Saturday, April 21, 2018

The Ardent Defender

"Indeed, the only thing better than realizing you're able to tank anything in the game
is reaching the point where you no longer need prove it." - Dorvan of Proudmoore



Many months,days and hours were poured in by dedicated people that strove to not only prove others wrong,
but to also fortify our tools and give us understanding. The dedication of these folks doing the homework
and those stepping up to the plate telling their Raid Leaders "I Can" is what makes the Prot Paladin the force it is today.
This guide is dedicated to not only those people that "DID" when they were told they "COULDN'T",
but also to the greenhorn player who aspires to be much much more. This guide is for you..

This guide is incomplete however mostly finished. Keep in mind there's many updates coming.

:::TOC:::
1- Introduction
2- Important Quotes
3- Paladin Mentality
4- Raiding
5- Main Tanking
6- Time/Resource Commitment
7- Loyalty
8- Itemization
9- Patch 3.0
10- Manapool
11- Offtanking
12- Defense/Avoidance
13- Enchants/Kits
14- Glyphs
15- HOTR
16- 3.0 Defense Drop
17- Blizz Threat Meter
19- Links/Utility

1. Introduction
My name is James and I play on the PVP server Shattered Hand, and I am a Protection Paladin. I've played since BETA,
and upon my paladin reaching 60, he was respecced prot (pre bc), and that's how this character has remained ever since then.
Keep in mind this guide is not solely my own opinions or writing. Just as any person in life gathers experience through learning from others,
so do we in this game. Many great thanks to Joanadark for seriously breaking down almost every inch of our mechanics and bringing an understanding
of our path. The paladin tank is many things, never think of yourself as a benchwarmer. You are as much of a maintank as a Warrior or Druid.
This guide does not encompass everything you need to know later in the game. First and foremost your intuition is the best source you could
ever have at your disposal, your guild, and experience speak more than a guide ever could. Many videos show you a perfected downing of a boss,
rarely do you ever see the months of attempts with wipes within the first minute. Nobody is perfect, we can only hope to close that margin to
make ourselves as dependable as possible. This is not a beginner's guide, read "blessing of protection" for those matters, or whisper me
in game at the character Aaesop (Alliance). This guide is dedicated to the Paladin community who's hard work make boss downings possible everyday.
These are your words, your dedication, your thoughts, I'm merely the person that gathered it up.

2.Important Quotes

It might be a bit cheesey but I feel that some quotes I've read are the bread and butter in what could be considered
the feeling and soul of our role as protection specced paladins..

"Misunderstanding the Tankadin is forgivable. In many ways we are still learning to understand ourselves."-Joanadark

"It's not the will to win, but the will to prepare to win that makes the difference."-Paul Bryant

"With the greatest risk comes the greatest reward -- and glory."-Ciderhelm

"Courage alone does not bring victory. It is courage tempered with science, discipline, and fierce determination which bring this.
This is as true in a simple raiding game such as World of Warcraft as it is in the corporate world and in the modern battlefield. Prepare."-Ciderhelm

"Judge a man by the dents in his shield, not the shine of his sword." - Joanadark of Spirestone

"You shouldn't become a pally tank unless you really love it, but if you do really love it, there's nothing greater in the world." - Alixander of Durotan

"I want to stand WITH my Warriors. We are a tanking TEAM. I want to stand as equals, neither class being obsoleted or
deemed undesirable by the mere presense of the other."-Honorshammer of Altar of Storms

"Every guild that does not use a Paladin tank complains about Hyjal trash. Every guild that does, has no problem with Hyjal trash whatsoever.
So at least when it comes to Hyjal, Paladin tank = progression" - Lore of Eredar

"Use which tanks are available, confident, prepared, and understand what they're doing and know their weaknesses." Source: Ciderhelm, founder of Tankspot



