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[Tank] What do each of these stats do precisely?Follow

#1 Feb 23 2011 at 8:04 PM Rating: Decent
I am trying to look up what the tanking stats actually do and which main stats affect them.
Like block, parry and dodge?
Do they just negate the damage or do they reduce the damage taken?
Is one stat better than the rest?
Is there any negative effect to stacking too much of a stat?
#2 Feb 23 2011 at 11:21 PM Rating: Good
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I can answer a few of these from my personal experience tanking in the beta.

Block - mitigates damage but it is not 100% avoidance. I'm not sure which stat affects it, I seem to recall strength affecting it but I can't remember for sure so someone else will have to help you on that.

Parry - 100% avoidance. When I parried an attack I did not appear to take any damage at all. I do not recall the stat for parry other than parry.

Dodge - 100% avoidance. When I dodge an attack I did not appear to take damage. Agility affects this stat as well as, of course, dodge.

As far as which is better, it will depend on your playstyle and your healers' playstyle. I really liked paladin tanking, but it was primarily block (+ self heals from blocks as you progress into the tree). It has a good amount of AoE threat and single target threat. Riftstalkers seem to have a lot of dodge and damage shields, but I didn't really play one in the beta so I can't be sure. They also seem to be a really solid single target tank, but again, a Riftstalker might be able to comment more on that. As far as Warlord, Void Knight or Reaver as primary souls, I'm not entirely sure. I've heard good things about Justicars too, but, again, I never tried one. :)

I don't think that we know what too much total avoidance is yet - only time and parsing will tell!

Hope that helps a bit! :)

Edited, Feb 24th 2011 12:22am by mynameisbroken
#3 Feb 23 2011 at 11:35 PM Rating: Good
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I played Rifstalker/bard/bladedancer puting points in endurance and mitigation(shields and armor).

From the 5 runs of IT, I tanked 1 and I have to say that the aoe and st threat with a riftstalker was superior to the war and cleric, but I don't know how the tanks I ran with set up their builds. So, I don't have a good test pool to say if that is true across the board.

MOBS: I would pull with a port-in-aoe ability then aoe using Rift disturbance I think, then use the bladedancer twin strike move. I'd put up the dodge, shield, then armor combo point based buffs. Then with a steady pulling pace the buffs can be easily managed so they don't fall off.

BOSS: I used the port-in-st attack then stacked points with the high threat Riftstalker st attack, putting up buffs as described for mobs.

The run I tanked had a Chloromancer as heals and they said it was pretty easy to keep me up and comparable to the other calling tanks.
#4 Feb 23 2011 at 11:38 PM Rating: Good
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Strength directly helps parry and block while Dexterity is dodge. That's what I remember seeing anyway.
#5 Feb 24 2011 at 1:46 AM Rating: Good
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One thing to note is that unlike other mmos, Block reduces damage from all sources of damage, including direct damage spells and each tick of a damage-over-time debuff. It is easily the stat that tanks must stack the most for survivability. You can not, however, dodge or parry spells.
#6 Feb 28 2011 at 4:23 AM Rating: Decent
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acerfactum wrote:
I played Rifstalker/bard/bladedancer puting points in endurance and mitigation(shields and armor).

From the 5 runs of IT, I tanked 1 and I have to say that the aoe and st threat with a riftstalker was superior to the war and cleric, but I don't know how the tanks I ran with set up their builds. So, I don't have a good test pool to say if that is true across the board.

MOBS: I would pull with a port-in-aoe ability then aoe using Rift disturbance I think, then use the bladedancer twin strike move. I'd put up the dodge, shield, then armor combo point based buffs. Then with a steady pulling pace the buffs can be easily managed so they don't fall off.

BOSS: I used the port-in-st attack then stacked points with the high threat Riftstalker st attack, putting up buffs as described for mobs.

