Regarding the 2pc T12
I did an average 31k Frost Strike on Baleroc HC (depending on gear etc). 36 rp per minute is 1 FS ergo ~31000/60 = ~516,67 dps + an extra chance on RI procc compared to our 4p T11 that is 2% of our dps, for example ~28k dps its 560 dps.
T12 2pc ~517 dps + RI
T11 4ps ~560 dps
Now we need to take the extra strength/stats on 2 pieces, for example Shoulders + Legs, into consideration, thats an stat gain of:
+ 39 str
I would say it's totally worth it to wear 2pc t12, you can also cap your RP pre pull with it.
If I'm right wearing 2pc T12 is an DPS gain of ~200dps.
Good to know. I just got the legs. Just waiting on the Shoulders to test your numbers and see what I come up with.
Rhyolith begins with a shield up which reduces all dmg taken by 80%. This drops as the encounter goes on and getting him to 25% is what begins P2
However, looking at logs seems to show that he takes combustion damage via impact spread without the shield mitigation.
The Spark of Rhyo is a great one to nuke (if you tank him with 12 yds of the legs) - build up a big ignite - then combust and spread. It's possible to have both legs ticking for 25k (normal) and 50k (crit) even early in the encounter with a large shield up.
Logs below to show his combustion ticks from a 3 min attempt from just 1 fire mage in raid:
This might be right but is it really helpfull or worth it for your raid to mess up the steering of the boss by applying unexpected damage? Damage on the feet is exclusive task of the meeles as i know. Its not that dramatically but can be compared to nuking Arcanotron shield for stealing the buff. Fun for the mage but unnecessary for killing the boss.
I've been following this thread for quite a bit now, especially since 4.2 hit live servers. Still I'd like to have some advice from you about which way to follow as my "main" set, since this time around seems like Blizzard gave us pallies more choices to tweak our playstyle depending on the occasion.
Just to give you a clear scenario: my guild raids only 10 men, we managed to clear 7/13 HM during the T11 content (we started raiding a bit late and had to undergo through several player defections). We raid with 3 healers, beside me we have a disc/holy priest and a resto druid, so I often (read: always) end up healing the tank/s. Up to now I've been stacking haste/spi whenever I could, obviously using 4pT11 to avoid mana issues on heroic modes.
Now would you suggest to change to a Mastery equip/reforge/gemming to focus on tank healing for FL HMs and be more efficient? Or should I stick with haste/spi and only change for dedicated fights especially requiring Mastery? I know it's a matter that has been argued a lot until now but I've not been able to understand yet which way I should follo. Maybe given my particular scenario/healing setup you have enough knowledge to suggest me one of the two Thanks in advance!
In all my tank characters the first rule I have after dealing with avoidance is expertise. Like you say most of the gear comes with hit, it will be close enough to put special abilities close to be capped, but most of the time we spent is in front of the mobs and dodging or parrying an ability is not good at all. While other people might prefer to keep them balanced, I opt for more expertise.
It's just damage. Not application or hit. Damage makes him turn. So everything contributes - each dot tick, each aoe tick, pets etc. If you watch the bar at the bottom you'll see that it shifts if you start doing more damage to one leg then what you're doing to the other. Each stomp/quake resets the bar.
You just can't cleave the legs.
Are you sure of this? Remember that there is a damage reduction buff on the boss that decreases as the fight progresses.
I know that the turning could be calculated with regard to the damage reduction buff, but it's still worth pointing out. Do you have evidence that supports your claim?