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  1. #1
    Join Date
    May 2012
    Posts
    12

    True Rune of the White Mountains and tanking

    Hi everybody.

    I was doing T1 erebor today with catapults and blood brothers with my warden when suddenly the other guardian died (dps screwed up the % difference) so i ended tanking both trolls for about 10% of their morale (like 7 minutes almost finished DC's cd after the second usage) and i found myself needing more attack duration to keep the entire set of buffs and hots up.

    So here is the question: Is the rune above worth the 10% parry and evade mits loss for tanking in order to improve the rotation speed?

    Tyvm in advance.
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  2. #2
    u have the following?
    Legacy: shield gambit buff duration
    Legacy: Fist gambit buff duartion
    Trait: Wary blocks

    If u use armour use/evasion/shield use buff u must use the gambits twice to get enduring version of the buff which last really 40s.

    For me it is really posible to keep up all defense buffs + fire of double eob in every 15s without any problem... maybe more aggro gambit possible... i never tried it as it was never needed.
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  3. #3
    Join Date
    Jun 2011
    Location
    England. north-west
    Posts
    2,685
    I think the loss to avoidence would be too much for -5% attack duration.

    captain gives 15%, maybe another 5% with blade brother (I think?). if you want to be hugely quicker maybe useing andriot manuvour would be an idea? I rarely use this for raiding, but I have found myself useing it in instance I really hardly have an issue defense wise, but aggro from chimps can be hard xD

    lets badly assume you get off 20 gambits a minite, I think maybe -5% MIGHT give you an extra one, but then wouldn't andriot manuvour give 1/2 more? take off one from being a gambit it'self maybe... I know spear-fist is probebly my least used mastary in tanking, so it might not be too hard to keep up sometimes.

    but no, I'm not going to swap yet :P the avoidence is a nice boost.
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  4. #4
    Join Date
    May 2012
    Posts
    12
    I have everything possible to extend buff durations and i use them with battle memory to get the extended versions but if you want to add to the rotation 4 tiers of HoTs its not posible to keep all of them up.
    I also thought that the avoidance loss may be too much but i wanted other opinions.
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  5. #5
    If possible, target off the raid assist target. Many times in a raid, the boss has 4 or 5 rows of debuts that are horribly slow to redraw on your screen. So you will be very laggy when trying to build gambits. If you target through someone else, the redraw is much faster and you can get off gambits faster. I've tried this many times and its a very noticeable difference.

    I have the same issue though, I can't keep all defensive buffs up along with all tiers of HoTs at once. I focus on defensive buffs and a T3 and T4 HoT. The extra pulses from traits and the hytbold 2-piece bonus make that much easier. I throw in a double Agression in between each rotation. Your HoTs will add single target threat during the process as well.
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  6. #6
    Join Date
    May 2012
    Posts
    12
    Quote Originally Posted by Nicodemus
    If possible, target off the raid assist target. Many times in a raid, the boss has 4 or 5 rows of debuts that are horribly slow to redraw on your screen. So you will be very laggy when trying to build gambits. If you target through someone else, the redraw is much faster and you can get off gambits faster. I've tried this many times and its a very noticeable difference.
    In order to do this you need at least 1 raid member alive :P

    Quote Originally Posted by bohbashum
    lets badly assume you get off 20 gambits a minite, I think maybe -5% MIGHT give you an extra one, but then wouldn't andriot manuvour give 1/2 more? take off one from being a gambit it'self maybe... I know spear-fist is probebly my least used mastary in tanking, so it might not be too hard to keep up sometimes.
    If -5% attack duration gives 1 more gambit a minute i think that's all i need to keep everything up but the avoidance loss is huge. Ill try to add adroit maneouver to the rotation and see how it goes, If its worth it i may even add the buff duration for adroit legacy, or maybe ill tell the raid's captain to try not to die next time lol
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  7. #7
    Ok, so admittedly, I have not tested attack duration for tanking as viable relics on my legendaries, however, I will tell you about my test of TPS last night in which I isolated the gem relic slot.

    I tested with gems of faith (10% partial parry/block mit, 646 block rating) However, i didnt have LI's with the same setting/rune using one of the Crit Defense gems, so I did some rough math to come to a conclusion.

    I use a high avoidance build, so these numbers can vary vastly from warden to warden.

    In a 4min CA session, I logged ~1300 attempted attacks on me. I logged then ~900 Total Physical avoids (Adds together Full avoids and Partial avoids numbers) and ~500 landed attacks (This number of landed attacks includes dot ticks, so assuming the attempted attacks do not have a dot component in the calculation at all, only subsequent pulses landing attacks, ~100 of landed hits were dot ticks.) Of the ~900 total physical avoids ~130 of them were partial blocks and parries, or ~10% of total attempted attacks. Of all landed attacks, ~20 were Crits/devs. coming up to about 4%-5% landed crit rate. or 1.5% crit rate of attempted attacks.


    For easy math, I then took the max hit the mob hit me for, (500) and used it for all incoming attacks.

    So: with 2x partial gems, the total mitigation of damage based on these numbers would be:13k (500*130*.2)
    With 2x crit d gems: (lets call the multiplier 1.5x assuming each mob has this number or closer of crit magnitude.) My crit defense for these tests was right around 50% with all buffs. [500(1.5-.5)]*20: 10k taken damage in critical hits without crit d gems.

    ~660 crit D is roughly 1 to 2% for my build, so for the sake of generosity, let's call it 2%.

    [500(1.5-.52)]*20: 9.8k taken damage. This is a total of 200 damage reduction versus 13k damage reduction of the Gems with partial mit%.

    This math is VERY VERY rough, therefore does not provide a complete and solid comparison of the gems, but it deffinitely sheds light upon the potency of the partial mit relics.

    I didn't actually do these crit calculations while looking at the CA log, I did them after having logged out, therefore it is not as reliable a calculation, however, I did not see a need to calculate critical damage mitigated due to the fact that my incoming taken critical hits based on total attempted attacks were ~1.5% compared to the ~10% of total attempted attacks as partial parries and blocks.

    Hope this long-winded wall of text has been helpful to someone.
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