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[Enhancement] 4.3 - At least your old Axe is good for transmog!
Please Note: If you notice any grammatical mistakes please PM Cochice rather than posting in the thread and cluttering it up. I welcome any comments/criticisms/bounties for my head/etc. I'll also be the first to admit that I can, and probably will, make mistakes here and there, please try to remain civil if there are any glaring mistakes that need arguing.
Reason for this thread: This initial post is intended as a comprehensive overview for the Enhancement community. It is not a BiS list. It is not a run-down of all the entry level instances and what they drop. It is not going to reflect the newest, most experimental rotation that still needs further testing. It is meant to serve as both a jumping-off point for new enhancers and a place where players can come for information without having to read through a lengthy discussion. However, for those of us that live and die by these "lengthy discussions," the thread itself will also serve as an in-depth discussion whose information will be adapted into the OP. The information here is intended for level 85 content. Readers should understand a few things. First of all, readers and posters are expected to read everything relevant to their question at least once before posting. EJ has a fantastic search function that will assist you in this. The mods on these boards are not fucking around, and you will be warned or infracted if the answer to your question is staring you in the face. Second, if you're new to the Shaman boards, don't be surprised if you see the phrase "Sim it first," more often than you expect. A link to the EnhSim site and thread is located at the bottom of this post. If you haven't already, I suggest you download it now. Giving Credit where Credit is due: Much of the information contained in this thread has come from countless hours testing from players more patient and dedicated than myself. Some of this information (and lots of other awesome information) can be found here: Enhancement Shaman TTT Combat Ratings at level 85 Crit Cap Analysis Enhancement Guide by Elam Gearing for Raids by Ashunera Cataclysm Shaman FAQ by Slant And pretty much every Enhancement thread on this forum. If you haven't yet, take a look at the BiS thread. Also thanks to: Ashunera, bestpike, dedmonwakeen, Disquette, Elam, Jessamy, Levva, Malan, Rouncer, Slant, Yo!, ziff
[top]Abbreviations
[top]Enhancement Basics[top]Primary SkillsAt level 10, when a shaman chooses to specialize in the Enhancement tree, these skills become available.
[top]MasteryEnhanced Elements -- Mastery is learned by all classes at level 80. Each spec has a unique mastery which is supposed to bring something "fun" to each class. While our mastery is simply a passive damage modifier, it remains a very powerful stat for Enhancement Shamans. [top]On Caster WeaponsAs of patch 4.3 caster weapons no longer grant any benefit to an Enhancement Shaman. Unless something changes, there is zero reason to use a Caster Weapon. ← Click Here[top]Unleash ElementsUnleash Elements -- new to Cataclysm. It will do something different depending on the weapon imbue(s) on the shaman's weapon(s). See imbues for their respective unleash. [top]Windfury WeaponThe Windfury Weapon imbue is the Enhancement Shaman's primary MH weapon imbue. The design of the class intends for it to be used on the MH in most cases (the exception being FB in PvP, sometime's it's better to have it on your MH instead of your OH). As of Patch 4.0.6, WF now procs 3 hits instead of two, this secures it's place as the imbue of choice for Enhancement Shamans. The instant cast nature of the Windfury proc greatly benefits from slower weapons and their higher damage range. Since there is no way to speed up the cooldown of the Windfury proc, or to proc more often by using a fast weapon, the only way to increase damage done by Windfury Weapon is to use a slow, high DPS weapon. [top]Unleash WindUnleash Wind -- Pretty straightforward. Great buff, and usable at range while running to a mob. Recieved a buff for 4.2, making UE that much more important. [top]Windfury Proc RateAnalysis of the combat log shows that if you sum all hits, the proc rate while DWing is 20%, but that includes hits you make while inside the 3 second cooldown, which cannot actually proc WF. When you remove the ineligible hits the observed proc rate from the eligible hits becomes 36%. [top]Flametongue WeaponThe Flametongue Weapon imbue is the Enhancement Shaman's primary OH weapon imbue. It increases the damage of LL, and causes us to proc fire damage on every OH hit. Flametongue performs better than Windfury on the OH in all cases. Flametongue scales appropriately with weapon speed. Slower weapons cause more FT damage and fast weapons cause less damage. As of Patch 4.0.6, FT now scales from AP instead of SP. As of Patch 4.3, FT increases "non-physical damage done by the weilder," instead of increasing