View Full Version : A Guide for Tanks wanting to move on to SSC & TK

05-01-2008, 07:24 AM
I see a lot of forum threads from tanks who have done their time in Kara and have made some progress in ZA and are now looking at SSC & TK.

“Am I ready for SSC?” or “Gear check please!”

There’s nothing wrong with these threads, they show commitment and dedication to your gear, progress and making your healers lives a little easier. Anyhow I thought as a lot of what people ask is still pretty fresh in my own head I would put pixel to page and cover off some basics for all Tanks looking to move into SSC & TK. This guide will look at gear, and what you should expect as a Tank in each of the encounters. Hopefully it will help answer any questions some players have in regard to whether they are ready or not to step in SSC and The Eye.

Overview of myself:

I’m no Tank professional; I’ve played a warrior now for 3 years as DPS pre TBC took a break when AQ40 hit then returned late last year and rolled Horde. Progress has been good and I’ve been a GM/RL and MT for pretty much the whole time. Tanking is a constant work in progress, there’s always something new to pick up on, always new gear combinations to consider and encounters to learn.

This Guide will come from a warrior’s perspective; I’m not one to preach to other classes that I am not familiar with such as Prot Paladins and Feral Druids. I will be giving advice based on what I did, what I experienced and what resulted in success and progress for my Guild. People will hopefully add their own perspectives; one great thing about wow, there is no ONE perfect way of doing things. This Guide is intended to be a work in progress as more players add comments, advice and amend mistakes i may have made or things i have overlooked.


Doesn’t matter what class you are and at what level, gear is an indication of the work you have put into the game and generally a person takes a lot of pride in it. Now in my own personal opinion, no class takes as much pride in its gear as a Tank. A good tank has read pages and pages of guides, has multiple combinations of gear, never throws any of the gear they earned away and is a constant walking talking work in progress.

Now you have cleared Kara and let’s say ZA also, your gear’s looking good, you’ve had some drops and you’ve spent some badges. You’ll find that your avoidance is beginning to look pretty good and you should at this early stage have stacked your stamina gems in regardless of the socket bonuses.

We should be looking around about:

14000-15000+ HP
14500-15500+ Armor
490-500 Defence, don’t go mad with defence, there’s no need at this stage. If you have an abundance of stamina and defence then start thinking about +hit and +expertise
16-19% Dodge
15-18% Parry
22-25% Block with a block value of around 300-400.

Unless you have done your homework and farmed A LOT of badges your +hit and expertise is probably still a little low. If you have farmed and spent a lot of badges (well) it is possible to get your hit to over 50/60 and your expertise to 18+ without gimping anything else.

Here’s the gear we should be looking at, note I’m only including what you should be going to SSC/TK with. If what you currently have isn’t on the list then it’s either too low, not pre SSC/TK or I’ve overlooked it because I’m forgetful!:


Eternium Greathelm - Items - World of Warcraft (http://www.wowhead.com/?item=28593) – Eternium Great Helm (Kara)
Warbringer Greathelm - Items - World of Warcraft (http://www.wowhead.com/?item=29011) – T4 Helm (Kara, Price)
Faceguard of Determination - Items - World of Warcraft (http://www.wowhead.com/?item=32083) – Faceguard of Determination (Badge Reward)
Tankatronic Goggles - Items - World of Warcraft (http://www.wowhead.com/?item=32473) – For you engineers out there, these things are great and there’s an awesome upgrade later in the game if you reach Sunwell.
Battleworn Tuskguard - Items - World of Warcraft (http://www.wowhead.com/?item=33421) – Great helm from Hex Lord in ZA


Barbed Choker of Discipline - Items - World of Warcraft (http://www.wowhead.com/?item=28516) – Choker from Maiden in Kara
Necklace of the Juggernaut - Items - World of Warcraft (http://www.wowhead.com/?item=29386) – Badge reward neck
Brooch of Deftness - Items - World of Warcraft (http://www.wowhead.com/?item=33296) – Badge reward neck (Note this neck is great, but you need to make sure your gear/setup is ready to equip this without gimping yourself elsewhere)
Strength of the Untamed - Items - World of Warcraft (http://www.wowhead.com/?item=29173) – Cenarion Expedition rep reward


Warbringer Shoulderguards - Items - World of Warcraft (http://www.wowhead.com/?item=29016) – T4 from High King in Gruuls lair
Mantle of Abrahmis - Items - World of Warcraft (http://www.wowhead.com/?item=28743) – Mantle from Netherspite in Kara
Pauldrons of Stone Resolve - Items - World of Warcraft (http://www.wowhead.com/?item=33481) – Pauldrons from timed event in ZA


Gilded Thorium Cloak - Items - World of Warcraft (http://www.wowhead.com/?item=28660) - Illhoof in Kara, not great!
Farstrider Defender's Cloak - Items - World of Warcraft (http://www.wowhead.com/?item=29385) - Waste of badges!
Slikk's Cloak of Placation - Items - World of Warcraft (http://www.wowhead.com/?item=33593) – Ahhh yes, here’s what you need!


Warbringer Chestguard - Items - World of Warcraft (http://www.wowhead.com/?item=29012) – T4 Chest, need to kill Maggy to get it though and that’s fast becoming a thing of the past for many Guilds. Great chest though, will keep you happy for a good long while and allow you badges for gear without blowing 100 of them on the chest below….
Chestplate of Stoicism - Items - World of Warcraft (http://www.wowhead.com/?item=34939) – Nice, but expensive Badge reward, in my opinion if you have T4 or the Panzar, your badges are better spent elsewhere unless you have badges coming out your ears!
Panzar'Thar Breastplate - Items - World of Warcraft (http://www.wowhead.com/?item=28597) – Very nice chest from Nightbane in kara, see notes on T4 and Stoic chest.
Chestguard of the Warlord - Items - World of Warcraft (http://www.wowhead.com/?item=33473) – Another nice piece from Zul’Jin in ZA, nice upgrade on the Panz and T4 chest without speding 100 of your precious badges. If you can get past Hex Lord, Zul’jin will be a doddle!


