Actually in light of our current problems with our rotation, it would probably not be the worst idea to make LvB exlusive for Elemental and balance our dps around not having it. The 20% bonus to fire damage of UE would then just be a minor effect for us increasing our Flame Shock hit a bit.
Because sometimes less is more.
I would really, really hate for them to once again implement spells and abilities that we get zero use out of simply because things aren't easy at first glance. We do not need to go through yet another expansion being the bottom feeders of our class abilities and mechanics. Beta is the time to provide valuable fact-based feedback and viable suggestions to get them to change our class/spec for the better. Lets not wave the white flag in defeat before things are even settled.
I was curious it has been tested whether or not True Shot Aura affects Enchant 2H Weapon - Scourgebane? I would imagine that even if it doesn't, Scourgebane would still come out on top for dps in ICC25; however, I'm not sure if there are AP modifiers which I missed that might not affect special cases such as this. Thoughts?
Scourgebane does not increase ranged attack power against undead, only melee attack power.
I'm sure this is probably addressed in earlier posts but there is alot of info to read through.
I seem to have extreme trouble trying to fill my trinket spot as DBW and the RS trinket dont ever seem to drop in my guild runs when I am there. So to help reach arm pen cap I was using banner of victory, the badge chest and gloves crafted pants, which I succeeded hitting cap. Decided to try now for my 4set bonus also is this recommended? After reading somewhere about gemming str/crit and using a arm pen procing trinket I thought I'd give the NES ago since Ive had it sitting there for awhile doing nothing. So I have re-gemmed str/crit with my arm pen now at 845 from gear. This has taken my ub attk power to 6750 and I changed my cloak to the scarlet onslaught one which with the trinkets I'm currently using takes my crit to 51%. I'm due for my guild run tomorrow so I will see if the results differ, can anyone offer any advice on this for me?
I haven't been able to keep up with theorycrafting for a little while, but whilst using the new Mutilate sheet, H Tiny Abom is actually behind Herkuml for me. I'm neatly spot-on with hit rating, being crit-capped at 70.02% currently without wasting either hit or crit rating, but it strikes me as odd that H TaJ would be a mere 10 DPS increase, and a downgrade instead if I start replacing Agi with AP. This small amount of DPS increase persists even if I switch my MH to H Rib Spreader or H Heartpierce. Is H TaJ really not that good?
you won't see a great increase switching to tiny abom from war token because you lose 153 haste.
you'll see a greater dps gain once you hit your haste inflection point.
the spreadsheet is fine, your item setup is kind of wierd.
also, your specs are bad.
you may want to re-read the Pocket Guide.
Addon to reduce the interface numbers (damage, health, heal)
I'm wondering if there is a way to hook into the "getters" of health, healing and damage values. For WotLK, I would like to simply divide them all by ten. Doing 6k Autohits, 15k dps, having 80k health - that would be much more informative in a smaller scale - like classic times.
Do you have an idea how this could be working?
Of course I could write extensions to things like pitbull, sct and so on, but thats obviously the dirty way and will lead to a lot of inconsistence.
Last edited by Eak : 08/14/10 at 7:45 AM.
Reason: claryfining the title
I have a simple question that I tried to find the answer to within this thread and the simulation craft thread. If I have overlooked something feel free to report my post or ignore it all together. My itemization is not ideal due to my warlock being relatively fresh at 80. But what roughly is the dps increase of 4 piece bonus on a standard length fight? And would it be worth wearing 4 piece while losing: 146 Spell Power, 42 Crit Rating, and gaining 5 Haste? I understand this may be difficult to accurately give a solid number to since there are a myriad of conditions and other buffs to consider, but ballpark?
I understand why people use erw sub 35%, but until I see someone consistently able to beat my dps I will continue to use erw on the opener for the following reasons. With having all trinkets running at the beginning when compared to having them be staggered sub 35% I believe the difference is negligible. Maxing out on rp right at the beginning of the fight makes for a nice smooth rotation for the rest of the fight barring that your rdruids and dpriests are not terrible.
I believe that the massive dps spike of erw + lust/pre-pot/ua/blood fury/trinkets/army/ghoul at the beginning of a fight with a slow rot down results in a higher dps potential. I am also not an engineer as I shoot for the arp cap and I seriously doubt that it is a full 100-150 dps higher than an arp gemming bs.
I believe in and use sims to get a general knowledge base and then use my own personal experience to create a rotation and cd usage that will net the best results. So far this has served me well as I have been floating in an out of the number one spot since the beginning of this xpac as the various specs and currently there is no one within 500-600 dps of what I pull. I am not saying that my way is the absolute best either, just don't take everything a sim tells you as absolute gospel. Make sure to use your own experience and consider all of the factors when making dps decisions.
Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.
This makes me feel like someone just re-gifted something to me. That's pretty much exactly how it is now. The more crit you have, the more regular and predictable the eclipse. Wouldn't it have been just as easy to nerf the movement impediment, by say...making casting possible while moving when eclipse is active? Heck, even making them instant spells with serious cooldowns during eclipse would have worked. (Maybe.) I think that the devs could benefit from embracing the principle of Occam's razor a bit more on this one.
Otherwise, there are other complications like... A crit chicken without the crit is just, well...a chicken. We lose it as a buff, in our form, as well as through IFF, if I understand correctly. Is the intellect boost from the resto and Heart of the Wild sufficient to offset this? Will masteries really adequately address this? So many questions, so little time! Lastly, having a class that is hugely crit-dependent for damage have a shapeshift form that enhances crit was, if nothing else, harmonious in design. Aesthetically pleasing, intuitive, just wholly apt. Here's hoping the finished product keeps the boom in boomkin.
.....What? Our crit wasn't anything out of this world (and outside of eclipsed starfires mages, warlocks, even spriests got more % crit boosts via talents).
Critting at the cost of hitting like a wet noodle when the RNG decides you're not going to connect for x period of time was deeply frustrating. I'd rather we do consistent damage, and that our spikes come in controlled forms. I hope this is what Starsurge and hopefully some other synergy mechanic will feel out, frontloading damage.
hey i was wondering if you guys could mabe update the bis gear list @ the start of this thread with the rs heroic and normal gear. Like im not sure but i would say that the boots from rs h are bis? and possibly some other things. I was also wondering if you could specify the exact bis gear piece for effective health such as which is better jugernaughts ring or the togc10m one?