spell damage. This means that FT now affects LL damage along with the damage of the FT proc. [top]Unleash FlameUnleash Flame -- Only LvB, FS and FN will benefit from the UF buff, and as Enhancement doesn't (usually) use LvB in a normal rotation, you will want to make sure that you are consuming this buff with FS every time it is up (if possible). Even if you are casting LvB though, consuming UF with FS is still going to result in higher damage. It's also important to note that if you spam FS at the end of your LvB cast, both spells will receive the UF benefit. If you find yourself in an AoE situation, UF's use with FN will be a significant boost. With the changes to AoE in 4.3, UE's usage will change with multiple targets. UE will affect the spread FS dots when you LL. More than likely, it will be best to FS>UE>LL, and then UE for FN when not spreading FS. [top]Frostbrand WeaponFrostbrand Weapon -- Generally speaking, this is one of the imbues you'll use in PvP. Can proc a 50% snare on hits. Certain situations call for it on the MH and certain are better for the OH. This guide is primarily PvE focused, and I don't consider myself an authority on Enhancement PvP, but I believe the rule of thumb is: if it's heavily armored FB goes on the MH, and if it's not, the OH. PvE boss mobs are immune to the Frostbrand Weapon debuff; Windfury is a superior PvE main hand weapon imbue. [top]Unleash FrostUnleash Frost -- Great in PvP, especially when playing with someone also using frost based snare effects. [top]Rockbiter WeaponRockbiter Weapon -- No you're not seeing things, this imbue provides the shaman with both damage reduction and increased threat generation. This is not to imply that shamans are to tank in Cataclysm, however it is nice in a pinch. If you're in a 5 man and you have an extra weapon in your bag, it doesn't hurt to have it pre-imbued and have a macro to swap it into your OH if you need to save a healer. [top]Unleash EarthUnleash Earth -- Yes, that's a taunt. As stated above, when prepared, can be utilized successfully in a pinch. Also possible implications for gimmick fights. Very likely these gimmicks will involve a ranged Elemental Shaman, instead of an Enhancement shaman, but we can dream. Please note: this unleash is a Mocking Blow effect and not a true taunt. [top]TalentsA talent calculator can be found here. [top]Talent OverviewAll talents available to an Enhancement Shaman are covered here.
[top]Priority QueueLike many classes, Enhancement Shamans don't have a set rotation, and instead use a priority queue. This concept is fairly straightforward - the higher a ability is in the queue, the higher priority it has. This means that if it's off cooldown and available, use it, if not, go to the next ability, if it's unavailable, go to the next, etc. Here is what a level 85 priority queue might look like. Sim your setup to find an optimal list. Don't be afraid to mess with MW5/4/3_LB! Please note that when using the sim, if you use sub 5 Maelstrom LB casts, it will automatically check for all stack numbers above that which you entered. So, for example, if you want to include MW4_LB, MW3_LB, and MW2_LB, it's only necessary to include MW2_LB, unless you want them to occur at different places in the list.
[top]Current Priority from BiS ThreadThis is what Ashunera has listed in the current BiS thread for the optimal priority queue. TBD [top]AoEIn 4.3 Enhancement AoE got a massive overhaul. Rejoice! Now that Improved Lava Lash spreads FS from the current target, Enhancement can effectively cleave with massive ramp up and pitiful results. At the very basic level, you will want to FS>LL>FN. However, using UE and dotting extra mobs in between cooldowns will significantly help your output. Note that UE will affect the FS damage of the initial application, but it will also affect the dot damage if your spread flameshocks. In addition, it will affect the damage of FN. So likely the best way to AoE will be to UE before spreading FS with LL. In between LL cooldowns, you should also be able to effectively multi-dot FS onto un-debuffed mobs. Here are some helpful mouseover macros for multidotting. This will simply apply Flame Shock to your mouseover, provided it is alive, and an enemy. Code:
#showtooltip Flame ShockCode:
#showtooltip Flame Shock[top]Stats and Gearing[top]Hit and Expertise CapsBefore focusing on anything else, an Enhancement Shaman should work on being spell-hit capped and expertise capped. [top]Hit CapAll raid bosses are treated as +3 mobs (or 88, in the case of Cataclysm). While dual-wielding against a mob that is +3 levels, players have a 27% chance to miss with white attacks. In addition, players have a 17% chance to miss with spells against +3 mobs. Finally, special attacks (Stormtrike, Lava Lash, etc) have a 8% chance to miss against +3 mobs. Generally speaking, Enhancement Shamans only need to worry about the spell-hit cap. The exception to this is when approaching the crit cap, which, discussed later.
