1. The ethos of Warrior Tanking
2. Why play a Warrior Tank Pros and Cons
3. A Perfect Match: Tank Pairings.
4. How to Gear: stat priority
5. Talents and Glyphs
6. Your tanking Arsenal ¨C Abilities
7. Active Mitigation and Cooldown management
9. Finding a guild as a Protection Warrior
10. Reflection and Improvement
Section 1 ¨C the Ethos of tanking
Before I even get into how to play a warrior tank, the aim here is to go over the attitude and ethos that a good tank, not necessarily even a warrior, but just a good tank in general should have. You should be clear on what your role is in a group and what you can do to help your group¡¯s progress.
We¡¯ll start with what I like to call the ¡°Tanking Hierarchy of Needs¡±. The Hierarchy has five levels, with one being the lowest and five being the most advanced. Just like Maslow¡¯s Hierarchy, it starts with the most basic and finishes with the most complex. The further you climb the hierarchy, the more advanced you become. As you get better at tanking, you should envision yourself to be climbing up the Hierarchy with every tanking class you play, not just warrior.
The model is as follows:
Level One: Survive
Many people say that a tank¡¯s most important job is to hold aggro and keep their group safe. This is not true: you can¡¯t hold aggro if you are dead. How does one meet this criteria Have the correct build and gear to be able to deal with the most basic tanking situation. Make all reasonable preparations to meet the ilvl requirements of the dungeon or raid you wish to tank. Make sure that you have your flask (stamina, usually) and your food (again, stamina, or failing that, mastery) and a heavy supply of Draenic Armour Potions. It doesn¡¯t matter how brilliant a tank you might be, you won¡¯t last long in Mythic Highmaul or Blackrock Foundry with 630 gear.
Level Two: Control
Now that you are effectively equipped enough to carry out your job, it¡¯s time to actually start carrying it out. As a tank your role is to control the flow of the fight. You need to ensure that hostile creatures (mobs) are attacking you, rather than attacking the rest of your group. If you can¡¯t effectively control the mobs you are fighting, you are going to do more harm to your group than good. You are going to cause wasted healing, low DPS and potentially put other members of the party at risk. If the tank is not in control, the group is not in control. Think of yourself as the driver of a vehicle, and the group members are the passengers.
As well having the physical attention of the adds, you must also be able to control their positioning. Everything should be tanked facing away from other party members (especially melee). The first reason for this is because melee DPS do naturally more damage from behind because they cannot be parried. The second, is more important, and this is to avert the risk of cleaves ¨C if a mob cleaves, it can damage anyone that stands in front of it. If melee DPS stand in front of a boss, they risk getting cleaved and killed. You can¡¯t rely on melee DPS to always hit from behind ¨C they might not realise they have to ¨C but you as a tank have the ability to control what direction they attack from, by positioning mobs appropriately. Likewise, if AOE spawns underneath melee DPS, you will need to drag targets away from it so that they can continue attacking without taking damage. Ranged and healers can generally look after themselves, but melee have the tendency to get shat on during fights that involve ground AOE, and this is almost always due to bad tanking. Melee are pretty much at the mercy of tanks ¨C look after them, and they will love you.
This is the essence of control, and the core of being a good tank. You control where mobs stand. You control where they are attacked from. You control how much DPS the group does. You control how much damage the group takes. You control how well the group plays. You control how quickly the boss dies. You control how quickly a raid progresses.
That is an extremely powerful position to be in, and it is a burden that no other role has to cope with.
Level One and Two are best viewed as being generic. They apply to every encounter in the game, and once you have mastered the basic essence of these, you can go out and start learning how to tank on a fight by fight basis.
Level Three: Reduce
Tanks are going to take damage during fights, and being able to control and reduce this damage is a vital skill that all tanks need to be able to do. Controlling your damage is generally done through passive mitigation, which comes from your stats and passive abilities, and your active mitigation, which is a tank¡¯s ability to respond to incoming damage. This is a Warrior Guide, and for the sake of clarity, I will use Warrior as an example. We two abilities for Active Mitigation - Shield Barrier, and Shield Block. Shield Barrier is a variable absorb shield that stops incoming damage based on rage and current resolve. Higher resolve will yield higher absorb values. Both physical and magical damage is absorbed by this ability. Shield Block gives the Warrior an additional 100% chance to Block all incoming physical attacks for the next 6 seconds. It costs 60 rage and has two charges. This mitigation form is ¡°Active¡± as opposed to ¡°Passive¡± because it requires the tank to actively choose which ability is best for that particular situation. Obviously Shield Block only works on physical attacks, but it is very powerful and reliable in doing so. Shield Barrier is your main defence against magical attacks. Tanks also have powerful cooldowns, such as Shield Wall, that can reduce huge amounts of damage. They can use these when they come up against particularly hard hitting abilities. I¡¯m not going to get too much into Active Mitigation here (I have an entire section on it later) but it should serve to illustrate the point ¨C you have an arsenal of tools at your disposal to improve your survivability and reduce incoming damage.
