Cool, der Thread hat 31 Posts und weder einen brauchbaren Link noch eine klare Aussage ^^
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In order of most hit rating to least:
1. If you do not use the Glyph of Taunt and do not have access to any spell hit raid buffs, you need a total of 446 hit rating to cap your taunt. This is 183 hit rating over the 8% melee hit cap.
2. If you do not use the Glyph of Taunt and have access to a Draenei's 1% hit aura, you need a total of 420 hit rating. This is 157 hit rating over the melee hit cap.
3. If you do not use the Glyph of Taunt and have access to a Moonkin/Shadow Priest's 3% spell hit debuff, you need a total of 368 hit rating. This is 105 hit rating over the melee hit cap.
4. If you do not use the Glyph of Taunt and have access to both the 3% spell hit debuff and a Draenei's 1% hit aura, you need a total of 342 hit rating. This is 79 hit rating over the melee hit cap.
5. If you use the Glyph of Taunt and are exactly at 263 hit rating for the 8% melee hit cap, you are actually 27 hit rating over the (current) Taunt hit cap.
6. If you use the Glyph of Taunt, but do not have access to any spell hit raid buffs, you need a total of 237 hit rating. This is 26 hit rating BELOW the melee hit cap.
7. If you use the Glyph of Taunt and have access to a Draenei's 1% hit aura, you need a total of 210 hit rating. This is 53 hit rating below the melee hit cap.
8. If you use the Glyph of Taunt and have access to the 3% spell hit debuff, you need 158 hit rating. This is 105 hit rating below the melee hit cap.
9. If you use the Glyph of Taunt and have access to both the 3% spell hit debuff and a Draenei's 1% hit aura, you need a total of 132 hit rating. This is 131 hit rating below the melee hit cap.
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Plain-text denotes situations where both your Taunt and melee attacks will never miss
Bold represents the situation where both your Taunt and melee attacks will never miss, but with minimal stat wastage.
Italics represent situations where your Taunt will never miss, but your melee attacks still can.
For Paladins and DKs, instances 1 through 4 are also applicable if you're looking to hit-cap your other spells, such as Consecration or Icy Touch.
http://forums.worldofwarcraft.com/thread.h...11853&sid=1
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Der Patch von dem hier die Rede war, war glaub ich 2.3.0 und sagte nur das Hit nun Taunt beeinflusst, nicht das Taunt nicht mehr als Spell gelten würde und daher weiterhin 17% Hit benötigt um nicht mehr zu verfehlen. (Damals gabs Spellhit und Hit)
Btw way bin ich kein Kriegerklassensprecher, nicht mal Melee. Was würdet ihr nur ohne die Stoffis machen ^^