You fags will argue about anything

You fags will argue about anything.

Sun Eater is shittier than King's Defender.

Doesn't hit rating = more aggro for tanks? It was that way back in the day, irrc.

King's Defender is obviously better. What?

Sun Eater is worse, not an argument to be had, just a fact.

Dodge is better for warrior

Yeah, people were pretty salty that the fairly rare drop of the Sun Eater (from a heroic that was overall harder than Kara) wasn't as good as King's Defender from the chest event.

Which is fine by me because BC heroics fucking sucked and Kara ruled.

>no mention of warrior whatsoever
>this vs this
>which means which is better in general
Good for you, but we're not talking about warriors.

The hit was better because there was a hit cap for prot warriors to avoid being parried (which made the next autoattack from an enemy instant- which could get you killed).

King's Defender is objectively much better, why in the fuck would you even consider Sun Eater?

I guess if you really need 19 more dodge?

>Kings defender
>182 armor

Kings defender is better there is no debate here

Are you kidding me? The use of yellor text is much better than this fucking all green text on the right.

Hit negates misses, it's expertise that negates dodges and parries so hit does nothing to survivability. Anyhow, most of warrior threat in TBC was built in to abilities (with threat contribution from strength, block rating or crit being relatively minor) so getting more abilities in was the most efficient way to increase threat through itemization.

Avoidance was relevant in TBC as opposed to, say, WotLK, but overall the survivability from King's Defender is at least equal to Sun Eater while having superior threat.

Expertise wasn't introduced in BC until Zul'aman.

>forged in the heart of a dying star
>level 70 weapon

>some doodad a monkey had
>level 100 weapon

WoW power levels

>comparing lore with gameplay
Huh! Weird how a level 100 nobody monk can defeat the lich king, I thought he was already dead anyways :^)

Translate that to weapon skill for pre-2.3 then (not that there were many weapon skill items in the game, I don't think there was a single one desirable for warrior tanks, ferals might have used the lower city ring but that's about it). Either way, hit doesn't reduce the chance of taking parry hasted hits and as such does nothing to survivability.

>Avoidance was relevant in TBC as opposed to, say, WotLK
???????? Other than crushing blows no longer being a thing, avoidance was still huge. Stop thinking ICC = WOTLK.

dual wield it

They should have just put the armour on king's defender in yellow to signify it's a unique stat that you wouldn't normally see on a sword.

You're right though, the readability is much better on The Sun Eater.

I think they really underestimate making stats interesting to look at in Legion. I mean, functionally, those sorts of stats aren't very flexible; but every item being some variation of +crit, +haste, +mastery doesn't making for exciting itemization. In effect they've had to overcompensate by making legendaries more common and assigning them talent traits.

But then, any increase in complexity is met with resistance by the wife, kids and job crowd who feel that anything that requires more from them than a casual hour here and there should be stamped out.

>Posting a thread about a game that died about 10 years ago when its first expansion was released.
Go back to /r/wow already.

it says that Sun Eater is feared across the cosmos, so even if its weaker all I will have to do is draw it and make my enemy run for the hills

King's Defender is easily better. I comes from Kara, Suneater comes from Heroice Mechanar.

King's D gets better stats just for being a tier ahead.

Kings Defender is better in almost every situation. Avoidance isn't as effective as mitigation in TBC so you could easily give up 19 dodge rating for 6 stam, some armor, and some sorely needed hit. Missing a white swing can easily be life or death for a tank simply because of rage starve

Well, ICC was half of WotLK in terms of patch duration, so...

Besides, the only meaningful encounter in T7 is Sarth+3D and it's all about surviving the breath through boss damage buffs and health debuff. In Ulduar most things that can potentially cause tank death (like Mimiron Plasma Blast or Steelbreaker Fusion Punch) are best survived by stacking effective health, although avoidance admittedly is desirable in tanking Immortal Guardians and Algalon. By TOGC healer mana has definitely become pretty much infinite so surviving worst possible RNG burst (not average damage intake) is the most relevant thing in the game and the worst tank killer is stun by Anub'arak in which case you even cannot dodge (the offtank duty admittedly is best done with 104.4% avoidance and block gear while high HP is actually undesirable). And we all know how tanking in ICC works.

Okay, if you really start analyzing T7-9 encounters, there are some in which high avoidance would be very beneficial, but by and large "EHP is the king" isn't just ICC show.

this one is still better. what do you know.

warriors are the only one who use these weapons you shitlord

>pally tanks did not exist!
are you stupid or something?

Whichever one is more /fa/ obv

Well Plasma Blast was a bit easier to survive because it was damage applied over time, Fusion Punch was very easily pre-healable (the only times it would become a problem is if you have to heal it and dispel the debuff yourself). I'd say Thorim with his semi-unpredictable Unbreakable Strike was harder to heal.

Paladin tanks used sp weapons (apart from exceptional circumstances like Mother Shahraz where you just have to soak so a weapon with defensive stats might be worth of consideration)

paladins use SP

>"i didnt play BC" the post

>sun eater
>83.4 dps
>defender
>87.5 dps

defender is clearly better

>Pointless discussion