Old Guides Pre WotLK - reference material only

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Old Guides Pre WotLK - reference material only

Postby Barathorn » Fri Nov 21, 2008 10:18 am

Just a placeholder for the old guides while we have a bit of a tidy up of the old stickies in the Gear Discussion Forum which maybe no longer relevant prior to a current Main Tanking Guide being consolidated and formed from up to date posts.

Barathorn
Last edited by Barathorn on Fri Feb 20, 2009 3:41 pm, edited 2 times in total.
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Hokahey wrote:I can live with still being 10/12 ICC 10N, and being obscenely overgeared for it at this point thanks to a buff and easily acquired emblem gear. I'm still having fun with that. I can't live with only having heroics to look forward to every night.
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Postby Barathorn » Fri Nov 21, 2008 11:20 am

Original post by Lieris on Main Tanking upgrades from the 2nd October 2007. The full thread can be found here,

http://www.failsafedesign.com/maintanka ... php?t=2652

Lieris wrote:Here is a general guide to MT gear progression in raids. Don't consider it definitive so by all means contest any of this. Bias is shown towards "paladin tank" gear wherever the item is viable so some "warrior" items will be omitted if they offer nothing different.

Equally ranked items are about equivalent or down to personal preference and your gear makeup. One item might be very slightly better than the other but it's the sort of very minor upgrade that you'd pass over for another tank.

Disclaimer: This list just a harmless bit of OCD fun that can be a useful reference and point of comparison. If you take all of this literally and as gospel without thinking what is best for you and what the encounter requires then:

Image

If you'd like a list that includes many items without spell damage then Questioner's Epic Tank Gear Progression List is very complete and well maintained.

Helm:
#1 Helm of Uther's Resolve - Kiljaeden, Sunwell Plateau (Sunmote turn-in)
#2 Hard Khorium Goggles - Sunwell Plateau recipe drop
#3 Faceplate of the Impenetrable - Illidan Stormrage, Black Temple
#3 Lightbringer Faceguard - Archimonde, Hyjal
#4 Battleworn Tuskguard - Hex Lord Malacrass, Zulaman
#4 Tankatronic Goggles - Crafted, Engineering
#5 Crystalforge Faceguard - Lady Vashj, Serpentshrine Cavern
#6 Justicar Faceguard - Prince Malchezaar, Karazhan
#6 Faceguard of the Endless Watch - Doomwalker (BOE)

Neck:
#1 Collar of the Pit Lord - Brutallus, Sunwell Plateau
#1 Pendant of Titans - Reliquary of Souls, Black Temple
#1 The Darkener's Grasp - Kael'thas Sunstrider, Tempest Keep
#2 Frayed Tether of the Drowned - Fathom-Lord Karathress, Serpentshrine Cavern
#2 Barbed Choker of Discipline - Maiden of Virtue, Karazhan

Shoulders:
#1 Spaulders of the Thalassian Defender - Eredar Twins, Sunwell Plateau (Sunmote turn-in)
#1 Lightbringer Shoulderguards - Mother Sharaz, Black Temple
#2 Pauldrons of Abyssal Fury - Supremus, Black Temple
#3 Crystalforge Shoulderguards - Void Reaver, Tempest Keep
#4 Justicar Shoulderguards - High King Maulgar, Gruul's Lair
#4 Pauldrons of Stone Resolve - 1st Timed Chest, Zul'aman
#5 Mantle of Abrahmis - Netherspite, Karazhan

Cloak:
#1 Crimson Paragon's Cover - Twin Eredars, Sunwell Plateau
#1 Pepe's Shroud of Pacification - Hyjal Trash
#1 Slikk's Cloak of Placation - 35 Badge of Justice
#1 Phoenix-Wing Cloak - Al'ar, Tempest Keep

Chest:
#1 Heroic Judicator's Chestguard - M'uru, Sunwell Plateau
#2 Lightbringer Chestguard - Illidan Stormrage, Black Temple
#3 Chestguard of the Stoic Guardian - 75 Badge of Justice
#4 Crystalforge Chestguard - Kael'thas Sunstrider, Tempest Keep
#5 Justicar Chestguard - Magtheridon, Magtheridon's Lair
#6 Panzar'Thar Breastplate - Nightbane, Karazhan

Wrist:
#1 Lightbringer Wristguards - Kalecgos, Sunwell Plateau
#2 Eternium Shell Bracers - High Warlord Naj'entus, Black Temple
#2 The Seeker's Wristguards - Shade of Akama, Black Temple
#3 Bracers of the Ancient Phalanx - 35 Badge of Justice
#4 Wristguards of Determination - Void Reaver, Tempest Keep
#5 Vambraces of Courage - Attumen the Huntsman, Karazhan

