in my recent podcast interviews with the top Mythic plus healers and tanks that you see on screen I always ask a simple question at the highest Keys what's the deal between tanks and healers how do healers handle all the six tank classes differently in terms of healing a tank how do they know when they need to focus funling heals on the tank and when can they focus on maximizing DPS or healing the party so in this master class guide I want to talk about healing tanks from a tank Main's point of view I've played all six 10 classes over the years and this topic is very close to heart because I started off as a Healer in while before switching to tanking so I've seen both sides so for each tank type we'll look at what you need to watch what they are most likely to die to but before we get into the details of each tank class it's very important to talk about the tools you need to track all that is important for healing a tank now sadly the normal while UI doesn't give you all the tools that you need right now and maybe blizzard will add them down the line but this is why the best Mythic plus healers the top Mythic plus healers in the world they use their own special user interfaces but it comes down to two musthaves number one a unit frame that shows how long the tank defenses mitigations and debuffs and Buffs last and secondly having the ability to track your defensive cooldowns now let's talk about unit frames first and the best way I can talk about it is to jump back into my old healing UI and this is for my priest alt back in BFA as you can see on screen I'm using L UI for my healing unit frames and if I were to do that again in coming expansions I would still stick to lvi if you like to know more about setting up lvi unit frames I have a 2hour master class on this channel it'll guide you through every setting in lvi Link in description there's also other add-ons you can use like cell grid Voodoo all of them works now the most important thing to track on your unit frames is your tanks defensive and mitigation and we'll talk about what to track later on for each tank but I want you to look at this segment over here so the boss is channeling some ability and the party is pretty low I have an option to heal the tank or I can heal the party the boss is moving back to the tank to start me leing the tank so I need to watch what he has closely he currently has no active mitigations up which is sh of the righteous and we'll cover that later don't worry about the technicalities but I'm watching closely whether he pops his active mitigation and you can see over here this icon where my mouse cursor is hovering Shield of the righteous is up which means he's mitigating physical damage I also know as you can see from me tracking his cooldowns here this is adan's Defender and again we'll cover all these for each of the tanks he still has a big defensive that he has in his pocket so even that the boss has a frontal C in digestion potentially on the tank soon and the fact that he still has a big defensive and he has active mitigation I can afford to top the group up so I'm not too worried about the tank and you can see I'm spamming my AOE heals over here Prayer of Healing and my AOE heals now when he dips slow I am still healing AOE I am not tunneling heals on the tank because I know he's a competent tank just based on the run so far I know he's going to pop his remaining defensive and you can see true enough he pops aden's Defender here while I continue to top the party up and I can literally see how long his ens Defender is lasting from this ticking icon over here on his unit frames right so that's what I meant in this trees frame I am tracking the Tank's defensives and earlier you saw me track his active mitigation you of the righteous and just rewinding here you can see before we do any difficult I can also see the exact amount of defensive cooldowns he has you can see over here Divine chill ardens guardian of ancient Kings and we'll cover all these for the six tanks later but this little demo here is to talk about number one the importance of setting up your party unit frames for Mythic plus to be able to track Buffs and debuffs especially for the tank then as a Healer you also want to have the Omni CD add-on to track everyone's cooldowns more importantly the Tank's defensive cooldowns but also you can track your party defensive cooldowns I have a very in-depth omn CD configuration guide that you see on screen here it's also on this channel link also in the description so with those two components those two guides you will be able to set it up yourself now that you understand the two most important tools that you need to have in order to heal tanks properly let's get into the main part of the guide we'll talk about how to heal each of the tank classes how are they different and what you need to pay attention to now this guide is meant to be useful for years to come the only thing that blizzard changes from patches to expansion is that maybe they'll add some defensives here and there they subtract or they do some class reworks but generally all the information in this guy they'll be timeless if blizzard does change abilities they change names they add or remove defensives I'll update the pin comment below so this guy will always stay relevant so let's cover the tanks in alphabetical order all six of them starting with the blood death knight so the blood death knight is probably the hardest tank to heal for two reasons firstly they're probably the this tank to play well for a tank role which means you're less likely to