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06/09/09, 1:57 PM
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#101
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Glass Joe
Tauren Druid
Vek'nilash (EU)
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So it can procs on wrath casts, starfire, moonfire (just the istant tick, not the dot part, right?), typhoon?
Are there some math tests or simulations about the difference between the two enchants?
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06/09/09, 2:08 PM
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#102
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Glass Joe
Tauren Druid
Lightning's Blade
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It doesn't sound like it has to be a damaging spell, so insect swarm, barkskin, nature's grasp, etc should proc it just like OoC.
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06/09/09, 3:07 PM
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#103
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Piston Honda
Night Elf Druid
Windrunner
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It procs off crafting and other people's lifeblooms bloom as well. A resto and I were bored experimenting one night, lol.
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06/09/09, 9:24 PM
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#104
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Banned
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I have a question about WrathCalcs and actual DPS.
How close is your actual DPS to what WrathCalcs puts out? For more even comparison should that be single target raid boss with no unusual buffs, ie. huge crit bonus from a couple of bosses in Naxx. Also no huge amounts of running(fairly stationary)...
One poster here said they get 5-6k, I put there wow armory specs in WrathCalcs and got around 5k.
It seems like most of my dps is around 2900-3000ish, but WrathCalcs says it should be around 4300.
I have Squawk&Awe and have been trying to keep MF and IS up as close to 100% as I can. I've been refreshing them just before the Eclipse cooldown is up so they'll be there to help Wrath crit and then get the bonus from SF.
I have Glyphs of Starfire, Moonfire and Insect Swarm. It looks like I'll need to get some different enchants on a couple of pieces and more SP gems. Probably change my spec some as I never run out of mana
It seems like I have way more crit(20-24%) than several posters here(14-16%), but my haste is only around 360-420.
Without the crit it seems like it takes forever to proc an Eclipse.
I also have a spell cast spam question: Will it cause my spell casting to be slower if I just keep clicking?
TIA
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06/09/09, 10:44 PM
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#105
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<Druid Trainer> Emeritus
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You have an agility gem in your pants.
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06/10/09, 3:26 AM
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#106
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Banned
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Ya, I know the agility shouldn't be there. I got called in to dps Freya in Uldar and needed to stuff sockets full to get socket bonus in a hurry and was short on hit, so I put it in there till I could get better.
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06/10/09, 5:06 AM
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#107
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Von Kaiser
Night Elf Druid
Kul Tiras
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I think what Hamlet is suggesting is that you have larger issues to worry about than whether you are maxing out your potential as inferred from WrathCalcs. Read the first post again. Do what it says (all of it). You'll see improvements.
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06/10/09, 7:14 AM
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#108
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Balrogg
Ya, I know the agility shouldn't be there. I got called in to dps Freya in Uldar and needed to stuff sockets full to get socket bonus in a hurry and was short on hit, so I put it in there till I could get better.
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Your armory says 85 hit.
...
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06/23/09, 8:57 AM
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#109
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Glass Joe
Night Elf Druid
Darksorrow (EU)
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icewalker
i come back at boots enchants and even i will get alot of angry people here i will stick with my icewalker...
truth you have to moove on every encounter...but on short distances (so from my point of wew it not worth)
you will loose 12 hit ...aaaand 12 crit for 15 stamina and minor speed (------- ''----------''-----------)
i tryied the speed enchant and i just come back to icewalker even i am a bit over hit cap since 15 sta is rly useless for us and run speed is used, as i said, on short distances who dont made the diference
and i would like to bring into your attention (dunno if there is a threat here about this ...soz i did not checked) THE ROOTS... who last just till first hit from someone than fade... what to do about that since seems on GMs forums my posts are just ignored (and i am talking abpot PVE... in PVP dont even mention since they can fade on themselves damage tick :S )
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06/23/09, 9:15 AM
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#110
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Von Kaiser
Night Elf Druid
Sylvanas (EU)
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Originally Posted by terente
i come back at boots enchants and even i will get alot of angry people here i will stick with my icewalker...
truth you have to moove on every encounter...but on short distances (so from my point of wew it not worth)
you will loose 12 hit ...aaaand 12 crit for 15 stamina and minor speed (------- ''----------''-----------)
i tryied the speed enchant and i just come back to icewalker even i am a bit over hit cap since 15 sta is rly useless for us and run speed is used, as i said, on short distances who dont made the diference
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When you start doing proper hard modes you'll realise that the 15 stam you don't want to take is actually very worthwhile. You need a higher amount of hp to survive what's being thrown at you in the early stages. Not to mention the run speed is actually going to save you on fights like thorim if you dribbled and didn't see LC sooner. Or Yogg just getting around.
