Here is a list of other weapons that would provide more intellect. (two from the second ZA chest, one from DLK, two from Sunwell)
This weapon can also be close to the best innervate weapon in the game (I think Kil'jaeden has better: [Golden Staff of the Sin'dorei]) if gemmed/enchanted for spirit instead. (I'll do that with the next one I get - though this change, even if channeled spells are not included in it, will make innervate swapping pretty difficult too)
No you are correct. The healing staff is the best evocation weapon in the game. Good luck if you can get one over your healers though. If you can't get that staff, the next best staff is the one from Felmyst, [Grand Magister's Staff of Torrents]. The badge wand is still the best wand for an evocation weapon however.
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As arcane I found swapping to int gear superfluous on Evo. Even discounting T6 bonus I found Evo would overflow my mana given SP wouldn't stop while I was channeling. Not to mention it wasn't always "safe" to Evo exactly when I wanted, which was mana=0%. More often than not I found it impossible to have less than 10% mana and get Evo timed as I felt more comfortable (ie. no aoe/silence/motion inc). Having huge regen probably made this particular point extra hard. I can see there's perhaps some marginal return in doing a partial Evo with int-gear, but then again it's not an exact science on anything except Brut or possibly terron.
I suspect it'll be more valuable to fire, though again most likely in the "skimming evo for min time-wasted" context rather than "need more absolute mana". This should be particularly so given we're not supposed to swap in Evo until a number of other mana-sources have been substituted.
I believe I have decent mana regen for arcane spec (around 466mp5 while casting) with no 2pc T6 bonus, but I still find myself around 1-2k short of full mana during evo. If I can squeeze even a little more out of it with int swapping then you bet I'll go for it.
You can actually get rolling ignite range passively without it if you rely on the bt mage trinket. You just can't really hitcap yourself without the blade of alacrity.
575 haste (achievable passively while meeting socket bonuses) with AtoI proccing on 50% crits seems like it would give you pretty regular rolling ignites.
Here is an idea I had for a favorable mana/dps tradeoff. I have read these boards for a few months and have not seen it mentioned before.
Start the fight with a high INT weapon and/or wand equiped. Start your usual Scorching. When you have used most of the extra mana from the INT weapon, do a Fire Blast and switch back to your usual weapon during Fire Blast GCD (pre-2.4.3 you can skip the Fire Blast). In effect you get your scorching and a Fire Blast mostly supported by "free" mana. The downside is that you cast these with lower damage, and that you need to mix in a relatively unfavorable Fire Blast. You really need a simulation to handle this correctly, but some quick approximation suggests that the mana gained is very good for the DPS lost.
For an example, let me take the ZA Staff, with 30 int from gems and 30 int from enchants, vs [Tempest of Chaos] and [Chronicle of Dark Secrets] with Sunfire. The Staff gives you an extra 68 INT or 1020 Mana. The Tempest/Chronicle gives the equivalent of about +160 spelldamage over the staff.
In this example, you get your first 4 scorches and a Fire Blast using mostly the extra mana - when you switch weapons you will be only 165 mana down (or slightly less with some in combat mana regen). These five casts take 7.5 sec base. With 20% haste is is 6.25 sec.
Roughly speaking (ignoring the impact mixing a Fire Blast in your rotation and the fact that spell damage is less valuable on Scorch/FB than it is on your later Fireball spam) you give up 160 spell damage for 6.25 sec, to get 1020 extra Mana. In a 6 minute fight that like giving up 2.8 spell damage for 14.2 in combat MP5 or a ratio of 5.1. This is roughly the same ratio you get from using Mana Pots vs Destruction Pots. The INT weapon is already useful to carry in case of Evocation.
I would be interested in seeing the results if a simulation developer wants to do this correctly.
standing.
Because Evocation checks your current mana pool total. Not how much mana you have, obviously, otherwise we'd all evocate for 0 when empty and loads when full. The swap increases your max pool and hence the amount regenned per tic.
Except you don't keep your mana at the same level when your int changes, you keep the same % of mana.
For Example: You equip a staff with 100 more int than your normal one and gain 1500 mana for a total of 11500. You then spend the 1500 gained from the staff for a new total of 10000/11500, or ~87% of your total. If you re-equip your normal staff you retain 87% of your total mana for a new total of ~8700/10000. When you gain int, you keep the same amount of mana as you had previously, when you lose int (as you describe) you retain the same % of mana, IIRC.
That's wrong in fact. Your current mana level does not change in any way be equiping or unequiping gear, you can actually try this out extremely easily too. Have your character get naked and then swap back in all his gear, your mana will not stay at 100%, it'll remain at whatever absolute value it was at.
There's only a single case in which the percentage is kept when a maximum amount of either health or mana is changed, and that's when a Druid swaps to or from Bear form.
Right. Gives you more health, but current hp is the same. So you look wounded when you swap up to a bigger stam item.
Back when we played Diablo 2 LOD and a Barbarian would give Battle Orders, which was the equivalent of Commanding Shout, it'd more than double your HP pool so it suddenly looked like you were perilously close to death. Now, if you had the insanity to play on a Hardcore server, "death" meant "never play that character again. Ever." including "lose all your gear. All that gear you farmed with three other characters, which you levelled so you could farm gear for this one."
Good ol' BO scare. The cause for many soiled pants, and many cigarette sales.
With hind-sight, however, it's a shame Evo didn't stay as it was for PvE terms. Because nowadays, swapping Spirit Weapons would give much more benefit than swapping int weapons.
Having said as much, I still maintain it's pointless for any spec which is very mana-dependent, ie. Arcane, as it overflows without swapping quite easily. Not to mention the whole weapon-swap mechanic is retarded. Weapon swapping should not only incur a GCD in my oppinion, but 1.5sec CD during which you're treated as "not wearing" either of the two weapons you swap.
