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Old 08/13/08, 2:32 AM   #1226
Orlgin
Don Flamenco
 
Human Death Knight
 
Dragonmaw
This won't surprise a lot of people but a check on maximizing FT weapon revealed even with The Lightning Capacitor pumping out over 100 DPS alone, it still deals less damage overall than slow weapons embued with Windfury. The problem is the scaling: Both Stormstrike and Windfury scale quite well which means any change needs to overcome quite a large gap in damage. Even with spell hit capped and doing 86-87% melee hit against a boss three levels higher, the number of hits required to overcome it is simply too high.

I had hoped that the 3 second cooldown on Windfury would provide enough of a gap that overwhelming numbers of FT strikes would overcome it. It's not the case. Two things came up:

1) If two FT procs occur simultaneously, only one FT proc actually fires. You can check this with Stormstrike. This means stormstrike becomes even more gimp.

2) The 2.5 sec cooldown on the Lightning Capacitor is a sizable nerf. Even firing every five seconds using crit stacking, it deals only 172 DPS. As demonstrated in this thread earlier, this isn't enough.

You are welcome to check my result as I've made mistakes before but I did a much better job this time.

For those who are unaware: The Lightning Capacitor has a 2.5 second cooldown after the releasing of charges. The tooltip is worded very poorly (it implies you only get a charge every 2.5 sec instead of waiting 2.5 sec after a discharge before it can recharge again)

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Old 08/13/08, 7:02 AM   #1227
WarTotem
Von Kaiser
 
Tauren Shaman
 
Bronze Dragonflight (EU)
Originally Posted by Hothgor View Post
So when are you both going to announce your re-rolling as a Death knight? You two seem to have things pretty much worked out and are masterfully feeding the 'our spec is dead' rants that are now going around. Heck, maybe I should stop playing my Enhancement shaman right now because some some other class is going to need TWO spots to replace my single spot?

Give me a break guys.

You still don't know what the raid buff Spirit Wolves ability is going to be. I can't believe this discussion is actually happening on this thread :laughs:

Edit: Windfury Totem - Spell - World of Warcraft

Tooltip says Melee AND Ranged haste by 16%. The talent says it increases the hasted granted by 2% per point. No where does it say that its 2% melee haste alone. 4% ranged haste beats out the DK benefits, simply due to the fact that all of their abilities are weaker clones of ours that require two specs to gain.

Hysteria: Hysteria - Spell - World of Warcraft
Heroism: Heroism - Spell - World of Warcraft

Note how ours is 30% haste for melee, ranged AND spells, while theirs is only for physical attacks. What do you think is better? Not only that, but ours lasts 10 seconds LONGER. Thats 33% more uptime than they can get, not equal!!

So here is what we have. DKs have an equal ap buff compared to ours, weaker haste, weaker 'goatism', no raid totems...yet they are going to 'replace' us? Get real people.
I'm not stating 'our spec is dead'. That would only be true if they totally gimped our talents to favor fast weapons and still not fix WF CD problem ... Oh wait!!

You should try reading the Windfury Totem talent tooltip better though, it clearly states melee haste. With a Ferocity pet, any Hunter will gain more DPS from the 4% haste on his pet then he gets himself on his auto-shots. And a single DK can spec into both Ab. Might and Imp. Icy Talons btw, you don't require 2 different spec, only 2 different trees.

What you are also forgetting is that 30% haste is roughly 15% DPS increase for melee, considering half the DPS comes from instants. 20% damage is still 20% DPS increase though. And considering you will probably still be put in a melee group for non-raid buffs such as LotP, the ranged/spell haste is not such a big bonus as you make it out to be.

I'm not saying they are going to replace us, but IF someone is going to be replaced in favor of a DK, we are the first choice (or Rogues, as they bring no buffs at all).

Ah well, we'll see how it goes once lvl 80 content is implemented in beta and we have some actual data and examples.

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Old 08/13/08, 10:48 AM   #1228
Sprout
Banned
 
Draenei Shaman
 
Azjol-Nerub
Just a few points form what people have posted that I believe are incorrect or inaccurate

1) Where do you need 4 tanks in a 25 man raid? Most fights need 1-3 with 2 being the most common.
1a) What about 10 man's. I know most of us are focused on 25 man content, but I want to be viable for 10 man content as well.
2) When looking at DPS slots, all things being equal, if you have a war/bear/Pally tank you will probably have one less war/drood/pally dps spot. Thats not 100%, but alot of guilds will handle it that way.
3) Even if its true, and DPS DK's will be better at raid/party augmentation (and thats a BIG if), who cares. Roll another class, try another spec. Dont be so attached to your pixelated profession that you cant adapt. I know we all have time invested in these characters, and I am all for making sure Enh is at least viable, but it may just not be the case. The expansion is a reset, you can easily level another char and not be behind the curve.


