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8-13-2009 @ 2:03PM
Expertise reduces the chance of the opponent parrying or dodging your attacks. 1 point of Expertise (8.2 rating at L80) reduces the chance of each by 0.25%.Tanks need a lot of expertise, because they're attacking bosses from the front (at least if they're doing their job). Raid bosses have 14% base parry and 6.5% dodge, so in order to get both down to 0 you want 56 expertise (460 rating). They also want expertise as a sort-of mitigation stat, because parries tend to speed up the next attack, so each attack the boss parries is a little more DPS coming the tank's way. Melee DPS want *some* expertise, but since they'll ideally be attacking the boss from behind (where they can dodge but not parry), they only need 26 (214 rating).For heroics, both "need" about 22 expertise to max it out, but they tend to have a bit more tolerance for failure than raids do as well.I think it would be nice if hit rating, once capped, counted toward expertise as well, maybe at half effect. Both hit and expertise need about 33 rating to get 1% effect, but Expertise gets twice the bang for the buck (since it affects both Dodge and Parry). If hit above the cap would get split into decreasing Dodge and Parry, that would make it a more straight-forward stat (e.g. 14% hit for a single-weapon user would get turned into 8% hit (cap), 3% dodge reduction, and 3% parry reduction). Expertise would still be useful, because of the way itemization works (1 rating at 100 costs about the same as 2 ratings at 66).Ranged attacks can't be dodged or parried, so hunters don't need to worry about expertise (just hit). Neither do casters.
8-13-2009 @ 2:17PM
Crib notes version seems to be that the less white damage you do, the less expertise you do, right? I'm thinking of spell damage heavy rotations in melee range, specifically.
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