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Maintankadin

Gems and Enchantments: A short guide

Dorvan
Fri Mar 07, 2008 12:05 pm
Select "search for all terms" instead of "search for any term". It's probably worth saying a little more about that in the OP though.
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yegg
Tue Mar 11, 2008 3:44 pm

Heroic Gems and Epic Gems

Great thread with some thoughtful insight. Any chance you could add some discussion of the gems out of heroics now that they will no longer be unique equipped in 2.4? Also perhaps some discussion of epic gems? JC only gems?
Thanks!
Invisusira
Wed Apr 09, 2008 5:32 am
Since Dorvan is bad and ninja-destickied my Post On Glove Stuffs, here it is in this thread (since the search function is Scary and Confusing!)


Threat
2% Threat
2% threat will grant you more aggro than +20 spell damage as long as you are generating more than 500 TPS. If you are generating less than 500 threat per second, you are probably not level 70 and shouldn't be worrying about glove enchants anyway.
+20 Spell Damage
20 extra spell damage will net you about an extra 10 TPS. If you are in an AoE tanking situation with your consecration doing 100 damage a tick or higher, you will get more out of this enchant.
+15 Spellhit
15 spell hit grants you 1.2%. This is generally not that important, as many of our abilities do not rely on spell hit.
Invisusira recommends: 2% Threat!


Survivability
240 Armor
At first glance, it may not seem like much - this option is very often passed over. However, depending on your gear level, it will actually give you about twice the effective health as a +10 stamina kit would. (.8% vs .4% at your average T4/T5 gear level.)
+10 Stamina
10 stamina will net you 128 hp with your talents. If you have no need for further avoidance, that's basically like an inexpensive socket in your gear.
+15 Agility
With Kings, 15 agility grants you .66% dodge and 35 armor. A good, if not somewhat expensive, way to get that last bit of uncrushability if you have no other options.
+8 Defense
8 defense rating gives you about 4 defense. If you're not at the defense cap already, this is a viable choice.
Invisusira recommends: 240 Armor!

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240 Armor: Addendum
Rather than clog up the main post with these numbers, I thought I'd add them on the end. People love teh staminas, so here's the hard math behind how 240 ac provides you with more EH than 10 stam.

After 15k armor, assuming constant damage (1000 DPS), an extra 240 armor effectively reduces the damage per second by 4.32.
After 20k armor, assuming constant damage (1000 DPS), an extra 240 armor effectively reduces the damage per second by 2.88.

Most tanks have armor values that fall neatly between those two. These numbers show that an extra 240 armor yields approximately 3-6health/second. Comparing this with the +10 stamina enchant, a fight would have to last longer than 15-33 seconds for the two to be comparable (most fights obviously do). The armor enchant is much more valuable when it comes to survivability than anything else (including agility) when it comes to MELEE bosses/mobs.

Please note that 240 armor is completely useless again caster mobs and bosses, and that some abilities do bypass armor!

Here are the maths:
pallypal
Mon Apr 14, 2008 12:09 pm
deserves a sticky, or an amend into previous stickies; didnt find it until someone got locked and had a link to here.

*edit: just noticed it got one
Dorvan
Mon Apr 14, 2008 12:45 pm
Indeed, I added a link to Invis' glove post in the OP of this thread when I destickied that thread. There are simply too many frequent questions on very specific issues like that to have a separate sticky for each one. I'm thinking about trying to incorporate more links to good "discussion" threads from the current main stickies to get more mileage out of the sticky posts.
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BluTrigger
Tue Apr 15, 2008 12:52 am

enchant boots - vitality

I thought this guide was very comprehensive and helpful for a tankadin at any stage in his or her end-game career

My one gripe is that the boots enchant -- vitality (adds 4mp5 and 4hp5 to boots) wasn't listed. As an oom tankadin is a pretty much useless tankadinn (as is a dead ) this fairly cheap enchant deserves your consideration. If you think about it, tankadins have virtually no place in their gear to add in mp5 which is why the 10% gained thru heals is so critical, BUT lets say an OT that doesnt take in nearly the same amount of dmg to keep up with the cost of spell rotation as an MT does or a tank that needed to invested so much into stam/uncrush stats to meet raid requirements that there was no space to add in those "icing on the cake" stats (i.e. BV, sp dmg, +hit) vitality is a great option to increase your longevity in longer (typically boss) encounters. Plus its very inexpensive.

Think about it in this context: You're tanking a boss fight that lasts upwards of 10 minutes. Vitality gives you an extra 480 hp/mp steadily and CONSISTANTLY (meaning no "omg healer oom!!!") throughout the fight. Comparitively, 120 hp (slightly more with talents/kings) won't do as much for you in terms of longevity. Obviously if you're more worried about getting 2-shotted in T6 raids-- hold off on getting vitality. Boar's speed is better for PvPers and as a general rule of thumb with talent builds goes "If you can gain something through talents that you would otherwise have to get through gear-- spec to it." Meaning that PoJ (for speed _and_ spell dodge) is well worth putting 2 or 3 points into.

Granted if you need the .48% avoidance for uncrush or badly need a larger health pool, vitality shouldnt be your first choice. However, if you are doing lots of raiding and already have a good gear foundation but want some more longevity for bosses etc, then vitality is an awesome and cheap enchant that is a great decision.
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FearsWarden of <One Shot> Draenor -- 70 HU Tankadin

http://www.wowarmory.com/character-sheet.xml?r=Draenor&n=Fearswarden
Frickit
Tue Apr 15, 2008 5:49 am
stupid question, do you need to be enchanter to enchant rings?
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6/6ZA 2/2GL 1/1ML 3/4TK 5/6SSC Doomwalker:)
Onaga
Thu May 01, 2008 9:00 am
What about Glyph of the gladiator?
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