That's how I've reasoned it to myself, but I'm curious for some feedback. If you're in a situation where you have more energy than you can use (Vael, short fights you can powershift 100% of the time), then hit becomes as valuable as crit because there's now an opportunity cost to a miss. As long as you aren't at 100 energy and wasting it, that means you can just use that energy later. Swiftmend spec (31 points in Resto, taking the important talents, then literally whatever else you want) is the most mana efficient spec and is capable of doing incredible safety healing, especially useful to heal many tanks at once with NS and Swiftmend as buffers. The difference is that a miss would have refunded the energy. Both Moonglow and Heart of the Wild are mediocre builds for Healing. Adding +1% crit also adds N dmg (one attack goes from N dmg to 2*N dmg) and 1 combo point. If you aren't hit capped, +1% crit changes 1 miss to a hit, adding 1 hits worth of dmg and 1 combo point. But why? I've been thinking about this lately, and hit can't be worth more than crit. It's very important even though the value of it in the calculations is lower than crit. Lorilay wrote:Is there theorycraft on whether it's more advantageous to prioritize hit to 8% or is it better to just stick to higher dps items? As with all of the other dps classes hit is the most important stat to try to cap.
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