Armor - Reduces damage, physical only, comes on gear.
Stamina - More health, no reduction in damage taken.
Strength - Threat increase via damage, increases block somehow[?]
Dodge/Parry - Full mitigation or no mitigation, physical only, suffer DR [same rate...?]
Block/Mastery - Partial mitigation, physical only, no DR.
D/P/B-M - Needs to combine to 102%-ish.
Expertise - Need to have 16 +SoT glyph for 26 total as a good min. 55 at max.
Hit - Enough to get...is it +8% still? Afterwords useless: Reforge.
Other (READ - not really tanking stats):
Haste - Reduces GCD, not really useful since we lack any "spamable" ability.
Crit - Spiky damage potential, spiky healing (WoG) potential. Useful for threat, but unreliable.
Agility - Increases armor/dodge in some minor ways.
Intellect - Larger mana pool (useless thanks to JotJ/W), SP, slight spell crit increase.
Spirit - Less downtime between fights if you forgot food/bandages[?], mana regen (useless thanks to JotJ/W)
But, I also know as a healer in Wrath (especially early on, before people geared up), mitigation tanks I liked healing better. It was easier to heal a tank that took less damage than a tank that soaked it up like a sponge. "Meatshield" tanks are great for big hits or magic fights, but they sap mana. Did then, do even more now from what I understand of Cata healing.
And with the healer mana pool being the new boss enrage timer, it should go without saying that mitigation has risen in priority. However, by how much? Due to it still being limited against magical foes and all.
As I see it, the Tankadin "minimums" are as follows:
16 Expertise (for 26 with glyphed SoT)
*This can be gained most quickly by reforging dodge/parry into mastery. Since I believe dodge and parry have about the same DR, this means you're most optimal when you have them roughly equal to each other, and since block doesn't suffer DR, dumping extra hit/expertise into mastery is the better investment on your reforging block once both of those have reached their minimum caps.
I'm not sure what a good minimum to health/stamina is, but I would guess as long as you aren't being one or two shotted, you PROBABLY have enough for the bare necessities, but if you find yourself dying in less than 5 seconds a lot, you probably need more.
I understand my rotations, I just want to get an idea on gearing priority. I was thinking a balanced approach was best, but reading comments in other threads has me thinking that the guys "in the know" believe stamina stacking is still the way to go.
I know as a healer in Wrath, that wasn't really nice from a healer perspective, and I'm sure in Cata it's probably worse. However, what isn't good may still be the best available option. So I'm wondering if that's the case or not.
So my question is thus:
In a nutshell, are my minimums correct? And (regardless), should I lean towards mitigation or raw health once the bare minimums are reached, or is a balanced approach better? (And if so, weighted towards one or the other, or balanced across them all?)