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10/15/07, 5:22 AM
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#16
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Mod
Gnome Monk
Azjol-Nerub (EU)
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Originally Posted by Prinsesa
You forgot to factor in the base 5% miss rate, which would make the uncrushability requirements 62.07% without the Libram, or 67.4% with it.
You also might want to add this macro, which will accurately display your current avoidance total. Put it on a button, activate Holy Shield then push that button to determine if you're uncrushable or not:
/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+(G etCombatRating(CR_DEFENSE_SKILL)*150/355 + 20)*0.04,1,0.5,0)
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My numbers are correct actually, I did factor in the base miss rate, but forgot to take into account the base miss rate isn't shown on the character screen which in turn makes my post a bit misleading. The macro is a nice addition though.
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I'd like to throw in that if you're not going to tank any level 73 mobs, then your defense target is 485, instead of 490. Also, mobs in resist fights do not crush (do we have a comprehensive list of this? I think Illidan doesn't crush either).
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I should add that.
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Don't you mean Avenging Wrath?
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Yes, I did. Will fix.
That's a good idea to add once it does become available through honor yes. It'll probably be the fastest to get epic tanking weapon at that point as well.
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Originally Posted by Cathela
A section on fight-specific notes. A lot of people posted in the old thread asking "I'm about to start tanking _______. What should I do?" I'm thinking specifically about some of the trickier fights like Hydross, Voidreaver, Al'Ar, Leo, and maybe Morogrim and even Prince. This could have like a paragraph for each fight summarizing the gearing and tactics for the fight, and then links to the posts in the old thread where people discuss them. I'll work on this too, unless you want to dig these up yourself.
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That's a good idea too. Fits well under the tanking advice section. I was actually kinda planning this, but only got around to writing some generic advice to start with.
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A section on armor. Something evaluating the relative merits of armor vs stamina. Someone did this in the old thread; I'll try to dig it up and make it pretty.
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That would be deeply appreciated as well.
Last edited by Chicken : 10/15/07 at 5:28 AM.
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10/15/07, 7:06 AM
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#17
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Mod
Gnome Monk
Azjol-Nerub (EU)
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I've added a few updates, mostly to the gear section. Currently browsing a bit through the MTanking Viability thread for an idea of which bosses to give some advice for and for other ideas in regards to thread additions.
I'll probably also add a spellhit vs. hit vs. expertise section after some analysis of each stat and the benefit it brings to each of our abilities.
I'm also contemplating adding a bit more detail to the gearing section in regards to what kind of tanking to try and gear for. Currently what kind of tanking you gear for is largely decided simply by what tier of content you are at though, but the new loot introduced in 2.3 really does bring a bit more choice in regards to whether you want to simply maximize stamina and armor, whether you want high block values, or whether you want high avoidance.
Edit:
Browsing through the thread a few tips on how to avoid having to drink up to full after every single pull in a 5-man seems a good addition as well.
In addition to giving advice giving some rough guidelines on health levels to expect while uncrushable at varying levels of gear could be good additions too, as would levels of spell damage at various gearing levels.
I should probably also look into quantifying the exact spell damage per TPS number better. The current 0.5 I use is very, very rough; it was based on untalented spells (outside of Righteous Fury) but also no resists, figuring those two would balance out, but I doubt they really do in practice, so the number might be either higher or lower.
Last edited by Chicken : 10/15/07 at 9:28 AM.
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10/16/07, 7:05 AM
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#18
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Mod
Gnome Monk
Azjol-Nerub (EU)
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Added a few more updates, including a section with tips on tanking the Murlocs at Morogrim.
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10/17/07, 4:57 PM
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#19
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Glass Joe
Blood Elf Paladin
Maelstrom
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I know this is a low content post, but I just wanted to thank you for making this thread. I'm a holy paladin looking to start tanking to get ready for 2.3, and this thread has helped immeasurably already.
