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Pre-raid Tanking: Theories, Goals and the Gear to Get There

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Pre-raid Tanking: Theories, Goals and the Gear to Get There

Postby Dreamcrusher » Wed Apr 04, 2007 12:14 pm

Most Updated Version is here:

http://forums.worldofwarcraft.com/thread.html?topicId=89402279&sid=1&pageNo=1

Gear Overview

Tankadins are looking for three things in their gear: Threat, Stamina and Mitigation. This is the same for any tank, but Paladins do it in very different ways.

Threat can be achieved solely through your weapon, at the pre-raid level, and throughout Karazhan (KZ) A good spelldamage weapon ( http://www.wowhead.com/?item=29185 ), properly enchanted ( http://www.wowhead.com/?spell=27975 ), combined with some cheap oil ( http://www.wowhead.com/?item=22522 ), will put you at a very comfortable threat level. In any pre-raid situation, you will produce comparable (if not more, especially on Demon/Undead NPCs,) threat to a Protection Warrior/Feral Druid on single targets, and the same to up to three targets as a Feral Druid. On more targets, and through use of Salvation, there is no spec of any class that can produce more threat, (nor mitigate as much damage, usually) than you.

Again, this is all pre-raid, and throughout most of KZ, which is as far as your viability as an MT is unquestioned (For now, hopefully our gear will scale better with the difficulty of raid progression soon...) As your raid DPS gets higher, you need to start getting more spelldamage to keep up, but through all of KZ, 200 spelldamage is enough.

Stamina is relatively easy to get. We are kind of gimped in this area, compared to a Prot. Warrior or F. Druid (majorly) but HP is the easiest thing to get through consumables/buffs. 10,000 unbuffed is a good pre-raid goal, this will get a lot better as you start getting more epics.

Mitigation – Here's where it gets a lot more complex, as your ability to mitigate damage comes from your Armor, Defense, Dodge/Parry/Block% and your Block Value. There are many other ways to mitigate damage (including some procs from gear, such as http://www.wowhead.com/?item=27770 )

Armor reduces physical damage by a % (Formula: http://www.wowwiki.com/Armor ) 12-13k unbuffed is a good goal for pre-raid. (That's about 53% reduction on l73 mobs) This can be pumped up to 16-17k with consumables/raid buffs. Inspiration/Ancestral Fortitude/Imp. LoH/Ironshield Potions can push this even higher.

Defense: 490 defense is your goal, as this will make you immune to crits from a level 73 mob. Every point past that is .04% chance to be missed, or for you to Dodge/Parry/Block.
Anything past 490 is good, but since dodge is cheaper (more on this later) it is better for pure avoidance.

Dodge/Parry/Block: The “fun” part. To overly simplify things, every time an NPC attacks you, a roll is made on a table. It takes your chance to be Missed, and adds it to your chances to Dodge, Parry and Block. This is your Avoidance value. If your Avoidance value is greater than 100%, the roll is made on just these values. If you have less than 490 defense, and your Avoidance is less than 100%, it will fill the rest of your table with Criticals (2x normal damage). If you have greater than 490 defense, but less than 100% Avoidance, it will fill the rest of your table with Crushing Blows (1.5x normal damage) up to a Crushing Blow value of 15%, in which case it will fill the rest with normal Hits.

Your goal with Miss/Dodge/Parry/Block is to get a value listed on your character sheet totalling 102.4% while Holy Shield is active to completely remove the chance of a Crushing Blow from a level 73 mob in ideal situations. The Badge of Justice turn in Libram ( http://www.wowhead.com/?item=29388 ) plays a major role in this. Once you get past that point, Block starts falling off the attack table, which is good for you because instead of reducing the damage you're taking by a certain value, you are completely avoiding it.

Block Value is the 'weakest' mitigation stat. Important NPCs are meleeing you for what is often thousands of damage. A few hundred blocked is way less useful than completely avoiding the damage, however, large amounts of block value will help to smooth out the consistant damage you are taking, easing on healing necessities. Again, Dodge is more efficient, but this is never a 'bad thing.'

