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TBC Protection Paladin Tank Stat Priority and Attributes Guide - Burning Crusade Classic 2.5.1
来自 WaltherLeopold
[Last Updated]:
2022/06/07
变更日志
补丁:2.5.4
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Welcome to Wowhead's Paladin Tank Attributes and Stats TBC Guide, updated for of Burning Crusade Classic. In this guide, we will explain what Attributes do for their character, what Secondary Stats are, as well as what things to prioritize for your character when comparing Gear, either while leveling or during The Burning Crusade Classic end game content.
In this guide, we focus purely on Burning Crusade endgame stats. If you're looking into what stats to focus on while leveling your Paladin, check out our
Paladin TBC Leveling Guide
for more information.
Our Paladin guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on
View Changelog
at the top of the page. If you are interested in more in-depth Paladin guides for Phase 4, make sure to browse the
Navigation Bar
below, and our list of
Guide Navigation
just beneath the
Table of Contents
.
Overview
Leveling (1-70)
Starter Guide
Talents & Builds
BiS Gear
Rotation & Abilities
Stats
Gems & Enchants
Buffs & Consumables
Addons
Macros
Pre-Patch Builds
PvP
Stat Priority for Protection Paladin Tank in Burning Crusade
Crit Cap - 490 Defense
Crush Cap - 102.4% Avoidance
EHP - Effective Health Points
Threat
Our gearing has multiple
soft caps
depending on the task at hand, meaning optimized gear selection will have a great deal of variance in it depending on the encounter. We will quickly outline some of these scenarios, but understand that not everything may fit that well and that many bosses have individual quirks and jank that make generalizing much harder.
Bosses that crush.
Bosses that don’t crush.
Bosses that don’t crit but crush.
In general you will always want to be Crush Capped, Crit Capped for every encounter but knowing which boss does what will give you a lot of room to maximize or alter your buffs and gear should you want or need to opt for it.
For the purposes of a boss attacking us, we refer to the hit table:
Miss %
Dodge %
Parry %
Block %
Crit %
Crush %
Hit %
The order of those events is very important. You can push the lower events off the table by increasing the chances that are further above. Hit gets pushed off first, if the chance to be hit is 0, you start pushing off the Crushing Blows. Again if those are 0, you start pushing off Crits, then Blocks and so on.
What does all of this mean for you?
The only way to get rid of Crushing Blows is by increasing your Avoidance stats.
Stacking Block does nothing once you're crit and crush immune.
Stacking the hard avoidance stats is almost always beneficial.
You can become crit immune without having 490 defense (or enough resilience) just by increasing your avoidance stats.
Strength
For a Level 70
圣骑士
:
1 Strength = 2 Attack Power
20 Strength = 1 Block Value
Agility
For a Level 70
圣骑士
:
1 Agility = 2 Armor
25 Agility = 1% Dodge
Stamina
For a Level 70
圣骑士
:
1 Stamina = 10 Health
1 Stamina = 11.6 Health with
战斗精准
&
神圣使命
The spells & talents
王者祝福
Increases your total stamina by 10%
战斗精准
Increases your total stamina by 10%
神圣使命
Increases your total stamina by 6%
In total will increase your total stamina by an additional 28.26%.
Intellect
For a Level 70
圣骑士
:
1 Intellect = 15 Mana
神圣智慧
increases your total intellect by 10%.
Spirit
For a Level 70
圣骑士
:
Increases your out of combat health and mana regeneration by an insignificant amount.
Discipline Priest talent
强化神圣之灵
increases your spell power by 10% of your total spirit.
Secondary Stats for Protection Paladin Tank in Burning Crusade
Spell Hit Rating
The Spell Hit cap is 16%. However, you will always have 1% chance to miss your spells as such the Spell Hit cap unbuffed is 202 SpHit Rating. Spell Hit is a key factor in what makes Protection Paladins reliable tanks. Some of our most important skills that use spell hit are:
正义防御
审判
驱邪术
奉献
神圣之盾
For a Level 70
圣骑士
:
12.62 SpHit Rating = 1% Spell Hit.
Condition
Hit Rating Cap
Unbuffed
202
精确
164
精确
+
鼓舞灵气
151
精确
+
鼓舞灵气
+
天怒图腾
114
Hit Rating
Hit rating improves your chance of landing your melee swings and by extension our seals. Hit Rating can be acquired in fairly good quantities by the availability of raid buffs such as
强化精灵之火
.
For a Level 70
圣骑士
:
15.7692 hit rating = 1% chance to hit.
Expertise
Expertise will reduce how often your attacks are parried and dodged. 1 expertise skill is 3.9423 expertise rating. However, the conversion from rating to skill is only done in whole skill points, meaning that any fractional part is rounded down. This means that if you have 19 expertise rating total, which is equal to ~4.81952 expertise skill, you will effectively gain only 4 expertise skill.
