I was telling a friend of mine at work (he has an Ulduar-geared Prot Warrior) about my recent exploits in Naxxramas, and how we downed Grobbulus after 5 tries after I came up with the winning strat and all, and then I told him that we utterly failed Gluth, because of the DPS not taking care of zombies properly and then I said that Me (OT) and the MT, switched back and forth perfectly, except near the end, when he resisted two taunts in a row (the MT didn't die as a result, we wiped to the Enrage), and he goes:
"Someone's not hit capped!"
And I said "yeah, me... but how the heck do you get hit capped, AND maintain 540 DEF, AND Avoidances AND Stam?"
And he started to talk about gemming for Hit, enchanting for Hit, etc...
Which leads me to ask here:
At what point should a tank start reaching for +hit? I always thought that was in the 25mans, when they've got extra itemization to devote to that. I'm still doing 10-man content; I didn't think I was supposed to start actively seeking +Hit quite yet?
http://www.wowarmory.com/character-sheet.xml?r=Moon+Guard&n=Hirai
That's my character right now. I know I can switch out that +Agility on my weapon for Accuracy (I just obtained the formula recently), and I Think I can take off one of those Defense gems and replace it with +Hit instead... should I change a couple Stam gems to Stam/Hit?
Just how much hit should I look to try to attain? Any other suggestions?