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Old 07/02/09, 3:50 PM   #5851
Reluctant
 
Human Mage
 
Borean Tundra
Fire FFB Glyph Question

Does anyone know if the fireball glyph works with FFB spell? I wasnt sure about glyphs.

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Old 07/02/09, 3:58 PM   #5852
Astriff
Banned
 
Tauren Shaman
 
Sen'jin
This thread. Is full of win.

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Old 07/02/09, 4:02 PM   #5853
Zaldinar
Don Flamenco
 
Zaldinar's Avatar
 
Human Mage
 
Arygos
Originally Posted by Reluctant View Post
Does anyone know if the fireball glyph works with FFB spell? I wasnt sure about glyphs.
No, it does not. FFB has its own glyph.

To truly model the game, we first must research it.
http://zaldinar.wordpress.com/
Proven TheoryCrafting Stuff, chain casting in a PTR near you soon.

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Old 07/02/09, 4:03 PM   #5854
Astriff
Banned
 
Tauren Shaman
 
Sen'jin
...WOW! hahahah

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Old 07/02/09, 4:05 PM   #5855
Astriff
Banned
 
Tauren Shaman
 
Sen'jin
lmfao @ tank rounds up adds and AoE burn. LOLOLOL

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Old 07/02/09, 4:05 PM   #5856
Reluctant
 
Human Mage
 
Borean Tundra
Yeah, i wasnt sure if you could get the 5% crit from fireball and remove the dot. Are glyphs spell specific unlike the added bonuses from both frost and fire that apply to FFB? Has anyone tested it?

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Old 07/02/09, 6:09 PM   #5857
leifer
Glass Joe
 
Human Paladin
 
Korialstrasz
Macros

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:

/cast Namofspell
/pause 12
/cast Nameofspell2

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?


Leifer

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Old 07/02/09, 6:14 PM   #5858
UvulaBob
Glass Joe
 
Blood Elf Mage
 
Nordrassil
Is there a place I can find all the different acronyms used around here?

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Old 07/02/09, 7:28 PM   #5859
Burtohg
 
Human Paladin
 
Alleria
Hello, first time poster long time lurker

I was wondering if people could take a look at my character sheet:

The World of Warcraft Armory

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.

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Old 07/02/09, 9:46 PM   #5860
Skynightwolf
Glass Joe
 
Draenei Mage
 
Terokkar
Cast Sequence Macros

Hello...
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.

#showtooltip
/castsequence [button:1] reset=6/combat Icy Touch, Plague Strike, Frost Strike, Blood Strike, Blood Strike, Howling Blast, Frost Strike, Obliterate, Frost Strike, Howling Blast, Obliterate, Frost Strike
/cast !Rune Strike


I think I'd remove the Rune Strike, but perhaps I am wrong.

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Old 07/03/09, 3:35 AM   #5861
Emeraldwish
Banned
 
Night Elf Druid
 
Silvermoon (EU)
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

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Old 07/03/09, 4:52 AM   #5862
Windech
 
Draenei Shaman
 
Thunderhorn (EU)
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.

Last edited by Windech : 07/03/09 at 5:24 AM.

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Old 07/03/09, 5:11 AM   #5863
Heatus
Glass Joe
 
Gnome Warlock
 
Gorgonnash
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.

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Old 07/03/09, 5:30 AM   #5864
Beaker09
 
Dwarf Hunter
 
Ghostlands (EU)
ArP and making the switch to MM

Hi guys,

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.

Armory profile: The World of Warcraft Armory

I also have:

Grim Toll - [Grim Toll]
Gloves of the Fiery Behemoth - [Gloves of the Fiery Behemoth]

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.

Beaker.

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Old 07/03/09, 6:07 AM   #5865
Galushi
Von Kaiser
 
Dwarf Warrior
 
Shadowsong
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).

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