I used ALT as my self cast key also Avitus, until I assigned a healing ability to F4 and wondered why I suddenly dropped to desktop after healing myself. I have since changed to SHIFT as my self cast modifier.
I actually have the auto self-cast toggle bound to capslock. I have the sound enabled (through Windows) to notify me when capslock is triggered, as well as having the visual cue on the keyboard of whether or not it is turned on or off. I utilize shift, ctrl, and alt key combinations for my action bars, so it flows pretty naturally (and prevents me from using a designated "auto self cast" trigger. Seems to work well if you heavily favor one mode or the other, but may wish to switch on occasion.
Last edited by Jaydin : 05/05/09 at 11:15 AM.
Reason: Grammar
'...but making us fight the same boss 30 times with new "exciting" changes like doing it with our pants below our ankles for one kill, tying one hand behind our back for another, and blindfolding ourselves for the next kill...loses its "epic"ness for me.'
"Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me."
Not to steer off-topic. But I have yet to see how the SoB change in 3.1 is working with slower weapons. I had read and re-read in multiple places that for each .1 second slow a weapon is, you gain about 30 DPS due to SoB not being normalized. I would only assume that is nearly doubled to around 60 DPS per .1 second of weapon speed. I am also curious as to whether this would make Furious Gladiator weapons and Earthshaper better than Dark Edge of Depravity and Voldrethar.
I've got a quick gear/DPS question pertaining to my Ret. Paladin. Until now she's been using the De-Raged Waraxe. I recently decided to upgrade her to a Titansteel Destroyer, hoping that it would increase my DPS. Instead I saw a substantial drop in DPS while testing each weapon against an Ironforge practice dummy. The Waraxe did around 1400 DPS, but the Destroyer was barely scraping 900. I imagine the crit rating I'm losing has a lot to do with it, but I thought the Waraxe's hit rating and strength would substantially make up for it. My armory is here: The World of Warcraft Armory
I imagine the problem could be I was using a training dummy and not actually in an instance, but I wanted to double-check before possibly damning my party to low-DPS (and inevitable humiliation).
I've got a quick gear/DPS question pertaining to my Ret. Paladin. Until now she's been using the De-Raged Waraxe. I recently decided to upgrade her to a Titansteel Destroyer, hoping that it would increase my DPS. Instead I saw a substantial drop in DPS while testing each weapon against an Ironforge practice dummy. The Waraxe did around 1400 DPS, but the Destroyer was barely scraping 900. I imagine the crit rating I'm losing has a lot to do with it, but I thought the Waraxe's hit rating and strength would substantially make up for it. My armory is here: The World of Warcraft Armory
I imagine the problem could be I was using a training dummy and not actually in an instance, but I wanted to double-check before possibly damning my party to low-DPS (and inevitable humiliation).
Not to steer off-topic. But I have yet to see how the SoB change in 3.1 is working with slower weapons. I had read and re-read in multiple places that for each .1 second slow a weapon is, you gain about 30 DPS due to SoB not being normalized. I would only assume that is nearly doubled to around 60 DPS per .1 second of weapon speed. I am also curious as to whether this would make Furious Gladiator weapons and Earthshaper better than Dark Edge of Depravity and Voldrethar.
THe first page actually says "due to SoB/JoB not being normalized". I'm not 100% sure what the exact process for coming to the ~30 dps value was (napkin maths is currently failing me, but will keep trying), but I would tend to believe that with judgement damage being decreased with seal damage increasing - particularly as these changes specifically stated that overall damage should remain about the same - that the original value is still correct. I would be happy for someone to prove me wrong.
Last edited by rea123 : 05/06/09 at 1:54 AM.
Reason: Another Typo
So it turns out that with 5 level 80s, 3 of them dual-spec'd, I'm now participating in 8 threads, each dominated by how underpowered they are. Boy did I make some bad decisions.
THe first page actually says "due to SoB/JoB not being normalized". I'm not 100% sure what the exact process for coming to the ~30 dps value was (napkin maths is currently failing me, but will keep trying), but I would tend to believe that with judgement damage being decreased with seal damage increasing - particularly as these changes specifically stated that overall damage should remain about the same - that the original value is still correct. I would be happy for someone to prove me wrong.
The value comes from spreadsheets but the post I link lists the value for 100 speed simply divide by 1000 and you get 33dps = 1 speed (this changes depending on gear level obviously. Check redcape's spreadsheet to find what you seek as im not sure if anything other than SoM and melee attacks are not normalized.
Normalization basicly means its dependant on a constant value rather than the default which is the standard weapon damage formula
I'm aware that BiS lists are still being calculated as we discover more Ulduar drops, however, are we able to come to a current conclusion regarding 4 or 5 piece T8 yet?
In T7/7.5 it was apparent that leaving the head slot was an obvious choice, but, after running a few gear setups through Rawr etc, I can not clearly distinguish which T8 piece to leave out (if any), with one simulation in fact showing shoulders superior to head as "open slot".
What are your thoughts/experiences regarding this so far?
I'm aware that BiS lists are still being calculated as we discover more Ulduar drops, however, are we able to come to a current conclusion regarding 4 or 5 piece T8 yet?
