The valiant heroes of Northrend have broken through the gates of the Icecrown Citadel, and the wrath of the Lich King will soon be put to its end. As with the earlier stages of content, this final step provides an opportunity to revisit and reverify tankadin item enhancement. Read on for an introduction to and philosophy for gem and enchant planning, or skip down for the list of recommendations.
Remember, only you, the experienced tankadin, knows what's best for you given your gear and raid role.
The 3.2 guide has been relegated to page seven of this thread, for archival purposes.
Gearing Strategy
No discussion of gems and enchants can be complete without a discussion of overall gear, as the two are intrinsically linked. Unlike gear - where many tanks are forced to take what they can get - players with all ranges of skill, time, and luck can acquire their choice of enhancements. Gems and enchants can be used to complete gear in one of two possible ways:
- 1. to overcome a deficit in the gear's stats, such as when using gems and enchants for defense rating when wearing iLvl 213 Naxxramas items, or
2. to maximize and specialize gear, such as when stacking effective health enhancements on the best effective health equipment.
For a more refined look at gearing strategy, consider the concept of player levels. As of this writing, level 80 tankadins can be roughly divided into four levels based on their gear and content. (This may change somewhat once the progression from new tank to ICC raider is determined for 3.3.)

New 80. A new level 80 tank is wearing or buys a new set of crafted Tempered Saronite armor or equivalent. He or she has lots of defense, but lacks in health (at least according to most PuG leaders) and is 15-25% away from the block cap. Total avoidance is relatively low. Whether this person is being geared up by a guild or working solo, he or she wants to run heroic instances for emblems and run dailies for cash, using that cash to buy iLvl 226 BoE epics (and a few iLvl 200 epics for slots like shield). Yappo's Failsafe Gearing Guide details the steps a level one tank should take to reach level two. For the most part, these tanks should gem for stamina, dodge, and defense. Block gear and block enchants are useful for the available content.
Average iLvl 227. The availability of higher-iLvl gear from instance-acquired emblems means that iLvl-213 / Naxx / T7 gear just isn't necessary when gearing up. With the exception of perhaps a shield or weapon, equivalent or better gear can be found via emblems or the auction house. Thus, a level two player with gear around average iLvl 227 actually has pieces that range from iLvl 200 (for shield and weapon) for 245 (for shoulders). A player at this level can replace a few defense enchants (such as cloak, for agility) and gems (where the socket is non-blue and the bonus is a small amount of non-stamina), and should swap all dodge gems for agility. Most other socket bonuses are still useful. The tank may drop below the block cap (even when raid buffed), but this is not a concern.
Progressing Ulduar / ToC Normal. A level three paladin starts with Naxx-or-better gear (iLvl 213-219) and is raiding with a guild that wants to progress through T8.5 and T9 normal mode content. He or she should continue to shift gems and enchants from avoidance to stamina as gear improves, following the steps later in this guide to maximize the conversion. The tank will probably stay at the block cap but will never again care except for trick encounters.
ToC Hard / Icecrown Citadel? / End Game. The end-game progression raider is trying to maximize health. All gems and enchants are pure stamina except those required to activate a meta or perhaps where the socket bonus is +12 stamina. For some, threat may seem to be an issue, but this can usually be solved with Tricks of the Trade or Misdirect rather than a change to tank gearing. These tanks maintains multiple gear sets (effective health, maximum health, threat, block) drawn from all their best T7, T8, and T9 pieces, tailoring the set worn to each encounter as required. The alternate sets may use different gems and enchants, such as strength/stamina gems and hit rating enchants for threat gear.Stat Considerations
To evaluate the relative value of enhancements, it is first necessary to understand the benefits behind each player stat. The list below includes most stats a tank might consider when looking at item enhancements or gear in general. Links are provided to the latest discussions on the value of each stat.
Stamina
Stamina is the most important tank stat once uncrittable. It provides all-around survivability and stacks indefinitely, though eventually a point is reached with each encounter where additional stamina only increases time-to-live in corner cases like a healer wipe. This point is almost never reached with progression content, and once content is on farm it rarely matters to bother switching out for other stats. Thus, stacking stamina is the way to go for most item enhancement.
How to Stack Stamina
To ensure the lowest opportunity cost when replacing avoidance, Theck and Meloree derived an ordered list. The latest version of that list is below. Caution, never drop below 540 defense! Sometimes you may have to skip a low-cost stamina option to stay uncrittable.
