In our (10 man) attempts, the first to get the buff were the ranged, prefferable arcane mages, as they are able to keep DPS up during her flight time (which is not very long though).
But lets see how we will do this in 25man, as a muti rogue may indeed give overall more DPS than an arcane mage who can DPS 10 secs more that the rogue.
Just to pitch in with the latest speaker. An efficient way to still do some job on Saurfang for example (this is much harder on Deathwhisper since adds can get out of range and you have to turn around) is to keep your dots up on the boss and when adds pop, tab switch to just do simple Shadow Bolt nuking
I usually find tab corruption dotting at least 3 of the blood beasts to be the best DPS, and you can still refresh the Corruption on Saurfang with ease (as well as increasing chance of Nightfall procs).
Cats use Mangle to apply its debuff against the boss, which raises raid damage. If you see a feral Mangle once, it's usually because another player in the raid can supply that debuff, but it hasn't been applied when the feral starts their DPS cycle. For example: Feral runs into the fight immediately, but the Arms warrior supplying trauma misses. Example 2: Feral bear tank will keep mangle up, but his first mangle misses/is dodged/is parried. Many ferals, not wanting to have to micro-manage this situation, simply Mangle regardless of whether the other debuffs land.
To add to this point, I was also under the impression you DO NOT want to Rake without Savage Roar up. Therefore our first move must always be Mangle to provide CP to start Roar, then into Rake, and off into our normal play. A cat that mangles once or only a few times is likely doing this when his Roar has fallen (phase transition etc) or it's the start of the fight.
I took the dive and introduced GDKP on Azjol-Nerub (US):
We have ran weekly TOC-25+Ony25 for 9 weeks now. It's been going very cleanly and frankly face roll. I'd estimate we averaged 50,000 gold pots.
Last week we attempted ICC-25 afterwards without prior planning. We couldn't take our better geared half of the TOC-25 GDKP raid team simply because they had gotten saved on guild runs, were committed, etc. But a bit of on the spot asking around yielded enough players to get it going.
I told people up front we may have to do housecleaning if we had 2 unsuccessful attempts on Marrowgar. That resulted in only 1 replacement. And from there it went well.
• 4 bosses dead, 16 pieces of loot
• Trash loot: 15,500 gold
• Lord Marrowgar 19,100 gold
• Lady Deathwhisper 15,300 gold
• Gunship 18,000 gold
• Suarfang 22,700 gold
• TOTAL: 90,600 gold, 3624g per person
No super loot. But 3 BOEs dropped which helped considerably. T10 tokens averaged 10,000g each.
Hi all im just wondering if u guys can give me any advice on what to buy with my frost emblems, im vurrently collecting gear for both assas and combat specs as i alternate depending on the fight, im not sure what to buy with my emblems, i was gonna buy the ilvl 251 t10 gloves but thought new boss soon in voa so the legs and gloves will be on farm there so dont really wanna waste the emblems on them, i was thinking possibly the car burgler gloves for combat spec and there better than the triumph 1s i have now so willdo for assas untill the new voa boss comes out or should i get the shrapnel star? any ideas plz
I was messing around with [Althor's Abacus] and was using it in arena for lack of a better trinket. The intresting thing is that when i cast ghost wolf i get a 33% chance to proc the item everytime i regen health as a wolf (even when not using [Glyph of Ghost Wolf]).
I found this makes the trinket potentially very handy in pvp as usually shifting to GW is due to being put under pressure. Though perhaps it may be more useful for the ele spec shamans where quick large heals are harder to come by.
(hello every1 i'm new - i play both resto and enh shaman in pvp)
Quiet amazing! Will it proc with enhancement's Feral Spirit heals too? It'd be quiet amazing...
Anyway, i have a question about rsham: i'm building pvp gear and can't decide how to socket it: focusing on mp5 sounds reassuring, but pushing on crit rating could be better (major heals, more mana gain from improved water shield)..what do you think?
Last edited by Tritolo : 01/22/10 at 7:13 AM.
Reason: miswritten a spell name
Heart Strike is the only ability that requires diseases up to do full damage as Blood, so if you let them fall off for a second or so it's not a huge deal assuming you're not in the middle of doing a chain of Heart Strikes.
Additionally, Blood doesn't have talents like Rage of Rivendare, Glacier Rot, or Tundra Stalker that increase overall damage as long as diseases are on the target.
In other words, diseases don't need to be up for the full duration of the rotation.
Yeah i know that but my point is, why is dark death then only with 1 epidemic in talent build it under dark death build.
The diseases would fall off in the standard Glyph of Dark Death Build on last HS or do they fall off during the DC dump?
You get runes back on 20sec mark. With 1/2 Epidemic diseases last for 18sec. So at the end of rotation where you dump DC there'll be 2 seconds without 1 disease and 1 second without both diseases. That's not a problem, and there's no clipping.
If build had 0/2 Epidemic than last 1-2 HS would be without one or both diseases.
Urmezawa, I think the problem might be your strict adherence to the rotation. I almost never end up sticking with the rotation when raiding because, unless you are on Festergut or Saurfang, something is going to happen that prevents you from getting the most out of rotation mechanics. I think a priority system is much more reasonable. The beauty of GoD is that you only use one instant cast rune attack to refresh diseases. The longer the diseases are up, the longer between disease refresh intervals where you stop using DPS attacks (HS DS etc...). Disease refresh is the only part of the rotation that isn't used solely for the direct DPS (diseases/plaguestrike/icytouch do provide DPS, but the real benefit in the build is in buffing heartstrike). The 3 seconds does make a big difference in being able to throw in an extra heart strike or two. At the very least, it gives you more leeway if you are stunned, polymorphed into a blob, etc...
The difference between 3 and 6 extra seconds means an extra 20% (from baseline) time to be swinging the big guns.
This is not to say that GoD does more damage than GoDD with the extra point for Death Coil. I do think that many people forget to factor in the damage they lost by giving up the frost fever/plague strike DPS in GOD builds. I don't have a strong opinion on the matter. I think the difference in single target DPS isn't big enough to dismiss the other out of hand. That is to say, they both kick ass. I think the real difference might be in strategy between single target and multiple mob fights.