It would be helpful to have more details as to what precisely you wiped to. Was it because you always died or because you couldn't keep up targets?
One thing that some priests overlook is that you can and should use shackle there. Hunter mobs are a good choice for shackle, as they are pretty dangerous and cannot be easily pulled using silence effects. Even if you use corners - shackling one ranged class helps a lot.
That said, the single most important thing is to have damage dealers actually burn the same target. A group with relatively weak dps will fail if damage isn't coordinated or people just happily AoE away. While a really geared group gets away with this, entry level groups won't.
Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.
It appears that you can guardian spirit her but only once per minute.
This...i respecced holy for this fight (usually raid 10/25m as Discipline) and you can only have guardian spirit once per minute. Besides that really easy fight not much to do.
On the other hand Sindragosa was a lot of fun for me...can be a little annoying U.magic debuff. I was usually going up to 4/5 stacks before phase 3 and then after phase 3..three stacks at max 'cause of the stackable frost damage. Not sure how's the fight on 10m yet.
Hi all, first message here sorry for my bad english i m from belgium and i normally speak french.
Are we sure Trauma is still the BiS weapons for shaman? Most of us aggre that this is a Rdruid weapons. From what i ve read until we reach 4t10 bonus the proc would be around 2 or 3% of our heal... That looks pretty low...
ArP - 100% is the absolute hard cap, NOT 80%
Serpent Sting - You're more or less correct: RE-Apply it ONLY when you get a buff that increases your damage dealt by a %
Hello everyone, this is my first post here. I have a question about this sentence regarding the serpent sting.
I though re-applying Serpent Sing because of new dps buffs wasn't working anymore. If I remember correctly, Chimera shot refreshes Serpent Sting with the current hunter stats and it don't keep tracks from the previous buffs.
I'm currently still wearing 4pT9 (triumph). Before last Wednesday's 3.3 patch, Rawr said I'd lose around 200-300 dps if I'd equip the normal 4pT10 pieces (the lesser ones that you can get with frost badges).
Now that they've changed the 4 piece bonus on T10, would it still be better sticking with my 4pT9? I can't imagine a huge increase even if it were, but I'm just curious on the thoughts.
I'd try and find out myself with Rawr, but as far as I know it's not yet been updated with the new set bonus.
Can someone please clarify why distant land is better than bloodfall. I was look at them and the difference is only Ap and crit but not a large enough to make a big differece in dps so if someone can tell me y distent land is considered beter that would be very helpfull.
based purely on stat value:
Bloodfall (H) gains and losses compared to Distant Land (H)
-32 attack power
Bloodfall (H) has an extra 36 stamina than Distant Land (H) which is considered a waste in stat value when calculating DPS.
I'm not full ArP oriented but if you want a fresh comparison, yesterday I was running ICC25 with the unholy one of my DK-team (i'm personnaly DPS-blood-specced when not tanking). And on a stand-and-do nothing-but-dps boss like Festergut he was pulling 9k2 DPS while I was at 8k6. So 600 DPS difference between Blood an Unholy for this fight with comparable gear (although he's a little better equipped than me) and skill.
Just throwing this out there but if you have 5 sunders checked and change your armor pen from 100% to 80% and regem for Strength it doesn't change your dps on the spreadsheet.
It's been established for some time that Sunder Armor and armor penetration do not stack additively. That is, rather than contributing 20% armor penetration to all physical attackers of the sundered target, Sunder Armor reduces the baseline armor that ArP ignores. For example, say you have a target with 10,000 armor who has 5 stacks of sunder and is being attacked by a character with 80% armor penetration.
The 5 stacks of sunder take the target's armor down to 8,000. Since the attacker has 80% armor penetration, the target's effective armor versus that attacker is 20% of that 8,000. That means that, if you leave your ArP at 80%, the target still retains 16% of its original effective armor against you - even with 5 stacks of Sunder Armor.