Warrior 3.0.8 Tanking Enchants

The following represents the current best in slot enchants depending on whether you’re looking to gear towards Effective Health, Avoidance or Threat. It doesn’t include professions so you won’t see ubiquitous enchants like Fur Lining - Stamina mentioned nor does it take cost into account so you won’t see the significantly cheaper albeit only slightly worse Titanium Weapon Chain enchant either.

  Effective Health Avoidance Threat
Back 225 Armor 16 Defense Rating 22 Agility
Chest 275 Health 22 Defense Rating 10 to All Stats
Feet Tuskarr’s Vitality 16 Agility Icewalker
Hands 18 Stamina 20 Agility Armsman
Head Arcanum of the Stalwart Protector Arcanum of the Stalwart Protector Arcanum of Torment
Legs Frosthide Leg Armor Frosthide Leg Armor Icescale Leg Armor
Weapon   26 Agility Accuracy
Shield 18 Stamina 20 Defense Rating Titanium Shield Spike
Shoulder 30 Stamina 20 Dodge/15 Defense 40 AP/15 Crit
Wrist 40 Stamina 12 Defense Rating 15 Expertise

It’s worth noting that while you can’t enchant a belt per say that every belt you get should always have an additional socket added to it with an Eternal Belt Buckle.

88 Responses to “Warrior 3.0.8 Tanking Enchants”

  1. marklar Says:

    are you sure about the spike > SBV for threat? the extra SBV will add to damage shield and shield slam, so it’s got to be close at least…

    [Reply]

    Lyco reply on February 4, 2009 6:59 pm:

    I think that the TSP does more damage in the end. I block alot, and the damage that gives will be much higher in the end then the additional damage doen by the shieldslams ( which are much less frequent ).

    The shieldspike does more fluid TPS I think, and more of it in the end.

    [Reply]

    Jody reply on February 4, 2009 8:42 pm:

    For single target it might be debatable, but definitely not for multi-mob tanking.

    [Reply]

    Lyco reply on February 5, 2009 10:43 am:

    Offcourse, in trash the spike is invaluable.
    Hm, might have to gun hunting for a second Barricade then.

    [Reply]

    marklar reply on February 5, 2009 12:47 pm:

    we are taking it as a given that the spike > plating for trash, but lemme double check:

    assume: 20% more SBV from talents/meta, 25% BR, 10% crit, using SB on cooldown

    spike hits mobs that you block for an average of 56 dmg, or 14 dmg average per mob attack (assuming you keep them in front of you). no chance to crit.

    damage shield hits for an ADDITIONAL 12 damage per attack (including 10% chance to crit), and hits mobs in 360 radius.
    math - damage shield does 20% of: [[40SBV +15% (talent) +5% (meta)] * 1.17 (SB effect)] * 1.1 (crit effect).

    not a huge difference…

    in addition to this, the spike does not help SS at all, while SBV does. taking the average value of 56, then adding 20% SS dmg from talents/T7 bonus, then adding 25% crit chance gives ~84 more dmg/SS.

    ok, very quick math so please correct me if it’s wrong, but if someone has done a closer analysis i’d love to see it.

    [Reply]

    Veneretio reply on February 5, 2009 2:36 pm:

    Shield spike is not affected by Armor. Shield Slam and the increased damage it gains from Block Value is.

    [Reply]

    Meatgazer reply on February 6, 2009 7:25 am:

    Also, damage shield does not proc off every attack. You’ll probably be sitting at about 30-35% avoidance after DR (miss, parry, dodge), which do not proc damage shield.

    [Reply]

    marklar reply on February 6, 2009 1:07 pm:

    both good points which i did not consider. how much more threat do you think the spike does over the SBV on raid bosses (i assume this table is primarily concerning raid bosses)?

    [Reply]

  2. Lyco Says:

    Great stuff, and very daring to add those DPS enchants to a list for tanks.
    But I suppose that’s very viable with the difficulty in todays raids.

