
Originally Posted by
swelt
Part of the point is itemisation. If tanks don't care about anything other than 3 stats, then all the desirable tank gear ends up looking identical: parry+dodge, mastery+dodge, mastery+parry. If your gear doesn't have those as their secondary stats, you take one look at it and think 'threat piece' or just 'bad'. The only items that end up having any kind of interest generated by their itemisation become trinkets. Compare that to a melee DPS class - each tier they are looking to keep their hit/expertise caps, so some pieces which themselves might be sub-optimal become very desirable because they allow them to cap a stat (for reference, rogues generally need to consider both melee and spell hit caps and expertise and get varying benefits out of haste, crit and mastery depending on spec). DPS tier sets can play a big part in this, as set bonuses may or may not be optimal vs offset pieces and may or may not carry hit/expertise. The net result: the gearing metagame for DPS helps distinguish the great from the good.
Part of the point is that the game designers intended/expected for tanks to follow a similar pattern to dps in their overall design of the game, but that in taking steps to eliminate the least desirable bits of 'RNG' from the game (parry haste, taunt fails) they pushed us further in a direction we were already headed.
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