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Ardent Defender

From WoWWiki

Ardent Defender
  • Damage that takes you below 35% health is reduced by X%. In addition, attacks which would otherwise kill you cause you to be healed by up to X% of your maximum health (amount healed based on defense). This healing effect cannot occur more often than once every 2 minutes.
Usable by
ClassPaladin
Properties
LocationProtection, Tier 7
AffectsDamage taken
Ranks5
Requirements
Points required30
Talent requiredNone

Ardent Defender is a Protection Paladin talent. You will need to spend 3 points in the protection tree to max it. When you have less than 35% health, all damage taken is reduced by 6% per point.

Contents

Rank table

Rank Effect
1 10
2 20
3 30

Tips

  • This talent shines when dealing with trash mobs or DoTs that deal lesser and consistently noncrushing / noncritting damage; this talent may take a backseat when dealing with hard-hitting bosses whose immense damage provide opportunities for leap-frogging to occur.
  • If leap-frogging does not occur, this talent provides a stealth bonus to Stamina of 3% per point. Higher Stamina broadens the health range within which Ardent Defender's mitigation occurs, not to mention lessen the occurrence of leap-frogging.
  • Finally, it is commonly considered as a extension of stamina/hit points, this is true but incomplete. If Ardent Defender is seen as an extension of 15% life, it is also a zone of the life bar where 1 point of healing does not equal 1 point of damage, but rather 0.7 point of healing equals 1 point of damage, or, 1 point of healing equals 1.42 point of damage, giving healing from all sources a bonus of 42% of efficiency when working in that zone. Some would think it might be good to stay in that zone for mana efficiency. In practice, this is a very risky option. The healers should heal the paladin tank out of the critical zone as fast as possible.
  • Depending on the number of hits an enemy would normally take to kill a paladin, Ardent Defender provides an effective EH bonus. This bonus is as follows: [1]
2 hits: 0%
3 hits: 11%
4 hits: 8%
5 hits: 6.5%
6 hits: 11%

Patch changes

  • Patch 3.2.0 (2009-08-04): Redesigned. Any damage that takes the paladin below 35% health is reduced. This reduction applies only to the portion that pushes the paladin below 35% health (example: a paladin at 50% health takes a 40% hit; the first 15% hits as normal while the next 25% is reduced). In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead heal the paladin for up to 10/20/30% of maximum health depending on the paladin's defense rating (example: a paladin with defense equal to only 5 times his or her level will receive no healing from the talent, while a paladin who is immune to critical strikes from boss creatures through defense will receive the maximum amount).
Old was "Any damage taken by the paladin while at 35% health or below is reduced."
  • Patch 2.1.0 (2007-05-22): Reduces damage taken by 6-30% when below 35% health.
Old was, "When you have less than 20% health, all damage taken is reduced by 10% per point."

References

  1. ^ Eanin 2008-09-04. Thinking of AD as an EH bonus (math). Maintankadin. Retrieved on 2009-06-29.

External links