Well, I have the badges to buy the cheap t9 Shoulders and gloves, but the spreadsheet indicates that the 45 badge shoulders would be a bigger upgrade(in terms of dps) over the 2 t9. That is odd seeing as I already have Mantle of fiery vengeance.
I have done a few sims using enhsimgui and want to make sure i am using it right. i have totem of electricfying wind is out dpsing totem of quaking earth? can someone verify this pls?
Correct. The elemental totem is currently better than Quaking Earth as QE procs 200 AP and (iirc) 234 Healing Spell Power. And since healing power is useless to Enh Shams, the 200 haste from EW is much better.
Ok I have tried to look up the ansewer to this and have not had much luck I understand that wound poison is the best MH combat choice. What I am looking for is a brief explination of why. Thank you for your help
I think [Fetish of Volatile Power] is being undervalued especially when it comes to simming. While flametongue and lava lash do not proc it, Wind Shear does, this allows us to get in a few extra stacks. In practice, I was able to get it to the full 8 stacks with at least 10 seconds remaining a significant percentage of the time.
The trinket you are talking about only gives a max of 456 haste. It is probably closer to 300-350 haste if you average out the time it takes to get eight stacks. Anyways, many of us do sim pretty well on haste. If haste has an EP value of two and attack power is equal to one, then that trinket would be equal to 600-700 attack power. Many trinkets with attack power procs go beyond 600-700 attack power.Hopefully that puts some perspective on that for you
Zakalwe, I just was looking at your armory, and it would appear you're only using two dragon's eye gems (in your staff) but missing a third gem. I'm not trying to be rude; if you had an oversight, I'm just trying to point it out.
I have been working on my warrior for quite some time now and very well equipped with gear. But i have a problem i just can seem to find anything that will help me with rotations that are successful if anybody is able to help that would be great
Since arcane is under review at the moment I'll give my view of what I think the spec is lacking at the moment here. Apart from 5 man content I find this spec very inferior to fire in basically all PvE content at the moment, and I even got better gear gathered for Arcane than Fire at the moment. I feel forced to play fire these days in raids to not feel like a joke.
Overall I think the suggested change got an overall problem of going against everything that currently has been the trademark of the tree - burst and mobility. Fire is in my eyes currently far more mobile than arcane and the recent PTR changes just enforce this. I have no hope for the burst of arcane to be improved - they reduced that due to PvP for a reason, and I honestly can't see that being reversed. It just leaves arcane in a void, where it has no distinct trademark or niché.
The biggest problem for arcane in my eyes, however, is still the crit-multiplyer being so low. Blizzard clearly seem to head in the direction of all caster dps needing the same gear fairly equal, as it makes balancing drops and special encounters a lot easier. Also - there is just 1 mage set pr tier, and they haven't spoken of any desire to change that. In my eyes they should increase the crit-multiplier of arcane to the same level as frost, and then balance the spells around that, since in this way gear upgrades doesn't turn arcane into a joke compared to fire. Lower base damage and higher crit damage doesn't make the burst in PvP higher due to resilience - and frost is still superior to arcane in PvP anyway at the moment.
Another big thing on my arcane wishlist is to make this spec (and this spec only) double or triple the effects from Conjured items, or at least the water. I'm 100% for Arcane having to focus on mana management, just as warlocks have to manage shards. But in speed pulling raids or 5 man instances missing several packs, just because you are sitting and drinking isn't a fun mecanic at all. In boss fights I have far less mana issues than on trash to be honest, and only due to the poor quality of water.
Regarding Arcane Barrage. Having a 51 pointer, which isn't strong in any situation isn't fun. I think everyone can agree that the strength of ABar just isn't where it is supposed to be yet as a 51 pointer. It should be one of the trademarks of the tree - not just improved fireblast. In the process it shouldn't make AM obsolete, however.
I think the simplest way to make ABar worth casting is giving it the 5% crit debuff. Alternatively give that debuff to AM and make ABar better dps. On a sidenote I really think the fire, frost and destro debuff should have the same debuff name and being able to refresh each other - would be better design if the players can help each other keeping the debuff up rather than pushing them off. The current design assuming similar PvE damage (which isn't there at the moment, I know. I'm talking long term design) speaks against having e.g. a fire and a frostmage in same raid compared to having 2 of the same spec. This is very unlike most classes where a diversity in specs usually is prefered. The current design of seperate debuff name for same effect is bad and promotes everyone raiding with the same spec of whatever is strongest at the moment.
A potential more "fun" way to improve ABar is to make ABar a kind of Multishot - like for every AB stack you got it apart from the damage adds another ABar in a cone in front of you. Arcane is currently really hopeless compared to fire in fights with a few possible simultanious target (like Kologarn and most humanoid trash just to name a few). Ranged AoE of arcane is rather weak these days, so it wouldn't be overpowered in my eyes. It would still leave ABar kind of situational, however.