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09/18/09, 2:40 PM
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#7926
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Glass Joe
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Fireball Mage Vs Moonkin + other classes for [Reign of the Unliving]
Would a good, key arguement point be that since fireball mages have Enpowered Fire talent (increases dmg of fireball by an amount equal to 15% of your spellpower) while moonkin's Lunar Guidance talent (increases spellpower by 12% your the total intellect) means that fireball mages will benefit alot more from the trinket? Although I've been told by our moonkin that he crits lot more and his casts are shorter, which means building motes faster?
How would you argue for this trinket in favour of mages over other classes?
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09/18/09, 3:10 PM
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#7927
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Don Flamenco
Blood Elf Warlock
Turalyon
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What is the current consensus on socket bonuses?
I believe the current impression is that haste and spellpower are typically worth going for, int, spirit, and stamina are not, and crit is in between.
I am debating between a +23 and a +12/+10 in a yellow socket, with +4 crit bonus.
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09/18/09, 3:18 PM
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#7928
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Undead Warlock
Feathermoon
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So, I may have missed it - but since the Glyph of LT has been buffed, should that replace one of my current glyphs? Running destro atm. I saw some people recommend replacing Glyph of Immolate with the LT Glyph now. Was there data to support that yet?
How would this change effect the usefulness of speccing into ISL? Seems like picking up the LT Glyph would allow me to drop those ISL talent points and maybe shoot for the grim reach?
Thoughts?
-Stinkiepete
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09/18/09, 3:37 PM
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#7929
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Glass Joe
Undead Rogue
Thorium Brotherhood
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Enchants
First of all thanks for everyone for all the wonderful information here.
Second i have a question on enchants i have looked and bin unable to find an answer sorry if its bin asked already.
Is Berserking / Berserking double stacking the enchant and canceling each other out ? or is Berserking / Mongoose a better option?
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09/18/09, 4:00 PM
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#7930
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Piston Honda
Orc Shaman
Magtheridon (EU)
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Originally Posted by Vallkor
Sorry, but that just reeks of selfishness and ignorance to take two before anyone else.
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I could go into great detail about guild politics, but I won't bore you with that - suffice to say all but two of our competent reliable healers have left the game for various reasons and both of them are paladins who swear by int and loudly proclaim spell power to be a "wasted stat" for "lesser classes". I already passed on the normal mode to a trial who prompty left for Tarren Mill because apparently that's where Ensidia is now. In any case, how is this relatively unique situation interesting to talk about at all?
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"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
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09/18/09, 4:19 PM
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#7931
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Glass Joe
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Originally Posted by Dethsdor
First of all thanks for everyone for all the wonderful information here.
Second i have a question on enchants i have looked and bin unable to find an answer sorry if its bin asked already.
Is Berserking / Berserking double stacking the enchant and canceling each other out ? or is Berserking / Mongoose a better option?
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The Berserking enchant can double stack. They will not cancel each other out. Double Berserking is the way to go until very end-game gear... and even then, Double Berserking out preforms Double Mongoose or Berserking/Mongoose... with Mongoose, you just gain a little more defensive stats; which most people would take for such a small dps difference.
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09/18/09, 5:27 PM
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#7932
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Glass Joe
Night Elf Rogue
Quel'dorei
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Quick question. Having been longtime combat, i've recently stumbled across both [Perilous Bite] and [Icefall Blade]. Now, when I plug these into the mut spreadsheet, im showing a gain of about 100 dps tops from my previous setup with [Steel Bladebreaker] and [Calamity's Grasp]. I assumed with upgrading from such an old item that the increase would be more significant. Is this due to the Mut sheet not being updated for 3.2, or am I missing something... I've also subbed [Armbands of the Wary Lookout] from [Mechanist's Bindings], just due to hit concerns. I certainly feel much more inexperienced at mutilate, so was concerned that a small upgrade may actually lower my raid dps as I learn Mut to the point where I am with combat. Any advice would be appreciated, and thanks for your time.