To use this list, assume that you start out using all avoidance/defense enchants and gems. Then,
- 1. Swap the the lowest ratio item on this list to stamina, giving you the largest stamina gain for the smallest avoidance loss.
2. Make sure you are still uncrittable, and make sure you have the amount of avoidance you want for the content you use.
3. Repeat with the next-lowest ratio item on this list.
4. Keep repeating until you reach a ratio that makes you happy.
5. Revisit this list each time you get an upgrade, to see if you can stack more stamina.
Use stamina enhancements with a ratio of 0.69 or lower, i.e. use the armor webbing and skip socket bonuses that yield non-tanking stats. Block rating bonuses may be okay.
Use stamina enhancements with a ratio up to 0.95 to 1.0, depending on your defense.
Use stamina enhancements with a ratio up to 1.1 to 1.2.
Use stamina enhancements with a ratio up to 2.0. Ratios above that yield little benefit.- 0.21 : Replace [Enchant Gloves - Major Agility] with [Reticulated Armor Webbing] (20*1.1*0.83)/((885-40)/10)=0.21
0.67 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is valueless (i.e. not a tanking stat, or block rating) 10/15=0.67
0.69 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is valueless (i.e. not a tanking stat, or block rating) (10*1.1*0.83)/(30-15-20/11)=0.69
0.71 : Replace [Enchant Cloak - Titanweave] with [Enchant Cloak - Mighty Armor] (but switching instead to the agility enchant may be smarter; see the enchant section for details) 16/(225/11)=0.71
0.91 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is +4 stamina 10/(15-4)=0.91
0.93 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is +4 avoidance rating (10+4)/15=0.93
0.97 : Replace [Enchant Chest - Greater Defense] with [Enchant Chest - Super Health] 22/(275/(10x1.1x1.04x1.06))=0.97
1.01 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is +4 avoidance rating (10*1.1*0.83+4)/(30-15-20/10)=1.01
1.02 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is +4 stamina (10*1.1*0.83)/(30-15-4-20/10)=1.02
1.07 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is +6 avoidance rating (10+6)/15=1.07
1.11 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is +6 stamina 10/(15-6)=1.11
1.11 : Replace [Enchant Shield - Defense] with [Enchant Shield - Major Stamina] 20/18=1.11
1.11 : Replace [Enchant Cloak - Major Agility] with [Enchant Cloak - Mighty Armor] 22*1.1*0.83/((225-22*2)/10)=1.11
1.14 : Replace [Enchant Gloves - Major Agility] with [Heavy Borean Armor Kit] (20*1.1*0.83)/(18-20/10)=1.14
1.16 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is +6 avoidance rating (10*1.1*0.83+6)/(30-15-20/10)=1.16
1.17 : Replace [Greater Inscription of the Pinnacle] with [Greater Inscription of the Gladiator] 35/30=1.17
1.17 : Replace [Flexweave Underlay] with [Enchant Cloak - Mighty Armor] 23*1.1*0.83/((225-23*2)/11)=1.17
1.20 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is +8 avoidance rating (10+8)/15=1.27
1.31 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is +6 stamina (10*1.1*0.83)/(30-15-6-20/10)=1.31
1.32 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is +8 avoidance rating (10*1.1*0.83+8)/(30-15-20/10)=1.32
1.67 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is +9 stamina 10/(15-9)=1.67
2.29 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is +9 stamina (10*1.1*0.83)/(30-15-9-20/10)=2.29
2.50 : Replace [Master's Inscription of the Pinnacle] with [Greater Inscription of the Gladiator] 75/30=2.5
2.50 : Replace [Arcanum of the Stalwart Protector] with [Mind Amplification Dish] 20/(45-37)=2.5
3.33 : Replace [Enduring Eye of Zul] with [Solid Majestic Zircon] in a yellow socket, if the socket bonus is +12 stamina 10/(15-12)=3.33
9.14 : Replace [Shifting Dreadstone] with [Solid Majestic Zircon] in a red socket, if the socket bonus is +12 stamina (10*1.1*0.83)/(30-15-12-20/10)=9.14
Strength
Strength is generally considered a threat stat. Sure, each point of strength provides half a point of block value, but block value from items was doubled in 3.2, making the relative block value from strength that much less good. Each point of strength also provides two points of attack power, and that is where the stat shines. Tankadins get more than enough strength for their progression sets from gear itself, but enhancing with strength is okay for both block and threat gimmick sets.
