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		<title><![CDATA[TankSpot - Theory & Mechanics Discussion]]></title>
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			<title><![CDATA[TankSpot - Theory & Mechanics Discussion]]></title>
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			<title>General Easy Devastate/Threat Question</title>
			<link>http://www.tankspot.com/forums/f14/58409-easy-devastate-threat-question.html</link>
			<pubDate>Fri, 20 Nov 2009 21:07:27 GMT</pubDate>
			<description>When using devastate on a target that already has 5x sunder armor applied, do you receive the threat from renewing the sunder armor debuff or only from the damage caused by devastate?
 
I know its a stupid question but it is something in discussion with friends and i was unable to find a definitive answer in search.</description>
			<content:encoded><![CDATA[<div>When using devastate on a target that already has 5x sunder armor applied, do you receive the threat from renewing the sunder armor debuff or only from the damage caused by devastate?<br />
 <br />
I know its a stupid question but it is something in discussion with friends and i was unable to find a definitive answer in search.</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>HarassMe</dc:creator>
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			<title><![CDATA[Deathknight Swam's Deathknight Frost tank guide]]></title>
			<link>http://www.tankspot.com/forums/f14/58379-swam-s-deathknight-frost-tank-guide.html</link>
			<pubDate>Fri, 20 Nov 2009 09:36:50 GMT</pubDate>
			<description><![CDATA[This Guide is made as of patch 3.2 (with 3.3 in mind)
 
 There is a lot out there on Frost tanking and a lot of misleading information. I have been tanking as frost since Death knights came out, and went dual wielding as soon as it became viable. In this guide I will cover both dual wielding and two handed weapons, but My personal bias and opinion Is that the frost tree is far more effective if you take use of dual wielding.  
 
 This guide is also not a stand alone work. There are many strong resources here at tank spot that I draw from and  you should by no means read this guide and consider yourself a good tank if you are new to it. This guide will however help new Frost Tanks get a solid ground work as to how Frost works and what its strengths and weaknesses are.  
 
 Also to help yourself I recommend looking at other classes and specs guides, If not for the details of the class/spec, then for the bits and pieces of hints and tips on tanking in general and how to work best with other tanks. Frost tanks are strong tools when used well, and If you know how you work as a part of a whole, that tool will become even stronger.  
 
 Frost tanks are based abound mitigation. They are not self healers like blood. In some ways this makes them similar to the other tank classes.  
 
 Anyway on with the show.
 Part 1: Resources
 Part 2: Talents
 Part 3:Stats, gems, enchants and glyphs
 Part 4: Rotations and abilities
 Part 5: Setup and play  
 

 Part 1 Resources
 

 The death knight has two different resources at their disposal. Runes and Runic power. There are 3 different runes, and two of each rune. Blood frost and unholy. Most abilities use 1, 2, or 3 runes. others use varying amounts of runic power. The key to managing the death knight, is the effective use of both resources so you minimize ability downtime.  
 
 Runes when used are on a set cool down and can be predicted visually. Runic power is generated when you use runes. 1 rune 10rp 2 or 3 runes is 15rp.  
 
 When tanking you want to have as little down time on abilities as possible. That is why it is important to take stock of your abilities and what they consume so you will keep yourself running smoothly. Try not to rely on 1 rune or runic power as the hinge of your ability. All runes and RP are useful and should never be ignored while waiting to land a specific ability.  
 

 Part 2: Talents
 

 First off all dk tanks should grab the holy trinity.
 *Blade barrier* from the blood tree grants 5% damage reduction every time your blood runes are on cool down, this effect lasts 10 seconds so every time your blood runes are used it is refreshed.  
 *Toughness* from the frost free, increases armor value by 10% and reduces movement impairing effects.  
 *Anticipation* from unholy increases your dodge chance by 5%
 If you do not have these tier 1 talents as a death knight tank, you are wrong.
 
 *Blood Tree and Frost Tanking*
 For frost tanking there are 2 abilities that may be helpful to you based on your weapon.  
 *Bladed armor* in T2 increases attack power by armor, a strong threat ability.
 *Two handed weapon specialization* also in T2 is a must if you use a 2 handed weapon,  if you use dual wielding of course you have no need for this ability.
 
 *Unholy tree and frost tanking * 
 there are several tank helpful abilities in the second tier that you can use to put your extra points in as play stile dictates.
 *Unholy command* reduces cool down on death grip
 *epidemic* increases the duration of plagues
 *Morbidity* reduces cool don on death and decay and well as upping the healing and damage of death coil.
 
 For my play style I have the Epidemic ability and the glyph to refresh diseases with pestilence. However if you rely heavily on D&D or death grip, these talents may be a better choice for your style. However getting all of them will cripple you as it will cut to far into the talents you need for the frost tree.  
 
 *Frost tree.* Here I will point out the essential abilities and the useful
 
 T2  
 *Black ice* Frost and shadow damage increased 10%
 For dual wielders, *Nerves of cold steel* increases chance to hit and damage done from offhand weapon.
 
 T3
 *Annihilation*, increased chance to crit with melee special abilities by 3% and Obliterate will not consume your diseases.
 
 T4
 *Killing machine*; melee attacks have a chance to make next icy touch, howling blast, or frost strike a critical hit.
 
 T5
 *Frigid Dreadplate*; reduces chance melee attacks will hit you by 3%
 *Glacier rot*' diseased enemies take 20% more damage from it, hb, and fs.

 T6
 *Merciless Combat*; IT, HB, OBL, and FS, do 12% more damage when target is below 35% hp
 *Rime* increase crit chance of IT and HB by 15% and has 15% chance to refresh HB and make your next HB consume no runes.
 
 T7
 I*mproved frost presence*, damage done decreased another 2% and you retain the stam buff of frost presence in other specs.  
 
 T8
 *Threat of Thassarian*; (also for dual wielders only) when dual wielding your death strikes, obliterates, rune strikes, blood strikes plague strikes and frost strikes deal damage with offhand weapon.  
 *Blood of the north*; blood strike and frost strike damage increased by 10% and when you hit with blood strike or pestilence a blood rune becomes a death rune. Death rune counts as any type of rune
 *Unbreakable armor*. Increases armor by 30% and strength by 10% for 20 seconds.
 
 T9
 *Acclimation*; when hit by a spell you have a chance to boost your resistance to that type of magic for 18 secs, stacks up to 3 times.
 *Frost strike*; strike enemy for 60% weapon damage plus 57 as frost damage.
 *Guile of gorefiend*; increase crit strike damage bonus of your blood strike, frost strike, howling blast and obliterate by 45% and increase duration of icebound fortitude by 6 seconds.
 
