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10.2.5
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10.2.6
Overview of Tanking and All Tank Specs
来自 Munkky
[Last Updated]:
2021/03/05
变更日志
补丁:10.2.6
目录
评分:4.8/5
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41
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指南导航
评分:4.8/5
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Does your party need a tank for dungeons? Do you like having control over the pace of a 5 man? Looking to try out a new role, one that revolves around group utility and subjective decisions? Want faster queues? Then it might be time to give tanking a try! With these quick tips, you'll be the master of dungeons in no time.
Learn about the unique qualities of each tank in World of Warcraft Battle for Azeroth so you can decide which class is right for you!
Introduction to Tanking
Picking up Enemies
As the tank, it’s your job to pick up any group of enemies before the rest of your party gets hit by them. Use an AoE skill once you’re within range to quickly bring all the mobs to you. You might also want to use a mobility tool to get to trash before the rest of your party. Whatever you do, never leave your back turned to a group of enemies for long. You cannot dodge or parry attacks that land from behind.
Some examples of Aggroing Enemies
A protection warrior uses
拦截
to charge into a group and hits
雷霆一击
.
A brewmaster monk uses
醉酿投
from range and
火焰之息
when the enemies get close.
A blood death knight drops
枯萎凋零
on a group and follows up with
血液沸腾
.
Active Mitigation
After you grab a trash pack, you will probably want to use a defensive ability to reduce incoming damage. Abilities that heal or reduce damage are commonly called “active mitigation”. Each tank has a cheap active mitigation ability that they can use almost immediately after pulling a group.
Each tank class has a unique active mitigation toolkit. Some can reduce damage really well, some can heal really well, most are somewhere in the middle. Learning to manage your resources and use your abilities when they’re most needed is key to mastering a tank.
Some examples of Active Mitigation
A vengeance demon hunter uses
恶魔尖刺
at the beginning of a trash pull to smooth incoming damage.
A guardian druid builds up rage to use
铁鬃
before a boss finishes a deadly cast.
A protection paladin saves
荣耀圣令
so that when their health drops low so they can quickly heal.
Controlling Enemies
Enemies rarely behave exactly as you wish, but as a tank it’s your job to try to get them to do just that. Here are some common scenarios you might encounter:
Losing threat
: If an enemy is out of your range and gets attacked by someone else, it’s likely that enemy will forget all about you. When this happens, taunt that enemy back to you and hit it with your strongest abilities.
Ranged Enemies
: If an enemy that can attack from afar won’t come to you, you can either interrupt it, line-of-sight it, or, if neither of those work, throw your own ranged attacks on it to at least keep it from aggroing your party.
Large Groups
: If there’s more than three or four enemies in a pull, you should consider crowd control. You might have to ask your party to help you out, or you could just depend on your own abilities. Some tanks have crowd control that can be used before the pull, like a demon hunter’s Sigil of Misery, and some tanks have abilities that can be used in the middle of combat, like a monk’s Leg Sweep. If no crowd control is available, use a strong defensive cooldown at the beginning of the pull.
Common Dungeon Mechanics
As a tank, there are a couple patterns you might notice when running dungeons.
Check the Dungeon Journal!
There's always a quick summary of each fight in the Dungeon Journal that will tell you the important things to watch out for.
Cleave
: Some enemies can hit all targets in front of them. This is usually telegraphed by a pie-shaped ground effect or a slicing spell effect. To combat this, keep enemies facing away from your party.
Active Mitigation check
: Some bosses have a special ability that is greatly reduced by using damage reduction before the ability lands. This mechanic is often telegraphed by a cast bar that can’t be interrupted. React to this by using your abilities that grant damage reduction.
Add pickup
: Sometimes a group of trash or a boss will summon more enemies. Ensure your strong AoE abilities are available for these moments.
Ground effects
: Most of the time, if there’s something on the ground, you should not step in it. Try to tank enemies outside of these effects so that both you and your party can attack them in relative safety.
Projections
: Similar to ground effects, some enemies will cast a spell that marks the area of effect with a circle or pie-slice. Run out of the area before their cast finishes to avoid deadly damage.
Enrage
: Some bosses hit progressively harder the longer the fight goes. Ensure your strongest defensive cooldowns, like Shield Wall or Fortifying Brew, are available for these moments.
