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Pushing Crit and CrushingFollow

#1 Aug 10 2008 at 1:22 PM Rating: Decent
Hello again everyone =)

I'm new to 70 and fixing to get geared up to tank some 5 mans and hoping to work my way up to Kara. I have a few questions though
1) How much resilience and or defense rating will I need to be crit/crushing immune with 3/3 in Survival of the Fittest?

2) Will Season 2 PvP gear be enough to attain this?

3) I saw some people complaining about Feral tanks in certain instances. Are we incapable of tanking anything leading up to and including Kara?

I really did try to dig through the forums for these answers, but most searches lead me to links for other websites which I'm a little weary of. Thank you for taking the time to read this =)


#2 Aug 10 2008 at 1:43 PM Rating: Good
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50 posts
Druids can never hit crush immune on bosses that are able to crush (It is possible on certain bosses with a very intense gear setup, but it's not really effective).

You need 103 Resilience or 156 Defense RATING or a combination of the two to become crit immune.
If you need to figure out whether a mixture is making you crit immune, use the following math:

Quote:
R = Resilience D = Defense Rating

1.5R + D ≥ 156


Season 2 PvP Gear has over 103 Resilience, so it will make you crit immune.

Ferals can tank nearly every boss in the game, with certain exceptions where the tank needs certain abilities.
Breaking Fear (Warriors): Lord Sanguinar
Shield Block/Holy Shield (Warriors and Paladin): Kael'thas and Illidan
Spell Reflect (Warriors): Reliquary of Souls Phase 2

None of these bosses appear before or in Kara.

Edit: On second thought, you could use Fear Ward on Sanguinar, so nevermind.

Edited, Aug 10th 2008 5:43pm by Pequenino
#3 Aug 10 2008 at 3:51 PM Rating: Decent
Thank you so much! Very informative and helpful =)
#4 Aug 10 2008 at 4:04 PM Rating: Excellent
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1,764 posts
The easiest way to tell if you're crit-immune is to check your mouse-over crit resistance from Defense and Resilience. You need 2.6%. It's very difficult for a druid to be immune to crushing blows, the easiest way to explain it is to explain the attack table.

In order of priority:

Miss
Dodge
Parry
Glancing Blow (Player/pet vs mob)
Block
Critical Hit
Crushing Blow (Mob vs player/pet only)
Normal Hit

Glancing blows happen when your weapon skill is 15 or more below the mob's defense skill (Default is level x 3). Crushing blows (currently) happen when your base defense skill is 15 or more below the mob's attack skill. Once you hit level 70, only raid bosses and the rare level 73 mob will have enough defense/weapon skill for you to worry about crushing and glancing blows.

Since your question has to do with tanking, I'll stick to mob vs player math. There is a base miss chance of 5%, modified by your defense rating. We have the best agility to dodge conversion of any class, around 15:1%. You can probably get around 25% dodge in greens and blues pre 70 instances. We can't parry, mobs don't have glancing blows, we can't block. The attack table looks something like this, so far.

1- 5% Miss
6-30% Dodge
------ Parry
------ Glancing Blow
------ Block

Mobs have a base chance for a critical physical hit (mob spells don't crit) of 5%. This can be reduced by talents (Survival of the Fittest), Defense rating, and Resilience.

1- 5% Miss (5)
6-30% Dodge (25)
------ Parry
------ Glancing Blow
------ Block
31-35% Critical hit (5)

Crushing blows happen 15% of the time, so now the table looks like this:

1- 5% Miss (5)
6-30% Dodge (25)
------ Parry
------ Glancing Blow
------ Block
31-35% Critical hit (5)
36-50% Crushing blow (15)

The rest of the table is filled with ordinary hits.

1- 5% Miss (5)
6-30% Dodge (25)
------ Parry
------ Glancing Blow
------ Block
31-35% Critical hit (5)
36-50% Crushing blow (15)
51-100 Normal hit (50)

Okay, so from this, you add enough defense rating and take SotF so you reduce the chance to be crit to 0. (Along the way, you add ~2.5% miss and 2.5% dodge). Crits are gone now.

1.0- 7.5% Miss (7.5)
7.6-35.0% Dodge (27.5)
---------- Parry (0)
---------- Glancing Blow (0)
---------- Block (0)
---------- Critical hit (0)
36-50% Crushing blow (15)
51-100 Normal hit (50)

If you increase your Agility and dodge rating (with buffs, gear, and trinkets) enough to add 51% dodge, your attack table would look something like this.

1.0- 7.5% Miss (7.5)
7.6-86.0% Dodge (78.5)
---------- Parry (0)
---------- Glancing Blow (0)
---------- Block (0)
---------- Critical hit (0)
87.0-100% Crushing blow (14)
---------- Normal hit (0)

Since normal hits are the last thing added to the table, they're also the first to come off. With this set up, you're only going to be hit 14% of the time (about 1 in 7), but every hit will be a crushing blow for 150% damage. The only way to get rid of crushing blows completely is to have everything before that on the attack table add up to 100% (102.4% for raid bosses). A druid needs approx 95% dodge to do that, I've heard of rogues being unhittable with a combination of parry and dodge. Warriors and Paladins have block, and skills that greatly increase their chance to block, making it fairly easy to push crushing blows off the table.


All that is a really long way of saying, don't worry about crushing blows.

It depends on how much S2 gear you get. You need a little over 100 resilience, as the previous poster said.

As for tanking the level 70 instances as Feral, some instances are harder than others. Magister's Terrace is hard with all the magic damage and mixed melee/caster pulls. Your healer's nerves may be frazzled by the end of the instance. Shattered Halls has a few large pulls in the beginning that were basically tailored to paly tanks. We can get by with a little CC, or being really manic with Swipe, Lacerate and Mangle.
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