bah no wonder we didnt see it we was looking like for it as if it was set up for the tanking stuff. where it's bulleted.
Quote:
2.4.2 What kind of gear does an end-game Tanking Paladin look for?
An end-game tanking paladin tries to go for the following gear (all Plate).
A spell damage/healing bonus of at least 200.
490 Defense (for reaching uncrittable status).
102.4% avoidance (about 52.4% of that must come from gear/talents).
As much stamina and Armor as possible.
These stats will help ensure your ability to keep threat and to take a beating.
2.4.3 What kind of gear does an end-game Healing Paladin look for?
At end-game, a healer needs to try to grab a balance of the following:
+Healing - Increases the effectiveness of the heals.
+Spell Crit - Further increases the effectiveness, and also an important source of mana regen.
+Mp5 - Another important source of mana regen.
+Int - Increases mana pool, spell crit, and +heal.
There is an ongoing debate over Plate vs. Non-Plate gear. What seems to be a good guideline is if you think you are going to get hit, then you should probably get more armor. Examples of when you will get hit are arenas, battlegrounds, and probably PuG groups. You will (or at least should) not get hit in guild runs, unless you are heal tanking something.
To heal in Kara, 1200 healing, 15% crit, and 70mp5 is a good starting point. Every raid after that requires a little more, you should probably ask your guild what they want you to be at for further instances.
edit well the bullets aint showing up in quote but you get the idea. maybe move the healing needed up with the healing info bullet?? or maybe bold it so we actually read all of it lol.
Edited, Dec 4th 2007 6:56am by punkspider