Vambraces of Courage - Items - World of Warcraft (http://www.wowhead.com/?item=28502) – Probably your first epic from Kara after killing Attumen, tidy until you splash some badges on the below…
Bracers of the Ancient Phalanx - Items - World of Warcraft (http://www.wowhead.com/?item=33516) – Sweet as bracers from badge rewards and for the record, in my opinion, better than the Void Reaver ones which will probably be your next option for bracers.


Iron Gauntlets of the Maiden - Items - World of Warcraft (http://www.wowhead.com/?item=28518) – From Maiden in Kara, these things are great, better than T4 and good until you can go for badges!
Warbringer Handguards - Items - World of Warcraft (http://www.wowhead.com/?item=29017) – T4 from Curator in Kara, +Parry is a great stat and for some that and a T4 set bonus is enough to favour these over the Maiden ones. Still you will upgrade from these to the ones below.
Bonefist Gauntlets - Items - World of Warcraft (http://www.wowhead.com/?item=33517) – Ohh yes, +Parry, +hit and two gem slots….thankyou Blizzard! Note: Don’t you dare take the T5 ones from Leo if you have these, give the T5 token to someone who really can make good use of it. Unless you're really desperate for the T5 set bonus, if not then let them be!


Crimson Girdle of the Indomitable - Items - World of Warcraft (http://www.wowhead.com/?item=28566) – Moroes in Kara
Iron-tusk Girdle - Thottbot: World of Warcraft (http://thottbot.com/i33279) - Badge reward, upgrade on the Moroes and upgrade from this to the new badge reward belt below.
Girdle of the Fearless - Items - World of Warcraft (http://www.wowhead.com/?item=34941) – In my personal opinion, the first new 2.4 patch badge reward you should invest in.


Warbringer Legguards - Items - World of Warcraft (http://www.wowhead.com/?item=29015) – T4 legs, nice enough but as many Tanks have done these get dropped straight away for the old badge reward ones below….plus many new Guilds, like Maggy, don’t favour Gruul runs anymore, big mistake I think, good encounter, teaches a new 25 man raid Guild some nice communication and co-ordination.
Unwavering Legguards - Items - World of Warcraft (http://www.wowhead.com/?item=33515) – Old badge reward legs, very nice, good to go on for as long as you need them to.
Sunguard Legplates - Items - World of Warcraft (http://www.wowhead.com/?item=34940) – New badge reward legs, much like the chest, don’t go blowing all your badges on these when you can go Bonefist hands and the Fearless Girdle for a real buff to your stamina and threat per second.


Boots of Elusion - Items - World of Warcraft (http://www.wowhead.com/?item=30641) – Random epic from Kara, not great, you should upgrade these ideally before going to SSC.
Battlescar Boots - Items - World of Warcraft (http://www.wowhead.com/?item=28747) – Chess event in Kara, decent upgrade from whatever you might have had before but don’t plan to keep them for long….
Jungle Stompers - Items - World of Warcraft (http://www.wowhead.com/?item=33191) – Ah ha, drop from Nalorakk the Bear avatar in ZA, these are more like it.


Ok, golden rule, whenever you get a trinket, never ever vendor it, you just never know when it will come in handy on a particular encounter. Let’s take a look at what you should be packing trinket wise in your bags.

Darkmoon Card: Vengeance - Items - World of Warcraft (http://www.wowhead.com/?item=31858) – Start collecting those Fury cards guys, great trinket for some extra TPS and a nice Stamina buff.
Romulo's Poison Vial - Items - World of Warcraft (http://www.wowhead.com/?item=28579) – Julianne, Opera event in Kara, nice if all your melee DPS have it, extra hit and a debuff is nice.
Moroes' Lucky Pocket Watch - Items - World of Warcraft (http://www.wowhead.com/?item=28528) – Nice survivability trinket from Moroes in Kara.
Gnomeregan Auto-Blocker 600 - Items - World of Warcraft (http://www.wowhead.com/?item=29387) – Another nice survivability trinket from Badges this time.
Commendation of Kael'thas - Items - World of Warcraft (http://www.wowhead.com/?item=34473) – Blizzard loves us, this is a MUST from Delrissa in Heroic Magisters Terrace.
Shard of Contempt - Items - World of Warcraft (http://www.wowhead.com/?item=34472) – Very nice for a TPS boost when needed from our beloved Delrissa again in Heroic magisters Terrace.

There’s one or two nice blue trinkets from drops and quest rewards too which you will no doubt have picked up, like I said don’t throw any away, keep them in your bank you never know when they may come in handy.


If you have been farming Kara/ZA etc and maybe you’re a Blacksmith then you’re really only looking at four choices for weapons and as with trinkets, don’t go vendoring them!

The Sun Eater - Items - World of Warcraft (http://www.wowhead.com/?item=29362) – Heroic Mechanar from Pantheon, no excuses for not at least having this….farm, farm, farm and farm!
King's Defender - Items - World of Warcraft (http://www.wowhead.com/?item=28749) – Chess event in Kara, when you need it least, it will drop!
Blazefury - Items - World of Warcraft (http://www.wowhead.com/?item=28427) – Upgrade in blacksmithing from Blazeguard, nice TP tanking weapon with a nice chunk of stamina now you can also buy Nether Vortex’s this is very attainable.
Cleaver of the Unforgiving - Items - World of Warcraft (http://www.wowhead.com/?item=33476) – One word…YUM! Great until you can get the Lollipop Mallet of Tides from Lurker in SSC. Drops from Zul’jin in ZA, happy hunting!


