WoW Rookie: Understanding mitigation versus stamina for tanking

I was recently asked by an up-and-coming tank to explain a little more about the ongoing decision to gear for stamina or gear for mitigation. You see a lot of WoW advice sites advocate mostly gearing for avoidance, while letting the innate stamina on gear handle providing your hit points. It's a fair subject, and a relatively important one in Cataclysm.
The thing to understand about Cataclysm is that a healer's mana is no longer infinite. Even a highly skilled healer, loaded up with spirit, can run out of mana. This means the number of heals that a healer can provide in a boss fight is also limited. Any damage taken above that limited healing results in death and a party wipe.
Don't be a mana sponge
You can probably see the issue right away. If a healer's mana is limited, then you need to conserve it as best you can. Sure, healers are tasked with having as much mana as possible, using their heals efficiently, and basically doing what they can. But there's a lot of synergy between a tank and a healer, so you as a tank should absolutely do your part in this equation.
A tank who has gemmed and enchanted for stamina in lieu of mitigation is a big, gigantic mana sponge. Certainly, you can take big hits from the boss; after all, you've got all these juicy hit points lying around. But the hits you take from a boss will be bigger than those on the tank who has mitigation, and you're therefore actually much, much more difficult to heal. You will soak up the healer's mana, and you will run his mana bar dry.
If you want or need just a little more proof that a bottomless well of hit points isn't necessarily great, consider General Umbriss in heroic Grim Batol. He has an ability called Bleeding Wound that cannot be removed until the tank is healed to 90%. You definitely make this fight easier if you've focused on mitigation instead of stamina.
What is mitigation?There are four types of mitigation you can pick up as a tank: armor, dodge, parry, and block. Armor tends to be the "best" kind of mitigation because it reduces the amount of damage you take from all physical attacks.
Dodge and parry are about the same critter nowadays. The amount of mitigation percent you get from each stat is the same, though it should be noted that bears can't parry. (They have no weapons, you see, and we don't yet have the talent Iron Paw.) When you dodge or parry, you take no damage from an attack.
Block is a little more complicated; warriors and paladins each have the ability to block incoming attacks with their shields. Whenever you block an attack, you mitigate the same percentage of damage. Warriors can, additionally, get a critical block to mitigate a little more.
So, armor reduces damage off the top. Dodge and parry let you completely avoid the incoming hit. Block reduces the damage by a percent.
Devil in the spells
Unfortunately, you can't block, dodge, or parry spells. Each tank class has different methods for dealing with magic damage, whether it's a talent like Perseverance or a skill like Anti-Magic Shell.
Know your class's method for dealing with magic damage. Love it and embrace it. Buy it flowers, and let it know occasionally how meaningful it is to you. That you think it's special, and awesome.
But you may also need to keep a stamina set on the side for fights where the damage is just so huge, ridiculous, and all-magic that your normal tanking set can't keep up. After all, if you have 130k hit points and you get clocked for a 140k spell, all the block, dodge, and parry in the world won't help you.
Ask your healer
I have a macro I use often when I'm tanking PuGs. It tells the group, "Let me know if you're having challenges healing me; I have different pieces of gear and can switch them out according to the situation."
As you get further in your adventures as a tank, you'll find yourself carrying "threat gear," "stamina gear," and "avoidance gear." In PuGs, I tend to go straight to threat gear, because I've not met a PuG yet that likes to wait for a tank to slowly get aggro.
If the healer tells me I feel squishy, I start swapping into my "avoidance gear." And I keep doing it until we've reached a happy medium.
Healers tend to have a great instinct for "squishy" versus "rock-hard abs." They're the ones staring at your health bar, after all. I think of my health bar as belonging to the healer; I'm protecting it, but they're the one tending to it. So ask their opinion and solicit their input.
Filed under: WoW Rookie






Reader Comments (Page 1 of 5)
Marqus Mar 10th 2011 9:11AM
Good article I just cringe when I see mitigation (Armor, Block) and Avoidance (Dodge, Parry, Miss) put into the same category. I would prefer that you split them up as they do very different things.
it's not that Mar 10th 2011 10:19AM
Mathematically, you can consider Avoidance a subset of Mitigation.
Mitigation = Reduce incoming damage by x%
Avoidance means x=100 :)
Twill Mar 10th 2011 1:48PM
Okay -- You didn't mention mastery at all. I know its important to every tank spec. Can you mention it?
Question:
If I have 30% parry, 30% dodge, and 40% block, is every (physical) hit I take going to be blocked? Am I only hit 40% of the time? How are the calculations done?
As a Moonkin building a tank set for Heroic Halfus, which stats should I be stacking? I already know that I will likely be on whelps due to pulling with Wild Mushroom detonations (30k initial hit + bear modifier = godly threat on each whelp).
Enchant for stam? Agi? Dodge? Crit? mastery? What about Sockets? Gem to meet what bonuses/ skip what bonuses? I know I'll be using Blue gems for Stam, Red for Agi, and Yellow for Mastery (or is dodge better?)
SO MANY UNANSWERED QUESTIONS!
