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Divinity for tank
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Post by
Quest
I personally like divinity since it also increases healing taken. I'm a 64 tankadin and when BC dungeon start hitting 200-300 when you have 9000 armor you'll be glad for the extra healing.
lol?
At 64 you either traded a hell of allot of survivability or threat or both for 5/5 divinity. Thats 250 flipping health on a 5,000 heal. Less than nearly any survivability talent point for point in the prot tree. Good choice. Let the healers worry about healing, you worry about not dieing and keeping threat.
Come on people are you even trying now.
Post by
PureGold
Why does everyone feel the need to attack Quest all the time? lol
If you aren't comfortable with your healers why are you even taking them into Ulduar? Seriously, you should consider their ability to heal you without you giving the what...11% increase?
I agree though if your threat is amazing and awesome and no mage, lock, or other tank could ever pull off you then why not take divinity because there is absolutely nothing else that you can put points into to increase your survivability.
Post by
blademeld
Why does everyone feel the need to attack Quest all the time? lol
Because Quest makes it easy.
>.>
<.<
As a common saying goes, just because you're right doesn't mean you're any less of a jackass.
Post by
Quest
Why does everyone feel the need to attack Quest all the time? lol
Because Quest makes it easy.
QFT
I find people respond with more vigor in their counterarguments if they dont like you.
Post by
65116
This post was from a user who has deleted their account.
Post by
slasher0161
Quest is a prime example of a troll not really trying to troll, more elected by the paladin community.
Anyway onto topic, so its been settled that its personal preference and realistically unless you have some intense dps you probably won't need the extra threat talents and if you are progressing in ulduar and need someone to tell you what to do your being carried.
Post by
zoomie
I have been doing some thinking and what it boils down to is 2 things. In my case I can go with divinity and increase my survivability, even if its just a little bit and increases overheal. Or I can go for some threat stats. It is survivability vs threat.
Lets say you can't kill a boss because you keep hitting the enrage timer. Yes getting more threat talents would increase damage, but that is a problem of raid wide dps and nobody is going to look at the tank as someone that needs to improve.
Lets say you can't kill a boss because the tank keeps dieing. Survivability issue. If the healers are struggling to keep a tank up then divinity is the perfect talent to help increase survivability.
As long as my healers still have mana, I don't give a !@#$ how much overheal their is. Overheal all you want, I don't care. Everyone in a raid would rather have a little bit more overhealing and a dead boss, instead of a little bit less overhealing and a dead tank.
Now saying that divinity only increases a 5000 heal to 5250 so it isn't worth it is just like saying you don't need improved righteous fury because a 5000 hit would only be 5300 and your healers can heal through it. They aren't the same thing as far as effective health goes, but they are the same concept. Increasing survivability, and making the healers job a little bit easier.
So if you don't want divinity, don't take it. Personally I like being known as the tank that is a lot easier to heal compared to the other tanks.
Post by
svirve
Now saying that divinity only increases a 5000 heal to 5250 so it isn't worth it is just like saying you don't need improved righteous fury because a 5000 hit would only be 5300 and your healers can heal through it. They aren't the same thing as far as effective health goes, but they are the same concept. Increasing survivability, and making the healers job a little bit easier.
I got your point here but i just want to add that imp RF =/= Divinity.
Removing 6% from EVERY hit (there's no such thing as overdamage unless you die).
Compared to adding 5% to EVERY heal.
The healing can and will be wasted about 50% of the time.
I'd say go with what you like. If you're into min/maxing you aint gonna pick it up for threat stats.
If you wanna be every healers dream pick it up since they'll love your ass one overheal at a time.
Post by
Quest
Now saying that divinity only increases a 5000 heal to 5250 so it isn't worth it is just like saying you don't need improved righteous fury because a 5000 hit would only be 5300 and your healers can heal through it.
Thats true over in pretend fantasy land where unicorns play on fluffy clouds of happiness and sharing but over in Wow, Divinity costs 5 points while iRF costs 3 and
isn't a filler
.
Also
a 5000 hit turns into
320
EH not 300 with iRF.
Post by
Quest
QFT
I find people respond with more vigor in their counterarguments if they dont like you.
Pretty much what a troll does tbh ;)
Except they are usually wrong, so it would fit you better. ;)
Post by
65116
This post was from a user who has deleted their account.
Post by
Pyramids
Dobbel is right, and is a snowball, which is pretty much the same thing : D .
Anyways, about the whole Divinity thing, well, it's so miniscule over whether you pick the threat-boosting talents or Divinity that I don't really think it matters. Personally I've always gone for the extra threat just 'cuz I like killing stuff faster, but idk.
I guess you could calculate the boost in DPS that those talents give you, calculate how much less time it takes to kill a boss thanks to that, then calculate how much mana your healer would save w/ Divinity. Then, find which helps more.
Off-topic:
(Please, if you're a Holy Pally considering this talent, look @ your overheal. Do you *like* that? Do you?)
Post by
blademeld
Dobbel is right, and is a snowball, which is pretty much the same thing : D .
*looks at Laihendi*
No.
Quest, isn't iRF additive with at least one of the other mitigation?
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