Shield of Impenetrable Darkness - Items - World of Warcraft (http://www.wowhead.com/?item=28606) – Another nice drop from our good friend Nightbane in Kara.
Aldori Legacy Defender - Items - World of Warcraft (http://www.wowhead.com/?item=28825) – Come on Gruul, you know you want to give us the shield….Drop it damn you! Very nice, will keep you rocking for ages unless you can get the ZA one of course, see below….
Bulwark of the Amani Empire - Items - World of Warcraft (http://www.wowhead.com/?item=33326) – Great shield courtesy of Jan’alai in ZA, happy hunting, upgrade for the Aldori Defender.
Dawnforged Defender - Items - World of Warcraft (http://www.wowhead.com/?item=34676) – If you can’t get the two above then here’s your easy option, rep reward from Shattered Sun Offensive.

You should all know by now what enchants you should be using on your gear, all I would add is don’t overlook Boars Speed on your feet over +12 agi or +stam. A little extra movement speed at times is surprisingly helpful!


Ok so you have your gear, at this time you are favouring stamina gems I expect unless you’ve been farming Kara and ZA for so long that you’ve been able to get the major upgrades giving you a huge Stamina and defence boost that’s allowed you to play with the +hit and expertise items. Either way you are ready to go play in SSC and TK, the fun begins with new encounters and more study of what you should be doing and what you should be wearing to enable your Guild to progress.
In the next section we are going to look at the encounters you will come across from a Tanks perspective. No I’m not going to explain the whole fight you lazy sod, that’s your raid leaders job, all I’m going to do is give you a heads up and what to expect and one or two helpful tips to enable you to get a heads up and a head start when you begin the encounters as the MT.
I will be detailing the encounters based on the bosses’ position in the instance, not necessarily the order you will take them down.



Ok first up, we have the rather large Elemental boss with the split personality, enjoys long walks in the park with your healers and surrounding himself with his closest friends.
Now you’re either a MT here, of which there will be two, one for Frost phase and one for Nature phase or you’re an OT for the adds.
As MT you are going to need either 300 unbuffed nature resistance or 300 unbuffed Frost resistance. This is easily attained by picking up and crafting the Nature res gear plans from Cenarion Expedition or the Frost res gear plans from Kara. Couple these three pieces with some enchants on some old tanking gear and pick up a couple of nature res rings and you’re away. Do not believe some of the topics you read about cap maxing your res for this encounter, with raid buffs you’ll be packing 360+ res in each res class and if your healers can’t keep you up they need shooting….twice! Just make sure you don’t completely gimp your stamina and defense, sounds tricky, but it’s not.
As an OT you are going to need to find 100 Nature res and 100 frost res combined for tanking the adds that appear between each phase.

Now you have two OT’s on the adds they grab 2 each unless you have a prot pala and if so then you stand by and watch him do your work for you. Adds are picked up asap before they go Waltzing Matilda over to your clothies and start a party which your Clothies wont enjoy one bit. Once some aggro has been applied pull the adds ontop of Hydross for the incoming AOE that will burn them down. That’s your role for the fight….i make it sound so easy don’t i? Well it’s harder than the MT’s roles!

The two MT’s tank our large green, no blue, no green schizophrenic elemental.

Fights starts with the Frost Tank moving swiftly to Hydross and tanking him where he stands. Hydross will stack a cheeky debuff on you of which you can take four stacks before the healers are put under unnecessary strain. So just before he applies the forth debuff you are going to drag him kicking and screaming to your Nature res comrade is the rather camp looking green plate armor.

Switching between the two phases will cause the most problems for your raid. We’re going to look at what you can do as MT to make it easier.

You’ll see two flags in front of Hydross, imagine an invisible line is drawn between these two flags. When Hydross crosses that line he freaks out and turns Green and starts doing Nature damage, he also makes a really quick call on his mobile and gets four mates around to help him…again. It is VERY important that the Nature res tank is ready to grab Hydross immediately. No you can’t taunt him, you want to open with a Shield Slam and be ready with some quick devastates in case your slam misses. If you fail to pick him up quick enough you risk:

1. Hydross crossing back over the invisible line again and summoning “another” 4 adds as he’ll flip back into Frost mode. So you’ll have 8 adds and a Frost resistant MT with debuffs galore him who can’t pick him up again without being nuked.
2. The Frost res MT is still being healed, with 4/5 marks on him he’ll be taking some fair damage so if you fail to grab the newly changed Nature Hydross then he’ll go dance with your healers.

Both situation as you can imagine result in very similar outcomes, lots of people dying, your Raid Leader pulling some of his hair out and you feeling like a boon.

Q: Will rage be a problem during the transition phase?
A: Nope, when your opposite number MT is tanking his cheeks off you can slap Hydross around until the third mark goes on. Build up some rage and help the tank with applying debuffs.

Once the third mark goes on move to the invisible line and get ready to steal Hydross off your brother in arms. Keep a close eye on Omen, if anyone is getting close to you, throw them a warning over comms.

Helpful tips:

1. Be ready and have rage before every transition between nature and frost.
2. When you drag Hydross to your fellow tank to change phase be ready to bust some survivability tricks, healers switching from you to the other tank might result in your HP dropping low if they aren’t concentrating. Leave nothing to chance.
3. It’s your target, keep it your target, warn any DPS classes who are reaching your threat level.
4. If your OT’s are struggling, drag Hydross to the adds yourself so he can get in on the AOE fun, it’s valuable DPS. Note: DON’T drag him back over the line by losing focus!
5. This fight is all about attention to detail and positioning while never taking your eye off omen.

