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Warrior Tank Points - by Undertanker

Cpstabber

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Nov 17, 2014
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This is a guide I have created for myself to judge the value of tanking items and which to use to built the best balance between threat and mitigation. This guide does not take into account, chance on hit items such as HoJ or Deathbringer Proc as these are pure TPS items which are situation for lower content. That being said, you should aim to keep above 400 DEF with your TPS items on.


I have broken down stats to = Tank Points (TP)


1 Stam = 1.5 TP
1 Agil = 1.5 TP
1 Block = 2 TP
1 Block Val = 0.33TP
1 Hit = 18 TP
1 Crit = 9 TP
1 Dodge = 10 TP
1 Parry = 12.5 TP
1 DEF = 4 TP
50 Armor = 1 TP
1 Str = 0.225 TP
1 AP = 0.1 TP
1 DPS = 3.5 TP
1 Skill = 2 TP
1H Weapon Enchant (15 Agil/Crusader) = 22.5 TP


(Ideally you have a top Avoidance/Mitigation weapon with 15 Agi and a TPS weapon with Crusader)


**Note - Adjust Base DEF/Stam to the need of each fight's mechanics**




Using the key above, we can break down the value of individual items. I have broken down a list of the most sought after and controversial items per slot to obtain a better understanding of how those items perform in terms of overall tanking (Effective Health Pool / Avoidance / Mitigation / Threat)



Tank Weapons:



Bloodlord's Defender + Enchant (48.2 DPS)

15 Stam + 80 Armor + 4 Def + Enchant + 48.2 DPS = 231.3 TP (+10 if Human)


Claw of the Black Drake + Enchant (56.3 DPS)

13 Str + 7 Stam + 1 Crit + Enchant + 56.3 DPS = 234.975 TP


Doom's Edge + Enchant

16 Agil + Enchant + 9 Str + 7 Stam + 51.5 DPS = 239.27 TP (+10 if Orc)


Sickle of Unyielding Strength + Enchant (51.4 DPS)

15 Str + Enchant + 6 Agil + 9 Stam + 4 Def + 51.4 DPS = 244.275 TP (+10 if Orc)


Spineshatter + Enchant (52.5 DPS)

16 Stam + Enchant + 5 Def + 9 STR + 52.5 DPS = 258.925 TP (+10 if Human)


Crul'shorukh, Edge of Chaos + Enchant (62.8 DPS) (+10 if Orc)

13 Stam + Enchant + 36 AP + 62.8 DPS = 265.4 TP


Blessed Qiraji Pugio + Enchant (60.6 DPS)

7 Stam + Enchant + 1 Hit + 1 Crit + 18 AP + 60.6 DPS = 273.9


Quel'Serrar w/ proc (100% uptime) +Enchant (52.5 DPS)

12 Stam + Enchant + 300 Armor + 13 Def + 52.5 DPS = 282.25 TP (+10 if Human)


Blessed Qiraji War Hammer + (60.7 DPS)

12 Stam + Enchant + 10 Str + 8 DEF +70 Armor + 60.7 DPS = 288.6 TP (+10 if Human)



Tank Shields:


Draconian Deflector

2153 AC + 40 Block Value + 10 Def + 7 Stam = 106.76 TP


Aegis of the Blood God

2575 AC + 77 Block Value + 7 Def + 2% Block = 108.91 TP


Buru's Skull Fragment

2575 AC + 47 Block Value + 6 Def + 20 Stam + 11 Str = 123.485 TP


Earthen Guard

2468 AC + 56 Block Value + 7 Def + 19 Stam = 124.34 TP


Elementium Reinforced Bulwark

2893 AC + 73 Block Value + 7 Def + 23 Stam = 144.45 TP


Blessed Qiraji Bulwark

2964 AC + 70 Block Value + 8 Def + 20 Stam + 3% Block = 150.38 TP



Cloaks:



Overlord's Embrace

140 AC + 10 Stam + 7 Def + 1% Block = 47.8 TP


Drape of Unyielding Strength

52 AC + 15 Str + 9 Agil + 9 Stam + 1 Hit = 49.415 TP


Redoubt Cloak

45 AC + 15 Stam + 7 Def = 51.4 TP


Sandstorm Cloak

135 AC + 12 Stam + 12 Str + 1 Dodge + 6 Def = 55.15 TP


Cloak of Concentrated Hatred

56 AC + 16 Agil + 11 Str + 15 Stam + 1 hit = 68.095 TP


Cloak of the Golden Hive

59 AC + 19 Stam + 13 Str + 10 Agil + 6 Def = 71.605 TP



Trinkets:



Zandalarian Hero Badge

Up-time of 16.66%: 8 hits taken single target in 20 seconds.

