You didn't solo BRD with a druid in blues and greens preBC. It was difficult with a *pair* of druids in epics. Are you just meaning the first part, maybe?
To clarify, yes, I limited myself to bosses who dealt mostly physical damage (though post 2.0 but pre-TBC a lot more of the instance became soloable), but still made impressive progress considering I was alone and in terrible gear. Soloing part or all of non-heroic instances even a few levels below your own is nothing to write home about as quite a few classes manage one or another. With expansion talents released, well if TBC is anything to go by, some classes are definitely going to be able to do so even more readily.
In response to the hit rating concerns: seeing as we now share itemization with 2 plate wearing DPS classes who have to contend with dual-wielding or dual-wielding with Titan's Grip, my concerns are actually that we might be hard to pressed to not overshoot the mark for hit. Hopefully they balance it around mostly gear to 9% and gems/enchants for the rest if dual-wielding.
and what about the period 3.0 goes live until wotlk will be released? replace all str/crit gems with hit gems? :P
Well, fury warriors existed prior to this... remember T6 offset pieces (hyjal shoulders, mother chest)? All hit and crit rating. I'm sitting at 142 in all my +hit pieces right now, which, if my calculations are correct, should give 8.98% to hit at 70? That's with no re-gemming for hit, though I do use Surefooted and the +AP/Hit head enchant.
In all seriousness hit rating is never really that hard to find if you start looking early. The helm of Council and ring linked above are excellent examples of what you can be shooting for.
With all this talk of soloing, what I'm really interested in is if we can solo heroic Blood Furnace up to the first boss. Being one of the lazy sods who still doesn't have the libram, I am wondering at the viability of solo farming for it, since finding groups is nearly impossible.
Judgement of Command and Blood seem to be...terrible in 8962. I'm tossing judges at the training dummy and getting about 500 hits, 1250ish crits. Values:
My stats for these tests were:
2382 AP
4.09% armor reduction(don't think it matters but just in case)
714 Spell damage
JoL:
1. 492 hit
2. 1189 crit
3. 1160 crit
4. 492 hit
5. 1278 crit
6. 467 hit
7. 1139 crit
8. 534 hit
9. 1275 crit
10. 519 hit
JoW:
1. 473 hit
2. 1184 crit
3. 1182 crit
4. 514 hit
5. 1261 crit
Judgement of Blood is hitting for similar numbers, but appears to be recoiling for nearly 100% of the damage caused. Corruption is hitting for ~1500, critting for 3500. Righteousness appears to be hitting for about 1000.
I'm bugging these abilities on the hope it is a bug, but for the current build it looks like it's back to trust Seal of Corruption.
edit: cancel the JoB shenanigans. Judgement is hitting for 1.2k, critting for about 3k. MY combat log settings were messed up and I was only seeing the seal hits proccing from the judgement. Blood seems normal, only Command is acting oddly.
Last edited by Rasputin : 09/18/08 at 8:17 AM.
Reason: correction
and what about the period 3.0 goes live until wotlk will be released? replace all str/crit gems with hit gems? :P
No.
You no longer need to be hit capped thanks to changes to CS mechanics. You just want to maximize dps, and stacking str (barring some kind of massive change to mechanics in the interim) is the best way to maximize dps. Just accept some misses and gem for str.
That said, if you can hit socket bonuses with a hit gem, that is probably just fine. Hit isn't bad by any stretch, it just isn't necessary to cap anymore.
Isn't hit still more "cost efficient" way to get dps-boost? One point invested in hit (and expertise for that matter) is going to give you more dps than stacking more strength. The relative value of hit goes up the more you have AP.
Obviously this isn't something you want to obey 100% while leveling 70->80, but if you want to max your dps in 3.0.
[edit]: what I mean here that hit and expertise lessen in power while you level as they are ratings. Attack power (str) in the other hand does not suffer from this, and it might indeed be better to stack AP while leveling. For 3.0 lvl70 max dps I'd still try to get hit & expertise -capped.
With all this talk of soloing, what I'm really interested in is if we can solo heroic Blood Furnace up to the first boss. Being one of the lazy sods who still doesn't have the libram, I am wondering at the viability of solo farming for it, since finding groups is nearly impossible.
Not as Ret. After breezing through normal Ramparts up to the first boss, I decided to give heroic a shot. I didn't get past the first pull.
Granted, I'm not good at this new instance soloing business... but it's not going to be easy with the incoming damage on a 2H wielder.
I think it may be possible with Prot, and definitely doable if you duo it. (Grab some tanking type to soak up damage)
I soloed Shadow Labs Monday night all the way up to Murmur who I could have beaten, but was too tired after I died the first time.
Mostly what makes it possible is Art of War, but the amount of healing I would generate on every Divine Storm was a little absurd with Seal of Light on top.
I'm feeling like adding seal procs to strikes wasn't really necessary, and if our DPS output was a problem, they could find another way to increase it.
How did you kill the first boss? Even with all the healing, I get raped when he uses Corrosive Acid. The dot and armor reduction cause me to take more damage than I can deal with. And he invariably fears while it's up. I'm in T6 level gear. :/
With all this talk of soloing, what I'm really interested in is if we can solo heroic Blood Furnace up to the first boss. Being one of the lazy sods who still doesn't have the libram, I am wondering at the viability of solo farming for it, since finding groups is nearly impossible.
Not solo. Note once you get Wrath, you can get a better libram in one of the first quests in Bondra.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
Regarding hit capping in 3.0 with the loss of precision:
-A few items might gain some extra worth vs Sunwell items (keeping them in bank for so long finally pays off!), definitely: The ring from Illidan which toaster mentioned, as well as [Choker of Endless Nightmares]. And possibly (arguable) [Dreadboots of the Legion] for exp capped humans using a sword/mace.
