
Originally Posted by
Jpec07
And I will rebut the comments made on the first page here: RNG is not the problem with parry. Parry's problem, as others have said, is that there simply aren't enough physical attacks being made on tanks for it to make a difference. Bosses in this game have an extremely slow white damage tick; and at least in 3.0, that tick also hits about as hard as a wet noodle. If encounters are designed to trigger at least more frequent physical damage (say 2-3x as many hits in a fight as there are now), Parry would suddenly become more useful again. We'd also need encounters that don't rely on DPS checks so heavily, but that's a different can of worms I'd rather not open.
Saying that it's not useful because it's RNG is inane. It is damage mitigation, plain and simple. Sure, Parry won't save you from a tankbuster, but it will smooth out incoming white damage ticks a little bit, and make it so you can soak more damage and require less healing. And frankly, anything that can be done to make yourself easier to heal, even if only a little, is very worth doing (and no, "killing it faster" doesn't make you easier to heal, it just means the healer will be healing you for a shorter amount of time while cursing you for making their jobs that much harder - especially if you're paired with a low-throughput healer like SCH).