"We want to make sure Unholy DKs prefer two-handed weapons."
"Unholy DKs are another spec for whom mastery just isn’t working out. Our current intent is to redesign their mastery so that their attacks cause more damage to diseased targets (in a similar manner to the Restoration druid mastery)."
The following month should be interesting to say the least.
A note about dagger choice, it will always be best to have a slow MH (1.8 speed) and a fast OH (1.4 speed). This is because Assassination rogues no longer have Focused Attacks or Dual-Wield Specialization. It may be plausible to use a different set up because of unfortunately drops but the ideal case remains overwhelmingly the same.
For those of us who are rich (or lucky), is the setup of two [Scaleslicer]s a good setup? Or is a lower ilvl 1.8 better in the main hand?
Sorry, my bad, I wasn't accounting for the loss of Hit rating like I was in my previous gear settings. Thank you, fixed that.
Stat weightings when reforging seem to be very wonky, thats right. But i wasn't able to get the Agilty gemming to surpass the Relentless one nevertheless.
This post is made most of empirical suggestions, not mathematical theorycraft:
Basically, I was following what our guys here found out about stat weight: crit > haste (slightly), since we cannot get enough haste yet to get a 3sec CS, as everyone knows on the week my first week of raids. But on the second week (this one that just passed) empirically testing I gotta a much higher dps on raids re-forging everything I could to haste (hit capped and expertise capped also, sadly I’m a little bit above exp cap) and by saying this I'm saying I gotta top 1world ret in world of logs in 3 out of 11 bosses we killed and i was holy in 3 of them, besides some others top 10. At this moment I may not be top 1 anymore but still World of Logs - Real Time Raid Analysis.
What I tough was that white swing and principally haste affecting censure is, possibly, not getting the weight it deserves. May it be interesting, for those capable of doing it, re-check the math behind how much dps could haste really give us?
As I've said, I have only empirical data to serve you, and that is only a tough based on real game-play results, as by checking the spread shit numbers, contradiction myself, they seem to be right.
Been awhile since reading the posts here and the hot topic seems to be stamina versus dodge. Looking over Reesi and Lobo's specs, I noticed that neither were hit or expertise capped and that all reforges were to dodge or mastery. Are we not concerned about hit and expertise at this stage of the game? Thanks.
I have a question and I am sure it is in here but I am new to the forum and it is a little confusing to me in here.
I am an Orc Combat Rogue, I would like to find out what the hit cap and exp cap is for me. I am at 965 (8.03%) on hit and 10/10 on exp. I do not have a axe of fist weapon for my main hand yet. I will be getting on soon. I have 2 daggers right now. Thank you all so much for any help I can get.
So rather than nerfing Sv, they want to buff MM and BM, apparently.
If they go over the top, we're all gonna respec probably.
Isn't that the case already for Steady Shot? Curious about what this is supposed to mean.
They don't explicitly say they will nerf Survival, however, it is the easiest course of action (along with the other overperformers). Expect nerfs. And given that Survival is OP in both single target and AoE, expect broad nerfs. Recently GC and blues in general have been extremely vague (just look at the comment about DK PvP mobility, what is it?). They no longer mention nerfs, unless they have numbers around. So I wouldn't read much into the point that no nerfs are stated. Think about it, how can you not read the AoE comment as meaning anything but a nerf? And he basically says the same thing about single target, just no use of the words reduction, lowered or nerf.
Personal expectations: Into the Wilderness reduced to 10% Agility (this both nerfs damage as well as makes it slightly less idiotic to gem for anything but Agility) and/or Noxious Stings reduced to 3/6%. Both of these also reduce AoE, but even so I doubt it would be enough. Previous actions in relation to Hunters have proven the OM to be one hard hit rather than many small (the seesaw nerf/buff pendulum for Hunters in Wrath compared to the almost continual small reductions for Ret Paladins). Thus Serpent Spread is most likely going to scale with the duration of the Serpent Sting applied, so that the ISrS effect will be calculated from 6 or 9 seconds worth of the sting. Once again having an added bonus (from Blizzard's point of view at least) in that the second point in Serpent Spread would then make sense (making it be 6/12 seconds would then make a lot of sense as well, one can hope).
