armorandstamina

Armor is nice, but not the sort of thing a warrior should worry too much about piling up to the sky.achat mp3 player. If you want ridiculous amounts of armor, play a druid.wow powerlevel. There is an equivalence for armor vs.wow po. +defense, but itemization is more or less going to force you into prioritizing +defense over armor.wow power leveling. If you’re deciding between armor and defense, you can use the equivalence formula as a guide, but the short answer is to take defense over armor.lord of the rings online gold. And remember that, in general, more threat is better than more +defense. Finally there’s stamina.lotro gold. Stamina is also nice, but also not the sort of thing a warrior should worry too much about piling up to the sky.MP3 PLAYER 4GB. That’s also for druids.runescape gold. When deciding how much stamina you need, it’s important to understand how stamina actually keeps you alive. Hit points are not, by themselves, going to keep you alive. It doesn’t really matter how many hit points you have; you can have 12,000 HP and you’re still going to die in a matter of seconds in the boss fights where you anybody could conceivably have that much HP. The point, simply put, is that there’s a big difference between dying in 2 seconds and dying in 4. If you die in 2 seconds, you’re dead before your priest can cast a single greater heal. If you’re dead in 4, your priest can cast a greater heal. If you’re dead in 5, your priest can cast a greater heal and a renew before you go down. And so on and so forth. Hit points are, in other words, a buffer that gives your healers time to act. The longer you can last on your own, the more time your healers have to respond to the fight: your healers will thank you if they have enough time to toss a renew on the rogue, greater heal the mage who decided to AOE three elites, and then get back to you.


And you will thank yourself if you can last long enough to sunder every mob in the fight before you need to be healed. There’s nothing more frustrating than responsibly going through your sunder rotation only to have your priest panic, heal you for a measly thousand HP, and pull aggro on the mob you were about to sunder but now have to chase down. The more HP you have, the less likely that is to happen. In an ideal world you don’t really need more than 3.6 seconds of survivability (the time it takes to cast the slowest heal in the game), but in the real world you need several times that at least. Just how big a buffer you need is something that only you know, based on your damage intake, your faith in the healers you generally run with, and how much damage the other members in your party take (even if you’re the perfect tank, they’ll take some damage from mob AOE). But if you stick with the idea that HP = healer reaction buffer, you’ll have a good guide to work from. If you’re a give-me-hard-numbers type, I would shoot for at least 4000-5000 HP around level 60.


   
 

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