STAR WARS™: The Old Republic™

STAR WARS™: The Old Republic™

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Tanking 101
By Elssha
This guide is meant to ease new people into PvE tanking, and save them (and by extension, their groups) from facing as many rookie mistakes... or feeling like it's too intimidating to try.
This is not detailing advanced tanking or raiding strats.
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Intro
Tanking is more than just being the one the boss gets mad at.

You are the organizer, charged with making the best possible environment for your DPS. Tanks, since they make decisions on where things will be, are also often the de-facto leaders, and DPS/Heals ask them about their roles in the fight... so while not required it's something you'll learn as you go along.

Tanking priority;

  1. Keep aggro
  2. Keep stupid off DPS/Heals
  3. Don't Die (...and make it as easy on healers to keep you alive as possible)
  4. Make the DPS/Heals move as little as possible
  5. If possible, and if it doesn't interfere with the above, be nice and let DPS fluff their numbers


If someone offers you advice, it usually means they see you and think they can help (and you have enough potential for them to invest time in you). Listen. They might be idiots so always take what they say and think it through, but listen... especially at first.

Now for the details...
1: Keeping Aggro
Learn a high threat rotation. There's guides out there (and guildies) that will teach you that.
Learn about Threat
  • Taunt after a few moves, NEVER open with a Taunt. These are threat multipliers, not threat generators.
  • "Never" always has exceptions, but usually in very specific circumstances, so don't worry about those until they come up.
  • The guy with the highest threat will have aggro (the boss pissed at him), period. Taunts are just ways to make sure your threat is highest (If I had a penny for every time I heard a tank yell at a mara for taunting, or I was accused of taunting at the wrong time XD)
Target of target is your friend, learn to watch it.
  • This is activated in the UI, and (for some annoying reason) is disabled by default. Turn it on. Now.
Boss buffs/debuffs are also your friend.
  • Learn to watch them (and your own) as you tank. It will take time to get comfortable with them, but it will enable you to quickly see a TON of information.
  • Not only can you see when your co-tank taunts (so you guys aren't taunting off each-other), but also know when someone who shouldn't taunts, and have a comeback when they insist they're just THAT good a DPS ~_^.
  • You can also eventually learn the various DPS debuffs, and know when/if they're doing something they're not supposed to, but that's getting too technical for this guide.
You will screw up.
NiM tanks derp, too... look for what you might have done wrong first- even if it was someone else's fault, you can always get better and figure out how you might have countered it. Part of your job is to figure out ways how to keep the group from wiping (even if DPS or Heals do their best to make it happen :P)
2: Keeping Stupid off DPS/Heals

Stupid in this and most context entails telegraphed area damage or other predictable damage sources.
  • DPS have a responsibility to stay out of these areas (be they circles that show where damage will occur or boss/add cones, etc), but you as the tank also need to minimize the amount of stupid others have to deal with.
Part of this is keeping aggro. A Bigger part of this is figuring out how to hold/move the boss so that whatever he throws around isn't hurting others.

On the easiest bosses this is keeping them facing away from the group, so that cones or w/e is only hitting you.

This means kiting bosses so that DPS/Heals have a safe area to stand and shoot.

This is managing adds and picking positions that maximize the safe zone and minimize the part of the map affected by the fire/spit/etc.

This means NOT moving when an AoE follows you so DPS can get out, or moving when the stupid stacks and needs to be spread out (moving so as to drop the AoEs and not be in them, when possible, but still keeping the boss facing the right way and using the smallest required area so as to leave DPS/Heals plenty of room)

All this requires knowing what DPS and Heal mechanics will be for each fight.
3: Don't Die
(...and make it as easy on healers to keep you alive as possible)

If you're dead, the raid is dead (more often than not)

If you stand in stupid, you're dead (or close to it)

The less healers have to tunnel heal you, the more they can heal others (so your DPS don't die, so the boss does), or add some DPS on the boss themselves.

Knowing what cooldown to use when is a huge part of this

This also means you need to know anything the healers are cleansing, and know what you have to cleanse yourself if it gets too close for comfort (esp in fights where they are cleansing tanks and DPS and themselves) or if there's too many cleanses for the healers to keep doing all of them. It's also knowing that Van/PT's can't cleanse at all, unlike the other tanks.

