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10.2.7
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Feed back on character (def,Hit,block)
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Post by
hatman555
Hey guys,
I just wanted to get some feed back from some of the forum members on my pally tank.
http://www.wowhead.com/?profile=14229970
I just reloaded my profile today because we were finnally able to down 10 man HTOC, and what do you know, new weapon and shield both drop on the Anub kill.
So a couple things that worry me, and i would like others to key into are:
I love socket bonuses, i think they are free stat points that in the end add up for quite a bit overall. I think people that socket strait stam into their gear a wasting this. On the other hand I am not saying that stam isn't the best thing you can socket, as you'll see from my professions im using the dragons eyes in conjuction with the 3 prismatic sockets (belt,hands,wrists) to make sure that I can get those big stam gems in with out having to waste a socket bonus.
Because of my love for socket bonuses and me counting itemisation points. My def rating is currently sitting at 569.
The new gear has also brought my Hit lower and my block rating to a all time low of 16% O.o
Let me know what people think.
Thanks for the feedback,
Hat
p.s. Sorry for typo's and lack of links quick post on my way out of the office.
Post by
161859
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Post by
314776
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Post by
hatman555
Well to keep stam in the match, any yellow sockets would need to be filled with vivid eye of zul. That would give me +10 to hit and +15 to stam. YET, I am not having problems with threat, and I am glyphed for +8% hit on my taunts. My front load aggro is enoght so that if I so have a few misses here and there no one is coming even remotly close to pulling threat. Hodir is not a problem either because of the non missing taunts.
I would drop the extra def if threat does become a problem in the future.
Post by
43387
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Post by
blademeld
I agree with hatman on this issue.
Why fix something that's not broken?
If you don't have trouble with threat, the only concern is survival, and as minute defense is to survival, I would go for it.
Then again, threat is being nerfed by about 9% in 3.2.2, so I'd keep an eye on Omen and see if any DPS come close to 90% of your threat and make your decision on that.
Post by
MischievousLoki
You don't need a bit more of defense thatn 540 (+140) from gear, above that is wasted.
OOOOOOOOOOOOOOOOOHHHHHHHHHHHHHH
Why do 90% of tanking threads on this forum turn into this?
You are very wrong.
Post by
322291
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Post by
149504
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Post by
hatman555
Ok,
2 Things here:
1.) Def above 540 is good, I know this. Everyone else should know this. If you are a big poster on these forums then you should learn that 540 is not a CAP it is a minium. Being crit immune is not the only things that Def does, it raises all your other defensive skills, dodge parry and block. we are not a DK we can use shields, we are not a fury ball of HP fluff, we can parry, Def gives paladin's all 3 and it is good!
2.) I got some more gear last night, We downed 10 man H TOC with 49 attempts left ( the wipe we had was on faction champs >_<) and the tribut chest had 4 trophies in it. I was given 2 last night and was able to get some more great gear upgrades. Any i lost even more hit. I was down to 36 hit, but up to 572 def. I decided to start to socket hit and it was a very good thing I did.
While i do not have problems with long term agro, It is short term aggro that is really affected by hit. On a single boss, if you have a hunter MD you at the beginning, then no problems there, but if you are dealing with two adds, while everyone else is on the boss, and you have 3 seconds to pick them up before all DPS switchs with no MD. well that means you have 2 attacks to get higher on the table than a crit crazy mage. With 36 hit rating I'm missing bosses at 5%, thats not a RNG (random number generator) that I want to put my money on.
I think
Hammerlock
says it best.
Yeah, I really hate watching those HOTR animations go off into the wild blue yonder. Missing one of those in a situation where your dps is using a lot of AOE can cause a mob to peel off you and make you work to get it back, thus causing your threat on the other mobs to slip... you can see where this is going. Guildies don't like having repair bills because their tank dropped aggro on a mob, especially when a chain reaction breaks out.
I will look into the hit food if I see that quick add threat is still a problem after my last socket changes. I added over 40 hit in now so i should be ok.
Hat
Post by
ArgentSun
Yeah, I really hate watching those HOTR animations go off into the wild blue yonder.
*chuckle*
@
blademeld
, want to pull some quotes from MainTankadin on Defense and gemming? I know the math there is enough to scare many people and I won't be at home for many hours... You know, make a pretty thread, toss a sticky here and there? Because every thread
is
becoming a discussion about defense, dodge, parry and hit/expertise. Might as well point to a single place.
Post by
hatman555
Hell, If blademeld doesn't want to get on it, I will. I got work and then classes to finnish up today, but when I get home I will do some looking into the 540 Def issue and post something.
Hat
Post by
blademeld
@
blademeld
, want to pull some quotes from MainTankadin on Defense and gemming? I know the math there is enough to scare many people and I won't be at home for many hours... You know, make a pretty thread, toss a sticky here and there? Because every thread
is
becoming a discussion about defense, dodge, parry and hit/expertise. Might as well point to a single place.
You mean add onto the FAQ?
I can add the following in if you want:
I don't believe sourcing for this data is necessary, it's commonly known that Defense gives the highest avoidance per point before diminishing returns but the avoidance from "miss" drops to nearly 0 per point around 540.
Which puts defense on the same par as it was in tBC, where dodge gives most avoidance, defense second, parry third. Unless that is you stack so much dodge that diminishing returns crush it, the ratio being 1.88 to 1. (or 1 to 0.53)
And defense will always provide the most avoidance/mitigation.
When it comes to balancing threat and mitigation, it becomes a bit more tricky to put down on paper, so to say. That would be something that you would have to figure out through experience and group composition. Say if you're in a heroic and all your DPS are in T9, I would have to assume that threat is the most important, however, if you're in progression, chances are, survival is more important, excluding few boss fights, such as hardmode encounters.
For threat itself, Strength, hit and expertise are all relatively well balanced on the scale, but as a tank. You'd still want to fill out certain things first.
Strength is a base threat stat, due to the fact that it increases damage, directly or indirectly, on everything except Retribution Aura, which will change in 3.2.2. It also increases block value, which is a decent mitigation stat. This makes Strength ideal over Expertise for multi-mob tanking and tanking overall.
As a paladin, you will have a assumed base of 16 expertise, that means that you only need 10 expertise to get to the soft-cap, that is ~320 rating on gear. Expertise is important because it reduces chance to be dodged and parried, however, only melee, SoV and HotR are effected by this making it ideal for single target tanking.
You will have a base of 0 hit, that is to say, you need 7-8% hit depending on your faction. that's ~250 rating. This will only apply to yellow sockets, hence, a question of Defense rating to Hit rating. You should socket as you fit for threat or survival.
But I really don't see it necessary.
Post by
Quest
ditch the def gems and replace with hit or dodge or parry. dont go that much over def cap...
otherwise it doesnt look bad.
You don't need a bit more of defense thatn 540 (+140) from gear, above that is wasted.
Do
not
listen to this. It's sooooo last expansion...
Read up on the optimal def-/dodge-/parry-rating if you want to min-max avoidance with respect to diminishing returns. Def above 540 is usually good unless you have ridiculous amounts of it. I thinks there's a good post on tankspot or maintankadin.
I think it's close to 2.4:1.88:1, but you have to do some math to get the correct values.
This except dont calculate def at that ratio, there are jumpoints instead due to the floored nature of defense. 1.88 dodge/parry is accurate.
Post by
149504
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