[top]Expertise CapExpertise mitigates both Dodges and Parries, however since parries can only happen when attacking from the front, and melee should always be behind their target, mitigating Dodge is our only concern. +3 mobs have a 6.5% chance to dodge, which translates into 26 expertise. However, Unleashed Rage grants the shaman 8 expertise, meaning that in order to cap, we only need 18. Dwarves wielding Maces and Orcs wielding Axes or Fist weapons only need 15. It is also important to note that, for Orcs and Dwarves, sometimes it might be only worth it to Expertise cap one of your weapons (if, for example, you're a Axe/Mace combo). As always, sim it!
[top]Crit CapFor all melee classes, being over the Critical Cap is the situation where a portion of the player’s critical strike chance does not benefit a part or the whole of their DPS. Melee attack types There are 2 kinds of melee DPS: white auto-attacks and yellow special attacks. When talking about the Crit Cap only white auto-attacks are relevant. White auto-attacks are affected by the following factors:
Maximum Critical Chance (MCC) = 100% - (Glancing blows chance) – (Chance to be Dodged) - (Chance to be Parried) – (Chance to Miss) This MCC number is the point where all white melee hits have been been removed from the table. Meaning that all melee attacks will be either glancing blows, dodges, parries, misses or critical strikes. At that point one can only increase their ratio of critical strikes by either adding more Expertise or more Hit rating and only if those are not capped already. However there is still Crit Depression to take into account when attacking a Boss. So in order to reach the true MCC level on a Boss, one would need 4.8% more crit then is shown on their character sheet. For example, if your current MCC value is 70%, you could only remove all white hits from the table by having 74.8% on your character sheet. That point is also referred to as being Crit Capped as any additional Crit Rating past that point will have no effect on the ratio of critical strikes. Crit Cap= MCC + 4.8% [top]Stat WeightsWhile introductory stat weights can be dangerous, it does help to have general guidelines when it comes to prioritizing one stat over another. If you're looking for a quick rule of thumb for Cataclysm, it's safe to go with: Agility > Hit (under spell cap) > Expertise (under cap) > Mastery >> Crit = Strength > Hit >> Haste Don't let this priority fool you, you should only ever have Str coming from weapons (and only in odd cases). As always, this comes with the disclaimer that you should Sim your current gear setup to get actual numbers. The graphing function in Rawr is really awesome for seeing trends. Agility is the primary stat for Enhancement. It provides 2 AP and .00307805% crit per point of agility. Also thanks to Mental Quickness, it provides a whole lot of psuedo-spell power. Gem for it as much as possible. Hit, as usual, is the most important stat for Enhancement until the spell hit cap (17%, 1742 rating, 1639 for Draenei). Even after cap, though, hit still has some value. Even though interrupts can no longer miss (making hit unimportant for utility), you should be getting hit caps from reforging and not gemming, and you can only stack Agi with gems. So, there's no reason that you shouldn't be hit capped. Expertise, like hit, is extremely valuable until cap (541 rating). Unlike hit, though, it has zero value after the cap, which means any point over is completely wasted, so try to hit it right on the money. It is likely better to be slightly under expertise cap than over. Check the sim for optimal results. Mastery great for Enhancement. After Hit/Expertise caps, mastery is THE stat to reforge to. Crit edges out haste in value, but not by much. Still important though. Haste is no longer amazing for Enhancement. Long gone are the days of sub 1.0 speed 2.6 weapons. Since the 30% haste buff to DK/Pal/Druid/Shamans was reverted with 4.0, it lost a lot of it's luster. Also, other classes have a much more exciting interaction with haste (increased energy regen, etc). Since there's nothing like that in Enhancement, haste remains pretty "meh." Strength gives Enhancement 1 AP per point. Not worth gearing for. [top]Enhancement Points - EPExtensive modeling, simulation, and empirical testing (Original testing and theories done by Disquette, Pater, Tornhoof, and