Interrupts
: Many enemies will try to hit you or your party with a casted spell. If a cast bar doesn’t have a shield on it, it can and probably should be interrupted.
Tank Classes
Which tank you should play is a personal choice. While different tanks excel at different mechanics, balance is close enough that you can safely choose whichever class best suits your desired playstyle.
Blood Death Knight
Fantasy:
Blood Death Knights wield the powers of the San'layn, using their abilities to control their blood and harness the life force of their enemies to sustain themselves.
Resources:
Blood DKs use Runes and Runic Power as a resource. Using abilities such as
心脏打击
to generate Runic Power, which is spent on Blood's main mitigation ability,
灵界打击
.
Damage Reduction
The Blood Death Knight signature spells are
灵界打击
and
骨髓分裂
, which applies
白骨之盾
. Using these spells and
精通:鲜血护盾
allows them to mitigate damage and heal back the damage they have taken, making them more self-sufficient tanks.
Defensive Abilities:
Blood Death Knights have several defensive cooldowns with tailored uses.
吸血鬼之血
is your main defensive cooldown. This increases your health as well as your healing received from all sources. You also have a unique defensive in
符文刃舞
, which increases your parry chance and summons a rune weapon that duplicates your spells.
冰封之韧
is your strongest defensive cooldown overall, and is often your last line of defense.
反魔法护罩
is a strong cooldown against magical damage, and more significantly prevents the application of debuffs applied while it is active.
Unique Mount:
DKs gain 3 unique mounts to their class.
阿彻鲁斯死亡战马
,
黑锋骸骨狮鹫
, and
邪嗣征服者的腐朽缰绳
.
Armor:
Plate
Vengeance Demon Hunter
Fantasy
: A demonic elf who uses the magic of the Legion against them. A vengeance demon hunter is an aggressive, fast-paced tank that rips souls from the enemy to use for their own benefit.
Resources
: Pain, generated via attacks. Soul Fragments, which are minor healing orbs that spawn far from the demon hunter and are consumed by various abilities.
Damage Reduction
:
恶魔尖刺
, which increases your armor and increases your chance to avoid attacks.
Healing
:
灵魂裂劈
and
幽魂炸弹
, pain spenders that cleave enemies and heal you, as well as Soul Fragments.
Basic Rotation
:
烈焰咒符
to pick up adds. Fill empty spots in your rotation with
裂魂
(When not taking Fracture). Using souls on
幽魂炸弹
for damage and healing.
Mobility
:
地狱火撞击
, which is a ground targeted leap on a short cooldown.
Defensive Cooldowns
:
烈火烙印
, a strong single target defensive ability on a short cooldown.
恶魔变形
, an offensive and defensive ability that increases health and Pain generation.
Armor
: Agility leather
Guardian Druid
Fantasy
: A ferocious bear that wields the brutality of nature and claws to survive large amounts of damage. Very little can get through a guardian druid’s thick hide, and whatever does can be healed with nature magic.
Resources
: Rage, generated via attacks (both auto-attacks and special attacks), used for active mitigation.
Damage Reduction
:
铁鬃
, which increases armor to reduce most physical damage.
Healing
:
狂暴回复
, heals you for a percentage of your maximum health.
Basic Rotation
:
月火术
to pick up a single target.
痛击
to pick up adds, use on cooldown.
裂伤
on cooldown. Fill empty spots in your rotation with
横扫
.
Mobility
:
迎头痛击
, a short-range charge and interrupt.
狂奔怒吼
, a group-wide sprint.
Defensive Cooldowns
:
生存本能
, a strong damage reduction on a moderate cooldown.
树皮术
, a small damage reduction on a short cooldown.
Armor
: Agility leather
Strengths
: Strong physical damage reduction and healing capabilities. Can fill multiple roles, like healing and damage dealing, in a pinch.
Learn more in our guardian druid guide!
Brewmaster Monk
Fantasy
: A master of martial arts who excels in smoothing damage. A brewmaster is always prepared, using the resources they have on hand to decide how to survive.
Resources
: Energy, which is spent to generate Brews, a resource shared between their damage reduction abilities. Ox Orbs, which are a unique healing resource.
Damage Reduction
:
铁骨酒
and
活血酒
to smooth damage intake and to reduce damage taken.
