The battlemaster enchant will heal the group for 180-300hp per melee attack.
Now usually on most 25mans, to maximize dps, I put a fury warrior in a group with 3 rogues and a shaman that can drop the +agi totem. I'm wondering if it would be worth putting the battlemaster enchant on the warrior and rogue's 2 weapons and the one weapon the shaman has.
That would be 9 enchants and if those 5 players are swinging away, in theory, they would be healing the group for 1620-2700hp per swing. Now I know that certain classes swing more, but here's my overall question:
Could the group sustain enough self healing that I could actually bring one less healer and add one more dps to the raid?
Umm, it has a chance to heal your party. http://www.wowhead.com/?spell=28004
So in reality it's a lot worse, it'd be extremely overpowered for solo/5man if it was every hit.
I think someone in EJ tested it way back and said it was pretty crap.
It could be viable in fights where there is small, but constant, AOE damage. But then again, you need consider how much DPS they would add with other enchants such as Crusader and/or Mongoose.
To avoid doubleposting:
Enchant Weapon - Battlemaster
5 sec cast
Tools: Runed Adamantite Rod
Reagents: Void Crystal (2), Large Prismatic Shard (8), Primal Water (8)
Permanently enchant a Melee Weapon to occasionaly heal nearby party members of 180 to 300 health when an enemy is struck. Requires a level 35 or higher item.
Pulled from wowhead.
Omega IV
Last edited by Tacitus : 04/27/07 at 10:41 AM.
Reason: formatting/wowhead
The battlemaster enchant will heal the group for 180-300hp per melee attack.
Now usually on most 25mans, to maximize dps, I put a fury warrior in a group with 3 rogues and a shaman that can drop the +agi totem. I'm wondering if it would be worth putting the battlemaster enchant on the warrior and rogue's 2 weapons and the one weapon the shaman has.
That would be 9 enchants and if those 5 players are swinging away, in theory, they would be healing the group for 1620-2700hp per swing. Now I know that certain classes swing more, but here's my overall question:
Could the group sustain enough self healing that I could actually bring one less healer and add one more dps to the raid?
Thanks for any advice.
Omega IV
In my experience, its worthless. Its proc rate is extremely low and all it does is cut your melee's dps down instead of boasting it. Its completely a situational enchant in my opion. We had our main tank use it because it wouldn't be bad for the extra threat if it would proc every once and a while. But its proc rate is horrible so he got mongoose the next day.
Enchant is chance on melee attack not for each melee attack. Don't know proc rate but would guess around the 2% mark, so no couldnt self sustain with it.
It also serves as a depressing reminder that people don't read what they agree to, considering it's the first thing you see when you try registering here.
Anyway to get back on the subject...
While Spellsurge does have value since extra mana is always good (Well, except if you'd be full on mana, but the proc condition for Spellsurge pretty much makes it a fact you aren't), proc-based heals tend to just be overheals and are thus rarely worth it unless they provide some other benefit as well (Crusader wasn't good because of the heal, it was good because of the 100 strength). Specific fights with unusual mechanics excluded.
I've been posting on forums for over 5 years now between EQ and WoW and it's just force of habit really. Usually when you write a letter or a quoation or a fax (which I do an abundance of at work too) you sign your name at the bottom. I dunno, looks incomplete to me when I'm looking at the "reply to thread" screen.
Most of our rogues enchanted their weapons with this before anyone had got the mongoose recipe. And I must conclude that it is utterly useless. It might save a party once in a while - with a lucky proc, but with the damage gain from mongoose you wont ever need it imo.
I've been posting on forums for over 5 years now between EQ and WoW and it's just force of habit really. Usually when you write a letter or a quoation or a fax (which I do an abundance of at work too) you sign your name at the bottom. I dunno, looks incomplete to me when I'm looking at the "reply to thread" screen.
Cheers.
Omega IV
Originally Posted by Praetorian
If you "sign" your posts, you will be mocked. You have a profile in which you can and should put all relevant information such that it already appears next to every post. Personally I think the mockery itself and the herd mentality that gives rise to it are as stupid as the thing being mocked, but nevertheless, you don't want to type your name or your initials or some fancy symbol at the bottom of every post. People here will probably ignore what you posted and just make fun of you. It's like being a fat kid.
Originally Posted by Kaubel
Actually, it's like being a fat kid and walking around in a t-shirt that says, "I'm fat!" on the front.
