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05/08/09, 5:42 AM
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#1201
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Banned
Blood Elf Paladin
Kil'Jaeden
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Gemming for agility and stam instead of dodge + stam, what are your thoughts?
Gemming for Strength vs. Agility in an avoidance set?
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05/08/09, 7:07 AM
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#1202
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Von Kaiser
Blood Elf Paladin
Bloodscalp (EU)
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In the OP you can find all information about agility. It is indeed a powerful tanking stat and most definately a viable option to the "standard" 8 dodge / 12 stamina for red slots.
A choice between agility and strength I would put my money on agility for both a mitigation and an avoidance set. Whereas strength "only" provides threat and mitigation, agility gives theat (crit), mitigation (armor) and avoidance (which is all Ulduar tanking is about!)
Quick comparison (forgive me for any wrong calucation!):
8 STR= 16ap, 4bv (Before applying Redoubt, Kings and Divine Strength)
8 AGI= 16armor, 0.15% crit, 0.15% dodge and (before adding Kings)
# Agility (agi)
* 52.08 agility = +1% dodge chance. This is somewhat less efficient than Dodge Rating at increasing your dodge chance (39.35 dodge rating = +1% dodge chance), but with Blessing of Kings the number decreases to 47.35 agility, which makes it about 80% as efficient as agility.
* 52.08 agility = +1% melee crit chance.
* 1 agility = 2 armor.
* Agility is often overlooked as a tanking stat, but it's actually an efficient way to get avoidance, mitigation, and threat from one stat.
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05/08/09, 1:24 PM
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#1203
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Piston Honda
Blood Elf Paladin
Sen'jin
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Originally Posted by VorenusKJ
Also, I'm tired of people sticking to BC terms like MT and OT. You can switch it up week to week now, tanking bosses and then going to adds. Vezax is the only fight that I can think of that a specific person should be used, and even then it is still possible as a prot pally.
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I kinda am as well, but there are a lot of fights in Ulduar where there is an add component. I end up tanking adds and not the boss in most situations because we run with 2 warriors and myself and a dual spec resto/feral druid. Warriors are just god awful at add tanking, so they end up on the bosses most fights while I keep the adds under control.
I don't mind it much as it is far more entertaining than spamming a boss with cooldowns and once in a while using DP.
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05/08/09, 4:03 PM
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#1204
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Still Bald Bull
Human Paladin
Earthen Ring
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Basically,
agility = good avoidance + slight mitigation + tiny threat (from crit)
strength = slightly more mitigation than agility + good threat/dps.
Technically strength is better than agility for mitigation, but even in a mitigation-stacked set you're probably better off going for agi anyway. Strength is only worth stacking for threat and dps.
Originally Posted by path411
AD's rare chance of a bad interaction with Blood Draining is not something to downrank the enchant on. Any heal/healthstone/healthpotion has a chance of working badly with AD, this is a fault of AD, not of the heal. It comes down to a low chance of hurting you, with a very rare chance of actually killing you (Planets align against you). While the enchant most of the time will help you, and much more likely (than the chance of killing you) save your life.
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Generally I think people make too big a deal about the chance of a heal to screw up AD and get you killed, but there's definitely more reason to worry about Blood Draining than about other heals because the heal from BD is specifically triggered the instant you enter AD territory. It's much more likely to help than to hurt, and even if it does hurt you it's highly unlikely to result in your death, but that doesn't necessarily mean it's worth having BD over another enchant (Blade Ward being the obvious alternative.)
I think I still like Blood Draining, but like I said earlier if it were triggered at say 25% instead of 35% I'd be a lot more comfortable with it. (I definitely like the idea of having a save-your-ass enchant that triggers at low hp.)
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Re the whole MT/OT thing, I think most people at this point would agree that a good 25-man raid needs multiple tanks each capable of doing both MT and OT/add work depending on what the encounter calls for.
But there's also a matter of what people are good at. MTing, in my experience requires a different skill set than OTing. Being a good MT usually means reacting quickly to emergencies by using the appropriate cooldown, whereas being a good OT usually means having good spatial awareness of the "battlefield" and being able to track multiple objects at once. Some people are better at one than at the other. (Personally I think I'm pretty good at picking up adds, but I'm a klutzy MT -- we wiped a LOT on Brutallus due to me missing cooldowns and such.)
Really, MT and OT are just words. If they have useful meanings for you, then use them. If not, then don't.
***
As far as the guide goes, I'm still recovering from wisdom-tooth removal. Should be back to playing and working on the guide next week.
