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How to tank as a Warrior (for beginners)

Many players who have tried various classes probably have a Warrior they leveled up because they thought they might want to play one.

As you level it, you might find it fun and want to do Mythic+, but feel limited as a DPS Warrior. You might try Tanking to push your key level, but eventually feel like it's not for you and give up.

Also, there's a negative perception of mass-produced Warrior Tanks, but I hope that more Warrior Tanks with basic skills will emerge, so that even beginner tanks can consistently do at least +10 keys, creating an image that this is the standard.

I'm writing this in the hope that it might be of some help to those people.

Let me say in advance, if you're going to play +11 keys or higher, this isn't for you.

Of course, personally, I think this method is perfectly fine for high keys, but eventually, you'll need to add your own personal touch.

I recommend this to those who want to enjoy tanking without looking like a bad Warrior Tank and making it easy for the healer.

The GSE addon for one-button tanking is good, and if you think one-button is too much, please refer to the information below.

If you want to become a master Warrior Tank, the only way is to figure it out yourself. This post might be a hindrance.

 

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1. I recommend only 3 hotkeys that you can press while moving. ---->> F, E, R

When I say a Warrior Tank uses skills while moving, I mean casting while moving backwards or sideways. Skills used while moving forward are Charge, Storm Bolt, and Heroic Leap. So, choose suitable buttons that you can press simultaneously with the S or A key. I mainly prefer to use skills while rotating clockwise, so I chose keys that I can use simultaneously with the A key.Of course, it doesn't matter in full tank mode. The important thing is that if a Warrior Tank can consistently cast Shield Slam and Thunder Clap while moving, then as I'll mention later, Avatar comes back very quickly. Of course, the standard is to move, stop, and then tank.

2. Macro settings.

/cast Charge

/cast [nocombat] Heroic ThrowThrow --- Throws at the targeted mob when charging in a non-combat state. You need to include the non-combat command to use Shield Charge and Revenge with one key. The reason for using Throw is to immediately move the target to the mob next to it that is about to cast something, in order to prepare for an interrupt.

/cast [combat] Avatar

/cast [combat] Last Stand---- Talents make Block chance trigger.

/cast [combat] Bloodrage----- If you are an Orc Warrior

/use [combat] 13------ Trinket1

/castsequence [combat] Shield Charge, Revenge

/cast [combat] Shield Block

/cast [combat] Ignore Pain

/use [nocombat] Flying Mount Name ----- If you don't include nocombat, you'll end up mounting your bird while charging from Dawnbreak...

 

/cast [combat] Shield Slam----- Refer to the yellow shield icon on the left side of the center of the game screen to see if Shield Slam is available.

/cast [combat] Shield Block

/cast [combat] Ignore Pain

/cast [nocombat] Fishing

## I currently use Shield Slam on the F key, and Shield Charge and Revenge separately. The most frequently pressed key is Shield Slam.

However, when you first start practicing, it's better to combine Charge and Shield Charge, as they go well together. The reason is that you might be flustered during the first charge, but if you spam the Charge key a few times, the first Shield Block and Ignore Pain will appear in the buff window. You'll also secure aggro, of course. The rage generated from Charge + Shield Charge rage + a little rage from getting hit will ensure that you can use Shield Block and Ignore Pain to start.

 

/cast [combat] Thunder Clap--- 2 second cooldown in Avatar state, 4 second cooldown otherwise

/cast [combat] Shield Block

/cast [combat] Ignore Pain

/use [nocombat] Ground Mount Name

## I currently use Thunder Clap on the E key. In the end, I just spam F and E.

However, when you first start practicing, it's difficult to use Shield Slam and Thunder Clap while moving, so I recommend getting used to using Shield Slam and Thunder Clap with E and R, and then moving them to keys that suit you.

 

-------------- The basic 3 hotkeys are finished. Below are options for interrupts, Shield Wall, Spell Reflection, etc.-----------------

 

 

---- This is an example of what I use. You can use any key you're comfortable with, but I basically recommend a key that you can use while moving forward and backward.

/cast [combat] Pummel 

/castsequence [cobmat] Storm Bolt, Shockwave----- If Pummel and Storm Bolt have the same cooldown, they will go off together. This is to interrupt with Storm Bolt if you can't target in time. Since Storm Bolt and Shockwave have different cooldowns, Shockwave requires a separate key. However, if you haven't taken the talent to reduce Shockwave's cooldown, you can just use it as is since the cooldowns are similar.

