The reason why 40/31 is higher than 0/28/43 and everything else is simply because it is based around perfect decimation, ie incinerate-soul fire weaving. That specc is constantly higher during the 100-35% phase than deep demo builds, but it is most likely lower than 0/28/43. But when the boss hits 34%, the build takes off. I did 5.5k on a ptr dummy with that, it's just completely insane. But that is beside the point, let's just say decimate is the reason why it beats it.
Edit: Please note that a perfect incinerate-soulfire weave is pretty much unrealistic for any non-patchwerk/instructor boss, any boss where you have to move in general because that will screw over your weave and when the weave fails, your dps drops considerably since you don't rly have any other damage sources from 34%-0% when using your decimation to a full effect. As far as I understand, the simcraft only does incinerate-soul fire below 35%, correct me if I am wrong.
Last edited by fathercaine : 03/31/09 at 5:16 PM.
Reason: Added smth
Well i didnt Tested it out but i think i will start up with one of theses 2 Specs: 0-15-56 or 0-16-55
I would run them with Aimed Glyph, Seprent Glyph well the Last glyph.... im not sure if Steady, Expo or Killshot Glyph.
Whats your Optinion about that?
I know its an silly standard Questions but i needed to ask this
Thanks HawK
Your 0-15-56 spec looks fine; it's probably the one I'm going with.
However, I'm not sure if I agree with your Glyph choices. Glyph of Explosive shot is, I think, an absolute must have. 4% crit on your main source of damage is a fantastic glyph. Glyph of Kill shot is also a very, very large DPS increase (better than Serpent, Steady, and especially Aimed shot glyphs.)
To be honest, I'd go with Explosive, Kill Shot, and Serpent sting, although the difference between Serpent Sting and Steady shot glyphs, last I checked, was not enormous.
Your 0-15-56 spec looks fine; it's probably the one I'm going with.
However, I'm not sure if I agree with your Glyph choices. Glyph of Explosive shot is, I think, an absolute must have. 4% crit on your main source of damage is a fantastic glyph. Glyph of Kill shot is also a very, very large DPS increase (better than Serpent, Steady, and especially Aimed shot glyphs.)
To be honest, I'd go with Explosive, Kill Shot, and Serpent sting, although the difference between Serpent Sting and Steady shot glyphs, last I checked, was not enormous.
Well :/ in a 4 min Fight i can pull out up to 30 aimed with and 24 without the Aimes Glyhp i know thats not the EXTREMEST but well ..... man the Killshot glyph looks so delicious to me 9 sec cd on that shoot is great...
in an 4 mins fight i should have unglyphed about 3 Killshots and glyphed about 5 that means i got 2 more but if those 2 shots be like 6 aimed damn man
Love the math, but it really wasn't pertinent to what Selmarix was saying. He's saying the relative value of Explosive Shot glyph to Kill Shot glyph does not change whether the fight is 10 minutes or 5 minutes or whatever. What you're saying is that Kill Shot glyph is better than the explosive shot glyph in a 10 minute fight. Selmarix never said this wasn't true; he simply said that the relative value should be the same regardless of length of fight.
I agree i dont know how long the Fights will be in Ulduar but 10 min wow.
I'm just curious what kind of rotation i should be doing to get the max dps out during raids cuz i seem to be doing just ok dps threw out the raid i can never bust out of 3000-3500 dps for the entire raid can someone give me some help with this issue .Here is my armory link to see if i need to regem anything or just fix my glyphs http://http://www.wowarmory.com/char...an&n=Omegalobo
Hello there Elitist community Long time reader, first time poster etc.
First off I'm sorry if this was misposted, but this felt like the correct thread. I have recently been playing alot as resto again after I mainly switched to enhancement spec for WotLK raiding. With dualspec coming up in 3.1, I'd like to polish up on my healing since I will be backup healer for Ulduar. I did mostly play as resto throughout Kara -> Sunwell in TBC, so I should be dry behind the ears. My healing gear should be pretty good already, we have been farming all content since last year. Will post a chardev link of my resto setup, as wowarmory might show me in enhancement gear.
