Why ciderhelm quit wow
I was thinking the other day, what if Blizzard did what they did for Diablo Personally, I am finding ICC a good challenge for my 10 man group. It's far from boring. The later wing bosses are probably about the perfect level of difficulty - not impossible, but hard enough that if we make even a few mistakes, we wipe. Moredhel New Member. Yet despite the lack of surprise, how many people have seen the Lich King dead on the floor?
Last edited: Feb 26, A good point, Dan. I think that Terenas had its first 10 man normal Lich King kill on Wednesday. I'm not saying he's wrong. I do echo the comments by at least one that the 'every raid has a and mode' almost seems to cheapen the experience. While the ability to buy a full set of 'Tlite' cheapens the overall WoW experience, as an insignificant raider, I like the ability of being able to run admittedly a ton of heroics to be able to pick up baseline gear to be welcome.
Click to expand Moredhel said:. All I was saying is that you can get Tlite without having to set foot in a raid. If it enhances your raiding experience, then good! But it removes the need to raid at all for decent gear. What if they colored the lowest quality of each tier blue? Blizzard balances gear against the time required to acquire the item. A full clear of ICC takes probably 6 hours probably even less once things are on farm and nets you 25 Emblems of Frost or 26 if Arthas gives you extra.
There is also the option of gaining 5 more from the weekly ICC raid quest. Running 1 Random heroic a day gives you 2 Emblems of Frost, and generally takes less than 30 minutes. There's also the weekly raid quest which is another 5 emblems, and probably takes no more than 1 hour. For roughly the same amount of time spent as a full ICC clear, you get almost the same number of Emblems of Frost.
Warriors applying to raiding guilds generally are expected to be under-par in gear because tank turnover in guilds is extremely low. Also, there is such a wide variety of itemization being added to the pre-Molten Core game that providing too detailed a loot list may not be significantly helpful. However, with credit to Evergreen for his compilation, I have added several items into the following subsection. There are some basic principles to live by when finding pre-Molten Core gear, both as a Main Tank for a new guild and as a player hoping to get recruited to an established guild.
First: Stamina. I will cover each of the reasons why Stamina is your number one attribute in the following two sections. No matter what role, when I inspect a new warrior who is being considered to the guild I will relay any immediate concerns around the level of stamina a player has. You don't necessarily want balanced stats. A balance of Agility and Strength against your Stamina isn't all that important or even helpful.
In blue items, you will always be making a tradeoff if you find items that give you both Agility and Strength on top of Stamina. Holding aggro in a new group is not too terribly difficult early on; the game does a good job of scaling gear levels to tanking and experience. Defense is secondary, but very important and achievable prior to Molten Core. You will get a reduction of critical strikes, though almost no amount of pre-Molten Core gearing will keep you from getting critted multiple times during a battle from physical damage.
That said, it is possible to find alot of gear with the highest Stamina that happens to have very high Defense with it. High armor ratings also help; with relatively few exceptions such as the Adamantium breastplate, the armor rating is mathematically matched to the level of gear you've found, so this usually isn't too difficult prior to Molten Core.
All of this said, nothing helps more than simply having good gear. Just because I said Stamina is your main attribute doesn't mean you can go pick up green "of Stamina" boots. After looking at Dungeon Set 2, Heroism, I've found it to be an excellent place to start for players new to the endgame.
When applying to an established guild, having gear that takes alot of work to achieve will often do more for you than having optimal tanking gear you bought from the Auction House. Also, from what I can see, this is definitely for the better. Many classes can get away with balancing or powerhousing certain attributes. Yet, what Blizzard was mistakenly doing at that time was creating a jack of all trades Warrior class. This class could not carry the absolute highest mitigation levels that it currently can, yet was overpowered and overcapable in certain encounters.
As a result of the earlier Warrior design, the more dated encounters like Onyxia never properly scaled to player skill level but strictly to player gear: heavy magical fire attacks were the only balance against near-invulnerability to physical attacks that warriors initially had.
Today, guilds with Tier 1 and Tier 2 gear are running man raids of Onyxia without serious threat of failing the encounter -- this, not losing our old defense levels of the past, is a gamebreaking issue. The new itemization theory seems to hold a common goal. Increase the survivability of the warrior in a stable and reliable way while simultaneously increasing their aggro generation capabilities. Stamina, armor, and defense are built into nearly all item sets in the advanced endgame.
