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Defence and Mitigation
Written by Q   
Saturday, 02 June 2007
Article Index
Defence and Mitigation
Maintaining Aggro
Staying Alive
The Attack Table


Maintaining Aggro:

One aspect of tanking is making sure the mobs attack you, not the other people in your group, since you're made to take the hits where the rest is not. Mitigating your damage is useless if you're not the one getting the damage, and you'll more likely to survive a hit than the other people in your group.

The threat caused by Warriors and Druids scales with stats such as Strength, Agility and Attack Power. The threat caused by Paladins scales with Spell Damage.

Mitigating Damage:

Another aspect of tanking is minimizing the damage you'll be receiving. It's completely useless to keep the aggro from the clothwearers, if you take as much damage as them. Your healers cannot keep you alive, unless you make sure to take the minimum amount of damage possible. Damage mitigation can be subdivided in two groups.

Damage Reduction means reducing the damage you'll receive when you get hit. The most basic form of damage reduction is Armor. The higher your armor value, the less damage you will take. A Warrior's Defensive Stance provides 10% Damage Reduction. A Paladin's Righteous Fury provides up to 6% Damage Reduction based on talents. These apply after each other. If you have a 60% Damage Reduction from Armor, then Defensive Stance only reduces 10% of the remaining 40% for a total of 64% Damage Reduction. Blessing of Sanctuary provides a flat Damage Reduction (80 at level 70), but before Damage Reduction from Armor and Stance is taken into account, so that Warrior with 64% Damage Reduction would only receive 28.8 less damage thanks to Blessing of Sanctuary. Block Value provices a flat Damage Reduction whenever you Block an attack, after Damage Reduction from Armor and Stance is taken into account.

Damage Avoidance means avoiding a source of damage altogether. Your Miss, Dodge and Parry chance avoid getting damaged altogether. Your Block chance avoids receiving Critical Hits and Crushing Blows, since these are mutually exclusive. Though avoiding getting damaged altogether is a nice thing, it's ony a chance, and therefor unreliable. It's chancebased, and might or might not happen. It won't do you any good if it doesn't happen. Don't go through great lengths just to boost complete avoidance. It's a little different for Critical Hits and Crushing Blows. With the right talents and gear, these can be avoided completely by Warriors and Paladins, making it something you can rely on. By reducing the chance of Critical Hits and Crushing Blows to zero, you cannot get unlucky.


Last Updated ( Saturday, 02 June 2007 )
 
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