I'm pretty sure he didn't mean to link the heroic version, that's just how [item] ITEM NAME[/item.] tages work since they just go off the name and usually pick up the heroic versions. Use the Item ID rather than the item's name to clarify.
This is a strategy we used pre-nerf to Saurfang, and it may help with heroic if you have the dps.
This setup requires: 1 or more paladins + a lock or a druid.
The strategy is: The Paladin DI's the first Mark and immediately blows a soulstone or gets a Bres. This alleviates the extra-healing required on the mark (although you lose the dps) and potentially delays additional marks. By the time the DI is about up, Saurfang should be sufficiently low that a Bloodlust/Heroism + the extra dps coming back should make it substantially easier to down him. In 25man, multiple Paladins can use this strategy to DI all marks. I know this sounds crazy, but it make pre-nerf 25m Saurfang 100x easier.
As for priests on Saurfang, we still have a DISC Priest shielding everybody to delay and/or prevent bloodpoint accumulation and thus marks.
MA is definately helpful on heroic Sindragosa, though as the zone buffs increase over time that usefulness will fall. With the nerf to IA, it is much more situational even on a fight with guaranteed AoE like that. It is only a net gain if the spell power boost is able to outweigh the GCD being lost. With our casting time cut in half on average (depending on how you deal with unchained magic), those GCD's are a little more valuable than they would normally be.
If you are using PoM+FFB as an emergency snare on valkyr, then IMO using Slow would be a better option. With PoM+FFB you only get one "get out of jail free card" every 2 minutes, whereas with Slow you can keep it up 100% and switch it on the fly to another valkyr if a different group is really in trouble. Slow is very reliable, and well worth it for that fight. *I havent tried LK heroic yet, so Slow might be less valuable for that
Regarding 4pc tier 10 bonus - it should be obvious that an on-demand 18% damage boost for 30 seconds at a time every 2 minutes is going to be a significant boost and will not be surpassed by any minor stats you might miss out on. With napkin math assuming a 10k dps average, and uptime of 25% (30 sec / 2 min), we are talking about 10k * .18 * .25 = 450 dps. And that ignores intelligent stacking of cooldowns with the mirrors. You would need some significant stat boosts in off-set gear to beat that.
Lastly, regarding the difficulty in comparing week-to-week and even pull-to-pull logs on progression content... another major factor that is often overlooked is simply familiarity with the encounters. On most encounters past Saurfang, simply getting used to the events will make a huge impact on performance.
2 min cd on mirror images? isn't it 3 min? or 2min 30 sec if you count down time.
This has been one of my favorite threads... ever. Soloing old multi-player content has always been a hobby of mine ever since my first character, a rogue, solo'd deadmines at lvl 32. No idea if that's even good for the time, way back in vanilla, but I was pretty proud of myself and then forever hooked on the concept as a way to spend my time (and in line with the thread, it was pretty good money back then too.)
That being said, I wanted to post up that I had killed Jin'do in ZG recently... but I see someone beat me to it and quite a while ago. I did it slightly different than shown in his video, but definitely on the same lines. I spec'd with a fairly standard pet survivability BM build that many use. I used health-heavy gear to boost the pets HP pool and healing regen from abilities. Strategy was to burn as hard as possible for the first few sec and let the pet, a dps spec'd cat with heart of the pheonix and lick your wounds take him down for the full duration of FD, using cower whenever it came off CD. If the pet would die before FD was done I'd pop up and allow myself to be MC'd. If the pet lasted the entire time I'd pop up during the last second or two with a kill shot. Pet dies, Jindo comes into melee (I did have the bugger reset on me once as he was evading during my shots and just happened to reset inbetween when the next set would have come out, but only happened once). Drop some traps, pop heart of phoenix, lick your wounds, use melee CD's and FD before another MC trap comes out letting the kitty finish off the remaining %.
I have never had an MC totem allow me to heal at all during that fight no matter what I tried. If anyone had that happen can you isolate what made that work? The above strategy worked and seems repeatable... but takes damn near forever and is pretty boring. At least as boring as viper stinging the bat boss for what seems like forever before you bring her below 50% health. I just wanted to get him down once (and probably again to make sure it wasn't a fluke) to ensure I could do it.
The rest of ZG is pretty easy... and still my favorite instance for making gold. Even selling bijous dirt cheap (in comparison to the other few on the AH at any given time), they are still well worth the time all on their own at 15g each. They almost always sell at that price point, where anything higher and it becomes pretty spotty. Still, clearing all the trash and bosses takes about 3 hours, and I average somewhere around 50 bijous, which comes out to about 750g alone, plus vendor greys, cloth, DE mats, and other AH items (mojo still sells, albiet spottily). The raptor pet sold for 500g the other day and went pretty quick, so should I get another I think I'll price it higher. The poly:turtle books don't seem to sell very well, so I've been giving them away to mage friends.
