Tanking In Hit Gear

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Tanking in hit gear refers to tanking in mixed hit/tank, or full hit gear. This page primarily applies to the hero tier.

Tanking in mixed gear can be a worthwhile strategy for medium sized melee characters. For example, a rogue at hero 101+ (but with a relatively small amount of hp) may choose to wear some AC gear in lieu of hit gear to reduce damage taken from mobs while still delivering a reasonable backstab.

When soloing or preparing for battles such as the Ultimate Dragon, it is not unusual for DR (HR) oriented classes like Warriors or archer-types to attempt to optimize damage dealt and damage taken.

For larger HP characters and/or those with enough fire power in their group to one-round mobs, it may be desirable to lead/tank in full hit gear. For some situations, for example a soloing Psionicist, it may be convenient to plan the run such that HP regen is not likely to be required until mana runs low.

A few notes to preface the table:

  • Keep in mind that certain locations have AC modifiers. See Armor Class page for detailed info.
  • A standard set of hit gear does not use a shield. A charged shield may be optimal depending on specific circumstances as it is only useful when being hit. However, the loss of the offhand damage roll and offhand damage (assuming the character has dual) will have to be considered.

The following table compares common DR and AC items.

Type From Stats To Stats AC Improvement per DR lost
Light Minor Eye 5DR:0AC Orb Of The Shogun 0DR:50AC 10
Light Minor Eye 5DR:0AC Mega's Spark In A Bottle 2DR:50AC 17
Finger Ice Ring 4DR:0AC Templar Ring 1DR:20AC 7
Finger Ice Ring 4DR:0AC Orkenfyr Signet Ring 2DR:20AC 10
Neck Necklace Of Teeth 3DR:5AC Carved Neck/Turtle Amulet 0DR:25AC 7
Neck Medallion Of Justice 3DR:0AC Carved Neck/Turtle Amulet 0DR:25AC 8
Body Ultimoose Power 5DR:0AC Carburized Steel Plate Armor 0DR:75AC 15
Body Ultimoose Power 5DR:0AC Darklinscale Lamellar 3DR:50AC 25
Head Helm Of Cherubims 5DR:0AC Smoldering Crown 2DR:50AC 17
Head Helm Of Cherubims 5DR:0AC Teardrop Helm 1DR:50AC 13
Legs Flaming Pants 3DR:10AC Heroic Dragonscale Skirt 0DR:40AC 10
Feet Fatewalkers/Mukluks 4DR:20AC Fatewalkers/Mukluks 4DR:20AC 0
Hands Killing Gloves 5DR:0AC Single Silver Archer's Gauntlet 0DR:10AC 2
Arms Spiked Sleeves 4DR:5AC Pair Of Steel Bracers 0DR:10AC 1
Arms Spiked Sleeves 4DR:5AC Aura Of Elemental Strength 2DR:15AC 5
Arms Dark Dwarven Brand 4DR:0AC Pair Of Steel Bracers 0DR:10AC 3
Arms Dark Dwarven Brand 4DR:0AC Aura Of Elemental Strength 2DR:15AC 8
Offhand Any offhand wield 9-15DR:0AC Shield Of Heroes (*) 0DR:86AC 6-10
About Body Robe Of Greatness 3DR:0AC Unholy Robe 0DR:35AC 12
About Body Robe Of Greatness 3DR:0AC Lizardskin Jerkin 2DR:30AC 30
Waist Chained Steel Collar 2DR:20AC Chained Steel Collar 2DR:20AC 0
Wrist Symbol Of Darkness 3DR:0AC Orosca / Crystal Wristguard 0DR:15AC 5
Held Various held items (**) 8DR:0AC - 12DR:15AC LeMans Family Seal 0DR:10AC 1 (runed Shard) - 3 (Banner)

(*) The 86 gain value comes from 3x base 12 + -50 affect.
(**) The most common held item is Shard Of Black Doom Marble which can be enchanted to 12/12 (10/10 is common) as well as runed for -15 AC. When runed, it's comparable to an unenchanted LeMans Family Seal (B12+10=22AC).

The table can be useful as a starting point to decide which items provide the best balance between AC and DR. However, the final decision should take into account the enchantments placed on weapons and armor.