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04/07/09, 7:25 AM
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#841
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Glass Joe
Tauren Druid
Skullcrusher
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from what i've read, it's from misery being up (seems that misery/fff/iff all share the same spot), but this is being remedied in 3.1 so you can spam away as a feral tank :P
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04/07/09, 7:26 AM
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#842
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Glass Joe
Tauren Druid
Teldrassil (EU)
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Originally Posted by Keifie
So when the Feral Tank is bashing away at Faerie Fire in thier rotation, we don't need to?
What about the whole, "There is a more powerful spell active" message that used to annoy me as a tank?
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yes also the feral faerie fire grants you as a moonkin 3% crit
and to avoid this error message, just talk to your druids, so only the feral is casting it.
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04/08/09, 12:56 AM
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#843
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Glass Joe
Tauren Druid
Black Dragonflight
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After throughly searching the Moonkin forums for discussion on the output of trinket "Extract of Necromantic Power" versus other trinkets, my hands are left very empty and very hungry for knowledge about this. I've done a few tests myself on a dummy but I would like to see math involved if possible.
Lets assume natures splendor
Also, do the numbers increase when Black Magic is used as a main hand enchant?
Edit:
My tests show that the trinket is accounting for 1.9% of my damage on a Starfire Eclipse rotation.
If I keep only Dots rolling, it shows 6.6% of damage done. (I kept dots rolling for 8 mins with a total of 390 ticks, perhaps 8 mins is too short for a good estimate)
Internal cooldown is 15 seconds, average proc time is 16-19 seconds, depending on class and how many dots you perform. Obviously lower for warlocks. I would assume its about 18-20 seconds for a druid. Could this downtime be lowered by having Black Magic enchant?
From what i have read in the past, Black Magic is JUST lower than 63 spell power as far as DPS. Maybe the combination of these 2 can put it over the edge.
Last edited by Haewire : 04/08/09 at 2:13 AM.
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04/08/09, 1:31 AM
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#844
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Von Kaiser
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I looked a couple of pages back, but I didn't really see anything on the t8 bonus'.
The only thing I've seen is that the 4pc set bonus might be horrible. Instacast with 5% chance and a 3min cd.
Any confimration on this?
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04/08/09, 3:48 AM
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#845
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Don Flamenco
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Originally Posted by anyakaschala
I looked a couple of pages back, but I didn't really see anything on the t8 bonus'.
The only thing I've seen is that the 4pc set bonus might be horrible. Instacast with 5% chance and a 3min cd.
Any confimration on this?
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The 5% proc chance is confirmed but the 3 min cooldown is just speculated as its only on the buff tooltip posted on wowhead.
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04/08/09, 3:34 PM
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#846
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Glass Joe
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Long time listener, first time caller.
I've been able to gather lots of great information by scouring the different threads. It seems the current "benchmark" for dps is Patchwerk 25. I understand this "stand and nuke" fight is great for consistent dps checks.
My current dps is limited by the overall raid dps on this fight, I understand higher Bloodlust uptime is a huge factor for high dps parses. I'm sure as my guild progresses we'll see a huge improvement on Patch.
I'm really curious what kind of dps top Boomkins are doing on dummy targets? This seems a better way, at least for me, to judge any gear upgrades, rotations and spec changes. I'm far from having Best in Slot gear but love playing my space owl. I seem to average around 3k dps on the boss dummy before going OOM.
Thanks in advance.
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04/08/09, 5:29 PM
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#847
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Glass Joe
Worgen Hunter
Dragonblight
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Originally Posted by Ishap
Long time listener, first time caller.
I've been able to gather lots of great information by scouring the different threads. It seems the current "benchmark" for dps is Patchwerk 25. I understand this "stand and nuke" fight is great for consistent dps checks.
My current dps is limited by the overall raid dps on this fight, I understand higher Bloodlust uptime is a huge factor for high dps parses. I'm sure as my guild progresses we'll see a huge improvement on Patch.
I'm really curious what kind of dps top Boomkins are doing on dummy targets? This seems a better way, at least for me, to judge any gear upgrades, rotations and spec changes. I'm far from having Best in Slot gear but love playing my space owl. I seem to average around 3k dps on the boss dummy before going OOM.
Thanks in advance.
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Patchwerk is not the definitive dps measurement for moonkins. With the RNG nature of Eclipse procs and other variables like raid composition, fight length and heroism uptime, your dps will vary greatly. Shorter fights I've had as high as 6000dps while longer fights only around 4500.
Last edited by aeiron : 04/08/09 at 7:14 PM.
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04/09/09, 12:44 AM
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#848
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Glass Joe
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Hey guys,
I am new to the balance tree coming from resto, just got hitcapped still working out some bumps in my gear as far as gemming goes but kind of have my hands tied due to my lack of hit gear. I have been doing my research as far as rotations go starting with:
IFF>MF>IS>W->SF
But what i have been reading:
IFF>IS>MF>W->SF is better.