The threat aspect of Expertise is effectively just stronger hit rating, about 2x the power of hit rating until we reach the first
soft cap
of 6.5% or 103 rating to push dodge off the hit table.
The defensive properties of Expertise is derived from its ability to reduce the bosses ability to parry, meaning on encounters where it is enabled, you suffer from a reduced amount of
parry haste
, for the purposes of estimating Expertise’s defensive values consider it to be roughly ¼ the value of Avoidance. Parry haste is when parry will try to speed the next attack by 40%. But the remaining time cannot be reduced below 20% of the swing timer.
This is all a long winded way of saying that Expertise is a fairly technical stat but provides overall negligible value to Protection Paladins, it has a tendency to occasionally turn up on good items so keep an eye out.
For a Level 70
圣骑士
:
3.9423 expertise rating = 1 expertise skill
1 expertise skill = -0.25% chance to be dodged & parried
Dodge Rating
For a Level 70
圣骑士
:
18.9 Dodge Rating = 1% Dodge
Parry Rating
For a Level 70
圣骑士
:
23.6538 Parry Rating = 1% Parry
Block Rating
For a Level 70
圣骑士
:
7.9 Block Rating = 1% Block
Defense
Defense serves multiple key functions for Protection Paladins when tanking and it is functionally identical to avoidance. Every 14.2 defense rating provides .96% total avoidance, or .72% hard avoidance and .24% block rating.
Defense is also often referred to as Def Cap, but this is inaccurate as there’s no such thing as a Def Cap. Defense always has value, however at a diminished rate above Crush Cap versus bosses. What is referred to is the point where you are
Crit Capped
, which is the state where you are unable to receive critical strikes in PvE by levels:
70 - 475 Defense Skill corresponds to 5%
71 - 480 Defense Skill corresponds to 5.2%
72 - 485 Defense Skill corresponds to 5.4%
73 - 490 Defense Skill corresponds to 5.6%
For a Level 70
圣骑士
:
2.3654 defense rating = 1 defense skill
1 defense skill = 0.04% chance to block, dodge, parry and miss (total 0.16%)
1 defense skill = -0.04% chance to be hit by a critical strike
25 defense skill = -1% chance to be hit by a critical strike
Resilience
For a Level 70
圣骑士
:
39.4231 resilience rating = -1% chance to be hit by a critical strike
Helpful chart for resilience required until crit cap at 450+ defense.
Gearing Advice for Protection Paladin Tank in Burning Crusade
Core to the tenet of Protection Paladin gearing is maintaining a healthy balance between the ever necessary and often relatively exclusives of EHP, Mitigation and TPS. Since we have hardcoded avoidance requirements for most encounters prior to Sunwell Plateau, most sets that are made to be used in phase 1-4 content should include at least 102.4% avoidance when buffed. Generally this also includes defense and/or resilience until crit immunity. That said, while you are crush immune with Holy Shield up, you are also not able to be crit.
A great strength afforded to Protection Paladins is the fluidity in how we can choose to approach any particular problem an encounter in changing our gear, while phase 3 and onwards of TBCC will cement certain gear slots we still have a great degree of versatility in how you may approach any given encounter.
A basic goal you might want to gear for is to survive the highest potential damage spike on any given encounter, encounters with high burst potential are fewer in phase 3 onwards. One such fight is
菲米丝
, her
腐蚀
will double your damage taken for the duration of the debuff as well as doing a flat 10k damage hit when she casts it, meaning the potential burst window on this fight is very high of upwards of 46k damage unmitigated from the swing + the debuff application for 10k damage baseline. This generally comes out at roughly 22 to 23k damage taken ingame. Regardless of how low the odds are that this will occur, it means that if you are ever under 23k HP you have a chance of instantly dying whenever she casts
腐蚀
. This is why we strongly recommend using cooldowns to mitigate these windows, such as bubbling or activating a trinket.
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评论
评论来自
Maelchav
I'm a long way from being ready to tank on a paladin, but I like to do my prep work ahead of time.
I have a questions about this part:
Once the Defense Cap of 490 is reached, tanks should prioritize their itemization towards other stats since additional Defense above 490 has no additional benefit against Critical Hits other than slightly increasing Miss/Dodge/Parry/Block chance (+0.04% each per 1 Defense Skill).
I get that additional Defense beyond 490 doesn't benefit any further against Critical Hits, but isn't it a good stat to pursue toward becoming uncrushable?
From my calculations (which could be wrong, I'm not much of a theorycrafter) it looks like...
1 Defense Rating = 0.16% Avoidance (0.04% each of Miss, Dodge, Parry, and Block chance),
and 2.36 Defense Skill = 1 Defense Rating,
so 14.75 Defense Rating = 1% Avoidance
Compared to Dodge (18.92% Dodge Rating = 1% Dodge chance) and Parry (23.65 Parry Rating = 1% Parry chance), Defense appears to give you more Avoidance per rating point.
