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).
1) It's not like haste is useless beyond 12.5%, it still increases your dps. With the new Clearcasting mechanic and its internal cooldown, I really don't see how those next points in Clearcasting would grant you a dps increase over extra haste
2) I haven't seen any numbers on it, but I seriously doubt it would.
(Preface: My post is involving PvP only.)
I'm new to Mut spec having switching from sub. I;ve found that I myself (theorycraft being what it is) am able to be far more effective in arena 2s.
I've pointed Deadly Brew for the auto CP; however what to do with my OH?
I've spent a week duelig a druid as well as a mage trying to get a real feel of what's going on with WP ad NMP. Since Cata has dropped, they pretty much stink. Neither seem to cause any real effect on their abilities to heal themselves or cast spells - beeyond MNP gives me a fraction of time added for kick.
I've been since using DP on my MH, IP on my OH and CP on my thrown to slow crowds and help break zergs.
I'm wondering what other rogues are using or if they've found specs/ways to make WP or MNP more viable?
Also, I've read once DP has been stacked 5 times DP will do IP type dmg each applicaiton there after. Would it be more simple to use DP on both weapons to get the 5 stack on faster so the eventuality of the IP type dmg can be gotten to quicker, or is the 5 stack accomplished quick enough with one weapon having DP making it still worth having IP on the OH?
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)?
In raid it will rarely get used as a competent dps with a slowing ability (hunter for example) will be used to slow mobs that are not suppose to reach their target or risk a instant kill. However in 5 man instances it is useful in Throne of Tides and Halls of Origination or any other fight where the tank will be kiting adds while the dps focus is elsewhere. So I suggest dumping it once you reach raiding and spend the point elsewhere.
So my question is should I fight for hit cap or not worry about it and go for haste? Right now, without reforging I'm at 1.36% miss, 16.73% haste. Should I reforge for hit? Should I reforge all the spirit/hit I have for haste? Or just stick with what i've got currently? Every where I'm reading the only real consensus is go for haste, but I'm not really comfortable being without a hitcap
I too have focused on haste, nearly ignoring mastery all together. Over the past few days I have been toying with a MS->MS->MS->MB rotation during AA procs. I noticed an increase of about 1500 in my single target dps from doing this. Usually on the first go through of the rotation I throw a SW in before the MB to get a touch of mana back, then I spam the rotation until AA has about 2 seconds left, at which time I restart my DoT rotation. I am at work at the moment and am unable to post any logs, etc. But I can say that I did notice a fairly strong increase in DPS from spamming nukes during the AA phase.
Don't forget Improved Soul Fire has a 15 second buff time and a 15 second CD which means you cannot re-apply the haste buff before the 15 seconds are up on your previous buff. I think the way this spell is coded is when your soulfire cast is made it checks whether or not you have the buff and reapplies it if you hit the target AND you didn't have the buff when the soulfire was cast. This means there's an inherent latentcy (equal to the time between you getting the cast off and it actually hitting the target) to the proc'ing of the buff. Because of this mechanic I only cast Soul Fire when I have Soulburn available (and no haste buff) OR when I get the instant cast proc. If I get the instant cast proc I will see if I can time it such that I get the haste buff as well.
You are likely correct, however, my issue is that you can have the buff and not be receiving the benefit. IMHO, this would be not working as intended. If there is a latency, it is something we can manage. However when I tested this, and I got the soulfire buff up it would not reset even after subsequent soulfires that went past the 15 seconds.
This is just my opinion, but I don't think it was designed to work in this manner.
This is incorrect. You can quite easily cast Soul Fire while the Improved Soul Fire buff is active, and as long as the buff has fallen when the Soul Fire hits the target (ie. The buff can still be there when the cast is finished), the buff will be correctly refreshed accordingly, generally a good time to begin the hard cast would be at around 3 seconds remaining. In addition, if you aren't hard casting Soul Fire to keep as close to 100% uptime as possible on the buff, then you are losing a large amount of potential DPS.
The buff will not show up on you character pane, like all haste buffs (5% from Wrath of Air and 3% from Dark Intent do not show up in your character pane either), but the buff is definitely being applied.
That is how I am doing it too JMickey. I kept my character screen up and noticed I was getting the buff icon and not getting the haste bonus. I have tested this in great extent and this is definately not giving the haste buff when trying to do this. In the case of some fights, hard casting is the only option. Hard casting or not, in my scenario the buff appears but no haste bonus.
As in gear wise?
Then stats whats a Mage's hit cap or does hit come into play?
I'm asking not to play a Mage but to be able to understand the class better on a guild application process and what not. Want to be able to sort through the trash and do it with some sort of knowledge. Thank you.
Crit is not a viable substitute for SPI for mana regeneration. At a laudable-for-this-tier 25% haste, 1 point of Crit Rating comes out to .301 mp5 casting a Tidal Wave'd HW or GHW, and .243 mp5 casting any other direct heal. At 4000 INT, 1 point of SPI is worth 1.06 mp5.
What about if we are using trinkets like Tear of Blood that procs off crit? Does cri rating increase over spi?
Just trying to understand the class a little better.
Looking for information on what to look for on a shaman to be able to tell if they are going to be a good fit for your guild. Would like to know all three specs what to look for and what not. Thank You.
Don't play the class myself so have no knowledge of the abilities just trying to get the low down on what to look for when it comes to recruitment for one of these druid specs or all of them preferably. Thank you.