2,000 Armor + 30 Def = 160 TP, - 16 TP per hit taken. 8th taken = 48 TP. Take the average TP of the up-time = 104.

Multiply this by the 16.66% up-time = 17.326 TP.

*Note*
If you are tanking an add that is killed within the first 47 seconds (43% up-time) of a fight, this trinket has a TP value of 44.73, making it better than Onyxia Blood Talisman for the duration of the fight.

If you are tanking an add that is killed within the first 30 seconds (68% up-time) of a fight, this trinket has a TP value of 70.72, making it better than Styleen's Impeding Scarab for the duration of the fight.



Lifegiving Gem

Up-time is 6.66%.

Taking a buffed tank HP of 8k (non world buffed), gives 120 Stam (180 TP) and heals for 1,200 (22.5 TP) of the duration of the trinket up-time = 202.5 TP

Factoring in up-time of 6.66% this trinket = 13.365 TP

*Note*
If you are tanking an add that is killed within the first 90 seconds (22% up-time) of a fight, this trinket has a TP value of 44.55, making it better than Onyxia Blood Talisman for the duration of the fight.

If you are tanking an add that is killed within the first 57 seconds (35% up-time) of a fight, this trinket has a TP value of 70.72, making it better than Styleen's Impeding Scarab for the duration of the fight.




Onyxia Blood Talisman

1 Parry + 8 Def = 44.5 TP


Drake Fang Talisman

56 AP + 2 Hit + 1 Dodge = 51.6 TP


Styleen's Impeding Scarab

5% Block + 24 Block Value + 13 Def = 69.92 TP



Rings:



Master Dragonslayer's Ring

14 Stam + 48 AP + 1 Hit = 43.8 TP


Don Julio's Band

11 Stam + 1 Crit + 1 Hit + 16 AP = 45.1 TP


Band of Jin

14 Agil + 8 Stam + 1 Hit = 51 TP


Heavy Dark Iron Ring

110 AC + 20 Stam + 5 Def = 52.2 TP


Overlord's Crimson Band

9 Str + 10 Stam + 8 Agil + 7 Def = 57.025 TP


Angelista's Touch

17 Stam + 11 Str + 1 Dodge + 6 Def = 61.975


Archimtiro's Ring of Reckoning

28 Stam + 14 Agil = 63 TP


Signet Ring of the Bronze Dragonflight

24 Stam + 13 Str + 7 Def = 66.925 TP


Signet Ring of the Bronze Dragonflight

24 Agil + 13 Stam + 1 Hit = 73.5 TP


Band of Accuria

10 Stam + 16 Agil + 2 Hit = 75 TP


Ring of Emperor Vek'lor

100 AC + 18 Stam + 12 Agil + 9 Def = 83 TP



Ranged Weapons:



Huhuran's Stinger

18 Agil = 27 TP


Mandokir's Sting

11 Agil + 8 Stam = 28.5 TP


Dragonbreath Hand Cannon

14 Agil + 7 Stam = 31.5


Crossbow of Imminent Doom

7 Agil + 5 Stam + 5 Str + 1 Hit = 37.125 TP



Amulets:


