How much hit for heroics
Post by This post was from a user who has deleted their account. So same plan of action Im coming to get ya and your treasures! Post by Ethiery To be totally honest.
The lack of crit, and most importantly hit Post by Corilithon Pretty much go with what rotation you like. For heroics, hit isn't a big deal.
I'd suggest going FFB or Arcane for now. Arcane is probably a little easier to gear for, a lot of leveling gear, if I remember correctly, heavily favored Haste over Crit. Post by Achloryn To be totally honest. Arcane is probably the first main spec you should start raiding with because it does require so little hit rating.
Can I ask why not? It's a Tier 1 talent, and only 3 points. This T1 talent is just that good, and one heck of a bargain at 3 talent points. Quote: Can I ask why not? To the best of my knowledge Focused Aim still does not give increased hit rating to pets, even in 3.
For Beast Mastery, at least, the pet is a significant source of damage, and the hunter would want to get the pet hit capped as well. My hunter uses gems and enchants for AP. I got this "Expertise rating of is not optimal: or may be better". I guess I should drop 5 rating of expertise.
Quote: I got this "Expertise rating of is not optimal: or may be better". Only your pet needs Expertise unless you melee a lot. If true, this will make FA a slightly more viable talent choice if reaching hit cap is a problem.
View a Printable Version. Linear Mode. Threaded Mode. Lost Password? Thread Modes Hit Rating and Heroics. Tanking is actually amazing as a prot paly. The only flaw is mana and in most situations you can sustain yourself. Helps me stay full mana for most of the dungeon without much mana gear. The problem I run into is mana on bosses. Stay away from the tempest keep dungeons and shattered halls - those are pretty difficult. I tank heroics on a warrior tank with 14k hp and defense and I still get absolutely chunked, so ere on the side of caution.
I would try to have around or so spell power for threat. At level 80, the highest level mob currently present is level 83 e. That assumes no other spell hit sources. Aside from gear with spell hit rating, chance to hit can also be increased through some buffs and spells. The following table lists some talents that also increase a caster 's chance to hit with spells.
Taking these effects into consideration lowers the effective hit rating cap. With Patch 4. This sections needs to be reviewed and updated. Casters should keep this cap in mind when considering their gear. Also see spell penetration for increasing chance for spells to land or to land unresisted in PvP.
Note that some classes for example Paladins, Rogues and Druids can spec to gain extra chance to have spells miss them, which CANNOT be mitigated by additional chance to hit. Also, some abilities e. Extra spell hit does in fact mitigate these spells' extra chance to miss, but is typically unnecessary.
Spell resistance has a separate effect that is considered in addition to spell hit chance, and is based on a resistance stat for a specific school. In general a certain amount of resistance will mitigate a certain percentage of damage from a magic school. For binary spells that do not partially resist, the resistance mitigation is combined with the spell hit chance to give an overall percentage for the spell to land or be resisted.
The chance to hit is multiplied by the mitigation factor from the resistance to give an overall chance to hit. For the following formula, B is base chance to hit with spells, H is increased chance to hit from gear and talents, and R is the mitigation factor given from resistance. For non-binary spells, resistance is computed as a second calculation after the spell hit chance is rolled.
After a spell hit is determined, a partial resist calculation based on resistance is done, which can also result in a full resist. These two resists once appeared identically in the combat log, and there was no known way to distinguish a spell miss from a full resist. However, as of patch 3.
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