get a really good blood DK in a random punt group secondly their health moves up and down way more than any other tank kind of like a yo-yo one moment they can be at 100% suddenly they're dropping down to 10% in one Global and the next second they're back up to 100% so what the hell is going on here I know of healers who have told me honestly they have no idea how a blood death knight works it's just a mystery to them and they think that blood death Knights can heal themselves all the time so they're not sure when they need to pay attention to blood decays during fights so let me give you the secrets the three things you need to watch very closely when healing blood death Knights and this will make or break your runs with them but first you should understand the basic gameplay Loop of a blood death knight you see blood death Knights they need to keep up a basic defensive mitigation called bone Shield Stacks this gives them extra armor against melee attacks which is the biggest source of constant damage in Mythic plus this is the main reason why New Blood DK tanks can die so quickly in Mythic plus going from full health to zero before you can even move your mouse cursor over their unit frame and while in combat a blood death knight builds up a resource called runic power as they go through their standard rotation now you don't need to understand their standard rotation just know that they use runic power to heal themselves via an ability Called Death Strike so when they have tons of runic Powers stored up they can heal themselves for a big chunk of their health using death strike the more recent damage they have taken the more their Death Strike heals this sounds simple but it's more complicated than you think for a blood death knight to have a smooth run they must be able to survive incoming hits meaning they must not be flat on the ground which then allows them to self-heal in the next few Global cooldowns so keep this idea in mind because we'll Circle back to it later so now that you understand their basic gameplay mitigation and self-healing and you might be able to guess two of them already first make sure you can see their bone Shield stacks on your unit frames how many stacks they have and how long they'll last last the more stacks of bone Shield they have the less physical damage they will take next track their runic power now my default UI for tanks I don't track the party's resources I don't track class energy or resources for tanks because I don't need to I'm a tank but as a Healer make sure you tole on the ability to track their power or their class resource I also covered this in my lvi guide but if you use other unit frames there's always an option to track the parties or the players power or class resource enable that so you can see the runic power of a blood Decay and just know that some good blood decays will save runic power for times when they know a big damage spike is incoming so they can Death Strike consecutively to self you in a big way so in most cases if you see that they've got bone Shield up and they've got enough runic power banked up you don't need to spend big healing cooldowns on them just tossing them some gentle heal over time and a sporadic single Target heal should be sufficient although it does depend on how hot the content is at the end of the day but the moment you see their bone Shields are done and they have little to no runic power and they're about to pull a new group of enemies well you need to be prepared the blood Decay is about to get chunked without any real way to heal themselves until they have been in combat for a few seconds and they're able to generate resources this is when you probably need to prep an external defensive for them these are things like iron bar Guardian Spirit blessing or sacrifice or you get ready to use a big single Target healing cooldown on them the third thing that you need to track is their defensive cooldowns and their Buffs this is another hard part of healing at blood DK because they have probably the most tank defensives out of all the six tank specs so I'm going to be talking about abilities you need to track you will see these as Buffs on their unit frames when they send their cooldowns and you can also see whether they have them available if you set up omn CD the addon correctly first there's ice bound fortitude the blood DK receives less damage for the next 8 seconds then there's also vampiric blood where the blood DK uses it they have a 30% bigger Health pull and they receive more healing from the Healer so when this buff is active there's a multiplicative effect on the heels you drop on them so naturally if you pop a healing cool down as well that will get Amplified by their vampiric blood buff it's important as I go through all these things that you note the icon you can use this video as a cheat sheet that oh this icon means this this video is time stamped so you can always come back and refer to this guide but moving on to other abilities you need to track anti-magic shell as well this protects the blood DEC from magical damage and if they use this before certain magic debuffs are applied they can avoid the mechanic entirely however this does nothing to mitigate physical damage so take note of that then you have dancing Rune weapon this is both a defensive and offensive capability for blood decays but from a Healer perspective you just need to know if they have this active it increases their chance to Parry incoming attacks meaning they don't take as much damage for incoming attacks physical swings then you have Purgatory