Rinse and repeat the transitions until he finally decides enough is enough and lies down and hope for your: Scarab of Displacement - Items - World of Warcraft (http://www.wowhead.com/?item=30629)


Next up we have a fun encounter that will become second nature very quickly, you need to kill this guy if you don’t want the annoying packs to respawn every 2 hours.

We’ll look at this fight only from a MT perspective, the OT roles are very basic and your raid leader will cover them off if he knows his job.

MT, you are tanking a large and not too attractive fish….you will have killed all the adds that surround the platforms above him so the water will be very hot and you’ll experience a cheeky little damage tick when you swim in it. People start fishing; eventually one of them makes the catch of the day and up comes the beast.
You need to select him and tag him quickly if you and your OT fail to do this he will one shot one of your buddies. Tank him where you see the break in the circle platform you are standing on, some people say to just stand in the water and let healers heal through the scald damage but it doesn’t really matter so long as people are positioned properly. Now he doesn’t hit overly hard and there are no damage spikes to worry about, look to gear yourself with stamina and threat gear.

1. Tank him with your feet as close to the edge and as close to him as you can, he will do a whirlwind attack that throws you back a fair way. If you are stood for example at max distance then you’ll land in the water behind you and will need to scramble back onto the platform and get back in range before you drop off the top of the threat list and he one shots your buddy if the OT has failed to remain 2nd on the list.
2. Spout, he will, and there’s no nice way to put this, spit in your face and spin around about 375 degrees spitting all the while. If this spout hits you them you will be flung, I’m not lying, around 200 yards backwards, it’s a long swim, you’ll be out of healers range and will probably cook to death before getting back. So, just as he takes a deep breath and gets ready to hawk a biggun in ya face, step forward into the water and continue tanking.
3. When you’re in the water during spout and he has rotated enough at the start for you to pop your head up to the surface, do it. Don’t climb out, just jump so you’re treading water on the surface and can see everything above the water level. This will allow you to know exactly when his spout passes you for the final time and you can jump out as quickly as possible to ensure you get the aggro fast. Alternatively you could just stay in there and jump out after you have aggro, just be sure not to mess it up and get out of LOS from your healers.
4. Tip: when you climb out after spout, be ready to bust some survivability tricks in case any of your healers are slow getting out of the water.
5. Before the encounter begins, practice jumping in and out of the water and positioning yourself on the edge of the platform quickly.
6. He will submerge periodically and it’s adds time. 2 on each of the 3 surround islands and 3 hard hitting guardians on the main platform you are on. They will be tanked/cc’d as your raid leader sees fit, you just need to be ready to help (if your not already assigned a target) in case any go walkies.
7. Adds, die, big fish comes back to surface and off we go again. Make sure just as with the start you are the one to get the aggro first.

Note: You can also tank him in the water for whole fight, initially it will mean a little extra healing needed but shouldn't cause a problem either.

Rinse and repeat until he’s dead and keep your fingers crossed that he drops you mace. Mallet of the Tides - Items - World of Warcraft (http://www.wowhead.com/?item=30058)


Just because he’s blind….don’t mean he cant prawn you something silly! Now in this encounter I am only going to comment on the MT role on Leo when he is in his Elf form because we’ve always used a fire resistance lock to tank the demon form.

Ok he doesn’t hit very hard at all in elf form so you want to keep some decent stamina and make sure you have threat/hit/expertise gear equipped if you have any.

1. You start of tanking the blind elf get as much aggro as you can as quickly as possible to allow some nice opening dps.
2. He’ll whirlwind and melee will move out before hand and he’ll race around spanking random targets. When he finishes making himself dizzy you need to pick him up ASAP or he will mash your DPS/healers very quickly. Your shamans should have spitfire totems down in the middle which will draw him to them and you use this opportunity to pick him up.
3. He then turns into a demon and you FR tank/lock picks him up and you help with dps. In demon form he will summon inner demons that can only be killed by those they target. This can be tricky for a prot warrior to deal with until you lean how to do it. I’m going to tell you how I deal with them, I’ve never failed to kill my inner demon from a number of successful take downs.
4. Inner demon on you. Soon as demon phase begins get your dual wields. Get your rage to 100 and keep it there make sure you get battle shout up. (Note: if you have the lock tank in your group make sure you don’t remove the commanding shout you’ve given him with battle shout, buff yourself out of range of him)
5. Inner demons arrive and guess what…you have one….YAY! So you have a full rage bar and battle shout up. Spam the little sod with devastates and the occasional heroic strike (rage permitting) and execute him from 19%. Easy and I usually have 15 secs to go too.
6. Get back onto Leo and build your rage back up for the normal phase again. If you only just managed to kill your inner demon in time then rage may be an issue so blood rage it up to make ready for a quick shield slam/dev.
7. Rinse and repeat until he gets to 15% when all hell breaks lose and the demon will be up with the elf at the same time, hold aggro as best you can between whirlwinds. When he’s in whirlwind mode help with your executes until he’s either dead or you wipe. Insanely fun fight.

Remember what we said in the gear section, the T5 hands aren’t great if you have the Bonefist gauntlets already and I’d even favour the Maiden hands over T5 personally.

Girdle of the Invulnerable - Items - World of Warcraft (http://www.wowhead.com/?item=30096) is nice, unless you have the new badge reward belt.


