Actually, assuming item choices confined into normal mode only, you can make a gearset without wasting any hit rating. Using Sindragosa's Cruel Claw on the neck slot instead of Wodin's, you can get exactly 164 hit rating just from : 59 (Ashen ring) + 63 (T10 gloves) + 12 (Icewalker) + 30 hit rating from gems (3x Glinting or 1x Rigid + 1x Glinting depending on Agi or ArP red socket gemming) and AP/crit/ArP stuff on other slots. The gems are not needed if you have a draenei available. This setup seems to yield slightly higher DPS than any possible setup using Wodin's.
Thats actually my plan once I get the 10m H Sindy neck, although for SV Wodin's is still better than Cruel Claw because of the crit until you can get the ilvl 277 version. Another option is 10m H LDW's bow. Its got a good amount of hit on it and if you don't have access to 25m H it is better than Zod's for SV, again because of the crit.
Originally Posted by MizarAlcor
MM has the luxury of having extra floater points from either unneded talents or low-DPS talents, for example TSA, RR (going with 1/2 or even 0/2 sometimes), Imp SS. Replenishment-using SV, the cookie cutter 0/15/56, can also spare some points for FA from Resourcefulness, Hunting Party, and probably Expose Weakness. However, if you're basing it off the Replenishment-less 6/14/51 spec, there will be no point to spare for FA without losing significant DPS talents, and as such hit cap has to be attained from gear alone.
I use a 2/18/51 non-replenishment spec (Again, I'd link it but the whole work blocking wow-head deal. Although its not too hard to deduce what talents I've chosen.)with FA and I really like it for 25mans given my guilds raid comp. We have another hunter that uses a Replen spec because he is waaaaaay over hit cap from gear alone, so it frees my talents up to put into FA. I want to toy around with the 6/14/51 spec at somepoint but can't bring myself to gear for hit
The one thing that has confused me on these changes so far was that despite blizzard saying they are doing away with armour pen because it makes itemisation and dps predictions alot more complicated . Why does the arms tree on warriors have ArP as part of it's mastery still ? Will frost get any sort of talents to reduce armour too or will our dps fluctuate massively due to having up to 50% and 60% differences on how much armour each boss/player/mob has ? Also Outbreak is supposedly going to help us when target switching or when disease's get dispelled but with alot slower rune charging it puts us back to square 1 .
Also making a rotation simpler and slower makes it alot more boring and alot less about skill and timming . All through WOTLK they have been pushing at us the theory that the more complex and active the rotation the more enjoyable and skill reliant it is but now they seem to be going back to square 1 again.
Pretty sure I will be pleasantly suprised and my fears will prove unfounded once we see it in action , although on paper it seems they have gone back on all they have said.
I have a question regarding MP5 vs Spi manaregen for Disc Priest.
I read a long time ago here on EJ that the regen generated by Spirit is related to the amount of Int one has. Is that true, and at what threshold of Int does Spirit become better than MP5?
I have been told in game that I should use +agi gems as much as possible. Should I do that or should I use more Armor PEN. My hit is over maxed just from equipment so as I upgrade that should drop some. But as it stands now I have 1833 agi, 405 hit (trying to get it down), 373 armor pen (26.65%), and 45% crit (765 rating with 16.6%). Should I swap some of my +20 agi gems for +20 armor pen? When I am buffed (food and elixir) my armor pen is about 39%.
Light's Grace is a 25% haste buff. 2.5 / 1.25 = 2. Considering it a flat reduction before any other haste or a 25% haste is the same thing: 2.5 / 1.25 / X = (2.5 - .5) / X, where X is your other haste.
That's just wrong, 0.5 of 2.5 is 20%. Even if it gives the same result, you can't do it like that, it's just a coincidence. What Trexokor wrote is correct. Light's Grace is first added to your base cast time, and then divided by all your other haste as he wrote.
