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#1 Feb 04 2008 at 9:07 AM Rating: Decent
i was wondering how important +hit is for feral druids, both tank and dps. and when do we cap out +hit?
#2 Feb 04 2008 at 9:23 AM Rating: Decent
Depends on what you're using your feral druid for... if you're questing, then it's not as important. If you're raiding, I think the break point is 140 or 144 or something... and I'd put it as important as you want to make it. If you like hitting things, then max it. If you like to have lots of HP/armor, then I'd rank it lower (its easier to get for cat gear, too, btw)
#3 Feb 04 2008 at 4:13 PM Rating: Good
The cap is 142 Hit Rating (=9% to hit). Until you reach this cap, +Hit is one of the best stats we can have on our gear. Luckily we share gear with rogues who, because they dual wield, need 442 +hit to reach their cap, so there is plenty of leather out there with +hit on it.

This applies to cat DPS. For tanking, it can help reduce the risk of a taunt being resisted but I for one have pretty close to zero +hit on my tanking gear. Your other stats are so much more important for tanking.
#4 Feb 04 2008 at 9:14 PM Rating: Decent
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415 posts
If you are tanking a lot of 5 mans heroics and what not. Expertise/hit are quite important, for snap agro generation and maintaining threat vs multiple and single mobs. Nothing like missing that opening mangle because your hit is in the boonies or getting parried dodged, etc. Basically going for max armor/dodge/hp while ignoring hit/exp, is not what I consider best, healthy balance is important. One trick pony is not an answer in my opinion.
#5 Feb 04 2008 at 10:21 PM Rating: Good
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1,260 posts
In all fairness though, a miss in cat form isn't as wasteful as it is for any other class/spec. For any spell caster, a resist is a complete waste of mana and casting time so spell hit is a very high priority. For melee in general, missing takes a big chunk out of their white damage which is ~60% of their total dps. For warriors in particular it's even worse since they depend on white hits to build rage for abilities.

Cat form druids though it's not as bad when we miss. Our white damage makes up much less of our total dps and we don't have to deal with the extra miss rate from dual weilding. For our abilities, a miss is the loss of only 25% of the energy cost or about half a tick, with the exception of finishers that lose full cost on a miss.

It's still a good thing to get + hit for your dps set, but we get less out of it compared to other classes since we don't lose as much potential dps for missing. Thus while it's a great way to boost your total dps, I believe that you still get more bang for your item budget buck with agility. Luckily there isn't really any need to compromise since the hit cap for us is so much lower then it is for most other classes.

For tanking, it's entirely optional. For raids it's standard practice that the dps wait until the tank has X threat on the target for a buffer to avoid pulling aggro. Once you got that buffer, it's usually no problem to have a higher TPS then the rest of the raid as long as your dps doesn't have higher tier gear then the tank, since your operating with effectively unlimited rage. In 5 mans some + hit can be nice to have since the dps isn't always going to wait so you want to make sure that your first couple hit connect. Still, it's a matter of preferance since there are plenty of options available if your first mangle/lacerate miss.
#6 Feb 04 2008 at 10:43 PM Rating: Default
when do druids become hit capped?
#7 Feb 05 2008 at 12:38 PM Rating: Good
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817 posts
Hralgaar wrote:
when do druids become hit capped?


I could see how you missed it among the three other responses, lol, but RareBeast addressed this with the first few words of his post just above.
RareBeast wrote:
The cap is 142 Hit Rating (=9% to hit).




Edited, Feb 5th 2008 6:18pm by JeeBar
#8 Feb 05 2008 at 6:05 PM Rating: Decent
oops, dunno how i missed that >_<
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