If you have any questions, ask them here...the rules will not be negotiated once a run starts...period.
This only covers BoP items. BoE items will automatically go to the Guild Bank unless someone on the run can justify their need.
We use a Master Looter on guild raids.
Each run/week/instance reset, you are entitled to the following:
One EPIC/Purple gear drop (this includes Tier piece tokens)
One RARE/Blue gear drop
Two Greens (if a NEED/Upgrade...should never be! Otherwise all greens will go to guild bank to be sold to pay for mats/potions for the next run, etc.)
One Recipe/Pattern/Etc - If the pattern is BoP, only crafters who currently possess the requisite skill may roll. If none of the crafters have the skill yet, than it is a open NEED roll for those who of the correct profession. If the pattern is BoE, it goes to the guild bank like all BoE items.
The only way you will get more than the listed quantity is if either no one else can use the item, or no one else wants it...and you do.
Every drop you receive will be added to your total, every single one. Keep this in mind.
---------------------------------------------------------------------------------------------
We don't do "preferential gearing"...including "main tank gearing" or "main healer gearing", everyone gets the same fair shake at drops each week/reset.
Before you raid with your guildies...all of you should read up on the instance, look at the loot drops and know what *might* drop for you...and prioritize in your head before you even set foot inside the instance.
So, if something drops...and you don't really want it...but you *might* use it...you might wanna pass and hold out for a better piece to drop.
Quite simply, it means that it is each person's responsibility to look at what loot has the potential to drop and decide what matters more to them on a run.
---------------------------------------------------------------------------------------------
For each "Raid ID"...no matter how many of your toons you bring, they all share the same loot rights/debt. You, not your toon...are limited on the number of drops. (If you are in two different Kara runs with different toons, that is a seperate thing)
An Example for you to read and understand:
You play your mage and an epic drops, you win the roll and take it.
Later in the same run you bring on your priest to do some shackling for a boss fight. An epic item drops that you want...but another priest wants it too.
Can you roll?
The answer is no, if the other priest hasn't gotten any epics yet this run...it is theirs by default. (You = 1, Them = 0)
The answer is yes, if the other priest has already received an epic this run. (You are both at 1 epic)
If no one else can use the item, then it defaults to you if you want it. You can take it, it just adds onto your total. (that would be two for you this week/RaidID)
Understand?
---------------------------------------------------------------------------------------------
Another example for you to read and understand:
If something drops that only one person can use...and they want it...it doesn't matter how many items they have gotten previously on that run, it goes to them rather than to Disenchant. It does, however, add to their total.
JrMeatShield has received 2 epic drops. (Belt & 2hAxe)
Thorden has received 1 epic drop. (Legs)
Tank Boots drop that Jr already has...Thorden gets it by default if he wants it, but still has it counted against him if he chooses to keep them. Thorden takes them.
So now:
JrMeatShield has received 2 epic drops.
Thorden has recieved 2 epic drops.
Now, when we arrived at the Chess Event...Kalkan/Mike brought in his Tank in place of his Mage for a chance at the drops.
A tank sword drops from the chest. Who can roll? Who gets it?
JrMeatShield has received 2 epic drop.
Thorden has received 2 epic drops.
Kalkan/Alevcihazi has received 0 epic drops.
The answer, by our system, is that Kalkan/Alev gets it by default if he chooses to take it. If he passes, then it falls to JrMeatshield and Thorden to debate/roll.
So, at the end of our run, we're looking like this:
JrMeatShield has received 2 epic drop.
Thorden has received 2 epic drops.
Kalkan/Alevcihazi has received 1 epic drops.
Understand?
---------------------------------------------------------------------------------------------
If you have any questions or concerns on our loot rules, it is your responsibility to read them...and post your questions here before you go on a run.
Drama about loot and our loot rules will not be tolerated in game. If you want to express your disagreement, do it here or not at all.
Understood?
This only covers BoP items. BoE items will automatically go to the Guild Bank unless someone on the run can justify their need.
We use a Master Looter on guild raids.
Each run/week/instance reset, you are entitled to the following:
One EPIC/Purple gear drop (this includes Tier piece tokens)
One RARE/Blue gear drop
Two Greens (if a NEED/Upgrade...should never be! Otherwise all greens will go to guild bank to be sold to pay for mats/potions for the next run, etc.)