 T10
 *Tundra stalker*; increase expertise by 5 + spells and abilities deal 15% more damage to enemies with frost fever.

 T11
 *Howling blast*; blast all enemies within 10 yards for frost damage.  

 I have left out the Icy talons and Hungering cold abilities for sound reasons. Firstly they are not part of a standard build, You may be called to get these abilities for a raid if the utility is needed. However as a rule, they really are not effective tanking tools.
 Other abilities relating to runic power are also not needed, You really should never have a need for more than 80 or so RP as you should be using it as often as it is available in your rotation.
 
This is what im running with right now
http://talent.mmo-champion.com/?deathknight#3hXrqV5DQrfHB1,awr3eO,10835
 
 
 *Part  3: Stats gems and enchants. * 
 

 Your primary stats are:
 Stamina, Dodge, Parry, armor
 Defense, expertise, hit
 strength  
 
 Defense as long as you are over 540 don't worry about it, It increases avoidance by a small amount, but after you hit 540 never gem for it.  
 Expertise, 26 is the optimal number to aim for.  
 Hit; 8% for 2 handers to never miss and for dual wielders to not miss with special attacks.
  27% for 1 handers to never miss white swings.
 Strength, its nice but again never gem or enchant for, there is always something better.  
 
 *Meta gems*;
 32 stam 2% increased armor value is hands down the choice to make. There are other stam gems with reduced stun time etc but they are really only for pvp.  

 *Enchants*
 *Head*;  
 37 stam 20 def from argent crusade rep vendor
 *Shoulder*;
  20 dodge 15 def from sons of hodir rep vendor
 30 stam
 *Back*  
 16 def rating
 225 armor
22 agi
 *chest*
  22 def rating
 275 health
 *wrist*
  40 stamina
 *hands*  
 2% threat 10 parry
 240 armor
 18 stam
 15 expertise  
20 agi
 *legs * 
 55 stamina 22 agility form leather workers
 *boots * 
 15 stam and run speed increase (tuskars vitality)
 *weapon*:
  Rune of sword breaking and spell breaking for 1 handers, stone skin gargoyle or swordshattering for 2 handers.  
 Quick addition here, with next patch they are introducing a defense enchant for 1 handers. As of right now it has 1% stamina bonus and 13 defense skill.  
 
 *Glyphs*
 Major
 Glyph of Unbreakable armor: increase total armor granted by 30%
 Glyph of Disease: Refreshes diseases on primary target with pestilence
 Glyph of antimagic shell: 2 seconds longer
 Glyph of Dark command: 8% increase in success
 Glyph of death and decay: Damage increased 20% for D&D
 Glyph of Howling blast: HB infects all it hits with frost fever
 Glyph of Frost strike: reduces cost by 8 RP
 Glyph of Obliterate: increases damage of this skill by 20%
 Glyph of rune strike: increase crit chance of this skill by 10%
 
 *Minor*
 Glyph of horn of winter: horn of winter duration 1 min longer
 Glyph of pestilence: radius increased 5 yards
 Glyph of raise dead: Reagent no longer required.
 

 *Part 4: Rotation and abilities.*
 

 First off cool downs.
 *Anti magic shell*: Absorbs 75% of magic damage, up to half of your max life, gains runic power and lasts 5 seconds. An amazing ability for shrugging off big magic hits like the lightning nova from Emalon, or the Twin Valkyries if you need to eat an orb.
 *Unbreakable armor*: Increases armor by 30% and strength by 10% for 20 seconds.  
 *Icebound fortitude*: Immune to stuns and reduces damage taken by 20% plus damage reduction based on defense. Which with 540 defense comes to around 40-43%

 *Army of the dead* can be helpful in rare instances for extra damage or to absorb a few melee hits from rare bosses they can taunt or trash.  
 Addition to AOTD. When casting  damage taken is reduced by your parry plus dodge chance, so it can be used as a 6 second damage reducer.
 The combo of *raise dead* and *death pact* can give you a chunk of health in a tight spot. If you raise your ghoul and immediately sacrifice him for 40% of your hp, you can survive in a tight spot when heals are late or dead, Similar in my mind to a last stand like the warrior, except the health doesn't vanish after a few seconds.

 Other abilities are not a part of the stick rotation but are none the less important. *Horn of winter*, *Death chill*, and *empowered runic weapon*.  
 Death chill and horn of winter are more for dps and threat than anything else.
  Empowered runic weapon will instantly refresh all your runes allowing you to react to varied situations. This skill is your best friend for reacting to unexpected or disasterouse events. It gives you any rune powered attack instantly which in turn can give you that extra threat, pick up a new add, or whatever else is needed.
 

 *Weapon choice*
 

 Now the big choice in frost abilities lies in weapon choice. 2hander vrs. 2 one handers. 2 handers only require 8% hit and have the  
 25 defense enchant. however there are no tank specific 2 handed weapons. For 1 handers you can have traditional tanking weapons,  
 or a mix of tank and dps weapons as you see fit. As of right now there there is no defense enchant for 1 handers but the you get higher mitigation on average. you may notice a a bit more damage due to the higher hit requirement of 26% but as gear improves this  
 becomes less and less of an issue.
 If you do choose 1 handers be sure to take all the one handed weapon talents or you will be very crippled
 

 *Rotation*  
 
 *Frost presence.* This is the universal tanking presence. It grants 6% stamina, 60% armor increase, 10% damage reduction, and increased threat generated.  
 
 While Frost has strong single target threat, They really pull ahead in AOE tanking. Building mass threat fast on several mobs is the bread and butter of frost.  

  There are three main ways to pull.  
 *Death and decay* is the most useful when pulling groups as you get a decent amount of threat on all targets.
  *Icy touch* , useful for single target pulling when there is a good chance of adds. This is most often what I lead with.
  *death grip* when you know there will be no adds and are positive your dps will not surpass you in threat before you can get into your rotation. I dislike using a taunt as a pull in most situations, however it can be useful if you want to move a caster or situate the fight in a certain way.
 
 Now that you have the mob, you need to keep him. He is your friend and everyone else in your group is jealous and wants him to be their friend. Dont let then take your friend away! Now frost dk's are very good at both single target and aoe threat. You have 1 ability that generates high threat for each. Rune strike and D&D. rune strike is an on next swing ability, much like the warrior's heroic strike and  
 cleave. It uses runic power and should be your primary ability for this resource. D&D is an aoe ability much like consecrate. It costs 1 of each of your runes, and is well worth them.
 
