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Posts with tag hit

The Queue: I have no regrets. Well, maybe one...


Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Maintenance day, maintenance day! One of the best days of the week, or one of the worst? I'll leave that to all of
you to decide.

Nautical D asked...


I stopped playing WoW just before 3.0 patch came out and deleted all my characters and items to make sure I didn't return, is there any way I could get back and start on WotLK without having to roll new chars?

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Filed under: Warlock, Analysis / Opinion, Mounts, The Queue

Arcane Brilliance: Statistically speaking



Arcane Brilliance is a Mage column on a weekly spawn timer. It shows up all of a sudden on your computer screen or your iphone and starts wandering about, waiting for somebody to come shake it down for loot. What does this rare and wondrous column drop, you may ask? It drops a magical potion that, when imbibed, grants the magical ability to waste about 15 minutes of your employer's time reading a column about Mages. Hurry up and tag it, before the guy in the next cubicle does!


I'm listening to a playlist full of old NES chiptunes as I write this, Zanac, Ninja Gaiden, Mega Man, Crystalis, Shatterhand, Tecmo Super Bowl, Legacy of the Wizard--just some awesome old stuff, some of which comes from composers who went on to become even more awesome. I love the game music from that era; I find it absolutely amazing what those guys could make that tiny sound chip do. And yes, I am a massive and unrepentant dork. Why do I bring this up? I have the playlist on shuffle, and the overworld theme from Dragon Warrior just played, and it got me thinking about this week's subject: stats.

Dragon Warrior was my first role-playing game. It was my first exposure to such concepts as experience points, and leveling up, and hit points. Stats in games of that era were pretty simple. You had strength, which affected how hard you hit things, and agility, which...made you more agile? Who knew? That was about it. Hit points measured how many whacks you could take before you died, and magic points ran out as you used spells. There wasn't a whole lot to it.

When I first started playing WoW, knowing which statistics were important to my Mage and which weren't was comparatively simple too. As you leveled, you looked for intellect and spirit. At max level, you learned the value of a few other stats, like spell crit, spell damage, and spell hit rating. Generally, if it said "spell" in front of it, your Mage wanted it. Now, though, we have so many different stats--one covering every aspect of every spell we cast, and so many different ways to customize the amounts of each that your Mage's gear has--that it can be quite daunting trying to decide which ones to prioritize. Follow me through the break where we'll discuss the various caster stats and the relative value of each to our class.

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Filed under: Mage, Analysis / Opinion, Features, Raiding, Guides, Classes, Talents, (Mage) Arcane Brilliance

The Care and Feeding of Warriors: Hit and Expertise for DPS Warriors


And so we finally return to our discussion of hit and expertise for warriors, in this case DPS warriors. Having finally gotten around to leveling my tauren warrior to 80 I've taken him arms for grinding reputations and running instances (I need a new weapon and several gear upgrades before he's ready for 10 mans, although he'll probably end up in a couple before he's geared enough to do much) which means I'm now looking at these stats from both a fury and an arms perspective.

It also means I'm back to my old "you have how many max level warriors?" days. It's a shame I'm currently working on my DK and shaman horde side or I could level another warrior. Yes, I'm aware that with Dual Specs coming having more than one warrior per faction per server is kind of ridiculous. Luckily, this means I can have two warriors per server! Look, I don't love this class because I'm sane.

So, we now have hit and expertise to discuss for Arms and Fury warriors. How much do you need? The short answer is enough to ensure you don't miss your special attacks and push dodges off of the attack table. The short answer is also remarkably less than helpful in terms of telling you how much you want on your gear.

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Filed under: Warrior, Items, Analysis / Opinion, Odds and ends, Instances, Raiding, Bosses, (Warrior) The Care and Feeding of Warriors

Spiritual Guidance: Secondary stats and what to stack

Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. Some requests were made recently to help newer Priests figure out what secondary stats are important and what to aim for. Matticus shall help!