Do some proper hard modes then come back and say you don't need the stam+run speed.
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06/23/09, 10:10 AM
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#111
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Glass Joe
Night Elf Druid
Darksorrow (EU)
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Originally Posted by Selini
Do some proper hard modes then come back and say you don't need the stam+run speed.
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well, i do run some "proper hard mods" and i dont feel the need for 150more hit points or small speed run
but cause i am engi i will try nitro boosts (16 crit and 2 secs of speed) wich could be nice...i will come back to post about this
ps. still w8ting a pro answer for roots issue
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06/23/09, 11:41 AM
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#112
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Glass Joe
Night Elf Druid
Stormrage (EU)
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About the roots, what is your problem exactly? that there is a chance they brake on damage?
Here is the tool tip of the spell "Entangling Roots (Rank 8)"
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Roots the target in place and causes 423 Nature damage over 27 sec. Damage caused may interrupt the effect.
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So, yes there is a chance they brake when the rooted target takes damage. I tested if it broke on the first damage they receive and the answer is no. Not always, just a chance.
How big is that chance? i have no clue
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06/23/09, 3:54 PM
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#113
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Piston Honda
Night Elf Druid
Windrunner
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The chance for Roots to break is based on your spell power and the ammount of damage done to the rooted target. For having 3k spell powerish i've found a wrath or two, or just one SF will always break it. Even sometimes just a Herioc Throw from our MT will.
To your original comment, run speed is the best enchant, unless you're always standing still. It's not really the other way around. In Ulduar, even not doing hard modes, there's still a lot of movement and you shouldn't write off that 8% move speed. It's basically a direct translation into 8% dps time.
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06/24/09, 7:14 AM
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#114
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Von Kaiser
Human Rogue
Earthen Ring (EU)
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Runspeed
Originally Posted by Poromu
To your original comment, run speed is the best enchant, unless you're always standing still. It's not really the other way around. In Ulduar, even not doing hard modes, there's still a lot of movement and you shouldn't write off that 8% move speed. It's basically a direct translation into 8% dps time.
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It's actually a direct translation into 8% less dps time lost to movement, since you arrive at your needed destination faster.
(original traveltime / 1.08)
If it was 8% more dps time overall there'd be no contest whatsoever. Sorry to nitpick, but the difference is quite large.
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06/25/09, 7:25 AM
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#115
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Piston Honda
Night Elf Druid
Windrunner
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Originally Posted by Kagekami
It's actually a direct translation into 8% less dps time lost to movement, since you arrive at your needed destination faster.
(original traveltime / 1.08)
If it was 8% more dps time overall there'd be no contest whatsoever. Sorry to nitpick, but the difference is quite large.
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Yea this makes more sense, sorry if my wording for it was a bit misleading.
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07/03/09, 10:17 AM
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#116
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Glass Joe
Night Elf Druid
Bleeding Hollow
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Originally Posted by Whitemane
I should think all 25 man raids have one draenei, or more, in them. Shamans after all can only be draenei alliance side.
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For those who aren't aware, it isn't enough to just have a draenei in the raid to get the 1% hit bonus...the draenei must be in your PARTY. This means in a 25 man raid you would need 5 draenei spread out amongst the groups for everyone to get the hit bonus. I'm famous in my guild for begging to be grouped with a shammy for the hit, since my better gear has less hit on it (though I always keep a trinket or weapon to switch out for those 10 mans that don't have a draenei or a random pug group in which I don't wanna be a nag). Just keep it in mind if you're riding along at 237 
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07/03/09, 11:31 AM
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#117
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Glass Joe
Night Elf Druid
Krag'jin (EU)
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Well, the Heroism rule from the old thread
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During Heroism -> Drop IS from your rotation as heroism boosted SF in most cases will outperform it. Keep casting MF & use W to proc SF-Eclipses.
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is still up to date, I suppose? Or should I ignore everything and just spam Starfire (if I'm near at 400 haste unbuffed)?
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07/03/09, 2:31 PM
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#118
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<Druid Trainer> Emeritus
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Originally Posted by Yllidan
Well, the Heroism rule from the old thread
is still up to date, I suppose? Or should I ignore everything and just spam Starfire (if I'm near at 400 haste unbuffed)?
