I've created a modification of tullaRange which does the following:
-> Keep Templar's Verdict, Divine Storm, Shield of the Righteous and Inquisition (at level 81+) buttons from lighting up unless you have 3/3 Holy Power or a Hand of Light proc up.
This way you don't need to look at your Holy Power bar anymore and can just monitor your buttons/button cooldowns and can avoid making the mistake of pressing any of those abilities at devastating loss (there should never be a reason to use any of those abilities at 1/3 or 2/3 HoPo) while you have less than full Holy Power. If a button is undimmed, you know you're 100% good to go and have 3/3 HoPo.
-The original functionality of tullaRange is that it colors abilities red if your target is out of range of an ability, this functionality is maintained in my version.
-The config module is fully functional and you can change the color you want to use on buttons that are oor or less than 3 hopo.
-I excluded Word of Glory from this as it wouldn't make sense, since you want heals to light up as soon as they're usable really (it's more about survivability than efficiency if you're ret/prot and for holy you only have that as your Holy Power dump anyway so it's easy to coordinate).
I've also sent this to the addon author (Tuller), depending on whether he decides it's outside the scope or not for the next version, I might make a standalone mod, but for now:
I don't have time to read all these pages, but I'm pretty sure speccing into stampede for dps would really only help DPS in PvP or fights where you need to run out. I've found spending my points else were is better for DPS.
I'd still pick it up since it helps DPS when you use it as part of your opening rotation and when there's target switching.
Hi everyone, great fan of elitist jerks, and I have a few questions concerning arcane mages in 4.0 now:
1) Should we (aside one gem to get the meta active, and spell hit cap) gem full +20 INT or is it still viable to get the socket bonus? As of now I have socket bonus for any piece giving me >= 7 SP. (blue gems : +10 INT +10Hit, yellow +10 INT + 10 haste, red +20INT
2) Now comes the big question: What should we reforge haste, crit, or mastery? Is haste more or less important then crit at this point? I turn around 36% crit unbuffed, and 855 haste (excluding the abyssal rune)
3) I have found that with Mage Armor, I cannot hit the 40% mana during burst as I regen too quickly, has anyone tested if it's worth switching to molten armor for burst and then back to Mage Armor during standard rotation?
4) Is the AB x 4 then MM/AB still viable as a standard rotation?
I think this is a summary of the questions alot of mages are asking themselves, and well, hopefully someone will have the answer. ^^
These are the exact questions I have atm. I have been researching but not been able to find concrete answers. Maybe it is too early and the experts are still trying to work things out
I wish I had the brain and skill that some mathematicians have on here. Good work all.
I havent checked my combat spec, but I did check posions/weapons for Mutilate.
I ran some quick tests on a heroic dummy to check poison / weapon speed differences going through my rotation for a little over 2 mins on each test (cooldown on Vendetta).
It appears I had better luck using Slow/Fast and IP Main, DP Off. But I also noticed that DP Main, IP Off was almost the same (not sure why). Of course this was only a quick check.