How many spell haste does moonkin need? as much as possible? is it worth to focus on haste and get like 250haste rating? right now i have 5/8 t6.
i read the post that talks about 1392 spell dmg. is it mean once i hit it, i should just socket all haste gems?
How many spell haste does moonkin need? as much as possible? is it worth to focus on haste and get like 250haste rating? right now i have 5/8 t6.
i read the post that talks about 1392 spell dmg. is it mean once i hit it, i should just socket all haste gems?
If you're using epic quality gems, you'll see a better dps return from using haste gems over straight damage gems, past 1392 spell damage buffed. However the important thing to note is that for haste to be effective you'll need an effectively infinite mana supply, either in the form of an Alchemist's Stone or a Shadow Priest. Otherwise you're just another Oomkin. However if mana isn't an issue the rule of thumb established in earlier posts seems to say, gear for crit, gem for haste.
I am currently at 140 spell haste and 1350ish unbuffed damage (therefore over 1500 buffed). There are at least 2 drums of battle in my group at the moment (80 haste rating for 1 minute every 2 minutes). I've been wondering about dropping Moonfire out of rotation altogether in favor of simple Starfire spam. Basically, if I use the warlock assumption that any time spent not casting Shadowbolt is a time when DPS is lost, it might well apply for me too with enough spell haste. In other words, my Starfire improves with haste, but Moonfire does not really change.
Another note here to remember is the difference between theoretical values and practical results. It's easier to chain spam Starfire than add a Moonfire in every 15 seconds or so (with 2-piece tier 6 bonus) and thus not increase any reaction time.
Also, if Nature's Grace happens to be up when I need to refresh Moonfire, I lose 0.5 seconds off the next Starfire. The reaction time to watch for the presence of the buff and expiration time on Moonfire might again lower dps in practice.
Any comments on this? Thank you.
Last edited by RoseQuartz : 04/15/08 at 1:03 PM.
Reason: (added nature's grace contribution)
Though I have no personal experience in your situation, from what I have read going pure starfire would be better. The Nature's Grace point is moot as far as I know. Please correct me if I am wrong but if you have Grace up and cast Moonfire it would cause the GCD to be one second thus allowing you to get your next starfire started .5 seconds sooner.
That being said since you are in 4/4 tier 6 your best bet is to do pure starfire. From my understanding the only time keeping IS/MF up is when you have 4/4 tier 5.
I am currently at 140 spell haste and 1350ish unbuffed damage (therefore over 1500 buffed). There are at least 2 drums of battle in my group at the moment (80 haste rating for 1 minute every 2 minutes). I've been wondering about dropping Moonfire out of rotation altogether in favor of simple Starfire spam. Basically, if I use the warlock assumption that any time spent not casting Shadowbolt is a time when DPS is lost, it might well apply for me too with enough spell haste. In other words, my Starfire improves with haste, but Moonfire does not really change.
Another note here to remember is the difference between theoretical values and practical results. It's easier to chain spam Starfire than add a Moonfire in every 15 seconds or so (with 2-piece tier 6 bonus) and thus not increase any reaction time.
Also, if Nature's Grace happens to be up when I need to refresh Moonfire, I lose 0.5 seconds off the next Starfire. The reaction time to watch for the presence of the buff and expiration time on Moonfire might again lower dps in practice.
Any comments on this? Thank you.
Plugging in your numbers I got from your Armory (99% hit, 34% crit with SF, including talents, MK, and 4T6) and what you mentioned here (1500 spell damage buffed, 140/220 Haste), I get an average of 1345 DPS Starfire spam normally, 1408 under Drums.
Assuming you let MF tick out, and only refresh after the SF during which it ticks out hits, you get 6 SFs per MF either way. I get that adding MF gives you 1386 DPS (41 DPS difference) normally, and 1439 DPS (31) under drums. If you'd like me to post the equation I used, I can, but be aware that it's VERY ugly.
Thank you, Adoriele. So it appears that the difference between using and not using Moonfire is is minus 30-40 DPS (leaning toward 30 with drums, which I always use on bosses, and lately there's another person in my group with drums as well). That's in ideal conditions on paper, so to say. I was implying in my original post the actual raid situation where refreshing Moonfire might cause some DPS loss due to reaction time. I do switch idols between Idol of the Ivory of the Moongoddess and Idol of the Unseen Moon (being extra careful while switching back to the Starfire idol and looking at the GCD) for an occasional 140 dmg boost (not sure if that covers the DPS loss from waiting for GCD and occasionally trying to switch to another idol too early). Aside from the idol switch though, it appears that the difference between using Moonfire and not using it in practice is not a very significant one at my gear stats, and the more Drums of Battle and Heroisms I get, the less significant Moonfire becomes (not to mention, it's cheaper to chain Starfire if there is no shadow priest in my group).
I'm just tossing these thoughts out for discussion, as I wasn't sure if I can actually improve overall damage done this way and save some mana on non-shadow priest days.
I don't ever remember this being mentioned, but is the GCD incurred by a weapon swap, affected by spell haste? Or will those that do idol swapping start to see issues when they begin stacking haste?
I've spent many hours looking through this forum and using the various spreadsheets to up my DPS in raids. I'm honestly at my wits end at this point.
Here is my guilds latest Gorefiend kill. Wow Web Stats
Granted many of the raid members out gear me, I still feel like I'm not pulling my weight. What has me most concerned now is that we are getting ready for Brutallus and I want to do the best I can. I'm always with a Elemental Shaman and sometimes a Shadow Priest (I will have one for Brutallus). There are 2 drums in my group also. My rotation right now is MF SFx5. One other note is that I just got 4 piece t6 and just dropped the t5 4 set, and I do keep up Imp FF.
