if i were you i'd remove talents from Healing Focus and Holy reach (you have no CoH, and as disc you will hardly ever cast a PoH, letting your tank healingless for 3 seconds) and put them in Focused will, aka 3% free critical chance, which is even better now that DA somehow stacks, following blue posts.
Its just me or the rest of arcane mages also got very disapointed with changes in mana regem ? First glyph of mage armor is useless (not that it wasnt before but now it is TOTALLY) . When they told that mana regem would be nerfed becouse of healers i tought that it would be mana regem OUT of combat, so people coudnt get oo5s so much.
I had 550 mp5 in combat (with mage armour and glyph) now even with 100% mana regem in combat i can barelly get 300. How arcane mages will handle this? In some fights i had to be very careful to not go oom , im worrried that now it will become almost a obsession on CD to manage it.
I posted this question in the new 3.1 thread, but I figured this might be a better place - Itemization Question.
Last night I got the Plate helm off of Flame Levi. Currently, I'm using the Val helm and the crude discolored gaunts. I also have Zelicks Gaunts. What I was thinking of running with is the New helm+the Zelicks.
The change in gear would yield:
With my current setup i'm hit capped at like 8.16% or so, I dont know the exact figure for the rating tied to it 268 i think. And my expertise is a little lower at 3%.
Do you guys think sacrificing a little crit rating and hit (and my 4 set, but it's not as good as it once was) is worth the gains in the AP,haste,expertise. I havent done the math due to armory being down, and I will more than likely be very close to hit capped still.
and on a side note, which food are you guys using? is the 40str still the way to go, or do you guys think i should use whatever food that im under the cap on ie hit and expertise.
Using the Weighted Values Red has posted I come up with Iron Helm+Zelick Gaunts=66516 against Val helm+Crude Discolor=63087 (I will also lose my 4piece).
I can probably regem one or two places and still be hit capped as well.
You got a good point but you can get one extra Heart Strike out of it because you refreshing them only requires one Blood/Death Rune whereas a manual refreshement requires a Frost and Unholy Rune.
Would you not agree that with the Glyph of Disease, it makes this spec less punishing to play with? With punishing I mean you can refresh your diseases by the click of 1 button.
I would agree that it makes the spec less punishing to play. I would disagree that this makes Glyph of Disease worth using. Blood's rotation is not so punishing that it warrants any further simplification. Additionally, Glyph of Disease was shown in the previous thread to be a DPS loss when compared to any of the other DPS glyphs, being only half as good in the best case scenario.
If you're having trouble with your rotation you'll get more from practice than from Glyph of Disease.
Originally Posted by Vectivus
... you could very well have a concerto, but the closest the average listener gets to hearing it is the interpretation as put on by a group of small children with those little rainbow-coloured xylophones.
The above is my warlock's data sheet.
I plan to stay deep destro regardless of 40/31 being the higher spec and 'feeling more' destro than deep destro itself. My question/statement regards the new imp changes and the corresponding talents required to boost the little guy to being the dmg dealer he now is.
I'm not sure how useful Demonic Power is. My imp goes oom on standard target dummy testing within 2 lifetaps of my own spellcasting. Knowing that how fast he casts has no bearing on how much damage he does over the long haul, I plan to drop 2 points into Destructive Reach and Shadowburn instead.
My question is if this imp going oom senario plays out at cap like i'm noticing for leveling? If so, this will confirm my choice for another burst dps choice and reduced threat.
I realize now is a pretty chaotic time to ask a general question, but I've poured through these pages and found no clear answer:
What are the generally accepted Mutilate, Combat Swords, and HAT max DPS raid builds in 3.1?
What are the generally accepted 3.1 glyphs for each of these?
I see a synergy in glyphs, weapons, gems and enchants running dual spec Mut / HAT as a primarily raiding Rogue. What adavantage/disadvantage would there be to running Mut/HAT vs running Combat Swords/HAT?
I love the theory crafting here. At times when I have the time to read, digest, and incorporate, the information is wonderful. Currently, 3.1 hit during a major crush time in my business. I just need the high level answers in one place. Thanks in advance for any straightforward answers.