WoW WotLK Classic:What stats must tanks, casters, melees reach?
As soon as the pre-launch phase of WoW: Wrath of the Lich King Classic starts, pelting a lot of changes will hit the Classic servers. Some of these adjustments affect your characters’ stats. Melee hit rating and spell hit rating become hit rating, among other things. Instead of healing and spell damage, there is now only spell power, which increases healing and spell damage equally.
Also important: As you level from level 70 to level 80 in Northrend, the stat counters you need to increase a stat by one percent also change. For example, if 28 points of Critical Hit Rating at level 34 might give you four percent more Critical Hit Chance, 28 Critical Hit Rating at level 70 will only give you 1.27 percent more Critical Hit Chance, and at level 80 it will only give you 0.61 Critical Hit Chance. However, if you get a fixed 2 percent increase in Critical Hit Chance from somewhere, such as a talent or buff, then it doesn’t matter if you’re level 34, level 70, or level 80, the bonus remains fixed at 2 percent more Critical Hit Chance.
Conversion of WotLK Classic values
The conversion of the “Combat Rating System” is certainly most relevant for the endgame of WotLK Classic. That is: What brings you which value rating on level 80? Here is the answer:
- 32.79 melee hit rating = 1 percent more hit chance
- 32.79 Speed score = 1 percent more speed
- 26.23 Spell hit rating = 1 percent more spell hit chance
- 45.91 Critical hit rating = 1 percent more critical hit chance
- 13.99 Armor piercing rating = 1 percent more armor piercing
- 4.92 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/dodging/parrying/missing.
- 45.25 dodge rating = 1 percent dodge chance
- 45.25 Parry score = 1 percent parry chance
- 16.39 block score = 1 percent block chance
- 7.69 Weapon Lore rating = 1 Weapon Lore = 0.25 percent lower chance of your opponent dodging or parrying your blows, respectively
- 30.76 Weapon Lore Rating = 4 Weapon Lore = each 1 percent decrease in your opponent’s chance to dodge or parry your blows
- 82 Hardening rating = 1 percent Hardening = 1 percent lower chance of being critically hit / 2.2 percent lower crit damage / 1 percent lower player damage / 2.2 percent lower amount of siphoned mana
The most important limits for tanks in WotLK Classic
WoW: Warrior tanks need not only thick shields in WotLK Classic, but also crit immunity.
When it comes to tank value prioritization, there are two main areas of focus: 1) survivability through immunity to critical as well as smash hits, and 2) aggro buildup (often influenced by hit scoring and weapon lore).
- Crit immunity for level 80 tanks when fighting raid bosses: 540 Defense (you need 140 defense by equipment respectively 689+ defense rating)
- In the heroic dungeons of TBC, you need 535 defense to achieve crit immunity on the bosses.
- Crit immunity for level 80 tanks when fighting raid bosses through hardening: 5.6 percent hardening or 460 hardening rating
Annotation: Of course, hardening and defense can also be combined to achieve crit immunity.
What about crushing immunity?
In Burning Crusade, it was possible for some raid bosses that are three levels above the character’s level to smash smashing blows around your ears (150 percent more damage). With WotLK, this has been changed. Crushing Blow can now only happen if the enemy is at least four levels above your level or you haven’t fully learned your defense skill.
Tank Hit Chance and Weapon Lore
If you want to build up as much threat as possible, you should make sure that your attacks are constantly hitting the bull’s eye. For melee attacks with a weapon applies:
- Cap for Melee hit chance on enemies with level 83 (bosses): 8 percent (263 hit rating – applies to all skills or two-handed weapon/one-handed weapon plus shield automatic attacks).
- Cap for Melee hit chance in PvP (versus level 80): 5 percent (164 hit score)
- The soft cap for Weapon Lore is 26 Weapon Lore. This allows players to make level 83 boss enemies unable to dodge attacks. The maximum cap is 56 weapon lore. From that moment on, the bosses would not parry either. So, since tanks are in front of the boss, weapon lore is doubly important for them. However, you should never aim for the maximum ceiling. Even if you could reach it with certain pieces of equipment, you would inevitably neglect other important values.
To summarize: Crit immunity is your top priority. It is not worthwhile to strive for 8 percent hit chance or as much weapon lore as possible without considering losses, if defensive attributes fall by the wayside. However, take weapon lore and hit rating if you can without damaging your defense (for example, through talents).
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