It¡¯s important to know that passive mitigation might reduce your incoming damage taken, it does not control your incoming damage taken. Parry is a great way to not take any damage at all... when it works. You won¡¯t parry every single attack. Avoidance is generally inferior to less damage taken per hit. You don¡¯t want to parry five hits and have the sixth hit knock you down to 20% HP and suddenly your healer is blowing mana on big, emergency heals. You want each hit to deal soft, predictable damage that is easy to heal with weaker heals and HoTs, with big heals being saved for when you really need them.
Level Four: Increase
When you start consistently getting the first three levels right, it¡¯s time to start thinking about level Four. As a tank, you deal damage, and Level Four is all about trying to increase not only your own, but also the damage done by your group or raid. Ask yourself, on this fight, are you doing everything you can to make sure that as much DPS is being done Increasing this DPS can be achieved by things like faster positioning ¨C the less time a boss spends being carted from one side of the room to the other, the more DPS the melee get to unload on him. A good Rogue is generally not going to unload all of his DPS onto a target that is being dragged around, in case the tank suddenly pulls the boss out of melee range and causes him to miss an ability. By moving the boss around, you are essentially preventing him from doing that. Nothing annoys a melee DPS more than a boss that is constantly and needlessly moving out of melee range. It hurts their DPS and their ability to top meters and they will hate you for this. If you do have to move, move predictably; never move without alerting the melee in advance. Even if it is as simple as saying ¡°moving left¡± on voice comm, they will appreciate the warning.
Once you are satisfied that you are doing everything that is within your power to Increase your group¡¯s DPS, then you can start increasing your own, but never at the expense of your survivability. This means that dumping rage into Heroic Strike when you could be spending it on Shield Barrier is absolutely not acceptable.
Level Three and Four are specific, and they are mastered on a Fight by Fight basis. For instance, I might consider myself to be level Four on one fight, but only level Three on another, if I have not yet worked out how to totally maximise DPS output. On any new fight you go into, you will first aim to figure out how you can achieve these two levels. Once you do, you can finally move onto Level Five.
Level Five: Self-Actualisation
Once you get to Level Four, you are effectively tanking at the level that is required for mid to high-end raid progression. You may think you have learned how to tank and mastered everything there is to know about tanking. Truly exceptional tanks are the ones who never stop learning and never stop testing their limits. Level Five is all about further learning, coming up with new innovations and experimenting with different methods of dealing with mechanics. It¡¯s about reviewing your performance and reflecting on what you did well and what could have gone better. It¡¯s about conducting your own experiments and learning from the results. Have you tried the fight using this tactic Did it work well What could have been improved You will be doing a lot of this anyway throughout your development of Level Three and Four. Level Five looks at multiple possibilities for doing these even better, because no matter how many times you do something, you can always do it better.
Why Play a Warrior Pros and Cons
Warriors are one of five tank classes currently in World of Warcraft. We¡¯re by far the oldest serving tanks and for much of WoW¡¯s early life, we were the only viable tanks. As such, the incorporation of other tanks into a raid team has been a paradigm shift that has changed with every expansion pack and opinions have varied from Patch to Patch.
In essence, every expansion has had tanks that have been stronger or weaker, and while player skill generally trumps the class in most situations, very high-end raiding guilds at the top level of progression will tend to utilise stronger tanks over weaker ones during progression. Here we examine the pros and cons of a warrior. With the pros, we highlight how this makes them better than other tanks, and with the cons we highlight how this may be compensated for by other tanks.
So many to list, but here are the main ones that set them aside from other tanks
- Very high mobility. Playing a Warrior is very liberating - it¡¯s like sleeping naked. Paladins or DKs feel extremely sluggish in comparison to a warrior, who can charge, leap or intervene his way around a battlefield. It makes warriors very useful for any role that requires getting somewhere quickly.
