but Theck said that Mastery is definitely slightly better in terms of total damage reduction.
I believe this is the follow-up blog which Theck posted - L90 Warrior Mitigation Followup | Sacred Duty
I think that whether you use hit and expertise comes down to a damage smoothing argument. Hit and expertise might not give you the highest TDR, but they give you more Shield Barriers to use in the gaps between SB casts, which smooths your damage intake. Itâ€™s much the same rationale as the â€œBleedâ€ vs â€œShield Barrier Onlyâ€ comparison in the blog post.
Iâ€™m in the â€œdamage smoothingâ€ camp myself, so I see no problem with aiming for hit and expertise caps (soft or hard, depending on preference) before stacking more mastery.
I understand Theck's analysis misses some points raised earlier in the thread, but the conclusion on his analysis was that by gearing towards hit and expertise, you smooth damage taken.
Tanks are usually killed in a burst window of 3-4 unmitigated hits, which can be smoothed by having Hit and Expertise.
My experience is that it's very difficult to smooth spike damage when you cannot guarantee that rage generators will land in a specific time window before a burst ability.
Further, Theck's analysis showed that hit and expertise were very powerful stats in a "tank switch" scenario, due to being able to start tanking with 120 rage pooled. These situations also represent a majority of actual tanking situations in current content, with the only "solo tank" boss being Spirit Kings heroic (where only Meng and Subetai do any appreciable melee damage), Zorlok in normal (where there are repeated breaks in melee damage being taken), and arguably Mel'jarak (where you can revenge enough to keep full rage anyway).
Lastly, I'm finding in MoP that the damage I am contributing as a tank is much more relevant than in previous expansions. This comment in anecdotal, but for me, the difference between contributing 40k DPS and 80k DPS is significant in terms of overall encounter success compared to keeping up-time on Shield Block/Shield Barrier as high as possible in situations where it is actually unnecessary.
To go back to your original question, this is why I've chosen the gearing strategy I'm currently using.
However with a reforging mount and reforgelite, it's very straightforward to change stat allocations around on a per fight basis if necessary.
It's really no different than the latest prot warrior theorycraft which says mastery is THE BEST STAT, when in reality warrior mastery is a giant fucking pile of shit. It relies on you gaining rage via crit block which assumes the boss is constantly hitting you at a reasonable quick pace which hasn't happened in like 3 expansions or something.
On a separate topic for the fight specific talents/glyphs, I have a few more observations:Spirit Kings:
You can get some decent mileage out of Shockwave and Stormbolt for dealing with Subetai's Slight of Hand ability. You can keep him stunned for the full duration (until pillage) with both if you don't have someone else in the raid to deal with it. You can also interrupt pillage completely with a stun (use the ability as pillage comes off cooldown).
Vigilance is reasonably useful for protecting people hit by pinning arrow, though other classes have much better tools for dealing with that than we do.
I usually run DPS increasing glyphs for this boss (e.g. Incite, HTL) as only Meng does any real damage.Elegon:
I prefer to use Dragon Roar with Bloodbath for burst on the adds between phases (I group them all up with Mocking Banner for AoE/Control). Glyph of Heroic Leap is also handy, as on whichever crystal wave your group struggles with the most you can utilise a Bloodbath'ed Leap and Dragon Roar to hit all three crystals on one side and knock off a good third of the HP, plus the followup damage from the bleed.Will of the Emperor:
I quite like Piercing Howl, to drop a slow on Courage's which spawn on my side, but this is temporary and very situational. Vigilance is handy to allow certain classes to soak Titan Sparks if they have weaker personal cooldowns.
Avatar is useful if a Courage actually reaches you. In reality this shouldn't happen, but it's nice in case it does.
Glyph of Leap and Enraged Speed are semi-useful, for dodging devastating arcs if you have trouble with that.