The Ultimate Mythic+ Tanking Guide (WoW: Dragonflight)

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Tanking in mythic plus often scares players away  from even trying. Not only are you responsible   for keeping yourself alive, but you have to  manage the route, take into account the team   you're playing with, the affixes, the dungeon,  and you're the one everyone will look to for   answers mid keystone giving you no opportunity  to learn for yourself. This guide will aim to   be these important moments for you to learn how  to manage basic tanking as well as all the tank   responsibilites and I promise you'll end this  video more confident and more informed about   tanking any level of mythic plus. Before we  get into it, here's an important disclaimer,   this video was made pre-dragonflight release but  everything in this video is fundamental meaning it   won't matter when you're watching this, it will  always be relevant. Any addons or weakauras I   mention in this video, if they ever change or  are updated by something better I will update   those links in the description constantly so  you don't have to worry about that either. The   description might also be incredibly long so make  sure to check the top pinned comment as well for   updated links and notes far in the future. With  that, let's begin. First you want to pick what   tank you want to play. All tanks can do almost  any type of content. Not all tanks will tank   the bleeding edge of keys but if you're not  literally on the top of the key leaderboards   any tank will perform very well. Blizzard  has historically been bringing tanks closer   and closer in balance and unless something  is bugged or goes catastrophically wrong,   this trend should maintain, especially in the  long run. Here's a quick rundown on what each   tank plays like but I wanna mention a few content  creators on screen who play some or all of the   tank specs that you should watch to get an idea  for how each tank spec performs. There's lots   of other amazing tank players to watch but these  are specifically the ones I personally watch and   can recommend you watch as well. Now for the  rundown of how each tank spec feels to play.   Remember that even if a tank is good in the meta,  if you do not enjoy it or don't understand it,   you'll be better off picking something else, just  because something is at the top of tier lists,   doesn't mean it's best for you the individual.  Blood DK feels like a case of don't get one shot,   and use banked runic power to heal up via death  strikes. The more damage you take, the more you   can heal. Blood will look very impressive on the  meters but is the spec that in my opinion has the   most direct player control over whether or not  you live. A good Blood DK can live without major   cooldowns in situations where a worse DK would  need those cooldowns. Vengeance DH has a similar   snapshot healing style to blood death knight  but with more mobility, and with gaps in its   mitigation which requires preparation and quick  thinking. The resource management isn't as intense   as DK, as it relies a lot on cooldowns as well.  It feels kinda similar to blood overall but has   safety nets such as a very powerful cheat death,  so it ends up being more forgiving. Brewmaster   Monk has built in mitigation because they stagger  most damage, spreading it out over many seconds,   while leaning on absorbs as well as tools they  use to cleanse their stagger, effectively deleting   incoming damage before it even happens, they also  have high mobility, and feels easy at first but   is very hard to master and is also decently APM  intensive. Prot Warrior is a very fast tank, in my   opinion it's the highest APM tank at the moment,  it also requires active management of mitigation,   nearly nothing is passive but the cooldowns you  have access to are very strong. Overally prot   feels like a very balanced tank playstyle that  has an equal reliance on cooldowns as well as a   blisteringly fast rotation. Probably the most  difficult tank at first, but it's my personal   favourite tank spec to play when the tuning is  right. Very very high APM tho. Protection Paladin,   is similar to warrior in that you have a shield  and blocking is a core part of your class,   paladin also requires active management of  cooldowns but not as much as warrior, and trades   a lot of warrior's mobility for a ton of healing  and massive external immunities and cooldowns to   help the party. Prot's defensive gameplay also  shares a lot with its damage rotation so you   will passively do decent damage but mistakes are  heavily punished as without your defensive buffs,   or if you move out of your consecration, you are  very very squishy. Bear Druid presents a heavy   cooldown reliant spec, the core of the spec is  a simplisitc rotation but that does not mean its   necessarily easy all the time. The defensive  cooldowns present a balance of mitigation,   healing and absorbs. But being a cooldown reliant  class means its especially punishing on mistakes   but it's not a case of you mess up and you die,  it's moreso a case of you misuse cooldowns then   you come to a dangerous pack without the cooldowns  you need to survive. And then you die. Now this   