On Progression MT Gearing
I'm starting this topic as a discussion thread for an interesting tangent that cropped up in Theck's excellent expertise mathcraft thread. The start of the tangent can be found here: viewtopic.php?f=6&t=25611&start=30
I suggested, only partially facetiously, that WotLK had reduced protection paladin gearing to exactly 2 stats for progression maintanking, Stamina and Armor. My position on this is built primarily on personal experience, and discussions with my healers, and the fact that EH gear tends to have threat and avoidance built in, in sufficient (in my opinion and experience) quanties to reduce the rewards of further stacking compared to good old fashioned health.
I'm not sure that any really in depth mathcraft has been performed on maintank optimum survival gearing theory recently, or at least I haven't run across any in my lurking. Given, then, that I'm speaking mostly from experience and personal perspective in formulating my current position and thinking on the subject, I'll share some background.
I'm the MT and RL for Edge of US-Garona. We're 9/9, and ranked US-47 according to wowprogress.com, although I expect that ranking to fall somewhat as a couple of guilds that beat us to everything else kill Yogg0. I have progression tanked every hardmode kill for Edge, although for both Thorim and Vezax it was not in an MT role, as they were extremely unfriendly to 3.1 era protection paladins.
I have found in my experience that my survival over the course of any given fight is best served by basically pretending that every socket is blue, and that health is the best option for any enchant once over the defence minimum of 536. Yes, I consider the resilience/stam shoulder enchant to be strictly superior to dodge/defence. I'm not totally comfortable with this opinion, and I'd love any of this boards brilliant theory and mathcrafters to make some argument that allows me to appeal to my sense of efficiency and start picking up useful socket bonuses again, it feels like I'm leaving itemization on the table, but it's also, in my opinion, lower-value itemization than the 6 or 9 stam I pick up by ignoring said bonus.
Now, to pick up where the previous discussion left off:
But this isn't true at all. Looking at the tank-killing encounters: The tank is in the most danger at Steelbreaker just after a fusion punch, but the raid is in the most danger right after Static Charge lands. The two dangers are at least partially decoupled. At Algalon, the raid damage is predictable and paced, and the raid healers can spare a GCD for the tank at any time they choose without danger to the raid. At Yogg0 the raid is taken care of by splash healing. At Mimiron the danger to the tank is in P1, and the danger to the raid is in P2 and P4. At Thorim you use a feral druid. Either way, with a 24% avoidance penalty during the danger time, avoidance loses a lot of it's value.
It's certainly not inevitable. I'm also not sure that this doesn't argue into my point pretty effectively. What if a tank isn't 2-shottable at 70% health? What is 70% health? How much does the boss actually hit for? If it's anywhere under 50% of your healthbar, there's no reason not to expect enough healing to land in the time between hits to survive said 2-shot, no matter what the time between hits is. Again, we're speaking far too generically here, but I'm not certain of the correct scenario(s) to build to provide a better discussion platform. I'll share a bunch more information, though, for the mathcrafters to pick apart, because I really am fascinated by this discussion, and if I can improve my performance and survivability, I'm all about that.
My armory: http://www.wowarmory.com/character-shee ... &n=Meloree
The short version: 41879 hp, 25720 armor, 552 defence, 25.35% dodge, 20.56% parry.
I tuned in a little more armor for physical heavy fights, that setup has algalon legs over saronite, and Titanskin Cloak over Shadowed Sun.
I've stuck stamina in every socket I could find, with the exception of the token red, and one def/stam gem in boots for a 9 stam bonus, because I need the defence in some gear setups. I've enchanted stamina and health everywhere I can, including 18stam to shield, because in my experience 1 point of stamina is worth much more than 1 point of any rating, over defense minimum.
I'd love for some of the great theory and mathcrafters here to weigh in, Maintankadin is where I learned to tank, and I have an immense amount of respect for the site and the body of knowledge and experience represented here.
--
Meloree, <Edge>, Garona
I suggested, only partially facetiously, that WotLK had reduced protection paladin gearing to exactly 2 stats for progression maintanking, Stamina and Armor. My position on this is built primarily on personal experience, and discussions with my healers, and the fact that EH gear tends to have threat and avoidance built in, in sufficient (in my opinion and experience) quanties to reduce the rewards of further stacking compared to good old fashioned health.
I'm not sure that any really in depth mathcraft has been performed on maintank optimum survival gearing theory recently, or at least I haven't run across any in my lurking. Given, then, that I'm speaking mostly from experience and personal perspective in formulating my current position and thinking on the subject, I'll share some background.
