If a warrior has both Master Dragonslayer’s Ring and Band of Accuria, do they need Quick Strike Ring at all for either PvE or PvP?
The major incentive to equip Band of Accuria is the 2% hit. How valuable that 2% hit is to you is greatly dependent on the rest of your gear (and of course dependent on your build, and whether you’re optimizing for PVE or PVP content).
Quick Strike gives you that 1% crit and +30 attack power, which makes it better than Master Dragonslayer’s if you don’t need the +1 hit it provides… (but not if you do).
It’s really a matter of optimizing your gear for the stats you wish to optimize for, depending on your build and content focus. They are all nice rings, and all quite useful, but hit caps out on its usefulness whereas crit doesn’t really…
Thank you for the response! So based on the scenario: if you’re good on hit, it’s reasonable to pursue QSR to equip alongside BoA, is how I’m understanding this.

if you’re good on hit, it’s reasonable to pursue QSR to equip alongside BoA, is how I’m understanding this.
Well, let’s take a look at the stat differences, and how they may benefit you:
Quick Strike Ring:
+5 Strength
+9 Stamina
+1% Critical Strike
+30 Attack Power
Master Dragonslayer’s Ring
+14 Stamina
+48 Attack Power
+1% Hit
Band of Accuria:
+16 Agility
+10 Stamina
- 2% Hit
So, we haven’t really talked about build, playstyle, content, or the rest of the gear… So perhaps we could start with how specs affect a warrior’s performance, and why.
Stamina is (obviously, I think, but maybe not to everyone) an amazingly great stat for staying alive, which is especially useful in PVP, Tanking roles, and Solo content.
Strength increases Attack Power (1 str = 2 attack power), and also chance to block value - this is important for tanking (if you are using a shield) and very important for PVP, when you do use a shield.
Critical Strike Critical hits double the damage. 20 Agility will give 1% Crit change to a warrior. When you land a crit, it is double the damage of a non crit.
Attack Power is basically how hard you hit. The more AP, the higher the DPS… It’s 1DPS per 14AP.
Hit Chance basically decreases your chance to miss. A 9% hit chance is what you’re aiming for for your main hand to hit level 63 mobs (or mobs higher than level 60, your max level), while you are raiding (PVE content).
For PVE content, you are looking tat your same level (60), so 5% hit chance is enough.
If you are dual wielding, the hit percent needed for your offhand is incredibly higher, to the extent that is is virtually unachievable, and is typically ingnored.
OK, having stated all of that, we should have a reasonable basis for understanding the benefits of Quick Strike Ring, and whether it would be worthwhile to replace either Master Dragonslayer’s Ring or Band of Accuria.
And hopefully, why it may be beneficial to have and keep all three, to equip whichever ones help to optimize what should be optimized.

also chance to block
No dude it’s the value of your blocks. 1 additional point of damage blocked for every 20 str.
Thanks for all the info Frosto! VERY much appreciated!!! And thanks for the clarification Mayatau!

Hit Chance basically decreases your chance to miss. A 9% hit chance is what you’re aiming for for your main hand to hit level 63 mobs (or mobs higher than level 60, your max level), while you are raiding (PVE content).
9% hit for +3 mobs for your specials (any weapon setup) or your auto attacks (single weapon). The necessary hit drops on a per-level basis. Mobs +2 levels over you have a 6% chance to miss, for example. And…

If you are dual wielding, the hit percent needed for your offhand is incredibly higher , to the extent that is is virtually unachievable, and is typically ingnored.
Add 19% for your white attacks when dual wielding. No, that’s not just your off-hand. That’s both weapons.
The reason people ignore it is that the DPS gain of extra hit over the special cap is usually pretty terrible. It’s a lot better to stack other stats at that point. The attainability doesn’t factor into the decision.

For PVE content, you are looking tat your same level (60), so 5% hit chance is enough.
I don’t know what PVE content you’re doing where you only see mobs your same level. 5 man dungeon bosses cap out at level 62. Raids have several 63 mobs in them, and ?? boss mobs are treated as +3’s.

No dude it’s the value of your blocks. 1 additional point of damage blocked for every 20 str.
Which is a terrible conversion from stat->mitigation. It makes strength extremely bad from a mitigation standpoint.