Let's take a look at ratings and what they mean for us.

2.4 Defense Rating = 1 Defense = .04 Miss/Doge/Parry/Block

18.9 Dodge Rating = 1% Dodge

31.5 Parry Rating = 1% Parry

7.9 Block Rating = 1% Block

25 Agility = 1% Dodge

Assuming 1 Rating = 1 Item Point...

Until you reach 102.4%, Block Rating is the cheapest avoidance stat, followed by Defense, Dodge and Parry in that order.

Once you hit 102.4%, 1 Defense Rating gives you 0.05 pure avoidance, whereas 1 Dodge will give you 0.53. Parry is even worse, yielding 0.031 pure avoidance. For comparison 1 Agi = 0.04 avoidance.

At this point, extra Block is useless, so you should focus on Dodge, then Defense. Agility is worse than Defense, but better than Parry for Avoidance.

It's worth noting that the Miss rate is located on the mouseover window of your Defense. Add 5 (for the mob's base miss rate) and that's your Miss. Add that to your listed Dodge/Parry/Block and if the result is 67.4 (72.4 without the Libram) you are "UNCRUSHABLE." Which is our goal. :)


So far, all of our “raid-ready” goals are for tanking raid content and heroics to some extent. For all 5 mans, it is much advised to wear more spelldamage, giving up some mitigation. As long as healers can still keep up (which shouldn't be too difficult) this will allow you to do more damage, giving DPS more breathing room and ultimately speeding up the run.

Now that we know what we want and why, let's take a look at what we have available.

Following is a breakdown of most of what we have available to us in a pre-raid situation. (Please feel free to let me know of anything you think I've missed here.)

I'm going to list a couple mid-60's options, as well as note what is good for 5 mans.
>R< will denote a raid-tanking oriented item, while >5< will denote what is more than functional in 5-mans.

Head:
http://www.wowhead.com/?item=28560 – Exorcist's Lamellar Helm (l66, Shard turnin)
http://www.wowhead.com/?item=29312 – Cover of Righteous Fury (l67 Q. Reward)
>5< http://www.wowhead.com/?item=30016 – X-52 Technician's Helm (l69 Q. Reward
>5< http://www.wowhead.com/?item=28285 – Helm of the Righteous (l70, drops off last boss of Mechanar)
>5< http://www.wowhead.com/?item=23536 - Oathkeeper's Helm (l70, crafted)
>R< http://www.wowhead.com/?item=27520 – Greathelm of the Unbreakable (l70, first boss of Shattered Halls)
>R< http://www.wowhead.com/?item=28180 - Myrmidon's Headdress (l70, Steamvault Quest)
>R< http://www.wowhead.com/?item=23519 – Felsteel Helm (l70 crafted)
>R< http://www.wowhead.com/?item=23535 - Helm of the Stalwart Defender (l70 crafted)

I believe the Stalwart Defender to be the best raid tanking piece, and the Oathkeeper's best for 5-mans. Felsteel Helm is just a cut under Stalwart, and still very, very good for raids. Myrmidon's Headdress and the Greathelm are pretty comparable if you can't get either crafted helm, with Myrmidon's winning out slightly if you can get a good meta gem. Helm of the Righteous is an excellent 5-man piece until you can get Oathkeeper's made.


Neck:
http://www.wowhead.com/?item=29336 – Mark of the Ravenguard (l69 quest)
>5< http://www.wowhead.com/?item=27792 – Steam-hinge Chain of Valor (l70, second boss of Steamvault)
>R< http://www.wowhead.com/?item=29173 – Strength of the Untamed (l70, CE rep)

Strength of the Untamed is best for pure avoidance, but Steam-hinge's block value is very valuable in a 5-man.



