Totem Talk: Understanding your stats in Cataclysm

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. On Saturdays, Josh Myers tackles the hard questions about enhancement. Can we tank? Can we DPS with a two-hander? How does one shoot web? The answer to the first two is "no," and I have no idea about the third.
When I was a young shaman, wielding my Vanir's Right Fist of Brutality with pride, I gemmed strength. Bold Crimson Spinels were the order of the expansion, because every point of strength was worth two points of attack power and scaled with Blessing of Kings. Agility gave us absolutely no attack power but did contribute to our melee critical chance. With no attack power gems in existence, Bold strength gems were placed in every available gem slot ever.
Wrath of the Lich King saw a change in our gemming strategy. Out went our plate-wearer style stat formulas; in came agility gear! One agility became equal to one attack power and a small amount of melee crit, while one strength gave us just one attack power. Unfortunately, we still didn't get nearly enough of a bonus from our agility. Attack power gems gave twice the attack power of an equivalent agility gem, and the extra crit wasn't enough to make up for an extra 20 attack power. Later on in the expansion, haste was such a brokenly good stat for us that it eclipsed even attack power. Agility spent a second expansion playing second string.
Now, Cataclysm is here, and it is finally agility's turn to shine. Much like the past two expansions, enhancement shaman gearing in Cataclysm is a very strange beast. This post is here to explain what each stat does for enhancement and where it's valued when you're gearing.
When I was a young shaman, wielding my Vanir's Right Fist of Brutality with pride, I gemmed strength. Bold Crimson Spinels were the order of the expansion, because every point of strength was worth two points of attack power and scaled with Blessing of Kings. Agility gave us absolutely no attack power but did contribute to our melee critical chance. With no attack power gems in existence, Bold strength gems were placed in every available gem slot ever.
Wrath of the Lich King saw a change in our gemming strategy. Out went our plate-wearer style stat formulas; in came agility gear! One agility became equal to one attack power and a small amount of melee crit, while one strength gave us just one attack power. Unfortunately, we still didn't get nearly enough of a bonus from our agility. Attack power gems gave twice the attack power of an equivalent agility gem, and the extra crit wasn't enough to make up for an extra 20 attack power. Later on in the expansion, haste was such a brokenly good stat for us that it eclipsed even attack power. Agility spent a second expansion playing second string.
Now, Cataclysm is here, and it is finally agility's turn to shine. Much like the past two expansions, enhancement shaman gearing in Cataclysm is a very strange beast. This post is here to explain what each stat does for enhancement and where it's valued when you're gearing.
Agility
Agility is the star player of enhancement shaman gearing in Cataclysm. If your stats were all cast members of The Breakfast Club, agility would be Molly Ringwald. Agility gives us two points of attack power for each point of agility, and it scales with the 5% stat bonus afforded by Blessing of Kings and Mark of the Wild. Additionally, you get 1% melee crit for approximately every 262 agility. Agility is beyond our best stat.
The unfortunate thing about agility is that you can't reforge into it. It's so far and above the other stats that this would be drastically overpowered. Since you can't reforge into it but you can reforge into other needed stats, agility takes priority for gemming. You can reforge all of your other gear to reach needed caps, so you want to save every one of your gem slots for use with a +40 agility gem. As Agile Shadowspirit Diamond requires three red gems to activate, there is no real reason to go outside of the red gemming scheme other than for an excellent yellow socket bonus (where 20 agi/20 mastery is worthwhile).
Even beyond basic gemming, you want to be looking to fill up your enchants with as many agility enchants as possible. While it's fine to use Precision to boots or bracers to reach your hit cap, those are some of the first enchants you want to look at getting rid of. Hit your epic bracers with the costly +50 agility whenever you have the resources available to do it. Throw on an Enchant Boots- Major Agility as soon as you can maintain 1,742 hit rating without hit rating on your boots. Agility is your friend; use it liberally.

Hit rating is different. There are a number of different hit rating caps, some of which you need to worry about and some of which you have no concern for. First off is the "yellow" hit cap. This caps our special attacks, Lava Lash, Windfury, and Stormstrike. You reach this cap by having 8% melee hit. Since being specced enhancement gives us 6% hit rating while dual wielding, we only need 2% melee hit to cap specials. This is only 240 hit rating, and it's the first thing you will cap.
The more important hit rating to cap is the spell hit cap. Every boss has a built in 17% chance for spells to miss them, which we want to see brought down to zero. Unleash Elements, our Shock spells, Lightning Bolt, and Searing Totem all work off spell hit, as does the always important Wind Shear. You don't want any of these abilities to miss, which is why spell hit is the second most important thing for us to cap. We currently have no spell hit talents like a retribution paladin's Sheath of Light. As a result, we want to reforge and enchant into the full 1,742 rating. Do your best not to gem hit unless you're extremely close to capping and can't reforge anything else in.