Also, with the changes to Shield Slam, shield block is an important attribute that is cropping up in more noticeable places. Blizzard has defined our current Main Tanking role more specifically by giving us specific Mitigation and Aggro gear and encounters.
This is further divided by Physical, Magical, and Mixed attacks. There is no longer list of items that will give you the best gear for every encounter, but instead certain gear that will place you in an powerful position per each encounter. This new mix of encounters can be seen everywhere as Blizzard diversifies it's content. For instance, Patchwerk does not appear to have serious Aggro requirements for the tanks, but it dramatically emphasizes Mitigation gear.
There is a large spectrum of options and ultimately you must choose the gear to put together from what is actually available. Resists -- You can wear green and blue level gear and survive since very few of the resist fights are benefited by armor class. The first half of the instance does not require a specific set of Fire Resist gear. That said, Ragnaros will require a full set of Dark Iron and Fiery Chain mixed together per your needs - and getting this gear early will significantly improve the flow of lava packs in the second half.
Thanks to the Shadow Flame and other breath attacks used by every boss encounter except Broodlord, you will need this "magic armor" to buffer yourself and survive unexpected damage.
Also, note that the items within this zone are health-based, from Wrath armor to Lifegiving Gem to Archimtiros' Ring of Reckoning; each of these items will help you through the zone. Resists -- You will carry over your crafted Dark Iron gear to the major resist fights in this zone, so don't sweat it too much.
The problem comes when you do anything to resist the Shadow Flame: doing so dramatically compromises your armor, defense, and stamina. It is interesting to note, however, that killing Nefarian while on the Ahn'Qiraj questline from Broodlord's head does give you a high-stamina Shadow resist necklace that will help in this instance. The Temple of Ahn'Qiraj Ahn'Qiraj as a zone generally relies on multiple tanks performing multiple different roles.
As a general rule of thumb, three tanks will cover the lead roles in the major fights in this zone. This zone also does not generally rely on a single tank unlike the traditional Molten Core and Blackwing Lair encounters; instead, fights such as Sartura, Huhuran, and Twin Emperors are best dealt with by two very well geared tanks.
Ahn'Qiraj sports the need for heavy armor, stamina, and in some cases heavy defense items. Resists -- Ahn'Qiraj is relatively heavy on Nature resistance. Do whatever you can to lock down the Green Dragons so you can snag as much epic gear as possible. Most of the Nature resist inside the zone drop prior to Huhuran.
Also, with a bit of ingenuity, you can drastically decrease the necessity of Nature resist required for your main tanks. Naxxramas Naxxramas encourages between three and five capable tanks for most encounters, though much of the tanking is both temporary and not heavily damaging.
Heavy tanking gear comprised of solid stamina and armor is most helpful here, and by the time you are in this zone your defense levels should also be very high. This is the first zone where consumables are semi-mandatory for quick progression, so keep an eye out specifically for Flask of the Titans and Greater Stoneshield potions. However, Blizzard has decided not to make the zone into a heavy resistance environment. Occasional Shadow Resist can be helpful, particularly for the trash between Anub'rekhan and Faerlina as well as the trash towards Razuvious, but it is not a requirement.
Nature Resist also can be helpful on trash such as Gargoyles, but again, is not a requirement. Your Head and Leg slots on your character are powerhouse items stats-wise. This is the reason they occur so early in the endgame for raiding armor; Magmadar, Garr, then the Tier 2 you get off Ragnaros and Onyxia before you head into Blackwing Lair. On resistance fights this is particularly important.
Do not be foolish about your stats! Dropping these for blue items can often spell death. Take notice that epic geared resistance items in these slots, such as Dark Iron Helm and Legs, accurately reflect how good the stats should be for these slots. Also, to get the most of these items, you absolutely must finish your Zul'Gurub enchants.
Any serious tank has got to be constantly running Libram quests. I've also applied this libram to Cenarion Reservist Legplates. Your Breastplate is the only slot item with better stats. For the most part, these are your rewards for making it to the end of an instance. Because for whatever reason, Breastplates got the bad end of the stick in the enchanting world.
