Ok, I have some concerns with the ARP gem/gearing scene. Is it heavily rng based to get the numbers shown like I am hearing? I have 619 passive ARP, plus I have grimtoll. My rotation leaves out arcane, and has 3/3 in Improved steady shot. For some reason I am doing less dps then when I used AGI gems and didn't focus completely on arp gear. I am using Arcane when on the move, and steady shot when not. I'm by no means doing bad dps, but a MM in my guild who didnt ever outdps/damage me all of a sudden is beating me on fights, or staying really close. I'm just not feeling ARP, and am wondering if anyone else is getting results like mine.
Any nuking class who is going all out should give you at the very least 95% uptime with current gear levels. Healers usually don't provide good uptimes, because they don't stack crit on gear as heavily as we do, don't have have massive crit percentage talents and glyphs, lack 8% crit debuffs and simply aren't built around button cramming throughput like we are.
There are definately times and places where AoE Spam Healing gives excellent uptime, but those are the rarer moments.
For the benefit of 3% to other classes, check DPS Scale Factors in Simcraft for crit rating. It lists the absolute DPS gain per 1 point of ratings. Not sure if Boomkin actually use Wrath Spam cycles, so I put them in parantheses.
This might have been posted at one point, but with the somewhat recent changes to ArP, is it worth it? being that roughly 60% of Enhance Shaman DPS is Melee, and if it isnt worth it, then is it best to just stay as far away from it as possible and just get Crit/Haste/AP items?
Or - you could just sim it yourself.
It's not liked on these boards to ask about things that were answered 10 times over. So just quickly search the enhancement shaman related threads and/or sim it yourself.
Rawr.Enhance and enhSim - it can't get any easier.
I am trying to follow what your talkin about here.
T4 piece proc makes it so the Missile Barrage proc doesnt expire... When im in my rotation I dont clear the debuff when before I use missiles. I cant tell if you clear it with AB or you save it for missiles. It would be logical to max DPS by using the debuff... but I read a posts where it sounded like you clear the debuff and use the proc AFTER.
This is friendly for mana... but that just means your not stacking enough spirit. No?
before i start, lets get one thing straight im a noob!
now this wed was my 5th week at level 80, and it took me 1month to grind to 80 with help from a mate and tripple xp.
iv read alot of post on here about haste/crit/hit and atm i have put crit/spell power gems in my gear. my first question is should i be stacking crit (26% unbuffed in mookin fourm) or haste? (i have skinning for crit bonus)
Which food should i be using? im currently using the 40haste one atm in all raids or should i be using spell power food.
Let me know if I've done something wrong since I'm just not seeing the error of my gemming. Thanks
Your gemming looks pretty good. You may want to check the spread sheet though, as I think you'll find that putting an orange gem in the yellow slot on your back, and picking up the 6 agility, may put you a little more ahead then the red gem.
Basically Sudden Death goes back to the "old" days when it soaked all our rage bar. Buff or nerf?
There are no "full rage bar" executes anymore.
The wording of SD talent has changed because it was redundant to explicitely state that only 30 rage executes are possible. I suspect this is the cause for the confusion.
Having the SrS Glyph increases the duration and since it is getting extra ticks it is increasing damage done by SrS. If the damage of SrS is increased then the damage done by the SrS effect of CS is then increased as well.
Simply put, longer duration SrS equals more CS damage for you.
On a fight like Thorim where you can use FOK alot you will see the differance between specs.
I consider and call 18/51/2 The Foking spec. Im my guild the other 2 rogues use 18/51/2 it is very clear what spec is good on what fights. In single target fights (ignis, hodir ect) 15/51/5 will out dps 18/51/2 by a large margin in my experiance.
With Feral Spirits and Shamanistic Rage, you should have no problems keeping yourself up
What a truly uninformed post here. The topic that's being discussed is that we are dying to incoming damage that we can't even react to. For instance, last night my guild was killing one of the Faceless One adds in General Vezax's room when the Void Beast appeared and hit me for a 22500 melee swing. It one shotted me with a 247 overkill and the tank didn't even have time to taunt it yet. There are countless other situations (i.e. Thorim's Chain Lightning, Freya's Detonating Lashers, etc.) that are killing us that other melee classes can survive. It is the first time I would have survived something if we had the Base Health Buff right now since most of my similar deaths are usually 1-2K overkills.
Here's hoping we see some sort of HP buff before 3.2 is finalized.
For the past few weeks I have been experimenting with a new variation to blood tanking. I've come to the conclusion after studying my wws reports that 4 pts in necrosis > sudden doom + subversion. Necrosis continues to produce 5.5-6% of my total damage on boss encounters consistently.
It's only possible to get necrosis if you forego imrproved icy touch, which in the raids I run we generally always have a prot paladin or warrior to keep the 20% slow up via judgements/Imp thunderclap. Something to keep in mind if anyone is interested in trying out something new.
Do they keep it up on Steelbreaker assuming your guild is endgame and your the one tanking him? Do they keep it up on General Vezax at all? If they die on Thorim HM and your the only tank left, can they still keep it up? What if you are asked to solo tank the arena?
How large is this threat gain and is it worth taking extra damage if the other tanks don't keep it up 100% of the time? What fights need this extra threat? If you wanted to get more threat, why not drop WotN and pick up both ITT and Necrosis?