Pendant of the Shifting Sands

21 Stam + 14 Str + 4 Def = 46.65 TP


Talisman of Protection

8 Stam + 9 Def + 1 Dodge = 58 TP


Rage of Mugamba

8 Agil + 8 Str + 13 Stam + 6 Def + 2% Block = 61.3 TP


Medallion of Steadfast Might

13 Stam + 9 Str + 1 Dodge + 8 Def = 63.525


Pendant of the Qiraji Guardian

17 Stam + 12 Str + 11 Agil + 6 Def = 68.7 TP


Master Dragonslayer's Medallion

14 Agil + 24 Stam + 7 Def = 85 TP


Mark of C'Thun

24 Stam + 10 Def + 1 Dodge + 1 Hit = 104 TP

- - - Updated - - -

Head Slot



Helm of Might

608 AC + 35 Stam + 15 Str + 1 Dodge + 7 Def = 106.035 TP


Helm of Domination

661 AC + 28 Stam + 21 Str + 11 Agil + 1 Parry + 7 Def = 116.945 TP


Helm of Wrath

696 AC + 40 Stam + 17 Str + 11 Def = 121.745 TP


Conqueror's Crown

739 AC + 18 Agil + 29 Str + 34 Stam + 6 Def = 123.305 TP



Shoulder Slot


Darksoul Shoulders

507 AC + 24 Stam + 1 Hit = 64.14 TP (87.47 TP if set bonus obtained)


Pauldrons of Might

562 AC + 22 Stam + 15 Str + 2% Block + 5 Def = 71.615 TP


Stockade Pauldrons

472 AC + 20 Stam + 10 Def = 79.44 TP


Drake Talon Pauldrons

634 AC + 20 Agil + 20 Str + 17 Stam + 1 Dodge = 82.68 TP


Field Marshal's Plate Shoulderguards

626 AC + 23 Stam + 18 Str + 16 Agil + 1 Hit = 93.07 TP


Pauldrons of Wrath

642 AC + 27 Stam + 13 Str + 27 Block Value + 7 Def = 93.175 TP


Paulderons of the Unrelenting

650 AC + 30 Stam + 11 Str + 9 Def + 1 Dodge = 106.475 TP


Conqueror's Spaulders

659 AC + 16 Agil + 20 Str + 21 Stam + 4 Def + 1 hit = 107.18 TP



Chest Slot


Darksoul Breastplate


736 AC + 32 Stam + 1 Hit = 80.72 TP (104.053 TP if set bonus obtained)


Breastplate of Might

749 AC + 28 Stam + 20 Str + 3% Block + 7 Def = 95.48 TP


Zandalar Vindicator's Breastplate

828 AC + 23 Str + 24 Stam + 15 Agil + 4 Def = 96.235 TP


Deathbone Chestplate

637 AC + 12 Stam + 17 Def = 100.74 TP


Breastplate of Wrath

857 AC + 40 Stam + 17 Str + 11 Def = 124.965 TP


Conqueror's Breastplate

985 AC + 24 Agil + 34 Str + 38 Stam + 6 Def = 144.35 TP



Bracer Slot



Bracers of Might

328 AC + 23 Stam + 11 Str = 43.535 TP


Zandalar Vindicator's Armguards


304 AC + 13 Str + 13 Stam + 13 Agil = 48.005 TP


Bracers of Heroism

296 AC + 14 Stam + 9 Str + 5 Agil + 3 Def = 48.445 TP


Bracelets of Wrath

375 AC + 27 Stam + 13 Str = 50.425 TP


Wristguards of True Flight

198 AC + 19 Agil + 11 Stam + 1 Hit = 66.96 TP


Qiraji Execution Bracers

103 AC + 16 Agil +15 Str + 14 Stam + 1 hit = 68.435 TP

- - - Updated - - -

Hands Slot



Gauntlets of the Immovable

482 AC + 18 Stam + 15 Str + 1 Parry + 5 Def = 72.515 TP


Gauntlets of Might

468 AC + 17 Stam + 22 Str + 1 Hit + 5 Def = 77.81 TP


Gauntlets of Wrath

535 AC + 20 Stam + 15 Str + 1 Parry + 7 Def = 84.575 TP


Gauntlets of Steadfast Determination

535 AC + 20 Stam + 19 Str + 18 Agil + 9 Def = 107.975 TP




Waist Slot



Onslaught Girdle

494 AC + 31 Str + 11 Stam + 1 Crit + 1 Hit = 52.255 TP


Belt of Preserved Heads

108 AC + 15 Agil + 14 Str + 11 Stam + 1 Hit = 62.31 TP


Belt of Might

421 AC + 15 Stam + 21 Str + 1 Dodge + 5 Def = 65.645 TP


Belt of Heroism

380 AC + 15 Str + 12 Stam + 9 Agil + 7 Def = 70.475 TP


Waistband of Wrath

482 AC + 20 Stam + 20 Str + 3% Block + 7 Def = 78.14 TP


Unmelting Ice Girdle

452 AC + 14 Agil + 14 Str + 14 Stam + 8 Def = 86.19 TP


Ossirian's Binding

258 AC + 20 Agil + 19 Stam + 1 Crit + 1 Hit = 90.66 TP


Royal Qiraji Belt

512 AC + 22 Stam + 13 Str + 13 Agil + 1 Parry + 8 Def = 110.165 TP



Legs Slot


Darksoul Leggings

722 AC + 22 Stam + 2 Hit = 83.44 TP (106.773 TP if set bonus obtained)


Bloodsoaked Legplates

674 AC + 36 Str + 21 Stam + 10 Def = 93.08 TP