It might seem bad that you can only interrupt twice instead of three times, but in reality, it's difficult to target and interrupt mobs when there are a lot of them anyway. Trust the other DPS to interrupt, and humbly take the hit if they fail. If you have Rallying Cry, you can use that to apologize.

/cast [combat] Shield Block

/cast [combat] Ignore Pain

### I put Thunder Clap on the Pummel key. The above example is for using interrupts continuously with one key. You can change it once you get used to it. (The macro I actually use is /cast Pummel, /castsequence Thunder Clap, Shield Slam.

 

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---- This is an example, but it's a key for major defensive skills. I recommend a key that you can stop and use immediately.

/cast [combat] Shield Wall---- Use it on cooldown without worrying about emergencies. The rage consumption will probably make the cooldown around 45 seconds (talent required).

/cast [combat] Rallying Cry--- If the tank is using Shield Wall, the DPS might already be at half health. Even if the tank is at full health, use Rallying Cry with Shield Wall whenever the DPS are below half health or when there's AoE damage coming. (e.g., Dawnbreak 2nd boss, Uldaman: Legacy of Tyr Skar)

/cast [combat] Demoralizing Shout--- I use it separately, but I want to tell beginners not to increase the number of hotkeys too much and just use it as is.

/use [combat] Phial of the Front Line---- This is a potion that increases armor. It doesn't overlap with healing potions.

/cast [combat] Shield Block

/cast [combat] Ignore Pain


-------


---- This is an example. Any key that's easy to press after stopping movement is fine. In my case, I mainly use it when jumping.

/cast [cobmat] Spell Reflection

/cast [combat] Commanding Shout---- I use it separately. When the cooldown is reduced, it can be used in about 25 seconds instead of 40 seconds.

If you want to use Commanding Shout separately, you can combine the cooldown-reduced Commanding Shout and the talented Shockwave, which are about 25 seconds apart (e.g., /castsequence Shockwave, Commanding Shout). Since you won't use Shockwave in boss fights, you can just use one hotkey for Commanding Shout. I only recommend this for beginners. There's no such thing as a meaningless Shockwave in trash pulls. There's always one mob that's casting something.

/cast [combat] Shield Block

/cast [combat] Ignore Pain

### I actually put Shield Slam and Thunder Clap together on the Spell Reflection key. (e.g., /cast Spell Reflection, /castsequence Shield Slam, Thunder Clap.) Compared to the Pummel example above, the order of the castsequence is reversed.


### The reason for using it this way is that Spell Reflection or Pummel are relatively frequently used skills, and at the same time, I don't want to waste the global cooldown of Thunder Clap or Shield Slam. I recommend trying this once you get used to it. Once you get used to Warrior Tank, you'll gradually feel thatThunder Clap and Shield Slam are unlikely to both be on cooldown for more than 2 seconds at the same time..Either Shield Slam or Thunder Clap will be reset,or one of the two skills will definitely be available within 2 seconds.. So, if there are a lot of mobs or if the floor is frequently covered in stuff, it's a good idea to habitually press one of the two without looking at the skill action bar.

 

--------

 

--- This is an example of a taunt key. You can use anything you're comfortable with. The frequency of using taunt keys in Mythic+ is significantly low. This is because you'll almost always have aggro from the start. However, it's only used when adding roaming mobs or when pulling from the rear instead of charging to start combat. But don't forget, the Warrior's only option is Charge.

/cast Taunt

/cast [combat] Heroic Throw

/cast [combat] Shield Block

/cast [combat] Ignore Pain

 

--------

 

--- This is an example. If you're wondering which key to use, just try it out.

/cast [combat] Victory Rush

/cast [combat] Indomitable---- It's good to include it whether you've taken the talent or not.

/use [combat] Alchemist's Stone

/use [combat] Healthstone----- If a Warrior Tank's health drops to the point where they need to drink a potion twice, that fight is close to a wipe. Drink it all at once. Note that Victory Rush is activated as soon as a mob dies, in addition to the cooldown, so use it often. Of course, there's no need to use it if Ignore Pain hasn't broken. And if your health is full, the healing potion won't be used. If the Warrior Tank's health keeps fluctuating, the healer will get nervous. Then the tank will take the timing to heal the DPS, and the DPS will go to the entrance. It's better for the Warrior Tank to fill their health to full at once when it drops, as that's the way to save the DPS. Most healers can save the DPS even if their health is dancing around when the tank is at full health.

/cast [combat] Shield Block

/cast [combat] Ignore Pain


### The reason for including [combat] in all skills is that you can assign separate convenient hotkeys with the [nocombat] command.

