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What are people thinking for enchants on their newly acquired tank gear? I'm currently having a dilemme over a new pair of tank gloves I picked up in Karazhan last night. Would a scaling 2% threat be better, or static 15 agi or 15 str? I'm leaning towards 2% threat at this point but I was just hoping for some feedback.
How about weapon enchants? |
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What do people think about mongoose as a tanking weapon enchant? The conventional wisdom used to be that 15 agi was the best 1h tanking weapon enchant, but an attack speed increase + 120 agi seems pretty damn good. I'd also like to see how battlemaster worked as an enchant. If it attributes the healing to the weapon wielder (similar to a prayer of mending - "mulack's battlemaster heals you for 250") then it could have some interesting aggro generation possibilities in defensive stance. |
I'd go for 2% threat.
In fact I have the mats banked till I get some gloves upgrade for my Dreandnaughts. Are there some obtainable by some Quest? Atm the only real upgrades I see are in Karazhan (T4 and Maiden) As for Moongoose and Battlemaster ... it all depends on the proc chance. If both proc like Crusader e.g. it would be heaven (though I'd prefer Moongoose). If on the other hand they proc like icy chill ... I'd save the mats. |
I don't think you'll find any dnaught upgrades from quests (gloves), I upgraded from Wrath to green quest rewards at 70 and then iron maiden gloves last night. I'm leaning towards 2% threat myself.
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There is a leatherworking armor kit that gives 8 stamina. I will be using this on my gloves.
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This is a topic that's been ongoing in our guild forums, and the gloves were pretty much the only enchant that we were having trouble deciding on. Mongoose on a tanking weapon at 1ppm and a 15 second buff (a la crusader), would be 15 seconds of 120 agility every 60, though with the attack speed increase, the proc itself increases its uptime. If that's true, it's almost twice as good for mitigation as 15 agility, and when you factor in instant attacks while tanking, the value increases.
Our general consensus was that for gloves, if you are defense capped, go for 15 agility. The only other option is to put an 8 stam armor kit on the gloves, which would be good for a resist tanking set. Here is the list of tanking enchants that we'll be shooting for, though some are more material heavy than others, and also dependent on having access to the recipes. Materials Abbreviations: LPS - Large Prismatic Shard GPE - Greater Primal Essence AD - Arcane Dust Old school mats: LBS - Large Brilliant Shard GEE - Greater Eternal Essence ID - Illusion Dust Helm: Glyph of the Defender - 16 Defense Rating, 17 Dodge Rating - Keepers of Time Revered - 90 gold Shoulder: Aldor/Scryer Exalted Inscription - Exalted Reputation with either faction Cloak: Dodge - 12 Dodge Rating - 3 Nexus, 8 LBS, 8 Guardian Stones Chest: Exceptional Stats - 6 all stats - 4 LPS, 4 AD, 4 GPE Bracers: Fortitude - 12 stam - 1 LPS, 10 GPE, 20 AD Gloves: Knothide Armor Kit - 8 stam - 5 Knothide Leather, OR Vindicator's Armor Kit - 8 defense rating - 3 Knothide Leather, 1 Primal Earth OR 15 agility - 3 Nexus, 8 LBS, 4 Essence of Air Boots: Boar's Speed - 9 stam and run speed - 8 LPS, 8 Primal Earth Weapon: Agility - Mongoose - 6 Void crystals, 10 LPS, 40 AD, 8 GPE Shield: Major Stamina - 18 stam - 15 AD Legs: Nethercleft Leg Armor - 35 stam 12 agi - Heavy Knothide Leather (4), Thick Clefthoof Leather (16), Primal Earth (8), Primal Nether |
For Chest you think 6 to all stats (so 60 health, 12 attack power, and 6 agility) is better than 150 health for tanking?
For boots (at least for tanking), 12 stamina seems better (and a lot cheaper). While 2% threat seems to be the best gloves enchant, 8 stamina seems better than 15 str or agility or even 8 defense rating. Quote:
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I prefer to boost the actual stats on the chest rather than boosting just the health value.
6 stamina, 6 agility becomes almost 7 stam 7 agility when you factor in Vitality and Blessing of Kings. so the difference between the two enchants is whether you want 80 health, or 0.23% dodge. It's definitely a judgment call, so I'd be curious how other tanks value the extra dodge versus the 80 health. |
My intuition is that the health is superior. Bad luck strikes and you may never dodge/parry, but the health will be there to save you in the worst case. Since you mention 0.23% dodge... isn't it also 14 armor?
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There seems to be a lot of emphasis on some of the smaller stamina enchants over aggro generation.
With our attack power going down a fair amount, our base abilities not scaling up as quickly, and other class' dps increasing - has anyone had a problem with threat generation yet? I'm wondering if it might not be a bad idea to sacrifice 80-90hp here and there for 2% more threat or 12 more AP/crit. |
I'm not there yet, but we do get a few threat generation increases from other classes. Prayer of mending generates healing aggro for us, and the hunter's misdirection increases our threat. Warlocks and mages have gained new threat reduction/dropping abilities. Since you're an orc, I guess you gain salvation.
Is the attack power decrease you're talking about related to itemization or that we'll no longer have battleshout up? One of my priorities for generating threat is getting the best threat weapon I can as quickly as possible. When I went from QS to EoC, I was amazed at how much my total threat generation increased (it was something like 4%). |
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According to the stat conversion thread in this forum, 30 agility = 1% dodge. At this ratio, 12 agility equals 0.4% dodge. Even with Blessing of Kings, it is only 0.44% dodge.
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Yes. Earth Shield generates healing aggro for the person it's on.
This came in handy during our level 60 zerg Karazhan farming, otherwise the tank wouldn't have a chance in hell of keeping aggro on anything (let alone multiple mobs at once. It was extremely obvious to everyone when the earth shield had run out without being renewed. |
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