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I haven't really tried running the numbers on Bloodlust in a bit. It's a bit tricky. You probably want to first see what happens if you have ~30s on Bloodlust left when Eclipse expires (i.e. assuming you'll likely have time to proc and use fully a BL during Eclipse, is it worthwhile). Then, what happens if BL is near expiring, so you're less likely to get the benefit of a BL'd Lunar (and a Solar is more useful, as you'll come out into a non-BL'ed Solar that you can use part of).
e: Brief examination seems to reveal that you want to continue to use your normal rotation. DPET of DoT's are still higher than DPET of Starfire, and Lunar still seems stronger than straight Starfire spam. Not sure about the edge case, but simply always trying to use Lunar is probably fine.
e2: it does really suck that we can only squeeze out about a 15% DPS increase from Bloodlust.
Last edited by Hamlet : 07/03/09 at 2:41 PM.
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07/05/09, 7:13 PM
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#119
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Glass Joe
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"Major Glyphs: the best three for single-target DPS are Insect Swarm, Moonfire, and Starfire."
What about the 3% decreased chance to hit w/o the IS glyph ?? i know it does not stack with Scorpid Sting, but whos gona loss less DPS to use this debuff ?
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07/06/09, 10:34 AM
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#120
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Von Kaiser
Night Elf Druid
Sylvanas (EU)
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Druids lose less dps from it, but the only reason to not glyph it is if you are specifically asked to glyph it by your tanks/raid leaders.
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07/06/09, 10:47 AM
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#121
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<Druid Trainer> Emeritus
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The only fight where I typically unglyph IS (or have the other Moonkin do it) is Vezax.
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07/06/09, 5:21 PM
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#122
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Arawethion
The only fight where I typically unglyph IS (or have the other Moonkin do it) is Vezax.
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this, and I think I'll try it next time we do thorim hard. We've had a lot of wipes due to tankdeath's
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07/06/09, 7:16 PM
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#123
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Piston Honda
Night Elf Druid
Windrunner
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Most of those deaths it seems will be related to the DPS requirement to kill him before stacks get high, especially if you run with 6+ healers for it like my guild. Vezax is yea, the only one I change things up for.
Since my offspec uses resto glyphs I just respec it to Vezax mana efficiency since I don't Moonfire it's not much of a concern having no balance glyphs.
The only one I would get would be Starfall anyways for the Omen procs, but it's not entirely worthwhile having to carry stacks of glyphs on me for stuff.
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07/09/09, 2:24 AM
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#124
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Glass Joe
Draenei Shaman
Aerie Peak
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Originally Posted by Selini
Druids lose less dps from it, but the only reason to not glyph it is if you are specifically asked to glyph it by your tanks/raid leaders.
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Do most raids run without the -3% hit debuff? Assuming the boss hits 50% of the time (with the other 50% being dodged/parried/missed) the debuff is about 6% dmg mitigation - even better at higher gear levels if the hit rate is lower. Albeit this only applies to melee hits, not overall damage, so mileage may vary from boss to boss.
However, the tradeoff is ~100 dps (generous estimate for glyph switch from IS -> SFall), which accounts for <0.2% of your total raid dps for 25-man and <0.5% for 10-man. Isn't that a trivial amount for the mitigation your tank and healers would love?
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07/09/09, 11:38 AM
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#125
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Piston Honda
Night Elf Druid
Windrunner
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Originally Posted by ehakam
Do most raids run without the -3% hit debuff? Assuming the boss hits 50% of the time (with the other 50% being dodged/parried/missed) the debuff is about 6% dmg mitigation - even better at higher gear levels if the hit rate is lower. Albeit this only applies to melee hits, not overall damage, so mileage may vary from boss to boss.
However, the tradeoff is ~100 dps (generous estimate for glyph switch from IS -> SFall), which accounts for <0.2% of your total raid dps for 25-man and <0.5% for 10-man. Isn't that a trivial amount for the mitigation your tank and healers would love?
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When it comes to my dps, nothing is a trivial ammount. Especially if you consider that the more dps you squeeze out the faster the fight is over, that's the biggest form of mitigation you can help with to any aspect of your raid. There's only one fight that this debuff is worthwhile to apply and that's Vezax hard mode, since all his damage is melee and the mechanics of mana regen with healing and Surge of Darkness. The debuff just isn't worth it on most encounters.
Honestly though, considering the Shadow Crash mechanics, I think Hunters probably lose the least on Vezax hard putting up this debuff - especially since they're mostly just there for Pack anyways.
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