One Recipe/Pattern/Etc - If the pattern is BoP, only crafters who currently possess the requisite skill may roll. If none of the crafters have the skill yet, than it is a open NEED roll for those who of the correct profession. If the pattern is BoE, it goes to the guild bank like all BoE items.
The only way you will get more than the listed quantity is if either no one else can use the item, or no one else wants it...and you do.
Every drop you receive will be added to your total, every single one. Keep this in mind.
---------------------------------------------------------------------------------------------
We don't do "preferential gearing"...including "main tank gearing" or "main healer gearing", everyone gets the same fair shake at drops each week/reset.
Before you raid with your guildies...all of you should read up on the instance, look at the loot drops and know what *might* drop for you...and prioritize in your head before you even set foot inside the instance.
So, if something drops...and you don't really want it...but you *might* use it...you might wanna pass and hold out for a better piece to drop.
Quite simply, it means that it is each person's responsibility to look at what loot has the potential to drop and decide what matters more to them on a run.
---------------------------------------------------------------------------------------------
For each "Raid ID"...no matter how many of your toons you bring, they all share the same loot rights/debt. You, not your toon...are limited on the number of drops. (If you are in two different Kara runs with different toons, that is a seperate thing)
An Example for you to read and understand:
You play your mage and an epic drops, you win the roll and take it.
Later in the same run you bring on your priest to do some shackling for a boss fight. An epic item drops that you want...but another priest wants it too.
Can you roll?
The answer is no, if the other priest hasn't gotten any epics yet this run...it is theirs by default. (You = 1, Them = 0)
The answer is yes, if the other priest has already received an epic this run. (You are both at 1 epic)
If no one else can use the item, then it defaults to you if you want it. You can take it, it just adds onto your total. (that would be two for you this week/RaidID)
Understand?
---------------------------------------------------------------------------------------------
Another example for you to read and understand:
If something drops that only one person can use...and they want it...it doesn't matter how many items they have gotten previously on that run, it goes to them rather than to Disenchant. It does, however, add to their total.
JrMeatShield has received 2 epic drops. (Belt & 2hAxe)
Thorden has received 1 epic drop. (Legs)
Tank Boots drop that Jr already has...Thorden gets it by default if he wants it, but still has it counted against him if he chooses to keep them. Thorden takes them.
So now:
JrMeatShield has received 2 epic drops.
Thorden has recieved 2 epic drops.
Now, when we arrived at the Chess Event...Kalkan/Mike brought in his Tank in place of his Mage for a chance at the drops.
A tank sword drops from the chest. Who can roll? Who gets it?
JrMeatShield has received 2 epic drop.
Thorden has received 2 epic drops.
Kalkan/Alevcihazi has received 0 epic drops.
The answer, by our system, is that Kalkan/Alev gets it by default if he chooses to take it. If he passes, then it falls to JrMeatshield and Thorden to debate/roll.
So, at the end of our run, we're looking like this:
JrMeatShield has received 2 epic drop.
Thorden has received 2 epic drops.
Kalkan/Alevcihazi has received 1 epic drops.
Understand?
---------------------------------------------------------------------------------------------
If you have any questions or concerns on our loot rules, it is your responsibility to read them...and post your questions here before you go on a run.
Drama about loot and our loot rules will not be tolerated in game. If you want to express your disagreement, do it here or not at all.
Understood?
0
comments
MoonRaven is a guild devoted to the social adult gamer, with a focus on maximizing the enjoyment and achievement of adult gamers in World of Warcraft. We continue to focus on bringing together a variety of veteran and new gamers to foster an adult environment to socialize, adventure, and raid together. We are a relaxed group, but we take our gaming time seriously and expect that our new members do the same. We are seeking players of a similar mindset who believe in having fun together, and most importantly being respectful of each other and each other’s time.
At our core, we are an ADULT ONLY...raiding and social guild which prides itself on a low tolerance for drama. We are focused primarily on the Player versus Environment (PvE) side of the game; and while our guild it not always the first to explore new content, we make it our goal to master all of the content we explore.
Have you ever been in a group and thought “Holy cow – what a great Healer/Tank we have! The repair bill would have been murder if they weren’t on the ball”?
I’m sure you have. But ask yourself – how often have you said “What a great Hunter/Warlock/Rogue/etc”? Probably not nearly as often. Is this because the DPS classes are less important than the Tank or Healer for the group’s success? The common perception seems to be that being a good DPSer is easy. After all, you only need to beat the crap out of the mob, right?
