Dodge Rogue Tanking in Vanilla!?!? - Rogue Tank Guide by Caperfin
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 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.
Before continuing, an important aspect needs to be brought to everyone's attention. For some players this will be old news, but for many others players this will be a much needed revelation. The topic of Viable and Optimal is a highly controversial topic as some people simply don't see the difference or mixed these words up and commonly interject their own misguided philosophy onto it. To put it simply, Optimal is the most efficient and foolproof solution to solve a problem that eliminates as many negative variables as possible and favors a more easy going route. Next, is Viable or commonly referred to as possible, which is often seen as the more challenging path to take but to many feels like a greater personal achievement. You will often see experienced raiders from top guilds play as a pure damage dealing rogue in raid and build a tanking set while dpsing. Eventually, they will transition into Rogue tanking due to its extra challenge in an otherwise easy to clear content patch, they usually make the switch after the initial rush to get world first on a boss/raid is claimed or the subsequent following content drought approaches. As I previously stated Rogue Tanking is not for the faint of heart, if you are brand spanking new to World Of Warcraft consider leveling up a ranged class, for example: a mage to get an adequate grasp of the PVE raids. All the while researching about tanking and talking to peers to get a feel for it and slowly transition to the world of Rogue Tanking. If you are a veteran of the game by all means start leveling that Rogue.
Let me put your fears to rest, Rogues are fully capable of tanking 5mans, 10mans, off-tanking and even main-tanking a few raid bosses. Of course, as stated before, each form of tanking is heavily reliant on personal 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: Leader of the Pack , Trueshot Aura, tier sets, etc... Regardless, of these implementations and their magnitude a few things never change: A Rogue's armor will never approach a warrior's armor. This results in a lower mitigation of physical damage. However, you compensate in other areas and provide some beneficial assets.
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 https://classic.wowhead.com/spell=10293. Alliance also have the added advantage of being able to use Light of Elune and Bag of Marbles on the majority of bosses (we will explore why these items 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.
- Perception: Dramatically increases stealth detection for 20 seconds. 3 min cooldown.
- Sword Specialization: Skill with Swords and Two-Handed Swords increased by 5.
- Mace Specialization: Skill with Maces and Two-Handed Maces increased by 5.
- The Human Spirit: Increases spirit by 5%.
- Diplomacy: Reputation gains increased by 10%.
What does this mean?: Because of their weapon specializations in both swords and maces, they are the absolute best race for dealing as much threat as possible and considered the top ranking race for rogue tanking.
- 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.
- Stoneform: While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor....
What does this mean?: Unlike Human, Dwarf focuses its attention on defensive capabilities through Stoneform which becomes useful if you decide to higher end raiding content.
- Shadowmeld: Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts...
- Quickness: Dodge chance increased by 1%.
- Wisp Spirit: Transform into a wisp upon death, increasing speed by 50%.
- Nature Resistance: Nature Resistance increased by 10.
What does this mean?: If you don't plan on doing high end raiding content but rather sticking to dungeons, Night Elf is recommended.
- Throwing/Bow Specialization: Skill with Throwing/Bow Weapons increased by 5.
- Regeneration: Health regeneration rate increased by 10%. 10% of total Health regeneration may continue during combat.
- Beast Slaying: Damage dealt versus Beasts increased by 5%.
Berserking: Increases your casting and attack speed by 10% to 30%. At full health the speed increase is 10% with...
What does this mean?: The most suited race within the Horde for dealing threat.
How does this affect our stabbing friend? Rogues are on another tier when it comes to outputting threat. So without further ado, let me demonstrate how to get creatures more mad at you than unusual.
Sinister Strike is first on the list of threat generators as it will be our main used spell in combat to generate combo points. Combo Points are generated onto a target and then consumed through specific spells as we will explore later on.
Eviscerate is one of the spells, where we will be consuming any extra combo points that are laying around after having used our main combo point spender:
- Slice and Dice Our most common combo point spender, which increase our attack speed which will be very important later on in this guide.
- Slice and Dice Our most common combo point spender, which increase our attack speed which will be very important later on in this guide.
Thunderfury, Blessed Blade of the Windseeker is a very interesting weapon in many ways. Our main attention is surrounded more specifically on its unbelievably high chance on hit effect of (~25%). On top of its damaging effect, it also places a debuff on the target which produces threat. Although, many players will agree the weapon can be a burden to obtain, it more than makes up for it with the threat produced. The weapon will often push you over the edge and dictate the raiding content you are capable of accomplishing reliably. On an ending note, it is also the most significant weapon for dealing threat to multiple mobs.
Deadly Poison V & Instant Poison VI Rogues are one of the few classes capable of applying class specific temporary enchants on their weapons. Holding the fourth spot on our list, you will want to make sure your poisons are always applied before starting an encounter as they are responsible for a decent portion of threat. The damage from these temporary poison enchants are known to scale with certain damage increasing buffs. However, catering to increasing the damage often means consuming a valuable buff slot that could be spent on something more valuable.