this is a cheat death ability that blood dks can get access to if you see this cool down active on omn CD it means if the blood Decay dies this Talon will prevent fatal damage but it puts a healing absorb on the blood Decay so if you're the Healer and you see this icon pop up on their unit frame you need to heal through the heal absorb on the blood decay in order to let them survive if you don't heal through the healing absorb the blood Decay then dies after the healing absorb Shield expires so just be on high alert the moment you see this Icon Pop spam heels to break the absorb shield and you will save the blood Decay a death you also have Rune tap it's an optional Talent some blood decays run it when it's active the blood Decay just takes less damage so these are the basic oh buttons they have if you have a good blood DK tank and they still have those abilities ready for tough situations but they die without them then that's kind of on them that's their fault not really yours you can't really read their mind to tell them to use their defensives although I'm sure many of you healers wish you could now Beyond these big defensive cooldowns there's also some smaller defensive cooldowns that as part of their rotation you should be aware of the first is Tombstone and sometimes you see this icon appear in their Buffs Tombstone gives blood death Knights an absorb Shield that can soak up damage when you see this it means that they have a shield running they can probably survive the next big hit then you have blood shield and you often see this Death Strike icon representing the blood shield on their Buffs as part of their usual build blood death Knights will get a blood Shield which is really an absorption Shield that will reduce future physical damage while it lasts remember it does not work against magical damage or anything like that so how do we put it all together now that you know what to look out for well first understand that the most important thing you need to do for a blood DEC as a Healer is to make sure they can survive the big tank Buster moments because as long as they're still standing after taking massive damage they can easily heal themselves back to full health using Death Strike this means your externals especially defensive externals on them is critical when you use them is really important or any way to increase their effective health for example being able to put shields on them these are espe important at the right moments if you see them not using damage reduction defensives like ice bound fortitude or vampiric blood when big damage is incoming you probably need to send your defensive externals and prep your big healing Rams to be used on the blood Decay this is especially true if they also have zero runic power that's a signal for you to be on high alert another way you can help them when they're in such a pinch is to use some form of crowd control on the mobs they tanking to help them run away to kite away from damage so process blood DEC are the slowest and the least mobile tank so any help you can give them to kite away from mobs greatly appreciated coming from a tank main now if you see a blood DK with a good amount of runic power banked up and they have all their defenses up their bone Shield up you can kind of chill as a Healer focus on group healing focus on maximizing your DPS toss them a h or a small single Target heal every now and then that's more than sufficient the biggest mistake you can make while healing a blood death knight is to try and compete with the blood Decay on the healing meters this is a pointless exercise it results in a lot of overhealing from both parties your time is better spent taking care of the rest of the bodyy and focusing on doing more damage during the windows where the blood Decay is completely fine next in alphabetical order the brew master Monk and it's funny because I actually think it's one of the easiest tanks to heal from a healer's perspective in contrast to the blood Decay that we just covered which was probably the hardest to heal this is because it's core mitigation of a brew master is actually very simple to understand so there's fewer things you need to track as a Healer its main defensive mitigation is actually 100% passive your Brew masterm can be entirely AFK getting a food delivery at the door and it will still be reducing damage through this passive called stagger now stagger allows them to delay a portion of incoming damage to be taken as a damage over time in the future smoothing out big hits that might otherwise kill them this gives R Master that distinctive rubbery feel they rarely drop low on health suddenly but they do need consistent healing also there's a catch to stagger stagger works very well against physical damage which is the bulk of the damage profile Mythic plus but it's not as effective against non-physical damage like magical damage like bleeds Etc so with that the most important thing you need to know as someone healing a brew master Monk Is what their current level of stagger is now you don't need a fancy wiora to train the exact amount of damage staggered you can if you want but just know their current level of staggered damage comes in three color coded icons as you see Street green means it's light stagger yellow means medium stagger and red means heavy stagger so to be clear a red stagger icon means there's heavy incoming stagger damage and also you want to keep track of their purifying Brew charges all of these you can set up on omn CD if they have a purifying blw charge available they are able to snap half of