To become un-crushable, what we really want is equal to 100%. At this point, there is no room left for anything lower on the table like critical hit, crushing blow, and hit are all gone. This really explains why we said above that 490 Defense to remove critical hit from the combat table is here irrelevant. If you can get to un-crushable, you also remove chance to be critically hit in the mean time without necessarily needing 490 Defense to do it.
We'll make a change in terminology to be a lot less awkward before going on. We'll also just use miss, dodge, parry and block instead of typing chance to be misses, chance to dodge, chance to parry and chance to block.
Shield Block is the easiest way to do it. Invoking the Shield Block ability adds 75% to your chance to block for two charges or 5 seconds, you're already 3/4 of the way there. If your (miss + dodge + parry + block) before hitting Shield Block is at least 25%, you're un-crushable when you hit Shield Block. For convenience, we'll call this Shield Block un-crushable. You are un-crushable while you have charges of Shield Block remaining; it is a temporary state of being un-crushable.
You don't need 25% block chance to be Shield Block un-crushable. What you need is (miss+ dodge + parry + block) equal to 25%. Due to combat table precedence, all of your (miss + dodge + parry) is kept, and so some of the 75% from Shield Block may be discarded in the un-crushable state, block is the lowest precedence remaining on the table.
We assume 1/1 Improved Shield Block talent for Shield Block un-crushable. If you don't have that, you're wrong. The typical boss that doesn't dual wield has a swing timer of around two seconds. One charge of Shield Block is not going to cut it since it will get consumed on the first hit and you will risk crushing blows while Shield Block is cooling down. Even two charges does not cut it if the boss also has a special attack that can be blocked that lands while Shield Block is active. In this case, a timely miss/dodge/parry to keep the crushing blows away while Shield Block finishes cooling down is happiness. Thunder Clap helps to slow down the attacks to increase the chance of Shield Block refreshing with minimum chance to sneak a crushing blow in there.
Holy Shield is the Paladin equivalent to Shield Block un-crushable; temporary un-crushability. Paladin tanks need to achieve the same 100% goal that Warriors do, but they do not have the Shield Block ability. Instead, they have the Holy Shield talent, which grants 30% block chance for 8 charges or 10 seconds. Here is a good point to mention the Libram of Repentance, which grants 42 block rating while Holy Shield is active. Effectively the Libram increases Holy Shield to a 35.32% block chance. It's a heroic badge reward, and you need it. We will assume the Paladin tank has the Libram of Repentance as part of their gear.
It's a longer road for a paladin tank to gear up to the point of being Holy Shield un-crushable, since they need 64.68% (miss + dodge + parry + block) from gear when they activate Holy Shield. Note that we assume 2/2 Improved Holy Shield talent for Holy Shield un-crushable, increasing the number of Holy Shield charges from 4 to 8 over the 10 second duration.
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