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05/22/08, 2:43 PM
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#601
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Glass Joe
Undead Mage
Twisting Nether (EU)
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Originally Posted by Powerade
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Like you said as you are alliance you basically "don't need" the hit from the t6 robe but as a horde view of this and taking into account you wouldn't get an elemental shaman horde would either need to go for t6 robe, change ring which means you lose ring of omnipotence or put even more spellhit gems.
So as for horde (but I have to check it in rawr) the t6 robe should still be superior as we need to get 164 spellhit and alliance only ~152.
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05/22/08, 2:58 PM
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#602
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Piston Honda
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Originally Posted by manly
The buff 'limitless power' is not shared. However, I found an interesting 'feature' of the trinket in its current form. If you activate it, then step out of it, then come back in, you get another 15s stack. Problem is, when you run out of the circle the mechanics are kind of iffy and sometimes it stays on your for 5-10s longer and sometimes 2s. So its kind of not usable in practice, but still, maybe it can possibly be abused. Keep in mind, getting a new 15s limitless power buff will not change the fact that the power circle will die 15s after activating the trinket, which means your new limitless pwoer refresh will not last much longer.
However, what I don't know, maybe your limitless power doesn't expire as soon as your power circle dies, but rather, as soon as you step out of any* power circle. Let me word it in another way:
Maybe you could do the following.
Activate trinket. Use for a while. Step out of circle. Let 'limitless power' run out. Run back in your circle for 'limitless power' refresh of 15s. Then get another player activate his own trinket (over you - before your circle dies out). Maybe that will allow you to keep the 15s buff ?
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It would be convenient if you had a second one drop next week to test that. On a side note perhaps the buff has a hidden refresh within the circle - as in some sort of pulse which would refresh the time-to-fade-upon-exit timer. It seems unlikely that it would be completely random and it would make sense that there is some rule governing said "pulse", though it is entirely speculation.
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05/23/08, 3:22 AM
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#603
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Don Flamenco
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I see a lot of you guys are just basing gear off certain stats, without taking into account this post: http://elitistjerks.com/743801-post461.html
Taking into account of those peaks, gear changes take on a whole new value. Just think, if you can reach the 395 mark, but can't reach the 592 mark, then a +12 spell damage gem, hell even at those levels a 5crit/6damage gem, will beat out a 5haste/6damage gem. Just a little thing you forget to think about.
Sure all haste provides a dps boost, but gaining 5 haste at 460 passive haste, has way less of a dps boost than another 6 damage does.
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Bitterness is like cancer. It eats upon the host. But anger is like fire. It burns it all clean.
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05/23/08, 4:46 AM
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#604
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Von Kaiser
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Originally Posted by Hate Monkey
I see a lot of you guys are just basing gear off certain stats, without taking into account this post: http://elitistjerks.com/743801-post461.html
Taking into account of those peaks, gear changes take on a whole new value. Just think, if you can reach the 395 mark, but can't reach the 592 mark, then a +12 spell damage gem, hell even at those levels a 5crit/6damage gem, will beat out a 5haste/6damage gem. Just a little thing you forget to think about.
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So you are claiming that at 395 haste, suddenly the next 5 crit is worth more than the next 5 haste? Sounds like total nonsense - how do you get this implausible result?
As near as I can figure, the 395 breakpoint is worth about a 0.25% boost to sustained DPS, while the baseline effect of the haste is over 25%. The "breakpoint bonus" is actually pretty tiny - it just means that the 395th point of haste is worth about 4 points. It does not somehow magically trash the value of the 396th point (or any other value).
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05/23/08, 6:25 AM
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#605
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Don Flamenco
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Ok, following the standard 8(9)fireball/1scorch rotation, which is, with latency, about 27s, scorch debuff lasts 30s. So when you reach the break points of fitting another full fireball into that 30s window, the added values of haste drop. Because the difference between the gaps is near 200 haste, that's a lot of haste needed to stack.
Because mages work on a 30s window because of scorch, when those break points are reached, the dps gains are pretty substantial, while the dps gains after the break point are not as great. Though after each break point, haste keeps gaining in value, but crit keeps dropping down, but do not forget, that dropping your crit to low also has adverse affects on your dps.
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Bitterness is like cancer. It eats upon the host. But anger is like fire. It burns it all clean.