- Very good at dealing with physical damage due to Shield Block.
- Very effective at tanking multiple mobs. In fact, warriors actually get stronger the more mobs are beating on them. More hits > More parries > More Revenge procs > More rage > More Shield Barriers, which will be more powerful due to more resolve. They really shine on any fight that involves add management, such as Blast Furnace. It¡¯s one area they beat Monks, DKs and Druids in, who do not gain any significant benefit from having multiple mobs attacking them.
- High damage output. Warriors, along with Monks, do the highest damage out of all tanks.
- Reliable active mitigation. Warriors are generally not spiky tanks (unless played wrong). Shield Block is reliable, it works 100% of the time, reducing physical damage taken. If you¡¯re not stupid with your rage, Shield Barrier will almost always available when you need one.
- We have a large array of glyphs and talents that can be tailor made to fit specific encounters. We probably have more useful glyphs than any other class in the game. Does the fight require an extra dispel Do you need to move somewhere extra quickly Are you picking up lots of spawning adds Would the fight benefit from additional cleave All of these are important questions that a warrior tank must think about when learning a new boss encounter. Not all tanks have the luxury of being that adaptable.
Here are what I perceive to be the two biggest drawbacks of the warrior
- While they are good at managing adds, they can struggle to pick them up due to a lack of spammable AOE. Our main AOE threat builder is Thunder Clap, which is on a 6 second cooldown. If it misses, you can end up with a mess of loose adds if you don¡¯t actively single target them and taunt. Compare this to every other tank in the game that has some form of AOE threat builder that is either continuous, or can be spammed indefinitely (Consecration, Thrash, Blood Boil and Spinning Crane Kick). I¡¯d rather Thunder Clap did half the damage, but was only on a 3 second cooldown.
- A common complaint many Warriors have is that we tend to be more reliant on external cooldowns than other tanks. We only have two personal cooldowns, Shield Wall and Demoralizing Shout, whereas most other tanks have at least three. Monks trump everyone with three (two of which can be catered to specialise in either physical or magical damage) and Guard, which is a ridiculously powerful, two-charge absorb on a 30 second cooldown. We do however, make up for this with Shield Barrier. It¡¯s nowhere near as powerful as Guard, but it¡¯s much more frequently available.
Right now, the only tank that might be ¡°better¡± than a well played Protection Warrior is a well-played Brewmaster Monk. Monks are the current FOTM tank, and they are incredibly strong. Other tanks have gone through the same spot in the limelight. DKs had it in MoP, Paladins dominated Wrath and Druids were very strong in Cataclysm. And while these tanks have fluctuated constantly between being either overpowered or unreliable, Warriors have always been consistently solid and reliable tanks. They¡¯ve been there since the beginning, stood the test of time and have proven again and again that they are one of the strongest tanks for progression. Method, the current top World guild has used a Warrior main tank since Vanilla and has very rarely ever deviated from this. We¡¯ve not always been the best option, but we have never been a bad option. No other tank can really say this. If in doubt, bring a Warrior.
The Perfect Match: Tank Pairings
Generally speaking, the warrior partners well with every other tank class in the game, and given the choice, most other tanks would prefer to work alongside a warrior than any other tank class in the game. It¡¯s not uncommon to see guilds use two warriors, while it is very rare to see guilds use two of any other tank class. This next section examines the benefits and drawbacks of specific Warrior pairings.
Before we really get into this, it is important to understand that Player > Class in virtually every circumstance. If player skill is really not an issue, the main factor you should be using to evaluate what the best possible tank partner is when building a raid team, you¡¯ll want to focus on loot. When aiming for progression, it makes sense that two tanks will gear quicker if they have separate loot tables.
Warrior + Warrior ¨C Brothers in Arms
Having a tank team that consisted solely of Warriors was standard practice in Vanilla and even TBC, until about Hyjal, when we realised how incredibly strong Paladins were against trash. While bringing two of any other tank class can actually be highly ineffective, warriors have always worked as effectively with each other as they have done with any other tank class. To this day, double warrior remains a solid combination because it gives the benefit of dual Vigilance or dual Safeguard. In essence, the warriors either get the option giving each other 20% less damage taken every 30 seconds, or what amounts to a third personal cooldown. This shines on any fight where they are made to stay close together to split cleave damage (a la, Kromog and Butcher) or where they must give each other a small cooldown to deal with a boss mechanic (Oregorger). Not considering loot, only drawback is that any difficulties one warrior faces are likely going to be faced by the other, with no way of compensating for this.