Last edited by Cathela : 05/08/09 at 4:17 PM.
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My comrades are my weapons, and I am their shield.
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05/09/09, 12:27 PM
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#1205
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Von Kaiser
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Originally Posted by VorenusKJ
Gemming for agility and stam instead of dodge + stam, what are your thoughts?
Gemming for Strength vs. Agility in an avoidance set?
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From everything I can tell... (based on lots of rawring/chart seeking)
Gearing for excess def is only beneficial over dodge/agi if you aren't at the block cap.
After the block cap, dodge/agi are the best gem mitigation stats. (armor excluded...)
Agi yields less mitigation then dodge.
Agi yields additional survival points.
Agi yields an overall increase in threat, where addition dodge lowers your threat.
So unless that additional avoidance from dodge vs agi puts you at the block cap, agi does seem to be the better stat for tanking. In terms of survival/TTL, agi and dodge are very similar, though agi will actually help if you get an avoidance streak fail. In terms of threat agi is nearly as good as AP.
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05/09/09, 1:07 PM
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#1206
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Don Flamenco
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How are folks looking at their upgrade paths in Ulduar25? I'm considering where to spend the first set of conquest badges at this point, with the help of Rawr, and the first decision is whether I'll want to shoot for the 4 piece aegis set bonus or go piece-meal and pick up non-set item upgrades for some of those slots.
No doubt the 4 piece bonus is nice for mitigation and threat, though beyond the chest piece none of the items are really best in slot, per say, according to Rawr.
If not going for the 4 piece, the conquest badge gloves seem like a smart buy. If going for the 4 piece, the shoulders are a good candidate to keep as the non-set piece, meaning that badges are better spent on the chest and helm while waiting for the aegis glove token to drop.
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05/09/09, 10:33 PM
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#1207
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Glass Joe
Blood Elf Paladin
Deathwing (EU)
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Hello there!
So today i got T8 head from 10 man ulduar, and dropped my 4 set bonus on tier7 ( not that great, but it has been to great help sometimes ) And i decided that i might aswell drop the tier 7.5 chest for [Dragonstorm Breastplate]
But now i wonder if it really was such a great choice since i a few days ago got [Unbreakable Chestguard]
Now what chest would you choose and why?
My stats with [Dragonstorm Breastplate] is:
25.95% Dodge
22.01% Parry
21.48% Block - with 1199 BV
My armory link: The World of Warcraft Armory
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05/10/09, 2:19 AM
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#1208
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Protector
Ashstorm
Human Paladin
No WoW Account
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Looking at effective health, the Unbreakable appears better with the higher stamina, armor and extra block rating. However, your avoidance would drop. So it matters how you view health versus avoidance.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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05/10/09, 7:33 AM
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#1209
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by Mordekhuul
How are folks looking at their upgrade paths in Ulduar25? I'm considering where to spend the first set of conquest badges at this point, with the help of Rawr, and the first decision is whether I'll want to shoot for the 4 piece aegis set bonus or go piece-meal and pick up non-set item upgrades for some of those slots.
No doubt the 4 piece bonus is nice for mitigation and threat, though beyond the chest piece none of the items are really best in slot, per say, according to Rawr.
If not going for the 4 piece, the conquest badge gloves seem like a smart buy. If going for the 4 piece, the shoulders are a good candidate to keep as the non-set piece, meaning that badges are better spent on the chest and helm while waiting for the aegis glove token to drop.
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To be fair, the hard mode legs drop from algalon, so untill that point tier 8 legs are best in slot. (imo)
I'd never go for 4 piece unless -possibly- in a TPS set, block rating is just too much of a wasted stat on us.
I personally went for the gloves with my badges (to upgrade t7) but that's only because I will soon get the crafted belt. (had boots crafted because there was no belt crafter, half an hour later the belt pattern drops for some guild..)
I have a whishlist in the bookmarks of my other pc, but it should all be pretty obvious I think. The only thing bugging me is shoulder slot. From what I've seen, the best shoulders are still tier 7.
Oh, and a hard mode weapon (and shield) without expertise on it would be nice as well, but we may get to see that now the moved algalon weapons.
@Artroxa: If you do insist on gemming for avoidance, you should gem dodge over parry. The diminishing returns are much bigger on parry.
How's that gemming working out for you? In my stamina gemmed tanking gear, I have 0.7% less dodge, 2% less parry and 6k more hp, I'm not sure if I'd want to run ulduar with a 38k hp fully buffed tank honestly.
