Can Priests Tank? - Priest Tank Guide
Caperfin last edited by Caperfin
Hi, my name is Caperfin and welcome to my guide! I am know in the community for pushing WoW to its absolute breaking point during my +6 years of playing it and have redefined what classes can do. Today, I will be broaching a subject that is near and dear to me. It is my pleasure to feature one of the most peculiar class that can tank in the game if given the right amount of effort. In the likely situation a subject is not addressed or poorly please bring it to my attention. I expect the same amount of scrutiny from readers as I have put into writing this guide, so don't hold back.
Let me put your fears to rest, Priests are fully capable of tanking 5mans, 10mans, off-tanking and even main-tanking a few raid bosses. Of course, each form of tanking is heavily reliant on personal experience and guild experience. I should specify there are non-traditional factors that make tanking easier, such as generally bad server coding, bugged items/talents and traditional factors such as having: Moonkin Aura , Power Infusion, tier sets, etc... Regardless, of these implementations and their magnitude a few things never change: A Priest's armor will never approach a warrior's armor. This results in a lower mitigation of physical damage. Saying priest tanking is hard or challenging is an understatement and not suggested for new players.
Races play a big part as we are grasping for any amount of extra efficiency possible but before moving to that subject, let's look at factions first. Unfortunately, Horde don't have access to an exorbitant amount of armor, unlike Alliance in the form of Devotion Aura. Alliance also have the added advantage of Concentration Aura and being able to use Light of Elune and Bag of Marbles on the majority of bosses (we will explore why these are important later). I highly suggest sticking to the Alliance faction as they have it much easier than the Horde. The list below, will highligh the best races out there.
- Gun Specialization: Guns skill increased by 5.
- Frost Resistance: Frost Resistance increased by 10.
- Find Treasure: Allows the dwarf to sense nearby treasure, making it appear on the minimap.
- Desperate Prayer: Instantly heals the caster for 1324 to 1563.
- Stoneform: While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor....
What does this mean?: Dwarf focuses its attention on defensive capabilities through Stoneform which becomes useful if you decide to do higher end raiding content.
- Will of the Forsaken: Provides immunity to Charm, Fear and Sleep while active...
- Cannibalize: Feast on corpses, regenerates 7% of total health every 2 sec for 10 sec...
- Underwater Breathing: Underwater breath lasts 300% longer than normal.
- Shadow Resistance: Shadow Resistance increased by 10.
- Devouring Plague: Deals 712 Shadow damage over 24 sec. Its damage will heal the caster.
- Touch of Weakness: Next melee attack on the caster deals 64 Shadow damage & reduce the damage caused by the attacker by 20 for 2 min.
What does this mean?: Undead have Devouring Plague which offers offensive and defensive capabilities. Undead is ideal if you plan on sticking to 5man dungeon content.
How does our angelic friend deal threat? So without further ado, let me demonstrate how to get creatures more mad at you than unusual.
Mind Blast: is first on the list of threat generators as it provokes a tremendously high amount of threat because of its 2x damage threat modifier. Catering to increasing its shadow damage is one of the key objectives a priest tank has to face.
Greater Heal is second on the list and requires all downranked versions of the spell on your action bar. This will come in handy later on.
Prayer of Healing is very close threat wise in comparison to its predecessor. In some situations, it supersedes Greater Heal in threat when many raid members have low health. But its important to remember on average this spell can be a drain on mana compared to other spells in our toolkit even when downranking.
Flash Heal: although, this is fourth on the list it will be our bread and butter safety spell for quenching indecisiveness. This is due to its low cost for heal ratio and its very low casting time.
Oil of Immolation might not seem like much but gravitates around fourth on the list. The reason its exact position is unclear is because we don't know if it requires no actions to be perform for 0.2 for its activation. However, it is undeniably good to use before a boss pull or against multiple mobs. Luckily, they can be bought on the Auction House or simply created through Alchemy with a profession skill of 220. I suggest stocking up on them or the necessary ingredients when they are affordable and depositing a few in the bank for a later purpose. On top of all its benefits, it does not trigger a GCD so you can continue to wreck havoc uninterrupted.
