Found the low Rupt cycle problem, I was using the Wowhead Evis AP scaling (0.03 to 0.07) while this should be 0.07 without any range.
After this fix Rawr shows the correct cycle for this build, it will be updated in the release.
I haven't a post or thread to link to you but i would recommend hitting expertise cap for threat generation...I find hitting stuff always makes it angry..what use is armor pen if the swing gets dodged or parried? :P
If threat generation is a problem..I assume you are a blood DK tank?...then use IT x 2 and blood tap followed by IT again and watch the threat build...again I assume you use omen or skada to watch threat levels?
It's true that 10% spirit would be fantastic if all fights were Patchwerk-like fights, but it's not. You're better off putting that one extra talent point into 1/2 [Magic Absorption]. Even though the mana gain from this talent isn't that significant (sometimes, it doesn't even proc during fights), it raises your survivability chances. So although having 10% more spirit is technically more DPS-beneficial if the fights didn't involve moving, having the opportunity to move and die less is a better trade off than having to constantly get in range of your target.
Thank you for the quick and thorough reply. I ran 5 tests of 3:00 minutes each for each gear set up and though it was by no means a true test since I had no raid buffs, no tott target, no free sunders...etc, I can loosely confirm that the under exp-cap setup did better DPS...which is exactly what you and your spreadsheet predicted.
According to MMO-Champion, the latest beta build updates Shamanistic Rage such that all of our Skills, Totems, and Offensive Spells now consume no mana for 15 Seconds - which is arguably superior in combination with Primal Wisdom than the WotLK implementation given that now, as long as you're not trying to heal, your Mana pool will not be consumed in the process of supercharging it when required at all.
Assuming the intended mana constraints on healers in Cat, this may make it an exceptional time to slip in a MW heal where needed in PvE instead of LB/LvB depending on the situation because nothing else you do while SR is up will consume your resources; which remain functionally infinite in comparison and would otherwise be wasted regeneration once full.
Given that it's a cast spell, and not channeled as I understand, early in SR being up seems like a really opportune time to slip a MW Healing Rain on the raid if that were needed despite it costing 46% base mana for example...
I disagree. The entire idea if slipping in an MW Healing Rain is specifically during Shamanistic Rage, which in the current beta should reduce the cost of every spell to 0, so mana is not an issue. That's why davek mentioned using it early in SR. Mana may be an issue, but it's much too soon to tell. Considering how fast shamans swing not to mention WF procs, Primal Wisdom should hopefully keep us mana efficient for all but the most mana intensive situations such as requiring Magma Totem and Fire Nova or in cases where you're forced to spam large heals.
Elemental Mastery - Lightning Bolt - Die - Reincarnation - Lightning Bolt - Lightning Overload Procs - Die
Yeah, the uses of rapid rejuv greatly outweigh the uses of the normal 18sc rejuv. Honestly, nowadays i dont even bother switching it out. With 30% everything is such a joke that fights are only lasting 3 mins, seems pretty pointless.
I also read reports on AJ that the base damage of Arcane Shot has been halved (from say [RAP * 0.15 + 492] to [RAP * 0.15 + 246]) coefficients have not been changed. Also the Focus Cost has gone down from 50 to 25 Focus (without talents), with talents Arcane should be (Efficiency reducing the cost of arcane by 1/2/3 but Chimeras by 2/4/6) 22 focus.
I have also heard that the focusregen has gone up to around 5.125 - confirming the 5.25 calculated here.
Overall I believe this to be a good change, as it leaves Hunters in PVP to be able to "do more" while moving while still doing the "same damage" it did before, just with more globals (which wouldnt have been filled with anything else anyways due to pre-patch low focus regen).
I also read that Conc Shot has had its Cost removed but the cooldown put to 5 seconds - good change again in my opinion, as it leaves hunters the choice of either ranged snaring something or SS in PVP - if SS is even an option due to positioning and ranged zone.
Furthermore it seems that Expose Weakness has been removed from the SV tree, Careful Aim increases the Crit chance of SS, CbS and AS by 20/60% on targets at or above 60% health.
Interesting changes, especially with the increased Focus regeneration.
The language used in the patch notes specified "skills, totems, and offensive spells." I read that to mean that shamanistic rage will not allow you to cast heals for free, as if it meant all spells, they wouldn't have had to add "offensive".
It's a somewhat disturbing development with how the raid buffs/debuffs are shared atm, as virtually all raid buffs can now be covered by the so called "pure" dps classes (ie. the 4 classes with 3 dps talent trees + warrior, who for some reason has dps in a completely different league than other hybrids).
If we look at the caster buffs in a raid, we get the following:
5% crit: Covered by fury warrior (essentially the highest dps spec in the game atm, and I have a hard time seeing them get nerfed to "hybrid" dps anytime soon) Burst haste (heroism/bloodlust): Mage (that's the other king of dps) 5% spell haste: Destruction Warlock (already stated by blizzard to be sub par atm, so expect a relative dps increase) 6% spell power: Mage 10% spell power: Fire mage and Demo lock 5% spell crit: Mage, Warlock 8% spell dmg taken: Muti rogue and warlock
So what we pretty much have here, is mage+warlock (which most likely will be the 2 caster classes with highest individual dps as they're the "pure" classes) causing a complete annihilation of moonkin, elemental shaman and shadow priest (replenishment can be provided by other means aswell) in raids, unless the 5% dps taxing system is removed.
5% dps tax? Way bigger than that in its current implementation.
Surv Hunters and Frost mages bring replenishment, too.