As far as my DPS goes here is my last PW:
Wow Web Stats
Does anyone see anything major that needs changing? I am new to Boomkin so any tips/tricks of the trade would be wonderful, thank you for your time.
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04/09/09, 1:13 AM
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#849
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Glass Joe
Tauren Druid
Black Dragonflight
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Originally Posted by Betajin
Hey guys,
I am new to the balance tree coming from resto, just got hitcapped still working out some bumps in my gear as far as gemming goes but kind of have my hands tied due to my lack of hit gear. I have been doing my research as far as rotations go starting with:
IFF>MF>IS>W->SF
But what i have been reading:
IFF>IS>MF>W->SF is better.
As far as my DPS goes here is my last PW:
Wow Web Stats
Does anyone see anything major that needs changing? I am new to Boomkin so any tips/tricks of the trade would be wonderful, thank you for your time.
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The answer to your question is here Moonkin Guide for Dummies! under number 3, Rotation.
Basically its just that if you do MF second, it is more likely to be lengthened by starfire.
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04/10/09, 11:23 AM
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#850
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Soda Popinski
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It seems like the druid changes for 3.1 are likely final, so it's time to figure out rotation and glyphs.
From what I gathered, if you have over 400something haste, you still want to do a lunar eclipse rotation. Solar is better below 400 or so?
Glyphed insect swarm appears to still be the best glyph for the 3rd slot for maximum damage, but how much dps am I really losing if I swap from that to the starfall glyph? (This is assuming I want to provide the 3% miss debuff for at least some of the time)
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04/10/09, 1:52 PM
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#851
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Glass Joe
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Just a little comment for going all out at the start of the pull and using a pot before the fight actually starts... I can easily see using a pot to increase dps before the fight start to allow the cooldown and use of a second pot during the fight, I would usually not as most of that pot would end up being wasted, especially on a fight like patch where I would be using faerie fire and my treants during that pot. It is still a gain, but such a slight gain I dont consider it worth it to be using a pot that I pay for. 6 min Maly is the only place in the current content where I might do it if I needed to do that again.
As for pulling aggro off the tank... If you have 2 points in natures reach, you should never be pulling off a competent tank, especially on patch where 1 second into the fight, your tank will have a full rage bar. At most, you can do around 4.5k tps with natures reach, while a decent tank would be doing over 7k tps, making pulling off of him impossible. You can argue that your burst tps will be high, but it will never exceed 7k tps, wich a decent tank will be pushing out within 2 secs on a fight like Patch, at wich time you would be applying dots. The only time I have ever pulled aggro on a fight is 6 min Malygos with no points in natures reach, and only because I didnt cast faerie fire, procced eclipse on my first wrath and started dps before Malygos had actually landed.
The 3 MTs we use do at minimum 7k tps, and no one has any chance of pulling aggro off them unless the tanks are requiered to move the boss around and cant be focused on actually building threat.
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04/11/09, 9:48 AM
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#852
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Von Kaiser
Night Elf Druid
Arathor (EU)
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With a competent tank there is no need to have 2 points in nature's reach, i am sure this was mentioned before. You might need to watch omen a bit on your initial eclipse. Our mt knows this too, so he works a bit harder(yay he's not bored). It is an issue though when a dk is tanking, i guess they spec for migitation so much that they loose threat compared to the other tanks.
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04/12/09, 1:19 AM
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#853
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Glass Joe
Night Elf Druid
Whisperwind
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it isn't a threat issue ( although being able to ignore threat is handy), so much as an issue that extra range is actually very helpful in some fights. Sure you don't need it in patchwork, but in movement fights, fights with messy positioning, etc. having extra range grants you a lot more flexibility, which equals less time running around and more time blasting the boss. In a perfect fight, it's a waste, but I doubt that most fights in ulduar are going to be perfect, and if ti saves half a second a minute of running around on an average fight, then it's about the same dps improvement as IIS. personally I plan to keep 2/2 reach.
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04/12/09, 3:15 AM
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#854
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Von Kaiser
Night Elf Druid
Arathor (EU)
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Never had it, never will, were talking about a miserable 3yards. On movement heavy fights i never had any issues with range whatsoever.
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04/12/09, 7:30 AM
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#855
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Bald Bull
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Originally Posted by Druidark
With a competent tank there is no need to have 2 points in nature's reach, i am sure this was mentioned before. You might need to watch omen a bit on your initial eclipse. Our mt knows this too, so he works a bit harder(yay he's not bored). It is an issue though when a dk is tanking, i guess they spec for migitation so much that they loose threat compared to the other tanks.
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I think you'll be singing a different tune come ulduar. You're constantly going to be outranging abilities, steering clear of other players, and getting absurd buffs to your damage which can make pulling aggro as easy as pie. I'm curious though as to what you'd put that point into. Armory is currently not showing any of your talents, and I'm very interested to see what you think is more important than extra range and less threat.
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