  R*egular single target rotation*
 starts off with the Icy touch pull, and plague strike. Then you use blood strikex2 and obliterate.  As soon as rune strike is available use it. Every time it is up you use it. it is very cheap and a huge threat attack. If rune strike is not available and you have 60 or more runic power you use frost strike.  

 *Aoe rotation* is similar but a few differences. D&D to pull icy touch>Plague strike>pestilence. (at this point your runes are all on cool down)
 Now burn of some runic power same priority as single target. However Howling blast replaces obliterate and blood boil replaces blood strike. Rune strike should still be used as often as possible.  
 
  It is a very popular method for AoE tanking, especially if you have glyph of HB, to use a single disease setup. You HB to pull, or collect the targets and HB. Then you only use HB and BB,  
 and hit OB when HB is on CD to proc Rime so you can HB more. No IT, no PS, no BS, etc. Shore up threat with FS and to dump some RP when there's cause to. Neither BB nor HB require both diseases  
 to do full damage, OB is a little diminished but its primary role is to refresh HB only. Glyph of HB with this method means you never have to bother applying or renewing diseases with IT/PS/Pest.

 These rotations are not inviolate, they are just what I find myself using most often. Frequently however this is not the case and You have to switch things up. As long as you rely heavily on the key abilities, you really should have no troubles.

 Always keep your diseases up, always always always. How often should you keep your diseases on the mob? That's right, bloody always.


 *Part 5: Setup and play * 
 

 There are other tactics that are universal to all tanks. positioning, camera, handling adds. Knowing when to use cool downs and how to kite. these are things that cannot be simply told.

 A very important skill for any tank is the ability to mark fast and accurately.  
 This will allow dps to know the kill order, thus if kill order is followed you should have top threat as mobs go down. If you can maintain top
 threat than half your job is done. watching all the mobs is only a part of your job though. you need to watch your healers so you are always in range,
 watch dps threat so yo can alert them if they are about to pull, and if they pull you need to taunt back before the mob can get to them.  

 Another thing left out often is how you set up your interface. I'm not going to sell any add ons here but I am going to emphasize you try and have a flow. If you are a clicker, have abilities you use the most together, don't have abilities you use back to back far apart from each other. If you use key binds then I recommend setting up your bars in a way that makes sense to your key binds. A trick I use is to have my bars set up like my quick keys so if I happen to forget for a second what skill is what key, I glance down and from the set up know where the key is. I try and make my setup as intuitive and simple as possible.

 Now this is not an end all be all guide, I have laid out a lot of helpful information and ideas. However with death knights there are those who want to bring utility instead of survivability etc. Your role in raids will dictate some of the changes to your build.  
 
 Also I would like to add a personal note, always be open to learning. I always keep my eyes out for frost tanks who differ in spec from me and ask them why they do what they do. Its one of the easiest ways to learn new ideas. Sometimes you will run into idiots, and sometimes you will run into amazing players who will help you improve. And just because a tank is not a frost death knight doesn't mean you have nothing to learn from them.  

