4/23/08 Edit
I originally started this thread with the novel idea of using the best avoidence items/gems/enchants/buffs in the game to make a 100% avoidence tank. I didn't beleive initially that it could be done or even would be done if possible, and in fact I wasn't able to find a 100% avoidnece set for a warrior at the time. However, later in the thread it was shown that Druids and Rogues can theoretically reach 100% avoidence with current available gear, and in fact, a few individuals have decided to make it a reality. I'm altering my original post to act as a guide and a FAQ for those looking for more information about 100% avoidence.
FAQs
Is it possible to reach 100% avoidence?
Yes, it is possible for many characters to reach 100% avoidence with the right gear, gems, enchants, and buffs. There are those that beleive that there is some sort of avoidence cap making it so you can never have more than xx% total avoidence, but that isn't true and has been proven to be untrue many times. If you are a moderately geared tank you can test this yourself by allowing a low level dual wielding mob to attack you while in a high avoidence set.
Would a 100% avoidence tank be useful in a raid?
Maybe. There are a few issues that will prevent a 100% avoidence tank from being really useful in a raid situation. One issue is that in order to reach 100% avoidence you will need end game gear, so all fights in the game should already be mostly trivial to your guild. Also, as any tank will know, incoming damage = rage = threat. A 100% avoidence tank would need to rely solely on their own miniscule dps to maintain threat on a target, which will severely gimp DPS by lowering the threat ceiling. One suggestion to overcome that obsticle is to bring less healers and more DPS - the healers aren't needed because no tank healing will be needed, and bringing more DPS will keep the raid wide DPS at good levels even though individual DPS will need to be held back.
So what's the point of a 100% tank?
I highly doubt it will ever be useful for a progressing guild, but it's a novel and fun idea that can be used for some accomplishments. Wouldn't you like to see a rogue successfully tank Prince? Or even Illidan? It will also open up possibilities for soloing or at least low-manning heroics or even some 25 man bosses. I don't think the possibilites for this have been fully explored, but that could be due to some of the difficulties of reaching and maintaining 100% avoidence during a fight...
What are the difficulties facing a 100% avoidence tank?
There are many problems for a 100% avoidence tank both in obtaining the gear, and during a fight. To obtain the gear, you need a pretty generous guild that will allow you to take end game items to use in a gimmick set, and an even more generous guild that will allow you to use 20 something Spinels for that set as well. The new badge for epic gems vendor in 2.4 should offset the latter issue, but that is still a signifigant investment of badges for a gimmick set.
One thing to also keep in mind before you think you can go solo Gruul in this set is that it is currently impossible to maintain 100% avoidence self buffed. You NEED important buffs from outside sources such as Blessing Of Kings, Scorpid Sting, Insect Swarm, etc. That means soloing a raid boss is probably out of the question, but low manning is possibe. Given your dependence on these buffs, you will also need people who can consistantly keep up their totems, stings, etc, because if even one falls off for any amount of time, you can be insta-gibbed. You also will need healing, as there are very few tank-and-spank only fights out there where ALL you will be receiving is melee damage.
Also, remember that melee immune is only possible if you are facing the mob. If you turn your back to the mob for any reason, there is a good chance you will get smacked. Hard. Seeing as most high avoidence gear is low on stamina it may only take one hit to do you in. Even if you keep perfect positioning yourself, mobs will still often run through you and get a hit off from behind, so even with perfect play and insta-gib is possible.
