As you’re racing through and preparing for heroics, you
already have an idea of what you need for upgrades. What minimum
statistics do we even need for raids? It’s actually pretty
DPS Warriors: 8% Hit, 26 Expertise, 30% Crit, able to put out at least
2k DPS on the damage meters.
Prot Warriors: 540 defense, ~25k HP, 55% combined parry, dodge, and
From there, you stack your desired stats to increase your performance.
All of it depends on your spec and play style for the “Best
in Slot” gear, so I won’t be focusing on specific
loot here. With all of them, however, it is important to keep your
Stat priority: ArP > Strength > Crit
Stat priority: ArP > Strength > AP > Crit
: The stat
priorities above are if you’re already Hit capped for special
attacks and Expertise capped for dodge. As you’ve already
observed, I’m sure, mobs can and will dodge even if
you’re behind them. That’s why Expertise is
important for DPS classes, not just tanks.
After the Hit cap for Fury Warriors, it is still a decent stat to
gather however it falls greatly on the desired stat tree.
Yes, it is still important for an Arms Warrior to get Expertise capped.
There is not as an immediate need as for Fury, but if you can reach it
without compromising the other stats, it won’t hurt your DPS.
Both stats are greatly desired for rage generation and DPS in general.
: It is important for a
Fury warrior to have Crit in order to have Flurry up as much as
possible. 33% is a good number to aim for, but always be aware to
balance your other stats.
30% Crit is great for Arms warriors in order to keep Deep Wounds and
Blood Frenzy (4% more melee damage).
: ArP is beyond great for both Fury and Arms warriors. After you get the basics down (outlined at the beginning), the more you have the better it is - until the cap (1232 ArP).
It is generally preferred to get ArP from gear rather than gems. Sunder, Faerie Fire and Expose Armor are not included for the cap.
Stat priority: Stamina > Dodge/Block/Parry > Expertise/Hit
Given you already have 540 defense or a combo of defense with
resilience to remain crit immune.
The priorities for a tank are a little iffy. Stamina is always
important for a tank in general, as a buffer for the huge hits bosses
do nowadays, however it can take a backseat depending on what equipment
set you’re working on. Along the same lines,
avoidance/mitigation stats can take a backseat to the threat stats
(exp/hit). It’s all about what you’re tanking, who
you’re tanking with, and which stats would be more
advantageous in the fights you’re currently dealing with.
Dodge, Block, and Parry
if you reach 540 for crit immunity, it is still a decent stat to have,
though after 540 it gets knocked down the priority list a little.
Dodge, Block and Parry are needed for avoidance and mitigation to help
out with survivability against bosses.
Here are the conversions:
49.18 Parry Rating = 1% Avoidance
41.00 Defense Rating = 1% Avoidance + 0.33% Block
39.35 Dodge Rating = 1% Avoidance
16.39 Block Rating = 1% Block
1 Block Value = 1 Damage Blocked (affects Shield Slam and Damage Shield)
Unlike Defense, Parry, and Dodge, Block does not have diminishing
returns. It is not avoidance, but it brings about Revenge and reduces
some white damage
Expertise is primarily for threat, and it scales better than hit if
you’re really aiming for threat. 26 is the primary number for
this to get dodges off of the table, though more doesn’t hurt
to decrease chances of parry.
Hit is also good for threat, but remember that it affects your special
attacks, including Taunt. There’s a glyph to improve it but
it’d be easier just to get some hit food or something to get
closer to the 8%.