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05/23/08, 6:38 AM
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#606
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Von Kaiser
Human Warlock
Silvermoon (EU)
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Originally Posted by Hate Monkey
Ok, following the standard 8(9)fireball/1scorch rotation, which is, with latency, about 27s, scorch debuff lasts 30s. So when you reach the break points of fitting another full fireball into that 30s window, the added values of haste drop. Because the difference between the gaps is near 200 haste, that's a lot of haste needed to stack.
Because mages work on a 30s window because of scorch, when those break points are reached, the dps gains are pretty substantial, while the dps gains after the break point are not as great. Though after each break point, haste keeps gaining in value, but crit keeps dropping down, but do not forget, that dropping your crit to low also has adverse affects on your dps.
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That logic is flawed and has been proven wrong in the past here on this forum.
The simple (non-math) explanation to it is that if you and I do the same rotation (1xSC, 8xFB), then I'll be done faster with the 5 haste extra, so I can restart the cycle faster.
If you want math that goes along with this, start browsing back the threads.
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05/23/08, 7:13 AM
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#607
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Piston Honda
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So now that we've seen the last loot table in Sunwell would the ideal professions to use be enchanting until you get m'uru ring and loop of forged power, enchant them then drop enchanting for tailoring and use sunfire robe? Your second profession really has to be leatherworking I think (counting the rdps increase from drums, not just your own dps increase).
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05/23/08, 11:15 AM
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#608
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Piston Honda
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Originally Posted by Duravi
So now that we've seen the last loot table in Sunwell would the ideal professions to use be enchanting until you get m'uru ring and loop of forged power, enchant them then drop enchanting for tailoring and use sunfire robe? Your second profession really has to be leatherworking I think (counting the rdps increase from drums, not just your own dps increase).
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I believe the pendant of sunfire no longer requires 350 jc (unless it's not included on wowhead / wowdb) and you can use the JC gems when you are not a jewelcrafter. If you wanted to be 'completely maximized' you would make a stop at 340 jc after dropping enchanting and then continue on to 350 tailoring.
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05/23/08, 11:52 AM
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#609
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Von Kaiser
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I've seen the use of G15 macros mentioned a few times and I'd like to ask here wich kind of G15 macros do you use?
I assume your not talking about a "spam fireball until cancelled" macro with 50 keypresses per second etc so im curious, what exactly do you mean when you speak of these macros?
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05/23/08, 12:51 PM
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#610
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Piston Honda
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That is exactly what is being referred to saphirox.
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05/23/08, 1:32 PM
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#611
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Von Kaiser
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Originally Posted by Narub
taking into account you wouldn't get an elemental shaman
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Why would you not get an elemental shaman? Is it not optimal in some way?
(I have three sets of hit-related gear - 13% hit, 12% hit (+Inspiring Presence), 9% hit (Inspiring Presence & Totem of Wrath) - though the latter set involves 3/3 Spellfire, so it's a bit squishy)
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05/23/08, 1:41 PM
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#612
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Piston Honda
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I believe the pendant of sunfire no longer requires 350 jc (unless it's not included on wowhead / wowdb) and you can use the JC gems when you are not a jewelcrafter. If you wanted to be 'completely maximized' you would make a stop at 340 jc after dropping enchanting and then continue on to 350 tailoring.
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Im pretty positive JC neck requires JC to wear still. Also aside from the neck all u get is +2 spell damage from JC since you can use one +14 dmg gem. The difference in dps between Pendant of Sunfire And Amulet of Unfettered magics isnt as much (or really even that close) to Sunfire robes vs Fel Conqueror Rainments or Drums so thats why I would not be a JC vs. either of those.
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05/23/08, 4:05 PM
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#613
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Piston Honda
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Originally Posted by Duravi
Im pretty positive JC neck requires JC to wear still. Also aside from the neck all u get is +2 spell damage from JC since you can use one +14 dmg gem. The difference in dps between Pendant of Sunfire And Amulet of Unfettered magics isnt as much (or really even that close) to Sunfire robes vs Fel Conqueror Rainments or Drums so thats why I would not be a JC vs. either of those.