Any help would be appreciated before I'm forced resto.
EDIT: Here is a WWS from the week prior with my 4 piece t5 Wow Web Stats
Teron also has a significant amount of pushback and is very much about blowing everything you have as quickly as you can. Probably anything in Hyjal or Council would be a better representation of the damage you can do compared to other raiders.
I just got my 4p t6 bonus and i have 1166 spell dmg unbuffed, 47 haste, 18.77% base crit chance out of form. I was just wondering if anyone had any pointers on how i could improve my dps. my armory is The World of Warcraft Armory, please check it out and if possible give me some pointers that could even remotely increase my dps (gear that i could pick up, regeming, etc...)
As the most visible upgrade could be to drop some spellhit. You need 151-152 max to be capped. Don't know if you are ever groupped with elemental shaman, if you are, regem your gear so you have possibility to equip low hit gear for that cases.
Your talents aren't maximised for raid utility but that wouldn't raise your personal dps (except for when you are threatcapped at any fight - if you are, drop Celestial Focus for more points in Subtetly) so won't go there.
Not sure if you can do Zul'Aman but according to your gear it shouldn't be a problem. The spellhaste cloak from the first chest, the spell haste neck from Zul'Jin and the trinket from Hexlord all would be significant upgrades and aren't hard to get.
Gemming for crit/hit is generally lowering your dps, you should go for spelldamage/haste and get better results probably.
It looks like Vengeful Spirits are separated even though they are classified as pets.
Hmm fair enough. I didn't examine your specific parse that closely (WWS has been slow last night/this morning ), but I just know in the past a lot of parses with them listed as pets ended up having a problem somewhere with correct DPS numbers.
one simple question, not directly related to spellhaste.
wich are the best trinkets available at 4xt6, when starfire spam is the "almost" ideal rotation ?
let's pass on the skull of gul'dan that obviously is awesome.
would the lighting capacitor scale well enough to be still competitive? or will it fall short in comparison with the hex shrunken head, and the new alchemist stone?
one simple question, not directly related to spellhaste.
wich are the best trinkets available at 4xt6, when starfire spam is the "almost" ideal rotation ?
let's pass on the skull of gul'dan that obviously is awesome.
would the lighting capacitor scale well enough to be still competitive? or will it fall short in comparison with the hex shrunken head, and the new alchemist stone?
It depends.
Do you have a shadowpriest? JoW? Do you have heroism/bloodlust? If so, how many times in a fight? How long is the fight? Drums of Battle - no, sometimes, all 5 group members? Do you keep up IS/Moonfire - if so, Timbals might be good?
There are trinkets that are good depending on the situation. I have yet to test Timbals as I haven't been moonkin since I got it. But a lot of the questions people post can be answered depending on their circumstances. Yes, I think most people realize trinket / trinket procs aren't modeled very well. But it's not hard to test yourself. A few pulls wear one trinket, and then another pull wear another one. Examine the results from WWS/Recount. I'm pretty sure though Lightning Cap is mildly worthless since there's the cooldown on it stacking I believe, especially if you have HSH or Pew Alch Stone. I'd rather use the Exalted BT trinket over Light Cap if I was spamming starfires
Assuming the modeling I've done is correct, Lightning Cap and Timbal's are both pretty good trinkets, right up there with the Skull and seemingly ahead of the Hex Shrunken Head. However, to qualify that statement, the frame of reference is from an early T4 (i.e. no 25-man gear yet) moonkin. I'm not sure how well they scale with better gear.
Assuming the modeling I've done is correct, Lightning Cap and Timbal's are both pretty good trinkets, right up there with the Skull and seemingly ahead of the Hex Shrunken Head. However, to qualify that statement, the frame of reference is from an early T4 (i.e. no 25-man gear yet) moonkin. I'm not sure how well they scale with better gear.
Hmmm, is Lightning Cap still up there? I know it used to be quite good in the past, but after they implemented that cool down thing on back to back crits, I used it for a night and it just didn't seem to be as good with the amount of additional damage it did.
I wouldn't mind testing it again, but I doubt I'll be raiding as Moonkin much anymore now that we have more Locks & Elem Sham.
Hmmm, is Lightning Cap still up there? I know it used to be quite good in the past, but after they implemented that cool down thing on back to back crits, I used it for a night and it just didn't seem to be as good with the amount of additional damage it did.
I wouldn't mind testing it again, but I doubt I'll be raiding as Moonkin much anymore now that we have more Locks & Elem Sham.
It's possible that I didn't model the cooldown thing. I'll check the code when I get home. You're right; if I didn't model the cooldown, that would probably lower its effectiveness significantly. Offhand, anyone know what the cooldown is?
It's possible that I didn't model the cooldown thing. I'll check the code when I get home. You're right; if I didn't model the cooldown, that would probably lower its effectiveness significantly. Offhand, anyone know what the cooldown is?
"The 2.5 second internal cooldown does not actually prevent you from gaining charges faster than 2.5 seconds. What it does do, is prevent you from gaining the *first* charge, less than 2.5 seconds after a lightning bolt has been fired. So the nerf is really not as bad as it may seem, and yes the tooltip on the item is misleading."
That was taken from wowhead, but it sounds familiar. Obviously they're talking about Elemental Shammy. Maybe it is still pretty decent... It'd be kind of fun with Timbals! Lots of proc pew pews going off