Anub'Arak Add Tanking Guide - Page 6 - TankSpot
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Anub'Arak Add Tanking Guide
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  #101  
Old 11-03-2009, 09:46 AM
Stam Czar
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How do I know that the adds will reset their Shadow Strike timer? Is it random, or does it happen if some adds are still alive when the next wave comes?

I'm using DXE btw.
The adds don't reset their timer, usually the boss mod messes up and resets the timer when it turns over to phase 3. The updated versions I believe have fixed this.
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  #102  
Old 11-03-2009, 09:59 AM
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i merely reach unhittable with my block set but my block value unbuffed only at 2k..is it good enough to tank the adds with it? or is there any minimum block value needed?
I don't believe 2K is enough.

Even with 3k I've taken unhealable spikes due to a string of blocks. Im logged out in my block gear right now if you want an example set of gear. The biggest thing Im missing is the chest from Auriaya
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  #103  
Old 11-03-2009, 02:39 PM
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I don't believe 2K is enough.

Even with 3k I've taken unhealable spikes due to a string of blocks. Im logged out in my block gear right now if you want an example set of gear. The biggest thing Im missing is the chest from Auriaya
thanks for the info man
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  #104  
Old 11-03-2009, 02:44 PM
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On our kill last week, I was 102% unhittable with 3.2k BV (BV pre-buffs).

Tanked 6 adds for 15 sec so I must have been decent.
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  #105  
Old 11-03-2009, 05:27 PM
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Sorry to troll the forums.... because 4 adds will make the cast time so quick, it is necessary to have the adds stunned when the shadowstrike would be ready to cast (so hit a shockwave when there is about 1.0 seconds left on the timer).

Is this correct? Or do I actually wait until the adds start their cast?
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  #106  
Old 11-03-2009, 11:43 PM
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Sorry to troll the forums.... because 4 adds will make the cast time so quick, it is necessary to have the adds stunned when the shadowstrike would be ready to cast (so hit a shockwave when there is about 1.0 seconds left on the timer).

Is this correct? Or do I actually wait until the adds start their cast?
Yes, you stun the adds pre-emptively when the timer for Shadow Strike is about to go off. If you do this properly and have the adds stunned/silenced during the period they are SUPPOSED to cast Shadow Strike, they won't even try to cast it as it goes on cooldown anyway.
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  #107  
Old 11-07-2009, 05:18 PM
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Using the macro from #3 it shows:

Unhittable at 102.4% = you have 104%.

Obviously I can start losing some for more block value im only at 1750 in this setup (still missing 3 pieces of block gear). Does the macro take into account racials? I am an NE and I have an extra 2% chance for mobs to miss me.

*I read through all the posts looks like i can take 2% off for a total of 100.4% as an NE, which was the original reason I rolled NE to tank. Thank you for this post.

Last edited by vo_danh; 11-07-2009 at 05:35 PM.. Reason: Ready through and found this was already anwered sorry.
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  #108  
Old 11-07-2009, 06:39 PM
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Does anyone know if the theory of Shockwave affected by spell hit is accurate ?

Considering a shadow priest putting DOT on every add, we should have only 3% hit from stuff (adds are lvl 82), thus reaching 79 hit rating.
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  #109  
Old 11-08-2009, 06:05 AM
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Shockwave use spell hit, so with 79 hit rating you won't reach hit cap.
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  #110  
Old 11-08-2009, 09:43 AM
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Does anyone know if the theory of Shockwave affected by spell hit is accurate ?

Considering a shadow priest putting DOT on every add, we should have only 3% hit from stuff (adds are lvl 82), thus reaching 79 hit rating.
Edit: Misinformation. See later post for correction.

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Shockwave using spellhit is consistent with the data we have for how much our warrior misses with it in about 40 attempts. Yes, 79 hit rating will cap you with Misery/IFF on all 4. Your shadow priest will likely not be maintaining dots on all 4 mobs unless specifically told to do so - usually it's best to cast Vampiric Touch on each mob, which will put up Misery, and then just spam Mind Sear. VT will last 15 seconds, or 21 seconds with 2T9. So kill them fast

Without Misery/IFF, you need 158 hit rating to cap Shockwave on level 82 mobs.

Last edited by CaseyTheRetard; 11-09-2009 at 08:24 AM.. Reason: Misinformation.
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  #111  
Old 11-09-2009, 07:25 AM
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Not sure what data you have to confirm that, but I I'm really skeptical as to it being true.

I posted on the spreadsheet and DPS cycle threads a few weeks back--I tested many hundred Shockwaves on the boss dummy (without any raid buffs or debuffs) over multiple sessions and recieved a miss rate consistant with melee miss, not spell miss.

Thunder Clap does use spell hit, and in the same tests showed a very significantly higher miss rate than Shockwave.

