Tankadin Guide :)

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Tankadin Guide :)

Post  Kevin Smith on Thu Apr 03, 2008 10:35 am

Disclaimer :
Not to be confused with protadins, this is mainly for protadins who wants to be MT in most instances/raids.
Hence, tankadins :p

[quote]
A Guide on Paladin Tanking

This is a work in progress guide on paladin tanking. It begins with an overview of the paladin's abilities and moves on to Threat, Talents, and Strategies, then concludes with some disadvantages and alternate opinions.

I. Overview
II. Abilities
III. Threat

a. Active Threat
b. Reactive Threat


IV. Talents

a. "Required" Talents
b. "Optional" Talents


V. Strategies

a. Pulling
b. Securing Aggro
c. Maintaining Threat
d. Finishing
e. Positioning
f. Difficulties
g. The Question of Avenger's Shield



Overview

Paladins in World of Warcraft are a defensive hybrid. They can Tank, Heal and do DPS. They are fairly gear dependant, especially for DPS purposes. The three paladin talent trees are Holy (healing, mana conservation, and holy damage), Protection (tanking, retributive damage, group support), and Retribution (DPS, PVP, retributive damage).

Paladins can use cloth, leather, mail and plate armor. They can wield shields, one and two handed maces, one and two handed swords, one and two handed axes, and polearms. They also bear librams rather than a ranged weapon. Paladins have four major ability categories - Blessings, Seals, Judgements, and Auras - in addition to spells.



Abilities

Blessings
Paladins can cast one Blessing on a target per paladin that have a variety of functions - Wisdom returns mana, Might increases attack power, Salvation decreases threat, Light increases healing done on target, Freedom makes the target immune to movement impairing effects, Sacrifice reduces damage on target and transfers damage to the paladin, Protection makes the target immune to melee damage (which often results in the opponent switching targets), Kings increases stats (Protection 10 point talent), Sanctuary reduces damage and increases damage returned on shield block (Protection 21 point talent).

Seals
Paladins can have one Seal active. Seals are spells that trigger when the paladin's weapon hits a target. There are a variety of seals - Wisdom returns mana, Light returns health, Crusader increases attack power and speed but decreases damage, Righteousness causes holy damage, Justice stuns opponents, Vengeance has a chance to deal holy damage and stacks on the target, Command deals more holy damage than Righteousness (Retribution 11 point talent).

Judgements
Paladins can have one judgement active (though the 'proc' of Seal of Vengeance also shows up on a target). Judgements are done by first activating a seal and then using the 'judgement' command to transfer a less powerful of the seal to the opponent. Wisdom returns mana, Light returns health, crusader increases holy damage taken, Righteousness causes burst holy damage, justice prevents opponents from fleeing, vengeance causes burst holy damage, command causes burst damage and increased damage to stunned targets.

Auras
Paladins can have one aura active. Auras benefit the entire group that the paladin is in. Devotion aura increases armor, Retribution aura reflects holy damage at an opponent, Concentration aura decreases spell interrupt by 35%, Shadow Resistance aura, Fire Resistance aura and Frost Resistance aura increase the appropriate resistance by 60 (does not stack with other sources of resistance increase - Prayer of Shadow Protection, Gift of the Wild, etc), Crusader aura increases mounted speed.


Threat

Paladin threat is caused by dealing holy damage. Paladin tanks require the 11 pt Protection talent "Improved Righteous Fury" which increases the threat generated by 50% and provides 6% damage reduction to all damage. Also to remember is that the person who initially pulls the opponents gets a boost to aggro and thus a paladin tank wants to pull as much as possible - this requires the 41 pt Protection talent "Avenger's Shield".

Ranged Attacks
A paladin's only ranged attacks are Holy Shock (31 point talent in Holy tree), Avenger's Shield (41 point talent in Protection Tree), Repentance (31 point talent in Retribution tree), and Hammer of Wrath (usable when a target is at 20% health or less). Hammer of Justice has a long melee range, as do most Seals.

Active Threat
Paladins maintain active aggro by causing holy damage with seals. The three seals that are important for paladin tanking are
A) Righteousness
B) Command and
C) Vengeance, assuming you're not a Belfadin.

