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Defense and Mitgation: How it all works » OMGIMAGeek

Defense and Mitgation: How it all works

I stole this off the Wow-Europe Pally boards, just because it’s probably the most comprehensive explanation of the thing I’ve ever seen, and AFAIK, it all checks out with everything I know about tanking.

Credit goes to : ZoE
Original Post: WoW EU Forum- Defense and Mitigation: How it Works

————————————
Basic Concept:

The basic concept of tanking consists of three parts, maintaining the aggro, mitigating the damage and staying alive. There are three classes considered to be tanking class, the Warrior, the Paladin and the Druid. Though any class has some form to maintain aggro, mitigate damage and staying alive, only Warriors, Paladins and Druids have skills and talents specific for this purpose, as well as items made for them. This guide only talks about Warriors, Paladins and Druids.

Maintaining Aggro:

One aspect of tanking is making sure the mobs attack you, not the other people in your group, since you’re made to take the hits where the rest is not. Mitigating your damage is useless if you’re not the one getting the damage, and you’ll more likely to survive a hit than the other people in your group.

The threat caused by Warriors and Druids scales with stats such as Strength, Agility and Attack Power. The threat caused by Paladins scales with Spell Damage.

Mitigating Damage:

Another aspect of tanking is minimizing the damage you’ll be receiving. It’s completely useless to keep the aggro from the cloth wearers, if you take as much damage as them. Your healers cannot keep you alive, unless you make sure to take the minimum amount of damage possible. Damage mitigation can be subdivided in two groups.

Damage Reduction means reducing the damage you’ll receive when you get hit. The most basic form of damage reduction is Armor. The higher your armor value, the less damage you will take. A Warrior’s Defensive Stance provides 10% Damage Reduction. A Paladin’s Righteous Fury provides up to 6% Damage Reduction based on talents. These apply after each other. If you have a 60% Damage Reduction from Armor, then Defensive Stance only reduces 10% of the remaining 40% for a total of 64% Damage Reduction. Blessing of Sanctuary provides a flat Damage Reduction (80 at level 70), but before Damage Reduction from Armor and Stance is taken into account, so that Warrior with 64% Damage Reduction would only receive 28.8 less damage thanks to Blessing of Sanctuary. Block Value provides a flat Damage Reduction whenever you Block an attack, after Damage Reduction from Armor and Stance is taken into account.

Damage Avoidance means avoiding a source of damage altogether. Your Miss, Dodge and Parry chance avoid getting damaged altogether. Your Block chance avoids receiving Critical Hits and Crushing Blows, since these are mutually exclusive. Though avoiding getting damaged altogether is a nice thing, it’s only a chance, and therefore unreliable. It’s chance based, and might or might not happen. It won’t do you any good if it doesn’t happen. Don’t go through great lengths just to boost complete avoidance. It’s a little different for Critical Hits and Crushing Blows. With the right talents and gear, these can be avoided completely by Warriors and Paladins, making it something you can rely on. By reducing the chance of Critical Hits and Crushing Blows to zero, you cannot get unlucky.

Staying Alive:

The more Damage Mitigation you have, the less your healers will have to heal you, but you will receive damage. No matter how low the damage you take is, if the healers don’t have time to heal you, you will die regardless. Your heath bar is there for the sole purpose to give your healers time to heal you back up before you take the next hits. It does not reduce the damage you take or the healing you need in any way.

If you completely strife for the most health, while disregarding actual damage mitigation, you will take more damage than your healers can keep up with, and you will die. If you completely strife for the most mitigation, while disregarding your health, an unlucky string of hits will kill you.

Damage Reduction from Armor:
Against mobs up to lvl59, the Damage Reduction in % is:
100 * Armor / (Armor + (Moblvl * 85) + 400)

Against mobs of lvl60 and up, the Damage Reduction in % is:
100 * Armor / (Armor + (Moblvl * 467.5) – 22170)

Against lvl73 mobs (Bosses are considered lvl73 for lvl73 player characters):
100 * Armor / (Armor + 11957.5)

The Damage Reduction for Armor is capped to 75%. Any Armor in excess of that becomes useless. For lvl73 mobs, this is 35872.5.

The Attack Table:

When a mob or character physically attacks another mob or character, WoW determines the result with a single roll. It adds all possible values together, using the following attack table:

Miss
Dodge
Parry
Block
Critical Hit
Crushing Blow (mobs only)
Regular Hit

There are formulas that determine the a character or mob’s chance to Miss, Dodge, Parry, Block, Critical Hit and Crushing Blow in %. Those are placed below each other on a line from 0 to 100%. If the total of those values is less than 100%, the remainder is filled up with Regular Hit. If the total of those values is more than 100%, everything beyond 100% falls off the bottom (first Crushing Blow, then Critical Hit, then Block, etc…).

Example 1: There is a 10% chance a mob will Miss a character, 15% the character will Dodge his attack, 20% the character will Parry his attack, 15% the character wil Block his attack, 5% he will Critically Hit the character and 15% he will place a Crushing Blow on the character. Those values count up to 80%, so the remaining 20% becomes a Regular Hit.

One check is made. A result of 0-10% becomes a Miss. 10-25% becomes a Dodge. 25-45% becomes a Parry. 45-60% becomes a Block. 60-65% becomes a Critical Hit. 65-80% becomes a Crushing Blow. 80-100% becomes a Regular Hit.

Example 2: The character mentioned in Example 1 is a Paladin. He casts Holy Shield, which raises his chance to Block an attack by 30% (for a total Block chance of 45%). The values now count up to 110%, so 10% from the lowest value (10% Crushing Blow) falls off. A result of 45-90% becomes a Block. 90-95% becomes a Critical Hit. 95-100% becomes a Crushing Blow. There is no space for Regular Hits.

Example 3: The character mentioned in Example 1 is a Warrior. He casts Shield Block, which raises his chance to Block an attack by 75% (for a total Block chance of 90%). The values now count up to 155%, so 55% from the lowest values (all 15% Crushing Blow, all 5% Critical Hit, 35% Block) falls off. A result of 45-100% becomes a Block. There is no space for Critical Hits, Crushing Blows or Regular Hits.

Preventing Crushing Blow and Regular Hit:

At the above examples, you can see the basic principle of pushing Crushing Blow and Regular Hit off the table. By raising your total Miss, Dodge, Parry and Block chance to 100% or higher, there is not space left for Critical Hit, Crushing Blow and Regular Hit.