-DO NOT replace str gems in red sockets with hit even if under cap.
-DO replace gems in yellow sockets with hit gems to net socket bonuses.
-Once all yellow sockets are exhausted and still not hit capped, surefooted is worth it (10 hit > 12 agi).
Note: This is for level 70 WoW 3.0. For level 80 WotLK it's shifting even further towards STR away from everything else, specifically in the starting level 80 gear where you still have relatively low AP. The general trend once at 80 can be summed up in "STR ftw", completely disregarding all caps.
I'm keeping my fingers crossed we get a wow 3.0 mechanics release of Rawr when the patch hits (as always I'll be there for support), doing it all on paper is nice and all, but very tedious in the long run.
You no longer need to be hit capped thanks to changes to CS mechanics. You just want to maximize dps, and stacking str (barring some kind of massive change to mechanics in the interim) is the best way to maximize dps. Just accept some misses and gem for str.
That said, if you can hit socket bonuses with a hit gem, that is probably just fine. Hit isn't bad by any stretch, it just isn't necessary to cap anymore.
Umm, how is it you don't need to be hit capped? A miss is a miss and is always 0 damage. Even if by some obscure thing CS always hit despite not being hit capped, what about everything else?
Valerys still slacked on getting the libram? I told you ages ago to get that!
Umm, how is it you don't need to be hit capped? A miss is a miss and is always 0 damage. Even if by some obscure thing CS always hit despite not being hit capped, what about everything else?
Valerys still slacked on getting the libram? I told you ages ago to get that!
The reason it was so necessary to be hit-capped is that we had to keep up other people's judgements. Since CS no longer does that, hit rating is just dps-weighted like every other stat, and it comes out lacking against strength (though apparently not by much).
Regarding hit now, Avitus I always wondered why you use the boots you do. Does your raid not have a Moonkin or have the tier 6 boots never dropped for you? I mainly want to make sure that I'm doing rawr right for myself and not hurting my dps because of my hit rating.
Last edited by Dbo : 09/18/08 at 4:04 PM.
Reason: Forgot a sentance
Regarding hit now, Avitus I always wondered why you use the boots you do. Does your raid not have a Moonkin or have the tier 6 boots never dropped for you?
What I log out in, is not always necessarily what I raid with (I also use the Leatherworking gloves in raid, btw.)
I've had the T6 ret boots (of multiple specs) for months, but I usually don't use them unless we have our drenai warrior in the party (+1% melee hit). Otherwise, [Dreadboots of the Legion] work out better for me.
As a human who's expertise capped with only 2x T6 pieces, Sword-racial and SoC trinket, the expertise on the T6 boots is completely wasted while not being enough for me to drop the expertise trinket and gain from another trinket. Similarly as an alliance player with no access to SoB, the haste on the T6 boots is only a minor damage boost. Other than that, they're both almost 1:1 on STR and CR.
For reasons mentioned above, it ends up being a weak 27 haste rating (and 1 str, 2 CR) vs. 18 hit rating, which results in the Dreadboots working out better until hit capped.
Besides, the ugly T6 boots just don't fit the rest of the set!
And no, we don't usually run a Moonkin (or only very recently in preparation for WotLK).
Bonus info for WoW 3.0: Something I hadn't noticed before: It seems the different Drenai racials (Heroic presence = 1% melee hit, Inspiring Presence = 1% spell hit) are being rolled into one racial that gives 1% to hit with all abilities. Meaning if you're alliance, your drenai shaman will now be giving you 1% melee hit!
The human expertise racials were also nerfed down to 3 expertise. Just something worth noting that even humans will be stuck using 3-piece T6 to cap after 3.0 (though we would be anyway for the haste).
The human expertise racials were also nerfed down to 3 expertise. Just something worth noting that even humans will be stuck using 3-piece T6 to cap after 3.0 (though we would be anyway for the haste).
Yea I was intending to for SoB + haste, especially now after discovering the Drenai racial change.
Regarding the human racial: I just checked wowhead and you're correct, do you have the blue post about this? This makes absolutely no sense considering all other "weapon specialization" racials are still at 5 expertise, including the new dwarf one: Racial Traits - Spells - World of Warcraft
If the dev logic is "give them reduced amount of expertise since they receive specializations with two weapons instead of one" then I can only shake my head, this is absurd. It's not how the game works, it's a min-maxing system, how useful is a mace racial if I'm using a sword at the time (or vice versa)?
Regarding the human racial: I just checked wowhead and you're correct, do you have the blue post about this? This makes absolutely no sense considering all other "weapon specialization" racials are still at 5 expertise, including the new dwarf one: Racial Traits - Spells - World of Warcraft
Well, humans are supposed to get "Fall of Humanity" that as I understand it works like the PvP trinket and gives back some mana. I guess humans lost 2 expertise for this ability and 5% spirit.
Still that is better than the Blood Elf Pally (who get 6% total mana back every 2 minutes from Arcane Torrent) gets for dps.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
For all intents and purposes 5% spirit and "mana back" (I only heard of the pvp trinket effect) is worthless for melee DPS.
I'm going to send feedback on the beta client and maybe try additional feedback channels, I suggest anyone who cares does the same. I'd much rather have 5 exp. to swords than 3 exp. to maces and swords, even if it limits my optimal weapons somewhat.
Edit: I just tested the new human racial [Every Man for Himself] and it does not restore any mana, don't know where you read that. Additionally, as advertised, it puts any pvp trinkets on cooldown. (I really fail to see the point of this racial considering in PvP I'll use the PVP trinket for resilience anyway, but I digress).