Casual tanking observations as a lv50 WAR who runs dungeons nearly exclusively with pugs and some friends here and there (haven't finished story yet, and dungeon wise, finished up through Darkhold, haven't attempted Vale; have yet to do the first 8-man trial. I guess being in a FC would help with getting quicker runs set up without being pug shy, :X). Experience: Paladin tank in WoW, 25-man Sinestra just before I quit.
- Made it to lv50 without knowing I could take Provoke as a cross class skill. Frankly, I'm surprised WAR doesn't have an equivalent skill. I suppose it would have been useful, but nothing bad has happened without it yet.
- Some PUG healers seem to really, really hate AoE tanking. I assume they really don't like using their mana, or stressing over using too much of it? I'd much prefer having control over mobs through tanking than having to CC a ticking time bomb. I'm rarely in danger of dying, and the few times I am, it's at the first pull of a dungeon where it appears the healer choked from the big damage spike. I've since rectified this by communicating better at the start of every run, and asking if the healers prefer sleeping or AoE tanking (no surprise, they prefer CC; I find it a snoozefest, but can't argue with making it easier on everyone involved, :-/ )
- BRD and WHM produce the most threat. BLM are a distant third, unless they get some lucky crits. Every other DD class doesn't register. Yes, I know this is a terrible generalization, and I also know that this all changes with a core group of players who you're comfortable with or know what they are doing, but this is my experience from running with pugs. A single BRD can rack up so much threat that I won't have time to get a Maim > Storm's (whichever) off. Nobody waits for sunders anymore, ha.
- Really dislike the Heavy Swing starter on every combo, and it's the one thing I have to plan around on every pull. Tomahawk > Flash > Overpower (if I can sneak one in before all the CC) is just barely enough to keep a BRD off the first target. Heavy Swing just feels like a waste of time, especially when breaking CC targets. Better hope the rotation lands on Skull Sunder or Butcher's Block, otherwise I'm wasting TP on a measly Tomahawk, :-/
- Not sure why beginner guides talk up the Bloodbath ability (25% of damage done is returned as health). It's pretty terrible and useless as a tank, as it doesn't heal enough to make an appreciable change in my health before a healer's Cure or Cure II overtakes it. Have to pair it with Unchained or Berserk and do a full three-hit combo just to make up for half an attack from a boss.
- Off GCD stun is great. The 30 second cooldown is not, and makes the stun kind of a joke. If it can't be used consistently, then I can't rely on it, which then makes it a moot point on whether or not I use it.
Will probably get to 50 Paladin as well just to have experience with both before I commit to Darklight gear. I'm expecting Paladin to greatly outshine Warrior at end-game though, as the benefits of Warrior tanking don't really hold up well. AoE tanking is pointless if most classes don't have AoE damage (besides having better control over the mobs, but like I said above, I'm sure most groups will prefer CC). More health doesn't mean much when it's not paired with better defenses. Haven't done the math, but I'd wager Paladins have greater Effective Health which is what matters in the end.
All that being said, I much prefer playing MRD over GLA; it's just more...fun?