A Protection Warrior’s Shield Block adds 75% Block chance to 2 blocks per 5 seconds. Protection Warriors only need 25% additional mitigation chance to reach 100%, which they already receive from base values and talents. Warriors without the Improved Shield Block talent can only use Shield Block for 1 block per 5 seconds, which results in it being down often, leaving the Warrior vulnerable to Critical Hit, Crushing Blow and Regular Hit.

A Protection Paladin’s Holy Shield adds 30% Block chance to 4 blocks per 10 seconds. The Libram of Repentance raises this by 5.06%. Protection Paladins need 65% additional mitigation chance to reach 100%. They receive around 25% from base values and talents, so about 40% more needs to come from gear (excluding the Libram of Repentance). Protection Paladins also have Redoubt, which adds 30% Block chance to 5 blocks for 10 seconds. However, Redoubt is a chance result of getting hit and cannot be kept up permanently, making it ineffective to reliably prevent Critical Hit, Crushing Blow and Regular Hit.

Druids cannot Parry or Block, so they can only use Miss and Dodge. They have no skills that drastically raise these stats and thus cannot prevent Critical Hit, Crushing Blow and Regular Hit in this way.

The mentioned method is quite situational. There are certain situations where this will not work, leaving you vulnerable to Critical Hit, Crushing Blow and Regular Hit:

– Mobs attack you in the rear.
– Mobs use ranged attacks.
– Mobs attack you more often than Shield Block (2 blocks per 5 seconds) or Holy Shield (4 blocks per 10 seconds) can sustain.
– You get stunned and cannot keep Shield Block or Holy Shield up.
– You get silenced and cannot keep Holy Shield up.
– You do not have enough rage or mana to recast Shield Block or Holy Shield.
– Holy Shield gets dispelled.
– You are disarmed and cannot Parry.
– You are casting and cannot Block.

For Crushing Blows and Regular Hits, nothing else can be done. Raising your total Miss, Dodge, Parry and Block chance to 100% or higher is the only method to prevent them. There is however a different solution for Critical Hits, that is more reliable.

Preventing Critical Hit:

Critical Hit% = 5% + ((Attacker’s Weapon Skill) – (Defender’s Defense Skill)) * 0,04%

For the average mob or character, both Weapon Skill and Defense Skill are 5*lvl. So if both the attacker and defender are of equal level, without bonuses to Weapon Skill or Defense Skill, the Critical Hit chance is 5%. Bosses are always considered 3 levels higher than you, so their Weapon Skill is 15 higher than your default Defense Skill, which raises the Critical Hit chance by 0.6% (to 5.6%).

By raising the Defense Skill high enough to reduce this chance by 5.6%, the Critical Hit chance from bosses is reduced to 0%. This requires 140 additional Defense Skill (which, at level 70, brings you to 490 Defense Skill). For level 70 characters, 2.4 Defense Rating raises your Defense Skill by 1. 336 Defense Rating raises your Defense Skill by 140.

Warriors and Paladins have a talent called Anticipation that raises their Defense Skill by 20. Characters with this talent only need an additional 120 Defense Skill. 288 Defense Rating raises your Defense Skill by 120.

Druids:

Druids have a talent called Survival of the Fittest that reduces the Critical Hit chance against them by 3%. Characters with this talent reduce the Critical Hit chance from bosses down to 2.6%. Reducing the Critical Hit chance by 2.6% requires 65 Defense Skill (which, at level 70, brings you to 415 Defense Skill). 156 Defense Rating raises your Defense Skill by 65.

For Druids, every point of Defense Skill:
– Increases the chance to be Missed by 0.04%.
– Increases the chance to Dodge by 0.04%.
– Decreases the chance to receive a Critical Hit by 0.04%.

Once 415 Defense Skill is reached, only complete avoidance helps. To upgrade complete avoidance by 1%, you need:
– 12 Agility (Druid)
– 18.9 Dodge Rating
– 30 Defense Rating (Druid)

Calculations:

As mentioned above, you need 490 Defense Skill to prevent Critical Hits from bosses. In addition, you need to raise the total Miss, Dodge, Parry and Block chance against lvl73 mobs to 100% to prevent Crushing Blows and Regular Hits from bosses. Warriors and Paladins can achieve this. Druids cannot.

For the sake of simplicity, I’m going to assume a few conditions:
– You are a Warrior or a Paladin.
– You are lvl70.
– You are considering damage mitigation against lvl73 mobs, which includes mobs at boss level.
– Your base Defense Skill is maxed out to 350.
– You have the Anticipation talent maxed out, which raises your Defense Skill by 20.
– You have the Deflection talent maxed out, which raises your Parry chance by 5%.
– Warrior: You have the Shield Specialization talent maxed out, which raises your Block chance by 5%.
– Warrior: You have the Improved Shield Block talent, which Blocks 2 attacks per 5 seconds.
– Paladin: You have the Holy Shield talent, which you can use to raise your Block chance by 30%.
– Paladin: You have the Libram of Repentance equipped, which raises the Block chance of Holy Shield by 5.06% (to 35.06%).
– Paladin: You do not have the Redoubt talent, or it doesn’t proc. It’s of course nice when it procs, but not reliable, since you cannot decide when it’s up.

Base Agility @ lvl70:

Night Elven Warrior – 101
Human Warrior – 96

Human Paladin – 77
Dwarven Paladin – 73
Draenei Paladin – 74
Blood Elven Paladin – 79


Miss chance:

For Warriors and Paladins, every point of Defense Skill:
– Increases the chance to be Missed by 0.04%.
– Increases the chance to Dodge by 0.04%.
– Increases the chance to Parry by 0.04%.
– Increases the chance to Block by 0.04%.
– Decreases the chance to receive a Critical Hit by 0.04%.

