Druid, Warrior, Paladin, Death Knight, which one is better in cataclysm?
Let’s make a comparison.First, the stamina
Stamina is a basic tank. Experienced stamina is everything WLK, CTM substantial increase in the blood, being killed in a second of tank was likely to decline, the value of stamina is lower.
The previous version, the Bears have been the highest in the blood, the series of nerf to the current CTM, four tanks of the blood back to the same basic level, advantage has not bear blood.
But for the bears, the stamina limit not only enhance the value of life, but also enhance the AP through the ceiling to get revenge, so as to enhance the absorption of Savage defense and hatred.
Armor Specialization and the Mark of the Wild and other tanks a total of stamina ignored the blood of the tank are as follows:
* Druid: 1 Stamina = 16.324HP, a 10% increase stamina Bear, Heart of the Wild 6% increase in stamina
* Warrior: 1 Stamina = 16.1HP, 15% protection Specializes in stamina
* Paladin: 1 Stamina = 16.1HP, 15% protection Specializes in stamina
* Death Knight: 1 Stamina = 16.481HP, 9% increase in blood Specializes in stamina, stamina the blood area increased by 8%
Four blood for the tank: death knight > Druid> Warrior = Paladin, but the gap between them is very small, 10,000 stamina, the gap is not more than 3000.
Second, the talent reduced injury
* Druid: 12% of all natural reaction damage reduction, 6% spell damage reduction resilience, a total of 12% physical damage and 18% spell damage reduction
* Warrior: Defensive Stance 10% damage reduction all
* Paladin: 10% of all asylum damage reduction talent
* Death Knight: 6% of the whole blade barrier damage reduction, the blood of the whole area of 8% damage reduction, a total of 14% of all damage reduction
Four tanks on damage reduction by talent -
Physical: Death Knight> Druid> Warrior = Paladin
Spells: Druid> Death Knight> Warrior> Paladin
However, as the Death Knight talent with trigger blade barrier, can not guarantee 100% maintained, it will slightly affect the damage reduction.
Third, the armor
Armor seems to be due to the current display bug, often high and sometimes low, so can’t be reviewed by now.
Fourth, Flee
In CTM the defensive skills were removed, so here's Flee refers only to dodge and parry.
Not like the tank with the plate, bears only one dimension(dodge) is considered to be the most powerful evidence of bears’ frangibility.
The role of the Flee, the Warrior, Paladin, Death Knight 25% of the strength is converted into parry rate, and agility can also increase the Druid’s dodge rate. Meanwhile, the Druid is the only class whose talent can increase the Flee, talent - wild swift and natural reaction mixture increase 10% dodge.
85 to increase 1% dodge, Warriors and Death Knight need 431 agility, Paladin need 305 agility, druids need 243 agility.
Flee the upgrade is subject to diminishing the inevitable impact of "high dodge bear, so the Bears have to bear more of the decline" is wrong, compared to WLK the CTM the reducing formulas and, with no small change.
First of all, or the reduced formula:
1/x'=1/c+k/x
x 'is decreasing after the Flee
Flee before x is decreasing
c is the maximum occupational dodge
k is a constant professional
This formula is not changed and WLK, change the two constants c and k.
[/ Td] [Td] k | k | Cp | 1/Cp | Cd | 1/Cd |
Warrior | 0.9560 | 65.631440 | 0.01523660 | 65.631440 | 0.01523660 |
Paladin | 0.9560 | 65.631440 | 0.01523660 | 65.631440 | 0.01523660 |
Death Knight | 0.9560 | 65.631440 | 0.01523660 | 65.631440 | 0.01523660 |
Druid | 0.9720 | N / A | N / A | 116.890707 | 0.008555 |
Cp and Cd are Warrior, Paladin, Death Knight's parry and dodge upper limit.