Gloves:
#1 Lightbringer Handguards - Azgalor, Hyjal
#1 Borderland Fortress Grips - Felmyst, Sunwell Plateau
#2 Gauntlets of Enforcement - Teron Gorefiend, Black Temple
#3 Royal Gauntlets of Silvermoon - Kaelthas Funstrider, Tempest Keep
#4 Crystalforge Handguards - Leotheras the Blind, Serpentshrine Cavern
#5 Iron Gauntlets of the Maiden - Maiden of Virtue, Karazhan
#5 Justicar Handguards - Curator, Karazhan

Waist:
#1 Lightbringer Waistguard - Brutallus, Sunwell Plateau
#2 Girdle of Mighty Resolve - Gurtogg Bloodboil, Black Temple
#2 Girdle of Stability - Gurtogg Bloodboil, Black Temple
#3 Belt of the Guardian - Crafted, Blacksmithing
#3 Girdle of the Protector - 60 Badge of Justice
#4 Crimson Girdle of the Indomitable - Moroes, Karazhan

Legs:
#1 Judicator's Legguards - Sunwell Plateau
#2 Inscribed Legplates of the Aldor - 100 Badges of Justice
#2 Lightbringer Legguards - Illidari Council, Black Temple
#3 Praetorian's Legguards - Shade of Akama, Black Temple
#4 Wrynn Dynasty Greaves - The Curator, Karazhan
#4 Crystalforge Legguards - Fathom-Lord Karathress, Serpentshrine Cavern
#4 Unwavering Legguards - 75 Badges of Justice

Feet:
#1 Tide-stomper's Greaves - High Warlord Naj'entus, Black Temple
#1 Lightbringer Stompers - Felmyst, Sunwell Plateau
#2 Sabatons of the Righteous Defender - 60 Badge of Justice
#3 Boots of the Protector - Crafted, Blacksmithing
#4 Jungle Stompers - Nalorakk, Zul'aman
#4 Battlescar Boots - Chess Event, Karazhan
#5 Boots of Elusion - Karazhan Trash

Ring:
#1 Ring of Hardened Resolve - Muru, Sunwell Plateau
#2 Ring of the Stalwart Protector - 60 Badges of Justice
#2 Band of the Eternal Defender - Exalted, The Scale of the Sands
#2 Ring of Sundered Souls - Morogrim Tidewalker, Serpentshrine Cavern
#3 Band of the Abyssal Lord - Supremus - Black Temple
#3 Signet of the Last Defender - Timed Chests, Zul'Aman
#3 Violet Signet of the Great Protector - Exalted, The Violet Eye
#4 Seventh Ring of the Tirisfalen - Tempest Keep Trash
#5 Shermanar Great Ring - Shade of Aran, Karazhan

Mainhand:
#1 Tempest of Chaos - Archimonde, Hyjal
#1 Reign of Misery - Brutallus, Sunwell Plateau
#2 Hammer of Judgement - Hyjal Trash
#3 Fang of the Leviathan - Leotheras the Blind - Serpentshrine Cavern
#3 Merciless Gladiator's Gavel - 25,200 Honor Points & 20 EotS marks
#3 Amani Punisher - Akil'zon, Zul'Aman
#3 Blade of Twisted Visions - Zul'jin, Zul'Aman
#4 Cudgel of Consecration - Kael'thas Lolstrider, Heroic Magisters' Terrace

Shield:
#1 Sword Breaker's Bulwark - Felmyst, Sunwell Plateau
#2 Bulwark of Azzinoth - Illidan Stormrage, Black Temple
#3 Antonidas's Aegis of Rapt Concentration - Archimonde, Hyjal
#4 Kaz'rogal's Hardened Heart - Kaz'rogal, Hyjal
#4 Illidari Runeshield - Trash drop, Black Temple
#5 Aldori Legacy Defender - Gruul the Dragonkiller, Gruul's Lair
#5 Bulwark of the Amani Empire - Jan'alai, Zul'aman
#5 Merciless Gladiator's Shield Wall - 1,630 Arena Points
#6 Shield of Impenetrable Darkness - Nightbane, Karazhan
#6 Sunward Crest - Exalted Shattered Sun Offensive

Libram:
#1 Tome of the Lightbringer - Mother Sharaz, Black Temple
#1 Libram of Divine Purpose - 20 Badge of Justice
#2 Libram of Repentance - 15 Badge of Justice

Trinkets:
Stamina:
Commendation of Kael'thas - Priestess Delrissa, Heroic Magisters' Terrace
Figurine - Crimson Serpent - Crafted, Jewelcrafting BOP
Darkmoon Card: Vengeance - Ace-Eight of Furies
Darkmoon Card: Madness - Ace-Eight of Lunacy
Spyglass of the Hidden Fleet - SSC trash
Gnomish Poultryizer - Crafted, Engineering
Goblin Rocket Launcher - Crafted, Engineering

