I haven't seen anyone mention this, but it LOOKS like the ooc proc chance with predators swiftness is 58.33%. I haven't tested this, but my guess is: predators swiftness causes spells cast to be treated as if they have a 10 second cast time. At 3.5 ppm, the chance for a ooc proc is 10/60 * 3.5, or 58.33%.
As far as I'm aware, Night Elves have a racial bonus of 2% chance to be missed.
Simply looking at the posters profile shows he himself is a Night Elf, and that Night Elves are the only allience race (at the moment) capable of being a Druid, then I belive that would be a safe asumption that they are indeed a Night elf he was attacking.
A simple web search on either hit rating or spell hit rating will return WoWWiki entries that answer both questions. Melee hit rating for same level PvP opponents, as folks noted is 5% vs even level mobs for special attacks and 2 handed melee. Spell hit needed for same level PvP opponents is 4%. Certain races and classes (like ours) have abilities or talents that make them harder to hit, just as certain abilities make it easier to hit targets.
What one is conformable with is, by definition, a matter of personal preference. The typical PvP caps tend to work for some people. Other people will want more.
How important is expertise, REALLY? If I'm mutilate and I run with the quick recovery talent, and I'm running a very easy rotation without weapon swap envenom only, and most of the times I'm behind the boss, is it viable to ignore expertise and hence get better stats on AGI/AP/CRIT etc?
Expertise might be useful to ensure SnD doesnt drop and stuff. However, do I need 'cycle stability' if I'm running such an easy rotation? Or is the some misses on mutilate, and some misses on envenom (+28energy because of QR) a significant deal?
We all know our only expertise piece is t9 head/shoulders so thinking if i should pick those up.
The point where ArP gemming starts becoming more over Agi gemming now requires a much higher passive ArP value without using either of the trinkets. Most gemming options that I've tried shows that gemming for ArP doesnt become a DPS increase until you near 800 to 900 passive ArP (i.e majority in Heroic TotGC gear). Also you other stats have a slight impact where this point falls but just getting one of the trinkets now doesnt mean you can gem ArP anymore, even when trying to soft cap for the 10 seconds the trinket is active. Granted that Arcane Shot is still dropped pretty early in the ArP curve. When the nerf to ArP came out, it kind of split the Marks Hunters into 3 categories instead of 2.
For Hunters less then 350-400 passive ArP, using Arcane Shot along with it talent.
For Hunters between 350ish and 850ish ArP, dropping Arcane Shot and using the ArP spec while continuing to gem for Agility.
For Hunters above 850ish ArP switching Agility gems to ArP Gems.
Of course you would still need to check out the spreadsheet values to see what gems would be most beneficial to you at your current gear standings. A full ArP gemming now pretty much requires you to be clearing TotGC and picking up the heroic forms of the gear.
So let me ask u something in the part u say " For Hunters between 350ish and 850ish ArP, dropping Arcane Shot and using the ArP spec while continuing to gem for Agility. " do we need to use the runestone or if we have an option to put like dark matter plus greatnes card would be better ?
My hunter got 745 arp passive gemming almost full Arp plus the trinket (runestone ) and i also changed greatnes card to dark matter but i don't know why i lost some dps :S
what's the nice option here for me re-gemming full agi agi/crit and get a passive arp of 550 or some and change the runestone whit greatnes plus dark matter ?
Satrina Buff Frames have been added since this has been taken as well as some other minor additions but this is the general idea. (everything is keybound, kept buttons visible for aesthetic appeal and the ability to track a few cooldown timers)