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Posts with tag spell-hit-rating

Lichborne: Haste and spell hit issues in patch 4.0.1 and beyond


Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights.

Patch 4.0.3 and the Cataclysm expansion are approaching quickly, and frankly, we're in pretty good shape right now. Yes, there are issues you can point at in almost every tree that could be just a little better, but honestly, most of them are pretty minor. We're really solidly set up for leveling (if you don't mind leveling in a tank spec), dungeon running, and even the first tier of raiding, and for now we can feel pretty secure about ourselves (or at least about our class).

That said, there are almost always improvements to be made, and I do want to take a little bit of time to talk about the issue of the unholy tree's complicated love-hate relationship with haste. Now, you're still going to be stacking and gemming strength as much as possible when you gear up. Strength is still king, don't get me wrong, and you'll always want to get your melee hit capped out. But after that, haste pretty much rules for the roost for unholy. It vaults past critical strike rating and leaves mastery somewhere two or three miles down the road, it's so good.

This isn't too much of a problem at first glance. It's arguably a little boring stacking one secondary stat over others, but that's more or less a reality of gearing up a DPS. It's very rare that two secondary stats share equal billing. We did have a problem with reaching the GCD cap early on in the beta, but the addition of a GCD reduction element to Unholy Presence fixed that pretty handily.

That said, there's still two big problems, one of which primarily affects unholy, the other of which affects all three trees.

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Filed under: Death Knight, (Death Knight) Lichborne

Arcane Brilliance: Reaching the hit cap



Each week Arcane Brilliance chats a bit about Mages and all things Mage-related. You may wonder what Arcane Brilliance likes to discuss the rest of the week. Even if you don't wonder that, Arcane Brilliance is going to tell you: It's still Mages. Yes, Arcane Brilliance pretty much talks about Mages constantly, even when it is wildly inappropriate to do so: at the dinner table...during business meetings...in church...at funerals...off-topic on completely unrelated message boards...Arcane Brilliance doesn't get invited to very many parties, in case you were curious.

When people see me in public, they often ask me, "Christian, how can I get my Mage hit capped?" It's probably the most common question I get, right up there with "Why are you so awesome?" and "Where are your pants?"

Okay, that's a lie. Nobody ever approaches me in public, and nobody asks me any of those questions, except for maybe the one about the location of my pants. That's a whole other story, and my attorney has advised me not to speak of it. Still, reaching the hit cap is something every Mage should be striving toward, but far too many of us either don't realize how important it is, or don't know enough about how to get there effectively. Fear not. Arcane Brilliance is here to explain the mysteries of the hit cap to you. The good news? It isn't nearly as complicated as you may think.

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Filed under: Mage, Analysis / Opinion, Tips, How-tos, PvP, Draenei, Features, Raiding, Guides, Classes, Talents, Buffs, Enchants, (Mage) Arcane Brilliance

Arcane Brilliance: Level 70 checklist



Every week, Arcane Brilliance works its way into your spell-rotation, right between Fireball two and Fireball three. It has a zero second cast time, doesn't trigger the global cooldown, costs no mana, does ridiculous amounts of damage, creates no threat, and is entirely unresistable. Yes, I'm aware that's not a word. Yes, I understand that "irresistible" is the grammatically correct alternative. Yes, I like to make up words. Also, apparently Arcane Brilliance is the greatest spell ever, and should probably make up your entire spell rotation, and not just a part of it. The good news? I just saved you space on your action bars.


If forced, at gunpoint, to identify the most daunting aspect of the World of Warcraft experience, I know exactly what I'd say. It wouldn't be starting the game, as Blizzard has done a wonderful job of making entry into the game itself incredibly user-friendly. It wouldn't be beginning to raid, as hopefully when you go into your first raid, your guild will be fully aware that it is your first raid and won't expect too much of you, so you can participate without pressure.

No, I'd have to say the single most daunting part of the game happens at a very specific point, and that point is the moment you ding level 70.

Perhaps you don't realize it at that exact instant. For most, the moment of realization comes later. Perhaps it happens when you hop into your first Arena match and die two-and-a-half seconds later. Perhaps it happens when you get thrown into a Karazhan pick-up-group and notice half of your spells are being resisted by Attumen the Huntsman. Perhaps it happens while walking around Shattrath, and you notice a Gnome Mage, ostensibly at the same level as you, wandering around in full tier 6 gear, sporting a mana pool twice as large as yours and around a kajillion spell damage. Perhaps it happens when your guild leader tells you no, you can't come help on Gruul, because you have no spell hit rating, and you don't even know what that means.

So what are you to do? How do you turn your mismatched greens and quest-reward blues into gear that will get you a raid spot? Read on after the jump, and find out how to start down the road to becoming epic.

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Filed under: Mage, Engineering, Tailoring, Items, Analysis / Opinion, Tips, PvP, Jewelcrafting, Leveling, Factions, Guides, Classes, (Mage) Arcane Brilliance, Battlegrounds, Arena

Arcane Brilliance: Cast fast and hit hard



Every week, Arcane Brilliance
strives to make us all a bit Mage-ier. This week, we shine our spotlight on two stats every Mage should have, but far too few of us know enough about: Spell hit rating and spell haste rating. Last week we saw that patch 2.4 has made these two ratings a bit easier to obtain on gear, and this week we'll find out why that should make the Mage nation a happy place.

When I wrote up the list of shiny new Mage gear the patch delivered to us last week, I couldn't help but notice a strange preponderance of two stats I was relatively unfamiliar with. Currently, I have a whopping 53 spell hit rating on my Mage, from the Scryer's Bloodgem and the Gladiator's War Staff. None of my current gear gives a single point of spell haste rating. When I saw those stats reflected on so much of the new 2.4 gear, I became very curious. Why is Blizzard pushing these two ratings? Where's my spell crit and spell damage?

I broke out my most scholarly looking pair of glasses, perched them upon the end of my nose so that I could squint down through them at my computer screen, and did some research. I may have scribbled some complex formulae upon a chalkboard, and it's entirely possible that I muttered the occasional "astonishing!" or "brilliant!" under my breath in a faux English accent as I conducted this study.

What did I learn? Well, two things really: first, both of these ratings are important to Mages, and in PvE you can make the argument that spell hit is the single most important end-game stat for a Mage to have. And secondly, I fricking hate researching things. I mean seriously, my mind pretty much shuts off when I see a decimal point. After the break, I'll try to save you the trouble of doing what I did this week, and break down what these two ratings mean in layman's terms. Don't worry, math nerds, I'll link you to the crazy numbers articles too, so you can go make out with your calculators or whatever.

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Filed under: Mage, Patches, Items, Analysis / Opinion, Tips, Jewelcrafting, Guides, Classes, (Mage) Arcane Brilliance

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