Tanks have 3 roles in an effective raid or group. Firstly, to hold Aggro by maintaining the highest Threat on all enemies. Second is Survivability, which is the tank's ability to mitigate and avoid incoming damage, and to increase the total damage they can receive. Third is Raid awareness and functionality, and what is meant by this is boss placement both location and direction. Threat is a number based system in which each individual Mob or Raid boss keeps track of the damage and high threat attacks caused to them, and focus their attention at the highest threat player or NPC in the vicinity.
Threat comes in two types, Area of Effect based threat usually associated with Trash mob s and Single target threat usually on Raid Bosses and Strong Trash mob s. In general, survivability is a tanks ability to stay alive through mitigation and avoidance of incoming damage.
Mitigation is the lessening of damage per hit, and is generally seen as the most effective tank method of increasing survivability. Mitigation mostly involves the rotation of tank-based Cooldowns , as well as static Armor. Avoidance, which is seen to be finicky and unreliable survivability stats, involve Miss Dodge , Parry and Block DKs do not use shields, and cannot block. Finally, total Stamina is extremely important, as it increases total health pool and gives the healers more reaction time to heal you, as well as helps absorb chained non-avoided attacks.
In current end-game content, it is generally agreed upon that "Effective Health" is the most important stat for a tank. Effective health is the total health pool of a tank, multiplied by the static physical damage mitigation from armor.
In other words, Tanks' most effective method of increasing their survivability is to increase the total damage they can take before dying by increasing armor, static damage reductions and Health.
This however does not mean that a tank should rely solely on stamina as a source of survivability. Mastery especially is important because of the blood shield effect, which essentially puts a bubble that will absorb incoming damage. Certainly, every raid member should be aware of their surroundings and know their role in it, and tanks have a very key and central role in almost every fight in end-game content.
Most fights require bosses to be placed in a certain location and faced in a certain direction. An example of this would by Onyxia , a Dragon who cannot by faced towards the raid because of Flame Breath and cannot be faced directly away from the raid Tail Swipes ; she also must be tanked with the tank's back against a wall, or he will constantly be knocked back by wing buffets.
Some fights require a boss to be kited, or moved, from specific location to another area. An example of this would be Professor Putricide , who must be kited back and forth through the room at every add spawn, kited out of goo, ooze and Choking gas bombs.
Many fights also have Adds that spawn, and must be picked up by an Off-Tank, and placed in a certain location. An example of this would be Anub'arak , who spawns Nerubian Adds who must be picked up and placed on patches of ice, so they will not burrow. Remember: Every boss encounter is different, and everyone will expect you to know exactly what you're doing. Research the fight before attempting tanking it, and if you still don't feel comfortable, do the fight a couple times as a DPS until you get the hang of it.
Death Knights are unique in their methods of threat generation. Other moves have multipliers as well, in order to generate threat and give structure to DK Tank rotation:. Because a DK can achieve moderate armor without a shield through Blood Presence DKs can equip two-handed weapons and are balanced around using them. When opening combat on a group of multiple enemies, the easiest way is to walk in close and, just as they start to attack you, lay down Death and Decay at your feet.
If facing a very large number of enemies, or to grab a small amount of snap aggro, Blood Boil may be substituted for Heart Strike. Even on pulls larger than three mobs, tabbing and using Heart Strike and Death Strike will produce much more overall threat and damage than using Blood Boil. It's a simple, straightforward throughput increase to every aspect of Unholy Death Knight.
Mastery - This increases your Shadow damage and the damage of your Minions. Most of Unholy Death Knight's damage comes from Minions, which makes Mastery your best secondary stat.
Haste - This, along with Crit, will be changing a lot based on what gear and Soulbind you are using. Haste is better than Crit for Single target, however as discussed before, Old Warrior's Soul will provide you with a lot of haste, resulting in the value of haste decreasing, causing Crit to pull ahead.
Crit - This stat usually is worse than Haste for Single target. In AOE, Crit is one of your best stats and should be prioritized over haste. Crit will also gain more value when using Bonesmith Herimir, as it will increase the rate that Herimir's Arsenal: Marrowed Gemstone stacks up. The defensive value of mastery is excellent and really shine when stacked in great quantity.
For exemple : in off-tanking phase during raid you can quickly build a bone shield that will insure a very smooth transition when you take back the boss I suspect a good player with enough mastery can build a shield value equivalent to his maximum life by the end of off-tanking phase. Haste is the by far the stat you seek the most until you reach a level that insure sufficient gameplay fluidity.
The stat seems a lot less impactful after that. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. Unsure how to post? Check out our handy guide! Simply browse for your screenshot using the form below. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen.
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