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I agree with you that it isn't practical to roll JC for 2 spelldamage, however if you wanted to be "perfect" you would. There's a good chance I'm wrong on the JC neck, although I remembered reading it somewhere and wowdb didn't deny it, although looking at wowhead it still says 350 so perhaps I don't know where I got the notion. Nobody on my server has one for confirmation however.
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05/23/08, 9:07 PM
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#614
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Glass Joe
Undead Mage
Ragnaros (EU)
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strange thing happend today ,not shure did any1 noticed this so far but it doesnt hurt to say it
so mage with haste gear skull/bt trinket(haste proc) basicly 670 haste with drums, used Bl and IV and now strange thing happens...
firebolt was on 1.3x sec cast when crits happens in a row (combustion crits) Im not geting ignite at all,only last crit ignite.
no its not huge ignite with 7k tick its just simple 1.5k tick.i know that ignite lags 1.5 sec after crit but this is just stupid.u can try this on dr.boom...and this haste gear isnt that hard to get with proc on trinket and skull.it wasnt even top sw gear just t6 items and nothing else from sunwell.every 2nd crit after first kinda reset ignite lag time to zero and it doesnt apear at all,atleast not in combat log.. any1 noticed this kind of bug so far? or im missing something..
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05/23/08, 9:14 PM
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#615
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Rawr
Night Elf Druid
Stormrage
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Makes sense, Jabra. It's effectively reverse rolling ignites. Your cast went off before the previous ignite happened, so it didn't stack.
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Rawr!
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05/23/08, 10:58 PM
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#616
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Glass Joe
Blood Elf Mage
Bloodfeather (EU)
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Ignite takes precisely 1.5sec to apply itself?
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05/24/08, 12:05 AM
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#617
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Rawr
Night Elf Druid
Stormrage
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Originally Posted by spyroware
Ignite takes precisely 1.5sec to apply itself?
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No, it seems to vary slightly, but a good approximation is 0.5sec+travel time.
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Rawr!
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05/24/08, 3:13 AM
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#618
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Glass Joe
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I believe that the farther you are from the 2sec fireballs the trickier it is to bug the ignites, I.E what happened to your ignites.
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05/26/08, 8:34 PM
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#619
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Piston Honda
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I know that it's possible to get an extra critical strike out of Combustion by following the third fireball immediately with a fireblast, but does this still work if you follow the third fireball with a PoM fireball or pyroblast?
I'm assuming that it does, but has anyone tested this?
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05/26/08, 9:04 PM
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#620
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Deeper Shade of Blue
Rouncer
Orc Shaman
No WoW Account
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Originally Posted by alvinrod
I know that it's possible to get an extra critical strike out of Combustion by following the third fireball immediately with a fireblast, but does this still work if you follow the third fireball with a PoM fireball or pyroblast?
I'm assuming that it does, but has anyone tested this?
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Until WoLK does it even matter?
Why would anyone do a spec that has both Combustion and PoM? Even if it worked, it would be like shooting yourself in the foot to scratch an itch.
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05/26/08, 9:32 PM
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#621
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Piston Honda
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You're completely right in that this is something that is only really worthwhile to know in WotLK, but it seems appropriate to pose the question here since it's entirely possible to determine with the current mechanics and talent builds.
For all I know this has already researched, but I don't ever recall reading a post about it. I was just curious if anyone recalls what may have already been researched.
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05/26/08, 10:08 PM
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#622
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Glass Joe
Blood Elf Mage
Bloodfeather (EU)
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Originally Posted by alvinrod
I know that it's possible to get an extra critical strike out of Combustion by following the third fireball immediately with a fireblast, but does this still work if you follow the third fireball with a PoM fireball or pyroblast?
I'm assuming that it does, but has anyone tested this?
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It does. Any 2 spells that can hit a target at the same time can abuse Combustion. Fireball-Fireblast, Fireball from distance-Scorch, Fireball + PoM whatever, Flamestrike + DB/Blastwave.
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05/27/08, 12:00 AM
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#623
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Don Flamenco
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It happens with clearcasts as well I believe. In that you receive the arcane potency bonus to crit from cleacasting for both spells if they occer almost at the same time on the target.
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05/27/08, 2:44 PM
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#624
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Bald Bull
Roywyn
Gnome Mage
No WoW Account (EU)
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Originally Posted by Roywyn
The damage/mana post, stuff about Serpent-Coil Braid.
