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08/01/09, 12:12 PM
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#6676
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Banned
Undead Mage
Executus (EU)
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im a man and i still just use grid as its good to know how everyones doing,i didnt even knowu could change anything on it lol
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08/01/09, 12:13 PM
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#6677
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Banned
Undead Mage
Executus (EU)
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nice one guys,i aint even in naxx yet! hahaha
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08/01/09, 1:50 PM
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#6678
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Blood Elf Death Knight
Grizzly Hills
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what should i look for in gear as a holy priest?
spell power haste?? what
and what should come first like spell power of haste or what
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08/01/09, 1:55 PM
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#6679
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Glass Joe
Tauren Warrior
Caelestrasz
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thanks for the info ^^
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08/01/09, 6:43 PM
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#6680
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Glass Joe
Night Elf Rogue
Auchindoun (EU)
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Even stupid questions need answers =P
Hey I'm just wondering about daggers. I currently have 1 dagger which has a speed of 1.40 and I'm trying to get 1 that has a speed of 1.80.
And I have absolutely no idea which dagger goes in which hand O__O This would be for muti spec then ofc =P
And what poisons to I put on which dagger? 1.80 MH - Instant / 1.40 OH - Deadly? 1.40 MH - Deadly / 1.80 OH Instant? Or something else entirely? =O
Do I put the fast one in the off-hand and slow in main-hand or the other way around?
And yes I'm new to daggers = ]
Thanks in advance for any replies 
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08/01/09, 7:35 PM
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#6681
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Glass Joe
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Pallies will still use HL, if your mana gets low just flash to regen, nothing much is gonna chnage except more haste and faceroll content ;>
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08/01/09, 8:49 PM
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#6682
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Glass Joe
Night Elf Druid
Moonrunner
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Originally Posted by Playered
Being roughly 8-10% better is not going to make the majority of problems regarding Nourish vanish although this talent incorporation was one of the things I did mention quite a while ago as a means to enhance Nourish to be more useful, however this was before the numerous other changes they have done to the spell since.
You can see how their initial intention of "give them a Flash heal with a Druidic twist" has sort of lost its way as they passed through beta into live and even now they are still uncertain of how to turn this spell from something we tend to mock frequently into a solid tool we can all appreciate like Swiftmend for example.
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Probably, yeah.
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08/01/09, 10:37 PM
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#6683
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Piston Honda
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Upon further thought, I believe that this would be a very viable buff build for a number of fights - freya, iron council, thorim and others.
Because blood's deeper talents are almost entirely talents which boost your damage and threat but don't give any significant survivability (except for WotN, which has been gutted and is of subjective value), speccing this way on fights where threat doesn't matter much may be quite viable for you because you then bring your raid hysteria, abom's might, imp icy touch and imp talons all in one package meaning a talented attack speed debuff, imp windfury and a marks hunter aren't needed, nor are any frost DKs. You essentially become the only DK your raid needs assuming they have a boomkin, which could be construed as a bad thing, heh.  Your overall survivability is about the same - trading WotN for 3% melee avoidance in frigid dreadplate is an alright tradeoff. You use death strike to generate death runes and rune strike remains your primary threat generator. Rotation would be IT PS DS BSx2, DS BSx4 -or- DSx2 BSx2.
On Freya threat is a nonissue since if tanking her, you'll have a gigantic threat lead by phase 2 when people actually start nuking her. Ditto iron council (if doing steelbreaker last), nobody will be nuking your target until phase 3 if you're the guy tanking steelbreaker through phases 1 and 2. You could also tank cats on auriaya if doing the achievement there, offtank guardian dwarves on razorscale, etc.
It's a situational build but depending on your raid comp it should be a very viable build for you to bring to your raid to boost RDPS while still being able to fill your role acceptably, and it allows other people in the raid to spec out of utility talents that you bring so they can do more DPS themselves.
Presuming people agree, this build should be the definitive solution for people who insist on speccing blood but deep into frost to get frigid dreadplate. If people are going to insist on doing this, they should at least bring their raid something worthwhile in doing so.
Last edited by rh8452 : 08/01/09 at 11:01 PM.
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08/02/09, 1:45 AM
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#6684
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Bald Bull
Blood Elf Paladin
Echo Isles
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Just FYI: I believe that with the nerf to dodge rating and agility contributing to dodge, that defense becomes the best avoidance stat or close to it.
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Dodge rating is still going to be the best avoidance stat to stack, because the parry and miss provided by Defense rating will have harsh diminishing returns.
That being said, people are still going to invest in Defense rating, at least as green gems, when activating yellow requirements for socket or meta bonuses.
It's Parry rating that will continue to be ignored, although you're probably still going to sell quite a few Parry gems from the uninformed / misinformed.
