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?
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.
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.
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.
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.
"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.
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
and Spirit World Glass and Energy Siphon for the long fights.
oh im a Disc priest
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.
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
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.
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).