project is to educate healers about tanking.
Stances
First and foremost, warriors have three stances: battle, defensive, and berserker stance. Think of them as the equivalent of a death knight’s presences or a paladin’s aura. Each stance has several stance-specific abilities and uses. Defensive stance is the stance warriors tank in, as it decreases damage taken by 10%, damage caused by 5%, and increases threat generated. Add in the fact that nearly all of our tanking abilities and utilities are only usable in defensive stance, and you can see why it’s a requirement for warrior tanking.
Rage
Unlike most other classes, warriors rely on rage, rather than mana or energy, in order to use their abilities. Unlike mana, we start out with an empty bar which caps at 100, and gain rage from hitting things, being hit by things, or using special abilities (such as bloodrage or charge). When not tanking or in low-rage situations, we have to be careful with how we spend our rage.
Rage is both a blessing and curse for protection warriors. When tanking hard-hitting bosses or content we are undergeared for, it’s a blessing. We almost always have a full rage bar, so we’re able to use our excess rage for threat-increasing rage dumps as well as our normal rotation abilities. Unfortunately, if we are overgeared for the content, it’s the exact opposite. It’s less of an issue in this expansion, but I remember having to sit to be crit in heroics in order to have enough rage to hold aggro.
Rage also decays really fast out of combat, so you’ll find that warriors tend to want to chain-pull when doing trash so they don’t lose their rage.
Rage Dumps
You’ll hear me throw this term around pretty often. Basically, a rage dump is when you have an excess amount of rage you can’t spend in time, so you use abilities designed to soak up the rage. Our two rage dumps are heroic strike and cleave. Both of those abilities aren’t on global cooldown, so what that means is we can (and should!) use those abilities while going about our normal rotation. Heroic strike is used on single target situations, while cleave is used in multiple target situations (heroics, add-tanking, etc). When you’re tanking a boss, it’s impossible to hold aggro without spamming heroic strike simultaneously with your other threat abilities. I almost want to add it’s also impossible to not get carpal tunnel from spamming it, heh.
Rotation
Similar to many classes these days, protection warriors have no specific rotation we follow, but instead have a priority system for our abilities. Our primary threat abilities, in order of priority, are: Shield slam, revenge, concussion blow, shockwave, and devastate (unless you don’t have sunders stacked to five; then devastate has a higher priority). Our rotation is more of a priority systembecause all of our cooldowns eventually overlap each other, as well as Sword and Board (which is a talented ability in the protection tree that refreshes our shield slam cooldown) procs making it difficult to follow a 3-2-1-1 rotation.
Debuffs and Buffs
Warriors in general are a very good utility class, and one of the many things we bring to raids would be our buffs and debuffs.
Sunder Armor (applied by Devastate)
Sunder the target’s armor causing the Sunder Armor effect. In addition, causes 50% of weapon damage plus 15 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 5 times.
-Ariedan, from Wordy Warrior
Demoralizing Shout
Reduces the melee attack power of all enemies within X yards by 35 for 30 sec.
-Ariedan, from Wordy Warrior
This ability reduces the attack power of mobs by 410. Along with thunderclap it is a good way to reduce the incoming damage the tank recieves.
-Belghast from Tales of the Aggronaut
Thunderclap
Blasts nearby enemies increasing the time between their attacks by 10% for X sec and doing Y damage to them. Damage increased by attack power. This ability causes additonal threat.
-Ariedan, from Wordy Warrior
Commanding Shout
Increases maximum health of all party members within 20 yards by X. Lasts 2 min.
-Ariedan, from Wordy Warrior
Battle Shout
The warrior shouts, increasing the attack power of all party and raid members within 20 yards by X. Lasts 2 min.
-Ariedan, from Wordy Warrior
* Ariedan’s ability descriptions from WoWWiki
Cooldowns
In order to homogenize the tanking classes, all tanking classes have similar damage-reducing cooldowns, which makes us hardly unique in that aspect, but is still a key tool when raid tanking.
Shield Wall
This ability reduces damage by 60% and has a duration of 10 seconds. This is not a talented ability, and only requires a shield and defensive stance to be used.
There’s now a very good glyph of shield wall, which, in combination with a certain protection talent, can reduce the shield wall cooldown to 2 minutes. It’s arguable whether or not it’s required for an average tanking build, but for particular hard-modes as well as some of the late bosses in Ulduar, it’s a necessity.