video isn't gonna go over every tank rotation in  detail, that's pretty much as indepth as i will   pick apart each spec. I'll have anecdotes on them  all here and there, but i'm expecting you from   this point to know what your spells do and have  a general talent build and legendaries or tier if   those things exist when you're watching this. You  just wanna have the basic tools necessary but you   do not need a lot of item level. It's incredibly  surprising how much a tank can be undergeared   comparative to the content it's trying to do. Make  sure to reference those tank players I mentioned   if you feel confused or are stuck just choosing  a spec. And of course feel free to come back   to this video for a referesher at any time. Now  that you've picked a tank. You need to practice,   it's important for your effectiveness as a tank,  and also it'll make it more fun later on if you   practice how to be tanky without a group to bail  you out before you die. Go into content that is   higher than you're geared for. So for example  if your tank is around heroic dungeon gear,   you're going into a mythic 0 dungeon. However if  you have a higher keystone that's perfect, you're   gonna be breaking your key a lot but it'll be  worth it i promise. Now this exercise is exactly   what I do every time I roll a new tank alt and in  my opinion it's the fastest way to get comfortable   with tanking. This'll take you about 30-45 minutes  but feel free to stay on this stage for as long as   it takes because each person learns at a different  pace. Go into a dungeon at the difficulty that   you chose, or keystone level you chose and your  goal is to find a pack of mobs that can kill you   but doesn't have any overly complicated mechanics  that was clearly made for 5 people. I'll update   the description with the current best dungeons  for this as time goes on. Now that you're in the   dungeon or key, pull the first pack of mobs and  don't press any buttons. Just walk into them. If   you live for more than 10 seconds, the content  you're doing is way too easy for your gear,   so bump it up a difficulty level if you can. If  you're in a keystone and that's all you got then   we'll have to work with that. Pay attention to  how fast you die, and write it down. That's how   fast you'll die if you freeze up and panic mid  pull in an actual M+. Now pull that pack again,   and only use abilites that have a cooldown of  under a minute. So remove any abilities on your   bar that is a one minute cooldown or longer.  Chances are the first few times you do this on   a new tank you won't live much longer than when  you didn't press any buttons at all. The goal   is to keep trying this until you feel like you're  living as long as you possibly can with only using   short cooldown abilities. It'll take a few tries.  The reason for only using short cooldowns is   because these are the things you are going to have  available to you at every pull in every dungeon. A   big mistake I see new tanks doing is over reliance  on their massive cooldowns to the point where once   they mess up and don't have a cooldown available  they just panic and die. Once you get caught in   a loop of just relying on your biggest cooldowns,  that's a really really hard habit to break and it   leads to a lot of unfun frustration. Every time  you die doing this, open up deatils and switch   to the Damage Taken by Spell section to see a  breakdown of what types of things are dealing   the most damage to you, and also open up the  deaths log to see what is actually doing the   killing blows. It's really important that you are  using the proper types of rotational abilities to   defend against that type of damage you're taking.  For example if you're dying to magic casts,   spamming iron fur as bear, shield block as prot  warrior or shield of the righteous as prot pala,   or demon spikes as vengeance may not be your  best options. When paired with some talents   things like blocking as paladin or warrior may  help spells. But if you're pressing an ability   that gives you armor or physical block chance  against a hard hitting spell, it isn't helping   at all. Similarly, pressing spell reflect as  warrior, or anti magic shield as blood dk if   you're dying to melees is literally not doing  anything. Just pay close attention to tooltips,   in the context of how your specific tank spec  works and make sure you're using the correct   rotational defensives for the situation. Damage  Taken by Spell window is also really nice just   to have open when you're tanking new dungeons.  