I originally wrote this post back during Lich King, as a guide to overzealous DPS and new tanks, but now with the Cataclysm changes to the way a group works together effectively, it's even more prominent than before, so here it is, all updated nice and shiny, like.
This post isn’t really about tanking, it’s about DPSing. I fooled you didn’t I. OK, it’s also about tanking, but mostly about how not to fail as a DPSer.
I’ve always maintained that everyone should be forced to experience a tanking roll in an group before they can roll pure DPS. You may think this is unfair and if you do, you probably play a DPS class as your main. There’s nothing wrong with that, we all need good DPS, but a little understanding of other class and roll mechanics goes a long LONG way. I’m sure most of the frustrated tanks out there will agree with me, but incase you don’t, here’s the condensed version: The only way to truly understand threat generation, aggro tables and the responsibilties of a good DPS in a group, is to experience an encounter as a tank.
The idea that Paladin tanks in particular are mob magnets because of
[Righteous Fury] is simply not true, even a mighty Paladin has to generate initial threat. Here’s the truth behind Righteous Fury, it makes a Paladin’s regular old abilities on par with other tanking classes high threat moves, like a Warrior’s
[Shield Slam] or a Bear’s
[Mangle] for example and you don’t make the same assumptions about Warrior and Bear tanks now do you? A Death Knight’s
[Blood Presence] is essentially Righteous Fury but no one seems to have the same misconception about DK tanking, in fact, quite the opposite, most people I’ve spoken with hold the opinion (hello class prejudice, nice to meet you. More on this in a future post) that DKs make quite bad tanks.
Anyway, you’re ready to learn how to be a good DPS are you? Read on my friend.
Lesson One: Let Your Tank Be The Tank.
Many new tanks can quickly become frustrated and quit tanking altogether because of overgeared or overzealous people in instances who think it just doesn’t matter if they pull, and just don’t care when they do (Killermagexp: lol it only a heroic u noob!!! l2aggro). Here’s a tip, you may be wearing the best gear out there, but you’re not invincible and sooner or later the tank is going to stop trying to regain the aggro and the healer is going to stop wasting mana on you, so enjoy your repair bill and 40 minute re-queue.
If you’re a new tank, it can be helpful to mark a mob with a skull, and concentrate your threat generation mainly on that mob. If you’re a DPS, don’t just pick a target at random, hit the skull, and if there isn’t one, don’t go nuts on whatever the tank was targetting when he pulled, chances are he already tab targetted to something different to build extra AoE threat; be mindful that bears and warriors in particular struggle with AoE threat and are very likely to do this.
But waaaah! I wanna hit stuff! Which mob do I hit then!? The simple answer is don’t hit anything until your tank has a good couple of seconds threat lead (two global cooldowns is very nice, thank you), and then hit whatever target he settles on after that. If he doesn’t and there are no particularly troublesome mobs that you know of in this pull (usually the casters, they're the ones wearing dresses) then pick up on the mob with the least health as your tank will likely be aware that health dictates your kill order. If you’re pulling aggro by bursting things heavily in the first second of a pull it’s entirely your fault, which leads me nicely onto…
Lesson Two: Positioning a Pull.
Always be behind the tank. Sometimes the tank will want to line of sight pull a caster mob or two and it’s important that you’re out of line of sight too, unless you quite like 16 shadowbolts in the face. Again, this is important for bear tanks, who have no ranged silences or interrupts, but also warriors who can only ranged silence one mob at a time. Be aware of these class mechanics, and the types of mobs around you and you should do just fine. Again, don’t go mental with your DPS before the mobs reach the tank, let them get up in your tanks face, and let the tank hit them a couple of times first if you don’t want to be chewing on pavement. Same goes with boss fights, if your tank is pulling a boss to a particular spot in the room, he doesn’t want to have to be taunting it off you because you just couldn’t wait a couple of seconds before you blew all your cooldowns. Speaking of pulling casters…
Lesson Three: Crowd Control and You.
If your tank is struggling, don’t go raging about how you keep pulling aggro (it’s probably your fault, more on this in the next lesson) see if there’s anything you can do to help, offer to use your crowd control abilities.
Yes, you’re laughing now because I’m talking about CC in Heroics, I can tell. At lower gear levels Heroics are still as heroic as they were the first time you did them. They have not magically become easy, you have become overgeared. Keep this in mind for a poorly geared tank who is learning the ropes; this is still a dangerous and daunting place for them. The new ICC 5 mans in particular are primed for helpful CC.
[Freezing Trap] the ranged mobs,
[Death Grip] them (with prior consent of your tank because of the aggro mechanic of course)
[Repentance] them,
[Polymorph] them,
[Shackle Undead] the annoying undead caster with his warlock DoTs and make not only your tanks life that little easier, but your healers too. You might think your’e above CC in your awesome gear, your tank and healer might disagree. Anything and everything you can do to control a loose mob, or even just prevent your tank being beat on for a couple of seconds should be considered. But play smart, you might think you're doing your group a favour by using
[Frost Nova] or using an unglyphed
[Thunderstorm], but your tank might have just blown his AoE cooldown and completely missed all the mobs you just prevented from getting near him. For general purposes, never use knockbacks or unglyphed fears and other mechanics that otherwise prevents mobs from running to the tank or scatters them.
