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Good tank build for 80?
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Post by
DeathsApprentice
I've noticed pretty much every build all has one talent that, when I think about it, seems rather useless to me.
Everyone always puts 5 points into Toughness, but does anyone really know what that is doing for you?
The way I see it, after you've hit around the 17 - 18k armor area, an extra 10% armor, increases your damage reduction from armor... by about 1 or 2 %...
So everyone is spending 5 talent points, for a 1 - 2% decrease in physical damage? o-O? That just bewilders me.
As far as the other talents..
Here's my current build for 77...
http://www.wowhead.com/?talent=LVMh0bZhZiItrMczrdIzsGo
It works really well for PvE and PvP, and as I get up to 80, I plan on either putting the remaining points into either 1-hand spec or improved Heroic strike.
Just my two cents. :)
Post by
Sakkura
Armor scales linearly, so a percentage increase in armor actually gets better the more armor you have. Assuming you stay below the cap of course.
Don't be fooled by the way the % reduction you see in the tooltip increases less and less; in fact the benefit of those smaller chunks is higher than at a lower amount of armor.
Post by
250697
This post was from a user who has deleted their account.
Post by
Ravenous
Everyone always puts 5 points into Toughness, but does anyone really know what that is doing for you?
Hope this is someones attempt at humor.
The synergy between these 2 talents
http://www.wowhead.com/?spell=61222
and
http://www.wowhead.com/?spell=12764
makes them a must have in any Tanking build. Read the stickies at the top and learn more about your class if this isn't a joke.
My build as of today:
http://www.wowhead.com/?talent=LVMZhxZVItrg0zidIzsGo
Tried to get every talent that allows me to survive longer and fill the rest in with utility then threat. I've tanked most of the Heroics at 80 and found my threat to be far ahead of dps but my survivability lower because of diminishing returns on avoidance. Picking up Puncture and Imp HS are easy to do if your dps begins to catch up to your threat once they get better gear.
Dropping as much Defense as I can, which will be from enchants, and getting more hp is a priority. I haven't had to gem for Defense yet so getting hp to my chest and armor to my cloak is something I'm definitely working on.
Post by
229624
This post was from a user who has deleted their account.
Post by
Sunderhorse
http://www.wowhead.com/?talent=LiZhxZVItrtcziduzsGo
You guys are noobs
Post by
Sakkura
http://www.wowhead.com/?talent=LiZhxZVItrtcziduzsGo
You guys are noobs
Takes one to know one. Why not max vitality?
Post by
Sunderhorse
http://www.wowhead.com/?talent=LiZhxZVItrtcziduzsGo
You guys are noobs
Takes one to know one. Why not max vitality?
"takes one to know one"
you must feel smart, remembering that from kindergarten
i forgot that out on accident so throw some points in there
Post by
211467
This post was from a user who has deleted their account.
Post by
DeathsApprentice
Everyone always puts 5 points into Toughness, but does anyone really know what that is doing for you?
Hope this is someones attempt at humor.
The synergy between these 2 talents
http://www.wowhead.com/?spell=61222
and
http://www.wowhead.com/?spell=12764
makes them a must have in any Tanking build. Read the stickies at the top and learn more about your class if this isn't a joke.
No, I'm completely serious. Yes, the percent increase for armor increase, is linear. However, the %dmg reduction through armor, is not. That's part of my distaste for the "toughness" talent.
I'm not saying that people can't use it. I am merely saying that I believe those talent points can be used in other places.
For 5-mans, when you're tanking multiple mobs and your avoidance is too high to have a high starting rage, and in such, high starting threat, Improved Charge and Improved Bloodrage are wonderful choices.
With my experience in fights against bosses, Iron Will can be extremely useful.
In some cases, the boss can stun you for upwards of 3 - 5 seconds.
A 20% decrease on the duration, can make the difference between taking an extra full 5k+ hit, and dodging or parrying that attack.
And, I know that toughness can add to your armor, which increases your attack power... But is it really worth an extra 30 - 50 attack power?
The math, in my thought process..
Assuming you have 20k armor, toughness would give you an additional 2k armor.
In the end, Armored to the Teeth gives an approximate of 1 attack power per 60 armor.
2000 / 60 = 33.333~~
So, at 20k armor, Toughness gives you and additional 33 attack power. Because 33 attack power and 2% physical avoidance is completely worth 5 talent points. ^.^
Post by
138583
This post was from a user who has deleted their account.
Post by
DeathsApprentice
%dmg reduction is not. Right. Its logarythmic. But the time you are able to stand there without any incoming heals IS. (check the Tankpoints theory for more info if you dont already know it).
Ehhh... Tank points is a bother to me, personally. I understand the numbers and everything, but it seems lacking to me. Oh well, that's what I get for not wanting to succumb to some "global standard" for tank specs...
Post by
senseless
Would just like to say that after testing, my TPS for single mobs with my build off the previous page is over 3.5k TPS, where as usually my average as prot spec was around 2.5k. This build also works wonders when you toss in the glyph of revenge, heroic strike, and sunder armor.
Also would like to note that with the spec i gave, my actual dps nearly doubled.
This is in defensive stance btw. Don't be fooled into thinking you need to be prot spec to tank.
Also you could easily take out 3 points from toughness and put it into thunderclap to make aoe tanking a bit easier.
Here is the build again for the lazy ones who skimmed over my build.
http://www.wowhead.com/?talent=LAbczfht0bdRbboZhxZVctbx0z
Post by
261849
This post was from a user who has deleted their account.
Post by
Divisor
Disarm is /fail for too many reasons.
One it would be that are far too few bosses that can be disarmed.
Another one is that you get a 10% damage increase for 10 seconds once every 40 seconds. That nets out to a 2.5% damage increase overall. It should be fairly ok, but in instances, even heroics, bosses die too fast anyway. Rarely you get a boss which dies in more than one minute and is disarmable. And in raids, disarm is useless. From 15 bosses in Naxxramas, 2 of them can "theoretically" be disarmed. Not a good use of those 2 talent points.
Post by
261849
This post was from a user who has deleted their account.
Post by
233285
This post was from a user who has deleted their account.
Post by
Sakkura
Comming back to percentages however your loosing the 10% in 1h dmg but gaining 20% dmg on crits.
A 10% increase to all damage is better than a 20% increase to crit damage as long as you have less than a 50% crit chance. In other words, taking the points out of 1h spec is retarded.
Big numbers don't matter, it's the TPS/DPS that matters.
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