Oil of Immolation might not seem like much but gravitates around fourth on the list. The reason its exact position is unclear is because it resets your swing timer on some servers. 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 Orgrimmar 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. Lastly, cooking has Dragonbreath Chili a sheer delight as it not only scales with spell damage but also alongside the trinket: Arcanite Dragonling fire increasing debuff: Flame Buffet. The fire debuff scales with Goblin Sapper charge as well. All these items nicely combine into a decent boost in threat. But be mindful as only one food buff can be active at a time, cautiously evaluate the best possible food buff for the specific fight.
Gearing is simple, if facing a boss that only deals physical damage equip a set that focuses on agi>armor>stam. Against a boss that mostly deals magical damage aim for stamina>magic resist>agi>armor.
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 the image to the left is an armor set designed to deal as much threat as possible while still retaining some defensive aspects. The image to the right focuses uniquely on achieving the highest defensive aspects.
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.
First, on the list is a simple rotation and 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. If you can't perform everything here, it is not the end of the world, this simply highlights the maximum potential.
Pre-pull: Begin by applying poisons on your weapons. Next, make sure before pulling the mob all possible buffs are present on you and on their maximum duration. Refer to the section BUFFS for suggestions. Lastly, if it hasn't been done yet, install the addon: KTM Threat, which displays the list of members and the amount of threat they each deal. I can't stress how much a scenario can go from peaceful to chaotic in the blink of an eye, so watch KTM at all times. Perform the Unconscious Dig Rat trick to get 5 points in Slice and Dice. Unsure what the trick entails? check out the video.
Pulling: Immediately after, face the boss and either pull the mob with a ranged weapon or activate Sprint and run to the mob all the while:
- Activate Zandalarian Hero Badge and swap with regular tanking trinket. (unless it is required later on)
- Activate Petrified Scarab and swap with regular tanking trinket...
- As you approach melee range of the boss, cast Vanish and Cheap Shot. Next, Evasion and Sinister Strike until 5 combo points then cast Slice and Dice.
Ongoing: Activate Juju Escape. Keep Slice and Dice and Ghostly Strike up as often as possible. As a general rule, once Slice and Dice reaches 6 seconds you should start generating points for it. Any other time, generate points for Eviscerate. Thistle Tea can be used to help you with energy discrepancies. Activate Oil of Immolation.
Rotation #2 (similar to before but slight variation)
Secondly, is a very similar rotation except the Pre-Pulling phase not only includes the Unconscious Dig Rat & Slice Trick but also using Primal Blessing on either another Unconscious Dig Rat or by pulling the boss with a ranged weapon until the bosses reaches melee range and swap to your normal tanking weapon. A fast ranged weapon, such as: Hurricane is suggested to increase its proc chance and don't forget to have a quiver to benefit from its attack speed. Hardcore individuals should look into acquiring the Mark of the Chosen buff and summoned into the instance or perform the Doomguard trick to obtain the buff within an instance.
Rotation #3 - HARDCORE Main Tank/off-tank
The following rotation will assume you are already in Combat with the boss. This rotation will depend on how much dodge you have at the beginning of the fight. Let me explain, you are looking to achieve 85-90% or 100% dodge the moment the boss is about to hit you and keep it for as long as possible. This can be achieved by
Using Bag of Marbles/Wail of the Banshee/Evasion/Ghostly Strike/Preparation/JuJu Escape. Regardless, your raid should look to apply Bag of Marbles and or Wail of the Banshee on the boss as much as possible. I also suggest a Priest cast Power Word: Shield on you every time its off cooldown among many other defensive related buffs we explored in BUFFS, ex: Scarab Brooch.
The moment you fall below 85-95% dodge. Healer should start casting preemptive healing spells on you and consider using a potion the moment you get hit, if falling below this dodge threshold happens often consider telling Priests to cast Power Word: Shield and similar spells on you every time it happens. And you should swap to defensive weapons, check GEAR section for more info. Depending on you server, it may also be possible to use Limited Invulnerability Potion if below the dodge threshhold to keep you alive for an extra 0.5 - 1sec before you dodge related spell are off CD. Simply, click off the buff afterwards.
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.
Rallying Cry of the Dragonslayer: +140 Attack power, +10% spell crit & +5% melee.
Fengus' Ferocity: +200 Attack power
Trueshot Aura: +50 Attack Power.
Battle Shout: +185 Attack power for 2 min. (increased by warrior talent & T2 warrior set equipped before casting)
Juju Might: +40 Attack power.
Sayge's Dark Fortune of Agility: +10% Agility or +10% damage. (A damage version of this buff also exists)
Ground Scorpok Assay: +25 Agility.
Elixir of the Mongoose: +25 Agility, +2% Melee Crit. (the agi stat will not stack w/Agamaggan's Agilitiy but the crit part will)
Agamaggan's Agility: +10 Agility for 30min.