I think that as much as some would try to convince you that is the case, the reality is that DPS plays an equally vital role in the success of a group, and it is not nearly as easy as it appears. Often you won’t notice how good or bad a particular party member is – after all, if the DPS is doing their job, there are no earmarks to tell you if they are doing it well or not, unless you are running a DPS meter, something which is wisely discouraged. But given that parameter, how do you know if YOU are doing a good job? Likewise, what can you do to improve your play so that you are at the top of your game?
Priorities
#1 – Watch your threat
As a pure DPSer, your role boils down to dealing as much possible DPS as possible without pulling aggro. What does this mean, exactly? It means that you need to be able to ensure that you will be able to contribute for the entire duration of the fight and ensure that you don’t exceed the threat ceiling that the tank can sustain. This means that you have to be watching the tank’s threat the entire time. If you pull the aggro off the tank, you likely will die, and the rest of the group will be in a position of either backing off their DPS levels, or run the risk of exceeding the tank’s threat. Why do they need to back off? Well, that is because for the period of time that the mob/boss/whatever is running over to kill you, the Tank’s contribution to threat drops to zero. Yes, he’ll still have the aggro he built up before, but he will be likely unable to generate further threat until the mob is back on him. Furthermore, the healer will likely try in vain to save your sorry ass – using up valuable resources that should have been devoted to keeping the group, as a whole, alive.
There are ways to easily prevent you from having to worry about pulling aggro off the tank - #1, if you happen to have a threat reduction talent available to you within your talent trees, take it. A 20-30% reduction in aggro goes an incredibly long way to ensuring that you won’t get the mobs attention until the tank dies. #2, there are resources that are available to you, in order to allow you to keep track of your relative aggro – Omen is what we use – get to know it and to love it. It won’t solve all of your problems – after all, it monitors relative threat levels for the entire raid for the entire encounter, and so you may be high on monster A’s threat list and low on monster B’s – if the tank is low on A and high on B, well, you may have a friend in short order. #3, pay close attention to target order. The raid or party leader will tell the whole group which mobs to kill in which order – by paying attention to this, you won’t attack a mob that the tank hasn’t had an opportunity to build adequate threat on. #4, all classes have high threat spells/attacks and low threat spells/attacks. If you notice that you are high on the threat list, using an instant speed high threat attack is probably NOT a wise idea. Instead, go with something that is lower threat, or take a quick breather.
Stealing aggro wipes raids and pisses off the tank. So don’t do it.
#2 – Be awake, be aware
Pay attention to what is going on around you. In any complicated fight, you can never just sit there and spam damage – you need to be on top of what else is happening. For example, if you were fighting the Shade of Aran, you need to keep your eyes peeled for events like the Blizzard, his Arcane Explosions, the sudden appearance of elementals – your DPS is needed for the entire fight, not just the first 30 seconds of it. Listen to Vent, listen to the raid warnings, and watch what is going on on-screen.
#3 - Maximize DPS
So how do you maximize your DPS? Every class and spec has its own way of maximizing the DPS over a particular period of time – and a particular type of gear that will help you accomplish that. Take the time to know your spec – and don’t play a spec simply because everyone tells you that it is the best. Not everyone can maximize the DPS out of a particular build, and it’s in your best interest to find a build that you will be comfortable in. Learn the math behind the spec that you are planning on running. Would it be a wise idea to blow ability ‘x’ at the beginning of a fight? Or wait until later? Should you simply cast a particular spell from the start of the fight until the end, or would a variety of abilities over the course of time make for a better overall pattern? Can you work with others in the group in order to improve everyone’s DPS?
An excellent example of the above is a pair of fire mages in a raid. Scorch has a short casting time, and if both mages have the improved version of the spell, then any time either of them casts a scorch spell, then a debuff is placed on the mob increasing its vulnerability to fire spells. So should both mages simply spam scorch at the mob? Is that the most efficient use of their mana? Probably not. When should they use Combustion, a spell that increases the likelihood of getting a crit? What would probably be best is that the two of them each cast two scorches, and then one of them casts a third, and both then switch to Fireball, which provides more damage per mana and per second. Then, one or the other simply refreshes the debuff periodically over the course of the rest of the fight. Combustion should be used after the fifth scorch is on the target. Why is that? Because the scorches have a higher base crit chance, but the overall benefit of getting a crit off a fireball is higher than off a scorch – so if you slap up your 5 scorch debuffs, then blow combustion, your overall damage will be higher than if you blew it earlier and had the scorches eat up your charges.
