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09/27/08, 8:39 PM
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#4951
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Piston Honda
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Originally Posted by Ugljesa
Ok I have to put this question somewhere. Was looking for a more general thread but since I can't seem to find one, I'll put it here, in my native home ^^
Anyway, today in ZA I've noticed something a bit strange. Both CoW (don't ask me why it was up, we even had 3 healers as it was an alt group so we were taking it nice and easy to grab 3 chests without probs...) and Demoralizing Roar were up at the same time. I first thought it a bug (applied at the same time or something like that), so after it went off, I tried putting it up again, sure enough it went up along with CoW. I called out to our fury warrior to put up Demoralizing Shout, it replaced my Demo Roar as usual, but the CoW was still there next to it.
Am I missing something? Afaik, they don't stack, and just like Demo Roar/Shout overwriting eachother, stronger one staying up, I thought it worked the same with CoW? Does CoW just stay on the side but only one of them is actually doing something? Or did they suddenly change it so you can have both?
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The 2 demo's stack with CoW but not with each other. This has been redone as part of wotlk's buff/debuff raidwide system, however. If it's a melee heavy group, the warlock was better off putting up CoR though. For a caster heavy group then CoE - theres almost never a case for CoW currently.
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09/28/08, 5:21 AM
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#4952
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Don Flamenco
Human Warlock
Frostmane (EU)
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They never actually stacked, at least not in the last year or more, they just show up together. And for WotLK CoW is equal to Thunderclap and the other tanks' -attack speed talents.
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09/28/08, 1:26 PM
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#4953
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Piston Honda
Human Warrior
Eldre'Thalas
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Originally Posted by dakalro
And for WotLK CoW is equal to Thunderclap and the other tanks' -attack speed talents.
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Where are you getting this? I've only seen weakness be -AP, not -melee haste, on beta/ptr.
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09/28/08, 7:23 PM
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#4954
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Von Kaiser
Night Elf Druid
Nordrassil (EU)
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Originally Posted by manapaws
The 2 demo's stack with CoW but not with each other. This has been redone as part of wotlk's buff/debuff raidwide system, however. If it's a melee heavy group, the warlock was better off putting up CoR though. For a caster heavy group then CoE - theres almost never a case for CoW currently.
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In a 10 man, no, as I said, why it was up was a mystery to me, but I was too lazy to poke the warlock about it as it was an alt group. However, if they do indeed stack, having both up on something big and mean like Supremus or RoS P1 to reduce damage might be a good idea, so I'd really want to know 
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09/29/08, 5:26 AM
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#4955
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Von Kaiser
Night Elf Druid
Perenolde (EU)
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They-don't-stack. That's it.
Last edited by Centarion : 09/29/08 at 5:38 AM.
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10/02/08, 2:43 PM
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#4956
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Crayon in Brain
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Given that 3.0 is nearly upon us, has anyone put any serious thought into the ideal MT or OT talents and gear sets for finishing up TBC raiding? I've been looking thorugh gear lists, but haven't found anything substantially better than the stuff we're currently using (all tier pieces, BOT and Commendation, Kara and BOJ rings, BOJ cloak, brutallus or ROS neck etc). I'd be interested to hear if anyone has found anything interesting. Have any numbers been crunched for the proper enchants for our weapons, now that they can proc? I'm trying to decide between Mongoose, Executioner or just keeping the old 35 AGI enchants.
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10/02/08, 3:10 PM
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#4957
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Don Flamenco
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Originally Posted by droeber
Given that 3.0 is nearly upon us, has anyone put any serious thought into the ideal MT or OT talents and gear sets for finishing up TBC raiding? I've been looking thorugh gear lists, but haven't found anything substantially better than the stuff we're currently using (all tier pieces, BOT and Commendation, Kara and BOJ rings, BOJ cloak, brutallus or ROS neck etc). I'd be interested to hear if anyone has found anything interesting. Have any numbers been crunched for the proper enchants for our weapons, now that they can proc? I'm trying to decide between Mongoose, Executioner or just keeping the old 35 AGI enchants.
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They're reducing boss damage and health by a significant percent. You won't need to change gear, and you can probably tank half the t5 bosses in blues.