    Only 1 issue, Don’t the +20 hit or +15 expertise on Hands perform more threat then the +2%? I could be wrong offcourse.

    Personally I went with the +20 to reach the hitcap.

    [Reply]

    Tarsus reply on February 5, 2009 8:06 am:

    From my perspective, if you don’t hit, 2% of zero is still zero - so I tend to agree with you there.

    Still, if you are at the hit cap and have a good amount of expertise already, it would seem like the right choice.

    [Reply]

    Meatgazer reply on February 5, 2009 8:48 am:

    Increasing your effective hit by 1% at best increases your overall threat by about 1.4% (no hit, no expertise).

    20 hit rating increases effective hit by about 0.62%
    15 hit rating increases effective hit by about 0.93% (assuming no dodge cap)

    Neither of those is going to give you as much threat as 2% increased threat. Not to mention, 2% increase in threat scales better than hit or expertise.

    [Reply]

  3. prunetracy Says:

    I’d list Greater Fortitude as best in slot enchant for Effective Health on boots.

    I realize movement speed is valuable and all, but a lot of raids have a reliable Unholy DK for Unholy aura.

    [Reply]

    Tankette reply on February 5, 2009 9:05 am:

    /agree

    I had Tuskarr’s for a long time and the extra run speed didn’t really help in any way. When I switched to Greater Fort I never missed the minor run speed at all.

    [Reply]

    Veneretio reply on February 5, 2009 11:18 am:

    The presence of an Unholy DK is a good point that I hadn’t taken into account.

    [Reply]

    Sorednbored reply on February 15, 2009 7:59 am:

    Never liked Tuskarrs as a Warrior. Warbringer and Intervene get me to wherever I need to go well enough. Not worth losing the Stam IMO.

    [Reply]

  4. Scrawny Says:

    Hard to believe anybody needs threat help any more. Is this for stuff like Maly?

    [Reply]

    Furiat/Vegelus reply on February 5, 2009 1:36 am:

    Not only, it’s also for dps, which, when content is quite easy and survivable, is your matter too. DPS you can make counts too (that’s why Deep Wound spec is so popular).

    [Reply]

    Beefbringer reply on February 5, 2009 5:45 am:

    You would be suprised, some DPS really hammer it, the only which are under are usually slacking or using threat management, for example, we have a ret pally in our guild who pumps out over 3.5k+ DPS, thats alot of threat to keep up with, not so much toe-to-toe (unless im slacking) but fights were you are knocked back or taken out of the fight (like VoA) for a period this can make a difference.

    [Reply]

    Tankette reply on February 5, 2009 9:08 am:

    Threat wasn’t an issue for me until our mages started getting ridiculous crit percentages. They can do like 4 instant pyroblasts in a row or something crazy like that. I joke that we bring several mages to a raid because their life expectancy is so low.

    [Reply]

    vorp reply on February 5, 2009 1:53 pm:

    Yeah, having switched my main from my warrior to a mage, Hot Streaks and Frostfire bolt crits can be pretty intense. But with the recent changes to Arcane spec, the crits are coming hot and heavy from that side as well. However, Arcane does have a 1st tier 40% aggro reduction that should keep Arcane mages under control. I’d think about looking at your FFB mages’ specs and looking for both Frost Channeling (10% aggro reduction) and Burning Soul (another 10%). FFB benefits from both of those, but Hot Streak pyroblast procs will only get the 10%. Most FFB mages will spec 0/53/18 and have both of those talents, or at least they should.

    [Reply]

    Meatgazer reply on February 6, 2009 7:28 am:

    The threat reduction from those Frost channeling and burning soul do not stack for mages. The other effects (70% reduced pushback and 10% reduced mana) do.

    Hao reply on February 5, 2009 5:07 pm:

    that might have explained why this mage in my H VH the other day had her TPS jump from about 2k to 1,000,000 on Omen3…

    [Reply]

    tPaste reply on February 6, 2009 9:34 am:

    Yes, I imagine threat will be more of a concern going forward as well.

