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Legion models for TBC Client

These files allow you to import Legion models into the TBC client. Biologyst created this mod and posted a thread on the warmane forums here. The thread used to have youtube videos demonstrating the mods but those have been removed. Thanks again Biologyst for making something cool that my friends and I enjoy.

To upgrade the models in your burning crusade client, simply paste the files below into your Data folder. Once you login you should see the difference right away. I hope you guys enjoy this as much as I have!

Npc Models


Download Link: patch-4.mpq

  • Delete the patch-5.MPQ if you installed an older version.
  • Place patch-4.MPQ into your Data folder
  • Launch the game and you are good to go!

Lock Pets and Mounts


Download Link: patch-l.mpq

  • Place patch-l.MPQ into your Data folder
  • Launch the game and you are good to go!

Druid Forms


Download Link: patch-d.mpq

  • Place patch-l.MPQ into your Data folder
  • Launch the game and you are good to go!

TBC Enhance Shaman Leveling Guide (1-70)

Due to popular demand, I’m going to talk about a Shaman leveling build, specifically the one I chose in getting to 60. After 60, due to itemization, you have a lot more options.

The following guide is what worked for me. It assumes no respeccing, so you’ll have some talents that contradict each other – shield spec, 2h, and dual-wield. As with any guide, it may not be the best for your particular playstyle. It’s just a suggestion for newer players on talents they can use to help level quickly.

While leveling up, you really want to maximize damage, as a paladin does with their retribution tree. You could level up as elemental or restoration, but expect a long long grind to 60.

Enhancement is truly where it’s at. Everything in this tree is geared to either increasing the damage you do, or reducing the damage you take. When leveling up, these are pretty important.

You should pick your gear accordingly as well. Strength increases damage and how much you block with a shield. Stamina increases hitpoints, Agility increases crit rate, and Int increases mana and spell crits. I’d place importance on stats in that order, but that’s personal opinion.

Read on for the entire build.

As a result, we’re going to only look at the Enhancement tree.

Tier 1: Levels 10-14

Shield Specialization – 5 points. Even at level 70, the 5% mana increase is going to equal 300-400 mana, enough for 1 extra lightning cast. Compare that to 5% increase in block and 25% increase to how much you block? No brainer. Shield Spec rules, even at high levels.

Tier 2: Levels 15-19

Thundering Strikes – 5 points. You want to crit as often as possible.

Tier 3: Level 20

Two-handed axes and maces – 1 point. If you want to really do a lot of damage at the lower levels, take this. I keep it even at high-level, as there are some nice 2-handers out there for resto/enhancement too.

Tier 2 and 3: Levels 21-24

Improved Ghost Wolf – 2 points. This is your get-out-of-jail card. A fast transform can let you flee a fight with your life. I lose it at 60, but for leveling it’s great.

Enhancing Totems – 2 points. 15% increase to your two primary buffing totems. This means higher damage, more crits, better dodging.

Tier 4: Levels 25-29

Flurry – 5 points. Faster attacks? YES PLEASE!

Tier 5: Levels 30-33

Spirit Weapons – 1 point. Yay for parry! The 15% threat reduction is great for grouping. And it’s the pre-requisite for dual-wield!

Elemental Weapons – 3 points. 40% increase to Windfury. Windfury is your bread and butter. Once you get it, you put it on your weapon and never take it off. Some folks like Rockbiter. Let em – damage works out about the same in the end, but Windfury attacks still let you get procs on an important talent later on. [EDIT: Changed Windfury to Elemental. I must’ve had the buff on my mind]

Tier 3 – Level 34

Anticipation – 1 point. I hate that you’re stuck with 1 loose point at level 34. 1% dodge is good, much better than 2% armor, so I place the point here

Tier 5 – Levels 35-39

Weapon Mastery – 5 points. 10% extra damage with all weapons. ‘Nuff said.

Tier 6 – Level 40

Dual Wield – 1 point. Are 2 weapons really better than one? I played with both, and while I think the end damage is comparable, it’s more fun to watch your shammy attack with 2 weapons.

So here’s what your talent tree should look like at 40: http://www.wowhead.com/?talent=uZVVbdq0sVz

at 40, you can swap out to chain armor and have 2 weapons. It’s also time to get a mount. You could respec at 40, removing imp ghost wolf and 2-handed weapons, as you now hopefully have a mount and definitely have dual-wield. I prefer to keep this all the way to 70 though, so we’ll continue.

Go get your chain, still focusing on str/sta/agi/int, and get 2 weapons. For maximum Windfury damage, get the slowest, highest top-end damaging weapons you can find.

Let’s move on to 40-60, shall we?

Tier 6 – Levels 41-44

Stormstrike – 1 point. Instant attacks, and then increases your post-attack shock by 20%. YAY! More damage!

Dual Weapon Specialization – 3 points. This helps a lot in hitting with your off-hand. More hits = more damage

Tier 7 – Levels 45-49

Unleashed Rage – 5 points. 10% AP increase for you and party members after a critical strike. It’s not much to start, but you can never say no to more damage

Tier 8 – Level 50

Shamanistic Rage – 1 point. Mana regen from hitting things? Oh yes! Now, this relies on high attack power, so to maximize mana regen, drop your Strength of Earth totem before going into a rage. If you’re in a party and have been battleshouted by the warrior, even better.

Elemental Tier 1 – Levels 51-60

What?! But Paul, you said this was an Enhancement Build!! Yeah, I know, but you want more damage, and you want it cheaper and faster, right? Elemental is a great side-arm to enhancement.

Convection – 5 points. More mana-efficient offensive spells.

Concussion – 5 points. More damaging offensive spells.

And now the push from 60 to 70. It’s interesting, because the last 10 levels give you a couple of options. Help your healing and get cheaper totems, or fill out your enhancement tree:

Restoration Tier 1 – Levels 61-65

Tidal Focus – 5 points. Cheaper heals

Restoration Tier 2 – Levels 66-70

Totemic Focus – 5 points. Cheaper totems. You use totems a lot, so this is great.

So your build looks like this: http://www.wowhead.com/?talent=hEZVVbdq0sVuqoV0x

-OR-

Enhancement Fill-out – Levels 61-70

Tier 6 – Mental Quickness – 3 points. Reduce the cost of your shocks even further!
Tier 2 – Improved Lightning Shield – 3 points. Do some damage back!
Tier 3 – Anticipation – 4 points. Max out that dodge

In this case, your build looks like this: http://www.wowhead.com/?talent=uEZVVfdE0sAuqo

So there you have it, 1-70 as an Enhancement shammy, with a couple of different possibilities towards the end. Let me know what you think.

TBC Cooking Guide (1-375)

This Burning Crusade Cooking guide will help you get from 1 to 375 cooking as quickly as possible!

If you are Alliance, you can find your section here.
Horde

1 to 40
Spice Bread (1 x Simple Flour, 1 x Mild Spices) x 70

40 to 90
Smoked Bear Meat (1 x Bear Meat) x 60
Go to The Sepulcher in Silverpine Forest and buy the Smoked Bear Meat recipe from Andrew Hilbert.
Kill Grizzled Bears around Silverpine Forest for Bear Meat.

90 to 125
Dig Rat Stew (1 x Dig Rat) x 40
Go find Grub in The Barrens. He’s in a Tower by Grosh’gek Farm, just north off the road between Crossroads and Ratchet and pick up the quest for Dig Rat stew.
Kill Dig Rats until you have about 30 more than the quest needs. Complete quest and cook Dig Rat Stew till your level 125.

125 to 175
Hot Lion Chops (1 x Lion Meat, 1 x Hot Spices) x 60
To Train as a Expert cook, go to Shadowprey Village and buy the Expert Cooking Book from Wulan.
Go to The Crossroads and buy Hot Lion Chops recipe from Zargh and about 60 Hot Spices.
Kill Mountain Lions around Hillsbrad Foothills for Lion Meat.

175 to 200
Roast Raptor (1 x Raptor Flesh, 1 x Hot Spices) x 30
Go to Grom’gol and buy Roast Raptor recipe from Nerrist and about 30 Hot Spices.
Kill Raptors around Grom’gol for Raptor Flesh.

200 to 225
Spider Sausage (2 x White Spider Meat) x 30
Go to trainer and train Spider Sausage.
Kill Darkfangs around Dustwallow Marsh for White Spider Meat. *You may want to keep killing Raptors as it can work out quicker. Just depends on your luck.

225
It’s cooking quest time.
Go to Gadgetzan and speak to Dirge Quikcleave to obtain Artisan cooking quest – Clamlette Surprise (he’s in the tavern). Whilst your there, pick up the recipe for Tender Wolf Steaks.
You’ll need 12 Giant Eggs, 10 Zesty Clam Meat and 20 Alterac Swiss. The Alterac Swiss is the easiest to get, just go to the Inn in Thunderbluff and buy them from the Innkeeper. Get the eggs from the Owlbeasts in The Hinterlands (the drop rate is way better than the Rocs in Tanaris). For the clam meat go to Steamwheedle Port in Tanaris and kill the Turtles. They will drop Big Mouth Clams at a good rate, which contain Zesty clam Meat. Keep killing Owlbeasts in The Hinterlands and grab another 70-80 eggs. Also kill the Wolves round here for Tender Wolf Meat.
Go to Bloodvenom Post in Felwood and buy the Monster Omelet recipe from Bale and about 140-160 Soothing Spices.

