I got a topic about the daggers speeds and the hands, if I have 2 daggers with the same dps, I put the fast one on my main hand and the slow one in my off hand, but what is the poisons I have to put on them? IP on 1.4 and DP on 1.8? And it's the best way to maximize my dps on all fights? Or its good only on target switch fights?
Im asking it, because I ve read some posts about it here and in my spreadsheet are telling for me if I do the weapon changes I got some dps...
Dear elitistJerks forum pro shamans, I’ve been patiently waiting for you to release enhancement and resto shaman compendium for quite some time now. I don’t even want to start shaman cuz I’m afraid of making wrong profession and class choices without your advice. Unfortunately, there are no compendiums until now. Information that’s spreads over 20 threads isn’t quite as useful for me. Can you point me to another site that has good and easy way to learn about shamans? Any ideas on when the compendiums going to be ready?
If you're using a slow weapon in your mainhand, then definitely use the 1.4 speed in your offhand. There was a post recently pointing out that you could go so far as to equipping a sunwell 1.4 speed dagger in your offhand over any 1.8 speed dagger.
I know that a lot of the discussion on TAinJ has been within the 3.3 thread, but I've yet to see much testing since they fixed the melee range bug in either thread. For those who have out-bid the rets and picked this up, what is the current status on the trinket regarding which abilities proc a mote? I wonder because, unless I'm mistaken, they made significant changes with mut rogues. I assume that if they've changed it for one class, there are at least a few changes for another class.
~ if this information is within the forums and I've somehow missed it, let me know
Having read the patch notes for 3.3 (spirit will only be needed by healers) im guessing the the glyth of life tap will change? Or would we still be able to actually be able to use spirit (which i very much doubt). Would they do it with int?!
I have just started a Druid and wanted to know something pertaining to weapon skills when it comes to Druids. Is it necessary to keep the weapon skills to max like any other character class using a weapon? Since you are using a form do damage, not the actual weapon, does it matter? I would think it should, since damage stats are derived from equipment and weapons but just want to ask to make sure so that way I can keep up with it? Any information would be greatly appreciated. Awesome site by the way.
This doesn't really qualify as a Warlock-specific bug, but it's good to know.
I've noticed that pre-calculated spell crits will remove a stack from the use effect on Nevermelting Ice Crystal, so make sure you don't accidentally take off a stack with something critting between your SoC and your Corruption. I'm assuming this is unintended behavior, as spell crits are calculated at the end of your spell's cast, not when they hit the target, so it doesn't make sense for a crit that is already calculated as happening would take off a stack.
I know that I am day or so behind on the Hit discussion, but, I picked up the noose and bloodfall last night in our 25 man run. I was just plugging along putting in my gems and enchants when I realized my hit was now 5% (previous gear had me at close to 10). Our dps hits very hard and pulls a ton of aggro, but the discussion in gchat was about, do I want another 2-3% hit or do I want to stack pure stam. I put hit/stam gems in slots where I picked up stam bonuses so I lost a total of 24 stam to get hit rating up to (and its still not the cap) 6.8%.
I'm asking the brains better than mine, to help me justify one way or the other. I can't seem to wrap my mind around dropping so much hit for that amount of stam. o.O Keep hit/stam gems or go back pure stam? Brainblocked, I have it.