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Posts with tag HitRating

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.

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Filed under: Shaman, (Shaman) Totem Talk

Quick guide to end-game hit rating

If you're not sure what hit rating is, I'll explain. When attacking a monster, with spells or physical weapons, you have a certain percent chance to miss them entirely. This chance is based on the type of weapons you're using and your level compared to the level of the monster you're trying to hit. So for max levels attempting to tackle boss content, there's a certain amount of +hit gear that will prevent you from missing -- but any +hit over that amount is wasted. (After you've negated any chance to miss, +hit gear does nothing for you.) For those of you interested in the elusive amount of +hit you need as a level 70 fighting boss-level monsters, Coriel over at Blessing of Kings has compiled all of the necessary data for you, taking possible talents and different weapons into consideration.

Filed under: Tips, Bosses

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