As Khree specced as a
Resto in her 50s, I never really had to pay too much concern to "hit"
when gearing her. As with most healers, I was far more concerned with
amassing gear with plenty of +healing and mana regen. But when patch
3.0.2 came out and with the knowledge that I'd be switching classes to
the priest, I respecced Khree to Balance. There was plenty of
spellpower on her gear, but when I did my first Kara run with her as a
moonkin, I realized that she had zero hit. She did have the T4 helm in
her bank — unused, ungemmed, and so I quickly gemmed and enchanted it
so that along with the Balance of Power talent, Khree had some hit.
Even though it was a bloobie raid and I was a bloobie Balance druid, I
was still very concerned with hit. I knew I needed it. (It was a bloobie enough raid, I should note, that despite missing a lot, I came in second on the damage meters.)
researched the shadow priest and planned on gathering gear for Khæli, I was very conscientious of the adage "hit > spellpower > crit." Even though Khæli is healing our instance runs, I am still collecting hit gear for when she gets to DPS.
the weekend, in conversation with several of our guild members, K- and
I realized that not everyone was accumulating gear with this important
stat in mind. Some of the level 80 DPS, in fact, had no (or at the
very least, miniscule amounts of) hit on their gear. As we hope to
start raiding in January, we need to address this. Now, of course, hit
isn't as important while leveling: ain't no big thang against the
green mobs you're soloing in Borean Tundra. But against raid mobs,
it's a must.
So I need to formulate a guide…
What is "Hit" and How Does It Work?
is an attribute needed in order to make sure one's spells and attacks
land on a mob. You need "hit" so you don't "miss." As, in raids, one
is fighting a boss higher than one's level, mechanics of the game
dictate that there'll be a certain percentage of "miss." To compensate
for this, therefore, one must gear for "hit."
Depending on whether or not one is a spellcasting or a melee class, and
depending on whether or not the latter dual-wields and is
auto-attacking or using special attacks, the amount of hit one needs
differs. Furthermore, there are certain talents one can take to help
with hit and certain buffs and debuffs classes and races provide that
contribute to this.
Your base chance to miss a raid boss while dual-wielding is 28% with
auto-attack. Your base chance to miss with a special attack or with a
single-wield auto-attack is 9%. Your base chance to miss with a spell
is 17%. In other words, if you ignore this attribute, you're losing
DPS with about one-fifth of your button-mashing. Ouch.
The goal for gearing for "hit" is to reach the cap, to the point where increasing
the attribute gives no added benefit. Once one has reached the hit
cap, one will not miss against raid bosses.
Dual Wield: 918
Special Attack or Single Wield Auto-attack: 295
Spell Casting: 446
OMG, What Now?
So, yeah, you're a level 80 rogue and you have 100 hit… what are you
going to do?! Well, other than reroll as a healer, here are some
While talents that give you +Hit might not look sexy on their surface,
they are often necessary. Precision, for example, in the Rogue's
Combat tree, increases hit by 5% with 5/5 points spent. The Hunter
talent Focused Aim increases hit by 3%. Shadow Focus gives shadow
priests a 3% increase.
Being in a group with a Draenei provides the buff
Heroic Presence. This racial ability increases hit by 1%. Unless
you're in a Draenei-only guild, however, you might not want to rely on
having one in your group.
The Balance druid talent Improved Faerie Fire increases the
chance the target will be hit by spell attacks by 3%. Misery, a shadow
priest debuff, operates similarly. Much like with the Draenei buff,
one shouldn't count on having the Moonkin or SP present when one is
assessing one's hit rating.
There are several enchants, such as Icewalker, that increase hit.
There are a couple of cooking recipes that make food with +Hit, including Snapper Extreme
Gear often has +hit on it (even leveling gear, I've noticed in Northrend), and for healers and spellcasters, this is
one of the ways to differentiate between gear designated for DPS (it
has hit) versus gear more aligned for healers (no hit… just don't
expect your priest with zero hit, for example, to Shackle raid mobs
I Finally Got to Level 80 and All I Got Was This Lousy Hit Gear
Once your gear gets better, you do get more options. If you have reached the hit cap, you can re-gem, re-enchant, swap gear, and possibly even
switch your talents. And although it is a lot more exciting to gear
yourself with attack power or with crit — it certainly has more
bragging rights appeal to say "Hot damn, 35% crit, bitches!" than to say
"Holy Shit, looks at me, guyz — 445 Hit Rating!!" — hit is a crucial
and unavoidable attribute.