WoW: TBC Classic – What values ​​do tanks, casters and melee have to achieve?

As in WoW Classic, tanks, spellcasters and offensive melee fighters should also reach certain value limits in Burning Crusade Classic so that they can do their job in the best possible way. We’ll tell you how much hit rating, weapon knowledge and Co. you need in TBC Classic.

we had already touched on it: A lot changes in values ​​with WoW: Burning Crusade Classic.

Weapon skill is removed, weapon expertise is introduced as a new value.
Resilience is a new PvP stat that can be relevant in PvE as well.
Items will no longer provide a percentage increase in Critical Hit Chance, Hit Chance, or Dodge Chance. Instead, the so-called “Combat Rating System” is introduced for all values.
The background to the latter change: The stat counters that you need to increase a stat by one percent change with your level. For example, if 28 points of critical hit rating at level 34 gives you maybe 4 percent more critical hit chance, then 28 points of critical hit rating at level 70 only give you 1.27 percent more critical hit chance. However, if you get a fixed 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 level 70, the bonus remains fixed at 2 percent more critical hit chance.

Conversion of the TBC Classic values
The conversion in the “Combat Rating System” is certainly most relevant for the endgame of TBC Classic. In other words: what brings me which value rating at level 70? Here’s the answer:

  • 15.77 melee hit rating = 1 percent more chance to hit
  • 15.77 haste rating = 1 percent more haste
  • 12.62 Spell Hit Rating = 1 percent more spell hit chance
  • 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 of defense
  • 1 point Defense = 0.04 percent reduced chance to be critically hit and 0.04 percent increased chance to block/dodge/parry/miss
  • 18.92 dodge rating = 1 percent dodge chance
  • 23.65 parry rating = 1 percent parry chance
  • 7.88 block score = 1 percent block chance
  • 3.9423 Expertise Rating = 1 Expertise = each 0.25 percent less chance of your opponent dodging or parrying your punches
  • 15.77 Proficiency Rating = 4 Proficiency = Opponent’s every 1 percent less chance of dodging or parrying your punches
  • 39.4 Resilience Rating = 1 percent Resilience = 1 percent reduced chance of being critically hit / 2.2 percent reduced crit damage / 1 percent reduced player
  • damage / 2.2 percent reduced amount of mana siphoned

The most important limits for tanks in TBC Classic

When it comes to tank stat prioritization, there are two main areas of focus: 1) survivability through critical hit immunity and smashing hit immunity, and 2) aggro build-up (often influenced by hit rating and expertise).

Crit immunity for level 70 tanks when fighting raid bosses: 490 defense (you need 140 defense or 332 defense rating through equipment)
In TBC Heroic Dungeons, you need 485 Defense to get Crit Immunity on 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, resilience and defense can also be combined to achieve crit immunity.

Why Crushing Immunity?
Some bosses in The Burning Crusade can not only critically hit you, but also deliver crushing blows in the face. These cause 150 percent of the actual damage and are therefore quickly deadly for your tank. In order to achieve the so-called crushing immunity, your combined damage avoidance from dodge, miss, parry and block must reach 102.4 percent in total .

Your defense already increases your block/dodge/parry/miss chance. There are also talents or pieces of equipment that further improve your chances for blocking, dodging and parrying. And skills like Warrior ‘s Shield Block can also help you achieve crushing immunity.

Hit chance and Expertise on the tank
If you want to build up as much threat as possible, you should ensure that your attacks constantly hit the mark. For melee attacks with a weapon:

Cap for melee hit chance on level 73 enemies (bosses): 9 percent (141.93 hit rating – applies to all abilities or to two-handed weapon/one-handed weapon plus shield auto attacks)
Cap for melee hit chance in PvP (versus level 70): 5 percent (78.85 hit rating)
Since you are in front of the boss, weapon knowledge is doubly important for you. Still, there’s no maximum cap here that you could realistically reach so that bosses would never again parry and dodge your attacks.
Note number 1) Crit and crushing immunity are your top priorities. It’s not worth striving for a 9 percent hit chance or as much knowledge as possible, regardless of losses, if the defensive attributes fall by the wayside. If possible, take your weapon knowledge and hit rating with you without damaging your defenses (e.g. through talents).

Note number 2) Protection Paladins derive a large proportion of their threat from “spells” like Consecration. Since Sanctify can’t miss like a melee hit, (Spell)-hit chance doesn’t do you any good here. If you want to improve your aggro build with the paladin, increase your spell damage instead. The same applies here: not at the expense of your ability to survive!

The most important limits for melee fighters and hunters in TBC Classic
The following applies to all melee specialists:

Cap for melee and ranged hit chance on level 73 enemies (bosses): 9 percent (141.93 hit rating – applies to all abilities or auto attacks with two-handed weapons/one-handed weapons plus shield/ranged weapons) and 28 percent (441.56 hit rating – applies to auto attacks with two one-handed weapons)
Cap for melee and ranged hit chance in PvP (versus level 70): 5 percent (78.85 hit rating)
Expertise soft cap (level 73 enemies will no longer dodge your attacks if you’re behind them): 26 expertise or 101.92 expertise rating
Note: For rogues, warriors, and dual-wielding buff shamans, it’s not worth aiming for the 28 percent hit chance. You would have to neglect your other values ​​too much for that. Aim for the 9 percent chance to hit so your skills hit the target safely. A little more hit chance is definitely recommendable (like in WoW (buy now) Classic), for example for anger generation (fury warriors) or for increasing the damage from your automatic attacks (which account for a large part of the total damage, especially for villains). Just like I said: Don’t neglect your other offensive values ​​once you’ve cracked the 9 percent.

The most important limits for casters in TBC Classic
Offensive spellcasters also want their spells to hit the mark with as few exceptions as possible. This works with the following value upper limits:

Cap for spell hit chance on level 73 enemies (bosses): 16 percent or 201.92 spell hit chance
Cap for spell hit chance in PvP (versus level 70): 3 percent or 37.86 spell hit chance
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 reach the above values ​​in full. For example, if you always fight alongside a priest, shaman, or mage draenei, they will give you a one percent chance to hit a spell. Even better is the Elemental Shaman ‘s Fury Totem , which gives you 3% critical hit chance and 3% hit chance. Spellcasters who benefit from both effects only need a spell hit chance of 12 percent instead of 16 percent, i.e. almost 152 spell hit rating.

The following racial bonuses are also useful:

Orcs – Ax Specialization: Expertise increases by 5 for axes and two-handed axes.
Humans – Swords and Maces Specialization : Expertise increases by 5 for swords and maces.
Draenei – Heroic Presence: Increases the hit chance of you and all party members within 30 yards by 1 percent (Warriors, Paladins, and Hunters provide physical hit chance / Priests, Shaman, and Mages provide spell hit chance).

World of Warcraft: The Burning Crusade

Burning Crusade has the maximum level in WoW at 70 and brings 2 new playable races (Draenei& Blood Elves). In addition, there is a new continent: The Sheol

The Burning Crusade is the first expansion for the successful MMORPG World of Warcraft (WoW) from the developer studio Blizzard. The add-on introduces a new continent called Outland. There are also new races. The Blood Elves for the Horde and the Draenei for the Alliance. The classes Paladin and Shaman are now also playable for both factions. Furthermore, the expansion brings an increase in the level limit from 60 to 70 as well as flying mounts.

World of Warcraft (WoW)

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