225 to 275
Monster Omelet (1 x Giant Egg, 2 x Soothing Spices) x 80
or
Tender Wolf Steaks (1 x Tender Wolf Meat, 1 x Soothing Spice) x 80

For some reason, Blizzard decided it was too easy to get from 250 to 285, so therefore they stopped players being able to cook Omelets and Steaks for skill ups beyond 275. So your going to have to go to Dire Maul and kill a boss for Runn Tum Tuber Surprise recipe.

275-285
Runn Tum Tuber Surprise (1 x Runn Tum Tuber, 1 x Soothing Spice) x 10
You will have to go to Dire Maul East and kill the little Imp boss, Pusillin to get the recipe for these. It’s a 100% drop rate (ignore Thottbot) if you haven’t got the recipe, but he will only drop one copy. So if there are more than one of you that needs it, you will have to kill him again for it each time.
At level 70, all classes can do this boss and can avoid nearly all mobs on the chase towards the final confrontation. Just take some health/mana pots with you.

285 to 300
Smoked Desert Dumplings (1 x Sandworm Meat, 1 x Soothing Spice) x 20.
Go to Cenarion Hold in Silithus and speak to Calandrath for the Desert Recipe chain of quests. When you get to the third quest you’ll get the recipe for Smoked Desert Dumplings. Kill Dredge Crushers and Strikers for the Sandworm Meat (low drop rate). You’ll only need about 10 more than the quest needs plus the soothing spices (about 20 in total).

First you need to learn Master Cooking, so go see Baxter in the tavern in Thrallmar and buy the Master Cooking Manual.

300 to 325
Buy the recipe for Ravager Dogs from Cookie One-Eye in Thrallmar (by the stables) and then go kill Ravagers around Falcon Watch until you have about 35-40 meat.

325 to 350
Two choices here.
1). Go buy the Roasted Clefthoof recipe from Nula the Butcher in Garadar (Nagrand) and then kill Clefthoofs around Nagrand for about 35-40 meat or:
2). Go buy the Warp Burger recipe from Innkeeper Grilka in Stonebreaker Hold (Terokkar Forest) and then kill Warp Stalkers/Hunters around Terokkar Forest for about 35-40 meat.

350 to 375
This part really is a problem at the moment. The best way to get to 375 at the moment is by fishing up Furious Crawdads in one of three lakes around Terokkar Forest and then cooking them. However, these lakes are only accessible if you have a flying mount.
The three lakes are:
Lake Jorune – north west of Stonebreaker Hold.
Lake Ere’Noru – south east of Allerian Stronghold.
Blackwind Lake – in the south east corner of the map, in the Skettis area.
You can buy the recipe from Rungor in Stonebreaker Hold.
You also need a 430+ fishing skill to be able to fish there.
However, you can go to Blade’s Edge Mountains and find an NPC called Matron Varah (she’s in the Inn in Mok’nathal Village) who gives you a quest to get her Raptor Ribs and Serpent Flesh. Once you complete it, she’ll give you the recipe for Crunchy Serpent, which will stay green until 375. You can now kill Scalewing’s around Blade’s Edge Mountains for Serpent Flesh. You will need about 60 to get to 375.

Alliance

1 to 40
Spice Bread (1 x Simple Flour, 1 x Mild Spices) x 70

40 to 75
Smoked Bear Meat (1 x Bear Meat) x 40
Go to Drac Roughcut in Thelsamar, Loch Modan and buy Smoked Bear Meat recipe.
Kill bears around Loch Modan for Bear Meat.

75 to 85
Crab Cake (1 x Crawler Meat) x 10
Kill Crawlers around Darkshore and Westfall for Crawler meat.
You’ll need about 10. Don’t sell any Crawler Claw’s you found, you’ll need them for the next stage.

85 to 100
Cooked Crab Claw (1 x Crab Claw, 1 x Mild Spice) x 20
Go to Stormwind City and buy Crooked Crab Claw recipe from Kendor Kabonka. Get about 20 mild spices.
Go back to Darkshore or Westfall and continue killing Crawlers for the remaining claws you need.

100 to 130
Seasoned Wolf Kabob (2 x Lean Wolf Flank, 1 x Stormwind Seasoning Herbs) x 30
Go to Chef Grual (geddit? grual – gruel?…oh never mind) in Darkshire and get the Seasoned Wolf Kabobs quest. Get the Stormwind Seasoning Herbs from Felcia Gump in Stormwind (Trade District).
Kill Ravagers and Wolves around Duskwood for Lean wolf Flank.
You’ll need about 50-60 (including the ones you need for quest).N.B. you could get the Lean Wolf Steak recipe from Super Seller 680 in Desolace and continue killing until your cooking is up to 150+ and then skip the next step, but it’s a limited supply recipe and can be annoying to get).

130 to 175
Curiously Tasty Omelet (1 x Raptor Egg, 1 x Hot Spice) x 50
To Train as a Expert cook, go to Shandrina by Mystral Lake in Ashenvale and buy the Expert cookbook.
Go to Kendor Kabonka in Stormwind City and buy the Curiously Tasty Omelet recipe.
Kill Raptors in Arathi Highlands for Raptor Eggs. (Keep all the Raptor Meat you get, going to need those next).

175 to 200
Roast Raptor (1 x Raptor Meat, 1 x Hot Spices) x 30
Go see Corporal Bluth at the Rebel Camp in Stranglethorn Vale and buy the Roast Raptor recipe (remembering to pick up about 40 hot spices on the way). Cook all the Raptor Meat you got from Arathi Highland Raptors and then go kill Jungle Stalkers near the Gurabashi Arena until you have enough to take you to level 200 cooking.

200 to 225
Spider Sausage (2 x White Spider Meat) x 30
Kill Darkfangs around Dustwallow Marsh for White Spider Meat. *You may want to keep killing Raptors as it can work out quicker. Just depends on your luck.

225
It’s cooking quest time.
Go to Gadgetzan and speak to Dirge Quikcleave to obtain Artisan cooking quest – Clamlette Surprise (he’s in the tavern). Whilst your here, pick up the Tender Wolf Steaks recipe.
You’ll need 12 Giant Eggs, 10 Zesty Clam Meat and 20 Alterac Swiss. The Alterac Swiss is the easiest to get, just go to the Trade District in Stormwind City and buy it from Ben Trias. Get the eggs from the Owlbeasts in The Hinterlands (the drop rate is way better than the Rocs in Tanaris). For the clam meat go to Steamwheedle Port in Tanaris and kill the Turtles. They will drop Big Mouth Clams at a good rate, which contain Zesty Clam Meat.
Keep killing Owlbeasts in The Hinterlands and grab another 70-80 eggs. Also kill the Wolves round here for Tender Wolf Meat. Go to Talonbranch Glade in Felwood and buy the Monster Omelet recipe from Malygen and about 140-160 Soothing Spices.

225 to 275
Monster Omelet (1 x Giant Egg, 2 x Soothing Spices) x 80
or
Tender Wolf Steaks (1 x Tender Wolf Meat, 1 x Soothing Spice) x 80

For some reason, Blizzard decided it was too easy to get from 250 to 285, so therefore they stopped players being able to cook Omelets and Steaks for skill ups beyond 275. So your going to have to go to Dire Maul and kill a boss for Runn Tum Tuber Surprise recipe.

275-285
Runn Tum Tuber Surprise (1 x Runn Tum Tuber, 1 x Soothing Spice) x 10
You will have to go to Dire Maul East and kill the little Imp boss, Pusillin to get the recipe for these. It’s a 100% drop rate (ignore Thottbot) if you haven’t got the recipe, but he will only drop one copy. So if there are more than one of you that needs it, you will have to kill him again for it each time.
At level 70, all classes can do this boss and can avoid nearly all mobs on the chase towards the final confrontation. Just take some health/mana pots with you.

285 to 300
Smoked Desert Dumplings (1 x Sandworm Meat, 1 x Soothing Spice) x 20.
Go to Cenarion Hold in Silithus and speak to Calandrath for the Desert Recipe chain of quests. When you get to the third quest you’ll get the recipe for Smoked Desert Dumplings. Kill Dredge Crushers and Strikers for the Sandworm Meat (low drop rate). You’ll need about 10 more than the quest needs plus the soothing spices (20 in total).

First you need to learn Master Cooking, so go see Gaston in Honor Hold and buy the Master Cooking Manual.

300 to 325
Buy the recipe for Ravager Dogs from Sid Limbardi in Honor Hold and then go kill Ravagers around Falcon Watch until you have about 35-40 meat.

325 to 350
Two choices here.
1). Go buy the Roasted Clefthoof recipe from Uriku in Telaar (Nagrand) and then kill Clefthoofs around Nagrand for about 35-40 meat or:
2). Go buy the Warp Burger recipe from Supply Officer Mills in Allerian Stronghold (Terokkar Forest) and then kill Warp Stalkers/Hunters around Terokkar Forest for about 35-40 meat.