    [Reply]

  5. Appletini Says:

    What about Mongoose on the weapon? i have it on my Axe from KT and i mean it still procs like mad, is it not better to have a almost constant 120 agility over a 26 agility enchant?

    [Reply]

    Meatgazer reply on February 5, 2009 8:53 am:

    Mongoose lasts for 10 seconds and has a 45 internal cooldown. Even if you procced it every time it came up ASAP, you’re looking at an average of 26.6 Agi.

    In the end, consistancy is probably better for the sake of the healers (since you can’t control when mongoose goes off).

    [Reply]

    Faust reply on February 6, 2009 9:58 am:

    False, Mongoose has no internal cooldown, and the proc can in fact refresh itself. It is a PPM effect, not a trinket.

    There’s a reason Rogues put it on two weapons and had > 50% uptime on it through most of BC.

    [Reply]

  6. Arvernien Says:

    Thanks for this post. I was just starting to research this subject.

    [Reply]

  7. FoxOfWar Says:

    I just keep myself over the soft expertise cap and about 5% hit when it comes to threat stats. Will probably gear more about it when it’s actually needed.

    But good guide again ;)

    [Reply]

  8. Tet Says:

    Isn’t Mongoose still better than 26 agi, or was that nerfed so it doesn’t scale well with lvl 80? I was thinking of replacing my 26 agi enchant with it once I gather the mats.

    [Reply]

  9. Kavtor Says:

    The expertise to glove enchant is pretty good too. Armsmen is probably better for threat, but expertise gives threat, damage, and survivability.

    [Reply]

    Lyco reply on February 5, 2009 6:58 am:

    How does Expertise give Survivability?
    Not to burn you, just wondering if there’s something i’ve missed out on.

    [Reply]

    Veneretio reply on February 5, 2009 7:41 am:

    Expertise reduces the chance for your attacks to get parried. If your attack does get parried, the boss’ next swing comes faster. Thus, Expertise does offer some survivability as a result.

    [Reply]

    Lyco reply on February 5, 2009 7:03 pm:

    True, didn’t look at it like that before.

  10. Lodron Says:

    Why is Tuskar’s vitality a better EH enchant then +22 stamina enchant? +7 more stamina isn’t going to make or break you but from an EH standpoint more health is better

    You can define the increased TTL with the additional stamina whereas I don’t believe this is possible with the boost to run speed. (Albeit this increase is minimal.) Perhaps I am missing a buff from the enchant or am misunderstanding EH.

    And for the record I use Tuskar’s on my feet but always considered it a “nice to have.” From a pure EH progression gearing standpoint I believe greater fortitude is better.

    [Reply]

    Hao reply on February 5, 2009 5:11 pm:

    He answered a reply addressing that earlier. Tuskarr’s Vitality is good, but unholy DKs kinda make that enchant less valuable for EH than greater fort to boots (which is what I have).

    [Reply]

  11. Ioseb Says:

    Threat is always an issue. The sooner your DPS can open up, the better.

    Don’t forget also, more threat usually means more DPS as well. As much as tank DPS is negligible, it’s much less so in recent days, especially in 10 mans.

    [Reply]

    Chet reply on February 5, 2009 5:06 am:

    This is especially true when your DPS outgear you, and aren’t used to holding back since 3.0 dropped.

    [Reply]

  12. Nickolaas Says:

    Tuskar’s vitality>22 stam for EH?
    That seems a bit weird

    [Reply]

  13. Desmurick Says:

    Thanks for this post. I’ve been wondering for awhile if my assumption that the spike was better for threat was correct, and now I know. It’s worth noting, though, that if you’re gearing for maxing your dps/threat you will often find it better to use dps items where you can afford to while remaining def capped (mirror of truth being a good, easily accessable example) and, as such, sometimes you may get more threat out of using a defense enchant to allow you wiggle room to toss on that 2% more crit ring then you would by simply using the “threat” chant and not using the dps ring.

    Point being, if you use all of those enchants there’s a reasonable chance you’ll actually put out less threat and dps then if you were to use at least some defense enchants to allow for a purely dps item to be used instead. That being said, it’s still a great list.

