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Immortal | Defense Compendium | A Tank's Guide To The Galaxy
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02-25-2012, 04:39 AM
Post: #212
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RE: Immortal | Defense Compendium | A Tank's Guide To The Galaxy
Not sure where you're getting your 30% from. Intercede lasts 6 seconds with a c/d of 20, but unstoppable is 4. So in an ideal world it's 36% for 4/20 secs = 20% of the time, and 20% for 2/20secs=10% of the time. You do that math and it comes out to being equivalent to roughly 8% flat mitigation. Which is nice.
Now you have to compare that to a ~1k (less but let's call it 1k) shield every 12 secs. I think the best way to gauge how useful that is is to compare it to healing output, which from what ppl have calculated is roughly ~1500-2000k/sec for a well geared healer. So roughly speaking, 5% of their healing. Now to figure out whether that's "better" or "worse" then 8% tank mitigation, you'd have to know about how much time healers spend healing the tank vs. the raid and that obviously varies wildly depending on fight, 8 man vs 16 man, and so on. But I'd guess that it's about even for 8 man, worse for 16 man, and better for 4 mans. The other comparisons are more or less a wash too. 4% damage mitigation is better then 4% shield and 4% internal/elemental, but it's a small difference. While impale gives you threat, the lack of crushing blow and the time wasted interceding/charging takes it away.. and threat is more about good taunting anyways so I don't care enough to make a serious comparison. As for the damage issue, the bigger problem is not your own dps, but that you will mostly likely hurt your raid's melee dps on any boss that follows you around easily. Knowing all that I think the debate boils down to whether you like jumping around alot and whether you need to switch to dps occasionally. If the answer to both questions is yes, then it should be a good spec - especially for say the offtank that needs to offtank on jarg/sorno. For the MT, especially in a 8 man as opposed to 16 man group, it's unlikely to be better, especially since in the current raid content there are a fair number of fights where jumping around is not a good idea (jarg/sorno and Soa are actually the only ones I can think of where jumping around would be perfectly fine, Gharj might be OK too). Dorfl/Coriolis of No One Cares, Shadow Hand |
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