350 to 375
This part really is a problem at the moment. The best way to get to 375 at the moment is by fishing up Furious Crawdads in one of three lakes around Terokkar Forest and then cooking them. However, these lakes are only accessible if you have a flying mount.
The three lakes are:
Lake Jorune – north west of Stonebreaker Hold.
Lake Ere’Noru – south east of Allerian Stronghold.
Blackwind Lake – in the south east corner of the map, in the Skettis area.
You can buy the recipe from Innkeeper Biribi in Allerian Stronghold.
However, you can go to Toshley’s Station in Blade’s Edge Mountains and find an NPC called Sassa Weldwell. She will sell you the recipes for Crunchy Serpent and Mok’nathal Treats. These stay green until 375. You can now kill Scalewing’s and Raptors around Blade’s Edge Mountains for Serpent Flesh and Raptor Ribs. You will need about 60 to get to 375.

Classic Cooking Guide (1-300)

This Classic Cooking guide will help you get from 1 to 300 cooking as quickly as possible!

If you are Alliance, you can find your section here.
Horde

1 to 40
Spice Bread (1 x Simple Flour, 1 x Mild Spices) x 70

40 to 90
Smoked Bear Meat (1 x Bear Meat) x 60
Go to The Sepulcher in Silverpine Forest and buy the Smoked Bear Meat recipe from Andrew Hilbert.
Kill Grizzled Bears around Silverpine Forest for Bear Meat.

90 to 125
Dig Rat Stew (1 x Dig Rat) x 40
Go find Grub in The Barrens. He’s in a Tower by Grosh’gek Farm, just north off the road between Crossroads and Ratchet and pick up the quest for Dig Rat stew.
Kill Dig Rats until you have about 30 more than the quest needs. Complete quest and cook Dig Rat Stew till your level 125.

125 to 175
Hot Lion Chops (1 x Lion Meat, 1 x Hot Spices) x 60
To Train as a Expert cook, go to Shadowprey Village and buy the Expert Cooking Book from Wulan.
Go to The Crossroads and buy Hot Lion Chops recipe from Zargh and about 60 Hot Spices.
Kill Mountain Lions around Hillsbrad Foothills for Lion Meat.

175 to 200
Roast Raptor (1 x Raptor Flesh, 1 x Hot Spices) x 30
Go to Grom’gol and buy Roast Raptor recipe from Nerrist and about 30 Hot Spices.
Kill Raptors around Grom’gol for Raptor Flesh.

200 to 225
Spider Sausage (2 x White Spider Meat) x 30
Go to trainer and train Spider Sausage.
Kill Darkfangs around Dustwallow Marsh for White Spider Meat. *You may want to keep killing Raptors as it can work out quicker. Just depends on your luck.

225
It’s cooking quest time.
Go to Gadgetzan and speak to Dirge Quikcleave to obtain Artisan cooking quest – Clamlette Surprise (he’s in the tavern). Whilst your there, pick up the recipe for Tender Wolf Steaks.
You’ll need 12 Giant Eggs, 10 Zesty Clam Meat and 20 Alterac Swiss. The Alterac Swiss is the easiest to get, just go to the Inn in Thunderbluff and buy them from the Innkeeper. Get the eggs from the Owlbeasts in The Hinterlands (the drop rate is way better than the Rocs in Tanaris). For the clam meat go to Steamwheedle Port in Tanaris and kill the Turtles. They will drop Big Mouth Clams at a good rate, which contain Zesty clam Meat. Keep killing Owlbeasts in The Hinterlands and grab another 70-80 eggs. Also kill the Wolves round here for Tender Wolf Meat.
Go to Bloodvenom Post in Felwood and buy the Monster Omelet recipe from Bale and about 140-160 Soothing Spices.

225 to 275
Monster Omelet (1 x Giant Egg, 2 x Soothing Spices) x 80
or
Tender Wolf Steaks (1 x Tender Wolf Meat, 1 x Soothing Spice) x 80

For some reason, Blizzard decided it was too easy to get from 250 to 285, so therefore they stopped players being able to cook Omelets and Steaks for skill ups beyond 275. So your going to have to go to Dire Maul and kill a boss for Runn Tum Tuber Surprise recipe.

275-285
Runn Tum Tuber Surprise (1 x Runn Tum Tuber, 1 x Soothing Spice) x 10
You will have to go to Dire Maul East and kill the little Imp boss, Pusillin to get the recipe for these. It’s a 100% drop rate (ignore Thottbot) if you haven’t got the recipe, but he will only drop one copy. So if there are more than one of you that needs it, you will have to kill him again for it each time.
At level 70, all classes can do this boss and can avoid nearly all mobs on the chase towards the final confrontation. Just take some health/mana pots with you.

285 to 300
Smoked Desert Dumplings (1 x Sandworm Meat, 1 x Soothing Spice) x 20.
Go to Cenarion Hold in Silithus and speak to Calandrath for the Desert Recipe chain of quests. When you get to the third quest you’ll get the recipe for Smoked Desert Dumplings. Kill Dredge Crushers and Strikers for the Sandworm Meat (low drop rate). You’ll only need about 10 more than the quest needs plus the soothing spices (about 20 in total).

Alliance

1 to 40
Spice Bread (1 x Simple Flour, 1 x Mild Spices) x 70

40 to 75
Smoked Bear Meat (1 x Bear Meat) x 40
Go to Drac Roughcut in Thelsamar, Loch Modan and buy Smoked Bear Meat recipe.
Kill bears around Loch Modan for Bear Meat.

75 to 85
Crab Cake (1 x Crawler Meat) x 10
Kill Crawlers around Darkshore and Westfall for Crawler meat.
You’ll need about 10. Don’t sell any Crawler Claw’s you found, you’ll need them for the next stage.

85 to 100
Cooked Crab Claw (1 x Crab Claw, 1 x Mild Spice) x 20
Go to Stormwind City and buy Crooked Crab Claw recipe from Kendor Kabonka. Get about 20 mild spices.
Go back to Darkshore or Westfall and continue killing Crawlers for the remaining claws you need.

100 to 130
Seasoned Wolf Kabob (2 x Lean Wolf Flank, 1 x Stormwind Seasoning Herbs) x 30
Go to Chef Grual (geddit? grual – gruel?…oh never mind) in Darkshire and get the Seasoned Wolf Kabobs quest. Get the Stormwind Seasoning Herbs from Felcia Gump in Stormwind (Trade District).
Kill Ravagers and Wolves around Duskwood for Lean wolf Flank.
You’ll need about 50-60 (including the ones you need for quest).N.B. you could get the Lean Wolf Steak recipe from Super Seller 680 in Desolace and continue killing until your cooking is up to 150+ and then skip the next step, but it’s a limited supply recipe and can be annoying to get).

130 to 175
Curiously Tasty Omelet (1 x Raptor Egg, 1 x Hot Spice) x 50
To Train as a Expert cook, go to Shandrina by Mystral Lake in Ashenvale and buy the Expert cookbook.
Go to Kendor Kabonka in Stormwind City and buy the Curiously Tasty Omelet recipe.
Kill Raptors in Arathi Highlands for Raptor Eggs. (Keep all the Raptor Meat you get, going to need those next).

175 to 200
Roast Raptor (1 x Raptor Meat, 1 x Hot Spices) x 30
Go see Corporal Bluth at the Rebel Camp in Stranglethorn Vale and buy the Roast Raptor recipe (remembering to pick up about 40 hot spices on the way). Cook all the Raptor Meat you got from Arathi Highland Raptors and then go kill Jungle Stalkers near the Gurabashi Arena until you have enough to take you to level 200 cooking.

200 to 225
Spider Sausage (2 x White Spider Meat) x 30
Kill Darkfangs around Dustwallow Marsh for White Spider Meat. *You may want to keep killing Raptors as it can work out quicker. Just depends on your luck.

225
It’s cooking quest time.
Go to Gadgetzan and speak to Dirge Quikcleave to obtain Artisan cooking quest – Clamlette Surprise (he’s in the tavern). Whilst your here, pick up the Tender Wolf Steaks recipe.
You’ll need 12 Giant Eggs, 10 Zesty Clam Meat and 20 Alterac Swiss. The Alterac Swiss is the easiest to get, just go to the Trade District in Stormwind City and buy it from Ben Trias. Get the eggs from the Owlbeasts in The Hinterlands (the drop rate is way better than the Rocs in Tanaris). For the clam meat go to Steamwheedle Port in Tanaris and kill the Turtles. They will drop Big Mouth Clams at a good rate, which contain Zesty Clam Meat.
Keep killing Owlbeasts in The Hinterlands and grab another 70-80 eggs. Also kill the Wolves round here for Tender Wolf Meat. Go to Talonbranch Glade in Felwood and buy the Monster Omelet recipe from Malygen and about 140-160 Soothing Spices.

225 to 275
Monster Omelet (1 x Giant Egg, 2 x Soothing Spices) x 80
or
Tender Wolf Steaks (1 x Tender Wolf Meat, 1 x Soothing Spice) x 80

For some reason, Blizzard decided it was too easy to get from 250 to 285, so therefore they stopped players being able to cook Omelets and Steaks for skill ups beyond 275. So your going to have to go to Dire Maul and kill a boss for Runn Tum Tuber Surprise recipe.

275-285
Runn Tum Tuber Surprise (1 x Runn Tum Tuber, 1 x Soothing Spice) x 10
You will have to go to Dire Maul East and kill the little Imp boss, Pusillin to get the recipe for these. It’s a 100% drop rate (ignore Thottbot) if you haven’t got the recipe, but he will only drop one copy. So if there are more than one of you that needs it, you will have to kill him again for it each time.
At level 70, all classes can do this boss and can avoid nearly all mobs on the chase towards the final confrontation. Just take some health/mana pots with you.

