Originally Posted by Krc
I would put something along the lines of adjust your stamina to armor ratio depending on how high the percentage of burst that kills you is magic through the rough ratios done by TheckHD on Maintankadin
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Thus far we've seen very few if any raid encounters in Wrath of the Lich King where magic damage played a significant role in a tank's death outside of abilities that you needed cooldowns to survive anyway. Magic damage can't burst, and thus it's typically either inconsequential or counterable by other means during progression.
Beyond that, there's not a whole lot of wiggle room for stamina gain. You have your trinket slots, and a few pieces of gear with more sockets than others, and that's about it. We're talking about maybe a 4-5k swing in HP as a Warrior, which is pretty minor in the face of mostly non-reducible magic damage. On the flip side, the encounters we've seen thus far in ICC put serious pressure on the tanks solely through melee damage, all of which is reducible by armor.
The point here is that you should gear for armor first, ignoring things like the badge stamina trinket in favor of a set that will serve you better throughout the zone, which is typically going to be an armor set. The 'magic damage burst' theory is great on paper, and it's a fine bit of math I'll grant you that, but the reality of the situation rarely plays out to take advantage of it. For the upcoming tank, things like the badge armor trinket will go miles towards putting them at an appropriate spot to tank things like Gormok's Impale or Marrowgar's Saber Lash, much more so than a secondary raw stamina trinket where they don't even have access to the top tier ones for quite a bit.
EDIT: Also should mention somewhere that chugging Indestructible Potions like candy is probably a good thing to do as a tank. If you drink a potion right before combat starts, you can drink another in combat and get 4 minutes of uptime on it. This is generally enough to cover most danger areas of boss encounters.