Totem Talk: Hit rating, expertise, and enhancement in Mists of Pandaria

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. Once a lonely tauren shaman in a bad Scarlet Crusade-themed transmog set, Josh Myers is now a female dwarf shaman with pigtails who raids as all three specs on a regular basis. He kept the same transmog set, though.
A long time ago, in a Mulgore far, far away, I was a young tauren shaman who was attempting to gear up as enhancement after hitting level 70 for the first time. Enhancement shaman who have only started playing within the last two years won't remember the confusing beast that was enhancement gearing of yesteryear, but it was an adventure.
First off, we gemmed strength exclusively. Yes, strength. Despite sharing gear with hunters, we got more (read: any) attack power from strength than we did from agility. More importantly, and this is where Mists of Pandaria changes will come into play, the enhancement shaman of The Burning Crusade didn't try for hit rating on their gear. In fact, we avoided it like a bear tank gemming agility avoids sunders on Warmaster Blackhorn. We did like expertise, which made the few items it existed on like Shard of Contempt best in slot, but it was almost never included on items, and there were no expertise gems. As a result, the majority of enhancement shaman ran with nearly zero hit rating and zero expertise.
If you're reading this today, your jaw might have hit the floor. Never, you'll say, while pulling up your character sheet and crying over the whopping 2,284 secondary stat points we need to put into hit rating and expertise. Yes, you read that correctly. We spend 2,284 stat points simply making sure we can actually hit the boss.
The Burning Crusade: Not known for class balance
Now, while I may sound bitter, I'm really not. As attractive as not gearing for hit/expertise sounds, it wasn't necessarily a good thing in The Burning Crusade. The reason we didn't want hit rating was because we got 6% melee hit from enh talents and 3% spell and melee hit (these were once separate stats, /shudder) from subspeccing restoration. As you probably know, 9% melee hit is enough to cap special attacks, and auto-attacks have never been consequential enough to hit cap for enhancement.

Wrath of the Hit Capping
Wrath of the Lich King gave some much-needed changes to enhancement but also set us on the path to the obscene amount of hit we need to gear for now. It introduced us to using Flametongue Weapon, gave us Static Shock, and saw the introduction of Maelstrom Weapon. Being able to hit with spells suddenly became very important to us.
In the same expansion, expertise became more of a thing we could gear for. While we shared gear with hunters, for whom expertise mail is the only thing in the game that doesn't make them go "Hunter loot!" and spam-click need, we received enough expertise on gear each tier to cap. This is also where we got the expertise buff on Unleashed Rage, making it easier to gear for.

Why Mists of Pandaria has my eyes misting
That said, I am beyond ecstatic to hear that it's changing. In a recent blog post, our crustacean overlord Ghostcrawler (Greg Street, lead systems designer) shared some thoughts about stats in MoP, and the parts about hit and expertise have me particularly excited.
First off, hit rating, which currently gives spell hit and melee hit, will simply give hit in MoP. This isn't a particularly large change, but it will allow the 20 spirit we currently get from our chest enchants to give us melee hit, which is cool. Going along with this, this means that spell hit and melee hit will require the same amount of rating to equal 1% of hit. This means that when we reach 7.5% melee hit, we will also have 7.5% spell hit; currently, the ratings are skewed and don't match up as nicely.
More importantly, though, expertise rating is being changed to effect dodge and spell hit rating. Following in hit's footsteps, it will do this at the same pace as hit rating. So, if in MoP, 200 hit rating is 1% melee hit and 1% spell hit, 200 expertise would be 1% dodge and 1% spell hit.
Finally, hit is being normalized so that spell hit is equal to melee hit + dodge. To unpack this, this means a few things. First, we'll be spell hit capped simply by capping our melee hit and dodge; ensuring our Stormstrikes and Lava Lashes hit will also make sure our Lightning Bolts and Flame Shocks don't miss. Moreover, the entire hit system is being revamped so that every class in the game needs the exact same amount of rating to make sure they hit the boss. Spell characters will need to have hit rating equal to what melee characters are doing through hit and expertise, and melee characters with spells won't need any more rating than a normal melee. All in all, this is some pretty awesome news to come out of MoP.