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10/17/07, 5:22 PM
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#20
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Don Flamenco
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Helpful macros would be a good thing to add in as well. I'm at work, so not positive these are the correct ones, but I use the following macros quite often (Find our taunt to be nearly unusable without the second macro).
Bubble-cancel Bubble:
/cast Divine Shield
/cancelaura Divine Shield
and
Taunt (selected mob or mobs targeting selected player ).
/cast [help] Righteous Defense; [target=targettarget] Righteous Defense
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10/17/07, 6:05 PM
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#21
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Mod
Gnome Monk
Azjol-Nerub (EU)
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Originally Posted by Denogran
Helpful macros would be a good thing to add in as well. I'm at work, so not positive these are the correct ones, but I use the following macros quite often (Find our taunt to be nearly unusable without the second macro).
Bubble-cancel Bubble:
/cast Divine Shield
/cancelaura Divine Shield
and
Taunt (selected mob or mobs targeting selected player ).
/cast [help] Righteous Defense; [target=targettarget] Righteous Defense
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That's a good idea, thanks.
I've also been fudging around a bit with a talent calculator to get a good idea of which talents are likely to need a comparison to each other, as well as potentially suggest a few builds for the next patch. Doing so actually gave me a few good insights on my own spec for the next patch as well, the sacrifice I'm going to have to make for it isn't as large as I'd anticipated, though keeping those 20 points in holy does get tricky with Tier 7 of our talent tree containing 8 points of good talents, tier 8 containing 5 points of good talents, and tier 9 obviously being good for being Avenger's Shield. I'll most likely write up a section on talent decisions with a few suggested specs tomorrow.
I'll probably also add some advice on Al'ar, Kael and Shade of Akama soon; and possibly a short section on what kind of gearing you need to tank Illidan, despite not having personal experience with this the information posted over on the MTanking Viability thread by Teckbot covers all I need to know to write some tips. Then again, I'd guess that if you're a Paladin tanking Illidan you'll be unlikely to need any tips. Ah well, who knows.
Images for how the hit table works are also still in progress, I just hate doing graphical work compared to writing.
Last edited by Chicken : 10/17/07 at 6:12 PM.
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10/17/07, 6:54 PM
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#22
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Don Flamenco
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Originally Posted by Chicken
I'll probably also add some advice on Al'ar, Kael and Shade of Akama soon; and possibly a short section on what kind of gearing you need to tank Illidan, despite not having personal experience with this the information posted over on the MTanking Viability thread by Teckbot covers all I need to know to write some tips. Then again, I'd guess that if you're a Paladin tanking Illidan you'll be unlikely to need any tips. Ah well, who knows.
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Along those lines, a section with a prot-pally's role in every fight might not be the worst thing ever. My guild's on Vashj, and (hopefully) soon on Kael, and I know coming up through SSC I was often questioned by my guild leader as to what I would be capable/good at doing. Doesn't have to be complicated, expect on those fights where we really kick ass (the ones you mentioned). But a list to be able to show a GL or RL to justify your spot on the fight/raid would be handy. I know the old thread was Paladin Main Tanking, but I'd imagine there are a fair amount of paladins out there who are more in an OT position like myself.
HKM - Tank High King, priest or warlock.
Gruul - Tank or heal. If you're sadistic/have a million spare mana pots OT. Make sure and time Holy Shield for Reverbs.
Mag - Channeler or Mag.
Hydross - Hydross or add(s). Can tank multiple adds easier with a very good resist set (>250 each buffed).
Lurker - Submerged inner ring adds or Lurker
TW - explained above
FLK - Pet is easiest, followed by Hunter, then priest if you have help on interrupts, then FLK/shammy (from what I've read it's a toss-up, personally haven't done either).
Leo - Channeler/ Leo. Arguably better than a warrior as it's easy to kill inner demon in full tank gear.
Vashj - Vashj/Naga tank. Don't need more than 2 tanks here.