I know when I started playing World of Warcraft, I didn't pay a whole lot of attention to secondary stats. To be fair, stats like Hit didn't exist back in the day. This post is meant for newer Priests who aren't quite sure what these secondary stats do or what they mean. Just to be clear, primary stats are base attributes like stamina and intellect. Secondary stats are things like haste and critical strike rating.

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Filed under: Priest, Tips, Raiding, (Priest) Spiritual Guidance, Wrath of the Lich King

Phat Loot Phriday: Red Sword of Courage


Some call it the Sun Eater 2.0. We just call it badass.

Name: Red Sword of Courage (Wowhead, Thottbot, Wowdigger)
Type: Epic Unique-equipped One-hand Sword
Damage/Speed: 160-299 / 1.60 (143.4 DPS)
Abilities:
  • +25 Strength, +58 Stamina
  • Increases defense rating by 38 and hit rating by 26.

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Filed under: Warrior, Items, Analysis / Opinion, Odds and ends, Humor, Phat Loot Phriday

The Care and Feeding of Warriors: Expertise and hit in WoTLK


There are the aspects of playing the warrior class that are flashy, obvious and fun... 7k shield slam crits, dual wielding huge, berserking enchanted weapons, bladestorming... and it is right and proper that we should gush about those aspects of the class to the high heavens. However, sometimes you have to get down to the nuts and bolts of things, as it were.

We got an email this week from Sean which stated that he wanted us to talk about the importance of hit and expertise on tanking gear. Now, we've talked about those stats before, but it's a whole expansion later and as such, we should re-familiarize ourselves with hit rating and expertise for tanks and DPS warriors, because both specs need both stats but weight them differently. This week, we'll talk about tanking gear. Why does tanking gear have hit and expertise and why is it good that it should have those stats?

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Filed under: Warrior, Analysis / Opinion, Bosses, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King

Encrypted Text: Guide to Rogue stats for new raiders

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we'll discuss what stats are important for raiding Rogues in today's end-game.

Wrath's first true raid instances come in the form of a level 60 raid instance put in the microwave for 20 levels and served with a side of dragons. Don't get me wrong; I love the retouched Naxxramas. I never got to experience all of the fights against Kel'Thuzad's minions before they relocated to Northrend, so being able to re-enter the citadel of death and slay some undead is a welcome opportunity.

If you search for "naxx 60 rogue gear guide" I'm sure you'll find a bunch of articles that recommend you sport at least 8/8 Bloodfang and maybe a weapon or two from Ahn'Qiraj. Times have changed, and so have the gear requirements. There are a few magic numbers that every Rogue wants to shoot for. After the cut I'll detail these vital stats and explain why they're so important to us.

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Filed under: Rogue, Instances, Raiding, Guides, Enchants, (Rogue) Encrypted Text, Wrath of the Lich King

Mining mechanics changed, one hit per node


The updated 3.0.8 patch notes released today have an interesting, yet significant, change to mining.

Miners will now only hit the node once to get all the ore and associated loot.

This change might seem mundane but it actually carries some significant weight. Farmers regularly fly or run around zones, stopping at every node they see. Under the current system most nodes required between two and four hits to extract all the ore, sometimes even more for the rich nodes. An ore farmer would spend a portion of his time ensuring the mobs were cleared around the node enough so that he would be able to hit it multiple times, and then actually spend the minute sitting on the node farming it.

With the one hit method that is now being implemented in 3.0.8, the process becomes significantly easier. Point, click, wait a second, fly off to the other destination, profit. There's no "???" in there, just a pure and easy way to make money.

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Filed under: Mining, Patches, Analysis / Opinion, News items, Making money

The Light and How to Swing It: Gearing up your Retribution Paladin for Hit


I know I was supposed to write a guide to gearing up for Haste, but some of you pointed out that Hit is way more important, particularly with the change to melee Haste in late Burning Crusade. You guys are absolutely right, as melee Haste no longer gives the same oomph in Wrath as it did back then. In fact, if we're looking at maximizing our DPS, it's important to actually land our hits. All that Strength isn't going to do jack if we miss our target.

