well done guys!
usually i use LB glyph instead of WF or FS
evry 5stack of MW i cast LB(CL only on multi target) may you explain me why that is not a good choice?
I find that a great source of dmg cause with matery and new changes it scale well i think...may you consider this in your test?
tank you a lot for great work!
Possibly misses and parries. When an attack doesn't land but the runes are not consumed, this can lead to GCD capping. If there are a sufficient number of misses and parries, the 1 second GCD of Unholy Presence will be a DPS increase.
That said, I don't have any mathematical way of evaluating whether this holds true for you personally and it might just be randomness in your specific case. Likewise, I'm not able to say if using unholy presence for a specific fight with miss-and-parry mechanics will be a good strategy. Instead, I just want to point out the general principle.
I have been reading the forums for rogues for about 3 hours trying to find a build layout for player versus player and unable to do so. Is there anyway someone can link me a place to go view a talent build for player versus player? i would greatly apprieciate a little help on this.. Thanks everyone.
The 10% mana cost increase isn't that big of a deal really. 700, and 600 mana respectively. As for holy light, it's only 200 more mana. I frequent arena a lot, and when I face mirror comps being (Holy paladin, Feral druid), I heal 30 minute matches with that skullbash debuff on me. It isn't noticeable to the point of breaking us, so I don't believe it will do much in PVE either.
The 5% nerf to walk in the light would be far more substantial than a 10% mana cost on those 3 spells. Holy light spam is still going to be able to be done indefinately; the only thing that this nerf really hurts is how often we can cast DL compared to HL.
I'm fairly certain the 5% nerf went through as a result of the bugged conviction being fixed. We were missing 9% of +healing from that talent for who knows how long. I just wish that they would have reduced the % healing gain from conviction instead of nerf the passive spec bonus.
Oka heres the deal, ive been reading up on talent specs, rotations and tried to make sense of all the maths involved with SV Hunters, ive got the basics, i think.
Somthing is still not right and its really frustrating, on Sunday 23rd My guild tried BWD and wiped over and over again, after we called it, i looked at my recount and analysed my DPS, shocking figures.
My SV Hunter with oka gear was hitting 5k-6k DPS, when ive seen SV Hunters same gear if not worse hitting 10k and up...
Ive ran out of ideas, and this forum seems the best option to turn to...
Yes I would tend to agree with this theory. It is a shame though as this would certainly helped hp generation. However this would lead to even more burst and more rng which I cannot believe is what they intended.
Nevertheless since rebuke is no longer a talent you could take out repentance to meet the 2 point requirement, unless I am mistaken as to whether ss will be a deep ret talent. Sorry if this is incorrect as I cannot currently access the ptr.
SS is taking the exact spot in the tree that Rebuke last filled. No talent re-spec needed to learn it. You will need to go learn Rebuke for the trainer after the patch, but Sacred Shield will be automatically there for Ret specs that had Rebuke (which was like.... everyone).
Can anyone provide a quick rundown on how to properly set up rawr.bear for heroics? I've heard the default boss values will skew stats, but I am unsure what options I need to change, and for that matter, to what values.
Lately Ive been locked in a constant struggle with a fellow guild druid healer, who since Cata, has consistently out-healed me by 1-2K HPS on every 10 man boss encounter regardless if the nature of the dmg stressed AOE or direct heals. Whats more frustrating is that recount shows that spamming rejuvenation and lifebloom out does a large combined chunk of the multiple spells we priests have to manage. That said, Druids cannot compete with the massive AOE heals we can put out with serendipity - but impossible to maintain for any longer than absolutely necessary. The nature of druid heals as HOTs posses the clear advantage of having recount simply register more healing while your occasional heal, mastery heal, or portions of Gheal get thrown in the over-heal bucket.
It has only been the last few days that I've not only come to par with the wretched druid and his sustainable 9-10K HPS, but occasionally surpass him. HPriest healing appears to fluctuate in bursts relative to the amazing druid HOTs. Keeping HW:Sanct up, I now use renew much more liberally to establish a higher HPS foundation from which I can (if you will) burst heal from by means of Gheal and PoH. The results are quite impressive seeing as i can keep up with the druid throughout the fight and occasionally surpass him by 3-5K HPS. Following this strategy I find rapid renew talent essential so as to blanket half with the raid in about 3 seconds (time it takes u to move to avoid a mechanic).
After finally surpassing the druid healer in last night's raid I found out that he's been buffed on every raid night with Dark Intent.
I was wondering If this trinket with the new changes is better off to use then a Int based trink any thoughts?
Int based trinkets will be better. If you can't get access to those, then this would be the next best thing. I believe this spirit on the trinket will benefit from mana tide however, while spirit proc / stacking trinkets will not come patch.
Originally Posted by Demes
What are your thoughts on the new alch trinket Vibrant Alchemist Stone, is it better than Tear of Blood? (Tear of Blood grants 285 int and around 400 spirit on average for resto druids)
400 spirit? The uptime is only around 12%. So that is about 200 spirit. The alchy trinket is a very good choice if you're trying to hit the ~2010 haste breakpoint easier.
I know this has all been discussed before but can someone put it in laymans terms. All the numbers in the popout on our characters, which tell us hit/crit.... I'm not sure exactly how to make it work for my toons. With the old system I was set up pretty nicely but I just am having trouble getting my dps to increase. Thanks Shefox
As far as gemming goes, I've done a little lurking on top end players and not so top end players, it seems to be CTC stack before hard modes, IE gem mastery and hybrid mastery, for entry level raiding and heroics.
For the tip top tippy top heroic mode raid players, they seem to favor stam a bit more - gem stamina and stamina hybrids. I suspect once healers are in epics mana gets a lot easier, and spell damage gets a lot larger for hard modes.
I've raided with both and I prefer stacking mastery and forging all my hit/exp down to nothing in favor of CTC. You don't need threat stats at all imo. Tricks and MD can carry you till the dragon breaths on you, and then you're at full vengeance. Most fights have tons of target switching also, further devaluing threat stats. However, upon facing Halfus Hardmode for the first time, I realized I just didn't have the raw HP to live through some of the crazy burst during that hectic cleave phase.
I usually macro use trinkets to my other cooldowns, but if they are particularly effective (like Sindy's fang/BH Mastery trink) I will often let them stand alone. I'd rather soften two electrocutes from Nefarion instead of negating one and eating the second.
The annoying part is, the best thing to do really does change on a fight by fight basis, so the above posters are right in that you should tweak your gear/keep spare pieces to rise to the challenge of your current progression. Once you've got it locked down, you can use the "wrong" gear strategy on farm content because it's farm.
Personally, I'm using a Solid Ocean Sapphire in mine. I don't know that any of those three possible gems are "wrong" choices. Some people might look at this way:
40 mastery = 40 stat points
30 stamina + 20 mastery + 10 crit bonus = 60 stat points
60 stamina + 10 crit = 70 stat points
That's how I justify the Solid Ocean Sapphire. Then again, I'm not a MT. Prot is an offspec for me because we have a bear and a paladin with better gear and more experience. I had the trinket the day I hit 85 and immediately gemmed it and that was before the general rule was Mastery > *. I haven't changed it out to something else yet because I hardly ever use my tanking set and don't see a need to regem a trinket I rarely use.