For example, opening the character window, opening the skill book, opening the profession window, opening the bag, mounting, eating food, drinking elixirs, stance switching, etc. There are various ways to use it. For tanks, there's combat preparation, pull count, etc. 

------------------------------------------------------------------ End --------------------------------------

 

There are a total of 8. There are a few other skills left to press, but I'm not in the game right now, so I can't remember them well.

There may be typos or spacing errors, so it's better to write them one by one instead of copying and pasting.

Of course, I've been playing Warrior Tank for a long time, so I don't use the skills as described above. I use about 15, but I wrote this with the hope that complete beginners or those who are about to give up on Warrior Tank will try it one more time! So please understand even if the content is lacking.

 

I'm adding a comment in advance in case there are any expected questions..

 

1. Isn't it a waste of rage if Shield Block is used unconditionally even when you don't want to use it?

Answer: That's right. Rage is wasted depending on the situation, but just trust it and use it.

 

2. Ignore Pain is behind Shield Block, so can't you use Ignore Pain because you don't have rage?

Answer: No. Shield Block is a cooldown, so it will take more than 10 seconds depending on your personal haste. In other words, you use it once every 10 seconds. Otherwise, only Ignore Pain will be used. Shield Block has 2 charges, so it can be used twice at first. It's okay.

 

3. Why do you use Last Stand from the beginning? You should use it when you're in danger...

Answer: No. Last Stand is a survival skill, but Ignore Pain stacks about a million more shields when Last Stand is active. It's safe when pulling at the beginning. Otherwise, it should be used continuously whenever Last Stand is available or whenever Shield Charge, etc., is available. This is to prevent Ignore Pain from breaking. For Warrior Tanks, it's an emergency situation when Ignore Pain breaks and your original health starts to decrease. What most beginner tanks find difficult is when their health drops to half as soon as they charge into a big pull or even 2 packs. So it's good to use Last Stand at the beginning if it's on cooldown,,It's safe to charge in between pulls before the Shield Block or Ignore Pain buff disappears. If you say, "My health doesn't decrease even if I charge into a big pull at the beginning or without the Ignore Pain buff in the middle," then... the healer did something to the tank.The Priest used something like Guardian Spirit on the tank. A normal Warrior Tank's health will drop to half as soon as they charge in if they don't have any defensive skills.

AndEven if a fight is almost over and the mobs are dying, if there's even a little rage left from the fight, it's safer to increase the duration of Ignore Pain or Shield Block rather than using Revenge for the next charge.

 

4. The Shield Block duration is over 35 seconds at the beginning because of the Last Stand talent. Isn't that too long? (Last Stand 15 seconds, Shield Charge 6 seconds, Shield Block 8 seconds twice)

Answer: That's right, but take Shield Block generously when you're in a big pull at the beginning. The moment when all cooldowns line up at the same time doesn't come often during a Mythic+ run anyway.

 

5. Isn't it inconvenient to only use what I want separately when there are two skills in one hotkey?

Answer: That's right. If you're already asking this question, you're not a beginner. Take them out and use them separately. But if you keep making mistakes and feel uneasy when doing Mythic+, just try using them as is.

 

6. If you bind Avatar to Charge, you can't use Avatar separately, is that okay?

Answer: YesAvatar is not something you use when you need it separately. You use it unconditionally.. Even if the mobs are dying, use Avatar when it comes up. You have to charge into the next pull in Avatar state, even if you lose a few seconds. Of course, to be efficient, it's right to save Avatar and use it when charging. But we're beginners. Just use Avatar when the light comes on. However, if the healer seems to need mana, you can just skip Avatar. It's okay. As you play, you won't use Avatar at the end of the fight. Use Shield Charge even if there's only one mob left. The purpose of Shield Charge is to generate and consume rage. However, if you become proficient, you'll save it for the next pack. However, it's not a big loss to use unnecessary Shield Charge, because Avatar comes back a few seconds faster, and it will be a good cycle for the entire Mythic+ run. Warrior Tank is not a class that chooses the right skill for the right situation. It's a class that quickly uses whatever lights up with as few hotkeys as possible. In addition, Commanding Shout is the same. Use Commanding Shout when the light comes on, even if there's only one mob left. The rage generated and the consumed Ignore Pain will protect the next charge. (There's room for misunderstanding, but for beginner tanks, the meaning is to not even think about using skills. WoW is a game of interrupting and avoiding the floor.) Commanding Shout also comes back more often than you think. If you keep consuming and generating rage, you'll forget that the cooldown has come back. It will help to have the skill go off without you even knowing.

