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[Hunter] +Hit Rating in PvP
So, from what I have surmised, it takes +5% hit to have a 100% hit chance against other level 70 players (confirm please?). In that case, is it important for PvPers to reach that hit raiting cap? As it stands right now, players who are using full arena and veteran's gear won't really be near that hit cap without using either specific trinkets, rings or a lot of +hit rating gems.
So... is this hit rating fairly important to get, or can it be just ignored for the most part in PvP? |
Hit rating is huge. You can get a 30 hit rating scope to gun to cap out hit after full glad / veteran's gear. Missing a scatter shot or viper sting really kills the fight for you.
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Hmmm, I was thinking it was on that level of importance, yes. However, what are you talking about with this +30 hit rating scope? Either I am totally oblivious to it, and thottbot doesn't have it, or else you have mistaken the +28 crit rating scope to actually be hit rating =/.
Right now I don't have all my vet's gear, so I am sticking with 3-piece Ebon Netherscale set to give me the +20 hit rating bonus, as well as the Exalted level Karazhan ring for another 25. The armor bonus isn't the best source of hit, but it works based on what i've spent my points on and such for the time being. |
Kiklion is talking about Thottbot World of Warcraft: Biznicks 247x128 Accurascope. It's in the engineering section along with the other scopes, and the pattern drops in MC.
Yes, hit rating is extremely important for the reasons mentioned, and the cap is at 5% as you mentioned. On a slightly related note, I've been told that some hunters take surefooted primarily to cap their hit rating, and thus only spend enough points to get to +5%. I see some profiles with just 1/3 surefooted or what not, for example. Do you agree, or is the movement resist alone enough justification to spend points in surefooted? I've heard conflicting opinions on this, where some folks will say that in 5's, movement resist isn't going to save you because if the other team wants you snared, you'll be snared regardless of your movement resist. On the other hand, some hunters swear by surefooted and say that movement resist is huge in 5v5's. |
Ah yes! I am BM spec'ed for raiding right now, so I had forgotten about the hit % increase from surefooted. With that, add on 1.77% hit rating from the merc gladiator's axe and band of the exorcist. Now that is 4.77% which is virtually cap. Grab a gem which includes +4 hit rating to sit at 5.02%. Sounds good to me!
As for the snare resist, I definitely swear by it. I play 3's as well, in which it helps a lot more, but even in 5's it can be very valuable for a hunter. In many situations you'll find that a warrior charge starts off a DPS burn on you, and if you can resist that initial hamstring and get back around a pillar, it helps quite a bit. On top of that, it can be a game breaking in the rarer cases of battles which go on for a while with both teams losing a couple players. Since it ends up more like 3v3, where it is quite possible that the other team only has one snarer. If you tend to just eat damage when you are being burned though, don't bother with it in 5's, its definitely true that while you are being trained on, if you are caught in the burn, you WILL be snared unless you have freedom or TBW. |
I aim for 5% hit. If it's been done without surefooted I'm be very happy as its just all extra dps/survival.
WTB polearm from Naj'Entus btw. |
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I believe the rogues are wrong.
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5% is cap vs lvl 70 unless the enemy got special talents.
You'll still get a miss or two sometimes though, because of the mechanics. |
Rogues dual wield, and dual wielding gives a much larger chance to miss from what I understand... I don't know the details on that though.
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Surefooted is only really useful in 5's for the hit %, not the snare, which is why people put 1/3 or 2/3 into it. For 2's and 3's, if that is your main focus, it may be a little more useful, but there are far better talents I'd rather have than Surefooted just for the snare resist. In terms of hit gear, I run w/ a Garona's Signet Ring, Band of Exorcist, Merc Axe & 1/3 Surefooted which puts me at cap. All I miss out on is 1 point in RWS and the epic Veteran's ring, which is really a sidegrade to the Garona's for me ATM in terms of where I want my gear to go.
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Given the amount of hit on most jewlery, there is honestly no need for that scope anymore. The only scope worth putting on an arena worthy weapon is a 28 crit rating scope. If you really "need" hit, in otherwords, you don't have 85 hit rating with no points in the Surfooted talent(really rare as most Arena spec hunter are 0/41/20 or variants of that build). Then your best bet would be the Surfoot enchant and some jewelry with a healthy amount of hit. |
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@ Hit discussion, the one thing I don't like about beast for arenas it the lack of hit for sure. I have 189 hit rate worth of gear(w/o sockets) so I can swap things around and be fine for all intents and purposes. Thinking about going back to marks/surv for 3s/5s but not before I give this beast spec some more time. Currently I'm playing with a control through damage healer/stress mindset. IE my 1.23 auto speed PRE frenzy pet on the other teams mage. Me killing ice elementals on spawn etc. Ive made a mage take 5ish seconds before to get his poly off just from the sheer pushback. Also being a low armor target it gives the other teams healers decisions, decisions take time and make for slower healing, and when the time is right pop CDs and lay on someone. TBW has been pretty solid as an anti focus ability also having free movement with a frost trap down which in most situations causes MS to fall off the debuff list which in most situations is the best way to stay up. |
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Oh, yeah if it is gems your talking about then on a gem it's either 8 hit rating or 8 crit rating. The scope is 30 hit rating or 28 crit, using the hit scope nets you 2 rating points. |
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