-Ariedan, from Wordy Warrior
This is the king of the ohshits. When used it reduces all damage taken by 60% for 12 seconds. This ability is by far our best way to curb incoming damage, but it also comes with the longest cooldown of 5 minutes. If talented and glyphed however you can get a version of the ability that only reduces 40% of the incoming damage but is usable every 2 minutes.
-Belghast from Tales of the Aggronaut
Last Stand
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost. This is a talented ability in the protection tree.
You can now glyph for Last Stand to reduce the cooldown by three minutes, but it reduces the health gained from the ability by 10%. It’s not a very viable glyph for a balanced tanking spec, but for a survivability build, it’s crucial.
-Ariedan, from Wordy Warrior
In our bag of tricks we have Last Stand which acts as a temporary increase in our hit point pool, giving us that extra bit of life to survive a barrage of attacks. The cooldown is 3 minutes, but if glyphed you can shave it down to 2.
-Belghast from Tales of the Aggronaut
Enraged Regeneration: You regenerate 30% of your total health over 10 sec. This ability requires an Enrage effect, consumes all Enrage effects and prevents any from affecting you for the full duration.
-Ariedan, from Wordy Warrior
This acts as a heal over time giving us back 30% of our total health over the course of 10 seconds. This cooldown is 3 mins.
-Belghast from Tales of the Aggronaut
Shield Block:This ability allows you to increase the chance to block and block value by 100% for 10 seconds. It can only be used when the warrior is in Defensive Stance and has equipped a shield. It’s both a good burst threat booster as well as a semi-cooldown being that it increases your mitigation.
Tier 8′s four-piece set bonus for protection warriors also makes this ability a fantastic cooldown in itself, as it grants you 20% reduction to magical damage taken. For fights like Sartharion with three drakes or Mimiron, it adds another utility to the warrior tanking class.
-Ariedan, from Wordy Warrior
Shield Block used to be our bread and butter ability to lower our damage intake, but 3.0 saw this ability severely nerfed. This ability increases out block chance by 100% for 10 seconds. The dynamic used to be considerably different and it allowed us to keep it up at all times, but now
it sits on a 1 minute cooldown. Most warriors hold this in reserve as a minor “ohshit” button.
-Belghast from Tales of the Aggronaut
Magic Interrupts
If there’s one thing prot warriors exclusively have that other tanks don’t, it would be an arsenal of magic interrupts/stuns. We have heroic throw, which if talented, silences the target for 3 seconds. Then there’s revenge, which if talented, gives us a 15-45% chance to stun the target for 3 sec. If applicable, charging a target also works, but that is also very situational. Last of all, and more reliable, are concussion blow, shockblast, and shield bash, the first two being talents in the protection tree.
Pulling
Protection warriors have a lot more ways of pulling than we used to. It used to be just shooting the target, body pulling, or having a hunter misdirect the boss/target to you. We now have heroic throw, our taunt is ranged, and we can charge. Healers, please be aware that warriors might prefer charging a boss instead of actually pulling him. This is important to mention because there have been many situations where I’ve charged a boss or group, and healers were unprepared to follow me, this resulting in my death.
AoE
Warriors are much better at AoE tanking than we used to be, although we still lack in that area compared to other tanks. Our AoE tanking abilities/talents are:
Shockwave
Shockwave is the 51-talent ability in the protection tree. It’s on a 20-second cooldown, and is a powerful frontal AoE as well as a useful stun. The biggest problem with shockwave is it requires you to cluster your mobs in front of you in order for them to all be hit by it, as well as the lengthy cooldown.
Thunderclap
Thunderclap is pretty much the warrior’s main AoE ability, as well as being a useful debuff. It’s an AoE ability with a six second cooldown.
-Ariedan, from Wordy Warrior
While not an ohshit button, this is an ability warriors can use to lower incoming damage. It reduced the attack speed of mobs by 10%, and if talented by 20%. This greatly reduces the amount of incoming damage and if possible should be kept up at all times.
-Belghast from Tales of the Aggronaut
Cleave
Cleave is one of the rage-dumps that are really helpful when you have a full rage bar and several mobs, but it’s situational.
Damage Shield
Damage shield is a talent that causes damage equal to 20% of a warrior’s block value when he takes damage from or blocks a melee attack. This becomes really useful when multi-mob tanking.
