Shaman-tank

Shaman-tank or sometimes referred to as "Warden" is the playstyle of adopting the traits of the tank role in Classic Era and Burning Crusade Classic as a Shaman.
Initially, the Shaman was not designed to fulfill the tank role during its original inception, but over the years, the Shaman as a tank has improved through research and effort from the community to legitimize their role as an unofficial tank. Shaman, although, not the most optimal class to be played as a tank is still deemed to be a viable option. If it wasn't obvious before, shield-bearing is a sizeable undertaking that demands more effort than traditional tanking classes i.e. Warrior.
If you want a challenge and a refreshing perspective from a very old game, look no further than the Shaman tank. Many players who take up the tanking mantle agree their motivation is from the glory of seizing a feat the rest of the realm dares not try. When experienced players tank with a shaman and put in the effort, it shines tenfold. Shamans can fully tank 5mans, 10mans, off-tank & main-tank raids. But, this is reliant on personal and guild experience. Their overall defensive statistics won't reach a warrior's. However, it isn't necessary to do so, to tank.
==Races==
In World of Warcraft Classic, the Shaman class is exclusive to the Horde faction under the following races: Tauren, Orc and Troll. Most future tank players who want to have as much working for them as possible will opt in for Troll because of the racial: Berserking. But keep in mind, there is no "wrong race" since racial benefits are minor compared to other aspects.
==Professions==
There are many professions]], which can flesh out a character's potential. When it comes to a shaman tanking, the most suitable profession is Engineering because of its numerous tools, ex: Masterwork Target Dummy. And Blacksmithing uniquely for the weapon: Sulfuras, Hand of Ragnaros but if a player has access to the Ahn'Qiraj raid and the loot it has to offer i.e. Dark Edge of Insanity, the Blacksmithing profession can be disregarded and the player can go a high gold generating profession on their realm instead. Gold helps buy potions among other useful items for tanking.
==Threat management==
A Shaman can increase threat in many ways, notably: Earth Shock, Stormstrike, Rockbiter Weapon and Lightning Shield. Installing an AddOn to monitor threat is recommended. Threat can also originate from items that replenish Health and Mana, ex: Major Rejuvenation Potion based on half of the Health & Mana gained. Items, which inflict damage, ex: Goblin Sapper Charge deal threat equal to the damage done so do reflective buffs, ex: Thorns. Lastly, certain items deal threat each time their Debuff is triggered, ex: Gift of Arthas. 
Allies can reduce their threat, through items, ex: Fetish of the Sand Reaver. The Mage class can reduce their threat through the talent: Burning Soul. Shaman: Tranquil Air Totem (Classic). Rogue and Hunter wipe threat with Vanish and Feign Death and so can Flask of Petrification. Items prevent aggro: Limited Invulnerability Potion and redirect aggro: Masterwork Target Dummy. Classes in the 30-40 yard range won't get aggro until they surpass the threat level of the mob's target by 30%, as opposed to 10% for melee.
== Totems ==
Shamans get access to a multitude of class unique totems, some totems can help with tanking, notably Grace of Air Totem, Stoneskin Totem (Classic) and Healing Stream Totem. Totems are incapable of generating threat for the Shaman.
== Talents ==
Our totemic friend can go down three talent path trees. The most relevant talent path for tanking being Enhancement, which delivers Toughness, Anticipation, and Stormstrike among other talents. The most popular talent point allocation being (16/35/0).
== Rotations ==
A sequence of abilities or "rotation" is advised to master your tanking potential. A tank rotation is split into three phases: Pre-pull, Pulling, and Combat.
# Pre-Pull: Before engaging the mob in front of you, cast Lightning Shield and cast Rockbiter Weapon. Place down Stoneskin Totem, Grace of Air Totem & Healing Stream Totem. Mark the mobs in front of you with a target marker by right-clicking their portrait, pick Raid Target Icon, pick from either a Skull = kill first, a red X = kill second, a blue square = Hunter trap or a moon = Polymorph. 
# Pulling: Cast rank 10 Lightning Bolt, followed by as many rank 1 Lightning Bolt possible to trigger, Elemental Focus. Lastly, Earth Shock.
# Combat: When it comes to tanking raids, it's adipose to use Nat Pagle's Broken Reel to assure the first few Earth Shocks hit. In a fight, use relevant ranks of Earth Shock that suits your mana & threat. Stormstrike can't be downranked but is also used in similar cases. If Lightning Shield expires, cast it. If you suddenly might die, equip a defensive weapon, ex: Spineshatter which should be enhanced with Enchant Weapon - Agility & Rockbiter Weapon, use Masterwork Target Dummy, which will Aggro the mob, use [Juju Escape]], possibly Major Rejuvenation Potion and Major Healthstone.
== Buffs + Debuffs ==
There's a maximum of 32 Buffs, avoid nearing the max as it may result in Buffs getting pushed off, it's advised to install an addon to keep track of buffs. Prioritize getting defensive Buffs, ex: [Elixir of Fortitude]] before getting buffs that bolster threat, ex: Juju Might. 
A max of 16 Debuffs can be on a mob. Reaching the max is major in raids. There's defensive debuffs: Insect Swarm and threat Debuffs: Faerie Fire among others. If in a raid, ask the raid leader, if certain Debuffs can be placed on the mob, without overstepping.
== Gear + Enchants ==
Cement defensive stats when gearing, threat is second. It's advised to get 4k HP & 5k Armor unbuffed for Molten Core. Blackwing Lair, ~4800 to 5k HP and 6500-7k Armor. For reliable threat, 3% melee Hit is advised for dungeons. For Raid tanking, 6% Melee Hit. You can only equip a weapon & shield while in combat, enabling the switch to a defensive weapon, ex: Spineshatter, if survival seems grim.
There are two types of enchants, defensive, ex: Enchant Gloves - Superior Agility. And offensive, ex: Enchant Gloves - Threat. Having the Enchanting profession isn't needed to gain the profession's advantages. Simply, give the Enchanter the required enchanting materials and they will enchant your gear for a small gold tip. 
== Tanking multiple mobs ==
Many actions can further solidify situations when a tank is dealing with many mobs, ex: Oil of Immolation, Thorns, Force Reactive Disk, etc. It's crucial to switch and attack another target ever so often. In combat, items & spells giving health or mana deal 50% threat divided by each mob. Items can also take help until a decent amount of threat is gained on all mobs, ex: Masterwork Target Dummy.
== Raid Composition ==
With the raid leader's consent, offer an ideal raid comp without overstepping. In our group, Warlock: Blood Pact, Warrior: Battle Shout, Druid: Leader of the Pack, Hunter: Trueshot Aura. For damage dealing classes, we prefer ranged classes over melee. If melee are needed, rogues are best. Groups with high threat dealers can have a Shaman: Tranquil Air Totem (Classic).
Category:Game terms
Category:Shaman