How to gem, via a flowchart

This is a rehash of a spectacularly crappy (but very popular) flowchart I did back when Solid Sky Sapphires were the gem di tutti gems. Now +30 stamina may be the order of the day, but our priorities are basically the same: cram as much stamina in your gear as humanly possible. This gem will show you have to do that intelligently, while taking little stam hits for worthwhile avoidance trades.

Like I indicated last time around, there are two caveats:

  • This is hyper-simplified and assumes that you’re not heavily depending on gems or socket bonuses (despite the jokey line) for being uncrit.
  • I couldn’t find a good way to express this, but if you have two gems slots (or, hell, three) and one of them isn’t blue, unless the socket is +12 stamina, put Solids in both/all.

newgemflowchart

Four characteristics of a great tank, part 1: A sense of ownership

With the addition of dual specs in 3.1 and the influx of easy purples in 3.2, there’s been a wave of new folks strapping on the defense plate and stepping to the front of the group as a meat shield. And sure, these people can do the job of tank–they can hold threat and not die. But as a tank they don’t excel. It takes more than 540 defense rating to make you a great tank, it’s also philosophy and attitude.

I originally conceived of this series as just one long article, but then I decided I was in sore need of blog fodder and it’d be best to stretch this out interminably. Or at least until I do all four parts.

To get to the meat of this post, the first characteristic I wanted to discuss was a sense of ownership. By ownership I don’t mean bossing around your party or raid members, or being in charge of direction and strategy. No, I mean something more existential. As a tank you are charged with the defense and well-being of your friends. As the adage goes:

My comrades are my weapons and I am their shield.
While I draw breath, they shall not perish.

That is, in a nutshell, what I mean by a sense of ownership. These folks in your group are depending on you to keep them alive in a way that is divergent and yet fundamentally more critical than what the healer does. If a healer dies, the tank and dps can get by for a short period of time through the use of cooldowns. If a tank dies, the boss is going to run around and begin one-shotting the dps and healer.

That’s not to say you should be some giant ego monster because you are well nigh indispensible. Far from it. You have a responsibility to the group, one you must rise to.

Now, how to integrate this philosophy into your playstyle?

For one, I recommend organizing your unitframes so your focus frame is sitting somewhere convenient and within your normal line of vision, so it never is out of view. Then set the healer as your focus. If this is a five man, there’s only one to choose from but in a raid the choice is a little more sticky. If a healer is specifically assigned to you, focus them; if there’s one that tends to be a little squishy, that’s your focus.

Now that you have that little focus frame sitting where you can see it at all times, keep an eye on it. If the healer’s health begins to falter, confirm if it’s an add, and then quickly slap a taunt to strip the offending mob off. Of if there’s a period of raid damage (such as a Tympanic Tantrum) consider BOPing them. Perhaps a Hand of Sacrifice. Maybe toss them a Lay on Hands if things look really bad.

Mainly, the key point here is to keep an eye on them.

One of my buddies once remarked about a particular fail tank in our guild that the key flaw in his method was he “didn’t care about healthbars.” This particular tank was perfectly fine with raid members dying, because he assumed that they had done something wrong and deserved it. He was, in short, a subscriber to the old phrase that the tank was only responsible for the healer and if a dps died “it was their own damn fault.”

He is wrong. A tank must be concerned with the wellbeing of all your party members. Each person is key to the success of the endeavor. No matter how stupid or aggro happy they are. Even if they rip a boss off you, vindictiveness does not supercede your responsibilities.

Remember, as a tank the survival of the party ultimately lies with you. You need to keep the dps from pulling aggro and getting pounded, or the healer from being instagibbed by an add that came unseen barreling down a hall. Consider your comrades your responsibility, act as their shield, and always care about the healthbars.

3.2 Coliseum best-in-slot list

I’m consolidating the 10 and 25man lists for this go-around because, thanks to the way emblems of triumph drop, the two groups kind of blend into one another. Also, I’m only linking the Horde versions of all the listed items (lok’tar ogar) because the stats are the same so it’d be silly to link both. As always I tend to judge an item more favorably based on Effective Health. Gem slots are basically equated to 30 stam, because it’s assumed you’re going to slap a Solid MZ in there.

The gear this patch is pretty formulaic. Typically it goes Col25 Heroic > Col10 Heroic > Col25 > Col10, with crafted items really good and emblem-purchasable items equal to normal Col25 items.

