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#1
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Updating the Guide (Warrior)
I'm making a fairly large update to the guide at the moment and will post in on the Warrior forums in not too long. This will have a much larger "Reference" section that will be frontloaded for easy access. I will post portions of it as they are complete to this thread.
Many portions of this are incomplete as they are posted. Fair warning. |
#2
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0.5 Threat & Threat Values
Threat Threat should not be looked at as an arcane, mysterious entity that can not be understood or put into real terms. It is based on real and understandable concepts and numbers. Let's say that 1 Damage is equivalent to 1 Threat. For the purposes of this game, this is the best way to quantify threat, as 1 Damage will produce the equivalent of 1 Threat before any modifiers come into play. The Warrior who is tanking will always want to make sure their threat is at a higher level than the Threat of their party or raid members. Following this, the Warrior can make use of specific abilities which maximize his or her Threat potential. This is done by the intelligent use of abilities, gear, threat-producing talents, and basic positioning in relation to party members. While 1 Damage is equivalent to 1 Threat, it takes 2 points of Healing to amount to 1 Threat. Also, Threat is only produced by effective healing -- overhealing produces no Threat. Threat does not decay in combat. It can be reduced through the use of several mechanics such as Knockback. However, under normal circumstances Threat will never decay. Pulling and Holding Aggro (100/110/130 Rule) Code:
Tank (Baseline) _____________________ 100% Melee Range Aggro ___________________ 110% Ranged Aggro ________________________ 130% This has some important implications. First, it gives you breathing room to miss a few attacks and not instantly lose aggro -- that seems to be the purpose of the 10% rule. Second, it means that ranged classes take a heavy risk by moving into melee range with a large amount of threat built up -- the mob will instantly change targets to a ranged target who moves into melee. Third, this means that tank switching can be difficult in some cases. This is where Taunt comes in. The Warrior Taunt immediately places you at 100% aggro of whoever the highest-Threat player is on the target list for that creature. It also bypasses the 10% rule and does not require you build immediate threat. When tanking, it may be helpful to remember that you can let any player you want build Threat for you on a mob -- all you have to do is Taunt the mob to get everything they worked for and make the mob yours. This is also a good argument for Improved Taunt. Threat from Stances, Talents, Buffs, and Classes The following chart shows multipliers to Threat values that affect the amount of Threat players produce. Code:
Ability Multipliers Percent Multiplier Defensive Stance / Bear Form ________ 130% (1.3) Additive Defiance / Feral Instinct ___________ 115% (1.15) Additive Fury/Battle Stance __________________ 80% (0.8) Multiplicative Rogue/Cat Form Druid ________________ 80% (0.8) Multiplicative Blessing of Salvation _______________ 70% (0.7) Multiplicative Tranquil Air Totem __________________ 80% (0.8) Multiplicative Druid (Subtlety) ____________________ 80% (0.8) Multiplicative Priest (Silent Resolve) _____________ 80% (0.8) Multiplicative Mage (Frost Channelling) ____________ 70% (0.7) Multiplicative Mage (Arcane Subtlety) ______________ 60% (0.6) Multiplicative Warlock (Destructive Reach) _________ 90% (0.9) Multiplicative Warlock (Imp. Drain Soul) ___________ 90% (0.9) Multiplicative Innate Threat Many Warrior abilities are built around the concept of Innate, or hidden, Threat values. What this means is that abilities which neither deal Damage or Healing produces Threat on the targeted creature when used. Innate Threat never replaces Threat produced from damage; in many cases, such as with Shield Slam, Devastate, Heroic Strike and Revenge, the Damage portion of the ability produces Threat in addition to the innate value. The following chart gives detailed Innate Threat values (many thanks to Kenco for his continued research and Lavina for her guide on WoW-Europe Warrior forums and where I pulled this updated list from): Code:
Sunder Armor (Rank 6) [level 67]_______301 Revenge (Rank 8) [level 70]____________417 Shield Slam (Rank 6) [level 70]________307 Devastate (Rank All)___________________101 Thunder Clap (Rank All)____+150% of damage Cleave (Rank 6) [level 68]_____________130 (split) Disarm_________________________________104 Mocking Blow (Rank 6) [level 65]_______290 Demoralizing Shout (Rank 7) [level 70]__56 (split) Battleshout (Rank 8) [level 69]_________69 (split) Commanding Shout [level 68]_____________68 (split) Hamstring (Rank 4) [level 67]__________181 Excecute (Rank All)_________+25% of damage Spell Reflect [level 64]_________________0 Piercing Howl [level 20] ________________0 Concussion Blow [level 30]_______________0 Damage as Threat All damage is threat; not all threat is damage. Any increase in damage will be a direct increase in threat. Threat from damage scales in specific ways. The most obvious scaling can be seen in Shield Slam, which becomes stronger as a Warrior collects standard tanking gear with Shield Block Value. Devastate and Normal attacks both scale from Attack Power. Though improvements in this area are generally less perceptible, they make up a significant portion of your overall threat. Devastate and Normal attacks also benefit from party and raid buffs. Heroic Strike and Devastate scale based on Weapon Speed. However, getting faster weapons for Heroic Strike is much better in terms of net gain; Devastate is Normalized, meaning your Attack Power bonus is based on a 2.4 Speed weapon, whereas Heroic Strike is not affected by Normalization, and the fastest weapons will produce the best possible results. Critical Strikes Critical Strikes have no unique impact on threat. The extra threat generated from a Critical Strike is strictly from the damage produced; innate threat is not affected. |