Deathbone Legguards

557 AC + 20 Stam + 13 Def = 93.14 TP


Legplates of Might

655 AC + 23 Stam + 24 Str + 1 Parry + 7 Def = 93.5 TP


Marshal's Plate Legguards

743 AC + 28 Stam + 20 Str + 2 Crit + 1 Hit = 97.36 TP


Legplates of Wrath

749 AC + 27 Stam + 19 Str + 2 Dodge + 11 Def = 123.755 TP


Conqueror's Legguards

796 AC + 21 Agil + 33 Str + 24 Stam + 6 Def + 1 Hit = 132.845 TP




Feet Slot




Deathbone Sabatons

438 AC + 9 Stam + 10 Def = 62.26 TP


Sabatons of Might

515 AC + 26 Stam + 15 Str + 5 Def = 72.675 TP


Bloodsoaked Greaves

486 AC + 25 Stam + 8 Agil + 5 Def = 79.22 TP


Marshal's Plate Boots

592 AC + 24 Stam + 18 Str + 12 Agil + 1 Hit = 87.89 TP


Boots of the Fallen Hero

581 AC + 20 Str + 14 Agil + 22 Stam + 1 Hit = 88.12 TP


Boots of the Unwavering Will

647 AC + 29 Stam + 12 Str + 8 Agil + 5 Def = 91.14 TP


Sabatons of Wrath

589 AC + 30 Stam + 13 Str + 14 Block Value + 7 Def = 92.325 TP


Conqueror's Greaves

604 AC + 17 Agil +21 Str + 23 Stam + 4 Def = 92.805 TP


Chromatic Boots

596 AC + 20 Agil + 20 Str + 19 Stam + 1 Hit = 92.92 TP
 
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Nice post. Reported for sticky. Have you done any tests on lifestealing? It was VERY powerful TPS enchant on our previous server, how does it fare on this server? Also, is there any way to account for tier setbonuses when valuing them or would that be overkill? Some warrior setbonuses are very good afterall.
 
Nice post. Reported for sticky. Have you done any tests on lifestealing? It was VERY powerful TPS enchant on our previous server, how does it fare on this server? Also, is there any way to account for tier setbonuses when valuing them or would that be overkill? Some warrior setbonuses are very good afterall.


I have not done proc watch testing on it due to the uptime of Crusader.

T1 3/8 would be 30*.33 = 10 TP. T2 3/8 would be 30*.1 = 3 TP.

T2 5/8 has many variables and changes values based off of crit and AP. The more buffs you have, the lesser the bonus gives you, due to more base rage gains from autos. It also varies between alli and horde, being greater for alli due to the lack of WF totem giving more white hit rage. The more incoming damage on a fight lowers it's value as well.
 
Great list, thank you for your work. While it is in my opinion not really helpful to rate items by a "flat" system this may still serve as a decent guideline for your gear selection process. I strongly recommend building like 2-4 different prot sets focusing on different tasks like heavy boss tanking, offtanking with no threat req, high tps boss tank set, high tps trash set etc.

Please add ZG bracers and chest.

€: also slower weapons are higher threat on horde side due to windfury, but that cannot be incorporated into your system I guess.
 
Interesting list. Curious to see how you came up with these numbers and how you put value to things like Defense. If you do the raw math of how much avoidance 1 Defense gives, convert that to the TP you assign to it and then compare it to raw avoidance stats like (let's say average Dodge and Parry) of 11.25, it seems defense is rated quite high. Making items like the Onyxia trinket be very close to for example DFT, while in reality DFT is miles ahead of the Ony trinket and arguable ahead of Styleens as well in terms of post-BWL itemization and the 8% hit struggle. Also the Livegiving gem is impossible to objectively assign TP's to, but it's fun to see that you tried. :) Also almost every tank will prioritize T1 gloves over the T2 ones (unless they are finding some way to get 5/8 with them), yet in the list T2 seems to be valued above.