The World of Warcraft Armory
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09/18/09, 6:11 PM
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#7933
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Glass Joe
Human Death Knight
Moonrunner
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First time posting been a reader long time tho.
Just wondering if anyone has the stat weights for 3.2.2 after the arp nerf. I ask cause of the change in bis items availble to me from toc. I can work rawr and the optimizer fairly well I just don't know the new weights to put in so I can make sure to roll on the right gear. Any help is much appriciated. Thx
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09/18/09, 8:14 PM
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#7934
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Glass Joe
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Originally Posted by chultt
Quick question. Having been longtime combat, i've recently stumbled across both [Perilous Bite] and [Icefall Blade]. Now, when I plug these into the mut spreadsheet, im showing a gain of about 100 dps tops from my previous setup with [Steel Bladebreaker] and [Calamity's Grasp]. I assumed with upgrading from such an old item that the increase would be more significant. Is this due to the Mut sheet not being updated for 3.2, or am I missing something... I've also subbed [Armbands of the Wary Lookout] from [Mechanist's Bindings], just due to hit concerns. I certainly feel much more inexperienced at mutilate, so was concerned that a small upgrade may actually lower my raid dps as I learn Mut to the point where I am with combat. Any advice would be appreciated, and thanks for your time.
The World of Warcraft Armory
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I think you're just expecting a bit much, Perilous is a pretty small upgrade from CG, and you're doing a rather drastic downgrade on your OH dps wise. I know nothing about mutilate so I wouldn't say for certain, but I suspect you'd be better off using the Steel Bladebreaker as an OH even as mutilate.
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09/18/09, 8:55 PM
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#7935
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Glass Joe
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Okay not to be rude but the simulator stuff looks like fancy HTML gibberish to me
Does Geming full ArP beat StR in these simulators ?
does the simulator factor in DRW and trinket procs?
can the simulator be set to show 3 minutes 6 minutes and 9 minute fights ?
does if factor in rolling disease's if u refresh after trinket proc's using Glyph of Disease?
does if factor in raid buffs?
sorry if i getting a little off topic here just trying to figure out if anyone can support anything saying ArP is better then StR
Not real good at using the simulator but what i am getting from it is its nothing more then a way to document a perfect cast rotation running for a ridiculous amount of hours and isnt really helpful in telling me the answer to my original question : Does anyone have anything that says geming for ArP over StR is a greater increase in DPS if you are not using runestone or grimtoll and rely on greatness and paragon procs instead?
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09/18/09, 9:25 PM
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#7936
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Almost a teddy bear... but with long, sharp teeth
Orc Death Knight
Mal'Ganis
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Originally Posted by fainflinn
Okay not to be rude but the simulator stuff looks like fancy HTML gibberish to me
Does Geming full ArP beat StR in these simulators ?
does the simulator factor in DRW and trinket procs?
can the simulator be set to show 3 minutes 6 minutes and 9 minute fights ?
does if factor in rolling disease's if u refresh after trinket proc's using Glyph of Disease?
does if factor in raid buffs?
sorry if i getting a little off topic here just trying to figure out if anyone can support anything saying ArP is better then StR
Not real good at using the simulator but what i am getting from it is its nothing more then a way to document a perfect cast rotation running for a ridiculous amount of hours and isnt really helpful in telling me the answer to my original question : Does anyone have anything that says geming for ArP over StR is a greater increase in DPS if you are not using runestone or grimtoll and rely on greatness and paragon procs instead?
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1 - Pre-ArP nerf - Yes. Post ArP nerf? Not until Icecrown and full ilvl 258 gear. ArP scales differently than other stats. The more you have of it, the better it scales. As a poster just above showed ArP just *barely* beats out Str in full BiS ilvl258 gear.
2 - Yes, it can be set to use DRW with procs or without (ie on CD) and it's programed to use it at the optimum time to push the maximum dps.
3 - Yes. You can set it to do many short duration fights where burst will win out.
