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Thursday, November 20, 2008

Your CAPtains: Crit, Block, Hit and Expertise

As you hit level 80, you need to start thinking about gear and caps once again. As a Paladin tank there are a couple of caps you need to think about.

Uncrittable Cap

The first and most important cap you want to reach in your gear is being uncrittable, which comes from Defense. At level 70, you needed 490 defense to be uncrittable. At level 80 the bar is raised and you need 540 Defense which equals out to about 689 Defense Rating. To quote Neo, "Whoah". It's a metric ton of defense needed. It is something you will need to actively work towards in your gear, but it is completely attainable with crafted items and rep rewards.

Edit 11/21: Petrus of Gorgonnash has put together a tidy list of gear that will get you to the Crit cap without relying on a single dungeon drop. You can see his list here: http://www.failsafedesign.com/maintankadin/viewtopic.php?t=17158. Well done, sir!

Block Cap

After you are Uncrittable, you should start working towards the The Block Cap. This may be a new concept for Paladin tanks, but it really isn't. The Block Cap is what used to be known as Uncrushable, i.e. a combined Miss, Parry, Dodge, and Block of 102.5%. Once you reach that point, any additional Block Rating falls off the table. You are 'capped' on the amount of Block you can have. It should be noted that since Holy Shield was changed to have its duration be longer than it's cooldown, it is now safe to assume 100% uptime on Holy Shield when calculating your Block Cap, however, don't make the mistake a certain Paladin I know (who shall remain nameless) made and continue to count Holy Shield at 35% unless you plan on continuing to wear the Libram of Repentance. Holy Shield is only 30%.

Being at the Block Cap is very helpful because it means that every unavoided attack from the Boss will be a Block. Paladins are the only class now that can stay Block Capped 100% of the time. Each Block takes off damage equal to your Block Value. If the Boss hits for 9000, and you have 900 Block Value (not unreasonable), you effectively shave off 10% of the damage each and every hit. That can add up to a huge amount of damage reduction over the course of the fight.

It also provides Paladins with the most predictable damage intake, and makes Paladins the easiest tank to heal.

So you can't be Crit, and every incoming attack is a Block at the worse case, what's next?

Hit Cap

Paladins are much more like Warriors now meaning we want Hit on our tanking gear. We have many more attacks (Judgement, Hammer of the Righteous(?), Shield of Righteousness, Avenger's Shield) that can miss, plus our white damage has gone up which also adds to our threat (though it does not receive the Righteous Fury modifier). A miss also means our Seal didn't proc. That's not a good.

Hit is what is checked to see if your Taunt resists. Since we have no backup spell should Righteous Defense resist, it's critical that it does not Resist/Miss. There is a Glyph which should eliminate most RD resists, and I suggest you take it.

At level 70, to be Hit Capped so you wouldn't miss, you needed 141 Hit Rating, further reduced to 95 by the talent Precision. Well Precision went bye bye. At level 80, you need 295 Hit Rating to be Hit Capped.

You can't miss, but the boss can still Dodge and Parry you.

Enter Expertise.

Expertise Cap

Expertise is what stops the Boss from Dodging and Parrying. You can get 6 expertise from talents and 10 from a glyph (skill not rating mind you). 24 Expertise is considered a soft cap, so you won’t need that much from gear.

Humans and Dwarves can get another 3 to 5 points depending on the weapon they are using. Since it looks like all high end weapons are Swords and Axes (no maces), it looks like Dwarves will not be getting much use out of their Racial.

You need 3.94 Expertise Rating at level 70 to get 1 Expertise skill. That rises to 8.2 at level 80. So at the worst case, to make up the difference a Paladin would need 8 Expertise Skill or about 65 Expertise Rating. Humans with Axes Maces or Swords can lower that to 41 and Dwarves with a mace (in the Billiard Room, lol) can lower that to 24.6.

17 comments:

Captain The First said...

for some undefined reason I felt my ears burning... you rang for a cap?

Josh said...

Pssst, Honors.

I know your a Dwarf, so this sort of thing is foreign to you, but the Human expertise racial is maces & swords. Orcs get axe expertise.

Honors Code said...

DOH!

Corrected.

Aleathea said...

This is exactly the kind of information I've been looking for. Thank you for providing this, Honors.

JGonding said...

Thanks! Very helpful info for me when it comes time to pick gear for endgame raids & whatnot.

Dave said...

I think you should add that resilience can also be used to bring down the -crit chance. Sure resilience is not as desirable of a tanking stat as defense (b/c it offers not avoidance/block boost), but when you are having trouble hitting the cap it can be very helpful. Point for point, you'll bring down crit chance a lot faster with res than with def. Theres a few rings and enchants with massive +resilience. This can be a great way to start raiding at lvl 80 until you round out the rest of your tanking gear with great +def items.

isheepthings said...

Great post...I'm really going to have to dig into what a death knight needs once I hit level 80.

I never picked up much tanking gear through outlands because my main goal is to just pick up dps gear for the moment.

http://www.isheepthings.com/blog/death-knight-outland-gear-guide/

Anonymous said...

As an addendum for druid tanks.

Druids with 3/3 Survival of the Fittest do not need defense at all. This provides the necessary 6% to avoid crits.

Also, druids do not benefit from Block. So you bears out there can skip right over that.

Ataris said...

You made it to WoWInsider:

http://www.wowinsider.com/2008/11/20/checking-your-caps-defense-block-hit-expertise/

Gratz!

Anonymous said...

There are no more "Crushing blows", the 102.4% avoidance+block is no longer required

Honors Code said...

You are correct that is isn't required, but I would continue to argue it is amazingly helpful.

Making every unavoided hit a block amounts to a significant damage reduction over the course of a fight.

Ragnuis said...

Don't forget that advoidance (dodge, parry, and miss) are now subject to diminishing returns.

Saif Ansari said...

Great post - thank you! Very helpful. I'll be using this to gear up my Paladin.

Anonymous said...

I don't know if you did crit cap math pre wotlk or what but 540 is under the cap (they took our tallent away /cry)
540 = 5.8% = crittable
550 = 6% = uncrittable

good thread on hit and expertise tho I don't see enough tankadins using the obvious tools provided to them.

Honors Code said...

Your math is the one that is incorrect. The removal of the talent had nothing to do with how much defense you need, it just made it so you had to get it all from gear.

540 is the number.

For raids you will need to get and keep your defense at least 540.

Every defense skill increases your chance to dodge/parry/block and chance to be missed by 0.04% as well as reducing your chance to be crit by 0.04%.

All mobs the same level as you have a 5% chance to crit you. So once you reach 525 defense you’ll be uncrittable by level 80 mobs. Bosses are considered level 83. You'd need 530 for Level 81, 535 for level 82 and 540 for Level 83.

Anonymous said...

I apologize up front if I am just being dense, but is there a block number or rating I should be gearing towards to be block capped, or is it still the old 102.4% combined avoidance stat? Is there an avoidance stat I should be concentrating on as a tankadin? The term "block capped" makes me think it is only block I need to worry about, but I know that can't be correct.
Thanks for the great article!
Steve

Honors Code said...

It's still the old 102.4% combined avoidance stat. I'd advise you yourself a little wiggle room and actually get to 103.4% because it doesn't appear as if the tooltip is correctly reporting Miss from Defense.