So first things first. We make out Hit cap, which frees up our gems and enchants for the all-important Strength. At Level 80, every 32.8 Hit Rating gives us 1% Hit, which means that we'll need a total of about 262.4 to reach the cap or 8%. Raid bosses are considered to be Level 83, three levels above max level -- hence the skull, so we'll need 8%, or 3% above the 5% base chance to miss targets of the same level. Fortunately, there's a whole lot of +Hit DPS plate in Northrend that we won't struggle to hit that cap at all. Here's a quick guide to gearing up our Retribution Paladins for +Hit.

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Filed under: Paladin, Items, Analysis / Opinion, Guides, (Paladin) The Light and How to Swing It

Blood Pact: Warlocks taking a hit


Have you seen any Warlocks lately? For some reason, the only remnant of Warlocks that I see are the odd Demonic Circles scattered here and there in Dalaran. Otherwise, pretty much everybody's re-rolled the flavor-of-the-month Death Knight or a Retribution Paladin. Where's the love? As much as Warlocks are reputedly overpowered in PvP, exactly how a Warlock deals with Death Grip, Strangulate, and a string of crits from the Death Knight and his friends isn't exactly the kind of stuff that make PvP legends.

In fact, the way we're designed to deal damage in a slow, painful stream, Warlocks downright blow in PvP -- particularly Arenas -- right now. The king of Arenas today is burst damage, and instagibbing an opponent with a zerg is the order of the day. With very few players stacking the necessary Resilience, Arenas are dominated by players who have gear from heroic Naxxramas.

Out of all the cloth classes, Warlocks are the only one without a natural 'out' of a zerg save for the preparation-heavy Demonic Circle (which doesn't break a stun, by the way, and has a meager 40 yard range). Mages still have Ice Block, Blink, and the target-removing Mirror Image. Priests, more than ever, have higher survivability across the board, specially with Pain Suppression, Guardian Spirit, and Dispersion across three trees and a plethora of instant heals. This makes Warlocks Target #1 when it comes to a zerg train in Arenas. And it takes about 4 seconds for us to blow up.

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Filed under: Warlock, Analysis / Opinion, (Warlock) Blood Pact

The Care and Feeding of Warriors: Overstacking


When coming into a new spec and role, one of the things you find yourself doing at first is making constant small adjustments. Part of this is simply the nature of the beast. You've been a PvP arms warrior for most of TBC, for example, but now you're a raiding Arms DPS warrior and you need different things from your spec, which in addition is pretty significantly changed from what it was at level 70. Or you were a tank for the original endgame, but stepped away for a while and then came back in time to level to 70 just before the expansion, and are now looking at what you need to do to get ready to tank 10 man raids for your small guild, and are realizing that the leveling prot spec you were using isn't quite up to it.

Or you could be fury again after tanking for over a year and you realize that your spec has points in all the wrong places and you have too much hit and not enough crit or AP on your gear. Not that I'd know what that was like. Okay, so I do. In fairness to me, it's not like I intended to be sitting at 550 hit rating and once I stopped and looked at the upgrades I've recently acquired, I realized that I'd gone overboard on hit to the detriment of crit and AP. It's true that the white hit cap for fury is somewhere around 950 hit rating but I'm easily over the 361 or so you need for specials while dual wielding. Assuming that the miss chance for special attacks is 9%, and not 8%, as I've been hearing lately - if it's 8% now, which seems fairly well tested and proved by this point, then you can shift how much hit I need with TG down the table. Once they drop the 5% penalty on specials, you can drop it even further. So while making that soft hit cap on special attacks is very important, you can do it with roughly half the hit rating I've accidentally collected. What I need now is crit and AP. Not related to any of this, but check out this post from the EJ forums and boggle at the significance of passive haste somehow adding hit.

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Filed under: Warrior, Items, Analysis / Opinion, Odds and ends, Raiding, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King

Encrypted Text: I roll on caster loot

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we'll be talking about hit rating and the seeming lack thereof in Northrend gear.