Warrior + Paladin ¨C Two Sides of a Coin
Ever since paladins came onto the tanking scene, they have been competing with Warriors for both loot and main-tank spots. They had their day of reckoning in Wrath, where they took revenge for every time we ever mocked them in Vanilla or TBC for trying to tank. These days they offer us a useful defensive buff in the form of Sacred Shield, which they can keep on us at all times when we are tanking for additional mitigation. They also give out passive healing and bring the most useful ranged interrupt in the world to the table ¨C Avenger¡¯s Shield. Paladins were the traditional masters of trash, and indeed nobody controls trash like a paladin. They will pick up where you fall on that front and interrupt casters from afar, generally making your life a lot easier. We make up for their terrible/non-existent mobility.
Warrior + Druid ¨C The Shielded Bear
Bears are a little like warriors, only hairier and without any armour. They have charge like us and the ability to interrupt from range. They¡¯re great for add-pickup due to the limitless power of Thrash, and they can actively reduce the damage we take by Mauling the target as often as they can, taking a huge chunk of damage off its next attack. In return, we offer them Vigilance, giving them the ability to soak an extra big hit. Bears are great for doing this because they have such monstrous HP pools and the ability to heal themselves up at will. Additionally, their high dodge chance means that any attack that splits damage between us and the bear will be nullified if the bear dodges it. Likewise, our damage reduction means that the bear will take less damage from said ability when we block or absorb it. The best thing about the bear is the fact that they use leather armour and won¡¯t steal our lewts.
Warrior + Death Knight ¨C Stone Cold Killers
Death Knights have a lot of personal survivability but have virtually nothing useful to give their group outside of Gorefiend¡¯s Grasp, which is the most effective builder of ¡°death balls¡± in the game. It pulls every ranged mob towards the Death Knight, wherein they can be stunned, rooted and subsequently destroyed by the rest of the raid (after we have ripped aggro off them with Thunder Clap > Dragon Roar > Bladestorm anyway). This is invaluable on a large number of fights, and since trash pickup is one of the things a warrior struggles with the most (especially when trash are spread out), a DK partner can be a huge asset for this situation. Thankfully, Gorefiend¡¯s Grasp is not restricted only to DK tanks, which means that as long as you have a DK in your raid, you still have access to this utility if you need it. As well as this, DKs have a lot of magical resistance that the warrior does not. Runetap, AMS and Death Strike are all useful for dealing with magical damage. That means that the DK can take the lead on any fight that involves magical damage if the warrior is especially struggling. The DK also has battle res, which is a bonus.
Warrior + Monk ¨C Anything You Can Do, I Can Do Stagger
In many ways, the Monk is the tank with the most similarities to the Warrior, while simultaneously being the most different. Most of the top Monks rerolled from Warriors in MoP, somewhere around Throne of Thunder and have remained with the class ever since. They are incredibly strong tank-wise and can rival the warrior in terms of both mobility and utility. I¡¯ve already mentioned their impressive array of cooldowns; their ridiculously effective active mitigation that staggers incoming damage ensures that a monk will never take an ability to the face at full force. Warriors have charge and leap, Monks have roll. Warriors have a taunting banner, Monks have a deployable statue that can sit on the floor, passively taunting everything that walks near it until the Monk gets round to picking the mobs up himself. The best thing about tanking with a Monk is being able to say ¡°actually, I think you should do this, you have <insert Monk ability here>¡±. Seriously though, Monks are fantastic to tank with, and they benefit from being with a warrior more than any other tank, mainly because of Vigilance (as if they even needed it) and the fact that they will rip aggro of just about anything that isn¡¯t a warrior. The added benefit of tanking with a Monk is the fact that like a druid, they wear leather armour, but they WILL roll on your tier pieces.
How to Gear your Warrior
This will be a short section because there is very little here to discuss. Here is what each stat does:
Bonus Armour: Increases our armour and reduces damage taken.
Mastery: Increases our block chance, our critical block chance and our attack power.
Critical Strike: Increases our chance to critically hit with attacks and our chance to parry.
Versatility: Increases damage dealt/healed/absorbed and reduces damage taken.
Haste: Reduces the cooldown of Shield Slam and Thunderclap, reduces the GCD.