The data into the formula,
For the Druids, x '= x / (0.008555x +0.972)
Plate armor for tanks, x'p = xp / (0.0152366xp +0.956)
x'd = xd / (0.0152366xd +0.956)
x '= x'p + x'd
That is
Druid increased by 1% dodge, after decreasing value is greater than the Plate tanks increased by 1% dodge. Also increased by 30% dodge, Druid’s is 24.42% after decreasing which of plate armor tanks is 21.23%.
Druid increased by 1% dodge, after decreasing the value, to less than the Plate tanks while increasing 0.5% 0.5% dodge and parry. For plate tanks, after increasing 15% parry and 15% dodge, the total of dodge and parry is 25.33%.
Druid increased by 1% dodge, after decreasing the value, approximately equal to plate armor tanks increase 0.25% 0.75% dodge and parry, or 0.75% 0.25% parry and dodge. Plate tanks increased by 22.5% 7.5% parry and dodge, the total of dodge and parry is 24.33%.
It was seen, even if the plate tank improved parry and dodge of 1:1 in order to achieve the max dodge + parry, but after increasing 30% Flee, it’s just less than 1% higher than druid.
However, 10% dodge bears talent is not involved in decreasing, so is not the same 40% decrease Flee, after decreasing Druid Flee is 34.42%, 10% of natural does not participate in decline.
Plate tanks Flee can only reach 31.73%.
CTM, the defense of plate armor is one of them with parry and dodge, but this is not the property of Leather, usually, the total Flee of the plate after conversion is greater than the Leather.
Plate gear, tanks can get higher parry / dodge rating than druid, but considering the plate armor and gear will be hard to recast hit / skilled / proficient to dodge / parry in the early, and Most Leather gears can recast the rapid or crit rate, gears do not have much on the gap Flee. Plus 10% dodge talent, Druid tanks dodge will exceed Plate.
In summary, the conclusion is, in CTM, the Flee of the one-dimensional bear is completely beyond the Plate tanks.
Fifth, class proficiency
Class proficiency set the properties is for retaining the characteristics of the tank classes, different tanks is very different mode of action, but overall role is to absorb part of the damage.
* Druid:
Savage Defense: Every time a 50% chance to crit is triggered, the next melee attack by the absorption of the equivalent of 35% AP damage. 4% per point increase uptake of proficiency. (Note: there are blue posts that before the amendment can not be crit damage by triggering cycle, did not specify on the actual descriptive text, but also have not been tested here in blue posts shall prevail.)
Savage defense shined in WLK4.01 and beta, so naturally there is no suspense to be severely cut knife.
Savage Bear defense, damage reduction is fluent in four tanks, the most special one, because the absorption of defense is the Savage and the AP are directly related.
AP In addition to enhancing agility, strength and other conventional means, even more important is the revenge of this skill. Through talent and aura of the amplification, the increase in AP revenge is a major source of bear AP.
Revenge: When you hurt, increasing the value equivalent to 5% damage AP, no more than 10% of the maximum value of life; the same time, revenge to 10% every 2 seconds the speed of decay. Therefore, blood BOSS DPS 10 times less than the case, revenge is to provide the AP maximum 10% of blood volume.
The Savage defense coverage is also more complex calculations up to a rough method to calculate the words:
If the 30% crit, BOSS attack speed is 2 seconds
Suppose 2 seconds is a period of time, the attacks which can trigger Savage defense are : each attack after the attack being speeded up, a instant cast with 1.5 second CD and 3 seconds CD's hammer blow.
Then within 2 seconds
22% chance to deal 2 attack, 2 defense attack more likely to trigger Savage 43.75%
55% chance to deal 3 attack, 3 defense attacks triggered Savage is 57.81% chance of
22% chance to deal 4 attack, attack 4 times more likely to trigger defensive Savage 68.36%
2 seconds triggers a second Savage is 56.46% chance of defense
Taking into account the defense did not dodge consumption and led to Savage Savage repeated defense trigger, 2 sec attack BOSS, Savage defensive coverage can generally be considered at 50%.
