The Call to Arms changes to the Looking for Dungeon tool have encouraged many to give tanking a try. Since many of these new tanks have had little experience in that role, I think a post about the basics of tanking is needed. In this post, I’ll go through the different parts of tanking:
- The tactical review of the fight
- The pull
- Generating threat
- Tools to help
Tactical review
The first thing that a tank needs to do for each encounter is assess the opposing group in terms of their composition. Are the mobs casters, melee or ranged?
The easiest by far to tank are melee creatures. Just say hi to them (shooting/throwing something at them) and they’ll come towards you. Charge one of them and the others will mass around you. Like I said, very simple. The second easiest is a caster. Casters will try to fight you where they stand but this is where investing 2 points in the talent Gag Order is worth it. Simply throw your weapon at them (Heroic throw) or go to them, pummel one of their cast and see them trying to melee you for the next few seconds. The real threat is archers. These cannot be interrupted, silenced, or anything. You have two recourse then: Crowd Control or Line of Sight.
The next thing to see is the location of those mobs. What are the obstacles that you could use to break line of sight? Are there patrols that come in the vicinity?
To tank is to do this analysis for every pull. You need to quickly assess an encounter and put together a tactic for it. Even a lowly trash encounter can easily overwhelm a group if the casters are left to target the healer, or worse, if a patrol joins the fray.
The Pull
Now this to me is the real fun part of tanking. As a warrior, you have the following tools to start a fight:
- Heroic Throw – Generates a good amount of threat and if talented, silences casters and forces them to come towards you.
- Shooting/Throwing – Generates a tiny amount of threat, mainly used to just get the mob’s attention. Very useful before having the talent Warbringer if you don’t fancy Stance dancing.
- Taunt – Ok, never ever use taunt to start a fight. The most uncertain time in a fight is right after the pull when your aggro is tenuous. This is when you might need your taunt to do what it’s meant for, taunt back from an overzealous dps.
- Charge/Heroic Leap – This is the trademark pull for the warrior. Puts you in melee range right away so you can start building up aggro.
- Facepulling – Just move close enough, it will make them attack you. After the taunt pull, this is the worst way to pull as a warrior as you start the fight with almost no rage to work with.

See? Even the casters run during a Line of Sight pull. Voss is well hidden in the corner there after using Heroic Throw to pull. Technically, I should be turned towards them and not facing the corner...
Pulling by throwing your weapon, shooting, etc.
The simplest version of this pull is simply target a mob and shoot at it. The melee mobs will come to you while the others start attacking from range which can create a mess very quickly. It works only with a group that’s all melee or with one caster if you use heroic throw and have the talent gag order to silence him and force him to run towards you.
Line of Sight pull
This is one of the best technique out there. You shoot/throw something at a mob and then break line of sight by using the top of the stairs or a wall. The enemies will need to go up the stairs/go around that wall to get to you. It groups them all up in one neat pile for you to AoE. It works on all types of enemies, be they archers, casters or melee. The one thing that makes this a success is for you to inform your group of your intentions so that there is no healing (unless the healer is behind the tank) and no dps until the enemies are where you need them to be. Communication is always important when tanking, but in the case of the Line of Sight pull, it’s not even an option.
Note: Lara at Root and Branch has a great series of primers (Primer and Intermediate) about threat which include diagrams for Line of Sight pulls and a plethora of other useful information. I strongly encourage you to go and give it a read!
Pulling with a charge
There are a few ways of doing this:
The classic charge – Pick a target, click charge.
The charge and turn charge. – This one is a bit more complicated. You basically jump up before the end of your charge and while in the air, you mouse turn 180 degrees. You should now be behind your target, facing it. Your target will turn to face you and thus have its back to the melee dps running to join the fight.
Combining the styles
What truly will make you a pulling master is to combine the pulls mentioned above. There’s the:
Throw a weapon/run away/charge
This technique uses a simple thrown weapon to grab the enemies’ attention. Then turn and run away, forcing even the caster and archers to run after you as you move out of their range. Finally, turn back and charge them when they’re where you want them to be.
This works especially well when you cannot line of sight the enemies but do not want to fight them where they stand because of possible patrols.
Line of sight/charge
This one is very simple. You line of sight the enemies but strafe away from the corner. When the enemies turn the corner, charge in. You have them where you wanted them and you got the rage bonus from the charge. Simply awesome!

And here they are, all grouped up in range of all of your attacks. They'll stick to you until the end now.
Generating Threat
This one is pretty simple, most of what you do will generate threat, even using battle shout. How to generate the maximum amount of threat is fairly linear.
For a single target pull, Shield Slam. Early and often. Revenge on cooldown, devastate to push your three sunders. After that, I’d say it depends on your group. I most often run with groups with incredible dps and so I need to keep generating threat as much as possible. When you have a small cushion, you should use demoralizing shout and Thunderclap and keep those debuffs up.
For a multiple target pull, I most often thunderclap while still running, position the mobs quickly and then hit shockwave to lock them in place. I then apply rend and thunderclap again and spam cleave when the rage is available. You should of course distribute shield slams, devastates and revenge while switching target to solidify your aggro, but cleave and thunderclap (especially if you are talented into blood and thunder) should be able to keep the group on you.
Tools to help with tanking
Vigilance – While technically it’s not a tool but one of your abilities, it’s very important to put it on the dps that seems to have more threat than the others. It’s a free taunt and some vengeance when he gets hit, always useful.
Tidy Plates – It replaces the nameplates with its own custom version. It’s incredibly useful as you can configure it to show you which enemies is casting, about to run to a dps or is already hacking away at one of the other melee. I would say that most raid tanks are now using this or something similar to it.

