May 25th 2009 8:20PM Good question, honestly. They did a lot to make the 5-man dungeons good out of the gate (badges plus championing system, which was a great idea). Unfortunately, those are things with limited returns - even with the ability to buy legacy items with badges, there's a limit to how many you need, and eventually you hit exalted with all 4 factions and file the tabards.
It's hard to get a group up to farm H UP for the Red Sword when you can get an axe just as nice from a few dailies. (As a tank who never had any luck with the former, let me emphasize that I'm not COMPLAINING here.)
Jan 20th 2009 5:52PM The changes that Blizz is making to Wintergrasp are obviously designed to keep more of the fighting outside the walls, rather than the last ten minutes of every battle occurring in the courtyard.
Walls tougher plus cannons tougher = easier to defend, harder to punch through. Previously, a couple of casters could clean all cannon defenses away from the wall, and then three or four siege engines or demolishers could batter their way through a wall segment unless the entire enemy team happened to concentrate right there, right then. (This is why you couldn't blow through the keep door the same way...)
This should serve to keep battle spread across the walls, where it will create less lag in general. Ten fights of ten people each spread out create a lot less lag than a single fight with all one hundred in range; look at EVE for an example of scaling lag problems in huge multiplayer fights.
Dec 19th 2008 8:21PM The numbers to which dodge and parry diminish are well-known and integrated with that add-on, which indeed serious tanks should not be without. But all we know about "to be missed" diminishing is that it DOES (per blue post), but not the number to which it diminishes. Nor is it included in RatingBuster.
Not that it makes that much of a difference, because you can't -stack- "to be missed" - the only source of that is defense and there's only so much of that you COULD possibly get. It only matters when trying to divine the precise point at which your diminishing dodge is eclipsed by the broad-spectrum avoidance in defense, and honestly it's not that big a difference anywhere along the line - you are just about as well-off going for defense as dodge, once you hit uncrittable.
Check out Tankspot's discussion of ratings - all the crunchy math you desire.
Dec 19th 2008 4:17PM Your comments on defense are misleading in a few ways.
Defense -is itself- an avoidance stat. Adding to defense reduces your chance to be critically hit, this is correct. However, at the same time, it also adds to your block, your parry, your dodge, AND your chance that the mob will just plumb miss you in the first place.
Complicating all of this is the effect of diminishing returns. The more of a given avoidance statistic you have, the less effect you get from adding additional rating for that statistic. And even MORE complicating is that parry has a high rate of diminishing returns, dodge has a lower rate, block has no diminishing at all, and nobody knows what "to be missed" diminishes to, just that it diminishes somehow.
Comparing point-for-point as far as item budget is concerned, a point of defense will always give you more avoidance than a point of parry. Dodge gives you a little more avoidance than defense unless you've got a whole ton of dodge (though it's close and exactly where the change-over is depends on that "to be missed" number that we can't calculate). However, if you're a warrior or paladin, you're also getting mitigation (and DPS) through additional block rating. So, at heart, it's never bad to stack defense as opposed to an avoidance stat.
You're right about the stamina, though. Your real balancing act is going to be additional stamina (and armor) versus avoidance stats versus aggro stats (and expertise is an avoidance AND an aggro stat, while block value and rating is mitigation and aggro...)