Soooooo...I'm a little bit bored at work at the moment, and just thought i'd write up some basic info for the warriors getting ready to tank at level 80
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lllll_____________Statistical Rundown________________lll
llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllWarriors at Level 80:
- Defense:535(Heroic Bosses)
- Hit Cap: 8% OR 264Hit Rating
- Expertise Dodge Reduction Cap: 27 OR 175Expertise Rating
- Expertise Parry Reduction Cap: 57 OR 410Expertise Rating
Remember,This is against level 83 mobs
**Ideal**
There is speculation that since these are all theorycrafted but almost universally accepted numbers and figures,the WoW engine will adhere to different values than what is theorycrafted/presented
Example
You're defense is displaying at a capped 540
But in reality you could actually be at 539.23 and still have a tiny window for that crit to strike
Theorycrafters on websites such as elitistjerks,tankspot,and mmo-champion,have ran numbers using level 70gear that seem to support this theory but has never been official.At least not by Blizzard anyways
Of course it should be taken with a grain of salt
For those including decimal figures,It is generally a good idea to keep said "Cap" and just add 1 to it.IF you wanna play it safe
Here is a breakdown for each individual stat:
At Level 80:
1 Defense Point:- .04 Reduced chance to be missed
1pt. in Strength1pt. in Stamina1pt. in Agility- Warriors,Hunters and Rogues gain 1 ranged attack power for each point of agility.
- Increases armor by 2 per point.
- Increases chance to score a critical hit with a weapon by .016
- 62.5 Agility will equal +1% to Warrior Crit
- Increases chance to dodge attacks by .4
Spirit does NOTHING for WarriorsIntellect does NOTHING for WarriorsDiminishing Returns
*Note:Racials and Talents are NOT subject to diminishing returns*On Natural Miss/DefenseCurrently,Theorycrafters have cracked the Diminishing Returns question that has been around for quite some time
At what point does Miss become a victim of diminishing returns?
And that magical answer is 16%
At 16%Miss a.k.a 600Def Rating,You will have capped your miss at 16% from gear + 5%Base =21% which you naturally gain from being level 80
On DodgeTo Summarize Dodge/Parry here's a quick little chart with numbers for you

Just remember to factor in Talents and Racials into this Such as
Anticipation
for your current Dodge and see what you would be getting in the future
Armor and MitigationThere is no Cap on Armor,you are more than welcome to have as much as you can without suffering any diminishing returns on it
But with All the armor that grants mitigation,there is diminishing returns against mitigation itself
for example
- I have 5000 armour. Against a level 70 opponent, this means I have 32.1% mitigation.
Now I will add 1000 armour, giving me 6000 armour.
Against a level 70 opponent, this means I now have 36.2% mitigation.
Adding 1000 armour increased my mitigation by 4.1% - I have 10000 armour. Against a level 70 opponent, this means I have 48.6% mitigation.
Now I will add 1000 armour, giving me 11000 armour.
Against a level 70 opponent, this means I now have 51.0% mitigation.
Adding 1000 armour increased my mitigation by 2.4% - I have 12000 armour. Against a level 70 opponent, this means I have 53.2% mitigation.
Now I will add 1000 armour, giving me 13000 armour.
Against a level 70 opponent, this means I now have 55.2% mitigation.
Adding 1000 armour increased my mitigation by 2.0%
The mitigation itself is somewhat difficult to calculate since every mob is different,will have different hit values/stats/etc.