their incoming stagger damage out of existence which also means you don't have to panic as much when you see Heavy stagger now if they out of purifying Brew charges and their stagger is red then you'd better be prepared to focus heal single Target Spam The Living lights out of the brew master because unlike blood decs that we covered earlier brew master self-healing isn't the best as compared to things like a blood DEC or Avengers Demon Hunter that we'll cover later so at low stagger damage incoming you can think of Brew Masters just suffering damage from a small damage overtime effect so technically you can counter that with a heal over time or just slight single Target heals but once once it gets into heavy stagger territory that's where your brew master needs more attention beyond the C stagger mechanic there's some really important cooldowns and Buffs you need to track the first is Celestial Brew this puts up a massive absorb shield on the brew master and the amount it absorbs depends on how much purified cheese Stacks the brew master has built up it's really simple every time they use purifying Brew on their staggered damage they gain stacks of purified Chi which in turn enlarges the absorb Shield of celestial Brew you know Brew masterm should be using celestial Brew for tank Busters and incoming spikes of damage but aside from that they also have a few cooldowns you need to track the first is fortifying Brew which basically increases the effectiveness of stagger and depending on the talent setup it can also increase the Brew Master's maximum health now you don't need to care about the Brew Master's Talent setup that much just know fortifying Brew is one of their biggest cooldowns defensive wise next you have dampen ham and this is a defensive Talent point that is a very common pick in Mythic plus it gives the brw master access to a second oh no defensive and this one is especially interesting because dampen har as you can see from the toot tipe it varies in the level of damage reduction so larger incoming damage results in more damage reduction now brew master monks can also opt for a talent called diffuse magic that reduces magical damage taken by 60% for 6 seconds it can even transfer all the harmful effects of the blw master back to the original cluster just know that diffused magic is only effective against magical hits there's no effect effect against heavy hitting physical damage here so brew master mons are most in danger when you see them facing off with heavy hitting magical tank Busters for example a Caster that is free casting bolts at your Broom Master tank or a boss that does a heavy magical attack in this case if you see your brew master not having Celestial Brew up or any defensive cooldowns I mentioned you need to be prepared to toss an external on them or to prep for healing cooldowns to be used on them so now that you understand the toolkit of brw Masters you should know if a fight has a damage profile of a lot of physical damage you are chilling when it comes to Healing a brew master if there's heavy magic or do or bleed damage involved then it gets way rougher use this knowledge to plan out your healing cooldowns ahead of time lastly you should know Brew Masters can kite mops really well they can AOE stun they can use ring of pece to knock back the mobs they can kite them in circles with Transcendence so you don't have to help them too much with the kiting spend those precious Global cooldowns topping them up or the group up next we have the guardian druid another tank that is easy to heal because their core defensive Loop is also very easy to understand a g Dr or a bare Tank's core gameplay centers around building and spending rage as it does his normal damage rotation an average player should have no issues generating sufficient rage to maintain his basic defensive mitigation iron fur now this is the first buff you need to track on his unit frames basically a guardian Druid is able to use the rage it has built up by spending it on a stackable buff that you see here called iron fur iron fur gives the bear tank a huge surch in armor values protecting it against physical damage and yes this is stackable now this detail is very important to understand because in larger pools a bear generates more rage per unit time versus a single Target pool and if it uses its cooldowns that we'll cover in a bit a garden Druid further speeds up its rate of regenerating rage allowing it to be nearly Invincible against physical hits when it has a massive stack of iron fur running this is why it's a h it's a must for you to not only track where the iron fur from the bear is running but how many stacks of iron fur the bear currently has now we can't talk about spending rage without also covering another use of Rage it can also be spent on frenzy regeneration which is a self-heal you should know as a Healer healing a bear tank that frenzy regeneration isn't the best self-heal it's okay that's really because number one it's a heal over time so it's not instantaneous number two it requires the guardian J to use a Global cooldown deactivate so while it heals overall for a decent amount of Health it wouldn't help against sudden drops in the guardian dru's Health don't rely on your guardian Druid to top itself up with this in a global cooldown because it's a hot though you should probably expect your bear tank to use it in emergency situations then there's the defensive cooldowns that you need to understand for a bear tank the most basic of all is the iconic Buck skinin ability I actually think this is the