Bad tanks? Even gemming the proper colour for a parry bonus is worth it. All tank stats are good stats, and having a good mix of avoidance and hp leads to the best effective HP. There's no reason not to gem for socket bonuses if you can use it at all (i.e. DKs shouldn't socket for block bonuses...).
Gemming straight HP hasn't been effective since the start of TBC where healing throughput was ridiculous and mana was near-infinite.
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"Effective HP" is a measure of whatever mitigation is guaranteed. That is, something you can always count on regardless of the situation. HP is the baseline for this, followed by armor.
If you're taking a gemming approach that's maximum Effective HP, you won't be gemming for avoidance socket bonuses, specifically because it's not something you can guarantee will work. You'd also socket AGI / STA for red requirements, not because of AGI's dodge, but because of AGI's armor.
Yellow sockets don't actually have any stat that contributes to EHP, but most tanks go for Def / STA (if not ignoring the socket and going pure STA) anyway.
And yes, most progression tanks have been gemming straight HP. We didn't see it all that often in Naxx because it just wasn't that hard to demand min-maxing in the first place, but in the land of two-shots, you'll see a lot of tanks with a Gossamer + Heart of Iron combo or similar.
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08/02/09, 2:22 AM
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#6685
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Von Kaiser
Draenei Paladin
The Venture Co
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Hmm. So if the weapon damage portion of seal of vengeance will indeed be applied by special attacks like ghost crawler says, and not just auto-attacks, has haste actually gone up in priority any?
If all it does is slightly decrease the ramp up time on our auto-attacks it seems like it'll still be a pretty abysmal stat in 3.2
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08/02/09, 2:45 AM
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#6686
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Glass Joe
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The trinket thing
So I had my trinkets set up using Eye of the Broodmother and Forethought Talisman for Short quick fights
and Spirit World Glass and Energy Siphon for the long fights.
Now I have happened to get my hands on Je'Tze's Bell and it looks to be a very great piece but i cant see what to replace. It looks like its gonna give about 25mp5 with the 106sp
oh im a Disc priest
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08/02/09, 3:42 AM
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#6687
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Piston Honda
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Originally Posted by Weazol
and Spirit World Glass and Energy Siphon for the long fights.
oh im a Disc priest
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I would drop spirit world glass for it on the long fights. Fairly good throughput/regen balance type trinket. I've had little need for a "pure regen" trinket when I'm disc and both of those are certainly pure regen.
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08/02/09, 3:54 AM
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#6688
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Piston Honda
Blood Elf Paladin
Dunemaul (EU)
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Originally Posted by aleksandor
Hmm. So if the weapon damage portion of seal of vengeance will indeed be applied by special attacks like ghost crawler says, and not just auto-attacks, has haste actually gone up in priority any?
If all it does is slightly decrease the ramp up time on our auto-attacks it seems like it'll still be a pretty abysmal stat in 3.2
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This gets asked every single page for the last 3-4 pages
No, haste doesn't get better. First of all you'd need huge amounts of haste for a noticable decrease in time to stack. Second, once we are at 5 stacks haste actually has less value than in 3.1 because SoV will doing a larger % of our total dmg than SoB is currently doing.
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08/02/09, 4:16 AM
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#6689
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Heres my UI when raiding.

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08/02/09, 7:10 AM
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#6690
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Banned
Blood Elf Paladin
Agamaggan (EU)
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Bear in mind that SoB procs could NOT proc anything since part way through TBC.
SoB used to proc JoW, weapon enchants etc which means with SoB up you always got two JoW procs from each swing, but this was changed in TBC so that SoB could nor proc anything. SoC can proc weapon enchants, but has a low ppm so you don't get double the normal number.
The new SoV dot refresh is melee, so that can proc it, and the new instant damage strike is also melee, so that probably can proc it as well. Giving 3 proc chances a swing? Have you noticed an increased regen from JoW as well?
I think all melee attacks proc things unless specially coded not to (eg SoB).
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08/02/09, 7:41 AM
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#6691
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Von Kaiser
Blood Elf Paladin
Anetheron (EU)
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Originally Posted by Kandiru
The new SoV dot refresh is melee, so that can proc it, and the new instant damage strike is also melee, so that probably can proc it as well. Giving 3 proc chances a swing? Have you noticed an increased regen from JoW as well?
I think all melee attacks proc things unless specially coded not to (eg SoB).
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Quick testing with auto-attack indicated that JoW doesn't proc more often with SoV than with SoC or SoR.
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08/02/09, 10:52 AM
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#6692
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Glass Joe
Draenei Shaman
The Sha'tar (EU)
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I read somewhere in these forums that elemental shamans should switch to LB spam during heroism (and maximum haste situations like Vezax). Having elem mastery up at the same time may have been a condition(though this was before the duration was reduced I think). I don't think the person had contributed any numbers to support it, but I don't remember anyone refuting it at the same time. I can't find the post now of course..