Yo!) have led to the development of a system for determining the items which produce the highest DPS in a raid environment. The Enhancement Points (EP) system assigns weights, or scores, to each stat point. These EP weights can then be plugged into mods like Pawn or web tools like LootRank to score items. So, how do you go about getting ahold of these EP values? If you go to the bottom of this post, or just click here, you will see a link to the download site for EnhSim. Go click on that and get it downloaded. You can manually plug in all your character stats in the GUI, or if you use ShockAndAwe, it has a great function that will export all that stuff for you. You'll just need to double check/enter in the set bonuses, weapon imbues, and priorities. After everything is setup correctly, you can click the "Calculate EP Values" button, and go from there. This is also the same as going through the normal Sim process, except you hit the "Simulate" button instead. If you need some more explanation on how to go through this process, Elam has a fantastic write up on on his blog, which you can find here. [top]EP Ranges And Why They MatterBefore using EP values successfully, you must first understand how they are calculated. First, the sim calculates your dps based on the numbers used. The sim then increases the value of a stat by a certain amount, and then calculates your dps again. The amount added is called the EP range. The dps difference is then divided by the amount that the stat was increased by. This gives us our eventual EP values. The sim does this individually for every stat. This is very important: EP values only represent a snapshot of the player's stat values at that specific gear level. They do not, in any way, indicate how those stats will be valued with different gear. Changing your EP Ranges can greatly affect your results. A good rule of thumb is to set your ranges equal to the value of about two gems. Your EP Range values of Hit and Expertise can tell you more than just your current values of those stat. If the EP range on either stat is set to a negative value, the sim will tell you how much the stats are worth on your current gear, even if you are capped. Just because you're spell-hit capped, does not mean that hit is now worthless. Maximizing the use of hit on your gear through reforging is key, and negative EP ranges will help you do this. [top]How To Use EP ValuesThe dynamics of Shaman DPS are dynamic enough that we will not offer sample EP values. All Shamans are encouraged to use a simulator to determine their own EP values. At the most basic level, EP values are simply a way for you to weigh your stats against each-other. Since all stats have a specific value in game that accounts for a percentage of the item budget, knowing which stats to value over others is important. For example, Agi/Int/Str/Crit/Haste/Mast/Spi/Hit/Exp are all worth the same amount on the item budget. This can easily be seen by looking at gems. All solid gems with these stats contain the same amount of said stat. However, other stats, like AP, SP, Spell Pen, Stam, etc have different budget values, so EP values are a way for us to normalize everything based on a single stat. For Enhancement Shamans, that stat is (usually) Attack Power. After calculating your EP values in the sim, you'll get a bunch of values based on your current gear set, all normalized to 1 AP. So, to use an outlandish example (so as not to falsely give sample EP values that could lead someone in the wrong direction), if the sim told you that Spirit = 4.5 and Agi = 1.5, you would know that the Spirit on your gear is worth three times as much as the agi, and you should gem for it primarily (or your would look at your config, because you clearly did something wrong). This is obviously not going to be the case for any Enhancement Shaman, but it gives you an idea of how they work. [top]How To NOT Use EP ValuesDo not use EP values to value a trinket, unless it's a static stat on said trinket. Most trinkets have varying uptime, or weird mechanics. Valid Enhancement trinkets are coded into the sim, and you can check how your DPS changes by swapping them out. Do not use EP values to see what gear you'll want in the next tier. It might be good as a vague guideline, but you can only know how that gear will perform by simming the whole setup, not