most underrated tank cool down most new barrel tanks they are very stingy with this use of a 20% damage reduction defensive which has an insane one minute cooldown now from a tank main perspective 1 minute is pretty amazing your garden Druid can pretty much use this every other pool so if you notice your garden Druid is saving buck skin for use in the next expansion it might be worth gently reminding them to use it more often it will make your life and their life way easier in Mythic plus then you have the bigger defensive cooldown survival instincts this reduces a warping 50% of damage although it's on a very long cooldown this is your bare tanks emergency button and most of them use a talent build that gives them two charges of survival instincts via the omn CD add-on if you notice your bar tank has zero charges of survival instincts left you need to be on high alert this is where you probably need to babysit them or use an external on them now depending on Talent choices beyond the two I mentioned you also see some different builds of bears that can change with each patch at The Meta one of the abilities that will be picked or not be picked is Incarnation guardian of ort this gives the bear a much bigger Health pull temporarily when the buff is active and it also supercharges its rage regeneration so you can expect High stacks of iron fur during this window now this cooldown is usually used during big pools the guardian Dr will attempt this is usually when the bear tank is at its strongest so you can ease off a little from the healing of the tank during this buff window unless there heavy incoming magical damage of course so pay attention to how long this buff will last if it's about to wear off and there's still a lot of enemies attacking the bear tank that's a signal you need to pay close attention be ready with your healing toolkit some bearers they also choose to take the Rage of the sleeper talent in simple terms it gives them an extra defensive cooldown reducing a good amount of damage for a one minute cooldown it's usually really handy if your bar tank needs another on demand damage reduction is great for dungeons where there's a burst of magical damage very frequently so to sum up when healing barar tanks assuming you're playing with a skilled Guardian Druid they will most likely die against groups with a lot of custards or a boss that does very strong magical damage over time a bleed or a tank Buster in that nature if you see your bear is out of defensive options I mentioned that's when you need to focus entirely on their health bars especially during these dangerous windows in regular pools though their health will still go down relatively slowly as long as they maintain iron first so a single Target heal every now and then coupled with some healing HS running on them it should be sufficient for standard pack moving on next we have the protection Paladin now I remember when I was playing as a Healer I loved running with a protection Paladin this is mainly because they have so much utility that help me out in my role as a Healer they can give physical damage immunities to a party member with blessing of protection they can heal anyone to full health with lay on hands including themselves by the way and they can Talent into blessing or spell Waring that gives a party member magical immunity that can even cause blessing or sacrifice on a part member as an external defensive though it makes that a bit more vulnerable as a tank the point I'm trying to make is that as a Healer talk to your prop Paladin before the Run don't be shy to ask for those utility spells to be used on a sudden fight or difficult moments of the dungeon okay so let's talk about how to heal a prop Paladin have you ever healed prop paladins who are new to playing the spank do you sometimes wonder why they're so squishy at times and why they're so tanky at other times there's really two factors at play here the first is their main active defensive mitigation and buff that they need to keep up at all times called Shield of the righteous and they get this buff by spending three holy power you don't need to know how they get their holy power that's not important for you as a Healer the key thing is this buff gives them a massive armor gain which is why it always needs to be up and active when tanking groups of enemies or bosses because it greatly reduces incoming physical damage outside of their Shield of the righteous Windows though prop paladins are really squishy to physical damage surprisingly so because you have this image that they are a tough Tang plate class but the second reason why they might die so quickly is because of their need to stand in consecration when your prop Paladin tank is standing in their consecration they take less damage from a passive trait that it has this is why prop paladins especially when moving out of their consecration for a long period of time is extremely vulnerable especially if they don't have Shield of the righteous up or a defensive cooldown running this is why if your prop Paladin turns its back against mobs and start running to it another pack of mobs this is when they might likely die this goes back to how good their movement is as a tank which is a very underrated thing for tanks to think about and I'll cover this in a very indepth Tank Master Class that are release soon but anyway you need to watch out for these two biggest cause of death make sure to eyeball whether the prop Paladin is standing in Consecration and how long it has its BFF for Shield of the righteous up now beyond the above