This also means not being an idiot and thinking you can hold everything (when you can't). Leave stuff for the other tank to do.
  • I know most SM ops are fun to 6/1/1 (6 DPS, one tank and healer), but assuming you're using 2 tanks, don't hog. This either makes the other tank annoyed or feel like you don't trust them, neither of which bodes for a good partnership.
4: Make the DPS/Heals Move as Little as Possible
The less DPS/Heals move, the more damage/heals they can do, and the quicker the boss dies (and the lower the chance that you or someone dies).

This also means you try to move as little as possible when moving out of stupid/etc

The less the DPS/Heals move, the lower the chance they kill each other or you with stupid

The less DPS/Heals move, the less they blame you for stuff ^_~

This requires knowing knowing what DPS and Heal mechanics will be for each fight.
5: If Possible, be Nice and Let DPS Fluff their Numbers
... because DPS only care about numbers, and we know it (lub you, people that make it so I don't have to parse n.n).

This usually involves stacking things next to things so that AoE moves can multiply their damage... and knowing what the DPS/Heal mechanics are for each fight.

Remember; ONLY if this doesn't interfere with your ability to do the other stuff!

9 Comments
Turbo 28 Mar, 2022 @ 12:46am 
Ah I see, thanks!
Elssha  [author] 27 Mar, 2022 @ 8:11am 
@turbo Guard is a threat reduction; if a DPS is doing a ton of damage, esp if they also don't know how to threat drop (or don't want to T_T) a guard helps keep their threat lower, making them less likely to rip off the tank.

It's the same reason tanks often guard healers, esp in GF pugs where there's a lot of trash and you can't trust the DPS to hit everything so that the adds don't aggro on the healer right away.
Turbo 10 Mar, 2022 @ 1:59pm 
I've seen other tanks place a guard on a dps rather then a healer. Why?
Elssha  [author] 14 Apr, 2021 @ 3:23pm 
@TheMarc3 More often, it's indicative of a tank taunting early, and/or not following with a second taunt.

We still guard good DPS (barring a fight that needs healers guarded), and super bursty DPS do still sometimes pull off us early on, but knowing to hold taunts means we'll eat all their aggro ( which doesn't rip until it's 10% over ours), multiplied by the taunt. Also, spec doesn't always correlate with who will rip, since so much depends on the player. A far better way is to watch threat in starparse (excluding DPS with rotational stealth-outs) and acting accordingly (though that's not possible in pugs, where reactionary guarding is more likely required).

By NiM level, the DPS also know to hold aggro drops for after the taunt, meaning right after we eat all their threat, they further reduce theirs.


The tanks who think people taunted are usually fairly new, as by HM/NiM they should know to check for the taunt debuff first :P
Coristrum 14 Apr, 2021 @ 2:02pm 
2/2
I know some good tanks for NiMs and they still have to guard ppl so they not only take less damage but also reduce the amount of threat they generate so they can hold the boss better.
I myself have pulled a hand in Brontes HM off of a tank who then sat and tried to figure out who taunted without taunting back, then asked who taunted off.

This isn't a new thing or uncommon, this is just good practice to guard someone who might pull off you, generally being pt's and sorc's. So generally, if you have one in your group, guard them.
Coristrum 14 Apr, 2021 @ 2:01pm 
To go off of what Antydoom said, depending on the spec they are playing, it is very easy to take aggro away from the tanks as a dps, like any vanguard/powertech dps spec now and same with lightning. The tank's job is to also find those that can potentially pull off them with their openers and guard them so they generate less threat.

Losing aggro at the beginning of a fight only means you as a tank did not guard who you needed to guard, OR you can't guard them at all.
1/2
TwiceOneTime 19 Aug, 2020 @ 5:41pm 
Thanks! :pseudopost:
Elssha  [author] 18 Aug, 2020 @ 7:09am 
@antydoom - Well, that means your tank was not doing a great rotation, not using their taunts well, or that you were not using your threat drop well or got a series or lucky crits.

... it could also mean you are a Vengy Jug/Vig Guard slamming away on a group of adds; holding threat in that case is a tightrope of coordination, as your threat just skyrockets.
antydoom 18 Aug, 2020 @ 6:29am 
As a DPS I managed to surprise a tank by producing more threat than them even though i didn't even use my taunts.:guardian: