Forum Settings
       
Reply To Thread

Tanking and hit ratingFollow

#1 Dec 17 2007 at 5:38 PM Rating: Decent
Recently, my guildies have told me that tanks do not ever need hit rating. That it is unnecessary for tanking entirely. I've always believed that hit rating was important for all melee classes / specs regardless of the goal (dps / tanking). Have I been operating under faulty knowledge? I've socketed some of my tanking pieces with hit rating if there is a yellow socket and I want the bonus. Bad moves? Should I resocket them for straight up stamina and forget about the socket bonuses, even if they are useful?

Edited, Dec 17th 2007 8:39pm by Lorimath
#2 Dec 17 2007 at 6:22 PM Rating: Decent
**
842 posts
if you have enough stam and avoidance, hit rating is not a bad idea as you still have a base 5% miss rate. it really sucks to pull a mob, and then find that your first couple swings and shield slam miss.

yes, what your guildies told you is wrong.
#3 Dec 17 2007 at 6:43 PM Rating: Decent
Yeah, that's what I thought. I'm not going to sacrifice much mitigation for hit. When I talked about sockets, one thing was my goggles. They have a meta socket and a yellow socket. I stuck the meta one with the +20 or whatever stam and stun resist one and the yellow with +8 hit rating. Socket bonus was +6 stam, so if I had used a Solid Star of Elune I would've gotten 6 more stam and no hit. 60+ hp doesn't seem to me to be nearly as useful as the hit rating.
#4 Dec 18 2007 at 9:18 AM Rating: Good
**
499 posts
Agreed 100%. I once had a PUGger chew me out for carrying Fireguard, with it's lovely stamina and hit boosts, as my tanking weapon. My defense was at 495 and my HP was decent, but he swore that I should have had something with more stamina and defense on it :-P

Then we got into Slabs and he wondered how my TPS and rage were so high compared to other folks he'd seen. :)

+Hit certainly doesn't take precedence over defense, stamina, and avoidance, but you're right in taking into account versus a paltry 60HP.

Cheers,
Jorge

#5 Dec 18 2007 at 11:38 AM Rating: Excellent
With that said, Expertise is like Super Hit Rating now (~16 Hit Rating is 1% Hit, whereas it's -1% chance to be dodged AND parried with 16 Expertise - double the value) for tanks so if you can get that definitely go for it.
#6 Dec 19 2007 at 9:12 AM Rating: Decent
*
189 posts
What's a decent number to shoot for in +hit, given that you have the other important tank stats covered? Mine is pretty meager right now (like +13), and I'm just starting in on kara. Thanks!

Marroweater
#7 Dec 19 2007 at 12:54 PM Rating: Decent
*
189 posts
Ahh, never mind, I think I found my answer in the FAQ. Looks like +80 to hit is a good number (about 5%). I'm nowhere near that, but hope to be someday.

Marroweater
#8 Dec 19 2007 at 1:30 PM Rating: Decent
**
422 posts
Another thing to consider is that taunt resist is now determined by hit rating. If you can get hit capped, your taunts will no longer be resisted. I know this doesn't help for taunt immune mobs, but it is really nice for heroics and ZA (Nalorakk).

Hit rating is also phenominal for TPS, especially on boss fights. You need to be at ~9% +hit to not miss raid bosses, which is probably unrealistic, but it's something to shoot for. It's probably not worth sacrificing a ton of stam to increase your hit, but if you're missing 1/11 hits on boss fights, your TPS is definitely going to suffer.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 266 All times are in CST
Anonymous Guests (266)