Also, I'm really interested to see how MoP stat ratings are going to treat the dual wielding hit penalty. With expertise giving spell hit, we'll have no reason to push our hit rating past the special hit cap, which historically been about one third of the dual wield hit cap. I'm honestly hoping to see some changes to the dual wield system in the coming weeks, possibly removing the dual wield hit cap entirely. It's a radical idea but one I'd love to see implemented.
Filed under: Shaman, (Shaman) Totem Talk






Reader Comments (Page 1 of 1)
Titusx Mar 17th 2012 6:24PM
I'm still confused as to how expertise is going to work. So it will be that exp gives dodge and hit until you cap it and then it does nothing or will it still give hit past the dodge cap?
So it will be like I can go pass the exp cap and still get "something" out of it or is it a dead end at the cap.
Boobah Mar 17th 2012 8:42PM
Expertise rating will do three things: First, it will grant spell hit (at the same conversion rate as actual hit rating.) Second, it will overcome dodge (again, at the same conversion rate as hit overcomes misses.) Third, if you reduce your opponent's dodge below zero, the excess percentage reduces your opponent's chance to parry.
Aside from the parry reduction (which will rarely, if ever, matter) expertise will completely dead end at 7.5% (for raid bosses), assuming you have your melee special attacks hit capped.
Punisher069 Mar 17th 2012 6:34PM
I hope the dual wield cap goes the way of the dodo. Smooth constant damage and with warriors smoother rage for all specs
Stella Mar 17th 2012 6:41PM
One thing that confuses me is that Enhancement Shaman in MoP will get 6% melee from 'Dual Wield'. Doesn't that throw the spell hit = melee hit + dodge calculation out of the window?
Boobah Mar 17th 2012 8:48PM
I'd guess that that part of the Dual-Wield ability will go away; as it is currently, you're right... you either gear for 1.5% hit and 7.5% expertise (and don't worry about missing with your spells 6% of the time) or you gear for 7.5% of each and knock out 6% of the dual-wield penalty for your auto-attacks.
Mugutu Mar 17th 2012 7:34PM
Hunters will be using expertise in MoP if I recall correctly, so they may have taken the expertise buff off Unleashed Rage because there will be more expertise mail gear.
Dave Mar 17th 2012 8:34PM
This isn't a particularly large change, but it will allow the 20 spirit we currently get from our chest enchants to give us melee hit, which is cool.
Enhancement no longer has access to Elemental Precision in MoP - it's an Ele Specific level 10 talent - so this is not the case.
Fletcher Mar 17th 2012 9:31PM
I'd really like to see the dual wield hit penalty DIAF. We - enh shammies, fury warriors, frost DKs, rogues of all flavours - are supposed to be masters of dual-wielding. Why then are we naturally so imprecise with our attacks? It makes no sense.
Elysoun Mar 18th 2012 1:11PM
@Fletcher - This is something that goes back to pen-and-paper D&D and EQ. Duel-wielding always takes a penalty on the off-hand. Usually with a traditional RPG, you'd take a penalty with your main-hand as well - so that's why wow has the "master of duel-wielding" where you don't get that penalty (on the main hand).
ern5gd2 Mar 18th 2012 7:30PM
Indeed, DW hit penalty springs from pen&paper tabletop gaming, wow took away the main-hand penalty that these games had, so you are already better off. Also, I'm not sure where you get this 1/3 business on MH vs OH hit, far as I knew, off-hand hit has always been same as spell hit.
Furthermore, expertise still valuable past the 7.5 cap. What I can see is tank accessories in mop not having a second primary stat (STR/AGI) and instead having combos of mastery/expertise/dodge. For the plate-wearers, you can reforge to parry. Then, the plate tank gear has parry and minimal dodge, while leather tank has dodge. Then, you have one set of tanking accessories, and we don't have a bunch of +parry that druids can't use.
synkronos Mar 19th 2012 8:59AM
The reduced hit chance from DW applies to all white attacks, with both hands. The MH is not exempt, it's only yellow attacks that are exempt.