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  1. #11

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    Afaik, crushing blows only occur, on mobs of much higher lvl than you (3+) - ie a bosslvl mob who is considered 3 lvls above you, can crush. Source: http://maintankadin.failsafedesign.c...opic.php?t=331

    So to tank fairly well in heroics, uncrittable will do fine. 485 defense will make you uncrittable against lvl 71-72 mobs. 490, and you're "safe" from boss'es also (real raidbosses, not heroic ones)

    Next is adding avoidance so you don't get hit that often, or at least mitigate the dmg somewhat. And here, defenserating, dodgerating, parryrating and blockrating/value comes in handy.

    Each point of defense, increases your chance to dodge, parry and block by a mob. It also decreases the chance a mob will hit/crit you. The critchance for mobs are all 5% for equal level. 5.6% for bossmobs.

    Resilience is a cheap way to reduce the chance to be critted, so for a tankadin, the S2 gavel (mace with spelldmg) is a really good starterweapon for tanking, along with stuff that has stamina, dodge, defense, block and parry.

    Dodge, Parry and misschance are all complete avoidance. These will make you take less frequent hits from meleemobs. Block is partial avoidance, and can be compared somewhat to armormitigation. It reduces the dmg you take. In case of bossmobs, it also prevents crushing blows and/or crits. (by the time you reach uncrushable, you are allready crit-immune)

    The more total avoidance you have, the better. But do not forget stamina! Stamina lets you survive streaks of hits, that would otherwise kill you. (sounds simple, I know) So yes, definately gem for stamina, at least in the beginning. Imo.

    Regarding spelldmg, it is the bread and butter for your tanking. Seal of Righteousness and Seal of Vengeance scale very will with +dmg, so does consecration and holy frisbee. Judging SoV and SoR scales poorly, but it still adds a nice threatboost if you need it. Once you get a bunch of "pala plate" with both stamina, avoidance, sockets and spelldmg on it, you will never go back.

    Str adds very little threat, low amount of dps (your abilities don't rely on +str/ap) and a pathetic amount of blockvalue. It's below +spirit in usefulness for tanking. (yes, I truly mean that)

    Agility adds a bit of dodge - but is also a low priority, considering the amounts needed to get decent dodge. If a shaman is in your group, you will almost always want Wrath of Air over Grace of Air, and Stoneskin over Strength of Earth. And mana totem ofc

    Lots of more reading about tanking as a paladin, head on over to http://maintankadin.failsafedesign.com - they have a very large source of information about everything a tankadin needs to know.
    5 * BOOOMkins, the stars WILL fall!

    Exalted with:
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    Timbermaw Hold

    5boxing on DraenorEU since June 2008

  2. #12

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    Spell damage is pretty important to a prot pally.

    Sort of varies on what your doing though.

    Like a hyjal prot pally needs a crapload of spell damage to make it easy. Our prot pally had like 600 and we would often give him WoAir.

    If your only boxing 5 mans with a team of 5 I would suggest to do whatever feels right to you. If you find yourself getting caught by your slaves I suggest getting more however stam/skill def is important too.

  3. #13

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    Quote Originally Posted by 'Vyndree',index.php?page=Thread&postID=94336#post9 4336
    +agility (dodge rating)
    Agility is a very uneconomical stat to stack for tankadins. Personally I increase my dodge rating through dodge/stam gems and items with on-equip dodge rating.

    quoted from http://maintankadin.failsafedesign.c...opic.php?t=163 Pre-raid Tanking: Theories, Goals and the Gear to Get There

    Granted the topic is covering uncrushability which as others have stated concerns raid bosses, but this is achieved by raising your mitigation/avoidance in order to drop crushing blows off the table. Against a non raid boss mob, this will just result in dropping more normal hits off the table, and that can only be a good thing.

    Let's take a look at ratings and what they mean for us.

    2.4 Defense Rating = 1 Defense = .04 Miss/Doge/Parry/Block

    18.9 Dodge Rating = 1% Dodge

    31.5 Parry Rating = 1% Parry

    7.9 Block Rating = 1% Block

    25 Agility = 1% Dodge

    Assuming 1 Rating = 1 Item Point...

    Until you reach 102.4%, Block Rating is the cheapest avoidance stat, followed by Defense, Dodge and Parry in that order.

    Once you hit 102.4%, 1 Defense Rating gives you 0.05 pure avoidance, whereas 1 Dodge will give you 0.53. Parry is even worse, yielding 0.031 pure avoidance. For comparison 1 Agi = 0.04 avoidance.

    At this point, extra Block is useless, so you should focus on Dodge, then Defense. Agility is worse than Defense, but better than Parry for Avoidance.

  4. #14

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    did you guys read the updates on pally tanking in the beta?

    we are going to scale with str / ap!

    rejoice! \o/

  5. #15

    Default

    It depends on your tanking goals.

    For Heroics where you don't need uncrushability:
    490 defense (485 actually, but it's a technical thing).

    When one is starting out with gearing, Stamina is more important to reach 10k health unbuffed.
    But prior to the extra +6% stam talent change, most tankadins put +12 stam gems to reach that 10k.
    Nowadays, 10k unbuffed is doable prior to getting raid drops/heroic drops.

    Once the 490 def, 10k is reached. Getting the 102.x % avoidance is doable even prior to KZ gear.

    For KZ tanking, with the Prince as a goal--lots of avoidance is better since it's a long fight with Phase 2 being more of a threat.
    But for phase 1 Prince, lots of spell damage is nice to get some lead threat and have dps start early.
    So, it's nice to have 2 tanking weapons: 1 with +spell damage (continuum blade, S2 gavel) for threat, and one for pure avoidance (mongoose, and a warrior-like tanking weapon Sun Eater).

    Some like stacking +block "value" for multi-mob trash clearing.
    Some prefer dodge > block > parry items.

    For most tanking gear upgrades, that +Stam and Armor goes up, the Block, Dodge, and Parry of the itemization just varies for the same item levels.

    But yea, Strength stat is currently the lowest of tankadin priority since 25 Strengh = 1 Block Value. Strenth suits a warrior tank more since it adds to block value, block value adds to threat, and strength translate to all damage.

    A paladin's threat from physical weapon damage is small compared to +spell damage threat (SoR, JoR, Holy Shield, Consecration, etc).

    If paladins scale with str/ap in Wotlk, what's going to happen to the +spell damage tanking set?
    Sanctume [Paladin] + [Team Shaman] Sanctumea + Sanctumei + Sanctumeo

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