3. Paladin Mentality
The mentality of many prot paladin players changed the way people saw them in mass, or even how other paladins saw them. We started as
hated by everyone, then at a time we were quietly tanking and proving our worth. Now its a rennaisance of Protection Paladin tanking.
Is it good to be proud that you tanked something? Yes, but it's never right to galavant in front of Warriors trying to
rub things in their faces. We very much realistically owe alot to them for forging the reasons we gear for 490 defense, and 102.4% avoidance.
At the same time don't hesitate to put your foot in the day and say "hold on a second" if a guild master or raid leader
tries to shut the door on you. Some folks still see us in a secondary role, it's still up to us to change that mentality.
With Patch 3.0 we see a huge amount of changes that affect our very core way of playing. Were gaining so much change and positive things
that its overwhelming. Spell Damage is of no concern anymore. Stamina Stamina Strength Strength for threat now!

4. Raiding

Early in 5man and heroics the rules are different. Only thing that changes is your more likely to see raiders in heroic instance groups.
However the looting and mentality is still the same. Your in a small group petty instance. You might have a dps warrior or ret pally roll
on your piece of tanking gear. It might anger you but thats how the PUG life goes. Raiding is completely different. It blows 5man
instancing out of the water in terms of structure and organization. Tanks are put into tank groups, healers with healers, min maxing the
buffs to provide the biggest chances of winning. You'll find loot systems of varying nature, but in most cases you won't have dps rolling
on your Tanking gear. You have merely other warriors/paladins and perhaps druids rolling on what you want as well. In some guilds comradery
occurs between tanks, passing on certain items for another to grab for their greater need it of. If your guild is such as this, return the
favor whenever possible. You might be competing with other tanks for workload but they are always your best friends and understand your
problems/strifes and glories better than anyone else in that guild. Answers and congratulations come from them. Tier items are possibly
the only thing of concern, many guilds in the past followed "Tank First" policy but that has diminshed since pre bc time. Everyone should
strive to have gear thats top notch. This might not always be possible, so in the stead of not having the latest and greatest, be someone
thats known to always be working towards the next upgrade. Even if you have your limit on gear, always look towards the next piece. Always
bring extra money/consumables in raids, and repair every time you can. Be PROUD of the gear you've amassed. Joe might be in all t6 but that
doesnt concern you, you've earned your gear too and even if its not t6 you collected it and make it work to its fullest extent. Take pride in that.
If your joining a new guild don't feel as though you're the hero. Guilds have little time to entertain ego's. Just like the mage that joined
before you, you are there to complete a task and necessary role. Do your job and thank people that praise you but always remain humble.
If your asked to do something obscure or something your inexperienced in, TRY IT ANYWAYS! You might of never done Shade Of Akama, but you'll
never learn if you don't try. "This is my first time, but I'll do everything I can." No matter how comical your fellow guild mates are, they'll
never the less take note of that tenacity and willing to work as a positive thing. In my experiences I've never gotten the slightest bit angry
with someone that messes up on their first try. if anyone says something about it, there's always 10 more guild mates quick to respond back "come
on its his first time, shut up. You remember what happened the first time you did this boss.." Work hard and be willing to do whatever's necessary
and you'll find alot of friends in your guild. If your asked to spec into our version of Thunderclap, do it!Finally before even joining your future guild,
find out what their working on and explain you want to know so that if your invited you'll have had the time to research those fights so that your
prepared to jump right into the mix. Raid Leaders/Officers like people that are actively preparing themselves ahead of time so that it minimizes
downtime and maximizes effectiveness. The early bird definately takes the worm.

