Warlock-Tank Guide 3.1

Tired of looking for a tank for groups?
It's over. Now that the dual talents have arrived, you as Brujo you can tank your own heroics. Send those Paladins to silence and take care of tanking some heroics.

guide_brujo_tanque

Let's stop joking and let's put aside the question of whether Warlocks should tank and they shouldn't because it's not a kind of tanking. Let's focus on why can tank.
Still don't believe me? Take a look at this video:

With this guide we do not intend to promote a new class of tanking in any way. This guide is to help some warlocks who, in certain encounters, may need to tank a monster for some reason, or who want to have fun, stretching the possibilities of this class to the maximum.

What defines a tank class?
Specifically and generalizing a lot, 3 things:

  1. Generate threat. This is obvious, if a DPS can steal the threat then you are doing it wrong.
  2. Survive the threat generated. Obvious too. In my unsuccessful tank mage attempts, removing the threat from the tank ended my life.
  3. This is an extension of the first but basically you have to be able to force by all means that the monster or boss fight against you and no one else.

Warlocks have a couple of important abilities that make them real tanks. Specific, Metamorphosis y Defiant howl.

Critical immunity
Those two words up there are one of the cornerstones of the tank. Warlocks cannot block or parry and cannot be dodged while casting spells. Now, the million dollar question is then how do you do it?
Temple, and I'm not talking about «Gentle or altered disposition of the body or the mood of a person »If not that statistic that was added for PvP and that for tank warlocks is essential.
Let's see the probability of landing a critical hit (on average) from bosses:

  • Raid Bosses: 5.6% chance to critically strike
  • Heroic Dungeon Bosses: 5.4% chance to critically strike
  • Normal Dungeon Bosses: 5.2% chance to critically strike

And what do you mean by this Bel? We are going to see some useful macros to see if we are immune to critics with or without Demon temple.

Let's start without Demon temple:

Band Chief:

/ script DEFAULT_CHAT_FRAME: AddMessage (5.6 - ((GetCombatRatingBonus (CR_DEFENSE_SKILL)) *. 04

+ GetCombatRatingBonus (CR_CRIT_TAKEN_MELEE)), 1,0.5,0)

Heroic Dungeon Boss:

/ script DEFAULT_CHAT_FRAME: AddMessage (5.4 - ((GetCombatRatingBonus (CR_DEFENSE_SKILL)) *. 04

+ GetCombatRatingBonus (CR_CRIT_TAKEN_MELEE)), 1,0.5,0)

Normal Dungeon Boss:

/ script DEFAULT_CHAT_FRAME: AddMessage (5.2 - ((GetCombatRatingBonus (CR_DEFENSE_SKILL)) *. 04

+ GetCombatRatingBonus (CR_CRIT_TAKEN_MELEE)), 1,0.5,0 {/ xtypo_code}

 

Now let's see it, having Demon temple:

Band Chief:

/ script DEFAULT_CHAT_FRAME: AddMessage (2.6 - ((GetCombatRatingBonus (CR_DEFENSE_SKILL)) *. 04

+ GetCombatRatingBonus (CR_CRIT_TAKEN_MELEE)), 1,0.5,0)

Heroic Dungeon Boss:

/ script DEFAULT_CHAT_FRAME: AddMessage (2.4 - ((GetCombatRatingBonus (CR_DEFENSE_SKILL)) *. 04

+ GetCombatRatingBonus (CR_CRIT_TAKEN_MELEE)), 1,0.5,0)

Normal Dungeon Boss:

/ script DEFAULT_CHAT_FRAME: AddMessage (2.2 - ((GetCombatRatingBonus (CR_DEFENSE_SKILL)) *. 04

+ GetCombatRatingBonus (CR_CRIT_TAKEN_MELEE)), 1,0.5,0) {/ xtypo_code}

 

Damage reduction
Those 3 words (3 this time, I'm getting better) are also important for tanks. My unsuccessful tank mage attempts led me to the conclusion that "a telilla" like me could not mitigate the damage a monster inflicted. Can a witch do it?

Here's the damage reduction formula:
RdD% = Armor / (Armor + (467.5 * Attacker Level - 22167.5))

Here is the complete formula:
((base damage * (1- each RdD%)) - damage absorption) * Damage transfer

  • base damage = The amount of damage you would take if your character is naked and without any kind of beneficial spell (this is not the time to think about naked gnomes)

Now we multiply this number by each point of damage reduction you get.

Some examples to clarify this:

Paladin Talent Damage Reduction = (1-Straight Fury)* (one-Safeguard Blessing)* (one-Templar Shield) = 0.884446

Damage Reduction for Warlocks = (1-Demonologist Master)* (one-Pig Iron Skin) * = 0.846

Transfer of damage from Soul link = .75%

A paladin with 25,000 points of Armor takes a hit that is not blocked with a base damage of 10,000 points
(10,000 * .4 * 0.884446) = 3,537 damage taken (~ 65% damage reduction)
A paladin with 25,000 points of Armor takes a hit that is blocked (1,500 points blocked) with a base damage of 10,000 points
(10,000 * .4 * 0.884446) - 1,500 = 2,037 damage taken (~ 80% damage reduction)
A warlock with 6,600 points of armor takes the same hit
(10,000 * .72 * 0.846) * .75 = 4,568 (~ 55% damage reduction)
A warlock with 8,600 points of armor takes the same hit
(10,000 * .66 * 0.846) * .75 = 4,187 (~ 59% damage reduction)
A warlock with 8,600 points of armor and Power Word: Shield takes the same hit
((10,000 * .66 * 0.846) -2,300) * .75 = 2,462 (~ 76% damage reduction)
A warlock with 6,600 armor points during morph takes the same hit
(10,000 * .3 * 0.846) * .75 = 1,903 (~ 81% damage reduction)
A warlock with 8,600 armor points during morph takes the same hit
(10,000 * .25 * 0.846) * .75 = 1,586 (~ 85% damage reduction)

Some things to keep in mind:

  • Warlocks have 6% damage reduction against all non-physical attacks including Bleeding, Poison, Disease, and Magic.
  • Also, Soul Link damage transfer is for all damage types, not just physical damage.
  • If the boss has only magic attacks, we can summon a Felhunter and we will have an additional 10% Damage Reduction
  • Most importantly, Warlocks receive an additional 26% healing due to the Demon armor and Demonic aegis

Team
We will need PvP equipment for all slots except for Ring, Trinket and Necklace

Rings:

Important enchantments:

Consumables

Priorities in statistics

  • Critical immunity
  • Critical Hit Rating Max
  • Increase Stamina to improve survivability
  • Increase spell power to enhance threat

In that order of priorities.

You should have at least 25,000 health points.

Talents
Rama 1 - You will have a metamorphosis that lasts 36 seconds for 120 seconds

O
Rama 2

Now the problem comes in, how to manage mana but this can get us out of trouble in certain situations.


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