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Old 06/18/09, 4:52 PM   #1176
Horac
Von Kaiser
 
Tauren Shaman
 
Rexxar
Under bug fixes...
/
Shaman
  • Fixed a bug where Frostbrand Weapon (Rank 9) was not scaling properly with a shaman's spell power.

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Old 06/18/09, 4:53 PM   #1177
Malan
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Malan
Tauren Shaman
 
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Originally Posted by Rouncer View Post
Will being over the appropriate hit cap also proportially increase the pets expertise levels? Ooo fun, new things to think about how to properly test!
The patch note addresses that directly. It says that if you are capped on hit for melee or spell, the pet will be appropriately capped as well.

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Old 06/18/09, 5:03 PM   #1178
zoombini
Piston Honda
 
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Orc Shaman
 
Sentinels
Originally Posted by Malan View Post
The patch note addresses that directly. It says that if you are capped on hit for melee or spell, the pet will be appropriately capped as well.

Does that mean ghost wolves have %100 hit when the shaman is spell hit capped (17%)?
OR is it when melee special hit capped (9%)?
or when melee white hit capped? (24%)?

if the latter, does that mean if we switch to a 2H our wolves will hit more?

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Old 06/18/09, 5:40 PM   #1179
Malan
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Malan
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It means if you are white capped, the wolves are hit capped. And yah presumably if you strap on a 2H they would need less Hit as a result. Though you'd have to be pretty stupid to do that in almost every case.

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Old 06/18/09, 5:50 PM   #1180
Sylvand
Piston Honda
 
Draenei Shaman
 
Spirestone
For the shamanistic rage change, I think it's quite nice actually from a mana point of view.

Right now, SR can easily give me back twice my mana bar anyway when I'm able to swing, so even halving the coefficient it should still top me off. This is great for situations such as 10 man raids where mana support might be lacking.

The other thing I'm thinking of is Freya. We're still working on getting the lasher execution down, and invariably there ends up being quite a few running around (especially if we're melee heavy). When that happens I like to sit back and spot heal a little bit; I think it sometimes makes the difference in keeping people alive. Anyway it basically crushes my mana bar, so being able to refill twice as often will be very nice.

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Old 06/18/09, 5:58 PM   #1181
Deathicle
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Orc Death Knight
 
Sargeras
Originally Posted by Sylvand View Post
For the shamanistic rage change, I think it's quite nice actually from a mana point of view.

Right now, SR can easily give me back twice my mana bar anyway when I'm able to swing, so even halving the coefficient it should still top me off. This is great for situations such as 10 man raids where mana support might be lacking.

The other thing I'm thinking of is Freya. We're still working on getting the lasher execution down, and invariably there ends up being quite a few running around (especially if we're melee heavy). When that happens I like to sit back and spot heal a little bit; I think it sometimes makes the difference in keeping people alive. Anyway it basically crushes my mana bar, so being able to refill twice as often will be very nice.
And you can probably get away with using Magma Totem on General Vezax!! You can also potentially drop most of your mana reduction/return talents in favor of more dps talents as well. Some interesting possibilities with this change.

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Old 06/18/09, 6:25 PM   #1182
Ryethe
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Draenei Shaman
 
Medivh
Originally Posted by Kurisu View Post
Now if only they made fast (OH) weapons work well for shamans so we aren't pigeonholed into niche weapons.
This will not be an issue. Axes and Maces are 1-handed. This means that the axes/maces that they inevitably make can be equipped in both hands. The only niche weapon would be a slow off hand specific weapon, which currently does not exist past ilvl200.

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Old 06/18/09, 6:25 PM   #1183
Malan
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Malan
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Originally Posted by Deathicle View Post
And you can probably get away with using Magma Totem on General Vezax!
Uh... what? I've been using Magma on Vejax since day 1 with no trouble.

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Old 06/18/09, 6:40 PM   #1184
Rouncer
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Originally Posted by Malan View Post
It means if you are white capped, the wolves are hit capped. And yah presumably if you strap on a 2H they would need less Hit as a result. Though you'd have to be pretty stupid to do that in almost every case.
you missed my question

In addition, if a player is at their appropriate spell hit chance or hit chance maximum, their pet will be at the maximum for spell hit chance, hit chance, and expertise. If they are below the maximum, their pet will be proportionately below those maximums.
Expertise is stated to be maxed on pets if the player is capped on hit or spell hit. Hunters get nothing from expertise so that makes sense but the question is what happens in PvP. Are pets capped at a 6.5% dodge reduction or if you have more hit then the cap to hit a player does it increase the expertise on the pet further? Players can easily have 30% dodge or more so does that mean if I stock up on hit it will increase my pets expertise and reduce the dodge even further or is it capped at 6.5%?

edit: To try and be more clear. The wording says if you cap one of them (melee or spell hit) then your pet caps all three but there is no dodge cap in PvP so what happens there?

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Old 06/18/09, 8:16 PM   #1185
SentinelBorg
Don Flamenco
 
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Tauren Shaman
 
Blackrock (EU)
Originally Posted by Malan View Post
Uh... what? I've been using Magma on Vejax since day 1 with no trouble.
Well, it's a bit different in hardmode, especially if you also do some healing to help your healers save mana.

Another thing, shouldn't we start a new 3.2 thread?

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Old 06/18/09, 8:21 PM   #1186
Staticus
Von Kaiser
 
Draenei Shaman
 
Nordrassil (EU)
Originally Posted by ChaguraED View Post
The Rogue news, coupled with this:

This might be a significant boost for DWing DK's.

These two changes lead me to believe we'll have a much healthier menu of slow one-handed weapons in 3.2, both fists and axes.
On the good side - more 1H weapons to choose from. In fact I think swords and axes will swap places with the changes...swords becoming tank-only and axes becoming tank/dps (since only 1 race will benefit from dps swords, just like with dps axes atm). Plus I think axes > all.

On the bad side - more competition for those weapons (even though in my guild at least the DK fad has worn off), and if they're not 2.7 they could be inferior to the newly-bumped 2.7 hardmode ulduar weapons. (oh and more fast 1H weapons for us to avoid)

The rage change is interesting...means I can use it as a mitigation tool like I did when it lasted 30 secs. Shocks at a longer range are nice, as is the much-needed health boost.

And you can probably get away with using Magma Totem on General Vezax!! You can also potentially drop most of your mana reduction/return talents in favor of more dps talents as well. Some interesting possibilities with this change.
Don't forget that replenishment got nerfed by 25%...but even then I don't see us suddenly going oom. (even on general I use magma all the time and some spot heals without having to rage every 2 mins, imp SS ftw)

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Old 06/19/09, 1:20 AM   #1187
Rouncer
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Rouncer
Orc Shaman
 
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Originally Posted by SentinelBorg View Post
Another thing, shouldn't we start a new 3.2 thread?
Started a new thread for 3.2

Clean slate time and from the patch notes this could end up being a decent patch for us overall. Please continue discussion of the patch notes and what is discovered on the PTR to the new thread.

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