The values change a lot with WoW: Burning Crusade Classic.
Weapon Skill will be removed, Armory will be introduced as a new stat.
With hardening, a new PvP value comes into play, but it can also be relevant in PvE.
Items will no longer provide a percentage increase in critical hit chance, hit chance or evasion chance. Instead, the so-called "Combat Rating System" is being introduced for all values.
The background to the last-mentioned change: The value counters that you need to increase a value by one percent change with your level. For example, if you get 28 points critical hit rating at level 34 perhaps four percent more critical hit chance, you get only 1.27 percent more critical hit chance for 28 critical hit rating at level 70. However, if you get 2 percent more critical hit chance from somewhere, for example through a talent or a buff, then it doesn't matter whether you are level 34 or 70, the bonus remains fixed at 2 percent more critical hit chance.
Conversion of the TBC Classic values
The conversion with the "Combat Rating System" is certainly most relevant for the endgame of TBC Classic. In other words: What brings me which value rating to level 70? Here's the answer:
15.77 melee hit rating = 1 percent more chance to hit
15.77 haste rating = 1 percent more speed
12.62 spell hit rating = 1 percent more chance of spell hit
22.08 Critical Hit Rating = 1 percent more critical hit chance
5.92 armor penetration rating = 1 percent more armor penetration
2.37 defense rating = 1 point defense
1 point defense = 0.04 percent lower chance of being critically hit and 0.04 percent increased chance of blocking / evading / parrying / missing
18.92 evasion score = 1 percent chance of evasion
23.65 parry rating = 1 percent chance to parry
7.88 block rating = 1 percent block chance
3.9423 weapon expert = 1 weapon expert = every 0.25 percent lower chance of the opponent to avoid your blows or to parry them
15.77 Gunsmith rating = 4 Gunsmith = 1 percent lower chance of the opponent to avoid your blows or to parry them
39.4 resilience rating = 1 percent resilience = 1 percent lower chance of being critically hit / 2.2 percent lower critical damage / 1 percent lower player damage / 2.2 percent lower amount of sucked mana
The most important limit values for tanks in TBC Classic
When it comes to the prioritization of values for tanks, there are two main areas in the foreground: 1) survival strength through immunity for critical hits and smashing hits and 2) aggro build-up (often influenced by hit rating and weapon knowledge).
Crit immunity for level 70 tanks when fighting raid bosses: 490 defense (you need 140 defense or 332 defense rating with equipment)
In the heroic dungeons of TBC you need 485 defenses to achieve crit immunity from the bosses.
Crit immunity for level 70 tanks when fighting raid bosses through resilience: 5.6 percent resilience or 221 resilience rating
Note: Of course, toughening and defense can also be combined to achieve crit immunity.
Why Crushing Immunity?
Some bosses in The Burning Crusade can not only hit you critically, but also give you crushing blows in the face. These cause 150 percent of the actual damage and are therefore quickly fatal for your tank. In order to achieve the so-called crushing immunity, your combined avoidance of damage from dodging, missing, parrying and blocking must reach a total of 102.4 percent.
Your defense already increases the chance of blocking / evading / parrying / missing. In addition, there are talents or pieces of equipment that further improve your chances of blocking, dodging and parrying. Skills like Shield Block from Warrior can also help you achieve crushing immunity.
Hit chance and weapon knowledge at the tank
If you want to build up as much threat as possible, you should ensure that your own attacks constantly hit the bull's eye. The following applies to melee attacks with a weapon:
Cap for melee hit chance against opponents with level 73 (bosses): 9 percent (141.93 hit rating - applies to all abilities or for automatic attacks with two-handed weapon / one-handed weapon plus shield)
Cap for melee hit chance in PvP (versus level 70): 5 percent (78.85 hit rating)
Since you are standing in front of the boss, weapons knowledge is doubly important for you. However, there is no maximum limit that you could realistically reach so that bosses would never parry and evade your attacks again.
Note number 1) Crit and crushing immunity is your top priority. It is not worth striving for a 9 percent chance of hitting or as much weapon knowledge without considering losses if the defensive attributes fall by the wayside. Take weapon knowledge and hit rating with you, however, if that is possible without damaging your defense (e.g. through talents).
Note number 2) Protection paladins derive a large proportion of their threat from "spells" such as consecration. Since consecration cannot fail like a melee strike, (magic) hit chance does not bring you anything here. If you want to improve your aggro build-up with the Paladin, increase your spell damage instead. The same applies here: not at the expense of your survival power!
The most important limits for melee fighters and hunters in TBC Classic
The following applies to all close combat specialists:
Cap for melee and long-range hit chance against opponents with level 73 (bosses): 9 percent (141.93 hit rating - applies to all abilities or for automatic attacks with two-handed weapon / one-handed weapon plus shield / ranged weapon) or 28 percent (441.56 hit rating - applies to automatic attacks with two one-handed weapons)
Cap for melee and long-range hit chance in PvP (versus level 70): 5 percent (78.85 hit rating)
Soft Cap for Armory (level 73 opponents no longer dodge your attacks if you stand behind them): 26 Armory or 101.92 Armory rating
Note: For villains, warriors and reinforcement shamans who use two weapons, it is not worth aiming for the 28 percent chance to hit. For that you would have to neglect your other values too much. Aim for the 9 percent chance of hit so that your skills hit the target safely. A little more chance of hit is definitely recommended (as in WoW Classic), for example for generating anger (fury warrior) or for increasing the damage through your automatic attacks (which make up a large part of the total damage, especially with villains) . Just like I said: don't neglect your other offensive values as soon as you've cracked the 9 percent.
The most important limit values for magicians in TBC Classic
Offensive spellcasters also want their spells to hit the mark without exception. This works with the following upper limits:
Cap for magic hit chance for opponents with level 73 (bosses): 16 percent or 201.92 magic hit chance
Cap for chance of magic hit in PvP (versus level 70): 3 percent or 37.86 chance of magic hit
Note: Bosses actually have a 17 percent chance of evading your spells. Unfortunately, the last percent cannot be eliminated.
Support in reaching the limit values
Depending on the raid setup, you don't have to completely achieve the above values. For example, if you always fight alongside a priest, shaman or magician draenei, the draenei will give you one percent chance to hit a spell. Even better is the totem of wrath of elemental shamans, which grants you three percent critical hit chance and three percent chance to hit. Magicians who benefit from both effects only need a 12 percent chance of a magic hit instead of 16 percent, i.e. just under 152 magic hit rating.
Then there are the following class talents:
Rogue: Precision / Weapons Expert
Warrior: Precision / Defiance / Mastery of Arms
Mage: Elemental Precision / Arcane Focus
Shaman: Elemental Precision / Ambidextrous Specialization / Wisdom of Nature / Totem of Wrath
Hunter: Safe stand
Druid: Improved Fairy Fire / Balance of Power
Priest: Shadow Focus / Focused Power
Paladin: Precision / Combat Expert
The following folk bonuses are also useful:
Orcs - Ax Specialization: The weapon knowledge increases by 5 for axes and two-handed axes.
Humans - Swords and Maces Specialization: Gun knowledge increases by 5 for swords and maces.
Draenei - Heroic Presence: Increases the hit chance of you and all group members within 30 meters by 1 percent (warriors, paladins and hunters provide physical hit chance / priests, shamans and magicians provide magic hit chance).
So it's best to get one or the other item alternative with a magic hit chance / hit chance, which you can put on in an emergency if one of the group or raid buffs is not at the start.
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