Originally Posted by

**5iL3Nc3R** I'm not going to comment in +hit. You're going to have obvious issues if you miss. So i'm gong to stick to the defensive stat priorities.

Once you reach a point where the damage is physically healable aluink is correct in stating Effective health (HP and mitigation) over avoidance. This is true because of overhealing. Especially in the hardest content available, but also in groups, you will be healing prior to tanks taking damage. This is one of the biggest factors in determining whether a group is successful. Because of this, regardless of whether the tank avoids damage you will be casting heals.

Secondly, worst case scenarios are when the tank dies. As you hum along at normal damage levels the tank will be healed just peachy regardless of mitigation vs avoidance. However, avoidance does nothing for worst case scenarios. For equivalent points of mitigation and avoidance the tank takes the same average damage over the same amount of time, however the standard deviation is much higher with avoidance.

While health is not mitigation it directly affects the mean time to death of a tank without heals. 1% health and 1% avoidance will average over infinite scenarios to the same time for the tank to die.

The mean time to death will not always be directly proportional because you don't start at 0% avoidance or 0% mitigation and as you have more of one stat the other becomes more valuable. In any case, at each gear level these priorities should be examined. However, it will always be the case that damage deviation will always be greater, or equal with more avoidance.

This is why, in my opinion, the 3 tier 2 points in ranger are among the best defensive talents for any tank spec in the game.

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