2011年2月21日星期一

Everquest 2 leveling guide 1-80

1.Solo

0-20 leveling: Darklight Woods, no question at all. Lots of quests in easy-to-access hubs, small zone that's easy to find stuff in. Both freeport and qeynos are terrible for starting toons, they do have lots of solo quests for beginning people but they all involve a lot of running, which is very difficult to do at a low level when you don't have the money to buy a mount or high-level runspeed buffs. Timourous Deep is a close runner up because it has a very similar quest design to Darklight Woods, but Tim Deep loses some points because its also a really big zone, and Gorowyn is a headache to navigate...but this is offset by the fact that Tim Deep has great quest rewards that are usable all the way to level 40. Gfay is a bit better than FP/Qeynos because all the quests are collected in one zone, but it involves a ton of running as well.


20-25 leveling: Nektulous Forest, because the questlines you get from nek docks are all really easy to complete, and you have very little competition. TS is pretty bad compared to Nek because the quests involve much more running.


25-30 leveling: Butcherblock Mountains, because it has the best questlines in this tier. The only bad thing is that you have to navigate the whole zone to get the griffin tower access to each quest hub. The froglok timeline is also worthwhile doing, but its pretty short so there's not a whole lot to it.


30-35 leveling: Zek. Large quantity of easy quests you can do from the docks, however the quests further out aren't really worth doing at all. Enchanted Lands is okay, but often those quests requiring killing mobs that are difficult to find and/or spawn in low quantities.

35-40 leveling: Feerot. Lots of good quests in the beginning camps, however once you start getting quests that send you to the other half of the map its a good idea to stop doing them, because they require too much time running. There are a couple quests that can be a hassle if there's anyone else in the zone, because much like EL there's quests that requires killing 15-20 mobs of a certain type, when only 3-4 of that type is up at any given time. So if you get competition, its usually better to just leave and do something else.


40-45 leveling: Steamfont. Loads and loads of quests from gnomeland hq, all of which give fantastic XP and AA. No one should miss steamfont; its possible to start here as early as 35 if you've got bad competition in Feerot.


45-50 leveling: More steamfont; unfortunately both Everfrost and Lavastorm are terrible for soloing. This is a rough area to solo in, so hopefully you can find a lot of groups in this band.

50-55 leveling: Sinking Sands, there's quite a few quests here and even though they don't give great xp and aa, there's really no other good options in this band. Don't bother with the Peacock timeline because its generally a waste of time unless you have crazy runspeed and know the Peacock questline exploit (I won't detail it here as I do regard it an exploit)


55-60 leveling: Lesser Faydark, there's a large quantity of quests here, but much like Butcherblock the mobs hit much harder than mobs from earlier expansions.


60-65 leveling: Mystic Lake, it gives fantastic xp from both easy quests and easy-to-kill mobs, and is a godsend in this 50-65 band that is difficult to level in. Tenebrous Tangle basket quests is a close runner up, by doing the basket quests over and over you can make a lot of money, but after they run out you'll get better XP in mystic lake.


65-70 leveling: Both barren sky and bonemire timelines, barren sky can be done a little earlier. Both zones are fantastic though, lots of disco, lots of easy-to-get-to quests. After you've spent up those two zones though head to loping plains because there's a lot of good quests there, even though the zone is more annoying than the KOS zones.


70-75 leveling: Loping plains is still good in this tier, and chances are you'll hit 70 before you finish barren sky/bonemire/loping. Otherwise RoK is very straight-forward; you have to do Kylong Plains first (docks to outpost to grasp to highton) and then fens (watch to span to outpost/omens to riliss to droga/bellywumper

75-80 leveling: Same RoK straightjacket format, Jungle first (Jinisk/Renegade to Villager to Dalnir/Reet/Outer Seb) and Wastes second (Del'nok to skorpion to danak/hunter)



Everquest 2 leveling

2.Heroic

0-30 leveling: Pretty much all of them are pointless, you'll get much better xp soloing, and its hard to find people for groups at these levels. If you can find a fallen gate/crushbone group thats great, but in all honesty they're probably not worth your time.


30-35 leveling: Ruins of Varsoon, lots of nameds on fast repop.


35-40 leveling: Runneye, much like Ruins of Varsoon except more difficult and more AE encounters. Nek Castle is either a hit or a miss, you simply cannot do this with a pickup group because too many slow players will get behind on the questline in here; but if you can find a really good group the zone has amazing xp from doing the timeline alone.

40-45 leveling: Drafling Tower, its not very popular but should not be under-rated imho. The mobs here give fantastic xp and the heroic questline is very simple to do. Deathfist citadel is a runner up because it gives awesome loot for its level, but the xp isn't as great.


