MrFredII wrote:
Are we really recognizing that the gear generally available before T5 content costs to much damage to hit cap? I raise the question because the path we all generally recommend is get hit capped first, then max damage, then when crit is high enough and we can get enough haste at once roll in haste. Might it be the case that someone is better served (given the available gear) to get their spell hit to say 85 or 100, or 120 then push their damage from 550 to 750 or more before they start scaling hit again? People get accepted or denied raid slots based on these perceptions. Are we giving the best advice on how to progress?
Edited, Jul 21st 2008 5:30pm by MrFredII
The fact of the matter is that gear with good hit tends to also have good damage as well, so you're not actually sacrificing a whole lot of damage for hit. What you do lose out on a bit of is crit. Also, worrying about bracket boundaries makes things too complicated for most people who come here to ask.
Personally, I tend to look at gear individualistically(I'm not entirely sure that's a word
![Smiley: laugh](//zam.zamimg.com/i/smilies/laugh.gif)
). I take pieces based on how each piece is compared to another piece and worry about regemming when necessary in order to make things work out. And I think that's the best way to do it. However, many people are looking for a simple rule, and when you need a simple "one size fits most" rule, gearing for hit, damage, crit and haste in that order makes sense(yes, 1 for 1 haste is more damage inducing than crit or damage, but you want the other stats to be good before worrying about it).