I personally think you value Defense a little bit too much, also 400 def in every set is a bit over the top. You can run MC/ZG/AQ20, 6/8 BWL with way less - half even. I don't want new tanks to think that itemizing around defense or avoidance is in any way legit, because you will never use a set like that except for rare occasions like Twin Emps and when tanking adds on Domo or something, and if you do you are threatcapping the entire raid making a 50second fight turn into a 70second one and adding these 20 seconds adds more healing needed than your avoidance gear has mitigated (let alone losing aggro and killing people/wiping). I would advise any tank to prioritize reaching 8% hit as best as you can without sacrificing too much stamina, as a rule of thumb.

Enchants are an interesting point. Especially Crusader vs. Lifestealing. I've personally done some testing with raiding for a month with Ironfoe with Crusader then the next month with Lifestealing etc. It seems the biggest holdback here is the amount of resists you get on lifestealing. In case of mobs like the BWL thrash dragonoids and bosses like Chromaggus with high flat resistances (right?) it seems the resist rate on lifestealing is through the roof, personally making me change back to Crusader.

Also as mentioned, Windfury is an absolute game changer.
 
thats a really nice list, thanks for the effort! several items, especially at the bracer slot, werent even on my mind yet.

imo block = 2 TP seems underrated. block is obviously weaker then parry/dodge but it still influences the mobs attack-table nicely. id rate block somewhere around 5-8 TP. can you explain why you value it so low?
 
I dunno, we're already going well under 400 defence for even huhuran or twin emps already. Too much defense and our tanks arent at a constant max rage rotation.
 
I'll hit on a few questions as they came in:

" I strongly recommend building like 2-4 different prot sets focusing on different tasks like heavy boss tanking, offtanking with no threat req, high tps boss tank set, high tps trash set etc."

See initial statement of adjusting base stam and def per each encounter, and this is an "overall" item value that takes into account, EHP / avoidance / mitigation AND threat.


Please add ZG bracers and chest.

ZG Chest was in initial post. After Might, before Deathbone. ZG Bracer was not added as it's value came to 41.925 which would put it last. Feel free to use my values on lesser items that didn't make the list. If an item exceeds the worst in slot on the list, please let me know and I'll update accordingly.

slower weapons are higher threat on horde side due to windfury

This is correct. Stated in OP, pure TPS was not the focus of item value and "overall" was the focal point taking into account other tank jobs such as damage mitigation and EHP. Adjust items as needed per encounter. Not every tank on every pull is focused on TPS, though your tank assigned to the primary kill target should be.


If you do the raw math of how much avoidance 1 Defense gives, convert that to the TP you assign to it and then compare it to raw avoidance stats like (let's say average Dodge and Parry) of 11.25, it seems defense is rated quite high

The comparison of Defense just against avoidance is not taking into the account the reduce chance to be crit and the mitigation from +block %.

Parry get's a 25% boost over dodge due to the increased speed of next attack from a parry greatly increases threat, however, adding additional attacks to a mob can allow them to parry you, making you at risk of more damage. This is why I limit parry to 12.5 and not more. It's a risk/reward stat. Like WF totem, a slower weapon will get more benefit from parry speed increase, but will get's parried less than using a fast weapon.

it seems defense is rated quite high

Many tanks value it the same I do unknowingly. I'll use boot and bracer enchant for by basis of example.
Enchant for boot (not counting speed as this is a situational/mechanic use) 3 Def > 7 Stam. This is a common agreement upon the tank community. At the same time most will agree for bracer, 9 Stam > 3 Def. If we take the median of this over and under value, we match that 8 Stam = 3 Def, or 1 Def = 2.66 Stam.

You can run MC/ZG/AQ20, 6/8 BWL with way less - half even

It is important to balance your TPS to that of your raid damage output. If your DPS finishes 75% behind you on a pure tank and spank such as Flamegore, theoretically you wasted healer mana. You forgone too much avoidance/mitigation for threat that was not needed. And most likely pissing off your healers making them use mana pots and runes the could have saved for another day.


