For ten man raiding, where i would always be raiding with a boomkin would it not be wise to get about 1365 haste and then let the boomkins 5% or 640 haste get me to 2006. At that point loading up the rest with mastery. Does this seem logical?
No, that wouldn't be a very good idea, if you're aiming for the 2005 Haste mark.
You need the 2005 haste amount as well as the 5% spell haste buff in order to get the extra tick of Wild Growth.
Also kind of odd that they'd want to nerf MM in a way that also nerfs SV (not as much as MM, but still a nerf). Perhaps their interest is more in PvP burst reduction than PvE balancing. Just tweaking our masteries or cast times would have been a better way to balance MM against other hunter specs for PvE.
That would make sense in that it's a potential PvP nerf, especially when you consider they "offset" the loss with a buff to wild quiver. The buff to wild quiver would have a greater impact over the duration of a longer fight, where in PvP, most encounters are short-lived. It's still in PTR so they may adjust the value even more to offset the deficit, as in the one example given by a Karakkonor, a 4% dps loss in the first 20% of the fight. However, the buff to wild quiver could easily mean an overall dps gain as the fight continues. Yes, the hunter has to make up the 4% loss from the first 1/5th of the encounter, but how soon will they make up that loss?
What i am trying to figure out is what i should do to my hit cap. On the thread that was posted, it stated that white hit cap is 23% and yellow was 8%. I have the 8% hit rating on my DK currently. I was wondering if I should max that out to 23%. I think that would be a bad idea. The reason why is because for me to get that kind of rating would mean that i would just devote everything to hit rating! also that wouldn't matter as much because the majority of a dk's attacks are yellow.
You're right, stay at 8%. After that, hit only improves your auto-attack damage, and it's not that big of a boost to worry about.
I was wondering what i should do with my expertise rating. the site says that if u attack in front it's 14% expertise to never miss and 6.5% rating to never miss when I'm behind. Now is this stat only for yellow attacks or is it for white and yellow attacks? and once again, should i max it to 14% expertise rating if i'm going to be attacking only the back of the boss?
It's for both yellow and white attacks, so 6.5% is enough if you're behind the boss (as you should always be).
Im wondering all these things because i want plenty of room for my mastery. I think the mastery percentage is cool and i would like some. also i cant get past 11k DPS on the Borian Hold boss and i dont know why.
Try getting all the haste you can get, before going for mastery. Haste is better.
Mastery will now apply to WG (around 25% of our healing on average) where before it was just a primer for other spells. Tranquility and Effloresence (another 15%~) will also be boosted by this where before they most likely didn't get any huge benefit from mastery before. It's a minor nerf if you ignore the huge boosts outside of healing the tank and casting RJ on WG targets I guess?
Even then +15% on RJ and +0% on WG becoming +12% on RJ and +12% on WG should end up just being better anyway even if you play the same.. how it can be called a nerf with more than 7 seconds of thought is beyond me.
never thought of the WG part, but i was thinking of the numbers being lowered, but now that you;ve mentioned it it seems really nice now
the discussion does not pertain to the magnitute of a certain choice, be it huge or tiny difference, but to the fact of one choice being better even by the tiniest margin, given current BiS available gear. Certainly BiS cloak is from Al Akir due to crit and hit being better than crit haste from council, certainly BiS ring is sinestra one and conclaive one since the one from conclaive has hit crit vs. the one from Valiona expertise and haste. However, in ALL these options, Strength is equal between the different options and hence the choice is decided through the secondary stats on each item.
On the case of Tank Neck from Sinestra vs Al Akir Neck with crit hit and Molten Tantrum vs Massacre Treads Boots However, the most important deciding factor for each option is the Strength of each item since Strength is inarguably our BEST and non-sacrificeable stat (hence my comment about gemming 40 str vs gemming 20 str + 20 hit, loosing 10 strength in most cases.)
Therefore, sinestra Neck is in my opinion a clear winner since it provides about + 60 more effective Strength (after all multipliers) than the 372 dps necks, and it has Mastery as one of the 2 secondaries which is what makes it a valid choice in the 1st place. If it were to have dodge and parry lets say, it would probably not be preferable, even though it would still provide the tons more strength. Same is the case with the tank boots vs the DPS boots, with the Molten tantrum having a tank stat and mastery which benefits us....but providing a +24 or so effective strength.
I dont think its accurate to vs the SEP value of the secondary lost for the gain of strength, mostly for the reason that strength isnt obtainable from sources other than the gear themselves or the gems. Hence even if you loose a bit of mastery from not using the Massacre treads, the reforged dodge to crit is about equal to the expertise that would be reforged to crit from the other boots.
Same as in Sinestra Neck. You gain 60 odd strength and some mastery (the mastery gained from refoging alakir hit to mastery would be less than the mastery in sinestra neck) vs the alakir neck and loose a bit of crit and all the hit in it, which due to all other items with Hit on them, is not really needed if I recall my chardev stats in BiS gear.
So I find it difficult to be sold on the idea that the tank boots and tank necklace arent better than their dps alternatives.
in all honesty, SCREW Blizzard for this rediculous stat allocation in some "tank" items, making our lives and choices more difficult!!!!
Awesome job, Durendil. You sure have knowledge with this.
Much easier to see now what I should strive for. I see some names in the list that I believe I could get down with the correct spec, gear and pets.
I also believe many bosses are not dead because the trash is generally more difficult than the bosses themselves. How good is camouflage? Never really tried it outside PvP. And some bosses require trash killed (everyone has experienced unfinished trash entering a boss fight).
Time to dust off my Fraps and start to hunt the untouched bosses!
Looking through this, I see everyone saying "25 man is harder than 10 man" in some way, shape, or form.
25 man is harder by nature because you're trying to coordinate 25 people. And, if this forum is a fair reflection of the WoW population, it's herding cats. The flip side of the 25 man token is, the larger number of people also gives room for people to be "carried". I've seen this in 25 man content where we had 4 or 5 people who just weren't up to snuff or made a lot lof mistakes, and these mistakes were able to be covered up by the performance of others. There IS a larger margin for error due to the group's size.
10 man, on the other hand, is easier to get assembled. The flip side of this is, there's less room for failure on any one person's part. If someone is really behind in dps or struggling with healing, that one person can more heavily influence the outcome. I think that is the key thing that so many people miss. That in 10 man, the line between the group failing and making it becomes finer, and one person CAN make an overwhelming difference.
I think that's a slight misconception today. The buff to Arcane Explosion (4xAB, 4xAE, 1xAB, 4xAE, 1xAB, ...) makes it very viable aoe for Arcane. It won't beat a good Combustion off a debuffed Halfus onto whelps, but it's competitive.
That's because you're doing it wrong. You do AB to 4 stacks, then AE x3, then AB x1 (to refresh the 4 stacks), then AE x3, then ABx1 and repeat. With the 'time reduction' to AE due to 4 stacks of AE in the talent tree, you're able to fit 3 arcane explosions then 1 blast to keep the stack up, by the time you're finishing your 3 AE + 1 AB to refresh, the 'stack of 4' should be at 1 second left roughly and about to tick off. This is a big mana hoggy, but you can spam it for a good long while with arcane armor on and using a mana gem and/or potion substituting 1 AE for the 'time' if spamming this roation. It gives me (being barely geared for heroics) a 21,000-23,000 rotation on just 3-4 targets.
Again .. AB x4 (to max stacks) -> AE x3 (tap buttons swiftly) then -> AB x1 to refresh -> AE x3 -> ABx1 to refresh, repeat.