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This is especially useful for DK tanks, due to direct control over the Mastery bonus (instead of the passive or random effect of Mastery like other tanks).
If my calculations are correct, the on-use effect gives a 38% increase (1095 / 180 * 6.25) for two to three
, depending on how many you want to squeeze in to the 15-second window. Since the power of the shields
to the amount of damage you received, this can be
potent for recovering from big damage spikes.
Great for feral cat pvp. Allows you to pick and choose when to add an extra 12% damage onto your bleeds. Time this with savage roar and tiger's fury and you've got one hell of a nuke.
This is a good trink for warriors w/ the mastery on use.
In order to get to the quest line for this trinket you have to get thru the following quest lines:
Paint it Black
Battle of Life and Death
A Fitting End
the quest that this comes from is a reference to Zaphod Beeblebrox, a character from the Hitchhiker's Guide to the Galaxy. go blizz! this makes my heart smile.
Very useful for every tanking class, considering it gives more stamina even than
and also has a pretty /use effect.
I'm a lazy prot warrior, and this trinket's cooldown is very convenient to macro with shield block since both of them go on a 30 sec and a 1 min 30 sec cooldown.
This will inevitably be downrated (because wowhead users hate life and all things good, but most of all honest queries), but would people take this over
Heart of Thunder
heroic? The itemization - the sheer allure of that big stamina stack - seems so much more useful than armor rating, which suffers from diminishing returns and is rather less glamorous generally.
Heart of Thunder's permanent armor bonus is less than 1% against 346 gear. Lucky Tooth's stamina gives 4k health - nearly half of the on-use 10k of Heart of Thunder. And where Lucky Tooth's 4k is permanent, Heart of Thunder's 10k is for 15 seconds every 3 minutes - not quite as enduring a benefit.
All input greatly apreciated. It seems to me to be item level vs. utility, and I don't want to be a gearscore pimp.
Wrong! Armor does NOT suffer from diminishing returns! Only parry and dodge suffer from DR.
Wrong about wrongness! Armor does in fact have diminishing returns, as is clearly visible in its formula:
Reduction = Armor / (Armor + MobLevel * 2167.5 – 158167.5)
In late Wrath it was common to say that armor had no diminishing returns. This was because in late Wrath, tanks didn't care about damage reduction - they only cared about effective health. In terms of effective health armor has no diminishing returns, because while armor shaves off less and less damage per hit per point as it stacks, it makes up for it by applying to more hits.
Effective health isn't the name of the game anymore though (except on world-class progression hardmodes). A tank starting out isn't going to care about how many hits he can take between heals, but rather with how much mana he's going to soak up in the process, i.e. total damage reduction. And when it comes to total damage reduction, armor's diminishing returns are no less real than dodge or parry's.
That said, diminishing returns are not why bonus armor is a bad stat for tanks right now. The main problem with bonus armor is that it is expensive: it takes around 8 points of bonus armor to equal the damage reduction of one point of avoidance, but an armor trinket of a given item level will only have 4 times as many points of armor as an avoidance trinket of the same item level has points of avoidance. This, combined with the absolutely lackluster Battlemaster's on-use of the Thundercall, is what makes it inferior to Za'brox.
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Za'brox's Lucky Tooth
Item Level 36
Binds when picked up
Increases your mastery by 64 for 15 sec.
(1 Min, 30 Sec Cooldown)