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Belghast from Tales of the Aggronaut
Warriors are to tanking like priests are to healing. They tend to be the jack of all trades tank. In the past AOE tanking was a true challenge for the class, with our only real option spamming tab and sunder/devastate to hold aggro on multiple targets. The tail end of burning crusade and the 3.0 patch both redefined the class greatly giving us a good number of ways to hold aggro on multiple targets.
The true strength of a warrior is the large number of “oh shit” buttons we have. A good warrior keeps these in reserve and uses them to pad spikes in damage, and periods where healing drops out. A properly geared warrior tends to have a very predictable pattern of damage intake. There are several abilities we have to help the healers keep us vertical.
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Aesiir(who is, by the way, one of my GM’s alts =) )
A warriors play style is reactionary. If I were to pick a focal point for warriors it would be the sword and board talent which procs a no cost shield slam, a warriors rotation consists of using the highest available threat ability without wasting sword and board procs. This makes the warrior rotation somewhat fast and loose. Warriors tend to appeal more to reactive players.
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Ratshag, from Need More Rage
Not sure I have a style. It’s get in there, generate as much AoE threat as possible, then focus on the kill order.
[Warriors are] very good at generating threat very fast, assuming that I have rage built up. For example, Thunderclap is instant, rather than a DoT, which makes it ideal for picking up those fast-moving adds that can get across a consecrate’s circle in between ticks. Warriors also have a number of stuns and interrupts which are useful against trash, especially casters. Unfortunately they generally don’t work against bosses. Two weakest aspects of warriors is that they lose rage in between fights, so they hate having to wait on mana users (especially healers!) to drink up, and they can’t generate as much AoE threat as some other classes (although it’s much, much better than in TBC).
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Yakra, from Mirror Shield
Warriors are a rage-dependent, shield tank. Our threat-producing resource (rage) comes from being hit – so if we aren’t being hit, we aren’t building threat. We use shields, which means we have a decent chance to absorb a static amount of damage (usually 1000-2000) damage off attacks – good for trash or fast hitting monsters, but negligible against heavy hitting bosses.
What are your class’s strengths in comparison to other tanking classes in your opinion? Your weaknesses?
Ariedan, from Wordy Warrior
Warriors are the jack of all trades, the tanks with utility but no specific niche. We bring stuns, decent AoE capability, raid buffs and debuffs, moderately good damage intake and cooldowns, and mobility (charge and intervene make tanking adds a cake-walk!). Our strength would be just that: our utility. No other tank has the arsenal of abilities we have, and to me, that’s enough to make me happy with my class.
As far as weaknesses go, our most recognizable weaknesses would be our AoE tanking capabilities, our cooldowns (which are much better now), and our low damage. We can AoE tank pretty well, but it requires a lot more multitasking and ability usage, because it isn’t as simple as stand in one spot and press thunderclap and shockwave when they’re up. We’re also easily outshone in AoE-tanking by other tanks. As for cooldowns, with managing cooldowns of
healers along with yours, any fight is easily manageable, but using a death knight is generally just the easier option for those situations. And our low dps puts us as the lowest dps of the tanking clases, which doesn’t bother me as much as other tanks since I signed up as a tank, not dps.
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Belghast from Tales of the Aggronaut
The lines between the tanking classes have been greatly marginalized, but there are a number of strengths the warrior has. Firstly we have the most ohshit buttons of any tanking class. If properly used this can give us a greater freedom to recover from situations where the damage is either sporadic or unpredictable. On top of this thunderclap and demoralizing shout give us a solid way to reduce the amount of incoming damage from mobs. Commmanding Shout gives us a strong buff to increase the total hitpoints of the raid. Charge gives us a way to move from target to target in battle quickly. Intervene gives us a strong method of reducing the damage taken by a single target, and Vigilance causes one player in the raid to have their total aggro generation reduced.
The warrior is the jack of all trades. They have very solid single target aggro generation, and the ability if talented and glyphed correctly to have some formidible AOE tanking ability. I personally run dual protection talent specs in order to maximize this potential. One of my specializations is built to take advantage of all of the AOE tanking tricks we have. The other set of talents is designed to give me a 2 minute shield wall and last stand and all of the possible survival tricks I can get.