Goblin Sapper Charge is great to generate additional threat but unfortunately has a long cooldown. Luckily, there are other bombs with shorter cooldowns. Regardless, it is a definite must have against multiple mobs. The majority of explosives are created through engineering with the exception of the last one list. Here is the list of explosives centered around threat management:
Firstly, we have Goblin Sapper Charge the highest threat generating explosive and is also instant cast. (shares a 1min cooldown with other bombs)
Secondly, is Dark Iron Bomb deals damage in a 5yrd radius but requires to stand still and a 1 sec cast.
The last one is: Crystal Charge, which deals similar damage to its predecessor but in a 3yrd radius and can be cast while moving. Another similarity is that both can be activated before Sapper is off its 5min CD.
- Major Rejuvenation Potion and similar healing potions, bandages and eating food are last on the list of threat generators and they produce a very small quantity of threat. To be more accurate, the healing threat is global and normally .5x of the amount replenished. Unfortunately, health effects cause no threat if already at maximum capacity. Seasoned players on brisk coherent fights will often pop a heal pot after using a Goblin Sapper Charge or Major Rejuvenation Potion to induce an immense amount of threat. In the same vein, you can use Flask of the Titans and consume a pot or bandage up oneself to generate threat. Healing over time potions do not generate threat. Here is a list of a few food/consumables centered around threat management.
In order of threat:
- Major Rejuvenation Potion is the highest threat generator but it can be expensive.
- Major Healthstone is given to us by a warlock with the talent Improved Healthstone
- Night Dragon's Breath Gives mana & health. Easy to gain so get a large amount and place them in the bank.
- Whipper Root Tuber it only grants health.
- Lily Root is created from a neck item and saves on time, money, etc… (the single root will disappear after 1hr.)
- Major Healing Potion is last because the amount ratio of granted health is on a large spectrum and random.
The items above can relives some pressure from healers as they have to spend less mana to keep you topped off. As you familiarize yourself with a fight and the limits of your raiding partners, it will come intuitively what is the best to use. Its worth mentioning some items don't share a cooldown, thus can follow each other in quick succession.
Here are the two different cooldown categories:
My suggestion is to have a diverse pool of the items featured in this section to cater to any situation that might arise.
Thorns and similar reflective effects to put it simply are passive buffs that deal damage to attacker when hit. Contrary to popular belief as well as many tooltips, reflective buffs will only damage the attacker if they strike you with in melee range. Although, it provides the lowest amount of threat in our toolkit it is still note worthy. Typically, these buffs are great against multiple mobs however they still maintain some relevancy in single target scenarios, especially versus bosses with high attack speeds. There isn't a reason not to have the majority of them. The buffs below stack with each other.
In order of threat:
- Thorns originates from druids & its damage is amplified with a druid tier set bonus & a talent in the balance tree.
- Fire Shield is second and is casted by a warlock's imp and improved by a warlock talent in the demonology tree.
- Crystal Spire is an item any class can cast on you & should be gathered and stored in the bank for later use.
- Razorhide (HORDE ONLY) from completing a repeatable quest in the Barrens from the NPC, Mangletooth a caged quillboar.
- Static Barrier from the head item: Electromagnetic Gigaflux Reactivator. The effect will remain while unequipped.
During the harsh and lengthy process of leveling, select Herbalism and Alchemy. A valid case can be made for also having a lvl 5 alt stationed permanently in a major city to disenchant unwanted items through mail and store items at a bank for later use. Back to the subject at hand, herbalism contributes convenient reagents for alchemy and a strong source of revenue for our eventual endgame professions. It also prevents players from spending an exorbitant portion of time pestering strangers in a major city to craft potions. The objective is straightforward, gather a substantial supply of gold and a bank chock-full of fruitful potions the raid might need.
Next, I advise dropping Herbalism once the quantity of gold in one’s bags is overflowing and adopt the late game profession: engineering to scoop up a few useful tools, such as:
Finally, for secondary professions, I urge grabbing all of them as they all provide valuable assets. In terms of fishing, you can farm those elusive Stonescale Eels that are highly contested after for Flask of the Titans. First aid grants bandages for healing that are great to heal allies.
Aggro and threat from teammates is another daunting obstacle to tackle with. Conveniently, there are ways for heavy hitting classes to reduce their threat. To begin with, ranged classes are highly adored because if they were to mistakenly get aggro, they are likely at that sweet 30-40yrd range, so it's easier to supervise. Also characters standing out of the 30-40yrd range will not draw aggro until they exceed the threat level of the mob's current target by 30% as opposed to 10% for melee classes. Here are a few examples of diminishers or dumps in no particular order.