Block (7.88 Block Rating = 1% Block Chance) is even more effective for getting to the magic number of 102.4%, but it's really "mitigation" as opposed to "avoidance", right? Since you take damage from a block but not from a dodge or parry?
I'm not challenging the point that Defense beyond 490 doesn't help
against Crits
- I'm hoping to confirm that Defense beyond 490 is still helpful
against Crushing Blows
.
Any (constructive) feedback is appreciated!
Thanks.
评论来自
KingMurloc
Managed to tank all Phase 1 content.
Want to share quick few tips.
1) All spellcasting generate threat. You can randomly cast seals&blessings to get attention.
2) Seal&judgement of wisdom mana generation counts as holy spell, thus all mana gained counts as threat 1 to 1 and multiplied by Righteous fury. Use it when AoE Tanking, or your spelldamage not enough yet for SoR/SoV generate more threat.
3)In normal dungeons mob average unmitigated damage from hits is 500-1000. Easy to mitigate with block value>Pull 2-5 packs at the same time no problem for extra clearing speed.
In heroic dungeons mob average unmitigated damage is 3-10k. Bring a ton of armor with you. You can be easily killed in couple seconds on yer first heroic attempt. Once you got enough (around 15-16k self buffed armor& 400-500block value), you can start killing packs with no CC.
Raid bosses strike for average 8-20k unmitiaged damage per hit. As mentioned before. Crit&crush immune mandatory. Block value wont save as much as in heroics. Bring out your avoidance+stamina gear+armor consumables. Make yourself ready for those numbers.
4) After you got yer Crit+crush immune stat prio should be: Dodge>Defense>Agillity>Armor=block value>stamina.
For trash prio block value, for bosses armor.
200 block value won't save you when you tanking pack of angry mobs in heroic.
15k Armor won't save you when you got mortal striked in heroics for 10-15k unmitigated damage with following debuff to healing.
And extra 5k hp won't save you, when enraged Illidan smack ye for 30k unmitigated damage twice every couple seconds.
5) Caster weapon enchanted for 40 bonus SPD and enchanced with wizard oil (+42) is okay to do most of the P1. If you can get
玛瑟里顿之眼
, grats - consider yerself dualwielding caster weapons.
6) IMHO best consistent TPS seal prio is Judge WIsdom>Judge Vengeance(4-5 applications)>Judge Righteousness>Stack/Refresh Vengeance to 5>Seal of righteousness.
评论来自
Denua
@Maelchav Defense contributes to your avoidance, the only downside you would not be able to reach crashing cap using defense only, there are not enough defense on existing items. Here comes other stats like parry, dodge (agility), block chance. Easiest way is block chance, but if you tank hard hitting mobs - general avoidance better as you do not take damage. Mind that if you do not take damage or you take less, you do not have that much mana regeneration.
Note Bene: Stamina and spell power equally important, and in some cases spell power more important, do not maximize stamina only. You still need to generate threat, balance between stamina and spd should be reached. Also you can have crash cap in both cases with high avoidance in general or using shield block chance mostly - result would be somewhat different. I am advising to get items for both and figure out things yourself.
@KingMurloc
1. Not all. Official server phase 1, in my case no seal cast generate threat. Wisdom and crusader judgment do not generate threat which sucks. Already have a subject on blizzard forum to address.
2. Wisdom is somewhat helpful on mana, but it probably will give you like 30% of mana regen. While you would lose threat on main target as it is not crusader judgment.
3. Armor is helpful, but it gives less with each point of armor and 1% increase is somewhere around 100 dmg, again it depends on base damage. Best you can have in heroics - is general avoidance, any non shield block chance. CC is also good, for example slow which allows tank to brake distance and gives healer time to heal. have only 15k armor do not see big difference with damage if would compare to 14k armor. But having miss + parry + dodge around 50% helps a lot, block also helps to mitigate some damage(400), but if for example you would have 40% avoid and all other in block chance you would take more damage even if blocked say 500 it still would be a ton and no one healer could sustain or heal you to full hp. Raid experience is easier as there are more healers in raid, yes crash cap is a must and having decent avoidance helps on bosses.
6. On TPS and seals so far do not see any significant difference. Only thing is SOR better as can be used with fast weapon and gives threat consistently. Vengeance does not proc that good on fast weapons and on slow, well if you did not hit no vengeance for you, and even if you did it is checked as separate attack, so again it can miss on applying. So far Not able to use vengeance for consistent Threat. If it goes well - TPS is sky high using seal switch, but if not you are missing out on threat. For the most part and if boss has phases and mechanics vengeance looses.
评论来自
1strogue
I have two questions
1) "You can become crit immune without having 490 defense (or enough resilience) just by increasing your avoidance stats" - Is there an avoidance percentage that you need to reach to get crit immune without 490 defense or resilience?
2) In the "hit table" what does it mean to knock "hit" off? Crushing and crits are self explanatory, but "hit" is the first thing to go, so what does that mean?
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