Shoulders:
http://www.wowhead.com/?item=24463 – Pauldrons of Brute Force (l63, last boss of Underbog)
http://www.wowhead.com/?item=30291 – Nexus-Guard's Pauldrons (l69 quest)
http://www.wowhead.com/?item=25967 – Warchief's Mantle (l66, Old Hillsbrad Quest)
http://www.wowhead.com/?item=27803 – Shoulderguards of the Bold (l70, last boss of Shadow Labyrinth)
>5< http://www.wowhead.com/?item=27739 – Spaulders of the Righteous (l70, second to last boss of Botanica)
>R< http://www.wowhead.com/?item=27847 - Fanblade Pauldrons (l70, heroic Auchenai Crypts)

I believe the Spaulders of the Righteous is the best in 5 man situations (possibly raids too, if you want the 2 piece) but the Fanblade Pauldrons offer a bit more mitigation.

Back:
http://www.wowhead.com/?item=24379 – Bogstrok Scale Cloak (l62 Slave Pens)
http://www.wowhead.com/?item=27988 – Burnoose of Shifting Ages (l70, first boss of Black Morass)
>5R< http://www.wowhead.com/?item=27804 – Devilshark Cape (l70, last boss of Steamvault)

Chest:
http://www.wowhead.com/?item=28055 – Gilded Crimson Chestplate (l60 quest)
http://www.wowhead.com/?item=30074 - Heavy Earthforged Breastplate (l65 Armorsmithing)
http://www.wowhead.com/?item=25819 - Breastplate of the Warbringer (l68 quest)
>5< http://www.wowhead.com/?item=28203 – Breastplate of the Righteous (l70, last boss of Steamvault)
>R< http://www.wowhead.com/?item=28262 – Jade-Skull Breastplate (l70, second 'real' boss of Mechanar)
>R< http://www.wowhead.com/?item=29127 – Vindicator's Hauberk (l70, Aldor Rep)

IMO, Breastplate of the Righteous is best for 5 mans, while Jade-Skull is best for getting you to 102.4% as quickly as possible. Once you're there, the Vindicator's Hauberk is better for pure avoidance.

Wrists:
http://www.wowhead.com/?item=30225 – Junior Technician 3rd Grade Bracers (l68 quest)
>5< http://www.wowhead.com/?item=30400 – Thadell's Bracers (l68 quest)
>5< http://www.wowhead.com/?item=29252 - Bracers of Dignity (l70, Heroic Mana Tombs)
http://www.wowhead.com/?item=28167 – Sha'tari Wrought Armguards (l72 Shadow Lab quest)
http://www.wowhead.com/?item=27459 – Vambraces of Daring (l70, heroic Ramparts last boss)
>R< http://www.wowhead.com/?item=23538 – Bracers of the Green Fortress (l70 crafted)

I'd say the Green Fortress ones are best for raid tanking, and Bracers of Dignity for 5 mans. There aren't a lot of other wrist options for spelldamage, so you can wear mitigation here and squeeze threat out of other slots.

Hands:
>5< http://www.wowhead.com/?item=30967 – The Hands of Fate (l70 Q. Reward)
http://www.wowhead.com/?item=29134 – Gauntlets of the Chosen (l70 Scryer reward)
>5< http://www.wowhead.com/?item=28390 – Thatia's Self-Correcting Gauntlets (l70, boss in Arcatraz)
>5< http://www.wowhead.com/?item=27535 – Gauntlets of the Righteous (l70, last boss of Shattered Halls)
>R< http://www.wowhead.com/?item=27475 – Gauntlets of the Bold (l70, last boss in Steamvault)
>R< http://www.wowhead.com/?item=23517 – Felsteel Gloves (l70 crafted)

Righteous Gauntlets are probably best for 5 mans, though the block on Thatia's is very nice. None of them compare to Felsteel for raid tanking though. As a sidenote, the Dauntless Handguards ( http://www.wowhead.com/?item=25788 ) from an Alliance-only quest are -very- good block rating. If you have well over 490 defense and are still trying to get to 102.4% avoidance, these gloves do the job very well. After that point though, Felsteel is superior, as the item points are spent in a more raid-friendly fashion.

