In boss fights with no adds, what are the situations where CA damage is done to you? Hit from behind? Spine toss? It isn't always easy to see where they land, so if you try to stand under boss, I think it could hit you from behind (therefore not blocked and possibly CA damage?)
In terms of order of importance for tanks, is it:
1. Defence (capped, most obvious one)
2. Crit Avoidance (capped)
3. HP
4. Awareness (as high as possible without sacrificing HP)
5. Deflection (as high as possible without sacrificing HP)
Does that sound about right? Anyone have specifics on their numbers they can share? Thanks.
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Also, in terms of armor enchantment for IC, Elven Battle is best then Shadowclad?
Thanks for the confirmation though.
For 1M HP, have you considered there are 7x consumable stackable buffs. You want to put ability points in CON for more HP. The Tale of Old trio artifact books give extra HP bonus.
FYI, I’ve seen top tanks with just about 800-900k HP. Regardless you still need an adequate-superb healer.
Also don't forget you'll want a good amount of incoming healing %...the more the better.
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Mobs do not get to do CA damage because no one should be getting flanked by mobs,if you are getting flanked that is on you for having terrible positioning especially as the Tank.
For example, last boss of LoMM, your team wants to pull all the scorpions, scorpions and boss will surround tank. Tank wants/needs to maintain position with shield up for party CA.
TiC last boss have similar situation with tiny engines that spawn. Sometime you have to stay in position with shield up and being surrounded.
Sure awareness should be the last stats you would want to focus on but after capping all the select Defensive/Offensive stats, it doesn't hurt to raise/cap Awareness . I build my tanks base on Jannenw's Mechanic guide and this statement on Awareness; "Having 0 Awareness and getting hit by an enemy with combat advantage and 24k stat will increase their damage by about ~50%." if that is true (which I assume it is), then I would choose to invest into Awareness.
1. actually works?
2. Isn't just extra defense?
3. And goes beyond the 50% cap from Defense?
> (Quote)
> Wait, so the DR from this ring:
>
> 1. actually works?
> 2. Isn't just extra defense?
> 3. And goes beyond the 50% cap from Defense?
Charging Bull is +aggro?
I would rate defensive stats like this:
- HP
- Defense
- Crit Avoidance
- Deflect
- Offensive stats
- Awareness
(Yes, I rank offensive stats over awareness.)I guess (and now with my memory I can only guess), the idea is 24k base counter stats + 50k For the Defense, Deflect, Combat Advantage, and Crit stats, gets us to 74k for their CA, which today will be 74% damage increase (if we have 0 awareness), but back then it was together with critical severity which is missing from the sentence so I guess that's why the 50%.
As this stat is equal to positioning (I didn't see any mob that can do forced CA, with CC or other means, though maybe the IC chains? never checked, I'll try to look if someone has a log lying around) it is a QoL of stat, move around to not get CA'd or cap it and just "tank" your way around.
It is also, currently, very cheap to cap stats, as there are usually spare defensive slots to play with unless going into offensive spree.
1st - Defense, value = 200% per point
2nd - Health, value = 150% per point
3rd - Deflect, value = 133% per point
4th - Critical Avoid, value = 125% per point
5th - Awareness, value = 120% per point
Those are the priorities. The values are added to show comparisons. 4% awareness is still better than 2% defense for example.
The numbers aren't enough and don't apply to everyone in all situations. For example, in ToMM, Critical Avoid is more important because of the high number of hits a tank will face constantly that approach killing damage. The numbers above are not for ToMM. Note that I rate deflect higher than most do. Why?
A character with 50% defense will take 50% of full damage, on average.
A character with 50% in critical resistance will take 80% of full damage on average.
A character with 50% deflection will take 75% of full damage on average.
This makes deflection a little more effective.
Now Health... most tanks rate health very high. Some newer tanks do not. Health is more important that it may appear statistically. Hidden values of health are:
1) higher spike damage absorption.
2) "HEALING STONES" Healing stones heal 100% of your health. The more health you have, the better healing you have.
3) High health boosts numerous damage procs such as Chitters headgear and Tanner's Leather Ring. For a tank.. Tanner's Leather ring should be an automatic equip, so you can deal half your health in damage every Daily you fire.
4) some damage ignores defenses.
A final obervation: - As you are downscaled, the positive stats lose effectiveness, but the negative stats are more downscale-proof. If you have excess stats, put them into positive stats, so that they stay maxed out as you downscale.
POSITIVE: Critical Strike, Combat Advantage, Defense, Deflect
NEGATIVE: Critical Resist, Awareness, Armor Penetration, Accuracy
Its all about positioning (while keeping a eye on group) and good movement, sometimes when I group with lower DPS players I manage to collect all butterfly golems at 1th boss and even keep aggro on boss..
In other dungeons I use sometimes walls in my back to keep mobs in front (and side).
Somehow I really love the trash mobs in IC, but im a weirdo
Most healers are quite capable to heal massive amounts of HP (with right setups)...
Hence, I even know a healer who gets nuts if I have HP stones slotted and sees it as a form of offense