I'd highly recommend putting at least 1 point in SA as well. I'm not sure if the tradeoffs you made for Crusade and full Conviction are worth it either, TPS hasen't really been an issue in Ulduar so far. (and where it is, I just swap in some hit rating items and darkmoon deck)
Last edited by vorda : 05/10/09 at 8:15 AM.
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05/10/09, 4:41 PM
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#1210
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Glass Joe
Blood Elf Paladin
Deathwing (EU)
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About my gems: Atm some of them are abit wrong ( mostly the def gems ) since ive been switching around in some random gear etc and happened to run out of gold so yeah.
Im not sure about my stamina tough, in a 10 man i have around 36k hp buffed and it hasnt been a problem yet. In my oppinion my avoidance i superb, i can easily solo tank Emalon 10 man, and alot of ulduar 25 man bosses.
And about regemming to dodge from parry, as im quite high on dodge now wouldnt the dodge stat cost more since i have very much already as it is?
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05/10/09, 4:47 PM
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#1211
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Soda Popinski
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Theoretically there is a point where that is true but in practice you'll never reach those kinds of dodge/parry. So dodge rating is always better point for point than parry rating.
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05/11/09, 9:17 PM
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#1212
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Sour Bear Mojo
Mex
Tauren Shaman
No WoW Account
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Bleh disregard that, I can't read, somehow took it to mean that dodge had no DR.
My use of the MT / OT distinction was simply based on progression ideologies, where in a min/maxed situation you'd ideally have a single tank designated to gear up first with the 'best' loot to tank hard hitting bosses, while the 'off tanks' put slightly more emphasis on DPS gear for fights like Hodir / Vezax, or gear tailored towards tanking groups of smaller hitting adds. Some guilds adhere to this, others don't, I wasn't making any judgement calls, or insinuating any sort of lower status for the 'OTs' in any way. In fact, many of the fights these days challenge OTs just as much as MTs.
Last edited by Mex : 05/12/09 at 9:02 PM.
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A latent appliance fetishist is someone who refuses to admit to his or herself that sexual gratification can only be achieved through the use of machines.
- L. Ron Hoover
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05/11/09, 9:24 PM
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#1213
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Bald Bull
Blood Elf Paladin
Echo Isles
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Mex, the DR on parry and dodge is different - parry is capped at 47%, while dodge is capped at 88%.
This means that on top of parry being worse than dodge even before DR, when you're just looking at the flat conversion rate from rating to percent, parry is still worse than dodge once DR gets factored in, because it's hitting the DR curve earlier.
This is also why it means it's practically impossible for parry to ever become better than dodge.
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05/12/09, 8:36 AM
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#1214
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Piston Honda
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Originally Posted by Mex
Just to be annoying and nitpick, the DR on both stats is the same; it's simply that you need more parry rating to gain 1% avoidance than dodge rating. I realise that that's what you probably meant, I'm just being pedantic.
My use of the MT / OT distinction was simply based on progression ideologies, where in a min/maxed situation you'd ideally have a single tank designated to gear up first with the 'best' loot to tank hard hitting bosses, while the 'off tanks' put slightly more emphasis on DPS gear for fights like Hodir / Vezax, or gear tailored towards tanking groups of smaller hitting adds. Some guilds adhere to this, others don't, I wasn't making any judgement calls, or insinuating any sort of lower status for the 'OTs' in any way. In fact, many of the fights these days challenge OTs just as much as MTs.
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As Prinsesa stated, they have different DR curves. Check this thread out for more details:
http://elitistjerks.com/f31/t29453-c...gs_level_80_a/
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05/14/09, 3:54 AM
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#1215
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Glass Joe
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I'm showing an inconsistent tps from omen's reading and im wondering if i am misssing something. im currently specced 0/51/20, but i notice quite a few people going 5/5 in conviction over PoJ and Crusade.
my other concer is another threat gen trinket. i have the DMC greatness and i read some places consider [Anvil of Titans] as a better threat trinket than [Dying Curse]. i'm not desparate for threat at the moment, but i am trying to get to a point to max tps for individual tank encounters, i.e. malygos, hodir, and others.
The World of Warcraft Armory is my armory, any thoughts on how to max out tps in current gear.
my main problem is that although i can average anywhere from 3.9 to 5.5 tps, my hunters are averaging 5.5k tps. i need to up my threat to improve the potential of the dps classes i am running with.
Last edited by Slayeryoda : 05/14/09 at 8:36 PM.