I can't believe no one has seen this list, which has been floating around since pre-BC release:
Draenor Set
Azuremyst Isle - 1 to 10
Bloodmyrk Isle - 10 to 20
Eversong Forest - 1 to 10
Quel'thalas - 10 to 20
Hellfire Peninsula - 58 to 62
Zangarmarsh - 60 to 64
Terokkar Forest - 61 to 65
The Deadlands - 63 to 67
Nagrand - 64 to 68
Blade's Edge Mountains - 66 to 70
Netherstorm - 67 to 70
Shadowmoon Valley - 69 to 70
Northrend Set
Borean Tundra - 67 to 70
Howling Fjord - 67 to 70
Dragonblight - 69 to 72
Grizzly Hills - 70 to 73
Crystalsong Forest - 72 to 75
Zul'drak - 73 to 76
Sholazar Basin - 75 to 79
Storm Peaks - 76 to 80
Icecrown Glacier - 78 to 80
Maelstrom Set
Gilneas - 77 to 80
Grim Batol - 78 to 81
Kul Tiras - 79 to 82
Kezan - 81 to 86
Tel Abim - 83 to 85
Zandalar - 84 to 87
Plunder Isle - 86 to 88
The Broken Isles - 87 to 90
The Maelstrom - 89 to 90
Plane Set
Pandaria - 1 to 10
Hiji - 10 to 20
Wolfenhold - 1 to 10
Xorothian Plains - 10 to 20
The Green Lands - 88 to 91
The Dying Paradise - 91 to 94
The Emerald Nightmare - 94 to 97
The Eye of Ysera - 97 to 100
Deephome - 88 to 91
Skywall - 91 to 94
The Abyssal Maw - 94 to 97
The Firelands - 97 to 100
Legion Set
K'aresh - 96 to 99
Argus Meadowlands - 97 to 100
Mac'Aree - 99 to 100
Maw of Oblivion - 100+
The Burning Citadel - 100+++
Now, Blizzard hasn't kept to this exactly (Deadlands/Auchindoun was merged into Terrorkar, Dalaran load lead to Crystalsong being depopulated) but it has been accurate enough that I'd consider Emerald Dream and/or additional races in Cataclysm to be extremely unlikely.
I posted this comment in the Max DPS thread and I'm reposting it here in hopes of some discussion.
The only REAL problem with BM is that fight gimmick buffs rarely if ever affect the pet (Yogg, Hodir, Thaddius, IC, Vezaxx, etc). Although the DPS is theoretically lower by a substantial margin, BM has a much easier time reaching 90% of its theoretical maximum b/c of other things which do not affect the pet, especially ones that would cause the hunter to move. The pet remains DPSing in general a much higher percentage of your average Ulduar fight than the Hunter does. This also means that BW uptime when the hunter IS attacking is higher than is modeled in the spreadsheet b/c the hunter obviously uses it when she doesn't have to move. Fights with short periodic burn phases or fights with pauses in the fighting also inflate BM numbers higher than theory would indicate (Freya, XT, Mimiron, and in particular Hard Mode XT where having a hunter or two respec to BM if you are just on the cusp of killing the heart will easily push you over). I am of the opinion that if BM were ever capable of reaching the theoretical DPS numbers of MM or SV then there would be no reason to spec either of those simply because of the reasons I mentioned which inflate BM dps.
The only real fix needed is for fight gimmick buffs to affect pets as well. BM is a perfect example of a spec where theorycraft does not accurately model real world scenarios. The spreadsheet really does this spec a disservice, and I am a diehard Survival hunter who typically scoffed at BM even when it WAS the best spec.
Sorry for the big tooltip couldn't find it anywhere else. Got it last night and seems to have 45 second CD like most trinkets and the proc is actually 726 haste as opposed to the tooltip
Sorry for the big tooltip couldn't find it anywhere else. Got it last night and seems to have 45 second CD like most trinkets and the proc is actually 726 haste as opposed to the tooltip
@Aangus: First of all, there's no Aangus on CC on the armory.
Sorry. I moved to Winterhoof. Didn't see that my change to the profile didn't take.
Originally Posted by Boevis
Regardless, I don't feel like answering a "this is what I have, help me not suck" post by telling you what to do.
Why respond at all then? Responding to noobs like me is always optional.
Originally Posted by Boevis
You can see that the resources are there (Rawr, Toskk, FbN) If you choose not to believe them, then don't. I really don't get why people feel the need to ask why the generic blanket-statement advice in the "for Dummies" thread is telling them something different from a personalized and specific program.
Maybe because we're new to feral DPS and have no clue where to start so we start by reading the "for Dummies" guide. We follow the instructions in the guide and it tells us to use this tool (Rawr in this case) which tells us to do something different and maybe we get curious as to whether the guidelines about ArP vs. Agi stated in the "for Dummies" guide are more accurate or maybe the guide should have stated "if 200 < x < ArP Cap, gem for ArP unless Rawr or one of the other tools tells you to do something different". The way that it is stated in the original post and from other discussions, it seemed like a pretty "hard and fast" rule that ArP was better than Agi between 200 and ArP cap.
Originally Posted by Boevis
Rawr is telling you to gem agi because your hit/expertise/crit is pretty low, thus your CP per Energy is low. Rawr is trying to increase your CP Generation so you can generate enough CP for Rawrs cycles.
Thank you. Excellent info and probably explains alot about why I am struggling with my cycles.
Originally Posted by Boevis
Trust Rawr, or don't.
That is the whole point of my post. I was trying to determine how much to trust Rawr (especially when it deviates from the info presented in posts like this).