2.4 Defense Rating = 1 Defense Skill (@ lvl70)
60 Defense Rating = +1% Miss, +1% Dodge, +1% Parry, +1% Block, -1% Crit (@ lvl70)

Miss% = 5% + ((Defenders Defense Skill) – (Attackers Weapon Skill)) * 0.04%
Assuming lvl73 mobs and 370 base Defense Skill:
Miss% = 5,2% + (Defense Rating / 60)%

Dodge chance:

18.9 Dodge Rating = 1% Dodge (@ lvl70)
Night Elves have a 1% Racial Bonus to Dodge%.

Dodge% = Base Dodge% + Racial Bonus + (Dodge Rating / 18.9)% + ((Defenders Defense Skill) – (Attackers Weapon Skill)) * 0.04% + (Agility / Agility Ratio)%
Assuming lvl73 mobs and 370 base Defense Skill:
Dodge% = 0.2% + Base Dodge% + Racial Bonus + (Dodge Rating / 18.9)% + (Defense Rating / 60)% + (Agility / Agility Ratio)%

Warriors (Base Dodge% = 0.75%, Agility Ratio = 30):
Dodge% = 0.95% + Racial Bonus + (Dodge Rating / 18.9)% + (Defense Rating / 60)% + (Agility / 30)%

Night Elven Warrior (Base Agility = 101, Racial Bonus = 1%):
Dodge% = 5.11% + (Dodge Rating / 18.9)% + (Defense Rating / 60)% + (Agility Bonus / 30)%

Human Warrior (Base Agility = 96, other Warriors match this closely):
Dodge% = 3.95% + (Dodge Rating / 18.9)% + (Defense Rating / 60)% + (Agility Bonus / 30)%

Paladins (Base Dodge% = 0.65%, Agility Ratio = 25):
Dodge% = 0.85% + (Dodge Rating / 18.9)% + (Defense Rating / 60)% + (Agility / 25)%

Human Paladin (Base Agility = 77, other Paladins match this closely):
Dodge% = 3.73% + (Dodge Rating / 18.9)% + (Defense Rating / 60)% + (Agility Bonus / 25)%


Parry chance:

31.5 Parry Rating = 1% Parry (@ lvl70)
Deflection gives a 5% Talent Bonus to Parry%.

Parry% = 5% + Talent Bonus + (Parry Rating / 31.5)% + ((Defenders Defense Skill) – (Attackers Weapon Skill)) * 0.04%
Assuming lvl73 mobs, 370 base Defense Skill and the Deflection talent:
Parry% = 10,2% + (Parry Rating / 31.5)% + (Defense Rating / 60)%


Block chance:

7.9 Block Rating = 1% Block (@ lvl70)
Warrior Shield Specialization gives a 5% Talent Bonus to Block%.

Block% = 5% + Talent Bonus + (Block Rating / 7.9)% + ((Defenders Defense Skill) – (Attackers Weapon Skill)) * 0.04% + Ongoing skill effects
Assuming lvl73 mobs and 370 base Defense Skill:
Block% = 5,2% + Talent Bonus + (Block Rating / 7.9)% + (Defense Rating / 60)% + Ongoing Skill Effects

Warriors with the Shield Specialization talent and Shield Block up:
Block% = 85,2% + (Block Rating / 7.9)% + (Defense Rating / 60)%.

Paladins with Holy Shield up and Libram of Repentance equipped:
Block% = 40,26% + (Block Rating / 7.9)% + (Defense Rating / 60)%.

Prevention chance:

Chance to prevent Crushing Blow and Regular Hit:
[Miss%] + [Dodge%] + [Parry%] + [Block%]
[5,2% + (Defense Rating / 60)%] + [0.2% + Base Dodge% + Racial Bonus + (Dodge Rating / 18.9)% + (Defense Rating / 60)% + (Agility / Agility Ratio)%] + [10,2% + (Parry Rating / 31.5)% + (Defense Rating / 60)%] + [5,2% + Talent Bonus + (Block Rating / 7.9)% + (Defense Rating / 60)% + Ongoing Skill Effects]
20,8% + Base Dodge% + Racial Bonus + Talent Bonus + Ongoing Skill Effects + (Defense Rating / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility / Agility Ratio)%

Night Elven Warriors:
30,91% + Ongoing Skill Effects + (Defense Rating / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 30)%

Night Elven Warriors with Shield Block up:
105,91% + (Defense Rating / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 30)%

Human Warriors (Other Warriors match this closely):
29,75% + Ongoing Skill Effects + (Defense Rating / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 30)%

Human Warriors with Shield Block up (Other Warriors match this closely):
104,75% + (Defense Rating / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 30)%

Human Paladins (Other Paladins match this closely):
24,53% + Ongoing Skill Effects + (Defense Rating / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 25)%

Human Paladins with Holy Shield up and Libram of Repentance equipped (Other Paladins match this closely):
59,59% + (Defense Rating / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 25)%

Warriors:

Warriors do not have to worry about Crushing Blow and Regular Hit. As long as Shield Block is up, Crushing Blow and Critical Hit cannot happen. Their main priority is to get their Defense Skill up to 490. If they have the Anticipation, then this requires 288 Defense Rating. Additional Block chance is useless, as it falls of the table. Therefore, once 490 Defense Skill is reached, only complete avoidance helps. To upgrade complete avoidance by 1%, you need:
– 18.9 Dodge Rating
– 20 Defense Rating (Warrior and Paladin)
– 30 Agility (Warrior)
– 31.5 Parry Rating

Of course there are situations where you cannot keep Shield Block up. In these situations Block Chance has an effect. However, keep in mind that Regular Hit is the first value to fall off. The only effect is that you turn Regular Hit into Block. The damage mitigation is equal to the difference in Block Chance * Block Value.

Paladins:

Unlike Shield Block, Holy Shield does not push Crushing Blows off the table by itself. Additional prevention is required. Their main priority is to get their Defense Skill up to 490. If they have the Anticipation, then this requires 288 Defense Rating. Human Paladins with Holy Shield up, Libram of Repentance equipped, the Anticipation talent maxed out, the Deflection talent maxed out and an additional 288 Defense Rating from gear have the following avoidance:
78,79% + (Defense Rating beyond 288 / 15)% + (Dodge Rating / 18.9)% + (Parry Rating / 31.5)% + (Block Rating / 7.9)% + (Agility Bonus / 25)%

Human Paladins need an additional 21,21% chance to prevent Crushing Blow and Regular Hit. To upgrade prevention by 1%, you need:
– 7.9 Block Rating
– 15 Defense Rating (Warrior and Paladin)
– 18.9 Dodge Rating
– 25 Agility (Paladin)
– 31.5 Parry Rating

To reach 100% prevention of Crushing Blow and Regular hit while remaining immune to Critical Hits, you need:
– 288 Defense Rating + 168 Block Rating
– 288 Defense Rating + 318 additional Defense Rating = 606 Defense Rating
– 288 Defense Rating + 401 Dodge Rating
– 288 Defense Rating + 530 Agility Bonus
– 288 Defense Rating + 668 Parry Rating

Of course, you can use a combination of Block Rating, additional Defense Rating, Dodge Rating, Agility Bonus and Parry Rating, as long as the following formula gives a result of 21.19% or higher:
(Block Rating / 7.9)% + (Defense Rating beyond 288 / 15)% + (Dodge Rating / 18.9)% + (Agility Bonus / 25)% + (Parry Rating / 31.5)%

Dwarven Paladins need 21.37%. Draenei Paladins need 21.33%. Blood Elven Paladins need 21.13%.