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10/02/08, 4:34 PM
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#4958
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Bald Bull
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Add to that that sunwell radiance will also be disappearing, and I don't think any boss fights save Kael, Vashj, Archi, possibly Illidan, Felmyst and KJ will be particularly difficult. And even then, it'll only be because the mechanics of the fight have nothing to do with gear/damage and more to do with coordination.
For me, I'll be going with a 61/0 build. Furor isn't useful any more, and I want to play with the KotJ and brutal impact changes a bit. After that I'll go to a 50/11 build for leveling.
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10/02/08, 11:32 PM
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#4959
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Piston Honda
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One thing that still worries me about the 3.0 change is, even with the reduced mob/boss HP, and the removal of Sunwell Radiance, the M'uru adds will still hit just as hard, just as often (they don't get Sunwell Radience in the first place). With the agi->dodge nerf, and the armor nerf... I'm afraid that the adds will rape me. Is tehre something I'm missing that would make this bearable?
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10/03/08, 1:01 AM
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#4960
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Von Kaiser
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Barkskin the initial burst of the mobs and hope that the hp nerf is enough for your dps to obliterate them. I'm assuming currently you kill the humanoids within 45-50 sec. With the hp nerf, you'd expect them to be killed within 32-35 sec. The 12 sec of barkskin and another 5 sec bought with a bash on a flurried berserker should buy quite a bit of time to get 1.5-2 adds down. Relative uptime of avoidance trinkets is increased too with faster kill speeds. And at least you'll have a last stand to fall back on if things are looking ugly. Also, if you didn't have a dps warrior using thunderclap for you before, infected wounds (really wish it would apply to swipe considering thunderclap and pestilence hit infinite mobs) can reduce incoming dmg by a non trivial amount.
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10/03/08, 2:15 AM
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#4961
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Bald Bull
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One thing that still worries me about the 3.0 change is, even with the reduced mob/boss HP, and the removal of Sunwell Radiance, the M'uru adds will still hit just as hard, just as often (they don't get Sunwell Radience in the first place). With the agi->dodge nerf, and the armor nerf... I'm afraid that the adds will rape me. Is tehre something I'm missing that would make this bearable?
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They've also said that the mobs will mostly do less melee damage than they did before.
Clearly we don't know how much that'll be, but chances are you'll be able to survive. If not, pop an ironshield pot instead. With that you should be at the level cap for M'uru adds for armor.
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10/03/08, 3:50 AM
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#4962
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Piston Honda
Night Elf Druid
Sylvanas (EU)
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You can always resort to have one berserker sheeped. With the HP nerf, it wont be as important to have all 3 adds up for cleave attacks as it is now.
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10/03/08, 4:10 AM
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#4963
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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Summary of M'uru adds:
1) Considering they're 71 and not 73/??, you'll come out higher in terms of mitigation with Protector of the Pack and switching back to an armor staff (Hi Wildfury!)
2) Their melee strength is lower on top of 1)
3) You can get Infected Wounds up.
4) Your DPS can probably zerg one down with a combination of the HP nerf, better tank threat, overall higher melee DPS, and higher tank DPS, reducing the critical period of having two berserkers up. Not to mention that the periods of slack between each wave means your healers can regen mana
It's not going to be a problem, calm down. :P
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10/03/08, 7:32 AM
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#4964
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Von Kaiser
Night Elf Druid
Nordrassil (EU)
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Armor will be made up by Protector of the Pack (and remember, it also means we actually benefit from Inspiration/Ancestral Fortitude) and you get 6% dodge from Natural Reaction. I think it will balance itself out, but ofc I don't know.
A few questions, apologies if they've been answered already. Does anyone know if Genesis will work for bleeds? Or is it just badly worded and will work on spells only? I've stumbled across some info Rake will now be a decent attack and worthy of inclusion into the rotation so with Rip and Rake going, 5% is pretty nice.
Also, has anyone done the math with Ferocious Bite vs Rip with the new Rend and Tear 50% crit bonus + Feral Agression (considering cats and bears will be separate in builds, there's points to spare for FA in a cat build)?
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10/03/08, 11:12 AM
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#4965
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Piston Honda
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I hadn't thought about chaining a Barkskin into a Bash. Good idea!
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