285 to 300
Smoked Desert Dumplings (1 x Sandworm Meat, 1 x Soothing Spice) x 20.
Go to Cenarion Hold in Silithus and speak to Calandrath for the Desert Recipe chain of quests. When you get to the third quest you’ll get the recipe for Smoked Desert Dumplings. Kill Dredge Crushers and Strikers for the Sandworm Meat (low drop rate). You’ll need about 10 more than the quest needs plus the soothing spices (20 in total).

TBC First Aid Guide (1-375)

This Burning Crusade First Aid guide will show you the fastest and easiest way to level your First Aid skill from 1 to 375.

Leveling Up

1-40
Linen Bandage (1 x Linen Cloth) x 50

41-80
Heavy Linen Bandage (2 x Linen Cloth) x 50

81-115
Wool Bandages (1 x Wool Cloth) x 50

116-150
Heavy Wool Bandage (2 x Wool Cloth) x 50

151-180
Silk Bandage (1 x Silk Cloth) x 50

181-210
Heavy Silk Bandage (2 x Silk Cloth) x 50

211-240
Mageweave Bandage (1 x Mageweave Cloth) x 30

241-260
Heavy Mageweave Bandage (2 x Mageweave Cloth) x 30

261-290
Runecloth Bandage (1 x Runecloth) x 50

291-300
Heavy Runecloth Bandage (2 x Runecloth) x 20

300-330
Heavy Runecloth Bandage (2 x Runecloth) x 85

331-360
Netherweave Bandage (1 x Netherweave Cloth) x 65

361-375
Heavy Netherweave Bandage (2 x Netherweave Cloth) x 20

Training

Level 50

Train Journeymman First Aid

Level 80

Train Wool Bandages

Level 115

Train Heavy Wool Bandages

level 126

Purchase the following books Expert First Aid, Manual: Heavy Silk Bandage, Manual: Mageweave Bandage.

Use the Expert First Aid book to raise your skill cap to 225.

level 151-180

Train Silk Bandage

level 180

Use the Manual: Heavy Silk Bandage to learn to make Heavy Silk Bandages.

Level 210

Use the Manual: Mageweave Bandage to learn to make Mageweave Bandage.

Level 225

Alliance must complete: Triage – Alliance

Horde must complete: Triage – Horde

Level 240

Speak to Doctor Gregory Victor to learn to make Heavy Mageweave Bandage.

Level 260

Speak to Doctor Gregory Victor to learn to make Runecloth Bandage.

Level 290 to 300

Speak to Doctor Gregory Victor to learn to make Heavy Runecloth Bandage.

Level 300-375

Alliance: You need to learn Master First Aid from Burko.

Horde: You need to learn Master First Aid from Aresella.

Buy the First Aid Manual and while you are there, buy the Netherweave and Heavy Netherweave book too).

Amounts each Bandage Heals

  • Linen Bandage = 66 damage
  • Heavy Linen Bandage = 114 damage
  • Wool Bandages = 161 damage
  • Heavy Wool Bandage = 301 damage
  • Silk BandageSilk Bandage = 400 damage
  • Heavy Silk Bandage = 640 damage
  • Mageweave Bandage = 800 damage
  • Heavy Mageweave Bandage = 1104 damage
  • Runecloth Bandage = 1360 damage
  • Heavy Runecloth Bandage = 2000 damage
  • Heavy Runecloth Bandage = 2000 damage
  • Heavy Runecloth Bandage = 2000 damage
  • Vanilla First Aid Guide (1-300)

    This Vanilla First Aid guide will show you the fastest and easiest way to level your First Aid skill from 1 to 300.

    Leveling Up

    1-40
    Linen Bandage (1 x Linen Cloth) x 50

    41-80
    Heavy Linen Bandage (2 x Linen Cloth) x 50

    81-115
    Wool Bandages (1 x Wool Cloth) x 50

    116-150
    Heavy Wool Bandage (2 x Wool Cloth) x 50

    151-180
    Silk Bandage (1 x Silk Cloth) x 50

    181-210
    Heavy Silk Bandage (2 x Silk Cloth) x 50

    211-240
    Mageweave Bandage (1 x Mageweave Cloth) x 30

    241-260
    Heavy Mageweave Bandage (2 x Mageweave Cloth) x 30

    261-290
    Runecloth Bandage (1 x Runecloth) x 50

    291-300
    Heavy Runecloth Bandage (2 x Runecloth) x 20

    Training

    Level 50

    Train Journeymman First Aid

    Level 80

    Train Wool Bandages

    Level 115

    Train Heavy Wool Bandages

    level 126

    Purchase the following books Expert First Aid, Manual: Heavy Silk Bandage, Manual: Mageweave Bandage.

    Use the Expert First Aid book to raise your skill cap to 225.

    level 151-180

    Train Silk Bandage

    level 180

    Use the Manual: Heavy Silk Bandage to learn to make Heavy Silk Bandages.

    Level 210

    Use the Manual: Mageweave Bandage to learn to make Mageweave Bandage.

    Level 225

    Alliance must complete: Triage – Alliance

    Horde must complete: Triage – Horde

    Level 240

    Speak to Doctor Gregory Victor to learn to make Heavy Mageweave Bandage.

    Level 260

    Speak to Doctor Gregory Victor to learn to make Runecloth Bandage.

    Level 290 to 300

    Speak to Doctor Gregory Victor to learn to make Heavy Runecloth Bandage.

    Amounts each Bandage Heals

  • Linen Bandage = 66 damage
  • Heavy Linen Bandage = 114 damage
  • Wool Bandages = 161 damage
  • Heavy Wool Bandage = 301 damage
  • Silk BandageSilk Bandage = 400 damage
  • Heavy Silk Bandage = 640 damage
  • Mageweave Bandage = 800 damage
  • Heavy Mageweave Bandage = 1104 damage
  • Runecloth Bandage = 1360 damage
  • Heavy Runecloth Bandage = 2000 damage
  • MoP Protection Warrior Guide – Builds, Talents, and Glyphs


    General Information

    On this page,
    we present the viable talent and glyph choices forProtection Warriors in World of Warcraft MoP 5.4. We detail
    what each of the talents andglyphs do and in which situations they should be taken.

    The other pages
    of our Protection Warrior guide can be accessedfrom the table of contents on the right.


    1. Talent Choices


    Level

    Choices

    15

    Juggernaut

    Double Time

    Warbringer

    30
    Enraged RegenerationSecond WindImpending Victory

    45

    Staggering Shout

    Piercing Howl

    Disrupting Shout

    60
    BladestormShockwaveDragon Roar

    75

    Mass Spell Reflection

    Safeguard

    Vigilance

    90
    AvatarBloodbathStorm Bolt

    • Performance-enhancing
    • Survival
    • Crowd Control
    • Movement
    • Utility
    • Situational

    There is no
    longer such a thing as a default build. Most of the talents arenow viable. They can easily be changed, thanks
    to Dust of Disappearance Icon Dust of
    Disappearance
    (and Tome of the Clear Mind Icon Tomes of the
    Clear Mind
     from level 86 to 90).You will frequently find yourself changing talents and
    glyphs betweenencounters, in order to adapt your play style to different mechanics.Therefore, it is important to
    understand what each of your talents does andhow they affect your play style.


    2. Tier 1 Talents

    Tier 1 talents
    offer you a choice between 3 improvements to yourCharge Icon Charge.

    • Juggernaut Icon Juggernaut reduces the cooldown of Charge Icon Charge by 8 seconds(down to 12 seconds).
    • Double Time Icon Double
      Time
       removes Charge Icon Charge‘s cooldown, instead making itoperate on a charge
      system. You can have a maximum of two charges. Each chargehas a 20 second recharge time. Note that, in this
      system, Charge only generatesrage every 12 seconds, so you cannot use two Charges in a row to get a burstof
      rage.
    • Warbringer Icon Warbringer causes Charge Icon Charge to root the target for 4seconds, and to reduce
      the target’s movement speed by 50% for 8 seconds.

    We believe
    that Double Time Icon Double
    Time
     should be your default choice for thevast majority of situations, since it
    increases your mobility greatly wheneverthere is more than one active target (allowing you to charge to one
    targetand then immediately to another one, covering a great distance). It also makesit easier to pick up
    multiple targets, and it also grants you an extra stun,which can be beneficial.

    Warbringer Icon Warbringer has situational benefits, while Juggernaut Icon Juggernaut isgenerally inferior to Double Time.


    3. Tier 2 Talents

    Tier 2 talents
    offer a choice between 3 self-healing talents.

    • Enraged Regeneration Icon Enraged
      Regeneration
       instantly heals you for 10% of your maximumhealth, and also heals you
      for another 10% of your maximum health over thenext 5 seconds. If used while enraged, the healing is
      doubled. It has a1-minute cooldown.
    • Second Wind Icon Second
      Wind
       causes you to heal yourself passively for 3% of yourmaximum health every
      second, while you are below 35% health.
    • Impending Victory Icon Impending Victory is an improved version of Victory Rush Icon Victory
      Rush
      ,which it replaces. Impending Victory has a 30-second cooldown and costs 10rage. It
      heals you for 20% of your maximum health, and does a bit of damageto the target. After killing an enemy that
      yields experience or honor,Impeding Victory acts just like Victory Rush, its cooldown being reset.