MC is on farm and I have at least 16 more full runs to get the rep. Once I taught myself all the fights (with help from the geniuses (no sarcasm implied)), I use the croc for almost all the fights, save garr and golemagg (turtle) and Rag (wolf or cat). I've also found that if my pet is on passive for the sons of flame phase that sometimes they will actually despawn when I FD. Anyone else had that happen? I think the circumstances are 1) stop dps 2 sec before submerge and put pet on passive. 2) FD the second you see a son of flame appear and target you. There will usually be 1-4 left, but they are much easier to handle than the full group... but I still haven't had it happen with 100% accuracy.
I've done AQ20, except buru and ayamiss, including Ossi without doing the crystals. I started working on Buru, but I ended up running out of patience that night... but I know he's doable. Much less motivated to run all the way out there now, even with the engineer's teleport to tanaris now that CC rep is exalted. I'll get him before cata.
So the real challenge is Karazhan. I was able to down Moroes a few months back, which was pretty cool, but I had a very hard time repeating it. That day I got Oz for opera and couldn't even get close, even after reading and watching a vid of it being done. Tips?
Killing Moroes a second time 2 weeks ago on a Mon, I was pretty happy. Ended up with Wolf for Opera. 6-7 tries later he died to some decent kiting, which is the main requirement to solo as a hunter. If you don't set up your position for the next kite phase, you'll get hammered, and is well more important than any amount of dps. Moving on, Nightbane was pretty easy and straightforward. Stay out of the fire, don't get tailwhipped, make sure the pet gets the skelletons instead of you. Consistently I had one skelly at ~20% life as Nightbane landed, which was not at all a problem. Curator... was a problem. Hateful bolts and damage from the few orbs I couldn't kill fast enough damaged me too much to be able to recover from, and while getting close I never got him into an Evocation. Anyone done this fight successfully? I saw a vid of it being done, but that hunter didn't take nearly the damage, so perhaps some level of AR gear?
Sadly when I went back to Kara the next day (due to raid reset that day) I couldn't get Moroes even close again with the same enemy character composition. I really wish I could do that fight consistently.
I think the next endeavor will be some Wrath 5 mans. I'm curious to know what their worth is monetarily... and of course the challenge of doing them solo.
I know there is a 500+/hp5 trinket from ony10, which I have yet to see drop (likely to little guild interested and having dislike for raid pugs). Is there another 500+/hp5 trinket, and if so where does it come from? atm I only have to 100+/hp5 trinket from the ony head turnin.
Any comments and tips will be greatly appreciated, thanks.
Hey guys thanks for the feedback and the suggestions on gear I didn't realize you had to link the ID and not the name but I've fixed my other post now. A lot of the items you linked are from heroic ten man which we haven't unlocked yet (which I forgot to mention) but when we do I'll be sure to pick it up
I'll put together a better list at some point as there doesn't seem to be a lot of good resources for strict ten man guilds. Thanks for your help everyone that contributed, I've sure got my work cut out for me!
Ya i guess ill stick with arcane because fire takes 3% more dmg from spells, but would be nice to go fire on some fights because of the 35% dmg increase for select fights as hardmode PP, where its a transition phase and it comes down to a burn.
sako i've ran into that same problem, basically i've found it to be a bigger dps increse to use SE/GHBotSH and drop you t10 pants for some arp/crit ones (i had the crafted ones made) or the ones off sindragosa 10 would be nice. and then use the t10 gloves to help with losing the hit from the mace.
Its completely pointless other then personal entertainment but you can also vanish immune fury of the frostmourne as its cast when you reach 10% on LK with no ill effects. I wasn't able to get the last 10% down by myself but I did a fair bit of DPS. We got the achievement Neck-deep in vile tonight and I did this so it has no effect on the encounter. It will give your raid something to talk about while they're waiting for their res.
Thanks for the info, but I tried myself to "vanish-inmunne" and I am only able to resurrect but not to inmune the hit.
P.D.: This is my first post, sorry for my english i'm spanish...
Sadly that staff is most likely the best option for 10man raiders, as the only decent offhand available to you is Lightbane Focus, and even that paired with Lockjaw is worse than the staff; you trade too much haste from the staff for a very small spellpower gain with the MH/OH.
Has any one run any numbers on what is higher DPS, FrostFire or Fireball when doing a frire build. I am currently useing Fireball / TTW build and seem to have no issues with my dps just wondering if i am missing out on something.