In my first test, Shockwave only had 1 miss in over 100 Shockwaves, and had 58 consecuitive Shockwaves before the first miss. This was with almost no hit rating on my gear, which makes it exceptionally unlikely that it uses spell hit.

This is not to say that it is definitive, however the data I have seen doesn't support it being spell hit as far as I can tell. Between the physical damage, 200% crits, and observed miss rate from my tests it seems to be set up as a proper melee ability. (Unlike Thunder Clap.)
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Last edited by Kojiyama; 11-09-2009 at 07:31 AM..
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  #112  
Old 11-09-2009, 08:18 AM
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Not sure what data you have to confirm that, but I I'm really skeptical as to it being true.

This is not to say that it is definitive, however the data I have seen doesn't support it being spell hit as far as I can tell. Between the physical damage, 200% crits, and observed miss rate from my tests it seems to be set up as a proper melee ability. (Unlike Thunder Clap.)
I'm guilty of lack of rigor. Our add tank has 58 hit rating on his BV gearset, which makes his hit chance on level 82 mobs 96.21% for spells and 96.37% for melee abilities. So the data is consistent with spell hit, and with melee hit. A week's worth of Anub attempts is no where near the kind of sample size it would take to discriminate that small difference.

Anyone out there I convinced to get 158 hit rating to spell cap, I apologize. The slower scaling of melee hit rating (32.79 = 1%) means it will take 178 rating (178 / 32.79 = 5.43%) to hit cap Shockwave, as any melee ability on level 82 mobs.
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  #113  
Old 11-09-2009, 09:08 AM
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please dont throw rotten fruit etc but im a pally trying to emulate this. our other mt is a warrior and were build sets in tandem.

my question is: if were over 3k block is it essentially that we avoidance cap?

j/w is there some point where block compensates for the lack of avoidance? i.e. where 60% avoidance with 4k block > 101.6 avoidance with 2k block

i can probably assume the later just curious if anyone did this stacking block but didnt hit the avoidance cap really... thanks!
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  #114  
Old 11-09-2009, 09:22 AM
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I'm fairly sure that block value is better than the equivalent amount of dodge rating in terms of survivability, provided that the tank in question is unhittable. I'm fairly sure that becoming unhittable is the most important thing. Afterall a single unblocked hit causes about 15k damage, which is a LOT if you are barely breaking 34-36k hp fully buffed and are going to take damage from leeching swarm. That said, if you are a paladin, and your other tank is a warrior, then you should tank the boss and your friend the adds. Paladins simply are better boss tanks, and warriors are simply the best add tank in this fight.
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  #115  
Old 11-09-2009, 03:18 PM
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I have about 3000 block value unbuffed in my block set, then add another 10% from glyph and raid buffs and you will get a pretty good number which works fine for me. But like someone said before, when trinket wears off and you dont procc critical block your HP can drop down very fast.

And I would defo say that block value is the most important stat after reaching that unhittable cap.
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  #116  
Old 11-09-2009, 04:58 PM
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The adds don't reset their timer, usually the boss mod messes up and resets the timer when it turns over to phase 3. The updated versions I believe have fixed this.
Our ret paladin was complaining about this last night. We have only gotten to P3 twice so I cant confirm or discount wether this is a problem or not with updated bigwigs/dbm
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  #117  
Old 11-10-2009, 02:14 PM
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The unhittable macro does not take into account the bosses base miss chane of 5 percent correct?
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  #118  
Old 11-10-2009, 03:48 PM
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Our ret paladin was complaining about this last night. We have only gotten to P3 twice so I cant confirm or discount wether this is a problem or not with updated bigwigs/dbm
Using the dbm/bigwigs from my knowledge is going to cause more problems in phase 3. What you are going to have to do is sift through combat logs and figure out the time intervals in which the shadow strikes are cast throughout the fight. Make your own timers on bigwigs from that data. We don't use the dbm/bigwigs timers we made our own before bigwigs or dbm even had that function in them.
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Last edited by Badga; 11-10-2009 at 04:16 PM..
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  #119  
Old 11-10-2009, 04:41 PM
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or your ret pally can /focus one of them, and make sure casting bar is turned on for it, and he can just aoe stun when he sees one of them casting...
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  #120  
Old 11-10-2009, 05:19 PM
Stam Czar
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or your ret pally can /focus one of them, and make sure casting bar is turned on for it, and he can just aoe stun when he sees one of them casting...
That's not actually possible in H-25 man. Between server lag, human reaction time, and how fast the cast is, it is literally impossible for someone to stun it as it casts if they didn't push the button before it started...

It's like that trick you do to your friends when they're drunk. You tell them they can have the 20 dollar bill if they catch it,and you put it in between their index finger and thumb, and drop the dollar bill. You always win because it is literally impossible for human reaction time to be fast enough to catch it if they didn't start trying to before you dropped it.
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