5. Main Tanking

Main Tanking is definately as stressful as any other
difficult thing you've encountered in life. Running in at a boss with no clue on how much he'll realistically hit you for is like diving into
something blind and you merely have to rely on healers to help you stay alive, with your own work included as well! It's easy to blame your death
on anyone else but yourself. Keep an open mind to what happened that fight. Were you eyeballing your judgement cooldown when holy shield expired?
You're the reason you died that attempt. If you had your back to a boss at any point, you died because of your own workings. Lay on hands, pots,
health stones, etc. If you had something even so much as to BOP someone, or Divine Protection up, if you neglected to do it, you cause your own death.
Do everything you possibly can to stay alive, even jumping if you cant do anything. Do something!Even a tank in general in a raid has a leadership role,
no matter if they're tanking trash. You realistically are the person in the middle looking out at everything. This folds even more when your considered
the Main Tank. You have to be vocal. Calling out misdirects if threat looks shakey, if mobs run away you have to call out that it needs to be CC'd again.
Your the one conducting the whole fight. Call out if someone is out of place, because it very well could cause your own death as well as the death of the
whole raid. Many main tanks even if not officers or raid leaders are vocal leaders in raids, because its part of your role in the raid. Its a natural
position of leadership. You yourself are taking complete control of the whole battle when you tank a boss. Each class has its own perks in a raid,
but none like yours. Take responsibility and the bull by the horns. Speak up and be clear, your the heart of any raid and one of its centerpieces as a guild.
As given from the above paragraph and earlier on, this is the position of greatest stress. You'll wipe hundred's of raids from bad pulls, positioning,
lapse in tanking etc. Many fights and especially new Encounters will overwhelm you. Sheer complexity in fights such as Bloodboil will make your head spin.
That alone is part of your responsibility as well. Your attitude reflects on others, take command and buck up. Above else tanking is not just holding
threat. You have to effectively funnel,eliminate damage and honestly control insane chaos. If you cannot do all of those things well, then you should
not be tanking.

6. Time/Resource Commitment

As you probley well noticed, tanking jobs arn't plentiful like a dps job. Tank Turnover is very low. There will never be a thing such as a "Casual Main Tank.
"Tanks are expected to be at every raid they possibly can. Your work schedule,sports,activities,hobbies will effect your ability to tank. Downing bosses
requires a tank that's there for hours on end uninterrupted. Guilds with tanks that have nonstable raiding times drop far behind.

7. Loyalty

You're loyalty and attitude towards your guild is not an optional thing. It seems blunt and rough but as its said, there's low turn over on tanks.
There never really is a right time to leave your guild behind for another. Your attendance isn't optional. You arnt given loot as payment of services.
Mages/Hunters find more loot because they are in raids and do well, you are given loot because your there, perform well and mostly BECAUSE YOU ARE AN
INVESTMENT. Your gear is quite possibly the most important gear any guild will ever hand out. Any dps class can skimp on 10-20 points of hit rating and
maintain good damage. However in tanking, 1 point not accounted for causes a wipe. Healers can make due with 100 less healing, however tanking cannot.
Your gearing allows the chance for a raid to conquor bosses that it otherwise had no chance in attempting. The reason its frowned on badly to leave a
guild is that 24 other people invested time in you. Many probley passed on items or tier tokens for you, so that you'd allow them to make a push into
the harder reaches of this game. If you are applying to a new guild, it's very real to be put under heavy inspection and recieve scrutiny far more heavier
than any other class would recieve. After all, your an investment. It's also worth noting especially if you apply to higher end guilds that your gear is
expected to be under what their tanks have. This is natural since tank turn over, again, is very low. Tank gear is also special in the fact that it serves
a slimmer base. A hunter will never be rolling on your plate belt.