Originally Posted by Kaubel
5. Don't sign your freaking posts - See #1 up there? Yeah. We know who you are, so stop it.
^^ :]
"There is much pleasure to be gained from useless knowledge." - Bertrand Russell
I've been posting on forums for over 5 years now between EQ and WoW and it's just force of habit really. Usually when you write a letter or a quoation or a fax (which I do an abundance of at work too) you sign your name at the bottom. I dunno, looks incomplete to me when I'm looking at the "reply to thread" screen.
Cheers.
Omega IV
Personally I agree with the above - I always tend to sign my posts, since it's to me the 'natural' way to do it - you sign documents at the bottom. However, when posting on (what is essentially) a private forum like this, you should be gracious to your hosts and follow their rules. If they ask that we don't sign our posts, then either I wont sign my posts, or I wont post at all.
Yeah, I had battlemaster way back in the day on a Fool's Bane. Conclusion after having it a few weeks was that even with all the extra attacks shaman get with broken Windfury it was worthless. Total healing on a full kara run with it was something like double that of my crusadered offhand procs. I could pull it out and run some proc rate data on it, but it's really just a bad enchant.
You can find some more comments on the enchant there. Also in Juno's post look at comments in the link he provides.
Some people like this enchant others do not. If you want extra threat then use it, because heals 'caster' provides register on threat-meter as his or her healing.
Last night was pessimistic skydive in a foolish narcotic shell
Yeah, I had battlemaster way back in the day on a Fool's Bane.
Oh the Irony.
Anyway, to actually add something to the topic - I wish blizzard would consider upping the power of enchants like this - it would give some more variety, since most people want to go for damage-increasing enchants anyway, and those just seem to be much better at doing what they're doing. Even if battlemaster procced 3 times as much, it wouldnt be better than say, mongoose, most of the time, but it would give you more options to build your character (some characters might get another weapon enchanted with battlemaster for certain fights).
The only question I have is why is the shaman dropping GoA over Windfury, especially if there's no hunters or druids in the party?
Windfury precludes the use of poisons on the mainhand, does nothing for the offhand, and isn't particularly great for dagger Rogues. There were numbers run pre-TBC on this that concluded the GoA/WF argument for Rogues was ultimately a wash. In my experience, dagger Rogues want GoA (esp. with TBC's added emphasis on poisons) and SS/hemo Rogues want WF.
Windfury precludes the use of poisons on the mainhand, does nothing for the offhand, and isn't particularly great for dagger Rogues. There were numbers run pre-TBC on this that concluded the GoA/WF argument for Rogues was ultimately a wash. In my experience, dagger Rogues want GoA (esp. with TBC's added emphasis on poisons) and SS/hemo Rogues want WF.
You're a little off in which specs benefit from what.
All rogues except 41+ pt assassination rogues w/ 4/5 or 5/5 Vile Poisons and 4/5 or 5/5 Improved Poisons will benefit more or equally from Windfury, even dagger rogues. My typical mutilate spec has 3/5 Improved Poisons, and 2/5 Vile poisons, and I actually have a slight gain from having Windfury over GoA + IP.
"There is much pleasure to be gained from useless knowledge." - Bertrand Russell
Is that assuming the Shaman is specced for Improved Weapon Totems? If so, I can definitely see WF having the edge. Be that as it may, my Rogues (all Combat Daggers) want Grace of Air, all day, every day.
Is that assuming the Shaman is specced for Improved Weapon Totems? If so, I can definitely see WF having the edge. Be that as it may, my Rogues (all Combat Daggers) want Grace of Air, all day, every day.
This is including improved weapon totems... I should have mentioned that. :p (Enhancement Shamans <333) The talent amounts to very little dps, though... according to the spreadsheet Pf and others have put together, the talent is worth ~2 - 3 dps when used on my gear. It's something, but it's not ground breaking.
According to the figures I've run:
Mutilate Rogue with full poison talents gains 10dps by having GoA+IP over Windfury.
Combat Rogue gains 20dps by having Windfury over GoA+IP.
Takes twice as many poison talented rogues to = combat rogue's gain with Windfury.
If you have 3 rogues in the group, and 2 are Mutilate with full poison talents, one is combat, you're still going to want Windfury down, cause you probably have a warrior too. If, however, that warrior is actually a druid or a hunter, GoA+IP is overall a better choice.
"There is much pleasure to be gained from useless knowledge." - Bertrand Russell