NephyrS wrote:
Stun aggro sticks even if the stun doesn't. That's been shown over and over at parses over at The Steel Warrior.
That's not what I meant. I was referring the decrease to incoming damage caused by the stun procs briefly stopping the melee attacks of the mob. For a long time, this was a significant point of contention between warriors in paladins. Even with the DI shift for warriors, the ability of a paladins to essentially stun lock mobs while tanking as a huge advantage that easily overcame difference in gear/HP levels.
The debates I have seen recently (and I don't really follow this anymore) is between the benefits of Rune Procs compared to Anger or stun procs. The anger procs, as the name suggests, are just straight up hate, and do a good job in warriors aggro. The real question is between Runes and Stuns. Perhaps someone has parsed it better, but I have seen several comments that tanks would rather have the Rune procs because at worse the aggro generated from the rune is similiar to (some claim better, but its anecdotal), but always provides the benefit of decreased healing needs compared to level capped stun procs.
Personally, I molo'd a named in Ferrott the other day that dropped a decent group level 1HS with a stun proc I kept for the aggro when tanking in groups, and I am probably going to place a Rune proc aug in it, since my Brells Hammer ornament only fits 1HB weapons. My hope is that between rune procs and thunder procs, I can significantly cut down on incoming damage while tanking or soloing, while not losing a ton of aggro or DPS.