Badtank wrote:See this is the line of argument that people THINK is correct for dodge, that 11% dodge over 100 attacks equals 11 dodged attacks. That's not true, and that's the problem with gearing for avoidance over hp. Having 11% dodge means you have a 1.1/10 change of dodging every attack that comes your way. That still means you have a 89% fail rate on every single attack that comes at you. For almost my entire career as a tank every time I tank I have almost always found to get an ideal 1/5 avoidance chance it required nearly 20% in both dodge AND parry. Now even then you end up with two major problems. You can still get bad strings, and then your avoidance is worthless.
The second problem is overly good strings, dodgeing/parrying upwards of 5 attacks in a row. Now why is this bad you may ask? Anyone that has had this happen can tell you, it is super easy to screw up your healers when you don't get hit for upwards of 20 seconds. That sounds ideal but it's just not and that's the problem with the end game goal of avoidance, it makes you unpredictable as a tank and actually servers to make you harder to heal. A bigger health pool on the other hand ends up with total reliability. Every healer on you knows exactly where you stand, sure you might get less dodges but having a larger overall health pool ends up with you being more consistent overall every time over a dodge heavy tank. With def cap and a large health pool + good use of shield block you present the most stable tank to heal. You don't tend to spike and it often allows your healers to get into a better rhythm to heal you with. This ends up with less burst healing, more mana conserved, and less chance for user error.
Are you even reading my posts? It really seems like you either read the first 2 sentences and stop or just skim it.
Please read my post and respond to what I actually said, not what you assume I said after you stopped reading.