This brings up a point I think alot of people are missing. There will ALWAYS be a 'best' setup for DPS/healing/tanking. The only way to avoid this is to make the classes so similar that there is no point in having seperate classes. The key to what Bliz is trying to do is make them close enough that skill is the deciding factor whether you get a raid spot. I question whether this is possible, this but we shall see.

Will the top guilds in the world do this? Of course not, they have the ability to pick up great players of any spec just by posting in their forums. But when you look at the guild beloew the top 100-150, most of them are going to have to choose between (as an example) a Enh shaman who they know plays at a high level consistantly and does all the right things to maximize his raid spot, and a DK who may be good, but is an unknown. for most of the high end guilds that actually have to make this choice, I am betting the better PLAYER will be the choice.

As someone said recently, the best way to secure your raid spot is to be good at your job. Its that simple.

If your in one of the guilds that has the luxary of sitting one good player just to get an extar 0.23% more DPS, well then you might want to talk about your role with your guild leaders and plan ahead in case you have to reroll DK.

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Old 08/13/08, 11:48 AM   #1229
Toots Hepcat
Care for a jelly baby?
 
Toots Hepcat's Avatar
 
Troll Shaman
 
Llane
Originally Posted by Sprout View Post
Just a few points form what people have posted that I believe are incorrect or inaccurate

1) Where do you need 4 tanks in a 25 man raid? Most fights need 1-3 with 2 being the most common.
Forgetting T4 & 5? Most fights required 4 tanks.

1a) What about 10 man's. I know most of us are focused on 25 man content, but I want to be viable for 10 man content as well.
It's a bleedin' ten man. Everybody's viable for a ten man. There's groups leaving every thirty minutes!

Why would you post all this slippery slope crap and then claim it doesn't matter?

Look, all of you: play your class the way you like, find a guild that will let you raid and stop polluting this forum with speculations of viability. That's for the abyssmal "raid makeup optimization" threads. Whether or not we have a slot on SK's min-max roster will depend on raid leader perceptions and Actual Goddamn Parses. Outside of that, there will be hybrid enhancers with daggers and spell damage enchants who will still get to raid. Then there will be us, who will kick their asses because we're better at math.

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Old 08/13/08, 3:04 PM   #1230
Hothgor
Piston Honda
 
Orc Shaman
 
Stormreaver
Originally Posted by Toots Hepcat View Post
Forgetting T4 & 5? Most fights required 4 tanks.



It's a bleedin' ten man. Everybody's viable for a ten man. There's groups leaving every thirty minutes!

Why would you post all this slippery slope crap and then claim it doesn't matter?

Look, all of you: play your class the way you like, find a guild that will let you raid and stop polluting this forum with speculations of viability. That's for the abyssmal "raid makeup optimization" threads. Whether or not we have a slot on SK's min-max roster will depend on raid leader perceptions and Actual Goddamn Parses. Outside of that, there will be hybrid enhancers with daggers and spell damage enchants who will still get to raid. Then there will be us, who will kick their asses because we're better at math.
Lets see, T4:

High King: 2 melee tanks
Grull: 2 Tanks?
Magtheridon: 3-4 tanks

T5:

Hydross: 3 tanks
Lurker: 2-3 tanks
Tidewalker: 2 tanks
Leotheras: 1 melee tank
Karathress: 3 tanks (we always had the first tank tank the main boss and the pet dude)
Vashj: 2 tanks

Alar: 3-4 tanks
Void Reaver: 3 tanks
Solarian: 1 Pally tank
Kael'thas: 3 tanks

So only on 2-3 fights do you possibly 'need' more than 3 tanks in T4-T5 content. But what about BT/MH?

Winterchill: 1 tank
Anetheron: 2 tanks
Kaz'rogal: 1 tank
Azgalor: 2-3 tanks
Archimonde: 1 tank

Najentus: 1 tank
Supremus: 2-3 tanks
Shade: 2 tanks
Teron Gorefiend: 1 tank
RoS: 1 warrior
Bloodboil: 3 tanks
Mother: 3 tanks
Illidari Council: 3 melee tanks
Illidan: 3 melee tanks

And what about SWP?