If 100% prevention is reached, additional Block chance becomes useless, as it falls of the table. Therefore, once 490 Defense Skill and 100% prevention are reached, only complete avoidance helps. To upgrade complete avoidance by 1%, you need:
– 18.9 Dodge Rating
– 20 Defense Rating (Warrior and Paladin)
– 25 Agility (Paladin)
– 31.5 Parry Rating

Of course there are situations where you cannot keep Holy Shield. In these situations Block Chance has an effect. However, keep in mind that Regular Hit is the first value to fall off. When Redoubt is not up, the only effect is that you turn Regular Hit into Block. The damage mitigation is equal to the difference in Block Chance * Block Value.

When Redoubt is up however, there’s a slim chance that you receive a Crushing Blow and no chance that you receive a Regular Hit, as Holy Shield has a slightly higher Block Chance than Redoubt due to the Libram of Repentance. Additional Block Chance would actually turn Crushing Blow into Block in those situations.

Plate Defense Gear:

Chest:
Breastplate of the Bold
The Arcatraz: Harbinger Skyriss
1164 Armor, 19 DefR, 33 Sta, 23 Str, 21 Agi, Sockets: Red, Red, Blue, +4 DefR.

Breastplate of the Righteous
The Steamvault: Warlord Kalitresh
1164 Armor, 20 DefR, 30 Sta, 28 Int, 23 SpellD, Sockets: Red, Blue, Yellow, +2 Mana/5.


Jade-Skull Breastplate

The Mechanar: Nethermancer Sepethrea
1164 Armor, 25 DefR, 23 BlockR, 50 Sta, 30 Str.

Vindicator’s Hauberk
Reputation: Aldor Revered.
1164 Armor, 46 DefR, 19 DodgeR, 39 Sta.

Breastplate of the Warbringer
Quest reward: Forge Camp: Annihilated (Nagrand)
1048 Armor, 31 DefR, 45 Sta, 30 HitR.

Legs:
Legplates of the Bold
The Black Morass – Aeonus
1019 Armor, 26 DefR, 45 Sta, 31 Str, 19 Agi.

Legplates of the Righteous
The Black Morass – Aeonus
1019 Armor, 26 DefR, 27 Sta, 24 Int, 28 SpellD, 10 Mana/5.

Greaves of the Shatterer
The Shattered Halls: Warchief Kargath Bladefist
1019 Armor, 25 DefR, 37 Sta, 25 Str, Sockets: Red, Blue, Yellow, +6 BlockV.

Felsteel Leggings
Profession: Blacksmithing (6 Felsteel Bar)
1200 Armor, 33 DefR, 39 Sta, Sockets: Red, Blue, Yellow, +4 DodgeR.

Timewarden’s Leggings
Reputation: Keepers of Time Revered
1019 Armor, 18 DefR, 11 DodgeR, 57 Sta, Sockets: Red, Blue, Yellow, +6 BlockV.

Legguards of the Resolute Defender
Quest Reward: Destroy Naberius! (Netherstorm)
942 Armor, 31 DefR, 20 ParryR, 42 Sta, 23 Agi.

Head:
Warhelm of the Bold
The Botanica: Warp Splinter
946 Armor, 20 DefR, 23 Sta, 24 Str, 22 Agi, Sockets: Blue, Meta, +4 Str.

Helm of the Righteous
The Mechanar: Pathaleon the Calculator
946 Armor, 21 DefR, 30 Sta, 20 Int, 23 SpellD, 6 Mana/5, Sockets: Yellow, Meta, +4 Int.

Greathelm of the Unbreakable
The Shattered Halls: Grand Warlock Nethecurse
922 Armor, 30 DefR, 48 Sta, 36 Str.

Felsteel Helm
Profession: Blacksmithing (8 Felsteel Bar)
1206 Armor, 33 DefR, 27 Sta, Sockets: Red, Blue, Blue, +4 HitR.

Oathkeeper’s Helm
Profession: Blacksmithing (8 Hardened Adamantite Bar, 3 Primal Might, 18 Primal Life, 1 Primal Nether)
1080 Armor, 15 DefR, 40 Sta, 22 Int, 26 SpellD, 9 Mana/5, Sockets: Red, Blue, Yellow, +4 SpellHitR.

Myrmidon’s Headdress
Quest Reward: The Warlord’s Hideout (Coilfang Reservoir)
946 Armor, 33 DefR, 37 Sta, 17 Str, Sockets: Red, Meta, +4 Str.

Shoulders:
Shoulderguards of the Bold
Shadow Labyrinth – Murmur
873 Armor, 17 DefR, 25 Sta, 25 Str, Sockets: Blue, Yellow, +3 DodgeR.

Spaulders of the Righteous
The Botanica: Laj
873 Armor, 20 DefR, 22 Sta, 22 Int, 15 SpellD, Sockets: Red, Blue, +3 DefR.

Fanblade Pauldrons
Auchenai Crypts: Shirrak the Dead Watcher (Heroic)
873 Armor, 20 DefR, 15 ParryR, 22 Sta, 16 Str, Sockets: Red, Blue, +3 ParryR.

Nexus-Guard’s Pauldrons
Quest Reward: Success! (Netherstorm)
767 Armor, 17 BlockR, 27 Sta, 17 Agi, 26 BlockV.

Hands:
Gauntlets of the Bold
The Steamvault: Warlord Kalitresh
728 Armor, 14 DefR, 31 Sta, 17 Str, 16 Agi, Sockets: Red, Yellow, +3 ParryR.

Gauntlets of the Righteous
Shattered Halls: Warchief Kargath Bladefist
728 Armor, 19 DefR, 22 Sta, 20 Int, 21 SpellD, 7 Mana/5.

Thatia’s Self-Correcting Gauntlets
The Arcatraz – Dalliah the Doomsayer
728 Armor, 18 DefR, 35 Sta, 16 Str, 39 BlockV.

Felsteel Gloves
Profession: Blacksmithing (6 Felsteel Bar)
892 Armor, 25 DefR, 27 Sta, Sockets: Red, Blue, +3 ParryR.

Gauntlets of the Chosen
Reputation: Scryer Revered
728 Armor, 35 DefR, 30 Sta, 15 Agi.

Dauntless Handguards
Alliance Quest Reward: Fel Embers (Hellfire Citadel)
722 Armor, 25 BlockR, 38 BlockV, 36 Sta.

