Has anyone compared the usefullness of the 1st point in Early Frost vs. the 2nd point? Using 346-359 gear I have about 700 haste. So with 2 point in Early Frost + 2/3 Netherwind Presence + 5% Spellhaste from raids + IV I'm already at 0.959s. So during Hurricane proccs, any haste effects from trinkets or BL/TW the second point is mostly useless. And gear will get better so even more haste.
I've never been very good at figuring out the statistical value of trinkets. I've looked at the formula but still never confident in my values. There are many of you that are good at it and i was wondering if you could place this trinkets value over those available in heroic dungeons. Namely, the expertise trinket from Stonecore, the haste trinket from Tol'Vir and Rahj trinket.
Here is the link. Without personally thinking too hard into it, i would presume this trinkets worth is not very high.
Just wondering if anyones found a way to deal with the raid boss sound lag. With all the new fights I'm having to keep my eye's on the boss/floor/screen and I like to rely on sound cues for procs/events/DBM warnings. I've had to resort to turning game sounds off for boss fights and I don't like it. I can use Sat Buff Frames to catch the procs and such but I really miss the sound cues. What have other people been doing to deal with this issue?
I have 1 question in choice of prime glyph. Heartstrike vs. Deathstrike, leaving out the threat gain isn't it smarter to chose Deathstrike as prime instead ? Is our threat really whats needing to be boosted?
Although this is a great place to learn/gather information, every bit of info should be interpreted and adapted to your char, your play style, your raid setup and your healers/dps'rs play style.
Avoid taking everything literally and terminal. A good example of this is the hit cap debate.
(I don't mean to sound condescending, its just a reminder).
I would like to gather more info on Piercing Howl though.
For me (my style and raid) I find Blood Craze and Cruelty very close to useless (not completely.. but very close).
So for me to consider getting Piercing Howl, it means a 6 talent point cost.
With those 6 talent points I can get instead Safeguard and Impending victory as well as 2nd point in Hold the Line.
So, my question is, how useful is Piercing Howl? how many situations are there for it to be useful? Of those, how many are for the role of MT?
And is it worth all of the alternatives you can use those 6 points in (not just the one I mentioned)?
I am curious, just how far does this go with gemming? Presently, I am at: (HP=152,379), (Mastery=17.09), (Parry=12.47), (Dodge=11.44), (Block=46.09) (Expertise=17). All my gemming is currently at +60 stam. There are 4 slots (3 yellow, 1 red). If I switched to Mastery/Useful Avoidance or Hit stat gem, total, I would be doing -90 stam for +60 mastery, +10 parry, +20 dodge, and +20 in another Purple gem stat. Is that really worth the loss of 900hp?
The overall health pool is less of an issue in the Cata expansion, yet can not be ignored and left at a low amount in case a vital kick is missed or other avoidable amount of damage is taken. Using the combined gems such as mastery/stam and parry/stam are more than vital options and on most gear pieces the socket bonus makes up for the lost stam with stam itself or with more mitigation which makes the overall amount of heals needed go down. Which due to the new way that healers mana works is more optimal for raiding. If you have a large health pool it does little to help you with an oom healer half way through a fight. Splitting your gems makes for the best of both worlds.
Last edited by Brian H. : 01/03/11 at 7:38 AM.
Reason: quote didnt post right
It may be an overly simplistic way to look at things, but what I have been doing is simply gemming and enchanting for as much stamina as possible. There is no other rational to this other than you can not re-forge stamina. So the only increase you are going to get is a) a better item b) gem/enchant for it. Avoidance, Threat increase with hit/exp and Mastery can all be gained from enchants, gems AND re-forging, so I have aimed to get them through the latter than gemming and enchanting for them if can be avoided. I don’t claim to be on the cutting edge of raiding by a long shot. But what I have noticed that by just gemming stamina, and enchanting / re-forging mastery and avoidance. I have struck some sort of balance zone where I have enough stamina to not get 3 shotted; enough avoidance to not get constantly hit and enough mastery so that when I do get hit, the shields are of sufficient amount to relieve the healers. Threat is not a problem, and I still have sufficient hit/expertise so that I don’t have massive problems interrupting or connecting with my death strikes when required.