To pot or not to pot
In longer fights, a problem that frequently presents itself to mana users is whether they should be using mana pots or not, and when should they be imbibing them. With anything that has a cooldown of longer than say, 10 seconds, it is probably best to use it early and often. Now don’t get me wrong – Mana pots are expensive – but if you are concerned with running out of mana during the fight, its best to use the pot as soon as you are down 3k mana, so that if the fight lasts longer than 3 minutes, you can slam back a second and continue on. The same goes for other abilities – rotate your special abilities so that you minimize the time spent on cooldown.
+hit, +crit, penetration and +damage
One thing that you should always keep in mind when gearing up is that you need to find a healthy balance between these abilities. Some will say that you should ignore ability x or ability y – spell penetration is an example of this. They may be correct in their assessment; however, you should do the research to find out the truth.
Some simple rules of thumb:
Remember when fighting a mob that the base hit chance of a special ability is 95%. That number increases or decreases depending on the relative level of the mob. For example, if you’re dealing with a mob two levels lower than you, your hit rate will be ~ 99%. On the other hand, when fighting a boss in Serpent Shrine Cavern, three levels above you, your base hit rate will be 83%. So should you go for +16% to hit, between talents and gear? Well… no, not really. The closer you get to 99%, the less benefit you will see. It’s the law of diminishing returns. The same applies for +crit gear and +AP/Damage gear.
It is also to know how important these abilities are for your particular spec. +crit is incredibly important for a fire mage, because a substantial portion of additional damage comes from landing that crit. For a frost mage, on the other hand, maximizing your +hit and +damage is more important, because the conditional effects enabling crits are more prevalent throughout the talent tree. Likewise, for an enhancement shaman, more +crit is very important, as is +hit – the reason for this is that dual-wielding carries a heavier +hit penalty, and critting triggers an increased attack speed, increasing the damage that you dish out.
Ability cycles
As I mentioned earlier, each class will have a particular cycle in which they should be using their abilities. The reason for this is that each class has different abilities on cooldown, and the challenge to maximizing your output is to make sure that the high damage abilities never sit idle – instead that they are always in a state of being used. Hunters are an excellent example of this – you have to find that perfect pattern of shots, since some of your abilities reset your shot clock, causing a loss in damage.
#4 – Be flexible
Just because you’ve been told that your role in this fight is simply to DPS the ever-living crap out of the boss, doesn’t mean that won’t change. The mage scorching the Straw Man just was pasted by Roar? Immolate him and keep him CC’d. The priest shackling the bothersome dinner guest just died? Frost trap works in a pinch. By being flexible and reacting quickly, you can quite often prevent a wipe.
These are the differences between mediocre DPS and great DPS. Often, the raid as a whole will not remark upon what you did, but the Tank and the Healers will notice. You might suddenly be a little less expendable on that next pull.
I’m sure you have. But ask yourself – how often have you said “What a great Hunter/Warlock/Rogue/etc”? Probably not nearly as often. Is this because the DPS classes are less important than the Tank or Healer for the group’s success? The common perception seems to be that being a good DPSer is easy. After all, you only need to beat the crap out of the mob, right?
I think that as much as some would try to convince you that is the case, the reality is that DPS plays an equally vital role in the success of a group, and it is not nearly as easy as it appears. Often you won’t notice how good or bad a particular party member is – after all, if the DPS is doing their job, there are no earmarks to tell you if they are doing it well or not, unless you are running a DPS meter, something which is wisely discouraged. But given that parameter, how do you know if YOU are doing a good job? Likewise, what can you do to improve your play so that you are at the top of your game?
Priorities
#1 – Watch your threat
As a pure DPSer, your role boils down to dealing as much possible DPS as possible without pulling aggro. What does this mean, exactly? It means that you need to be able to ensure that you will be able to contribute for the entire duration of the fight and ensure that you don’t exceed the threat ceiling that the tank can sustain. This means that you have to be watching the tank’s threat the entire time. If you pull the aggro off the tank, you likely will die, and the rest of the group will be in a position of either backing off their DPS levels, or run the risk of exceeding the tank’s threat. Why do they need to back off? Well, that is because for the period of time that the mob/boss/whatever is running over to kill you, the Tank’s contribution to threat drops to zero. Yes, he’ll still have the aggro he built up before, but he will be likely unable to generate further threat until the mob is back on him. Furthermore, the healer will likely try in vain to save your sorry ass – using up valuable resources that should have been devoted to keeping the group, as a whole, alive.