    [Reply]

    Furiat/Vegelus reply on February 5, 2009 3:08 am:

    Just from crit rating from all those enchants/patches/aranums you are getting 94 crit rating, which translates to 2.05% crit (using Vene’s formula calculators). And you get 32 agility (0.51% crit) which gives a whole 2.51% crit.
    From all avoidance enchants you’re getting 84 agility = 1.34% crit.
    So, from those enchants (if you’re strict with the list) you’re getting
    1.17% crit AND some hit (~1.13%), expertise (~2), AP (175), sbv (5) and a shield spike.
    It’s more than a 2% crit to be honest.

    [Reply]

    Desmurick reply on February 5, 2009 3:23 am:

    thats a good point, I didn’t do the math when I through out that example. But, I’ll use this as an example as well. Right now when I tank trash I use the dps t7 peice (just heroes for now) which has 81 crit rating and 52 hit on it. I also use most of those threat enchants, as well, but not all. Without, for example, the 12 defense to bracers enchant I would fall below 535 for heroics in that gear. But, I’m also expertise and hit rating capped for trash in that gear as well. So, point being, there are times where its better to forgoe the “threat” enchant in favor of the defense enchant if its available for that peice in order to give enough extra defense to remain crit immune while wearing a nice dps item as well. That only really applies to the back, chest, shield, shoulder, and wrist enchants, though.

    So, imo at least, if you have to chooose between 15 more expertise and being able to toss on a peice of gear with 81 crit, go for the 81 crit. It should be noted, I don’t use that set for bosses, just for trash and maxing dps on them. For bosses I go hit rating/expertise capped and from there i use dps items as best I can fit them in, as well as threat chants. In any case, thanks for the math. Its good to have some numbers to look at for future gear choices.

    [Reply]

    Furiat/Vegelus reply on February 5, 2009 4:11 am:

    Well, it’s all about math and having/not having certain parts of gear. It’s not a “use it or you’ll be noobs” list ;).

    [Reply]

  14. Ja Says:

    Isn’t greater fortitude (22 stam) better than Tuskarr’s Vitality?

    [Reply]

    Furiat/Vegelus reply on February 5, 2009 4:09 am:

    It’s sometimes good to run faster: moving mobs, running after them/to them (if charge/intercept is on CD) than 7 stamina (what, 80HPs at max?). But, just like with similar enchants in TBC (Boar’s and Cat’s) it’s debatable and depends mostly on what suits you better.

    [Reply]

    Tka reply on February 5, 2009 4:55 am:

    Ofc everyone got their own point of view and playstyle but the only fight where Iv had anny problem with runspeed and/or range at all is on Heigan, he moves to slow.

    7 stam looks like nothing but 7 here, 10 there etc, mathers more imo while we have charge in def stance, 30 yards on taunt and most mobs and even bosses are tauntable.

    Maybe we get more use for runspeed in Ulduar, lets wait and see :)

    [Reply]

    BuckI reply on February 12, 2009 10:06 am:

    Your toon doesnt run too slow on Heigan, you position yourself poorly. If you do it correctly, you should be able to stop for a brief second in each zone.

    Starbuck reply on February 5, 2009 4:38 am:

    I’m aiming for +22 stamina on my boss set boots, and the Tuskarr on the trash set. As bosses are usually tanked in one place, basically. And they hit harder :D

    *$

    [Reply]

    Furiat/Vegelus reply on February 5, 2009 6:08 am:

    Void zones, fire, adds, other mechanics (end of Supremus’ phase one, moving with Malygos in p1, or with Nexus Lords in p2 and more). Fights where tank stands all the time in one place are quite rare to be honest.
    For all of those increased running speed might be lifesaver or just a safety buffer for those that might need it.

    [Reply]

    tPaste reply on February 5, 2009 6:58 am:

    Agreed, my guild actually required some form of minor runspeed (whether meta, boot enchant, etc…) while we worked on Felmyst toward the end of BC.

