Originally Posted by kharen
Simple enough - it doesn't work on anything interesting. It's a pretty much purely a pvp talent.
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There are one or two instances where it does work, the adds (fire eles and whelps) on Sarth + drakes being the most notable. I throw one left-over point in it on the spec I use on that fight as prot, but I honestly can't attest to what sort of damage / health reduction the mobs suffer from it. I would suspect that it's relatively minor.
During TBC, many ret pallies put at least one point in it, because even though it didn't work on bosses, the attempted application of it (which came up as immune) could proc JoW for some extra mana.
Regarding hit as prot, it can be quite useful, but as a fresh 80 your number one priority should always always be survivability. Use 26 agi, 20 str, or mongoose instead of titanium weapon chain, and use Armsman (~0.2% parry), 20 agi, or armour / stamina kits on your gloves. Once you've reached uncrittable and the block cap, consider hit a little more, but first up you should be making sure you don't die.
The reasoning behind this is the basic priority system for tanking, don't wipe the raid > stay alive > max TPS. Apart from that though, hit rating is less relevant to our TPS than it is for other tanks. ShoR, seals/autoattacks, judgements and consecrate are all affected by +hit, although the TPS loss from missing an autoattack is very, very minor unless it happens frequently enough that your SoV stack falls off. Last time I checked, HotR couldn't miss, although I have a feeling that was due to ghost-hit from precision. I would suspect that it most likely can miss, although some confirmation would be nice. I haven't specced prot in a while. In any event, holy shield and spiritual attunement mana gains (or Divine Plea) aren't affected by +hit, which slightly lowers its appeal compared to with other tanks. Expertise is much worse, and has a very minimal effect on our TPS.
There is some benefit to being hitcapped though, as it frees up a glyph slot. Currently not especially useful with the very narrow selection of prot glyphs available, but come 3.1 there will be a plethora of interesting options, and being able to get rid of the glyph of righteous defense will constitute a fairly significant TPS upgrade in and of itself.