But that is just to give you a rough idea of how your mitigation will look like.I'll try and get some up to date numbers for level 80 if i can run across a few
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lllll__________________Glyphs_____________________llll
lllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllMajor GlyphsGlyph of Blocking
Glyph of Revenge
Glyph of Heroic Strike
Glyph of Cleaving
Glyph of Sunder Armor
Glyph of Devastate
Glyph of Last Stand
Glyph of Barbaric Insults
Glyph of Resonating Power
Glyph of Taunt
MinorGlyph of Command
Glyph of Bloodrage
Glyph of Thunder Clap
Glyph of Battle
Glyph of Mocking Blow
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lllll_______________Getting Started__________________lll
lllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllFor Any Tanks out there,if you're starting out with your gear,here's a few pieces that can be found in normal and heroic dungeons to get you started on your way to Raid Tanking
HelmsHelm of the Ley-Guardian
Ground Tremor Helm
NeckShadowseeker's Pendant
Burning Skull Pendant
Chained Military Gorget
CloakCloak of Peaceful Resolutions
Cloak of the Enemy
ShoulderIron Dwarf Smith Pauldrons
Pauldrons of the Colossus
ChestSun-Emblazoned Chestplate
Ziggurat Imprinted Chestguard
Heroes' Dreadnaught Breastplate
WristBindings of Dark Will
Svala's Bloodied Shackles
Bracers of the Herald
HandsRefined Ore Gloves
Gauntlets of the Water Revenant
Fireproven Gauntlets
Heroes' Dreadnaught Handguards
WaistWaistguard of the Risen Knight
Waistguard of Living Iron
LegsLegplates of the Infinite Drakonid
Special Issue Legplates
Bolstered Legplates
FeetSabatons of Draconic Vigor
Greaves of Ancient Evil
RingUnsmashable Heavy Band
Woeful Band
TrinketSeal of the Pantheon
Essence of Gossamer
Valor Medal of the First War
WeaponInfantry Assault Blade
Red Sword of Courage
ShieldLeeka's Shield
Royal Crest of Lordaeron
Crygil's Discarded Plate Panel
Ranged WeaponWeighted Throwing Axe
Armor Plated Combat Shotgun
The Full List of Tanking Gear in WoTLK can be found here
http://elitistjerks.com/f81/t36850-protection_gear_quick_reference/Quick Tank AnalysisPaladins:Strengths:
1. Best threat in the game. They are completely undisputed in this area. They are kings of both aoe and single target threat.
2. Paladins block every hit. While block is bad in its current incarnation, it still gives them a more predictable damage intake compared to warriors.
Weaknesses:
1. Lack of cooldowns. This puts them at a big disadvantage in hard mode fights.
2. Lack of mobility. No gap closer at all.
3. Hurt most by silence.
4. Block sucks.
Warriors:Strengths:
1. Mobility. With warbringer, warriors have are the most mobile of tanks. This gives them an advantage on add fights where adds spawn in random areas, allowing warriors to charge, intercept targets, and intervene a raid member being attacked.
2. Most active tank, in regards to play style.
Weaknesses:
1. Worst threat and damage of all tanks. Warriors are hurting in this area.
2. "Spikiest" damage intake. While paladins block every hit, and druids and death knigths rely on their high armor, allowing for a predictable intake of damage, warriors have a random chance to block, and also a random chance to critical block. Its harder for a healer to predict how much damage the warrior will take compared to druids and death knights.
3. Sacrifice. Warriors have to make immense sacrifices between threat and survivability in their tanking specs. Ulduar requires warrior tanks to use the survivability spec as well. The difference in threat between these two specs is several thousand threat per second, and it becomes fairly easy for dps to cap on our threat in this spec. Without this spec we have to give up two minute shield wall and last stand. Its a huge trade off compared to what the other tanks have to chose between in their specs.
4. Extreme reliance on expertise for threat, as 100% of our threat is subject to dodge and parry.
5. Rage is outdated, and a poor mechanic for tanks.
6. The lowest health of all tanks. Paladins pass us by Naxxramas 25 gear.
7. Heroic strike. While intended to be a rage dump ability, it has become broken because of how often bosses are filling warriors rage bar, forcing us to spam it constantly. If you do not bind heroic strike to mousewheel, it will actually start to hurt you hand from pressing it constantly. You also need to use it constantly to even approach the other tanking class's threat. With parry hasting, your attack speed can actually become lower than one second, requiring to you constantly hit heroic strike while keeping your rotation up. It sucks.
8. We scale poorly compared to the other tanks in every single area.
9. Block sucks.
Death Knights:Strengths:
1. Cooldowns. While icebound fortitude is being nerfed next patch, it is currently the number one reason why death knights are the choice tanks for ulduar.
2. Survivability. Death knight's high armor, and steady predictable damage intake makes them reliable tanks on harder fights. Their high armor lets them scale incredibly well on hard hitting bosses, compared to the block based tanks.
3. Solid threat once geared. While they don't approach paladin levels, they are still really solid tanks in regards to their threat, both aoe and single target. Unholy death knights are arguable as good if not better at aoe threat than paladins.
4. Highest health of all tanks on live.
Weaknesses.
1. Extremely weak at lower gear levels compared to the other tanks in regards to both threat and surivability. Its not until naxx 25 gear until they are on the same level as the other tanks.
2. Lack of instant burst aoe threat. While a warrior tank has thunder clap, that puts out a high amount of instant threat, death knights need a few seconds to build up threat when tanking multiple mobs.
3. Getting nerfed immensely next patch.
Druids:1. Great survivability. Druids are only surpassed by death knights in regards to survivability.