    We feel that
    the best choice is Enraged Regeneration Icon Enraged
    Regeneration
    . Not only doesthis talent offer the healing exactly when you need it, but it can
    alsobe used while stunned, and its power can be increased by coupling it withBerserker Rage Icon Berserker Rage. This talent basically becomes an additional
    defensivecooldown, whereas the other options are just small benefits.

    Second Wind Icon Second
    Wind
     is a decent option, providing its benefit passively, butwe do not believe it
    competes with Enraged Regeneration.

    Impending Victory Icon Impending
    Victory
     costs a global cooldown that could be used on muchmore valuable abilities, and
    it costs rage, which is a much needed resourcefor your Shield Barrier Icon Shield Barrier/Shield Block Icon Shield Block uptimes. We do not advisetaking Impending
    Victory.


    4. Tier 3 Talents

    Tier 3 talents
    offer a choice between 3 crowd-control talents.

    • Staggering Shout Icon Staggering Shout causes all snared enemies within 20
      yards tobecome rooted for 5 seconds. It has a 40-second cooldown.
    • Piercing Howl Icon Piercing
      Howl
       snares all enemies within 15 yards, slowing them by50% for 15 seconds. It has
      no cooldown.
    • Disrupting Shout Icon Disrupting Shout interrupts all spellcasting within 10
      yards, andlocks out interrupted players for 4 seconds. It has a 40-second cooldown.

    Choosing one
    talent over another here will be based on the kiting methodwhich you may have to employ in the encounter, or on
    the need to have an AoEinterrupt. That said, we feel that Disrupting Shout Icon Disrupting Shout will almost alwaysprove to be the most
    useful option.


    5. Tier 4 Talents

    Tier 4 offers a
    choice between 3 important, damage-dealing abilities.

    • Bladestorm Icon Bladestorm deals damage to all enemies within 8 yards
      for 6seconds. While Bladestorm is active, you cannot perform any actions except forusing your shouts. You
      are, however, immune to disarms, and movement-impairingand loss of control effects, and you continue to
      dodge, parry and block attacks.It has a 1-minute cooldown.
    • Shockwave Icon Shockwave deals damage to and stuns all enemies in a
      10-yard conein front of you for 4 seconds. It has a 40-second cooldown, but if it hits 3or more targets, the
      cooldown is reduced to 20 seconds.
    • Dragon Roar Icon Dragon
      Roar
       deals damage to all enemies within 8 yards, knockingthem back and knocking them
      down for 0.50 seconds. It ignores armor and it isalways a critical strike. It has a 1-minute cooldown.
      Unlike most other AoEattacks, the damage of Dragon Roar drops sharply as more targets are hit by it,so for
      single target situations, it is desirable to only hit your main targetwith it.

    Only Shockwave Icon Shockwave provides you with any kind of survivability
    increase(assuming that you are facing stunnable adds), so if this is the case, andyou are interested in gaining
    a small amount of survivability, this is a goodchoice.

    In terms of DPS
    contribution, Dragon Roar Icon Dragon
    Roar
     is ideal against a singletarget.

    Bladestorm Icon Bladestorm is ideal for moments when you want to avoid
    being thevictim of movement-impairing effects or effects that cause loss of control ofyour character, but its
    damage is quite a bit lower than the other two.


    6. Tier 5 Talents

    Tier 5 talents
    offer a choice between 3 abilities that help you protectraid members.

    • Mass Spell Reflection Icon Mass
      Spell Reflection
       reflects the next spell cast on you and on allparty and raid
      members within 20 yards for 5 seconds. It has a 1-minutecooldown and, unlike its single-target counter-part
      (Spell Reflection Icon Spell
      Reflection
      ),it does not require that you have a shield equipped.
    • Safeguard Icon Safeguard is an improvement over Intervene Icon Intervene, which itreplaces. It allows you to intercept the
      next melee or ranged attack (notspells) made against the targeted raid member (the attack is done to
      youinstead), and it reduces the damage they take by 20% for 6 seconds. In theprocess of doing so, you charge
      the targeted raid member, also removing anymovement-impairing effects that may have been on you. Safeguard
      has a 30-secondcooldown.
    • Vigilance Icon Vigilance reduces the damage taken by the target by
      30% for 12seconds. While Vigilance is active, your Taunt Icon Taunthas no cooldown, andTaunt’s cooldown is reset when
      Vigilance is cast. Vigilance has a 2-minutecooldown.

    While the
    choice here depends somewhat on what the encounter mechanicsare, Vigilance Icon Vigilance is the best choice in most situations. The
    talent isexceptional because not only does it essentially provide an extra defensivecooldown to the other tank
    (or another raid member), but the fact that iteffectively removes the cooldown of Taunt Icon Taunt makes it great for picking upmultiple targets. Given
    the fact that using Taunt on a target of which youalready have aggro causes you to generatean additional 200%
    threat against that target for 3 seconds, this can even beused to boost your threat generation (although you
    will need to be mindful ofthe diminishing returns of Taunt).

    Safeguard Icon Safeguard is also quite good, but beware of the fact that
    it causesyou to intercept the next attack made against the target (you take the damagefrom the attack), which
    may not always be desirable.

    Mass Spell Reflection Icon Mass Spell
    Reflection
     is useful in the event that there are importantspells that can be reflected.
    Since most boss abilities can not be reflected(and those that can be generally do not pose problems), this
    talent will not beused very much.


    7. Tier 6 Talents

    Tier 6 talents
    provide you with a choice between 3 powerful,gameplay-altering abilities.

    • Avatar Icon Avatar is a DPS cooldown that increases your damage
      done by 20% for24 seconds. It also removes roots and snares when activated. It hasa 3-minute cooldown.
    • Bloodbath Icon Bloodbath is a DPS cooldown that causes all your
      special attacksto place a bleed on the target, equal to 30% of the damage of the respectivespecial attack.
      The ability lasts for 12 seconds, and the bleed lasts for 6seconds. Each new special ability cast while
      Bloodbath is active will refreshthe bleed duration, and update its damage. Bloodbath has a 1-minutecooldown.
    • Storm Bolt Icon Storm Bolt is a 4-second single-target stun, that also
      deals amoderate amount of damage to the target. If the target cannot be stunned(as is the case with raid
      bosses), the damage it deals is much increased. Ithas a 30-second cooldown.

    None of these
    three talents improve your survivability. The only exceptionto this is Storm Bolt Icon Storm Bolt, which can be a survivability increase if you
    areable to stun the mob that is attacking you (although bosses are not stunnable,and in a raid, there should be
    plenty of stuns available anyway).

    In terms of DPS
    and threat output, all three talents are nearlyidentical, but we find Bloodbath Icon Bloodbath to be best. It is also worth
    notingthat Avatar Icon Avatar can be beneficial in situations where
    movement-impairingeffects are involved. Choose based on your preference.


    8. Major Glyphs

    As a Protection
    Warrior, Major Glyphs offer you various damage (and threat)improvements, but they do very little for your
    survivability.

    The following
    glyphs improve your damage and threat.

    Several other
    glyphs can, in some situations, increase your DPS andthreat.

    • Glyph of Death From Above Icon Glyph of
      Death From Above
       reduces the cooldown of your Heroic Leap Icon Heroic
      Leap
      by 15 seconds. If you have a chance to make use of HeroicLeap more often than its
      standard cooldown allows for, then this glyphis a solid option. That said, this glyph should pretty much
      always betaken.
    • Glyph of Unending Rage Icon Glyph of
      Unending Rage
       increases your rage pool by 20, giving you amaximum rage amount of
      120. This glyph will probably be beneficial in everypossible scenario, making it much easier for you to
      manage your rage.Additionally, it allows you to pool up rage (even if only slightly), which youcan then use
      in a time of need.

    Glyph of Shield Wall Icon Glyph of
    Shield Wall
     causes Shield Wall Icon Shield
    Wall
     to reduce an additional20% damage taken, at the expense of increasing its cooldown
    by 2 minutes. Whilethis glyph is not something you would normally use, it can be very beneficialin some
    situations.

    Finally, Glyph of Enraged Speed Icon Glyph of
    Enraged Speed
     increases your movement speed by 20%while you are enraged.


    9. Minor Glyphs

    Minor Glyphs do
    not provide you with any worthwhile benefits. Many of themoffer cosmetic improvements that you will probably
    want to check out. Twoglyphs, however, are worth mentioning.

    • Glyph of Bloody Healing Icon Glyph of
      Bloody Healing
       increases the amount of healing you receivefrom bandages by 20%,
      while you have Deep Wounds Icon Deep
      Wounds
       (passively applied aspart of your normal rotation) up on at least one target.
      Since bandages areseldom used, its benefit will probably be very minor.
    • Glyph of Intimidating Shout Icon Glyph of
      Intimidating Shout
       changes your Intimidating Shout Icon Intimidating Shoutto no longer cause the enemies to run
      around in fear. Instead, they will simplystand still for the duration of the fear. This is very useful when
      you wishto avoid the feared mobs aggroing other packs.


    10. Changelog

    MoP Protection Warrior Guide – General

    General Information

    Welcome to our Protection Warrior tank guide for World of Warcraft MoP 5.4. Here, you will learneverything you need to know about playing a Protection Warrior in a raid environment,although most of the content also applies to normal and heroic dungeons.