As you can see, I have been focusing alot on haste gear, with some regen in mind. Old habit perhaps, but I understand that this hurts my +Crit and +SP. I try to keep it around 18% haste (roughly 600 rating), so if I can get my hands on Torch of Holy Fire from KT and Ring of Decaying Beauty from Sapphiron, I will be swapping my haste trinket for something with more healing output. I am mostly spamming chain heals as raidhealer if I'm resto in our 25man raids, and have never experienced any manaproblems in the current content. Havent really been raiding anything on the PTR's, so bit unsure how this will change for 3.1. Our raids are 99% of the times covered with all classbuffs.
Question is, am I really gimping myself with too much haste, or does it come down prefered playstyle? I feel the haste gives me more control for "healing the right person, at the right time", rather then just stacking alot of crit and spam chain heal for a higher healing output. My Riptide+LHW have saved more then one death because of its speed, Sartharion 3D both 25 and 10man comes to mind.
Any input is welcome and feel free to flame me for my terrible mistakes (Sorry for the wall-of-text)
I think the stats you're focusing on is determined more by your particular role in specific fights than anything else. For example I go for maximum haste when all I care about is my chain heals/minute and I want maximum output as a raid healer. If I wanted to focus more on topping a tank I'd go for SP/crit rating instead.
Personally I'm not a big fan of balanced builds, as I'd rather be the absolute best at one thing than simply good at many things at the same time... but to be honest right now none of that really matters because the current live content is pretty easy. Once you have good gear it's hard to go wrong, it's just a matter of what to make even better. With Ulduar that might change.
The post's around, but it's been shown that the 4 piece set bonus equals a 0.61% increase in damage and roughly 30 DPS, if you can drop the bonus to gain some spell power, do it.
Would using the Benefactors with the Wanton be worth it? I would give up some SP but would get some Crit and Haste.
I have two gear sets for my shadow priest. Both have the same spell damage but one set has better Crit. and the other has better hit raiting. What do you recommend for raiding.
I don't have any numbers to back my claim, but I do have personal experience with demo locks as a HAT rougue. I would easily rank them towards the bottom portion in PPM. Unless they are stacked with a tom of haste thier cast times keep them from being effective for a HAT rogue. I would take a feral druid any day over a demo lock.
Added thought, while I certainly cannot argue against the numbers, I think practical application would outweigh certain calsses over others when choosing you group composition. It suprised me that arcane mages ranked as high as they did but cannot imagine ever taking one over a fury warrior or another rogue. Both seems to crit live way more often than any cloth class out there, arcane being no exception. Jus my opinion honestly, but sometimes math can't out do the practicality of a givin situation.
Anyone have any information or theories on the tier 8 set bonus?
Given the wording, multiple stacks probably won't proc more energy regen on DP, correct?
So even with 5 stacks it's 1 energy per 3 seconds?
Now what about multiple mobs? FoK with DP, on 50 mobs (just for the sake of the point), if 50 mobs' DP ticked, is that going to be 50 energy?
That sounds like a very interesting/unique use of a mechanic
Not sure if that is OP or not, taking into consideration DP procs, and the number of mobs you can acutally AOE. And besides Ulduar is supposedly non aoe driven, so does it even matter?
Otherwise, it's really just a "1 extra energy point every 3 seconds.... oh but that only works if you have DP, so use DP, because we want you too....."
Hopefully, it will be seperate per mob, to keep an interesting mechanic for rogues, for example rotating on mobs to get extra energy back. Otherwise it's really just a static bonus forcing the user to use deadly poison.
Two additional questions:
-is there a distance limit on the mob and the energy regened?
-If it is just a static 1 energy everty 3 second, reguardless of stacks or mobs, is the design ok if Rogues have an extra OH with DP on it, which they macro switch to apply DP with Shiv, then back to there normal OH with WP?
