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Old 08/04/09, 2:28 PM   #26
Rouncer
Deeper Shade of Blue
 
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Rouncer
Orc Shaman
 
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eh, while you are busy casting Ghost Wolf I am free to cast something else and then shift when I start to run back. Although normally I try to take advantage of the speed and place my void zone behind the others leaving more space for the people without a speed advantage.

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Old 08/04/09, 7:45 PM   #27
Aliasera
Glass Joe
 
Draenei Shaman
 
Kil'Jaeden (EU)
Hmm different, but anyway good opinions.
yes, it's useful that you can use a spell and then running out with instant GW, than instant starting running out, like Freya, when you have the nature's Fury debuff. But this isn't useful when you are rooted or something else.

I think I'm using tuskarr vitality just to have more hitpoints, maybe the main reason is, that you can't use Gw at bosses like yogg saron, where my guild now want to progress hard without any keepers, same to Algalon.

Hm..while running, you could cast flameshock on the Boss / target and while you are waiting (e.g. XT hardmode, gravitybomb) you can easily cast lavaruption (just to get more out of call of flame).
And the bosses like razorscale and Ignis, I don't know how you take them in your raids, but at the ignis encounter, I don't need to run or something. @ razorscale: movement yes, but you don't need to run out so fast only at the flames, and when razorscale coming to the ground, hmm..this should be early announced.

I don't know if they changed it or are going to change, but on the PTR in the instance, you can't use mounts and GW, e.g. the Raid needed to repair...but the repair mammoth can't be used, so we have to use a repair bot.

Difficult discussion... I think it's the gamers decision what to use...I think here are many people who have this or that opinion and his / her reasons.

So Long

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Old 08/04/09, 9:01 PM   #28
Aliasera
Glass Joe
 
Draenei Shaman
 
Kil'Jaeden (EU)
TotC instance inside :>

here a screenshot I took while a PTR Raid
On the Bar above the Bagbar you can see two of my mounts, hope you can see that they aren't useable at the moment, because of the location

Greetings ^^

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Old 08/09/09, 12:37 AM   #29
joeshmoelb
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Blood Elf Death Knight
 
Darkspear
or you could be an engineer and get nitro boot's and solve both problems XD.

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Old 08/09/09, 2:05 AM   #30
Frontier
Grow Up; Blow Away
 
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Frontier
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Originally Posted by joeshmoelb View Post
or you could be an engineer and get nitro boot's and solve both problems XD.
That's not entirely accurate. The speed component of nitro boosts is useful in many situations. Running to Yogg brain, and emergency 'I'm not going to make it out of shockblast/overload/etc.' are a few that I personally use them for. But it's not going to be the same as having an always on speed boost running from mob to mob on an encounter like Freya, where you aren't likely to pop the speed component. It also might negate the emergency use of nitro boosts in many situations as well. The 'dps' component is certainly better; the speed boosts are going to perform differently depending on the situations. I wouldn't personally call it a solution to both problems, though I am using nitro boosts myself.

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Old 08/09/09, 11:11 AM   #31
joeshmoelb
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Blood Elf Death Knight
 
Darkspear
Originally Posted by Frontier View Post
That's not entirely accurate. The speed component of nitro boosts is useful in many situations. Running to Yogg brain, and emergency 'I'm not going to make it out of shockblast/overload/etc.' are a few that I personally use them for. But it's not going to be the same as having an always on speed boost running from mob to mob on an encounter like Freya, where you aren't likely to pop the speed component. It also might negate the emergency use of nitro boosts in many situations as well. The 'dps' component is certainly better; the speed boosts are going to perform differently depending on the situations. I wouldn't personally call it a solution to both problems, though I am using nitro boosts myself.
yeah all i meant by it solving both problems is it has a higher dps bonus and it has a quick solution type speed boost.

edit: its a 2fur!

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Old 08/11/09, 1:14 PM   #32
Dahkeus
Von Kaiser
 
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Zul'Jin
Originally Posted by joeshmoelb View Post
yeah all i meant by it solving both problems is it has a higher dps bonus and it has a quick solution type speed boost.

edit: its a 2fur!
Only to a certain degree. If you have lots of situations where you need to run faster for a short period of time about 2 seconds, then having one big burst of speed will be overkill. Additionally, the cooldown will mean that you miss out on the increased speed every other time you are moving. This also means you miss out on run speed to boots, so while it would be great for one big burst, you will be running slower in every other situation while the boots are on cd.

Alt (but former main) - Dahkeus, Blood Elf Mage on Zul'Jin

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Old 08/11/09, 5:58 PM   #33
Oogachaka
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Troll Shaman
 
Mal'Ganis
Just for the sake of my own number crunching - does anyone remember what the general DPS value was for the meta attribute "+3% dmg to crits" ?

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Old 08/20/09, 2:59 PM   #34
Oogachaka
Glass Joe
 
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Troll Shaman
 
Mal'Ganis
Sorry there hasn't been much talk in this thread lately, but i think i found something worth adding.

Drums of Speed still affects lvl 80 players, and gives 15% movement speed increase over 30 seconds on a 2 minute cooldown.

As far as i have seen, there is no debuff preventing them from being chain cast as needed by players able to do so.
But admitedly, I haven't had the chance to test them out grouped with another leatherworker.

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Old 08/23/09, 3:24 AM   #35
Rouncer
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Originally Posted by Oogachaka View Post
Sorry there hasn't been much talk in this thread lately, but i think i found something worth adding.

Drums of Speed still affects lvl 80 players, and gives 15% movement speed increase over 30 seconds on a 2 minute cooldown.

As far as i have seen, there is no debuff preventing them from being chain cast as needed by players able to do so.
But admitedly, I haven't had the chance to test them out grouped with another leatherworker.

They work but there are certain annoying restrictions about them. They give a debuff that affects everyone buffed and prevents reapplication so they can't be chained. They also activate a 2 min cooldown on your potions although they will reactivate without needing to get out of combat.

They are good to pop on a brain trip on Yogg since you can always just use the pot on the second trip but it can be annoying. You could always activate the pot first and then drum, since the potion cooldown doesn't prevent you from drumming immediately after, but that isn't the greatest strategy for Yogg's brain (as an example).

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