8. Itemization

A guildmate put it best when placing Prot Paladins into 2 groups. Newschool and Oldschool. HOWEVER this is no longer applicable as it reads below!
-Newschool being heaps of spell damage. Your mitigation is less than oldschol but in general speaking terms your mitigation is lower.
-Oldschool being heaps of mitigation. Your spell damage is less than oldschol but in general you mitigate far more better.
Now Paladins are all about brute force and being stalwart. INT and Spell Damage have been wiped out and we were given Strength. All your offensive
spells now are effected by your strength! You'll see REAL gains when switching from [url=http://www.wowarmory.com/item-info.xml?i=34009]Hammer Of Judgement[/url] to something
like [url=http://www.wowarmory.com/item-info.xml?i=30058]Mallet Of The Tides[/url]. On average Hammer of Judgement will hit for around 300 for myself,
but with Mallet of the tides its 550+. Expect even more gains if your buffed with anything granting str,ap etc. There are more advanced aspects which
are mitigation stylings. Effective Health (EH) and Avoidance. Resistance fights aside of course (hydross etc). I'm not delving into the perks of one
or another as its a big debate and both sides have their qualities and downfalls. But speaking for myself I remain an EH tank for 90% of encounters.
Blizzard's itemization has come leaps and bounds from what it was. From picking up a caster sword and all mitigation armor, to the current change of a
more generalized gearset for all plate tanking classes. I ramp up my threat capabilities as needed after I feel comfortable with my mitigation needs.
Survivabilty in my mind comes first and foremost for any tank. Head,Leg,and shoulder slots continue to be the power house of your character slots.
These items generally offer the biggest gains when picking up new gear. There are exceptions with of course a few select pieces that drop in raids.

9.0 PATCH 3.0 AND YOU

9.1 Your gear is vastly changing and so then must your mindset. It can honestly be said that you need to ditch your spell damage weapon for the mainpart
in favor of a more Warrior Orientated weapon. Below are some items, in no particular order. Any item with a Asterisk next to it is a great item to use.
Anything without an asterisk is considered a decent weapon to use.
-[url=http://www.wowarmory.com/item-info.xml?i=30058]Mallet Of The Tides[/url]*
-[url=http://www.wowarmory.com/item-info.xml?i=34672]Inuuro's Blade[/url]
-[url=http://www.wowarmory.com/item-info.xml?i=30874]The Unbreakable Will[/url]*
-[url=http://www.wowarmory.com/item-info.xml?i=32254]The Brutalizer[/url]*
-[url=http://www.wowarmory.com/item-info.xml?i=28749]King's Defender[/url]
-[url=http://www.wowarmory.com/item-info.xml?i=29362]Suneater[/url]
-[url=http://www.wowarmory.com/item-info.xml?i=29156]Honor's Call[/url]
Weapon damage increases the damage of [url=http://wotlk.wowhead.com/?spell=53595]Hammer Of The Righteous[/url] With of course gains from Strength and AP.
Also keep in mind that some of your old gear might be more attactive. With the new patch, changes are also made to the amount of defense you'll find on items.
You're losing defense already, things like Shadowmoon Insignia etc, could make the difference between uncrittable and crittable for you.

9.2 Hammer Of The Righteous!
[url=http://wotlk.wowhead.com/?spell=53595]Hammer Of The Righteous[/url](HOTR from now on) is a godsend for us. As was speculated it applies the effect
of your current seal to every mob it hits. Further it hits for decent damage and it causes HIGH THREAT. This is our Devastate in terms of tanking prowress. It's become the bread and butter of our tanking core. It'll cost about 157 mana to cost so its super cheap. I'm not sure on its coefficient at the time of writing this however 500dmg~ plus 90% threat plus its high threat modifier make it a mainstay for every tanking situation whether it be aoe tanking or single mob tanking.

9.3 AOE Application

It's application and usage is multi faceted as well! Consider this.. You have 5 mobs your aoe tanking. Pull as normal with holy shield active,
consecrate and then use the hammer. If your using Seal Of Vengeance(SOV from now on) you've just applied one tick to 3 mobs.
If you use Seal Of Martyr(SOM from now on) you've gained some great burst. Now if these mobs are easily killed favor SOM or Righteousness over SOV.
The burst damage is better considering you'll output threat quicker on the shortrun. However if the mobs have any sort of lasting power your
clear choice will be SOV.During your pull HOTR your first mob, then tab to one that doesnt have a tick on it, when HOTR is off CD, cast it on the mob
and keep rotating. You'll see amazing threat gains if you keep rotating HOTR onto other mobs.

