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You might want to mention +8 stamina as a hand enchant option, via leatherworking. Also, +armor to cloak is an option.
I'm not sure the full legwork has actually been done on this, but given that some of our new itemization has +spell hit on it it may be a decent time to do a full rundown on the effect of +hit, +expertise, and +spell hit on our threat.
The abilities to which these each contribute:
+expertise affects melee damage, SoR damage, and contributes to preventing parry haste from mobs.
+hit affects melee damage, SoR damage, and Avenger's Shield.
+spell hit affects JoR and Righteous Defense primarily, but also contributes slightly to threat from Consecration, BoSanctuary, Holy Shield, and other damage shields such as Retribution Aura and Thorns.
It's a little bit annoying that we need so many +hit stats to max our threat, but I guess we can just throw more +spell damage at the problem and get it done that way-- although with less consistency than our +hit/+expertise maxed warrior cousins on most of the main threat abilities. (Tclap, Demo, and Taunt for them are on spell hit.)
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