I would love to see a "spirit link" type of mechanic where you can link a toon to your main, having them gain a small amount of experience while you raid / etc, on your 70. (nothing large, just something)
I raid my T6 holy priest 5 days / week, and have 2 alt 70s. Would love to have my alt warrior lvl vicariously through my raider. (he's 28.5 now, even getting 1 level / week of raiding would be awesome)
I'm still playing the game, and paying for an account. Something like this would be nice for playing around with alts.
does explosive shots give 40% of its mana cost back each tick that crit on either main target or on the other affected targets, if you have thrill of the hunt? Does each tick have a chanche to proc hunting party? That would be some crazy mana regen (3 tick crits on main target= 120% mana back, no to mention "collateral targets")
So I've heard that Shield Slam and BT/MS are unlinked. Though BT and MS still share a cooldown. It makes sense given that TM hadn't changed with the increased threat, but definately nice for some snap agro from a non-prot war tanking.
Sorry to break the topic up a bit, but I'm looking for a few opinions on how to improve my gear and a recent WWS from Brut. I only managed 1586 DPS and I'm trying improve myself to +1800 and maybe even 2k. I know I still need work in the gear department, but I'm in turmoil with what pieces. ArP or non-ArP, Haste or non-haste. I've spent hours with Rawr and I cannot get a warm and fuzzy from it.
Yes, the current set I'm wearing is what I raid in. So be nice. I am an Alchemist, so from the posts I've read would it be better to use the AP stone instead of the DMC: Crusade? Or just stay with haste and a Fel mana?
I try to watch my spell rotations as to not miss a CS, but I'm not perfect. How far off would I seem to be?
I use all top rank spells in my rotation and can get into a mana issue on Brut.. Not always, but sometimes I have to lay off a certain spell. Is that a bad idea?
I think with a few key upgrades I may be able to reach my goal. I'd would like to think I do a pretty decent job with the mechanics, but please let me know if you see a certain improvement.
Thanks so much in advance as I do greatly appreciate it.
Was just hoping to get some more feedback. Thanks to the gentleman from EU land for your input. I do have access to SW loot up through Felmyst. We are working on the Twins currently. Take a look at the WWS if you would, as I'm certainly not a professional at deciphering it. Again, thanks a ton for any comments.
Hi, my name is Vanyc. I play on Crushridge(US), and I've only started raiding as retribution a few months ago. I'm not completely clueless as to raiding retribution. I've kept up with this thread for many months, but now I have a question. I'm not sure if the question has been asked before, but it'll take hours to find it. Anyways... Before I transferred over from being holy I picked up alchemy for the trinket. I'm currently torn if I should use my current Alchemist Stone to make the healing trinket or take the DPS trinket.
The World of Warcraft Armory - This is my current gear. It's a working progress, but I know how to work it. My guild hasn't set up WWS yet, but I closely monitor Recount. Our last Hydross kill I was doing a steady 1211 dps and peaked at 1379. Group set up was fury warrior, enhancement shaman, me, rogue and a feral druid. Nice combination to kill most ret paladins lol.
Now to the trinket -- I posted my armory so you can see what trinkets I'm using atm. The 40% increase for mana/healing pots is very nice to have, but is it worth gaining 36 AP, 40% mana pot increase and losing a trinket CD or losing the 32 rating and a trinket proc?
Thank you to those that take the time to read this and respond.
stacking haste also increases crit , lets say u ve 30% crit and %10 haste and in a 100 fb cast interval , without the haste u ll hit 70 and crit 30 casts but with haste u ll hit 77 and crit 33 which concluded in 110 casts if u reapply crit percentage on 110 cast it means the same crit value but that ll be wrong move because u should get the percentage over the old without haste cast numbers which means 100 fb . 33 crits over 100 fb means %33 crit , u cant demand a benefit of crit percentage on the hand of the hasted casts on your side because u concluded a benefition of haste in a percentage of the same hasted version. but your theory has no haste rating in order to demand a benefition. i know i complicated your mind a lil bit but hope u can understand
in math language :
300 sec fight with %30 crit it means u ll hit 70 fb and 30 crit fb
300 sec fight with %30 crit and %10 haste ull hit 77 fb and crit 33 fb its %30 on fb numbers but %33 on the fight time
in conclusion with %10 haste and %30 crit u ll have 10 more fb but 3 of them are crits
u crited 30 i crited 33 and in addition i ve 7 more hits , the dps difference comes from the stat u have instead of the %10 haste , if u can find better stat over haste u can stack , the more crit or hits i gain will not make sense and its another criticise point which is irrelevant with my point.