Feet:
Boots of the Colossus
Mana-Tombs: Pandemonius (Heroic)
800 Armor, 19 DefR, 27 Sta, 22 Str, Sockets: Blue, Yellow, +3 DefR.

Flesh Beast’s Metal Greaves
Quest Reward: Someone Else’s Hard Work Pays Off (Mana-Tombs)
680 Armor, 18 DefR, 28 DodgeR, 25 Sta.


Waist:

Girdle of the Immovable
The Slave Pens: Quagmirran (Heroic)
655 Armor, 18 DefR, 12 BlockR, 33 Sta, 17 Str, Sockets: Red, Yellow, +3 DodgeR.

Sha’tari Vindicator’s Waistguard
Quest reward: How to Break Into the Arcatraz (Tempest Keep)
655 Armor, 20 DefR, 24 BlockR, 33 Sta, 29 BlockV.

Lightwarden’s Girdle
Aldor Quest reward: Deathblow to the Legion (Netherstorm)
622 Armor. 23 DefR, 30 Sta, 14 Int, 28 SpellD.

Girdle of the Lost Vindicator
Aldor Quest reward: Aldor No More (Netherstorm)
590 Armor, 18 DefR, 39 Sta, 18 Str.

Wrists:
Vambraces of Daring
Hellfire Ramparts: Nazan & Vazruden (Heroic)
509 Armor, 11 DefR, 26 Sta, 18 Str, 23 BlockV.

Sha’tari Wrought Armguards
Quest reward: The Soul Devices (Auchendoun)
509 Armor, 12 DefR, 18 Sta, 20 Str, Sockets: Yellow, +3 Sta.

Bracers of the Green Fortress
Profession: Blacksmithing (6 Hardened Adamantite Bar, 20 Primal Life, 1 Primal Nether)
581 Armor, 17 DefR, 10 DodgeR, 39 Sta.

Shield:
Azure-Shield of Coldarra
Badges of Justice: 33
4261 Armor, 20 DefR, 28 Sta, 131 BlockV.

Crest of the Sha’tar
Reputation: The Sha’tar Exalted
4058 Armor, 11 DefR, 18 Sta, 117 BlockV, Sockets: Blue, Blue, 3 DodgeR.

Platinum Shield of the Valorous
Shadow Labyrinth: Ambassador Hellmaw
3711 Armor, 24 DefR, 33 Sta, 83 BlockV.

Shield of the Wayward Footman
World Drop
3329 Armor, 16 DefR, 18 BlockR, 24 Sta, 71 BlockV.

Leather Defense Gear:

Chest:
Heavy Clefthoof Vest
Profession: Leatherworking (6 Heavy Knothide Leather, 40 Thick Clefthoof Leather, 4 Primal Earth, 2 Rune Thread)
290 Armor, 28 DefR, 52 Sta, Sockets: Blue, Yellow, Yellow, +4 DodgeR.

Legs:
Heavy Clefthoof Leggings
Profession: Leatherworking (6 Heavy Knothide Leather, 34 Thick Clefthoof Leather, 4 Primal Earth, 2 Rune Thread)
251 Armor, 34 DefR, 42 Sta, Sockets: Blue, Blue, Yellow, +4 DodgeR.

Feet:

Heavy Clefthoof Boots
Profession: Leatherworking (4 Heavy Knothide Leather, 20 Thick Clefthoof Leather, 4 Primal Earth, 2 Rune Thread)
198 Armor, 24 DefR, 37 Sta, Sockets: Blue, Yellow, +3 DodgeR.

Generic Defense Gear:

Weapon:
Honor’s Call
Reputation: Honor Hold Exalted
1.80 Speed, 78.9 DPS, 16 DefR, 12 Sta, 6 HitR.

Warbringer
Reputation: Thrallmar Exalted
1.80 Speed, 78.9 DPS, 16 DefR, 12 Sta, 6 HitR.

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Crystalblade of the Draenei
World drop
1.60 Speed, 62.8 DPS, 13 DefR, 18 Sta.

Blade of the Archmage
Reputation: Honor Hold Exalted
1.80 Speed, 41.1 DPS, 12 Sta. 11 Int, 150 SpellD, 21 SpellCritR.

Stormcaller
Reputation: Thrallmar Exalted
1.80 Speed, 41.1 DPS, 12 Sta. 11 Int, 150 SpellD, 21 SpellCritR.

Continuum Blade
Reputation: Keepers of Time Revered
1.80 Speed, 41.1 DPS, 30 Sta, 11 Int, 121 SpellD, 8 SpellHitR.

Earthwarden
Reputation: Cenarion Expedition Exalted
3.20 Speed, 65.0 DPS, 500 Armor, 24 DefR, 24 FeralR, 525 FeralAP.

Back:
Cloak of Eternity
Profession: Tailoring (108 Netherweave Cloth, 12 Arcane Dust, 6 Primal Earth)
76 Armor, 23 DefR, 36 Sta.

Ironscale War Cloak
The Slave Pens: Rockmar the Crackler (Heroic)
78 Armor, 19 BlockR, 26 Sta, 29 BlockV.

Devilshark Cape
The Steamvault: Warlord Kalitresh
78 Armor, 20 DefR, 18 DodgeR, 22 Sta, 29 BlockV.

Burnoose of Shifting Ages
The Black Morass: Chrono Lord Deja
216 Armor, 26 DefR, 15 Sta, 29 BlockV.

Neck:
Mark of the Ravenguard
Quest Reward: Brother Against Brother (Auchendoun)
17 DefR, 40 Sta.

Necklace of the Juggernaut
Badges of Justice: 25
21 DefR, 30 Sta, 18 Agi.

Maladaar’s Blessed Chaplet
Auchenai Crypts: Exarch Maladaar (Heroic)
20 DefR, 12 DodgeR, 30 Sta.

Strength of the Untamed
Reputation: Cenarion Expedition Revered
19 DefR, 18 DodgeR, 27 Sta.

Steam-Hinge Chain of Valor
The Steamvault: Mekgineer Steamrigger
19 BlockR, 26 Sta, 29 BlockV.

Finger:
Lieutenant’s Signet of Lordaeron
Old Hillsbrad Foothills: Lieutenant Drake (Heroic)
110 Armor, 21 DodgeR, 30 Sta.

Ring of Unyielding Force
Badges of Justice: 25
200 Armor, 21 DefR, 27 Sta.

