Archive for the Tanking Stats Category

Tanking Stats – Part 1: Overview

Posted in Tanking Stats with tags , , , , , on October 28, 2009 by Masscis

Over at Achtung Panzercow Linedan asked “Hit Rating: How much is too little?”

The simple answer is, if you have enough threat, you have enough hit. To fully understand this statement, you need to understand tanking stats. Tanking stats boil down into 2 categories; survivability and Threat.

THREAT STATS

  • ATTACK POWER
  • STRENGTH
  • HIT
  • EXPERTISE
  • AGILITY

AVOIDANCE

  • DEFENSE
  • DODGE
  • PARRY
  • AGILITY

EFFECTIVE HEALTH

  • STAMINA
  • ARMOR
  • AGILITY

MITIGATION

  • BLOCK
  • ARMOR
  • AGILITY

First the threat stats: Attack power is not a stat that’s going to show up on tank gear but I threw it on the list because strength gives us so much of it. Strength makes your hits deal more damage. Hit & Expertise go hand in hand as they increase your chance to make contact with a mob.

Survivability is broken into 3 categories; Avoidance, Effective Health and Mitigation. The king of avoidance is defense. Defense grants us 0.4% dodge, parry and miss for each point. Defense does not suffer from Diminishing Returns but the dodge and parry gained from defense do. Notice the miss, miss increases your chance to be missed by a mob and is not effected by DR. I call defense the king of avoidance because defense is the only way to get a mob to miss you and raises all of your avoidance stats simultaneously. This makes stacking defense over dodge or parry better because you are going to get more out of 1 point of defense. You won’t have 1 stat getting demolished by DR while another is neglected.

Most people dont’ understand Effective Health. They think effective health is stamina…you’re health bar. The thinking with an avoidance set is to not take damage. If you’re looking for an effective health set, you need to put as much stock into armor and block as you do stamina because the point of gearing for EH is to survive big hits, to absorb them. Armor and block take the edge off of a big hit. With raid buffs and after popping an armor pot I have over 35k armor. 35k armor on a 30k hit is going to mitigate 10k worth of damage. Instead of that hit taking 60% of my health (assuming 50K buffed HP) it’s only going to hit me for 40% meaning I can take another 30k hit and live.

Notice, Agility is in every category. 1 point of Agility grants a warrior 1 attack power and 2 armor. 73.5 Agi will raise your dodge 1% (minus DR) and 62.5 Agi will grant you 1% crit. Agility is not going give you a ton of stats in any category, it will give you a nice rounded set though. Putting it on you cloak in an avoidance set will give you a bit more threat and a bit more EH. Of course if you’re focusing on Avoidance, you should probably use the defense enchant instead.

This is a quick run down of tanking stats for any that are wondering. I will be following this post up with a break down on each stat / category, talking about consumables and about when to use EH / Avoidance / Threat enchants or gems.