The main reason for this post is we seem to be going from 1 extreme to another in the discussions to date, full gemming and enchanting of avoidance or mastery, or full out stamina with dual stamina trinkets. I think the focus needs to shift away from looking at the 4 area’s of our stats (avoidance, mastery, stamina and threat) individually and look at them as a whole. As each one IS affecting the other. “Threat” also relates to your chance to connect with your death strikes, if you don’t have sufficient hit or expertise then all the mastery in the world will not help miss, parry, miss, dodge, parry, miss, parry strings and your mastery is worthless unless you can land a deathstrike. Likewise going for full avoidance but lacking the stamina to take a fireball to the face you will take the fury of your healers for getting 2 shotted. This balance I would love to quantify to say you need X,Y,Z of stats to be the perfect tank, but we are far from that at the moment, but we DO need to stop looking at things in a “X is better than Y,Z so sacrifice both to gain the highest X you can” as at the moment, the only reason X is working out better is BECAUSE you have Y,Z at those levels, you alter Y,Z and X could become less useful.
Last edited by Roop : 01/03/11 at 8:43 AM.
Reason: cause I sucks at spelling!
Sorry if it has already been discussed (didnt see any post on this yet). Please free to delete in case of.
1) Concerning haste: with the current pyromaniac bug. If you have raid buff (5% haste), isn't Netherwind presence useless? Since with 5% pyromaniac bug + 5% raid buff, you only need 261 haste on gear (who doesn't have it, even with reforging haste -> hit/crit ?). Then we could use 3/3 Netherwind presence into 3/3 Clearcasting?
2) Did someone tried to put 2/2 Improved fireblast + Living bomb glyph (instead of Fireball glyph), and do a scorch*n -> fireblast-everytime-it's-up (CD finished + impact proc) rotation? I wonder if that wouldnt be better than using scorch rotation / burn phase. (mana side and DPS side).
I've healed through a few heroics now, and I can't seem to see the point of Nourish. Most of the time, the only person with a HoT is the tank, so it doesn't get the 20% + Symbiosis and heals for a piddly 6000-7000. My party always seems to be down 20k to 30k health and the time it would take to heal them with Nourish would leave the tank in a dangerous place.
Am I just missing something?
Well I've so far after running every heroic multiple times and doing first 3 bosses in bastion n blackwing. I've found that nourish is ONLY useful for tanks heals. HT should only be used if the thank is around 50-60% health thats just my opinion i do not feel comfortable allowing the tank to stay below that amt. when the tank chills at 80-90% i just use the occasional nourish with lb stacks all times rolling. For group heals rejuv is useless now due to the crazy amt of mana it costs. So what i do is use every clearcast to my advantage every clearcast ill pop a regrowth and usually follow up with a swiftmend get the efforesence down on the grp n then pop a wild growth down ud be suprised how much all together that heals for. Just watch ur mana be smart/ use ur clearcasting states very wisely dont blow mana on rejuv unles its for swiftmend ur better off casting nourish the whole time on the tank its not even 2k mana u suld have enough rejen to not let u go oom.
**also not sure if you knew this what i always like to do since there is obv a mt/ot...is pop ToL in the very beginning roll lifeblooms on the both of them and once ur ToL fades you can keep lifeblooms up on both tanks without having one fade as long as u use nourish or healing touch ONLY...do not cast lifebloom on one of them to refresh or else the other one will dissappear if your able to just keep both lifeblooms on both tanks up by JUST using nourish and healing touch your golden you will notice your clear casting states procing much more often in result of that hence being more mana efficent
I have a question regarding Omen of Clarity. Does the chance of getting a Clearcasting proc go up with the number of applications of Lifebloom you have on your target? That is, does a stack of 3 Lifeblooms have a higher chance to proc Clearcasting than a stack of 1 Lifebloom?
This is valuable information when in Treeform when covering lots of people with Lifebloom and thereby getting lots of Clearcasting procs. If the chance of getting Clearcasting procs does not go up with the size of the stack it would make more sense to apply 1 Lifebloom to each target before increasing the stack to 2 and 3 instead of applying 3 stacks to a target before moving on to the next target.
this might be of use for u as well in raids..pop ToL in the very beginning roll lifeblooms on the both mt/ot and once ur ToL fades you can keep lifeblooms up on both tanks without having one fade as long as u use nourish or healing touch ONLY...do not cast lifebloom on one of them to refresh or else the other one will dissappear if your able to just keep both lifeblooms on both tanks up by JUST using nourish and healing touch your golden you will notice your clear casting states procing much more often in result of that hence being more mana efficent..
****for every time ur lb heals its a 4% chance for it to proc not the amount healed