Mechanics and Gear
Base Stats
Parry - All classes that get Parry as a passive ability have 5% base parry
Miss - All mobs have a 5% base chance to miss
Racial - Night Elves get 1% increase to dodge
Dodge -
Warrior: .75%
Paladin: .65%
Rogue: -.59%
Druid: -1.87%
Agility -
Warrior
Night Elf - 101
Troll - 98
Gnome - 99
Human - 96
Undead - 94
Draenei - 93
Orc - 93
Dwarf - 92
Tauren - 91
Druid
Night Elf - 75
Tauren - 65
Rogue
Human - 158
Dwarf - 154
Night Elf - 163
Gnome - 161
Orc - 155
Undead - 156
Troll - 160
Blood Elf - 160
Paladin
Blood Elf - 79
Human - 77
Draenei - 74
Dwarf - 73
Avoidence Stats:
Defense: 2.3654 defense rating = 1 defense skill = .04% Dodge, .04% Parry, and .04% to be missed (.12% total avoidence per skill)*
Dodge: 18.923 dodge rating = 1% dodge
Parry: 22.4 Parry Rating = 1% parry
Agility:
Warrior: 30 Agility = 1% dodge
Paladin: 25 Agility = 1% dodge
Rogue: 20 Agility = 1% dodge
Druid: 14.7059 agility = 1% dodge
*Remember that any number of defense rating in between numbers divisible by 2.3654 will still only yield 1 whole defense skill.
Avoidence Talents:
Warrior:
Deflection (Arms) - +1% Parry per talent point (5% maxed)
Anticipation (Protection) - +4 Defense skill per point (20 maxed)
Paladin:
Deflection (Retribution) - +1% Parry per talent point (5% maxed)
Anticipation (Protection) - +4 Defense skill per point (20 maxed)
Druid:
Feral Swiftness (Feral Combat) - +2% Dodge per point (4% maxed)
Survival of the Fittest (Feral Combat) - +1% Agility per point (3% maxed)
Rogue:
Lightning Reflexes (Combat) - +1% Dodge per point (5% maxed)
Deflection (Combat) - +1% Parry per point (5% maxed)
Vitality (Combat) - +1% Agility per point (2% maxed)
Ghostly Strike (Sublety) - Strike that awards 15% to dodge for 7 seconds (20 sec cooldwon)
Cheat Death (Sublety) - 33% chance to avoid a blow that would otherwise kill you per point (100% max, 1 min internal cooldown)
Sinister Calling (Sublety) - +3% Agility per point (15% total)
Avoidence Ratings:
For those looking for the best avoidence items available to them, using a site like
lootzor.com - World of Warcraft search and rate items - profile your wow character is very useful. Below are the ratings to use for each stat. I'm assuming certain talents or buffs are available, but I'm including the formula I use to reach these stats so you can take stuff out should it be unavailable to you:
Warrior
Defense: 1000 / (25 / 3 * 2.3654) = 50.7313
Parry: 1000 / 22.4 = 44.6428
Dodge: 1000 / 18.923 = 52.8457
Agility: 1000 / 30 * 1.1 (kings) = 36.6667
Paladin
Defense: 1000 / (25 / 3 * 2.3654) = 50.7313
Parry: 1000 / 22.4 = 44.6428
Dodge: 1000 / 18.923 = 52.8457
Agility: 1000 / 25 * 1.1 (kings) = 44
Druid
Defense: 1000 / (25 / 2 * 2.3654) = 33.8209
Dodge: 1000 / 18.923 = 52.8457
Agility: 1000 / 14.7059 * 1.1 * 1.03 (kings+SotF) = 77.0439
Rogue
Defense: 1000 / (25 / 3 * 2.3654) = 50.7313
Parry: 1000 / 22.4 = 44.6428
Dodge: 1000 / 18.923 = 52.8457
Agility: 1000 / 20 * 1.1 * 1.15 (kings+Sinister Calling) = 63.25
Gear
This section will list the best-in-slot avoidence gear, gems, and enchants currently available (patch 2.4.2). Note that with some classes you will end up with more than 100% avoidence using this gear, so that will give you room to drop buffs (if they're not available) or swap out equipment for what is available or has more dps, etc.
Warrior
Paladin
Druid
Rogue
Buffs
Scorpid Sting - Hunter ability increases mob's chance to miss by 5%
Insect Swarm - Druid Balance talent increases mob's chance to miss by 2%
Blessing of Kings - Paladin Protection talent increases your stats by 10%
Grace of Air Totem - Shaman ability increases Agility by 77 (88 with talents)
Mark of the Wild- Druid ability increases stats by 14 (19 with talents)0
[Elixir of Major Agility]
[Scroll of Agility V]
[Warp Burger]
[Embrace of the Dawn] used by a party member
[Moonglade Cowl] - two piece bonus worn by a druid