9.4 Solo Application

It's even easier, I personally recommend starting out with SOR or SOM up. Pop Holy shield and pull. Once the mob is on you judge it with Wisdom and then
switch to SOV and use HOTR. You'll see SOV go up quite rapidly. It's very common now to see a full 5 stack pop up before your next HOTR is up. In this
case you have 2 options. Ride SOV out and let the burst tick fly or you can Seal Weave and smack a judgement with SOR or SOM up, creating bigger burst
threat. Then going back to SOV before it expires to ensure your stack stays alive.

9.5 Complecations Of A New Rotation

Many folks believe our rotation because of HOTR alone will scale up in terms of complication. Even moreso when WOTLK comes and we get
Shield of The Righteousness. But given the CD's and warriors long using a bigger rotation it becomes clear that this will not be a problem at all.

10. Lack Of A Manapool... Or Is It?

When the patch hits your mana pool will decrease quite a bit. However Blessing Of Sanctuary (BOS from now on) kills that problem entirely.
[url=http://wotlk.wowhead.com/?spell=25899]BOS[/url] is now something really attractive for any tank of any flavor! Everytime you avoid whether it
be block,parry,dodge you'll get 2% of your max mana back. Team it up with http://wotlk.wowhead.com/?spell=20105]"Benediction" and you'll find
that your mana pool isn't going to die, and that's not even mentioning [url=http://wotlk.wowhead.com/?spell=53408]Judgement Of Wisdom[/url] you'll get
the cost of the seal back from the first judgement. Are you running low on mana? Pull more mobs, more avoiding pools more mana. In many cases where
I was solo pulling aoe packs I kept max mana almost the entire time.

11. Offtanking

You'll be great at it now! Divine guardian is a minishield wall for the maintank! You can possibly save his/her life by using it! Further all the mana
boosts we've gained will keep you in the game longer. Further that by HOTR with your seals and judgements and you'll be stomping out some great threat
that was beforehand unseen! If the boss cleaves you can opt to stand in front of it. In which case Spiritual Attunement does its job, or BOS will
fuel you 2% in that case stay in and see if you can avoid another hit and enjoy the benefits! Mana should be less of an issue now. Is Judgements of
The Just (our thunderclap) worth it right now? That's debatable. If a warrior is maintanking chances are he's tclapping anyways. However if our the
maintank it might be worth picking up. However at the moment of the level cap being 70 there's far more attractive talents atm that outweigh it.

12. Defense/Avoidance!

When 3.0 hits your taking a 20 defense hit to your stats. Prepare accordingly to make that up. Otherwise you're going into raids crittable! Keep in
mind that bosses are unable to crush now though,and you just gained 5% dodge if you took anticipation! Those will give leeway in your gear to allot
yourself room to gain back that much needed defense to keep you tanking strong! It might be acceptable in a stretch to rely on a Flask Of Fort to
give you some defense but you really should try to meet your requirements before flasking.