Shoulders are another powerhouse item, though in a different way. Shoulders will usually have unique stats to them. For instance, Wrath shoulders double as aerodynamic wings allowing you to Slowfall into Un'Goro crater. Ok, maybe not. In fact, Shoulder slot items will generally have attributes related to tanking. Both Might and Wrath carry shield block bonuses and high stamina. Shoulder itemization is more important to pre-MC players, where items such as the Stockade Pauldrons carry abnormally high defense on top of stamina.
This is a major boon in holding aggro in endgame; you can read more about why below. Shields actually have a wide variety and important differences. Unlike set armor from Might and Wrath, you will have to make significant decisions between them for most fights.
Though there will be other shields down the road, I will outline these three to help give an understanding of why to make certain decisions when faced with shield choices. The Drillborer Disk is generally your first tanking shield. Compared to either of the other two shields, it is inferior in all ratings; however, it gives an Arcane damage proc which is very rarely resisted which makes it a shield best suited to Aggro fights where you are unlikely to die.
This has the added bonus of allowing you to scale in a bit more damage than the other two shields, thus giving you more rage in aggro fights. The Aegis of the Blood God is your melee defense shield, and a fine one. Across the board, this gives better physical mitigation stats than either of the other shields. It is good in controlled damage mitigation fights that do not involve heavy magic damage.
Buru's Skull Fragment is your most rounded defense shield, and the only shield capable of protecting you from magic damage read the next section. The strength offers the aggro portion that Drillborer Disk does, the armor and defense offer a portion of the mitigation that the Aegis of the Blood God offer.
The massive stamina bonus is what makes this gem worth using above the other shields in Blackwing Lair and Ahn'Qiraj. Try Earthen Guard, a high-stamina shield that will help during mixed and magic encounters.
To be fair, Defense is very good, but it comes naturally through normal raid gearing. Most tanking items you pick up along your man raiding experience will have Defense already built in. There are some noticeable places where you will have to make a decision. For instance, the Zul'Gurub ring set vs. Heavy Dark Iron Ring early on. It is in the smaller decisions such as this that I always opt for the high stamina over the high Defense.
Why is this? Because stamina is, in a way, your only magic armor rating. Consider your health bar not as a number but as a percentage. If your Stamina and health enchants, as well as flasks and consumables bring you up to 10, health an achievable raid buffed health bar , suddenly that Shadow Flame is doing more recoverable damage to your percentage bar. While unintentional and my own mistake, this is a good way of illustrating the emphasis I am placing on this. Stamina is essentially a buffer.
Like consumables and flasks, it creates breathing for your healers. Broodlord Lashslayer is known for one-shotting tanks that are new to him -- his Mortal Strike ability is one of the physical abilities that does massive damage regardless of your defense rating it isn't a critical strike. Stamina also gives you the ability to gain more rage. Since a stamina build does take more damage than a defense build over the long run since you are avoiding fewer incoming attacks, you wind up with more overall rage to work with.
I believe stamina is the key to guild and raid progression. I feel our healers can recover from regular, sustained damage on a high health bar and high AC rating moreso than they can handle massive damage from the crushing blows I didn't quite parry on a lower health bar. For purposes of endgame, this is, again, fairly small. However, when you are completely new to the endgame, Stamina lets you survive things you otherwise are not geared to survive. In our guild, we emphasize stamina to be a primary attribute for every class for this reason -- if you can take that whirlwind from Sartura once, you might have time to run away and bandage yourself.
My personal opinion is this: as you progress through the endgame and you are faced with decisions between stamina and Defense on non-armor items, take the stamina; the defense you need will naturally fall into place through normal raid gearing.
Again, with Deathwish and Recklessness, you are forced to make a tradeoff that does not seem fair -- particularly on a 30 minute cooldown.
Taking the path of a stamina build warrior, you make a similar tradeoff -- one I believe Lead Tanks and Main Tanks should make. Not utilizing these buffs for new encounters negates the entire purpose of going to a Stamina build, because anyone wearing a full Defense suit can just pop those buffs on and be higher than you in terms of their healthbar anyway; good game. At this point, you've probably realized this guide is about giving you tanking advice to further raiding progression; it has nothing to do with helping on fights you can already do, putting you on DPS meters, making you an uber tank.