* Warrior:
Block: a chance to take the next melee attack damage reduced by 30%. Exact block: have a chance to take the block can be reduced 60% melee damage. Proficient in each point increase rate of the block rate and the 1.5% precision block.
* Paladin:
Block: a chance to take the next melee attack damage reduced by 30%. After the block to withstand natural damage can be reduced 40%, the entire process to maintain. Proficient in each point increase block rate 2.25%.
* Death Knight:
Death Strike: The treatment is equivalent to 5 seconds before the damage taken by 20%. Improve the therapeutic effect of 45% talent. Proficient in playing through dead after treatment, you can get the equivalent of a master each point equal to the amount of 6.25% treatment of the blood shield.
Blood Shield is the trigger to control by the death knight, death knight will often choose to play in the death of more combat when needed, so the blood shield coverage will be reduced.
Death Knight on the new runic system of small, should be the death blow for 5 seconds with the fastest time, if the BOSS attack speed is 2 seconds, the blood can be seen as the highest 40% shield coverage.
Absorption capacity and coverage of class proficiency form
To 160,000 blood, 30% dodge, 30% crit, 15 master's role as an example
BOSS attack speed for 2 seconds, a single attack damage 40000
BOSS's DPS is 20,000, more than 10% of the blood, so the limit is 16,000 revenge AP upgrade, due to decreasing, usually stable at around 12,000. AP for Druids at this time in more than 30,000 to 30,000 calculations.
| Druid | Warrior | Paladin | Death Knight |
Absorption one time | 35% * 30000 * (1 +60%) = 16800 | 40000 * 30% * (1 +22.5%) = 14700 | 40000 * 40% = 16000 | 20000 * 70% * 5 * 20% * (1 +45 %) * 93.75% = 19,031.25 |
Coverage | ≈ 50% | 32.14% | 48.21 | <40% |
It was seen, in the face 2 seconds attack speed, to face the BOSS with 40000 damage of each attack, four tanks are not proficient in the skills gap between the large absorption of the Death Knight> Druid> Paladin> Warrior, coverage Druid≈Paladin>( Death Knight)> Warrior
However the coverage of Druid’s Savage defense will be lowered when facing the BOSS whose attack speed is less than 1 second, blood absorption is limited.
Warrior and Paladin’s absorptions depend on the BOSS single attack damage.
Death Knight’s absorption depends on the BOSS' DPS, the coverage is inversely proportional to the BOSS’ attack speed.
If the blood volume change, when facing the BOSS with 2 seconds attack speed, 50,000 damage each attack, absorption was Death Knight>Paladin>warrior>druid.
Class proficiency has advantages and disadvantages, but the face of the general BOSS model, the four tanks played very close to each other.
Sixth, the blood recovery
In CTM four tanks have their own blood recovery skills, in order to reduce some pressure of healers.
Cite here only a short CD of the continuing blood recovery skills.
* Druid: Leader of the Pack to strengthen, restore 4% of life after critting, 6 seconds CD.
* Warrior: Blood Craze, a 10% chance to trigger after injury, 5 seconds back 3% of the value of life.
* Paladin: Use Holy able to use the language of the glory of prompt treatment, 8 seconds or so once the treatment is about 30000.
* Death Knight: Death blow 5 seconds once the treatment is equivalent to 5 seconds before the damage BOSS 20%, 45% natural treatment can increase the amount; blood worms for their own treatment of others about 800-1000 per second can be treated.
Their ability to blood recovery Death Knight> Paladin> Druid> Warrior.