Avoidance:
Shadowmoon Insignia - Gurtogg Bloodboil, Black Temple
Figurine - Empyrean Tortoise - Crafted, Jewelcrafting BOP
Scarab of Displacement - Hydross the Unstable, Serpentshrine Cavern
Moroes' Lucky Pocket Watch - Moroes, Karazhan
Ancient Aqir Artifact - Zul'jin, Zulaman
Guardian's Alchemist Stone - Crafted

Threat:
Ashtongue Talisman of Zeal - Exalted Ashtongue Deathsworn
Tome of Fiery Redemption - Al'ar, Tempest Keep
Darkmoon Card: Crusade - Blessings Deck
Figurine - Crimson Serpent - Crafted, Jewelcrafting BOP
Hex Shrunken Head - Hex Lord Malacrass, Zulaman

Credit goes to snsrevived for the new formatting :)
Last edited by Barathorn on Fri Nov 21, 2008 11:31 am, edited 1 time in total.
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Hokahey wrote:I can live with still being 10/12 ICC 10N, and being obscenely overgeared for it at this point thanks to a buff and easily acquired emblem gear. I'm still having fun with that. I can't live with only having heroics to look forward to every night.
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Postby Barathorn » Fri Nov 21, 2008 11:27 am

Original post by Caelia on Resistance Gear from the 3rd March 2008. The full thread can be found here,

http://www.failsafedesign.com/maintanka ... php?t=6930

Caelia wrote:Resistance Gear

First of all, I havent seen anything that has a list of resistance gear you can use for resistance fights in BC, so I have collected a list. Any suggestions, items that you want added or something I missed, please post and ill more than happily add it to the list.

For a few select gears in Burning Crusade, you require resistance gear, what that entitles is:
# 365 Resistance (of that specific resistance)
# 490 Defense (Uncritable)

******* Note *******
490 Defense is also a bit raw, as you only want to be uncritable, you are able to use Resilience to help you.
1% Crit Reduction = 59.25 Defense Rating = 25 Defense Skill
1% Crit Reduction = 39.1 Resilience Rating.
Thus
1% Crit Reduction = 39.1 resilience rating = 59.25 defense rating

For every point of Resilience you have, you can reduce the 490 Defense cap required by 0.625
********************

Most resistance items are crafted through recipes obtained from reputation with various BC factions, some are badge rewards. With the enchants being world drops, reputation rewards. Below items are listed if they are crafted, a badge reward, drops in an instance or a quest reward.

What I haven't added (possibly yet) is any resistance gear that is random Uncommon. There is Uncommon resistance gear that can be used to fill in the gaps for achieving the resistance cap of 365.

Lists are set as: # Item/Spell (Slot - Resistance Amount)

Note: Paladin Aura/Hunter Aura/Priest Prayer of Shadow Protection/Shaman Totems DO NOT stack.

Nature Resistance
Needed/Usefull For:
# Hydross Nature Phase - Serpent Shrine Cavern
Gear: Crafted
# [item=31364]Wildguard Breastplate[/item] (Chest - 60)
# [item=31368]Wildguard Helm[/item] (Helm - 50)
# [item=31367]Wildguard Leggings[/item] (Legs - 60)
# [item=31399]The Natural Ward[/item] (Ring - 35)
# [item=24095]Pendant of Withering[/item] (Neck - 30)
# [item=22660]Gaea's Embrace[/item]
Gear: Quest/Instace/Other
# [item=19019]Thunderfury, Blessed Blade of the Windseeker[/item] (Weapon - 9)
Kits:
# [item=29194]Glyph of Nature Warding[/item] (Helm - 20)
# [item=29487]Nature Armor Kit[/item] (Chest/Leg/Hand/Feet - 8 )
Enchants:
# Enchant Cloak - Greater Nature Resistance (Cloak - 15)
Other:
# Hunter Aura / Shaman Totem (Passive - 70)


Frost Resistance
Needed/Usefull For:
# Hydross Frost Phase - Serpent Shrine Cavern
Gear: Crafted
# [item=31369]Iceguard Breastplate[/item] (Chest - 60)
# [item=31371]Iceguard Helm[/item] (Helm - 50)
# [item=31370]Iceguard Leggings[/item] (Legs - 60)
# [item=31398]The Frozen Eye[/item] (Ring - 35)
# [item=24093]Pendant of Thawing[/item] (Neck - 30)
Kits:
# [item=29198]Glyph of Frost Warding[/item] (Helm - 20)
# [item=29486]Frost Armor Kit[/item] (Chest/Leg/Hand/Feet - 8 )
Enchants:
# Enchant Shield - Frost Resistance (Shield - 8 )
Other:
# Pally Aura / Shaman Totem (Passive - 70)