though prop paladins are actually quite good at dealing with non-physical damage any prop Paladin worth the assault will take the holy Shield talent in dungeons with high Magic IAL incoming damage this allows them to partially block magical damage prop paladins also come with some good defensive two kits to combat all types of magical damage so let me cover the big defensive cooldowns you need to be tracking on a prop Paladin the most iconic one to track is divine shield and this is the bubble spell that you'll hear paladins refer to Divine Shield makes the prop Paladin completely immune to all sorts of Damages and debuff statuses again any Mythic plus prop Paladin worth the salt will take the bubble Tor Talent which ERS when they use Divine Shield they keep aggro on their enemies because without this Talent when they pop Divine Shield they actually lose aggro on their enemies because the enemy mobs will know they can't hit the tank because they do no damage to the tank so they go to the next highest person on the threat list and that is often you the Healer so if you see your prop Paladin tank use Divine shield and the enemies come running to you get ready to run away or put some distance between you and their temporary Target now this has ruined keys for me before where there are Mythic plus dungeons with some Z AIS difference like stairs or the bosses on some raised platform in such cases when the prop Paladin uses a Divine Shield even though the boss is in melee range the bubble T Talent wouldn't work the boss then turns around and on shots my healer so this is just a heads up then there's Arden's Defender this is a 20% damage reduction on a moderately long cooldown the special thing about this defensive is that while it's active as a buff it also acts as a mini cheat death as you can see from the two tip so just keep that in mind when healing a prop Paladin with an active ardens Defender cooldown now the biggest defensive cooldown a prop Paladin can use is called guardian of ancient Kings this is a much stronger defensive cooldown it gives a warping 50% damage reduction but it's on a much longer cool down than Arden's Defender now outside of these two another prop Paladin cool down to track is called eye of tier okay this is really special and you need to know how it works eye of tier when it's used it places a debuff on enemies near the prop Paladin tank and when this debuff is active on those enemies they in turn deal less damage to the prop Paladin so you need to track this on your name plates of those enemy mobs you cannot track it via the unit frame for the prop Paladin if you see this debuff wearing off on your name plates for the affected enemy mobs and the protection Paladin doesn't have any defensive cool Downs left and the peack is still a dangerous pull then that's why you need to be on high alert to send your big healing cooldowns or use an external also eye of tier is a short ranged AOE it's useless against that range Caster standing in NAA or against environmental damage like standing in fire lava or taking poison damage from the environment because you can't debuff the environment sometimes you might also see a prop Paladin spotting Sentinel this is a talent choice if they pick this Talent it will show up in your Omni CD assuming you configure it properly again follow my guide if you need to it's a very long and complex two tip but the simple version is this it starts as a strong defensive cool down it increases es the max health and it reduces the damage taken by the prop Paladin and over time as the buff wears on it loses stacks and along with that it loses its Effectiveness as a defensive cooldown so think of it as getting weaker over time so you do need to track the stacks and remaining duration of this buff if your tank is using the Sentinel Talent now Beyond reducing damage taken know that as a Healer a prop Paladin tank also has self-heal abilities too it has word of Glory which it needs to spend its core resource holy power to activate this heal can be used on themselves or a party member which is really useful with oh scenarios but the ability to cast word of Glory is really dependent on whether the prop Paladin has any holy power to spare that it doesn't need to spend on keeping up his shield of the righteous buff which is the more important buff to keep up so I wouldn't rely entirely on a prop Paladin to heal itself unlike what I would do with a blood death knight in easier pools the other big heel that a prop Paladin has is lay on hands a very long kol but it fills up an allies health bar to fo immediately and it can be cast on themselves or on another player as a big heel one important note here is that if you play a Holy Paladin healer and if you run with a protection Paladin tank never ever use your lay on hands or blessing a protection on a prop Paladin without them asking for it or them being aware you're going to do so because doing so will place a forbearance debuff on the prop Paladin tank and it stops them from using Divine Shield which which is a massive cooldown they tend to rely on during difficult pools in Mythic plus so just take special care to communicate if you do decide to send your lay on hands or blessing of protection on a prop Paladin some advanced warning will go a long way so as you can see healing a prop Paladin tank is probably a bit harder than healing a guardian Dr tank there's a lot more details to track and prop Paladin tanks are pretty squishy outside of their defensive cooldowns and mitigation and outside of consecration so a lot of the focus is