How valuable is 4p T9 (blood plague can crit) for frost dps? I'm currently using 4 pieces but I have just aquired enough frost badges to buy my first T10 piece, but I'm curious if dropping the 4p T9 bonus would actually result in a dps loss.
Why blacksmithing? I dont get it. I thought druids cant use Mails?
For the 2 extra gem slots. There is no BoP gear from any profession worth using as end game raider anyway so many people pick a profession that gives the best self buff. Most professions gives +80 attack power, but BS gives you +40 Agi instead (or +40 ArPen)
Question --> Since in my realm when I ask this, everyone tells me different and/or non-sense answers, I thought that asking it here would be a better idea. As a PVE Mutilate rogue, I see a LOT of combat rogues these days, wondering why, since Mutilate got more DPS coming from HfB, has an easier rotation with Slice and Dice and increases Damage from Poisons with Envenom. Also I am asking if I should get more Armor Penetration or more Haste since?
I'm posting this here because I don't have privileges to make a new thread.
I've recently switched from using ShockAndAwe to Ovale for my priority window (part of the switch was motivated by a much larger retooling of my ui based on Tukui).
The default Ovale enhancement shaman script is quite outdated (looks state-of-the-art for patch 3.1). Below is a new script that I created to reflect the priorities in the Enhancement Shaman BIS thread... it should be useful to anyone else who uses Ovale. I'd also welcome constructive feedback on the script.
I ran SAA and Ovale with this script side-by-side and they almost always recommended the same next priority. The only difference is that Ovale seems to track the duration of Flame Shock a little more accurately (I didn't do exhaustive testing on this, but just visually compared Ovale and SAA's call for Flame Shock to the Flame Shock expiring on SexyCooldown.)
One really nice feature of Ovale is that it allows a user-defined checkbox to be on the Priority Window, and the scripts can test whether this checkbox is checked. For enhancement shamans, it is useful to have an "AOE?" checkbox which moves magma totem and fire nova to the top of the priority (and uses chain lightning when off CD and with MW5). I had been using priority sets in SAA with action bar buttons to switch between sets, but Ovale lets me have one priority script with a simple checkbox... it just feels cleaner.
I use PowerAuras, Hear Kitty, SexyCooldown, and Tukui_ClassTimers for the other functions of SAA, and was really only using SAA for its Priority Window, so it was easily replaced by Ovale.
if TalentPoints(TALENTFLURRY more 0)
if WeaponEnchantExpires(mainhand 400) Spell(WINDFURYWEAPON)
if WeaponEnchantExpires(offhand 400) Spell(FLAMETONGUE)
if TotemExpires(fire) Spell(MAGMATOTEM)
unless TotemExpires(fire) Spell(FIRENOVA)
if BuffPresent(MAELSTROMWEAPON stacks=5) Spell(CHAINLIGHTNING)
if BuffPresent(MAELSTROMWEAPON stacks=5) Spell(LIGHTNINGBOLT)
if TargetDebuffExpires(FLAMESHOCK 2 haste=spell mine=1) Spell(FLAMESHOCK)
if TargetDebuffExpires(STORMSTRIKE) Spell(STORMSTRIKE)
if BuffExpires(LIGHTNINGSHIELD) Spell(LIGHTNINGSHIELD)
if TotemExpires(fire) Spell(MAGMATOTEM)
I have been wondering for a while if it isn't better to mix steady shots between Aimed and Chimera shot so there is a higher chance both benefit from Improved Steady Shot. This would increase damage and decrease mana consumption but so far I have never heard anyone about it.
If you are geared properly and have little haste the basic rotation goes Chimera shot, Aimed Shot, Steady shot, Steady shot, Steady shot, Steady shot and repeat leaving chimera of cooldown for about half a second.
I suggest going Chimera shot, Steady shot, Steady shot, Aimed shot, Steady shot, Steady shot and repeat.
Now don't say we don't have a rotation because as is stands now both of these macro's work for me on a non movement fight (not that i use them in a raid but on dummy they work just as good as doing it manually with 50 haste)
/Castsequence reset=9 Chimera shot, Aimed Shot, Steady shot, Steady shot, Steady shot, Steady shot
/Castsequence reset=9 Chimera shot, Steady shot, Steady shot, Aimed shot, Steady shot, Steady shot
I still have to test if the second one does more dps over a long amount of time but i'd guess it does
Hope i wont get bashed to hard for posting castsequence macro's :P
Tried Already: Zap and also rawr website. and I get way different results.
I know normally you would just take the 23sp. for all red/blue if meta met but I think my haste is low and Zap recommends Reckless for all can anyone shed light on which to use. I usually only have Boomkin not spriest or lock in my runs. I am also the only Shammy.
One additional drawback to Nibelung: the valkyrs are not affected by the ICC buff at all. Their damage is not increased. Once the buff hits 20% (for me, anyways), I'm better off with Bonespike+Bulwark.
Sadly, it seems that the sims I've used don't take the buff into effect, or apply it to everything. So the only way to figure it out is to do a sim with Nibelung, subtract the proc dps, multiply the remainder by ICC buff. Then do a sim with MH+OH with the buff and go from there.
Hit's value does fall off sharply after the poison cap. But that doesn't necessitate that it's less valuable than crit or haste. Think through the value of hit logically. Say you swing every 10 seconds, hit for 100, and hit 90% of the time. A percent of hit either direction isn't going to jump your dps by a huge margin. Adding even a relatively small amount of AP will increase your dps by a large margin, though. Now imagine you hit for 10,000 instead of 100. Adding AP is going to increase your swing size by a tiny amount, whereas adding the same item value of hit is going to be a much larger leap. This is how stats scale in relative value with each other. The harder you hit, the more valuable it is for you to crit. The more often you swing or hit (due to haste/hit), the more valuable it will be for you to hit harder. Etc. It's an interplay between linear stat gains (AP/spell power) and percentage-based gains (everything else). When the spreadsheet shows hit as more valuable than crit or haste, it simply means that you have a sufficient amount of your other stats that the best way to increase your dps is to land more of your swings rather than critting more often or swinging more frequently.
Thanks, that makes sense and I think I've got a better grasp on how that functions now. I've gotten more used to the "play around with it" nature of the spreadsheet, especially when dancing near the hit cap. (Finally getting a WFS trinket has done fun things to my attempts to figure out the best gear setup that I can currently pull off.)