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Maintankadin

Ratanna's Best-in-Slot WotLK Guide.

Dorvan
Fri Dec 26, 2008 5:00 pm
Yes, but by the same token theorycraft has a major issue with being 1 defense short of cap, but reality doesn't (that's 1 in 2500 hits that's a crit). Sure, most of the time things work out fine, but it's nice to have your defenses be completely reliable where possible. Part of the problem is that we're discussing this completely in the abstract. Clearly being block-capped doesn't have infinite value, but it does it fact have some inherent value.
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Ratanna
Sat Dec 27, 2008 11:25 am
on paper these small % points may look better.

But in reality, there are a lot of factors that go into progression raids/kills.

1. In many encounters healers have to move at some point of the encounter. Very rarely will a healer get to stand in one spot and heal/cancel you for the entire duration of the fight. You can bet hands down that uldaar will require healer movement as its not supposed to be a pushover.

2. There has been a history of silence mechanics on raid bosses.

3. Client side lag. FPS lag. And server side lag.

4. Expect progression bosses to melee for 10-25k as most tanks will be going in at over 40k HP buffed. This does not include spell damage.


Pros of being block capped:
1. Never take a unmitigated hit
2. Good for trash. (not really as redoubt is up the most on trash)
3. Generally have more BV on this gear for more TPS. More holy shield charges eaten. (Although threat is pretty much a non issue)
4. On those very RARE circumstancial cases it can save your life.
5. Good for fast melee attacking dual wielding bosses (ie. Mother/Illidan/Brutallus)
6. Less bursty Damage (this is relative)

Cons of being block capped:
1. More overall Damage in majority of cases.
2. Much of the gear has inferior stamina total HP than the avoidance/hit gear
3. Relies too much on your healer not being subject to move.
4. Relies a lot on your healer mana pool to sustain heals through the duration of the fight (aka going oom)
5. Relies on your healer not DCing or dying.
6. Relies on your healer to not get CCed/silenced.
7. Libram of Obstruction only lasts 5secs. Giving you a 3 second window w/o block buff of 457.6 BV. So only blocking for about 1000-1300 depending upon gear in that 3 second window.
8. Redoubt is nearly wasted when it procs causing an overitemization of attributes when these things could be allocated elsewhere.

Pros of being avoidance + stam heavy
1. Less Damage
2. Requires less mana and often lower HPS
3. Reactive healing (gheal canceling/global buffs/etc) vs sustaining HPS/endurance healing
4. If a healer dies/dcs/lags, there is enough time to switch a healer over
5. Redoubt covers the gaps and i used for its full itemization.
6. High HP for incoming spell damage.
7. Ardent defender will mitigate more damage at lower HP danger zones. So its imperative that you maximize the threshold of when ardent defender is activated.


Summary:
This is how i've been successful in progression raids. I'm making the assumption that uldaar bosses will come hit like a truck ie felmyst enrage/brutallus/felmyst+corrosion back in the day).

Granted if the bosses hit for like 5-8k and u were mitigated 1500-1800 per hit that would result in a 25% reduction per hit would be pretty significant. But i've already made the assumption that its not going to hit like a pansy in uldaar so lets assume it hits for 20k resulting in a ~8% mit. Avoiding a 20k hit you would have to block ~12 times to equal the amount mitigated in that one hit. In this case avoidance is a clear cut winner. This is not to say you wont already block the attack anyway. Even in avoidance gear/holy shield you already have a very high chance of blocking it and a 100% to block chance with redoubt.

This is why we have tools at our aid. We have pots/healthstones/shield wall/trinkets/loh for those sticky situations if you do take those unlucky strings with unmitigated hits. Hell, healers even have cooldowns that they can use on you for these sticky situations. Expect a lot of spell damage/bleeds added on to hard hitting melee hits when uldaar hits live.

Stam > Avoidance >Expertise > Block Value > Block Rating > Armor in my book. If a block piece has considerably higher stamina than an avoidance piece i would strongly consider using it. If it has inferior stamina, I will most likely put it aside. 1 HP differential could result in the activation of Ardent Defender. This is my clearcut reason that I stack stamina. The spell damage conversion component is all bonus.

You don't have to agree with what I've just said. I'm just telling the people who want to know what has worked for me and other tanks in progression raids.
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Dorvan
Sat Dec 27, 2008 11:31 am
I disagree with points 3,5,6 in your cons. If you're block-capped, you actually have more worst-case EH, so you're less prone to dying because of a healer delay at the same time as a spike than someone who isn't.

I also disagree with several of your summary points. You definitely take more damage overall if you sacrifice some avoidance to become block capped, but small interruptions are also less significant because your damage intake is less spiky. Also, on point 7, higher stamina may mean a slightly larger AD range, but being block capped guarantees that you're much harder to kill in AD range.

Avoidance is definitely better then block-capping for overall incoming dps reduction, but block-capping results in a smoother damage intake profile which makes it easier to heal and less prone to deaths resulting from a spike coinciding with a healing interruption.
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Dorvan
Sat Dec 27, 2008 12:16 pm
In WotLK terms, unblocked hits contribute to spikey-ness as well. We obviously disagree on this point. A higher avoidance , non-block-capped tank will have spike a little less frequently, but they'll be bigger. A slightly lower avoidance, block-capped tank will have spikes more often, but they'll be smaller. I believe that the latter scenario is the preferable one.
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Majiben
Sat Dec 27, 2008 12:19 pm
Being block capped actually makes you less spiky always while not being block capped allows for the possibility of taking 4-6k more damage.

It's not a matter of how it feels but what the numbers show. Not being block capped raid buffed means that you have a statical chance to take a string of unblocked hits that will add up to a significantly larger spike than the block capped tank.

Heck that was the whole reason why paladins were viable in TBC. We took more average dps than warriors due to lower avoidance (damn you spell power!) but never too a random crushing blow.
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Dorvan
Sat Dec 27, 2008 12:38 pm
There's definitely a definition issue going on here. I think it's more accurate to say that more frequent, smaller spikes is less spikey than less frequent, larger spikes. I'd say spikey-ness is primarily about variance. Higher avoidance, short of block cap tanks have lower mean incoming dps, but longer tails on their spike distribution. The problem is that it's those infrequent events on the high tail that are the real tank killers.
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WHAT WOULD BEST DESCRIBE YOUR PERSONALITY?
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