Does any of the new information change the viability of your dodge/parry macro?
It doesn't change the formula in the macro, but the macro has been mostly irrelevant since MoP dropped anyway. There's no point in trying to reforge to balance dodge and parry DR when you're better off reforging to haste or mastery anyway.
I don't understand why the balance gearing strategy is balanced across all four stats, this is not a strategy that would be used in the real world.
As Nooska said, this is more of a "making do with what drops" gear set. The concept being that many of us will make do with poorly-itemized pieces that are large ilvl upgrades (even 509 -> 522 is a pretty big stam/armor/stat upgrade, and many players are making 496->522 upgrades).
Hmm I was under the impression that whilst the buff rolls haste still only affects the number of shields you would receive during the time period as it still uses the old HOT refresh system?
So it looks like I've definitely misunderstood it. Refreshes under bloodlust not taken into account however. Nor can I check actual haste rating during fight.
Sacred Shield uses the standard DoT/HoT system for haste scaling. As your haste increases the time between ticks decreases, and at certain breakpoints you gain an additional tick to keep the total duration within +/- half a tick duration of the unhasted total duration (in this case, within +/- 3 seconds of 30s). The mathematical description for this is detailed in this blog post
if you want more detail.
The reason breakpoints aren't very meaningful to us is that we're regularly refreshing Sacred Shield before
it expires, often many ticks before it's about to expire (because SS in an empty GCD is still a net DPS gain compared to leaving the GCD empty and having to refresh again later, potentially pushing something else back). As a result, that haste breakpoint mostly just shifts our GCDs around a little bit. We may refresh it one GCD later, for example, compared to just before the breakpoint, but not all of the time. Overall it doesn't buy us that many more GCDs or that much DPS, so it's generally a small effect. It's much more linear scaling whenever you're maintaining 100% uptime.
This is slightly less true for other classes, depending on situation. For example, my understanding of affliction locks is that the breakpoints are sort of meaningless. You're refreshing very early with affliction, so it just shifts your Malefic Grasp casts around a little bit. But for resto druids, it matters a lot because they're casting HoTs on players and letting them expire, meaning they get a full extra tick on every single Rejuv they cast.
What you think about the 2er Bonus of our T15 set with block?
What you preffer me on Raid Bosses? Keep Block up, or more Shield Buff?
My thoughts on the 2-piece bonus are outlined in this blog post
. In short, it's not something that's worth maintaining 100% uptime on. It's a nice consolation prize for when we need to WoG ourselves (i.e. when we can make full use of the WoG healing), and it could potentially be good for large predictable attacks that are blockable. For example, before a large, blockable spike you might SotR and use the remaining 1-2 HP on WoG to get the SotR mitigation and a 40% higher chance to block that attack/attacks; heroic Sha's Dread Thrash is a good example here.