2. Make better use of the rage mechanic than warriors. They gain rage when they crit, and when they dodge, giving them a little bit of a buffer area in regards to rage starvation compared to warriors.
3. They're %@#*ing bears man!
4. Solid threat holders.
Weaknesses:
1. Awkward in regards to aoe threat, almost as akward as warriors.
2. Savage defense sucks almost as poorly as block does. It actually scales better, however.
3. Rage is still a poor mechanic for tanks, even if druids are slightly better off than warriors.
4. Maul. Just like heroic strike, though druids are still better off.
5. Reliance on expertise, though there is more leather pieces itemize for druid tanks than there are plate pieces itemized for warrior tanks.
6. Bears look extremely dated. I'm glad they are finally getting the renovation they deserve : )
7. Savage defense is entirely dependent on the druid's actions.
HOW TO MANAGE THREAT!!!
QUESTIONS
Question:What good is
Glyph of Taunt
for?
Answer:Back in patch 3.0 Blizzard combined Melee and Spell Hit into a single stat we know as "Hit Rating"
A warrior with the "Hit Rating Cap" will net you not only Melee the 8% hit rating,but it will also give you "Spell Hit Rating" of 10.02%.
So out of the 17% necessary,you will have allready gained 10.02 of it,giving you a "Spell Miss Rate" of 6.98%.This includes other "Spells".shockwave and thunderclap
It takes 32.79 Melee Hit Rating to create 1% Melee Hit chance.
It takes 26.23 Spell Hit Rating to create 1% Spell Hit chance.
You'll need a total of 446 Spell Hit Rating (17%) to not miss with Shockwave, Thunder Clap and Taunt
So back to the original question.What good is
Glyph of Taunt
For?
What the glyph itself does is give you an 8% spell hit reduction requirement on
Taunt
and ONLY
Taunt
.that means with the glyph equipped,your taunt miss rate would be 9%
While the Glyph is nice IN THEORY,it is only that
I would substitute for a
Glyph of Cleaving
Since you would gain more than enough hit rating for the spell itself through normal gear
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Question:The monster I'm tanking keeps saying that it is immune to
Taunt
!!!
Why is it doing that even though I was able to taunt it before????
Answer:Believe it or not.Taunt is affected by
Diminishing ReturnsTaunt is one of the few warrior abilities that is classified as a "Spell".and just like a rogues stunning abilities,it is subject to diminishing returns.
Taunting once will give the mob the "Taunt Debuff" for 3 seconds
Taunting a second time will give the "Taunt Debuff" for 1.5 seconds
Taunting a third time will give the "Taunt Debuff" for 0.5 seconds
After the third Taunt will no longer work due to diminishing returns effectively neutralizing the spell.
But just like any other spell
with enough time it will be refreshed and ready to go yet again.
From the first taunt to a full "refresh" it takes 30seconds for taunt to regain it's full effect.
Taunt1----8seconds-----Taunt2------8seconds-----Taunt3-----14seconds---Taunt1
SPECIAL NOTEAt any point in time after the initial taunt.If
ANY other player taunts it will count as a 2nd taunt and rapidly enable the diminishing returns effect that much faster.
And ANY other taunt after the 3rd taunt will refresh the internal cooldown on taunt yet again.If tanks are not carefull,it is possible that mobs can become taunt immune through every single tank taunting simultaneously and continuing to do so
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QuetionWhat is the difference between Effective health and stamina?
AnswerI had this asked earlier and it's a pretty good question
HP and EH(Effective Health) are generally the one and the same,but where this term came from was both the Tankspot and Elitist Jerks forums
They came up with the concept of Effective Health,which is essentially just your hp after a mob hits you.The more effective health you have,the easier it will be for healers will be able to heal you
Example....
HP-30,000(Current EH)
Boss hits Darkphyre for 15,000
HP-15,000(Current EH)
Boss hits Darkphyre for 7,000
HP-8,000
Razai's Chain Heal Heals Darkphyre for 10,000
HP-18,000(Current EH)
Again,basically it's just your total stamina and determines how big of a window of opportunity you're offering to your healers after any given attack
I think Ciderhelm from Tankspot can say it a bit better than I can
Effective Health is the measurement of how much breathing room your healers have to keep you alive assuming all other factors fail -- assuming you do not avoid or block attacks or have a mana shield active. Effective Health is important for tanking heavy hitting creatures because of Murphy's Law -- if you can have long strings of not Dodging an attack, it will definitely happen. Raid tanking, ultimately, is about stability.