    [Reply]

    Djiss reply on February 5, 2009 7:08 am:

    Any fight where you have to move or die (which mean, most of them), I rather have Tuskar than just an extra 80 hp.

    [Reply]

    Lodron reply on February 5, 2009 3:41 pm:

    Tuskar’s Vitality really only shines in one fight in Nax. In a more or less pure “EH” fight..Sarth 3D the tank on Sarth would benefit more from Greater Fort than Tuskar’s.

    As far as “any fight where you have to move or die (which mean(sic), most of them)”

    Farelina, Maexxna, Noth, Loatheb, Patchwerk, or Gluth require almost no movement once engaged.

    Thaddius you have to move about 5 yards, Grobbbulus the tank is moving backwards for the duration of the fight. Tuskar’s is really not a huge boon for either of these.

    Gotthik the Harvester I can see some benefit but with the raid stacked behind you honestly most of the mobs should be coming towards you. On Saph I can see it being helpful to get to a Ice Block but if things get dicey you can always intervene.

    I can also see some benefit on Heigan if you are lagging but you should be able to complete the dance with or without increased run speed.

    I’m not saying Tuskar’s is a bad choice. I just don’t agree that it is the best EH enchant in that slot.

    Djiss reply on February 5, 2009 3:49 pm:

    Well, you’re right. Talking out my a.. here lol.

    Let say that i just to walk faster than DPS to stay in front of them when clearing thrash.

    Blackmambism reply on February 5, 2009 1:15 pm:

    i feel that with warbringer and 30yard taunt 22 stam outshines tuskarrs, i just don’t find myself in any situation where the run speed would help to the point where 7 stam would. whereas bc content required large amounts of running around, i think warbringer covers most of the movement. only exception i can think of at this stage is maybe malygos, but thats easy enough without it too.

    [Reply]

  15. Asator Says:

    Ive been looking at the adamantite weapon chain for my avoidance weapon, for the parry rating. Is this better than agi now that agi no longer gives dodge?

    [Reply]

    Furiat/Vegelus reply on February 5, 2009 8:13 am:

    Since when? Could you post some source?

    [Reply]

    Veneretio reply on February 5, 2009 8:16 am:

    Agility still gives Dodge.

    [Reply]

    Asator reply on February 5, 2009 1:07 pm:

    Must have assumed since its not in the mouse-over for agility and I seem to remember it being there. Off topic here, how much do you get per point of agility?

    [Reply]

    vorp reply on February 5, 2009 1:55 pm:

    Hey Asator. Check out Vene’s formula page http://www.tankingtips.com/tanking-formulas

    [Reply]

    Haam reply on February 5, 2009 5:25 pm:

    How can you not have Rating Buster? I can’t imagine not having it! http://www.wowinterface.com/downloads/info5819-RatingBuster.html espeically for tanking these days with diminishing returns and all…

    [Reply]

  16. Adrale - Frostmane Says:

    I did this super quick - so by all means play with this list as much as you can. If someone can do something better, please do.

    I am the occasionally the MT in a casual raiding guild. So I don’t have enough wiggle room to have multiple sets of tanking gear for different situations. I’m struggling to just have a DPS kit for when dual-specs come out.

    So - what I’m trying to do is use this table to make ONE list of well rounded, ideal tanking enchants. Ideally, I’d be able to take the best ones from each column and they wont overlap with the best ones from other columns. At first glance - this seems to work, especially for the Head and Legs since they actually reside in two columns.

    Now remember, I did this quickly - so if you can make a better recommendation - by all means. This list is also under the assumption that you have well rounded gear because if you’re lacking in one area, threat, avoidance, or health - you’d obviously take more from that column. I probably didn’t need to say that - but just wanted to clarify. Ok, here goes:

    Back - 22 agility
    Chest - 22 defense
    Feet - Tuskarr’s Vitality
    Hands - Armsman
    Head - Arcanum of the Stalwart Protector
    Legs - Frosthide Leg Armor
    Weapon - Accuracy
    Shield - Titanium Shield Spike
    Shoulder - (Greater) Inscription of the Pinnacle
    Wrists - 40 Stamina

    GO!