The best way to handle offhealing would be to imbue two other weapons and use a weapon switch macro when it's time to heal. If your tank is going to die without the extra little hot on an emergency heal, then I don't think you should be waiting for malestrom to get its 5 stack. It would be interesting to see if it's better to switch to a healing shield instead of another weapon.
Please stop that "healing talk". Stop it at once!!
My selfish wish list to modify the mechanics and MM talents would be the following:
Increase the effect of Master Marksman. Perhaps to 15-20% additional RAP to set the stage.
Increase the default scaling on Arcane and Serpent to 20% and 40% respectively. That'll make those two shots more bang per cool down than Steady, thus diversifying the shot selections for all trees. Increasing the damage on Serpent could also mean interesting things with Survival talents. In any case, for sanity's sake there needs to be viable alternatives to Steady Shot. Changing Arcane Shot to use the same mechanics as Steady so it's effectively an armour piercing Steady Shot which can gain from caster debuffs but sacrifices mana efficiency would help when there are situations that mana is not a problem. Fall back is Steady Shot but if you have the mana to spare, subsitute one for an Arcane for more damage.
Piercing Shots apply to Auto, Kill Shot and Multi-Shot and in addition increases the damage cause by Arcane and Serpent by an additional 6-9-12%. Combined with the 'base' of an increase RAP, this would make the MM tree fully focus on using those two additional shots.
Wild Quiver proc chance buffed up and the damage penalty removed or conversely, keep the proc rate but increase the damage per shot. Net result would be an increase in 10-15% base auto shot damage. This is a direct counter to SS's effect on auto-shot damage, but takes it in a different approach. Instead of flat increase in attack speed, it's a bursty proc effect. While it's not 20%, the increase in RAP, RWS and Marked for Death will compensate.
Improved Steady Shot increases crit chance, or crit damage or reduces mana cost... this bit I'm weakest on and need to twiddle around with. Chance to proc the damage increase and the damage increase itself bumped up to 20% which means on a 6 sec cool down, those abilities will gain approx 10% more damage (3 steady shots in between cool downs = 0.8 to not proc. 0.8^3 = 0.512, 1-0.512 = 48.8% to proc at least once. Pushing the proc chance to 25% would increase the uptime to 57.81% for an average 11.56% increase in auto/kill shot damage)
Since we buffed up Serpent Sting's damage, have Chimera Shot deal 100% damage (use same damage mechanics as SS, which is our 'base' special attack) and have the Serpent Sting damage portion capable of critting. Now this shot is actually worth the GCD and tweak the mana cost so it's cost effective.
Probably OP in cases but oh well.
Then we have the problem of pruning the tree...
I wouldn't mind having a tree turned into a PvP tool set so long as all the tools are in the same tree. We have MM with the interrupting shots and dispel resistance, but we have the Survival Tree with the defensive cool downs, the enhanced traps, and durability increases. But yeah, the MM tree is a mess and the Survival tree is a mess because there isn't a clear consensus on what those trees are supposed to do exactly. It seems those two trees need to be merged then split off again to pile all the tricks in one tree and all the damage in the other.
Post this up on the WotLK beta forums and I'll send a /sign your way. At the very least I think they need to increase the scaling of Arcane Shot and Serpent sting.
I am unaware if this still works or if it has been posted however get a level 70 Holy Paladin, level 70 Mage, and the alt you are wanting to level.
Step 1: As the Paladin Gather up as many mobs as you can handle (perhaps groups of 20 or more), do not do any damage to them, keep agro through Holy Shock/Flash of Light. The Alt character needs to get into combat, and the 70 Mage needs to stay out of combat at the start of the instance.
Step 2: Bring the mobs towards the start of the instance and get the 70 Mage to drop group before entering combat.
Step 3: Have the paladin Low level consecrate the mobs to around 20% while the Alt gains a little distance
Step 4: Have the Paladin zone out of the instance, this will cause all the mobs to head towards the Alt Character, at this point have the Mage aoe the Mobs before they get to the Alt
After this is done, Re-invite the Mage so that they do not get ported. This should help you level really fast (pretty sure it is how Athene did the 1-70 in 1 day)
This works well for the first 60 levels but once in doing Outlands Instances i believe it is better for the Alt to pull single mobs in the instance while not in group with others, they then zerg it down and the alt joins the group again or something along those lines
The alternative to a Paladin is a Warrior using Demo shouts to gain initial agro then getting the mobs low with TC or something.