As promised, here is my 4.0.3/4.0.6 Tank Gearing Flowchart!
Green = Start
White = Me
Red = Me, making a recommendation
Grey = You
Death Knight-specific information is from Pwnwear; Druid-specific information is from the official tanking forums and The Inconspicuous Bear; Paladin-specific information is from Maintankadin; and Warrior-specific information is from my own flowchart.
For the sake of the flow, I did oversimplify my warrior recommendation. If you have over 1000 mastery, warriors should slightly prefer parry over dodge, but the specific ratio of parry:dodge varies with mastery and honestly I should just give you my spreadsheet, shouldn’t I.
Maybe after the weekend’s Rift beta.
Also, click on the flowchart to see it full size. Please. It’s not my intention to destroy your eyes.
P.S. I’m trying out the Riftstalker, the rogue tanking soul. Should be interesting. I may report back on what I find!
As originally advertised, Vengeance was supposed to cap at 10% of our max health; but no one was reporting reaching this cap, so it has been widely assumed that stacking stamina to increase the Vengeance cap would have no effect on threat, or in the case of bears, Savage Defense. If we weren’t reaching the Vengeance cap at our current levels of stamina, adding more would be a waste!
Well, it turns out that Vengeance is not linked to max health after all, because the underlying mechanics of Vengeance were not implemented as advertised. Instead of being based on health, Vengeance scales at a 1:1 ratio with stamina. (It also has a small contribution from base health, but base health cannot be modified, so there’s no scaling – just a tiny bit of naked vengeance). Word from the blues is that this is intended, and that Savage Defense is balanced around this lower Vengeance value.
Sorry for the recent lack of content in this space; my WoW time over the past few weeks has been spent furiously leveling my hunter to 69 in order to catch a few exotic skins before the Shattering.
I’ve got a beginner-oriented post on the attack table in the works, to help the guildies who look to me for tanking advice understand dodge, parry and block, and how avoidance, block, and unhittability fit into the larger tanking picture. In the interest of being both thorough and accessible, I’m including a metric truckload of charts, which is where the holdup is.
In the meantime, I’ve been thinking about the different tank masteries and what kinds of (boss) fights which tanking classes will excel at.
Oh, and before we get started, I strongly recommend anyone interested in tank balance follow Zarko’s excellent post on the subject in the official forums. Yes, that is 38 pages so far of mostly on-topic, intelligent theorycrafting. No, you don’t need to follow anything beyond the first and second posts if you don’t want to: Zarko is updating the first post regularly as abilities change and the community discovers new things.
Anyway! Masteries and their relevance to different encounter types.