I’m sorry, I know there’s a lot of heroic mode gear on this list that might be out of the reach of many (myself included probably). In the near future I’ll expand the list down to the easiest to reach item for someone who does normal-mode 10man raids.

Head

1. Liadrin’s Faceguard of Triumph (H) (T9.58 token)
2. Liadrin’s Faceguard of Triumph (75 Emblems, 1 Trophy)
3. Headplate of the Honorbound (75 Emblems)

Neck

1. Legionnaire’s Gorget (H) (H Jaraxxus25)
2. Fortitude of the Infernal (H) (H Jaraxxus10)
3. Legionnaire’s Gorget (N Jaraxxus25)

Shoulders

1. Liadrin’s Shoulderguards of Triumph (H) (T9.58 token)
2. Sunreaver Defender’s Pauldrons (H) (H Faction Champs10)
3. Liadrin’s Shoulderguards of Triumph (45 Emblems, 1 Trophy)
4. Shoulderguards of the Enduring Order (45 Emblems of Triumph)

Chest

1. Hauberk of the Towering Monstrosity (H) (H Northrend Beasts25)
2. Breastplate of the White Knight (Crafted)
3. Liadrin’s Breastplate of Triumph (H) (T9.58 token)
4. Liadrin’s Breastplate of Triumph (75 Emblems, 1 Trophy)

Wrist

1. Saronite Swordbreakers (Crafted)
2. Armguards of the Shieldmaiden (H) (H Twin Val’kyrs25)
3. Dreadscale Bracers (H) (H Beasts10)

Hands

1. Liadrin’s Handguards of Triumph (H) (T9.58 token)
2. Liadrin’s Handguards of Triumph (45 Emblems, 1 Trophy)
3. Handguards of Revitalization (Freya25 Hard Mode)

Waist

1. Belt of Bloodied Scars (H) (H Faction Champs25)
2. Belt of the Nether Champion (H) (H Jaraxxus10)
3. Belt of Bloodied Scars (N Faction Champs25)

Legs

1. Legplates of Feverish Dedication (H) (H Jaraxxus25)
2. Liadrin’s Legguards of Triumph (H) (T9.58 token)
3. Liadrin’s Legguards of Triumph (75 Emblems, 1 Trophy)

Boots

1. Dawnbreaker Sabatons (H) (H Jaraxxus25)
2. Greaves of the Lingering Vortex (H) (H Twin Val’kyrs10)
3. Dawnbreaker Sabatons (N Jaraxxus25)

Cloak

1. Cairne’s Endurance (H Tribute Chest25)
2. Cloak of the Unflinching Guardian (H) (H Tribute Chest10)
3. Pride of the Demon Lord (H) (H Jaraxxus25)

Rings

1. Band of the Traitor King (H) (H Anub25)
2. Band of the Twin Val’kyr (H) (H Twin Val’kyr10)
3. Band of the Traitor King (N Anub25)
4. Clutch of Fortification (35 Emblems of Triumph)

Trinkets

1. Juggernaut’s Vitality (H) (H Faction Champs25)
2. Juggernaut’s Vitality (N Faction Champs25)
3. Heart of Iron (Ignis25)
4. Royal Seal of King Llane (Yogg10)
5. The Black Heart (The Black Knight, Trial of the Champion)

Weapon

1. Ogrim’s Deflector (H Tribute Chest25)
2. Blood and Glory (H Tribute Chest10)
3. Ardent Guard (H) (H Anub’arak10)
4. Sorthalis, Hammer of the Watchers (XT-002 25 Hard Mode)
5. Shiver (Hodir10 Hard Mode)
6. Titanguard (Flame Leviathan25)
7. Ardent Guard (N Anub’arak10)

Shield

1. Forlorn Barrier (H) (H Northrend Beasts25)
2. The Boreal Guard (Hodir10 Hard Mode)
3. Aegis of the Coliseum (H) (H Anub’arak10)
4. Aegis of the Coliseum (N Anub’arak10)

Libram

1. Libram of Defiance (25 Emblems of Triumph)
2. Libram of Obstruction (15 Emblems of Heroism)
3. Libram of the Sacred Shield (19 Emblems of Conquest)
4. Libram of Valiance [only worth like ~140 BV] (25 Emblems of Triumph)

Please let me know if you think I missed a piece or have one in the wrong place.

My guild’s DKP system

wowscrnshot_053109_210538

Credit for this whole set up goes to Demo, who not only found the addons but also figured out how to make them work and through his constant, unceasing, incessant nagging forced the guild to adopt them. … And I mean that in a good way.