13. Enchants/Kits
The stats gained through enchanting can either bolster your stats or they can serve as bandaids to fill in spots that
need to be reinforced. [url=http://wotlk.wowhead.com/?item=35756]Steelweave[/url] Has become a godsend of an enchant for all tanks.
This enchant itself is whats keeping many many tanks uncrittable where they would otherwise have to gem for defense and possibly
lose stamina or their socket bonuses they're clinging to. It's safe to say this is a staple enchant for 3.02 since most folks will
be needing to recover their defense needs from talent changes. Don't forget this will also provide a small amount of block rating!
In general alot of your enchanting needs will be sheerly stamina if you're reading this guide.
The debate about [url=http://wotlk.wowhead.com/?item=33153]2% Threat[/url] is mostly not about how good it is, rather WHEN to get it!
You'll see 90% of Hyjal/BT+ tanks sporting the enchant whether they be warrior or paladin. For a paladin standpoint we have a much clearer
goal in terms of threat since our threat is directly correlated to spell damage and now AP. You can still use your Spellpower as a good measuring
point on WHEN to dive into getting the enchant on your gloves. You want to generally have more than 375 spell damage as a minimum in my opinion
before switching from your current enchant to 2% threat. Reasons for that is if you go into that enchant with 250-350 spellpower your still technically
on the very low-low spectrum. (As a sidenote its worth mentioning you CAN overgear for threat!)As a rule of thumb keep your threat stats in the median.
Your goal isn't to blow threat out of the water. You realistically only need enough to comfortably hold threat throughout a fight. 2% threat then means
you might be able to lean off of some of your threat stats in favor for more mitigation styled stats. Weapon enchants are changing as well!
Rigorous tests have shown Potency is considerably better threat than 40 Spell Power, even without Shield of Righteousness. Mongoose would of course
be at the other end of the spectrum by providing a small chunk of dodge and of course some crit to mix in. With the coming of 3.0, your defense
will take a hit, don't forget those defense kits your leatherworkers are easily able to make with little cost. Enchants for defense to chest etc!
Resilience/Stam helm enchant, or the Defense/Dodge one!

14. Glyphs/Inscription
Are the brand new profession that everyone will be doing homework on or picking up. We have a fair amount of glyphs to
choose from and Ill list the more attractive ones along with an explanation below.[url=http://wotlk.wowhead.com/?item=41092]Glyph Of Judgement[/url]
As it says plain and simple, 10% more damage on your judgements. This is especially great for folks that see people gaining on them in threat.
[url=http://wotlk.wowhead.com/?item=41108]Glyph Of Lay On Hands[/url] May seem weird but consider this, when you use LOH on yourself, your adding
900 mana to your pool without spending any. [url=http://wotlk.wowhead.com/?item=41100]Glyph Of Righteous Defense[/url] If you have a low hit rating
as most paladin tanks do, this glyph will make a real difference in seeing TONS of your taunts rolling through without resists.
[url=http://wotlk.wowhead.com/?item=41101]Glyph Of Avenger's Shield[/url] Causes Avenger's Shield to hit only one target,
but it also increases the damage 100% This is an amazing glyph since HOTR will take care of your multi target initial threat easily.
Another important facet is that if your boss or single mob tanking it will obviously give you an even bigger foothold with inital threat.
Definately worth picking up! Yet another reason to pick up HOTR and let it do the talking for you. There is Glyph Of Blessing Of Might and
one for Kings but at current time of writing this, both glyphs are not working so I cannot comment them at this time. This leaves you with
a final glyph of..[url=http://wotlk.wowhead.com/?item=41099]Glyph Of Consecration[/url] This will do 2 things for you. First it'll allow
you to cast this less often letting mobs soak in it more often. It's not certain if this increases the total damage and time, or just the timespan.
The second part of it is that it clears up your rotation a bit so your hustling less to keep a rotation going.