just checking the EP values. Our ability interactions will change greatly with different stats. Like I said earlier, EP values are only a snapshot of your current gear, and nothing more. Do not use your personal EP values as an End All for the spec. They will fluctuate a lot. [top]Set Bonuses[top]Teir 11These are the Enhancement Tier 11 pieces: [Helmet of the Raging Elements] [Spaulders of the Raging Elements] [Cuirass of the Raging Elements] [Grips of the Raging Elements] [Legguards of the Raging Elements] For most, it's a close margin between running 2 piece and 4 piece. The only way to tell for yourself is to sim it. The 2 piece bonus is fantastic, and the 4 piece is mediocre at best. Shoulders and Helm are the best itemized pieces, so that would be a good place to start. [top]Tier 12These are the Enhancement Tier 12 pieces: [Erupting Volcanic Helmet] [Erupting Volcanic Spaulders] [Erupting Volcanic Cuirass] [Erupting Volcanic Grips] [Erupting Volcanic Legguards] The 2 and 4 piece bonuses are both incredible. Get them asap! [top]Tier 13These are the Enhancement Tier 13 Pieces: [Spiritwalker's Helmet] [Spiritwalker's Spaulders] [Spiritwalker's Cuirass] [Spiritwalker's Grips] [Spiritwalker's Legguards] The 2 piece bonus is great. It should be your number one priority. The 4 piece is mediocre at best, but it will be worth running only because there is only one off-set option in heroic. Running double two piece on the t12>t13 transition is a viable option. [top]GlyphsEnhancement Shamans are lucky enough to have a large number of Prime and Major glyphs that are useful. Figuring out which is best for you will require some individual simulation. Prime - You're going to want LL, and 2 of the 3 others listed. Sim to know which ones. [Glyph of Lava Lash] [Glyph of Stormstrike] [Glyph of Feral Spirit] [Glyph of Windfury Weapon] While it's a zero DPS increase, dropping WF or Feral Spirits for [Glyph of Unleashed Lightning] can be beneficial on some fights with a lot of movement. Major -- The most interesting glyphs we have. CL, LS (and FN, a bit) potentially provide the only actual DPS increase, however, the utility brought by the other Majors is hard to beat. [Glyph of Chain Lightning] -- DPS boost, but only in AE situations. [Glyph of Stoneclaw Totem] -- Currently doesn't scale, probably won't be worth much after the first tier. Still useful as a very minor damage reduction. [Glyph of Lightning Shield] -- Will save you a global now and then, very useful. [Glyph of Ghost Wolf] -- Provides that much more mobility! [Glyph of Healing Stream Totem] -- Provides the same buff as Elemental Resistance Totem [Glyph of Totem of Wrath] -- Very situational in PvE. Awesome in PvP. [Glyph of Mana Tide Totem] -- Very situational. Minor Choose your own adventure! [top]Gemming, Enchanting and Reforging[top]Gemming Guidelines[top]Meta[Agile Shadowspirit Diamond] is the best meta to use, by a long shot. [top]Matching Socket ColorSocket bonuses in Cataclysm are huge compared to those in WotLK. As such, you will want to match more socket bonuses than before. Since mastery is very good for Enhancement, matching a yellow socket with an orange gem (or even yellow) is almost always a good idea. For bonuses that are 20+ Agi or Mastery, match blue sockets (match them regardless if under hit cap). Other than that, go straight Agi. So far, there isn't a new version of [Nightmare Tear], but if one crops up, we'll probably want to use it.
[top]Enchanting Guidelines
landslide > avalanche > berserker > mongoose > hurricane [top]Reforging GuidelinesSince Agility is not a stat that can be reforged to, you want to free up as many sockets for Agi gems as possible. As such, reforging for Expertise and Hit caps is ideal, rather than gemming for them. After achieving caps, reforge to as much mastery as you can. Depending on the values of Agi and Mastery, this is very much subject to change. [top]ConsumablesConsumables are pretty similar to WotLK, in Cata; you'll need a Potion, Flask/elixirs and food for every fight. Flask: [Flask of the Winds] Also found in: [Cauldron of Battle] and [Big Cauldron of Battle] Potion: [Potion of the Tol'vir] Food: [Skewered Eel] [Fortune Cookie] [Seafood Magnifique Feast] [top]ProfessionsFor those players interested in the stat increases (and other bonuses) that the various professions provide, here is a quick run-down.
