- DPS should scale so that it keeps up with other specs
- Kiting & snaring is a core functionality of frost and frost mages shouldn't need to sacrifice it all to get raid-competitive DPS (a kiting build could maybe do hybrid-level DPS). Rank 1 frostbolt is a core spell and the current frostbolt glyph mutilates it.
Those are the goals...how they are implemented is separate matter.
Some less important matters:
- Deep Freeze should be worth speccing for PvE
- Ice lance should be worth casting on bosses without gutting brain freeze
If deep freeze and ice lance are part of the normal arsenal in addition to frostbolt and fireball, I think that's plenty of buttons to push, especially considering that you also have to keep the water elemental alive, pop ice barriers to minimize damage intake etc.
- I don't need a mana dump.
- I don't want frostfire bolt in my rotation (although I'm willing to use it on frost-resistant targets, if it does good enough DPS).
Scaling and kiting cant be fixed with an ice lance glyph and I think thats the only dps buff frost mages will see
this patch. A simple frostbolt glyph that read "Your top rank frostbolt hits increase the critical strike damage bonus of your Frostbolt, and FireBall spells by 10%. Stacks up to 5 times. Lasts 10 seconds" Scaling is now respectable, it's not worth the glyph spot in pvp and one of the abilities that makes a frost mage a frost mage is not removed.
As for deep freeze when would you use it? the first FoF charge would be Frostbolt since youre half way done casting, the second has to be a cast with a cast time, and the third they want for Ice Lance. Id rather have frostfire bolt added to my rotation than a pvp talent with a gimmick to make it pve viable. One pvp spell(IceLance) with a gimmick to make it pve viable is enough. The reason I like frost over fire is im not just sitting there watching timers, Id rather play whack a mole without a timer attached to each hole. Deep freeze will add that fire feel to frost.
I'm particularly interested in nerubian lore and desperately want to see more of Azjol-Nerub, especially considering how awesome the atmosphere in Ahn'Kahet was. Reading the posts in this thread about how it seems Yogg-Saron was originally destined to be an Azjol raid boss, and not imprisoned in Ulduar at all, got me thinking about how that could still happen despite his defeat in Ulduar.
Now, I don't want to just throw my blog in people's faces, so if you don't feel like clicking through here's the rundown:
Isle of Quel'Danas type patch with Quests/Dailies, a new 5-man, and a new raid. The new quest hub features Baelgun Flamehammer at the Doorward as well as a neutral faction of nerubians who you can earn rep with.
The quests/dailies focus on clearing out the Scourge from Upper Kingdom, featuring extensive phasing as you win back the upper reaches of the city and make it your own.
The 5-man features the rise of a new King of Azjol-Nerub and has players fighting off Scourge, Twilight Cultists, enemy nerubians who are allied with Yogg-Saron, and Faceless Ones. It is a winged 5-man like Scarlet Monastery.
The raid has players delving into the deepest parts of Azjol-Nerub, eventually finding that Yogg-Saron has physically spread into the bowels of Northrend. Here they'd battle more Faceless Ones and other completely new aberrations created by Yogg-Saron. Eventually, the raid would culminate with an encounter with a Forgotten One (finally confirming that they are not Old Gods, but their closest servants and guardians) who is protecting the "core" of Yogg-Saron. Once this is destroyed, Yogg-Saron's influence and corruption will truly begin to fade.
Check out the post if you feel like reading about it in more detail, and I'd love to get your opinions on whether or not this would be a fun raid for 3.2 Also, any criticisms or corrections are appreciated. I love the lore, but I'm not necessarily an expert!
i know it's a big favour ito ask for, but if someone would be so kind to spend a few minutes on spreadsheet running my rogue through it. due to the fact that i aint got windows office, and open office just won't do the trick for me, could someone help me out?
i just don't get it how to reach one more time a top dd position, despite the common rumors that we can't deal "top damage" anymore, i want to maximize what is possible for me.
here is the link for my rogue, please also consider that from monday on i can call the darkmoon card: greatness my own.
1) This isnt the forum to be asking that type of question
2) In any of the forums, questions like that are not received well, and will generally be shot down
3) You'll probably want to ask in whichever forum you puled the spreadsheet out of, how to get OpenOffice to work correctly
It's assuming incin/incin/SF/incin/SF/incin/SF/..etc. I don't think there should be any problem keeping up such a rotation, all you need is max range and a minimum of like 400 haste after buffs.
Of course that's assuming a target that isn't moving around too much, but you can always use life taps and insta casts to adjust if the boss does change position, so you don't really need the target to be completely static either.
With the new glyph choices it does appear that 41/30 has become the top DPS spec.
Having run a couple of Simulationcrafts I am finding that it is worth keeping up corruption during the final phase.
But only if you are using the 2 piece Tier 7 bonus.
I am new to Simulationcraft so apologise in advance if I have got this wrong.
With the Glyphs:
Glyph of Stoneclaw Totem
Glyph of Hex
Glyph of Flameshock
Here's actually what I'm thinking of running that gives up -10% damage while stunned/feared/silenced, but gains 8% stam, 25% duration of snares; idea being 8% stam all the time is better than 10% less damage when CCed. http://talent.mmo-champion.com/?sham...6&version=9614
Also, in terms of the upcoming changes announced, my guess is that they'll make it so thunderstorm also disarms for 10 seconds. Their way of balancing melee seems to be of giving more disarms to different classes, and this would actually be a pretty nice peel.
Things i know, i get more ap from str. We don't currently have a pally for kings, but we will. I hope. I am planning on getting the Circle of death (33exp) and the Bracers of Lost Sentiment (38 exp) and the Ring of Kirin'Tor (31exp) I am a dwarf using a Titansteel Bonecruncher which is 29exp and 5solid for the macespec.
Firstly my spec has very few actual melee based abilities. Pre and post 3.1 i use 4unholy strikes and 2 blood strikes every 20seconds. Any dodged abilities messes my dps up badly because my spec is build on using as much runic power per 10 seconds as possible.
So my question is, which neck should i be shooting for. I havent seen any new STR necks in 3.1 so I am a little wobbly on which piece i should b e putting in that slot.
Stay with my gold neck, or go for the coller of disolution?
But if you only move once you will mess up the priorities, since it simple follow the sequence and don't use the spells on cooldown.
Another way is to use a castrandom macro. There are no priorities and you really have to spam click the button. A warning, with manual weaving in your shots your dps will be significantly higher. Only valueable on fights, where you can't spend attention to your cooldowns - but i can't imagine of such a fight yet, and really recommend using addons like power auras or move your bars to the center to actually see your cooldowns.
A possible option for this:
/castrandom chimera shot, aimed shot, arcane shot, kill shot
/cast steady shot