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Old 12/07/09, 7:55 PM   #10276
Falcon213
Von Kaiser
 
Draenei Shaman
 
Illidan
Since I don't raid heroic 25s on my mage and I love the idea of PvE frost, I too am interested in the TC on it.

Currently I plan to go this build. The point in Enduring Winter is there purely for replen, of course. I'm not sure how 2pc t10 will affect brain freeze, but it is by far our best spell on the move (assuming no FoF of course) and there's hardly better places to spend the points.

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Old 12/07/09, 8:13 PM   #10277
Slurp
 
Tauren Druid
 
Korgath
Authorization

Please and thank you.

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Old 12/07/09, 9:07 PM   #10278
DeckardPain
 
Orc Shaman
 
Darkspear
So for 3.3 coming out tomorrow, what would be the best glyph set up for a raiding enhancement shaman.

I'm thinking for major glyphs
windfury
fire nova
feral spirits

But I'm also wanting Stormstrike in there, not sure what the best set of those would be. Any ideas / suggestions? I'd be speccing into improved fire nova as well.

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Old 12/07/09, 9:08 PM   #10279
Lyu
 
Human Rogue
 
Aggramar (EU)
Simple question from in 3.3 patch the Normal Pve mutilate build is 51/18/2 correct ?
If so the 2 point in assassination are they spend in relentless strikes or in opportunity .

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Old 12/07/09, 9:47 PM   #10280
rouger
Banned
 
Orc Warlock
 
Tichondrius
Originally Posted by Dreadorator View Post
The trinket I have just received is the Fetish of Volatile Power
-- Requires Level 80, Item Level 232, Equip: Improves critical strike rating by 114 (2.48% @ L80). Use: Each time you cast a harmful spell, you gain 57 haste rating. Stacks up to 8 times. Entire effect lasts 20 sec. (2 Min Cooldown)
THIS TRINKET SUCKS USE ANYTHING ELSE

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Old 12/07/09, 10:52 PM   #10281
larnstar
Glass Joe
 
Night Elf Druid
 
Mannoroth
Tears of the vanq is awesome and pops a fair ammount.

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Old 12/07/09, 11:44 PM   #10282
Brakthir
Von Kaiser
 
Orc Warrior
 
Illidan
The only fight that I can't mindlessly spam HS/Cleave is Anub. That's pretty much it. Most other fights I can spam like whoa.

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Old 12/08/09, 12:03 AM   #10283
skimo
Glass Joe
 
Undead Warlock
 
Ragnaros
black magic weapon enchant vrs superior spell power weapon enchant @ 3.3

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Old 12/08/09, 12:13 AM   #10284
beaub
Glass Joe
 
Human Warlock
 
Kalecgos
0/18/53 is working great for me so far, boosting imp damage will be vital with the changes brought by ruin i suppose... however i don't see it in the sim craft .... any chance the ts could discuss

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Old 12/08/09, 1:06 AM   #10285
kerseyd27
 
Tauren Shaman
 
<KoV>
Azjol-Nerub
I am not quite sure if this is a good change in terms of arenas for an enhance shaman. If anything its a buff and nerf, because that stun is nice, but the burst is going to help a lot too. Not too sure, however, having shammy C4 is going to be pretty awesome either way.

PvP Enh standpoint feedback?

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Old 12/08/09, 1:07 AM   #10286
stevevai
Banned
 
Blood Elf Mage
 
Warsong
which will be the best professions?

i want to know which will be the best professions in 3.3 for fire and/or arcane

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Old 12/08/09, 1:12 AM   #10287
Ceasar330241
Glass Joe
 
Draenei Death Knight
 
Echo Isles
In reference to my rune CD view point. I originally saw this on Skeletonjack.com back in July. The majority of his information comes from the Dk threads here. This is a copy paste of his post for reference.

Post was from July 28

Heya guys!! The Two Second Rule (2SR) is *not* a reference to some men with their… *cough* …significant others. It is in fact a Death Knight reference. So let’s just jump right in eh?

Blizzard, in a very wise move I might add, realized from player testing that DK rotations were going to be impossible. Spending all of that RP and Runes within 10 seconds was going to be hellish. Any bit of lag, a few dodges or parries, and next thing you know the DK is doing nowhere near as much DPS as they projected. So how to fix this?
2SR

The Two Second Rule basically is the leeway DK’s need to ensure that rotations don’t fall behind because of a small bit of movement, player error, lag, etc… But how does it work? Good question.