Our greatest weakness is that we often times have trouble with rage starvation. In order to use our abilities we need to get hit, and as we get better gear we are getting hit less often. This causes our total rage incoming to drop massively. While progression content will always give us the ability to keep a nearly full rage bar, as we move back into a tier below our gear or lower we start having issues holding aggro because we are quite literally starved for rage. My secondary spec has a few tricks to offset this problem, but for a warrior with a single protection spec geared towards progression content they will have trouble handling the lowered rage that older content gives us.
If your group is patient and gives the warrior plenty of time to aquire aggro then there is rarely an issue. However it is important to note as healers that on trash and older content it is important not to front load your heals too much. You can quickly overtake the warrior in aggro generation with your healing, especially if as a druid you drop all of your HoTs on the target at the same time. We ride a thin line between too much rage and none at all.
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Aesiir
Baseline Threat: A warrior is a mid-range threat with good burst.
Mobility: Warriors are the most mobile class in the game, it’s really hard to even describe how mobile they are; all I can say is wherever you want to be that’s where you are. A warrior brings the fight to the mob. Cautionary note: a warrior can easily move 30yrds in any direction in the blink of an eye multiple times, always keep an eye on your warrior tanks position.
Baseline Mitigation: Warriors enjoy strong mitigation across the board; with, possibly, top notch magic mitigation.
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Ratshag, from Need More Rage
I think I pretty much covered that in #4. Don’t know enough about
druids or DKs to make good comparisons.
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Yakra, from Mirror Shield
Warriors strengths are in their utility, above average cooldowns, and high mobility.
As far as cooldowns go – we have Shield Wall (a 60 – 40 % damage reduction for 10-13 seconds, 2 – 5 min CD), Last Stand (a 30% Max Health Increase for 20 seconds, 2-3 min CD), and Enraged Regenration (30% Heal over 10 seconds, often paired with last stand for greater effect).
For utility, we have Spell Reflect – a unique warrior ability that can turn a magic attack back onto the caster on a 10 second cooldown, Two Melee Stuns (Shockwave and Conc Blow), Two more stuns carried out from range (Charge/Intercept), Two Interupt/Silences (Shield Bash and Heroic throw, on 12 and 60 second cooldowns respectivly), and a fear (Intimidating Shout, 2 min CD). We also have near limitless ranged taunt capacity, when paired with another tank who’s being attacked, via Vigilence.
For mobility, we have three different gap-closing abilities. Charge and Intercept bring us to hostile targets 25-30 yards away (and stuns them), and Intervene brings us to a friendly target 25 yards away (and knocks 10% off their total threat).
How would you characterize your own relationship with your healers during game play?
Ariedan, from Wordy Warrior
I generally have a good relationship with my healers, whether it’s a simple five-man heroic or Ulduar. I’m in the healer channel to communicate with the healers to explain certain mechanics, to apologize for tanking mishaps, and to be overly friendly with them just because I like ‘em. Tanking and healing are both crucial roles that can’t exist without another, and I tend to develop close friendships with my partners in crime.
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Belghast from Tales of the Aggronaut
I feel the warrior more than the other tanking classes has a symbiotic relationship with the healer. Our healers are our lifeline, and when our constant string of healing is broken we can only do so much to stay vertical. As a warrior, our panic button give us the ability to stay up through bad situations, and as a result we need to communicate regularly with our healing staff. When we use last stand it is important to let the healers know, because visually it will appear that the heals are no longer landing for as much health since we temporarily have our health increased. If we use shield wall, it lets the healers know they 12 seconds to catch up
on healing and throw out any critical group heals.
Since we have so many gearing options available to us, we can tweak our gear to make ourselves fit the healing styles of the raid as a whole. Balancing mitigation and avoidance often times makes you easier to predictively heal, and as a result more condusive for healing styles like that of the druid. However you can also stack avoidance for those fights where you know your health bar is going to ping pong anyways, making you the ideal canidate for a spam healer like a paladin or a disc priest. It is very important for the warrior to know what kind of healing he will be recieving so that he can adjust accordingly.
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Aesiir
For the most part I try to stay out of the healers business, as long as I’m not routinely dying do what you do.
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Ratshag, from Need More Rage
I luffs my healers! They keep me not dead! Seriously, I try to keep
an eye on their mana bars, make sure their okay with the pace, and
compliment their shoes.
