FWIW, a lot of the trash packs in the Firelands raid are soloable. I've been doing it in a cleared instance so don't know about the big giants or the Beth'tilac trash since none of that respawns, but the scorpion, hound and turtle and elemental packs all seem to respawn on a soft-reset.
Of those, for turtles, scorpions and hounds you can just sit in Aspect of the Fox and run around multishotting with concussive barrage to keep them snared, while steadyshotting to keep focus up. You can also pull some of the turtles solo, and just do a normal rotation on them. For the elemental packs, the big one which ignites the others can't be snared, so I had to kite him in cheetah with just chimera and serpent sting. Once he's dead though, he'll have ignited all the little ones so you can just switch to fox and multishot them down.
I was using Alys'razor's room as a decent circular area to kite in, but you can probably find other places too.
Surgers seem unkiteable, and the hounds are fairly hard, because if any of them aren't snared for a second or two, they catch up and kill you.
I think they've nerfed the trash epic droprate, so this probably isn't worth doing anymore, but it is a decent amount of solo rep, with a small chance of BoE epics.
It's only effective while you are actually casting a spell. So casting an instant spell won't do anything, nor would casting a spell with a 5 stack of MW but casting one with less then the 5 stack would provide the protection while you were casting.
I'm sure I will get infracted or banned for posting this, but I am very confident I am right.
For those of us choosing to dual wield the guide is here not optimal. A Mastery build using FP is. Let me explain.
If you stack enough hit to reach the spell cap, in combination of stacking haste after mastery almost to the point of being GCD capped this allows for maximizing KM procs. Laugh if you like but it is preforming better than any haste build I have tried.
On a side note the apparatus skyrockets in value if it is procing mastery.
the other day while I was attempting to choose between two pieces of gear (one that gave me more stam and the other more mitigation) I had a thought that I was hoping somebody on this thread that had much more skills in math might be able to answer or at least possibly shed more light upon. I believe previously in this thread it was stated that it is very difficult if not impossible to compare mitigation to effective health, but what if you just single out one mitigation factor such as mastery (block/crit block) would it be possible to see where the point on a graph is that mastery would be more helpful than stam? the only way i theorized that this would be possible and actually have any real use is in a timeline sort of situation. where you could possibly calculate that after X amount of time, where x= lets just throw out a number like 2 min and 33 sec, that the mitigation you get from said piece saves you more health than you would be getting by switching into a more stam based piece.
again i realize this would be different for every person and because of the scaling nature of all mitigation stats (scaling down on parry and dodge thanks to diminishing returns and scaling up of mastery) it would need to be tailored to the exact person wanting the formula. I personally don't mind doing the legwork, i'm not looking for somebody else to fix my problem so if somebody wants to point me along the way to help me figure this out i would much appreciate it.
and just to give an example of what I'm talking about I currently am wearing the exalted rep cloak (turtle wrap) over the friendly FL cloak which has hit on it. as previously discussed on this thread hit really has no purpose in our gear since pummel is now a can't miss for interupts and I never have any threat issues. even after reforging the hit my turtle wrap is better for mitigation. thank you in advance for any response and thank you guys for creating and discussing this here I can't even begin to explain how much this thread has helped me become a better tank.
Yellow hit is the point at which specials will not miss, but even after you meet the yellow cap hit has some value, because it then goes towards white hit. Hit above yellow is simply the value of hit once you're capped for specials.
I was playing around with with talent points in my armoury app lately, and I saw something that Ive never seen discussed, which makes me think that Im either really stupid for bringing it up, or for some wierd reason noones ever thought of it. Either way I wanted to ask about it and hope it doesnt get me an infraction on my first post :S
Instead of the Improved Blood Tap builds, which I dont see much merit in anyways since Blood of the North turned our Blood Runes into Death Runes anyways, but thats a different topic......has anyone ever thought of taking those 2 points and putting them into Scarlet Fever instead? Im not the technical/math genius that alot of people here are, I just play the hell out of my DK, and try to optimize her the best I can. And when I consider putting points into SF, I see 2 benefits. I see a DPS increase because its an extra disease on a target, giving Obliterate an extra 12.5% dmg, and it also has the utility benefit of SFs debuff(either 5% or 10% reduced dmg dealt), which benefits everyone.
Unfortunately Im out of town for work, so even having this thought, I cant respec my DK and try it for another week. So I thought Id throw it out here for comments, or to be shot down
Appreciate all you guys that contribute here to my DK being better. Invaluable source of info here.
Hi just a quick question, is Moonwell chalice trinket better then volcano? Im guessing the static 340 int is better than 1600int proc for arcane mage.
Also im an engineer with the on use glove tinker. Does that mean I wont be able to use the glove buff and the moonwell chalice trinket buff together?