Belt:
>5< http://www.wowhead.com/?item=30330 – Starcaller's Plated Belt (l70 quest)
>5< http://www.wowhead.com/?item=30371 – Lightwarden's Girdle (l70 Aldor Quest)
>5< http://www.wowhead.com/?item=29253 - Girdle of Valorous Deeds (l70, Heroic Black Morass)
>R< http://www.wowhead.com/?item=31460 – Sha'tari Vindicator's Waistguard (l70 quest)
>R< http://www.wowhead.com/?item=27672 - Girdle of the Immovable (l70 heroic Slave Pens)

There aren't a lot of options here, but the Lightwarden's is an excellent 5 man choice until you can get the Valorous Deeds. The Vindicator Waistguard is probably better than the Girdle of the Immovable, unless you put 2 +dodge gems in the latter, making it a much better raid tanking choice.

Legs:
http://www.wowhead.com/?item=29774 – Kirin'Var Defender's Chausses (l69 quest)
>5<http://www.wowhead.com/?item=27893 – Ornate Leggings of the Venerated (l70, second boss in Shadow Lab)
>5<http://www.wowhead.com/?item=27839 – Leggings of the Righteous (l70, last boss of Black Morass)
>R< http://www.wowhead.com/?item=29783 – Leggings of the Resolute Defender (l69 quest)
>R< http://www.wowhead.com/?item=29184 - Timewarden's Leggings (l70 Keepers of Time rep)

Timewarden's are best, properly socketed. Otherwise, Leggings of the Resolute Defender are good for raiding. 5 mans, Ornate Leggings or Leggings of the Righteous.


Feet:
>5< http://www.wowhead.com/?item=28069 – Golden Ceremonial Greaves (l64 quest)
http://www.wowhead.com/?item=27420 – Uther's Ceremonial Warboots (l66 Old Hillsbrad)
>5< http://www.wowhead.com/?item=30334 - Starcaller's Plated Stompers (l70 quest)
>5< http://www.wowhead.com/?item=29254 - Boots of the Righteous Path (l70, heroic Arc)
>R< http://www.wowhead.com/?item=29325 – Flesh Beast's Metal Greaves (l66 quest)

Personally, I use Golden Ceremonial (Righteous Path is better though) for 5 mans and Flesh Beast for uncrushability. The dodge is very sexy, and there aren't a lot of other options.

Fingers:
http://www.wowhead.com/?item=31078 - Protector's Mark (l70 quest)
http://www.wowhead.com/?item=28265 - Dath'Remar's Ring of Defense (l70 last boss of Mechanar)
>5< http://www.wowhead.com/?item=28555 – Seal of the Exorcist (l70 Spirit Shard turnin)
http://www.wowhead.com/?item=30006 – Wind Trader's Band (l70 quest)
http://www.wowhead.com/?item=24088 – Delicate Eternium Ring (l70 crafted)
http://www.wowhead.com/?item=31319 - Band of Impenetrable Defenses (l70 BoE world drop)
>R< http://www.wowhead.com/?item=29323 – Andormu's Tear (l70 BM Quest)
>R< http://www.wowhead.com/?item=28407 – Elementium Band of the Sentry (l70, Arcatraz last boss)

I'm partial to Andormu's/Elementium Band combo. Barring what's listed here, if you can get a random green ring “of Eluding” the massive amount of Agility/Dodge Rating is pretty good. :) For 5-mans, a mix of high block value (such as Dath'Remar's) and Spell damage (Seal of the Exorcist) is probably best.

