yeha, make sure you get defensive stance. talk to your class trainers in your not-quite-a-newbie towns (kharanos, dolanaar, razor hill, bloodhoof village, brill, goldshire, azure watch) and you should receive a quest that will ultimately lead to your defensive stance. even if they dont have a ? over their heads, talk to them anyway; quests that youve outleveled wont show as ? over an NPC's head, but you can still get the quest from them.
if that doesnt work, try talking to the warrior trainer in a capital city. any of em should be able to give you the quest, altho if memory serves me correctly the line should start from the not-quite-a-newbie town.
oh, as for tanking, use thunder clap as AoE thread if youre in def stance, and for the attack speed debuff (which essentially 10% less damage incoming). sunder armor is your main spammable threat ability, with revenge being your major high-threat ability. stack sunder to gain threat initially, and keep reapplying it as necessary (such as between revenge cooldowns). if you have the option of sundering OR revenging, use revenge, as its higher threat and lower cost than sunder. if you tanking more than one mob, sometimes thunder clap isnt enough, so tabbing over to those mobs with the tab key, or manually clicking them, then applying sunder, is necessary to maintain aggro. the same can be done with revenge, meaning you can use sunder on your primary mob for aggro and revenge on a secondary mob in order to keep it off of your healer.
shield block and revenge go hand-in-hand; blocked attacks proc revenge, and shield block gives you an almost guaranteed chance to block attacks, thus resulting in an almost guaranteed revenge. on single mobs especially its usually a better idea to use shield block and then follow with a revenge than it is to sunder, but since shield block and revenge both have cooldowns, youll have plenty of time to sunder in between SB's and revenge.
get a spell bar mod such as NECB (natur enemy castbar) to help you keep track of thunder clap and demoralizing shout debuffs. you can use demo shout as a means of getting aggro on mobs from a short distance away, as well as a significant decrease in attack power. demo shout and thunder clap can be monitored with the spell bar mod i mentioned above, so you know when you need to refresh them.
as for your build, its not bad. tactical mastery is definetely better than anticipation once you get geared for tanking, but until then having anticipation isnt bad. focused rage is VERY good; pick that up somehow. having improved revenge instead of sunder armor is sort of a personal choice. cheaper sunders are nice, but once youve got 5 on the enemy youll be using devastate, so the talent becomes less and less useful the longer the fight goes. improved revenge is largely useless vs bosses, but on trash it can be a welcome break for both you and your healers.
keep in mind deep prot is a very end-game build; lvling as deep prot is possible, but by no means recommended, since youll rarely need to be deep prot to tank anything before level 65 or 66 at the earliest.
you may want to try this build out once you hit cap:
http://www.wowhead.com/?talent=LV0sZVZfVtsh0zfest
the extra point in iron will is kind of a throw-away point. stick it where ever you will. you dont get piercing howl or commanding shout, but you make up for it with improved Tclap. 10% more attack speed reduction amounts to a lot more "gain" than another 20% on commanding shout (which amounts to about 230 life approximately). further more, imp Tclap "scales" in the sense that its a 20% reduction to everything affected by Tclap, meaning as mobs hit harder, the effect Tclap has goes up relative to what it was. on the other hand, commanding presence doesnt "scale" at all. it just provides a flat increase to your health that stays the same regardless of what your fighting.
focused rage is self-explanatory, and 1h spec means more damage from devastate and normal attacks, which equates to more threat. 1h spec essentially cancels out the damage reduction you get from defensive stance (you deal 99% of normal damage instead of 90%). shield mastery is kind of a throwaway thing too, as 30% even on a high-end shield isnt that much, so you can switch these around as you prefer.
Edited, May 29th 2007 5:59am by Quor