He’s big, he’s purple, at least he is on my pc and he has a flatulence issue….grim. Stamina is important here, you want to buff it as much as you can. A nice blend of avoidance and stamina is crucial this guys spike damage is insane for a warrior new to ssc. This encounter you want to really consider your trinkets. Avoidance trinkets like Scarab of Displacement - Items - World of Warcraft (http://www.wowhead.com/?item=30629) & Moroes' Lucky Pocket Watch - Items - World of Warcraft (http://www.wowhead.com/?item=28528) is nice to ride out a spike of damage and if you’ve been lucky on gotten Spyglass of the Hidden Fleet - Items - World of Warcraft (http://www.wowhead.com/?item=30620) then great, although in the perfect world you will have gotten Magisters terrace trinket we discussed earlier.

It’s a boring encounter for you the OT’s have in hard unless they are paladins of course. You stand there tanking this big mofo until he hits 25% when you’ll then pull him back a little into the corridor you’re stood in to keep him and the raid away from the watery globules that will come in the final phase. All I can say to you here is hope you healers are good on their rotations and keep all your tricks for survivability key bound and close to hand, you will need them.

1. Maximum +30 stam buff food, flask of fortification, nightmare seeds, health pots and as many heathstones as you can get ya grubby little hooves or hands on.
2. Keep block up at ALL times, this big freak will crush you like a mother and if it lands near his AOE it’s gonna be goodnight MT.
3. He can be a hard boss, until your gear improves, to generate good TPS on so focus on omen and throw out the warnings if they are needed. Should be fine though DPS switch targets regularly here,
4. Be vocal on comms, know EXACTLY which healers are assigned to you, if one or two get sent to watery graves you need to make sure a backup healer takes up the slack and make sure hots are kept on you even by any healers not assigned to you, leave nothing to chance.
5. Remember, it’s as much your responsibility for staying up and alive as it is your healers, you are not without tricks of your own, this fight will need you to use them in your early days in ssc.
6. It’s a long fight until your raids DPS increases with it’s gear upgrades, you need to maintain a great level of focus over a long period of time. Lose focus, miss a shield block, miss a damage spike, lose track of your position on omen or who goes to watery grave and BOOM, ya dead!

A long fight with some interesting additions, tests all your raids abilities (except the melee DPS of course, lazy sods) but it’s a good take down when it comes.

Hope for: Ring of Sundered Souls - Items - World of Warcraft (http://www.wowhead.com/?item=30083)


The big Naga and his three buddies, this encounter is a real gear and raid level check for your Guild. Again I am looking going to advise from my own experiences as a MT, it may vary for your Guild and others hopefully can add to this Guide for items I have missed.

Four tanks in this encounter:
One on the Priest add, easy to tank and heal, should be your worst geared warrior OT to allow for interupts. One of the Hunter add, needs to also have the Hunters pet bought to him to OT, needs to be a well geared OT, warrior, druid or pala it all works. One on the Shaman, ideally a well geared druid, lots of stamina, armor and high dodge, this shamans burst damage with windfury is insane and if healer rotations aren’t spot on it can feel like a one shot on even a well geared feral druid. Finally MT on Karathress, easy to start with but it gets harder as the adds die and pass on their abilities to him. Threat is not an issue here, so go for your stamina and avoidance gear.

Raid leader will if he’s worth his salt have assigned tanks and kill rotation so let me cover off what you’ll be doing with the big Naga cheese.

1. Tank him where he stands, the adds with be pulled to their respective OT’s. To start with you’ll only have one healer, his dps is that poor initially.
2. From the get go he will periodically unleash a “Cataclysmic Bolt” at a random member of your raid hitting them for 50% of their HP. Give them a heads up, you’ll see him target the person as you are tanking him, call their name out on comms, allows healers or themselves to prepare/overcome it’s effects.
3. As the adds die he’d going to gain some extra abilities, initially the one you need to worry about is the Spitfire totem he gets from the Shaman. As soon as he casts this while there are adds still up you need to kite Karathress to the opposite side of the room. Do this until all DPS switches to Karathress himself, at this time DPS will begin nuking the totems when they spawn.
4. As with the Lynx boss in ZA, a macro can be made to target spitfire totems….don’t assume every DPS class is using it, when it casts a totem shift him away from the totem a little to make it easier for lazy dps members who don’t use “tab” to select the totem. If these things aren’t nuked quick enough the raid healing will become too much to handle and people will die.
5. Stay away from the tornado that is spiralling around the room, you don’t want to get pulled up into it if you can help it.

It’s a DPS race to the 0% before the totems kill anyone, you lose too many healers/DPS or mana dries up.

Good luck for:

Destroyer Legguards - Items - World of Warcraft (http://www.wowhead.com/?item=30116) – T5 legs although the new Badge ones are very nice also, but my advice is go for these if you’re a set bonus whore, the shoulders from Void Reaver in TK will make a good combo.
Frayed Tether of the Drowned - Items - World of Warcraft (http://www.wowhead.com/?item=30099) – Nice neck upgrade for some, although I personally favour the Broach of Deftness.


This brings us to a close on SSC bosses up to Vashj, I am not in a position to make an accurate and educated guide on Vashj as I myself am still practicing her. With this in mind, we shall move onto The Eye, Tempest keep.

TK: The Eye

Some Guilds start here before SSC, the ease you can get the T5 shoulders often is the driving force behind each Guilds choice of where to begin. We’ll only be looking at the first two bosses here because as with SSC I am still practicing Kael so cannot and will not preach that which I am still learning myself. I won’t be looking at Solarian either as this is not a really a tanking encounter until the final 20% and it’s so simple at 20% you don’t need me to tell you how to tank a basic mob from 20%-0%.


