So, keeping the dream alive, not in the least because 41pt subtley looks really awesome for Arena PvP right now, so if it has good synergy with Tanking, I'm totally down for it.
Two updates based on known information:
A. Resilience (Gear) Reducing crit %
B. Misdirection (Hunter Talent) Increasing threat
Resilience
Given the presence of resilence, it make a much better target stat for rogue tanks over defense, which has wasted effects that we don't want. Plus we know we are getting PvP itemization which has resilience.
Based on known information here
http://forums.worldofwarcraft.com/th...15413&pageNo=1 , here is what we know.
* @60: 25 Resilience Rating (RR) = 1% Resilience (R)
* @70: ? Resilience Rating (RR) = 1% Resilience (R)
* Crit Frequency Reduction: Reduces the chance you will be critically hit by R %
* Crit Severity Reduction: Reduces the damage dealt to you by critical hits by 2R %.
So at 60, it would take a combination of Sleight of Hand (-2% to be crit) and 75 Resilience Rating to be uncrittable by level 60 mobs. I'm assuming we would need sleightly more for level 63 mobs (maybe 80-85 RR or so). We don't know the numbers at 70 yet, but it seems like it might be an obtainable number.
The PvP Arena sets already have a high amount of resilence and stamina, both of which are stats we would want our hypothetical 'rogue tank' itemization. The complete Gladiator's Set for rogues has +145 resilence rating right now according to
http://www.thottbot.com/beta?set=577 by way of comparison.
Misdirection
Blue posters have already stated they are not planning anymore posion beside anethetic (-threat), so we are still left in a lurch for a way to increase our threat on our own. However, with the hunter talent, Misdirection, we do have a way of increasing our threat, beyond our own damage.
Misdirection
326 Mana 2 min cooldown
Threat caused by your next 3 attacks is redirected to the target raid member. Caster and target can only be affected by one Misdirection spell at a time. Effect lasts 30 sec.
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Main problem is, its just 3 attacks every 2 mins, so its not nearly as good as temporarily disabling (or reversing) our passive threat generation aura. Not great, but its something to work with.
Still need taunt though.