4 - Yes, however modeling disease in the first place is a relatively poor idea. 1000h tests will put disease miles ahead of anything else because you'll be rolling maximum dot tick diseases almost the entire time.
5 - Yes, all of which you can disable if you would like.
If you read the simulator topic at all you would know all of this (or really, any of the major threads in general).
For Blood (and only Blood), ArP is currently worth more in appropriate level raid gear. The difference is *extremely* small, but yes, it's technically better. If you *ever* intend to respec, then gem str. If you don't want to blow your money regemming in 3.2.2 (where Str is better than ArP anyways) then don't regem now.
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09/18/09, 9:34 PM
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#7937
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Glass Joe
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ty
and pardon my ignorance on the simulator
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09/18/09, 9:58 PM
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#7938
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Glass Joe
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Ahh I misread that as him asking for a FBB build rofl, i'll edit my original post. Thanks manly and Zaldinar for the prompt replies.
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09/18/09, 10:09 PM
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#7939
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Glass Joe
Ацуми
Troll Rogue
Термоштепсель
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What arp cap will be in 3.2.2? (in numbers and %) 10x for answer.
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09/18/09, 10:22 PM
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#7940
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Von Kaiser
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Why is mangle/trama and sunder armor necessary for MM hunters?
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09/18/09, 11:49 PM
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#7941
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Glass Joe
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can anyone give a definite answer of whether you need steady shot glyph or its completely useless for mm hunter. it seems people keep saying different things and its very confusing. does anyone know?
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09/19/09, 12:21 AM
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#7942
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Glass Joe
Human Rogue
Laughing Skull
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i think blizzard could do something with damage shield in its current attire, either they can change it completely, or add to it, the latter being preferable of course.
It's such an unnoticeable amount of threat/damage, particularly on single targets(especially slow hitters, does even less on mobs that use lots of magic) that i think it could get some extra attention.
my suggestion is this: Damage Shield: "Allows the warrior to wield their shield as a weapon, dealing 20% of their BV as damage with a 2.00 attack speed"
i think this could be really effective, and its practical in many ways:
1) you get the feeling of dual-wield tanking, which we all secretly dream about at night, and we all know there have been some really feeble attempts of trying this (like deep fury specs back in TBC/vanilla)
2) the damage will allow warriors to generate BOTH rage and extra threat when NOT getting hit, the rage thing has been a big issue, and if this is implemented, blizzard would not have to tweak how much rage we get on our damage done alone (which would make things messy for arms/fury warriors who deal alot of white damage, but prot does not)
3) the damage from the shield isnt really going to make prot warriors OP in dps or anything, and the talent itself is so deep in prot, you can't really see it being abused(by other builds) in pvp anyway
4) i honestly think this effect can be ADDED to the current design of damage shield, the extra threat and dps we get from it in its current state is SO miniscule right now (a. we need to get 15points in arms for DW just so we have a shitty dot when aoe tanking like a really weak consecrate, b. we get smashed for 20,000 damage and we get to reflect 200-300 back -_-)
5) it would just feel common sensical to allow warriors to finally utilize the shield as a real weapon (shield slam is the only offensive damage tool with a shield we have, they even removed damage from shield bash a while back) so it would make sense on a Roleplaying/Lore point i suppose
6) this would also allow us to generate a little bit of rage back when spamming heroic strike/cleave
BONUS: COME ON ITS FREAKING DUAL-WIELDING. KIND OF.
p.s. theres still issues of like dual-wield hit rating penalties i haven't figured out yet, but this is just all theory
Last edited by jacktwiz : 09/19/09 at 12:43 AM.
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09/19/09, 2:11 AM
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#7943
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Von Kaiser
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734 is the new soft cap which you could have found on the last page on the Combat and Mutilate Spreadsheets thread had you done a search.
You can figure out the hard cap and the cap with Mace spec by doing a little math.
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09/19/09, 3:33 AM
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#7944
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Glass Joe
Blood Elf Hunter
Whisperwind
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I am almost at a loss for words reading this last bit of the MM thread, I am not sure if people just lack the ability to read or if they really are that dense.