The first boss you will see in the Eye but I doubt the first you will kill, it’s a tricky little encounter to start with until everyone becomes familiar with it’s tricks and then it is surprisingly easy, and a lot of fun.
There are a number of ways to do this encounter as with most, I will detail how we did it initially as a new Guild to this dungeon in the sky.

Four protection tanks, one on each of the platforms Al’ar visits on his flight path and one fury warrior for the phase1 adds.
Now to reiterate what many have confirmed over the number of tactics guides to this fight, you do NOT need any fire res gear. I am going to cover this fight from each tanks perspective.

Phase 1:

Our four protection tanks will take a platform each whilst the fury warrior will stay in dps gear with a shield and 1h equipped near the entrance.

1. Prot tanks, one starts the pull, usually the one on platform one and phase 1 begins. Tank Al’ar on the very edge of the platform, so you maintain healers LOS. Al’ar is DPS’s down by range DPS until he moves to the next platform.
2. Stay focussed, the moment Al’ar flies skywards instead of to the next platform, jump down to avoid his flame quill attack which hurts like help and 2 of them will kill you almost instantly.
3. Race around to the ramp and get ready to feral charge or intercept him the moment he lands. If you don’t get inside melee range quick enough he will cast a nasty debuff on the raid and they’ll take a large amount of fire damage.
4. Continue to tank and spank and watch for his skyward flight that indicates incoming flame quills until he dies.

Fury tank:

1. After each platform change Al’ar makes he will summon a little Phoenix that you need to pick up, drag to the entrance (look at the entrance, you can see a niche in the wall to the left and right of the door, slot yourself in there to tank) and allow the melee DPS to kill him.
2. They will move away when the add hits 10% and a pre assigned range DPS class will finish him off. He explodes and takes a chunk of health from you and knocks you back and up a fair distance.
3. Your healer will top off your health and off you go to get the next add.
4. Beware: If your add is about to explode and it happens at the same time Al’ar is throwing flame quills you risk a chance to be thrown up into them and dying almost instantly. So bear in mind what Al’ar is doing before the ad explodes and alter your position if need be.

That’s phase 1 in a nutshell, easy as pie so long as the tanks are focussed, remain in LOS at all times and communicate flame quills.


Our fury warrior goes back to what he does best, equips dual wield, dpses and dies quicker than your average cloth wearer because he’s too busy checking the damage charts instead of watching for flame patches etc.

Two prot tanks on Al’ar after he resurrects (What??!! You didn’t honestly think you’d killed him did you?? Haha…no!) and two on add duty.

Al’ar tanks:

1. Al’ar respawns in the centre of the room inside the large circle you see on the floor. Make sure you are both stood on its edge, too close and you will be knocked back, this will mean no melee is in range and as in phase 1 he will cast the painful debuff.
2. So Al’ar is back up and one of has the aggro and the others stands there building up rage and popping on the occasional dev.
3. OT at this time needs to watch for when Al’ar casts melt armor on his MT target, the moment this happens the OT taunts Al’ar and takes over tanking. If your hit is still a little low and your taunt is resisted mocking blow and challenging shout are there as backup, just make sure you're quick with the alternative or your buddies going down.
4. Al’ar will periodically disappear only to rise again in a random location in the room which the tanks need to get to as fast as possible.
5. Make sure as with the initial respawn you aren’t too close so you can avoid the knock back.
6. Make sure it’s the tank without the melt armor debuff who grabs the aggro back.
7. Avoid flame patches on the floor, kite him around as it necessary to stay away from these.
8. Rinse and repeat until he’s dead.

Add tanks:

1. Everytime Al’ar disappears and rises again he will summon two adds, the remaining two prot tanks pick these up to be burned down by the ranged DPS.
2. Pick them up FAST, get them away from the raid as they will explode as in phase 1.
3. Nice and easy once you get the hang of it.

General tips:

1. It’s a long fight than requires a lot of attention and focus and some communication.
2. Add OT’s in Phase2 be ready to step up and take Al’ar if one of the Al’ar tanks die. RL will pick one of you to do it, if remaining Al’ar tank has melt armor you will need a quick taunt.
3. Tanks in this fight, other than the fury tank, know each job in this encounter as you can find yourself in any one of the roles if another tank dies.

Nothing much in gear for tanks except a nice cloak:

Phoenix-Wing Cloak - Items - World of Warcraft (http://www.wowhead.com/?item=29925)

However it’s not really an upgrade on Slikks, I took it as an Al’ar trophy, it really is quite a tricky encounter until you learn it.

Void Reaver:

And here he is the famous farm freak who gives us our favourite upgrade for quite a while! The fabulous T5 shoulders!

He’s BIG, he’s noisy and very very easy so long as you have decent enough DPS, which if you’re here, you should have. So long as casters can avoid arcane orbs then you’ll be golden!

Two prot tanks here is fine if your healers are good and your tanks are reasonable well geared. To start with however I’d use three if I were you.

1. Fight begins by you pulling Void Reaver and tanking him in the centre of the room. You tank your socks off until he knocks you back and his jiggles his aggro list, at which point if the OT is any good one of them will now be tanking him.
2. OT/OT’s. It’s not easy to stay second or third on the threat list/omen if you don’t use your rage wisely.
3. Make sure you are stood on top of the current tank and soak up the stomps to add to your rage.
4. Don’t go blowing what little rage you have on an occasional shield slam unless your rage is high. Keep up the devastates and the occasional heroic strike, I use a build that incorporates improved HS and anger management in the arms tree so I can keep heroic strikes up at the same cost as dev. May be worth looking into if you find yourself struggling to generate enough threat to get back up the list after your knock back. Should be fine though, I’m sure.
5. Keep yourselves high on omen.
6. Watch in case any of your dedicated healers get arcane orb or die you may need to use some tricks until he/she is replaced.

