While I don't know enough Data to either agree/argue against the SD question. I can state this, for any of those that are having Agro/Threat problems. If you have under hit cap it will make a HUGE difference. Just closing in around the Hit cap (270ish) brought me from about 3-4k TPS to about 5-6K TPS, which is just enough to hold back the DPS in my guild for the most part.
At H = 0%
Ch = 40.341%
+1 Crit rating = 40.359%
+1 Hit rating = 40.355%
At C = 60%, H = 0%, and E = 0%
Ch = 42.9%
+1 Crit rating = 42.916%
+1 Hit rating = 42.918%
+1 Exp rating = 42.936%
If you are not Dodge capped on Expertise, Expertise will increase SD the most. However, with reasonable levels of gear, crit is always going to increase SD by the most. While I'm not saying "ignore hit and stack other stuff" the only arguments that can be made in favor of hit over any other stat (except probably haste) is going to be for taunts, and even that's debatable considering it's need on all of 1 fight.
Of course using a priority system is best threat: Mangle -> FFF -> Keep Lacerate @ 5 stacks -> Swipe filler
My macro uses Lacerate more often than you would need with max hit/expertise but I dont have cap of either so it keep lacerate up ~98% of the fight. I also do use Imp mangle - with 5/5 feral agression (I give up ferocity, with enuf agi, primal fury, and how hard uldaur mobs hit rage is a non-issue).
Without Imp mangle the cast sequence is simplified to Mangle, FFF, Lacerate, Swipe which i would put on a 5 second reset (middle of GCD on last swipe).
When I pull a boss I Powershift for 10 rage (sometimes extra attempts due to 3/5 Furor now), Enrage, and then FFF with enrage having 1 or 2 seconds left (Extra threat, I run 2/3 King of the Jungle). When he gets in melee range I Mangle, Demo, and Lacerate (or double demo if a miss occurs), then begin the macro for the rest of the fight. Just fill in demo 3 seconds before it drops to keep it @ 99% up time.
Using this macro and strategy does several things for me. For starters my TPS is huge, its rare someone pulls from me and if does happen it is within the first 20 seconds of the fight. It also allows me to concentrate on raid progress. I am generally the "voice" on vent - corridinating innervates, Brezes, movement, pre-warnings on Boss abilities, etc. With it im quicker with snap taunts and survival CD's rather than tunnel visioned on my threat "rotation".
Of course if you are a quicker player than me the absolute best method is to use the priority system. But Im not close to perfect, and I cut corners like this to help circumvent my short-comings. Its an invaluable crutch in my tanking with (imho) minimal loss giving me the edge in most fights
The reset=13 is not going to help you there. All that means is that 13 secs after the last time you press the button, the sequence will reset. So if you are up to the last lacerate in the sequence(10+ secs into the sequence), then hit the button again 12 secs later it will still fire off the last swipe in the sequence, even though it is 22sec since you started the sequence.
Your correct - just did some digging into the cast sequence and reset=n does reset after "n" seconds of inactivity. Removing or adjusting the macro to a shorter time will make it more efficient (which I will work on in raid tonight). Regardless, the macro has worked amazingly for me for the last Month of Ulduar. Using it as is should help many people with threat issues (or making their lives easier) - and I will get back with something a little more efficient.
Here is my current macro Copied/pasted directly from my Macro window in WoW:
/castsequence reset=13 Mangle (Bear)(), Faerie Fire (Feral)(), Lacerate, Mangle (Bear)(), Swipe(Bear)(), Faerie Fire (Feral)(), Mangle (Bear)(), Lacerate, Swipe(Bear)()
What I've been finding is that with SD Hit really isn't an issue, due to the fact that lacerate crits proc SD it generally will keep SD up quite often without any other attacks hitting. Also Since the Expertise value still helps negate Parries it seems the obvious better choice to gear for expertise well over the Dodge cap Vs Hit Rating.
Generally as far as Aggro is concerned I use Twister Visage while OT, (to try and maintain aggro encase the tank dies.) and will generally go back to OoN if i start to tank something that hits a little harder (General Vezax.) but for the most part I find that the only thing that Hit really helps is to keep My new Idol going.
If your having aggro problems its possible your doing something wrong in talents, enchants, gems area. (either that or your trying to compare your self to a Prot pally or a Prot war with Vigilance on you.)
AE aggro has been a pain of recent, Swipe rarely is up to snub even with using TV and procing Enrage(KotJ) doesn't seem to do enough by comparison to Pallys and Wars.
It's possible we're balanced to AOE tank in DPS gear overall. Think about it:
- low chance of insta-gib
- balanced at less threat than tank gear
- SD becomes more effective the closer it comes to absorbing full hits, which AOE situations provide; it should also absorb more as you're close to guaranteed a block every swipe, essentially
I stopped using my castsequence macro, it was far too annoying when I pop berserk and don't have an easily accessable key for mangle. Looks like it's back to priority tanking, I don't tank a lot of encounters anyway, I'm mostly dps.
A question for Loryli, you say you use your macro after the first few attacks for the entire fight, what about Berserk?
So this is a nice alternative to Twisted Visage. Since I don't need hit and gemmed them with 2 x 16 Agil, it will be a choice between 44 AP/10 Stam vs. 13 crit rating.
However I am still a little bit bummed out that [Origin of Nightmares] will probably be the last and best mitigation tanking weapon.
[Origin of Nightmares] will be a "freak" weapon I think. Something to twink your stats when you need a lot of stamina. Good to have for stamina fights, and depending on your role you use it more often then not. I found myself using it only a few times since I got the Twisted Visage.
I don't mind that they want to take that direction for druid/DK tanking weapons. But it is frustrating when there still exists weapons which have superior survivability (like Origin of Nightmares), or the arena weapons with their massive stam/agi.
I really didn't think Blizzard would make arena weapons "better" than the best pve alternatives (for certain specs) again. The only reason I pvp'd on my shadowpriest in TBC was for the S2 and S3 weapons. The thought of grinding up to 1850 rating with basically no arena gear is sickening, 2200 basically no chance.
Considering that those stats are 'needed' for PVP, I guess I can see why they'd be stacked on Arena gear. The failing comes when there's no PVE alternative (And no, having resilience on a stick for 'gimp threat' and 'less SD effectiveness' doesn't invalidate its use on pure survival fights, like Thorim or Steelbreaker on roids)
I can understand and agree why having bonus armor on staves should become an obsolete mechanic (in which case readjust Origin of Nightmares already so that it can get banked!) but I honestly don't see why there can't be at least 1-2 high stam/agility staves/polearms out of the dozen that drop in Ulduar. As it is they're more or less carbon copies of each other except you get to choose if you want hit or not on your weapon.
Even stuff like spellpower leather have variants in some slots with an absurdly high amount of stamina for certain fights. I know there's a spellpower shield, of all things, with 89 stam on it. Spellpower staves have varying amounts of stam. Why not physical dps staves/polearms?