I was a long time Everquest player so I was a little bit confused when I started using Macros in World of Warcraft. I am not much of a "techy" but there was a macro command we used in EQ that would pause the macro - to finish a long cast or what not. It would go something like:
In which the macro would pause for 12/12 of a second in this case. Why doesn't wow allow us to use a pause command in a macro to help with the global cooldown? Is this intentional?
And answer a couple questions if you are interested:
1) First off, do you see any immediate issues or low-hanging-fruit upgrades I should go for? I'm currently working on Yogg in 10 and Hodir in 25.
2) I've basically been using rawr but it can get difficult with both hit and exp cap to balance gear. You will notice I only have 8 expertise. This seems unsettling - is it a big issue?
3) At first glance the new plate dps Ulduar25 crafted recipes look kind of underwelming but are BIS for other classes. Is that just circumstance of my current gear or are they underwelming for ret pallies?
Thanks for any assistance you can provide, its much appreciated.
I'm currently working on Building my DK's DPS set , and I've been informed by several guildies and have found online cast sequence macros that enable you to press 1 but (spamming it basically) instead of several. I know some see this as lazy, some see it as not wanting to learn, but I see it as a useful tool that would make starting to DPS slightly easier, I will most likely adjust later and simply use the regular hotkeys to attack. We have several DKs that do 6k+ dps, and constantly top the charts using these macros in Ulduar 25.
I'd like some information on such macros, and if possible, links to those you may use and have proven useful, and provide a good dps output. I'm looking mainly as unholy and frost specs, as Blood seems to be more gear reliant. I found the following on wowwiki.
I think that tanking is kina a race to keep yourself alive(not one to dodge the most hits) so even if you dodge alote of hits per % the most important thing is to stay alive ,it s never a good ideea to go only focus at avoidance ... you may have 65% dodge but if you have low armor or stamina you may get a random consecutive 3 hits that kill you while someone with 40% dodge may be still alive after the same hits because he stacks stamina too and armor(considering that you are healed)
Considering diminishing returns on agility and dodge i think is very wrong to say agility/dodge are still more importent then stamina even at high avoidance
Also most hardest fights to tank(hardmodes) in my opinion tend to favor stamina over dodge/agility
This may seem a little off topic with the current conversation here.
But last night i was in Ulduar gunning for a few hardmodes. But with many of my spells i was seeing alot of my damage being resisted. Max i saw was about 1k being knocked off my LvB and around 500 from LB.
Just wanted to know if there was any kind of spell penetration cap or something similar that's worth enchanting or gemming for? And if it would be better than pure SP.
Armory link: The World of Warcraft Armory
Any possitive feedback welcome.
With the T9 set bonuses I feel that Destro will still be the way to go come 3.2, the crit increase from 2 piece will add a nice extra crit rate to incin, which would be better than a Felguard since the warlocks damage would increase by quite a bit. Even though i have not had a chance to test this, and am too lazy to do all the shit with numbers that you all seem so fond of. Fire and Brimstone nerf is acceptable, and it pretty much evens itself out with the Impowered Imp buff.
Has anyone had a chance to test out the new Glyph of Life Tap, as destro, and is it worth it?
Basically i don't expect to see a change in a dominate warlock spec come 3.2.
I have been playing survival pretty heavily for a while now. My guild is progressing through Ulduar and I have accumulated some good gear and have been stacking Agility heavily. My off spec is MM which I normally only utilise when our blood DK is missing. However I quite enjoy it and would like to make a more permeant move since I am acquiring some BiS gear.
Currently I have noticed during raids that i still tend to do more dps as Survival (apart from the occasional encounter). Haviing done a little research and reading, it seems that ArP is the key to MM dps at end game. I have 285 ArP in my current gear. With the gloves it equals 330.
A few posts have indicated 500 ArP as the magic number for MM (when it really starts to out perform Surv).
The best way for me to reach that currently would be to re-gem. So my question is would it be more beneficial for me to re-gem (16 ag -> 16 ArP, 27 ag -> 27 ap) losing crit and AP but gaining ArP (up to 571 fully gem'd)? or should I hold off and try to acquire ArP through base stats on gear? Running 10 mans for the Runestone (and hopefully Dark Matter trinket one day soon) and need to get the boots (Living Scale) made.
Maybe I should already doing be doing better dps as MM and it's just my playstyle letting me down. Any advice would be appreciated. Thanks in advance.
I don't have any personal knowledge about the gemming differences between Agi and ArP (i dont have BiS since i only do ulduar10 atm, so consult the spreadsheet). But i will say this: If you wanna still have SV as your "offspec" id leave your gemming as Agi. It's not very much behind ArP for Marks and makes it so your gear still works well for SV. That is unless you happen to have two sets of gear laying around.
From what i remember, MM still performed better then SV in BiS gear before they thought of maxing out ArP and dropping arcane shot. So AGI gear still was good. The difference between that style and ArP/Imp Steady was like 300dps (when we're talking in the low 7000 range).