Trinkets:
http://www.wowhead.com/?item=28042 – Regal Protectorate (l63 quest)
http://www.wowhead.com/?item=27770 – Argussian Compass (l70, heroic Underbog last boss)
http://www.wowhead.com/?item=23836 – Goblin Rocket Launcher (350 Goblin Engineering)
http://www.wowhead.com/?item=23835 – Gnomish Poultryizer (350 Gnomish Engineering)
http://www.wowhead.com/?item=27891 – Adamantine Figurine (l70 second boss of Shadow Lab)
http://www.wowhead.com/?item=27529 – Figurine of the Colossus (l70 last boss of Shattered Halls)
http://www.wowhead.com/?item=30300 – Dabiri's Enigma (l70 quest)
http://www.wowhead.com/?item=24125 - Dawnstone Crab (BoP Jewelcrafting recipe)

Shield:
http://www.wowhead.com/?item=25828 – Petrified Lichen Guard (l62 Sporeggar rep)
http://www.wowhead.com/?item=27887 – Platinum Shield of the Valorous (l68, Shadow Lab first boss)
http://www.wowhead.com/?item=28316 – Aegis of the Sunbird (l70, second boss of Botanica)
>5< http://www.wowhead.com/?item=31491 - Netherwing Defender's Shield (l70 quest)
>5< http://www.wowhead.com/?item=27910 – Silvermoon Crest Shield (l70 last boss of Shadow Lab)
>R< http://www.wowhead.com/?item=29176 – Crest of the Sha'tar (l70, Sha'tar Exalted)

The Crest of the Sha'tar is far and away the best pre-raid shield, IMO. The Netherwing Defender's Shield probably has the best mix of threat/mitigation for 5-mans. (Warning: do NOT get the Netherwing Protector's Shield! I made this mistake, trying to max out my mitigation. There are much better pure mitigation shields, but no real sidegrades to the Caster/Tank stats on the Defender.)

Weapons:
http://www.wowhead.com/?item=24361 – Spellfire Longsword (l62, first boss of Slave Pens)
http://www.wowhead.com/?item=24384 – Diamond-Core Sledgemace (l61, first boss of Blood Furnace)
http://www.wowhead.com/?item=27899 – Mana Wrath (l70, last boss of Mechanar)
http://www.wowhead.com/?item=27905 – Greatsword of Horrid Dreams (l70, last boss of Shadow Lab)
http://www.wowhead.com/?item=30832 - Gavel of Unearthed Secrets (l70, Lower City Rep)
>5R< http://www.wowhead.com/?item=29185 – Continuum Blade (l70, KoT rep)


Continuum Blade is arguably the best tanking weapon a paladin can get for a long time. For Alliance Paladins, the Gavel of Unearthed Secrets is a viable sidegrade to the CBlade, as Seal of Vengeance is more reliable with a slower weapon. Horde Paladins probably shouldn't bother, but that's just IMO. As a sidenote, there are situations where you -don't- need spelldamage and a weapon with better tanking stats or more physical damage is much more preferred. Followed is a list of non-spell damage weapons that will be very useful in certain situations:

http://www.wowhead.com/?item=31071 – Grom'tor's Charge (l70 quest)
http://www.wowhead.com/?item=28311 – Revenger (l70, first boss of Botanica)
http://www.wowhead.com/?item=28189 – Latro's Shifting Sword (l70 Last boss of Black Morass)
http://www.wowhead.com/?item=29362 – The Sun Eater (l70, heroic Mechanar last boss)
http://www.wowhead.com/?item=28425 - Fireguard (l70 Swordsmithing)

On the physical damage weapons, your best bet is probably the Sun Eater as far as mitigation goes. Fireguard is your best threat weapon, if not using Seal of Righteousness. As an aside, the other weaponsmithing choices are not very good tanking options, seeing as we're going for speed for Seal/Judge procs if we're not using our spelldamage weapon.