I don't want new tanks to think that itemizing around defense or avoidance is in any way legit

Perhaps + healing for bandage spec is better? A new tank would be tanking for "new dps" and 3 hit should suffice holding threat on 550 DPS.


if you do you are threatcapping the entire raid...

Revisit OP about adjusting gear per fight. Also not all fights have only 1 tank. If you are not the tank assigned to primary kill target/skull/1 then TPS isn't your primary concern. Saving healer mana is. Your TPS tank can taunt off you if applicable once your target is to be killed, or after 30+ seconds of OTing, nobody should pull threat even w/ 0 hit when they finally get to your add. 3 Bugs / Domo / Satura / Luci (boss kill first) / Gehennis (boss kill first) Sulf (boss kill first).

Enchants are an interesting point. Especially Crusader vs. Lifestealing.

My Guide only mentions Crusader and 15 Agility. 1 for a threat, 1 for avoidance. Each with a value of 22.5.
100 Str proc (assuming 100% up-time) *.225 = 22.5. 15 Agil *1.5 = 22.5. These are for different situations, but equally important in when applied to the right situation. I have Crusader on Deathbringer, and 15 agil on Quel personally. (keep i mind weapons can be swapped mid fight if you see you need to adjust threat or if you are high up, swap to a def item)

several items, especially at the bracer slot, werent even on my mind yet.

This is what I like to read. Post like these are for educational purposes and I created this to give an overall value number to an item. In retail you go by the item level because things are itemize correctly. In vanilla this is far from the truth and you can find lower item levels or even mail/leather gives a better EHP/Avoidance/Threat combination than the loss of armor you sacrifice. Other items were also unknown of what is better (overall) in regards to the many trinkets that have hit. Band of Jin for example is commonly undervalued for an entry TPS ring for a main tank.


imo block = 2 TP seems underrated....id rate block somewhere around 5-8 TP

Block% is valued low because it's value is essentially that. Low. Reason? The ability Shield block + your dodge + parry + chance to be missed to you WAY over the limit of pushing crushing blows off the table and when you have the option for an enchant on shield for stam or block, block should only be on a shied for 5 mans and soloing. Magic damage lined up with a succession of physical attacks on a lot of bosses and this is what risk getting you killed. Cant block magic damage. Loss of character control abilities preventing dodge/block/parry. ie knockdowns trembles, tornado, and so on, block is useless here.

Now for the value of it:

For a stat sheet "value ratio" it changes based on content and fight length. Based off of a 2.4 sec swing (no thunderclap or Thunderfury) in 1 min there are 25 boss auto attacks. Lets say you are rage starved so dont use shield block with 24 percent block i blocked 6 hits. At 25% I block 6.25 hits. I would have to fight for 4 min to have 1% more block help me. Block value average of 165 (T2 Gear). Or 990 damage a min. = mitigation of 16.5 damage a second or 39.6 damage a swing (2.4 second delay).

This is with never using the shield block ability. The EHP of raw stamina FAR out performs this. On nost I gave 1 block% = 1 stam, however due to rage starvations, I gave it a slight boost (33%) to focus a bit more rage for TPS moves.

we're already going well under 400 defence

This is an overall guide. Naturally if your guild members are still holding world buffs and max consumables in BiS dps gear, adjustments are to be made. Onsault has a few melee DPS averaging 1k DPS on some bosses and that is the exception, not the rule.

I would advise any tank to prioritize reaching 8% hit as best as you can without sacrificing too much stamina, as a rule of thumb.

This guide does just that. Take by BiS (overall) based off tank points and you get 1 hit from shoulders, 1 hit from bracer, 1 hit from x-bow, 2 hit from DFT, 2 hit from Accuria, 1 hit from Neck, 1 from boots, 1 from legs. = 9 hit. Over the 8.6% cap.

A good rule of thumb is, on a tank and spank, if your DPS does 500 DPS, you NEED 3 hit, and 1 more hit per 100 DPS they can do. If a boss/mob aggro drops, 1 hit per 100 DPS. I use Lionheart with ZG enchant in MC, however it isn't even in the list because this list is about BALANCE between EHP/Avoidance/Mitigation/Theat, and that item only covers 1 of the 4.
 