There are ways to easily prevent you from having to worry about pulling aggro off the tank - #1, if you happen to have a threat reduction talent available to you within your talent trees, take it. A 20-30% reduction in aggro goes an incredibly long way to ensuring that you won’t get the mobs attention until the tank dies. #2, there are resources that are available to you, in order to allow you to keep track of your relative aggro – Omen is what we use – get to know it and to love it. It won’t solve all of your problems – after all, it monitors relative threat levels for the entire raid for the entire encounter, and so you may be high on monster A’s threat list and low on monster B’s – if the tank is low on A and high on B, well, you may have a friend in short order. #3, pay close attention to target order. The raid or party leader will tell the whole group which mobs to kill in which order – by paying attention to this, you won’t attack a mob that the tank hasn’t had an opportunity to build adequate threat on. #4, all classes have high threat spells/attacks and low threat spells/attacks. If you notice that you are high on the threat list, using an instant speed high threat attack is probably NOT a wise idea. Instead, go with something that is lower threat, or take a quick breather.
Stealing aggro wipes raids and pisses off the tank. So don’t do it.
#2 – Be awake, be aware
Pay attention to what is going on around you. In any complicated fight, you can never just sit there and spam damage – you need to be on top of what else is happening. For example, if you were fighting the Shade of Aran, you need to keep your eyes peeled for events like the Blizzard, his Arcane Explosions, the sudden appearance of elementals – your DPS is needed for the entire fight, not just the first 30 seconds of it. Listen to Vent, listen to the raid warnings, and watch what is going on on-screen.
#3 - Maximize DPS
So how do you maximize your DPS? Every class and spec has its own way of maximizing the DPS over a particular period of time – and a particular type of gear that will help you accomplish that. Take the time to know your spec – and don’t play a spec simply because everyone tells you that it is the best. Not everyone can maximize the DPS out of a particular build, and it’s in your best interest to find a build that you will be comfortable in. Learn the math behind the spec that you are planning on running. Would it be a wise idea to blow ability ‘x’ at the beginning of a fight? Or wait until later? Should you simply cast a particular spell from the start of the fight until the end, or would a variety of abilities over the course of time make for a better overall pattern? Can you work with others in the group in order to improve everyone’s DPS?
An excellent example of the above is a pair of fire mages in a raid. Scorch has a short casting time, and if both mages have the improved version of the spell, then any time either of them casts a scorch spell, then a debuff is placed on the mob increasing its vulnerability to fire spells. So should both mages simply spam scorch at the mob? Is that the most efficient use of their mana? Probably not. When should they use Combustion, a spell that increases the likelihood of getting a crit? What would probably be best is that the two of them each cast two scorches, and then one of them casts a third, and both then switch to Fireball, which provides more damage per mana and per second. Then, one or the other simply refreshes the debuff periodically over the course of the rest of the fight. Combustion should be used after the fifth scorch is on the target. Why is that? Because the scorches have a higher base crit chance, but the overall benefit of getting a crit off a fireball is higher than off a scorch – so if you slap up your 5 scorch debuffs, then blow combustion, your overall damage will be higher than if you blew it earlier and had the scorches eat up your charges.
To pot or not to pot
In longer fights, a problem that frequently presents itself to mana users is whether they should be using mana pots or not, and when should they be imbibing them. With anything that has a cooldown of longer than say, 10 seconds, it is probably best to use it early and often. Now don’t get me wrong – Mana pots are expensive – but if you are concerned with running out of mana during the fight, its best to use the pot as soon as you are down 3k mana, so that if the fight lasts longer than 3 minutes, you can slam back a second and continue on. The same goes for other abilities – rotate your special abilities so that you minimize the time spent on cooldown.
+hit, +crit, penetration and +damage
One thing that you should always keep in mind when gearing up is that you need to find a healthy balance between these abilities. Some will say that you should ignore ability x or ability y – spell penetration is an example of this. They may be correct in their assessment; however, you should do the research to find out the truth.