Healing
:
玄牛之赐
drops healing spheres around the monk, providing a strong heal when walked over. They can also use
移花接木
to draw the
玄牛之赐
orbs to them without walking over them.
Basic Rotation
:
醉酿投
on cooldown and to pick up adds, and spend extra energy on
猛虎掌
. Both of these will generate brew resources for active mitigation. You can also use
火焰之息
to pick up adds, and fill empty places in your rotation with
幻灭踢
.
Mobility
:
滚地翻
, which provides a flexible and frequently usable quick burst of movement.
魂体双分
, which is a teleport that requires planning ahead for quick long-distance movement.
Defensive Cooldowns
:
壮胆酒
, a particularly strong defensive ability on a long base cooldown, but can be greatly shortened through active play.
禅悟冥想
, a great tool to deal with damage on a long cooldown, but harder to time against instant abilities. Other options are available through talents.
Armor
: Agility leather
Protection Paladin
Fantasy
: A classic holy warrior who combines light magic and a shield to defend themselves and allies. A protection paladin excels at timing their defenses precisely, weaving in intricate rotation of spells to protect themselves and allies.
Resources
: Protection paladin resources are unique in that while they have mana, it isn’t important for their primary spells. Instead, most of their abilities are cooldown limited, like
正义盾击
, and some of those cooldowns are reduced by other abilities, like
审判
.
Damage Reduction
:
正义盾击
, which is a short-lasting but powerful damage reduction tool.
Healing
:
荣耀圣令
, which is a heal on a moderate cooldown that recovers more health the lower your current health is.
Basic Rotation
:
奉献
to pick up adds, repeat on cooldown.
审判
on cooldown. Fill empty spots in your rotation with
正义之锤
and
复仇者之盾
.
Mobility
:
神圣马驹
, a very fast sprint on a moderate cooldown (where you ride a horse).
Defensive Cooldowns
:
远古列王守卫
, a powerful damage reduction ability.
炽热防御者
, a moderate damage reduction cooldown combined with a life-saving element.
圣疗术
, a very strong healing ability with an exceptionally long cooldown.
Armor
: Strength plate
Class Mounts
: Paladins have special mounts--
银色军马
from the Argent Tournament, and two mounts for each race (
召唤主教的雷象
and
召唤大主教的雷象
for Draenei,
召唤烈日行者科多兽
and
召唤巨型烈日行者科多兽
for Tauren,
召唤萨拉斯战马
and
召唤萨拉斯军马
for Blood Elves, and
召唤战马
and
召唤军马
for Blood Elves and Humans).
Flavor
:
神圣宝典:静思
teaches
静思
. Sold by
军需官米兰达·布利洛克
in Light's Hope. Horde paladins can also get
血骑士战袍
from
黑暗的武器
.
Protection Warrior
Fantasy
: A traditional plate-wearing knight who uses their sword and shield to block damage and control their enemies. A Prot warrior is a master of the shield, using it to prevent and inflict large amounts of damage.
Resources
: Rage, generated via attacks and taking damage, used for active mitigation.
Damage Reduction
:
盾牌格挡
, which reduces damage taken from autoattacks.
无视苦痛
, which absorbs damage.
Healing
: Very little baseline healing, limited to
乘胜追击
, which is a large heal only usable soon after killing a target.
Basic Rotation
:
盾牌猛击
to pick up a single target, continue to use on cooldown.
雷霆一击
on cooldown.
复仇
to spend excess Rage. Fill empty spots in your rotation with
毁灭打击
. Some of these attacks can directly grant Rage, and all of them can reset the cooldown on
盾牌猛击
.
Mobility
:
拦截
, your standard charge to an enemy or friend.
英勇飞跃
, a ground-targeted leap on a longer cooldown.
Defensive Cooldowns
:
盾墙
, your the ultimate damage reduction tool.
破釜沉舟
to increase your health.
挫志怒吼
, an AoE defense on a moderate cooldown.
Armor
: Strength Plate
Flavor Effects
:
烈焰开道雕文
to burst into flames,
雷霆一击雕文
to make your Thunder Clap call down lightning from the heavens, and
龟裂创伤雕文
to look bloody.
