However, on fights where interrupts are not a concern, I use the SS macro with SilS. Sure the use of SilS is randomly timed to when casts are being done, but it can still silence the target or interrupt casts randomly without me having to worry about it. Thus, at no cost to me, I can possibly improve the raid survivability. In those situations, I feel the random use of SilS is at least as good as not using it and often better.
I rather use a modifier for the SilS too, but i could see a 'minor' problem using this randomly even at fights where interrupts are not a concern, since every 20 seconds you're risking to break the sequence of double steady shot casts and ends up with less ISS time, especially if you're using 2xSS in between each focus dump ability. Again, this is situational, and most of times i find myself refreshing ISS with plenty of time left, but it can still lead to problems.
I'll check it as soon as i get home, but untill then, if by any means SilS do not break the 2 SS sequence for ISS, just ignore this post.
How useful is the hemo glyph as subtlety? I find myself constantly trying to keep up SnD and recuperate and I never have a bleed up for the first couple seconds after going to a new target for sanguinary veins
first time poster here but @darkerpulse i noticed the same thing taking a point from butchery so i had 3/3 vura, i ended up losing ~500 due to more downtime so i pulled one out of vura and put it back in butchery and netted about a ~200-1000 dps increase overall depending on the fight, and i am rarely rune starved unless i have bad luck RNG wise, this is the current spec i'm using and its working quite well for me overall, but that could also be due to near full non heroic bis.
I just levelled Alchemy to 525 as an Elixir Master and last night was the first time I used a guild cauldron flask after levelling it. The buff icon said that my agility was increased by 300. I was a bit confused since Mixology is supposed to give you "increased effect and duration" which I took to be 80 agility since that is what it says in this guide.
After the raid (i.e., with no buffs) I looked at my character sheet and noted down my agility. I then removed the flask that had almost expired anyway and looked at my agility again. The difference was indeed more than 300; it was 399 which seems to be giving me 99 extra agility!
I thought the gain from Alchemy was only supposed to be 80 agility. I then tried the same thing with the Flask of Enhancement and it gave me an 84 agility increase even though the tool tip says it is supposed to increase it by 80.
Can any other Elixir Master please try this out and tell me if you are seeing the same thing or is this some kind of bug with the character sheet?
Just to be clear: the 5% is a result of leather specialization which will be active at all times in a raid. And, as all raid-viable professions grant their bonus in agility, it doesn't have any bearing on which is best. That's not necessarily immediately apparent just because you pointed out it's 5% higher than expected.
Edit: This was already covered, it seems I missed a few posts. As did the above poster. Would appreciate a delete.
I see that a lot of people are still having issues with their ghouls/gargoyles. I'm currently using the claw/ss macro as posted in the OP for my ghoul's attack and i'm not seeing any current problems on any fight with him. I also use the gargoyle twist method and maybe get 1/2 bad twists off that interfere with full gargoyle strike damage. I have noticed that the ghoul does require some manual input to use it effectively. i.e. for nefarian/valiona/atramiedes, I spam the follow command for my ghoul so he doesn't bug trying to attack something that isn't there and then allow him to attack once I've engaged the boss/add again myself. I know this doesn't sound like it's optimizing dps to the fullest but I think it's better to have a non-bugged pet then an extra 2secs of ghoul attack time that in-turn bug's your ghoul for a couple of seconds or longer depending on when you notice it. Resummoning a new ghoul or switching from defensive to passive helps if nothing else is working but should only be used during transitions. These should help out with our current pet issues and hopefully blizzard will recognize this and get something started to fix it.
Hi this is my first time posting on EJs. Sorry if this post isnt appropriate for this area. The majority of our community comes here to get help by other fellow Holy Paladins.
I've read several pages of the discussions on this topic in search for some confirmation of a haste cap. I've been unable to find any as the pages I read date back to the end of last year. I'm hoping the experts here can help make a few things clear.
I feel these are a few questions that would help the community understand their gearing processes properly.
Haste> I'd love to beable to Shock>2x HL/DL>Judgement>Free GCD for WoG/LoD but I've just realised this probably isnt possible. Could someone please give me a haste value that allows for Shock>2xHL/DL>Free GCD? I feel that once I reach this haste cap it probably only effects Holy Radiance and is probably better going for Mastery(correct me if im wrong).
Mastery> Considering the beaconed target(weather 1 tank is taking dmg at a time or both tanking different things, I'd put it on the tank taking less dmg? due to beacon only doing 50% heals?) doesn't get the absorb buff. and the absorbs being very little. I'm wondering how effective is this.(I'm mentioning this because of how many people say Mastery is underrated). This would be the stat I aim for after the haste cap I'm aiming for just to add those absorbs when using HLs/DLs/HSs on the raid to lower the overall mana consumption of the other 1-2 healers(10man).
Crit>I've read a few peoples opinions for this and how they feel its underrated. In my experience Conviction can be kept at 3stacks even with 10% crit, so for that its not nessesary. I've also read a statement about crit being useful for the crit heals and how it can be efficient. But if you're healing with 1 or 2 other healers(10man), the likelyhood of this being true is pretty low, alot if it would probably become overheals which is why I feel crit is the weakest stat.
Spirit> Most of the good items give spirit and as long as you're judging on cd, using (in my case) divine plea/arcane torrent/spirit trinkets. Mana isn't really an issue. I feel spirit shouldn't be reforged into nor gemmed(unless its reforging crit on an item without spirit).