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05/14/09, 4:29 AM
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#1216
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Glass Joe
Blood Elf Paladin
Дракономор (EU)
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Yesterday i got [Conqueror's Aegis Legguards], they have replaced my previous legs [Legplates of Sovereignty], I have gained some avoidance and HP (about 200 hp),dropped my Def to 541 down from 545.
Lost 8 expertise (26--> 18), lost softcap. At the moment i use [Cloak of the Shadowed Sun], I also have [Platinum Mesh Cloak], [Saronite Animus Cloak].
So I wonder which items combination will be the best, (btw am going to take T8 Gloves, change rings and craft [Plans: Spiked Deathdealers] so i afraid of losing Def Cap).
Feel free to check My armory and comment\Give an advice.
P.S. Sorry for mistakes, English is not my first language.
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05/14/09, 8:39 AM
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#1217
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Piston Honda
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Originally Posted by Cathela
Generally I think people make too big a deal about the chance of a heal to screw up AD and get you killed, but there's definitely more reason to worry about Blood Draining than about other heals because the heal from BD is specifically triggered the instant you enter AD territory. It's much more likely to help than to hurt, and even if it does hurt you it's highly unlikely to result in your death, but that doesn't necessarily mean it's worth having BD over another enchant (Blade Ward being the obvious alternative.)
I think I still like Blood Draining, but like I said earlier if it were triggered at say 25% instead of 35% I'd be a lot more comfortable with it. (I definitely like the idea of having a save-your-ass enchant that triggers at low hp.)
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This actually piqued my curiosity the other day, so I did some simulations to see exactly what Blood Draining does for your overall Time to Live (TTL). While there are a few approximations involved, the conclusion was that Blood Draining never actually decreases your TTL. While it does create situations where you'll get healed out of AD range and get leapfrogged, it also creates situations where you get healed within AD range and thus survive the next otherwise-fatal blow. The simulations suggest that the latter is always greater than the former, so BD always increases your TTL or survivability.
The first round of simulations (without healing) is here, the second one (which includes an estimate of constant healing between attacks to see what effect this has on the results) is on the second page.
Cobbling together a rough summary from those two posts:
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Originally Posted by Theck
- Adding healing to the equation extends the range in which Blood Draining is useful.
- A good rule of thumb is (AD_Threshold + Incoming_Heals - Boss_Hit_size) > 0. The bigger the value, the better the enchant is. For very large boss hits, blood draining becomes less effective.
- Blood Draining never reduces your TTL. The extra AD Leapfrogs it causes will always be at least offset by the extra AD saves it causes.
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****
Originally Posted by Cathela
As far as the guide goes, I'm still recovering from wisdom-tooth removal. Should be back to playing and working on the guide next week.
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Hope you feel better soon, I still remember feeling like a chipmunk for a week or so back when I had mine removed in high school.
I took some time to read over the guide to check for any inconsistencies with my MATLAB work over at maintankadin. So far, the only one I've been able to find is in the Talents section; you state that Seals of the Pure is better than Conviction for threat. My threat talent comparison suggests the opposite - at Naxx25 gear levels and higher, Conviction should be a slightly larger threat boost per talent point than SotP, and should remain so as gear improves. This is true even with the T8 2-piece set bonus equipped (which was used in that calculation), without the 2-piece SotP falls slightly farther behind. However, the difference is very small, on the order of 2 TPS. That plot also reinforces that OHWS and TbtL are our two best threat talents, which is consistent with your guide.
You don't mention the relative worth of the different buff foods in the Consumables section, though I'm not sure it's that critical. The Weapon Enchant TPS analysis shows that Fish Feast only lags Dragonfin Fillet by 30 TPS or so, which is about 25% less effective.
I'm not sure how you feel about putting images/graphs in guides, but if you'd like to nab any of my plots for your guide you're welcome to do so. The other one that comes to mind as potentially useful is the plot of TPS contribution from different stats in the Stat TPS Analysis for the gear section (the bar plot is probably the most succinct).
In addition, if you'd like a graph produced for other situations, let me know and I'll be happy to generate them for you if at all possible. It's the least I can do for all your hard work updating and maintaining the most comprehensive guide to Tankadinning on the web.
Last edited by Theck : 05/14/09 at 12:30 PM.
Reason: Added abbreviation definition for TTL
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05/14/09, 11:21 AM
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#1218
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Don Flamenco
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Originally Posted by Gdmanyak
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Grats on logging out in PVP gear and for not allowing private messages (I tried to PM first).