Finally, we have the "white" hit cap. This is the cap for your auto-attack damage. Auto-attacking makes up a really low portion of your DPS, between 20-25%. It's never a good idea to try and cap your white hits, as the hit rating required would do more good as another stat. The dual wield hit cap is 27%, and we get 6% through talents. You'd need 2,520 hit rating to cap white hits, and that extra 800 hit could all go towards more desirable stats.
Please note, these numbers are relevant for all non-draenei. Draenei need 120 hit rating for specials, 1,640 for spells, and 2,400 for dual wield white hit.
Expertise
Expertise is the third most important stat on our list. Expertise reduces the chance for the boss to dodge or parry our attacks. Bosses have an intrinsic 14% chance to parry attacks, but that chance to parry is entirely removed by attacking them from behind. Specific fights like Pit Lord Argaloth make this impossible, but we don't gear around specific fights. Since you're attacking from behind, you only worry about the boss dodging your attacks. They have a 6.5% chance to dodge, which is removed by having 26 expertise. This is 451 rating if you're playing a dwarf with maces or an orc with axes or fists. If you're playing a cool race like a tauren, you need 541.

Mastery is your bread-and-butter secondary stat. 179 mastery rating gives us 1 point of mastery, and every 1 mastery gives us a 2.5% increase in fire, frost, and nature damage. Instead of listing everything that our mastery effects that we use, I'll just list what doesn't get affected: Windfury procs, Stormstrike, and white hits. Together, these make up about 35% of your damage, meaning that 65% of your damage is effected by mastery. Additionally, the flat increase nature of mastery means there is no random number generator tomfoolery like critical strike rating. It is simply damage added to nearly every attack
.
This makes our mastery incredibly good and something you really want to look for on items. Ideally, you want to try and find items like the Treads of Malorne, itemized with mastery and hit rating. Items like those boots are so good that you don't need to touch them with a reforger unless you're slightly over hit cap and need expertise. Mastery is your last choice to reforge out of and your first choice to reforge into once your caps are met. If you have any non-reforged crit or haste on your gear and you're capped with expertise and hit, make them mastery.
Critical hit and haste
Critical hit and haste are both really bad stats. Haste was king when our damage was dependent on white attacks, but changes like the Static Shock change that made it activate on button presses makes haste less desirable. There simply isn't enough benefit to increasing our attack speed when compared to a flat damage increase like mastery. Mastery's flat increase is also one of the contributing factors to crit's poor showing, as critical hit is dependent on RNG and only increases the damage of some attacks.
You won't be able to get gear without either of these on them, but you want to reforge them into something ASAP. Most importantly, don't go for critical hit/haste items like the Voltage Source Chestguard or Arion's Crown. These are largely worthless and would do better with a hunter friend.
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 2)
Nipah Feb 26th 2011 8:39PM
Nicely written article... certainly helps clear up the "What stats do I want?!" questions I keep seeing on forums...
Now I just need to get them all to read this BEFORE asking... *ponders*
Oreo Feb 26th 2011 8:45PM
in 4.1 Windshear will always hit.
Rollo Feb 26th 2011 9:25PM
Is it really reasonable to tell people to gem agility and reforge hit when we are so often on interrupt duty? If you can reach hit and expertise cap only by reforging, you're probably in all epics already. I have 14 purples and 3 blues and still need 5 agi/hit gems to reach cap.
You end the article by saying, don't go for Arion's Crown. But you also point out that agility is king. Most shamans will probably get access to Arion's Crown long before the tier helmet, and the extra agility makes it better than 346 helmets... right?
alpha5099 Feb 26th 2011 10:07PM
I'm a little surprised you say you have to gem for hit even with so much epic gear. You're Enh set sounds like it's quite a bit higher iLvl than mine, but I've had almost no problems getting to the Hit cap with gear alone. In fact, I generally have to reforge significant amounts of it to Mastery or Expertise. Hit really shouldn't be that hard to get.
As for your question about Arion's Crown, yes, it can be an upgrade, but not a particularly great one, and it depends on what your alternative is. According to Mr Robot, it's a bit better than Willow Mask, the Justice Point helm option, while it's significantly worse than a Renouncer's Cowl, which drops off Corla.
Haste/Crit really is a terrible stat combo for us.
zura Feb 26th 2011 10:27PM
And don't forget us poor souls without access to raid gear. In a mix of 333 and 346 blues and 359 boe LW chest/belt (both crit/haste combo), with every piece reforged, and using hit gems, and hit potion and food, I am still not hit capped for raiding. (You know, for Baradin Hold, the only raid that PUGs do right now) Considering that heroic dungeons do not drop epics anymore, and shared 10/25 raid lockout killed PUG raiding on my server, people like me with unpredictable playtimes really don't have much access to epic gear right now.
jabhwakins Feb 26th 2011 11:33PM
You must have some interesting stat choices if you have that many epics and are still having trouble with hit cap. I'm at about a 350 ilvl, so still more blues than purples, and I'm already starting to reforge hit to mastery because I have more than I need.