Shadow Resistance
Needed/Usefull For:
# Mother Shahraz - Black Temple
# Pandemonius - Heroic Mana-Tombs
# Zereketh the Unbound - Heroic Arcatraz
# Malacrass - Zul'Aman
Gear: Crafted
# [item=32403]Shadesteel Bracers[/item] (Wrist - 40)
# [item=32401]Shadesteel Girdle[/item] (Waist - 54)
# [item=32404]Shadesteel Greaves[/item] (Legs - 72)
# [item=32402]Shadesteel Sabots[/item] (Boots - 54)
# [item=32420]Night's End[/item] (Back - 40)
# [item=24097]Pendant of Shadow's End[/item] (Neck - 30)
Gear: Quest/Instace/Other
# [item=32082]The Fel Barrier[/item] (Shield - 22)
# [item=32649]Medallion of Karabor[/item] (Neck - 40)
Kits:
# [item=29199]Glyph of Shadow Warding[/item] (Helm - 20)
# [item=29483]Shadow Armor Kit[/item] (Chest/Leg/Hand/Feet - 8 )
Enchants:
# Enchant Cloak - Greater Shadow Resistance (Cloak - 15)
Other:
# Pally Aura / Priest Prayer of Shadow Protection (Passive - 70)


Fire Resistance
Needed/Usefull For:
# Illidan Flames - Black Temple
# Towering Infernals on Anetheron - Mount Hyjal
# Adds on Jan'alai (Dragonhawk Avatar) - Zul'Aman
# Leotheras the Blind Demon Phase - Serpent Shrine Cavern
Gear: Crafted
# [item=23513]Flamebane Breastplate[/item] (Chest - 40)
# [item=23514]Flamebane Gloves[/item] (Gloves - 30)
# [item=23516]Flamebane Helm[/item] (Helm - 40)
# [item=23515]Flamebane Bracers[/item] (Bracers - 28 )
# [item=24092]Pendant of Frozen Flame[/item] (Neck - 30)
Gear: Heroic Badge Reward
# [item=30768]Inferno Tempered Boots[/item] (Boots - 45)
# [item=30769]Inferno Tempered Chestguard[/item] (Chest - 60)
# [item=30767]Inferno Tempered Gauntlets[/item] (Gloves - 40)
# [item=30766]Inferno Tempered Leggings[/item] (Legs - 55)
Gear: Quest/Instace/Other
# [item=32082]The Fel Barrier[/item] (Shield - 22)
# [item=31746]Pheonix-fire Band[/item] (Ring - 30)
# [item=31074]Amulet of the Torn-heart[/item] (Neck - 24)
# [item=31341]Wyrmcultist's Cloak[/item] (Cloak - 24)
# [item=19019]Thunderfury, Blessed Blade of the Windseeker[/item] (Weapon - 9)
Kits:
# [item=29196]Glyph of Fire Warding[/item] (Helm - 20)
# [item=29485]Flame Armor Kit[/item] (Chest/Leg/Hand/Feet - 8 )
# Libram of Resilience - > [item=11644]Lesser Arcanum of Resilience[/item] (Head/Leg - 20)
Enchants:
# Enchant Cloak - Greater Fire Resistance (Cloak - 15)
Other:
# Pally Aura / Shaman Totem (Passive - 70)


All Resistances
Gear: Quest/Instance/Other
# [item=28301]Syrannis' Mystic Sheen[/item] (Cloak - 12)
# [item=27895]Band of Many Prisms[/item] (Ring - 10)
Kits:
# [item=29187]Inscription of Endurance[/item] (Shoulder - 7)
Other:
# Enchant Cloak - Major Resistance (Cloak - 7)
# Enchant Shield - Resistance (Shield - 5)
Gems:
# [item=22460]Prismatic Sphere[/item] (Red/Yellow/Blue Gem - 3)
# [item=22459]Void Sphere[/item] (Red/Yellow/Blue Gem - 4)
Consumable:
# [item=33208]Flask of Chromatic Wonder[/item] (Flask - 35)


** Added Resilience, if i got my math wrong please correct me **
** Anything you want to add about what each set can be used for and links please post :) **
** Added Color, re-organized a bit so no longer need the *'s, added links to what each gear is used for **
Gear Discussion and Advice Forum Guidelines

Hokahey wrote:I can live with still being 10/12 ICC 10N, and being obscenely overgeared for it at this point thanks to a buff and easily acquired emblem gear. I'm still having fun with that. I can't live with only having heroics to look forward to every night.
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Postby Barathorn » Fri Nov 21, 2008 11:55 am

Orignal post by Eanin on the Failsafe Uncrushability Guide from the 19th December 2007. The full thread can be found here,

http://www.failsafedesign.com/maintanka ... php?t=4844

Eanin wrote:Does your guild need a new tank in Kara and you want to become uncrushable as quickly as possible? Do you just hate leaving anything to chance? Then Eanin's Failsafe Uncrushability Guide is for you. This guide is designed to get any level 70 tank to uncrushable or near uncrushable status as soon as possible.