Librams:
http://www.wowhead.com/?item=22400 – Libram of Truth (l52 BRD drop)
http://www.wowhead.com/?item=24386 – Libram of Saints Departed (l61 Blood Furnace)
http://www.wowhead.com/?item=27917 – Libram of Eternal Rest (l68 Sethekk Halls)
>5R< http://www.wowhead.com/?item=29388 – Libram of Repentance (l70, heroic badge turnin)

Libram of Repentance is easily the best tanking Libram available.

Credits:
The “Maintankadin” Community: http://www.failsafedesign.com/maintankadin/index.php

wowwiki.com

Gestalt's tanking guide: http://www.failsafedesign.com/maintanka ... ic.php?t=7

Zoe's Defense and Mitigation thread on the EU Pally forums: http://forums.wow-europe.com/thread.htm ... 6995&sid=1

My guild, for putting up with the learning curve of having a paladin tanking, and encouraging me to keep going: www.anti-thesis.com
Last edited by Dreamcrusher on Tue Sep 18, 2007 11:16 pm, edited 6 times in total.
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Postby Lore » Wed Apr 04, 2007 12:18 pm

Wow, lots of information here. Excellent guide.
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Postby Dreamcrusher » Wed Apr 04, 2007 12:19 pm

Thanks!


I'm going to post it in the Paladin forums as well, just wanted to post it here so I could get a better handle on how it all looks in a thread before throwing it out to the dogs :)
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Re: Pre-raid Tanking: Theories, Goals and the Gear to Get Th

Postby Arcand » Wed Apr 04, 2007 12:22 pm

Dreamcrusher wrote:Your goal with Dodge/Parry/Block is to get a value listed on your character sheet totalling 102.4% while Holy Shield is active to completely remove the chance of a Crushing Blow from a level 73 mob in ideal situations.


Don't forget miss, which should be 10+0.04(Def - 490). You'll rapidly have a stroke trying to hit 102.4% counting only Dodge/Parry/Block.

PS: I feel bad picking the one nit in what seems to be a praiseworthy guide. Kudos for taking the time. /salute
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Postby Arcand » Wed Apr 04, 2007 12:29 pm

Dreamcrusher wrote:I'm going to post it in the Paladin forums as well, just wanted to post it here so I could get a better handle on how it all looks in a thread before throwing it out to the dogs :)


Here, I'll save you the trouble:

srry nub, if u'd even consider tanking with teh petrified lichen guard you need to l2p, cancel your account, drink paint adn die in a chemical fire. get some healing cloht, stand back and heal teh rel tankxz lol lol.

i tank heroicz without a healer so i know what im takling about

qq l2p.



Not that I'm cynical about the WoW fora, or anything. :roll:
Last edited by Arcand on Wed Apr 04, 2007 12:35 pm, edited 2 times in total.
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Re: Pre-raid Tanking: Theories, Goals and the Gear to Get Th

Postby Dreamcrusher » Wed Apr 04, 2007 12:34 pm

Arcand wrote:
Dreamcrusher wrote:Your goal with Dodge/Parry/Block is to get a value listed on your character sheet totalling 102.4% while Holy Shield is active to completely remove the chance of a Crushing Blow from a level 73 mob in ideal situations.


Don't forget miss, which should be 10+0.04(Def - 490). You'll rapidly have a stroke trying to hit 102.4% counting only Dodge/Parry/Block.

PS: I feel bad picking the one nit in what seems to be a praiseworthy guide. Kudos for taking the time. /salute


Thank you!


I'd rather have my oversights be pointed out, so they can be fixed. :)
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Postby Dreamcrusher » Wed Apr 04, 2007 4:15 pm

As suggested on the paladin forums by our newly acquired Dorvan, I've written a small addendum for enchants/gems


Permanent Armor Enhancements, by Slot.



Head:

http://www.wowhead.com/?item=19783 - (10 stam, 10 defense, 24 healing) ZG enchant
>5< http://www.wowhead.com/?item=29191 - (22 spellpower, 14 spellhit) Sha'tar Revered
>R< http://www.wowhead.com/?item=29186 - (16 defense, 17 dodge) Caverns of Time Revered

Sha'tar for 5 man gear, Caverns of Time for raid tanking and ZG for nostalgia/multi-purpose.