So, to illustrate how Stamina is particular to your Lead Tanks in a healing situation, I will share our own guild struggles in raiding and why we work around these theories. From Lucifron to Razorgore, we had regular raiding priests and 2 raiding druids. Paladins were in slightly greater supply -- but our healing force was never large. Our first Ragnaros kill sported 3 priests, 3 druids, and 4 paladins.
Needless to say, tanking was a struggle. Healing: The 2. Imagine for a moment that you are a healer. Your regular heals are a two and a half second cast; unfortunately, on new encounters, the boss may very well kill your undergeared Main Tank in that period of time. So you set up a healing rotation: you will begin your heal, then another healer will begin a heal, then another -- maybe not so explicitly, but to the the effect that heals are landing every second or less on the Lead Tank.
As a healer, you don't have a crystal ball. You know that not healing your tank could result in a raid wipe. Perhaps halfway through that heal, you notice the tank's healthbar doesn't seem to be dropping -- he has been mitigating damage by good fortune of Defense statistics. However, you still cannot cancel that heal, because the next split second could very well see his lifebar fall drastically!
The 2. In almost every new boss encounter, before healers really get a chance to work out what's going on and the ebb and flow of a battle, they are going to be slamming you with heals Whether you avoid the damage or not has literally no bearing on whether you receive heals or not -- you are still sapping the healers mana bars.
Defense only saves you in single-mob encounters when your life is critically low and you have to rely on the chance of dodges and parries to survive the encounter. The reality is, whether you avoid an attack has no bearing on your healthbar. Had you simply taken the damage and taken a percentage of your lifebar in damage before receiving a 3k heal is no different than parrying the same attack then taking a 3k overheal. Defense: When it really is better Preface: You naturally get a very high Defense rate through normal itemization; discussion of critical strike reduction is not included in this guide as a result.
Most Lead Tanks and Main Tanks are not so gifted as to be able to carry stamina and defense sets; however, with the introduction of Ahn'Qiraj, the DPS warriors in your guild who normally offtank will have access to high Defense including Dodge mitigation from high agility on Conqueror's and non-set Plate. Rings give good defense bonuses which can be brought in by DPS warriors for certain fights.
As I explain my view on the following, understand you can also gear one or two of your Main Tanks effectively with this type of gear; there is plenty of flexibility and room for choice; I would strongly discourage having either your Lead Tank or first Main Tank go for a non-stamina build, per previous discussion. The encounters where defense and high agility builds work are very common.
This applies to almost every trash mob in the game; an exemplary Defense situation is Zul'Gurub or Ahn'Qiraj 20 man, where there are multiple melee-mobs being handled by multiple tanks. In these situations, Defense tanks will be considerably superior to stamina tanks! The reason is specific to healing. Multi-mob encounters very rarely do dramatic damage to warriors; instead, the large total incoming DPS on your raid is not being funneled through a single tank but multiple actors who can be independently healed.
Defense builds have another effective attribute in multi-tank scenarios. They offer you a chance-not-to-die, meaning you may very well parry that one last attack. This kind of chance play is much more readily acceptable when other warriors can pick up the slack in case you do go down.
It is next to impossible to die from not receiving heals in the course of seconds in these situations, even on trash mobs in Blackwing Lair and Ahn'Qiraj.
Naturally, your priests will be healing many more tanks, but they will be able to make decisions during this process. Every time you avoid damage from a parry or dodge, your health bar simply won't go down.
The healer in question doesn't even need to begin a heal on you in this case. Also, if your health slips below a certain percentage, healers can choose to use slower, more mana efficient heals. Also, mitigation will help a warrior who does not have the skill, talents, or enchants to solidly hold aggro.
This is due to a dynamic in the healing process: overhealing does not cause aggro. In conclusion: One thing I never suggest about being a stamina build warrior is that you will take less damage than a Defense warrior; I readily accept the reality I am not the most efficient object in terms of avoidance -- but I believe, for raid progression, simply having more health is more helpful when coming to new encounters. Remember to buff up to maximum hitpoints if you are going to take this path!