Here are the addons that every raiding guild member is required to have (you won’t get the bidding window without them):

  • Bidder
  • Bidder_BossAuction

And these are the addons the DKP admins need to run the system:

  • DKPmon
  • DKPmon_CSV
  • DKPmon_BossAuction
  • CT_RaidTracker

All addons can be found on this page.

Yes, it seems like a lot, but honestly it all runs very smoothly. The way it works for the rank and file is when a boss is downed the master looter gets a loot window from DKPmon that gives him the option to “Open for Bidding”. Doing so activates the window in my screenshot where raiders can click on an item and enter their bid. No one knows how much the others bid on an item, it’s totally silent.

When bidding is closed, DKPmon is used to announce the winners and how much each person paid for an item, and then the master loot uses the “Distribute” option to give out the loot to the winners and deduct points as spent.

And at the end of the night the DKP admin exports the raid and uploads it to the ES guildlaunch site giving you a page like this.

The whole system is very painless to use once you get the hang of it. I very much recommend it!

Ulduar 10man BiS+2 list

Per request here is a list of BiS gear found in 10man Ulduar. Some items on this list drop in Ulduar25 (or are crafted by patterns that drop therein), but can be purchased with enough do-re-me. I also included two Naxx25 items that can be purchased with Emblems of Valor, now that those emblems drop in Ulduar10.

Like my 25man list, avoidance has more weight than block, and gem slots have more weight than not. Lastly, as always, comments sought and encouraged!

Head

  1. Valorous Aegis Faceguard (N Mimiron)
  2. Ironbark Faceguard (N Freya)
  3. Thane’s Tainted Greathelm (N 4HM)

Neck

  1. Mark of the Unyielding (N Kologarn)
  2. Drakescale Collar (Reward: Judgement at the Eye of Eternity)
  3. Chained Military Gorget (25 Emblems of Heroism)

Shoulders

  1. Valorous Redemption Shoulderguards (60 Emblems of Valor)
  2. Valorous Aegis Shoulderguards (N Thorim)
  3. Shoulderguards of the Solemn Watch (N Kologarn)

Cloak

  1. Platinum Mesh Cloak (25 Emblems of Valor)
  2. Saronite Animus Cloak (N General Vezax)
  3. Cloak of the Iron Council (N Iron Council)

Chest (of which there is a serious lack in Uld10)

  1. Valorous Aegis Breastplate (N Yogg Saron)
  2. Heroes’ Redemption Breastplate (N 4HM or 80 Emblems of Heroism)
  3. Massive Skeletal Ribcage (N Sapphiron)

Wrist

  1. Flamewatch Armguards (N Flame Leviathan)
  2. Bracers of Dalaran’s Parapets (60 Emblems of Valor)
  3. Minion Bracers (N Naxxramas Trash)

Hands

  1. Valorous Aegis Handguards (N Freya)
  2. Adamant Handguards (N Ulduar Trash)
  3. Gauntlets of the Iron Furnace (N Ignis) [blech]

Waist

  1. Indestructible Plate Girdle (Crafted)
  2. Stormtempered Girdle (N Razorscale)
  3. Waistguard of Living Iron (40 Emblems of Heroism)

Legs

  1. Valorous Aegis Legguards (N Hodir)
  2. Gilded Steel Legplates (N Flame Leviathan, Hard Mode)
  3. Valorous Redemption Legguards (75 Emblems of Valor)

Feet

  1. Spiked Deathdealers (Crafted)
  2. Greaves of the Iron Army (N Mimiron, Hard Mode)
  3. Kyzoc’s Ground Stompers (40 Emblems of Valor)

Weapon

  1. Shiver (N Hodir, Hard Mode)
  2. Stoneguard (N Kologarn)
  3. Legacy of Thunder (N Thorim)

Shield

  1. The Boreal Guard (N Hodir, Hard Mode)
  2. Shieldwall of the Breaker (N Auriaya)
  3. Barricade of Eternity (N Malygos)

Relic

  1. Libram of Obstruction (15 Emblems of Heroism)

Rings

  1. Signet of the Earthshaker (H Xt-002) [BoE]
  2. Signet of Winter (N Hodir)
  3. Signet of the Impenetrable Fortress (25 Emblems of Valor)
  4. Titanium Earthguard Ring (Crafted)

Trinkets

  1. Royal Seal of King Llane (N Yogg Saron)
  2. Furnace Stone (N Ignis)
  3. Repelling Charge (N Thaddius)
  4. Essence of Gossamer (H Hadronox/Azjol-Nerub)

Metagemming your tankadin

As I’m sure some have noticed, there was a major glaring omission in my previous guide on pally tank gems: meta gems. Metas are perhaps the most important gem you will socket, because in addition to a nice stat boost, you get a little bonus to an ancillary tanking stat.

