I’m a Warlock and, God Damn it, I’m Going to Tank!

In addition to Fury Ward you have a few other primary fury dumps. The first is Immolation Aura, free to cast but a cost of 25 fury per second. This is nice for picking up any adds that wander into the area or simply dumping fury while you are off tanking (NB: unlimited range refers to the cast, the AoE pulse is the same as hellfire. Secondly you have Void Ray, not only will this refresh corruption on any target it hits it also hits for decent single target numbers as well as every other target in a line. As the tank you should also make sure you are keeping up Aura of Enfeeblement to help keep the damage you take under control. The final possible ability is the use of Drain Life. Now as a base, warlocks only have 3% dodge, so the fact that you can’t dodge while channelling is only a real issue when you start gemming/enchanting or gearing with dodge. In the event you are needed to be used as an interrupt on a given fight, carrion swarm is also a 50 fury dump but has a 12 second CD.

We’ve discussed fury spending but how is it generated? There are four main sources of fury when in DA. The first is from your pet as your pet’s base attack ability generates fury, so make sure it’s always attacking. The fire bolts from your Wild Imps also generate fury but that’s really a fairly passive source as you have little control over it unless you choose to glyph it. The three spells in our own repertoire that generate fury are Demonic Slash, Corruption, and Hand of Gul’dan. When in DA, D. Slash has three charges, is on a one second global, and charges regenerate every 5 seconds modified by haste and generates 60 fury when used (currently it still generates fury even if it misses). Corruption is it’s same old self, costs mana while in DA and generates 6 fury every tick (3 second tick interval modified by haste).

The last spell is Hand of Gul’dan, which generates 2 fury per tick of the DoT effect has 2 charges and these charges regenerate every 15 seconds. The applied dot ticks once per second but it has a weird stacking mechanic (it appears that the damage gained through the SP coefficient is multiplied by the stack count but the base damage is not) so rather than maximize fury gain by making sure you get the full number of ticks out of every HoG cast you’re likely going to want to clip the last tick so that you have normal_ticks-1 ticks of a one stack HoG dot and then normal_ticks of a 2 stack HoG dot but I digress. These are your basic abilities there are a lot of other niche abilities and perhaps even a core one I’ve overlooked while writing this up but this is the general idea.

Talents and Glyphs:

Here is a link to the talent and glyph build I use right now. On the first tier it’s hard to argue that there’s a better choice for boss fights other than the 25% increased healing CD provided by Dark Regeneration as well as HoT.

The second tier of talents is an even easier choice. There may be some encounters where you want the stun or AoE fear but your go to talent should be the 15% self heal on a 45 second CD. The third tier is where it gets kind of interesting. Currently I can’t see any reason for a main tank not to take Soul Link. If you are using the Void Lord as your pet it gives you a health pool that is essentially 100k higher than what you have personally at pre-raid levels. There may be some select encounters where one will want to use one of the other options but with the way SL works right now it’s just too good to pass up, more details on that below.

The 4th tier is kind of a wash as far as tanks go, it’s possible that some fights will have a use for increased movement at the cost of a percentage of your health or the ability to cleanse yourself at a health cost but in general I don’t use the talents in this tier too often out side of specific raid bosses. The 5th talent selection is based primarily on the fact that the improved demons also have 20% increased health, this combined with Soul Link gives you an extra ~20k to your health pool.

The final and 6th tier is a choice that’s based on your roll in a specific encounter, most encounters will lend themselves to a tank taking Archimonde’s Vengeance but I can certainly see some fights where having the range on your Immolation Aura doubled would be very nice.

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