Encrypted Text: Raiding as a Rogue, Part I

Encrypted Text: Raiding as a Rogue, Part I

Encrypted Text: Raiding as a Rogue, Part I

  • Mage - water/food/Crowd Control
  • Warlock - health stones/soul stone
  • Warrior - group buff/Off Tank
  • Shaman - group buff/Off Healer/wipe prevention
  • Hunter - group buff/CC/Misdirection
  • Shadow Priest - mana battery/OH
  • Druid - OT/OH/battle rez
  • Retribution Paladin - group buffs/OH/wipe prevention
Almost all of the Rogue's utility is wasted in raids -- you are primarily there to be the highest source of single target DPS, able to DPS continuously throughout the fight without having to worry as much about threat as other DPS classes. The damage meters are not the end-all, be-all of your existence, but I am trying to impress upon you the importance of your role: damage dealer.


The Hit Cap

Hit Rating, as a stat, is misleading -- it actually decreases your chance to Miss. As mentioned earlier, the Hit Cap currently is 28% / 9% against level 73 targets (raid bosses). What this really means is that your base chance to miss is 28% (while dual wielding) with regular swings, and 9% to miss with your special attacks.

In terms of Hit Rating (what you see when you look at your Character's stats), you'd need 442 / 142 Hit Rating (for regular swings / special attacks, respectively) to reduce your chance to miss to 0%. With Precision (from the Combat tree), this number drops to 363 / 64. Keep in mind that this is not a number you must achieve -- even the rogues of Nihilum, arguably the best geared rogues in the game today, don't achieve this number (though they come quite close, generally between 300-320 hit rating). Aside from just lowering the number of attacks you miss, hit rating can actually lead to an increase in critical strikes on regular swings -- this can be a difficult concept to understand. Think of it this way: Your crit chance encompasses all of your swings, not just the ones that land. The reason behind this is that there is only one "roll" made by the game engine when your character swings. Let's imagine that the computer rolls a 100-sided die to determine what your attack will be. If you have 0 hit rating and a 50% crit chance, the "attack table" (arrangement of all possible outcomes of your swing) on a level 73 might look like this:
  • 1-28: Miss (28%)
  • 29-36: Dodge (~7%*)
  • 37-62: Glancing Blow (25%)
  • 63-100: Critical Strike (40%)
  • 0: Hit (0%)
* - the actual dodge chance of a level 73 boss is 6.5%... rounded here for easier viewing

This is the priority that WoW uses to determine what the outcome of an attack is. Because a critical strike has a lower priority than miss, dodge, or a glancing blow (and that all possible outcomes must combine to equal a 100% chance -- after all, something must happen when you swing), we can see that our crit chance has been lowered to 40%! Now let's see what happens if we add 10% hit chance, and lower our crit chance by 5%.
  • 1-18: Miss (18%)
  • 19-26: Dodge (6.5%)
  • 27-51: Glancing Blow (25%)
  • 52-97: Critical Strike (45%)
  • 98-100: Hit (5.5%)
How interesting! Even though we lowered our crit by 5%, by increasing our hit we actually increased our effective chance to crit by 5%! Seems strange, I know, but even your missed swings are potential crits! By not having enough hit, you are actually lowering your crit chance. Once you're attained the Hit Cap, however, there is no benefit to increasing your hit rating.

In the next installment, I'm going to talk about the Expertise cap, positioning, and the different specs you should be considering. Read it here ===%26gt;

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