Now that you've probably died like 20 times,   ideally living longer and longer each time. If  youve somehow been able to kill the pack, i think   you might be overgeared for whatever dungeon  level this is. But the next step is to perform   as you were before on the same pack except now you  can use all your cooldowns. MOST tanks, depending   on the current tuning, your gear, and what  level of dungeon you're doing, and the affixes,   should be able to live indefinitely. Even tanks  that do not have or aren't known for self-healing   do have ways to make their effective health  massive and/or using absorbs or moments of heavy   damage reductions to clawback hp. Specs like blood  dk, prot paladin or vengeance should absolutely be   able to live indefinitely. You can pull bosses if  you get to them, but most bosses are not designed   to be just soloable and at that point you'll live  almost certainly but you won't really learn much   soloing a single target boss over 10 minutes. Just  keep playing that pack or any similar packs nearby   and feel free to run out and reset the dungeon or  drop your key level accordingly. Just make your   goal living longer and longer each time, until  you get to the point that you are living until   all your cooldowns come back up a 2nd time. What  makes this entire thing so effective is that you   have no safety net, no dps or healer to fill gaps  in mistakes, but also there's no one else to see   you die over and over. After you feel super  confident in whatever dungeon you chose to do   this - and remember I'll keep a running list of  dungeons that I think are really good for this in   the description. Your next play should be go into  that same dungeon or whichever dungeon you feel   the most comfortable in, and run it with a group,  pug or queue in to one. If you're not comfortable   spend more time in the dungeon by yourself until  you are, and again remeber to reference or watch   the players I mentioned earlier, they all have  lots of detailed tank guides per class and lots   of vods and videos to see what they're doing  in every dungeon. Then try to apply what you   see there in your own solo adventure. If you're  like me, you probably just spent an hour or two   in that dungeon. Now that you've mastered your  tank's basic rotation and cooldowns, you need to   understand how to pull mobs in a dungeon and how  to manage threat. Let's talk about what you do   NOT do when pulling packs. Do not pull every pack  by hitting one mob then hiding behind something,   that is some 2008 style of tanking and not  only will your healer get agro 90% of the time,   but it's super annoying and frustrating as a  DPS player when there's a 20 second wait period   for the pack to run to the tank each pull. Not to  mention if there are ranged mobs in the pack, the   entire group will have to LoS behind something to  get them to run to you, further delaying the start   of the pull. There are of course some situations  you'll need to pull some mobs back, like when the   pack is in a boss room with a patrolling boss,  you'll definitely need to pull that back, and   that's best done by throwing a couple abilities  and hitting them for a couple seconds then   running back while throwing out any interrupts  or silences your spec has access to. This way you   have a decent buffer of threat on the mobs so that  they don't just start massacring the team on their   way back. Whenever you're running into a pack  that does not need pulling back, which is nearly   every single pack in the entire game. Your goal is  to run INTO the pack, not to the side, not behind   them. But you want to enter the pack, so you're  in range of all the mobs and they're in range of   your interrupts and basic abilities, this ensures  that you can start damaging the mobs as fast as   possible so that when your DPS rips in after  a second or two, you have the best chances of   not losing agro. This'll be especially important  for mobs that are casting since they have a much   higher inclination to start casting on the healer  since they may not be one of the first mobs you   damage going into a pack, which is why it's super  important to have them in range of your interrupt.   And your goal should be to pull the melee mobs on  top of the range mobs, that's just simply the best   way of grouping up a pack. The melee mobs will  follow you around but if you don't have enough   kicks the range mobs will stand outstide of the  clump, so just always aim to bring the melee mobs   on top of ranged archers or casters. All tanks  have a toool to make grouping much easier, things   like prot paladin shield silence, DK grips, Demon  hunter silence sigil, bear typhoon vortex, warrior   spear of bastion/challenging shout are extremely  helpful in grouping up the pull. Then at any point   in the pack if you're losing agro, you'll want to  pay attention to that and have your taunts ready.   As soon as you lose agro on something you should  be able to click it and taunt so that no one dies.   Having nameplates that change colour or warn you  when you're losing agro makes this a lot easier.   If you're a tank with large up front burst damage,  like prot paladin's divine toll or brewmasters and   their kegs, or vengeance with sigils and fel  dev, you may save taunt for when you're losing   agro. But some tanks - like when this video is  made - blood DK is one of them that will need to   use death grip and taunt to maintain agro at the  very start of the pull but once their damage and   diseases ramp up they can hold agro until the  end of the pull. Also always pull bosses and   singular minibosses with taunt, if the boss hits  a DPS or a Healer it's almost always going to one   shot them so you absolutely cannot lose agro on  a boss. And finally, if the boss is rooted in   the ground there is most definitely going to be a  mechanic where the boss nukes the group if there   is no tank in range. So be very careful when  fighting bosses for the first time that don't   freely move around or follow you. Alrighty so  we've covered mastering your rotation and managing   agro, now on to the tools you need when tanking  mythic plus. Remember anything I mention will be   linked in either the description or the pinned  comment. Firstly, of course make sure you have   the updated versions of DBM or big wigs as well  as the current patch's dungeon weak aura pack.   