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Old 01/25/11, 1:25 PM   #23461
ryah98
Glass Joe
 
Gnome Mage
 
Echo Isles
Cauterize:

I am worried that this talent is going to scale horribly with our gear. As it states we tick for 48% percent of our maximum health over 6 seconds. Yes there are going to be certain situations where this could still be useful, but we still have to waste at least half the time using gcd's to save ourselves (considering for the most part healer mana is in short supply/lack of coordination to recieve a heal in time) if even those gcd's could save us from death. You might say well you could use iceblock and thats only 2 gcd's at best (one to block, one to get out of it) but shouldn't you have just then iceblocked in the first place, negating the need for 2 talent points.

After changing my specs when they fixed the pyro bug, I am just trying to find a true optimal spec. I currently have one "single target" spec and one for heavy aoe fights. I can't say I would have a problem tweaking my spec for every fight, except that it seems it would be a big time waster for the rest of the people to wait for me after each fight.

Speaking of wasted talent points, haha, maybe a minor fix to ignite munching would be to not have the talent cost a whopping three points. Just some random thoughts here, but was just curious to see what the community thought of this.

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Old 01/25/11, 3:33 PM   #23462
dandux
Glass Joe
 
Night Elf Rogue
 
Bronzebeard
Envenom question

Can a missed/dodged/blocked/parried envenom reset the envenom buff?

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Old 01/25/11, 3:38 PM   #23463
Zippers
Glass Joe
 
Worgen Rogue
 
Tichondrius
Originally Posted by dandux View Post
Can a missed/dodged/blocked/parried envenom reset the envenom buff?
From the assassination guide:

When Envenom is dodged, you still get the Envenom buff but depending on how much time you have left on your SnD, your SnD may fall off and have to directly refresh your SnD.

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Old 01/25/11, 4:10 PM   #23464
kameelyan
Von Kaiser
 
Tauren Druid
 
Kil'Jaeden
@Green, in 10 mans, whenever I use tranquility, I scream out over the mic: "I AM A GOLDEN GOD!".

It's such an amazing spell, and I only wish it was a 5min CD versus 8min . Also, it heals quite more than half their HP usually. I'd say it's currently doing about 70% when used properly (in Treeform, right after a WG).

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Old 01/25/11, 4:20 PM   #23465
MikeJ714
Von Kaiser
 
Human Rogue
 
Windrunner
Originally Posted by ieatpaperbag View Post
At this point, you will use Mutilate as your combo point generator and maximize your rupture uptime then maximize your Envenom uptime (without overlapping Envenoms). When possible, you want pool ~90 energy (less with haste) just before using Envenom such that when you mutilate after, you have an increased chance to proc your poisons. Your rotation will be 1+ Rupture and 4+ Envenom; meaning if your Rupture is falling off, put whatever combo points you have into a new one otherwise do 4 or 5 combo point Envenoms.
Looking for clarification here more or less, does this mean you guys simmed it so it comes out that you don't want to run a 4+ Rupture period? Like, would it be ideal to just put a 1 CP rupture up if we could? Guess it would make sense, with how low of damage ruptures doing.

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Old 01/25/11, 4:55 PM   #23466
havocfire
 
Undead Mage
 
Argent Dawn
Pyroblast!

1) So i was curious to know if taking the Improved Hot Streak forces Pyroblast! to only proc off of dual crits or can it still proc at random? I ask this because i was specced without it and i saw more Pyroblast! pop up than i do now specced with it.

2) In both a Frost and Fire specs i have gone for over seven fireballs or scorches or frostbolts without ever seeing a FoF or Pyroblast! proc as opposed to Arcane spec which proc arcane missiles almost every 3rd spell. I read the arcane talent tree and i saw nothing that increased the chance of proc. Did i miss something somewhere? Is there a reason AM procs soo much more than Pyroblast! or FoF?

Thanks for your Time,

Brimmstowne (the only one)

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Old 01/25/11, 4:57 PM   #23467
Securicor
Glass Joe
 
Night Elf Death Knight
 
Ghostlands (EU)
4.0.6 Death's Advance

Hello Elitistjerks and every one else seeing this post.

