At higher gearing levels does mongoose, or I guess black magic for the sake of discussion, overtake berserking as a preferred or accepted enchant?
While talking with my feral buddy he got on the topic of mongoose breaking even with berserking and ultimately gaining an edge over berserking by adding survivability at high gearing levels. I'm no pro on ferals, or theorycraft at large, so I can neither confirm or deny his claims but I would at the very least consider him a good player. If I remember correctly he mentioned it had something to do with a factor of the mongoose proc scaling with haste but the conversation took place a while ago.
So after some time poking around various rogue resources I haven't been able to find anything the specifically addresses if there is any point in which berserking starts to lose favor over mongoose like my friend suggested he thought it did with cats. Is there any truth to this for rogues, or even in general? According to Rawr I lose about 150 DPS with double mongoose so I'm inclined to say it isn't really the case but if anybody more knowledgeable can chime in that'd be great.
ive looked through the thread and im not seeing anything specifically relating to this. ive used the same roration since naxx (es, ss, ll, lb or cl with all the other stuff like heroism/bloodlust feral spirit thrown in as needed), however i stopped playing my shammy for a while and when i came back to her there had been 2 patches, and a guildee told me with the event of the fire nova no longer being a totem it was now part of the spell rotation. i tried it last night on the gm dummy and lost about 1300 dps. do i need to respec and reglyph as well as change my rotation or was the guildee confused?
Is it just me or does it seem like moonkins don't have enough talents to choose from? I mean...there are the mandatory talents in cataclysm but from the looks of it, you don't need any mana reduction talents with OF, lunar Justice, Euphoria and dreamstate being mandatory almost*. It just seems like there are too many talent points and not enough talents to put them in.
With the haste taken away from Celestial Focus, it's basically useless now.
Moonglow is another talent that's basically useless as it was in 3.3 WotLK.
I was never a fan of gale winds in PVE cause who the hell hurricanes?
Fungal Growth looks absolutely useless in pve.
From the looks of it I have 6-9 talent points left over. they could be put into brambles, lunar justic or gale winds...but all mediocre skills. Can't put them in the resto tree because the only thing left over there is Perseverance...another pvp talent. HRM...
Ikefury is correct, but when considering 277 items, I believe BiS should be taken into account, as you are unlikely to get 5 tokens so you have to choose which you leave out.
Ah, you misunderstood.
I'll try to explain further.
Before I got my DFO earlier in the week, I had 1026 haste from just gear (with 1246 haste with my relic up). At this point, using ZAP, SP had ~2.1 EP, Haste ~2.4 EP, and Crit was ~1.6 EP.
After I got my DFO, and my haste went up to 1196 (1416 with relic up), SP went up to about ~2.3, Haste went DOWN to ~1.8 ep, and crit stayed the same at ~1.6 ep.
I'm wearing close to BiS, only missing three 277 tokens and the 277 version of 3 264 pieces. In BiS, haste's EP won't magically shoot back up. It'll either hold steady, or go down as I get MORE haste from the ups.
So yeah, as Alliance where the 6 hit is worthless, 32 crit>26 haste in BiS.
As it stands now, based off all the blues so far, Resto Druids will just be incredibly, Stupid OP.
I ain't complaining, but I'm sure we'll get nerfed a lot before they go live.
In the first place, Blizzard has said their design goal is to have people sitting at half health a lot more, and mana will again be an issue. Druids have always been the most mana efficient healer, and always top any other healer by a lot the more damage there is. This is, as is.
Now add all of our hots are benefited by haste, without reducing their length, as well as crit. Now we got stupid OP. Then they added my favorite tier bonus, t8 as a talent.
Then Regrowth Crits (has a high base crit, pretty much guranteed crit on -25% people) sprouts a free aoe Wild Growth.
Our main problem as a tank healer used to be having to stop the heal bombing to refresh hots. Fixed. Nourish refreshs Lifebloom. That with Living seed, and our mana efficiency makes us a pretty damn viable tank healer. Also we'll have to stop the heal bombing to refresh Rejuv, but the chain casts will reduce the cast time of Swiftmend, so we can drop that bomb right after, as well as after any spike.
Mana starved in cata? I don't know how, +25% spirit, which we'll probably be stacking to start, and a free 3% mana every 6-10 seconds on top of that. Plus you might want to dust off your Idol of Awakening, thinking we might be using that for quite awhile.
Obviously we don't know what the mana costs will be, but even after they nerf us, just based off of what Resto Druids have always been strong in, (monster raw hps, + mana efficiency and healing while moving) coupled with Blizzards stated design goals I think every raid will want at least one Resto Druid, 2+ for 25 mans.
I have power auras set up for a special combo notification when my Phylactery is up alongside at least 8 stacks of heroic DFO. This gives me a few globals to pop Starfall/Trees if available as well as refresh Thorns on a tank or two. With the two procs I'm around 6400-6700 spell power.
I wouldn't really recommend wasting a global to refresh thorns if you've only got 1 of the SP proc trinkets. This also depends on the length of the fight remaining. Normally I do it in the beginning since I know both trinks will pop almost simultaneously and I can line up a free global for a tank.
On a similar note, GoTW is beautiful to precede Starfall when you have both trinkets procced.
Live Damage is a great little addon that keeps your current SP visible on your screen for tracking as well.
Yes, but scaling of threat is affected by the modifiers on abilities that cause a high amount of threat in specific circumstances. AKA IT in frost pressence. If they have different threat factors from comparable abilities for other classes then they would scale differently with the damage bonus than those other classes. I'm no Paladin expert, but I wouldn't expect their big threat abilities to have the same factor as ours, hence non-linear scaling.
paly threat is straight damage multiplier (90% holy damage threat from righteous fury) with no static values
also I believe I've seen proof that the threat bonus on IT is straight 7X multiplier (rather than the equivalent of 7x via addition) so it scales with damage. Well actually I'm 99% certain myself. My frost ITs hit 25ish% harder and clearly do more threat.
I need to hear the opinion of fellow warriors, I just recently got Cryptmaker HC and my mainhand is still Shadow's Edge. I've seen people switching them so cryptmaker is MH and shadow's edge is OH this is probably logical considering they'r damage and stats but won't it be too hard rage-wise to maintain? Well not only hard but won't it need to much HS skipping and therefore losing more dps?
And one more thing, do the shards drop from bosses if you aren't wielding Shadow's Edge?