Warrior

Off-hand attacksup to 10%, 3 pointsFury
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To never miss a raid boss in WoW Forever you need 8% hit with melee and ranged attacks, 17% with spells and 27% when you dual wield, says the character sheet of the beta client. Hit and crit now count for spells and attacks alike, a few items add expertise, and items carry far less weapon skill than in Classic.
| Against | Melee and ranged | Spells | Dual wield | Source |
|---|---|---|---|---|
| Raid bosses | 8% | 17% | 27% | |
| Targets and players of your level | 5% | 4% | 24% | |
| Raid bosses in Classic | about 9%, 6% at 305 weapon skill | 16%, 1% always misses | about 27–28% |
Hover Hit Chance on your character sheet: the tooltip lists your miss chance with melee abilities, auto attacks and spells against your level and against enemies 1, 2 and 3 levels higher. Check it after a gear swap.
Hit gear is endgame gear. Of the 177 green or better items with hit in the client, 166 have item level 55 or higher. The early ones are small, like Pyrewood Signet Ring for Rogues with 0.4%, Precision Bow and Moonsight Rifle with 0.3% each. While you level, your hit comes from talents.
Blizzard has not published a hit cap. The client's 8% and 17% read as if Classic's last 1% of spell misses and the 1% penalty at 300 weapon skill are gone. Nobody has tested it, the beta stops at level 30. We test it against a raid boss in launch week, from November 4, and add the result here.
What the talent texts of the beta give at their last rank. Talents for one school of magic only help those spells. Beta data
Warrior
Off-hand attacksup to 10%, 3 pointsFury
Paladin
General hitup to 3%, 3 pointsProtection
Holy spellsup to 18%, 3 pointsHoly
Hunter
General hitup to 3%, 3 pointsSurvival
Traps and Feign Deathup to 10%, 2 pointsSurvival
Rogue
General hitup to 3%, 3 pointsCombat
Priest
Holy spellsup to 18%, 3 pointsDiscipline
Shadow spellsup to 5%, 5 pointsShadow
Shaman
General hitup to 5%, 5 pointsRestoration
Mage
Arcane spellsup to 5%, 5 pointsArcane
Frost and Fire spellsup to 5%, 5 pointsFrost
Warlock
General hitup to 5%, 5 pointsAffliction
Druid
General hitup to 4%, 2 pointsBalance
In Classic, hit and crit came in two flavours, one for spells and one for melee and ranged attacks. Forever folds them together: one hit chance and one crit chance count for everything you cast or swing. Hybrids like Retribution Paladins and Enhancement Shaman gain the most, and Taunts, Poisons and Traps land more reliably.
| Item | Classic | Forever |
|---|---|---|
| 2% hit with spells | 2.0% hit for everything | |
| 2% hit and 2% crit for melee and ranged attacks | The same 2.0% and 2.0%, for spells as well | |
| +11 Spirit and +34 Nature spell damage | 1.0% hit and +11 spell damage and healing, no Spirit |
Beta dataWowhead tooltipsClassicClassic column
Melee and ranged crits deal 100% more damage, spell and healing crits are 50% more effective. Agility raises your crit chance for attacks, Intellect for spells.
Most periodic effects can crit now, damage and healing over time alike. In Classic they never could.
The beta notes fixed it spell by spell, so Rejuvenation, Tranquility, Wild Growth, Renew, Riptide, Lacerating Strikes, Devouring Plague and Hellfire can all crit. Inner Focus no longer raises the crit chance of periodic effects, and Paladin Vengeance only procs from crits that are not periodic.
Since the October 8 notes, crits in PvP no longer have reduced effect. More on PvP gear.
The October 16 build turned weapon racials into crit: Ruthless gives Humans 2% crit, Savage gives Orcs 1%, Earth Fury gives Dwarves 2% more critical damage and healing. Tauren Endurance swapped its 1% hit for the same 2%. Every racial is on the races page.
