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Old 02/15/10, 5:36 AM   #13711
Cronax
Von Kaiser
 
Human Shaman
 
Turalyon (EU)
Originally Posted by Sephaq View Post
Since Recent patch my HfB glyph is not working properly, at east the tooltips and the buff says so, With the Glyph the tooltip should say 8% nd mine just keep on the 5%, a 3% of my total dps is a good amount, since after the patch i noticed my DPS a lil less than before (3.3.2 only changed the tooltip the HfB change was already implemented).
You sure you're not just forgetting the recent HfB nerf? Might have been a hotfix, I'd have to go looking around again for the official source...

We the willing, led by the unknowing, are doing the impossible for the ungrateful. We have done so much for so long that we are now qualified to do anything with nothing.

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Old 02/15/10, 5:49 AM   #13712
Pintofbrew
Hand Wind Only
 
Pintofbrew's Avatar
 
Orc Death Knight
 
Frostwhisper (EU)
Your spec is wrong and your glyphs are wrong. Some of your gemming is wrong, some of your gear is inapropriate and you're wearing the wrong sigil. You need to ditch Morbidity and Imp. Unholy Command (what the hell is that for?), spec into Bladed Armor, drop Hungering Cold (which is useless) and Icy Reach (which is even more useless) and spec into Guile of Gorefiend. There is no Frost Spec without GoG. The whole premesis of Frost spec is (1) Forcing crits with Killing Machine, and then (2) Those crits being huge, due to GoG. There's no point proccing a KM and wasting it on a 3k HB, when three measly talent points would make it a 5.4k HB.

If you want to keep usind DnD, which you shouldn't need at the content I assume you're doing, then you should drop points from Chill of the Grave and one from Black Ice. Not drop points from Bladed Armor, which is one of the best TPS talents in the whole DK arsenal, particularly at low gear levels, as Armor doesn't really scale all that much.

You also need to drop GoIT, it's totally worthless. Frost tanking is not Unholy DPS. Replace with either GoHB for more efficient 5-man AoE Snap-agro and a lazier rotation, or GoRS for more single-target TPS. Remove the +Str gem, as a tank you should never, ever gem Str. Remove the +AP shoulder enchant, and get a shitload more +Hit. It's no wonder you're not getting TPS when your RS is missing and your HB is getting resisted. You have 1.7% Hit and you should be on at least 5%. Once you've done that, if you still have Single-target TPS issues, get more expertise.

Read the first page, you're doing a lot of things in a way that doesn't benefit you.

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Old 02/15/10, 5:57 AM   #13713
Xitoahc
 
Tauren Druid
 
Gul'dan
Just recently started playing again, been rethinking my trinkets, currently use Darkmoon Card: Greatness & Je'Tze's Bell. Statwise I was thinking well the gains from Revitalize & Replenishment were nice from DM:G but given the nerfs to Replenish I'm no longer sure. I've recently acquired Ephemeral Snowflake from H:HoR, would replacing the DM:G trinket be a wise decision?

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Old 02/15/10, 6:10 AM   #13714
ichik
Glass Joe
 
ichik's Avatar
 
Blood Elf Paladin
 
Ревущий фьорд (EU)
That's weird...

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Old 02/15/10, 8:22 AM   #13715
wlambert2
 
Blood Elf Death Knight
 
Terokkar
Low Level builds

All this is good info if ur a lvl 80. But some of us r just starting our Paladin's, where can we find this kind of info for low lvl Paladin's to help us survive and bring the heat at lvl's 20 and up?

WoWiki has crap for info as does WOWHEAD.

Someone plz help a lvl 20 Paladin use her talents in the best places.

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Old 02/15/10, 8:38 AM   #13716
Rossi
Glass Joe
 
Human Warrior
 
Spinebreaker
Requesting tips in regards to phase 3 of the fight where vile spirits begin to spawn. Currently our group consists of:

Fury warrior
Mutilate Rogue
Unholy Dk
Elemental Shaman
Marksman Hunter
Disc priest
Holy Priest
Restoration Shaman
Feral druid tank
Protection pally tank

Therefore as you can see our range consists of an Elemental Shaman and a marksman hunter so vile spirits are harder to manage than most groups.

Any tips someone can provide in regards to this situation, we have only spent 8 attempts on the boss and are consistently reaching phase 3 so any tips for our next attempts would be really helpful

Last edited by Rossi : 02/15/10 at 9:03 AM.

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Old 02/15/10, 8:46 AM   #13717
Lorune
Glass Joe
 
Human Warrior
 
Silvermoon (EU)
Originally Posted by Rossi View Post
requesting tips in regards to phase 3 of the fight where vile spirits begin to spawn. Currently our group consists of

<class list>

any tips someone can provide in regards to this situation, we have only spent 8 attempts on the boss and are consistently reaching phase 3 so any tips for our next attempts would be really helpful
Spread out completely, have the hunter and shaman knock off as many as they can. Move the boss to the opposite place where the Vile spirit spawned.

When the spirits come down, have the Death knight Deathgrip/AMS one of them, the warrior can taunt/shieldwall one.

The off tank can soak 1 or even 2 aswell if needed. Otherwise just let the remainders explode controlled, just be carefull that they are not double tagging on people (use the DK's death grip for this)

Additionally they are afflicted by knockbacks while on the ground. So if the ele shaman is not being aggro'd he can run in and do a thunderstorm.

