The Care and Feeding of Warriors: Expertise and hit in WoTLK

We got an email this week from Sean which stated that he wanted us to talk about the importance of hit and expertise on tanking gear. Now, we've talked about those stats before, but it's a whole expansion later and as such, we should re-familiarize ourselves with hit rating and expertise for tanks and DPS warriors, because both specs need both stats but weight them differently. This week, we'll talk about tanking gear. Why does tanking gear have hit and expertise and why is it good that it should have those stats?
Tanking
Tanking is two synergistic activities rolled into one, it's the hockey of WoW. Much as hockey combines skilled skating and beating the crap out of people (I understand there's a small black object that's important in there somewhere too) so does tanking involve annoying things while surviving the results of their annoyance. It's easy as a tank to fall too far into the 'keep yourself alive' mentality by focusing all of your gearing attention on stamina, avoidance and mitigation. This will make you a much easier to heal tank, and I'm sure your healers would thank you for it if not for the horde of monsters that walked over and ripped their faces off because you didn't build any threat.
Even in the new age where there's more baseline threat in defensive stance and warriors generally output more threat via damage, with new abilities like Damage Shield and Shockwave, you still have to pay attention to the stats that help you generate threat as well as the ones that keep you alive. We'll look at the Daunting Legplates as an example of a reasonably high stamina armor piece with very high defense, but the only threat statistic they have is the 54 strength. (Strength for a warrior tank is both a threat and mitigation statisic due to its relation to how much damage a warrior blocks - 2 strength is 1 shield block value) They aren't bad legs and no one is saying they are, they're simply focused more purely on stamina and defense in order to allow tanks just starting out to try and reach 535 defense rating and become uncrittable to mobs in heroic dungeons at level 80.
Now we'll compare them with the Ley-Guardian's Legguards, from heroic Oculus, the kind of instance you'd get the Daunting to be able to run. The Ley-Guardian's have more stamina, slightly less strength, a socket (yellow, not the first choice for tanks but allows for customization), almost as much defense as the Daunting and a large chunk of hit rating. That hit rating by itself makes these legs superior to the Daunting for threat generation, for two reasons. The first is that an attack that doesn't hit the mob doesn't generate any threat. The second is that an attack that doesn't hit the mob doesn't generate any rage, which you as a warrior tank use to generate threat via specials. Hit on your gear also affects whether or not your taunts are successful. This does not mean you have to stack hit to the exclusion of all other stats: in general, once you have 5% hit (163 hit rating) you probably have all the hit you need, since as a warrior tank you're using a one handed weapon (or a two handed weapon in your main hand which no longer suffers an additional hit penalty if you're one of those crazy Titan's Grip warriors who still likes to tank) and a shield. If as a tank you wanted to completely guarantee that your specials would always hit (including Devastate, Shield Slam, Shockwave, Thunder Clap, Revenge and Heroic Strike) then you could gear up to 8% hit (262 hit rating), but it's not strictly speaking necessary and very hard to do before 25 man raiding gear.
Expertise serves a similar function, save that rather than removing misses it pushes dodges and parries off of the attack table. Not only do dodged or parried attacks have the same effect as misses for a tank (you don't generate threat on a dodged/parried attack and you don't get rage for it either) but in addition to this, a parried attack from a boss causes his next attack to land faster, increasing the damage the tank takes. This means that expertise is both a threat and an avoidance stat for warrior tanks much as strength is a threat and mitigation stat.
Now, with the changes to crushing blows, level 80 tanks will never see a true 'parry gib' again. Parry gibbing in BC was when a boss (at effectively level 83, skull level mobs like raid bosses) would parry the tank or someone else in the case of a poorly positioned melee DPS and then get a hasted counterattack on the tank which would be a crushing blow, resulting in a spike of damage that required a very quick response from a healer. Since it couldn't really be predicted, it often resulted in tanks going from full health to dead before the healers could react, which made expertise a very important stat indeed for tanks.
Each class had their ways to push crushing blows off of the attack table or survive them, but those means weren't as effective (especially the warrior method of spamming shield block) when an attack was parried. In Wrath of the Lich King, this isn't possible for level 80 warrior tanks because crushing blows are only possible if the mob is four levels above the player, which means skull level boss mobs don't crush in raids anymore. Still, while expertise will no longer prevent a true parry gibbing since those crushing blows are gone, it still does reduce the incoming damage to the tank, making it a stat that performs double duty for a tanking warrior.