- Rogue: reduce their threat with Feint & flat out wipe threat with Vanish. It might disrupt their rotation but its appreciated.
- Mage: who have the frost talent: Frost Channeling or the fire talent Burning Soul is their way to reduce threat.
- Druid: who mainly spend their time in cat form have Cower & healing druids can obtain Subtlety from talents.
- Priest: have two of the easiest threat reducers to acquire, within the discipline talent Silent Resolve and the spell Fade
- Shaman: in the restoration talent tree can get the talent: Healing Grace & casting the basic spell: Tranquil Air Totem.
- Paladin: have the basic protection spell: Blessing of Salvation & Blessing of Protection (can halt threat during)
Additionally, there are some threat reducing items that drop in the latter portion of raiding content that are used in raids to combat the threat produced. This is good news because serious petal to the metal fury warriors generate a tremendous amount of threat. So we are grateful for the melee trinket Fetish of the Sand Reaver and the caster trinket Eye of Diminution used by fire mages and destruction warlocks. Advise your high dpser's to keep an eye out for these items. Also, an honorable mention should be made for the potion Limited Invulnerability Potion and Light of Elune for its aggro reassignment effect as well as its halt on additional threat. All that was mentioned is also useful for bosses that reset threat globally due to a unique boss mechanic, a timely potion pop from teammates can help you quickly establish threat. There are some servers, where Flask of Petrification not only removes aggro but the debuff/buff it places can be clickable-off but these instances are rare and its unclear if that was the item's original intention. This guide will continue without considering this item as a key component to tanking.
Crystal of Zin-Malor
You may have noticed healing spells are a part of our healing rotation. This brings me to an important item. This item is responsible for making us tanks in World of Warcraft. To say its necessary for raiding is an understatement, since the byproduct of our healing is responsible for +60% of our threat. I am referring to Crystal of Zin-Malor and its self-inflicting periodic damage which changes each time it's equipped. However, we are not the wearers of this item. Instead it is worn by party members, preferably rogues since they can Vanish and equip another item if healing them becomes to much of a burden. In a similar fashion, they can also Vanish to equip the item to help us with threat. It is recommended, ced rogue(s) are fitted with above average health related buffs or continuously swap it in and out until the damage being inflicted is suitable for you before a fight. Moving forward, the trinket item: Crystal of Zin-Malor will be shortened to: "Crystal".
On the notion of taking damage intentionally, on certain boss fights designated raid members can "stand in fire". This route is riskier but will allow members to avoid wearing the Crystal and keep their original trinket. Another way for players to intentionally receive damage is for designated warlocks to use their basic spell: Life Tap in conjunction with self damage dealing items, such as Demonic Runes or Goblin Sapper Charge. An honorable mention must go out to the food item: Scorpid Surprise, on some servers the damage inflicted is a percentage of health. Other healers in the raid can also wear and use the item Circle of Flame.
As you probably know a character can have a theoretical cap of 32 beneficial buffs. The limit may differ from server to server or what is acknowledged as a buff. Prioritize collecting survival buffs before acquiring damage buffs. Disclaimer: because of the nature and duties of an OT, less damage is taken, therefore, it is not 100% necessary to aim for survival buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. On a side note, I suggest installing NirkBuffRemover/NBR to help with overall buff management and ease of mind. Down below is a table of relevant buffs, separated into sub groups to better highlight their usefulness. Resistance buffs/totems are disregarded.
Blessing of Blackfathom: +5 Intellect, + 5 spirit and increases frost damage done by 15.
Wisdom of Agamaggan: +10 Intellect for 30 min.
Headmaster's Charge: +20 Intellect.
Arcane Intellect: +31 Intellect.
Warchief's Blessing: +15% Melee Haste, +300 Hp, 10 mana regen every 5 seconds.
Mana Spring Totem: +10 mana every 2 sec.
Innervate: Increases Mana regen by 400% for 20 sec.
Brilliant Mana Oil: +12 mana per 5 seconds. (Although, an enchant, it appears in the temporary weapon buff slot.)
Static Barrier: Deals 5 Nature dmg to melee attackers.
Crystal Spire: Deals 12 Nature dmg to melee attackers. (the quest is repeatable and any class can cast it)
Fire Shield: Deals 13 Fire dmg to melee attackers.