  So get out there and get your feet wet. succeed, fail, learn from your mistakes and improve.
 If you have any further questions feel free to ask me through Tankspot, pm me in game, or refer to any of the several guides here.  
 Good luck and happy tanking.]]></description>
			<content:encoded><![CDATA[<div>This Guide is made as of patch 3.2 (with 3.3 in mind)<br />
 <br />
 There is a lot out there on Frost tanking and a lot of misleading information. I have been tanking as frost since Death knights came out, and went dual wielding as soon as it became viable. In this guide I will cover both dual wielding and two handed weapons, but My personal bias and opinion Is that the frost tree is far more effective if you take use of dual wielding.  <br />
 <br />
 This guide is also not a stand alone work. There are many strong resources here at tank spot that I draw from and  you should by no means read this guide and consider yourself a good tank if you are new to it. This guide will however help new Frost Tanks get a solid ground work as to how Frost works and what its strengths and weaknesses are.  <br />
 <br />
 Also to help yourself I recommend looking at other classes and specs guides, If not for the details of the class/spec, then for the bits and pieces of hints and tips on tanking in general and how to work best with other tanks. Frost tanks are strong tools when used well, and If you know how you work as a part of a whole, that tool will become even stronger.  <br />
 <br />
 Frost tanks are based abound mitigation. They are not self healers like blood. In some ways this makes them similar to the other tank classes.  <br />
 <br />
 Anyway on with the show.<br />
 Part 1: Resources<br />
 Part 2: Talents<br />
 Part 3:Stats, gems, enchants and glyphs<br />
 Part 4: Rotations and abilities<br />
 Part 5: Setup and play  <br />
 <br />
<br />
 Part 1 Resources<br />
 <br />
<br />
 The death knight has two different resources at their disposal. Runes and Runic power. There are 3 different runes, and two of each rune. Blood frost and unholy. Most abilities use 1, 2, or 3 runes. others use varying amounts of runic power. The key to managing the death knight, is the effective use of both resources so you minimize ability downtime.  <br />
 <br />
 Runes when used are on a set cool down and can be predicted visually. Runic power is generated when you use runes. 1 rune 10rp 2 or 3 runes is 15rp.  <br />
 <br />
 When tanking you want to have as little down time on abilities as possible. That is why it is important to take stock of your abilities and what they consume so you will keep yourself running smoothly. Try not to rely on 1 rune or runic power as the hinge of your ability. All runes and RP are useful and should never be ignored while waiting to land a specific ability.  <br />
 <br />
<br />
 Part 2: Talents<br />
 <br />
<br />
 First off all dk tanks should grab the holy trinity.<br />
 <b>Blade barrier</b> from the blood tree grants 5% damage reduction every time your blood runes are on cool down, this effect lasts 10 seconds so every time your blood runes are used it is refreshed.  <br />
 <b>Toughness</b> from the frost free, increases armor value by 10% and reduces movement impairing effects.  <br />
 <b>Anticipation</b> from unholy increases your dodge chance by 5%<br />
 If you do not have these tier 1 talents as a death knight tank, you are wrong.<br />
 <br />
 <b>Blood Tree and Frost Tanking</b><br />
 For frost tanking there are 2 abilities that may be helpful to you based on your weapon.  <br />
 <b>Bladed armor</b> in T2 increases attack power by armor, a strong threat ability.<br />
 <b>Two handed weapon specialization</b> also in T2 is a must if you use a 2 handed weapon,  if you use dual wielding of course you have no need for this ability.<br />
 <br />
 <b>Unholy tree and frost tanking </b> <br />
 there are several tank helpful abilities in the second tier that you can use to put your extra points in as play stile dictates.<br />
 <b>Unholy command</b> reduces cool down on death grip<br />
 <b>epidemic</b> increases the duration of plagues<br />
 <b>Morbidity</b> reduces cool don on death and decay and well as upping the healing and damage of death coil.<br />
 <br />
 For my play style I have the Epidemic ability and the glyph to refresh diseases with pestilence. However if you rely heavily on D&amp;D or death grip, these talents may be a better choice for your style. However getting all of them will cripple you as it will cut to far into the talents you need for the frost tree.  <br />
 <br />
 <b>Frost tree.</b> Here I will point out the essential abilities and the useful<br />
 <br />
 T2  <br />
 <b>Black ice</b> Frost and shadow damage increased 10%<br />
 For dual wielders, <b>Nerves of cold steel</b> increases chance to hit and damage done from offhand weapon.<br />
 <br />
 T3<br />
 <b>Annihilation</b>, increased chance to crit with melee special abilities by 3% and Obliterate will not consume your diseases.<br />
 <br />
 T4<br />
 <b>Killing machine</b>; melee attacks have a chance to make next icy touch, howling blast, or frost strike a critical hit.<br />
 <br />
 T5<br />
 <b>Frigid Dreadplate</b>; reduces chance melee attacks will hit you by 3%<br />
 <b>Glacier rot</b>' diseased enemies take 20% more damage from it, hb, and fs.<br />
<br />
 T6<br />
 <b>Merciless Combat</b>; IT, HB, OBL, and FS, do 12% more damage when target is below 35% hp<br />
 <b>Rime</b> increase crit chance of IT and HB by 15% and has 15% chance to refresh HB and make your next HB consume no runes.<br />
 <br />
 T7<br />
 I<b>mproved frost presence</b>, damage done decreased another 2% and you retain the stam buff of frost presence in other specs.  <br />
 <br />
 T8<br />
 <b>Threat of Thassarian</b>; (also for dual wielders only) when dual wielding your death strikes, obliterates, rune strikes, blood strikes plague strikes and frost strikes deal damage with offhand weapon.  <br />
 <b>Blood of the north</b>; blood strike and frost strike damage increased by 10% and when you hit with blood strike or pestilence a blood rune becomes a death rune. Death rune counts as any type of rune<br />
 <b>Unbreakable armor</b>. Increases armor by 30% and strength by 10% for 20 seconds.<br />
 <br />
 T9<br />
 <b>Acclimation</b>; when hit by a spell you have a chance to boost your resistance to that type of magic for 18 secs, stacks up to 3 times.<br />
 <b>Frost strike</b>; strike enemy for 60% weapon damage plus 57 as frost damage.<br />
 <b>Guile of gorefiend</b>; increase crit strike damage bonus of your blood strike, frost strike, howling blast and obliterate by 45% and increase duration of icebound fortitude by 6 seconds.<br />
 <br />
 T10<br />
 <b>Tundra stalker</b>; increase expertise by 5 + spells and abilities deal 15% more damage to enemies with frost fever.<br />
<br />
 T11<br />
 <b>Howling blast</b>; blast all enemies within 10 yards for frost damage.  <br />
<br />
 I have left out the Icy talons and Hungering cold abilities for sound reasons. Firstly they are not part of a standard build, You may be called to get these abilities for a raid if the utility is needed. However as a rule, they really are not effective tanking tools.<br />
 Other abilities relating to runic power are also not needed, You really should never have a need for more than 80 or so RP as you should be using it as often as it is available in your rotation.<br />
 <br />
This is what im running with right now<br />
<a href="http://talent.mmo-champion.com/?deathknight#3hXrqV5DQrfHB1,awr3eO,10835" target="_blank">http://talent.mmo-champion.com/?deat...1,awr3eO,10835</a><br />
 <br />
 <br />
 <b>Part  3: Stats gems and enchants. </b> <br />
 <br />
<br />
 Your primary stats are:<br />
 Stamina, Dodge, Parry, armor<br />
 Defense, expertise, hit<br />
 strength  <br />
 <br />
 Defense as long as you are over 540 don't worry about it, It increases avoidance by a small amount, but after you hit 540 never gem for it.  <br />
 Expertise, 26 is the optimal number to aim for.  <br />
 Hit; 8% for 2 handers to never miss and for dual wielders to not miss with special attacks.<br />
  27% for 1 handers to never miss white swings.<br />
 Strength, its nice but again never gem or enchant for, there is always something better.  <br />
 <br />
 <b>Meta gems</b>;<br />
 32 stam 2% increased armor value is hands down the choice to make. There are other stam gems with reduced stun time etc but they are really only for pvp.  <br />
<br />
 <b>Enchants</b><br />
 <b>Head</b>;  <br />
 37 stam 20 def from argent crusade rep vendor<br />
 <b>Shoulder</b>;<br />
  20 dodge 15 def from sons of hodir rep vendor<br />
 30 stam<br />
 <b>Back</b>  <br />
 16 def rating<br />
 225 armor<br />
22 agi<br />
 <b>chest</b><br />
  22 def rating<br />
 275 health<br />
 <b>wrist</b><br />
  40 stamina<br />
 <b>hands</b>  <br />
 2% threat 10 parry<br />
 240 armor<br />
 18 stam<br />
 15 expertise  <br />
20 agi<br />
 <b>legs </b> <br />
 55 stamina 22 agility form leather workers<br />
 <b>boots </b> <br />
 15 stam and run speed increase (tuskars vitality)<br />
 <b>weapon</b>:<br />
  Rune of sword breaking and spell breaking for 1 handers, stone skin gargoyle or swordshattering for 2 handers.  <br />
 Quick addition here, with next patch they are introducing a defense enchant for 1 handers. As of right now it has 1% stamina bonus and 13 defense skill.  <br />
 <br />
 <b>Glyphs</b><br />
 Major<br />
 Glyph of Unbreakable armor: increase total armor granted by 30%<br />
 Glyph of Disease: Refreshes diseases on primary target with pestilence<br />