Seven, active skills
Active skills are helping straw for tanks, whether in the open when needed and reasonable initiative skills, often will be considered to be the embodiment of the tank hardness. CTM in the bear years of active skills, lack of a change in the situation, have no less strong in other tanks initiative skills.
| Druid | Warrior | Paladin | Death Knight |
Long CD Damage reduction skills | survival instinct,3 minutes CD, 50% damage reduction | shield wall CD 2 minutes, 40% damage reduction or CD 4 minutes, 60% damage reduction | guardian of the ancient king, CD 3 minutes, 50% damage reduction | solid ice resilience, CD 3 minutes, reducing 50% of injuries, with immune to Stun |
Short CD damage reduction skills | tree bark, CD 1 minutes 12 seconds, all damage reduction of 20%, can not use when controlled | shield block CD 30 seconds,last 10 seconds, increase block rate by 30% | Divine Protection, CD1 minutes, last 10 seconds, all damage reduce 20% | Bone Shield, CD 1 minutes, 3 times 20% damage reduction |
Long CD blood recovery skills | Fury recovery, CD 3 minutes, Increase Maximum Life 30% and 30% of the value of life, and the consumption of 10 rage per second, 0.3% for each point the value of life rage back for 20 seconds. | Last Stand, CD3 minutes, temporarily limit access to the equivalent of 30% of the life value of life for 20 seconds. | Loyal defender, CD 3 minutes, reduce injuries 20%, and injuries can be treated by kill 15% of the maximum life for 10 seconds. | blood family origin, CD1-minute, Increase Maximum Life 15%, increased by 25% by treatment for 10 seconds. Rune seconds into CD30, treatment of 15% life. |
Special skills | \ | \ | divine guardian, of CD2 minutes, in addition to their team members other than the damage taken by 20% for 6 seconds. | Will of the Necropolis, built-CD45 seconds to make the life to 35% less damage triggered, reducing damage by 25%, while replacement of a Blood Rune and Rune into CD, 15% can be obtained using life. |
Long CD Damage reduction skills, except Warrior’s are more flexible and cover a longer time to use Glyph of the shield wall, the remaining three tanks are almost identical.
Short CD damage reduction skills,
* Druid’s Tree Bark can be used in a coma, the duration by 2 seconds.
* Warrior's shield block increases block rate, but the block can only absorb physical damage.
* Paladin’s Divine Protection is normal but useful.
* Death Knight Shield Although the duration of the bone for up to 5 minutes, but can only withstand three attacks, and the need to consume Unholy Rune, is short in the worst of CD skills.
Long CD blood recovery skills
* Druid's fury recovery is undoubtedly the strongest, CD 3 minutes 20 seconds duration, and life can return to a maximum equivalent to the maximum (1 +30%) * 0.3% * 10 * 20 = 78% health, enough be unsustainable in the treatment, the blood itself is nearly empty when opened, to the treatment of back to the blue of the time, but their blood can reach the objective point. And similar but different skills to open an additional 30% after the increase in blood does not seem to give priority to the end of the net, this is also a need for detailed testing.
* Warrior’s last stand, the effect is no change in CD is still 3 minutes 20 seconds.
* Paladin's loyal defender completely lost its nimbus in WLK, the 2-minute CD of the active skills, must be effective to lethal attack, but fortunately there is a 20% damage reduction, damage reduction as a skill to use. In addition there is a unique addition to the Paladin self-injury skills outside the team by the divine guardian.
* Death Knight's blood family of origin effects are still very poor, 1 minute CD, 15% and 25% life cap to enhance the therapeutic effect is difficult to play a similar, life-skills, with 30 second CD to restore 15% of the amount of blood runes conversion to poor.
Death Knight though less effective active skills, but the short CD and passive will trigger the death domain, making the death knight can get longer covered by injuries, so it will not fall in the active skills in the following wind.
Eighth, Summary
Characteristics of several tanks in the above comparison, the gap between the tanks is not large, the Bears really at a disadvantage in some projects, but they strive in many projects do not even have a great advantage.
In the CTM, no matter which tank class, you need not complain about all day, weak cry, but try to play to their strengths, to fight for their seats in the team or the raid.
没有评论:
发表评论