I have a question regarding the upcoming new unholy talent "Death's Advance", due tomorrow in patch 4.0.6, which has the following effect: "Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed." (Quote; Public Test Realm Patch 4.0.6 Notes - Updated Jan. 24 - World of Warcraft, patch 4.0.6 notes).

Well my question to this ability is if Death's Advance will also remove movement impairing effects that are already placed on the DK before he runs out of his unholy runes?

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Old 01/25/11, 5:00 PM   #23468
hikarodesu
Glass Joe
 
Undead Mage
 
Bonechewer
I was wondering... [Buc-Zakai Choker] is apparently BiS for pally tanks, is this the same for prot warriors as well?

Last edited by hikarodesu : 01/25/11 at 5:31 PM.

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Old 01/25/11, 5:10 PM   #23469
Szynszyla
Von Kaiser
 
Troll Druid
 
Sylvanas (EU)
You should be targeting and attacking halfus while tanking the rest as soon as you can. That is, becouse your abilities will hit harder when doing aoe damage becouse of halfus increased damage. That way swipe, trash, maul and berserk mangle hits for insane. It also helps to meet the enrage timer requirements.

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Old 01/25/11, 5:53 PM   #23470
Sharkweek
Glass Joe
 
Draenei Shaman
 
Antonidas
Can anyone confirm if t11 2-piece affects the flame shock DoT as well as the spell itself? The tooltip says "flame shock spell" but I've been looking at my total damage done after running heroics/raids and the crit rate of the DoT *seems* to be 10% higher than my crit chance on my character sheet. Am I imagining this or does it indeed affect the DoT?

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Old 01/25/11, 5:54 PM   #23471
vizionblind
Banned
 
Worgen Warrior
 
Emerald Dream
PROT warrior. What enchants/armor kit to get?

Hello!

You have all been helpful before on gear and weapons, now I have a question on enchants. I am mainly doing CATA non-heroics at the moment and I would like to start getting enchants and armor kits going on my armor.

Here is my character: Tristayne @ Emerald Dream - Game - World of Warcraft


Please advise so I can hit the AH tonight and guildies

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Old 01/25/11, 6:14 PM   #23472
Qaenyin
Piston Honda
 
Blood Elf Death Knight
 
Kul Tiras
Originally Posted by Securicor View Post
Hello Elitistjerks and every one else seeing this post.

I have a question regarding the upcoming new unholy talent "Death's Advance", due tomorrow in patch 4.0.6, which has the following effect: "Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed." (Quote; Public Test Realm Patch 4.0.6 Notes - Updated Jan. 24 - World of Warcraft, patch 4.0.6 notes).

Well my question to this ability is if Death's Advance will also remove movement impairing effects that are already placed on the DK before he runs out of his unholy runes?
Death's Advance doesn't do anything to movement impairing effects. It simply caps the amount you can be slowed to your base move speed, much like how the paladin seal of justice prevents move speed from going above base move speed. The effects themselves aren't removed or prevented.

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Old 01/25/11, 6:36 PM   #23473
MatsT
Don Flamenco
 
Night Elf Druid
 
Frostmane (EU)
Originally Posted by Szynszyla View Post
You should be targeting and attacking halfus while tanking the rest as soon as you can. That is, becouse your abilities will hit harder when doing aoe damage becouse of halfus increased damage. That way swipe, trash, maul and berserk mangle hits for insane. It also helps to meet the enrage timer requirements.
This is incorrect. Targetting Halfus will NOT make your aoe abilities hit harder on other targets.

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Old 01/25/11, 6:46 PM   #23474
bennmann
Glass Joe
 
Human Rogue
 
Emerald Dream
I have 4p t11 PVP ilvl365, is 2p t11PVE 359 ever worth breaking it?

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Old 01/25/11, 8:13 PM   #23475
Mikko9
 
Human Priest
 
Alexstrasza
Hit rating for heroics

I plan on running heroics on my rogue so I thought it would make sense to gear for a much lower hit rating as heroic bosses are only L87 and white hit is not as valuable as other stats. Can anyone confirm the base poison (spell) miss chance vs. 87 is 6%? My understanding is that I would need the following hit rating vs 87:

3/3 Precision: 3% spell miss, 307 hit rating required
2/3 Precision: 4% spell miss, 410 hit rating required

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