Some simple rules of thumb:
Remember when fighting a mob that the base hit chance of a special ability is 95%. That number increases or decreases depending on the relative level of the mob. For example, if you’re dealing with a mob two levels lower than you, your hit rate will be ~ 99%. On the other hand, when fighting a boss in Serpent Shrine Cavern, three levels above you, your base hit rate will be 83%. So should you go for +16% to hit, between talents and gear? Well… no, not really. The closer you get to 99%, the less benefit you will see. It’s the law of diminishing returns. The same applies for +crit gear and +AP/Damage gear.
It is also to know how important these abilities are for your particular spec. +crit is incredibly important for a fire mage, because a substantial portion of additional damage comes from landing that crit. For a frost mage, on the other hand, maximizing your +hit and +damage is more important, because the conditional effects enabling crits are more prevalent throughout the talent tree. Likewise, for an enhancement shaman, more +crit is very important, as is +hit – the reason for this is that dual-wielding carries a heavier +hit penalty, and critting triggers an increased attack speed, increasing the damage that you dish out.
Ability cycles
As I mentioned earlier, each class will have a particular cycle in which they should be using their abilities. The reason for this is that each class has different abilities on cooldown, and the challenge to maximizing your output is to make sure that the high damage abilities never sit idle – instead that they are always in a state of being used. Hunters are an excellent example of this – you have to find that perfect pattern of shots, since some of your abilities reset your shot clock, causing a loss in damage.
#4 – Be flexible
Just because you’ve been told that your role in this fight is simply to DPS the ever-living crap out of the boss, doesn’t mean that won’t change. The mage scorching the Straw Man just was pasted by Roar? Immolate him and keep him CC’d. The priest shackling the bothersome dinner guest just died? Frost trap works in a pinch. By being flexible and reacting quickly, you can quite often prevent a wipe.
These are the differences between mediocre DPS and great DPS. Often, the raid as a whole will not remark upon what you did, but the Tank and the Healers will notice. You might suddenly be a little less expendable on that next pull.
Courtesy of TankingTips.com
Expertise is always better than Hit
A very common question I’m often asked is, “How much Hit do I need?” Similar questions revolve around how to socket for it, enchant for it, etc. I can’t help, but wonder whether these people understand that Expertise Rating is always better than Hit Rating. The reality is sometimes they do understand this and sometimes they don’t. The issue can be not only being misinformed on the two stats, but also that simply the terminology around the two stats is difficult to discuss. After all, when we talk about Expertise Rating giving twice as much Hit as Hit Rating until the Dodge cap is reached… what are we even saying?
“Effective Hit”
The term, Effective Hit, was suggested by a reader (Ironhusk) and it’s definitely the best solution I’ve seen to the terminology issue. So, let’s define it:
Effective Hit ~ The total additional chance for a tank to land an attack on a mob determined by adding the percentage gains of both Expertise and Hit Rating.
Perhaps that could be a bit better worded, but regardless I’m getting a little ahead of myself.
Expertise Explained
When we discuss Expertise by itself or in relation to Hit, we generally talk about 2 caps. The Dodge cap is the amount of Expertise Rating required so that our abilities will not be Dodged. The other cap is the Parry cap and like it sounds, is the amount of Expertise Rating required so that our abilities will not be Parried. The reason we discuss 2 caps for a single stat is because 1 Expertise Skill reduces the mobs chance to Dodge our attacks by 0.25% and it also reduces the mobs chance to Parry our attacks by 0.25%. Where it gets confusing is that bosses have higher chances to Parry than to Dodge our attacks.
Why does bosses having different Parry & Dodge chances matter?
It matters because the fact that it works that way results in Expertise Rating offering twice as much Effective Hit (now you know why we had to define this early) as a similar amount of Hit rating until the Dodge cap is reached and exactly the same amount of Effective Hit as Hit Rating after the Dodge cap has been passed as we make our way to the Parry cap.
A mouthful, I know. It’s a little easier to understand if we lay out some facts.
32.79 Hit rating = 1% Hit
32.79 Expertise Rating = 4 Expertise Skill = 1% Dodge reduction & 1% Parry reduction
Showing the Expertise “effect”
Note: None of the Effective Hit values below include the additional 3% Effective Hit towards Expertise offered by 3/3 Vitality, I’ll clarify why after the following examples.
