sexy!?!?!?!?!?!?!?!?!?!??!
some sweet pally tank gear for shure. i can't wait to see the rest of the set stats.
For tankadins, strength is secondary to +damage. Given that holy damage generates much more threat with Righteous Fury active, melee damage isn't vital for aggro control. Seal of Righteousness and subsequent Judgements, in addition to Holy Shield, Consecration, &tc, all generate sufficient aggro and rely on spell damage, not strength. Stamina, intellect, spell damage, and defense are a tankadin's primary concerns.
Dodge helps mitigate crushing blows by pushing them "off the table," in addition to parry, block, and being missed. Given the linear determination of an NPC's potential hit consequences (miss, dodge, parry, block, critical, crushing-blow), properly bolstering the evasive possibilities (the first four options) preclude crushing blows entirely. This is why redoubt is vital for paladin tanks (and shield block, for warriors): both skills enhance the chance to block by a high amount, diminishing crushing blow potentiality.
Furthermore, strength only reduces the amount of damage mitigated by a successful block. I'm not qualified to say this mitigation is unimportant: I've got a major in druid tanking and only a minor in tankadins. However, the formula values blocked damage reduction at [(Shield block value) + ((Strength / 20) - 1)]. In other words, 1/20 of your strength reduces the damage you block. Remember that the amount of damage blocked is computed only after armor and defensive stance/ improved righteous fury mitigation, further diminishing the overall blocked reduction. Regardless, strength does not enhance block chance.
In conclusion, dodge is vital and strength (I suspect) only minorly so.
strength only increases block by a minuscule amount, as well as white damage, which as someone with an i.q. over three stated paladins don't need.
Paladins are a caster class - we need +spell and int.
As for dodge, it seems okay so far. Holy Shield and Redoubt make chance to block like 60% more than normal, so +dodge is actually kinda nice if block isn't at 100% so that you may not get hurt if you don't block.
also, Gelf dodge looks funny and stupid.
Strength is useless for tankadins. All our aggro is from spell dmg and the higher spell dmg bonus one has, the higher threat per spell hit you get depending on the spell coefficients for the spell.
Strength only gives 1 block value per 20. Refer to the equation [(Shield block value) + ((Strength / 20) - 1)] at http://www.wowwiki.com/Formulas:Block That's very negligible. The equip stat that says "Equip: Increases the block value of your shield by x" is the way to get block value. Strength is warrior's stat for aggro. Tankadin equivalent is the combination of equip block value and spell dmg.
In ohter words, if you want block value , get the equip stat "Equip: Increases the block value of your shield by x" and it will cost less in terms of item value. If you want more aggro, get +spell dmg.
At Hyjal level, your sum would well over 102.4%, making you well over uncrushable. Actually kara gear can maek you uncrushable, even blue 70 gear if you mix it up right. Extra dodge and parry is always good. The lightbringer set has tons of parry and dodge instead of block, keeping you well over uncrushable sum but probably gives a tankadin 30% dodge.
Our holy shield has 8 charges in 8s and is never used up MTing a boss, while warriors have 2 charges in 5 or 6s with their shield block. Using holy shield all the time during the Gruul and Lurker fight, I had literally 0 crushings in the entire fight even with all the grounding effects taht a MT encounters on Gruul. I wear SSC equivalent and kara gear , and my sum is 103%.
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Yes, Sicibus said that when I only had the "Strength is useless for tankadins " comment. He is referring to that one.
kinda odd, as it's not really tank gear since it doesn't have +str, but not really healing either, cuz the +healing isn't anything special. Only time will tell...
killman51 you MORON
You, my friend, are a retard. I would consider a vasectomy.
lol Strength is one of the last things tankadins need... spell damage, defense, and stamina are ALL we need... shield block and intellect are just icing on the cake
anyone have any screen shots?
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set looks alright (seen a video on youtube), tho the head piece is just 3 colored flying balls, looks more like Crown of endless knowledge, so sad, would be cool if it looked like the t2 head slot :)
search for world of warcraft tier 6 armor and you should find the movie (all classes are shown in it)
This is definately a tankadin set, but the dodge rating confuses me, part of our threat comes from being hit & blocking, so wouldnt that be a bad thing?