I'm the MT and RL for Edge of US-Garona. We're 9/9, and ranked US-47 according to wowprogress.com, although I expect that ranking to fall somewhat as a couple of guilds that beat us to everything else kill Yogg0. I have progression tanked every hardmode kill for Edge, although for both Thorim and Vezax it was not in an MT role, as they were extremely unfriendly to 3.1 era protection paladins.
I have found in my experience that my survival over the course of any given fight is best served by basically pretending that every socket is blue, and that health is the best option for any enchant once over the defence minimum of 536. Yes, I consider the resilience/stam shoulder enchant to be strictly superior to dodge/defence. I'm not totally comfortable with this opinion, and I'd love any of this boards brilliant theory and mathcrafters to make some argument that allows me to appeal to my sense of efficiency and start picking up useful socket bonuses again, it feels like I'm leaving itemization on the table, but it's also, in my opinion, lower-value itemization than the 6 or 9 stam I pick up by ignoring said bonus.
Now, to pick up where the previous discussion left off:
Knaughty wrote:For hard content in Ulduar, the first two things you do are have the minimum number of tanks (little flexibility) and then minimum number of healers. Every hard-mode I can think of has an in-play enrage timer - you have to stack DPS to win. Other than GV, they also tend to have a ton of raid damage.
Raid healers switching to the tank just leads to dead raid members.
But this isn't true at all. Looking at the tank-killing encounters: The tank is in the most danger at Steelbreaker just after a fusion punch, but the raid is in the most danger right after Static Charge lands. The two dangers are at least partially decoupled. At Algalon, the raid damage is predictable and paced, and the raid healers can spare a GCD for the tank at any time they choose without danger to the raid. At Yogg0 the raid is taken care of by splash healing. At Mimiron the danger to the tank is in P1, and the danger to the raid is in P2 and P4. At Thorim you use a feral druid. Either way, with a 24% avoidance penalty during the danger time, avoidance loses a lot of it's value.
cordelia wrote:I have seen many tank deaths 4-6 seconds after a spike begins. Isn't 4 seconds long enough for a healer to react? Their shortest spells are all <2 seconds. Isn't 6 seconds long enough for them to react? By your statement, we should never see tank deaths where the spike string lasts longer than 3 seconds. Maybe my guild just has poor healers, but we do fairly well in progression, 5/9 hardmodes, and 3rd on the server, so the evidence doesn't support that.
cordelia wrote:Knaughty wrote:And tank health spikes up and down hugely in Ulduar. How are the raid healers supposed to tell the difference between "normal" wildly swing tank health and "tank will die" wildly swinging tank health? It seems a bit "hindsight is 20:20". Tank dies, raid leader asks why, tanks and healers don't know, because everything seemed to be going fine. Healers were healing, tank was facing boss, etc. Then tank reads his log and discovers he collected 4-5 of the last 6 hits, and didn't get topped off for 6 seconds or so. If you had to consult your log to work out why you died, it's irrational to assume a raid healer can notice and switch targets.
This is exactly what I see in practice. 2-4 seconds in, the tank is healed up to 70-80% health, but that still means the tank is susceptible to being 2-shot, which is what inevitably happens.
It's certainly not inevitable. I'm also not sure that this doesn't argue into my point pretty effectively. What if a tank isn't 2-shottable at 70% health? What is 70% health? How much does the boss actually hit for? If it's anywhere under 50% of your healthbar, there's no reason not to expect enough healing to land in the time between hits to survive said 2-shot, no matter what the time between hits is. Again, we're speaking far too generically here, but I'm not certain of the correct scenario(s) to build to provide a better discussion platform. I'll share a bunch more information, though, for the mathcrafters to pick apart, because I really am fascinated by this discussion, and if I can improve my performance and survivability, I'm all about that.
My armory: http://www.wowarmory.com/character-shee ... &n=Meloree
The short version: 41879 hp, 25720 armor, 552 defence, 25.35% dodge, 20.56% parry.
I tuned in a little more armor for physical heavy fights, that setup has algalon legs over saronite, and Titanskin Cloak over Shadowed Sun.
I've stuck stamina in every socket I could find, with the exception of the token red, and one def/stam gem in boots for a 9 stam bonus, because I need the defence in some gear setups. I've enchanted stamina and health everywhere I can, including 18stam to shield, because in my experience 1 point of stamina is worth much more than 1 point of any rating, over defense minimum.
I'd love for some of the great theory and mathcrafters here to weigh in, Maintankadin is where I learned to tank, and I have an immense amount of respect for the site and the body of knowledge and experience represented here.
--
Meloree, <Edge>, Garona