It's designed so that you aren't dependent on any lucky drops or any reputations above revered. Using just this method, you can get your paladin to uncrushable status within a week with no luck at all.

My goal in all of this is to provide a baseline for future raiding, not your final gear set. Hence, with the exception of the weapon enchant, all enchantment choices are based on survivability or avoidance. Stack avoidance until you are uncrushable then go for survivability.

Head:
Felsteel Helm (crafted)

Enchant:
Glyph of the Defender (KoT revered)

Neck:
Strength of the Untamed (CE revered)

Shoulders:
Nexus-Guard's Pauldrons (quest: Success!)
or
Warchief's Mantle (quest: Return to Andormu)

Enchant:
Inscription of the Knight (Scryers Honored)
or
Inscription of Warding (Aldor Honored)
or
Heavy Knothide Armor Kit

Back:
Cloak of Eternity (crafted)

Enchant:
Steelweave
or
Dodge

Chest:
Breasplate of the Warbringer (quest: Forge Camp: Annihilated)
or
Vindicator's Hauberk (Aldor Revered)

Enchants:
Exceptional Health
or
Defense
or
Exceptional Stats

Wrists:
Shatari Wrought Armguards (quest: The Soul Devices)
or
Bracers of the Green Fortress (crafted)

Enchants:
Fortitude
or
Major Defense

Hands:
Felsteel Gloves (crafted)
or
Gauntlets of the Chosen (Scryers revered)

Enchants:
Superior Agility
or
Heavy Knothide Armor Kit
or
Glove Reinforcements

Belt:
Shatari Vindicator's Waistguard (quest: How to Break Into the Arcatraz)

Leggings:
Timewarden's Legguards (KoT revered)
or
Felsteel Leggings (crafted)
or
Legguards of the Resolute Defender (quest: Destroy Naberius!)

Enchants:
Clefthide Leg Armor
or
Nethercleft Leg Armor

Feet:
Flesh Beast's Metal Greaves (quest: Someone Else's Hard Work Pays Off)

Enchants:
Fortitude
or
Boar's Speed

Rings:
Two of:
Adormu's Tear (quest: Hero of the Brood)
and
Protector's Mark of the Redemption (quest: Dissension Amond the Ranks...)
and
Delicate Eternium Ring (crafted)

Trinkets:
Dabiri's Enigma (quest: Dimensius the All-Devouring)
and
Regal Protectorate (quest: Cruel's Intentions)

Weapon:
Continuum Blade (KoT revered)
or
Seeker's Gavel (Shattered Sun revered)
or
Crystalforged Sword (world drop)

Enchant:
Major Spellpower
or
Greater Agility
(I highly recommend major spellpower as you will not be getting a new weapon for a long, long time)

Shield:
Shield of the Wayward Footman (world drop)
or
Netherwing Defender's Shield (quest: Ally of the Netherwing - don't get the Protector's shield; you'll regret it later)

(I highly recommend the Wayward shield. Start looking for it on the AH early; put an alt in Org and check every day. You can start using it at 65, so start looking then or even earlier. It is far and away the best shield for uncrushability.)

Enchant:
Major Stamina
or
Shield Block

Libram
Libram of Repentance (15 badges)

There's four more items that you may find useful. Remember, uncrushability isn't like other stats. It's just as useful to be uncrushable buffed as unbuffed (you can't, after all, become more uncrushable by being buffed). These can put you over the top:

Elixir of Major Agility
or
Elixir of Mastery
or
Flask of Fortification
and
Warp Burger

How do you know when you've hit uncrushable? Easy! Assuming you have 490 defense, the parry, dodge and block values on your character sheet need to add up to 56.47% (if you have the libram) or 61.8% (if you don't). Give yourself 0.04% bonus for each point of defense you have above 490.

You can also use this macro by Baelor in game to check your uncrushability:
/script DEFAULT_CHAT_FRAME:AddMessage("Need 102.4 combined avoidance. Currently at:",0.8,0.8,1)
/script DEFAULT_CHAT_FRAME:AddMessage(GetDodgeChance()+GetBlockChance() +GetParryChance()+5+(GetCombatRating(CR_DEFENSE_SKILL)*150/355 + 20)*0.04,1,0.5,0)

(Note: there is no space between +GetBlockChance()+GetParryChance(). I added it because it was causing the forum to stretch)

Really do your best to mix and match, and try to build in as much survival as you can without losing your uncrushability. Remember also that a Grace of Air totem gives you 3% dodge, so don't be afraid to ask for it. With the right mix of gear and consumables, it's even possible to become uncrushable without the Libram, which you can get after one Kara clear anyway.

