Tanking is a different kind of thing. It takes a different kind of person to do well. It requires insight, anticipation and deep knowledge of your class and the encounters to shine in. Here are some helpfull words to get you started. The articles involved talk mostly about normal/heroic 5 man dungeons.
Warriors have an awesome toolset to migitate incoming damage. Combined with the best mobility of all the tanking classes, and you will enjoy being a Protection Warrior for sure!
Raise your shield, absorbing damage for the next 6 sec. Consumes up to 60 Rage to increase the amount absorbed. Absorption amount increases with attack power.
This is an ability you will be using a lot. This is our new shiny ability we kinda stole from Deathknight tanks. In short, whenever you have +20 rage, you can use this to absorb melee damage. The more rage you have when you use it (up to a maximum of 60), the more you absorb. Use this when there’s lots of incoming damage.
Raise your shield, blocking every melee attack against you for 6 sec. These blocks can be critical blocks. It comes with 2 charges that regen every 15 seconds.
A very big downside is the fact it needs 60 rage to be activated. The very big upside is it blocks every melee attack for 6 seconds. Usefull after you know the encounters very well and can time/manage your rage. Other than that, you won’t be using this that much in 5 man content.
Throw down a war banner within 30 yards that decreases the damage dealt by all enemies within 30 yards of the banner by 10%. Lasts 15 sec. Usefull to migitate spike damage from big packs of mobs or spike damage from a boss when things are going bad and your healer need a helping hand. A 3 minute cooldown makes this a very situational ability. Use it wisely.
Disarm the enemy’s weapons and shield for 10 sec. Disarmed creatures deal significantly reduced damage. An often overlooked and forgotten ability. Simply unarm the enemy and laugh at it for 10 seconds. Unfortunately often boss mobs cannot be disarmed or are simply not wielding a weapon.
Temporarily grants you and all party or raid members within 30 yards 20% of maximum health for 10 sec. After the effect expires, the health is lost. In short, gives everyone a little health boost for 10 seconds. Very situational ability but it has its uses from time to time. Best used when you’re biting the dust and need a boost in health.
Reduces all damage taken by 40% for 12 seconds. Has a 5 minute cooldown, so use when you’re low on health and the healer needs a hand. The long cooldown makes this a very very situational ability.
Raise your shield, reflecting the next spell cast on you. Lasts 5 seconds. Has an incredible short cooldown of 25 seconds, so use this ability often.