BC: Tanking GemsSyndicate content

Comments (2)

Shanatan's picture
May 7, 2007

I would like to point out that even though a +parry rating item is tempting to help with pushing you avoidance tanking to a new limit that there is a HUGE downside to parrying blows. Every time your parry a blow your next attack takes 40% longer to happen, now I don't know if this stacks or not, but I can definitely say that even if it doesn't it can really hurt a warrior's rage generation when tanking. So if you want a good ball park on what mitigation percentages to raise are as follows:

Block: 25% (give or take a few decimals or one to two percent no more no less)
Dodge: 25% (give or take a few decimals or one to two percent no more no less)
Parry: 15% (I really don't think that you should be worrying about your parry rate while tanking as a warrior)

I have read that if you've gotten block and dodge to 25% each that the best route after that is to keep stacking defense, sure it doesn't help your critical mitigation, but it sill helps to push your dodge, parry and block percentages in to higher brackets.

So there, you now have my .02

Keiya's picture
May 7, 2007

Err this might not make sense.......written in many one to two minute bursts inbetween doing stuff.

Hmm I'm pretty sure that parrying reduces your next attack by 40% not the opposite. Tankadin gearing is very very similar to how warriors gear, but there are slight differences in avoidance priorities I think, because of the differences in the way both generate threat and the strengths/weaknesses of each class' mitigation.

Parry though is the least efficient way to raise your avoidance because it's kind of hard to find. Of the avoidance stats, I like Dodge the best because it's easiest to get (can also be achieved with agility, which is sorta kinda nice because it scales with BoK).

Block is usually a preferred stat for paladins because of the way Holy Shield works and is easy to obtain. In short, blocking generates a lot of threat for tankadins, but it currently has only 4 charges (not really that much of a problem for most raid bosses though: 4 charges 10 second duration, average boss attack speed is 2.0).

Though, as long as I have mana, threat generation isn't really an issue at all...mitigation and health is because paladins start at a 1.5k-ish deficit in comparison to warriors and have to balance in spell damage and int in addition to parry/block/dodge/etc.

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