Kalecgos: 2-3 tanks
Brutallus: 2 tanks
Felmyst: 2 tanks
Twins: 2 melee tanks
M'uru: 3 tanks
Kil'jaeden: 2 tanks

3 tanks is THE trend throughout TBC, and I highly doubt you will need any more in WotLK.

Last edited by Hothgor : 08/13/08 at 3:14 PM.

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Old 08/13/08, 3:10 PM   #1231
Hothgor
Piston Honda
 
Orc Shaman
 
Stormreaver
Originally Posted by WarTotem View Post
I'm not stating 'our spec is dead'. That would only be true if they totally gimped our talents to favor fast weapons and still not fix WF CD problem ... Oh wait!!

You should try reading the Windfury Totem talent tooltip better though, it clearly states melee haste. With a Ferocity pet, any Hunter will gain more DPS from the 4% haste on his pet then he gets himself on his auto-shots. And a single DK can spec into both Ab. Might and Imp. Icy Talons btw, you don't require 2 different spec, only 2 different trees.

What you are also forgetting is that 30% haste is roughly 15% DPS increase for melee, considering half the DPS comes from instants. 20% damage is still 20% DPS increase though. And considering you will probably still be put in a melee group for non-raid buffs such as LotP, the ranged/spell haste is not such a big bonus as you make it out to be.

I'm not saying they are going to replace us, but IF someone is going to be replaced in favor of a DK, we are the first choice (or Rogues, as they bring no buffs at all).

Ah well, we'll see how it goes once lvl 80 content is implemented in beta and we have some actual data and examples.
As far as I know, the BETA server ability is just 4% extra haste. I can check for sure tonight if you like. Keep in mind they have not done the Shaman polish and talent tweaking. It has already been discussed here numerous times that a Death Knight will be GIMPING themselves damage output wise to put enough points in Blood AND Frost just to equal our raid utility. Why would you take someone who does less damage for the same job over someone who does more damage for the same job?

You obviously haven't played many other melee classes. Rogues alone generate 60-70% of their damage in the form of white auto attacks. Heck, 45-50% of a shamans damage is considered a normal melee hit. And with windfury TOTEM no longer being a 'yellow proc' attack and adding more white attack haste, you will see a large increase to overall 'white' damage done, especially our own since we never had that totem utility before, come Expansion time.

And once again I feel the need to point out that Enhancement Shamans normally get TWO spots reserved for them in high end content, not one. And at least you are correct with regards to a rogue being replaced: all melee damage is supposed to do 'comparable' damage to rogues. They are probably sweating silent/stealthy bullets as we speak for this very reason alone.

Lastly, you are presumably a long term raider with the Enhancement spec. If you get replaced by a DK its not because their class is better 'as outlined in dozens of posts above they never can be'. Its because YOU SUCK.

Last edited by Hothgor : 08/13/08 at 3:17 PM.

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Old 08/13/08, 4:11 PM   #1232
WarTotem
Von Kaiser
 
Tauren Shaman
 
Bronze Dragonflight (EU)
Hotghor, you forgot trash. It's like the main reason why one of those tanks is a Feral Druid in optimal settings. He is needed for trash and can DPS on bosses with less tank requirement.

And you can't do Hydross with only 3 tanks unless you outgear the fight. No way a bunch of T4-wearing guys can do this fight with either 1 guy tanking all adds or 1 guy tanking both phases.
Gruul trash is a bit hard without a 3rd tank, Magtheridon is already hard on coördination with 4 tanks, 3 tanks will make it extrmely diffuclt and will most certainly require enough Hunters for Misdirects on top of the Warlocks and interrupters you already need. I've seen guilds try Karathress with 5 tanks (admitted, the GM was favoring tanks, being one of them ofc). If you outgear the fight ofcourse you need far less tanks. I've seen 2 tanks to Al'ar and I've actually seen a Feral Druid tank VR from start to past 20% hp.
Without in-raid switching (which was never the intended behavior Blizzard wanted I believe), you need ATLEAST 3 tanks per raid, mostly 4.