Thorns: Deals 18 Nature dmg to melee attackers.(32 dmg talented + tier set)
Flask of Supreme Power: +150 damage done by magical spells & effects for 2 hr. Only 1 flask effect can be active at a time.
Greater Arcane Elixir: +20 dmg dealt from spells & abilities.
Brilliant Wizard Oil: +36 spell damage & 1% spell crit. (consumes a weapon buff slot.)
Traces of Silithyst: +5% dmg to melee, range and spell damage dealt.
Power Infusion: The target receives +20% spell damage & healing for 15 sec.
Shadowform: Increase Shadow damage by 15% and reducing Physical damage done to you by 15%...
Songflower Serenade: Increases a melee, ranged, or spell to crit by 5%, +15 all stats.
Mark of the Chosen: 2% chance when struck in combat of increasing all stats by 25 for 1 min.
Spirit of Zandalar: +10 move speed, +15 all stats.
Mark of the Wild: +384 armor, +16 all attributes,+20 all resistance.
With the Threat Increasing buffs out of the way, lets proceed to look at buffs that increase our chances of surviving a fight. Although, there is no strict order, you should still prioritize getting world buffs before obtaining other buffs. In the scenario some of the following buffs are not obtainable for whatever reason, they will be separated into categories to provide alternative solutions.
Sayge's Dark Fortune of Stamina: +10% Stamina or +10% Armor. (A armor version of this buff also exists)
Dirge's Kickin' Chimaerok Chops: +25 Stamina. (does not stack with other food buffs)
Rumsey Rum Black Label: +15 Stamina.
Power Word: Fortitude (Priest): +54 Stamina.
Mol'dar's Moxie: +15% Stamina overall.
Spirit of Zanza: +50 Stamina, +50 spirit.
Admiral's Hat: +10 Stamina (must be applied by group member & then they logout)
Blood Pact: +42 Stamina (the amount of stamina can be increased through a warlock talent)
The Lion Horn of Stormwind: When hit has a 1% chance of increasing the party's armor by +250. (can have 2 in trinket slot.)
Greater Stoneshield Potion: +2000 Armor for 2min.
Elixir of Superior Defense: +450 Armor.
Crystal Ward (allies can also cast): +200 Armor.
Inspiration (Priest): Increases armor by 25% for 15 sec. (might not stack with Razorhide buff).
Inner Fire:+1395 armor. Each melee or ranged damage hit against the priest will remove one charge...
Power Word: Shield: Absorb 1105 dmg for 30 sec. While active, casting isn't interrupted by dmg. Target can't be ...
Scarab Brooch: Heals give a shield that absorbs damage equal to 15% of the amount healed. (can be item swapped)
Greater Heal Vestments of Faith tier set bonus 4/4 (Priest): On critical hits, cast shield absorbing 500 damage.
Greater Heal Renew Vestments of Transcendence tier set bonus. GH is now a Hot & equivalent to a rank5 Renew.
Rejuvenation (Druid): Heal for 888 over 12 sec.
Regrowth (Druid): Heal for 1064 over 21 sec.
Renew (Priest): Heal for 970 damage over 15 sec.
Dampen Magic (Mage): Decreases damage from spells by 135 & healing spells by 270. (increasable through a mage talent).
Amplify Magic: Increase dmg taken from spells by 112 & healing spells by up to 225. (increasable through a mage talent).
Devotion Aura: Gives 735 additional armor to party members within 30 yards. Players may only have one Aura on them per...
Healing Stream Totem: Summons a totem for 1 min that heals group members within 20 yards for 14 every 2 seconds.
Grace of Air Totem Summons a Grace of Air Totem increasing the agility of party members within 20 yards by 77.
Stoneskin Totem: Reduce melee damage taken by 30. (effect is increased through a shaman talent).
Mind Control Buffs:
I wouldn't be thorough if I didn't mention the wonderful world of Mind Control buffing. Refer to my video to learn more about Mind Control Buffing:
Special Event Buffs:
On an ending note for buffs, we can also get buffs from special events/holidays.
Having as many debuffs on the boss as possible is of paramount importance to tanking. Therefore, our interests are heavily tied to the release of patch 1.7, due to its extra 8 debuff slots introduction totaling to 16 debuffs. Tanking before patch 1.7 can be quite a troublesome route. All debuffs on the list below benefit us in either threat or survival and assumed to be at their maximum rank/talent improvement.