    Class Overview

    Currently, Protection Warriors are faring very well, making them a worthychoice for your raid’s tanking spot(s). Like all Warriors, ProtectionWarriors provide several useful raid cooldowns (most notablyRallying Cry Icon Rallying CryShattering Throw Icon Shattering ThrowDemoralizing Banner Icon Demoralizing BannerandSkull Banner Icon Skull Banner).

    Protection Warriors have excellent mobility during encounters, and shinein fights where there are a great many adds.

    Note that this guide focuses on aspects which are specific to ProtectionWarriors, and general tanking strategies are beyond its scope. If you wish toknow more about the tanking role and what you can do to improve, we recommendthat you read our tanking guide.

    Contents

    To make it easy to navigate the guide, we have split it into multiple pages:

    Tanking Guide (MoP)

    1. The Purpose of This Article

    The scope of this guide is to cover every aspect of tanking, explaining everything that you need to understand and do in order to be a great tank. This guide will apply to you, whether you are new to the role, or a seasoned veteran.

    This article will not go into technical details about talent specs, proper gemming or anything else that is tedious, and specific to a class or spec. You are able to find all the specific information pertaining to tanking classes and specs in our existing tanking class guides. This is not to say that we will never ever make a mention regarding a specific class or ability, but do not expect to gain any class-specific knowledge from this guide.

    2. Introduction

    You will no doubt have heard many stories about how tanks have it hard and about how tanking is the most stressful and difficult role to perform in the game. There is some merit to these claims, but they do also make tanking seem a bit daunting to the new player. We hope that our guide will remedy this.

    Anyone can be a tank, and a great tank at that, provided that they know what to do and how to do it. While this statement holds true for all roles in World of Warcraft, tanks are certainly no exception.

    3. Profile of a Great Tank

    In order to properly explain all the things which you need to do to be a great tank, we first have to give you an idea of what the ideal tank is like. Below is a list of invaluable attributes.

    • A great tank always has top aggro on all targets that they are assigned to tank, and not on any other targets.
    • A great tank has excellent reaction time in picking up new mobs, before these mobs attack other raid members.
    • A great tank has excellent reaction time on taunting back targets that they lose aggro of (which happens to everyone at one time or another).
    • A great tank is intimately familiar with all the fight mechanics, and because of this, knows when and where to move, and when and how to use their defensive (and sometimes offensive) cooldowns.
    • A great tank understands the various positional requirements of (especially melee) DPS players, and does a good job at minimising their movement and downtime.
    • A great tank has the qualities of a leader, and is not shy to step up and take control of the group.

    In addition to this, as tanks are the drivers of the party or raid group, a tank who is able to set a fast pace will make the dungeon or raid go extremely smoothly and quickly.

    4. General Concerns

    In this section we will cover a number of things which will improve all aspects of your tanking ability, but are not related specifically to game mechanics.

    4.1. Add-ons and User Interface Settings

    While Blizzard’s standard user interface is fully functional, and will allow you to successfully perform any encounter, it is far from optimal. There are several add-ons and features which will make life easier for both you and the rest of your raid.

    4.1.1. Threat Meter

    Omen Threat Meter is, by far, the best threat add-on out there. It will show you how much threat you have, as well as how much threat other people on the boss’ threat table have. In addition to this, it also displays other useful information, such as how long is left until the effects of threat modifying abilities (Misdirection Icon Misdirection, Fade Icon Fade) end.

    4.1.2. Name Plates

    There are several useful nameplate add-ons, the most popular of which is probably Threat Plates.

    Name plates are essentially bars which appear over various enemies (and friendly units, if you so desire) in your proximity. They not only allow you to select enemies with ease (by clicking on the name plates) but they can also provide other useful information.

    Threat Plates allows you, at a glance, to see which targets you have aggro of, and which you do not, as well as which targets you are likely to lose aggro of soon (where someone is catching up to you in threat).

    This is achieved by providing different colors and/or sizes to the name plates of nearby targets. For example, targets of which you have aggro are green and smaller in size, while targets which you do not have aggro of are red and larger in size (making them easier to notice and click).

    Name plate add-ons are mostly useful for add tanking, but regardless of this, they should be in every tank’s arsenal.

    4.1.3. Raid Announcements

    It is essential, as a tank, that you communicate with your healers, if not with all of your raid. Doing so via voice-chat is a viable option, but it will often cause needless clutter. Moreover, due to the various sounds in the encounter, you may not always be clearly heard.

    Fortunately, you can simply use one of several add-ons which allow you to announce, in raid chat (or party, or a specific channel, at your choice), when you have used an important ability.

    We recommend Raeli’s Spell Announcer, a highly customisable add-on. We suggest that, at the very least, defensive cooldowns be announced to the raid.

    4.2. Keybinds

    While keybinding is a near-mandatory practice for all classes and specs, if you are seeking to be competitive, it is even more so for tanks. As a tank, split second decisions can make or break your raid’s chances to succeed. Furthermore, as a tank, you often have to move and rotate your camera, while at the same time using various abilities. You simply cannot do this efficiently if you must use your mouse to click them.

    As a result, we recommend making ample use of keybinds for your tank. Even if you prefer to click your action bars, a few abilities must be bound. These are: your main threat-generating abilities, your taunt(s), your survival cooldowns and your interrupt.

    4.3. Gear Optimisation

    Needless to say, you should research your class and specialisation, in order to find what the best statistics are for you, and adapt your character accordingly.

    4.3.1. Adaptability of Stats

    One of the ways in which you can make the transition from being a good tank to being a great tank is to know that tanking is all about adapting your gear (and talents) to the encounter.

    As such, you should always collect and carry with you as many alternative gear pieces as possible.

    This will allow you to change your gear on a fight-by-fight basis. If an encounter has heavy magic damage on the tank, you can use a magic damage reducing trinket, for example, or get more Stamina. If the encounter requires you to pump out a great amount of threat, you can switch in pieces with Hit and Expertise Rating (assuming you are not yet at the caps for these statistics).

    If you are looking to reduce the physical damage you are taking as much as possible, you will probably prefer Mastery Rating.

    The list goes on, but it is important to remember that a great tank’s gear and talent set-up is always dynamic.

    4.4. Knowledge of the Encounter

    As a tank, you have to be intimately familiar with all of the encounter’s mechanics, to a much greater degree than a DPS player or even a healer must.

    Only when you are familiar with the encounter will you know what the best time is to use defensive or offensive cooldowns, what position is ideal for tanking the boss, or where it is best to move in order to most easily pick up new adds.

    Additionally, as a tank, you have the unique opportunity to get a good general overview of the encounter, and how your raid is performing it. By having a good understanding of it, you can easily offer advice and suggestions for improving.

    While not applicable to raid bosses, being familiar with the various trash groups (in both raids and dungeons) is also essential for a tank. Knowing exactly what the trash mobs do, how damaging they are and what kind of crowd-control is (possibly) needed allows you to better gauge whether or not you and your healer(s) are prepared to take them on.

    Being familiar with encounter mechanics (adds, specifically) and trash mechanics allows you to “mark targets”, something which we cover briefly in the next section.

    4.4.1. Marking Targets

    The game allows players who are party or raid leaders, or assistants in raid groups, to place specific markings, of their choosing, above the heads of friendly or hostile targets.

    This is typically done by right clicking the unit frame of the target and selecting a mark, but it can also be done by use of keybinding (they are listed in the Key Binding settings menu in the default Blizzard interface). There are also add-ons which serve this purpose, but we do not consider them to be needed.

    Marks above targets can be seen by all of your party or raid members, and serve as a means to coordinate your efforts. The meaning of the marks is set by general consensus, or specific assignments prior to the encounter.

    As a tank, you should bind at least 3-4 marks to accessible keys, and make frequent use of marking targets, in order to indicate which mobs you wish to be killed first, and which you wish to be crowd-controlled.

    Keep in mind that, during raid encounters, marking is generally the prerogative of your raid leader, and unless specifically directed to, you should not interfere.

    5. Aggro

    This section will cover everything you need to know, as a tank, about gaining, maintaining and regaining aggro. First, however, we need to look at some introductory concepts.

    5.1. How does Threat and Aggro Work?

    Generating threat and maintaining aggro are the defining characteristics of a tank. Understanding these concepts is crucial to your performance.

    5.1.1. Threat

    Threat is a means of measuring the level of animosity a mob has towards a specific player. Each mob has a threat table, and every person who performs hostile actions towards that mob is put on that table.

    There are two important actions which generate threat: dealing damage and healing. Other actions, such as casting a buff or debuff also generate threat, but in very small amounts which are not worth discussing.

    Normally, threat is generated at 1:1 ratio with damage done to the mob, and a 1:2 ratio with healing done. However, in order to facilitate tanking, tanks generate threat at a 5:1 ratio with damage done.

    In order to be considered a tank for this purpose, you must be in the appropriate tanking state:

    Furthermore, threat does not decay (decrease) over time or otherwise, unless a specific ability is used which has this effect (such as Hand of Salvation Icon Hand of Salvation), or if the encounter mechanics specifically affect threat.

    Threat is reset if the player dies, or otherwise leaves combat with the mob. Lastly, threat cannot have a negative value.

    There are many types of threat modifiers, especially encounter-based abilities which reduce the threat output of certain players (forcing tank switching, generally). There are also friendly abilities, such as Tricks of the Trade Icon Tricks of the Trade and Misdirection Icon Misdirection, which offer a temporary threat transfer.