Here are your options:

The only clear non-choice here is the Effulgent gem. It’s really more of a situational gem, and would be best fit in a secondary tanking helm you’d keep aside for resist or heavy magic damage fights (I’m thinking Sarth or Malygos mainly). Don’t use this gem for everyday tanking.

Now, where I am personally torn is between the Austere and Eternal gem. Since I first picked up the Arcane Shielded Helm in Heroic Nexus I’ve had an Eternal gem in my helm. Now, I’m beginning to question this. Let’s look at the math and figure out what’d be more beneficial.

Right now I have a base, straight-from-items, non-talented 20823 armor, for 57.8%. With the Austere gem I’d bump up to 21239 armor, for 58.2% damage reduction. A gain of .4% damage reduction.

Not a huge number, but let’s say a boss hits me for 25k (physical damage). As is, with the base armor numbers I have now, I’m only going to take 10550 damage. With the gem socketed in my helm I’ll take 10450. So 100 damage reduced from that hit.

Let’s look at block value now: according to Warcrafter I have somewhere on the order of 1222 block value (this is before the metagem and the bonuses from the Libram and Lavanthor’s Talisman). The Eternal gem gives me a bonus 5% block value on top of that number, for an additional 62 block value.

This means that every hit I take that I block I shave an extra 62 damage off the top. Which, of course, is where the rub is: I have to block the hit to see a damage reduction. Armor reduces damage if you’re stunned or fail to block, and even when you do block. The Eternal gem only works when you block a hit and all the factors line up to give you that DR bonus.

There are other benefits to the Eternal gem, of course. The 21 defense makes it easier to hit the defense minimum aside from other gem sockets. And on top of that, 21 defense works out to a nice bit of avoidance: .84% chance to block, parry, dodge, miss.

You’ll have to do the math to figure out which is best for you, but personally I think I’ll get more damage reduction benefit from the Austere gem. And I have enough avoidance elsewhere that I can comfortably replace that with the effective health, instead.

All this math aside, there’s nothing wrong with keeping a second helm with the Eternal gem for trash tanking or sweet ShoR crits.

I’ll be regemming when I get home tonight.

Choosing professions for your tankadin

professionsThanks to the new profession benefits introduced in WotLK, your two sidejobs have been that much more integral for min-maxing your character. Certain professions have some amazing boosts (we’re talking about self-only buffs or BOP items) for the common tankadin. Others… not so much.

A breakdown and my recommendations ahead.

Alchemy

  • Mixology, which gives you increased duration/benefit from any flask or elixir you can make. This means that–to use the most common tanking flask–the Flask of Stoneblood will give you 970hp instead of the usual 650. Not bad!
  • Indestructible Alchemist’s Stone, which gives +75 stam, 50 dodge rating (1.27% avoidance at 80), and boosts the effect of healing/mana pots by 40%.

Blacksmithing

  • Two free gem slots, one for gloves and one for bracers. Assuming you add Solid Sky Sapphires, that’s an additional 48 stamina (or 547hp). When epic gems are released, you’re looking at an additional 60 stamina (or 684hp).

Enchanting

  • Enchant Ring – Stamina will give you an additional 48 stamina/547hp when used on both rings. Comparable to BSing right now.

Engineering

  • Reticulated Armor Webbing adds +800 armor to your gloves, and is the best enchant you can get for that slot.
  • The tank goggles are nice, and were definitely what made Engineering godly in later TBC, but nowadays you’ll be replacing the highest iteration with Naxx10 gear. Hopefully this will change in later patches.

Herbalism

  • Lifeblood, a HoT that eventually heals for 2000hp. But that’s what healers are for, or yourself while soloing.
  • You also have the chance of finding certain items that can be consumed for boosts to AP or SP… at the cost of physical or magical damage vulnerability. Clearly a no-go for a tank.

Inscription

Jewelcrafting

  • Dragon’s Eye Gems are an amazing boost, for two reasons: because they’re prismatic you can cut three Solid Dragon’s Eyes and put them in any bothersome red or yellow slots, and the net benefit of using three Solid DEs is 51 stamina, or 581hp. Best hp boost from any profession right now.
  • The Monarch Crab is also an awesome trinket. If gemmed right (aka Solid Sky Sapphire and Solid Dragon’s Eye) you’re looking at 137 stamina from one trinket alone. There’s no comparison in pre-Ulduar trinkets as I type this.

