Originally Posted by PSGarak
This is from the point of view that hit-capping is a necessity. It's not. Especially for your destruction spells, where it's just a flat loss of damage rather than having the potential to mess up a rotation. Hit is just the cheapest DPS stat per itemization budget point, nothing more. Cataclysm is a good place to spend talent points, especially since the shallow affliction tree is a bit thin on DPS talents. Destruction has no such problem. Cataclysm has around half to two-thirds of the effect that supression does on direct DPCT, has no effect on DoT collision, and competes with better talents than Supression competes against. It is quite possible for cataclysm to be a bad talent and supression to be a good talent simultaneously.
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And that flat loss of damage is exactly my point. Taking Suppression and not taking Cataclysm is a flat loss of damage if you stay at 11% hit. If you go to 14% hit, you waste points on item budgeting. I do consider your statement about the value of hit between 11% and 14% hit, but my point stands, item points are wasted (not considering the fact of Immolate being part of your "rotation" as well). It's a very conservative point of view and it may be argued, but exactly because hit is cheap, it's easy to stack.
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Just to make this perfectly clear: no magical spell-hit-fairy descends from the sky and awards you a thousand extra DPS on recount the second you hit-cap. It's not necessary. We only stack hit because it's cheap. The hit cap is not a goal, but a breakpoint where this cheap stat becomes worthless. Stop preaching the First Church of Hit Cap.
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I do agree here. But re-read my post, it says that reaching the Hit Cap is absolutely no problem with quest rewards and heroic drops and therefore is the path to be chosen. Of course, if there is an item with 50 spelldamage versus 20 hit rating, take the one with 50 spelldamage. But there are lots of items around with 50 spelldamage and 30 hit rating vs. 50 spelldamage and 40 haste rating. The choice becomes easier on those (but not obvious, someone might want to calculate which one comes out on top with 3/3 suppression and at 11% hit, that was just a random example).
Just to repeat my point, which I think does not conflict with yours: I am not riding on the "GET TO THE HIT CAP ASAP AND IGNORE ALL OTHER STATS" train, but I'm saying not to underestimate the effect of hit on destruction (and even there, some resists can mess up the rotation, in whatever form it may exist, I don't have one). If you can go to 14% hit, do so and take 0/3 suppression. If you can only reach 11% hit, go ahead and take 3/3 suppression, but taking 3/3 cataclysm in combination with that is very well possible, check this spec:
http://talent.mmo-champion.com/?warl...h=000000000000
without losing great dps talents in the affliction tree, just some utility (3/3 Fel Concentration is actually quite nice on some boss fights, but still not great as the main part of the casting time comes from destruction). There is no point in staying at 11% hit, 3/3 suppression and 0/3 cataclysm if you can go to 14% hit without dumping 100 spell power. Any random values in between can of course be taken as well,
see the balance of stats and rate them accordingly. That's my point, but as said above: hit is cheap and therefore can be taken easily. I think it has been misunderstood a little, in my very first post about this topic, I was replying to some spec in the first post regarding this topic and now it has been drifting off to some direction.
Now, the best solution might be that 53/0/18 spec. You could swap out lots of hit for other stats, if you can, and do not lose any good dps talents. Dark Pact is not worth it any more in my opinion, it's already returning less than Life Tap. It is useful on fights like Loatheb, but it's not necessary in general. Same thing for Fel Concentration on some fights, these talents provide utility at a few points.
On a sidenote, with the changes to the rating conversions, hit rating is not that cheap any more after all, at least compared to spell power.
On another (edited) side note, I was wondering about professions. Enchanting, Jewelcrafting, Leatherworking, Tailoring and even Blacksmithing, as ridiculous as it may sound, are worth consideration. Enchanting provides ring enchants, Jewelcrafting unique gems that are prismatic, Leatherworking bracer enchants, Tailoring cloakenchants (one of which seems to be really really really good for an affliction spec, as the proc is on 'spell dealing damage') and Blacksmithing two additional gem slots. Has anyone done the math, which one comes out on top? My feeling says that Leatherworking may not be worth it, unless they add new drums and I don't know how the cloakenchants work out.