So I managed to use anecdotal values, forgot to account for raid buffs, and also forgot about leather mastery, all in my first post. And managed to misread Wowwiki which is the reason for this edit. Thank you for so patiently addressing my acute amateurism, it's very much appreciated.
After a month long break from the game, and countless hours of reading upon return, I am having trouble wrapping myself around which spec to go. Let me elaborate:
I have mostly iLevel 251/264's for gear, with heroic [Frost Giant's Cleaver] and normal [Bone Warden's Splitter] as my weapons for combat, pre 4.0. DBW would have armor pen capped me before the patch. But with all the reading, I still feel that switching to mut, or even sub, would be better than staying combat, given that my daggers, which I previously used for PvP, would be better than what I have now. These daggers are normal [Heartpierce] and normal [Stygian Bladebreaker].
Now, normally, or pre 4.0 rather, any idiot could tell that using those daggers for the current content would be laughable compared to the axes I have now. But with the, lackluster at best, mastery for combat, would going back into ilevel 245 range daggers possibly be better dps than sticking to combat and using 251 and 264 axes? Granted, using those weapons would be temporary until replacements drop, but I am having a hard time wrapping my head around this without stepping into a raid, which I cannot do for the next week due to work restraints. And test dummys are worthless to test on.
I may be simple minded but can someons just tell me flat out what the hit, crit, str, exp, etc. caps are for a lvl 80 Draeni fury warrior with precision and titan's grip and what the priority is? In other words what % do I need to have the top priority spec at before I can move on to the other?
The final burst of damage as it expired was hitting for up to several hundred thousand, so yes. Last build buffed it massively, and they completely overdid it. This should bring it back down to more reasonable numbers.
That would seem to indicate that the change in the conversion rate of melee hit rating that has been noticed on live (only needing ~246 to cap at 80) is intended and will carry over up to 85. Previously, capping melee hit gave you ~11% spell hit, so an additional 6% was enough to cap spells as well as melee, but on live, capped melee hit +6% leaves you somewhat short of capping spells.
I agree this needed to be nerfed after hitting for 175k (lol) but it's current state on beta is way overnerfed....
Hits for 15,000 to 18,000 which is pretty pathetic
My tooltip says
Guardian of Ancient Kings now causes 436 damage plus 436 per Application.
with that said, I'm seeing more survivability options for rogues with the new tree options such as reinforced leather and recuperate from the combat branch; quickening and deadened nerves from the Assassination branch, and elusiveness with energetic recovery from the Subtlety branch. I'm wondering how much potential these abilities will come into play during raiding boss fights, or if they are meant for PvP only.
At any rate, if survivability skills will now be required during raid boss fights, this non-DPS generating aspect of our class needs to be added into the mix.
Toughts and constructive criticisms are much appreciated!
I'm a few chapters in (5? 6?) and also liking it so far, though it's a slow build.
Spoilers for Ch 3 (Egwene)
← Click Here
Dream interpretation ahoy!
The one of the black towers rising and falling - that represents the Forsaken right? There's now 6 of them left (Moridin, Graendal, Cyndane, Moghedian, Demandred, Mesaana), and the one that falls and then rises stronger than all is Moridin, who died and then came back extra badass.
The other two are Mesaana in the tower (as Egwene guesses), and Rand breaking the seals (obviously).
Hi all. Although I do run a lvl 80 Lock, in many ways I consider myself that dreadful term: "noob". I just started an Enchanc Shammy. I have reviewed the various forums on here, and although they are quite informative I do not understand at all the mathematical equations, nor some abbreviations such as proc and what not. See, told ya, noob in many senses. Anyways, in starting my new Shammy, Enhancement that he is, I was looking to find out which stats are most important. Based on what I've been reading in these forums so far it sounds like 1) Hit, 2) Crit, and then 3) Exp. Does anybody at all agree with that assessment? Also, shields. Since obviously running for dps, is it better to dw or shield? Thank you very much in advance to those of you laughing at my "noobness", and also to those of you who are going to be kind enough to answer to these questions!
Hello all, second time posting. If you read the Enhanc Shammy "simple questions" area, you will see my first one and that paragraph also applies to these questions I'm about to ask here! lol. Again, very "noobish" when it comes to some abbreviations, and terms such as proc however, have a decent understanding of the game and gear. So, for my Blood DK, and tanking, in game and on this site as well as others, people have told me two things: 1) get gems/gear with stam, or 2) get gems/gear with expertise for threat. So I ask all of you, which is more important? Well, for that matter which stats are most important for a blood DK that is tanking? I'm assuming Stam and Exp are both important, but which one should be "first" in the order of importance and then from there, what else is? Thank you very much in advance for your answers, and to those laughing at my noobness. I hope I have put these questions in the proper place in this forum. Thank you.