My Tankadin has now reached 70 and I think I've geared up enough to start doing some heroics (uncrittable, 1.5% away from uncrushable, and about 200Spell Damage). So I was doing some research and saw this thread about talents to avoid. Now it has me questioning my build which includes Reckoning, Precision, and the often controversial Ardent Defender. Also, I'm looking into Pursuit of Justice now (something I never considered before).
So, I thought I'd list the pros and cons of each as I see them and ask for any legitimate critiques.
Reckoning
Pros:
-Doubles your number of swings *most* of the time if fighting several monsters at once. This gives extra chances of proccing seals and extra damage.
-*Can* provide double swings against single mobs for a threat boost.
Cons:
-Effectiveness is reduced as complete avoidance increases.
-Resets bosses attack timer potentially resulting in a lot of swings coming back at the Tankadin.
Summary:
It seems that this is most useful in large pulls, where even if your avoidance is relatively high, can still provide a significant boost to threat. Could potentially be dangerous in boss fights, but that danger is offset by expertise.
Precision
Pros:
-Reduces your melee miss chance by 3%, meaning you hit 3% more often which means you're creating about 3% more threat from your swings (which is maybe half your threat so a 1.5% threat increase).
-Reduces your spell miss chance by 3%, meaning you are 3% more likely to land your judgements and succeed with your taunts (taking your miss chance from 4% to 1% for lvl 70 mobs and 17% to 14% for bossess).
Cons:
- 3 Points you could spend on something else.
Summary:
Provides a small boost to threat and *could* make the difference between saving a group member with a taunt or having it resisted.
Ardent Defender
Pros:
-Reduces damage by 30% when below 35% health.
Cons:
-Against hard hitting bosses, you might never get below 35% health before being dead.
Summary:
Once again, this seem most beneficial against multiple less damaging mobs where the talent can drastically extend your life. Is also more beneficial with more hp and *could* make the difference between being dead and the healer having the opportunity to heal you before the bosses next swing.
Pursuit of Justice
Pros:
-3% chance to avoid being hit by spells = 3% less spell damage taken (over time).
-15% boost to movement will really help chase things down
Cons:
- 3 Points you could spend on something else.
Summary:
This shows its merit if taking a lot of spell hits or if you need to chase things down.