Alright, excuse me for not reading 190+ pages of content incase this question has already been answered, but recently, there's been some discussion (not on here that I can find) that -just- using Eviscerate for Combat is no longer the best thing to do, and that you should be using Rupture.
Is this true?
Edit: There's..no logical thing that I can think of that says it -would- be true..but I just figured I'd check.
OK, I have read many pages discussing how to play in deep fire, and have heard repeatedly that it is better at "higher levels of gear". I do not, however, understand what iLevel constitutes "higher levels" and cannot find any succinct, reliable posts here or anywhere else on the internet for stat weighting and rotation
It's going to be a bit different for everyone, RAWR will definately help you, but for me I was able to pull ahead of equally geared arcane specs with a deep fire build using lvl 251/264 gear with a 4pT10 set. I went fire as soon as patch 3.3 went live. If you've been arcane you'll likely have the haste on your gear already, but you'll be looking for different mainhand and trinkets now. Key pieces to get the +hit you'll need are the Gunship captain mittens, T10 pants, Deathfrost boots (crafted) and the +hit bracers from Deathwhisper, even then you'll probably have to use a few +hit gems.
I find it quite simple, even without misdirects. Once a large ooze is combined, you can get a Shield Slam in before it "activates" and you should have some solid threat to start things off. After that I usually just Thunderclap with the minor glyph. It's enough to keep the aggro and ooze out of range. No need to complicate things.
Definitely. Holding aggro over heals is a breeze. As Charmath said, shield slam it/heroic throw, and keep out of range after they become active. The real fun comes in Keleseth tanking as a warrior. I was in a similar situation with a tank that needed to be "carried" a month or so ago so I took on the difficult jobs. Running around shooting orbs with my gun/heroic throwing was a blast.
If the choices are between a fast and a slow weapon in your mh, all else equal, the spreadsheet is probably correct in suggesting lungbreaker mh. If anything a rib spreader offhand might make more sense, but it's apparently not suggesting that. The only downside to lungbreaker is that it is more poorly itemized for mut, but the yellow socket may make up some of that ground.
I understand that you're saying the different tools are giving you largely different results for which weapon should be in your mh, but the actual projected dps change from switching to one or the other isn't actually that large is it? I would suggest sticking with a lungbreaker; most previous BiS lists had it in the mh with either another in the offhand or a heartpierce/rib spreader there instead.
May I also suggest updating your profile to reflect that you moved to Frostwolf so that people don't have to guess at which Jeanyes you are.
I have had absolutely no luck getting any of the ArPen trinkets listed in the guide. However, on an AQ40 run, I picked up Badge of the Swarmguard.
My current ArPen is 634. Is it worth using that trinket in place of either Fury of the Five Flights or Mirror of Truth, until I can pick up one of the 3 ArPen trinkets listed in the guide, or is it just too low level to consider?
Not to just negate you here, whilst your idea is very similar to GDKP, it is vary in principle yours is specifically for guilds where as GDKP is made to gear people's alts and/or under geared mains whilst the geared people buy their items
You handle infest and the frostmourne room the same way as you would with a paladin.
Actually, you can do it a lot better as a shaman than as a paladin. The main issue of the Frostmourne room is Soul Rip, an 8 seconds channel casted by the Spirit Warden. A paladin can interrupt it once, with Hammer of Justice. However, the hammer has a huge cooldown. Shamans can interrupt it all the time, because of the incredibly small cooldown on Wind Shear. Make sure you interrupt it as fast as possible. A full channel can do damage worth around 50% of Terenas' hp pool. Was there and it wasn't fun the first time. It was incredibly funny the second time, as I spent most of the time meleeing the Warden down with Flametongue on my mace.
[note: currently I'm not in 25man hardmode, so it maybe different there]
I think with the current buff and decent gear you shouldn't care about downranking and multiple rupture procs. You just don't need it.
ok...so i've been practicing my rotation, and on groups of mobs i apply SoC on multiple targets then rain of fire. Im in the process of upgrading my gear but it should be decent to be getting me better dps. I had a friend suggest i replace haste gems with SP and I'm not totally sure if that was the best idea. My rotation usually consists of SB,Haunt,UA,Corr,CoA,SB...i replace Haunt and UA right before its up and spam SB untill DS. Some times i dominate at DPS but seems like i'm still dissappointed. I've read through multiple threads but still feeling unsure if spell power is better in a yellow gem slot over haste considering we have life tap and fel armor to increase our SP, any suggestions are appreciated
This depends on whether or not you are hit capped with only 2/3 Suppression, and with a Moonkin/Spriest in your raid? If you are, then of course this is going to be a DPS increase. My recommendation would be to get yourself to 14% hit rating and take 1/1 DE and 2/3 IDT and leave Suppression out of the equation all together.