What is your method to set the TP for all those stats?

These will be a brief overview of my ideals behind the values:

I started with the above mention of 3 Def > 7 Stam, but 9 Stam > 8 Def. I took the median of 8 stam = 3 Def, or 1 Def = 2.66 stam.

Then I compared the item availability of + hit % vs the same slots availability of def. I compared many slots such as shoulder, head, rings, belts, boots, gloves, and what would allow you to itemize to have the most hit and def at the same time.

Example: Heavy Dark Iron ring vs Band of Jin. T1 Belt vs Belt of preserved head. If you could only obtain 5 def in a slot per 1 hit, the hit would be better to allow you to focus EHP/Tankability in another slots. If you could get 6 Def in that slot per 1 hit, 6 Def would be the better option (not counting other stats). Looking at the Tank point key, I have 1 hit (18 TP) = 5.14 Def.

Dodge of TP = 10. I have this matching up to 2.85 Def. Reason being is I have the chance to not be crit a 2x value over the avoidance gained from def, and the small amount of %block which above you will see is of small importance in my opinion, but is still there. Being missed was given larger value because of situations where a boss/mob CCs you, miss is an amazing thing to have, along with the crit chance reduction. parry got a slight bonus due to increasing your swing timer = TPS.

Taking my value of dodge, I can then look at agility. I give 6.6 agility the same value as 1 dodge due to world buffs, and the equal % increase to crit.

Parry, explained above in the orange post, got a 25% bonus over dodge due to the swing timer reduction, but didn't get a full 1.5x value due to it also risking you to get parried more often, taking more damage.

DPS was given a 3.5 due to the gain of rage % over time. As this is only for 1 slot which all share the same value, I won't elaborate, but the item rankings above in OP will show I'm close to face value.

To obtain the value of AP, I look into how much AP it takes to increase your DPS by 1. You will notice that Str is valued slightly higher due to scaling of buffs and the str/20 = gain to block value.

Block value was determined by taking my block% vs stam value using a base of 100 block value and how much mitigation was earned per point of block value vs raw stam. (really you only stack block % + Value if you wanna make an LOL 5 man set, due to eventually turning block (a mitigation) into a full avoidance as 5 man mobs hit for very little)

Armor was factored in using Cademus armor - time to live formula and comparing the EHP of stacking armor vs stacking Stam. 50 armor = 1 stam on bosses that hit for 700dps + is what I arrived at.

Weapon-skill I took the increase of crit, chance to not miss, giving it a value of 1.58, and the 3.5 TPS factoring in the small bit or increase raged from more damage due to limiting your crushing reduction to 0.42, and it came out to 2 TP per skill point. Unintentionally this lined up for a Human / Orc to have a racial passive of 10 TP, which is the same as the Night Elf passive 1 dodge also 10 TP.

Lot's of math, and item budgeting later I wanted to test my values with gear, and while people may dispute my values of certain stats that is fine. That being said, nobody so far has disputed the value rankings I've put on items per slot with legitimacy, which to me is a huge win among a community of top tier min/maxers.

While I only highlight the best per each slot, this can be used for tanks new to 60 or vanilla in general that are not 100% on what would be best overall.

- - - Updated - - -


351 AC = 7.02
+
13 Stam = 19.5
+
9 Str = 2.025
+
1 Parry = 12.5
=
-----------------
41.045

Doesn't make the list.

- - - Updated - - -

Correction on ZG Bracer, forgot to add armor value. Puts it at 48.005. Will add to list. Thank you!

Also to comment on T1 gloves > T2 Gloves, overall not when you can get a lot of hit else where. The key to giving these items a set value, is you can see your overall tank loss for obtaining hit and minimize this loss. Of if you need a lot of Def on a slot, which def item gives you the best overall setup. You can see you'd only lose 6.7 Tank Points going for the T1 gloves over T2, and then can get 17.9 Tank Point upgrade on a ring slot using Archim over Dons.

Using my guide you can mix and match your available hit gear (not everybody has every time) and keep your EHP/Threat/Mitigation/Armor high as possible.

Remember with it is possible to get 8 hit and above even with full T2. It's all about balance.
 
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Enchant for boot (not counting speed as this is a situational/mechanic use) 3 Def > 7 Stam. This is a common agreement upon the tank community.
I wouldn't be so sure about that.