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Old 02/15/10, 9:21 AM   #13718
Kexman
 
Tauren Warrior
 
Quel'Thalas (EU)
Just a quick question regarding ArPen.

I was told by a guildie that going for the hardcap as an Arms Warrior was a little bit stupid mainly due to it being very hard to come by and get too. So I started gemming strength once I hit the soft cap. My DPS gear is my Offset due to me tanking most of the time, but I sometimes have to fill in as DPS on ICC 25. When this happens, I only generally have 5.5K - 6K DPS tops on a boss.

My rotation is Rend - MS - Slam - Slam - OP - Bladestorm - OP - MS - Slam - Slam - MS repeating without Bladestorm of course. SD procs go up inbetween any moves in the rotation.

I was just wondering if going for the hard ArPen cap would increase my DPS at all? Would changing my rotation help this at all?

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Old 02/15/10, 10:32 AM   #13719
Proverb1
 
Proverb1's Avatar
 
ArialOAvalon
Human Rogue
 
Aman'Thul
Combat for the Buff?

I wrote this up when we had a discussion about whether a Rogue could go Mutilate if he were the only Rogue in the Raid. But is it right? Wrong? Could be said better? Bannable?

Thanks in advance for any helpful comments.

Should Rogues go Savage??


Savage Combat gives a %4 buff to all Physical DPS. The question is, if you are the single Rogue in a Raid, when is it NOT worth it to spec in to this buff and go Mutilate?

Well I asked some raid leaders how important the %4 buff was and .... they asked me the same thing. So I did some rough calculations.

Lets say that the Raid does 1 million Physical damage with a Combat Rogue in the Raid, that means that SC accounted for 40,000 of that Damage.

1,000,000 x.04 = 40,000 Damage

That means that if a Rogue wanted to go Mutilate spec in that same situation the difference between his performance as Mutilate rather than Combat would have to be about or greater than 40,000 damage.

If the Rogue went mutilate and did 10% (100,000) of the physical damage in that same fight, that would make.

100,000 x .40 = 40,000

That means that his performance as Combat would have to be around 60,000 to make that difference work.

So, if that’s right, then if the Rogues damage as Combat comes anywhere near his Mutilate damage, then it’s not going to happen. The Rogue should go Savage.

Finally, to sum things up.

What we are talking about is 40,000 per 1 million physical damage. If the single Rogue in a 25 man Raid wants to dump the %4 buff in order to go Mutilate, that's fine as long as they can come somewhere near the+%40 mark. Which is not likely.

*Of course this is all moot if you have an Arms Warrior in the Raid. We normally hadn’t had one but lately they have been making one of our Warriors go Arms. He doesn’t really appreciate that but it does fill the gap.

Last edited by Proverb1 : 02/15/10 at 10:55 AM. Reason: Clarity

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Old 02/15/10, 12:45 PM   #13720
Neiji
Glass Joe
 
Human Death Knight
 
Kirin Tor (EU)
You can check my gear/stat on the armurery, unbuff it is :
Strength : 2588
AP : 6070
ArP : 642
Crit : 971

With Shadow's Edge.
So with thoses stats, is it better to gem Strength or go for an ArP gemming and topping the hardcap ?

Before the removing of the ArP proc on the Deathbringer, I didn't ask myself the question, the soft cap was enough (I loved this arp proc ... and for me they should have replace it with an AP proc and not a haste proc ;-/ )
But now, I am ... and so I ask your advices.

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Old 02/15/10, 1:05 PM   #13721
Sneakyelbow
 
Dwarf Warrior
 
Altar of Storms
Having problems with avoidance -

So - my guild has had progression problems in ICC 10 - we've downed everyone except for Saurfang. On that note - we have decided to go back to ToGC and try our luck there. Working Gormok last night as MT/OT, I was getting hit for 28k on his impale consecutively. I had a discussion with a Mage in my guild and he brought up mitigation (avoidance). I'm looking for a prot warrior with fantastic mitigation that I can copy spec/gear/gems from. Any help on this would be huge guys - I sure do appreciate it!

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Old 02/15/10, 1:16 PM   #13722
Colour
Glass Joe
 
Draenei Paladin
 
Doomhammer
I'm curious is there a point as combat where you start gemming for ArP? Like do I need a base amount to start gemming it? If so, what do I gem before it?

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Old 02/15/10, 1:34 PM   #13723
hydein
Glass Joe
 
hydein's Avatar
 
Blood Elf Paladin
 
Mug'thol
I use J>CS>DS for single target and J>DS>CS on AoE.

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Old 02/15/10, 2:52 PM   #13724
Derrall
Glass Joe
 
Troll Priest
 
Tichondrius
Ive seen the question asked but not answered, but is there any good reason to go over 5% hit? I know about the spell cap? or is that something i shouldnt be concerned about...? Right now i have 10% hit.... what should i shoot for?

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Old 02/15/10, 3:02 PM   #13725
Thelemorf
Glass Joe
 
Tauren Death Knight
 
Shattered Hand (EU)
I used to do 2h Frost tanking but 2 weeks ago i went with DW frost, and i have no regrets about that. My threath is far more stable now than before. More or less 7000tps+ all the time even tho my guild often go with crappy setups (no rogues or warriors in the raid).

And dw tanking looks so cool!

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