While you are in combat the 2SR is in effect. But to make this easier to understand, lets address this in a step by step manner. First we will examine it by just the mechanics as a player would understand them. THIS IS WRONG. Then we will do the same example as it would play out in game. The second example is correct. We will only use 1 Rune for the example.
Example 1, the Inncorrect Assumption:

1. Blood Rune (BR) used for Blood Strike (BS) – now it’s on a 10 second cooldown
2. 9.5 seconds pass (Runes have a 10 second CD) and you decide to fire off a Death Coil (1.5 sec GCD) – you are now at 11 seconds (the BR has been off of CD for 1 second)
3. Blood Rune (BR) used for Blood Strike (BS) – now it’s on a 10 second cooldown (WRONG)

Example 2, The 2SR:

1. Blood Rune (BR) used for Blood Strike (BS) – now it’s on a 10 second cooldown
2. 9.5 seconds pass (Runes have a 10 second CD) and you decide to fire off a Death Coil (1.5 sec GCD) – you are now at 11 seconds (the BR has been off of CD for 1 second)
3. Blood Rune (BR) used for Blood Strike (BS) – now it’s on a 9 second cooldown (2SR in effect)

So what’s going on here? So long as you are in combat you are being given a 2 second grace period on all rune cooldowns, even if you have not used it again yet. I’ve seen sources citing that the 2SR is actually 2.5 seconds.

Considering I’ve seen some runes turn over to 7 seconds almost right away I’m not inclined to disagree, but I cannot in any way support or verify the claim.

Basically once a rune comes off of CD, it immediately starts it’s next CD (as if the Rune had been used). This CD countdown continues for 2 seconds and then stops unless it is used within that time.
Self Testing (if you don’t get it)

A great example in game (if you don’t understand) is to go over to a target dummy and fire off one full rotation against it. Say, IT – PS – BS – BS – DS (all specs have all of these attacks).

Now stop doing anything other than autoattack on the dummy. Wait there for a total of 30 seconds to a minute, whatever makes you happy. And then fire off 3 Death Strikes, or 2 Death Strikes and 2 Blood Strikes (depending on Death Runes).

Watch your Rune CD’s closely and you’ll notice that all of them started at 8 seconds, and not 10 seconds. I’ve personally tested the 2SR for up to 1 minute and can guarantee it to that point. My assumption is that so long as you are in combat and not using runes, it will continue to be in effect as well.

But it’s too boring sitting there doing that and I can’t see how you’d ever use runes, and then wait as long as a minute before firing them off again in the same fight. If for some reason this does happen to you, then you’re wrong. No, you’re WRONG! Sit in your corner.
How to use this to your advantage?

The main way to use this to your advantage is for RP generation or expenditure.
RP Generation

A perfect example here is if you don’t have enough RP to fire off an attack, but your runes are coming off of CD within a 1 sec or less (or just came up), then fire off Horn of Winter. HoW generates RP guys on a 20 sec CD. You can then use those runes that just came up (HoW use is a 1.5 sec GCD) before the 2SR ends and it’s like you never pushed the runes back at all.
RP Expenditure

Sometimes a build can get RP capped too easily or quickly. But you need to make sure you spend the RP wisely so that it doesn’t throw off your entire rotation. The 2SR gives you a lot of leeway with this. You can fire off a DC/FS right as a rune comes off of CD, and then use that rune for a strike without loosing any CD on the rune itself.

Try practicing on a dummy, and you’ll find that you can actually squeeze in 8 GCD’s (12 seconds) in a 10 second rotation when you have to, lag/movement/error permitting. And when lag or other factors would have made you lose a few seconds on a rotation, this kind of skill can stop it from being lost.

So yeah. That’s the 2SR. Hope you understand now and that it helps!!
So if this is correct and I am 100% positive in some way it is you will have runes ready BEFORE 10 seconds allowing you to force in more strikes that would appear possible. If you don't believe me so be, but that won't change what is happening.

Pay very close attention during heroism. Every rune CD will start at 8 or 9 seconds other wise DKs WOULD NOT be benefiting in the same way as caster from it since we already instant strike everything. The rule is real, it is very easily noticed and tested. Runes do benefit from haste it is real, but it does not push them BELOW 8 seconds, but only increases the odds the effect happens.

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Old 12/08/09, 1:18 AM   #10288
Malcophant
Piston Honda
 
Goblin Mage
 
Bleeding Hollow
The post you quoted says absolutely nothing about haste affecting rune CDs. The way the 2s rule works has been well documented since basically the beginning of WotLK, and it definitely is not affected by haste.

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Old 12/08/09, 1:21 AM   #10289
Podosan
 
Orc Death Knight
 
Shattered Halls
Hi, this is my first time posting here. My main is a 80 Ele. Sham. But, my question has to do with my new Rogue I am leveling. I was wondering about the Sub. tree. I wanted to know if it is worth taking Ghostly Strike and Hemo while leveling, or one or the other maybe? If I shouldn't be using either of those what should I use? Thank you!


edit- I also know the Sub tree is not the best specc to be leveling as but it is the one I like.

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Old 12/08/09, 1:37 AM   #10290
Ceasar330241
Glass Joe
 
Draenei Death Knight
 
Echo Isles
Heroism - Spell - World of Warcraft Click to go to wowhead and read aura data.



Read this carefully.....the aura is a MELEE HASTE...so haste decreases rune CDs, but we do not place enough on our gear to notice. Haste stack 800 or so haste, then watch rune CDs or call me wrong, either way your runes will come off CD closer to 8 seconds than with zero haste. The 2SR is real and haste can cause it, no one has done "documented" research, but common sense from in-game experience clearly shows it.

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