Al'ar - Awesome add tank, can tank Al'ar too
VR - MT (i.e. pull), heal or if sadistic/have a million spare mana pots can OT.
Solarian - Trash alone justifies a prot pally, useful for gathering AoE adds during the fight.
And that's all I've seen. I'd love to have a list like that for KT/BT/Hyjal though. Much easier than reading through those 50+ page threads on each fight( or the ungodly long pally MT thread) to figure out what I might be useful at.
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10/17/07, 8:16 PM
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#23
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Glass Joe
Blood Elf Paladin
Hellscream
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Originally Posted by Prinsesa
/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+(G etCombatRating(CR_DEFENSE_SKILL)*150/355 + 20)*0.04,1,0.5,0)
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I've seen this macro on the official forums several times, but I haven't been able to figure out how it's not wrong.
Per the character screen, I have 286 Defense Rating, giving me +120 Defense Skill (286 * 150 / 355 = 120.8, round down), for a total of 490 Defense Skill ( adding that 120 to 350 base + 20 talent).
The function GetCombatRating(CR_DEFENSE_SKILL) returns Defense Skill (120.91054534912 for me), not Defense Rating. There's no need to multiply it by 150 / 355, from what I can see.
Am I not understanding the formula properly?
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10/18/07, 6:02 AM
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#24
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Mod
Gnome Monk
Azjol-Nerub (EU)
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I have no idea on that regard, I just copied and pasted it in myself after giving it some in-game tests and it works. I'll do some further testing on it though.
As for Denogran, while I understand what you're talking about, in general a lot of fights in Hyjal/BT are basically capable of being handled by any kind of tank. There are a few exceptions here and there (E.G. Paladins might make a better infernal tank at Anetheron due to superior ranged aggro capabilities, and the mechanics of the Reliquary of Souls fight makes Paladin tanking on it unwise unless your guild severely outgears the encounter). Generally speaking it can be covered by the fact that "If it's multiple adds that spawn that need to be aggroed solidly fast, you're the best choice for it". I'll still add a section for it if though, but a lot of bosses can actually be summarized as "Do whatever your guild needs you for most in this fight".
Edit:
Any updates I'll be making will be held off until the weekend. I have a busy time today and tomorrow.
Last edited by Chicken : 10/18/07 at 9:26 AM.
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10/18/07, 9:37 AM
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#25
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Glass Joe
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Originally Posted by Denogran
Along those lines, a section with a prot-pally's role in every fight might not be the worst thing ever.
Gruul - Tank or heal. If you're sadistic/have a million spare mana pots OT. Make sure and time Holy Shield for Reverbs.
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FWIW, our OT whenever we do Gruul is a Paladin. (Our MT is a druid...yes we do things backwards.) He never complains about mana issues, but he might be chugging Ogri'la pots. Last night with a shadow priest in his group and JoW up on Gruul, he used one mana pot. He does not usually have a shadow priest, I believe, but JoW is often up on Gruul.
He has ~13.5k HP unbuffed. We have Gruul on farm and are making forays into Mag's lair and SSC.
Last edited by Poggrid : 10/18/07 at 9:39 AM.
Reason: Add note about progression
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10/18/07, 1:20 PM
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#26
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Don Flamenco
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Originally Posted by Poggrid
FWIW, our OT whenever we do Gruul is a Paladin. (Our MT is a druid...yes we do things backwards.) He never complains about mana issues, but he might be chugging Ogri'la pots. Last night with a shadow priest in his group and JoW up on Gruul, he used one mana pot. He does not usually have a shadow priest, I believe, but JoW is often up on Gruul.
He has ~13.5k HP unbuffed. We have Gruul on farm and are making forays into Mag's lair and SSC.
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Sure, your mileage may vary. I was stating what I've seen, and to this point the dps has basically outgeared me, meaning I really have to work my ass off to stay ahead of them. On a fight like Gruul, I'd rather heal or "DPS" than worry about the tanking.