After a few all-nighters in a row and a lot of showing up to work very tired, I finally reached level 80 this weekend. After a few victory laps in Dalaran to celebrate my victory over experience points and blue bubbles and Hemet Nesingwary (not for long, I'm sure); the looming realization of level-cap responsibilities started to enter my mind. Reputations, heroics, arena points, and honor – I had a lot of work to do.

So, I took my own advice and decided to start some heroics, but not before spec'ing into my PvP mutilate build. I thought about trying out the truly insane DPS of Honor Amongst Thieves builds, but decided to postpone that until I've got some more gear to give it a real trial. Read on to see what I discovered on the way to my first Emblem of Heroism.

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Filed under: Rogue, Analysis / Opinion, Tips, Raiding, (Rogue) Encrypted Text, Wrath of the Lich King

Name one thing you'd change about your class

Ghostcrawler is known to recite this line here and there. He mentions often that the purpose of saying such a thing isn't to get them (Blizzard) to change just one thing in a class the next patch, but to get people to zone in on a real problem.

A real problem is something like "Fury Warriors do not have enough survivability and therefore are less effective in terms of spike PvP and PvE damage."

A non real problem is something like "Blizzard hates Shamans and doesn't pay enough attention to them."

So as an exercise this evening let's see what the WoW Insider readers think. Name one thing you would like changed about your class.

As a full time PvE Protection Warrior, I think that we have a problem with obtaining the hit cap and would like to see more +hit gear drop in heroics and 10-man raid instances. I think an inclusion of items that have both +hit and +parry would help solve this wonderfully.

I've also been known to dabble in Holy Paladins once in a while.

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Filed under: Analysis / Opinion

Spiritual Guidance: Hitting the cap


Welcome to Spiritual Guidance, usually brought to you by Matt Low of World of Matticus. This week, resident Shadow Priest Alex Ziebart steps in to make your day a little darker.

We're getting to the point in Wrath where more than just the hardcorest of the hardcore are raiding. Not everyone is there (and not everyone is interested), but the time will come. On the way there, you're going to have to visit an old friend: The hit cap.

In Wrath of the Lich King, the hit cap has moved from the original 16% to 17% hit. Why? Prior to this expansion, there was a baseline 1% chance to miss with spells that you could not remove. No matter how much hit rating you had, you were stuck with a 1% chance to miss. In Wrath, that's gone. It can be overcome.

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Filed under: Priest, Items, Analysis / Opinion, Raiding, Guides, (Priest) Spiritual Guidance, Wrath of the Lich King

Checking your caps: Defense, Block, Hit, Expertise

Honor's Code has a great post up about the secondary gear stats that often get overlooked in favor of the main attributes. Everyone knows that Hunters need Agility and Warriors need Strength, but after that, things tend to get a little fuzzy -- just what does Expertise or Hit do for you? HC breaks it down from a Pally perspective, but what they say about these stats is helpful for any class that has to deal with attacking the bad guys.

Defense comes first -- defense rating, for tanks, allows you to make sure that bosses can't crit you. Each class has its own defense cap, and the cap has changed from 70 to 80, so you'll have to keep an eye out for your own cap when you get that far. Block is next -- a high Block rating means you're pushing other attack options off the table when you're hit, so that when something does hit you, you block the damage on it. Both of those stats are mainly for tanks -- other classes, who aren't getting hit, won't have to worry about them at all.

But Hit and Expertise you will have to worry about if you're DPS -- Hit will make sure that you don't miss your target (the fewer misses you have, the higher your DPS), and Expertise makes sure that those hits don't become dodges or parries. This is tough stuff, and it shows up much earlier in Wrath, it seems, than it did in Burning Crusade, But the good news is that there's a lot of help around -- Honor's Code offers a great overview for what everything means, and from there, you can search our site or others for what you need to know about each stat and how it works with your class.

Filed under: Druid, Hunter, Rogue, Shaman, Warrior, Analysis / Opinion, Guides, Classes, Talents, Death Knight, Wrath of the Lich King

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