Anyway, can anyone confirm or deny this?
Also, I can't seem to find any numbers on potion of speed vs potion of wild magic, can anyone tell me which is the more attractive option for elemental shamans?
Thanks.
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08/02/09, 1:13 PM
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#6693
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Glass Joe
Blood Elf Paladin
Perenolde
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Originally Posted by Nisall
This gets asked every single page for the last 3-4 pages
No, haste doesn't get better. First of all you'd need huge amounts of haste for a noticable decrease in time to stack. Second, once we are at 5 stacks haste actually has less value than in 3.1 because SoV will doing a larger % of our total dmg than SoB is currently doing.
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It was said earlier though that if on a decent fight where you didn't need to switch targets often, popping a Potion of Speed before engaging in combat would help apply the stacks faster (albeit even slightly), and then freeing up space for another potion during the fight if needed.
So while haste isn't going to be great to stack on gear, during the initial ramp up time, any extra haste can't hurt.
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08/02/09, 1:57 PM
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#6694
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Night Elf Druid
Bronze Dragonflight (EU)
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Savage Roar?
Since i got my t8.5 - 4 Set bonus. I have assumed that its best to use only 1-2 CP Savage Roar.
But now that i have been reading a little; I start to wonder if its acctually better to use its at higher Combo Points.
When reading here all i see is that i should "Refresh it when ever it expires". But im wondering for instance, If i have enough energy for a Shred before before i do SR. Should i cast that shred or just wait a second and let my Energy bar fill up a little extra and cast it low CP?
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08/02/09, 1:59 PM
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#6695
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Night Elf Druid
Bronze Dragonflight (EU)
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Also i don“t understand how to run the Simulator program? Does it work with Vista 32bit? How do i run it?
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08/02/09, 2:47 PM
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#6696
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Glass Joe
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i am a long time reader but first time poster...
but i have a quick question, i know there is a lot of debate about how much Arp to stack and when ... but my questions is.
according to the spreadsheet its always a dps decrease when i gem for ArP is there actually a point you need to hit b4 geming for ArP will be a dps increase? as well now with ArP being so important, how important is haste how for MM... cuz i know b4 hitting the haste cap back in naxx is a must for good #'s but i have not herd much about haste.. all i read is that its not as important anymore ... did i read wrong ?
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08/02/09, 3:34 PM
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#6697
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Bald Bull
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But im wondering for instance, If i have enough energy for a Shred before before i do SR. Should i cast that shred or just wait a second and let my Energy bar fill up a little extra and cast it low CP?
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If you have energy and time to do a shred before an SR, the main reason you'd not want to is to not waste the combo point on it when you could be using it on a rip or FB. So it really depends on your crit rate, your time on rip, how many CPs we're talking, what your glyphs are, whether you're having to keep up mangle, etc.
The most efficient SR is 1 CP when you have 4pT8. That doesn't mean it's the best, mind you - just that it gives you the most time on SR per CP. Having a 2-3 CP SR is good because it gives you more freedom in that case. If it won't cost you any cycle time and will allow you more FBs, having a 5 CP SR is great.
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08/02/09, 4:14 PM
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#6698
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Piston Honda
Blood Elf Paladin
Dunemaul (EU)
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Originally Posted by Jadence
It was said earlier though that if on a decent fight where you didn't need to switch targets often, popping a Potion of Speed before engaging in combat would help apply the stacks faster (albeit even slightly), and then freeing up space for another potion during the fight if needed.
So while haste isn't going to be great to stack on gear, during the initial ramp up time, any extra haste can't hurt.
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I never said more haste hurts, just that it's stats priority hasn't changed and that is what the question was about.
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08/02/09, 4:28 PM
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#6699
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Glass Joe
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Originally Posted by Bigperm
Hit cap for Arcane Mages with "Precision" and "Arcane Focus" is 210(8%) as long as you're running with a Shadow Priest / Oomkin, 289(11%) if you're not running with a Shadow Priest or Oomkin.
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and only 7% if you have a Draenei in your party.. :-P
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08/02/09, 7:22 PM
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#6700
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Glass Joe
Orc Hunter
Shattered Hand
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Originally Posted by Pijn
Huh? This got changed a long time ago (patch 3.0.8). Perhaps you need to test it again and you ll see that everytime you fire Chimera Shot, the Serpent Sting will start ticking according to the AP you had at the time you fired Chimera. The only time you would want to refresh SrS is when you get a +% damage modifier buff on you (to my knowledge there are only 4 in game at this time; Thaddius, Malygos, Iron Council, Vezax).
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Ah ok. I took the above post to mean that SS would just instantly take the new damage, and I didn't test it with Chimera.
I just made the switch to an MM spec, as I'm finally getting good enough gear for it, so I'm still trying to learn the ropes of wrath MM.
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