Thorim Tunnel Tank Gear/Glyphs/Spec ? (25 man) - TankSpot
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Thorim Tunnel Tank Gear/Glyphs/Spec ? (25 man)
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  #1  
Old 08-03-2009, 12:51 PM
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Thorim Tunnel Tank Gear/Glyphs/Spec ? (25 man)

Warrior tank in the tunnel with a druid tank (dont know if other tank matters but just putting that in for info)
Just wondering what you guys are wearing for that part of the encounter?
I was thinking along these lines:
1.) A bit heavy on block for the multiple adds
2.) Glyph of Cleaving for more mobs hit
3.) Glyph of Sunder armor for more mobs hit
4.) Glyph of Devestate for the extra stack
5.) Running with typical Deep Wounds spec (suggestions?)

In a nutshell I want to make sure I am generating as much threat across the mobs as possible.
Once again sorry for the simplistic questions but when your the only warrior tank in your guild, well you dont have many places to turn.
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  #2  
Old 08-03-2009, 12:53 PM
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I use my standard tanking set/spec/glyphs :P its not really hard, the mobs die quick, and you can stunlock them/kite them most of the time
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  #3  
Old 08-03-2009, 12:58 PM
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It doesnt seem like it should be hard, but damned if I dont get knocked out and loose a mob half the time.
Unfortunately this is our ceiling we need to break right now and I just want to make sure I am doing everything humanly possible on my end.
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  #4  
Old 08-03-2009, 06:44 PM
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As a warrior tank in the hallway i solo it with np. I use a survival/EH set and specc. We run with 1-2 tanks in the arena. The adds can be stun locked and die pretty fast to burst ranged in the hallway. If you want me to post the strategy i use for solo tanking hallway as a prot war let me know!
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Old 08-03-2009, 07:07 PM
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Id love to see it Kytana if you don't mind. And just to clarify, you solo the tunnel on 25 man?
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Old 08-03-2009, 07:27 PM
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Soloing the tunnel is pretty easy with a smart CCer. Here is wat i do. First set of adds, i tank the right, mage CCs left, the healer mob in the middle roams free and is focused fired down first. Once the healer is dead, ff moves to the add im tanking, once its halfway, i stun it, move to the CCed add. Once the add is halfway i call out on vent for the mage to CC the next set, left side again. once the sheep goes off, i pickup the right, the healer roams free and is ff first. I do the same rotation as the first pull, but once the 3rd add is halfway i stun it and pull the mini boss. Blow shield block, strafe left or right during the smash. The next room can be a lil tricky, make sure to only pull the first set of 2 adds, not the 2nd set of 2 on the steps. Let the healer roam free, get some good threat on the 2nd. Once teh 2nd add is halfway, pull the other 2, rinse and repeat. Theres 2 ways to do the next part, either A, you have a hunter send his pet to the 2nd mini boss, or B, you wait for the first healer to come down the steps, then pull. If that healer is still up while you pull the 2nd mini boss, you might have some issues. A normal add comes first, then a healer 2nd, always. Both ways work well, just depends alot on ur dps in the tunnel. If you worry too much about threat gear/specc in the tunnel, you will be gimping yourself in the arena when Thorim comes down. Be sure to demo shout and TC when u run by Thorim ontop of the ledge and taunt when he drops down. I pickup imp demo shout and safeguard for this fight. I will sit back and intervene the other tank just as unbalancing strike goes off for the dmg reduc. I save my SW and LS for once he hits 8+ stacks, and i only use them before the unbalancing strike. For the early unbalancing strikes, use shieldblock. This fight was a huge roadblock for my guild, but now were 1 shotting it each week. GL!
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Old 08-04-2009, 10:12 AM
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make sure to only pull the first set of 2 adds, not the 2nd set of 2 on the steps.
If DPS is good enough or there are enough mages, the adds in the second set of the hallway don't have to be tanked. Have mages sheep the melee mobs, and the DPS focus fire the two casters while the tank and 1 healer (usually a holy paladin in our raid) immediately pull the 2nd miniboss. Keep the melee sheeped and pull Thorim, general AoE will take care of them when they reach the arena floor.
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Old 08-04-2009, 05:26 PM
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I am assuming you have 2 healers in the tunnel? After the first mini boss you can charge the first melee mob and shield slam. Intercept the second one and revenge or devastate. Right at this time ask for a hand of freedom or drink a free action pot. Turn around and shockwave the ads. Run straight to the 2nd mini boss along with all of your healers, while the dps finishes off the 2 acolytes (make sure to assign interrupts to each of the 2 acolytes and ask you dps to not even touch the melee mobs).

Just tank the 2 melee ads and boss together. Ask your dps to finish off the boss first and then go after the ads. There will be no extra mobs spawning and damage is easily healed through by just spamming the tank. Keep debuffs on all 3 mobs. Hope this helps.
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Old 08-05-2009, 08:49 AM
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Lot of great info here guys. Will be applying some new tricks next time
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  #10  
Old 08-06-2009, 06:13 PM
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My tanking-strategy focuses on having a good paladin who is quick on Hand of Freedom to counter stuns shortly after a charge.
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  #11  
Old 08-19-2009, 02:37 PM
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I use my normal gear, subbing out dodge for block really is not needed. What I do is, charge first set, thunderclap and just devestate/heroic strike the two mobs that do a knock back, I don't even bother picking up the caster, he does unnoticeable damage. After the first mini boss is dead, charge the next pack and concussion block the iron ring guard w/ shield slam, he gets sheeped, grab the next pack and just offtank him whille picking up the next mini boss while range dps down the two casters
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Old 09-17-2009, 02:40 PM
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I use my standard set of gear and glyphs, and use a pretty heavy mitigation spec. I've found that making sure I have reached hit cap and soft expertise cap (I use food at the moment for the last bit) has made the biggest difference in threat.

As far as keeping the threat, make sure the DPS is focusing on the invoker first, focus fire. You can build up the threat on the ring guards (TC etc.), and can even CC one of them from each set if you have a mage handy.

Unrelated to threat (other than the dead tanks don't hold threat well front) - make sure the healers heal up anyone with the impale from the Iron Ring guards or the DOT will do massive damage. Also, on the first section of the hallway tank the adds towards the middle (slightly right/slightly left). This means if you are stunned you have enough time to move the little bit to the other side that you need to to miss the blasts.
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  #13  
Old 09-18-2009, 04:48 AM
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We solo tank and solo heal the tunnel (me (Prot Warr) and a Resto Druid) with 7 DPS (usually taking 2 mages and a warlock for example, allowing you to ignore the stairs between the 1st and 2nd boss (2 sheeps, 1 fear and bring the other add with you while picking the mini-boss, their damage isn't that big).

After that, and depending how fast you are, you can either finish off the whole pack or bring Thorim down and have an OT (assuming you have 2 tanks in the arena?) pick them up as they come and carry them to Thorim to have them die to splash damage/aoe.
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