Seals

Righteousness
Righteousness is the bread and butter seal of a Tankadin. Righteousness causes holy damage every swing that the paladin takes and judging righteousness gives a burst of holy damage that often serves as a secondary taunt. Seal of Righteousness benefits from 9.2% per 1.0 weapon speed on a one handed weapon and 10.8% per 1.0 of weapon speed on a two handed weapon. Judgement of Righteousness benefits from 73% of +spell damage.

Command
Command has a chance of causing holy damage that is limited to procs per minute of seven. Seal of Command does its holy damage based on what your weapon output is: SoC DPS = (Avg. Weapon Hit x .70) / 8.5. Seal of Command does have a +spell damage coefficent of 20%. It causes higher holy damage when judged than righteousness, especially on stunned targets and judgement of command benefits from 43% of +spell damage. This seal is not often used by tankadins because it is a talented seal from the retribution tree and works better with slow two hand weapons due to the proc limitation.

Vengeance
Vengeance is a new paladin seal that is trainable at level 64. Vengeance is a threat maintenance seal. When a paladin is using the vengeance seal there is a chance that it will cause a vengeance debuff on the opponent that stacks up to 5 vengeance debuffs. While there are Vengeance debuffs up, the debuffs will do holy damage over time. The Vengeance debuffs last for the standard 12 seconds and refreshing the vengeance debuff is a chance on hit that is a proc per minute normalization. Generally I've found with a 2.0 speed weapon that you have a chance to do two swings with Righteousness before switching back to Vengeance to refresh the debuff (but if you miss or get parried, etc then you will lose the stack). If the paladin judges vengeance while there are vengeance debuffs, it causes a high amount of holy damage (and therefore threat) equal to 120 holy damage per current number of debuffs. However, if you judge vengeance and there are no vengeance debuffs, then the judgement will not have any effect. Also, if you have a full stack of Vengeance debuffs, there is no used to continue using vengeance as a main seal other than to maintan the vengeance debuffs. Since vengeance tends to stack somewhat slowly, it is not a good choice for nailing down early threat. Seal of Vengeance benefits from 17% of spell damage per tick and Judgement of Vengeance benefits from 43% of spell damage.


Spells
A paladin has several tools for keeping aggro that are not seal or judgement based. These include Avenger's Shield, Righteous Defense, Blessing of Protection, and Consecration.

Avenger's Shield is the 41 pt Protection talent. It allows the paladin to 'throw his shield' from 8 to 30 yards and hit up to three opponents. It does 270 to 330 holy damage, has a spell coefficient of 9%, and dazes the opponents it hits, making them easier to CC.

Righteous Defense is the Paladin's taunt-like ability. It is based on Line of Sight and is a ranged ability that commands up to 3 opponents attacking a target to attack the paladin. It is useful in that the paladin does not have to chase the target, but if the friendly being pursued runs behind a wall or a hill in the ground the ability cannot activate.

Blessing of Protection is a blessing that makes the target immune to physical damage but not magical damage. Often opponents attacking a friendly that has Blessing of Protection cast upon them will switch targets. However, this does not reduce the threat of that target and if the friendly continues to cause threat (attacking, healing, etc) and you cannot make up the threat difference, the opponent will likely return to attacking the target after the duration of Blessing of Protection.

Consecration is an area of effect spell that causes holy damage to all opponents within an area. It receives a coefficient from spell damage gear of 76%. In general for a tanking paladin this is enough to hold multiple opponents over most aoe if constantly spammed but is highly mana draining.


Reactive Threat
A paladin has several tools for keeping aggro that are reactive - that is, they deal holy damage when the opponent hits the paladin - Holy Shield, Blessing of Sanctuary, and Retribution Aura.

Holy Shield is a spell that reflects holy damage back on every block and increases the block chance by 30% for up to 4 blocks. Holy Shield benefits from 20% of spell damage, 5% per block.

Blessing of Sanctuary is a blessing that decreases damage taken and causes additional holy damage on each block.

Retribution Aura is an aura that reflects a static amount of holy damage back to an opponent whenever someone in the party is damaged by that opponent. There is some debate as to whether this is adding to paladin threat currently as it displays as 'white damage' rather than 'yellow damage'.



Talents


The paladin tankadin is a paladin with his talents primarily in the Protection tree. Paladin tanking is truly viable due to the Spiritual Attunement trait that allows a paladin to gain mana back from being healed. In order to be a 'tankadin' a paladin should have Redoubt, Toughness, Anticipation, Shield Specialization, Holy Shield, Improved Righteous Fury, Spell Warding, Reckoning, Sacred Duty, Ardent Defender, and Avenger's Shield. Most paladins also recommend the following talents in the Retribution tree: Benediction, Deflection, and Improved Judgement.