I hope people find this helpful. I used the thinking in this guide to become uncrushable in Kara within 9 days of reaching 70 and it went extremely well. If anyone notices any ommissions, please let me know.
Gear Discussion and Advice Forum Guidelines

Hokahey wrote:I can live with still being 10/12 ICC 10N, and being obscenely overgeared for it at this point thanks to a buff and easily acquired emblem gear. I'm still having fun with that. I can't live with only having heroics to look forward to every night.
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Postby Barathorn » Fri Nov 21, 2008 12:10 pm

Original post by Rathos on Gear Improvements from the 12th September 2007. The full thread can be found here,

http://www.failsafedesign.com/maintanka ... php?t=4859

Ralthos wrote:Dorvan has been asking people lately to look for threads instead of posting something new every time you have a question. In line with that, here's a guide by which to look at gear improvements in a more in-depth way than "here are your options."

Table of Conversions:
2.4 Defense Rating = 1 Defense = .04 Miss/Doge/Parry/Block
20 Defense Rating = 1% Dodge/Parry/Miss (combined)
15 Defense Rating = 1% Dodge/Parry/Miss/Block (combined)
18.9 Dodge Rating = 1% Dodge
23.7 Parry Rating = 1% Parry
7.9 Block Rating = 1% Block
25 Agility = 1% Dodge

(This taken from this thread and edited per Eanin)

General theory principles:
1. Dodge Rating will always be better than Parry Rating for uncrushability due to the rating difference. It is also better than straight agility.

2. Block Rating is largely unnecessary for raid boss tanking after uncrushability has been attained. For trash tanking, block rating is always good, along with block value.

3. Stamina is always a powerful option in gems and enchants because of its effects on effective health.

Gems:
-Solid Star of Elune (12 stamina, Blue): This gem gives the largest bonus to effective health of all gem options prior to the BT/Hyjal gems, which are 15 stamina each and ridiculously expensive to buy. If you are uncrushable by a solid margin, this will give you the most survivability of any gem option.

-Enduring Talasite (4 Defense Rating and 6 Stamina, Blue/Yellow): The best yellow hybrid available, giving both a modicum of avoidance and stamina. This is also a solid gem choice for filling the defense gap in the 2.3 badge/ZA gear. This gem is best used to complete socket bonuses in gear, especially gear that has a stamina socket bonus. Completing a socket bonus for 6 stamina on a 3 socket piece is worth it most of the time, even if you lose 6 stamina for a R/B/Y socket color set (as is the case with a number of good epic tanking pieces). The defense rating is worth ~1.66 defense, which is adjusted based on your total defense, making it either .16 avoidance or .32, based on how much defense rating you have.

-Glowing Nightseye (5 spell damage and 6 stamina, Red/Blue): If you feel slightly low on spell power and have a red socket to fill, this is a good option. Generally, however, this is inferior to Solid Star given that a weapon can give sufficient spell power to hold threat for a long time in terms of raid progression. As with the Enduring Talasite, this is a choice gem for completing socket bonuses.

-Shifting Nightseye (4 agility and 6 stamina, Red/Blue): Another red gem option, giving slightly more avoidance in lieu of threat. The agility is worth .16 dodge.

-Subtle Living Ruby (8 dodge rating, Red): The best straight red gem available for conversion. If you're short avoidance and need a red gem, this is a good gem to choose. Each gem is worth .42 dodge.

-Thick Dawnstone (8 defense rating, Yellow): The only straight yellow gem worth considering whatsoever. The defense rating is equivalent to ~3.33 Defense, which rounds based on your total defense rating. It is approximately either .48 or .64 avoidance.

Meta Gems
-Powerful Earthstorm Diamond (18 stamina and stun resist): Extremely potent for a gem slot After Kings and talents, you're looking at closer to 23 stamina from this gem, for 230 health. Personally, I prefer this meta, especially for it's easy (at least 3 blue gems) requirement. You were going to have 3 blue gems anyway.

-Tenacious Earthstorm Diamond (12 Defense Rating and restore health on hit): 12 Defense Rating = .6% avoidance, .8% for uncrushability, 5 defense. The health restore effect is bonus threat. Requires 5 blue gems, which shouldn't be a stretch in most gear setups. Realistically, this is a solid gem choice as well, but as mentioned above, I prefer the Powerful for its large bonus to health. If you're not yet uncrushable, this is a good gem choice.

-Eternal Earthstorm Diamond (12 Defense Rating and +10% Block Value, 2.4 recipe): 12 Defense Rating = .6% avoidance, .8% for uncrushability, 5 Defense skill. The beauty of this is the block value. For certain gear sets, this might be the best choice for meta, while the requirements are only 2 blues and 1 yellow, which are easily attainable in any tanking gear set. Since it's scales, this gem has the potential to be far more powerful than any other Meta.