Shoulders:
Your only real options are the Holy Dust turnins for Aldor/Scryer. The Aldor ones are slightly better for pure avoidance.

http://www.wowhead.com/?item=28889 (15 Dodge, 10 Defense) vs. http://www.wowhead.com/?item=28911 (15 Defense, 10 Dodge)
and
http://www.wowhead.com/?item=28882 (13 dodge) vs http://www.wowhead.com/?item=28908 (13 defense)

Back:
http://www.wowhead.com/?spell=25086 (12 dodge)
http://www.wowhead.com/?spell=34004 (12 agi)
http://www.wowhead.com/?spell=27961 (120 armor)
http://www.wowhead.com/?spell=27962 (+7 all resistance)

The dodge enchant is the best, but not always available or feasible (especially on a pre-raid cloak) 12 agi is a very suitable replacement.



Chest:
http://www.wowhead.com/?spell=27957 (150 health enchant)
http://www.wowhead.com/?spell=27960 (+6 all Stats)

Very arguable, probably not that big of a difference, either way.


Wrists:
http://www.wowhead.com/?spell=27905 (4 all stats)
>5< http://www.wowhead.com/?spell=27917 (15 spellpower)
>R< http://www.wowhead.com/?spell=27906 (12 defense)
>R< http://www.wowhead.com/?spell=27914 (12 stamina)

Spellpower is good on your 5 man wrists, while you want more avoidance or more stam on your real tanking bracers.

Hands:
>5< http://www.wowhead.com/?spell=33997 (20 spellpower)
>R< http://www.wowhead.com/?spell=25072 (2% threat)
>R< http://www.wowhead.com/?spell=25080 (15 agility)

Not a lot of options here, either. Both the threat and 15 agility enchants can be very hard to come by on some servers, so you may be better served by spellpower, or a lesser agi enchant.

Legs:
http://www.wowhead.com/?item=29534 (30 stam 10 agi)
http://www.wowhead.com/?item=29536 (35 stam 12 agi)
http://www.wowhead.com/?item=24273 (25 spelldmg 15 stam)
http://www.wowhead.com/?item=24274 (27 spelldmg 18 stam)

Clefthoof (nethercleft if possible) definitely the way to go for raids. If you're really that set on maximizing your 5 man set, the scryer spellthread owns.

Boots:
http://www.wowhead.com/?spell=34008 (9 stam and minor run speed)
http://www.wowhead.com/?spell=34007 (6 agi and minor run speed)
http://www.wowhead.com/?spell=27951 (12 agi)
http://www.wowhead.com/?spell=27950 (12 stam)
http://www.wowhead.com/?spell=27948 (4 hp5/mp5)

The jury's still out on this. You can't go wrong with more HP, but in a long enough fight, the Vitality enchant will always win.

Weapons:
http://www.wowhead.com/?spell=27984 (proc 120 agi and weapon haste)
http://www.wowhead.com/?spell=28004 (proc 180-300 heal)
http://www.wowhead.com/?spell=27975 (40 spelldmg)
http://www.wowhead.com/?spell=23800 (15 agi)

Personal preference here. You can't really go wrong with 40 spelldmg tho. :)

Shields:
http://www.wowhead.com/?spell=27947 (+5 resistances)
http://www.wowhead.com/?spell=27946 (15 block rating)
http://www.wowhead.com/?spell=34009 (18 stamina)
http://www.wowhead.com/?spell=27944 (18 block value)

Arguments could be made for all of them, but the cheap cost of 18 stamina sets it above the others IMO.


Sockets:

As a general rule of thumb, the socket bonus is usually not worth putting in a sub-optimal gem. If you CAN put in a good gem and still get the bonus, by all means, do so.