45-50 leveling: Obelisk of Lost Souls, there's a reason why plat farmers are in this place 24/7. You can haul a LOT of loot out of here with one group cycling the whole outside of the zone and then the inside of the zone. You can actually start doing this at level 40 but the mobs are pretty tough so you want to make sure to bring a good group. Much like Drafling, a zone that isn't very popular but is still very good. Other than OLS, Temple of Cazic Thule can be good, but the heroic quests are difficult to complete and the zone requires a lot of experience to pull it very well.


50-55 leveling: Solusek's Eye is actually the best XP for this band, but the problem is that its near impossible to get a group to do it since everyone needs the portal in lavastorm. So in reality the best thing is to chain Sanctorium/Cache runs because there's really no other option. You can throw in a Vaults, but its only worth it if you already have someone with Clefts key access. Stay away from Silent City/Living Tombs, as they are low-xp zones with nameds that have a convoluted spawning process.

55-60 leveling: Roost/Ancient's Table replaces the Sanct/Cache combo. Mines of Meldrath is good too. Klak is okay for AA the first time, but the mobs are too difficult to warrant grinding much there. Stay away from New Tunaria because the zone has very buggy pathing/aggro issues.

60-65 leveling
: Poets Palace is great, if you have someone with access. But that's pretty rare, so the only real option is Sanctum of Scaleborn, which is probably one of the most annoying zones in the game, but everyone has to end up doing it anyway. Nest is also good for a quicky. If you have a really good group you can hit Vaults of El, but you want to make sure to have 2 healers for that.

65-70 leveling: There's a lot of really good dungeons in this band. Vaults of El, Den, HoF, Acadachism, OOB, CoV, Unrest, Kaladim, Mistmoore Catacombs. Actually the biggest problem you'll have is you're probably outlevel the band before you can visit all the great dungeons. Stay away from Forsaken City/Nek3 though, they've got almost as many problems as New Tunaria.


70-75 leveling: The more difficult T7 zones such as Unrest, Nizara, and Mistmoore Castle are better than running headlong into Karnor's, imho. I've seen waaay too many groups get chewed up in karnors because groups thought they could go in there at level 70 because the mobs conned 74. They really hit like they're 78, so I would stay out of KC until you're 75. But in all honesty you probably won't be grouping much in this band because there's so many good quests in RoK that all you'll want to do is solo quest.


75-80 leveling: Again, pretty much all the RoK dungeons hit really freaking hard so you don't have much business trying an ROK dungeon until you're at least 78 or so. (the only exception being healers, which can pretty much always get into a group 5 levels earlier than anyone else) Otherwise you're just going to be a xp leech. That being said, it is possible to do Chardork/KC as early as 75, but the xp is so terrible compared to solo quests I don't know why'd you want to do it. After those two zones, I think CoA is the next-easiest instance, followed by Vaults. After you hit 80 though and you're just looking for loot, CoA is going to be your best bet for M1 drops. Chelsith/Maidens has high quality loot, but you need a high quality group in order to make them worth your while.

2011年2月9日星期三

How do you think about RMT?

RMT(Real-Money Trading) is always refused by MMORPG operators.
However, why it's spending everywhere?
The point is...? Right, money.
There is money,so there is business, and then company...
"Time is money, friend."just like the Goblin says, busnissmen always try everything they can to make money.
How about their labor,their employee?
They are just for life...

RMT is so bad? Right. It ruined the balance of the MMORPGs.
However, as the MMORPG developed, MMORPG is getting more and more like the real society. Is it fair in real society? It's always a joke about this question.

How about the MMORPGs when facing the real society?
Some parents call them as "Drugs". In China,years ago, some parents even take their children to some very bad organizations who called themselves "Professor" . The children were treated even worse than prisoners.

My point is that if RMT is bad, MMORPG is same when facing the real society. The things we should do is making it healthier!

As the animal nature, human play games for practise the body as the dogs. If we want healthy, we should make the games with body movements like the kinect...

As the same, if you want RMT is healthy for MMORPGs, regulate it.

When society grow up, you can't stop the commerce, the only thing, only right thing you can do is regulating it. It's the same for a virtual society.

How to? haha, you are clever enough!

2011年1月17日星期一

EVE Online Incursion 1.1.0 will be released


EVE Online Incursion 1.1.0 will be released on Tuesday, January 18.



This latest release includes updates to the EVE Contracts system, preperations for the much anticipated Sanshas Incursions and the new Character Creator which will allow players to completely revamp their characters.

