Quick question. Having been longtime combat, i've recently stumbled across both [Perilous Bite] and [Icefall Blade]. Now, when I plug these into the mut spreadsheet, im showing a gain of about 100 dps tops from my previous setup with [Steel Bladebreaker] and [Calamity's Grasp]. I assumed with upgrading from such an old item that the increase would be more significant. Is this due to the Mut sheet not being updated for 3.2, or am I missing something... I've also subbed [Armbands of the Wary Lookout] from [Mechanist's Bindings], just due to hit concerns. I certainly feel much more inexperienced at mutilate, so was concerned that a small upgrade may actually lower my raid dps as I learn Mut to the point where I am with combat. Any advice would be appreciated, and thanks for your time.
First time posting been a reader long time tho.
Just wondering if anyone has the stat weights for 3.2.2 after the arp nerf. I ask cause of the change in bis items availble to me from toc. I can work rawr and the optimizer fairly well I just don't know the new weights to put in so I can make sure to roll on the right gear. Any help is much appriciated. Thx
Quick question. Having been longtime combat, i've recently stumbled across both [Perilous Bite] and [Icefall Blade]. Now, when I plug these into the mut spreadsheet, im showing a gain of about 100 dps tops from my previous setup with [Steel Bladebreaker] and [Calamity's Grasp]. I assumed with upgrading from such an old item that the increase would be more significant. Is this due to the Mut sheet not being updated for 3.2, or am I missing something... I've also subbed [Armbands of the Wary Lookout] from [Mechanist's Bindings], just due to hit concerns. I certainly feel much more inexperienced at mutilate, so was concerned that a small upgrade may actually lower my raid dps as I learn Mut to the point where I am with combat. Any advice would be appreciated, and thanks for your time.
I think you're just expecting a bit much, Perilous is a pretty small upgrade from CG, and you're doing a rather drastic downgrade on your OH dps wise. I know nothing about mutilate so I wouldn't say for certain, but I suspect you'd be better off using the Steel Bladebreaker as an OH even as mutilate.
Okay not to be rude but the simulator stuff looks like fancy HTML gibberish to me
Does Geming full ArP beat StR in these simulators ?
does the simulator factor in DRW and trinket procs?
can the simulator be set to show 3 minutes 6 minutes and 9 minute fights ?
does if factor in rolling disease's if u refresh after trinket proc's using Glyph of Disease?
does if factor in raid buffs?
sorry if i getting a little off topic here just trying to figure out if anyone can support anything saying ArP is better then StR
Not real good at using the simulator but what i am getting from it is its nothing more then a way to document a perfect cast rotation running for a ridiculous amount of hours and isnt really helpful in telling me the answer to my original question : Does anyone have anything that says geming for ArP over StR is a greater increase in DPS if you are not using runestone or grimtoll and rely on greatness and paragon procs instead?
Okay not to be rude but the simulator stuff looks like fancy HTML gibberish to me
Does Geming full ArP beat StR in these simulators ?
does the simulator factor in DRW and trinket procs?
can the simulator be set to show 3 minutes 6 minutes and 9 minute fights ?
does if factor in rolling disease's if u refresh after trinket proc's using Glyph of Disease?
does if factor in raid buffs?
sorry if i getting a little off topic here just trying to figure out if anyone can support anything saying ArP is better then StR
Not real good at using the simulator but what i am getting from it is its nothing more then a way to document a perfect cast rotation running for a ridiculous amount of hours and isnt really helpful in telling me the answer to my original question : Does anyone have anything that says geming for ArP over StR is a greater increase in DPS if you are not using runestone or grimtoll and rely on greatness and paragon procs instead?
1 - Pre-ArP nerf - Yes. Post ArP nerf? Not until Icecrown and full ilvl 258 gear. ArP scales differently than other stats. The more you have of it, the better it scales. As a poster just above showed ArP just *barely* beats out Str in full BiS ilvl258 gear.
2 - Yes, it can be set to use DRW with procs or without (ie on CD) and it's programed to use it at the optimum time to push the maximum dps.
3 - Yes. You can set it to do many short duration fights where burst will win out.
4 - Yes, however modeling disease in the first place is a relatively poor idea. 1000h tests will put disease miles ahead of anything else because you'll be rolling maximum dot tick diseases almost the entire time.
5 - Yes, all of which you can disable if you would like.
If you read the simulator topic at all you would know all of this (or really, any of the major threads in general).
For Blood (and only Blood), ArP is currently worth more in appropriate level raid gear. The difference is *extremely* small, but yes, it's technically better. If you *ever* intend to respec, then gem str. If you don't want to blow your money regemming in 3.2.2 (where Str is better than ArP anyways) then don't regem now.
can anyone give a definite answer of whether you need steady shot glyph or its completely useless for mm hunter. it seems people keep saying different things and its very confusing. does anyone know?
i think blizzard could do something with damage shield in its current attire, either they can change it completely, or add to it, the latter being preferable of course.