Other than that the stats are fantastic, its like they want us to tank end game or something :P
just saw the set bonuses, omfg hell yeah
No, dodge is very important. Most of our threat is from consecration / judgements although we do get a decent portion from blocks. Dodge can be troublesome at too high a rating, but around 20-30 is good because you get much better mitigation than say, shield block. Also, we don't have the "no rage zomg" problem that wars do. I like 20-30 dodge and parry, the rest shield block to stay uncrushable.
The set is just the same as for t5 and t4, you can choose between 3 different sets each specialized for one spec
Dodge rating is good. Tankadin aggro is a mix of offensive and being-hit spells. If you have enough spell dmg bonus, you can take dodge rating and have plenty of aggro. If you just use Dev aura for more armor not ret (cause it only does 25 (40 with cryst 2 equip bonus), using Sanc blessing, and holy shield, you will reflect dmg on blocks, and for your offensive spells use consecration, seal of righteousness, judgemetn of righteousness. You can judge the enemy with seal of crusader to get each spell (passive and offensive) to be increased by up to 180 spell dmg too), but use this after your first big spell hit on the npc like avenger shield pull or judgement of righteousness.
The "being-hit spells",e.g., ret aura, sanc blessing, holy shield, are there for a tankadin to hold aggro on targets that he is not hitting. It gives tankadin the ability to hold multiple targets but it by no means is the main source of aggro. The offensive spells finish the job to build aggro on the dps target.
If you want to mitigate well, you will get high spell dmg and dodge and parry rating.
Holy shield has 8 charges of blocks, which means in 8 seconds you could potentially generate 200 spell dmg on npc hitting you per block +40ish per same block from sanc blessing, 8 TIMES in 8 SECONDS. Add some dodge and you have good mitigation. It's not a big deal.
Just get 300 spell dmg. Here is my armory. I change gear alot between dmg gear and tanking gear and Fire Res gear so perhaps when you look at it, its my tanking gear - http://www.wowarmory.com/character-sheet.xml?r=Bleeding+Hollow&n=Embher
By the way, warriors have shield block that raises their shield block rating by 75% passed uncrushable. We have holy shield that makes us uncrushable (assuming you have about 67.1% sum of dodge parry block and miss% from defense and base 5% miss, which is usually gained with about 19% average of each dodge block parry%). However, warrior's shield block only gives 1 block in 5 seconds (2 blocks in 6s with Improved Shield block) and then the 75% block rating increase is lost and they are crushable in the next 5 s (or 6s)until they can use it again.
Tankadin's holy shield has 8 charges in 8 seconds (with improved holy shield), meaning Tankadin is CONSTANTLY uncrushable, while warriors are not. While warriors have 1k more hp, they are getting hit with crushing blows that are 4k more dmg! Crushing blow can be 8k instead of normal partially blocked hit of 4k. AND THEY SAID TANKADIN can't mitigate! YA RIGHT!?
It looks like on bosses that hit more than once in 5s ( twice in 6s), tankadins mitigate more than warriors!
ZOMG i want this set so much >.< aHHH!
You sound like a real hunter/warrior -.-
like as of today has any 1 ever got this within the new patches/bc/no private servers? i would really like info but the armor on this KICKS ASS
Wow, nice. But dodge? rather have block rating...
This is on Thunderhorn-Horde and a BE pally has one of the T6 pieces.
this info is nice and all... but...
where the christ do you get it?
vendor? drop?
eh?
The token for this drops off Archimonde - last boss in Hyjal Summit. The tier6 vendor can be found in the first room of Hyjal Summit - right as you enter the instance.
is there a better tankadin set than this?
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Don't let this 2 piece set bonus fool you. It only gives you a 1% addition to your SA attunement ability for a total 11% mana return from a heal. The text is misleading.
dodge > block when facing heavy hitters.
block = cheap way to push crushing off the table. Technically, block =/= avoidance. But it's a good way to mitigate damage.
You do need to have a fair amount of block value to say be good in mitigation though.
the mitigation you get from block scales different with different type of bosses. Obviously, you get more mitigation from block as the boss hit softer.
block is good for AE because soften the damage you take and give you a lot more threat.
why doesnt blizzard understand that we don't need tons of intellect? i'd rather have a small mana pool with more avoidance than a big mana pool with less.
I'd love to have a ton of intellect. I OOM on every fight and what's better aggro than a huge spell crit from Judgments and Consecration?
What cracks me up is they called this a Faceguard when the thing doesn't even touch your head, much less your face!
This stuff is sweet but Tankading don't need dodge but it helps sometimea
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