Pardon the mega-post; I went a couple days without keeping up with the thread.
Originally Posted by Gromweld
However, it became abundantly clear during the final phases of the fight that Warriors are simply better tanks for MT situations like this.
- 6% reduction vs 10% reduction means he hits for ~1k more on average, but top-end damage means he can hit for 9k, 5k, 9k in a matter of 1.5seconds on a protpally where a warrior would only take 8k, 4k, 8k - in split-seconds like that, 3k damage can be the difference of "insta-gib" and "barely making it." This becomes even more apparent during Phase 5 when he Enrages and begins hitting for 11k/8k even faster...
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Hang on; I'm not sure I buy this effect being quite so large unless there's a pretty significant gear gap. The raw difference before shield blocking is applied should have the paladin taking a bit more than 4% more damage than the warrior. Shield block value will tend to widen the difference, but you'd need something like 10k block value to turn a 9k hit into an 8k hit.
If we assume a largish block value of 1k, then a blocked blow that does 9k damage to a paladin should do (9000+1000)*(0.90/0.94) - 1000 = 8574 damage to the warrior. That's not a negligible difference, but it's less than half of 1k. The 5k hit on the paladin is going to hit for 4744 on the warrior, so your total difference for the 9k+5k+9k chain is going to be around 1.1k, not 3k.
And on a fight like Illidan (as I understand he dual-wields and you need to save SB/HS for Shear) I would expect a paladin to be blocking a decent bit more often than a warrior, which would make up most of the gap.
Have you observed a warrior geared comparably to yourself under the same conditions? I'm guessing you haven't (since if you had, and you'd seen these differences, I'd think you would have had the warrior do it) so... I mean, I believe that you were getting hit really hard, but it might just be that he was hitting you really hard because that's what he does.
Disclaimer: Haven't seen the fight myself, so I may be misunderstanding the mechanics, and I certainly agree with your other points re: Shield Wall/Last Stand and the hp gap.
Originally Posted by Schnappi
I'm not 100% sure, but I believe that Defensive Stance counts as a buff too. So it's not Paladin specific.
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Yes. This actually became an issue on Twin Emps, which was the first fight that really required you to fully optimize your tanks. It was worse at the time because many equip bonuses on items actually functioned by adding invisible buffs to your character, which counted against your buff limit (this has been corrected since) and so at some point in the fight an MT's buff bar would occasionally overflow and the tank would lose Defensive Stance and go into a stance-less state, during which he would take 10% more damage and be unable to shield block, and hence basically die.
Originally Posted by Oggie
And not to play backseat mod, and this isn't my thread- but shouldn't we do most Q&A in the MT thread and save this for stuff directly relivant to the OP? This thread is more of an abstract, we should probably do specific boss/encounter stuff over there.
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I think Beef said in his "make a thread" sticky that he was going to lock some of the old threads (i.e., our MT thread) once the new threads (i.e., this one) got well underway, so I'd imagine the intent is for discussion going forward to happen here.
Originally Posted by Morganim
When solarian is disapearing get the whole raid to bunch in the centre.
Then watch the portals spawn 9/10 times ive found there are 2 close together and 1 further away.
Plant a consecration between the raid and the 2 close together portals, target a mob in the 3rd portral and throw AS. Once Consecration is back plant one dead centre of the raid, by this stage the raid spreads back out and starts to aoe.
This almost always works for 90% of the adds and the few that run off can be easily dealed with by mages and a fireblast/icelance etc
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This is what I do and it basically lets the AoE open up immediately, which means the adds are pretty much dead once the priests spawn. There's really no need to get solid aggro on all of them; any random clothie should be fine with 1-2 adds beating on him so long as the healers aren't asleep. You just need to get them locked down well enough to prevent all the adds going after your highest-threat AoEer.