Tank Stats
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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
| 25k | 16k | 36% | 68% | 51k | 79k
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| Tier 4
| 32k | 16k | 37% | 73% | 59k | 95k
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| Tier 5
| 30k
| 18k
| 44% | 72%
| 63k | 114k
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| Tier 6
| 32k | 19k
| 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
| 26k | 22k | 44% | 69% | 70k | 124k
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| Tier 4
| 33k | 22k | 45% | 73% | 82k | 149k
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| Tier 5
| 31k
| 24k
| 52% | 72%
| 86k | 178k
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| Tier 6
| 33k | 25k
| 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
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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
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Upgrade Priority
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