But there's some other things I think are really  crucial. Being able to place markers quickly is   important. World markers have been in the game  for nearly 2 decades so even inexperienced players   will know that a marker requires their attention.  I quickly drop markers on the location of pulls,   so if I want to combine 3 packs together, I'll  drop some markers in the middle so players know to   focus their attention there, and usually once they  see me pulling the packs back they immediately   know that the markers mean the location of the  pull. However do not use markers using the marker   bar in whatever boss addon you use. There's a much  easier way. In Details, the damage meter addon,   click the cogwheel to open up the menu and go to  Auto Run Code, then make sure the dropdown tab   says on initialization. Copy and paste this code  from this description and save it there. Then head   to your macros and copy paste this in a macro  then reload your UI and you can drag that macro   to a bind, join a group and test it out. You press  whatever key you bound it to then click and it'll   drop a marker. Then you can do this multiple times  to drop more markers and it will rotate through   them all. This means you just have to press one  singular keybind to drop many markers. The way   this whole things works is basically details  is auto running that code when you log in,   that creates a hidden button that drops markers.  Then the macro is enabling you to press that   button. The reason for using Details is just to  run the code on log-in, otherwise you'd have to   rerun that code in your chat every single time you  logged in or switched characters or reloaded your   UI. Deatils is just the tool to simplify the  process. Now that you're able to place markers   to let the team know whats going on, you need  to know if the team is ready for whatever it   is you're pulling. For this we download the  addon omni CD. This addon is super simple,   it'll add people's cooldowns to your party frames  so you can see what's available at any moment. I   only have major dps cooldowns added as well as the  healer's external cooldowns as well as any major   crowd control or utility buttons like monk leg  sweep or druid's typhoon vortex. My recommendation   is to keep it simple, it's really easy to make  your omni CD super cluttered but like the rest   of your UI you want to make it only show essential  information as if it shows too many things you'll   just end up ignoring half of it. The last thing  you'll want is optional but it'll help. No matter   what season or patch you're playing, there will  be Tank Frontal weak auras as well as Mythic Plus   auto marker weak auras. You can always head to  wago.io and search for either "tank frontals" or   "auto marker" and usually the most recently  updated one with a lot of downloads is the best.   I'll try to keep these updated in the description  also but weakauras like these are updated VERY   frequently so I don't make any promise that I'll  be able to keep up but i'll try. The Tank Frontal   aura simply yells when there's something on the  tank, so it'll say watch cleave, watch frontal,   basically just warning messages in say chat but  if you don't like the spam it's not necessary it   just helps. The auto marker weak aura will simply  mark mobs in dungeons that have dangerous casts or   things that need to be paid attention to, but it  does this automatically when you get into combat   with the pack which means one less thing for you  to worry about. To round out the UI section, just   make sure you update your addons and weakauras  very frequently. Having outdated weakauras   that are making false callouts are really bad. So  if you can't keep things up to date it's best just   to not use them. Before I move on to the final  part of the guide, which is the most important,   let's quickly talk about routes and how you  decide what to pull in a dungeon. The best way to   do this in my opinion, is to watch better tanks.  Remember those tank players I mentioned earlier,   just go watch them play a dungeon and see their  route and try to copy it as long as it's not   super complicated.The other way is to browse the  website keystone.guru click the dungeon you want,   and then find the popular runs for the current  week's dungeon affixes. Then you can open it up   and browse and see what they do. The final way  is to simply go to raider.io or wowhead and use   their weekly routes. My only problem with this  and this also applies to running any routes,   is blindly running a route is kinda pointless.  