Expertise is new in Forever. It lowers the chance that the target dodges or parries your attacks, and items show it in percent: "Reduces chance to be Dodged or Parried by 1.0%". The tooltip on your character sheet shows what you are up against.
| Against | Dodge | Parry |
|---|---|---|
| Raid boss | 6.5% | 16.5% |
| Creature of your level | 5.0% | 5.0% |
In Classic, attacks from behind could still be dodged but never parried. If that holds, damage dealers behind the boss care about the 6.5% dodge, tanks in front about both.
| Item | Expertise | What and where |
|---|---|---|
| 0.6% | Two-handed axe, item level 20 | |
| 1.0% | Two-handed mace, needs Engineering 100 | |
| 2.0% | Level 60 trinket, you can wear one Undermine trinket at a time | |
| 1.0% | Level 60 ring in 4 ranks, Friendly to Exalted with The Watchers | |
| up to 2.0% | Rogue talent, Combat, 2 points |
Beta dataClient 70532Talent data
Where The Watchers hand out their signets and how you earn their reputation is not known yet. We add it once the faction shows up in the game.
Weapon skill works as it always did, but items carry much less of it, so a +skill weapon is no longer the automatic pick.
| Item | Classic | Forever |
|---|---|---|
| +10 Two-handed Axes | +2 Two-handed Axes | |
| +7 Two-handed Maces | +1 Two-handed Maces and 1.0% expertise | |
| +2 Two-handed Axes | 0.6% expertise instead |
Beta dataWowhead tooltips
No race starts with extra weapon skill anymore: the October 16 build replaced the weapon specializations of Humans, Dwarves and Orcs with the crit racials above.
For Warriors and Rogues, Intellect now speeds up how fast weapon skill rises. The weapon skill tooltip shows your chance to hit and to crit against raid bosses and enemies of your level.
Which weapons your class can learn and where: your class guide on the classes page.
Weapon skill most likely still decides misses and glancing blows as in Classic, but Blizzard has not said so. We check the attack table at level 60 after launch.
Bonus healing now also gives a third as much spell damage. Vigilant Watcher's Signet shows it: up to 37 healing and up to 12 damage. So a healer can quest in healing gear and still kill things.
Caster weapons now carry spell damage and healing, so casters get leveling weapons like everyone else. Quest rewards grew with it: Mor'Ladim's quest in Duskwood adds Ladimore Heirloom Ring (+6 Intellect, +5 spell damage and healing), and Nesingwary's quests in Stranglethorn Vale add Master Hunter's Spellsword with +14.
Downranking costs you: spell ranks far below your level get less from spell damage and healing and trigger class effects less often. Blizzard's example: a Rank 1 Frostbolt at level 60 has a 0% chance to proc Frostbite. Longer casts still get more out of spell damage, says the same tooltip.
Wands no longer gain damage from your spell damage. Minor Wizard Oil, Lesser Wizard Oil and Wizard Oil are back at the Classic Era values of 8, 16 and 24 spell damage and healing.
At 440 Defense raid bosses cannot crit you, the Defense tooltip counts it as 5.60% less crit chance. Creature crits deal 200% damage, and creatures 3 or more levels above you can land crushing blows for 150%.
That is the Classic rule. A level 60 character has 300 Defense, so a tank needs 140 more from gear and talents.
Stalwart Watcher's Signet adds 6, 7, 8 and 8 Defense over its four ranks, on top of its 1.0% expertise.
On the character sheet, but no Forever item we found carries it. The only rows with Haste rating in the client's item table are test items and two old entries, one of them a level 70 weapon. Skyborne get 3% Haste from Wind Blessed since the October 16 build.
The client renamed the two penetration stats. No item carries armor penetration.
Mana regeneration from Spirit stops for 5 sec after you spend mana, the five second rule of Classic. Sitting raises health regeneration by 33%.
Every 14 Attack Power adds 1 damage per second to your weapon, as in Classic.