 Glyph of antimagic shell: 2 seconds longer<br />
 Glyph of Dark command: 8% increase in success<br />
 Glyph of death and decay: Damage increased 20% for D&amp;D<br />
 Glyph of Howling blast: HB infects all it hits with frost fever<br />
 Glyph of Frost strike: reduces cost by 8 RP<br />
 Glyph of Obliterate: increases damage of this skill by 20%<br />
 Glyph of rune strike: increase crit chance of this skill by 10%<br />
 <br />
 <b>Minor</b><br />
 Glyph of horn of winter: horn of winter duration 1 min longer<br />
 Glyph of pestilence: radius increased 5 yards<br />
 Glyph of raise dead: Reagent no longer required.<br />
 <br />
<br />
 <b>Part 4: Rotation and abilities.</b><br />
 <br />
<br />
 First off cool downs.<br />
 <b>Anti magic shell</b>: Absorbs 75% of magic damage, up to half of your max life, gains runic power and lasts 5 seconds. An amazing ability for shrugging off big magic hits like the lightning nova from Emalon, or the Twin Valkyries if you need to eat an orb.<br />
 <b>Unbreakable armor</b>: Increases armor by 30% and strength by 10% for 20 seconds.  <br />
 <b>Icebound fortitude</b>: Immune to stuns and reduces damage taken by 20% plus damage reduction based on defense. Which with 540 defense comes to around 40-43%<br />
<br />
 <b>Army of the dead</b> can be helpful in rare instances for extra damage or to absorb a few melee hits from rare bosses they can taunt or trash.  <br />
 Addition to AOTD. When casting  damage taken is reduced by your parry plus dodge chance, so it can be used as a 6 second damage reducer.<br />
 The combo of <b>raise dead</b> and <b>death pact</b> can give you a chunk of health in a tight spot. If you raise your ghoul and immediately sacrifice him for 40% of your hp, you can survive in a tight spot when heals are late or dead, Similar in my mind to a last stand like the warrior, except the health doesn't vanish after a few seconds.<br />
<br />
 Other abilities are not a part of the stick rotation but are none the less important. <b>Horn of winter</b>, <b>Death chill</b>, and <b>empowered runic weapon</b>.  <br />
 Death chill and horn of winter are more for dps and threat than anything else.<br />
  Empowered runic weapon will instantly refresh all your runes allowing you to react to varied situations. This skill is your best friend for reacting to unexpected or disasterouse events. It gives you any rune powered attack instantly which in turn can give you that extra threat, pick up a new add, or whatever else is needed.<br />
 <br />
<br />
 <b>Weapon choice</b><br />
 <br />
<br />
 Now the big choice in frost abilities lies in weapon choice. 2hander vrs. 2 one handers. 2 handers only require 8% hit and have the  <br />
 25 defense enchant. however there are no tank specific 2 handed weapons. For 1 handers you can have traditional tanking weapons,  <br />
 or a mix of tank and dps weapons as you see fit. As of right now there there is no defense enchant for 1 handers but the you get higher mitigation on average. you may notice a a bit more damage due to the higher hit requirement of 26% but as gear improves this  <br />
 becomes less and less of an issue.<br />
 If you do choose 1 handers be sure to take all the one handed weapon talents or you will be very crippled<br />
 <br />
<br />
 <b>Rotation</b>  <br />
 <br />
 <b>Frost presence.</b> This is the universal tanking presence. It grants 6% stamina, 60% armor increase, 10% damage reduction, and increased threat generated.  <br />
 <br />
 While Frost has strong single target threat, They really pull ahead in AOE tanking. Building mass threat fast on several mobs is the bread and butter of frost.  <br />
<br />
  There are three main ways to pull.  <br />
 <b>Death and decay</b> is the most useful when pulling groups as you get a decent amount of threat on all targets.<br />
  <b>Icy touch</b> , useful for single target pulling when there is a good chance of adds. This is most often what I lead with.<br />
  <b>death grip</b> when you know there will be no adds and are positive your dps will not surpass you in threat before you can get into your rotation. I dislike using a taunt as a pull in most situations, however it can be useful if you want to move a caster or situate the fight in a certain way.<br />
 <br />
 Now that you have the mob, you need to keep him. He is your friend and everyone else in your group is jealous and wants him to be their friend. Dont let then take your friend away! Now frost dk's are very good at both single target and aoe threat. You have 1 ability that generates high threat for each. Rune strike and D&amp;D. rune strike is an on next swing ability, much like the warrior's heroic strike and  <br />
 cleave. It uses runic power and should be your primary ability for this resource. D&amp;D is an aoe ability much like consecrate. It costs 1 of each of your runes, and is well worth them.<br />
 <br />
  R<b>egular single target rotation</b><br />
 starts off with the Icy touch pull, and plague strike. Then you use blood strikex2 and obliterate.  As soon as rune strike is available use it. Every time it is up you use it. it is very cheap and a huge threat attack. If rune strike is not available and you have 60 or more runic power you use frost strike.  <br />
<br />
 <b>Aoe rotation</b> is similar but a few differences. D&amp;D to pull icy touch&gt;Plague strike&gt;pestilence. (at this point your runes are all on cool down)<br />
 Now burn of some runic power same priority as single target. However Howling blast replaces obliterate and blood boil replaces blood strike. Rune strike should still be used as often as possible.  <br />
 <br />
  It is a very popular method for AoE tanking, especially if you have glyph of HB, to use a single disease setup. You HB to pull, or collect the targets and HB. Then you only use HB and BB,  <br />
 and hit OB when HB is on CD to proc Rime so you can HB more. No IT, no PS, no BS, etc. Shore up threat with FS and to dump some RP when there's cause to. Neither BB nor HB require both diseases  <br />
 to do full damage, OB is a little diminished but its primary role is to refresh HB only. Glyph of HB with this method means you never have to bother applying or renewing diseases with IT/PS/Pest.<br />
<br />
 These rotations are not inviolate, they are just what I find myself using most often. Frequently however this is not the case and You have to switch things up. As long as you rely heavily on the key abilities, you really should have no troubles.<br />
<br />
 Always keep your diseases up, always always always. How often should you keep your diseases on the mob? That's right, bloody always.<br />
<br />
<br />
 <b>Part 5: Setup and play </b> <br />
 <br />
<br />
 There are other tactics that are universal to all tanks. positioning, camera, handling adds. Knowing when to use cool downs and how to kite. these are things that cannot be simply told.<br />
<br />
 A very important skill for any tank is the ability to mark fast and accurately.  <br />
 This will allow dps to know the kill order, thus if kill order is followed you should have top threat as mobs go down. If you can maintain top<br />
 threat than half your job is done. watching all the mobs is only a part of your job though. you need to watch your healers so you are always in range,<br />
 watch dps threat so yo can alert them if they are about to pull, and if they pull you need to taunt back before the mob can get to them.  <br />
<br />
 Another thing left out often is how you set up your interface. I'm not going to sell any add ons here but I am going to emphasize you try and have a flow. If you are a clicker, have abilities you use the most together, don't have abilities you use back to back far apart from each other. If you use key binds then I recommend setting up your bars in a way that makes sense to your key binds. A trick I use is to have my bars set up like my quick keys so if I happen to forget for a second what skill is what key, I glance down and from the set up know where the key is. I try and make my setup as intuitive and simple as possible.<br />
<br />
 Now this is not an end all be all guide, I have laid out a lot of helpful information and ideas. However with death knights there are those who want to bring utility instead of survivability etc. Your role in raids will dictate some of the changes to your build.  <br />
 <br />
 Also I would like to add a personal note, always be open to learning. I always keep my eyes out for frost tanks who differ in spec from me and ask them why they do what they do. Its one of the easiest ways to learn new ideas. Sometimes you will run into idiots, and sometimes you will run into amazing players who will help you improve. And just because a tank is not a frost death knight doesn't mean you have nothing to learn from them.  <br />
<br />
  So get out there and get your feet wet. succeed, fail, learn from your mistakes and improve.<br />
 If you have any further questions feel free to ask me through Tankspot, pm me in game, or refer to any of the several guides here.  <br />
 Good luck and happy tanking.</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Swam</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/58379-swam-s-deathknight-frost-tank-guide.html</guid>
		</item>
		<item>
			<title>General Theorycrafting Spreadsheet, needs proofing.</title>
			<link>http://www.tankspot.com/forums/f14/58376-theorycrafting-spreadsheet-needs-proofing.html</link>
			<pubDate>Fri, 20 Nov 2009 08:49:22 GMT</pubDate>
			<description><![CDATA[A while back, I asked for some input about where to look for info on classes other than Paladin as they apply to tanking.
 
