My question is about the Horde Orc racial: Command, and if that applies to the water elemental now as well. Before Cata, it listed specifically that it worked for Hunter, Warlock and DK pets. As well as it was a 5% increase. Now it doesn't specify either. Of course, I'm assuming that it will also work for our Water Elemental but was curious as to if anyone has tested this yet? I gather this would have been easier on beta, and that I'm late to the party. From a min/max perspective between that and blood fury, that would seem to make orcs the superior race for frost mages on horde side, at least in my opinion. Thanks guys.
From blue post : "Razorgore and Chromaggus in Blackwing Lair will no longer cause an infinite loop of encounter mind control mechanics when pets or companions are present."
Has anyone tested how is the removal of infinite loop of mind control relevant with Razorgore's encounter? Does it essentially enable pet classes to now solo Razorgore (survivability permitting, of course) ?
It depends. If you use the example given in the first post, you'll see why.
The short answer is that you'll need to calculate the EP differences yourself and make an informed decision.
I think you may be missing the thrust of my question, assuming your post was addressed to me (which it may not have been).
My confusion lies in that in the case of the red and yellow sockets, two different gems with two different ep ratings are shown as options. In the case of the blue socket, however, the same gem is listed twice. So I simply wanted to know if this is intentional.
Of course it's entirely possible that I'm missing something obvious (wouldn't be the first time). Again, thanks for any and all help. Very nice guide, and much appreciated.
"Keep in mind that FoK it self hardly does any damage; it’s the poisons that are easily applied from your throwing and melee weapons (via Vile Poisons) that do all the damage. This means that it does take several FoKs before your DP stacks up to 5 so that you can proc substantial IP damage from your MH"
What I do to maximize my FoK damage is to have two 2.6 speed weapons in my bags, and in fights where I know I'll be doing mainly FoK (e.g. early trash pulls in ICC), I'll equip them (a macro makes this a lot easier obviously). These weapons (along with my throwing weapon) have IP on them. Due to the slow speed of the weapons, the IP procs significantly more often than it would with daggers. So rather than having to wait for DP to reach five stacks, instead I'm proccing IP from three weapons right away and doing noticeably more aoe dps than I ever did with daggers.
It's my first post, so I hope it's okay to post something that's a bit more general in here, but I think that since regen is such a concern for us now, it's relevant.
In-game, the game shows two values for mana regeneration under the spells category. The first is "Mana Regen" and the second is "Combat Regen".
What determines the value for "Combat Regen"? I understand that meditation adds half of your Spirit regen (what it says when you mouse over your spirit stat) but I don't know where the rest of that value comes from.