#3
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0.1 Answers to Oft-asked Questions
1. Shield Block still removes Crushing Blows from the combat table. 2. 490 Defense is the Defense "goal" to remove critical strikes from the combat table. Creatures cannot critically strike players with special abilities. 3. Shield Mastery affects Shield Slam (0.7). 4. Dodge and Parry are not the same (0.4.1). 5. Shield Slam is the highest-threat Warrior ability on the Global Cooldown. Revenge follows behind, and can cost as little as 2 rage. Sunder Armor and Devastate follow immediately behind this. Order your ability usage accordingly. 6. Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect pure AOE skills, such as Frost Nova. 7. The daze effect from Piercing Howl does not increase damage from Heroic Strike. 8. All modifiers that affect threat increases are additive -- meaning, Defiance and Defensive Stance produce a full 45% increase in threat. All modifiers that decrease threat are multiplicative. |
#4
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0.2 Rating Conversions
Code:
Defensive Defense Rating_______ 2.4 to 1 Dodge________________ 18.9 to 1 Parry________________ 31.5 to 1 Block________________ 7.9 to 1 Resilience___________ 39.4 to 1 Offensive Weapon Skill_________ 3.9 to 1 Hit__________________ 15.8 to 1 Critical Strike______ 22.1 to 1 Haste________________ 15.8 to 1 |
#5
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0.3 Defense & Armor
Code:
1 Defense Skill Dodge __________________ 0.04% Parry __________________ 0.04% Block __________________ 0.04% Chance to be Missed ____ 0.04% Chance to be Crit ______ -0.04% For Defense to effectively remove Critical Strikes from the combat table on higher-level creatures, you need to reach the 5% reduction according to the baseline of that creature. Creatures have a 5% chance to Critical Strike, so you would need to reach the Defense required for a level 73 player to reduce Critical Strikes by 5%. Since 125 Defense is equal to 5% Critical Strike reduction, you would add to the level 73 baseline of 365 -- your goal, then, is 490 Defense. Most "Skull" Elites are effectively level 73 creatures. Crushing Blows (150% Damage normal attacks) are calculated with Defense in relation to the level of mob you are fighting. Crushing Blows can only occur from creatures 3 levels higher than you or greater; the chance to receive a Crushing Blow cannot be reduced below 15%. Defense beyond your baseline does not affect Crushing Blows. Armor Code:
AC Mitigation = -------------------------- AC + (145 * Level + 405) Code:
AC Mitigation 5,000 _______________ 32.14% 10,000 ______________ 48.64% 12,000 ______________ 53.20% 13,000 ______________ 55.18% 14,000 ______________ 57.01% 15,000 ______________ 58.69% 16,000 ______________ 60.25% 17,000 ______________ 61.69% 20,000 ______________ 65.45% 25,000 ______________ 70.31% However, in the words of Satrina, "Mitigation is subject to diminishing returns, but Armor is not." What this means is, Armor provides a linear increase to lifespan, if not mitigation. To better understand this, use the following examples Satrina used: Quote:
http://evilempireguild.org/guides/diminishmath.php |
#6
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0.4 Avoidance & Shield Block
Avoidance can occur while mounted or while using a Ranged weapon. Avoidance is one of the most helpful attributes of a tank and accounts for a significant reduction in necessary healing. 0.4.1 Dodge Dodge represents 100% avoidance of a frontal attack. Players can Dodge most physical attacks, including many Cleaves and Whirlwinds. A player cannot Dodge a Critical Strike or Crushing Blow under normal circumstances. Creatures are capable of Dodging attacks from any direction. Dodge is the most effective itemization in terms of reducing Crushing Blows. This is because Dodge can stack relatively high with Itemization points. When using the Shield Block ability, an attack that would not otherwise be a Crushing Blow can be Dodged, allowing the charges of Shield Block to stay active on creatures that would may have attacked too quickly and used the Shield Block charges before the cooldown was available again.. 0.4.2 Parry Parry represents 100% avoidance of a frontal attack. Players can Parry most physical attacks; a player cannot Parry a Critical Strike or Crushing Blow under normal circumstances. Parry represents an offensive avoidance and costs considerably more in terms of itemization. When a player Parries, their next normal melee swing becomes a counter-attack sped up by as much as 50%. Parry is most beneficial when using slower weapon. 0.4.3 Chance to be Missed Being Missed represents 100% avoidance of an omni-directional attack. Being missed can occur by any Physical attack. Reducing a creature or player's Chance to Hit will increase the chance of being Missed. Chance to be Missed only comes from Defense. This attribute is not shown on your character pane. 0.4.4 Shield Block Shield Block represents a reduction in damage from a frontal attack. Shield Blocks are effective against all Physical attacks, including Ranged. Shield Blocks cannot occur while mounted. Shield Blocks cannot occur while drinking a potion. The use of the Shield Block ability can boost Avoidance and Shield Block well above 100% on the combat table. When this occurs, Shield Block takes priority over Crushing Blows and Critical Strikes. As a result, an attack blocked with the Shield Block ability can never be a Crushing Blow. Players can Block a Critical Strike from special abilities. This means that special attacks from Players can be Blocked. Creatures are incapable of landing a Critical Strike with a special ability, however, and Defense effectively removes Critical Strikes from environmental content. |
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