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8-13-2011 @ 5:56PM
Ok, so as I mentioned before in a Warrior column a couple weeks ago, I'm an 85 Prot War who's never tanked and was looking for advice. However, I'm confused by something in this article:1 "You're going to hear a lot of talk about hit and expertise being useless. Ignore that talk." - so I understand this to mean DON'T strip off hit and exp.2 "The reason you will want to strip hit and expertise off of your gear in favor for dodge, parry and mastery is that you're starting instances as an undergeared tank, and you don't want to go splat." - so I understand this to mean I SHOULD strip off hit and exp.3 "It's my suggestion that you instead prepare for the world you actually live in and have at least some threat pieces you can swap into your tanking set in case you get a group that is less than patient." - so I understand this to mean DON'T strip off hit and exp, since hit and exp are threat generating stats.Huh? That's conflicting advice. So as a Prot war with mostly quest blues and some reg instance blues, do I or don't I strip off hit and exp for dodge, parry and mastery?I'm confoozled.
8-13-2011 @ 6:14PM
To put more simply, you will want hit and expertise for 5 man dungeons to ensure that you maintain threat on mobs and bosses since you are less likely to be coordinated with those in your group. You may look at the other players as uncontrollable guardian pets as you might have to make up for their random acts. (and fail hunters and rogues who refuse to use misdirect and tricks of the trade.)For raiding, you will be less likely to need as much hit and expertise, as the other players in the group will be working with you to to make things go smoothly.It should be noted that you will need less hit and expertise for 5 mans than raiding. I believe it is 6% hit and 23% expertise. Not 100% sure about the expertise, may be less.
8-13-2011 @ 6:30PM
He means both. If you have the ability have one gear set where your survivability is emphasized, and one where hit/exp is emphasized. If you have overzealous dps, stuff isn't really going to last very long to begin with, so survival shouldn't be an issue. What WILL be an issue is trying to hold threat against them. Other way around. If you have patient or undergeared dps, they will allow you to generate threat even if you miss the first attack, so you can afford to lose hit/exp because stuff will be living longer, and defensive stats are better if the mobs are beating on you more.
8-13-2011 @ 9:46PM
The way I interpreted item number 2 was that you'll want to strip hit and exp in the sense of being TEMPTED to do so, but for 5-mans in particular you really really want to be hitting reliably. For attacking level 87s (ie, 5-man bosses and raid trash), hit and expertise are capped at 6% and 24 respectively, which are both 721 rating. Outside of reaching those caps, reforge everything possible to mastery and then what's left to dodge. You'll have much higher parry than dodge even after reforging as much as you can due to the free parry rating you get from the strength on your gear. Avoidance is better than stamina this expansion (in my opinion, anyway), so I recommend using your blue sockets for hit (I go the sensei's emerald for hit+mastery) instead of the stam that tanks traditionally go for, so that you don't have to reforge away as much of your avoidance to get hit-capped.The reason I recommend piling on mastery is that a) you get 10 rage every time you block, so mastery makes sure you get some avoidance (or pseudo-avoidance) without missing out on rage, and b) critical block chance applies as a fraction of your block chance rather than as a fraction of all incoming swings so there's kind of some back-loading in terms of damage reduction there.
8-13-2011 @ 10:52PM
He's saying that you should gear for survivability because your lower quality gear means you'll go splat more easily so you need to minimize that more now than once you've built a quality pre-raid set. However; if you notice that dps are pulling off of you and won't listen to you tell them to slow dps if their aggro gets too high (only 1% will likely listen... if that) put on a few pieces with hit and expertise so they don't pull anymore. Try to gear as much for survivability as you can while still maintaining threat is the basic message.
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