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Hit Cap in Wrath of the Lich King Raid

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In a raid, on top of your own talents to assist with you reaching your hit cap, there are other spells and abilities that can help you further. Unless you run with the same group consistently, you can not rely on these. But if you are fortunate enough to always have the buffs, it lowers your required hit cap even more.
Improved Faerie Fire - Druid talent in the Balance tree - Your Faerie Fire spell also increases the chance the target will be hit by spell attacks by 3%, and increases the critical strike chance of your damage spells by 3% on targets afflicted by Faerie Fire.
Misery - Priest talent in the Shadow tree - Your Shadow Word: Pain, Mind Flay and Vampiric Touch spells also increase the chance for harmful spells to hit by 3% lasting 24 sec, and increases the damage of your Mind Blast, Mind Flay and Mind Sear spells by an amount equal to 15% of your spell power.
Heroic Presence - Racial ability of Draeneis (passive aura buff) - Increases chance to hit with all spells and attacks by 1% for you and all party members within 30 yards.

   In Wrath of the Lich King, the hit cap is still 17%, except now there's no "built-in" 1% mess chance, so you actually need 17% hit. Although, shadow Priests and moonkins now provide 3%, and if you're Alliance and in a group with a draenai, you get another 1%. So the amount of hit you'll need from gear might actually go down.
The 9% "myth" was because a Shaman with Dual Wield spec was reporting a much lower than normal hit cap for his spells. He was unaware that the 6% hit from that talent was affecting his spell casts due to melee and spell hit being one and the same.
For the record, spell hit needed is calculated on the relative level of your target. Boss mobs are always 3 levels above you, regardless of your level. If you could somehow bring a level 15 Mage to Arthas, he would need 17% spell hit to be capped (which is probably like 30 rating lol), the same as you on your level 80 Mage.
 We raided the Horde leaders (at 70 obviously) and they were a "skull" level boss. With my raiding gear, and our raid makeup, I easily clear the hit cap. I am usually a couple % over. On the Horde leaders, I was resisted over 80% of the time. My DPS was less than 100DPS (I do over 2400 usually on bosses).
The way I think it works is: A skull-level mob is at least 3 levels above you. It could be more. They take the greater of your level difference and '3' and that is what is used.our level 80 Mage.
Maybe this is a different thing, but what about 5-man bosses that show up as "world boss" level, as in skulls? For instance, I ran a guild through Uldaman last week, and we killed Ironaya, whose level appears as a skull to my level 70 main. Admittably, it doesn't take many spells to kill her for a 70, but I would think that if I had had a reasonable chance to miss (I wasn't wearing any +hit at all), I would've missed at least once out of the 8 or so casts. Moreover, I've killed her many times in the past at 70, and can't remember any resists at all.
They're BOE and Tailor-made, and they're best in slot until you're hip-deep in raids or well beyond the hit cap. Just go for the Ebonweave unless you're seriously opposed to spending money. It has a natural 51 Hit Rating.
Due to the materials involved, it's a little harder to get than the one above, but not a whole lot. The Skullcap has a little more baseline hit (and spell power), but the Hat of Wintry Doom has one big thing going for it: A Meta socket. Also, it looks like a blue verson of the Crimson Felt Hat.
To the point the Girdle drops in Heroic Utgarde Pinnacle from King Ymiron, and the Sash is from Emblems of Heroism. You can pretty much work on them both at the same time, and whichever comes first is pretty good. The Sash has no Spirit and less baseline Hit Rating, but it has a socket and Haste. The Girdle has no Haste and no socket, but it has Spirit and more baseline spell power.
All in all, I personally prefer focusing on haste and not worrying about the hit cap at all. Hit cap seems to be a major focus though in determining your "readiness" for raids.
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