That’s pretty much it, this fight is all about you generating as much threat as possible to allow your dps classes to do as much damage as possible in order to avoid enrage timer. Your dps needs to manage their dps/threat formula well and your healers need to be healing while also avoiding orbs.

Good luck with getting your T5 shoulders & Wristguards of Determination - Items - World of Warcraft (http://www.wowhead.com/?item=32515) these are a nice upgrade if you haven’t got the badges ones yet.


This brings us to the end of my guide, I hope some people found it interesting and informative. As I mentioned at the start I wrote this as much of it is still clear in my mind. There are a great number of tanks out there with much more tanking experience than myself and hopefully they can offer up some of that knowledge to cover any areas I may have missed or made mistakes on.

SSC & The Eye are both nice instances which provide some nice upgrades, a lot of fun and also will forge your Guilds raiding team into a newer and stronger team.

Good luck and have fun guys, kindest regards,



05-01-2008, 07:55 AM
I didn't get to read it all but it looks nice from a first glance. One thing I strongly disagree with is your morogrim gearing strat. Avoidance is key. If you throw on a high avoidance set you will greatly reduce the amount of crushing blows you take (i took zero our first kill I had my eyes glued to my combat log)

I strongly recommend warrior tanks max there avoidance as best they can while maintaining around 19K buffed HP.

Keep trinkets (pocket watch, zuljins artifact) on perma cooldown. your right about the 57 stam trinket from magisters if i had one i would have used it :)

The autoblocker is the last trinket i would use for tidewalker.

just suggestions I feel like if you try to tank him in EH gear you will have the whole raid crying "should we try a dr00d tank??? qq"

05-01-2008, 07:58 AM
Bonefist Gauntlets - Items - World of Warcraft – Ohh yes, +Parry, Expertise and two gem slots….thankyou Blizzard! Note: Don’t you dare take the T5 ones from Leo if you have these, give the T5 token to someone who really can make good use of it.You may want to revise this, the guantlets have +hit not expertise and while they are arguably better than the T5 gloves off Leo, the T5 gloves (and shoulders) are probably a good slot to easily get your T5 2set bonus which is pretty decent and would offset the comparison by a fair margin I believe.

05-01-2008, 08:18 AM
I didn't get to read it all but it looks nice from a first glance. One thing I strongly disagree with is your morogrim gearing strat. Avoidance is key. If you throw on a high avoidance set you will greatly reduce the amount of crushing blows you take (i took zero our first kill I had my eyes glued to my combat log)

I strongly recommend warrior tanks max there avoidance as best they can while maintaining around 19K buffed HP.

Keep trinkets (pocket watch, zuljins artifact) on perma cooldown. your right about the 57 stam trinket from magisters if i had one i would have used it :)

The autoblocker is the last trinket i would use for tidewalker.

just suggestions I feel like if you try to tank him in EH gear you will have the whole raid crying "should we try a dr00d tank??? qq"

All input and discussion is welcome, as i mentioned in the Guide i'm no pro tank. :D However if they're at Morogrim then they should be packing a decent level of avoidance anyway it only takes one crushing blow at a bad time to see you off. High avoidance is all well and good but it's a long fight and you won't avoid crushes and push them off the table for all of it. I knew at moro fights that if i got crushed occasionally and suffered a huge damage spike i could pot/hs and be back at 8K + HP almost instantly. Yes i agreed avoidance is good but high avoidance and only 17-18K buffed HP isn't going to save you when that crushing blow arrives. I think tanks new to SSC who haven't got all the badge gear yet would struggle to get 19K hp and high avoidance combined. Maybe i'm wrong.

I must admit i did put "Threat generation" in instead of "stamina", despite proof reading it three times. I admitted in the guide avoidance is important but from my own experience only as it's all i have to go on you shoudln't boost avoidance at the cost of your HP. Personally i've only died twice in this encounter in numerous kills, it's a combination of great healers rotating and a nice avoidance/stamina combo.

Completely agree with the trinket, proof reading failed. Auto blocker is useless at Morogrim. Ammended.

Also thanks Nuberino, typo, i have them as well....what a nub!:rolleyes:

05-01-2008, 08:45 AM
t5 gloves and shoulder combo is amazing. I agree with nuberino.

I hate not using my bonefists tho :(

05-01-2008, 08:51 AM
t5 gloves and shoulder combo is amazing. I agree with nuberino.

I hate not using my bonefists tho :(

Agreed, though i declined burning more badges on the new legs so i get my set bonus from Shoulders and legs.

They'll bury me with my Bonefists! :D

05-01-2008, 09:38 AM
Really nicely written, the only thing I'd add is we always get our tanks to tank lurker while swimming. Unending breath just incase. Although you do take the water damage this is pretty minor (rejuv from a tree will counter it easy) it has the advantage that you dont need to worry about moving at the start of the spout and when he whirls you'll get hit back to the inside of the ring and you remain in melee range so no need of a second tank.

05-01-2008, 09:51 AM
Yes I tank Lurker in the water too, no reason not too, if you mistime a whirlwind and get knocked off you run the risk of losing a dpser. The water barely does any damage especially if you have a tree on your MT and the water also adds a bit of rage which can help since Lurker doesn't hit all that hard anyways.

05-01-2008, 10:54 AM
Yep, like it said RL will have their own preference, i've tried to give a MT perspective to cover the basics. Water tanking is fine, little more pressure on the healers for a Guilds first try but shouldn't be an issue. I'll update the thread to give that as an option also guys.

