expected diminished expected diminished expected diminished
rating dodge dodge parry parry miss miss
0 0.00 0.00 0.00 0.00 0.00 0.00
100 2.54 2.58 2.03 2.03 0.81 0.81
200 5.08 5.01 4.07 3.90 1.63 1.54
300 7.62 7.31 6.10 5.62 2.44 2.20
400 10.17 9.49 8.13 7.20 3.25 2.81
500 12.71 11.55 10.17 8.67 4.07 3.36
600 15.25 13.51 12.20 10.04 4.88 3.87
700 17.79 15.36 14.23 11.31 5.69 4.34
800 20.33 17.13 16.27 12.49 6.51 4.77
900 22.87 18.82 18.30 13.60 7.32 5.18
1000 25.41 20.42 20.33 14.64 8.13 5.55
1500 38.12 27.45 30.50 19.00 12.20 7.10
2000 50.83 33.16 40.66 22.33 16.27 8.25
2500 63.54 37.89 50.83 24.95 20.33 9.13
3000 76.24 41.87 60.99 27.06 24.40 9.83
3500 88.95 45.26 71.16 28.81 28.46 10.41
4000 101.66 48.19 81.33 30.28 32.53 10.88
4500 114.36 50.75 91.49 31.52 36.60 11.28
5000 127.07 52.99 101.66 32.60 40.66 11.63
5500 139.78 54.99 111.82 33.53 44.73 11.92
6000 152.49 56.77 121.99 34.35 48.80 12.18
6500 165.19 58.36 132.15 35.08 52.86 12.41
7000 177.90 59.81 142.32 35.72 56.93 12.61
7500 190.61 61.12 152.49 36.30 60.99 12.79
8000 203.31 62.31 162.65 36.83 65.06 12.95
8500 216.02 63.40 172.82 37.30 69.13 13.10
9000 228.73 64.41 182.98 37.74 73.19 13.23
9500 241.44 65.33 193.15 38.13 77.26 13.36
10000 254.14 66.19 203.31 38.50 81.33 13.47
Thursday, March 19, 2009
Deminishing Return
Friday, January 23, 2009
Rotation/ Priority
Wah, its been a while.
So after a lot of thought I came to a conclusion. To maximize threat usually there is a rotation but because of certian talents, cooldowns will never fit work in that order. So the best i can do is give you a break down of a pull rotation and after that it becomes skill priority.
Single Target Pull:
-3 sec - Bloodlust
-2 sec - shoot ( not global CD)
-1.5 sec - Charge
-1 sec - Heroic Throw
0 sec - Shield Slam ( Mob Contact Point )
1.5 sec - Revenge
3 sec - Concussion Blow
4.5 sec - Fill
While all this is going on you should be using Heroic Strike on the side
After 3 sec we go into skill priority.
Shield Slam
Revenge
Concussion Blow-Shockwave
Heroic Throw-Rend
Mocking Blow-Thunder Clap-Devastate
Part 2 to be Continued Multi target Rotation
So after a lot of thought I came to a conclusion. To maximize threat usually there is a rotation but because of certian talents, cooldowns will never fit work in that order. So the best i can do is give you a break down of a pull rotation and after that it becomes skill priority.
Single Target Pull:
-3 sec - Bloodlust
-2 sec - shoot ( not global CD)
-1.5 sec - Charge
-1 sec - Heroic Throw
0 sec - Shield Slam ( Mob Contact Point )
1.5 sec - Revenge
3 sec - Concussion Blow
4.5 sec - Fill
While all this is going on you should be using Heroic Strike on the side
After 3 sec we go into skill priority.
