Posts Tagged ‘critical-strike’

20
Nov

Hunter Guide: Picking the right hunter loot, part 1

   Posted by: free-wow-guide   in WoW Hunter Guides

by Eddie Carrington

If you’ve played a hunter for any length of time, you’ve heard the mantra that hunters should always, “Stack Hit until capped. Then stack Agility, followed by either Critical Strike or Armor Penetration.” That’s solid advice, but the choices presented really depend on you being Marksmanship or Survival.

Unfortunately, we tend not to explain why or how they help your spec of choice. And forget it if you’re a Beast Master, you might never learn how to improve your pet’s performance to help increase your own raid performance. (Okay, I’ll admit to having a bit of a bias for letting people raid the spec of their choice instead of whatever is today’s maximum dps darling.)

Anyways, let’s take a look at what we call hunter stats and how they impact your hunter.

Hit Rating

Hit rating is probably the single most important stat you need to track as a hunter. So important it’s even one of the few stats that Ghostcrawler has opened up and said hunters would need to stack even in Cataclysm.

You can check WoWWiki and it’ll give a long explanation on how Hit is defined as the percentage chance you will miss a target. I don’t know about you, but talking about reducing your chance of missing as a definition of hit is a bit confusing. So let’s make it a bit simpler.

With each percentage of Hit you achieve, the better the chance you’ll hit your target. Simply put, you can’t hurt it if you can’t hit it. So you stack Hit to make sure you hit the raid bosses.

Also, keep in mind that Hit impacts your pet also. Based on the patch notes of 3.2.0, your pet receives 100% of your hit. Meaning, every 1% below Hit cap the hunter is your pet will be 1% under cap also. So if you’re at 8% Hit, you’re pet will be capped and can’t miss.

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by Amanda Miller

Tailoring Perks
Tailors have the ability to enchant their own cloaks. Other players can get cloak enchants from Enchanters, although the Tailoring ones are superior in many cases.

  • Darkglow Embroidery: Chance to restore 300 mana on spell cast. There seems to be a 60 second internal cooldown, with a proc rate of 35%, which is equal to 25 mp5.
  • Lightweave Embroidery: Chance on spell cast to increase your spellpower by 250 for 15 seconds.
  • Swordguard Embroidery: Chance for melee and ranged attacks to sometimes increase your attack power by 300 for 15 seconds.

There seems to be a 45 second internal cooldown on Lightweave and Swordguard, meaning that for 15 seconds out of every 45 seconds (+, if you don’t proc it on the next hit, but they do seem to proc within a hit or three), you have the effect. This averages out to 83 SP, and 100 AP respectively, in ideal conditions. Depending on your luck with procs, the average decreases the longer it takes you to proc it again.

For example, after 45 seconds, each spell has a chance to proc the effect. If you managed it at the 50 second mark, the average becomes +75 SP.

Casters who are not Tailors can currently choose between Enchant Cloak – Wisdom and Enchant Cloak – Greater Speed.

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by Daniel Whitcomb @ wowinsider

Today’s column will double as a little bit of primer on how Death Knights get their power, and what stats you should be looking for on armor in general to make your Death Knight the best it can be. It’s not completely in depth, but it should get you well on the road to understanding just how Death Knights get all that awesome power and sexiness.

We’ll have 3 sections today. The Good are stats that are excellent choices for DPS, Tanks, or both. The So-So are stats which still do us some good, but are pretty situational or conditional in their usefulness. The Outcasts are those stats that you should avoid — Well, I’d say avoid like the plague, but we’re Death Knights. We like the plague around here. So I’ll just say you should avoid them.

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by DANIEL WHITCOMB

We’ll have 3 sections today. The Good are stats that are excellent choices for DPS, Tanks, or both. The So-So are stats which still do us some good, but are pretty situational or conditional in their usefulness. The Outcasts are those stats that you should avoid — Well, I’d say avoid like the plague, but we’re Death Knights. We like the plague around here. So I’ll just say you should avoid them. 

The Good:

Strength and Attack Power:
 Strength is the number one stat for most types of Death Knight DPS, and is hardly a slouch for tanking either. 1 strength converts to 2 attack power, and that attack power scales into spell power for the purpose of a Death Knight’s spells, which include diseases and non-weapon attacks such as Death Coil. In addition, 4 strength converts into 1 parry rating. 

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