The green circle shows an enemy on which I have the primary aggro. The Yellow circle shows one where Vidyala had the most threat. It's an easy visual way to see if you have complete control of the group or if any enemies are slipping.
Omen or Skada – You need to know how much cushion you have on the next person on the threat scale.
A Heads-up Display – This one is optional but I personally love to have information about my enemy right in my field of view. I know many tanks use IceHud but others prefer a cleaner interface. The main thing to remember is you need to customize your interface to how you like to play and what challenges you are currently tackling. You need to remember though that the tank needs to be able to react very quickly to additional mobs coming in battle, a patrol, etc. And so whatever you do with your display, make sure that it’s clean enough for you to have an excellent view of the battle.
Conclusion
The only real way to get better at this is to practice a lot. Get some guildies to go with you or even go and solo lower level instances and practice. Try out the line of sights, the pull and charge.
One thing I did not talk about today is the importance of crowd control. I’ll keep that part for another post but try to get to know the different types of crowd control present in your group and use them.
Hope this little post can help out. Have fun and good luck!

I’m not sure if it’s a lag issue or what, but I sometimes find that if I cast Thunder Clap too early, it doesn’t seem to hit the mobs. I’ve worked around this by waiting an extra second or so till everything is grouped up around me before hitting it. Do you find that also happens for you, or am I just missing something?
Hmm, yes, you need to wait when your charge is pretty much at destination to use thunderclap. My usual technique is charge, thunderclap, jump, turn 180 with the mouse, strafe a bit to bring all the mobs in front of me and then shockwave. I then apply rend and use thunderclap to spread it around.
I’m still pretty much a rookie tank because I only run with guild. As such, I can talk to them and tell them, give me a second to get in there, or let me round up the casters before you go wild, or I am going to line of sight them so lets move back.
The reason I call myself a rookie is because if I ever pug, all the world goes to hell. Hence the reason I do not pug with random DPS.
You seem to be well versed in tanking, perhaps you could do an article on how to deal with those bad DPS. We know we can not change them, no matter how many we talk to or kick or ask to wait or tell we are pulling back they will never listen. So we need to be better to handle every situation they will throw at us.
What tools do you think are best to handle pull recovery with pugs because we know, even with marked mobs, everyone will always be on their own target, skull means nothing to a pug.
Once I can deal with everything that a pug can throw at me, then I leave rookie status. As for now, I am only a rookie because I only run with people that know what to do. Raid tanking is 1000 times easier then pug tanking a heroic.
Thanks for the nice article.
Thanks for the comment!
To be honest, pugs will make it go to hell at times. It just happens and even excellent tanks will have a hard time holding aggro against both a fury warrior, and two mages (frost and fire). I don’t consider myself an excellent tank but that group, all guildies even, certainly drove me nuts. And I agree with you, tanking the adds on Nef in phase 3 is easier than some pugs.
But I love your idea for a topic and I’ll try to write it up soon. Thanks!!
Superb Article.
I am a noob to tanking, but have been looking for a good resource that explains the basics as this. Now I just need to tailor this toward a Paladin. (that’s what I am using as Tank for now)
Much thanks!
You’re welcome and thanks for the comment!
And yes, you’re right. The pulling techniques work with every class. I use them on my DK, with the difference being the charge. But a consecrate right around a corner on a Line of Sight pull is pure beauty.
Nice post Voss!
The charge/jump/turn 180 thing is something I’ll have to try (to go along with my feral charge (cat) -> bear form combo I should really set up and use regularly on my druid) – I think it’s partly a lag thing but I (at least used to) have issues where I’d end up behind the mob after a charge facing the wrong direction (this was more on bosses so it might just be a big hit box thing – I remember one attempt at getting the Less Rabi achievement where I spent the whole time wondering why I was losing aggro and my interrupts were missing – only to notice after he changed to rhino form that I was getting spammed with ‘you are not facing your target’ error messages).
But the archer assessment is a premium thing to remember. I recently tanked a heroic Halls of Origination where the rogue was ignoring my marks and not sapping the archers as I requested… I just ended up tanking all the mobs because of it.
@Screwlewse – generally everything Voss said applies to Pallies – you tend to not have to worry so much about LoS pulling because Avenger Shield silences 3 mobs and usually you can pull all the casters with it – but there are some cases where this doesn’t work (VP has a number of cases of this for example). Even with a LoS pull round corners I would generally not use consecrate just because of the huge mana it eats up – Hammer of the Righteous and Holy Wrath do the dirty work for you.
Now if only dps/heals would actually listen and obey when I say ‘LoS pulling’… I feel it particularly on my bear where I have no ranged silence at all.
Oh and nice to see another straight Tidy Plates user (neon theme too by the looks of it)… Tug-of-Threat > ThreatPlates any day!
Yes, the charge/jump/turn only works really on trash or instance bosses where the hitbox is normal sized. And nice about the cat/bear combo! That sounds pretty fun.
Think the Less Rabi achievement was to prepare us for this Tier of raiding? Some foresight on Blizz’s part?
And thank you for the notes on the pally abilities. I must admit that I know warrior tanking very well, dk tanking ok but I have never had the other two tank classes at high level. I honestly keep losing interest in both when I’m trying to level them.
Yup, neon theme. I removed ThreatPlates when neon started handling threat so well. I do configure it to keep the plates fairly small but I might need to grow them a bit when I do not have aggro. I must have been rusty but grabbing the adds on H Maloriak was more… challenging, than usual this week.
Great post and nice coverage of tanking for newer tanks. Its good to have you back posting your posts are always welcome and informative.