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Yakra, from Mirror Shield
Great! It helps that I sit next to one (Aertimus, my wife) – but all of LOKI’s healing team gets along with our tanks. I’ve trained myself to not scream for heals over vent, and communicate cooldown useage in a non-”your doing something wrong and I had to save my own ass” sort of way. In return, they let me know when something is going to prevent them from landing an expected heal, to give me a chance to evaluate if a cooldown is needed.
Under what circumstances should healers be paying special attention to your class? When are you most vulnerable? (i.e. if a certain tanking ability fails, during melee/spell damage spikes, etc.)
Ariedan, from Wordy Warrior
I can’t really think of any special circumstances except the usual particular boss abilities. Oh, and when last stand/shield wall wear off, since I’ll go from a large health pool or seemingly taking no damage, to abruptly normal damage.
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Belghast from Tales of the Aggronaut
Warriors are weaker than most classes to incoming spell damage. There is only one talent that can really offer any sense of protection against spell damage, and the majority of boss attacks are immune to spell reflection. So this gives us a chink in our armor, and in scenarios where a large frontal breath is going to be a regular occurance the healers are going to need to time heals at the beginning of the breath so they land and top back off the tank in preparation for the next big hit.
Movement is another weak phase for the warrior. If the warrior is not skilled in strafing and mob placement, he can easily expose his backside to the boss. Warrior avoidance and mitigation is a purely frontal ability, so when we need to turn our back to the boss we are losing the majority of our damage reduction. Stuns will also leave us vulnerable in much the same way. As a healer if the tank is running away from a mob, or stunned you should expect his damage to increase by as much as 60%.
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Aesiir
Warriors have strong mitigation in all departments and most times I’ve found myself in trouble by unexpectedly out ranging my healer.
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Ratshag, from Need More Rage
Warriors are most vulnerable to ranged or instant magic attacks.
They have Spell Reflect, but those will eventually be on cool-down and
then they can get cooked in their armor. Pallies I think are a little
squishier – lots of mitigation, but not as much health and they can
get ground down faster.
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Yakra, from Mirror Shield
When we’re stunned/knocked down, we lose block (in addition to dodge and
parry). This takes away something extra that DKs and Druids are balanced
around not having, so we’re slightly more vunerable.
What is your experience with being healed by Restoration Druids? Is it a healing class that you enjoy working with? Why or why not?
Ariedan, from Wordy Warrior
I’ve never really had any good resto druids to run with until recently. I remember being afraid of running with them in five-mans back in BC, haha. I can definitely tell the difference when we don’t have any resto druids healing in raids, though, so I guess that goes to show how good our current resto druids are.
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Belghast from Tales of the Aggronaut
The predictability of the way a warrior takes damage often makes it an opportune scenario for druid healing. The warrior needs a steady stream of healing, and druid hots are an ideal way to recieve this. In the case where the warrior is the main tank, it is ideal to mix druid healing to cover a baseless of heals per second, with that of a disc priest of holy paladin to cover the spike damage intake. Druids are the perfect additive healer, in that they help to pad the incoming damage with a predictable stream of health.
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Aesiir
stacks of hots + ridiculous mobility ftw! Having a resto druid on my warrior means I can seriously open up on my movement without fear of dieing to out ranged heals.
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Ratshag, from Need More Rage
On the warrior, none.
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Yakra, from Mirror Shield
I love resto druids! I’ve spent most all my time in BC and Wrath with one,
and have pretty much exclusivly been healed in five mans by them. I’ll say
the one biggest issue I had, was before they could OOC rez – I spent tons of
time waiting for someone to run back through heroic slave pens or shattered halls while no one could rez them.
Can you give one strong piece of advice for a healer in your group or raid?
Ariedan, from Wordy Warrior
Communicate! My healers and I swap healing and tanking assignments, work out cooldowns with the tanks for cooldown-specific fights, and together analyze when and why the tanks die on progression attempts. It’s a team effort. Tanks aren’t anymore important than you are! My biggest qualm with most guilds is that the healers and tanks are two separate groups of players that don’t work together.
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Belghast from Tales of the Aggronaut
The key to warrior healing seems to be a steady stream of healing. On bosses like kologarn where we are taking hits for upwards of 20k health, it is very easy to get behind the curve when trying to reactively heal fights. However through the steady application of predictive heals, the warrior
damage in take can be smoothed out so that you only occasionally have to throw a big heal to top off. Get to know your warriors, each one has a different playstyle and as a result a different pattern of damage. Each one however should be predictable. Encourage your warriors to tell you when they are using panic buttons, so that you can adjust accordingly.
