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PTR
10.2.5
PTR
10.2.6
Secondary Stat Focus
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Post by
Vontri
I've been reading around a bit trying to find suggestions (with reasoning) about what to focus on and I keep getting mixed information.
The two sides that seem to be predominate are :
Dodge/Parry VS Hit/Expertise/Mastery
It's obvious that all are good but I am trying to find what should have more priority over the others.
I also understand about the soft caps. So I figured that I would ask and see if I could get some direct information from people with hopefully good reasoning.
http://us.battle.net/wow/en/character/fenris/arwena/simple
(I think it is still showing my DPS gear but most of it shares the same) I use the Heroic Version of Foe Reaper as my main hand, just incase my DPS gear is still showing.
Post by
Fjh13
I will link you a reply to a thread that I just answered about 3 minutes ago. ;)
As far as I can tell, at the moment, mastery is much better for us than avoidance. It gives reliable healing AND mitigation. It isn't RNG based, so is much more "trustworthy" than avoidance if you will. Diminishing returns make avoidance less viable the more you stack it, whereas mastery has no diminishing returns and only increases survivability even further.
Also, for hit and expertise: Get the 8% hit soft cap and don't go any more. You won't really need expertise because our threat generation is fine atm. The moral of the story: Mastery > (Dodge = Parry)
There is also the thought that stacking Mastery and Stamina at the same time is good as well. (Stamina raising your minimum DS heal and Blood Shield, and the Mastery further increasing the potency of the Shield)
Just my thoughts on this all, hope it helps!
Post by
Vontri
That's what I have been thinking but my Guild Leader and his Main Tank (DK) disagree with me saying that Parry >> Dodge >> Stamina are the three things to worry about first as they are "Primary Tanking stats"
Thank you for the input if anyone else has anything else to add I'd love to hear it
Post by
549255
This post was from a user who has deleted their account.
Post by
AnrDaemon
That's what I have been thinking but my Guild Leader and his Main Tank (DK) disagree with me saying that Parry >> Dodge >> Stamina are the three things to worry about first as they are "Primary Tanking stats"
Thank you for the input if anyone else has anything else to add I'd love to hear it
Tell them both to pull heads off the place they stuck into (likely, it is a pile of Northrend snow) and take a look around.
It's Cataclysm we live in, now. We have Mastery.
Post by
DraconisAerius
The thing about dodge and parry is... they totally rely on RNG. It is theortically possible to go an entire fight without getting a dodge or parry the entire time. But stam and mastery are always availible to us. So really I would have said mastery far out weighs even parry and dodge combined. Again it is theortically possible to have enough mastery to not once, after your first Death Strike, for that Blood Shield to drop. Depending on the fight mechanics of course.
Post by
Drunkenvalley
Last I heard avoidance and mastery were pretty even on an average rating by rating scale. It also depends severely on your optimization for the mastery bonus to be efficient enough.
Stamina is a great stat in further boosting your healing and shield, but currently I am of the impression that a less squishy state is desired, however, which you may experience if you stack stamina and neglect avoidance/mastery.
'Tis why I still have Unidentifiable Organ, to be fair. The 2k armor reduces damage taken from physical attacks by about 2-3%, IIRC. As well as provide a healthy dose of stamina in combat. :3
Post by
168916
This post was from a user who has deleted their account.
Post by
Calda
You either gem/reforge for dodge/parry/mastery or Mastery/stam/expertise/hit.
Dodge, parry and mastery are kind of selfexplanationary, but the mastery/stam/exp/hit isn't ;P
The reason to gem for those is that mastery and stam go well together. This is due to the fact that the minimum healing gained from a DS is relative to your max hp, and you do want to be able to hit the ones you cast DS on.
Post by
DraconisAerius
I've never been able to fathom why people talk about whether something is RNG-based. If you have 10% parry, it's not as if that means you get hit less often in some fights and not in others. It means you get hit 10% less often, every single fight (that isn't over in thirty seconds).
As far as I understand it currently, the 10% parry is you have a 10% chance to parry each attack. Not a guarentte that you will parry exactly 10% of the enemies attacks. Beyond that parry at the very least does not have any effect on magic attacks, such as the first boss in Vortex. Stam however does. I believe dodge is also a melee only mechanic. My point remains, mastery and stam are reliable and constant. Parry/dodge are not. I like to think of it like a trinket that has a proc effect of some amount of armor over so many seconds. You might get lucky and it might proc when you need that extra armor, but Murphy's Law says no. Beyond all of that, stamina and mastery don't have diminishing returns, parry and dodge do.
Frankly on any fight where there is more magic type damage than physical damage there is little to no point in this argument, as parry, dodge and mastery would all be less effective than stamina or even perhaps having the right resistances.
Post by
168916
This post was from a user who has deleted their account.
Post by
Fjh13
Instead of looking at which one is "better" than the other in
all
situations, maybe we should instead look at which situations in which avoidance > mastery and vice versa.
My thoughts are that Mastery > Avoidance for Bosses and that Avoidance > Mastery for fighting many adds/mobs because Blood Shield wears out way too quickly when fighting a lot of melee attackers.
I have found that on bosses, Mastery shines because it gives a great DS heal if timed correctly, and mitigates most of if not all regular boss attacks as long as I keep Blood Shield up.
I have also had many AoE mob pulls where the Blood Shield wore off too quickly to be of much use, and in those cases, I think avoidance would be better.
Perhaps, just to be safe, we should go for gear that has
both
mastery and avoidance, best of both worlds.
Comments anyone, thoughts? I'm just throwing out ideas.
Post by
dervasavred
Perhaps, just to be safe, we should go for gear that has
both
mastery and avoidance, best of both worlds.
Comments anyone, thoughts? I'm just throwing out ideas.
Build two sets of gear, one for each situation.
Post by
345326
This post was from a user who has deleted their account.
Post by
Shadowcorpse
Hit only effects threat. It make you hit more with your spells. Has no effect on how much damage you take. I have about 4% hit and have so much threat I can pretty much afk for the last 50% of any boss.
Expertise effects threat and damage taken. The boss can dodge and parry your abilities. Obviously parry is the worst. I usually aim for the 26 expertise soft cap, because this is where it starts to lose value.
Mastery, finally, is the last option. It only effects damage taken. It's value is getting buffed next patch because we'll have the ability to stack our shields, meaning as long as you death strike once every 10 secs, we'll get the best value from is possible.
TL;DR
Hit and Expertise are primarily threat. Expertise is better then hit, but you only need as much as you need for threat. I recommend 26 expertise and 3-4% hit.
Mastery is good. EJ recommends reforging your highest value of dodge or parry to every piece to get it.
Post by
168916
This post was from a user who has deleted their account.
Post by
DraconisAerius
As will your expertise.
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