I got flamed some for my ideas, however, I have done some research and learned alot. Accordingly, I created a spreadsheet to help myself and the tanks in my guild.
 
This spreadsheet is for all 4 tanking classes and looks at all your stats and such to come up with diminishing returns numbers, avoidance, mitigation etc... It takes into account talents and some glyphs/gems. 
 
Please, if you have time, could you all take a look at it and see if it is correct. I have allowed up to a 0.05% margin of error for things like avoidance % after diminishing returns.
 
Anyway, HERE (http://www.filefront.com/14958357/Avoidance%20and%20Mitigation.xls) is the spreadsheet. Thanks again guys.
 
At the bottom of the sheet is a rough HPS needed calculator... I usually put Patch's Hateful strikes in as a test bed, 81k damage, 1 sec swing timer, 6 min enrage.]]></description>
			<content:encoded><![CDATA[<div>A while back, I asked for some input about where to look for info on classes other than Paladin as they apply to tanking.<br />
 <br />
I got flamed some for my ideas, however, I have done some research and learned alot. Accordingly, I created a spreadsheet to help myself and the tanks in my guild.<br />
 <br />
This spreadsheet is for all 4 tanking classes and looks at all your stats and such to come up with diminishing returns numbers, avoidance, mitigation etc... It takes into account talents and some glyphs/gems. <br />
 <br />
Please, if you have time, could you all take a look at it and see if it is correct. I have allowed up to a 0.05% margin of error for things like avoidance % after diminishing returns.<br />
 <br />
Anyway, <a href="http://www.filefront.com/14958357/Avoidance%20and%20Mitigation.xls" target="_blank"><font size="4">HERE</font></a> is the spreadsheet. Thanks again guys.<br />
 <br />
At the bottom of the sheet is a rough HPS needed calculator... I usually put Patch's Hateful strikes in as a test bed, 81k damage, 1 sec swing timer, 6 min enrage.</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>abqmedic77</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/58376-theorycrafting-spreadsheet-needs-proofing.html</guid>
		</item>
		<item>
			<title>General What is the order of damage reduction?</title>
			<link>http://www.tankspot.com/forums/f14/58341-what-order-damage-reduction.html</link>
			<pubDate>Thu, 19 Nov 2009 16:18:23 GMT</pubDate>
			<description><![CDATA[I'm trying to calculate the effect of an additional 25% armor and 2% damage reduction. It should all be multiplicative so it shouldn't matter the order?

I am receiving a 20k phys hit as a blood spec DK and I want to see what the difference would be if I was Frost with UA activated. Can I simply reduce that by another 2% (Imp Frost Pres) and then the additional armor reduction (not sure what 8k armor reduction is)? Or will I need to reverse the order to find out the unmitigated damage and then re-calculate the damage reduction?

1) For reference, what is the order of incoming damage? 
2) How much reduction does each point of armor provide? I can calculate 8k armor from there.

Thanks]]></description>
			<content:encoded><![CDATA[<div>I'm trying to calculate the effect of an additional 25% armor and 2% damage reduction. It should all be multiplicative so it shouldn't matter the order?<br />
<br />
I am receiving a 20k phys hit as a blood spec DK and I want to see what the difference would be if I was Frost with UA activated. Can I simply reduce that by another 2% (Imp Frost Pres) and then the additional armor reduction (not sure what 8k armor reduction is)? Or will I need to reverse the order to find out the unmitigated damage and then re-calculate the damage reduction?<br />
<br />
1) For reference, what is the order of incoming damage? <br />
2) How much reduction does each point of armor provide? I can calculate 8k armor from there.<br />
<br />
Thanks</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Masterkiller</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/58341-what-order-damage-reduction.html</guid>
		</item>
		<item>
			<title>Warrior Threat gearing clarifation/discussion</title>
			<link>http://www.tankspot.com/forums/f14/58327-threat-gearing-clarifation-discussion.html</link>
			<pubDate>Thu, 19 Nov 2009 04:50:26 GMT</pubDate>
			<description><![CDATA[Hi everyone,

Just thought id post this up to see responses from people regarding my topic.

How important is it to be Expertise Hard capped (57) ?

I see alot of tanks and i know there are alot around that do not bother as this for a stat which in my eyes is a pretty bad way of doing things, in my guild we have a tank who loves stacking avoidance (under exp soft cap), another who chucks on wot ever gear he gets with no sort of priority to anything, then we do have the others who have different sets of gear like me.

I know the in's and out's of being hard capped, removing parries so i dont get insta gibbed on certain fights activating certain boss's haste timer.

I am sitting on 52 exp atm and under hit cap (185) with 2 upgrades from TOC25 that i have yet to gem/enchant as i just got them.

Would it be safe to say that being Exp hard capped (which is easy to achieve) and having a +block set be more beneficial than stacking pure avoidance with no expertise ?

