More sim info from Theck: http://sacredduty.net/2012/09/18/l90...tion-followup/
Wasn't sure if anyone had seen it.
Teng, you work so hard to keep us warrior informed and on the right path. This warrior greatly appreciates you
So I read something interesting I wanted the community here to comment on:
So if I read this right, Blizzard failed to make Hit and Exp worth having yet again? Ive been watching the armory of a couple notable tanks in the high end world and notice they are going with option 2.That being said, Blizzard has inadvertently (or intended, but I doubt it) given us a choice, and an easy one in my opinion.
Option 1: We can select our gear directly to generate rage and maximize our active mitigation via not missing Shield Slam, but substantially reducing the number of Revenge procís we get by selecting one Hit or Expertise secondary stat combined with one Mastery, Dodge, or Parry stat. All the while we take more damage over the course of the entire encounter from the reduced Dodge, Parry, and Mastery loss we sustain from choosing Hit or Expertise.
Option 2: We continue to aim for maximum avoidance and mitigation stats. While we do miss the occasional Shield Slam, but overall we get more Revenge procís. Contrary to option #1, we take less damage across the duration of an encounter due to the added dodge, block, and parry.
There is something so appealing about backhanding someone across the face with a shield.
Also, the point was made somewhere that if you're unsure what to do, look at what the top tanks are doing. Well, Kungen, Grafarion, and Sco are each using a different method.
Whether you're doing 10s or 25s may also influence your choiece of secondary stats. in 10s where you're not so likely to be covered by multiple dedicatews tank healers and tank damage isn't quite so high the hit/exp method will likely be more succesful, in 25 where you probably are taking huge amount sof tank damage that 10% extra mayjust be enough to make it untenable. However what this fails to address is that you could walk somewhere between the two without just going one way the other. Hit/exp protects against damage spikes, avoidance helps stop your healers going OOM. You could go for a balanced amount of both ~4000rating of hit/exp and ~4000 rating of avoidance (which is where i feel alot of tanks uncounsciously are). The important thing is to comprehend what our secondary stats do, and tailor them to suit what is happening in the encounters you run.
"top tanks" also tailor their setup to a particular boss they are progressing on depending on their needs.
Yeah, i caught that, i was reinforcing your point.
Something that was mentioned before in the tread was vigilance resets cool down of taunt when the target takes damage this is no longer correct. Vigilance removes the cool down of taunt well active. This makes it amazing as an off tank who needs to pick up adds. However if it is on cool down it does not remove the current cool down which is frustrating so don't taunt then vigilance vigilance then taunt.
Last edited by Gregasaurous; 10-08-2012 at 04:24 AM.
As far as gearing for specific encounters, Gara'jal the Spirit Binder's voodoo doll damage is shared based on final damage taken. So shield barrier effectively blocks 2.4x the damage it does on other fights.
So Blizzard hotfixed vengeance.....
Last edited by Gregasaurous; 10-08-2012 at 03:48 PM. Reason: totally missed a key point in the hotfix
I was whinging about this nearly a month ago. its retarded that blizzard don't want us to play the threat game but conversely an avoidance streak on the pull complete screwed over your vengeance stacking. Hurting Threat where it mattered most. Hallelujah, Twittering GC had an affect.
Teng: if damage intake is higher in 25 mans, you're going to want to avoid spike damage even more. Spike damage is what makes healers go OOM, not damage taken over time. Giving healers a bigger buffer, more reaction time, smoother damage intake, and the ability to use sbarrier as an "oh shit" button requires you to not miss those critical shield slams. From my seat (now that I've actually played a warrior and seen how it kinda pans out) hit/expertise to cap is definitely the way to go.
That's not really what I'm arguing. I don't really have time to type it out right now. Maybe go see my other thread?
I did. I can see where your coming from, I just don't think its an issue becuase you produce a crap tonne of rage anyway. I want you to be right, but my anecdotal evidance is that if i drop mastery into connectivity stats, i stop being able to keep Shield Block up on CD, let alone keep it up and weave SBars in to cover the SB down times.
If you're mainly using Sbar as your dump then yeah mastery is crap. If your using heroic strike as your dump either you're a lucky bastard, or you should uninstall.