On a side note, Blizzard absolutely suck at balancing warriors. We were the first and only tanks in Vanilla. With the introduction of additional tanking classes, I observed a funny tendency. Other classes able to tank had their tanking rotations more and more simplified:
- druids have Thunder Clap "built-in" thanks to a talent
- paladins have Demo Shout "built-in" as well
- death knights aren't really tanking in the strict sense of the word. They use the same set of abilities as while dpsing, with Rune Strike macroed. (I realise I'm simplifying here, but you get my point.)
- all a druid tank needs to do to AoE tank is to press one button - Swipe
- paladin AoE tanking does not differ from single tanking at all
Examples are galore.
Warrior tanking is much more complex and reactive (reactive use of Revenge and Shield Slam anyone?). Don't get me wrong here. I'm not trying to convince anyone that all other tanks need no skill and that warrior tanks are artists compared with others. But the fact is that we have like 3 times more buttons to press to be able to tank effectively, ESPECIALLY in the AoE department. With Cataclysm, nothing will change, because Ghostcrawler said that rage manmagement gives more "depth" to tanking... I laughed my arse off. They produce 2 button tanks, but we need "depth" to what we do? Is it only me that sees a huge discrepancy in tanking philosophies here?
I'm really curious how this all will end come the new expansion.
I personally love Warrior tanking and the heads up mindset it requires, both on aoe and single target pulls. The devs have stated that they plan to put an end to the aoefest come cataclysm. They like where warriors are, and they plan to bring other tanking classes in line with us, at least in the aoe department. Maybe they will take that a step further?
Looks like Hunters are basically getting Stealth at 85.
Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect)
I'm mildly annoyed at how bare bones our preview is. No new attacks, nothing special for mastery at all.
Mana regen through replenishment is based on your intellect. A higher intellect value means increased mana regen through replenishment ticks. I think that is what you're referring to. I'm sure there are exact numbers on it, but the fact is that because mana regen for disc priests is basically a non-issue, gemming spell power seems to be the best way to go.
I suggest you take the time to read the compendium, you'll find the regen formula and more.
oo5sr mp5 = 5 * 0.005575 * 0.6 * Spi * sqrt(Int)
Assuming relevant talents, buffs, and that 2 spi = 1 mp5 in gear rating, the threshold will be 2629 int fully-buffed i5sr. But calculating how much mp5 you get from one spirit point at your intellect level is more interesting.
Well I did some testing last night, blood princes/Blood Queen/Val/Sindgragosa.. Could be my group build, but I felt like rupture was under performing. I was using a 2s/2e/5r rotation.. but It was hard to maintain it consistently. And yes I was using low rupture cycle, getting the 5r was easy, but on say Blood Princes, you can only reliably use 1 5r, the second one only ticks about half way before a switch target and gets wasted. On Blood queen, I got linked twice, and then got the shadow flame thing twice in a row, then she went up and rupture was just down for longer then is good. I would have prefered to ramp the dps with 5e's and not get so punished by RNG. On sindgragosa, the timing was just off for some reason (might just need to get better at the fight) poor timing had me running off and using Xe to not hold the cp's for so long.
I make top dps in my guild as Evis spec so I think ill stay there for a bit.. And I am also seeing a good mix of both specs on the logs, but the gear differences are such that you cannot make a judgment. I think it also totally depends on your guild and the talent and specs available, and how they treat their rogues.
I'm thinking the armor and damage reduction from Frost Pres will be removed and you're gonna end up with presences being a little more interesting. The bonuses will just be Blood Mastery or a talent in there. As for DW tanking, maybe 8 points into Frost and then into Blood completely?
Blood: Increases healing received
Frost: Increases haste or RP Gen or Rune Refreshing
Unholy: Increases disease damage or gives a higher multiplier on disease based abilities.
And possibly remove the rune cost for presence-shifting so you can go Blood for phases with more damage, ect. It'll make them a little more situational and more fun.