- Author: Kurathis
- Date: April 1, 2021
- Expansion: TBC Classic
- Defence (490)
- Total Avoidance (102.4%)
- Stamina (Roughly 785 for Karazhan)
- Spell Damage (200+)
Every tanking class has a required amount of defence rating and skill that they must reach in order to negate all chances of being the victim of a critical strike. A critical strike hits you for 200% of normal damage. For both Paladins and Warriors, you’ll need 490 defence skill, which is equivalent to 285 defence rating with Anticipation and your regular defence skill at 350. Without Anticipation, you will need 332 defence rating to reach cap.
A total of 102.4% avoidance (a combination of Block – including Holy Shield, Dodge, Parry and Miss) is required to negate the chance of being the victim of a crushing blow. A crushing blow, while not as dangerous as a critical strike, still causes 150% of normal damage.
Stamina is our third priority since it increases our direct survivability by increasing our health pool. If you intend on starting your raiding experience as the off-tank, you can aim for roughly 11,000 health before entering Karazhan and be a-okay tanking it.
Increasing our spell damage is a means of increasing our total threat-per-second (TPS) potential.
Paladins rely on both Melee and Spell Hit Rating to ensure their attacks and spells land successfully, respectively. With Precision, we only need 6% of each to become capped. While pieces of gear with either hit rating on them should not be avoided, you shouldn’t go out of your way to find and use them, either. Paladins have Consecration, which only relies on Spell Hit for the first tick, as it cannot miss during the other seven ticks. We also have Seal of Vengeance‘s damage-over-time (DoT) which, when applied, doesn’t require us to successfully hit the target to cause its damage/threat.
Paladins benefit from Expertise – hence Combat Expertise in our talent tree. However, we do benefit from it less than Warrior tanks since it benefits tanks in two ways:
- It allows for less of our attacks to be dodged or parried – which grants us more threat. The only real time that this actually affects Paladins is when we’re “Seal Twisting,” since we can otherwise not melee attack our target and still generate threat
- Because it improves our chances of not being parried, the boss has less of a chance to benefit from parry-haste. Similar to above, Paladins can more-or-less disengage in melee combat unless Seal Twisting
Neither Warriors, nor Druids, have this luxury.