Ele Sham PVP Hit Cap

Hey guys, I am trying to figure out the Spell hit cap for Wotlk and most information on Google (across numerous sites, reddit, old 2009 sites, etc) is really inconsistent, bad, or uncertain.

I’m hearing for spells in PvP you need a 4% hit chance and there’s always a base 1% to miss, with the exception of Draenei, Blood Elves, Rogues, and Ret Paladins with specs and whatnot. Anyways, looking to free up talent points from Elemental Precision which I was running just for leveling and then when I had no hit gear at max.

Can I just run 4% hit without any problems and I can free up the Elemental Precision points?

I’m pretty confused, and any clarity would be greatly appreciated.

There is a 4% spell hit chance cap (105 hit rating) for spell casters in Wotlk pvp. However, belf/nelf racials provide 2% miss chance passives for spells/nature spells respectively (nelf racial relevant for shamans/druids). Also, sub rogues/ret pally talents provide 4% miss chance passives.

So, you can get away with just 4% spell hit against say 90% of opponents. However, that extra 4% is noticeable, especially with how common ret pally/sub rogue is. And considering there is a lot of belf paladins as its the only horde option, and a decent amount of nelf rogues because of shadowmeld, it’s sort of two birds with one stone to get 8%.

You’re best bet is to get the pvp hit chance neck/cloak/ring, because that gives you just over your 4% hit cap without sacrificing any resil. Then get the hit chance battlemaster trinket which brings you up to 7.97% hit chance (close enough to 8%) for when you fight rets/rogues. Also, if you go icewalker on boots over Tuskarr’s vitality you have just over 8% hit (not worth it imo).

Battlemasters might mean you lose an offensive trinket, but against rets/rogues you probably want a battlemasters anyway in 2s and 3s because there is a very high chance you will get tunneled by melee as an elemental.

I’m about 4.30% hit on my resto druid playing insect/moonfire DOT build and I rarely miss my spells.
I do get partial resists on damage because my spell penetration isn’t very high, but it’s not huge for me because my primary job is healing. Most important thing for me is being able to reliably land my CC.

For an actual DPS you probably want about 130 spell pen on top of that hit rating, if you don’t already have that.

I would go for 8%. That will cover all racials that reduce hit, as well as rogue talents. 4% is the base hit, 8% is the full hit for all scenarios.

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Dont forget if you are Draeni to factor in the extra 1% hit from your racial. 4% is the soft hit cap for most classes.

Classic/crusade: 96 + 3 = 99. 100 is not obtainable.
Wrath: 96 + 4 = 100.

Seems pretty simple to me.

You mean 10%. Some of those sub rogues, rets or prot wars could be BE or NE. Although NE only matters for nature spells.

Do their racials stack with other miss chance effects? If so that is painful.

i watch a very smart streamer that puts 4%ish hit in his gear, and then has a swapabble second weapon with hit when enemy comp requires it. not sure if u can go from 4 to 8 with just weapons but at least 6

So is there no real answer then? I have a little over 4% and I still miss in PvP against any race. I don’t believe that 1% miss thing exists in WoTLK btw.

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