Leatherworking

Mining

  • Toughness, which gives 50 stamina. With talents that comes out to an extra 570hp. Pretty nice EH boost, although, unlike the extra health from Blacksmithing or Jewelcrafting, this number will remain static as further patches come out (unless a Rank 7 is introduced).

Skinning

  • Master of Anatomy, +25 to your crit rating (or .54% crit chance). Nice for threat I guess, but overall you want to be focusing on EH or avoidance/mitigation for buffs.

Tailoring

  • There’s really nothing here for tankadins, as you would imagine. The one slightly interesting thing was the Lightweave cloak embroidery that would proc sometimes for an additional 1000 to 1200 Holy damage. Great for threat I suppose, but it’s being changed in 3.1 to proc for additional spellpower instead.

Overall, looking at all the benefits above, the best profession combination for a tankadin is Jewelcrafting/Blacksmithing. Right now Mining would be marginally better by 2 stamina, but eventually when epic gems are released, BSing will become better by 10 stamina. So it’d be better to hang onto Blacksmithing and reap the benefits in a future patch.

What professions do you deck out your tankadin with?

3.1 tankadin spec

Update: I tweaked this spec a little. I’m going with this one now.

I think it’s fair to assume that the major changes to the Paladin talent trees have just about been fully rolled out and what we see on the PTRs is just about what’s going to make it to live. Now seems therefore a good time to start planning out how I’m going to spec when the patch drops and we’re all suddenly 0/0/0.

Here’s the build at Wowhead, 0/53/18.

Before I explain the spec you should know about my tanking situation. My guild runs 25 man raids and in them I am typically the main OT. I need basic survivability, and at the same time I need enough damage output that I can hang around 2nd place on the threat meter. So my choices tend to gravitate towards raid utility.

Now, in the Prot tree I took our bread and butter talents: Divine Strength, Anticipation, Improved Righteous Fury, etc. It’s pretty straightforward.

Special things to take note of are, for one, I skipped Divinity. This is mostly because the talent itself is garbage for Prot. 5% is not that much, and frankly I’m concerned more about whether a heal lands in time than if it’s 5% bigger. And 5% isn’t that much for so many talent points. I’m not even sure this talent is that worthwhile for Healadins, considering the overheal potential.

Moreover, I picked up Divine Sacrifice. I already have 1/2 Divine Guardian in my current build, and I like the idea of adding another 15% of raid damage soaking to my repetoire.

It might seem a silly talent at first, but there are some times when it is a major help to the healers for me to be able to shave 15-30% of the damage off the raid. Examples are when we were first learning the ropes on Loatheb, and more recently with Malygos’ Deep Breaths.

Moving on, you’ll notice I grabbed 2/2 Improved Hammer of Justice, which now synergizes quite well with the expanded Judgements of the Just talent. Basically, I’m going to have an interrupt on a 20 sec cooldown now.

Please note I completely avoided Reckoning. You should too!

Last big note in the Prot tree: I only went 1/2 on Spiritual Attunement. Honestly, between 100% uptime Divine Plea and Blessing of Wisdom, that second point in SA can be better put elsewhere.

Now, this is where the spec gets exciting. Thanks to Blizz somewhat “de-bloating” our tree we have some extra points to play with. I’m planning to use this bounty to dabble further into the Ret tree and increase my OT dps.

Keep in mind I went 1/5 Benediction purely as a stepping stone to further talents. I really had no other choice, and certainly wasn’t putting that point into Improved Judgements (making that 2/2). No sir.

So the big dps talents I’m focusing on in this tree are 3/3 Heart of the Crusader (a +3% crit buff to the raid assuming this focus my target), 3/5 Conviction (an additional +3% crit just for me, and 3/3 Crusade (+3% dmg all around with an extra +3% against certain mob types).

With my Ret talents I’m adding 6% to my crit chance and up to 6% to my overall damage. That is a major tps/dps boost!

I think this is a fairly standard build you’ll be seeing most tankadins rocking come the next patch.

Let me know if you have any suggestions/comments/complaints. I’m always open to making changes.

The everyman tankadin’s best-in-slot list

In theory, every tankadin should have at his or her disposal four different tanking sets. One for threat generation, one for effective health maximizing, one for pure avoidance, and one for trash blocking. Personally, I feel this is awfully unwieldy for most people (and certainly is for me). While the benefits you’d get from maintaining so many different sets would certain be noticed in down-to-the-wire circumstances where every little bit helps, in everyday situations, you can get by with one set.