First off sunder armor lowers the armor of a target, hunters do physical damage, armor mitigates physical damage. It sounds pretty useful to me.
Mange/trauma increases how much a bleed does, piercing shots is a bleed. This also sounds like a pretty big increase to the damage we do.
Finally I don't want to come off as too rude here but i can probably count 15-20 posts that say the following, the SS glyph's effect where you do 10% more damage with SS when SRS is applied was added to the talent Marked for death. Therefore you do not need the glyph to get the 10% boost for your SS. This 10% from the talent is of course on top of what you would normally get for having the talent in the first place (so 20%). This is not something that seems intended so it will temporarily allow hunters to forgo the SS glyph for something else.
I am probably going to get banned for answering such lazy questions but it is remarkable how little work people will do on their own; and to top it all off I'm the one answering them!
One last note, please use brain before posting my face has been meeting my palm far too often as of late.
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09/19/09, 3:46 AM
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#7945
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Glass Joe
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any1 else other den me feels that
t8 2 pcs > t9 4 pcs?
compared my dps to some other mage who hasnt got 4 pcs t9 yet.. he is using 3 pcs of t9 and 2 pcs of t8.. i kinda lose out on dps compared to him.. by right i should have more crit.. but his having like 75% crit from fireballs according to recounts.. some how i am also getting around 75%.. but his critting for 15-16k but im only critting 13k..
really wonder if its worth going for 4 pcs t9 for the extra 5% "CHANCE" or should i stick to 2 pcs t8 for the "off cd 350 SP for 15 sec" proc.. lol..
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09/19/09, 5:02 AM
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#7946
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Glass Joe
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Can someone tell me the benefits to taking 3/3 IA as opposed to 2/3? I remember reading it was addressed in a mage questions thread, but I couldn't find it in any of the ones here. I'm trying to decide between 2/2 Magic Attunement or 3/3 IA.
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09/19/09, 7:02 AM
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#7947
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Banned
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Originally Posted by Gukreb
1 Spell Power= 1.4 DPS
1 Hit Rating= 0 DPS
1 Crit Rating= 1.11 DPS
1 Haste Rating= 1.35 DPS
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hmm isnt there a failure ? i dont believe thats that really for the ffb spec isnt it for fb ?
if it is like that it is very confusing in this thread xD
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09/19/09, 7:16 AM
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#7948
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Von Kaiser
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Depends on the fight, personally ive never specced into those. But the range is pretty similar to spell haste, i can see the best dps gain on that. IA for twin valk however....
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09/19/09, 7:39 AM
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#7949
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Glass Joe
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Yes, as mugon86 has mentioned (as well as many others), Marked for Death is currently bugged in regard to it giving you the Glyph of Steady Shot effect for free. It does not stack with the glyph, so you can forgo that glyph and get something else (as others have mentioned before).
Link to at least one of the threads on the wow forums in regard to Glyph of Steady Shot/Marked for Death bug can be found here:
World of Warcraft - English (NA) Forums -> [BUG] Glyph of Steady Shot not working
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09/19/09, 10:24 AM
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#7950
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Glass Joe
Human Death Knight
Dawnbringer
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I choose to sell items that people feel they "must" have and WILL buy again ... flasks.
This is my main money-maker, and I stay at 10,000 G on my toon almost all the time .... except when I bought the Kirin Tor ring!
Here's my question: are other herbalists having a LOT of trouble finding Frost Lotus these days? I used to find at least 1 - 3 a day with minimal farming, and would buy extras to supplement for 18G or so on the AH. Flasks sold on my server for at least 25G/flask; my profit per flask was, at least, 200 - 300 percent.
HOWEVER! I haven't found a Frost Lotus in 12 days, they are selling for upwards of 40G each on my AH, and flasks are no longer profitable to produce.
Any ideas? Secret pots or elixirs that sell like wildfire and use cheap herbs?
I'm a formerly flush alchemist watching my fortune FAIL.
Any suggestions?
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