Also maybe this is because you are used to having Blessing of Salvation or something combined with maybe warlocks and dps warriors who might not itemize optimally or have a perfect rotation, but if you're going to follow a guide where you aim to maximize tankpoints you won't probably end up anywhere near the 8% hitcap and play with some 1.7 speed Mandokir tank weapon and your DPS really should be threat capped at this point, but maybe I'm just underestimating how much easier threat generation is for Alliance.

Also there is an addon that basicly does all this ingame, of which I assume you know the existence since it bears the same name:
https://www.wowace.com/addons/tank-points/files/?sort=name
 
Have you even looked at the top rated items?

9 hit.

adrresed this twice now.
I have - and that's why I'm bringing it up. And your list actually totals to 10% hit.

Onslaught Girdle = 52.255 TP
Belt of Preserved Heads = 62.31 TP

I mean you can't seriously value a leather belt 10 points over Onslaught Girdle and even value Belt of Heroism almost 20 points above it. Ossirian's mail belt almost twice the Tankpoints as the above mentioned?

Ranged slot lacks mention of Satyr's Bow, which is the most standard pre-raid BiS ranged weapon until you get Strikers Mark or the AQ20 crossbow. And weapon slot should at the very least mention Ironfoe.

Bis tanking bracers are leather? Maybe use Satyr's bow instead, so you don't have to walk around in leather bracers and belt.

I understand that if you have access to every item in the game you can make a nice set if you follow the top rated items in the list, but how many tanks that need a list like this actually have a DFT, C'thun neck and pretty much full T2.5. No one, that's who.
 
Ironfoe should be mentioned as the top threat weapon. Nothing else really comes close when you are world buffed ect. Especially on this server where rage is a problem. Alliance still has threat issues if your dps try hard, and having a super high threat weapon like ironfoe let's you wear a ton more mitigation while still retaining threat
 
I disagree with pretty much everything the OP is presenting here. You did a lot of work, not to diminish your efforts, but upon further inspection I find the system you have created is fundamentally and philosophically flawed. The job of a tank is not to absorb damage, this makes the assumption that is a tank's job. The job of a tank is control and only control. Positioning and threat. It is the healer's job to make sure you stay alive and the theory, weights and metrics used are anchor'd in extremely obsolete and elementary understanding of 10+ year old strategies that are based on a flawed understanding and rationale.

That's all I'll say to the matter.
 
Ironfoe should be mentioned as the top threat weapon. Nothing else really comes close when you are world buffed ect. Especially on this server where rage is a problem. Alliance still has threat issues if your dps try hard, and having a super high threat weapon like ironfoe let's you wear a ton more mitigation while still retaining threat


OP states the list would not include pure TPS items.
 
I disagree with pretty much everything the OP is presenting here. You did a lot of work, not to diminish your efforts, but upon further inspection I find the system you have created is fundamentally and philosophically flawed. The job of a tank is not to absorb damage, this makes the assumption that is a tank's job. The job of a tank is control and only control. Positioning and threat. It is the healer's job to make sure you stay alive and the theory, weights and metrics used are anchor'd in extremely obsolete and elementary understanding of 10+ year old strategies that are based on a flawed understanding and rationale.

That's all I'll say to the matter.

Yes.

Get 9% hit, 375 defense and stack agi/str.
 
I think Darksoul Shoulders (Plate, 24stam, 1% hit) deserve a mention. Thanks for your work. Interesting posts all round.
 
I think Darksoul Shoulders (Plate, 24stam, 1% hit) deserve a mention. Thanks for your work. Interesting posts all round.

I added these as well as the other 2. I included their set bonus value in ( ) after the non set value for those who are blacksmiths.

Our tank group used these through MC until we good get some better rings bracers, though none of us were blacksmith so we didn't get the other items before raiding.


TL;DR: added.
 
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Yeah I thought about doing something like that. But since I did the math for my preferred values and posted them in order for each slot, figured I'd just be doing work for items you level with or entry 5 man items.


I deal with enough spreadsheets at work for QA type work. Try to stay away from them when I can. :)
 
So seeing as the best tanking weapons, Horde side, are axes; does that mean Orc's are at least equal if not better than Tauren and Troll as tanks?
 
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