I thought the numbers were clear enough to state a 50% white hit portion, no? 30% haste * 50% white = 15% total DPS gain. Or was it that not clear enough to understand in such a way? 50% was actually me being generous, as both Enh Shaman and Warrior in Fury spec for me were around 40-45%. Even my Hunter has similar numbers and my Warrior in his Prot spec goes up to 35ish% white dmg depending on what raid I'm tank. And while white dmg may go up, so will magical damage from Static Shock & Maelstrom Weapon.

Btw, thank you for your kind words. You're probably right, being top DPS by 10% more then anyone else except for on MH trash must be a clear indication I totally suck. Luckily for me I was so selfish to think only of my own situation and not about those that are unable to put out similar DPS because they didn't get lucky on drops or never got lucky on drops or had the time to farm BoJ when the ZA patch came out. Oh, how foolish of me!! [/sarcasm]

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Old 08/13/08, 8:39 PM   #1233
Illundai
Bald Bull
 
Illundai's Avatar
 
Orc Death Knight
 
Talnivarr (EU)
You're both shitting up the thread. Stop it.

Facts:
  • Death Knights will be able to bring nearly the same buffs that you bring. Difference being their haste is not ranged, but only melee.
  • Death Knights will need to severely gimp themselves to do so. Unless they drastically change their trees, no one will have Imp Icy Talons in a DPS spec.
  • Death Knights will not steal your spot.
  • Death Knights will be bringing the Atttack Power bonus (theirs works on ranged AP) and Shamans will bring Windfury and Strength of Earth, not to mention Lust.

Now stop the discussion. It's useless to debate.
OTOH, coming from a decently succesful PvE guild and been raiding as Enhancement for over a year now -- I'll be rolling a Death Knight only because of the simplicity of Shaman DPS in raids and the confirmed complexity of Death Knight rotations. If there would be one major concern you should adress is the lack of depth in the Shaman class; especially removing twisting simplified it even more. Maelstrom Weapon will make the rotation a bit more interesting, but it's not what I'm looking for. I want melee abilities. Not some instantcast spell.

Oh and by the way, most guilds only use one Enhance Shaman, why you think two is the standard, I have no idea. Sure, people do it, that doesn't mean its optimal .

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Old 08/13/08, 9:46 PM   #1234
WarTotem
Von Kaiser
 
Tauren Shaman
 
Bronze Dragonflight (EU)
Originally Posted by Illundai View Post
Oh and by the way, most guilds only use one Enhance Shaman, why you think two is the standard, I have no idea. Sure, people do it, that doesn't mean its optimal .
On fights without too much AoE or other melee-unfriendly mechanics, you usually have 1 Shaman with WF in a group with a Fury War, Retridin and Rogues. The other guy is then in the Feral Druid & Hunters group for Agi, or in the tank group with whatever the tank requests for a specific fight.

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Old 08/13/08, 10:31 PM   #1235
Illundai
Bald Bull
 
Illundai's Avatar
 
Orc Death Knight
 
Talnivarr (EU)
I'm aware of how it works. I'm just saying that's not "what everyone does".

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Old 08/14/08, 10:43 AM   #1236
Mman
Piston Honda
 
Draenei Shaman
 
Shattered Hand
I think pretty few actually bring 2 ehnancement shaman. You are better off just having a resto shaman in the tank group to drop WF weapon for them.

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Old 08/14/08, 11:15 AM   #1237
drats
Don Flamenco
 
drats's Avatar
 
Tauren Shaman
 
Kel'Thuzad
Two is standard for most sunwell fights.

Brutallis, Twins, Muru, and KJ all benefit from having a second enhance shaman.

This wasn't really the case in BT/MH or any of the earlier raid zones, though.

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Old 08/14/08, 11:21 AM   #1238
Rouncer
Deeper Shade of Blue
 
Rouncer's Avatar
 
Rouncer
Orc Shaman
 
No WoW Account
Originally Posted by drats View Post
Two is standard for most sunwell fights.

Brutallis, Twins, Muru, and KJ all benefit from having a second enhance shaman.

This wasn't really the case in BT/MH or any of the earlier raid zones, though.
We've killed KJ and we almost always stick to 1 enh shaman. Occassionally on M'uru we'll bring in a second but that's about it.

(e) what does this have to do with WoLK? If you do your job well your spot is secure. DKs have to take 2 talents in 2 very separate trees to equal what you bring with your normal spec.

Last edited by Rouncer : 08/14/08 at 11:27 AM.

