um, i know im going to sound noob here but what does hit chance even do exactly do??? spells don't miss or anything so? does it decrease chance it will be resisted or something?
Thottbot > Comments > Ratings > Spell To Hit
To be clear (correct me if I am wrong), fire and ice mages want 202 +hit, which would be a 16% damage increase in boss fights. Arcane/ice mages want a minimum of 76, if they are using mostly arcane spells. A little more will be good because, your icebolt alternated with arcane blast, will create a mana efficient raid sequence that takes advantage of the warlock ice debuff. As a corollary, you should not spec fire in raid until you have a decent +spell hit rating, ~150 to start. As a mage, I never ever roll on gear that doesn't have either +crit or +hit. (Arcane/fire is too inefficient to discuss as a raid spec.)
This may also be a stat used by destruction warlocks, but warlocks are a mystery, who knows. Quote from other forum :: "If you don't have 16% hit as a destruction warlock, you aren't anywhere near the top of the damage meters." I should imagine that +hit and +crit would be almost useless for shadow priests and affliction warlocks, who should instead go for the highest base damage. As affliction warlock or shadow priest, I'd be passing on gear with crit and hit, instead favoring purely +dmg. It's a shame that there are not more types of gems for these classes, who will mostly not get the socket bonuses, because of using all +dmg gems.
moonking druids can gain a potential 4% from quite deep in the talent tree, leaving about 151 to have.
however, improved feary fire is +3% for everyone else, so a moonkin means a free 36 hit rating to AP users, assuming they are hardcore raiding spec. (on a side note, as moonkin is a supporting class, this may well be worth getting)
Then a Spell hit is only PvE Stat?
And what about with spell penetration? Can anyone example me that?
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