As such I present to you the everyman’s best-in-slot list. These items will give you the best you can get of every world without maximizing any of those four needs. It’s the best across-the-board set you can accumulate.

Before I start, if you’re looking for a list broken down by those four needs, I recommend this list on Maintankadin.

Head: Valorous Redemption Faceguard

Gem with Eternal Earthsiege Diamond and Solid Sky Sapphire and enchant with Arcanum of the Stalwart Protector.

Shoulders: Valorous Redemption Shoulderguards

Gem with Enduring Forest Emerald and enchant with Greater Inscription of the Pinnacle.

Chest: Dragonstorm Breastplate

Gem with Regal Twilight Opal and Enduring Forest Emerald and enchant with Greater Defense.

Cloak: Cloak of the Shadowed Sun

Enchant with Titanweave.

Wrist: Bracers of the Unholy Knight

Gem with Regal Twilight Opal and enchant with Major Stamina.

Hands: Valorous Redemption Handguards

Gem with Solid Sky Sapphire and enchant with Armsman.

Waist: Ablative Chitin Girdle

Get an Eternal Belt Buckle and gem this with two Solid Sky Sapphires.

Legs: Legplates of Sovereignty

Enchant with Frosthide Leg Armor.

Feet: Kyzoc’s Ground Stompers

Enchant with Greater Fortitude.

Neck: Nexus War Champion’s Bead

Gem with Regal Twilight Opal.

Rings: Sand-Worn Band and Titanium Earthguard Ring

Gem the TER with Solid Sky Sapphire.

Trinkets: Essence of Gossamer and Repelling Charge

Personally I prefer my Monarch Crab over the Repelling Charge, but that might be a no-go for some folks.

Relic: Libram of Obstruction

Weapon: Last Laugh

Enchant with Accuracy.

Shield: Hero’s Surrender

Enchant with Defense.

Altogether this gear will put you in a great position for any situation you encounter in Ulduar.

Update: I built this set out in Warcrafter and it came up at about 567 defense skill, which is yes way over-stacked for defense. However, it also came out to be 102.1% avoidance, which means with Kings you can cross over into blockcapped territory.

Plus, you’d have only 16% (+30% from Holy Shield) of that as block, so not a bad pure avoidance number.

Your profession buffs should allow you a little more breathing room to add stamina or other avoidance stats.

Laughing best, and how best to enchant said laughing

lastlaughSo like I mentioned in my previous post, I picked up the best-in-slot tanking weapon, Last Laugh, last night. The situation in which I picked it up was a little tense (something I’ll go into further detail with in my next raid recap post), but what I really wanted to focus on was the little crisis this axe inflicted upon me: how to enchant it.

Right now it is tankadin gospel (see: Letter of St. Uther to the Demon Hunter Supplicants 10:2-4) that you put Enchant Weapon – Potency on your tanking weapon, dammit. No other enchants need apply.

And, generally, rightfully so! The +20 strength from Potency works out to 23 strength and 15 block value, with the right talents, which is gravy for shield slams and damage reduction. Far and away it is an excellent choice.

But this… this is Last Laugh! I ripped this axe myself from the icy claws of the Archlich himself, the Lord of the Dread Citadel Naxxramas! Surely, there was a, er, more recent enchant that would better fit this god amongst T7 tank weapons.

I’ve had my eye on Enchant Weapon – Accuracy for some time now. To say the mats make it a bit cost-prohibitive would be an understatement (6 abyss crystals among others, natch). But does the math justify such an exorbitant enchantment?

I did some research and I found in a thread at Maintankadin an amazing breakdown of TPS mechanics. The jewel in this thread was this particular table that I was searching for: numbers crunched showing the DPS/TPS difference between Potency and Accuracy. In short, Potency is 21.6 DPS and 55.9 TPS, and Accuracy is 25 DPS and 65 TPS.

The main caveat is Accuracy is only more threat as long as you are not soft hit capped, as the soft cap affects most of our attacks: auto-attack, shield of righteousness, hammer of the righteous, avenger’s shield, judgements, and hammer of wrath. Once you hit that soft cap then Potency is better for threat generation. Considering how little hit a tank should be stacking, that should never be an issue.

So, yes, for the moment, Accuracy is the superior tankadin enchant. A bit of a luxury, but superior nonetheless.