So how much expertise do you need? You can keep stacking expertise (and keep seeing a benefit from it) until you've completely removed the chance to be parried, but at level 80 it costs 32.79 expertise rating to reduce chance to be dodged or parried by 1%, and I've seen estimates of boss parry rates at up to 12 to 15%. If we assume 12% is correct, you would need 394 expertise rating to completely reduce parries, and I don't think that's possible at this time. (I haven't combed the entire loot tables of all 10 and 25 man raids for expertise gear, though, so it might be possible, but I don't think it would be advisable.) Furthermore, that kind of relentless dedication to expertise rating over all other stats would probably hurt you in too many other areas like stamina, hit, SBV, dodge and so on to be worth it.
I would say gearing to remove the 5.75% chance an attack will be dodged by a boss is more than sufficient, which would be 189 expertise rating (rounded up), or almost 24 expertise totally unmodified by talents or racial abilities. (I think it would actually take 23 expertise to reduce dodge chance by 5.75% and 24 to reduce it by 6%.) This will probably require significant investment by most warrior tanks but luckily the talent Vitality can add up to 6 expertise, meaning that you'd only need 18 expertise. That is fairly easily achieveable. However, it needs to be said that more expertise as a tank is never going to be a bad thing unless it's achieved at the cost of all else.
Again, please don't take this to mean that you should go for hit and expertise over all else. We've talked before about the dangers of overstacking stats. It's very important to try and keep a well rounded approach and probably you'll need two or three different sets of tanking gear if you're looking to tank primarily.
Next week, we'll cover how hit and expertise function for DPS warriors, both arms and fury.
Filed under: Warrior, Analysis / Opinion, Bosses, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Punkenjoy Jan 29th 2009 5:15PM
"Tanking is two synergistic activities rolled into one, it's the hockey of WoW. Much as hockey combines skilled skating and beating the crap out of people (I understand there's a small black object that's important in there somewhere too)"
as i hockey fan, i just say LOL
matty Jan 29th 2009 5:58PM
I lol'd
SeanOr101 Jan 29th 2009 5:17PM
Great article, cleared alot of things up for me
(Wrong wowhead link on Shockwave)
Matthew Rossi Jan 29th 2009 5:20PM
Should be fixed now, thanks for letting me know.
tanknspank Jan 29th 2009 5:20PM
I'm glad to see an article on this, many players bypass expertise and hit rating in their tank gearing. I great place to build up expertise and hit is easily in the sockets of gear. A single expertise stamina gem (Guardian's Twilight Opal, a Purple Gem) can add about 1 expertise rating towards your cap along with the 12 stamina. Yellow Sockets are a great place to add the Orange Gem Accurate Monarch Topaz, Adding about 1 expertise and about .3% to hit. Red and Yellow Sockets both add a great amount of expertise and hit to a build. Thanks to some work on Elitist Jerks, it looks like until you hit your said 24 rating, it actually adds the most threat of any attribute a Warrior can build. I want to start seeing less dodge and more expertise in those sockets tanks!
Dave Jan 30th 2009 1:25AM
Are you for real? Expertise and hit through gems? Ugh, just... ugh. No. Never. It pains me that I have to put a def/dodge gem in my gear to remain uncrit and keep my meta active. But expertise? Seriously?
Frankly, I don't see what the big hubbub about threat is these days. The only thing that's been able to pull off of me consistently is a 3000+ dps survival hunter, and even then only in the first few seconds of the fight, usually in an aoe pull against a mob I haven't focused on yet. Playing a Paladin I rely less on expertise and hit than warriors (plus I come with an innate 16 expertise from talents/glyphs), but I still don't see the point. Expertise and hit are nice bonuses, I guess, but I'd much rather see more stam or dodge on my gear.
tanknspank Jan 30th 2009 1:50AM
I guess if you're in mostly heroic gear and naxx 10 then maybe not, but as a warrior 1 expertise in a socket can add about 60 TPS to a certain point. Also, don't forget that a dodge stamina gem adds about .16 dodge per gem(If I recall correctly, I may be a bit off, but it's not much at all) Assuming you had 4 red slots open, that's the difference between 240 more TPS or .64 dodge. That's an amount small enough that any competent healer is going to be able to make up. That extra TPS is more important when you start dealing with raiders in full 25 gear and strong cycles, plus it can raise your short term snap threat which can be useful at the beginning of fights.