The run I tanked had a Chloromancer as heals and they said it was pretty easy to keep me up and comparable to the other calling tanks.


i found this to be very helpful. as a riftstalker/nard/bladedancer as well, i used similar strategies in beta, but not having played WoW, was somewhat unfamiliar with tanking in this context. i'm glad i have the right idea, it certainly worked well for me, and i picked up a couple tips.

this helped me get a better idea of how to effectively tank multiple mobs. it was a little different in ffxi. anyway, thanks.
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#7 Feb 28 2011 at 8:46 AM Rating: Decent
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mynameisbroken wrote:

Dodge - 100% avoidance. When I dodge an attack I did not appear to take damage. Agility affects this stat as well as, of course, dodge.
Edited, Feb 24th 2011 12:22am by mynameisbroken


Agility isn't in the game, I assume you mean Dexterity ;) otherwise good info :D
#8 Mar 01 2011 at 8:49 PM Rating: Decent
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I'm currently level 20 and playing a Warrior. I'm running with a Reaver/Paladin/Warlord build with Reaver being the main focus. I have a bit more mitigation due to 10% damage reduction through talents. I get no extra mitigation/avoidance through Reaver but I gain AoE threat abilities and some great self heals. I personally like it better then Paladin and Void Knight.

Also Block will only block and portion of damage that you take and is directly associated with the amount of block rating your shield has and how much Strength you have. You can only block attacks from in front of you.

Dodge is pure avoidance, you can dodge attacks from behind and in front and is directly associated with Dexterity and Dodge rating.

Parry is avoidance but not pure avoidance due to the fact that you can ONLY parry attacks coming from in front of you. Directly associated with Strength and Dexterity and Parry rating.

So with this set-up and wanting the most avoidance, Dexterity seems to be the best stat to stack besides Endurance, since it gives you the most amount of avoidance per point(1 Dex:1 Dodge, and 1 Dex:0.4 Parry) Whereas Strength(1 Str:1 Block, and 1 Str:1.5 Parry) now you might be saying "Wouldn't Strength be better for the block?" The answer is actually a no since block is only mitigating a portion of the damage coming at you where dodge is completely nullifying the damage. Of course having a mix of the 2 stats will most likely prove the best since you would get the greatest diversity of avoidance. Also 1 Dodge:+0.024% chance to dodge an attack; 1 Parry:+0.28% chance to parry an attack; 1 Block:~+0.08% Increase chance to block physical attacks and ~+0.23% Increase amount of damage absorbed from blocks.

**SOURCE FOR VALUES** http://rift.zam.com/wiki/Rift_101-_Attributes_%28Rift%29
#9 Mar 07 2011 at 9:39 PM Rating: Decent
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Strength= attack power
Parry
Block

Dexterity= attack power (rogues)
physical crit
dodge

Block dodge and parry obviously contribute to those stats. For a block tank (Pali, Warlord) Str is the most important of the primary stats after endurance because it directly enhances your threat and two of your avoidance and mitigation stats. Dexterity is important as well, but you should always pick strength over it. One problem that I have noticed is that when you view your stats in the character it shows only what your stats contribute and is not modified by your talents. I have a pali/reaver/warlord tank and I am specced into 10 points of block that contribute 15% block chance but in my stats page I have listed 13% block.
#10 Mar 18 2011 at 2:25 PM Rating: Decent
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What if you took the approach of actually balancing out the three to wear one was just 1-2% higher or lower to equal out your mitigation

i also know from tanking as a warrior that when you block damage it really doesn't show that much physical damage being taken down, but if you take in account your getting raped by curses, spells, and physical, as well as, all the armor increases through talents your looking at a lot of damage mitigation. that's also not taking into account your gonna get critically hit either.

In my opinion you should not stack one of any, but equalize them for the shear fact that if you dodge or parry too many times in a row you will have diminishing returns on either or. By evening the %'s out you will minimize diminishing returns on your parry and dodge and manage to mitigate more damage.

hope this helps
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