Improved Shadow Bolt (Warlock): Shadow Bolt critical strikes increase Shadow damage dealt to the target by 20%...
Curse of Shadow: Reduces Shadow & Arcane resistances by 75 & increasing Shadow and Arcane damage taken by 10%.
Shadow Weaving (Priest): Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow...
Wail of the Banshee: After a 1.5sec cast, reduce an enemy's hit chance by 10% for 12 sec. (preferably casted by healers)
Insect Swarm (Druid): The enemy is swarmed by insects, reducing chance to hit by 2% & causing 324 Nature damage...
Demoralizing Shout (Warrior): Reduce melee attack power of enemies within 10 yards by 140 for 30 sec.
Curse of Weakness: Damage caused by target is reduced by 31 for 2 min. (effect is increased through a warlock talent)
Bag of Marbles: Decreases target's chance to hit by 25% for 10 sec. (a quest reward item that can only be activated once)
Gearing is simple, if facing a boss that only deals physical damage equip a set that focuses on armor>agi>stam. Against a boss that mostly deals magical damage aim for stamina>magic resist>armor>agi. Keep in mind to maintain a constant flow of damage its recommended to acquire Knight-Lieutenant's Satin Gloves. Down below is a url to a spreadsheet with a plethora of options for proper gearing:
Install the addon: “Outfitter” to assist with handling specific sets of gear against the numerous bosses out there. To give an example of a gear set, down below on image #1 is an armor centric set designed for bosses that deal high physical damage but don't require much threat. Image #2 to the right is a gear set focused on dealing threat while retaining some survivability.
An item of notable value in the image#1 is: Zandalarian Hero Badge in the first trinket slot. This trinket can be activated before a boss fight and swap out for another item, these types of items are referred to as "Pre-Activated Items". Note: Pre activating items is very situational & not included in the google doc spreadsheet above. However, some will be listed below.
Zandalarian Hero Badge: Can be switched out for another trinket before pulling the boss.
Defender of the Timbermaw: Can be switched out... lasts 40 sec, will heal if caster is below 50%.
Petrified Scarab: Can be switched... great against bosses that cast spells.
Similar to gear, enchants must be tailored against the specific boss you will be facing. Allies can also help us, by enchanting their own cloak with Formula: Enchant Cloak - Subtlety Note: To avoid constantly having to re-enchant a piece of gear to tailor to a specific boss fights, have different versions of that gear in the bank or backpack to save on time and money.
For the sake of generality and simplicity these talent setups assume a server between patch 1.9 - 1.12 and taking part in a serious guild who are confidently clearing raids.
The default talent-build, calculated as the safest to pursue and viewed as a preliminary starter pack into the world of tanking 5mans/10mans. Typically, Crystal users are not necessary. Highly, suggested if you are unsure of an upcoming boss fight or are still in the learning phase of tanking. It assumes you can place all dots on the boss. Naturally, if mana is not an issue take 2 points from Mental Agility and put them in Shadow Weaving or place them in Healing Focus for the occasional healing spell, especially if warlock are commonly within your group. If Horde is your desired faction and foresee never moving away from 5/10mans consider Undead.
Very similar to the previous build. However, is aimed against bosses that mostly deal magical damage and delivering the occasional heal on a member. In the event, Spell Warding does not reduce the damage of boss spells use the above talent spec.
Assumes a 40man raiding setting with the appropriate buffs and knowledge of the fight. This includes Devotion Aura and Concentrantion Aura as well as Marshal's Satin Gloves. There should be 2 Crystal users and a few designated life tapping warlocks that the priest tank should heal. Everything mentioned in this guide needs to be considered to properly tank at this magnitude. If you have below 4% spell hit with gear, slightly prioritize gear that boosts healing over spell damage.
(good gear required) Considered as the build that guarantees survival even with mistakes done but at the cost of lower threat. Also, due to the lack of threat generating talents, good gear is required. Basically, choose this if the boss deals a tremendous amount of physical damage and your are never able to get out of Shadowform. I recommend high dpser's to acquire Light of Elune, Fetish of the Sand Reaver, etc... refer to "Threat Diminishers" for additional help.
(good gear required) Should only be chosen by the most talented of priest tanks for a short ~2min duration boss fight. Considered as the talent setup that generates the most threat but at the cost of survival. Having a few Bag of Marbles is practically mandatory. Basically, it involves going in and out of Shadowform to heal and deal damage. Because of the 1.5 second GCD spell restriction resort to melee'ing the boss and use threat generating items. It is very mana intensive and requires 2-3 druids to use innervate.
