Originally Posted by
Aggathon
Okay let me clear up the air here on a lot of things. There is some misinformation, misleading information, and some really good advice here in this thread:
Weapon enchant: For paladins, the uptime of Mongoose is extremely high due to SoV and pallies also get more dodge from agi than warriors do. Therefore overall, Mongoose is better avoidance for pallies than blade warding and it gives crit and most importantly 240 armor. This is good. HAVING SAID THAT, I am a huge proponent of blood draining more and more. Blood draining is a 2k smart heal when you need it, period. That is the only EH enchant out there and it would have to be reduced to something like 14% efficiency to be EQUAL to Mongoose in terms of EH. For progression, enchant blood draining, hands down it's the best in my opinion, however I wouldn't scoff at a pally using mongoose. IMO Accuracy has no place on a tank's weapon unless they're having some serious threat issues (which they shouldn't be) or are just tanking 5 man heroics and EHP doesn't matter that much so they only need threat.
AGI vs Dodge: For paladins, you will get more bang for your buck from AGI than from dodge. AGi gives something like 93% the amount of dodge that dodge rating does point for point for paladins, and gives you armor and a little crit. Gem 10agi/15stam in any red socket with a +9 stam bonus or better that only requires 1 red gem. This is a great way to activate your meta, you shouldn't gem straight agi or straight dodge, use hybrid gems.
Avoidance vs. EH: This is beating a dead horse, no one's really be arguing this debate, but I'm going to quash it right now before it spirals into that again like it always does. Gem/gear/enchant for stam and armor. Stam stam stamity stam stam stam. /signed Stam Czar
Hit Rating (the original question). You shouldn't need any hit rating for threat reasons. If you do then you're doing something wrong spec/rotation wise. The only thing you need hit for is to ensure taunts don't miss on fights where it is necessary. There is a table at the bottom of my guide (foot note 3, link in sig) that gives a breakdown of the hit levels you need with various buffs to ensure your taunts don't miss. Remember, taunt is based off of SPELL HIT, not melee hit. The 8% glyph is huge and really that + whatever you have innately on gear SHOULD be enough, if not then just use your other taunt.
Expertise: Paladins can use glyph of SoV (I think that's the right one) and get +10 expertise, so getting to the soft cap of 26 should be no problem and there's really no reason to do anything else.
Enchant overview:
Gloves: 18 stam or 240 armor, don't enchant anything else, these are both leatherworking kits
Weapon: Blood draining or if you just REALLY REALLY LOVE green lightening, then mongoose.
Boots: 22 stam for paladins, not Tuskarr's Vitality, prot pallies generally spec into PoJ and the enchant runspeed does not stack and isn't as good
Otherwise: what bod said.