General Gem Theory
As Joanadark wrote at Tankspot, gear is more efficiently itemized into mitigation/avoidance/stamina than spell damage, hit, spell hit, etc. In that regard, Solid Star of Elune is the most powerful gem available for overall stats. Consumables are more effective for threat than survival, though, so if you're having issues with that, then look at consumables for threat instead of spell damage on your gear slots. Your weapon will probably be a threat weapon due to the stats allocation anyway, so gemming threat is usually not as powerful in general.

The general rule here, though, is that if you lack uncrushability, gem to it, while if you have a solid basis of uncrushability, gem to Stamina.

Enchants
Helm: Glyph of the Defender, Heavy Knothide Armor Kit, Glyph of Power

Of these, Glyph of the Defender is the only worthwhile one. GoP is hardly worth considering for threat compared to the ~2% avoidance from Defender. Similarly, 10 stamina from the armor kit is substandard by comparison.

Shoulder: Inscription of Warding/Greater, Inscription of the Knight/Greater, Heavy Knothide Armor kit

Obviously, the greater inscriptions are better than the normal ones. Like the Glyph of the Defender, they're also better than the 10 stamina from Heavy Knothide Armor Kit. For that reason, work on your aldor/scryer rep.

Cloak: 120 Armor, 12 dodge rating, 12 agility

This is the hardest choice among enchants, in my opinion. Armor is the basis for effective health, which makes it a solid choice on any cloak. Agility is a DPS enchant, really, as established above in the gems section. Dodge is a good choice for avoidance, particularly if you're under the uncrushable benchmark. Personally, I agree with Ciderhelm's evaluation: enchant to the strength of the cloak. If the cloak is primarily for effective health, go armor. If it's for avoidance, go dodge. Devilshark should, for that reason, usually go dodge, while Slikk's can go either way, Gilded Thorium to armor, and so on.

Chest: Exceptional Health (150), Heavy Knothide Armor Kit, Exceptional Stats, Defense (2.4)

This one is an obvious choice for the 150 health enchant. You can't make the stamina armor kit compare. Noteworthy alternatives, though not nearly as good, are 6 to stats (60 health, 90 mana, .24 dodge) and 15 Resilience (crit reduction, but you should be getting that through defense unless it's a resistance set, where you need the health anyway). The 2.4 Defense enchant provides a significant boost in avoidance, giving approximately 1% towards uncrushability, .75% avoidance.

Bracers: 12 stamina (Fortitude), 12 defense (Major Defense), 15 spell damage (Spellpower)

12 defense is ~.6 total avoidance, while 12 stamina is 120 hitpoints before talents and kings. I prefer 12 stamina. 15 spell damage might be ok for a threat set, but is largely unnecessary as an enchant. As mentioned above, spell damage is best gained through your weapon and consumables, while mitigation and effective health are best achieved through your armor/enchants/gems. 12 defense is great if you're low on defense overall.

Gloves: Heavy Knothide Armor Kit, 20 spell damage (Major Spellpower), 15 agility (Superior Agility), 2% Threat (Threat), 240 Armor (Glove Reinforcements)

This is another very difficult piece to choose an enchant for. 15 agility = .6 dodge, which is a solid choice for the slot, while Heavy Knothide is 10 stamina. In the case of this slot, where the spell power enchant is so potent compared to avoidance stats, it's also a reasonable contender. Lastly, if you reach a certain (fairly high) spell power threshold, Threat does extremely well. Personally, I use Heavy Knothide. As with the cloaks, though, I recommend enchanting to the strength of the gear. Many tankadins swear by Major Spellpower and, truth be told, it is a very potent option. 240 Armor is powerful, but it sees poor returns until your HP is quite high. It's a great consideration for T5-T6 quality gear.

For a more detailed discussion of the glove slot, see the following thread: http://www.failsafedesign.com/maintanka ... php?t=7257

Legs: Clefthoof/Nethercleft, Mystic/Runic Spellthread

Nethercleft is the top effective health leg patch option. Honestly, nothing else holds a candle to it, in my opinion. A fair number of tankadins consider use of spellthread instead, however, for the increased threat. I'm not so anxious to pass up .48 dodge and 200 health unbuffed for 35 spell damage, however. The lower versions (Mystic/Clefthoof) are fine options for transitional gear to save cash, but when you do get a substantial piece that will last for a long time (badge leggings, for instance), Nethercleft is THE way to go.

Boots: Boar's Speed, Fortitude, Cat's Grace, Dexterity

These enchants are pretty much the only way to go as far as tanking is concerned. Personally, I value mobility, which makes Boar's Speed very attractive if you didn't already sacrifice 3 talents for Pursuit of Justice. Since PoJ doesn't stack with Boar's Speed, Fortitude is a superior option for those who spec for it. Mobility is something that Paladins struggle with, so having any little boost is quite significant, especially when it only costs 3 stamina. Cat's Grace and Dexterity are options for avoidance sets, providing .24 and .48 Dodge, respectively.