We’ll be presuming the enemy is a simple tank-spank. The following rotation is split into several sections to better highlight the course of action.
Preparation: Firstly, we will need to decide how many party members will be using the Crystal. Optimally, we'd like 2 rogues. They will be equipping the item until you are comfortable with the amount of damage its dealing, they should be eating food while swapping the item. Make sure before engaging the mob all possible buffs are present on you and on their maximum duration. Try and have a healer with Scarab Brooch cast a healing spell on you seconds before engaging the boss. The healer can remove the trinket and the buff will remain on you. Also, contrary to warriors we benefit from a Power Word: Shield regularly cast on us.
Pre-Pull: Here are a few of the many actions you can perform before finally pulling the boss. Not everything is necessary but helps. For extra threat, consider activating a healing increasing trinket (ex: Eye of the Dead) just before the following:
- Equip a healing gear set with the most healing possible on it. Cast Renew on yourself, the users of Crystal and a life tapped warlock.
- Equip (8/8) Vestments of Transcendence + healer set. Cast Greater Heal on yourself, the users of Crystal & another life tapped lock.
- Consume food to regain health/mana.
- Activate Zandalarian Hero Badge and swap with regular tanking trinket. (unless it is required later on to counter a boss ability.)
- Activate Petrified Scarab and swap with regular tanking trinket. (unless it is required later on to counter a boss ability.)
Pulling: At this point, designated Crystal users should stop eating. Next, activate Oil of Immolation and cast Mind Blast. Optimally, we'd want to cast Vampiric Embrace. But this will depend, if it gets easily pushed off and its debuff priority. (There is no need to worry if you don't have this talent.)
Combat: At this point, use the appropriate healing spell on the Crystal user without overhealing (not overhealing will take some practice). Cautiously evaluate your healing spell cast time to have it sync with Mind Blast's cooldown. After 3-4 seconds, of the boss hitting you tell raid members to engage the boss. Once our Greater Heal Renew and normal renew fade away, a priest should apply their own Renew on us.
Situational: If a boss mechanic forces you to move around or causes too much distance between members, cast preemptive renews on Crystal users. If you are left in an awkward yet very rare situation, where there is not enough time to cast a spell (-1.5seconds), use JuJu Escape and potentially use an item from the Threat Management section. I can't stress how much a scenario can go from peaceful to chaotic in the blink of an eye, so watch KTM Threat at all times. For foreseeable threat problems refer to the Threat topic. Raid members should also be vigilant of their threat and use the appropriate item to reduce threat, refer to Threat Diminishers. It should be noted, it is not possible to dodge, block and parry while casting a spell. If a boss mechanic will surely lead to death or the raid is falling apart, equip Hand of Edward the Odd and start meleeing. Activate JuJu Flurry and if the mace procs, cast Hearthstone, in order to save your buffs.
On patch 1.12 a full BIS and buffed Priest will be the closest in stats to approach a feral bear tank, let take an in-depth look at the stats to see the differences. As a guideline, the Example Druid Tank below is BIS/buffed and able to clear most bosses without a problem. A Priest like other tanks tailors his gear in accordance with the boss he will be facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a Priest in stats across the board that gets the job done in raids.
Druids have the luxury of having multiple categories covered and a broader safety net. While Priest tanks are required to significantly maximise a specific category for a certain boss.
Now, let's explores the threat generated by other tank classes to showcase where Priests stand. Remember, threat will depend on gear, boss mechanics, etc... But in general, the current standing of tanks that can do the most threat are:
1. Feral Druid/Warrior.
2. Paladin/Enh Shaman.
3. Dem warlock.
Raid composition differs with each boss but its considered an acquired technique that develops over time and reflects the playstyle of a guild or raid. The following image is an example raid comp with a few minor exceptions that differ from the norm. This image is by no means the perfect raid comp since raid comps drastically fluctuate along side: content patch, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp that caters to your needs without overstepping. A decent raid will always make sure that every group has a Tranquil Air Totem enforced by restoration shamans. (besides the tank group)
If you enjoyed this guide and want to see more like it or are interest in other non-meta builds check out the Youtube: https://www.youtube.com/caperfin
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