ты ж сказал танках,а не конкретно палов танков =)
Человеческий фактор - это если хант (рога) бежит от пельменя\лужи\метку ставить и не кидает напул - это человеческий фактор. А если они тупо вбивают ротацию как дауны - это уже касяк, где поможет не символ на 8% шанс провокации, а мозгоправ или костолом.
Танк пал не может непрожать бурст в начале,он по факту обязан, а если он не делает - то тут пара причин:
1) бурст на кк
2) бурст ненужен
и 3) он идиот
Must Have
[Glyph of Divine Plea]: Since the Guarded by the Light talent allows you to keep Divine Plea active full-time as long as you're hitting something, this glyph effectively amounts to a flat 3% reduction to all incoming damage. This is probably the only glyph universally considered a "must-have" for tanking.
Good and/or Situationally Useful
[Glyph of Seal of Vengeance]: 10 expertise (not 10 expertise rating) decreases your chance to be dodged and parried by 2.5% each, potentially increasing your chance to hit a mob by up to 5% if you're not already at the dodge cap. Against a boss this is of debatable value; since Seal of Vengeance is a countinuous damage-over-time effect your threat doesn't really suffer from a miss, but on the other hand reducing a boss's opportunity to parry your attacks can help prevent damage bursts.
Against groups of mobs, this glyph can often be very handy, especially in the case of trying to initially pick them up with HotR. HotR can be dodged or parried ("deflected") so this glyph can potentially make the difference when you're trying to get that first hit in on a mob.
[Glyph of Righteous Defense]: Handy in multi-mob situations, especially if you don't have much hit gear. Against bosses this is somewhat less useful than you might imagine; most bosses that require heavy use of taunting have artificially low resist rates.
[Glyph of Salvation]: Useful if you need another damage-reduction cooldown. Obviously using Hand of Salvation as a mini-shieldwall will cost you threat, so make sure you're running with a good threat lead.
[Glyph of Hammer of the Righteous]: Good if you frequently find yourself managing crowds.
[Glyph of Hammer of Justice]: Situationally this can be very useful, especially if you're specced into the 20-second cooldown on HoJ and frequently find yourself dealing with stunnable or interruptable mobs.
[Glyph of Avenger's Shield]: This is a matter of personal preference. I've never been interested, but if you'd prefer to have a stronger ranged threat burst on one target, then by all means go for it.
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