The 'required' paladin tankadin talent tree. http://www.worldofwarcraft.com/info/...00000000000000
A common paladin tankadin talent tree. http://www.worldofwarcraft.com/info/...00000000000000


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Part 2

Post  Kevin Smith on Thu Apr 03, 2008 10:35 am

Part 2 of Tankadin guide :

Arianne wrote:

Required Talents - These are talents that are very important for a maximized paladin tank. They focus on maximizing mitigation and the ability to generate threat quickly - Avenger's Shield is part of this build, which may or may not suite your style. See the sections below on Avenger's Shield for disadvantages.

Mitigation talents
Toughness - Toughness increases armor value by 10%.

Anticipation - Anticipation increases defense skill by 20. The value of these talents decrease as the amount of defense on your gear increases, however with the changes to defense rating, it remains useful for much longer than previously. This is a required talent for a beginning paladin tank and likely will continue to be required due to lack of common itemization for paladin plate with defense.

Shield Specialization - Shield Specialization increases the amount of damage absorbed by your shield by 30%. Strength is a low attribute on the list of paladin priority attributes, thus Shield Specialization helps increase amount blocked and thus reduces damage taken.

Spell Warding - Spell warding reduces spell damage by 4%. This talent stacks with Improved Righteous Fury, bringing spell damage taken reduced to a total of 10%. As paladins are at a disadvantage against casters, this is an important talent.

Sacred Duty - Increases total stamina by 6%. Paladins start out with a lower health per level ratio than warriors or druids and cannot focus in as much on purely stamina based gear, thus this talent is important in bridging the gap.

Ardent Defender - At 20% health, all damage taken is reduced by 50%. This talent is important for mitigation for tanking trash and also for aoe or multiple target tanking. This talent largely benefits from equipping high stamina items. This talent is only semi-useful because of the potential to leapfrog the damage reduction by getting hit from 21% to death.

Deflection - Increases parry chance by 5%. Parry is full mitigation of incoming damage and increased parry chances also serve to push crits farther off the hit table.


Mitigation and Threat Talents
Redoubt - Redoubt increases block chance by 30%, lasts 10seconds or 5 blocks. This talent is essential for tankadins as it helps increase mitigation, pushes crits closer to off the table, and procs on any hit. Combining this talent with Holy Shield results in additional threat generation as well as increased mitigation.

Improved Righteous Fury - Reduces damage taken by 6% and increases threat generated by Righteous Fury by 50%. This talent is essential for tankadins because it increases both mitigation and threat generation.

Holy Shield - Increases chance to block by 30% for 10 seconds or 4 blocks and deals 59 Holy damage to each blocked attack. Damaged caused by Holy Shield causes an additional 35% threat. This talent also increases both mitigation, by blocking damage and pushing crits closer to off the table, and threat generation by causing holy damage with increased threat.

Blessing of Sanctuary - A blessing that decreases damage taken by a small amount and reflects a small amount of holy damage back to the target on a successful block.


Threat Talents
Avenger's Shield - The 41 pt Protection talent. It allows the paladin to 'throw his shield' from 8 to 30 yards and hit up to three opponents. It does 270 to 330 holy damage, has a spell coefficient of 9%, and dazes the opponents it hits, making them easier to CC. This spell has a 1 second cast time and a deadzone as well as peculiarities to the amount of distance that it will 'bounce' between targets.

Benediction - Reduces Judgement and Seal cost by 15%. This is important because tankadins usually have small mana pools since intellect is a secondary attribute. Lower cost on Judgement and Seals means more cast and higher threat generated.

Improved Judgement - Decreases the cooldown of the Judgement spell by 2 seconds. This increases the number of judgements that can be cast and therefore the amount of threat that can be generated. I've noticed a significant difference from before I had Imp Judgement to after I had Imp Judgement (I put these talent points in from 62 to 64).

Reckoning - 10% chance after being damaged that the next 4 weapon swings within 8 seconds will generate an extra attack. Reckoning is extremely important in generating threat. Each reckoning swing can proc the current seal and current judgement on an opponent and can also apply the vengeance debuff. Since paladins are dependant on holy damage to tank, this talent is required.