 

7. When do you use Revenge? It's not even on the hotkey...

Answer: Revenge is used for aggro at the beginning, but only use free Revenge.

If you try to deal damage or grab aggro on purpose, it will overlap with the cooldowns of Shield Slam and Thunder Clap, which is a loss.

It's more advantageous for survival to generate rage while dealing damage than to consume rage while dealing a little damage.

And Revenge's damage is surprisingly low. Try to grab aggro with Thunder Clap in Avatar state or Shield Charge, or prepare Demoralizing Shout. One Thunder Clap in Avatar state will grab all aggro until the end of the fight. The DPS have to deal seven to ten times more damage than the tank to pull aggro.Even if you want to use Revenge, hold back and use Thunder Clap in Avatar state.

### For example, it's popular to pull three packs from the entrance in Uldaman: Legacy of Tyr. In this case, don't rush all the way in, and don't move until you've hit Thunder Clap in Avatar state, even if there are few mobs. It's best to enter the innermost part after confirming that Thunder Clap has hit the second pack. By the time Thunder Clap has hit the second pack, Ignore Pain will already be at full stacks or at least halfway stacked. Once you're sure that all the mobs are looking at you and that aggro won't be pulled, the Warrior Tank can do what they need to do with ease. I open by using Shield Wall to protect the Ignore Pain buff, interrupting the first casting mob, and then using Shockwave. Don't forget that Thunder Clap in Avatar state can be used about once every 2 seconds. AndThe cooldown reset of Shield Slam and Thunder Clap in Avatar state is very frequent. This is why it's good for Warrior Tanks to maintain Avatar for as long as possible throughout the fight.

 

8. There's no Raging Blow or Heroic Throw, don't you use them?

Answer: No, I don't use them, but it's just that there's no need to use them, and I don't stop you from using them depending on your preference. However, I don't recommend it for complete beginner tanks. (In my personal opinion, you have to give up other talent points to use Raging Blow and Heroic Throw, and Raging Blow and Heroic Throw are advanced skills. It can be more harmful than helpful for beginners.)

 

9. If Demoralizing Shout is bound to Shield Wall, you can't use Demoralizing Shout when you need it.

Answer: That's right. I don't use them together. ㅠㅠ However, Demoralizing Shout is sometimes talented and sometimes not, depending on the Mythic+, but I recommend that beginners use the above hotkey thinking that they're only using Shield Wall. After doing it a few times, you'll end up taking it out separately.

I mainly talent it and use it, but I take it out separately for AoE interrupts.

Of course, it's okay to forget about Shield Wall and think of it as a Demoralizing Shout hotkey. In fact, Shield Block and Ignore Pain will be full, and there won't be many moments when you want to use Shield Wall.

For example,Demoralizing Shout is helpful in Uldaman: Legacy of Tyr. The mobs' cast speed is fast and the number of skill recasts is high.. And the number of mobs casting at the same time is also high.

Conversely,You can cover it with just Pummel, Shockwave, and Storm Bolt in Grim Batol, even without Demoralizing Shout.. The mobs' cast count and speed are weaker than in Uldaman: Legacy of Tyr, and there are fewer cases of multiple mobs casting at the same time.

 

----------------------------Conclusion ------------------------


There may be many questions and this post may seem inefficient, but this post was written with the hope that it will help you play with a little more confidence, so if you need it, please don't give up on Warrior Tank and try it out.

 

I'm a Warrior who only does +10 and +11 keys, but I've done it over 170 times, so it's been thoroughly verified,

Uptime is 99% for Shield Block, 95% or more for Ignore Pain, and 60% or more for Avatar.

Except for the damage in certain sections of the boss, you can play with just Ignore Pain for most of the time (maintaining your health).

Anyway, the mostImportant thing is Avatar's uptime. 

Avatar's cooldown should be 40 seconds, not 90 seconds. In my case, it's 35 seconds on average.

In other words,You maintain Avatar state for 20 seconds, and then you're back in Avatar state within 15 seconds after Avatar ends.

This is possible because of the rage from Shield Charge and the rage from Commanding Shout..If Charge/Avatar/Shield Charge/Commanding Shout are all cast and rage is consumed, Avatar will be available again about 10 seconds after the 20-second Avatar buff ends. In other words, you're tanking in Avatar state for 40 seconds in a 1-minute fight. Then you can use Avatar again after 15 seconds.This is a repetition.

It's affected by the Haste stat, but it's best for Warrior Tanks to tank in Avatar state if possible.