Like your normal armor rating, it only acts as a reduction of damage taken; it cannot outright mitigate it the way defense statistics can. Consider resistance to be your defense modifier in magical terms. This will make or break some encounters; if you do not have Fire Resistance, you will often die in Molten Core on Baron Geddon; the Lava Packs will be a nightmare.
The primary issues regarding resistance is how it is calculated and how much you need for mixed damage physical and magical encounters.
As far as calculation goes, there are two schools of thought; first, that there are tiers of resistance rates at intervals along the tree, the first being at 75 resistance, the second at , and so on.
The other school of thought is that there is a linear progression of resistance, and being just short of the next 'tier' means you'll resist only slightly less than you would at that next tier. What should you choose? The more stringent of the two. Whether or not it's based on tiers or on a mathematically scaling amount is not clear, and neither posters or Blizzard's own description of resistance seems to confirm either way.
Yet it is not your right as a Main Tank to gamble with your raid; choose the stricter path to be sure. If you Nature Resist but the next supposed tier is at , it's time you took a trip to Maraudon. How do you calculate the resistance you need for a mob? The maximum resistance you can have is simply multiplying the mobs level by 5. For a 63 elite most bosses are considered to be 63 elite , to maximize your resistance you will need of that particular resistance.
Yet, after Molten Core the endgame resistance fights disappear with the notable exceptions of Firemaw, Flamegor and Huhuran. Instead, they are replaced by mixed encounters where you will have to strike a balance between certain resistances. In Blackwing Lair and Ahn'Qiraj, for the most part, Blizzard has placed a bit more emphasis on the use of your class sets and they will do fine for your armor slots. I will outline this in more detail in the encounters guide, but the general rule of thumb for me has been that for FR fights I wear Dark Iron Helm and Legs and for Green Dragon fights I wear only epic level NR in armor slots.
Stamina, as you might guess, I considered most important; then I placed defense in close pursuit. Armor in many ways was an afterthought, a trait I believed came naturally enough on it's own. My views have changed. Armor does not supercede stamina, but it does take a near-equal footing with it in terms of importance.
There is no secret to armor; it simply reduces the physical damage you take from attacks by a set percentage. Yet for the simplicity it offers, it can dramatically alter the course of fights such as Patchwerk.
One thing I have heard often but did not pay serious attention to until recently is that armor is not subject to diminishing returns. Technically, that line is false, but correct phrasing would be: "As armor increases, the effect of increasing the amount of time required to go from full HP to dead is not subject to diminishing returns. Each increase in quantity of armor will increase a tank's lifespan equally i. I mentioned Patchwerk. Here is why. When fighting Patchwerk, we paid particular attention to the damage intake with various debuffs such as Demoralizing Shout and Thunderclap.
We also were using Greater Stoneshield potions in bulk quantities before we got him down. Patchwerk does a physical damage attack that does between 22, and 29, damage instantly to it's targets. Seems like a lot, huh? It is. First, using a base armor of with Defensive Stance and assuming we are not using Greater Stoneshields , the damage range comes out as between 7, and 10, This is much lower than the nearly 30, max damage a Hateful Strike is capable of, though the damage is still very dangerous.
Now, let's add Greater Stoneshields to this. The damage range changes to between 6, and 8, When you look at your character pane and see an increase of just 2 or 3 percentage points of mitigation with armor, it may not seem very impressive.
Overall I am not a math expert in any form, nor am I particularly skilled at explaining math concepts. If you don't have a clue what I just said, that's forgivable, I didn't really have a clue what other people were saying until I could see the tangible effects of armor in a raid -- I learn more through tactile and visual interaction than I do from reading. This said, my previous stance on Conqueror's armor and other high-armor items is retracted.
I do believe Conqueror's is legitimate and good tanking gear. I also recommend an emphasis on heavy armor as you progress your character. However, gearing around your shield block value and percentage now dramatically changes tanking ability.
It is important to note is that your Shield Block ability is an Instant ability and can be used at any point during combat; it does not affect your global cooldown. This occurs because all attacks in raid content are based on a combat table that is additive between your avoidance abilities. In turn, this means that the mob is unable to affect attacks on you -- a critical strike or crushing blow cannot share the same space on the combat table with a blocked attack.
