Meaning if you ignore most of your threat stats you'll be getting in the best case scenario some ~5% more avoidance.
Does this small avoidance increase (meaning absolutely NOT reliable) really justify one to go ahead and ignore Hit&Exp, and lose most of the control he'll be having over his Rage generation? This is what bothers me most.
Not to mention the SBar issue, which simply makes the whole '' Mast=Parry=Dodge >>> Hit&Exp '' priority simply not viable as a baseline optimization.
anyone who has done challenge modes in beta , can you give your insight on how useful a warrior tank would be
I do not want to look like i am QQing - but i am: Warriors look so much better than Paladins for tanking in MOP.
And this thread is awesome GJ.
I personally love how they have changed warrior in MoP, with the exception of losing the ability to weave in HS on every global but that's a minor point.
You can control the damage you take so much more easily now with shield barrier, it honestly feels more like playing my DK now
I tried my paladin for the first time the other day, I have to say the damage isn't quite up there with warrior and imo does feel a bit *clunky* to play, for fights with controlled burst needed though I'm pretty sure paladin will be very close to, if not topping the meters due to Holy Avenger
Theck incorporated Sbar, reults are posted on TS. It is now in agreements with Airs/Tengs numbers. Long story short, we are looking at mastery stacking with hit/exp on the bottom. Caps are not needed.
My original method of gearing, which I'll be using until I need to stack more stamina (very well could be never). Off to buy more gems.P1 Mastery > Hit = Expertise > Parry* > Dodge*
With Fleet you get exactly 1.58% Mastery+0.36%block chance, which is roughly equal to 0.33% total damage reduction on a normal boss swing (on average, and if SB has a 66.7% uptime).
Austere has a little bit more TDR (about 0.1% more), but will also increase your health by some 1% if you have 500K HP, and doesn't depend that much on RNG to benefit from, while Eternal provides even more TDR and has more or less the same RNG dependence.
It can be taken for its movement speed increase thus, in a kiting scenario yes, but not that much as a baseline option.
What do you guys think ? Should I still add it as a ''sub-option'' for a kiting build ? I personally don't think it's necessary, and might just flood the content more than anything.
It doesn't stack with the boot enchant, does it? I mean speed-wise.