1% dodge vs 100 hp

Re: 1% dodge vs 100 hp

by Gazpy » Thu Jul 02, 2015 9:00 am

diogenes wrote:
Undertanker wrote:I am a fan of dodge over stam due to crushing blows and the neef to keep them off the table.


Unfortunately the itemization for this is not available in vanilla wow, let alone this patch without access to dreadnaught. If you could push crushes off the table, then you might have a fairly valid point, but since you cannot, 100 hp is far superior.

Gazpy wrote:well 2% dodge will actually mitigate 2% of dmg while 200hp is 200hp,
. . .
+ it's better to not be full damage sponge as you would like to be, that way you could go feral druid as they are exactly whan would you love to do.


You have absolutely no idea what you're talking about. I was going to give a reasoned argument as to why tanks in vanilla should always go for ehp over avoidance, but you're just going to continue being stupid anyways. For example, you say ferals would be a better option for "damage sponging," but you completely forget that they have no way to push crushes off the table like warriors can with shield block.

I just cannot figure out why there are people like you when this game has been out for so long and you still have no idea what the best way of doing something is. It is absolutely astounding.

well you call ppl stupid yet I see no proof of it being that good as you say, FACTS please not empty words.
and druid are damage sponge since ever and crushing don't make them that worse as they have about 20% more hp than warriors.(Feral is your dreamclass you HP lover)
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Re: 1% dodge vs 100 hp

by Plask » Thu Jul 02, 2015 11:31 am

Gazpy wrote:
diogenes wrote:
Undertanker wrote:I am a fan of dodge over stam due to crushing blows and the neef to keep them off the table.


Unfortunately the itemization for this is not available in vanilla wow, let alone this patch without access to dreadnaught. If you could push crushes off the table, then you might have a fairly valid point, but since you cannot, 100 hp is far superior.

Gazpy wrote:well 2% dodge will actually mitigate 2% of dmg while 200hp is 200hp,
. . .
+ it's better to not be full damage sponge as you would like to be, that way you could go feral druid as they are exactly whan would you love to do.


You have absolutely no idea what you're talking about. I was going to give a reasoned argument as to why tanks in vanilla should always go for ehp over avoidance, but you're just going to continue being stupid anyways. For example, you say ferals would be a better option for "damage sponging," but you completely forget that they have no way to push crushes off the table like warriors can with shield block.

I just cannot figure out why there are people like you when this game has been out for so long and you still have no idea what the best way of doing something is. It is absolutely astounding.

well you call ppl stupid yet I see no proof of it being that good as you say, FACTS please not empty words.
and druid are damage sponge since ever and crushing don't make them that worse as they have about 20% more hp than warriors.(Feral is your dreamclass you HP lover)


I somehow get the feeling that most in this thread never tanked the raidcontent..
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Re: 1% dodge vs 100 hp

by nervous » Thu Jul 02, 2015 11:48 pm

Gazpy wrote:well you call ppl stupid yet I see no proof of it being that good as you say, FACTS please not empty words.
and druid are damage sponge since ever and crushing don't make them that worse as they have about 20% more hp than warriors.(Feral is your dreamclass you HP lover)


Facts

Crits are bad
So are crushing blows
druids can't do anything about either of them (their tps is also shit)
100 hp>1% dodge
stats relative value changes based on your other stats.
you can always rely on your 100 hp to be there to potentially save you, but you can't always rely on that 1% dodge to save you.
<GRIZZLY>
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Re: 1% dodge vs 100 hp

by Undertanker » Fri Jul 03, 2015 9:46 pm

You talk up 'potential' in regards too 100hp, but then throw in 'relability' when referencing dodge. That is apples and oranges with your comparison.

EHP and mitigation are both great to have. I can use tons of raid buffs and consumables put me over 7k hp, and +agi buffs are fewer between compared to the availability of hp buffs and consumables.

This makes me value the mitigation enchants more.
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Re: 1% dodge vs 100 hp

by Plask » Sat Jul 04, 2015 1:09 pm

Undertanker wrote:You talk up 'potential' in regards too 100hp, but then throw in 'relability' when referencing dodge. That is apples and oranges with your comparison.

EHP and mitigation are both great to have. I can use tons of raid buffs and consumables put me over 7k hp, and +agi buffs are fewer between compared to the availability of hp buffs and consumables.

This makes me value the mitigation enchants more.

Come back here and write how you died when you entered BWL and died from:
  • Fire Volley
  • Fire Breath
  • Conflagration
  • Shadow Flame
  • Blast Wave
  • Chromaggus Frost/Fire/Acid Breath
  • Mortal Strike (It can hit you for over 5k and reduces healing taking.. followed by a blastwave and you got 7k HP you just die right away)
  • Thrash (Can deal up 6k damage or more because consecutive hits can crush)
Even the cases where you actually can dodge/parry the attack, most of the time you won't. And when that happens(which it will majority of times) you will be the most vulnerable as a tank because you're low on HP and can get oneshotted by next attack/ability. Infact unlucky timing of abilities can even oneshot you right away from 100% HP because there's too much damage.

Now, the extra dodge maybe saves you 1 time. The extra HP will always help however and the healers get a bigger window of chance to save your ass.

To be honest, gearing in vanilla is pretty straightforward. There isn't much gear choices for a tank and whatever avoidance you pick up will majority of cases be because it's on the item with the best stats and not just because it has avoidance.

Of course, it's not required to stack HP and cap out defense. You can tank in fury, or as feral druid. But as far as I know this thread is asking for what's the best option and judging by the arguments talking for getting the avoidance instead of HP I simply cannot agree. The HP will help in way more cases then the avoidance and most of all it won't rely on good RNG. I think your healers will appreciate that you take as little spikes as possible and have as high HP as possible. The damage taken over time isn't the problem a tank that wants to survive has, the problem is to survive the spikes of damage from nukes.

It's the nukes that kills you so gear in order to survive the nukes not to take as little damage as possible.
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Re: 1% dodge vs 100 hp

by Undertanker » Mon Jul 06, 2015 5:29 pm

Typing I only see things from my point of view and refuse to respect other ideas would have been a faster read.
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Re: 1% dodge vs 100 hp

by Badtank » Mon Jul 06, 2015 9:01 pm

This thread is dumb,nervous and plask are the only correct people here. Evasion sucks, its the worst stat. Def to 440>Armor to 9k>HP>Armor>Hit>Dodge>Parry

Forever. This is not debatable. If you think otherwise you are a bad tank and it will show in BWL forward. Jesus Christ stop spewing bad information. It physically makes me hurt inside.


Also lamo at people thing feral is a dream class or good. Feral becomes good for content you have on farm only around AQ40 and even then its iffy.
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Re: 1% dodge vs 100 hp

by vido » Tue Jul 07, 2015 12:51 am

What happens once you reach 9k armor?
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Re: 1% dodge vs 100 hp

by Badtank » Tue Jul 07, 2015 1:17 am

vido wrote:What happens once you reach 9k armor?



Diminishing Returns start to become noticeable.
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Re: 1% dodge vs 100 hp

by JeeTee » Tue Jul 07, 2015 8:40 am

As stated by a few other experienced players:

100hp every time for progression tanking.
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