FenSat Jan 30th 2009 9:14AM
@Dave
You must not be running with an affliction lock then. Now that we have cleared Naxx 10-man and have moved onto 25-man, I'm starting to notice that I'm having threat issues, even having taken the threat reduction talent, having the threat reduction meta gem, and giving the tank time to build aggro. I usually end up having to soulshatter very early in the fight. Even our mage is starting to edge up close in threat.
Our primary tank is talented, but the one thing I have to attribute it to is the mantra he's been telling the other tanks in the guild: you don't really need hit as a tank. Given that I and others are starting to have issues, I can only be led to believe that its his neglecting hit that's to blame.
Clint Jan 30th 2009 9:26AM
This wasn't specifically mentioned in the article, but I feel it deserves to be said (although it is somewhat implied)...
Expertise > Hit
Always (until the parry cap). Hit is nice to have on gear, but never gem for it. I like a expertise/stam gem in my red sockets, particularly if it is a +stam socket bonus.
venerus Jan 29th 2009 5:20PM
it's generally agreed that 25 expertise is the soft cap (un-dodgeable), not 24.
Matthew Rossi Jan 29th 2009 5:24PM
25 expertise would be 6.25% dodge/parry reduction. Most of the numbers I've seen say that it's 5.75% chance to dodge, which is why I said 23 is technically what you need. If it turns out to be 6.25% I'll amend the article.
venerus Jan 29th 2009 5:31PM
Seems to be some debate about this -- here's what I'm basing my comment on:
http://www.tankspot.com/forums/f200/41907-frequently-asked-questions.html
"What's the expertise cap?
There are actually two: The point at which you remove dodge from the mob's combat table, which we call the soft cap, and the point at which you remove parry from the mob's combat table, which we call the hard cap. The caps vary with the mob's level. For level 83 the soft cap is 6.5% dodge or 26 expertise (214 rating), and the hard cap is 14% parry or 56 expertise (460 rating)"
Here they say 6.5%, I've also read 6.25.
tanknspank Jan 30th 2009 1:50AM
6.5 is the value thrown around on WoWWiki and on EJ, so that's probably the one you want to use.
Daymon Feb 3rd 2009 11:31AM
W/e is on tankspot and has Ciderhelm or Sartrina's aproval is godspell for tanks, so 6.5% it is. That site is the bible everytank should read.
Xeinte Jan 29th 2009 5:28PM
Sorry but anyone who puts zerk on a weapon while spec'ing into armored to the teeth should just go play another class.
Matthew Rossi Jan 29th 2009 5:34PM
You're aware that the armor debuff on zerking is 5%, and is almost never actually going to affect your AP from Armored to the Teeth due to how long the calculation is, and even if it did 5% of your armor value is not going to be 400 AP?
For instance, if you have 13000 armor value and full AttT, then you'll get around 200 AP from it. When Berserking procs, you'll lose *gasp* 10 AP from AttT and gain 400 from the proc.
Grubba Jan 29th 2009 6:55PM
Dear Xeinte,
You just got schooled. Maybe it is you that should be playing another class.
Friday_Knight Jan 30th 2009 12:56AM
Sorry but anyone that doesn't know that Armored to the Teeth and Bladed Armor recalculate their exact values every 20 seconds server-side should just play another class.
Meaning the odds are good that you will get both the full benefit of the Berserking proc and Armored to the Teeth (as Rossi said *gasp* a whopping 10ap difference) 90% of the time without the server-side check going off in the middle of the Berserking buff duration.
Don't make authoritative statements like that when you really don't know what you're talking about. Even if you were right the net gain of attack power gained from the buff with talents is still arguably the best weapon enchant gain you can get.
Bratack Jan 30th 2009 6:53AM
You not only got schooled, but you got owned. I took a look at all your post and I got to say, you fail at life and game. Every one of your post are negative and idiotic. Do us a favor and stop posting.
Nimangma Jan 29th 2009 5:29PM
Nice article Matt. I've been looking into this a lot lately and there seem to be a lot of different opinions.
Here is a good article that would compliment yours:
http://www.tankspot.com/forums/f97/42653-gearing-threat-wotlk-guide-hit-expertise.html
I think 26 expertise (post-talent) will knock dodge off the table. In my opinion, you sacrifice a lot of Effective Health and avoidance if you are stacking expertise further than that, unless you are going for a high TPS/DPS set.