15. HOTR!
[url=http://wotlk.wowhead.com/?spell=53595]Hammer of the righteous[/url](HOTR) how I love thee.. At one time you would say that chuckin a
shield or your juicy SOV judgements did your talking in terms of threat as a paladin. That it was what set you apart. What Devastate is to
Sunder is what HOTR is for Seals. This is our insta cast burst threat move. This instant cast ability will apply your current seal along with
its own effects. This means if you have SOV up, anything it hits will apply a SOV dot to it. 5 HOTR's and all 3 mobs have a 5stack up and running.
AMAZING! The ability currently reads as.."Hammer the current target and up to 2 additional nearby targets, causing 120% weapon damage as Holy damage."
It's damage is based off weapon damage! This means if your using a caster weapon, it wont hit nearly as hard as a DPS or Warrior Tanking weapon. AP will effect its damage! There is a discussion that ties into this I'll write about later on.. This spell is for all intents and purposes your bread and butter attack now. It's very low cost, makes amazing threat and is on a 6 six second cooldown. In my rotation its either first or second upon a mob reaching me. 15.1 It's Use In Aoe Situations..There are merely 2 things to consider when using HOTR in an aoe situation..1st-Their Lifespan2nd-Amount Of Mobs I say this because on mobs that generally die fast you wouldn't tank it with Seal of Vengeance, since it will die quickly and you've then used a seal that wasn't being optimized for the situation. If they tend to live for a longer period of time then SOV is probley a better idea. So preference goes as followsFast Death AOE Packs- Seal Of Rightouesness since it provides burst threat that works better with short spurts of High Dps.Slow Death AOE Packs- Seal Of Vengeance since it provides more constant threat over a medium/long term timespan once it reaches maturity. Next is the consideration of the amount of mobs. HOTR only hits 3 targets, so if your tanking more than 3 you'll leave some uncovered. In this situation I would suggest taking in what sort of mob pack they are (short vs long term suvivability) and make your decision on seal beforehand. If your using SOV with HOTR lay down your first one, then tab to a mob without SOV on it, let those ticks build up until its off CD, then tab again to mobs without SOV on it and HOTR. The goal is to spread SOV over every mob so they have at least 1 tick running. You should aim within reason to tab through mobs and keep applying the seal dot. The same can almost be said with SOR. use your initial one, then tab for one two hits, then tab and HOTR again and keep switching through mobs to provide a good blanket. Not only does this provide an even spread of seal damage, but it also provides burst high threat from the spell itself to those 3 mobs. This ensures dps can open up a tad bit more without fear of aggro.

16. 3.0 Defense Drop!
If you fall under the cap your probley scrambling for badges to switch gear. Keep in mind the following.. -Stoic guardian has
3 gem slots...with one epic defense gem in the red socket, you match the defense value of stoicism. Then using an epic stam gem for the blue socket
and a defense/stam one for the yellow socket you get even more defense than stoicism and just about the same stamina since you'll get the gem stam bonus.
You will lose out on the BV and a bit of armor but it's good enough for me to keep and regem in the beginning as opposed to spending 100 badges on stoicism
-Enchants like Steelweave will pad your defense. -Work in gem bonuses into your gear especially if its stamina or defense you'll gain! You're going to drop in stamina, there's no way around it, take a breath, accept it and move on. Remember that above anything Uncrittable is your goal first and foremost as a tank! -Changing from a spell damage weapon to a warrior tanking weapon will often provide you with a spot of defense. In a worse scenario a dps arena weapon will provide a small amount of resilience to help out. -Defense/Block Value Meta will also help you allieviate your defense needs!


17. LINKS and Utilities

1- [url=http://maintankadin.failsafedesign.com/viewtopic.php?t=12786]TPS Weapon Spread Sheet Comparison[/url] This link provides a spreadsheet that goes from Life And Death being at the top and Brutal Gavel at the bottom. Includes a link to download the spreadsheet for your own uses.

2- [url=http://maintankadin.failsafedesign.com/viewtopic.php?t=13804]Epic Plate Comparison[/url]

3- [url=http://maintankadin.failsafedesign.com/viewtopic.php?t=13861]Pre Raiding Uncrittable for 3.0[/url]

4- [url=http://maintankadin.failsafedesign.com/viewtopic.php?t=13889]Prot Gear Comparison Before And After 3.0[/url] < insanely helpful!

5- [url=http://tankspot.com]Tankspot![/url]

6- [url=http://maintankadin.failsafedesign.com]Main Tankadin[/url]
It's a whole new game....[IMG]http://img.photobucket.com/albums/v145/kidman2505/HOTR.jpg[/IMG]

No comments:

Post a Comment