As for the list, I know that not all fights will have a distinction. But I'd love for this thread to be somewhere I could point my guild leader and raid leader and be like, "There, that's how prot paladins work. Those are fights we kick-ass on. Those are the fights where we'll struggle on." Where I'm at now, my guild finally trusts me as a *tank," and I don't forsee much trouble going forward. But I've definitely had tells in the past along the lines of "I'm not sure how protection paladins work, and what your role would be for this fight, so I need to sit you."
Most writeups, videos, etc of boss kills don't have paladins tanking. Most of the threads in these forums start out with several pages of strategies without paladin tanks, because the people doing the first kills pretty much didn't use us. So when my Raid Leader reads a strat, they aren't necessarily looking for how to best use a tankadin, but more how to kill the boss period. So it's up to me to suggest what I should be doing, like "Hey, I can tank so-and-so in this encounter." A quick-list of paladin tanking roles on various bosses would be invaluable for me to link to, and most likely fairly helpful to people just starting their 25-man progression as prot.
If there's anything I can help with, let me know. I've been meaning to create a Prot Pally 101 post for my own guild for some time, but haven't had the spare time, so thanks!
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10/18/07, 2:59 PM
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#27
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Glass Joe
Human Paladin
Azjol-Nerub
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Might also be worth stressing how important it can be to get your DPS to give you those first few seconds to get aggro before they start opening up with the AE. DPS with an itchy trigger finger can make picking up AE packs a lot more challenging. I know I've heard of having DPS hold off a few seconds referred to as "common sense" in other threads, but if people are going to be looking at this thread for a definitive idea of how to utilize prot pallies, it might be helpful to let them know it's important.
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10/18/07, 3:58 PM
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#28
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Mod
Gnome Monk
Azjol-Nerub (EU)
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Ah that's a way of thinking about making a list of things a Prot Paladin is good for that hadn't occured to me. I guess it makes sense not all of us are guild masters and/or raid leaders themselves. It should be easy enough for me to compile something like that, especially since I have experience with pretty much doing anything in tier 4 and tier 5 content, not in tier 6 content, but I have pretty broad experience there as well by now.
And good point about telling people to give their pallies a chance to aggro. I'll probably cover that properly in the Hyjal section since it matters a lot there.
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10/18/07, 8:27 PM
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#29
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while(!sleep)++sheep;
Draenei Paladin
Argent Dawn (EU)
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It's worth putting in a section covering general stuff you need to tell people who've never raided with a prot pala before.
I spent an inordinately long time explaining to my newest guild why one shaman spamming lesser healing wave was not sufficent to keep me up because of the difference in incoming burst between warriors and paladins.
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10/18/07, 10:33 PM
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#30
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Glass Joe
Dwarf Hunter
Bloodhoof (EU)
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hey folks, apologies if this isn't the correct thread to ask such a question but I have a request for some theorycrafting for a protection paladin.
Firstly, this is regarding the changes to some of the talents in patch 2.3. These talents are Vindication, Persuit of Justice and Seal of Command. I've been experimenting with the talent calculator on WoWhead and found that by losing 1 handed weapon specialisation, I have the following choices;
3/3 Vindication and 2/3 Persuit of Justice, or 3/3 Vindication and Seal of Command with 1 talent point spare to put in something else.
So the question is, How effective is vindication when tanking things like trash mobs in raids? I'm aware most bosses are immune to the effect. Also, is a -2 or 3% chance to be hit by a spell going to make much of a difference when tanking spell casting mobs? and, if the benefits are substantial in any way, is the loss of the 5% damage from 1 handed weapon specialization still too much of a loss to justify taking those talents.
Also in regards to seal of command, my thinking was getting a slow 1 hander and using the seal for something like offtanking might be a better choice then tanking with seal of righteousness or vengeance. The randomness of seal of 'casino' makes me unsure however.
I'm sorry if this question has already been covered but I couldn't find any information on it.
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