I still maintain it's pointless for any spec which is very mana-dependent, ie. Arcane, as it overflows without swapping quite easily. Not to mention the whole weapon-swap mechanic is retarded. Weapon swapping should not only incur a GCD in my oppinion, but 1.5sec CD during which you're treated as "not wearing" either of the two weapons you swap.
It is always worth swapping your weapons really, you could get interrupted, hit, have to move. Lots of things can and will happen that will cut short your evocation and having each tick regen more is well worth it.
It is always worth swapping your weapons really, you could get interrupted, hit, have to move. Lots of things can and will happen that will cut short your evocation and having each tick regen more is well worth it.
It's quite easy to plan around things like this... I honestly can't think of a fight (save Teron, Naj'entus, and Mother) where there's really nothing you can do but pray.
Well yes obviously but what I am saying is basically shit happens :P I also very often only do partial Evocs because I don't need a full duration one so any extra mana is nice really, you don't really lose anything from switching.
It's funny you bumped this thread, Frenzi. Lately I've found I use a weapon-swap macro a lot. We may or may not have an Elemental Shaman in my group, and I duly noted Zhar'Doom has exactly 3% less hit than Tempest/Chronicle. it is extra convenient when he dies/out-ranges to click on or off either set half-way through a Fball.
I hope this is in the correct thread. I play a frost mage on my server, and I gear myself to use the extra spell hit from frostbolt. (I'm at 127 at the moment). I have encouraged a few people in my guild to do the same, but as of this past weekend's Gruul run, they noticed that they were getting more resists than they've seen before. I have a WWS of the run below and was looking at Azurefrosts data.
He is a draenei mage with 127 spell hit (he might have been running with 114 I'm not totally sure). But in either case, during the Gruul fight he was at a 5% miss rate. Am I wrong with my numbers? Or has anyone else taken a look at this post 2.4.3 patch? I tried to search for any other "ghost hit" threads, but didn't see any.
I hope this is in the correct thread. I play a frost mage on my server, and I gear myself to use the extra spell hit from frostbolt. (I'm at 127 at the moment). I have encouraged a few people in my guild to do the same, but as of this past weekend's Gruul run, they noticed that they were getting more resists than they've seen before. I have a WWS of the run below and was looking at Azurefrosts data.
He is a draenei mage with 127 spell hit (he might have been running with 114 I'm not totally sure). But in either case, during the Gruul fight he was at a 5% miss rate. Am I wrong with my numbers? Or has anyone else taken a look at this post 2.4.3 patch? I tried to search for any other "ghost hit" threads, but didn't see any.
Thanks for your help.
has someone got a definitive answer for this as of 07 August 2008?
I'm a frost mage.
I've read so may conflicting reports. I'm not "leet" myself, but i am worried i may be wasting 38 points of hit as i am currently capped at 164 because i was told this bug had been fixed long ago. if this is not true and the cap rate is still 126 for Frost, could someone please let me know.
has someone got a definitive answer for this as of 07 August 2008? ... I've read so may conflicting reports.
Gofa gave the answer. If someone, anyone, ever has proof about frostbolt being 'fixed' they are quite welcome to post that proof. It would need to be a very large sample size, perhaps 10000 frostbolts or so. It's just that after every patch someone asks this question or similar. "Hey guys since the latest patch it seems like Onyxia is doing more deep breaths."
Until someone does post some new research, you should trust the first post in this thread and not let yourself be influenced by rumour or speculation. So yeah you are 37 points of hit over capped.
has someone got a definitive answer for this as of 07 August 2008?
I'm a frost mage.
I've read so may conflicting reports. I'm not "leet" myself, but i am worried i may be wasting 38 points of hit as i am currently capped at 164 because i was told this bug had been fixed long ago. if this is not true and the cap rate is still 126 for Frost, could someone please let me know.
Snips
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According to my last WWS reports (40/0/21) it seems "ghost frost hit rating" is still in effect. Wow Web Stats
Lurker - 74 hits, 0.9% missed <-- in range
Archi + Supremus, 0.0& missed <-- in range
Azgalor (low sample amount), 2 hits 0.0% miss <--- in range
Akama (low sample amount), 6 hits, 0.0% missed <--- in range
Kaz'Rogal, 41 hits, 0 misses <--- in range
Teron, can't figure out what WWS is saying. I got constructs 2nd so I was AB spamming. The only FB I cast was ap,pom,trinket,frostbolt. It did not count it as a "hit" but it did have a "max damage" statistic.
Here are the one's that make me doubt it, hence seems above.....
Rage - 5% miss, <--- wtf
All SSC bosses, 61 hit, 2.1% miss <--- wtf
All are with 40/0/21 3/5 arcane hit, 3/3 ele precision.
12.6 hit rating = 1%, 1 hit rating = 1/12.6
@124 hit rating
So I should only need 126 hit rating
soooo my % to hit should be 99-(0.079*2) = 98.842% (Is my math wrong?)
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Ok after writing all of that and reflecting on it, we do need a bigger sample >.<
I'll rock more hit rating and take another WWS sample and post an update...
I've been raiding deep frost lately and except for Rage (high frost resist + binary frost spell = huge "miss" rate regardless of spellhit) I'm getting results close enough to my theoretical hit chance that I have no reason to believe ghost hit doesn't work so indeed I don't know where these rumours always come from. For a take on this and input on sample size, refer to Wizeowel's post. Your sample size is, as you noticed, far too small to be of statistical significance, when 1-2 unlucky resists can greatly skew the percentage.
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