Tank Stats
Avoid - Dodge% + Miss% against a level 73 mob.
Spike - 'Worst Case' unmitigated damage required to kill the tank (ie no dodges or misses).
EHP - (Effective Hit Points) Average unmitigated damage required to kill the tank (includes avoiding X% of incoming damage).
Unbuffed
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Armor |
Health |
Avoid |
DR% |
Spike |
EHP
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Pre Raid
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25k |
16k |
36% |
68% |
51k |
79k
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Tier 4
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32k |
16k |
37% |
73% |
59k |
95k
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Tier 5
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30k
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18k
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44% |
72%
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63k |
114k
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Tier 6
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32k |
19k
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48% |
73% |
72k |
138k
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Buffed
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Armor |
Health |
Avoid |
DR% |
Spike |
EHP
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Pre Raid
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26k |
22k |
44% |
69% |
70k |
124k
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Tier 4
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33k |
22k |
45% |
73% |
82k |
149k
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Tier 5
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31k
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24k
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52% |
72%
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86k |
178k
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Tier 6
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33k |
25k
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55% |
74% |
96k |
216k
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Overall, pre-raid gear is quite good. Moving to T4 basically just adds a bunch more armor. T5 actually ends up with a bit less armor, but makes up for it with a lot more health and dodge. T5 can take a bit more spike damage than T4, but the difference isn't huge. EHP, however, continues the exponential trend with each new gear level (+25k, +29k, +38k buffed). T6 adds that armor back and still manages to increase dodge and health by a respectable amount.
Tank Gear
I chose gear to try and maximize both maximum spike damage and EHP at each level of gearing. In most cases the same gear maximized both, but there were a few trade-offs that had to be made (mostly at lower gear levels). In addition, I had to give up some stats to get enough defense to become uncrittable (particularly at the later tiers as Heavy Clefthoof gear was phased out).
1 New BoJ helm
2 New crafted neck
3 New Netherwing reward
4 New Blade's Edge trinket
Rawr Gear
Upgrade Priority