If you're in a hurry, you can fill 70 rage with a rage potion to reduce Avatar's cooldown by 7 seconds. {I don't recommend it, risk of drug addiction)

And if the combat state doesn't end, even if there are no mobs,Keep hitting Thunder Clap on the empty floor. And repeat the shake-off with Ignore PainThen Avatar's cooldown will come within 40 seconds. In my case, I prefer chain pulling without completely ending the fight if the healer's mana is okay, but... Rogues don't like it, and in global, it's tiring for the party members, so I just end the fight. The Warrior's rage decreases faster in a non-combat state than in a combat state.

These days, it's the end of the expansion, and the average item level has increased significantly, so you can safely say that +10 is the national Mythic+ level.

However, it's difficult for those who are struggling with Warrior Tank even if their item level is high. I recommend trying it out thinking of it as fun.

 

Let's summarize.

Use Avatar unconditionally

Use Shield Wall when there's a risk of Ignore Pain breaking, but use it unconditionally if possible

Practice moving while constantly hitting Thunder Clap on the empty floor

Forget about Ignore Pain and Shield Block and play.

For Warrior Tanks in the entry stage, I recommend setting a goal of casting all available skills as frequently as possible in any situation in any Mythic+ dungeon, without planning how to do it. And then you'll gradually take away one by one from the above macros in a way that suits your style.

 

If I could add just one thing, everyone uses meters, but if the tank's interrupt count in the tab after the Mythic+ is over is greater than or similar to the sum of all other party members' interrupt counts, you can be proud that you played quite well. Because the tank is in a position to charge and interrupt the first casting mob, if the interrupt count is similar to or only slightly higher than other DPS... then the healer carried that party. The Warrior Tank's interrupt count should be overwhelmingly higher than other DPS. In a normal Mythic+ party, the DPS interrupt an average of 15 times per person. The tank should have at least 30 times and up to 45 times for a stable play. Shockwave and Storm Bolt are excluded because they are counted as crowd control, and the standard is to count with Pummel and Demoralizing Shout. In the crowd control count tab in the meter, the Warrior Tank goes over 100 times with Shockwave and Storm Bolt, etc., and the DPS usually comes out to about 70 to 50 times.

 

And looking at the damage meter,How to check your satisfaction with your playHere's one way to introduce it

1) When the talent is high in HasteWith Bounding StrideCompare the number of Overpower (auto attack) shown in the skill usage order tab of the meter with the number of Shield Slams you cast, and if Shield Slam exceeds about 40% of the number of Overpower, you have used Shield Slam carefully and well. (Ex:Overpower 1000 times, Shield Slam 450 times or more)

2) When the talent isHeavy RepercussionsIf the number of Shield Slams compared to Overpower is close to 50%, you have used Shield Slam very carefully and well. (Ex:Overpower 1000 times, Shield Slam around 500 times)

## At first glance, you might misunderstand that you hit Shield Slam more often when it's Heavy Repercussions, but in fact, it's an illusion that Shield Slam looks more because Overpower's attack speed is low. Shield Slam itself is cast 10% more often in the Bounding Stride talent.

 

Finally, there are many people who are resistant to macros. I also have a romance of playing completely purely, using one skill at a time without macros, but my wrists hurt and my eyes hurt from looking at the skill window. I'm satisfied with just being able to play enjoyably to a certain extent.

However, it's more efficient to use Shield Block, which has a cooldown, separately without macros in terms of rage management and Ignore Pain timing as you go higher, and it seems that Blizzard's Warrior Tank design intends for Ignore Pain to be created to be used with other skills. Even if you delete all the macros, it may be enough to bind only Ignore Pain to simultaneous casting.

 

That's all.

 

This is a talent that took Bounding Stride (it would be great if you could get 40% or more Haste without surrounding mobs or allies while taking a Haste elixir. Personally, I feel that Haste setting is the most efficient for Warrior Tank.)

 

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This is a talent that took Heavy Repercussions. Use Unbreakable Will instead of taking the Shield Block 2 second increase talent (recommended if you have over 35% Haste without buffs, if less, you must also take the Shield Block 2 second increase for safety)

 

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If you have any more questions or need anything, please contact me with a whisper in the game and I will explain as much as I know! I hope there will be more Warrior Tanks!

 

Character name: 기분좋은바람 - 굴단

월드 오브 워크래프트 인벤 전사하얼빈의장첸
2025-01-03

와우인벤와우인벤전사게시판와우월드오브워크래프트