Multistrike: Allows our attacks to generate additional blows at a lower damage, within the same GCD. Multistrikes proc our passive Blood Frenzy, which is a 3% heal over time. Don¡¯t worry about it, it¡¯s virtually useless.
Generally you want to gear in either one of two ways depending on your style and your stage in raid progression.
Defensive: Bonus Armour > Mastery > Critical Strike=Versatility > Haste > Multistrike.
Offensive: Bonus Armour > Critical Strike > Multistrike=Mastery > Haste > Versatility
Gem/Enchant your primary (underlined) stat.
Go for a defensive priority when you are progressing. When you are farming raids, you may opt to go for a more offensive build, but I would not personally ever do this because I always feel like a paper towel when I do.
Talents and Glyphs
I¡¯m going to walk you through each talent in the tree, tier by tier and explain what it does. Then I will outline some of the more useful glyphs.
Tier 1 ¨C Dat charge
These 3 abilities offer improvements to your Charge ability.
Juggernaut reduces the cooldown of your taunt to 12 seconds. Generally the best for rage generation.
Double Time gives Charge 2 charges, but removes the rage generation from the second charge if used before 12 seconds. Generally better for mobility.
Warbringer is generally a PvP talent that allows your charge to stun rather than root. Really this is only useful if you are charging to interrupt a stunnable add (and keep in mind that most raid mobs are not) and for some reason you can¡¯t use Gag Order (but really, when does that ever happen ).
Tier 2 ¨C Dem heals
These abilities offer you healing
Enraged Regeneration is an on-demand heal that gives you 10% of your HP now and 20% over the next 5 seconds. It can be used when stunned, is off the GCD and has a 1¨Cminute cooldown. It¡¯s a nice little on-demand heal that can be used in a pinch, or if you ever get separated from healers.
Second Wind gives you 25% Leech when you drop below 35% health. It¡¯s stupidly overpowered for soloing old raid content, or any other situation where you are able to hit for over 1 million with Shield Slam, but next to useless for any other situation outside this.
Enraged Regeneration is an on-demand heal with a 30-second cooldown. It heals you for 15% of your health for a cost of 10 Rage. Its cooldown is reset by killing a foe. It is however, on the GCD and requires a target to be in melee range. I don¡¯t find it to be of any practical use in a raid environment.
Tier 3 ¨C Dem deeps
These talents buff your damage or give you the opportunity to deal additional damage.
Heavy Repercussions makes your Shield Slam do 30% more damage when Shield Block is active. It¡¯s a passive ability that doesn¡¯t really require any radical changes to playstyle in order to get the most out of. It is however, the lowest DPS increase out of the three.
Sudden Death gives your auto-attacks 10% chance to allow you to use execute with no cost, regardless of enemy health.
Unyielding Strikes gives your Devastate the power to grant one stack of Unyielding Strikes, which reduces the rage cost of Heroic Strike. It stacks up to six, effectively allowing you to spam Heroic Strike without cost. This is the highest overall DPS boost, but the most difficult to execute effectively.
This is one tier where every option is totally viable and depends on the encounter, as well as the skill of the player. What you take doesn¡¯t matter defensively (and unless you¡¯re very good, taking Unyielding Strikes might actually be detrimental to your play, as it makes you tempted to spend rage recklessly on Heroic Strike) so it is best to make this decision based on how comfortable you are with the class. Heavy Repercussions does not require you to play differently, and is the best option for the less experienced players. Sudden Death is the least radical departure from standard playstyle and offers a moderate, noticable DPS boost. Unyielding Strikes is recommended only for advanced players looking to min-max their DPS. It really shines (on the meters at least) when used on cleave fights like Twin Ogron, Blast Furnace, Iron Maidens or Tectus, because you can use it with Glyph of Cleave and do twice the damage.
Tier 4 ¨C Dem Stuns
These talents offer some form of crowd controlling damage.
Storm Bolt is the spiritual successor to Concussion. It is a single target stun that deals moderate damage and can be used every 30 seconds. It¡¯s ¡°meh¡± at best for tanking, and there are almost always better options in virtually every conceivable situation.
Shockwave is an AOE stun that is incredibly effective in dungeons or situations where you are tanking multiple adds.
Dragon Roar is a huge AOE blast of high damage that interrupts and knocks down everything in range. It¡¯s the biggest DPS boost of them all but has the longest cooldown, at one minute. Use this for single target fights and incorporate it as part of your rotation.