Commenters, please answer or my Bear self may be stuck with this as my life long career choice:
http://www.youtube.com/watch?v=nah3nMStXV4
ophelia Mar 10th 2011 2:16PM
Twill, agility is better for bear tanks than straight dodge in every situation. Unless the situation is gemming; if you need a blue gem use the stam + agility one, or the stam + dodge one, not the straight stamina one.
http://us.battle.net/wow/en/character/the-scryers/thallida/simple
For the most part go for socket bonuses. You shouldn't have any problem with gemming to meet them, and even if the bonuses aren't great you aren't going to kill yourself with gemming Stam + Dodge instead of straight agility :>
(Actually, looking at my gear I don't know what I didn't gem straight agility + stam in blue slots... I must have had a brain fart :x From everything I've read though agility is superior because it gives you dodge, attack power and armor instead of straight dodge.)
Boobah Mar 10th 2011 2:20PM
It's a one-roll system, and the priority, as I understand it, goes: Chance to miss, chance to dodge, chance to parry, chance to block, chance to glance, chance to crit, chance to hit.
Miss you can't do anything about with the elimination of the defense stat; you have a 5% chance to be missed by an even-level mob.
Dodge can be influenced by stacking dodge rating or agility; how much agility is equivalent to one dodge rating depends on your class; I believe it converts best for paladins, middle for DKs and Warriors, and worst for bears. But bears get other important benefits from agility, too.
Parry can be influenced by stacking parry rating or strength; all plate tanks convert strength to parry rating at four strength = 1 parry rating.
Block chance is influenced primarily by mastery; paladins convert mastery to block at a better rate than warriors, but warriors also earn a chance to block for double as their mastery increases.
Against a boss-level mob, you subtract 0.6% from your chance to be missed, parry, block, or dodge.
If your parry, dodge, and block percentages (as shown on your character sheet) add up to 97.4%, the boss's chances to get a clean hit drop off the hit table; it'd have to roll over 100 on a percentile die.
Only warriors and paladins have any chance to reach 'unhittable;' mastery-to-block % doesn't have diminishing returns, unlike parry and dodge; even with infinite amounts of parry and dodge neither bears nor DKs can reach unhittable.
The bear's Savage Defense and DK's Blood Shield are their 'blocks,' and like Block, they scale based on incoming damage (Savage Defense via Vengeance, Blood Shield via Death Strike) and mastery.
Xayíde Mar 10th 2011 5:21PM
@it's not that
Mathematically, yes. But it is still important to make this distinction, specially if you are comparing armor with dodge or parry.
All avoidance stats are based on chance while armor provides a constant damage reduction, that's a big difference in terms of concept.
Sleutel Mar 10th 2011 6:50PM
@Marqus:
I'm so glad this was the first comment on the article. Anybody who uses the word "mitigation" synonymously with "avoidance" has no business writing an article on the subject.
@it's not that:
In theorycrafting tanking stat priorities, you CANNOT consider avoidance and mitigation to be the same thing, because they're completely different mechanics. Mitigation (e.g., armor) pulls a set percentage of damage off every single hit that connects. Avoidance (e.g., dodge) means that every attempted hit will either strike you for the full amount or nothing. Talking about them as mathematically equivalent over an infinite period of time is meaningless when determining how they will help you in an actual fight, because 5-20 minutes is a lot shorter than infinity.
If mitigation and avoidance were the same thing, you would have seen tanks in ICC progression fights stacking Dodge and Parry instead of Armor.
On any given swing, avoidance MAY help you. Mitigation, on the other hand, WILL help you. And it's the distinction between MAY and WILL for any specific hit or series of hits that can make the difference between a live tank (and a kill) and a dead tank (and a wipe).
quasarsglow Mar 10th 2011 9:11AM
I'm leveling a couple of new lowbie tanks for the first time and, gotta say been a bit lazy about reading up on what to look for, so I really appreciate this quick and easy explanation.
fallemwarrior Mar 10th 2011 10:23AM
If your just starting out tanking, id sujest a warrior tank, it is easy at first but becomes more challanging later on, if you can warrior tank u can effectively tank with any class i think
Matt Mar 10th 2011 11:31AM
@fallemwarrior
I have to say that in no way does being able to tank with a warrior = being able to tank with any class.
My counter-example? Druid.
If you tank with a warrior 1st (or paladin, or dk), and then go to a druid, you will CONSTANTLY be frustrated with the lack of tools.
However, if you tank with a druid and then go to another class, you will revel in the fact that you have more than 3-4 buttons.
The downside to the druid is that Blizz in their infinite wisdom decided to not give bears an aoe threat (as in ZERO) generator until level 36, and even then, Swipe just plain sucks w/ a 6 second CD. Warriors and paladins get Thunderclap and Consecrate at levels 9 and 24, and paladins get Avenger's shield as a base Prot ability.
The lack of aoe threat means that for a LONG time you will be tanking like it was back in BC, and sadly, the low level dungeons are still mostly an aoe fest, so you will be frustrated, your healer will be frustrated, and your dps will be frustrated.