Shield block is, thus, a constant reduction of damage taken in. It is particularly useful on mixed boss fights which deal magical damage as well, because it is more likely you will block every incoming attack. Also, note that the dynamic of shield block value is unique to mitigation: it is added after all other mitigation is calculated and is not based on a mitigation percentage.
While blocking damage from a mob that just laid out 4, to you may not be impressive, blocking the same damage from a mob that is dealing small hits of damage is similar to a Shield Wall. Shield Block Value -- Shield Slam Shield Slam adds your shield block value to a base damage amount and does straight damage. Since Shield Slam obeys the same modifiers as your other special attacks, it is also impacted by your One-Handed Weapon Specialization talent in your Protection tree. The effect is dramatic; with about block, it is possible to crit an unarmored target for damage.
Shield Block Percentage Most trinkets or items which increase your shield block value will also increase your shield block percentage. Having a very high base shield block percentage will allow you to be more flexible in your rage conservation in certain fights such as Noth the Plaguebringer. In general, having high shield block percentage in addition to a high dodge and parry rate will keep your Revenge ability available for use every time the cooldown is free.
If you die at any point and had a cooldown available, it is generally your fault. If you die due to unexpected burst damage, it is again your fault if you did not utilize every constant effect buff prior to the fight. Firstly, your skills: Shield Wall and Last Stand. I'm a big fan of Improved Shield Wall, because almost any time I use Shield Wall it's because the healers have to recover from some tragedy or I want to cement a kill in stone; both of these times, the additional five seconds is a boon.
Last Stand is the same way: if you are going to Main Tank, this ability is not necessary but it may be irresponsible to take new content without it. Next, Healthstones. You can hold three healthstones at a time, a , a , and a ; this naturally requires 3 warlocks, one of whom is a raid build has to be a conscious decision while choosing talents. These will act as your Major Healing Potions, because unless you are on a pure melee fight, you won't be touching Major Healing Potions.
Why not? Because you will have Greater Protection Potions. These are preventative potions that will not mitigate melee damage but will mitigate a very high amount of magical damage.
Unless you are in the most dire cirucmstance where the melee damage is likely to kill you, you should be using these every 2 minutes or at intelligent intervals. For instance, Chromaggus does two types of fire breaths, an instant massive breath and a DOT breath; your healers can heal through a DOT much easier than they can heal a very large drop in health, so save your protection potion for the massive burst damage.
The reason you use Protection Potions instead of Major Healing Potions is that the healing potions won't save you after you die; the protection potions will prevent that death. Not in a resistance fight? Try Greater Stoneshield Potions for the tough physical encounters in the endgame. This will give a static 2, Armor bonus for 2 minutes and can be refreshed accordingly. This should be considered a necessity for getting through new encounters. Finally, Lifegiving Gem. Wear it. Your Onyxia Tooth Pendant does not warrant removing what I consider to be the single best warrior trinket in this game.
If you have it in your bags and you die, you have absolutely no right to complain to a healer. Not everything is about health recovery; many of the buffs you will want for fights will extend your health bar, aggro, armor, defensive statistics. There are plenty of relatively easy to acquire buffs and consumables you can use through fights to ease progression through new content. The following is short checklist of constant effect buffs you can utilize:.
Also, be aware that the Darkmoon Faire can benefit your entire raid if utilized while it's in town. For a major health bonus from your fortune teller, you must a Confiscate the corn and b Speak against your brother. A Dire Maul Tribute run will net you a great 2-hour health buff. Don't forget to stock up on Grog after the run for an easy 10 Stamina! The Heart of Hakkar turn-in will net you a bonus to all stats, including your Stamina.
This is particularly sweet in that it lasts through death. The Onyxia or Nefarian head buffs will give you a large Attack Power buff, helpful for holding aggro off the rest of the raid that just got that same Attack Power bonus as well as crit increases. Notice: The Burning Crusade expansion will dramatically change certain aspects of section 2. Read a quick overview of Devastate in the Addendum. If you are a full Protection warrior, be on the lookout for very slow, high-damage weapons. Note that 2.
These weapons are used strictly for the adrenaline fights where everyone assists instantly and holding aggro takes priority above all other functions.