Iron Band of the Unbreakable
Old Hillsbrad Foothills: Lieutenant Drake
170 Armor, 17 DefR, 27 Sta.

Elementium Band of the Sentry
The Arcatraz: Harbinger Skyriss
20 DefR, 19 DodgeR, 24 Sta.

Violet Signet
Reputation: The Violet Eye Friendly
The Violet Eye Friendly: 210 Armor, 13 DefR, 27 Sta.
The Violet Eye Honored: 230 Armor, 14 DefR, 30 Sta.
The Violet Eye Revered: 235 Armor, 15 DefR, 31 Sta.
The Violet Eye Exalted: 250 Armor, 16 DefR, 33 Sta.

Andormu’s Tear
Quest Reward: Hero of the Brood (Caverns of Time)
10 DefR, 26 DodgeR, 15 BlockR.

Trinket:
Argussian Compass
The Underbog: The Black Stalker (Heroic)
36 Sta, Use: Reduces damage from each attack by 68, up to a total of 1150 damage absorbed. Lasts 20 seconds.

Timelapse Shard
Reputation: Keepers of Time Exalted
25 Sta, 23 ResR, Use: Reduces your threat to enemy targets within 30 yards, making them less likely to attack you.

Adamantine Figurine
Shadow Labyrinth: Blackheart the Inciter
32 DefR, Use: Increases armor by 1280 for 20 seconds.

Dabiri’s Enigma
Quest Reward: Dimensius the All-Devouring (Netherstorm)
30 DefR, Use: Increases block rating by 125 for 15 seconds.

Figurine of the Colossus
The Shattered Halls: Warchief Kargath Bladefist
32 BlockR, Use: Each successful block heals you for 120. Effect lasts 20 seconds.

Gnomish Poultryizer
Profession (Self Only): Gnomish Engineering (2 Hardened Adamantite Tube, 2 Khorium Power Core, 10 Arcane Dust, 2 Large Prismatic Shard)
45 Sta, Use: Turns the target into a chicken for 15 seconds. Well, that is assuming the transmogrification polarity has not been reversed…

Goblin Rocket Launcher
Profession (Self Only): Goblin Engineering (2 Hardened Adamantite Tube, 1 Khorium Power Core, 2 Felsteel Stabilizer, 6 Primal Fire, 6 Primal Earth, 2 Delicate Arcanite Converter)
45 Sta, Use: Fire a powerful rocket at the enemy that does 960 to 1440 damage and stuns them for 3 seconds. This thing has quite a kick though…

Figurine – Living Ruby Serpent
Profession (Self Only): Jewelcrafting (2 Felsteel Bar, 2 Living Ruby, 4 Primal Fire)
33 Sta, 23 Int, Use: Increases damage and healing done by magical spells and effects by up to 150 for 20 seconds.

Figurine – Dawnstone Crab
Profession (Self Only): Jewelcrafting (4 Khorium Bar, 2 Dawnstone, 4 Golden Draenite)
32 DefR, Use: Increases dodge rating by 125 for 20 seconds.

Alchemist’s Stone
Profession (Self Only): Alchemy (1 Philosopher’s Stone, 1 Earthstorm Diamond, 1 Skyfire Diamond, 2 Fel Lotus, 5 Primal Might)
15 Sta, 15 Str, 15 Agi, 15 Int, 15 Spi, Increases the effect that healing and mana potions have on the wearer by 40%.

Tanking Enchantments:

Weapon:
Enchant Weapon – Agility (15 Agi)
Profession: Enchanting (6 Large Brilliant Shard, 6 Greater Eternal Essence, 4 Illusion Dust, 2 Essence of Air)

Enchant Weapon – Major Striking (+7 Dmg)
Profession: Enchanting (2 Large Prismatic Shard, 6 Greater Planar Essence, 6 Arcane Dust)

Enchant Weapon – Major Spellpower (40 SpellD)
Profession: Enchanting (8 Large Prismatic Shard, 8 Greater Planar Essence)

Enchant Weapon – Battlemaster (Occasional Party Heal)
Profession: Enchanting (2 Void Crystal, 8 Large Prismatic Shard, 8 Primal Water)

Steel Weapon Chain (Disarm Immunity)
Profession: Blacksmithing (8 Steel Bar, 2 Heavy Grinding Stone, 4 Heavy Leather)

Chest:
Enchant Chest – Exceptional Health (150 Health)
Profession: Enchanting (8 Arcane Dust, 4 Major Healing Potion, 2 Large Brilliant Shard)

Enchant Chest – Exceptional Stats (6 Sta, 6 Str, 6 Agi, 6 Int, 6 Spi)
Profession: Enchanting (4 Large Prismatic Shard, 4 Greater Planar Essence, 4 Arcane Dust)

Vindicator’s Armor Kit (8 DefR)
Profession: Leatherworking (3 Heavy Knothide Leather, 1 Primal Earth)

Rugged Armor Kit (40 Armor)
Profession: Leatherworking (5 Rugged Leather)


Legs:

Nethercleft Leg Armor (35 Sta, 12 Agi)
Profession: Leatherworking (4 Heavy Knothide Leather, 16 Thick Clefthoof Leather, 8 Primal Earth, 1 Primal Nether)

Nethercobra Leg Armor (45 AP, 12 CritR)
Profession: Leatherworking (4 Heavy Knothide Leather, 4 Cobra Scales, 8 Primal Air, 1 Primal Nether)

Runic Spellthread (18 Sta, 27 SpellD)
Profession: Tailoring (1 Rune Thread, 10 Primal Mana, 1 Primal Nether)

Presence of Might (10 DefR, 10 Sta, 15 BlockV)
Warrior Quest Reward: Presence of Might (Zul’Gurub)

Syncretist’s Sigil (10 DefR, 10 Sta, 24 Healing)
Paladin Quest Reward: Syncretist’s Sigil (Zul’Gurub)

Arcanum of Protection (12 DodgeR)
Quest Reward: Libram of Protection (Dire Maul)

Lesser Arcanum of Tenacity (125 Armor)
Quest Reward: Libram of Tenacity (Burning Steppes)

Lesser Arcanum of Voracity (8 Str)
Quest Reward: Libram of Voracity (Burning Steppes)

Head:
Glyph of the Defender (16 DefR, 17 DodgeR)
Reputation: Keepers of Time Revered

Glyph of the Outcast (17 Str, 16 Int)
Reputation: Lower City Revered

Glyph of Ferocity (34 AP, 16 HitR)
Reputation: Cenarion Expedition Revered

Glyph of Power (22 SpellD, 14 SpellHitR)
Reputation: The Sha’tar Revered

Presence of Might (10 DefR, 10 Sta, 15 BlockV)
Warrior Quest Reward: Presence of Might (Zul’Gurub)