I organize my Stats as the following.... Defense cap > Avoidance > Stamina > Hit cap> Expertise cap > Strength. I like my HP pool to be above 42k with buffs to tank 25man bosses. Although anyone will tell you that you go for what suits your tanking needs :-). I often eat food to reach Hit cap.
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05/14/09, 1:54 PM
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#1219
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Piston Honda
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Has anyone tested yet the interaction of Sacred Shield with other shields, specifically Divine Aegis? I'm just wondering if Divine Aegis procs will always be used up before or after the Sacred Shield proc.
Note that this is largely irrelevant when boss tanking as the boss can likely hit hard enough to eat both together, but it does matter if several other shields are stacked like PW:S.
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05/15/09, 4:24 AM
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#1220
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Von Kaiser
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Originally Posted by Slayeryoda
The World of Warcraft Armory is my armory, any thoughts on how to max out tps in current gear.
my main problem is that although i can average anywhere from 3.9 to 5.5 tps, my hunters are averaging 5.5k tps. i need to up my threat to improve the potential of the dps classes i am running with.
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We can get to your armory from the link in your profile.
Without a WWS or WMO report, it's hard to tell what's going on - maybe you're missing some key buffs (I'm guessing this is 10-man) or maybe it's a question of ability usage. For reference, I hit around 7k TPS on Hodir with a slightly-less-aggressive gear setup than yours the other night: WoW Meter Online - Combatlog Replay in Engrish
Since then, I upgraded from Hero's Surrender and possibly one of the rings you've got, and maybe a belt (was Ancient Aligned Girdle).
Note that there were several points where I missed out on TPS - after a taunt during Frozen Blows, (deliberately - I generate a lot more threat compared with Signal) and a couple times when kiting him closer to starlight buffs.
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05/15/09, 2:17 PM
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#1221
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Bald Bull
Blood Elf Paladin
Echo Isles
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Apparently Blizzard is considering giving us Prot another tanking cooldown. This would seem to go a long way towards catching us up to all the other tanks and making the Glyph of Salvation less mandatory, depending on what the effect turns out to be.
Here's hoping it's not something like a souped-up Divinity: Increases healing done to you by 50% for 12 seconds.
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05/16/09, 2:58 AM
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#1222
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Von Kaiser
Human Paladin
Zangarmarsh
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Is there a good guide for Best in Slot gear for Pre-Ulduar and/or in Ulduar? I see lots of them for Ret and Holy, but far less for tanks.
I have one guildie in particular who insists specific tank items are BiS, while I prefer to think in terms of having the right gear for each specific job, but I'd think someone would have assembled a tank gear "ideal" list.
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05/16/09, 4:57 AM
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#1223
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Von Kaiser
Blood Elf Paladin
Argent Dawn (EU)
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Originally Posted by Raistlin212
Is there a good guide for Best in Slot gear for Pre-Ulduar and/or in Ulduar? I see lots of them for Ret and Holy, but far less for tanks.
I have one guildie in particular who insists specific tank items are BiS, while I prefer to think in terms of having the right gear for each specific job, but I'd think someone would have assembled a tank gear "ideal" list.
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It's as you say: for a tank, gear is tailored to the fight in hand. Obviously, there are some items like Last Laugh, which trump all others, but such a list would be largely meaningless to the majority of people. It might be possible to create a best Avoidance list, best EH list, best Block list etc, but even those would be highly subjective. The only way create a list useful to you is to generate one yourself, evaluating pieces based on how you value avoidance, stamina, etc.
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05/17/09, 7:30 AM
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#1224
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Piston Honda
Blood Elf Paladin
Drenden
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Has there been a formal determination of a change in how DivSac and DivShield work together? I've been reading rumors about Div Sac no longer extending the cap for a while now, but haven't really seen anything definitive. Is it still working as before on live but still up in the air on the PTR?
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05/18/09, 4:10 AM
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#1225
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Von Kaiser
Human Paladin
Terenas (EU)
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Originally Posted by Raistlin212
Is there a good guide for Best in Slot gear for Pre-Ulduar and/or in Ulduar? I see lots of them for Ret and Holy, but far less for tanks.
I have one guildie in particular who insists specific tank items are BiS, while I prefer to think in terms of having the right gear for each specific job, but I'd think someone would have assembled a tank gear "ideal" list.
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There are quite a few guides out there.
Pre Ulduar you might want to look at the Maintankadin website as there used to be one on there but I cant find it at present.
For Ulduar try this:
Maintankadin • View topic - Jayson's BiS Guide Discussion Thread
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