Well as it's been discussed and shown on the WoW forums, Beacon of Light no longer benefits from double dipping with healing modifiers. That means healing Hunter pets or Mute Rogues/Feral Druids and getting more healing done on the tank isn't going to work; flipside is that Beacon will work through Mortal Strike-type debuffs. Before the presses are stopped I think it'd be nice to point out that being able to ignore negative healing effects is very likely an oversight and it's likely the changes aren't final.
Does it also mean divinity will give us 5% extra healing on the beacon instead of 10%?
I have a question I just got Widows Fury for my OH and I have greed as my MH. Will this combination be viable with CQC? My stats got a nice boost with WF cause I use to have Titansteel Shanker aand my Crit is higher with WF then with TS. So is it a bad idea to use Greed with Widows Fury?
Basicly now im only makeing sure snd is up all the time and rupture up as much as possible.
Sometimes that makes me do a 5cp snd or a 1-2 cp snd.
Is playing like this just bad?
Is it accually better to just do something like 4s/5r/5e rotation and just keep that up?
I have talked to some other rogues about this and there dont seem to be no direct awnser if this is a good play style or if this playstyle will be a dps loss/win over a fixed rotation.
After several months of routinely losing the DPS race to an undergeared rogue in my guild, I realized through study of Recount reports, etc., where I was failing. And it ties directly to what you're mentioning here, e.g. the question of whether or not to mash the finisher despite the number of combo points, or to wait until you have a full complement of 5.
Relentless Strikes results in an enormous boost to your total energy during a long boss fight -- if and only if you are disciplined and use as many 4-to-5-combo point finishers as possible.
For the longest time, I'd mash a 2 or 3 combo point finisher just to "keep it up," but in reality, I was gimping my overall damage because the rotation/cycle had very little stability and wasn't proccing Relentless Strikes with as much return. Factor in the movement requirements and other mechanics in most boss fights (like the Ignis pot, or the Kolo grip, or the Yogg constrictor tentacles, etc.), it becomes VERY important to manage a 4-5s/5r/5e rotation as much as possible to squeeze as much energy out of Relentless Strikes.
The net result: more energy = more opportunity to do more damage on each GCD. My suggestion is to stick with the 4s/5r/5e rotation/cycle as much as you can.
i'm thinking myself to try HAT out, as I've been running with mutilate and combat all time and I know what I can expect from those builds pretty much (been actually swaping between those depedning on encounter).
the mention of intellect as a useful stat to a frost mage indicates that whoever wrote the Q&A doesn't really know mage specs very well.
Yes. Unfortunately, this is happening quite often lately (remember the post about mirrors threat). I guess that Blizzard is hiring new personal, which doesn’t know class mechanics in deep. They have to keep implementing new content, so their business goes on. But it seems that WoW is a little bit out of control. Arcane erratic evolution is a good example.
2) Blizzard created hybrid classes and pure classes. So, they should understand that some players like to specialize in one single way of playing.
In my case, I studied in deep all mage specs for more than 5 years (ex, when the Frost Elemental was implemented I developed a Lock just to study in deep pet caster combat, and a Shadow Priest to learn casting tricks that I could apply to my mages) from all that I chose Arcane, not because is better or worse, just because I like the way to play it.
Blizzard seems not to understand that Arcane vs. Fire is as different in the way of playing as a Lock vs. a Shadow Priest. Actually, Fire follows in part the “dot casting” philosophy of other caster dps classes. But the straight dps fight of Arcane is unique.
Some of us chose Arcane and kindly ask Blizzard not to be excluded from the game.
Cooljo is correct; the only times where Lethality might be worth it over the 3 points in Vile Poisons would be (if at all) when using Hemo too often to justify even being HAT.
You'll find Mavanas' spreadsheet does a good job of modelling HAT - play around with that to see where your ideal HAT spec lies (and if it's worth even trying with the crit rates of your current group and your gear level). With your MH, I suspect it'll be 2/5 Lethality, 3/3 Vile Poisons.
Usually when I prepare to use berserk, I'll let my energy fill up to at least 80. I've also gotten into the habit of hitting Tiger's Fury right before berserk if it's up and my energy is low, just to speed up the process. My question is, is this wise? The extra damage component from Tiger's Fury is completely wasted since berserk wipes Tiger's Fury. Is the damage gain from berserk worth losing the Tiger's Fury damage buff?