Syncretist’s Sigil (10 DefR, 10 Sta, 24 Healing)
Paladin Quest Reward: Syncretist’s Sigil (Zul’Gurub)

Animist’s Caress (10 Sta, 10 Int, 24 Healing)
Druid Quest Reward: Animist’s Caress (Zul’Gurub)

Lesser Arcanum of Tenacity (125 Armor)
Quest Reward: Libram of Tenacity (Burning Steppes)

Lesser Arcanum of Voracity (8 Agi)
Quest Reward: Libram of Voracity (Burning Steppes)


Shoulders:

Greater Inscription of Warding (10 DefR, 15 DodgeR)
Reputation: The Aldor Exalted

Greater Inscription of the Knight (15 DefR, 10 DodgeR)
Reputation: The Scryers Exalted

Greater Inscription of Vengeance (30 AP, 10 CritR)
Reputation: The Aldor Exalted

Greater Inscription of the Blade(22 AP, 15 CritR)
Reputation: The Scryers Exalted

Greater Inscription of Discipline (18 SpellD, 10 SpellCritR)
Reputation: The Aldor Exalted

Greater Inscription of the Orb (12 SpellD, 15 SpellCritR)
Reputation: The Scryers Exalted

Hands:
Enchant Gloves – Major Strength (15 Str)
Profession: Enchanting (12 Arcane Dust, 1 Greater Planar Essence)

Enchant Gloves – Superior Agility (15 Agi)
Profession: Enchanting (3 Nexus Crystal, 8 Large Brilliant Shard, 4 Essence of Air)

Enchant Gloves – Major Spellpower (20 SpellD)
Profession: Enchanting (6 Greater Planar Essence, 6 Large Prismatic Shards, 6 Primal Mana)

Enchant Gloves – Threat (2% Threat)
Profession: Enchanting (4 Nexus Crystal, 6 Large Brilliant Shard, 8 Larval Acid)

Enchant Gloves – Spell Strike (15 SpellHitR)
Profession: Enchanting (8 Greater Planar Essence, 2 Arcane Dust, 2 Large Prismatic Shard)

Knothide Armor Kit (8 Sta)
Profession: Leatherworking (6 Knothide Leather)

Vindicator’s Armor Kit (8 DefR)
Profession: Leatherworking (3 Heavy Knothide Leather, 1 Primal Earth)

Rugged Armor Kit (40 Armor)
Profession: Leatherworking (5 Rugged Leather)


Feet:

Enchant Boots: Fortitude (12 Sta)
Profession: Enchanting (12 Arcane Dust)

Enchant Boots: Boar’s Speed (9 Sta, 8% Speed)
Profession: Enchanting (8 Large Prismatic Shard, 8 Primal Earth)

Enchant Boots: Dexterity (12 Agi)
Profession: Enchanting (8 Greater Planar Essense, 8 Arcane Dust)

Enchant Boots: Cat’s Swiftness (6 Agi, 8% Speed)
Profession: Enchanting (8 Large Prismatic Shard, 8 Primal Air)

Vindicator’s Armor Kit (8 DefR)
Profession: Leatherworking (3 Heavy Knothide Leather, 1 Primal Earth)

Rugged Armor Kit (40 Armor)

Profession: Leatherworking (5 Rugged Leather)

Wrists:
Enchant Bracer – Fortitude (12 Sta)
Profession: Enchanting (1 Large Prismatic Shard, 10 Greater Planar Essence, 20 Arcane Dust)

Enchant Bracer – Stats (4 Sta, 4 Str, 4 Agi, 4 Int, 4 Spi)
Profession: Enchanting (6 Arcane Dust, 6 Lesser Planar Essence)

Enchant Bracer – Brawn (12 Str)
Profession: Enchanting (6 Arcane Dust)

Enchant Bracer – Major Defense (12 DefR)
Profession: Enchanting (2 Small Prismatic Shard, 10 Arcane Dust)

Enchant Bracer – Spellpower (15 SpellD)
Profession: Enchanting (6 Large Prismatic Shard, 8 Primal Fire, 8 Primal Water)

Back:
Enchant Cloak – Greater Agility (12 Agi)
Profession: Enchanting (1 Greater Planar Essence, 4 Arcande Dust, 1 Primal Air)

Enchant Cloak – Dodge (12 DodgeR)
Profession: Enchanting (3 Nexus Crystal, 8 Large Brilliant Shard, 8 Guardian Stone)

Enchant Cloak – Major Armor (120 Armor)
Profession: Enchanting (8 Arcane Dust)

Shield:
Enchant Shield – Major Stamina (18 Sta)
Profession: Enchanting (15 Arcane Dust)

Enchant Shield – Shield Block (15 BlockR)
Profession: Enchanting (12 Arcane Dust, 4 Greater Planar Essence, 10 Primal Earth)

Enchant Shield – Tough Shield (18 BlockV)
Profession: Enchanting (6 Arcane Dust, 10 Primal Earth)

Enchant Shield – Lesser Protection (30 Armor)
Profession: Enchanting (1 Lesser Astral Essense, 1 Strange Dust, 1 Small Glimmering Shard)

Felsteel Shield Spike (26-38 Block Damage)
Profession: Blacksmithing (4 Felsteel Bar, 4 Primal Fire, 4 Primal Earth)

Protection Paladin Advised Gear:

This set is combined with the idea to reach 100% Miss/Dodge/Parry/Block chance against lvl73 mobs while Holy Shield is up. The weapon is the major source of spelldamage, accented a little with enchants and gems. All other itemization went into getting as much stamina as possible.

I went for the green-quality jewels. They are practically free, so nothing goes to waste if you later on replace these by higher-quality jewels. Feel free to replace them by their blue-quality equivalents.