Your pet gets 100% of your hit chance, your crit chance and your expertise, says the client. Expertise only started to count for pets with the October 16 notes, and since then pets take your melee or ranged crit, whichever is higher. More on the hunter pets page and the pet abilities page.
A stat order per spec follows once there is level 60 gear and logs after the November 4 launch. First check November 18. Until then your class guide has your talents, builds and tools, and the tier lists show which specs lead.
Tier lists
Forever client, build 1.60.1.70532 of October 21 (wago.tools)Beta data
The tooltips of the character sheet in English and German: hit cap, hit chance, crit, expertise, weapon skill, defense, Spirit, Attack Power and spell damage. The item table for the count of hit and expertise items.
Wowhead Forever and Classic item tooltipsBeta data
Every item line before and after, the German item names and the ranks of the Watcher signets.
talentsforever.com (CC BY 4.0), talent texts of beta build 1.60.1.70425Beta data
Which talents add hit or expertise, with their points and highest value. Our Talent Calculator uses the same data.
Blizzard: Deep Dive Panel RecapAnnounced
One hit and one crit stat, the new expertise, less weapon skill per item, bonus healing with a third as much damage, caster weapons and the new quest rewards.
Blizzard: Beta Development Notes, September 24 to October 16Confirmed
The periodic crit fixes, PvP crits, the crit racials, pets and expertise, low spell ranks, wands and wizard oils.
Ask Mr. Robot: hit caps in WoW ClassicClassic
The Classic hit caps next to the Forever ones. They are what players worked out for Classic, not Forever rules.
These are values from the beta, which runs until October 23, and from the newest build of October 21. In launch week, from November 4, we read every tooltip again.
Against raid bosses the character sheet of the beta client says 8% hit for melee and ranged attacks, 17% for spells and 27% when you dual wield. Against targets and players of your level it is 5%, 4% and 24%. Blizzard has not published a cap of its own, and nobody has tested the raid numbers yet, the beta stops at level 30.
No. Blizzard combined spell, melee and ranged hit into one hit chance, and the three crit chances into one crit chance. An item with 2% hit helps your spells and your attacks alike, which is why hybrids like Retribution Paladins and Enhancement Shaman gain the most.
It lowers the chance that your attacks are dodged or parried. Raid bosses dodge 6.5% and parry 16.5% of your attacks, enemies of your level 5% each. Only 7 items carry it so far, from Dwarven Tree Chopper with 0.6% to Adaptive Combat Assistant with 2%, and Rogues get up to 2% from the talent Weapon Expertise.
Yes, it works as before, but items give much less of it. Huge Thorium Battleaxe went from +10 to +2 Two-handed Axes, and the October 16 build turned the weapon specializations of Humans, Dwarves and Orcs into crit racials. Warriors and Rogues now raise weapon skill faster with more Intellect.
Yes, most periodic effects can crit now, damage and healing over time alike. In Classic they could not. The beta notes fixed it spell by spell, for example Rejuvenation, Renew, Riptide, Devouring Plague and Hellfire. Inner Focus no longer raises the crit chance of periodic effects.
Yes. Bonus healing now adds a third as much spell damage. Vigilant Watcher's Signet, for example, gives up to 37 healing and up to 12 damage. A healer in healing gear can quest without swapping.
We do not give one per spec yet, because nobody has played Forever at level 60 with its gear. We publish it once there are level 60 logs after the November 4 launch, first check November 18. Go to the class guides.
440, says the Defense tooltip of the beta client: at that value raid bosses cannot crit you. A level 60 character has 300 in Classic, so tanks need 140 more from gear and talents, the same rule as in Classic. Stalwart Watcher's Signet adds 6 to 8 Defense depending on its rank.
Page history
Updated
New guide: the hit cap (8% melee, 17% spells, 27% dual wield against raid bosses), crit, expertise, weapon skill, spell power and defense in Forever.
First published Every change on the guides