Shield Slam
Revenge
Concussion Blow-Shockwave
Heroic Throw-Rend
Mocking Blow-Thunder Clap-Devastate
Part 2 to be Continued Multi target Rotation
Friday, January 16, 2009
Glyph Part 2
Recommended Tanking Glyphs
Major Glyph:
Glyph of Revenge
Glyph of Blocking
Glyph of Devastate
Glyph of Heroic Strike
Minor Glyph:
Glyph of Charge
Glyph of Bloodrage
Glyph of Battle
Major Glyph:
Glyph of Revenge
Glyph of Blocking
Glyph of Devastate
Glyph of Heroic Strike
Minor Glyph:
Glyph of Charge
Glyph of Bloodrage
Glyph of Battle
Tuesday, January 13, 2009
Glyphs: Part 1
Major Glyph
Minor Glyph
| Glyph | Level | Description |
|---|---|---|
| Glyph of Hamstring | 15 | Your Hamstring ability has a 10% chance to immobilize the target for 5 sec. |
| Glyph of Heroic Strike | 15 | You gain 10 rage when you critically hit with Heroic Strike |
| Glyph of Overpower | 15 | Adds a 50% chance to enable Overpower when your attacks are parried. |
| Glyph of Rapid Charge | 15 | Reduces the cooldown of your Charge ability by 20%. |
| Glyph of Rending | 15 | Increases the duration of your Rend ability by 3 sec. |
| Glyph of Revenge | 15 | After using Revenge, your next Heroic Strike costs no rage. |
| Glyph of Resonating Power | 15 | Reduces the rage cost of your Thunder Clap ability by 5. |
| Glyph of Sunder Armor | 15 | Your Sunder Armor ability affects a second nearby target. |
| Glyph of Taunt | 15 | Increases the chance for your Taunt to succeed by 8%. |
| Glyph of Barbaric Insults | 16 | Your Mocking Blow also Taunts the target. |
| Glyph of Cleaving | 20 | Reduces the rage cost of Cleave by 5. |
| Glyph of Last Stand | 20 | Reduces the cooldown of your Last Stand ability by 3 min., but also decreases maximum health gained by 10%. |
| Glyph of Execution | 24 | Your Execute ability deals damage as if you had 10 additional rage. |
| Glyph of Sweeping Strikes | 30 | You generate 30 rage over 12 sec when you use your Sweeping Strikes ability. |
| Glyph of Whirlwind | 36 | Increases the number of targets your Whirlwind hits by 1. |
| Glyph of Blocking | 40 | Increases your block value by 10% for 10 sec after using Shield Slam. |
| Glyph of Bloodthirst | 40 | Increases the healing done by your Bloodthirst ability by 20%. |
| Glyph of Mortal Strike | 40 | Increased the damage of your Mortal Strike ability by 10%, but the healing penalty is reduced by half. |
| Glyph of Devastate | 50 | Your Devastate now applies two stacks of Sunder Armor. |
| Glyph of Victory Rush | 62 | Your Victory Rush has a 30% increased critical strike chance against targets with more than 90% health. |
| Glyph of Intervene | 70 | Increases the number of attacks you intercept for your Intervene target by 1. |
| Glyph | Level | Description |
|---|---|---|
| Glyph of Battle | 15 | Increases the duration of your Battle Shout by 1 min. |
| Glyph of Bloodrage | 15 | Reduces the health cost of your Bloodrage ability by 50%. |
| Glyph of Charge | 15 | Inceases the range of your Charge ability by 5 yards. |
| Glyph of Thunder Clap | 15 | Increases the range of your Thunder Clap ability by 2 yards. |
| Glyph of Mocking Blow | 16 | Increases the damage dealt by your Mocking Blow by 25%. |
| Glyph of Enduring Victory | 62 | Increases the window of opportunity in which you can use Victory Rush by 5 sec. |
Sunday, January 11, 2009
Continue Expertise/ Hit: Part 2
To stop Loonie from driving me insane....
Explaination to the data from the last post.
Bosses have a 6.5% dodge and 14.25% Parry.
Melee should ideally stack expertise to 26 expertise(214 rating) before stacking hit. There are three reasons for this train of thought.
First, expertise does the same thing as hit until you hit the 26 expertise where it knocks target mob's dodge off the table. After that all that is left is Parry.
Second, 33 Expertise Rating translate to 1% reduction in both dodge and parry. This essentially means that you reduced 2% miss on the target. Where 33 Hit Rating translate to only 1% miss reduction on the target.
Third, when a mob parries your attack they gain a 20% reduction in thier swing timer. Basically there next attack speeds up by 20% every time they parry your attack.
Last note: I did say Ideally at the start. Its suggested but not required so don't go crazy if you cant get all that expertise recommended before getting hit. If you get some hit gear you can use that while you find some expertise. As I have said before I like to keep things balanced.
Explaination to the data from the last post.
Bosses have a 6.5% dodge and 14.25% Parry.
Melee should ideally stack expertise to 26 expertise(214 rating) before stacking hit. There are three reasons for this train of thought.
First, expertise does the same thing as hit until you hit the 26 expertise where it knocks target mob's dodge off the table. After that all that is left is Parry.
Second, 33 Expertise Rating translate to 1% reduction in both dodge and parry. This essentially means that you reduced 2% miss on the target. Where 33 Hit Rating translate to only 1% miss reduction on the target.