on you the Healer to cover for the Paladin shortfall outside of the defensive window and so you need to time your healing cooldowns and your external cooldowns for those moments next up is the protection Warrior definitely easier to heal than a prop Paladin and as the original tank class understanding their core gameplay Loop is actually quite simple similar to a bear they use a class resource called Rage which they generate through their rotation and actively tanking enemies the more enemies they tank the more rage they generate as well rage is then spent on two possible defensives and that is why you want to make sure you track the protection Warrior is current rage levels you can do so via configuring your unit frames like I said the first thing is that it can be spent on arguably the most important thing to track it's Shield block Shield block cause rage to activate and when the buff is active it essentially makes the prop Warrior mitigate most incoming physical damage it's extremely effective against physical damage mitigation probably one of the best in the game take note though they only have two charges of shi block even though there's other ways of extending the duration of these shoe block charges to their talentry you also need to keep an eye on how long their Shi block buff has left because when Shield block is down that's where it's dangerous territory for them the second defensive mitigation it can spend rage on is known as ignore pain think of this as a small absorption Shield that is spammable all goodp protection Warriors wor their s will always spend rage to keep up their Shield block up time first and then spend additional rage for ignore pain spam ignor pain is actually off the global cooldown which is why it can be used very frequently and it works very well against all all types of damage physical magical damage over time bleeds you should know a protection Warrior can also technically spend rage on an offensive ability called Revenge but that doesn't concern you since you're only interested in tracking the two defensive users which is shoe block or ignore pain both of them are Buffs that you can see on the unit frame now aside from those a prop Warrior has a pretty good defensive toolkit the first thing to know is that they have spell reflection which can cheese magical damage or single Target cast aimed at them as the name suggest they can reflect the spell back onto the Caster sometimes on massive damage in Mythic Plus in the event it doesn't reflect a spell fully on the cluster just know that the buff it grunts also reduces the magical damage a protection Warrior takes so you definitely want to track this cool down some prop Warriors will also use spell block which is a talent they can pick for certain magic heavy dungeons like the name suggests if you see this icon being tracked by the omn CD add-on it means the prop Warrior can use spell block and be able to block spells like how they block physical hits beyond that it has a big defensive cooldown known as Last Stand which increases the Warriors Max Health by 30% for 15 seconds the health it gains is considered a heal but take note it merely increases the health pull it doesn't reduce the amount of incoming damage this is where the other big defensive button comes in Shield wall it is the prop warriors's biggest defensive kudal a warping 40% damage reduction for all types of damage taken but it comes with a pretty hefty recharge time prop Warriors also have a similar ability to Eye of tier of a paladin that I mentioned earlier it's called demoralizing shout this is a AOE spell that the warrior can use enemies near the prop Warrior will be debuffed with demoralizing shout so you can see this on the name plates which in turn if they are debuffed it will result in them dealing less damage to the prop Warrior however this debuff can be placed on environmental sources of damage or far away custom mobs so make sure your name plates are tracking the duration of this de buff you need to be on high alert when he falls off the mobs because there's a risk that your protection Warrior is about to take a lot of damage I have a plat masterclass guide on this channel that covers everything you need to configure your templates add on to ensure you track all these things see the buff and debuff timer section in that video link also in description a last reminder though make sure you track a prop Warrior's amount of Rage to see whether it has anything left to spare for a shield block or random ignore pain if they are low on rage pay close attention to them because that's when they are most vulnerable last but not least in alphabetical order the Vengeance Demon Hunter which is a really interesting one to heal you see Vengeance demon Hunters have the lowest active mitigation up type across all 610 classes and also it doesn't require you to track its resources you can but it won't give you as much benefit versus other tanks this is because its core means of mitigation is via demon spikes it has two charges of this and when this buff is active it gives them a significant boost to their armor but even if your Vengeance Demon Hunter tank were to use demon spikes on cool down they will never be able to maintain full up time that's just the nature of playing this tank Spang the way they survive outside of their demon spikes Windows is by tapping on their demon form which is known as metamorphosis this turns them into a demon form and they look very different essentially like Iden and you won't miss it it grants them a ton more Health a ton more armor and