Wednesday, April 18, 2012

Spell Penetration for Hunters, really?

I have come across a couple sites where spell penetration enchants to cloaks and +50 spell pen gems are recommended.

I know I had to use it on my DK for PVP to augment temporary resists buffs for certain casts to be effective, and it is completely asinine to have do it.

Do Hunters really have to sacrifice hard stats for spell penetration like the DK's?

If so how much?


Almost every class has to have spell pen for PvP. This isn't new.

3 x 50 spell pen gems + 70 spell pen to cloak.
New to me as far as hunter and thanks for the info.
For marksman I think you need 175 at least...

As Beastmaster not so much... 100 i think... Personaly ive givin up Spell penn...

Only people falling into my traps are either DK's Warriors or Rogues...

I play mostly Battlegrounds... just do 2's Arena for points...


So if your a serious MM in 3's 5's ... you may want the Spell penn...

If your just enjoying Battlegrounds as BM.. your call.. espechal since 40 agility to MM is

80 AP.... while 40 agility to a BM is what? 100 ap?
For marksman I think you need 175 at least...

As Beastmaster not so much... 100 i think... Personaly ive givin up Spell penn...

Only people falling into my traps are either DK's Warriors or Rogues...

I play mostly Battlegrounds... just do 2's Arena for points...


So if your a serious MM in 3's 5's ... you may want the Spell penn...

If your just enjoying Battlegrounds as BM.. your call.. espechal since 40 agility to MM is

80 AP.... while 40 agility to a BM is what? 100 ap?


Okay, ignoring how unreadable your post is (stop using so many ellipses), you realize chimera shot is nature damage right?
chimera shot = nature
explosive shot = fire
arcane shot = duh

far more DPS in PVP from countering MotW/BoK resistance than from the equivalent agility gems.
chimera shot = nature
explosive shot = fire
arcane shot = duh

far more DPS in PVP from countering MotW/BoK resistance than from the equivalent agility gems.


Cobra=nature

serpent sting=nature

traps=duh

tranq=shadow i believe? or magic nonetheless.

widows venom=nature?
You need 240 to cap for mages, and 195 for everything else.

This is for damage and traps and as said, you can't possibly make up the damage through agility against targets with resistance buffs/auras up.

You need 195 + Survival Tactics to ensure you never get a scatter trap resisted against a target with frost resistance.

Most hunters do 195 and stop. Others go a little further. The accepted gemming is:

Cloak Enchant + 3x 50 Spell pen in the blue sockes of your Belt, gloves, legs. This results in 220 Spell pen, a little extra for mages using Mage Armor.

or

Cloak Enchant + 2x 50 spell pen gems + 1x 25 Spell pen / 20 Resil gem (green) in the blue sockets of your belt, gloves, legs. This results in 195 spell pen, enough for any scatter traps to not get resisted, and enough to nullify the damage resistance fully of everything other than a mage with mage armor.

It's worth doing if you pvp often.

EDIT: Also Tranquilizing Shot is Nature.

EDIT: Also Tranquilizing Shot is Nature.


Thanks, the warlock hand icon thing fooled me lol.

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