Grilled Squid: +10 Agility for 10min. (does not stack with other food buffs)
Gnomish Battle Chicken: +5% Attack Speed for 4 min.
Warchief's Blessing: +15% Melee Haste, +300 Hp, 10 mana regen every 5 seconds.
Fist of Shahram: Grants 25% haste to the party for 8 sec.
Juju Flurry: +3% Attack Speed for 20 sec.
Oil of Immolation: Deals 50 Fire dmg to target within 5yds every 3 sec for 15 sec.
Lightning Shield: Deals 226 Nature dmg to melee attackers until 3 charges are struck off by the enemy.
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 this)
Fire Shield: Deals 13 Fire dmg to melee attackers.
Thorns: Deals 18 Nature dmg to melee attackers.(32 dmg talented + tier set)
Traces of Silithyst: +5% dmg to melee, range and spell damage dealt.
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, +162 all attributes,+270 all resistance.
Dragonbreath Chili: Often deals ~68 dmg at targets in melee. (scales with spell damage) (does not stack with other food buffs).
Sayge's Dark Fortune of Stamina: +10% Stamina or +10% Armor. (Only 1 at a time)
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).
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 Buffs: https://youtu.be/rI8JWcXxUxI
Special Event Buffs:
On an ending note for buffs, we can also get buffs from special events/holidays. Refer to my video to learn more about Special Event Buffs: https://youtu.be/watch?v=q_2hGtCTEdI
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.
http://classic.wowhead.com/spell=11717: - 290 armor but bolsters melee attack power by 45. Only 1 warlock curse can be active on any 1 target.
http://classic.wowhead.com/spell=11198: Reduces target's armor per combo point. (might not stack with Sunder Armor but reduces more than Sunder Armor)
http://classic.wowhead.com/spell=11597: Reduces armor by 450. Can be applied up to 5 times. Lasts 30 sec.
http://classic.wowhead.com/item=12798: Reduces an enemy's armor by 200. Stacks up to 3 times.
http://classic.wowhead.com/spell=9907: Reduces armor by 505 for 40 sec. While active, the target cannot stealth or go invisible.
http://classic.wowhead.com/spell=17803 (Warlock): Shadow Bolt critical strikes increase Shadow damage dealt to the target by 20% until 4 non...
http://classic.wowhead.com/spell=17937: Reduces Shadow & Arcane resistances by 75 & increasing Shadow and Arcane damage taken by 10%.
http://classic.wowhead.com/spell=15334 (Priest): Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.
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 over 12 sec.
Bag of Marbles: Decreases target's chance to hit by 25% for 10 sec. (a quest reward item that can only be activated once)
For the sake of generality and simplicity these talents setups assume a server between patch 1.9 - 1.12 and taking part in a serious guild who are confidently clearing raids.
The above talent build is the one centered around this guide, calculated as the safest to pursue and viewed as a preliminary starter pack into the world of tanking 5mans/10mans/pre-raids. It is also the ideal setup for bosses that require tank swapping. If the boss does not cast any spells, points can be withdrawn from https://classic.wowhead.com/spell=30895/heightened-senses and deposited into https://classic.wowhead.com/spell=18428/. Some players might logically suggest placing the points into https://classic.wowhead.com/spell=17348 to increase the chance for Thunderfury to trigger. However, I can't recommend just yet as it demands more testing.
These talent are possible with a constant application of Bag of Marbles and to a lesser extent Wail of the Banshee also it assumes these debuffs are not easily pushed off by other debuffs. In a similar fashion, there is 20/31/0 considered as the highest threat generating talent setup but obviously requires exceptional gear.
On patch 1.12 a full BIS and buffed Rogue 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 Rogue like other tanks tailors his gear in accordance with the boss he will be facing. Obviously, the Example Druid Tank can reach higher numbers (besides dodge) and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a Rogue in stats across the board that gets the job done in raids.
With appropriate miss chance effecting debuffs on the boss, a rogue tank needs 63-68% personal dodge chance to be "untouchable". Druids have the luxury of having multiple categories covered and a broader safety net, while rogue tanks tanks are required to significantly maximise a specific category for a certain boss.
Now, let's explores the threat generated by other classes to showcase where Rogue tanks 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:
- Feral Druid/Warrior.
- Paladin/Enh Shaman.
- Dem warlock.
- Priest tanks/Rogue Tank
The threat we can produce comes extremely close to Priest tanks. We can surpass Priest tank if given certain buff conditions are met, ex: Bloodlust.
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
Also, ask questions on the Discord: https://discordapp.com/invite/GYF3uNf
NICE GUIDE TOO BAD U NEED FUCKING NAX GEAR TO EVEN TANK ANYTHING.
NICE GUIDE TOO BAD U NEED FUCKING NAX GEAR TO EVEN TANK ANYTHING.
Your face is useless
Caperfin last edited by
@Hardcore-Classic It is written nowhere naxx gear is required but merely the BIS gear for a rogue tank. Take a look at the spreadsheet if offers tons of gear options for your wow content phase.