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Best Practices For A Warrior In World Of Warcraft By Hunter Crowell The Job of the Warrior is to get relentlessly beat upon. While there are a handful of classes in World of Warcraft that have the capability to tank, the Warrior stands above them all with more talents, abilities and equipment geared for the role. In a group setting, if the warrior dies first, they died knowing they did their job to the best of their abilities. Some players are better at holding the agro from the monsters than others, but it’s a common adage that effective tanking is 10% gear, 10% talent build and 80% skill.
A large part of effective tanking is outside the hands of the warrior. One common fallacy held by the players of World of Warcraft is that if a tank loses control of a monster, he’s a bad tank. While this very well could be true, the case could actually be quite the opposite. There is a limited number of things a Warrior can do to generate threat on a creature. Assuming that the skill, talents build are in place and the gear collected, he can build a lot of threat. There is an upper limit to the threat obtainable. When a character is assigned to tank, he will not be generating the majority of his threat from dealing damage to a target. Outside of the Warrior class, dealing damage is the best way to increase threat on a monster. Over a period of time, the threat from damage caused by another character can overcome the threat generated by the tank. In such a situation, as long as the warrior was using all his abilities to their maximum effectiveness, there’s nothing else he could have done to keep the focus of the enemy. A party who knows this, and can manage their own threat makes the tanks life that much easier. At lower levels, the group tends to blame the tank if he loses control of the monster. In the end forty man instances, the smart groups tend to blame the player who pulled the target for not managing his own threat.
Warriors are very dependant on the sort of gear they use. If the goal is to play the higher intensity raid instances, a lot of time will be spent gathering up the equipment. For a tank, there are three main things to look at while gathering gear: Stamina, Armor Rating, and Defense. Stamina gives the character ten hit points per point. That may not seem like a lot, but just like pennies in a piggy back, it starts adding up. Armor Rating lowers the incoming damage percentage. Defense ups the skill of the same name, and lowers the chance that enemies will critically hit the tank by a percentage point for every twenty five points of defense. Thankfully, World of Warcraft offers many different dungeons to crawl in order to gather equipment with all of these perks. On epic pieces of armor, players will find bonuses to blocking skill or dodge percentages, and those are nice too, but those will only come after time spent tanking. There will be a long time when the characters will be relying on uncommon and rare equipment that is
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