Thoughts anyone please ?

my armory for anyone who is interested:
The World of Warcraft Armory (http://www.wowarmory.com/character-sheet.xml?r=Dreadmaul&cn=Shodowz&gn=Shiok)]]></description>
			<content:encoded><![CDATA[<div>Hi everyone,<br />
<br />
Just thought id post this up to see responses from people regarding my topic.<br />
<br />
How important is it to be Expertise Hard capped (57) ?<br />
<br />
I see alot of tanks and i know there are alot around that do not bother as this for a stat which in my eyes is a pretty bad way of doing things, in my guild we have a tank who loves stacking avoidance (under exp soft cap), another who chucks on wot ever gear he gets with no sort of priority to anything, then we do have the others who have different sets of gear like me.<br />
<br />
I know the in's and out's of being hard capped, removing parries so i dont get insta gibbed on certain fights activating certain boss's haste timer.<br />
<br />
I am sitting on 52 exp atm and under hit cap (185) with 2 upgrades from TOC25 that i have yet to gem/enchant as i just got them.<br />
<br />
Would it be safe to say that being Exp hard capped (which is easy to achieve) and having a +block set be more beneficial than stacking pure avoidance with no expertise ?<br />
<br />
Thoughts anyone please ?<br />
<br />
my armory for anyone who is interested:<br />
<a href="http://www.wowarmory.com/character-sheet.xml?r=Dreadmaul&amp;cn=Shodowz&amp;gn=Shiok" target="_blank">The World of Warcraft Armory</a></div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Shodowz</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/58327-threat-gearing-clarifation-discussion.html</guid>
		</item>
		<item>
			<title>Warrior Satrinas Unhittable Macro</title>
			<link>http://www.tankspot.com/forums/f14/58187-satrinas-unhittable-macro.html</link>
			<pubDate>Mon, 16 Nov 2009 18:16:47 GMT</pubDate>
			<description>The macro does not include the bosses base miss of 5 percent correct? So whatever number the macro spits out we can tack on an extra 5 percent to?</description>
			<content:encoded><![CDATA[<div>The macro does not include the bosses base miss of 5 percent correct? So whatever number the macro spits out we can tack on an extra 5 percent to?</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Brainwreck</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/58187-satrinas-unhittable-macro.html</guid>
		</item>
		<item>
			<title>Paladin Prot Paladin Talent Clarification</title>
			<link>http://www.tankspot.com/forums/f14/58022-prot-paladin-talent-clarification.html</link>
			<pubDate>Thu, 12 Nov 2009 17:42:52 GMT</pubDate>
			<description><![CDATA[I've got a couple of questions about protadin talents and I'm hoping you guys might be able to provide a little clarity. These questions are all about progression tanking in ToGC.


Divinity - I've been led to believe that the talent Divinity contributes alot to overhealing rather than making a significant contribution to keeping a paladin alive. Is this correct?

3/3 Crusader is better than 5/5 Seal of the Just in ToGC due to the fact that everything is A. Undead, B. Humanoid or C. Demonic. Also, the fact that Crusader applies to everything rather than the three seals that SoTJ applies to. Is this conclusion valid?

Divine Guardian: 'Must have' or 'can live without?']]></description>
			<content:encoded><![CDATA[<div>I've got a couple of questions about protadin talents and I'm hoping you guys might be able to provide a little clarity. These questions are all about progression tanking in ToGC.<br />
<br />
<br />
Divinity - I've been led to believe that the talent Divinity contributes alot to overhealing rather than making a significant contribution to keeping a paladin alive. Is this correct?<br />
<br />
3/3 Crusader is better than 5/5 Seal of the Just in ToGC due to the fact that everything is A. Undead, B. Humanoid or C. Demonic. Also, the fact that Crusader applies to everything rather than the three seals that SoTJ applies to. Is this conclusion valid?<br />
<br />
Divine Guardian: 'Must have' or 'can live without?'</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Griff</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/58022-prot-paladin-talent-clarification.html</guid>
		</item>
		<item>
			<title>Paladin Stacking Buffs...</title>
			<link>http://www.tankspot.com/forums/f14/57987-stacking-buffs.html</link>
			<pubDate>Wed, 11 Nov 2009 19:40:20 GMT</pubDate>
			<description>I just a quick question on whether or not Vigilance and Blessing Sanc stacked the 3% damage reduction on a paladin. I have this warrior OT who thinks is funny to Vigilance the MT (that would be me.)</description>
			<content:encoded><![CDATA[<div>I just a quick question on whether or not Vigilance and Blessing Sanc stacked the 3% damage reduction on a paladin. I have this warrior OT who thinks is funny to Vigilance the MT (that would be me.)</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>CatabriOnEarthen</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57987-stacking-buffs.html</guid>
		</item>
		<item>
			<title>Deathknight DKs and ArP</title>
			<link>http://www.tankspot.com/forums/f14/57975-dks-arp.html</link>
			<pubDate>Wed, 11 Nov 2009 15:19:24 GMT</pubDate>
			<description><![CDATA[so last night I was sitting in orgrimmar talking to a warrior who was in the game gear level as my DK for DPSing, he was saying that if he changed to full ArP gems his DPS would go up about 2k, I asked, but doesn't that kill your Str? he was like nah.  So i've been thinking, if I stacked ArP would my DPS go up too?]]></description>
			<content:encoded><![CDATA[<div>so last night I was sitting in orgrimmar talking to a warrior who was in the game gear level as my DK for DPSing, he was saying that if he changed to full ArP gems his DPS would go up about 2k, I asked, but doesn't that kill your Str? he was like nah.  So i've been thinking, if I stacked ArP would my DPS go up too?</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Toushiro</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57975-dks-arp.html</guid>
		</item>
		<item>
			<title>Warrior When is 136 stam not 136 stam</title>
			<link>http://www.tankspot.com/forums/f14/57948-when-136-stam-not-136-stam.html</link>
			<pubDate>Wed, 11 Nov 2009 00:46:31 GMT</pubDate>
			<description>Nvm i totally messed up my meta I am soo sorry for wasting anyones time</description>
			<content:encoded><![CDATA[<div>Nvm i totally messed up my meta I am soo sorry for wasting anyones time</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>elleyndria</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57948-when-136-stam-not-136-stam.html</guid>
		</item>
		<item>
			<title>Druid Druid tanks state as of 3.2 and 3.3(broad explanation)</title>
			<link>http://www.tankspot.com/forums/f14/57860-druid-tanks-state-3-2-3-3-broad-explanation.html</link>
			<pubDate>Mon, 09 Nov 2009 09:40:32 GMT</pubDate>
			<description><![CDATA[Druid tanks continue to be the tanks with highest hp and armor in Wotlk but in this expansion things look slight different.Bears are the rarest tanks out there for no particular reason and their performance is mostly underrated.
Many people havent heard of the rawr program and dont have as big raiding experience as others and their posts form the basic rules of the community.There is a tendency that these days bears are not usefull and are inferior to other tanks BUT most of the end game content raiders who are familiar with all the tanking classes know that since ulduar came bears are the top tanks at the moment and this is just obvious.
 
