1. Protection Paladin Stats. Icecrown WotLK 3.3.5

    Hello I would like to ask some questions about prot paladin stats.
    I play on Icecrown, WotLK 3.3.5

    I've seen BiS Protection Paladins, They were getting as much "Parry Rating" as possible.

    Why were they getting as much "Parry Rating" as possible?
    What's the difference between Parry Rating and Dodge Rating?

    Can you tell me what stats give me:

    1 strenght - How much "Block Value" and "Atack Power" I get for 1 strenght?
    1 Agility - How much "Critical hit chance and "Armor" I get for 1 agility? Do I get "Dodge rating" ?

    What are the caps I need to get as Protection Paladin ?

  2. There were so many gemming parry, because they've absolutely no idea what's going on in this game.

    Parry rating increases the chance you completely avoid an attack with a parry, while dodge rating increases the chance you completely avoid an attack with a dodge. Said like that there's little difference, however, if you manage to parry an attack your next swing will be faster (google parry-hasting wotlk for more detailed info). Also another big difference, and the answer as to why paladongs/any tank gemming parry is a bad idea, is that parry rating DRs faster compared to dodge.

    DR-diminishing returns. What does it mean? Just as an example (not real figures)
    100 parry rating - 1% parry chance
    100 dodge rating - 1% dodge chance;
    220 parry rating - 2% parry chance
    210 dodge rating - 2% dodge chance

    In translation, you will need more parry rating to get to a higher % avoidance compared to dodge.

    You will want to get the 540 defense (read defense, not defense rating, there's a difference) in order to not get critted by a boss. Also I highly recommend getting at least spell hit capped (17% total needed).

  3. For Tanks, 8% hit is fine as long as you run the Glyph for Hit Chance on your taunt (every tank spec has one).

  4. For Tanks, 8% hit is fine as long as you run the Glyph for Hit Chance on your taunt (every tank spec has one).
    8% meele hit is the hard cap.

    17% spell hit (with glyph) is actually lower than that. (meele and spell hit stack differently)

  5. There were so many gemming parry, because they've absolutely no idea what's going on in this game.

    Parry rating increases the chance you completely avoid an attack with a parry, while dodge rating increases the chance you completely avoid an attack with a dodge. Said like that there's little difference, however, if you manage to parry an attack your next swing will be faster (google parry-hasting wotlk for more detailed info). Also another big difference, and the answer as to why paladongs/any tank gemming parry is a bad idea, is that parry rating DRs faster compared to dodge.

    DR-diminishing returns. What does it mean? Just as an example (not real figures)
    100 parry rating - 1% parry chance
    100 dodge rating - 1% dodge chance;
    220 parry rating - 2% parry chance
    210 dodge rating - 2% dodge chance

    In translation, you will need more parry rating to get to a higher % avoidance compared to dodge.

    You will want to get the 540 defense (read defense, not defense rating, there's a difference) in order to not get critted by a boss. Also I highly recommend getting at least spell hit capped (17% total needed).
    @OP,
    In addition to this, some people seem to think parry is a good idea because of the Chill of the Throne debuff (in ICC) which nerfs the player's dodge value by 20% (20% dodge, flat, rather than 20% of your rating). However, dodge still remains superior to parry even after this debuff. That said, tanking in ICC, it is far more efficient to focus on your effective health (armor + health + whatever other sources of mitigation). Of course, this is not to say that avoidance stats should be avoided. They're useful, but just shouldn't be focused on.

  6. For %17 you will put many many hit gems which is a waste since in good guilds there will be spriest/balance in almost everyraid, detucting a nice %6 spellhit. So %11 spellhit (Around 9-10 meleehit.) is the idea though people getting glyhps with %8 melee hit for it I dont recommending since its for aoe taunt and aoe taunt is not always safe to use.

    PS: Without glyph for adds you ll have %14 spellhit since it wont be targeted and get buff for spellhit, still it never happened to me as OT that I missed a taunt and lead raid to ruin.

  7. For %17 you will put many many hit gems which is a waste since in good guilds there will be spriest/balance in almost everyraid, detucting a nice %6 spellhit. So %11 spellhit (Around 9-10 meleehit.) is the idea though people getting glyhps with %8 melee hit for it I dont recommending since its for aoe taunt and aoe taunt is not always safe to use.

    PS: Without glyph for adds you ll have %14 spellhit since it wont be targeted and get buff for spellhit, still it never happened to me as OT that I missed a taunt and lead raid to ruin.
    Spriest and Moonkin don't stack. You only get 3% spell-hit from your raid. (Alliane has 4% due to Draenei)
    This being said both have to cast spells on the target to apply this raidbuff. Giving you a chance to miss your taunts on multi-target fights if you deduct 3% from your needed hit rating.

    And the Glyph is counted for both your taunts.

  8. For %17 you will put many many hit gems which is a waste since in good guilds there will be spriest/balance in almost everyraid, detucting a nice %6 spellhit. So %11 spellhit (Around 9-10 meleehit.) is the idea though people getting glyhps with %8 melee hit for it I dont recommending since its for aoe taunt and aoe taunt is not always safe to use.

    PS: Without glyph for adds you ll have %14 spellhit since it wont be targeted and get buff for spellhit, still it never happened to me as OT that I missed a taunt and lead raid to ruin.
    I'm sorry but your advice is quite wrong. The glyph accounts for both taunts as Bensten said, thus reducing your required spell hit by 8%, meaning you'll only need 9%. That's 236.07 hit rating for a spell hit cap.

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