The other thing which I find really silly is. The tier gear giving crit/mastery. You can get the spr/haste helm,legs,gloves,chest which makes our Tier Gear seem insignificant. Has anyone figured out if the tier gear is any better than getting all the haste items?
PS. Thank you for your time in reading stuff which you've probably read over and over in previous posts. 22pages of reading is a bit over my head. Please if theres any help/input at all that you can give me, it'll be much appreciated. I don't seem to have any problems healing raids, but I want to be the best I can be.
SimulationCraft has already datamined all of these random suffixes along with the stats they supply....
For stamina we had a coefficient of 7889 (which is 0.7889). For a ilvl 359 Epic we have a value of 649. Multiplied together we get:
649 * 0.7889 = 511.9961 which is rounded down to 511.
So for a suffix of 138 with an ilvl of 359 and of epic quality the item will have +511 stamina.
Every single cata random enchantment item has 7889 on the stamina column, but they don't all have the same stamina of course. How do you explain that?
Very few raid encounters have ever been Patchwerk, but it is a very useful scenario to model because trying a strategy out in Simcraft allows you you to make decisions about a situation that occurs for a large proportion of the time: there may be splashable targets, multiple targets, target swaps, or adds or movement phases or whatever in a real encounter, but most of the time in most encounters is spent dpsing down a single target, and if that's not the case then the easiest viable base strategy to adapt is one which spends its time doing single target damage.
Increasing the variables exponentially reduces the the number of encounters for which the Simcraft model is a "good enough" model. The number of factors that affect the "ideal" strategy in a situation with two targets in the hypothetical "2xpatch" scenario is immense, but this is somewhat missing the point. The results from Simcraft are already mis-interpreted, mis-understood and mis-used enough even with the simple and well-understood scenario that it usually models: it provides very useful information, but we must use that information intelligently. The more complex the scenario modelled the more difficult it is to apply that to our actual situation and thus the harder it becomes to correctly use the information it provides.
Simcraft can't and shouldn't tell you what to do in every situation and if anyone is "ignoring huge dps talents because of the model" then they're simply mis-using the tool. It really doesn't matter whether a spec comes out "on top" in Simcraft, what matters is how we use the information it provides to improve our own performance.
I agree. Simcraft is a tool that will tell you what the maximum dps possible from warlocks and very little more. For example I currently understand that its actually more advantageous to your dps to balance around 17% hit and 20.25% haste when raiding because of the extreme amount of movement involved (requires full ilvl 359 to achieve unless you have engineering & jewelcrafting). Where as Simcraft will tell you that Int is better for your dps than haste.
Simcraft is good for rotation experimentation. For example On as static fight does Shadowflame increase overall dps? Simcraft can help you work this out and then its up to you to try to implement it in the game.
It looks like the death of Disc/PW:S has been greatly exaggerated. Here's the logs Ascendant Council normal from our raid last night, this was the first attempts & kill for us, and probably the hardest boss we've done from a healer prospective.
I was tank healing, but I still ran with IW up, and PW:S was still about 50% of my healing (including glyph). and having the ability to spam shields in phase 3 was particularly useful. I estimate I was casting PW:S about 50-70 times per fight, so IW was definitely a big net benefit. Mana was obviously tighter than before the nerf, but the biggest impediment to shielding more was still Weakened Soul, basically everyone's healing was about 10% from PW:S, with the tanks being slightly higher (15% ish).
Reforging as much crit to mastery also seems to have worked out with about 50% of my heals coming from direct heals, and an effective crit chance of about 35%, I gained about 2% in HPS by reforgin. Not make or break, but definitely a move in the right direction. I believe Mastery is even better for HPS than Haste for my usage, especially with a 40%+ uptime on Borrowed Time.
Rapture was still a huge amount of regen, and it looks like it would make Power Torrent comparable to Heartsong for regen if I can time at least HoH to line up with a proc.
It's not that they're extremely bad (at least with all possible talents/glyphs), it's just that there's usually a better option available, usually PW:S. The only time I can think when I would use renew is if I had to stay moving, already had PW:S up on someone, they needed more healing, I didn't think anyone else would be able to heal them first, and there wasn't anyone else who needed my healing more. The number of times that's come up don't justify the talents/glyph for me.
Thank you for your info.
Something of really value for me.
Another fight I'd like to see Arcane tried is Maloriak. Yes those adds need to die fast in the green phase and fire can work wonders for that when timed right but I'd like to see what an arcane mage could do on that fight with the ability to spellsteal Remedy and have 2000 mana regen for 10 seconds multiple times throughout the fight.
Hi there i have been reading these forums for a while but decided recently to become a member here because i have a question.
I am an orc warrior so i get +3 expertise for using axe or fist weapon. There is no 1h axe or fist weapon with strength in the game atm, atleast not a pve one.
So how good do you think the Claws of torment + Claws of agony set is for an orc warrior? This way i will get 146 agility instead of 146 str. 146 agility is 0,6% crit chanse. I will also get the set bonus which gives 1000 haste every 50 sec or so, which we could say is 200 constant haste. I can also reforge away expertise so i get 50 crit, 50 hit.
So 146 agi, 200 haste, 50 crit, 50 hit OR 146 str? Is the str still better? and if so, by how much? Worth changing weapons? (i currently have the claw set).