it's almost impossible to die in Metamorphosis form unless you're doing something very wrong as a Vengeance tank now a Vengeance Dema Hunter can enter meta form in three ways firstly by using the metamorphosis button a long cool down it grants the longest duration of the metamorphosis buff secondly they can use spell Devastation which is a frontal AOE which as an after effect comes along with the transforming of the Vengeance tank into the meta form a very common Talent pick that your vengance should be running anyways number three they can enter this form via their cheat death ability called Last Resort very long 8 Minute cooldown essentially when last resort is active and available if the Vengeance were to take a fatal blow the cheat death activates the Vengeance tank then shifts into demon form hence surviving the Fatal blow you should definitely track the cheat death called Last Resort via omn CD because it tells you whether the Vengeance tank has a way to shift into metaform as a last result which then in turn determines how safe you need to play it alongside your Vengeance tank by the way last result is a Capstone Talent some vengers Demon Hunter will choose not to run it in favor of other builds but if they do run it it will show up on your own CD add-on if you configured it right outside of shifting into meta form a Avengers Dema Hunter also has a single Target debuff it can place on a very specific Target called fiery brand this is not a buff you can track on the unit frame but similar to demoralizing shot of a warrior eye of tier of a paladin you need to track this debuff directly via name plates if a target has a fiery brand debuff on it it essentially means it deals way less damage to a Vengeance Dema Hunter tank in some Vengeance Talent builds they also opt for a build that spreads the fiery brand debuff to nearby mobs from the original Target so tracking this debuff via your name plate is a very good idea some Vengeance tanks they will opt to run Soul Monga and you can see this icon buff appear on their unit frame this is actually an absorb Shield that can soak up considerable damage sometimes used in harder content now outside of all these things I mentioned a Avengers Dem Hunter outside of his defensive window is super squishy it's quite similar to a blood decay in that sense I would say it's a harder tank to really Master for beginners because there's a tendency to go so quickly from 100 to zero if you do not cycle your defensives or plan your mitigations properly but unlike a blood Decay Avengers tank is given the most mobile 2kit out of all six tanks for good reason because even if they were to cycle the ways of getting into meta and maintaining their demon spikes it still won't amount to 100% uptime of defensive mitigation in such scenarios they need to kite away from mobs and this is why they're given double jumps the ability to LEAP away the ability to AOE control mobs for the very same reason so if you see your Vengeance Demon Hunter tank jump out of packs don't be alarmed it's quite natural for them they aren't meant to be a Perma plant your feet and Tang kind of tank and by the way as a Healer it's worth tracking the silent Sigil of a Vengeance tang and Mythic plus because you want to know heading into a Custer pack whether they have an AOE silence or not when Sig or silence is active none of the cters will be able to get any of your abilities off which is important for you to know as a Healer so you know how to anticipate them patterns good vengers demon Hunters would cycle their AOE silent sigils AOE fear sigil AOE stun via chaos Nova and AOE grips fire their sigil to disrupt the Clusters to limit the amount of damage being dished out by enemy casters but if I were to give the TLD drr track their demon spikes and the three ways of getting into meta form outside of all these they are very squishy so that's when it's Cod red for you that's where you need to toss externals on them that's where you need to spend healing cooldowns on them now above we have covered all you need to take note of for the six tanks but we are not quite done yet this is also equally important this concept now that you understand the core mitigation Loop of all six tanks you can probably already guess most tanks are squishiest at the start of a pool because they lack the necessary resources to put up their defensive mitigations for example a guardian Druid or a prop Warrior has zero rage entering the first pool of Mythic plus keystones so they can use iron fur or Shield block against the first incoming swings same for a prop Paladin it doesn't have holy power for the first pull it also needs to spend one Global cooldown to get consecration going same thing for a blood Decay it has zero bone Shield charges hitting into the first pool but you get the point most tanks are weakest on the initial pool so you need to be careful about this especially in high Keys it's always better to be liberal at the start of a pool with your cooldowns then to see the tank die without any defensive mitigations running into a pack at the start of a key or after a wipe everything above is to help you understand the dangerous moments you need to look out for as a Healer when you're healing each of the six tank spe if you found it helpful don't thank me thank all the patreon subscribers that you see on screen these are all the MVPs who make this channel possible thanks for supporting us and if You' like to support us via patreon link is in the description subscribe if you want to see more guides and content for Mythic plus see you soon