One-Hand Weapon Specialization - Increases the damage with one-handed melee weapons by 10%. This talent is required
a) to help fill out the tree in order to get to the 41 point talent Avenger's Shield and
b) because it increases white damage of your weapon. When using Seal of Righteousness or Seal of Command, both of which are based on white damage, this talent also increases holy damage dealt and therefore threat.


Optional Talents - Optional talents are talents that have arguable uses in paladin tanking. In some ways they are beneficial, but in many ways it is arguable as to how much benefit is gained from these talents over the benefits perhaps gained by taking other talents. At some point the amount of benefit received from side talents is minimal.


Improved Devotion Aura - Increases the armor bonus of your devotion aura by 40%. At level 70, devotion aura gives 861 additional armor to everyone in the party. 40% of 861 is an increase of 344 armor to 1205 armor total. This does not do much for the paladin tank, who should have an armor value above 10k, since armor is subject to diminishing returns. It does benefit somewhat and thus is an optional talent, but generally this talent is taken by Holy paladins that want to have Kings, or by Retribution Paladins that want to have Reckoning.

Precision - Increases your chance to hit with melee weapons by 3%. This is of debatable importance due to paladin threat mechanics. Paladins don't actually need to *hit* the opponent to build threat because they can judge holy damage and can use holy shield to build threat. However, threat can be increased by hitting due to the constant holy damage using Seal of Righteousness or the proc of Seal of Vengeance or Seal of Command.

Guardian's Favor - Reduces cooldown of blessing of protection by 120 seconds (2 minutes) and increases duration of Blessing of Freedom by 6 seconds. This talent is useful to recharge BoP faster in the case that you run out of taunt options (Righteous Defense, Judging a Seal), however it has a high chance that the opponent will not return to you and will instead move to the next down the aggro list. Thus while it is occassionally useful, it is only in the optional section. This talent is usually taken by Holy Paladins that are getting Blessing of Kings, or by Retribution paladins for PVP purposes.

Blessing of Kings - Blessing of Kings increases total stats by 10%. This is a useful talent that adds much to any raid as well as the paladin tank.

Stoicism - Increases resistance to Stun effects by 10% and reduces the chance your spells will be dispelled by 30%. This is mostly useful in PVP, but there is the chance that the resistance to stuns comes in handy during later raids depending on the fights.

Improved Seal of the Crusader - Increases melee attack power bonus of Seal of the Crusader and the holy damage increase of your Judgement of the Crusader by 15%. Anything that increases the holy damage taken by a target is beneficial to the paladin tank (and priests) but in general a paladin tank is using some other judgement. This is often taken by Retribution paladins.

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Part 3

Post  Kevin Smith on Thu Apr 03, 2008 10:37 am

Part 3 of the Tankadin guide :

Arianne wrote:
Strategies

There are many strategies to use in paladin tanking. Choice of Seal, Judgement, Aura, Weapon used, etc all factor into keeping aggro, having mana, and being able to mitigate damage.


Pulling
My preference is to start with Avenger's Shield and have any crowd control happen after AS has hit the opponents. This gives the paladin the initial aggro boost and the additional aggro boost from the holy damage caused by AS. This has the benefit of having opponents that break out of CC or who resist CC typically continue on to the paladin rather than heading for the CCer.

Alternately you can have crowd control happen as the pull with sap going off first, then sheep/hibernate or, if you don't have a mage but do have a rogue, sap and then having another class pull with a low aggro tool (rank 1 arcane shot, wand, arrow, etc). In this scenario make sure to stand far enough away so that Avenger's Shield will have enough time to cast before the opponents enter the dead zone and make sure to solidify aggro using consecration.

Avenger's Shield has a 1 second cast time and a deadzone from melee range to 8 yards. In addition, the bounces from the primary target to the secondary target depend on the opponent positioning and whether or not there are any 'critters' in the area (a critter is a noncombatant such as a snake, roach, or frog).

A macro that switches on a high spellpower weapon, casts Avenger's Shield, and switches back to a 'tanking weapon' is of benefit to gaining the most aggro possible.

If the targets are undead, it is advantageous to use AS first and then use Holy Wrath (aoe attack on undead) if there is sufficient space to finish the cast before the opponents reach you (alternately if you have a priest you can get a Power Word:Shield so that you can finish this cast when all opponents are in range). Subsequently you should use Exorcism on an unaffected target (if more than 3 targets) or on the primary target to secure aggro.


