to summarize
go for dps (i.e., threat) before mitigation.achat mp3 player. You’ll know when you need to add some more damage mitigation, but you’ll be surprised by what you can do if you let your assists just cut loose, all the time.wow powerlevel. Don’t intentionally nerf your dps just because you think that’s part of the main tank’s job description.wow po. When you do go for mitigation, remember what hit points are for, and remember that one of the things that makes warriors special is their high +defense.wow power leveling. Might as well use it.lord of the rings online gold. 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.lotro gold. The point, simply put, is that there’s a big difference between dying in 2 seconds and dying in 4.MP3 PLAYER 4GB. If you die in 2 seconds, you’re dead before your priest can cast a single greater heal.runescape gold. 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.