I can't get any confirmation or clarification from blizz or the forums, hoping someone here has some insight.
Anyone have any information or theories on the tier 8 set bonus?
Given the wording, multiple stacks probably won't proc more energy regen on DP, correct?
So even with 5 stacks it's 1 energy per 3 seconds?
Now what about multiple mobs? FoK with DP, on 50 mobs (just for the sake of the point), if 50 mobs' DP ticked, is that going to be 50 energy?
That sounds like a very interesting/unique use of a mechanic
Not sure if that is OP or not, taking into consideration DP procs, and the number of mobs you can acutally AOE. And besides Ulduar is supposedly non aoe driven, so does it even matter?
Otherwise, it's really just a "1 extra energy point every 3 seconds.... oh but that only works if you have DP, so use DP, because we want you too....."
Hopefully, it will be seperate per mob, to keep an interesting mechanic for rogues, for example rotating on mobs to get extra energy back. Otherwise it's really just a static bonus forcing the user to use deadly poison.
Two additional questions:
-is there a distance limit on the mob and the energy regened?
-If it is just a static 1 energy everty 3 second, reguardless of stacks or mobs, is the design ok if Rogues have an extra OH with DP on it, which they macro switch to apply DP with Shiv, then back to there normal OH with WP?
I can't get any confirmation or clarification from blizz or the forums, hoping someone here has some insight.
-Uro
If you read a few pages back this was already analyzed. It will award 1 energy per each tick of each Deadly Poison you have active. So 1 target with DP on it will result in 1 energy every 3 seconds, while 10 targets with DP on them will give you 10 energy every 3 seconds.
Even at 1 energy per 3 seconds, it is still in-line with the other set bonuses and is still a pretty nice bonus.
TY Kryptyx, while I did look back through the pages I must have missed or not gone back far enough for those posts.
Glad to hear it will work on multiple mobs.
Was anyone able to analyze if the changes to AP% for DP are enough to bring it above using WP? or would shiving every 12 second and returning to WP have better results?
Maybe I missed something but could someone post the specs under the 3.1 changes with a talent calculator link so we can see them. I might have missed them throughout the rest of the thread. I will look again
Buy the Libram first, it'll last you well into Ulduar and possibly beyond.
After that, it really comes down to what the rest of your gear's like, go for items which will be large upgrades (ie don't upgrade a heroic epic to a badge epic if you have a blue or green in other slots). The shield and belt are both solid choices for the second piece. The trinket's decent too, especially if you're not likely to do 25 mans. Don't be afraid to spend badges on tier gear either, especially if it gets you the four piece bonus.
Cool, thanks! That aligns pretty much with my thoughts on first piece. Second will be harder. Trinkets are my worst items but it never seems to provide as much overall benefit as an item upgrade. Here is my armory if that helps narrow second choice: I also cannot imagine not doing 25 mans as well, even though I created this alt for my work's 10 man.
ok so im having low dps i am full combat swords and the rotation im using is starting with garrote and then start with a SnD with one combo point then use sinister strike 5 times then SnD for the 30 sec then sin stike and then rupture with 5 combo points then sin stike and if i have time ill throw and eviscerate in there if not ill repeat my rotation is there anything im doing wrong cause im not getting alot of dps i avarge like 2500 to 2700 in naxx if you could reply it would be nice
Side Note: now that hit from FA will transfer to pets in 3.1 thinking about using this spec and gearing out of the extra hit, making haste cap much easier to reach.
Anyone try using a glyphed imp instead of succubus with the 53/0/18 spec to see if you'd net a higher DPS over using the succy? I'm too busy with work now a days to test this on PTR to do it myself...
I'd like to see actual numbers, not assumptions please.
Hey guys, just wanted to toss in an update. I was surfing the net, and found an interesting article about getting a little umpf out of your Hunters DPS by adjusting your play style a bit, and I'd say I'm a solid 500+ DPS on average than all other classes now. You might check it out if you've sometimes struggle to stay on top of the damage meters all the time.