IGg0LnRiLWhlYWRpbmdbZGF0YS10b29sc2V0LWJsb2Nrcy1oZWFkaW5nPSI4NGU4NzNjMWJiMzE3ZTYxNjY1ZDI2Y2ZkYTIxMGYyMyJdIGEgIHsgdGV4dC1kZWNvcmF0aW9uOiBub25lOyB9IC50Yi1pbWFnZXtwb3NpdGlvbjpyZWxhdGl2ZTt0cmFuc2l0aW9uOnRyYW5zZm9ybSAwLjI1cyBlYXNlfS53cC1ibG9jay1pbWFnZSAudGItaW1hZ2UuYWxpZ25jZW50ZXJ7bWFyZ2luLWxlZnQ6YXV0bzttYXJnaW4tcmlnaHQ6YXV0b30udGItaW1hZ2UgaW1ne21heC13aWR0aDoxMDAlO2hlaWdodDphdXRvO3dpZHRoOmF1dG87dHJhbnNpdGlvbjp0cmFuc2Zvcm0gMC4yNXMgZWFzZX0udGItaW1hZ2UgLnRiLWltYWdlLWNhcHRpb24tZml0LXRvLWltYWdle2Rpc3BsYXk6dGFibGV9LnRiLWltYWdlIC50Yi1pbWFnZS1jYXB0aW9uLWZpdC10by1pbWFnZSAudGItaW1hZ2UtY2FwdGlvbntkaXNwbGF5OnRhYmxlLWNhcHRpb247Y2FwdGlvbi1zaWRlOmJvdHRvbX0gLnRiLWltYWdlW2RhdGEtdG9vbHNldC1ibG9ja3MtaW1hZ2U9ImJlN2I2MjlhZjIwYzkyZjU5MTE3ZDJiMjgzOWZiYjcyIl0geyBtYXgtd2lkdGg6IDEwMCU7IH0gQG1lZGlhIG9ubHkgc2NyZWVuIGFuZCAobWF4LXdpZHRoOiA3ODFweCkgeyAgLnRiLWltYWdle3Bvc2l0aW9uOnJlbGF0aXZlO3RyYW5zaXRpb246dHJhbnNmb3JtIDAuMjVzIGVhc2V9LndwLWJsb2NrLWltYWdlIC50Yi1pbWFnZS5hbGlnbmNlbnRlcnttYXJnaW4tbGVmdDphdXRvO21hcmdpbi1yaWdodDphdXRvfS50Yi1pbWFnZSBpbWd7bWF4LXdpZHRoOjEwMCU7aGVpZ2h0OmF1dG87d2lkdGg6YXV0bzt0cmFuc2l0aW9uOnRyYW5zZm9ybSAwLjI1cyBlYXNlfS50Yi1pbWFnZSAudGItaW1hZ2UtY2FwdGlvbi1maXQtdG8taW1hZ2V7ZGlzcGxheTp0YWJsZX0udGItaW1hZ2UgLnRiLWltYWdlLWNhcHRpb24tZml0LXRvLWltYWdlIC50Yi1pbWFnZS1jYXB0aW9ue2Rpc3BsYXk6dGFibGUtY2FwdGlvbjtjYXB0aW9uLXNpZGU6Ym90dG9tfSB9IEBtZWRpYSBvbmx5IHNjcmVlbiBhbmQgKG1heC13aWR0aDogNTk5cHgpIHsgIC50Yi1pbWFnZXtwb3NpdGlvbjpyZWxhdGl2ZTt0cmFuc2l0aW9uOnRyYW5zZm9ybSAwLjI1cyBlYXNlfS53cC1ibG9jay1pbWFnZSAudGItaW1hZ2UuYWxpZ25jZW50ZXJ7bWFyZ2luLWxlZnQ6YXV0bzttYXJnaW4tcmlnaHQ6YXV0b30udGItaW1hZ2UgaW1ne21heC13aWR0aDoxMDAlO2hlaWdodDphdXRvO3dpZHRoOmF1dG87dHJhbnNpdGlvbjp0cmFuc2Zvcm0gMC4yNXMgZWFzZX0udGItaW1hZ2UgLnRiLWltYWdlLWNhcHRpb24tZml0LXRvLWltYWdle2Rpc3BsYXk6dGFibGV9LnRiLWltYWdlIC50Yi1pbWFnZS1jYXB0aW9uLWZpdC10by1pbWFnZSAudGItaW1hZ2UtY2FwdGlvbntkaXNwbGF5OnRhYmxlLWNhcHRpb247Y2FwdGlvbi1zaWRlOmJvdHRvbX0gfSA=
The Stat Priorities for Beast Mastery Hunters in TBC Classic are, in order of importance:
- Hit Rating
- Agility
- Attack Power
- Critical Strike Rating
- Intellect/MP5
- Stamina
Hit Rating affects our chance to actually hit our target(s). If you are not at 9% Hit Rating, you may notice the word, “Miss,” appearing on screen every once in a while. This is a loss of DPS and needs to be avoided as much as possible.
Agility not only increases our Attack Power, but it also increases our Critical Strike Rating, Dodge chance and overall Armor.
1 Agility = 1 Attack Power (Both Melee and Ranged)
1 Agility = 0.02% Critical Strike Rating
1 Agility = 0.04% Dodge Rating
1 Agility = 2 Armor
Attack Power increases the damage we deal with our weapons.
Critical Strike Rating increases our chance to land critical strikes on our target(s). It’s a definite asset, but ranks lower than Attack Power and Agility as they are both guaranteed increases while Critical Strike Rating only increases the chance of a critical strike landing.
Intellect/MP5 increases the amount of spells we can use in a given fight. While I wouldn’t encourage seeking gear out exclusively because it has MP5, many pieces of equipment that Hunters would already be equipping may already have MP5 on them.
Stamina increases our survivability. It is always a possibility that we may accidently pull aggro away from the tank and have our Feign Death be resisted while the tank’s taunt is on cooldown, causing us to take a few hits.
rotation, cd, ability links to feral druid stuff from the stat prio page of hunter
cheers mates
Thanks for letting us know. I have fixed it now.
-Comment removed- Personal attacks are unacceptable.
“Hit Rating affects our chance to actually hit our target(s). If you are not at 9% Hit Rating, you may notice the word, “Miss,” appearing on screen every once in a while. This is a loss of DPS and needs to be avoided as much as possible.”
I feel like this should add the fact that most, if not all, raids will have a druid with improved faerie fire for the free 3% hit.
It is a good point. There are a few factors that caused me to leave that out while writing this guide:
1.) This guide was meant to encompass everything at level 70 (Dungeons, Heroics and Raids) So, in Dungeons and Heroics, you probably won’t have a Boomkin in every group, so you’ll need the 9% Hit Chance
2.) This would rely on you always having a Boomkin in your raid – you may have one in your raid composition, but if they can’t make it to a raid, and then get replaced by, let’s say, a Warrior, you’ll need the 9% Hit Chance
3.) To me, it’s always best to prepare yourself for success and not rely on others (buffs, debuffs, etc.) because the Boomkin may die during the fight and won’t be able to reapply Faerie Fire. Also, it makes it so that Feral (Tank) Druids can no longer use Faerie Fire
Im not quit sure, but arent Dungeon & Heroic Bosses meant to be Lvl 72? So you would only need 6% Hit for them?
You are absolutely correct – the hit rating requirement for heroics and regular dungeons is lower than raids.