Third, when a mob parries your attack they gain a 20% reduction in thier swing timer. Basically there next attack speeds up by 20% every time they parry your attack.
Last note: I did say Ideally at the start. Its suggested but not required so don't go crazy if you cant get all that expertise recommended before getting hit. If you get some hit gear you can use that while you find some expertise. As I have said before I like to keep things balanced.
Friday, January 9, 2009
Expertise/Hit Data
Boss 6.5% Dodge 14.25% Parry
| Mob Lvl | Percentage | Rating |
|---|---|---|
| 80 | 6% | 206 |
| 81 | 7% | 235 |
| 82 | 8% | 264 |
| Boss/83 | 9% | 295 |
| 26 Expertise | 6.5% | 214 |
| 57 Expertise | 14.25% | 468 |
Thursday, January 8, 2009
Warrior Tanking Skill Rotation for Threat Generation
To start off I would like to state there is no Perfect rotation because everything is situational. The key to maximizing threat is dependent on how you start a fight. For me there are three different rotation, which are the bases of how I tank.
Single Target
Multi Target
Boss Target
to be continued
Single Target
Multi Target
Boss Target
to be continued
Warrior Class Guide Starting Point
Hmmm so I'm kinda bored atm. So I guess i will start on Project "Beefy Warrior". The main reason I am starting this project is because i was asked by Sheya to compile guide to better the warrior tanks in VA. But I feel i should also add things such as DPS advice.
Not exactly sure where to start... Guess I will talk about myself and my philosopy on tanking as a warrior.
Start
As a Warrior I feel that this is the best tanking class. They have plenty of mobility and tricks to survive any situation that might arise. My philosophy on how to build a good warrior is to keep everything balanced .It is best to not go overboard with one stat over another. Such as going too much with avoidance to neglect threat generation the ability to survive two consecutive hits, or having too much stamina that you lack threat generation and avoidance. As of Wotlk expansion the defense cap is 540. That is the primary starting point.
Threat: Talent
Threat: Skill
Not exactly sure where to start... Guess I will talk about myself and my philosopy on tanking as a warrior.
Start
As a Warrior I feel that this is the best tanking class. They have plenty of mobility and tricks to survive any situation that might arise. My philosophy on how to build a good warrior is to keep everything balanced .It is best to not go overboard with one stat over another. Such as going too much with avoidance to neglect threat generation the ability to survive two consecutive hits, or having too much stamina that you lack threat generation and avoidance. As of Wotlk expansion the defense cap is 540. That is the primary starting point.
Threat: Talent
| Defensive Stance | 2.0735 |
| Defiance (3pt Talent) | Removed from game. |
| Tactical Mastery (3pt Talent) | 1.21/1.42/1.63 (Bloodthirst and Mortal Strike) (only if used in Defensive Stance) |
| Battle Stance Berserker Stance | 0.8 |
| Imp. Berserker Stance (5pt Talent) | extra .98/.96/.94/.92/.90 in Berserker Stance |
| Vigilance (talent) | target: extra 0.9 caster: gains remaining 0.1 as own threat |
| Battle Shout | +78 (rank 9) - divided amongst targets |
| Cleave | +225 (rank 8) - divided amongst targets |
| Commanding Shout | +80 - divided amongst targets |
| Demoralizing Shout | +63 (rank 8) - divided amongst targets |
| Devastate | +5.0% attack power No longer applies Sunder Armor threat. |
| Disarm | +104 |
| Hamstring | +181 (rank 4) |
| Heroic Strike | +259 (rank 13) |
| Heroic Throw | threat = 1.5 * damage caused |
| Revenge | +121 (rank 9) |
| Improved Revenge (Stun) | +25 |
| Shield Bash | +36 |
| Improved Shield Bash | +?? |
| Shield Slam | +770 (rank 8) |
| Improved Spell Reflection | Reflected damage causes threat for reflecting ally. |
| Sunder Armor | +(345 + 5.0% attack power) (rank 7) |
| Taunt | Sets threat equal to NPC's primary target |
| Thunder Clap | threat = 1.85 * damage caused |
Project Blog Start!!
First Blog Entry OMG!!!
Gonna start testing out some weird stuff Such as:
Picture Upload
Player Data Collection
Gunpla *
Class Research Data base
Gonna start testing out some weird stuff Such as:
Picture Upload
Player Data Collection
Gunpla *
Class Research Data base
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