[top]Simulation[top]EnhSimhttp://elitistjerks.com/f79/t82621-e...pdated_thread/ -- EnhSim is the preferred tool when it comes to detailed simulations. Any new testing is usually accompanied by a config file for EnhSim in addition to in-game parses/logs. EnhSim Download [top]Rawr.Enhancehttp://elitistjerks.com/f79/t45421-e...nhance_thread/ Rawr Download [top]SimulationCrafthttp://elitistjerks.com/f79/t81455-s...craft_shamans/ SimCraft Download [top]Useful AddonsShockAndAwe - Download This incredibly useful mod helps Shamans track pretty much everything they need, and displays it in one handy little mess of moving bars. Will also track uptimes of important buffs, and export things to EnhSim. Totem Timers - Download Solid mod for tracking totems and imbues. Has "Enhance" functionality, but SAA will cover that stuff better. Utopia - Download Not shaman specific, but very useful for keeping track of buffs/debuffs in a raid setting. "Hey put CoE back up." etc [top]To Do--Fix Links on T12 [top]Change Log--12/06/10 -- Initial Post --12/16/10 -- Clarified some Mastery vs Agi statements. --12/31/10 -- Added FT/FT section. Clarified a bunch of stuff. --01/01/11 -- Added profession section --01/02/11 -- Spelling is hard. --01/12/11 -- Add FT glyph for FT/FT setup. Fixed link error for gems. --01/26/11 -- Added weapon enchants and some formatting stuff. --02/12/11 -- JC trinket drops correctly now. --02/18/11 -- Added EP sections --03/10/11 -- Updated professions, updated stat weights and t11 stuff --03/17/11 -- No really, spelling is hard. --05/03/11 -- Updated for 4.1. Clarified Caster Weapon Section. Added Seasoned Winds. Added AoE section. Spoilers: still sucks. --05/06/11 -- (Jessamy edit) Added notes explaining why Frostbrand and Frozen Power are not used in PvE. --05/09/11 -- Made FS mouseover macro prettier ---------------------------------------------------------------- --06/26/11 -- New Thread, updated for 4.2. Fixed some broken links and added a whole bunch of patch stuff. --07/02/11 -- Added tier links --07/03/11 -- Changed the stat priorities around. Man, haste is SO GOOD. Also changed the sample priority list. --07/03/11 -- Typos, jeez, why are there still typos in here --08/14/11 -- Added EoP to the caster weapon section. Added LvB clarification to the Unleash Flame Section. Added new section for the priority from the BiS thread ---------------------------------------------------------------- --11/28/11 -- New Thread, updated for 4.3. --11/29/11 -- Edited Profs --01/16/12 -- Edited comments on t13 |
I think it's safe to say, that in it's current form, blacksmithing becomes the dominant raiding profession due to the epic gems. You could add that to blacksmithing entry in the profession list.
It'll work out as +100 stats instead of the current +80. |
Has anyone else noticed how utterly garbage the Enh itemisation is this tier? 2 items cannot be upgrade from FL as there are no better options (neck and back), 1 of them is pegged at 397 due to the absence of a firestone system (relic) and there are no competitive off-set pieces to optimise our set up. This is made all the worse by the fact that there is significantly less mastery on this BiS set than an Enh would hope for.
Really unsure why Blizz would leave such glaring omissions. If I were to hazard a guess, I would say they planned to plug these holes with a firestone system, but then pulled back on that at the last minute when they decided to downgrade the importance of VP, leaving this very disappointing itemisation in its wake. |
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Also consider that there are many more sockets (and red ones at that) available this tier which helps balance things out since agi is about twice as good as mastery. |
Got my hands on the Deathwing axe (No'Kaled) tonight. Tested it afterwards in a LFR run. I dont have logs for it, but can report that on Warlod Zon'ozz (which is pretty tank and spank in LFR) it accounted for 3.8% of my dmg. The frost and fire strikes did 3 times the dmg of the shadow strikes. Interestingly, there were 6 frost, 6 fire and only 3 shadow- I wonder if the chance to proc the shadow dmg is reduced? Probably not (may just be a sample size issue) but thought it interesting nonetheless. Will provide logs when I have some soon.
