Originally Posted by Efejel
What would be helpful:
A) What qualifies as a "well-geared" Mage, what DPS specs & spell-cycles are popular, and how much DPS does 5% crit amount to in such an instance?
B) What qualifies as a "well-geared" Elemental Shaman, what DPS specs & spell-cycles are popular, and how much DPS does 5% addt'l crit amount to?
C) What qualifies as a "well-geared" Destruction Warlock, what DPS specs & spell-cycles are popular, and how much DPS does 5% addt'l crit amount to?
D) Are there any existing models for predicting the "uptime" of Anc. Fort/Inspiration?
Anyways, these are the things I'm curious to find out more about for beter modeling the raiding impact Moonkin can have, and potentially for providing a primer for raid leaders as to why they should consider Moonkin as more than a wasted slot/battle res.
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Mage: 6%* dps to fire mage, 7~% to arcane /fire mage. *mana savings
Spell cycles that are popular: mash fireball untill keyboard broken, refresh scorch.
Shaman: 6%* dps to a shaman. *mana savings
Spell cycles that are popular: mash lighning bolt untill keyboard broken, refresh totems.
Destruction Warlock: What is a destruction warlock? It'd be about 3.5% for a destro lock, and 1.7%~ to an affliction lock. Destro lock keeps corruption and immolate and spams shadowbolt or incinirate. Sometimes taps. Probably is CoS / CoE bitch. Affliction lock keeps corruption, siphon, immo, ua, coa, and spams shadowbolt. Sometimes takes pet mana, sometimes taps.
Healer +5% crit is really irrelevant, I personally have not seen an instance of a healing intensive fight so far where one could say "If only we crit 5% more" Crits simply turn into overheals in most cases other then fol.
3% melee hit for a rogue would be a 1.5%~ increase, for a dw warrior it'd be a 2.5% increase ~, druids and hunters would not notice it, for a shaman it'd be a 2~% increase.
Assuming special attack maxed.