Even at max level, druid tanking is just about keeping all 4 (mangle, maul, swipe, thrash) of your abilities on CD and having a 3-stack of lacerate on as many targets as you can manage. Oh.. and hope you have a dps that can do a ranged silence to pull those irritating casters to you...
If someone is familiar with the game, but tell me they really want to learn all 3 aspects really well, I tell them to play a druid. Each spec has fewer tools than the "pure" class it represents, and ferals have one of the most complicated dps rotations in the game.
If you can play a druid well, you can play any other class well.
If you just want to start tanking, then I agree. Play a warrior or a dk. Both come with plenty of tools right @ the beginning, and you can learn the basics of threat generation without worrying about the lack of tools.
quasarsglow Mar 10th 2011 1:55PM
I've got a Prot Pally, Prot Warrior and a Bear. I've been playing the same Spriest main pretty much forever, and since there were new race/class combos, since Cata, I've made myself one of each class, tank speccing where I can because I want to see what it's like. None of em are 40 yet, but all are past 25.
Comito Mar 10th 2011 9:14AM
Some great info here, mitigation > Stamina is seems from what I've read! And having multiple gear sets to switch stuff out here and there makes quite interesting of an idea, awesome!
Revynn Mar 10th 2011 3:46PM
Even on their standard "raid" set most tanks have 4 or 5 different trinkets that they mix and match for the needs of the fight. Our Bear tank has a couple of Dodge trinkets he puts on specifically for Chimaeron to have almost 40% dodge, leading to dodge streaks that can last through 3 or 4 hits of Double Attack. Meanwhile, he trades them out for that sexy Resistance trinket from Tol Barad every time we do Conclave of Wind since 8 or 9 stacks of Nezir's frost debuff huuuuuuuuurrrtttsss.
Comito Mar 12th 2011 3:44PM
Thats even more insightful, I've not raided this expansion since I don't have all the time in the world to follow up on working towards it! Seems interesting that tanks can do this!
Taeni Mar 10th 2011 9:41AM
Good article. Stamina stacking is gone.
What I am missing is what is enough stamina for content and when to switch to adding mitigation. For example, is 160K stamina enough for the current raiding content if you are a bear tank? I believe so, but please comment.
Manadar Mar 10th 2011 11:46AM
Stamina stacking is not gone. That's just something smug people say. For bleeding-edge content it's still very nice to give healers a buffer while learning the fight.
For 5-mans, yes, you should go all out on other stuff, but that was the case in WotLK too even though none really did it.
Jeff (Not that one ^ ) Mar 10th 2011 2:28PM
Stamina stacking IS gone. The only reason to stack pure stam is if you hate your healer and his mana pool.
Boobah Mar 10th 2011 2:38PM
Stamina stacking is something you do until you have enough stamina that you won't die if your healer has to run out of the fire and your avoidance craps out at the same time.
Once you've reached that point, stacking more stamina is largely a waste. Specifically, a waste of your healer's mana, because you're taking more (and larger) hits than you have to.
Minstrel Mar 10th 2011 3:14PM
Stamina stacking is gone and not for some elitist reason. It's gone due to logic. More stamina is only good for an initial buffer, not for survivability throughout the fight.
An average raid-ready tank will have around 10-12 gem slots available. Let us say this tank gems straight stamina (and is not a jewelcrafter, so has no access to Chimera's Eye cuts). At 12 gem slots, with a +60 stamina gem in each, this adds up to 720 extra stamina. Each point of stamina is 14 extra health, so the tank gains 10,080 extra health. The average raid tank has around 140k default health, so the extra from gemming pushed him or her to 150k or so.
What does this mean when fighting a raid boss? It means only this: the tank can absorb an extra 10k health before dying if he or she gets no heals. That's all. As soon as the tank falls below 140k health in this example (i.e. essentially the first time the tank takes damage), the value of the extra stamina is gone. After that, the entirety of his or her ability to survive until the end comes from the tank's own avoidance and mitigation and the output of the raid's healers. Total health pool has no more impact.
Even for new raid encounters, an extra 10k buffer at the very start of the fight is not going to do much for the healer. Much more valuable is more avoidance and mitigation to allow the healer to not heal the tank here and there while running away from/out of unfamiliar mechanics.
Stamina is essentially useless as far as enchants/gems. A tank really doesn't need anymore stamina than he/she gets from gear and talents.
Manadar Mar 10th 2011 5:48PM
But it doesn't just end with gemming now does it? Trinkets make a big difference as well. For feral, the spec I play, I also get more Vengeance = more threat and especially bigger shields. I'm hitting the Vengeance cap on most bosses in my mix of 359/372 gear so more stamina does help me take less damage, and of course also helps on magical fights.
My point though wasn't that stamina stacking is the best way to go on every fight. On most pure physical fights I switch my trinkets to agility ones, which helped when I solo-tanked Chimearon HC the whole last phase (where you don't get any healing and just rely on dodge). My point was that there's still fights where stamina is king. On those fights I'll start switching to other stats when my healers are going oom, and they aren't, even on heroic raid content.
But I'll repeat what I said before, for 5-mans there's no reason to stack stamina. There isn't that much damage taken, and Vengeance almost never cap so DPS wise it's a waste.