I am a heavy proponent of the +12 stam and +8 Dodge rating gems. Unfortunately, they aren't available yet on my server, so I'm stuck making a lot more difficult gear decisions. I will be ignoring socket colors though, to put those red(dodge) and blue(stam) gems into my gear, as those 2 gems focus purely on the stats we need most as a raid tank.
As always though, personal preference always plays a big role. If you think that putting in +4 Defense/+6 Stam to get +3 Parry Rating is worth more than just a straight +8 Dodge or +12 Stam though, don't let me stop you. :)
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Postby Anatheme » Wed Apr 04, 2007 11:27 pm

it's the version of this guide posted on the official forums that drew me here.

Great work here. Congratulations and respect to you and the contributors for it.
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Postby Dreamcrusher » Wed Apr 04, 2007 11:35 pm

Thanks!

I was hoping to fill a gap... I was looking through Gestalt's tanking guide, and it said "Gear section to come" but there was nothing out there.

I expounded on his sample, but wanted to give a good explanation of why you want which stats, without letting too much of my own bias for preference get in the way of actual data.
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Postby Dragonzbane » Thu Apr 05, 2007 8:40 am

Some people even like the +Spell Hit to gloves so you might consider adding it to your list.
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Postby Arcand » Thu Apr 05, 2007 9:36 am

And still others use the armor kit which gives +8 stamina.
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Postby Dreamcrusher » Thu Apr 05, 2007 10:18 am

Can someone double-check the math on my rating comparison values? Specifically...

"Once you hit 102.4%, 1 Defense Rating gives you 0.033 pure avoidance, whereas 1 Dodge will give you 0.126. Parry is even worse than Defense, yielding 0.031 pure avoidance."

with the values of:

2.4 Defense Rating = 1 Defense = .04 Miss/Doge/Parry

18.9 Dodge Rating = 1% Dodge

31.5 Parry Rating = 1% Parry


I know the math there is wrong, but I need a second opinion as to where I went wrong.
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Postby Arcand » Thu Apr 05, 2007 12:19 pm

Dreamcrusher wrote:2.4 Defense Rating = 1 Defense = .04 Miss/Doge/Parry

18.9 Dodge Rating = 1% Dodge

31.5 Parry Rating = 1% Parry


Using those, I get...

1 Defense Rating = (1/2.4) = 0.41666 Defense.
0.41666 Defense x 0.04 = 0.01666 Miss + 0.01666 Dodge + 0.01666 Parry = 0.05% avoidance

1 Dodge Rating = (1/18.9) = 0.0529% Dodge = 0.0529% avoidance

1 Parry Rating = (1/31.5) = 0.03175% Parry = 0.03175% avoidance

Not sure if those agree with you or not; I'll hit Submit and then go look.

Edit: From what I can see we agree on the parry number, but you overstate the sexiness of dodge and understate that of defense. In any case people will come away from your guide with the right message - that after you hit 490 defense is still good but dodge is better.

Edit 2: You might want to include agility; it's not a fantastic tanking stat for us but it's > 0. According to WoWwiki, 1 Agility = (1/25) = 0.04% Dodge = 0.04% avoidance, which makes a point of Agi better than a point of Parry Rating.
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Postby Dreamcrusher » Thu Apr 05, 2007 2:04 pm

Thanks, just what I was looking for. :)
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Postby Lorath » Fri Apr 06, 2007 2:48 am

I gasp every time the very sweet Heavy Earthforged Breastplate isn't on these kinds of lists. :)
Req: Armorsmith, 330 skill and lvl 65... easily the best tank armor until 70. In fact I still use mine hehe... you may thank Blizzard devs for the fantastic socket bonus. :roll:

BTW: Easy Shadowmoon quest shields, Netherwing Protector's Shield and Netherwing Defender's Shield should deserve mention. Whole quest takes maybe an hour, boss is dead easy, just clear a room first and fight him inside. Protector shield pwns.
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