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1-08-2012 @ 2:30AM
I'm still a little miffed at the hit thing. We share our gear with one other class, which needs less than HALF the hit we require. Nor do they require expertise at all, meaning that hit and expertise are pretty damn light on mail in general. This leads us to using an enormous part of our gemming budget on these stats. The worst thing is that my melee hit is always higher than my spell hit (not sure why), so I end up with 19% on melee :(I'd REALLY like a talent which gave us spell-hit mutiplier, just to redress the huge difference in required hit between Shaman and Hunter, and between the two parts of a shaman's damage. Something like, you gain 1.5-ish spell hit per general hit would be nice.
1-08-2012 @ 6:04AM
You need to sim or Rawr/optimize your gear. I have no problem getting hit capped and expertise capped with absolutely NO gemming towards either of these stats. You should be reforging to hit/expertise and gemming straight AGI for the most part.
1-08-2012 @ 11:13AM
I'm LFR geared, and i have 1 agi/hit gem. Rest i get trough reforging. There is one positive thing about haste/crit being useless, is that you never have to think twice about reforging it to hit or expertise. It take some getting used to.What i sometimes do is reforge Expertise away on an item with hit/expertise, and put mastery on it. Then on another item with Mastery/haste, i reforge the haste back to expertise to still reach my expertise cap. This is how we puzzle my friend.For trinkets, i would skip ANY trinekt with a haste or crit proc. I can think of trinkets from Spine (stacking agi buff), the one from Avengers of Hyal (very good, with mastery and agi on use), the hit trinket from JP, ragnaros' trinket, and the shared Dragon Soul trinket, with agility and dmg on proc (not 2 fan on this one, but itæs a lot better then ANY haste trinket)About the hit talent. we have to reach the spell cap, and the extra hit we then have allows us to hit more often with auto-attack. Not a big increase, but an increase none the less.I wonder though, if when we top our 10 man groups, is it that we are so good, or that the others are slacking?
1-08-2012 @ 10:58AM
The reason it's relatively easy for us to reforge to meet hit/expertise caps is precisely because haste (and crit to some extent) are so useless and that so many of our off-spec, and even some spec pieces, are loaded with it. Enhance has about 2300 total rating to achieve between hit and expertise and that is significantly more than ANY other class/spec has to get.
1-08-2012 @ 1:23PM
The flipside is that even though we have to stack so much hit, it still scales pretty well with our melee swings because of Flametongue and Maelstrom. Hitting spell cap is one of the things that makes enh what it is. In fact for my gear setup rawr is showing hit after spell cap as slighty better than haste. That's the real problem. After meeting caps we only have one good secondary to choose from, which wasn't a big deal in T12 since most of the gear was so well itemized, but in T13 it feels like we're getting screwed by the itemization even though our dps is in a pretty good place on most fights.Forget crit. For MoP I'm hoping the number priority for enh is getting us scaling better with haste... prefereably without resorting to some combo point system. Not scaling well with the Madness-like haste buffs that pop up all the time is no good, but to me the real issue is not scaling well with Hero/Lust which is up during the most important phase of almost every fight. Feels bad not benefitting from your own buff.As for Ghost Wolves, a good start would be if it snapshotted your stats like every other temporary pet in the game. Let me line up some procs and trinket uses, potions, or w/e and bring them out. They need to snapshot or be rebalanced so they can be permanent. Either way we're going to need a cooldown.
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