It's such an unnoticeable amount of threat/damage, particularly on single targets(especially slow hitters, does even less on mobs that use lots of magic) that i think it could get some extra attention.
my suggestion is this: Damage Shield: "Allows the warrior to wield their shield as a weapon, dealing 20% of their BV as damage with a 2.00 attack speed"
i think this could be really effective, and its practical in many ways:
1) you get the feeling of dual-wield tanking, which we all secretly dream about at night, and we all know there have been some really feeble attempts of trying this (like deep fury specs back in TBC/vanilla)
2) the damage will allow warriors to generate BOTH rage and extra threat when NOT getting hit, the rage thing has been a big issue, and if this is implemented, blizzard would not have to tweak how much rage we get on our damage done alone (which would make things messy for arms/fury warriors who deal alot of white damage, but prot does not)
3) the damage from the shield isnt really going to make prot warriors OP in dps or anything, and the talent itself is so deep in prot, you can't really see it being abused(by other builds) in pvp anyway
4) i honestly think this effect can be ADDED to the current design of damage shield, the extra threat and dps we get from it in its current state is SO miniscule right now (a. we need to get 15points in arms for DW just so we have a shitty dot when aoe tanking like a really weak consecrate, b. we get smashed for 20,000 damage and we get to reflect 200-300 back -_-)
5) it would just feel common sensical to allow warriors to finally utilize the shield as a real weapon (shield slam is the only offensive damage tool with a shield we have, they even removed damage from shield bash a while back) so it would make sense on a Roleplaying/Lore point i suppose
6) this would also allow us to generate a little bit of rage back when spamming heroic strike/cleave
BONUS: COME ON ITS FREAKING DUAL-WIELDING. KIND OF.
p.s. theres still issues of like dual-wield hit rating penalties i haven't figured out yet, but this is just all theory
I am almost at a loss for words reading this last bit of the MM thread, I am not sure if people just lack the ability to read or if they really are that dense.
First off sunder armor lowers the armor of a target, hunters do physical damage, armor mitigates physical damage. It sounds pretty useful to me.
Mange/trauma increases how much a bleed does, piercing shots is a bleed. This also sounds like a pretty big increase to the damage we do.
Finally I don't want to come off as too rude here but i can probably count 15-20 posts that say the following, the SS glyph's effect where you do 10% more damage with SS when SRS is applied was added to the talent Marked for death. Therefore you do not need the glyph to get the 10% boost for your SS. This 10% from the talent is of course on top of what you would normally get for having the talent in the first place (so 20%). This is not something that seems intended so it will temporarily allow hunters to forgo the SS glyph for something else.
I am probably going to get banned for answering such lazy questions but it is remarkable how little work people will do on their own; and to top it all off I'm the one answering them!
One last note, please use brain before posting my face has been meeting my palm far too often as of late.
compared my dps to some other mage who hasnt got 4 pcs t9 yet.. he is using 3 pcs of t9 and 2 pcs of t8.. i kinda lose out on dps compared to him.. by right i should have more crit.. but his having like 75% crit from fireballs according to recounts.. some how i am also getting around 75%.. but his critting for 15-16k but im only critting 13k..
really wonder if its worth going for 4 pcs t9 for the extra 5% "CHANCE" or should i stick to 2 pcs t8 for the "off cd 350 SP for 15 sec" proc.. lol..
Can someone tell me the benefits to taking 3/3 IA as opposed to 2/3? I remember reading it was addressed in a mage questions thread, but I couldn't find it in any of the ones here. I'm trying to decide between 2/2 Magic Attunement or 3/3 IA.
Depends on the fight, personally ive never specced into those. But the range is pretty similar to spell haste, i can see the best dps gain on that. IA for twin valk however....
Yes, as mugon86 has mentioned (as well as many others), Marked for Death is currently bugged in regard to it giving you the Glyph of Steady Shot effect for free. It does not stack with the glyph, so you can forgo that glyph and get something else (as others have mentioned before).
I choose to sell items that people feel they "must" have and WILL buy again ... flasks.
This is my main money-maker, and I stay at 10,000 G on my toon almost all the time .... except when I bought the Kirin Tor ring!
Here's my question: are other herbalists having a LOT of trouble finding Frost Lotus these days? I used to find at least 1 - 3 a day with minimal farming, and would buy extras to supplement for 18G or so on the AH. Flasks sold on my server for at least 25G/flask; my profit per flask was, at least, 200 - 300 percent.
HOWEVER! I haven't found a Frost Lotus in 12 days, they are selling for upwards of 40G each on my AH, and flasks are no longer profitable to produce.
Any ideas? Secret pots or elixirs that sell like wildfire and use cheap herbs?
I'm a formerly flush alchemist watching my fortune FAIL.
Hello, I quit WoW about three months ago and now that I have come back, so much has changed and I can not seem to find a good PvP spec for lvl 80 hunters. also what are the main stats that I should be looking at and pets and so on. Can anyone help me? would appreciate it very much thanks
has anyone noticed that the gcd from switching relics is gone?
i tried some macros like this:
/equip Deadly Gladiator's Totem of Third Wind
/cast Lesser Healing Wave
/equip Steamcaller's Totem
/cast Chain Heal
they do work. you can not mash your macro-button though because switching relics is not possible while casting. just push the button during the red bar of quartz.
is this just a bug that will be fixed soon or is it working as intended?
PS: i tested some elemental relics as well but they still have the gcd.
EDIT: i tested it again. it does not work infight. so never mind this issue^^