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Aesiir
Stay with your tank. Good tanks will itch to chain pull through raids and be restless if they don’t have something beating on them. Stay with your tank and let them know exactly how fast they can pull, ask them to set you as their focus so they can keep an eye on your range and mana.
stay with your tank. Good tanks will itch to chain pull through raids and be restless if they don’t have something beating on them. Stay with your tank and let them know exactly how fast they can pull, ask them to set you as their focus so they can keep an eye on your range and mana.
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Ratshag, from Need More Rage
Let the tank know if something isn’t working (LoS, threat,
whatever). There’s often something they can do different.
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Yakra, from Mirror Shield
View tank and healer cooldowns as one collective pool, and coordinate them. Tons of fights require coordinated usage to either have the tank survive, or smooth out potentially lethal raid damage. Doubling up cooldowns is almost always a waste, and going without is an unnecessary hardship.
How deep is your understanding of how different healing classes work? Do you think it would help your game play if you knew more?
Ariedan, from Wordy Warrior
I would say moderate. Enough to know what to recruit when we need healers, to know how each class itemizes, and to get a basic understanding when I look through raid data to gauge their performances. I wish I knew more, but that sort of intimate knowledge doesn’t come without actually playing those classes, unfortunately. And yes, I think it would definitely be an asset to understand healers better. Maybe not from a personal standpoint, but definitely as an officer of a raiding guild.
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Belghast from Tales of the Aggronaut
I’ve played a healadin and a resto druid, but in truth my greatest understanding of healing comes from being healed by various classes. When you are the main tank you can tell a difference in the way your health bar moves depending on who is healing you. I’ve always big a big fan of priest healing, so I tend to be biased in that direction. However with the 3.0 patch the resto ability to keep up with large hits was greatly increased, and as a result I enjoy being healed by a tree equally well. Paladin healing is still great for its pure spammy nature, but in general I prefer the more surgical healing style of a druid or a priest. Shaman seem generally ineffective as a single target main tank healer, so as a result we try and push them more into a role of group healing.
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Aesiir
I have a fundamental understanding of each healing classes strengths and game play.
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Ratshag, from Need More Rage
Next to none. The idea of healing makes my brain feel inside out.
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Yakra, from Mirror Shield
Very deep. As a tank lead / raid leader since T4, I’ve had to have enough
understanding of the strengths, weaknesses, buff requirements, and non-healing utility brought by healers to most effectivly approach encounters. That understanding is helped gigantically through a steady succession of awesome healing officers, that coordinate with the healing team, and can answer my questions / speak for them / offer insight.
I’d love to know more about underhealing encounters, as we approach high-dps requring hardmodes (hodir, XT).
Is there anything you’d like to add?
Ariedan, from Wordy Warrior
I would love to see a healer’s rendition of this for tanks! I remember back in BC when I no absolutely nothing about healers, and I know plenty of tanks who know only that healers fill up health bars, and that’s it. It would be a very helpful guide for us.
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Belghast from Tales of the Aggronaut
I’m hoping some of the things I have said prove helpful to your readers. I
think this is a great topic, and look forward to seeing the results.
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Aesiir
Only half of the boss is tanked inside the instance, the other half is tanked outside in gear selections and equations. I won’t go into specifics but visiting tanking forums such as Tankspot.com or Maintankadin.failsafedesign.com and brushing up on mitigation and avoidance theory crafting basics can help a ton in learning how to heal your specific tank.
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Ratshag, from Need More Rage
Sorry I took so long getting this done :/
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Yakra, from Mirror Shield
Read my Blog! I ramble tons about stuff like the questions asked here.























There are 3 Comments to "Tank Triage: Healing Warriors"
[...] guides is live! Woot Woot! This one is on healing Warriors. You can find the guide at Tanking Triage: Healing Warriors. I had five wonderful warrior tanks contribute to this guide. Many thanks [...]
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[...] Rolling HoTs’ Tank Triage series got me thinking about my experiences as a healer of various colours and faces (I haven’t made it through the whole thing, sadly), what each class was like to heal for, that sort of thing. [...]