Securing Aggro
The first stage of tanking is securing aggro on the primary target that the rest of the party will be DPSing. This generally requires Judging of a holy damage seal, such as Righteousness or Command and making sure that Holy Shield is up.

In addition, if playing with party members that have high aggro attacks or do lots of damage (these should also be blessed with Blessing of Salvation to decrease their threat generation), it is advised to use at least one opening Consecration, which should be cast before Holy Shield due to the global cooldown. Consecration is also advised if there are multiple mobs that will be tanked in order to keep ahead of healing threat. Some considerations that you must take while using consecration are positioning of the opponents away from any CC'd opponents as consecration will break any CC (though it does at least bring the CC'd opponent to attack you).

An additional consideration is required on pulls that consist of more than 3 opponents where there is not sufficient crowd control to reduce that number. Avenger's Shield will not cause aggro on these additional targets but initial aggro (if the paladin is pulling) will bring these targets into range for consecration and judgement.


Maintaining Threat
The second stage of tanking is maintaining threat. Generally during this phase of tanking it is advisable to switch to using Seal of Vengeance because of the higher overall holy damage that is provided. The best time to switch from using Seal of Righteousness to using Seal of Vengeance is during a time when Reckoning has procíd. This allows you double the number of attacks during the same time to apply the Vengeance debuff and increases the chance that there will be at least one vengeance debuff by the time the reckoning is complete and judgement is available.

In addition, using Seal of Vengeance allows you to switch between any multiple targets you are tanking in order to apply Vengeance debuffs to these targets for later use. Vengeance debuffs will last for 12 seconds and are refreshed on a chance with melee hit that is normalized. You can keep vengeance debuffs on several opponents while using the vengeance judgement to retain aggro on the current target, but it is not a trivial task.

However, once you have a full stack of vengeance debuffs on a target, you should switch between using righteousness and vengeance. This is particularly true when using a fast weapon - aside from refreshing the vengeance debuff stack, using seal of vengeance does not do any additional holy damage.

Depending on current mana level, maintaining threat may also include repeat castings of consecration (not recommended as consecration is highly mana expensive) and holy shield. It is advisable to keep Holy Shield up constantly versus opponents that have fast melee strikes and not advisable to keep it up versus caster or slow meleers unless you have Redoubt active. If you have a high level of mana remaining (such as tanking while having a shadow priest in the party), it is advisable to keep holy shield up at all times due to increased mitigation.

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Part 4

Post  Kevin Smith on Thu Apr 03, 2008 10:38 am

Part 4 of the Tankadin guide :

Arianne wrote:
Finishing
At the end of a fight it is important to conserve mana so that you can be ready to pull the next group with little down time. By this time you should have a high threat ceiling built up on the remaining opponent unless someone has not been attacking the correct target (or if you have high aggro members of your party, which may require sustained threat generation). This often means that you should use Seal of Vengeance or Seal of Righteousness and refrain from judging or using Holy Shield or Consecration.


Positioning
Many of the Paladin's tanking abilities require correct positioning. Holy Wrath and Consecraton are Area of Effect attacks and Avenger's Shield bounces to up to three targets; all will break crowd control. In addition, much of a paladin's mitigation comes from being able to Block and Parry, which are abilities that only happen if the opponents are in front of the paladin. Thus it is important to be aware of your surroundings and be able to adjust until the opponents are correctly positioned. In addition, the paladinís taunt requires that the target be in line of sight, which means that the paladin has to know where party members are at all times.


Difficulties
Paladin tanks are weak against opponents that do knock back attacks, mana drain, or silence. These situations sometimes require a paladin tank to drink a mana potion or to coordinate with a healer to get a large heal in order to regain mana at particular times. They also lead to heavy reliance on Righteous Defense and on Seal of Righteousness and Judgement of Righteousness. In general Seal of Command and Seal of Vengeance are at a disadvantage in these situations due to their proc requirement and due to Seal of Vengeanceís debuff stack.


Tanking without Avengerís Shield
While Avengerís Shield is a good pulling mechanism and early aggro generation, some paladins have reservations about the deep Protection talents, such as Ardent Defender, One-Hand Weapon Specialization, and Weapon Expertise.

Ardent Defender is subject to Ďleapfroggingí where the paladin can go from 21% to significantly less without Ardent Defender reducing the damage.