I really hope they will not fiddle with the individual shots much. Not that there is much they really can do, aside from Explosive Shot and Black Arrow. And the Beta showed how much of a pain they were to get right (nerf too much and some baseline shot will take over and all that crap). Better to leave them potentially slightly overpowered within the spec (after all they are the spec shot and the 31 pointer, it's ok for them to be special), instead using a wide spread shotgun to hit the entire tree. After all Into the Wild is a perfect throttle for this (not throttling the bonus would make it seem somewhat odd when we aren't Mages or Warlocks and the bonus is there to guide toards the right spells).
However, it is important to note that GC specifically mentions that their datapool is quite simply not big enough yet. So the nerfs at least might not be coming in just yet. It would be somewhat of a horrorcase for them to overnerf, or nerf someone that didn't need it, only to see that once enough data was available.
I too am a little surprised at the Haste comment on Steady Shot. He must have mistaken something, seems similar to the old 1 Agi = 2 AP for Hunters. He might have genuinely thought Steady Shot didn't scale with Haste, which would make it a great solution for MM Hunters to get back up with. If it didn't scale with Haste, it would be a wonder if MM didn't struggle comparably.
Another reason could be that he meant Serpent Sting, but that seems unlikely as it doesn't really need a buff. And the fact that Survival uses it too, and it hits harder there. So it would be the wrong place to buff BM and MM.
Just my two cents based on what I found with my DK tank (so far).....
I've been using this as a "mini-cooldown". BB, HS, and diseases are my bread and butter for maintaining threat in multi-mob situations. DS used mainly on boss fights, spaced out with blade barrier to try and keep some sort of level damage reduction up. It's a little tricky though. The one big benefit I've seen is removing the tie to diseases, as before, in order to get benefit out of DS, it used a FU pair that you might need to refresh diseases. I don't rely on it as much as an offensive, aggro generation device anymore.
Pain here is that it can take away effectiveness of DS blood shields. Good for softening up big hits and buying a little bit of breathing space afterwards for the healers. Seems like most are having issues with mana and my approach has been trying to keep myself from becoming a mana sponge.
Which leads me into....
Best bang for the buck so far. Again, tied into the previous mana sponge notion, it's just needed. If the healer over-extends trying to keep the tank and dps (which, now have health pools of 100k+) topped off, it's easy to find yourselves in trouble quickly. I know it's NOT a tank issue, but my recommendation is that ANY dps with self-heals need to use those if they have them. Rogue's is sweet. DK dps, I'll use death strike to try and reduce workload on healer when I run dps. Pally, Word of Glory. Enh shaman have an instant when they do things right.
Back to avoidance though, I feel that dodge/parry lead the pack for ANY tank, regardless of class, simply due to survival issues. Mastery is nice, but it's not king. Compared to the actual hits we're taking as tanks, blocks from shields of any sort, blood shield or other, is a pittance compared to the gain from avoidance.
My big question in regards to mastery is: are there diminishing returns? I would assume yes, but we all know what assumptions are worth. Is it possible to effectively hit 100% blood shield? If not, what is our theoretical soft cap for this stat? At what point do we see EFFECTIVE diminishing returns on the ability?
ONE IMPORTANT NOTE FOR KEEPING UP DISEASES - Not sure if anyone else has noticed, but if you have more than one target with diseases on it, if you switch targets from the original target you set diseases down on, and tab to one that gained diseases from pestilence, you can refresh diseases on all targets with pestilence again. I don't recall seeing anyone mention that.
All in all, not really pleased with what Blizzard did to the DK. Yes, they gave all tanks some similar mechanics. Blood Shield gives us an effective "shield" that the paladins and warriors, and to a lesser degree druids (late WotLK), have always had. Vengeance is great for threat management. Overall though, between the three new abilities and the revisions, I get the feeling (yeah, a bad word.... nothing to back it up with) that Blizzard didn't really know what to do with the DK, and should have left a lot of the mechanics for the class unchanged (rune cooldowns being the big one).
They killed spell reflection (which was GREAT in some fights - Sarth, LDW, etc). It just seems like we're having to define our own identity as DK's yet again, and carve out our spot through ingenuity and creative thinking.... again. Not that that is entirely a bad thing.