Rollo Feb 27th 2011 6:25PM
Well, I never got the best heroic pieces (Renouncer's Cowl, Sandshift Relic, Mouth of the Earth and Elementium Scale Bracers) so maybe that's the reason.
But I just loaded up my character in rawr, making the above 4 pieces available. Arion's Crown beat Renouncer's Cowl and the Relic of Golganneth beat Sandshift Relic. The other two pieces made it, but they were replacing other 346 gear. So I don't know, I think item level (and the increased item budget it means) counts for a lot.
Josh Myers Feb 27th 2011 8:22PM
Rawr's only real strength for Enhancement is that it provides an "export to Enhsim" function. It hasn't worked properly for the spec since it debuted, and still isn't working correctly now. Definitely not something you want to be making gear choices of off.
Another huge part of it might be whether or not you need the hit rating on Renouncer's Cowl. You say you don't have the cowl right now, and since there is no other mail helm outside of Tier gear or an engineering helm with cogwheels that has hit on it, that leads me to believe you're hit capped without Renouncer's Cowl. A straight up comparison of the two with you already over hit cap with the Cowl off will lead to Arion's showing better than it is.
That said, Relic of Golgannoth is BiS, but by such a small amount of DPS that it should always be your last purchase.
alpha5099 Feb 26th 2011 9:32PM
Oh what I wouldn't give for a Sheath of Light equivalent. It's crazy that we don't get any spell hit baked into our spec or as a talent. Every other melee class with abilities on the spell hit table (i.e. Rets, DKs, and Rogues) are given some free spell hit. (Though I don't know how important being spell hit capped is for any of those classes.)
It's really not that difficult to get hit capped currently, but if I could shave off a huge chunk of all the hit I have and turn it into delicious, delicious Mastery, I would be incredibly happy. Enh, for one reason or another, has to dump far more stats into getting Hit and Expertise capped than literally every other spec.
Jack Mynock Feb 26th 2011 9:52PM
The difference between us and pallies is that we dual-wield, so all that extra hit we need to get to the spell-hit cap also contributes to our white swings. Conversely, this is also why pallies, although they use abilities on the spell-hit table, do not bother to cap hit for spells.
alpha5099 Feb 26th 2011 9:57PM
This is true, but then there're Rogues and DW DKs. It just seems strange that the one melee spec that cares the most about Spell Hit is the one who isn't able to get any of it from talents or spec bonuses.
Animalis Feb 26th 2011 11:52PM
Mutilate rogues gear for Spell hit in a big way. Without it 35-40% of their dps is losing out. Mut rogues have the same stat priorities as Enh, with haste being better than crit by a lot.
Grubba Feb 27th 2011 12:13AM
Rogues don't get any more spell hit than shaman do. They have a talent that gives them 6% hit (3/3 precision), and that's it. Spell hit isn't a particular concern for combat or subtlety rogues, but it is a priority for assassination rogues, because a large portion of their damage is poison-based, and poisons are treated as spells.
alpha5099 Feb 27th 2011 12:36AM
@Grubba
But that's just it: Shamans DO NOT get any free spell hit. Our Dual Wield Specialization that we get from speccing into Enhancement applies only to melee hit. My point is, every other class that could conceivably need hit up to the spell hit cap (regardless of whether the class or spec particularly cares about the spell hit cap) has a talent (rogues), spec bonus (rets), or innate bonus (DKs), that grants them free spell hit. We get NOTHING.
Hollow Leviathan Feb 27th 2011 5:20AM
The thing is, that makes shaman unique, and that's not a bad thing. It's not like it's a crippling downside to gearing an enh shammy - the damage the spec does is balanced knowing how they're going to gear, and the top dpser in either of my guild's two 10mans is often our resident pro enhancement shaman.
Boobah Feb 27th 2011 5:42AM
At least for paladins and death knights, if they didn't have the spell hit talent/ability, they still wouldn't be gearing for it (with the exception of Unholy. I think; I believe they actually talented into it when it was a choice.) I suspect the real reason ret and frost got the spell hit bonus was just to make it easier for the designers to balance their damage, without having to worry about how a particular ability missed more often because it was a spell.
Grubba Feb 27th 2011 2:20PM
Well, nuts. I didn't realize that the hit you get from dual wield was melee-only. I'll have to keep that in mind for the enhancement alt I'm leveling.
zulkie Feb 26th 2011 10:00PM
"One agility became equal to one attack power and a small amount of melee crit, while one strength gave us just one attack power."
i think u meant two attack power?
alpha5099 Feb 26th 2011 10:08PM
Not in Wrath. We only started getting 2 AP per Agi in Cataclysm.
JustinScott Feb 26th 2011 10:31PM
Correct me if I'm wrong, but isn't stormstrike nature damage, therefore should be enhanced by our mastery?