Buy eve accounts.

[Guide]Druid VS Frost Mage

In fact, I think the Druid fight frost mage is not that hard,
The point is healing, and constantly kill time with him, he can’t heal.
Use melee damage which does not need mana to slowly caught him dead.


After he used Ice block, Frost Nova, open your whole fire to kill him directly.
Not bad op is enough.

Here are the skills you should know:
Frost Nova, Ring of Frost and Blink
Basically steady play will win.


Phase 1:

Stand positions as follows:  --------------------------------------------------------------
----------------------Long range -----------------------
---------------Healer ---------- Healer ----------------
------------ Long range --- Long range ------------
--------------------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
--------------------------------------------------------------
--------------------- Melee ---- Melee ----------------
------------- Melee – Frost Mage - Melee --------
--------------------------Tank ----------------------------



The Feral Druid Tank do not need against the technology, but need a very high anti-ice
Almost anti-ice 300+ unbuff
hp 200k +

Opening, the tank went up first to create hatred and pull the Frost Mage back to the crowd. DPS open fire after tank’s taunt.
Frost Mage will hit tank every 5 seconds with an Ice Lancel, and every 10 seconds cast a Cone of Cold to its front,
Injuries are high, but if tank has enough anti-ice, he would not die after 2 or 3 hits, just heal him well.

Every 15 seconds after the opening
Frost Mage will cast frostfire bolt to attack a random target, and to produce a 9-second-long fire DOT.
Over, all will be over 150k damage, remember to make care better job being the target who attacked by frostfire bolt, or someone would die.

We will enter phase2 when about 60% left.


Phase 2:

It is easy to die after the beginning of p2. The Frost Mage not only cast Ice Lance to tank and Cone of Cold outside, buy also cast Frost Nova and Blink every 30 seconds.
Frost Nova will freeze all enemies within 30 yards in place for 10 seconds, can not be lifted, while being empty of hatred. And it will cast frostbolt to the nearest target every 1.5 seconds after Blink.
Note: it will not cast Frostbolt to tank.
One Frostbolt takes around 25000-35000 damage and slow target for 4 seconds and after got two you will be frozen in place for 6 seconds, healing effect was reduced by 99%. Then Frost Mage will continue to attack the target, until the main tank can move freely.

During phase 2 we have to stand close to each other, and then all take turns to move to about two yards in front of the team. Return to the team after being hit by frostbolt, there need an arrangement for the sequence.
Considered the time, it’s best that Frost Mage changes target after casting the first frostbolt.
And more, Frost Mage will not attack the target frozen by Frost Nova.

Since the damage of p2 is enormous, during this time, healers and DPSs please do everything you can. In order to reach 35% - the Phase3.


Phase 3:

P3 hang on until after the fact, almost the ice,
At this time Frost Mage would summon water elemental, and occasional cast blizzard and ring of frost to the target except tank.
These 2 spells can not be countered, damage of blizzard is high and will slow targets, the ring will be permanently frozen.
Seeing the spell effects, run away, in addition to tank healers should also pay attention to other people affected by magic.
The water elemental will disturb us by the water arrows, but not hurt. We can clear it after down the BOSS.


So basically method is over.
Do not have a full, about 20 Druid to be won.

2011年1月12日星期三

TopGameAccount, Best choice for buying accounts


Here I want to introduce a professional site to you – TopGameAccount.com


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If anyone want to purchase game account, this site would be your first choice.
It’s also a sister site of IGXE who verified by BBB, so you can trust it.


2011年1月9日星期日

[wow][Archaeology]The most efficient mining methods


The ultimate esoteric of Archaeology:
After seeing the green light, walk 16 yards to dig!


After my experiment, the maximum distance can be dug treasure is 8 yards. So, when we get a green light after one dig, indicating that the treasure is 8-30 yards in front of us.
Go forward 16 yards, dig the second spade, the bingo chance of the second try is (8 +8) / (30-8) = 16/22 = 72.7%. If not, then move forward 7-9 yards, dig, 100% chance to get your treasure.
So, after seeing the green light, two more tries to dug it out at most. Remember the two numbers: 16 yards and 7-9 yards.
It’s greatly improved efficiency, you will find your treasure within a maximum of 3 times.

Finally, talk about add-ons required: archy. Exact distance label is useful, be sure to tune out.
archy + tomtom, indicating the nearest point of the next mining location. There would be a tone when reached a goal.

2011年1月7日星期五

[Cataclysm] Horizontal comparison Of 4 Tanks (H.O.T.)

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 DruidPaladin>( 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.