But woah there! What do I CC?
Your tank, or group leader will probably mark some CC targets for you. Generally, moon is sheep, square is trap, star or nipple are sap and diamond and triangle are additional targets for the lesser utilised crowd control abilities. Don't assume. Never assume. Always confirm your CC target with your tank, and if you're pulling with it, don't do it unless the tank and healer are ready for it. After you've CC'd get behind your tank or out of LoS, because all those angry looking elites are coming straight for you sunshine, and that's not a good place to be.
In my experience, rushing things only makes you wipe and that takes a lot longer in the end, take a minute out to find out if there’s any way you can make things go a little smoother for your group. If you've ever tried to Bear or Warrior tank a group of caster mobs (where are the walls!? Where are my WALLS!?) and have the DPS go nuts on them before they're anywhere near you then you'll know exactly what I mean when I say I never refuse a nice bit of CC despite having tanked much harder content without any at all.
Lesson Four: Threat Per Second and You.
(Read carefully Rogues and Hunters)
Learn how to use
[Tricks of the Trade] and
[Misdirection] (Hey hunters, top tip: Misdirect just before you trap, that's right, you can do that!).
Even in heroics that you overgear, even on tanks that overgear the content, it’s a good habit to get into in preperation for raiding where it can and will save you or your healers life. There is a limit to the amount to Threat Per Second any tank can generate, and if he is generating maximum TPS for his gear level and yours is still higher, that’s your problem, not his. He cannot generate more TPS, therefore you must generate less. Ease off a little. 5 extra minutes in an instance overall is not going to kill you, the mob chewing on your face almost certainly will. Tanks, do not beat yourself up over this, sometimes you can do everything right and still lose aggro.
Lesson Five: DPS Meters and Aggro Dumps.
If you spend the whole fight looking at your DPS meter, you’re probably dying in the fire, or pulling aggro and getting one shotted. DPS meters are bad news. Always roll with your threat meter visible. The question you should be asking yourself is, ‘are we succeeding as a group?’ not ‘am I topping DPS?’ If the answer to the first question is no, ask yourself this question, ‘is it because of me?’ if the answer is yes then rethink your strategy and attempt to contribute towards team success, rather than your own goal of top DPS. The success of a party or raid should always come first. If that means you have to gimp your DPS to Misdirect a lose mob to the tank, or break your rotation to shackle a difficult mob, then do it. Your tank, and indeed your whole raid will thank you more for that potentially wipe saving action than they will for your 12k DPS. Top tip, if you wipe your raid from standing in something bad, don't post yourself top of recount while you're lying on the floor waiting for a resurrection. People will come around to your house and punch your mother in the womb.
Your threat meter is also great for this reason: it allows you to use your aggro dump before you pull aggro. Let’s say that again, altogether now. Use your aggro dump BEFORE you pull aggro.
[Ice Block],
[Feign Death],
[Vanish],
[Shadowmeld],
[Divine Shield] (top tip Paladins, dropping
[Hand of Protection] on a healer or
[Hand of Salvation] on a DPS can save you from a wipe),
[Cower] or just stop hitting something…Wait what? Stop hitting stuff!!?
Lesson Six: Quit Hitting Stuff and Stop Running Away Like a Girl.
If your aggro dump is on cooldown and you do accidentally pull aggro or if you're afraid the healer might be next on the threat list then just
STOP HITTING THE MOB. This is very important unless you want to spend the next 2 minutes pulling aggro back and having the tank taunt back, ad infinitum. Your tanks taunt will match your aggro and force the mob to attack them for a few seconds. These few measly seconds are how your tank pulls ahead of your aggro. It is very important that you are
NOT hitting it during this time, or the mob will not return to the tank and the tank will be unable to hit the mob, causing a grand total of zero threat.
Dead DPS is no DPS. This is your mantra. Say it five times to yourself in the mirror every morning. Oh yeah, and never run away. Your tank will only have to chase you and it will take longer for them to pick up the mob, if anything, move towards the tank and stand in the tanks AoE or at least in his melee range (be mindful of mob AoE at this point if you usually play a ranged class).
Lesson Seven: Army of the Desparing Tank.
(Only Death Knights Need Apply)
Never
EVER hit
[Army of the Dead] without asking your tank. Army of the Dead makes it impossible for a tank to gauge threat and position a mob.
The only viable use of AoD in any instance I can think of is phase two of the Black Knight in ToC HC. You may be forgiven for doing it without asking here. Otherwise, no. Just no.
Lesson Eight: Manners Count.
Whether you’re tanking, dpsing or even healing and you’re getting frustrated, don’t fly off the handle, explain things politely, offer any friendly advice you have and try to figure out what the problem is without blowing your top. DPSers especially need remember this, tanks can always find more DPS, it’s you that’s going to have to wait around for another tank because you were rude and uncompromising, you may find the person who's frustrating you so much is open to your advice and improves considerably...Possibly...Maybe.
Anyway, lesson over. Happy WoW times everyone and don't let the incredibly frustrating hardness of the new content put you off. It's a learning curve and we all make mistakes sooner or later, don't let anyone tell you otherwise.