WoW
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Submitted by Keiya on May 7, 2007
Please note that this [b]only applies to normal melee hits[/b], aka white damage. [b]Not yellow damage[/b]...yellow damage comes from special attacks and use a different calculation methodology all-together.
Okay, I think some people are confused about what exactly a crushing blow is and why it happens: A crushing blow is a hit that is 150% of normal damage and can only be dealt by mobs (not by players). It occurs whenever a mob has 15 or more points in Base Weapon Skill over a player's Base Defense (in other words, a level 73 mob vs a level 70 player :P).
So if you have skilled your character's Base Defense out to 350 (base means 350 WITHOUT any gear and WITHOUT any talent bonuses), only a mob with a Weapon Skill of 365 will be able to hit you with a Crushing Blow; in other words, a mob of level 73.
Also, remember that all possible attack outcomes on your character are mutually exclusive. In other words, a block is a block and a crit is a crit. You cannot block crits or dodge crushing blows....that is simply not the way hits are calculated.
Submitted by Keiya on May 7, 2007
I'll make this addition to my existing guides later today or this week but: In order to become completely uncrushable you need to have a total of 102.4% avoidance/block(not just 100%). The reason for this is that for each level a mob has over you, 0.2% needs to be subtracted from each of your avoidance/block stats. Just think of it this way: Every point of defense that you have increases all of your avoidance/block stats...it's something similar with mob hit rating (I don't think that made much sense but meh, starving).
All Burning Crusade boss mobs are at level 73, that is a 3 level difference. So you need to subtract 3*0.2% from your dodge, defense, parry and miss. That is a total of 4*3*0.2% = 2.4%. So for warriors and paladins, your goal should be 490 defense and 102.4% avoidance/block (with Holy Shield and the warrior equivalent up).
My paladin is currently at 500 defense and 102.5% mitigation/block. The trick is to time your Holy Shield so that it is *always up.* That means, taking the global cooldown into account. I got Crushed to death for 8k ~ 9kish the other week because I timed my spells poorly and had less than a half second where Holy Shield was down. Boo lol.
Submitted by Keiya on May 3, 2007
I got a new paladin toy last night: Justicar Shoulderguards off of High King Maulgar, just need to decide exactly how I am going to socket it. Lucikly, I got another crafting commission last night after the raid, otherwise I would have been too poor to afford two blue gems in addition KoT helm enchant (and healing gems/chant for the other shoulders).
I can't seem to find official release notes or screenshots of paladin Tier 4 set changes on the 2.1 PTRs (browsing limited at work), but from what I read, the Justicar Shoulderguards will have 33 stamina and 12 intellect. I skimmed the post, but it looks like they removed the MP/5 and some of the int in favor of more useful stats.
Total Changes: (From this post).
+31 Stamina
-4 Intellect
+14 Defense Rating
+4 Block Rating
+2 Parry Rating
+52 Block Value
+1 Spell Damage
-8 MP/5
+1 Yellow Socket
Submitted by Keiya on May 2, 2007
This list is centered around raid tanking stats, thus why it's focused on avoidance and defensive effects. I left off the spell damage gems, assuming that folks are getting it from gear + chants. White gems are left off because, who the hell sockets white quality gems. Shame on you.
I just pulled these off of WoWWiki. I hate picking through the entire gem list in order to find just the tanking ones. So for the sake of reference, all of the tanking gems are broken down by color.
Submitted by Keiya on April 30, 2007
Please note that this post is written from a paladin perspective. I neither have a druid nor a warrior :P. Warriors have a bunch of tools at their disposal: stance dancing, disarm, etc...but I don't really feel like listing every little thing. I'm just trying to cover the basics to give a general idea regarding the differences between Bear Druids, Prot Paladins, and Prot Warriors.
Mitigation & Avoidance
Paladin and warrior mitigation/avoidance is almost entirely gear based. In fact, both have the very similar gearing goals, with the exception that paladins need to be somewhat mindful of their spell damage and mana pool. Ideally, warriors and paladins will want 490 defense with 102% block + parry + dodge + miss. Paladins will want around 200 spell damage and around 4,000 to 5,000 mana.
Druids have a significantly higher dodge rating but can't block or parry in bear form, making them unlikely to completely push off crushing blows. Also, because of the lack of leather +def gear, they aren't likely to reach the magical 490+ defense in order to avoid crits. Druids though, have by far the highest HP and AC of any tanking class. They don't try to completely avoid crits and crushes like warriors and paladins, they just take them. For example: At least pre-nerf, many well geared tanking spec'd druids were AT the 75% AC mitigation cap with 20k HP.
Threat Generation
Paladins and druids have scalable threat generation, warriors do not (druids scale with strength/AP, paladins scale with spell damage). Warrior threat, on the other hand is based off of fixed value talents and abilities. It's a trade off: Paladins and druids can control how much threat they generate, but at the cost of stat/gem/gear slots. Though warrior threat is fixed, it's all skill based so they are free to focus on gearing mitigation and stamina.
Paladins can also front load a significant amount of threat because they start off with a full blue rage bar. Avenger's Shield + SoR/JoR + Consecration = thousands of threat in seconds. The fast a tank can generate threat, the faster the DPS can start nuking. On the other hand, paladins LOSE mana while warriors GAIN rage. Even with Spiritual Attunement, a paladin will expend more mana they they will get back.
Multi-Mob Tanking
Warriors can Demo Shout in order to gain initial threat on a group of enemies, but it doesn't generate a significant amount of threat. To my knowledge, they pretty much have to constantly switch targets in order to hold aggro on multiple mobs.
Druids are a little better: Demo roar will generate a small amount of threat (similar to Demo Shout AFAIK) and swipe will generate a significant amount of threat on up to 3 mobs. Any more than 3 and the druid will have to tab switch targets ala warrior tanking.
Paladins are ideal for multi-mob tanking. Righteous Defense will taunt up to 3 mobs off of a friendly target and Consecration will generate around 200 threat per tick for 8 seconds on anything it hits. Also, the more the paladin is being hit, the more Reckoning, Holy Shield, and Redoubt will proc.