In T7/7.5 it was apparent that leaving the head slot was an obvious choice, but, after running a few gear setups through Rawr etc, I can not clearly distinguish which T8 piece to leave out (if any), with one simulation in fact showing shoulders superior to head as "open slot".
What are your thoughts/experiences regarding this so far?
The general consensus in the various modelling programs seems to be to drop the chest. It has a very, very large amount of hit on it, and is therefore difficult to fit into most sets. Most recommend [Chestguard of the Recluse], [Steelbreaker's Embrace], or Embrace of the Gladiator for the chest slot, as a replacement.
Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.
I'm aware that BiS lists are still being calculated as we discover more Ulduar drops, however, are we able to come to a current conclusion regarding 4 or 5 piece T8 yet?
In T7/7.5 it was apparent that leaving the head slot was an obvious choice, but, after running a few gear setups through Rawr etc, I can not clearly distinguish which T8 piece to leave out (if any), with one simulation in fact showing shoulders superior to head as "open slot".
What are your thoughts/experiences regarding this so far?
Read the OP of the Ret BiS thread, while not 100% of Hard-Mode items have been found I don't think it will change.
It is pretty consistent in all the BiS sets that the chest slot is the one that is open for T8 gearing.
Last edited by frmorrison : 05/07/09 at 2:20 PM.
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.'
Hi i'm new here, but i'm following EJ forums since TBC.
My question is about the 3rd major glyph choice: since in Ulduar there are a lot of fights where you have to shift position, move to dodge whatever beam, falling thing and so on, whouldnt be Sob glyph a better choice reguarding DPS gain?
I mean, as long as there are no more Patchwerk kind of fights, the possibility of cast Consecration more often should cover the GCD clasher that we lose by not using the Consecration Glyph. What do you think about it?
Hi i'm new here, but i'm following EJ forums since TBC.
My question is about the 3rd major glyph choice: since in Ulduar there are a lot of fights where you have to shift position, move to dodge whatever beam, falling thing and so on, whouldnt be Sob glyph a better choice reguarding DPS gain?
I mean, as long as there are no more Patchwerk kind of fights, the possibility of cast Consecration more often should cover the GCD clasher that we lose by not using the Consecration Glyph. What do you think about it?
Consecration should still be the superior choice, simply because it is so highly unlikely that you'll run into any actual mana problems even without the SoB glyph that it'd be a wasted glyph slot.
My experience thus far at least is that mana is just not at all an issue anymore. Just using Judgement whenever possible and using the odd Divine Plea every once in a while is enough to keep me from ever noticing mana issues. Admittedly I have not yet done Vezax though, so I may come to take that statement back later on, but so far at least Consecrate seems like an easy choice.
Consecration should still be the superior choice, simply because it is so highly unlikely that you'll run into any actual mana problems even without the SoB glyph that it'd be a wasted glyph slot.
My experience thus far at least is that mana is just not at all an issue anymore. Just using Judgement whenever possible and using the odd Divine Plea every once in a while is enough to keep me from ever noticing mana issues. Admittedly I have not yet done Vezax though, so I may come to take that statement back later on, but so far at least Consecrate seems like an easy choice.
You are correct. In my experience aswell we do not suffer from mana trouble anymore even without the glyph. I've tried the Vezax fight and JotW still gives mana back like it's supposed to and since our mana pool isn't that big the loss of replenishment doesn't really matter much.
Now I really needed the hit and these do the trick. However is it worth loosing the 4 piece bonus?
Should I just keep the 4 piece bonus and swap some str for hit gems ?
I don't like the 4 piece bonus (for PvE, PvP it is still great) on T7, because I found I only cast Judgement every 9 seconds. Anyway, you can get the hit legs next time and you will drop all of T7 if you keep running Ulduar.
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.'
You are correct. In my experience aswell we do not suffer from mana trouble anymore even without the glyph. I've tried the Vezax fight and JotW still gives mana back like it's supposed to and since our mana pool isn't that big the loss of replenishment doesn't really matter much.
Correct you are, and i have thought since consecration is basically a mana saving glyph i wonder if the Glyph of Avenging Wrath wouldn't now be better for us. I may have to try and see how this works but not sure.
Correct you are, and i have thought since consecration is basically a mana saving glyph i wonder if the Glyph of Avenging Wrath wouldn't now be better for us.
Err... no. Consecration glyph is the one with the most significant dps increase (90-95), followed by Judgement (around ~65) and Exorcism (~40).
Concerning mana consumption, Vezax is a feast and a fight where mana is no problem at all. The only encounter where I swap in [Item not found!] is Yogg-Saron. The draining poisons are very disastrous to our small mana pools and I often find myself cleanse and FoL-spamming in P2 so mana definitely is a problem.
Is anyone here actually doing hard modes? The amount of off healing, or cleansing, or HoSac+ Holy Lighting I do on some of these fights, especially in 10 mans, downright requires the mana from Blood glyph. If all you are looking to do is farm the content and do your rotation, then yeah, you probably don't need Blood Glyph. But if you're pushing content, you'll probably find yourself using everything in your arsenal to help the guild, and you can drain your mana QUICK this way.
As for consecration glyph, the amount of movement on these fights makes cons glyph a double edged sword. Once you drop it, you don't have a chance to reposition it for 10 seconds, and that can hurt as much as it helps.
I find blood glyph a valid play style choice. you're going to need to test for your own conclusions.