05-01-2008, 10:58 AM
On the Lurker strategy:

I agree with the 'tank stays in the water' approach. The random-target Water Spit can also target the tank, which will knock a platform-standing tank too far back. If in the water, the Spit tends to drop you roughly the same distance as taking a Whirl; just reposition into the water each time, and you're set.

On the Al'ar strategy:

1 tank per platform is overkill.
2 competent tanks can handle the platforms by alternating positions, with 1 down below to pick up Embers. If you have more tanks, feel free to use them to help with post-Quill positioning and extra Embers; but they're not required.

05-02-2008, 01:22 AM
On the Lurker strategy:

I agree with the 'tank stays in the water' approach. The random-target Water Spit can also target the tank, which will knock a platform-standing tank too far back. If in the water, the Spit tends to drop you roughly the same distance as taking a Whirl; just reposition into the water each time, and you're set.

On the Al'ar strategy:

1 tank per platform is overkill.
2 competent tanks can handle the platforms by alternating positions, with 1 down below to pick up Embers. If you have more tanks, feel free to use them to help with post-Quill positioning and extra Embers; but they're not required.

Remember this Guide is for Tanks who are "New" to SSC/TK and it's a general overview for them, we started with 4 tanks until we'd learnt the fight then switched to 2. There's no right or wrong way of doing the encounters, this is meant to show them the basics, their RL's will decide which tactic to use. I already said it wasn't a tacical Guide as many Guilds do things differently.

05-02-2008, 02:26 AM
Looks good to me, though I'll need to spend more time looking at it. :)

05-02-2008, 06:50 AM
Very nice and informative guide!

05-02-2008, 08:37 AM
Unless they've changed it since I last tanked Al'ar, you can spell reflect his knockback when he respawns after meteor. You can also spell reflect and kill flame patches.

05-02-2008, 08:38 AM
You can also spell reflect and kill flame patches.I thought this was in the 2.4 patch notes as changed. Haven't tanked him yet so don't know for sure.

05-02-2008, 08:43 AM
I haven't tanked Al'ar in about two months, so it may well be changed.

Another thing worth noting is for tanks to not panic when their threat output drops alarmingly while tanking Morogrim and you get Tidal Wave's 400% slow effect.

05-02-2008, 08:45 AM
Undocumented change to the Al'ar encounter, from 2.4: Spell Reflect no longer removes Flame Patches.

I haven't tested Spell Reflect during P2 for preventing Rebirth damage/knockback.

05-02-2008, 08:47 AM
There you go. Sometimes I wonder why they even bothered with spell reflect as an ability.

05-02-2008, 08:48 AM
the flame patch was fixed but you can reflect the rebirth damage/knockback

05-02-2008, 08:57 AM
Nice guide, great for any tank stepping into T5, even backup tanks that are doing back content for his guild. (aka Kazeyonoma =P)

05-02-2008, 08:59 AM
Guide looks very good to me, just some feedback:

Autoblocker - burst Threat trinket moreso than Survivability in my book

Leotheras - defensive stance for inner demons means 10% less dmg. - battle stance off the bat seems reasonable. Spell reflect and shield slam may also be more effective.

Al'ar - 1 tank at each platform is excessive. It can be done with 2 in dire circumstances or once the fight is well known, 3 up top is plenty.
Any tank can grab the adds at the bottom but feral druids and prot paladins may actually have an easier time due to their ability to aggro from range if needed.

For P2 - may want to mention to be ready to mocking blow or challenging shout if taunt resists on melt armor.

Well, I was typing these up as I was reading it and notice some other responses have already covered a little bit about them. A good read overall either way =)

05-02-2008, 04:50 PM
Leotheras - defensive stance for inner demons means 10% less dmg. - battle stance off the bat seems reasonable. Spell reflect and shield slam may also be more effective.

I've tested BS & Zerk Stance and in my tanking gear (as MT for Leo) and dual wielding, i just cant put out enough dps with only hs & white damage and stance dancing eats the valuable rage. In def stance with a full rage bar it's simple even with 10% less damage.

Added the Al'ar P2 alternatives in light of taunt resists, thankyou mate.

05-02-2008, 06:47 PM
I've tested BS & Zerk Stance and in my tanking gear (as MT for Leo) and dual wielding, i just cant put out enough dps with only hs & white damage.

I'm not understanding how you're claiming better damage in Defensive Stance. If Berserker Stance and DW'ing, you should be using Devastate and Pummeling the casts, rather than wasting rage on Heroic Strike. If Battle Stance, you can stay sword-n-shield and trade Revenge for the 10% damage boost on Devastate/Shield Slam spam; you still have access to Spell Reflect for the casting. Either method is faster than Defensive Stance, in my experience.

and stance dancing eats the valuable rage

Switch to Battle Stance as soon as Leo switches to Demon Form, and you'll have a full rage bar when it's time for Inner Demons. As mentioned above, Berserker Stance is an option, but requires switching weapons around too; Battle Stance simplifies the changes a bit, to make it easier on new tanks.

05-02-2008, 08:29 PM
If Battle Stance, you can stay sword-n-shield and trade Revenge for the 10% damage boost on Devastate/Shield Slam spam; you still have access to Spell Reflect for the casting. Either method is faster than Defensive Stance, in my experience.

The question would be whether the 10% damage boost would make up for the lack of low-rage, high damage Revenge. Without looking at the numbers since it's late on a Friday night I'd wager a guess that if Battle Stance is superior, it's not superior by a whole lot.

For me, 1h/shield w/ spell reflect has never failed me, so I've never had the need to try out a dual wield setup.

05-03-2008, 12:45 AM
If you have rage problems while killing your demon, stand in the fire.

05-03-2008, 02:57 AM
Updated: Of course you can spam dev is BS too....lol sometimes i can be so blonde! lol