The braid does have one significant disadvantage though.
- Flame Caps have a 3 minute cooldown, so they will be paired with Combustion/Icy Veins. Mana Gems have a 2 minute cooldown, so the braid proc will usually not be synchronised.
- You also can't use your mana gem right at the start, so the braid can be quite a bit harder to handle when it comes to proper cooldown management. And will most likely lose damage from not stacking cooldowns.
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Originally Posted by gcbirzan
Going back to an old post, from the post 2.3 TC thread, moving it here.
As you said at the start of the post, in a 6 minute fight, you can use your 3m cooldowns twice and 2m ones three times.
You ideally want to wait until the last 20% to pop both 3m ones and 2m ones. Assuming the last 20% is 15% of those 6 minutes, you come up with 54 seconds. Pop all CDs at 1:00, 2m ones at 3:00, then all of them at 5:10. You won't desync your CDs if you use [Item not found!], since you have the buff from braid on your 3m CDs anyway. You can use [Flowing Flamewrath Cape]s on the first CD stacking, then mana gem or flame cap on the last one (I'd even go as far as saying mana gems would be better, if you're stacking icy veins, bloodlust, another trinket and drums for the 15 seconds you have the braid buff up, but this is just a hunch and irrelevant for my point :-) ). Using flame caps after a mana gem would be stupid, since you wouldn't be stacking it with icy veins, so if you start with a mana gem you have to go mana gem, mana gem, mana gem or flame cap, and if you start with a flame cap, you have to go flame cap, mana gem or flame cap. It gets tricky and I'm too lazy to do the math, but it basically means one flame cap is actually worth two mana gems and then you're free to pick whichever you want, but which is better depends on what trinkets you stack it (if possible, i.e. not [Darkmoon Card: Crusade]) with.
Edit: [The Skull of Gul'dan] would be a better choice to stack the braid buff with (without Icy Veins, BL/Heroism) since it increases its effectiveness, and you want [Drums of Panic] stacked with your other trinket as well (be it +spell damage or +spell haste) since they have the same CD.
Is there something I'm missing? (aside the actual math, but what I was getting at was that it doesn't desync CDs and it's not an mp5/dmg loss)
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You're correct that you can coordinate your cooldowns properly in a 6 minute fight.
If the fight gets shorter, or longer, it'll probably still work.
My concerns that I wanted to hint at were two things really:
1) Flame Caps have 3 minutes, Mana Gems have 2 minutes cooldown.
That's not a problem per se, but it means that you have to align your cooldowns differently. It's more of an inconvenience than anything else really.
Coordinating the Naaru Sliver with its 15s/90s timer on the other hand gives me creeps ...
2) It is a synchronised mana and damage cooldown in one. That's my main concern really.
In a fight like the given, you plan your damage/class cooldown pretty tight, and your mana cooldowns as a guideline.
For example - mana pot when you're down 3k and around 2 and 4 minutes later, innervate or evocation whenever you run out of mana.
Now, imagine you run low on mana and all your non-pot cooldowns come up in 20 seconds.
Then you can evocate now, but risk having too much mana for the full effect of your mana gem.
Or you can pot now, and hope that your mana lasts until and through your cooldowns.
Or if you get an innervate from a feral that tanks half the time, then your timing is restricted as well.
Now add that crits and JoW can be totally random, and your mana timing will become even less predictable.
Or if you have clearcasing because you're arcane or the new talens came, and it gets even worse.
TL;DR
Basically, you have a rather rigid DPS cooldown management with a rather volatile mana management.
If you use SCB, you link both, which can lead to situations where you have to sacrifice either damage or mana from the trinket.
With SCB, you also need to accomodate the +hit on it to use it fully.
It also hasn't been great in Rawr when I checked it back then, so it didn't seem like a big deal.
Even now it seems still only around the easy-to-acquire standard trinkets for non-arcane specs.
That's basically the reason why I didn't expand on the trinket at lengths.
More effort and less flexibility for the same or worse results. *cough* Daggers *cough*
Edit: A late reply to a post I missed, and people asked for a clarification.
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05/27/08, 4:26 PM
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#625
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Glass Joe
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Edit: Nevermind fixed a couple of things
Last edited by Arcanisx : 05/27/08 at 6:16 PM.
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