    [Reply]

    Adrale - Frostmane reply on February 5, 2009 7:09 am:

    For easier digestion- there are 4 enchants from the THREAT column and 6 from the two SURVIVABILITY columns - 2 from HEALTH, 2 from AVOIDANCE and 2 that fit in both survival columns. I think that’s a nice balance - maybe not.

    [Reply]

    Urus reply on February 5, 2009 10:47 am:

    I’m sort of in the same boat as you, just trying to come up with 1 “master” set of enchants. My list is almost identical to yours, except I’d put defense on my cloak and super health on my chest. That’s purely an instinctual choice, though. I have no math to back it up.

    [Reply]

    Arti reply on February 5, 2009 6:03 pm:

    On your cloak, 16 defense is much better than 22 agility. First, you get more avoidance, and it’s spread out (dodge, parry etc.). Second, it’s 16 more points towards the 540 allowing you to have greater flexibility if you want to swap trinkets away from defense, or change an enchant elsewhere.

    The only thing you get with the agi over defense is a tiny bit of threat from a small increase in crit, which cannot offset the relatively greater avoidance you get with the defense (not to mention the flexibility it gives for other swaps).

    [Reply]

  17. Faust Says:

    Why not list Potency as an EH weapon enchant? Yea, 20 Str isn’t much, but it’s still 10 Block value before talents/kings, which isn’t something to sneeze at, and the mats aren’t bad either - it even has some threat benefits!

    [Reply]

    Veneretio reply on February 6, 2009 8:44 am:

    Because, I believe it’s an outdated enchant that doesn’t offer enough benefit to warrant inclusion. You’re far better off with 26 Agility which offers 52 Armor which contributes to Effective Health in a more meaningful way than 10 BV.

    [Reply]

  18. Bowdlerize Says:

    Thanks Vene, I was worried no one would post the new enchant list. I have been searching high & low. Im +def everywhere & +stam where that isnt an option.

    [Reply]

  19. Konora - Darksorrow EU Says:

    I would prefer Enchant Shield - Major Stamina (18 stamina) to Titanium Plating on shield as EH option.

    [Reply]

  20. Scrawny Says:

    So I’m pretty stacked for where my guild is at in progression now. I haven’t raided yet, but literally have every possible heroic drop there is. I’m def capped and sitting with 29.5k health. From what i’ve read and what IMBA has told me I’m geared enough to tank everything in the game right now.

    The point of this is to ask this question: If I wanted to chant solely for maximizing DPS (I have zero threat problems at the moment & am way overgeared for what I’m running), should I just use the Threat enchants?

    [Reply]

    Scrawny reply on February 5, 2009 6:42 pm:

    Clarification: Chant solely for maximizing DPS without forgetting about tanking stats :P

    [Reply]

    Osprey reply on February 6, 2009 6:52 am:

    I have seen several responders mention DPS in their reaction to this good topic. Your table however does not mention dps, just threat in the third column. Adding an extra column with dps enchants would probably only be different from the threat column in the Hands row. There the +15 expertise would replace Armsman.

    [Reply]

  21. Hydrix Says:

    Sorry vene, but leaving out expertise to gloves kind of made me upset. You’ve got some explaining to do on that. I will give you that armsman is a good enchant, but I don’t see it outweighing the benefit of expertise in terms of threat and parry avoidance.

    Perhaps it’s a hybrid enchant in that respect, but the thing is that people might look at this chart and think “well that’s it, there are no other enchants worth mentioning, so I have to pick one of the three for each piece”.

    My two cents.

    [Reply]

    Aloja reply on February 6, 2009 5:50 am:

    If I’m reading Vene’s formulas correctly, you get less than 2 expertise with gloves, which is a minimal benefit if you’re already past the dodge cap. Even before it, you’re getting about .50%~ parry/dodge reduction, only, compared to a +2% threat to all skills enchant.