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Old 08/14/08, 11:30 AM   #1239
kaasi
Glass Joe
 
Draenei Shaman
 
Suramar
Originally Posted by Rounced View Post
(e) what does this have to do with WoLK? If you do your job well your spot is secure. DKs have to take 2 talents in 2 very separate trees to equal what you bring with your normal spec.
Plus DKs have nothing equal in terms of heroism/BL or SS debuff

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Old 08/14/08, 11:47 AM   #1240
Toots Hepcat
Care for a jelly baby?
 
Toots Hepcat's Avatar
 
Troll Shaman
 
Llane
Originally Posted by Illundai View Post
I want melee abilities. Not some instantcast spell.
Meh, it's all spells, man. Hit a button, something happens, whether that something is Sinister Strike, Frostbolt or Earth Shock.

The touted depth and complexity of the death knight will quickly be reduced by theory. After all, the warlock is a pretty complex class; so's the hunter. Both are single button spammers in raids. Meanwhile, I have to hit 3, watch totem timers and mana and environmental effects...it's only easy because like you said, we've been doing it for more than a year.

At the same time, I have two suspicions about MW: first, it's not going to be more important than melee (duh). Second, real dps optimization is going to come from carefully balancing strikes, MW and shocks in a dynamic environment where you can never really tell when the next 5 stack is coming. Cast too early, you reset your swing timer. Cast too late, you might lose your FS debuff. Surely two abilities with 5s and 8s periods are going to interfere wildly, providing a lot of decision points.

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Old 08/14/08, 12:47 PM   #1241
Wolfhand
Glass Joe
 
Orc Shaman
 
Emerald Dream
Didn't a blue say MW was eventually not going to reset the swing timer? Did I miss something?

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Old 08/14/08, 12:51 PM   #1242
ChaguraED
Von Kaiser
 
Orc Shaman
 
Emerald Dream
Originally Posted by Wolfhand View Post
Didn't a blue say MW was eventually not going to reset the swing timer? Did I miss something?
They did. Toots is referring to ensuring that a full 5 stacks of MW is up, rather than only having 4 and accidentally trying to cast a spell ( a half second LB or LvB) which really would mess your swing timer up.

Edit: and Toots, we may also be throwing in refreshing our lightning shield once or twice a minute if Static shock shapes up to be part of a raid build.

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Old 08/14/08, 1:04 PM   #1243
Paladia
Von Kaiser
 
Paladia's Avatar
 
Tauren Shaman
 
Stormscale (EU)
Originally Posted by Orlgin View Post
I had hoped that the 3 second cooldown on Windfury would provide enough of a gap that overwhelming numbers of FT strikes would overcome it. It's not the case. Two things came up:

1) If two FT procs occur simultaneously, only one FT proc actually fires. You can check this with Stormstrike. This means stormstrike becomes even more gimp.

2) The 2.5 sec cooldown on the Lightning Capacitor is a sizable nerf. Even firing every five seconds using crit stacking, it deals only 172 DPS. As demonstrated in this thread earlier, this isn't enough.
The problem is that neither FB nor FT scales to any greater extent. With just a 10% increase from spell damage, it is unlikely they will ever become viable.

As 1000 attack power currently only increases the FT dps with around 20 (1000x0.3x0.1)/1.5, with is almost the same as no scaling at all. For FB, it is even worse.

Also, Blizzard has stated that they do not want to add a new attack to enhancement and instead see Maelstrom as a new attack. While it is a good idea, at least in theory, that enhance are a true hybrid, allowing them to use both melee and spells, it feels like it has not been thought through properly.

Currently, in terms of itemization, 20 attack power is worth 12 spell power. Hence, in order for the spells to scale as well as the other classes with attack power, you would need to receive 12 spell power for every 20 attack power (a 0.6 ratio, instead of the 0.3 you get currently). As one gears up the spells become weaker and weaker in comparison. This is a problem with Blizzard continuing to make enhance rely on new spells, such as static shock and maelstrom.

As for Maelstrom, it's a good raiding talent but that is about it. Such small changes would be required to make it useful in solo and pvp as well. Enhance isn't exactly the power house of PvP at the moment and with all the excellent additions to other classes, it cannot afford to lose out on the new attack.

For solo, the duration of the buff would have to be increased to 30 seconds or so, as moving between mobs will otherwise almost always remove the buff and if you crit five times on the same mob, it will most definitely be dead already.