Agility
Agility's contribution to avoidance suffers from the same diminishing returns as dodge rating, but it is set to be point-for-point 83% as good for avoidance at any level. Meanwhile, each point of agility also provides two points of armor and the equivalent of 1.8 points of crit rating, neither of which are subject to diminishing returns at all. The overall effect puts agility at 97-99% as good as dodge for reducing damage intake, while providing some of that as reliable armor. Thus, whenever possible, tanks of level two or higher should choose agility over an equivalent amount of dodge rating.
Armor
Too many tanks undervalue armor. It's a great stat, because damage mitigated is damage never taken, increasing both effective health and effective healing. Unfortunately it only works for physical damage, and Blizzard has repeatedly chosen to include large bursts of armor-bypassing damage in the hardest tank-check progression fights. For physical damage only, taking into account the healing bonus, 10 points of armor is approximately the equivalent of one stamina. Derate the value of armor linearly with the percentage of physical (non bleed) damage. Theck has derived the armor-to-stamina ratio for fights with a spectrum of physical percentages.
Defense Rating
Until Blizzard gets crafty with 4.0, the most basic requirement to survive as a tank - to not take critical hits - remains unchanged. Defense of at least 540 - defense rating 689 - remains a minimum requirement, and all item decisions must consider this. Even if the best choice for your gear strategy and raid role is to stack stamina or armor, you must defer to defense rating to maintain the minimum.
Dodge Rating
Dodge rating is subject to diminishing returns and provides only avoidance. While it's a decent stat when found on gear (compared to, say, block or parry rating), tanks of level three or higher should never seek to increase it through item enhancement outside of gimmick-fight avoidance sets.
Parry Rating
Don't be fooled by the buff to parry in 3.2; it still isn't as good as dodge. But the changes made it acceptable to intelligently gem for parry. Theck generated a rule of thumb that maximizes avoidance:
- Stack up to 689 defense rating (for defense minimum a.k.a. uncrittable)
- At low gear levels (defense rating + dodge rating + parry rating < 1150 or so), just ignore additional defense and stack dodge and parry rating in a 1.88:1 ratio. (Agility can be substituted for dodge rating by multiplying the agility by 0.83.)
- At higher gear levels (defense + dodge + parry ratings > 1150), gear so that the post-diminishing returns dodge and parry percentages (the ones from the character sheet) come out as close to a 1.88:1 ratio as possible, using the formula:

Block capping - that is, maintaining avoidance + block of 102.4% buffed - was critical through the Burning Crusade and remained valid for Naxxramas in 3.0. Since then, as the size of the average boss hit scaled but block did not, sacrificing anything to remain block capped became less and less important. Blizzard doubled block value from items in 3.2, but block is still woefully inadequate as a survival stat and will remain so until Blizzard tackles this in 4.0. For the most part, block stats are not affected by gems and enchants, but this guide assumes you avoid spending any item points on block except when building gimmick-fight block or threat sets.
Hit Rating
Hit rating provides two benefits to a paladin tank:
- Increase to threat, less so than from strength up to 2000 character-sheet strength, but slightly more so above that point.
- Decrease or remove the chance of a missed taunt.
- Hand of Reckoning
- Righteous Defense
- Hand of Protection
Expertise Rating
Expertise rating, like hit rating, is primarily a threat stat, though it provides no benefit for taunts. Expertise reduces the chance for a monster to dodge or parry an incoming blow. Unlike hit rating, this also provides a small amount of damage avoidance, as it reduces the chance of a parry gib. (When a character or monster parries, the defender's next attack is accelerated. When a heavy-hitting monster parries a player, that monster's next regular melee attack comes ahead of "schedule" and can cause an unexpected drop in health.)
Like hit rating, tankadins should welcome expertise rating when found on gear, but not seek it through item enhancement. (There are few opportunities to do so.)
All content for this guide, including the following three posts, by Digren licensed under Creative Commons Attribution ShareAlike 3.0, except the following:
- Best for EH, Best for Block, and Best for Threat icons, as well as names of enhancements may be the property of Blizzard. I make no claims on them and use them in good faith as a third-party fan site.
- Tip icon by YasmineMrabet licensed under Creative Commons Attribution ShareAlike 3.0. Thanks!
- Quotes and comments from others used in good faith. Let me know if you want them removed.

Best for effective health.
Best for block (when building a block set).
Best for threat (when building a threat set).