From the original post:
I think that probably answers your question.pingaan wrote: - Everything in this guide concerns the viable and partially viable PvE specs. To define partially viable, I mean hybrid
classes that deal damage but are able to step up and heal/tank if needed during the encounter. The specs which are not
mentioned in the sheet will not be added for the simple reason that they simply cannot perform well enough. I know
that some guilds will like to keep up the "Vanilla"-spirit and allow every spec, this guide might not be for them. *Keep up
the true Vanilla spirit*, is all I can say to them.
source? the most recent blue post stated-
Blizzard Entertainmenthttps://us.forums.blizzard.com/en/wow/t ... /185675/33
There is some code in 1.12 that explicitly adds a modifier that causes the first 1% of +hit gained from talents or gear to be ignored against monsters with more than 10 Defense Skill above the attacking player’s Weapon Skill.
This means that the so-called “hit cap” is in effect 9% rather than 8% for a player with 300 Weapon Skill fighting a level 63 monster with a Defense Skill of 315. With a Weapon Skill of 305, such as from Sword Specialization (Humans) or Axe Specialization (Orcs), this hit modifier is no longer in place against +3 level monsters, provided that you are using the appropriate weapon type to gain the passive bonus. Needless to say, this makes +Weapon Skill very good against raid-level monsters.
so the +5 removes the invisible 1% hit penalty, but also provides the usual hit gains of having a higher weapon skill. it basically says that the assumptions of the one forum post i linked were wrong (they didn't know about the invisible 1% hit penalty at >10 difference between enemy def and attacking weapon skill so they attributed it to a different formula), but their end results were still sound (that the +5 skill results in a hit cap of only 6%).
That's the announcement I'm referring to. The way I interpret it is that those 5 extra skill points also works towards 1% hit.
I have read nothing about 3%. I've heard a few guys talking about it, but no sources. Can you provide a source which actually proves that 5 skill points works as 3% hit?
5 skill points racials used to be broken but if it turns out that it actually is worth 3% hit as well it really is ridiculous. I mean, 1% hit on top of the less chance to dodge, parry and glancing is ridiculous enough.
I have never heard about a smite priest. Gearing it shouldn't be far from warlocks though, since they're getting no hit from talents.
Also a melee hunter? Why would a hunter go melee only? A good Classic-hunter outputs both ranged and melee to reach the highest possible DPS.
But to answer your question. Probably not. They are too niched specialisations.
@Selexin yup :) WoW is indeed weird. Made a whole video about it.
Update: Corrected bracers prot warrior pp2. Corrected hunter hit.
Update: I have extended the sheet to cover rets, prot paladins, enchancement shamans and moonkins.
I have been giving it some thought and I know that the specs may not considered to be viable in terms of outputting high enough DPS or TPS. But to be fair, to be able to clear the game you don't have to min/max. This sheet is meant to be used by the community and not only the top tier raiding players.
Full credit to Reddit user ghettojesusxx for compiling the ret column. My heart couldn't bare to add rets and not the rest which is why I've compsed the enhancement, moonkin and prot paladins myself. I have no experience playing either of the specs, so please help me out if you think they look totally off!
Updated caster weapons pp1-pp2.
Update: Removed 1h enchants from phys dps classes pre-BWL. 15 agi/str are not implemented until BWL hits. Also from peer pressure I changed the feral druid enchants from striking to agility/str and with this removed the weight/sharpening stones.
Update: Corrected the chest for elemental shamans and balance druids in pp1/2. Tunic of the Crescent Moon doesn't drop until "1.10".
Update: A lot of corrections: pp2-p3 healing neck, a ton of bear items pp1-p4, resto druid wrists pp1 and boots p3-4 (for 3-set bonus), caster gloves pp1-p2, fury warriors p6 shroud of dominion instead of cloak of the scourge, holy priest pp1-pp2 shoulders, resto shaman pp1 shoulders, prot paladin p4 boots, p3-5 weap, p5 bracers, prot warrior (defense, non-orcs) weap p3-4, ring p4.