    5.1.2. Aggro

    Having aggro is a state in which players find themselves when they have the highest amount of threat against a particular mob, and that mob attacks them because of it. Needless to say, in principle, this is the aim of every tank.

    It is important to keep in mind that there will be times when you will want to avoid having aggro of mobs, even as a tank. This is the case in fights which require multiple tanks, each with their own assignments. It is also the case when the fight mechanics debuff you with something that makes you extremely vulnerable to the boss or other mobs.

    It is worthwhile to know that you do not gain aggro of a mob simply by overtaking the current top-threat target. For example, if the person who currently has aggro of the boss has 1,000,000 threat, simply reaching 1,000,001 threat will not cause the boss to attack you. There is a threshold which must be met: 110% of the threat of the current aggro target, if you are in melee range of the boss, and 130% if you are away from the boss.

    When either of those thresholds is exceeded, the boss will switch targets to the new top-threat player, and the old tank will have to exceed this person by 110%/130% again to regain aggro.

    While knowing how to master threat-generation and how to maintain aggro is important, you must first know very well what you are supposed to be tanking.

    5.2. Ability Rotation

    Tanks, generally speaking, do not have a rotation in the same way that DPS classes do. Their playstyle is much more similar to that of healers, in the sense that some abilities are useful sometimes, and others are useful at other times.

    Tanks generally have three categories of abilities:

    • important threat-generating abilities;
    • defensive abilities, which help survival;
    • other, miscellaneous abilities: buffs, debuffs, stuns/slows, taunts, mobility abilities, and so on.

    Important threat-generating abilities are the bread and butter of every tank’s threat. They should be used whenever they are off-cooldown.

    In addition to these, naturally, any damage-dealing abilities will generate a good amount of threat (due to the 500% threat multiplier), and should be used as fillers.

    Defensive abilities are of two kinds:

    • active survival abilities, which have very short cooldowns and should be used as much as possible;
    • defensive cooldowns, which have longer cooldowns, and should be used at key points in the encounter.

    Miscellaneous abilities serve a multitude of functions, and you should intermingle them with your other abilities as the encounter demands and as you see fit. Examples include buffs, debuffs, stuns, interrupts and movement abilities.

    As a tank, you will have to maintain the Weakened Blows Icon Weakened Blows debuff (unless it is being provided reliably by another tank). This is a priority, so you should make sure that the debuff is always present.

    Weakened Blows is applied:

    5.3. Initial Aggro

    As a tank, generally, it is your responsibility to start the encounters, or, in other words, to pull. This means that you get the opportunity to attack the boss before anyone else. This should, in theory, offer you the opportunity to gain initial aggro.

    While you may find that running into the boss and pressing some of your abilities (especially when supported by Misdirection Icon Misdirection or Tricks of the Trade Icon Tricks of the Trade) at random will achieve this goal, it is far from ideal.

    As a competent tank, you should at the very least know which of your abilities generate high amounts of threat. Once you know this, you should always have a plan for the pull, as well as for picking up adds which join the fight later on. While this is class specific, and up to you to perfect, there are several guidelines to follow.

    1. Always begin with the ability which generates the highest amount of threat.
    2. Be prepared to use another, high-threat ability immediately after it (especially if the first attack is dodged, parried or is a missed attack).
    3. Be prepared to use your taunt ability the moment you notice that you have lost aggro of the boss (but NOT before).
    4. Delay your debuffs and other survival cooldowns until you have stabilised your threat (obviously, if the fight mechanics require you to use a survival cooldown right away, then you should do so).

    The idea is that, at any time, your attacks can be dodged, parried or they can miss altogether. Because of this, at the pull, your threat generation can be very volatile. This stops being an issue as the fight goes on, but it makes the pull the most crucial moment of the encounter, threat-wise.

    Therefore, you should plan accordingly and have your most powerful abilities available. These should be coupled with offensive cooldowns which your class possesses, to maximise the amount of damage that you do, and thus your threat.

    Depending on the environment where you are tanking (guild raid, pug group, 5-man dungeon, etc.), you may find yourself having to literally fight against DPS players in reaching the boss first.

    This may be due to the desire (or sometimes, the necessity) to maximise damage done to the boss, or it may be due to impatience and lack of consideration. In any case, you should always take the initiative and be aggressive in engaging the encounter.

    5.3.1. Picking up Adds

    In addition to the normal way in which you will find yourself gaining aggro (pulling the boss), you will often encounter situations where new enemies, generally adds, enter the fight while it is in progress.

    The same applies here as for the pull: you should have a mental plan on how you’re going to pick these adds up. The ability priority will change from the one you used at the pull, most likely, especially in the case of multiple adds, when you will want to use your AoE abilities. Furthermore, you will find yourself using taunt proactively rather than reactively.

    Good knowledge of the encounter is crucial, because it is important to know when and where the adds will appear, especially if you want to use ground-based threat abilities.

    You also have to pay special attention to healer aggro, when picking up adds. Indeed, it is quite likely that, as healers are constantly casting spells, they will take aggro of the newly spawned adds before you even have a chance to react. You must prepare for this situation, be in a good position, and not hesitate to taunt the adds to you.

    Generally, practice over successive attempts will allow you to gain invaluable experience as to which way is best to pick up the adds in a particular fight.

    5.3.2. Using Offensive Cooldowns

    All tanking classes have some kind of offensive cooldown. Sometimes, these reduce the cooldown or resource cost of some abilities, while other times they simply increase damage done.

    It is a natural reaction to think that, as a tank, you will focus on using defensive cooldowns. However, in order to be truly successful in managing threat, especially in crucial moments of the encounter (such as the pull), it is important to use your offensive cooldowns as well.

    As a rule, you should always pull with one such cooldown available, and aim to chain another onto it immediately after it expires.

    5.4. Maintaining Aggro

    In addition to their increased threat generation, tanks also have a passive ability, called Vengeance. Vengeance grants you attack power equal to 2% of the damage you have sustained, for 20 seconds. The amount of attack power continues to stack, granting you immense amounts of attack power, provided that you continue to take damage.

    There are times when maintaining aggro can be difficult, such as when you are severely undergeared compared to DPS players, when you have to switch off the target in order to pick up a different one, or when encounter design grants increased damage done to DPS players, but not to tanks.

    In any case, the absolute best way to ensure that you never lose aggro over a longer period of time is to know your ability priority. It is essential to understand which abilities must be used on cooldown, and what other threat-generating abilities to fill gaps with. Proper knowledge of your abilities will, in most cases, guarantee that you do not lose aggro.

    5.4.1. “Tab Targeting”

    Tab targeting is a technique which involves using the TAB key (the default key for automatic targeting) to quickly switch between multiple targets. It is very useful when you are tanking multiple targets (adds, for example) and all of your usual AoE abilities are on cooldown or are proving insufficient.

    Essentially, you want to cycle through all of the targets by using the TAB key (you can do it manually, as well, though it is less efficient) and apply single target threat-generating abilities on each individual add. For best results, check Omen to see if there are any targets on which you have a large threat lead, and do not bother attacking those.

    5.5. Regaining Aggro (Taunting and Tank-Switching)

    There are two situations when you will need to regain aggro of a mob: when you have lost aggro, unintentionally, to DPS players or another tank, and when you are engaged in a tank-switching rotation. While taunting a stray mob on which you have lost aggro is rather simple, a few notes are in order regarding tank switching. First, however, you must understand exactly how to best use your taunt.

    5.5.1. How to Taunt

    While using taunt may seem straightforward enough, and many times it is, there are a few subtle points which you must understand.

    First of all, you need to understand how taunt works and how it affects your threat.

    Taunting a mob has two effects:

    1. It forces the mob to attack the player who taunted it, for 3 seconds.
    2. It grants the player who taunted it an amount of threat equal to that of the player who had aggro of the mob at the time of the taunt.

    Regarding the first point, the duration that the mob attacks the taunting player for is subject to diminishing returns, so subsequent taunts, within a 15 second window, will reduce the amount of time, until the spell eventually has no effect. Note that all taunts share the same diminishing returns, so a Warrior’s taunt will cause the Paladin off-tank’s taunts to have diminished effects, for example.

    Regarding the second point, taunt only affects your threat level when you are not at the top of the threat table. If you are at the top of the threat table (but do not have aggro), then taunt will only force the mob to attack you for 3 seconds. If you have aggro and are at the top of the aggro table, then taunt does nothing except for making sure that the target will stick to you for the duration of taunt.

    Taunt’s cooldown is relatively low, and it is a key part of any tank’s toolkit, so do not be afraid to use it. While you may get the idea that having to taunt off people is “shameful”, as a reflection of your ability to maintain aggro, this could not be farther from the truth. A good tank is one who makes free and efficient use of taunt.

    Secondly, you must understand the following: if you are about to taunt a mob on which you do not have aggro, then do not bother using any threat abilities before taunting, as any extra threat you gain before taunting is essentially useless (since taunt puts you on top of the threat table anyway). Rather, save your most powerful ability or abilities for the moments immediately after you have taunted. This will ensure that, in addition to getting pushed to the top of the threat table, you will gain a considerable lead over everyone else.