    TL;DR - Benefit is minimal, get Armsman instead.

    [Reply]

    Veneretio reply on February 6, 2009 8:46 am:

    15 Expertise isn’t close to as much Threat as 2% additional threat and it’s certainly not going to give the survival benefit of 10 Parry Rating either. The only thing that Expertise offers greater than Armsman is a DPS increase which I may add a column for in the future to appease the masses ;) (as well as a Utility one too maybe)

    [Reply]

    Faust reply on February 6, 2009 11:08 am:

    Hand Mounted Pyro Cannon HO?

    [Reply]

  22. Khrushchev Says:

    Personally I think shield spike damage should be added to Shield Slam damage. I mean.. come on. I’m slamming a spike into you. That’s gotta hurt way more than a flat shield.

    Maybe that will be changed in 3.1 :)

    Sorry if this was already discussed. Arriving late to a thread is pretty standard for me lately.

    [Reply]

  23. mavfin Says:

    I’ve got a mix of all of those enchants. For example, bracers I have 40 stam, but chest/cloak/shield are defense. Boots are threat. I’ve gone for a balanced look that works for what I tank.

    [Reply]

  24. Number6 Says:

    I got to say as an old returning tank coming to 2 expansions this is a very helpful list and I will be heavily reliant on this for my gradual build. At present i have capped my def rating but lack on other areas due primarily to gear which will be changed with time and runs. I was looking at a similar list to Adrale’s but again with all the DKs around tuskarr vitality is looking to be less worthwhile than say greater fortitude or even agility

    [Reply]

  25. Caylus Says:

    I have a starting gear question. Right now I have a single tanking set. The tanking set has a blend of all three sets of enchants because I am trying to maintain the defense cap and do a combination of EH/threat because I have no backup items. As I gather more purple items, I plan on gradually regemming/enchanting towards three sets. Is that a better strategy or do you tend to take best in slot blues to sub-out and build your three sets right away?

    [Reply]

    Veneretio reply on February 16, 2009 3:46 pm:

    Sounds like a good strategy to me.

    [Reply]

  26. Thétank Says:

    Hey, I’ve just started recently using the Lifeward enchant on my 1hander for tanking. I’ve found this enchant to be quite valueable in that when in procs it heals for avg 400 health. It has no cooldown on the heal and by spamming dev/hs/rev, it tends to go off quite a bit. ive actually solo healed myself in regular COS with this enchant ^.^ I think its a nice addition to for any tank, but thats my two cents. Lemme know what you guys think and thanks!

    [Reply]

    Wrecks reply on September 8, 2009 6:12 pm:

    I haven’t found much info on this as a viable enchant, but Ardent Guard just dropped for me in ToC 10 man, and nobody’s around to do Blood Ward, so I thought I’d give Lifeward a try. Thanks for your input.

    [Reply]

  27. anonymous Says:

    you forgot to mention :

    Mongoose enchant for weapon

    still the best enchant for tanking currently

    for dodge & armor & crit & speed

    [Reply]

  28. Markior Says:

    Mangoose is the best enchant for poor player…

    [Reply]

  29. Padsi Says:

    Would you say as a main tank what is more important. Threat or Defense.
    I have set most every thing for defense and stamina. I have been having problems holding agro so should I try to get my threat higher?

    [Reply]

  30. Clint Says:

    I only skimmed the comments, so plz forgive me if this was already addressed, but in regards to your EH chest enchant:

    +22 defense rating should *always* be used, *unless* you can become uncrittable without a single defense gem. And here’s why…

    +275 HP, +16 def rating gem

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  31. Twiz Says:

    Wouldn’t 18 stam be better than plating for Effective Health?

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  32. Number6 Says:

    Shouldn’t the bladed ward enchant with its parry possibilities now be included in the enchant list above. I know this list is a few months old now but could we see an updated ver at some point :). This is still the best site around for old clunkers like ,e

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  33. Castello Says:

    Like the poster above I am curious what you think of the new enchants.

    [Reply]

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