For PvP, it is hard to see it working out as an intended extra attack in its current form. If it worked on received crits, blocked crits from resilience and had a reduced or nullified mana cost, it could however work out as intended.

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Old 08/14/08, 1:08 PM   #1244
Rouncer
Deeper Shade of Blue
 
Rouncer's Avatar
 
Rouncer
Orc Shaman
 
No WoW Account
Originally Posted by ChaguraED View Post
They did. Toots is referring to ensuring that a full 5 stacks of MW is up, rather than only having 4 and accidentally trying to cast a spell ( a half second LB or LvB) which really would mess your swing timer up.

Edit: and Toots, we may also be throwing in refreshing our lightning shield once or twice a minute if Static shock shapes up to be part of a raid build.
If the mana is there to sustain us without water shield then plan on Static Shock being a guaranteed part of your arsenal.

I ran numbers for it based on our last Brutallus and it would be a very significant increase in dps. Worked out to 39dps for those 3 points and that was at just 600 damage per proc (with raid buffs and Improved Shields it should end up much higher then that).

Since 39 dps doesn't sound like much, please realize that it is the equivalent of 130 AP. To equal that boost from 3 points in Ancestral Knowledge you would have to have 2166 intellect. 3 points in Reverberation would have only provided 1/3 of that dps increase using that fight. So on a dps per point value test, Static Shock definitely passes. I still wish it worked with Water Shield but for raiding, provided mana isn't an issue, it would be quite stupid to try and spend those 3 points anywhere else.

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Old 08/14/08, 2:00 PM   #1245
Toots Hepcat
Care for a jelly baby?
 
Toots Hepcat's Avatar
 
Troll Shaman
 
Llane
Originally Posted by ChaguraED View Post
They did. Toots is referring to ensuring that a full 5 stacks of MW is up, rather than only having 4 and accidentally trying to cast a spell ( a half second LB or LvB) which really would mess your swing timer up.

Edit: and Toots, we may also be throwing in refreshing our lightning shield once or twice a minute if Static shock shapes up to be part of a raid build.
Right -- that's the trick with MW.

Cast at 5 stacks, it's instant, and there's no swing timer reset.

Cast at less than 5, it's a real cast. No attacks for the duration, plus your swing timer resets after the spell goes off.

Obviously, resetting the swing timer is a bad thing -- loss of all melee and windfury for the duration of your current attack speed. So the penalty for not waiting a full 5 stacks is almost guaranteed to be worse than the benefit of casting early.

Lightning Shield will be refreshed a minimum of once per minute; but why stop there? It's free to cast, use it when you have an open GCD and nothing else to do.

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Old 08/14/08, 2:04 PM   #1246
dedmonwakeen
Bald Bull
 
dedmonwakeen
Undead Priest
 
No WoW Account
Originally Posted by Paladia View Post
The problem is that neither FB nor FT scales to any greater extent. With just a 10% increase from spell damage, it is unlikely they will ever become viable.
While I fully understand that my simulator has very little standing at this point, I must say that the results I'm seeing disagree with this.

Wielding Slow/Slow with Windfury/Flametongue is giving me the best results.

Yes, the proc frequency of WF is reduced, but the damage contribution of FT makes up for it, not to mention the minor increase of spell damage due to the spell-power bonus component of FT.

There are more passive melee haste effects in WotLK and more target debuffs affecting Nature and Fire damage. These also conspire to improve the effectiveness of OH FT.

Feel free to check out the SampleOutput wiki at the site referenced below.


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Old 08/14/08, 2:11 PM   #1247
Toots Hepcat
Care for a jelly baby?
 
Toots Hepcat's Avatar
 
Troll Shaman
 
Llane
Do we know that the new Flametongue has an increased proc-rate with hasted weapons?