By using the lastest togc 25 gear available a bear tank has 10k!!!(yes 10k and difference gets bigger with buffs) more hp than equally geared warrior pala or dk.A bear tank has approximately 3k armor than all other tank classes with equal gear armor rings and neck.Bears' avoidance is slightly less than the other tanks but their cooldowns can easily compensate.Many people have done damage taken tests for a long fight and bears come on top with least damage taken closely followed by paladins,dks and warriors being last.
The aim of this post is to remin some people that the best tanks out there atm are not the plate wearers but the ones who seem to be hidden and ignored from the community-the druids.Probably many of you will try to criticise this post and i will be very happy to see well-structured interpretations :)]]></description>
			<content:encoded><![CDATA[<div>Druid tanks continue to be the tanks with highest hp and armor in Wotlk but in this expansion things look slight different.Bears are the rarest tanks out there for no particular reason and their performance is mostly underrated.<br />
Many people havent heard of the rawr program and dont have as big raiding experience as others and their posts form the basic rules of the community.There is a tendency that these days bears are not usefull and are inferior to other tanks BUT most of the end game content raiders who are familiar with all the tanking classes know that since ulduar came bears are the top tanks at the moment and this is just obvious.<br />
 <br />
By using the lastest togc 25 gear available a bear tank has 10k!!!(yes 10k and difference gets bigger with buffs) more hp than equally geared warrior pala or dk.A bear tank has approximately 3k armor than all other tank classes with equal gear armor rings and neck.Bears' avoidance is slightly less than the other tanks but their cooldowns can easily compensate.Many people have done damage taken tests for a long fight and bears come on top with least damage taken closely followed by paladins,dks and warriors being last.<br />
The aim of this post is to remin some people that the best tanks out there atm are not the plate wearers but the ones who seem to be hidden and ignored from the community-the druids.Probably many of you will try to criticise this post and i will be very happy to see well-structured interpretations :)</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>powerbear123</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57860-druid-tanks-state-3-2-3-3-broad-explanation.html</guid>
		</item>
		<item>
			<title>Paladin How does dodge works with block rating</title>
			<link>http://www.tankspot.com/forums/f14/57856-how-does-dodge-works-block-rating.html</link>
			<pubDate>Mon, 09 Nov 2009 08:09:35 GMT</pubDate>
			<description><![CDATA[Thats how it goes... Ok, i'm a paladin, so most of time when you are tanking adds or thrash, you wont lose your Holy Shield charges before the cooldown is up, and sticking to that, you should have 72.4% avoidance to be un-hit-able...

You can either reach that 72.4% with a lot of Block, or a lot of Dodge (obviously it can't be a LOT of dodge because it would be kinda hard)...
But lets say, if you get a lot of Block, that would make you have a higher chance to block an attack than to dodge it or parry?? If so;
then if you get a lot of block instead of dodge/parry, you could lose your charges with a small amount of adds since you're blocking most of the incoming attacks??]]></description>
			<content:encoded><![CDATA[<div>Thats how it goes... Ok, i'm a paladin, so most of time when you are tanking adds or thrash, you wont lose your Holy Shield charges before the cooldown is up, and sticking to that, you should have 72.4% avoidance to be un-hit-able...<br />
<br />
You can either reach that 72.4% with a lot of Block, or a lot of Dodge (obviously it can't be a LOT of dodge because it would be kinda hard)...<br />
But lets say, if you get a lot of Block, that would make you have a higher chance to block an attack than to dodge it or parry?? If so;<br />
then if you get a lot of block instead of dodge/parry, you could lose your charges with a small amount of adds since you're blocking most of the incoming attacks??</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>MudNova</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57856-how-does-dodge-works-block-rating.html</guid>
		</item>
		<item>
			<title>Deathknight Hit Rating question</title>
			<link>http://www.tankspot.com/forums/f14/57843-hit-rating-question.html</link>
			<pubDate>Sun, 08 Nov 2009 20:17:17 GMT</pubDate>
			<description>known stats:

263 hit rating to never miss with a single, one or 2h weapon

886 hit rating to never miss while dual wielding

my question is this:

if you are dual wielding with, say, 300 hit rating, does your first 263 hr apply to your main hand weapon first and 37 is applied to your off hand or is all of your hit rating split between both weapons?

may be a stupid question but im wondering how hit truly applies to dw dk tanks</description>
			<content:encoded><![CDATA[<div>known stats:<br />
<br />
263 hit rating to never miss with a single, one or 2h weapon<br />
<br />
886 hit rating to never miss while dual wielding<br />
<br />
my question is this:<br />
<br />
if you are dual wielding with, say, 300 hit rating, does your first 263 hr apply to your main hand weapon first and 37 is applied to your off hand or is all of your hit rating split between both weapons?<br />
<br />
may be a stupid question but im wondering how hit truly applies to dw dk tanks</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>CorporateNINJA</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57843-hit-rating-question.html</guid>
		</item>
		<item>
			<title>General Blade Barrier and AF/Inspiration</title>
			<link>http://www.tankspot.com/forums/f14/57777-blade-barrier-af-inspiration.html</link>
			<pubDate>Fri, 06 Nov 2009 18:07:56 GMT</pubDate>
			<description><![CDATA[Do these stack? Multiplicatively?
 
Dylae
 
P.S. My hit is so low I've considered gemming for it, any thoughts on less painful ways to get it?]]></description>
			<content:encoded><![CDATA[<div>Do these stack? Multiplicatively?<br />
 <br />
Dylae<br />
 <br />
P.S. My hit is so low I've considered gemming for it, any thoughts on less painful ways to get it?</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Pylae</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57777-blade-barrier-af-inspiration.html</guid>
		</item>
		<item>
			<title>General Creating a toggle macro for weapons.</title>
			<link>http://www.tankspot.com/forums/f14/57772-creating-toggle-macro-weapons.html</link>
			<pubDate>Fri, 06 Nov 2009 14:52:09 GMT</pubDate>
			<description>Never Mind, found it.</description>
			<content:encoded><![CDATA[<div>Never Mind, found it.</div>

]]></content:encoded>
			<category domain="http://www.tankspot.com/forums/f14/"><![CDATA[Theory & Mechanics Discussion]]></category>
			<dc:creator>Daereg</dc:creator>
			<guid isPermaLink="true">http://www.tankspot.com/forums/f14/57772-creating-toggle-macro-weapons.html</guid>
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