One-Hand Weapon Expertise is 10% of weapon damage which is subject to what gear the paladin has available and also of limited use due to its prevalent effect being on white damage. This trickles down to Seal of Righteousness, but in general this is not a large increase.

Weapon Expertise has been nerfed to only raise you crit rate by .1% on opponents higher than you.

Therefore, to avoid these talents, some paladins choose to not spec deep Protection and take Avengerís Shield. This is a totally viable paladin tanking option, however it reduces the number of tools a tanking paladin has to secure aggro during the first stage of tanking.



Avengerís Shield Considerations

Avengerís Shield has several considerations with its use. Some were mentioned previously, such as the irregular bounces between targets and inclusion of critters. Being able to judge where the bounces will go simply requires experimentation and utilization of the skill.

Another thing mentioned is crowd control Ė some consider it a drawback that crowd control happens after Avengerís Shield is cast but I consider it enforcing of a rule that should already happen (the tank should be the one pulling so that the tank gets the most out of every threat ability).

The dazing effect of the shield on mobs is another consideration depending on your party composition and the opponentís immunities. Often it is advantageous as it allows those with crowd control abilities more time to separate their target from the group and perform the crowd control, however mobs that are immune to the AS daze are often immune to other abilities including a hunterís frost trap. Thus if that opponent hits the frost trap first, it will trigger without effect.

Avenger's Shield has a 30 second cooldown on its use, thus meaning that it is not likely to be used during a fight multiple times.

Avenger's Shield costs 500 mana, which as been stated by some paladins to be too much for the effect. Consecration, as a comparison, costs 660 mana at the highest rank.

Finally, Avengerís Shield should not be used if the paladin is not the one tanking.
Both warriors and druid tanks use rage and have a tenuous aggro command during the opening of the fight and using AS will break the mechanics of their early aggro.
This happens both by causing holy damage that directs the aggro to the paladin and also because the slowing nature of AS prevents the mobs from reaching the warrior or druid tank and thus induces rage decay and prevents rage generation.


Addional Thoughts

Toughness, Anticipation and Deflection
By Ghmou
Toughness becomes more valuable the less Defense you have. Why?
The less Defense you have, the more likely you are to be hit in the first place. You are also more likely to be critically hit, or hit with a Crushing Blow. I'm uncertain at what Defense skill Toughness provides more overall Damage reduction than Deflection because of the numbers and methodology I used.

Deflection becomes more valuable the more Defense you have. Why?
When you have a high Defense rating, you are less likely to be critically hit or hit with a Crushing blow. As such, the armor bonus from Toughness will have less damage to mitigate, and therefore will mitigate less damage overall.


Shield Block
By Pilate, Lucit, Blarmb

(Pilate)A lot of word going around is that paladins need a high % chance to block compared to dodge/parry. (Lucit) This is true to an extent. Warriors can prevent crushing blows using Shield Block, which increases chance to block by 75% for two blocks. We only have Holy Shield (and Redoubt, which is particularly unreliable against raid bosses), so we're more likely to get crushed. As such, we need more inherent chance to block from gear than warriors do. [Addition - See below for further explanation that this statement about block is not necessarily true.]

(Blarmb)Crushing Blow removal isn't exclusive to warriors. It results when the hits that were avoided somehow take up all possible results on the attack table. Basically what this means is this:

if The Mob's Miss Chance + Your Dodge Chance + Your Parry Chance + Your Block Chance => 100. You'll never be crushed. Since, the only results that can happen are Miss, Dodged, Parried and Blocked (Partial Damage Reduction). This is achievable by paladins. It was never the "Shield Block" ability itself, it was just that Shield Block almost always resulted in a jump above 100% total avoidance.


Defense Skill and Calculations
By Lightsabre

Every point of ADDITIONAL Defense skill you ADD onto yourself (over your level max) will INCREASE your dodge, parry, and block chances by 0.04%.

The complete formula is:

Parry chance = 5% + (Parry Rating contribution) + (Deflection talent) + ((Defense Skill - Opponent's Weapon Skill) * 0.04%)

Block chance = 5% + (Block Rating contribution) + (talent contributiuon, if any) + ((Defense Skill - Opponent's Weapon Skill) * 0.04%)

Dodge chance = (Base dodge chance for your class) + (Agility contribution) + (Dodge Rating contribution) + (talent contributiuon, if any) + ((Defense Skill - Opponent's Weapon Skill) * 0.04%)

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