A. Small Values + 3/3 Vitality
+100 Hit Rating = 3.05% Effective Hit
+100 Expertise Rating = 6.10% Effective Hit
B. Higher Values + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 11.10% Effective Hit
C. Assuming we already have 100 Expertise Rating + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 8.05% Effective Hit
D. Assuming we already have 164 Expertise Rating + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 6.10% Effective Hit
E. Assuming we already have 200 Expertise Rating + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 6.10% Effective Hit
Explaining the Expertise “effect”
Example A is a perfect example of just how strong Expertise is when you’re still under the Dodge cap. Example B illustrates that once we pass the Dodge cap threshold that Expertise no longer provides twice as much Effective Hit as Hit rating. Example C further reinforces what’s being illustrated in Example B. Example D shows that additional Expertise and Hit rating offer the exact same amount of Effective Hit after the Dodge cap has been completely surpassed. Finally, Example E illustrates that the equality in Effective Hit between the two stats is maintained even at higher starting Expertise values.
As you’ve noticed, I’ve factored 3/3 Vitality into all these comparisons. If I had not, it would have not only been silly since most tanks will have this talent, but also it would have simply made Expertise look even better. So, don’t think that by me using the assumption that you’ve got this talent that it gave Expertise an advantage because the opposite is actually the case.
Haven’t you shown that sometimes Expertise = Hit?
It’s true in the latter examples that Expertise will offer the same amount of Effective Hit that Hit Rating does, but what you also need to understand is that when that’s the case Expertise is reducing a bosses chance to Parry whereas Hit Rating is simply reducing your chance to Miss a boss. A Parried attack results in the bosses next attack coming faster than normal which is clearly a bad thing. Basically in the worst case scenario, Expertise gives you the exact same Threat/DPS benefit as Hit Rating and it gives you additional survivability too!
Blah, Blah! What are the caps!?
Dodge caps
123 Expertise Rating (15 skill)
+ 3/3 Vitality + 5 Skill Racial (Orc/Dwarf) = 3.75% + 1.5% + 1.25%
140 Expertise Rating (17 skill)
+ 3/3 Vitality + 3 Skill Racial (Human) = 4.25% + 1.5% + 0.75%
164 Expertise Rating (20 skill)
+ 3/3 Vitality = 5% + 1.5%
214 Expertise Rating (26 skill)
= 6.5%
Parry caps
435 Expertise Rating (53 skill)
+ 3/3 Vitality + 5 Skill Racial (Orc/Dwarf) = 13.25% + 1.5% + 1.25%
451 Expertise Rating (55 skill)
+ 3/3 Vitality + 3 Skill Racial (Human) = 13.75% + 1.5% + 0.75%
476 Expertise Rating (58 skill)
+ 3/3 Vitality = 14.5% + 1.5%
525 Expertise Rating (64 skill)
= 16%
Hit Caps
230 Hit Rating
+ 1% Racial (Draenei) = 7% + 1%
263 Hit Rating
= 8%
What to take away from this
Expertise is always better than Hit Rating. So, whenever you have an option between the two you should always choose Expertise. In fact, Expertise is so much better than Hit that you should even consider taking Expertise over Hit when the amount of Expertise you’ll gain is a bit less. The best simple technique I can leave you with is when gemming your yellow sockets for Threat/DPS always choose Accurate Monarch Topaz over Rigid Autumn’s Glow.
Expertise is always better than Hit
A very common question I’m often asked is, “How much Hit do I need?” Similar questions revolve around how to socket for it, enchant for it, etc. I can’t help, but wonder whether these people understand that Expertise Rating is always better than Hit Rating. The reality is sometimes they do understand this and sometimes they don’t. The issue can be not only being misinformed on the two stats, but also that simply the terminology around the two stats is difficult to discuss. After all, when we talk about Expertise Rating giving twice as much Hit as Hit Rating until the Dodge cap is reached… what are we even saying?
“Effective Hit”
The term, Effective Hit, was suggested by a reader (Ironhusk) and it’s definitely the best solution I’ve seen to the terminology issue. So, let’s define it:
Effective Hit ~ The total additional chance for a tank to land an attack on a mob determined by adding the percentage gains of both Expertise and Hit Rating.
Perhaps that could be a bit better worded, but regardless I’m getting a little ahead of myself.
Expertise Explained
When we discuss Expertise by itself or in relation to Hit, we generally talk about 2 caps. The Dodge cap is the amount of Expertise Rating required so that our abilities will not be Dodged. The other cap is the Parry cap and like it sounds, is the amount of Expertise Rating required so that our abilities will not be Parried. The reason we discuss 2 caps for a single stat is because 1 Expertise Skill reduces the mobs chance to Dodge our attacks by 0.25% and it also reduces the mobs chance to Parry our attacks by 0.25%. Where it gets confusing is that bosses have higher chances to Parry than to Dodge our attacks.