About the Author
Sunnier writes about tanks (primarily Brewmasters and Vengeance) on her blog,
Sunnier's Art of War
, and talks about tanks on her podcast,
TankCast
.
Website:
Sunnier's Art of War
Podcast:
TankCast
Twitter:
@SunnierBrew
标签:
PvE
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评论
评论来自
Ranlor
On my DK, I've been able to tank heroics all to easy (I heard they were going to be hard? lol) I haven't tried lfr (maybe I should) but blood DKs seem really easy and I love to play one.
评论来自
Kelborn
With regards to Protection Warriors "Holding Aggro", you've got it wrong on one point, and a bit misleading on another. While Revenge and Shield Slam
are
key abilities, it's Devastate and Revenge that will hold your Single Target threat and Thunder Clap (Deep Wounds) for any sustained AoE.
Revenge is good burst damage and threat, but what's really going to hold mobs on you in AoE is the Deep Wounds bleed applied by Thunder Clap, which should be used on
all
multi-target encounters - not just "large groups". Basically, don't
just
use Revenge on small groups, which is what you're seeming to say. In addition, Heroic Strike with Glyph of Cleave should be woven in as well whenever you have extra Rage to dump (if you have it Glyphed, of course).
Shield Slam actually does pitiful damage. It's Devastate combined with Revenge and Heroic Strike, plus the Deep Wounds bleed that it applies, that do your ST damage and threat. Not to mention Execute if Sudden Death is talented. Shield Slam is
NOT
for damage/threat; it's for generating Rage to use with other abilities.
I know this isn't a full guide and just intended as a "primer" for new and returning tanks, but you might as well have the info be accurate if you're going to tell people ability usage and priority.
So, here's a "Fix'd" version of your
Holding Aggro
section:
Use
盾牌猛击
and
复仇
on cooldown to generate Rage, and whenever their cooldown gets reset. Use
Devastate
and
Execute
, when available, along with
Heroic Strike
between those cooldowns on Single Target. For AoE, use
雷霆一击
on cooldown to keep the
Deep Wounds
Bleed on all targets, and
Heroic Strike
if
Glyph of Cleave
is taken.
You could probably make that a bit more consicse, but it's far more accurate than what the guide currently has.
For some odd reason the Markup Tag doesn't work for Heroic Strike, Devastate, Execute, Deeps Wounds, and Glyph of Cleave... but works for Shield Slam, Revenge, and Thunder Clap? Weird.
评论来自
Alonon
New blood dk is such a disappointment. I guess they couldn't be on top forever.
评论来自
honorshammer
"A protection paladin saves Light of the Protector so that when their health drops low so they can quickly heal."
A Tankadin wants to use LotP on cooldown. Over typical 5 minute boss fight, you can get a potential of 20 LotP casts (more if you talent Righteous Protector). I know the temptation is to save it for when you are low because it heals for a percentage of lost health, but we still have Lay On Hands for that big emergency heal.
In addition, once you get your Artifact, the major trait Light of the Titans adds a small HoT to the LotP which you will want to keep rolling by frequent casts.
"Excellent group utility, like blessings,"
Protection and Holy Paladins no longer have access to group buff Blessings, but do have situational Blessings (Freedom, Spellwarding, Protection).
Consecration is an important element to your Active mitgation as your ShotR is 20% stronger when you are standing in your Consecration.
评论来自
Outzyder
Great read. Also been following your blog for a while now.
Only thing I am missing is "Tank positioning" in relation to everyone else.
Turning mobs/bosses away from the rest of the group seems to have gotten lost more and more since they "removed" hitrating and expertise.
Also taunting a boss and then positioning yourself (or not), has found his way into even some of the Mythic raids I have been in.
The whole "Stack on top of your co-tank & then taunt off" seems to slowly disappear.
Which has caused personal annoyances I have to admit. Specially on Tyrant Velhari, with the contantly moving of the boss and the add everytime there was a taunt swap. When all they need to do is stand on top of eachother and do the swap.
Anyways, enough ranting.
Looking forward to reading more on your blog!
评论来自
Bogdanov89
Nice guide, good and fast read.
Minor suggestions: if you can write the advantages (and weaknesses) of each tank spec, even just a few words is great.
And under prot paladin healing there seems to be a broken wowhead link leading to some healing themed spell.
贡献
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