Edit: FYI the dmg on the tooltip reads 16k for me (unbuffed). |
Alt Enh shaman(Gingey) in my guild has logs up with 1 Deathwing axe
World of Logs - Real Time Raid Analysis data is in the actual kills of the LFR |
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I was lucky enough to get 2 axe drops on our first kill. Here are the logs for people that are interested.
World of Logs - Real Time Raid Analysis On the low end it's about 4% of my dmg and on the high end (Shannox log specifically) it ended up being 7.9% of my total dmg which seems pretty crazy. Doesn't seem to crit too often but I definitely saw 30k crits once in a while throughout the night. I take it the procs are based on spell crit, would this bump up the EP of crit a little bit more? Or would haste EP go up for more melee attacks to proc the effects? I was also able to obtain 2 pc t13 from LFR but those logs are 4pc t12 in case there is any confusion. |
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Given that crit is already our second best secondary stat (after mastery) it's unlikely that the axes will have any tangible impact on our itemisation decisions. Haste still remains terrible for us, and will really only get worse when we start to hit GCD cap for MW stacks as a result of 4pc T13. |
Hey, I just got lucky on DW as well and got the 2x axes.
If you browse my gear, you will notice that I got most other loot today (from the gear that I have). - I was using Omnotron HC ring, and 384 ilvl Neck/Trinket from Ragnaros. (those are the only differences) I had roughly 385 ilvl (equipped) with the 2 axes, and you can browse my logs : World of Logs - Real Time Raid Analysis The axes are absolute BEASTS for us. I asked my guild to fly on Alysrazor so we could get a closer peak at the scaling of the buff. I'm not very good with maths, so I can leave the theorycrafting up to those that can apply it better. Hope this helps you. |
So, I've had this issue bugging me with our priority list. Lets say we are sitting at MW2 with everything on CD for at least 3 seconds. Now I think the priority list tells us to cast LB. I postulate that we should wait until we have a bit less than 1.5 seconds on CD for the next ability in an attempt to 'fish' for more MW procs and get a few extra melee swings in. Just testing this on a target dummy with self buffs and my gear, a MW2LB will cast in 1.44 seconds. So it would seem that even if I don't get any more MW procs, I'm not wasting any thing in terms of delaying a higher priority attack.
Now the real question is, what does more damage, casting a LB in 1.44s or letting auto attack continue for this time? Assuming BiS setup, we have weapons and a trinket that have a chance proc on hit not to mention the normal mechanics of enhancement such as flametounge, lightning shield, flurry, and windfury. I have neither the weapons, nor the trinket to test this at the moment, but I thought it was worth discussing here. My rough estimates show that it is probably a close call and depends somewhat on the swing timer and if your weapons are in sync or not and what your current melee haste value is and whether or not you 'catch' any more MW procs. EDIT: It is not the priority list mentioned in the OP, but it is the standard one that enhsim uses and I think most shammies use which puts MW2LB at the bottom. |
In our 10 man we did Thursday the Axe was around 3% of my overall damage...
World of Logs - Real Time Raid Analysis Anyways I was wondering what the ICD is on this weapon, if any Edit: I only have 1 of them |
My friend(prof blacksmith)told me epic gems cant be used in extra sockets,so the prof bonus of blacksmith shall be 80 stats as before,isnt it?And jewelcrafting gems are not that powerful now as the normal epic gems get a 10 stats up,so the bonus of jewel prof shall be 17*3=51.As jewel epic gems got a same 10 stats bonus,jewel prof bonus remains 81 stats.
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When did JC gems got buffed? If i get it right if you put epic gems in the place of JC ones you will lose 51 stat points. So JC is worth 51 instead of 81.
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With a Chimera's Eye (check the stats breakdown in the tooltip): With a regular Delicate Inferno Ruby: So unless they do things different on Chinese WoW, JC Only gems weren't changed. |
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