Tier 5 ¨C Dat defence
Tier 5 offers you 3 abilities that can protect raid members.
Mass Spell Reflection protects your entire raid from one spell that is cast directly at them. There are very few niche situations where this is actually viable.
Safeguard allows you to Intervene an attack made against an ally, and reduces the damage they take by 20% for 6 seconds. It¡¯s a very effective and rapidly available defensive cooldown that you can use on your co-tank whenever it is available.
Vigilance is a big 40% damage reduction cooldown that can be applied to any raid member. I insist that every warrior that I raid with rolls with Vigilance so they can make use of this amazing cooldown. As a tank you should be the first to give this to an off-tank if he calls for it so as to save things like Pain Suppression for yourself.
Tier 6 ¨C Dat Bladestorm tho
Tier 6 offers you Bladestorm and friends. Bloodbath being the most viable alternative and Avatar being the most ¡°niche¡± (which is a politically correct term for ¡°[email protected]#$¡±) talent the warrior has.
Avatar turns you into a Colossus for 20 seconds, enabling you to rape faces with 20% more damage. It¡¯s on a 1.5 minute cooldown. This doesn¡¯t actually sound that bad on paper, and Icy Veins loves it for some reason. The problem is that it just does not synergise well with the rest of the Warrior¡¯s powerful abilities which are all on one minute cooldowns (Dragon Roar and Ravager). You either have to wait 30 seconds after these abilities come off cooldown to use them with Avatar, or you simply have to use Avatar every other time you use the Dragon Roar>Ravager combo. If it was a 1 minute cooldown, it would be very viable, but at the moment, it isn¡¯t so only take this if you are fighting a boss that roots you (does not work on Imperator Mar¡¯gok¡¯s Mark of Chaos). There are certain fights where this ability is effective, but these are generally single target fights which employ heavy cooldown usage and would warrant the use of Anger Management (Gruul and Butcher).
Bloodbath does 30% of your physical damage as a bleed to all affected targets. Essentially if your Devastate hits for 10,000, it will deal 3,000 additional damage as a bleed effect. This synergises amazingly well with Ravager and Dragon Roar, which can be used on either a single target or on a large group of adds to deal monstrous damage, once every minute. When I roll with this ability, I have it macroed to Dragon Roar to make sure that they are always used at the same time.
Bladestorm. DAT BLADESTORM THO. It¡¯s the most ridiculously powerful AOE DPS cooldown that we have access to, and it¡¯s amazingly funny to see warriors cheesing the %^-* out of Bladestorm on trash packs in raids, topping the DPS meters for an entire six seconds. It¡¯s great for trash and dungeons, but its boss utility is pretty limited because its single target usage is virtually nonexistent. You basically spin around for 6 seconds, dealing large AOE damage to everything in the immediate area. You cannot use any abilities, and thus cannot generate any rage while using it, so make sure you pool rage beforehand and have Shield Block/Barrier up while using it. The only boss I routinely use it on is Tectus, and that¡¯s purely for quickly getting aggro on the little Tectus Motes in P3.
Tier 7 ¨C Level 100 Talents
All of these are powerful and very viable. They should be swapped regularly on a fight-by-fight basis depending on the fight content.
Anger Management. Whenever you spend 30 rage, you knock one second off the cooldown of several different abilities: Shield Wall, Demo Shout, Ravager, Bloodbath, Dragon Roar, Avatar, Bladestorm, Shockwave, Storm Bolt, Last Stand, Mocking Banner and Heroic Leap. To put things into perspective. Every time you use Shield Block, you reduce the active cooldown of Shield Wall by 2 seconds. I might use 5 or 6 shield blocks every minute. That¡¯s 10 seconds knocked off your 1 minute cooldowns. 20 seconds knocked off your 2 minute cooldowns. 30 seconds knocked off your 3 minute cooldowns. In essence, it helps with the warrior¡¯s major problem when comparing it to other tanks, which is fewer cooldowns. We would really benefit from an extra charge on Shield Wall, or the power to apply Vigilance to ourselves. The next best thing to an extra cooldown, is to have your existing cooldowns become available faster.
Ravager drops a whirling axe of doom at a target location. It will deal insane damage to anything that walks into it, and grant you 30% additional parry for 12 seconds. This ability is a Godsend on fights that involve add management. On Blast Furnace, for example, I can drop a Ravager (empowered with Bloodbath) on an Elementalist while standing away with a group of security guards. I