Weapon:
Continuum Blade
Reputation: Keepers of Time Revered

Enchant Weapon – Major Spellpower (40 SpellD)
Profession: Enchanting (8 Large Prismatic Shard, 8 Greater Planar Essence)

1.80 Speed, 41.1 DPS, 30 Sta, 11 Int, 161 SpellD, 8 SpellHitR.

Shield:
Platinum Shield of the Valorous
Shadow Labyrinth: Ambassador Hellmaw

Enchant Shield – Shield Block (15 BlockR)
Profession: Enchanting (12 Arcane Dust, 4 Greater Planar Essence, 10 Primal Earth)

3711 Armor, 24 DefR, 15 BlockR, 33 Sta, 83 BlockV.

Chest:
Jade-Skull Breastplate
The Mechanar: Nethermancer Sepethraea

Enchant Chest – Exceptional Health (150 Health)
Profession: Enchanting (8 Arcane Dust, 4 Major Healing Potion, 2 Large Brilliant Shard)

1164 Armor, 25 DefR, 23 BlockR, 50 Sta, 30 Str, 150 Health.


Legs:

Timewarden’s Leggings
Reputation: Keepers of Time Revered

Glowing Shadow Draenite (Red/Blue, 4 Sta, 4 SpellD)
Profession: Jewelcrafting (1 Shadow Draenite)

Solid Azure Moonstone (Blue, 9 Sta)
Profession: Jewelcrafting (1 Azure Moonstone)

Enduring Deep Peridot (Blue/Yellow, 3 DefR, 4 Sta)
Profession: Jewelcrafting (1 Deep Peridot)

Nethercleft Leg Armor (35 Sta, 12 Agi)
Profession: Leatherworking (4 Heavy Knothide Leather, 16 Thick Clefthoof Leather, 8 Primal Earth, 1 Primal Nether)

1019 Armor, 21 DefR, 11 DodgeR, 109 Sta, 12 Agi, 6 BlockV, 4 SpellD.


Head:

Felsteel Helm
Profession: Blacksmithing (8 Felsteel Bar)

Glowing Shadow Draenite (Red/Blue, 4 Sta, 4 SpellD)
Profession: Jewelcrafting (1 Shadow Draenite)

Solid Azure Moonstone (Blue, 9 Sta)
Profession: Jewelcrafting (1 Azure Moonstone)

Solid Azure Moonstone (Blue, 9 Sta)
Profession: Jewelcrafting (1 Azure Moonstone)

Glyph of the Defender (16 DefR, 17 DodgeR)
Reputation: Keepers of Time Revered

1206 Armor, 49 DefR, 17 DodgeR, 49 Sta, 4 SpellD, 4 HitR.


Shoulders:

Fanblade Pauldrons
Auchenai Crypts: Shirrak the Dead Watcher (Heroic)

Glowing Shadow Draenite (Red/Blue, 4 Sta, 4 SpellD)
Profession: Jewelcrafting (1 Shadow Draenite)

Solid Azure Moonstone (Blue, 9 Sta)
Profession: Jewelcrafting (1 Azure Moonstone)

Greater Inscription of Warding (10 DefR, 15 DodgeR)
Reputation: The Aldor Exalted

873 Armor, 30 DefR, 15 DodgeR, 18 ParryR, 35 Sta, 16 Str, 4 SpellD.


Hands:

Dauntless Handguards
Alliance Quest Reward: Fel Embers (Hellfire Citadel)

Enchant Gloves – Major Spellpower (20 SpellD)
Profession: Enchanting (6 Greater Planar Essence, 6 Large Prismatic Shards, 6 Primal Mana)

722 Armor, 25 BlockR, 36 Sta, 20 SpellD, 38 BlockV.

Feet:
Boots of the Colossus
Mana-Tombs: Pandemonius (Heroic)

Solid Azure Moonstone (Blue, 9 Sta)

Profession: Jewelcrafting (1 Azure Moonstone)

Enduring Deep Peridot (Blue/Yellow, 3 DefR, 4 Sta)
Profession: Jewelcrafting (1 Deep Peridot)

Enchant Boots: Fortitude (12 Sta)
Profession: Enchanting (12 Arcane Dust)

800 Armor, 25 DefR, 40 Sta, 22 Str.


Waist:

Sha’tari Vindicator’s Waistguard
Quest reward: How to Break Into the Arcatraz (Tempest Keep)

655 Armor, 20 DefR, 24 BlockR, 33 Sta, 29 BlockV.


Wrists:

Bracers of the Green Fortress
Profession: Blacksmithing (6 Hardened Adamantite Bar, 20 Primal Life, 1 Primal Nether)

Enchant Bracer – Fortitude (12 Stamina)
Profession: Enchanting (1 Large Prismatic Shard, 10 Greater Planar Essence, 20 Arcane Dust)

581 Armor, 17 DefR, 10 DodgeR, 51 Sta.


Back:

Cloak of Eternity
Profession: Tailoring (108 Netherweave Cloth, 12 Arcane Dust, 6 Primal Earth)

Enchant Cloak – Dodge (12 DodgeR)
Profession: Enchanting (3 Nexus Crystal, 8 Large Brilliant Shard, 8 Guardian Stone)

76 Armor, 23 DefR, 12 DodgeR, 36 Sta.


Neck:

Necklace of the Juggernaut
Badges of Justice: 25

21 DefR, 30 Sta, 18 Agi.


Fingers:

Elementium Band of the Sentry
The Arcatraz: Harbinger Skyriss

20 DefR, 19 DodgeR, 24 Sta.

Violet Signet
Reputation: The Violet Eye Friendly

210 Armor, 13 DefR, 17 Sta.


Trinkets:

Figurine of the Colossus
The Shattered Halls: Warchief Kargath Bladefist

32 BlockR, Use: Each successful block heals you for 120. Effect lasts 20 seconds.

Argussian Compass
The Underbog: The Black Stalker (Heroic)

36 Sta, Use: Reduces damage from each attack by 68, up to a total of 1150 damage absorbed. Lasts 20 seconds.

Libram:
Libram of Repentance
Badges of Justice: 15

Increases your block rating by 40 while Holy Shield is active.

Weapon: 1.80 Speed, 41.1 DPS
Armor: 11057
Defense Rating: 291 (121 Defense Skill, +4.84% Miss, +4.84% Dodge, +4.84% Parry, +4.84% Block)
Dodge Rating: 84 (4.44%)
Parry Rating: 18 (0.57%)
Block Rating: 119 (15.06%) + 40 with Holy Shield (20.12%)
Health: 150
Stamina: 625 (+6250 Health)
Agility: 30 (+15 Armor, +1.2% Dodge)
Strength: 68 (+20 Block Value)
Intellect: 11 (+165 Mana, +0.13% Spell Crit)
Block Value: 156
Spell Damage: 193
Hit Rating: 4 (+0.25% Hit)
Spell Hit Rating: 8 (+0.63% Spell Hit)
Use: Each successful block heals you for 120. Effect lasts 20 seconds.
Use: Reduces damage from each attack by 68, up to a total of 1150 damage absorbed. Lasts 20 seconds.

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