Currently it seems like it's not mentioned here, but "quick" testing (45 minutes) leads me to believe that Deathbringers will has been whittled down to 2 procs - AP, and Haste. To be exact: Speed of the vrykul, and the old Power of the taunka. No iron dwarf popped up.
"...vincer potero dentro a me l'ardore
ch'i' ebbi a divenir del mondo esperto
e de li vizi umani e del valore"
But you can use Berserk while Tiger's Fury is active. Berserk will cancel the extra damage which TF gives you, though.
So it's generally believed that instead of burning the TF energy right away, you can pop TF, wait for it to expire, then Berserk immediately afterwards. However, depending on how much energy you need at the start of a fight, this is a bad strategy on first berserk because every second without Rip up is more lost damage than the TF buff gives.
I think I'm having issues with something I shouldn't but I have no idea how to access this "gear sheet" to add or remove gear from the spreadsheet.
I'm all but fed up with my Ret pally and want to do everything I can to make my time spent with the rogue as fullfilling as possible.
EDIT: Sorry for the un-needed post...I found out how to do what I need to do just not from within Office 2007. I do sincerely apologize for the infraction causing comment and will work at being less needy around here.
Last edited by cornelious0_0 : 01/07/10 at 9:24 PM.
2 seconds off the cooldown would give us like...2-3 seconds to get the lava burst into a flame shock. 2.5 seconds off the cooldown would be more space but I really don't see them making the cooldown that short for pvp reasons.
Is there anyway to find out when they went live? Because some of my DPS was a little lower tonight on certain encounters. Im wondering how this will change the class and if it was really neccesary to cut it down so much. Heres an idea a guildmate had of mine that they should have done.
Glyph of Hunger for Blood - HFB no longer provides a damage increase but increases the uptime of your hunger for blood by 30 seconds.
That imo would have been a reasonable nerf. 3% damage and then a little stealth buff.
Now the summoned Val'kyr's smite never misses. They did 1200 dps on the trainning dummy (without CoE). The only problem is their survivability: they don't have avoidance. So they can be easily killed by aoe abilities (while not every aoe hits them, need to try it in more ICC encounters).
the question is do they still get destroyed by aoe damage if so it is still probally not as good when used in boss fights.