Read This First
If you want to bitch about the change, use the Frustrations thread in the General forum. If you want to talk about other parts of the patch, use the Patch thread in the general forum. If you want to talk about the theorycraft as someone works out the new mechanics (assuming there's someone to do them), use one of the threads in the Advanced Theorycraft forum.
This thread, is to discuss and gather effective advice for gearing around the change, because by the end of the week there will be 1500 paladins wondering what to do about it.
What Does the Change Mean
The question you have to ask yourself is: "What do I want to have an excessive amount of?" Almost any encounter is survivable with a little less of something. What should that be for a tank?
1. Threat? What is the value of excessive threat? It might encourage your DPS players to play their best, to get as close to you as possible, but that only works to an extent. Any time your threat lead is consistently more than about 25% or so, you probably wasted it because the extra threat didn't affect anyone else's behavior. Hence, extra threat can be wasted.
2. Mastery? Sure, you can have more combat table coverage than you need to survive the encounter. You have good healers, right, you can learn to handle your spikes? I find that mastery is a great thing to stack, because it makes your damage intake smoother and makes your healers happier. And happy healers is a very important part of every raid, even ones that are well-past wiping to the content.
3. Stamina? Sure, you can create padding and the appearance of spike mitigation through stamina. It's the biggest component of effective health, and thus stacking stamina is one of the best ways to ensure you'll survive as long as possible in even the worst scenarios. That said, given the two I think at this point stacking mastery is better. It's not that easy to select for stamina except where it's directly up against mastery, so once you have a baseline amount, you should be fine.
4. Something else? What else do you think is more important than one of the above? How many of you would say "Holy Power generation". Is that really more important than all of the above?
Based on the comments below, many people immediately redesigned their gear for expertise and hit, before setting foot in a raid to feel it out. Others who didn't make any changes, walked into raids and found them little changed. In other words, other buffs made to our threat compensate for the nerf. Sure, some people may look at misses and panic, but that's getting caught up in the details.
Don't be hung up by a mechanic. You need sufficient threat to do your job. You don't need more. And you don't need guaranteed Holy Power for either.
What to Change
So, based on these conditions:
1. I've always been an effective health tank. Planning for EH always meant planning for worst-case scenarios. With Cataclysm, though, our larger health pools meant that we could plan less often for the worst case and more often for averages. Until we can block cap, we pretty much have to play this game of odds.
2. A tank who is not both melee hit and hard expertise capped could fail to generate an excessive string of Holy Power. With no hit or expertise, the chance of this could be pretty high. The odds get better the more we have.
3. According to the pre-4.0.6 math, expertise up to the soft (dodge) cap was our best threat stat.
4. Rebuke has no effect on this. When we need rebuke, we can strap on hit gear if necessary.
I suggest:
1. Use Seal of Truth over Seal of Insight
2. Use Glyph of Seal of Truth to pick up 10 free expertise
3. Humans: stick to maces and swords over axes
4. As always, have a trinket, maybe a pair of gemmed/enchanted gloves, and a flask and food for hit rating.
That's it.
Digren
Tue Feb 08, 2011 9:34 pm