Also, since there are no mitigation characteristics on these weapons such as Parry, you will gain overall more rage when being attacked over the duration of a fight. On dragons that normally have a high parry rate, missing a single attack due to bad luck will not pull you down the way it can with slower weapons. Also used for Green Dragons, Azuregos, and Kazzak. There are several top-level endgame aggro weapons! These are all very fast and generally have damage buffs. High Stamina and great stats?
Are you exceptionally hardcore? Note: As with all weapons, but particularly for aggro weapons, make sure you are applying Dense Weighstones or equivalent to your weapon, popping a Gift of Arthas before tanking, and have a raid-build rogue applying Hemorrhage to the mob. This will pop up a healthy 23 extra damage per strike The 1. These provide high speed and generally pack good mitigation statistics. These revolve around tanks using Heroic Strike, unlike the slower mitigation weapons.
Beware - one-hand items in this category are just fast enough to be prized by rogues as well. Willing to follow the entire Brood of Nozdormu questline? Weapons in this category do not generally have the quickest attacks, which can be used to an advantage by Mortal Strike warriors who are put in a position to tank. The particular use of these weapons is for long, phased fights in which you are not likely to lose aggro- however, you may very well be taking large damage hits.
A good example would be Chromaggus or Ossirian, where large amounts of time are dedicated to avoiding events and raid members are very unlikely to pull aggro. A Note on Thunderfury Thunderfury is, as might be suggested by it's Legendary status, the best of both worlds. While it is neither the highest aggro or best mitigation weapon, it combines them so well that this is the gold standard.
It is as fast as nearly all aggro weapons and has the highest mitigation statistics of any available weapon. There's really not much else to say. It's fame is derived from availability, not superiority.
A better alternative that doesn't rely on a proc is the crafted Blackguard; this weapon can be interchanged as an Aggro or Mitigation weapon due to the 1. It's just as ugly as the Quel'Serrar! Enchanting your weapon! There is no magic pill in tanking for enchants. Each enchant offers something slightly different, and given the specific weapon you are enchanting you'll have a variety of choices.
Regardless of whether your mainhand slot is considered an Aggro or Mitigation, choose from the following based on what you generally have problems with. The additional strength? Forget about the minimal block increase of 5 damage, just enjoy your attack power boost!
Also, note that Crusader does give you a small amount of healing aggro. Strength - This offers everything Crusader does, except without waiting on the proc. This will add about 2. This enchant is a bit of a misnomer, as it does not add 5 damage to each attack.
Instead, it adds 5 damage to the low end and top end of the damage spectrum. This is ideal for very quick weapons without a focused damage spectrum, where it will add a relatively stable and significant amount of DPS. On the Silithid Claw, this contributes 3. Lifestealing - This is the more advanced version of Fiery. Rarely resisted and a common proc, Lifestealing will not only do 30 damage to your attacker, giving aggro, but will also heal you for 30 -- also giving you aggro.
Like Crusader, the healing eventually phases itself out, but the added damage is always nice! The 5 damage mitigation received during course of proc on all blocked attacks is helpful, and the attack power doesn't hurt. The healing is very useful in early stages of raiding - but be warned, it does lose it's usefulness as your raid progresses. Agility - This enchant provides an odd set of mitigation statistics in spades.
Unholy - Often inflicts a curse on target, reducing melee damage by In all seriousness, the raid needs these, preferably on rogue offhand weapons. However, if you can't convince them, then provide it yourself - only Agility is better for damage reduction. Notice: The Burning Crusade expansion will dramatically change certain aspects of section 3. Read q quick overview of Devastate in the Addendum. While irregular damage is the bread and butter of a Arms or Fury warrior and can be effectively combined with high attack power, it is next to useless to rely on for tanking.
This is the single most steady form of DPS, as the additional damage will be constant. The Silithid Claw has a damage range of damage- the first 20 seconds of a fight could realistically all be strikes for under 90 damage.
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User Info: ILuvNeve. User Info: RebelElite User Info: unbanPlayJ I love figuring fights out on my own. User Info: pies Outside of hard modes there's no need for the majority of fights.
Stuff with odd mechanics like Blood Queen I can understand but the majority is more don't stand in the hurty circle thing, don't stand in whirlwind, kill the add. More topics from this board How do I get Pet's Hunter?