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Old 08/14/08, 2:16 PM   #1248
T.K.
Von Kaiser
 
Human Paladin
 
Stormrage
Ok, so I have been checking this thread in particular hoping for some good ol' theorycrafting being done here so we could check in advance what is awaiting us at the other side of the expansion, even more considering I wasn't lucky enough to get a beta key :/

Being more and more dissapointed each time I checked this, I came to the point I couldn't go on without posting. So, sorry in advance for posting something that should already be in this thread:

One of the first thoughts and things said about Wrath, when they first started talking about it, was that they had a clear patamar and evidence to say that one of the biggest problems in TBC were tanks. From the very first beginning they talked about revamping tanking and how tanking and tanks in general would be adressed even more than they were already in TBC with paladins and feralz improving a lot in that direction.
If I remember, and I know people in here will correct me if I'm wrong, since the first presentations and discussions they knew from the start that the problem that tanks normally had a high demand with low offer, due to the "suckage" of using a tank specc to do anything besides tanking (less for feralz, but still true at some degree). They knew, as well, how a Fury or Arms warrior or a Ret or Holy paladin or a Balance or a Resto druid couldn't tank as well and as such, you were pidgeonholed to use your char for instances/raids and use alts or respecc to do anything else.

I'll say as well, that since I heard that Blizz was releasing a new class; since it's concept and presentation; since we firstly "WHOA" at it; it's being talked as a new tank class. It's been said to be introduced to help normalize the concern about the lack of tanks in the overall servers in WoW. It's been built to do so. Tank.

With their new concept of tanking speccs being able to farm and do other shit (even dps at instances or something alike, using DPS gear with tank specc) it really doesn't surprise me that DK trees are mixed with dps talents and tank talents along it. That's in line with Fury and Arms receiving tanking improvements and prot, as promissed by them, gonna receive some more dps boost.

Although we still have many "imbalances" inside the class mechanic and powers, I find that TBC was pretty good overall for the shaman class. We became one of the top dps hyrids out there, and my experience might be short, but besides a handfull few individuals scatered all over the world WWS parses I checked, I couldn't find arms/fury warrs, feral druids or retadins doing the same level of dps I output. And I have seen other enhancers doing a lot more damage than me, so I'm using my experience as a low ballmark.

I have been raiding for all TBC with a foreign speaking language to me and before I was accepted in there they didn't even allow people from my nationality in there, not for racism or whatever, but because of language barrier. I proved to them I was worth my trial and after more than a year at the guild, I proved many times I worth my salt. They yell at me when I miss raids.

So, could anyone in here, please, explain to me why we're even bothering to waste our times discussing if a TANK-oriented class will or will not replace our DPS-oriented role in raid? Could someone, as well, explain to me why would a guild trial someone they don't know, with a class they don't know, to do a job they don't know if they can do or not, to take the place of their enhance that they have know for quite some time and know that it's capable of doing it?

Seriously, even it's people inside the guild rerolling you're not suddenly playing with the DK as good as you play your old character at first day...

Seriously, I am already abusing your attention and patience with this damn long post, but if DKs DPS comes close to other hybrids, like enhancers, they will be nerfed somehow. Not because I don't think it's fair or that we should be top damage dealer hybrids. It's just that DK was created to solve a tank problem. Making your tank class go dps doesn't solve that problem. So they won't create a whole new class, with new mechanics, with new spells and powers to solve a problem and let it not do the job.

Death Knights - tank oriented
Enhance shammy - dps oriented
thanks.

_____________________________________________________________________________________ ________________________

What I really wanted to know, though, is if none is concerned to the fact that we have to pay so "much" to make int usable at our dps stats? Like, currently we have to pay talent points to make our tier sets suitable for us! Doesn't that get's reaaaaally weird to no one else?

Last edited by T.K. : 08/14/08 at 3:02 PM. Reason: zeee gramar

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Old 08/14/08, 2:22 PM   #1249
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
If Flame tongue still have damage proc in 80lvl raid scene then slow/fast + wf/ft might look very promising.

Static shock dps figure is way more than 39dps with 600damage per orb.
Random WWSscoreboard link

Melee * 415
Windfury * 116
Stormstrike * 58
Flame shock * 20
Earth shock * 18
Total: 627 attacks
With 6% chance to proc there should be 37.62 procs and if using 600 damage per orb total static shock value is 22572 or 73.76dps.

In Wotlk we see 20% haste from wf totem and more stormstikes. Also factoring CoE + misery and Earth and moon.
This give minimum of 100dps aproximate for early raiding tiers in Wotlk.

Slow, slower, shaman weapon.

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Old 08/14/08, 2:33 PM   #1250
Toots Hepcat
Care for a jelly baby?
 
Toots Hepcat's Avatar
 
Troll Shaman
 
Llane
Pitbuller, where the hell did you get those numbers? They aren't from the WWS you linked, man. Plus I think you got the period wrong; 415 melee attacks per minute would be a hasted speed of .3s

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