Why does bosses having different Parry & Dodge chances matter?
It matters because the fact that it works that way results in Expertise Rating offering twice as much Effective Hit (now you know why we had to define this early) as a similar amount of Hit rating until the Dodge cap is reached and exactly the same amount of Effective Hit as Hit Rating after the Dodge cap has been passed as we make our way to the Parry cap.
A mouthful, I know. It’s a little easier to understand if we lay out some facts.
32.79 Hit rating = 1% Hit
32.79 Expertise Rating = 4 Expertise Skill = 1% Dodge reduction & 1% Parry reduction
Showing the Expertise “effect”
Note: None of the Effective Hit values below include the additional 3% Effective Hit towards Expertise offered by 3/3 Vitality, I’ll clarify why after the following examples.
A. Small Values + 3/3 Vitality
+100 Hit Rating = 3.05% Effective Hit
+100 Expertise Rating = 6.10% Effective Hit
B. Higher Values + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 11.10% Effective Hit
C. Assuming we already have 100 Expertise Rating + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 8.05% Effective Hit
D. Assuming we already have 164 Expertise Rating + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 6.10% Effective Hit
E. Assuming we already have 200 Expertise Rating + 3/3 Vitality
+200 Hit Rating = 6.10% Effective Hit
+200 Expertise Rating = 6.10% Effective Hit
Explaining the Expertise “effect”
Example A is a perfect example of just how strong Expertise is when you’re still under the Dodge cap. Example B illustrates that once we pass the Dodge cap threshold that Expertise no longer provides twice as much Effective Hit as Hit rating. Example C further reinforces what’s being illustrated in Example B. Example D shows that additional Expertise and Hit rating offer the exact same amount of Effective Hit after the Dodge cap has been completely surpassed. Finally, Example E illustrates that the equality in Effective Hit between the two stats is maintained even at higher starting Expertise values.
As you’ve noticed, I’ve factored 3/3 Vitality into all these comparisons. If I had not, it would have not only been silly since most tanks will have this talent, but also it would have simply made Expertise look even better. So, don’t think that by me using the assumption that you’ve got this talent that it gave Expertise an advantage because the opposite is actually the case.
Haven’t you shown that sometimes Expertise = Hit?
It’s true in the latter examples that Expertise will offer the same amount of Effective Hit that Hit Rating does, but what you also need to understand is that when that’s the case Expertise is reducing a bosses chance to Parry whereas Hit Rating is simply reducing your chance to Miss a boss. A Parried attack results in the bosses next attack coming faster than normal which is clearly a bad thing. Basically in the worst case scenario, Expertise gives you the exact same Threat/DPS benefit as Hit Rating and it gives you additional survivability too!
Blah, Blah! What are the caps!?
Dodge caps
123 Expertise Rating (15 skill)
+ 3/3 Vitality + 5 Skill Racial (Orc/Dwarf) = 3.75% + 1.5% + 1.25%
140 Expertise Rating (17 skill)
+ 3/3 Vitality + 3 Skill Racial (Human) = 4.25% + 1.5% + 0.75%
164 Expertise Rating (20 skill)
+ 3/3 Vitality = 5% + 1.5%
214 Expertise Rating (26 skill)
= 6.5%
Parry caps
435 Expertise Rating (53 skill)
+ 3/3 Vitality + 5 Skill Racial (Orc/Dwarf) = 13.25% + 1.5% + 1.25%
451 Expertise Rating (55 skill)
+ 3/3 Vitality + 3 Skill Racial (Human) = 13.75% + 1.5% + 0.75%
476 Expertise Rating (58 skill)
+ 3/3 Vitality = 14.5% + 1.5%
525 Expertise Rating (64 skill)
= 16%
Hit Caps
230 Hit Rating
+ 1% Racial (Draenei) = 7% + 1%
263 Hit Rating
= 8%
What to take away from this
Expertise is always better than Hit Rating. So, whenever you have an option between the two you should always choose Expertise. In fact, Expertise is so much better than Hit that you should even consider taking Expertise over Hit when the amount of Expertise you’ll gain is a bit less. The best simple technique I can leave you with is when gemming your yellow sockets for Threat/DPS always choose Accurate Monarch Topaz over Rigid Autumn’s Glow.
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