    Likewise, there is little point in taunting a mob which you do not have aggro of, if you cannot reach it to attack it and thus boost your threat. Therefore, you should try to always position yourself close to mobs which you have lost aggro of, and taunt them only when you are prepared to attack – otherwise they are very likely to simply run back to their previous target after the 3 second effect of taunt wears off. You can use ranged abilities to help you out in these situations, but as tanking ranged abilities are rather weak (and on long cooldowns), this is not reliable.

    Finally, because of the diminishing returns of taunt, and because, when you already have aggro, it provides no benefits whatsoever, it should not be used as part of your “rotation”. Rather, taunt should be saved for when it is actually needed.

    5.5.2. How to Tank-Switch

    There are a great many encounters in the game which require two (or more) tanks to taunt the boss off of each other at specific intervals of time, usually due to some debuffs applied to the tanks.

    While the practice itself is not overly complicated, we would like to make three mentions.

    1. Understand exactly why you are taunting the boss, why it is being taunted off you, and what the correct timing for it is. Boss mods usually alert you as to the timing, but you must make sure that you can monitor your fellow tanks’ debuffs.
    2. Time one or more powerful threat-generating abilities to land immediately after your taunt lands, to ensure that you do not lose aggro after taunting.
    3. When you have been taunted off of, stop using powerful threat-generating abilities for a sensible amount of time (a few seconds), in order to help the other tank stabilise his aggro. Depending on various circumstances, you may even need to stop auto-attacking.

    Additionally, it is very important to observe the correct position and facing of the boss before you taunt it. This is especially true in the case of dragon bosses, who have both tail and breath attacks. The best thing to do is to to position yourself exactly in the same place as the tank who currently has aggro, before you taunt, so that the boss does not move at all.

    Lastly, it’s important that you position yourself behind the boss when you are not tanking it. This ensures that none of your attacks are parried, and also that you do not receive damage from breath or cleaving type attacks that the boss may perform. Keep in mind, however, that some encounters specifically require both tanks to be in front of the boss.

    6. Survival

    Instinctively, it feels as though your survival, as a tank, is all in the hands of your healers, but this could not be farther from the truth. Yes, with incompetent healers, you will die, and there is little you can do to save yourself. However, even excellent healers will fail to keep you alive if you do not make proper use of the tools at your disposal.

    This section will be rather brief, but there are a few important mentions we feel need to be made.

    6.1. Active Survival

    Each tanking class has various active survival and mitigation tools at their disposal. These take the form of abilities with low or no cooldown, which offer great benefits but are also rather expensive. You must learn to make constant (and proper) use of these abilities in your rotation, otherwise you will be practically unhealable.

    Going into depth about these abilities is beyond the scope of this guide, so we recommend that you read our class-specific tanking guides.

    6.2. Cooldowns

    Every tanking class has at least a few defensive/survival cooldowns. You need to be familiar with what they are, how they work and, very importantly, you must have them keybound to accessible keys. Furthermore, you should keep in mind that you have other survival tools at your disposal outside of the major cooldowns, such as trinket on-use effects or minor cooldowns.

    6.2.1. General Guidelines

    • Prevention is better than remedy. Unless there is a specific event in the encounter which you need to save cooldowns for, use them freely, as many times as possible during the fight.
    • Damage reduction cooldowns should always be used proactively. Do not bother using them when you notice you are on 5% health, since it will already be too late by then. Use them when you anticipate a period of high damage, or when your healers are going to be unable to heal you.
    • Health increasing cooldowns can be used both proactively and reactively, though if given the choice, you should try to save them for moments when your health is suddenly very low.
    • As much as possible, do not stack cooldowns. As a rule, if you need to use all of your cooldowns at once to survive a fight mechanic, chances are you are not intended to survive it in the first place.

    Having a good understanding of the encounter mechanics and of your raid’s strategy will help tremendously in allowing you to time your cooldowns to perfection. Practice makes perfect.

    Additionally, good communication with your healers is invaluable. Everything may appear to be fine, but a healer disconnecting, or being targeted by a boss ability which requires them to move are important events that justify the use of a cooldown.

    6.3. Positioning and Movement

    In addition to not standing in any harmful ground effects, which is something that every raider should be aware of, there is another absolutely key piece of advice for every tank out there: never ever have your back to a mob which is attacking you.

    There is a simple reason for this: when your back is turned to an attacking mob, you will not be able to dodge, parry or block any of its attacks. This translates to, essentially, a burst of damage onto you, as a lot of attacks are generally dodged, parried or blocked. This will not only increase the amount of healing that is needed to keep you alive, but it may make it impossible to keep you alive altogether.

    What does this mean, though, in terms of movement? What if you have to move the boss from one place to another, and you have to do so quickly? Well, rest assured, you do not have to slowly backpedal your way there. What you should do instead is strafe sideways. If your side is turned to the attacking mob, you continue to parry, dodge and block attacks, and what’s more, you maintain your normal run speed.

    This is slightly tricky to master right away, but you can always find a low level mob (so it doesn’t kill you), aggro it and run away from it. This will allow you to practice the exact angle you need to be facing. Just check to see if you are registering any dodges or parries, as this will be an indication that you are facing the correct way.

    Finally, you should always make sure that you do not leave line of sight of your healers, as this is a sure way to get yourself killed. While it is less of a problem in raids (as most rooms do not have obstacles), it can happen easily in dungeons.

    6.3.1. Pushing

    In case the target you are tanking needs to be moved a short distance backwards (that is to say, in the direction that you are facing), you can employ a technique known as pushing. To do this, simple step forward until you enter the target’s hitbox. This will cause them to adjust to your position, and in most cases this means that they will step back a very short distance, and face you again.

    The alternative to this is to drag the target to the desired location, but in the process of doing so, you need to move a lot more, and the target is very likely to turn around for extended periods of time, making it much less desirable than pushing.

    We would like to note that some mobs, due to the size of their hitbox, are not very receptive to this technique.

    7. Maximising Your Raid’s and Your Own DPS

    Holding aggro and not dying are essential aspects of being a great tank, but to move to the next level, you have to understand how each and every one of your actions impact the rest of your raid.

    There are many encounters which require you, as the tank, to position or move the boss. Doing so is, generally, a requirement to completing the encounter successfully, but simply knowing when and where the boss needs to be moved is not all there is to it.

    In order not to hamper your raid’s DPS, you must understand that melee DPS players must be within melee range of the boss to perform their attacks. This means that, whenever you move the boss, you should make sure that you move him as little as possible, while still achieving your goal. The less you move the boss, the less melee DPS players will have to move to follow it, and the more DPS they will be able to do.

    Additionally, you need to understand that melee DPS players need to attack mobs from behind in order for their DPS to be competitive. This has two implications.

    • You must keep the boss facing the same way, as much as possible, so that DPS players do not suddenly find that they have to reposition themselves.
    • You must make sure that there are no fire patches or other void zones behind the boss, making it impossible for melee DPS to stand there.

    Indeed, while it takes a good tank to know when to move the boss from place to place, it takes an excellent tank to move him in the way which is most efficient for your DPS players.

    Finally, keep in mind that, even after you are generating enough threat to maintain aggro, and you are surviving the encounter, you can still improve your own performance. Any extra DPS that you do as a tank will be added to your raid’s DPS and will, even if in just a small part, help you kill the boss faster.

    8. Leadership and Attitude

    As the tank, whether you desire it or not, you are in a unique position of control over your group. Healers and DPS players may be the assigned leaders, or they may wish to take charge, but at the end of the day, they are unable to do anything without you.

    This state of affairs makes it so that, often, it is preferred that a tank simply be the leader, as this simplifies matters greatly. Furthermore, because tanking attracts leaders, it then becomes an expected quality of all tanks to lead their groups.

    So, exactly what qualities should a tank have, in terms of leadership? They should be confident, they should not be shy to speak up, they should know perfectly well what they want their group to do (which, incidentally, should also be the correct thing to do, hence why knowing the encounter mechanics is important), and they should have the vigour to do it.

    Tanks have a lot of responsibility, as a tanking mistake is going to lead to a wipe a lot more often than a DPS or healer one would. For this reason, tanks are most likely to receive criticism. But, because, as we said, tanking is all about confidence, you cannot let it get to you! If you did indeed make a mistake, then learn from it and apologise, but do not let it impede your drive.

    9. Conclusions

    This concludes the tanking guide. If you have followed us all the way to the end, you now know exactly what a great tank is, and what you need to do to achieve that.

    You must understand, however, that tanking, more than any other role in the game, is all about repeated practice. Only when you have done something many times will you be so confident as to do it effortlessly and quickly. So, if you are wondering how you can start, then remember that you cannot practice tanking on a training dummy. There are a few steps you can follow.

    1. Set up your user interface, add-ons and keybinds, and do a few high level quests to familiarise yourself with your new settings.
    2. Look up the tactics for the bosses (and trash pulls, if possible) of a specific heroic dungeon, and just go and do it! You can do it with friends or guild members, for added support, but the anonymity granted by the Dungeon Finder may suit you better.
    3. Be polite and considerate with your fellow party members, but do not let them get to you, regardless of what they may say.

    If any of this seems daunting, fear not, and remember that the best quality of a great tank is confidence! Remember that we have all lost aggro, accidentally pulled in DPS gear, or fallen off of platforms.

    10. Changelog

    • 04 Aug. 2013: Fixed an incorrect mention that Death Knights apply the Weakened Blows debuff through Blood Boil Icon Blood Boil (it is actually Blood Plague Icon Blood Plague).