Rings: 12 spell power, 4 stats

While an obvious choice for any Warrior or Druid enchanter, a Paladin enchanter is sort of up in the air on this. As far as potency, 12 spell power is pretty strong. I prefer 4 stats as an option, as it gives more effective health. 4 stats is worth .16 dodge, 40 health, and 60 mana per ring, which I consider to be quite powerful. As before, enchant to the strengths of the gear, however. If you're using a spell power ring, use a spell power enchant every time.

Weapon: Mongoose, Major Agility, Major Spellpower, Battlemaster

This definitely falls into the category of enchanting to gear strength. I carry a mitigation weapon (Sun Eater) with Mongoose and a spell power weapon (Amani Punisher) with Major Spellpower. Major Agility is a more consistent option for tanking than Mongoose, giving a static .8% dodge, but seeing Mongoose proc an extra 4.8% dodge for 15 seconds every minute is quite rewarding. Essentially, it's like popping a trinket every minute. Spellpower is a stronger general enchant, giving a significant boost to threat, which is better for nearly 90% of the content you'll be doing. Sun Eater gets pulled out for certain extreme cases, such as Magtheridon's final add. Everything else gets the Gavel. Battlemaster is mentioned because, on certain encounters with AoE damage, the proc can generate a significant amount of threat. It is not a great enchant, by any means, however. Spellpower will generate more threat per second overall than the 1 proc per minute you'd expect out of Battlemaster.

Shield: 18 Block Value (Tough Shield), 18 stamina (Major Stamina), 15 Block Rating (Shield Block), Felsteel Shield Spike

This enchant is incredibly dependent on the shield you are enchanting and the gear level that you're at. 18 stamina is a great catch all, particularly for something like Crest of Sha'tar, where you can stack the stamina pretty high. Block Value is incredibly powerful on block value shields, like the Bulwark of the Amani Empire or the Arena PvP shields. Block Rating is powerful if you're not yet uncrushable, as it's nearly 2% total block, a dramatic increase for any starter tankadin. Finally, the Shield Spike is good for a damage shield, like the Petrified Lichen Guard, which you're unlikely to use in a raid setting. Generally, I prefer 18 Block Value because I'm a BV whore, but you should have a shield with at least 2 out of the 4 options on your person all the times. Block Value and Major Stamina are preferred, but not everyone has uncrushable as they're walking into Karazhan. Fortunately, all of these enchants are fairly inexpensive, save for the Shield Spike, which is more of a Warrior thing for OTing than anything. Lastly, yet again, enchant the shield to the strength of the shield. You will find fewer returns from Tough Shield on an Aldori Legacy Defender than you will on Shield of Impenetrable Darkness compared to stamina, while a Bulwark of the Amani Empire needs the extra Block Value from Tough Shield.


General Enchanting Principles
1. Always keep in mind the total effect that any given enchant has on your ability to tank content. Sometimes, the overall "lower quality" enchants are more viable for certain pieces of gear. You do your raid no good if you are dead or if you're not holding aggro against your DPS. For that reason, if you're having problems surviving, get survival based enchants, while if you're having problems generating threat, put on some threat enchants. Moreover, if Agility on your gloves pushes you over to uncrushable, get that over spellpower and, in rare cases, if defense to bracers makes you uncrittable where you otherwise wouldn't be, get it. The same principle applies to gems.

2. Enchanting to the strengths of your gear is a strong gearing principle. Tanks are not made best by a balanced set of gear in most cases, but a min/maxed set that specializes in something particular. This doesn't mean neglect stats, mind you, but it does mean that you can make a stronger set of Block Value gear by removing some dodge and vice versa.

3. Carry multiple sets of gear that specialize in different things. Different situations require different gear. Block Value is extremely powerful for trash compared to bosses, while effective health is very powerful for bosses with big, slow hits. Enchanting your gear to match the strength of the set is very important for making the set work properly for you.

4. Don't cheap out. As a tank, you have the most min/maxed position in the entire raid. That means that you should go get Nethercleft instead of Clefthide for your legs, spend the money on rare gems instead of cheapy Uncommons, and don't leave your gear without an enchant or a gem where you can have one.


Blah, blah, blah, I wrote this, I gave credit from things that I borrowed from others, etc. Discuss, argue, and maybe I'll update this based on the conversations if I'm not too busy getting hit in the face by bosses.
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Hokahey wrote:I can live with still being 10/12 ICC 10N, and being obscenely overgeared for it at this point thanks to a buff and easily acquired emblem gear. I'm still having fun with that. I can't live with only having heroics to look forward to every night.
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