Class – Role Combinations are listed below:
Death Knights – dps
- Hit, till you’re at the Melee Hit cap
- Expertise
- Strength
- Agility
- Crit Rating
- Attack Power
- Armour Pen
Death Knights – Tanks
- Defense, till past the cap
- Dodge
- Hit, till the cap
- Stamina
- Strength
- Agility
- Expertise
- Parry
Druids – Bears (tank)
- Stamina
- Agility
- Dodge
- Defense
- Armour
Druids – Boomkin (range dps)
- Hit, till you’re at the Spell Hit cap
- Spell Power
- Int Spi
- Crit
Druids – Cats (melee dps)
- Hit, till you’re capped
- Agility
- Armour Pen
- Strength
- Expertise
- Crit Rating
Druids – Trees (healers)
- MP5
- Spell Power
- Spirit
- Intellect
Paladin – Holy (healers)
- MP5
- Spell Power
- Crit rating
- Intellect
- Haste
Paladin – Protection (tank)
- Def rating, till cap
- Dodge
- Parry
- Stamina
- Agility
- Block
- Expertise
- Intellect
- Hit
Still in the works:
Priest
Rogue
Shaman
Warlock
Warrior


Hey,
Question about DK tank stats. Why is parry so high and strength so low?
I would have thought more along the lines of:
defense
stamina
dodge
expertise
strength
agility
parry
Mainly because DK parry suffers from higher diminishing returns than other classes due to forceful deflection.
strength is above agi and parry as it gives parry + threat increase.
stam is up there coz i like stam, although its more important I think when your gear is of a lower level.
Interested to know your reasoning!
By: zupa on 29 June, 2009
at 1:30 pm
I put them in that order because:
- frequently starting Tank gear will have Stam on it by default
- dodging an attack is better than parry
- I wanted to see avoiding damage as more important than threat, but I think you’re right in the order, especially the Str vs Parry idea.
After a re-think I would question putting expertise high on the list for starting gear, as hit is more important starting out too.
I’ve tweaked it a little.
By: typhoonandrew on 30 June, 2009
at 7:34 am