You need to understand why the routes combine   certain packs, why their skip certain packs, and  what pathing they take and this knowledge really   just comes from playing the game. So my advice  is to try to think during the dungeon why is the   route doing this, and if a route does not combine  2 packs that are next to each other, try combining   the pulls one day and see what that route was  trying to avoid or what's dangerous about it.   A lot of the time, popular or weekly routes are  very catchall, meaning they're to make what the   author subjectively thought was the easiest and  most simple route for most group comps. However,   that may not be the easiest or simplest for  your group, so just something to always take   into consideration. The final part of this  guide is the most important and by far the   hardest to teach. The tank role in mythic plus  is way more than just tanking mobs and not   dying. You're responsible for the pacing of  the dungeon, how large the pulls are as well   as making sure the group has an understanding  of where you're going and what you're doing. If   you're not prepared to openly communicate what  you're doing with the team then you won't have   fun tanking and you'll also be making everyone  else have less fun. And at the end of the day   we're playing games to have fun. Make sure your  group is always updated with what you're doing,   let them know you're pulling back, let them  know you're doing a small pull now then a big   pull later, but most importantly treat mythic  plus like a blameless game. Sometimes you will   encounter toxic players and that's just the way  things work on the internet and it's not your   job to be a psychologist for anyone mid key so  in those situations it is best to quickly move   forward and get out of the dungeon as fast as  possible. However it's important to make sure   that from someone else's perspective you're  not the toxic tank. If someone dies to agro,   just type care agro or something simple,  there's no use flaming someone for Blizzard's   archaic threat and agro system. Even if you  mess up and die, just release and run back,   or accept a quick battle rez. It's much better to  get up and keep running than to start frantically   apologizing in party chat. Similarly if mechanics  are failed but without any instruction, there's   just absolutely no grounds to say anything in chat  except new instructions about what should be done.   If you go into a pull with an absolute group wide  one-shot cast, and no one says anything pre-pull,   then no-one interrupts and you wipe, there's no  one to blame at all. You can't expect every single   player you pug with to know everything about every  mob. Now if you typed kick that cast and the name   of the cast prior to the pull and no one kicks  it, well first of all why didn't you kick it,   but if you couldn't then just reinforce with  the group that if that cast isn't kicked, the   dungeon simply can't be completed. Mythic plus is  a small group size, you're just there with 4 other   people, so destabilizing just one person could  completely ruin the entire run and end up with no   one having any fun at all. Also it's ok to stray  from your route or plan, in certain situations.   Like let's say you wanted to combine 2 packs,  but after you pulled the first pack, the DPS   ripped all of their cooldowns, and because you're  running omni CD, you'd know that. It's ok to just   stop and kill this pack, it's obviously slower for  the dungeon but sometimes people make mistakes and   the tank adjusting to those mistakes helps smooth  the dungeon out a lot. You're not expected to be   able to cover everyone's mistakes, but it's just  a good thing to keep in mind. And as the tank,   people will listen to you, 9 times out of 10.  So if anything cringe is happening within the   group or in comms. I guarantee you as the tank if  you say something, the situation will get better.   Dungeons can be completed without a dps, or with  bad dps, they can be completed without a healer   or with an off-healing dps. But dungeons cannot  be completed without a tank and people know that,   so your hidden job as tank is to be the voice  of reason. If you're super short tempered or   generally annoyed with people, I really don't  think you'll enjoy tanking cuz while the tank does   have good control in carrying a dungeon, there are  things you are completely helpless with as tank,   and that can be a trigger for heavy frustration.  But that about sums it up, hopefully this video   was a good comprehensive introduction for you  to start getting into tanking. If you haven't   subscribed yet, let me know what I did wrong and  I'll try to fix it. That's all for now tho, later.
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Channel: IVIV
Views: 136,904
Rating: undefined out of 5
Keywords: world of warcraft, pve, world of warcraft shadowlands, world of warcraft 2022, blizzard entertainment, mythic plus guide, tanking in wow, tanking guide season 4, mythic+ guide, mythic+ season 4, wow dragonflight, shadowlands season 4, dragonflight wow, dragonflight tanking guide, dragonflight M+ season 1, M+ tanking guide, M+ tanking guide shadowlands, M+ tanking addons, wow tanking addons, wow beginner guide 2022, beginner tank guide wow
Id: zfHw0EeDvNQ
Channel Id: undefined
Length: 18min 37sec (1117 seconds)
Published: Mon Sep 19 2022
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